Master Hyperion Posted February 15, 2011 Report Share Posted February 15, 2011 Moving Trap Hole Continuous Trap Card Once per turn, during your Main Phase, you can move this card to 1 of your unoccupied Spell/Trap Card Zone. If your opponent Summons a monster that is in the same column as this card, you can destroy this card and that monster. Hungry Trap Hole Counter Trap Card Activate only when your opponent Summons a monster that has lower DEF than the ATK of 1 of your own monsters. Negate the Summon of Summoned monster, it is removed from play, and gain Life Points equal to the DEF of that monster. Nobleman's Trap Hole Trap Card Activate only when your opponent Summons a monster with 2500 or more ATK. Remove from play that monster. If it was an Effect Monster, both players must remove from play all cards in their Deck with the same name as it. Magical Trap Hole Trap Card Activate only when your opponent activates a Spell/Trap card. Destroy that card. Trap Hole's Trap Hole Trap Card Remove from play up to 2 "Trap Hole" cards from your Graveyard. Destroy monsters on the field equal to the number of "Trap Hole" that are removed from play by this card effect. Rebuilding Trap Hole Trap Card Activate only during your opponent's End Phase. Select 1 "Trap Hole" Trap Card from your Graveyard and Set it into your Spell/Trap Card Zone. Spring Trap Hole Trap Card Activate only when your opponent Special Summons a monster. Return that monster to the owner's Deck. Pillow Trap Hole Trap Card Activate only when your opponent Sets a monster. All face-up monsters your opponent controls are changed to Defense Position, and cannot change their battle positions this turn. Monsters that were affected by this effect cannot activate their effects during this turn. Will probably at more later. Link to comment
Toffee. Posted February 15, 2011 Report Share Posted February 15, 2011 [quote name='Dark Armed Duelist' timestamp='1297764964' post='5010109'] Magical Trap Hole Trap Card Activate only when your opponent activates a Spell/Trap card. Destroy that card. [/quote] So pretty much this only counters stuff like Swords of Revealing Light, Metal Morph, any Equip Spell, and any Continuous spell/trap ..... Nice, wide range of targets there O,o Link to comment
Bahamut - Envoy of the End Posted February 16, 2011 Report Share Posted February 16, 2011 See above comment. Regarding moving trap hole, is there some rule/curtoesy in the order of zones that you summon monsters in? Like centre outwards on something? Link to comment
The Dark Knight Posted February 16, 2011 Report Share Posted February 16, 2011 I absolutely love Hungry Trap Hole. Link to comment
Ultima Skull Posted February 16, 2011 Report Share Posted February 16, 2011 small hint, i recommend maybe lowering nobleman's trap hole to 2400 ATK rather than 2500, cause that could seriously PWN monarchs whereas at 2500 i only see mach fortress, shien, kk shogun and stardust being tanked (for popularly used examples). I like moving trap hole, and pillow trap hole is meh but the skill drain effect would annoy me... oh, and rebuilding trap hole is quite epic, Skull likes ^^ Link to comment
King of Nothing Posted February 17, 2011 Report Share Posted February 17, 2011 Like Skull said, Nobleman's should be 2400. Actually, I think it should be at 2300, so that it can counter Brionac =P Anyways, my favorite has to be Spring Trap Hole. That or Rebuilding Trap Hole. The two best imo. Link to comment
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