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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

 Artifact Scythe
- #PRIO-EN000

You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell & Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot Special Summon monsters from the Extra Deck for the rest of this turn.

Card Ratings
Traditional: 2.33
Advanced: 3.25 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed:
May 27, 2014

Back to the main COTD Page

 

Dark

Paladin

Monday

Happy Memorial Day everyone! We're going to kick things off this week by looking at new cards from the new set, Primal Origin. Artifact Scythe opens the week. The Artifact Archtype is an interesting one, but one that I think can do very well. This guy doesn't look very good at first glance, being Level 5 and only having 2200 attack. The 900 defense is also troublesome, but Light and Fairy are two things we can work well with. You can set this card from your Hand in the Magic/Trap zone, and if destroyed and sent to the Graveyard, no stipulation as to how or by whom, then you can Special Summon this card. Furthermore, if Special Summoned on your opponent's Turn, they cannot Special Summon from the Extra Deck for the remainder of that turn. Honestly, I wouldn't fault anyone using this as Tech outside the Artifact theme. It's not the most powerful, but it does a couple of cool things, and it's an easy enough Level 5 to Special Summon.

Ratings:

Traditional: 2.25/5
Advanced: 3.25/5
Art: 4.5/5

Leo
Kearon

Artifact Scythe
LIGHT/Fairy/Effect/Level 5/2200/900
You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell & Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot Special Summon monsters from the Extra Deck for the rest of this turn.

We are starting looking at Primal Origin cards this week and first off is a card from yet another new archetype called Artifacts and in particular Artifact Scythe. Statwise Artifact Scythe is a LIGHT/Fairy like all Artifacts with 2200 ATK; which is solid for a level 5 and 900 DEF which is bad.

Effectwise, like most Artifact monsters this card can be set from your hand into You Spell/Trap zone. This already is an interesting effect with only a small number of cards like Toy Magician and Silver Sentinel having this effect. Anyway if it is destroyed while Set during your opponent’s turn you Special Summon it and when it is special summoned your opponent can’t summon any monsters from his Extra Deck. Both effects are very good but you only really get any benefit of the second part if you do this early in your opponent’s turn.

Of course, thankfully this card doesn’t have to be destroyed by an opponent’s card or that would make this card nearly unplayable. Of course Artifacts already have cards to do this like Artifact Ignition, also cards like Absorbing Jar are good, special summon monsters and draw cards. Failing that you can use cards like MST.

Overall a very good card for Artifacts and not a bad card for other decks, especially idf they use a lot of Level 5 monsters., only really let down by the poor DEF

Traditional: 3/5
Advanced: 3.75/5


Kingof
Lullaby

Hello Pojo Fans,

Starting off the week and a new archtype: Artifact monsters, with Artifact Scythe. A Light, Fairy-Type monster, level 5 with 2200ATK/900DEF, Scythe falls into the category Toy Magician falls into. “ You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell & Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot Special Summon monsters from the Extra Deck for the rest of this turn.”

Being able to set the level 5 monster in your spell/trap zone as a bluff, lure your opponent into using up a destruction effect on it, and plusing off of it, all of that equals positives for you. Special Summoning this card from the grave with this effect during your opponents turn halts them for the rest of the turn from Special Summoning from their Extra Deck. Rarely will someone not attempt to sweep and clear an opponents spell/trap zone if they have the resources before going to their Extra Deck. This can stall a big play from happening that turn, as well as give you a monster for the time being for them to deal with. You can also use destruction cards on your opponents turn (like MST) to destroy your own card and activate its effect(s). Being a Fairy, Scythe could be dropped in a standard Fairy-Type build and benefit from Valhalla, as well as all Light and Fairy-based support, and can be searched and/or Special Summoned by its own archtype support (Artifact Sanctum and Artifact Ignition).

If your opponent destroys Artifact Scythe in the spell/trap zone before it is their turn (End Phase MST) then Scythe won't gain its effects. It is still a 1 for 1 trade, but you want to gain all the effects of Artifact Scythe when you set it. If your opponent doesn't play a lot of destruction effects in their deck, you may be forced to wait a while with this card in your hand or taking up a spot on the field. The greatest benefit of Scythe is using it as a bluff and sucking your opponent into destroying it within 1-3 turns of you setting it.

Traditional-3/5- Heavy Storm, Harpies Feather Duster, CED, etc.
Advanced-2.5/5
Art-3/5

Until Next Time
KingofLullaby

Terrorking

Notice how in the themes of Light Attribute monsters always get some edgy dark members as TCG World Premier cards? There's those black Bujins that are still Light attribute, and now we come to Artifact Scythe, who is not dark, but has a dark color scheme. Notice how the TCG World Premiers also don't follow the theme naming as strictly as they should? Think of Prophecy Destroyer being called such, when the usual naming scheme was "X of Prophecy". Now we come to Artifact Scythe, who has the generic name of a weapon, whereas the others are named after named weapons. Konami of America, this is not the 90s, and Shadow the Hedgehog was reviewed poorly as a game and narrative. The point is, randomly making things DARK in all but game mechanics does not make them cooler.

That aside, as you should be able to tell, today's card is Artifact Scythe. It does the typical Artifact thing of being able to be set, and then Special summoned when it's destroyed during the opponent's turn. This effect has proven itself to be good. I mean, how could summoning up to 5 monsters in one turn be bad? What makes or breaks an Artifact monster is the other effect on the card. This one, my dearies, destroys entire strategies. Most decks rely heavily on the Extra Deck for their power. Destroy this, special summon it with its effect when your opponent does something that lets them summon two monsters with matching levels (or a tuner), and then your opponent likely is a sitting duck having wasted his or her's normal summon for the turn and having their push ruined. This card is disruption incarnate, and can be run in multiples.

There's the generic stuff about it being level 5 and light, and giving access to Tiras, Adreus, Volcasaurus and Pleiades. But you already knew that, I'm sure.

Traditional: 1/5
Advanced: 3.5/5


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