Spikes & Baron Duel Monster Comet - Card Review #282

Card Name: Imperial Iron Wall (SD15-JP030)
Effect: When this card is face-up on the field, card(s) cannot be removed from the game.

Imperial Iron Wall

Comment: After my tour of the mighty Undead World, next on my tour list is the great imperial fortress of solitude...

The first thing to notice? The great Iron Wall, to protect creatures from the other dimension.

Anyway, 3 straight reviews now not on monster...are the recent monster released THIS horrible? No...I just want to spend a card review talking more about the rulings of a card than actually "review" a card itself...

So let's get started.

Art:
Well, from the card name...the card illustration must have 2 things...

1. An Iron Wall
2. A Fortress...Imperial Fortress

You see the wall, high and right outside of the fortress, then the king and knights (I supposed...) looking on what they did, penetrating someone's (most likely peasant's...but they can't own land) land and built an ugly wall (WAIT...that's the US-Mexico border). Nothing special, just illustrating the point of the card.
RATING: 8/10

Stats/Requirement:
It's a Continuous Trap card, that means that it's a Trap, it stays on the field until someone destroy it...NEXT SECTION!!

RATING: NA/10

Effect:
There may never be another simplier card effect that I will review maybe ever.

Basically, it blocks the path to the "other dimension" (a.k.a. Remove from game zone).

So why I review this card? Let's look at why this effect can be powerful.

1. It stops ANY kind of cost that removed cards from game...nope, they cannot be activate.
- With cards like [Dark Armed Dragon], [Cyber Vary], etc. Their powerful effect is useless if they cannot touch the RFG zone
- Monster that removed cards from Graveyard from game cannot be special summoned...at all...just purely sick.
2. It makes any activation of ANY effect that removed cards from game useless
- No more [Dimensional Confinement], [Bottomless Pit Trap], etc.
- Although [Wicked Monarch]'s effect would still be activated...NOTHING WILL HAPPENED! (Or...the effect is "negated")

Any negative things?
1. I have no clue why this is in SD15, UNDEAD WORLD, where the deck even HAVE CARDS that are related to the RFG zone...
2. Yes...it's annoying to opponent, but sometimes this card just purely messed up your plan...and this is no [Imperial Decree] (a.k.a. the negate Magic card that you can destroy any time you want)

So at last...just so rulings:
1. Any cards that would FORCED to be removed from game, i.e. [Black Magician of Chaos], [Bolt Hedgehog], when leaves field would goes to Graveyard instead
2. Any effect that may removed cards, i.e. [Quiz] and [Devil Comedian], cannot be activate when this card is on the field
3. When this card AND [Macrocosmos] (and like) is on the field at the same time, cards would just goes to Graveyard
4. [Imperial Iron Wall] v. [Return from D.D.] - Cards special summoned from [Return from D.D.] would not leaves the field at End Phase since they cannot be removed from game.

RATING: 9/10

OVERALL - 9./10 - Is this card very powerful? Well, although this card cannot stop decks like "Lightlord" (which is just not powerful enough to be consistanly good), "Gladial Beast" (which returns cards to deck), it makes all D.D. theme deck purely USELESS, a very good side to play against Dark Armed Dragon (which is just "another" 2800 monsters without the crazy effect). Well, does it have a bad matchup? Of course...[Jinzo] is always Trap worst enemy, so is [Ice Monarch - Mobius] or for that matter...[Dragon of Ice Barrier] (popular card right now). But consider that one of this card can screw up opponent THAT badly...it's almost a "must" side deck card at the current meta (even if it does not stop EVERYTHING...but one card can never stop EVERYTHING!)