Synchro Ejection closes our week, which is sort of
like Dark Bribe on Steroids, but just for Synchro
monsters. You choose a Synchro Monster your
opponent controls and remove it from play, and the
opponent Draws a card. Simple as that, and the
one card is a small price to pay as what you removed
was likely very worth it.
Not a fan of Synchro Monster-specific cards. You
have to wait until their is a synchro monster out
for it be a live card, when you could just be
running a non-specific trap like Compulsory
Evacuation Device, Bottomless, D-prison, etc.
Not only are those cards less specific, they also
don't offer your opponent the chance to draw another
card. In the current game state, giving your
opponent extra draws, is NOT a smart idea, I don't
see Dark Bribe all over the place, and that card can
negate any spell or trap. Why? Because
it pluses your opponent. There are many many
many better choices than this card for your main and
side deck. I would advise using them over this
soiled upon trash that considers itself a card.
We finish the week with
Ejection, which almost seems worth it.It’s a Normal Trap, so it enjoys being Spell
Speed 2 and thus can surprise your opponent at an
inconvenient moment on their turn.Unfortunately that also means you’ll have to
set it and have it survive until the point you want
to activate it.It targets (could be an issue) and removes
one face-up Synchro Monster your opponent controls,
and then they draw a card.
Okay, quick and simple: I like that it isn’t
mindless generic removal that punishes a player for
investing in something more than the biggest,
easiest monster or a card that can instantly recoup
investment costs.However, those cards are still legal so that
instantly hurts this one.Synchro Monsters are also a fairly specific
target, so running a Trap just to counter them isn’t
too good an idea, especially when many players will
find something generic like
Evacuation Device just as devastating.
Still, I like where they are going and if we see
enough cards with “opponent draws a card” effects,
we could get a nice
I’d also like to add I’ll be selling quite a bit of
my soon-to-be-former possessions on eBay.You can take a look
here at my first auction if you’re
interested in some SNES games.Just a reminder, Pojo is in no way
responsible for this and was merely kind enough to
let me mention the auction here. ;)
Synchro Ejection is
nothing but a filler card. It has somewhat decent
design, but is completely inferior to cards that
have already been made. Sure, you can remove a
Synchro, but you're giving your opponent a free card
to replace it. That isn't something you want to do
unless you're getting an extremely powerful effect.
This card has absolutely zero use in any deck.
Compulsory Evacuation Device, Bottomless Trap Hole
and Black Horn of Heaven can do the same thing, but
can hit more than just Synchros and won't give the
opponent any compensation for their loss.
Art: The monster getting voip'd is Dragunity Knight
- Barcha, which won't even hit the TCG for more than
Fun Fact: Micaiah has really bad speed and defense
growth. More like Maiden of Yawn.
Tomorrow: You will be playing Fire Emblem.
Compare this card to something like Compulsory
Evacuation Device. This card is clearly set filler.
"Select 1 Face-up Synchro Monster your opponent
controls and remove it from play. Your opponent
draws 1 card."
In Yugioh (And most card games in general,) there
are a few unwritten rules that a card must follow to
be competitive. Rules like, "If this card causes you
to lose card advantage, it must win you the game, or
be game breaking," and "It must be able to be used
in multiple situations." Synchro Ejection does not
follow either of those "rules." It has a very
specific activation requirement (Opponent must have
a face-up synchro monster on the field) and it
causes you to give your opponent a free card (You
lose Synchro Ejection, they lose their monster, and
they draw a card. -1 for you.) The best case
scenario, card advantage wise, is for your opponent
to use a card to flip the targeted monster face
down, or to remove it from the field altogether,
causing an even break in card advantage. (Synchro
Ejection will not resolve if the targeted monster is
no longer face up on the field, so you traded your
Synchro Ejection for a card that saves said Synchro
monster.) There are simply better cards that do this
job, but aren't so picky on activation requirements
so they're easier to play, AND don't give your
opponent card advantage. Compulsory Evacuation
Device is a good example.
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