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Pojo's Yu-Gi-Oh Card of the Day
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Neo-Spacian
Hummingbird
Card Number -
STON-EN004
Card Ratings
Traditional: 2.10
Advanced:
2.10
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 04.30.07 |
Dark Paladin |
Well, let's open by saying this week sucks. I'm not
even referring to the cards, I mean that it is
Finals week for me in College, the most dreaded time
of year. Sure, summer is almost here, but you have a
week of greuling tests before hand, whatever. Good
luck to all who have finals this week, or in the
near future!
Opening the week, we take a look at one of those Neo
Spacian cards, in particular, Neo Spacian Air
Hummingbird, who isn't the most useful of the Neo
Spacians.
Our Hummingbird friend has an incredibly simple
effect, during your Main Phase, you gain 500
Lifepoints for each card your opponent has in his or
her hand.
Let's take a look at that. Early game, say the first
couple of turns, your opponent could have five or
even six cards in their hand. That's 2500 or 3000
Lifepoints right their. Mid game, your opponent may
average three cards or so, that 1500 Lifepoints,
while late game, your opponent could have no cards,
but as many as two. That's 1000 Lifepoints.
However, the trick here is that this doesn't happen
upon summoning, it's on your opponent's next turn,
so they could completely use up their hand or set it
just to keep you from gaining some Lifepoints.
Honestly, this isn't a terrible card, it just won't
be very useful, as it only has 800 attack and 600
defense, so it probably won't see a second turn.
Ratings:
1.5/5 all
Art: 3.5/5
You stay classy, Planet Earth :) |
Ryoga |
Neo-Spacian Hummingbird :
The question of where exactly a Hummingbird would
fly other than the air seems somewhat pedantic...
I actually rather like this. It might be small and
only gain you Life Points, but as they have been
trying to produce a LP gain deck, this helps that
somewhat. Early in the game, just summoning this
could gain you 1500-2000 LP, which is fairly
impressive.
With just a bit of protection, this could keep you
quite high in the LP totals. And remember that
anything that lets you either flip it face down and
up again, or anything which bounces it and lets you
resummon can gain huge amounts of life (oh for the
infinite loop abuse of a card that lets you bounce
monsters repeatedly).
Traditional: 3/5
Advanced: 3/5
Fairy LP Gain: 5/5
Share and enjoy,
Ryoga |
Tebezu |
Neo-Spacian Air Hummingbird
1/5
Upon its release this got some play in side decks
for overtime games. But in reality this monster will
not stay on the field long enough to make any
impact. If it had beefy stats then it would be
playable. If its effect gave us two free draws, it
would be abused. But the fact we have a monster that
just pumps LP up means our opponent will smack us
next turn with a cyber dragon and something else.
|
DeathJester |
Neo-Spacian Air Hummingbird
Originally I thought this card was
going to be widely played due to the prevalence of
Gadgets when it was released. Sadly, this card fell
by the wayside.
On a good note, I feel that Life Gain
is still the most underrated tactic in the game and
should be given attention.
This card’s effect is not bad at all:
500 LP per card in your opponent’s hand per turn.
I like it!
While his ATK/DEF ratings are paltry
at best, I really like the effect he was given.
When’s you’re talking about a first turn, you gain
2500 LP for starting with this guy. It’s so easy.
His text should say: “Start the game with 10,500 LP
please”.
Hummingbird’s Life Gain effect
rewards a handsome 2000 LP if your opponent has
least 4 cards in his/her hand. Wonderful!
Gain 1/4th of your
starting total for doing nothing, and you get
priority with this effect?
Buy why am I ranting and raving about
this? Well, like my brother always complains about:
games end too fast. Even more often: when you don’t
want hem to.
If you were to look at the format,
currently, you’ll see that this format encourages
fast games and LP depletion. As with any format in
Yugioh. Life Gain and Damage Prevention are
extremely effective ways to stop games from ending
before you want them to.
Think about it briefly. What are the
last cards you want to see when you’re about to win
the game besides the obvious Trap staples (Ring,
Torrential, Mirror Force, etc)?
Waboku and Threatening Roar.
Isn’t disheartening to know that your
opponent just got an extra turn to live? I know it
is for me. I usually shout a loud expletive every
time I see one of those buggers flip over on my
opponent’s side of the field. At this point I wish I
would run Jinzo or Royal Decree.
Why do you think DDT still wins? In
NEEDS those extra turns to survive. That deck is not
possible without Threatening Roar, in my opinion.
