Blake Posted May 1, 2016 Report Share Posted May 1, 2016 When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions. Honestly, amazing card, and I really underrated it. It's always live (unlike TTHN/BTH/etc.), it shuts certain decks down (BA if you can answer/they don't see the PKs), and it lets you choose when a card leaves the field, so CyDra/Thrasher-type cards are 1 and done. Barring Red Layer. Not to mention NS-reliant decks like Blackwings or Raidraptor. The only deck it kinda sucks against is Monarch, and it still has the potential to keep you from being under Domain. Not optimal, obviously, but not terrible. Just a generally good card, surprisingly so. Link to comment Share on other sites More sharing options...
Ryusei the Morning Star Posted May 1, 2016 Report Share Posted May 1, 2016 It's a damn shame that Farfa and Storm4th funk this card up (rafflesia). I'm very excited though. After notice gets limited, I wonder if this and BTH wil creep back into relevance Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted May 1, 2016 Report Share Posted May 1, 2016 It's sort of like if Quaking Mirror Force got turned into a Normal "Hole" Trap Card. It's also nice addition to Traptrix Rafflessia. When will this card see release? Link to comment Share on other sites More sharing options...
Ryusei the Morning Star Posted May 1, 2016 Report Share Posted May 1, 2016 It's sort of like if Quaking Mirror Force got turned into a Normal "Hole" Trap Card. It's also nice addition to Traptrix Rafflessia. When will this card see release?It's been out for a while The problem as I noted is that Raff is pretty easy to out Link to comment Share on other sites More sharing options...
vla1ne Posted May 2, 2016 Report Share Posted May 2, 2016 I love this card. it has no cost, it doesn't target, it doesn't give your opponent anything, it doesn't destroy, it hits multiple monsters, and it hits all forms of summon. it's not permanent removal, but it prevents a ton of plays for at least the turn. cards immune to destruction and targeting are a lot more common today, and sending things off the field triggers a ton of effects. I could easily see this becoming a staple card in the future.. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted May 2, 2016 Report Share Posted May 2, 2016 I love this card. it has no cost, it doesn't target, it doesn't give your opponent anything, it doesn't destroy, it hits multiple monsters, and it hits all forms of summon. it's not permanent removal, but it prevents a ton of plays for at least the turn. cards immune to destruction and targeting are a lot more common today, and sending things off the field triggers a ton of effects. I could easily see this becoming a staple card in the future..Yeah. I'd rather use this card over Time-Space Trap Hole. Regardless if Time-Space Trap Hole is better. Link to comment Share on other sites More sharing options...
Kaiji Posted May 2, 2016 Report Share Posted May 2, 2016 Good thing Time Space isn't better (y) Link to comment Share on other sites More sharing options...
Blake Posted May 2, 2016 Author Report Share Posted May 2, 2016 Good thing Time Space isn't better (y)Not sure if sarcasm. Especially considering the impact this has on BA. Link to comment Share on other sites More sharing options...
Dragulas Posted May 2, 2016 Report Share Posted May 2, 2016 Not sure if sarcasm. Especially considering the impact this has on BA.BA probably wont be a thing by the time TCG get this though Link to comment Share on other sites More sharing options...
Blake Posted May 2, 2016 Author Report Share Posted May 2, 2016 BA probably wont be a thing by the time TCG get this thoughyou mean 4 months? cause that's hardly true at all Link to comment Share on other sites More sharing options...
Kaiji Posted May 2, 2016 Report Share Posted May 2, 2016 Not sure if sarcasm. Especially considering the impact this has on BA.Nah I genuinely think Endless > Time Space; it was just a clipped response to Nyx Link to comment Share on other sites More sharing options...
Blake Posted May 2, 2016 Author Report Share Posted May 2, 2016 Nah I genuinely think Endless > Time Space; it was just a clipped response to NyxAaah, okay. I just don't like Time Space because of the massive LP thing, not to mention the inability to hit certain summons. This telling BA to funk off is just icing on top. Link to comment Share on other sites More sharing options...
vla1ne Posted May 2, 2016 Report Share Posted May 2, 2016 what would be the best thing to hit in BA with this anyway? the dante? or a specific monster? Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted May 2, 2016 Report Share Posted May 2, 2016 I just don't like Time Space because of the massive LP thing, not to mention the inability to hit certain summons. This telling BA to funk off is just icing on top.Yes. Yes. All of this. I already pay a good amount with Solemn Notice; I don't want to potentially pay up to 5000 to shuffle back. Link to comment Share on other sites More sharing options...
Toffee. Posted May 2, 2016 Report Share Posted May 2, 2016 Aaah, okay. I just don't like Time Space because of the massive LP thing, not to mention the inability to hit certain summons. This telling BA to funk off is just icing on top.Don't you love it when an Archetype is so dependent on it's own name? Link to comment Share on other sites More sharing options...
