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![](http://pojo.com/2005_Art/art_main/left_trim_text.jpg) |
Pojo's Yu-Gi-Oh Card of the Day
![](messenger_peace.jpg) |
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Messenger of Peace
Common
You must pay 100 Life Points at each of your Standby
Phases. If you cannot pay, this card is destroyed.
All monsters with an ATK of 1500 points or more
cannot attack.
Type - SPELL CARD
Card Number - DB1-EN065
Card Ratings
Traditional: 3.15
Advanced:
3.75
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.16.05 |
![](../2005jan/JaeLoveIceCream-80.jpg)
JAELOVE |
Messenger of Peace
Rated For: Any Deck
This review of Messenger of Peace
isn't going to follow the conventional "stick it in
Burn/Stall", since Level Limit Area B owns it
anyways. Nope, I'm actually toying with the idea of
using Messenger of Peace as one-sided stall until
you can get the resources you need to finish off the
opponent.
See, Messenger of Peace has a rather
great effect for a very paltry cost, but the most
important thing is that you can turn it off
whenever you want. So put it on the field,
stalling your opponent's attack, and repeatedly set
Sinister Serpent or weaker monsters. Then, when you
draw something like Heavy Storm and Black Luster
Soldier, you can stop paying and cream your
opponent.
It's a great topdeck, better than
Swords of Revealing Light (unless your opponent runs
Dons/Spirit Reapers), and it's completely one-sided,
meaning you can use it however long you want. Why
haven't more duelists thought of this?
Advantage F/H:
Completely one-sided stall for 100
life points a turn? Where do I sign up! You can dump
this whenever you want, and if it protects even one
of your monsters from being destroyed, it's already
evened out. Now put it on the field a bit longer
with a Scapegoat or a Waboku, perhaps, and you'll
accrue so many resources that you're bound to win!
(I hope).
Traditional:
7/10
Advanced:
7/10
Best Draw for the Situation:
This card is absolutely
hideous (for your opponent) in the mid to late game.
Simply draw out all his spell/trap removal, then
place this card on the field later on in the duel.
It basically guarantees you a solid defense, on its
own, until you can gather yourself for the final
push. Of course, if you're already winning, this is
dead weight.
Traditional:
6/10
Advanced:
6/10
Attributes/Effect:
Two important things; 100 life points
per turn means nothing, since you'll likely use it
for 3-4 turns anyways, and you can turn it off at
your standby phase. Your opponent will likely have
nothing that can creep under 1500 anyways, except
for maybe a solitary Don Zaloog.
Traditional:
8.5/10
Advanced:
8.5/10
Dependability:
If your opponent destroys it (outside
of Breaker/Mobius), it's going 1 for 1 anyways, but
you'll probably want to bait out their S/T removal
first, since this card is going to be attack
priority number one for them (like Swords is).
Traditional:
6/10
Advanced:
6/10
The Bottom Line:
This can be played over Swords of
Revealing Light.
A BAD Score--
Traditional:
3.44/5
Advanced:
3.44/5
FORCE System Suggestions--
++ Provides
Counter-Defense, Enemy-Disruption
-- Detracts from Resource
Replenishment, Energy (slightly).
|
ExMinion OfDarkness |
Messenger of Peace (Offensive)
Today, we've been asked to look at Messenger of
Peace in an offensive-themed Deck. We already know
it's integral to the Burn/Stall and Exodia builds,
so what's this talk about putting it in a deck that
revolves around attacking?
One of the older uses of Messenger of Peace could
still work -- having direct attackers (Servant of
Catabolism, Jinzo #7) hide behind this thing, safe
to attack on thier own. HOWEVER, this creates a
conflict with everyone's new favorite direct
attacker, Raging Flame Sprite -- as once it shoots
up to 2100, it can no longer attack. (That having
been said, Raging Flame Sprite belongs in a Lv. 3 or
lower deck with the LLABs and G-Binds.)
People used this with White Magical Hat in the olden
days -- Don Zaloog just gets under the barrier, but
if playing Messenger of Peace in a deck that also
uses LLAB and G-Bind, that's a big conflict. WMH is
actually better here. Injection Fairly Lily works
well with this -- it's able to attack because it's
only 400 at the initial onset, and boosts after the
attack is already going through.
With Level Limit -- Area B being costless and
essentially performing the same function, this thing
has fallen out of favor, but it still has untapped
combo potential.
3/5 Traditional (Don gets through, but a lot of
beatsticks don't.)
