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Card 2: Trap Dustshoot
Type: Normal
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.

One of the most underused ideas in decks atm is threat removal. It's alright having field advantage, but your opponent's hand more than likely has a combo to beat it when playing in tournaments. Removing a monster card in this combo can win you the game. Second only to confiscation and the forceful sentry for this purpose, trap dustshoot is a widely unappreciated card, that has good potential. This card is much better used in early/mid-game when the opponent will still have 4 or more cards in their hand. Also, use this card in combonation with Guardian Sphinx, Crass Clown or Gravekeeper's Guard to destroy a monster.
The advantage of knowing your opponent's hand can also be useful. It can be used as a combo with Magic Drain, Disturbance Strategy and Morphing Jar, along with others I obviously haven't thought of:P This card's also a 'chosen' 1 for 1 in drawing terms, which makes it good for an opening hand.

Unfortunatly, that drawbacks make it slip the position of a semi-staple, but I still think this card is severly underrated.

+ Half-Counterable
+ 1-1 drawing card
+ Can see opponent's hand
+ Good threat removal and synergy breaker
+ Unrestricted

- Opponent may not have monster in hand
- Unreliable due to opponent's hand size varying
- Can only realisticly be used at the start of a game

Overall, an OK but underrated card

Rating: 6.5/10