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IDK exactly when it was used, but it gives me a Zane/Kaiser vibe. I think I saw him do something similar a few times throughout GX.

It's not gonna add up too much considering fending off a 4k = milling 8 cards. It is decent but not that much above Needlebug Nest, and not as consistent in how much it'll always mill and not as chainable, even though the damage protection is an interesting spin on it that makes me like it more.

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IDK exactly when it was used, but it gives me a Zane/Kaiser vibe. I think I saw him do something similar a few times throughout GX.

It's not gonna add up too much considering fending off a 4k = milling 8 cards. It is decent but not that much above Needlebug Nest, and not as consistent in how much it'll always mill and not as chainable, even though the damage protection is an interesting spin on it that makes me like it more.

This is indeed a card Zane used, though the anime version sent 1 card for every 100. He used it to load his Graveyard to jack up Cyberdark Dragon.

 

Seems like a good card to prevent OTKs for decks that like stuff being in the yard. As stated earlier, Infernoids can use this, Shiranui can on the turns they banish their Omegas, there are probably others.

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That's because he used this card to reduce damage by throwing his deck away during his emo phase. It only reduced by 100 for each card though, unlike this version's 500.

 

100 instead of 500, Oh THAT is why I couldn't put my finger on it.

There's a ton of GX anime-only cards with arts and names that just don't stick with me, oddly enough. Though it could also be that my memory seems to have worsened over the years considering my hand trap comment at the Harpies thread.... *shrugs*

 

100 x card would make self-deck-outs pretty easy nowadays....

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Ah, those beautiful memories of when Zane used this the first time. Grabbed his Deck and just flung it dramatically, which was possibly one of the funniest scenes I'd ever seen.

 

Must go watch that scene again...

 

In any case, it's...okay? I'm not sure how many Battle Phase Traps actually see use these days, and all this does (other than the mill itself) is reduce damage from one attacking monster. It doesn't hinder the opponent the way the Mirror Force Traps do, so I don't expect it to get used.

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Why is it 500?

the anime was 100.

 

Granted, 100 = too much milling, but 300, the middle ground seems like a safe number. To mill large amounts, you have to take a hit keen to blue-eyes or something. As it is, you have to take a hit of 3500+ to mill anything decent.

 

At least it acts a pseudo-waboku at least? idk

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Why is it 500?

the anime was 100.

 

Granted, 100 = too much milling, but 300, the middle ground seems like a safe number. To mill large amounts, you have to take a hit keen to blue-eyes or something. As it is, you have to take a hit of 3500+ to mill anything decent.

 

At least it acts a pseudo-waboku at least? idk

200 would have been fine as well, assuming one has an open field and gets attacked by a 3k+ monster one can mill 15 cards ... nothing more, that would have been decent payoff for something this limited (reactive to battle and taking much damage).

Seriously, it is not an understatement to say damage oriented traps have to do something absurd to be worth it and this is simply too little payoff.

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Why is it 500?

the anime was 100.

 

Granted, 100 = too much milling, but 300, the middle ground seems like a safe number. To mill large amounts, you have to take a hit keen to blue-eyes or something. As it is, you have to take a hit of 3500+ to mill anything decent.

 

At least it acts a pseudo-waboku at least? idk

 

100 is a ridiculous number, not only because of the mill part, but because of how many increments of 100 can be involved in an instance of battle.

 

300 is probably "better", but let's assume an average cap of 3000 damage. That's milling 10 cards. Decks LOVE the Graveyard these days. It's still too much mill.

 

500 also covers a wider range of damage. If you take 2400 damage, you'd mill either...24 (with 100), 8 (with 300) or 5 (with 500). The last one is the least gamebreaking, and the 3000 range would require 30, 10, or 6. They definitely don't want to risk making this card too ridiculous with all the Graveyard focused support in the game.

 

This seems more like a nostalgia card than one they actually expect people to PLAY in a competitive format.

 

Also, I did end up looking up the clip of when Zane used Power Wall. I could only find the Japanese version on Youtube. I...actually like the dub version better. Probably the music at that moment just highlighted the absurd epicness of the moment.

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100 is a ridiculous number, not only because of the mill part, but because of how many increments of 100 can be involved in an instance of battle.

 

300 is probably "better", but let's assume an average cap of 3000 damage. That's milling 10 cards. Decks LOVE the Graveyard these days. It's still too much mill.

 

500 also covers a wider range of damage. If you take 2400 damage, you'd mill either...24 (with 100), 8 (with 300) or 5 (with 500). The last one is the least gamebreaking, and the 3000 range would require 30, 10, or 6. They definitely don't want to risk making this card too ridiculous with all the Graveyard focused support in the game.

 

This seems more like a nostalgia card than one they actually expect people to PLAY in a competitive format.

 

Also, I did end up looking up the clip of when Zane used Power Wall. I could only find the Japanese version on Youtube. I...actually like the dub version better. Probably the music at that moment just highlighted the absurd epicness of the moment.

what about 400?

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Still goes up to 8 mills for 3000 damage, and 3 mills for 1000 damage.

 

In all cases, small increments per mill is going to be "better" (although 100 and 200 are WAY too much mill for the effort involved), but again, I suspect the idea was to make a card that followed the intent of anime Power Wall (reducing battle damage by milling cards relative to the amount of damage negated), without the gamebreaking application in modern day Yu-Gi-Oh, where throwing a sizeable chunk of your Deck into the Graveyard is actually a legitimate and powerful strategy (Lightsworn engines attest to this, and Decks like Burning Abyss thrive on this sort of idea, even if it's not the 100% ideal method of doing so).

 

The problem with this card stems more from its activation condition than the actual effect. It's a one-use Trap that activates when your opponent's monster attacks and would inflict damage. Battle-activated Traps have always been the most vulnerable to removal, and backrow removal is extremely common with cards like Twin Twisters and other generic removal. So if you're using a Trap that activates if your opponent insisted on attacking into a backrow they couldn't or chose not to remove, you want to actually achieve something for it. The upgraded Mirror Forces are solid options in that regard, but something that only reduces 1 instance of the damage with such a specific activation requirement, and then mills you...it's slow and clunky. If mill's that much of a desire, run Needlebug Nest or a LS engine. If preventing damage is that big a desire, use Waboku or similar. Chainable Traps that bait removal and still achieve something.

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100 is a ridiculous number, not only because of the mill part, but because of how many increments of 100 can be involved in an instance of battle.

 

300 is probably "better", but let's assume an average cap of 3000 damage. That's milling 10 cards. Decks LOVE the Graveyard these days. It's still too much mill.

 

500 also covers a wider range of damage. If you take 2400 damage, you'd mill either...24 (with 100), 8 (with 300) or 5 (with 500). The last one is the least gamebreaking, and the 3000 range would require 30, 10, or 6. They definitely don't want to risk making this card too ridiculous with all the Graveyard focused support in the game.

 

This seems more like a nostalgia card than one they actually expect people to PLAY in a competitive format.

Milling 10 cards for a specific 1-use battle Trap in the most extreme situation is literally fine. Given that the attack negation is more or less only a tack-on with very little real value, 6 mills for such a poor activation condition is quite objectionable.

300 would usually do about 8-10 in most realistic scenarios that aren't the card getting popped, spun, negated, avoided via Armades-likes, or straight-up ignored because if you're looking for setup this is a ridiculously slow and unreliable way to do it.

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