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- While Traps might be considered "dead" by some due to the current speed of Yu-Gi-Oh!, a lot are still actually viable and very relevant. Here's a couple of them. Purple Cards are still good!
- Quaking Mirror Force
- When an opponent's monster declares an attack: Change all Attack Position monsters your opponent controls to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.
- Floodgate Trap Hole
- When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.
- Both cards are great for stunning plays (though Quaking's generally better and is easily accessible in the Dinomashers Structure Deck) it's non targeting/non destruction "removal" in a sense and unless they can tribute over their cards, they'll be stuck there for a while.
- Dimensional Barrier
- Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn.
- Dim Barrier's kind of similar to Ghost Reaper wherein they both completely neuter the opponent's cards, but Dimensional Barrier hits a wider pool (eg; the entire extra deck for Fusion/Synchro/Xyz, any major pend plays). Though it only lasts a turn, that's all you need most of the time. Great for slowing down the opponent and being able to respond on your next turn. It can also stop comeback plays.
- Solemn Strike
- When a monster(s) would be Special Summoned, or a monster effect is activated: Pay 1500 LP; negate the Summon or activation, and if you do, destroy that card.
- Still a very relevant card due to it's ease of use and powerful effect. Being able to stop annoying summons like Crystal Wing, ABC Buster, and monster effects that could otherwise be problematic.
- Imperial Order
- Negate all Spell effects on the field. Once per turn, during the Standby Phase, you must pay 700 LP (this is not optional), or this card is destroyed.
- Absolute nuts of a card that can shift the tide of the duel heavily. Lets you stop cards like Left Arm Offering/That Grass Looks Greener, board wipes (Interrupted Kaiju Slumber/Raigeki/Dark Hole) and pretty much every other spell. Although you cannot turn it off and must pay the maintenance cost (it got errata'd). Still an amazing blow-out card that can pretty much win a Duel. Definitely run if your deck doesn't mind. (keep in mind that Field Spells/Continuous Spells will stay on the field just with negated effects.)
- Bottomless Trap Hole
- When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it.
- Not as strong anymore due to presence of monsters with destruction immunity, but still being able to stop a giant pend summon is great. The banish effect is nice, but there are some decks that do benefit from that, or recover easily. Same can be said for Torrential in a way. (Also Rafflesia)
- Anti-Spell Fragrance
- Both players must Set Spell Cards before activating them, and cannot activate them until their next turn.
- Completely shuts down Pendulums and hinders a lot of decks, while this card generally resides in the Side Deck, a few other decks can use it to its fullest potential. It has multiple applications, one example forcing the opponent to set Dark Hole/Raigeki, giving you an extra turn before they can do anything to your established board.
- Solemn Warning
- When a monster would be Summoned, OR when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s): Pay 2000 Life Points; negate the Summon or activation, and if you do, destroy that card.
- Covers anything that involves summoning. Inherent special summons, Synchros, Xyz, Pendulums, you get the idea. It's at 1 for a very good reason, you should really run the one you're allowed paired up with Solemn Strikes (affectionately referred to as the Solemn Brigade.)
- Lost Wind
- Target 1 face-up Special Summoned monster on the field; it has its effects negated, also its original ATK is halved. If a monster is Special Summoned from your opponent's Extra Deck, while this card is in the Graveyard (except during the Damage Step): You can Set this card, but banish it when it leaves the field.
- A recent addition to the Trap arsenal is quite a powerful one. An arguably better Breakthrough Skill with the added bonus of halving the original ATK (which also makes Zoodiacs go to 0 ATK) that can be recycled if the opponent summons an Extra Deck monster (eg; almost always) is definitely something to consider.
- Mirror Force
- When an opponent's monster declares an attack: Destroy all Attack Position monsters your opponent controls.
- Quite the good blowout card versus the popular True King Dinosaur deck, and is still a great battle trap. Give it a consider if you wish to do so, or seek any of the alternatives. (Quaking/Storming/Blazing/Drowning)
- Solemn Judgment (OCG)
- When a monster would be Summoned, OR a Spell/Trap Card is activated: Pay half your Life Points; negate the Summon or activation, and if you do, destroy that card.
- If you're playing in OCG, this card is legal at 1 and you should play it. No further explanations needed.
- Meta Specific/Other/General Tech Choices
- Imperial Iron Wall
- Compulsory Evacuation Device
- Stygian Dirge
- And the Band Played On
- Drowning/Blazing/Storming Mirror Force
- Skill Drain/Soul Drain
- Macro Cosmos
- Ultimate Providence
- Grand Horn of Heaven
- Black Horn of Heaven
- Light/Shadow Imprisoning Mirror
- Mask of Restrict
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