Theres the original show, then theres GX, followed by 5Ds, ZEXAL, and then Arc-V
Archfiends Jest Normal Trap Card You can only activate 1 card with this cards name per turn
The trample addition is key here, as simply boosting power and toughness is often not enough for a gang of Wizards to get over the finish line unless they have flying, of course
Although half of your life points sounds costly, there are some seriously dangerous trap cards in Yu-Gi-Oh
This means you can draw up to three cards on your opponents turn
The Traps consist of "Lost Wind", which stops the opposing effect monsters while lowering their ATK to beatable levels, "Wall of Disruption" as a better version of "Mirror Force" in this deck since any damage you can inflict helps in the long run, "Crackdown" to steal the opposing defenses, "Battleguard Howling" for further damage and board control and a "Call of the Haunted" in case you need to revive another monster