Spells and Traps, as well as Monsters, can shut down opposing cards from getting effects off in Yu-Gi-Oh!. However, it’s sometimes best to use a handtrap, which don’t need to be set on the field and are generally safe from being popped by the opposition. Yu-Gi-Oh! Master Duel offers a plethora of handtrap options, but which ones should you prioritze? We have our picks, so let’s go over them.
D.D. CrowLet’s start off with a card from the D.D. archetype: D.D. Crow. This Level 1 Monster has a very simple effect: discard this card to the GY, and target one card in the opponent’s GY. If no cards negate this effect, that targeted card is banished.
Since so many Monsters, as well as Spells and Traps, in today’s game have secondary effects that go off in the GY, D.D. Crow is a nice way outside of a card like Called to the Grave to neutralize said effects. Examples of how to use D.D. Crow include banishing Eldlich the Golden Lord from the GY once its effects gets triggered, or big monsters like the Blue-Eyes Dragon or Cyber Dragon Infinity should the opponent try to pull them out of the GY.
Droll & Lock BirdWe know move to Droll & Lock Bird, a Level 1 Monster with 0 ATK and 0 ATK. This card can be sent to the GY when the opponent adds a card to hand from the Main Deck. Upon sending this card to the GY, no player can add another card from the Main Deck to the hand.
Whether it’s with Cyber Emergency with Cyber Dragons and Drytrons, to Cursed Eldland with Eldlich builds, to even Reinforcement of the Army in Sky Strikers, so many cards in Yu-Gi-Oh! add additional cards from the Main Deck to the hand. And because card advantage is very important in the early stages of any Yu-Gi-Oh! game, Droll & Lock Bird has quite the useful
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