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HOME > Yu-Gi-Oh! Ranking > Card Type "Normal Trap" Best Card Ranking
Card Type "Normal Trap" Best Card Ranking
Card Type "Normal Trap" Best Card Ranking. Let's check the effects of the cards you are interested in.
update date : 2024/11/21
1stDinomorphia Frenzy
Rating Score | Card Name | Card-Type | ||||
---|---|---|---|---|---|---|
Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 10 (8) | Dinomorphia Frenzy | Normal Trap | |||
During your opponent's Main Phase: Pay half your LP; Fusion Summon 1 "Dinomorphia" monster from your Extra Deck, using only 1 monster from your Deck and 1 monster from your Extra Deck as Fusion Material. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Frenzy" per turn. |
Card Type "Normal Trap" Best Card Ranking
The honorable first place went to "Dinomorphia Frenzy"!
TAG
2022/06/18 19:48
2022/06/18 19:48
A fusion trap card that can also use Dinomorphia from the EX Deck as a material, so it is a card that is mainly used to bring out Rexterm.
Since you must always drop materials from the EX Deck, if you try to use it many times, the Dinomorphia Fusion Monster tends to consume the space of the EX Deck, but there are currently two types of Dinomorphia in the main deck. For Dinomorphia, who tends to run out of fusion materials with 6 cards even if they are stacked with 3, I can appreciate the fact that they can fuse while saving the materials of the main deck.
It can be used only during the opponent's turn, and it can't be used in a tight turn, so it's different from Dinomorphia Domain, so it's a card I'd like to use while adjusting the number of cards depending on the direction of the Deck.
Since you must always drop materials from the EX Deck, if you try to use it many times, the Dinomorphia Fusion Monster tends to consume the space of the EX Deck, but there are currently two types of Dinomorphia in the main deck. For Dinomorphia, who tends to run out of fusion materials with 6 cards even if they are stacked with 3, I can appreciate the fact that they can fuse while saving the materials of the main deck.
It can be used only during the opponent's turn, and it can't be used in a tight turn, so it's different from Dinomorphia Domain, so it's a card I'd like to use while adjusting the number of cards depending on the direction of the Deck.
→ See all card reviews for "Dinomorphia Frenzy"
2ndTindangle Delaunay
Rating Score | Card Name | Card-Type | ||||
---|---|---|---|---|---|---|
Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 9.9 (19) | Tindangle Delaunay | Normal Trap | |||
When you take battle damage from an opponent's attacking monster, while you have 3 or more "Tindangle" monsters with different names in your GY: You can destroy the attacking monster, and if you do, Special Summon 1 "Tindangle Acute Cerberus" from your Extra Deck. If you control no monsters in the Extra Monster Zone: You can banish this card from your GY, then target 3 "Tindangle" monsters with different names in your GY; Special Summon them in face-down Defense Position. |
The second place that narrowly missed first place was "Tindangle Delaunay"
暁
2018/11/15 23:32
2018/11/15 23:32
One of Tindangle's highest spec traps. There is a feeling that it is allowed because it is a reverse theme.
By removing him from GY, he Special Summons his Tindangle 3 types of GY behind the scenes. He needs 3 types of Tintangle and this card to activate, but it's dangerous when it's decided.
It's easy to put this in his GY because there are enough ways to send trap cards to GY. If Tindangle monsters are also deployed with Trinity and linked, he will accumulate in GY. It takes time to get rid of EX monsters.
If you draw it in the first hand, it will rot, but if you are in the middle stage or later, you may be able to use the effect of Special Summoning ① Acute.
By removing him from GY, he Special Summons his Tindangle 3 types of GY behind the scenes. He needs 3 types of Tintangle and this card to activate, but it's dangerous when it's decided.
It's easy to put this in his GY because there are enough ways to send trap cards to GY. If Tindangle monsters are also deployed with Trinity and linked, he will accumulate in GY. It takes time to get rid of EX monsters.
If you draw it in the first hand, it will rot, but if you are in the middle stage or later, you may be able to use the effect of Special Summoning ① Acute.
→ See all card reviews for "Tindangle Delaunay"
3rdBig Welcome Labrynth
Rating Score | Card Name | Card-Type | ||||
---|---|---|---|---|---|---|
Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 9.9 (15) | Big Welcome Labrynth | Normal Trap | |||
Special Summon 1 "Labrynth" monster from your hand, Deck, or GY, then return 1 monster you control to the hand. You can banish this card from your GY, then target 1 Fiend monster you control, or, if you control a Level 8 or higher Fiend monster, you can target 1 card your opponent controls instead; return that card to the hand. You can only use 1 "Big Welcome Labrynth" effect per turn, and only once that turn. |
みめっと
2022/10/13 8:44
2022/10/13 8:44
Third Welcome Labyrinth Normal Trap Card.
It has an excellent effect that allows you to Special Summon Labrynth monsters from a wider range than Welcome Labrynth, but since you need to bounce one monster on your field after the effect is processed, if you activate it while there are no monsters on your field, Special You'll be bouncing the Summoned Labrynth, effectively a search salvage.
In that case, it would be a good idea to recruit Shiroganehime, who can deploy herself from your hand, or accessories that can have effects from your hand even during the opponent's turn.
