Yu-Gi-Oh! Duel Links, dissimilar the TCG, has a lot more cards used in information technology that aren't used in the main game. In the TCG, Trap Cards have essentially gone entirely out the wayside and are very seldom used. However, in Duel Links, this couldn't be further from the truth.

Trap Cards take proven through Duel Links' history to exist some of the virtually powerful cards in the entire game. Because of this, many Trap Cards have been able to smoothen where they otherwise wouldn't have, as they're great in the Duel Links format while they can be considered awful in the TCG. The 2 separate formats have very different metas, with Duel Links having a plethora of amazing Trap Cards.

Updated January 3rd, 2022 past Johnny Garcia: Yu-Gi-Oh! Duel Links is perhaps the nearly successful Yu-Gi-Oh! game of all time. It's good for both fans sometime and new and lately has been introducing new mechanics into the game from the TCG. With the recent release of Zexal World, Xyz Monsters accept entered into the fray and made an instant affect on the meta (unlike Synchro Monsters' introduction). The contempo Forbidden/Express list has as well shaken the game up, with a card merely obtainable from a Box beingness banned entirely, something never done before. Many other cards were limited or semi-express, making tons of new decks enter the metagame while others fell off with these hits.

15 Amazoness Onslaught

amazoness onslaught art and text

Amazoness Onslaught's introduction to Duel Links shot the Amazoness deck to the peak of the meta, and kept information technology there due to how powerful it was. During the Boxing Phase, it allows the Special Summon of an Amazoness Monster from your Hand and giving it a 500 Attack heave.

What makes Amazoness Onslaught so skilful is that if it was already face-up and a boxing occurred with an Amazoness Monster, then the Monster it battled would exist Banished. If Amazoness Onslaught was ever destroyed, it would Special Summon any Amazoness Monster from the Graveyard. It was and then expert, it had to be limited to 1 copy per deck.

fourteen Champion'due south Vigilance

chapmions vigilance art and text

Champion'southward Vigilance was the original powerful Trap menu, and one of the ones that would be considered as well good and had to exist Limited. So long as y'all controlled a Level seven of higher Normal Monster (which was hands done in both Cherry-Eyes and Blueish-Eyes decks), it could be activated.

Not just was Champion'south Vigilance a Counter Trap, the best kind of Trap in the game, simply information technology was as well essentially Solemn Sentence, ane of the all-time cards in the parent game Yu-Gi-Oh! It could negate whatsoever kind of Summon, also equally any Spell or Trap cards, and is one of the best Traps released in Duel Links.

xiii Blackbird Close

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The master downside to Trap cards are that they accept to be Set before they can be used, and if they're reactive, can exist destroyed before e'er existence used. So, when a Trap card tin exist activated from the Hand it's bound to be good. That'south why Blackbird Shut is and then amazing.

So long every bit you lot control a Blackwing Synchro Monster (or a Black-Winged Dragon), you can activate Blackbird Shut from the Hand. It'due south a Counter Trap besides, and then odds are the opponent won't be able to respond to it. It will negate any Monster outcome, which in Duel Links is peculiarly powerful since that's how most combos outset.

12 Ultimate Providence

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Good Counter Traps in Duel Links are very far and in-betwixt. One of the best ones in the game too happens to be 1 of the best Trap cards in full general, that existence Ultimate Providence. Whenever a Spell, Trap, or Monster result is activated, you tin can discard a card of the same type and negate that activation.

In Duel Links, one menu can make or pause an entire game. Having admission to an omni-negate similar Ultimate Providence allows y'all to close down that card and drastically plough the duel in your favor.

eleven Drowning Mirror Force

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Mirror Forcefulness is ane of the almost iconic Trap cards of all time, yet, it is a chip too powerful for Duel Links. What fits into Duel Links perfectly even so is Drowning Mirror Force. If a direct set on is declared, it volition shuffle all Attack Position Monsters the opponent controls into the deck.

Since at that place is no Main Phase 2 in Duel Links, if this resolves information technology will leave your opponent with no Monsters on the field. This makes it incredibly easier to become in for an OTK on your turn to win the duel.

10 Magician's Navigation

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Not many Classic Trap Cards tin bring a Deck to the forefront of the meta, merely Wizard'due south Navigation was enough that it made Dark Magician a great Deck, fifty-fifty furthermore one time Night Magical Circle was released. Magician's Navigation is able to get Dark Magician on the field as well as any Level 7 or lower Spellcaster Monster, so long as Dark Magician is Summoned from the Manus (which is easily done with a Skill like A Trick Up The Sleeve). It can also act as a Spell and Trap negate while in the Graveyard, adding onto its versatility.

ix Cybernetic Overflow

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Another Classic Trap Menu, Cybernetic Overflow makes Cyber Dragons one of the all-time Decks in Duel Links. Information technology banishes Cyber Dragons with different Levels from anywhere, and can destroy that many cards on the Field without Targetting.

