Bottomless Shifting Sand
Rated For: Its Own Deck
Pharaonic Guardian has some of the
best commons ever created, but I'll bet many a
duelist doesn't know of the ones not named "Terraforming"
and "Raigeki Break." Ever since I created the Trap
Dustshoot/Mind Crush archetype, I've tried to hammer
into all my fellow duelist's the need to be
creative, adapt to the environment, and never take
any commons for granted (there are some real gems
out there).
I expect a good majority of you to be
doing a double take with this card; it's a common
from Pharaonic Guardian that went completely
ignored. At face value, it's automatically a one for
one trade, since they'll either destroy it with a
spell trap, or you'll destroy their monster at the
end phase. Here's the fun part.
Combo it with Light of Intervention
(and perhaps Last Warrior), to force your opponent
to destroy their monster. Combine it with Guardian
Sphinx, Stealth Bird, and all the other face down
flippers to create an unstoppable fighting force.
Use it with Different Dimension Dragon to take
complete control of the field. Great scott!
In my view, this card is far superior
to Ectoplasmer, a card deemed worthy of super rare
status by the powers that be. Try making a deck
around Bottomless; it's quite a nasty surprise at
your opponent's end phase.
Advantage F/H:
This card automatically goes 1 for 1,
no matter what, unless your opponent owns you with
Breaker or Mobius, and it has the potential to
stretch on even more. Baseline score would be
7.5/10, deduct 0.5 for Breaker/Mobius, add 0.5 for
its ability to stay on the field longer.
Traditional
Format:
7.5/10
Advanced
Format:
7.5/10
Best Draw for the Situation:
This card is absolutely
solid in all phases of play. Unfortunately, it's
very weak to Jinzo, Mobius, Breaker, and it won't
protect you against the battle phase itself.
T:
7/10
A:
7/10
Attributes/Effect:
You need 5 or more cards, so in the
opening turn, a set monster and this card should be
fine. However, later on in the duel, you'll need
either Cyber Jar, Morphing Jar, or Sinister
Serpent/Mirage to keep this bad boy alive. Luckily,
all three have solid synergy with this card.
T:
7/10
A:
7/10
Dependability:
Always one for one, but bait out
Breaker/Mobius first, or you might be sorry! They'll
almost always have a face-up monster, and if they
can't get rid of this card, it creates a destructive
presence for them (since the monster destruction
works at their end phase, not yours).
T:
7.5/10
A:
7.5/10
The Bottom Line:
Smashing Ground destroys an
opponent's monster too. Now add on the fact that
this card's bonuses can keep on growing, and you
have a solid card indeed.
A BAD Score--
Traditional:
3.63/5
Advanced:
3.63/5
FORCE System Suggestions:
++ Contributes to On-Field
Removal, Enemy Disruption
-- Detracts from On-Field
Presence (slightly), Counter-Disruption
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