Trap Stun isn't the oldest of cards, given what
we've looked at recently, but it can be a handy
enough card to use. This might be more of a Side
Deck card, in my opinion. It's only a Normal Trap,
so it's not the quickest of cards, but negating all
the effects of other face-up Traps, even for a turn,
certainly can swing things in your favor. It might
be more useful if it said negate all Traps, ie, it
could prevent the opponent from activating other
Traps for the turn as well, but still good. You do
have to obviously hope it doesn't get negated by say
a Monster effect or something, but it's a Format
card. In a Format where Traps are heavy, I'd use
one. Otherwise, just carry one in the Side-Deck, as
Hello Pojo Fans,
Today is a card I've seen in several side-decks
throughout different formats: Trap Stun. A Normal
Trap Card, when you activate it, it will negate all
other Trap Card effects on the field this turn.
Use Trap Stun to prevent your opponent from
activating face-down cards that may be Trap Cards
before your Main Phase, allowing you to essentially
play without worry of being stopped by any face-down
cards in the spell/trap zone. Activate it in
response to a trap to negate it, or negate your own
traps to help you (Call of The Haunted).
Trap Stun is a Side Deck card more than a card you
would regularly run. You can, but most decks are
packed as is. It can be played over Royal Decree,
but instead of consistent protection from traps, you
get one turn, but can still run traps of your own
and not have to play around one of your own cards.
Art- 4/5- simple art, but I like it. Players loved
two of the three cards in the artwork: Royal
Oppression, Royal Command, and Imperial
Order...guess which two.
Trap Stun is quite good! Good compared to what,
though? Better than 90% of trap removal options in
the game. Still, there are cards that are just as
good as it that need to also be considered before
you decide to use TS. MST and Dust removes the cards
before they are a problem. Royal Decree is a
longer-lasting trap negater that works better if you
don't have a large trap line-up yourself. Seven
Tools of the Bandit costs some life points but is
much harder to counter than Trap Stun is. Not saying
you'll have a big problem countering Trap Stun
Trap Stun is probably the most delicately
balanced of the bunch. It negates traps for the
whole turn but also chains to a trap card, so unlike
Jinzo it makes your opponent waste a trap card. It's
good against Continuous Traps like Skill Drain and
regular traps like Mirror Force.
It's an aggro oriented card, more than a control
oriented card, but it can be used quite well for
both (though aggro decks may be better off running
it). The big downside is that you might draw into it
when you need something more defensive like Mirror
Force. And not all decks can accomodate this,
especially trap-heavy decks. While I acknowledge
it's a very good card, I never had the drive to
actually put it in one of my decks for some reason.
But that's okay because lots of people will find a
use for it, especially in such a trap-heavy format.
In Traditional, it's usually bad because most
decks in that format don't use Trap Cards. But some
decks like Magical Explosion, Makyura and Last Turn
do use them so it might be a viable side option.
With Heavy Storm banned, Trap Stun is probably
the closest thing to a replacement. At its best,
Trap Stun prevents your opponent from activating
their traps, allowing you to OTK through their
backrow. Even when it isn't acting as a
pseudo-Heavy Storm, Trap Stun can usually be used as
a one for one trap negation to push your plays
There are a lot of advantages to playing Trap Stun
over similar cards like Royal Decree and Seven Tools
of the Bandit. Royal Decree prevents you from
playing traps yourself, while you can easily run
traps alongside Trap Stun. Seven Tools only negates
one trap, which can be a problem if your opponent
has many you need to negate.
The only significant downside to Trap Stun is that
you cannot chain it to counter traps. You have to
activate Trap Stun preemptively, which is a minus
one in card advantage, unless your play that turn
makes up for the loss of a card. The good thing for
Trap Stun is the only counter trap in most decks is
one Solemn Warning, with Black Horn of Heaven and
Seven Tools of the Bandit also seeing play.
Rating: 4.5/5 (Great)
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