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Pojo's Yu-Gi-Oh Card of the Day
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Threatening Roar
Common
Your opponent
cannot declare an attack during this turn.
Type - Trap
Card Number - FET-EN052
Card Ratings
Traditional: 3.5
Advanced:
3.5
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 04.04.05 |
ExMinion OfDarkness |
Welcome to my FET week. A few of the cards
I would have put here were already taken --
it's probably better off that they were
reviewed earlier.
Threatening Roar is basically the new Waboku.
It has its own pros and cons.
*They can't attack the monster -- this means
that a flip effect you need to go off on
your turn can safely do so. This lets the
Cyber Jar be a suprise, so you can hopefully
set up for a major swarm...or play the
Delinquent Duo, flip your Magician of Faith,
and flip it again.
*D. D. Warrior Lady can't still go through
the monster and RFG it like is the case with
Waboku.
*It can be chained to an opponent entering
the battle phase, so it can serve the same
purpose in that respect.
*You lose the offensive kamikaze -- where
you flip Waboku on your own turn, ram your
monster into theirs that has equal ATK, and
yours lives.
*Waboku is a better BLS defense -- if you
use Threatening Roar, an attack never
happened, so BLS can still use his removal
effect. If you use Waboku, BLS attacks,
doesn't kill anything, doesn't get a 2nd
attack, and can't remove a monster from the
game.
Overall, it's still a great card. In major
stall decks (Final Countdown, anyone?) I
could see Waboku and Threatening Roar being
paired to make one heck of a stalling team.
The only thing that drags this card down is
it's -1 card advantage -- you're trading 1
card for 1 attack-free turn...that, and this
is a horrible topdeck as although it
protects you, it puts your opponent one more
card ahead of you.
|
Tranorix |
Threatening Roar
To put it bluntly, I like this card. Threatening
Roar is a very useful common Trap from Flaming
Eternity with an effect similar to (and some would
say superior to) Waboku’s. But in reality,
Threatening Roar is probably more similar to Thunder
of Ruler…
If you activate this card, your opponent cannot
attack you that same turn. So if your opponent uses
Heavy Storm and you chain this, he won’t be able to
attack. This can definitely be better than Waboku in
some situations; for example, if your opponent
attacks with a D.D. Warrior Lady and you use Waboku,
he can still remove both monsters. If you have a
Flip Effect set, he can still attack and flip it.
But with Threatening Roar, neither of those is a
problem.
Now, there’s some confusion as to when Threatening
Roar does and doesn’t work. If you activate it in
response to an opponent’s attack, the attack will
still go through, and this poses quite a problem
sometimes. Usually, a player will say something like
“I summon Gemini Elf and attack.” If that happens to
you, you’re fully entitled to say “Before you end
your Main Phase, I activate Threatening Roar,”
because remember: a phase doesn’t end until both
players agree it ends.
That said, Threatening Roar is a great card. In my
opinion, it’s better than Waboku (and yes, I know
the argument could be made for either card. But hey,
these reviews are all subjective anyway). So…yes,
very rentsy and such.
Traditional – CCCC: 4/5
Traditional – Stall: 4.5/5
Advanced – CCWC: 4/5
Advanced – Stall: 5/5
OVERALL RATING: 4.4/5
|
Snapper |
Threatening Roar
Welcome to a week of “Broken” FET Cards. This week
we’ll be reviewing the 5 best un-reviewed cards from
Flaming Eternity. Today’s card is Threatening Roar,
the 7th-9th deckable Waboku.
Roar’s effect is simple; during the turn it’s
activated your opponent can’t declare an attack. So
it’s a bit like Waboku in the sense that it’s a
chainable Trap that saves your monsters and it’s
similar to Negate Attack in that your opponent won’t
be able to attack. The only dilemma with Roar is
that if you activate it in response to an attack,
it’s to late to stop the attack’s declaration. So
you have two choices: 1) activate Roar in the Main
Phase 1, or, 2) ask for a replay.
Now why would you ask for a replay? Well because
most players don’t usually announce their transition
through Phases it is difficult to chain things to
Phase changes. So if your opponent declares an
attack you want to stop and you’ve yet to activate
Roar, say that you chain Roar to the start of the
Battle Phase. If your opponent argues that it’s too
late, say that you never had the chance to respond
to the Start Step of the Battle Phase. Evil huh?
And if your opponent still complains tell them to
look it up in the rulebook. All in all, Roar can
work in any Deck Waboku can, which is basically
every Deck. I personally would use Waboku over Roar
only because with Waboku, Flip Effects can activate
and you can survive a kamikaze. Of course it’s all
about preference, so use Roar if you like it better.
Advanced: 4/5. It’s a Chainable Trap that stops
attacks. What’s not to love?
Just be sure to activate it prior to the end of Main
Phase 1 so as not to start an argument.
Traditional: 4.5/5. Chainable>The Beatles>Jesus (or
so John Lennon once said [well actually he didn’t
say greater than, but you get the idea right? It’s
great!]) in Traditional.
Overall: 4.25/5.
Art: 3/5. Meh. It’s Manticore of Darkness scaring
Behemoth the King of All Beasts. I don’t think the
“King of All Beasts” would in reality be scared of
anything other than the “Deity of All Beasts”, but
that’s just me.
|
Dark Paladin |
Please add this to my review to threatening roar for
yesterday, thank you. If you could actually delete
it completely and change it to this, I'd be much
appreciative.
