Is There A Handtrap That Counters Yugioh Spells?


📹 Top 10 Best Hand Traps of All Time in YuGiOh

A hand trap is a term for cards which can be activated in your hand during your opponents or your own turn, mainly during your …


Can counter trap be negated?

It is only possible to respond to a counter-trap with another counter-trap or a face-up card with an effect akin to Magician’s Left Hand, which does not necessitate activation.

Does jinzo negate all traps?

The text posits that Trap Cards cannot be activated and that all Trap effects on the field should be negated.

Is evenly matched a Handtrap?
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Is evenly matched a Handtrap?

Evenly Matched is a hand trap card that can only be activated at the end of the battle phase, banishing cards from the opponent’s field until they control the same number of cards as the owner. If the user controls no card, this effect can be activated from the hand. This powerful effect gives the user an out to their opponent’s entire board, excluding one card, with the only cost being the user’s battle phase. Getting the effect off can be tricky and requires manipulating negates on the opponent’s field.

PSY-Framegear Gamma is a level 2 light psychic-type tuner monster with an effect that summons a “PSY-Frame Driver” from the user’s hand, Deck, or GY, negates the opponent’s monster’s effect, and destroys it.

What trap card destroys all spells and traps?

Heavy Storm is the sole completely banned card, and it is a formidable backrow removal card that can annihilate all Spell and Trap Cards on the field without activation. Its formidable capabilities render it a potential menace to opponents lacking any cards on their side of the field. Heavy Storm has been prohibited since 2013 and is anticipated to remain so for an extended period.

Can hand traps be negated?
(Image Source: Pixabay.com)

Can hand traps be negated?

Millennium-Eyes Restrict is a monster effect that can be equipped from an opponent’s GY in response to their actions. It negates the effects of monsters with the same name as those equipped to it, and can be used to negate a hand trap by equipping it in response to the opponent discarding the handtrap. Hand traps are not actual Trap Cards but function similarly to previously unseen card effects used to surprise or disrupt the opponent. They can be even more ubiquitous than actual Trap Cards due to their low ATK / DEF for their Level.

Hand traps first became popular during the Yu-Gi-Oh! GX era with cards like “D. D. Crow”, ” Gorz the Emissary of Darkness”, and ” Honest”. They became ubiquitous in the metagame with further hand traps like ” Effect Veiler” and “Maxx “C”. There are several categories of hand traps, including those used to inhibit or punish an opponent, turn the tide of battle, or stop a battle altogether. Some archetypes and series contain numerous hand traps.

Is Kurikara a hand trap?

The speaker has recently adopted the use of kurikara, which is not a hand trap as it can only be utilized during one’s own turn.

What does mind drain do?

The user is held accountable for only half of the damage caused by the attack.

How to stop spells yugioh?

The “Cursed Seal of the Forbidden Spell” has the capacity to negate a Spell Card if activated. Furthermore, it prevents the activation of any other copies for the remainder of the Duel.

What is the best card to negate spells and traps?

Solemn Judgement, an early Counter Trap Card, is the best Counter Trap in the game. It can negate the activation of a Spell or Trap Card or the Summon of any Monster at half the player’s Life Points cost. This negation prevents floating effects from being triggered off of the destruction. Unlike other Solemn cards, Solemn Judgement is always live, allowing the player to pay half their Life Points, making it the best choice.

Is Infinite Impermanence a hand trap?

Infinite Impermanence, a hand trap, allows the player to target a face-up monster controlled by their opponent and negate its effects until the end of the turn.

Does mind drain stop hand traps?
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Does mind drain stop hand traps?

Mind Drain is a card that prevents hand trap monsters from activating their effects, unlike Skill Drain, which negates all effects of monsters on the board. It should not be activated in response to an opposing hand trap and requires setting in a previous turn. Activated by paying 1000 LP, Mind Drain can be used by certain decks that use many Continuous Traps, like True King, and stays on the board until another card removes it. Masterking Archfiend has a unique synergy with Mind Drain, allowing it to mill a Fiend with 1000 ATK or DEF if it’s on the board when activated.


