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Yugioh Trap Cards
Yugioh Trap Cards
In Yugioh, Trap Cards are used to do so many things such as negate attacks, boost your monsters' ATK power, destroy cards on the field, and help you win duels. Trap Cards are an essential part to any Deck that make winning duels easier. I use some of the best Trap Cards in the game to protect my life points and help me win countless duels. I love to use Trap Cards in my Decks, and I want to show you the best Trap Cards around.
Draining Shield is a Normal Trap Card that makes you gain life points and negate one of your opponent's monster's attacks at the same time. When an opponent's monster declares an attack, you can use Draining Shield to negate the attack. Then, you gain life points equal to the attacking monster's ATK. Gaining life points and negating an attack at the same time; what's better than that?
Metal Reflect Slime
Metal Reflect Slime is a Continuous Trap Card that acts as a token with 0 ATK, but a bulky 3000 DEF. When you activate this Trap Card, the token is Special Summoned in Defense Position. The token is a Level 10 Aqua-Type WATER monster, so you won't be likely to use this card in a Synchro or XYZ Summon, but you can tribute it, and 3000 DEF is 3000 DEF. Getting through that 3000 DEF could prove to be a monumental challenge for your opponent. However, Metal Reflect Slime is still considered as a Trap Card, so a Mystical Space Typhoon destroys the Trap Card and the token. When the token is removed from the field, the Trap Card is destroyed, but overall, you are getting the good end of the stick with this awesome card.
Phoenix Wing Wind Blast
Phoenix Wing Wind Blast is a nasty Normal Trap Card that can take 1 card off of your opponent's side of the field. You can discard 1 card from your hand to select one card on your opponent's side of the field and return that card to the top of the owners' Deck. If you select a Level 5 or higher monster like Blue Eyes White Dragon, then you know the next card that your opponent is going to draw. If your opponent doesn't have any more monsters on his/her side of the field, then you can say, "Oh, my opponent is going to draw a Blue Eyes White Dragon, but he/she can't play that monster since he/she has no monsters on his/her side of the field to use as a Tribute. Your opponent loses a valuable turn to Normal Summon a monster which gives you more time to attack. Phoenix Wing Wind Blast can also be used on Spell and Trap Cards, so there are no limits to what this Trap Card can do for you.
Mirror Force is a classic Trap Card that was used ever since the very beginning, and it never lost its value. With Mirror Force, the Normal Trap Card, when an opponent's monster declares an attack, you can destroy all Attack Position monsters on your opponent's side of the field. Mirror Force was used to stop all of your opponent's attacks, and that legacy continues today.
Mirror Force Review Done By Me On You Tube
Shadow Spell is a Continuous Trap Card that equips onto one of your opponent's monsters. The monster equipped with Shadow Spell loses 700 ATK and cannot change its Battle Position. With a 700 ATK reduction, destroying the equipped monster couldn't be easier, and to make things even better, the equipped monster cannot declare an attack.
Raigeki Break is a Normal Trap Card that allows you to destroy any card on the field by discarding 1 card in your hand. Raigeki Break is like a Mystical Space Typhoon and Bottomless Trap Hole combined (of course you can destroy the monster any time you want with Raigeki Break). Raigeki Break is an awesome Trap Card; all you need is a card in your hand.
When you XYZ Summon an XYZ Monster, you get a really strong monster with an awesome effect. Well, what if you could also destroy 1 card on the field when you XYZ Summoned that XYZ Monster? Well, with XYZ Effect, you can. Destroy 1 card on the field and give yourself an edge.
Defenders Intersect is an awesome Normal Trap Card that makes all of your opponent's monsters change to Attack Position. What's better is that all of those monsters' effects are negated, so you can swoop right in and destroy all of your opponent's monsters with great ease.
Call of the Haunted
Call of the Haunted is a Continuous Trap Card that can be used to Special Summon any monster from your Graveyard in face-up Attack Position. When Call of the Haunted leaves the field, the monster is destroyed and vice versa. Getting extra monsters in Yugioh is always an advantage.
XYZ Veil is a Continuous Trap Card that has a special effect for anyone with XYZ Monsters. Any XYZ Monster with an XYZ Material cannot be targeted by card effects. These card effects can destroy (Raigeki Break), decrease the value (Shadow Spell), or change control (Change of Heart), but if your XYZ Monsters have XYZ Materials, then you don't have to worry about any of that. If you are afraid that your opponent's XYZ Monsters would benefit more, I highly recommend getting some to detach XYZ Materials from your opponent's XYZ Monsters. Kurivolts
Nightmare Wheel is a Trap Card that can be equipped to an opponent's monster. The equipped monster cannot declare an attack while Nightmare Wheel remains on the field. As an added bonus to not make Nightmare Wheel sound too similar to Shadow Spell, your opponent loses 500 life points during each of your Standby Phases. Nightmare Wheel also prevents a monster from changing its Battle Position making Nightmare Wheel a very threatening card.
