Return all Spell and Trap Cards on the field to
their respective owners hands.
Type - Spell
Card Number - DB1-EN032
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 08.29.05
Today we review Giant Trunade, a card that can serve
as a slightly less effective alternative to Heavy
Storm. It’s a Normal Spell that’s quite useful as
far as field clearing goes, and it has both
advantages and drawbacks.
The big drawback is obviously that Giant Trunade
returns all Spells and Traps to their respective
owners’ hands – it doesn’t destroy them. That means
you’re probably just going to delay the inevitable;
your opponent only has to reset that Mirror Force or
play that Level Limit again next turn.
That means, then, that if you’re running an
offensive deck, the best time to use Giant Trunade
is when you’re going in for the kill, and your
opponent probably won’t ever get a chance to set his
cards again. This is particularly useful in Ben-Kai
Decks, as one turn of attacking is usually enough to
guarantee the game.
There are some other tidbits regarding Giant Trunade
that I’ll go into for no reason, such as using this
when you have Premature Burial on the field will
return Premature to your hand – but you’ll keep the
Conversely, playing Giant Trunade when you have
Snatch Steal on the field will return the Snatch
Stolen monster to your opponent. Playing it when you
have Call of the Haunted on the field will destroy
the monster, unlike Premature Burial.
And with that, I’ll close by saying Giant Trunade is
This card has been seeing more and more play
lately. 4 of the 5 cards this week have been.
Trunade does a few things well, but is generally
a -1 in normal play. Let's look at the pros of
*The centerpiece of the OTK Mill and OTK Cyber
Stein decks. You must get Trunade to work
before the rest of the deck can take off, as
they'll have no defense, hence why those decks
*Nice tech against the "set 4-5 M/Ts" attitude
everyone has once Heavy Storm goes to the GY and
the MoFs have been Nobleman'd.
*Screws over Wave-Motion cannon that has passed
However, it does have a few problems. They can
chain to it, so if they pop out Goats or (heaven
forbid) Threatening Roar/Waboku, you just
screwed yourself out of a possible game-winning
card in a later turn.
given that they won't put Storm back to 2, or
bring back HFD, or put MST back to 3, this might
actually see some use.
Giant Trunade is a FTK/OTK-crucial card. That's
Think about it. How often do you play cards that
immediately make you lose advantage without some
sort of combo cards in your deck that gain immensely
from it? Enemy Controller aside (and that was just
because people were morons; but I'm not here to talk
about that), every other -1 advantage card gives you
some other advantage. Book of Moon gives you a
monster face-down. That lets you use your set Trap,
Nobleman of Crossout (I'll let whoever gets the joke
laugh and the rest of you sit in puzzlement), or
just gets rid of the effect of a Jinzo or Breaker or
Balter, and it allows you to reuse your own flip
effects for powerful moves. Here, I'll look at my
deck for a quick list of the cards that offer -1;
Scapegoat (this is pure technicality. While you do
get 4 cards, those cards themselves just block
attacks. They serve no useful purpose unless you get
a card that manipulates statistics).
Book of Moon
And a Waboku in the side. That is fun, isn't it?
Waboku is really the closest in comparison here. You
get one turn. One turn. If you win the game on that
turn (say, by a Cyber Stein + Cyber End Dragon or a
Cyber Jar deckout) then the loss of card advantage
If you don't, you've probably overextended and
possibly not hit for enough that you can draw like a
Berserk + Lightning Vortex for game. Giant Trunade
is the friend of OTK's everywhere.
It has some useful purposes, though. Bouncing your
own Call of the Haunted (provided it's attached to a
Sangan), Premature Burial or Swords of Revealing
Light is always fun, but that's still too
situational for my taste.
It's good, but unless your deck likes going for
OTK's, don't bother with it except in side. You can
probably find some use for it in your deck if you
try, but don't just plug it in. Think about it
4.5/5 OTK decks
As you're probably aware, the OCG's Forbidden List
became known last week, and will go into effect on
Thursday. In the OCG. As you're also almost
certainly aware, the TCG's Ban List in NOT
guaranteed to be identical to the OCG's, though it
will most likely be similar. So, because the
Forbidden List that WE will follow is still an
enigma, I'm not going act like the OCG's list will
be our own, like some people are for some reason
doing. Instead, I'm going to feign more ignorance
than usual and write my reviews as though Sheep,
Dark Sheen Fighters, and the Neo's Girlfriend are
the only things worth using, which allows my lazy
lifestyle to become even lazier.
Anyway, today's card is Giant Trunade, one of the
better field clearers available.
GT's simplistic effect allows it to return all
Spells and Traps on the field to the owner's hand.
As should be obvious, GT is a one-turn field clearer
seeing as the opponent will just re-activate/Set the
S/Ts on their next turn. Obviously, temporary field
clearance is not exemplary, given that cards like
Heavy Storm, MST, Dust Tornado, Mobius, and many
others can offer more permanent S/T removal, even
though they don't all clear ALL S/Ts.
This does not make GT useless though; it simply
inhibits the Decks it's guaranteed to pop up in. So
what Decks is it guaranteed to pop up in? Why, Decks
that use large amounts of Continuous Spells and
Traps and/or Field Spell Card. A WATER Deck, for
example, may not like the aspect of Heavy Storm that
destroys its Gravity Binds and ALO. With GT, this
isn't a problem. Burn Decks have a similar
attraction too GT.
