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Remember Trap Monsters? Here's "Sacred Tiki Hilltop" if you don't!


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Correct OCG would be:

During each of your End Phases: if you control no monsters, other than Trap Cards being treated as monsters, you can set 1 Continuous Trap Card from your Deck in your S/T Zone. Trap Cards that are treated as monsters gain 500 ATK for each of those cards you control.

That being said, this is crazy powerful. I absolutely think Trap Monsters need more explored support, but giving them potentially a 2000 atk boost (Not unrealistic in a specialized deck) is not quite balanced. Maybe 200 atk per Trap Monster, so the max each can get is a 1000 atk boost, or just a flat boost of 500 like other Field Spells. 

 

I do however like the end phase effect, allows for that deck thinning to draw into your other useful cards like the obligatory Uria. However, as you can see in my OCG fix, there isnt a way to call out Trap Monsters specifically, because they arent treated as monsters while in the deck.

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