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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Wiretap
- #DRLG-EN035 When a Trap Card is activated: Negate the activation, and if you do, shuffle that card into the Deck.
Card Ratings
Traditional: 2.25
Advanced:
3.33
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed:
May 9, 2014
Back to the main COTD
Page
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Dark
Paladin |
Wiretap was also a card I put some thought into
reviewing last week. Cards like Raiza were the
beginning of an era that showed us it can be just as
good (if not better) to recycle, than destroy.
Wiretap is quite the interesting Trap. We do play
certain cards that aren't necessarily dead draws,
but are better draws at certain times than others.
Wiretap doesn't require a cost, it just lets you
negate the activation of a Trap, and return it to
the Deck, assuming you were successful. Honestly, I
don't see this as a bad card at all. If you're
successful, you're breaking even, although yes the
opponent could redraw the Trap, but even so, even
the next turn, they're still set back a draw. That's
the important factor here. Early to mid game, I
think this card is quite good. More cards in the
Deck, more time to lose it, maybe you won't see it
again. Late game this thing could be a gen, say 5-10
cards, getting rid of the game winning Trap, and
winning on your own. I wouldn't be surprised to see
this guy catch on.
Ratings:
Traditional: 2/5
Advanced: 3/5
Art: 4.5/5
|
Leo
Kearon |
Wiretap
Counter Trap
When a Trap Card is activated: Negate the
activation, and if you do, shuffle that card into
the Deck.
Wrapping up another week of Dragons of legend
cards we have Wiretap, a card that appeared in the
very first episode of Yu-Gi-Oh! 5Ds by Trudge and
was never played again
Wiretap is a Counter Trap with a simple effect,
if a trap is activated; you negate the activation
and shuffle that card into the deck. Personally I
would prefer the trap card destroyed instead of just
postponing it, but it is still a nasty effect. The
opponent may never draw it, or it might become a
dead draw, it would increase their deck size
therefore reducing the chances of them drawing
something they really need. Of course the fact that
there is no cost/disadvantage does help
Overall, while it doesn’t destroy the trap, it
could still annoy your opponent and the lacko f any
bad for you does help.
Traditional: 3/5
Advanced: 3/5
|
Cyberplum |
Crazy busy week for me, but thankfully the one
review I can write this week is for Wiretap, one of
the more entertaining cards out of the Dragons of
Legend set.
Wiretap is very similar to Seven Tools of the
Bandit, but the downside to this is instead of
paying 1000 LP, you give the trap back to the
opponent by putting it back in their deck. This may
have an upside; let your opponent pay 2K to play
warning, only to have it go back to their deck for
later. Late game it could very well become a dead
draw, giving you that much more momentum.
Another great use is to stop other Counter-Traps,
specifically deck-unique ones. Imperial Tombs comes
immediately to mind immediately, along with
Infernity Barrier, Retort, and Gladiator Beat War
Chariot. You can also of course just use it to stop
battle traps, giving you a clear path to the
opponent. Stopping any inconvenience, from Mirror
Force to Safe Zone, will give you an advantage in
the long run.
Some may compare Wiretap to Trap Stun; they both
have their perks. Trap Stun can be activated on your
own to negate everything before you take any action,
though it can be countered and responded to. Wiretap
has to lie in wait for a trap to be activated, but
is harder to chain to. It really comes down to the
type of deck you play; if you need a fast OTK or big
swing then Trap Stun is your tool. Activate it in
your main phase 1 and don't worry about anything the
rest of that turn. If you're playing a slower, more
grinding deck like Bujins, Gravekeepers, even
Firefist, you might consider Wiretap. It's certainly
a decent card, and a good trap to keep in your
toolbox.
Traditional: 2/5
Advanced: 3/5
Art: 3/5
Thanks for reading and have a great weekend!
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Christian
Moss |
We are ending this week with a
card that has seen significant play within the meta
since its release recently in Dragons of Legend.
Wiretap is a counter trap that can be activated in
response to an opponents trap activation, you can
negate the effect and return the card to their deck.
The deck is then shuffled.
The first thing you might notice is how similar this
card works to Seven Tools of the Bandit, an old card
from one of the very first sets of the Yu-Gi-Oh TCG
that has remained relevant up until now. Even though
Seven Tools negates and destroys the trap instead of
sending it back into the deck for just 1000
lifepoints paid, Wiretap has quickly become the
superior option because of way the current meta has
shifted.
There are currently a handful
of cards that cost lifepoints that are considered
"staples" (or necessities) in meta decks that cost
significant amounts of the players lifepoints in
order to activate. Solemn Warning was the first with
a mandatory cost of 2000, but now Soul Charge has
quickly joined the ranks as a must run card at 1 to
2 copies in mostly all decks that run monsters
without special summoning restrictions from the
grave. Also less of staples but very necessary side
deck options and worth an honorable mention are the
Drain family of cards including Skill Drain, Soul
Drain, and Mind Drain which all cost 1000 lifepoints
to activate. Because competitive players can now
burn through more than half of their own lifepoints
by self activated card effects, lifepoints have
become a hotter commodity than in the past and as
such, they are now being conserved more than ever.
For this reason, duelists are not so willing to give
up 1000 lifepoints to activate Seven Tools of the
Bandit.
Overall, Wiretap does exactly what Seven Tools used
to do for duelists who needed to negate trap
activation's. Even though the card is sent back into
the opponents deck rather then being destroyed, a
majority of the time this effect is more than
crippling enough and a well timed wiretap can be
instrumental to foiling the enemies plot.
Ratings:
3/5 Traditional
3.5/5 Advanced
Mechanic Design: 2.5/5 (Somewhat of an unnecessary
card since Seven Tools exists and has a very similar
effect. An example of blatant power creep. Wiretap
is a powerful card, with an unoriginal effect.)
3/5 Art
|
Baneful |
Wiretap
With the American NSA controversy it's a little
bit of coincidence that "Wiretap" is being released
now, but the main point here is that it's a great
trap card that's definitely worth adding to your
collection. Unlike Royal Decree and Trap Stun, it
won't undermine your own trap line-up. And being a
counter trap, it's much more reliable and harder for
the opponent to prevent.
Immediately comparable is Seven Tools of the
Bandit (another counter trap that negates a trap and
destroys it if you pay 1000 life points). 1000 life
points is quite a cost. Not something huge, but in a
meta with lots of anti-trap options, you would be
more inclined to want to save your life points.
Not all is dandy with Wiretap though. By
returning it to the deck, you let your opponent use
it again. If you negate Torrential Tribute, you
still have to worry about them trying to kill your
swarm again. And if you are using it against a
devastating trap like Macro Cosmos, you are just
enabling it to come back again.
All in all though, it's a very well rounded
option to negate traps. It's by no means an example
of power creep, though some may consider it a step
up. One of the best cards in the new set and it's
likely to stay with us in our meta for years to
come.
Traditional – 1.5
Advanced – 4.0
|
Terrorking |
Let me start by saying Wiretap is a good card.
Good and strong.
Now why did I start with that? Simple. Did a card
like this need to be made? It completely overshadows
cards like Seven Tools of the Bandit, and other such
counters by being so flatly better. This is free
negation, which I don't feel is right. If you're
cautious of traps, you should probably max out on
this since there is no cost or anything to using it.
Apart from just providing negation, this refills the
opponent's deck, and in this game you want your deck
to be anorexic, not bulimic. By all means, do use
this card. Slap it into any deck that you think
would run afoul of traps, there are no consequences
to doing so, after all.
Advanced: 3.5/5
Traditional: 2/5
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