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Name
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Axe of Despair
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Rarity
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Ultra Rare
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Effect
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Increase the ATK of a monster equipped
with this card by 1000 points. When this
card is sent from the field to the Graveyard,
if you Tribute 1 monster on your side of the
field, this card returns to the top of your
Deck.
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Type
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Spell Card
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Card Number
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DB1-EN002
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Card Rating
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Advanced: 2.75
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Date Reviewed
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10.21.06
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Wow.... Axe of despair..... what an interesting card,
a card I have a lot of history with. It is one of the
best equip magic cards out there, giving a 1000 attack
boost to any monster.
When mrl first came out, my biggest rival had 3 axes,
he was quite well off and had no problems paying the
40-50 dollars they cost. This put me at an extreme
disadvantage, he also had multiple mech chasers (1850
4 star monsters outclasses my 7 colored fish and la
jinn's...). However, we ran our decks very differently.
His was built on brute force beatdown, and mine was
built on removal. To counter his 3 axes, I ran 3
fissures, he ran none. Ultimately, I managed to beat
him in the finals every week for 10 straight weeks,
even though his deck was worth a lot more $$. So, let
me first give you an analysis of fissure vs Axe, the
same analysis as then is true now.
Now, keep in mind, this analysis is based mostly on
card advanatage and field control, not on life points.
you have a weaker monster then your opponenet. You
equip axe and attack, you kill there monster and keep
your monster at a 1000 point boost, + 1 to axe
you and your opponenet are topdecking, your opponenet
summons a monster, its your draw, you are much better
off drawing a fissure and killing their monster, then
drawing a useless axe you can't use, +1 to fissure
your opponenet has an equiped monster with a lot of attack,
fissure is better here as you nab a 2 for 1 with it, and
gain a direct attack with your monster, +1 to fissure.
Your opponenet has no monsters on the field, and a f/d
s/t card. You summon a monster, equip it with axe, and
attack. You opponenet uses sak armor, and he just got a
2 for 1. Had you had a fissure instead, it would have been
a 1 for 1, and you would still have the removal option
in hand, +1 to fissure
Both cards make good bluff f/d cards, no points awarded
Anyway, the point I am ultimately trying to make here, is
that removal is better in the current meta then powering
up a single monster with a lot of attack. Magic clyinder
is being played less and less, and the more removal being
run, the less effective equip cards are. I would run fissure
(or any spell removal) any day over axe of despair (or other
equips) in most meta tear 1 decks. This does not mean it does
not have its uses. When equiped to Matazza or to Maho Vailo,
those 2 monsters become beastly. If you are running either of
them, then you should be running axe with them side by side.
It is definatly not a bad card, it's just not a good choice
in the current meta. It might cycle back into being useful down
the road, only time will tell.
It's second effect is horrible, and should hardly ever be used.
Maybe if you tribute a goat, and have good monsters in your
hand, but other then that, losing a draw and a monster, not
good.
Advanced : 2/5
Equip decks : 5/5
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Ah yes, an old favorite of mine (very old) .
Axe of Despair's big bonus comes from the 1000 attack point bonus
it gives to any monster that it equips. Not many equip cards are
used nowadays. The ones most often, if at all, would probably be Mage
Power and/or United We Stand. An additional 1000 attack to any monster
(that can be equipped) is quite a substantial gain. With Jinzo, Monarchs,
etc roaming around, bring out a D.D. Warrior Lady, equip with Axe,
and say bye-bye Jinzo/Monarch. A card like this works well with a couple
monsters (not necessarily used that often, but eh):
- Armed Samurai - Ben Kei: This card gains an additional attack
for each equip card on it. Originally 500atk, attack Axe.....1500atk
that can attack twice in same battle phase. Not all that big of a deal,
but could be with an open opponent's field.
- Maha Vailo: This card seems to have vanished from the majority
of players' decks. 1550atk and gains 500atk for every equip card
on it (in addition to the equip effect). Let's do some math>>
1550 + 1000 + 500 = 3050atk.
Axe also has another ability. If it is sent to the graveyard, you can
tribute one monster on your field to put it back on top of the deck.
This effect can easily be both good or bad depending on the
circumstances. If you're dominating the field, it may be a positive choice
to sac a low monster to return it. However, in today's metagame, there
usually aren't many monsters on the field at any one given time, so
this effect would become obsolete.
Pros:
- +1000 attack to any monster that it equips
- Can be returned to top of deck if circumstances are right
Cons:
- 2nd effect results in a -1 (lose a monster on field, and is seen as not drawing a new card) (so could be -2 if you look at it that way).
- If destroyed with no monsters on field, 2nd effect is obsolete.
Advanced: 3.5/5
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This is a pretty interesting card. It can prove to be quite useful. Just
equip it to a monster for a 1000 ATK boost. It can also be returned to
the top of the deck when destroyed, this is optional. Not too many people
use its second effect due to its cost of a ingle moonster on the field
and it temporarily stops you from drawing a new card if done.
But, a free extra 1000 ATK is actually pretty good. But, people would
probably rather use other equips like Mage Power or United We Stand.
Personally, I still run a copy of Axe of Despair and it's come in handy
from time-to-time. Bottom line: if you plan on running it, run only one
copy. Now for the pros and cons.
+ free 1000 ATK boost
+ second effect cannot be stopped by Imperial Order since Axe of
Despair's second effect activates while in the Graveyard (trad ruling)
- second effect, though optional, costs a monster on the field
- can't be saved if all monsters are destroyed all at the same time
- can't be saved by tributing a monster Special Summoned by Cyber Jar,
the timing has already been passed by then (trad ruling)
That's about it for now. All in all, run only one copy if any.
ADV: 3/5
TRAD: 2.5/5
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Axe of Despair...once one of the most overused cards of all time...
now you will rarely see it in a deck...why is this? Let's see.
Axe of Despair gives a 1,000 ATK bonus to the equipped monster.
That's alot of points. Perfect for destroying that Monarch, Dark
World monster, Jinzo, Cyber Dragon, or anything with a high ATK.
So at first glance this card seems pretty powerful...but wait,
there's more! You can offer a monster on your side of the field to
place this card on top of your deck. Most people would think this
is a bad second effect...but it could be just the thing you need
if the time is right. You could always offer a Treeborn Frog and
revive it next turn - there's a cool combo!
Now, why does nobody run this card anymore? United We Stand and
Mage Power give high ATK boosts if the field is right - they also
give DEF boosts for desperate times. Another reason is that with
no monsters, it's a dead draw. The recent importance placed on
topdecks destroys this, and nearly every other Equip Spell card
(minus Premature Burial and Snatch Steal). Also, a simple Sakuretsu
Armor could destroy both the equip and the monster, making
the card somewhat situational. Finally, sometimes 1,000 ATK
just isn't enough to destroy that monster. A reason to run
Smashing Ground over Axe of Despair.
Basically, Axe of Despair is a great card, but because of the way
the game has evolved, it is now obsolete...unless you're running
an Equip Spell deck. Just because some duelists frown upon this
card doesn't mean that Maha Vailo and Armed Samurai - Ben Kei won't
be delighted to see it every now and then!
Advanced - 2/5
Traditional - 2/5
Equip Spell Deck - 4/5
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Last Updated: October 22, 2006
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