Ojama Trio is a Trap Card that allows you to Special Summon 3 Ojama tokens to your opponent's side of the field in face-up Defense Position. These tokens have 0 ATK and 1000 DEF, and they cannot be used as Tributes. When an Ojama Token is destroyed, your opponent loses 300 life points per token. You can use a Lightning Vortex to make your opponent lose 900 life points or use Red Dragon Archfiend to destroy all face-up Defense Position monsters (including the tokens). There are so many strategies concerning Ojama Trio that can lead to your opponent losing over 9000 life points.
Ring of Destruction
Ring of Destruction is a Trap Card that allows you to destroy 1 monster on your opponent's side of the field. Then, both players lose life points equal to the monster's ATK. Ring of Destruction allows you to destroy any monster (preferably an opponent's monster) and inflict damage to your opponent (and yourself) equal to the ATK that the monster had when it was destroyed. Ring of Destruction can simplify life points and bring you closer to victory. For example, if you have 4000 life points and your opponent has 3100 life points, destroying a monster with 3000 ATK with Ring of Destruction will result in you having 1000 life points left while your opponent has only 100 life points left. It is still a 900 life point difference, but your opponent is closer to 0 life points than he/she originally was. If you're worried about losing life points, then you can add a Ring of Defense in your Deck which gives you a classic combo if you use Ring of Destruction with Ring of Defense.
Battle Mania is a Trap Card that forces all of your opponent's monsters to attack. Even monsters in Defense Position are changed to Attack Position and are forced to attack. If you have the strongest monster on the field and want to inflict a lot of damage to your opponent, you can use Battle Mania. Battle Mania will give your opponent no choice but to attack your monsters. I recommend having 1 monster on the field with close to 3000 ATK when you use this card or multiple monsters with ATK or DEF close to that. Battle Mania also works really well with Ojama Trio which will then inflict a lot of damage to your opponent's life points.
Interdimensional Matter Transport
Interdimensional Matter Transport is a Trap Card that allows you to banish 1 monster that you control until the End Phase. You might be wondering how Interdimensional Matter Transport could possibly be useful since it takes one of your monsters off of the field. If your opponent has 5 monsters and you have 1, chances are that your opponent will easily be able to destroy that 1 monster you control. A Dark Hole would end all of those problems, but then you would lose your 1 monster. With Interdimensional Matter Transport, you can banish the monster before you use Dark Hole and then get it back on your side of the field during the End Phase while your opponent would have no monsters on the field. Interdimensional Matter Transport also works well with Chaos Emperor Dragon Envoy of the End when it uses its effect.
Magic Cylinder is a Trap Card that is the opposite of Draining Shield. Magic Cylinder does negate an attack, but instead of having you gain life points equal to the original ATK of the attacking monster like Draining Shield, your opponent loses life points equal to the ATK of the attacking monster. Magic Cylinder can prevent an attack and make your opponent lose life points at the same time. To get a good advantage against your opponent in terms of life points, you can use Magic Cylinder and Draining Shield on 2 different monsters during the same turn. Then you would negate 2 attacks, gain life points, and make your opponent lose life points in the same turn.
Gravity Bind is a Continuous Trap Card that prevents all Level 4 or higher monsters from attacking. Gravity Bind allows you to play some of your weaker monsters and perform various strategies without worrying about them getting destroyed first. If you have a monster that inflicts damage to your opponent through an effect such as Solar Flare Dragon, you can keep on inflicting damage to your opponent's life points without worrying about Solar Flare Dragon being attacked. If you have a lot of XYZ Monsters, then Gravity Bind is even better since XYZ Monsters have a Rank thus making them immune from Gravity Bind. If your opponent has a lot of strong monsters when you use this card, you can play a strong monster through an XYZ Summon, and then your monster can attack!
Aegis of Gaia
Aegis of Gaia is a Continuous Trap Card that gives you 3000 life points. However, when this card is removed from the field, you lose 3000 life points. In the end, you won't have any gain or loss in life points once this card is activated and then removed from the field (3000-3000=0 difference). If you have only 1600 life points left, use Aegis of Gaia, and then get attacked directly by a monster with 1800 ATK, Aegis of Gaia is keeping you in the duel. Your opponent may also be thrown off guard since he/she could now beat you just by destroying Aegis of Gaia. Using Trap Stun and Heavy Storm (or Jinzo and Heavy Storm) will get you around the other effect of Aegis of Gaia.
Trap Stun is a Trap Card that temporarily negates the effect of all other Trap Cards on the field and can be very helpful with Aegis of Gaia. Trap Stun gives you a chance to attack your opponent with your stronger monsters without worrying about Trap Cards. Trap Stun only negates the effects of other Trap Cards for a single turn which allows you to play Trap Cards during your next turn instead of a more permanent effect like Royal Decree.
Sakuretsu Armor is a Trap Card that allows you to destroy one of your opponent's attacking monsters. Sakuretsu Armor is a Trap Card that I have in many of my Decks because if my opponent attacks with a strong monster, I use Sakuretsu Armor to destroy the attacking monster. Sakuretsu Armor is a great card to use to destroy 1 monster your opponent controls, and if you use Battle Mania, you can use Sakuretsu Armor to destroy your opponent's strongest monster.