Magical Cylinders
Magical Cylinders

Magical Cylinders – #BODE-EN070

Set 1 “Magic Cylinder” directly from your Deck or GY. If Set from the Deck, it can be activated this turn. When you activate “Magic Cylinder”: You can banish this card from your GY; double that damage inflicted to your opponent. You can only use this effect of “Magical Cylinders” once per turn.

Date Reviewed:  January 19th, 2022

Rating: 1.88

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Magical Cylinders is an assist to one of my favorite Secret Rare cards I ever pulled (at a regional was so pumped because it was a show card and a good one back then).

Search or recoup an already used Magic Cylinder in the grave and set it back to the field. Love the auto-set, and being able to activate it if you searched from the Deck is even better. Banishing this to double up the damage Magic Cylinder does can mean the difference between winning and losing, especially if you were to get this into the grave and a few turns later activate it from the grave alongside Magic Cylinder. Regardless, you’ll need Magic Cylinder to use this card and even though your opponent knows the Magic Cylinder is coming that means they’ll have to use a resource on it instead of one of your other cards, and that’s still pretty good.

Not sure Magic Cylinder needed support, but it got it and it is some pretty good support. Would’ve been too good to use Magic Cylinder, then use this and be able to use it again in the same turn I guess.

Advanced-2/5     Art-3/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

Didn’t expect a support card for Magic Cylinder in the 2020s, but here we are with Magical Cylinders.

Magical Cylinders is a Normal Trap that lets you set a Magic Cylinder directly from your Deck or graveyard and lets you activate it the turn it was set, so you basically tell your opponent the Battle Trap is coming, which is always the worst thing to do with battle traps. If you do get to activate that Magic Cylinder, you can banish this from the graveyard to double the damage, which is nice with a surprise Magic Cylinder and not the one you set off this. Each effect is a hard once per turn. I have the same issue with this similar to Mirror Force Launcher, you do get a Battle Trap, but you ruin the surprise of said Battle Trap. Also it only works for one specific card, in this case Magic Cylinder. Not really a fan of this.

Advanced Rating: 1.5/5

Art: 3/5 Do Magic Cylinders make for good ammo?


Dark Paladin's Avatar
Alex
Searcy

New support for an old card, in this case, Magic Cylinder, is fun.  Magical Cylinders is a Normal Trap, that essentially, lets you set Magic Cylinder from your Deck or Graveyard.  Nothing not to like about that.  The problem with this is, part of the biggest effectiveness of a Trap is your ability to surprise your opponent.  If they see you (re)Set Magic Cylinder, they’re either playing around it, destroying it, or maybe even attacking through and not caring.  Being able to activate the Magic Cylinder the Turn you Set it IS certainly beneficial.  That perhaps gives you an edge, at least in that moment, as maybe your opponent doesn’t have an answer for it.  Removing this card from play from your Grave does let you double the Damage Magic Cylinder does upon its activation, which again, IS pretty nifty.  Said Effect can only be used once per Turn.  This card is support that’s needed in the game, and it does the right things, but I stand with what I said at the open.  This just isn’t enough, losing the surprise factor makes the extra bonuses here not so worthwhile too.

Rating:  2/5

Art:  1/5  This is just weird, and I don’t care for it.


Mighty Vee
Mighty
Vee

If you’re familiar with Yugioh Vrains, you probably know that Revolver is an avid fan of classic Yugioh traps, which is how we got Magical Cylinder support in Burst of Destiny. Magical Cylinders (with an “S”, not to be confused with the original Magical Cylinder) is a normal trap that sets the trap Magical Cylinder directly from your deck or graveyard and allows you to activate it the same turn, which is quite nice since that’s usually a pitfall of these kinds of effects. Being able to grab a Magical Cylinder from your graveyard is also neat since you’ll only really need to run one of them (or run more for consistency if you really wanted to). Magical Cylinders’ other effect is a hard once per turn; whenever you activate a Magical Cylinder, you can banish Magical Cylinders from your graveyard to double the amount of damage inflicted by Magical Cylinder. Since you can use both of these effects in the same turn, the combo sets itself up rather nicely, plus you can even search this card with Trap Trick. Unfortunately, battle traps have fallen by the wayside in the modern meta, and Magical Cylinders doesn’t help matters by clearly telegraphing Magic Cylinder. At best it might buy you some time since smarter opponents will know to get rid of said Magic Cylinder before attacking, or they’ll simply attack anyway if they feel confident that the burn damage is worth it. Still, it’s a funny card and might even catch a few people by surprise in dedicated burn decks (which won’t be very often, to be blunt).

Advanced: 2/5

Art: 3/5 In typical Revolver fashion, it appears that Magical Cylinder is now a magnum shell.


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