Card of the Day
damage inflicted by an opponent's monster is
decreased to 0 during the turn this card is
- Normal Trap
are based on a 1 to 5 scale
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 2.27.04
Here we have the most abused Normal Trap in Yu-Gi-Oh.
In the Top 8 of the Butler, PA Regionals, there were
15 Wabokus Main-decked out of a possible 24. Guess
what? Both finalists were using 3 each.
Basically, this card should read "You get one free
turn". Because once this card is activated, unless
your opponent is playing Scientist FTK, you're not
going to lose this turn. This card is used for a
variety of reasons:
*Punish your opponent for playing a Mystical Space
Typhoon, Heavy Storm, Harpie's Feather Duster, or
*Set alongside a Mirage of Nightmare and bluff your
opponent into thinking the MST is set, using HFD or
Heavy Storm just to get it out of the way, and end
up giving you free cards in the process.
*Chain to a Monster Reborn, Call of the Haunted, or
Premature Burial that target a Jinzo.
*Use when your opponent attempts to kamikaze (have a
monster attack one of your monsters whom both have
the same Attack) to have their monster die and yours
stay on the field.
*Save your Vampire Lord from Goblin Attack Force.
If major tournaments teach us anything it is that
chainability > power in nearly all aspects. Ring of
Destruction is favored over Magic Cylinder, even
though you take the damage as well, simply because
you can chain it. Torrential Tributes are being
side-decked more than main-decked, even with their
great field-clear power, because this card is more
reliability. Reliability wins card games, plain and
simple. A player of any game would rather have a
surefire effect that helps moderately than a great
effect that only works about half the time or less.
This card has a place in all Decks. Normal Beatdowns
can use it to stave off one incoming attack. Exodia
decks can get that extra turn they need to possibly
gain the last piece. Magical Scientist decks can
save their Life Points while setting up their one
turn kill combo (which, coincidentally, can't be
stopped by this card).
For future note, the Yata + Chaos Emperor Dragon
combo will be widely used. But if Waboku is
activated in chain to his effect, Yata can't lock
you that turn -- and the player will get one more
draw to save themselves and potentially cause that
CED to have lost the Duel for its user.
All your base are belong to
us. You have no chance to survive make your time.
This card gets a 5/5. As much as someone may argue
against this, it is STAPLE.
An old classic that is finding its way back into
more decks again, and deservedly so. What can I say
about this card that hasn't been said? This card is
more versatile than just a defensive aid; its use
offensively is also helpful. In today's game, with
so many people playing the same cards in every deck,
the odds of you running into a situation where you
and your opponent both have monsters with the same
attack on the field are pretty good. Attack their
Archfiend Soldier with your Archfiend Soldier and
activate Waboku. Keep yours while theirs goes to the
The trigger happy nature of most players with an MST
or a Breaker make this card that much more useful --
you can bet that they will destroy your Waboku at
the first given opportunity, and you can chain this,
leaving your opponent wishing they had their card or
token back. Also, is anything more fun than the look
on your opponent's face when you attack their Lily
(or their Lily attacks you) and you chain with
Waboku, leaving them with damage either way?
One more use for this card is stalling. Jinzo aside,
this card will buy you another turn more often than
not. This can help in Exodia, Final Countdown, etc.
If you run Last Turn, this card can help you get an
almost certain draw, and in the right combination, a
win. If you have a Wall of Illusio, Man Eater Bug,
or something similar, activate Last Turn, then chain
Waboku. Their monster dies or goes back to their
hand, while your monster stays. Only an experienced
opponent will even have a chance to beat this
5.0/5.0 The best at what it does. Played wisely,
this is a surprisingly devastating card.
Just a short note before I write todayís card of the
For anyone whoís read my latest Deck review of an
Exodia deck might notice that the cards in the deck
add up to only 39 cards. Now several people e-mailed
me and brought this to my attention and I looked
over the deck a second time and realized I make a
typo on the traps section. I had listed the number
of Traps in the deck as 6, when in reality there
were 7 traps in the deck making it perfectly legal.
Thanks for anyone who picked up on it.
Ok Waboku. Iím going to keep this brief because this
is the 3rd time Waboku has been reviewed on
So this week I will be comparing Waboku to a very
similar card, Negate Attack. Each card generally
does the same thing, blocks your opponentís monster
attacks from getting to your life points. However
each has subtle differences that make them good in
their own way.
