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HOME > Yu-Gi-Oh! Card Lists > LIGHTNING OVERDRIVE > Hidden Springs of the Far East

Hidden Springs of the Far East Used Deck

Hidden Springs of the Far East
Card Kind Attribute Level Type ATK DEF
Field Spell - - - - -
Once per turn, during the Main Phase 2: The turn player can activate this effect; they gain 500 LP, and until the end of this turn apply these effects.
●The Normal and Special Summons of their monsters cannot be negated.
●If they activate a Spell/Trap Card, or monster effect, that includes an effect that Special Summons a monster, that activation cannot be negated.
●Their opponent cannot target Set Spells/Traps they control with card effects, also they cannot be destroyed by their opponent's card effects.
You can only activate 1 "Hidden Springs of the Far East" per turn.
Average Rating Score 3.4(5)
  1. Card Info
  2. Card Reviews (5 rating scores)
  3. Decks with Hidden Springs of the Far East (0)
  4. Card Category and Effect Category
  5. Products in Japan
  6. Ranking and View Num

"Hidden Springs of the Far East" card reviews and rating scores


3.4(5)
評価星1評価星1評価星1評価星0.5評価星0
評価星0評価星0評価星0評価星0評価星0
カード評価ラベル5
0% (0)
カード評価ラベル4
0% (0)
カード評価ラベル3
0% (0)
カード評価ラベル2
100% (5)
カード評価ラベル1
0% (0)

japan とき
2021/10/20 16:20
Yugioh Icon
Everyone's favorite bathing scene! !
Each player recovers 500 LP to Main 2, and has the effect of protecting the set Spell Trap card from being targeted and destroyed without negate their deployment during that turn.
Starting from Main Phase 2, it moves slowly and solemnly, does not negate summons, Special Summons, or effects that negate Special Summons, and can be expected as an answer to the opponent's summoning blocking stance, but it has a permanent effect that is often found in this kind of summoning blocking. You can't slip through it, and it might be a bit half-baked. The effect that protects Spell Trap is stronger against End Cycle.
However, as an element of breakthrough that gets worse every year, there is the problem of whether this card itself can be activated, it cannot affect the removal effect that is used after it is deployed, and above all, it is the main 2, so the battle cannot be resolved. It seems that there are many holes.
The fact that it can be used by opponents is also a not insignificant drawback.
japan ねこーら
2021/02/10 1:43
Yugioh Icon
Comprehensive evaluation: It looks like it can be deployed safely in main phase 2, but there are many holes.
Summons and Special Summons are not negated, and activations of card effects containing Special Summons are not negated.
However, it has absolutely no resistance to being removed by a free chain card or having its effects negated, so depending on the opponent, it cannot be deployed safely even if it is used.
Spell/Trap cards cannot be destroyed or targeted by effects, so the advantage is that they can be used safely, and you can use things like removing free chains to damage your opponent.
The opponent can also use the effect, but there are many holes, so if you put in a card that exploits its weakness, there is no big problem in hindering the development of monsters.
Even if the card itself gets a removal, it's not a bad deal if it acts as a decoy for other cards.
However, if you just want to protect the Traps and Spells that are down, you don't have to use this card.
japan みめっと
2021/01/16 17:54
Yugioh Icon
Field Spell, which makes the development of the main 2 smooth in various ways, New Year's gifts, hot springs, and lotteries.
Due to its nature, you can't use the effect even if you activate it on the first turn when you can't do the main phase 2, that's right.
If you use the effect, after your LP recovers, you will not be negate the summoning action until the end of the turn, the activation of Special Summon effects will not be negate, and you will not get end cycle or sandstorm.
However, there are quite a few holes in it, and there are a lot of unreliable parts, and this card itself has no resistance or chain impossibility, so it seems a little difficult to use widely as a card that can be used as a foothold for turning. is my honest impression.
Since it's an effect that can be used by opponents, I'd like to use some kind of effect to get rid of it, such as changing the field once it's completed.
japan シエスタ
2021/01/16 14:38
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Thinking···
Field by being able to deploy safely while doing a small amount of LP gain instead of being slow with main 2.
Basically, it seems that it will be operated with a low-speed deck.
However, due to its characteristics, it is rotten in the first place, and it is a field that influences each other, which is rare these days. Even though it slows down your opponent's actions, I don't think it's a good idea for a card like this to make it easier for your opponent to act.
I want some way to get rid of it.
Also, the second is that the effect can be negated just by not negating the activation, and the third is that there are quite a few removals and negates that don't target, so you can't be overconfident. On the other hand, you can also use such cards yourself to make it difficult for your opponent to use them.
It seems to be a card that seems to be difficult to handle because it has a habit like a no rare.
japan 青山
2021/01/16 14:22
Yugioh Icon
There are 3 problems with this card,
One, whether this card itself will pass
One, in order to break through the board, it is necessary to pass through effects that do not include special summon effects
If you leave one, it will be used by the other party
A card that allows you to do whatever you want in the main 2, honestly 《Evenly Matched》or Nibiru is fine
If you can use the slight recovery for something, it's one chance, like Aroma... is it tough?
Well, I can feel the trial and error of cards that make it easier to move second.

Decks with "Hidden Springs of the Far East"

no deck


Card Category and Effect Category


Products in Japan

Product No Release Date Rarity
LIGHTNING OVERDRIVE LIOV-JP066 2021-01-16 N-Rare

Ranking and View Num

Rating Score Rank 10,813 / 13,171 Cards
View Num 4,216

Others

Japanese card name 極東秘泉郷

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