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

 Shared Ride
- #LVAL-EN070 

After this card resolves, each time your opponent adds a card(s) from their Deck or Graveyard to their hand this turn, except by drawing them, you immediately draw 1 card. You can only activate 1 "Shared Ride" per turn.

Card Ratings
Traditional: 2.00
Advanced: 2.80 

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


Date Reviewed - Jan. 27, 2014

Back to the main COTD Page

 

Dark

Paladin

Continuing to look at new cards, we look at Shared Ride, quite the interesting Quickplay Magic card. If this thing were simply a Magic card, or even a Normal Trap, this thing wouldn't be worth squat. But being Quickplay, it's all but a gem. This thing can be mass advantage, whether it's you gaining it, or denying it to your opponent. Yes it's dependent on a couple of things...proper activation (ie the very end of a chain) and making sure the opponent takes enough cards (I mean technically two is a plus one for you) but you could get far more. Any cards added from the Graveyard to the Hand of your opponent after this cards resolution, allows you to Draw one card, so long as the chosen cards by your opponent weren't Drawn. Oh wait...that's the way the card SHOULD read. You only get one card regardless of how many your opponent gets, so that makes this a break even card for you...at best. And I'm using the term "best" rather loosely.

Ratings:

Traditional: 1.25/5
Advanced: 2.25/5
Art: 4/5


John Rocha

We are starting this week off with more reviews on cards in the new set. Shared Ride is not a bad card and one that may find space in a side deck. First of all, it is a draw card and who does not like to draw? Drawing cards and thinning your deck are some of the keys to victory. The great thing about this card is that it is almost always going to at least replace itself in much the same way as Upstart Goblin, but without the costs associated with it. The other nice thing about Shared Ride is that it is a quick play spell card. That means that you can play it right away from your hand on your turn or set it and play it on your opponents turn.

Like Maxx “C”, you will normally only get the effect of Shared Ride once, as an experienced opponent will stop searching cards when you play Shared Ride. Virtually every deck in play today searches for cards in the deck. If it does not, it probably is not a top tier deck. The top decks that I see being played in today’s Meta are Mermail, Fire Fist, Bujin, Madolche, Zombie, Harpie, Insektor, Dark World, Ghostrick, Gravekeeper, Spellbook, and Evilswarm. Did I miss any? No matter. What they all have in common is that they have a lot of search power which is mandatory in their success.

You stop your opponent from going off on you by simply playing Shared Ride. I will give you one example. Your opponent plays Fire Formation – Tenki and you chain with Shared Ride. They choose Fire Fist – Spirit, summon it, uses its effect to special summon Rooster and then Rooster’s effect to add a Fire Fist to their hand. Then they use Rooster’s effect to ditch the Tenki for another Fire Formation Spell. That is a common move for Fire Fist decks and one that will allow you to draw two cards.

Like I said, Shared Ride is a good card, but not one you want to top deck or get mid game as your opponent normally has made their big plays and you both are just top decking.

Traditional: 2/5
Advanced: 2.5/5

Leo
Kearon

Shared Ride
Quick-Play Spell
After this card resolves, each time your opponent adds a card(s) from their Deck or Graveyard to their hand this turn, except by drawing them, you immediately draw 1 card. You can only activate 1 "Shared Ride" per turn.

Continuing to look at new cards from Legacy of the Valiant this week and to start off we have Shared Ride, a new draw card (so expect it to be on a banned list soon, because Konami hate draw power).

Shared Ride is a strange version of Appropriate, like Appropriate you have to rely on your opponent in order for you to get any cards. In this case if they add cards to their hand from their deck or graveyard but not drawing them, you draw a card. So if your opponent loves cards like Reinforcements of the Army or Beckoning Light, you should get some draws from this.

Of course this does require your opponent to do most of the work and while this is a quick-play there is still no guarantee that you will get any cards from this card, making it useless. Furthermore there is a chance with the opponent getting all his cards that you might not have a chance to use your new cards. It might work as a side card, when you know what your opponent likes to do.

