Will be fully obsolete once Solemn Notice comes
out, but for now it's an option that some people may
consider. It's definitely good in shutting
down a pendulum summon, whereas Black Horn of Heaven
cannot. But most of the time the opponent will
be summoning one monster at a time.
Majespecters Normal Summon a lot and Kozmos can
Special Summon outside of the Main Phase, so this
card won't affect them too much. The opponent
gaining a card often makes this card a +0 at best
and a -1 at worst, making it a risky card like Dark
Bribe. But Dark Bribe, in its time, was worth
the risk because it enforced lockdowns and helped
aggro plays. This card, not so much. HERO
decks can side deck this card because the draw
effect triggers Dark Law's effect. Overall,
not good but not bad either.
Thanksgiving week is upon us! Are you as
hungry as I am? But we open a new week, a
short one in lieu of the Holiday, although you get
another twofer on Wednesday! We open the week
with a Counter Trap, in Grand Horn of Heaven.
Let's compare this to the old original card, Horn of
Heaven. The latter lets you negate the Special
Summon of a Monster by Tributing one of your own
Monsters. If you're successful, that's a -1
one for you. Your opponent loses their
Monster, but you're out Horn of Heaven and the
Monster you Tributed. Grand Horn of Heaven
also lets you negate the Special Summon of a
Monster, (note this can only be done during the Main
Phase however, specifically your opponent's) but as
opposed to Tributing a Monster, your opponent Draws
a card after. In terms of total advantage,
your opponent only breaks even. They Draw (+1,
but lose the Monster they were trying to Special
Summon, -1, for an even) while you sit still like
with Horn, at -1, for using this card. While
the opponent only breaks even, it's a net +1 for
them as they gain an extra card compared to the one
used by you. Nevertheless, it's cost free, and
a solid enough card.
This Thanksgiving week starts with Grand Horn of
Heaven. If you're not familiar with the Horn trap
cards, they are Counter trap cards that involve
negating the summoning of your opponent's monsters
in one fashion or another. Grand Horn of Heaven is
the one that can stop multiple summons at once. The
big thing now is the Pendulum summoning, and this
card can shut that down. But it must be during the
main phase. Any other summoning at any other time
outside of the Main Phase does not work. It also
ends their Main Phase. That is good as it places
them in a very awkward situation, and if you
activate this during your opponent's 2nd Main Phase,
it ends their turn. The minor drawback is when Grand
Horn of Heaven does negate the summoning, your
opponent draws 1 card. Depending on the situation,
Grand Horn of Heaven can cause your opponent a huge
headache and wasted resources, leaving them at a
huge disadvantage. Im sure smart players can and
will find a use for this card.
The grand daddy of horns and Spell Speeds, Grand
Horn of Heaven says "no" the way Solemn Judgement
used to do. Counter Traps have always had a fond
place in my heart for being the end of all chains in
terms of power. Grand Horn of Heaven is no
different. Whenever your opponent tries to Special
Summon a monster, you can negate and destroy however
many were trying to be Special Summoned. However, it
can only be activated during an opponent's Main
Phase.There is no cost on this card, but there are
some positive aspects for your opponent, they get to
draw 1 card. Overall, this card benefits you because
it ends the Main Phase instantly. This is an
excellent Side Deck card against Pendulum Summon
Score: 3.5/5 MST bait with no Graveyard effect.
Art: 4/5 "That is the horn of a carpenter." "You
must choose. Choose Wisely."
beautiful piece of artwork this card has; truly this
is meant to showcase how much of an upgrade it is to
the original Horn of Heaven. If I recall correctly,
the original Horn forced you to Tribute a monster in
order for the Trap to destroy an opposing monster.
This version acts a bit more like Solemn Judgement,
albeit a nerfed version. It negates an opponent's
Special Summon and destroys it, that alone makes it
good. But wait, there's more! You let your opponent
draw 1 card, then you end his Main Phase then and
there. So yes, you're giving your opponent something
in return; however, if this effect goes off during
his Main Phase 1, you've essentially stopped him
from attacking or laying down any more Traps. It's
quite the stall, especially if you manage to pull it
off early on!
may look at this card and say, “Meh, good but not
good enough.” And maybe they're right, maybe it's
not as great as Solemn Warning or Bottomless Trap
Hole or even Pulling the Rug. But hey, if you've got
this card, why not give it a spin? It gives you
field advantage for just one turn, but in this game,
one turn can make a big difference.
How is everyone doing? This week its
Thanksgiving. :) Anyways lets get on with this
Grand Horn Of Heaven.
This card has a lot of potential. The fact it can
stop mass pendulum summons is great. Then it ends
the main phase. So if you use this during there
first main phase it will send them right to the
battle phase. Most decks in today's game wouldn't
have anything to battle with. The only "down" side
is they get a draw.
Now stopping one of there major plays to push for
game the extra card might not even help. Plus just
combined it with Dark Law and you get a free card
from there hand. I think its great.
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