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Pojo's Yu-Gi-Oh Card of the Day

Double-Edged Sword Technique

 

Card Number - GLAS-074

Card Ratings
Traditional: 1.40
Advanced: 3.20

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


Date Reviewed - 12.18.0
7

 

Dark Paladin
Tuesday

Despite these first two days, this isn't Six Samurai week, although we look at Double-Edge Sword Technique, which is an interesting Trap card.

It allows you to Special Summon two Six Samurai monsters from your Graveyard in face up attack positoin. That is certainly a good thing.
However, you also have the unfortunate side-effect of them being destroyed at the End Phase.

However, if that weren't enough, you also take damage to your Lifepoints equal to the combined attack of the two monsters you chose to revive. That is not good, although I don't see you using this card if you aren't in a postiiton with enough Lifepoints to survive.

This card does what the Six Samurai's do so well...swarm. I really don't like the damage, but it could be a good card if you're going to win in that turn.

Ratings:

Traditional: 2/5
Advanced: 3/5
Art: 3.5/5

Tebezu
Double-Edged
Sword Technique

This card allows for some quick damage

This card provides sacrifices for other samurai, hence preventing their death.

4/5

A great theme support option that is a plus two/game finisher is utilized properly.
General Zorpa Double Edged Sword Technique
 
This is definitely a good card, but there are far better uses for the Six Samurai than to swarm at the cost of lifepoints. Return of the Six Samurai does the job half as well, but at no lifepoint cost. However if the Samurai are no longer on the field at the end of your turn, you don't take any damage. This results in so,e very cute tricks that the samurai can do in order to swarm the field and then fade into the night. I prefer to use my tricky samurai cards in order to win the game, not keep my cards from losing the game for me.
 
Traditional-1/5
Advanced-3/5
The First Hokage Double Edge Sword Technique

Today we are looking at another Six Samurai card, which should potentially give them more support... Or Does it?

First off, it's a trap card which is nice, but it's a regular trap. Its effect allows you to Summon 2 Six Samurai Monsters from your grave into Attack position. However, at the end of the turn, you take damage equal to the 2 Monsters attacks. It might be good for OTK, but that's about it. And if you want to attack, you can only activate the trap on your turn because you'll take hits from your opponent by activating this card on their turn. For example, if you play this on their turn and you take back a Zanji and an Irou, and they have a Raiza on the field.
You'll take more damage than just getting hit by a Raiza. Worth it? I think not.

Another downer about this card is it has no synergy with Enishi, which should've given Samurai more support, instead Enishi hinders it.
Anyways, I don't think this card should ever be used at all. It's one of those cards where you think it's going to be solid support but turns out not to be so hot. The lack of synergy in GLAS with Samurai cards is one of the reasons they are over hyped.

My ratings:

Advanced: 1.5/5 Causes more harm than good
Traditional: 1/5 Definitely NOT in Here
Art: 3/5 Decent Art

Otaku

Double-Edged Sword Technique is a new Trap to boost Six Samurai decks, and it looks like a good investment to me.  Out of touch though I am, I still can grasp how Six Samurai decks work.  Just to prove it… simply put once you have more than one Samurai in play, you can generate advantage through their effects.  That is reducing the actual strategy of the deck to a bare minimum, so I hope I don’t offend any Six Samurai players as I am not implying winning with them is that easy.

 

Double-Edged Sword Technique feels almost like Machine support: they are notorious for groovy, powerful effects that hurt some resource of the player (be it Monsters in play like Limiter Removal or Life Points like Power Bond).  Until the end of the turn, this card is a two for one: one Trap for two Monsters from the Graveyard.  Two is the magic number for Six Samurai, since as long as they aren’t the same guy you can get a variety of useful effects.  If your opponent is vulnerable to direct attacks, then a simple brute force application will result in the same amount of Life Points lost, leaving you down a Trap but at least closer to victory.  Well, unless you are stupid when you do it (much like when someone would be careless and use Ring of Destruction on something without noticing it’d wipe out their own Life Points).  Proper use would be things like using Double-Edged Sword Technique to revive two Samurai with useful effects, then using another effect for advantage that results in them being blown up before the actual effect of Double-Edged Sword Technique does, thus preventing any damage to yourself.  Cunning of the Six Samurai would be great here: revive two, use them, sac at least one with a Cunning, generate more advantage and avoid “the boom”.

 

The main drawback of this card is that it is a Trap in an environment with a lot of Trap hate.  Still, being Spell Speed 2 makes it more versatile and not every support card can be a Quick-Play Spell.

 

Ratings

 

Traditional: 1/5

Advanced: 3.75/5


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