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Pojo's Yu-Gi-Oh Card of the Day
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Spirit Reaper
Rare
This card is not destroyed as a result of battle.
Destroy this card when it is targeted by the effect
of a Spell, Trap, or Effect Monster. If this card
successfully attacks your opponent's Life Points
directly, your opponent discards 1 card randomly
from his/her hand.
Type - Zombie / Effect
Card Number - DR1-EN024
Card Ratings
Traditional: 4.8
Advanced:
4.65
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 09.05.06 |
ExMinion OfDarkness |
Spirit Reaper
You run the 1 copy you're allowed (in 95% of all
decks) or you're a n00b. See my note on Sangan
yesterday.
It's a great defensive wall, forcing your opponent
to waste a card or card effect to destroy it, and in
the late game, it can be several turns before your
opponent draws something to get rid of it. In
addition, the chance to smack your opponent for a
card in hand can be quite valuable -- if your
opponent doesn't waste a card to stop the puny 300
attacker, or can't destroy it, odds are their next
best option will be to summon Cyber Dragon and
attack it for 1800 next turn. We play Confiscation,
which costs 1,000 LP and a card and gets rid of a
card, so losing a little more but keeping your card
on the field for later is just as good, if not
better.
It's restricted for a really good reason.
5/5 all formats
|
Coin Flip |
Spirit Reaper is a ludicrous card. The ability to
completely forego the battle phase because all of
your opponent's attacks bounce uselessly off of a
300/200 monster is both the boon to all control
decks and the bane of all beatdown decks everywhere.
As though that weren't bad enough, Spirit Reaper
also provides hand destruction... Combo hand
destruction with powerful defense and you have a
great card.
I had a general rule for fixing decks for the last
three years. That rule was "if it doesn't have three
Spirit Reapers, it probably should". People who knew
how to build good decks would understand why that
rule didn't always apply. They also wouldn't need to
ask me for deck fixes. People who didn't know could
only benefit from learning the utility of this card.
I was also known for a while at the card shops I
regularly visited for saying that given the
opportunity, I would run five copies of this little
zombie friend.
This format, the same holds true, except the number
has been upped to six. If you are not playing Spirit
Reaper... You should be.
General: 5/5
|
Otaku |
I am sure everyone will say it but, fear the
Reaper. Here’s the old review I wrote of it
with updates to explain its new status.
Stats : Spirit Reaper is a Level
3 Monster, allowing it to attack under Level
Limit-Area B and Gravity Bind. It is a hardy
combination of Dark and Zombie, giving it much,
much support. It is very weak in terms of ATK
and DEF: 300 ATK and only 200 DEF. At least
this means that it can easily be searched via
Sangan or searched and Special Summoned via Last
Will, Mystic Tomato, and Pyramid Turtle’s
respective effects, and slips under Messenger of
Peace. Of course, Spirit Reaper is played for
his own effects…
Effect(s) : Spirit Reaper has three
effects. Two are supposed to be positive while
the third is supposed to be restrictive.
However, it is possible to have the two good
effects backfire or the third effect prove
useful.
The actual effects are that Spirit Reaper cannot
be destroyed as a result of battle, that it lets
you randomly discard a card from your opponent’s
hand when you attack them directly with Spirit
Reaper, and that Spirit Reaper will destroy
itself if it is targeted by an effect. Note
that if it is attacked by a card with an “auto
kill” effect, like a Ninja Grandmaster Sasuke or
Mystic Swordsman LV2, those count as effect
kills, and Spirit Reaper still dies. If Spirit
Reaper attacks directly and the damage is
prevented, it won’t cause a discard. At least
one point of damage must go through, so a
Kuriboh, or Waboku, or Mask of Weakness would
prevent the discard (and in the latter’s case,
trigger the self destruct, but only after the
damage step). Any effect that would destroy
Spirit Reaper that targets it will be what
destroys it; it’s just that if it were to
somehow survive such an effect then it would
blows itself up anyway. Finally, let me point
out that Spirit Reaper has to be in play and
face-up for its self-destruct effect to kick in:
if bounced to the hand or flipped face-down, it
will survive.
Uses and
Combinations : This is one of the best
defensive cards in the game, especially since it
is very easy to search from the deck and Special
Summon with the slightest adherence to a theme.
Even without that support, it will usually cost
the opponent one other card to get rid of it.
