Jinzo is a powerful card in Yu-Gi-Oh Master Duel that can be used to reveal all Set Spell cards your opponent controls. If traps are in their control, you can Special Summon an amount of Jinzo monsters up to the number of Traps revealed, making it a formidable card against a wide board. Silent Swordsman Lv7 negates all spell cards, making it even better than Jinzo as players can still activate spells but all get negated, which can bait your opponent.
There is a Sky Scourge monster that can negate all spells or traps depending on what you tribute for it. Jinzo for Spells prevents players from activating Spell Cards, prevents players from activating the effects of Spell Cards on the field, and negates the effects of Spell Cards. Lightning Vortex is a great spell that clears the opponents’ field and plays nicely with Jinzo. Thunder King Rai-Oh is useful in holding the field down to negate a special summon of an opponents monster and is also useful in preventing the.
To protect this card, use hand trap Effect Monsters and Quick-Play Spell Cards (such as “Shrink”, “Forbidden Lance”, “My Body as a Shield” etc.) if you manage to control it. Jinzo is a Control deck in Yu-Gi-Oh Master Duel, and its main support card is “Jinzo – Jector”. It is possible to Special Summon multiple Jinzo monsters at once while revealing your opponent’s Spells.
Spell Canceller and Jinzo are like positive and negative charges on a battery, but they will never be together due to their synergy issues. The Amplifier X: SPELL Equip can only be Equip to “Jinzo”, and its activation and effect cannot be negated.
📹 How Powerful Was Jinzo? | Yu-Gi-Oh!
How powerful is Jinzo?
Despite its historical popularity, the card Jinzo is currently unable to be activated. Furthermore, it negates all trap effects on the field. This is despite the fact that Jinzo has historically demonstrated a dislike for trap cards.
What is the spell equivalent of jinzo?
Jinzo and Spel Canceller are intriguing monsters with the same effect, but one negates magic and one negates traps. They may not be better off alone or as a team, unless a special deck can manage them. Spell Canceller needs protection, and Jinzo can stop it with trap cards like “Gravity Bind” or “Wall of Revealing Light”. They don’t synergize well in the same deck, as they are like positive and negative charges on a battery. Testing Jinzo in a Spell Canceller deck showed negative results.
Is Jinzo still used?
The decline in the prevalence of trap cards has resulted in Jinzo, a formidable monster, becoming less popular. The Summoned Skull, a vanilla monster with the highest attack points in the game, was a reliable choice for any deck. Despite its potential, it is no longer a common strategy in the current game. Yugi correctly positioned Summoned Skull for the early Yu-Gi-Oh! card game meta, but it is no longer in play today.
How powerful is jinzo?
Despite its historical popularity, the card Jinzo is currently unable to be activated. Furthermore, it negates all trap effects on the field. This is despite the fact that Jinzo has historically demonstrated a dislike for trap cards.
Can jinzo be negated?
Jinzo can only be targeted by traps that negate his summon, such as Pollinosis, Solemn Warning, and Solemn Judgment. However, cards that negate Jinzo’s summon can still be used on him. Your IP address has been temporarily blocked due to a large number of HTTP requests. Common causes include the latest version of the Opera browser sending multiple invalid requests to servers for every page visited, using the Brave browser or Ghostery add-on, which send extra traffic to servers for every page visited, and using GameFAQs regularly with these browsers can cause temporary or permanent IP blocks.
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What is the spell speed of jinzo?
The “Jinzo” card has a continuous effect and therefore does not possess a defined Spell Speed. In the event that a higher Spell Speed is required, it is considered to be Spell Speed 1. Conversely, “Divine Wrath” is a Counter Trap, which makes it Spell Speed 3.
Why is Ronintoadin banned?
The card Ronintoadin, previously utilized in the Spright deck as an accessible material for Toadally Awesome, has been prohibited from being summoned on multiple occasions for Link Summons or Xyz, resulting in a significant issue. Nevertheless, the deck remains almost as formidable in its absence.
Can you bottomless Jinzo?
Trap Hole and Bottomless Trap Hole activate and destroy cards after they are successfully summoned, preventing Jinzo from activating them. Your IP address has been temporarily blocked due to a large number of HTTP requests. Common causes include the latest version of the Opera browser sending multiple invalid requests to servers for every page visited, using the Brave browser or Ghostery add-on, which send extra traffic to servers for every page visited, and using GameFAQs regularly with these browsers can cause temporary or permanent IP blocks.
Some unofficial phone apps may also use GameFAQs as a back-end, triggering anti-spambot measures to prevent automated systems from flooding the site with traffic. Continued use of these apps may cause IP block indefinitely.
There is no official GameFAQs app, and the company does not support or have contact with the makers of these unofficial apps. Using scripts or add-ons that scan GameFAQs for box and screen images, running a “scraper” or “downloader” program, using poorly configured browser add-ons for blocking content, or overusing the search engine can also cause IP blockage. If you promise to stop, the connection will be unblocked temporarily, but re-blocked if additional bad behavior is detected.
Does Jinzo negate all traps?
The text posits that Trap Cards cannot be activated and that all Trap effects on the field should be negated.
Why did Peyzki get banned?
Peyzki, a Twitch user, was banned for two years and two days after playing a copyrighted song during one of her broadcasts. The ban was triggered by a severe DMCA strike, which lasted for two years and two days. Peyzki clarified that the ban was a simple copyright strike and that Twitch wouldn’t have banned her channel for so long if she had broken community guidelines on nudity. She also pointed out that many streamers have had shorter bans for worse offenses.
Despite the ban, Peyzki appeared in good spirits and appeared pleased to be back streaming. It’s alarming that something as simple as playing a copyrighted song can put someone’s channel on hold for such a long period of time. Some streamers have even faced DMCA strikes despite using Twitch’s own music application. Strikes like Peyzki’s can significantly impact a streamer’s livelihood, as copyright laws exist for a good reason but can have extreme consequences.
