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Call of the Haunted


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Interacting with the rest of the cardpool:

It needs a turn to set up, and can only grab from your Graveyard, and only in Attack Position.

It has the convenient drawback of being a Continuous Trap, so MSTs can make it's effect dissapear, or just provide an extra way for the revived monster to be taken down. Not to mention it's easier to get Trap hate than Spell hate, with Trap Stun, Solemn Warning/Judgment, Seven Tools, Jinzo, Royal Decree, Naturia Barkion, being possible outs.

It also has a way to encourage the revival of both big and small monsters, by having big monsters be bosses brought back with their sheer strength, or small monsters benefiting themselves from being destroyed again (Sangan/Yubel/Thousand Eyes/Etc.)

 

It's only bannable trait was being chainable back when the game was slower and lacked more S/T destruction. Nowadays it's just a neat card... well, and bouncing effects to some degree I guess, but most of those are gone.

I don't know how Constellars play, but everything else seems to not have a problem with it.

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Not exactly.

 

We need Sombres and Kerykeion for them to really make an impact, and we may not have them by then.

I fail to see why they need Kerykeion 8D

 

OT: For a card that had been limited for so long (and maybe banned at one point, if my memory isn't playing tricks on me), it's surprising how few decks actually play it.

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