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Pojo's Yu-Gi-Oh Card of the Day
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Uria, Lord of Searing Flames
Ultra Rare
This card cannot
be Normal Summoned. This card cannot be Special
Summoned except by sending 3 face-up Trap Cards from
your side of the field to the Graveyard. Increase
the ATK of this card by 1000 points for each
Continuous Trap Card in your Graveyard. Once per
turn, you can destroy 1 Set Spell or Trap Card on
your opponent's side of the field. Spell and Trap
Cards cannot be activated in response to this
effect's activation.
Type - Pyro/Effect
Card Number - SOI-EN001
Card Ratings
Traditional: 1.2
Advanced:
1.8
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 03.16.06 |
ExMinion OfDarkness |
Uria, Lord of Searing Flames
Uria is the 2nd of the 3 Beasts, and the one with
the worst requirement. You have to give up 3 face-up
continuous TRAPS. This means you have to have them
all on the field (Heavy Storm weakness anyone?),
activate them all, and then tribute them for Uria (agian,
a -3.)
Uria gets 1000 points for every Continuous Trap in
your graveyard. So at minimum we have him at 3,000
so we don't need to worry about him being taken by
battle. He also has SOME S/T protection as he can
destroy (and prevent the chaining of) one S/T per
turn. However, a smart opponent can work around this
by either setting multiple S/Ts that can deal with
Uria or just destroying it with a Spell card on
their own turn.
As for humorous moments against playing this card
like Drillroid would do yesterday: Skill Drain. Run
over their 0/0 Sacred Beast and laugh in their face.
(1/5 for the real score.)
Score: see Wednesday
|
Dawnyoshi |
See
Wednesday’s review and apply it to today. Today’s
card is the least sucky of the three Sacred Beasts,
but it’s still really bad.
Advanced: 1/5
Traditional: 1/5 |
Dark Paladin |
Today we'll look at Sacred Beast #2, Uria, Lord of
Searing Flames, whom I believe to be the worst of
the three. Unlike yesterday where you need to send
three continuous Magic cards, you need to send three
continuous Trap cards to the Graveyard here.
Then, you only have a 3000 atk. monster who still
has a whopping 0 defense. Although it gains 1000 atk.
if you manage to send anymore continuous Traps to
the Graveyard, and can destroy an opponents set
Magic or Trap card unchained, this monster is
terrible...sorry.
Ratings:
1/5, even in its own deck. I don't believe the
investment is worth it.
Art: 5/5 Awesome still
You stay classy, Planet Earth :)
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Bob Doily
|
Uria, Lord of Searing Flames
So today we are looking at what is in my opinion the
best of the demons. His summoning requirement is
similar to Hamon, but is 3 Traps, and they don’t
have to be continuous, just face up. Now this can be
done relatively easy since there are a lot of traps
that you can use. The downside is the vulnerability
to s/t removal, Jinzo and Royal Decree. Unlike Hamon
though, Uria directly benefits from the expended
traps, the Continuous ones are the basis for his
attack. So on average you will probably see him
brought out at around 4000 like his brother. But
unlike him he has the potential to become massive,
Reasoning could easily be teched in his deck to give
him a quick boost. In fact that is the basis of a
difficult OTK. It involves gettinr Uria to the hand
and using Reasoning to get enough Traps in the grave
so that after he is summoned he is at 8000. Then
using his effect to clear the what is likely their
only backfield card, attack for the win. It could be
fun, but is in no way stable. It’s not something you
would consider running seriously.
His effect though is simply awesome, you actually
get some benefit from him. He has a triggered
effect, which means you get priority, and it lets
you kill a set backfield card. But if that wasn’t
enough, the opponent can’t chain any s/ts. This
would mean that the opponent would miss the timing
for torrential and bottomless, something very nice.
That combined with the fact that you can use it
every turn means that if you keep him alive you are
in good shape.
All in all though, he costs too much to be
effective. He will die just as easily as his
brother, meaning that you will lose card advantage.
Thanks to this he essentially becomes a card that is
once again suited only for fun play. But he is the
best of the three, and using a deck the focuses on
him would be your best bet.
Traditional: 1.2/5 (don’t EVER EVER EVER EVER (add
infinitum) sack Imperial Order for him… I WILL hurt
you if you do)
Advanced: 1.4/5
|
Ryoga |
Uria, Lord of Searing Flames:
Better, but worse, than yesterday's card.
Better in that you can blow up a s/t (making a
1-4-2) and say "Screw you!" to chainable cards,
Torrential, and Bottomless (always use the priority
on the summon and your opponent can't chain TT).
She's worse in that her summoning is much more
difficult. There aren't as many good continuous
traps one would want to destroy.
Perhaps Wall of Revealing Light and Chain Blast.
Still, though, interesting. If you have a beard, you
should scratch it now.
Traditional: 2/5
Advanced: 4/5
Share and enjoy,
Ryoga
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Dark Maltos
|
Uria the Lord of Searing flames
Ahhh, my favourite card ever printed I think. GX’s
answer to Slifer, my favourite of the Gods.
