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This is a list of all counter traps for the game Duel Links. Use this page if you would like to know a counter trap's rating, strength and weakness, basic information, or how to get it.
List of Contents
Card | Effect | Rating |
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When a Spell Card is activated: Discard 1 card; negate the activation, and if you do, destroy it. | 8 /10 |
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When a monster effect is activated: Discard 1 card; negate the activation, and if you do, destroy that monster. | 8 /10 |
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When a Trap Card is activated: Pay 1000 LP; negate the activation, and if you do, destroy it. | 8 /10 |
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When an opponent's Spell/Trap Card is activated: Your opponent draws 1 card, also negate the Spell/Trap activation, and if you do, destroy it. | 7 /10 |
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When your opponent activates a Spell/Trap Card, or monster effect, while you control a face-up Attack Position "Infernity" monster and have no cards in your hand: Negate the activation, and if you do, destroy that card. | 7 /10 |
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When a Spell/Trap Card, or monster effect, is activated: Send 1 face-up "tellarknight" monster you control to the Graveyard; negate the activation, and if you do, destroy that card, then draw 1 card. | 9 /10 |
Card | Effect | Rating |
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When an Effect Monster's effect is activated, if you control a face-up "Gladiator Beast" monster: Negate the activation and destroy it. | 6 /10 |
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When a Trap is activated: Negate the activation, and if you do, shuffle that card into the Deck. | 8 /10 |
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When a monster your opponent controls activates its effect: You can send 1 face-up "Blackwing" monster you control to the Graveyard; negate the activation, and if you do, destroy it, then, you can Special Summon 1 "Black-Winged Dragon" from your Extra Deck. If you control a "Blackwing" Synchro Monster or "Black-Winged Dragon", you can activate this card from your hand. | 10 /10 |
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Activate only while you control a face-up "X-Saber" monster. Negate the Summon of a monster, and destroy it. | 8 /10 |
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If you control a Level 7 or higher Normal Monster, when a monster would be Summoned OR a Spell/Trap Card is activated: Negate the Summon or activation, and if you do, destroy that card. | 8 /10 |
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Activate 1 of these effects. ●When a Spell Card is activated that targets exactly 1 monster on the field: Negate the activation, and if you do, destroy it. ●When a Spell Card is activated: Send 1 Spell Card from your hand to the Graveyard; negate the activation, and if you do, destroy it. | 8 /10 |
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When a Spell Card is activated: Discard 1 Spell; negate the activation, and if you do, destroy it, and if you do that, your opponent cannot activate Spell Cards with that name for the rest of this Duel. | 9 /10 |
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If this is the only Set card in your Spell & Trap Zone, when a monster would be Summoned, OR a Spell Card, Trap Card, or monster effect is activated: Pay 3000 LP; negate the Summon or activation, and if you do, destroy that card. | 7 /10 |
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Activate only if "The Sanctuary in the Sky" is face-up on the field. Negate the activation of a Spell Card, Trap Card, or Effect Monster's effect, and destroy that card. | 5 /10 |
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When a monster effect is activated in the hand or Graveyard: Negate the activation, and if you do, banish it. | 5 /10 |
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When a face-up card(s) on the field and/or in the Graveyard is added to your opponent's hand by an effect: Look at their hand, also banish the added card(s) and all cards with the same name, if any. | 6 /10 |
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When your opponent activates a Spell/Trap Card while you control a "Earthbound Immortal" monster: Negate the activation, and if you do, destroy it. | 9 /10 |
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If the only face-up monsters you control are "Fortune Lady" monsters, you can activate this card. Negate the activation of a Spell or Trap Card, or the Normal Summon of a monster, and remove that card from play. The card removed from play by this effect is returned to its owner's hand during the End Phase. | 7 /10 |
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When your opponent activates a monster effect: Detach 1 Xyz Material from a monster you control; negate the activation, and if you do, destroy that monster. | 9 /10 |
Card | Effect | Rating |
