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Thoughts on Field Trap Cards


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Can you show us what the Field Trap Cards were in the manga? 

 

 

I also wondered about the difference in icons. There are also no Equip Trap Cards or Ritual Trap Cards.

A crusial problem that Field Trap Cards would have that the other theorical Iconed Traps don't, is the question of what you wanted it to be a Trap for.

You can't really bluff a quick activation because it most likely needs to be Set in the Field Card Zone.

It also is irrelevant when you want to activate your Field Card if your opponent doesn't really run any to begin with.

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There's only two I know of "Stronghold the Moving Fortress" which was made but greatly changed and "Sand Fortress" which was never actually made but goes as follows:

 

Any Battle Damage that you would receive from direct attacks becomes 0. When this card negates a total of 3000 or more Battle Damage this way, destroy this card.

 

Otherwise it works just like a Field Spell card(Other than having to be set first.) The key difference is not being affected by cards that target spell cards.

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Stronghold being a Field Card was so random xD

Sand Fortress is understandable.

 

IDK. speaking of Field Cards in general, I think the mechanic's purpose could have been handled better.

It just makes no sense that we are in a middle of a fight (Duel) and then you suddenly appear in A Legendary Ocean. The setting is something that would usually be decided prior to the encounter. Not to mention that your opponent might (draw and activate the Field Card) suddenly teleport everyone.

 

Too bad that the way it's been made, Field Cards are either underwhelming anyways, or absolutely dreadful for the gaming experience (Like Necrovalley for decks that need to focus on their Graveyards).

If they were just sort of rule changers that benefited the owner's deck, and were in place since the start of the Duel in an unchangable way (like Speed World) but without screwing too much with a single mechanic (like Macro Cosmos).

 

Well, the game has advanced a bit too much for that to be a possibility.

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Field Trap Cards are already doable in the existing game...

 

Just make a Continuous Trap that, when activated, treats its as a Field Magic Card and places itself into your Field Magic Zone.  (it won't still exist in your regular Magic/Trap Area).  It wouldn't be possible MECHANICALLY to have it be ONLY a Trap Card, but it is perfectly legal to have it be treated as BOTH Trap and Magic.

 

The advantage is speed and being able to use it on your opponent's turn as a surprise.  Part of the "Nerf" is that it would be both Magic and Trap and thus affected by things that affect either (adding to its weaknesses and thus achieving another form of balance). Also, being a Trap, you can't use it during the same turn you might have needed it (not without another card effect), thus adding more balance.

 

 

 

 

Yes... I've thought about this years ago as the first truly SERIOUS card I ever made was, in fact, exactly this idea; based on Sand Fortress and I wrote my card with exactly all this in mind.

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