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Pojo's Yu-Gi-Oh Card of the Day
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A-Team:
Trap Disposal Unit
Rare
This
effect can be used during either player's turn. When
your opponent activates a trap card, tribute this
face-up card to negate the activation of the trap
card and destroy it.
Type
- Machine/Effect
Card Number
- RDS-EN033
Ratings
are based on a 1 to 5 scale
1 being
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 01.18.05 |
Coin Flip |
[Since this is probably the first day of the week that
CotD's will be in on time and read by everyone, I
would like to announce this week as "Pojo Staff
Inside Joke" Week. It will cover next week, too,
because I count in binary. The rest of my fellow
reviewers may give you more inside jokes next week,
depending on how playful and rentsy they are, and
how fat Cor- Never mind.]
Now- A-Team? Let the lawsuits fly.
Erm... Really though, this card is garbage. Not even
rentsy garbage, just garbage. There's a reason Jinzo
exists, and it's so that we don't get normal rare
monsters with horrible stats and effects that make
even small children want to laugh. Seriously, if you
have Harpie Girl and this in a draft, choose Harpie
Girl. It will kill this and suicide with a Woodborg
Inpachi. There's something good to be done with it.
No running this card. Run Jinzo over it. Hell, run 7
Tools of the Bandit over it. 7 Tools is more rentsy.
Honestly, Cory's mom- er, you will thank yourself.
Any deck:
1/5 Traditional
1/5 Advanced
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Tranorix |
A-Team: Trap Disposal Unit
This is an interesting little monster. Its stats are
nothing special - being LV2 even prevents him from
becoming potential Metamorphosis food – but there is
a nice effect that redeems him.
He’s kind of like Maryokutai, but for Traps. Your
opponent activates a Trap? Tribute this guy and
negate it. Of course, your opponent won’t activate
many crucial Traps if he knows you have something
that can negate it, so he’ll probably either get rid
of your A-Team himself or get you to waste it on
less important Traps. Resultantly, it’s not that
great.
The best use I can see for this is in a Machine
Deck. You can summon one, then use Machine
Duplication to bring out the other two, thinning
your deck and ensuring that your Limiter’d Machines
will be able to attack without fear of Magic
Cylinder or Sakuretsu Armor.
Traditional – CCCC: 2.5/5
Traditional – Machine: 3/5
Advanced – CCWC: 3/5
Advanced – Machine: 3.5/5
OVERALL RATING: 3/5
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Snapper |
A-Team: Trap Disposal Unit
Today’s card is A-Team: Trap Disposal Unit, an odd
monster with Trap negation abilities.
A-Team really isn’t a good monster. With 200 ATK and
400 DEF, it won’t be living for very long without
some protection. Unfortunately, the effect doesn’t
really help A-Team very much. By offering A-Team as
a Tribute you can negate the activation and effect
of a Trap card and destroy it. The effect is a
little rare for a monster due to the fact that it
can be used during either players turn, but it isn’t
enough to make A-Team a good card.
Despite the possible usefulness of A-Team’s effect,
there are better monsters that do a better job at
negating Traps. Jinzo is an obvious example of a
better monster, as are the numerous other Trap
negating monsters released in RDS. Non-monster forms
of Trap negation are also overall better than A-Team
mainly because they don’t waste a summon.
I like the effort that is being made to give us less
broken forms of Trap negation, but the forms these
alternatives are taking aren’t very appealing.
Advanced Format: 1/5. There are quite a few superior
alternatives.
Traditional Format: 1/5. There are quite a few
superior alternatives.
Overall: 1/5.
Art: 2.5/5. “Buy a bag of ‘Gummy Men’ today! They’re
America’s favorite chewable sweet! They taste good,
wear helmets, and will prevent all ambushes you may
encounter.”
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ExMinion OfDarkness |
A-Team: Trap Disposal Unit
Here we have the Maryokutai for Traps.
