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Pojo's Yu-Gi-Oh Card of the Day
 

 

Covering Fire
Ultimate Rare

If your opponent's monster attacks a monster on your side of the field, you can activate this card during the Damage Step. Increase the ATK of your attacked monster by the ATK of 1 other face-up monster on your side of the field during the Damage Step.

Type - Trap Card
Card Number
- RDS-EN060

Ratings are based on a 1 to 5 scale 1 being 
the worst.  3 ... average.  5 is the highest rating

Date Reviewed - 01.20.05

Coin Flip Ooh.. Covering Fire is a good and rentsy card. On the upside, Cory's mom i- I mean, the effect has a rentsy kick to it. You attack their Spirit Reaper (and this doesn't target, so Spirit Reaper won't be
killed) and they will use Giant Orc to turn this into a 2500 attack monster. Better with Don Zaloog.

Too bad that it has a requirement of two monsters on your side of the field and is intensely situational.

I won't say much more. Good effect (have I mentioned it's rentsy yet), bad limitations considering how the game is played.

Cory's mom.

Everyone just heard me say that, didn't they? Meh.

Any deck:
2.2/5 Traditional
3/5 Advanced
 
Tranorix Covering Fire

Covering Fire is a very interesting Trap. Unfortunately, it’s a Normal Trap, and not chainable – much like Sakuretsu Armor and the like, you must wait for your opponent to attack to activate this. If you do, however, the results could be devastating.

Imagine this: you flip up your Magician of Faith to bring back Premature Burial, with which you revive your mighty Dark Magician (we’ll assume you’re running a Magician Deck). You end your turn. Your opponent, though undoubtedly having nothing to stop your Magician, summons a Don Zaloog, hoping to attack your Magician of Faith and inflict enough damage to your Life Points to finish you off. Activate Covering Fire and your opponent’s Don Zaloog will die, and he’ll take 1400 damage in the process.

It’s an unreliable card, but it has some potential. I personally would not run this over Sakuretsu Armor, Bottomless Trap Hole or Compulsory Evacuation Device, but I still think it’s worth trying out if you’re bored with or can’t find enough of those. It might also be a nice option for certain Ritual and Fusion Decks, which often have some very high ATK monsters.

Traditional – CCCC: 2.5/5
Traditional – Ritual/Fusion: 3/5
Advanced – CCWC: 3/5
Advanced – Ritual/Fusion: 3.5/5
OVERALL RATING: 3/5
 
Snapper Covering Fire

This week seems to be filled to the brim with interesting cards and today’s is no different because we’re reviewing Covering Fire, a neat and occasionally devastating Trap.

Covering Fire can only be activated during the Damage Step in which an opponent’s monster attacks one of your monsters, causing Covering Fire to fall prey to S/T Card destruction prior to a time it gets to activate. At this time increase the ATK of the attacked monster by an amount equal to the ATK of another one of your face-up monsters. This effect of Covering Fire could be an unwelcome surprise for your opponent and could cause them to lose a monster as well as some Life Points. Unfortunately, this effect requires you to have a second face-up monster, a privilege you won’t always have. But with an optimistic mind comes optimistic combos.

As the artwork of Covering Fire suggests, Covering Fire works well with Machine monsters. How you ask? Why with Limiter Removal of course. In the ideal situation you’ll have a Machine monster being attacked and you’ll have a second Machine monster with which to use Covering Fire. Activate at least
1 Limiter Removal (3 would be great), doubling the Machine’s ATK at least once, then activate Covering Fire to hopefully bring your opponent’s Lie Points to 0. Of course you can use other ATK increasing cards at this time but Limiter Removal would be the most successful me thinks.

Covering Fire is a neat card that can be used in any Deck with relative ease. Unfortunately the terms in which Covering Fire can be activated aren’t very welcoming, making Covering Fire a situational card.

