June 2007
To Stop an Attack: Negating the Battle
Phase
The point of Yu-Gi-Oh! is to reduce your opponent's
lifepoints to zero. This is commonly done by
attacking, with lesser strategies focusing on
burning through card effects as well as deckout/a
special win condition. But for the sake of this
article we will assume that your opponent will be
using an attack based strategy. What if you could
simply shut down the Battle Phase and stop your
opponent from receiving their win condition? I
assume you would be interested. These 3 Trap cards
do this very well. I have rated them on power,
consistency and versatility. Here is the shorthand
for the rating system I use
Power-It's ability to affect the field by destroying
cards or inflicting damage.
Consistency-How often this card will get it's effect
off.
Versatility-How many times you draw this card will
it help you win the game
Mirror Force
Probably everyone's favorite (or least favorite,
depending on if you are attacking or not) trap card.
The reason being that this card swings a game that
you could lose into one where you could make a
comeback. Some people classify this card as a suped
up Sakuretsu Armor, but I disagree. It is more
like a Battle Phase ender with benefits. The effect
of course is to destroy all of your opponents ATK
position cards when a monster attacks you. This
effectively shuts down the Battle Phase as well as
leaving the opening to retaliate on a cleared field.
There is not much to say about this card except that
you should be running it. Even burn decks run it,
this card is THAT powerful. Look for it's release in
a starter deck soon, as it is very hard to find and
used by all players that own it.
Power-9 (doesn't destroy defense position monsters,
but still amazingly powerful)
Consistency-4 (your opponent will often read Mirror
Force as a set and destroy it, plus it depends an
attack to activate)
Versatility-4 (it destroys attack position monsters
and that is it)
Threatening Roar
This card popped up as an answer to ultra aggressive
decks like Stein OTK and Demise OTK. It also is
useful as a side card against Samurai and Destiny
Heros. The effect is to make an opponent not attack
for a Battle Phase, commonly activated during the
switch from Main phase to Battle phase. In card
advantage this little trap is a minus 1, which
stopped it's play for years since advantage drove
many of the formats before this one. Once the OTK's
came out of the woodworks though, this card rose to
stop it. Chainable to destruction, it made Stein
players cringe and Demise players outright furious.
This is one of the few good cards to come out of the
set Flaming Eternity, and I have seen people buy
boxes jsut to get their hands on a lot of copies.
Power-2 (doesn't affect anything on the field, but
disrupts your opponent's strategies and rhythm)
Consistency-9 (It will get it's effect off due to
it's chainability, but Jinzo and Royal Decree shut
it down big time)
Versatility-5 (it stops the opponent's Battle Phase
and not much else)
Waboku
This is probably one of my favorite cards. There was
much confusion in my early gaming years about his
card. To clarify, it protects your monsters AND your
lifepoints from all damage that would be inflicted
to them during the turn it is activated, meaning
your monsters have an invisible shield around them
that stops them from dying in battle. This is of
course a potent defensive card, functioning much the
same way as Threatening Roar does, except with much
more chainability. Unlike Threatening Roar this card
can be activated even during the battle phase,
allowing slightly more versatility. The reason that
Roar gets more play than Waboku is simply due to the
fact that it doesn't stop Spirit Reaper and Neo
Spacien Grand Mole from claiming their effects, as
it does not negate their attack. The place where
this card REALLY shines though is on the offensive.
Yeah that's right, this card is one of the few
offensive trap cards. You can activate it in your
turn if your opponent pulls a Shrink off on you or
if you want to kamikaze a Monarch, because then you
save your own monster. A versatile card that I am
probably going to sid deck in Nationals.
Power-5 (allows for the saving of monsters during
your turn as well as possibly gaining advantage by
suiciding monsters)
Consistency-9 (the same as Threatening Roar,
Chainable, but negated by oh so many cards)
Versatility-8 (able to be used offensively as well
as defensively, but still negated by many cards and
situational as to what is on the field)
Final Scores
Mirror Force-17
Threatening Roar-16
Waboku-23
Of course this rating system is not perfect, because
I have to say that Mirror Force is a better card
than Waboku, just because it's Power rating is the
second highest of all trap cards. I DARE someone to
win a Jump/Nationals with this card somewhere in
their deck.
The Bottom Line
These cards are all very useful in many different
decks as well as good side-deck tech. Use them if
you have a problem with getting swarmed with
attacking monsters, I know I do.