Kris Kennedy on Chaos Hand Traps

Kris Kennedy

11/27/2012 12:51:00 PM

Hello readers, my name is Kristopher Kennedy, guest writer here on TCGPlayer. I still remember the release of Invasion of Chaos, and ever since then my favorite decks have always been Chaos-themed. The deck I want to present to you today is no exception: my Chaos Hand Trap deck. I have taken this deck to two regionals so far and placed 4th and 14th. This deck is competitive, unique, and a blast to play. Let's check it out.
    Chaos Hand Traps Kristopher Kennedy    
Main Deck
Side Deck
1 Black Luster Soldier - Envoy of the Beginning
2 Breaker the Magical Warrior
1 Chaos Sorcerer
2 Cyber Dragon
2 D.D. Warrior Lady
1 Dark Armed Dragon
3 Dimensional Alchemist
3 Effect Veiler
1 Error
1 Gorz the Emissary of Darkness
3 Maxx "C"
1 Sangan
3 Thunder King Rai-Oh
2 Tour Guide From the Underworld
2 Tragoedia
Monsters [28]
1 Allure of Darkness
1 Dark Hole
1 Gold Sarcophagus
1 Heavy Storm
1 Monster Reborn
2 Mystical Space Typhoon
2 Pot of Duality
2 Soul Taker
Spells [11]
Deck Total [39]


1 Ally of Justice Catastor
1 Arcanite Magician
1 Black Rose Dragon (UTR)
2 Chimeratech Fortress Dragon
1 Chronomaly Crystal Chrononaut
1 Gravity Warrior
1 Leviair the Sea Dragon
1 Maestroke the Symphony Djinn
1 Muzurhythm the String Djinn
1 Number 17: Leviathan Dragon
1 Number 30: Acid Golem of Destruction
1 Number 39: Utopia
1 Scrap Dragon
1 Wind-Up Zenmaines
Extra Deck [15]

The goal of this deck is to use cards like Dimensional Alchemist and D.D. Warrior Lady - cards that can guarantee you a +1 of card economy if played correctly - to wear down your opponent's resources, while holding off their big plays with lots of hand traps like Effect Veiler and Maxx "C".

You want to keep your hand as big as possible at all times, and when your opponent is out of defenses, push for game with power cards like Black Luster Soldier - Envoy of the Beginning or Dark Armed Dragon. This strategy will net you numerous pluses with cards like Breaker the Magical Warrior and Tour Guide From the Underworld, and while it runs no real traps, it plays a total of eleven hand trap monsters. That can cause alot of confusion for your opponent, and a fun time for you as you watch your opponent's frustration grow! Now, let's go into a deeper discussion about this strategy.

Holy Handtraps...
The biggest difference between this deck and typical Chaos variants is the huge number of hand traps. Why so many you may ask? The first reason is the fact that, unlike regular traps, your opponent has no way of seeing them coming. With no backrow set, your opponent is more likely to make risky and aggressive plays early in the game. And when your opponent does try to make a push, you'll have plenty of answers in hand to break up their plays. Once you do you can bat clean up on the field and control the game from there: your foe's most powerful moves are already out of the way.

However, Games 2 and 3 can have a very different feel. By the time Game 1 is over, your opponent has probably wised up and will be playing very conservatively. That means you're free to side deck out some (or all) of your hand traps for more critical cards in that particular matchup, and your opponent will still be terrified to make a big play in fear of a beating like they took in Game 1.

Effect Veiler is the most valuable hand trap in the deck. Besides its obvious dominance over popular strategies like Wind-Ups and Geargia, it's an easy-to-discard Light monster for the Summon of Black Luster Soldier or Chaos Sorcerer. In addition, Veiler opens up some powerful plays with your Chaos Sorcerer: summon Sorcerer; remove an opposing monster; then Normal Summon Effect Veiler and Synchro Summon Arcanite Magician. Arcanite will allow you to destroy two of your opponent's cards.

D.D. Crow is another great card to counter popular decks right now. Use it to remove a Chaos Dragon player's one and only Red Eyes Darkness Metal Dragon; an Inzektor duelist's Inzektor Hornet; or a Darkworld player's Grapha, Dragon Lord of Dark World. If you time it right, you can even ruin a HERO player's Miracle Fusion by removing his intended Fusion Materials.

Tragoedia and Gorz the Emissary of Darkness are fantastic cards in this deck. Tragoedia will act as a huge wall thanks to your large hand presence. In addition, you'll always have plenty of monsters to discard to take your opponents' stuff, and Tragoedia's Level-changing effect will help you make Xyz and Synchro Summons. We don't need to really explain why Gorz is good, but it's worth mentioning that Gorz is never a dead draw since you run no backrow cards to get in its way.

 Effect Veiler
Effect Veiler
Set Order of Chaos SE
Level 1
Type Tuner Monster
Monster Spellcaster
Attribute Light 
Rarity SR
Card Text

During your opponent's Main Phase: You can send this card from your hand to the Graveyard to target 1 face-up Effect monster your opponent controls; negate that target's effects until the End Phase.

