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Chaos Trap Hole
- #TSHD-EN080

When a LIGHT or DARK monster would be Summoned: Pay 2000 Life Points, negate the Summon, and if you do, banish it.

Card Rating
Advanced: 3.10 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.

Date Reviewed: Aug. 9, 2016

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Chaos Trap Hole


Well I certainly understand why this peaked in use recently. Given the deluge of light and dark-heavy tier 1 decks at the moment, this trap is perfectly reasonable response. Negating the summon of most anything in Dante, Blue-Eyes, Kozmo and Monarch is a perfect storm for this costly trap. And its value won’t change for a while. ABC’s monsters are all light-types, D/D/D monsters are all darks, and Yang-Zing synchros are a bunch of either. The big baddies ruling on the other side of the Pacific Ocean don’t like this card either.


There’s not much to say beyond that, however. This trap, like many cards, will be played as the meta dictates, and get rotated in and out of formats depending on the most-used symbol in the top right-hand corner of cards at any particular time. It’s a bummer that this card can’t be searched by Traptrix Myrmeleo, which would have made it an amazing card instead of a good card, but it’s good nonetheless.


Advanced: 3/5

Future Potential: 2.5/5

  • This card has been perennially useful (rarely bad) since LIGHT's and DARK's have always been the two biggest archetypes.
  • Many view this as a more focused version of Solemn Warning.
  • Unlike SW, this card banishes (preventing things like the Dante recycle loop)
  • Unlike Solemn Warning, only inherent summons can be negated by this card.
  • Normal Summons and Flip Summons can be negated.
  • XYZ and Synchro Summons can be negated.
  • Pendulum Summons can only be negated when exactly 1 monster is being Pendulum Summoned.
  • Monsters that Special Summon themselves can be negated (such as BLS Envoy)
  • Monsters that are Special Summoned from another card's effect cannot be negated by this.
  • This is because CTH negates the Summon only (and not effects that Summon).
  • The 2000 life points is not a big problem because shutting down the opponent's big plays leaves them wide open for attacks.
  • Right now this card hurts Monarchs, Kozmos, Shaddolls, Burning Abyss and other themes.
  • It's not a safe card to Main, since it's useless against non-LIGHT/DARK decks.
  • However this has often been a good side deck option since it can be devastating in certain matchups.



Hello Pojo Fans,
Chaos Trap Hole is one of those cards that seems to have fallen off from popularity.
There are plenty of LIGHT and DARK monsters that are used in the mainstream game that need to be dealt with. 2000 Life Points isn't much of a payment for summon negation, its the same as Solemn Warning, but instead of destroyed the monster, banish it. Monsters still can benefit from being destroyed, despite their summon being negated, less benefit from being banished, especially when not in the grave.
I think this card fell out of favor because another Solemn came out. With Solemn Scolding doing a similar effect at 500 Life Points less (though that doesn't mean much), Chaos Trap Hole disappeared. Kozmos and Shaddolls use DARK, while Tellarknights use LIGHT, and Monarchs use both.
I think this is still a legit side deck card.
Until Next Time



Chaos Trap Hole...don't we have enough Trap Hole variants out there?  Yesterday, the card was fun, because even though not the best, at least had some reasonable potential, and at the very least, had some use in the past.  Today, is a little rougher.  The best thing going for this card is that it's a Counter Trap, and a Counter Trap, is the best type of Trap.  For 2000 Lifepoints, you can negate the Summon of a Light or Dark Monster, and if successful, said Monster is removed from game.  Steep price, only effects 1/3 of the Monster types, but the removal is nice.  Obviously this card would/could have some VERY specific targets we needn't go into, and even more obviously yet, you're all ready using cards that are better and cheaper to do this, and even more.  This card honestly isn't BAD, it's just greatly outclassed by other cards.
Rating:  1.5/5
Art: 3/5


Chaos Trap Hole is perfect. Light and Dark monsters are everywhere. Counter Trap Cards cannot be stopped. 2000 Life Points is appropriate to the effect. Banishing monsters is better than destroying them or sending them to the grave. Guiding Ariadne makes this completely free. Negating Summons keeps them away for the rest of the duel. Own three of these forever. I'm waiting for Steam Trap Hole (Fire and Water) and World Trap Whole (Wind and Earth). 
Score: 4.5/5 Free would have been too broken. 
Art: 5/5 It's never coming back. 

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