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

Jar of Avarice
- #CROS-EN074

Target 5 cards in your Graveyard, except "Jar of Avarice"; shuffle all 5 into the Deck, then draw 1 card. You can only activate 1 "Jar of Avarice" per turn.

Card Ratings
Advanced: 3.50 

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


Date Reviewed:
May 19, 2015

Back to the main COTD Page

 

Dark

Paladin

I like to throw a little bit of everything in when I pick a week, so we look at a Trap today.  Remember Pot of Avarice?  It's back--in jar form!  Jar of Avarice is a Normal trap very similar to the aforementioned Pot.  The Pot, as you may recall, is Banned currently.  Pot lets you Target five Monsters from your Graveyard, shuffle them into the Deck, and Draw two cards.  Jar, lets you Target 5 cards in your Graveyard, shuffle them into the Deck, then Draw one card.  So this is a break even, as opposed to the +1 of Pot, but it also forbids you from shuffling Jar back into your Deck in the five cards you select.  You're only allowed to use of these a turn, which is good I suppose, but seems unnecessary, as even three in a turn would only be a break even...regardless of the amount used in a turn, only getting one card from the Deck per, you still don't gain any true advantage, but the five recycled cards should help plenty, as had been illustrated by Pot.  Solid enough Draw option, recycling is good...I don't see it totally exploding and changing the game.  Some will use it, others won't.
 
Rating:  3/5
Art:  5/5


Baneful

I remember when Pot of Avarice (the card that Jar of Avarice is derived from) came out.  I had long-ish hair, The Doors t-shirts, listened to Led Zeppelin all day and was basically a little 14 year old hippie.  Anyway, around that time, 2005 I think, when Pot of Avarice came out, public opinion of it leaned toward mixed and slightly positive reviews.  
 
There was no doubt that recycling your monsters and drawing 2 cards was a good effect, but it was a slower format where it took a degree of patience to get 5 monsters in your graveyard (so PoA was dead in hand early game).  Also, they had reservations against fattening their deck when thinner decks were promoted as the best kind ; this was before late-game grind became an issue.  But then Yugioh sped up so much, many decks could use Pot of Avarice on their 2nd turn, plus off of it and re-use certain combos again.
 
But with Jar of Avarice, it's a very balanced but also a very good card.  It's a trap card so that you don't get the immediate draw.  And you only draw 1 card instead of 2, so it's not an easy plus but is still, at the very least, revenue nuetral.  Now onto the good side: you can return Spell/Trap cards too if you want.  And since you can set it as a trap, it works as a chainable bluff.  The best thing about this card is that almost any deck can use it.  Granted, some decks don't want to lose their graveyard advantage, but high tier decks like Burning Abyss might want to cycle through their Graff/Scarm/Cir again - and low tier decks like Gustos and such will get what they need too. 
 
It'll never be broken but it'll be a useful card for years to come.
 
4/5


Kingof
Lullaby

Hello Pojo Fans,
 
Jar of Avarice may not be the same as Pot of Avarice, but it is one of those traps you may be seeing in almost any deck.
 
Instead of just monster, Jar of Avarice allows you to target any 5 cards in your grave (minus Jar itself), shuffle them back, then draw a card. This allows you to cycle back spell/traps, which Pot couldn't, however you can only activate one “Jar of Avarice” per turn and draw 1 not 2, unlike Pot. While the restriction of cycling back “Jar of Avarice” was made to prevent you from cycling this card back directly after activation, it also prevents previously activated copies from returning from the grave to your deck.
 
Decks throughout the game need a card like this. No deck is entirely reliant on the graveyard. Making Pot of Avarice into a trap and dropping the draw power by 50% gives players a chance to run up to three of this card (for now) to cycle back key cards into their various decks, get a card for doing so, and regroup. Jar being a trap as well helps you respond to your opponents moves if they decimate your field, or attempt to banish something in your graveyard.
 
Advanced-3.5/5
Art-3.5/5
 
Until Next Time
KingofLullaby


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