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Top 10 Archetype-Specific Traps in "Yu-Gi-Oh"

Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.

Rebirth of Parshath

Rebirth of Parshath

Archetype Traps in "Yu-Gi-Oh"

Admittedly, traps are the least utilized of three card types in Yu-Gi-Oh, simply because of their slower speed, needing to be set for a turn before activation. However, to compensate, they offer powerful and instant-speed abilities that can really interfere with opposing plays.

Some traps only work with specific monster groups, but offer devastating abilities—which reign supreme? These are the ten best archetype-dependent traps in Yu-Gi-Oh!

Swordsoul Blackout

Swordsoul Blackout

10. Swordsoul Blackout

Archetype: Swordsoul

This card works similarly to the classic trap Icarus Attack, which tributes a winged beast to destroy two opposing cards, except here you're destroying your monster, and it has to be wyrm-type. But Blackout also has a secondary effect, summoning a level 4 tuner token when banished (from anywhere).

You can't special summon non-synchro monsters from the extra deck while you control the token, but since it's a tuner, you'll be playing threatening aces like Borreload Savage Dragon in no time.

Eternal Soul

Eternal Soul

9. Eternal Soul

Archetype: Dark Magician

This continuous trap makes your Dark Magicians unaffected by opposing cards, an amazing defense that lets them withstand anything beyond battle and being tributed. More than that, Soul once per turn can special summon a Dark Magician from your hand or graveyard, or add the spell Dark Magic Attack or Thousand Knives from your deck to your hand.

The downside is that if Soul leaves the field, you have to destroy all monsters you control. So there's definitely a risk, but the card gets even better when you realize you can set it directly from deck with the effect of the field spell Magician's Salvation, which Dark Magician decks definitely want.

Shaddoll Schism

Shaddoll Schism

8. Shaddoll Schism

Archetype: Shaddoll

On either player's main phase, Schism fusion summons a Shaddoll by banishing materials from your field or graveyard, with the small price of it not being able to directly attack. Then, you can send an opposing monster with a matching attribute to the GY.

Not only is the ability to continuously fusion using material from GY great, but being able to eliminate an opposing monster without targeting or destroying it offers a superb removal against foes like Red-Eyes Dark Dragoon.

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Escape of the Unchained

Escape of the Unchained

7. Escape of the Unchained

Archetype: Unchained

Escape targets and destroys both an Unchained card and an opposing card. Unchained monsters activate effects when destroyed, so you won't mind hitting your own, but you often want to destroy Escape itself with another effect; when popped while face-down, it summons an Unchained from your deck.

Players often use this to field Unchained Soul of Disaster, who has great defense and can (as a quick effect) link summon using itself and an opposing monster.

Dragonmaid Tidying

Dragonmaid Tidying

6. Dragonmaid Tidying

Archetype: Dragonmaid

Tidying returns both a Dragonmaid you control an opposing card in either the field or graveyard to the hand. Not bad, especially in tangent with its GY effect, banishing itself to summon a Dragonmaid from your hand or GY in defense, but it's returned to hand at the end step.

But since Dragonmaids can return themselves to hand to activate various effects, you rarely have to worry about this penalty, making Tidying a fantastic way to maintain advantage.

Paleozoic Dinomischus

Paleozoic Dinomischus

5. Paleozoic Dinomischus

Archetype: Paleozoic

This card actually works okay outside its archetype, but definitely excels in tangent with other Paleozoics. It discards a card to target and banish any one face-up card. From there, like other Paleozoic traps, Dinomischus revives itself from GY as a level two aqua monster once another trap is activated.

Its stats are weak, but it makes nice link or xyz material, especially as part of the xyz summon of the negation-toating Toadally Awesome.

Salamangreat Roar

Salamangreat Roar

4. Salamangreat Roar

Archetype: Salamangreat

While you control a Salamangreat link monster, Roar negates and destroys an activated monster effect or spell/trap card, and since it's a counter trap, it can only be responded to by other counters, making it hard to negate.

More than that, you can reset Roar from your GY to your field (banishing it after it leaves the field again) when you link summon a Salamangreat using a monster with the same name as material (which is what the theme aims for anyway). Basically, Roar can get two negations in one.

Obliterate!!!

Obliterate!!!

3. Obliterate!!!

Archetype: Exodia

Obliterate targets a monster on the field and returns it to hand by sending an Exodia card from your hand or deck to the graveyard. Not only does this provide continuous removal, it makes the pieces easier to retrieve (try Dark Factory of Mass Production or The Legendary Exodia Incarnate). You can even bounce your own monster, perhaps to reuse a normal summon-activated effect.

Also, when Obliterate is sent from the field to the GY, it returns an Exodia card from GY to hand. That's a nice bonus that punishes removal, just keep in mind you can only use one Obliterate effect per turn.

Time Pendulumgraph

Time Pendulumgraph

2. Time Pendulumgraph

Archetype: Pendulum Magician

Part of what makes Time Pendulumgraph so great is how searchable it is; Double Iris Magician can find it when destroyed, and since it has the word "Pendulum" in its name, you can also search it with the spell Duelist Alliance.

But either way, this continous trap prevents opponents from targeting your spellcasters with trap cards and effects. Better yet, you can once per turn destroy a Magician (in either your monster or scale zone) to target and destroy an opposing card, and if two cards weren't destroyed by the effect, you can then send an opposing card to the graveyard!

Not only does this activate destruction effects of monsters like Purple Poison Magician, you can also rig the "send to GY" effect by preventing your scales from being destroyed with Pendulum Call or Timestar Magician.

Tri-Brigade Revolt

Tri-Brigade Revolt

1. Tri-Brigade Revolt

Archetype: Tri-Brigade

Boy is this a brutal trap. Tri-Brigades are all about quickly swarming monsters for link summons, stockpiling the graveyard with spent materials, who can banish themselves from GY for various effects.

This preps Revolt, which summons any number of beasts, beast warriors, or winged beasts from your GY or banished zone (they don't even have to be Tri-Brigades), then immediately use them as link material for a Tri-Brigade link monster!

Not only does this easily play the ace link-4 Tri-Brigade Shuraig the Ominous Omen, it gets banished Tri-Brigades back into your GY, ready to reactivate their abilities.

Generic Traps in Yu-Gi-Oh

Today we explored many deck-specific traps, but don't forget generic staples like Evenly Matched and Infinite Impermanence. Also remember that some formats, like online game Master Duel, utilize different ban lists, letting you access TCG-banned cards like Imperial Order, but for now, vote for your favorite card and I'll see you at our next YGO countdown!

© 2022 Jeremy Gill

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