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

Relay Soul
- #DRLG-EN008

Special Summon 1 monster from your hand. While it is face-up on your side of the field, you take no damage. When it leaves the field, your opponent wins the Duel.

Card Ratings
Traditional: 1.50
Advanced: 1.50 

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


Date Reviewed:
April 28, 2014

Back to the main COTD Page

 

Dark

Paladin

Monday
 
Welcome to my Dragons of Legend week!  We open the week with a card the Pharoh played in his duel with Dartz, Relay Soul.  "You told me to play a card, so I did."  Tweaked a bit from the anime, as it doesn't have the "when your Lifepoints reach 0" condition.  This Trap lets you Special Summon a Monster from your Hand.  While face-up on the Field, you take no Damage, but if that card leaves the Field, your opponent wins the Duel.  Kinda a new take on Last Turn, hey?  Honestly, it's not that great of a card.  Obviously most useful when you're epically behind and have essentially no Lifepoints, it becomes a why not type of card.  If you're somehow able to protect that Monster, than sure, it could pay off for you.  But more likely than not, it's just going to be for fun.
 
Ratings:

Traditional:  1/5 
Advanced:   2.5/5 
Art:  4/5


John Rocha

At first glance, Relay Soul is a pretty bad card. But as I delve deeper, I can see some decent uses for this trap card. Against a burn deck, Relay Soul is the bomb. Just make sure your opponent is not playing Volcanic Queen or Lava Golem. You could also use Relay Soul to speed up your Xyz deck, as when your monster is used for a Xyz summon, it does not leave the field. If you are going to be using it in that fashion, you may want to make sure they do not have a Bottomless or Torrential set first or at least have a Book of Moon handy.
 
In my opinion, Relay Soul is too risky. Putting all of my eggs in one basket is not my style and not one in which most high level players would use ether. For a player who loves high risk and high reward decks that OTK their opponents, Relay Soul gives them some extra fire power to go with their field swarming strategy. For instance, you can summon Red-Eyes Darkness Metal Dragon, use its effect to special summon a Dragon type monster, use A Wingbeat of Giant Dragon to get rid of your opponent’s spell and trap cards, then use Relay Soul to re-summon Red-Eyes and use its effect again to swing with three big Dragons.
 
Depending on the Meta and your style of play, there may be a use for Relay Soul. My ratings are representative of how I view the playability of Relay Soul in today’s Meta.
 
Traditional: 3/5
Advanced: 1/5

Leo
Kearon

Relay Soul
Normal Trap
Special Summon 1 monster from your hand. While it is face-up on your side of the field, you take no damage. When it leaves the field, your opponent wins the Duel.
 
It is Dragons of Legend week and we are first looking at Relay Soul, a trap card used by the Pharaoh in his duel against Dartz.
 
One of the problems with making anime cards into real cards is that the anime writers aren’t creating the cards to be made in real cards, they are creating them to help tell a story or in this case a scripted duel, so they can give them any effects they want if it will help improve tension.
 
Relay Soul is a clear example of this; it was used in the anime so that the Pharaoh could continue duelling even when he had 0 life points and had to protect the special summoned monster; in this case Dark magician Girl who is important in Waking the Dragons. Of course the writers could get away with this because they scripted the duel and all the plays.
 
Let’s look at the real life version, as with the anime version you special summon 1monster from your hand, but not if your life points hit 0. Instead you take no damage as long as it is face up, however you lose the duel if the monster leaves the field. Okay folks hands up who wants to play a card that says “When you activate this card, your opponent wins the Duel.” because that is what is going to happen with this card, if the opponent destroys the monsters, you lose; if they return it to your hand/deck, you lose; if the opponent responds to the summon with Bottomless Trap Hole or Torrential Tribute, you lose; if they take control of it and use it to summon a monster, you lose; if you forget about what will happen and you use it to summon a monster, you lose; etc. Basically there are 101 ways to get a monster off the field and then you lose.
 
Overall, play this card if you want to lose.
 
Traditional: 1/5
Advanced: 1/5

Cyberplum

Welcome back from the weekend folks.  ARG Richmond this weekend demonstrated to us all the potency of Soul Charge, and several players did well with the Fire/Ice hand decks while others utilized Kuribandit and Mathematician.  But what other cards in the new set are useful?

Well for starters, not this one.

This trap lets you special summon any monster from your hand.  You can't take damage while it's on the field, but if it leaves the field...  You lose.  So essentially what you have here is a situation where you have to win right that second, or basically give up the game.  Some monsters are incredibly resilient, but nothing is invincible, even more so since you won't be putting a monster from the Extra Deck on the field with this.  There's not much to say about this; don't use it.  If you do, win when you play it, or you're not going to win at all.

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

Thanks for reading!


Baneful

Relay Soul
 
Quite an interesting card.  And a risky one.  I'm not quite sure whether the Waboku clause ("no damage = monsters can't be destroyed in battle") applies here or not.  But I don't think it matters.  Overall, in a game where monsters are so disposable, you are super lucky to get a turn out of this at most.  So, it's great if you want to quickly summon a monster from your hand and beat down your opponent with it for the kill.  
 
But it's a horrible draw early-game since you're not willing to risk it all when you have ~8000 life points.  And as a mid to late game draw, it has mixed results.  Overall, great for fun duels.  But way too unstable for tournament play.
 
Traditional - 1.0
Advanced - 1.5

Terrorking

"How do you kill that which has no life?" The answer, my dear guppies, as it relates to Yu-Gi-Oh, is just to destroy a monster...
 
Hello, my beauties, and welcome to Terrorking's review of yet another Dragons of Legend card: Relay Soul, is what shall be dissected this time. In the anime, if your life points fell to 0, you could use Relay Soul to summon a monster, and then if that monster is destroyed you lose the duel. A fairly interesting card... Sadly, this version of it is nowhere near as good. In fact, this card is rather awful; quite possibly one of THE worst cards ever printed. See, Larvae Moth, as absurd as it is, doesn't make you lose the duel the moment it leaves the field, and neither does Perfectly Ultimate Great Moth. You can't summon them by any practical method, but they don't automatically make you lose.
 
Beyond that, there are numerous ways to summon monsters from your hand that don't make you lose the duel. This is another cards Konami did an absolutely abysmal job of porting to the TCG. This doesn't capture the spirit of the original card, which was an unbelievable, jaw-dropping method of Yugi surviving a fatal blow from darts, so flavorfully this card is an utter failure. Looking at it mechanically, there're far too many better options out there to justify using this. Perhaps if it summoned a monster from anywhere, ignoring their summoning conditions it would be worth. Card is disgustingly awful to an insulting degree, and if I could give it less than 1, I would.
 
Advanced: 1/5
Traditional: 1/5


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