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

 Sea Lord's Amulet

- #DUSA-EN009

Send this card to the Graveyard during your opponent's 3rd End Phase after activation. WATER monsters you control cannot be destroyed by your opponent's card effects.

Card Rating
Advanced: 2.17 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed: April 6, 2017

Back to the main COTD Page

 

RCG

Sea Lord’s Amulet
 
Sea Lord’s Amulet is an intriguing and unique card, another of many cards that I would be very bullish on if this game wasn’t so crushed with generic spell and trap removal. But easy removal exists, so the question for these types of cards will always be, “Is it worth it?” Usually the answer is no.
 
Since this card is passive to the extreme and doesn’t provide advantage, the effect usually has to be tremendously beneficial to justify addition to one’s deck. While it’s nice that Amulet prevents only opponent destruction, thereby allowing you to use your own Mermail and Abyss effects, I find it hard to believe this card could remain on the field for any amount of time that would cause the opponent discomfort. Not only that, but the card for some reason kills itself after 3 turns, as if someone at Konami thinks this kind of effect is too broken without such a countdown. I suppose the ideal way to use Amulet would be to protect a truly important monster, aka Toadally Awesome, but at this point in the game, it would have been better if it prevented destruction as well as targeting for two turns or something like that.
 
This card comes up short. There’s simply too much removal, and that shouldn’t change once link monsters have arrived.
 
Advanced: 2/5
Future Potential: 2/5


Baneful

This is the support that WATER monsters needed maybe 10 years ago back when they only had Umi.  There was once a time when destroying monsters with a card effect was usually the only way to get rid of it, outside of battle, but things have changed.  We have a more robust array of removal options and even an Extra Deck.  
 
The 3-turn limit is completely fair, but that's not the problem.  Your monsters can still be destroyed in battle and by other ways.  Moreover, the opponent can often just use removal on this card itself to get rid of it early.  As a Continuous Spell card, it's slow and it doesn't carry the element of surprise that a Trap Card does.  Also, it's a win-more card since you would use it to protect monsters that can't be beat in battle easily but it does nothing to help you get to that state of having a powerful monster on the board to begin with.  Perhaps I'm harsh on this card and some rogue WATER decks at some locals can make great utility of this, but overall, it's too little too late.
 
1.5/5


Syn

Sea Lord's Amulet

Todays COTD is Sea Lord's Amulet, a fairly simple continuous spell.

Until your opponent's 3rd end phase, Water monsters you control can't be destroyed by your opponents effects.

And that's it. They can still be destroyed by battle, targetted and removed from the field by other effects. And the Amulet itself is very vulnerable to detruction. But I think it's a nice tech card for a Mermails, Crystrons, Dinomist and especially Paleozoics.

Advanced 3/5


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