Dominus Impulse – #ROTA-EN079
Date Reviewed: December 31, 2024
Rating: 4.25
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Reviews Below:
Crunch$G
The last day of 2024 is here and we got the last spot before the Top 3 being a card we did review recently, but we’re here again with it at #4. From Rage of the Abyss, we have Dominus Impulse.
Dominus Impulse is a Normal Trap that can be activated from the hand if the opponent controls a card and you can use when a card or effect is activated that includes an effect to Special Summon a monster, letting you negate that effect, then you can destroy that card if you have another Trap in your graveyard. It’s basically a Solemn Strike/Warning you can use from the hand with no LP cost, which is nice. There’s so many powerful effects in the game this can negate from Ice Ryzeal’s summon from Deck ability to the Maliss monsters summoning themselves from the banished pile and many more. There of course is a restriction for using it from the hand, that locking you from the effects of LIGHT, EARTH, and WIND monsters for the rest of the Duel. So mainly you play this in Decks that don’t use those Attributes, so this mainly affects some generic Extra Deck stuff you might play and a certain hand trap that came out with this. You also just get around the restriction by setting it face-down, and also letting you still use DARK effects makes a card like this perfect for Labrynth. It’s a powerful card that you for sure play in Decks not needing any of the three Attributes, cause it’d otherwise be broken if that wasn’t there.
Advanced Rating: 4.5/5
Art: 5/5 Still hope for more cards to explain the lore of Dominus Impulse and Purge.
My #4: Promethean Princess, Bestower of Flames
King of
Lullaby
Hello Pojo Fans,
Dominus Impulse has become one of those almost staple cards in the meta since its release, out-performing its counterpart: Dominus Purge.
As long as your opponent controls a card you can play Impulse from your hand, putting it on a level with Impermanence and Red Reboot. Negation for Special Summon(s), Impulse will negate and if you have a trap in your graveyard, destroy the card)s_ you are negating. Great effect, and can be a game-changing card to play. However, if you play Impulse, you are locking yourself out of EARTH, LIGHT, and WIND monster effects for the rest of the game. Purge does the same with the remaining Attributes, and most of those are avoidable, but LIGHT and DARK monsters are the two most supported and played Attributes in the game. In Impulse’s case, EARTH and WIND monsters are pretty avoidable. You lose out on access to stuff like Fuwalos and Droll, but that can be managed if your deck doesn’t run too many hand traps. LIGHT is a different category though. This prevents Impulse from being used in a few archetypes, as well as prevents stuff like Nibiru and Veiler from being used. On top of that, if you have a monster that is hit by those restrictions in your Main Deck you may not want to play this card because of strategy disruption (Ryzeal or any multi-Attribute strategy).
Powerful trap that can be thrown into a lot of archetypes and even played around by the player using it if they run cards that are affected by Impulse. The ability to use from the hand is the big thing. There’s enough cards that negate Special Summon effects in the game, but a trap that can be activated from the hand puts Dominus Impulse above them. Won’t see this played in Fiendsmith, but Tenpai can play this as well as Mallis for the most part (Dotscraper and Nibiru get hit). Better than Purge because Special Summons are more frequent than adding to the hand, Dominus Impulse will remain a top Trap choice well into 2025 and beyond.
Advanced- 4/5
Art- 5/5- From this card on in the countdown, my wife is rating the art…prepare for a lot of 5/5 <3
Until Next Time,
KingofLullaby
Mighty
Vee
Dominus Purge walked so Dominus Impulse could run! Unlike its cousin, Impulse makes it to number 4 on our countdown. This Normal Trap has proven to be one of the strongest Hand Traps yet (for the decks that can use it to its full potential, anyway), with it being able to negate an effect that would Special Summon a monster; if you happen to have a Trap in the Graveyard, it gets even stronger, destroying the card as well. While Purge wasn’t good enough to justify losing out on Ash Blossom, Impulse has demonstrably proven me wrong– not only has it been seeing play alongside Mulcharmy Fuwalos, it has even been seeing play in Maliss, which uses the EARTH monster Dotscaper in some of their stronger combos. Of course, this doesn’t mean you should use Impulse willy-nilly, but the fact you can still set it and use it as a Normal Trap makes it much more versatile than I imagined it would be. I still wouldn’t run it in decks where most of your monsters get hampered by it, but if you only have a few (like, say Fuwalos) it’s an acceptable tradeoff. Overall, it’s another excellent Hand Trap to join the usual gang of staples, even if it’s less splashable, deserving number 4 on the list. Plus, it goes great with our finalists!
+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 (when used as a Hand Trap)
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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