If there are other monsters that can bounce, they can be used as they are, and 《Lord of the Heavenly Prison》works well with her Labrynth Deck and is suitable as a bounce agent.
The GY effect is the effect of the first half, which can bounce one of his Fiends on your field with Friche on turn 1, but if you have a Fiend of level 8 or higher on your field, this target It transforms into a terrible disturbing effect that can be made on the card in the field.
The basic move would be to recruit 《Lovely Labrynth of the Silver Castle》or Shiroganehime with the effects in the first half, and then use her GY effect to prepare for the opponent's return turn.
Its strength changes somewhat depending on the situation, but I think it's a very good Labrynth Trap card with extremely high versatility and combo potential.
It has an excellent effect that allows you to Special Summon Labrynth monsters from a wider range than Welcome Labrynth, but since you need to bounce one monster on your field after the effect is processed, if you activate it while there are no monsters on your field, Special You'll be bouncing the Summoned Labrynth, effectively a search salvage.
In that case, it would be a good idea to recruit Shiroganehime, who can deploy herself from your hand, or accessories that can have effects from your hand even during the opponent's turn.
If there are other monsters that can bounce, they can be used as they are, and 《Lord of the Heavenly Prison》works well with her Labrynth Deck and is suitable as a bounce agent.
The GY effect is the effect of the first half, which can bounce one of his Fiends on your field with Friche on turn 1, but if you have a Fiend of level 8 or higher on your field, this target It transforms into a terrible disturbing effect that can be made on the card in the field.
The basic move would be to recruit 《Lovely Labrynth of the Silver Castle》or Shiroganehime with the effects in the first half, and then use her GY effect to prepare for the opponent's return turn.
Its strength changes somewhat depending on the situation, but I think it's a very good Labrynth Trap card with extremely high versatility and combo potential.
→ See all card reviews for "Big Welcome Labrynth"
4thMadolche Promenade
Rating Score | Card Name | Card-Type | ||||
---|---|---|---|---|---|---|
Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 9.9 (10) | Madolche Promenade | Normal Trap | |||
Target 1 face-up card your opponent controls and 1 "Madolche" monster you control or in your GY; negate the effects of that opponent's card until the end of this turn, and if you do, return your monster to the hand. You can banish this card from your GY, then target 1 "Madolche" Xyz Monster you control; attach 1 "Madolche" monster from your hand, Deck, or GY, to it as material. You can only use 1 "Madolche Promenade" effect per turn, and only once that turn. |
→ See all card reviews for "Madolche Promenade"
5thMarincess Wave
Rating Score | Card Name | Card-Type | ||||
---|---|---|---|---|---|---|
Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 9.9 (9) | Marincess Wave | Normal Trap | |||
If you control a "Marincess" Link Monster: Target 1 face-up monster your opponent controls; negate that face-up monster's effects until the end of this turn, then, if you control a Link-2 or higher "Marincess" monster, all face-up monsters you currently control are unaffected by your opponent's card effects until the end of this turn. If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand. |
→ See all card reviews for "Marincess Wave"
6thDinomorphia Domain
Rating Score | Card Name | Card-Type | ||||
---|---|---|---|---|---|---|
Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 9.9 (8) | Dinomorphia Domain | Normal Trap | |||
During the Main Phase: Pay half your LP; Fusion Summon 1 "Dinomorphia" Fusion Monster from your Extra Deck, using monsters from your hand, Deck, or field as material. When your opponent activates a card or effect, while your LP are 2000 or less: You can banish this card from your GY; you take no effect damage from your opponent's card effects this turn. You can only activate 1 "Dinomorphia Domain" per turn. |
→ See all card reviews for "Dinomorphia Domain"
7thAltergeist Manifestation
Rating Score | Card Name | Card-Type | ||||
---|---|---|---|---|---|---|
Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 9.8 (19) | Altergeist Manifestation | Normal Trap | |||
Target 1 "Altergeist" monster in your GY; Special Summon it in Attack Position, and if you do, equip it with this card. When this card leaves the field, destroy that monster. You can banish this card from your GY, then target 1 "Altergeist" Trap in your GY; add it to your hand. You can only use this effect of "Altergeist Manifestation" once per turn. |
→ See all card reviews for "Altergeist Manifestation"
8thEldlixir of Scarlet Sanguine
Rating Score | Card Name | Card-Type | ||||
---|---|---|---|---|---|---|
Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 9.8 (12) | Eldlixir of Scarlet Sanguine | Normal Trap | |||
Special Summon 1 Zombie monster from your Deck or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Scarlet Sanguine" effect per turn, and only once that turn. |
→ See all card reviews for "Eldlixir of Scarlet Sanguine"
9thTraptrix Holeutea
Rating Score | Card Name | Card-Type | ||||
---|---|---|---|---|---|---|
Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 9.8 (12) | Traptrix Holeutea | Normal Trap | |||
You can activate this card the turn it was Set, by discarding 1 Normal Trap. Special Summon this card in Defense Position as a Normal Monster (Plant/EARTH/Level 4/ATK 400/DEF 2400). (This card is NOT treated as a Trap.) You can banish this card from your GY, then target 1 "Traptrix" monster in your GY; Special Summon it. You can only use 1 "Traptrix Holeutea" effect per turn, and only once that turn. |
→ See all card reviews for "Traptrix Holeutea"
Card ranking after 10th place
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