Mark
Howard |
Problems, problems everywhere. The universe is
conspiring against my CotD-writing time in every
way... I'll get this week's done sometime...
Reanimation Wave is an interesting card, but is it
worth running? If you're about to take a big hit
from a big monster, you have halve the damage, then
pop a Synchro right out of the grave! That may seem
great, but remember that Synchro-based cards aren't
always good, because Synchros can't always be
summoned. Solemn Warning makes this very difficult.
The easiest targets for this are things like Brionac,
Goyo, Catastor, etc, assuming what's attacking is
level 6+. Sadly, your Synchro probably won't save
you, even if you did havea Synchro that
managed to get properly summoned (and if it was a
threat, it probably isn't waiting to come back).
It's a great concept, but inconsistent.
2.5/5
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Pheano |
Hey Pojo, Pheano here with another Card Of The
Day for you. Today we will be looking at Reanimation
Wave from Duelist Revolution. Reanimation Wave is a
Normal Trap Card, its effect is that basically when
you take damage from an attack you can Special
Summon a Synchro Monster from your Graveyard with a
level less than or equal to the monster damaging you
and the damage you take is halved. Neat card to say
the least. Problem being is that the condition is
kind of awkward to activate this. You have to have a
Synchro Monster in the grave and it has to have
fewer Stars than the opponent’s monster. This can
happen but it is not a card that you can count on to
be a live card. For instance I would rather use a
card like a Dimensional Prison to just stop the
Attack in the first place. This is a cool card but I
just don’t see it being able to be consistently used
when drawn since it requires an odd set up. Also
Call Of The Haunted, which isn’t played in most
decks anyways, does what this card does better. And
in the Traditional Format this card is far to late
game to have any use since you will be FTK’d long
before you even get a chance to get the Synchro out
let alone have it in the Graveyard.
Bottom line:
Mediocre card, other cards do this cards job better.
Advanced: 2/5
Traditional: 1/5
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Otaku |
Reanimation Wave is a Normal Trap, but
unfortunately it has very restrictive timing which
keeps it from being as versatile as such a Trap
usually is.
Specifically you may only activate
Reanimation
Wave when your opponent’s monster declares a
direct attack.
When they do, you can select one Synchro
Monster in your Graveyard with a Level less than or
equal to the attacking monster’s.
The Battle Damage you take from that attack
is halved, and at the end of the Damage Step,
Special Summon the selected Synchro Monster from the
Graveyard.
Let’s break out the rulings quick, because they’ll
further detail the card:
-
It doesn’t start a new Chain when
you Special Summon the Synchro
Monster.
-
The effect of
Reanimation Wave will not be
applied if the attack stops or is
negated for any reason.
-
If you take no damage due to an
effect like
Waboku, you still Special Summon the Synchro Monster.
I really like the idea behind the card.
It seems very much like what you’d see in the
animé.
It’s like the Trap ‘absorbs’ the damage to reanimate
your card.
Unfortunately, it doesn’t seem too practical;
you have to have a legal-to-summon Synchro Monster
whose Level is less than or equal to the attacking
monster.
That means you either have to be running a deck more
or less dedicated to Synchro Monsters
and be at
a point where you’re basically losing (taking a
direct attack from something big).
Granted, if you are unfortunate enough to be
on the receiving end of a hit from such a card, this
is a decent consolation prize.
Still, wouldn’t you rather just destroy,
remove, or bounce the attacker?
If you do want to use it, it probably should be
limited to a deck focused on Synchro Summons: the
more Synchro Monsters you run and can get out, the
more likely you’ll have the best possible options if
things go south and your opponent begins attacking
direct. The
smallest Synchro Monster for general use is
Amory Arm,
a Level 4.
As its primary use it to equip to another
monster it stands a good chance of ending up in the
Graveyard.
Soon we will have
Turbo Synchron,
and that should help this card out a lot: while you
won’t trigger the draw effect (that only happens
when Turbo
Synchron is Synchro Summoned) you still get a
Synchro Tuner in play.
If you are willing to run
Turbo Rocket,
you can also get a Level 3 Synchro Monster that has
a nifty effect:
Turbo Cannon.
Its small nature means it won’t last long the
field, but it’s hard to deny that being able to
destroy a face-up monster and inflict damage to its
controller equal to half the monster’s ATK is pretty
nice.
I can’t rate this card very highly: this game is
plagued with easy card removal, and you’ll almost
always find one of them to be a better choice.
At least I can applaud the art (not that
those two
I can’t rate this card very highly: this game is
plagued with easy card removal, and you’ll almost
always find one of them to be a better choice.
At least I can applaud the aesthetic.
The art isn’t brilliant, but its good, and I
like the monster choices: I believe it depicts
Revived King Ha Des and
Archfiend Zombie-Skull, though to be honest I
find those two look so much like their non-Synchro
counterparts it is easy to mistake them for each
other.
They are very fierce looking monsters that make
sense with this sort of necromantic flavored Trap.
The name is also pretty good, matching the
card effect while sounding reasonably cool.
Not perfect, but definitely pleasing without
mucking up any card families or probable future
names.
Ratings
Traditional: 1/5
Advanced: 1.5/5
Art: 4/5
Name: 3.75/5
I am still selling my former collectables on eBay.
I’ve had a lot of hobbies over the years, so at
various times I’ll have comic books, manga, action
figures, and video games on the auction block.
You can take a look at what’s up for bids
here. Just a reminder, Pojo is in
no way responsible for any transactions and was
merely kind enough to let me mention the auctions
here. ;)
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