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When a Spell/Trap Card, or monster effect, is activated that targets a monster(s) on the field, while you control a "Black Luster Soldier" monster: Negate the activation, and if you do, destroy that card. If this card is in your Graveyard: You can remove 1 Spell Counter from your side of the field; Set this card, but banish it when it leaves the field. | 6 /10 |
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When a Spell/Trap Card, or monster effect, is activated while you control at least 1 "Yosenju" card, and all face-up monsters you control are "Yosenju" monsters: Negate the activation, and if you do, destroy that card. | 6 /10 |
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Activate only while you control an "/Assault Mode" monster. Negate the activation of a Spell Card, Trap Card, or Effect Monster's effect and destroy it. | 5 /10 |
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When a Spell/Trap Card, or monster effect, is activated: Reveal 1 Counter Trap in your hand, then discard 1 card and pay 1000 LP; negate the activation, and if you do, shuffle that card into the Deck. Then, you can Special Summon 1 "Parshath" monster from your Deck or Extra Deck. | 8 /10 |
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When your opponent activates a Trap Card during the Battle Phase: Negate the activation, and if you do, destroy it. | 5 /10 |
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When your opponent activates a Spell Card that would destroy a Spell/Trap Card(s) on the field: Discard 1 card; negate the activation, and if you do, destroy it, then you can destroy 1 face-up monster your opponent controls, and if you do that, inflict damage to your opponent equal to the destroyed monster's ATK on the field. | 7 /10 |
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When a Spell/Trap Card, or monster effect, is activated: Discard the same type of card (Monster, Spell, or Trap); negate the activation, and if you do, destroy it. | 10 /10 |
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Activate only during the Battle Phase, when the effect of an opponent's Effect Monster is activated. Negate the activation and destroy that card. | 6 /10 |
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When your opponent activates a Spell/Trap Card, or monster effect, with the same name as a card in their Graveyard: Negate the activation, and if you do, destroy that card. | 6 /10 |
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When a Spell/Trap Card is activated: Banish 1 FIRE monster with 200 DEF from your Graveyard; negate the activation, and if you do, destroy it. | 4 /10 |
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Activate only if you control a face-up "Koa'ki Meiru" monster and have "Iron Core of Koa'ki Meiru" in your Graveyard. Negate the activation of an Effect Monster's effect, and destroy it. | 3 /10 |
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Reveal 1 "Iron Core of Koa'ki Meiru" in your hand. Negate the activation of your opponent's Spell or Trap Card, and destroy it. | 5 /10 |
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When a Trap Card is activated: Send 1 "Laval" monster from your hand to the Graveyard; negate the activation and destroy it. If this card is in the Graveyard: You can banish 2 FIRE monsters from your Graveyard; add this card to your hand. | 7 /10 |
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When your opponent activates a Spell Card that would destroy a Spell/Trap Card(s) on the field: Discard 1 card; negate the activation, and if you do, destroy it, then you can destroy 1 face-up monster your opponent controls, and if you do that, inflict damage to your opponent equal to the destroyed monster's ATK on the field. | 5 /10 |
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When a Trap Card is activated while you control 2 or more face-up monsters with the same Level: Negate the activation and destroy it. | 6 /10 |
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Activate only when an effect that inflicts damage is activated. Negate its activation and effect, and each player draws 1 card. | 5 /10 |
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Activate only when a monster is Tribute Summoned with 1 Tribute. Take control of that monster. | 5 /10 |
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When a monster effect or Trap Card is activated that negates the Normal or Special Summon of a monster(s): Negate the activation and destroy it. | 3 /10 |
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When a Spell Card, Trap Card, or monster effect is activated: Tribute 1 "Hieratic" monster; negate the activation, and if you do, destroy it. | 5 /10 |
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During the Battle Phase, when a Spell/Trap Card, or monster effect, is activated while you control a "Battlin' Boxer" monster: Negate the activation, and if you do, destroy that card. | 3 /10 |
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Negate the activation and the effect of a Spell or Trap Card that includes the effect of destroying 1 Spell or Trap Card and destroy it. | 7 /10 |
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When a Spell/Trap Card is activated, while you control a "Fire Fist" monster and a "Fire Formation" Spell/Trap: Negate the activation, and if you do, destroy that card. You can only activate 1 "Ultimate Fire Formation - Sinto" per turn. | 8 /10 |