Last Word:
Getting to the point, Life Gain and
Damage Prevention are not bad ideas. You don’t have
to think of them in the traditional sense by
relating them to Fairies. The Fairy monsters have
their own world of shenanigans I don’t want to get
into. Air Hummingbird is an excellent tool to
increase your LP to essentially “buy” yourself
another turn or two. Put it this way, each time you
use Air Hummingbird’s effect you can rest assured
that you CAN take that extra Cyber Dragon hit and
you’ll be just fine.
Ratings:
Traditional: 4/5 (much needed here
with CED and all, this is just speculation though).
Advanced: 4/5 |
Turkeyspit |
Neo-Spacian Air Hummingbird
One of those cards that people cannot seem to agree
on, Hummingbird is certainly an interesting addition
to the Metagame.
As you recall from a previous COTD Review of mine, I
have a sneaking suspicion that WIND attribute
decktypes will be competitive, largely in part to
the introduction of the new WIND Monarch in Force of
the Breaker. Being WIND and Winged Beast, as well as
having a kicking effect, means that Raiza the Storm
Monarch will lead WIND decks to a whole new level,
and Hummingbird might just become a part of it.
Searchable via Kamikari, I can see this card working
it's way into a Raiza deck:
- Kamikari is destroyed in Battle, summon
Hummingbird to the field.
- During your Main Phase, activate it's effect to
boost your LPs by 500 to 2000 LPs.
- Tribute off Hummingbird for Raiza or Icarus
Attack.
Just like Hunter Owl, expect to see this card teched
into a few decks here and there, but I doubt it will
make a profound difference at a Regional tournament.
----------------------------------------
Traditional:
1/5 - Wind? Again?
Advanced:
2/5 - It could be teched into a WIND deck, but there
are better choices
Card Art:
2/5 - Woody the Woodpecker is all grown up. |
Lonely Wolf |
Wow, the last day of April…..
Neo-Spacian Air Hummingbird
STON-EN004
NEO-SPACIAN AIR HUMMINGBIRD
Wind/Winged Beast/3/800/600
Once per turn, during your Main Phase, you can gain
500 Life Points for each card in your opponent's
hand.
So, we have a Wind monster with 800 attack and 600
defense. Searchable by Flying Kamakiri and Sangan.
This is the type of card that you want to draw in
your opening hand when you are going first. You
summon it first turn and gain 2500 just like that.
And if you can keep it alive, you could be gaining
some serious life. Or, it could force the opponent
to set more cards, setting himself up for a Heavy
Storm or something. But, with how weak this is, it
could be very hard to protect.
The problem is, you don’t win games by gaining life.
You COULD win a game that way, by decking your
opponent out, but you can’t count on it. And as the
game goes on, hands generally get smaller. This card
would be 10x better if it were dealing damage to the
opponent. I’d include a copy if I could simply drop
it first turn and do a guaranteed 2500.
But as it stands, it belongs in certain stall decks,
or Air Neos decks, obviously.
Traditional: 2/5
Advanced: 2/5 (for most decks)
Art: 2.5/5
|
BobDoily |
Monday
Well as a complete reversal from some of the
recently reviewed E-hero related cards, today we get
to review a crappy one!!!! Aside from the obvious
use in bringing out E-hero Air Neos, this card is
pointless. Gaining LP has never been a major
priority in most decks, and although this gives you
an option to get free LP, it is based on the
opponent’s hand size, something that you tend to
want small. My other issue is that it’s effect
completely contradicts that of the fusion monster!!!
This gives you LP, while the fusion monster benefits
from being lower in LP. *sigh
This fits into the case of ratings being useless. I
you want to run an Air Neos deck, then use it. If
not, this is sh!t. |
Creator
OfThePoint
System |
Monday:
Neo-Spacian Air Hummingbird
This card isn't bad, and eventually I'm sure it
will see more play, but with the combo decks of
today I just don't see it being a great card.
Neo-Spacian Air Hummingbird, once per turn,
grants you 500 LP for each card in your
opponent's hand. Like Confiscation, it's one of
those cards that becomes significantly weaker as
the game goes on, and is at its best if you
catch it in your opening hand going first.
Given that the average "value" of a card is
somewhere around 2,000 LP, getting 2,500 LP and
having your Neo still on the field is a good
investment.
There is one situation where I feel it really
shines, and that's against Demise OTK. Demise
decks tend to hoard cards in hand, as they have
NINE cards that bring a free card to hand. It's
not uncommon for a Demise deck to be holding a
Manju, two copies of Advanced Ritual Art, a
Demise, and some other cards that aren't helping
as they wait for their Doom Dozer or
Metamorphosis or whatever to finish the combo.
Gaining LP once early-game, or more than once
any time else agianst Demise ensures they won't
be able to win the game in one turn. That's
huge.
Otherwise, I'm sure a deck that will abuse the
crap out of this will show itself later.
3/5
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