Stats:
Rite of Spirit is a Normal Trap card. It’s a
mixed blessing-the most important thing is that,
so long as there are no [severe] activation
requirements, then it should be pretty hard to
destroy. Since it’s a Trap, the only Negation
to counter it are things that cancel out all
Traps in general, or cards that are expensive to
use, or things that rarely see play. If it were
a Quick-Play Spell, it would be more useful,
since it could be played right away, but it
would also be easier to negate (Imperial Order,
Magic Jammer, Magic
Drain, etc.)
Effect(s):
It is most accurately described as a
Gravekeepers only Call of the Haunted that
doesn’t stay on the field, and is unaffected by
Necrovalley. As apparent by the newest Japanese
bannings, that may
be about as good as revival cards are allowed to
get.
Uses/Combinations:
You run three in Gravekeeper deck, sometimes
completely replacing the “normal” recursion
trio: Call of the Haunted, Monster Reborn, and
Pre-Mature Burial. Since the only requirement
to activate it is a Gravekeeper in the
Graveyard, it’s roughly as chainable as Ring of
Destruction-once the game is a few turns in, it
should be easy to chain to most Spell/Trap
removal.
Ratings
Note that today (and most of the week) I have
been using Gravekeeper specific ratings, and I
apologize for not saying so. As some of you may
recall, until recently, I preferred to rate
cards “in general”, but that adds even more long
winded explanations.
Casual:
4.25/5, 4.5/5 with bans. The only reason not to
use this is if you are not running Gravekeepers.
It isn’t perfectly chainable, but it’s about as
good as it gets.
Tournament:
4/5, 4.25/5 with bans. A
little harder for the Gravekeeper crew to pull
off the win here. Still a fantastic card
though.
Limited:
3.75/5-The only reason it ranks so low is you
might not pull any (or any useful) Gravekeepers.
Summary
Since I failed to attach it properly and was
working on a public computer, I got to type this
review twice… good thing it was a great card.
;)