Pay 800 Life Points. Negate the Special Summon of a
monster(s), and the effect that Special Summoned the
monster(s), and destroy both. Both you and your
opponent can use this effect."
Type - Trap Card
Card Number - LOD-091
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 09.12.05
Royal Oppression is a rather interesting Continuous
Trap that’s popping up every now and then in Side
It has pros and cons. A big con is that it’s a
Continuous Trap that both you and your opponent can
use. So even if you use it, it can come back and
screw you over later because so can your opponent,
if he doesn’t just destroy it. Another con is that
you must pay 800 LP each time to use its effect.
But there are pros: for example, you can use this to
negate the summoning of Black Luster Soldier – Envoy
of the Beginning. You can also use this to negate
Scapegoat. Or Call of the Haunted, or Cyber Jar (if
it’s Flip Summoned). It stops a lot.
But then, remember, it stops all of those cards if
you’re using them as well. Thus, it’s best to use
Royal Oppression in a deck that doesn’t rely too
much on Special Summons. Or in a deck that has Royal
Decree, maybe – you use Royal Oppression, then just
negate it yourself so your opponent never gets a
chance to. Whatever works.
Field Control: 3.5/5
OVERALL RATING: 3.3/5
Royal Oppression is, in theory, a great card. In
fact, it was even better before rulings came out
that just ruined it. At this point in time, it
cannot be activated during Damage Step, which stops
it from hitting the not-quite ubiquitiously played
Pyramid Turtle or Peten the Dark Clown.
However, there are about 50 other cards this card
stops in their tracks. First off, we get to the use
of this card in side. In the side, this thing can be
brought in to kill two FTK's. The first is the Empty
Cookie Jar FTK that reuses Special Summons
vigorously, and the second is the Last Turn FTK.
Last Turn, after all, Special Summons a monster.
As well, this can do quite a bit against
Gravekeeper's as to making them work harder to get a
field presence going. Stopping a Spy for 800 LP?
I'll take it. However, it does not stop the butt end
of GK strength, as monsters can still be Normal
Summoned and will be quite often. As well, any
well-built GK will not see this as a threat.
What it does to stop the standard Cookie Cutter
Chaos Goat Control is also fairly impressive; It
stops all three copies of Scapegoat and
Metamorphosis people play, as well as Soldier,
Premature Burial, Call of the Haunted, and teched
Cyber Dragons. If you can keep it out long enough,
you're quite sure of seeing increased hand size on
the part of your opponent. It's because he CAN'T
PLAY ANY OF THOSE CARDS.
You must also adhere to the same rules, however. No
SouPecial Summon for you! Cutting a Call of the
Haunted or Premature Burial for this would be wise,
and I wouldn't run more than two cards in the deck
that do Special Summon a monster.
It's solid tech in theory if you just look at the
above, but the fact of the matter is that it's only
temporary as an annoyance. Once a m/t remover is
drawn, or Decree/Jinzo hits the field, the card
becomes useless. As well, you can't activate the
effect of the card at the same time you activate it,
making it troublingly weak as a surprise tactic.
This is great in the Side Deck, IMO. But it's really
not too strong a card elsewhere.
4/5 Side Deck
Welcome to a "Flavor of the Metagame" week of cards!
Yep, you heard right; we're reviewing cards that are
currently popular, but could easily fall to the
wayside if something more interesting were to be
released. Today's card is Royal Oppression, a Trap
that can spell death to all Special Summons.
By paying 800 Life Points, RO allows you (and your
opponent) to negate the Special Summon of a monster
and the effect that Special Summoned said monster,
and proceeds to destroy the two. Its effect should
be self-explanatory; you give up a tenth of your
good chi to stop the recursion of a monster and the
end product of its vassal. So should your opponent
decide to use… Call of the Haunted for example on a…
Magician of Faith for a second example, you can (for
some reason) pay 800 Life Points to rid the field of
CotH and Mof. Likewise, if your opponent is
attempting to summon a Fenrir (as an umpteenth
example) via its own effect, you can RO that
werewolf, and you needn't worry about it coming
RO has one huge drawback though, and it is one that
should disable it from ever being effective. As a
Continuous Trap, it needs to be active prior to the
attempted Special Summon. With this in mind, you
need to switch places with your opponent; would you
REALLY waste the cards and/or resources just to
inevitably have it negated? Unless you are idiotic
or enjoy having no cards in hand, you wouldn't
attempt a Special Summon. 'Cause if you did, that'd
be like stepping into the shoes of the moronic
opponents in GBA YGO games. You know the ones.
They're the ones that activate Raigeki, Harpie's
Feather Duster, Pot of Greed, Graceful Charity, and
Monster Reborn while Imperial Order is active.
And if the first drawback wasn't enough to
discourage you from using RO, remember its Darth
Maul-style light saber-type stipulation: your
opponent can stop Special Summons too. This causes
you to be all like the opponent in the previous
paragraph, and so on.
In the end, RO is a nice way to stop an increasingly
popular method of summoning. But the loss of
surprise factors, the potentially pricey cost, and
the ability to be used against you really inhibit
its prospects. If you want my "professional"
opinion, use something… else, instead of RO.
Advanced: 2.5/5. Not worth it if you ask me.
Traditional: 3/5. There's a little more to stop,
though I wouldn't depend too heavily on getting to
Art: 3/5. It speaks to me on so many levels. I
should incorporate it into my Rock Bombardment
Welcome to another week of cards that you won't find
anywhere close to CRV. I believe this is random tech
week, so just bear with me.
Today's card is quite an old trap that I've never
really cared for.
Royal Oppresion has several cons to begin with.
First, its a continuous trap. Second, it has
lifepoint cost. Only 800 points, but it is a lot for
a craptacular effect.
Simply put, just as the card states, by paying 800
lifepoints you can negate Special Summons and the
cards involved in performing the aformentioned
That doesn't sound terrible, however, the trick is
that the opponent gets to use the effect as well.
Why would you play a card that your opponent can
also use...let alone one that your opponent can use
I never really liked this card as I said, but I
suppose if your deck for whatever reason doesn't
rely on being able to special summon monsters, give
this card a try.
1.5/5 all around, and I consider it generous
Art: 3.0/5 It isn't terrible
You stay classy, Planet Earth :)
Copyrightę 1998-2005 pojo.com
This site is not sponsored, endorsed, or
otherwise affiliated with any of the companies or
products featured on this site.
This is not an Official Site.