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Living Traps - Can extreme, Don Thousand-level consistency make the anime protagonist playstyle viable? Probably not but here we go


Timeskipper

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I retrained this archetype I made some time ago. Their whole deal is that they let you use traps from your deck, but only their traps - which are often adaptations of anime-style crappy battle traps with maybe some tweaks to make them not completely useless. The whole point of the archetype is burning your resources to survive the enemy's turn to then turn around during your turn and either replenish them or attack and destroy theirs.

 

[spoiler=Main Deck monsters]

Living Trap - Ruin Raven

Level 2 DARK

Machine/Effect


Lore: If you don’t control any monsters, except for “Living Trap” monsters, you can Special Summon this card from your Hand. When this card is Summoned, add 1 “Living Trap” card from your Deck to your Hand. You can only use this effect of “Living Trap - Ruin Raven” after Special Summoning it once per turn.


400 ATK/0 DEF


Living Trap - Maitake the Jester

Level 2 DARK

Machine/Tuner


Lore: When an attack is declared, you can discard this card from your hand (either before or during the Damage Step): send from your Deck or hand to the Graveyard 1 "Living Trap" Trap card, and activate its effect.


800 ATK/0 DEF

 

Living Trap - Shredder Pixie

Level 2 DARK

Machine/Effect

 

Lore: When your opponent activates a card effect, you can discard this card from your hand: send 1 "Living Trap" Trap card effect from your Deck to the Graveyard and activate its effect.

 

600 ATK/0 DEF

 

Living Trap - Shiitake the Alchemist

Level 4 DARK

Machine/Effect

 

Lore: During the Battle Phase, all of your opponent’s monsters’ effects are negated. If this card is attacked, equip this monster to the monster that attacked it. Its effect is negated, it can’t attack or leave the field, except because of this card’s effect. If this card leaves the field, or that monster is targeted by a card effect, destroy it and add a “Living Trap” card from your Deck to your Hand.

 

1000 ATK/0 DEF

 

Living Trap - Bulkhead Bastion

Level 4 DARK

Machine/Effect

 

Lore: When your opponent declares an attack, you can Special Summon this card from your hand. This card cannot be destroyed or banished by card effects.

During every Standby Phase, you can add 1 “Living Trap” card from your Deck to your hand.

 

0 ATK/2000 DEF

 

Living Trap - Tengutake the Wanderer

Level 4 DARK

Machine/Effect

 

Lore: If you control a “Living Trap” monster, you can Special Summon this card from your Hand. You can return up to 3 “Living Trap” cards you control to your hand: banish as many “Living Trap” cards as you returned to your hand with this effect from your Deck and add them to your Hand during your opponent’s next Standby Phase. You cannot Special Summon monsters for the rest of the turn after using this effect.
 

ATK 1600/DEF 0

 

Living Trap - Explodummy

Level 2 DARK

Machine/Effect

 

Lore: If your opponent Summons any number of monsters, you can discard this card: send 1 “Living Trap” Trap card from your Deck to the graveyard, and immediately activate its effects.

 

900 ATK/0 DEF

 

Living Trap - Jar of Fire

Level 2 DARK

Machine/Tuner


Lore: During either player's turn, you can Special Summon this card from your hand. During your opponent's Main Phase 1 or Battle Phase, you can Xyz Summon or Synchro Summon a "Living Trap" Xyz or Synchro monster from your Extra Deck using only "Living Trap" monsters you control as materials. Once per turn, during either player’s turn, you can discard 1 “Living Trap” card from your hand: increase this card’s level by 2 until the End Phase.


200 ATK
800 DEF

 

 

 

[spoiler=Trap Cards]

Living Trap Draining Shield

Normal Trap


Lore: If this card was Set when you activated it, its effect becomes: “Add 1 “Living Trap” monster from your Deck to your Hand”. In a chain in which the last link was a “Living Trap” Trap card, you can activate this card from your hand. Target one monster your opponent controls: during this Battle Phase, it can attack one less time than normal. Also, gain LP equal to its ATK.


Living Trap Exploding Jar

Normal Trap


Lore: If this card was Set when you activated it, its effect becomes: “Add 1 “Living Trap” monster from your Deck to your Hand”. In a chain in which the last link was a “Living Trap” Trap card, you can activate this card from your hand. Negate the effect of 1 card that would destroy a monster you control during the Battle Phase: that monster can attack twice during the Battle Phase of the turn this card is activated.



Living Trap Target Dummy
Normal Trap


Lore: If this card was Set when you activated it, its effect becomes: “Add 1 “Living Trap” monster from your Deck to your Hand”. In a chain in which the last link was a “Living Trap” Trap card, you can activate this card from your hand. Target a monster you control: if your opponent has at least one monster that can attack, they must immediately choose one of them to attack the target monster.

 

Living Trap Half Unbreak

Normal Trap


Lore: If this card was Set when you activated it, its effect becomes: “Add 1 “Living Trap” monster from your Deck to your Hand”. In a chain in which the last link was a “Living Trap” Trap card, you can activate this card from your hand. Target a monster you control: it can't be destroyed until the End Phase, and any battle damage you would take from a battle involving it is halved.

 

Living Trap Half Counter

Normal Trap


Lore: If this card was Set when you activated it, its effect becomes: “Add 1 “Living Trap” monster from your Deck to your Hand”. In a chain in which the last link was a “Living Trap” Trap card, you can activate this card from your hand. When a monster you control battles: the attacking monsters' ATK is halved, and the monster you control gains ATK equal to the ATK lost by your opponent's monster.


