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Royal Decree
#
DB2-106

As long as this card remains face-up on the field, negate the effects of all Trap Cards on the field except this card.

Card Ratings
Traditional: 2.13
Advanced: 3.50 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed:
Nov. 7, 2014

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Baneful

Royal Decree

 

This card has been a classic since the early Tournament Packs.  Since it disables your traps and can't conveniently remove itself like its counterpart Imperial Order, its a polarizing card, but nonetheless very good.

 

Traps have gotten more relevant in recent years.  Good news: You can negate your opponent's traps.  Bad news: It also blocks yours.  But like with Vanity's Emptiness, you can skillfully work around it.  Perhaps, trigger your traps first and then negate your opponent's stuff.  The majority of players are better off with Trap Stun, but Decree certainly has its purpose too.

 

A near-staple for very trap-light decks, and also a good side option for some players.  All collections should have 3 of this card, but its relevance will vary depending on the meta.

 

Traditional – 3

Advanced - 4


Robbie
"Mkohl40"
Kohl
YouTube
Royal Decree

This card rotates in and out of competitive play more then most cards. The ability to shut down your opponents traps and proceed for a OTK push really puts yourself in a major game state position. Currently, i've seen this card being sided in Shaddolls to insure the Burning Abyss match up is easier on them. Outside of that I do not see this card making its way into main decks. Overall, still one of the best blow out cards in the game to date just not as prominent as it use to be.

Traditional 1/5
Advanced 3/5
T-REX Royal Decree
 
This is the classic Side Deck card to use against Trap Heavy Decks, or is used by Decks that run little to no other Traps yet need protection from them.
 
Commonly seen as a Side Deck in Lightsworn, and can even be Main Decked by an OTK type Deck.
 
Best used in response to the activation of a Trap card that your opponent is trying to use since in that way you can minus 1 your opponent.
Although since it is a Continuous Trap card it does suffer from all the weaknesses that are normally associated with Continuous cards.
 
As Royal Decree only Negates the effects of all other Trap cards on the field, it does NOT prevent you or your opponent from activating Trap cards, and sometimes this can be an easy way for you to be able to send a Breakthrough Skill to the Graveyard so that you can use it during your next turn.
 
For most Decks, this card is simply outclassed by Trap Stun or Wiretap in terms of usefulness of effect. You Side Deck this only if it fits in with your Deck type or if you have an irrational fear of Chain Burn!
 
Traditional: 1.5. Not really ever going to see much play here although it could be used in a Makyura Mirror Match theoretically!
 
Advanced: 3. Being a continuous card that effects both you and your opponent equally is a big issue with this card, especially since it prevents Trap cards… Cards that are designed to protect you. Best used in a few Decks, otherwise, should be avoided.

Kingof
Lullaby

Hello Pojo Fans,
 
TGIF everyone! We end this week reviewing a card that has been around since around Tournament Pack 4: Royal Decree. Throughout the years this Continuous Trap has fluctuated with how much potential it has. Now, even with three Mystical Space Typhoons looming alongside other forms of s/t destruction, Royal Decree is still a great card.
 
Simple to use: activate it, now all face-up traps are negated and face-down traps cannot be activated. Combine with cards like Call of The Haunted to negate specific parts of a card that may have drawbacks. Trap monsters become meaningless s/t spot absorbers once Royal Decree is played. If your opponent runs a heavy trap lineup this card could be particularly devastating. Decree can also be used to force one of your opponents destruction effect instead of another s/t on your side of the field.
 
The decision to run Royal Decree over Trap Stun is up to the player. If they are trap-heavy, then Trap Stun would suffice. If they run few traps, Decree is the logical choice. Cost free negating of a certain card, the last time a card with the versatility and ease Decree possesses existed was Imperial Order (and that cost you 700LP a turn).  
 
Traditional-3/5
Advanced-4/5
Art-4/5
 
Until Next Time
KingofLullaby


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