Card | Effect | Rating |
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When your opponent activates a Spell/Trap Card with the same name as one in your Graveyard: Negate the activation, and if you do, destroy that card. Then you can add 1 card with that name from your Graveyard to your hand. | 5 /10 |
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Activate only when your opponent activates a Continuous Trap Card. Negate the activation and the effect of the card and destroy it. | 6 /10 |
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Negate the activation of an Effect Monster, Spell or Trap Card that targets a card(s) in the Graveyard, and destroy it. | 6 /10 |
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When a Spell Card, Trap Card, or monster effect is activated: Tribute all "Mecha Phantom Beast Tokens" you control; negate the activation, and if you do, destroy it. | 5 /10 |
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Negate the activation of an Effect Monster's effect that activates when a monster is Special Summoned (including itself), and destroy it. | 6 /10 |
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Activate by showing your opponent 1 "Venom" monster in your hand. Negate the activation and effect of an opponent's Spell Card, and destroy it. | 7 /10 |
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Activate only while you control a face-up Level 7 or higher monster that was Tribute Summoned. Negate the activation of a Trap Card or Effect Monster's effect and destroy that card. | 6 /10 |
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Activate only if you control a face-up "Naturia" monster and have at least 1 card in your hand. Negate the activation of an opponent's Spell/Trap Card and destroy it. Then, send 1 card from your hand to the Graveyard. | 6 /10 |
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When your opponent activates a Spell/Trap Card, or monster effect, by paying their Life Points: Negate the activation, and if you do, return it to the Deck. | 6 /10 |
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Negate the activateion and effect of an Effect Monster whose effect activated when a monster was Normal Summoned (even itself), and destroy that Effect Monster. | 4 /10 |
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Negate the activation of a Spell or Trap Card that would destroy a face-up "Morphtronic" monster you control and destroy it. Add 1 "Morphtronic" card from your Deck to your hand. | 7 /10 |
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When a Spell/Trap Card, or monster effect, is activated that targets a DARK monster on the field: Negate the activation, and if you do, destroy that card. | 6 /10 |
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Activate only as Chain Link 4 or higher. Pay half your Life Points. Negate the activation and effects of all other cards in the same Chain, and destroy them. | 6 /10 |
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Activate only when your opponent activates a Trap Card that inflicts damage. Negate the activation of that card and destroy it and all face-up Spell and Trap Cards your opponent controls. | 5 /10 |
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Discard 2 cards from your hand. Negate the activation of a Spell Card and destroy it. Also, look at your opponent's hand and Deck and if you find any Spell Cards of the same name as the destroyed Spell Card, send all of them to the Graveyard. | 4 /10 |
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When a Spell/Trap Card is activated that targets exactly 1 Zombie monster on the field (and no other cards): Negate the activation, and if you do, destroy it. | 5 /10 |
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When your opponent activates a Spell Card, Trap Card, or monster effect that returns a card(s) from the field to the hand: Negate that effect, and if you do, send 1 card from your opponent's hand (at random) or from their side of the field to the Graveyard. When this Set card is destroyed by your opponent's card effect and sent to the Graveyard: Draw 1 card. | 7 /10 |
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Discard 1 card. Negate the activation of a Spell Card, Trap Card, or Effect Monster's effect that destroys a monster(s) on the field, and destroy that card. | 7 /10 |
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When your opponent activates a Spell/Trap Card, or monster effect, that requires a dice roll: Negate the activation, and if you do, destroy it. | 3 /10 |
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When your opponent activates a Spell/Trap Card that would inflict damage to you, while you control a "Red Dragon Archfiend": Your opponent takes twice the effect damage you would have taken, instead. | 5 /10 |
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Return 1 "Gladiator Beast" card from your hand to the Deck, and negate the activation and effect of a Trap Card, and destroy it. | 5 /10 |
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Return 1 "Gladiator Beast" card from your hand to the Deck, and negate the activation and effect of a Spell Card, and destroy it. | 5 /10 |
