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[Magic Cylinder]


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[IMG]http://images1.wikia.nocookie.net/__cb20071103003842/yugioh/images/thumb/0/03/MagicCylinder-EN-Anime-GX.jpg/134px-MagicCylinder-EN-Anime-GX.jpg[/IMG]

[quote]When your opponent's monster declares an attack: Negate the attack, and if you do, inflict damage to your opponent equal to the monster's ATK.[/quote]

Now we're all very familiar with this card, but I just recently realized it was at 3 (lolslowpoke) which poses a rather interesting question as to whether or not it has potential as a side-deck exclusive card. Let me explain why before I get a bunch of snarky replies and comments; the card is outclassed, I get that. But with the Solemn brigade being more useful now than ever, people are going through Life Points relatively quickly.

I get that it's susceptible to Inzektors and such, but it gets around anything that can't be destroyed, etc. I would never main it because that's a horrible option, but siding in Cylinders Game 2 (at 3 to maximize the chance of drawing it) could actually be a somewhat useful tactic. I haven't had much of a chance to test the theory although I did hit a Malefic Cyber End Dragon with it.

The fact that it's unexpected means you could use it to decent success in Trap-light Decks. If Game 1 doesn't see too many traps on your part, the opponent might side out MST's or things like that for more control-oriented things. Like I said it's just a crazy theory but now that it's at 3 the chance of using it as more than just a one-off seems somewhat plausible.

Thoughts? Am I just totally crazy?

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[quote name='Borderline Unplayable' timestamp='1357261660' post='6110541']
Discussion?

It's a bad card. A very bad card. It's a -1 in a game where advantage is everything, and doesn't even come close to guaranteeing you victory, nor does it get rid of the threat that would have otherwise been ripping out your LP anyway, which is the entire reason to play a battle phase Trap on it.
[/quote]

I mean, in a sense it does generate [i]some [/i]advantage. Not in the typical sense, but it's essentially a free attack on your opponent as well as a shield. That being said, the amount of LP advantage it generates is so inconsistent. Couple that with the points that you made and its cons outweigh its pros.

I'd only side in [i]very [/i]specific situations. I'd need at least 2 to get the intended effect consistently, but that eats up side slots, so its hard to argue a case for when I'd use it.

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Didn't a deck that Topped a short while ago use 2 of these or something? I'm not to sure, but in a deck where you deal heavy damage and have to make that extra push, your opponent can easily walk into this without seeing it coming. Then when game 2 comes, it can be used as a sort of mind game. Tbh, considered how many players here seem to mention the every increasing "power creep" every now and then, I figured this card would be met with more enthusiasm.

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