GarlandChaos Posted December 30, 2015 Report Share Posted December 30, 2015 FrostbiteNormal Spell CardLore: You cannot activate or set Spell/Trap Cards until the end of this turn, your opponent's monsters cannot be destroyed by battle and are unaffected by your card effects until the end of this turn, your opponent cannot activate Trap Cards until the end of this turn, also halve any Battle Damage your opponent takes this turn. You can only activate this card at the start of your Main Phase 1. Meant to be a substitute of sorts for Cold Wave, which I REALLY wish wasn't banned. Not a hundred percent sure about the OCG on this thing, so any help would be appreciated. CnC? Link to comment Share on other sites More sharing options...
goodfusion Posted December 30, 2015 Report Share Posted December 30, 2015 I honestly would never use this card. The ONLY thing it stops your opponent doing is Traps, however, it also stops your Spell/Traps completely, as well as making your opponent's monsters practically immune to everything you have, as well as making it more difficult to deal damage. I get that you want to be able to make plays without your opponent's Traps disrupting you and you don't want to have to wait for Trap Stun, yet this hampers your plays so much that there isn't all that much you can do anyway. There is also the fact that floodgates like Skill Drain aren't hurt by this as they can just chain them or activate them in your Standby Phase and they go through fine, as well as the fact that disruptive Spells such as Forbidden Chalice aren't stopped. Link to comment Share on other sites More sharing options...
GarlandChaos Posted December 30, 2015 Author Report Share Posted December 30, 2015 I honestly would never use this card. The ONLY thing it stops your opponent doing is Traps, however, it also stops your Spell/Traps completely, as well as making your opponent's monsters practically immune to everything you have, as well as making it more difficult to deal damage. I get that you want to be able to make plays without your opponent's Traps disrupting you and you don't want to have to wait for Trap Stun, yet this hampers your plays so much that there isn't all that much you can do anyway. There is also the fact that floodgates like Skill Drain aren't hurt by this as they can just chain them or activate them in your Standby Phase and they go through fine, as well as the fact that disruptive Spells such as Forbidden Chalice aren't stopped.That's the thing, though: I'm afraid that it'll become a bit too strong depending on which drawbacks I remove, so I was just playing it safe, not sorry. Link to comment Share on other sites More sharing options...
goodfusion Posted December 30, 2015 Report Share Posted December 30, 2015 The thing is though, this card is less like Cold Wave and more like a Normal Spell version of Trap Stun, that sacrifices the ability to be used in the opponent's turn or chained to things in return of being 'faster'. This card cannot hinder the opponent's turn in any way, and is purely useful as a defensive card to help protect your plays. I think if you got rid of most of the limitations on it (or maybe even all, however, some limitation might be necessary, IDK), the card would be a fine alternative to Trap Stun for those that are happy to sacrifice versatility for increased speed. Link to comment Share on other sites More sharing options...
GarlandChaos Posted December 30, 2015 Author Report Share Posted December 30, 2015 The thing is though, this card is less like Cold Wave and more like a Normal Spell version of Trap Stun, that sacrifices the ability to be used in the opponent's turn or chained to things in return of being 'faster'. This card cannot hinder the opponent's turn in any way, and is purely useful as a defensive card to help protect your plays. I think if you got rid of most of the limitations on it (or maybe even all, however, some limitation might be necessary, IDK), the card would be a fine alternative to Trap Stun for those that are happy to sacrifice versatility for increased speed.Actually, now that you think about it, you're right. I was thinking Cold Wave was banned for stopping defensive traps and sheet, which was a stupid thought on my part, because that's the way I always played it. It probably can get away with being a Normal Spell Trap Stun, but I dunno. I'll wait for others' thoughts first. Link to comment Share on other sites More sharing options...
Darj Posted December 30, 2015 Report Share Posted December 30, 2015 You can get away with a Normal Spell variant of Trap Stun in my opinion. It basically trades chainability for speed. Also, I see a lot of redundancies in the card text (too many "until the end of this turn") so I will throw a simplified version for you: At the start of your Main Phase 1: Until the end of this turn, you cannot activate or Set Spell/Trap Cards, your opponent cannot activate Trap Cards, any Battle Damage inflicted to your opponent is halved, and your opponent's monsters cannot be destroyed by battle and are unaffected by your card effects. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.