Trap week it is.
Let's look back years ago.Spells were always the most powerful cards.Monsters were just generic beaters and there
were only a handful of good traps.Now, with monsters more dominant, traps allow
you handle monsters immediately rather than waiting
And today we're looking at one of the best traps in
Kaiser Colloseum is probably the better option for the "average"
deck that wants to keep swarm under control.But Vanity's Emptiness is overall a better
card that works really well for certain decks.Two examples would be Sylvan decks stacking
into this card first turn and Infernities/Blackwings
that can summon Number 66: Master Key Bettle for a
Decks that rely on Special Summoning to get their key plays in
are dead.This includes Evilswarms, Fire Kings,
Madolche, Geargia and lots of others.HAT players won't have a ton to fear because
they're more defensive, but it still shuts down
their Artifact engine for a little while.I can totally see this card as a side deck
option, if you don't decide to main it.So long as you aren't using a
If Vanity's Emptiness ever sees more use than a niche for more
skilled players, people will run 3 MST, Dark Hole
and other 1-for-1 removal to force-pop it.But I think, for now, VE is best used to
surprise the opponent and choke them out as they
have no way to break out of it.
Power – 5/5 ; This is a floodgate.Floodgates can shape the entire duel.Even if this card only works for a turn
before it has to be destroyed, disabling the
opponent for a turn is all that it takes to gain a
significant lead on them.Oftentimes, this card wins you the duel.
Versatility – 3/5 ; This is
a card you want to draw first turn, in conjunction
with a really otherwise good opening hand.Later in the game, its not quite as golden,
but it still can be used to support an offensive
push or stall.Its not unlikely to stall the opponent for
2-3 turns with this card.
3/5 ; This card has no cost of activation, however
it does require a strong setup to use.Its still more dependable than the other
Vanity cards (Vanity's Fiend and Vanity's Ruler).I wouldn't use one tribute, much less two,
for something I can activate for free.
Card Advantage –
4/5 ; Depends entirely on how you use it.At worst, it can be a -1.At its best, it can win you the duel.It doesn't give you card advantage in the
direct sense, but making the opponent's cards
useless helps your card economy nonetheless.
Speed – 4/5 ; Not sure if this is a card can really be measured in
terms of speed, but you can activate it on the
opponent's Draw Phase.What else could you want from a continuous
Traditional – 3/5 ; Easier
to destroy, but overall can prevent lots of combos
Advanced – 4/5 ; It's a borderline case for
lots of decks, but for decks that can manage its
strengths and weaknesses, its Muhammad Ali.
Mechanic Design – 4/5 ; Quite fair.Strong with a clear weakness.Its a skill card.It takes restraint no to activate Normal
Spell/Trap cards in order to keep alive.
– 2/5 ; Gets the job done.
Vulnerable but super-powerful floodgate grants skilled players
Vanity's Emptiness has an
insanely powerful effect which at the same time has
a very fragile limitation. The ability to special
summon however you please, and then when it comes
time for your opponent to summon, just flip the
light switch so to speak, is quite uncanny. Most
decks in this meta rely on special summoning
monsters, and if they are unable to, they may simply
not have any plays at all.
If any card so much as touches your grave, then this
card is destroyed. This effect can usually help you
if you plan ahead and want to be able to special
summon again yourself, just activate something and
destroy Vanity's Emptiness. There will be several
times, however, when this is not possible and
activating the card will turn the duel into a
stalemate until something can be destroyed on your
field, so think accordingly.
Number 66: Master Key Beetle combos very nicely with
this card. Use its effect to protect Vanity's
Emptiness and it creates a lock so powerful many
decks such as Lightsworn's, Pure Geargia's,
Sylvan's, Dragons, etc will struggle to make any
plays after it.
Vanity's Emptiness is an absolutely forceful card
that can lock the opponent out of plays entirely,
and it's no secret as to why this has been a $15+
common card and rising.
Traditional – 3.0/5 ; Really
good if you can make it so your opponent can't make
their plays after making your own
Advanced – 4.25/5 ; Absolutely punishing effect that
although fragile, completely stops the opponent from
Mechanic Design – 4/5 ; Potent effect which comes at a
price of ample timing
Artwork – 4/5 ; Really
creepy look and appeal
Here we have one of the more hated Continuous Trap
cards currently in circulation, and here’s some
examples as to why.
