As long as this
card remains face-up on the field, any monster that
is Normal Summoned, Flip Summoned or Special
Summoned successfully is changed to Defense Position.
Type - Spell
Card Number - IOC-035
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 06.01.05
Luckily, I duel with a group of friends, of which
one of their fathers runs a deck involving
Stumbling, so I have a lot of experience playing
against this card.
Stumbling is basically a combo card; you can't throw
one copy of Stumbling into a cookie-cutter deck and
expect it to save you in several games.
Situations in which Stumbling will help you
*You're playing monster cards that are unaffected by
Spells. (Horus Lv. 6, anyone?)
*You're playing Total Defense Shogun, who works
better from Defense Position anyway.
*You're playing something that has a strong defense,
weak attack, and needs to be face-up to get some
kind of effect. This leads to...
*YOU'RE PLAYING BANISHER OF THE LIGHT IN A REMOVE
FROM GAME DECK. This is the deck I was eluding to
earlier. I can not count how many times this guy has
played Stumbling + Banisher on the first turn when I
had a Nobleman of Crossout in my hand that would
otherwise have nailed the Banisher. A 2000 DEF wall
that you can't Crossout is hard to get through --
especially when any option you use to get rid of it
won't be coming back later. Okay, so you're going to
use Tribe...better not discard Serpent, because it'd
be RFG'd. Magician of Faiths become useless in
reviving Pot/Graceful/Delinquent if they're RFG'd
right after you use them. Decks that depend on BLS
utterly fail if they can't move things into the
The mos naturally occuring counter to a deck
involving Stumbling (besides the M/T removal) is
Enemy Controller. If they want their own monsters
going into Defense Position, the ATK scores of their
monsters would be less than phenomenal. Switching
their monsters into ATK could lead to a nasty
Stumbling’s a very interesting card. It’s sort of
like The Dark Door but in my opinion better than The
Dark Door. Being a Continuous Spell gives it the
drawback of being pretty vulnerable, but if your
opponent can’t get rid of it, it’ll be annoying him
for a long time.
Any monster that’s summoned goes to Defense
Position. If you summon a Jinzo, it goes to Defense
Position and it can’t attack that turn. Summon a
Dream Clown, and it goes to Defense Position
immediately, allowing you to destroy a monster.
It’s true that Stumbling will only realistically
stop monsters for one turn, so it’s not necessarily
the greatest stall card out there. Its best use
comes in the revitalized Clown Control Deck, where
it can allow your Dream Clowns (and/or Blade
Rabbits) to get their effects off much more quickly
(and yes, it does also serve as a stall card).
Elsewhere I’d probably avoid it, as it hinders
offensive decks too much and isn’t that helpful to
defensive decks, except as a very temporary staller.
Today’s card is Stumbling, a Spell that can benefit
Trample Decks to a certain degree.
While Stumbling is face-up on the field, when a
monster is summoned it is changed to Defense
Position. The effect should be easy to understand;
basically any monster that comes onto the field
after Stumbling is activated goes to Defense
Position. Note that it’s AFTER Stumbling is
activated, so any monsters on the field prior to
Stumbling’s activation can remain in whatever
position they’re in.
The effect can be useful, giving both players a
chance to properly defend themselves before a newly
summoned monster can attack them. As already said,
the effect can benefit a Deck focused around
monsters with a trample ability. Just have a few
Airknight Parshath and a couple of Enraged Battle Ox
(and maybe some Beasts) on the field before you use
Stumbling and you should win in no time (assuming
your opponent’s out of S/T destruction). All in all,
Stumbling can be a useful Spell. But in most cases
I’d advise something that only affects the opponent,
such as Swords of Concealing Light.
Advanced: 3.5/5. No witty comment available.
Traditional: 3/5. Beware of S/T destruction.
Art: 2/5. It’s Name That Monster Time! I see
Gagagigo, crawling along the path to the Darkside.
As long as this card remains face up on the field,
any monster that is Normal summoned, Flip summoned,
or Special summoned successfully is changed to
This card is a Staple for a Stall deck. Level Limit
Area B is arguably better but that doesn't make
Stumbling a bad card at all. This gives the stall
deck at least one turn to deal with stuff. I mean,
Continuous Spell is meh but the effect is good.
In your Stall deck maxed out on Level Limit Area B
and Gravity Bind this card is definately a welcome
addition. This card does have some uses elsewhere
The only "negative" on this card is the fact that it
effects your monsters too but that's no big deal.
This card is also a good choice for an Exodia deck
too I believe if you can fit it in or even in a
Final Countdown deck for those of you bold enough to
run one of those.
Traditional (stall): 3.0/5
Traditional (Exodia/Final Countdown): 3.6/5
Traditional (general): 3.3/5
This is a Continuous Spell. The downside is
that its effect will end if it is destroyed.
The upside is that the effect this card places
upon the field will last until the card is
negated or destroyed.
When a Monster is Normal, Flip, or Special
Summoned, it gets kicked into DEF mode. This is
a simple effect, neither to powerful nor too
weak. Obviously, it will slow down the pace of
the game, making it so only cards with effects
like Total Defense Shogun (don’t know if
anything else has his effect, mind you), can
attack the turn they are summoned with out using
a position changing card.
A solid stall tactic,
Stumbling thus works best in a stall
deck. It can by time for weaker attackers that
would still themselves be locked into DEF mode.
Even in a “normal” deck, it can be useful since
many, many strong attackers have horrid DEF
scores, thus giving your own beatsticks time to
kill opposing ones. Oh, did I mention it makes
Berserk Gorilla go boom? Finally, as a
general use, it makes manually flipping Flip
Effect Monsters much nicer, since they’ll be
forced into DEF mode afterwards. Ninja Grand
Master Sasuke should love this card, since
it set sup for his effect to destroy the
1/5-It won’t survive long enough here… and
Chaos Emperor Dragon usually doesn’t need to
3/5-Useful in some decks, useless in others.
4/5-Here I think it’s pretty good, forcing
beatsticks into their weaker DEF mode, so you
can pick them off will defeat many decks in this
is a very solid card that can fit into most
decks, but works best when used with a solid
Stumbling is actually one of the better cards in the
game. It is unbelievable in Clown Control and simply
gorgeous with a few proper monsters. It basically
puts a condition on the field. A common problem a
lot of aggressive decks have is that their monsters
have enough ATK to handle themselves, but something
stupid like a Don Zaloog can hit them in DEF. Going
along with yesterday's card, this is a godsend for
quite a few stall decks. Let's say you have a few
Des Lacoodas and maybe one or two of the Swarm
monsters, but you know that Level-Limit Area B won't
stop the Mystic Swordsman LV2 your opponent sided
in. Stumbling 'em away. Much like Big-Tusked Mammoth
or its spell equivalent, this doesn't stop them
forever, but it stops them for long enough.
I like it in Clown Control, and I like it in some
Flip Face Down decks.
Flip Face Down deck:
Copyrightę 1998-2005 pojo.com
This site is not sponsored, endorsed, or
otherwise affiliated with any of the companies or
products featured on this site.
This is not an Official Site.