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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Guarded Treasure
- #DRLG-EN013 Activate this card by discarding 5 cards; draw 2 cards. While this card is on the field, draw 2 cards instead of 1 for your normal draw during your Draw Phase.
Card Ratings
Traditional: 1.0
Advanced:
1.40
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed:
April 22, 2014
Back to the main COTD
Page
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Dark
Paladin |
Tuesday
My opinion yesterday was the unpopular one, and I
have a feeling it will be again today. Guarded
Treasure, nerfed from Guardian Treasure, another
Rafael card, is a horrible card in terms of
advantage. Maybe it breaks into advantage later, as
some cards advantage can't be judge by immediate
effect, or lack there of. Let's look at this a step
at a time...you have to discard five cards, to draw
two. Counting playing this card itself, that's a -4.
Now it's a Continuous Magic card (bad, although good
in terms of getting resources back) but it has to
stay on the field for two more turns just to break
even, in terms of cards lost. That's a long time. I
don't see this as very playable at all.
Ratings:
Traditional: 1/5
Advanced: 2/5
Art: 5/5
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Leo
Kearon |
Guarded Treasure
Continuous Spell
Activate this card by discarding 5 cards; draw 2
cards. While this card is on the field, draw 2 cards
instead of 1 for your normal draw during your Draw
Phase.
Looking at another card from Dragons of Legend
and another card of Rafael, in this case Guarded
Treasure or Guardian Treasure as it was called in
the anime, and sounds a lot better.
Anyway, by discarding 5 cards, yes FIVE cards you
draw two cards and while it is face up you get to
draw 2 cards for your normal draw. The first problem
is the cost, five cards; which would mean you would
need at least 6 cards in your hand just so you could
draw 2; that is already a -3 in terms of card
advantage and makes it one of the most expensive Pot
of Greeds since Cards of Sanctity.
The second problem is that while you get to draw
two cards for your normal draw; that still means
that you would need at least 3 turns, unless you get
any more draw cards just to get back your
investment. Of course the final huge problem is that
this is a Continuous Spell card, so it is vulnerable
to any type of spell destruction, so chances are you
would never get any benefit from this card because
it will be destroyed.
Overall Rafael got away with this card because
the scripted duels said Yugi would never destroy
this card, you don’t have that luxury. There are
other draw cards, use them instead.
Traditional: 1/5
Advanced: 1/5
|
Cyberplum |
Happy Tuesday folks. The
Dragons of Legend reviews continue today with the
winner of the "MST Target of the Year" award,
Guarded Treasure.
Now don't get me wrong, the actual effect of Guarded
Treasure is amazing. Draw twice every draw phase?
Yes please. Draw two cards immediately? Yes
please. However, the cost is what kills this. You
have to dump five cards from your hand to activate
this, a cost you're not likely to pay unless it's
your first turn. Second, the fact that it's a
continuous spell is another enormous downfall. Fire
Fist players, anyone who's ever touched Future
Fusion, and Spellbook Tower users all know what
happens when your continuous and field spells get
MST'd on activation: nothing happens. In this case,
you're going to dump your five cards and then lose
this too, essentially handing over a victory right
there without drawing anything.
Lastly, when the new first turn rules take effect
later this year, unless you go second, you won't
even have five cards to dump, but since you're going
second, there's a chance your opponent already set
the counter to this. It's a cool concept, but stick
to Pot, Upstart, and Reckless for your drawing
needs. Steer clear of this.
Traditional: 1/5
Advanced: 1.5/5
Art: 4/5
Thanks for reading!
|
Kingof
Lullaby |
Hello Pojo Fans,
Today we're looking at a card Raphael played
against Yugi/Yami: Guarded Treasure. “Activate this
card by discarding 5 cards; draw 2 cards. While this
card is on the field, draw 2 cards instead of 1 for
your normal draw during your Draw Phase.”
This puts you at a huge negative from the start
unless you are playing a deck that can plus off of
the negative almost immediately. Fabled monsters
will get their effects, but Dark Worlds won't.
Playing this card, then discarding 5 to draw 2
leaves you at a -4 for the turn. Then, you need to
wait two turns to recover the negative you took (if
the card survives until then). If you have a way to
protect this card, and your deck is made to plus off
of negatives, then this card could be an option for
you. Infernities may be able to use, but it may not
be worth it. If Guarded Treasure is drawn while you
don't have 5 cards then it is just a dead draw for
you regardless of any deck. In a format with several
cards that can nuke a continuous spell/trap, this
card isn't worth running.
