Danger! Disturbance! Disorder!
Danger! Disturbance! Disorder!

Danger! Disturbance! Disorder! – #BODE-EN097

When your “Danger!” monster is destroyed by battle with an opponent’s monster: You can destroy that opponent’s monster. You can banish 3 “Danger!” Spells/Traps with different names from your GY; destroy all cards on the field, also you cannot Special Summon monsters for the rest of this turn, except “Danger!” monsters. You can only use this effect of “Danger! Disturbance! Disorder!” once per turn.

Date Reviewed:  March 22nd, 2022

Rating: 3.25

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Danger! Disturbance! Disorder! is the second Field Spell in the Danger! archetype and does more than Realm of Danger!

Battle protection for your “Danger!” monsters isn’t something all of them may need, but the smaller ones could use some help if on the field, so that effect is appreciated. The banish from your grave to wipe all cards on the field is a pretty cheap effect for effectively pressing the nuke button. It does lock you out of Special Summons for the rest of the turn except your “Danger!” monsters, which is the primary thing the deck does, so not a downside. The real issue is getting three different Spell/Trap cards that have “Danger!” in their name. Eight total targets in the archetype currently, however the best choices for the archetype-dedicated deck would be “Danger! Zone”, “Danger! Response Team”, “Danger! Excitement! Mystery!” and another copy of “Danger! Disturbance! Disorder!”. Half the available targets for this card isn’t a bad number of options, and of these you are likely running a playset of each in the deck.

You want to play this Field Spell to start your turn and have a few “Danger!” monsters ready to wipe your opponent out. A dedicated archetype for “Danger!” is possible, even with some limits on certain monsters, but the “Danger!” archetype has always been an archetype where the monsters have been used as extenders. They do have enough cards to have a competent, dedicated archetype though.

Advanced-3.5/5     Art-3.5/5

Until Next Time

Crunch$G Avatar

Danger! has been a very popular archetype in the past, but nothing past the monsters themselves have really been popular. With that said, we got a new Field Spell to try and change that with Danger! Disturbance! Disorder!

D!D!D! is a Field Spell that destroys an opponent’s monster that destroys your Danger! in battle, which is good for the smaller ones like Tsuchinkoko and Chupacabra I guess. Likely not coming up as much when you got a 3000 ATK Bigfoot on your field. Anyways, banish 3 Danger! Spells and Traps with different names from your grave and you get to nuke the board, but only get to Special Summon Danger! monsters for the remainder of the turn. It’s fine I guess, mainly in a pure Danger! strategy, which can work since they’re full of some pretty strong ones. You do give up the Extra Deck, but it should be fine after a field nuke. It’s also a hard once per turn, as if you’d need a field nuke more than once a turn most of the time. It’s fine in a pure Danger! strategy, which isn’t really that bad since they’re all pretty strong on their own either through stats and/or effects.

Advanced Rating: 3/5

Art: 3/5 Wouldn’t want to live there.

Dark Paladin's Avatar

A Field Magic for the Danger! critters eh?  Danger! Disturbance! Disorder! An opponent’s Monster destroying your Danger! Monster in Battle lets you destroy their Monster.  This should work well for you, the Danger! cards LOVE being in the Grave, and they all do things while they’re in there, so that should be advantage for you, on top of taking an opponent’s Monster with you.  Removing 3 differently named Theme Magic/Trap cards from your Grave nukes the Field, which is amazing, and actually seems like quite a small cost to do a board wipe, but I digress.  Then, for the rest of that Turn, you can’t Special Summon outside the Theme, which is actually good, too.  Usually board wipes come with very specific ‘can’t attack, can’t Special Summon at all, etc’ type clauses.  So the fact all it does is lock you out of non-Theme Special Summons is fantastic.  This Effect can only be used once per Turn, so if your opponent counters or negates it, you don’t get to try again until the next Turn.  Which seems fair when concerning a board wipe.  The Field nuke is definitely the money Effect here, but this does plenty, to include the first Effect as well.  This helps the Danger! Archtype in more ways than one, and is a very solid card.

Rating:  4/5

Art:  4.5/5  I’d say Danger, Disturbance, and Disorder are all present here

Mighty Vee

The sole Danger! card in Burst of Destiny, Danger! Disturbance! Disorder! (henceforth referred to as DDD) is a field spell for the Danger! archetype, so it can be searched by Terraforming or Danger! Nessie! if necessary. While on the field, whenever your opponent destroys one of your Danger! monsters by battle, you can destroy that monster as well. A wise opponent won’t fall for this, though it is an annoying deterrent if they find themselves unable to out DDD or otherwise get rid of your monsters with effects, plus you can crash a weaker Danger! into your opponent’s monsters to force the effect. DDD’s other effect is a hard once per turn, requiring you to banish 3 Danger! spells or traps with different names from your graveyard to destroy all cards on the field. Bizarrely, you can’t special summon non-Danger! monsters for the rest of the turn. Having to banish 3 Danger! spells or traps, while not impossible considering the deck’s playstyle, is still a rather tall order, especially since not all Danger! backrow is particularly useful. Ideally, you’ll wipe the board then hopefully repopulate your field with enough Danger! beatsticks for lethal damage. True to the archetype, DDD needs some luck to get big results. You could squeak out some wins with it, but I wouldn’t depend on it for reliable plays.

Advanced: 2.5/5

Art: 3.5/5 The next kaiju movie looks great.

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