Subject: Quick Rant & Trap Card Rundown

 

Well it is I, Yami-Kun back with another undertaking of an article for all you Pojo readers out there.  I hope you all find this one as informative and helpful as I envision it to be.  This is going to be a two part rant/post with the second part being the longest ^^;;;  Well here goes.

 

First off, this section is going to be a quick defensive rant about all the negative things I've been reading about the new PC game Yu-Gi-Oh! Power of

Chaos: Yugi the Destiny.

 

I could go on and on about certain things that some people just dont seem to get, but the main thing I want to use in defense of this game is this.

There was a time when all we had were our precious LOB boosters and our Yugi and Kaiba starter decks.  Yes, this is a fact.  When Yu-Gi-Oh! Came to be translated in North America we didn't have all the great cards we have now.

Most of us that have been with the game from the get go have dueled with little more than a Yugi or Kaiba starter deck that had been modified with a few extra cards we got from a booster pack, or another starter deck.  SO PLEASE, PLEASE, DROP THE COMMENTS ABOUT ONLY BEING ABLE TO USE THE "CARDS FROM LOB AND SDY THAT SUCK" IN THIS GAME.  I may be sounding a bit rude when I say this, but I believe that these comments are coming from a new player that never had to utilize what few cards were available to us until Yu-Gi-Oh! became a bit of a hit in the US.  As far as Im concerned, the PC game is great, because it teaches all you people who are new to the game and have a decent selection of boosters to choose from, what it was like to only have so much available to you.  Believe it or not, there was a time when you actually had 1000-1300 attack monsters without effects in your deck.  There was a time when BEWD and DM were something to be afraid of.  Learn to appreciate the "Old School" nostalgic properties of this game and the roots of a lot of us veteran duelists.

 

Ok... on to my main article.  This is something I hope will help everyone in the game.

 

With Jinzo in the game and the speed at which the game is being played currently, it is getting difficult to discern what Trap cards to put to use in your deck/side deck.  In the following paragraphs I will go over a little bit of what I believe to be the best choices for Trap cards and why to use/not use them.  A lot of you Pojo faithful will recognize the format with Pros and Cons of each card.  Here we go: (Wheeeeee!!!) >.<

 

{Note:  We ALL know that Trap cards live in fear of Jinzo, so I will NOT list that as a Con for ANY of the following cards.  Nor will I list ALL the playable Trap cards or ALL the Pros and Cons of each card as they are subject to opinion of everyone.  Lastly, I will not go over Mirror Force or any other cards that I believe have a tendency to cause chaos among players.}

 

>Solemn Judgement

 

MRD-127

Counter Trap:

Pay half your life points when your opponent either activates a Spell or Trap or summons a monster (including special summon) to negate the action and destroy the cards involved.

 

-Ok here we have one of the first counter traps involving the negation of a special summon.  Im not going over Horn of Heaven since it does not have the versatility of this card.

 

Pros:

-Negates ANY Spell or Trap, and can negate the summoning of a monster, including a SPECIAL SUMMON.

-Prevents the modification of monsters via any one Spell or Trap card.

(Raigeki, Mirror Force, Dark Hole, etc.) -Prevents the special summoning of a monster via Monster Reborn, Premature Burial, etc.

-Prevents the normal summon of a monster, leaving your opponent with one less monster on the field.

 

Cons:

-HALF YOUR LIFE POINTS?!?!? x.X owie...

-Though there is no restriction on it, using multiples can be suicide.

-CAN be negated itself.

 

Bottom line:  Side deck it if you want to use it.  If you have good LP management and a need to negate anything your opponent throws at you for 1 moment go for it. Just be careful and dont get careless.  "Player A:

Activate Ring of Destruction on your Summoned Skull.  Player B: Counter with Solemn Judgment.  Player A: Counter with Seven Tools of the Bandit.  Player B: Aw sh... Player A: *with a grin*  GG."

 

>Magic Jammer

 

MRD-128

Counter Trap:

Discard 1 card from your hand to the Graveyard to negate the activation of a Spell Card and destroy it.

 

-The first Spell negation card that didnt have an evily high cost.

 

Pros:

-Negates ANY Spell card.

 

Cons:

-Discarding a card from your hand can be bad in the current game when we want better hand management.

