Fantasy Card Review - Traps

Spell Cataching Rod
Counter Trap
Discard 1 card from your hand. Negate the activation of your oppoenent's spell card. That card is then moved to the bottom of your own deck.
(Picture The Legendary Fisherman holding the guy on the picture of the warrior on Nobleman of Crossout with his pole.)

(My first duel with the Spellcaster starter deck was a disaster. This guy was using Nobleman of Crossout on me left and right, using a spirit card and Magician of Faith. If I had this card, and he doesn't counter it, things might of been different.)
 
interdimensional hero transporter

interdimensional hero transporter
counter trap

select one card on your field with hero in it's name (destiny or elemental) and one card either in your graveyard or your removed from play zone with hero in its name ( destiny or elemental) with an equal or lesser level as the target card on the field. when this card resolves the hero cards targeted will exchange places, the newly summoned e-hero will be face up in the same battle position as the exchanged e-hero
 
hero's wrath

Hero's Wrath
trap

you must remove from play one card from your hand or field with hero in it's name to activate this effect;
Destroy all face up cards on your opponents side of the field
 
Kozaky's Attack Turret
Continuous Trap Card
Activate only during your opponent's End Phase of a turn in which no attacks were declared. While this card is face-up on the field, during the End Phase of each turn in which no attacks were declared (except the turn this card was activated), the turn player destroys 1 monster on their side of the field.
 
Some random Counter Fairy support...

Adjudication
Counter Trap
Activate by removing up to 5 Fairy-type monsters from your graveyard. This card gets one of the following effects according to the number of monsters removed:
1 or more: negate the activation and effect of a Spell or Trap card that targets a monster(s) on the field and destroy it.
2 or more: negate Normal Summon/Flip Summon/Special Summon of a monster and destroy it.
3 or more: negate the activation of an effect of a monster and destroy it.
4 or more: negate the activation and effect of a Trap card and destroy it.
5: negate the activation and effect of a Spell card and destroy it.
 
Dust Tornado Support (ss1, normal trap)

This card can only be activated by the effect of Dust Tornado; when played from your hand, no spells or trap cards can be activated during your battle phase for the next 3 turns. This card's effect cannot be negated by any card or effect.
 
The Advocate said:
Dust Tornado Support (ss1, normal trap)

This card can only be activated by the effect of Dust Tornado; when played from your hand, no spells or trap cards can be activated during your battle phase for the next 3 turns. This card's effect cannot be negated by any card or effect.
There's no such thing as a Spell Speed 1 Trap Card. Plus, I don't get what you mean when you say "This card can only be activated by the effect of Dust Tornado". Should the card be destroyed by Dust Tornado to get its effect?
 
Intimidation
Normal Trap
Effect: Discard 1 card from your hand when you activate this card. Change the ATK of 1 face-up monster on the field to 500 until the End phase of the turn in which this card is activated.

Stand Alone
Normal Trap
Effect: Destroy all face-up monsters on your side of the field except for the monster with the lowest ATK. Increase the ATK of the remaining monster by the combined ATK of all the monsters destroyed by this effect until the end of the turn.
 
Maruno said:
Kozaky's Attack Turret
Continuous Trap Card
Activate only during your opponent's End Phase of a turn in which no attacks were declared. While this card is face-up on the field, during the End Phase of each turn in which no attacks were declared (except the turn this card was activated), the turn player destroys 1 monster on their side of the field.

lol, threating roar


Weapon of Choice
Normal Trap
Equip 1 monster on your side of the field with anouther monster on your side of the field. Increase the ATK and DEF of the equiped monster by 1500. If it is your opponants turn, they must attack the equiped monster with all face-up monsters on their side of the field. This effect lasts until the end of the turn.
 
Infinite renewal
[Continuous Trap]
As long as this card remains on the field, every normal spell and trap that the controller of this card plays is shuffled back into his/her deck.Also, during each standby phase the controller of this card must shuffle his/her deck.
 
Device of Funny Space
Continuous Trap Card
Activate only when "Funny Space" is face-up on your side of the field. During each End Phase after applying the effect of "Funny Space", only if your opponent Set 1 or more cards, you can destroy 1 card your opponent controls. If "Funny Space" is removed from the field, remove this card from play.
 
Hiccup in Time

Hiccup in Time
normal trap
discard 1 card from your hand or pay 500 lp to activate one of the following effects:
*upon resolution move this turn ahead to its next phase
*upon resolution move this turn back one phase
(you must choose effect at activation)
 
Monster Mash
Normal Trap Card
Activate only during your End Phase while you control a face-up "Kozaky". Special Summon 1 Zombie-Type monster from your Graveyard, and then Set this card. Only 1 "Monster Mash" can be activated per turn.



I was working in the lab late one night,
When my eyes beheld an eerie sight,
For my monster from his slab began to rise,
And suddenly to my surprise...
 
Maruno said:
I was working in the lab late one night,
When my eyes beheld an eerie sight,
For my monster from his slab began to rise,
And suddenly to my surprise...

....up from the crypt Drac's voice did ring
seems he was troubled by just one thing
opened the lid and shook his fist, said...
Whatever happened to the Transylvania Twist?
 
Spell Suppressant
Normal Trap Card
Activate only immediately after an opponent's Spell Card has resolved. Your opponent cannot activate other Spell Cards for the rest of this turn.
 
Silence of the lambs
Continuous Trap Card
Whenever tokens are special summoned or placed on your opponent's side of the field, you may special summon Silent Tokens (player chooses attribute and type) to your side of the field equal to or lower than the amount of tokens summoned or placed on your opponent's side of the field. Silent tokens have 1500 Atk and 1500 Def and are unaffected by the effects of all spell cards. When a Silent token attacks a Def position monster with lower Def than its Atk, inflict damage to your opponent's life points equal to the difference between the Atk of the token and the Def of the opponent's monster. When this card is removed from the field you may offer all SilentSilent tokens on your side of the field to return that many cards from your graveyard to your deck.
 
Gemini Barrier
Continuous Trap Card
Put 1 counter on this card when you active it. If this card would be destroyed, remove the counter instead. While this card remains face-up, your opponent cannot activate any effects that inflict damage to your Life Points.
 
Senet Blaster
Continuous Trap Card
By discarding 1 card, destroy 1 card in the same column as this card. If there is a "Senet Sentry" in the same column as this card, you can destroy 1 more card on the field. This effect cannot be negated, and cards that are unaffected by Trap Cards are affected by this effect.



Senet Flash Grenade
Normal Trap Card
Activate only when your opponent has a Spell or Trap Card in the same column as this card, and in both adjacent Spell & Trap Card Zones to it. Destroy those cards.
 
Amazoness Trap Hole
Normal Trap Card
Activate only when your opponent Normal Summons, Flip Summons or Special Summons 1 or more monsters while you control at least 1 "Amazoness" monster or "Amazon Archer". Destroy the Summoned monster(s).
 
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