Why is Duskblade banned?
Game of Flesh and Blood involving Duskblade has been redesigned to be more positive due to the powerful card. This change was made to the game’s content, which was easily passed LSS’ testing processes. The latest cards to be errata or banned will be effective from January 17th, with the remaining 2021 Nationals main events exempt from these changes. The first ability of Briar, Warden of Thorns, and her young hero counterpart is now:
The first time an attack action card deals damage to an opposing hero each turn, create an Embodiment of Earth Token.
Did you know, if you control Jinzo, Amplifier and Imerial Order at the same Time, you can create a complete Lockdown on Spells and Traps? Your Opponent can’t use Spells and Traps, while you can use Traps like ‘Solemn Strike’ to negate whatever your Opponent has left. And YES, that works, because Amplifier’s Effect says “This Card’s activation and Effect cannot be negated.”
The yugioh structures manga showcased a dedicated jinzo deck and it was pretty cool to see. Had a neat combo where the character summoned jinzo jecter and used inferno reckless summon to then summon three copies of the original jinzo, since jecter is treated as jinzo on the the field. Wish more people read structures, it’s a really fun manga and a fun spin on yugioh as a whole
I love how a lot of the early “Frog” archetype support cards specifically excluded “Frog the Jam”. Now, his name wasn’t supposed to be “Frog the Jam”, I think it’s actually “Slime Toad” and has been corrected, but I always wondered who the hell was worried that Slime Toad was going to be so meta that they had to specifically exclude it 🤔
I always wanted some backstory on Jinzo, it’s such an interesting weird design. I remember playing Dark Duel Stories and it’s bio saying it sacrificed its humanity for cybernetics so I’m assuming he’s some kind of scientist who turned his experiments on himself kind of in the same vein as Kozaky. Give us more lore Konami😭😭😭
A monarch style level 6 monster that had the ability to shut off trap cards was op for me back then around 2007 or 08. Not only did I win against my friends back in the day with this card alone, too be fair I used witch of the black forest to search it out. I remember when I started using Jizno as a boss monster, I started getting a lot better and my deck building skills were getting better so for me at least I absolutely love Jizno and I will always consider him a power house.
Best card to add to make Jinzo worth in the TCG is to create a field spell card that turns all spells on the field into traps (they even act as traps so you have to set them down first) expect for this field card. Draw backs is that it only activates if you have a card with Jinzo in its name on the field and if you don’t have one then you cannot active traps yourself. Kind of like Secret Village of the Spellcasters field card, where the card is amazing but can bite you if you’re not careful.
If their were a list of bonafide game changing cards, Jinzo would have to be close to the top. It was the earliest example I can remember of one card seamlessly controling the board, flip momentum in your favor simply in one summon, and powerful enough that you looked for impending sets to find solutions against him. The dude set the bar for boss monsters and almost no matter what the deck build, it was worth adding him in it.
Jinzo: Dark Level 6 Machine Monster Designation: The Trap Card Freezer Status: Hypersleep – The Binder Sleeves. Incoming message from Security Force HQ to Sector 7: – – – > ( Sector 7 come in! Sector 7 come in! This is HQ; Aleister the Invoker has escaped with Shaddoll Construct and her puppets by Dogmatika Soldiers! We’ve been overrun and a bunch of useful Trap Cards have been taken as well! We need Jinzo Immediately! We have already sent out Revolver, Borrelsword Dragon, and Borreload Savage Dragon to pursue, but he needs Jinzo to stop Infinite Impermanence and Ice Dragon’s Prison! Release Jinzo and brief him om the current situation. Hurry! ) < - - - Transmission Ends.
All I’m gonna say is that I had a Jinzo and with every deck I ever made, I found a way to get him into its construction formula. A 1-sacrifice 2400 attack monster that neutralizes all traps? That’s as must have as pot of greed imo. Also note: I never played with synchro monsters. When they came in, I immediately lost interest in the game because they made the other cards practically obsolete and it pissed me off.
Just waiting for the day that Konami decides to drop Jinzo support along the same lines as Dark Dragoon. They’ve pulled stranger things out of the woodwork before, because at this point I’m certain that somebody on the card design team is trippin’ harder than a professional sprinter trying to run down a flight of steps with his shoes tied together.
My favorite card back in the day. We used to open all the boosters in Walmart and take the cards we wanted. I literally used to break the law for rare cards. When I found it I almost cried of happiness. Walked out of Walmart feeling like the man. Then they moved the cards to the front by the registers.
Interesting trivia (at least to me): The guy using Jinzo in GX belongs to the Psycho Style which is a rival to the Cyber Style that Zane belonged to. This was in turn referenced in Arc V with a Psycho Style Duel School billboard. I believe that same billboard appears in Duel Links in Arc V world at the shop area along with other billboards from Arc V for Duel Schools (including one that I am fairly certain is new given that I can’t find a screenshot of it anywhere despite how hard I have searched). So there is a whole Duel School that teaches kids how to play Jinzo and I guess they were just super paranoid about Action Traps which were not really explored because of how Arc V’s story went. Now let’s see Konami out date this article and reference Arc V by giving us some Pendulum monsters for the deck.
I’ve always had a soft spot for Jinzo. I loved his design and I love how, if used correctly, can render roughly 1/3 of an opponent’s deck due to his effect. I just wish the OCG/TCG versions of Jinzo had the effect where it automatically destroys any and all Trap Cards the opponent control while it remain face-up on the field. As for creating new cards or upgrades that can help improve the Jinzo Archetype, I think creating a Jinzo monster where it can negate the activation of Spell Cards could work. Or, if that means that it would be too broken, how about a Fusion Monster version of Jinzo, where it can be fused with Spell Canceller, to create a monster that renders spells and traps useless. And finally, an actual upgraded version of Jinzo Lord with higher stats, at least have it be 3000ATK, and change it’s effect to have it destroys all Trap Cards your opponent controls, while at the same time treating all cards in the Spell & Trap Zone as Trap Cards.
