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Pojo's Yu-Gi-Oh Card of the Day
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Summoning Curse
#DREV-EN061 When a monster is Special Summoned, the controller of that monster chooses 1 card in their hand and removes it from play. During each of your End Phases, pay 500 Life Points or destroy this card.
Card Ratings
Traditional: 1.50
Advanced: 2.75
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - September 9, 2010
Back to the main COTD
Page
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Dark Paladin |
Thursday
This is a card with some potential that could
head some very unconventional Decks I think. In
short, you pay 500 Lifepoints during your End Phase,
or you destroy this card. When a Monster is Special
Summoned, its controller must remove from play one
card from their Hand.
I sit here and type thinking there must be
something, a Deck, strategy, and combo or some such
that can be pulled off with this, but it doesn't
quite come together for me. I'm wagering this card
will see little to no play, but I think it could be
a real asset to some removal, dimension, etc type
Decks.
Ratings:
Traditional: 1.5/5
Advanced: 2.75/5
Art: 3/5
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General Zorpa |
Summoning Curse
This is one fo the more interesting cards from DREV,
as it punishes people for Special Summoning without
the total dominance of Royal Oppression. The card is
a Continuous Spell, one of the better spell types
again. The effects are that if a player Special
Summons a monster, they remove from play one card
from their hand. You also have to pay 500 lifepoints
or it is destroyed in your Standby Phase.
Overall, I think that Thunderking Rai-Oh and Black
Horn of Heaven do a better job, as they are
one-sided and better card types, monster and Counter
Trap respectively. The cool thing about this card is
that you can make a deck around a strategy that
reduces your opponent's hand with Drastic Drop Off,
Drop Off and Lightforce Sword. But then that
completely limits you as far as your deck, as you
pretty much can't Special Summon. You can try to get
around it by using D.D. Scout Plane as the cost,
that way you can not really lose any card advantage,
but that seems way too situational and underpowered.
As it is, this card might see some cool play, but
for the most part it is a junk common. Eventually
someone wll do some good things with this card, but
I think it needs a partner in crime to really get
going.
Traditional-1/5
Advanced-1/5
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Mark
Howard |
Summoning Curse is the newest "We want the game to
be fun but we still want to make it stop being fun"
card. For the low dee low dee low dee lowwww price
of 500 points per end phase, Special Summoning
becomes the new Smiley McGee and nobody wants to go
near it. However, any deck that can make good use
out of this card is probably already bad, because a
deck that doesn't special summon isn't very good.
Additionally, continuous cards are even worse than
ever, now, without Heavy Storm, because without
Heavy Storm, people are forced to run many cards to
compensate for it, meaning they're much more likely
to draw a card to pick off your Summon Troll and
I'll be stuck in run-on sentences.
On the bright side, you can actually hold this card
out for as long as you want, and then destroy it
when you don't want it any more. When the hell will
Konami learn that that is not a good thing to put on
such an anti-meta card...?
3/5
Art: It's not very exciting.
Fun Fact: There's a certain reason why I can never,
ever eat Fig Newtons ever again.
Tomorrow: The CotD plays Robot Unicorn Attack.
|
Otaku |
Fascinating.
Today’s card is
Summoning
Curse.
This is a Continuous Spell card that punishes
Special Summons fiercely: when a player summons a
monster (or monsters in the case of summoning more
than one at a time), your opponent removes from play
1 card from their hand.
There is an upkeep cost: 500 LP per turn.
That’s not cheap but it isn’t crippling and
it is worded so you can choose not to pay and let
the card self-destruct.
Awesome: even if the card isn’t good, being
forced to keep it in play or being forced to pay can
cripple this kind of card.
Let’s get some rulings out of the way.
The 500 Life Points paid for the card are a
cost.
The effect starts a chain when the monster(s) is
(are) Special Summoned.
This is a mandatory effect and it even occurs
if a monster is Special Summoned during the damage
step! If
you manage to Special Summon a monster at the exact
same time as your opponent (as with
Shallow Grave) then Summoning
Curse only triggers once but both players still
must remove one card from their hand, with the turn
player removing his/her card from play first.
Whoever controls the Special Summoned monster
when the effect resolves is the one to remove a card
from their hand… ooh, I see where that is going.
Note that apparently Tokens should work since
the monster can come from anywhere and they aren’t
specifically excluded, and that the card stacks:
multiple copies means multiple cards removed.
Besides the combo I just alluded to but want to save
for late, the obvious use for this card is your Side
Deck.
When you encounter a
Blackwing,
Gladiator
Beast, Plant, or Zombie deck, this will at least
curb, if not cripple their ability to swarm, since
even the most efficient ones will need their hand
for their best combos.
Good news for
Infernity players is that the removal is of course an effect and not
a cost, so with their hand already empty, they don’t
care.
Cards like Necroface and D.D. Scout Plane
are great targets for your own hand.
Remember to opt out of paying the upkeep cost
if you don’t want
D.D. Scout
Plane to force another discard when it resolves.
Now the best use… I already mentioned: Side Deck!
That is where most players will want to
consider it, if not run it.
For those like me who love those kinda crazy
decks,
Black Garden will let your ever Normal Summon ditch one card per
Summoning Curse. You can
also abuse classics like
Lava Golem;
since it is Special Summoned to the opponent’s side
of the field, they have to pay for it!
Even one of my favorites,
Ojama Trio
gets to party with this card (though all three
tokens only equal one card removed).
Yes indeed, I really like this card.
You can’t just run it with no forethought,
but with some proper planning you can easily keep it
in your Side Deck to aggravate many commonly run
decks, and quite frankly some near universal deck
strategies: how many decks don’t run at least a
couple of Special Summons?
If you are daring, you can unleash a whole
world of hurt centered on this card.
Once your opponent’s hand is gone, they’ll
have to top deck into an answer for the situation.
Ratings
Traditional:
2/5 – I think there is something one could do with
this card here… but you won’t often get the chance.
Advanced: 4/5 – Not quite a must for your Side Deck, but I
think it is a great pick.
Plus it can augment or even be the foundation
of some nice rogue decks.
Perhaps I am being a bit generous because I
love shaking things up.
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. I usually add new stuff on
Wednesdays and Saturdays. 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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