Yu-Gi-Oh's Top 6 Overpowered Trap Cards
About the Author
I've been playing Yu-Gi-Oh for more years than I care to admit, and am always excited to see the newest batch of cards. I haven't competed in any tournaments, but I have a custom deck that I'd like to test one day, and am always happy to discuss the Duel Monsters game.
The Yu-Gi-Oh card game, originally called Duel Monsters, has enchanted individuals of all ages. The card collecting and anime may seem designed primarily for children, but there's a lot of strategy and thought put forth when building a deck. Players use their custom-built deck, full of monsters, spells, and trap cards, to out-duel opponents and reduce their Life Points to zero. Most cards are fair, but there are a couple that can easily turn the tide of a duel; cards considered too powerful become forbidden for usage. We've previously looked at some of the most overpowered magic cards, and today we'll do the same for their purple counterparts, the traps. I've got to hand it to the game designers; overall, the traps (while mighty) seem more fair than those monstrous forbidden spells. Take a look and see which set you find to be most broken; this is the top six overpowered trap cards in Yu-Gi-Oh!
6. Self-Destruct Button
This card didn't seem that great to me at first. It allows you to, if your Life Points are at least 7000 lower than your opponent's (each player begins with 8000), reduce both players' to zero, forcing a draw. A draw may not sound great; after all, it's not a win. However, this card makes for a terrific fail-safe, allowing players to perform risky strategies, and have a backup plan in case things develop poorly. Some cards, such as Wall of Revealing Light, let you pick an amount of Life Points to pay, and then change their effect accordingly. Using this strategy, you can brandish powerful effects that damage your own health, and then utilize Self-Destruct Button if your plan fails. Additionally, some tournaments in real life operate under timed rules. A player could use this card to continue forcing draws until time runs out, at which point "Sudden Death" commences, where the first duelist to damage an opponent's Life Points wins. Knowing this, the Self-Destruct Button player could simply use a damaging magic card, like Sparks, to inflict an instant and minor Life Point decrease to win. Self-Destruct Button may be unorthodox, but can be deadly in the right situations.
5. Imperial Order
Next, we have the trap card Imperial Order. This card prevents any spell from being activated, which can really throw off your opponent's strategy. It requires a sacrifice of 700 Life Points on each of your turns to keep it active, which does help balance it a bit. Additionally, it restricts your own spell usage, but there are ways around this. First, activate any spells you need on your turn before activating this card. Second, build a deck that focuses on monster and traps, so this isn't an issue. Third, use the card to prevent your opponent from playing magic, then when your turn arrives, simply choose not to pay the cost, and Imperial Order will destroy itself, freeing you up for spells. Though it has a price, Imperial Order's powerful effect typically pays for itself soon. Oh, and we should mention the trap card Royal Decree, which (at no cost) negates the effects of all traps other than itself. Played wisely, both Imperial Order and Royal Decree can easily turn the tide of a duel.
4. Trap Dustshoot
Next up comes Trap Dustshoot. This card definitely provides a large advantage. When your opponent has at least four cards in their hand, activate this to see their cards, select one monster, and return it to their deck. And at no cost. So why this card is often classified as forbidden? First, it allows you to reduce your opponent's strategy options and potentially get rid of the card they're banking things on. It essentially sets your opponent back a turn, because they'll have to spend their next draw (each player draws a card at the start of their turn) reclaiming the card they already had. Next, Trap Dustshoot gives you a glimpse at every card in your opponent's hand. That may not sound game-changing, but it helps you know what you're up against, and what you should play to counter. Very few effects let you see your opponent's hand at no cost, and Trap Dustshoot also messes with their options, too. Certainly a powerful trap.
3. Ultimate Offering
Now we're getting to the really good stuff. Third place goes to Ultimate Offering, a card that (for a cost of 500 Life Points) let you summon an additional monster either during your turn, or your opponent's "Battle Phase" (which is when they can order monsters to attack you). Normally, each player can summon only once on their turn, but as long as you have Life Points, this card lets you call forth as many as you need. The ability to summon multiple times really adds to your options. For example, some powerful monsters require a tribute monster to summon; which means that normally, you need to have one monster already out at the start of your turn; your tribute monster must survive your opponent's turn. Ultimate Offering lets you use your first summon to bring out your tribute, then pay 500 points to instantly call forth your powerhouse. Ultimate Offering also stacks well with many cards who rely on other monsters being out at the same time (such as Magician's Valkyria). And if you're worried about losing too many Life Points, a card such as Golden Ladybug can give you back 500 each turn. Highly recommended.
2. Sixth Sense
We'll give today's silver medal to the unpredictable Sixth Sense. If luck is with you, this card grants a monumental advantage. Its effect is thus: you declare two numbers from 1-6, then roll a die. If the die matched either of your numbers, you draw that many cards from your deck. If not, you send some cards from the top of your deck to your discard pile, called your "Graveyard" (thiscan actually be a good thing). Okay, so yea, Sixth Sense relies on luck. There's a one-in-three chance of its effect working. However, other cards, such as That Six, let you pick the result of a die toss. Combine That Six and Sixth Sense, then declare two high numbers to draw an enormous amount of cards. If you read the forbidden magic hub, you know that getting to draw even a single extra card is a great bonus; four, five, or six is just unfair. Even if Sixth Sense's effect fails, it will discard cards to the Graveyard, which can be a great boon for cards like the "Lightsworn" series, which draw strength from the Graveyard. With a little luck or a lot of strategy, Sixth Sense will dominate opponents. Which is probably why it's not currently legal.
1. Mirror Force
First place is awarded to the classic Mirror Force. Before listing its power, a quick review. When monsters are summoned, they are placed in either attack or defense position. Only monsters in attack mode can, well, attack, so most powerful monsters tend to favor this position. Unfortunately for them, Mirror Force will, when a battle is declared, instantly destroy all your opponent's attackers. No cost, no destruction of your own monsters, no down side. If you are getting absolutely thrashed in a duel, and you draw this card, it can completely turn the tides by eliminating five (the max monsters a player can have out at once) cards in one shot. No other trap can so easily decimate monsters. Compare Mirror Force to the trap Sakuretsu Armor, which destroys a single monster when it declares an attack. Mirror Force can literally be five Sakuretsus in one. As a bonus, since Mirror Force effects multiple creatures, it doesn't count as a "targeted" effect, which means it's harder for your opponent to negate. It may be old, but Mirror Force still reigns as number one.
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