Wednesday, October 5, 2011

Photon Shockwave Set Review - Part 3

I'm actually really tired today so excuse me if I don't give the most detailed reviews about each card.

PHSW-JP057
Kakera of Greed ("Fragment of Greed")
Magic - Continuous
When you conducts the Normal Draw during your Draw Phase, put a Greed Counter on this card.  By sending this card while there are 2 or more Greed Counters on this card to Graveyard, draw 2 cards from your deck.
Rare
I actually like this card. It's decent MST bait and a potential +1 if it stays on the field to get its effect to go off.
One could argue that cards like Legacy of Yata Garasu would be better since they can also be +1s as well and chainable.
3/5

PHSW-JP058
Murmur of Forest
Magic - Normal
Choose and change a face-up monster on opponent's field to face-down defense mode.  Afterward, you can return a Field Magic card on the field to its owner's hand.
Sort of like a mini-Book of Moon coupled with a Trunade on field spells. Too bad it's not quick-play! I don't see this getting play whatsoever.
1/5

PHSW-JP059
Triwight Zone
Magic - Normal
Choose 3 Level 2 or less Normal Monster in your Graveyard to activate.  Special summon the chosen monster from Graveyard.
Normal Rare
I've seen some people tinker around with whatever deck it is that runs small normal monsters, this seems like a good card for them.
For the rest of us,
1/5

PHSW-JP060
Temporary Truce
Magic - Normal
Each player draw a card from his/her deck.  Until end of next opponent's turn, all damages received by either player becomes 0.
I'd rather just run Waboku/Roar than give my opponent a +1. If you were going to lose the next turn, giving them an additional card is just gonna make it worse on the following.
1/5

PHSW-JP061
Space Cyclone
Magic - Quickplay
Remove an Exceeds material from the field.
Not worth the minus; just run Compulsory to get rid of the damn thing altogether.
0/5

PHSW-JP062
Deadly Poisonous Wind
Magic - Continuous
When this card is face-up on the field, both players cannot special summon Wind-attribute monster.  Also, the attack strength of all face-up Wind-attribute monsters is decrease by 500.
Cuz Mono-Wind is such a popular deck?
1/5

PHSW-JP063
Poignant Appeal
Trap - Normal
Can be activate when you received Battle damage as a result of a direct attack by an opponent's monster. Gain control of the face-up monster on opponent's field with the highest defense strength until your next End Phase. The effect of the monster that you gain control via this card's effect is negated, and it cannot declare attack.
Good XYZ/synchro shenanigans, but I think Enemy Controller, Creature Swap, and Mind Control are sufficient for the "swap"-like cards.
1/5

PHSW-JP064
Burning Fighting Spirit
Trap - Normal
After activation this card becomes an Equip card, and is equipped on a face-up monster on your field. When there's a monster on opponent's field with attack strength higher than its original attack strength, the attack strength of the equipped monster is equal to double of its original attack strength during Damage Step.
Decent battle trick card, but besides Horn, none of the ones that already exist see much play, and are better than this card.
2/5

PHSW-JP065
Damage Diet
Trap - Normal
During this turn all damages you receieved is halved.  Also, by removing this card in Graveyard from game, damages you received during that turn is halved.
Reduce damage/0 damage cards rarely get played, and this one is no exception.
1/5

PHSW-JP066
Copy Knight
Trap - Continuous
Can be activate when a Level 4 or less Warrior-type monster is Summon to your field.  After the activation of this card, specialsummon this card as a Monster card with the same Level and same Name (Warrior-type, Light-attribute, 0/0) to the Monster Card Zone.  This card is treated as a Trap card.
Rare
The only Warrior-heavy deck I can think of is HERO variants, and I don't see them running this card.
1/5

PHSW-JP067
Holy Armor - Mirror Mail -
Trap - Normal
Can be activate when a face-up monster on your field is chosen as the target of attack.  The attack strength of the monster that's chosen as the target of attack becomes the same as the attacking monster.
Rare
Just run Waboku, or better yet something that gets rid of the problem without minus'ing yourself like D-Prison.
1/5

