[Continuous Spell Card]
Neither player can add cards to their hand except by
drawing them, and cannot Special Summon monsters
from the Deck. Destroy this card during your 2nd
Standby Phase after activation.
Card Ratings
Traditional: 3.00
Advanced:
3.17
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 06.18.08
For the mid-week, we have another
Magic card, that is not as simple as the previous
two this week, Deck Lockdown, a card that I'm really
quite fond of, and I'm not even entirely sure why.
Deck Lockdown prevents anyone from
adding cards to their Hand except during their Draw
Phase.
This could be absolutely crippling, depending on
what phase your game is in (early, mid, or late) and
also depending on the flow of the Duel and which
player it may be favoring.
Furthermore, neither player can
Special Summon monsters from their Decks.This effect isn't as useful as the previous
one, but it can still help.Obviously, neither one of these effects
should be that much of a burden to the player using
the card.
Deck Lockdown, for now, at least,
is a very average card.Some Decks would be able to capitalize on
this, while others would see it as garbage.Just wait for someone to unlock the card...no
pun intended.
Ratings:
3/5 all around, for reasons listed
above.
Art;4.5/5Impressive
Creator
OfThePoint
System
Wednesday:
Deck Lockdown
This one's really interesting. Deck Lockdown
looks like a -1 like Swords of Revealing Light at
first glance, but it can be really useful. No
deck searches and no Special Summons. The
first thing that should come to everyone's mind is
Gladiator Beasts. Every single effect that
deck has is based on Special Summoning something
from the Deck, and being able to thwart that deck
for a couple turns is powerful. A great side
deck card against that particular theme.
Even if it's not G-Beasts you're worried about,
other monsters can be shut down also -- Tomato,
Sangan, GK Spy...odds are an opponent will have
something that's affected by this. I'd only
dedicate side slots to it in a GB-infested area, but
it's definitely something to consider. You
only have to negate one opposing effect to have this
card pay for itself, and if your opponent has a deck
searcher face-up, you can just plop this down, kill
their searcher, and suddenly you're even in the card
count again.
3.25/5
General Zorpa
Deck Lockdown
Well here is a good card, getting featured in
several Warrior toolbox strategies to slow down
other decks. However, it also works well in
Lightsworn, as they just discard the deck rather
than sift or search through it. Neither player can
special summon from the deck or add cards from their
deck to their hand outside of the draw phase. This
just kills DAD and Gladiators, so it might be side
deck worthy in slower decks.
Even burn decks could use this, so that those outs
to your lockdown cards come slower for your
opponent. It is an interesting card, and I have yet
to see anyone play it truly successfully, but I
would love to see someone try.
Traditional-3/5
Advanced-3/5
Narchais
Deck Lockdown
I try to avoid dealing in the
"same old thing" as whats going on right now, so I
hope I can be forgiven if I opt out of the cards
that you know what everyone is going to say about
them. That, and Lightsworns just aren't my thing.
>.>
Anyway, today is Deck Lockdown.
For two turns, both decks become sacred.
Its... a powerful effect, to be certain. Disabling
all of the powerful draw engines running around
these days, even if only for a couple of turns, can
cripple your opponent if you can capitalize on it.
As for disabling summons from the deck, you've
successfully nuked Searchers and Gladiator Beasts
entirely.
So wait... this card is effective
against both DAD draw power and GB summon power?
Whoa.
Now then, a little honesty. This
card falls under the MAD category: Mutually Assured
Destruction. Now granted, its self destruction
occurs during your standby phase (awesome) and can
be activated at any time during your main phase
(also awesome). This means you can prepare
accordingly before you drop the bomb, and you'll be
the first one to get a chance to clean up
afterwards. Excellent.
Now, I'll admit I'm a little sad.
Despite this card's power against things like GB and
DAD, I doubt it'll even see use as a sidedeck card.
Its MAD effect is going to turn people away from it,
but I say give it a shot. Sided in against Gladiator
Beasts gives you two turns to turn the situation
around... and shouldn't that be enough?
Side it. You'll thank me.
Traditional: 2/5 (Pot, Graceful
are most of the draw cards you'll see. Harpie's
Feather Duster is added to its problems.)
Advanced: 4/5 (A sidedeck card
that can find uses against plenty of suspects.)
Pwii
Continuing on
not-really-a-theme-week-unless-you-count-it-as-half-lightsworn-week
week, we have a neat card that totally destroys any
chance of gadgets coming back.
If upperdeck isn't going to
ban/limit Dad, then the perfect soloution is to
bring gadgets back. It would be nice to bring them
back anyways, but this totally kills that chance. As
an individual card, you should side deck it as main
decking it would be a waste of space. I'd have this
handy in 2s, just in case of DDT or something.
3.5/5 trad.
3/5 adv.
Devin
Djuricin
Wednesday
Deck Lockdown
Recently I pulled this card from a pack and it
caught my interest, basically it has 2 main aspects
one it can stop the opponent from adding cards from
their deck to their hand. For example: Reinforcement
of the Army, and all Gadgets. Secondly it has the
ability to stop either player from special summoning
from the deck, so basically it shuts down Gladiator
Beasts.
I was really impressed by this card at first glance
and instantly started looking for room in my side
deck. However its last line of text makes this card
subpar, by which it is destroyed during your second
standby phase after activation.
This really hurts the playability of the card.