Living Trap Wicked Trampling

 

Lore: If this card was Set when you activated it, its effect becomes: “Add 1 “Living Trap” monster from your Deck to your Hand”. In a chain in which the last link was a “Living Trap” Trap card, you can activate this card from your hand. Target one monster you control: any Battle Damage your opponent takes from it, except from direct attacks, is doubled for this turn.

 

Living Trap Skill Prisoner

Normal Trap

 

Lore: If this card was Set when you activated it, its effect becomes: “Add 1 “Living Trap” monster from your Deck to your Hand”. In a chain in which the last link was a “Living Trap” Trap card, you can activate this card from your hand. Target 1 card you control; this turn, when any monster effect resolves that targeted that card at activation, negate that effect.

 

Living Trap of Board Eraser

Normal Trap

 

Lore: If this card was Set when you activated it, its effect becomes: “Add 1 “Living Trap” monster from your Deck to your Hand”. In a chain in which the last link was a “Living Trap” Trap card, you can activate this card from your hand. When a card effect would inflict Effect Damage to you, negate the activation of that card and destroy it, then your opponent must choose 1 card from his/her hand and discard it.

 

Living Trap Zero Guard

Normal Trap

 

Lore: If this card was Set when you activated it, its effect becomes: “Add 1 “Living Trap” monster from your Deck to your Hand”. In a chain in which the last link was a “Living Trap” Trap card, you can activate this card from your hand. Pay 800 Life Points, and target a monster your opponent controls: its ATK becomes 0.


Living Trap Mode Changer

Normal Trap

 

Lore: You can't activate this card if it's on the field. Target any number of monsters on the field: exchange their ATK and DEF until the End Phase.

 

 

 

[spoiler=Extra Deck monsters]

Living Trap - Burner Tank

Rank 2 DARK

Machine/Xyz/Spirit


Lore: 2 Level 2 "Living Trap" monsters

Return this card to the Extra Deck during the End Phase of the turn this card has been Special Summoned. When you do, return any Xyz materials still attached to this card to your hand. You can detach 1 Xyz material from this card: shuffle 3 "Living Trap" cards into your Deck, and draw 2 cards.


0 ATK/2300 DEF

 

Living Trap - Springbox Dagger

Rank 4 DARK

Machine/Xyz/Spirit

 

Lore: 2 or more Level 4 "Living Trap" monsters

Return this card to the Extra Deck during the End Phase of the turn it's Special Summoned. All Xyz materials still attached to this card are returned to your hand. You can Special Summon this card by using two or more "Living Trap" monsters from your hand during either player's turn. During either player's turn, you can detach 1 Xyz material from this card: send from your Deck to the Graveyard 1 "Living Trap" Trap card, and activate its effect.

 

ATK 0/DEF 0

 

Living Trap - Lightning Trap

Rank 4 DARK

Machine/Xyz/Spirit

 

Lore: 2 Level 4 "Living Trap" monsters

Return this card to the Extra Deck during the End Phase of the turn this card has been Special Summoned. When you do, return any Xyz materials still attached to this card to your hand. If this card battles, or your opponent activates a card effect, you can detach 1 Xyz material from this card to send 1 “Living Trap” Trap card from your Deck to the Graveyard and activate its effect.

 

ATK 2500/DEF 0

 

Living Trap - Bakkaku the Masher

Rank 5 DARK

Machine/Xyz/Spirit

 

Lore: 3 Level 5 "Living Trap" monsters

You can also Xyz Summon this card by using a "Living Trap" Xyz Monster you control as Xyz material. Return this card to the Extra Deck during the End Phase of the turn it is Special Summoned: when you do, return to your hand all Xyz materials still attached to it.

You can detach 1 Xyz material from this card: add 1 "Living Trap" card from your Deck to your Hand, then destroy a card your opponent controls.

 

2600 ATK/0 DEF

 

Living Trap - Genkaku Yuhatsukin

Level 4 DARK

Machine/Synchro

 

Lore: 1 "Living Trap" Tuner + 1 or more "Living Trap" non-tuner monsters

During either player’s turn, you can return 3 “Living Trap” cards from your Graveyard to the Deck to Special Summon 1 “Living Trap” monster from your Deck or Extra Deck, but return it to the Deck during your next End Phase. You can only use this effect of “Living Trap - Genkaku Yuhatsukin” once per turn.


0 ATK/2500 DEF

 

Living Trap - Scythe Charger

Level 6 DARK

Machine/Synchro

 

Lore: 1 "Living Trap" tuner + 1 or more non-tuner monsters

Return this card to the Extra Deck during the End Phase of the turn it is Special Summoned. If it was Synchro Summoned, return to your hand from the Graveyard one of the monsters used for its Synchro Summon. When this card is Synchro Summoned, its original ATK becomes equal to the number of "Living Trap" Trap cards in your Graveyard x 500, then you can return up to 3 "Living Trap" Trap cards from your Graveyard to your Deck: this card can attack a number of times equal to the number of returned cards.

 

? ATK/0 DEF


Living Trap - Engine of Horror
Level 5 DARK

Machine/Fusion/Effect


1 or more “Living Trap” monsters + an equal number of monsters your opponent controls

This monster must first be Fusion Summoned by banishing the above mentioned monsters on the Field (you do not use “Polymerization”).

During the End Phase of the turn this card was Fusion Summoned, return it to the Extra Deck. The effects of your opponent’s cards in this card’s column are negated as long as this card is on the field.

 

 

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