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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.

 


 


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