Instructions on how to use Handtrap

Instructions on how to use Handtrap

How to use common handtraps in Master Duel in different situations.




Popular Handtraps

Below are some commonly used Handtraps in Meta and are considered highly effective.


They have the ability to restrain the opponent's combo or create an advantage for themselves.



Maxx "C"

  

Maxx "C" (also called cockroaches)

UR Rarity
Maxx "C"
UR Rarity
Maxx "C"
Maxx "C"
EARTH 2
Maxx "C"
  • ATK:

  • 500

  • DEF:

  • 200


During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


Handtrap characteristic of OCG format. The effect is that after you successfully activate, each time your opponent special summons you, you will immediately draw 1 card.
This card makes every combo player have to consider whether to stop the combo or continue dancing and accept that you draw a lot of cards. If you make your opponent flinch, it's like you've stolen a turn from your opponent. 1 strong card and should be played 2-3 cards.



Ash Blossom

  

Ash Blossom & Joyous Spring (Also known as Spring)

UR Rarity
Ash Blossom & Joyous Spring
UR Rarity
Ash Blossom & Joyous Spring
Ash Blossom & Joyous Spring
FIRE 3
Ash Blossom & Joyous Spring
  • ATK:

  • 0

  • DEF:

  • 1800


When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


National Handtrap, most popular in both TCG and OCG formats.

The reason it's popular despite not being too strong is because of its ability to be thrown into almost any deck. There is also an important ability to block Maxx "C". Recommended to play 3 copies for every deck.



Psy Framegear Gamma

   

PSY-Framegear Gamma (called gamma for short)

SR Rarity
PSY-Framegear Gamma
SR Rarity
PSY-Framegear Gamma
PSY-Framegear Gamma
LIGHT 2
PSY-Framegear Gamma
  • ATK:

  • 1000

  • DEF:

  • 0


Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. When your opponent activates a monster effect while you control no monsters (Quick Effect): You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or GY, and if you do, negate that activation, and if you do that, destroy that monster. During the End Phase, banish the face-up monsters Special Summoned by this effect.


Hand trap has quite high power, can negate, destroy, protect all effects when you have an empty field, for example helping your Maxx"C" not be blocked by Xuan (chain 1 Maxx"C", Chain 2 Xuan, Chain 3 Gamma).

When successfully activated, gamma helps create 2 monsters, which if during your turn can be used as materials to perform Synchro or Link Summon.

The biggest weakness when using this handtrap is the brick, because you have to play with a useless card, PSY-Frame Driver, and need to keep the field clear of monsters to be able to activate it, so it will be very wasteful in the early stages. later in the match.

In addition, this handtrap also has SR rarity and 1 N card, which is too cheap. Because Gamma is semi limited, 1 is not to play, 2 is to play 2 cards. Should be played in decks like Eldlich, Zoodiac, Shaddoll, ...



Infinite Impermanence

  

Infinite Impermanence (called imperm for short)

UR Rarity
Infinite Impermanence
UR Rarity
Infinite Impermanence
Infinite Impermanence
Trap Normal
Infinite Impermanence

    Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


    It is a Trap card, but it also has the ability of a handtrap because it can be activated from the hand when the field is empty.
    Its ability is to negate 1 opponent's monster and all spells/traps in the same column as it on the field. So one tip when using this card is to place it face down in the same column as your opponent's spell/trap so that when you turn it up you can negate that spell/trap, which is a double task.
    Can be used for any deck. Depending on how much space is left in the deck, consider putting it in.



    Ghost Belle & Haunted Mansion

      

    Ghost Belle & Haunted Mansion (Called Belle for short)

    UR Rarity
    Ghost Belle & Haunted Mansion
    UR Rarity
    Ghost Belle & Haunted Mansion
    Ghost Belle & Haunted Mansion
    EARTH 3
    Ghost Belle & Haunted Mansion
    • ATK:

    • 0

    • DEF:

    • 1800


    When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.


    This is Xuan's sister. It sounds quite strange to new players and many people underestimate this Handtrap. In fact, Belle is an extremely powerful and versatile trap hand in Master Duel. Belle can protect Maxx ”C”, Xuan as well as other handtraps from being countered, for example "Called By The Grave" (pointing).
    In addition, Belle can also counter many meta decks, specifically decks that use graves as houses.
    Recommended for all decks. If your deck has a few extra slots or doesn't like using Xuan, don't hesitate to add Belle.



    Summary of the article

    Summary of the article


    In the picture, I have summarized how to properly use Handtrap in popular decks today (March 2022). Hope it will be useful for you.




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