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

Djinn Cursenchanter of Rituals
#ABPF-EN037 

When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon. While the Ritual Monster this card was used in the Ritual Summon for is face-up on the field, negate the effect(s) of Synchro Monsters.

Card Ratings
Traditional: 2.67
Advanced: 3.40 

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


Date Reviewed - 03.10.10

Back to the main COTD Page

 

Freeza

Djinn Cursenchanter of Rituals …
 
One of the new additions to the Djinn Ritual Fiends. And with 1700 ATK, he’s the 2nd strongest of the bunch. This is good news as even though the fiends work as ritual pieces in the graveyard, sometimes it helps to have some firepower on the field before it comes to that … and THEN if u lose him, his effect in your graveyard can be a “plan B”.
 
And his effect? – Well it’s pretty good, but among the least handy of the bunch. The Releaser is the best. Best DEF, respectable enough ATK, the best level (3 stars) and best effect. She will completely shut down ANY special summoning by your opponent, making Synchro summoning and monsters a non-issue. However – if a Synchro is already on the FIELD, the Releaser won’t be of any good. The other Djinn Ritual Fiends either restrict traps usage on your ritual monster or reward u for destroying a monster or inflicting battle damage with it. All of which are far more likely to come into play than your opponent necessarily having to make use of a Synchro Monster’s effect.
 
Still a decent enough card, but the least useful among his friends.
 
Traditional: 3/5
Advanced: 3/5
 
- FREEZA

Greg

Djinn Cursenchanter of Rituals:
 
     This card isn't bad.  It turns synchros into vanilla beatsticks, and that's really beneficial in the current state of the game where almost every deck can run a tuner or two.  The fact that it can do that while the synchro monster is already on the field is what may give this card some action in ritual decks.  Djinn Releaser combined with this card makes for a particularly nasty level 7 Ritual monster.  Negates the effects of whatever sychros are out, and stops your opponent from summoning more.  Unfortunately, the biggest threat to ritual monsters that have used the Djinn's effects can still be run in 3s... Book of Moon.  I love the fact that Rituals are getting more support though.  It would be nice to see them rise to the popularity and power of synchro monsters.  Ah, what a dream...
 
Traditional:  2.0  (Painful choice with a deck full of these... fun stuff.)
Advanced:   2.0 


Otaku

Today we look at Djinn Cursenchanter of Rituals.  The Djinn family of monsters is the latest attempt at making Ritual monsters playable, since Konami still can’t accept the obvious (that they should have always been part of the Extra Deck like their cousins, Fusions and Synchro Monsters).  Does the latest help?

 

Djinn Cursenchanter of Rituals is at least a good effort.  He is Dark (always a great Attribute), Level 4 (easy to drop into play), Fiend (decent support exists), and a respectable 1700 ATK means he can act as a decent beatstick.  The 1000 DEF is a bit disappointed, but we can look past that, and onto the effects!  First “When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon.”  Clunky wording but a solid effect: as a Level 4 this card could fill the entire level needs for the few tiny rituals, and at least half the level requirements for anything else.  You could then bring it back to the field with Return from the Different Dimension or Escape from the Dark Dimension or back to the Graveyard with Burial from the Different Dimension, showing another struggling deck-type hurt by the support for problem cards taking the hit… instead of the problem cards.

 

Oh, wait, there’s more to the card?  “While the monster Ritual Summoned using this card is face-up on the field, Synchro Monsters’ effects are negated.”  Oh, now this is delicious.  Synchro Monsters basically replaced Fusion and Ritual monsters, or rather surpassed them.  The same niche was filled… only instead of being a tiny segment of the decks, now almost every deck wants to have access to the Swiss-Army knife that is an Extra Deck full of Synchro Monsters.  Djinn Cursenchanter of Rituals takes revenge for Rituals by turning Synchro monsters into vanilla beatsticks.  Unlike Skill Drain, there is no clause restricting this to on the field, so Colossal Fighter and Stardust Dragon aren’t able to bypass it like they would say Skill Drain.

 

Glancing at the rulings, I see that this effect should stack with other Djinn monsters.  The ability to be removed from the Graveyard can be combined with other Djinn in the Graveyard, or monsters in hand or on the field.  If the Ritual benefiting from the effect of Djinn Cursenchanter of Rituals is flipped facedown, it will lose the effect it got from Djinn Cursenchanter of Rituals but it can’t be canceled out by Skill Drain since the source of the effect is the Djinn used for the Ritual Cost and not the actual Ritual monster in play.  I’ll be honest, it can get a bit confusing but as a whole it’s pretty nice.

 

It took a cheesy OTK deck to make people take Rituals seriously because they are expensive in terms of card investment: specific Spell only good for Special Summoning them and then however many levels worth of monsters you needed.  Unless it had some built in protection, the Ritual monster was probably as good as dead on your opponent’s turn, so it had to at least break even on your own.  The Djinn monsters can either be sent directly to the Graveyard with cards like Armageddon Knight or be Normal Summoned and used to lure out monster removal during the opening turns, but once they are in the Graveyard, they take the sting out of paying for Ritual Monsters, and layer on additional effects as a sweet bonus.  At the very least, it allows what we know to work: Demise, King of Armageddon can finally, safely nuke Stardust Dragon.  This is a must in Ritual decks from now on.

 

Since it’s a must for its deck, I will score it based on my estimate of Ritual Decks performance potential (otherwise it’d be a meaningless 5/5).

 

Ratings

 

Traditional: 3/5 – They do have a OTK, after all.

 

Advanced: 3.75/5 – The OTK is gone, but you might have a real deck on your hands!


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