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Card 26: 7/11/04- Spirit Fixation Equipment/Spirit Fixation Machine
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SPIRIT FIXATION EQUIPMENT
Permanent/Continous Magic
While this card is on the Field, Spirit Monsters remain on the Field.  During your End Phase, discard 1 card from your hand or destroy this card.

Pros
-It allows your larger, high sacrifice Spirit monsters to have a chance to be a hazard.
-Killer Snake/Sinister Serpent has another new job...

Cons
-It allows your spirits to stay on the field... as if you'd want that... ever... Why do you think Spirit monsters are Spirit monsters?  For the background?
-No one should use High-Level monsters in Spirit decks.... ever.
 
Oh god, its been a while since the last Magic/Trap was reviewed.  I barely noticed the large amount of monsters... oh well. :P
 
This card basically removes the reason that Spirit monsters had the advantage in this game.  What makes a spirit monster so powerful?  The fact that it can never be special summoned?  No.  The blue background?  No.
 
Its for the ability to leave the field by themselves.  Believe it or not, this is an extremely powerful effect.  Not only do you almost always have Hand advantage, but your opponent's anti-monster cards are almost completely useless.  Sure the field advantage is GONE, but the trick was to base a deck around defense while Spirits protect themselves.

This card takes that advantage away while costing you 1 card from your hand during your End Phase.  Damn.  I mean, you have no Field Advantage when using a Spirit deck, you don't need Hand Disadvantage too... remember, you might not always have a Killer Snake in your hand to rely on...
 
Some of you might think that I just dont like the card.  Well, I have to admit that this card has it's uses.
 
High level monsters like Eight Headed Dragon/Yamata Dragon and Fire Starter/Hino Kagu Tsuchi are the main power houses of the Spirits... and NO ONE SHOULD USE THEM IN SPIRIT DECKS.
 
You might think that just because they are spirits, they are good for spirit decks, but NO.  Spirits should never stay on the field for more then a turn, which means there is no way of getting those High level monsters on the field.  With such a field disadvantage, high level monsters ruin you.
 
This card shouldn't be used.  It shouldn't have to be.  If you ever find a need to play a spirit for more then a turn, then you've got to set them face-down.  Or use more Marshmellons [not in english] and Soul Hunting Spirits/Spirit Reapers.
 
1/10- If there was a 0/10, That would be the rate that I give this card.  There is a reason that Spirit monsters are annoyingly strong, and thats because the many Monster destruction cards become useless.  Only Hand Destruction can effectively take-out these monsters, while traps are usually too slow (a spirit deck should have alot of anti-magic/trap cards for obvious reasons.)  This card sucks.  Counter-productive against Spirits.  Besides... would you want to have your Yata left to die on the field?  No.  Asura?  No.  Don't use this card.
 
-Zero