2. This card does not stop Special Summons from the graveyard
3. The life point damage you take is negligible compared to the
harm you can do with this card.You will disrupt your opponent's plays,
prevent ignition effects and leave their field wide
That's a lot for just 1000 LP a piece.
The 1000 LP cost per monster seems influenced by Soul Charge, but
this card will also have you thinking about your
life points as well.You will decide if you want an aggressive
deck that uses Soul Charge or a defensive deck that
disrupts with Spacetime.Because it would be quite hard to accomodate
both, unless you only use 1 copy of each.
Naturally, I think deck types that are prone to abuse Special
Summoning will pick Soul Charge, and the rest will
pick Spacetime.Obligatory mention: Traptrix will get another
target out of this.
Power – 4/5 ; Returning to the deck gives the opponent less graveyard
power than simply destroying.As said earlier, it disrupts combos,
precludes effects and leaves their field wide open.
Versatility – 3/5 ; Depends
on your matchup.This card will do little against graveyard
abuse decks, but if those decks start XYZing, this
can stop that.
4/5 ; A pretty self-sufficient card, with no huge
weaknesses, life points aside, that will get in the
Most of the time, you'll only be stopping 1 monster,
so you'll only take a measly 1000 damage.
Card Advantage –
4/5 ; Expect to get a 1-for-1, but sometimes you
might get (as Bill/Pojo likes to call it) a two-fer.
Speed – 4/5 ; Main Phase 1 trap, so it's faster than the majority of
viable traps out there.
Traditional – 2/5 ;
Graveyard Special Summoning is big in this format.
Advanced – 4/5 ; All decks should main/side
(total) 2 copies of this card.
Mechanic Design – 3/5 ; I like the "life
points matter" idea, and since it doesn't affect the
graveyard, it has a fair weakness.
– 3/5 ; Pretty basic art, but the secret rare
printing makes it look really good.
A great "Trap Hole" card that takes care of Pendulum Summoning
and Extra Deck summoning.
Time-Space Trap Hole
Here we have the latest addition to the “Trap Hole”
Oh how far Trap Hole has come from its original
release in LOB.
This card only effects your opponent when they
Special Summon a monster(s) from their Hand or Extra
Deck, so immediately the downside to this is that it
doesn’t prevent Normal Summons or Summons made by
something such as Soul Charge, still, I see this as
more of a complimentary Trap to add to your Deck
rather than being your number 1 go to card.
The great thing about this card though is that it
returns all the monsters Special Summoned back into
the Deck, this is going to mean that against
Pendulums all of those monsters will be returning to
the Main Deck since they are Main Deck monsters.
This is where I see this cards greatest strength,
being used against Pendulum monsters since it could
realistically wipe out their entire set-up,
otherwise T-STH is most likely to hit only 1 monster
at a time.
As for the Life points lost by using this card, I
can see at face value that many players may be
concerned about such a thing, especially since it
could quite easily impede on being able to use Soul
Charge, also many will prefer other alternatives
such as Bottomless Trap Hole or Torrential Tribute
and as such may consider overlooking this card.
Well firstly, you only lose the Life points if the
monsters actually return to the Deck, so if it gets
Negated, the good thing about this is that you do
not actually lose them, this is a good thing as I
see it, because if it was a cost this card could
become essentially far too risky to use in some
In many cases you should not really be paying that
many Life points when you activate this card,
against 1 monster you only pay 1000 LP, and this is
more than reasonable. Against Pendulum monsters
realistically you’d expect to pay 3000 LP (I use
what I estimate to be an average here), but this is
a loss of Life points that I perceive to be more
than reasonable, after all if you are able to crush
your opponents Pendulum set-up this cost is more
than fair and reasonable I feel.
As to what I said originally about this card being a
complimentary card… Space-Time Trap Hole is NOT
going to replace many other Trap cards that already
belong in the deck, but along side those other Traps
it’s going to be extremely useful.
