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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Shared Ride
- #LVAL-EN070 After this card resolves, each time your opponent adds a card(s) from their Deck or Graveyard to their hand this turn, except by drawing them, you immediately draw 1 card. You can only activate 1 "Shared Ride" per turn.
Card Ratings
Traditional: 2.00
Advanced:
2.80
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - Jan. 27, 2014
Back to the main COTD
Page
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Dark
Paladin |
Continuing to look at new cards, we look at
Shared Ride, quite the interesting Quickplay Magic
card. If this thing were simply a Magic card, or
even a Normal Trap, this thing wouldn't be worth
squat. But being Quickplay, it's all but a gem. This
thing can be mass advantage, whether it's you
gaining it, or denying it to your opponent. Yes it's
dependent on a couple of things...proper activation
(ie the very end of a chain) and making sure the
opponent takes enough cards (I mean technically two
is a plus one for you) but you could get far more.
Any cards added from the Graveyard to the Hand of
your opponent after this cards resolution, allows
you to Draw one card, so long as the chosen cards by
your opponent weren't Drawn. Oh wait...that's the
way the card SHOULD read. You only get one card
regardless of how many your opponent gets, so that
makes this a break even card for you...at best. And
I'm using the term "best" rather loosely.
Ratings:
Traditional: 1.25/5
Advanced: 2.25/5
Art: 4/5
|
John Rocha |
We are starting this week off with more reviews
on cards in the new set. Shared Ride is not a bad
card and one that may find space in a side deck.
First of all, it is a draw card and who does not
like to draw? Drawing cards and thinning your deck
are some of the keys to victory. The great thing
about this card is that it is almost always going to
at least replace itself in much the same way as
Upstart Goblin, but without the costs associated
with it. The other nice thing about Shared Ride is
that it is a quick play spell card. That means that
you can play it right away from your hand on your
turn or set it and play it on your opponents turn.
Like Maxx “C”, you will normally only get the
effect of Shared Ride once, as an experienced
opponent will stop searching cards when you play
Shared Ride. Virtually every deck in play today
searches for cards in the deck. If it does not, it
probably is not a top tier deck. The top decks that
I see being played in today’s Meta are Mermail, Fire
Fist, Bujin, Madolche, Zombie, Harpie, Insektor,
Dark World, Ghostrick, Gravekeeper, Spellbook, and
Evilswarm. Did I miss any? No matter. What they all
have in common is that they have a lot of search
power which is mandatory in their success.
You stop your opponent from going off on you by
simply playing Shared Ride. I will give you one
example. Your opponent plays Fire Formation – Tenki
and you chain with Shared Ride. They choose Fire
Fist – Spirit, summon it, uses its effect to special
summon Rooster and then Rooster’s effect to add a
Fire Fist to their hand. Then they use Rooster’s
effect to ditch the Tenki for another Fire Formation
Spell. That is a common move for Fire Fist decks and
one that will allow you to draw two cards.
Like I said, Shared Ride is a good card, but not
one you want to top deck or get mid game as your
opponent normally has made their big plays and you
both are just top decking.
Traditional: 2/5
Advanced: 2.5/5
|
Leo
Kearon |
Shared Ride
Quick-Play Spell
After this card resolves, each time your opponent
adds a card(s) from their Deck or Graveyard to their
hand this turn, except by drawing them, you
immediately draw 1 card. You can only activate 1
"Shared Ride" per turn.
Continuing to look at new cards from Legacy of
the Valiant this week and to start off we have
Shared Ride, a new draw card (so expect it to be on
a banned list soon, because Konami hate draw power).
Shared Ride is a strange version of Appropriate,
like Appropriate you have to rely on your opponent
in order for you to get any cards. In this case if
they add cards to their hand from their deck or
graveyard but not drawing them, you draw a card. So
if your opponent loves cards like Reinforcements of
the Army or Beckoning Light, you should get some
draws from this.
Of course this does require your opponent to do
most of the work and while this is a quick-play
there is still no guarantee that you will get any
cards from this card, making it useless. Furthermore
there is a chance with the opponent getting all his
cards that you might not have a chance to use your
new cards. It might work as a side card, when you
know what your opponent likes to do.
