You can only activate this card when your opponent
activates a Continuous Trap Card. Negate the
activation and the effcet of the card and destroy
Type - Trap
Card Number - TLM-EN059
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 06.28.05
Royal Surrender is an okay Trap Card, I suppose,
though on second thought that isn’t true at all. In
actuality, there are only two commonly played Traps
(and ONE ubiquitously played Trap) that you’ll get a
chance to use this against: Call of the Haunted and
(sometimes) Royal Decree.
The effect is simple. It’s a Counter Trap that you
negate Continuous Traps with. Why you’d use this
instead of a simple Dust Tornado is beyond me,
really, as chaining a Dust Tornado to a Continuous
Trap will also stop it (not to mention DT can do a
lot more than Royal Surrender).
There’s no deck in which this card does particularly
well. It’s a bit better in Traditional Format thanks
to Imperial Order, but even there, Dust Tornado is
Traditional – CCCC: 1.5/5
Traditional – Side Deck: 2/5
Advanced – CCWC: 1/5
Advanced – Side Deck: 1.5/5
OVERALL RATING: 1.5/5
Who else thought about French people when looking at
the title of this card?
Basically, it's a negation to continuous traps. It's
anti-Royal Decree (hence the card name),
anti-Gravity Bind, and anti-Wall of Revealing Light
(great against a Last Turn player who pays 7,000 to
stop an attack and doesn't have a Solemn down).
There are other uses for the card, but they're not
coming to mind, and usually MST and Dust Tornadoes
are better answers. Since you have to wait for a
turn to use this as well, it really puts them in the
1/5 because we have a card that's already seeing
play that does stuff better.
Royal Surrender is pure garbage. I'm not even going
to go over it. There's a reason noone plays Tsutan
Mask (even in Zombie decks) or Curse of Royal (EDIT:
After seeing someone plays Curse of Royal, I am
obliged to mention that I have met one person who
plays Curse of Royal. And, had I not used Solemn, it
would have hurt me.) and that's because they suck.
This is a one-for-one that can easily be matched, in
effect, by a simple Dust Tornado. Here, I will
diagram this in Spanglish:
Tu opponent plays-o Call de los Haunted-o a su Jinzo
por atacar para el game-o, y tu activate tu Dust
Tornado por destruir el Call de los Haunted-o. Tu
opponent cries mientras tu decir tu victoria en
aleman. (I apologize to all Spanish-speakers.)
Dust Tornado is already making a comeback, though,
so I won't review that.
Hell, 7 Tools is better than this. When was the last
time you saw anyone playing 7 Tools? NEVER! Because
people don't realize that 7 Tools is actually GOOD
(nowhere near as good as Solemn Judgment, granted,
but meh). This should have been a common. Most
disappointing Normal Rare ever. That includes
Fusionist. At least that's funny looking, and a
level 3 Fusion Monster.
Traditional: 1.2/5 (Adding on .1 for the two cards
you will see it negate in the average deck)
Advanced: 1.1/5 (No IO? You're even less likely to
use this. Wow.)
91 is the magic number of the day. Anyone wondering
who Kirk is doesn't need to worry about it. I found
out he enjoyed it when I mentioned his name from a
review four months ago, so I thought this would be a
good chance to make him mess his pants in
excitement. Clear a line for the bathroom, folks.
Today’s card is Royal Collapse, one of the more
useless cards in TLM.
RS can only be activated when the opponent activates
a Continuous Trap Card,
at which point RS negates and destroys the Trap. Now
there are two big
problems with RS, the first being the lack of
good/popular Continuous Traps.
Thanks to my handy dandy card filter, I can tell you
that the only widely
played Continuous Traps are Anti-Spell Fragrance,
Call of the Haunted,
Gravity Bind, Imperial Order (in Traditional),
Mirror Wall, Royal Decree,
Skill Drain, and Wall of Revealing Light. As you can
see, there are nine
popular Traps of this genre. Of course other useful
Continuous Traps, but
non-are widely played.
Problem the second: better/more versatile Trap
negation. Jinzo, Royal
Decree, and Seven Tools of the Bandit all negate any
Trap you can think of
(except Kozaky’s Self-Destruct Button; don’t think
of that). Throw in the
fact that Continuous Traps can easily be countered
with S/T destruction and
RS has too much opposition to count. These two
factors lead to RS’s downfall
in the eyes of myself. If there were more useable
Continuous Traps and there
was a decline in Trap negation competition, maybe RS
could see some play.
But there aren’t, and there isn’t, and the end.
Advanced: 1/5. Duh.
Traditional: 1/5. Mega See Advanced.
