JmanWhitt Posted August 6, 2021 Report Share Posted August 6, 2021 I want to preface this with the fact that my wording may not be the best, but I have been compiling ideas for this archetype for the past month based on the original "Trap Master Dragon" post that I made. This Post will include that card (Which I made a material change to) and all of the support cards that I created to support it. The deck is intended to.... use traps. But alot. The archetype comes with a field spell, multiple Traps, and even a spell (lol). I know it isn't perfect but I hope you guys see the same potential in this that I do. If you have suggestions, wording fixes, or general comments PLEASE leave them. I don't have any intention to make a tier 0 deck here but I would like these cards to be viable and fun! Without anymore babbling, here it is: Ambush Master Dragon- Level 11 (Dragon-Synchro-Effect) 3000ATK/3000DEF “Trap Master Dragon” + “Instant Ambush” + 1 Trap or Trap Master Monster The Spell Material "Instant Ambush" may be used from the hand, field, or graveyard for this synchro summon Ambush Master Dragon is Immune to card effects outside of traps or spells. Ambush Master Dragon cannot be targeted for an attack. If a trap is activated, your opponent takes 1000 points of damage. Once per turn, If an Attack is declared, you may change the target to this card. Any monster Ambush Master Dragon attacks is changed to defense position before damage calculation. Trap Master Dragon- Level 8 (Dragon-Synchro-Effect) 2800ATK/2000DEF 1 Tuner + 1+ non-Tuner “Trap Master” monster Once per turn: You can activate 1 of these effects. ● Banish 1 Normal Trap Card that meets its activation requirements from your field or GY; this effect becomes that card's effect when it is activated until your next draw phase. ● Excavate cards from the top of your Deck until you excavate a Trap, then add that card to your hand, also shuffle the remaining cards into your Deck. You can only use this effect of "Trap Master Dragon" once per turn. Trap Master Gladiator- Level 5 (Warrior-Synchro-Effect) 2200ATK/2000DEF 1 Tuner + 1+ non-Tuner monsters When a Trap Card is turned face up on the field, Trap Master Gladiator gains 300 ATK and DEF until a direct attack. Trap Master Magician- Level 3 (Spellcaster-Xyz-Effect) 1 Level 4 Monster + 1 Level 2 Monster Once Per Turn: Remove 1 Xyz Material to remove one face up trap or spell from the field. Or: Once Per Duel: Remove all Xyz Material to make your Opponent remove 1 trap in their hand from play. If they have no traps in hand, you may activate a trap from your graveyard. Trap Master Synchron-Level 3 (Warrior-Tuner-Effect) 900ATK/1900DEF When Trap Master Synchron is used to synchro summon, you may use any face up trap card on the field as synchro material, counting it as a level 2 monster. You may only use this effect of Trap Master Synchron once per turn. Trap Master Craftsman-Level 4 (Warrior-Effect) 1800ATK/0DEF Once per turn: When Trap Master Craftsman is summoned, excavate cards until you excavate the top trap from your deck to your hand, then shuffle the deck. If you set the trap drawn from this effect, change Trap Master Craftsman to face up defense position until the end of the battle phase. Trap Master Scavenger- Level 2 (Fiend-Effect) 0ATK/500DEF Once Per Turn: When summoned, Draw a Trap of choice from the Graveyard. If you set the trap drawn this turn, destroy this card at the end of the turn. Trap Master Heretic- Level 4 Once Per Turn: Tribute one trap from your side of the field to excavate the top spell card of your deck, then shuffle the deck. Trap Master Heretic does not count as a “Trap Master” Monster. Other Cards (Traps/Spells) Instant Ambush (Quick-Play Spell) Play any trap card from your hand. If you activate more than one trap by this card’s effect, take 1000 points of damage for each additional trap other than the first. Trap Master’s Masterpiece (Trap) Tribute all Trap cards (Face up or down) on the field to excavate a trap of choice from the deck. At least 1 trap must be tributed for the effect to resolve. After selecting a trap, shuffle the deck. Treacherous Grounds (Field Spell) Only 1 Spell may be in play at a time for each player, not including field spells. Once per turn, If either player draws a trap, they may draw one additional card. Trap Master Council (Trap) Once Per Turn: Each player draws 3 cards. Discard all of the 3 cards that are not trap cards. Trap Master’s Gambit (Trap) Discard your hand, and draw cards equal to all of your face down trap cards plus all face up traps on the field. Snare of Fate (Trap) If you are about to take damage greater than or equal to your remaining life points, activate any three or less traps from your hand or graveyard (The trap cards here are NOT continuous. Figured I would clarify) Link to comment Share on other sites More sharing options...
