Instructions for playing Trap Monster

Instructions for playing Trap Monster

There will be many questions raised in this article:
  • Am I slowly transitioning into writing about deck memes? Maybe, but maybe not!
  • Why Trap Monster ? This is a real line of cards and they have the bold character of Odion . If you know how to use them, they will be extremely powerful and are not a meme deck.
  • Is Trap Monster strong? Yes and yes, it's extremely annoying on the other hand.
  • Does Trap Monster have F2P? Yes darling, it is a F2P card line.
Even though it's called a meme deck, meaning it's just for fun, I think if you just pile a bunch of traps into the deck and use a bald guy, it will probably be different. I'm kidding, but it's true, if you can use it with a few strong traps or mercenary engines like Invoke , Paleozoic ,... then the deck's competitiveness becomes even more reliable. . Through this tutorial, join me in building your own Trap Monster set!




overview

Trap Monster is a deck that synthesizes many trap monsters with different effects. It can be said that this is a card with a ton of trap techniques. However, with the strength of the deck, many players have evaluated this as a deck that specializes in defense more than attack, and its pressure also causes some discomfort for most opponents. Despite their disadvantages, they still have certain advantages when paired with other engines or also have good synergy when paired with Xyz.

After all, as I said above, the deck can still be a competitive deck if you know how to use it.

Usually, the strongest version of the deck comes with Xyz and Invoke, but there are also versions that come with Synchro and Heroes, there are many ways to transform the deck but here I will only summarize. the main cards of the deck so that newbies will have more directions.

Abbreviations

I usually create this section when there are really long words in the card names. Just in case you don't understand the following sections, here are the abbreviations included in this article.
  • Tiki Soul = Soul
  • Tiki Curse = Curse
  • Floodgate Trap Hole = FTH
  • Statue of Anguish Pattern = Anguish
  • Cyber ​​Shadow Gardna = CSG
  • Wall of Disruption = WoD
  • Lava Golem = Lava
  • Santa Claws = Santa
  • Graveyard = GY
  • Lifepoint = LP




Skills

What could be better than using a deck full of trap monsters and using the skill of our bald guy Odion ? Therefore, in this part, Odion 's skills will be recommended more.

Destiny Draw (Skill Card), Draw Sense: DARK and Draw Sense: High-Level (40%)
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Destiny Draw (Skill Card)
UR rarity
Destiny Draw (Skill Card)
Card rarity
Draw Sense: DARK
Card rarity
Draw Sense: DARK
Card rarity
Draw Sense: High-Level
Card rarity
Draw Sense: High-Level

All three are not exactly Odion 's skills, nor do they have much to do with Trap Monsters (can be called trap monsters), but they have a very high interference with your victory, especially Destiny Draw . The ability to give you the card you need most is essential in every deck.

But in DS: High-Level , the purpose of using skills is to bring out, first is great handtraps like Lava, Santa, second is our main card, Uria.

DS: DARK has the same purpose as DS: High-Level which is to bring 1 Uria, 2 is handtrap, usually Lava.

Chain Reaction (Skill Card) (100%)
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Chain Reaction (Skill Card)
UR rarity
Chain Reaction (Skill Card)

After completely nerfing the Endless Trap Hell skill, using trap-oriented decks faces serious difficulties. However, it does not necessarily mean that they do not appear on the top tier rankings, there are always other skills that can replace them. Chain Reaction cannot recycle cards like Endless Trap Hell , but it reduces your opponent's LP faster thanks to the use of traps. This is also an alternative but is also used quite often due to some advantages it brings if going against a certain annoying handtrap, reducing LP or milling their cards.

Trap Layer (Skill Card) (30%)
UR rarity
Trap Layer (Skill Card)
UR rarity
Trap Layer (Skill Card)

Trap Layer increases the odds of having traps in your starting hand, especially useful in versions that use more handtrap monsters. But in my opinion, it's not really a good idea to use this skill because your deck doesn't have much besides trap monsters, so having them in your hand is very normal.

Endless Trap Hell (Skill Card) (50%)
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Endless Trap Hell (Skill Card)
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Endless Trap Hell (Skill Card)

Oh god, I have to say this stranded skill was finally nerfed, otherwise if you use it with a Trap Monster deck, people will say you hate life... But you can't deny the advantage. It gives you the chance to recycle an important trap card in your grave at the cost of 1 card in your hand, but it can only be used once per game. So please use it carefully and choose your opportunity carefully.

