CSOC-EN022
WIND
Level 6
ATK/2300 DEF/2000
[Psychic/Effect]
You can put your opponent's monsters that are
destroyed by battle with other Psychic-Type monsters
on top of their owner's Deck instead of sending them
to the Graveyard. When this card is destroyed by a
card effect, this card's controller takes Damage
equal to its original ATK.
Card Ratings
Traditional: 1.80
Advanced:
3.00
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 12.04.08
"I'll take Cards that just don't quite cut it, for
$1000 Alex" Storm Caller is an interesting Psychic
monster, but one that just doesn't really have a
place in the game, I'm afraid. Wind is fun as an
attribute, and 2300 attack isn't going to cut it for
Level 6.
Now, for an upside, as long as Psychic type monsters
are destroying your opponents monsters, those
monsters can be returned to the top of your
opponent's Deck. Now, we move onto the crippling
downside of Storm Caller.
When destroyed by an effect, as opposed by Battle,
the controller of this card is going to take damage
equal to this cards original attack, ie, 2300, which
isn't good, as we have plenty of effect destruction
going on currently.
Ratings:
Traditional: 1.25/5
Advanced: 2.25/5
Art: 4/5
General Zorpa
Storm Caller
Wow, this guy should have been so much better. 2300
ATK, 6 stars and a WIND attribute as well as a
Psychic Type all round this guy out as about average
as far as monsters go. Of course, his effect is what
makes him. If another Psychic type monster destroys
an opponent's monster by battle, you return your
opponent's monster to the top of the deck.
This would have been SO much better if it worked for
itself. As it is, Psychic monsters other than Caller
generally have pretty low stats, making them as a
general whole unable to win battles. But if you
combine them with cards like Psychic Commander and
Burden of the Mighty, Caller certainly becomes a
powerhouse.
With all of the Psychic support, this guy can
definitely make a Psychic deck stand on it's own 2
feet. Combined with Thought Ruler Archfiend he can
lay some serious smackdown on opposing strategies,
allowing you to retard your opponent's draw as well
as laying a siege and freezing your opponents.
A definitely good card that should ONLY go in a
Psychic based deck.
Traditional-1/5
Advanced-4/5
Mr. Random
CSOC-EN022
Storm Caller
WIND
Level 6
ATK/2300 DEF/2000
[Psychic/Effect]
You can put your opponent's monsters that are
destroyed by battle with other
Psychic-Type monsters on top of their owner's Deck
instead of sending them
to the Graveyard. When this card is destroyed by a
card effect, this card's
controller takes Damage equal to its original ATK.
15935204
Rare
Storm Caller isn't a great choice for Psychic Decks
even for the theme. He needs a tribute to summon him
and because monsters in this format come and go so
quickly Storm Caller won't have another Psychic on
the field to bounce an opponent's monster. Also to
make things worse, you would take 2300 damage when
destroyed by Mirror Force, Judgment Dragon, Dark
Armed Dragon and other monsters helping your
opponent more. Too many downsides for this card and
not enough upsides to create advantage for a player.
Traditional: 1/5
Advanced: 1/5
Otaku
Storm Caller
is a Level 6 Wind/Psychic/Effect Monster with
2300 ATK and 2000 DEF. Its first effect gives
you the option of sending your opponent’s
Monsters destroyed in battle by your other
Psychic Monsters to the top of their owner’s
deck. Its second effect hits you for the card’s
base attack score of 2300 in self inflicted burn
damage when StormCaller is
destroyed by an effect. The card is fairly
simple to review, except it exposes some of Yu-Gi-Oh’s
problems, and I hate letting them slip by
without comment.
First, the lack of
draw power makes the “spin” mechanic insanely
powerful. That is why this card gets saddled
with both a beneficial effect it can’t use
directly and a nasty restrictive effect
that burns you for over a quarter of your
starting LP value. So while these things are
both needed to balance the card and examples of
good design, it’s only required because
of bad game design to begin with.
Second, the way
they classified the cards was horrid to begin
with and adding new primary types just makes it
worse. Without delving into some more
complicated the system used in real life to
classify organisms (as we’d have to account for
the mechanical and supernatural), we have both
redundant and confusing Monster Types. The game
probably should have had ignored the silly,
often arbitrary Attributes and focused on one or
two types per card. Some Types would be better
represented by standardized effects. I mean,
Winged-Beasts were better handled in Dungeon
Dice Monsters than in the actual Yu-Gi-Oh TCG.
