Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.
What Are Trap Hole Cards in Yu-Gi-Oh?
The original "Trap Hole" card sparked a series of traps that typically destroy one or more monsters as soon as they enter the field. While they have their own archetype, Trap Holes work well in any deck thanks to their independent nature, and today we'll examine the 10 best units in their ranks.
Note we're looking only at "Trap Hole" archetype members, not to be confused with the similar but separate "Hole" archetype (a better translation into English would have helped distinguish the two); see below for excluded cards.
Hole Trap Cards
To help clear the waters, here are two cards that actually belong to the "Hole" archetype (and not the "Trap Hole") due to their original Japanese names:
- Chaos Trap Hole
- Gemini Trap Hole
The Hole archetype contains many more members, but these are most misleading thanks to the word "Trap" in their English names. We'll examine their full ranks in another countdown; for now, here are the top 10 Trap Hole cards in Yu-Gi-Oh!
10. Break Off Trap Hole
Break Off offers an interesting tech option, and can only be activated when a link monster is link summoned, destroying any monsters that aren't linked. This can impact your units as well as your opponent's, but in link-heavy decks, your allies can hopefully avoid the blast. As a bonus, note that Break Off doesn't target its victims, skillfully bypassing the targeting-immunity defense.
9. Network Trap Hole
Network Trap Hole can activate when your opponent special summons one or more monsters from the main deck or graveyard; Network banishes them face-down.
Again, this doesn't target, adeptly avoiding the hexproof barrier, and it prevents graveyard recoveries thanks to its exile. This would be an amazing card if not for its area limitations; as is, it can only affect monsters summoned from the deck or graveyard, meaning those cast from the hand and extra deck are immune.
8. Adhesion Trap Hole
Adhesion Trap Hole won't remove any monsters, but you can activate it with all types of summons: normal, special, and even flip. When your opponent casts one or more monsters, Adhesion simply halves their original ATK, making them easy to overcome in battle and less of a threat to your life points.
Employ Adhesion when you're stalling or using cards that deal double battle damage like "Odd-Eyes Pendulum Dragon." Additionally, remember that since link monsters don't have DEF scores and can't switch to defense position, they won't have any safe haven to hide their reduced stats.
7. Traptrix Trap Hole Nightmare
As if the "Trap Hole" vs "Hole" fiasco wasn't confusing enough, Nightmare further muddies the waters with its misleading name, as it's not actually a Traptrix member. Thankfully, it's still a Trap Hole unit, and you can activate when an opponent's monster who was special summoned that turn activates its effect, negating the ability and destroying the monster.
Unlike some Trap Holes, this can only defeat one monster at once and is thus less useful against swarms, but since special summons are so common, anything that punishes them will serve you well.
6. Trap Hole of Spikes
You can activate Spikes when an opposing monster that was normal or special summoned that turn declares an attack, at which point you both destroy it and inflict damage to your opponent equal to half its original ATK.
Again, this can only affect one unit, and since you have to wait until the battle phase, you're giving your opponent to time to use effects. However, Spikes not only destroys them but also scores some hefty effect damage, making it a great update on the classic "Magical Cylinder."
5. Void Trap Hole
When your opponent special summons one or more monsters, Void Trap Hole negates the effects of one of the monsters with 2000 or more ATK and destroys it. Again, this can only affect one unit, but you get to disable any entrance ignitions it may have had, and the 2000 ATK requirement isn't a very stringent restriction, as your foe's strongest monsters are the ones you'll most want to eliminate anyway.
4. Deep Dark Trap Hole
Deep Dark has admittedly lost steam over time, as it depends on monster levels, and newer xyz and link monsters don't have them. Still, when one or more level five or higher effect monsters are special summoned, Deep Dark banishes them.
While some creatures are immune, most decks will incorporate several valid targets, and Deep Dark can potentially remove multiple foes. Remember, it both banishes them (thwarting graveyard recoveries) and doesn't target, bypassing both destruction and targeting shields.
3. Treacherous Trap Hole
Because most trap cards have to be set before they can be used, some competitive decks run only a few (if any at all) since they're slower than monsters and spells. For these trap-lacking decks, Treacherous makes a strong choice, as you can only activate it when your graveyard doesn't have any traps, targeting and destroying two monsters on the field.
The best part about Treacherous is its timing; unlike many Trap Holes, you can activate it anytime, even after a monster has already been summoned. Use it to bait a spell/trap removal, then chain it in response, making it a more-reliable monster-destroyer than alternatives like the "Mirror Force" traps (which can only activate during the battle phase) . Since there isn't any "up to" wording, you have to destroy exactly two monsters, but note that you can even destroy your own if desired (perhaps to activate effects like "Supply Squad").
2. Time-Space Trap Hole
When your opponent special summons from the hand or extra deck (where most special summons occur), Time-Space shuffles all those monsters back into the deck.
Unfortunately, you lose 1000 life points for each monster removed, but this offers a prime defense that doesn't target or destroy, meaning very few creatures are immune, and your opponent can't utilize graveyard recoveries. Combo Time-Space with lifegain cards so you'll have health to spare.
1. Bottomless Trap Hole
Bottomless once occupied the game's ban list, showing just how strong it is, but now it's completely unrestricted, letting you run up to three copies. When your opponent summons one or more monsters with 1500 ATK (which is most of them), Bottomless both destroys and banishes any with at least 1500 ATK.
This works with all kinds of summons, but it's best against swarms since it can impact all troops. Remember that monsters immune to destruction won't be impacted (because Bottomless has to destroy before banishing), but they'll never have time to hit the graveyard, avoiding any graveyard-entrance effects.
What can I say; Bottomless Trap Hole is simply a versatile and powerful check against swarming that I've used in dozens of decks. Fortunately, despite its powers, it's surprisingly cheap, costing well under a single dollar!
Supports and Counters to Trap Hole Cards
Trap Holes fit well in any deck, but they're particularly compatible with the Traptrix monsters, who help search any recover traps (and also synergize with the Hole archetype). However, watch out for anything that negates traps, like "Jinzo" or "Royal Decree", and beware "Goblin Pothole Squad," who specifically negates only Trap Hole members.
Trap Holes are some of the game's cheapest and most versatile entries that I recommend to budget players, as they won't break the bank and can easily be swapped between decks. But for now, as we eagerly await more of Konami's best traps, vote for your favorite card and I'll see you at our next Yu-Gi-Oh countdown!
© 2018 Jeremy Gill