Grave of the Super Ancient Organism, an Ultra Rare
Continuous Trap, that prevents all Level 6 or higher
Special Summoned monsters on the Field from
attacking and/or activating their Effects. This card
is absolutely malevolent, and brilliant. The real
trick here is building a Deck to work with this, so
it doesn't hurt you.
Skill Drain could be really fun and deadly to combo
this with, and if you are playing some tribute
monsters and powerhouses, that's another bonus for
you, as these are going to shut down Synchro
monsters from your opponent.
Grave of the Super-Ancient
This is a continuous Trap Card, something that is
not that great as they can be killed by any number
of cards once your opponent has an answer. However,
the effect is worth it. Special SUmmoned level 6 or
higher monsters cannot activate their abilities nor
attack. As almost every Synchro and high level
monster is Special SUmmon, this can be a real thron
in a deck's side.
Obviously this would be used in Skill Drain
anti-meta decks or in Gladiators with Extra Murmillo.
This way you do not limit yourself but completely
change your opponent's strategy. This card is not so
effective against Blackwings, as they will simply
swarm over you, but they will be unable to burn you
with Dark Strike Fighter, which is key.
As it is a trap you can spring this on an opponent
easily, and force them to waste precious removal on
it as they sit with a dead Synchro.
The best deck that this works in is Aliens, as their
Synchro monster is Level 5 and can get under the
Grave as well as remove it when you need to Synchro
Grave of the Super Ancient Organism
All face-up Level 6 or higher Special Summoned
monsters on the Field cannot declare an attack or
activate their effects.
Today’s card up for review is Grave Of The Super
Ancient Organism. This card has unlimited potential,
and frankly, im curious why nobody is talking about
this card? I mean, have you read what it does? It
shuts down all of the big monsters being used in the
game right now, and is staple in my opinion. Only
catch, is that you would have to use it in a deck
that doesn’t revolve around using big guys. Decks
like Stun and Gadgets love using this card
Grave of the Super
Ancient Organism ...
Now THIS card is cool. Completely shutting down not
only the attack, but the special effect of anything
level 6 or above that is special summoned? -
Awesome. And let's face it - that's almost ANYTHING
that's worthwhile these days ...DAD, Judgement
Dragon, and everything in between. Plus every level
6 and above Synchro Monster, and anything u snuck
onto the field with Monster Reborn or any monster
reviver ... The only thing that's lame is that it
shuts down your monsters too ... but chances are -
since it's your card - your deck is built to
circumvent that slight dilemma.
N o V a
We finish off the week
with Grave of the Super Ancient Organism. Quite the
mouth full huh? Grave is a continuous trap that
prevents all face-up level 6 or higher Special
Summoned monsters from attacking or activating their
effects. Like I said with Thursdays review, cards
like Royal Oppression are better options, seeing as
how Oppression negates the summon and destroys it,
rather than letting them keep their monster. However
Grave is rather interesting. Its effect affects any
Special Summoned monsters before its activation as
well as after, rendering any high level special
summoned monsters from basically doing anything.
Which is pretty cool if you plan on using their
monsters for your own benefit. However Oppression,
Gravity Bind, Level Limit Area B and Messenger of
Peace are all pretty much better options. If you are
rather worried about their monster effects, Divine
Wrath always does the trick and still destroys their
Grave of the Super Ancient Organism…. Now this is a
fun card. It shuts down most of the top decks being
used competitive outside of Blackwing. Not only do
you negate effects, but the power to render them
unable to attack is huge. It prevents OTKs from
those pesky Dark Strike Fighters. Judgment Dragon
becomes a 3000 attack sitting wall.
Of course by using this card, you better have ways
to get rid of the big monster that is sitting on the
field. There is no point in just stalling it out
when you have little to no outs on getting rid of
them. Grave only does the shutdown part, the removal
still has to be done. With synchro summoning being
so common in today’s meta, this card actually makes
burn somewhat usable again. With burn’s power to win
games without attacking, you do not have to worry
about removing the big monster after stopping it
from hurting your deck.
A very interesting card, one that should be given
consideration in side decks.
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