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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Trap Stun
#GLD4-EN050

Negate the effects of all other Trap Cards on the field during this turn.

Card Ratings
Traditional: 2.33
Advanced: 3.50 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed:
April 9, 2014

Back to the main COTD Page

 

Dark

Paladin

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 state previously.
 
Ratings;

Traditional:  2/5 
Advanced:  3/5
Art:  4.5/5


Kingof
Lullaby

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.
 
Traditional- 3/5
Advanced- 3/5
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.
 
Until Next Time
KingofLullaby


Baneful

Trap Stun

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 anyway.

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.

Traditional: 2.0 (Okay)
Advanced: 3.5 (Very Good)

tails512
YouTube

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 through.
 
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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