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

Hieroglyph Lithograph
Common

Pay 1,000 Life Points. During the current Duel, your hand size limit becomes 7.

Type - Spell
Card Number - DR1-EN0247

Card Ratings
Traditional: 1
Advanced: 1

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


Date Reviewed - 03.07.06

 

ExMinion OfDarkness
Hieroglyph Lithograph

Continuing with the cards we laugh at the players of, we have a -1 and -1,000 Life Points to possibly have 7 cards in your hand later.

If you have 7 cards in your hand and can't get down to 6 (all monsters), you probably WANT to discard something (big Tribute monster for revival later). That, and you usually won't have more than 2 cards in hand after like the 8th turn into the game due to mass hand discard/lack of drawpower.

Sorry for the extremely short review, but basically we have a card with a negative effect that allows a player to do something they really shouldn't need to do, ever.

1/5 all.
 

Dawnyoshi
(continued from yesterday)

Are…

(to be continued)

Advanced: 1/5
Traditional: 1/5
 


Dark Paladin
Today, I've decided to look at Raigeki Break, which IS a -1, but this is actually one of the better ones, if not the best. That's right, I said this card is a -1 and is good. By discarding 1 card from your hand, you can destroy any card on the field.

I guess this cards versitility is what gets me here. Although we don't have Sinister anymore, Shadow of Infinity gave us Treeborn Frog, which may be the next best thing. See, what makes Raigeki Break good in my opinion is that it targets anything...

Monster, Magic, Trap, face-up, or face-down, Raigeki Break eliminates it. This is almost as versitile as my favorite trap, Solemn Judgment :)

Ratings:

Traditional: 2.5/5 Same potential, but -1 aren't good for you vs. Yata

Advanced: 3.5/5 More potential here

Art: 4/5 Cool, yet disappointing at the same time.

You stay classy, Planet Earth :)
 

Ryoga
Hierograph Lithograph

This does something somewhat interesting; it increases your maximum hand size by one. Sadly, a card already existed at its release that does this much better, Infinite Cards (it doesn't require you to pay Life Points and allows you more cards).

However, the main point is that there shouldn't be a need to increase your maximum hand size. If you can't do something with 6 cards, somthing is wrong, and there are so few ways of drawing enough cards to ever need the extra one in your hand. This card isn't worth the bother.

Traditional: 1/5
Advanced: 1/5

Share and enjoy,
Ryoga
 
Rj Hierograph Lithograph

Yeah, just wanted you guys to know that I didnt skip todays card as a whole, I'm just not reviewing it.

Thanks.

1/5
 
Bob Doily Hierograph Lithograph

Continuing this week of broken cards comes the most powerful spell ever invented. Hierograph Lithograph is broken, for the low cost of 1000lp you can easily set yourself up for gaining advantage. Imagine not having to discard at the end of a turn for having more than 6 cards? You wouldn’t have to lose those valuable cards.

This is possible!!!!

To make it better this card is revolutionary. Unlike normal Continuous Spells, who only get their effects while on the field, this card creates a continuous effect that doesn’t require that! It’s something so strong that it makes your opponent’s MST, Mobius and even Heavy Storm useless to counter it!!!

Traditional: 3.14159265358979323…./5
Advanced: 2^2 /5
 

Dark Maltos

 

Hierograph Lithograph

Oh come on !!! This thing sucks so bad it hurts. 1000 lp to do something weak that another card does better for free? No way


Traditional : 1/5 ugh
Advanced : 1/5 ugh
Art 1/5 ugh
 
Tebezu wow, what a card we have. Increase your hand size to 7. If only we had the issue of large hand sizes in the current format and the ability to waste deck slots to help minimize the problem.

This is sarcasm at its best, the card is like an oxymoron. Seriously, increasing you hand size by one to throw a draw away
????????????????????????????????????????????????

If you have this card burn it for me.............................

1/5 (I can't give it a lower rating, what a waste of natural resources:P)
 

Otaku

This week’s cards are pretty poor unless there’s some obscure combo I don’t know.  So, to hopefully make this a more interesting read, I’ll be making suggestions on how the concept could have been properly executed to make the cards at least moderately playable.

Today we look at the Spell Card Hieroglyph Lithograph.  Here we have a good example of the designers being on the right track, at least for an obscure niche card, but blowing it at the last minute.  First, let me point out the obvious: rarely does your maximum hand size matter for Yu-Gi-Oh.  I personally have always found that a cap on hand size is indicative of what I consider a design flaw: there must be some combo that allows you a hand size in excess of the maximum, and hitting that size must be broken.  This may stem from my first real TCG being Pokémon, but I think it may be more than just my opinion: in Pokémon, the game originally was pretty broken due to the abundant, easy to use draw power.  But eventually, the designers figured out how to pace the draw power and keep hand size reasonable.  Part of what helped there was that there was a built in game mechanic that meant the cards that were later Stages of Pokémon had to wait until their lower Stages had been in play a turn before you could “Evolve” into them (sort of like how the LV Monsters work in this game).  Additionally, attacking required “Energy”, which was provided by Energy cards… which is a one-per-turn thing, like mana in Duel Masters (sorry, I don’t know Magic: the Gathering to compare to it).  So in short, I find a limit on hand size to a “patch” for some poor game design.  Much like in some of the Mortal Kombat fighting games: many characters were horribly unbalanced, and capable of huge, sometimes “endless” combos (or at least able to completely wipe out the opponents health before they ended).  Instead of tweaking the characters speed, or their moves, etc. to make such problematic combos, they created “Damage Kontrol”… which just meant that after you broke 50% damage, both fighters were knocked back from each other, forcing you to end the combo.

-_-

To get back to the matter at hand, Infinite Cards was out before Hieroglyph Lithograph, but it had a problem.  It was a Continuous Spell, and it affected both players.  Right, it was pretty bad.  Even if you wanted to use it in the modern game, all an opponent would do is wait until you enter your End Phase, then activate a Set Dust Tornado to nuke Infinite Cards… forcing you to discard down anyway.  Hieroglyph Lithograph solved this problem by being a Normal Spell that just sort of placed an effect on the field, increasing your maximum hand size (and not your opponent’s).

So where did it go wrong?  First, it just increases it to 7 cards.  That wouldn’t be worth it if it were “free”.  If it said “Increase your maximum hand size by one”, then at least it might be worth it for a few decks, since you could run three and actually make use of them.  Instead, if one is successful, the other two become dead draws.  Finally, it costs 1000 LP, and remember, if you had 7 cards in hand, now you’re down to six.

Basically, this should have either increased your hand size by one so it could stack, eliminate any cap for you and just you so it was worth the wasted space in some specialty deck… or best of all, don’t design cards that can abuse a limitless hand size.  No, I am not talking about Muka Muka: I mean broken cards you can keep playing one after the other, like Pot of Greed, Graceful Charity, Raigeki, Harpie’s Feather Duster, etc.  That is where the problem really lies.

Rating: 1/5


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