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Battle Trap: Split Move (grammer help?)


Peridank

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This is a Tarp Card That I thought could work in a anti-swarm deck or a beat down and mabey defense decks... thoughts?

Lore: Target 1 face-up monster you control and activate 1 of these effects: -Once this turn, the targeted monster cannot be destroyed by battle, and all Battle Damage is doubled for battles involving the targeted monster. -The targeted monster can attack twice this turn, and all Battle Damage for attacks declared by the targeted monster is halved.

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  • Just a few things: Try to input bullet points using Paint or another photo editing software, to make it look more realistic.
  • This card seems to be somewhat balanced for our modern day and age, but I feel like it should have some sort of restriction for a reason I can't quite explain. Maybe it's the first effect that I don't understand fully. Here's some alternate design in case you'd like it.
  • I'm gonna call it "Split Decision" as I think the name is punnier :P but do as you wish, I highly recommend it, however.

Target 1 monster you control; once per turn, that target cannot be destroyed by battle. Then, you can activate 1 of these effects. You can only activate 1 "Split Decision" per turn.

  • If that monster battles an opponent's monster, all battle damage inflicted to your opponent is doubled.
  • The targeted monster can attack twice during each Battle Phase this turn, but all damage your opponent takes from those battles are halved.
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It's Nifty, but not powerful enough.  No deck would use it.  At least I wouldn't.  

Care to elaborate on why?

It doesn't help the TC improve if you don't cite specific examples. All you've said is that it's not strong enough and no one will use it.

 

Anyway, the first effect could be used in tandem with a smaller monster to trigger the destruction immunity, then use a larger one to kill it and because of the effect, double the damage; which may/may not be enough to finish. Second effect could be used to get rid of an opponent's defensive monsters more quickly, given the damage halving effect won't worry you too much. Or conversely, use it to lessen damage on your opponent's end when they strike you.

 

Can't think of any particular Decks that could use it at the moment, though, but the potential is there.

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Care to elaborate on why?

It doesn't help the TC improve if you don't cite specific examples. All you've said is that it's not strong enough and no one will use it.

 

Anyway, the first effect could be used in tandem with a smaller monster to trigger the destruction immunity, then use a larger one to kill it and because of the effect, double the damage; which may/may not be enough to finish. Second effect could be used to get rid of an opponent's defensive monsters more quickly, given the damage halving effect won't worry you too much. Or conversely, use it to lessen damage on your opponent's end when they strike you.

 

Can't think of any particular Decks that could use it at the moment, though, but the potential is there.

It's not strong enough b/c it's Slow, situational and does little to affect the gamestate.

Traps need to actually harm your opponent, impede them, or the such.  Otherwise this is what I call a "Pseudo-Trap", it seems like it was given a Trap Name in efforts to balance it out (b/c Traps cannot be activated from your hand; thus, you have to set this card and risk MST and the likes before you can play it, somewhat balancing this card).    This card, if anything, should have been made a quickplay spell for this reason.

 

Traps have to do something like destroy a monster, negate an effect, or at least stop an attack at the least.  This just amplifies one of your monsters, which is why it's not really a Trap Card.  This doesn't impede anything, except perhaps activating in response to an attack?  Why would no one use it for this reason?  Well b/c players prefer D Prison or Mirror Force (although bad this format).

 

Also for a Battle Trap, it can't even be activated during the Damage Step, making this card even more vulnerable.  

For a card like this to see play in now-a-days, this card would have to drop the halving damage to your opponent (unnecessary restriction), would have to protect itself for the rest of the turn instead of just once if you play this card.  Needs to boost the monster to help you get over bigger monsters and so you can activate it during the Dmg Step.  And needs to be a Quickplay Spell card so you can hold it in your hand or activate it sooner.
 

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