August 2008
Looking Under the Bed - 5 Most Underrated Trap Cards
- anteaus
Hey all, and I know that I said I'd be back with
another deck, but this just tugged at me all day,
and I needed to get it down on paper. Before, I
spoke about the Banlist, and some of my thoughts on
it. Before that, I built a couple of interesting
decks, and believe me, I'll continue to do so.
However, as I look at the current state of the
metagame today, I've noticed a lot of Trap hate
going on. Not in terms of negation cards (Jinzo,
Decree), but rather the complete lack of Trap cards
being run. We see decks with 4 or 5 traps, but
typically no more than six at any given time. I've
been trying to put my head around it, and I can't
figure it out.
So what I've compiled for you all is a list of the
top 5 best, most underrated and underused trap cards
in the game today. And in no particular order, here
we go:
Magic Drain
Counter Trap
You can only activate this card when your
opponent activates a Spell Card. Your opponent can
discard one Spell Card from his or her hand to
negate the effect of this card. If your opponent
does not, negate the activation of the Spell Card of
your opponent and destroy it.
This card is absolutely amazing. Let's break it down
for a second: with Magic Drain, you are losing no
field presence whatsoever, and you're forcing your
opponent to choose whether or not they want the
effect of their Spell, and pitch one, or let it go
and be negated. That's a tough decision, especially
with Spell lineups consisting of a bunch of 1-of's,
meaning that's their only copy, and they won't be
able to play another one any time soon. It forces
your opponent to step back and analyze the
situation, giving you not only time to figure out
something else, but also the advantage because
that's one Spell you won't have to see again either
way. Because either way, you're taking an option
away from your opponent - negate the card being
played, or stop your opponent from playing another
Spell card altogether. Which is it?
Another great Trap Card would be A Hero Emerges.
Read this:
A Hero Emerges
Normal Trap
When your opponent
declares an attack, he/she randomly selects 1 card
from your hand. If it is a Monster Card, Special
Summon it on your side of the field. If not, send it
to the Graveyard.
This Trap is best reserved for a deck like Monster
Gate/Reasoning (soon to be decimated), or any deck
that runs quite a few monsters. If you're stuck with
a Jinzo, Dark Magician of Chaos (soon to be banned),
or any Monarch, and no way to summon them, you
should consider running A Hero Emerges. It's another
great Special Summon card, and one that will
definitely be a surprise when your opponent has you
on the ropes and you pull that bugger out to drop
down a DMoC or Jinzo and waylay them. Definitely a
great tech card, and one that is useable in a
variety of different ways.
Compulsory Evacuation Device
Normal Trap
Return 1 monster on the
field to its owner's hand.
This one is an oldie but a goodie. It's been around
since the advent of Chaos in IOC, and ever since
it's birth has been a staple in the weird and
fantastical. But this card can be a Tier-1 card,
with a few minor tweaks. It's best suited in decks
that need no defense - i.e., high-ATK or swarm deck
like Gladiator Beasts or Six Samurai. It's simple
bounce effect has been used in countless games for
countless reasons, and it's a great effect that
should never be taken lightly. Knowing what your
opponent has in their hand is a great thing, and
with CED you can completely set them back by
throwing their monster back in their hand. Their
huge DMoC being annoying? CED will throw it back,
allowing you to steamroll over your opponent and
putting a useless monster in their hand. Don't
underestimate this card, really.
Dust Tornado
Normal Trap
Destroy 1 Spell or Trap
Card on your opponent's side of the field. You can
then Set 1 Spell or Trap Card from your hand.
This card is killer. Not only does it destroy one of
your opponent's backrow, but it allows you to drop
down any Spell or Trap card you want to. It's a
great opening set, because you can dust your
opponent's set backrow card before their turn ends,
allowing you free access to completely annhiliate
them in the subsequent turns. It has never ceased to
amaze me just how versatile Dust Tornado is.
Whenever I build a deck, I always find myself, no
matter what, throwing my Dust Tornadoes in, because
they're that good. The ability to destroy your
opponent's Spell and Trap cards is great - the
ability to destroy something on your turn, drop a
Spell/Trap card, and use it on your opponent's turn
is even better. Plus, it's an even trade, and it get
rid of any harmful or pesky traps that you'd rather
avoid.
Dimension Wall
Normal Trap
You can only activate
this card when your opponent declares an attack with
a monster. Instead of you, your opponent takes the
Battle Damage you would have taken as a result of
this battle.
Dimension Wall has been labeled as the poor-man's
Magic Cylinder, and the name has stuck. Dimension
Wall is perfect in Stall Burn, as well as any type
of deck that relies on your LP to be intact (Fairy,
anyone?). You may not see it as a good card, giving
you a -1 (perhaps a -2), but don't forget that those
are just numbers. If your opponent hits your face-up
Spirit Reaper with a DMoC, chances are you won't be
living too much longer. But Dimension Wall can
change all that around for you, simply by dropping
your opponent's LP down by 2500. That's almost
one-third!
Don't dismiss Trap Cards simply because no one else
is playing them - think about the overall strategy
for your deck, then figure out what traps would work
best around it. Instead of some quote-unquote
staple, try dropping A Hero Emerges into your
Creator deck, and see how it plays. Chances are
you'll be using it more and more, because a) it's
unexpected, and b) it can put you at a major
advantage. These cards all work well in dedicated
decks to a certain theme, as well as being
splashable in every deck. Magic Drain is perfect
anti-metagame, while CED and A Hero Emerges can work
in a monster-heavy lineup, and Dimension Wall and
Dust Tornado can work to protect your LP and make
your opponent squirm in a weenie deck. It all comes
down to how you play, and how you can pull it off.
As always, contact me at
anteaus44@hotmail.com if you want me to review a
deck, fix a deck, build a deck, or whatever. I
answer almost all my mail, so don't be afraid to
drop me a line.