Card Game
Card of the Day
TCG Fan Tips
Top 10 Lists
Banned/Restricted List
Yu-Gi-Oh News
Tourney Reports
Duelist Interviews
Featured Writers
Baneful's Column
Anteaus on YGO
General Zorpa
Dark Paladin's Dimension
Retired Writers
Releases + Spoilers
Booster Sets (Original Series)
LOB |
MRD |
MRL |
PSV
LON |
LOD |
PGD |
MFC
DCR |
IOC |
AST |
SOD
RDS |
FET
Booster Sets (GX Series)
TLM |
CRV |
EEN |
SOI
EOJ |
POTD |
CDIP |
STON
FOTB |
TAEV |
GLAS |
PTDN
LODT
Booster Sets (5D Series)
TDGS |
CSOC |
CRMS |
RBGT
ANPR |
SOVR |
ABPF |
TSHD
STBL |
STOR |
EXVC
Booster Sets (Zexal Series)
GENF |
PHSW |
ORCS |
GAOV
REDU |
ABYR |
CBLZ |
LTGY
NUMH |
JOTL |
SHSP |
LVAL
PRIO
Starter Decks
Yugi |
Kaiba
Joey |
Pegasus
Yugi 2004 |
Kaiba 2004
GX: 2006 |
Jaden | Syrus
5D: 1 | 2 | Toolbox
Zexal: 2011 | 2012 | 2013
Yugi 2013 | Kaiba 2013
Structure Decks
Dragons Roar &
Zombie Madness
Blaze of Destruction &
Fury from the Deep
Warrior's Triumph
Spellcaster's Judgment
Lord of the Storm
Invincible Fortress
Dinosaurs Rage
Machine Revolt
Rise of Dragon Lords
Dark Emperor
Zombie World
Spellcaster Command
Warrior Strike
Machina Mayhem
Marik
Dragunity Legion
Lost Sanctuary
Underworld Gates
Samurai Warlord
Sea Emperor
Fire Kings
Saga of Blue-Eyes
Cyber Dragon
Promo Cards:
Promos Spoiler
Coll. Tins Spoiler
MP1 Spoiler
EP1 Spoiler
Tournament Packs:
TP1 /
TP2 /
TP3 /
TP4
TP5 /
TP6 /
TP7 /
TP8
Duelist Packs
Jaden |
Chazz
Jaden #2 | Zane
Aster | Jaden #3
Jesse | Yusei
Yugi | Yusei #2
Kaiba | Yusei #3
Crow
Reprint Sets
Dark Beginnings
1
| 2
Dark Revelations
1 |
2 |
3 | 4
Gold Series
1 | 2 | 3 | 4 | 5
Dark Legends
DLG1
Retro Pack
1 | 2
Champion Pack
1 | 2 | 3 | 4
5 | 6 | 7 | 8
Turbo Pack
1 | 2 | 3 | 4
5 | 6 | 7
Hidden Arsenal:
1 | 2 | 3 | 4
5 | 6 | 7
Checklists
Brawlermatrix 08
Evan T 08
X-Ref List
X-Ref List w/ Passcodes
Anime
Episode Guide
Character Bios
GX Character Bios
Video Games
Millennium Duels (2014)
Nighmare Troubadour (2005)
Destiny Board Traveler (2004)
Power of Chaos (2004)
Worldwide Edition (2003)
Dungeon Dice Monsters (2003)
Falsebound Kingdom (2003)
Eternal Duelist Soul (2002)
Forbidden Memories (2002)
Dark Duel Stories (2002)
Other
About Yu-Gi-Oh
Yu-Gi-Oh! Timeline
Pojo's YuGiOh Books
Apprentice Stuff
Life Point Calculators
DDM Starter Spoiler
DDM Dragonflame Spoiler
The DungeonMaster
Millennium Board Game
Magic
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman
This Space
For Rent
|
|
Pojo's Yu-Gi-Oh Card of the Day
|
|
Trap Jammer
Rare
You can only activate this card when your opponent
activates a Trap Card during the Battle Phase.
Negate the activation of the Trap Card and destroy
it.
Type - Trap
Card Number - DR2-EN111
Card Ratings
Traditional: 2.16
Advanced:
2.86
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.20.06 |
ExMinion OfDarkness |
Trap Jammer
No matter what Yu-Gi-Oh League you go to, you'll
find at least one newbie running 3 of this thinking
it's the greatest card ever.
...and if it wasn't for Mobius the Frost Monarch and
Dust Tornado without restriction, they might
actually be right.
Trap Jammer is a 1:1 in the battle phase. You negate
the Sakuretsu Armor and your monster actually goes
through. You laugh at the Widespread Ruin that was
supposed to take out your Cyber Dragon, etc, etc.
The reason Trap Jammer might actually see play if
they restrict Mobius/Dust is that unlike a Royal
Decree trap lineup, you can run Trap Jammer and
STILL run your own "kill the attacking monster"
traps. That's way better than having to run -1's
like Enemy Controller in multiples or lacking
protection period just to run Decrees.
Right now, this card isn't good enough to see a deck
spot. But depending on what Tewart does with our US
Ban List, that could change.
Traditional: 1/5
Advanced: 1.5/5.
