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Yugioh
Reader Tips, Rants and Raves
From: Jon Ryherd [mailto:chaosmech@hotmail.com]
Sent: Friday, December 30, 2005 7:19 PM
Subject: Spirits: are they worth it?? by Chaosmech
Spirits: Are they worth it?
Hey everyone, Chaosmech (that's me) is back again. As the
title tells you, I'll be reviewing the different spirits
this time. Now, as far as I know, these are the spirits that
exist:
Yata-Garasu
Tsukuyomi
Dark Dust Spirit
Otohime
Inaba White Rabbit
Susa Soldier
Yamata Dragon
Asura Priest
Hino-Kagu-Tsuchi
Great Long Nose
Fushi No Tori
Maharaghi
Anyway, let's take a look at the effects of all Spirits in
general This card cannot be Special Summoned. This card will
return to the owner's hand at the end of the turn it is
Normal Summoned, Flip Summoned, or flipped
face-up.
Well, the first part of the effect means that once your
Spirits are in the graveyard, they're pretty much gone,
except for Des Feral Imp and Monster Reincarnation. They
also cannot be special summoned from the deck, which is not
so helpful. I know Dark Dust Spirit and Tsukuyomi could have
used the ability to be special summoned from the deck via
Pyramid Turtle and Mystic Tomato respectively.
The second part of the effect means summoning a spirit will
in the end be useless in terms of field presence. Summon the
monster; use its effect, then
it gets sent back to the owner's hand. Now, this is usually
a bad thing, unless you combo it with Creature Swap. Swap
your spirit, end your turn, you
have a free monster.
Now that we have covered the basic Spirit effect, we move on
to the next part of the Spirits' effects, the parts that
make each one unique. However, we can divide the spirits
into three groups:
1. Effect that is activated when battle damage is dealt.
2. Effect that is activated upon Summoning or flipping.
3. Asura Priest and Inaba White Rabbit
Now, in general, the first effect is not very desirable, the
exception being
maybe Yata or Yamata Dragon. Because spirits don't stay on
the field, battle
damage is, in the long run, ineffective, especially as many
of these spirits
require tributes or have low ATK values. Yata-Garasu is one
exception because it inhibits your opponent's ability to
strike back. I'm sure you all
know about the yata-lock (and if you don't, either check out
Yata's COTD review or check out my article called Dr.
Strangelist: or, How I Learned to Stop Worrrying and Love
the Ban, part 1.). With it in place, your opponent is
helpless before the 200 ATK of the villainous bird. Yamata
Dragon is the other exception for this reason: Spiritual
Energy Settle Machine keeps Spirits on the field. At the End
Phase of each of your turns, you must randomly discard one
card from your hand to keep it active. This is very
desirable for tributed spirits, because to keep summoning
them, you have to keep offering tributes. But still, one
card a turn is a hefty cost, which is
where Yamata Dragon comes in. When it does battle damage,
you get to draw until your hand has 5 cards in it. This
ensures that you will always have cards to discard at the
end of your turn.
The second type of effect is what makes the returning part
of the spirits'
effects exactly what the doctor ordered. Summon the Spirit,
use its effect, then at the end, it returns to your hand,
letting it live to see more use the next turn. Tsukuyomi,
Otohime, Maharaghi, and Dark Dust Spirit all fit into this
category. And, in general, these are the better spirits to
use.
Now, the third group leaves Asura Priest and Inaba lonely. I
couldn't really
fit them into either category, because they don't have to do
battle damage to use their effects, but they don't get their
effect on summoning or flipping. Asura Priest is nice,
simply for its effect of being a Scapegoat killer and a
Light Monster. Inaba can attack directly, which is somewhat
handy.
Now, to look at each individually. I will simply list the
last part of their
effect, without the whole inherent Spirit effect.
Yata-Garasu 200/100/**/Fiend/WIND
When this card inflicts battle damage to your opponent, your
opponent must skip their next Draw Phase.
The original metagame killer. Summon Yata, lock your
opponent's draw phase, they're done unless they have
Sinister Serpent.
Asura Priest 1700/1000/****/Fairy/LIGHT
This card may attack all of your opponent's monsters in one
Battle Phase. If
this card attacks a monster, it cannot attack your
opponent's life points directly.
Good for killing goats. Not much else, though
Yamata Dragon 2600/3100/*******/Dragon/FIRE When this card
inflicts battle damage to your opponent, draw until your
hand
has five cards.
Ooo, two tributes, not special summonable, not good. Sure
your hand gets a boost, but what does that matter when you
just lost two monsters from the field for a monster that
won't stay?
Hino-Kagu-Tsuchi 2800/2900/*******/Pyro/FIRE When this card
inflicts battle damage to your opponent, during your
opponent's next draw phase, they must discard their entire
hand before they draw.
Devastating. Too bad it requires two tributes. If it didn't.
the most abused
card in the game, I assure you.
Dark Dust Spirit 2200/1800/******/Zombie/EARTH When this
card is Normal Summoned, Flip Summoned, or Flipped face-up,
destroy all face-up monsters on the field except this card.
Kind of like a replacement for Dark Hole. It's decent, with
some good attack, but the one tribute hurts it, and being a
zombie doesn't help cuz you can't special summon it.
Otohime 0/100/***/Spellcaster/LIGHT
When this card is Normal Summoned, Flip summoned, or flipped
face-up, you may change the battle position of one monster
on your opponent's side of the
field.
Ouch. Bad stats, and mediocre effect gets this monster a
thumbs down. On the
plus side, it is a LIGHT monster.
Inaba White Rabbit 700/500/***/Beast/EARTH This card may
attack your opponent's life points directly.
Not too good, actually. 700 damage for a turn, and no
protection. Not worth it.
Maharaghi 1200/1700/****/Rock/EARTH
When this card is Normal summoned, Flip summoned, or flipped
face-up, during
your next Draw Phase, before you draw, you may look at the
top card of your deck, and put it back on the top or the
bottom of your deck.
Long-winded effect. Basically, you can take a gamble that
the card underneath your next one will be better, or you can
stick with the one you were about to draw. Ok, I guess, but
don't use it outside of a rock deck.
Great Long Nose 1900/1700/*****/Beast-warrior/DARK
When this card inflicts battle damage to your opponent's
life points, your opponent must skip his/her next battle
phase.
Crap on cardboard. Sub-par tribute stats + crappy effect=
don't use.
Susa Soldier 2000/1600/****/Thunder/EARTH Any Battle damage
this card inflicts to your opponent's life points is halved.
Good stats, bad effect. Doesn't stay=bad.
Fushi No Tori 1200/0/****/Winged Beast/FIRE If this card
inflicts battle damage to your opponent's life points,
increase
your life points by the same amount.
Not that great. Bad stats + mediocre effect = meh
And, my personal favorite,
Tsukuyomi 1100/1400/****/Spellcaster/DARK When this card is
normal summoned, flip summoned, or flipped face-up, flip one
face-up monster on the field into face-down defense
position.
Ah, at last. The second most abused spirit (besides Yata).
Re-use flip effects, flip low DEF monsters down and attack,
or nobleman. Pretty darn good all around, and it's DARK!
That's all.
Keep it cool,
Chaosmech
You can email me at
chaosmech@hotmail.com
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