Kaiser Colosseum
(Click the pictures to see bigger cards and read the text easier)
(Click the pictures to see bigger cards and read the text easier)
Here's a card that hardly anyone probably still has in their binders. It's from the OLD Magicians Force pack and it was reprinted in Dark Revalations 1 but besides that folks, it had never seen the light of day.

Today UniMetagame will be spotlighting it, bringing it out of the shadows and helping to slow down your biggest new threat; Lightsworn. So lets blow up th e text of it's effect and see why it's so useful and how it probably could have slowed down zombies as well if they hadn't been crippled.
If there is 1 or more monster(s) on the field of the controller of this card, his/her opponent cannot place a monster on the field if his/her number of monsters would exceed the number of monsters that are on the field of this card's controller. The cards that are already on the field before this card's activation are unaffected by this effect.
Also it's very useful to look at the Individual Card Rulings of this card, as it can be a bit tricky.
Your opponent can still Flip Summon a monster.
If there are already more monsters on your opponent's side of the field when you activate "Kaiser Colosseum", nothing happens to your opponent's monsters but your opponent cannot Summon any more. Also, if the number of monsters controlled by "Kaiser Colosseum"'s controller is reduced, the opponent does not have to remove any of his monsters.
Your opponent cannot use "Monster Reborn", "Scapegoat", etc. while "Kaiser Colosseum" prevents him from placing new monsters. However, your opponent CAN use "Change of Heart", "Snatch Steal", etc.
If all monsters of "Kaiser Colosseum"'s controller are destroyed, "Kaiser Colosseum"'s effect no longer functions until that player has at least 1 monster again (when the effect re-activates).
If the player who controls "Kaiser Colosseum" has his only monster taken by the opponent with "Change of Heart", then the opponent can place more monsters because "Kaiser Colosseum"'s effect is no longer active until the player has at least 1 monster again.
When "Kaiser Colosseum" is active, and "Cyber Jar" is activated, if your opponent would control more monsters than you, your opponent has to destroy monsters equal to the difference; the excess monsters are never actually Summoned and instead are sent from the Deck to the Graveyard (so "Witch of the Black Forest" does not get its effect, etc.). So the monsters are destroyed after they are picked up, but before any monsters are Special Summoned for the effect of "Cyber Jar".
While you have "Kaiser Colosseum" on the field, your opponent can Tribute Summon, if after the Summon they will control less or an equal number of monsters as you do.
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Key Points to remember
- So the key word on the card text is place, which in this case specifically means summon.
- As for setting a monster, that's allowed, and so is flip summoning.
- Stealing monsters from your opponent is also allowed by card effects.
- Any effect that special summons a monster, is not allowed if it then gives your opponent more monsters than you.

How to abuse this card
This is in essence anti-swarm. Everyone knows the best way to stop something is to prevent it.
Lightsworn will almost always have a monster on the field. That just means you have to keep one on your side and defend it very well.
If they mill into a Wulf, too bad, it will go strait to the grave. If they want to drop a judgment, too bad there isn't enough room for you big guy. They will have very few options to contend with this type of card.
Offensively
It won't hinder you one bit. If at any point you want to go for game, or if your opponents hand is crumbling, you can simply rush them with all you have.
The key thing to remember is, they won't be able to. They'll continue to be playing by your rules and praying to God they won't mill their Heavy. They might also be sitting there waiting for a Celestia to save them. By then you should be able to take care of that Celestia, especially if you have a solemn face down or a Divine Wrath(future spotlight coming up).
Defensively
This is perfect if you have a spirit reaper or a marshmallon set and you simply don't want them dropping judgement or using honest. With the lack of glads players out there, setting monsters will become the next big thing again.
Counterattacks
I can just imagine setting a monster with a flip effect that kills when attacked and waiting for my opponent to attack it only to have their monster killed.
Then the following turn attacking directly and setting more defenses down.
OR the jackpot situation of setting a monster and having them not attack it. Then next turn you can flip it and sack it or tune or sack for another monster. If that new sacked monster is a monarch you would have plus oned, twice!! Once for the flip monsters effect and the next for the tribute monsters effect.
Btw if you're going to make a stall burn deck, this is the card to get.
Lightsworns ticking time bomb
3 cards a turn for 5 turns is 15 cards(for milling a lyla or lumina), plus the 6 they draw in the beginning, and plus any solar recharges or charge of the light brigades they play. We'll assume they play 1 solar recharge, drawing 2 and milling 2 and a charge milling 3 and searching 1. All together that's 14 plus 15 = 29 cards. If you add to that the normal draws they get in 5 turns that's another 4(the first one is included in the 6 they draw) I assume then by turn 5, on average their deck will have lost 33 cards, leaving them with 9 (At the last SJC, only 1 lightsworn to top 8, and he had a 42 card deck).
That number significantly decreases if they try to rush you in the beginning and you lock them up with Kaiser Colloseum in the middle.
As you can tell, this is truly a ticking time bomb and honest won't help one bit if you're in defence mode.
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Cons
This card has cons but it makes sense for such a good effect. You can't have everything your way.
- 1) You must keep your monsters safe, because if they wipe your field the effect is gone.
- 2) Pace of the game slows down so for decks that thrive in the end game, this won't be a good option.
- 3) This might not work anywhere near as well for non lightsworn decks that don't rush as fast and who will thrive at your pace. Lightsworn has a ticker with it's mill but other decks don't and can afford to wait.
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Verdict
So what's the last ruling on this?
- Side deck 3 of these for lightsworn. Try testing out 1 in your main deck to see if your local metagame is hurt by it. If so main it, if not side it.
- If you have or want to build a stall burn deck, main 3 of this card.
- If your deck has a VERY STRONG late game, abuse this card and pave your way to victory.
My two next spotlights will be Messenger of Peace and Divine Wrath, stay tuned for those updates.
UniMetagame Feature



2 comments:
Okay, Kaiser absolutely CAN be good, but as you said it MUST be guarded with your life. If you lose Kaiser you lose your edge. Now, Lightsworn is a TERRIBLE example... all they need to do is tribute for Celestia, and you're screwed if you can't defend it. That turn you decide to go all out and rush will be the turn they have that Threatening Roar.
What do you do against Glads? Who only NEED one monster to total your whole set up. Granted they can't Contact for Gyazarus, which would REALLY screw you hard. lol, Tag, Bestiari, Contact, Gyazarus? They get that you're boned. That one monster you're stalling with? Murmillo, oh you kill it with devine wrath? Next turn I'll just Equeste and do it again.
So yeah, recapping, it CAN be good, but you MUST defend it with your life.
- Ty
Well, against glads there are ways around losing it. If you set a gonogo and activate kaiser, they will imediately attack it to pull out Bestiary. With gonogo's ability putting face down in the damage step before the end of the battle phase, it's ability is perfectly useless. You can use cards like woboku to keep it around. Then you can take them out rather quickly depending on the deck type.
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