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