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Galarian Slowpoke
DARK Psychic/Effect
LV3 800/2000
You can only Special Summon this card’s name by way of its 1st effect once per turn.
You can only use the 2nd and 3rd effect of this card’s name each once per turn.
(1) You can reveal 1 Trap in your hand, Special Summon this card (from your hand).
(2) (Quick Effect): You can Tribute this card; Special Summon 1 "Galarian Slowbro" or "Galarian Slowking" from your Deck or GY, and if you do, the Special Summoned monster is unaffected by your opponent's activated effects this turn, also for the rest of the turn you cannot activate Spells.
(3) If a Set card(s) you control would be destroyed by card effect, you can banish this card from your GY instead, then you can Set 1 Trap from your GY.

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Galarian Slowbro
DARK Psychic/Effect
LV7 2600/2000
You can only Special Summon this card’s name by way of its 1st effect once per turn.
You can only use the 3rd and 4th effect of this card’s name each once per turn.
(1) You can reveal 1 Trap in your hand, Special Summon this card (from your hand).
(2) Monsters you control are unaffected by Traps.
(3) (Quick Effect): You can destroy 1 Trap in your hand or field and send 1 card your opponent controls to the GY. 
(4) If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can send 1 card you control to the GY; Special Summon from your Deck or GY 1 "Galarian Slowpoke", and if you do, you can activate 1 Trap from your hand this turn.

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Galarian Slowking
DARK Psychic/Effect
LV7 2600/2000
You can only Special Summon this card’s name by way of its 1st effect once per turn.
You can only use the 3rd and 4th effect of this card’s name each once per turn.
(1) You can reveal 1 Trap in your hand, Special Summon this card (from your hand).
(2) Traps can be activated the turn you Set them. 
(3) (Quick Effect): You can discard 1 card; add 1 Trap from your Deck to your hand, also until the end of the next turn you cannot activate Spells. 
(4) If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can send 1 card you control to the GY; Special Summon this card, then you can Set 1 Trap directly from your Deck.

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From what I see, these are designed to give traps the speed of spells and seems to do so at the cost of using spells. On the whole, I'm not opposed to the design philosophy, but I'm fairly certain the generic execution would not be good for the game.

For example: Galarian Slowking can set itself up and search Skill Drain, Summon Limit, Rivalry, TCBOO, or recurring interruptions like the Paleos/Lost Wind, or even give you an extra interruption by grabbing Solemns. Not to mention how well it works with other Trap-based strategies like Eldlich, Dinomorphia, Amazement, Trap Tricks, and the to-be-released Labrynth archetype.

...and all that is based on its (1) and (3) effects.

King's (2) effect is like Makyura the Destructor's pre-errata effect, since it lets you activate Traps on turn 1. There's definitely a chance for it to facilitate FTKs. And finally, the (4) effect is a +0 or +1 that enables your plays if the opponent tries to get rid of it.

 

I'm dwelling on King because it's the most obviously powerful, but Slowpoke is just 3 extra copies of King that you can Summon using Emergency Teleport and it makes King immune to handtraps. Plus it protects your traps as a +1.

 

Bro is not as powerful as King, but it is super easy non-targeting, non-destruction removal that can be slotted into any deck that runs a decent number of traps. It also gives you free reign to run Torrential or Skill Drain without repercussion. It's like a slightly more niche, but much more powerful Dinowrestler Pankratops.

 

I'm going to be out/away for most of today, but I don't think these are too hard to fix. There just needs to be some appropriate limitations.

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Welp, the set is certainly powerful, I'm particularly scared of Slowking, but lil' Slowpoke isn't much better as it is essentially a Bro/King without any drawbacks (plus it can SS itself). I'm thinking of how Witchcarfters also Tribute themselves to bring a friend but that has an additional cost, Slowpoke just explodes and bam, stronger monster on field x_x. If only the effect of the substitute would be negated until the end of turn or it had some sort of cost, it would be better. I also don't like much how powerful of a protection effects Bro gives. It's on field? Lulz, no Traps afffect ANY of your mons, and that includes every mon in the game. I'd rather have that protection restricted, perhaps to the Slows only, or if needed, only one targeted mon per turn.

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1 hour ago, Rayfield Lumina said:

Welp, the set is certainly powerful, I'm particularly scared of Slowking, but lil' Slowpoke isn't much better as it is essentially a Bro/King without any drawbacks (plus it can SS itself). I'm thinking of how Witchcarfters also Tribute themselves to bring a friend but that has an additional cost, Slowpoke just explodes and bam, stronger monster on field x_x. If only the effect of the substitute would be negated until the end of turn or it had some sort of cost, it would be better. I also don't like much how powerful of a protection effects Bro gives. It's on field? Lulz, no Traps afffect ANY of your mons, and that includes every mon in the game. I'd rather have that protection restricted, perhaps to the Slows only, or if needed, only one targeted mon per turn.

Okay I'll try to fix their effect and while still trying to keep the text box clean. In fact I'm figuring out ways as we speak and I will follow your advise.

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