Once per turn: You can declare 1 card name; look at your opponent's hand, then if they have the declared card in their hand, apply 1 of these effects.
● Take control of 1 monster your opponent controls.
● Destroy 1 Spell/Trap Card your opponent controls, then you can Set the destroyed Spell/Trap Card on your field.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed: Aug. 30, 2016
A funny card that HAS to be in response to his
demotion to non-planet, I’d imagine. And this
monster is interesting, even if it really has no
place in the game right now. I’d love Pluto a lot
more if it were a level 4 with a quick effect.
Unfortunately, Konami doesn’t make easily splashable
cards anymore, which is probably a good thing in the
end, I begrudgingly admit.
Pluto is part of a planetary line of monsters
released into the TCG recently. But they aren’t
actually a theme; rather they are like flavor cards
for each attribute, sort of like the Dragon Rulers,
except they can’t be used in conjunction with one
another. In essence, they are all solo cards. So,
when are high level monsters with no theme ever
used? The answer is practically never. Only in the
case when an old card happens to fit exactly what
the theme needs. Examples are Pot of the Forbidden
in Prediction Princess decks, Aether the Wicked
Empowering Dragon in Ninjas, or Jack’s Knight in
Brilliant Monarchs. Gone are the days when
high-level monsters can be splashed into a deck if
it has a great effect, even a broken effect (see:
Black Luster Soldier). The game is too fast and too
Pluto is far out of its league. All of these
planetary monsters are, with maybe the exception of
The Blazing Mars, since he can special summon
himself many times from the hand or grave. And even
if Pluto had a way to easily special summon itself
and provide consistent presence on the field, its
effect isn’t game-breaking and can’t be chained.
While it’s fun, it can’t be more than something to
look at in the binder.
You can choose to handle a potential
Spell/Trap threat or gain a monster,
so it's versatile depending on the
The effect makes this card a +1,
since you gain a card and the
opponent loses a card
If you can dump it in the grave, you
can summon it back with cards like
Soul Charge or Call of the Haunted.
Decks with cards like Mind Crush
(which let you see the opponent's
hand) can capitalize on this.
LV8's that can't summon themselves
are almost never worth tributing
for. Don't count on Tribute
Summoning this one.
You do need to have some knowledge
of the opponent's hand before you
use this card.
The opponent draws a new card each
turn and can set or use a card you
already called, making it harder to
This card has no way of protecting
itself, so it's probably that you
might only get to use the effect
once while its faceup.
It's somewhat situational and has
consistency issues, but also can be
I see it as a capable niche card for
some decks, but I wouldn't run more
Hello Pojo Fans,
The Suppression Pluto may be a 2600ATK Level
8, but its effects make it worth the possible
Knowing your opponents hand is critical to this
effect, luckily there are many cards that allow for
this to happen. Call a card name, get it right, get
your choice of awesome effects. Destruction of a
spell/trap is good, then getting to use the
spell/trap you destroyed is even better. Several
decks run flexible spell/traps, the ability to use
your opponents spell/trap after destroying is
game-changing. Blow up their Warning, then set it to
your field. Taking control of a monster your
opponent controls is great as well. No specification
means even face-down monsters are eligible for being
The key to Suppression Pluto is if you are willing
to build around it or if you have flexibility to use
it. Monarchs could use this with all the tributing
they do. The declaring 1 card name isn't tough
either with many decks doing a lot of searching. If
your opponent searches something out and they don't
use it, summon Pluto and call out that name.
An interesting and unique card. Higher ATK would
make it better, but it is still a good card.
Stormforth being limited hurts this card, though
Soul Exchange will still work with it.
The Suppression Pluto has
disappointing stats. It's a Level 8 Dark Fiend-type
monster with 2600 Atk and 2000 Def. Its lack of a
self Special Summoning method makes Level 8 and 2600
Atk just too low. Level 8 is good for Trade-In. Dark
is good for the new triple Allures that can be run
in the deck. Fiend has been good for a very long
time, but I'm not sure how Pluto would take
advantage of their support. It's just that Atk
value. Even 2700 would have been enough to change my
mind. Anyway, on to the one effect.
The Suppression Pluto likes to
steel cards. If you know a card in your opponent's
hand, you can declare it once per turn to steal a
monster or a Spell/Trap card. The Spell/Trap gets
set, but unless it's a Trap you should be able to
use it right away. The effect is great. Stealing
cards and XYZ Summoning is probably an ideal
scenario since the effect has no physical cost, only
the mental one of knowing the card in the opponent's
hand. There is also no downside to activating it,
which means at the very least you get to see their
entire hand once per turn. The problem is the
monster the effect is attached to. I don't see The
Suppression Pluto making it to the field without
some dump to grave Call methods, and that's not the
most consistent play. And then once on the field,
it's not going to survive in Atk mode without help.
This planet just gets left as last pick.
The Suppression Pluto...take a minute and just
admire the artwork of this card. Level 8,
Dark, Fiend, 2600 attack and 2000 defense. A
bit low for a Level 8, we like our Level 8 Monsters
to have 2800 attack or more, but still we have a
powerful Monster here. Once a turn, you
declare a card name, and if your opponent is holding
said card, you get to activate one of two effects:
Now for an immediate plus, even if you're wrong, you
get to look at your opponent's Hand, which is very
good. Seeing what the opponent holds is
awesome. Now you can either take control of
one of their Monsters if you're correct, or, destroy
a Magic or Trap card they control. Said card
then has the option of being Set on your side of the
Field. That's interesting too.
Destruction is good, and the fact to potentially
steal a card from your opponent is fun, and could be
devastating depending on what the Magic or Trap card
may be. He's surely got a place in a Control
Deck, and Fiends will have fun with him too.
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