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Pojo's Yu-Gi-Oh Card of the Day

Trap Jammer
Rare

You can only activate this card when your opponent activates a Trap Card during the Battle Phase. Negate the activation of the Trap Card and destroy it.

Type - Trap
Card Number - DR2-EN111

Card Ratings
Traditional: 2.16
Advanced: 2.86

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.


Date Reviewed - 02.20.06

 

ExMinion OfDarkness
Trap Jammer

No matter what Yu-Gi-Oh League you go to, you'll find at least one newbie running 3 of this thinking it's the greatest card ever.

...and if it wasn't for Mobius the Frost Monarch and Dust Tornado without restriction, they might actually be right.

Trap Jammer is a 1:1 in the battle phase. You negate the Sakuretsu Armor and your monster actually goes through. You laugh at the Widespread Ruin that was supposed to take out your Cyber Dragon, etc, etc.

The reason Trap Jammer might actually see play if they restrict Mobius/Dust is that unlike a Royal Decree trap lineup, you can run Trap Jammer and STILL run your own "kill the attacking monster" traps. That's way better than having to run -1's like Enemy Controller in multiples or lacking protection period just to run Decrees.

Right now, this card isn't good enough to see a deck spot. But depending on what Tewart does with our US Ban List, that could change.

Traditional: 1/5
Advanced: 1.5/5.
April 1 Advanced: 1.5/5 + 1.5 additional for each common M/T killer Tewart restricts.
 

Otaku

Effect(s)            : Yes, I am leading off with the effect today, as it is needed to explain why the stats are good for this card.  Trap Jammer, as the name implies, negates a Trap when activated in response to said Trap’s activation.  There is but one restriction: it only works during the Battle Phase.  Still, that is often when many played Traps are activated, so it is not entirely a bad thing.

 

Stats                : Part of what makes Trap Jammer nice is that it is a Counter-Trap; that is, it is Spell Speed 3.  This means when you activate it, it will likely be the last link in the Chain.  It can also be activated in the Damage Step, should your opponent actually try to spring a Trap then.

 

Uses and

Combinations  : There are two things that hurt this card: the availability of easy Spell/Trap removal and a questionable ruling I cannot locate currently but am fairly certain exists.  I will explain each briefly: what is better, negating a Trap, or just destroying it?  Well, it generally depends upon the Trap: if it is highly chainable, like the classic Waboku, destroying it without it proving useful to the opponent is tricky.  Not impossible, but usually it will require using a Dust Tornado during your opponent’s End Phase of the turn they set said Trap.  However, at the moment, such Traps are getting rare.  The usual Trap set up seems to be mostly Traps that can’t be activated except in response to an attack (Sakuretsu Armor, Widespread Ruin) or to a Summon (Torrential Tribute, Bottomless Trap Hole).  Dust Tornado can take care of either: Trap Jammer can’t.

 

Unfortunately, due to one of those “I don’t care if it makes no sense, we say so” rulings, you can have multiple chains occur before the Battle Step ends and you enter the Damage Step.  In terms of game play, it is confusing and makes Spell Speed 3 matter less… just let the current chain resolve then try again.  In terms of “story”, it still makes little sense: guess all that stupid posturing in the animé gives extra times to cast Spells and utilize Traps.  Lame jokes aside that means that even after ruining their first attempt at defending… they get as many other attempts as they have cards.  Guess duelists are at one with The Matrix or something…

 

Ratings

 

Traditional       : 1.5/5 – It’s just better to destroy the Traps that get regularly played here; easier too.

 

Advanced        : 2/5 – Useful, but outshone due to better options (that probably shouldn’t exist) and another example of questionable rulings.

 

Limited                        : 3.5/5 – It can only be utilized if the opponent gets a Trap that can be activated in the Battle Phase… but if they do get one, it’s great to ruin their plans.

 

Summary

Drunken rules makers are annoying.  Sorry, this card represents two of those things about the game that drive me to distraction and make me want to quit: a card ruined because they aren’t properly balancing the game and a ruling that is simply “because we say so” and also is counter-intuitive.

 


Dark Paladin
This week will be looking at a wide variety of cards from today's card, a trap, to even a couple of Video Game promos. Today we look at Trap Jammer, a card that I don't believe is that bad.

Trap Jammer is a Counter Trap that can negate the activation of a Trap card and destroy it (as long as it was activated in the Battle Phase.) That's important, right? No Sakuretsu Armor, Widespread Ruin, Waboku, Magic Cylinder, (or Mirror Force or Ring of Destruction in Traditional.)

Here's the thing about Trap Jammer, in my opinon. First, if you use it on something, and it successfully destroys the trap, it IS a 1 for 1.
Your trap destroys theirs. More importantly, however, this is one of those cards that actually HAS some potential, but nobody cares and/or realizes it, so nobody is going to use it.

Ratings:

Traditional: 3/5
Traditional Side-deck: 4/5

Advanced: 3.6/5
Advanced Side-deck: 4.6/5

Art: 3.5/5

You stay classy, Planet Earth :)
 

Dark Maltos

 

Trap Jammer

Its my Birthday, and lucky me, just look what I get to review !!!

With all the traps currently being used in today’s meta, im not sure why trap jammer isn’t at least side decked.

Trap jammer is a pretty good card, negating any trap activated in the battle phase has its advantages. It can stop the likes of Sakurtsu, Widespread and even Call of the haunted depending on the timing.

However, over all I find dust tornado to do virtually the same job but better, being more chainable, and not limited to traps. The only advantage is that a Royal Decree cant be chained to good old Trap jammer.

Traditional : 2/5 Not that many traps run here worth mentioning.

Advanced : 3/5 There are a lot of traps that it CAN negate, but Dust Tornado is a better version IMO.

Art : 3.5.5 Pretty cool
 
The
Dungeon
Master
I deciced to get on some fun and review a few cards this week.

And we start out President’s Day with Trap Jammer, a… “interesting” card.

Trap Jammer negates and destroys any Trap card your opponent activates in the Battle Phase. Which, if you think about it, isn’t ALL that bad. You could stop Sakuretsu Armor, or Mirror Force (if your playing Traditional), and many other random Traps. Trap Jammer is more versitle in Traditional, since you got that pesky Mirror Force to deal with. But all in all, its an ok card.

Keep the Dice Rollin’
 

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