Blake Posted May 2, 2016 Author Report Share Posted May 2, 2016 what would be the best thing to hit in BA with this anyway? the dante? or a specific monster?if you hit any monster their BAs auto explode unless they have rhino or PKs AND you lack a means to out those, they get shut down until you kill what this forces down Link to comment Share on other sites More sharing options...
Kaiji Posted May 2, 2016 Report Share Posted May 2, 2016 You'd prob want to hit their Normal Summon, this would cover outliers like people SSing their BAs before they NS and remove access to Libic. In the case of 2 BAs being SS'ed for free, obviously hit the second SS since it coincides perfectly with the above strategy. The only "unfavorable" outcome would be if they SS 2, then follow up with a TGU which would render Endless moot but the alternative is allowing 2 Dantes to hit the board. Terrortop would most likely adopt a different strategy, hitting the Terrortop itself. The taktonborg is useless so the "+1" does not matter, and they must have a TGU or Rhino to continue playing likely limited to 1 Dante/Beatrice for that turn; the case of PK is the same minus the +1 (instead you make their Silent Boots useless) and its even better as theyve consumed their NS which would shut off Rhino. Link to comment Share on other sites More sharing options...
♪ ♪Aria ♪ ♪ Posted May 2, 2016 Report Share Posted May 2, 2016 Nice, both for Normal Summons and Special Summons.....and locking down monsters, since face-down hinders the effects greatly....., plus it tears down one of the opponent's monster card zones and also non targeting.... Link to comment Share on other sites More sharing options...
Tinkerer Posted May 2, 2016 Report Share Posted May 2, 2016 So what's the best to worst trap holes in people's opinions? This one's definitely in the top 3 for me. Link to comment Share on other sites More sharing options...
evil cucumber Posted May 2, 2016 Report Share Posted May 2, 2016 Gotta love this paired with monsters that inflict piercing/double piercing battle dmg. It has much more uses than time-space, which makes it a solid staple for any deck. Link to comment Share on other sites More sharing options...
vla1ne Posted May 2, 2016 Report Share Posted May 2, 2016 So what's the best to worst trap holes in people's opinions? This one's definitely in the top 3 for me....I had nothing better to do for the past 40 minutes. not really objective best or worst one, but if they were to have tiers imo: S tier... solemn warning/strike/warning/notice: they're essentially the heavenly versions of trap hole. there is no normal trap hole deserving of S tier. this was merely a joke, carry on. A Tier these are the trap holes that can not only go in any deck, but are extremely effective against many, if not all types of decks while having have minimal to no downsides. Bottomless trap hole: banishes, and hits multiple monsters. the restriction of ATK and the need to destroy the monster first are the only things that could really be considered drawbacks, but even then it's been a solid staple tier since its' first appearance. Traphole nightmare: some people might object to it being worthy of an A, but special summons, and monster effects activated upon special summon are incredibly common right now. it has no cost, and the only restriction is for your opponent has to special summon an effect monster and activate its' effect(s) not too uncommon really. Endless trap hole: imo , this card is definitely worthy of top status. while it doesn't remove the monster forever, it does not target and hits any kind of summon, and facedown on the field means that any monster with graveyard/destruction/banished/extra deck effects won't even be allowed to activate after being hit with it. so essentially, it's a good card because it safely removes many threats, while not allowing them to trigger. B Tier these are the trap holes that while they hit hard, often won't be able to fulfill their activation conditions when needed. they're still great cards, but they aren't as versatile as the a tier trap holes. Void trap hole: the 2000+ ATK limitation is what hurts this card the most. it's still really good, but there are a lot of lower ATK monsters currently that this card just can't see. the negation and destruction effect allows you to handle quite a few boss monsters before they become a problem, but the need for said boss to be 2000+ just knocks it down to the b tier. unlike the a tiers, this one just isn't available against many plays. Deep dark trap hole: if it had more generic conditions, it's be the best candidate for an S tier trap hole, but as it stands, it only hits level 5 or higher, and of those, only the special summons, so there's many decks that can fly right past it. seeing as the new blue eyes support is coming out though, it's very likely that it'll see a surge in popularity. Time-space trap hole: the effect is amazing, but the cost... the cost keeps it down at the B tier. 100 per monster isn't cheap when it's your opponent's monsters you're hitting. soul charge gives you the advantage of choosing how many you want to get, and you actually can go on to make plays. time-space is the card you use when you need to stop your opponent from making a play that would do far more damage than the cost of removal. it'snot for every play, and it's not for every player, but the effect is just too good to place it below b tier. C Tier the trap holes that have their niches. but are either unlikely to ever see play outside of very specific decks, or are outclassed by other holes Trap hole: the OG card, the father of all the holes to follow, and an actually decent card to run in some decks. there are a lot of decks that rely on their normal summons to either get the ball rolling, or keep it rolling. trap hole, while not the best card ever, does get the job done, it's simply that many of it's children