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Pojo's Yu-Gi-Oh Card of the Day

Dream Clown
Common

When this card is changed from Attack Position to Defense Position, destroy 1 monster on your opponent's side of the field.

Type - Warrior/Effect
Card Number - DB2-EN051

Card Ratings
Traditional: 1.95
Advanced: 4.2

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.


Date Reviewed - 10.28.05

 

Lord
Tranorix
Dream Clown

Dream Clown is extremely rentsy, and I happen to love the little guy. There are so many ways to annoy your opponent with him, it’s hilarious. With 1200 ATK, he isn’t great; but the fact that he’s Level 3 makes that understandable. Being EARTH is good, as he can be summoned via Giant Rat; and being a Warrior is good, as he can be searched out via Reinforcement of the Army.

Whenever Dream Clown goes from face-up ATK to face-up DEF, you get to destroy a monster on your opponent’s side of the field. Summon this with Giant Rat on your opponent’s turn, and on your turn switch him to DEF – you’ve just destroyed your opponent’s monster.

Play him in a deck with Stumbling. Every time you summon a Dream Clown (or Blade Rabbit), bam! You killed an opponent’s monster.

Use him with Zero Gravity. Your opponent attacks your Attack Position Dream Clown only for you to activate Zero Gravity. And voila – you’ve just killed the attacking monster (or another, if you so desire).

Clown Control is back, and better than ever. And if you’re running it, you should be running Dream Clown.

Control: 3/5
Clown Control Deck: 5/5
OVERALL RATING: 4/5
 

ExMinion OfDarkness
Dream Clown

Here's ANOTHER weenie card that should see play that doesn't.

Dream Clown has as much going for it as any other low-attack card; elemental search (with the new Warrior's Triumph starter deck), Sangan search, Last Will (for some oddball deck), oh, and did I mention REINFORCEMENTS OF THE ARMY? (Like that thing needs another broken card to pull out!)

Dream Clown is the cream of the offensive weenie rush. Monster destruction in exchange for a position change, gets under all three majorly-played stall cards, can clear the way for other weenies with "when this card does battle damage" effects...

Oh, and this card owns with Level Limit - Area A, which we'll get soon. LLAA's effect = All Level 3 or lower monsters are automatically changed into Attack Position.

So you can change Dream Clown to Defense, its effect kills a monster, and then LLAA automatically forces it back into Attack Position. This lets you get Dream Clown's effect EVERY turn as opposed to every other turn. This, a stall card, a way to prevent an opposing Heavy Storm or Sacred Phoenix of Nephthys effect, and you're sitting pretty.

1.25/5 Traditional
3.75/5 Advanced
 

Coin Flip
Yesterday I made a small error. It's not the Knights that this card helps, it's the Possessed Spirits. 1850 ATK Spellcasters that can get trample depending upon how they're summoned. :) Even they suck, though, so the message of the review does not change.

So yeah, today we look at a friend of ours from many years ago. Say hello to Dream Clown. Careful, though. He bites.

Hmm… I don't like the logic of this card, or its "better" alternatives of Swarm of Scarabs and Medusa Worm. I mean, the idea is that you have to protect an extremely weak monster to get a cool effect, but the two options for protection that you have (Attack restriction like Gravity Bind and Messenger of Peace, and hardcore attack stopping/monster removal like Sakuretsu Armor, Bottomless Trap Hole and Widespread Ruin) are essentially narrowed down to one. I mean, if you use the removal, you don't get to use this guy's effect. So you have to use attack restriction, which then begins to develop dependency on those cards… Yeah.

So what can you use? Well, the idea for this is that Dream Clown is searchable by several cards, and you can easily set up a loop that your opponent cannot break out of with one Stumbling and two Dream Clowns. It actually isn't a difficult loop to set up due to the searchability of the bigger part of the combo, but it's also easily dismantled by, say, a Snatch Steal or Brain Control. If you try to use Labyrinth of Nightmare, then you're becoming FAR too dependent upon a combo. Combo-oriented decks generally don't T8.

So yeah, today you get a special treat. I'll give you a Dream Clown deck it took me three minutes to write.

16
3x Dream Clown
1x Injection Fairy Lilly
2x Spirit Reaper
2x Des Lacooda
2x Giant Rat
1x Dark Catapulter
1x Mystic Swordsman LV2
1x Sangan
1x D. D. Warrior Lady
1x Breaker the Magical Warrior
1x Horus the Black Flame Dragon LV6

15
3x Stumbling
1x Premature Burial
1x Swords of Revealing Light
2x Level Limit – Area B
1x Snatch Steal
1x Book of Moon
1x Scapegoat
1x Dark Hole
1x Mystical Space Typhoon
1x Heavy Storm
1x Smashing Ground
1x Nobleman of Crossout

9
3x Sakuretsu Armor
1x Call of the Haunted
1x Torrential Tribute
2x Dust Tornado
2x Bottomless Trap Hole

Still a bit contradictory, but hey, it won't go into topdeck mode three seconds into the duel, so the better for it.

Anyway, here's rating of a d20 roll divided by 4. Hey lookie, an 11.

General: 2.75/5
Rat Toolbox: 3.7/5
Clown Control: 5/5
 

Dark Paladin
Dream Clown is our card for today, and this will be short and sweet.
This card is essentially a God in your stall/Gravity Bind/Messenger of Peace deck.

If you can get two out, you can continuously destroy the opponent's monster, and attack directly. It even works in a weenie rush deck.

Ratings:

4.75/5 in all of the above decks
1.25/5 all else

Art: 3/5

You stay classy, Planet Earth :)
 

Satisfaction
Dream Clown, this card can be quite annoying if you can't get it off the field. Dream Clown is an average card but put in the right deck type, it can give you total field control.

Dream Clown's stats aren't that great, especially in this new format 1200 attack won't manage against the 1700 and higher monsters. But to make Dream Clown to work you must protect it.

Cards such as Gravity Bind, Level Limit Area B, and Messenger Peace are cards that can work great with Dream Clown. Hey even Sakuretsu Armor will help protect even though Dream Clown is suppose to do it's job. Sure Mobius the Frost Monarch can screw up the plan but Level Limit Area B will put it in defense even before he blows up the back rank.

Dream Clown is searchable by many things. Being Earth is one of the best attributes in this format because of how much Giant Rat can bring out. But the deck that can utilize Dream Clown the most is a Warrior Control. Most people won't realize but Dream Clown is a warrior.

As the theme of the deck can do so much to help Dream Clown, cards that activate Dream Clown's effect off the bat is very useful to make Dream Clown work. Stumbling is a very useful combo for Dream Clown, stalling your opponent so they can't get to Dream Clown and when Dream Clown gets summon it goes to defense mode, so does any other monster, but Dream Clown gets it's effect.

The whole point of Dream Clown is field control, and card advantage, gaining one card advantage every time you activate the effect. Dream Clown can work but protecting it is the issue in this format, but this format gives it more possibilities.

Traditional: 1.5/5.0
Advanced: 3.8/5.0

Warrior Control: 4.8/5.0
Weenie Rush: 5.0/5.0
 

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