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Pojo's Yu-Gi-Oh Card of the Day
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Flint
Ultimate Rare
A
monster equipped with this card cannot change it's
Battle Position or attack, and has its ATK decreased
by 300 points. If the equipped monster is destroyed,
select 1 monster on the field and equip this card to
that monster.
Type
- Spell Card
Card Number
- RDS-EN042
Ratings
are based on a 1 to 5 scale
1 being
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 01.18.05 |
Coin Flip |
Lame. Flint is like Ekibyo Drakmord except bad.
Basically, -300, can't attack, can't change mode.
Whoop-dee-doo. The 300 reduction is not much - often
times that will amount to nothing more than a
Berserk Gorilla being killed by a Kycoo or suicided
into by a King Tiger Wang or Reflect Bounder.
Ah... It does have a rentsy combo with Asura Priest,
though. Really only works if they have 2 or more
monsters on the field in attack position with less
than 2000 attack. Attach Flint, kill that monster,
attach Flint and kill that monster, attach Flint and
kill that monster, etc. Owned.
No?
You aren't falling for it?
Okay, not really. If your opponent doesn't have
anything on the field, you have to equip it to your
own monster. This might not be so bad if it's like a
Goblin Attack Force or something, but they're
probably going to Smashing Ground/Snatch Steal it
anyway for no real card loss on their part..
Any deck:
1.6/5 Traditional
2.2/5 Advanced
|
Tranorix |
Flint
Flint is an interesting Spell Card, one that
certainly deserves a little bit of play-testing, at
the very least. It’s an Equip, making it vulnerable
to S/T removal; but unlike most Equips, it isn’t
necessarily a bad topdeck.
Give this to your opponent’s monster and it won’t be
able to attack you. That’s not bad , though it isn’t
necessarily great, especially if your opponent has
more than one threatening monster on the field. That
monster also can’t change its battle position, which
means if you attach this to his Defense Position
Spear Dragon, he’s not going to be changing it back.
The ATK decrease is also pretty good, allowing your
Kycoos and whatnot to run through 1900 beatsticks
and Berserk Gorillas. Of course, if your opponent
only has one monster, you equip Flint to it, and you
destroy that monster, Flint will be equipped to your
monster, something you’ll probably want to watch out
for.
All in all, Flint is a decent card that probably has
combo potential I’m just not seeing. For now, I’ll
rate it for Stall Decks, where it seems it fits
best.
Traditional – CCCC: 2/5
Traditional – Stall/Burn: 3/5
Advanced – CCWC: 2/5
Advanced – Stall/Burn: 3.5/5
OVERALL RATING: 2.6/5
|
Snapper |
Flint
Today’s card is Flint, an intriguing Equip Spell
Card that assists in making threats easier to work
with.
Flint has a few neat effects that assist in making
your opponent’s beatsticks less of a problem.
Flint’s first effect prevents the equipped monster
from attacking, changing positions, and decreases
its ATK by 300.
The effect is peculiar compared to your average
Equip Spell Card in that it in no way shape or form
helps the equipped monster. This fact has caused
some people to find no use in Flint because they ask
themselves, “Why would I do that to my own monster?”
The answer is simple; don’t equip Flint to your own
monster. What seems to be an unknown truth is that
you can equip your Equip Spell cards to your
opponent’s monsters. I don’t know how this loss in
information occurred, but it is true. Anyway,
getting back to Flint itself, the effect has its
uses. Its obvious use is to weaken and restrict an
opponent’s monster you can’t defeat in battle.
Obvious use = no need in explanation.
Flint’s second effect causes it to switch to a new
monster when the equipped monster is destroyed. This
effect has few problems; an apparent problem is that
Flint is an Equip Spell Card, making it very
vulnerable to Spell and Trap Card removal that could
prevent this effect from ever activating. A second
more notable problem is that if your opponent has no
face-up monsters at the time this effect would
trigger, it needs to equip to one of your face-up
monsters. So what initially looked like a pretty
neat and useful card, Flint is in reality a card to
use with caution.
