Prohibition – #PSV-039

Activate by declaring 1 card name. Cards with that name, and their effects, cannot be used. Cards already on the field are not affected (including face-down cards).

Date Reviewed:  April 21st, 2022

Rating: 2.90

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,

Prohibition is a pretty far back Throwback Thursday choice, though I was playing at the time.

Prohibition wasn’t very good when it came out because of all the Spell/Trap removal, but as the card pool expanded it somehow gained steam as a popular Side Deck choice. Declare a card name, prevent that card from being played at all. Sadly, Prohibition doesn’t negate stuff that you could declare on the field like Sales Ban does. Prohibition, unlike Sales Ban doesn’t cost you the declared card for the rest of the game and is a Continuous Spell instead of a Normal Spell. While it remains vulnerable on the field, it can hold down your opponent for several turns if you know what they have and want to lock that out. As is, even for just a turn, Prohibition can be used like Sales Ban and buy you a turn.

Prohibition is still a good Side Deck card to slip in once you get some information on your opponent. Decks that revolve around a certain card like Sky Strikers and Eldlich are great decks to use this card against. Against other decks you can use Prohibition to hold down hand traps like Ash Blossom or Gamma. It is a good card and worth Side Deck consideration even in 2022. Worst case scenario they use an effect to get rid of it, making it a 1-for-1.

Advanced-3/5     Art-3/5

Until Next Time

Crunch$G Avatar

Throwback Thursday this week gives us the classic version of Sales Ban: Prohibition.

Prohibition is a Continuous Spell that makes you declare a card name on activation to prevent cards with that name and their effects from being used while you control this, but already active cards already on the field aren’t affected, including face-down cards. Back in the day, I remember this as an option against backrow removal when it was just MST and Heavy Storm, but sometimes it called other relevant cards. Now you might be more likely to see the other popular cards of a format called considering how many backrow removal options we have now with the most popular being Twin Twisters, Cosmic Cyclone, Harpie’s Feather Duster, and Lightning Storm. This card does get weaker with the fact there’s more backrow removal than ever before, but at least you can turn this off with your own removal if it would affect you in some way, but you’d probably be better off calling cards you aren’t running. This at least hits the opponent’s key cards better than Sales Ban in several situations, but it does come with its downsides. We do lack the OCG text update with this that clarifies how this card works better, where it mentions the card called can’t be put on the field, cannot be activated nor their effects can be activated/applied, they cannot be Summoned/Set, they cannot attack, and they can’t be used as material for a Special Summon that requires materials. I’m sure we’ll get an errata that clarifies the card over here at some point since this hasn’t been printed over here since 2012, but clarification issues aside, it’s still a good card with pros and cons over Sales Ban.

Advanced Rating: 3.5/5

Art: 4/5 Wonder what the sign says?

Dark Paladin's Avatar

Knowing Throwback Thursday was Prohibition (and not wanting to reference that Tuesday, and I actually believe it’s as much, if not more like Confiscation than it is to Prohibition) led me there.  Prohibition is a Continuous Magic, similar to Sales Ban, but different from.  The biggest benefit Sales Ban has is it’s just a Normal, as Prohibition, like most any Magic or Trap left on the Field, is vulnerable to the biggest slew of destruction the game has ever seen.  Another point to Sales Ban.

I believe the last time this got a review, was when this a fairly popular Side option (usually declaring Kuriboh) against Cyber Stein and other OTK/FTK.  This does gain points over Sales Ban as it’s a permanent ban over the declared card (so long as they weren’t all ready active on the Field)…but again, the huge downside being you lose it when this card leaves the Field.  

Meaning, that if it’s destroyed (99.99% likely) before either you win or your opponent uses said card(s), than this card really did you no good.  It’s certainly spent most of its life in relative obscurity, and I feel Sales Ban greatly outclasses this, at the very least.  But niche Side or Tech play on occasion does happen.

Rating:  2.75/5

Art:  3.5/5  I understand this, but I think it could’ve been illustrated better.  The Sales Ban art isn’t very reminiscent from this, either.  

Mighty Vee

We mentioned it earlier when reviewing Sales Ban, so Throwback Thursday gives us “that one card everyone says to run in the side deck”, Prohibition. It’s a continuous spell that you activate by declaring a card name; as long as Prohibition is on the field, the card you declare cannot be used, which is shorthand for “you can’t activate its effects and, if it’s a monster, you can’t summon or set it at all”. Tragically, cards that were already on the field are exempt, which dampens its usefulness somewhat. That said, while blindly going for cards you think your opponent will use is a pretty bad idea, it is much more valuable after game 1 when you’ve identified your opponent’s deck. Shutting down your opponent’s combo pieces and playmakers is always annoying, since they’ll have to go out of their way to remove Prohibition before they can start playing in earnest. While it won’t help much against tower-oriented decks where they’ll usually sit on one guy until they win, it can be extremely helpful against decks that revolve around constantly summoning specific monsters. A modern example would be calling Fallen of Albaz against a Branded Despia deck, preventing them from performing their combos or even summoning their bosses at all. While it’s not as broken as it looks, I still think Prohibition is one of those rare cards you can’t go wrong with in the side deck.

Advanced: 3/5

Art: 2/5 It’s…pretty much exactly what it says! What is being prohibited, I wonder?


Hey! Look at that! I must have foresight. Today we’re reviewing Prohibition from WAY back in Pharoah’s Servant.

Like with the modern day equivalent, Sales Ban, Prohibition has a simple effect. When activated, you call a card name. Then you essentially Ban that card as long as the Prohib stays around.

This card suffers from the same problems that it’s modern day counterpart does – the card pool is just too large to be able to reliable call exactly what you need. Hand Traps are super prevalent and being able to stop them would be nice, but there are just so many that the odds of hitting the ones your opponent is running is low.
Unlike with Sales Ban, this card can be used to stop your opponent in more “mean” ways. Since the ban from Prohib lasts a long as it remains on the Field, you can call “Eldlich” and really put a damper on those purple deck players. Basically, if your opponent is using a deck that has certain key cards, if they’re not main decking spell and trap removal, then they’re going to be in for a world of hurt.

Advanced Rating – 2.5/5
Art – 1/5 (pretty bland, but what else could the picture have been?)


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