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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Relay Soul
- #DRLG-EN008 Special Summon 1 monster from your hand. While it is face-up on your side of the field, you take no damage. When it leaves the field, your opponent wins the Duel.
Card Ratings
Traditional: 1.50
Advanced:
1.50
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed:
April 28, 2014
Back to the main COTD
Page
|
Dark
Paladin |
Monday
Welcome to my Dragons of Legend week! We open the
week with a card the Pharoh played in his duel with
Dartz, Relay Soul. "You told me to play a card, so
I did." Tweaked a bit from the anime, as it doesn't
have the "when your Lifepoints reach 0" condition.
This Trap lets you Special Summon a Monster from
your Hand. While face-up on the Field, you take no
Damage, but if that card leaves the Field, your
opponent wins the Duel. Kinda a new take on Last
Turn, hey? Honestly, it's not that great of a card.
Obviously most useful when you're epically behind
and have essentially no Lifepoints, it becomes a why
not type of card. If you're somehow able to protect
that Monster, than sure, it could pay off for you.
But more likely than not, it's just going to be for
fun.
Ratings:
Traditional: 1/5
Advanced: 2.5/5
Art: 4/5
|
John Rocha |
At first glance, Relay Soul is a pretty bad card.
But as I delve deeper, I can see some decent uses
for this trap card. Against a burn deck, Relay Soul
is the bomb. Just make sure your opponent is not
playing Volcanic Queen or Lava Golem. You could also
use Relay Soul to speed up your Xyz deck, as when
your monster is used for a Xyz summon, it does not
leave the field. If you are going to be using it in
that fashion, you may want to make sure they do not
have a Bottomless or Torrential set first or at
least have a Book of Moon handy.
In my opinion, Relay Soul is too risky. Putting all
of my eggs in one basket is not my style and not one
in which most high level players would use ether.
For a player who loves high risk and high reward
decks that OTK their opponents, Relay Soul gives
them some extra fire power to go with their field
swarming strategy. For instance, you can summon
Red-Eyes Darkness Metal Dragon, use its effect to
special summon a Dragon type monster, use A Wingbeat
of Giant Dragon to get rid of your opponent’s spell
and trap cards, then use Relay Soul to re-summon
Red-Eyes and use its effect again to swing with
three big Dragons.
Depending on the Meta and your style of play, there
may be a use for Relay Soul. My ratings are
representative of how I view the playability of
Relay Soul in today’s Meta.
Traditional: 3/5
Advanced: 1/5
|
Leo
Kearon |
Relay Soul
Normal Trap
Special Summon 1 monster from your hand. While it is
face-up on your side of the field, you take no
damage. When it leaves the field, your opponent wins
the Duel.
It is Dragons of Legend week and we are first
looking at Relay Soul, a trap card used by the
Pharaoh in his duel against Dartz.
One of the problems with making anime cards into
real cards is that the anime writers aren’t creating
the cards to be made in real cards, they are
creating them to help tell a story or in this case a
scripted duel, so they can give them any effects
they want if it will help improve tension.
Relay Soul is a clear example of this; it was used
in the anime so that the Pharaoh could continue
duelling even when he had 0 life points and had to
protect the special summoned monster; in this case
Dark magician Girl who is important in Waking the
Dragons. Of course the writers could get away with
this because they scripted the duel and all the
plays.
Let’s look at the real life version, as with the
anime version you special summon 1monster from your
hand, but not if your life points hit 0. Instead you
take no damage as long as it is face up, however you
lose the duel if the monster leaves the field. Okay
folks hands up who wants to play a card that says
“When you activate this card, your opponent wins the
Duel.” because that is what is going to happen with
this card, if the opponent destroys the monsters,
you lose; if they return it to your hand/deck, you
lose; if the opponent responds to the summon with
Bottomless Trap Hole or Torrential Tribute, you
lose; if they take control of it and use it to
summon a monster, you lose; if you forget about what
will happen and you use it to summon a monster, you
lose; etc. Basically there are 101 ways to get a
monster off the field and then you lose.
Overall, play this card if you want to lose.
Traditional: 1/5
Advanced: 1/5
|
Cyberplum |
Welcome back from the weekend
folks. ARG Richmond this weekend demonstrated to us
all the potency of Soul Charge, and several players
did well with the Fire/Ice hand decks while others
utilized Kuribandit and Mathematician. But what
other cards in the new set are useful?
Well for starters, not this one.
This trap lets you special summon any monster from
your hand. You can't take damage while it's on the
field, but if it leaves the field... You lose. So
essentially what you have here is a situation where
you have to win right that second, or basically give
up the game. Some monsters are incredibly
resilient, but nothing is invincible, even more so
since you won't be putting a monster from the Extra
Deck on the field with this. There's not much to
say about this; don't use it. If you do, win when
you play it, or you're not going to win at all.
Traditional: 1/5
Advanced: 1/5
Art: 2/5
Thanks for reading!
|
Baneful |
Relay Soul
Quite an interesting card. And a risky one. I'm
not quite sure whether the Waboku clause ("no damage
= monsters can't be destroyed in battle") applies
here or not. But I don't think it matters.
Overall, in a game where monsters are so
disposable, you are super lucky to get a turn out of
this at most. So, it's great if you want to quickly
summon a monster from your hand and beat down your
opponent with it for the kill.
But it's a horrible draw early-game since you're not
willing to risk it all when you have ~8000 life
points. And as a mid to late game draw, it has
mixed results. Overall, great for fun duels. But
way too unstable for tournament play.
Traditional - 1.0
Advanced - 1.5
|
Terrorking |
"How do you kill that which has no life?" The
answer, my dear guppies, as it relates to Yu-Gi-Oh,
is just to destroy a monster...
Hello, my beauties, and welcome to Terrorking's
review of yet another Dragons of Legend card: Relay
Soul, is what shall be dissected this time. In the
anime, if your life points fell to 0, you could use
Relay Soul to summon a monster, and then if that
monster is destroyed you lose the duel. A fairly
interesting card... Sadly, this version of it is
nowhere near as good. In fact, this card is rather
awful; quite possibly one of THE worst cards ever
printed. See, Larvae Moth, as absurd as it is,
doesn't make you lose the duel the moment it leaves
the field, and neither does Perfectly Ultimate Great
Moth. You can't summon them by any practical method,
but they don't automatically make you lose.
Beyond that, there are numerous ways to summon
monsters from your hand that don't make you lose the
duel. This is another cards Konami did an absolutely
abysmal job of porting to the TCG. This doesn't
capture the spirit of the original card, which was
an unbelievable, jaw-dropping method of Yugi
surviving a fatal blow from darts, so flavorfully
this card is an utter failure. Looking at it
mechanically, there're far too many better options
out there to justify using this. Perhaps if it
summoned a monster from anywhere, ignoring their
summoning conditions it would be worth. Card is
disgustingly awful to an insulting degree, and if I
could give it less than 1, I would.
Advanced: 1/5
Traditional: 1/5
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