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

 Lost Wind

- #RATE-EN068

Target 1 face-up Special Summoned monster on the field; it has its effects negated, also its original ATK is halved. If a monster is Special Summoned from your opponent's Extra Deck, while this card is in the Graveyard (except during the Damage Step): You can Set this card, but banish it when it leaves the field.

Card Rating
Advanced: 4.17 

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


Date Reviewed: March 20, 2017

Back to the main COTD Page

 

RCG

Lost Wind

 

Breakthrough Skill 2.0, now with karate chop action! No, in all seriousness, Lost Wind is an intense and fantastic trap card that should be relevant and possibly even a deck standard in 2017. It really depends on what the Zelda format brings to the table once the full measure of the first round of link monsters are revealed.

 

Regardless, this is a great trap with a unique recovery mechanic that I wish was employed more often. Instead of the standard “banish this in the graveyard to (effect here)” it allows you to gain what amounts to a plus. Now at first, I thought that maybe the delay in using the second effect was too costly, since you’d have to wait a turn to use it, but I see huge potential in this card not just because the effect is permanent, which is huge, but also because of the Shrink effect. The fact of the matter is that unless shown otherwise, the advent of link monsters and the new extra deck rules currently foreshadows a much slower pace and a meta more reliant on boss monsters. Unless you’re running a deck focusing on link monsters, you are only going to have main deck plays and a once-per-turn extra deck summon. To both permanently negate the effect and halve the ATK of such bosses could potentially be huge. To be able to do it twice should be extremely potent. And let’s not forget that the Zelda format might leave a gaping hole in many players’ trap lineups since Dimensional Barrier won’t have any bearing on link monsters. If Decode Talker becomes the new beast of Yu-Gi-Oh, for instance, it could be enormously important to stop him, and tagging him with Lost Wind permanently before he can link new monsters to himself would accomplish that just fine.

 

The Yu-Gi-Oh world is abuzz with link summoning news, which throws every previously released card into a new light. We won’t know the full impact until they are finally released, but until then, it’s fun to talk about. Next week, we will be reviewing cards that have been talked about the most since we first got the VRAINS announcement, but Lost Wind should definitely be on the list of cards to stockpile in 2017. I see nothing but good things ahead and it should see play for years.

 

Advanced: 4.5/5

Future Potential: 5/5


Kingof
Lullaby

Hello Pojo Fans,

Lost Wind is a one-two punch to your opponent, and can recycle itself once over.

For Special Summoned monsters only (not a problem), half the ATK and negate any effects. Simple, effective, game-changing. Use it during either turn for the ATK loss, or during the opponents turn as another way to stop monster effects. Lost Wind then can recycle itself back to the field face-down if your opponent Special Summons a monster. Sure, it's banished once it leaves the field, but to get two Shrinks and two Effect Veilers in one card is fantastic. The big payoff is that it doesn't have a restriction of being used once per turn or not being able to reset itself on the field the same turn it hit the graveyard. This card can seriously slow down the opponents moves and cripple their boss monsters. In the cases of Effect Veiler, Breakthrough Skill, Fiendish Chain, etc. the opponent could always tribute the monster or use it as a material for a different Special Summon (Fusion, Xyz, Synchro) and you would have no answer for the new monster. With Lost Wind, you do.

Advanced-4/5
Art-3/5- Found the “lost” wind

Until Next Time


Warlockblitz
YouTube

The conditions are just right for a good card. Lost Wind is a Normal Trap that negates a targeted face up monster's effects and halves that monster's original Atk. Do you know what that means? It can be activated during the Damage Step. Any trap that can be activated any time makes that trap better. Especially when that effect has no cost. The monster has to be a Special Summoned monster, but it can be on either side of the field. Not that you would want to negate your own effects, but options are nice. The second effect's conditions are a lot steeper. When a monster is Special Summoned from the opponent's Extra Deck, this card can set itself to the field from the grave. Then it will banish itself when it leaves the field, either after activating or if it leaves some other way. I'm fairly certain you can activate a card that prevents banishing after Lost Wind has been re-set to keep it in the grave and available. Finally, multiple Lost Wind cards should be able to activate per turn. Definitely a good card to own even if it will mainly live in the Side Deck.

Score: 4/5
Art: 4/5

-WarlockBlitz


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