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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Fire Hand
- #DRLG-EN046 When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 monster they control; destroy that target, then you can Special Summon 1 "Ice Hand" from your Deck.
Card Ratings
Traditional: 2.25
Advanced:
3.38
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed:
May 12, 2014
Back to the main COTD
Page
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Dark
Paladin |
Monday
Continuing with Dragons of Legend we have a
simple enough card today in Fire Hand. One of three
Monsters with similar effects working well enough
together I suppose. A Level 4, Pyro type, Fire
attributed Monster, with 1600 attack and 1000
defense. When this card in your possession is
destroyed by your opponent's card, via Battle or
Effect, you can Special Summon an Ice Hand from your
Deck. Assuming this card ends up in the Graveyard,
that is, and you're allowed to target and destroy a
Monster your opponent controls. If that works out,
it's a +1 for you, as long as the Ice Hand isn't
destroyed too.
Ratings:
Traditional: 1.5/5
Advanced: 2.5/5
Art: 4/5
|
John Rocha |
We are continuing with some more cards from
Dragons of Legend this week. Fire Hand is one of
four new “Hand” cards. They are designed to work
together to form a theme. We will be reviewing the
three best “Hand” cards this week, starting off with
Fire Hand. Its effect is pretty straight forward. If
your opponent destroys it and sends it to the grave,
you get to destroy one of their monsters and then
summon an Ice Hand monster from your deck. That is
what we call plussing your opponent.
All kinds of ideas of what one can do with Fire
and Ice Hand cards are filling my head. First, one
can make a deck centered on these monsters. Attack
your opponent’s bigger monster with Fire Hand and
use its effect to destroy one of their monsters,
then summon Ice Hand and attack another bigger
monster, destroy a spell or trap then summon another
Fire monster to destroy their bigger monster and
summon another Ice monster. If they still have
another monster and back row card, attack again to
destroy the back row card and bring out Fire Hand.
Then special summon Frost and Flame Dragon by using
your destroyed monsters and the use its effect to
destroy that other monster. What you end up with is
a four card advantage and control of the field.
To make a deck around the “Hand” cards, all you
need to do is add more Fire and Water monsters like
Prominence Hand, Deep Sea Diva, Atlanteans, Penguin
Soldier, Mobius, and Thestalos. You can also mix the
Fire and Ice monsters into other themed decks like
Mermail, Volcanic, and Frog Monarch decks. Then you
can use Royal Firestorm Guards to recycle your Fire
Hand monsters with the added advantage of drawing
two cards.
Fire Hand can also be used in just about any deck
or side deck by itself or with Ice Hand. You do not
even need to use it in multiples. Just one Fire Hand
will still destroy your opponent’s monster. By
playing two of each monster in a deck, you can still
use the Fire and Ice synergy to give you plusses and
deal with problem cards your opponent controls. We
haven’t even mentioned what Fire and Ice Hand
monsters can do for Stun decks, Pendulum, and
Artifacts.
Traditional: 1/5
Advanced: 3/5
|
Leo
Kearon |
Fire Hand
FIRE/Pyro/Effect/Level 4/1600/1000
When this card in your possession is destroyed by
your opponent's card (either by battle, or by card
effect) and sent to your Graveyard: You can target 1
monster they control; destroy that target, then you
can Special Summon 1 "Ice Hand" from your Deck.
More Dragons of Legends card for most of this
week, not sure why the last one is put in when there
are still plenty of cards in the set.; but that’s a
card for Friday. Today we are looking at Fire hand,
one of the Hand cards used by Gilag in Yu-Gi-Oh!
ZeXal.
Statwise, Fire hand is a FIRE/Pyro which is good
with 1600 ATK and 1000 DEF both are pretty meh for a
level 4. Its effects though more than make up for
the meh stats.
If this card is destroyed, doesn’t matter how you
can target and destroy 1 of your opponent’s monsters
and if you do, you get an “Ice Hand “from your deck.
So not only do you destroy one of your opponent’s
monsters and there are no conditions on what monster
you can destroy, but you can Special Summon a
Monster that can destroy spell/traps and special
summon another 1 of these. A really good effect, not
perfect, you have to destroy a monster first in
order to special summon and the monster can only be
special summoned from the deck, but it does help
balance this out.
Overall, a great effect, the monster itself is
okay.
Traditional: 3/5
Advanced: 3.5/5
|
Christian
Moss |
Fire Hand is hands down one of
the best cards, along with Ice Hand which we will be
reviewing tomorrow, to debut from the recent Dragons
of Legend Booster Set. Fire Hand is a level 4 Fire
attribute Pyro type monster with a decent 1600
attack and a low 1000 defense. Whatever this card
lacks in pure strength it more than makes up for
with its outstanding effects.
When this card is destroyed by your opponents card
effects or by battle, and sent to the graveyard, you
can target and destroy one monster your opponent
controls, then you can special summon one Ice Hand
from your deck. So not only will this monster
destroy a monster and -1 your opponents resources,
it will actually special summon an Ice Hand directly
from your deck (in either attack or defense
position) preventing you from losing any resource
advantage. Since Ice Hand has a similar effect
(which we will cover more in detail tomorrow) which
allows it to special summon a Fire Hand from the
deck when it is destroyed by your opponents cards,
the Fire and Ice Hands actually create a special
summoning loop which is insanely hard to overcome
without the opponent giving up most or all of their
resources to be rid of all copies of these monsters.
Additionally, there are even more reasons why Fire
Hand's effect make it an exceptional monster. When
the opponent attacks or is attacked by Fire Hand,
Fire Hand's effect will activate during the damage
step, therefore preventing your opponent from
chaining cards to the destruction of their monster
or to the summoning of Ice Hand from the deck. That
means your opponent won't be able to activate cards
like Safe Zone to save their targeted monster from
being destroyed, or activate torrential tribute when
Fire or Ice Hand is special summoned from the deck
via effect. Because of this, it is consistently easy
to keep the summoning loop of hands continuing
through all of their copies safely without much
worry. They also thin the deck with each direct from
deck special summon they produce, creating an
Upstart Goblin esque effect, without giving your
opponent life points. This allows you to draw other
more vital cards to your hand sooner. Fire Hand and
Ice Hand are completely compatible with a wide
variety of decks, and their effects are so crippling
and resource draining that not using them could put
you at a large disadvantage against decks that are.
Even when you control the final copy of your Fire
Hand and have no more Ice Hands left in the deck to
special summon, if Fire Hand is destroyed, you will
still get to target and destroy a monster by it's
effect when it hits the graveyard because the
destruction effects of these hand monsters activate
first before the summoning effect.
Since the effects of these hand monsters must
activate in the graveyard, they are susceptible to
anti in-grave effect cards, such as Soul Drain,
Dimensional Fissure, Macro Cosmos, and Abyss
Dweller. However, this fact is actually a blessing
in disguise more often than not because this means
they are insusceptible to the much more commonly
used effect negating cards such as Fiendish Chain,
Effect Veiler, and Skill Drain. Overall, these hands
are a major game changer at this point in time
within the meta, as more and more competitive
duelists are starting to include Fire and Ice Hands
(always use both together) in their decks, and
rightfully so.
Ratings:
3.5/5 Traditional
4.5/5 Advanced
Mechanic Design: 4.0/5 (Unique effect unlike any
other cards in print. Fire Hand is incredibly
powerful even to an alarming point. Great generic
card that helps to withstand some of the new faster
paced archetypes.)
4/5 Art (Very detailed and really weird. Weird can
be good!)
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