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(AGM) Death Trap Deck. Live or die. Your choice. Saw inspired.


TF2_The_Scout

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The First Jigsaw

Level 4

Dark/warrior

ATK: 1400 def: 1200

 

The activation and effects of "Death Trap" trap cards cannot be negated by your opponent's cards or effects. Once per turn, during your draw phase: instead of drawing; You can add 1 "Death Trap" trap card from your deck to hand.

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The Second Jigsaw

Level 4

Dark/Warrior

ATK: 1200 DEF: 1500

 

The activation and effects of "Death Trap" trap cards cannot be negated by your opponent's cards or effects. If you activate and successfully resolve a "Death Trap" trap card: You may pay 500 LP; set 1 "Death Trap" trap card from your deck. You can only use this effect of "The Second Jigsaw" once per turn.

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The Third Jigsaw

Level 4

Dark/Warrior

ATK: 1300 DEF: 1500

 

The activation and effects of "Death Trap" trap cards cannot be negated by your opponent's cards or effects. If your opponent activates an effect that would destroy Spell/Trap cards you control: You can discard 1 "Death Trap" trap card; negate that effect and destroy the card. During your standby phase: You can add 1 "Death Trap" trap card in your graveyard to hand. You can only use this effect of "The Third Jigsaw" once per turn.

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Billy, Jigsaw's Double

Level 2

Machine/Dark

ATK: 0 DEF: 0

 

If your opponent attacks this card: reduce the damage to 0 and inflict halve of it to your opponent. When this card is destroyed by your opponent's card effect: Target 2 monsters your opponent controls; Destroy them and if you do, set 1 "Death Trap" trap card from your graveyard. You can only use the effect of "Billy, Jigsaw's Double" once per turn.

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Death Trap Maintenance

Spell

 

Shuffle 2 "Death Trap" trap cards and 1 "Jigsaw" card from your graveyard into your deck, then draw 1 card. You can only activate 1 "Death Trap Maintenance" per turn.

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Death Trap Blueprints

Spell

 

Add 1 "Death Trap" or "Jigsaw" card from your deck to hand. You can only activate 1 "Death Trap Blueprints" per turn.

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Death Trap-The Carrousel

Trap

 

Activate when your opponent controls 3 or more monsters. Your opponent must send monsters they control to the graveyard until they control only 2(their choice).

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Death Trap-Invisible Wires

Trap

 

When your opponent's monster declares an attack: Negate the attack and switch all monsters they control to defense position. Your opponent may not change the battle position of those monsters or tribute them or use them as material in a XYZ Summon or Synchro summon. During your end phase: Destroy all defense position monsters your opponent controls. Your opponent can pay 800 LP and target 1 monster they control; It is not destroyed by this effect.

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Death Trap-Roulette Table

Trap

 

Your opponent roles a 6-sided die and calls it(even or odd). If your opponent calls correctly, they gain 1000 LP. If the call is wrong, your opponent loses 2000 LP.

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Death Trap-Capture Chain

Counter Trap

 

When a card effect is activated while you control a "Jigsaw" monster: Tribute 1 monster you control; negate the activation and shuffle the card into your opponent's deck. If the negated card is a monster card, your opponent can banish the top 2 cards of their deck to add it to hand instead.

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Death Trap-Chained Heel

Trap

 

Your opponent selects 1 of these effects and activates it. You can only activate 1 "Death Trap-Chained Heel" per turn.

 

-Your opponent may not special summon monsters this turn.

 

-Banish all monsters in your opponent's graveyard.

 

-Your opponent may not add cards to their hand this turn(from their deck, graveyard, or banished zone. This does not include by drawing.)

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I love these, but they are slightly underpowered imo.

 

The traps are suppose to be the main focus of the deck, so I expect them to have some pretty good effects. Most are really gimicky.

 

For example:

Chained Heel: You give your opponent 3 choices. 1 that makes them lose advantage, unless playing dark worlds. 1 that would put a big red stop sign in most decks paths. And 1 that just makes em lose 2 cards off their deck.

 

Invisible Wires / Capture Chains:

These let your opponent negate with your own card. Why? They become burn cards at that point and that's it.

 

 

 

I like the concept of the choice mechanic. But make their choices a bit harder. Like the ones from the movie. And why call a die? Why not flip a coin?

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