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Magic Planter


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Magic Planter

Normal Spell

Send 1 face-up Continuous Trap Card you control to the Graveyard; draw 2 cards.

 

Pro tech in True Dracos or not?

I mean, they normally have no issues getting a Continuous Trap because of Dinomight, and it would let you trigger the monster destruction effect of the Traps without resorting to the Tribute Summon of a True Draco. And IDK, it could be a draw power card alternative to Cards of Demise or Pot of Desires, if not complement them; although of course a major difference is that those 2 Spells don't need another card to be live.

 

Discuss.

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If it could send face-downs as well, or if it could send cont. Spells maybe, but otherwise it's just 100% ded t1

 

Not if you open with Dinomight and your opponent activates some hand Trap and doesn't answer Dinomight's effect with Ash Blossom/Veiler/etc. But yeah, that's too situational xD

 

 

What about in Weatheries? They can get Continuous Traps on first turn with Ciel, Lampla, etc., and may help dealing with the highlander clauses on the Patterns.

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Not if you open with Dinomight and your opponent activates some hand Trap and doesn't answer Dinomight's effect with Ash Blossom/Veiler/etc. But yeah, that's too situational xD

 

 

What about in Weatheries? They can get Continuous Traps on first turn with Ciel, Lampla, etc., and may help dealing with the highlander clauses on the Patterns.

To be fair, Ash Blossom can't really negate Dinomight since you're usually activating it from Deck, which is one of the few things Ash Blossom can't cover

But also, most hand traps aren't even useful vs True Draco unless you activate Diagram AFTER Normal Summoning Dinomight, and in this situation you don't get the Trap pop anyways. Could help setup Heritage's draw, I guess, but that's even more situational situation.

 

To my knowledge Ciel is realistically the only way you're making Magic Planter live t1 bar when you open Brilliant Fusion

Oh, I guess there's Turmer sometimes

 

Overall though I'd just put Magic Planter's problem down as being only good in these really niche combos that usually represent a good opening anyways, and there's a good portion of time where you would want to keep the Trap too

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To be fair, Ash Blossom can't really negate Dinomight since you're usually activating it from Deck, which is one of the few things Ash Blossom can't cover

But also, most hand traps aren't even useful vs True Draco unless you activate Diagram AFTER Normal Summoning Dinomight, and in this situation you don't get the Trap pop anyways. Could help setup Heritage's draw, I guess, but that's even more situational situation.

 

To my knowledge Ciel is realistically the only way you're making Magic Planter live t1 bar when you open Brilliant Fusion

Oh, I guess there's Turmer sometimes

 

Overall though I'd just put Magic Planter's problem down as being only good in these really niche combos that usually represent a good opening anyways, and there's a good portion of time where you would want to keep the Trap too

Actually ash blossom can negate  dinomight, its included in its text the effect of adding the trap regardless if you end up doing it or not.

 

While on paper Planter sounds good for Dracos its in sense a waste of fodder for themselves, if you use planter its a +1 due to replacing the 2 cards and poping a monster but in the end you are left with 1 les tribute option (and disruption), sure it can be recovered by disciples (i think that was). I dont play dracos but i think i would want the trap to stay on the field until the time for a tribute summon is needed, dracos still have duality, desires, demise and heritage for draw power. Its still a nice tech choice, but unless you have dinomight on the field by the end of the turn you lose the ability to disrupt the opponenets field on their turn.

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Not if you open with Dinomight and your opponent activates some hand Trap and doesn't answer Dinomight's effect with Ash Blossom/Veiler/etc. But yeah, that's too situational xD

 

 

What about in Weatheries? They can get Continuous Traps on first turn with Ciel, Lampla, etc., and may help dealing with the highlander clauses on the Patterns.

So say you open Dinomight, Diagram, this and a tribute fodder for Dinomight.

 

You NS Dinomight and activate the Diagram. They Ash/Ghost the Diagram, triggering the Dinomight, but AHA you have Magic Planter!!!!!!!!!!!!

 

That's basically the only situation.

 

I did consider the Weather Painter, but again it can't send the Cont. Spells, and most of the Cont. Spell/Traps that you run are Spells, at least in my experience. Also I tried building the Weather Painter deck, and it's basically impossible.

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