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

Guarded Treasure
- #DRLG-EN013

Activate this card by discarding 5 cards; draw 2 cards. While this card is on the field, draw 2 cards instead of 1 for your normal draw during your Draw Phase.

Card Ratings
Traditional: 1.0
Advanced: 1.40 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed:
April 22, 2014

Back to the main COTD Page

 

Dark

Paladin

Tuesday

My opinion yesterday was the unpopular one, and I have a feeling it will be again today. Guarded Treasure, nerfed from Guardian Treasure, another Rafael card, is a horrible card in terms of advantage. Maybe it breaks into advantage later, as some cards advantage can't be judge by immediate effect, or lack there of. Let's look at this a step at a time...you have to discard five cards, to draw two. Counting playing this card itself, that's a -4. Now it's a Continuous Magic card (bad, although good in terms of getting resources back) but it has to stay on the field for two more turns just to break even, in terms of cards lost. That's a long time. I don't see this as very playable at all.

Ratings:

Traditional: 1/5
Advanced: 2/5
Art: 5/5

Leo
Kearon

Guarded Treasure
Continuous Spell
Activate this card by discarding 5 cards; draw 2 cards. While this card is on the field, draw 2 cards instead of 1 for your normal draw during your Draw Phase.

Looking at another card from Dragons of Legend and another card of Rafael, in this case Guarded Treasure or Guardian Treasure as it was called in the anime, and sounds a lot better.

Anyway, by discarding 5 cards, yes FIVE cards you draw two cards and while it is face up you get to draw 2 cards for your normal draw. The first problem is the cost, five cards; which would mean you would need at least 6 cards in your hand just so you could draw 2; that is already a -3 in terms of card advantage and makes it one of the most expensive Pot of Greeds since Cards of Sanctity.

The second problem is that while you get to draw two cards for your normal draw; that still means that you would need at least 3 turns, unless you get any more draw cards just to get back your investment. Of course the final huge problem is that this is a Continuous Spell card, so it is vulnerable to any type of spell destruction, so chances are you would never get any benefit from this card because it will be destroyed.

Overall Rafael got away with this card because the scripted duels said Yugi would never destroy this card, you don’t have that luxury. There are other draw cards, use them instead.

Traditional: 1/5
Advanced: 1/5

Cyberplum

Happy Tuesday folks.  The Dragons of Legend reviews continue today with the winner of the "MST Target of the Year" award, Guarded Treasure.

Now don't get me wrong, the actual effect of Guarded Treasure is amazing.  Draw twice every draw phase?  Yes please.  Draw two cards immediately?  Yes please.  However, the cost is what kills this.  You have to dump five cards from your hand to activate this, a cost you're not likely to pay unless it's your first turn.  Second, the fact that it's a continuous spell is another enormous downfall.  Fire Fist players, anyone who's ever touched Future Fusion, and Spellbook Tower users all know what happens when your continuous and field spells get MST'd on activation: nothing happens.  In this case, you're going to dump your five cards and then lose this too, essentially handing over a victory right there without drawing anything.

Lastly, when the new first turn rules take effect later this year, unless you go second, you won't even have five cards to dump, but since you're going second, there's a chance your opponent already set the counter to this.  It's a cool concept, but stick to Pot, Upstart, and Reckless for your drawing needs.  Steer clear of this.

Traditional: 1/5
Advanced: 1.5/5
Art: 4/5


Thanks for reading!


Kingof
Lullaby

Hello Pojo Fans,

Today we're looking at a card Raphael played against Yugi/Yami: Guarded Treasure. “Activate this card by discarding 5 cards; draw 2 cards. While this card is on the field, draw 2 cards instead of 1 for your normal draw during your Draw Phase.”

This puts you at a huge negative from the start unless you are playing a deck that can plus off of the negative almost immediately. Fabled monsters will get their effects, but Dark Worlds won't. Playing this card, then discarding 5 to draw 2 leaves you at a -4 for the turn. Then, you need to wait two turns to recover the negative you took (if the card survives until then). If you have a way to protect this card, and your deck is made to plus off of negatives, then this card could be an option for you. Infernities may be able to use, but it may not be worth it. If Guarded Treasure is drawn while you don't have 5 cards then it is just a dead draw for you regardless of any deck. In a format with several cards that can nuke a continuous spell/trap, this card isn't worth running.

