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Dragon Cards!


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I gave my comments on the monster in it's own thread, so I'll stick to the traps.

Quick-play traps don't exist. There's no point; what makes traps different from spells is that you have to set them, and then after that you can activate them at any time, subject to restrictions on the cards themselves. Quick-play allows spell cards to be played outside the main phase, or to operate as traps.

The 'can only be played face-up' rule on the first two conflicts with the fact that they're traps (and thus must be set first). There's no reason for the rule anyway - setting the card and activating it doesn't make the card any more powerful.

Dragon's Fury:
It's more an anti-dragon card really. Whilst it's not bad (destroy any dragon your opponent has at any time), the fact that it only works on dragons means it wouldn't be used very often.

OCG would read:
"Target 1 face-up Dragon-Type monster your opponent controls; destroy that target.

Dragon's Suicide:
Not keen on the name, and it's basically Dragon's Fury that requires you to destroy one of your own monsters as well, meaning not only is it even more specialised than the last one, it also puts you at a disadvantage. Unless you can benefit from destroying your own monster, it's not worth it.

OCG would read:
"Activate this card only when each player controls a Dragon-Type monster: Target 1 Dragon-Type monster each player controls; destroy those targets.

Dragon Wings:
No need to say there aren't specific requirements for activation, since that's the default. It doesn't seem to do anything though. What reason could there be to return a monster to your hand or deck for no other benefit? It just puts you down 1 or 2 cards, depending on where you send the dragon.

OCG would be:
Return 1 Dragon-Type monster you control to your hand or Deck.
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