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Pojo's Yu-Gi-Oh Card of the Day

Summon Limit

Card Number - LODT-EN079

Continuous Trap Card
Neither player can Summon more than two times per turn.

Card Ratings
Traditional: 1.25
Advanced: 2.50 

Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.


Date Reviewed - 08.13.08

 

Dark Paladin

Wednesday

 

Summon Limit closes our week, as another seemingly useless Trap Card. 

As we went over yesterday, Continuous Trap Cards are almost always a

bad thing, and this isn't really any different.  Neither player can

Summon more than twice per turn.

 

It could prevent a OTK/FTK I suppose as annoying tech I suppose, or to

limit or stop a Return From the Different Dimension, which would be

sweet.  It honestly isn't a terrible card, it just is outclassed by a

terrible Format.

 

How often have I said that lately...*sighs*

 

Ratings:

 

Traditional:   1.5/5

 

Advanced:  2.5/5

 

Art:  4/5

General Zorpa Summon Limit
 
Sorry I was gone for so long, my trip to the land of Maple was a blast for those of you who care. I even met a player there, so good times. But before I get all sidetracked, we are going to review and interesting take on cards that limit your opponent from doing certain things. Summon Limit is fairly similar to Deck Lockdown and the Imprisoning Mirror cards as well as the newly revitalized Royal Oppression. It stops yout opponent from summoning hoards of monsters in one turn, which is the simplest way to win the game. This can slow the pace of the game down to a snails pace, and backed by Solemn Judgment and Royal Oppression, this can mean certain doom for your opponent.
 
Now the main decks that swarm this format are Lightsworn, Gladiators and Samurai. This stops them all, as it stops the limit at ANY sumon of 2 monsters. So that fearful opening play for gladiators involving Test Tiger and Elemental Hero Prisma is useless. This won't win you games outright, but may slow down the main decks in the game long enough for you to get your own strategy going. I feel that you can use it in place of Royal Oppression in some decks like Gadgets and Toolbox. But where it really shines is in a deck that packs a ton of disruption traps in order for you to pin down and freeze your opponent.
 
It can also work well in Vanilla decks, as they generally have excellent ATK and can run over whatever your opponent brings out and without summoning comboes, this deck is a lot stronger than Gladiators. Mist of the Gladiator comboes involve Special Summoning tons of monsters to get Gyzarus. In fact you will normally Special Summon five in the course of bringing out Gyzarus with less common methods using 2 or 3. This limits swarming decks so much that I think it is good to try out. It doesn't work so well against monarchs or Dark Armed Dragon, so I think that this is a side deck tech card at best against Lightsworn, Gladiators and and Samurai.
 
Traditional-1/5
Advanced-3/5
Pwii

Summon limit is interesting, but a little late. It is nice, and I card I would want to have because of so many summon OTKs. And you can bet there'll be more because of cannon soldier and ultimate offering. Now it's pretty useless, but I'd still want to have it when a time comes...

1/5 trad. This will forever be dominated by chaos.

3/5 adv.

Jeff Lang
8/13
LODT-EN079
Summon Limit
[Continuous Trap Card]
Neither player can Summon more than two times per turn.
23516703
Common

    Todayʼs card up for review is Summon limit. This card is pretty bad to be honest. I cannot think of any way of this being useful. Sure you may think it is but I will explain why it is not. If any deck uses more than 2 summons per turn, this card will get destroyed due to effects. I can go Yaichi then Grandmaster and pop this, then summon Shogun. Or I can summon snipe hunter, pitch a dark to kill this then special summon Dark Armed Dragon. I can also go Lylaʼs effect, go beckoning light then Special 2 Judgment Dragons. There are many other set ups that I can think of

    So overall, stay away from this card. I always want to destroy stuff as opposed to having something to stop something. Soon enough your opponent will draw an out and kill this.

Trad: 1/5
Adv: 1/5

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