Memories of a Pharoah: Obelisk the Tormentor (Skill Card) (25%)
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Memories of a Pharoah: Obelisk the Tormentor (Skill Card)
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Memories of a Pharoah: Obelisk the Tormentor (Skill Card)

A slight connection coming from the position of a fan of the president, but also a pretty good idea for this soon-to-be meme deck. Drawing one of the strongest gods among the three Egyptian gods in Duel Links is a very interesting card draw. This skill is too OP for fans who love the president but combines quite well for this deck. Trap Monsters have the ability to hold the field quite well until the 5th turn of the whole match, so the conditions for activating the skill are also too easy. But the advantage for you is that having such a long time is enough to set up all 3 sacrifices for Obelisk for you, and when that god comes onto the field, nothing can stop it anymore...



Necessary monsters

Even though it's known for using mostly trap monsters, this deck also needs to use monster cards that protect your side of the field, so let's take a look!!!

Uria Lord of Searing Flames (1x)
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Uria, Lord of Searing Flames
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Uria, Lord of Searing Flames

The main monster of the deck and you can only use 1 copy of it in your deck, but that's okay, you will have many opportunities to draw it into your hand thanks to your skills.

This deck is almost entirely just constant traps, making summoning Uria extremely easy. Additionally, because you're mostly using traps constantly, Uria can come out with a ridiculous amount of ATK without much effort.

Another factor that makes Uria the perfect carry monster for this deck is its inherent Trap/Magic removal. This monster already has enough ATK to OTK through enemy monsters, removing the backrow only increases the ability to OTK safely.

Santa Claws and Lava Golem (Các quái thú gỡ bỏ sân đối thủ (2-3x))
SR rarity
Santa Claws
SR rarity
Santa Claws
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Lava Golem
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Lava Golem

These monsters will be the most annoying for your opponents, when their main monsters are suddenly blown away and even more annoying when they think they can use these monsters. This beast attacks you. Because even if they do so, they are heading towards death with the traps you are preparing.

Simorgh Bird of Ancestry (2x)
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Simorgh, Bird of Ancestry
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Simorgh, Bird of Ancestry

This is a good choice for a main monster to replace Uria. Not only that, but it also helps you make good use of your trap monsters. The ability to return 2 monsters from the field to your hand without targeting has partly helped ease your burden when facing a field full of powerful monsters like in the current meta.

Just use Swarm Mirrorer and Quantum Cat to change the attribute to WIND and summon Simorgh to use its effect.

Vision HERO Witch Raider (2-3x)
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Vision HERO Witch Raider
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Vision HERO Witch Raider

In my opinion, this is a great option for decks that use mostly tech backrows as trap monsters. Summoning is also quick, not too labor-intensive like other monsters when we have to wait until the next turn to summon, just set the cards and summon to finish, moreover, strong trap monsters will Activates its own effect if sent to the grave - a perfect combo. Additionally, a bonus that Witch Raider gives you is the destruction of your opponent's entire backrow, forcing your opponent to roll their backrows.

The Tripper Mercury (1x)
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The Tripper Mercury
SR rarity
The Tripper Mercury

Another version that talks about how to play fun and not too competitive if using it in this deck, summoning is also easy with trap monsters but it won't be so good if you need to use 1 monsters to shield yourself and you only have 2 monsters left to summon Mercury and cannot use its effects. In that case, you should use Anguish to destroy a few cards your opponent uses, minimizing damage.



Necessary spells

Based on the nature of completely relying on trap monsters, there is no need to use too many magic cards for anything, in fact, you only need to use a few simple cards to bring trap cards from the deck. hand, or recycle those cards.

Magic Planter (2-3x)
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Magic Planter
SR rarity
Magic Planter

This is the best card draw option for this deck as it takes advantage of the trap monsters on the field (trap monsters when on the field count as continuous traps) to give you the opportunity to draw 2 more. more cards.

Cup of Ace (2x)
N rarity
Limited to 2 copies
Cup of Ace
N rarity
Limited to 2 copies
Cup of Ace

An alternative to Magic Planter where you have the option to draw 2 cards for free on turn 2, but in return your luck must be extremely lucky to be able to get that. Anyway, the odds of bad luck are 50/50, so consider it before using it.

Pot of Benevolence (2x)
N rarity
Pot of Benevolence
N rarity
Pot of Benevolence

The perfect recycling for trap monsters, maybe even considered a good replacement for the Endless Trap Hell skill, since it recycles your trap monsters or simply strong traps . However, you should be careful when using this card when Uria is on the field, because it will reduce Uria's ATK by 2000 if you choose 2 trap monster cards to return to the deck and provide yourself with survival. over a few turns.

