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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Lightning Lord Rod
- #SECE-EN037 Neither player can activate Spell Cards during Main Phase 1.
Card Ratings
Advanced:
2.45
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed:
Jan. 26, 2015
Back to the main COTD
Page
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Baneful |
Lightning Rod Lord
It's not the next Denko Sekka because it's slow –
you wait until your opponent's turn for it's effect
to kick in rather than immediately.
1800 ATK is decent, especially with some
traps to back it up (like Anti-Meta decks have), but
it still won't take too much effort to run over it.
This card could probably be really good in the right
meta, but (at the moment) while it's better than the
majority of the cards in this awful Secrets of
Eternity set, it isn't a very good card either.
2/5
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Dark
Paladin |
Lightning Rod Lord opens our week continuing to
look at Secrets of Eternity. Cards with things
like Lord in their name (or title, what have you)
should do Lordly things. LRL doesn't at all.
I'm kinda conflicted here. Being Light and
Thunder are still good things, Level 4 is also good,
and the 1800 attack is plenty solid. The
paltry 100 defense is troublesome but I'm looking at
its effect here. Neither player can activate
Magic cards during their Main Phase 1. That
might be annoying...now and then, and something is
better than nothing, but that's not going to stop
much or often enough to be a reason to play this
guy. Even in a dedicated Thunder Deck I'm not
sure I'd use this as a beatstick. Oh, and that
guy is clearly a skeleton and bones actually help
protect you when you're struck by lightning as bones
aren't a conductor of electricity. That's
science folks
Rating: 2/5
Art: 4/5
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T-REX |
Lightning Rod Lord
Just when you though it was safe to go outside
because Dinosaurs were finally extinct, T-REX
returns again in 2015. And yes I did just refer to
myself in the second person… ;)
Here we have a Light-type Stun monster with the
rather useful effect of being able to prevent any
Spell cards from being activated during Main Phase 1
as a Continuous effect.Because of this, any Deck
that relies more heavily on the use of Spell cards,
especially if they need them to get started, will
either need to deal with it through already set Trap
cards, be able to Negate it’s effect with something
like Breakthrough Skill by removing it from the
Graveyard during one’s own turn or be able to
destroy it or play around it during the Standby
Phase.
Otherwise the only way to be able to get around its
effect will be to proceed through to Main Phase 2,
whether you actually battle or not, and lose a
tremendous amount of momentum in the process.
Decks such as Shaddoll, Fire Fist, Ritual (in
general), Hero’s, Fire Fist’s and of course
Qliphorts (because Pendulum Monsters being used as
Pendulum Scales are SPELLS!!!) all can have their
opening plays diminished by this card simply being
on the field.
And for those of you out there who like to find ways
to create further locks, look no further than
Terminal World, then no Normal Spell cards will be
able to be activated until Lightning Rod Lord is
removed from the field!
As for protecting this, since it is a Light and
since Honest in now questionably at 2, keeping this
on the field is now going to be just a little bit
easier.
And of course while it does prevent any Spell cards
from being activated during Main Phase 1, there is
nothing preventing you from activating your Spell
cards before you Summon this, so keep that in mind.
Overall this adds a new aspect for Stun in general,
but more importantly it may find a place in the Side
Deck since it will have the ability to be used
against the Meta.
RATING: 3.75. Only time will truly tell how good
this card will be, however I do see some great
potential with it. Sadly, Side Deck space is tight
and that may effect how much play it sees. For those
that do want it, it’s a Super Rare and that will
make it a bit easier to acquire.
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Kingof
Lullaby |
Hello Pojo Fans,
Lightning Rod Lord is a decent and simple monster.
Good ATK, good Attribute, good to great effect.
Simple cards are often good cards to use, and LRL is
no exception.
1800ATK for a Level 4 is pretty standard. Weak DEF
isn't liked, but your opponent will likely save
their Book of Moon for something stronger.
LIGHT-Attribute lends support to this card and then
it turns around and can become fodder for others if
run in the deck. Locking both players down in their
Main Phase 1 from playing Spell Cards is an
interesting effect. Normal, Ritual, Pendulum, and
Continuous Spell Cards are locked down until Main
Phase 2. Even if this card is destroyed in Main
Phase 2, it will have stalled the opponent for the
turn, and that can be the difference in a duel.
Decks that rely on Spell Cards to gain advantage
will suffer worse while Lighting Rod Lord is out.
Play your spells first, then Special Summon Lord out
with Summoner Monk and lock your opponent out next
turn until Lord is off the field.
While you can protect Lighting Rod Lord, and
stopping your opponent until Main Phase 2 from
activating Spell Cards, this monster may not stay on
the field long enough to make a significant
difference in the duel. In a lockdown-based deck it
is a sure pick, while in any other deck it could be
a side deck choice much like Thunder King Rai-Oh.
