Nick's Top Ten Most Underrated
Spell/Trap Cards
Hey, this is my first top ten
listing, so bear with me on this... Now though, to the countdown on the
top ten most underused spell and
trap cards...
A few honorable mentions:
Solumn Judgement, Torrential Tribute, Card of Safe Return (Zombie Decks), Mirror
Wall, Dust Tornado
10. Staunch Defender (Normal
Trap)
You can only activate this card when
your opponent declares an attack. Select 1 face-up monster on your side of
the field. During the turn this card is activated, your opponent can only
attack the monster you selected. Your opponent must attack the selected
monster with all face-up monsters on his/her side of the
field.
A nasty trap card that can come in
so handy in the right situations. I guess that's why it's not played as
much as it should be, it's rather situational. I've tried this card with a
couple of combo's and they've worked pretty well. Just imagine that i said
Staunch Defender with all of these combo's: Airknight or The Infernal
General Guy (opponent loses a card with dmg)+rush recklessly/Axe of
Despair/United We Stand or anything to make it beefier. = decent damage +
tons of cards or loss of cards for your opponent. Dark Ruler Ha Des and
this card are great, forcing them to attack and they don't get any
effects. Kycoo+some kind of boost = lots of monsters removed from play and
some damage as a bonus. A great card, but kind of drains hand and is
situational.
9. Messenger of Peace (Continuous
Spell)
You must pay 100 Life Points at each
of your Stanby Phases. If you cannot pay, this card is destroyed.
All monsters with an ATK of 1500 or more cannot
attack.
Such an evil magic card that acts
like a mini swords of revealing light. Can help you out when you just have
a terrible hand and need a few turns of protection in order to get what you
need. Can also be applied to a variety of deck-types including exodia,
weenie, disruption, etc. Card rulings say that you can throw this card out
during any of your standby phases, even if you can play, i'm pretty sure, so
that makes it much more playable.
8. Book of Moon (Quickplay
Spell)
Flip 1 face-up monster on the
field into face-down Defense Position.
A cool card that is made better
because it's quickplay. Flip that Jinzo face-down, or, for that matter,
any high atk monster and just kill it when it's in defense mode, or use nobleman
of crossout. You can also use this in response to Mirror Force, since you
shifted your monster to defense position, Mirror Force won't destroy it.
Also, flip something of yours face-down to get the flip effect, or to have your
opponent attack a monster with a high defense (since no new monsters have
entered the field, if an attack is called then you activate book of moon on the
monster getting attacked, the attack still goes
through).
7. Magic Drain (Counter
Trap)
You can activate this card when your
opponent activates a Spell Card. If your opponent cannot immediately
discard 1 Spell Card from his/her hand, negate the activation of the Spell Card
and destroy it.
Such a fun trap card, too bad 40
card decks are everywhere and Jinzo was created... Magic Drain is a
great magic counter as well as a good way to drain your opponents hand if he/she
does discard a spell card. Overall, a great card, but all of the S/T
removal screwed it over and now everything has to be chainable and there's just
no more room in decks for anything other than Imperial
Order.
6. Time Seal (Normal
Trap)
Your opponent skips the Draw Phase
of his/her next turn.
For the most part, this card only
applies to disruption decks. This card is highly underused, i think mainly
because it is a common and it has been overlooked since the release of Drop
Off. Time Seal can be better or worse than Drop Off, but it's all in all a
great card. The best part is that it is chainable, just wait until your
opponent kills it, then activate it and they lose their next draw. Or you
can wait till you've drained your opponents hand pretty well, then activate it
to limit their options.
5. Confiscation (Normal
Spell)
Pay 1000 Life Points to look at your
opponent's hand. Select 1 card and discard it to
the Graveyard.
Often overshadowed by its other
disruption cousins, Confiscation is a great card. 1000 life points on
top of the 1000 from Deliquent Duo (which is often played more often) can
be costly, but it's well worth it. Most people compare this card to
Forceful Sentry, and its true that Forceful Sentry is cost free and
placing cards back into the deck can be prefered over
the graveyard, but not in all cases. Cards like Delinquent Duo,
Raigeki, Harpie's Feather Duster, Chaos Monsters (which can't be special
summoned from the graveyard unless it's summoned the proper way first)
are usually less of a threat in the graveyard, since MoF
haven't seen a whole lot of play
lately.
4. Ceasefire (Normal
Trap)
Flip all face-down Monster Cards on
the field face-up (Flip Effects are not activated). Inflict 500 points of
Direct Damage to your opponent's Life Points for each Effect Monster Card on the
field.
One of the greatest burn cards ever,
and helps to stop those pesky flip effects (especially the jars). The
monsters that count towards the 500 multiplier must be effect monsters, but in
the current meta, pretty much all decks have nothing but effect monsters in
them, so it'll be easy to get the right monsters. As for getting monsters
onto the field, try using it after a cyber jar is flipped, or after fiber jar to
inflict a little extra damage before the game restarts.
3. Scapegoat (Quickplay
Spell)
When this card is activated, you
cannot summon any monster in the same turn (including Flip Summon and Special
Summon). Place 4 "Sheep Tokens" (Beast-Type/EARTH/1Star/ATK 0/ DEF 0) in
Defense Position on your side of the field. The tokens cannot be used as a
Tribute for a Tribute Summon.
A really great card from the Joey
Starter, this card has saved my lifepoints countless times. These guys are
great food for cannon soldier, but they're also a great shield when you're
starting to topdeck. I see why this card might not get so much attention
though with spear dragons and espeically airknight. Most of the time
though, these little guys come in extremely handy.
2. Mirage of Nightmare
(Continuous Spell)
During your opponent's Standby
Phase, draw cards until your hand has 4 cards. During your Standby Phase,
randomly discard the same number of cards you drew with this card's effect to
the Graveyard.
A really controversial card.
My ranking it is based on the assumption that it can be destroyed by an MST from
your hand during the draw phase and Imperial Order can resolve after Mirage,
thus killing the discard effect. Since most decks carry 3 MST's anyways,
why not pack this guy? Potentially the best draw card in the game,
although somewhat situational, this card can get you 4 new cards and a draw for
a total of 5; a brand new hand. Most of the time though you'll get 2-3
cards from its effect, but that's still good, its just another pot of greed at
that point.
1. Nobleman of Crossout (Normal
Magic)
Destroy 1 face-down Monster Card and
remove it from play. If the monster destroed has a Flip Effect, both
players must remove all Monster Cards of th esame name from their respective
Decks and remove them from play. The Decks are then
shuffled.
The fissure of face-down monsters,
only much much better. The remove from play part is extremely helpful,
good at taking out the jars as well as the more common face downs in chaos decks
that have been coming back into play (magician of faith, mystical elf).
True, it's a terrible top deck, but you could be taking out the most efficient
game turners (the jars).
Well, that's it, feel free to
comment on what i've typed up for the top ten spell/trap list at Doughboy465@yahoo.com
-
Nick