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For Rent

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

Guard Penalty
Rare

Select 1 monster on the field. If the selected monster is changed to Defense Position this turn, draw 1 card from your Deck.

Type - Spell
Card Number - EOJ-EN045

Card Ratings
Traditional: 1.56
Advanced: 2.43

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


Date Reviewed - 06.07.06

 

ExMinion OfDarkness
Guard Penalty

Wow...talk about "there are better cards"...

Best case scenario; your opponent has an attack position Magician of Faith from last turn, hits your Guard Penalty with Mystical Space Typhoon and you chain it, then they shift the MoF to defense and you draw a card, getting a +1. Either that, or you target Spirit Reaper with it and it dies.

Under normal circumstances, you're using a card to POSSIBLY get a card back, if your opponent takes some certain action with that monster. If it was 2 cards, I could see this thing getting played. But 90% of draw cards in this game suck and the good ones keep getting banned or limited; why do you think we're using Dekoichi and Skelengel?

If you pull this card, I hear flushing it down the toilet is really fun.

1/5
 

Dark Paladin
Guard Penalty is an excellent Quickplay Magic card that I absolutely love from Enemy of Justice. I wouldn't be surprised if this is started being used as tech or at least side-decked.

The effect is ridiculously simple. Activate the card on your turn and purposely switch the selected monster to defense mode and you get to draw a card. It is a 1 for 1 after all, so you technically don't gain any advantage.

I gave you the easiest way to use this, but you could really combo it with other cards to change your opponent's monster to defense and draw a card if you want to be a trickster.

Ratings:

Traditional: 2/5 I don't see much extra need for draw tech here.

Advanced: 3.75/5 Potential, easy draw, use it.

Art: 4/5

You stay classy, Planet Earth :)
 

Nick “wwncd“ Curtis
045 GUARD PENALTY (RARE)
QUICK PLAY SPELL

(Effect) - SELECT 1 MONSTER ON THE FIELD. IF THE SELECTED MONSTER IS CHANGED TO DEFENSE POSITION THIS TURN, DRAW 1 CARD FROM YOUR DECK.

This card, besides forced back, ohka, and diamond dude, may be one of the best rares in the set. Is it situational, yes and no. Good players in the meta today are beginning to use Royal Decree in their main decks, and with decree, most are playing two to three enemy controllers. This card can not only be set as typhoon or storm bait, but can also be chained. And used in combination with your controller. There are two way one can play with this, they can use it on an opposing monster, and let them run head on into your controller. Or, if you happen to face off against a deck like the one I mentioned above, a decree controller deck, you may even want to use G.P. on your own monster, because if they have an active decree, they may have a set controller too, and im sure they wont want a sorcerer or monarch direct attack to hit them, so you can chain this from your hand to their controller! Not a bad card if used right…

Trad: 1.25/5

Adv: 2/5
 

JAELOVE
Guard Penalty

Hello, I’m back doing Card of the Day again. Unfortunately, the wonderful card that awaits my return is Guard Penalty. Now I’ve tried to build my reputation as a lenient fellow who tries to look at the best potential of every card. On these pages, we’ve reviewed items like Bottomless Shifting Sand, Trap Dustshoot, Legendary Jujitsu Master, and other pieces of tech that had some redeeming value. Guard Penalty is a curious piece of card design that provides little to no incentive for its own use.

You can use this card in conjunction with cards like Tsukuyomi and Enemy Controller on your opponent’s monsters. This works out to a 1 for 1 trade, since the Guard Penalty nets you a card. You can also use it in conjunction with your own monster, again a 1 for 1 trade. There are numerous examples of 1 for 1 trades in the game such as Smashing Ground, Sakuretsu Armor, Dekoichi the Battlechanted Locomotive, and others that are far more versatile, far less restricted in terms of effect, and plain superior. You can play sneaky tricks with it, like set it for one turn, activate Heavy Storm, then move your monster to defense for a two for one. Unfortunately, despite its quick-play status, such tricks are difficult to use without cards named “Heavy Storm.”

Guard Penalty is an example of the type of card design that keeps Yu-Gi-Oh stuck with only one to two top tier decks. Imagine if its slot in the set had been replaced by something more like Cyber Phoenix or Diamond Dude. A situational card that only nets a one for one trade? No please.

Advantage F/H: 5/10
Best Draw for the Situation: 2.5/10
Attributes/Effect: 5/10
Dependability: 2.5/10

A BAD Score: 1.88/5
 

Dark Maltos

 

Guard penalty :

I like this, its refreshing. The ability to draw is nice, and when its this easy, it cant be bad. Its better than a lot of the draw being used today (as in pretty much all) and its quick play. It can be a bad top deck, but when’s the last time you advantage crazy fools ever top decked? Keep it in hand ready with Tsukuyomi and wait to draw into a nobleman. Sweet

Traditional : 2/5
Advanced ; 3/5

Art ;3/5 Hmm, boxing ? In yugioh? And where’s the kangaroo?
MPS ; 3/5
 

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