Jump to content

Dual Element Attack Trap Cards [Written]


Thomas★Zero

Recommended Posts

Burning Blizzard
Trap Card
If you control a FIRE or WATER monster, you can activate this card from your hand. Destroy all monsters your opponent controls, then, inflict damage to your opponent equal to the number of cards destroyed by this effect x 500. If you control a FIRE or WATER monster, your opponent cannot activate cards or effects in responce to the activation of this card. You can only activate 1 "Burning Blizzard" per turn.

Gaia Storm
Trap Card
If you control a EARTH or WIND monster, you can activate this card from your hand. Destroy all Spell/Trap cards your opponent controls, then, inflict damage to your opponent equal to the number of cards destroyed by this effect x 500. If you control a EARTH or WIND monster, your opponent cannot activate cards or effects in responce to the activation of this card. You can only activate 1 "Gaia Storm" per turn.

Shadow Flash
Counter Trap Card
If you control a DARK or LIGHT monster, you can activate this card from your hand. Activate this card when your opponent activates a card or effect. Negate the activation and banish it, then, inflict damage to your opponent equal to the number of cards on your opponents field and in their hand x 500. If you control a DARK or LIGHT monster, your opponent cannot activate cards or effects in responce to the activation of this card. You can only activate 1 "Shadow Flash" per turn.

These traps are designed to work as if their generic hard OPT traps but also play most effectivly with 2 certain attributes where the can destroy (or negate in Shadow Flashes case) and deal some big damage where if you control either attributes the traps can't be negated.

Link to comment
Share on other sites

16 hours ago, Thomas★Zero said:

Burning Blizzard
Trap Card
If you control a FIRE or WATER monster, you can activate this card from your hand. Destroy all monsters your opponent controls, then, inflict damage to your opponent equal to the number of cards destroyed by this effect x 500. If you control a FIRE or WATER monster, your opponent cannot activate cards or effects in response to the activation of this card. You can only activate 1 "Burning Blizzard" per turn.

Gaia Storm
Trap Card
If you control a EARTH or WIND monster, you can activate this card from your hand. Destroy all Spell/Trap cards your opponent controls, then, inflict damage to your opponent equal to the number of cards destroyed by this effect x 500. If you control a EARTH or WIND monster, your opponent cannot activate cards or effects in response to the activation of this card. You can only activate 1 "Gaia Storm" per turn.

Shadow Flash
Counter Trap Card
If you control a DARK or LIGHT monster, you can activate this card from your hand. Activate this card when your opponent activates a card or effect. Negate the activation and banish it, then, inflict damage to your opponent equal to the number of cards on your opponents field and in their hand x 500. If you control a DARK or LIGHT monster, your opponent cannot activate cards or effects in responce to the activation of this card. You can only activate 1 "Shadow Flash" per turn.

These traps are designed to work as if their generic hard OPT traps but also play most effectivly with 2 certain attributes where the can destroy (or negate in Shadow Flashes case) and deal some big damage where if you control either attributes the traps can't be negated.

For shadow flash the "If you control a DARK or LIGHT monster, your opponent cannot activate cards or effects in response to the activation of this card." is redundant since it is a counter trap and only counter traps can respond to counter traps.

These cards are strong, and 2 are better versions of limited spell cards in trap form with the potential for easy activation and negation prevention. (Harpies, Raigeki, and Solemn warning [while not banned, was already a trap, is missing the cost, and has more utility]) 

Link to comment
Share on other sites

18 hours ago, Loleo said:

For shadow flash the "If you control a DARK or LIGHT monster, your opponent cannot activate cards or effects in response to the activation of this card." is redundant since it is a counter trap and only counter traps can respond to counter traps.

These cards are strong, and 2 are better versions of limited spell cards in trap form with the potential for easy activation and negation prevention. (Harpies, Raigeki, and Solemn warning [while not banned, was already a trap, is missing the cost, and has more utility]) 

While this might seem the case, i would recommend against comparing these to cards like Feather Duster or Raigeki, as they're just orders of magnitude better than those cards, making them unbelivably powerful. First of all, since controlling their designated types is not necessary for these cards to be usable, and only gives the cards spell speed 4 and the ability to activate from hand, all these cards are already extremely good staples. On a non-Earth/Wind deck, Storm is comparable to Heavy Dust Storm, being a trap card used to pop S/Ts in control mirrors, Blizzard is pretty much just 3 extra copies of a Torrential Tribute that's both onesided and also can be activated reactively, which given how good TT is in the format is already extremely powerful, and Flash is just an extra copy for the Solemn brigade that might be relevant against cards like DPE due to being a nice way to out generally immune cards. However, once you add into consideration the fact that these cards gain effs if you control the correct types, they become straight up broken. Imagine having to deal with Storm as a control player, given that you cannot respond to it, on top of your opponent also having available Lightning Storm and Feather Duster. Control decks would be straight up unplayable so long as any decent WIND or EARTH card was viable in the format, let alone an archetype. Torrential Tribute is already one of the best traps cards on the format, why give decks more copies of it? And to top it of, it also works as a boardwipe in going second scenarios, being extremely hard to answer for an opponent due to its Spell Speed 4 status. Flash would be powerful, but of all the cards there, it would be the most manageable, while still problematic it isnt outright game winning and that's good enough

 

I think the biggest problem that i have is that all of these cards are unbelievably powerful going first, but going second they're outright uninteractive. Imagine you have a board of monsters. Your opponent normal summons just, any random WATER card, like a Chainsaw Shark to give a recent example. You respond by chaining any effect you'd have available to negate the summon/remove it from field/negate the on summon eff. Your opponent, given that they control a WATER monster, chains a Blizzard from hand, prevents you from answering due to Spell Speed 4 status, and wipes your board out. You never had a window in which any action you could take would prevent the Blizzard from resolving, no matter what you did, outside of a trap-discarding Forbbiden Droplets. Not very fun. In fact, you might remember this incredibly uninteractive situation, as it is more or less a way more potent version of Dark Ruler no More + Lightning Storm (Requires less cards drawn, both steps cannot be interacted, leaves your BP available for OTKs, destroys all cards instead of only Attack position ones, can be used later on a match and can be used during your opponents turn). In a way, Storm might even be less interactive for control decks, given that at least monsters are more prone to having floating effects, while S/Ts dont even have that. Neither of those cards are or will ever be healthy as is, given that they're outright game ending pieces of interaction both going first and second that cannot be interacted in any way due to both staying in hand and being Spell Speed 4. Even if you heavily nerfed the interaction itself, to be something such as a singular Monster or S/T pop, they would be probably still playable as just somewhat niche ways to remove cards, with Blizzard being in that case an easy way to board break while not giving your opponent a window to answer and Storm being just a MST that is situationally better due to it dodging IO, being usable from hand, and preventing the card targetted from simply activating. 

 

In any case, what im trying to say is that both the ability to be activated from hand AND the spell speed 4 status need to go NOW, as the cards would already be meta competitive (Except maybe Storm, that one's a bit more iffy) without that help. Making so the effects themselves require the specific typing on field would already leave you with plenty good cards anyways

Link to comment
Share on other sites

As someone who played Burn against all her friends and all their Decks I can tell you Shadow Flash does way too much damage. Design-wise, the idea of it being a "Flash" begets the logic it's not something you respond after, suggesting that Spell Speed 4 is a good design. However, as has been established, either it or the damage it can do for Burn Decks is too much.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...