3/5 Advanced (It's the weakest of the 3 cards in the
Burn/Stall/Exodia setup, and creates the most
conflicts in an offensive MoP decks.)
|
Tranorix |
Messenger of Peace
What’s there to say about Messenger of Peace? It’s a
great stall card, wonderful for Burners and perhaps
even better because you can essentially get rid of
it whenever you want to (by opting not to pay [and
yes, paying is optional]). It stops most big threads
(except for that annoying Horus LV6) and even some
smaller ones; the only real danger is with your
opponent’s weaker monsters, which usually can’t hurt
you anyway.
Of course, it’s vulnerable to all that rentsy S/T
removal, but what isn’t, these days? Stall Decks
take that risk. There are uses for MoP outside of
Burners though, namely in Low-Level Beatdowns that
rely on monsters like Mataza the Zapper. These can
be very effective, though they aren’t seen that
often and could make just as much use of something
like Level Limit – Area B (if not better, since MoP
makes it so that you can’t really boost your
monsters too high whereas LLAB doesn’t have that
restriction).
Myeah, this is getting a little wordy. I apologize.
You should be able to figure out whether your deck
needs Messenger of Peace by yourself, really.
Traditional – CCCC: 1.5/5
Traditional – Burn: 4/5
Advanced – CCWC: 2/5
Advanced – Burn: 4.5/5
OVERALL RATING: 3/5
|
Snapper |
Messenger of Peace
As Underlooked Card Week progresses we come to
Messenger of Peace, a Spell that isn’t all that
underlooked.
While on the field, MoP prevents all monsters with
an ATK equal to or greater than 1500 from attacking.
Because of this effect, Messenger of Peace is
considered the first major Stall Card to be released
in the TCG, and it is also considered one of the
better stallers today. While not nearly as annoying
as it was when it was new (due to all the forms of
S/T destruction we now have), MoP can still prevent
many of the opponent’s monsters from attacking for a
few turns. And MoP’s only downside (if you can call
it that) is that it has a 100 Life Point maintenance
cost during each of your Standby Phases, and it’s
optional! This allows you to keep MoP on the field
only long enough to get your bearings, at which
point you can have an all-out assault on your
opponent.
What’s nice about MoP these days is that there are a
few ways to get around the effect. Horus LV6 is able
to attack due to its immunity to Spells, giving you
a monster with a good ATK and stopping your opponent
from doing you any real damage. And because MoP only
stops monsters with an ATK higher than 1499 from
declaring an attack, ATK increases during the Damage
Step are fair game. Because MoP prevents both
players’ strong monsters from attacking though, MoP
is best reserved for Decks filled with monsters that
can attack while it’s on the field.
Advanced: 3.5/5. Don’t rely on MoP being your only
means of protection (because of S/T destruction).
Traditional: 3/5. Don’t rely on MoP being your only
means of protection (because of S/T destruction).
Overall: 3.25/5.
Art: 2/5. What’s so peaceful about him? For all we
know he could have dynamite or something under those
robes.
|
Coin Flip |
Messenger of Peace is the best card we will see this
week. Seriously.
This thing may just be more powerful than Level
Limit Area B and Gravity Bind. The reason being that
it has uses in decks that aren't burn/stall.
First off, the one thing that makes this thing so
much better than the others is that it's an upkeep
card that affects both players. The one we saw
before was Imperial Order, which saw immense play
not only for the quick gamebreaker negation, but
also for the ability to keep it up and then finally
not pay after you have a veritable army ready to
strike after a quick Duster and Geki. Let me explain
why this is a good thing.
You keep your stuff in hand. They summon stuff,
waiting for you to make an offensive move. You draw
the correct field clearers and suddenly everything
becomes horribly clear to your opponent. Here.
Good example. Set two DDWL, or one and a Kycoo or
Enraged Battle Ox or whatever your flavor is. Set
Needle Ceiling. After two turns, you get a 2 for 2
trade plus the advantage of having 3 monsters on the
field for attack.
On top of punishing the foolish players who play as
though it weren't there, its upkeep is best
described as ghostly. As in you can barely tell it's
there. It's also the best attack blocker there is,
since we've already seen numerous monsters with high
attack but low level.
This will ensure that your Stealth Bird lives when
they don't.
The use of it in an offensive deck is simply this:
You set up your system if you need to stall to set
the system up, and then you stop paying. GG.
Fairly good, but there's no general deck I can rate
it for.
3.4/5 Traditional
4.1/5 Advanced.
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