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Quantum Trap Hole


98rbake

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If your opponent Summons a monster with more than one Card Type: destroy it, and if you do: Banish it OR: Shuffle it into the Deck OR: It cannot activate its effect(s) (regardless of location), also, its effects are negated (regardless of location). While you control a "Traptrix" monster, you can instead activate all of the effects of this card simultaneously (they only count towards 1 Chain Link total.)

 

 

 

I wanted to make another "Hole" card; I felt that other than bottomless (which is still only at 1) the other "Hole" cards were either too conditional or they were not very effective. I tried to make this one balanced by being effective in almost any situation, while still adding a unique conditional clause (I am considering bumping it up though, but only if people agree with me.) Alos I added the OP Traptrix effect mainly for lolz, but I can remove it if people complain.

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By more than one card Type, you mean this card only works on Trap monsters? Or monsters that have two or more Types? Though both of those contradict with what you meant by being effective in almost any situation.

 

It's really difficult to judge how good this card would be until that's cleared. Though I have to say that this card is a 1-for-one removal that takes place in your opponent's turn, and if it's versatile like Bottomless like you say it is, then it's probably too strong. Plus, a lot of those newer Trap Hole cards aren't that situational, they're just not as versatile as BTH.

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The text looks unwieldy. Let's see how I can fix that.

 

 

If your opponent Summons a monster with more than 1 Card Type: Activate 1 of these effects. If you control a "Traptrix" monster, you can activate all 3 effects and resolve them in sequence.

*Destroy it, and if you do, banish it. OR:

*Shuffle it into the Deck. OR:

*It cannot activate its effect(s) (regardless of location), also, its effects are negated (regardless of location including in the Graveyard and if banished). While you control a "Traptrix" monster, you can instead activate all of the effects of this card simultaneously (they only count towards 1 Chain Link total.)

Though when you activate all 3 at once, there's a fair bit of redundancy. You destroy it, then shuffle it back into the Deck, and since it's no longer public information (where that monster can no longer be subject to off-field negation) the third bit is mostly pointless.

 

Also, there's an incredibly narrow range where it can work on. Pendulum Monsters are treated as Monsters while outside the Pendulum Zone and thus theoretically don't have the Spell Card Type. This means that this card only works on Trap Monsters and the like.

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Well, if it is intended to work that way, then it's essentially a variant Black Horn of Heaven that outperforms it in the current format (but probably won't do so in most formats).

 

It gets around floaters in cases where Black Horn wouldn't (for example, Scrap Dragon who revives a monster even if Warning'd) and moves the monster outside of the Grave. Since it doesn't need to negate the Summon, you can also use this to stop monsters whom are Summoned by card effects, and it so happens that Rituals and Fusions are running around in the current format. Being able to hit Tuners is also a boon in case your opponent was going to pull a Stardust Spark off or something. Plus, it's searchable by Myrmeleo.

 

Black Horn does better in that Lance can be chained to it. Monsters that can ignore the destruction (like 101, but using this on 101 can still be useful) fare worse against Black Horn. It also stops the monster from being revived since it kills the Summon. Finally, it stops any inherent Special Summon, so it can hit things like Judgment Dragon and BLS-EotB.

 

Once the format stops being influenced heavily by Fusions (Shaddolls, Spirit Beasts, Heroes in the OCG apparently) and Rituals (just Necloths), this will pretty much be worse than Black Horn. It'll still be pretty potent though, because Black Horn is a pretty decent card. If anything, it's a bit irksome how it almost completely outclasses Void Trap Hole (kills everything this does, except maindeck monsters, and prevents floating effects) and Trap Hole Nightmare (doesn't need the monster to use its effect to kill it), and being searchable by Myrmeleo would make HAT Decks even more of a pain to deal with. Really, being searchable by Myrmeleo is the one thing that makes me feel like the card is just a little too good.

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To clarify, by "Card Type" I mean Effect, Ritual, Spirit,Toon, Synchro, Tuner, Flip, Fusion, Xyz, Pendulum, etc., not Spell/Trap/Monster cards -- basically anything that can come after the actual Type of card that may require extra slashes. I simplified it to avoid making the card text unreadably tiny. So if you summon a normal tuner, you cant activate, but a tuner effect monster, go right ahead, or a tuner/flip/effect, sure. but a plain effect monster or some "normal" version of a ritual/synchro/fusion/xyz would be unaffected (EVERYBODY PLAY PEARL. PEARL IS LIFE). 

 

Next, its searchability is why I made it part of the "Hole" archetype, and the OP version if you control a Traptrix instead of Xyz-ing into something is to kind of deter people from just spamming the rank 4's after getting the free search. maybe encouraging some support for the archetype instead of just a staple or two (if you have a "traptrix" oriented deck that does fine w/o an extra deck, I sincerely would like to see it.) 

 

Also, regarding redundancy, I forgot to generate it when I fixed that (derp) but I'll fix that sometime soon.

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