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When a monster effect is activated, if you have no monsters in your Graveyard: Negate the activation, then if you control "Madolche Puddingcess", shuffle 1 random card from your opponent's hand into the Deck. | 4 /10 |
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When a Spell/Trap Card is activated, if you have no monsters in your Graveyard: Negate the activation, and if you do, return it to the hand, then, if you control a face-up "Madolche Puddingcess", you can destroy 1 card your opponent controls. | 6 /10 |
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When a Spell/Trap Card, or monster effect, is activated during the Damage Step: Negate the activation, and if you do, destroy it. | 7 /10 |
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Activate only when your opponent activates a Continuous Spell Card. Negate the activation and the effect of the card and destroy it. | 6 /10 |
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Activate only when a card's effect that would inflict damage to you is activated. Your opponent takes the damage instead. | 3 /10 |
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When a Spell/Trap Card, or monster effect, is activated that would destroy 2 or more cards on the field: Negate the activation, and if you do, banish it. | 6 /10 |
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When a Spell/Trap Card, or monster effect, is activated while you control a "roid" Fusion Monster: Negate the activation, then send all cards with the same name as that card from the activating player's Deck and Extra Deck to the Graveyard. You can banish this card from the Graveyard, then target 1 "roid" monster in your Graveyard; add it to your hand. You can only use this effect of "Emergeroid Call" once per turn. | 6 /10 |
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When your opponent activates a Spell/Trap Card, or monster effect, that destroys a card(s), while you control a "Six Samurai" monster: Negate the activation, and if you do, destroy it. | 8 /10 |
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When an Effect Monster's effect activates: Shuffle 1 of your banished Fish, Sea Serpent, or Aqua-Type monsters into the Main Deck; negate the activation and destroy it. | 8 /10 |
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Activate only if you control a "Karakuri" monster in face-up Defense Position. Negate the activation of an opponent's Spell/Trap Card and destroy it. | 8 /10 |
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When a monster(s) would be Special Summoned, OR a Spell/Trap Card is activated: Banish 1 face-up Fusion Monster you control; negate the Special Summon or activation, and if you do, destroy that card, also during your 2nd End Phase, return the banished Fusion Monster to your field in face-up Attack Position. | 5 /10 |
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When a Spell/Trap Card, or monster effect, that targets exactly 1 "Graydle" monster you control (and no other cards) is activated: Activate 1 of these effects; ●The activated effect becomes "Destroy that monster". ●Negate the activation, and if you do, destroy that card. |
4 /10 |
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Remove 2 Spell Counters on your side of the field to negate the activation of a Spell Card and destroy it. | 4 /10 |
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Activate only when an effect that inflicts damage is activated. Negate its activation and effect, and randomly send 1 Fusion Monster from your Extra Deck to the Graveyard. | 5 /10 |
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When a Spell/Trap Card is activated while you control a face-up "Elemental HERO Avian": Negate the activation and destroy it. | 4 /10 |
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Change 1 face-up Gemini monster you control to face-down Defense Position and negate the activation of an opponent's Spell Card, and destroy it. | 3 /10 |
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Pay 500 Life Points. Negate the activation of a Spell Card and return it to the owner's hand. | 4 /10 |
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When an effect that inflicts damage to your Life Points is activated (except Battle Damage), negate the damage to your Life Points. Your opponent then selects 1 card from his/her hand and discards it to his/her Graveyard. | 4 /10 |
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When a Spell Card that targets exactly 1 monster on the field (and no other cards) is activated: Negate the activation, and if you do, destroy it. | 5 /10 |
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Pay 500 Life Points. Negate the activation of a Trap Card and return it to its original position. | 4 /10 |
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Negate the activation of an Equip Spell Card and destroy it | 3 /10 |
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When an effect of your opponent's Xyz Monster is activated by detaching its own Xyz Material(s): Negate the activation, and if you do, destroy it. | 5 /10 |
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List of All Counter Traps
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