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Trap Hole shenanigans


Master Hyperion

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Moving Trap Hole
Continuous Trap Card
Once per turn, during your Main Phase, you can move this card to 1 of your unoccupied Spell/Trap Card Zone. If your opponent Summons a monster that is in the same column as this card, you can destroy this card and that monster.

Hungry Trap Hole
Counter Trap Card
Activate only when your opponent Summons a monster that has lower DEF than the ATK of 1 of your own monsters. Negate the Summon of Summoned monster, it is removed from play, and gain Life Points equal to the DEF of that monster.

Nobleman's Trap Hole
Trap Card
Activate only when your opponent Summons a monster with 2500 or more ATK. Remove from play that monster. If it was an Effect Monster, both players must remove from play all cards in their Deck with the same name as it.

Magical Trap Hole
Trap Card
Activate only when your opponent activates a Spell/Trap card. Destroy that card.

Trap Hole's Trap Hole
Trap Card
Remove from play up to 2 "Trap Hole" cards from your Graveyard. Destroy monsters on the field equal to the number of "Trap Hole" that are removed from play by this card effect.

Rebuilding Trap Hole
Trap Card
Activate only during your opponent's End Phase. Select 1 "Trap Hole" Trap Card from your Graveyard and Set it into your Spell/Trap Card Zone.

Spring Trap Hole
Trap Card
Activate only when your opponent Special Summons a monster. Return that monster to the owner's Deck.

Pillow Trap Hole
Trap Card
Activate only when your opponent Sets a monster. All face-up monsters your opponent controls are changed to Defense Position, and cannot change their battle positions this turn. Monsters that were affected by this effect cannot activate their effects during this turn.

Will probably at more later.
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[quote name='Dark Armed Duelist' timestamp='1297764964' post='5010109']
Magical Trap Hole
Trap Card
Activate only when your opponent activates a Spell/Trap card. Destroy that card.
[/quote]
So pretty much this only counters stuff like Swords of Revealing Light, Metal Morph, any Equip Spell, and any Continuous spell/trap
.....
Nice, wide range of targets there O,o
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small hint, i recommend maybe lowering nobleman's trap hole to 2400 ATK rather than 2500, cause that could seriously PWN monarchs whereas at 2500 i only see mach fortress, shien, kk shogun and stardust being tanked (for popularly used examples).

I like moving trap hole, and pillow trap hole is meh but the skill drain effect would annoy me...

oh, and rebuilding trap hole is quite epic, Skull likes ^^
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