Fantasy Card Review - Traps

A personal favorite

Clay Avalanche
Normal Trap
Activate only when an "Elemental Hero Clayman" on your side of the field inflicts damage to your opponent's Life Points. Until the End Phase, for each 200 damage that card inflicts, your opponent sends the top card of his or her Deck to his or her Graveyard.
 
Missed the Punchline
Normal Trap
Activate only during a battle involving a Toon Monster on your side of the field and a non-Toon Monster on your opponent's side of the field. Negate that battle.
 
Demise Paracide
Normal Trap
Activate this card only when a face-up "Parasite Paracide" is removed from your opponent's side of the field. Destroy all monsters on your opponent's side of the field.
 
Primal Instinct
Continuous Trap
Activate this card only when "Jurassic World" is face-up on your side of the field. As long as this card is face-up on your side of the field, Dinosaur-, Reptile- and Winged Beast-type monsters on your side of the field are unaffected by your opponent's Trap cards, and when one of them is selected as an attack target by your opponent's monster, you can change that card to Defense Position. When "Jurassic World" is not face-up on your side of the field, destroy this card.
 
I guarantee you've NEVER seen THIS before!

Cyber Space
Field Trap
Activate this card only during your turn. Increase the ATK and DEF of all "Cyber" monsters by 200. During your Draw Phase, you can pay 1200 Life Points to add a "Cyber" card in your Deck to your hand instead of conducting your normal draw. This card's activation and effect are unaffected by "Jinzo".
 
SOLAR ECLIPSE

SOLAR ECLIPSE
counter trap

pay 500 life points. flip every face up card on the field face down.(monsters will be in F D DEF POS)




seemed fun - a chainer's delight
 
Type One Magic Recharger
Continuous Trap Card
By discarding 1 Spell Card, gain 1000 Life Points.


Type Two Magical Overpack
Normal Trap Card
After activation, equip this card to a monster you control as an Equip Card. When the equipped monster attacks or is attacked, by discarding 1 Spell Card, the equipped monster gains 1500 ATK until the end of the turn.
 
Crossover!

Byroad Gauntlet
Normal Trap
Activate only when a face-up "Cyber Dragon" or "Cyber Ogre" on your side of the field is destroyed and sent to the Graveyard as a result of battle. If it was a "Cyber Dragon" that was destroyed, Special Summon 1 "Cyber Ogre" from your Deck. If it was a "Cyber Ogre" that was destroyed, Special Summon 1 "Cyber Dragon" from your Deck.
 
What Zane wouldn't give for this!

Otherworld - Cyberdarkness
Field Trap
When a monster attacks, its controller selects 1 Monster Card in his or Deck and sends it to the Graveyard. Downgrade the Level of all face-up monsters on the field and in both player's Graveyards by 1. When a player Special Summons "Cyberdark Dragon", increase that player's Life Points by 2000.
 
Byroad Ambush
Normal Trap
Activate only when your opponent declares a direct attack. Special Summon 1 "Cyber Ogre" from your Graveyard in face-up Attack Position.
 
Byroad Skirmish
Normal Trap
Activate only when a face-up "Cyber Ogre" on your side of the field attacks or is attacked. Increase that monster's ATK and DEF by 1500 until the End Phase.
 
Recombination
Normal Trap
Activate only during your Main Phase by selecting 1 face-up monster on your side of the field that was Special Summoned by removing 2 or more monsters from play. Remove the selected monster from the game. If the monsters you removed to Summon the selected monster are removed from play, Special Summon those monsters to your side of the field in face-up Attack Position.

(Note: think De-Fusion for VWXYZ)
 
Chaos Flare
Normal Trap
Inflict 100 damage to each player for each card they own that's removed from play.
 
Element Ruler
Continuous Trap
Activate only when you Tribute Summon a "Monarch" monster. After activation, equip this card to that monster. The equipped monster cannot be destroyed by Spell Cards, Trap Cards, or by monsters that have the same Attribute as a face-up "Monarch" monster on your side of the field.
 
Tesla Barrier
Normal Trap
Activate this card only if there is a face-up "Magnet Warrior", "Magna Warrior" or "Conduction Warrior" monster on your side of the field. This turn, any damage you take from your opponent's cards and effects becomes 0.
 
Dark Gravity
Normal Trap
Activate this card only during your opponent's Standby Phase while "Evil Hero Dark Gaia" is face-up on your side of the field. Destroy all monsters on your opponent's side of the field that are either face-down or Level 6 or lower.
 
Ancient Gear Simulacrum
Continuous Trap
Activate this card only by removing 1 "Ancient Gear" monster in your Graveyard from play during your Main Phase. After activation, this card is treated as an Effect Monster card and Special Summon this card to your Monster Card Zone. (This card is also still treated is a Trap Card.) This card's Level, Type, Attribute, ATK, and DEF are the same as the removed card.
 
Typhoon Winds
Continuous Trap
As long as a "Cloudian" monster(s) remain(s) face-up on your side of the field, effect damage to the controller of this card becomes 0.
 
Manifest Destiny
Normal Trap
Activate this card only during your Main Phase. Special Summon 1 "Destiny Hero" monster you own that's removed from play. That monster can't attack this turn.
 
Airborne Rescue
Normal Trap
Activate this card only when you Normal Summon a Machine-Type WIND "roid" monster. Return up to 2 Machine-Type "roid" monsters in your Graveyard to your hand.
 
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