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triple trap match


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hey guys! i need your help on which of the three trap cards are convenient to use and the basis are:

 

- life points 

 

- negation of spell and trap

 

- chaining or countering another trap

 

- card advantage and usage

 

the three cards are: dark bribe, seven tools of the bandit, and solemn warning..

 

the effects are here:

 

dark bribe 

- When an opponent's Spell/Trap Card is activated: Your opponent draws1 card, also negate the Spell/Trap activation, and if you do, destroy it.

 

seven tools of the bandit

- When a Trap Card is activatedPay 1000 Life Pointsnegate the activation, and if you do, destroy it.

 

solemn warning

- When a monster would be Summoned, OR when a Spell CardTrap Card, or monster effect is activated that includes an effect that Special Summons a monster(s): Pay 2000 Life Pointsnegate the Summon or activation, and if you do, destroy that card.

 

these cards are really helpful in times of any situation, when it comes to monsters with high caliber and quick-spell and traps that can lead to a decisive victory or defeat of a player...

 

need some help please....

 

 

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Solemn Warning is definitely top-ranked out of the three. When it comes to stopping a Summon/Summoning effect that would otherwise enable a string of effect combos, 2000 LP is very much worth the bargain. There's a reason why it's Limited.

 

Dark Bribe would be what I rank after Solemn Warning, largely because it's a little more flexible than Seven Tools in terms of S/T negation. Then again, this format is likely to see a lot of Traps due to the lack of Heavy Storm, so Seven Tools might be preferred for those who don't like Dark Bribe being a -1.

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If you're running a standard trap lineup, Solemn Warning should be in your deck.

 

If we're talking about Dark Bribe vs Seven Tools, is a matter of preference, really. Dark Bribe is more flexible, but in some occasions Seven Tools can be equally effective and with a lower cost. They are both decent cards, so I don't think you'll make a terrible choice by picking either one of them (I wouldn't use both in the same deck though, unless I'm playing something like Counter Fairies).

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Solemn Warning is the strongest for the reasons you listed, Mr. G. Card advantage is more important than 1000 Life Points and much more important than 2000 Life Points, but mostly because of Forbidden Lance.

 

Chainable Traps have made Seven Tools less of a game-winning card since one Trap is likely to be backed up by another, but it's still a more effective card than Dark Bribe. Depending on your opponent to not draw another powerful Spell on their turn is a gamble. With the loss of two Solemns, Dark Bribe has been widely replaced with the more flexible Forbidden Lance...which has made the unLanceable Solemn Warning irreplaceable.

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As a Counter-Fairy player, you play 3 Dark Bribe and 0 Seven Tools but that's only because it becomes a +0 or better.

Otherwise, I wouldn't play either. 

Solemn Warning in everything.

 

but that doesnt make sense, because in the same situation seven tools is a +1 or better. thats not a good reason to prefer bribe because advantage wise seven tools will always win in the same situation.

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The reason why I think Dark Bribe is better than Seven Tools (Solemn is at top, I guess) is partially  because of Ancient Sacred Wryvern. Paying lifepoints is never a good thing when your opponent's monster could increase its attack. And ASW is quite popular these days. I actually don't really play anything that makes me pay life points, because it rarely sounds like a good idea. Why throw half, a fourth, or even an eighth of your life points away when you don't need to? If the damage you would take at the end result is greater than 2000 and your opponent would have field/hand dominance, then by all means, start running Solemn Warning. But try to play as little cards as possible that give your opponent any kind of advantage, that's what I think. I know duels I have won/loss because I played a weak move/opponent did that only dealt about 2000 damage in one turn, but my/their lifepoints were so low due to costs, that I/they won the duel. Same goes with hand advantage. It's like giving away a win in my book, but hey, it could just be me. XD

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Why throw half, a fourth, or even an eighth of your life points away when you don't need to? 

An interesting point. Bad players can be baited into wasting Solemn...but if your Deck is fast enough to make a play afterward, you were already winning in cards or Graveyard setup. Solemn Warning, like Thunder King Rai-Oh, will rarely put you behind in the short run.

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