Seeing as I now have peace, it's time for me to randomly review a card of the day! I don't plan on these being daily, seeing as I have a tendency to forget, but I'll post one of these whenever I remember to.
That being said, let's begin with an old filler arc card:
Twin Bow Centaur
[Magic Card]
Select a monster on your field and a monster on your opponent's field then flip a coin. If the coin lands heads then destroy your opponent's monster, if it lands tails then destroy your monster. This coin toss cannot be re-done. Inflict damage to the owner of the selected monster equal to the ATK of the selected monster. You must skip your battle phase during the turn you activate this card.
Note that that's DME's wording on it. The Wikia instead gives something that RFGs the monster instead of destroying it, which is a whole other beast in itself. Still, let's stick to DME's wording for now, and we can revisit it if necessary.
First off, Twin Bow Centaur is a destruction effect here. That means that there's advantages to be had through using it with stuff that likes being destroyed, or destroyed by card effects.
Next, it has a good amount of LP damage tied up into it. Again, it's something that can be used carefully with things such as Rainbow Life or Barrel, but it requires a good bit of combination. And if the damage is properly inflicted on your opponent, more power to you.
However, the centaur has several, gaping problems in it.
First, DME has the part that says that the coin toss cannot be redone. That means that using it in a coin or luck-based deck is relatively useless, since all of the items that you could pack to redo coin tosses are pointless here.
Second, while it's possible to combo the card, it means that you need to have the card itself, a monster on your opponent's field, as well as whatever combination you might need on yours, which could be a single monster, or a good deal more in terms of spells or traps to protect yourself and or deal with it.
The big clencher is that in order to use the effect, you have to skip your battle phase. So, not only are you taking a gamble on it, you're taking a gamble with an effect that has an outcome of you being unable to inflict direct damage afterwards. While a few monsters might make it worth the risk, the damage probably won't be.
In the end, while the card has a few good points in its damage and destruction and reusability, it's still a huge gamble to either use it or to be able to get the cards that can combo with it.
Art: 2/5 (Couple of headless horse statues with bows. Wait, what?)
Effect: 2/5 (Decent, but extremely risky)