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

Kaiser Colosseum
- #DR1-EN086

If there is 1 or more monster(s) on the field of the controller of this card, his/her opponent cannot place a monster on the field if his/her number of monsters would exceed the number of monsters that are on the field of this card's controller. The cards that are already on the field before this card's activation are unaffected by this effect.

Card Rating
Advanced: 2.0 

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


Date Reviewed: Aug. 8, 2016

Back to the main COTD Page

 

RCG

Kaiser Colosseum
 
This spell card used to be a formidable tech in some decks, and even run in multiples as late as the quickly-forgotten Bujin era. However, there has been a divide in the game of Yu-Gi-Oh, a shift in the balance of the game that was subtle and noticed by very few people, and that is the recent mass release of spell/trap removal. And this applies to all continuous spells, traps, and even field spells.
 
You see, until recently, nearly all spell/trap removal was determined by the most-used and most-reprinted card in the game’s history: Mystical Space Typhoon. It was run in multiples of 3 in almost every deck for over a decade. And you either drew it or you didn’t. It was the card that existed for its own purpose. And then Konami released an explosion: Harpy’s Feather Duster back to 1 in OCG, Twin Twister, and now Cosmic Cyclone. It’s something I never would have guessed would happen as little as two years ago, the basic extinction of MST because of superior cards. And that’s not to mention the aftermath. Because of the flood of so many options to destroy spell/trap cards, the game itself has shifted so far away from traps, players have responded in kind by not even using spell/trap removal, instead opting to rely on monster effects that can do pretty much anything in any given situation these days.
 
The point of this is to make the unfortunate observation that Yu-Gi-Oh has gotten so fast, there is just no room for cards like Colosseum anymore, regardless of how good its effect is in a vacuum. And this is what Konami wants. The rare continuous spells and traps that can still have an effect on the game are all banned or restricted, leaving the leftovers behind. And even now, when continuous spells/traps are released, they often have dual effects, one on the field and one in the graveyard, and even those aren’t being used unless they’re also searchable.
 
In essence, Kaiser Colosseum is a dinosaur of yesteryear, and unless Konami changes the game balance on purpose, it will stay that way.
 
Advanced: 1.5/5
Future Potential: 1.5/5


Baneful
  • Back when this card was released in MFC, it was one of the many ignored commons.
  • 10 years later (during the HAT era) it surged in popularity as a card that helped locking down the opponent.
  • Players would summon 1 powerful monster and put Kaiser Colosseum on the board to protect it.
  • With Synchro's and XYZ monsters, a player needed to have two monsters on the field to bring out their big plays.
  • With monster effects being a big part of the game, you'd be restricting the amount of the opponent's effects which could activate.
  • It was good for Bujins because all they needed was one monster on the field at a time (usually Yamato)
  • Weaknesses include a lack of immediate card advantage, being susceptible to Spell/Trap removal.
  • Currently Kaiser Colosseum doesn't have a use in competitively play, although some people might tech it.

2.5/5


Dark

Paladin

Welcome to Pojo's week!  This week, the great Pojo himself picked out our cards to review, and they consist of VERY old Common cards, we either haven't reviewed, or haven't reviewed since the dark times.  The crusade begins with Kaiser Colosseum.  This is a Continuous Magic card, that emphasizes a control strategy, which actually use to be a pretty dominant one back in the day.  If the controller of this card has one or more Monster on the Field, the number of Monsters your opponent controls cannot exceed the number you control.  Cards on the Field prior to the activation of this, however, are unaffected.  It does help establish control, and could be used as a Lockdown of sorts, maybe not greatly on its own, but this could be an opening and early game gem, if you are willing to, or can protect it.  It's nothing you're likely to see in a competitive Deck, but it's not straight garbage, either.
 
Rating:  2/5 
Art: 3.5/5


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