So, times have changed. Early on Soul Release
was attractive because they're weren't many other
good options out there. Of course, the only
threatening card which abused the graveyard was
Monster Reborn. Premature and Call came
around, but that just made deck space for Soul
Release even tighter.
For a while Soul Release has become that card that
only noobs ran. Sometimes it worked for them
and some of the time it didn't. Removing 5
targets is a powerful thing! But most monsters
back then didn't really abuse the graveyard.
There would probably be 1 or 2 graveyard-relevant
monsters back then. Maybe you'd hit some chaos
food for BLS, but that's it.
Today, this card would totally wreck decks like
Lightsworns and such. And it can. The
problem is issues like dependability and speed.
D.D. Crow only removes one target, but it's way
faster and can actually chain the things (preventing
the opponent from plussing). Another issue is
that you might not draw Soul Release soon
enough. Rhapsody in Berserk (the XYZ) may have
a heavier cost for only removing 2 monsters, but
it's CONSISTENT. You know you can bring it out
at any time.
I think since monsters in the graveyard are easier
to revive (Soul Charge, et al.) as well as abuse,
Soul Release, has reversed power creeped and
actually gone up in playability.
This is probably one of the most UNDERATED shock
cards in the game. This card lets you blow out grave
based decks with 1 simple spell card. Normally I
would not recommend this card but the pure shock and
surprise from this side card can win a game itself.
Soul Release closes our week. Something if
I recall correctly Yugi and Kaiba both had in their
respective Decks. Very simple, very pretty.
You can remove up to five cards from the Graveyard
from play. What a pain in the ass this can
be...honestly I feel this card only gets better
later in a Duel, and with the more things that there
are too remove from a Graveyard. Odds are
you're using this defensively but certainly can be
used in a number of ways for your benefit also.
That being said, you can't just throw it in your
Deck and hope for the best. But at the same
time, you're Deck doesn't, per say, need to be
constructed for it, either. Might be best used
in the Side-Deck however.
Traditional: 3.5/5 Honestly, I've said this twice
this week, but if only because of Chaos, it might be
better here. As well as things like Dimension
Fusion, Return From the Different Dimension...You
might get more from it here.
This card actually has huge potential to be able to
really mess your opponent up as you can take key
cards out of their Graveyard, and prevent Summons or
re-use of many cards.
Against Lightsworns, this is able to remove
E-Dragons, Necro Garndna’s and most importantly,
Lightsworn names. Able to cripple that Decks ability
to be able to Summon Judgment Dragon as well as
being able to minimise Lumina plays to second best
Against Shaddoll’s, removing Shaddoll Spell and Trap
cards prevents Shaddoll Core as well as all of the
El Shaddoll Fusion monsters from recovering a
Shaddoll Spell or Trap card, doing so means that
when you get rid of a Shaddoll Fusion monster that
they cannot simply Summon again next turn by using
the card that is normally recovered. Potentially
able to be a very powerful play against this Deck.
Burning Abyss, don’t you HATE those “Loops” that can
be created with Dante? Or Graff/ Cir/ Scarm… Let’s
not let them miss out on the party!
Well, now here is an option that may be of interest
While Soul Release is not able to do anything to
Cir, Graff or any of the other upcoming Malembrances,
you can use Soul Release against Scarm if you get
rid of a monster that is equipped with Scarm during
your turn… This is of course because Scarm is an End
Phase effect and must be in the Graveyard in order
for you to be able to get the search. Also, Burning
Abyss can also slot in Black Luster Soldier – Envoy
of the Beginning or Astral Force for further plays,
Soul Release may allow you to be able to prevent
just such plays also.
Maybe not the most effective card against this Deck,
but it does have potential.
Satellarknights, removing any Targets that can be
Summoned via Altair can be a decent way to slow this
Deck down IF you have first been able to clear their
field of monsters. I say this because you most
certainly want the maximum cards in there to be able
to remove as quite often Satellerknights may be
locked on the field as Xyz materials, and those
cards using their effects could well fill up the
Graveyard sufficiently again. And this would simply
nullify your use of Soul Release.
So here I’d suggest that you ensure that you use it
Anything else. Zombies, Traptrix, Chaos, Plant
Synchro can all be equally hurt badly by having this
card used against them, for obvious reasons.
Soul Release is a card that fits in well with any
card that want’s/ needs to disrupt their opponents
Graveyard but cannot afford to play Dimensional
Fissure or Macro Cosmos. And the fact that it
removes ANY 5 cards and from either players
Graveyards means that this can be utilised quite
Very worthy of consideration for the Side Deck,
especially since Decks are so Graveyard reliant now.
And disrupting your opponent’s Graveyard can mean
all the difference between success and failure.
Traditional: 1.5. Could be useful if things go pear
shaped for an opponent, otherwise your opponent is
quite likely to be hurt very little by this. Now if
it was a quickplay…
Advanced: 3.5. As it’s only able to be used on your
turn, it means that against some Decks getting the
maximum out of this card is going to require good
timing and luck. Against some other Decks, it could
very easily mean victory.
If you can somehow find the space to squeeze this
in, doing so really isn’t all that bad of an idea.
Soul ReleaseNormal Spell
No Halloween themed card this year, instead we look
at another old card Soul Release, released back in
2002 and was last reviewed back then.
Soul Release to be honest was never a major card,
even when banishing cards back in those days meant
they could never return. Even when decks became more
Graveyard focused like Lightsworns and various
Synchro decks, Soul Release was nowhere to be seen.
Despite making a bit of a comeback recently it still
isn’t a game breaker.
The reason why is simple, by the time 5 cards are in
your opponent’s graveyard , there is a high chance
they have already summoned the monsters they wanted
and have the advantage. Soul Release is just too
slow. What doesn’t help is that there are plenty of
cards that can either recover banished cards or
benefit from cards being banished, so you could
actually be aiding your opponent.
Overall too slow to be actually useful and you don’t
gain any advantage from playing it.
Hello Pojo Fans,
Finishing up the week we're going to take a look at
a very old card: Soul Release. Simple Normal Spell
Card to use, select up to 5 cards from the
Graveyard(s) and remove them from play. Use this
card to manage either graveyard on the field. If you
play monsters that need the graveyard to be specific
like Guardian Eatos or Dark Armed Dragon, this card
will help. Decks that depend on the graveyard like
Zombies, Lightsworn, and Infernities are hurt
especially by this card.
Though you can manage both graveyards at the same
time with this card, and remove a maximum of five
cards from your opponents graveyard if you wanted
to, it is still a Normal Spell. Though you don't
need to set it like Transmigration Prophecy, often
the opponent will use their resources in their
graveyard during their turn, taking away the power
of Soul Release.
Soul Release is a good card when used correctly. If
your opponent sets up moves for later this card can
wreck that strategy. If they are making moves during
their turn, then this card won't be much help.
Still, it may be a consideration for the Side Deck.
Traditional-4/5- Better because of more dependency
on Chaos monsters
Until Next Time
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