Boogie Trap (2x)
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Boogie Trap
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Boogie Trap

Can be considered a recycled card to replace Pot of Benevolence but is also a very good combo if combined with the card drawing spells I mentioned above and Uria to gradually increase its ATK.



Trap Monster cards required

Now we will get to the main part of this deck where I will introduce to you the most essential trap monsters for the deck.

Statue of Anguish Pattern (3x)
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Statue of Anguish Pattern
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Statue of Anguish Pattern

If you have it in hand, summon Anguish in a defensive position against any other trap monsters. This way, you can trigger the removal effect more often.

But if you accidentally activate it in a chain, it's best to chain summon Anguish last so it is summoned before other monsters in the order of activation.

Cyber Shadow Gardna (2-3x)
R rarity
Cyber Shadow Gardna
R rarity
Cyber Shadow Gardna

This is an indispensable defensive wall in the deck. When your opponent makes an attack involving this card, its ATK/DEF will be equal to that of the attacking monster, here, most of your opponent's main monsters will not be destroyed by effects. but they will definitely be destroyed by fighting (except for some lines like Lunalight , Blue-Eyes ,...). One advantage is that you can reuse it. If it is still on the field in monster form, you can set it again to continue summoning (good when combined with Anguish's combo).

Quantum Cat and Swamp Mirrorer (Các lựa chọn thay đổi thuộc tính + loại)
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Quantum Cat
SR rarity
Quantum Cat
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Swamp Mirrorer
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Swamp Mirrorer

Both work the same to summon monsters with attributes and types based on the player's choice, the only difference is that Swamp Mirrorer will lean towards ATK and Quantum Cat will lean towards DEF. The abilities of the two cards are very suitable when paired with Engines that require specific attributes or types (Will be discussed more clearly in the Engine section).

Tiki Soul and Tiki Curse (Các Tiki)
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Tiki Soul
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Tiki Soul
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Tiki Curse
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Tiki Curse

  • Tiki Soul 's effect is only relevant when Tiki Curse is also on the field. This way, the opponent won't aim for Tiki Soul first and you can essentially restore Tiki Curse to your Trap/Magic zone. So, think of it as another level 4 trap beast.
  • With Tiki Curse and Tiki Soul , the purpose of Tiki Curse is to pose a greater threat so your opponent doesn't attack Tiki Soul first. But if you have two Tiki Curse available, the removal effect will apply no matter which one the opponent attacks.



Other trap monsters

In addition to the powerful trap monsters above, there are still countless trap monsters that have been and are being used in Duel Links.

Embodiment of Apophis (2-3x)
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Embodiment of Apophis
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Embodiment of Apophis

The main monster of our bald Odion , although having it in the deck is too easy, the fact that it does not have any special effects makes it a useless monster in the current meta.

Shapesister (2x)
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Shapesister
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Shapesister

Normally this card will give you another turn to play Synchro quickly, but activating and playing that turn will also have to wait until the next turn or sometimes it will be inconvenient if the opponent aims to remove your backrow. If so, then having a tuner that can be integrated with the deck would be better.

Các Paleozoic
N rarity
Paleozoic Marrella
N rarity
Paleozoic Marrella
N rarity
Paleozoic Leanchoilia
N rarity
Paleozoic Leanchoilia
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Paleozoic Hallucigenia
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Paleozoic Hallucigenia
R rarity
Paleozoic Pikaia
R rarity
Paleozoic Pikaia
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Paleozoic Canadia
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Paleozoic Canadia
N rarity
Paleozoic Eldonia
N rarity
Paleozoic Eldonia

Paleozoics are extremely special traps and, to be more precise, extremely powerful, they can also be considered trap monsters if another trap card is activated while they are in the grave. However, due to that nature and because it is not a continuous trap, summoning them is quite slow and time-consuming. Even so, the effects of each card are still very good for each different situation. The most recommended are always Canadia and Hallucigenia.

The First Monarch and The Prime Monarch (Các Monarch)
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The First Monarch
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The First Monarch
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The Prime Monarch
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The Prime Monarch

Monarchs are trap monsters that primarily serve as sacrificial summons. However, the most frequently used is still The First Monarch , because it will summon immediately and has the effect of becoming 2 sacrifices for 1 high-level monster, quite convenient to use for the monsters I have introduced. introduction. The Prime Monarch will help recycle the deck faster for you, but it's still best to only use 1 copy of this card.



Tech

Techs will mainly be handtraps, monsters and traps rather than magic. Let's see together!!!

