Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 09.06.06
Mystical Space Typhoon
It's the best spell-based 1:1 we have.
I really shouldn't have to explain why this card is
good, but for the newer players...Spell/Trap cards
are harder to get rid of than monster cards. If you
look at any good tournament-worthy deck, they'll
probably be packing 4 or 5 monster cards that can
destroy an opponent's monster. For Spells/Traps, you
have Heavy Storm and this, and maybe a Dust Tornado
or two (or Royal Decrees for negation.) You get to
pick and choose what's destroyed and you don't have
to discard or lose any cards of your own. You
simplify the field and usually open it up for a big
attack from a couple of your monsters (using MST,
then summoning Cyber Dragon and something else to
destroy their monster and swing for damage or
It's been a common in almost every starter, and
should be in almost every deck.
5/5 all formats
is another fun card. If Sangan was the birth of
combo and control decks, and Spirit Reaper was the
birth of the reign of control decks, this was the
birth of control-beatdown, and a large component in
V3l0c1ty. The ability to destroy any one card
introduced a lot of people to chains. Also, a lot of
people had taken to running equip cards. A popular
trick was to allow your monster, equipped with an
Axe of Despair, to attack my monster with higher ATK,
and then flip over MST to destroy the Axe of
Despair, reducing your monster's ATK to below my
monster's ATK. Because Mystical Space Typhoon was
ridiculously hard to get in the days of Metal
Raiders (and even up until the release of common
MSTs in the Pegasus Starter deck), there was
definitely a time when this card made a lot of
people quit just because they couldn't match up to
richer people who could afford Axe of Despair,
Mechanical Chaser, Megamorph, MST, Delinquent Duo,
Confiscation, Forceful Sentry, a suite of counter
traps and two Heavy Storm.
In other words, MST was probably the game's very
first chase rare. Mirror Force didn't quite cut it
because people could only play one from the time it
was released. MST was desired by almost everybody,
and they all desired multiple copies.
Right now it's immensely powerful. It's one of the
few cards that will actually allow you to combat a
burn or stall deck efficiently, and it also serves a
use as tech against cards like Premature Burial,
SoRL, Call of the Haunted or even against opposing
traps. High rating.
Mystical Space Typhoon:
Oh, the days when you had three of this.
At the time of its restriction, many complained that
it was unneccessary. Since then we've seen what we
can do with those s/t's that aren't being destroyed.
This is a staple in all decks intending to attack,
and some combo decks might use one to get rid of
pesky interference. An easy demonstration of just
how powerful Quick-Play Spell Cards can be.
Back in the day, this was allowed in 3’s, and
believe me it was played in 3’s, along with 3 DD
Warrior ladies incidentally, if memory serves. MST
is flawless, 1 for 1 in terms of s/t removal, that
can be activated generally whenever you like, also
being quick play. The best move EVER was chaining
this to Imperial Order. Unfair negation, that’s what
this will be remembered for.
Instead of just jumping into a 5/5 review I think
I’ll extend this a bit and just go into why s/t
removal is so good. It may be obvious to most , but
I bet some have never even considered it.
Cards like this are superb and often run for some
good reasons. In spite of an opponents monsters,
generally the s/t’s are the cards that do the most
hurt to a player. They change the dynamics of the
game, and constantly prove to be the defining cards
in a game. That’s why it’s important to blow them
up. You need the reassurance that when you summon
something and attack that A, You will successfully
summon it, and B, It will successfully attack.
That’s pretty obvious, and that’s why Heavy storm
finds its way into almost every deck since it’s
release, and why this card is the same. The great
thing about s/t’s is the fear associated with them
all. People are scared to make moves when there are
s/t’s out, and likewise, people are scared to play
too many s/t’s in case someone pops a heavy storm on
them and they’re unprotected. That’s the beauty of
MST and Dust tornado, they remove the safety net the
opponent wields and makes it safe for you instead.
They are also the bane of continuous cards that pack
some sweet effects.
Advanced ; 5/5
Art ; 4/5 You must admit, that’s pretty sweet art.
MPS : 3.5/5 I like it.
This card is one of the greats "Simplifiers" the
game has. What is a simplifier? When using cards
such as Mystical Space Typhoon and Smashing Ground,
you simplify the game.
If you have 5 cards, and your opponent has 2, your
opponent has a set Spell or Trap. You activate MST
and kill the trap. Now you have 4 cards, and he has
1. The best way to win in YGO is to have more cards
then your opponent. That means you have even more
options over your opponent, making it much easier
for you to win. Get my point?
