Card Game
Card of the Day
TCG Fan Tips
Top 10 Lists
Banned/Restricted List
Yu-Gi-Oh News
Tourney Reports
Duelist Interviews
Featured Writers
Baneful's Column
Anteaus on YGO
General Zorpa
Dark Paladin's Dimension
Retired Writers
Releases + Spoilers
Booster Sets (Original Series)
LOB |
MRD |
MRL |
PSV
LON |
LOD |
PGD |
MFC
DCR |
IOC |
AST |
SOD
RDS |
FET
Booster Sets (GX Series)
TLM |
CRV |
EEN |
SOI
EOJ |
POTD |
CDIP |
STON
FOTB |
TAEV |
GLAS |
PTDN
LODT
Booster Sets (5D Series)
TDGS |
CSOC |
CRMS |
RBGT
ANPR |
SOVR |
ABPF |
TSHD
STBL |
STOR |
EXVC
Booster Sets (Zexal Series)
GENF |
PHSW |
ORCS |
GAOV
REDU |
ABYR |
CBLZ |
LTGY
NUMH |
JOTL |
SHSP |
LVAL
PRIO
Starter Decks
Yugi |
Kaiba
Joey |
Pegasus
Yugi 2004 |
Kaiba 2004
GX: 2006 |
Jaden | Syrus
5D: 1 | 2 | Toolbox
Zexal: 2011 | 2012 | 2013
Yugi 2013 | Kaiba 2013
Structure Decks
Dragons Roar &
Zombie Madness
Blaze of Destruction &
Fury from the Deep
Warrior's Triumph
Spellcaster's Judgment
Lord of the Storm
Invincible Fortress
Dinosaurs Rage
Machine Revolt
Rise of Dragon Lords
Dark Emperor
Zombie World
Spellcaster Command
Warrior Strike
Machina Mayhem
Marik
Dragunity Legion
Lost Sanctuary
Underworld Gates
Samurai Warlord
Sea Emperor
Fire Kings
Saga of Blue-Eyes
Cyber Dragon
Promo Cards:
Promos Spoiler
Coll. Tins Spoiler
MP1 Spoiler
EP1 Spoiler
Tournament Packs:
TP1 /
TP2 /
TP3 /
TP4
TP5 /
TP6 /
TP7 /
TP8
Duelist Packs
Jaden |
Chazz
Jaden #2 | Zane
Aster | Jaden #3
Jesse | Yusei
Yugi | Yusei #2
Kaiba | Yusei #3
Crow
Reprint Sets
Dark Beginnings
1
| 2
Dark Revelations
1 |
2 |
3 | 4
Gold Series
1 | 2 | 3 | 4 | 5
Dark Legends
DLG1
Retro Pack
1 | 2
Champion Pack
1 | 2 | 3 | 4
5 | 6 | 7 | 8
Turbo Pack
1 | 2 | 3 | 4
5 | 6 | 7
Hidden Arsenal:
1 | 2 | 3 | 4
5 | 6 | 7
Checklists
Brawlermatrix 08
Evan T 08
X-Ref List
X-Ref List w/ Passcodes
Anime
Episode Guide
Character Bios
GX Character Bios
Video Games
Millennium Duels (2014)
Nighmare Troubadour (2005)
Destiny Board Traveler (2004)
Power of Chaos (2004)
Worldwide Edition (2003)
Dungeon Dice Monsters (2003)
Falsebound Kingdom (2003)
Eternal Duelist Soul (2002)
Forbidden Memories (2002)
Dark Duel Stories (2002)
Other
About Yu-Gi-Oh
Yu-Gi-Oh! Timeline
Pojo's YuGiOh Books
Apprentice Stuff
Life Point Calculators
DDM Starter Spoiler
DDM Dragonflame Spoiler
The DungeonMaster
Millennium Board Game
Magic
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman
This Space
For Rent
|
|
Pojo's Yu-Gi-Oh Card of the Day
|
|
Ordeal of a Traveler
Common
You can only activate this card's effect when your
opponent declares an attack. You opponent selects 1
random card in your hand and calls the type of the
card (Monster, Spell, or Trap). If your opponent
calls it wrong, the attacking monster is returned to
its owner's hand.
Type - Trap
Card Number - DB2-EN239
Card Ratings
Traditional: 1.87
Advanced:
2.75
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 08.07.06 |
Dark Paladin |
All
right, I need to address a couple of matters before
I start today.