You set-up your field with Vanity’s Emptiness and
the best Xyz monsters for the current situation at
hand to protect not only you but also to hurt your
opponents plays, then as Xyz monsters materials
don’t count as being on the field, when any of them
go to the Graveyard, Vanity’s Emptiness remains and
prevents your opponent from being able to Special
Summon themselves out of the situation at hand.
Master Key Beetle being the best Xyz to protect it
in most cases.
Also, Macro Cosmos, Banisher of the Radiance and
potentially even Dimensional Fissure may also be
able to create a similar sort of “Lock” as well.
Even Imperial Custom could be used to make it last
longer on the field as well.
While the above may in some instances be able to
form examples of more ideal situations in which your
opponent may well not actually be able to destroy
Vanity’s Emptiness, in more realistic game
situations, locking your opponent out from being
able to Special Summon for even 1 or even 2 turns
should for most decks be enough for you to land that
game ending blow.
Certainly this card does have some fragility, but
that fragility can be used to good effect, after all
you can control when you want this card to die, and
as such you may well be able to be able to Special
Summon again with ease during your next turn.
Because of this fact, even Special Summon heavy
decks can Main Deck this card without slowing them
down or effecting themselves in the mere slightest.
Traditional: 2.5. While not Royal Oppression you
could use a single copy of this along side of it to
add an extra way to hurt your opponents Special
Advanced: 4. Used correctly and well, this card can
essentially force opponents to scoop, able to create
game loss situations, and able to be played around
by it’s owner with ease makes for an extremely
powerful card. Both Main Deck and Side Deck worthy
in almost anything.
Continuing our Trap Week, today we look at
Vanity's Emptiness, a card that was first introduced
in Starstrike Blast.
Vanity’s Emptiness has a simple but extremely
powerful effect; Neither Player can Special Summon.
Unsurprisingly this is a very powerful and annoying
card in this day and age where special summoning is
very important for most decks and all the new game
mechanics and major archetypes revolve around
Of course there are three major flaws with this
card. First off it prevents you from Special
Summoning, but if you are using this in your deck
you have already thought of that. The second problem
is that it has a self-destruct effect, which
activates when a card goes from the Deck or field to
your graveyard. What’s more it doesn’t have to be
your side of the field it could a monster your
opponent took and tributed. No matter what a card
with a self-destruct is never a good thing,
especially with one where it could blow up just by
you playing a spell/trap card. The final flaw is
that it is a Continuous Trap, so it has all the
inherited weakness of a Continuous Trap.
Overall a powerful effect but it is let down by a
hair trigger self-destruct. It is useful as a one
turn prevention against your opponent but don’t
expect this to stay on the field for long.
Hello Pojo Fans,
Another Trap, another Side Deck option in
Vanity's Emptiness. If you don't Special Summon, or
if you Special Summon less than your opponent, this
card may be for you. There are several ways to combo
this card to keep it on the field for several turns.
As long as a card doesn't go from your deck or field
to the graveyard, Vanity's Emptiness will stay put.
If running removal cards like Banisher of the
Radiance or Macro Cosmos, it may be some time before
Emptiness leaves. Xyz Materials detached don't count
against this card, so you are free to Xyz before
activating Emptiness. This card slows down so many
decks, even if for one turn it is unbelievable. If
you need to Special Summon, activate a spell/trap
and get rid of Emptiness that way.
Vanity's Emptiness doesn't have any inherited
protection for itself, so it is left unguarded most
of the time against monster effects and Mystical
Space Typhoon. There are cards to help protect it,
and if playing Magic Planter you can break even off
of it while at the same time allowing yourself to
Special Summon. Combo this with Master Key Beetle
for one of the easiest ways of protecting it.
Side Deck for most, main deck for a few.
Until Next Time
You see this sandwich? No you don't. I'm eating
it. It is devoured. It is gone. I remain. I always
remain. Do you feel my deepness? I am so deep and
impactful. I am a soul like none else. I am your
Good morrow, dearies. Welcome to another review.
Who's on the chopping block this time? Our vain
friend, Vanity's Emptiness. This feels like a card
I've reviewed before, so I went back to check...
nope, I've never reviewed it. I do recall bringing
it up a bunch, but it seems it has never been
formally reviewed. Funny when that happens. Anyway,
I feel like before I start talking about Vanity's
Emptiness' viability, I should talk some history.
