Hi there. This is the first of my articles. Hopefuly, from the 100's of emails I have recieved in the e-mail I will select a deck to work on and touch up but it is hard deciding such a worthy deck... they all need DRASTIC HELP :) Also, as a note to those who have or are looking to send me decks, I don't make decks for you and I don't fix decks that are untested. If you have made a list of a few of your cards but mention that you have never played them, I won't fix it.. ... and, please, please write as MUCH information as you can. No doubt the person I will do a fix for first will have included a lot of descriptive information to help me. Enough of the nattering, below is my Trap Article, it lists all the current available traps are the rulings behind them. Hope you find them useful. -------------------- Traps We all love traps, traps in this game make up for some of the most interesting game twists but with the latest metal raider set we have been fraught with understanding NEGATION and what it means for us. First of all some common rules about Traps: 1.) A trap must be set for one turn before being activated, you can NOT play it on the same turn as you set it. 2.) A trap's use is by its owners choice, if an action COULD be countered or effected by your trap it doesn't mean you are compelled to play it. Its always your choice. Below is a breakdown of every trap and a dedicated ruling - hope this helps ****************** Castle Walls - Increase a selected monsters defence by 500 during the turn this card is activated. ** This card can be activated ANY time, it doesn't require a trigger like a summon or an attack. ** This card lasts for the WHOLE turn once it is activated. ** It can be used on either YOUR monsters or that of YOUR opponents. ****************** Dragon Capture Jar - All Dragon-type monsters on the field are switched to Defense position and remain in this position as long as this card is in effect. ** This card is a continous effect trap card and can not be removed without the effect of another card. ** All monsters that belong to the Dragon class are effected by this card (you can find this information in the small box beneath the picture of your monster on the card between [ ] symbols). ** All monsters effected are instantly changed to defence position and can not be moved from this position whilst this cards effect stands meaning you can't change it next turn to attack again. ****************** Fake Trap - When your opponent uses a magic, trap or monster effect card to destroy one of your trap card(s), this card can be used as a subsititue for your trap card(s). ** This card isn't a counter-trap card, it isn't strong enough to rival the effect of a Seven Tools of The Bandit. ** This card does not protect your trap's if YOU use a Heavy Storm since it is only the actions of your opponent that it protects from. Simply put, it is all about Spell Speeds. On any action, the Spell Speeds are determined. If an action (card effect) has a spell speed of 1 this means that since all trap cards are of speed 2 you can activate ANY trap and the action-card has to wait until any trap effects are resolved before continuing.- This applies to Heavy Storm, a card with speed 1 and Fake Trap with speed 2. The Heavy Storm has to sit whilst the Fake Trap uses its effect to protect your cards from the Heavy Storm effect, the Fake trap buries and unless any more trap cards want to be activated then the Heavy Storm carries on. HOWEVER... what about if the Fake Trap is the weaker speed? Counter-Traps have a speed of 3, which beats Fake's 2.. So if in the case where a Counter Trap like Seven Tools of the Bandit destroys one of your traps, it can only be CHALLENGED by anything with a Spell Speed of 3 or greater. Since Fake Trap is only Speed 2, it isn't fast enough and can't be used. ****************** Horn Of Heaven - Offer 1 of your own monsters on the field as a Tribute to negate the summon (including Special Summon) of a monster and destroy it. ** You can, if you choose to negate your own Monster from being summoned. ** The cost of ONE monster card has to be buried before you flip the trap. Even if it is countered, the cost always has to be used before you activate the Trap. If you don't have the monster on your field then you can't activate the trap. ** The act of negating the summon stops it from being summoned. In the case of a Summon-From-Hand, the card is returned to hand. In the case of Summon-From-Field (flip summon) the card is flipped back. The act of destroying the card mean moving it from its current location into the graveyard, wether now from hand or from the field. ** If the trap is used on a flip summon effect monster, the effect doesn't apply because the summon never happened. It is flipped back (negated) before the card's effect can start. Any card effects that are Continuous, Cost, Triggeror Flip are Spell Speed 1 whereas the Horn is spell speed 3 so they would never get a chance to effect the field before being negated. ** Sangan/Witch of the Black Forest - If you use a Horn of Heaven on this card when it is summoned from hand, the card is negated (moved back to hand) and destroyed (moved from hand to graveyard) - this card never entered the field so the effect doesn't apply.. However, if you use the trap when this card is flip summoned, the card is negated (re-flipped) and destroyed (moved from field to graveyard) - this card DID enter the field so the effect applies. ****************** Just Desserts - Inflict 500 points of direct damage to your opponents Life Points for each Monster your opponent has on the field. ** Can be used anytime, but at the moment it is used, the cards on the field are applied to the effect. This card stops your opponent from changing the number of cards (unless by the aid of a trap like TWO-PRONGED attack) until the damage has been applied. ** If they summon a monster.. you may use this card and then negate or destroy it with other traps as long as you activate the other traps straight away. ****************** Magic Jammer - Discard 1 card from your hand to the Graveyard to negate the activation of a magic card and destroy it. ** You can, if you choose to negate your OWN magic card as long as it is done before the effects are applied. ** The cost of ONE card from your hand has to be