Overall, not a reliable draw card as your opponent would have to play a lot of searcher and retrieval cards in one turn to get anything out of this

Traditional: 1/5
Advanced: 2.5/5


Fungal
Paranoia

Shared Ride

Howdy there today's card is Shared Ride, the spell version of Maxx C probably one of the better secrets of the set, personally I don't see much use for it since it has to be on the field for use during your opponents turn. Since Dragon Rulers are semi dead, both are becoming less popular now.

Traditional: 3/5 (Good way to chain to CED)
Advanced: 4/5 (Still very powerful, but being a spell hurts it)

Art: 5/5 I feel bad for Sangan :(

Cyberplum

Hey everyone, welcome back from the weekend. Today we cover Shared Ride, a quick-play spell from the new set that gives you an interesting alternative to Maxx "C".

Shared ride is a quick-play spell, meaning that to use it you're most likely going to have to set it to use it properly. In the same way Maxx "C" lets you draw a card every time your opponent special summons, this lets you do the same every time they search. Now both of these cards are generally accepted as primarily side deck cards, so choosing which one to play would be a matter of knowing what you're playing against and how it works. Maxx "C" against a deck like E-Dragons, Infernities, or Dragunities is fantastic, allowing you to capitalize massively off your one card investment.

On the other hand, Shared Ride lets you draw heavily against decks that are constantly searching, such as Spellbooks, Fire Fist, and even thunder decks like Watts and Hunders. Basically what it's going to come down to is if you don't have space in your extra deck for this AND Maxx "C," you're going to have to choose one or the other to have on hand. Given that the number of decks that special summon frequently seem to out-weigh decks that search a lot in one turn, Maxx "C" is probably the better of the two. If you have space to run both or you just happen to know that your local scene will have a lot of searching going on, play this. It's only as good as the deck you play it against.

Traditional: 2.5/5
Advanced: 3/5
Art: 4/5 Poor Sangan hasn't had much luck with that bus...

Thanks for reading!


Christian
Moss

After this card resolves, each time your opponent adds a card(s) from their Deck or Graveyardto their hand this turn, except by drawing them, you immediately draw 1 card. You can only activate 1 "Shared Ride" per turn.

Shared Ride is a new quick play spell in Legacy of the Valiant that changes the concept of how we approach resource advantage. No longer can your opponent add cards to their hand without worry, like in Spellbook decks, for example. All those times your opponent searches for cards and adds them to their hand, well now you can benefit from it. If your opponent is going to get to search and add consistency, then with this card you should be able to profit off of the play as well.

Right now in this format, it's tricky to see where this card will end up in terms of play-ability. This card has huge potential from here on out, and it is a card to watch as the price will rise dramatically in the coming formats as more and more archetypes add cards to the hand. As it stands right now, it is already a solid choice if you want to gain some additional resources off of a plethora of many viable decks.

This card is already good, and soon it will be great. If you open this out of a pack, hold on to it, as it will be a wise tech to consider, at least in the side deck, for many formats to come.

Ratings:

Traditional: 2/5
Advanced: 3.5/5 (soon to be even higher in the next coming formats)
Mechanic Design: 4.5/5 (Very solid game changing mechanic that will make duels much more interesting overall)
Art: 3.5/5 (A lot of the original powerful banned cards make an appearance on a bus together such as Graceful Charity, Sangan, and Delinquent Duo, with Tribe infecting Virus outside missing it and confused. Funny, but not that spectacular considering what kind of art we are accustomed to.)


Kingof
Lullaby

Hello Pojo Fans,

Starting off the week is a card I see as a “combo stopper”: Shared Ride. A Quck-Play spell from Legacy of The Valiant, Shared Ride is pretty straight-forward. “After this card resolves, each time your opponent adds a card(s) from their Deck or Graveyard to their hand this turn, except by drawing them, you immediately draw 1 card. You can only activate 1 "Shared Ride" per turn.”

Shared Ride is a card that won't see much main deck use, but could earn a permanent spot in side decks. Almost every type of deck has a “searcher” monster, spell, or trap, or several. Playing Shared Ride against that searcher card effect would allow you to break even at the very least. Prophecy and Madolche decks this card should be used against the most. These two decks add to their hand more often than most decks, and Shared Ride could really hurt their ability to go for big plays. If Shared Ride is played, a combo the opponent was attempting to start may not have the same effectiveness to them if you are drawing several cards off of it.

