The Black Goat Laughs
The Black Goat Laughs

The Black Goat Laughs – #PHNI-EN078

Declare 1 Monster Card name; this turn, neither player can Special Summon monsters with that original name, except from the GY. You can banish this card from the GY, then declare 1 Monster Card name; this turn, neither player can activate the effects of monsters on the field with that original name. You can only use 1 “The Black Goat Laughs” effect per turn, and only once that turn.

Date Reviewed:  February 28th, 2024

Rating: 3.08

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
Lullaby

Hello Pojo Fans,

The Black Goat Laughs tries hard to be a combo of Breakthrough Skill and Prohibition.

Normal Trap that prevents the Special Summon of a monster with a certain name for the turn, unless it gets Special Summoned from the grave. Many things get ditched to the grave only to be Special Summoned in the same turn, so using this against any of those monsters is useless. Slowing the opponent for a turn off a search they did (best shot of knowing what they have) is good, but they can Normal Summon that monster to get the effect activated, then you’re out of luck again. Certainly there are ways around this card, and if it had a wider range for its effect it would be better.

Banish and do the same thing as the first effect, only this time the effect(s) of the monster you call are unable to be activated for the turn. This effect has a better chance of making a difference in the game state because it is a wider-reaching effect. You can’t stop effects that happen on the summon, which does take away from some of its impact, however, it is a good way to draw out a negation or fully stop a negation monster on the field so you can push your effects through.

TBGL tries to do some anti-meta things. Had it stopped any summon of the declared monster, the first effect would have been much better. It forces your opponent to Normal Summon or ditch and then Special Summon from the grave, so it does slow down many monsters. In the grave, it is a bit easier to get the most out of it, even if you can’t chain its banish to the effect of a monster to negate it when they are summoned. Decent card, Prohibition may not stop the summon of the monster, but it locks out effects in full. If The Black Goat Laughs was a Spell it would have more potential as well.

Advanced- 2.5/5     Art- 3/5

Until Next Time,
KingofLullaby


Crunch$G Avatar
Crunch$G

Midweek brings us a brand new Normal Trap, instantly making it indirect Labrynth support: The Black Goat Laughs.

The Black Goat Laughs is a Normal Trap that lets you declare a Monster Card name so that this turn, neither player can Special Summon monsters with that same original name, except from the graveyard. Of course, it’s best when you know what you are playing against. Some Decks also don’t have many reliable ways to revive monsters, and those that do will need the specific monster named in the grave to even revive it, which becomes especially a moot point if you call an Extra Deck monster, meaning they basically can’t summon it unless they previously already have and got it into the grave. Other than that, you can call main play enablers for a Deck that try to Special Summon themselves or have other ways to be Special Summoned, though this is best to use after the Normal Summon is used since this doesn’t stop those. It also hurts from the fact that some cards can just summon different targets if you use this in response, even if that means they aren’t as effective. The graveyard effect lets you banish it to also declare a Monster Card name to prevent either player from using its effects on the field with the same original name for that turn, which might be more useful against certain other play enablers, but you do have to pre-emptively use this more than likely before said effect would be activated. Only one effect a turn and only once that turn, of course. The Black Goat Laughs isn’t a card that can completely stop the opponent all the time, but it can slow them down a ton if you call the right cards at the right time. Labrynth, of course, is perfect for this since it is a generic Normal Trap that can have utility against multiple Decks still. It’s more of a preference thing still, but not a bad card.

Advanced Rating: 3/5

Art: 4.5/5 Aluber certainly isn’t done putting on a show for us for good.


Mighty Vee
Mighty
Vee

Albaz lore might be over for now, but that doesn’t mean we’re not getting breadcrumbs. The Black Goat Laughs (some might be more familiar with the OCG fan translation Rumpel Teufel) is a Normal Trap with two effects on a one per turn once per turn, so you can’t use both in the same turn. This card’s first effect is its normal activated effect, letting you declare a monster name to prevent both players from Special Summoning monsters with that name except from the Graveyard that turn. Likewise, its second effect lets you banish it from the Graveyard to declare a monster name and prevent either player from activating that monster’s effects on the field instead. The Black Goat Laughs is a card that greatly rewards having knowledge of meta combos, since knowing what your opponent’s combo pieces are is essential for getting the most out of this card. Labrynth is the most popular user for obvious reasons, being able to search it easily, though any deck can side it as a tech. It’s not as strong as it looks, since it won’t be able to stop anything as a Chain Link, but it can still deliver a critical blow as long as you know the opponent’s deck (and if they don’t have ways around it, anyway).

+Can shut down certain decks
+Easily usable in Labrynth
-Requires knowledge of other decks’ combos
-Can be useless against decks with versatile combo routes

Advanced: 3.75/5
Art: 3.5/5 Something tells me this isn’t the last we’ve seen of Aluber


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