now do the job a lot better. it's an old card, but it's not all that bad. not good, but not bad either, it's just average, and considering its age, that's a perfectly fine way to be. Giant trap hole: torrential just does it better. but with the presence of pendulums, and the current TCG limit of torrential/bottomless, this card has it's uses. again, it's not good, but it's not bad either. it's definitely outclassed by other cards, but it's not quite bad enough to be fully below average. (it has the traptrix monsters to than for that) it has its' one niche, and for now that niche allows it to act as a trap version of raigeki against pendulums. Treacherous trap hole: one of those trap holes that while not good, isn't actually terrible, it's very possible to have a deck that caters to this card and wouldn't mind including it. it does target, and it does destroy, but it hits 2 monster for no other cost than having built your deck with minimal trap cards, it's not hard to use, but it is rather specific, so it get's placed in the middle of the road. D Tier these are the holes that have interesting effects, but are very restrictive and/or very outclassed by cards from other families. they aren't complete failures, but they're close enough to it that nobody would actually use them outside of making disrespect plays. Trap hole of spikes: the only thing keeping it from going down to F tier is the fact that it burns. it's not a complete failure of a card, but you're better off going with almost any card of the mirror force family if you want this type of effect. Double trap hole: rarely will your opponent be summoning in defense past the first turn unless you already have them on the ropes, meaning that past the first turn, this card is likely to be useless. it's not unheard of though, and while the condition required is relatively hard to fulfill since it requires giving your opponent a reason to be on the defensive, the effect itself is actually very good. playing this card has it's practical moments, and it induces enough hilarious dialogue upon flipping it face up ( "who even plays that?" will never stop being a funny reaction to awesome but impractical cards) to keep it from F tier. F Tier these holes have no redeeming qualities. they are outdone by other cards that do similar things, and often have requirements that are simply incredibly stupid. the worst of the trap holes, and while they are possible to use, you will regret using them when you realize that your opponent does not care about them, and proceeds to murder you. Acid trap hole: it's really not completely terrible... I lied, it is. your opponent needs to set a monster, for you to activate it, when in this day and age does that happen? shaddolls and ghostricks are the only exceptions, but with the death of construct, shaddolls aren't exactly prevalent in the meta today, and ghostricks don't care if you take one of their monsters considering they have jack frost, among other monsters to protect them from bad players making bad plays. and even beyond that, acid trap hole does not even do you the courtesy of preventing flip effects. Adhesion trap hole: it cuts a monster's ATK in half, and that's all. it doesn't target, and it's a permanent halving, but really, when is that ever going to be more practical than removing the threat altogether? it's sheet, even by casual standards. D.D, trap hole: all the impracticality of double trap hole, with even more restrictions. the fun from activating this pales in comparison to the stupidity of activating this.it requires your opponent to have set a monster, and further requires you yourself to sacrifice a monster of your own to make it live. it's not just impractical, it's a horrible card altogether. Link to comment Share on other sites More sharing options...
The Nyx Avatar Posted May 3, 2016 Report Share Posted May 3, 2016 ...I had nothing better to do for the past 40 minutes. not really objective best or worst one, but if they were to have tiers imo: S tier... solemn warning/strike/warning/notice: they're essentially the heavenly versions of trap hole. there is no normal trap hole deserving of S tier. this was merely a joke, carry on. A Tier these are the trap holes that can not only go in any deck, but are extremely effective against many, if not all types of decks while having have minimal to no downsides. Bottomless trap hole: banishes, and hits multiple monsters. the restriction of ATK and the need to destroy the monster first are the only things that could really be considered drawbacks, but even then it's been a solid staple tier since its' first appearance. Traphole nightmare: some people might object to it being worthy of an A, but special summons, and monster effects activated upon special summon are incredibly common right now. it has no cost, and the only restriction is for your opponent has to special summon an effect monster and activate its' effect(s) not too uncommon really. Endless trap hole: imo , this card is definitely worthy of top status. while it doesn't remove the monster forever, it does not target and hits any kind of summon, and facedown on the field means that any monster with graveyard/destruction/banished/extra deck effects won't even be allowed to activate after being hit with it. so essentially, it's a good card because it safely removes many threats, while not allowing them to trigger. B Tier these are the trap holes that while they hit hard, often won't be able to fulfill their activation conditions when needed. they're still great cards, but they aren't as versatile as the a tier trap holes. Void trap hole: the 2000+ ATK limitation is what hurts this card the most. it's still really good, but there are a lot of lower ATK monsters currently that this card just can't see. the negation and destruction effect allows you to handle quite a few boss monsters before they become a problem, but the