Seismic Shockwave
takes a hit right off the bat: it’s a Continuous
Trap. That of course means it will be exposed
to removal, lessening the likelihood of it
successfully working. Reading the effect, we
see it has a very specific trigger: when a
Dinosaur-Type Monster on your side of the field
is destroyed and sent to the Graveyard. Now,
since it says “destroyed”, Tributes won’t do it:
it’s realistically only going to happen when
your opponent destroys your Dinosaurs or you
blow your own up with Torrential Tribute.
As long as there isn’t some silly timing issue
(so that that you can activate this when one of
your Monsters is destroyed by an effect after
the card that did the destroying resolves), then
its quite likely you’ll encounter the trigger
several times most games.
Now, for all that work, you get a two part
effect. The good news is the first part helps
protect Seismic Shockwave from most S/T
removal: you select three of your opponent’s
unoccupied S/T Zones, and while this card
remains in play, they can’t use them.
Unfortunately, I have no idea whether or not the
Field Spell Zone is also a legitimate target.
This can matter for a few reasons, mainly you
using two copies of Seismic Shockwave at
once (since the card will not let you affect
less than the full three or shut down a Zone
already in use) to totally lock down the field.
The bad news is that the Seismic Shockwave
then destroys itself as part of the second
effect, which is getting a Dinosaur back from
your Graveyard. So in the end, this is the
Dinosaur version of The Warrior Returning
Alive.
The Warrior Returning Alive
is a good, solid card for Warriors. The reasons
for this are that it is a Spell and there are so
many wonderful Warrior monsters. The Warrior
Returning Alive might even be a tad
over-powered, depending upon how you look at it:
if you insist that Reinforcements of the Army
and/or certain well known Warriors like
Exiled Force are balanced, then The
Warrior Returning Alive isn’t. Even if you
do agree with me that those cards are a bit too
good, there’s still a surprising amount of
versatility to The Warrior Returning Alive
letting you grab a Warrior of your choice from
the Graveyard on your turn, when it can likely
be re-Summoned. Early game it is dead weight
but by the end it’s an amazing powerhouse (and
of course Reinforcement of the Army means
it doesn’t take long to get a worthwhile Warrior
to revive, either). I bring this all up to
illustrate why the last part of Seismic
Shockwave is almost… disappointing. It is
nice you’re getting some “card advantage” back:
we’ve all lost games where getting back almost
any Monster would have changed the loss into a
win. Given the apparent intent for Dinosaur
decks to be “Tribute Heavy”, it is nice that
this would stretch out your Tribute Monsters so
that two to four copies of high Level Dinosaurs
acted more like five to seven copies without
having to clutter your deck up with said cards.
Since the revival card does have a fairly useful
effect and a fairly common trigger, it’s not as
much clutter in and of itself, either. Still, I
can’t really recommend this card.
Now most readers know me, at least if they’ve
paid attention to what I write: I never was able
to attend major tournaments when I cared about
attending such things, and that was only for
about the first year of the game. I lost
interest in most local tournaments because I
can’t make the inexpensive ones, and either the
prize support is lacking or the game
needs to be more enjoyable so that I don’t mind
paying $5.00 to participate in a tournament
where there’s a good chance I won’t get any
prizes. Keep in mind I’d prefer the latter
option: I wouldn’t have a problem paying for
Pokémon tournaments, for example, because I
consider that game to be fun. The same goes for
the now defunct MegaMan TCG. Again, why get off
on this seeming tangent? Because its not a
tangent: I am explaining exactly why even
dreamers who want to play the game and enjoy
winning or losing need to ignore this card.
Unless all the rulings work out to the advantage
of the card, it’s a pretty straightforward thing
to pass this card up. The best rulings would be
either a) you can select the Field Card Zone as
a target (like they don’t constantly bugger up
the wording in this game) or that you can select
a Spell and Trap Card Zone twice if it’s by
different copies of Seismic Shockwave so
that two copies can achieve said lockdown, and
then finally I’ll repeat my concern about timing
issues: namely if the last thing that has to
resolve is a Monster being sent to the
Graveyard, then we’d have an issue since most of
the time resolution occurs as such: card effect
resolves and Monster is sent to the Graveyard,
then the card that did the sending resolves and
goes to the Graveyard (if we aren’t talking
something like Skull Lair or Barrel
Dragon.)
One should leave this out of most Dinosaur decks
because space limitations and strategy
conflicts. Dinosaurs may not have Warrior or
Machine level support, but they do have plenty
while we have so many “near staples” vying for
space in all decks. Also, of that support,
there are several Traps already to consider,
including Fossil Excavation that are
vying for a place in your deck. I am focusing
on that one because of their similar focus:
would you rather get a card back eventually
after maybe disrupting the opponent’s Spell/Trap
options, or just get your biggest Dinosaur back
(sans effects)?
Ratings
(Dinosaur decks only, Best Case Rulings
Scenario)
Traditional:
1/5
Advanced:
2/5