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Pojo's Yu-Gi-Oh Card of the Day
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Ritual Cage
#ABPF-EN060 You take no Battle Damage from battles involving a face-up Ritual Monster you control. Also, face-up Ritual Monsters you control cannot be targeted or destroyed by the effects of Effect Monsters.
Card Ratings
Traditional: 1.20
Advanced:
2.20
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 04.20.10
Back to the main COTD
Page
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Freeza |
Ritual Cage ...
Another piece of ritual support. Better than
yesterdays ... that's for sure. And it a pretty
excellent effect. Bringing out ritual monsters is
just a bunch of hard work, so it sucks to have all
that hard work blow up in your face by 1 stupid move
your opponent has handy. The ritual cage affords
your hard earned beast a good measure of protection.
Immunity to monster effects. Not all of them, just
anything that targets your monster (Brionic, etc.)
or destroys (Black Rose, etc.) One of the ritual
fiends that u can use will protect your ritual
monster from traps as well, so if u can get both
things going, u are gonna have a tough nut to crack
on your side of the field.
However - as discussed yesterday - the major flaw
with the Ritual design is simply the amount of
resources required to get the deck functional. The
Cage is great if and when u already have a ritual
monster on the field. But there are so many other
things u need room in your deck for, that u will be
hating Ritual Cage 8 out of 10 times that u draw it.
The deck is slow enough already ... and this doesn't
help speed it up any.
Traditional: 2/5
Advanced: 2.5/5
- FREEZA
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Greg |
Ritual Cage:
Oh jeez... rituals DO NOT need continuous spell
cards with mediocre effects, when will the card
designers realize this? This card would almost be
worth it if it offered protection from being
targeted by spells as well. Then you could combine
this with Djinn Disserere of Rituals to create an
almost unstoppable Ritual Monster. But no. Ritual
Summoning already takes at least 2 cards from your
hand (on a perfect day with your graveyard loaded
with Djinn monsters) so their support cards need to
have some awesome effects to make them worth
running. Ritual support cards need to get rid of
your opponent's cards on the field, or do something
to offset the heavy cost of the ritual summon (no,
yesterdays card doesn't count, as you can only use
it on ONE monster, ONCE per turn, which makes it at
best, an even trade for playing the spell in the
first place. So you essentially recoup nothing.)
Relinquished is the only Ritual Monster I would
really want to use with this card, and even still I
couldn't find space in the deck for this junk. I'd
rather fill that slot with Solemn Judgment or the
like.
Traditional: 1.0 (I would love to encounter a
ritual deck in this format. hope it's an ftk...)
Advanced: 1.5
|
Otaku |
Okay, since I didn’t say it
yesterday, I’ll say it today: the
obvious solution to making Ritual
Monsters better?
Let them be in the Extra Deck, where
they belong.
Just like Fusions and Synchro
Monsters, the cards of a Ritual
Monsters seemed to come from no
where in the source material, and
they’d be a lot more effective this
way but still be fairly balanced:
two cards for one, and one has to be
specific, after all.
Sadly, the fact that I have space to
touch upon this tells you
Ritual Cage isn’t going to need
it.
A Continuous Spell, you take
no Battle Damage from battles
involving Ritual Monsters.
You, not the Monsters:
they’ll still be destroyed.
It will protect Ritual
Monsters from being targeted or
destroyed by the effects of Effect
Monsters.
That is actually a great
effect.
Too bad this is a Continuous Spell
and last I checked, S/T removal is
as obscenely overpowered and under
priced as ever.
The
Djinn cards work so well because
the effects are placed on the Ritual
Monster… so you just have to protect
it, instead of something else
just as vulnerable.
Still it might be worth
running if you really want to use,
say,
Dark Master – Zorc: it will
block his own effect from blowing up
your monsters.
Unfortunately, you can’t
combine it with
Demise – King of Armageddon
since he’d just blow it up.
Still, this is a lot closer to
useful than yesterday.
If we get a Ritual to protect
Continuous Spells…
Ratings
Traditional:
1/5
Advanced:
2/5
|
Mark
Howard |
Ritual Cage
Today's card has a misleading name. You'd think
"Ritual Cage" would involve cutting off a Ritual
from the rest of the field, but it actually makes it
invincible and still able to attack. Yeah. Anyway,
Ritual Cage is one of the best cards you can put
into a Ritual deck. The first effect, preventing
battle damage, really won't do anything, because
even if your big Ritual gets killed in battle, you
won't be taking much damage.
However, the amazing part of the effect is that
no effect monsters can target or destroy your Ritual
monsters. That means Gale can't slice them and
something like Black Rose Dragon can't blow them up.
Combine this with a card that will protect them from
spells and traps (I think it exists, I just don't
remember the name) and you have an invincible Ritual
monster-- that means you pretty much win.
4/5
Art: Lame
Fun Fact: The DS prints money!
Tomorrow: More like a ritual for another theme.
|
Jae Kim
Blog:
Go-YGO.com |
Tuesday- Ritual Cage
This is a very bad card. There are only a small
subset of Ritual Monsters that are playable. Most of
them rarely take battle damage or have a special
effect (such as Relinquished). A monster like
Relinquished, if taking battle damage, will probably
generate card advantage by equipping the monster
regardless.
The way the current metagame is structured, your
ritual monsters have far more to fear from targetted
spells and trap cards than effect monsters. This
creates a situational continuous spell card that
really does nothing for your ritual strategy. Pick a
better alternative, in my opinion.
T- 1/5
A- 1/5
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