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Pojo's Yu-Gi-Oh Card of the Day
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Spell Vanishing
Card Number
- DCR-101
Ratings
are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating
Date Reviewed - 12.24.03 |
wartortle32 |
Spell Vanishing
Discard 2 cards from your hand to negate the activation of a Spell and destroy it. Also, check your opponent's hand and deck and if you find any Spell Cards of the same name as the destroyed Spell send all of them to the Graveyard.
This is probably the worst magic negation card around. First is the high cost. Hand Management is the most important aspect of the game, and this card rips your hand apart. Sacrificing 3 cards (SV + cost) to negate 1 magic card is horrible. Then there is the second effect of destroying the other copies of the magic card. The only magic card that the opponent would use in multiples is MST unless they were also playing multiple field magic cards. Even if you negated a card that the opponent played multiples of, that still would not justify the use of this card as most likely the opponent would not have drawn the other 2 copies anyway. The only upside of this card is that you get to see the opponent's hand and entire deck, so you can see what kind of deck they're using.
Rating: 1.5/5. Stick with the Spell Shields, Drains, and Imperial Order. |
SomeGuy |
Wednesday - Spell
Vanishing
(Trap/Counter)
Discard 2 cards from your hand to negate the
activation of a Spell and destroy it. Also, check
your opponent's hand and deck and if you find any
Spell Cards of the same name as the destroyed
Spell send all of them to the Graveyard.
DCR-101
Super Rare
I seriously don't like
the idea of paying three cards (Spell Vanishing
itself along with the 2 discard) in order to
Counter a Spell card which will most likely be
restricted. Kind of counter productive, don't you
think?
Sure it would be nice to
eliminate all copies of Mystical Space Typhoon,
but not only is that too situational, it's too
costly. You're just digging yourself into the
Yata-Garasu hole.
Not entirely useless
in Limited, but definitely not a first pick. Since
you often find yourself with a hand full of
useless cards in this format, the 2 discard isn't
that painful.
Rating:
Constructed - 1.5/5
Limited - 2/5
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MerrilHess |
Spell Vanishing
(Trap/Counter)
Discard 2 cards from your hand to negate the
activation of a Spell and destroy it. Also, check your
opponent’s hand and deck and if you find any Spell
Cards of the same name as the destroyed Spell send all
of them to the Graveyard.
DCR-101
Super Rare
**Sorry
about missing yesterday's CotD. I wasn't thinking
and forgot.**
At first glance, this card looks decent,
but let’s examine it a little closer, shall we?
First off, You have discard 2 Cards. Who wants to do
that when they don’t have to?!! Not me, that’s for
sure. On the other hand, it gets rid of all Magic
Cards of the same name from your opponent’s hand.
The only good thing there is the fact you see the
opponent’s hand. The only Card that you could expect
to see in multiples in the opponent’s hand would be
MST. Other than that you lost 2 cards, negated 1 magic
card, and looked at the opponent’s hand. I don’t
like that one bit. It’s the worst form of Hand
Management, IMO.
I give Spell Vanishing a 4/10. 2 cards for
1 magic and the very small chance to drop more isn’t
very fair for you. |
f00b |
Christmas Eve - Spell Vanishing - 12/24/03
Spell Vanishing (Trap/Counter)
Discard 2 cards from your hand to negate the activation of a Spell and destroy it. Also, check your opponent’s hand and deck and if you find any Spell Cards of the same name as the destroyed Spell send all of them to the Graveyard.
DCR-101
Super Rare
I believe this card serves ONE purpose - to destroy Mystical Space Typhoons.
Pros:
+Negates any single spell
+Destroys multiple copies of a single spell
+Does have that spy tactic of seeing your opponent’s hand
Cons:
-VERY costly - a net loss of 3 cards
-Situational
Combos:
*Discard sinister serpent, tribute monsters, etc to pay the cost
Good for: MST, Book of Life, really not too much else.
Okay, so for the most part this card is horrible. Even Magic Jammer and Spell Shield Type 8 are better at negating spells. But this card, although pretty horrible at hand management, can negate a single spell for the cost of 3 cards in a pinch (still bad, jammer costs 2, imperial is one…), but it also single-handedly destroys one of the most important spells in the game - Mystical Space Typhoon.
Generally speaking, cards such as Anti-Raigeki and White Hole aren’t very good, the “anti-specific card” cards. But this card isn’t like that, as it can negate any spell, really, and can pull of neat discard tr1x like with graceful charity to send mons to the graveyard for various reasons. Also, this “anti” card doesn’t counter a card that is RESTRICTED, as MSTs are almost certainly 3-per-deck. I’ll take a card that pretty much ensures my opponent has NO way of removing my spell/trap zone, which also means traps can be played more freely.
Also, a neat trick which I have pulled off before is to spell vanishing when your opponent tries to MST a Mirage of Nightmares, ESPECIALLY when they’re drawing 3-4 cards from it, as there is NO way they can remove it now unless they have a Breaker on the field. WoW. Suddenly one of the best draw-cards became void.
Overall, this card is definitely very focused in its achievement - seek and destroy 3 MSTs in your opponents deck ASAP. And, I actually think it is worth using this. At absolute WORST it’s MST bait. Following suit, it’s a counter trap for 3 total cards. But at best, it’s a 3 for 3 trade that devastates your opponent via removing any spell they run multiples of.
Definitely not a staple in all constructed decks, and pretty much pointless in limited or draft, but still a card I think merits looking over as a possibility in your deck.
Ratings:
Constructed - 2/5 Don’t get me wrong, I may end up using this in a tournament deck, but it does have low versatility
Limited - 0.8/5 At best it counters a spell for the cost of 3 cards, not too great but eh =\
Hope your shopping is pretty much done by now… |
infinitekhaos |
Spell Vanishing
(Trap/Counter)
Discard 2 cards from your hand to negate the activation of a Spell and destroy it. Also, check your opponent’s hand and deck and if you find any Spell Cards of the same name as the destroyed Spell send all of them to the Graveyard.
DCR-101
Super Rare
This card makes me think of chain destruction from PSV. Then when chain destruction comes to mind, the phrase "useless holo" comes up as well, which is what spell vanishing is, a useless holo. Imperial Order is easily the best spell negation in the game, if you need something extra you can go with spell shield type 8 or even magic drain. One big downside to this card is that it requires you to discard TWO cards from your hand. That alone makes it highly unplayable. The second effect
isn't likely to work, the only spell real duelists play multiples of is MST. If you need spell negation, keep your faith in Imperial Order, if you feel the need to get rid of spells in your opponents hand, use the three pre-negators.
Tourney - 1.2/5
Draft - 0.5/5
Artwork - 4.8/5 - Anything with Breaker on it is awesome
Closing Line - whoa.. where did all your spells go? |
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