How many traps in a deck




















Increasing each card's utility and coverage gives you moreoptions each turn to find a way to win the duel, and you're at a distinctadvantage whenever you have more options than your opponent. Hand trapsdon't simply stand out because they're playable when your opponent wins thedice roll, they're also at the top of the game because they representeverything tournament victors are looking for: they're versatile,effective, and consistent solutions to problems that are tough to counter.

Much of this was true before the Link mechanic, but it's been cemented evenfurther since. Side Deck Standouts The Side Deck appears to be the new home for trap cards, and that's beyondthe usual floodgates we'd come to expect. I don'tthink these going-first Side Deck cards are leaving the game anytime soon,but they're exclusive to going first. It's rare to see someone side thosecards in ahead of a game where they're likely to play second.

Solemn Strike directly answers the hand trap-heavy format by simplynegating them. It's still an impressively powerful card, but it's showingup in the Side Deck more often than the Main Deck these days. Like mostother traps Solemn Strike is too slow to make an impact on Turn 1 againstyour opponent's hand traps, and again too slow to make a difference in Turn2 when you're playing second. He wasn't the onlyduelist there to have that idea.

Again, a key to success with traps this format isbeing able search them, and Guiding Ariadne very easy to search andactivate thanks to Heavymetalfoes Electrumite. It could be relevant again soon, and when that happens Pendulums will bewell positioned to take advantage of the decline in Twin Twisters 'popularity.

It's a smart out to Evenly Matched andit's still a very strong piece of hand disruption, but Links have pushedplayers to commit more cards to the field than ever before.

After Turn 1you'll find plenty of strategies that just don't have any cards left intheir hands besides hand traps, and hitting those cards with Mind Crush isa questionable move.

It's very difficult to predict which hand traps youropponent's holding. The lack of Main Deck spell and trap removal is a telling sign that playersaren't expecting to see dangerous traps in Game 1. Cosmic Cyclone has swunginto the top slot as the go-to answer for Pendulums and backrow thisformat, and Twin Twisters seems to have disappeared. Duelists aren't tryingto clear a path for their monsters in the same way they were last year, andthat's largely because most hand traps are extremely difficult to counter.

In a way it's better to simply play around them and play through themrather than play direct solutions. I think Konami's having a bit of an identity problem with trap cards: theyjust don't have a place in an era when hand traps and Quick-Play Spells cando the job just as well. Counter Traps are an exception thanks to theirinsane coverage and unique activation timing, but otherwise there's verylittle reason to stick to Normal Traps or even Continuous Traps when moreflexible alternatives exist.

They are a good fit for the player who is bored with turning powerful cards sideways to win and wants to try a dynamic and interesting way to play the game. Here are some decks to get you started. Nice article! Traps are some of my favorite cards in this game. Like Liked by 1 person. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account. You are commenting using your Facebook account. Notify me of new comments via email.

Notify me of new posts via email. Skip to content. Matt Duckworth Mechanics 30 July So what are they? Ranger Spikes This is probably the most utilitarian of the traps. Poisoned Stakes This trap deals direct damage to enemies it attaches to and is one of the key cards of that particular sub-archetype of trap decks.

Followed As of the time of writing, this is the most recent trap released and has the distinction of being the first outside the Lore sphere. That is all the trap attachments that we have in the card pool up to this point. Staging area Strike — These Trap decks want to fix enemies in the staging area and attack them there before they can engage. They utilize Ranger Spikes , Ithilien Pits , and player card abilities that enable or trigger off of attacking the staging area.

Direct damage — Similar to Staging area strike, these also want to attack enemies in staging, but do it through means of direct damage rather than the old-fashioned way. They utilize Ranger Spikes , Poison Stakes , and direct damage effects. I think this is traditionally a tricky build in solo and is more common for multi-player support, but its value increases with increasing average enemy defence.

Low-risk engagement — These are the more defensive oriented trap decks, that rely on lowering the risk of engaging enemies and even turning them into assets. These rely heavily on Forest Snares , Followeds , and Entangling nets to soften engaged enemies and perhaps even Ambush to occasionally kill them outright before they can even attack.

These tend to work well when incorporated with the Dunedain trait which leverages enemy engagement. Typically the first card you pull out of a binder when set out to make a trap deck.

Faramir might be my favorite trap hero. He really synergizes well with Ranger Spikes and Ithilien Pits, and combos with Hands Upon the Bow to make a formidable staging attack machine.

Faramir has much greater high side potential, and can actually play the role of defender, but is a bit more finicky to build around and play. Either one will perform, so it really comes down to personal preference.

Eowyn — At this point, you are probably thinking…well of course! That is true and she has definitely become one of the games most powerful and easily slotted heroes…especially in solo play where she is crucial in rounding out many solo decks.

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Boards Yu-Gi-Oh! User Info: JorRicBut. User Info: kurapika Well its vary,if you use spell counter deck,most card should be spell,if u run uria deck,most card should be continuous trap User Info: BlazeAssassin. In a typical case, somewhere around a ratio is the cookie cutter build. This does vary obviously with deck type though. User Info: stillthinking I currently use Certainly not gonna say that's the best ratio to use.

It's just the ratio I used in my latest deck. User Info: melikepizza. I'm currently running I used to run



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