Activating only one Shared Ride per turn doesn't hurt this card as much as the face that you may only break even off of playing it. Breaking even is good, but you want maximum bang for your buck, and if the opponent is smart, they will hit the breaks and not add more cards to the hand. A year ago this card would have been amazing. Spellbook of Judgment, Elemental Dragons unbanned, Gateway, this card would've had a major influence on if your opponent could set up for a win next turn or not. Shared Ride is a side deck card for sure, not a main deck card. It is still useful, and will prove to be useful.

Traditional-3/5
Advanced-2/5
Art-4/5- All banned cards, though I could see Sangan or Tribe-Infecting coming back one day. If that days comes you'll hear “I'm gettin off the bus!” from at least one duelist.

Until Next Time
KingofLullaby


Human Puppet
Twitter
YouTube

Shared_Ride

This is a decent card...it could of been made better. The fact it's a quickplay spell card provides some versatility but the fact you have to set it on the field in order to use it on your opponents turn makes it vulnerable to removal. I'm not really a fan of situational cards that don't have super amazing effects. The ability to draw cards is always a good thing. This card makes players who use search & add cards think a little but under most circumstances it will probably not net you any advantage, just do the same type of deck thinning Upstart Goblin could do. Playing against something with a lot of draw power such as Lightsworn or Dragons, this could put a hamper on the back to back discard and draw cards used by such respective decks. This cards only real purpose is to make your opponent think about getting their combo pieces. I could see this showing up in sidedecks but outside of that much better cards currently exist that are less situational. Furthermore running a one for one removal card will more than likely provide better utility under a majority of circumstances. Maybe you could combo this with cards that allow your opponent to draw cards but even under those circumstances you're giving your opponent a plus one so that you can thin your deck card.

2/5


Baneful

Shared Ride

Essentially a quick-play spell version of Maxx C, except instead of gaining card advantage off of special summons, you are gaining it off of card searching.

Like Maxx C, you can't draw directly from a searching effect, so you have to carefully plan it's use and predict your opponent's psychology. It also shares the same risk as Maxx C: your opponent not searching to starve you from drawing.  Unlike Maxx C, searching for cards isn't prevalent, isn't done more than once a turn. There's no pressure of lacking field presence versus letting giving the other player a free draw. Being a spell/trap as opposed to a monster makes it more predictable, easier to counter/destroy.

Why do you want to prevent your opponent from doing something more than once per turn that they wouldn't normally do more than once per turn. And if the greatest thing you can achieve from this card, when you do activate it is essentially an Upstart Goblin effect, this is bad news.  In Traditional Format, with cards like Pot of Greed and Graceful Charity, it's even more clear how little space there is for this card.

Overall, while it may seem like a viable meta card on the surface, it has way too things going against it.

Traditional: 1/5

Advanced: 2/5

Terrorking

Today we begin with the continuing escapades of Tour Guide from the Underworld and her tour bus. This time, we learn the passengers are, bizarrely, an angel, good ol' Sangan and some silly-looking purple man with a number tattooed on his forehead. This card is referencing the banned monsters, my guppies. The angel is the one on Graceful Charity, Sangan is Sangan (shocker, I know) and the silly-looking purple man is one of the fiends on Delinquent Duo. Now I have educated you about the general aesthetics of the card, so how about I educate you on its mechanical value, eh? That's why you're here isn't it? No, I jest. I know you're here just to read the words I type. An admirable hobby you have, my guppy.

What this card is is Maxx "C", but you can also use it to bait and bluff. Against something like Prophecy, that's constantly searching, this card will fill up your hand in short order. Use it against Bujin to secure yourself an end phase draw, but there's probably better things you could do with it there. Card's pretty versatile and powerful depending on the deck type you face, so maybe run 1 or 2 in the Side deck, yeah?

Ways to counter Shared Ride: either continue with your turn and OTK, or stop after they use it.

Traditional: 2/5
Advanced: 3.5/5


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