Loleo Posted August 8, 2021 Report Share Posted August 8, 2021 Will help PSCT because I love this! For now I would like to say a lot of these effects fall pray to lack of public knowledge. Link to comment Share on other sites More sharing options...
Loleo Posted August 9, 2021 Report Share Posted August 9, 2021 On 8/6/2021 at 12:13 AM, JmanWhitt said: I want to preface this with the fact that my wording may not be the best, but I have been compiling ideas for this archetype for the past month based on the original "Trap Master Dragon" post that I made. This Post will include that card (Which I made a material change to) and all of the support cards that I created to support it. The deck is intended to.... use traps. But alot. The archetype comes with a field spell, multiple Traps, and even a spell (lol). I know it isn't perfect but I hope you guys see the same potential in this that I do. If you have suggestions, wording fixes, or general comments PLEASE leave them. I don't have any intention to make a tier 0 deck here but I would like these cards to be viable and fun! Without anymore babbling, here it is: Ambush Master Dragon- Level 11 (Dragon-Synchro-Effect) 3000ATK/3000DEF “Trap Master Dragon” + “Instant Ambush” + 1 Trap or Trap Master Monster The Spell Material "Instant Ambush" may be used from the hand, field, or graveyard for this synchro summon Ambush Master Dragon is unaffected by monster effects. Ambush Master Dragon cannot be targeted for an attack. If a trap is activated, your opponent takes 1000 points of damage. Once per turn, If an Attack is declared, you may change the target to this card. Any monster Ambush Master Dragon attacks is changed to defense position before damage calculation. It might make more sense for this to be a fusion where you banish the above material as otherwise you couldn't use a trap; the levels wouldn't add up. Also the trap burn here is STRONG maybe 400 to 500 you got a lot of recyclability. If you want to keep the last effect I would suggest it be able to do piercing. Trap Master Dragon- Level 8 (Dragon-Synchro-Effect) 2800ATK/2000DEF 1 Tuner + 1+ non-Tuner “Trap Master” monster Once per turn: You can activate 1 of these effects. ● Banish 1 Normal Trap Card that meets its activation requirements from your field or GY; this effect becomes that card's effect when it is activated until your next draw phase. ● Excavate cards from the top of your Deck until you excavate a Trap, then add that card to your hand, also shuffle the remaining cards into your Deck. You can only use this effect of "Trap Master Dragon" once per turn. I see this is an excellent update of your old post! Trap Master Gladiator- Level 5 (Warrior-Synchro-Effect) 2200ATK/2000DEF 1 Tuner + 1+ non-Tuner monsters If a Trap Card is activated, Trap Master Gladiator gains 300 ATK and DEF. If this monster declares a direct attack return its ATK to its original value. Just some wording changes interesting mid tier boss. Maybe unaffected by monster effects? Nice mid level synchro. Trap Master Magician- Level 3 (Spellcaster-Xyz-Effect) 1+ Level 4 Monster + 1+ Level 2 Monster Once Per Turn: Remove 1 Xyz Material; send one face up trap or spell on the field to the GY. Once Per Duel: Remove all Xyz Material; your Opponent banishes 1 trap in their hand, If they have no traps in hand, you may activate a trap from your graveyard. You can only activate one effect of "Trap Master Magician" per turn. Wording. The materials go against how XYZ normally works but that's fine. Trap Master Synchron-Level 3 (Warrior-Tuner-Effect) 900ATK/1900DEF If Trap Master Synchron is used to synchro summon, you may use any face up trap card on the field as synchro material, counting it as a level 2 monster. You may only use this effect of Trap Master Synchron once per turn. Cool tuner would allow other trap monsters to work