Just when you
thought that dinosaurs were extinct, again…
I have returned!
Sorry for the short
break for those of you who enjoy reading my reviews,
but be assured that I have not left the Card of the
Day review team.
J
Here is the new
must have card that everyone is hoping to pull and
for good reason!
This Continuous
Trap really punishes Decks that rely on Special
Summoning hard as not only does it Negate the
effects of any monsters that are Special Summoned
(for the turn that they are Summoned only) but it
also changes them to Defence position, potentially
making them easy picking for attacks.
And since almost
every Deck Special Summons, this hurts everything!
The downside to
this card is that in order to activate it, you must
control no Special Summoned monsters so even if you
activate it on your turn and then Special Summon
there are very few ways to get around this cards
effects, unless you are also using this alongside
Forbidden Lance. However normally you will be
activating this on your opponent’s turn and more
likely in response to your opponent’s Special
Summon.
The good thing
about this card is that it only effects Special
Summoned Effect monsters, meaning that if you’ve
just Special Summoned your Blue-Eyes White Dragon,
it will be staying in ATK position.
Even better is that
because it only effects Special Summoned effect
monsters, it does not effect something like Tour
Guide From the Underworld from Special Summoning a
monster from the Deck, and nor does it effect the
Graveyard’s, meaning that even if your opponent
flips Lose 1 Turn against you you’ll still be able
to find some wiggle room.
While at first
glance Lose 1 Turn may seem like a replacement for
Skill Drain, in all it is far fairer and more
balanced overall.
What it can really
hope to do is slow down the sheer and pure glut of
Special Summoning ability that exists in the game.
All in all, I see
it as a potential brake on Special Summoning as well
as a way to penalise the reliance that the game has
on Special Summoning.
Lose 1 Turn is
certain to be an automatic choice against
Satellarknights as it will prevent them from being
able to gain the effect of Vega, Altair or Deneb
very consistently, and it will also be able to be
chained to Call of the Haunted or A Hero Lives,
which leads me to its ability to be able to be used
against Hero’s as well. Lose 1 Turn turns A Hero
Lives into a costly Summon, but not only that,
anything Summoned via Mask Change doesn’t gain its
effect(s) during the turn that it is Special
Summoned, providing you with that 1 additional turn
to find a way around something annoying like Dark
Law.
While it is
certainly going to be a valuable asset, Lose 1 Turn
will not be beneficial against everything, so more
likely it will find at least a couple of slots in
the Side Deck, and anything that Main Decks it will
be Anti-Meta based such as Stun or Yosenju’s for
example.
Rating: 4.
Great card but actually quite well balanced as well,
this punishes Special Summons but does not prevent
an opponent from playing Yu-Gi-Oh!
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