not naze Posted March 29 Report Share Posted March 29 (edited) I saw a youtube shorts yesterday saying how Red Reboot was bad because it was a badly designed card. When I saw it I immediately thought how easy it was to fix it, so I did it. Called it Blue Reboot bc its funny. I deleted the part that says that you can Set it back after using it because why the hell would you be able to do that ? I also deleted the part that makes your opponent unable to use traps at all for the rest of the turn, because it was obviously the main issue with the card, it should never have been here in the first place. And I displaced the effect that makes your opponent Set another trap directly from their Deck to the handtrap effect, so that you're more rewarded if you use the card as an actual trap instead of a handtrap. That's it, it was that easy. Now it's a decent and fair trap card, a good handtrap, and it actually rewards good gameplay, proper thinking and knowing when to use the card. Edited June 3 by not naze Quote Link to comment Share on other sites More sharing options...
JonRich Posted June 2 Report Share Posted June 2 I'm a bit unsure about what should happen to the negated card. Should it be destroyed, sent to the graveyard, shuffled back into the deck, or something else? Quote Link to comment Share on other sites More sharing options...
not naze Posted June 3 Author Report Share Posted June 3 (edited) On 6/2/2025 at 6:35 PM, JonRich said: I'm a bit unsure about what should happen to the negated card. Should it be destroyed, sent to the graveyard, shuffled back into the deck, or something else? It's similar to "All-Eyes Phantom Dragon" effect. The activation is negated and then the card is left untouched. Which means that if it's a normal trap, it goes to the GY and if it's a continuous trap, it stays on the field. Btw i took this occasion to reword the card and correct some errors. Edited June 3 by not naze 1 Quote Link to comment Share on other sites More sharing options...
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