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Top 10 Self-Setting Traps in "Yu-Gi-Oh"

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

Return of the Zombies

Return of the Zombies

Setting Traps in Yu-Gi-Oh

Traps are admittedly the least-utilized Yu-Gi-Oh card type thanks to their slower speed, needing to be set a turn before activation. However, some compensate with the ability to reset themselves, usually from your graveyard, under certain conditions.

These guys often banish themselves after the second activation, but getting two triggers in one provides powerful advantage—here are the ten best self-resetting traps in Yu-Gi-Oh!

Super Soldier Shield

Super Soldier Shield

10. Super Soldier Shield

Reset Requirement: Remove a spell counter from your field

Like many of today's cards, Shield only works in a certain deck, in this case Black Luster Soldier. But while you control a BLS monster, Shield negates and destroys an effect that targets one or more monsters on the field. From there, removing a spell counter provides an easy reset (banishing Shield when it leaves the field).

While I like this card, Black Luster Soldiers aren't particularly meta, and the restriction of only stopping something that targets does mean that cards like Harpie's Feather Duster can still slip through.

Numbers Protection

Numbers Protection

9. Numbers Protection

Reset Requirement: Your Number xyz monster is destroyed by battle or card effect

Protection is a counter trap that negates and destroys any activated spell/trap or monster effect as long as you control a Number xyz monster. With over a dozen members, these are all over the place and include useful cards like Number 4: Stealth Kragen and Number 103: Ragnazero.

Once you've stopped an effect, or milled/discarded Protection, you can reset it when your Number monster gets destroyed; just remember you'll have to control another Number to activate Protection.

Mirror Force Launcher

Mirror Force Launcher

8. Mirror Force Launcher

Reset Requirement: Gets destroyed while face-down

Here's a support for one of the game's most-feared original cards, Mirror Force. You can activate Launcher on your main phase to discard a monster and search Mirror Force from your deck or graveyard.

However, you actually want Launcher to be destroyed while face-down; doing so will set both itself and Mirror Force and allow both to be activated that turn. Useful, but keep in mind Mirror Force is admittedly worse when your opponent knows it's coming (and will presumably limit how many monsters they lose to it).

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Scrap-Iron Statue

Scrap-Iron Statue

7. Scrap-Iron Statue

Reset Requirement: Automatic

Statue makes a useful sideboard option, as it destroys a spell/trap that activates its effects while already face-up. Since field spells and continuous spells/traps only resolve if they're still fielded, you're basically negating the ability too. Best of all, Statue automatically resets itself on resolution, and if sent to your graveyard, it can revive a Junk monster in defense position.

Subterror Succession

Subterror Succession

6. Subterror Succession

Reset Requirement: Automatic

Another auto-resetter, Succession's first option sends a monster from your hand/field to the graveyard to find a flip monster with the same attribute but a different name. This works well with Subterrors, but can also be useful in decks like Shaddolls.

The alternative effect sends a flip monster from your hand or field to the GY to find a monster with a lower level but the same attribute. Either way, you'll reset Succession, ready to be used again on your next turn.

Screams of the Branded

Screams of the Branded

5. Screams of the Branded

Reset Requirement: At your end step when sent to GY by Fallen of Albaz

As long as a fusion monster was sent to your GY at some point during the turn, Screams revives a fusion monster from either your GY or banished zone, a great way to recover exiled boss monsters. It can refield itself when used to activate Fallen of Albaz's effect, and unlike most cards on today's list, doing so won't banish it when it leaves the field.

For more self-resetting shenanigans, also check out Judgment of the Branded.

The Ultimate Creature of Destruction

The Ultimate Creature of Destruction

4. The Ultimate Creature of Destruction

Reset Requirement: Normal or special summon Blue-Eyes White Dragon

A great support for one of the most popular decks, Ultimate Creature makes a Blue-Eyes monster temporarily unaffected by other effects, immune to battle destruction, and destroys any monster it battles.

These abilities only last one turn, but they often make an opponent waste a removal or lose a monster in a fight, and you can reclaim Destruction pretty easily by summoning a Blue-Eyes White Dragon, which ensures you'll have a useful target for your second activation.

Salamangreat Roar

Salamangreat Roar

3. Salamangreat Roar

Reset Requirement: Summon a Salamangreat link monster with a same-name material

Like Numbers Protection, Roar negates and destroys any monster effect or spell/trap card, but this time, you must control a Salamangreat link monster. You'll recover Roar from GY by summoning a Salamangreat link monster using a material with the same-name, which is how Salamangreats activate their best effects anyway.

Beetrooper Fly & Sting

Beetrooper Fly & Sting

2. Beetrooper Fly & Sting

Reset Requirement: Banish an insect from your GY at your end step; you must control an insect with 3000+ ATK

Fly & Sting only negates/destroys a monster effect (while you control a Beetrooper), but those are often the most deadly anyway. Plus, if you have a sufficiently strong insect (like Ultra Beetrooper Absolute Hercules), you can recover Sting at your end step by banishing an insect from GY, and Sting won't be banished when it leaves the field, so you can continuously recover the same card over multiple turns.

Lost Wind

Lost Wind

Titanocider

Titanocider

1. Lost Wind/Titanocider

Reset Requirement: Your opponent special summons from the extra deck

Here we have a pair of similar traps that work in any deck. Lost Wind permanently halves a special summoned monster's ATK and negates its effects; Titanocider only works on cards summoned from the extra deck, but negates their effects and makes their ATK 0!

That's a brutal way to shut down enemy cards, and since there's no specific activation window, you can hold off past the initial summon to attempt to bait removals. Either way, both cards are easily recovered if your opponent summons from the extra deck, and Lost Wind is surprisingly inexpensive, costing just one dollar!

Continuous Traps in Yu-Gi-Oh

For other ongoing effects, there's always traditional continuous traps, like the feared Skill Drain and Anti-Spell Fragrance. Consider sideboarding some of these traps to bring out in best-of-3 matches, especially when you go first and will be able to interrupt your opponent's opening moves, 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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