Yu-Gi-Oh's Top 6 Overpowered Trap Cards
It's a Trap!
Duel Monsters, or Yu-Gi-Oh, typically balances its cards well, but there exist some that can easily turn the tide of a duel—cards considered too powerful for usage in official play.
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. For any player ready to ruin their opponent's plans, these are the top six overpowered Trap cards in Yu-Gi-Oh!
6. Self-Destruct Button
At first glance, this card may seem weak. If your Life Points are at least 7000 lower than your opponent's, it allows you to force a tie by reducing everyone's Life to zero. Yes, a tie isn't 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, most 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 score an easy win. Self-Destruct Button may be unorthodox but is lethal when played cleverly.
5. Imperial Order
Imperial Order 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. Additionally, it restricts your own Spell usage, but there are ways around this.
First, play any Spells you need on your turn before activating this card. Second, build a deck that focuses on Monsters and Traps, so mitigate the issue. Third, use the card to prevent your opponent from playing Spells, then when your turn arrives, simply choose not to pay the cost, and Imperial Order will destroy itself, freeing you up for magic cards.
Though demanding a price, Imperial Order's powerful effect overwhelms most foes with its confining effect.
4. Trap Dustshoot
Trap Dustshoot, when your opponent has at least four cards in their hand, lets you see their hand, select a Monster, and return it to their deck. So why this card is often forbidden?
Well, it essentially sets your opponent back a turn through card disadvantage; and it isn't random—you get to pick.
Also, Trap Dustshoot gives you a glimpse at every trick in your opponent's hand. Give this Trap a shot to easily predict and counter your opponent's moves!
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) lets you summon additional Monsters during either your turn or your opponent's Battle Phase.
Normally, each player can summon only once per turn, but as long as you have Life Points, this card lets you call forth as many as you need. You can use your first summon to bring out your tribute, then pay 500 points to instantly call forth your sacrifice-demanding 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). If you're worried about losing too many Life Points, a card such as Golden Ladybug can easily repair the damage.
2. Sixth Sense
If luck is with you, Sixth Sense grants a monumental advantage. Its effect: you declare two numbers from 1 to 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 Graveyard. (this can 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 the two, then declare two high numbers to draw an enormous amount of cards. Veteran players know that getting to draw even a single extra card is a great bonus; 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 Graveyard-dependent effects. With a little luck or a lot of strategy, Sixth Sense will decimate opponents . . . except in tournaments, where it's forbidden.
1. Mirror Force
Can't beat the classics. Mirror Force will, when a battle is declared, instantly destroy all your opponent's attackers. No cost, no destruction of your own monsters, no downside.
If you're getting absolutely thrashed in a duel, and you draw this card, it can completely turn the tides by eliminating five monsters in one fell swoop. 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 it affects multiple creatures, it doesn't count as a "targeted" effect, making it harder to negate. It may be old, but Mirror Force still reigns as number one.
Update: Mirror Force is now legal in many competitions, and it's still a dangerous addition to any deck. There are also different versions of it now, like Drowning Mirror Force.
Which card is the most powerful?
Hopefully you learned about some awesome Traps today. Like all cards, they flow in and out of banned lists, and I'm sure we'll see many more deadly Traps in the future.
For now, feel free to vote for your favorite, and I'll see you at our next countdown!
© 2015 Jeremy Gill