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Kozmo Dark Trap


TF2_The_Scout

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Nah. Destroyer/Eclipser brings out a pilot, banishing all copies from the fucking deck is overkill, and spell speed 3 on top of that. You already can't touch the big ones and now this murders any other attempt at taking them down, or generally destroys plays and, potentially, decks. If Raidraptors get all their Vanishing banished, or Pepe loses all Pendulum Wizard or Monarchs lose all their Ideas or whatever, it's a huge advantage swing.

 

Hard OPT is irrelevant basically because you'd very rarely see Kozmos with more than 1 monster out, let alone multiple ships. I don't know if I'm over-estimating the strength of this, but really it seems far too strong. Additionally Wickedwitch is already a cunt to get rid of and now this banishing every copy of whatever out there is, it's too much. If it was just a normal trap or it didn't banish from the deck it'd be probably fine but the combination of the 2 makes it too strong.

 

I'd make it just banish what it negates and that's all. Or allow it negate and then non-target banish a card on the field. I don't know. I just really do not like the deck banishing effect.

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Nah. Destroyer/Eclipser brings out a pilot, banishing all copies from the fucking deck is overkill, and spell speed 3 on top of that. You already can't touch the big ones and now this murders any other attempt at taking them down, or generally destroys plays and, potentially, decks. If Raidraptors get all their Vanishing banished, or Pepe loses all Pendulum Wizard or Monarchs lose all their Ideas or whatever, it's a huge advantage swing.

 

Hard OPT is irrelevant basically because you'd very rarely see Kozmos with more than 1 monster out, let alone multiple ships. I don't know if I'm over-estimating the strength of this, but really it seems far too strong. Additionally Wickedwitch is already a cunt to get rid of and now this banishing every copy of whatever out there is, it's too much. If it was just a normal trap or it didn't banish from the deck it'd be probably fine but the combination of the 2 makes it too strong.

 

I'd make it just banish what it negates and that's all. Or allow it negate and then non-target banish a card on the field. I don't know. I just really do not like the deck banishing effect.

I changed the banishing effect to be the non-targeting banish effect and I removed the hard OPT.
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First of all, it is of my opinion that Kozmos don't need any further support considering their current position in the metagame, let alone giving them an omni-Counter Trap searchable by Farmgirl that further hurts the opponent by banishing a face-up monster while bypassing targeting immunity.

However, this card has a couple of issues and I don't consider it game-breaking:

1. It requires a DARK Kozmo on the field, which means it has the chances of ending up dead.

2. It destroys as cost, so any Kozmo ship destroyed by this card won't be able to activate its Graveyard effect.

 

Because of this, the card is practically a 2-for-2 (in a vacuum), plus I dare to say it is actually a worse "Kozmojo", as it is more situational; as a side-note, it also trades chain-ability for a Spell Speed 3, but this is not exactly a downside.

I suspect this card would be more of a cute but situational tech, especially considering that 'Kozmojo" exists, or a side-Deck card at best in Kozmo builds with a relatively higher count of DARK monsters (Eclipser, additional copies of Soartroopers, DOGs, etc.)

I advice against making the card any better, though, because then it could become a problem. For instance, it you make it destroy your Kozmo by effect, then it would end on the unfair side (e.g. it can result in a 2-for-1 in a vacuum), at least in my opinion.

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