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It is your Destiny. [TCG] Masked Hero (Now with more Destiny Hero!)


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Giga suggested that you should add hand traps into your build. I disagreed. First, with a very poor post on my part, which I regret. However, I then elaborated further after your response; I explained why hand traps are awful in HERO with specific examples (namely that hand traps will clog Bubbleman and that Normal Summoning or wasting a hand trap to make Bubbleman live is awful). Now, you decide to ignore the point I was trying to make by....saying the examples used to prove my point weren't mentioned beforehand? That's a terrible refuation of my post that doesn't even look at the point I was trying to make.

 

Actually read and comprehend before you want to disregard one of my posts, because I rarely post bullshit in this section. I never argued for using Effect Veiler or Synchro Monsters, those were specific cards and scenarios that I used as examples which are clearly mediocre and should never be considered in HERO. Therefore, Ghost Ogre, Effect Veiler, Maxx "C", ANY hand trap is not worth running in HERO over regular Spells and Traps purely because blocking Bubbleman is bad and will greatly hinder your plays and versatility.

 

Also: Have you ever tested this build? I have, and I rarely run into trouble with hand traps, as I only run two in my Main Deck at best.

 

Plus: What Spell/Trap Cards did you have in mind?

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Also: Have you ever tested this build? I have, and I rarely run into trouble with hand traps, as I only run two in my Main Deck at best.

 

Yes, I have tested this build, but testing alone is a godawful way to analyze or improve a deck. Saying a card is good or bad because "oh, I drew it in testing and it won/lost me the game" (as an example, before you argue you never mentioned this in the thread) is not enough reason to say it's good/bad.

 

If you are running only 2 copies of a hand trap then you obviously will rarely see them, so what is the merit of a hand trap over a regular trap? The point of running hand traps is to have unpredictable counters, to be immune to backrow removal, and to have turn 1 disruption, but those advantages are obviously pointless when having too many monsters will clog up Bubbleman. They could easily be regular traps that DONT clog up Bubbleman. You don't need the unpredictability that hand traps provide, and Twin Twister is rarely run in Dracopal, Monarchs, and Kozmo. It sees the most use in BA, a deck you destroy easily. Oh, and most of the rouge dies to HERO anyways so that's also invalid.

 

Lastly, since this refutation is quite common: HERO will always want to blind first, and most decks want to blind second, making the turn 1 disruption aspect that hand traps provide mostly invalid.

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Yes, I have tested this build, but testing alone is a godawful way to analyze or improve a deck. Saying a card is good or bad because "oh, I drew it in testing and it won/lost me the game" (as an example, before you argue you never mentioned this in the thread) is not enough reason to say it's good/bad.

 

If you are running only 2 copies of a hand trap then you obviously will rarely see them, so what is the merit of a hand trap over a regular trap? The point of running hand traps is to have unpredictable counters, to be immune to backrow removal, and to have turn 1 disruption, but those advantages are obviously pointless when having too many monsters will clog up Bubbleman. They could easily be regular traps that DONT clog up Bubbleman. You don't need the unpredictability that hand traps provide, and Twin Twister is rarely run in Dracopal, Monarchs, and Kozmo. It sees the most use in BA, a deck you destroy easily. Oh, and most of the rouge dies to HERO anyways so that's also invalid.

You didn't even mention any possible regular Traps.

 

And what made you bring up Twin Twister?

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Here, barebones list of possible additions:

 

Solemn Strike

Bottomless Trap Hole + Rafflesia

Anti-Spell Fragrance

 

Forbidden Chalice

Mystical Space Typhoon

Twin Twisters

 

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MST and Twin Twisters are needed, since HERO lose quite hard to Monarchs and BA have loads of backrow you need to burn (no pun intented) through if they get a chance to set up.

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Here, barebones list of possible additions:

 

Solemn Strike

Bottomless Trap Hole + Rafflesia

Anti-Spell Fragrance

 

Forbidden Chalice

Mystical Space Typhoon

Twin Twisters

 

----

 

MST and Twin Twisters are needed, since HERO lose quite hard to Monarchs and BA have loads of backrow you need to burn (no pun intented) through if they get a chance to set up.

Alright. Twin Twisters does help get rid of up to two Spell/Trap Cards, and coupled with Dark Law, banishes them. Plus, it can impede Pendulum plays.

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