📹 The Ultimate Guide to Hand Traps + Tier List | Yugioh

Justin breaks down the usage of every hand trap in the Yugioh TCG and in Yugioh Master Duel. From common hand traps like …


Is There A Handtrap That Counters Yugioh Spells?
(Image Source: Pixabay.com)

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  • Just a note, I ignore the “Internal Ban List” for “generic” topics for 2 reasons. 1: I do them so rarely. Most of my top 10 topics are niche or very specific, in which case I want them to have fresh cards to talk about. And since I do genic topics so rarely, I actually try pretty hard to make them as accurate as possible. That’s why they’re usually much longer than normal too. 2: They are usually the first articles people will see of my website, so they wont be sick of the cards yet. The only card from this list on my internal ban list is Nibiru anyway. I’m sure that card wont show up in a article again, until maybe I do a article on the best Rock types.

  • Huh. So that’s why Dragunities were/are considered rogue with their new support. Not only do they have a monster-negate option that they can bring out in 5 summons or less (Areadbhair), but their “equip from deck/GY” effects aren’t covered by the ghost girls or Droll. Sure they’re still vulnerable to the other spots on this list, but being able to deal with some of the biggest hand traps is a pretty good selling point.

  • Top 10 cards that can increase ATK indefinitely This could include permanent attack boosts that are repeatable (e.g. Hi-speedroid Chanbara) or one-off attack boosts that technically have no limit (e.g. Winged Dragon of Ra, since you can increase your life points throughout the duel with various cards and effects). You could either rank them by how good they are competitively, or how high their ATK could conceivably go. Think that would be interesting.

  • I once came up with a card that searched out the ghost sisters. Here it is: Beck and Call Quick-Play Spell Can be activated from your hand during your opponent’s turn if you control no cards. Discard 1 card: Add 1 Level 3 Tuner monster with 0 ATK and 1800 DEF from your Deck to your hand. You can only activate 1 “Beck and Call” once per turn.

  • We didn’t ask for a 6 minute Tarantino dialogue explanation of the power of Maxx C, we didn’t deserve it, but holy crap did we NEED it! P.S. I have seen enough of your articles to know you have retired talking about certain cards like Nibiru. Trust me when I say it was merited this once for this particular topic.

  • Alternative title: top 10 cards that are a necessary evil Idk what’s the common decision about hand traps, but I feel like they’re the perfect example of cards that need to exist because of power creep, but are unfun to deal with as their existence can shut down pretty much any non-meta deck (potentially)

  • I only ever pulled off an Effect Viler like 2 times when it mattered. I did pull of DD Crow and Ally of Justice against some Abyss decks and lightswarms. My Favorite Hand Trap was Maxx “C” That one won me so many games. One funny story. I was playing a dark Synchro deck when Psyframelord Omega was unlimited and decked out my opponent on a Max “C’ drop….they lost the max C challenge vs me! I also pulled off a complex “manticore of darkness” summoning loop in a Zoodiac Mirror Match in 2017. The look on my YCS opponent was priceless. He’ never saw it coming.

  • How about a list of best Structure Decks? We all know these decks aren’t really optimal but I was wondering wich ones have the most potential by themselves. For example, I saw a article talking about that one deck with Ultimate Conductor Tyrano and how you can actually build a reasonably competitive deck with three structure decks, thanks to a good boss monster, a lot of synergy and some good generic spell cards.

  • I’ve been on a bit of an Arc V kick lately and I always see people complaining about the over used action cards. I agree that as the anime went on, the variety dropped like a stone, but I do find it a bit ironic considering how much of the metagame revolves around the same pool of hand traps these days.

