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Pojo's Yu-Gi-Oh Card of the Day
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Into the Void
#TSHD-EN049 Activate only if you have 3 or more cards in your hand. Draw 1 card. During the End Phase of this turn, discard all the cards in your hand.
Card Ratings
Traditional: 3.25
Advanced:
3.50
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - June 21, 2010
Back to the main COTD
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Dark Paladin |
Monday
After a few weeks off, I have returned. I went
on a pretty spontaneous and random vacation, visited
some family, other friends, but we're back to the
grind now. Into the Void opens the week, as
we're pretty much looking at fillers from The
Shining Darkness.
Into the Void is a Normal Magic Card that lets you
Draw one card, so long as you all ready hold three
or more cards. Then, during the End Phase you
discard all the cards in your Hand. The
discard isn't the most appealing thing in the world,
but if you play them all, that isn't a problem.
Kinda like how we use to circumvent Mirage of
Nightmare.
It does have an upside though if you're playing
Infernity, or maybe even Dark World or something,
but outside of those Decks, I don't really see a use
for this card. Lightsworn might get a kick out
of it too I guess.
Ratings:
3.5/5 for the Decks mentioned above
1.5/5 for elsewhere
Art: 3/5
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Freeza |
Into the Void ...
This is a pretty cool spell as it works very well
with Infernity as well as ... *gasp* ... Dark
World???
It will flush your hand, and then some! Activate if
you have 3 or more cards in your hand. The standard
basis of success in Yu-Gi-oh is the management and
abundance of resources - hence the reason that decks
with massive draw engines are usually so successful.
U load your hand and field with options. Then along
came the Infernity deck which totally broke that
game mechanic to bits, by necessitating having NO
hand in order to kick ass. Into the void makes the
best of both ideals. Every deck needs access to
resources in order to work. Even Infernity.
Infernities just can't have them loading up their
hand. Phantom Hand is often employed to help smooth
this out, but being a permanent trap, it's very
vulnerable to destruction, leaving your hand loaded
again the next turn ur cards come back. If your hand
is ever more than u can bear (3 or more), not only
do u get a free draw from Into the Void, but then u
can manage your hand as u choose - setting and
summoning - and then let whatever else go to the
graveyard. Usually monsters that u can later recycle
with the Necromancer or Launcher.
This card is brilliant for an opening turn play, but
as u can imagine, loses some utility as it gets
later into the game, where chances are, if ur
playing the Infernities well, u won't ever have 3+
cards in hand again in order to activate it. But
still ... It's worth it to play at least 1 of these.
And as for Dark World? - It may be a virtually
forgotten deck type by Konami as they haven't added
a new monster to their roster in YEARS, even though
we still get Gravekeepers, Koa'ki Meirus, and now
what? Amazonesses again?? Anyway, even without
monster support, this is a great piece of spell
support as its almost a 1 sided Card Destruction
which doesn't have u fill your hand up with whatever
u lost. Too bad it only activates at the end of your
turn, so u can't swarm as effectively when
discarding a hand full of DW monsters, but i'm sure
there's a Dark World Infernity hybrid out there that
is just LOVING this spell.
Traditional: 3/5
Advanced: 3.5/5
- FREEZA |
Otaku |
We start the week off with
Into the Void.
This is an interesting draw
card that should see play in a few
decks, but certainly not all of
them.
It requires you have three
cards in hand (you do get to count
it, so just two others besides it)
in order to activate it.
You then draw… one card.
If that was it, it’d be close
to pointless, only used to pad out
your deck to 40 cards if you managed
an insanely efficient smaller deck.
Fortunately, the “downside”
of the card is actually the real
effect: drawing just keeps it from
being a total waste.
The real effect is you
discard your hand during your End
Phase.
This can be good in many
decks, but is best for
Infernity,
Fabled, and
Darkworld decks, as it will let
you clear out your hand while
enabling the effects those decks are
built on.
If top-decking wasn’t so
dangerous, I’d almost consider it
for
Chaos in general.
In fact, that’s a potential
hazard even for the decks it works
in (and they often have other
alternatives available).
Ratings
(for
Infernity and other specialized
decks)
Traditional:
3/5
Advanced:
4/5
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