Of course, GT isn't useless enough to be stuck in
the above Deck-Types; the typical CC can make GT a
welcome addition, assuming it's using a few eligible
cards and it could use more S/T removal. Swords of
Revealing Light can be used multiple times with GT,
and Premature Burial can be used to summon many
different monsters, all the while keeping what
you've already summoned. Snatch Steal also works
well with GT, allowing you to relinquish control of
your opponent's Jinzo back to them, and reuse SS to
take their newly summoned BLS.
But wait! GT has one final us in a CC Deck! Due to
Royal Decree's rise in availability and usage, Trap
counts are at an all time low. So what will you do
when YOUR RD is preventing you from using one of the
few Traps you have felt worthy of a spot in your
Deck? You don't want to destroy it with your MST,
for that would be a waste of resources. Instead, you
can use GT. Sure you'll need to wait a turn to use
that oh so important Trap Card, but at least your
Royal Decree will still be intact.
Overall, GT is a useful card that is really only
inhibited by its inability to permanently deal with
threats. For the time being though, it's best used
in the Side Deck and the occasional Main Deck. But
if ever mass S/T clearance is lost to us, GT's Deck
ranking should increase.
Advanced: 4/5. Side Deck it in the least.
Traditional: 3/5. I'd think HFD and Heavy Strom
Art: 3/5. The perspective doesn't do much for it,
nor does the face in the eye of the storm, 'cause it
really defeats the purpose of " the EYE of the
Welcome to another infamous Themeless Week of Cards!
I personally love these weeks, and I'm not really
Giant Trunade is our card, and it's one I have some
very mixed feelings about.
Giant Trunade, by itself, isn't all that great of a
card, in my opinion. There are combos of course,
where you can re-use magic and trap cards as many
times as you desire such as:
Swords of Revealing Light
Call of the Haunted
Really anything that is continuous/equip
That isn't so bad. The only real downside I see to
Giant Trunade is that the magic and trap cards
aren't destroyed...they are just returned to your
respective hands. On that note, Giant Trunade does
NOT return itself to your hand. You could return a
Mirror Force, Cylinder, Ring, or the like, and it
could be on a turn for you to finish the duel.
Where this card really shines is the Toon deck, and
it should be run there. Since it doesn't DESTROY
Toon World, your Toons aren't destroyed. That makes
it a viable disruption card in that deck. It may not
be a bad card for Toons, but not many other main
decks...perhaps the side-deck?
Traditional: 2.4/5 You stlll have Harpie's Feather
Duster Here Traditional Side-Deck: 2.9/5 Traditioanl
Advanced: 2.9/5 Roughly average, we have Storm, but
no HFD Advanced Side-Deck: 3.4/5 Advanced Toon:
Art: 2.5/5 Not very interesting.
You stay classy, Planet Earth :)
Group: Spell Card
Return all Magic and Trap Cards on the field to the
respective owner's hand.
What's sup readers? This week of CoTD's were picked
by yours truly ^^. It is a mix of Main deck tech
(Like todays card), and a small dose of cards
featured in a Draw Engine deck, like Wednesdays card
Giant trunade came to us in the Spell Ruler set,
back when Yu-Gi-Oh! Was new xD. This card is
commonly seen in the infamous "Cookie Jar" deck made
popular by Jonathan Navarro, who used the deck in
Shonen Jump Pomona.
Today I am reviewing it not as a Cookie Jar deck
card, or even as a side deck card, I am reviewing it
as a Main deck card =O.
Rhymus Lizo of Team OverDose runs a lot of different
tech in his decks to give him an edge, Cannon
Soldier, Enraged Battle Ox, and even this card! If
you have ever seen him play, or read his feature
matches, he "OTK's" a lot =]. Premature for Jinzo,
Giant trunade, Premature for Cannon Soldier, special
summon BLS, attack for a lot, then launch all 3 for
game, Very hot.
My personal favorite deck is a Draw Engine deck of
the sorts, I use Morphing Jar, and Cyber jar to give
myself mass resources, I can use Giant Trunade, or
Heavy Storm to clear the backfield, drop BLS,
premature DmoC, do a bunch of other stuff, its
pretty crazy. But you eventually hit for a lot =].
The deck can work well to, Augusto Mota of Team
Comic Odyssey ran a version of Draw Engine in Shonen
Jump New Jersey, and won the side event cyber stein.
Hugo Adame from Team Savage ran a slight variant of
Draw Engine in Sjc Houston, barely missing Top 8.
This also works in other weird aggro decks, whatever
;x. I won't give you _my_ decklist of a Draw Engine
deck using Giant Trunade, but I will give you
something to model off of...
Bls - EoTB
D.D, Warrior Lady
D.D. Assailant x2
Tribe Infectin Virus
Breaker The Magical Warrior
Magician Of Faith x2
Night Assailant x2
Pot Of Greed
Nobleman Of Crossout x2
Book Of Moon x2
Mystical Space Typhoon
Return From The Different Dimension
Call Of The Haunted
Ring Of Destruction
This particular version features Giant Trunade,
Cyber Jar, Monster Reincarnation, Night Assailant,
Card Destruction, all of which you don't HAVE to
use, you can make a hybrid type thing with these
cards =/. That's why the deck is so great and fun to
play, there are a billion different ways to make it
Giant Trunade is overall a very nice card, try it
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