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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Top 10 Cards of 2013
#4 - Sixth Sense
- #LCJW-EN273 Declare 2 numbers from 1 to 6, then your opponent rolls a six-sided die, and if the result is one of the numbers you declared, you draw that many cards. Otherwise, send a number of cards from the top of your Deck to the Graveyard equal to the result.
Card Ratings
Traditional: 4.17
Advanced:
4.67
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - Dec. 30, 2013
Back to the main COTD
Page
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Dark
Paladin |
Monday
Well, we're getting closer to #1, and start this
week at #4, with a newly (enough) released Trap in
Sixth Sense. Sixth Sense can be one of those cards
that lets you gain incredible advantage, even if you
are unsuccessful in your role of the die. If you're
using this, you would always call 5 or 6, hence if
you're right, you Draw that many cards. Also, if
wrong, you lose only up to 4 cards from your Deck,
in the worst case scenario. Milling cards like that
isn't a bad thing in the right Deck...Dark World,
Lightswarm, Dragons, Zombies, and Fire Fist, just to
name a few, plus it can dump for Chaos too. I feel
that it's great tech, and if you have one, and have
the room for it, use it. It can break a game open.
Ratings:
Traditional: 3/5
Advanced: 4/5
Art: 5/5
|
Leo
Kearon |
Sixth Sense
Normal Trap
Declare 2 numbers from 1 to 6, then your opponent
rolls a six-sided die, and if the result is one of
the numbers you declared, you draw that many cards.
Otherwise, send a number of cards from the top of
your Deck to the Graveyard equal to the result.
At Number 4 of the Top 10 cards of 2013 is Sixth
Sense, the main talking point of Joey's World.
Sixth Sense is a Normal Trap so all the pros and
cons of a Normal Trap apply here. Its effect is
simple which is often the case with a very powerful
card. Basically you declare two numbers the opponent
rolls a die and depending if (one of) your numbers
came up (hey it’s just like the Lotto) you will
either draw cards or mill them. Of course for most
decks this is a win/win situation and since nearly
everyone picks 5 and 6 the chances of drawing a lot
of cards is good or they will discard a reasonable
about of cards which can still be of benefit to most
decks.
Of course this is random so you might not draw when
you need to or you may not discard enough cards, but
that is why this is a gamble card.
Overall, yes it is random but the chance to draw a
large amount of cards is worth the risk, especially
since a lot of decks will benefit from the “bad”
effect as well.
Traditional: 4.5/5
Advanced: 4.5/5
|
Cyberplum |
Welcome back from the weekend everyone, and
welcome to our #4 review in the top 10 countdown,
covering Sixth Sense, a controversial release that
came out in the Joey's world collection.
There's not a lot to say about this card honestly.
You pick your two numbers, based on what deck
you're playing. Playing Lightsworns? Call 1 and 2,
and hope for a big mill. E-Dragons? Doesn't
matter, call what you want. Spellbooks? Same
story. Any other deck? Call big and hope to draw
big. Most decks these days benefit from either
scenario with this card, so there's hardly a
drawback to using it.
"But wait," you say. "This card is banned in Japan
and has been since it was printed. Why is this even
an issue here?" Well for some reason Konami decided
that Harpie's Dancer wasn't enough to push sales on
the Joey' World packs, so they threw this in there
and made it legal for a format. It was great while
it lasted and a game-breaking card in almost any
situation, but as of January 1st you're never going
to see it again. I expect it to come back around
the same time as Fiber Jar and Painful Choice.
Traditional: 5/5
Advanced: 5/5
Art: 2/5
Thanks for reading!
|
Christian
Moss |
Since my colleagues will no doubt provide you an
in depth analysis of the combinations and uses of
this card in relation to it's overall effectiveness
within the meta environment, I decided to write my
review centered more so around the underlying cause,
effect, and impact that this card has had on the
Yu-Gi-Oh TCG from a physical product and revenue
standpoint. Since this is the case, my write-up
today will be much longer then my standard reviews.
Sixth Sense is a card that was met with overwhelming
controversy upon the announcement that it would be
tournament legal in the TCG. Rightfully so, as it
marked a very sad and low time for the Yu-Gi-Oh TCG
in general. A card so unbalanced, so unnecessary,
and most importantly, so unhealthy for this game it
brought a sickening feeling to all competitive
players hearts and wallets. This card is a prime
example of an instance when a company is out to make
an unnecessary and greedy amount of profit, and
nothing more. Sixth Sense did nothing positive for
the players, or the community, of this game. It
threw a wrench into the already suffering format
hampered by unbalanced decks such as Dragon Rulers
and Spellbooks.
Sixth Sense was made legal for the sole intent and
purpose to sell a new product, Legendary Collection:
Joey's World. It was practically admitted to be a
shameful scheme by the fact that the next immediate
ban list (January 1st, 2014), moved this card from
playable copies of 1, to 0.
