Yugioh hand traps

As such, the meta is drastically different from what you've been used to, with entirely new cards that are not accessible in the TCG normally. Master Duel: Best Inzektor Cards.

Matt Bassil. Published: Feb 28, You can discard Kuriboh from your hand to cancel combat damage, which is good for avoiding a lethal hit. Battle Fader can come in clutch and bring you back from the brink. Perhaps you can use it to Tribute Summon something on the next turn to flip things around.

Yugioh hand traps

Hand Traps are cards that offer some form of trap in Yu-Gi-Oh! Master Duel. Use these staples to see what makes them the best cards in the game! List of Contents. Maxx "C" remains one of the best hand traps in the game due to the nature of the meta heavily relying on Special Summons. This card is essentially a one-turn engine as it draws you a card every time your opponent special summons a monster. This effect shackles and disrupts your opponent's game plan for one turn. This card gives you the option to negate card draw, Special Summons, or cards sent to the Graveyard from the Deck. This is all in addition to being a Tuner monster with solid Defense. Nibiru is a unique hand trap as it doesn't negate any card effect, but it does prevent your opponent from setting up an OTK. Due to its high ATK stat and the nature of its card activation, Nibiru can act as a blocker against decks that rely on having numerous monsters on the field.

Our big-head queen remains on her throne.

What is a hand trap? And which handtraps should you use. Hand traps refer to the concept of traps that activate from the hand. The disruption can come from an effect negate, card removal, or even turning of a mechanic. We can Divide hand traps into five categories.

The first weekend of the Remote Duel YCS is over, and now that we've seen what competition looks like in the new format, I want to give you my thoughts on a topic that's always popular whenever a new format's getting started. To answer that question, you first need to understand what hand traps are used for, and what decks play them. In my mind, hand traps - cards that can be played directly from your hand to interrupt your opponent's turn - are generally played in decks that can afford to run tech cards over more combo pieces, largely because their combo lines don't use up the majority of their opening hand. You see that philosophy play out when you look at combo decks like Drytron or Dragon Link; those long play, combo-heavy decks will often run a minimal lineup of about six hand traps. Compare that to something with shorter play sequences like Sky Strikers, a deck that often runs as many as twelve to fifteen hand traps, and you the difference becomes really obvious. Those types of decks play hand traps not only because they have the room to do so, but also because hand traps are versatile, and bring more forms of interaction to whatever strategy you play them in; even decks that can't create big Turn 1 boards to set up negation effects. Let's get this one out of the way.

Yugioh hand traps

As such, the meta is drastically different from what you've been used to, with entirely new cards that are not accessible in the TCG normally. Master Duel: Best Inzektor Cards. As such, the Hand Trap pool in Master Duel is much more important to look at. Hand Traps are special cards that act as interruptions that can be played directly from your hand, usually during your opponent's turn to disrupt their plays. While most of these are actually Monster cards, there are a few Trap cards that can act as Hand Traps as well. Master Duel approaches its one-year anniversary, it's a great time to look at how the meta and the game have evolved over that period. The meta has not changed drastically, but some power rankings have been adjusted since the release. One thing stands correct, though, Hand Traps are infinitely valuable.

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You even get to special summon Nibiru, The Primal Being itself, so you can use it for Extra Deck plays on your own turn. Crossout Designator is, in essence, a counter against all other hand traps. As a removal, it's one of the most straightforward and effective cards in the game. Specific card type hate. Due to its high ATK stat and the nature of its card activation, Nibiru can act as a blocker against decks that rely on having numerous monsters on the field. Numeron Deck A numeron deck that is good for consistency and damage. Placement of Ads. The battle phase effects all do shenanigans in the battle phase. Artifact Lancea and Chaos Hunter do the same thing but slightly differently. Best Searchers. Banishment from the graveyard and graveyard effect negation. It's excellent, but it is not for every meta.

A hand trap is an unofficial term used to describe cards usually Monsters , but more rarely Traps with effects that can be activated from the hand in the opponent's turn in order to disrupt the opponent's actions. These effects are usually Quick Effects that activate in response to an opponent's action, but can also be Trigger Effects that activate following certain actions taken by the opponent. Being activated from the hand, hand traps are more flexible and less vulnerable than normal Trap Cards, as they do not need to be first placed onto the field to be used.

Skull Meister can discard itself from the hand to negate any card effect that's activated in the opponent's Graveyard. Hand traps have always been relevant since their introduction, and will likely always be in the meta. Nibiru is the ultimate form of monster removal card because only a few monsters in the game have immunity to being tributed and will often leave an opponent with little to no plays left to make for the rest of their turn. This negates in the same way Mystical space Typhon negates a field spell. There are three real points we could try to hand trap them at. This card can make Crusadia mildly confused. A Guide to Hand Traps. Lancea is a quick effect to send from hand to field to stop all banishing until the end of turn. The graveyard negates are more generic that the banish options. By sending it to the grave, the opponent has to stop adding cards to their hand for the remainder of the turn, locking them out of any neat combos they had planned. This article was created by Game8's elite team of writers and gamers. It special summoned itself and Psy-Frame Driver for doing so, giving the player some instantaneous board presence and access to Psy-Framelord Omega.

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