There’s 2 things I can think of for Jinzo if it were to make a resurgence. the first is having a more consistent way of turning your opponent’s monsters into trap cards. Like a field spell that treats all monsters on your opponent’s field as trap cards. And maybe give Jinzo something akin to Red Reboot? But as a spell or monster.
There’s one Jinzo appearance in the anime you’ve overlooked. That being in the KC Grand Prix arc where a duel computer at the maximum setting duelled Yugi while using an unbalanced dragon deck from kid called Rick. It would be defeated by a combo involving Spirit Ryu and Heart of the Underdog making its ATK 7000.
Honestly I feel like leaning in more to the megacyber effect of turning opponent’s monsters into continuous traps would be a strong way to move forwards with Jinzo. They already have trap hate well established, but turning monsters into traps is actually pretty debilitating. If you aren’t something like Crystal Beast that deliberately puts their monsters in the backrow then you probably don’t have any means to use them while they’re there or even clear them out beyond standard S/T removal. It also stops the monsters from being sent to the GY, which potentially subverts floating triggers as well as preventing monsters from being so easily brought back after being dealt with or used as materials for a special summon that eats monsters in the GY (e.g. Chaos summons, Tear fusions). Obviously the Psychic Megacyber’s effect that does this is fairly awful, but the concept for what it’s doing is actually a solid game plan. Jinzo specialises in locking down traps; Expanding on this effect that turns monsters into traps gives a way to handle monsters that’s relatively uncommon and tricky to deal with, and it also clogs the backrow in the process which eventually locks out spells.
Here’s an idea: A field spell that gives the Jinzo archtype monster’s a ton of effects if there are no face up traps on the field or the field spell gets destroyed if a trap effect does resolve somehow. Say Jinzo monster’s can’t be destroyed by battle, and the 3 star ones gets an atk increase times their level to make them more of a problem. The higher level Jinzo monster’s can negate the effects of monsters except psychic monsters.
Here’s a dumb idea for a support card: Psychic Projection. It can be a spell or trap, but has the ability to target one set card on either players field once per turn, and treat it as if it were a face-up continuous trap. And while there is a trap card on the field Jinzo monsters can’t be targetted by card effects. This way, if that card is activated Jinzo can negate it’s effects. And since it’s continuous it’ll take up one of your backrow slots.
a good way to make jinzo viable again would be a field spell that sends all monsters destroyed by battle with a “jinzo” monster as continuous traps to the opponents spell/trap zone instead of the grave. and a second effect that lets you take controll of monsters in the opponents spell/trap zone as long as jinzo is on the field. that way the archtype can get around its mediocre monster lineup and actualy do something in metas without many traps.
This article made me realize two things: 1. A lot of Joeys most powerful and signature cards all came from other people; Black Dragon from Rex (before the whole concept of even taking cards from opponents became a thing), Jinzo from Esper, and Time Wizard from Yugi 2. Outside the signature cards, going back and thinking about it, Joeys deck was a revolving door of swordsman based cards
A field spell card that searches Jinzo upon activation and treats all cards in the Spell & Trap as Traps would be convenient. If you have a Jinzo – Layered on the field your Spell & Trap zones are not affected by this effect. Also, it would be very cool to create the very first Field Trap card for this idea. But if is like this Jinzo should be summoned from the hand, deck, or graveyard.
You know what would be cool support? A card that can make you treat other cards like trap cards. So maybe a field spell or something where you can discard a card type (monster or spell) and depending on what you send- all opponents monster or spell cards are treated as traps until the end of the turn
I would add a Jinzo how instead of traps targets Quick-Play spells, seeing as when set they can be played like a trap card, then it would either make a another monster or an equip/continuous spell/trap to negate hand traps, specifically cards similar in effect to the ash blossom cards and not all effects that activate in the hand. Negating hand traps basically can’t work when this spell/trap/equip card is on a Jinzo monster. This would force your opponent to slow down to Jinzo’s pace with their negating options have grown limited.
Jinzo just needs more support that gives him and his monsters more field presence. More forms of Jinzo that can negate cards in the grave or hand would be cool. Support that utilitzes Jinzo can SS or his forms by a quick effect if your opponent special summons or activates a card effect. Maybe a LV 2 or 1 Jinzo card that in the grave while you control a dark psychic monster, can let you look at your opponent’s hand; fit the theme in the anime. People always affiliate Jinzo as a menacing floodgate, but when you look at him in the anime, his main theme always revolve around psychic powers, and using them to control the game.
Personally, I’d make Jinzo busted by changing the focus from ‘Trap Cards’ to ‘Set Cards in the BR’. While it would give it some weaknesses against cards like Evenly Matched and Infinite Impermanence, it would give it strength over Quick-Play Spell cards and would essentially act as a Spell Canceller with an already-active Anti-Spell Fragrance. IDK, though, I’m not that good at Yu-Gi-Oh!
If I were to make support for this archetype I’d want to make more cards with effects like Psychic Megacyber’s ability to turn monsters into continuous traps, converting your opponents monsters into useless trap cards that clog up their spell/trap zones. Maybe also a card or two that tributes your opponents face up trap cards for some effect so you can make room in your opponents zones to send more monsters.
a good first direction would be an upgraded Jinzo that stops Graveyard effects of Traps. Most Traps, if they are played, have GY effects these days. After that, I think a good direction to go would be more cards like that Fiend Gigacyber retrain. Turning opposing effect monsters into Traps to negate them.
