RCG |
White Veil
While this new card from Duelist Saga is
interesting, I wonder if it can have an impact when
the game currently has such a glut of generic spell
and trap removal. White Veil is one of those cards
that came at the wrong time, and makes me wish it
had been what we received instead of broken cards
like Twin Twisters.
Besides being a card that can ensure you get to wipe
out the opponent’s spells and traps if you get past
the main phase, the benefit this card has over
others is that it’s searchable via Hidden Armory.
But, as mentioned before, the problem isn’t the
lifepoint loss. It’s the better options available
that is the real difficulty. People have attempted
to use solid alternative spell/trap removal before,
such as Galaxy Cyclone, but the sad fact of the game
state is that cards like Harpie’s Feather Duster,
Twin Twisters, MST, and Cosmic Cyclone exist and
they’re virtually perfect, regardless of which ones
you pick. And let’s not forget Heavy Dust Storm
coming in Code of the Duelist, which is practically
Konami’s way of telling us it has no intention of
abandoning this practice of offering easy spell and
trap removal.
Frankly, it’s one of the things I hate most about
the current state of the game, but it is what it is.
The only kind of deck that I could see White Veil
being used in is some kind of deck that utilizes a
lot of equip spells or really any deck that uses
Hidden Armory and thus can add White Veil to the
toolbox. Currently, there aren’t any outside of
Noble Knights. But I see some potential in the
future. Equipment spells won’t be ignored forever.
And who knows? Maybe one day, Konami will decide to
reverse course and ban all the worthy spell/trap
removal cards, bumping this spell to the top of the
new list of available resources. You never know.
Advanced: 2/5
Future Potential: 2.5/5
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Baneful |
Wow. This is a very interesting and
complicated card. The first effect of negating
Spells/Traps during an attack is not significant at
all. They can still be activated when your
other monsters attack or at any other time during
the Battle Phase The second effect of face-up
Spells/Traps being negated during that time is
extremely situational, except maybe if there's a
Pendulum monster which has an effect regarding
battling.
The third effect gets a little better, there is
potential for card advantage here. But all of
these effects so far as just too slow.
Traps/Spells are often chainable, so by the Battle
Phase, it may be too late. The last effect was
a plot twist I didn't expect. It's capable of
being a game-finisher, but it can also work against
you, especially since you are playing a face-up
spell card that can be removed from the field if
either the card or the equipped monster is removed
from the field.
There's just too much working against it. It
requires the opponent to have Spells/Traps in play,
especially face-up ones. It's not a reliable
main deck choice. Side deck space is tight.
Equip cards are generally unreliable -1's and this
card does nothing to alleviate the fact that it
depends on having a monster in order to work and the
opponent can plus by destroying the monster, plus
the risk of you losing life points.
1.5/5
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