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Trio Of Tenacious Traps


RickiMinaj

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These are the three cards I hope to challenge Zeaux with in the 1 on 1 we are planning to have. Here's what I plan on submitting. ^^

 

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You cannot activate this card if you have activated a Trap Card in the last 5 turns. Trap Cards cannot be activated for 5 turns. As long as this card remains face-up on the field, both players cannot Special Summon monsters from their Extra Deck. If you control another Continuous Trap Card, then monsters removed from play cannot be Special Summoned and monsters in the Graveyard cannot be removed from play.

 

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You cannot activate this card if you have activated a Trap Card in the last 5 turns. Trap Cards cannot be activated for 5 turns. As long as this card remains face-up on the field, both players cannot draw cards outside of their Draw Phase. In addition, both players must discard 1 card during their Draw Phase. If a card is returned from the field to the owners hand, that card is discarded to the Graveyard.

 

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You cannot activate this card if you have activated a Trap Card in the last 5 turns. Trap Cards cannot be activated until your next Standby Phase. Negate the Normal Summon, Special Summon, attack, or card effect of a card controlled by your opponent and return the card to the owners hand. If this card is activated when you control 2 Continuous Trap Cards, Than this card is treated as a Continuous Trap Card with the following effect:

• Trap Cards cannot be activated for 5 turns. If this card is the only Trap Card you control, destroy this card. As long as this card remains face-up on the field, you can pay 300 Life Points to negate the Normal Summon, Special Summon, attack, or card effect of a card controlled by your opponent and return the card to the owners hand.[/align]

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I'm sorry these cards greatly confuse me and if you're having a 1 on 1, these cards promote bad card playing since continous traps (with the exception of imperial and COTH, etc.) are bad advantage and they have average effects. I mean if you wanna try it, although I suggest making a card that can assist these cards kinda like how Gravekeeper's by-pass Necrovalley, you might wanna make some trap cards that aren't affected.

 

7/10

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I'm sorry these cards greatly confuse me and if you're having a 1 on 1' date=' these cards promote bad card playing since continous traps (with the exception of imperial and COTH, etc.) are bad advantage and they have average effects. I mean if you wanna try it, although I suggest making a card that can assist these cards kinda like how Gravekeeper's by-pass Necrovalley, you might wanna make some trap cards that aren't affected.

 

7/10

[/quote']

same as above; cool cards but i was expecting greatness

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I'm sorry these cards greatly confuse me and if you're having a 1 on 1' date=' these cards promote bad card playing since continous traps (with the exception of imperial and COTH, etc.) are bad advantage and they have average effects. I mean if you wanna try it, although I suggest making a card that can assist these cards kinda like how Gravekeeper's by-pass Necrovalley, you might wanna make some trap cards that aren't affected.

 

7/10

[/quote']

 

i was aiming for a lockdown effect here. It is mainly to stop your opponents grave, hand and field. Therefor leaving your opponent completely unmovable.

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  • 4 weeks later...

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