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Pojo's Yu-Gi-Oh Card of the Day

Trap Dustshoot
Common

You can only activate this card when your opponent has 4 or more cards in their hand. Look at your opponent's hand, then select 1 Monster Card and return it to its owner's Deck. Then shuffle the Deck.

Type - Trap
Card Number - DB2-EN246

Card Ratings
Traditional: 2.125
Advanced: 3.4

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.


Date Reviewed - 09.15.05

 

Lord
Tranorix
Trap Dustshoot

Despite many changes to the metagame since I last reviewed this card almost a year ago, my opinion hasn’t changed at all.

Trap Dustshoot is a good card that you should consider using in a Control Deck. While it’s useless late game when hand sizes are small, drawing it early game can give you a devstating advantage, particularly if you’re using cards like D.D. Designator as well. In this format (though how much longer this statement will be true, I don’t know), with Confiscation and The Forceful Sentry both banned (again though…probably not for long), being able to see your opponent’s hand is very useful.

So yeah, great early game, not so great late game; great in control, still decent otherwise.

CCGCC: 3/5
Control Deck: 4.5/5
OVERALL RATING: 3.8/5
 

ExMinion OfDarkness
Trap Dustshoot

One of the best opening cards in the game. Period.

Jaelove's combo with this and Mind Crush has made its way into a few netdecks out there, and I'm sure more will pop up soon enough.

This card is only really good in either the early game, or mid-game where your opponent topped Pot and has 4 cards again. If you're lucky enough to spring this on an opponent, you not only see their hand but send a monster back -- right now, that's great against Sinister Serpent. Even better, combine this with a first turn Duo, and instead of your 5 cards to their 4 (once their turn starts), it's 4 cards to their 3, plus you know their hand, plus you got rid of their strong play of an opening monster.

In October, this may see a little more play than it does now, as people will be looking for extra hand disruption with their precious Delinquent Duo gone. Hand control might replace Goat Control as the deck everyone swarms to netdeck -- it all depends on what wins the first Shonen Jump Championship once the new list is in effect.

Traditional: 1.5/5 (you already have all 3 prenegators here, plus CED)
Advanced: 3.5/5
 

Coin Flip
Trap Dustshoot is yet ANOTHER re-review, and this one is interesting.

It's going to become quite blatantly clear after Delinquent Duo is gone that skillful hand management and control will dominate the rest of the game. Confiscation as a first turn opening usually heralds bad things for the person who gets Confiscation'd, and this is not so different. Stopping a GK from using their Spy for swarmage, hitting a monster like Spirit Reaper or Pyramid Turtle back to the deck, or sending their Breaker away for another day means hot stuff for the person playing this.

TD is perhaps even more powerful now, with a supreme emphasis on control and conservative-style play that elevates Sinister Serpent and Tsukuyomi to levels beyond godly. Drawing a Tsukuyomi can be equated to drawing a Breaker - you're rarely unhappy that you drew it.

Sending the monster back to the deck, however, will not eliminate it from play. You are still going to see it, but it would be better if you didn't let a Tsukuyomi run over your Berserk Gorilla or Breaker over your Necrovalley AT THIS MOMENT. Considering the emphasis on hand advantage, size, and conservative play style, the trigger for this card is almost miniscule - people often have 4 or more cards in their hand until gameplay "breaks" and both players expend most of their resources in an effort that usually ends the game.

The downside, however, is that the focus of the game RIGHT NOW is on Spells, not Monsters. Seeing a Sinister Serpent in the opponent's hand is great, but having a choice of sending back a DDWL or an Airknight as opposed to the Pot or Delinquent you see in their hand can hurt a lot.

Therefore, I have to give this card a low score... for RIGHT NOW.

Come next banlist (assuming the next banlist is near to/identical to the Japanese banlist), this would get a 3.6/5 General. For now...

3/5 General.
 
Snapper Trap Dustshoot

Today's card is Trap Dustshoot, a Confiscation of sorts.

If your opponent has at least 4 cards in hand, you can activate TD. Once activated, TD allows you to examine their hand, select a monster, and return that monster to their Deck. For the most part, TD is a very solid card; in most cases, your opponent will have at least 1 monster in their hand, and in most of these cases, that monster will probably be something that they desire to hold on to until the time is right. With TD, you can foil their plans and decrease their hand size at the same time. On top of all that, you get to look at the rest of their hand as well, allowing the typical insight that comes with palm readings.

The only potential con is the hand size required to activate TD, which in some instances may not be a con at all, and may be more of a reason to celebrate because you get to see more of your opponent's hand because TD allows you to do so because that's what it was designed to do because of the wonderful things He does. *solo of some sort* We're off to see the wizard, and you know how the rest goes (hey, that rhymes!)

Since TD requires that the opponent have 4 card handy, TD may see little usage against reckless opponents (like myself) who tend to quickly find themselves what could be considered top-decking. Against others though, TD could be just what the doctor ordered; if you're facing a highly conservative opponent, TD should be able to be used the second you draw it, allowing maximum results, allowing maximum espionage, and thus enabling more foresight on your part.

All in all, TD is a nice card that can really help to keep the opponent in check. Its usage may rely heavily on the type of opponent you're up against for most of the duel, but on the first turn, it won't matter at all; your opponent (should) be guaranteed to have 4+ cards in hand at that time.

Advanced: 3.5/5. First turn usage would give the best results.
Traditional: 2.5/5. There are better hand controlling cards.
Overall: 3/5.
Art: 2/5. Hey it's Cliff the Trap Remover in a rook without a visible trap or dustshoot (what's a dustshoot?)
 

Dark Paladin
Trap Dustshoot is a very interesting trap, and one that MIGHT be worthy of a spot in the...garbage? Well, maybe not garbage...side-deck then?

The real thing that hurts Trap Dustshoot is that it needs your opponent to have 4 cards in their hand. Plus, it's another continuous trap which isn't good.

The effect however is essentially a continuous Forceful Sentry, just pertaining ONLY to monsters. However, your opponent controls how long tihs card is up essentially, since it relies on their hand.

Go ahead and try one in a hardcore control deck you rebels...you KNOW you want to.

Ratings:

Traditional: 1.5/5
Traditional Control: 3.5/5

Advanced: 2.0/5
Advanced Control: 4.0/5

Art: 4.5/5 That poor man...the picture isn't terribly exciting, but something REAL bad is about to happen to that man

You stay classy Planet Earth :)
 

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