buried before you flip the trap. Even if it is countered, the cost always has to be used before you activate the Trap. If you don't have a card in your hand then you can't activate the trap. ** The act of negating the activation stops it from being activated. In the case of a Play-From-Hand, the card is returned to hand. In the case of Play-From-Field (flipped) the card is flipped back. The act of destroying the card mean moving it from its current location into the graveyard, wether now from hand or from the field. ** The effects of the magic card targeted never take place. All magic cards are spell speed 1 whereas the Horn is spell speed 3 so they would never get a chance to effect the field before being negated. ****************** Mirror Force - When an opponent's monster attacks, negate the attack and destroy all of opponents monsters in attack position. ** Placing a face up monster in defence or having a face down monster in defence protects them from being destroyed by the trap ** The act of negating the attack is to stop that monster from attacking, should there become a trap card that allows you to change the position of your own monster during battle, you could change a card in defence position (and immune to the effect) to attack position and then attack with that card. Presently there are no such cards available :) ****************** Reinforcements- Increase a selected monsters attack by 500 during the turn this card is activated. ** This card can be activated ANY time, it doesn't require a trigger like a summon or an attack. ** This card lasts for the WHOLE turn once it is activated. ** It can be used on either YOUR monsters or that of YOUR opponents. ****************** Reverse Trap - All increases and decreases to ATK and DEF are reversed for the turn in which this card was activated. ** This card can be activated ANY time, it doesn't require a trigger like the activation of a magic card. ** This card lasts for the WHOLE turn once it is activated, this means that if they make one change which is reversed, any future changes during the same turn will also be reversed. ** Monsters attack or defence can not decrease past 0. ** Activating another Reverse Trap to counter the existing effect will not work and all changes remain as if only ONE Reverse Trap was in play. ****************** Robbin Gobblin - Each time 1 of your monsters inflicts damage to your opponents Life Points, 1 card is randomly selected from your opponents hand and discarded to the graveyard. ** This card is a continuous trap and can not be removed from the field unless through the effect of another card. ** This effect only applies to Battle Damage done by monsters and not effects such as those of Cannon Solder and Catapult Turtle. ** ANYTIME one of your monsters is in a battle with your opponent, regardless of who attacked, if your opponent suffers lifepoint damage then this effect is applied. So this would still work if your monster was in defence and caused loss in lifepoints that way ** The damage has to be inflicted to the lifepints, so in the case of Waboku and Kuriboh since the deduction isn't made the effect can't activate. ** If the opponent has no monsters left to discard in hand then the effect does not carry over to the next turn. ** If you cause damage with multiple monsters the Robbin Gobblin will give you ONE effect for every instance of battle damage. ** If you use The Bistro Butcher as well as a Robbin Gobblin then since you control both monsters you can choose which effect is applied first. ****************** Seven Tools of the Bandit - Pay 1000 Life Points to negate the activation of a Trap Card and destroy it. ** You can, if you choose to negate your OWN trap card as long as it is done before the effects are applied. ** The cost of 1000 Life Points must be deducted before you flip the trap. Even if it is countered, the cost always has to be used before you activate the Trap. If you don't have 1000 Life Points then you can't activate the trap. ** The act of negating the activation stops it from being activated and the card is flipped back. The act of destroying the card mean moving it from its current location (the field) into the graveyard. ** If your Opponent has a Seven Tools trap card, they can use this to counter yours and if you have another then you can use that to counter theirs. ****************** Solemn Judgement - Pay half of your lifepoints when your opponent activates a magic or trap card or summons a monster (even a special summon) - to negate the action and destroy all cards involved. ** The cost of Half Your Life Points must be deducted before you flip the trap. Even if it is countered, the cost always has to be used before you activate the Trap. ** Unlike Seven Tools of the Bandit or Magic Jammer, you can not negate your own magic/trap or monster cards from being played. ** In the case of a magic card being activated, this card is treated as a *Magic Jammer* for all purposes aside from being able to use on your own card & the cost required to activate (please read above for information). ** In the case of a trap card being activated, this card is treated as a *Seven Tools of the Bandit* for all purposes aside from being able to use on your own card & the cost required to activate (please read above for information). ** In the case of a monster card being summoned, this card is treated as a *Horn of Heaven* aside from being able to use on your own card & the cost required to activate (please read above for information). ****************** Trap Hole - If the ATK of a monster summoned by your opponent (excluding Special Summons) is more than 1000 points or more, the monster is destroyed. ** The monster enters play before it is destroyed. ** In the case of flip effects they happen. Flip effects are spell speed 1, they have to wait until the trap hole is finished but the trap doesn't negate these actions... just makes them wait till it is done with its effect ** In the case of constant effects, they DONT happen. Since these are spell speed 1 and the Trap hole is spell speed 2, the trap works before the effect has a chance to and it destroys the monster before it can get a chance. ** Any card summoned that is UNDER 1000 atk but gains a normal effect from itself or another card on the field (that ISNT a flip