Soul Demolition LOD-EN014

Soul Demolition
Continuous Trap

You can activate this card's effect only when you have a Fiend-Type monster on your side of the field. You must pay 500 Life Points to use this effect. Both players select 1 Monster Card from their opponent's Graveyard and remove them from play.

"¢ If either player has no monsters in their Graveyard, the effect of this card cannot be activated.

"¢ If "Kycoo the Ghost Destroyer" is on the field, the effect of this card cannot be activated.

"¢ Paying 500 Life Points is a cost.

"¢ You must select the monster in the Graveyard you wish to target when you activate this card's effect. You select before the opponent does. After you select the opponent may chain, with a card like "Dust Tornado", to destroy "Soul Demolition". In this case its effect will not resolve and no monsters will be removed. This is because it is a Continuous Trap Card and it must remain on the field for its effect to resolve. If the effect is negated you do not get a refund of the 500 Life Point cost.

"¢ If the opponent chains to the effect of "Soul Demolition" with an effect that destroys all the Fiend-Type monsters on your side of the field, the effect of "Soul Demolition" resolves because the activation conditions were correct at the time.

"¢ If you chain the effect of "Soul Demolition" to "Monster Reborn" and remove the monster targeted by "Monster Reborn" from play, the effect of "Monster Reborn" disappears.

Alright, this card is the 2nd card for fiend week. w00t! Anyway, I actually like the advantage that this card can give to the controller of it. This acts much in the same way as Disappear, but only works on Monsters. However, you can use Soul Demolition multiples times provided you can pay the cost, and both player have a monster in their Graveyard.

Overall: 3.75/5

This week is exam week, so I'm sorry for the brief reviews....

-chaosruler
 
i have somehow overlooked this card, maybe because i never realised it was continuis,

scenerio,

opponit premature, DENIED
opponit Call, DENIED
opponit Dump a light and a Dark With Graceful, REMOVE THEM!!
opponit Return from the DD, Oh ****.

now to add Thunder Dragons to my RFG deck, along with a few of these, and maybe another Return from the DD.

now for my meaningless rating,

4/10-teh metamorphisis staple deck thats dominating right now,
9/10-MY FUTURE DECK, MUHAHAHAHAHAHAH.

EDIT- krap in teh short time i wrote this, i forgot the requirement of a fiend, oh well, better dumb that rating down,

1/10 casual deck
5/10 deck i will soon build
 
Ahh yes, the deviously looking Soul Demolition. This guy is run indoubles in my Left Eye of Despair series that focues on RFG. It pairs IMMENSELY well with its counterpart, Soul Absorption. Actually, if you get the pair on the field, you GAIN 500 LP when all is said and done to thin your opponents graveyard and give you more boost for your Gren Maju's or D.D. Dynamites itching to explode.
 
Dillie-O said:
Ahh yes, the deviously looking Soul Demolition. This guy is run indoubles in my Left Eye of Despair series that focues on RFG. It pairs IMMENSELY well with its counterpart, Soul Absorption. Actually, if you get the pair on the field, you GAIN 500 LP when all is said and done to thin your opponents graveyard and give you more boost for your Gren Maju's or D.D. Dynamites itching to explode.


Better up that rating up to 8/10 for my soon to be deck,

anyone know what a good fiend is that would involve removal?
 
Gren Maju Da Eiza....gets a boost for every fiend that's removed from play.

Lesser Fiend...any monster it destroys is removed from play instead of going to the graveyard.

Dark Necrofear...boost Gren Maju AND get a monster out of it.

A couple non fiends that have helped me...

Banisher of the Light - Spell cards are removed after played, Trap cards that are done go out of play...the whole works! Fill your pile fast and make your opponent suffer.

Chaosrider Gustaph - Also helps get cards removed from play from your graveyard and gives him a boost up to 2000 for two turns.

Hope these help!
 
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