Maxx “C”, Effect Veiler, and D.D. Crow…Let’s trap the opponent from the hand!
In every card event, we see Hand Traps in many decks. Whether it be multiple copies of Maxx “C”, one to two Veiler’s, and even a tech D.D. Crow, hand traps have proven to be very popular, and in high demand. Why are these cards good? What to they have to offer a duelist?
Hand traps offer a duelist, a “trap” with the protection of the hand. What does that mean? Well we all know that Physical Trap cards (the purple ones) are very effective, but can be lost with an opponents Mystical Space Typhoon, or Heavy Storm. This can ruin a game, and can potentially put your opponent in a “plus” situation.
That is why we see popularity in Hand Traps. Let’s talk about Maxx “C” for example, it reads:
You can activate this effect during either player’s turn by sendingthis card from your hand to the Graveyard. This turn, each time your opponent Special Summons a monster(s), draw 1 card. You can only activate “Maxx “C”” once per turn.
Reading Maxx “C” we can see the vast potential it has. It can add cards to your hand with ease, and can make your opponent think twice about going into the XYZ monster, or Synchro. That is why we see the price increase in Maxx “C”.
Effect Veiler is another great hand trap that negates a monsters effect until the end phase. This card sounds great doesn’t it? Well..Yes…In theory. We have seen a decline in Effect Veiler usage. We can thank one particular deck for this: Rescue Rabbit (Dino Rabbit) decks. Effect Veiler is rendered useless against Rescue Rabbit. People are running a lot of Rabbit Dino decks, and that is why we see many duelists running 3 Maxx “C” and 1 Effect Veiler. Now don’t get me wrong, that is not a bad thing, but in my Inzektor build I run 2 Maxx “C” and 2 Effect Veiler.
The reason why I chose that combination is because of the balance and consistency of the deck. I would like to draw both equally, not draw just Maxx “C” and not see Veiler at all during the duel. (I am currently working towards getting another Maxx “C”, to potentially run three in deck; I will have to test thoroughly first).
Another great hand trap this format is D.D. Crow. This card allows you to banish one monster in your opponents graveyard, which can ruin a lot of key plays for a lot of decks. Let’s look at Dark Worlds for example, if they manage to get the Grapha in the grave, you can easily D.D. Crow it and they loose their chance to summon it. You can also ruin the Wind-Up loop by banishing the Hunter in the Grave. Not only can you mess with Key Meta decks, but you can ruin Monster Reborn Plays, Remove one of the potential Black Luster Soldier targets, and ruin Pot of Avarice plays.
Hand traps are definitely on my mind while I prepare for this regional. They are key to give you an edge up on competition.
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