One of the most unique forms in Yu-Gi-Oh is the Trap Hole archetype.
There aren’t many other themes like this one, since it’s made up of only trap cards.
And the Trap Hole character has been around since the beginning of Yu-Gi-Oh.
In both the OCG and the TCG, the first original Trap Hole card came out in the first starter pack.
Different cards from the Trap Hole archetype are still a part of sets today.
But then comes the age-old question: what is the best Trap Hole card?
If you want to know the same thing, check out our list of the best Trap Hole cards.
16. D.D. Trap Hole
D.D. Trap Hole may have been a good card once upon a time.
You probably wouldn’t see this card anymore unless it was on another list like this one.
You can use D.D. Trap Hole to destroy a monster that was just set by your opponent and then a monster you control.
The problem with this card is that no one really sets exactly 1 monster, which is an oddly specific number.
But if your opponent sets a monster and ends their turn, it’s likely that they couldn’t do anything and are going to lose anyway.
So, since you’re probably winning, you should probably keep your monsters.
15. Acid Trap Hole
Acid Trap Hole is a lot like D.D. Trap Hole, but it’s a little better because you don’t have to kill one of your own monsters to use it.
You can destroy one of your opponent’s set monsters with Acid Trap Hole, but only if it has a defense of 2000 or less.
And unlike D.D. Trap Hole, you don’t have to trigger this when your opponent sets a monster—you can do it whenever you want.
The only catch is that you just lost a trap card if the monster you chose has 2000 or more defense.
14. Giant Trap Hole
Giant Trap Hole is basically just a really bad version of Torrential Tribute, so you should probably also try to avoid this card if you can.
When your opponent special calls two or more monsters onto the field, you can use this card to destroy all monsters on the field.
This card is very good at beating Pendulum decks. Aside from that, it’s not often that your opponent will call out two monsters at the same time.
But if you activate Nightmare Archfiends and then Giant Trap Hole at the same time, you can deal 2400 damage to your opponent and clear the field at the same time.
13. Adhesion Trap Hole
With Adhesion Trap Hole, our list kind of starts to get more useful, but it’s still not quite there yet.
When your opponent creates a monster or monsters, you can use Adhesion Trap Hole to stop half of their attacks.
The fact that this card doesn’t target means that some card effects won’t happen.
And it’s great that it works on more than one monster at the same time.
On the other hand, this card doesn’t have much going for it. Even though it makes your opponent’s monsters weaker, that’s all it does and it doesn’t cause too much trouble for your opponent.
12. Trap Hole
The famous Trap Hole comes last.
When it first came out, it was very strong, but now it leaves a lot to be desired.
When your opponent normal summons or flip-summons a monster with at least 1000 attack to the field, you can use Trap Hole to kill that monster.
Trap Hole is very clear about what needs to happen. Normal or flip-summoned monsters are usually weak, so your opponent wouldn’t take too much of a hit from this.
Plus, in the present meta, losing a normal summon isn’t the end of the world because there are so many card effects that let you special summon multiple monsters.
11. Break Off Trap Hole
Break Off Trap Hole could be great or at best average, depending on the deck you’re using.
When a Link monster is created, you can use this card to destroy all monsters on the field that aren’t linked to it.
This card can only do anything if at least one person is using Link monsters. But this card works great in a Traptrix deck as well, since Trap Hole cards don’t affect Traptrix monsters.
If you want to use this card well in a different deck, you’ll have to be very careful about where you place monsters.
10. Double Trap Hole
Speaking of becoming useful, Double Trap Hole is finally a card I can see being used in some decks.
When your opponent uses a special call to bring a monster into defense position, you can use Double Trap Hole to get rid of that monster.
This card will completely destroy decks like Cloudcastle or Superheavy Samurai Warlord Susanowo that can special summon monsters in defense position.
Another great thing about this card is that it gets rid of a monster instead of destroying it. This lets you avoid many effects that happen when a monster dies.
9. Treacherous Trap Hole
With the addition of different spell cards and what we call “hand traps,” you can often get by without having any traps in your deck.
People who want to use Treacherous Trap Hole will be happy to hear this.
You can use Treacherous Trap Hole to kill two monsters on the field for free as long as you don’t have any traps in your graveyard.
It’s simple, but very powerful.
