FLIP: Destroy all Set Spell/Trap Cards on the field, then each player draws 1 card for each of the cards they controlled that was destroyed by this effect. You cannot Set any cards this turn.
Card Ratings
Traditional: 1.67
Advanced:
2.50
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - May 22, 2012
A new member of the Jar family, Absorbing Jar, who
like most Jars its attack and defense are pretty
irrelevant (at 600 and 500 respectively.) This
is a Level 3, Earth attributed, Rock type Monster.
Although it looks like a Machine...so what does the
new Jar do? When Flipped, it destroys all Set
Magic and Trap cards on the Field. That's
actually not a bad thing at all, even though it hits
your own, but we're in a pretty aggressive Format
with triple MST and a Heavy Storm, and odds are if
you're opponent has a large back row, there is
something back there they want hit...say Starlight
Road? Then, each player Draws one card for
each card they controlled respectively, that was
destroyed by this effect. Here's where we run
into a problem, you generally don't want to play
something that allows your opponent to Draw, even if
you get to Draw also. Now, odds are at best
(or worst) you're probably looking at an average of
2 cards. Destroying two face down Magic or
Trap cards is reasonable, and it could be one (or
even none and then only you Draw assuming you had
cards set) but I suppose it could be as high as
three (or even more). Now, it seems too that
the "intelligent" thing to do would be spring this
on your opponent on YOUR turn when you have whatever
useless cards of your own Set to destroy, and again
ideally, your opponent has none. But again,
this is a Flip effect, so somehow it would need to
survive your opponent's turn. BUT that brings
up another problem, the turn the Flip effect is
activated, you cannot Set any cards. I'm not
sure the original effect is so powerful or broken
(it isn't) that said text was required, but the guys
who make the cards seem overly concerned with
creating the next uber broken card. I mean, I
don't think Absorbing Jar is the most splashable
thing out there. Might be a decent side-deck
card, could be used for combos maybe in Exodia, or
in Stall/Burn, just as a couple random ideas.
Could work I think with Protector of the Sanctuary
so your opponent can't Draw. Just a few ideas
off the top of my head.
First off, I have no clue how Absorbing Jar is a
Rock-Type when it looks clearly like a machine.
Anywho, our second card is, well you already know.
Jar is yet another of the Jar archtype. We all know
of the jars, and that most of them have some great
to crazy effects. Absorbing Jar is leaning towards
crazy. Also like the other jars, it has weak stats,
but has a flip effect, when flipped, you destroy all
set spells and traps on the field and both players
draw cards to the amount of cards that they
controlled that was destroyed. About 80-90% of cards
in the spell/trap zone are face down, So cards like
Inzektors that are used as equip cards, Call of the
Haunted, Ultimate Offering, or even Sword of
Revealing Light and Crystal Beasts are safe. This
card is worth a spot in the side deck at the very
least, if not almost splashable. Don't be surprised
if you see this sleeper card used in tournaments
soon.
Traditional: 2
Advanced: 3
Tomorrow: Hail to the Queen.
Philosophical
Psycho
Aesthetics: 4.3/5 I like the
traditional Morphing Jar face on it.
The "Flip Jar/Pod" family is just
something that's pretty cool. The
only issue with Absorbing Jar is
that, unlike Cyber Jar (Forbidden
for cleaning the field of all
monsters and allowing the player for
swarming like crazy for a brutal
assault) or Morphing Jar (Limited
for its capability to mess up the
opponent's advantage while giving
you a complete refresh), Absorbing
Jar has a problem: It's "fair." We
don't like fair. Fair won't win you
games. Ideally, you want minimal
destruction to your own cards and
maximum destruction to your
opponent, but it will completely
refund your opponent every card you
destroyed. This is contradictory to
Absorbing Jar setting up a sweep or
any kind of advantage. I suppose you
can go the backwards route, setting
the obscure Traps that benefit from
being destroyed to give yourself
draws, but...situational much?
An interesting tidbit is that, since
Flip Effects can activate in the
Damage Step, Absorbing Jar is
nigh-impossible to chain to if
attacked, but, like I said, not good
enough.
Remember that if you chain a card to
make it faceup, it will not get
destroyed by this Pot.
If I could change this card:
Wind, 900 ATK, 900 DEF
"FLIP: Destroy all Spell and Trap
cards on the field."
See, that's a good effect, and it's
not broken enough to add any more
restrictions. Here's an example of
something being broken:
"FLIP: Destroy all Spell and Trap
cards on the field. Cards and
effects cannot be activated in
response to this effect. Both
players then pick up 5 cards from
the top of their respective Decks
and Set all Spell and Trap Cards.
All other cards are sent to the
Graveyard."
Traditional: 1/5
Advanced: 1.5/5 (if you really want
S/T destruction that badly, but even
then it's quite slow, being a Flip
Effect)
Philosophy Corner: I was talking to
a friend this past weekend. He said
that it was not worth the effort to
invest hope into someone that was
hopeless. I contradicted that
statement by saying that if you were
patient enough to give so much hope
to a hopeless person that you revive
hope in that person, it is worth all
the effort in the world. (We share
some common friends that can be
described as different forms of
"hopeless" and constantly try our
patience, although this was not how
the conversation started.) I'll
leave it up to you to decide whether
it is worth investing time with
someone that seems hopeless.
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