Basically, the premise is the same -- you can put a
really weak monster out in ATK mode, and if someone
activates a Trap, he can tribute himself to negate
it. His Fire type does little to help his cause;
Machine might get away with something involving
Limiter (where you have him out, he stops the Trap
that stops you from Limitering them to death if they
have it, and if you're not killing him that turn, at
least you didn't leave a 300 ATKer in ATK mode
because Limiter killed it.)
I like Maryokutai better -- if playing stall, you
had to use a Spell to kill the stall cards half the
time, and Maryo provided decent protection.
Personally, just stick to Scientist to yank out
Senshi, or the new RDS cards that prevent Traps upon
summon or Traps during the battle phase...or Jinzo.
2/5 both formats
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JAELOVE |
Wednesday: A-Team: Trap Disposal Unit
Rated For: The Mr T. Deck
They really dropped the ball on this one. I know
Konami is situated in Japan, but wouldn't a nice Mr
T. picture have worked for this card's art? Anyways,
everyone, check it out, it's another multi-trigger
monster (oooh aaah). The game does not have many
multi-trigger monsters, with Injection Fairy Lily
and Strike Ninja being two of the more notable ones.
A-Team is an interesting card. At face value, it's
always a one for one trade because you'll be dumping
a card of yours on the field for one on your
opponent's side. But is it really a one for one
trade? Or are there sinister variables left out of
the equation?
Let's think: Tributing A-Team for a trap card has a
few drawbacks. One, you lose tempo, your normal
summon. Two, a wiley opponent wouldn't activate a
trap when A-Team is on the field, instead opting to
bring out a monster and smack you for 1000+ plus
next turn. So A-Team will only be able to use his
effect when you're in a game-winning situation, and
the opponent HAS to use his trap to prevent
lifepoints from going down to zero. This actually
makes A-Team worthless, or at the very least only
usable in decks that use Level Limit Area B and
other such stall cards.
In that case, why would you use him? Burners/Stalls
don't have many traps to fear. Sadly enough, A-Team
proves to be nearly worthless. In my opinion, he
should have been a Level 3/4 monster with far higher
stats. And finally, to those who want to combo this
card with the new RDS card, Machine Duplication,
don't even think about it. The disadvantages of
running 3 or 2 of each far outweigh the advantages
of getting 3 on the field.
Advantage F/H: First of all, 300 attack won't get
anything done on the field. Second, nothing forces
your opponent to activate a trap, in which case
A-Team would be a
one for one trade. Note: If the best possible use of
a card is a one for one trade, as opposed to
consistently being one for one in and of itself like
Smashing Ground, the card is probably not very good.
Traditional Format: 2/10
Advanced Format: 2/10
Best Draw for the Situation: Let's be honest here.
What kind of player would activate a trap when a 300
attack monster is on the field, provided they have
enough life points? (You start with 8000). Wouldn't
you just wait for the next turn where a Gorilla
could smack it for 1700? Unless you're wasting
special summons on A-Team, he's probably never going
to be useful.
Traditional Format: 1/10
Advanced Format: 1/10
Attributes/Effect: He's a fire machine which makes
him both worthless for Chaos and useless with
Limiter Removal. His stats are 300/400. You'll
likely never be able to use his effect. Oh yeah,
he's also a worthless level 2. Any questions?
Traditional Format: 0/10
Advanced Format: 0/10
Dependability: You'll be running this guy to negate
traps. You won't ever negate a trap with him versus
a good opponent, unless you have a Black Luster
Soldier and you're about to attack for game.
Traditional Format: 0.5/10
Advanced Format: 0.5/10
The Bottom Line: Don't get this foo, sucka'. (To
quote the immortal Mr T.)
A BAD Score-- T: 0.56/5
A: 0.56/5
FORCE System Suggestions:
++ Counter-Disruption
-- Field Control, On-Field Presence, Resource
Replenishment, Energy
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