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The last and most important reason for the barrage of hand traps is this: hand traps are FUN. There's nothing quite like seeing the expression on your rival's face when they go to attack your Thunder King Rai-Oh for game and, instead of victory, he faces defeat as you activate Honest in the damage step.

Why No Real Traps?
This deck plays eleven hand traps and yet, not a single real trap card. The reason is that you'll find three Mystical Space Typhoon and a Heavy Storm in almost every single deck this format. Assuming your opponent is playing a 40 card deck, that means 10% of your opponent's draws are dead against this strategy, because there won't ever be any targets for your opponent's spell and trap removal.

Furthermore, since the typical Chaos Stun deck runs a fairly heavy backrow, your opponent might not side out their removal since they may assume you simply didn't draw your trap cards in Game 1. I've won numerous matches where afterwards my opponent reveals to me his dead Mystical Space Typhoons and claims the only reason I won is because these were a dead draw; little does he realize that all such removal cards that anyone draws against me are dead draws. Not because of bad luck, but because of purposeful deck building decisions.

Strange Card Choices
Cyber Dragon: I think it's essential to Main Deck Cyber Dragon this format. First off, it allows you to go into Chimeratech Fortress Dragon against popular Machine decks like Geargia and Gadgets. It also gives you a quick answer to an opponent's opening turn Wind-Up Zenmaines, or an Agent or Inzektor player's Card Trooper. Remember, if you use Trooper as a Fusion Material your opponent won't get to draw with Trooper's effect.

In addition, Cyber Dragons is a one card answer to Thunder King Rai-Oh, and helps you press through defensive cards. If your your opponent has a big back row, you can just Special Summon Cyber Dragon to draw out a Bottomless Trap Hole or Solemn Warning. It acts alot like a Mystical Space Typhoon. And the best part about Cyber Dragon? It doesn't use up your Normal Summon. T allows you to follow up with a Normal Summon of your choosing and generates a level of speed that your opponent will have trouble matching.

Breaker The Magical Warrior: A 1900 ATK beater that clears spell and trap cards, Breaker has a wide range of uses in different situations. Crash it into a Thunder King Rai-Oh; destroy a random backrow card; or simply attack over anything smaller. Breaker's effect is incredibly useful against decks that use continuous cards or field spells like The Gates of The Darkworld, Wind-Up Factory, or a sided Dimensional Fissure or Macro Cosmos.

And while all of those functions are useful, Breaker has a deeper purpose in this particular strategy; it makes power plays easy. First, summon Breaker. If your opponent has a set card to stop the Summon, they're likely to use it on Breaker for fear of losing that card to Breaker's ability. If the set card is a bluff or your opponent doesn't see Breaker as a threat, you can destroy their card. In any case, whether you lose Breaker or not, you're now free to make a big play without any fear that your opponent might stop you.

Gold Sarcophagus: Speed is crucial to this deck, and Gold Sarcophagus helps you get to the cards you need. If you draw it Game 1, the typical play is to search out Black Luster Soldier. When you do that your opponent will usually respond in one of two ways: first, they'll often start playing very aggressively. Knowing they don't have an answer to stop the Soldier and realizing they only have two turns before you add it to your hand, they're forced to go for game before Gold Sarcophagus resolves. That leads to reckless play, which you'll easily stop with your hand traps. The threat of Black Luster Soldier can create that ideal situation we spoke of earlier, where you manage to disrupt your opponent's play, clear their field, and win the game as a result.

 Black Luster Soldier - Envoy of the Beginning
Black Luster Soldier - Envoy of the Beginning
Set Legendary Collection 3: Yugi's World
Number LCYW-EN025
Level 8
Type Effect Monster
Monster Warrior
Attribute LIGHT 
A / D 3000 / 2500
Rarity Secret Rare
Card Text

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. Once per turn, you can activate 1 of these effects. // * Target 1 monster on the field: banish that target face-up. This card cannot attack the turn you activate this effect. // * During the Damage Step, if this attacking card destroys an opponent's monster by battle: It can make a second attack in a row.

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Alternatively, your opponent might start to play really passively. Your opponent may feel they can stop your Black Luster Soldier, but only if they can get off a trap against it. They decide to wait out the threat in an effort to play conservatively until you Summon Black Luster Soldier. That's fantastic for you; just hold the Soldier in your hand the entire game, and you're free to make little pushes as your opponent refuses to use his best defensive cards on anything but your Soldier. Your small pushes add up over time, and once again, you win the game.

For Games 2 and 3, you can choose either to use Gold Sarcophagus to search your Black Luster Soldier or to get Side Deck cards that are great in your particular matchup.

Soul Taker: The purpose of this card is simple but important: it's 1-for-1 removal, and it's better than Smashing Ground. It allows you to make your opponent's " can" effects miss timing. This takes care of Elemental Hero The Shinning, Light Pulsar Dragon, Serene Psychic Witch, and numerous other examples.

This is by far the most entertaining deck I've ever played. It's fairly cheap to build, so go pick it up and give it a try! With that, I wish you happy dueling and hope to talk with you again soon!

-Kris Kennedy

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