[Continuous Trap Card]
After activation, Special Summon this card in
Defense Position; it is treated as an Effect Monster
Card (Zombie-Type/DARK/Level 4/ATK 1800/DEF 500). If
this card is destroyed by battle, inflict damage to
your opponent equal to the ATK of the monster that
destroyed it. (This card is still treated as a Trap
Card.)
Card Number -
PTDN-EN095
Card Ratings
Traditional: 2.40
Advanced:
3.60
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 03.27.08
Today we look at the ever growing army of Trap
monster cards, specifically Zoma the Spirit. When
activated, it becomes a Monster in defense position,
with 1800 attack and 500 defense. It's a Dark
monster of the Zombie type and Level 4.
Now, being Special Summoned in defense position
while only having 500 defense isn't a good thing.
What IS a good thing is that when destroyed by
Battle, Zoma the Spirit inflicts damage to your
opponent equal to the attack of the monster that
destroyed it.
Now, being a Trap, you could activate Zoma at the
end of your opponent's turn, and switch it to attack
position so your opponent will be forced to attack
it and take more damage, as 1800 is a lot better to
hold some ground.
However, their other other ways to destroy monsters
and Trap cards...or even take them off the Field.
Mobius, Zaborg, Raiza, MST, Heavy Storm, Jinzo, and
all the others. It's a good card, but not to
playable, in my opinion, not in this format anyway.
Ratings:
Traditional: 1/5 No need.
Advanced: 2.5/5 Not bad, just not terribly playable.
Art: 4/5
Jae Kim
Thursday- Zoma the Spirit
when you classify burn cards, or cards designed to
deal damage to the opponent, you have to basically
assess what a card's worth of advantage is worth.
I'd say the baseline is about 1700-2200 life points,
depending on the situation.
Obviously, this format is way too fast for burn so
let's not even get into premier versus casual. But
compare Zoma to other cards such as Secret Barrel,
Wave Motion Cannon, Ceasefire, and Magic
Cylinder/Dimensional Wall. WMC is a win condition,
so let's ignore it for now.
Cylinder, Ceasefire, and Wall will probably do about
1500 damage. Of these choices, Cylinder is obviously
the best (it negates an attack for 1500+).
Zoma the Spirit blocks an attack, and will deal
probably 1400 or so damage to the opponent. That's
if they chose to attack, but since Zoma will simply
move to attack next turn and smash their monster's
face, you'll probably get the effect through. This
is obviously way more situational than Cylinder, but
Zoma has extra utility.
You can end phase it, switch to attack on your turn,
and swing for 1800. You can even set up tributes, or
crash it into your opponent's monsters for huge
damage.
It suffers from a few drawbacks to burn staples, but
adds extra utility and stands out as a solid piece
of design. Also, please don't ever splash this into
a regular beatdown deck. Thank you.
Traditional: 1/5
Advanced: 4/5
Master Tricks
Zoma the Spirit
We look at an interesting possible Burn card
today called Zoma the Spirit, which we saw was
played in the original Yu-Gi-Oh! series by a
duelist who I can't remember his name. Let's
examine the pros about Zoma and how you might or
should use it in a proper duel:
One of the few Continuous Trap cards which
can produce itself into a monster token. Other
Token-Producing traps include Metal Reflect
Slime, Embodiment of Apophosis (Whatever
spelling it is), Cyber Shadow Gardna (I think
that's its name), etc.
When activated, it become a monster token of
a Zombie-Type with a Dark Attribute, 1800 ATK,
500 DEF, and Level 4, and is special summoned in
DEF position.
When destroyed by battle, you can inflict
damage to opponent equal to ATK of monster that
destroyed it.
Can be used as tribute fodder for other
powerful monsters such as Darklord Zerato,
Monarchs, Jinzo, etc.
Can also be used as a stall card to your
opponent during late game if they are at a low
LP count.
Overall, this card isn't bad at all and is
capable of being playable in burn decks or as a
sidedeck option if wanted to be.
Traditional: 2/5 (Burn doesn't
work too well here where Chaos and OTKs rule)
Advanced: 3.75/5
Art: 4.25 (Zombie!)
Pwii
On
my DS game called 'YUGIOH world championship2008', I
made a deck. it was a mirror - burn, totally
dominating anything it played. the key cards were 3
reflect bounder, 3 D.D. wall, magic cylinder, and 3
of this. however, I saw no point in putting it on
pojo.com, because one of the main cards wasnt real.
or so I thought
Not really much to say about it,
absoposifreakinlutely in my mirror burn.
3/5 trad.
3/5 adv.
--pwii
Ex`
Thursday March 27th: Zoma The Spirit
We're getting somewhere good again.
Today we're talking about Zoma The Spirit.
Zoma happens to be the evolution of The Trap
Monsters that Odion played in Battle City.
Like its previous bretherens Apophis and
Metal Reflect Slime, Zoma is a Trap Card
that is also treated as a Monster that
sports 1800 ATK. It's effect allows
you to redirect damage to your opponent ala
Magic Cylinder when killed in battle.
This card is obviously great late game when
they can't attack your Zoma and you could
just ram it to their monster for game later
on
It's the second best Trap Monster next to
Slime, but it is still good.