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 Lesson 5: The trap card

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Cipher Kite

Posts : 170
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Join date : 2016-04-03
Age : 13

PostSubject: Lesson 5: The trap card   Mon Apr 18, 2016 6:38 pm

Trap Cards (Japanese: 罠トラップカード Torappu Kādo) are cards with purple-coloured borders that have various effects. Unless stated otherwise, a Trap Card must first be Set and can only be activated after the current turn has finished. After that, it may be activated during either player's turn. Trap Cards are Spell Speed 2, with the exception of Counter Trap Cards, which are Spell Speed 3.

Trap Cards may be chained to Spell Cards, other Trap Cards, or to the effects of Effect Monsters.

Normal Trap Cards are Spell Speed 2. They can be activated during either player's turn as long as it wasn't set that turn. The effects of certain Normal Trap Cards behave like Equip Cards, but the card is still considered a Normal Trap Card.

Continuous Trap Cards are also Spell Speed 2. Their effects are applied as long as they are face-up on the field.

Counter Trap Cards are a Spell Speed 3. No cards or effects, except other Counter Trap Cards can be chained to a Counter Trap Card.

In Turbo Duels during the Yu-Gi-Oh! 5D's anime, because the use of non-Speed Spell Spell Cards is restricted, duelists generally have a higher amount of Trap Cards in their Decks.

Below are some of the cards that allow Trap Cards to be activated from the hand instead of being Set:

"Bubble Illusion"
"Makyura the Destructor"
"Delta Crow - Anti Reverse"
"Temple of the Kings" allows you to play Trap Cards the turn that they are Set.

Normal Traps, which have no symbol on printed cards, but are sometimes given the capital N symbol in video games

Continuous Traps, which have an infinity symbol

Counter Traps, which have a curved arrow symbol.

Equip Traps, Yu-Gi-Oh! R manga only.
Field Traps, Yu-Gi-Oh! R manga only.

Trap card


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