This card can
only be activated at the start of Main Phase 1.
During the Main Phases and Battle Phase of this
turn, neither player can Summon monsters.
Card Ratings
Traditional: 1.25
Advanced:
1.50
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 06.25.09
Calming Magic, arguable the worst Magic Card this
week we look at, simply because it's not a Quickplay.
It has NO surprise factor, as it can only be
activated at the start of the Main Phase 1. During
the Main Phase and Battle Phase of this turn,
neither player can Summon Monsters. It really seems
to hurt you more than your opponent I think, and it
would be a lot cooler to activate in a Battle Phase
on your opponent or something.
Ratings:
1.25/5 both formats
Art: 3/5 Kinda cute
General Zorpa
Calming Magic
People had been wondering when the equivalent of
Cold Wave for monsters would come along, well this
is it. Magic is a Normal Spell that you have to play
at the start fo your Main Phase 1. Neither player
can Special Summon or Normal Summon monsters during
either Main Phase or Battle Phase until your next
turn.
This is a good card. Ideally, it is to set up a
solid situation against an opponent that needs to
get a monster to the field in order to win. Against
Blackwings and Gladiators especially this would work
as they are so monster oriented. As it affects you
too, I would only play it if I have control over the
field already.
I do not think that this card will make it
competitively, as it is too restrictive and not
nearly quick enough. If you are having trouble with
monsters and their effects, Forbidden Chalice or
skill Drain or even Compulsory Evacuation Device are
going to be better answers for you. A no monster
burn deck could use this, but I have not seen one
since the Cyber Stein format, so I fail this card
and that is that.
Traditional-2/5
Advanced-1/5
Freeza
Calming Magic …
I … don’t really like this spell that much … if it
was a Quickplay it would be infinitely better … I
guess TOO good … or “broken”, as they say in the
business … But since it’s just a normal spell, u can
only activate it on your own turn. This means that
more often than not, u are only impeding yourself.
Sure, there are occasions on your turn when your
opponent may summon a monster – a set trap that
involves monster revival … cards like Apprentice
Magician, Giant Rat, and Masked Dragon that fetch
other monsters from the deck when flipped or
destroyed in battle … Scapegoat type Tokens or
Dandylion … Gorz … … Basically – yes, it happens.
And it’s lovely to be able to cool that out. But the
problem is that u only very seldom actually KNOW
when those times will be. U can guess … but u have
to guess at the very start of Main Phase 1. Meaning
at the beginning of your turn – no summoning or
setting or getting ready in any way for what comes
next. Either activate Calming Magic or do not
activate Calming Mag ic. And whatever u think u
might have stopped them from doing or summoning on
your turn, if u didn’t push for the win right there
– your opponent can most likely just do on their own
turn which follows after. So if anyone was thinking
about how this is almost a monster version of Cold
Wave – u can see the big difference right there, in
that it only lasts half as long. Again – if Calming
Magic maintained till your next standby phase after
activation, u would totally have something. Again –
broken.
They managed to keep Calming Magic from becoming TOO
good, and thus, they made it not terribly good at
all.
Traditional: 1/5
Advanced: 1.5/5
- FREEZA
N o V a
Today we review
Calming Magic, a pretty cool rare from Raging
Battle. Its a Normal Spell Card that activates only
at the start of Main Phase 1, and during the turn
its activated, neither play can summon monsters
during the main phases or battle phase of that turn.
If you already have monsters out it doesn't really
hurt you, and if you are playing against a Gladiator
Beast deck and their monster survives, this prevents
them from tagging out. The sad part of this card
however is it doesn't go through the whole turn
after Main Phase 1. If it went through the End Phase
it could even prevent Stardust from reviving itself.
Traditional: 1/5
Advanced: 1/5
Darkstarr
Calming Magic the cold
wave for monsters. As the usual stipulations it can
only activated at the start of your main phase 1 but
a twist to this card as it is only active during
your turn witch prevents your from summoning, but on
the other hand it does prevent Gorz, Tualitin, and
Phantom Dragon from popping out of the mist to
dissrupt your plans. The only problem is this card
wont be as comnsistent as wave where as you would
have to guess when they have Gorz or not and you
just lost your summon yourself so I don;t really see
this card getting played unless the above stated
cards are going on the rise. This card, at best will
be side deck material.
Trad: 1 (No need)
ADV: 1.5 (Not good right now)
Parallel Fates
Calming Magic…. Cold
Wave’s weaker counter part. Raging Battle has been
out for a bit now, and I’ve still yet to see this
card being tech’d by players. Players need to keep
in mind, that without the ability to summon, there
is only so much that you can do on spells and traps
alone.
The only point in this card is to prevent your
opponent from dropping a Gorz on you, and render
recruiters useless. However the trade off of wasting
a deck slot and a summon are not worth the trouble.
It’s not often that a player would purposely hold on
to summonable monsters in hand unless there’s fear
of Torrential. You restrict yourself from winning by
ducking a Gorz for a single turn.
Not that playable of a card. And definitely not used
in aggressive decks.