As long as this card remains face-up on the field,
both players must first Set Spell Cards when they
use them and cannot activate them until their next
Type - Trap
Card Number - PCY-002
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 07.14.05
I’m having trouble believing we never reviewed this
card. So, today we review it, even though the only
reason is that it faintly reminds people of the
Goblet of Fire.
Anti-Spell Fragrance is a very rentsy Trap. If you
play this in the right deck, you can effectively
destroy your opponent’s strategy and prevent him
from accomplishing anything. Set Anti-Spell
Fragrance along with some protective Traps and
activate it when your opponent draws, and unless he
has a Quickplay to chain, he’ll have to wait before
activating any Spells.
You will too, of course, but a good Anti-Spell
Fragrance Deck shouldn’t run that many Spells, or at
least shouldn’t run Spells it won’t be able to wait
a turn to use.
A nice strategy is to use this card with Swarm of
Locusts and other non-Spell Spell/Trap destroyers.
Your opponent will have to set even Normal Spells
like Pot of Greed and Lightning Vortex, and you can
just flip your Swarms of Locusts and destroy them
before he even gets a chance to use them, paving the
way to victory.
Throw in a Gravity Bind or two with some Trap and
monster effect negation (Solemn Judgment, Divine
Wrath, maybe some Dust Tornadoes to deal with those
pesky Royal Decrees) to protect your lock and you
have a very rentsy deck.
Traditional – CCCC: 2/5
Traditional – Its own deck: 4.5/5
Advanced – CCWC: 3/5
Advanced – Its own deck: 5/5
OVERALL RATING: 3.6/5
Great card, only one major threat against it.
Cold Wave players need to run 2-3 of this; being
able to stymie opponent S/T destruction and possibly
get rid of it before they can use it is vital to
that deck. The card has a few good combos;
+Heavy Storm: Set your Heavy, they set cards they
want to use next turn, you Heavy their field. Not a
+Dust Tornado: Same thing but on a smaller scale,
giving up your one anti-M/T card for a possible
game-breaker your opponent can't use yet.
+Mobius the Frost Monarch, Chiron the Mage -- either
Mobius gets rid of 2, or Chiron uses a dead spell
you don't need to get rid of one of their good ones.
If nothing else, for a low-spell, high-trap deck it
hurts an opponent a lot more than it hurts you. But
for that bad part...
Mystical Space Typhoon.
Your opponent springs Anti-Spell Fragrance, they
chain MST, your protection's out the window, and
could possibly onslaught you while you're
unprotected. This is one of the many reasons MST's
3/5 Traditional (in Cold Wave)
3.75/5 Advanced (in Cold Wave)
Today's card is Anti-Spell Fragrance, a card that a)
has surprisingly never been reviewed before and b)
kinda sorta looks like it could be considered a
goblet of fire, which is coincidentally the name of
the fourth installment in the Adventures of Tom
Potter and Harryberry Finn. To reassess the tale
that is The Goblet of Fire, Harry returns to school
and is thrown into a tournament that is meant to
test one's wizarding prowess. But little does he
know that the tournament is but a small piece in a
puzzle that is meant to end in Harry's death and the
reinstallation of Lord Voldemort to power. But
common reasoning tells us that one of these things
doesn't come to pass. Can you guess which one it is?
I'll give you a hint: there's a fifth Harry Potter
Whilst ASF is active, all Spells take on the
properties of Trap Cards, which really just means
they need to be Set for a turn before they can be
It's a simple to understand effect that is really
quite useful in the right Deck. Decks focusing on
monster forms of S/T destruction (Breaker, Mobius,
etc.) benefit by being able to destroy Spells when
and before the opponent can't use them. Trap Decks
benefit by forcing the opponent to obey the same
rules most of your cards must abide by.
For all you psychics out there, Xing Zhen Hu allows
you to prevent the activation of two face-down
cards, and should you happen to know which of your
opponent's face-down S/Ts are invaluable Spells, you
can have hella fun. ASF users can benefit with Cold
Wave by prolonging the amount of time your opponent
will need to wait to use their Spells by preventing
them from Setting them for a turn.
And finally there's Byser Shock, a megaty weak
little monster that, should you be able to re-summon
it every turn and keep ASF active, will successfully
stop the opponent from using non-Quick-Play Spells.
Overall, ASF is a great little Trap that could be
very useful when used with the right cards. If I had
a creative mind, I'd be very happy to have stumbled
upon one a few weeks ago.
Advanced: 4/5. Why not?
Traditional: 4/5. Making Raigeki, HFD, and Monster
Reborn into Traps? Yes please.
Art: 3/5. A purple smiling fondue pot. Scary.
This is truely one of the single most underrated
cards in ALL of Yugioh.
Why you ask? A duelist's deck is roughly 50% spell
so that rougly 20 cards.
This card forces you and your opponent to set Spells
before using them.
Furthermore, they cannot be activated until YOUR
So, this card transfers all Spells into Traps, at
least in terms of activation, no wait, technically,
Spells become dormant Traps because you have to wait
until YOUR turn. Now granted, it does kinda stink
that it effects you too, but this can be such an
awesome card. This deck needs to be either monster
or trap heavy, or even both if you don't want Anti
Spell Fragrance to haut your plans.
However, it's a continuous trap, which is bad. It's
vulnerable to Jinzo, Royal Decree, and all the like
including Mystical Space Typhoon.
Traditional: 3.5/5 One of my favorite traps ever...
Advanced: 4.0/5 One of my favorite traps ever...
Art: 2.9/5 Craptacular
You stay classy, Planet Earth :)
And now we come to our Yu-Gi-Oh
stand in for The Goblet of Fire,
Anti-Spell Fragrance. This lovely
Continuous Trap… yes, its effect is good enough
to warrant the awkwardness of it being a
Continuous Trap. As I was saying, the effect is
pretty wicked: both players must Set Spell cards
and wait until their next turn to activate
them. That’s right, both player’s have to wait
until their next turn – not just the next turn –
even Quick-Play Spells feel the bite.
Yes, it hurts you too, but in the
right deck it’s pretty wicked. Add a few
stalling cards like Level Limit-Area B
then you can use Swam of Locusts to
destroy Spell cards before they can be
activated. It is also quite nice knowing that
if your opponent just set a card, the only way
it can be activated is if it is a Trap. Take
that Scapegoat and Book of Moon!
2/5-It’s almost certainly not going to work…
unless you catch your opponent in a bad top
deck… a normally good top deck of mostly Spells
that this will turn into a death sentence.
4/5-A definite control factor.
3/5-It can save your butt… or cost you the
game. Be careful with it.
Yes, the review is a bit short,
but this is a pretty straightforward card.
Fragrance gives you intangible advantage over your
opponent. I LIKE intangible advantage. I mean,
something like Xing Zhen Hu gives you a 2 for 1 on
end Phase, in essence. This gives you all kinds of
crazy advantage. Do they set their Heavy Storm to
try and kill it? Do they set multiple cards, fearing
YOUR Heavy Storm? Do they focus on getting rid of it
or on attacking?
However, I am not an expert on this card. In fact, I
didn't even try to extend my miniscule amount of
experience on this card to multiple paragraphs.
Playing it outside of its own Wave Control is an
interesting idea, but much like Royal Oppression, if
your deck isn't built to use it, then you shouldn't
be using it.
Since Wave Control is nearly DEFINED by this and
Cold Wave, I'll call it a staple in Wave Control.
Otherwise, don't play it. No rating.
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