Legendary Jujitsu Master
Rated For: His Own Deck
I chose this week's cards because a)
they're actually playable and b) you've probably not
heard of, or tested, most of these bad boys.
I feel that every card in this week's
lineup can shine in its own deck or even splashed in
regular decks to some extent, and each of my reviews
will focus on getting the most out of the card of
the day.
Monday's card is Legendary Jujitsu
Master, a card that went completely ignored by every
duelist upon the release of Ancient Sanctuary; I
noticed it while trying to construct an Earth bounce
deck right after Anaheim's Gencon Shonen Jump, and
basically created a tier one deck that could hang
with some very good decks. Why is this card so
wonderful?
Currently, there are only a handful
of cards that can send an opponent's monster to the
top of the deck; this is crucial because it ties up
their draw phase, acting like a Drop Off or Time
Seal, and removes their monster from the field,
acting like Compulsory Evacuation Device. The double
loss of tempo incurred by having your monster
"bounced", is an obscenely powerful effect, limited
to only Back to Square One, Mystic Knight of Jackal,
Mystic Swordsman LV 6, Mysterious Guard, and
Legendary Jujitsu Master (I may have missed one). Of
these, Back to Square One is obviously the easiest
to use, but it costs a resource. Mysterious Guard
will likely die, and the other two are tribute
monsters.
This leaves Legendary Jujitsu Master
as perhaps the most effective means of bouncing
monsters off the field. Pair this with a control
deck and you can 1) put their monster to the top of
the deck, 2) Tie up their draw phase for next turn,
3) Summon Don Zaloog/Spirit Reaper/Masked Sorcerer
and swing for either +1 or -1 advantage.
1800 defense stands up to quite a
bit, with only Berserk Gorilla standing up to it
(unless your opponent runs 1900's). The biggest
threat to this card's success, however, is D.D
Warrior Lady, since it can simply remove Legendary
Jujitsu Master from play, so you'll want to protect
it.
If you search this card out with
Giant Rat, your opponent basically won't be able to
attack until they get rid of Jujitsu Master, since
they don't want to have their monster bounced. This
is a highly effective card.
Advantage F/H:
1800 defense will stand up to a lot,
and 1300 attack isn't very bad. Basically, Jujitsu
Master is one of those cards that more than breaks
even after one use. If your opponent hits it, even
with an 1800+ attack monster, you basically
Evacuated them and Time Sealed them in one turn. So
you lose one resource, they lose their normal summon
and their next draw. Of course if they can't kill
it, with perhaps Breaker, Tribe, Kycoo, Don, D.D
Assailant, Blade Knight, among others, they lose
even more. Finally, if it's a tribute monster that
attacks, they lose EVEN more!
Traditional Format
Score: 8/10
Advanced Format
Score: 8/10
Best Draw for the Situation:
This card is great in the
opening game and late game; it isn't quite as
effective in the middle where you're trying to stage
legitimate attacks. Also, because of its low attack,
you'll always want to leave this in defense, so
supplement it with a main fighting force of strong
monsters.
T:
7/10
A:
7/10
Attributes/Effect:
This card is an Earth type, which
gives it great synergy with Giant Rat. It's stats
are rather decent, although 1900 or more defense
would have been nice. The effect is solid but
doesn't always work properly, and it's vulnerable to
Nobleman of Crossout. Try using this card with
Desert Sunlight for some real fun.
T:
7/10
A:
7/10
Dependability:
Let's see; out of a typical Cookie
Cutter Chaos lineup, you have 3 D.D Warrior Ladies,
1-2 Berserk Gorilla/Blade Knight, and Magical
Scientist that can kill this bad boy straight up.
Out of those, the only ones that really hurt you are
the Warrior Ladies. And in all such cases, the
advantage evens out to 1 for 1. Not bad right? Of
course, this thing is vulnerable to Crossout, like I
said, so be careful.
T:
6.5/10
A:
6.5/10
The Bottom Line:
Highly overlooked; criminally so.
A BAD Score--
Traditional:
3.56/5
Advanced:
3.56/5
FORCE System Suggestions--
++ Contributes to On-Field
Removal (slightly), On-Field Presence,
Counter-Defense, Enemy-Disruption (slightly).
-- Detracts from Field
Control (slightly)
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