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In theory, every single one of the Spell and Trap Card types are interchangeable among the two types. There is no reason why Ritual Spells should not have their own counterparts among Traps. In fact, we have the first steps in "Aquamirror Illusion", a Normal Trap Card that Special Summons Ritual Monsters.
What would the game by like with Ritual Trap Cards?

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In theory, every single one of the Spell and Trap Card types are interchangeable among the two types. There is no reason why Ritual Spells should not have their own counterparts among Traps. In fact, we have the first steps in "Aquamirror Illusion", a Normal Trap Card that Special Summons Ritual Monsters.
What would the game by like with Ritual Trap Cards?

I doubt that it would excist, Konami only wants to release new stuff if that is something that goes in the Extra Deck. But, the manga did have Field Trap Cards I hear, so it's not impossible that it would be seen in the anime/manga at some point.

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I doubt that it would excist, Konami only wants to release new stuff if that is something that goes in the Extra Deck. But, the manga did have Field Trap Cards I hear, so it's not impossible that it would be seen in the anime/manga at some point.

There are Traps that technically become treated as Equip Cards. No idea why they wouldn't just make Equip Trap Cards, though.

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There are Traps that technically become treated as Equip Cards. No idea why they wouldn't just make Equip Trap Cards, though.

Because they didn't at the time, and they don't want to change it now. I wouldn't be againts it, but I doubt it will happen.

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Most support for Rituals, such as Manju, specifically only search Ritual SPELLS, which are further indicated by the icon on the card. They can certainly create Trap Cards that allow you to perform a Ritual Summon, but it's unlikely they'll make a Ritual Trap the same way they have Ritual Spells.

 

Also, Counter Trap is not interchangeable with other S/T types. It's the only Spell Speed 3 card type. Just saying.

 

A Ritual Trap would only be as good as the Rituals you can Summon with them. The idea is definitely to be able to perform a Ritual Summon during the opponent's turn, or to dodge removal or other effects, or to Special Summon a Ritual during the Battle Phase to finish a player off. Essentially, it serves the same purpose as our Quick-Plays and Traps already do, but specifically for Ritual Monsters. Using only the current Ritual Monsters we have, this would be underwhelming at best, because Rituals require more dedication and resources than Synchro, Fusion, and Xyz Summons, and Fusions have a plethora of ways to Summon the Materials or Monsters.

 

A Ritual's flaw is that both Spell and Monster are in the Main Deck, and must both be on-hand, alongside the Tributes. Fusions, Synchros, and Xyz are all in the Extra Deck, so you only need the Materials (and in Fusion's case, the Summon card). The flexibility of Fusions, Synchros, and Xyz in terms of what the Materials are and what they can make is what make them so much stronger. Well, Fusions are more the Omni-HEROs trolling, but in a limitless Extra Deck, a Level 4 Tuner and a Level 4 non-Tuner have a huge number of options of Synchros and Xyz they can create to fit the scenario. Rituals can only Summon the Level 4/8 Ritual(s) you have in your hand right now, and cost another card.

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Metalmorph is the only card that got that treatment because the Continuous symbol on the Premium Pack 1 printing is an error. Every other printing, especially the reprints from after Premium Pack 1, such as the Machina Madness deck, lack the Continuous symbol. Metalmorph was always meant to be a Normal trap.

On topic, while I'd like to see some diversification in Traps and for traps that equip to not have to treat themselves as Spell cards, Ritual is probably not the subtype to start with, for similar reasons to those outlined by evilfusion.

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