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Pojo's Yu-Gi-Oh Card of the Day
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Skull Lair
Card Number
- LON-082
Ratings
are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating
Date Reviewed - 04.23.03 |
TwInSeN21 |
Skull Lair
Thanks to the change of text in the English version, this card is now a lot more powerful than it should be (just like Kycoo and Bazoo). Since you can activate this card's effect practically anytime you want, it's really really good. As long as you have cards in your graveyard to fuel it, your opponent cannot play anything in face-up or they will just get Skull Lair-ed away. Early game, this card sucks as you probably can just use the effect once or twice. Mid-late game though, this card can win you the game as it's constant and reusable removal. It's a really good counter against Scapegoat Tokens and Nimble Momongas/Giant Germs. Remember though, if your opponent has a Kycoo out, you can't use the effect. It's also prone to Magic/Trap Removal and Jinzo, but which Traps aren't?
This is the only common that I'm running in my deck so it has to be good... ~_^
Rating: 4.2/5
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wartortle32 |
Wednesday - Skull Lair
This permanent trap lets you remove a certain number
of cards from your grave. Then you destroy a monster
on the field with the same level as the number of
cards that you removed.
The English version of this card is way overpowered.
The Japanese version only let you remove monsters;
this one lets you remove anything. This is probably
one of the best monster removal cards right now.
Especially if you get late in game and have a bunch of
useless cards in the grave. You might as well put
some use to them and if you remove cards that you know
you cannot get back (such as removing traps if you
have no mask of darkness), you're basically destroying
opponent's monsters for free. I hope that Upperdeck
changes it back to the Japanese version soon as it is
too powerful.
As of the current ruling, I give this card a 4.3/5.
If they change it back to the Japanese one, maybe a
2.5/5. That's how much better it is. However, with
the release of fiber pod in the next set, you may want
to be more careful of what you remove...
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SomeGuy |
Wednesday - Skull Lair
"Remove any number of cards in your Graveyard from play. Destroy 1 face-up monster on the field whose Level Stars are equal to the number of the cards you removed from play."
Skull Lair is definitely my favorite Common from LON. Since it's a Trap card, it has the ability to chain to your opponent's Summons. Even if you only get a two kills out of it, that's still a 1-for-2 ratio. The possibility to gain even more card advantage is there as well. The good part is that, in most decks, removing cards from the game doesn't really count as card disadvantage.
Normally Skull Lair doesn't work well in the early game. But with cards such as Card Destruction, Morphing Jar, Cyber Jar, Painful Choice, and Graceful Charity, you can potentially begin putting your Skull Lair to good use in the first few turns of the game.
Yeah... Another Continuous Trap. Meaning that the usual Mystical Space Typhoon, Heavy Storm, and Harpies Feather Duster all have complete control over it. There's also Kycoo the Ghost Destroyer. With him on the Field, your opponent's Skull Lair is absolutely useless.
Rating: 3.9/5
Skull Lair is definitely one of those cards that need to be played to be understood. It doesn't seem like a very good card, but once you give it a try, I'm sure you'll begin teching one into each of your decks.
Skull Lair is also an excellent card if your on a tight budget.
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