You can only activate this card when your opponent
has 4 or more cards in their hand. Look at your
opponent's hand, then select 1 Monster Card and
return it to its owner's Deck. Then shuffle the
Type - Trap
Card Number - DB2-EN246
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 09.15.05
Despite many changes to the metagame since I last
reviewed this card almost a year ago, my opinion
hasn’t changed at all.
Trap Dustshoot is a good card that you should
consider using in a Control Deck. While it’s useless
late game when hand sizes are small, drawing it
early game can give you a devstating advantage,
particularly if you’re using cards like D.D.
Designator as well. In this format (though how much
longer this statement will be true, I don’t know),
with Confiscation and The Forceful Sentry both
banned (again though…probably not for long), being
able to see your opponent’s hand is very useful.
So yeah, great early game, not so great late game;
great in control, still decent otherwise.
Control Deck: 4.5/5
OVERALL RATING: 3.8/5
One of the best opening cards in the game. Period.
Jaelove's combo with this and Mind Crush has made
its way into a few netdecks out there, and I'm sure
more will pop up soon enough.
This card is only really good in either the early
game, or mid-game where your opponent topped Pot and
has 4 cards again. If you're lucky enough to spring
this on an opponent, you not only see their hand but
send a monster back -- right now, that's great
against Sinister Serpent. Even better, combine this
with a first turn Duo, and instead of your 5 cards
to their 4 (once their turn starts), it's 4 cards to
their 3, plus you know their hand, plus you got rid
of their strong play of an opening monster.
In October, this may see a little more play than it
does now, as people will be looking for extra hand
disruption with their precious Delinquent Duo gone.
Hand control might replace Goat Control as the deck
everyone swarms to netdeck -- it all depends on what
wins the first Shonen Jump Championship once the new
list is in effect.
Traditional: 1.5/5 (you already have all 3
prenegators here, plus CED)
Trap Dustshoot is yet ANOTHER re-review, and this
one is interesting.
It's going to become quite blatantly clear after
Delinquent Duo is gone that skillful hand management
and control will dominate the rest of the game.
Confiscation as a first turn opening usually heralds
bad things for the person who gets Confiscation'd,
and this is not so different. Stopping a GK from
using their Spy for swarmage, hitting a monster like
Spirit Reaper or Pyramid Turtle back to the deck, or
sending their Breaker away for another day means hot
stuff for the person playing this.
TD is perhaps even more powerful now, with a supreme
emphasis on control and conservative-style play that
elevates Sinister Serpent and Tsukuyomi to levels
beyond godly. Drawing a Tsukuyomi can be equated to
drawing a Breaker - you're rarely unhappy that you
Sending the monster back to the deck, however, will
not eliminate it from play. You are still going to
see it, but it would be better if you didn't let a
Tsukuyomi run over your Berserk Gorilla or Breaker
over your Necrovalley AT THIS MOMENT. Considering
the emphasis on hand advantage, size, and
conservative play style, the trigger for this card
is almost miniscule - people often have 4 or more
cards in their hand until gameplay "breaks" and both
players expend most of their resources in an effort
that usually ends the game.
The downside, however, is that the focus of the game
RIGHT NOW is on Spells, not Monsters. Seeing a
Sinister Serpent in the opponent's hand is great,
but having a choice of sending back a DDWL or an
Airknight as opposed to the Pot or Delinquent you
see in their hand can hurt a lot.
Therefore, I have to give this card a low score...
for RIGHT NOW.
Come next banlist (assuming the next banlist is near
to/identical to the Japanese banlist), this would
get a 3.6/5 General. For now...
Today's card is Trap Dustshoot, a Confiscation of
If your opponent has at least 4 cards in hand, you
can activate TD. Once activated, TD allows you to
examine their hand, select a monster, and return
that monster to their Deck. For the most part, TD is
a very solid card; in most cases, your opponent will
have at least 1 monster in their hand, and in most
of these cases, that monster will probably be
something that they desire to hold on to until the
time is right. With TD, you can foil their plans and
decrease their hand size at the same time. On top of
all that, you get to look at the rest of their hand
as well, allowing the typical insight that comes
with palm readings.
The only potential con is the hand size required to
activate TD, which in some instances may not be a
con at all, and may be more of a reason to celebrate
because you get to see more of your opponent's hand
because TD allows you to do so because that's what
it was designed to do because of the wonderful
things He does. *solo of some sort* We're off to see
the wizard, and you know how the rest goes (hey,
Since TD requires that the opponent have 4 card
handy, TD may see little usage against reckless
opponents (like myself) who tend to quickly find
themselves what could be considered top-decking.
Against others though, TD could be just what the
doctor ordered; if you're facing a highly
conservative opponent, TD should be able to be used
the second you draw it, allowing maximum results,
allowing maximum espionage, and thus enabling more
foresight on your part.
All in all, TD is a nice card that can really help
to keep the opponent in check. Its usage may rely
heavily on the type of opponent you're up against
for most of the duel, but on the first turn, it
won't matter at all; your opponent (should) be
guaranteed to have 4+ cards in hand at that time.
Advanced: 3.5/5. First turn usage would give the
Traditional: 2.5/5. There are better hand
Art: 2/5. Hey it's Cliff the Trap Remover in a rook
without a visible trap or dustshoot (what's a