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Mystical Space Typhoon vs Trap Stun


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[img]http://images3.wikia.nocookie.net/__cb20100724130659/yugioh/images/d/d2/MysticalSpaceTyphoonHL2-EN-UPR-UE.png[/img][img]http://images1.wikia.nocookie.net/__cb20090503071056/yugioh/images/6/69/TrapStunRGBT-EN-C-1E.png[/img]
[quote='Mystical Space Typhoon']Destroy 1 Spell or Trap Card on the field.[/quote]
[quote='Trap Sturn']Negate the effects of all other Trap Cards on the field during this turn.[/quote]

Because I have noticed that MST becomes more of a side option than a main option and Trap Stun is starting to see a crazy amount of play.

And to be quite honest, I'm actually tempted to main Trap Stun over MST in Zombies, since the amount of Traps to interrupt the opponent has been increased with the banning of Heavy Storm and MST is starting to feel more like a lucksake card, because it's very unlikely to hit a card that isn't chainable, while Trap Stun completely stops Traps in their tracks.

idk either
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In your average deck: Trap Stun is better by a country mile.

MST is only good in a simplified game state in which, hitting one spell trap might disable all your opponent's defenses. When he has 3 or 4 face down cards, you have a chance to hit a card that that might not be useful in the current situation and leave him with a lot of defense. Trap Stun doesn't care how many cards are in the backrow.

Of course, you can run MST effectively in decks that simplify the game a lot (e.g. Blackwings and Gadgets though the latter wants the opponent to waste his defensive cards on the gadgets so MST would be unneeded) or as a one-of tech in decks that have problems against mained Decrees, Drains, etc ...

Oh, and you never ever run Trap Stun in anti-meta. NEVER!
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Trap stun is clearly a better choice except in QD/Debu-hime.

MST at best is a 2-4-1 when chained to its' own destruction, which means you have to let MST get targeted before you use it. If you use it before hand, at best it becomes a 1-4-1 or sometimes the thing you target gets chained, which turns your mst into a liability.

Trap stun, on the other hand, is much more like E-Con. The uses for trap stun are a lot different than it seems on paper. Firstly, it can be used to chain to a trap card(s) to break even or better. With the heavy usage of trap cards this format, the ability to negate a trap card is high, and you might be able to negate more than 1 or 2 traps. You can also use this card before you begin to combo, in order to stop them from using counter traps, or any traps to break up your combos. Stuff like Warning, Icarus, Solemn and Torrential really hurt big plays. This also shuts off cards like Oppression for a turn, allowing you to synchro summon/special summon, and at the end of your turn, your opponent/your Oppression locks them down from making moves.
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