Narrow Pass PGD-097 / DR1-EN045

One of the buzz words in the game of Yugioh right now is "Tech" What this word equates to in the game of Yugioh is the use of key cards that often uniquely support a deck theme or to prevent a deck theme from being successful. One of the more popular "tech" cards as of late is Soul Exchange which supports the highly netdecked Monarch or Soul Control deck. Other recent popular tech cards are A Feather of the Phoenix and Phoenix Wing Wind Blast.

The subject of my card review today, Narrow Pass, is another seldom used card that could reek havoc in the right deck. As I'm sure you've experienced, there are a great many field control cards that rid the field on one or both sides of monsters. Narrow Pass is a continuous trap card that effects both sides of the field. The trick to taking advantage of it is basing your deck around special summons. Perhaps the ideal deck to use Narrow Pass in would be a Ritual deck that includes Relinquished and perhaps even a Lava Golem or two.

Other key special summon cards that could be used well in conjunction with Narrow Pass are, but are not limited to:

Vampire Lord
Gigantes
Monster Gate
Scapegoat
Premature Burial
Reasoning
Call of the Haunted
The "MRL" family of monsters
Fusion Monsters
Dramatic Rescue
Toon Monsters
Return from the Different Dimension
Dimension Fusion
Last Will
A Hero Emerges
The Shallow Grave
Manticore of Darkness
Call of the Mummy
Book of Life
Metamorphosis
Marauding Captain

Obviously there are a great many ways to special summon and it's a HUGE part of the game right now. As I compiled this short list I couldn't help but notice how many of them supported the Zombie theme. (Light bulb glowing brightly) I can't believe I didn't see how well this card would work in a Zombie deck sooner!

One of the things that can be confusing about the card text is that once it's active on the field and continues to be, not only can each player only normal summon 2 additional monsters but that includes setting monsters. It would be easier if the card read, "This card can only be activated when both players have 2 monsters or less on their respective sides of the field. Both players can only Normal Summon or set up to 2 additional monsters on their sides of the field"

I'm sure you'll find your own uses for this seldom used gem. It can be a terribly restrictive card, take advantage of it!

Card # PGD-097
Card Name Narrow Pass
Card Type Trap
Is Counter No
Is Continuous Yes

Card Text

This card can only be activated when both players have 2 monsters or less on their respective sides of the field. Both players can only Normal Summon up to 2 additional monsters on their sides of the field.

Rulings

1. "Narrow Pass" can only be activated when Player A has 2 or fewer monsters and Player B has 2 or fewer monsters. So if there are 3 monsters in play (2 controlled by A and 1 by B) you can activate "Narrow Pass". But if either player controls 3 or more monsters on his side of the field then you cannot activate this card.

2. Once "Narrow Pass" is activate, as long as it remains face-up on the field, Player A can Normal Summon or Set 2 up to 2 additional monsters, and Player B can Normal Summon or Set up to 2 additional monsters. It is helpful to place counters on "Narrow Pass" to keep track.

3. If "Narrow Pass" is activate, and a player Normal Summons his 2 permitted monsters afterwards, if 1 of those is destroyed then he cannot replace it with another Normal Summon. Each player gets 2 additional Normal Summons or Sets, no matter what happens to those monsters afterwards.4. "Narrow Pass" does not restrict Special Summons or Flip Summons.
 
I love it. I am going to have to give this a try. I use zombies, and where i play even other zombie decks can't speical summon as much as i can. Great tip.
 
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