- Time Machine

- Card Properties
= Normal Trap
- Card Type
= Trap Card
- Card Effect
When a monster on the field is destroyed and sent to the Graveyard (by battle):
Special Summon that monster to the same field, and place it in the same battle position it was in when it was destroyed.
(If it was destroyed in Attack Position, Special Summon it in Attack Position. If it was destroyed in Defense Position, Special Summon it in Defense Position.)
- Card Advantages and Disadvantages
Advantages
= This Trap Card has a useful defensive effect that helps protect your Life Points.
If you have no monsters left on your field because they were destroyed by battle and sent to the Graveyard, you can activate this card’s effect to Special Summon that monster back and use it to defend against your opponent’s attack.
= This card mainly helps reduce battle damage rather than protecting against card effects.
Disadvantages
= This card’s effect can only be used once because it is not a Continuous Trap Card — it is a Normal Trap.Therefore, you must carefully pay attention to the battle position of the destroyed monster before activating it.For example, if you have 2 copies of this card Set on your field, and 2 of your monsters are destroyed in Attack Position, and you activate both Trap Cards, you must Special Summon both destroyed monsters back in their original positions.
So, you should carefully check the monster’s position before activating this card.
- Card Rating in a Duel
= 5.7 / 10
- Card Status
= Still legal for play
- Skull Dice

- Card Attribute
= Normal Trap
- Card Type
= Trap Card
- Card Effect
= Roll a six-sided die. All monsters your opponent controls lose ATK and DEF equal to the result × 100 until the end of this turn.
- Card Advantages and Disadvantages
Advantage
= This card relies on the player’s luck during the Duel. If the player is very lucky, the card’s effect becomes stronger. In simple terms, the higher the die result, the more your opponent’s monsters lose ATK and DEF (result × 100).
Disadvantage
= If the player is unlucky, the reduction in ATK and DEF will not be very significant. However, the card is not entirely bad for the user — a low roll results in a small reduction, while a high roll results in a large reduction.
- Card Rating in a Duel
= 8/10
- Card Status
= Still usable normally
- Mirror Force

- Card Attribute
= Normal Trap
- Card Type
= Trap Card
- Card Effect
= When your opponent declares an attack: Destroy all Attack Position monsters your opponent controls.
- Card Advantages and Disadvantages
Advantage
= This Trap Card can completely turn the tide of a Duel. It is especially effective in decks that use fewer monsters and focus on defensive strategies. Against aggressive decks that focus on heavy offense and dealing massive damage, this card can be one of your best defensive tools.
Disadvantage
= Although this is a powerful and frightening Trap Card that can destroy multiple monsters at once, it must first be Set on the field. If it remains face-down and is not activated in time, it can be destroyed by other card effects (for example, Spell Cards like Mystical Space Typhoon or Trap Cards like Dust Tornado).
- Card Rating in a Duel
= 9/10
- Card Status
= Still usable normally
- Compulsory Evacuation Device

- Card Attribute
= Normal Trap
- Card Type
= Trap Card
- Card Effect
= Target 1 Monster Card on the field (either yours or your opponent’s); return the selected monster to its owner’s hand.
- Card Advantages and Disadvantages
Advantage
= This card can interrupt your opponent’s play by effectively removing one of their monsters from the field. Since you can choose a monster from either side of the field, it also has strategic flexibility. Depending on the effects of the monsters in your Deck, this card can also help extend or support your own combos during the Duel.
Disadvantage
= Although this card can disrupt your opponent’s summon, the effect is only temporary. If you cannot follow up with a strong combo during your turn, your opponent can simply Summon that monster again on their next turn. In short, it only delays the game rather than stopping it completely.
- Card Rating in a Duel
= 5.5/10
- Card Status
= Still usable normally
- Drowning Mirror Force

- Card Attribute
= Normal Trap
- Card Type
= Trap Card
- Card Effect
= When your opponent declares a direct attack: Shuffle all monsters your opponent controls into the Deck, then your opponent shuffles their Deck.
- Card Advantages and Disadvantages
Advantage
= This card can significantly disrupt your opponent’s draw potential. In every Duel, drawing cards is one of the key factors to achieving victory. If your opponent is affected by this card, they will no longer know whether their next draw will lead them to victory or defeat. It also prevents direct damage to your Life Points by removing all of their monsters from the field.
Disadvantage
= Although this card helps prevent damage from a direct attack, it can be negated by monster effects or Spell/Trap effects. If it is stopped or countered, it essentially becomes a useless card in your Deck.
- Card Rating in a Duel
= 8.5/10
- Card Status
= Still usable normally
- Three Strike Barrier

