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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Pinpoint Guard
- #LTGY-EN068 When an opponent's monster declares an attack: Target 1 Level 4 or lower monster in your Graveyard; Special Summon it in face-up Defense Position. It cannot be destroyed by battle or by card effects this turn.
Card Ratings
Traditional: 2.80
Advanced:
3.70
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - June 7, 2013
Back to the main COTD
Page
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Dark
Paladin |
Friday
Closing the week we look at a Trap in Pinpoint
Guard. When an opponent's Monster declares an
attack, you can Special Summon a Level 4 Monster
from your Graveyard in face-up defense position.
Said Monster cannot be destroyed by Battle or card
effects this turn. Winning! That sets up a Rank 4
XYZ, a Synchro, you can turn this to advantage
easily. I'd like to see this in play
Ratings:
Traditional: 2.75/5
Advanced: 3.75/5
Art: 5/5
|
John Rocha |
Pinpoint Guard can be a very useful card in a
number of decks in play today. Most of the top tier
decks are based on offense to swarm the opponent
with aggressive field presence in one or two turns.
There are a number of decks, however, that require
at least two level 4 monster to Xyz summon their key
monsters. Pinpoint Guard facilitates this process by
stopping your opponent’s attacks by being
indestructible and then giving you a level 4 monster
for use on your next turn. Harpies, Fire Fist,
Hunder, Evilswarm, and Battlin’ Boxer decks can all
benefit from Pinpoint Guard.
Other decks like Elemental and Infernity can get
some additional advantages from Pinpoint Guard by
summoning Stratos or Archfiend. Just about any deck
playing level 4 monsters can benefit from Pinpoint
Guard, but it dose have its flaws. First, it can
only activate when you opponent declares an attack,
so it is susceptible to being destroyed before you
can activate it. Second, it is a trap card and can
be a bit slow in an aggressive format. Still, not a
bad card in the right deck.
Traditional: 2/5
Advanced: 3/5
|
Obskera |
Today we are looking at:
Pinpoint Guard
“When an opponent's monster
declares an attack: Target 1 Level 4 or lower
monster in your Graveyard; Special Summon it in
face-up Defense Position. It cannot be destroyed by
battle or by card effects this turn.”
This card is pretty straight
forward, and awesome. Where mirror force and
dimensional prison destroy or remove a monster when
an attack is declared, this card pulls a monster
from the grave and gives it immunity to almost
everything for the turn. Against anything that lacks
piercing, or battle position changing effects, this
card can stall out for a turn and allow you to set
up some cool plays next turn.
While I normally would say that bringing something
back is not as good as destroying the imminent
threat (Since it was already killed by something), I
really like the utility this card has for creating
unique combos.
Advanced: 4/5
Traditional: 4/5
|
momiwant
cake |
Today we are reviewing another interesting card
from Lord of the Tachyon Galaxy. It’s a trap
that might not be too great right now but will
probably played much more in slower formats.
Pinpoint Guard
Normal Trap Card
When an opponent's monster declares an attack:
Target 1 Level 4 or lower monster in your Graveyard;
Special Summon it in face-up Defense Position. It
cannot be destroyed by battle or by card effects
this turn.
So this card is a great generic card. You can
activate it when your opponent’s monster declares an
attack. Then, you can special summon any level
4 or lower monster from your grave in defense
position and it also can’t be destroyed during that
turn. This card can be useful in a lot
of decks in the future but right now this card is
not all that great. In this format this card
will probably be destroyed before you have the
chance to activate it. That doesn’t mean it’s
a bad card though.
There are so many decks that can use this card.
Some decks that can really abuse this card are
Heroes, Inzektors, and Gadgets. Those are just
some of the decks that I thought of when I saw this
card but there are a lot of other decks that can
make good use of this card too.
Advanced: 4/5
-This is my rating for the card overall. It
isn’t all that great right now, but it’s still a
great card that will probably see a nice amount of
play in the future.
Traditional: 2/5
-It’s a little slow in this format but might
actually be useful here.
Art: 4/5
|
Leo
Kearon |
Pinpoint Guard
Normal Trap
When an opponent's monster declares an attack:
Target 1 Level 4 or lower monster in your Graveyard;
Special Summon it in face-up Defense Position. It
cannot be destroyed by battle or by card effects
this turn.
Finally we have a Trap card to end the week, just in
case you thought this was all monsters. Pinpoint
Guard has a simple but handy effect. When your
opponent declares an attack, you special summon a
level 4 monster from your graveyard and it can’t be
destroyed making it the perfect defender. But that’s
not all; you get to keep the monster, with no cost
or condition. It’s a great card but with cards like
Mirror Force, Magic Cylinder, etc., it’s hard seeing
anyone having room for this card.
Overall, a great card, if you have room for it.
Traditional: 3/5
Advanced: 3.5/5 |
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