If not removal, then a Snatch Steal or the like,
and that’s very useful. If it stalls long
enough for you to get ahead, you can switch it
to ATK and press the advantage. Usually, you’re
only risking about 1500 LP or so doing this, and
it can be well worth it. It can also be useful
with Creature Swap; kick it into ATK mode and
swap it for whatever they got then have every
Monster of yours attack. Just make sure it’s
for a serious gain (preferably for the win)
unless you have access to Trample or a
convenient way to destroy Spirit Reaper
afterwards.
Trample is, of course, the natural enemy of
Spirit Reaper; it can’t die and has a pathetic
DEF, so it’s practically a doorway to your LP
against Trample effects. Likewise, effects that
target during battle without destroying a
Monster, e.g. Gravekeeper’s Assailant can
destroy Spirit Reaper due to its self-destruct
mechanism, which changes the amount of Monster’s
on the opponent’s side of the field, which
triggers a replay. That means your opponent’s
Monster gets to attack again, turning Spirit
Reaper into a “freebie”.
Although rarely seen, there are some fun combos
with Spirit Reaper. It is a natural partner for
Strike Ninja, “holding down the fort”, so to
speak, when Strike Ninja pulls his disappearing
act. Spirit Barrier is useful since it means
that Trample and Direct Attacking Monsters won’t
score any damage for going “through” Spirit
Reaper. Perhaps the most fun is Staunch
Defender: Spirit Reaper will blow itself up, but
it has already been ruled that if the Monster
Staunch Defender forces your opponent to attack
is destroyed, they can’t attack anything at all.
Most of the time Spirit Reaper acts as a tiny
blocker for nearly all decks, not requiring any
elaborate combos. It became prominent in so
many decks due to the natural combo with Cyber
Dragon: Cyber Dragon Special Summons itself, and
either Spirit Reaper is Set to act as
“insurance” or Summoned in ATK position because
Cyber Dragon is clearing the field. This is an
incredible tactic early game, and the potency of
this combo insured its inclusion in many decks…
which in turn made it easy to include Chaos
Sorcerer in most of those same decks.
Restricted to a single copy, I expect Spirit
Reaper to simply become a Staple: it’s the
ultimate blocker that forces the opponent to
burn another card to get rid of it (save those
obscure examples like Gravekeeper’s Assailant).
Ratings
Traditional : 3.75/5-Very nice: forces the
use of that Monster removal ahead of schedule.
It is very lame using a Raigeki on just a face
up Spirit Reaper. However, since Monster
removal is so prominent it can be left out to
hit that “perfect 40” count.
Advanced : 4/5-This card has been a
common sight for quite some time now. It is
easier to do without than Sangan, but that
really is because of how potent Sangan is, but
again most decks can make great use of it: on
offense use it to tear up their hand, on DEF let
it block.
Summary
Much to my delight, I did indicate in my last
version of this review that I thought Spirit
Reaper was getting out of hand and that it might
need some Restriction. Now I know that it needs
banning. It’s become just another Staple for
the pile: looser than some other staples, but
still there. The inability to be destroyed in
Battle on such a small, easily searched out and
Summoned Monster is too much.
|
Ryoga |
Spirit Reaper:
An excelent defense combined with hand control makes
one of the most powerful cards ever, that really
needed restricting.
Spirit Reaper is hard to kill. It's virtually always
a 1-4-1, and combined with Cyber Dragon forms one of
the most painful first turns in the game. The ease
of summoning Spirit Reaper through Mystic Tomato
made him rampant. He shall probably still be in
decks as a useful stall should it be required, but
hopefully will never be abused as much as in the
past.
Traditional: 5/5
Advanced: 5/5
Share and enjoy,
Ryoga
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Tebezu
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Spirit Reaper
This card took some time for people to realize it
was good. Upon its release I never saw anyone
running it, and often found myself asking why. Then
they banned BLS/TER and its play skyrocketed.
During the BLS error, he saw play in a few Shonen
Jump top 8 decks. I often find myself relieved by
this observation due to the fact that everyone is
not "slow to learn what is a good monster".
5/5
At one he is easily a staple. I think I will miss
him at 3. I use to run 3 and won countless games due
to both his mean effect and godly stalling ability.
An almost guaranteed 2 for 1 if played correctly.
Why it took so long for people to restrict this is
beyond me.
