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Quick-Play Traps


mr. waifu

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Quick-Play Traps are cards that I have invented that you activate from your hand during your opponent's turn. It focuses on keeping your trap cards safe from (Most) of your opponent's Spell/Trap cards and safe from MST. Here are what you need to know about them:

*You can play them directly from your hand.

*You can still set them like normal trap cards.

*You can NOT activate them during your turn.

*You can only activate 1 per turn.

Here is an example:

 

Unlucky Shot

Quick-Play Trap Card

When your opponent declares an attack: You can call a a side. If you call it right: Negate the attack. If you call it wrong: Any damage you take is doubled.

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"When your opponent declares an attack: You can call a a side." 

 

What?

 

Aside from whatever this is, I don't like the idea at all honestly. Hand traps as they exist now are fine and basically fulfill whatever function this concept would. Battle Fader/Swift Scarecrow are better than what I assume is a coin-toss based potential Negate Attack that doesn't end the battle phase and has a huge potential backlash.

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A card type that you can only use OPT, only during your opponent's turn, is not necessary and a waste of additional rules. If you want something like this, just make a bunch of Trap Cards that all say

 

"You can activate this card from your hand during your opponent's turn. You can only activate 1 "[All of these traps would be an archetype, like the Hole traps]" trap card per turn."

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Still, justifying reason in this.  An archetype using this card type might provide use.  For example (you dont have to abide by my example but its just an opinion)

 

(Monster)

Lady GaGa of Trapholia

Once per turn, you can discard 1 "Trapholia" card to add 1 "Trapholia" card from your deck to your hand.

 

Trapholia Snare

You can activate this card from your hand on your opponents turn.  When an opponent declares an attack: toss a coin.  If it is heads, negate and your opponent takes half of the damage you normally will recieve; If it is tails, you take double of the damage you normally will receive.

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Or you could just play Quick-Play spells or hand traps, which are literally a carbon copy of this. Not to mention, the one you presented really doesn't make your case particularly strong; die rolls are usually sucky ways to play, since they're so luck based. 

 

Since this is a place where you can just make your own cards, it would be safe to say making your own hand trap or quick-play spell would suffice.

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