Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.
Traps in Yu-Gi-Oh!
One of Yu-Gi-Oh!'s most defining aspects are its face-down cards, which can range from big threats to bluffs and everything in between. Many cards have effects that activate when sent to the graveyard, but some work particularly well when destroyed, to the point that you want your opponent to eliminate them.
Doing so triggers a variety of abilities to provide you an awesome advantage—which effects best punish your opponent? These are ten cards you definitely want destroyed in Yu-Gi-Oh!
10. Fists of the Unrivaled Tenyi
This counter trap negates any card's activation if you control a non-effect monster. It won't destroy the card, but often negating its effect is just as deadly, especially since it works against all card types.
But, if your set Fists is destroyed, you get to special summon a non-effect monster from your extra deck—most likely the 4500 ATK juggernaut "Blue-Eyes Ultimate Dragon."
9. Harpie's Feather Storm
If you control a wind-attribute winged beast monster, Feather Storm negates any opposing monster effect for the rest of the turn, and if you control a Harpie, you can activate it from your hand.
But you still might want to set it; if destroyed in your spell/trap zone, you get to add "Harpie's Feather Duster" from your deck or graveyard to hand. That's a powerful spell that destroys all opposing spells/traps, recently moved from banned status to limited (one copy allowed per deck).
8. Fire Hand/Ice Hand
So, several monsters have death or flip effects that make them pseudo-bluffs, with the Hands being some of the best since they can fit in nearly any deck. When Fire Hand is destroyed (whether by battle or card effect), you can destroy an opposing monster, then summon Ice Hand from your deck. And, if Ice Hand dies, you destroy a spell/trap, then summon Fire Hand from the deck.
That's a lot of destruction/swarming, and since the effects aren't once-per-turn, you can activate multiple consecutively.
7. Abyss Prop - Wild Wagon
Supporting the "Abyss Actor" pendulum monsters are the Abyss spells. Wild Wagon lets each Abyss Actor avoid one battle destruction per turn and let you make one immune to being targeted until your opponent's turn ends.
Both nice, but if your opponent destroys your set Wild Wagon while you have an Abyss Actor in your extra deck, you can bounce all cards they control back to hand, a brutal board wipe that's particularly effective on extra deck monsters.
6. Artifact Moralltach
Despite being monsters, Artifacts are actually set into your spell/trap zone, where they summon themselves with various effects if destroyed on your opponent's turn. Moralltach will revive itself and destroy one card your opponent controls, punishing their removal and giving your a respectable 2100 ATK wall.
Artifacts are often splashed into other themes for their strong back row presence, and you can trigger their effects yourself using their quick-play spell "Artifact Ignition."
You can activate this counter to negate an effect that would bounce one or more cards, and as a bonus, you can send a card from your opponent's hand (randomly) or their field to the graveyard.
But if your opponent destroys your set Rebound before you can use it, you get to draw a card, meaning you'll get at least some benefit either way.
4. Mirror Force Launcher
If you actually activate Launcher, it's a continuous trap that lets you discard a monster during your main phase to find a "Mirror Force" from deck or graveyard. Mirror Force is an infamous trap that destroys all attack position monsters when an opponent's swings.
Not bad, but if your opponent destroys Launcher while set, you can set both it from your graveyard and Mirror Force from hand, deck, or GY, and you're able to activate them that turn! Two cards for one, both ready to be used and handle any aggression.
3. Chaos Scepter Blast
If you control a level-8 or higher spellcaster, Blast banishes any card on the field face-down at quick-play speed. And if destroyed by an opponent's effect, Blast summons "Dark Magician of Chaos" or "Magician of Black Chaos" from your deck, ignoring their summoning criteria.
Unlike some of today's cards, Blast doesn't have to still be set to use this power—meaning an ideal chain will have your opponent target your face-down Blast, you activate it to banish a card, then it's destroyed, and you get your free monster.
2. Mythical Bestiary
This quick-play mills two cards, then adds two spell counters to a card that can have one. Most spell counter cards activate effects by removing three spell counters and gain one when a spell is played, meaning a single Bestiary preps their effect.
But, if Bestiary is destroyed by an opponent's effect, it special summons a monster that can have a spell counter from your deck, placing two on it. Like Blast, you can potentially get both effects if you respond to a removal, fielding key cards like "Endymion, the Mighty Master of Magic."
1. Waking the Dragon
Waking the Dragon has no effect normally—you need your opponent to hit it. But when they destroy or banish it, you can special summon any monster from your deck or extra deck!
Now, not every target is valid (like creatures that say "must be fusion summoned"), but with the right extra deck, a successful Waking can win you the game by pulling monsters like "Raidraptor - Ultimate Falcon."
Perfect for any archetype, Waking works great against removal-focused decks and costs just a single dollar!
Spell and Trap Removals in Yu-Gi-Oh!
Remember, some of today's cards only function when destroyed by your opponent or while still set; others trigger even if they've been used or if hit by your own effect. No deck wants to let its opponent's face-downs roam free, so it's only a matter of time before your bluffs get hit by a "Twin Twisters," "Heavy Storm Duster," or the like.
Be careful in best 2-of-3 matches, where opponents will exercise more caution in subsequent games, but for now, vote for your favorite destruction-triggered trap, and I'll see you at our next Yu-Gi-Oh! countdown!
© 2020 Jeremy Gill