Giving your opponent a spell or trap card will make their field smaller for other cards. If you give them a card with a surprising negative effect like Card of Sanctity, they might lose the duel just by activating that.
Select 1 card Set in your Spell & Trap Zone, and force it on your opponent. Only the player that activates this skill can view this card. This skill can only be used once per Duel.
If you don’t force your opponent to use that card, they can simply choose not to activate it. It is not a competitive skill because it is limited to only one activation per duel, so even if you build a deck around it, it is not guaranteed that you will manage to take good advantage out of it.
Bait Dolll forces the activation of a face-down trap, then returns to your deck. It would be broken in Duel Links.
This skill and Xing Zhen Hu + Judgment of Anubis is the ultimate lockdown strategy. Your opponent will not be able to use any spell or trap cards during the entire duel. Even if they play Twister from their hand to remove your trap you counter it with Magic Jammer / Judgement of Anubis!
This is why I love Tea <3 Or another excellent combo is the Unhappy Girl with Holly Guard which is a free ability. You run two of these traps to lockdown the trap zone then the Unhappy Girl and some defense position force change cards to also lockdown their monster zone. Totally evil!
To play a quick play spell they would still need a free spell trap zone.And there are some monsters that have the ability to empty spell trap zones, like that one wind bird with a flip efect to return 2 spells traps to the hand and the toy magician with the ability to destroy them
It's an all right skill, though definitely easy for the opponent to overcome by simply not playing the card -- they have to be forced.
My favorite way to do it is with Sergeant Electro by disabling any other set spell/trap cards they have. Then my favorite card to surprise present is Destructive Draw; it is a continuous trap (so permanently occupies their space) that will deal them 700 damage each of their end phases and if they somehow get rid of it, they take 3000 damage. In addition, you will also get the benefit of its perk which is allowing you two draw two cards in your draw phase if you don't have any cards in your hand -- very useful. Granted, if the opponent gets rid of it while it's still set... well... darn. Lol. Though, still a great strategy for burn decks.
You can olso give your opponent cards that are only activate their effect when destroyed. So you make one of your opponent's spell/trap zone useless and not yours until you storm everything. Also the oppenent my destroy them to free his zone. But it is still only once per duel.
I thought of that. However, if Lucky Punch gets destroyed, it appears damage gets dealt to the owner of the card and not the controller. So, if the opponent gets three heads, or you destroy the card through other means, your opponent wins even though the card is being played on their side of the field. You might have a better chance of trying to deck out your opponent with Lucky Punch though, mayb