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Pojo's Yu-Gi-Oh Card of the Day

Trap Dustshoot

You can only activate this card when your opponent has 4 or more cards in their hand. Look at your opponent's hand, then select 1 Monster Card and return it to its owner's Deck. Then shuffle the Deck.

Type - Trap
Card Number - DB2-EN246

Card Ratings
Traditional: 2
Advanced: 2.62

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

Date Reviewed - 02.01.0


Dark Paladin
Today we look at Trap Dustshoot, a card that could be good against Gadgets. Could being the key work in that sentence.

The only real thing that hurts Trap Dustshoot is that your opponent has to have four or more cards in their hand or it doesn't work.
Obviously, the best scenario is you use this, and hit their Gadget.
Either one they just got, or one they haven't summoned yet.

This is best used early game, or mid-game, odds are it won't do you any good late game because your opponent most likely won't have a hand big enough for you to activate it then.


Traditional: 1.5/5
Advanced: 3.5/5

Art: 3/5

Go Colts in the Super Bowl this Sunday!

You stay classy, Planet Earth :)

Trap Dustshoot

It is worthy of note that a person has to be sufficiently heavy to trigger this dustshoot. The Egyptians obviously protected child graverobbers.

One of the more obvious counters to a gadget strategy as they will have a large hand which is filled with monsters. Ok, it would be better to discard, but one can't be picky. One of these should hopefully reduce the tempo of the game, which should be enough to put things in your favour. But, in normal games, it isn't really worth it, so keep this in your side deck.

Traditional: 2.5/5
Advanced: 2.5/5

Share and enjoy,

Trap Dustshoot

A good side deck choice for control players. The issue comes from the fact aggressive players usually have a small hand b/c they

claim the field.

Trap Dustshoot - Thursday.

I actually did a Single Card Review of this in my article section a few months ago, thought it was good and it still is. You take a look at their hand and take a monster card and pitch it to g/y and also get to plan for their hand. This again is a great counter against Gadgets as it will take the Gadget away, so he wont get its effect. Remember though they must have 4? cards in hand in order for it to activate I think...lmao.

I side-deck 2 as its a great card imo. Again if you hate Gadgets, test this card out and it may work some wonders for you......in America.

Traditional: 1/5
Advanced: 3/5
Turkeyspit Trap Dustshoot

Up until recently, this card only really saw play in the OCG, and only as a counter to Messenger of Hades Gors, and Golden Chest of Sealing, both really powerful cards that are dominating the Japanese Meta.

One of the reasons this card saw little play in the TCG was it's requirement of your opponent having at least 4 cards in their hand, a feat that was very difficult to achieve, given the lack of draw power available to us. Even so, at best this card was teched against Cyber Stein, in hopes of getting it in your opening hand, and thereby ensuring you didn't lose to a Stein God Hand.

But all of that has changed now that The Gadgets are in town.

In my opinion though, this card is a rather weak counter to The Gadgets, in that returning a Gadget to your opponent's deck really isn't that much of an inconvenience for a Gadget user. They will just search it out with another Gadget monster later on.

This card is often combined with the Trap Card 'Mind Crush' as a means of disrupting your opponent's hand, and it's synergy with 'Mind Crush' is the only reason why I would consider running this card.



4/5 - Gets that BLS / CED out of their hand, and puts it back into their deck.


4/5 - If combined with Mind Crush against a Gadget deck.
2/5 - For everything else.

Card Art:

3/5 - WTF? I thought Cliff was the "Trap Remover", not the "Trap Goofer".

Lonely Wolf
Unlike the past few cards, today’s card is one that I haven’t heard a word about until just last week, and for good reason.

Trap Dustshoot
Trap Card
You can activate this card only when your opponent has 4 or more cards in his/her hand. Look at your opponent’s hand, then select 1 Monster Card and return it to its owner’s Deck. The Deck is then shuffled.

Pretty simple effect. A 1 for 1, limit your opponents options, so why the lack of hype until recently?

Well, the first sentence of Trap Dustshoot’s text should be a clue as to why. How often does a player have 4 or more cards in their hand. Ummmm…..first turn? That’s about it. Another problem with this card is that it can ONLY select Monster cards. We’ve had formats where the “norm” for monster count is 15, severely hurting this cards playability. Another problem, which really can’t be dealt with, is that you are only returning it to the deck, it can still be drawn later to cause problems.

So, what’s changed? For starters, the monster count has increased to around 20. That deals with one problem. The second reason is that with Gadgets on the rise, automatic +1’s when played, average hand size has increased. There’s more of a chance that you’ll get to use Dustshoot the turn after you draw it. If you activate this and pluck a gadget, you can cripple a Gadget decks synergy, stopping the cycle from continuing. Or, you can take another crucial monster like Breaker or Exiled. And, at the very least, you get to see the opponent’s hand, giving you information to plan your next few moves.

The final part of the card I want to address is that it is a trap. Both good, and bad. It makes it slow as it must be set, and it’s vulnerable to Royal Decree and Jinzo. But it’s chainable (if your opponent has 4 or more cards in hand) to Mobius, MST, Heavy Storm, or, if given the chance, after a Sangan or Reinforcement of the Army search for an Exile or other harmful creature.

I really wouldn’t main deck this card, but I would definitely side deck it for Gadgets. But just like any other “tech” against gadgets, you just have to test it. Maybe it’ll work for you mained, maybe it won’t. It can also come in handy immediately after the opponent draws for his/her turn.

Traditional: 1/5 (Forceful, Confi, and Duo…..why play this?)
Advanced: 2/5 in main deck, 4.5/5 in side deck
Art: 4/5 (Cliff falling into a trap door………..I like!!)
Aaron Fletcher Trap Dustshot

In the current metagame saturated with gadgets and such like this card has little real impact. Sure due to gadgets your opponent will most likely meet the summoning requirements but its all too easy for them to have just 2 gadgets in their hand to make this an ineffective advantage loosing card, which just furthers the gadget's hold.

Adding to this, the card is like flipping a coin, you can have a chance at getting it great, you can have a chance at getting it wrong. In any game people don't like the idea of not having control over outcome so this fails in that respect, a guaranteed outcome beats the chances of something brilliant most of the time.

If you do insist on running these, they are always better during the opening turns and in multiples, like a restricted confiscation in that respect, it also slows down the speed of your opponent's deck allowing you a little bit more maneuvering room. Its also a great counter to the search effect of sangan.

For me the +4 in your opponent's hand and gadget's impact makes this all to easy to not make a great impact, all it essentially does is weakly disrupt them.

Advanced 2.5/5
Traditional 2/5 - Better alternatives (Delinquent Duo, The Forceful Sentry)

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