  • Once, when playing SuperHeavy Samurai’s in Master Duel, a guy used Ash Blossom, but it resulted in me doing more searching and special summoning. It was also the time I Synchro Climbed and had 4 unique Synchro Monsters (who were all SuperHeavy Samurai’s) and he had 400 Life Points remaining after my turn ended. Since I had Stealth Ninja, he couldn’t do anything, which, lost him the duel. (It was also the time when SoulPiercer was Limited to 2 on Master Duel’s Banlist, so I added SoulHorns, which is a better card than Sekka’s Light, which I had in the deck before SoulHorns, and it hindered my deck. I shouldn’t had won the duel I activated Sekka’s Light)

  • I play Master Duel and while I did shortly stop sometime after launch, I have not had much issue with Maxx C. I either wasn’t just setting up, have an option to negate, or play through it with little issue. I have even let multiple opponents draw 8-11 cards and still won, yet I was playing a very un-optimal Cyber Dragon deck. It is VERY powerful, but people acting like it’s a win as soon as it’s played really just seems overdramatic…

  • Kinda funny how certain archetypes can be separated by years, Spellbooks is actually one of the first that was separated by at least ten to eleven years Spellbook of Organization first came out I think in Spell Rulers, Metal Raiders, or Pharaoh’s Servant. Now I use it in the Spellbook archetype in Duel Links and it actually works.

  • some hand traps here were somewhat playable before 2012 but even so he doesn’t show a battle-trigger hand trap like fader, gorz etc. Reboot is essentially the only counter hand trap. Nibiru not only count the number of monsters that are summoned instead of just the time of summons, but also for the entiry turn instead of just the main phase, so even if you summoned the 5th or more monster during the battle phase for example, the opponent can still nibiru during the main phase 2. That’s not entirely true for victory dragon, from what i heared at least, but as far as i know it was banned because the opponent can surrender at any point before could victory dragon can inflict damage, so to have at least the next turn and erase any conflict with the opponent might happen. Besides the gy negate effects, the other 2 ways to counter maxx c are deck out (good luck doing it) or with the continous trap card greed.

  • Ash Blossom also has the distinction of being a noob trap, as if someone unwittingly activates Ash Blossom in response to an effect of a card that doesn’t expend itself after activation and lacks a hard once per turn on that activation (such as the Danger monsters) that player just goes -1 by discarding Ash Blossom and loses access to its hard once per turn effect for basically no reason, other than them not paying attention to effect text or being familiar enough with effects/rulings. I have won an embarrassing number of duels with my DARK Danger Gren Maju deck to my opponent not realising how Dangers and Ash Blossom interact.

  • I duelled a guy in master duel who played a darklord engine. I activated max C and it was the first turn. Turns out it was also a danger engine. He managed to loop special summons. I drew all cards in my deck and lost. He created a deck that’s entire strategy revolves around if your opponent activates max c. I never thought you could hate a card that much.

  • a lot of the special decks aka theme decks like magican deck (dark magician girl and dark magician with the fruit magicians) has a lot of funky hand traps. i forget if its kiwi or chocolate magician girl but on of them is like ya attack a monster i control thats a dark att or magician and this card is in your had that card you control gains 2k attack are always fun. O.o

  • I think it’s possible to play around Maxx “C” if you play can get some kind of monster negate out before you get Maxx “C”ed then you can just negate the Maxx “C”, that’s why it’s legal in the OCG because they have a lot of decks that can bring out a monster negate before Maxx “C” is activated, also Ash stops it.

  • Fun story: my opponent placed a jar of greed on the field. I used lightning storm to destroy all traps and he responded by using his jar to try to waste my backrow destruction. I used my Red Reboot from the hand to stop that and he placed another jar on the field and got both obliterated. He eventually quit because all that was left in his hand was an Exodia The Forbidden One and I still had a near full hand.

  • Maybe something like: Cards that don’t officially belong to an Archetype, but are “inofficially” considered Archetype Cards, that only ever see play in one Archetype, although they aren’t official Support for it. Or maybe Archetype-Cards that see no play inside their Archetype, but see (heavy) play outside of it, or see more play in non-Archetype-Decks than in Archetype-Decks.

