Fantasy Card Review - Traps

Counter-Counter
Counter Trap
You can activate this card only when a card that can negate the effect of a card is activated (or summoned, if it is a monster). Negate the activation (or summon) of that card and destroy it.

Rarity: Normal
Limit: None

Permanent Barrier of Light
Continuous Trap
This card cannot be activated in the Damage Step. All effect damage done to your life point becomes 0. Decrease the ATK of all DARK monsters by 200. Send one Light monster from your hand or your side of the field to the graveyard during your Standby Phase or destroy this card.

Rarity: Rare
Limit: None

Permanent Barrier of Darkness
Continuous Trap
This card cannot be activated in the Damage Step. Monsters on your side of the field are not destroyed as a result of battle. In that case, if an opponent monster attacks one of your monster in DEF position with less DEF than the ATK of the attacking monster, inflict the difference as battle damage to your Life Point. Decrease the ATK of all LIGHT monsters by 100. Send one DARK monster from your hand or your side of the field to the graveyard during your Standby Phase or destroy this card.

Rarity: Rare
Limit: None

Strike Back
Trap
You can only activate this card when you receive battle damage in your opponent's turn. Tribute two monsters to inflict damage to your opponent's Life Point equals to twice as much as the damage you received.

Rarity: Super Rare
Limit: One or Two

Forever Depts
Continuous Trap
When a player pay a cost to activate a card of an effect of a card, he/she has to pay the cost twice.

Rarity: Super Rare
Limit: None

Rob and Run
Trap
You can activate this card when your opponent has 3 or more cards than you have in his/her hand. Discard 1 card to activate this card. Select one random card from your opponent's hand and add it to your hand. When that card is sent to the graveyard while it is under your control, inflict 700 damage to your Life Point and remove that card from play.

Ruling:
If a player use Rob and Run to grab a card, then the control of the card Shift back to the opponent then the player again (via Exchange etc.), the condition for Rob and Run has been reset and no damage would be inflicted nor is the card removed from play.

Rarity: Rare
Limit: None

Swamp!!
Normal Trap
Pay half of your Life Point. Special Summon 5 monsters from your hand to your side of the field. Those monsters cannot be tributed and their ATK and DEF are halved. You cannot conduct your Battle Phase in the turn you activated this card. (Or your next turn if this card is activated in your opponent's turn)

Rarity: Ultra Rare
Limit: None

I don't know you?
Normal Trap (with a picture of Mauranding Captain, pointing at Goblin Attack Force, wondering who he is)
Select one monster that can be normal summon from your hand, and declare its Attribute, Type, and Level. Then your opponent guess the name of the card. If he/she guesses it right, the selected card is removed from play. If he/she guesses it wrong, special summon the selected card.

Rarity: Rare
Limit: None
 
More from Jathro's Brain

Sunken Treasure
Normal Trap
"Draw 1 card for each of your WATER monsters removed from play."


Cross to Bear
Continuous Trap
"During the End Phase, inflict 100 points of damage to the turn player's Life Points for every card in that respective player's hand."
 
Finite Judgment trap cards:

FJD-EN049
Hope
(Trap Card)
Draw one card from your deck and send one card in your hand to the bottom of your deck. If you sent a monster card, shuffle your deck.

FJD-EN050
Art of Spell Mimicry
(Trap Card)
Remove one Spell Card in your hand from play. This card's effect becomes the same as that Spell Card.
Rarity/Ultimate Rare

FJD-EN053
Flock of the Decimated
(Counter Trap Card)
You can only activate this card when your opponent activates a Spell or Trap card. Tribute one "Decimated End Spirit" on your side of the field to negate the card and remove it from play.

FJD-EN054
Souls of the Purged Ones
(Trap Card)
Remove monsters in your hand from play and resolve one of the following effects:



  • If you removed one monster, move one card from your graveyard to the bottom of your deck
  • If you removed two monsters, destroy one card on your opponent's side of the field.
  • If you removed three monsters, draw three cards from your deck.
Super Rare/Ultimate Rare

FJD-EN058
Food Poisoning
(Continuous Trap Card)
When your opponent takes battle damage, your opponent takes 1000 more damage points. When your opponent takes effect damage, destroy one card on his/her side of the field. When you take over 1000 damage to your life points, discard one card from your opponent's hand to the graveyard.
Ultra Rare/Ultimate Rare

FJD-EN059
Zero
(Counter Trap Card)
Negate the activation and effect of one card that is negating the activation and effect of another card. This card cannot be chained to by any other card.
Rarity/Ultimate Rare

FJD-EN060
Punishment
(Trap Card)
Decrease the ATK of one monster on the field by that monster's original DEF.
Rarity/Ultimate Rare
 
fox-001
toon zone
field spell
this card can only be played if "Toon World" is on the field.
this card's name is treated as Toon World. toon monsters on your side of the field cannot be targeted by your opponent. toon monsters can attack on the turn that they are summoned if they say they can't.all toon gain 300 attack points.

fox-002
avatar of osiris
effect monster
????/???? level=4 dragon
when this monster is summoned choose one monster.make this monster have the same attack points,def points,effect[if it is an effect monster],and level as the targeted monster but double the atk and def of this monster.

fox-003
avatar of anubis
????/0 level=4 fiend
when this monster is summoned destroy all monsters on your side of the field. this monster's atk become the combined atk of the monsters destroyed when this card was summoned.


edit: please put these in the right threads because I mixed up the the things.[ oh yeah school was fun to day].
 
