This card is not destroyed as a result of battle.
Destroy this card when it is targeted by the effect
of a Spell, Trap, or Effect Monster. If this card
successfully attacks your opponent's Life Points
directly, your opponent discards 1 card randomly
from his/her hand.
Type - Zombie / Effect
Card Number - DR1-EN024
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 01.26.06
Even WITH Dark World out, he's still sick and wrong.
Players just aren't scared enough of Dark World to
not play this guy until they actually see the Dark
World monster hit the table in front of them. Our
most recent SJC champion ran double-Don and
double-Reaper on his way to the top, even with Dark
World being legal at the time, and it sure didn't
Even if the opponent is running the anti-discard
deck, Spirit Reaper isn't a dead draw like Don
Zaloog is; he's still a powerful defensive wall that
either makes the opponent waste a Smashing or a card
effect to get him out of the way. Next duel, side
out Dons, leave in Reapers.
Without Scaepgoat in threes, nowhere near as many
people are playing Trample. Lack of Trample + lack
of monsters being played who can take Reaper out on
his own = Reaper still holding his own even without
Stats :Spirit Reaper is a Level 3 Monster,
allowing it to attack under Level Limit-Area
B and Gravity Bind. It is a hardy
combination of Dark and Zombie, giving it much,
much support. It is very weak in terms of ATK
and DEF: 300 ATK and only 200 DEF. At least
this means that it can easily be searched via
Sangan or searched and Special Summoned via
Last Will, Mystic Tomato, and
Pyramid Turtle’s respective effect, and
slips under Messenger of Peace. Of
course, Spirit Reaper is played for his
Effect(s) :Spirit Reaper has three effects. Two are
supposed to be positive while the third is
supposed to be restrictive. However, it is
possible to have the two good effects backfire
or the third effect prove useful.
The actual effects are that Spirit Reaper
cannot be destroyed as a result of battle, that
it lets you randomly discard a card from your
opponent’s hand when you attack them directly
with Spirit Reaper, and that Spirit
Reaper will destroy itself if it is targeted
by an effect. Note that if it is attacked by a
card with an “auto kill” effect, like a Ninja
Grandmaster Sasuke or Mystic Swordsman
LV2, those count as effect kills, and
Spirit Reaper still dies. If Spirit
Reaper attacks directly and the damage is
prevented, it won’t cause a discard. At least
one point of damage must go through, so a
Kuriboh, or Waboku, or Mask of
Weakness would prevent the discard (and in
the latter’s case, trigger the self destruct,
but only after the damage step). An effect that
would destroy Spirit Reaper that targets
it will be what destroys it; it’s just that if
it survives an effect then it blows itself up
This is one of the best defensive cards in the
game, especially since it is very easy to search
from the deck and Special Summon with the
slightest adherence to a theme. Even without
that support, it will usually cost the opponent
one other card to get rid of it. If not
removal, then a Snatch Steal or the like,
and that’s very useful. If it stalls long
enough for you to get ahead, you can switch it
to ATK and press the advantage. Usually, you’re
only risking about 1500 LP or so doing this, and
it can be well worth it. It can also be useful
with Creature Swap; kick it into ATK mode
and swap it for whatever they got then have
every Monster of yours attack. Just make sure
it’s for a serious gain (preferably for the win)
unless you have access to Trample or a
convenient way to destroy Spirit Reaper
Trample is, of course, the natural enemy of
Spirit Reaper; it can’t die and has a
pathetic DEF, so it’s practically a doorway to
your LP against Trample effects. Likewise,
effects that target during battle without
destroying a Monster, e.g. Gravekeeper’s
Assailant can destroy Spirit Reaper
due to its self-destruct mechanism, which
changes the amount of Monster’s on the
opponent’s side of the field, which triggers a
Although rarely seen, there are some fun combos
with Spirit Reaper. It is a natural
partner for Strike Ninja, “holding down
the fort”, so to speak, when Strike Ninja
pulls his disappearing act. Spirit Barrier
is useful since it means that Trample and Direct
Attacking Monsters won’t score any damage for
going “through” Spirit Reaper. Perhaps
the most fun is Staunch Defender:
Spirit Reaper will blow itself up, but it
has already been ruled that if the Monster
Staunch Defender forces your opponent to
attack is destroyed, they can’t attack anything
Most of the time though, it’ll be used like I
said in the first paragraph.
