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Eldlich Off-Topic Paleozoic Decks The Phantom Knights Decks Trap Hole Decks Traptrix Uncategorized Yugioh

Introduction

Trap Cards are one of the main resources in Yu-Gi-Oh! They can be used offensively or defensively, and are capable of turning games around in your favour! From effects that allow you draw cards, to completely wiping the board clean, there is little that a good trap can’t do! But, it’s all about the timing when it comes to Trap Cards. Let’s take a look at the different types of Trap Cards out there and what they can do!

Overview

When it comes to Trap Card types, there are Normal Traps, Continuous Traps, and Counter Traps. All three of these different types of Trap Cards function in different ways. But what even is a Trap Card? A Trap Card, like a Spell Card, is a resource that you can use in duels by utilizing your Spell and Trap zone. Unlike a Spell Card, however; Trap Cards have to be set before they can be activated. With a few exceptions like Infinite Impermanence and Dominus Impulse. As the name implies, a Trap is a tool that you set in hopes of triggering when something specific happens. Generally, Traps are reactive and an action needs to happen to trigger them, but not always. Let’s take a look at the different types of Trap Cards.

Normal Trap Cards

The basic Trap Card is the Normal Trap. These cards have effects that can very minor like Jar of Greed to potentially game-changing like Evenly Matched. These cards are set, triggered, carried out, and then sent away. In the early days of Yu-Gi-Oh!, Trap Cards were among the strongest cards in the game, and even today they play a pivotal role in many decks. Some archetypes, like Traptrix, Phantom Knights, and Paleozoic are built around Normal Trap Cards. Some notable Normal Trap Cards are Infinite Impermanence, Dominus Purge, Bottomless Trap Hole, Paleozoic Canadia, Numinous Healer, Raigeki Break, Mirror Force, Good Goblin Housekeeping, Magic Cylinder, and Compulsory Evacuation Device.

Continuous Trap Cards

Next, Continuous Trap Cards! A Continuous Trap Card, marked by its infinity symbol under its name, is a Trap Card that remains on the Field after it is activated. Many Continuous Trap Cards have an activated effect in addition to having a passive or activated effect as well. Some Continuous Trap Cards are purely passive like Skill Drain and Anti-Spell Fragrance, while others have effects that you can use over and over again like Sealing Ceremony of Mokuton and Blessed Winds. Eldlich uses several Continuous Trap Cards in its archetype as well as Odion/Apophis. Continuous Trap Cards include Conquistador of the Golden Land, The Regulation of Tribe, Metalmorph, Mirror Wall, Statue of Anguish Pattern, There Can Be Only One, Shadow Spell, Macro Cosmos, and Crackdown.

Counter Trap Cards

One of the most powerful types of cards in Yu-Gi-Oh! is the Counter Trap. Why are they so powerful? Spell Speed. In Yu-Gi-Oh!, there is a mechanic for how “fast” a card effect resolves or interacts. This is the concept of Spell Speed. In short, there are three speeds, 1, 2, and 3. When an effect or card activation is declared, it begins a chain. Cards can be activated in that chain in “links.” Cards and effects of the same Spell Speed or higher can be activated in response to an effect or card activation. It’s a little more complex than that, but that’s for another article. Counter Trap Cards are the only effects that are classified as Spell Speed 3. That means only other Counter Traps can be used in response to the activation and effects of Counter Traps. As their name implies, Counter Traps are used to counter other cards and effects. Perhaps the best examples of Counter Traps are the series of Solemn cards. Solemn Judgement, Solemn Strike, and Solemn Scolding all showcase the power of Counter Trap Cards. For a long time in Yu-Gi-Oh!, there were decks referred to as “Counter Fairy” decks. Of all the monsters in Yu-Gi-Oh!, Fairy monsters and archetypes favour the use of Counter Traps in their strategies. These “Counter Fairy” decks usually centered around cards like the Agents, Parshath, The Sanctuary in the Sky, and monsters like Minerva, Scholar in the Sky, Bountiful Artemis, and Harvest Angel of Wisdom. Some notable Counter Traps include Negate Attack, Seven Tools of the Bandit, Red Reboot, Wiretap, Face-Off, Counter Counter, Dark Bribe, Divine Punishment, and Horn of Heaven.

Always keep Trap Cards in mind when building your deck, and when dueling. Know your Traps, how to use them, and when to use them! And keep an eye out for the Traps your opponent lays for you. Good luck, and keep dueling!

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