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Pojo's Yu-Gi-Oh Card of the Day
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
Type - Trap
Card Number - DB2-EN246
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.01.07
Today we look at Trap Dustshoot, a card that could
be good against Gadgets. Could being the key work in
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
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.
Go Colts in the Super Bowl this Sunday!
You stay classy, Planet Earth :)
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.
Share and enjoy,
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.
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
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 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
2/5 - For everything else.
3/5 - WTF? I thought Cliff was the "Trap Remover",
not the "Trap Goofer".
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.
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
Pretty simple effect. A 1 for 1, limit your
opponents options, so why the lack of hype until
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
Advanced: 2/5 in main deck, 4.5/5 in side deck
Art: 4/5 (Cliff falling into a trap door………..I
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
Traditional 2/5 - Better alternatives (Delinquent
Duo, The Forceful Sentry)