drcrisis Posted December 15, 2014 Report Share Posted December 15, 2014 Here's the card."Endless Trap Hole" Description : When your opponent would Special Summon a monster with 2000 ATK or more: Negate the Special Summon, and if you do, destroy it. During the turn this card was sent from the field to the Graveyard, neither player can Special Summon monsters. I thought this was significantly useful for stopping swarms, preventing a breakthrough if your opponent tries to plop down some large monsters, without too big of a punishment. It doesn't destroy anything, it just is preemptive of future summoning in its method, letting your opponent keep their current board without too much drawback. Addition to the destroying there is the obvious second effect that sets this card aside from many others. It's going to give you in edge above your opponent in terms of a hidden trap card that can dwarf their current play. As most backrow popping typically happens on the opponent's turn, when this card is destroyed it does little harm to you. But beware of the pesky MST that comes during your turn and stops your entire play as backlash. This card falls short of counterparts such as Black Horn of Heaven, but gains a huge advantage in its second effect. It can essentially save your LP for a turn against most decks, typically decks rushing out high ATK monsters for an OTK (Think, Shadoll, Dragons, Machines, etc..) as well as dwarfing their attempts to recuperate after their loss. If they try to MST this back row before they go off, they'll be in for a big surprise. Leave me any rating below. Hope you enjoy! Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted December 15, 2014 Report Share Posted December 15, 2014 So basically, the idea is to destroy a boss monster, and essentially lock down Special Summons for a whole turn. Keep in mind that this card will shut down several Decks; including but certainly not limited to: Qlis, BAs, LS, HERO, Performapals, DDs (think they can survive w/out it for a while, dk), Shaddolls or for that matter, any Deck that relies on its Extra Deck predominantly; as well as locking yourself from being able to do it. That being said, some Decks will probably not care for the second effect, since they'll rarely SS; at worst, they just lose a big monster and can proceed to NS or whatever. Link to comment Share on other sites More sharing options...
drcrisis Posted December 15, 2014 Author Report Share Posted December 15, 2014 So basically, the idea is to destroy a boss monster, and essentially lock down Special Summons for a whole turn. Keep in mind that this card will shut down several Decks; including but certainly not limited to: Qlis, BAs, LS, HERO, Performapals, DDs (think they can survive w/out it for a while, dk), Shaddolls or for that matter, any Deck that relies on its Extra Deck predominantly; as well as locking yourself from being able to do it. That being said, some Decks will probably not care for the second effect, since they'll rarely SS; at worst, they just lose a big monster and can proceed to NS or whatever. Essentially it's to prevent your opponent from shuffling out big monsters, yes. Comes as more of a conditional "Surprise!" card than a card that will always have utility. This could easily be a dead draw for 4 or 5 turns, or utterly useless against decks that don't special summon. But, can provide a possible method to defend yourself from an onslaught of high ATK monsters, while leaving your opponent afraid to MST. Link to comment Share on other sites More sharing options...
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