April 1 Advanced: 1.5/5 + 1.5 additional for each
common M/T killer Tewart restricts.
|
Otaku |
Effect(s) :
Yes, I am leading off with the effect today, as
it is needed to explain why the stats are good
for this card. Trap Jammer, as the name
implies, negates a Trap when activated in
response to said Trap’s activation. There is
but one restriction: it only works during the
Battle Phase. Still, that is often when many
played Traps are activated, so it is not
entirely a bad thing.
Stats :
Part of what makes Trap Jammer nice is
that it is a Counter-Trap; that is, it is Spell
Speed 3. This means when you activate it, it
will likely be the last link in the Chain. It
can also be activated in the Damage Step, should
your opponent actually try to spring a Trap
then.
Uses and
Combinations :
There are two things that hurt this card: the
availability of easy Spell/Trap removal and a
questionable ruling I cannot locate currently
but am fairly certain exists. I will explain
each briefly: what is better, negating a Trap,
or just destroying it? Well, it generally
depends upon the Trap: if it is highly
chainable, like the classic Waboku,
destroying it without it proving useful to the
opponent is tricky. Not impossible, but usually
it will require using a Dust Tornado
during your opponent’s End Phase of the turn
they set said Trap. However, at the moment,
such Traps are getting rare. The usual Trap set
up seems to be mostly Traps that can’t be
activated except in response to an attack (Sakuretsu
Armor, Widespread Ruin) or to a
Summon (Torrential Tribute, Bottomless
Trap Hole). Dust Tornado can take
care of either: Trap Jammer can’t.
Unfortunately, due to one of those “I don’t care
if it makes no sense, we say so” rulings, you
can have multiple chains occur before the Battle
Step ends and you enter the Damage Step. In
terms of game play, it is confusing and makes
Spell Speed 3 matter less… just let the current
chain resolve then try again. In terms of
“story”, it still makes little sense: guess all
that stupid posturing in the animé gives extra
times to cast Spells and utilize Traps. Lame
jokes aside that means that even after ruining
their first attempt at defending… they get as
many other attempts as they have cards. Guess
duelists are at one with The Matrix or
something…
Ratings
Traditional :
1.5/5 – It’s just better to destroy the Traps
that get regularly played here; easier too.
Advanced :
2/5 – Useful, but outshone due to better options
(that probably shouldn’t exist) and another
example of questionable rulings.
Limited :
3.5/5 – It can only be utilized if the opponent
gets a Trap that can be activated in the Battle
Phase… but if they do get one, it’s great to
ruin their plans.
Summary
Drunken rules makers are annoying. Sorry, this
card represents two of those things about the
game that drive me to distraction and make me
want to quit: a card ruined because they aren’t
properly balancing the game and a ruling that is
simply “because we say so” and also is
counter-intuitive.
|
Dark Paladin |
This week will be looking at a wide variety of cards
from today's card, a trap, to even a couple of Video
Game promos. Today we look at Trap Jammer, a card
that I don't believe is that bad.
Trap Jammer is a Counter Trap that can negate the
activation of a Trap card and destroy it (as long as
it was activated in the Battle Phase.) That's
important, right? No Sakuretsu Armor, Widespread
Ruin, Waboku, Magic Cylinder, (or Mirror Force or
Ring of Destruction in Traditional.)
Here's the thing about Trap Jammer, in my opinon.
First, if you use it on something, and it
successfully destroys the trap, it IS a 1 for 1.
Your trap destroys theirs. More importantly,
however, this is one of those cards that actually
HAS some potential, but nobody cares and/or realizes
it, so nobody is going to use it.
Ratings:
Traditional: 3/5
Traditional Side-deck: 4/5
Advanced: 3.6/5
Advanced Side-deck: 4.6/5
Art: 3.5/5
You stay classy, Planet Earth :)
|
Dark Maltos
|
Trap Jammer
Its my Birthday, and lucky me, just look what I get
to review !!!
With all the traps currently being used in today’s
meta, im not sure why trap jammer isn’t at least
side decked.
Trap jammer is a pretty good card, negating any trap
activated in the battle phase has its advantages. It
can stop the likes of Sakurtsu, Widespread and even
Call of the haunted depending on the timing.
However, over all I find dust tornado to do
virtually the same job but better, being more
chainable, and not limited to traps. The only
advantage is that a Royal Decree cant be chained to
good old Trap jammer.
Traditional : 2/5 Not that many traps run here worth
mentioning.
Advanced : 3/5 There are a lot of traps that it CAN
negate, but Dust Tornado is a better version IMO.
Art : 3.5.5 Pretty cool
|
The
Dungeon
Master |
I
deciced to get on some fun and review a few cards
this week.
And we start out President’s Day with Trap Jammer,
a… “interesting” card.
Trap Jammer negates and destroys any Trap card your
opponent activates in the Battle Phase. Which, if
you think about it, isn’t ALL that bad. You could
stop Sakuretsu Armor, or Mirror Force (if your
playing Traditional), and many other random Traps.
Trap Jammer is more versitle in Traditional, since
you got that pesky Mirror Force to deal with. But
all in all, its an ok card.
Keep the Dice Rollin’
|
|