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Pojo's Yu-Gi-Oh Card of the Day
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Dream Clown
Common
When this card is changed from Attack Position to
Defense Position, destroy 1 monster on your
opponent's side of the field.
Type - Warrior/Effect
Card Number - DB2-EN051
Card Ratings
Traditional: 1.95
Advanced:
4.2
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 10.28.05 |
Lord
Tranorix |
Dream Clown
Dream Clown is extremely rentsy, and I happen to
love the little guy. There are so many ways to annoy
your opponent with him, it’s hilarious. With 1200
ATK, he isn’t great; but the fact that he’s Level 3
makes that understandable. Being EARTH is good, as
he can be summoned via Giant Rat; and being a
Warrior is good, as he can be searched out via
Reinforcement of the Army.
Whenever Dream Clown goes from face-up ATK to
face-up DEF, you get to destroy a monster on your
opponent’s side of the field. Summon this with Giant
Rat on your opponent’s turn, and on your turn switch
him to DEF – you’ve just destroyed your opponent’s
monster.
Play him in a deck with Stumbling. Every time you
summon a Dream Clown (or Blade Rabbit), bam! You
killed an opponent’s monster.
Use him with Zero Gravity. Your opponent attacks
your Attack Position Dream Clown only for you to
activate Zero Gravity. And voila – you’ve just
killed the attacking monster (or another, if you so
desire).
Clown Control is back, and better than ever. And if
you’re running it, you should be running Dream
Clown.
Control: 3/5
Clown Control Deck: 5/5
OVERALL RATING: 4/5
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ExMinion OfDarkness |
Dream Clown
Here's ANOTHER weenie card that should see play that
doesn't.
Dream Clown has as much going for it as any other
low-attack card; elemental search (with the new
Warrior's Triumph starter deck), Sangan search, Last
Will (for some oddball deck), oh, and did I mention
REINFORCEMENTS OF THE ARMY? (Like that thing needs
another broken card to pull out!)
Dream Clown is the cream of the offensive weenie
rush. Monster destruction in exchange for a position
change, gets under all three majorly-played stall
cards, can clear the way for other weenies with
"when this card does battle damage" effects...
Oh, and this card owns with Level Limit - Area A,
which we'll get soon. LLAA's effect = All Level 3 or
lower monsters are automatically changed into Attack
Position.
So you can change Dream Clown to Defense, its effect
kills a monster, and then LLAA automatically forces
it back into Attack Position. This lets you get
Dream Clown's effect EVERY turn as opposed to every
other turn. This, a stall card, a way to prevent an
opposing Heavy Storm or Sacred Phoenix of Nephthys
effect, and you're sitting pretty.
1.25/5 Traditional
3.75/5 Advanced
|
Coin Flip |
Yesterday I made a small error. It's not the Knights
that this card helps, it's the Possessed Spirits.
1850 ATK Spellcasters that can get trample depending
upon how they're summoned. :) Even they suck,
though, so the message of the review does not
change.
So yeah, today we look at a friend of ours from many
years ago. Say hello to Dream Clown. Careful,
though. He bites.
Hmm… I don't like the logic of this card, or its
"better" alternatives of Swarm of Scarabs and Medusa
Worm. I mean, the idea is that you have to protect
an extremely weak monster to get a cool effect, but
the two options for protection that you have (Attack
restriction like Gravity Bind and Messenger of
Peace, and hardcore attack stopping/monster removal
like Sakuretsu Armor, Bottomless Trap Hole and
Widespread Ruin) are essentially narrowed down to
one. I mean, if you use the removal, you don't get
to use this guy's effect. So you have to use attack
restriction, which then begins to develop dependency
on those cards… Yeah.
So what can you use? Well, the idea for this is that
Dream Clown is searchable by several cards, and you
can easily set up a loop that your opponent cannot
break out of with one Stumbling and two Dream
Clowns. It actually isn't a difficult loop to set up
due to the searchability of the bigger part of the
combo, but it's also easily dismantled by, say, a
Snatch Steal or Brain Control. If you try to use
Labyrinth of Nightmare, then you're becoming FAR too
dependent upon a combo. Combo-oriented decks
generally don't T8.
So yeah, today you get a special treat. I'll give
you a Dream Clown deck it took me three minutes to
write.
16
3x Dream Clown
1x Injection Fairy Lilly
2x Spirit Reaper
2x Des Lacooda
2x Giant Rat
1x Dark Catapulter
1x Mystic Swordsman LV2
1x Sangan
1x D. D. Warrior Lady
1x Breaker the Magical Warrior
1x Horus the Black Flame Dragon LV6
15
3x Stumbling
1x Premature Burial
1x Swords of Revealing Light
2x Level Limit – Area B
1x Snatch Steal
1x Book of Moon
1x Scapegoat
1x Dark Hole
1x Mystical Space Typhoon
1x Heavy Storm
1x Smashing Ground
1x Nobleman of Crossout
9
3x Sakuretsu Armor
1x Call of the Haunted
1x Torrential Tribute
2x Dust Tornado
2x Bottomless Trap Hole
Still a bit contradictory, but hey, it won't go into
topdeck mode three seconds into the duel, so the
better for it.
Anyway, here's rating of a d20 roll divided by 4.
Hey lookie, an 11.
General: 2.75/5
Rat Toolbox: 3.7/5
Clown Control: 5/5
|
Dark Paladin |
Dream Clown is our card for today, and this will be
short and sweet.
This card is essentially a God in your stall/Gravity
Bind/Messenger of Peace deck.
If you can get two out, you can continuously destroy
the opponent's monster, and attack directly. It even
works in a weenie rush deck.
Ratings:
4.75/5 in all of the above decks
1.25/5 all else
Art: 3/5
You stay classy, Planet Earth :)
|
Satisfaction |
Dream Clown, this card can be quite annoying if you
can't get it off the field. Dream Clown is an
average card but put in the right deck type, it can
give you total field control.
Dream Clown's stats aren't that great, especially in
this new format 1200 attack won't manage against the
1700 and higher monsters. But to make Dream Clown to
work you must protect it.
Cards such as Gravity Bind, Level Limit Area B, and
Messenger Peace are cards that can work great with
Dream Clown. Hey even Sakuretsu Armor will help
protect even though Dream Clown is suppose to do
it's job. Sure Mobius the Frost Monarch can screw up
the plan but Level Limit Area B will put it in
defense even before he blows up the back rank.
Dream Clown is searchable by many things. Being
Earth is one of the best attributes in this format
because of how much Giant Rat can bring out. But the
deck that can utilize Dream Clown the most is a
Warrior Control. Most people won't realize but Dream
Clown is a warrior.
As the theme of the deck can do so much to help
Dream Clown, cards that activate Dream Clown's
effect off the bat is very useful to make Dream
Clown work. Stumbling is a very useful combo for
Dream Clown, stalling your opponent so they can't
get to Dream Clown and when Dream Clown gets summon
it goes to defense mode, so does any other monster,
but Dream Clown gets it's effect.
The whole point of Dream Clown is field control, and
card advantage, gaining one card advantage every
time you activate the effect. Dream Clown can work
but protecting it is the issue in this format, but
this format gives it more possibilities.
Traditional: 1.5/5.0
Advanced: 3.8/5.0
Warrior Control: 4.8/5.0
Weenie Rush: 5.0/5.0
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