effect) that would put this OVER 1000 atk is NOT destroyed. This is because this trap is spell speed 2 and the magical effects from the magic cards/monsters are speed 1, they have not yet happened. The trap stops any FIELD cards affecting this card and it stops any card effects from the summoned card to affect itself or other cards. So, it is summoned... the trap destroys it and this is all before it has any chance to do any of its effect magic. Other gamers contradict this but the simple fact is that the CARD EFFECT is spell speed 1, the TRAP HOLE is spell speed 2.. It destroys the card and the effect never gets a chance to work.. if it is an effect from another card on the field (yami, milus radiant etc.) then those cards can only effect the field AFTER this card is destroyed not before! Here is some examples:(assuming no counters are in play) Description of Effects and Monsters used in this example Big Eye Effect:Flip, you get to see the top 5 cards of your deck and alter their order. Witches Apprentice(500 atk monster) Effect:Constant, you gain +500 attack to every dark monster on the field. Yami Effect:Constant, you gain +200 atk/def to every fiend/spellcaster on the field. Meda Bat(800 atk monster): Has no effect but is a fiend and would gain a bonus from a Yami card if in play. **How a Flip effect and Trap Hole work:** Big Eye is face-down. You flip it up and your opponent plays Trap Hole. Since Trap Hole is Spell Speed 2 and the effect of the Big Eye is Spell Speed 1. The Trap Hole runs through its effect of checking the ATTACK of the monster, it does and its ABOVE 1000 so it goes to destroy it. Now, since the trap is done you can use your effect. **How an on-card effect and Trap Hole work:** Witches Apprentice is summoned from hand. Your opponent plays Trap Hole and since it is Spell Speed 2 it is allowed to apply its effect before your monster can apply its effect, being Spell Speed 1. The monster checks to see if has 1000 attack, it doesn't so it lets the monster come into play. Since the Trap Hole is now buried, the card can now use its effect and add +500 to itself, being a dark monster. **How an on-field effect and Trap Hole work:** Meda Bat is summoned from hand. You have Yami face up on the field. Your opponent plays Trap Hole and since it again is Spell Speed 2, it is allowed to apply its effect before the Yami card, Spell Speed 1. Since the monster still has 800 atk, it can enter the field and the trap is used up. The Yami can now effect the fiend card and it gains +200 to its atk and def. ****************** Two-Pronged Attack - Select and destroy 2 of your monsters and 1 of your opponents monsters. ** If you do not have 2 monsters then you can not use this card. ** This card can be activated anytime during yours or your opponents turn. ** If you have a card by the use of "Change of Heart" then you can use this effect. ****************** Ultimate Offering - At the cost of 500 Life Points per monster, a player is allowed an extra normal summmon or set. ** This card is a continuous trap and can not be removed from the field unless through the effect of another card. ** This card can be used by BOTH players but under the following conditions - The player that controls it can use it as normal, in main phase one or two - The player that DOESNT control it can use it during their opponents battle phase (ie. when they are being attacked) The act of your opponent using it moves the turn to Main Phase One again, allowing you to summon more monsters if you wish but any that they summon will cost them -500LP each time. ** There is a popular ruling on EZboards stating that an offical Uppderdeck person disputed this ruling but even though his credentials were kosha, this ruling hasn't been amended officaly through the upperdeck website and is even referenced in the rulebook. The dispute stated that your opponent can NEVER use the effect. The offical ruling stands until this EZboard ruling is applied through offical channels. ** You can use the effect more than once provided that you have enough monster spaces available. ** You can tribute summon higher level monsters as long as the required monsters needed as the cost are on the field. ** If you play a monster face down, (of face up) paying another 500lp will not let you flip the monster or change its position. The reason why you can't do this is because in laying the monster on the field you set its position (either attack or defence) and this was counted as a position change. You can only have one position change per turn so by flipping it or changing it from attack to defence you are asking the game to let you do a SECOND position change which is not allowed. ****************** Waboku - Any damage inflicted by an opponents monster is decreased to 0 during the turn this card is activated. ** This card can be activated anytime during a turn and its effects will last the whole turn. ** This card effects ANY and ALL monsters that attack during that turn and is not limited to one monster. ** This card DOESN'T negate the attack from taking place so flip effects still occur. ** By reducing the attacking monsters damage to 0 it changes the way damage is calculated. Lets simply explain it Battle Damage determines wether a monster is destroyed or not. If a 1800 atk monster faces against a 800 atk monster and the 800 atk monster is protected by the trap, the battle damage done to the defending monster is 0, they are 800 short of being able to destroy the monster. A monster with an ATK of 800 without being hindered by the trap could have destroyed it, a monster with an ATK of 800+ would have destroyed it as well as ADD lifepoint damage. However, the defender also gets to attack back in defence but it is 1000 short of destroying the attacker!! If a 1800 atk monster faces against a 1800 atk monster and the defending of the 2 is protected by the trap, the battle damage done to the defending monster is 0, they are 1800 short of being able to destroy the monster. Again, the defender also gets to attack back in defence but this time it has enough atk to destroy the attacker!! This is how the trap protects from being attacked. *************** I would like to thank [FD]Yonex & Smoke_Rulz for their input on the above rules. They are conscise, researched and as accurate as you can find.