Finally, T-STH has some advantageous good points:
It doesn’t target, so it gets around those pesky
“Cannot be Targeted” monsters.
It doesn’t Destroy, again this is very important,
and against oh… El Shaddoll Winda you can actually
have a good response to it.
It can remove multiple monsters at the same time,
very few other Traps available in circulation can
actually do this, only real comparative cards to it
are Bottomless Trap Hole and Torrential Tribute.
You only lose the Life points if the effect to
return to the Deck is successful, so if it’s Negated
or the monster doesn’t return to the Deck for some
reason you would not lose those Life points.
Traditional: 2.5. Monsters here are Special
Summoned, quite often in their masses, so being able
to respond in a way in which they can be removed
from the field and not go to the Graveyard is
certainly of great benefit.
Advanced: 3.75. Against 1 monster, 1000 LP is fair
cost, but against a theoretical 5 it could be far
too much to pay. Biggest real issue that I see is
that it doesn’t stop all Special Summons. But the
above stated advantages should however be of more
than enough reason to make one consider this card….
So obviously since the National Championship
there really haven't been any regular advanced "big"
tournaments to garner any results from because the
only way to get results is for the fine users on
Pojo and other sites to post their decklists.
However this past weekend was TCGPlayers 2.5k open,
and there are a degree of results from that. What
does that have to do with our COTD? Well it shows
there's USE. At least 3 decks in the top 16 saw use
of Space Time Trap Hole, 2 of them mained them, 1
deck sided them. It's amazingly solid in use, I've
seen people complain about the Lifepoints but to be
fair, come on, we all played either 3 solemn
judgment or 3 solemn warning at one point. You
return a monster special summoned from the hand or
the extra deck back to the main deck/extra deck and
afterwards you pay 1000 lp for each one returned.
Now few things are more annoying than activating
solemn warning, paying 2000 lp and having it
wiretapped. At least here, you don't pay unless you
return, similar to soul charge. Even better, it's
searchable by Traptrix Myrmeleo, which has become
the new Tour Guide from the Underworld in recent
Advanced 4/5 - Searchable, splashable, one of those
cards that just will see play once we have our first
YCS of the season, get them now before they
Continuing our look at Duellist Alliance we look at
Time-Space Trap Hole aka Anti-Pendulum Trap Hole.
Effectwise it is quite simple if your opponent
Special Summons from the hand/Extra Deck; the
monsters return to the owners deck; however you lose
1000 LP for each monster. To be honest this card
could do you more damage than your opponent. You
lose life points just to delay your opponent, you
haven’t gotten rid of the monster or negated the
summons, so they are in your opponent’s deck ready
to be used again.
The life point damage is a concern but it is
basically the same gamble you play with cards like
Soul Charge and you are only going to use this is
you can afford the damage. Also this card doesn’t
stop special summoning from the deck and graveyard
which are pretty big areas to ignore. Furthermore we
already have two cards that deal with multiple
summons, Torrential Tribute and Bottomless Trap
Hole. Bottomless is way better than this card,
barring the need for the monsters to be 1500 ATK or
more, it will banish the monsters and it doesn’t
care where they came from.
Overall, more of a potently expensive delaying
tactic than a proper solution to deal with Pendulum
Hello Pojo Fans,
Time-Space Trap Hole is another weapon for players
to use against the new Pendulum Summons, as well as
other forms of Special Summoning. The Pendulum
monsters don't hit the graveyard when destroyed
regardless, so shuffling them into the Extra Deck
isn't a negative. By not “destroying” or targeting
the monster(s) Special Summoned from the Extra Deck
or hand when Time-Space Trap Hole is activated, you
get around monsters that can protect themselves or
gain effects when destroyed.
This card will cost you only 1000 Life Points most
of the time, which isn't bad at all. However, this
card has the potential to get expensive. Bottomless
does the same thing this card does but covers all
forms of Special Summons and doesn't cost anything.
