Pay half of your Life Points when your opponent
either activates a Magic or Trap Card or summons a
monster (including Special Summon) to negate the
action and destroy the Magic Card, Trap Card or
Type - Trap
Card Number - MRD-127
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 07.04.05
YOU DON’T READ THE REST OF THE REVIEW, FOR THE LOVE
OF GOD READ THIS: YOU CANNOT USE BARREL BEHIND THE
DOOR WITH SOLEMN JUDGMENT!
Today is the 4th of July, and we’re reviewing a Trap
Card that sees a little – but not much – play, as
well as being perhaps the most versatile Counter
Trap in the game: Solemn Judgment. Fun fact:
J-U-D-G-E-M-E-N-T is actually not an incorrect
spelling; it’s used more often in England, whereas
J-U-D-G-M-E-N-T is the accepted American spelling.
Now, Solemn Judgment has a very steep cost, namely
half your Life Points. Early game, that is very bad;
paying 4000 LP isn’t fun. Late game, that is very
good; paying 200 or so isn’t bad at all. The fact
that you can negate ANY Spell, ANY Trap, and a whole
bunch of summons really makes Solemn Judgment at
least worth considering.
There are a few restrictions as to when you’re
allowed to activate Solemn Judgment as far as
negating summons goes. If a monster is being Special
Summoned by an external card effect, you can’t
negate that summon. For example, if your opponent
were to summon a monster with Premature Burial, you
COULD NOT negate that summon with Solemn Judgment
(however, you could just negate Burial itself, so
it’s really not a big deal).
An instance where that DOES matter is if, say, you
attack a face-down Cyber Jar. You are not allowed to
activate Solemn Judgment to stop your opponent from
summoning monsters in that situation, because
they’re being summoned due to Cyber Jar’s effect and
not their own. You also couldn’t use SJ to negate
Cyber Jar’s summon because it was never summoned in
the first place.
But I’m rambling. Solemn Judgment is no doubt a VERY
useful card. Some people use it in their side decks
as a very comprehensive counter to unexpected cards
and combos in enemy decks; others have them main
decked as a form of surprising negation; others use
the LP payment to their advantage, in decks such as
Last Turn, that require your LP to be low.
Traditional – CCCC: 3/5
Traditional – Last Turn: 4/5
Advanced – CCWC: 3.5/5
Advanced – Last Turn: 4.5/5
OVERALL RATING: 3.8/5
As may be mentioned by the others, this card's CotD
selection was inspired by the Patriot Act, negating
and destroying freedoms at the cost of half the
remaining respect of the American people.
This card's actually seen a lot less play in
sideboards. Why? It's no longer really needed and
the cost is too great. There are very few
competitive decks that see play in Advanced, and the
counters to those decks come in the forms of other
cards that cost a lot less.
Thousand-Eyes Restrict giving you the blues? Chain
Disappearance. Ben Kei? Threatening Roar/Waboku
cover that, along with Cursed Seal of the Forbidden
Spell. Last Turn? Elephant Statue'll give you the
win, and Royal Decree will hurt them if they don't
have the Solemn ready.
However, I do know players who have gone to the
point of maindecking one Solemn so that when they're
going to win, they're -GOING- to win. It's the
ultimate card against a topdecking player, but how
often are you going to be in that situation?
Happy Fourth of July! It looks like we get
to review my favorite card today, Solemn
Judgment. I reviewed this for a
Dealer’s choice day last Thanksgiving, so
this will be an update of that review.
While being a Trap has always had something
of a negative image (you have to Set
it and wait until after the End Phase of
that turn to activate them and Jinzo
proved quite popular and potent), that’s the
trade off for being able to use them on
either players turn once (once legal to
activate). Solemn Judgment is not
just a Trap, but possibly the most elite of
Traps in the American game, the Counter
Trap. Counter Traps are Spell Speed 3; this
means that they chain to any other card (in
the proper situation) and most other
cards are too slow to chain to them. These
are excellent stats, in my opinion. Since
being a Quick-Play Spell card (for example),
would lower its Spell Speed, I really think
this is the perfect way for this card to do
its thing. What is “its thing”?
