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

Ultimate Rare

Pay 500 Life Points. Negate the activations of a Trap Card and return it to its original position.

Type - Trap
Card Number - SOI-EN060

Card Ratings
Traditional: 1
Advanced: 1.3

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

Date Reviewed - 02.06.0


Dark Paladin
Malfunction! Well this card is eerily similar to yesterday's so the review is basically the same. Just change "return to hand" to "return to set position."

What do you want me to say that makes this better, or hell, that makes this even different than yesterday. You still would rather destroy the Trap than allow your opponent to be able to use it later, possibly on the next turn even. Plus, you are down 500 lifepoints.

Play Heavy Storm and MST, don't touch these.


1/5 still, as it's just as bad as yesterday

Art: 3.5/5

You stay classy, Planet Earth :)

Malfunction :
Yet another reason why steam pipes should be properly insulated.

Like yesterday's card, not worth using. As the trap is returned to its original position, all you can negate are costs. Now, Solemn Judgement is fairly heavy, but Solemn isn't bad enough to make one want to run this.

It does have a minor advantage of being able to make traps miss the battle phase chain window, but this merely delays the inevitable, which isn't worth it either.

Traditional: 1/5
Advanced: 1/5

Share and enjoy,




Malfunction is the budget duelist’s Seven Tools of the Bandit (But even Seven Tool is a common). It’s not SO horrible. If you’re looking for an extra Counter Trap in a Fairy deck then it might be a bit useful there.


Last Word: This card could be so much better. Perhaps place a 2 turn restriction on the use of the negated Trap rather than return to its original position? I wouldn’t use this card though. Solemn Judgment and Seven Tools are much better.




Traditional: 1/5

Advanced: 1/5


Boy was I lazy yesterday!


I didn’t even post on the blog. Looks I’ll have to double post today.


Be sure to stop by today to read about the final lesson, Lesson #10, I got from my defeat at SJC Orlando.


Visit my blog at: www.thebestyugiohblog.blogspot.com

Turkeyspit Malfunction

What's good for the Goose isn't always good for the Gander.

Today's card might appear to be a mirror version of yesterdays card, but it has more going for it than that.

While yesterdays card had competition from other cards that were just plain better, Malfunction doesn't have as many rivals.

If you want a Trap that can stop your opponent from using theirs, you only have the following options:

- Trap Jammer (Battle Step only)
- Royal Decree (Continuous card)
- Seven Tools of the Bandit
- Solemn Judgement

So, Malfunction only really needs to compete with Seven Tools of the Bandit for a slot in your deck/side-deck, and when we compare the two, we see that one costs 1000 LPs to negate & destroy, and the other costs 500 LPs to negate & reset.

Like everything in life, you get what you pay for, but that doesn't mean we all need the 108" LCD TV, when a 60" LCD TV can do a similar job.

Right now, there are 3 Trap cards that are major threats in the Metagame.

- Solemn Judgement
- Return from the Different Dimension
- Royal Decree

The first 2 cards both have a heavy LP cost, and since costs are paid at activation, even if you negate and reset their Trap with Malfunction, they still must pay half their LPs. Not bad for 500 LPs, eh?

But what now? They can still pay half their LPs next turn, so what have you accomplished? Well, usually an opponent will not activate Solemn Judgement or RFTDD unless they were countering a game-losing threat, or are pushing for the Win. In both cases, your Malfunction may have foiled their plans enough for you to pull out a victory.

As for Royal Decree, it's often chained to the activation of a trap like Mirror Force or Torrential Tribute. Imagine the shock of your opponent who just summoned their 4th monster into your Torrential, confident in the power of their set Decree, only to lose their field to your 500 LP payment.

Still, after all is said and done, Seven Tools of the Bandit is just that much better a card, and is well worth the extra 500 LPs. If Seven Tools is ever Restricted for some weird reason, then Malfunction will serve as a nice backup.

P.S. WTH is a 'Gander' anyways o_0



1/5 - they usually run only about 5 Traps, and Seven Tools is better.


2/5 - not completely useless, but if 3 copies of Seven Tools of the Bandit aren't sufficient, just run Royal Decree.

Card Art:

1/5 - the artist who designed this card was clearly malfunctioning, as I don't even know what I'm looking at.

Lonely Wolf
Welcome to the Tuesday’s Card of the Day. Today we review…..

Counter Trap
Pay 500 Life Points. Negate the activation of a Trap Card and return it to its original position.

This looks familiar…..yesterday’s card did almost exactly the same thing, except with Spell cards. This one works on traps, and puts them back f/d. So, again this is a –1, but unlike yesterday’s card, Malfunction has a little bit more going for it!!! To start, like yesterday’s card, if it negates a high cost card like Solemn Judgment or Return from the Different Dimension it could be worth it. If you use this on a Solemn Judgment, you just saved a valuable card while costing your opponent 1/2 their life for the mere cost of 500 life, but, of course, their Solemn is there waiting to be used again. Another use would be against cards like Bottomless Trap Hole or Torrential Tribute, or other cards with very specific activation timing. If you summon a Mobius, and they chain Torrential, you can use Malfunction to negate Torrential, putting it face down, then it gets destroyed by Mobius before it can be activated again.

So, while this card is certainly more playable then yesterday’s card, it still isn’t exactly great. I’d much rather play Royal Decree, Solemn Judgment, or even Seven Tools of the Bandit before I play this card.

Traditional: 1/5
Advanced: 2/5
Art: 3/5
Aaron Fletcher
Group: Trap Card
Type: Trap
Pay 500 Life Points. Negate the activation of a Trap Card and return it to its original position.

Its counter trap. It is the best form of trap you can get that is speed spell 3. This means the end of the chain unless people can correctly chain another speed spell 3 trap to it, which for our sakes is pretty low on the meta at the moment.

Bad points: Its effect is pretty weak, flipping 1 trap face down isn't going ever to effect the game that much as that person can't activate it another time. I suppose you can activate it to a chained mirror force, torrential tribute, or hopefully solemn judgement (letting them pay the costs) so they can't active them at this time, Although under all situations this card is surpassed by solemn judgement.

So pretty much like yesterday, don't play this card really, unless you have some really cool ideas.

Themed: 1.5
)JAdvanced: 1 (because 0 isn't allowed
Traditional: 1

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