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Pojo's Yu-Gi-Oh Card of the Day
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Malfunction
Ultimate Rare
Pay 500 Life Points. Negate the activations of a
Trap Card and return it to its original position.
Type - Trap
Card Number - SOI-EN060
Card Ratings
Traditional: 1
Advanced:
1.3
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.06.07 |
Dark Paladin |
Malfunction! Well this card is eerily similar to
yesterday's so the review is basically the same.
Just change "return to hand" to "return to set
position."
What do you want me to say that makes this better,
or hell, that makes this even different than
yesterday. You still would rather destroy the Trap
than allow your opponent to be able to use it later,
possibly on the next turn even. Plus, you are down
500 lifepoints.
Play Heavy Storm and MST, don't touch these.
Ratings:
1/5 still, as it's just as bad as yesterday
Art: 3.5/5
You stay classy, Planet Earth :)
|
Ryoga |
Malfunction :
Yet another reason why steam pipes should be
properly insulated.
Like yesterday's card, not worth using. As the trap
is returned to its original position, all you can
negate are costs. Now, Solemn Judgement is fairly
heavy, but Solemn isn't bad enough to make one want
to run this.
It does have a minor advantage of being able to make
traps miss the battle phase chain window, but this
merely delays the inevitable, which isn't worth it
either.
Traditional: 1/5
Advanced: 1/5
Share and enjoy,
Ryoga
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DeathJester |
Malfunction
Malfunction is the budget duelist’s
Seven Tools of the Bandit (But even Seven Tool is a
common). It’s not SO horrible. If you’re looking for
an extra Counter Trap in a Fairy deck then it might
be a bit useful there.
Last Word:
This card could be so much better.
Perhaps place a 2 turn restriction on the use of the
negated Trap rather than return to its original
position? I wouldn’t use this card though. Solemn
Judgment and Seven Tools are much better.
Ratings:
Traditional: 1/5
Advanced: 1/5
Boy was I lazy yesterday!
I didn’t even post on the blog.
Looks I’ll have to double post today.
Be sure to stop by today to read
about the final lesson, Lesson #10, I got from my
defeat at SJC Orlando.
Visit my blog at:
www.thebestyugiohblog.blogspot.com
|
Turkeyspit |
Malfunction
What's good for the Goose isn't always good for the
Gander.
Today's card might appear to be a mirror version of
yesterdays card, but it has more going for it than
that.
While yesterdays card had competition from other
cards that were just plain better, Malfunction
doesn't have as many rivals.
If you want a Trap that can stop your opponent from
using theirs, you only have the following options:
- Trap Jammer (Battle Step only)
- Royal Decree (Continuous card)
- Seven Tools of the Bandit
- Solemn Judgement
So, Malfunction only really needs to compete with
Seven Tools of the Bandit for a slot in your
deck/side-deck, and when we compare the two, we see
that one costs 1000 LPs to negate & destroy, and the
other costs 500 LPs to negate & reset.
Like everything in life, you get what you pay for,
but that doesn't mean we all need the 108" LCD TV,
when a 60" LCD TV can do a similar job.
Right now, there are 3 Trap cards that are major
threats in the Metagame.
- Solemn Judgement
- Return from the Different Dimension
- Royal Decree
The first 2 cards both have a heavy LP cost, and
since costs are paid at activation, even if you
negate and reset their Trap with Malfunction, they
still must pay half their LPs. Not bad for 500 LPs,
eh?
But what now? They can still pay half their LPs next
turn, so what have you accomplished? Well, usually
an opponent will not activate Solemn Judgement or
RFTDD unless they were countering a game-losing
threat, or are pushing for the Win. In both cases,
your Malfunction may have foiled their plans enough
for you to pull out a victory.
As for Royal Decree, it's often chained to the
activation of a trap like Mirror Force or Torrential
Tribute. Imagine the shock of your opponent who just
summoned their 4th monster into your Torrential,
confident in the power of their set Decree, only to
lose their field to your 500 LP payment.
Still, after all is said and done, Seven Tools of
the Bandit is just that much better a card, and is
well worth the extra 500 LPs. If Seven Tools is ever
Restricted for some weird reason, then Malfunction
will serve as a nice backup.
P.S. WTH is a 'Gander' anyways o_0
-----------------------------
Traditional:
1/5 - they usually run only about 5 Traps, and Seven
Tools is better.
Advanced:
2/5 - not completely useless, but if 3 copies of
Seven Tools of the Bandit aren't sufficient, just
run Royal Decree.
Card Art:
1/5 - the artist who designed this card was clearly
malfunctioning, as I don't even know what I'm
looking at.
|
Lonely Wolf |
Welcome to the Tuesday’s Card of the Day. Today we
review…..
Malfunction
Counter Trap
Pay 500 Life Points. Negate the activation of a Trap
Card and return it to its original position.
This looks familiar…..yesterday’s card did almost
exactly the same thing, except with Spell cards.
This one works on traps, and puts them back f/d. So,
again this is a –1, but unlike yesterday’s card,
Malfunction has a little bit more going for it!!! To
start, like yesterday’s card, if it negates a high
cost card like Solemn Judgment or Return from the
Different Dimension it could be worth it. If you use
this on a Solemn Judgment, you just saved a valuable
card while costing your opponent 1/2 their life for
the mere cost of 500 life, but, of course, their
Solemn is there waiting to be used again. Another
use would be against cards like Bottomless Trap Hole
or Torrential Tribute, or other cards with very
specific activation timing. If you summon a Mobius,
and they chain Torrential, you can use Malfunction
to negate Torrential, putting it face down, then it
gets destroyed by Mobius before it can be activated
again.
So, while this card is certainly more playable then
yesterday’s card, it still isn’t exactly great. I’d
much rather play Royal Decree, Solemn Judgment, or
even Seven Tools of the Bandit before I play this
card.
Traditional: 1/5
Advanced: 2/5
Art: 3/5
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Aaron Fletcher
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Malfunction
Group: Trap Card
Type: Trap
Icon:Counter
Pay 500 Life Points. Negate the activation of a Trap
Card and return it to its original position.
Its counter trap. It is the best form of trap you
can get that is speed spell 3. This means the end of
the chain unless people can correctly chain another
speed spell 3 trap to it, which for our sakes is
pretty low on the meta at the moment.
Bad points: Its effect is pretty weak, flipping 1
trap face down isn't going ever to effect the game
that much as that person can't activate it another
time. I suppose you can activate it to a chained
mirror force, torrential tribute, or hopefully
solemn judgement (letting them pay the costs) so
they can't active them at this time, Although under
all situations this card is surpassed by solemn
judgement.
So pretty much like yesterday, don't play this card
really, unless you have some really cool ideas.
Ratings
Themed: 1.5
)JAdvanced: 1 (because 0 isn't allowed
Traditional: 1
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