Looking Ahead 2 - Bribe of Demonic Palace

Well, since the first one was a hit, I figure I can throw out a few more. Don't worry, there are plenty of cards that I can choose from, almost all of which will have some interest if not outright being a strong card. For number 2, I'll be looking at a card that we will be getting later this year. It is one of the 3 Promo cards that is included in the upcoming PSP game, Tag Foce 2.

Bribe of Demonic Palace
Trap - Counter
Negate the activation of an opponent's Spell or Trap card and destroy it. Afterwards, your opponent draws a card.

Where From: Tag Force 2 Promo
Likely TCG Appearance: Tag Force 2 Promo

Counter Traps are on the rise again. Pulling the Rug has become a main/side deck staple for most competitive decks. Solemn Judgment still is a popular favorite. Divine Wrath, Magic Drain, Forced Back, and Seven Tools of the Bandit all make for decent tech cards. Tactical Evolution gives us a Counter Trap for dealing with Counter Traps. Fairies even have an entire theme built around using Counter Traps. This card though is perhaps the best all purpose Counter Trap outside of Solemn Judgment (and with a far better "cost").

Bribe of Demonic Palace shuts down any Spell or Trap card for free. You don't need any other cards in your hand and you don't need to pay any life points. There's no restriction on when you can use it (other than it can only negate your opponent's S/T cards). This card is useful both in a defensive deck as well as an aggressive one. For slower/stall based decks, Bribe can stop cards like Heavy Storm, Lightning Vortex, and Torrential Tribute from blowing away your defenses. For faster/aggro decks you can easily shut down cards like Mirror Force, Threatening Roar, Enemy Controller, and Shrink. Plus since Bribe is a Counter Trap, you have a nice all purpose tool to deal with Pulling the Rug, Solemn Judgment, and the like.

What's the catch? Well, your opponent gets to draw 1 card as part of the effect. While giving your opponent a free card is never a good thing, the versatility of Bribe of Demonic Palace often will overpower that fact. For people who focus on the +/- system and nothing else, all you need is simply negate an effect that would either remove at least 2 of your cards or negate an effect that forces your opponent to discard (like Lightning Vortex).

However, past mere numbers, Counter Traps often cause your opponent to have to replan his/her strategy. How many times would being able to shut down a Shrink, Smashing Ground, Snatch Steal, etc. help you maintain a winning position? Perhaps you want to stop a Ring of Destruction, Sakuretsu Armor, Call of the Haunted, etc. The versatility and flexibilty of this card cannot be stressed enough. People agree that cards like Spell Shield Type-8 and Seven Tools of the Bandit are good cards, but by picking 1, you leave yourself open to the other type. Solemn Judgment was the standard compromise, but early to mid-game, it's cost could end up costing you the match. Bribe neatly fills the need for a solid Spell/Trap negator.

4 out of 5 in general. Smart use of this card will more times than not offset your opponent being able to draw.

4.5 out of 5 in a Counter Fairy themed deck. This card is a staple for Counter Fairies and with Bountiful Artemis or Meltiel, Sage of the Sky + Sanctuary in the Sky on the field, you've completely erased the advantage your opponent would have gained. Get 3 of these and just enjoy completely shutting down anything your opponent tries to do.
 
I hope we can reply to these...

lets see... The rating given to this card is probably a bit too high perhaps...

lets see why.

in most deck [dont remember if now its different] but the majority of the time they pack more spells than anything.

Sure you [Can] Negate their Premature Burial and make them lose 800lp, but lets think about this, You Both players played a card, 1-1 1 lost 800 but gained a card.

so the trade off really was 1 - 800lp. meaning that you made them lose 800 and neither let them gain or lose advantage on their play. It in fact just replace's it self with another random card, sure its great against the 1's but cards that could be used in multiples its not so great.

Its a card that good against anything that is self inflicting damage.

Return from Different Dimension
Premature Burial
Brain Control
etc...

But any card that didnt have a cost all you did was change the text on their card to say "draw 1 card"

personally its more of a 3 out of 5 than a 4 out of 5. Only because you thin out their deck by 1 card, and you have to make sure you get the most out of it.
 
I'm sure you wouldn't be saying that if it was a game-breaking card, though. If you're open for an attack, and have few Life Points, their Call of the Haunted would kill you. I'd rather think it was better to delay your defeat than face it head-on, because you don't know what the card your opponent draws will be. It could be useless, giving you a chance to draw a card you need. It could make all the difference.

I think this card is a good one. It's the cheapest most general negation card around. The only disadvantage is that your opponent gains 1 card, which may or may not be of any use to them. While perhaps not for everyone, this card is not to be sniffed at.
 
I never said the card was bad, or that its not as good as its beign put out to be.

But this game is one that plays without resources.

lets say the card said, "negate a spell or trap card, then that player discards a card"

how much different would that be from them drawing a card?

thats a +1 for you on both ends, they get their card negated and they lose a card. For free? yes please.

but the problem is that its something that they can play around with.

the Draw is the downer of this card, If were talking casual play, of course the card can be something usefull or not usefull but lets say its Competative, were talking about decks that contain bombs.

Opponent is playing Call of the haunted you negate it they draw, then on Main phase 2 they set the card they drew.

your turn, standby phase, Ring of destruction.