Overall, not a reliable draw card as your
opponent would have to play a lot of searcher and
retrieval cards in one turn to get anything out of
this
Traditional: 1/5
Advanced: 2.5/5
|
Fungal
Paranoia |
Shared Ride
Howdy there today's card is Shared Ride, the spell
version of Maxx C probably one of the better secrets
of the set, personally I don't see much use for it
since it has to be on the field for use during your
opponents turn. Since Dragon Rulers are semi dead,
both are becoming less popular now.
Traditional: 3/5 (Good way to chain to CED)
Advanced: 4/5 (Still very powerful, but being a
spell hurts it)
Art: 5/5 I feel bad for Sangan :(
|
Cyberplum |
Hey everyone, welcome back from the weekend.
Today we cover Shared Ride, a quick-play spell from
the new set that gives you an interesting
alternative to Maxx "C".
Shared ride is a quick-play spell, meaning that
to use it you're most likely going to have to set it
to use it properly. In the same way Maxx "C" lets
you draw a card every time your opponent special
summons, this lets you do the same every time they
search. Now both of these cards are generally
accepted as primarily side deck cards, so choosing
which one to play would be a matter of knowing what
you're playing against and how it works. Maxx "C"
against a deck like E-Dragons, Infernities, or
Dragunities is fantastic, allowing you to capitalize
massively off your one card investment.
On the other hand, Shared Ride lets you draw
heavily against decks that are constantly searching,
such as Spellbooks, Fire Fist, and even thunder
decks like Watts and Hunders. Basically what it's
going to come down to is if you don't have space in
your extra deck for this AND Maxx "C," you're going
to have to choose one or the other to have on hand.
Given that the number of decks that special summon
frequently seem to out-weigh decks that search a lot
in one turn, Maxx "C" is probably the better of the
two. If you have space to run both or you just
happen to know that your local scene will have a lot
of searching going on, play this. It's only as good
as the deck you play it against.
Traditional: 2.5/5
Advanced: 3/5
Art: 4/5 Poor Sangan hasn't had much luck with that
bus...
Thanks for reading!
|
Christian
Moss |
After this card resolves, each time your opponent
adds a card(s) from their Deck or Graveyardto their
hand this turn, except by drawing them, you
immediately draw 1 card. You can only activate 1
"Shared Ride" per turn.
Shared Ride is a new quick play spell in Legacy
of the Valiant that changes the concept of how we
approach resource advantage. No longer can your
opponent add cards to their hand without worry, like
in Spellbook decks, for example. All those times
your opponent searches for cards and adds them to
their hand, well now you can benefit from it. If
your opponent is going to get to search and add
consistency, then with this card you should be able
to profit off of the play as well.
Right now in this format, it's tricky to see
where this card will end up in terms of
play-ability. This card has huge potential from here
on out, and it is a card to watch as the price will
rise dramatically in the coming formats as more and
more archetypes add cards to the hand. As it stands
right now, it is already a solid choice if you want
to gain some additional resources off of a plethora
of many viable decks.
This card is already good, and soon it will be
great. If you open this out of a pack, hold on to
it, as it will be a wise tech to consider, at least
in the side deck, for many formats to come.
Ratings:
Traditional: 2/5
Advanced: 3.5/5 (soon to be even higher in the next
coming formats)
Mechanic Design: 4.5/5 (Very solid game changing
mechanic that will make duels much more interesting
overall)
Art: 3.5/5 (A lot of the original powerful banned
cards make an appearance on a bus together such as
Graceful Charity, Sangan, and Delinquent Duo, with
Tribe infecting Virus outside missing it and
confused. Funny, but not that spectacular
considering what kind of art we are accustomed to.)
|
Kingof
Lullaby |
Hello Pojo Fans,
Starting off the week is a card I see as a “combo
stopper”: Shared Ride. A Quck-Play spell from Legacy
of The Valiant, Shared Ride is pretty
straight-forward. “After this card resolves, each
time your opponent adds a card(s) from their Deck or
Graveyard to their hand this turn, except by drawing
them, you immediately draw 1 card. You can only
activate 1 "Shared Ride" per turn.”
Shared Ride is a card that won't see much main
deck use, but could earn a permanent spot in side
decks. Almost every type of deck has a “searcher”
monster, spell, or trap, or several. Playing Shared
Ride against that searcher card effect would allow
you to break even at the very least. Prophecy and
Madolche decks this card should be used against the
most. These two decks add to their hand more often
than most decks, and Shared Ride could really hurt
their ability to go for big plays. If Shared Ride is
played, a combo the opponent was attempting to start
may not have the same effectiveness to them if you
are drawing several cards off of it.