Traditional-1/5
Advanced-1/5
Art-3.5/5
Until Next Time
KingofLullaby
|
Baneful |
The card itself and the 5 discards starts you out
with a -6. The 2 cards you draw put you up to a -4.
Then, you would need to have this card face up for
FOUR TURNS. Just to break in at 0. Meanwhile, you'll
have to somehow be practically defenseless for
several turns. Five turns for a hard earned plus
one. Six turns for nice plus two. Good luck bodying
this cost in a meta where decks are lethal and can
kill you really fast. Even if this card were
indestructible, it would be bad, but since it can be
ruined by a quick MST, it's total garbage
It's tough to stomach opening hand, but if you draw
it probably by your third turn when everything is
set up, you are (practically speaking) unable to pay
the cost.
Even if you had cards that up your hand count
Thunder Dragon or cards that abuse the grave, it's
still a really tough sell and no combos that I could
think of would make this card feasible. Maybe if you
only had to discard 3, it would be a really good
(but not horribly broken card).
But for now this card will fare as well as as a
galopagos turtle at a nascar race.
Traditional: 1.0 (Horrible)
Advanced: 1.0 (Horrible)
|
Terrorking |
The holidays, I hope you enjoyed/are enjoying
them. I mean, how can you not when you have my
reviews to read? I am, of course, one of the best
things about your day. Yes, quite... Hello gents,
and welcome to Terrorking's review of Guardia- oh,
name change (that pesky Arsenal Summoner! grr).
Welcome to Terrorking's review of GuardED Treasure.
"Guarded" is the operative word here, since without
GUARDING this treasure you'll get nothing! Ha, ha,
Konami so smart. Such masters of wit. Yes, quite.
Being non-searchable via Arsenal Summoner pretty
much killed whatever was left of this card. See, in
the anime you just discarded 5, then drew 2 cards
(discarding wasn't a cost), so Yugi playing a pesky
Mystical Space Typhoon wouldn't have ruined Rafael's
day. However, here it is. If you get MST'd before
this resolves, you essentially just lost 6 cards.
Discarding 5 is a hefty requirement since it means
this card is pretty much only usable during the
start of your turn (and soon, only if you happen to
be going second). Now let's say you do manage to
activate it successfully... well now you have to
wait 3 turns to make up back the advantage you
lost... which isn't really a bad thing, but removal
being so prevalent, and games ending so quickly (3-5
total turns) make this card impractical.
Hey, Konami, what if Yugi didn't destroy this
card because he COULDN'T? What if it had protection?
Surely Rafael being such a skilled duelist would not
have put so much faith in this one bad card. I mean,
you guys used this "what if" logic with the
Orichalcos to make a good card bad:
"Which leads to an interesting question. Since
(1) Fusion Monsters were a big part of Dueling in
the classic age, and (2) Dartz and his minions could
presumably get their hands on whatever cards they
would need, WHY didn’t Dartz, Rafael, Valon, or
Alister ever perform a Fusion Summon? And why didn’t
Yugi go for his Extra Deck again in that Duel (apart
from the fact that The Seal was messing with his
head, of course…)
Here’s a thought: What if they couldn’t? And if
The Seal blocks off access to the Extra Deck, that
also fixes our problem of The Seal becoming a “win
more” card for Xyz/Synchro Decks."
With that in mind, why not use this logic to make
a bad card good?
Advanced: 1/5
Traditional: 1/5
|
tails512
YouTube |
Guarded Treasure has generated some buzz, but
it's actually a pretty bad card. In the best case
scenario, you lose 3 cards in terms of hand
advantage in order to draw an extra card each turn.
This means you have to wait 4 turns to gain any
advantage from the Guarded Treasure. The steep cost
of discarding 5 cards can be mitigated somewhat by
discarding cards like Dragon Rulers or Fabled. But
even if Guarded Treasure goes off undisrupted in one
of these decks, you'd have to have an ideal hand for
it to be a good play. It should be noted that
Guarded Treasure discards as a cost, so Dark Worlds
do not work with it.
On top of being slow advantage, you need 6 cards
(including itself) in order to play Guarded
Treasure. This means it will be dead after the first
turn in most cases. You would only play a card like
this if it won you the game just by playing it, like
Gateway of the Six or Trap Dustshoot.
And I haven't even mentioned the worst part of
the card yet. It is terribly susceptible to Mystical
Space Typhoon. If your opponent chains MST to the
activation of Guarded Treasure, you discard 5 cards
and draw none. You basically lose the game on the
spot. Even if your opponent doesn't have an MST
ready to chain, if they draw it any time in the next
4 turns, you don't gain any advantage from Guarded
Treasure.
Rating: 1.5/5 (Very Bad)
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