Transaction Rollback
Transaction Rollback

Transaction Rollback – #MZMI-EN038

Pay half your LP, then target 1 Normal Trap in your opponent’s GY, except “Transaction Rollback”; this effect becomes that card’s activation effect. You can banish this card from your GY and pay half your LP, then target 1 Normal Trap in your GY, except “Transaction Rollback”; this effect becomes that card’s activation effect. You can only use 1 “Transaction Rollback” effect per turn, and only once that turn.

Date Reviewed:  February 14th, 2024

Rating: 4.08

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

Hello Pojo Fans,

Transaction Rollback is a Trap that has some potential to see play in the meta.

Normal Trap that revolves around Normal Trap cards. Paying half your LP is a steep cost, but gets to be less as the game goes on, and if people are willing to play three Solemn Judgment I can’t really fault this card to be played potentially in a playset. So half your LP to copy a Normal Trap your opponent has already used. This effect is one of those you’d see a lot in mirror matches where archetype-specific trap cards are common and you’d want to maximize your shot of getting to it. As for general use, Normal Traps are plenty strong in the game with Dimensional Barrier, Impermanence, and Evenly Matched, so copying one of those would definitely be to your advantage.

Banish and pay half again to copy a Normal Trap in your grave. Doubling up your Normal Trap effects through use of this card. Even if you only used Transaction Rollback for its second ability, getting double the negations or destruction depending on the Normal Trap would be worth it. Sure, the LP cost is steep, but most players playing cards like these are able to negotiate that line.

Aside from the Side Deck potential this card has, I can see something like Dinomorphia playing this with how much they pay LP in their archetype. It is more of a Side Deck option though being a Normal Trap and revolving around trap cards which are inherently slow in the meta.

This, like Trap Trick before it, has wide-reaching potential within the Side Deck. Some could fit it in the Main Deck and make great use of it, but your options of what to copy with Transaction Rollback are unknown in game one, so it being a Side Deck card is your best option.

Advanced- 4/5     Art- 3.5/5

Until Next Time,

Crunch$G Avatar

Midweek gets us to a modern Trap that sees a decent amount of play for the things it can potentially do for you: Transaction Rollback.

Transaction Rollback is a Normal Trap that lets you pay half your LP to target a Normal Trap in the opponent’s graveyard that isn’t Transaction Rollback to have this effect become that card’s activation effect, which of course means no cost. Unless you’re against a Trap strategy, your lone target is most likely going to be Impermanence if the opponent has already used it. The main selling point though is to get it into the graveyard to then banish it and pay half your LP to do the same as the first effect, but instead you copy a Normal Trap in your graveyard. In the TCG, it was ruled you can’t just copy Eradicator Epidemic Virus to nuke all the opponent’s Spells & Traps for a few turns, at least that’s the last I heard. You can still use this in Labrynth at least to copy a card like Big Welcome Labrynth, Dogmatika Punishment, Destructive Daruma Karma Cannon, etc. Labrynth can easily get this into the grave as well via something like Stovie Torbie or Candraglier, which of course both are searchable off Arianna. Some Decks that can make a Rank 6 like Virtual World also tries to summon Beatrice to put this into the graveyard alongside Ghost Meets Girl – A Masterful Mayakashi Shiranui Saga to copy its effect to prevent the opponent from Special Summoning from anywhere but the graveyard for the turn without having to pay the cost of tributing a Shiranui/Mayakashi Synchro or Link, which doesn’t sound fun, but is a legal play you can do. Transaction Rollback is probably going to be a common way to cheese the effects of some of the potentially most degenerate Traps in the game if you can get both it and this in the graveyard, otherwise it sticks mostly to Trap strategies like Labrynth to copy your own Traps for a 2nd use. A solid Trap overall, which you don’t get a ton of these days.

Advanced Rating: 4/5

Art: 3/5 Why does that look like Call of the Haunted on the card? I’m sure it isn’t actually since that’s not a potential target for this card, but still.

Mighty Vee

Bonfire isn’t the only controversial card from this set; Transaction Rollback, an unlikely card from Yugioh Vrains, raised a lot of fuss when it was revealed and still has calls for it to be banned. A Normal Trap, Transaction Rollback has two effects, and you can only activate one of them per turn with Rollback itself only being usable once per turn. Rollback’s first effect lets you pay half of your LP to copy the effect of a Normal Trap in your opponent’s Graveyard. Realistically, outside of a mirror match, this effect isn’t all that useful, though you could copy Infinite Impermanence or Evenly Matched once in a while. Rollback’s main claim to fame is its other effect, which lets you banish it from your Graveyard and pay half your LP to copy a Normal Trap from your own Graveyard instead. As this will ignore cost and activation requirements, you can copy powerful Traps like Ghost Meets Girl – A Masterful Mayakashi Shiranui Saga or the myriad of Virus cards for “free”, hence why so many people wanted it emergency banned on reveal. Indeed, decks like Virtual World can make Beatrice, Lady of the Eternal to mill Rollback and a Trap of choice for a nasty lock or blowout. In practice, using Rollback for Ghost Meets Girl or Virus cards has actually proven to be a rogue strategy at best. Rollback’s actual meta usage has been in, unsurprisingly, Labyrinth decks, as you can copy Welcome Labrynth and Big Welcome Labrynth to increase your swarming ability as well as recuperate from being zinged by Ash Blossom. Rollback is still a very strong card and opens up an unpleasant can of worms in terms of design space, but for now, the fact you have to get it into the Graveyard first and the relative difficulty of making Beatrice means it’s not all that broken…yet!

+Can lead to disastrous plays by copying powerful Traps without their cost
+Excellent extender and Ash insurance for Labrynth
-Much less useful if you open it
-Does nothing by itself while in the Graveyard

Advanced: 4.25/5
Art: 3/5 Who knew Playmaker loved Trap cards more than Revolver?

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