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Pojo's Yu-Gi-Oh Card of the Day

Defense Draw

Card Number - #TDGS-EN065

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

 

Dark Paladin
Tuesday

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

4/5 trad.

3.75/5 adv.
--somebody other then pwii

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