- Card Attribute
= Normal Trap
- Card Type
= Trap Card
- Card Effect
= If your opponent has played 3 or more cards (3 or more cards currently on their field), you can activate this card and choose one of the following effects:
- During this turn, your monsters cannot be destroyed by battle.
- During this turn, you take no battle damage.
- During this turn, if your monster inflicts damage to your opponent, you gain Life Points equal to the damage inflicted.
- Card Advantages and Disadvantages
Advantage
= This Trap Card offers multiple tactical options, allowing the player to decide which effect best suits the situation. Because of its flexible choice-based effect, it serves as a strong support card that can provide both defensive and protective benefits during a Duel.
Disadvantage
= In some situations, choosing the wrong effect may lead to mistakes. Additionally, if your opponent has Spell/Trap removal cards or monster effects that can negate or counter this card, its effect may be stopped before it can be fully utilized.
- Card Rating in a Duel
= 6/10
- Card Status
= Still usable normally
- Dark Renewal

- Card Attribute
= Normal Trap
- Card Type
= Trap Card
- Card Effect
= When your opponent Normal Summons or Special Summons a monster: Target that Summoned monster and 1 Spellcaster monster you control; send both to the Graveyard. Then, you can Special Summon 1 DARK Spellcaster monster from your Deck or your Graveyard.
- Card Advantages and Disadvantages
Advantage
= This card can completely turn the tide of a Duel from losing to winning. If your opponent Summons a monster while you have this card Set and control a Spellcaster monster, you can use this opportunity to start a powerful combo. By Special Summoning a strong DARK Spellcaster from your Deck or Graveyard, you can potentially seize control of the Duel and secure victory.
Disadvantage
= In some situations, this card can feel luck-dependent. Although it is powerful in critical moments, it requires you to control a Spellcaster monster to activate properly. If you face a Deck that plays very few monsters—or none at all—this card may become difficult to use effectively. The player must think carefully about timing and strategy to gain the advantage.
- Card Rating in a Duel
= 9/10 (Highly recommended for players who use a Spellcaster Deck, especially if it includes a powerful DARK Spellcaster monster.)
- Card Status
= Still usable normally
- Hate Buster

- Card Properties
= Normal Trap
- Card Type
= Trap Card
- Card Effect
= When a Fiend monster you control is targeted for an attack by an opponent’s monster, target the attacking monster and the attacked Fiend monster. Destroy both monsters.
Then, inflict damage to your opponent equal to the original ATK of the destroyed opponent’s monster.
- Card Advantages and Disadvantages
Advantages
= This card allows you to sacrifice a monster to continue your combos with other cards that have different effects. For example, you can activate another Set Spell or Trap Card on your field to continue your Deck’s combos. Alternatively, you can also use the effects of your other monsters.
Disadvantages
= If you use this card without checking how many Fiend monsters you have on the field, you may end up with an empty field if you only control one monster. This leaves you vulnerable to direct attacks that can reduce your Life Points.
- Card Rating in a Duel
= 5.5/10
- Card Status
= Still usable normally
- Snake Fang

- Card Properties
= Normal Trap Card
- Card Type
= Trap Card
- Card Effect
= Reduce the DEF of 1 selected monster by 500 points during the turn this card is activated.
- Card Advantages and Disadvantages
Advantages
= If you activate this card before the Battle Phase, whether during your turn or your opponent’s turn, and combine it with a monster effect that allows you to inflict piercing battle damage, this card can be very useful for dealing damage to your opponent’s Life Points.
Disadvantages
= Although this Trap Card can reduce the DEF of a selected monster, it cannot protect you from the effects of other monsters, Spell Cards, or Trap Cards.
In other words, this card’s effect is limited to reducing the DEF of the selected monster. If you want to continue your combo with additional effects, you must use other cards, such as Spell Cards, Trap Cards, or monster effects.
- Card Rating in a Duel
= 7.5/10
- Card Status
= Still usable normally
- Spikeshield with Chain