There, they are just Beasts with the Flying
Ability. Likewise, how the Monster supposedly
would attack if it were real often defines its
type: so a human casting a spell is different
from one wielding a sword is different from one
using psychic powers and furry creature doing
all the same things might be the same or a
different type as well. Often times, you’ll
have a creature that makes just as much sense as
multiple types: a human who can generate intense
heat could be a Fire/Warrior, a Fire/Pyro, or a
Fire/Spellcaster, or Fire/Psychic. If this
person is a cyborg, it can be a Fire/Machine
instead!
So, back to the
card: it’s a definite boost to Psychic decks so
long as you are thoughtful in its use. As a
Level 6 Monster, it can make getting out
Thought Ruler Archfiend easier. “Spin”
effects are restricted mostly to Wind Monsters,
and it is probably good then they kept at it
with this card: it won’t help Wind Decks since
they only have this Psychic Monster, but at
least it’s not Dark or another overused
Attribute. Being Psychic is… whatever. As my
little rant indicates, it’s another fairly
arbitrary Type designation. If the effect were
reworded to match, it could really be just about
any type. At least there is some mild synergy:
my understanding is that Psychic Monsters often
have LP costs or LP gain, so you should be well
equipped to handle the downside of the effect.
2300 ATK is a bit low, but necessary to maintain
balance. It also isn’t all that bad when you
consider your opponent will be very tempted to
use a card effect to kill Storm Caller.
So ironically, the self inflicted burn damage
will deter just killing it in battle, perhaps
protecting it. Plus, it isn’t low enough to be
safe from a surprise Shrink or Rush
Recklessly. 2300 is large enough that tie
or beat most other “sub-standard” Level 5/6
Monsters with useful effects, and of course
almost every Level 4 or less
Monster that is unaided. 2000 DEF is
pretty good: again your opponent will be sorely
tempted to kill the card with an effect, so
shifting it to DEF position to kill it will seem
wasteful. It is high enough that if you wanted
to, you could put it into DEF mode and your
opponent would have to hit with a bigger
attacker, since only a few non-Tribute requiring
Monsters top 2000. It might in fact be a
good
strategy: you don’t want a well timed
Sakuretsu Armor taking out Storm Caller
and breaking your lock with its effect, this
forces your opponent to burn a card effect to
kill it or attack it and score no damage. One
really has to weigh LP advantage versus card
advantage here.
As for that burn
damage, since its burn damage you can play with
it and maybe turn it to your advantage. Since
it is a clearly known amount of damage, I would
think one could pack a few copies of Barrel
Behind the Door…
then again, maybe not. I just checked and
despite completely fitting the wording, when you
destroy your own Monster your opponent currently
controls you cannot send it to the top of your
own deck. Barrel Behind
the Door is notoriously picky so maybe you
can activate it, maybe you can’t.
Ratings
Traditional:
2/5 – Helps Psychics by giving them a lock,
though as usual, inferior to other options.
Advanced:
3.5/5 – Helps Psychics by given them a potential
lock.
Art:
1/5 – Machines =/= Psychic in my book. Psychics
are mixed with technology more than magic, but
only because the former is considered more
“real”. Magic has successfully been mixed with
technology several times in fiction, though. I
am getting sick of “random funky cyborgs” for
Psychic art. If we adjusted the effect
accordingly, it would also fit in pretty much
any Type’s deck, often times making just as much
sense given the art. It could easily pass as a
Machine-Type, looks human enough to be a
Warrior, possibly be daring and make it a
technologically gifted Spellcaster. We could
even re-name it Evil Hero Storm Caller
and make it a Fiend!
-Otaku
Anteaus
Storm Caller
This is like Raiza on crack, but with a few
exceptions. One, he has only 2300 ATK, making him
incredibly vulnerable to any sort of Monarch build,
as well as virtually any other agressive deck in
play today. Second, he's got a two-part effect, one
part that's great, and the other that kills it: the
first part of the effect allows you to spin monsters
back on top of your opponent's deck, making it
impossible to continue to draw new cards (it'd be
great if it was just a crappy Vanilla monster that
kept going to the top of the deck, huh?). However,
the second effect states that when it's killed by a
card effect (notice not by battle), you take 2300
damage.
Overall, that's a pretty fair trade, because (from
my understanding) if it dies by battle you get
spared the 2300 points of damage.
On second thought, I'd stock up on these. His spin
effect can completely wreck some of today's decks,
and his 2300 ATK (in a metagame that is devoid of
Monarchs) can do some damage.
In Traditional, he might help some Wind decks get
some strength, so I'd expect him to creep out a bit
too.