Negation. Nearly everything in the game can
be negated by Solemn Judgment, but at
the price of half your Life Points. Of
course, early game this tends to be
terrible, but late game, it’s often a
bargain. Also, the halving rounds up, so if
you have one Life Point left, it’s free! XD
So, what cannot be negated by Solemn
Judgment? When a Monster is Special
Summoned by the effect of another card, said
Monster’s Special Summoning cannot be
negated. You can, however, negate any Spell
or Trap card used in the Special Summoning,
so for the most part this is a mere
technicality. Similarly, you can’t negate
an effect like Kuriboh, as it is used
by discarding said card from hand. You
cannot negate the effect of a Monster card.
Remember though, you can negate the Summon
of a Monster, and if that would negate the
effect, the effect is negated. For example,
if you negate the normal, Tribute Summon of
Mobius the Frost Monarch with
Solemn Judgment, it doesn’t get its
effect, as it was never Summoned. There are
also two annoying Monsters that luck out at
the wording of Solemn Judgment. Since it
says to “destroy” the card, if you use
Solemn Judgment to negate the initial
Summons of Dark Necrofear and
Vampire Lord, their secondary effects
will still kick in. At least they are still
considered to have never been properly
Summoned and are thus illegal targets for
revival (aside from their own effects). You
can’t negate the effects of a Field Spell,
though you could negate said Field Spell
when they attempt to put it into play
(whether directly from hand or activating it
from a Set).
Right now, this card is sounding pretty bad,
due to all the exceptions, eh? Remember,
anything more or less “normal” can be
negated by Solemn Judgment. I will
explain further in the Uses and Combinations
Using this card requires quick math and a
quick evaluation of the game current
status. For example, if my opponent
activates Ceasefire and my Life
Points are lower than [the known number of
effect monsters in play multiplied by 500],
then I should most definitely negate that,
or else I lose. ;) That is usually the
obvious timing for the card. If you are
going to win if the attack goes through, and
they have nothing set or in hand, you negate
the Waboku for the win. Again, there
is no question there. Less obvious is when
your opponent goes to use Waboku but
has other options as well. Do the math and
evaluate the scenario. If they have cards
in hand, ask yourself “How likely are they
to run Kuriboh?” If you think they
run Kuriboh, ask yourself “How likely
are they to have Kuriboh in hand?”
followed by “How much will it hurt me if I
negate Waboku and then they use that
Kuriboh?” As long as you aren’t
making yourself extremely vulnerable, in
this scenario, it would still be worth
negating the Waboku. Remember to
adjust for obvious exceptions (they run
Chaos but you haven’t seen BLS
As of now, I haven’t really gotten into why
to run Solemn Judgment. After all,
there are other cards for the scenarios I
mentioned. Why run such an expensive card?
First, notice that it replaces multiple
cards. That’s why I started running it back
in the day: even in the days of Metal
Raiders, who had room for even two each of
Magic Jammer and Seven Tools of
the Bandit? It also functions as a
Horn of Heaven you always have the
option of using: you can always pay to
negate (though you may not always want to).
It’s a very versatile card.
The second reason to use it is summed up in
a single word: fear. Most players I know,
good or bad are always weary of running into
Mirror Force. Why? Because it can
ruin your entire offense. Mirror Force
is only a single card! The odds were pretty
low that it would be the only thing set.
Still, we fear it. Solemn Judgment
is similar. When you run at least one, your
opponent will always worry that you can
negate something important. Imagine setting
up a complicated combo, only for the key
component to be negated, rendering the rest
useless. It’s the stuff of nightmares. It
also matters when, as stated, a single card
is all that stands between victory and
defeat. Since it is Spell Speed 3, it does
usually end the chain.
If you run multiples and are smart enough to
know when to play them, people will fear
them. From personal experience, I have
found that while I am really just an
“average” player with a penchant for running
decks that aren’t the current “thing”,
people who remember me fear the Judgments…
what, it’s been a while since I went to an
actual tournament (ban list protest), and I
change decks so much online.