Some of the most popular comments include adding a card that lets Jinzo negate spells as well, but only like flowandereeze decks use more than 10 backrow cards in their main deck, so negating spells doesn’t seem like the best play. a second card like the retrained megacyber (with a quick effect) that treats cards on your opp’s field like face up traps (plus a second effect that banishes traps on the field face down) would add some more consistency to the deck. Ideally a viable Jinzo deck would log-jam your opps field and still give you enough attacks with 2400-ish atk monsters on your field to win. Just have to make a card like that Jinzo-specific, with a “you can reveal this card: add a Jinzo to your hand and if you do,” or a “You can’t summon/attack with monsters other than level/rank 6 or higher Dark Machine types during the turn you use this effect”
Options. – Support cards for Jinzo lord’s effects – Support cards that convert other card types to traps – A field spell or continuous card that acts as a non-monster Jinzo (Perhaps can help summon it upon attempted destruction) – More raw high-power (Atk/Def) Jinzo cards – More special/specific summon Jinzo cards – A spell protection or destroyer for Jinzo cards – More “amplifier” type of cards for the weaker Jinzo variations – More types and attributes for Jinzo cards (Perhaps a sub-archetype with something like the Cipher archetype) – Perhaps comboing cards which work with other archetypes such as Red Eyes or perhaps luck based cards (Could use a “luck manipulator” type of card)
I wanna say just give him a support card that treats your opponent’s spells as traps but that would actually be extremely powerful. Maybe only treat them as traps on your turn so he can negate stuff like quick plays and field spells ? Or just make the first spell your opp’s uses each turn be treated as a trap to balance it out ?
Jinzo’s meant to be a bit of a walking floodgate. So I’d probably give the deck ways to spread out. Like, a fusion with spell canceler or a field spell that lets him negate monster effects instead. He could also probably use an upgraded version of amplifier that negates traps everywhere, not just on the field. If they wanted to stick to just traps though, I’d (counter intuitively) give the deck trap cards. But they’d have effects that trigger when they get negated. Maybe one that lets you special summon a jinzo, but if it gets negated by a monster that monster gains attack. Or another one that destroys the cards in its column if it gets negated. That might actually be a fun idea for a deck, where the entire premise is to try and negate yourself.
The archetype just needs a way to treat non-traps as traps outside of psychic megacyber. Could do some sort of floodgate like “all your opponents spell cards count as trap cards”, but you’d have to careful that it doesn’t just turn into a pseudo-imperial order engine that every deck splashes. Alternatively, give it the ability to negate hand-traps. Something like, “Cards cannot be discarded to activate effects”, “Cards cannot be activated in the hand”, or “Cards cannot be activated in the hand in response to any effect.”
I’m thinking, if it were to get and updated effect, it’d probably be something like: “Once per turn, you may target one of your opponent’s spell or trap cards; destroy that card. Once per turn, when your opponent activates a spell or trap card, you may negate its effects until your next End Phase. You can only use an effect of Jinzo – Updated once per turn, and cannot declare an attack on the turn either of these effects are activated.”
for those who are wondering why in japanese there is “android” in it’s name… android in japanese is Jinzo Ningen (人造人間), roughly translated as Man made Man.. however, in japanese, this word not an exclusively means android, it also refer to cyborg… as any human or human like being that is made or modified by a human is call Jinzo Ningen as a blanket term. this is also the main reason why a lot of mistranslated happens around this word like No. 18 mistranslated to Android 18 when she is a human modified by Dr. Gero as oppose to No. 16 which is an android build by Dr. Gero. it also really doesnt help that the word robot is often use to refer to android in japanese media..
Yeah – make Metal Gear model Cards from Rex to Ray. They did make the Spaceships from Gradius, and a Vampire Hunter to reference Castlevania. That’s the other fun part of Yu-Gi-Oh!, looking for Easter Eggs. That was great how you did that introduction using Psycho Mantis. Favorite Line from the old game, “You like Castlevania, don’t ya?”
Basically penguin soldier and Jinzo go together, even though its not in the archtype. Simply because together they can clear the field then you can mill your opponents hand and graveyard after that. Thats what you see. What you dont see are the other slower games where it comes down to numbers and technacalities where its not only unfair to have jinzo and penguin soldier but also unfair to have other cards aswell if you are using those two in the same deck. It overrides the rule of three, and if you do use those two in the same deck, there are probally tens if not 20, 30 or possibly other cards that shouldnt be allowed to be used in the same deck. Its like adam and eve they had each other and didnt need clothes or anything else. So thats makes alot of sense to me.
seeing how the format has changed so drastically so the only reliable way of activating trap effects from the hand (ex: hand traps) maybe a good way to support jinzo that could skyrocket the archetype’s practicality and actually make him viable is if a jinzo card came out that could negate cards that activated from the hand, for example if new jinzo support had the effect something along the lines of “negate any effects that activate from your opponents hand” or since that might inadvertently hard counter the “danger!” archetype, maybe more if new jinzo effects would be “negate any effects that activate from your opponents hand during your turn”
16:59 More ways to make opponent monsters as trap cards I guess and in part would become more as a field control archetype that blocks traps, like instead of bouncing or destroying monsters in monster zone would just move EVERYTHING to the spell/trap zone and change everything as a trap, would make it it’s own form as “Jinzo Bounce” with also more quick spell support as the archetype loves quick spells and monsters/field who change spells as traps, very minimal but the idea is to change everything as trap. That would kill things like crystal beasts.
Hearing you briefly talk about Makoto makes me hopeful that someday you might do a Was about to Beat for his Duels with Zane and Syrus. His Duel with Syrus is actually my favorite Duel of GX Season 4, mainly because of not only Syrus learning to control the Cyber Dark Deck, but also finally surpassing Zane as a Duelist and earning his brother’s respect.