(HAS ANYONE NOTICED THAT MOST OF THE BROKEN CARDS
ARE USUALLY COMMON/SILVER STAMPS? Metamorphosis
(back when TER roamed in 3), Spirit Reaper, Magical
Scientist, etc.)
|
Dark Maltos
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Spirit Reaper :
Well, I missed Sangan, which sucks, but you lucky
guys have me for the rest of the week. I’m starting
6th form this week though, so don’t expect much
Maltos for a while. I’ll do my Cotd’s as usual
though, hopefully no worries there. So, staple week?
I can do that .
Spirit Reaper , for a long time has been considered
a very near staple at the very least, providing a
great defensive wall as well as a make shift Don
Zaloog. Until recently, he was allowed in 3’s as
well, and so , as with most things, the abuse began.
Getting past an invincible monster like Spirit
Reaper could prove to be a very difficult thing to
do, even with his self destroying ability if he’s
targeted (often the ONLY way around him) , and it
proved near impossible when he was allowed in 3’s.
Since then, Yugioh has smartened up. UDE and Konami
have finally puts Spirit Reaper’s years of terror
into check by recently restricting him.
Spirit Reaper is a great monster. Arguably the best
defense card in the game , and often the reason why
people regain their hands after a massive blow-out.
In 3’s, this card was a force to be reckoned with,
in a singular form, its not so hot being vulnerable
to both Exiled forces, DD Warrior lady, and even
Mystic swordsman lv 3. Still, a superb monster, and
still a near must - run, especially considering you
can turn this bad boy into attack and unleash a
world of hurt of the unsuspecting opponent.
Traditional ; 4/5 It’s Dark baby.
Advanced : 5/5 Nice
Art ; 4/5 I like it, but the hood’d be better in
black.
MPS ; 5/5 I love this lil guy.
|
MikeJ |
Spirit Reaper
Basic Summary:
Now great job for ude for restricting this little
annoying zombie took them long enough, No more
fearing about your opponent attacking you with a
Reaper making you discard which is bad unless you
run Dark World :O. One of the many things that made
this card annoying was that it was very searchable
through either Mystic Tomato, Pyramid Turtle or even
yesterdays card Sangan. Once Reaper was on the field
it can't be destroyed through combat so unless you
run Trample you need to waste removal on it or worse
it managed to get in a hit to your LP directly
making you discard so either it makes you waste
stuff or takes stuff from you hand. Now should it be
still be run even if its at "1" the answer is simple
Yes since Reaper can defend you for a turn or few
until you can make some kind of comeback.
Conclusion:
Now it depends on you if you still want to run
Reaper but if you do its still a very solid card.
Traditional Format > 2/5:
Too much reckless removal ( Raigeki ) to make Reaper
usefull in my opinion.
Advance Format > 4/5:
Still a very solid card to use either in sidedeck or
maindeck
Artwork > 3/5:
Creepy looking =/
MikeJ
|
Yugiman |
Spirit Reaper
Ahh, poor Spirit Reaper went from 3 per deck to 1
per deck. I wanted it at 3
but alas its okay and stuff.
So why did it get restricted to 1? Because it cannot
be killed, it basically
stays plus with the discard effect when it attacks,
it just doesnt help its problem. It would stall out
duels and make them longer. Now with Reaper at 1,
Tomato's arent as strong now, but can still run Don
Zaloogs instead of Reapers.
Even though its 1 per deck, I suggest you still run
it, as it can come in use at right time, can still
be effective at the right moment and the card is
sexy too. It can stop Stein cold if they bring out
Cyber Twin, and cannot
kill or Limiter Removal it. It'll give you a turn or
so to get yourself out of a hole. I wish they would
make it foil though, it deserves it.
Imo, run it if you have it.
Ratings:
Traditional: 3/5
Advanced: 4/5
Even with it restricted to 1, it can be good at
right times.
E-mail freezergeezer111@hotmail.com if you wanna
talk.
|
DeathJester |
Spirit Reaper – PGD-076
It’s quite easy to see why Spirit Reaper was
restricted to 1. He’s just too powerful. There
aren’t enough ways to kill him with losing a card in
the process. He’s just too good. It’s a shame too
that he’s a Zombie (my favorite sub-type).
Last Word: There’s isn’t much I can say that you
guys don’t already know. Spirit Reaper is a
fantastic card and we’re all glad he’s down to 1.
Traditional: 5/5
Advanced: 5/5
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