Dominus Impulse
Dominus Impulse

Dominus Impulse – #ROTA-EN079

If your opponent controls a card, you can activate this card from your hand. When a card or effect is activated that includes an effect that Special Summons a monster(s): Negate that effect, then if you have a Trap in your GY, destroy that card. If you activated this card from your hand, you cannot activate the effects of LIGHT, EARTH, and WIND monsters for the rest of this Duel. You can only activate 1 “Dominus Impulse” per turn.

Date Reviewed:  October 15th, 2024

Rating: 4.25

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Dominus Impulse is the twin to Dominus Purge.

Activating this Trap from the hand is a great start, and your opponent will almost always be controlling a card when you’ll want to activate this. This version of Dominus specializes in stopping Special Summons. Negate a Special Summon effect coming from anywhere, and destroy the card if you’ve got a Trap in the Graveyard. Turn zero for you this isn’t going to help you much because you aren’t likely to have a Trap in the grave, but that isn’t always the case with Infinite Impermanence lurking about or Evenly Matched.

Now for the caveat to this card: No more effects for the rest of the Duel from LIGHT, EARTH, and WIND monsters of yours. If you don’t run any of those Attributes, then this card is a no-brainer for you. The LIGHT Attribute is the big one, much like the DARK one was for Purge. Purge and Impulse were set up to be a Hand Trap of sorts while forcing you not to play certain Hand Trap cards for the rest of the Duel. While you can avoid running EARTH and WIND monsters easily, there are likely monsters that fall under that LIGHT Attribute that you need and now they are off limits. Tenpai can play this card without any concern because of their reliance on FIRE-based monsters and their OTK style. Maliss are an archetype upcoming in the TCG that can run this at full power without much problem (Dotscrapper likely at 1 in the Deck so that won’t come up much), and waifu Labrynth deck has another Trap Card to add to its arsenal.

Dominus Impulse, like Purge, comes down to if you can fit it in without losing out on monster effects. Does your Archetype/Deck run too many monsters hit by those cards? If not, this can be a card for you, as it is another negation and potential destruction. If not, there’s plenty of other cards that mimic this card’s ability, the only issue is they won’t be able to be played from the hand like Impulse or Purge can.

Advanced- 4/5
Art- 4.5/5- Need lore and answers on this ASAP

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Not only did we get a second Mulcharmy hand trap in this set, but a new Dominus Trap as well in Dominus Impulse.

Dominus Impulse is a Normal Trap where if the opponent controls a card, you can activate this from the hand, which will likely be all the time considering what this does. When a card or effect is activated that includes Special Summoning a monster(s), you negate that effect, then you can destroy that card if a Trap is in the graveyard. A way to negate Special Summon effects is always nice, especially since this doesn’t matter where the Special Summon will come from like most other hand traps that could counter those effects. Some cards that Special Summon also have to activate on the field, so going second this can easily go live to negate those effects. If you activated this from the hand, you cannot activate the effects of LIGHT, EARTH, and WIND monsters for the rest of the Duel. A fine restriction when the current meta favors FIRE and DARK monsters, and Atlantean Mermail is going to be respectable with their new support. This does turn off some hand traps like Effect Veiler, Ghost Belle, and Mulcharmy Fuwalos though, but that’ll be a price you have to pay. It also means if the opponent is playing Mimighoul, their Deck isn’t a threat if you resolve this from hand since you won’t have to deal with the negative effects of said Mimighouls, so kinda feel bad for them. Set this card and you still get those hand traps. If you play a strategy focused on DARK, FIRE, or WATER monsters to make plays, this is easy to include in the Deck. Again, it might turn off some hand traps, but that won’t matter if you didn’t draw them to begin with. A good Dominus for the meta right now, too bad Ryzeal is coming and can’t play either Dominus though.

Advanced Rating: 4.25/5

Art: 5/5 I do hope we get more in the future to explain the lore of the Dominus cards, since we don’t know what these monsters in the art are.


Mighty Vee
Mighty
Vee

If Fuwalos wasn’t enough for Hand Trap haters, they’ll get a real kick out of today’s card, Dominus Impulse, the next member of the Dominus mini-series. Like Dominus Purge before it, Impulse is a Normal Trap, sharing the same stipulation of being usable from the hand as long as your opponent controls a card in addition to only being usable once per turn. Impulse can be used in response to your opponent activating any effect that Special Summons a monster, negating it and, if you have any Traps in your Graveyard, destroying it as well. Of course, just like Purge, if you use Impulse from the hand, it’ll lock you out of activating the effects of monsters of  three attributes for the rest of the duel– this time around, it’s LIGHT, EARTH, and WIND, so it’s not a good idea to play Impulse in decks that rely on those attributes. On the flip side, the decks that notoriously couldn’t run Purge, like Fire King, can use it perfectly well. Compared to Purge, which only really saw play in Labrynth, Impulse is much more versatile, if only because it doesn’t prevent you from using Ash Blossom & Joyous Spring (though you will lose out on Effect Veiler and, arguably more importantly, Mulcharmy Fuwalos). Negating a Special Summon by card effect is very strong– while it’ll obviously zing Ritual and Fusion decks, pretty much any E-tele will get stopped by Impulse. It’s not without its weaknesses; if you play important LIGHT, EARTH, or WIND monsters, you’re entirely out of luck, and decks that use a lot of inherent summons aren’t bothered too much by Impulse. For example, Tenpai is vulnerable to Impulse on Sangen Kaimen or Tenpai Dragon Chundra, but they have ways around it. Impulse isn’t a hard staple like the classics or Fuwalos, but if your deck can run it without gimping itself (and you don’t like Fuwalos), there’s no reason not to run it. On a side note, Labrynth can still run it like it does Impulse and actually not lose access to its DARK monsters if you use it as a Hand Trap. Win-win!

+Special Summon negate is a strong and versatile disruption
+WIND, LIGHT, and EARTH are less restrictive than DARK and FIRE
-Less useful against decks that use mainly inherent summons 
-Prevents you from playing Mulcharmy Fuwalos or Fiendsmith

Advanced: 4.5/5
Art: 4.5/5 Let’s just say there’s a reason the monster in this card blew up on social media…


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