At long last, part 3 is here! Had some computer issues, so this is pretty belated. In this post, I'll be covering Trap Cards and Fusion Monsters.
"When a monster would be Summoned, OR when a Spell Card, Trap Card or Effect Monster's effectis activated that includes an effect that includes an effect that Special Summons a monster(s): Pay 2000 Life Points; negate the Summon OR activation, and destroy that card."
Very commonly used card nowadays, and for a good reason. This can often be more helpful than Solemn Judgment, considering Judgment's higher cost. This can instantly shut down the summon of a potentially problematic monster, such as Black Rose Dragon, Master Hyperion, and other commonly seen threats. Synchro, Fusion, Xyz, Ritual, or just plain any monster can be stopped by this card. (Note: A select few monsters cannot have their summons negated, such as Obelisk the Tormentor and Dodger Dragon.) This can help to turn the odds in your favor, or lay the finishing touches on a flawless victory for the simple cost of 2000 LP. This card is pretty useless late game however, if your LP is too low. (Often will be if your duel lasts long enough to have a "late game".) And overall good card that should be a staple in any deck.
Least Favorite Trap
Bottomless Trap Hole
"Activate only when your opponent Summons a monster(s) with 1500 or more ATK. Destroy and remove from play the monster(s)."
At first this looks annoying, and it can be when timed right. However, I find this card to be a bit.... inferior to the likes of Solemn Warning and Dimensional Prison. One of the reasons is that this card also destroys the targetted monster. This allows somethings like Stardust/SSD to negate this, or Red Nova Dragon to be unaffected by it. This does not negate the summon of the targetted monster, and so... your opponent can still call prio on you even when you activate this. Another peeve, it only works on monsters with 1500 or more ATK. Sounds decent, until you remember that most of the monsters you see used in Synchro decks tend to have ATK lower than that. Meaning? They could whip out a Stardust Dragon before you find anything to target really.
Evil Hero Inferno Wing
"Elemental HERO Avian + Elemental HERO Burstinatrix
Must be Special Summoned with "Dark Fusion" and cannot be Special Summoned by other ways. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to either the ATK or DEF (whichever is higher) of the destroyed monster in the Graveyard."
A personal favorite of mine. Probably not valid in today's metagame, but she kicks ass if allowed to. Not only will you deal piercing battle damage, but afterward you will inflict damage to your opponent equal to the destroyed monster's ATK or DEF, depending on which is higher. Try using this card in conjunction with things like Enemy Controller to take down your opponent's strongest monsters and inflict heavy burn damage to the opponent. The enemy won't be able to survive for very long if they can't reply in some way! A really fun card I'd recommend trying sometime.
Least Favorite Fusion
Elemental Hero Absolute Zero
"1 HERO monster + 1 WATER monster
Must be Fusion Summoned and cannot be Special Summoned by other ways. This card gains 500 ATK for each face-up WATER monster on the field, except "Elemental HERO Absolute Zero". When this card leaves the field: Destroy all monsters your opponent controls."
Not so much a card that I find cheap, as much as it is a pet peeve at times. People don't use him for his ATK boosting effect obviously. He's used for his nuke, which can be easily triggered at times. Unless you have Starlight Road facedown, this nuke is going to cause a lot of headaches for you. Thankfully, this can be easily gotten around by using Dark Hole.