Trap Cards | |||
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Japanese (kanji and furigana) |
罠カード | ||
English |
Trap Cards | ||
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Trap Cards are pink-colored cards that have various effects to make things difficult for your opponent or easier for you in a Duel. A Trap Card must be Set and can only be activated after the current turn has finished. Trap Cards are Spell Speed 2, with the exception of Counter Trap Cards, which are Spell Speed 3. Trap Cards may be activated during your opponent's turn.
Normal traps are Spell Speed 2. They can't be activated during either player's turn if it was set that turn. Certain normal traps turn into equip cards but are still considered normal trap cards.
Continuous trap cards are also Spell Speed 2. Their effect stays in play until its destruction circumstances are fulfilled.
Counter trap cards have a Spell Speed 3. No cards except other Counter traps can be played after a Counter trap has been activated. Monster effects, spell cards and trap cards all have certain speeds. This determines when they can be played and which effect can be "chained" to another.
Trap Cards may be Chained to Spell Cards, other Trap Cards, or to the effects of Effect Monsters.
In Turbo Duels during Yu-Gi-Oh! 5D's, Trap Cards are very common since the use of non Speed Spells is restricted, so Trap Cards are usually used to replace them.
Below are some of the cards that allow Trap Cards to activated from the hand instead of being Set:
- "Bubble Illusion"
- "Makyura the Destructor"
- "Delta Crow - Anti Reverse"
- "Jetroid"
Types[]
A Trap Card's type is designated by a symbol to the right of the words "Trap Card". The Trap Card types are:
- Normal Trap; No symbol
- Continuous Trap, symbolized with an "infinity" sign. File:Continuous.png
- Counter Trap, symbolized by an arrow. File:Counter.png
Monster Cards • Spell Cards • Trap Cards Types of Monster Cards Effect • Fusion • Normal • Ritual • Synchro • Dark Synchro • Transformation Types of Spell Cards Continuous • Field • Equip Types of Trap Cards Continuous • Counter • Normal Other Types of Card Equip Cards Virus • Trap-Spell Equip Trap Cards • Field Trap Cards Turn Phases Draw Phase • Standby Phase • Main Phase 1 Start Step • Battle Step |
ATK • DEF • Level • Attribute • Type Playing Field Zones Monster Zones • Spell/Trap Zones Types of Summon Normal • Flip • Special | Activate • Chain • Costs • Counters • Destroy Types of Monster Effects Continuous • Flip • Ignition • Quick Compulsory • Optional • Lingering Types of Effect Monsters Flip • Gemini • Spirit • Toon • Tuner • Union • Dark Tuner Types of Spell Speed Spell Speed 1 | Tournament Guidelines Activation & Targeting Eligibility Double Tributer • Victory Conditions Attributes DARK • EARTH • FIRE • LIGHT • WATER • WIND Types Aqua • Beast • Beast-Warrior • Dinosaur |