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Pojo's Yu-Gi-Oh Card of the Day
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Royal
Tribute
Common
This
card can only be activated when your “Necrovalley”
is active on the field. Both players must discard
all monster cards in their hand to the Graveyard.
Type
- Normal Spell
Card Number
- PGD-091
Ratings
are based on a 1 to 5 scale
1 being
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 9.1.04 |
ExMinion OfDarkness |
Wednesday:
Royal Tribute
Hand-D like wh0a for the GK deck.
I'm pretty much assuming this card is why this theme
was picked for the week. With the Ban list in
effect, everyone is going to whine about how much
strength hand-D loses. With this card, it's dual
sided but can hit a lot of cards at once. Without
the Ban list, it's a few steps closer to a Yata-lock
(that is, if your Gravekeeper's deck also runs the
bird.)
Usually a GK deck likes its monsters in the
Graveyard because it gets so much extra recursion,
so the fact that you lose your own monsters isn't so
bad.
3.5/5 in the GK |
Tranorix |
Royal Tribute
Royal Tribute is a very interesting card that could
be extremely effective if used correctly. It's a
Normal Spell, which is usually bad as far as card
advantage goes; but if you make full use of Royal
Tribute, you won't need to worry about card
advantage.
It can only be activated if you have a Necrovalley
on the field, which does hurt its playability a
little, rendering it exclusively to Gravekeeper
decks; but the fact that you could very easily
destroy your opponent's entire hand make it more
than worth trying out. Simply make sure there aren't
many monsters in your hand (wait until you've
summoned them all, or discard them for Graceful
Charity or something) and play Royal Tribute. You
won't lose anything but your opponent will probably
discard quite a bit.
It's another great way to take out Chaos monsters
that your opponent hasn't summoned yet. It combines
well with cards like The Forceful Sentry and
Confiscation; use one of them first, get rid of a
Spell or Trap, then play Royal Tribute (if you think
it's worth it) and nuke your opponent's monsters. It
also combines well with things like Penguin Soldier,
Hyper Hammerhead, and Compulsory Evacuation Device.
Granted, most Gravekeeper decks won't have use for
PS and HH; but CED could definitely work its way in.
All in all, Royal Tribute is a card that's
definitely worth considering but is by no means a
necessity for Gravekeeper decks.
Typical tournament deck: 1/5
Gravekeeper (Control) deck: 4/5
OVERALL RATING: 2.5/5 |
Otaku |
Stats:
Royal Tribute is a normal Spell Card. I think
it would have been best as a Quick-Play, but few
cards would not be improved by such a change.
This one has a requirement that means being able
to chain to certain cards most helpful though.
Effect(s):
Pretty wicked, if you can get it off. This card
can’t be played if Necrovalley isn’t on the
field, and that makes it take a serious hit.
However, the effect is pretty snazzy. As I
said, Gravekeepers have extra recursion options
(that aren’t negated by Necrovalley I might add)
that we will cover later, so dumping them isn’t
so bad. Now, there are three likely outcomes
with respect to your opponent: nail no Monsters,
nail one Monster, nail
multiple Monsters. If you are prepared, you can
minimize the loss of your own monsters. No
matter what, you get a peek at your opponent’s
hand (remember they get to see yours as well) to
verify compliance, giving you a chance to
destroy their plans before they come to
fruition. If a deck is low on monsters, they
can’t afford to lose even one, and if it is
high, you’re apt to wreck a good chunk of their
hand. Wreck is the word for it-since this
requires Necrovalley be out, they can’t use the
monsters as Chaos food or revive them without
first taking that out.
Uses/Combinations:
Timed right, this is an excellent means of
control for Gravekeeper decks. You shouldn’t go
too crazy on it, since it has a condition to
fulfill for use, but it can make a great
opener. Just seeing the opponent’s hand can be
enough advantage at time-as stated earlier,
while they see yours, you can do something about
it right away.
Ratings
Casual:
3.25/5, 3.5/5 with bans. These decks seem
heavier on monsters than the standard deck.