Monopoly
Continuous Trap
Pay 5000 Life Points. Each time your opponent Special Summons an Effect Monster Card Special Summon that monster to your side of the field instead. Each monster Special Summoned in this way is considered to have no effect. When this card is removed from the field return control of the affected monsters to thier owner.
 
yay, Traps. lol

Oh Well...
Counter - Trap Card
This card cannot be negated. This card can only be activated when a card that negates the effect of traps is activated or a monster named Jinzo is special summoned, normal summoned, or Flip summon. Destroy the card then Your opponent sends cards from the top of their deck out of play equal to the number of cards in their hand, then they discard their entire hand to the graveyard.
 
Dimensional Rift
Continuous Trap
Each time one of your monsters that has been removed from is special summoned, select and activate one of the following effects:

-Remove one monster in your grave from play
-Remove one monster from each player's side of the field from play
-Special summon one monster that has been removed from play. This effect cannot be used if the monster was special summoned by "Dimensional Rift".

Dimensional Shift
Normal Trap
You may only activate this card when you have more monsters on your side of the field than removed from play. Remove all monsters on your side of the field from play, and simultaneously special summon all of your removed from play monsters.

That second one could really help Strike Ninja decks o_0

-pssvr
 
Purge
Continuous Trap
Each time you pay Life Points for the effect of an Archfiend card, your opponent sends the top card of his deck to the Graveyard.
 
Imagin a bunch if Goblins and Feinds dancing in John Travolta's Saturday Night Fever suit.

Disco Inferno
Continuous Trap
Select a Monster Card Zone on your opponent's side of the field. Monsters in that zone cannot attack or be offered as a tribute. During each of your opponent's Standby Phases flip monsters on your opponents side of the field face-down, shuffle them and flip each monster back face-up. (Flip Effects are not activated at this time.)

Can you say, Limited?
 
Divine Summoning, ouch. Extremely powerful for no cost. That would be banned faster than you could say "Wherefore art thou, Scooby-Doo?".
 
Gateway to the Next Dimesion.
Continuos Trap

After this cards activation all of your monsters that are destroyed in battle are removed from play. When this cards is removed from the field Special Summon as many of your monsters that were removed from play.

Door to the Next Dimension

Select one of your opponents monsters currently removed from play and special summon it on your opponents side of the field in face up attack postion.
 
Level Consumation
Normal trap

This card can only be used in the battle phase of your turn. Select one monster with "Lv" on its name. Other monsters on your side of the field cannot attack. The selected monster can attack directly and spell or trap cards cannot be activated. At the End phase of this turn, destroy the selected monster and send it to the graveyard.

It would probably be common, but I think that would be cool!!!
 
Yeah... your card is cool... Nice effect, and not broken...

Ok my turn:

BRP-EN051
Mind Shuffle
Continuous TRAP
Shuffle two cards in your hand into their owner's deck and draw 1 card.

BRP-EN052
Rope of Rescue
Normal TRAP
Activate this card when one or more of your monsters in destoyed and sent to the graveyard by a card effect. Pay Life Points as many as the total ATK of on of the destroyed monsters and Special Summon the destroyed monster in Attack position.
Rare/Ultimate Rare

BRP-EN054
Collapse of the D.D.
Continuous TRAP
Pay half of your Life Points to activate this card. Return all cards that are removed from play face-up to the respective graveyard. For each card returns this way, increase your Life Points by 100. As long as this card remain face-up, no player can remove any card(s) from play.
Ultra Rare/Ultimate Rare

BRP-EN055
Award of Negation
Continuous TRAP
No player needs to pay any cost to activate a Counter Trap card. Pay 500 Life Points during your Standby Phase. If you cannot, this card is destroyed.

BRP-EN060
Protector of the Field
Continuous TRAP
Pay 1000 Life Points. As long as this card is face-up, a face-up Field card is not destroyed by a card effect. When this card is removed from the field, remove any face-up Field Spell card from play.
Super Rare/Ultimate Rare
 
Tzenn's Magic Ward
Continuous Trap
This card cannot be activated. As long as this card remains in the Graveyard, neither player can remove any Spell Cards from either Graveyard.


Yes, this means any kind of removing, which includes returning to the hand or Deck. Once they're in there, they're stuck there until Tzenn's Magic Ward is gotten rid of.
 
In My Darkest Hour
Continuous Trap
Each time you tribute a monster successfully, you may draw 1 card from the top of your deck.
 
Suction Cup
Continous Trap
Select one monster of your side of the field. The selected monster cannot be removed from play or returned to the owners hand. When the selected monster is removed from the field, destroy this card. When this card is removed from the field, remove the slected monster from play.

Magical Staple
Normal Spell
After this card resolves destroy this card. During this turn Spell and Trap cards on you side of the field cannot be removed from the field by card effects.
 
Megablow Repeating Time Bomb
Continuous Trap
As long as this card remains face-up on the field, during each End Phase destroy all face-up Spell and Trap Cards on the field except this one. Pay 500 Life Points during each Standby Phase. If you do not, destroy this card.
 
Normal Rush
Continuous Trap
If you Tribute Summon a Level 5 or higher Normal Monster with an original ATK less than or equal to 2300, you are allowed 1 additional Normal Summon this turn. This effect can only be used once per turn.


De-Strengthen
Continuous Trap
You can only activate this card when your opponent activates an Equip Spell Card. As long as this card remains face-up on the field, decrease the ATK and DEF of all monsters equipped with Equip Cards by 600 points for each Equip Card equipped to that monster.


Stop Defeat
Trap Card
You can only activate this card by discarding 1 card from your hand when your opponent activates a Normal Spell Card. The effect of the Normal Spell Card that your opponent activated at that time becomes "During this turn, face-up monsters on your opponent's side of the field cannot be destroyed as a result of battle".
 
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