First and most importantly, I need to thank Otaku. I
saw his review Friday for Dark Magician and he was
right. That week was supposed to be THIS week as my
tribute before I leave for my basic training for the
National Guard. I would like to thank him for his
kind words, and good luck. Thank you Otaku.
So, I'm here reviewing THIS week. There's a slim
chance I may have time to review next weeks cards as
I don't leave until Tuesday, but we'll see, I'm busy
as hell with family, friends, etc.
Today we look at a very annoying Short Print
Continuous Trap from Pharonic Guardian, Ordeal of a
Traveler. When your opponent attacks, they select a
card from your hand. They guess Monster, Magic, or
Trap.
If right, nothing happens...if wrong, the attacking
monster is returned to the hand.
As I said, this is a very annoying card, especially
pending on how big the opponent's hand is. You can
probably count on a two or three card hand at any
given time. However, you do have an edge here. Odds
are, the card will be a Magic or Monster card.
MOST decks don't run more than five or six Traps and
a good chunk of decks are Magic cards. This card
isn't very successful if you have a small hand, as
your opponent should be able to keep track of one or
even two cards.
Ratings:
Traditional: 1.5/5
Traditional Bounce: 2.75/5
Advanced: 2.5/5
Advanced Bounce: 3.75/5
Art: 4/5 Nice for a common
You stay classy, Planet Earth :)
|
Ryoga |
Ordeal of a Traveler:
An interesting, if ill-used defensive Trap.
If you have a large hand, your opponent has a 2/3
chance of having an attacking monster return to
hand.
If you've got only one or two cards, your opponent
will work out what it is, and this becomes useless.
However, the free field advantage is always good in
my opinion.
I don't use this as a) my opponent finds out what's
in my hand, which I don't really want them to; and,
b) continuous things don't live long when they anger
your opponent. But, if you find a stall deck just
isn't working without three Area B's, give this a
go.
Traditional: 2/5
Advanced: 3.5/5
Share and enjoy,
Ryoga
|
Tebezu
|
Ordeal of a Traveler
One of the better continuous trap cards we got. A
perfect card for rewarding a player with a huge
hand, thus in turn almost paying for itself upon
activation. As long as you have multiple cards (more
than 3) an opponent will most likely try to attack
with smaller monsters ( a.k.a. dekoichi, used
breaker, spirit reaper) and then pick a card in your
hand paying close attention to its back markings.
Better players will try avoiding any attack with a
chaos sorcerer or a tribute monster unless they can
re-summon (say a mobius or zarborg).
I think this card deserves a 3/5 simply because if
used at the proper time will stop an opponents
shining angel attack\etc. Not hard to get around
usually and it is definitely a relief to see over
mirror force or torrential tribute :P
|
MikeJ |
Ordeal of a Traveler
Basic Summary:
Wow I haven't seen this card played on me for ages
ever since I began, Now for being a continous trap
its pretty simple your opponent declares a attack
then the trap activates your opponent now randomly
needs to select and guess 1 card in your hand (
Monster, Spell, Trap ) if he/she is correct the
attack goes through if he/she called wrong the
attacking monster goes back to the owners hand. Now
I'm not a huge fan of Bounce ( Penguin Soldier for
example ) but this could be very interesting in a
Burn/Stall deck for being not only affective for
stopping attacks but very annoying to your opponent
who will try following cards in your hand ( I
suggest shuffling your hand often :D ) this can lead
to your opponent paying attention to your hand not
the field which can be very helpfull when you're
adding counters to Wave Motion Cannon ~.^ I think
all players get uneasy when then see Wave Motion
Cannon ( WMC ) ClockTower Prison on the field.
Conclusion:
Now this card isn't for " all " decks but if you
want to be different with your Burn/Stall deck I
highly suggest maybe giving this card a chance since
like WMC your opponent will be distracted by this or
try to remove it plus its fun XD.
Traditional Format > 1/5:
Stall is pointless in Traditional IMO since HFD
owns this hard badly.
Advance Format > 2/5:
Stall/Burn maybe
Artwork > 2/5:
What is the ordeal ? a big scary rock
|
Dark Maltos |
Ordeal of a
Traveller
Welcome to a somewhat random week of COTD’s, the
first card being a continuous trap from way back in
Pharonic Guardian.
Ordeal of a Traveller, (henceforth known as OAT,
hmm, how delightful) is quite the potent trap card,
with potential to not only act as a shield to
opposing attacks, but also as a field remover .
Deadly if you’re lucky enough to pull this off.
