I haven’t reviewed anything for a good long
time. I’ll warn you right now: I review because
I enjoy it. I just dabble with Yu-Gi-Oh. If
you just want to read something, then my CotD is
for you. I’ll look at the card and try my best
to find a use for it, preferably more than one.
As I don’t play in tournaments and only
occasionally against my friends, I will
doubtlessly miss things… obvious things I am
sure the rest of the reviewers will bring to
your attention.
Today we look at the Field Spell, Black
Garden. I have always been fond of Field
Spells, and disappointed with the lack of
creativity often shown in designing them and
their related cards, as well as the utter
disregard Yu-Gi-Oh has towards properly
balancing removal cards. There have been over
40 field Spells released, and only a handful
have seen competitive play. The ones that have
been ignored focus on simple bonuses and
penalties for Monsters of a specific Attribute
or Type. The one’s that have been used may or
may not improve the ATK or DEF of a specific
Attribute, Type or other group of Monsters, but
they will include some useful effect(s).
Black Garden,
I am delighted to say, may fall into the group
of “used” Field Spells.
When a player
Normal or Special Summons a Monster, that
Monster’s ATK score is halved.
This affect applies to both players, which
means… you Summon
something, then drop this card. Not a huge
issue. There is a second effect: again, when
either player Normal or Special Summons a
Monster, you get a “Rose Token” Special Summoned
to the Field in ATK Position. The token is
Level 2 with 800 ATK and DEF Points. And there
is even one more effect: you can willing destroy
this card (and all Plant Type Monsters on the
Field) and then Special Summon a Monster from
your Graveyard whose ATK is equal to the total
ATK of the destroyed Monsters.
The way this is worded, I assume you can
Set a Monster and
then manually Flip Summon it to avoid the
effect. Likewise, you should be able to use a
card effect (or simply allow your opponent to
attack) to flip your Monsters, again bypassing
the effect, assuming you want to: there are
many cards that have effects triggered by
damaging your opponent in battle, or destroying
their Monsters. Rose Garden can help them a
lot. Yes, once it’s out, your own Monsters
suffer a loss in ATK power as well, but perhaps
we want that? There are many cards that reward
a lower ATK score. Off the top of my head,
Messenger of Peace and Inferno Reckless
Summon spring instantly to mind. The Tokens
can be helpful as Tribute Fodder (assuming you
still have a Normal Summon available or it’s the
odd “Tribute Special Summon”),
Syncrho Summons, or
for several effects, and your opponent’s will
just be nice, safe attack targets.
The final effect will be tricky to use, owing to
the ATK having to exactly match the destroyed
Monsters. It won’t be impossible, though: after
all, 2400 is a common ATK score and that just
requires three Rose Tokens. That means your
opponent Summons something on their turn, then
you just need one Special and one Normal Summon,
and you can trade the Garden in for
something. If you are really crazy, you might
even try building a deck around this effect: if
you can actually get a diverse range of ATK
scores into your Graveyard, DNA Surgery
turns this into a field clearing card.
So this card seems fairly versatile.
Unfortunately, it is also very vulnerable as a
Field Spell. Other Field Spells and all the
Spell/Trap removal that exists in this game
means that it must be the deck’s focus if you
want to keep it in play. You could conceivably
add it to a deck, especially if it has a Monster
that combos well with it (like King Tiger
Wanghu) to be
used solely as a “pressure card”. Your opponent
has to nuke it or watch all their Monsters get
stuck permanently shrunk. Well, that is how I
read the card: it is a triggered effect (as
opposed to a Continuous Effect like the
alterations most Field Spells give) and it
doesn’t have a clause like “until the end of the
turn” or “until this card is destroyed”.
Ratings
Traditional:
1/5 – It’s seen even longer since I played
anything in the Traditional Format. Unless
there’s been a huge shake-up, I can’t imagine a
Field Spell doing much against FTK decks where
it won’t hit the field or against your standard
power decks that are packing all the normal S/T
removal plus cards like
Harpie’s Feather Duster.
Advanced:
3/5 – This card has three different, interesting
effects, and I can’t imagine that none of them
will be useful at least somewhere. At the same
time, I am not seeing some obvious killer deck
that will sweep the tournament scene. So I say
if you have it, give it a few tries and see if
you can make it into something great. Worst
case scenario… it looks like it should be
something fun.
-Otaku