Top Ten Trap cards in Yu-Gi-Oh 1. Mirror FOrce- Negate an attack with a built-in mini-Raigeki. 'Nuff said. 2. Imperial Order-OMG. This card, at the very worst, is a free Magic Jammer. If you decide to pay, you can totally disrupt an opponent's strategy. I have no idea why this didn't make people's TOp Ten lists of all time. 3. Call of the Haunted- Reanimation and field advantage. What's there not to like? 4. Magic Cylinder-A bit overrated; it only stops one attack. Nevertheless, a card to be feared. 5. Ceasefire-An underrated card. For all the idiots that complain that you lose your effects, FLIP YOUR OWN MONSTERS FIRST UNLESS THEY"RE MOnster-removal cards. Burn effect is also lethal. 6. Torrential Tribute-A built in Dark HOle with an extra condition? Niiiceee..... (should be limited yo 2) 7. Seven Tools of the Bandit-Highly useful. 1000LP is nearly nuffink. 8. Skull Lair-Highly annoying. I have no idea why Upper-Deck didn't at least limit this to two; permanent monster removal with a slight drawback for those using FIber Jar. Plus, SKull Lair wars are really annoying. 9. Dust Tornado-Very useful when your opponent decides to screw you over with Imperial Order. MT removal is always good. 10. Gravity Bind-Absolutely annoying; completely lethal in the right deck and the right person. Overrated/Obsolete Traps that shouldn't be on this list: Magic Jammer-This card is awful; sacrifice hand advantage for the negation of 1 magic card? Imperial Order owns it in nearly every way except for spell speed. Trap Hole-Simply outdated. Bottomless Trap Hole- You can argue about the special summons, but honestly, there are lots of great monsters between 1000Atk and 1500Atk. Even worse than trap hole. ROyal COmmand-Screws you over most of the time more than your opponent. And why is this Ultra Rare when Light of Intervention was a common and even better???? And last, but not least, the JInzo Argument. It seems that everyone online is singing: "Ooohh, traps are outdated because of JInzo." I hate people who say that. 1)Jinzo is a restricted card. How the hell is he going to get out that fast w/o a Witch, at the right time unless they're playing a speed Jinzo deck? 2)He'll die in a turn or two anyway. Offerings to the Doomed. MEB. Cyber Jar. You name it. 3)I'm not saying to run 20 traps or anything, it's just that 10 is fine; the decks that run 3 traps rely so heavily on magic to balance out the 20 monsters that Imperial Order just screws them over completely. Any questions? Hate Mail? Do your worst. Chalbert Awang (pseudonym) einstein1813@yahoo.com