Magic Planter, an
interesting little Common Magic Card opens the week
here...
This is very simple...you send one face up
Continuous Trap you control to the Graveyard, along
with this card, to Draw two cards. It's not
terrible, I mean, it's technically a break even, as
you give this card and the Trap Card to Draw the two
new cards.
I suppose it could be a little more worth while if
the cards you gave you directly led to some sort of
card or field advantage, but there isn't a guarantee
of that. The biggest downside here is that we aren't
playing many Continuous Traps right now...if any.
This card would be so much better if the word
"Continuous" wasn't sitting there...but in some
crazy turbo draw Deck, like maybe Exodia or
something, it might now hurt.
Ratings:
Traditional: 1.75/5
Advanced: 2.75/5
Art: 3/5
General Zorpa
Magic Planter
Here we have a godsend for any decks that abuse a
ton of Continuous Trap cards. Magic Planter is a
Normal Spell, which is good as you can easily play
it when you need to and is the most often used kind
of Spell card. The effect is that you send a face0up
Continuous Trap card from your field to the
graveyard in order to draw 2 cards.
Ideally, this would be used in aq deck that used
Skill Drain, Royal Oppression and/or Royal Decree.
All of these cards are as annoying to their owner as
to their opponent. So instead of wasting one of your
precious Spell and Trap removal cards on them so
that they don't hurt you anymore, you use this card
and get some deck sycling out of it. If there is a
control deck such as a Princess variant that makes
it to the top tables, this card could be one of the
ones to take it there.
Ideally, this card would be a Quickplay spell, as
then you could chain to destruction and end up
getting a +1 out of it. I see that it does have
limited use though, it can be a really good thing
for a deck to get rid of Continuous Traps it owns
and search for more options and outs. However, it
will often be a dead card as your opponent will
often do a very good job of getting rid of those
particular Traps for you.
Traditional-1/5
Advanced-2/5
Freeza
Magic Planter ...
Another one of those cards with a really simple
effect. And its fairly decent. Usually cards that
find a reason to let u draw 2 more cards are things
u really want to consider. This one? - at the cost
of sending a continuous trap u control to the
graveyard. And that's pretty good, depending on the
deck you are using. Often, u have a trap going for a
specific reason, but then that reason can outlive
itself and now ur left with a dead card on the field
eating up one of your spell/trap zones. We had that
other thing - Emergency Provisions ... which was
nice and gave u life points back, but rearming your
hand is better than life points 9 out of 10 times
... However, EmP IS a quick play, so u could
activate it on your opponents turn to turn their
heavy storm into profit for you, while with Magic
Planter u cannot. Plus Magic Planter can only send
ONE continuous trap, not ANY trap, or multiples of
them, or spells ... So in overall utility and
versatility EmP outclasses Magic Planter. It might
not be ENTIRELY fair to compare cards like that, but
when u are considering if a card is good or not, u
have to think of how useful it is and often that
goes hand in hand with what's better out there.
Magic Planter is by no means BAD, and it still has a
place, but it just has LESS decks that it could be
good with since there are better options. Only 2 are
coming to mind - Burn/Stall/Lockdown - which will
have plenty of traps (continuous ones) keeping your
opponent at bay till u are ready to make you big
move. and Uria (does anyone play him?) - his deck
will need many traps (and continuous ones at that)
to work. When not holding them for Uria himself,
Magic Planter will be good to help u reload.
Traditional: 3/5
Advanced: 3/5
- FREEZA
N o V a
So its Monday, a new
week, and new Card of the Day reviews. We kick this
week off with Magic Planter. A card those Uria Turbo
decks desperately needed. Magic Planter is a Normal
Spell Card that sends 1 face-up Continuous Trap Card
you control to the Graveyard, then you can draw 2
cards. Since the only Continuous Trap heavy deck is
Uria Turbo, its limited to pretty much just that
deck. Now if we had Cathedral of Nobles, any deck
could become Continuous Trap heavy because
Catherdral allows a player to activate traps during
the turn they are set, of course the card is banned
in Japan so you can bet it'd get banned here.
The card adds some much needed speed for Uria Turbo,
but honestly Reckless Greed is much better only
cause if you draw either of them first turn or when
you have no active or previously set Continuous Trap
Cards out, you have to wait till your opponents
turn(Reckless Greed) or till your next turn (Magic
Planter).
Traditional: 1.5/5
Advanced: 1.5/5
Parallel Fates
Magic Planter…. Quite
an interesting card actually. The first thing that
catches your eyes is that it’s a “draw-2” card. 1
for 1, except rather than discarding, you’re sending
a continuous trap from your field to the grave. This
card does have potential to see play, however the
only problem is that there are not that many
continuous traps being used these days.
In competitive decks, the few continuous traps that
spring to mind are: Royal Oppression, Skill Drain,
Ultimate Offering, and the nowadays unlikely Gravity
Bind. All of which can turn games around, so unless
you’re holding a second copy, I do not believe it is
a wise idea to trade off field control for 2 cards
in hand.
Sending Royal Oppression to use this card would
appear to be the most popular choice if the deck
it’s being played in, is one that utilizes special
summoning itself. Oppression shuts down your
opponent till you can set up. Magic Planter frees
you from that bind, and gives you 2 new cards to
work with. But the risk is if you cannot capitalize
on the play, your opponent might.