I guess a jinzo support card that turns face up spells into trap cards could help, but really the game of Yugioh is a nightmare in competitive play. Either there should a be a bigger push in the player base to just have more fun, or like cr1tikal said, do more formats that can make older cards more viable. Stuff like Master Duel and Duel Links should offer more modes at the outset to play rather than waiting for events to happen. IDK. I still love most of the old classics like Red-Eyes, Dark Magician, Jinzo, classic E Heroes.
I still like the concept of turning opponents cards into traps. So maybe like a retrain of cyber raider that turns opponents face up cards into traps and is a quick effect. But definitely still capitalize on the strategy on taking control of opponents’ monsters and disruption. Like a jinzo widow anchor would work.
One card to boost the archetype: Jinzo – Mind Master Level 7 Psychic Effect Monster 2400 atk 1500 Def Effect: This monster is always also treated like a machine monster. While this card is face up on the field Quick Effect you can discard one card from your hand. If you do, your opponent cannot activate spells or traps for the remainder of this turn. You can only activate this effect once per turn.
I think adding a retrain Jinzo who is a Fusion of Jinzo and Spell Canceller with 3k stats(Have Spell Canceller wrap around his waist or wrist as a belt or hand cannon in the art) to Negate Spells as well as Traps. With this in mind, adding a Destiny Fusion-Style card that can send from Hand or Deck the fusion materials, with an effect to banish the fusion spell from the grave to grant the Fusion protection from a single monster effect. If the fusion is removed from the field you can summon one of the Materials used to Fusion Summon it from the GY. This would give Jinzo a retrain Fusion much like Summoned Skull’s that has a unique effect, and can bring out the original if removed. Following that train of thought, they could add a Tuner Jinzo monster that modulates levels of other Jinzo Monsters to add up to 6 so the Synchro remains at 6 like Summoned Skull’s Synchro is the same level as the original. The Synchro could be a Monster Negate Once Per Turn. And a Mind Control effect on your turn like Layered. This would make the protection more spread out, and keep with adding another card to tribute owned by your opponent rather than only being able to use that effect with Layered.
They need to enhance Jinzo’s effect or create a new Boss Monster that negates all Trap effects, regardless of their location. Traps in the Hand, GY, Banish Zone, Field, etc. I also like the alternate path idea of making it a Psychic Type Monster to prevent the activation of Spell Cards, but I’ll add, regardless of location. The only downside would be you could only control one of these Monsters on the field at a time to ensure having only 1 constant Floodgate. This applies to you as well. You could additionally combine the monsters, and grant it the effect to banish either a Spell or Trap, and it negates that card type for the turn. I know this effect exists with Number 34: Terror-Byte, however, this Jinzo card only prevents it during that turn, making it a (Quick Effect) and you could make it to where it can’t negate the same card type 2 turns in a row. Additionally, making it a hard once per turn prevents the summon of 2 copies of the card in a single turn to negate both Trap & Spell cards.
Great article as usual! although I think Jinzo’s inspiration is Pinhead from the Hellraiser movies. (which i believe Kazuki Takahashi took many inspirations from, ones i noticed include the Millennium Cube, the labyrinth inside the Millennium Puzzle, and the room which has the sarcophagus\\mummies in the first movie.)
I remember struggling with Jinzo decks back in GX era due to me being trap-heavy player… Honestly would like to see field traps come back as a play type, nowdays it is so much about quick spells and constant combo-summoning that there is not even possibility of reacting to anything. With how fast game is, I feel there should be a buff in traps. They’re usually very specific, so increasing the trap area of effect could make them viable (and give a lot more traps abilities to disrupt opponent play heavily without being TOO OP. Like let’s say “when a (specific summoning type) monster is summoned, destroy it and all of its parts. Their effects are negated. Your opponent can normal-summon an extra time this turn”. It’d really disrupt your opponent’s play and force them to sacrifice cards without basically being “okay let me nuke your field with one card”. Or similarly traps that allow you to gain from opponent’s play, causing people to be bit more wary of summoning instead of just going for the “I’m performing tuning combo overlay combo fusion combo ritual combo tribute” 15-summon combos for the sake that if opponent has any traps set up, they might get nuked out of the orbit. Also? Allow players to set traps before either player plays cards. That’d be rather heavy rule bonus for them…
Honestly the only way I can see Jinzo making an effective Errata would be to extend the scope of what the archetype shuts down. Have one level 6 for traps, one for spells, and one for monster effects or monster summoning methods. Then introduce boss monsters that combine the various types of disables. If you really wanted to go the extra mile you could put in a win condition card that states “If your opponent cannot activate spells, traps, and monster effects, and cannot normal and special summon monsters, you win the duel.”
I mean a pretty obvious expansion would be either a Jinzo that negates spells, it kind of makes sense lore wise too because it could disrupt your thoughts making it impossible to cast spells or something like that, maybe like an XYZ monster that needs 2+ materials and gains effects depending on the amount of materials and can negate monster effects by detaching 1 material, that’s how I’d go about it at least if I wanted to make more Jinzo support
I would branch out and have jinzo alternate dimensions where he could reach and bring in his doppelgängers by his psychic powers. They would be 1) a powerful archmage golem (sticking with machine typing) that shuts down all or prevents all but 1 spell each turn. 2) a Wildling caretaker robot that can mess with monster summons (prevent special summons). Then more support for all. If all three are on the field, you can summon rhe boss fusion that, every turn, declare a card type, that effect takes place during that turn.
Just played about ten games on the old gba game against the so called computer. I calculated spiritualy that jinzos ability to supress traps should also be negated if penguin soldier is on the field of the person using Jinzo only. His effect should also be negated if possibly other water types are on the field. But so far it makes sense because penguin soldier returns two cards to the opponents hand also and with cards like book of moon it can be used repeatidly to mill your opponents hand or deck with cards like don zaloog, and the arctype. All of those together is technically unfair and none of them negate one anothers effects. They would be able to kill each other basically, its like the original gods that made everything else. Don stole jinzos wife and the penguins looking for bread.
