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Poisonous Rose Trap (Zazu Contezt Cardz)


Zazubat

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I updated it a bit based on what people said in the 1v1, which makes sense, I should probably have thought of that when I designed the card, but eh.

PoisonousRoseTrap-2.png

[quote]When this card is Normal Summoned: You can Special Summon up to 2 “Rose Trap Tokens” (Plant-Type/EARTH/Level 1/ATK 0/DEF 0). These Tokens cannot be used as Synchro Material Monsters, or be targeted for attacks. When this card attacks an opponnet’s monster: You can Tribute 1 “Rose Trap Token”; this card cannot be destroyed by that battle, also, your opponnet takes any damage you would have taken. When this card is targeted for an attack: You can Tribute 1 “Rose Trap  Token”; change this card into face-down Defense Position, then negate the attack, and if you do, your opponnet cannot attack face-down monsters for the rest of the turn.[/quote]

 

Oh, and a Token card, just for fun:

 

RoseTrapToken.png

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Well it certainly feels somewhat trappish now. It forces itself face-down after negating an attack, providing only unattackable targets which will effectively "Negate Attack" your opponent. If you stray away from using the first effect to inflict damage, then you can effectively stall your opponent's BP for the next two turns. That isn't much, but will provide some spots out there in Decks that wish to stall your opponent, like non-OTK variants of Exodia/Final Destiny/Burn (the one with Wave-Motion Cannon, yeah, the dumb, weak kind of burn).

Also, now that I think about it, there isn't too much "Poisonous" about the card either. Maybe, to provide a sort of "poison" feel, the attack target can't attack next turn (to symbolize paralysis).

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Well it certainly feels somewhat trappish now. It forces itself face-down after negating an attack, providing only unattackable targets which will effectively "Negate Attack" your opponent. If you stray away from using the first effect to inflict damage, then you can effectively stall your opponent's BP for the next two turns. That isn't much, but will provide some spots out there in Decks that wish to stall your opponent, like non-OTK variants of Exodia/Final Destiny/Burn (the one with Wave-Motion Cannon, yeah, the dumb, weak kind of burn).

Also, now that I think about it, there isn't too much "Poisonous" about the card either. Maybe, to provide a sort of "poison" feel, the attack target can't attack next turn (to symbolize paralysis).

Flavor is not my strong side. Oh, and you can just flip this card face-up to produce more Tokens if it stays alive long enough.

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It doesn't mention Special Summoning upon Flip Summon.

I was under the impression that Normal Summon also meant Flip Summon, but testing in the video games seems to prove me wrong. I suppose I must change that now, since my idea was to produce even more Tokens.

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Wouldn't it be bad to create a monster that can stall the duel for the rest of the game unless it gets Solemned/its effect negated? (not Veiler, as it would still have a token if the Flip goes off and it gets Veilered)

Something I overlooked before also. I suggest making this monster make the tokens not be able to be attacked, and the flip face-down also protect the tokens as opposed to the tokens protecting themselves. A simple Normal Summon could save your life until the opponet get targeted destruction/mass destruction. Simply allow this guy to die and you have 2 Tokens that make your opponent's Battle Phase meaningless outside attacking set cards/Summoned monsters. Also, this card could NS, save itself, flip next turn, and be 4 monsters for a God Summon and a "If my God dies" backup to protect your life points (the remaining token that can't be attacked). Hopefully you see what I mean.

 

 

In a nutshell: No Flip Summon, make monster protect tokens as opposed to tokens protect themselves.

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