Once per turn, when an opponent's monster declares an attack: You can toss a coin 3 times. If the result is 3 heads, draw 3 cards, but if the result is 3 tails, destroy this card. If this face-up card on the field is destroyed: You lose 6000 Life Points.
Card Ratings
Traditional: 1.10
Advanced:
1.50
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - October 8, 2012
All right friends, this is my Return of the
Duelist week, and these are cards we didn't cover in
our earlier countdown, so enjoy! Opening the week is
one of the more interesting cards in the Set, a Trap
known as Lucky Punch. This is a Short Print Common,
and not something you probably will see anyone
use...ever. Any card (regardless of other text on
said card) that says "Draw three cards" is worth
looking at. It's a Continuous Trap, which is as
vulnerable as ever, but hardly the biggest downfall
of this card. You can use this effect only when an
opponent's Monster declares an attack, and only once
per turn. Also note the card reads "you CAN" so you
don't have to use the effect. (I'm not sure why you
would play it and not use it, because nothing
negative happens in not getting the result of the
Draw.) This is a coin card, by tossing a coin three
times, and yielding three heads as the results, you
Draw three cards. Not exactly worthy of a Deck spot,
but can certainly be used in some random Decks I
think. (More on that in a moment.) The huge and
obvious downside, is that when this card is
destroyed, you lose 6000 Lifepoints. This is
screaming for abuse via Barrel Behind the Door
(remember that Trap from LoD?) This card in a couple
or even three could be the focal point of a very
unconventional Burn Deck. This might be an all right
card in say Fire Princess Burn, where you constantly
recover Lifepoints, so the 6000 loss might not kill
you. An Agent Fairy Deck might tech one, but outside
of fun, this isn't the most competitive card. BARREL
BEHIND THE DOOR, DO IT!
Ratings:
Fire Princess Gain/Burn, Agent Fairy: 2.75/5
Burn via Barrel Behind the Door: 5/5
Elsewhere: 1.75/5
Average: 1.5 Traditional, 2.5/5 Advanced
Art: 4/5 Have we not seen this before,
Threatening Roar?
John Rocha
We are going to be looking at one of the new
cards from Return of the Duelist called Lucky Punch.
Lucky Punch gives you the amazing, game winning
ability to draw three cards. Unfortunately it also
takes 3 coin tosses of all heads to get the effect.
If I have calculated correctly, that is a 1 in 8
shot of getting the effect off and only when your
opponent attacks. In the mean time, it has to remain
on the field and is vulnerable to destruction. That
destruction will cost you 6000 life points and quite
possibility the game.
In the right deck, Lucky Punch may be of benefit,
but it would have to be protected or benefit from
the life point change. Playing cards like Imperial
Custom and White Dragon Ninja can protect Lucky
Punch, but that seams to be a lot of trouble for a
card with only 12.5% chance of working. You could
even use it with Emergency Provisions so you can
avoid the life point costs, but then you are using 2
cards to possibly draw 3 and hope you can get that
combo.
You could also play Lucky Punch with Upstart
Goblin to put you in a 7000 point hole so you can
play Self Destruct Button. We are probably grasping
at straws at this point as Lucky Punch is probably
never going to see the light of day.
Traditional: 1/5
Advanced: 1/5
Miguel
This week starts off with a short print common
from Return of the Duelist, Lucky Punch. A
continuous trap card, it's best used if you really,
really are feeling lucky. Once per turn, when your
opponent declares an attack, you flip a coin 3
times. If the result is 3 heads, draw 3 cards. If
the result is 3 tails, destroy this card. If this
face up card is destroyed, you lose 6000 life
points. First off I feel I have to say this, Ouch. A
continuous trap that can either have you draw 3
cards (yay), nothing by getting a mix of heads and
tails (meh), or go down in a flaming blaze of glory
when you lose 6000 life points (Again, ouch). If you
really want to use this card, I suggest cards like
Imperial Custom and Second Coin Toss to make sure
thing go more in your favor and Lucky Punch doesn't
get destroyed. Card Guard and Emergency Provisions
can help out as well. Of course your opponent has to
declare an attack first for Lucky Punch's effect to
happen, and in this 3 Space, 1 Storm format, I hope
you like losing 6000 life points, also, cards like
Prime Material Dragon can't stop you from taking the
6000 damage, because you're not taking actual
damage, you're losing life points, big difference.
Use at your own risk.
Traditional: 1
Advanced: 2
Tomorrow: The Prophecy is foretold.....
Angelic Nightmare
Hello and welcome to a new week of CotD reviews!
Lucky Punch
Continuous Trap (Spell Speed 2)
“Once per turn, when an opponent's monster declares
an attack: You can toss a coin 3 times. If the
result is 3 heads, draw 3 cards, but if the result
is 3 tails, destroy this card. If this face-up card
on the field is destroyed: You lose 6000 Life
Points.”
Right off the bat this card just screams “High Risk,
High Reward.”
Let me tell you that this card is more of a risk
than anything else. You can use cards like “Second
Coin Toss” to allow you to reflip the coin, but that
still might not be enough. A chained “Mystical Space
Typhoon” can be a very dangerous thing. So I would
strongly recommend using other cards like “Imperial
Custom” or “White Dragon Ninja” to prevent your card
to be destroyed.
Pros: Possible draw
Cons: More than likely to be destroyed than anything
else.
Advanced: 1/5
Traditional: 1/5
Argouru
Monday:
Lucky Punch
Continuous Trap
"Once per turn, when an opponent's monster declares
an attack: You can toss a coin 3 times. If the
result is 3 heads, draw 3 cards, but if the result
is 3 tails, destroy this card. If this face-up card
on the field is destroyed: You lose 6000 Life
Points."
This is a luck card, plain and simple and has one
of the worst drawbacks imaginable. With the game
running rampant with S/T removal, there's no way to
protect this card indefinitely, so when it
eventually gets destroyed, you're guaranteed to lose
the duel that turn or the next. Not only that, but
luck-based cards never get played competitively due
to the lack of certainty on the success of the
effect activating. The effects are alright, but
certainly not worth the cost of trying to use this
card. Expect to find tons of these in the local game
store sort bin. Also, while I dearly love the game,
this is one card I feel would be more useful as a
coaster than as an actual game card.