If you have an open slot you can run this card with
little worry. It will give you help against Pendulum
Summons and aid you against your opponents Extra
Gentleguppies and Ladyguppies, I know you may be
wondering why I did not review yesterday's card.
Well that is a simple one. I was busy infiltrating
Konami R&D. With the aid of my dad's uncle's best
friend's cousin's aunt who works at Konami, I was
able to sneak in and record things R&D said about
cards. This week I will be providing you with quotes
for each of the cards I review. For the sake of
anonymity, I will not disclose the R&D guys' names.
Hello and welcome to Terrorking's review
of Time-Space Trap Hole. Let's be honest with
ourselves: the only way to play Yu-Gi-Oh these days
is to summon a bunch of monsters, either from your
hand or the Extra Deck. That's why this card only
hitting monsters summoned from the Extra or the Hand
is a laughable restriction. Though this card hits
pretty much every deck out there, it's main use is
probably hitting Pendulum. They go to the Extra Deck
when they die, so when your opponent tries Pendulum
Summoning them from there, just flip this and return
all the Pendulums to the deck. Further, should your
opponent try to Pendulum Summon a bunch of monsters
from their hand, you can just flip this and send
them all back to the deck.
It basically shuts down whatever play your opponent
tries. See, this would be a better design if the
card destroyed them so your opponent has room to
counter, but nope, this uses a form of removal no
card has protection against. Oh, and I guess
Traptrix now has another powerful "Trap Hole" at
their disposal. Whoops. How dare they try and play
the game while I have this face-down! Anyway, your
quote for this card:
"Wait, why is this unlimited while Bottomless Trap
Hole, that uses a less powerful form of removal,
Time-Space Trap Hole is the newest Trap Hole to
be released, and it’s certainly a powerful one. The
ability to send back any Special Summoned monster
back to the Deck is a highly useful effect that
allows one to bypass the monsters that are immune to
destruction or have effects upon destruction. With
the advent of Decks like Shaddolls, Yang Zing, and
Burning Abyss, this is certainly a good trait to
Being a “Hole” Normal Trap Card means it is
searchable by the ever-popular Traptrix Myrmeleo,
meaning players who use it can have something
besides Traptrix Trap Hole Nightmare (which, while
good, is situational) to search out along with
Bottomless Trap Hole.
Time-Space Trap Hole will also prove strong as
Pendulum-based Decks rise in popularity, as it is an
easy way to completely remove every monster Pendulum
Summoned as a threat; be wary of your Life Points
though, as 1000 per monster can be very steep if
you’re taking out multiple at once.
Much like Bottomless, however, Time-Space Trap Hole
is not very effective if you are already in a losing
position, and does not help break established
boards. Thus, outside of Traptrix Decks, I would not
recommend playing more than one (two if you opt not
to run Bottomless).
All in all a very welcome addition to the Trap Hole
series and certainly one that will be seeing some
play with Bottomless Trap Hole currently sitting on
the Limited List.
We look at a Timey-Wimey card from Duelist
Alliance, Time-Space Trap Hole. A Normal trap card,
its effect says that whenever your opponent special
summons a monster(s) from their hand or extra deck:
Shuffle that monster(s) back into the deck and you
lose 1000 LP for monster that is returned. This card
was made to stop Synchro/XYZ/Pendulum summoning dead
in its tracks. Al for the low cost of 1000 LP per
monster returned by this card's effect. Don't look
at me like that, if you can play Soul Charge, then
you can play this. The ability to make your
opponent's strategy all wibbly-wobbly by hitting
their extra deck/hand special summoning and sending
their monster(s) back to the deck will leave them
most likely without a lot of resources after that.
The bad side of this card, it doesn't stop special
summoning from the deck or graveyard, so your life
points may be deleted. Also since it only can go off
when you opponent special summons a monster or more
from the extra deck or hand, so it could be
exterminated by Mystical Space Typhoon or something
like it. A safe place is the side deck for this
card. Overall, this card isn't fantastic, but it is
Side Note: In case you missed it, I really like
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