Tech ảnh hưởng tới quái thú
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Limited to 3 copies
Floodgate Trap Hole
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Limited to 3 copies
Floodgate Trap Hole
R rarity
Mirror of Oaths
R rarity
Mirror of Oaths
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Fiendish Chain
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Fiendish Chain
SR rarity
Network Trap Hole
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Network Trap Hole
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Trap Hole of Spikes
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Trap Hole of Spikes

Ideally, use common trap tech cards so they can combine with your Skills. In a monster-heavy meta, the traps I introduce here are great anti-meta techs thanks to their ability to suppress enemy monsters.

Drowning Mirror Force (2-3x)
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Drowning Mirror Force
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Drowning Mirror Force

Preventing your LP from dropping all the way to 0 and practically having an untargeted effect makes it a great trap card to use.

Wall of Disruption and Mirror Wall (Các lựa chọn giảm ATK)
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Wall of Disruption
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Wall of Disruption
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Mirror Wall
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Mirror Wall

Reducing ATK by a large amount is what I encourage you to use these cards for. They will help you defend and stand firm through your opponent's OTK waves, leaving them with no way to retreat for the next turns.

Typhoon (2-3x)
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Typhoon
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Typhoon

This is a pretty good handtrap card for the deck as it is a trap card but can still be activated in hand if the opponent has 2 or more backrows - something completely easy to use in the current meta. However, what makes it so unpopular is the fact that it only destroys face-up cards.

Sphere Kuriboh, Battlin' Boxer Veil and Kiteroid (Các handtrap)
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Sphere Kuriboh
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Sphere Kuriboh
R rarity
Limited to 3 copies
Battlin' Boxer Veil
R rarity
Limited to 3 copies
Battlin' Boxer Veil
SR rarity
Limited to 2 copies
Kiteroid
SR rarity
Limited to 2 copies
Kiteroid

There is no arguing with the flexibility of these handtraps as they can all hold and control your LP well. In the current meta where players focus more on destroying backrows and that has a negative impact on this deck, but having these cards will reduce that pressure, helping us survive. Can survive many turns.



Engine

If you only use trap monsters, the deck is still very weak and can only be used for fun as memes. That's why this Engine section was born.

Reptilianne Hydra and Reptilianne Lamia (Reptilianne)
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Reptilianne Hydra
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Reptilianne Hydra
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Reptilianne Lamia
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Reptilianne Lamia

Swamp Mirrorer can change type to Reptile for the special summoning effect inherent to Lamia. If you don't have Swamp Mirrorer , activate one of your trap monsters and then normal summon Lamia to create a level 6 synchro. If Lamia is paired with Anguish, this will result in a level 9 synchro. Effect ATK reduction is a great effect to defeat your opponent's monsters.

Hydra is generally the best level 6 to craft with Lamia as a material. You immediately destroy for free two monsters whose ATK you reduced with Lamia's effect. Then, depending on how many you destroyed, you can draw an equal number of cards.

This will be the Engine line that leans more towards synchro. However, if you don't like it or don't have the qualifications, use other tuners to create common synchros. It's quite situational but always works very well for this line of songs.

Invoke
R rarity
Invoked Caliga
R rarity
Invoked Caliga
UR rarity
Aleister the Invoker
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Aleister the Invoker
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Invoked Purgatrio
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Invoked Purgatrio
SR rarity
Invoked Magellanica
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Invoked Magellanica
R rarity
Invocation
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Invocation

There is no need to say too much about this mercenary engine because of its specialized combination with many, many decks, especially related to attributes. Trap monsters like Swamp Mirror or Quantum Cat can change their attributes, so depending on them and the field you encounter, combine them to create the monster you need.

  • Caliga is mainly to limit your opponent's attacks and their effects, so if they want to deploy attacks, they will have to aim for Caliga before your important monsters.
  • Magellanica is a monster brought out mainly to defeat other monsters based on its extremely high stats.
  • Purgatrio is more versatile as he can increase his ATK corresponding to the number of monsters on the field, and attack one by one (best to attack the strongest one first) and has the effect of penetrating armor. Not to mention, ATK is increased even more thanks to Aleister's support.

Elemental HERO Brave Neos, Elemental HERO Neos and Neos Fusion (Neos)
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Limited to 2 copies
Elemental HERO Brave Neos
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Limited to 2 copies
Elemental HERO Brave Neos
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Elemental HERO Neos
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Elemental HERO Neos
SR rarity
Neos Fusion
SR rarity
Neos Fusion

This mercenary Engine line also provides you with a strong main monster along with protection not only from the Engine line itself but also from trap monsters. Making using this Engine more worthwhile than ever.