Unfortunately for OAT, you probably won’t be.
As a frequent user of a Uria deck on YVD, I’ve had
my fair share of experience with this card in
particular. Not only is it hard to do on YVD, it
virtually never paid off for me. The same with Fairy
box.
The problem is that once the opponent has seen your
card once, it automatically clues them in to your
strategy. That’s a bad thing, and can severely cut
this cards effectiveness.
Another factor working against OAT is that it’s a
continuous trap. That can really slow down the pace
of the game, and makes it extremely vulnerable to
s/t removal. The last thing you want when you’re
sitting behind a wall like this is for someone to
summon a Breaker, but it’ll happen more often than
you think.
Asides from this, OAT isn’t that bad a card as walls
go. It can really throw of the opponent, and be a
favourable surprise tactic. Still, even if you do
pull it off against Cyber Dragon, essentially you’ve
just negated an attack….
Traditional ; 2/5
Advanced ; 3.5/5
Art ; 4/5 Sock it to him Sphinx’y
MPS : 4/5 A classic
|
Pippin |
Ordeal of a
Traveler
If you are using a bounce deck of sorts, this is a
great support. If you are not, then do not use this.
Having said that, I will review this for a bounce
deck only (1/5 everywhere else due to better traps
existing).
Wall of Illusion, Gravekeeper Guard, several flip
flop cards, and several other traps (Compulsary
Evacuation Device for example) can make for a very
irritating deck type. It is the ultimate is stall.
By locking down the field so that only your monsters
are on it at any given time is brutal. Plus it
returns all tribute fodder, stops elemental
searchers, and makes graveyard activation nill and
void (like Sacred Phoenix). Cyber Stein users would
think twice about paying that 5000 LP if you could
conceivably return whatever they are summoning back
to the fusion deck (most CS users would make sure
your backfield is clear before attempting that, but
I digress).
Being a perma trap it can be used to get out Uria
(that big red Slipher wannabe).
The downside. It is a perma-trap. Breaker, MST,
Heavy Storm, Mobius, Giant Trunade, Chiron the Mage,
Dust Tornado, Jinzo, Seven Tools of the Bandit,
Royal Decree, among others make this card graveyard
fodder. Because of this, I would not use this as a
main staple in any deck, but as a support in a
bounce deck.
Bottom Line: 1/5 all but Bounce
Bouce Review:
Traditional: 3/5 - if you were to play a Bounce
here, you would be brave, insane but brave.
Advanced: 4/5 - Everyone is looking for an
"original" deck idea, this lends itself to just
that.
Art: 2.5/5 - If my daily commute involved begging
for the right-of-way from a red eyed jeweled talking
hunk of rock shaped like a lion with a guys head on
it, I may just wanna stay home.
Until next time, What walks on 4 legs in the
morning, 2 legs by day, and 3 by night? *Oedepus Rex
= Froyd's hero*
|
Yugiman |
To start the
week off we look at a favorite card of mine from the
PGD set, Ordeal of a Traveler. When this card first
came out, I tested it out, and it worked great, but
I opted to take it out, and side it for better
choices.
Still not that bad, but not that great either. The
text of this card reads as follows:
Ordeal of a Traveler
Continuous Trap
Effect:
You can activate this card's effect when your
opponent attacks. Your opponent randomly selects 1
card in your hand and calls the type of card(Monster,
Spell, or Trap). if your opponent calls it wrong,
the attacking monster is returned to the owner's
hand.
So a pretty easy effect to understand, you can only
activate when your opponent attacks, he must select
from hand a card and choose if its a Monster, Spell,
or Trap, guess wrong, and his monster bounces back
to hand. If he gets it right, the monsters attack
goes through. Pretty nasty effect considering it
could bounce back all of your opponents
monsters(since its Continuous) if he's dumb.
This card can be bad though too, if your opponent
has a Breaker, and it bounces, he gets token to
destroy Ordeal with. But you have the choice to
activate the effect of this card, so you could
always take the damage. Would have been nicer to see
the monster destroyed instead of bounced back to
hand, to be used later. Lets take a peek at the
Pro's and Con's of this
card:
Pro's:
+ He randomly chooses, so he can keep guessing
wrong, and lose monsters,
+ and
field advantage.
+ The card bounces back to hand, and keeps it away
from your LP or
+ taking LP
damage for a turn.
+ Its a Continuous Trap, so effect keeps going and
going.
+ Again, he chooses at random, doesnt look at
hand.(Which is always
+ good)
Maybe a little more, but these come to mind.
