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

Damage Gate
#TSHD-EN070 

Activate only when you take Battle Damage. Special Summon 1 monster from your Graveyard with ATK less than or equal to amount of damage you took.

Card Ratings
Traditional: 2.00
Advanced: 2.60 

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


Date Reviewed - May 13, 2010

Back to the main COTD Page

 

Dark Paladin

Thursday

Damage Gate, a rather simple, fun, and possibly deadly Trap. You activate this when you take Battle Damage and Special Summon a monster from your Graveyard with attack less than or equal to the Damage you took.

I see two possibilities here...either you use this when you take minor damage to bring back a Tuner for a Synchro Summon (or something for the aforementioned Synchro Summon) or wait until you take a massive hit and summon a beast from your Graveyard for a counter attack. I think we have some potential, but I'm not seeing it used...

Ratings:

Traditional: 2/5
Advanced: 3/5
Art: 3.5/5


Freeza

Damage Gate …

A simple enough trap that a lot of people are really talking up a lot … Is the hype warranted? …Well, when u take battle damage, u can special summon a monster from your graveyard with ATK less than or equal to the damage u took. Super? – yes. Game breaking? – no. Right away it draws comparisons to the similar Damage Condenser that not a lot of people used (although I have a feeling that’s going to change soon … u heard here 1st, folks …), but while the Condenser requires a cost of discarding a card, the Gate has no cost at all. Assuming u take only a medium sized hit, your best bet would be to grab a Tuner, something like Spirit Reaper that could guard your life points, or ideally something that rewards u for being special summoned. Now if u take a BIG hit, then u have wider options of what u can grab from your grave, but chances are – whatever u bring back still won’t be able to stand up to whatever damaged u in the first place. Plus, let’s not forget the obvious drawback of being limited to whatever is actually in your graveyard at the time … Another difference with Damage Condenser is that DC let u fetch from your deck, allowing u to access the answer to whatever problem is on the field at the time (if u’ve got it in monster form). With Damage Gate, if u have it to early, u might not HAVE anything worthwhile to special summon laying in your grave. Or, ideal stuff to recover later in the game, like a DAD, u wouldn’t be able to revive anyway.

Damage Gate is still a pretty good card, and can set up some pretty good combos, but I wouldn’t worry about it changing the landscape of the game at all.

Traditional: 3.5/5
Advanced: 3.5/5


N o V a

Damage Gate, one of the new Shining Darkness cards. When you take any Battle Damage, you can special summon a monster with an ATK less than or equal to the damage you took. This is useful if you want to bring back cards like Dandylion, Treeborn Frog and various other monsters, its good for providing a monster so an opponent cannot get a potential second direct attack in, or if they took out your monster and inflicted enough damage for you to revive something back, it provides a free wall if they have another monster out. Its good for reviving cards like Spirit Reaper, Marshmallon and Arcana Force 0 - The Fool, because they cannot be destroyed in battle and they have low attack. Its an excellent card for providing a free monster, however it also takes up some space in the deck, so unless your deck desperately needs a monster on the field for it to work, I dont think you'd need this as badly as some other better choices you have available.

Traditional: 2.5/5
Advanced: 2/5

Greg

Damage Gate:

A pretty simple card here. It seems like it could be pretty usefull, as cards that bring back monsters from the graveyard are few and far between right now. I guess the biggest problem with the card is that you have to let an attack go through before you can activate it. If you've got life points to spare then that's fine, but late game this card isn't so great. It could also help even out an Airbellum attack replacing the card that was stripped from your hand with one of the field... but I'd still rather have a trap set that just destroys or rfgs Airbellum to begin with. This card would shine most in a deck with many low atk monsters (think 0), as it would almost always have a target to revive no matter how much damage you took. I still don't see people using it over Bottomless or anything though.

Traditional: 1.5
Advanced: 2.0


Mark
Howard

Damage Gate is an interesting card, and basically the exact opposite of Damage Condensor. There isn't much to say about this, but you can summon Dandylion, Infernity Mirage, or other cards with it, but then again Quickdraw has better things to run and if you've used Infernity Mirage, you've probably already won. It's not that this card is bad, it's just that the decks that use it have other revival cards that work better, and don't need to wait for an opposing attack to trigger.

2/5
Art: Lame
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