Speaking of old cards, the second card this week
is the Quickplay Magic Card Limiter Removal, which I
suppose can fit in nicely with the various Cyber
Dragon cards we covered recently. Currently Limited,
and for good cause, cause even though Machines
aren't something you see everywhere, everyday, it
sure can be. Limiter Removal, for those who haven't
been around long, or just don't know, is one hell of
a card in many OTK/FTK combo decks, mainly in
Traditional Format. Doubling the attack of all your
Machines for a single turn, and all Monsters who
were enhanced by this card, are destroyed during the
End Phase of the current turn. Balanced pay off, but
the fact of the matter is, you dun damn messed up
son if you see the latter half of that effect. If
you're running Machines, or enough to capitalize on
that, you play the one you can.
Traditional: 4/5 Yes, higher in Traditional for
aforementioned OTK/FTK possibilities that don't
exists in Advanced.
Double the ATK of all Machine-Type monsters you
controlled at both the activation and resolution of
this card, until the End Phase. During the End
Phase, destroy those monsters.
Next in our ye olde card week is Limiter Removal,
which since it first appeared has been a staple of
Limiter Removal effect is simple and dangerous;
all Machines you control have all their ATK doubled.
This has been the cause of so many OTKs and easily
turns the tide of any duel, if not finish it
completely. It is also a Quick-Play so you can
surprise your opponent with a super powerful
Of course there is the slight problem of all the
monsters that got their ATK doubled being destroyed
during the End Phase, but most often you will have
won the duel before that will become an issue.
Overall, still a dangerous card even after all
these years, if you play machines you will be using
this, if you don’t be carefull of any machine
Happy Tuesday folks. We roll
right along with old-school week with another
classic card, all the way from Pharoh's Servant,
Limiter has been limited pretty much forever, and
there's a reason for that. Due to its wording, it
doubles the CURRENT attack of your machines, meaning
they'd stack. That would be nutty, given that
Limiter is used in a variety of OTK situations. In
this day and age, it gets even more ridiculous.
With the new Cyber Dragon support, a quick dupe of
your Cyber Dragon Core gets you two Cydras, all you
have to do is trap stun, attack, Limiter, and if you
don't get the game there, XYZ with your Cyber
Dragons into whatever to keep yourself from blowing
Oh but folks, it can be used defensively too. Use
it in the damage step to catch an unsuspecting
opponent for a good deal of damage. Do something
crazy like Limiter your monster, attack, and
Creature Swap, I don't know. It doubles attack.
Pretty much every Machine deck in the history of
forever has used Limiter Removal. Its versatility
is only as potent as your imagination. Generally
yes, you will use it to push for game, but it has
other applications as well. If you play a
Machine-heavy deck, you should certainly be using
Advanced: 5/5 In a Machine deck
Day 2 of “where are they now” week. Limiter
Removal was released in 2003 from the set Pharaoh's
Servant. It was a good card then, but it got better
and better as more Machine-type monsters and more
Machine-based archetypes were released.
Being a quick-play spell, it can be used
defensively in emergency situations, but you would
usually use this during your turn. Since your
monsters die at the End Phase, you have to use this
carefully. Today, we can just XYZ or Synchro them,
but you still would want to clear the opponent's
trap cards before you go for the kill.
Limiter can give you a break-even in
card-advantage if you destroy monsters in battle,
but more importantly, it can win you the game by
allowing you to double the damage. You can end up
inflicting 5000-8000+ damage by this card. This will
win you games. Any deck with at least 6 or 7
Machine-type monsters should consider this card. If
you don't want to go through some the risks, I
understand. It's not mandatory for all Machine
But the payoff is big! Those who can use it
right and find room for it in their deck will find
Limiter Removal is a weird card in that it is
powerful enough that it deserves a ban, but isn't
good enough to run in most decks. The card is great
at contributing to OTKs, especially when you
consider that most Machine type decks are already
pretty good at putting damage on the board (Cyber
Dragons and Geargiakuri). If your opponent can't
stop your attack, then Limiter Removal is great at
sealing the win. Limiter Removal is even better with
Xyz monsters out, as you can use your Machines as
Xyz material before they destroy themselves (overlay
2 Burei for a Dracossack in Geargiakuri).
The problem with the card is that it is only good
when you already have a large field presence, such
as Cyber Twin Dragon or multiple Karakuri synchros.
By the time you have this field, you already have a
good chance of winning without Limiter Removal. For
this reason, many Machine decks don't even play
Limiter Removal in order to increase consistency.
Rating: 3.5/5 (Good)
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