June 2007
Spell and Trap Negators: Horus, Jinzo
and Friends
We all don't like our opponent to play cards right?
Well these cards all stop your opponent from doing
that! Playing spell and trap cards are a major part
of the game, and negating their effects or
preventing your opponent from activating them is
usually game breaking. Here I analyze the two
schools of negation as well as the cards that make
your opponent want to tear their hair out.
my PCV rating scale
Power-The amount that a card alters the field or
inflicts damage
Consistency-How often this card will get it's effect
off
Versatility-In how many bad situations would this
card get me out of.
Trap Negation
This is the earliest form of negation. This is of
course due to Jinzo. easily the most expensive and
hard to find staple during the early years, he fell
out of favor because of his tribute status. We had
to wait until Rise of Destiny to get non tribute
trap negators, and then they only worked in the
Battle Phase. Trap Negation is of course the key to
an aggressive deck. Jinzo generally allows you to
attack freely for the win. Now here are three card
ratings based on my Consistency, Power and
Versatility scale.
Jinzo
A 2400 ATK behemoth that negates traps. Amazing! Not
much to say here other than he does his job well if
you can get your hands on a copy.
Power-8 (He has 2400 ATK, which is just about
maximum for this format)
Consistency-8 (His effect will go off, but you need
to tribute for it)
Versatility-4 (He can negate traps and attack, but
requires a tribute)
Pitch Black Warwolf and Mirage Dragon
These guys are very cool. They have the same effect
and stats, but one is a LIGHT Dragon, while the
other is a DARK Beast-Warrior. They were played some
during the Chaos formats for the fact that they are
LIGHT and DARK and give protection to all your
monsters. With Sakuretsu Armor and Mirror Force as
well as Threatening Roar making a splash, these
cards just might seem some more play.
Power-7 (1600 is nice, but not great)
Consistency-5 (They only work during the Battle
Phase)
Versatility-5 ( They have greater utility than Jinzo,
but cannot defend you nearly as well)
Royal Decree
The Grandfather of all Trap Negators. It negates all
traps and prevents them from activating. Often seen
in at least 2's in most side decks. It used to be
hard to find, but it was released as both a Starter
Deck common as well as multiple Tournament Packs as
well as a Hobby League Variant.
Power-6 (It can be a surprise and might net you a
+1, but not very powerful)
Consistency-6 (it negates your own traps and needs
to be set for a turn before activation)
Versatility-7 (Generally an offensive card, it can
also activated during your opponent's turn to stop
an opponent from activating their trap cards you
would rather not see)
Spell Negation
This is a far more control based strategy. It forces
your opponent to play the way that you want them to
play. They are often desperate for an answer to your
negation. They are very vulnerable to monster
destruction, but often combo well with trap negation
(Royal Decree) to provide a lock on 1/2 pf your
opponent's deck.
Horus the Black Flame Dragon Lv 8
A 3000 ATK giant that can be special summoned on
your first turn and is not limited in any way. He is
an enormous problem for an opponent. he is too big
to attack over, so Exiled Force, Snipe Hunter and
Trap cards are his worst enemy. Royal Decree and My
Body as a Shield take care of those problems and you
have a monster that absolutely wrecks most decks.
Power-8 (3000 ATK but doesn't net you any advantage,
as your opponent will just not activate spell cards)
Consistency-5 (Easiest of the Nomis to summon, but
still harder than even Jinzo)
Versatility-5 ( He needs backup to work efficiently)
Spell Canceler
He has 1800 ATK. On a tribute monster. Ewww. He was
used for a time in the Chimeratech Overdragon decks
to lock down an opponent in preparation for the Big
Dragon's Arrival. He is utterly useless in most
decks, as he negates your own spell cards and has
virtually no ATK points to make up for it.
Power-4 (Weak ATK, but it does negate stuff)
Consistency-8 (His effect does go off, but still
needs a tribute)
versatility-4 (He negates your own spells, putting
you in the sam situation as your opponent)
Imperial Order
The Counterpart to Royal Decree is banned. And for
good reason. 700 lifepoints is very small, but
itallows you to REMOVE Imperial Order from the field
when you want to play a spell card, which is
insanely broken. this card is singelhandedly why I
have 3 holo Dust Tornado cards leftover from the
Chaos era.
Power-8 (Devastating...)
Consistency-9 (Barring a Decree or counter, it will
go off)
Versatility-9 ( Can be removed from the field to
allow yourself to play spell cards=broken)
The Bottom Line
A deck based on spell and trap negation is good, but
not better than destruction. But don't count these
guys out, they are poweerful and headed to a
tournament near you if they are not already there.