Best Yu-Gi-Oh Trap Cards (2017)

Updated on January 18, 2018
It's time to reveal the secrets behind Da Trap. Hope you're ready.
It's time to reveal the secrets behind Da Trap. Hope you're ready. | Source

The Trap card is the life-blood of the Yu-Gi-Oh TCG. They make duelists’ hearts drop, they make memes, they set the rhythm and change the tide of matches, they make duelists deepen their voices with Yami-Yugi confidence. Is it the thrill of the unknown, or the security of having a secret hidden from one’s opponent that makes them so popular? Whatever the case, one can’t simply write a list of Yu-Gi-Oh Trap cards; one has to do it justice. Set in no particular order, here are the best Traps currently in the game.

Robert Frost preferred those who favored fire and ice, but those desiring to put one's opponent in order, I suggest to deflect with water.
Robert Frost preferred those who favored fire and ice, but those desiring to put one's opponent in order, I suggest to deflect with water. | Source

Drowning Mirror Force

One of the oldest tricks in the creation book, used to compensate for either limited time or imagination, is to make several slightly different copies of the original. Final Fantasy does it with its monsters, Mortal Kombat did it with ninja clans, and Yu-Gi-Oh did it with its arsenal of mirror forces. However, in each respective set, there is always one that rises above the rest, and in the case of passive-aggressive reflection, it’s Drowning Mirror Force. It appears a negative to return your opponent’s monsters to the deck to be reused like Chinese takeout containers, but with Pendulums swinging from the Extra Deck and top-tier decks being part-time necromancers, it definitely hurts more than any other trap wearing the mirror force name. When it comes to storming, blazing, radiating, sandstorming, or drowning, drowning proves the most effective.

Ironically, this is that one graveyard you'll want to have a picnic in, because it'll save your lifepoints.
Ironically, this is that one graveyard you'll want to have a picnic in, because it'll save your lifepoints.

Call of the Haunted

If one needs to special summon a monster to hide behind in a pinch, Call of the Haunted should always be your card of choice. It can be a difficult decision, considering nearly every archetype wants a piece of the Trap-summoning pie, but those cards either bring back a specific archetype, type, or attribute. Heck, there are even those that resurface monsters within certain attack ranges or levels. But, unlike those cards, Call of the Haunted isn’t prejudice. Lightsworn, Dragon, Water-attribute, 1000 Attack, level 2 or 5 or 12, it doesn’t matter what you target with Call of the Haunted; if it was sent there the right way, you can use it. In the days when this purple favorite was limited, it made sense to supplant its presence with something that targets certain monsters, but, for now, those days are done. Call of the Haunted is free at three, and should be abused if your deck can take it. It being an equal opportunity reviver, along with it currently being more available than dirt, makes it the crown king of continuous Trap card revival.

This artwork has that feel when a DBZ fighter increases their power level before wiping out the boss’s grunts, or when someone in One Piece uses the Conqueror’s Haki to weed out the pawns.
This artwork has that feel when a DBZ fighter increases their power level before wiping out the boss’s grunts, or when someone in One Piece uses the Conqueror’s Haki to weed out the pawns.

Evenly Matched

Not every top card needs to be a Main deck staple. Known by many as Evilswarm Exciton Knight 2.0, Evenly Matched balances a losing game by making one’s opponent with a stacked field banish cards facedown until they control the same number of cards as you. You can even activate this card from the hand if you control no cards, an effect keeping pace with Konami’s recent trend of making powerful cards with mechanic-breaking abilities. So, if you happen to find your deck losing badly, and if you happen to have a pot of gold lying around, get this card, and keep it tugged away within your loyal 15. It’ll make a great addition to your arsenal, just as it makes a solid addition to this list.

This is a weird one.  It's either he's dead, senile and hallucinating, or speaking to the Feather Folk from Star Ocean.  Either way, this card has some explaining to do.
This is a weird one. It's either he's dead, senile and hallucinating, or speaking to the Feather Folk from Star Ocean. Either way, this card has some explaining to do.

