Hey yall. Mr. Pojo
(Bill) is taking a vacation this week so we're going
to give you a three-fer.
We still have El Shaddoll Construct to go,
but that aside, we reviewed all the Shaddolls.
Sinister Shadow Games
Sinister Shadow Game is a great card but not in the same sense
that Winda is.
This card isn't a powerhouse that will win
you games.
Its a consistency card that will speed up and
prime your deck.
It will help compensate for some bad opening
hands.
Shaddolls have 3x Mathematician to dump their
monsters on your turn.
This card is for the opponent's turn.
Possible targets:
Beast – Draw 1 card.
(Becomes a Jar of Greed ; Sends Beast to graveyard
for Falco combo)
Dragon – Destroy 1 S/T (This card essentially becomes a Dust
Tornado)
Falco – Summons itself (Don't use on Falco before the battle
phase because if the opponent attack its, it cant
activate its Flip Effect on the turn it summons
itself)
Hedgehog – Add 1 Shaddoll from deck to hand (Becomes a trap-form
of ROTA)
Squamata – Sends another Shaddoll (Kinda circular, but having
Squamata in grave can help your graveyard power)
In addition, this card flips your monster face-up.
If you chain it to an opponent's effect, your
monster will be face-up before their card activates.
So, it cancels out Nobleman of Crossout for
example.
Good uses for this.
1) If your opponent refuses to attack your monster and trigger
your flip effect, you can trigger it anyway
2) If your opponent tries to destroy your monster via an effect
but you want the flip effect instead of the
graveyard effect, SSG will help with that.
3) If you want to activate the monster's flip effects, but you
want to do it while your opponent is mid-combo
(rather than during the Battle Phase).
Let's say the opponent is trying to XYZ/Synchro
summon.
Use Dragon or Squamata's flip effect on the
materials to essentially waste their summon.
Assessments
Power – 3/5 ; Triggers a Shaddoll effect.
Not devastating, but since you can choose a
wide variety of effects to activate with this card,
you can pick the best effect for the situation.
Versatility – 5/5 ; Would
give this card 6 points in versatility.
So many different effects you could possibly
trigger.
Dependability –
5/5 ; Perhaps you won't have a lot of targets
late-game, but early and mid-game, you always want
to draw it.
It's cost-free and chainable.
It will work in your favor almost all the
time and is overall pretty self-sufficient, though
its nice to have a deck full of monsters to send and
a face-down monster at least.
Card Advantage –
3/5 ; Yes, there are times where you can sometimes
plus off of this, and this card can lead you into
some plusses indirectly, but unless you chain it to
a blind MST, its a 1-for-1.
But it's better kind of 1-for-1 than Smashing
Ground.
Speed – 5/5 ; Chainable and can be activated at any phase of the turn.
That's as fast as a trap card gets.
Ratings
Traditional – 2.5/5 ; Power
creeped out.
Advanced – 3.75 ; Will be an important part
of this format's tier 1 deck.
Mechanic Design – 3/5 ; Pretty much a safe
versatile casual design for a card.
Helpful, balanced.
Artwork
– 4/5 ; I won't even try to interpret what its
trying to convey, but the background, ambiance and
the smoke/clouds whirling around looks great.
Verdict
All Shaddoll decks must run this card.
Preferably in 3's.
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