Trap Card

Trap Cards are designed to either make things difficult for your opponent, or easier for you, in a Duel.

Let's take two Examples. Spellbinding Circle and Jar of Greed.

Spellbinding Circle stops your opponent sttacking, and can often be a game turning point, if you have a more powerful monster waiting in the wings to unleash. As you can see, unless your opponent counters this card with another Trap Card, suck as Solemn Judgment or Seven Tools of the Bandit, this can prove quite frustrating for your opponent.

Jar of Greed, on the other hand, allows you to draw 1 card from your Deck outside of the Draw Phase. This can be of great help when dueling, especially if you are reduced to Top-Decking.

All Trap Cards must be Set, and they can only be activated once the current turn has finished. They cannot be activated, either normally, or in a Chain, during the turn that it was Set. There are three execptions to this rule:


 * The first is if Makyura the Destructor was sent to the Graveyard, then the player may play Trap Cards directly from his/her hand during that turn.
 * The player has Temple of the Kings face-up on the field, in which case, Trap Cards may be activated in the same turn they are Set during either turn.
 * The player activates Bubble Illusion whilst Elemental Hero Bubbleman is on the field. In that turn, 1 Trap Card can be played from the hand.