Activating only one Shared Ride per turn doesn't
hurt this card as much as the face that you may only
break even off of playing it. Breaking even is good,
but you want maximum bang for your buck, and if the
opponent is smart, they will hit the breaks and not
add more cards to the hand. A year ago this card
would have been amazing. Spellbook of Judgment,
Elemental Dragons unbanned, Gateway, this card
would've had a major influence on if your opponent
could set up for a win next turn or not. Shared Ride
is a side deck card for sure, not a main deck card.
It is still useful, and will prove to be useful.
Traditional-3/5
Advanced-2/5
Art-4/5- All banned cards, though I could see Sangan
or Tribe-Infecting coming back one day. If that days
comes you'll hear “I'm gettin off the bus!” from at
least one duelist.
Until Next Time
KingofLullaby
|
Human Puppet
Twitter
YouTube |
Shared_Ride
This is a decent card...it could of been made
better. The fact it's a quickplay spell card
provides some versatility but the fact you have to
set it on the field in order to use it on your
opponents turn makes it vulnerable to removal. I'm
not really a fan of situational cards that don't
have super amazing effects. The ability to draw
cards is always a good thing. This card makes
players who use search & add cards think a little
but under most circumstances it will probably not
net you any advantage, just do the same type of deck
thinning Upstart Goblin could do. Playing against
something with a lot of draw power such as
Lightsworn or Dragons, this could put a hamper on
the back to back discard and draw cards used by such
respective decks. This cards only real purpose is to
make your opponent think about getting their combo
pieces. I could see this showing up in sidedecks but
outside of that much better cards currently exist
that are less situational. Furthermore running a one
for one removal card will more than likely provide
better utility under a majority of circumstances.
Maybe you could combo this with cards that allow
your opponent to draw cards but even under those
circumstances you're giving your opponent a plus one
so that you can thin your deck card.
2/5
|
Baneful |
Shared Ride
Essentially a quick-play spell version of Maxx C,
except instead of gaining card advantage off of
special summons, you are gaining it off of card
searching.
Like Maxx C, you can't draw directly from a
searching effect, so you have to carefully plan it's
use and predict your opponent's psychology. It also
shares the same risk as Maxx C: your opponent not
searching to starve you from drawing. Unlike
Maxx C, searching for cards isn't prevalent, isn't
done more than once a turn. There's no pressure of
lacking field presence versus letting giving the
other player a free draw. Being a spell/trap as
opposed to a monster makes it more predictable,
easier to counter/destroy.
Why do you want to prevent your opponent from
doing something more than once per turn that they
wouldn't normally do more than once per turn. And if
the greatest thing you can achieve from this card,
when you do activate it is essentially an Upstart
Goblin effect, this is bad news. In
Traditional Format, with cards like Pot of Greed and
Graceful Charity, it's even more clear how little
space there is for this card.
Overall, while it may seem like a viable meta
card on the surface, it has way too things going
against it.
Traditional: 1/5
Advanced: 2/5
|
Terrorking |
Today we begin with the continuing escapades of
Tour Guide from the Underworld and her tour bus.
This time, we learn the passengers are, bizarrely,
an angel, good ol' Sangan and some silly-looking
purple man with a number tattooed on his forehead.
This card is referencing the banned monsters, my
guppies. The angel is the one on Graceful Charity,
Sangan is Sangan (shocker, I know) and the
silly-looking purple man is one of the fiends on
Delinquent Duo. Now I have educated you about the
general aesthetics of the card, so how about I
educate you on its mechanical value, eh? That's why
you're here isn't it? No, I jest. I know you're here
just to read the words I type. An admirable hobby
you have, my guppy.
What this card is is Maxx "C", but you can also
use it to bait and bluff. Against something like
Prophecy, that's constantly searching, this card
will fill up your hand in short order. Use it
against Bujin to secure yourself an end phase draw,
but there's probably better things you could do with
it there. Card's pretty versatile and powerful
depending on the deck type you face, so maybe run 1
or 2 in the Side deck, yeah?
Ways to counter Shared Ride: either continue with
your turn and OTK, or stop after they use it.
Traditional: 2/5
Advanced: 3.5/5
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