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