It appears that Flint will be restricted to only
being used casually due to its temperamental
constitution. If memory serves me correctly, Marik
used Flint in the YGO anime, allowing Flint to fit
nicely in a Marik Character Deck. Other than this
Deck-Type however, there is little hope that Flint
will become a competitive card.
Advanced Format: 2.5/5. It’s an interesting effect
but it could backfire on you.
Traditional Format: 2/5. Too much S/T destruction to
make Flint successful.
Overall: 2.25/5.
Art: 1.5/5. They really went all out with the
artwork.[/sarcasm]
|
ExMinion OfDarkness |
Flint is SERIOUSLY
underrated. I've been waiting to review this
for a week or two.
Rentsy Rentsy Rentsy Rentsy Rentsy Rentsy Rentsy
Rentsy Rentsy Rentsy
Flint grants a reusable 300 ATK drop/ATK block.
I'll cut to the chase and tell you where I think
this card is most useful and least useful:
Rentsy Rentsy Rentsy Rentsy Rentsy Rentsy Rentsy
Rentsy Rentsy Rentsy
*Great if you both have multiple monsters on the
field. Flint weakens one and helps you kill it,
then moves to the next monster in line to die,
and so on.
Rentsy Rentsy Rentsy Rentsy Rentsy Rentsy Rentsy
Rentsy Rentsy Rentsy
*Great if they have a face-up Spirit Reaper and
something else -- Equip it to Reaper, it dies,
then moves onto something else...
Rentsy
Rentsy Rentsy Rentsy Rentsy Rentsy Rentsy Rentsy
Rentsy Rentsy Rentsy
*Good if they have one monster you just can't
deal with right then (Jinzo, V-Lord...not really
BLS because he'll just remove your guys).
Rentsy Rentsy
Rentsy Rentsy Rentsy Rentsy Rentsy Rentsy Rentsy
Rentsy Rentsy
*NOT good if they only have one face-up
monster. At this point, it moves to YOUR
monsters -- it MUST equip to something if it is
able.
Rentsy Rentsy
Rentsy Rentsy Rentsy Rentsy Rentsy Rentsy Rentsy
Rentsy Rentsy
Remember -- the monster has to be DESTROYED in
order for Flint to re-equip. So if you put this
on an opponent's Berserk Gorilla to stall, they
can just tribute it for Mobius and get out of
it. Likewise, if you're forced to move this
onto one of your own monsters, you can tribute
it for something else to get rid of Flint.
There,
Tranorix! I said Rentsy in a CotD review!
Happy now?
Given the low M/T
destruction in Advanced Format, I think this is
actually a good card to sideboard, if not main 1
of.
2/5 Traditional
3.5/5 Advanced
|
JAELOVE |
Flint
Rated For: Helpoemer Decks
I've got to be honest guys. While I do try to be
original and open-minded with every card in the
game, this one was a bit tough I must admit. The
best use I could come up with for this card was in a
Helpoemer deck (yes, you heard me right!), since
there aren't many spell/trap cards in the entire
game that can decrease a monster's attack.
Once again, you've got to remember alternatives to
this card. See, if you're using it for offensive
purposes, keep in mind that there are offensive
equips that offer far superior bonuses to the 300
decrease. Let's say they have two monsters on the
field; you equip one and destroy it, then you target
the other one as soon as your finished. The opponent
will probably have taken 200-400 damage, and the
next monster will be weakened.
Now let's use this example to introduce
alternatives. Imagine if you put an axe of despair
on your own monster. Now the opponent has taken
900-1100 damage and you have a 2000+ attack
powerhouse on the field. Or what if you play an
equip spell like Ekibyo Drakmord? (A highly
underrated common from LONightmare)
All these appear far superior to Flint, right? Well
here's another startling fact; those examples
omitted the biggest drawback of Flint; if you're
attacking their only monster, the resulting effect
is mandatory, forcing you to equip your own monster
with the effect. That 300 damage bonus and field
control you seem to enjoy have now flipped and
turned back on you! Suicidal hot potato I call it.
For anyone interested in running a Helpoemer deck or
Flint deck (which can be highly viable), I'll rate
Flint. I wouldn't exactly recommend it for anything
else. Keep in mind the poemer can't attack with
Flint equipped, so you'll likely just stand there
(making Flint a rather useless card).