Advanced-2.5/5
Art-3/5
Until Next Time
KingofLullaby
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Misdreavus
"Mean and Evil" |
Meet Anti-Raigeki on legs! When I considered what
cards the Secrets of Eternity set holds, I found
myself hoping that Lightning Rod Lord could be my
first ever review, seeing how its pretty artwork
warrants a closer look. When one looks at its
effect, we notice that Lightning Rod Lord is a new
addition to the list of floodgate monsters, of which
every new set seems to pack one or two these days,
some more successful than others.
For readers that are unfamiliar with the word
"floodgate", it's a rather logical name for a card
that prevents certain actions from happening. In the
case of Lightning Rod Lord, both players are stopped
from activating spell cards during their main phase
1; how does this help?
Actually, this could be quite helpful indeed! Both
the popular "Qliphort" and "Shaddoll" decks rely
rather heavily on the use of spell cards, and
stopping the opponent from activating any during
main phase 1, should mean that they enter their
battle phase before making their best plays! A
"Shaddoll" player may mitigate this problem by using
El Shaddoll Fusion during the battle phase, but a "Qliphort"
deck has no choice but to postpone the activation of
their Pendulum spells or Saqlifice until main phase
2. It turns out that Lightning Rod Lord is a
defensive card, that stops the opponent from making
the best of their battle phase.
Indeed, in a format where the top decks will whipe
you life points in the blink of an eye, Lighting Rod
Lord stands firm and ensures that the opponent gives
up their chance to attack you before they make their
best plays!
So on to splashing it in our favourite decks! With a
decent ATK stat, Lightning Rod Lord seems like a
decent choice for any deck with a disposable normal
summon, which brings us to the next question: how
does this card compare to Denko Sekka? "Shaddoll"
decks have been using this floodgate on legs to
decent success, and seeing how they only have one
normal summon to spend in a turn, it's logical that
Denko Sekka has to go out if Lightning Rod Lord
comes in.
The small detail that Lightning Rod Lord is a
dubious card to include in a deck as reliant on
spell cards as "Shaddoll" decks aside, one must
admit that Lightning Rod Lord gives up a good part
of Denko Sekka's offensive utility: Denko Sekka
ability to stop the opponent from responding to any
plays its controller makes, is its best feat,
something Lightning Rod Lord cannot at all boast. In
a format where "Qliphort" decks run supreme, and
"Burning Abyss" decks become increasingly less
control oriented, dealing damage quickly and cleanly
is more important than ever, a purpose Lightning Rod
Lord does not directly support.
But there's hope! With the dawn of the "Nekroz"
theme upon us, we are supposedly looking at yet
another centralizing deck that will enter game 1...
trapless! With that in mind we realize that
Lightning Rod Lord might actually stop quite a lot
during our own turn: Book of Moon, El Shaddoll
Fusion, Enemy Controller, Mystical Space Typhoon...
A large part of the reactionary cards that will see
play in a format where the majority of decks will
forego traps as they cannot afford to wait a turn to
play their cards.
Will Lightning Rod Lord be enough however? "Burning
Abyss" will gladly harrass you with the few but
powerful trap cards they still use, "Qliphort" are
not intimidated by a normal summon with 1800 ATK
unless you get rid of their Pendulum scales (in
which case they may have to use their next turn's
normal summon to overcome Lightning Rod Lord!), and
"Nekroz" intend to protect themselves with monster
effects that activate in hand if necessary... I
can't see this card helping decks much in their
quest to reduce the opponent's life points to 0 I'm
afraid.
But at least Lightning Rod Lord will disrupt my
opponent during their turn, won't it? To be
completely honest, the card is probably nothing
special, as it turns out that every deck I can think
of is already prepared for it: Shaddoll Dragon and
any "Qliphort" normal summon can run over it in
battle, Burning Abyss used to go spellless (a word
we rarely use in Yu-Gi-Oh!, probably because it
looks so silly) just a few months ago, so I can't
imagine them being bothered by a spell lock now, and
Nekroz will come well equipped to handle your
floodgates, believe me: Book of Moon during the
standby phase, and Tsukuyomi are an example of the
main deck options they have to not even care about
the card.
All things said, Lightning Rod Lord may save you for
just another battle phase; I can't see it
complementing our strategy in a meaningful way I'm
afraid. Lightning Rod Lord is an example of a well
designed card in a game where only the most
overpowered releases see play. The Yu-Gi-Oh! Wiki
suggests that I mention Terminal World to stop
players from activating spell cards other than
Quickplay spells and Curse of Fiend, altogether, but
such a strategy is nothing more than a gimmick.
The card's still very pretty though :3
Lastly, since I think I'm supposed to give scores:
Traditional: actually I think it could have some use
if summoned before the opponent takes their turn,
but who would use their costly normal
summon/Premature Burial on a card like this? If I'm
not mistaken, if you don't set up a board that wins
you the game then and there during the first turn,
you had a suboptimal start in this format; then
again, who plays Traditional these days? I won't
give it the lowest possible score for reasons stated
however: 2/5.
Advanced: 3/5. A decent card in a game where only
the best of the best sees play.
Art: Anti-Raigeki's Special Attack won't go any
higher!/5."
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