Now, to finish this section, let me quickly
mention that this actually combos with
certain cards to really be the backbone of
most decks. First we have Suicide Beatdown,
which purposely burns most of its LP because
it knows how to capitalize on that-primarily
Megamorph. Last Turn decks
also benefit from Solemn Judgment to
lower Life Points rapidly. Finally, some
life gain decks will love it with Life
Absorbing Machine; two and you may break
even for negating something on your turn;
three and it can get quite sick. Imagine
negating a Waboku for 4000 LP, and
then next turn gaining 6000LP.
3.75/5-I really believe this card should see
more play. Do I think every deck needs
three? No. I do think every deck should
main deck one and most should have another
one or two side-decked. There are so many
powerful single cards that having a single
means of negating any one of them is potent.
4/5-Even more potent here. Traps have
finally become a common sight again (though
still the least played group). Big “power”
Monsters are on the rise again as well.
Finally, what spell doesn’t seem potent that
is commonly played?
5/5-If you are somehow pulling this in
Limited, it’s great. You can almost always
make use of it (it negates Summons, after
all), and if they did pull a nice Monster,
Spell, or Trap, imagine their face when it
is negated. Yes, it is expensive, but in a
Limited event, top decking their single good
pull can completely reverse the game.
Great power at a great price. Note that the
second “great” is being used in terms of
size: half your Life Points is usually
pretty hefty. Still, you are getting an
incredibly versatile card that can negate
all but an annoying handful of cards in the
game. Since it has so many uses, it means
running fewer cards in the deck, and a
smaller deck makes most players happy. Just
remember to do the math to know whether to
negate or not. Winning or at least not
using is always worth it. ;)
we will review the Yu-Gi-Oh! representation of one
of the greatest abortions of freedom the United
States has come up with to this date. Counting the
Espionage and Sedition acts of World War 1 fame,
that is saying a lot.
The Patriot Act is a nifty Counter Trap that stops
just about anything. Monster summons? Solemn
Judgment. Magic Cards? Solemn Judgment. Traps?
Solemn ****ing Judgment.
The cost of freedom of spee- erm, half your LP and 1
card just to stop the activation of 1 card may seem
steep. It isn't. Consider how many times you have
lost a game to a stray topdecked Heavy Storm, Snatch
Steal, Brain Control, Ceasefire, Ring of
Destruction, Book of Life, Black Luster Soldier –
Envoy of the Beginning, Pot of Greed, Graceful
Charity, Scapegoat, Lightning Vortex, Torrential
Tribute, Mirror Force, Magic Cylinder, Brain
Control, or Tribe-Infecting Virus. This list is
abridged from the other, less common possibilites,
most notably Morphing Jar, Cyber J- you get the
When you think about it sensibly, half your LP is
better than losing the game. Half your LP and 1 card
is better than losing 3 cards to a Heavy Storm or
Snatch or whatever at any point in the duel. If it's
Black Luster Soldier, it's almost better to lose
4000 LP than to let that guy hit the field. Well,
depending upon what counters you have for it.
The cost becomes almost miniscule later in the game,
and unlike its Metal Raiders brethren, you will
ALWAYS be able to pay for it. The versatility of it
is worth the cost. Stopping a crucial card your
opponent plays is incredible. If you somehow get
into topdeck wars and you suddenly find yourself
with Airknight Parshath on the field, you know
you're in good shape. Add a Solemn Judgment, and
damn. That is almost guaranteed victory.
Outside of situational things, wouldn't you like to
keep advantage? This helps. Wouldn't you like to
diffuse the pervasive amount of luck in the
environment? This helps. That topdecked Pot or
Snatch won't help them if it gets negated faster
than you can say "****ing topdecks!"
It's also fairly unexpected. I'd play 1 or 2
combined in side/main. It's damn good.
Stopping the opponent's most crucial stuff while
using your own to high effectivity is something of
extremely high value. LP here is important, yes, but
so is drawing. So is not being Geki'd. So is
stopping Imperial Order, or Pot of Greed, or Chaos
Emperor Dragon. Case closed.
In this format, this is a crucial idea. Stopping…
What does this stop? I won't start the list, my
review is already almost a page long. Stopping all
of that reverts the game to much more a format of
skill and of tactics, meaning less and less of an
annoying Snatch Steal owning a topdeck war. Timing
this right will win you several games.