Advanced Format: 3/5. If you have room for it and can easily activate it then by all means use it.
Traditional Format: 2.5/5. All the S/T Card Destruction makes Covering Fire very vulnerable.
Overall: 2.75/5.
Art: 4.5/5. I deem this artwork avatar worthy.
 
ExMinion OfDarkness Covering Fire

This is one of the cards Metagame.com tried to popularize before the Rise of Destiny Sneak Preview event -- and failed miserably at doing so.

This card is great if it's pulled off, but extremely situational in Traditional and only okay in Advanced. Basically, it lets you add one monster's ATK score to another monster's for one attack. Being that it's in the Damage step, not much can stop it, and it usually ends up with an opponent's monster being destroyed and both of yours surviving. For example, your opponent summons Blade Knight to take out your Scientist, not worried about the Archfiend Soldier you have on the field. You Covering Fire, kill their Blade Knight, deal 200 to them, and Scientist lives another turn.

However, you won't see that very often. In Traditional, getting 2 monsters to stay on the turn for more than 2 turns is a miracle, and if you DO pull it off, Covering Fire probably isn't the first thing on your mind. In Advanced, monsters last longer with the (unfortunate) lack of mass removal, so this card could see play -- but again, there are simply better traps.

My opinion: Go with something more consistent in your Trap lineup.

1/5 Traditional
1.5/5 Advanced
 
JAELOVE Covering Fire

Rated For: Any Deck

Covering Fire is an interesting card that's highly playable, but is overshadowed by far better options. Now you know this card is activated in the damage step, meaning it will trigger without spells such as Book of Moon being able to chain to it.

The stipulation to this card is that your monster should be in attack position to destroy your opponent's monster and receive the effect, but this card is a great alternative to two of the best damage step contributors, Rush Recklessly and Mirror Wall, the second of which is arguably the king of damage step contributors.

This card can have far greater gains; say you have a Berserk Gorilla and a Don Zaloog, they attack with a Gorilla and they'll be taking 1400 and discarding. Now if you had a Rush Recklessly, they'd only take 100, and a Mirror Wall would cause only 400 damage.

However, keep in mind that this card becomes far less dependable because it requires two of your own monsters to function, and for your monster to be in attack position, which can make for some heavy liabilities. As such, I'm still recommending Wall/Recklessly.

Advantage F/H: Simply put, this card is a wrecking machine. You'll hand your opponent anywhere from 1000 to even 2000 damage with this card, and have their monster destroyed. If Mobius attacks Breaker and you have a gorilla, he'll be taking 1200! Very, very powerful.
Traditional Format: 8.5/10
Advanced Format: 8.5/10

Best Draw for the Situation: This card is not nearly as reliable as other defensive traps, mainly because 1) you'll have to put the monster in attack position, risking this card being destroyed and your monster being left dangling; and 2) you'll have to possess two monsters on the field. This makes it a dead draw often.
Traditional Format: 5/10
Advanced Format: 5/10

Attributes/Effect: It activates in the damage step, which is a plus. Assuming you get the effect off, you'll do 1000-2000 damage and destroy their monster. Unfortunately, such a godly effect is tempered by its two drawbacks, stated above.
Traditional Format: 6.5/10
Advanced Format: 6.5/10

Dependability: This score negatively affects the Best Draw score. It's simply not as dependable as Mirror Wall/Rush Recklessly, which themselves are not as dependable as Sakuretsu Armor. Believe me, I've playtested both this card and Mirror Wall in a Don Zaloog abuse deck; they're not reliable at all times because of the monster requirement. This one requires two monsters!
Traditional Format: 3/10
Advanced Format: 3/10

The Bottom Line: Covering Fire is decent, but not great.

A BAD Score-- Traditional: 2.88/5
Advanced: 2.88/5

FORCE System Suggestions:
++ Contributes slightly to Enemy Disruption and Energy
-- Detracts from Resource Replenishment.
*Note, due to its unreliable nature and attack position monster requirement, this trap card does not provide any defense. This makes it a liability.
 

 

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