
Using " Sales Ban" and declaring a hand trap your opponent may likely have will prevent them from using it that turn, though you can't use that hand trap for the rest of the duel. As a Level 1 Fusion monster it can also be summoned rather cheaply by using " Instant Fusion". " Millennium-Eyes Restrict" can equip a monster from the opponent's GY in response to them activating monster effects once per turn, and negates the effects of monsters with the same name as those equipped to it, which can be used to negate a handtrap by equipping it in response to the opponent discarding the handtrap for cost. " Vampire Voivode" can negate the activation of a monster's effects if there's a monster in either GY with the same name, making it effective against cards that send themselves to the GY as an activation cost, as many handtraps do. " Crossout Designator" allows the player to stop hand traps by banishing a monster with the same name from their deck. " Outer Entity Azathot" prevents the opponent from activating monster effects during the turn it's Xyz Summoned, which allow the player to make their plays without any worry of disruption. Note that its effect lasts until the end of the next turn, which can backfire if you have the same hand trap. As a Quick-Play Spell Card, it can potentially be activated at any time, except during the Damage Step. " Called by the Grave" can be used to not only stop hand traps that activate by being sent to the Graveyard, but also prevent any other effects of monsters with the same original name. " Dragged Down into the Grave", " Respect Play", " Ceremonial Bell" and " Neo-Spacian Aqua Dolphin" can see if your opponent has Hand Traps. " Number 104: Masquerade" is useful against hand traps that activate during the battle phase (However, " Gorz the Emissary of Darkness" and " Ghostrick Mary" can activate its second effect each time the opponent takes 800 damage). " Mind Drain", to render all hand traps useless. " Mind Crush" and " Dragged Down into the Grave" can be used to stop certain hand traps before they can be activated. The opponent would also be reluctant to use it if they knew you ran a Virus Deck, or if a Virus you previously activated is still lingering. " Maxx "C"" can backfire if the opponent Special Summons enough times, causing a loss by decking out. " Macro Cosmos" neutralizes hand traps that specifically state they need to be sent to the graveyard to activate. " Divine Wrath" can stop any monster effect including those that are activated from the hand.
" Debunk" can be used to stop and banish hand traps.In response to draw or adding card to the hand In response to Spell/Trap card activation Ĥ. In response to Monster effect or Summon ģ.
3 Trap Cards that activate from the HandĮxamples 1.In response to Spell/Trap card activation
#YUGIOH MACRO COSMOS VS PENDULUM SERIES#
Some archetypes and series such as " "C"", " Ghostrick", " PSY-Frame", and " Nekroz" contain numerous hand traps. Some hand traps are used to inhibit or punish an opponent, such as those listed above, while other hand traps can be used to turn the tide of battle or stop a battle altogether such as " Swift Scarecrow" and " Battle Fader". There are several categories of hand traps. Crow", " Gorz the Emissary of Darkness", and " Honest", and became ubiquitous in the metagame as further hand traps such as " Effect Veiler" and " Maxx "C"" were released. Hand traps first became popular during the Yu-Gi-Oh! GX era with cards such as " D.D. One of the first hand traps released was " Kuriboh", which could be discarded to nullify the battle damage from an attack. Hand traps tend to have low ATK/ DEF for their Level, discouraging players from placing them on the field and encouraging them to use them for their intended purpose. In fact, depending on their effects they can be even more ubiquitous than actual Trap Cards, as cards in the hand tend to be less vulnerable than cards on the field. They are not actual Trap Cards in any way, but function similarly as a previously unseen card effect used to surprise or disrupt the opponent. A hand trap is an unofficial term used to describe monster effects that are activated from the hand in response to an opponent's actions.