I removed the hand traps because it was bricky. You can use them if you want to. Y’all might be lucky this game hate me I never draw the cards I need 😂
IMO: Danger Cards are really good for (1) getting more monsters on the field, (2) Using those monsters to set up a good board and (3) cycle through your deck for cards that's are essential to setting up that board. The major disadvantage with Danger Cards are the inconsistencies. Sometimes you get an undesirable board and sometimes you discard cards you want. Overall I thing Danger Cards help with the Immortal Glory Pack. P.U.N.K cards are a solid & consistent engine.
Me: "Wow! A dedicated Zombie Fusion-facilitating card! Cool! I love Zombies!" Konami: "Yep! And there's alllllllll sorts of targets for it too! We're talking Dragonecro, Eldlich the Mad Golden Lord... uh..." Me: "Uh huh?" Konami: "Y-you uh... OH! You can make Starving Venom Fusion if you have Dark Zombies!" Me: "...That's what people generally reserve for Super Poly use..." Konami: "Uh!... UH!... You can make Eldlich the Mad -FUCK! I already said that uh!..." Me: "And it says here that you can't even use the effect that lets you banish a material from the deck or GY unless your LP is lower than your opponent so you couldn't even use it turn 1 most of the time even if you wanted to, and at all other times it's basically a worse version of Polymerization because you can't even fuse monsters in your *HAND...* Konami: "NO! It's not bad! It's GREAT! It just uh..." Me: "...You're trying to justify making Ghost Wyvern an SR aren't you?" Konami: "..." "...Yes..."
I countered it once. You could send Eldlich to GY to send rexterm to GY or Shiranui Spiritmaster to pop it. Imperm is good against it or Cosmic Cyclone during draw/stand by phase.