Yu Yu Hakusho
Pojo's Yu-Gi-Oh Card of the Day
Ordeal of a Traveler
You can activate this card's effect when your
opponent attacks. Your opponent randomly selects 1
card in your hand and calls the type of the card
(Monster, Spell, or Trap). If your opponent calls it
wrong, the attacking monster is returned to its
Type - Trap
Card Number - DB2-EN239
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 11.27.06
Ordeal of a Traveler
This is another card I often have to take out of
newbie decks when fixing them.
It looks good at first glance -- continuous bouncing
of opponent monsters so they can't attack or do
anything. But there are a good few problems;
Continuous Trap = your opponent will know it's
coming after the first time and can just work around
They see your hand, card by card,
eventually...meaning your opponent knows when it's
worth trying to attack
No hand = no use of Ordeal, and 1 card means they
know exactly what to call after one attempt, failed
or not. Hand sizes remain pretty low now, so this
would happen often.
It's almost always better to destroy than
temporarily get off the field. This is no exception.
1/5 all formats.
Ordeal of Traveler
is a defensive Trap that I have a strange
fondness for. It is Continuous Trap, making it
of course vulnerable to S/T removal. On the
bright side it has no cost to keep it in play,
and the Activation requirement is readily met.
Ordeal of Traveler’s actual effect is
that when an opponent declares an attack, you
may choose to let them attempt to guess whether
one random card from your hand is a Monster, a
Spell, or a Trap; if they guess wrong, it
returns the attacking Monster to the owner’s
hand. It can’t be activated if you have no
cards in hand. I don’t know what would happen
if somehow your hand were emptied before it
resolved. Obviously if your hand has any card
type in majority, the odds of the opponent
guessing the right type go up. Ideally your
hand would be six cards, consisting of all easy
to burn cards so that if your opponent uses
Confiscation or another discarding effect
you can shift down to the appropriate three
cards with ease the next turn. Realistically,
three will be what you’ll strive for, one of
each of the types.
A two thirds chance of not only negating an
attack but bouncing the attacker is very
potent. Not unlike Fairy Box, even
though the opponent can succeed in attacking,
the possibility of their attack not only being
ruined but of utterly backfiring will lead many
to try to wait it out. There is an exception:
Breaker the Magical Warrior and similar
Monsters who like being bounced will obviously
charge ahead recklessly, since either the attack
goes through or they get bounced and can try to
re-use their effect. If the opponent does
attack, they are risking a Monster, and as we
all know Monsters in play are very valuable
since normally they are the hardest cards to get
into play and rarely can be utilized until after
they are Summoned.
The card requires a fairly “balanced” deck in
terms of card count. Not limited to running
even amounts of each kind of card, but rather
having a deck where cards can sit in your hand
when you need them too, or be played when you
need them to be. You want enough Monsters that
you can keep one in hand, but also just like in
any other deck you want to be Summoning at least
once a turn. The same goes for Spells and
Traps: thankfully if you’re running three of
these, you’re apt to get two at once and
hopefully the “spare” can become your default
“hand” Trap. Then again, you can activate
multiple copies of Ordeal of Traveler
when the opponent declares their attack, so if
Heavy Storm has already been used and
unlikely to be recycled, you might want to have
multiples in play.
All in all this appears to be a good, balanced
card even if it is luck dependant. You can
easily get it from Structure Deck 7 (Invincible
Fortress, the Earth/Rock one)
1/5 – No, too much S/T removal.
3.25/5 – Nice, but hurt by the overabundance of
removal and negation. This might be useful with
all the Special Summons in the game right now,
though: not all of them are easy to redo like
Ordeal of a Traveler:
It seems being a tourist was rather more difficult
in the past.
I continue to be a fan of this lonely trap. You
trade the secrecy of your hand for your opponent's
field prescence. And you do so repeatedly. OK, if
you've only got one card in your hand, this is
useless. OK, like all continuous things it is liable
to be destroyed. OK, if it bounces a monarch you are
screwed. However, when it does work, it basically
negates a summon (and an attack), and I've always
thought that was good enough for stall.
Share and enjoy,
Ordeal of a Traveler
A great card that has annoyed me. Until I saw every
card in my opponents hand while also remembering the
backs of the sleeves to prevent drawback:)
Against the average player this will be useful only
during a plentiful time. If you have one in hand
card don't bother.
I've seen its power first hand and witnessed it pay
for itself time and time again. A sakuretsu armor is
more versatile in my opinion but nonetheless this
card is playable.
Not super great, or a shoe in, but in the hands of a
skilled player (who knows how to shuffle his hand)
expect some great results.
Ordeal of a Traveler
I kind of like this card. Ordeal of a Traveler makes
your opponent play a guessing game with you about
which type of card you have in your hand through its
effect. If your opponent calls it wrong then the
monster they are attacking with is getting bounced
back to the hand. These days, that can be a bad
thing considering all the Monarchs and Cyber Dragons
running around. Those cards make it too easy to
recover from ‘bounce’ and ‘spin’ effects.
Ordeal of a Traveler is continuous so you can get
some good stall time out of it. Just make sure to
have enough cards in your hand to keep your opponent
guessing. The less they know about your hand the
better off you’ll be with preventing attacks. If you
like these types of chance cards, I’d suggest
playing Fairy Box, Sasuke Samurai #4 or Blowback
Last Word: It’s a pretty good card. I used to play
this back in the day. Try it out. It’s not bad.