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Leo's Yu-Gi-Oh! CCG


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Alfred - I was talking about the Spell Stun, not Trap Stun. I was saying that the

Spell Stun should not have the same effect as the Trap Stun. If it is going to be submitted it should have the appropriate restrictions, stipulations, etc. so that it isn't broken.

 

And didn't anyone see my post on the project update? We're really close!

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Alfred - I was talking about the Spell Stun, not Trap Stun. I was saying that the

Spell Stun should not have the same effect as the Trap Stun. If it is going to be submitted it should have the appropriate restrictions, stipulations, etc. so that it isn't broken.

 

And didn't anyone see my post on the project update? We're really close!

I did. When is beta testing?

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Alfred - I was talking about the Spell Stun, not Trap Stun. I was saying that the

Spell Stun should not have the same effect as the Trap Stun. If it is going to be submitted it should have the appropriate restrictions, stipulations, etc. so that it isn't broken.

 

And didn't anyone see my post on the project update? We're really close!

 

Awesome!

 

Btw, I kinda want to talk to you about a few things in the chat.

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Alfred - I was talking about the Spell Stun, not Trap Stun. I was saying that the

Spell Stun should not have the same effect as the Trap Stun. If it is going to be submitted it should have the appropriate restrictions, stipulations, etc. so that it isn't broken.

 

How about a discard cost? That's simple enough and worth it. But I think you underestimate the power of Traps - the CCG has more than enough to stop Spell Stun from setting up an OTK.

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How about a discard cost? That's simple enough and worth it. But I think you underestimate the power of Traps - the CCG has more than enough to stop Spell Stun from setting up an OTK.

 

The thing about Spell Stun is, if you are running a deck, that relys on Spells, you can just activate Spell Stun, then they can't make their plays, making it broken. A prime example of this is rituals, as they can't get anything going without the use of Spell Cards.

 

I fully disagree with the making of a Spell Stun.

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All right in all honesty I'm SICK OF READING ABOUT A ******* SPELL STUN AND HOW IT WOULD CRIPLE CCG! Now 3 points on this matter.

1.We really do have like 5 Spell Cards to every 1 Trap Card (and your saying a Trap Stun isn't hurtful)

 

2.You Guys relie Far too much on Spells and it's sickening [i debate in my mind constently if you guys even [i]Run any Traps[/i]]. You use 3 spells in one turn, and yet when your opponet declares an Atk your screwed [hello a traps Job?]. Plus maybe it would teach you to make alot better decks [(no offense) but most of the time when I play you guys it's almost childs play I don't have to really even use my Traps because you never can trigger them except with what seams to be only monster effects. [sea your too strict on destruction effects it's a part of the game.]

 

3.I'm a One Turn Kill Master and I see it this way you guys need all the help you can get.

 

Oh and Leo untill you beat my WereLord deck in a match no gets it's current Deck list.

 

And guys I'm sorry if this post comes across the wrong way but it's the truth and the truth hurts so get over it. Also if you don't belive I'm a One Turn Kill Master just try me. [yes this is an open challenge]

 

4.If you guys ban me from here or some thing of that sort I say so be it. but I do appologize for snapping but at the same time I don't for the truth is the truth in my eyes.

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The thing about Spell Stun is, if you are running a deck, that relys on Spells, you can just activate Spell Stun, then they can't make their plays, making it broken. A prime example of this is rituals, as they can't get anything going without the use of Spell Cards.

 

I fully disagree with the making of a Spell Stun.

 

Are Rituals a major deck in the CCG? It's pointless. Because everyone here tends to be so strict about destruction effects (I've worded all of my cards so that they say stuff like "send to the Graveyard" or "remove from play" or "return to the top of it's owner's Deck" to bypass this) Spells are extremely powerful. There are about 5 Spells to every Trap, and the reason decks in the CCG rely on Spells is because they are damn difficult to destroy. A Spell Stun card would make play more interesting, and as for talk about it being OTK setup, the fact that it is a Trap would mean it would take 2 turns at least to set up an OTK (and that's if you have all the right cards).

 

If you are so pushy as to force some kind of heavy restriction on it, then what we could do is release several Counter Traps to balance it out, right?

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Are Rituals a major deck in the CCG? It's pointless. Because everyone here tends to be so strict about destruction effects (I've worded all of my cards so that they say stuff like "send to the Graveyard" or "remove from play" or "return to the top of it's owner's Deck" to bypass this) Spells are extremely powerful. There are about 5 Spells to every Trap, and the reason decks in the CCG rely on Spells is because they are damn difficult to destroy. A Spell Stun card would make play more interesting, and as for talk about it being OTK setup, the fact that it is a Trap would mean it would take 2 turns at least to set up an OTK (and that's if you have all the right cards).

 

If you are so pushy as to force some kind of heavy restriction on it, then what we could do is release several Counter Traps to balance it out, right?

I agree 100% with all of this.

 

By the way anyone want to duel to take their mind off of things?

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Are Rituals a major deck in the CCG? It's pointless. Because everyone here tends to be so strict about destruction effects (I've worded all of my cards so that they say stuff like "send to the Graveyard" or "remove from play" or "return to the top of it's owner's Deck" to bypass this) Spells are extremely powerful. There are about 5 Spells to every Trap, and the reason decks in the CCG rely on Spells is because they are damn difficult to destroy. A Spell Stun card would make play more interesting, and as for talk about it being OTK setup, the fact that it is a Trap would mean it would take 2 turns at least to set up an OTK (and that's if you have all the right cards).

 

If you are so pushy as to force some kind of heavy restriction on it, then what we could do is release several Counter Traps to balance it out, right?

 

While they aren't a major deck, they are still a decent one.

 

Spell Stun will just be like this.

 

Draw Phase. Activate Spell Stun. Tbh, something like this would be bad for the game, because it discourages the use of Spells and Rituals, thus making traps more used, and we don't have a diverse pool of "good" staple traps.

 

Also, I have byakk in agreement with me:

 

-Keegan~ says:

btw

do you that a spell version of trap stun would be bad for the game?

byakk says:

yes.

 

I am not saying that byakk's opinion means all, but once you look at a card like that, you can see the type of pain it can cause an opponent, being that it can literally stop a turn.

 

It is kinda like Cold Wave, with no real big drawback to you.

 

I think that this card should not be released as it would cause to much of a problem in the metagame.

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I agree with LeoMence. Spell Stun would be absolutely perfect Lockdown material.

 

But, also, I think if used my version it would be OK. because you use Spells to Create a lockdown. If you can't use them too then a lockdown can't be created, or, at least, is substantially harder to and would encourage you to run less spells (which is what you guys want, right?)

 

 

Yes, spells are extremly powerful and having a no-holds-barred Spell Stun could be a matter of "Whoever draws Spell Stun first wins". And you know what i think about absolute staples...

 

@ LeoMence - So what do you think about my version? I know it's like Cold Wave but if that's too powerful we can change it.

 

@ 2Dual - Welcome back!

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