The best Trap Cards for beginners in Yu-Gi-Oh! Master Duel
Start in Yu-Gi-Oh! Master Duel can be confusing, especially if you’ve never played this card game before. Not long ago we left you the 11 most useful tips for beginners and now it’s time for Trap Cards. For this reason, in the following guide, we wanted to leave you with those that are basic in any deck and that will not hurt you to defend yourself while you are learning. Do not miss it!
Yu-Gi-Oh! Master Duel: best Trap Cards for beginners
We must bear in mind that this guide does not include Plot Cards that belong to a specific archetype or serve to generate very complicated synergies, since we are talking about cards aimed at beginners.
LETTER | EFFECT | RECOMMENDATION | |
---|---|---|---|
MIRROR FORCE | When an opponent’s monster declares an attack: Destroy all Attack Position monsters. | This card is a very useful defense, since it not only destroys the monster it attacks, but also all the ones that are in that position. At a time when Links are the most used, it comes in handy. | |
CALL OF THE DAMNED | Activate this card by targeting 1 monster in your Graveyard; Special Summon that target in Attack Position. When this card leaves the field, destroy that monster. When that monster is destroyed, destroy this card. | It is a card that is perfect for recovering a monster from the Graveyard, but at low ranks, since currently many monsters such as Salamangrandes recover on their own. | |
SOLEMN JUDGMENT | When one or more monsters would be Summoned or a Spell/Trap Card is activated: Pay half your LP; negate the summoning or activation, and if you do, destroy that card. | It is one of the best basic Traps as it negates any Spell or Trap cards or Summons thus drowning out a player play. If we also use it when the duel is advanced, we will not pay as many LP. | |
MAGICAL CYLINDERS | When an opponent’s monster declares an attack: Target the attacking monster, and if you do, inflict damage to your opponent equal to its ATK. | At a time when Monsters reach 4,000 Attack Points easily, being able to return an attack of that magnitude is taking almost half of the LP. | |
DARK BRIBERY | When your opponent activates a Spell/Trap Card: Your opponent draws 1 card, also, negate the summoning of the Spell/Trap, and if you do, destroy it. | Being able to negate the effect of Spells or Traps is essential to not let the player execute their strategy. If we know when to use it, it can give us the game. | |
BREAKING ABILITY | Select 1 face-up Effect Monster your opponent controls; Until the end of this turn, the effects of that face-up monster your opponent controls are negated. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Effect Monster your opponent controls; until the end of this turn, negate that target’s effects. | It is a card to negate Effects, but also the cost to use it is lower than others we have seen. Also, it can be used from the Graveyard. The counter cannot destroy the monster. | |
DIVINE WRATH | When a monster’s effect is activated: Discard 1 card; negate the activation, and if you do, destroy that monster. | Very good card, since it not only negates Effects, but also destroys the Monster with the condition of discarding a card. In some decks, this can even be an advantage. | |
WABOKU | You take no battle damage this turn. This turn your monsters cannot be destroyed by battle. | It is a shield that can save us in case of an attack that would kill our monsters, since it not only protects the attacker, but everyone. | |
TORRENTIAL TRIBUTE | When one or more monsters are Summoned: Destroy all monsters on the field. | It is a basic that can clear the field if the opponent has the Monster advantage. |
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