Solemn Warning

Even if Solemn Strike currently dominates everyone’s non-solemn choice of countertrap, Solemn Warning still halts Spells and Traps from resurfacing monsters from the grave or beyond, something Strike does not do. 2000 lifepoints may feel like offering one’s firstborn son on an altar, but what’s the alternative? A successful Soul Charge so you can talk through your poor deck decisions with Dr. Beezle and his manic assistant, Prof. Scrap Dragon? You wondering into a party with the same dress as Harpy Lady #1, resulting in her home-girls getting hysteric? An army of mechanical dragons from beyond pissed that you crashed their Cyber Network? If your deck is allergic or just plain frightened of any of the above scenarios, a little Warning over a Strike will do you more than good. Speaking of striking…

Ouch!  Struck by lighting for stealing your stuff?  The writer doesn't think the punishment matched the crime, but that's just him.
Ouch! Struck by lighting for stealing your stuff? The writer doesn't think the punishment matched the crime, but that's just him.

Solemn Strike

There are two things dominant in Yu-Gi-Oh right now: monsters with more special abilities than the sentinels from X-Men: Days of Future Past, and special summoning more than an army of Angels descending from the sky like Pendulums. And one new Trap card, for a mere 1500 lifepoints, stops your opponent from doing both of those: Solemn Strike. Not only does this card conclude the story of a chick whose kleptomania made her face the wrath of an all-powerful priest, but its counter-trap status makes only other countertrap and stun cards able to abate its threat. Oh, and let us not forget, unlike Warning and Judgment, this card hasn’t graced a limited or forbidden list since its reign of terror began. The good news is: if you have the dough, you can run three of these. The bad news is: everyone else is going to. The best news is: this card is a staple on this list.

WOOHOOO!  It's raining bird women!  And the writer couldn't be happier.
WOOHOOO! It's raining bird women! And the writer couldn't be happier.

Hysteric Party

Uh, oh! The writer’s bias for Wind monsters is showing again… or is it? Call of the Haunted may have versatility, but Hysteric Party is still the most powerful archetype-specific, special-summoning trap available. Discard one card; bring back as many Harpy Ladies as possible from your graveyard, and that’s all it needs. At one point, the card lost its potency when our-fair-bird-ladies 1, 2, and 3 all gained their name-sharing effect in the deck… But, luckily for Harpy or Mai or Wind lovers, Konami lessened the blow by making future Harpies only have the Harpy Lady name in the Graveyard and on the field. It may make Karma Cut a female Great Dane on steroids, but if one’s opponent forgets to side that card, and he or she will, then it’s party time!

Look how elegantly she’s returning from the grave…  To burn the life straight outta ya.
Look how elegantly she’s returning from the grave… To burn the life straight outta ya.

Trickstar Reincarnation

A useful tech in decks looking for hand disruption, Trickstar Reincarnation ascended beyond a way to Pet Cematary your pop idols that burn your heart so hard they disintegrate your soul. The last effect greatly advances Trickstar decks by allowing them to revive a pop star from the Grave, the first effect serves as a hand destruction effect capable of interrupting your opponent’s searches, or for after your opponent gives you a cheeky grin after looking at one’s hand. Considering how Konami loves to limit cards affecting the opposing duelist’s hand, Trickstar Reincarnation making it past the cutting room floor would have earned it a slot on this list anyway, but it becoming a staple to the wise, unless you’re facing a deck of ghost wyrms, gives that slot a cement foundation.

Not sure what’s going on here, but it looks dangerous, and something the writer wants no part of.  Just like this card.
Not sure what’s going on here, but it looks dangerous, and something the writer wants no part of. Just like this card.

True King's Return

Are you kidding the writer? Seriously, what’s going on with revive cards being more broken than Frog FTK with a limited Mass Driver? If the effects of this card weren’t insane enough, reminding one of the Monarchs in their prime, remember: the boss-Dracos get immunity effects when you Tribute summon them, and you can tribute a Spell or Trap card to bring them out. So, with True King’s Return, one is essentially getting a free revival per turn, monster destruction, and a monster immune to Monster and Trap effects. No wonder this card is limited…

Holy cow look how big that gold coin is!  Give me that coin, creepy mustache man, and sure I'll stop the activation of my Spell or Trap.  Shoot, you can have my whole deck for it.  I'm going to Disney Land.
Holy cow look how big that gold coin is! Give me that coin, creepy mustache man, and sure I'll stop the activation of my Spell or Trap. Shoot, you can have my whole deck for it. I'm going to Disney Land.