Con's:
- Monster goes back to hand, not destroyed.
- He could choose right, and you still get attacked.
- Its a Trap, and in a meta full of Decree's, it
wont do you good.
- It can help for a turn, but threat could still be
there next turn.
These come to mind firstly.
Hmm, after reviewing this card I might try it out in
my side-deck as it could still work good, but Fairy
Box is always better. Try it out you might actually
like it, as it might fit your risky playstyle.
Ratings:
Traditional: 2/5(You have Force, Ring of D, and
more, dont need this).
Advanced: 2.5/5(Its a little better, but better
choices are always out there).
Any hate mail/support mail/feel like talking to me
mail can be sent to
freezergeezer111@hotmail.com.
|
ExMinion OfDarkness |
Ordeal of a
Traveler
Sorry for my absence last week, folks -- sadly, some
stuff in the real world had to take precedence over
me doing CotD. Most of it's out of the way now, so I
can get back to this. Besides, i can do most of last
week in one sentence: Tyrant Dragon is still not
worth the investment unless you're playing
alternative ways to summon it, Mobius the Frost
Monarch is a metagame call as to whether or not you
use it, Cyber Dragon is one of the best monsters in
the game period, Blowback Dragon is only good on its
own, but great if you're using Deck Devastation
Virus, and Dark Magician was and always will be a
n00b card.
Anyway, on to Ordeal.
This can be a very annoying card if your opponent is
unlucky with guessing, or if you have a good few
cards in hand (which is possible if you're playing
some kind of lockdown) and they're not all one type.
Basically, your opponent loses field advantage every
time they guess wrong, but they don't actually lose
any cards. However, the opponent will learn certain
cards you have in your hand, and know how to play
around them if possible...and if you have 0 cards in
hand you're screwed entirely, and if you only have
1, it's not going to do you much good.
This card requires a specialized deck to be even
remotely good.
1/5 in almost all decks, 2.25/5 in a lockdown that
can possibly use it
|
Otaku |
Ordeal of Traveler
is a defensive Trap that I must say I quite
like. As it is Continuous, it is unlikely to
enjoy any substantial play until Spell/Trap
removal and negation are brought down to a
reasonable level. For quite some time, 10%-20%
of competitive players’ decks are cards that can
destroy and/or negate Traps, including Heavy
Storm, which blasts both players’ S/T Zones
free of occupants. Until Spell/Trap removal is
reduced so that it becomes a precious thing
meant to take out only the most terrible,
powerful Spell and Trap cards and negation is
limited to those one time or repeated payment
cards (in other words, not Jinzo
or Royal Decree), then this card probably
won’t see play.
Ordeal of Traveler’s
actual effect is that when an opponent declares
an attack, you may choose to let them attempt to
guess whether one random card from your hand is
a Monster, a Spell, or a Trap. It can’t be
activated if you have no cards in hand. I don’t
know what would happen if somehow your hand were
emptied before it resolved. You generally want
to maintain a three card hand when using this,
with one of each card in your hand for the best
odds. A two thirds chance of not only negating
an attack but bouncing the attacker is very
potent. Not unlike Fairy Box, even
though the opponent can succeed in attacking,
the possibility of their attack not only being
ruined but of utterly backfiring will lead many
to try to wait it out. There is an exception:
Breaker the Magical Warrior and similar
Monsters who like being bounced will obviously
charge ahead recklessly, since either the attack
goes through or they get bounced and can try to
re-use their effect. If the opponent does
attack, they are risking a Monster, and as we
all know Monsters in play are very valuable
since normally they are the hardest cards to get
into play and rarely can be utilized elsewhere.
The card requires a fairly “balanced” deck in
terms of card count. Not running even amounts
of each kind of card, but rather having a deck
where cards can sit in your hand when you need
them too, or be played when you need them to
be. You want enough Monsters that you can keep
one in hand but also just like in any other
deck; you want to be Summoning at least one most
turns. The same goes for Spells and for Traps.
You also want to keep from building up too many
of them too, making things tricky. Oh, and you
can activate multiple copies of Ordeal of
Traveler against the same attack, making
this card actually something you’d want to
stack.
All in all this appears to be a good, balanced
card even if it is luck dependant. You can
easily get it from Structure Deck 7, the
Earth/Rock one.
Ratings
Traditional:
1/5 – No, too much S/T removal.
Advanced:
3/5 – Nice, but hurt by the overabundance of
removal and negation.
|
|