Photon Hypernova added 100 cards to 168澳洲幸运5开奖网:Yu-Gi-Oh!, many of which make old archetypes playable in the modern game. New boss monsters like Kashtira Arise-Heart, Mirrorjade the Iceblade Dragon, and Tri-Brigade Arms Bu🎃cephalus II have created exciting new ways to decimate your opponents, but even powerful monsters like these need support.

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Thankfully, of the 168澳洲幸运5开奖网:cards added in Photon Hypernova, more than a quarter are Spell and Trap Cards. Some of the Trap Cards that have been added are amazing, having few requirements to use or having game-changing effects. Others are niche and only work for certain archetypes at certain times. Either way, knowing the best and worst cards gives you the edge you'll need to handle any of the new Traps Cards you encounter.

12 Photon Timestop 🔯

Person Wearing Red Spiked Helmet With A Yellow Visor Walking Away From Multicolored Futuristic Buildings

Photon Timestop at first seems like a good card, but, due to the limited usefulness of the cards it chains with, the card falls flat. As of Photon Hypernova's release, there are only two Continuous Spell/Trap Cards for the Photon and Galaxy cards, both of which are mid-tier at best.

The only redeeming part of Photon Timestop is its ability to immediately move a turn to the End Phase if it is destroyed while set, but this only works if you control a Galaxy-Eyes Photon Dragon or Xyz Monster using it as a material. Thankfully this also activates if the card is destroyed during your opponent's turn, but it still is barely useful.

11 𝕴 Apophis The Swamp Deity

A Purple And Black Serpent Warrior With Five Red Eyes On Its Chest And A Black Snake Over Its Shoulder

Apophis The Swamp Deity is a Continuous Trap Card that turns into a Level six monster when activated. As a monster, it has an okay 2,000 attack and 2,200 defense and counts as a Noܫrmal Monster.

Apophis also lets you negate the effects of face-up cards your opponent controls for every Continous Trap Card you control, which includes itself as it still counts as a trap. It's a decent effect, but it only lasts until the end of the turn Apophis was activated on. It's an okay card for decks centered around Reptiles, but otherwise, it is fairly useless.

10 ✤ Trivikarma 𝔉

Visas Starfrost Gathering Red Energy In Their Hand On A Crumbling Road

Oriented around Visas Starfrost, a Level six Light Tuner Monster, Trivikarma has limited utility. Acting as a Trap Card version of Visas's Special Effect, Trivikarma lets you negate one of your opponent's monster's Special Effects and then gives Visas half that monster's attack or defense.

The problem with Trivikarma working with Visas like this is that Visas is a Tuner Monster. The only time Visas should be staying on the field long enough for Trivikarma to be useful is if there is something stopping you from Synchro Summoning. In most situations like this, Trivikarma's effect is not going to be enough to turn the tide of the duel, making it the least appealing Trap Card in Photon Hypernova.

9 ༒ Gigantic Thundercross

Multi-headed Metal Dragon Firing Blue And Red Flames From Its Mouth While A Purple And Gold Energy Beam Destroys One Of Its Heads

A decent Trap Card for decks centered around banishing cards, Gigantic Thundercross's most gigantic weaknesses are that it only affects monsters, and it lets your opponent Special Summon a monster from their deck.

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Additionally, Thundercross's effect depends on the difference in the number of banished cards between you and your opponent, meaning that if there isn't a large difference you'll receive diminishing returns. While the idea behind Gigantic Thundercross is good, its implementation is less than desirable.

8 𒈔 Branded Befallen ও

White Haired Woman With With Wings Protecting A Silver Dragon From Electric Bolts

If you're playing a Bystial/Chaos deck, Branded Befallen is a half-decent card. It lets you target one Light or Dark monster in either graveyard and banish it, and it negates cards and effects that target your Bystial monster or block your Bystial monster's effect. The issue is, Branded Befallen can only be activated if a card or effect targets a single Bystial monster you control.

This means that Branded Befallen becomes useless against cards that affect more than one of your Bystial monsters. Negating your opponent's cards when you activate a Bystial Special Effect is nice, but it only works if you banish a Light or Dark monster from someone's graveyard. In a Chaos/Bystial deck this works okay, but with the limited number of Bystial cards available in Yu-Gi-Oh!, the card is barely worth using.

