This card has been a classic since the early
Tournament Packs.Since it disables your traps and can't
conveniently remove itself like its counterpart
Imperial Order, its a polarizing card, but
nonetheless very good.
Traps have gotten more relevant in recent years.Good news: You can negate your opponent's
Bad news: It also blocks yours.But like with Vanity's Emptiness, you can
skillfully work around it.Perhaps, trigger your traps first and then
negate your opponent's stuff.The majority of players are better off with
Trap Stun, but Decree certainly has its purpose too.
A near-staple for very trap-light decks, and also a
good side option for some players.All collections should have 3 of this card,
but its relevance will vary depending on the meta.
This card rotates in and out of competitive play
more then most cards. The ability to shut down your
opponents traps and proceed for a OTK push really
puts yourself in a major game state position.
Currently, i've seen this card being sided in
Shaddolls to insure the Burning Abyss match up is
easier on them. Outside of that I do not see this
card making its way into main decks. Overall, still
one of the best blow out cards in the game to date
just not as prominent as it use to be.
This is the classic Side Deck card to use against
Trap Heavy Decks, or is used by Decks that run
little to no other Traps yet need protection from
Commonly seen as a Side Deck in Lightsworn, and can
even be Main Decked by an OTK type Deck.
Best used in response to the activation of a Trap
card that your opponent is trying to use since in
that way you can minus 1 your opponent.
Although since it is a Continuous Trap card it does
suffer from all the weaknesses that are normally
associated with Continuous cards.
As Royal Decree only Negates the effects of all
other Trap cards on the field, it does NOT prevent
you or your opponent from activating Trap cards, and
sometimes this can be an easy way for you to be able
to send a Breakthrough Skill to the Graveyard so
that you can use it during your next turn.
For most Decks, this card is simply outclassed by
effect. You Side Deck this only if it fits in with
your Deck type or if you have an irrational fear of
Traditional: 1.5. Not really ever going to see much
play here although it could be used in a Makyura
Mirror Match theoretically!
Advanced: 3. Being a continuous card that effects
both you and your opponent equally is a big issue
with this card, especially since it prevents Trap
cards… Cards that are designed to protect you. Best
used in a few Decks, otherwise, should be avoided.
Hello Pojo Fans,
TGIF everyone! We end this week reviewing a card
that has been around since around Tournament Pack 4:
Royal Decree. Throughout the years this Continuous
Trap has fluctuated with how much potential it has.
Now, even with three Mystical Space Typhoons looming
alongside other forms of s/t destruction, Royal
Decree is still a great card.
Simple to use: activate it, now all face-up traps
are negated and face-down traps cannot be activated.
Combine with cards like Call of The Haunted to
negate specific parts of a card that may have
drawbacks. Trap monsters become meaningless s/t spot
absorbers once Royal Decree is played. If your
opponent runs a heavy trap lineup this card could be
particularly devastating. Decree can also be used to
force one of your opponents destruction effect
instead of another s/t on your side of the field.
The decision to run Royal Decree over Trap Stun is
up to the player. If they are trap-heavy, then Trap
Stun would suffice. If they run few traps, Decree is
the logical choice. Cost free negating of a certain
card, the last time a card with the versatility and
ease Decree possesses existed was Imperial Order
(and that cost you 700LP a turn).
Until Next Time
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