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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

 Vampire Takeover
- #SHSP-EN075

If you have no card in your Field Card Zone and all face-up monsters you control (min. 1) are Zombie-Type: Activate 1 "Vampire Kingdom" directly from your Deck, then, you can Special Summon 1 DARK "Vampire" monster from your Graveyard in face-up Defense Position. You can only activate 1 "Vampire Takeover" per turn.

Card Ratings
Traditional: 2.25
Advanced: 2.83 

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


Date Reviewed - Dec. 4, 2013

Back to the main COTD Page

 

Dark

Paladin

Wednesday
 
Vampire Takeover, isn't quite the takeover its name may imply, but it is solid theme support for sure.  It's an intriguing card, one that can be activated (and should be) directly from the Deck.  If you have no card in your Field Magic zone, and at least one face-up Zombie, this card lets you Special Summon a Dark Vampire Monster from your Deck to the Field in face-up Defense position.  I'll continue to note that I'm not big on all these required effects forcing your Vampires into defense as all these new guys have 0 defense, but it's still a good card.  

Ratings:

3.5/5 both Formats, maybe better in Traditional, as anything that can be activated directly from the Deck is good, can be a Yata block
 
Art:  5/5

Cyberplum

Hello everyone.  Today's review covers Vampire Takeover, a piece of support for the vampire deck in the form of a trap.
 
Normal Trap
 
If you have no card in your Field Card Zone and all face-up monsters you control (min. 1) are Zombie-Type: Activate 1 "Vampire Kingdom" directly from your Deck, then, you can Special Summon 1 DARK "Vampire" monster from your Graveyard in face-up Defense Position. You can only activate 1 "Vampire Takeover" per turn.
 
To be brief, there are three aspects of this card you have to consider:
 
1)  Is the field in play already?  If so, you can't play this.
 
2) Is there a vampire in your grave?  If not, the potential of this card dwindles a bit by not being able to immediately utilize an effect to trigger Kingdom (like Duke) or at least getting a sorcerer back but chances are if the sorcerer already went there you want to use its free tribute effect so you want it to stay there.
 
3) Is it reliable?  Short answer, no.  Long answer, is Call of the Haunted reliable?  Yes, quite so.  You can chain it an MST to have a sorcerer or Goblin Zombie activate its effect.  You can use it to set off Duke's effect.  You also have Book of Life and Mezuki already.
 
Basically, I wouldn't play more than one, if I bothered.  Like I said, having a field already in play makes this useless, and the resurrection effect falls short of being spectacular like the other options the Zombie deck has available.  Plus you might not even want to use Vampire Kingdom!  Maybe you decided to use Zombie World to screw up other deck types.
 
It's up to you of course, but I just don't care that much for this card.
 
Traditional: 1/5
Advanced: 2/5, just not reliable
Art: 4/5, I do like the Sorcerer addressing the masses
 
Thanks for reading!


Human Puppet
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vampire Takeover

The Shadow Specter Vampire support keeps coming along...Today's card of the day is a plus one, it pays for itself by allowing you to search for a field spell card and activating it from our deck. Terraforming is a great card in decks that need access to their field spell in order to function, a trap version of Terraforming that puts a beatstick on the field...#EPIC

The only issue with a lot of current theme support in competitive decks is that staples exist. A lot of current decks being played don't really leave a lot of room for innovation due to the fact they're designed to do one thing and do that one thing well. If you're going to put a trap in a deck, something like Solemn Warning has more utility that something like this under a majority of circumstances. Regardless, this card does do something epic and is worth messing around with in my opinion.

3/5


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