Solemn Judgement is one of the most well known, and
most played, Trap cards in the history of Yugioh.
Note, Judgement, with an "e" is a perfectly
grammatical acceptable spelling, despite the print
of Judgment. Just wanted that on record. According
to one of the rules in English, you do NOT drop the
last letter of a word when it's a vowel, to add the
suffix "ment." Solemn Judgement is the ultimate
counter card, it says HELL no to whatever your
opponent is doing. Since the cost is merely half
your life points, you can activate the card anytime.
(Interesting note too, I e-mailed Konami once a few
years ago, and you can have half a life point, or
less. I inquired as to whether using multiple cards
to half your Lifepoints if you could get lower than
1...you can.) Lately, Solemn Warning has become the
card of choice of Judgement, but that doesn't mean
this isn't good. Quite the contrary. Just use it
at the right time, for the right thing.
Ratings:
5/5 both Formats
Art: 5/5
John Rocha
Before there were Solemn Warnings there was
Solemn Judgment. Known as the Solemn Brigade, these
trap cards are some of the most powerful traps in
the game. Known as the “God Card”, Solemn Judgment
is the most powerful trap card in the game. With the
ability to say no to the summon of a monster or the
activation of a spell or trap card, Solemn Judgment
can stop almost anything your opponent can through
at you.
The only things that Solemn Judgment can not stop
are effects that start a chain. If you activate the
effect of a monster, spell, or trap card then those
effects can not be Judged, pun intended. Cards like
Gorz, Fusion Gate, and Royal Oppression escape
judgment. Even though you have to pay half of your
life points, if it stops your opponent’s big plays
or only play then the advantage you gain is well
worth it.
Traditional: 5/5
Advanced: 5/5
Miguel
We're looking at a staple trap card that is in
every deck.....every....deck. Solemn Judgment. This
swiss army knife of negation stops pretty much
anything short of monster effects. By paying half of
your life points, you can negate the summon of a
monster, or the activation of a spell/trap and
destroy it. With a 3 MST, 1 Storm format, this card
is a must for protecting your multiple spells/traps
from being destroyed, or losing some kind of field
control by the summoning of a monster. Judgment is
best used during the middle or end of a duel, no one
likes paying 4000 in their first turn or two, but it
can be worth saving your Spell and Traps, or that
Dark Hole from destroying your monsters. Overall,
you have Solemn Judgment, you are using it and knows
how good of a card it is.
Traditional: 4 *More Spell/Trap destruction here*
Advanced: 5
Tomorrow: Mirror, Mirror....who is the fairest HERO
of them all.
Angelic Nightmare
Solemn Judgment
“When a monster would be
Summoned OR a Spell/Trap Card is activated: Pay half
your Life Points; negate the Summon OR activation,
and if you do, destroy that card.”
Let me start off by saying is
that half of your life points is quite a hefty price
early off in the game. This card is limited to one
for a reason, it is a major “back off” card that can
either make or break the game. The biggest
misconception about this card this card is that
people try to negate effects that special summon,
which you cannot do with Solemn Judgment. You cannot
negate Gorz, Battle Fader, etc. because their
effects are special summoning them.
This card is considered a
staple card in almost every single deck. Having a
little bit of control in a deck is always nice in
this fast paced meta.
Overall, this card is great in
its entirety. Depending what stage of the game
early/mid/late this card can be game breaking. Then
again, with 3 Mystical Space Typhoon, Heavy Storm,
Ryko, Lyla, etc. it is all a matter of baiting out
the destruction.
Pros: Negates practically
everything.
Cons: It doesn’t negate monster
effects.
Advanced: 4/5
Traditional: 4/5
Philosophical
Psycho
My articles on D.D. Survivor
and Judgment Dragon should be up. Sorry, this has
been a stupid-crazy month.
Ten years ago, Otaku was famed
for his excessive use of this Trap when it was used
mostly only in defensive decks, before Judgment got
Limited.
