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Skull Meister has the advantage of not being a once-per-turn card. This makes it perfect for stopping cards such as Cyber Angel Benten, Qinglong, all the main deck Prank-Kids monsters, and numerous other cards. Skull Meister can negate any card or effect that activates in the graveyard. As for the Virtual World matchup, it can stop Virtual World Roshi - Laolao and Virtual World Xiezhi - Jiji.Īs for Ghost Belle's partner in crime to cover her weaknesses. Dragon Link might lose a combo piece through the negation of Red-Eyes Darkness Metal Dragon. Golden Lord's graveyard effect to summon itself would be negated, Prank-Kids cards such as Dodo-Doodle-Doo and Prank-Kids Rocket Ride won't be able to retrieve combo pieces from the graveyard.
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Although its effect is once per turn like Ash Blossom & Joyous Spring, it can stop many strategies from doing what they are meant to do. Ghost Belle & Haunted Mansion is huge this format. But having Nibiru as an option in the side deck would always come in handy during the course of a tournament in some shape or form as combo decks will always be a threat. Other decks are not intimidated by Nibiru, mainly control versions of Eldlich, Subterror, and Paleozoics. It also hurts Harpies which are somewhat on the rise. It also is very effective against the new Bird Up deck (Lyrilusc Tri-Brigade) as it stops them from ending on Apollousa, Bow of the Goddess and Barrier Statue of the Stormwinds. Virtual World needs to go through some summons before ending on a True King of All Calamities. The Drytron deck summons a lot and Dragon Link needs to go through a lot of resources before establishing an ideal board. However, with so many strategies now running around that special summon a lot, Nibiru should once more be taken into consideration. Nibiru, the Primal Being has largely been absent from the main decks as the format was leaning on the control side at the beginning with trap cards playing a prominent role. This one is somewhat underrated in this format. However, it's not necessarily enough on its own to stop the opponent in their tracks. Overall, it is very good against most decks and can do well against rogue decks. As for the Dragon Link deck, it generally takes more than one hand trap to stop what they're up to. Prank-Kids can usually either chain block it or use Prank-Kids Fansies to send the card they wanted to search up to the graveyard before retrieving it with Prank-Kids Dodo-Doodle-Doo. It might not be too effective against some other decks. Depending on the variant being played, it can also hit some vital cards such as Zoodiac Barrage, Numeron Network, Aleister the Invoker, or even searches by Dogmatika Ecclesia, the Virtuous and Nadir Servant. Its absence from the field means that the Golden Land trap cards are just defensive bodies that cannot create much of a threat.
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It can stop a Vital Benten search or a search by Drytron Alpha Thuban or Cyber Emergency and Preparation of Rites.Īgainst Eldlich variants, it can stop Eldlixir of Scarlet Sanguine from resolving to summon Eldlich the Golden Lord. Against Drytron, a deck that relies heavily on searching a great many cards, making for many prime Ash Blossom targets.
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Against Virtual World, It can stop the second effect of Virtual World Gate - Qinglong to search Virtual World Monsters, it also stops Virtual World Mai-Hime - Lulu from sending a Virtual World card from deck to the grave then adding another one from deck to hand. It can hit a wide variety of decks in this format and every format. It is so useful and generic that it should be the first hand trap considered when building any deck. Ash Blossom & Joyous Spring is perhaps the most popular hand trap ever made.
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