Yu-Gi-Oh Duel Links: The 10 Best Trap Cards In The Game, Ranked
It can be daunting picking trap cards in Yu-Gi-Oh Duel Links. Here's a look at 10 of the best choices in the game, ranked!
Yu-Gi-Oh! Duel Links, unlike the TCG, has a lot more cards used in it that aren't used in the main game. In the TCG, Trap Cards have essentially gone entirely out the wayside and are very seldom used. However, in Duel Links, this couldn't be farther from the truth.
Trap Cards have proven through Duel Links' history to be some of the most powerful cards in the entire game. Because of this, many Trap Cards have been able to shine where they otherwise wouldn't have, as they're great in the Duel Links format while they can be considered awful in the TCG. The two separate formats have very different metas, with Duel Links having a plethora of amazing Trap Cards.
Not many Archetype Trap Cards can bring a Deck to the forefront of the meta, but Magician's Navigation was enough that it made "Dark Magician" a great Deck, even furthermore once "Dark Magical Circle" was released. "Magician's Navigation" is able to get "Dark Magician" on the field as well as any Level 7 or lower Spellcaster Monster, so long as "Dark Magician" is Summoned from the Hand (which is easily done with a Skill like "A Trick Up The Sleeve"). It can also act as a Spell and Trap negate while in the Graveyard, adding onto its versatility.
Another Archetype Trap Card, "Cybernetic Overflow" makes "Cyber Dragons" one of the best Decks in Duel Links. It banishes "Cyber Dragons" with different Levels from anywhere, and can destroy that many cards on the Field without Targetting.
After Banishing, it can be comboed with "Cyberload Fusion" to use those resources once more. Non-Targeting removal is always incredible, and one "Cybernetic Overflow" can be enough to wipe the entire Field. If it gets destroyed, it can even search out any "Cyber" Spell or Trap card, and that includes itself so it can easily get another copy in your hand.
"Raigeki Break" has an incredibly simple effect: Discard 1 card to Target 1 card on the Field and destroy it. Don't let its simplicity fool you, "Raigeki Break" is an incredibly versatile card. It can easily take care of problem cards, be them a Monster, Spell, or Trap Card. On top of that, the Discard isn't always a cost, as Monsters with Graveyard effects want to hit the Graveyard as soon as possible. "Raigeki Break" not only gets them there but pops a card on the opponent's Field in the process.
7. Bad Aim
"Bad Aim" is a Trap Card that has fallen out of favor in recent months, however, that by no way means the card still isn't great. When your opponent activates a card or effect, you can use "Bad Aim" to destroy any other card on the Field. "Bad Aim" can coax the opponent into trying to start their combo and then blindside them by getting rid of the card they need with it. It's a fantastic surprise factor, and if used right "Bad Aim" can force the opponent to end their turn with no followup to the card they had just activated.
6. Karma Cut
"Karma Cut" is an upgraded version of "Raigeki Break" at the cost of only being able to Target Face-Up Monsters on the Field with its effect. However, it Banishes the Monster instead of destroying it, which makes it much harder to get the effected Monster back onto the Field.
"Karma Cut" also has a second effect which can come in handy where it will Banish all the Monsters with the name of the card Banished from the Graveyard as well. Against certain Decks, this ability can be powerful enough to end the entire game, as they won't be able to recover from losing their key cards from their Field and Graveyard.
One of the oldest useful Trap Cards in the game, "Paleozoic Canadia" has never stopped being relevant. It can flip any Monster on the Field Face-Down, and since there's no Main Phase 2 the opponent can't put them back into Attack Position if used in the Battle Phase. It is also useful during the Main Phase, as it can stop your opponent from Synchro Summoning since it requires all Monsters used to be Face-Up. "Paleozoic Canadia" can also come back as a Monster by simply activating a Trap Card while it is in the Graveyard.
Against certain Decks, "Floodgate Trap Hole" can essentially block an entire Monster Zone from being used if they can't Fusion Summon with the effected Monster or Tribute over it. "Floodgate Trap Hole" will force a Monster Summoned into Face-Down Defense Position and it cannot change from that position. This is a great card to use to get rid of a problem Boss Monster before it can do some damage and have it be out of sight and out of mind. Since not many Decks run Monster that require a Tribute, this makes "Floodgate Trap Hole" one of the best Trap Cards out there.
3. Wall Of Disruption
"Wall Of Disruption" has to power to be one of the most devastating Trap Cards in all of Duel Links. When a Monster declares an attack, "Wall Of Disruption" causes all Attack Position Monsters on the opponent's Field to lose 800 Attack for each Monster they control.
These Monsters don't have to be in Attack Position to count towards that total, so "Wall Of Disruption" has the potential to lower Attack Position Monsters by 2400 Attack Points. This is enough to completely decimate the opponent if they try to attack with multiple Monsters during a Battle Phase and don't play around it.
While currently locked behind a Selection Box, "Fiendish Chain" is still a staple for anyone who managed to get their hands on it. "Fiendish Chain" negates the effects of a Monster on the Field and stays attached to them and prevents them from being able to attack as well. Effect negation isn't something that's common in Duel Links, especially when it comes from one simple card and not a Boss Monster. The immediate power of "Fiendish Chain" is what makes it so good. Effects are incredibly important and many Decks rely on their starter pieces, and "Fiendish Chain" can cut that off entirely for you to take care of the opponent on your turn.
"Treacherous Trap Hole" has consistently been the best Trap Card in Duel Links since its introduction, and likely won't ever stop being relevant. "Treacherous Trap Hole" lets you destroy two Monsters on the Field so long as there are no Trap Cards in your Graveyard. This is so powerful, many people have called for its ban even though it's already Semi-Limited. Destroying one Monster on the Field is already a great effect in Duel Links, and being able to destroy two Monsters is usually enough to completely end the turn of your opponent before they even have a chance to do anything.