Sorcerer of Dark Magic's Trap Negating ability

I've had several debates with people over this and noone agrees on a correct answer so I'm hoping the higher ups can clarify this.

Sorcerer of Dark Magic
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This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by offering 2 Level 6 or higher Spellcaster-Type monsters on your side of the field as Tributes. As long as this card remains face-up on the field, you can negate the activation of Trap Cards and destroy them.

The question arises when someone activates a Counter Trap card (Spell Speed 3). I've argued that you can't use the SoDM's ability to negate those traps since Multi-Trigger effects have a Spell Speed of 2. Other people I was debating this with have said you could use his effect to negate any trap that is being activated while he is on the field be it a normal trap, continuous trap, or counter trap. (We are all in agreement his ability does not let you negate continous traps that have already been activated before he was brought to the field).

As a part 2 question to this. Depending on how his ability is ruled, does this mean he can also negate trap cards that are activated during the damage step in battle (where normally the only spell/trap cards that can be activated are those which affect ATK/DEF and counter traps to negate said activation of those spell/trap cards).

- Andrew
 
Sorcerer of Dark Magic (Speed 2) may not negate a Counter Trap (Speed 3).

Sorcerer of Dark Magic may negate an appropriate trap activated in the Damage Step.
 
Sorcerer's effect is multi trigger (Spell Speed 2) so he can activate his effect in the damage step just like Dark Paladin. Also since his effect is spell speed 2 it can't negate counter traps.
 
Javario said:
how do you get you sorceror of dark magic out? you have any tips besides magical scientist. I'm strict on my lp's....

-Javario
Could always try Reasoning and/or Monster Gate to get your Level 6 Spellcasters out.

Summoner of Illusions also allows you to summon any (without restriction) Fusion at the cost of tributing a monster. Summon 2 of them to the field and tribute each other to pull out Sanwich or Skull Knight then tribute them for Sorcerer of Dark Magic.
 
Hey,


I run a palidin type deck, I do have cyber jar and a couple of warriors you need warriors for palidin like your buster blader. I have king of swamp in side deck. I'm trying to think about going straight spellcaster, i'm in the middle of two directions.

Sorceror or dark magic is and isn't difficult to get out. But since I found out (cause I diddn't realize it) that neo aqua mandoor is "spellcaster", I just may through them in! Thanx, I only thought of magical scientist but I didn't want to play. Either I can use 2 monter grizzly's, magical scientist in unison with (sanwhich's), 2 chaos sorcerors, or dna surgery, or just wait till I have two spellacasters of level 6 and higher. I think aqua neo mandoor is a little better, you just changed the way I thought I could bring out the sodm, thanx!

-Javario

"intermediate duelist" :ar15:
 
DNA Surgery can be a great option for a SODM deck. You can suicide a Mother Grizzly with Last Will to get 2 Neo Aqua Madoor out blazing fast (but you might want to add Stumbling to your deck to give yourself a nice wall if you don't wind up with SODM ready to summon when the Neos come out). The Fiend Megacyber is a good easy summon level 6 for the Surgery angle, also consider the Pyramid Turtle - Ryu Kokki combo which is double nasty with DNA Surgery since Ryu Kokki's ability affects Spellcasters (great way to get rid of Spirit Reapers). I've even used Last Will's to Summon Great Maju Garzett while I have DNA Surgery in play to get SODM out.
 
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