-May possibly be changed to "Spell Jammer" in the future by UDE.  o.O;;;;

 

>Call of the Haunted

 

PSV-012

Continuous Trap Card:

Select 1 monster from your Graveyard and Special Summon it in face-up Attack Position. When this card is destroyed or removed from the field, the summoned monster is destroyed. If the summoned monster is destroyed, this card is also destroyed.

 

-The ultimate in Trap assisted monster recursion.

 

Pros:

-Dump a BEWD, activate CotH and bring that bad boy back onto the field!

-Is actually helped by Jinzo to a degree.  (Only if you bring Jinzo back with CotH, or if CotH is activated BEFORE Jinzo reaches the field.) -If the selected monster is flipped face down by an effect, it is no longer equipped with CotH and is thus safe from destruction via its destruction.

 

Cons:

-Subject to Spell/Trap removal.

 

Bottom line:  This is still a card that I personally use to this day in my deck (mainly to get back Jinzo >3 ) and believe that it can carry a slot in most any deck, or at least a slot in a side deck.

 

>Magic Drain

 

PSV-071

Counter Trap:

You can activate this card when your opponent activates a Spell Card. If your opponent cannot immediately discard a Spell Card from his/her hand, negate the activation of the Spell Card and destroy it.

 

-Another often overlooked card due to the fact that at the time of its release, Magic Jammer was much more popular and sought after.

 

Pros:

-Can stop Raigeki, HFD, etc.

-You're probably going to lose your Monsters/Magic/Trap anyway, why not make your opponent toss one of their magic cards at the same time?

-Can be used to counter ANY Spell.

 

Cons:

-Can be bad if you're top decking.

-Opponent can still discard a Spell card to let their first go through.

 

Bottom line:  This card should be seeing more use thanks to the fact that the way the current game is, there are fewer and fewer "essential" Spell cards being placed in a deck.  You may lose your monsters, but your opponent may have to discard their United We Stand, Monster Reborn, Axe of Despair, etc. in the process.

 

>Imperial Order

 

PSV-104

Permanent Trap Card:

As long as this card remains face-up on the field, negate the effects of all Spell Cards. Pay 700 Life Points during each of your Standby Phases. If you cannot, this card is destroyed.

 

-Ah yes, the mother of all Spell negation cards IMO.

 

Pros:

-Negates ANY Spell card.

-Can be used turn after turn provided you have the Life Points to feed it.

-The cost IS optional.

 

Cons:

-Chainable with MST.

-Subject to Monster/Trap related Trap removal.

 

Bottom line:  MAIN DECK!!!  I mean, come on... why not main deck it?  At the very least it's a cost free Magic Jammer.

 

>Torrential Tribute

 

LON-024?  (Sorry, not quite sure since I have mainly the Japanese lists and this is from Spell of Mask. ^^;;;) Trap Card:

You may activate this card when a monster is Summoned (including Flip Summon and Special Summon).  Destroy all monsters on the Field.

 

-Trap version of Dark Hole.

 

Pros:

-Destroys ALL monsters on the field.  (With a few exceptions.) -Can help greatly if you have no monsters on your field and your opponent has one or more.

 

Cons:

-Destroys ALL monsters on the field.  (With a few exceptions.) -Can be bad to top deck.

 

Bottom Line:  Play it or dont play it, I dont care XD.

 

>Ring of Destruction

 

PGD-000

Trap Card:

Destroy 1 face-up Monster Card and inflict Direct Damage equal to the destroyed card’s ATK to the Life Points of both you and your opponent.

 

-What I consider to be the biggest gamble card in the game, for reasons which will be clear with the Pros and Cons.

 

Pros:

-Monster Removal.

-Direct damage can be game breaking in late game.

-Very Chainable.

-Chain with Barrel Behind the Door.

 

Cons:

-Damage to yourself as well.

-Barrel Behind the Door.

 

Bottom line:  Main deck material.  Chaining it with your BBtD and inflicting double the damage to your opponent can win you the game in a short amount of time.  Your RoD being chained by your opponents BBtD (A combo that I myself have been on the receiving end of a couple of times) gives you double the damage and can be suicide.  You decide if you want to play with this card or not.

 

Well thats all for now, I hope everyone enjoys this and that it's helpful to you all.  I'd add more, but... well.. I think it's long enough ^.^  As always all comments, criticism, sarcasm, love and hate mail can be directed to ryuujinzer0@hotmail.com.  I'd really love to get some love mail from someone (preferably female X3).  Take care all.

 

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