Uria is a card that I only recently made a deck out
of, and upon which I discovered Uria’s true power.
Of the 3 gods, Uria is the greatest, being
searchable, less prone to trap cards and capable of
the highest potential attack.
Uria’s s/t destruction effect is what makes him so
effective, being capable of destroying one spell or
trap each turn and not allowing for that card to be
activated, as well as the effect being negated.
Sweetness.
Again, Uria’s downside is his difficult summoning
requirement ,having to sacrifice continuous traps
and the fact that he is vulnerable to monster
removal, the same as any other monster. Fortunately
for Uria, his greatest weakness could also work in
his favour thanks to a very special and over looked
card - Anti Spell Fragrance.
This is a continues trap card that forces both
players to set spells before they can activate them,
thereby helping either Uria’s summoning, or creating
an effective lock by utilising both these cards
together.
Overall, a very good monster , and certainly more
capable than most other gods with potentially
infinite attack power, receiving 1000 attack for
each continuous trap in the grave - Sweetness
Traditional (in my Uria deck) - 2.5/5 Weakened, but
effective.
Advanced (in my Uria Deck) - 4/5 Powerful, very
powerful.
Art : 5/5 - The best thing I have EVER seen
Maltos Preference score ; 5/5
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Tebezu
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Question:
Did you know why Chuck Norris sleeps with the light
on?
This is my favorite thing SOI offers.
Uria, Lord of Searing Flames a 5/5 in any deck which
meets his requirements. Honestly after one turn
being on the field, he destroys a set card, a
monster, and then forces your opp. to act. Hence his
summoning requirements are met right from the start.
I love him, I love him.
Anyone who tells you this card is not playable, is
just jealous becausae they don't got one:P you just
have to meet his summoning needs, but honestly,
royal decree, gravity bind, EOA, etc. all these
cards are continuopus traps. And all of them surve
numerous purposes. If you get this thing, try it
out.
It is because the Dark is afraid of Chuck Norris.
|
Otaku |
Yes, I wrote reviews for the other cards this
week. I just didn’t get them in on time. They
should be up now, though.
Stats :
Uria, Lord of Searing Flames is a Level
10 Monster, but once again it’s a nomi so
the Level is rarely going to matter. It is a
Fire/Pyro Monster, a combination with some very
limited Support, some of which is incompatible
with the nature of Uria. At least it is
something. Uria has a base ATK/DEF score
of 0, allowing it to be searched out by
Sangan… and telling us we need to move onto
the Effects section.
Effect(s) :
First, the only way to get Uria, Lord of
Searing Flames into play is by sending three
of your face-up Trap cards to the field. It’s
the “face-up” restriction that really hurts,
since Continuous Traps are about all you can
make use of, it slows this Monster down a tad,
and it makes it harder to combo the card.
The second effect determines Uria’s ATK:
it increases by 1000 for every Continuous Trap
in your Graveyard. That means you will probably
have a good 2000-4000 ATK Monster on your hands,
which is nice, and if Uria comes out late
enough, it can be very large indeed.
The third and final effect is that once per turn
you can select an opponent’s set S/T and nuke
it. What makes this actually worthwhile is that
they aren’t allowed to chain, and if you
immediately choose to activate the effect after
you Summon Uria, then they won’t be able
to activate Traps that respond to Uria
having been summoned (like Torrential Tribute)
because the timing was missed. This effect is
what probably makes the card a bit more
playable, since it gives it a good shot at
actually surviving long enough to launch a
killing blow.
Uses and
Combinations :
Gravity Bind can be good for stalling
until Uria shows up, and Embodiment of
Apophis is a good way to block opposing
attacks. Both can then be used to get Uria
into play. Be sure to include Card
Destruction some Emergency Provisions
since, once Uria is in play you want an
easy way to send several Continuous Traps to the
Graveyard (and benefit from it in more than one
way).
Sadly, we lack some useful cards that are out in
Japan that really would make this deck: Metal
Reflect Slime and Red Gadget Stronghold
are two more “Trap Monsters”, and while they are
basically total defenders (each have 0 ATK and
2000 or better DEF scores) that’s kinda what is
needed here.
Ratings
Traditional :
1.5/5 – Scored with the assumption you are using
it in its own deck. As usual, it’s just not
good to use a card like this here: even being
able to disarm some of the nastier Traps won’t
keep it alive more than a turn. It is nice that
it can use Painful Choice and Graceful
Charity.
Advanced :
3/5 – Scored with the assumption you are using
it in its own deck. If we had some of the cards
available to the Japanese, it would probably be
more worthwhile.
Limited :
1/5 – I don’t believe there are any Traps that
remain in play face-up after activation in this
set, so there wouldn’t be a way to Summon it.
Summary
Oh so close to being something that could see
some major play, or at least a substantial
amount of minor. Like yesterday’s card, it can
win, but I wouldn’t expect it to win much in
even a moderately competitive tournament.
Still, it’s better than it’s sibling from
yesterday, though the scores may not show that.
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