Whent his card is
Normal Summoned, put 1 Spell Counter on it (max.1).
INcrease the ATK of this card by 300 points for each
Spell Counter on this card. By removing 1 Spell
Counter from this card, destroy 1 Spell or Trap Card
on the field.
Type - Spellcaster/Effect
Card Number - SD2-EN013
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 05.18.06
See also my first line of comments on Heavy Storm
Yesterday I talked about natural +1s at the
beginning of my review. This is the 2nd best example
of a natural +1 -- Pot of Greed is the best example,
and that's banned, so we're not counting that.
Snatch Steal has won almost as many games as Heavy
Storm, and probably even more by being played AFTER
a Heavy Storm. It's an instant +1 if it goes through
for as long as you have the opponent's monster. You
used one card (-1) to remove an opponent's monster
from their field (0) and put a monster on your field
(+1). Now if your opponent manages to destroy the
Snatch Steal and get their monster back, tough
break, you lost your advantage. But there are so
many ways to ensure you keep your +1 or turn it into
more advantage; tributing the monster, (if DDA/DDWL)
ramming it into something else, or generally just
beating the crap out of the opponent with it.
And let's not forget the beautiful combo with
Tsukuyomi or Book of Moon -- if Snatch Steal
resolves successfully, and then the monster it's on
is flipped face-down, Snatch Steal goes to the
Graveyard, but the opponent's monster "forgets" it
should go back to them, and when you flip it back
up, you have complete control of the opponent's
monster without them gaining life or anything. But
then again, if you play Snatch Steal and the
opponent chains Book of Moon on the monster in
question, then Snatch never resolves in the first
place. It works both ways.
My comment on Breaker holds true here. If you're
going to do ANY kind of attacking or Tributing, then
you run this. You run this or you lose. And given
that it's been in so many starter decks by now, you
have no excuse not to run this.
Snatch Steal is another excellent card. Use it to
hit for extra damage, to finish your opponent in
lieu with Heavy Storm, or tribute their monster for
something stronger. The card usually isn't around
long enough to worry about the side effect.
When people start complaining about how something
deserves to be banned, more often than not they’re
whining , but occasionally they have a point.. This
is one of those rare instances.
Snatch steal has been with us essentially since the
beginning, and right now is one of the most
frustrating cards out there, winning games by
itself. They effect is simple, too simple, and
personally I find removing the opponents last
defense and then hitting them with it a tad unfair
Traditional ; 5/5
Advanced : 5/5
Art : 3/5
MPS ; 5/5
I am loving this week of cards. They all rock.
Snatch Steal is a Staple. Of course it is not needed
in every deck, but 9/10 need to run it. It can
become a quick 2 for 1 and also helps shift the
momentum of a game and or closes the win.
5/5 easily one of the best cards ever made. It is
also one of my favorite spells, so many games I have
won on behalf of it.
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