Well for the next two weeks we are going over the
CSOC common cards as well as a few cards that are
made better by the new sets coming out as well as
the banlist changes that went into effect yesterday.
Today's card is appropriately named Card Rotator.
This is a simple spell, functioning very much like
Windstorm of Etaqua and Ceasefire combined (without
the burn). You discard a card from your hand in
order to change all of your opponent's monster's
battle positions to the opposite of what they were.
Your opponent's face-down monsters are flipped
face-up as well, so weaker monsters like Ryko are
put into harm's way.
I have to be honest, the discard cost kills this
card. Windstorm is a little bit worse effect-wise,
but the fact that it is free while Rotator is not
just bugs me. Windstorm is also a trap, allowing you
to stop a devastating Battle Phase or to launch an
all-out assault with Red Dragon Archfiend.
Simply, this card is the best at what it does, but
not at the speed or cost that we need it.
Send one card from your Hand to the Graveyard.
Change the battle positions of all monsters your
opponent controls. (Face-down defense position
monsters are flipped to face-up attack position.)
Card Rotator ...
Ok, we've got a simple normal spell card here that
works a lot like the Zero Gravity trap card, but
just HOW similar and is it BETTER? ... well we can
start by looking at the differences in effect ...
Card Rotator affects only your opponents, which some
may like better as you may not always WANT to shift
your own monsters. Rotator is also a spell which
means it can be activated immediately as opposed to
having to be set 1st like Zero Gravity. Do these 2
things give Rotator the edge?
I argue that it doesn't. For one - Rotator has a
cost. ZG20does not. Also, being a trap makes ZG
better as it can be used during your opponent's
turn. Meaning 1) it can be used defensively to
surprise your opponent when they thought they were
ready to lay the smack down on you. Suddenly their
big monsters are in their (often) weaker defensive
states, and their hiding monsters are exposed in
Attack mode. They've often already spent their
normal summon for the turn, so there isnt much left
for them to do knowing that your turn is coming
next. Since Rotator can only be activated on your
own turn, u don't have this luxury.
2) Many times, since ZG is chainable, u can lure out
some of your opponents removals (lightning vortex,
heavy storm, etc.) by having ZG facedown, and then
still get your effect.
And 3) Most importantly, many times u WANT to shift
your monsters as well. One that comes to mind right
away is Lightsworn Lyla who u can put into Attack
mode so u can switch her back into defense the next
chance u get in order to get her effect again ...
instead of having to wait her otherwise mandatory 2
But this is a review of Card Rotator not ZG, so i
Point is - Although its got SOME combo potential,
Rotator is an inferior version of a card we already
have ... so at the end of the day? ... meh.
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