3.5/5-Very nice: forces the use of that Monster
removal ahead of schedule. It is very lame
using a Raigeki on just a face up
4/5-This card is getting quite common now. If a
deck is Dark or Zombie, it needs a real good
reason to not run this card. Then it
works in most other decks as well.
5/5-This card is sick here, as it can often
ensure you at least don’t lose. Yes, there are
many useful effect Monsters in the sets
Spirit Reaper is in, but getting it all off
to blow up Reaper is far from easy.
I am starting to understand the desire for a
Restriction or Semi-Restriction of Spirit
Reaper. At least for the moment, I believe
the effectiveness of Spirit Reaper comes
from certain inherent flaws with the game
design; if those flaws are addressed, he remains
good but not broken. Given the low odds of this
and the effectiveness of Spirit Reaper in
the current format, I worry. In other words,
Spirit Reaper is a good Monster: use it
unless it clashes with another theme.
Spirit Reaper is the Metagame holder of card
advantage. Spirit Reaper
is always meant for that little attack for the
amazing effect of
discarding a card.
Spirit Reaper doesn't stop there, it can't be
destroyed in battle. Making Spirit Reaper a wall and
tribute bait for next turn if you wish to is game
breaking. Spirit Reaper will though be destroyed if
it is targeted by anything.
The reason Spirit Reaper is game breaking is because
it limits ways for the opponent to break open the
game. Spirit Reaper has got to be one of my favorite
cards because it is so reliable.
If Spirit Reaper isn't in your deck there better be
some good reason.
But for me, 3 Spirit Reapers cause a good
environment for my safety of life points and a
dangerous one for my opponent.
Hey even 5.0/5.0 Silver Age, Golden,
Modern..........Coin Flip can continue this....
Spirit Reaper is insanely better than Don Zaloog.
Right now, the decks to be playing are contesting
for the #1 slot. This gives you leverage over all of
them. Don Zaloog is crap, friends, against almost
every single deck out there. Against a Stein OTK,
both suck. Against a Dark World, Spirit Reaper has
the advantage of letting the opponent's large 2300
ATK monsters know they can suck it. Against flipflop
control, a Dekoichi will not suicide into it for a
-1. Against Warriors, it can sit there and relax
while large armies roll right into it. Against Bazoo,
it laughs at all 5 monsters they have on their field
and then laughs again.
The logical problem with Don is that he dies very
easily to Breakers without counters, Dekoichis who
have recently flipped for an extra card, Mystic
Tomatoes, D. D. Warrior Ladies, opposing D. D.
Assailants… The card dies easily to everything in
the environment. If you think it's a good idea to do
something like, Iunno, kill a Sangan with this,
you're dead wrong. Arguably, the only monsters with
under 1400 ATK have already replaced themselves if
you're doing battle damage. Magical Merchant? Huh,
it flipped. That's a +1. Magician of Faith? You
betcha. Sangan? That'll replace itself soon enough.
Mystic Swordsman LV2? Oh yeah. But that's alright,
right? Because you still did damage and killed a
Nope. Don Zaloog is weak. He falls into the third
category of monsters I wrote about in my review of
Shinato… He has to pull his effect off so that he
can replace himself, because otherwise he is a
worthless card. Don Zaloog will die. He will die
quickly and he will die painfully, probably by
looking at Breaker the Magical Warrior's sword with
his one remaining eye for the short period of time
he still has it. Good game.
Spirit Reaper has all the same stuff… Lower ATK,
yes… Dies if targeted whatsoever, yes… Hell, not as
searchable, yes… But the lower ATK and the not
searchable are, in respective order, not an issue
and a misnomer. Don Zaloog has access to two
searchers in the game, RotA and Mystic Tomato.
Spirit Reaper has Mystic Tomato and Pyramid Turtle.
The low ATK is counteracted by the effect which
makes its stats not matter. It cannot die by battle.
Don Zaloog can only dream of such effectivity.
And the targeting thing isn't that big a deal. The
few cards that actually target in your average deck
are Brain Control/Soul Exchange (if Soul Control),
Nobleman of Crossout, Snatch Steal, Sakuretsu Armor
and Call/Premature. Not being able to revive him is
a small loss, Nobleman of Crossout isn't an issue,
and him killing himself is actually a pretty good
thing; imagine the pain that would be caused by
seeing your discarder Snatch'd or Brain'd from you
and then having your hand destroyed by him.
Hell, Spirit Reaper didn't even get an art edit. It
wins SO much.