MST is a great card. Its incredibly versatile and
really great after you have a lot of advantage over
your opponent, as it is (again) VERY versatile and
will often help you push through that last bit of
damage for game. it's a nice open set with Magician
of Faith (In those situations where you have a dead
Magician, this helps xP). I" ono, not much more to
say on this card. Great yadayadayada, I'm tired xP.
Traditional: No idea.
Advanced: 4.5/5. Good for almost any deck.
Mystical Space Typhoon
Basic Summary: I never like the term " staple " but
this is right up there on the cards you would be
crazy not run. Like I mentioned a few weeks ago in
my Dust Tornado review this card is golden in the
End Phase to take care of nasty annoying cards like
Book of Moon or Scapegoat before your opponent can
chain them. The effect is simple play it destroy a
Spell or Trap but this card is much better setting
to destroy things later or if you need to clear the
field for a game win with Stein for example.
Conclusion: Its very simple you if own a common or
holo MST then run it no guestioned asked.
Traditional Format > 5/5: Mirage of Nightmare anyone
Advance Format > 5/5: Play it !!!
Artwork > 4/5: How is a space typhoon " mystical "
Mystical Space Typhoon
I remember when these were ran in 3's, back when I
was noobish and I didnt run them cause I thought
they were crap in 3's. Then I ran them in 3's, and I
honestly <3 them. But it eventually got too powerful
and they restricted them to 1.
Anyways, this is a must have in most decks, it takes
out a spell or trap that can be deadly and can leave
a possible opening for a game swing.
Nothing like MSTing a Mirror Force, and Special
summoning Cyber Dragon, and swinging for game. >_<.
Much more uses too. I <3 the Hobby League version
though, it makes me splooge my pants when I see it.
Then people ask me, and Im like wtfbbq!!11!!1!!!!1!1.
Im rambling on though.
Short review, but we all know its a good card, my
mom doesnt play cards and she knows it's good. If
she suggests its not, I'd go e-crazy on her.
Is there any reason to back this up? Its good.
E-mail email@example.com if you wanna
Mystical Space Typhoon – DB1-EN031
Mystical Space Typhoon is standard S/T removal. It
can go in just about every deck if you want it to.
That fact that it’s a Quick-Play makes so versatile.
Play it from the hand or from the field as a ‘Trap’.
They’re very easy to get and they come in all kinds
of rarities and holographic foils.
A lot of people want this card to be unrestricted,
but what would be the point? We have Dust Tornado;
which I find to be more useful. It’s not like we
have Mirage of Nightmare anymore. Even then I would
use Emergency Provisions.
Last Word: It’s a versatile card. Superb at what it
does and it seems right that it’s restricted to 1.
Stats: Mystical Space Typhoon is one of the
oh-so tantalizing Quick-Play Spells. Activate
it at almost any point you wish on your turn,
and if you want to take a chance, Set it so that
you can then activate it at almost any time on
the opponent’s turn as well. Quick-Play Spells
may be the ultimate form of Spell. Logically,
they should then be weaker than most other forms
of Spells. Too bad this isn’t.
Effect: Destroy a Spell or Trap in play. This
is a potent ability on its own: most people
forget that “one for one” trades always come out
in the favor of the person initiating the
trade. It’s just a matter of simple timing: I
trade my Spell for your Trap and can safely
attack your Monster with mine. I gain field
control and eat away a bit of your Life Points,
or I wait until you are in the middle of a
combo, nail a key card, and thus render the
entire combo dead on arrival, usually resulting
in at least an effective card advantage gain if
not an actual one. As an example, destroying A
Legendary Ocean before you Normal Summon a Giga
Gagagigo ruins an opportune play, and if you
have Tornado Wall already active then I’d
actually be destroying two cards for the price
of one since Tornado Wall will self-destruct
once A Legendary Ocean is gone.
Combinations: Destroy suspicious facedown cards,
the few Spells and Traps that remain in play
that are worth playing, etc. The main
difficulty with using this card is just to
maximize its benefit. Still, that’s not too
terribly difficult, and is generally what
separates a newbie from an experienced player.
Traditional: 5/5 – You get a copy and you run
Advanced: 5/5 – You get a copy and you run it!
Okay, realistically I don’t think this one can
get any better without things getting silly. I
mean, Sangan just barely missed this score and I
don’t think even I can justify less than broken
perfection, even with Harpie’s Feather Duster
available for your mass Spell/Trap removal needs
in Traditional. It’s already Spell Speed 2 but
can be played straight from hand… it’s the
perfect one-for-one Spell and Trap removal.
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