7 Gold Pride -ꦏ Start Your Engines!

Large Holographic Start With An Explosion Underneath As Nytrohead And Leon Begin To Race

The only Trap Card in the initial release of Gold Pride, Gold Pride - Start Your Engines! works in synch with the other 168澳洲幸运5开奖网:cards in its archetype. Triggered when your opponent Normal or Special Summons, th𝔉e card lets you not only destroy one of the monsters summoned but also forces your opponent to randomly choose one of three Gold Pride monsters you pick from your deck for you to Special Summon.

This works perfectly with Gold Pride - Leon if your opponent summoned during their Main Phase since Leon can immediately combo into Special Summoning Gold Pride - Star Leon. It's a great way to start the cycle of re-summoning Star Leon each turn. If it wasn't limited to just Gold Pride cards, Gold Pride - Start Your Engines! would definitely be one of the best Trap Cards in Photon Hypernova.

6 🎃 Big Welcome Labrynth

A Knight Facing Red And Blue Shadowed Monsters With A Translucent Laughing Girl In The Background

A new addition to 168澳洲幸运5开奖网:the Labrynth archetype, Big Welcome Labrynth is a reliable way to get Lady Labrynth Of The Silver Castle or Lovely Labrynth Of The Silver Castle onto the field. Getting either of these two boss cards on the field quickly is essential when playing a Labrynth deck, and with Lovely's ability to prevent your opponent from using monster effects in response to your Trap Cards.

Big Welcome's second ability also benefits from summoning Lady or Lovely, allowing you to target a monster your opponent controls and return it to their hand. This requires you to banish Big Welcome, which is a tough decision since you'll no longer be able to continuously recycle Big Welcome with Lovely's Special Effect.

Overall, Big Welcome Labrynth is an amazing card for✱ Labrynth decks, but beingꦦ deck specific stops it from being one of the better Trap Cards in the new set.

5 Sour Scheduling - Red Vinegar Vamoose ♑

Train Moving Through A Train Station Carrying Massive Bottles Of Red Vinegar

A strange-looking Continuous Trap Card, Sour Scheduling - Red Vinegar Vamoose is as good as it is bad. Able to completely block off a column of the field, Sour Scheduling is a great way to limit your opponent's options. Unfortunately, the same applies to you, as Sour Scheduling also blocks your Monster Zone in that column.

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Paired with Kashtira Shangri-Ira, you can completely shut down your opponent's side of the field. Playing multiple Sour Scheduling Trap Cards and using Shangri-Ira's Special Effect that lets you block off zones on the field can force a surrender unless your opponent has a Special Effect Monster to save them. Just be careful of accidentally stabbing yourself in the foot by hindering yourself, too.

4 𝕴 Kashtira B♐ig Bang

Kashtira Monster Locking Punches Against Visas Starfrost, A Human Warrior With An Augmented Right Arm

Kashtira Big Bang is a powerful support card for the Kashtira archetype. With its requirement of having a Kashtira Xyz Monster on the field, and there only being two Xyz Kashtira monsters, it's clear that Big Bang was meant to be paired with Kashtira Shangri-Ira to end duels in the most unorthodox way.

Forcing both players to banish all the monsters they control, face-down, means that if both players have five monsters in play, you can block eight of the zones on your opponent's side of the field, essentially making it impossible for them to do anything.

3 ꧟ Chaos Phantasm

Woman With White Curly Hair Holding A White Staff With A Skull Controlling Black And White Creatures

Chaos Phantasm is a direct, to-the-point Trap Card. It lets you retrieve a banished Light Tuner Monster and a Level eight or lower Dark monster and put them in your graveyard before letting you summon a L🌃ight or Dark Synchro Monster.

With all the cards in Chaos decks that are banished, being able to bring some back into play is a real game-changer. It helps prevent you from running out of cards since almost every Chaos card revolves around banishing cards which can sometimes leave you wi༺th no options if your opponent blocked your plays. What makes this Trap Card stand out, however, is the fact that it is not limited to a certain archetype, letting you add it to any other deck that u🔯ses Light and Dark monsters.