+ Waboku has its chain-ability, which makes it a
likely candidate for most decks. Being able to
activate when your face down cards are nuked by say
Harpies Feather Duster is sometimes a godsend.
- Only makes the attack 0. While this isnít really a
downside it does have 1 bad side to it. Say you set
a flip effect monster that you need to actually flip
summon yourself (Guardian Sphinx for example).
Waboku does not help you in this situation.
+ Negates the attack, and immediately ends your
opponents battle phase. This means that if you have
that Guardian Sphinx on the field you can use Negate
Attack to protect it, so you may flip summon it on
your next turn.
- Has to be activated in response to an attack. Now
that is a downside because unlike Waboku that can be
chained to the activation to a Spell/Trap destroying
card, Negate Attack relies on your opponent actually
attacking first which is a definite drawback.
Now you have to ask yourself something. What is it
you want in an Attack Negation card. Chain-ability,
or Full out Negation. Most players will go for the
chain-ability, and I canít say I blame them. But do
not fully disregard Negate Attack; it can be useful
in the right situation.
Negate Attack: 3.5/5
Too much to say in a review, so I'll save for an
article later. =)
Waboku is a normal Trap, and that is what it
needs to be. It wouldnít make sense as a
Quick-Play Spell card or the like. Also, as a
Trap card, itís les likely to be negated (unless
you donít see a Jinzo coming).
Card Text (Effects):
Simply put, Waboku prevents battle damage for
one turn. What does that mean? For a detailed
explanation, go to:
A very brief summary is that when a monster
attacks or is attacked, it inflicts battle
damage equal to the appropriate stat for its
position: ATK for attack position and DEF or
defense position. Yes, both monsters inflict
battle damage, however barring certain cards
that may not even be out in English yet, if the
battle damage is less than a monsterís
appropriate stat, it doesnít really matter. If
it is as much as or more than the appropriate
stat, then you go back to your instruction
booklets and work the damage step. If a monster
is in ATK position and is attacked by or attacks
a monster with a higher ATK, then your monster
is destroyed and the spill over battle damage is
applied to your Life Points. If that monster
was in defense mode, then your attacker doesnít
die but your LP still gets hit for the spill
over damage. Since Waboku negates battle
damage, your monster canít be destroyed, and any
spill-over is negated. The wording is a bit
ambiguous-it applies for all of your
This is the ultimate insurance in most cases.
As long as it can set for a turn, you can chain
it to anything of Spell Speed 1 or 2. This also
makes it excellent S/T Removal bait-if you
opponent tries destroying it after it has been
set long enough to activate, then you can chain
it and activate it anyway. Itís great fun to
watch someone remove Breakerís Spell Counter to
use his effect, only to find he canít do any
good by attacking anyway. It is also rare that
an opponent will pay to negate a Waboku if they
have the ability to do so, unless it would win
them the game. Some people ask me why I run
Waboku. They point out that, assuming I am over
40 with it, by dropping it Iíd just get the card
I need sooner. After all, it only blocks for a
turn. This is true. But this card allows you
to be more reckless with assaults, and gives
time for combos to set up. Decks with tribute
monsters like it because this letís you keep a
Sinister Serpent alive long enough to tribute.
;) Decks that use Injection Fairy Lily like it
because they can just switch Lily to DEF mode on
their next turn, and opponents canít try
to hose them by ramming 3 Mystic Tomatoes into
Lily to drain your LP. It is also nice for
Spear Dragon and Slate Warrior. Spear Dragon
gets a second shot most games if this is there
to back it. While most people wonít want to
waste time setting Slate Warrior, for those odd
occasions where you would want to, this makes it
so that monster removal is your only concern.
4.5/5-This card makes it a lot easier to keep
monsters alive, thus making a lot of decks more
4/5-Like I said, this is the ultimate insurance
policy for YGO. A set one of these practically
guarantees most basic beatdown and control decks
canít finish you off next turn.
4.5/5-Keep those peon monsters alive long enough
to get any high level, high attack fatties onto
Waboku is a very versatile card. I tried
running less than three in my decks, and could
only get away with it in decks that had
something else that could be sued similarly and
in large quantities to pick up the slack (like a
Gravity Bind deck). In my Suicide Beatdown
deck, it does wonders, letting me go berserk
while still having a solid defense for the next
turn. In addition to buying you an extra turn,
it buys a monster (or monsters) on the field an
extra turn, allowing you to set-up a great