Shinobird Salvation
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If a face-up Spirit monster(s) you control returns to your hand while this card is face-up on the field (except during the Damage Step): You can target 1 card your opponent controls; destroy it. When an opponent's monster declares an attack: You can banish 1 Spirit monster from your Graveyard; negate the attack, then end the Battle Phase. You can only use each effect of "Shinobird Salvation" once per turn.
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Can Be Found In: Raging Tempest (RATE-EN072)
Although nowadays most builds centers arround one or two archetypes, players aren't obligated to limited themselves to predefined themes and strategies. Some cards and effects can work along gamestyles outside of their main design, including old Decks that can benefit and improve from its assistance. So even though recent expansions narrow players' options to an archetype or two, that doesn't stop them from experimenting outside their main goals or simply power up other kinds of strategies.
"Shinobird Salvation" is a Trap Card that works arround the Ritual mechanics of the Shinobird archetype, but due how its effect works it can work along any build involving Spirit Monsters. When a face-up Spirit or ours returns to our hand outside the Damage Step we can destroy an opponent's card in return, and since these creatures bounce themselves at the end of our turn we will assure get rid of a target every turn. Due Spirits' temporal pressence on the board will often leave us open from attacks, but "Shinobird Salvation" has the solution as allow us to banish a Spirit in our Graveyard to negate the attack and end the Battle Phase. Overall "Shinobird Salvation" alone solves some of main issues arround Spirits, and even though is designed arround a specific archetype in mind it can work arround all kinds of builds involving these creatures.
Due Shinobird and Spirits are busy managing their monsters to keep their resummoning steady there's no options to look for "Shinobird Salvation". On the other hand is not that difficult to start triggering its removal effect at unison of our Spirit monsters, as even the simplest summons in early game will keep the momentum to constantly destroy a card each of our turns. Monsters like "Asura Priest", "Hebo, Lord of the River", and "Rasetsu" provides further pressure to the opposite field to end with "Shinobird Salvation" at the end of our turn. Others like "Aratama" will simply improve our position by looking for other Spirits, and "Ama-no-Iwato" will assure our situation by temporalily shutting down most monsters' effects. Shinobirds in particular are Winged Beasts, so not only they can work along "Shinobird Salvation" but also "Icarus Attack" to further disrupt the opposite field. Then we have the biggest summons arround these creatures, ranging from the Shinobird's Rituals "Shinobaron Peacock" and "Shinobaroness Peacock" sweeping the opposite's field while leaving tokens once back in our hand, to "Yamato-no-Kami" and "Hino-Kagu-Tsuchi" providing not only high stats but also disruptive abilities to work along the Trap Card. Let's not forget about the ability to erase Battle Phases, as since Spirits will come back to our hand unless by an effect like "Mirror of Yata" or "Izanagi" we'll often have an empty board ready for the opponent to easily counterattack.
"Shinobird Salvation" is a helpful assistant to solve important openings Spirit Monsters leave due their main mechanic. Its removal effect might only activate once per turn, but with many Spirit Monsters carrying a restricted summon shouldn't be a problem no matter if we Normal Summon a weakling or key monsters like "Shinobaron Peacock" or "Hino-Kagu-Tsuchi". And due the many chances Spirits will leave us with an empty field, the ability to stop entire Battle Phases will have a very important use in mid to late game. However, "Shinobird Salvation" has a few shortcomings that makes it a pretty optional Trap Card to work along, as its removal effect is slow compared to other options like "Hebo, Lord of the River" and the Shinobird's Ritual duo, and with cards like "Nikitama" and "Izanagi" we can easily assure we have a field plenty of monsters to defend with. But although Spirits have enough coverage on their own, "Shinobird Salvation" can still become a dependable option to solve well known weaknesses of these creatures as well the archetype it works with.
+ Destroys an opponent's card when a Spirit Monster of ours returns to the hand
+ Banishes a Spirit in the Graveyard to negate an opponent's attack and end the Battle Phase
+ Easy to constantly use its removal effect right from the first turns
- Slow removal effect compared to faster options
- Spirits are capable enough to keep a strong field despite their flaws