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Pojo's Yu-Gi-Oh Card of the Day
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Ordeal of a Traveler
Card Number
- PGD-042
Ratings
are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating
Date Reviewed - 08.06.03 |
NickWhiz1 |
Wednesday - Ordeal of a Traveler
Today's card is a fun little common, Ordeal of a Traveler.
PGD-042
ORDEAL OF A TRAVELER
Continuous Trap
You can activate this card’s effect when your opponent attacks. Your opponent randomly selects 1 card in your hand and calls the Type of the card (Monster, Magic, or Trap). If your opponent calls it wrong, the attacking monster is returned to its owner’s hand.
Short-Print Common
This card caused quite a stir even before the set came out. It was on the promotional poster, and cards on the promo poster have a
tendency to become holo cards (Super Rare or Ultra Rare). This was a shock to at least me when this card was revealed as a Common. Anyways...
This is a dirty little card. Not only is there a chance that your opponent will lose a monster from the field, but if that does happen, the attack is negated as well! (to the best of my knowledge) Of course, it relies on the variety and number of cards in your hand. If you have 3 or more cards in your hand and of at least 2 types, your opponent will have to get lucky to not lose their monster. If you only have 1 card, or cards of one type, your opponent will lose one monster at max.
I think that this is one of the most powerful common Traps ever released (behind Waboku and Skull Lair), just because it's so dirty and underhanded. They could attack with something like a BEWD or Tyrant Dragon, and lose it just as quickly. Actually, this card may actually be a deterrent to your opponent trying to attack you, and that's always good. Unfortunately, it's not chainable to M/T removal like Waboku and Skull Lair, and Jinzo still shuts it down. That shouldn't discourage you from at least trying it, though.
Score: 3.5 |
DuelMonster |
Wednesday - Ordeal of a Traveler (Traveler's Riddle)
PGD-042 -Short Print Common
Continuous Trap:
You can activate this card’s effect when your opponent attacks. Your opponent randomly selects 1 card in your hand and calls the Type of the card (Monster, Magic, or Trap). If your opponent calls it wrong, the attacking monster is returned to its owner’s hand.
Well, this card gives each of your opponent's monsters only one-third a chance at attacking, and when they get the other two-thirds the attacking monsters returns to their hand, making them think twice before attacking with a level 5 or higher monster. The bad thing about this effect is when you have no hand, or when your opponent knows
exactly what's in your hand.
It's basically a half stall/half Hane-Hane permanent trap, but it can be risky to use against a good Hand Disruption Deck, or it may get
frustrating when your opponent calls it right every time. It will also serve no use against a straight Stall Deck that doesn't rely on attacking too much, but against the basic Beatdown Deck that 2/3 chance to stop and return every monster that
attempts an attack on you, this card can make the difference of your monsters and LP surviving.
Another card that can be used against OoaT (<-looks funny written OoaT) is Major Riot, which will cause all monsters on the field to return to their owners hands, then they are able to special summon the same number of returned monsters face-down, so it stalls against their stall. All in All, I might try running a couple of these to see how often they really help out.
Ratings:
Casual: 3.0
Tourney: 3.0
ArtWork: 3.0 - It's basically Guardian Sphinx at a different angle and has a glowing stressed
peasant looking guy trying to figure out the sphinx's riddle to pass. |
Pegasus |
Ordeal of a Traveler, 8/6/03:
Well, this is certainly a nice card. At first glance, it seems like your opponent only has a 1/3 chance of pulling off an attack, so combining this with Fairy Box creates a really cool attack lock.
Unfortunately, that's not always the case. Most decks tend to have a lot less traps than they do monsters or magic, so in reality the probability is closer to 2/5. But that's still good. Combining this with Fairy Box (or multiple copies of itself) is still really good.
The disadvantage is that your opponent gets to look at one card in your hand every time you use this effect. That's bad. That means that, if you're playing a match against somebody, this card will get less useful in the second and third duels because your opponent knows more of your deck. But that's what side decks are for!
And hey, you get to return monsters to your opponent's hand. You could combo this with Spring of Rebirth for some decent LP gain, which will also help if you're using Fairy Box at the same time.
The really evil thing about this card is that, if you end up returning a fusion or ritual monster (the fusion monster will go to fusion deck), he has to summon it all over again! It'll crush his card advantage.
Rating:
Casual: 3/5
Tourney: 2.5/5
(I took off points because of the looking-at-your-hand thing) |
Umbra |
Wednesday, August 6, 2003
Ordeal of a Traveler
PGD-042
ORDEAL OF A TRAVELER
Continuous Trap
You can activate this card’s effect when your opponent attacks. Your opponent randomly selects 1 card in your hand and calls the Type of the card (Monster, Magic, or Trap). If your opponent calls it wrong, the attacking monster is returned to its owner’s hand.
Short-Print Common
Sorry I forgot yesterdays ^_^;;, anyway today we have another PGD card. Assuming you manage to keep a either relatively full or continually shifting hand, this can provide a very nice defensive wall. Besides, the chances are greater than 50% the card will be returned, assuming you’re not stuck with 1 card in hand, or your opponent has something like mystical knight of jackal.
Also you have a chance to clear your opponent’s monster field for direct attacking. This card is fun, but I’d stick with more guaranteed blocking tactics. Unfortunately, this card isn’t chainable to the likes of Mystical Space Typhoon.
Casual: 3/5
Tournament: 2/5 |
Vodkam |
Wednesday 09/06/03: Ordeal of a Traveler
PGD-042
Continuous Trap
You can activate this card's effect when your opponent attacks. Your opponent randomly selects 1 card in your hand and calls the Type of the card (Monster, Magic, or Trap). If your opponent calls it wrong, the attacking monster is returned to its owner's hand.
Here is one of the most annoying cards in the game. I personally think this card should not have been a common, but a super rare instead.
Guessing games are always fun and this one can win or lose you the duel. If you have 1 monster on the field and guess wrong, you leave yourself open to a direct attack. It basically forces you to be ultra-conservative when attacking. There's nothing funnier than seeing your opponent's Dark Ruler Ha Des go back to their hand after they guess wrong.
This card, however, is useless if you have no cards in your hand. The more cards in your hand, the more effective it is. Fewer cards means better odds for your opponent to pick right. Your opponent will also get to see a card in your hand so if they guess enough times, they might make life difficult for you.
A nice combo with this is Spring of Rebirth (this would be dangerous in a Fire Princess deck) - send their monster back AND gain 500LP. With Fire Princess out, your opponent will also take 500LP damage.
This is a pretty nice stall card that can be used offensively if your opponent is a bonehead and goes in for a frontal assault while you're holding 4 or more cards.
Rating-
Casual: 3.8
Tourney: 3.3 |
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