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

Sixth Sense
- #LCJW-EN273

Declare 2 numbers from 1 to 6, then your opponent rolls a six-sided die, and if the result is one of the numbers you declared, you draw that many cards. Otherwise, send a number of cards from the top of your Deck to the Graveyard equal to the result.

Card Ratings
Traditional: 3.75
Advanced: 4.25 

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


Date Reviewed - Nov. 4, 2013

Back to the main COTD Page

 

Dark

Paladin

Monday
 
Interesting week we've got here as we look at some cards specifically from the original tv show today, except maybe today, but Sixth Sense was a pain in the but in a bunch of the video games.  Sixth Sense can be one of those cards that lets you gain incredible advantage, even if you are unsuccessful in your role of the die.  If you're using this, you would always call 5 or 6, hence if you're right, you Draw that many cards.  Also, if wrong, you lose only up to 4 cards from your Deck, in the worst case scenario.  Milling cards like that isn't a bad thing in the right Deck...Dark World, Lightswarm, Dragons, Zombies, and Fire Fist, just to name a few, plus it can dump for Chaos too.  I feel that it's great tech, and if you have one, and have the room for it, use it.  It can break a game open.
 
Ratings:

Traditional:  3/5
Advanced:  4/5 
Art:  5/5 

Leo
Kearon

Sixth Sense
Normal Trap
Declare 2 numbers from 1 to 6, then your opponent rolls a six-sided die, and if the result is one of the numbers you declared, you draw that many cards. Otherwise, send a number of cards from the top of your Deck to the Graveyard equal to the result.

First off this week we have Sixth Sense one of the few new cards and definitely the most coniversial cards from Legendary Collection 4: Joey’s World. Despite being in Japan and being on the banned list over there for 10 years it is only now that an English version has been released.
Sixth Sense is a Normal Trap so all the pros and cons of a Normal Trap apply here. Its effect is simple which is often the case with a very powerful card. Basically you declare two numbers the opponent rolls a die and depending if (one of) your numbers came up (hey it’s just like the Lotto) you will either draw cards or mill them. Of course for most decks this is a win/win situation and since nearly everyone picks 5 and 6 the chances of drawing a lot of cards is good or they will discard a reasonable about of cards which can still be of benefit to most decks.
 
Of course this is random so you might not draw when you need to or you may not discard enough cards, but that is why this is a gamble card.
Overall, yes it is random but the chance to draw a large amount of cards is worth the risk, especially since a lot of decks will benefit from the “bad” effect as well.

Traditional: 4.5/5
Advanced:  4.5/5


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