Advantage F/H: I'm sure you could combo a Flint, and
it would allow their monsters to hit thresholds of
anywhere from 1200 (D.D Warrior Lady) to 1700
(Berserk Gorilla) attack, but you'll likely suffer
from its drawback as well. A 300 attack decrease is
not nearly enough to justify Flint's use. Also, the
fact that it keeps being used hurts you just as much
as it hurts them, if not more.
Traditional Format: 2/10
Advanced Format: 2/10
Best Draw for the Situation: Equip cards outside of
Premature and Snatch Steal are almost always bad
draws because they require monsters to function.
Granted, in this case, Flint can be used to disable
your opponent and lower its attack. This makes it a
little better of a draw than the standard Mage
Power/Axe of Despair.
Traditional Format: 4/10
Advanced Format: 4/10
Attributes/Effect: The 300 attack decrease is decent
because it will allow you to kill their monster. It
can also be used for defensive purposes. However,
its effect has drawbacks as well.
Traditional Format: 5/10
Advanced Format: 5/10
Dependability: This card is not really recommended
for any standard deck because of its propensity to
backfire.
Traditional Format: 2.5/10
Advanced Format: 2.5/10
The Bottom Line: Not worth it really. If you really
must neutralize your opponent, use Ekibyo Drakmord,
Nightmare Wheel, or Mask of the Accursed.
A BAD Score-- T: 1.69/5
A: 1.69/5
FORCE System Suggestions:
++ Field Control (Very slight), Counter-Defense
(slightly), Enemy Disruption (slight)
-- Resource Replenishment, Counter-Disruption
|
Otaku |
Stats/Effect(s) :
Flint is an Equip Spell card. A monster
equipped with it can’t change Battle Position,
can’t attack, and has its ATK reduced by 300
points! Now, on is own, this would be pretty
gimmicky-might as well boost your own guy than
weaken another, and you might as well destroy a
face up opposing Monster rather than just stop
it from attacking while its on the field. Sure,
it’s nice that they can’t shift its position,
but the card needs more. Fortunately,
Flint
does one more thing: when the Monster it is
equipped to is destroyed, it re-quips itself to
the Monster in play of your choice. All
together, this becomes a solid effect. Is there
anyway to make good use of it though?
Uses and
Combinations :
Defensively,
Flint
can be used to hamper an opponent. You not only
might make them weak enough to safely kill in
battle, but if timed right, you can keep
shifting it to the opponent’s next Monster. Is
your opponent using a relatively straight
forward Beatdown deck? This drops Berserk
Gorilla down to a manageable 1700 ATK where
your Kycoo can kill it, then shift the
Flint
to another Berserk Gorilla to nail next
turn. The obvious downside is that if the only
Monster remaining in play is one of your own, it
gets equipped instead. This can range from
being annoying (the Monster wasn’t going to live
much longer anyway), to barely noticeable (it
tries to equip itself to Gearfried and is
destroyed) to really nasty (you are forced to
destroy your own three Spirit Reapers).
Given this, and the fact that most of us would
prefer to simply destroy an opponent’s face-up
Monster, I am inclined to believe I had to miss
some useful combination.
Ratings
Traditional :
1.05/5-On the obscure chance you top deck and
freeze your opponent’s Black Luster
Soldier-Envoy of the Beginning or the like
and it saves you, I awarded a twentieth of a
point.
Advanced :
2/5-Here it could pull that lifesaver trick a
bit more realistically… and it could help turn
around a game where you finally summon one
monster and, with
Flint,
you can overturn a field of beatsticks… or at
least kills something you normally couldn’t.
Limited :
3.5/5-Here ATK scores are less stable, so it
becomes much more useful since 300 can and often
will spell the difference between a win and a
loss.
Summary
Unless I am missing something, this is one of
those cards that seem to have potential, but
ultimately don’t. It’s only really useful if
your opponent is running certain deck types or
Monsters (Raging Flame Sprite or Swarm
decks with relatively lower powered Monsters)
that can be handled just as well by several
other, less specific cards.
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