2 upgrades I can think of is 1: have a weaker stat version that cancels out graveyard effect traps 2: have a (unique) effect upgrade where it can cancel out search cards that say spell or trap in its text, to keep with the trap theme and but put once per turn on it Dunno if thay viable but that’d be a cool inclusion I thinks
I kinda like the fact that Jinzo is seeing less play because traps are seeing less play – back at his height, you could not play a trap heavy deck without having several outs to Jinzo, and you still risked getting clapped by ol Psycho Mantis if you did have said outs because you drew the wrong half of your deck. But these days? The meta is so special summon spam focused that people play very few traps, meaning no one plays Jinzo to counter said traps…meaning you can play a deck with a lot of traps now without the menacing cyborg showing his ugly head to ruin your day. Its a bit like one predator species getting to thrive again when the species that preyed on them basically ate themselves out of a food source.
Given that Jinzo got its original prominence from being able to shutdown deruption would I say that the arch type would be highly improved by giving it ways to treat all cards that activate from the Hand and graveyard as traps. The Former to shut down hand traps because they have largely taken up the role of trap cards and the former because it just breaks a lot of decks.
well today I have learned facts about my fav boss card from DM era and what his possible inspiration. If I were to give Jinzo a upgrade, I would make some cards that forced people to place traps on their field from either your deck or theirs but they cannot be activated or by giving Jinzo a spell negating ability similar to his trap negations Edit: Jinzo did have a brief return to comp with monarchs since he was a tribute monster with the needed stats that monarchs did require for some of their support cards
Definitely more extra deck Jinzo monsters are needed that turbo out the jinzo engine or offer protection. Most of them should have some kinda trap interaction but I like the “take control of your opponent’s monster” and other such psychic like effects as well. Also some spell support similar to how most archetypes have a “summon/add (archetype) card/monster to hand” spell card to work with. Definitely beef up the boss monsters as well. Also give jinzo the ability to stop traps in hand or in graveyard as well? Maybe too far but i don’t think so. And how sick would some of the synchro xyz or link jinzo designs look?
I feel it would be neat if they gave this archetype other conditional negates, stuff like ‘Jinzo Overload’ where you can tribute a Jinzo to negate a spell activation, or ‘Mind Manipulation’ were if you control a Jinzo you can negate 1 monster effect for the turn. Give them the ability to ‘strain’ their psychic abilities to interfere with the other stuff in the game but make it not ass efficient as their trap removal capabilities. Feel it would help make them feel a bit more capable in none trap heavy meta’s but not break them wide open to much.
Making an archetype out of the Metal Gears, Zone of the Enders, and Xenogears/saga would probably make an awesome looking archetype. As for upgrading the Jinzo archetype why not just merge it with the silent archetype? One shuts down traps while the other shuts down spells. The Jinzo line would need just a bit of remodeling to get rid of the bulbous, fleshy heads.
A upgrade could be a field spell that makes all spell cards be treated as traps I dont think it would be to broken because it can still be taken out with quick play spells if theres no jinzo on the field or monster effects if there is and also means the spell that gives you access to traps would be more useful but would require a added effect to be unaffected by the new field spell
Fix: Field spell that cannot be negated and as long as you control Jinzo, the field spell cannot be targeted or destroyed by card effects. The actual effect. Your Jinzo monsters cannot be destroyed by battle or card effects. Negate all other spell cards. If a Jinzo monster you control is banished, you can special another one from your deck. Basically, a hard NO to spells unless they have a kaiju.
I would honest love for the beauty and the beast squad from metal gear solid to appear in yugioh because if dna surgery was activated and worrier type was selected they would appear as their beauty forms. Also I think Konomi should make a card called “cosmic brain parasite” where it has two effect. the first is that you can equip this card to a jinzo monster you control and while it is equipped your opponent cannot activate spell cards. The second is that when the equipped monster would be destroyed by card effect you can tribute this card instead to negate the activation. It might be op but with todays yugioh it might stand a chance to let jinzo have the spot light again.
“Jinzo’s Mutation – Magic Card Effect: Can not be destroyed by Jinzo. Equip to a card with Jinzo in its name. The equipped master’s effect target changes to ‘Magic Cards’ in each situation. When this card is sent to the graveyard, destroy one magic card on your opponent’s side of the field.” Don’t quote me, but I think that card (or something like it) would be about all that could make him super powerful unless a massive meta shift happens.
literally the only hope jinzo could have as an archetype would be to have a way to consistently bring out spell canceller on top of jinzo, have jinzo only stop traps for your opponent, and get at least 1 monster negate per turn. do all of that turn 1 and jinzo can have a chance to compete with most decks in the game since they are majority monsters effects and control spells. I think jinzo is really only 1 or 2 good cards away from being a very fun deck to play in a more casual setting as psychic megacyber gets rid of monsters in a unique way and weaker decks tend to include more traps to get out of bad situations
If there was a way to also disable field spells or other continously cards like equips then he would be pretty good. Maybe making a synchro or link monster that for jinzo that states you can negate all face up trap, field, and equip cards. Also that card would have the mind reader ability to take over monsters but at a cost, like it had to be co linked or discard a card or something. I dunno that’d make the archetype at least playable
One way they could revamp this deck is giving it a field spell card or a continuous spell card that makes all cards in your opponents spell & trap card zones & GY trap cards while you control a Jinzo monster. Then i would give it a starter monster card that allows you to special summon a Jinzo monster from your hand or deck ignoring its summoning conditions. Lastly i would give it a new extra deck xyz monster (rank 6) and give it the ability as Jinzos but also make it where its “traps cant be activated on field or gy” and make it immune to monster effects, and then detach 1 material to snatch a monster from your opponent and its original name becomes Jinzo. I think this would be pretty busted support considering it would make all spell and trap cards on your opponents side and gy trap cards and having the new xyz monster would make it so no traps cards can be activated on field or in gy. Which i think thats what this deck needs considering todays yugioh is more spell heavy than trap heavy so why not make an archtype the ability to turn all spells into traps.