with Paleozoic. Trap Master Craftsman-Level 4 (Warrior-Effect) 1800ATK/0DEF Once per turn: When Trap Master Craftsman is summoned, excavate cards until you excavate the top trap from your deck to your hand, then shuffle the deck. If you set the trap drawn from this effect, change Trap Master Craftsman to face up defense position until the end of the battle phase. The second part of the effect would never activate because your opponent wouldn't know which if your set cards match the name of the added one. Trap Master Scavenger- Level 2 (Fiend-Effect) 0ATK/500DEF Once Per Turn, If this card is summoned: Target a Trap in the GY; add it to your hand. If you set the trap drawn this turn, destroy this card at the end of the turn. Second part of the effect will never activate. Trap Master Heretic- Level 4 Once Per Turn: Tribute one trap from your side of the field to excavate the top spell card of your deck, then shuffle the deck. Trap Master Heretic does not count as a “Trap Master” Monster. Why remove it... oh it's like a betrayal of traps! I like the lore implications! Other Cards (Traps/Spells) Instant Ambush (Quick-Play Spell) Activate any number of traps from your hand. If you activate more than one trap by this card’s effect: take 1000 points of damage for each additional trap. This is a powerful generic card. Trap Master’s Masterpiece (Trap) Tribute a Trap card. Add a trap from your deck to your hand. second generic trap searcher with more range then trap trick Treacherous Grounds (Field Spell) Only 1 Spell may be in play at a time for each player, not including field spells. Once per turn, If either player draws a trap, they may reveal it, then draw one additional card. The first effect just seems like a bonus. Instead maybe "your traps activation and effects cannot be negated" I'm not really sure but yours is fine? Trap Master Council (Trap) Once Per Turn: Each player draws 3 cards. Discard all of the 3 cards that are not trap cards. It should be continuous or say "you can only activate one Trap master Council per turn" and maybe 2 instead of 3? Trap Master’s Gambit (Trap) Discard your hand, and draw cards equal to all of your face down trap cards plus all face up traps on the field. This card is broken from the start and the big issue is your opponent can't know how many facedown traps are on your field. How about "set any number of traps; draw an equal number of cards." Snare of Fate (Trap) If you are about to take damage greater than or equal to your remaining LP, activate up to three or less traps from your hand or graveyard. Love this. (The trap cards here are NOT continuous. Figured I would clarify) Love the trap support, hope to se more from such a talented newcomer! Link to comment Share on other sites More sharing options...
JmanWhitt Posted August 14, 2021 Author Report Share Posted August 14, 2021 On 8/7/2021 at 8:47 PM, ITSUKOSOADO said: Will help PSCT because I love this! For now I would like to say a lot of these effects fall pray to lack of public knowledge. Please do lol.... ill take all the help i can get. Ideas come natural, putting it into action is iffy for these cards sometimes haha just felt like traps dont get alot of love anymore and i thought it would help them stay meta-relevant Link to comment Share on other sites More sharing options...
Loleo Posted August 15, 2021 Report Share Posted August 15, 2021 On 8/13/2021 at 10:43 PM, JmanWhitt said: Please do lol.... ill take all the help i can get. Ideas come natural, putting it into action is iffy for these cards sometimes haha just felt like traps dont get alot of love anymore and i thought it would help them stay meta-relevant I did in the above quote :). You're right that traps don't get enough love. Link to comment Share on other sites More sharing options...
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