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Yu Yu Hakusho
Pojo's Yu-Gi-Oh Card of the Day
You can only activate this card when your opponent
activates a Trap Card during the Battle Phase.
Negate the activation of the Trap Card and destroy
Type - Trap
Card Number - DR2-EN111
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.20.06
No matter what Yu-Gi-Oh League you go to, you'll
find at least one newbie running 3 of this thinking
it's the greatest card ever.
...and if it wasn't for Mobius the Frost Monarch and
Dust Tornado without restriction, they might
actually be right.
Trap Jammer is a 1:1 in the battle phase. You negate
the Sakuretsu Armor and your monster actually goes
through. You laugh at the Widespread Ruin that was
supposed to take out your Cyber Dragon, etc, etc.
The reason Trap Jammer might actually see play if
they restrict Mobius/Dust is that unlike a Royal
Decree trap lineup, you can run Trap Jammer and
STILL run your own "kill the attacking monster"
traps. That's way better than having to run -1's
like Enemy Controller in multiples or lacking
protection period just to run Decrees.
Right now, this card isn't good enough to see a deck
spot. But depending on what Tewart does with our US
Ban List, that could change.
April 1 Advanced: 1.5/5 + 1.5 additional for each
common M/T killer Tewart restricts.
Yes, I am leading off with the effect today, as
it is needed to explain why the stats are good
for this card. Trap Jammer, as the name
implies, negates a Trap when activated in
response to said Trap’s activation. There is
but one restriction: it only works during the
Battle Phase. Still, that is often when many
played Traps are activated, so it is not
entirely a bad thing.
Part of what makes Trap Jammer nice is
that it is a Counter-Trap; that is, it is Spell
Speed 3. This means when you activate it, it
will likely be the last link in the Chain. It
can also be activated in the Damage Step, should
your opponent actually try to spring a Trap
There are two things that hurt this card: the
availability of easy Spell/Trap removal and a
questionable ruling I cannot locate currently
but am fairly certain exists. I will explain
each briefly: what is better, negating a Trap,
or just destroying it? Well, it generally
depends upon the Trap: if it is highly
chainable, like the classic Waboku,
destroying it without it proving useful to the
opponent is tricky. Not impossible, but usually
it will require using a Dust Tornado
during your opponent’s End Phase of the turn
they set said Trap. However, at the moment,
such Traps are getting rare. The usual Trap set
up seems to be mostly Traps that can’t be
activated except in response to an attack (Sakuretsu
Armor, Widespread Ruin) or to a
Summon (Torrential Tribute, Bottomless
Trap Hole). Dust Tornado can take
care of either: Trap Jammer can’t.
Unfortunately, due to one of those “I don’t care
if it makes no sense, we say so” rulings, you
can have multiple chains occur before the Battle
Step ends and you enter the Damage Step. In
terms of game play, it is confusing and makes
Spell Speed 3 matter less… just let the current
chain resolve then try again. In terms of
“story”, it still makes little sense: guess all
that stupid posturing in the animé gives extra
times to cast Spells and utilize Traps. Lame
jokes aside that means that even after ruining
their first attempt at defending… they get as
many other attempts as they have cards. Guess
duelists are at one with The Matrix or
1.5/5 – It’s just better to destroy the Traps
that get regularly played here; easier too.
2/5 – Useful, but outshone due to better options
(that probably shouldn’t exist) and another
example of questionable rulings.
3.5/5 – It can only be utilized if the opponent
gets a Trap that can be activated in the Battle
Phase… but if they do get one, it’s great to
ruin their plans.
Drunken rules makers are annoying. Sorry, this
card represents two of those things about the
game that drive me to distraction and make me
want to quit: a card ruined because they aren’t
properly balancing the game and a ruling that is
simply “because we say so” and also is
This week will be looking at a wide variety of cards
from today's card, a trap, to even a couple of Video
Game promos. Today we look at Trap Jammer, a card
that I don't believe is that bad.
Trap Jammer is a Counter Trap that can negate the
activation of a Trap card and destroy it (as long as
it was activated in the Battle Phase.) That's
important, right? No Sakuretsu Armor, Widespread
Ruin, Waboku, Magic Cylinder, (or Mirror Force or
Ring of Destruction in Traditional.)
Here's the thing about Trap Jammer, in my opinon.
First, if you use it on something, and it
successfully destroys the trap, it IS a 1 for 1.
Your trap destroys theirs. More importantly,
however, this is one of those cards that actually
HAS some potential, but nobody cares and/or realizes
it, so nobody is going to use it.
Traditional Side-deck: 4/5
Advanced Side-deck: 4.6/5
You stay classy, Planet Earth :)
Its my Birthday, and lucky me, just look what I get
to review !!!
With all the traps currently being used in today’s
meta, im not sure why trap jammer isn’t at least
Trap jammer is a pretty good card, negating any trap
activated in the battle phase has its advantages. It
can stop the likes of Sakurtsu, Widespread and even
Call of the haunted depending on the timing.
However, over all I find dust tornado to do
virtually the same job but better, being more
chainable, and not limited to traps. The only
advantage is that a Royal Decree cant be chained to
good old Trap jammer.
Traditional : 2/5 Not that many traps run here worth
Advanced : 3/5 There are a lot of traps that it CAN
negate, but Dust Tornado is a better version IMO.
Art : 3.5.5 Pretty cool
deciced to get on some fun and review a few cards
And we start out President’s Day with Trap Jammer,
a… “interesting” card.
Trap Jammer negates and destroys any Trap card your
opponent activates in the Battle Phase. Which, if
you think about it, isn’t ALL that bad. You could
stop Sakuretsu Armor, or Mirror Force (if your
playing Traditional), and many other random Traps.
Trap Jammer is more versitle in Traditional, since
you got that pesky Mirror Force to deal with. But
all in all, its an ok card.
Keep the Dice Rollin’