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A card to deal with Traps


LeLukeX

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I seriously HATE players who Set 4 and then I have to deal with Bottomless, Torrential, Compulsory, Breakthrough.  It's annoying.  And Trap Stun and Royal Decree work too... but how about this: 

 

LN1ooAw.jpg

 

Each time you see a Bottomless, Torrential, Compulsory, Breakthrough Skill you'll be compensated one card :D  What do you guys think?

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I actually like this card. It's simple, balanced and it's an effective means to make your opponent think about whether it's worth activating their traps at the time. I don't believe it's overpowered, as the number of cards you draw depends entirely on your opponent and that it's not useful in cancerous decks like exodia (which is usually what breaks draw engines like these).

 

If anything I'd prefer the artwork and name to be different  as the picture is a heavily edited photo and not art and Freightliner is a brand of trucks which doesn't seem right. Also, maybe make it so the effects of duplicates of this don't stack or to be unable to activate another such card while you already control one.
 

I wasn't paying enough attention, my bad
 

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Thanks for the Suggestion. 
I actually don't like the Artwork and name 100% either.  I had the card idea in mind (Maxx "C", but for Traps).  But I couldn't think of a name.  I wanted something similar to "Supply Squad", like a big huge truck delivering a lot of cargo, so ended up with this.  If I find artwork that I think could replace this I'll do that.

 

And I was well aware of multiples copies stacking.  "You can only control 1 "Freightliner Truck"." Is there to prevent stacking.  

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You know what, I like it. :) The art, I can see it's a little off for Yu-Gi-Oh but personally I kinda like it, but for the game a bit weird.

Anyway. The effect seems pretty interesting. Though, I think it could be a little too good. Maybe limit how many times it can be activated a turn, and/or give it a cost to keep around? (Like, having to discard a card at the end of your turn.) Would fit the flavor too.

The above comment reminds me that this could make Exodia stronger, the opponent can use traps to stop your draw but you get a draw anyway. So that's a concern, though I don't know how big of one.

But, it does seem like a pretty good card, in my unprofessional opinion.

 

Oh, a tip. Pretty sure you're supposed to write out the effect below the card in the opening comment, to make sure it's easier to read and copy for OCG fixes.

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You know what, I like it. :) The art, I can see it's a little off for Yu-Gi-Oh but personally I kinda like it, but for the game a bit weird.

Anyway. The effect seems pretty interesting. Though, I think it could be a little too good. Maybe limit how many times it can be activated a turn, and/or give it a cost to keep around? (Like, having to discard a card at the end of your turn.) Would fit the flavor too.

The above comment reminds me that this could make Exodia stronger, the opponent can use traps to stop your draw but you get a draw anyway. So that's a concern, though I don't know how big of one.

But, it does seem like a pretty good card, in my unprofessional opinion.

 

Oh, a tip. Pretty sure you're supposed to write out the effect below the card in the opening comment, to make sure it's easier to read and copy for OCG fixes.

Thanks.
I'm not going to give it an OPT clause or the such, primarily b/c it's your opponent's choice to activate that second trap card.  And honestly, players who activate Solemn Warning, Bottomless, Compulsory x2 against you, you deserve some compensation.  Traps, IMO, were always the abusable and annoying mechanic in the game.  This fixes that and forces Trap Hoes (decks that set 3+ REAL backrow turn 1 consistently) to use that little noggin of their's first.  

And yeah, I probably should of put the lore.  Figured it was big enough to read though.  

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