GG, what happend here? you gave them the card to help them beat you, because you negated a card that cost them nothing in the first place.

thats what I mean by its good with self inflicting damage cards over cards that dont cost anything.

when its free, and you negate then really all you did is change the text, but when lets say they Return from a different dimension or Solemn Judgement and you use this then half of their LP went down the drain. Now that is the plus.
 
Like I said, while giving your opponent free cards isn't necessarily a good thing, you have to be smart with the card.

I feel it's flexibility is why I rated it high. But past that, look at these instances.

You negate Lightning Vortex, you're even.
You negate Mirror Force while you had at least 2 monsters on the field, you're even (because Mirror Force would have +1 you so even though your opponent may still gain that +1, you maintain the field presence).
Same with Torrential Tribute.

Especially after playing against a lot of different people at Nationals, not all "+1" are equal. Your opponent drawing an extra card usually is far less damaging than you losing a card from your hand. While it's possible that your opponent could draw that 1 card to beat you, the odds are actually in your favor that what they do draw will not be instantly helpful to them (esp. if you activated this card during your turn).

I saw many people go through and recycle Card Trooper, Cyber Phoenix, and Dekoichi to get those extra cards but in the process I was usually attacking over them for good chunks of damage. That's the one blind spot I see many people have when they +1/-1 every decision. They never factor in Damage vs. Card Gain. While the break even point is about 1600, if you can get even an extra 1000 damage in there, it could very well be worth it, esp. if you are not losing other resources in the process.

Yes you don't want to just blindly play cards like this at every single early opportunity. But Counter Traps have always been "Smart Duelist" cards. Right now the Meta is perfect to see an abuse of Counter Traps. Most decks rely on swarming for the win. A well placed Solemn Judgment while costly can often set your opponent back and force them to come up with a Plan B (which they may not have and even if they do, certainly won't work as well). It would be the same here. Pulling the Rug is one of the few "no-brain" Counter Traps. The only thing you really need to think about is "Did my opponent activate the effect yet?" (aka Don't rush flipping the card over just because Mobius hit the field. Noone said he was using the effect.) However, I would still run Divine Wrath over Pulling the Rug. Yes I know about the Discard Cost, but for that extra cost I have a MUCH greater Flexibility as to when I can use it. I can drop it against Snipe Hunter (which would be even then AND I get rid of that headache). I can use it against Graveyard monsters (Sangan, Mystic Tomato, Malicious). Best of all, I can make Demise and Lily players weep by seeing them pay 2000 and get nothing.

This is a nice all purpose Offensive and Defensive Trap Card that will really ruin your opponent's flow. Even against a Brain Control because you know in their head, they're thinking "Summon Cyber Dragon, take their monster, attack, sack for Thestalos". Granted they could top Snatch Steal instead though you're in the same position you would have been. But we are definitely creatures of habit and planning and when that gets interrupted, few people are able to adjust successfully on the fly. (And yes, imagine the look on their face when you shut down their Solemn Judgment). There definitely is a factor beyond mere numbers and that's why I like this card a great deal.
 
When I first looked ahead and saw this card myself, I just thought, "Oh, crap..." I see a lot of potential in this, specifically because it can disrupt tempo often a lot cheaper than Solemn Judgement, especially on the offensive. It's never good to give your opponent a free card, of course, but negating any of the powerful spells or traps, especially any of the overpowered staples, can be a wonderful thing. I'd want a set of 3 of them, for myself, but being a PSP game promo card is not something I look forward to about it.

If anyone manages to abuse the card with Appropriate, as well, well that's just gravy.
 
Although this card is a -1 overall for you, the fact that you can screw up your opponent's plan without any LP payment OR discard cost is very good. (Really, the "prob" with Solemn Judgment, is after LP payment, your foe does something else against you and kill you with your low LP afterwards) And it's a counter trap. Seriously, I can see that "Counter Counter" card might go on a rise on sidedeck section at this rate with these good Counter Traps. This is IMO, the lowest cost ever for a Counter Trap that's not so "specific condition". The only counter trap that's more flexable then this would be Solemn Judgment.
 
I would steal prefer judgement over this. to me giveing your opp
an xtra card...little riske for me but it could come in handy, but dont expect it in big decks. jest thought of something in some otk decks. it could very well c itself in big....otk decks and aganst them no more curse sell cree. or even biger. lets not over look this one some thoughts come 2 mind
 
I see one decktype maining 3 of these. Mill. Ever see your card destruction solemned? maybe a morphing jar? heck anything else. use this give him an extra card then it goes bye bye just as soon.
 
I would main 3 of these in a Counter Fairy deck. 3 of this, Solemn Judgment, and Divine Wrath to start with. This way I take cards of Spells, Traps, Effects, and Solemn to fill in the gaps. Then I can splash in a couple of others like Forced Back to just further help stall things (esp. when coupled with Meltiel and Artemis).
 
I would also main 3x of this in a Counter Fairy deck. It's almost as flexable as Solemn.

So a "standard" Counter Fairy C Trap line-up IMO.

3x Solemn
3x Bribe of Demonic Palace
0~3x Pulling the Rug (There's still plently of cards this thing can counter, if it doesn't fit, just sidedeck them out IMO)
0~2x Forced Back
0~1x Negate Attack
0~1x Divine Wrath
0~1x Seven Tools
0~2x Magic Drain
 
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