Lord Heavenly Prison– #BODE-EN030
During your Main Phase: You can activate this effect; This card in your hand is face-up until the end of your opponent's turn. While this card is flipped face-up by this effect, cards Set on the field cannot be destroyed by card effects. If a Set Spell/Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand, then, if you activated this effect while this card was face-up, you can directly reveal 1 Spell/Trap and Set it from your Deck, but banish it during the End Phase of your next turn. You can only use 1 "Celestial Lord's Prison" effect per turn, and only once that turn.
Review date: December 29, 2021
Ratings are based on a scale of 1 to 5. 1 is bad. 3 is average. 5 is excellent.
Hello Pojo Fans,
The Heavenly Prison Lord was a card that hooked me the first time I saw it, and it's number 3 on our countdown.
Huge stats, attribute with a lot of support behind it, great level for potential Gustav Max or other rank 10 games. You must activate it in your main phase, face it to protect all cards put on the field from the effects of the card. This effect is awesome, as LotHP remains face-up until the end of your opponent's turn, ensuring all set cards are protected for the foreseeable future. When a Set card is activated, LotHP is a Special Summon itself, and when it is revealed as a result, you get a free Spell/Trap Quest and Set from the Deck. The card you're looking for will disappear at the end of the next round, but it doesn't matter, you'll activate it before then. Let's summarize: reveal your deck cards to protect them, activate your deck card to get a free quest and a set of spells/traps from your deck AND get a free level 10 3000/3000... wow. The only thing stopping Lord of the Heavenly Prison is the apparent "one effect per turn" limitation. This card has great potential and even has an acceptable balance limit. R&D saw the obvious plays of revealing and activating a set spell/trap, so they avoided that, good for them.
The Lord of the Celestial Prison can be placed almost anywhere you place Spell/Trap Cards, and its DARK attribute makes it a minimum of Allure of Darkness and Chaos Fodder. Rock-Type prevents it from being an even better card in most decks, a pseudo-limitation? While LotHP can prevent you from destroying your opponent's Set cards, if any, I'm not really concerned about that, nor does it reveal or show your opponent that you have it. Showing it tells them that unless you play it and haven't set any spells/traps it will end up on the board, although if you show it it will.
It doesn't break because it can't be revealed at any time during a turn, its monster type and the limit of one effect per turn prevent it from breaking, but I won't share too much, LotHP is pretty cool. Protection from spells/traps and a special summoning and quest and spell/trap set make it very good and no quest restrictions make it playable almost anywhere.
Until next time
We made the top 3 and a card that helps several decks with a lot of cheating. From Burst of Destiny we have Lord of the Celestial Prison.
LotHP is a Level 10 DARK Rock with 3000 ATK and DEF. Great stats, good attributes, and typing make him researchable by anything that can invoke a rank 4 due to Gallant Granite. However, during the Main Phase, you can reveal this card in your hand and keep it face-up until the end of your opponent's turn. As long as this card remains face-up in your hand, Set Cards cannot be destroyed by card effects. Good protection for some Backrow or FLIP monsters like Subterror Guru. It's always good to have some protection from dusters or storms. The second effect lets you Special Summon it from your hand when a Set Spell/Trap Card is activated. If you used this effect while it was face-up in your hand, you may Set any Spell/Trap Card directly from the Deck, unless it disappears at the end of the next turn. A great way to get potentially powerful cards out of your deck. If you did this on your turn, probably by setting up and activating a spell, you might get something like Deck Devastation Virus or Eradiactor Epidemic Virus to use on your opponent's turn, but you're giving up the protection it offers. Doing this on your opponent's turn will lead you to a spell/trap you want to use on your turn, which is also fine, and hopefully your opponent doesn't have the distance for that. Either way, you can probably use the card before it gets banned. Protection is good and the ability to teach every spell/trap in the deck looks great. The final once-per-turn clause is the only real negative here, but otherwise it's a staple for trap decks. It's very good.
Advanced rating: 4.5/5
Type: 4/5 I can't say what's going on, but for some reason I like it.
My #3: Prosperity Jar
To search for
#3 belongs to Lord of the Heavenly Prison (I don't think we reviewed that either, but again without changing the year I could be wrong) Rock/Dark...interesting combination here, but Rock has had enough these days Support . The 3000 attack (and defense) is great, if not a little low (arguably) for level 10. An interesting tactic when it comes to hand traps, this card can be revealed during your main phase until the last phase of your opponent. Cards that are placed cannot be destroyed by card effects. It's fun and unique because it applies to both players, but it probably helps you more than your opponent since you pretty much guarantee the safety of your cards. Protection is valued, even in a strange way. When a Magic/Trap Set is activated, save the damage step, and we all know it's incredibly easy and likely to Special Summon that card from your hand. So... this is a fantastic way to dump a 3000 Atk body into your square. If this happens while this card is being flipped face-up, you can also Set and Spell/Fall from your Deck to your field, another Swaggy Ability attached here. This card will be removed from play during your next End Phase, so you won't have a lot of time to use it, BUT there's enough time to do so, and you'll likely get everything for free (besides getting the card). off for free), so it should always be AT LEAST +1, at least in terms of card advantage. Only one effect can be used per turn, and only once per turn. As far as hand traps go, this guy is really great. There will be times when this might just be a card from your deck or even your hand, but the cool thing about it is that it brings cards, weird protection, and a great hammer attack here... I love it.
Art: 4.5/5 I would like more color, but since it's associated with the Prison, maybe it's appropriate the way it is. It's a little confusing, but I like all the... elemental effects that occur both in the air and in the sky.
Entering at number 3 is the Lord of the Celestial Prison, another odd Burst of Destiny card that has nevertheless made waves in competitive circles. It's a level 10 DARK rock monster (Rock? ok), which means you can try Gallant Granite or even Mound of the Bound Creator if you dare to play this card. He has a respectable stat spread of 3,000 attack and 3,000 defense, so at least he's a decent puncher.
Both Lord effects are weighed once per turn and only one per turn, so you can't activate both in one turn. Its first effect lets you flip it faceup in your hand until the end of your opponent's turn during your main phase. While face-up, Set cards cannot be destroyed by card effects, which is great protection for any Backrow or Flip deck. Altergeist or Eldlich can use this specifically to protect their traps. Lord's other effect is a trigger effect; When a designated Spell or Trap is activated, you can Special Summon the Lord. It can be your own card or your opponent's card, so it's very easy to get it. Additionally, if Lord was previously revealed by its other effect, you can reveal and set any Spell or Trap directly from your Deck, though it disappears during the End Phase of the next turn and you can't activate it the same turn. This card has a lot of potential, as finding a spell or trap is a big problem, although it is compensated by the fact that you have to wait at least two turns to use it and if you don't use it it will be thrown away. I especially like Eldlich as he is a Level 10 monster and can be used with Eldlich, The Golden Lord for a Range 10 XYZ Summon and shoots the OTK move. The card isn't a staple in every deck, but its spell fetching and ability to be a free body in the back row of any deck with a cast speed of 2 makes it an interesting card with a lot of potential.
Species: 3.25/5 Looking closer, I didn't realize it was that big; At first I thought all buildings were stone.
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