Overall Score: 2.0 (only
useful in Lord of D. decks, see below)
Casual Play: 1.5
Tournament Play: 2.5
We once again reach a
card that had great potential, but, at least in the
current environment, falls short.
We're talking Remove
Trap.
This nifty little card
will destroy any opposing face-up Trap card on the
field.
Why isn't it that useful
right now, though?
The only Traps this card
work on are Permanent/Continuous Traps. All of
the rest of the Traps can't be destroyed by Remove
Trap due to the Trap cards' advantage in spell speed
(they are 2 and 3, while Remove Trap is 1), so
chaining doesn't work.
The only two Permanent
Traps in play so far are Dragon Capture Jar and
Ultimate Offering. We'll leave Ultimate
Offering out of this discussion, because Ultimate
Offering should not be destroyed if it can benefit
you as well.
Let's talk Dragon
Capture Jar.
Most people use Lord of
D. as a protection against this.
I hate to burst your
bubble, but you've been playing incorrectly.
According to Edo's
English Expert Rules Page (http://www.stormpages.com/edhrzic/Expmon.htm),
Dragon Capture Jar does is not affected by Lord of
D., because Lord of D. only protects against effects
that target one monster. Since Dragon Capture
Jar simultaneously target all Dragons in play (and
that can be more than 1), it is not affected by Lord
of D.
Enter Remove Trap.
With this little
critter, that Jar is shattered.
Sadly, that's the only
use for this card right now, and probably its only
use, as soon, we will get the infinitely better
Cyclone.
Combos:
Remove Trap + Dragon
Capture Jar = Release the dragons!
Counters:
All non-Continuous Trap
cards: Since they will spend all of their time
face-down, they will not be affected, and they can't
be destroyed when they are activated due to their
higher spell speeds.
Casual Play:
Nah. No one will
play Dragon Capture Jar in casual play. Heck,
you'll be lucky to see a serious Lord of D. deck
here, thus making Remove Trap worthless.
Tournament Play:
I suppose it's necessary
to throw a couple of these into a Lord of D. deck,
just to eradicate those idiotic DCJ.
Verdict:
If you're playing a Lord
of D. deck, use it. Otherwise, stay far, far
away.
Metal Raiders:
Things aren't looking
too good for this guy here, either. It can't
stop many of the popular traps to come, like Holy
Barrier - Mirror Force, Magic Jammer, and the
upgraded Remove Trap, Thief's Swiss-Army Knife.
You can use the aforementioned Thief's Swiss-Army
Knife (pay 1000 LP, negate/destroy activated Trap
card), or the all-powerful Declaration of God (pay
half your LP, negate/destroy activated Magic/Trap
card or summoned/special summoned Monster).
Trade this thing for a De-Spell or something =/
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