Change the ratings to
Traditional: 3.3
Advanced: 4.2
Limited: 3.5
This card is good, it's got some potential going for
it. One turn with your opponent not being able to
attack may not seem like much, however it can be all
the time you need.
You can protect your monster(s) from DD Warrior Lady
or even save them to be tributed the next turn. This
card is also better than Negate Attack in the fact
you can chain to it if you need to.
In a stall deck, if you played three of these in a
row (one per turn) your opponent wouldn't be able to
attack for three turns! Isn't that cool? This is
another one of those cards that ranks a 9.5/10 on
the annoyance scale.
Ratings:
Traditional: 3.3
Advanced: 4.2
Limited: 3.5
You stay classy, Planet Earth :)
~Dark Paladin~
|
Coin Flip |
Meet Waboku v.2.
In all honesty, both this and Waboku are incredibly
useful defensive traps and both have their
individual downsides and upsides. I'll be comparing
the two because, well, I can.
Waboku is a chainable trap with no cost that stops
all battle damage.
This means your monsters get flipped up if attacked
and that the battle still occurs, meaning that
effects like D.D. Warrior Lady and Mystic Swordsman
LV2 still occur. But it has offensive capabilities
present in the fact that you can activate it during
your turn.
Meaning that you can ram a Spirit Reaper or Magician
of Faith into their Reflect Bounder and come out of
the deal a winner, or just ram your Gorilla into
their VLord. Hurah.
Scaring Roar/Threatening Roar is a chainable trap
with no cost that stops the attack from occuring at
all. On the upside, no MSLV2 or D.D. Warrior Lady.
On the downside, no offensive capabilities.
So if you're running a deck with 12365918 monsters
that are meant to be kept f/d, you get 3 of
Threatening Roar or Sakuretsu Armor because you
REALLY don't like stuff like MSLV2 screwing up your
plans. If your deck is more offensive and you aren't
using Sakuretsu or Bottomless, this is a perfectly
good option (as is Trap Hole, but noone listens to
me on that one).
It's a solid card in Traditional and Advanced, but
Advanced focuses more on field control than hand
control, which is what Waboku and Threatening Roar
attempted to go with – protecting you from a dropped
Donny Z or Spirit Reaper after they Heavy Storm or
something.
General:
Traditional: 4/5 (on par with Waboku = good)
Advanced: 3.6/5
|
Otaku |
Once again, classes necessitate that I be very
brief with my reviews. I wasn’t go to review at
all, but there seems enough dissent in at least
a few of the CotDs this week to warrant my
participation (e.g. I disagree and can’t keep my
mouth shut or fingers off the keyboard).
Besides, I really do need to shorten my average
review length.
Wow. Another way to almost
completely ruin
Gravekeepers. Is there some
über-unbeatable deck
using them that the general dueling public is
unaware of? Seriously though, this cards effect
is pretty good. Yes, it is annoying to have to
sack a Dark Monster with an ATK of 2000 or more
to activate this Trap, but we do have some good
options that can be added to almost any deck,
like Zombyra
the Dark Hero (a.k.a. Wannabe Spawn).
Destroying all opposing Monsters with 1500 (or
less) ATK that your opponent has in play, in
hand, or draws for the next three turns has
potential for a huge reward. Had this come out
when the game was young, it wouldn’t have done
much good. Now, though, we have so many strong
support Monsters with nasty effects but small
ATK scores. D.D. Warrior Lady, the
Jars, most Attribute (and Type) searchers,
and several theme-specific Monsters get
trashed. You do need to nail two to break even,
but the potential return is staggering.
There are ways around this effect, though.
Cyber Jar, for example, “picks up” cards
instead of drawing them, so those Monsters are
safe. Still, for depletion or control decks,
this is a good choice to main deck (assuming you
can adjust to meet the requirements to use), and
for most decks, it’s a decent side deck
candidate since it can mess up things like
Weenie Rush and
Gravekeepers. Yes, I mentioned them
again; only one
Gravekeeper’s Monster has more than
1500 ATK, and they excel at swarming. Just be
careful with deck’s that feed off the Graveyard
in some manner… like Chaos. Somehow I think
discarding their Don
Zaloog and Shining Angel from
hand will really upset those (and those are just
random legal targets I’ve seen; if no serious
deck uses them, insert the right cards XD).
Traditional:
4/5-This assumes a deck geared towards taking
advantage of this… which to be fair, would
qualify most decks that can add that 2000 ATK
Dark Monster, since this is great for aiding in
a Yata-Lock. You
might clear their hand a field in one shot! It
also could kill their copy of The Bird.
Advanced:
3.5/5-This is a general rating, so bear in mind
it is still more useful here.
I think it makes a strong side deck candidate,
again assuming you can meet the relatively
simple requirement. Two copies of this and
three Zombyra
might seem like a lot for, say, an ALO
deck, and it is. For Chaos and Warrior Chaos,
though, it’s practically nothing.
Limited:
1/5-It’s possible I
messed up, but I didn’t find any non-Fusion
Monsters in this set that meet the Tribute
requirement. Be pretty nasty in a Starter deck
(which usually adds one or two boosters) though.
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