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 Trading Card Game Tips from fans

 

June 2007

Spell and Trap Negators: Horus, Jinzo and Friends
 
We all don't like our opponent to play cards right? Well these cards all stop your opponent from doing that! Playing spell and trap cards are a major part of the game, and negating their effects or preventing your opponent from activating them is usually game breaking. Here I analyze the two schools of negation as well as the cards that make your opponent want to tear their hair out.
 
my PCV rating scale
 
Power-The amount that a card alters the field or inflicts damage
 
Consistency-How often this card will get it's effect off
 
Versatility-In how many bad situations would this card get me out of.
 
 
Trap Negation
 
This is the earliest form of negation. This is of course due to Jinzo. easily the most expensive and hard to find staple during the early years, he fell out of favor because of his tribute status. We had to wait until Rise of Destiny to get non tribute trap negators, and then they only worked in the Battle Phase. Trap Negation is of course the key to an aggressive deck. Jinzo generally allows you to attack freely for the win. Now here are three card ratings based on my Consistency, Power and Versatility scale.
 
Jinzo
 
A 2400 ATK behemoth that negates traps. Amazing! Not much to say here other than he does his job well if you can get your hands on a copy.
 
Power-8 (He has 2400 ATK, which is just about maximum for this format)
Consistency-8 (His effect will go off, but you need to tribute for it)
Versatility-4 (He can negate traps and attack, but requires a tribute)
 
Pitch Black Warwolf and Mirage Dragon
 
These guys are very cool. They have the same effect and stats, but one is a LIGHT Dragon, while the other is a DARK Beast-Warrior. They were played some during the Chaos formats for the fact that they are LIGHT and DARK and give protection to all your monsters. With Sakuretsu Armor and Mirror Force as well as Threatening Roar making a splash, these cards just might seem some more play.
 
Power-7 (1600 is nice, but not great)
Consistency-5 (They only work during the Battle Phase)
Versatility-5 ( They have greater utility than Jinzo, but cannot defend you nearly as well)
 
Royal Decree
 
The Grandfather of all Trap Negators. It negates all traps and prevents them from activating. Often seen in at least 2's in most side decks. It used to be hard to find, but it was released as both a Starter Deck common as well as multiple Tournament Packs as well as a Hobby League Variant.
 
Power-6 (It can be a surprise and might net you a +1, but not very powerful)
Consistency-6 (it negates your own traps and needs to be set for a turn before activation)
Versatility-7 (Generally an offensive card, it can also activated during your opponent's turn to stop an opponent from activating their trap cards you would rather not see)
 
 
Spell Negation
 
This is a far more control based strategy. It forces your opponent to play the way that you want them to play. They are often desperate for an answer to your negation. They are very vulnerable to monster destruction, but often combo well with trap negation (Royal Decree) to provide a lock on 1/2 pf your opponent's deck.
 
Horus the Black Flame Dragon Lv 8
 
A 3000 ATK giant  that can be special summoned on your first turn and is not limited in any way. He is an enormous problem for an opponent. he is too big to attack over, so Exiled Force, Snipe Hunter and Trap cards are his worst enemy. Royal Decree and My Body as a Shield take care of those problems and you have a monster that absolutely wrecks most decks.
 
Power-8 (3000 ATK but doesn't net you any advantage, as your opponent will just not activate spell cards)
Consistency-5 (Easiest of the Nomis to summon, but still harder than even Jinzo)
Versatility-5 ( He needs backup to work efficiently)
 
Spell Canceler
 
He has 1800 ATK. On a tribute monster. Ewww. He was used for a time in the Chimeratech Overdragon decks to lock down an opponent in preparation for the Big Dragon's Arrival. He is utterly useless in most decks, as he negates your own spell cards and has virtually no ATK points to make up for it.
 
Power-4 (Weak ATK, but it does negate stuff)
Consistency-8 (His effect does go off, but still needs a tribute)
versatility-4 (He negates your own spells, putting you in the sam situation as your opponent)
 
Imperial Order
 
The Counterpart to Royal Decree is banned. And for good reason. 700 lifepoints is very small, but itallows you to REMOVE Imperial Order from the field when you want to play a spell card, which is insanely broken. this card is singelhandedly why I have 3 holo Dust Tornado cards leftover from the Chaos era.
 
Power-8 (Devastating...)
Consistency-9 (Barring a Decree or counter, it will go off)
Versatility-9 ( Can be removed from the field to allow yourself to play spell cards=broken)
 
 
The Bottom Line
 
A deck based on spell and trap negation is good, but not better than destruction. But don't count these guys out, they are poweerful and headed to a tournament near you if they are not already there.


 

 

 


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