Traditional-1/5
Advanced-1/5
Art-3.5/5

Until Next Time
KingofLullaby


Baneful

The card itself and the 5 discards starts you out with a -6. The 2 cards you draw put you up to a -4. Then, you would need to have this card face up for FOUR TURNS. Just to break in at 0. Meanwhile, you'll have to somehow be practically defenseless for several turns. Five turns for a hard earned plus one. Six turns for nice plus two. Good luck bodying this cost in a meta where decks are lethal and can kill you really fast. Even if this card were indestructible, it would be bad, but since it can be ruined by a quick MST, it's total garbage
It's tough to stomach opening hand, but if you draw it probably by your third turn when everything is set up, you are (practically speaking) unable to pay the cost.

Even if you had cards that up your hand count Thunder Dragon or cards that abuse the grave, it's still a really tough sell and no combos that I could think of would make this card feasible. Maybe if you only had to discard 3, it would be a really good (but not horribly broken card).
But for now this card will fare as well as as a galopagos turtle at a nascar race.

Traditional: 1.0 (Horrible)
Advanced: 1.0 (Horrible)

Terrorking

The holidays, I hope you enjoyed/are enjoying them. I mean, how can you not when you have my reviews to read? I am, of course, one of the best things about your day. Yes, quite... Hello gents, and welcome to Terrorking's review of Guardia- oh, name change (that pesky Arsenal Summoner! grr). Welcome to Terrorking's review of GuardED Treasure. "Guarded" is the operative word here, since without GUARDING this treasure you'll get nothing! Ha, ha, Konami so smart. Such masters of wit. Yes, quite.

Being non-searchable via Arsenal Summoner pretty much killed whatever was left of this card. See, in the anime you just discarded 5, then drew 2 cards (discarding wasn't a cost), so Yugi playing a pesky Mystical Space Typhoon wouldn't have ruined Rafael's day. However, here it is. If you get MST'd before this resolves, you essentially just lost 6 cards. Discarding 5 is a hefty requirement since it means this card is pretty much only usable during the start of your turn (and soon, only if you happen to be going second). Now let's say you do manage to activate it successfully... well now you have to wait 3 turns to make up back the advantage you lost... which isn't really a bad thing, but removal being so prevalent, and games ending so quickly (3-5 total turns) make this card impractical.

Hey, Konami, what if Yugi didn't destroy this card because he COULDN'T? What if it had protection? Surely Rafael being such a skilled duelist would not have put so much faith in this one bad card. I mean, you guys used this "what if" logic with the Orichalcos to make a good card bad:

"Which leads to an interesting question. Since (1) Fusion Monsters were a big part of Dueling in the classic age, and (2) Dartz and his minions could presumably get their hands on whatever cards they would need, WHY didn’t Dartz, Rafael, Valon, or Alister ever perform a Fusion Summon? And why didn’t Yugi go for his Extra Deck again in that Duel (apart from the fact that The Seal was messing with his head, of course…)

Here’s a thought: What if they couldn’t? And if The Seal blocks off access to the Extra Deck, that also fixes our problem of The Seal becoming a “win more” card for Xyz/Synchro Decks."

With that in mind, why not use this logic to make a bad card good?

Advanced: 1/5
Traditional: 1/5

tails512
YouTube

Guarded Treasure has generated some buzz, but it's actually a pretty bad card. In the best case scenario, you lose 3 cards in terms of hand advantage in order to draw an extra card each turn. This means you have to wait 4 turns to gain any advantage from the Guarded Treasure. The steep cost of discarding 5 cards can be mitigated somewhat by discarding cards like Dragon Rulers or Fabled. But even if Guarded Treasure goes off undisrupted in one of these decks, you'd have to have an ideal hand for it to be a good play. It should be noted that Guarded Treasure discards as a cost, so Dark Worlds do not work with it.

On top of being slow advantage, you need 6 cards (including itself) in order to play Guarded Treasure. This means it will be dead after the first turn in most cases. You would only play a card like this if it won you the game just by playing it, like Gateway of the Six or Trap Dustshoot.

And I haven't even mentioned the worst part of the card yet. It is terribly susceptible to Mystical Space Typhoon. If your opponent chains MST to the activation of Guarded Treasure, you discard 5 cards and draw none. You basically lose the game on the spot. Even if your opponent doesn't have an MST ready to chain, if they draw it any time in the next 4 turns, you don't gain any advantage from Guarded Treasure.

Rating: 1.5/5 (Very Bad)


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