I’m trying to learn more with how people are building there decks and why, and I know a lot of it comes down to deck knowledge. When it comes to hand traps, the usual I run is less than what people say I should have, but I’m more a budget person. Building a deck on MD is expensive. So I run:
2Ash (Felt like 3 bricked and I would draw all 3, and also played into SE too much with the charmer)
2Maxx (Same with Ash. Felt like 3 was a brick, and it was useless against decks like Labrynth. I also hate playing the card cause I feel scummy. But Jesus does it win games by itself.)
1Nibiru (Crossout target, but comes in clutch when it works and ends turns)
1Called By (Ineffective going 2nd, and felt like I never used both of them in a single game.)
1Crossout (Great for mirror matches against your deck, and it felt great having it at all times)
3Imperm (I felt like having 3 wasn’t even enough. Negates are so strong, and being able to stop the opponent on their turn is worth the downside of needing an empty field)
Is this enough to stop majority of decks? I’ve thought of adding DRNM, Forbidden, Evenly. Some decks topping tourneys had them. Are they good for this meta? Thanks!
Your choices are decent, but you don't really need to force everything that are on the tourney top lists if you don't have the resources for them. Some people just put what they have.
Hand traps and other staples are largely dependent on what deck you're running and what meta we currently have. Most people would just put 3 Maxx 3 Ash 2 CBTG 1 Crossout and call it a day, however, as you get used to your deck's mechanics, you can cut some of those cards.
For example, I have been running 40-card Branded since its release in Master Duel. I used to run the cards I mentioned, but over time, I felt more comfortable cutting Ash, CBTG, and Crossout for 3 Thrust, 1 Duplication, and 2 additional copies of Shrouded Albion. One could argue that I could run all of them in a 60-card list, but 40 is more comfortable IMO.