My scores are skewed, but I don't like using numbers
to quantify ideas anyway.
Well, let me, for any of you who care about your
country, wish you a Happy Independence Day this
wonderful July 4th. I'd also like to say congrats to
those who have the day off in observance of this
holiday, and I am sadly NOT included in that group.
Anyway, welcome to a week, where at least as of yet,
there are no Lost Millenium cards in it. I've
cleverly decided to dub this week "If anyone knows
the theme for this week, please let me know..."
So, today brings us to one of my all time favorite
One of the most versatile trap cards ever. Now, most
people know what Solemn Judgment can do, but they
steer clear just because of the little text that
states "pay half of your lifepoints..."
Now, I admit, early or even mid game, this card can
be quite damaging on accounts of you have far too
many lifepoints. Obviously, this card is meant to be
used late game, when you have say 1000 or less
lifepoints and negating the opponents Mirror Force
for 500 points will win you the duel.
I love Solemn Judgment just because of all it can
do. It negates the summoning of Jinzo which is
important at least in my eyes. Also, as I said, it
negates EVERYTHING else. Obviously, this thing is a
counter trap, so it can be a fairly deadly surprise
to your opponent.
I may have rated this card just a tad higher than it
should've been, but it is a personal favorite, and
it can do anything, so yea...
You stay classy, Planet Earth :)
Well it appears as though it’s Nationals Week, and
wouldn’t you know it, I completely forgot about
Nationals this past weekend. You’re all lucky I did
so or I would have dominated all yalls. Granted I
didn’t qualify, nor did have anything near CC enough
to attend, but you’re still very fortunate I wasn’t
there. Anywho, we’re kickin’ off Nationals Week with
Solemn Judgment, an extremely versatile card that
hasn’t been reviewed in forever.
At the price of half of your Life Points, SJ can
negate and destroy the activation of a Spell or Trap
Card, as well as any Summon you can think of.
The effect makes SJ, without a doubt, the Swiss army
knife to end all Swiss army knifes. It can
single-handedly prevent the likes of BLS, Jinzo, and
TER from hitting the field, as well as stop the
effects of cards like Mirror Force, Lighting Vortex,
and Scapegoat from damaging you beyond repair. And
what’s the only cost for this multipurpose Trap? Why
an amount you’ll always
have: half your Life Points. Of course early on in
the game, half your Life Points is going to be very
expensive. But the closer you get to losing, the
easier it is to pay for SJ.
Now the Life Point payment has two grand uses in my
mind: 1) it can cause neat Life Point amounts! If
you have 50 Life Points and you use 3 SJs in a row,
you’ll have 6.25 Life Points! Of course I think in
the case of a fractions Life Points round to the
nearest number, but that still leaves you with 6 or
7 Life Points, which is a far cooler number than any
50 or 100.
2) It strengthens the only Deck I’ve ever considered
Main Decking it for:
Last Turn. Of course I abandoned the idea of a Last
Turn Deck within a few days of making a Deck list
AND it was not designed to be a FTK, but SJ could
have been very useful. Since it can cause your Life
Points to plummet in a short period of time, SJ was
the perfect way to quickly and positively bring
myself into Last Turn jurisdiction. At the same time
though, I was protected from Jowgen killing cards
and Trap negation, two fundamental ingredients to
Last Turn’s failure. Of course I never proxied the
Deck and I’ve no love for YVD, so I never found out
if SJ was as useful as it seemed. But it looked good
on paper! And that’s what all my reviews are based
All in all, SJ is a great card that should be run in
twos, in Side Decks anyway. The activation cost is
quite hefty, and it’s something you’d probably want
to avoid paying unless you stand no chance of
surviving what you could be negating, which causes
it to be ootedba from most ainMa ecksDa.
Advanced: 4/5. The Swiss sure do make great
stilettos for their militia, even if it is a little
Traditional: 4.5/5. Hey, if it can prevent CED from
doing more damage to you than SJ would cost, I’d say
Art: 3/5. I think the picture has something to do
with some religion, which eliminates all hope that
there is for me to know anything about it.
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