Vanity's Emptiness, around early- 2012 and all
time before, was an oft-overlooked card seen as
trash. Then along came Order of Chaos and a neat
little TCG-exclusive card: White Dragon Ninja. At
the time, I was a Ninja player leading my own little
band of players who also enjoyed the Ninja
archetype. When WDN was revealed, someone brought up
Vanity's Emptiness as a card that would have a very
potent bite for the decks with big Xyz monsters that
Ninjas had no hope of standing up to for long. If
you don't know what WDN does, it prevents traps from
being destroyed, so you could activate this and then
your opponent and its own effect would never be able
to get rid of it without getting over your 2700 ATK
monster. It was quite the potent combo, and for a
time, it was all Vanity's really had to its name.
Then came 2013 and Lord of the Tachyon Galaxy.
More specifically, the Dragon Rulers. More more
specifically, Dragon Ruler mirrors. That's when
people truly realized how good this card was and it
started cropping up in Side deck after Side Deck,
and many main decks as well. To cut the story short,
the ability to flip this on your opponent's turn,
shut them down, then get rid of it on your own turn
and crush your opponent is quite deadly. It's a
powerful card, brochacho. Use it.
Hey look, quite possibly the most requested to be
reprinted cards EVER(personally I see it getting one
in LC5Ds..how awesome will it look as a foil?).
While face-up, Emptiness prevents either player from
special summoning monsters. Being chainable, you can
force your opponent to waste resources before using
it(ie chaining to the pitch effect of redox, or even
when a ruler banishes to summon). It has its
downside in the fact when a card you control goes to
the graveyard from field or deck, it destroys
itself, but decks like Bujin's easily get around it
as you never send from the deck for Yamato's effect
and you aren't under necessity to special summon.
You still see it in side decks from time to time but
the Dragon Ruler format was definitely the hey-day
of Vanity's Emptiness and will continue to be one of
the priciest commons of all time in YGO.
Traditional - 4/5 - shuts down most of the OTK
decks(Scientist, Frog, Last Turn, etc)
Advanced - 4/5 Still a very powerful card and
special summon decks are still quite rampant. This
will continue to see on/off play for the foreseeable
is another set with an interesting history behind
it; not only is it the only set to never have an
Unlimited Edition run (thereby making every card in
the set more valuable than normal), it, much like
Cyberdark Impact, has had several cards suddenly increase in
popularity long after the set came out.
One such card is Vanity’s Emptiness, which first saw
major play towards the end of the March 2013 format,
when Dragon Ruler and Spellbook Decks dominated, and
has become a popular choice in many Decks since
then, such as Bujin, Sylvan, Infernity, and even the
upcoming Shaddolls. And it’s easy to see why; the
card is very similar to the currently Forbidden
Royal Oppression in its ability to lock down on
summons. When used properly, Vanity’s Emptiness can
completely lock the opponent out of the game after
you have already established a board. Plays like
this can shut down any chance your opponent had of
mounting a comeback.
The card’s drawback makes it a little trickier to
use than its banned brother, however. The fact that
it self-destructs when a card goes from the field or
Deck to your Graveyard means that you can’t commit
anything to the board that runs the risk of easily
being destroyed, nor can you activate any Spell or
Trap Cards that would go to the Graveyard after
their use. Additionally, the card isn’t very
effective if you haven’t established a board first.
All of these factors create a card that requires
some thought to play, but when used correctly, is an
incredibly powerful floodgate.
Traditional: 2/5 (you have Royal Oppression here)
There's a lot for a card that has Empty in its
name. Vanity's Emptiness is a double edged
sword/continuous trap card that will not allow any
player to special summon monsters, and is destroyed
when a card is sent from your field or deck to your
graveyard. This is best played during your
opponent's turn, stopping whatever nonsense they
might be up to. But since it is a continuous trap,
Emptiness becomes a instant target as your opponent
will do whatever to get rid of it as soon as they
can. A great side-deck card, balanced out enough to
not make it too overpowered, and good enough to
throw your opponent off their game if they can't
destroy it right away.
Traditional: 2 (Way too much Spell/Trap removal
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