- Card Properties
= Normal Trap Card
- Card Type
= Trap Card
- Card Effect
= Target 1 monster on the field and equip this card to that monster. The equipped monster gains 500 ATK.
If the equipped monster attacks or is attacked, it gains DEF equal to the ATK of the monster battling it, but only during damage calculation.
- Card Advantages and Disadvantages
Advantages
= This card is very effective for dealing with other monsters that have high ATK. These monsters often gain their high ATK through their own effects or the effects of Spell and Trap Cards.
Disadvantages
= Although this is an excellent Equip Trap Card, it can still be destroyed by other card effects, especially Spell Cards such as Cyclone or Trap Cards such as Tornado.
- Card Rating in a Duel
= 7.7/10
- Card Status
= Still usable normally
- Chain Destruction

- Card Properties
= Normal Trap Card
- Card Type
= Trap Card
- Card Effect
= When a monster with 2000 ATK or less is Summoned, target that monster. Destroy all cards with the same name as that monster in the player’s hand and Deck.
- Card Advantages and Disadvantages
Advantages
= This card is effective at reducing the number of monsters available to your opponent. If your opponent has multiple monsters with the same name in their Deck, activating this card can reduce their chances of continuing their combos with those monsters’ effects.
Disadvantages
None.
- Card Rating in a Duel
= 8.5/10
- Card Status
= Still usable normally
- Scrap-Iron Scarecrow

- Card Properties
= Normal Trap Card
- Card Type
= Trap Card
- Card Effect
= When an opponent’s monster declares an attack, target the attacking monster and negate that attack. Then, Set this card face-down after activation, or send this card to the Graveyard.
- Card Advantages and Disadvantages
Advantages
= This card is useful for protecting your Life Points by stopping your opponent’s attacks. It is especially helpful against Decks that rely on powerful monsters with high ATK, making it a good defensive option.
Disadvantages
= If you face a Deck that uses monster effects to prevent Trap Cards from resolving, or a Deck that focuses on destroying cards with Spell and Trap effects, this card may become ineffective.
Instead of serving as a protective charm that prevents damage to your Life Points, this card may fail to protect you if its effect is negated or the card is removed before it can be used effectively.
Additional Note: This card can be a double-edged sword, depending on the type of Deck you use. Therefore, think carefully before including it in your Deck.
- Card Rating in a Duel
= 5.5/10
- Card Status
= (2025 Rules) A maximum of 2 copies can be included in a Deck.
- Destruction Jammer

- Card Properties
= Counter Trap Card
- Card Type
= Trap Card
- Card Effect
= Discard 1 card to negate the activation of a Spell Card, Trap Card, or monster effect that would destroy a monster on the field, and destroy that card.
- Card Advantages and Disadvantages
Advantages
= This card can protect your powerful monsters from being destroyed. However, you must discard 1 card from your hand to activate its effect.
Discarding a card can also help you continue combos in Decks that benefit from sending cards to the Graveyard. These Decks rely on the effects of cards that activate in the Graveyard, including Spell Cards, Trap Cards, and monsters.
In my opinion, this makes Destruction Jammer a useful option for Decks that focus on Graveyard effects.
Disadvantages
None.
- Card Rating in a Duel
= 8.5/10
- Card Status
= Still usable normally
- Blast with Chain

- Card Properties
= Normal Trap Card
- Card Type
= Trap Card
- Card Effect
= Target 1 face-up monster you control and equip this card to that monster.
The equipped monster gains 500 ATK.
If this equipped card is destroyed by a card effect, target 1 card on the field and destroy it.
- Card Advantages and Disadvantages
Advantages
= This Trap Card provides useful effects for players. After activation, it becomes an Equip Card that increases the equipped monster’s ATK by 500 points.
Additionally, if it is destroyed by another card’s effect, such as the effect of a Spell Card, Trap Card, or monster, you can target and destroy another card on the field in retaliation.
Even though it can only destroy 1 card, this is still better than losing the equipped card without reducing your opponent’s available cards.
Disadvantages
None.
- Card Rating in a Duel
= 9.6/10
- Card Status
= Still usable normally

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