Subject: Daves Top Ten List Part 1: Traps Hey all, Just thought I would give my 2 cents worth on my take on traps. I might have some differing opinions but I will explain my rules for rating cards (in general) first, then get to the top 10. My rules for rating cards (all cards not just traps) are these : 1. Does the card allow me to "break or ignore" a fundamental rule of the game? ie: Draw one card per turn, play or set one monster per turn, etc. 2. Does the card improve the quality of cards in my hand/deck? ie: Sinister Serpent improves the value of many different cards because it returns to your hand from the graveyard, etc. 3. Does the card hinder/prevent my opponent performing an action or a fundamental rule of the game? ie: The opposite of rule one. 4. Does the card improve my chances of drawing good stuff from my deck? ie: Anything that replaces itself with one or more cards from your deck, etc. 5. Does the card lessen the quality/quantity of my opponent's hand/deck? ie: Anything that makes the opponent discard cards, or anything that makes certain cards unplayable, etc. 6. Is the card economical/cheap to use? ie: Bazoo the Soul Eater is a very cheap card if you consider its ability. 7. Does the card negatively affect your opponent's field (monsters, magics, traps) ie: Does it destroy/negate their creatures, magic cards, etc. 8. Does the card have synergy with other cards that meet any of the above rules? ie: Any card that helps you get your deck to "flow smoothly" counts here. I think that these rules pretty much explain themselves so.... onto the list!! Top Ten : Traps 10. Jar of Greed It is the only legal way of making a 37 card tourney deck. Feeds Bazoo and Skull Lair. :) Read rules 1, 4, 6, 8. 9. Magic Cylinder While this card is very good, it only stops one creature and only once. The damage it deals to your opponents LP puts it over the top of Waboku. Rules 3, 6, 7. 8. Ceasefire Any card that is restricted is there for a reason. I hear it can be really inconvienient to lose 2000 LP, or more, as a linkable effect. Rules 3, 6. 7. Torrential Tribute This is a super duper Dark Hole that can respond to special summonings. I like, I like!! Rules 6, 7. 6. Ultimate Offering Okay, before the flames start licking at my heels, noone can truly appreciate this card until they die on the 3rd turn of a duel to a horde of creatures with or without a Catapult Turtle. To forstall some emails the official ruling is as follows: Only the owner of the trap may use its ability and you may creatures at any step of your opponent's battle phase except for the damage phase. This of course includes the end phase. Read rule 1. 5. Skull Lair Ultra card economy. Kill off any monster for the low low price of a card from your graveyard per star. Rules 5, 6, 7. 4. Call of the Haunted A linkable Monster Reborn...Not much to say about this one except get it and play it. Rules 2, 6, 8. 3. Mirror Force This card is well known therefore I don't need to explain why its here. Rules 6, 7. 2. Imperial Order Linkable and continuous negation of all magics for 700 LP per turn. Read rules 3, 5, 6, 7. 1. Solemn Judgement One of only 2 traps that can stop a Jinzo, that alone is enough to make it onto the list. It also negates ANYTHING and you will ALWAYS be able to activate it, no matter what your LP total is. That is why it makes the top of my list. Rules 3, 5, 6 (it can hurt sometimes). If you want to discuss this list please feel free to email me at : laite.dr@forces.gc.ca