Art: 2/5. It’s time I gave my input on this
picturesque story (prepare for a
short novel). In the beginning, all was well. Then
came the Imperial Order,
which gave the newly installed tyrannical king the
ability to strike down
all hostile organizations at the cost of 700 Life
Points during each of his
Standby Phases. Enjoying his “prosperity”, the king
gave a Royal Decree
putting into effect new laws from the balcony of his
Unbeknownst to the king was that something was about
to happen, that had not
happened for an age; the Ents, er- people were going
to war, er- rebel.
In the first half of MFC, the people began
organizing a rebellion. However
the king began to suspect a plot to overthrow his
rule during his past
Emperor’s Holiday, and stepped up punishment on all
Unfortunately for the townspeople, retribution
against wrongdoers was vast,
for those who were caught were tortured at the hands
of the all the king’s
horses and all the king’s men. But the people could
be contained no longer;
it was time for the Nintendo Revolution (coming out
Spring 2006 [I think]).
With the arrival of TLM, the uprising was starting.
Soon the battle began,
and the king’s knights fought valiantly in their
But they were no match for the citizens of the land,
whose hate was too
great. The people stormed the castle and seized the
Spell-Stopping Statues were of no use. The king was
overthrown, and his
beloved castle was destroyed in the people’s
almighty Rock Bombardment. At
long last, after MANY booster packs, the Royals
Surrendered, the land was
purged of all evil, and the people were free.
Royal Surrender is just…bad. It’s a terrible card in
constructed and should not see actual play, because
there are SO many other cards out there that do this
card’s job, and a lot more. Mystical Space Typhoon,
Dust Tornado, Royal Decree, Call of the Haunted to
resurrect Jinzo, and Solemn Judgment are a few
examples of these cards. So what if Royal Surrender
is a counter-trap. It’s still a terrible card.
In limited, if you’re playing sealed and pull one of
these, it’s a worthwhile side deck option as it
negates Long Wolf, which is the all-mighty broken
combo of sealed play with The Lost Millennium. If
you’re playing draft, then pass this card to someone
else. It’s not worth it.
You can only activate this card when your opponent
activates a Continuous Trap Card. Negate the
activation and the effect of the card, and destroy
Now granted, Traps aren't run in great numbers, let
alone Continuous ones, but this is a card higher
players should seriously take a look at. This single
card can shut some decks down in a hurry.
This card negates:
Light of Intervention
Imperial Order (Traditional)
Just to name a few...however, as I said, this card
run in 3's in oh say, just an offensive beatdown
deck or something could be trouble. Against a Fire
Princess or even in Agent deck, or a Stall deck,
negating Gravity Bind is awesome. That could even
mean trouble for an Exodia deck.
This is just one of those cards that's probably
going to be horribly ignored, and while the card
isn't bad, and the potential IS there, it won't be
used by enough (if any) to make it good.
3.1/5 Traditional for being able to stop Imperial
2.9/5 Advanced for not having Imperial Order
You stay classy, Planet Earth :)
is a Counter-Trap card, meaning it is Spell
Speed 3. This is probably the cards strongest
point: it can’t be countered except by other
Spell Speed 3 cards. I believe that would only
be Solemn Judgment, Seven Tools of the
Bandit, and Trap Jammer. The thing
is, when you see the effect, you wonder why?
You see, Royal Surrender can only be
activated in response to the activation of a
Continuous Trap, which it then negates and
destroys. The thing is, you could also activate
a Dust Tornado in that situation (a Normal Trap)
and just nuke the Continuous Trap that way.
Since said Continuous Trap’s effect won’t kick
in until the chain resolves, and it is destroyed
by then, it does nothing. More over, all those
other Counter-Traps that work on Royal
Surrender also work against Dust Tornado,
but Dust Tornado works against more
things than Royal Surrender (namely
destroying any Spells or Traps on your
opponent’s side of the field).
So this card is only useful when you can
activate it in chain to a Continuous Trap (Call
of the Haunted and Royal Decree do
see a lot of play). Thing is, unless your
opponent had a Spell Speed 2 option that would
render Dust Tornado useless, Dust
Tornado does it better.
1/5-This may be a tad low, as it does do
something, but it’s so obscure it’d be such
a small fraction, I might as well round down.
1.25/5-We lose the joy of Harpie’s Feather
Duster in this format, so it gets a tiny
boost to a reasonable percentage.
1.05/5-It can negate Lone Wolf.
Apparently a card that is more important for
telling a story than for playing the game,
you’ll find it more valuable to look for shared
characters in this art and that of other cards
than you will for actual play.
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