After Banishing, it can be comboed with Cyberload Fusion to employ those resources again. Non-Targeting removal is ever incredible, and one Cybernetic Overflow can be plenty to wipe the entire Field. If it gets destroyed, it tin can even search out any Cyber Spell or Trap card, and that includes itself then information technology can hands get another re-create in your hand.

viii Raigeki Break

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Raigeki Interruption has an incredibly simple effect: Discard i card to Target 1 carte on the Field and destroy it. Don't let its simplicity fool you, Raigeki Break is an incredibly versatile card. It tin easily take care of trouble cards, exist them a Monster, Spell, or Trap Card. On elevation of that, the Discard isn't ever a cost, equally Monsters with Graveyard effects want to hit the Graveyard as shortly as possible. Raigeki Interruption non only gets them in that location but pops a carte on the opponent's Field in the procedure.

vii Bad Aim

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Bad Aim is a Trap Carte du jour that has fallen out of favor in contempo months, however, that by no way means the card still isn't smashing. When your opponent activates a card or outcome, yous tin can use Bad Aim to destroy any other bill of fare on the Field. Bad Aim can coax the opponent into trying to start their combo and then bang them by getting rid of the card they need with it. It's a fantastic surprise factor, and if used right Bad Aim can forcefulness the opponent to finish their plow with no followup to the menu they had just activated.

vi Karma Cut

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Karma Cut is an upgraded version of Raigeki Break at the cost of only existence able to Target Face-Upward Monsters on the Field with its effect. However, it Banishes the Monster instead of destroying information technology, which makes information technology much harder to get the affected Monster back onto the Field.

Karma Cut also has a second effect which tin come in handy where it will Banish all the Monsters with the proper name of the card Banished from the Graveyard as well. Against certain Decks, this ability tin can be powerful enough to end the unabridged game, as they won't be able to recover from losing their key cards from their Field and Graveyard.

5 Paleozoic Canadia

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One of the oldest useful Trap Cards in the game, Paleozoic Canadia has never stopped being relevant. Information technology can flip any Monster on the Field Confront-Down, and since there's no Chief Phase 2 the opponent can't put them back into Assault Position if used in the Battle Phase. Information technology is also useful during the Main Phase, as information technology can stop your opponent from Synchro Summoning since it requires all Monsters used to be Face up-Up. Paleozoic Canadia can also come back equally a Monster by merely activating a Trap Menu while it is in the Graveyard.

4 Floodgate Trap Hole

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Confronting sure Decks, Floodgate Trap Hole can essentially block an entire Monster Zone from being used if they can't Fusion Summon with the afflicted Monster or Tribute over it. Floodgate Trap Hole will force a Monster Summoned into Face-Down Defense Position and it cannot alter from that position. This is a great bill of fare to use to get rid of a problem Boss Monster earlier it can do some impairment and accept it exist out of sight and out of mind. Since not many Decks run Monster that require a Tribute, this makes Floodgate Trap Hole one of the all-time Trap Cards out there.

iii Wall Of Disruption

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Wall Of Disruption has to power to exist one of the most devastating Trap Cards in all of Duel Links. When a Monster declares an set on, Wall Of Disruption causes all Attack Position Monsters on the opponent'south Field to lose 800 Assault for each Monster they control.

These Monsters don't take to exist in Attack Position to count towards that full, so Wall Of Disruption has the potential to lower Attack Position Monsters by 2400 Attack Points. This is enough to completely decimate the opponent if they attempt to attack with multiple Monsters during a Boxing Phase and don't play effectually information technology.

two Fiendish Chain

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While originally locked behind a Selection Box, Fiendish Concatenation eventually became bachelor to everyone in a Box months after its initial release. Fiendish Chain negates the effects of a Monster on the Field and stays fastened to them and prevents them from being able to attack also. Issue negation isn't something that's mutual in Duel Links, particularly when it comes from i unproblematic card and not a Boss Monster. The firsthand power of Fiendish Chain is what makes information technology and then good. Effects are incredibly of import and many Decks rely on their starter pieces, and Fiendish Chain tin can cutting that off entirely for you to have care of the opponent on your turn.

1 Treacherous Trap Hole

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Treacherous Trap Hole has consistently been the best Trap Card in Duel Links since its introduction, and likely won't ever terminate being relevant. Treacherous Trap Hole lets you destroy two Monsters on the Field then long as at that place are no Trap Cards in your Graveyard. This is so powerful, many people have called for its ban fifty-fifty though it's already Semi-Express. Destroying i Monster on the Field is already a great effect inDuel Links, and being able to destroy two Monsters is usually plenty to completely end the turn of your opponent before they fifty-fifty have a hazard to practice anything.

NEXT: Yu-Gi-Oh Duel Links: 5 All-time Skills In The Game (& 5 Worst)

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