As the game continued to evolve
and grew more and more aggressive as it is right
now, Judgment became a definite staple card. Before
it was Limited, it found itself being abused in
offensive decks such as TeleDAD (combining Psychics
with Dark Armed Dragon) because of its ability to
serve as a general safety net for just about
anything. As Otaku would say, when using an
offensive deck, your own LP are meant to be used as
a weapon, and if LP don't matter, Judgment is a
powerfully solid 1-for-1 negation card. This is most
prelevant in an endgame situation when it looks like
it could be just about anyone's game, and you negate
a game-breaking card for a pittance of a cost.
You can negate ANYTHING. The
DinoRabbit Deck is feared by how simply it can
summon Evolzar Laggia, a monster that packs a
one-time use of negating any card your opponent
plays. When Laggia is out on your field, the
opponent is forced to play very carefully and
probably has to give up a powerful card in order to
trick the Laggia into negating an unimportant card
so that the Laggia can finally be defeated, or at
least trick the Laggia into negating a
not-as-important card (in chess, this would be
called
zugzwang, a German phrase that means
you're forced to go with a decision, even if it's a
bad decision).
It really goes without saying
the power of this card. It is usually set on the
field as soon as it is drawn, because the power to
wipe out something like an Evolzar Laggia or Mind
Control once they pop up is invaluable, even for
4000 LP. Oh yeah, and BTW, remember how I mentioned
yesterday Extra Deck monsters are "Semi-Nomi" and
how that means you can only Monster Reborn them if
they got destroyed on the field? Well the best part
about Solemn Judgment is that it destroys monsters
in limbo (that is, the monster already left the hand
or deck but didn't touch the field), so you are NOT
allowed to Monster Reborn a Semi-Nomi that got
Judgment'd (or Warning'd, for that matter, because
the summon was "negated").
As I've just explained,
Judgment is a great Trap Card that offensive decks
use. Stall decks may sometimes prefer Starlight
Road, but I have Final Countdown and I use Judgment
anyway for the pure versatility. Conversely, because
I concentrate so much on defence, my opponent rarely
ever gets a chance to use Judgment and if they do,
it rarely matters to me (and IF they do, usually
it's with the full cost of 4000, which is a good
deal for me if I decide to lash out with a surprise
attack).
You can also use Judgment
against your own cards. I've never seen it done
before, but I guess it does come in handy...in
certain crazy situations.
Ruling Clarification: Judgment
can only negate an actual card, not the effect of a
card. For example, if I use Polymerization, you can
only use Judgment/Warning on the actual
Polymerization and not on the monster that comes
out. I have another example. If Red-Eyes Darkness
Metal Dragon uses its effect to summon another
Dragon, you CANNOT use Judgment because the new
Dragon is a product of REDMD's effect. Solemn
Warning, however, says that it has the power to
negate effects, so in this situation, Warning would
destroy REDMD. I know, it's crazy.
Trad: 4/5 (negating stuff is
good but quite frankly, it isn't that great a draw
if you're opponent is going first and is just about
to win)
Adv: 4.9/5 (minus .5 for potentially hefty cost,
minus .25 for funny rulings on what it can't negate,
and minus .25 for being Limited)
Aesthetics: 4.5/5 Apparently, half your LP is all
the payment you need for the power of GOD SAYS
NOOOOOOOOO!!!
Tomorrow's Card: Mirror,
Mirror, on the wall, turn the tables on this brawl.
Welcome again to the CotD. Blackmarketyugioh back
for some more. Today, we are looking at the all
powerful, true god card, Solemn Judgment. This is
the trap of all traps. It is a counter trap, which
can stop anything, including other counter traps,
and with a hefty cost of half your life points, you
will stop whatever you want, be it a summon, or
another spell or trap. Being limited to 1 is kinda
crappy, as I remember the days of playing 3 of this
all powerful card. This is a staple for almost all
decks, and is playable no matter what you play. Not
very many decks play no traps, with the exception of
Chaos Dragons, and Hieratics. And they handle
perfectly fine without SJ, or traps as said.
Advanced: 4/5 Would be a 5, but not all decks
havethe need for this card
Traditional: 4/5 Same as above
Artwork: 4/5 This card looks totally wicked as a
ghost/gold. The card just screams "I command you,
NO!!!"