Dark Bribe

In the writer’s opinion, and he can guarantee, to most, it will be the most vexing addition to this list, Dark Bribe is the king of Trap Cards. It stops any card on this list and any Spell card. Sure, your opponent may be gaining 1 card, but does that really matter if you’re negating a Soul Charge, a member of the Solemn family, a Raigeki, or any Hole card? And besides, the writer always feels safe if he has at least one Dark Bribe hidden within his 40 card arsenal, and this feeling of security provided by this countertrap places it at the apex of Trap cards.

I ask the reader: What type of disease could prevent you from setting traps or activating magic spells?  Perhaps something that causes debilitating arthritis in the hands and whooping cough or severe sore throat? Dark monsters must be a nasty bunch.
I ask the reader: What type of disease could prevent you from setting traps or activating magic spells? Perhaps something that causes debilitating arthritis in the hands and whooping cough or severe sore throat? Dark monsters must be a nasty bunch.

Eradicator Epidemic Virus

Sure, it proves effective to stop Trap and Spells after their played, but it’s much more efficient to prevent them from getting played in the first place. By tributing a Dark monster with 2500 or more attack, Eradicator Epidemic Virus destroys all set, activated, and drawn Spell or Trap cards of one’s opponent for three of that opponent's turns. The card is as devastating as its name, eliminating all of your opponent’s Trap protection, silencing any Stall-deck, or killing any mystic tome-reliant decks, like Prophecies or Harpies. This bubonic epidemic is a staple in Dark decks for its ability to plague nearly all decks, and that grants it a slot among the purple-tinted greats.

What Trap card is the most brilliantly clandestine of the bunch?

See results

2017 Champ: Bottomless Traphole

© 2016 Zeron87

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    • ultimatedefense profile image

      ultimatedefense 

      2 months ago

      thanks for the reply

    • Zeron87 profile imageAUTHOR

      Zeron87 

      2 months ago

      Yami: Thanks for mentioning Skill Drain. It's a personal favorite, and I would have mentioned it here, but too many cards can escape it now (Especially dodgy ABC decks) since it only stops effects on the field.

      ultimatedefense: Solemn Wishes and Magical Cylinder... I miss the days when those cards were game-breakers, but if used in the right build, they can still pack a surprise.

    • profile image

      Yami 

      2 months ago

      Cmon man.

      D barrier

      Torrential tribute

      Solemn judgement (not sure if limited at time of list)

      Eternal soul

      Helios

      Skill Drain

    • profile image

      Red 

      6 months ago

      Ceasefire. Up to 5000 damage in one turn. Also negates flip effect monsters as well as flips them. Flips opponent's face down monsters face up. Flip effects are negated. Then deals 500 hp damage for each effect monster on the field (the field is either side). So 10 slots of monsters can make it up to 5,000 damage if in defensive standstill. Just very likely to at least do 1000 damage.

    • ultimatedefense profile image

      ultimatedefense 

      8 months ago

      What about the original mirror force, magic cylinder, draining shield and solemn wishes ?

    • profile image

      Yuiop 

      11 months ago

      Recall would be a great addition, as it is a dark bribe for monster effects.

    • profile image

      Somebody 

      13 months ago

      Not only EEV, but all of the Virus cards should be on this list.

    • Zeron87 profile imageAUTHOR

      Zeron87 

      18 months ago

      Thanks for commenting, man! Yeah, Royal Decree should always be a side-staple in case you find yourself fighting waves of troll decks, but I think the current format, where everyone is Pendulum summoning to access their extra deck to stun people out, makes traps cards not as crazy as they used to be. LOL, Sixth Sense. LMFAO! Now that was a Trap Card!

    • Jeremy Gill profile image

      Jeremy Gill 

      18 months ago from Louisiana

      Hmph! Those aren't Trap cards... Now Royal Decree, that's a Trap card!

      Kidding, these are definitely potent (Drowning Mirror Force in particular).

      Royal Decree's a cool Continous Trap that negates all other traps, great for Monster and Spell-oriented players like myself.

      And of course the long-banned Sixth Sense. Yikes.

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