Spirit Reaper: 1092657019432
Don Zaloog: 0
Try discard here, and you will die miserably.
PLAY ONE. Okay?
Welcome to the card that sees more abuse then a
red-headed step child in this format. This is your
big "Tomato control" guy really. Its been cookied by
the increase in aggressive decks. He has two
purposes. When you need the time you can use it for
stall/defense against the opponent's threats. Then
when the time is right he can switch to the
offensive spectacularly by nailing resources from
Many people have taken a personnal preference of
this guy over Don Zaloog for hand control slots.
He's vicious when used intelligently and always
annoying to see played.
the other reviewers tell you how ridiculous Spirit
Reaper is right now. You can’t escape a tournament
without seeing two or fifty decks running multiple
copies of this guy.
In traditional, you either are putting this guy into
ATK mode so Magical Scientist just KILLS you, or you
are allowing Dark World to kill you. Take your pick.
This card doesn’t work here.
What do you really want me to tell you about Spirit
Reaper that you don't know. It can't be destroyed by
battle, and is immediately destroyed if targeted.
The first is good, but the latter is bad. Just wait
for us (someday) to get Marshmallon, the superior
It has the White Magical Hat effect, but with 300
attack, you'll need a clear field 99.85% of the time
to get that effect. However, Airknight and Exarion
Universe pawn this card, as does trample in general.
A card discovered by burn decks, that's good in any
Spirit Reaper is one of the best defenses in Yugioh.
He doesn't die unless your opponent does something
other than attack it. This means your opponent has
to use something he might have used to otherwise
kill your Jinzo, DD Assailant, or Winged Kuriboh
(heck, why not?).
Then, if your opponent has an open field and a hand
with something in it, this guy/thing can "Reap" them
for a spectacular 300 damage and one card. Everyone
loves Don Zaloog, so why not love this? Use him if
you find you lack field prescence, use Mystic
Tomato, use Zombies, or like discarding cards (with
Traditional: 3/5 (too many better methods and mass
Share and enjoy,
Spirit Reaper rocks. Un destroyable in battle, and a
nice built in discard effect. If Spirit Reaper tags
up with Don, you’re in for some hurt.
This things abusable in a Zombie deck too.
THE stall monster, and a real lifesaver.
It’s not all good news though. If this card’s
targeted, as we all know, it goes bye bye. That
means Snatch Steal, Brain control or Game Controller
and your walls been taken down. Oh and watch out for
trample. Air knight is the master of this card.
Spirit Reaper has too low stats to be truly safe in
any mode, so use it’s discard attack wisely.
Still, Spirit Reaper owns. I’ve been running one
long before they became tier one. I still use my
Traditional 4/5 Control, AND dark - Lethal
Advanced : 5/5 - Tier one, a definitely should be in
every side deck at least.
Art : 4/5 - I’ve always liked the design of a grim
+1 !!!1!!!one!!!1!shift+one!!1111 That simple +1 in
card advantage could sum up reaper in a nutshell,
but even in an era when generating +1s is key Spirit
Reaper is so much more. His stats are amazing, Dark
Zombie 3/300/200. Dark = chaos and Strike Ninja
fodder. Zombie means playability in Zombie decks as
both Pyramid Turtle and Book of Life are Reaper
support. Meanwhile his lv3 allows you to get under
both Gravity Bind and Level Limit-Area B, while
300/200 means searchable via the elemental searchers
and Sangan. All in all he is extremely versatile.
If that wasn’t enough whenever he gets in a direct
attack you get a +1. Now at first that sounds like a
fair tradeoff, but with so much 1:1 removal and with
the infamous Cyber Dragon to Reaper drop he has
become a very important part of this format,
essentially defining it right along with Cyber
Dragon and D. D. Assailant.
And if his versatility and card advantage wasn’t
enough, he survives in battle. So those decks that
like to generate card advantage by killing off your
monsters are essentially shut down by this. Living
through battle is extremely nice, but once again the
large amount of removal will let you get in further
+1s from reaper. The only downside is that he is
killed when targeted, a weakness, but a fair
weakness for all the benefits that you gain.
Some are worried about Dark World, but the deck type
is far to unstable to really be able to deal with
current control decks. Yes it will hurt, but you
will probably still win that game, and if you don’t
you can always adjust your play style for game 2.
Besides Reaper can always be a wall against the Dark
Overall, if you are running any sort of control deck
right now, there is absolutely no reason not to main
Spirit Raper, if not multiples as a lot of control
decks are doing.
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