Hand Traps

    (___ Reaper

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    Hand Traps

    Post by (___ Reaper on Wed Jun 20, 2012 5:41 am

    “Hand Traps”

    What are “hand traps”?
    There are several monster cards that you can send from your hand to the graveyard, during your opponents turn, they make such a big impact on the game, its almost as if they were trap cards, hence the name “Hand Traps”.

    What are some examples of some “hand traps”?
    Maxx “c”, Effect Veiler, D.D. Crow,

    Why are these cards good?
    These are good counters against “the Big Three” ( I put up something about them in deck discussion). They are more versatile than traps- they can not be destroyed by mystical space typhoon, or heavy storm, and forces your opponent into a guessing game (whether you have these in your hand). They are very handy if your opponent is going first.

    What do they actually do?
    Maxx “c”: You can activate this effect during either player's turn by sending this card from your hand to the Graveyard. This turn, each time your opponent Special Summons a monster(s), draw 1 card. You can only activate "Maxx "C"" once per turn.
    This card does one of two things- either you’re going to draw cards, or your opponent is not going to special summon, in order to prevent you from drawing cards. This can be chained to your opponents’ monster reborn, tour guide from the underworld, rescue rabbit, etc, so you are guaranteed to draw at least one card. It can also disrupt your opponents’ plays, e.g. Wind-Up Loop.

    Effect Veiler: During your opponent's Main Phase: You can send this card from your hand to the Graveyard to target 1 face-up Effect monster your opponent controls; negate that target's effects until the End Phase.
    This negates your opponent monster effects. Very useful on searchers such as Elemental Hero Stratos as well as tour guide of the underworld, etc.

    D.D. Crow: During either player's turn: You can discard this card from your hand to the Graveyard to target 1 card in your opponent's Graveyard; banish that target.
    This can disrupt your opponent’s plays, e.g. chaining to monster reborn, pot of avarice, etc, and also cards like T.G.’s that activate in the end phase. And you can banish your opponents’ light/darks, etc before they are able to special summon black luster soldier- envoy of the beginning, or chaos sorcerer!

    Should I main deck these “hand traps”? If so, how many of each?
    Of course! The vast majority of decks benefit from having these. Quantity would depend on your deck and the deck(s) you want to counter. E.g. 3 Maxx “c” against dino rabbit and wind up match ups.
    Faye Fang Kaew

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    Re: Hand Traps

    Post by Faye Fang Kaew on Wed Jun 20, 2012 4:16 pm

    Nice post, this will be very helpful to some people.

    blake is a baddie bad

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    Re: Hand Traps

    Post by Luckstar on Wed Jun 20, 2012 5:11 pm

    Why don't you post this on Articles section? or do you want me to move this?

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    Re: Hand Traps

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