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Pojo's Yu-Gi-Oh Card of the Day

Royal Oppression
Continuous Trap

Pay 800 Life Points. Negate the Special Summon of a monster(s), and the effect that Special Summoned the monster(s), and destroy both. Both you and your opponent can use this effect."

Type - Trap Card
Card Number - LOD-091

Card Ratings
Traditional: 2.25
Advanced: 2.50

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.


Date Reviewed - 09.12.05

 

Lord
Tranorix
Royal Oppression

Royal Oppression is a rather interesting Continuous Trap that’s popping up every now and then in Side Decks.

It has pros and cons. A big con is that it’s a Continuous Trap that both you and your opponent can use. So even if you use it, it can come back and screw you over later because so can your opponent, if he doesn’t just destroy it. Another con is that you must pay 800 LP each time to use its effect.

But there are pros: for example, you can use this to negate the summoning of Black Luster Soldier – Envoy of the Beginning. You can also use this to negate Scapegoat. Or Call of the Haunted, or Cyber Jar (if it’s Flip Summoned). It stops a lot.

But then, remember, it stops all of those cards if you’re using them as well. Thus, it’s best to use Royal Oppression in a deck that doesn’t rely too much on Special Summons. Or in a deck that has Royal Decree, maybe – you use Royal Oppression, then just negate it yourself so your opponent never gets a chance to. Whatever works.

CCGCC: 3/5
Field Control: 3.5/5
OVERALL RATING: 3.3/5

Coin Flip
Royal Oppression is, in theory, a great card. In fact, it was even better before rulings came out that just ruined it. At this point in time, it cannot be activated during Damage Step, which stops it from hitting the not-quite ubiquitiously played Pyramid Turtle or Peten the Dark Clown.

However, there are about 50 other cards this card stops in their tracks. First off, we get to the use of this card in side. In the side, this thing can be brought in to kill two FTK's. The first is the Empty Cookie Jar FTK that reuses Special Summons vigorously, and the second is the Last Turn FTK. Last Turn, after all, Special Summons a monster.

As well, this can do quite a bit against Gravekeeper's as to making them work harder to get a field presence going. Stopping a Spy for 800 LP? I'll take it. However, it does not stop the butt end of GK strength, as monsters can still be Normal Summoned and will be quite often. As well, any well-built GK will not see this as a threat.

What it does to stop the standard Cookie Cutter Chaos Goat Control is also fairly impressive; It stops all three copies of Scapegoat and Metamorphosis people play, as well as Soldier, Premature Burial, Call of the Haunted, and teched Cyber Dragons. If you can keep it out long enough, you're quite sure of seeing increased hand size on the part of your opponent. It's because he CAN'T PLAY ANY OF THOSE CARDS.

You must also adhere to the same rules, however. No SouPecial Summon for you! Cutting a Call of the Haunted or Premature Burial for this would be wise, and I wouldn't run more than two cards in the deck that do Special Summon a monster.

It's solid tech in theory if you just look at the above, but the fact of the matter is that it's only temporary as an annoyance. Once a m/t remover is drawn, or Decree/Jinzo hits the field, the card becomes useless. As well, you can't activate the effect of the card at the same time you activate it, making it troublingly weak as a surprise tactic.

This is great in the Side Deck, IMO. But it's really not too strong a card elsewhere.

4/5 Side Deck
 
Snapper Royal Oppression

Welcome to a "Flavor of the Metagame" week of cards! Yep, you heard right; we're reviewing cards that are currently popular, but could easily fall to the wayside if something more interesting were to be released. Today's card is Royal Oppression, a Trap that can spell death to all Special Summons.

By paying 800 Life Points, RO allows you (and your opponent) to negate the Special Summon of a monster and the effect that Special Summoned said monster, and proceeds to destroy the two. Its effect should be self-explanatory; you give up a tenth of your good chi to stop the recursion of a monster and the end product of its vassal. So should your opponent decide to use… Call of the Haunted for example on a… Magician of Faith for a second example, you can (for some reason) pay 800 Life Points to rid the field of CotH and Mof. Likewise, if your opponent is attempting to summon a Fenrir (as an umpteenth example) via its own effect, you can RO that werewolf, and you needn't worry about it coming back.

RO has one huge drawback though, and it is one that should disable it from ever being effective. As a Continuous Trap, it needs to be active prior to the attempted Special Summon. With this in mind, you need to switch places with your opponent; would you REALLY waste the cards and/or resources just to inevitably have it negated? Unless you are idiotic or enjoy having no cards in hand, you wouldn't attempt a Special Summon. 'Cause if you did, that'd be like stepping into the shoes of the moronic opponents in GBA YGO games. You know the ones. They're the ones that activate Raigeki, Harpie's Feather Duster, Pot of Greed, Graceful Charity, and Monster Reborn while Imperial Order is active.

And if the first drawback wasn't enough to discourage you from using RO, remember its Darth Maul-style light saber-type stipulation: your opponent can stop Special Summons too. This causes you to be all like the opponent in the previous paragraph, and so on.

In the end, RO is a nice way to stop an increasingly popular method of summoning. But the loss of surprise factors, the potentially pricey cost, and the ability to be used against you really inhibit its prospects. If you want my "professional" opinion, use something… else, instead of RO.

Advanced: 2.5/5. Not worth it if you ask me.
Traditional: 3/5. There's a little more to stop, though I wouldn't depend too heavily on getting to stop them.
Overall: 2.75/5.
Art: 3/5. It speaks to me on so many levels. I should incorporate it into my Rock Bombardment explanation.
 

Dark Paladin
Welcome to another week of cards that you won't find anywhere close to CRV. I believe this is random tech week, so just bear with me.

Today's card is quite an old trap that I've never really cared for.

Royal Oppresion has several cons to begin with. First, its a continuous trap. Second, it has lifepoint cost. Only 800 points, but it is a lot for a craptacular effect.

Simply put, just as the card states, by paying 800 lifepoints you can negate Special Summons and the cards involved in performing the aformentioned Special Summon.

That doesn't sound terrible, however, the trick is that the opponent gets to use the effect as well. Why would you play a card that your opponent can also use...let alone one that your opponent can use against you.

I never really liked this card as I said, but I suppose if your deck for whatever reason doesn't rely on being able to special summon monsters, give this card a try.

Ratings:

1.5/5 all around, and I consider it generous

Art: 3.0/5 It isn't terrible

You stay classy, Planet Earth :)

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