If you put only one of each type of trap in each zone, I can´t think in anything that makes it illegal. But I´m not sure if it´s worthy!
The amount of resourses (cards, moves, actions and mana) you´ll spend doing that would be better invested in other ways imo.
Traps are good for controling the board, and exert some menace over a zone.
Off course hellfire trap deals a good amount of damage, and maybe for an ending game tactic it may work, 3 hellfiretraps and 2 teleport traps would deal 12 dice damage, for a total cost of 20 mana (not very mana-effective), and with the risk of your opponent cast a seeking dispel on one of your teleport traps, breaking the chain.
I think if you put Fellella in your deck, it will help a lot with that, since you´ll not have to spend your mage´s action to cast these tons of enchantment.
Since they are both level 1 spells, you could have 6 of each in your spellbook, and for the most extreme situation, make a damage of 24 die! It looks a lot, but it´s a 2 damage die per card (since the damage is diluting between 2 cards, 4 damage for 2 cards each - except for the last hellfire trap) and 48 mana (or 44 if you don´t count the last teleport trap. And it would take at least 5 turns ( with Fellella´s help) In which your opponent could notice what you are trying to do, and send a small creatures pack to frustrate your tactic.
But I´m really curious... if you try it out in a game, please tell me how it works! :cheer: