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Card 67: 10/29/04- Word-Severing Samurai
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Word-Severing Samurai
Air/Warrior/1/200/300
Pay 800 Life Points.  Until the End Phase, all Magic and Trap
cards cannot be activated.
 
Pros
-Protection from magic and traps for at least a full turn.
-Great for that, last attack, situation
-When you summon it, it get's priority to use it's effect... even if it is destroyed.
 
Cons
-You have to pay 800 lifepoints to use it.
-Patheticly weak.
 
This monster is one of the strangest cards in the game.  It can literally cripple your opponent for a full turn if he or she has nothing but magic and traps in his hand.
 
That, however, is automatically worthless since he will most likely set his instant magics and traps for the start of your next turn.  Sometimes, this is good, allowing you one extra draw phase to prepare for his strategy (which was disrupted by this monster).
 
This monster wasn't meant for attacking or defending.  It would have been better if it was a magic card i guess.  The main power of this monster is it's warrior subtype.  This warrior-swarm element is probably the LEAST topdeckable deck type in the game.
 
Like Initiate Troops, Troop Commander, Command Knight, Severing Samurai, this monster fits into one of those "I'll just get it with Calling Reinforcements when I need it."  Situationally, this card is nice.  One turn of not fearing magic and trap cards.  With all the anti-monster power of a Warrior Deck, this could be a devastating thing.
 
Then again, would YOU want to topdeck this monster?
 
5/10- Warrior deck only... and even then, it's not all that powerful due to it's inability to stand-up for itself.
 
-Zero

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