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Imperial instigation [Written]


Loleo

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  • 2 weeks later...
On 11/20/2022 at 8:10 PM, DifferentDimensionVanessa said:

"How bad"?
I meant this in the Muahaha its evil nobody likes floodgates way.

This might be a good niche option, seeing as Magic Deflector gets tech'd sometimes. It's like Imperial Order that can't get blown up by a monster effect. It lasting during your turn may even be a good thing, as it suppresses Demise of the Land.

In all seriousness I appreciate that analysis

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2 hours ago, Loleo said:

I meant this in the Muahaha its evil nobody likes floodgates way.

Well in that case I'm not going to call it that "evil" in the floodgate sense at all as I've seen a ton of competitive decklists with high monster / low spell/trap count. It is NOT scary as a floodgate. But then again right now is the era of Tearlaments which might be the reason that's possible, since some people just consider max Tears, max Bystials, and max EARTH Fairies their duty; by that point you're already at 30 monsters in a Deck that isn't run at 60 cards. If we look at it from a meta perspective, right now is absolutely not the time for this to be a hindrance. Also recent cards that have the spotlight in the competitive scene are Forbidden Droplet and Ultimate Slayer. These are both Spells but your opponent could make it so you can't respond to them with this. It needs to have the speed of a handtrap to be more effective. Then, it will outclass Herald of Green Light, which is not a competitively chosen card anyway.

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On 11/6/2022 at 10:16 PM, Loleo said:

How bad would this be compared to imperial order?

tough question...

I'm more inclined to compare this card to the ever banned Cold Wave. Doesn't affect Traps, ok, and you gotta set it first. In contrast, it's far more flexible as it allows you to activate whatever Spells you want during your turn (or Quick-Play in your opponent's), AND can negate by chain. Honestly, the fact itself that it can very much not affect you at all compared to Cold Wave has me wary. Activate it during your End Phase and have a laugh.

As for me, while I'm NOT a metagame experienced person, I'm a logical one. I respect the other opinion, but Cold Wave is banned, and I feel this card, with it's pros and cons in relation to it, is fairly in the same power range, which makes me think it's slightly OP. I wonder if the fact that it's got to be Set for a turn is enough of a hindrance to balance it. In modern game, that much wait can be absolutely lethal. Probably that's the redeeming factor to salvage this card into yeshh territory.

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This is ultra flexible. You can have easy access via Trap Trick, esscentially having 6 slots in your Main Deck dedicated to pulling this off at least once, and 1 turn might be enough.
It is Trap Stun for Spells, which sounds stronger than Trap Stun.

I like how it is a slow Trap, it lasts only 1 turn (for both players') and is consistent enough to modify the way decks are built, unlike Imperial Order that is permanent once it kicks in and was too unbalanced to be at more than 1 (well to be at more than 0 it seems lol) which in turn made it sacky so the nobody could prepare in a consistent manner when it is something that can go many duels without popping up.... 

I like your idea. 
Like Rayfield mentioned, activating it during your own End Phase means it technically existed active during your turn without concequences for you, and then it covers the second turn in a way that only affects the opponent... but if you get it live during your own End Phase it means it was set there on your own previous turn and has been there sitting for 3. I think it is fair game rather than abuse at that point. 

However, if you want ideas on how you could further eliminate those issues, you could:
A -Add "this card must remain on the field to activate and resolve this effect" or something like that. What this does is that it is still no Continuous, but MST destroying it on activation will fizzle it completely.....
OR
B -Have it so you cannot activate this card during your own turn at all, to guarantee your opponent suffering through it first and you also guaranteeing a full turn of no Spells for your end.
OR
C -Have it so it cannot activate after X Phase of the turn (regardless of whose turn it is). 

I think it is fine without any of these.... but if I had to choose one I'd be more inclined to go B, following the natural pattern at which Traps tend to activate anyways and not getting too complicated or turning into an easy to fizzle card that might not be worth playing anymore. 

So all in all, I like this form of floodgating. We also have "Anti-Magic Arrows" in the game so this one wouldn't be too problematic IMO. I like it a lot.
 

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