Harpies' Hunting Ground, Cyber Slash Harpie Lady and Harpie Lady 1 (Harpie)
SR rarity
Harpies' Hunting Ground
SR rarity
Harpies' Hunting Ground
UR rarity
Cyber Slash Harpie Lady
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Cyber Slash Harpie Lady
SR rarity
Harpie Lady 1
SR rarity
Harpie Lady 1

Using the Engine Harpie line is actually a good idea, you can also add Harpies' environmental magic cards to go with their skills but that's just too cumbersome. But what's worth mentioning is Cyber ​​Slash Harpie Lady , it can bring a monster back to your hand to help you escape its capture and effects.



Extra Deck

Mainly here I will introduce Extra Decks that are Xyz more than Synchro because up to now, Trap Monster Xyz decks are much stronger than Synchro. At the same time, the Xyz line gives you additional carries so you don't rely too much on Uria.

Gagaga Cowboy and Gagaga Samurai (Các Gagaga)
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Gagaga Cowboy
UR rarity
Gagaga Cowboy
SR rarity
Gagaga Samurai
SR rarity
Gagaga Samurai

  • Cowboy is the most stable monster of any Rank 4. Sometimes you can win with its burn damage. And the attack position effect can also be useful to attack your opponents.
  • Summon Samurai just to push damage. Normally you would give the Samurai a double attack and hit it directly twice to deal big damage. Occasionally, you can summon it along with Cowboy to maximize Cowboy's stat manipulation.

Các Number
R rarity
Number 28: Titanic Moth
R rarity
Number 28: Titanic Moth
UR rarity
Number 37: Hope Woven Dragon Spider Shark
UR rarity
Number 37: Hope Woven Dragon Spider Shark
SR rarity
Number 70: Malevolent Sin
SR rarity
Number 70: Malevolent Sin
UR rarity
Number 39: Utopia
UR rarity
Number 39: Utopia
R rarity
Number 18: Heraldry Patriarch
R rarity
Number 18: Heraldry Patriarch
UR rarity
Number C39: Utopia Ray
UR rarity
Number C39: Utopia Ray

Numbers have enough power to become the main ace monsters of this trap monster deck. Summoning is also quite easy as they are all Rank 4 and 7, perfect when paired with the trap monsters of this deck.

  • The Utopia pair is the most stable pair ever, Utopia can hold the field for you and Utopia Ray can turn the whole game around by controlling the opponent's ATK/DEF.
  • Malevolent Sin is the most stable Number and can be said to be the most used according to the statistics of the current meta line with its temporary removal power that can make your OTK turn easier.
  • Heraldry is also used when confronting lines with the same effect name such as Harpie , Cyber ​​Dragon ,...
  • Titanic Moth is created from 2 Anguish and has a pretty good effect when it causes a sudden effect for each card in the opponent's hand.
  • As for Hope Woven, it can be created from 2 Swamp Mirrorer or Quantum Cat , this can be the second strongest main monster you should use due to its strong ATK reduction and the effect of floating the field on any monster from tomb (should be Uriah).

Một vài Rank 4 mạnh mẽ
UR rarity
Starliege Paladynamo
UR rarity
Starliege Paladynamo
R rarity
Evigishki Merrowgeist
R rarity
Evigishki Merrowgeist
UR rarity
Maestroke the Symphony Djinn
UR rarity
Maestroke the Symphony Djinn
UR rarity
Kachi Kochi Dragon
UR rarity
Kachi Kochi Dragon

They are all stable and F2P Rank 4s, easy to access and obtain, and their stats are also quite mid-range, so I recommend these cards to you.

  • Maestroke helps you deal with enemy monsters with high ATK and low DEF. This can also be used to turn off lingering effects and stat increases. It also protects against all forms of destruction at a cost of 1 Xyz material.
  • Merrowgeist's effect can be useful for disrupting enemy decks that have a lot of grave involvement. But its low ATK sometimes makes it difficult for it to actually kill monsters in combat.
  • Kachi Kochi also has a pretty good stat, but also has a pretty good damage pushing effect. In addition, because it is an easy card to get and access, I recommend it to you.
  • Paladynamo has a powerful effect when it completely turns the ATK of an opponent's monster to 0 and negates its effects. Not to mention, when destroyed, Paladynamo will give you 1 free card draw.



Final thoughts

The deck is not too strong, but it is enough to bring you to the top Rank or give you the title of KoG (King of Game). The weakness of the deck is how to boost attack when defense is too high. Not to mention, due to its weak flexibility, the deck doesn't recover much. But no matter what you say, this line of cards still has a chance for you to use it as a top F2P deck. And if you compare it to other decks, trap monsters will definitely save you a lot of money.




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