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Pojo's Yu-Gi-Oh Card of the Day
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Gateway to Dark World
Common
If you activate this card, you cannot Normal Summon,
Flip Summon or Special Summon during the turn this
card is activated. Special Summon from your
Graveyard 1 monster that includes "Dark World" in
its card name.
Type - EEN-EN048
Card Number - Spell
Card Ratings
Traditional: 1.5
Advanced:
5
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 11.11.05 |
ExMinion OfDarkness |
Gateway to Dark World
Now we see a card that's much more useful for a deck
actually FOCUSING on Dark Realm as opposed to
splashable broken monsters from the past two days.
It works like Scapegoat in a way -- instead of
getting 4 weak monsters block, you get a beatstick
(at least you'd hope) coming out of the Graveyard. I
see a couple of the same tricks being used with
Scapegoat being played here:
*End-phase chaining to get your Dark World guy out
so he can attack next turn and you can still summon,
just like opponents did before they wanted to use
Metamorphosis
*Regular attack-blocking if your opponent summoned a
Cyber Dragon and some other decent monster who was
under 2300 ATK
I woudn't just throw this in a deck where you put in
2 Goldd to help offset your opponent's Dons and
Reapers. But if you're playing a deck that takes
full advantage of the Dark Realm (almost ALL DR
monsters, Card Destruction, Morphing Jar, etc.) then
this card is definitely for you.
5/5 for the deck of the correct theme, 2/5 for a
deck with a couple just thrown in
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Coin Flip |
Oh. My. God.
When I talk about
why Gravekeeper's is a good theme, I mention one
thing 90% of the time; support cards that don't
require convoluted combos to be awesome. GK is such
an awesome theme that certain cards leak from GK to
other decks… Necrovalley was featured in Scientist
OTK's, GK Spy is featured in decks to this date by
itself, and we can even catch the occasional GK
Spear Soldier. GK Watcher was used as a (bad)
counter to the Empty Cookie Jar FTK Mill deck.
This card is the
GK Spy of Dark World. Essentially, it gives you a
chainable card that special summons a monster with
no strings attached. Activate it at the end of your
opponent's turn to give yourself a surprise
beatstick, or during your turn for an instant 2300,
or during their Battle Phase to END the Battle
Phase. Oh, what happens if they MST it, though?
Jack all happens, friend. You don't need this to
remain on the field, unlike Premature Burial and
Call of the Haunted. You get a free 2300 if they
activate removal on this card.
Impressed? Same
here.
This is an
arguable staple in any combo-oriented Dark World
deck. At least play one. It's easy to get.
Dark World:
4.3/5
General: Crap.
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Dark Paladin |
As
our first week looking at Elemental Energy cards
comes to a close, we look at Gateway to Dark World.
Immediately, you see the drawback to this card, you
can't summon a monster in the turn you use this
card...at all...no flip, no special summon, or
anything, but it is a quickplay, so use it on the
opponent's turn.
In short, if you run a "Dark World" deck, you might
as well use this.
5/5 where it belongs
1/5 all else
Art: 2.5/5
You stay classy, Planet Earth :)
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