  • So I saw your Gemini article and now I’m thinking. Why not give Gemini monsters some of the forever forbidden effects so long as they’re on the field? Like every one of your draw phases this monster is on the field, draw an extra card or two. Or if this monster is destroyed (after activating its effect), each player discards their hand and draws 5 new cards. Or each main phase, copy the effect of one monster in either players graveyard. That’ll make Gemini’s more desirable.

  • I have this vague sense of emptiness that Tragoedia and Gorz didn’t make it onto the list. Granted, they are not better than any of the cards listed in modern YGO, but at least during the time when I was active, Gorz pretty much made it in every main deck, and D.D. Crow was one of the most popular side deck choices. And as the name implies, Tragoedia was a tragedy for anyone not privy to ordering cards on eBay. Edit: At least ma boy Treeborn Frog+ Samsara Lotus Arcana Force Nijouichi combo made a mention. Bliss.~ In case youngsters dont get the joke, it’s a reference to Eyeshield 21, which was a lot more popular back in the day. Most of you may know Murata’s art from One Punch Man though. 🙂

  • And if you get a summer activates Maxi and you play through Maxine you get a card out like dark dragoon how many cards do you draw unless you draw a card that can tribute red going off you’re not going to get rid of it because of its because of its ability to automatically just negate one card and that’s the effect of Omni negate and then and then it attack points

  • It is possibly one of the strongest cards in the game and the game’s history Maxx c but it’s also the most fair and balanced card to keep the fair the game balance so you discard helps or eliminates having TextMe overpowered or can eliminate them but again this card coming out at three people think this card ruin the game it’s been at 3 and ocg for a long time and not ruin the game because you have things like ash blossom it stops at your solemn strike you have a lots of other card out that that will stop it that that are Omni negate

  • You mention cards that counter Maxx C but not include Ash Blossom in them? Ash Blossom is literally always played at 3 copies in the OCG because of Maxx C, in addition to being a really good hand trap already. Also, called by the GY, Crossout, Gamma counter almost all kinds of hand trap anyway, so if you told me that people don’t play Maxx C because of these cards, that means they also don’t have any reason to play any hand trap, right?

  • Top 10 “trap” cards. (Cards that seem good at first glance but aren’t really that good. Top 10 cards that reference the anime/manga. Top 10 parody cards. Top 10 cards based on other Konami games. Top 10 special conditions in the games. Top 10 anime/manga exclusive cards. Top 10 cards that newcomers shouldn’t use. More Rescue Rabbit, please.

  • Flip side: Worst Hand Traps of All Time? Example: Herald of Green Light, reason being the cost is too specific and too high. Dispose of it and another Fairy-type monster from your hand in order to negate and destroy a spell card. Effect is nice, but -2 seems too high, you need to be running a Fairy deck to use it, and do Fairy-type monsters even have decent graveyard effects? EDIT: Herald of Purple Light, for that matter.

  • “Nibiru also warps this website around itself because I’m forced to talk about it so much.” Top 10 Best Cards With Artwork Relating To An Archetype They Aren’t A Part Of Top 10 Monsters That Have A Higher Defense Than Attack Top 10 Best Lv/Rank 5 Monsters Top 10 Best/Worst Cards That Require A Specific Named Monster On The Field Top 10 Best Ritual Effect Monsters Top 10 Worst Cards That Treat Themselves As Other Cards Top 10 Best/Worst Cards That Can Miss Timing Top 10 Best/Worst Cards That Return Cards From The Graveyard Or Banish Zone To The Deck Top 10 Best/Worst Cards That Use Counters Top 10 Best “Machine Duplication” Targets Top 10 Worst Xyz Effect Monsters Top 10 Worst Multiple Attack Monsters Top 10 Worst Mill Cards

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