Yu Yu Hakusho
Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
Cannot be Special Summoned. While you control no Set Spell/Trap Cards, neither player can Set Spell/Trap Cards nor activate Spell/Trap Cards that are Set on the field.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Nov. 18, 2014
Back to the main COTD
Over the past week or two, this card went from an
unknown to a superstar. The price rose from $9 to
$30, I heard. This card was a common in Japan but
became an Ultra Rare in the U.S. This is because
American players tend to covet splashable cards more
than archetypes, on the whole.
But this rarity bump definitely rose this card to
prominence. I think it would've been forgotten had
it remained a common or even a Rare, looking at all
of the past common cards that were great but never
saw play (i.e. Trap Dustshoot) until someone
I have my fair sense of skepticism of the card
and I don't think it will live up to that degree of
hype, but at the same time it still has a lot of use
and potential. Tranorix would have called this card
It's a more self-sufficient version of Dark
Simorgh, or a Cold Wave with a good 1700-ATK body.
It can be used for lockdowns, but moreso, this card
is excellent for OTK's where you plan to finish the
game out. First, you summon Denko. Unless they have
Solemn Warning, they can't use any of their traps
that turn. You're free to Special Summon whatever
you want and attack for game (and unlike the
body-less card Triangle Ecstacy Spark, you get to
push for 1700 more damage.
It's a skill-card and a late-game card. It
overall looks pretty good but its not for everybody.
Qliphorts can't use it because of Skill Drain and
most BA players won't use it because they set a lot.
But it could work in an aggressive Shaddoll deck
that doesn't set much aside from Vanity and Sinister
Shadow Games. It will also work for a Nekroz deck
which is aggressive and keeps the backrow to a
minimum as well.
This card is dependent on two things
(a) A meta with decks that don't need to set cards
often (so you can use it)
(b) A meta with decks that do set cards often (so
you can hurt other decks)
Outside of this equilibrium, there will be a
I have no idea how this card is going to play
out. It could be really meta-relevant. It could be a
quick fad, or (probably) something in between. Does
it live up to the hype? We'll find out.
Traditional - 1
Advanced - 3.5
One of the most powerful anti backrow cards to exist
in the game. If your playing the deck that uses
minimal traps this card because an amazing card. The
opponent cannot use set cards which can blow out
chain burn. If your playing against satellarknights
you also gain the upper hand with this card. A very
useful card in the upcoming nekroz deck for side
decking purposes. Currently, not many decks can use
this card to its full potential; however, still a
very good card to fight the metagame.
This card is certainly going to be the death of any
Deck that relies on heavily setting multiple backrow
cards, and for any “Haters” out there whom dislike
Decks such as Burn, Exodia and Countdown, this card
will have the ability to cripple them so much that
it could mean auto-lose for them if played against
Opening this against Meta decks such as
Satellarknights and Burning Abyss, both of which
rely on multiple backrow cards can bring about an
end to their often enough ability to Summon 1 and
then Set 4-5 and pass.
Such a powerful effect does of course come with
quite a hefty disadvantage and advantage all rolled
into one, as if you control no Set Spell or Trap
cards neither player can Set or activate any Spell
or Trap cards that are Set on the field.
This effect however does not prevent you from being
able to use any cards that remain face-up, or from
using Normal or Quickplay Spells, only from Setting
And now here is an interesting little fact that may
well be of extreme interest to anyone who plans on
playing Denko Sekka… And is something that you
If you were for example to have a Set Compulsory
Evacuation Device or Book of Moon (that you can
activate this turn) and then Summon Denko Sekka, as
it is your turn, you as the turn player have the
priority/ right to activate a Quickplay Spell or a
Trap card BEFORE your opponent can activate a card
in response to your Summon in the Summon Response
And this can be used to sinister effect.
So for example, my opponent has a monster and
Bottomless Trap Hole Set, on my side of the field I
have Compulsory Evacuation Device Set, when I Summon
Denko Sekka, as I’m able to activate a Quickplay
Spell or a Trap card before my opponent can respond
to my Summon with it, I can do the following.
Summon Denko Sekka, use my players turn “Priority,”
and then activate Compulsory Evacuation Device.