If you do want to use this card in a regular deck, you can pair it with Soul Release, which lets you get rid of up to 5 cards from your graveyard.
8. Deep Dark Trap Hole
Deep Dark Trap Hole might seem like a great card at first to get rid of special calls.
That is, until you remember that there are things like XYZ monsters and Link monsters.
You can use Deep Dark Trap Hole to get rid of a monster your opponent special calls with an effect that is level 5 or higher.
This not only stops people from being singled out, but it also has very few rules.
But, as I said before, this doesn’t work with Link monsters and XYZ monsters because they don’t have levels.
Even so, this is a great card to have in your side deck in case your opponent mostly uses other card types.
7. Network Trap Hole
Network Trap Hole is one of the younger cards on this list, and it actually works quite well in the current meta.
When your opponent special calls a monster from the deck or the graveyard, you can use this card.
The monsters are then sent away on their backs.
This card, like all other Trap Hole cards, doesn’t target, which is always a plus.
And Network Trap Hole is a good way to get rid of annoying cards like Virtual World Kyubi – Shenshen, which can easily come back to life.
6. Trap Hole of Spikes
If you remember the card Magic Cylinder, Trap Hole of Spikes is very similar to it.
When your opponent hits with a monster that was normal or special summoned that turn, you can use Trap Hole of Spikes to destroy the monster and deal damage equal to half of the original monster’s attack.
This card is basically a different version of the other Trap Hole cards, but it also does a lot of damage to your opponent.
The only problem with this card is that it only works on monsters that are called during the current turn. But that doesn’t really matter at the start of a fight.
5. Void Trap Hole
This is starting to sound like a broken record, but Void Trap Hole is also a lot like a lot of the other Trap Hole cards on this list.
Void Trap Hope is used when your opponent uses a special summon to bring out a monster with 2000 damage or more.
Then you can cancel out that monster’s powers and kill it.
Since this card cancels the effect of the monster, you can kill the monster without thinking about whatever crazy effect it might have.
This will protect you from cards like Trishula, Dragon of the Ice Barrier, which, when it is called, gets rid of multiple cards on your side of the field.
4. Bottomless Trap Hole
Bottomless Trap Hole is one of the best cards on this list because it can be used in many different ways.
With this card’s effect, when a monster or monsters with 1500 or more attack are called to the field, they are all destroyed and then sent back to the deck.
If some monsters are summoned that have less than 1500 attack, only the monsters with 1500 attack or more would be killed.
Because 1500 attack isn’t very high, this result is very strong. So it’s easy to meet this need.
Unfortunately, this action destroys the monsters first, which can sometimes be a problem because of how monsters work.
3. Traptrix Trap Hole Nightmare
Most of the time these days, a monster’s powerful result is much better than its raw attack power.
With Traptrix Trap Hole Nightmare, if a monster you special summoned this turn uses its effect, which almost always happens, you can cancel the effect and destroy the card.
I think Traptrix Trap Hole Nightmare will be very useful against cards like Divine Arsenal AA-ZEUS – Sky Thunder, which can clear the field if the player who controls it wants to.
This effect also works with cards like Trishula, Dragon of the Ice Barrier, which I already noted.
2. Time-Space Trap Hole
Time-Space Trap Hole could have been number one without much trouble.
But since it isn’t foolproof, it has to stay right here.
If your opponent uses a special call from their hand or extra deck, you can use this card to return those monsters to the deck.
Since this card comes back and doesn’t get destroyed, you can get rid of a lot of cards that do something when they are targeted, killed, or put into the graveyard.
You have to pay 1000 life points for each monster you bring back, which can add up quickly if you do this with a pendulum call.
1. Floodgate Trap Hole
Floodgate Trap Hole is the best card on this list. If you had to choose just one, it would be Floodgate Trap Hole.
You can use Floodgate Trap Hole to turn all of your opponent’s monsters into face-down defense positions when they call them.
And once this is done, your opponent won’t be able to change where those monsters fight.
There are many reasons to do this.
For one thing, your opponent can’t use the benefits of these cards, and they can’t be used to do anything special from the extra deck.
In fact, the only surefire ways to get rid of them are to use them for a tribute summon, have them get killed in battle, or use a card effect like Dark Hole.
Overall, this card makes it harder for your opponent to play monsters and makes the monsters they do play useless, which makes their combos much harder.