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Pojo's Yu-Gi-Oh Card of the Day
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Cemetery
Bomb
Common
Inflict 100 points of damage to your opponent's Life
Points for each card in his/her Graveyard.
Type
- Trap
Card Number
- SOD-EN059
Ratings
are based on a 1 to 5 scale
1 being
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 11.30.04 |
Coin Flip |
Cemetery
Bomb is rather useless, non? With the mass amounts
of removal out, yes, you will have a chance to do
hefty amounts of damage to your opponent, but most
of the time, your average deck is running a BLS.
And wishes they were running three. This should not
be a source of burn power for a burn deck. At most,
you're doing 1600 damage, and you can easily match
that with one Just Desserts.
I won't say it's entirely useless, but there are
better cards to use for the same goal.
Sorry for the short review, but there is not much to
say about this card.
1/5 in Traditional
2/5 in Limited
NOTE: Anyone who's going to Gencon SoCal this week,
if you want to meet up with me, contact me in some
way. E-mail is preferable, Cakepie@gmail.com
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Tranorix |
Cemetery Bomb
Cemetery Bomb is an interesting card, often
underlooked, seldom played. It has a lot of
potential however. CB is a Normal Trap, and it is
chainable, which is a plus; but the effect is such
that you probably won't want to activate it until
mid-to-late game, which is a downside. Nevertheless,
it's a good card, much better than its
more-restricted-in-its-use cousin, Blasting the
Ruins.
100 damage for each card in your opponent's
Graveyard admittedly doesn't seem like a lot, and
most of the time it isn't; after all, it takes 1/4
of your opponent's Deck in order to make this card
do 1000 damage. Barely worth it, right? Well, that
argument could be made, but there are ways to get
cards into your opponent's Graveyard faster. Try
running Cemetery Bomb in a Deck-Destruction Deck.
With 20-30 cards in your opponent's Graveyard,
Cemetery Bomb becomes pure evil. Add that to the
fact that Warrior is a big theme right now, and
Warriors focus on speed, and speed equates to more
cards in the GY, and Cemetery Bomb gets even better.
Is it for all Decks? No. Is it for all Burn Decks?
No. Is it for a decent number of Burn Decks? Meh...maybe.
But there are several Decks where Cemetery Bomb is a
great addition, and you should consider running it
if for no other reason than to be rentsy and make
your opponent regret all that Deck speed.
Traditional CCCC: 2.5/5
Traditional Deck D. Burn: 3.5/5
Advanced Deck D. Burn: 4/5
|
Snapper |
Cemetery Bomb
Today’s card is Cemetery Bomb, a card that is
misspelled on the card itself (Cemetary Bomb).
Effect: Cemetery Bomb is a Trap card with a simple
effect; it does damage to your opponent’s Life
Points x 100 for every card in their Graveyard. Use
the effect late in the game or when your opponent
has at least 10 cards in their Graveyard and you can
do a fair amount of damage. Effect – Pretty Good.
Combos: Not a great deal of ‘combos’ with Cemetery
Bomb, and they aren’t necessary. Using Cemetery Bomb
successfully only requires time to pass.
Usability: Cemetery Bomb can work in your standard
Burn Deck with ease, and it can work in other decks
as well.
Cemetery Bomb is a solid card that isn’t tied down
to a few decks. Its only problem is finding room for
it in your deck, considering you have a need for it.
Advanced Format: 2/5. Find room for it and you now
have a pretty good card.
Traditional Format: 2.5/5. Chaos Emperor Dragon puts
large amounts of cards into the Graveyard in a short
period of time, and because he’s widely played in
Traditional, Cemetery Bomb’s success rate goes up.
Overall: 2.25/5.
Art: 1/5. There wasn’t much time spent on the
artwork by the looks of it.
|
ExMinion OfDarkness |
Cemetery Bomb
Another card that can work well in deck-destruction,
or a good late-game burner.
The damage isn't that much until at least mid-game,
or if the opponent has already used Painful Choice,
Graceful Charity (in Traditional), or if you've used
Card Destruction.
I really don't have a lot to say about this card --
except there's one other use for it, which is in the
side deck of a deck whose goal is to tie every game.
For example...a Last Turn deck that also contains
Self-Destruct Button. This way, if the deck scores
three ties (or a win, a loss, and a tie, and the LP
ends up being the same somehow), the person could
side-deck in all these cards for the sudden death
duel (on the turn someone has an LP change, whoever
has more LP left is the winner.)
Traditional -- 2.25/5
Advanced -- 2.75/5
|
JAELOVE |
Cemetery Bomb
Rated For: Burn
Tuesday brings us
another burner-themed card; this one is Cemetery
Bomb, and as its name suggests, it’s intended for
use with your opponent’s graveyard. Dump a bunch of
cards in her graveyard (or wait for the natural
course of things) and voila! one card can unload
2000+ points of damage.
Let’s do some simple
mathematics though; most duels do not go past 20
draw phases, and even with dumps such as Painful
Choice, you’re going to have to “speed” up the
situation, perhaps mixing this card up with studs
such as Card Destruction and Morphing Jar. Burners
have no problem running either of those cards, since
new hands= new options.
Cemetery Bomb should
enter decks that have resources devoted to
manipulating your opponent’s graveyard; it can do
loads of damage, but it’s going to need help. Let’s
see how it rates in such a deck.
Advantage F/H:
I’m going
to assign a baseline damage rating of about 1000
with this card. Early game, you can figure to do
about 300-700 damage; midgame, about 1000-1500;
endgame, upwards of 2000 plus. One card for 1000
damage, on average, isn’t bad, but let’s not forget
Delinquent Duo cost 1000 to dump one of your
opponent’s cards, and it was one of the best ever.
This basically means that one card is generally
worth more than 1000 life points, making this one’s
advantage slightly dubious.
Traditional: 5/10
Advanced: 5/10
Best Draw for the
Situation:
In the later stages
of the game, this card is devastating because it can
unload 2000+ damage to your opponent. Unfortunately,
when your opponent only has 5-10 cards in his
graveyard, this card loses a lot of effectiveness
and can become dead weight.
Traditional: 4/10
Advanced: 4/10
Attributes/Effect:
Let’s compare this card to other tools in the burner’s arsenal. Solar
Flare creates steady 500 damage per turn, and is a
1600 attack monster. Lava Golem does 1000 per turn,
as does Wave Motion Cannon and Stealth Bird. For
traps, ceasefire will do upwards of 2000 if used
correctly, so we begin to see that there are far
better options in the burn deck than this one. While
it can shine in certain situations (namely, the end
game), it’s not exactly stellar deck material.
Traditional: 5/10
Advanced: 5/10
Dependability:
Burn decks
rely on doing lots of life point damage, and fast.
This card is counter-intuitive, because it depends
on waiting long amounts of time to get your
opponent’s graveyard nice and meaty. As it stands,
it’s not dependable in the early stretches of the
game, and 100 per card is rather paltry.
Traditional: 2/10
Advanced: 2/10
The Bottom Line:
There are better options than this one.
A BAD Score:
Traditional-- 2/5
Advanced-- 2/5
Cards it functions
well with:
Standard burn themed
cards, Card Destruction, Morphing Jar, Morphing Jar
#2 and other graveyard dump cards.
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