Now my opponent is UNABLE to activate their Set
Bottomless Trap Hole as I now no longer control any
Set Spell or Trap cards!
Think of this as potentially a little “Trick” that
you can use to essentially block the use of your
opponent using any of their backrow.
Also note that you can only do something like this
if you have only just the one Set card, as if you
don’t, your opponent will then get the opportunity
to respond before you’ll be able to get the
opportunity to activate your second Set card…
Potentially undoing any advantage that you could
gain from this brutal effect.
Note, the effect of Denko Sekka does NOT block the
activating of a Counter Trap like Solemn Warning
when it is Summoned as Solemn Warning hits a
Summoned monster in the Summon Negation Timing, or
before the monster actually hits the field.
Some comparisons to Jinzo vs Solemn Warning could be
made in this regard.
If a Denko Sekka were to already be on the field
however, then Solemn Warning could not be activated
You could also use your own Solemn Warning to Negate
the Summon of Denko Sekka as well… I’m not sure as
to what twisted reason you’d ever actually have to
do such a thing as this, but hey, if it’s ever a
viable option, it’s right there for you to abuse…
And just to pump this card up just a little bit
more, it has a GREAT attribute in Light, and has a
healthy 1700 ATK.
This is simply one AWESOME card!
Traditional: 3. Not quite so much Setting here, so
it’s less efficient.
Advanced: 4.5. WOW! This is GOOD, real GOOD.
Note: Thankyou to Redshift for taking the time to
clarify some rulings/ mechanics for me. J
We continue looking at The New Challengers and we
continue with Denko Sekka a new Thunder monster that
has some hype it it, but is the hype worth it.
Statwise there isn’t much to shout about, it’s a
LIGHT/Thunder which is good with 1700 ATK and 1000
which makes it at the low end for an acceptable
Effectwise, first off it can’t be special summoned
which is never a good thing. The main talking
about is the effect, while you have no Set
Spell/Traps neither player can set or activate set
Spell/Trap cards. Of course at first glance this
looks great but the closer you look the more flaws
First off, the effect only works while you have no
set Spell/Trap cards, this means you have a choice
to either set a card to protect it and therefore not
get the effect which would be counterproductive or
gain the effect but have very little protect except
Second the opponent can still activate Spell cards
from their hand , so unless you have Anti-Spell
Fragrance they can easily destroy this with a Spell
card. Also the effect doesn’t stop the
opponent’s monsters so decks like Shaddolls have
very little to worry about. Finally due to its low
stats the majority of popular monsters can easily
run over it, so it will be lucky to last a turn.
Overall, it is trying to be a big card but the card
has so many holes in it, it makes it hard to be
really useful. It might work as a side card.
Hello Pojo Fans,
Tuesday Pojo-goers and today we've got another card
from the newest series: The New Challengers: Denko
Sekka. This lovely lady has a lot going for her and
can swing the momentum of a game just on her own.
An inability to be Special Summoned hurts her
playability, but being a level 4 and a Light makes
up for that. A Thunder type makes her even more
unique, though she doesn't inherit much help from
the type-specific support. If you control no set
spell/trap cards, then neither player can set or
activate set spell/traps. This is tremendous. With
1700ATK, Denko Sekka can hold her own against most
Normal Summoned monsters, and, when combined with
other cards, makes her a tough monster to overcome.
Anti-Spell Fragerance and Safe Zone come immediately
to mind. Set those two and summon her. On your
opponents turn they won't be able to set any
spell/traps and, until they get rid of Safe Zone,
Denko Sekka won't be leaving the field unless by a
monsters effect. If you eliminate the ability to
play spells and traps you have narrowed what your
opponent can do. Yes, monster effects and
overpowering her are still options, but in a deck
revolving around locking down your opponent you will
likely have cards to help prevent this.
While this card could be handy as a tech against
players that play a lot of set spell/trap, Artifacts
get hit specifically hard by this card. Without the
ability to activate set spell/traps, Sanctum and
Ignition won't be causing you any grief. If
Anti-Spell Fragrance is out it will be even tougher
for Artifacts to get their plays going.
Denko Sekka isn't easily searched, nor supported by
much, but she may be worth a spot in the Side Deck
as an option against a heavy spell/trap user.
Until Next Time