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Another counter trap.


cr47t

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Unlike the first one, this has NOTHING to do with exodia.

I don`t know what to name it, but here`s what it does:
"Pay 1000 Life Points. Negate the activation of a Spell Card and destroy it."


This is very similar to Seven Tools of the Bandit, but this works well against Swords of Revealing Light, Fissure and Blustering WInds. This is also useful against MSTs and other Quick-play Spells.

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It's pretty narrow, but what it does, it does well. I think the payment should be a little higher, maybe 1500, because unlike Seven Tools there's [url="http://yugioh.wikia.com/wiki/Trap_Stun"]no[/url] [url="http://yugioh.wikia.com/wiki/Mystical_Space_Typhoon"]more[/url] [url="http://yugioh.wikia.com/wiki/Heavy_Storm"]efficient[/url] [url="http://yugioh.wikia.com/wiki/Royal_Decree"]way[/url] to stop Spells.

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This gives Spell negation a definite way of working without really losing card advantage. Jammer and Bribe are a -1, Drain doesn't work all the time, and Spell Shield's discard cost is a jerk.

What I'm going to say has been pretty much previously stated, but since I'm getting requested to, I'll shoot anyway. I feel that 1000 is too little. I don't feel secure saying that it should be at 1500 though. 2000 makes this a Warning for Spells. Since Warning is already a hateful card that stops a commonly-used mechanic for 1/4 of your starting HP, this may end up viewed in the same way.

If we keep raising the cost to 2500 though, then it's just getting absurd. So, I'm concluding that a mere life point cost for absolute Spell negation won't work.

I want to say to keep it at 1000 and return it to the top of your opponent's Deck rather than sending it to the Graveyard. That way, it would be a cheap +0 Spell negation card that doesn't really get rid of the card it negates. But, there's something in my head that says that 1000 to stop Hole like that shouldn't really happen. 1500 would probably work. In this case, 2k is probably too much. And I doubt the game needs more negation cards anyway.

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Returning it delays your opponent in the fact that the negated Spell is what he/she will draw the next turn rather than something else. Then, if their Deck gets shuffled before then, then they practically lose the Spell completely since they are unlikely to re-draw it. Also, in a game where the better decks win in much less than five turns, what someone can do within a single turn can easily turn tides around. Simply sending it to the Grave works too, but it resembles Warning for Spells too much for my liking.

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Returning it delays your opponent in the fact that the negated Spell is what he/she will draw the next turn rather than something else. Then, if their Deck gets shuffled before then, then they practically lose the Spell completely since they are unlikely to re-draw it. Also, in a game where the better decks win in much less than five turns, what someone can do within a single turn can easily turn tides around. Simply sending it to the Grave works too, but it resembles Warning for Spells too much for my liking.


Yeah. But I prefer Judgement over Warning.

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