TFMegamanlan Posted January 4, 2015 Report Share Posted January 4, 2015 [spoiler=Effect] When this card Resolves: Add 1 "Uria, Lord of Searing Flames" from your Deck to your Hand. Once per turn; Discard 1 Card: Special Summon 1 "Trap Master" Monster from your Hand. If this card is used to Summon "Uria, Lord of Searing Flames": The other Continuous Trap Cards can be sent from the Hand; and then you can Draw 2 Cards.[/spoiler] So any thoughts? Also the "Trap Master" archetype is another archetype I'm working that play around Continuous Traps to help support Uria more. So does this make you want to take another look at The Lord of Searing Flames? Or do you think this isn't even to even make him playable ever? Let me know what you think! Link to comment Share on other sites More sharing options...
Trebuchet MS Posted January 5, 2015 Report Share Posted January 5, 2015 Mind your colons and semicolons. When this card resolves: Add 1 "Uria, Lord of Searing Flames" from your Deck to your hand. Once per turn: You can discard 1 card; Special Summon 1 "Trap Master" monster from your hand. If this card is used to Summon "Uria, Lord of Searing Flames", the other Continuous Trap Cards can be sent from the hand instead. If this card is sent to the Graveyard to Summon "Uria, Lord of Searing Flames": and then You can draw 2 cards. Until we see the rest of the "Trap Master" archetype, I can't exactly comment on the potency of the SS effect. While it can work with the existing Trap Master, it also means you're just putting out an effectless 500/1100, since original Trap Master is a Flip Effect monster. I do like how this tutors and aids the Summon of Uria, but I have this feeling that it might flow a little too quickly. Resolving this card would, most of the time, mean that the next step is an instant Uria, and at no net loss of hand advantage to boot. You will need those other Continuous Traps, yes, but if you're building around Uria, that's not a big issue. Link to comment Share on other sites More sharing options...
TFMegamanlan Posted January 5, 2015 Author Report Share Posted January 5, 2015 Thanks for the help! I have only one question: Should I limit the ability to Draw to a named OPT or limit to when it's sent from the Field? Link to comment Share on other sites More sharing options...
Trebuchet MS Posted January 5, 2015 Report Share Posted January 5, 2015 Once-per-turn-per-copy. Last thing we need is a 6-card draw explosion by using 3 of these for a single Uria. Link to comment Share on other sites More sharing options...
Darj Posted January 6, 2015 Report Share Posted January 6, 2015 So the card would work with this? Anyways, I don't like this card. I think that Sacred Beast searchers shouldn't be a thing, and this single-handedly sets Uria up so easily. Link to comment Share on other sites More sharing options...
TFMegamanlan Posted January 6, 2015 Author Report Share Posted January 6, 2015 Once-per-turn-per-copy. Last thing we need is a 6-card draw explosion by using 3 of these for a single Uria. That's what I meant. So the card would work with this? Anyways, I don't like this card. I think that Sacred Beast searchers shouldn't be a thing, and this single-handedly sets Uria up so easily. It doesn't exactly make the Sacred Beasts good and of them all Uria's probably the weakest for not even having a deck currently around that can effectively use him. Hamon has the CB's and Raphiel can be used in Fiend decks that tribute a lot and Evil HERO's (even though now there's better options *coughcoughDarknessNeospherecough* ) And yes it does, even though "technically" he's not apart of the archetype by design. Link to comment Share on other sites More sharing options...
drcrisis Posted January 6, 2015 Report Share Posted January 6, 2015 I mean, the card would be a staple of 3 in Uria decks. Are Uria decks OP? Not at all, they are barely tier 4 maybe 3, at least they have a conscious objective. The thing is, when you let the Uria player send from the hand instead of the field, you enable for a sort of Uria turbo to get created, where I can dish out Uria after Uria if I can luckily draw into this card. The plusses through drawing turn the cost of Uria into something nonexistant. Essentially, Uria's cost turns into 2 traps instead of 3 (It is very easy to draw into traps in that deck). And when you make it this easy to just pump out Urias, if you draw 1 or 2 of these it can be game (Opponent negates first, just dump another 5000,6000,7000 ATK uria on them from hand without using but 2 of your trap zones. Yes this card brings needed power to the deck, but in a wrong way. It's not safe to make cards a free +0, and THEN let them summon really really really strong monsters with essentially no cost. It takes the value away from "Lock down my opponent with traps and eventually I'll get my win condition Uria", and turns it into "If I can just draw Tribute to the Blazing Deity, I probably win." Link to comment Share on other sites More sharing options...
TFMegamanlan Posted January 6, 2015 Author Report Share Posted January 6, 2015 Actually I am modifying the effect so that it can only Draw once per turn so basically, if you Summon 3 Uria's using 3 copies of this card, it doesn't really help as much. But this card is meant to make Uria easier to Summon. But that doesn't mean it's easy to keep him around with so much removal in the game. Link to comment Share on other sites More sharing options...
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