• It is possible to use this card to destroy its controller's Spell/Trap Cards. This is useful to use an effect like "Geartown".
  • Set this card, so that when the opponent Sets a Spell/Trap Card, it is possible to use this card to destroy it during the End Phase of that turn so the opponent can't Chain it.
    • Alternatively, bluff by waiting until the opponent tries to destroy it, then Chain it to make their destruction effect pointless.
  • Chain this card to the activations of the opponent's Equip, Field, or Continuous Spell/Trap Cards (or their effects), especially the ones that require a cost, since their card's effect won't resolve if the card is no longer on the field.