PHSW-JP068
Fish Rain
Trap - Normal
Can be activate by removing a Fish, Sea Dragon, or Aqua-type monster on field from game. Special summon a Level 3 or less Fish, Sea Dragon, or Aqua-type monster from your hand. Not worth the minus.
1/5

PHSW-JP069
Hate Crevasse
Trap - Normal
When a monster on your field is destroyed and sent to Graveyard by the effect of opponent's card, send a monster on opponent's field to Graveyard, deals damage to opponent's life equal to that monster's original attack strength.
I think that new tech card Liberty At Last is better, and that is seeing very little play currently.
1/5

PHSW-JP070
Photonize
Trap - Normal
Can be activate when an opponent's monster declare attack.  Negate the attack of an opponent's monster, and increase the attack strength of a face-up Light-attribute monster on your field equal to the attack strength of that opponent's monster until your next End Phase.
Has potential in Agent decks but I can't imagine them running it over any of the traps they do already, which is already a low amount.
2/5

PHSW-JP071
Bridge towards Evolution
Trap - Normal
Can be activate when a monster on your field is chosen as the target of attack.  Special Summon a [Evoldo] monster from your Graveyard, and switch the attack target to that monster for damage calculation.
Kinda situational, in the end I'd probably run a more generic recursion card like Call.
1/5

PHSW-JP072
Spring Rewinding
Trap - Normal
Choose and return a face-up [Zenmai] monster on your field to hand, then special summon a [Zenmai] monster with the same Level as the monster returned to hand.
Is there a trick that happens when you special summon a Wind-Up in this manner? Idgi.
1/5

PHSW-JP073
Elekiancel
Trap - Counter
Discard a [Eleki] monster from your hand to activate.  Negate the Summon or Special Summon of an opponent's monster and destroy it.
So it's a no-LP cost Solemn Warning, but you have to discard an Eleki. I'd probably just run Warning instead or Bottomless.
1/5

PHSW-JP074
Detection by Ruler
Trap - Counter
Can be activate when there's a face-up Normal Monster with Level 7 or more on your field. Negate the activation of a Magic or Trap card, or the Summon, Reverse Summon, or Special Summon of a monster and destroy it.
Well it won't be all the time that you have a beefy Normal Monster out. Really great effect though, just hard to use.
2/5

PHSW-JP075
Shining Light of Darkness
Trap - Normal
Release a Dark-attribute monster with attack strength of 1500 or more on your field to activate.  Destroy all monsters that are Special Summoned this turn.
Super Rare
I sort of like this card. I can see it being a good addition to GK and Darkworld, even though the viruses are probably better to play in general since it affects their draws.
3/5
Market Value: Maybe like $5. Will largely be ignored at the Sneak so it may be good to pick these up for dirt cheap.

PHSW-JP076
Self-Abandonment of Tyrant
Trap - Continuous
Activate by choosing 2 non-Token Normal Monster on your field.  While this card is face-up on the field, neither player can Summon or Special Summon Effect Monster.
Rare
Wouldn't that suck if your opponent got you with this via having 2 Shine Balls? I don't see this getting play though.
2/5

PHSW-JP077
Withdrawal Order
Trap - Normal
Return all monsters on your field to their owner's hand.
Normal Rare
It's OK, but I think Compulsory has more going for it.
1/5

PHSW-JP078
Pit Trap of Deep Darkness
Trap - Normal
Can be activate when a Level 5 or more Effect Monster is successfully special summoned.  Remove that Level 5 or more Effect Monster from game.
Rare
Just run Bottomless.
1/5

PHSW-JP079
Eisbahn
Trap - Continous
When there are Water-attribute monster(s) on your field, when a non-Water-attribute monster is successfully Summoned or Special Summoned, change that monster to defense mode.
Seems like it'd be an annoying card to have to face.
2/5

PHSW-JP080
Water-Releasing Seal Act
Trap - Continous
Once per turn, by sending a Water-attribute monster from hand to Graveyard, choose and remove a card in opponent's Graveyard from game.
I'd rather run the other multiple remove-a-card-from-grave cards we already have over this, even if playing Water type.
0/5

So that does it for the core set. I will be moving on to the exclusives tomorrow in an effort to be "all caught up", once I have done that, I will give my general opinion on the set overall with the cards that are currently known to us.

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