Tournament:
3/5, 3.25/5 with bans. I recommend no more than
two main-decked. One main, one side would
probably be best. I made the mistake of
main-decking three at a tournament, and it was
more often than not dead in my hands. When it
went off, it was at the very least
enlightening. After a Morphing Jar, or nailing
a Witch of the Black Forest or Sangan, it was
pretty wicked.
Limited:
1/5, 4/5 if you pull a Necrovalley with it. On
its own, it is only good as a bluff. If you do
get Necrovalley, you have a decent shot of
pulling this as well, and it will be well worth
it. Outside of Starter Deck events, you will be
doing good to get any Spell/Trap Removal. This
set has some, but in harder to abuse forms than
a MST. Long story short, you play all your best
cards; cleaning out your hand to clean out
theirs… or most of it and find the Spell/Trap
card they were “hiding”.
Summary
Not too bad… given the restriction on
Necrovalley being out, I think they could have
made it just hit your opponent without breaking
it, but better safe than sorry.
|
dawnyoshi |
Gravekeepers, being the protectors of the graveyard,
may offer sacrifices to their gods or their pharaohs
in hopes of protecting their valley. Royal Tribute
does just this, by protecting your field from harm.
Gravekeeper decks don't mind tossing their
gravekeeper monsters in the graveyard if Necrovalley
is out and you have one or two Gravekeepers out
already, since you'll most likely revive them
through Gravekeeper's Chief or Rite of Spirit. Your
opponent, on the other hand, isn't going to be using
their dropped monsters for a good while. This card
is the best in destroying an opponent's hand
quickly, but be careful not to wipe yours out just
as bad...you'll be left with nothing to protect
Necrovalley, and a simple MST throws the game into
your opponent's favor.
About the only monster that doesn't mind getting
tossed into the grave is Sinister Serpent. Monsters
that normally love the graveyard, such as Night
Assailant, will be shut down by this card...that's
always a great plus.
Constructed- 3.5/5- This card easily screws people
over. If you're running Gravekeepers, I would be
running at least one of these.
Limited- 2.5/5- I'd like to give Royal Tribute a
higher rating in limited, but it relies on you
drafting Necrovalley, which is already pretty
difficult. This is something you may want to pick up
late in the drafting, if you're going for
Gravekeepers. |
JAELOVE |
Wednesday: Royal Tribute
Rated For: Gravekeepers’ Deck
Well this card certainly possesses an interesting
effect. We’ll take a gander at it!
Advantage F/H:
To break even with this spell, you
have to basically discard one more of your
opponent’s monsters than your own. So if they lose
three and you lose two, you even out! Now the only
way you’ll know this is by taking a gander at their
hand, but I’d say the odds are 50/50 you’ll even out
when it comes to hand advantage (with proper
resource management.) Of course, you should probably
gain tremendous field advantage as well (since you
now have a 1900-2000 attack powerhouse and
Necrovalley), giving it a solid 7.5. I’m going to
deduct a point for being dead weight in certain
cases. 6.5/10
Best Draw for the Situation:
This card requires Necrovalley to
work; but that shouldn’t be a problem with 3
Necrovalley and 3 Terraforming (which a Royal
Tribute deck should definitely run). Then, drawing
this card should help in situations. Of course, more
than half the situations will actually be bad times
to draw this card (i.e, your opponent discards
tribute monsters, has no monsters, you don’t have
necrovalley) 4/10.
Attributes/Effect:
Certainly a very power effect. It’s
kind of hit or miss with this card (it can
definitely swing the tide or cement your advantage,
but results can also be weak.) It’s up to you to
properly use this card, but the potential for power
is definitely there. 7/10.
Dependability:
It depends on Necrovalley to work.
With 3 Valleys and 3 Terraforming, you’ll basically
always have a Necrovalley in the opening hand. So it
should definitely have a chance to work. However,
sometimes you’re not going to have a Necrovalley on
the field, and other times the effect will hurt you
as well. It’s hard to assign a percentage, but
playtesting has shown me that it’s frequently dead
weight at key moments.
4/10.
The Bottom Line:
If you want to run this card, I’d
suggest packing 1-2.
A BAD Score:
21.5/40=
54/100
Cards it functions with:
Terraforming, Necrovalley. |
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