an upgrade would be: 200 atk more effect: no trap cards take effect: for as long as this card is face up on the field. Once per turn during any of your phases, if your opponent has a set card on the spell/trap zone, flip it. If it is a trap card, destroy it immediately. If your opponent doesn’t control any trap cards, inflict 500 lp damage on his/her next draw phase. If your opponent draws a trap card,, he/she can declare it, remove it from the game to avoid direct damage by effect or attack.from this monster
Haha damn Jinzo Layered is beyond hype. Looks like he’d be right at home in some Mad Max or Fist of the North Star nonsense. Does Jinzo mean something like psycho or psychic in Japanese? With all their cards having longer names it makes me wonder. For more support it would be neat if he could counter hand traps but im not sure how that’d go since iirc thats a colloquial term. I really like the idea of turning monsters into traps to clog the backrow, so more things that could do that and punish with more burn or something silly like the ace has increasingly busted effects the more zones are occupied by traps could be super fun.
I remember when I was a kid me and my friends all agreed that jinzo wasn’t to be used. Back then half of the game was traps honestly, and so we just didn’t like jinzo because it took away the interactive part of yugioh we felt. Cuz traps were like the only thing you could actually activate on your opponents turn. So yeah jinzo was a nightmare in the baby years of yugioh
I think it should get the Buster Blader treatment. It’d be funny if Jinzo took Buster Blader’s role and Traptrix took Buster Dragon’s role. As if Jinzo is the one destined to destroy all traps. He fights one and defeats it. Only to take a single seed or Egg which later sprouts or hatches respectively into a small Traptrix monster. Through their journey the Traptrix monster gets stronger and more corrupted until finally it becomes the very monster that Jinzo defeated previously.
If you ask me… Give jinzo the sacred beast treatment. Give him a field spell that makes him harder to kill, a continous spell that allows him go negate spell cards, a continous trap that is immune to jinzo’s ability so that it can boost it’s attack points against higher level monsters. Simple things like that could work
Honestly, I think the best way to make Jinzo viable is to change the way trap cards are played. Since the issue modern yugioh has with that they’re too slow, having to wait a turn to activate them, why not just activate them the turn they’re set? Basically, you can set trap cards and once the setting is done, they’re ready to be activated at any time, unless they have specific requirements. You just can’t activate them as they’re being set. Here’s an example: You have the magic jammer trap card in your hand and you’re about to set it. As you set it on the field and before the setting process is done your opponent activates a set card (MST) intending to destroy that card. Because the setting process wasn’t finished you can’t activate it and Magic Jammer id destroyed. However, you set Magic Jammer first, your opponent does nothing in response and the setting is complete. You then try to set another Trap/Spell card and then your opponent activates MST to destroy the second card. However, because Magic Jammer was successfully set you can know activate it in response to MST. This seems like a simple change, but one that could potentially change the game met. In way a to keep things balanced this only applies to trap cards. if you set a Quick-play Spell card, they can’t be activated that turn. If you get the chance to read this TGS, could you possibly give your two cents on this idea?
How would i upgrade? With a costum card Dark magician red eyes jinzo Lv 9. Machine 3125 atk 2750 defense You can special summon this card from your hand or deck by tributing 1 jinzo monster on the field Negate all hand traps on both player’s hand (insert all definition of possible handtraps) If this card is removed from the field add 1 jinzo card from your deck
I say there should be two sub archetypes that interact with the jinzo archetype, mabey a psychic magethat looks like jinzo whic disables spell card while a fusion between these two ideas, an Android mage if you will, stops monster effects, then there could be cards that combine the 3 together to make syncro, xyz, or link monsters that can negate one of any card after certain conditions are met.
Just give Jinzo a field spell that lets you search a Jinzo monster or card that mentions “Jinzo” on activation where opponent spells are considered “traps” while Jinzo is on field which means they have to set them first and because they are “traps” those spells are locked. Would make Jinzo floodgate way more relevant in current meta while still being fair because Jinzo is not hard to get rid of even with just a monster. Pretty much archetype ASF + Jinzo synergy
I’m trying to develop a Jinzo Silent Swordsman deck but I it’s not effective as I want it to be. Still I want a Silent support that makes the Silent family devastating and it ties in with Gandora with a backstory of it raising Silent Paladin after Magician and Swordsman die and she teaches others how defend against spells which their parents learned from a certain female Magician. (Wink at the obvious) and what’s cool about the deck is that it takes monster cards used by Joey, Tristan, Tea, Devlin, Serenity, and Bakura and turn them into Silent counterparts as well as Gandora. Anyways back to Jinzo. Yea I can’t fit his deck with silent Swordsman
The way I’d fix him would be to bring him into the current meta: make him into a Link monster! Juiced Jinzo 3-Link monster Made with 3 dark machines OR 2 Jinzo cards (Psychic/Cyberse/Link/Effect) 2400/1200 This card’s name counts as “Jinzo” while on the field and in the GY. If you summoned this monster by using at least 1 card with “Jinzo” in its name, equip this monster with an “Amplifier” from your deck or GY. Monster Card and Trap Card effects cannot be activated from the hand. If this card would be removed from the field by battle or a card effect, you may discard an “Amplifier” from your hand or destroy an “Amplifier” equipped to this monster to prevent that removal.
I think Obviously a modern day Jinzo Support should have something to do with, Negating your Opponent’s Hand Traps. Maybe something along the lines of just as long as this Jinzo Support Card is on the Field either You and your Opponent is Not Allowed to Play Hand Traps or when your opponent is about to Activate a Hand Trap you could pay some kind of price to Negate and Destroy that Hand Trap. Or some or effect like that.
