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

Calming Magic

This card can only be activated at the start of Main Phase 1. During the Main Phases and Battle Phase of this turn, neither player can Summon monsters.

Card Ratings
Traditional: 1.25
Advanced: 1.50

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


Date Reviewed - 06.25.09

Back to the main COTD Page

 

Dark Paladin
Thursday

Calming Magic, arguable the worst Magic Card this week we look at, simply because it's not a Quickplay. It has NO surprise factor, as it can only be activated at the start of the Main Phase 1. During the Main Phase and Battle Phase of this turn, neither player can Summon Monsters. It really seems to hurt you more than your opponent I think, and it would be a lot cooler to activate in a Battle Phase on your opponent or something.

Ratings:

1.25/5 both formats
Art: 3/5 Kinda cute
General Zorpa Calming Magic

People had been wondering when the equivalent of Cold Wave for monsters would come along, well this is it. Magic is a Normal Spell that you have to play at the start fo your Main Phase 1. Neither player can Special Summon or Normal Summon monsters during either Main Phase or Battle Phase until your next turn.

This is a good card. Ideally, it is to set up a solid situation against an opponent that needs to get a monster to the field in order to win. Against Blackwings and Gladiators especially this would work as they are so monster oriented. As it affects you too, I would only play it if I have control over the field already.

I do not think that this card will make it competitively, as it is too restrictive and not nearly quick enough. If you are having trouble with monsters and their effects, Forbidden Chalice or skill Drain or even Compulsory Evacuation Device are going to be better answers for you. A no monster burn deck could use this, but I have not seen one since the Cyber Stein format, so I fail this card and that is that.

Traditional-2/5
Advanced-1/5

Freeza
Calming Magic …

I … don’t really like this spell that much … if it was a Quickplay it would be infinitely better … I guess TOO good … or “broken”, as they say in the business … But since it’s just a normal spell, u can only activate it on your own turn. This means that more often than not, u are only impeding yourself. Sure, there are occasions on your turn when your opponent may summon a monster – a set trap that involves monster revival … cards like Apprentice Magician, Giant Rat, and Masked Dragon that fetch other monsters from the deck when flipped or destroyed in battle … Scapegoat type Tokens or Dandylion … Gorz … … Basically – yes, it happens. And it’s lovely to be able to cool that out. But the problem is that u only very seldom actually KNOW when those times will be. U can guess … but u have to guess at the very start of Main Phase 1. Meaning at the beginning of your turn – no summoning or setting or getting ready in any way for what comes next. Either activate Calming Magic or do not activate Calming Mag ic. And whatever u think u might have stopped them from doing or summoning on your turn, if u didn’t push for the win right there – your opponent can most likely just do on their own turn which follows after. So if anyone was thinking about how this is almost a monster version of Cold Wave – u can see the big difference right there, in that it only lasts half as long. Again – if Calming Magic maintained till your next standby phase after activation, u would totally have something. Again – broken.

They managed to keep Calming Magic from becoming TOO good, and thus, they made it not terribly good at all.

Traditional: 1/5
Advanced: 1.5/5

- FREEZA

N o V a
Today we review Calming Magic, a pretty cool rare from Raging Battle. Its a Normal Spell Card that activates only at the start of Main Phase 1, and during the turn its activated, neither play can summon monsters during the main phases or battle phase of that turn. If you already have monsters out it doesn't really hurt you, and if you are playing against a Gladiator Beast deck and their monster survives, this prevents them from tagging out. The sad part of this card however is it doesn't go through the whole turn after Main Phase 1. If it went through the End Phase it could even prevent Stardust from reviving itself.

Traditional: 1/5
Advanced: 1/5

Darkstarr
Calming Magic the cold wave for monsters. As the usual stipulations it can only activated at the start of your main phase 1 but a twist to this card as it is only active during your turn witch prevents your from summoning, but on the other hand it does prevent Gorz, Tualitin, and Phantom Dragon from popping out of the mist to dissrupt your plans. The only problem is this card wont be as comnsistent as wave where as you would have to guess when they have Gorz or not and you just lost your summon yourself so I don;t really see this card getting played unless the above stated cards are going on the rise. This card, at best will be side deck material.

Trad: 1 (No need)

ADV: 1.5 (Not good right now)
Parallel Fates Calming Magic…. Cold Wave’s weaker counter part. Raging Battle has been out for a bit now, and I’ve still yet to see this card being tech’d by players. Players need to keep in mind, that without the ability to summon, there is only so much that you can do on spells and traps alone.

The only point in this card is to prevent your opponent from dropping a Gorz on you, and render recruiters useless. However the trade off of wasting a deck slot and a summon are not worth the trouble. It’s not often that a player would purposely hold on to summonable monsters in hand unless there’s fear of Torrential. You restrict yourself from winning by ducking a Gorz for a single turn.

Not that playable of a card. And definitely not used in aggressive decks.

1/5

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