Overall Score: 5.0 (a
deck staple for a little while)
Casual Play: 5.0
Tournament Play: 5.0
Trap Hole is the best
Trap card currently available right now (that will
change when we get Holy Barrier - Mirror Force,
Magic Jammer, Imperial Decree, and Magic Cylinder in
future sets.). Does your opponent want to
sacrifice for that Summoned Skull? Let them,
then blast the Skull. Watch them use Soul
Exchange to get that BEWD, just to have it removed
AND they lose their battle phase. All
attacking monsters in the current metagame will fall
prey to this thing. Best of all, it's not even
restricted, so that's 3 less monsters your opponent
can use against you.
Remember to keep in mind
that this works against Normal summons (including
Tribute Summons) and flip summons only.
Special summons are not affected. Also, Lord
of D. will protect any Dragons from being targeted
by Trap Hole.
Combos:
Trap Hole + Man-Eater
Bug = They won't get much onto the field at this
rate.
Trap Hole + Gravedigger
Ghoul = Destroy their monsters, then use Gravedigger
Ghoul to remove them from the game. Let's see
them use Monster Reborn now!
Trap Hole + opposing
Lord of D. = Destroy their Lord of D. before they
can Flute out some evil Dragons.
Counters:
There are currently none
at this point. However, we will soon have to
deal with Harpy's Feather Sweep, Heavy Storm
(Tempest), Hurricane, Cyclone, Android Psycho
Shocker, etc. (you get the point)
Casual/Tourney Play:
Your opponent can't
attack you if they don't have any monsters on the
field. This thing helps you immensely in
monster removal. Play 3, unless you don't own
that many.
Verdict:
For now, it's a deck
staple. Play 3.
|