Sixth Sense works by declaring 2 numbers on a
six-sided die. Dice are the epitome of luck, chance,
and randomization. Tools used for gambling, and
unarguably lacking of skill in any manor, it should
be no surprise it would be unhealthy to allow them
to determine such consequential effect. If your
opponent rolls one of the two numbers you have
declared (assuming you declared 6), you can draw up
to 6 cards, netting a potential +5 in card
advantage. Cards with +1 card advantage, such as Pot
of Greed, have been outright banned since almost the
inception of this game. So why would they allow such
a sickening instant resource advantage to exist?
Simply put, and ironically, greed is the reason.
Sixth Sense is the rarest and hardest to obtain card
in all of Legendary Collection: Joey's World when
purchasing from the retail product as intended.
Being close friends with several different TCG/Hobby
store owners, I have witnessed literal cases of
Joey's World being opened without including even 1
copy of Sixth Sense. A case is 12 individual copies
of the product. Each copy of product retails for
about $40. That brings the retail value of a case to
$480, and the reality of opening that much product
without one copy of Sixth Sense included is
undeniably sickening.
The fact that this card was made legal for use upon
release in the TCG is one of, if not the largest,
acts of immorality Konami has ever committed, since
the creation of this game. The era of Sixth Sense
was a very dark time for the entire Yu-Gi-Oh
franchise, and from an optimistic standpoint all we
can do is be very glad it's time has past.
For the amount of controversy this card has caused,
and for it's baffling ability to randomly generate
stupendous amounts of advantage, it has earned the
spot of #4 on our top 10 cards of 2013.
Ratings:
Traditional: 5+/5
Advanced: 5+/5 (Sure, it has the capability to be a
waist of a resource, it also has the ability to ruin
competitive duels and is the true epitome of the
slang phrase "luck sack")
Mechanic Design: .5/5 (Rolling a die is neither
creative nor skillful, and is an insult to the
intelligence of all competitive duelists. The fact
that the effect can be a complete waist of a
resource, or can instantaneously win a game, is
reason for this card to be ranked as some of the
poorest mechanic design this game has ever seen)
Art: 1.5/5 (realistically some of the worst art in
all of the game. Looks bland and dull compared to
most of the awesome artwork)
|
Kingof
Lullaby |
Hello Pojo Fans,
Today we're reviewing the #4 card in our countdown,
a card that took 10 years to get to the TCG...and
was banned almost instantly (as expected). The
legendary, fabled, easy-to-play Sixth Sense. This
Trap card has been known by those in the TCG ever
since it came out, but we never got a chance to play
it. The time was short for it seeing play in the
TCG, but I'm sure at least a few duelists made good
use of their shot at it. “Declare 2 numbers from 1
to 6, then your opponent rolls a six-sided die, and
if the result is one of the numbers you declared,
you draw that many cards. Otherwise, send a number
of cards from the top of your Deck to the Graveyard
equal to the result.”
There's a reason why I said it was “easy-to-play”,
it is. Select the numbers 5 and 6 and roll and let
the opponent roll the dice. If you get a 5 or 6, you
draw that amount. If they happen to not roll a 5 or
6, then you cards off the top of your Deck by the
number they rolled. The max you'd lose would be 4.
This card's potential for massive hand advantage is
so great they had to ban it. Top deck it early on in
a game when you are cardless, set it, activate it in
the opponents Draw Phase. Call 5 and 6, they roll 6,
you're back in business. Decks that use their
Graveyard heavily (Lightsworn, Zombie, Inzektor,
Dragon Ruler) lose very little if they are forced to
mill, in fact, it may end up helping them.
The only reason I could see someone not picking 5 or
6 would be if the resulting number would cause a
deck-out for them, but at that point Sixth Sense
would be pretty useless. If you had the chance to
play this card you did, it can work in pretty much
any Deck just on the possible hand advantage alone.
Being a Trap card doesn't hurt it, you have to
restrict a powerful card somehow, right?
Traditional- 3.5/5- Too much other draw support to
play, but still wouldn't mind playing it
Advanced- 4.5/5- Play it, even if you never works
for you, at least you're playing it
Art-5/5- Sure looks like a sixth sense is activating
Until Next Time,
KingofLullaby
|
Baneful |
Sixth Sense
You have a 33.3% chance of drawing 5 or 6 cards,
which nets you a +4 or +5. In a game of attrition,
this is a meaningful advantage that will almost
ensure that you win the duel. You have a 66.6%
chance of having to mill 1 to 4 cards from your
deck, which is not a huge penalty, but by doing
nothing meaningful you are put at a loss.
Thankfully, it's chainable, which can prevent a -1.
A pure luck-based card with an absurd amount of
potential card advantage was a poor design choice
for sure, but in an Advanced Format where it's
legal, you are kind of bullied into playing it
because you know your opponents will be using it
too.
The only mark it bears when judging it by
Traditional Format is that it's a trap card (you
have to wait a turn) and it isn't Imperial Order.
And with the looming ban, that's exactly where
you're going to be using it.
Advanced: 5/5 (Great) – note: will become
Forbidden on January 1st 2014
Traditional: 4/5 (Very Good)
Contact:
banefulscolumn@gmail.com
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