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.