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

Magic Cylinder
Ultra Rare

Negate the attack of 1 of your opponent's monsters and inflict damage equal to the attacking monster's ATK to your opponent's Life Points.

Type - Trap Card
Card Number -  IOC-SE2

Card Ratings
Traditional: 4
Advanced: 4

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


Date Reviewed - 02.08.06

 

ExMinion OfDarkness
Magic Cylinder
 
What is this, "-1s people might actually play" week?
 
Having said that, Cylinder actually isn't that bad.  A Cylinder at the right time can win games.  In a late-game situation where both players are at low life, it's a great topdeck (barring Mobius/other S/T killers.)  In a late-game situation where both players have about half their life, not so much.  I'd rather be drawing a Saku or Widespread at that point.
 
In my opinion, Cylinder could see more play but not deserve it as much as last format.  Players who would like one or two good burn cards could use this in place of the Ring of Destruction that we lost last October.  However, with players using Delinquent Duo and Ring, players were naturally killing off more of their own LP and it would be easier for Cylinder to actually end a game (but then again, Ring did it just more than Cylinder could.)
 
However, Cylinder is still a -1 in terms of card advantage, and unless it's ALSO preventing your opponent from doing something else worse to you (their Mystic Swordsman Lv. 2 attacking your set Dekoichi, their Don Zaloog attacking directly), it's subpar to Sakuretsu and Widespread.  We'll see what the next banlist brings, but I don't think it will see much play now.
 
1.5/5 Traditional
2.5/5 Advanced
 

Dark Paladin
As our week progresses, we come to Magic Cylinder, one of my favorite traps in the entire game. With Ring of Destruction finding its way to the ban list this time around, people are looking for some burn.

Ring of Destruction was a 1 for 1. You lose the card, but the opponent loses a monster. Magic Cylinder is a -1, but you're going to be doing some burn, so it could be all right. The spot Ring held does need to be filled, and Cylinder is a viable alternate.

Cylinder can definately finish games just as well as Ring could, and while it might not be AS good as it once was, I actually believe this card borders underrated as many people simply don't seem to care anymore.

Ratings:

Magic Cylinder gets a 4.0/5 all around

Art: 5/5 excellent Secret Rare pic

You stay classy, Planet Earth :)
 

Ryoga
Magic Cylinder:
Oooh. Look! Its a common now!

This is a card that hovers on the borders of decentness and will warn us if the game ever does become beatdown-centric. You swap 1 card to prevent 1 attack and do lots of damage. It isn't chainable, so its just as vulnerable to s/t removal as the next card.
The thing is this card will generally be doing 1500 - 2000 damage. That's rather a lot. However, people are willing to pay 1500 for My Body as a Shield, so Magic Cylinder is irrelevant. Cards are worth more than that. But if ever cards become rather less important (I don't know how that would happen. Letting you have 10 Cyber Dragons in a deck perhaps?), this will become godly.

But, don't play it. Not even burn, since you have enough things in play that Mobius will kill already.

Traditional: 2/5
Advanced: 2/5

Share and enjoy,
Ryoga
 

Dark Maltos
Magic Cylinder

Oh, one of my favourite traps.

Magic Cylinder is a trap card with a game ending effect, but many drawbacks. Cylinder is very vulnerable to s/t removal, being unchain able and it doesn’t generate advantage.

However, it does negate attacks, well one more specifically, then inflict direct damage to the opponent equal to that monsters attack. Avery powerful effect considering it can but a pumped cyber end dragon in its tracks, or halt a RftDD deck after paying all those life points.

Not to mention, damage like that adds up. Typically, Cylinder will amount to one spared monster, and 1000 + damage. Not a bad trade off in my opinion. I do suggest activating Magic cylinder as soon as you can though, as it probably won’t be around for long,.

This was the most sought after card back when it was released, and it will always hold a special place in everyone’s heart who ran it then. and if you’re still not convinced, consider this - I’m running one, it’s a common in the new starter deck, so I’d give it a go .

Traditional ; 2/5 Not useless, but hard to pull of with better traps like mirror force and Ring of Destruction out there.

Advanced : 3.5/ 5 A lot easier to use, but with 3 Sakurtsu’s, you probably couldn’t fit it in

Art : 3/5
 
Rj Magic Cylinder

Cylinder is todays card during this Old Favorites week.

The basics of Cylinder is basically that when your opponent attacks with a monster, you can choose to activate this card. If you choose to, you dont take the damage for the attack, basically, they do.

Normally, trading Cards for Lifepoints is not a wise idea, when they're at 3000, while you're still at 8000, it wont matter much when they have 4 cards and you have none. You lose, sir.

That is, of course, you're not a lucksack. If you ARE a lucksack, go ahead, top that snatch, then mobius, than nobleman. Noob.

;p

You can "Tech" this card, but if you do, don't JUST run this. Do it with other burn cards too, or other cards that inflict a good deal of damage with just one card, such as Ceasefire, Injection Fairy Lily, and/or Wave Motion Cannon. Burn tech is really good, I suggest Stealth Bird. Its amazing tech.

Basically, like yesterdays card, this card isnt exactly terrible in this format. You just have to find the right way to exploit it. Like all hidden gems in Yu-Gi-Oh.

Tradtional -- 2/5
Constructed -- 3/5

-RJ
 

Otaku

Well folks, I messed up so now in order to catch up I’ll have to make this a heavily abridged review.

 

Magic Cylinder is one of those cards that was originally hyped a lot, fell out of favor, and now is more often underrated than over.  For me, it’s one of the default “burn cards” I include in every deck… unless I have something better.  That may sound strange, but this is one of those cards that will win you a game the instant an opponent ignores it.  It doesn’t belong in every deck, but if you don’t have a good burn card (or good Trampler); this is something you should really consider.

 

It doesn’t have to be in the Main Deck to mess with your opponent: as long as you use it one duel, the fear is there.  It won’t seem like much the first duel or early game, the less LP your opponent has the more of a concern it is.

 

On its own, it does swing a game in terms of LP equal to twice the attacker’s ATK score, in addition to preventing any effects (like Don Zaloog’s).

 

Ratings

 

Traditional: 1/5-There’s just too much removal.

 

Advanced: 3.5/5-It’s a good card, and it can end games.  However, it is entirely dependant upon your opponent and if it doesn’t end the game then it only delays an opponent by a turn or so.

 

Limited: 4/5-Just the nature of this kind of format.  Spell and Trap removal is less, and its more likely that players will have to build their forces, and actually use larger, two tribute Monsters.
 


Bob Doily
Magical Cylinder

It’s been a long time since this card has seen maindeck play in the current control decks. When it first arrived it had a major impact on the game, but Ring of Destruction simply outclassed it. At first glance you would think that this card would be a suitable counter to an agro heavy environment, but you’d be almost right. When I first saw the banned list I thought myself that cylinder had the potential to make a comeback, but I knew that something was nagging me. After much testing in the days prior to UDE releasing the north American banned list I did a lot of testing, the problem is that this format just requires far too much emphasis on card advantage.

Currently there aren’t enough ways to simply generate advantage, thanks to this cards that are –1 (like cylinder) are much harder to run unless they provide a significant benefit to the archetype. Cylinder for example benefits burn decks. Aside from this the simple fact is that the extra damage really isn’t necessary, destroying in 1:1 tradeoffs is more important right now so that monsters like reaper and don can push to generate advantage so that you can win. To top this off the damage dealt really isn’t necessary because this is a more agro format, the big brutes make up for any damage that cylinder would do.

Still a strong card, just not really worth running.

Traditional: 2.1/5
Advanced: 2.5/5
 

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