Target 1 Set Spell/Trap Card your opponent controls; destroy that target. Your opponent cannot activate the targeted card in response to this card's activation.
Card Ratings
Traditional: 3.00
Advanced:
3.80
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - May 9, 2012
Hey! It's Mystical Space Typhoon! Only
not...Night beam is certainly an interesting Magic
card, and one that could very well be worth playing.
This Magic card lets you target, and then destroy,
a SET Magic or Trap card your opponent controls.
Nothing special in that, but the nifty part of
Night Beam is that it forbids the opponent from
activating the set card in response to the
activation of Night Beam. The only real downside to
Night Beam is the fact it's a Normal Magic as
opposed to Quickplay (ala Mystical Space Typhoon).
Being a Normal Magic, you can play it, BUT your
opponent could still chain another card/effect to it
BEFORE you even select what card you're going to
destroy. I like it, I really do, but in a Format
that all ready has triple Mystical Space Typhoon, I
just don't see it working.
Yes, more back row destruction. I don’t know
about you, but when my opponent has a large back
row, I usually loose. I currently side deck dust
tornados to deal with decks that are heavy with
spells and traps. I’m thinking that Night Beam may
just replace them. I may even main deck one just to
see how well it does. If you are going to main or
side deck this card, you first have to find a slot
for it in your deck. This normally means that
something is coming out. Most decks are taking full
advantage of the three Mystical Space Typhoons
already. If you feel that you can use more back row
destruction over a monster or defense, then adding
Night Beam may be a good option for you.
Let’s take a look at the positives and negatives of
Night Beam. Night Beam has two drawbacks. One, it is
not a quick play spell card so you cannot play it on
your opponent’s turn. Two, it can only target face
down cards. Unlike MST, you cannot destroy Inzector
Hornet when it is attached, or Future Fusion, or a
Field Spell card, or even that Wind-Up Factory your
opponent just played.
Night Beam has several positive aspects to it. One,
it is a spell card so you can play it the turn you
draw it, unlike Dust Tornado. This benefits all of
the top tier decks in play today, as they tend to be
more aggressive. Two, your opponent cannot activate
the card that is targeted by Night Beam. That means
that if you target a face-down MST, Royal Decree,
Call of the Haunted, Safe Zone, Book of Moon, Mind
Crush, Forbidden Lance, Super Polymerization,
Scapegoat, burn card, or Fiendish Chain, they cannot
activate those cards in response.
Currently we three MST’s and a Heavy Storm which in
my opinion are better than Night Beam. Having 5 or 6
cards in the deck to stop the back row is good in
this format. If you are playing Forbidden Lance, you
are effectively adding that 5th and 6th card so you
will not need Night Beam. If not, you may want to
think about finding room for this card. The other
thing that limits this cards playability is that
there are a lot of hand traps being played now which
cuts down on the back row.
Traditional: 3/5
Advanced: 3/5
Miguel
Today's card is being whispered about as the
possible replacement for Mystical Space Typhoon. It
can, and also it can't, lets look a bit closer at
Night Beam. Night Beam is a normal spell card that
targets 1 set spell or trap your opponent controls,
and destroy it. Also your opponent cannot activate
that targeted card in response. A handy card indeed.
Night Beam can wipe out Mystical Space Typhoon, Dust
Tornado, Compulsory Evacuation Device, Waboku and a
few others without threat of your opponent chaining
to Night Beam the card your going to destroy. What
separates this from MST is Typhoon is a quick play,
and how many times have you played, or seen MST
played at someone's endphase? Night Beam itself is
an excellent card, but it is no Typhoon, while
Typhoon is also an excellent card, but it is no
Night Beam. I can't see Beam overthrowing the
current king of one-for-one Spell/Trap removal, but
it's a damn good runner up, along with Stamping
Destruction and Dust Tornado.
Traditional: 3
Advanced: 4
Tomorrow: Where is this Helipolis anyway?
Argouru
Wednesday:
Night Beam
Normal Spell
"Target 1 Set Spell/Trap Card your opponent
controls; destroy that target. Your opponent cannot
activate the targeted card in response to this
card's activation."
Now we're talking! Despite being a Normal Spell,
I feel that this is superior to Mystical Space
Typhoon for one main reason: The opponent can't
activate the card in response. MST is great at
destroying, but that does little good against cards
like Waboku, Raigeki Break or Shrink, which can be
chained to the activation of MST, basically making
the effect nearly worthless as it only forces the
activation of the card it destroys. If NB was a
quickplay card, it would be perfect.
Traditional: 4.5
Advanced: 4.75
Philosophical
Psycho
For those Decks that feel triple Mystical Space
Typhoon isn't enough, for those who have to resort
to cards such as Malice Dispersion, Twister,
Mystical Wind Typhoon, Dust Tornado, etc., this is
the next best thing.
Most chainable Traps, such as Waboku or Scapegoat
(people still use Goats?) tend not to be activated
at the last second, and Night Beam punishes those
who hesitate in the impeded activations that want to
bait out a waste of an opposing MST in Heavy Storm
only to chain. This is what Night Beam has over
stuff like Dust Tornado, that it's not completely
outclassed by MST. You draw Night Beam and shoot
down an opposing Trap that could've been Chained to
an MST (and NB can even gun down a nonchainable,
such as Mirror Force).
That being said, MST is revered in its ubiquitous
application, being able to End-Phase Traps and being
able to take out faceup cards (as well as general
Quickplay power). It was only unlimited due to
complicated deckspace that makes it unlikely to run
all three copies, For this reason, you should almost
never consider Night Beam unless you're already
maxed out on MST. Night Beam can eliminate key Traps
that could be vital to the opponent's survival, and
can do so without fear of chain. I use Final
Countdown, so I can relate. Say I have down
Messenger of Peace plus Threatening Roar and think
I'm completely safe? Night Beam my facedown and MST
my MoP, then follow up with a slew of attacks from
an offensive force you may have built up from my
stalling. I can surely tell you an offensive deck's
best assets would be able to use MST, Royal Decree,
and Night Beam to eliminate problem Traps to promote
the chances of a savage beatdown.
Niche Decks: offensive decks that feel triple MST is
just not enough, Side Deck
Traditional: 1.2/5 (it's not bad, but you seriously
won't find the room for it)
Advanced: 3.8/5 (assuming MST is 4/5)
Aesthetics: 5/5 That is freaking awesome art. It
reminds me of...
...BATMAN!
Philosophy Corner: "When we are at the end of life,
to die means to go away; when we are at the
beginning, to go away means to die." -Victor Hugo's
Les Misérables (1862)