Jinzo – Artificial Human Dark Level 6 (Machine/Effect) ATK 2400 / DEF 1500 This card’s name becomes “Jinzo” while in your hand, GY and on the field. Quick effect: If your opponent controls more spell or trap cards, you can special summon this card from your hand (except during the damage step). Negate your opponent’s trap cards, also their effects cannot be activated. While your opponent controls trap cards, this card cannot be targeted or destroyed by card effects. You can use the following effects once per turn: • Destroy as many spell and trap cards your opponent controls as possible, this card gains 300 ATK and DEF for each card destroyed. • If your opponent controls no spell and trap cards, you can target monster cards up to the “Jinzo” cards you control, move them to your opponent’s spell/trap card zones as continous trap cards. You can special summon “Jinzo – Artificial Human” only once per turn. Could this be a potential boss monster for the archetype? Feel free to correct me on the wording and add some stuff this card might need
I mean one simple way is add a Jinzo that prevents all quick effects or grave effects. Essentially putting a stop to decks that utilize that specific play style entirely. Specifically what they could do is make a 5 star monster with 2100 attack and 2600 defense There are plenty of monsters that can beat over that making it not to powerful but an effect that can prevent grave effects or from hand effects for as long as it’s face up on the field wouldn’t be a bad trade off. Y’all let me know what ya think I honestly just spitballing so people who know better could probably balance it better
Law of the cosmos is a very funny and pretty decent rota for the archetype, but it does have downsides. If you negate the jinzos effects or just remove it, then the opponent gets a free trap from deck which is horrible. It needs some kind of crazy extra deck monsters that are easily surmountable in archetype for the deck to be good outside of limited formats honestly Obviously jinzo himself is always going to at least be looked at especially since traptrix just got new support, but other than that and labyrinth, there really aren’t too many decks he’s good against. A 2400 beater in this day and age simply doesn’t cut it
Jinzo would be a lot more playable if there was some quick play spell support to just cheat it out of the deck (and then maybe have the spell banish itself from the grave to protect jinzo). Being a tribute monster makes jinzo a lot less playable. Also needs some better boss monsters (say, one that gains extra attacks for each face-down backrow your opponent has).
My idea is that they do still go with the gimmick but they also do need to make a better style of Jinzo, my idea, make an evolution of Jinzos that can lock down your appoint just for a fun of it so yea i would like to share more ideas as well so please make more articles like this one and i will give you my ideas for any archetype and I give my thoughts about it
The archetype needs more consistency and swarming for one thing. It’s kind of a chore to go into the Rank 6 without external (non-archetypal) support and the deck relies on a Tribute Summon most of the time while also relying on a Stratos getting Normaled to facilitate it. The fix would be to add more special summons and/or add an effect that grants a 2nd Normal Summon. The next issue is that it’s a deck that revolves around a single powercrept monster (Jinzo) with a WORSE boss monster (Jinzo – Layered). And said boss monster doesn’t even treat itself like Jinzo. Using Jinzo to go into it makes your end board worse – but there’s not enough in archetype swarming potential to not use it unless the opponent is dumb enough to give you the free summon from deck. My solution for the boss monster would be to give them a Rank 7 that you can rank up into from Layered. It would give Layered more purpose and also be thematic as you’d be “returning” Jinzo to a Level (Rank) 7 like it was in the manga. Only give it a new boss monster if said boss monster treats itself as “Jinzo” in the field or GY. The final issue is that traps are bad competitively speaking (there’s exceptions to every rule). I don’t think Jinzo needs to branch out and away from being a dedicated anti-trap deck, as that would break the theming, but I DO think they should expand on that “treat your opponent’s monster as a Continuous Trap” idea. You could make effects to clear their GY and field by clogging their backrow with negated junk.
So I’ve been perusal a lot of your articles lately can you got me back in playing I’ve always watched the anime but stop playing the physical card game after I discovered magic the gathering lol but in playing master duel and perusal your archetype articles a resonator red archfiend archetype by itself because I just made the deck in master. It’s a lot of fun great content and thanks for getting me back into Yu-Gi-Oh
Imo jinzo needs more speed. The issue with the deck is not so much that traps aren’t played. Traps do see play but only ones that can be activated from the hand without needing to be set. The issue with jinzo is that despite being able to stop traps, it doesn’t do much else. This means is lacks any real threat value as the opponent can just stall until they find either an out to jinzo or a way to win the game immediately. Jinzo has utility against a lot of going 2nd cards such as evenly matched or infinite impermanence.
Make more jinzo monsters that has effects that would negate your opponent’s monster effects and your opponent’s spell effects but only apply if you control the original jinzo monster on the field OR have jinzo monsters with the effect that treat your opponent’s effects pacifically monster effects and spell effects as traps
Make a a card that combining it with one of the cards from this archetype with a spell caster you can choose to activate either that monsters original affect or your monsters of fact by finishing a spell, and either you or your opponents graveyard of spells that that player controls are destroyed, and then, when this monster sent to the graveyard by vanishing it off valves, that you banished or returned to you
Give it a way of negating spells as well, like maybe make a link monster for jinzo that effect is something like this Spell cards cannot be activated while this card is on the field any spells on the field have their effects negated Once per turn you can tribute one monster on your side of the field to special summon one jinzo monster from hand or deck If jinzo was used as material to summon this card negate all trap effects as well
Thats hard to fix. This Archetypes needs a better Boss Monster and a better Gimmick in General. Maybe a Rota like Spell. A new Boss Monster with protection that can Pop cards for the amount of traps in either grave. Maybe a field spell that lets you Turn a Monster into a Trap, Once per Turn. Would that be op? Not sure. Wouldnt hurt If that field spell generates advantage as well. This Deck needs more lvl 4 of lower monsters that are worth normal summoning. Not sure.