need for said boss to be 2000+ just knocks it down to the b tier. unlike the a tiers, this one just isn't available against many plays. Deep dark trap hole: if it had more generic conditions, it's be the best candidate for an S tier trap hole, but as it stands, it only hits level 5 or higher, and of those, only the special summons, so there's many decks that can fly right past it. seeing as the new blue eyes support is coming out though, it's very likely that it'll see a surge in popularity. Time-space trap hole: the effect is amazing, but the cost... the cost keeps it down at the B tier. 100 per monster isn't cheap when it's your opponent's monsters you're hitting. soul charge gives you the advantage of choosing how many you want to get, and you actually can go on to make plays. time-space is the card you use when you need to stop your opponent from making a play that would do far more damage than the cost of removal. it'snot for every play, and it's not for every player, but the effect is just too good to place it below b tier. C Tier the trap holes that have their niches. but are either unlikely to ever see play outside of very specific decks, or are outclassed by other holes Trap hole: the OG card, the father of all the holes to follow, and an actually decent card to run in some decks. there are a lot of decks that rely on their normal summons to either get the ball rolling, or keep it rolling. trap hole, while not the best card ever, does get the job done, it's simply that many of it's children now do the job a lot better. it's an old card, but it's not all that bad. not good, but not bad either, it's just average, and considering its age, that's a perfectly fine way to be. Giant trap hole: torrential just does it better. but with the presence of pendulums, and the current TCG limit of torrential/bottomless, this card has it's uses. again, it's not good, but it's not bad either. it's definitely outclassed by other cards, but it's not quite bad enough to be fully below average. (it has the traptrix monsters to than for that) it has its' one niche, and for now that niche allows it to act as a trap version of raigeki against pendulums. Treacherous trap hole: one of those trap holes that while not good, isn't actually terrible, it's very possible to have a deck that caters to this card and wouldn't mind including it. it does target, and it does destroy, but it hits 2 monster for no other cost than having built your deck with minimal trap cards, it's not hard to use, but it is rather specific, so it get's placed in the middle of the road. D Tier these are the holes that have interesting effects, but are very restrictive and/or very outclassed by cards from other families. they aren't complete failures, but they're close enough to it that nobody would actually use them outside of making disrespect plays. Trap hole of spikes: the only thing keeping it from going down to F tier is the fact that it burns. it's not a complete failure of a card, but you're better off going with almost any card of the mirror force family if you want this type of effect. Double trap hole: rarely will your opponent be summoning in defense past the first turn unless you already have them on the ropes, meaning that past the first turn, this card is likely to be useless. it's not unheard of though, and while the condition required is relatively hard to fulfill since it requires giving your opponent a reason to be on the defensive, the effect itself is actually very good. playing this card has it's practical moments, and it induces enough hilarious dialogue upon flipping it face up ( "who even plays that?" will never stop being a funny reaction to awesome but impractical cards) to keep it from F tier. F Tier these holes have no redeeming qualities. they are outdone by other cards that do similar things, and often have requirements that are simply incredibly stupid. the worst of the trap holes, and while they are possible to use, you will regret using them when you realize that your opponent does not care about them, and proceeds to murder you. Acid trap hole: it's really not completely terrible... I lied, it is. your opponent needs to set a monster, for you to activate it, when in this day and age does that happen? shaddolls and ghostricks are the only exceptions, but with the death of construct, shaddolls aren't exactly prevalent in the meta today, and ghostricks don't care if you take one of their monsters considering they have jack frost, among other monsters to protect them from bad players making bad plays. and even beyond that, acid trap hole does not even do you the courtesy of preventing flip effects. Adhesion trap hole: it cuts a monster's ATK in half, and that's all. it doesn't target, and it's a permanent halving, but really, when is that ever going to be more practical than removing the threat altogether? it's sheet, even by casual standards. D.D, trap hole: all the impracticality of double trap hole, with even more restrictions. the fun from activating this pales in comparison to the stupidity of activating this.it requires your opponent to have set a monster, and further requires you yourself to sacrifice a monster of your own to make it live. it's not just impractical, it's a horrible card altogether.Thank you for that. I'll see to using Endless Trap Hole when I get the chance. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted May 3, 2016 Report Share Posted May 3, 2016 It's great. It denies floating while also shutting down the monster and the Monster Zone almost forever. Ghostricks also come to mind as they will make love to this card. Link to comment Share on other sites More sharing options...
cr47t Posted May 4, 2016 Report Share Posted May 4, 2016 So it's like Trap holes combined with Quaking Mirror Force. Nice. Link to comment Share on other sites More sharing options...
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