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Pojo's Yu-Gi-Oh Card of the Day
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Damage Gate
#TSHD-EN070 Activate only when you take Battle Damage. Special Summon 1 monster from your Graveyard with ATK less than or equal to amount of damage you took.
Card Ratings
Traditional: 2.00
Advanced:
2.60
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - May 13, 2010
Back to the main COTD
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Dark Paladin |
Thursday
Damage Gate, a rather simple, fun, and possibly
deadly Trap. You activate this when you take Battle
Damage and Special Summon a monster from your
Graveyard with attack less than or equal to the
Damage you took.
I see two possibilities here...either you use
this when you take minor damage to bring back a
Tuner for a Synchro Summon (or something for the
aforementioned Synchro Summon) or wait until you
take a massive hit and summon a beast from your
Graveyard for a counter attack. I think we have some
potential, but I'm not seeing it used...
Ratings:
Traditional: 2/5
Advanced: 3/5
Art: 3.5/5
|
Freeza |
Damage Gate …
A simple enough trap that a lot of people are
really talking up a lot … Is the hype warranted?
…Well, when u take battle damage, u can special
summon a monster from your graveyard with ATK less
than or equal to the damage u took. Super? – yes.
Game breaking? – no. Right away it draws comparisons
to the similar Damage Condenser that not a lot of
people used (although I have a feeling that’s going
to change soon … u heard here 1st, folks …), but
while the Condenser requires a cost of discarding a
card, the Gate has no cost at all. Assuming u take
only a medium sized hit, your best bet would be to
grab a Tuner, something like Spirit Reaper that
could guard your life points, or ideally something
that rewards u for being special summoned. Now if u
take a BIG hit, then u have wider options of what u
can grab from your grave, but chances are – whatever
u bring back still won’t be able to stand up to
whatever damaged u in the first place. Plus, let’s
not forget the obvious drawback of being limited to
whatever is actually in your graveyard at the time …
Another difference with Damage Condenser is that DC
let u fetch from your deck, allowing u to access the
answer to whatever problem is on the field at the
time (if u’ve got it in monster form). With Damage
Gate, if u have it to early, u might not HAVE
anything worthwhile to special summon laying in your
grave. Or, ideal stuff to recover later in the game,
like a DAD, u wouldn’t be able to revive anyway.
Damage Gate is still a pretty good card, and can
set up some pretty good combos, but I wouldn’t worry
about it changing the landscape of the game at all.
Traditional: 3.5/5
Advanced: 3.5/5
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N o V a |
Damage Gate, one of the new Shining Darkness
cards. When you take any Battle Damage, you can
special summon a monster with an ATK less than or
equal to the damage you took. This is useful if you
want to bring back cards like Dandylion, Treeborn
Frog and various other monsters, its good for
providing a monster so an opponent cannot get a
potential second direct attack in, or if they took
out your monster and inflicted enough damage for you
to revive something back, it provides a free wall if
they have another monster out. Its good for reviving
cards like Spirit Reaper, Marshmallon and Arcana
Force 0 - The Fool, because they cannot be destroyed
in battle and they have low attack. Its an excellent
card for providing a free monster, however it also
takes up some space in the deck, so unless your deck
desperately needs a monster on the field for it to
work, I dont think you'd need this as badly as some
other better choices you have available.
Traditional: 2.5/5
Advanced: 2/5
|
Greg |
Damage Gate:
A pretty simple card here. It seems like it could
be pretty usefull, as cards that bring back monsters
from the graveyard are few and far between right
now. I guess the biggest problem with the card is
that you have to let an attack go through before you
can activate it. If you've got life points to spare
then that's fine, but late game this card isn't so
great. It could also help even out an Airbellum
attack replacing the card that was stripped from
your hand with one of the field... but I'd still
rather have a trap set that just destroys or rfgs
Airbellum to begin with. This card would shine most
in a deck with many low atk monsters (think 0), as
it would almost always have a target to revive no
matter how much damage you took. I still don't see
people using it over Bottomless or anything though.
Traditional: 1.5
Advanced: 2.0
|
Mark
Howard |
Damage Gate is an interesting card, and basically
the exact opposite of Damage Condensor. There isn't
much to say about this, but you can summon Dandylion,
Infernity Mirage, or other cards with it, but then
again Quickdraw has better things to run and if
you've used Infernity Mirage, you've probably
already won. It's not that this card is bad, it's
just that the decks that use it have other revival
cards that work better, and don't need to wait for
an opposing attack to trigger.
2/5
Art: Lame
Fun Fact: When Chuck Norris jumps into the water,
Chuck Norris doesn't get wet. The wet gets Chuck
Norris.
Tomorrow: These guys are STILL getting support?
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