Before we get too deeply involved in today’s break from Bill and Tom’s Binder, I’d like to thank level-3 judge Gary Haynes for informing me about a ruling on Phoenix Wing Wind Blast. Gary told me that when a normal spell or trap card is activated, it can’t be targeted or affected by other spells or traps. I was under the impression that Phoenix Wing Wind Blast could return an activated Nobleman of Extermination to the top of its owner’s deck. In my article about Phoenix Wing two weeks ago, any mention I made of spinning an activated normal trap or spell card was incorrect. Thanks for your help, Gary!
That being said, I’ll be talking about the spin mechanic a lot today. In case you need it, here’s a brief summary of what the spin mechanic is.
I define “spin” as the returning of a card on the field to the top of its owner’s deck. The nickname “spin” is given to this effect because the returned card has gone from its owner’s deck to the hand, to the field, and then back to the top of the deck. The card will go back to its owner’s hand once it is drawn, effectively “spinning” the card through a cycle of repeated actions.
Phoenix Wing Wind Blast has a spin effect. You can read more about Phoenix Wing’s effect here. There are a few other cards that revolve around spin effects, though most of the time, these cards are sitting with a stack of commons in an old tin that’s buried under old shoes, clothes, and convention hand-outs in a bedroom closet. That describes my common collection, anyway. These powerful spin-effect cards can hurt an opponent’s card advantage and disrupt the tempo of a duel.
First, let’s go over the benefits and drawbacks of spin effects.
The Ups and Downs of Spinning
First of all, why would someone want to spin a card instead of destroying it? After all, won’t an opponent just draw that card again? Spinning is a form of temporary removal that is similar to bouncing (returning a card to its owner’s hand), except spinning reduces the number of cards that an opponent has immediately available. He or she will draw a spun card again unless there’s a way for the deck to be shuffled. If an opponent’s deck remains unshuffled, he or she won’t get any fresh options from the next draw phase. Not only can a spin effect control your opponent’s card advantage, but it can also control your opponent’s options. You get to double-slap your opponent.
However, using a spin effect won’t instantly give you an advantage. As a prepared and tactical duelist, you need to keep track of a spun card once it re-enters your opponent’s hand. Ask yourself questions such as, “Is that card beneficial to my opponent?” and “Can my opponent use that card right now?” Knowing what cards are in your opponent’s hand or could be face down on your opponent’s field gives you something called “potential” advantage. While it’s not the same as concrete card advantage, having potential advantage reduces the number of unknown threats that an opponent has in his or her hand or on the field. Potential advantage allows you to counter or target an opponent’s unknown cards rather than cards you already know about.
Here’s an example of what I’m talking about. Let’s say that you activate Back to Square One on Tom’s Mobius the Frost Monarch, and then you end your turn. Tom draws, and you know that the drawn card is Mobius the Frost Monarch. Tom has one face-down spell or trap card and three cards in his hand. Because you know that the latest card in Tom’s hand is his level-6 Mobius, you can rule out that card as a potential threat this turn. While Tom’s card count is four, you have a bit of potential advantage, because you can eliminate Mobius as a card that you need to worry about at the moment. Therefore, Tom’s current card count in your mind is only three.
The concept of potential advantage may be confusing at first, but with a little practice in keeping track of what you know is in your opponent’s hand, you can strategize about what cards you can use to best counter unknown threats.
While each spin card has its own weaknesses, all spin-effect cards are weakened by one monster: Breaker the Magical Warrior. Unless you’re just splashing spin effects, or your opponent is locked down by that wonderful Tsukuyomi, the Breaker player will be drawing either a 1900-ATK bludgeoning instrument or a 1600-ATK spell/trap destroyer more than once—and Breaker is one card that you do not want your opponent to use again and again!
Only a handful of spin-effect cards have been released, and they all have their own strengths and weaknesses. Let’s take a look at each type of spin card.
Direct Spinners
Direct spinners include Back to Square One and Phoenix Wing Wind Blast. There’s not a lot that needs to be said about these two cards, because they represent the simplest form of spinning. They can also be the most effective spinners. Their major weakness is exposed when an opponent responds to a direct spin effect with a targeted spell or trap card.
Another Metagame columnist, Curtis Schultz, came up with a nifty use for Phoenix Wing Wind Blast in a recent article. Metagame’s friendly, cruel, and sadistic rulings guru talked about using Phoenix Wing Wind Blast with Anti-Spell Fragrance. While Anti-Spell Fragrance can completely disrupt the tempo of a duel, Phoenix Wing Wind Blast can reduce an opponent’s options even more!
Defensive Spinners
Defensive spinners include Legendary Jujitsu Master and Mysterious Guard. Legendary Jujitsu Master has a strong 1800 DEF, and when it’s in defense position, the Rock can spin a monster that attacks it. Legendary Jujitsu Master is a difficult form of field control for an opponent to get past. If he or she gets rid of the Master with standard removal after just one monster has been spun to the top of the deck, your opponent will have lost two cards as a result of the spinning Rock—the monster you spun and the removal that your opponent was forced to use. However, Legendary Jujitsu Master can be hurt by D. D. Warrior Lady, because the Warrior can remove the Rock from play despite the spin effect. Plus, drawing and using D. D. Warrior Lady again isn’t exactly a bad option for an opponent.
Mysterious Guard is another strong defensive option that can spin an opponent’s monsters. Unlike Legendary Jujitsu Master, Mysterious Guard has a flip effect and a less-than-threatening DEF. However, the card’s effect can ruin an opponent’s battle phase and be a powerful form of removal. The Guard is also easy to abuse with Tsukuyomi and Book of Moon, but it can be hurt by Nobleman of Crossout. You also wouldn’t want the Guard to be the sole monster on the field while face down—if your opponent were to play Swords of Revealing Light, Mysterious Guard would spin itself to the top of your deck, because its effect is not optional.
Optional Spinners
Mystical Knight of Jackal, Winged Sage Falcos, and Mystic Swordsman LV6 all have the option of spinning monsters that they destroy under certain conditions. These effects don’t have obvious weaknesses, because you decide when to spin an opponent’s monster and when to leave it in the graveyard. While these cards are incredibly flexible, they don’t fit easily into a typical spin deck. For example, Mystic Swordsman LV6 should be run in a deck built around the entire Mystic Swordsman line of monsters.
Final Thoughts
The spin mechanic is underrated and has not been tapped yet in a major tournament. Spinning cards is a worthwhile tactic, because it can provide field control, potential card advantage, and disruption. After all, that infamous crow, Yata-Garasu, reminded duelists how important it is to see new options. Spinning cards can deny options to an opponent, giving you a better shot at victory.
If you have any questions or comments about today’s article, you can email me at Mrosenberg@metagame.com. Until next time, spin your opponents’ cards like a record, baby!