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
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
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.
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.
Traditional: 2/5 I don't see much extra need for
draw tech here.
Advanced: 3.75/5 Potential, easy draw, use it.
You stay classy, Planet Earth :)
Nick “wwncd“ Curtis
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…
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
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
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.
Traditional : 2/5
Advanced ; 3/5
Art ;3/5 Hmm, boxing ? In yugioh? And where’s the
MPS ; 3/5
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