Pendulum Effect Apply these effects.
● You do not pay LP to activate Counter Trap Cards.
● You do not discard to activate Counter Trap Cards.
Monster Effect If this card is destroyed by battle or card effect: You can reveal 3 Counter Trap Cards from your Deck, your opponent chooses 1 for you to add to your hand, and you shuffle the rest back into your Deck.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
January 25, 2016
Today we’re going over what is probably the most
overhyped card from
Shadow: Guiding Ariadne.
Her Pendulum effect is very solid, making any
Counter Trap free to use. But what really caused
people to obsess over her was her monster effect;
when destroyed by battle or card effect, she lets
you reveal 3 Counter Traps in your Deck, and your
opponent picks one to put in your hand. Obvious
picks to search include Solemn Warning and the newly
released Solemn Strike (which I forgot to review on
Friday; card is extremely good, btw). Like Plushfire,
Ariadne’s best friend is Luster Pendulum, and
because she’s Scale 3, that makes her synergize with
him even more.
Ariadne became obscenely hyped after a certain
YouTube video showcased a combo in PePe that
utilized Ariadne, Luster Pendulum, and Pendulum
Sorcerer to go +10 on the first turn, with 4 Counter
Traps set. This may sound incredibly broken, and in
many ways it is, but you have to think about the
logistics of such a scenario. This combo requires
you open with Ariadne (which is not searchable
outside of Wavering Eyes), Luster Pendulum (which is
only searchable by Draco Face-Off, and even then
it’s a 50/50 shot as to whether or not you actually
get him), and either Pendulum Sorcerer himself or
Skullcrobat Joker (Monkeyboard won’t work because
you need Luster Pendulum as your high scale). This
is a three card combo, of which one of the cards is
not searchable, and another one is but you only have
a 50% chance of getting it. The chances of opening
this combo are about 6%, which isn’t very
consistent. Wavering Eyes would help by letting you
also use Monkeyboard as a searcher, but then you’re
relying on drawing Wavering Eyes as well as your
opponent not drawing Damage Juggler.
Also consider the amount of Deck space required to
utilize this combo. You would need 2-3 Ariadne, 3
Solemn Strike, 1 Solemn Warning, and at least 1
other Counter Trap Card (such as Grand Horn of
Heaven). That’s a 7-8 card investment for one combo
that doesn’t show up that much. Granted, it consists
of powerhouse Traps like Solemn Warning and Solemn
Strike, but PePe is so cramped for space as it is
that you would much rather dedicate those slots to
either cards that help further your combo game
instead of cards that search out Trap Cards that
don’t help push you forward, or hand traps like
Effect Veiler and Maxx “C”.
Guiding Ariadne is not a bad card by any means. In
fact, she’s a pretty good card. But she is not
nearly as broken as some people unfortunately
believe. The OCG realized this pretty quickly, as
most builds dropped Ariadne almost as quickly as
they added her, and in the TCG she hasn’t really
made much of an impact in the week the set has been
out. It’s possible she’ll have her time in the
future, but you have much better choices to pick
from right now if you’re playing PePe.
Hello Pojo Fans,
Guiding Ariadne is a must for anyone who runs
Counter Trap Cards in their deck. Fairy and LIGHT
support behind it, good ATK, as a monster it holds
up good. Search effect while a monster when
destroyed, you'll need 3 Counter Trap Cards to
reveal, your opponent chooses one and the others go
back to the deck, a 1-for-1 trade.
In your Pendulum Zone it may be even better. Scale
level of 3 is good, but it alone absorbs the costs
of your Counter Traps changes the dynamic of the
game. That Solemn Warning that was dead because your
Life Points were too low just became live again.
Didn't have a card to discard for your Divine Wrath?
With Guiding Ariadne you don't need to worry about
that. Counter Fairy decks LOVE this card and will
run it in 3's. Decks that use at least 3 Counter
Traps should consider teching this card.
Any of the “Solemn” Counter Traps, Ultimate
Providence or Black Horn of Heaven all come to mind
when thinking of this card.
Counter Fairies constantly lacked resources and
consistency. Guiding Ariadne strives to fix those
problems. She comes in as a Level 4 Light Fairy-type
Pendulum Monster with 1700 Atk and 800 Def and
Scales of 3. The stats are great. Light works with
Honest. Level 4 is the mighty Level for Pendulums
for XYZ summons. Fairy is necessary and there is
specific support for them when they are banished.
Pendulum Monsters have a ton of ways to be searched
to the hand. 1700 Atk is good while 800 Def is meh,
but no card has perfect stats. After reviewing a
bunch of Pendulum monsters, I think the worst a set
of Scales can be is 4, so anything above or below
that is good and the higher or lower, the better.
Scales of 3 are just good, but of course 1 would be
better. Will there ever be 0 or 13 Scales?
So the Pendulum effect is very simple. It can be
negated, and it is NOT once per turn. You don't pay
Life Points or discard cards to activate Counter
Traps. So, this makes most Counter Traps free except
the ones that make you tribute and some other weird
ones. There are no conditions on this effect, so if
you felt like running all the new and exciting
Solemns that keep coming out, you could splash
Guiding Ariadne into those decks in addition to the
obvious Counter Fairy deck.
The first effect helps with resources while the
monster effect helps with consistency. When Guiding
Ariadne is destroyed by battle or card effect, you
can show your opponent 3 Counter Traps from your
deck for so they can choose one to add to your hand
while the other 2 are shuffled back into the Deck.
You have to have 3 Counter Traps in your Deck to
reveal, but that is the only restriction on this
effect. It can be destroyed by either player at any
time to activate multiple times per turn and per
Guiding Ariadne. There are going to be discussions
about this card and the ratios of this to Counter
Traps in the Deck. I am going to say 3 Counter Traps
to 1 Guiding Ariadne, just so both effects have the
potential to be used in a duel.
Score: 3.5/5 As good as the Counter Traps, which as
a group, are average.
Art: 4/5 Mechano Angels are interesting to look at.
At long last, an Angel that fits the
Synthetic/Counter Trap theme! I've been waiting for
more cards like this. Guiding Ariadne looks like a
sewing needle from Heaven, with effects that'll give
the opponent hell! As a Pendulum Monster, it gives
you Counter Traps for free which can prove useful if
you like to play the Solemn set or others like it.
As an Effect Monster, it helps you thin the deck for
a Counter Trap while letting your opponent know what
you have planned for later.
I can see this pretty little thing limited in the
near future because it's one of the few monsters out
there that draws out Traps instead of other monsters
for a change. I'll be expecting to see it pop up in
many decks- though personally, I think it works best
in the Counter Trap/Angel theme I've mentioned
Final Score: 4/5 in most decks, 5/5 in Trap-heavy
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