Defense Draw
[Trap Card]
Activate only during damage calculation during your
opponent's turn. The Battle Damage you would receive
becomes 0. Draw 1 card.
Card Ratings
Traditional: 1.50
Advanced:
2.00
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 10.07.08
For today, we look at very interesting, yet
incredibly simple Trap Card, Defense Draw. You can
only activate this Trap during Damage Calculation on
your opponent's turn. The Battle Damage you would
have taken becomes 0 and you get to Draw one card.
I actually am fairly fond of this card, you get to
negate a Battle Damage, and you get to Draw.
However, the problem being, if your opponent has
more than one monster, you're still going to take
the Damage anyway, and while Drawing is nice, it
really may not be worth the Deckspace.
Ratings:
Traditional: 1.25/5 It does let you Draw after all.
Advanced: 2.25/5 Not entirely useless.
Art: 3.5/5
Creator
OfThePoint
System
Tuesday:
Defense Draw
...definitely an interesting card. One of the big
gripes about Waboku and Threatening Roar is that
they cost you card presence; if you don't chain them
to opposing Spell and Trap removal, you lost one
card to prevent damage to yourself for a turn, but
didn't destroy an opponent's card or replace the
lost card. This is a weaker version of that, but
without that lost card.
While not chainable to Spell or Trap removal, it
does prevent damage from an attack, and replace
itself in the process. Are there better draw
traps/spells out there? Sure -- as far as single
draws, Jar of Greed's better than this. There are
enough draw two spells out there right now that this
isn't needed to speed decks up further, and the
timing's somewhat hard to activate in a slower game.
I doubt this will get used in a tournament
environment, but it has potential somewhere down the
line.
2/5
General Zorpa
Defense Draw
Yu-Gi-Oh! loves it's trap cards that activate when
an attack is declared and then they do something.
Other than Sakuretsu Armor and Dimensional Prison,
there are few that really are worth the effort. This
might be one of them. If used correctly in a stall
deck, it will end up being the same effect as Waboku
or Threatening Roar, but instead of being a -1, this
one replaces itself.
Personally, I think it has potential, but there are
so many better ways to stop attacks nowadays. This
is actually one of the better ones, but Waboku and
Threatening Roar are chainable, allowing them to
stop Tele-DAD, Lightsworn and Gladiators cold. This
one rather easily falls prey to said deck's main
monsters, making it all but impractical in the
current game.
Basically, if people are not main decking Mirror
Force, this card is in no shape to see competitive
play.
Traditional-1/5
Advanced-1.5/5
Jeff Lang
Defense Draw
[Trap Card]
Activate only during damage calculation during your
opponent's turn. The
Battle Damage you would receive becomes 0. Draw 1
card.
Todayʼs card up for review is Defensive Draw.
Another quite nifty card in the set. This is
basically a Waboku, but you gain a draw. Not too
much can be said really about this card. I would
prefer Waboku or Threatening Roar over this simply
because you donʼt have to wait until Damage
Calculation for it. Your call what you want to do,
but with the metagame that we have right now, this
card would get blown up before you got to use it!
Trad: 2/5
Adv: 2.5/5
Mr. Random
Defense Draw
[Trap Card]
Activate only during damage calculation during your
opponent's turn. The
Battle Damage you would receive becomes 0. Draw 1
card.
This card is like a Waboku, but it only saves one
monster. If you have a defense positioned monster,
Defense Draw will not work unless if your opponent
is playing a monster that tramples. If the monster
is in attack mode, the monster will be safe from one
attack and you get one draw, but on the next attack
it will be gone. Waboku is a better option because
all of your monsters can't be destroyed by battle
and you would take no battle damage at all.
Traditional: 1/5
Advanced: 1/5
Pwii
This card is
interesting...it could technically negate an attack
with no loss of advantage, yes...it could
effectively slow down a game...yes...Well, I think
it's not gamebreaking necessarily, but one might
expect to see it in competitive play. Kinda like pot
of avarice