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Gate of Miracles - Hand-trap Trap Card


Darj

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Gate of Miracles

Normal Trap

If you control no cards, you can activate this card from your hand. If your opponent activates a card or effect: Special Summon 1 monster from your hand. If you activate this card during your opponent's turn, you can Special Summon 1 monster from your Deck instead, and make its ATK 0, also shuffle it into the Deck during the End Phase.

 

 

A Trap Card intended to excel in opening turns when your opponent goes first by letting you drop a floodgate monster and disrupts the opponent's plans. If you have said floodgate on hand, you get to keep it, otherwise you can just grab it from the deck and stun until the end of the turn, unless you manage to use the monster as fodder somehow before the turn ends. If you draw it anytime later, you still get to play it as an pseudo floodgate so the card should remain useful.

I made this with Spell Canceller in mind, but other monsters, namely Kozmoll Witch and Special Summon locks (e.g. Kristya, Fossil Dyna) ought to be just as effective.

 

 

Thoughts?

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