Traptrix and the hole traps is a deck that plays traditional trap-like cards but even then they only play about 4-5 of them since a lot of them are just too situational. But I do think the idea of traps floating and giving benefits if removed by the opponent is pretty nifty idea.
Eldich is a good trap base deck, the floodgates is what making them toxic. Just like Tears is a "great" deck, but the Ishuzu cards that make them Tier 0 / hated
Strategy? Skill? It's hard to think of Yu-Gi-Oh in these terms. A lot of people in the comments have mentioned the issues: monster effects are obviously and obnoxiously too powerful, even you mentioned how some "traps" are pretty much just spells disguised as traps. It's truly unfortunate.
You said it.. for traps like mirror force to become good they must add them a floating effect. I would suggest instead of destroying a card on the field a floating effect like artifact scythe's or skip BP .
As a beginner I feel like I NEED these kinds of trap cards if I want to play yugioh. There are so many archetypes with so many combos that I never know where to interupt which is why I default to trap cards. I think the root cause of this is because it's difficult to understand what a monster specifically does with the shitty text descriptions. Texts that are paragraphs long with multiple effects need to be formatted better rather than giving us a text block.
I always love the burn 1000 when destroyed by card effect because in the anime LifePoints is actually important and sometimes the caracters play cards that specifically negate burn damage.
I could get behind re-trains of classic Duel Monsters battle traps that activate from the hand. Magic Cylinder, Mirror Force, Spellbinding Circle, Ring of Destruction, etc... Loads of possibilities to make them more playable too.
I really want the game to return to its slow era. Imagine if Konami chose to do that and added a new rule that puts a limit to the number of summons you can perform from the extra deck per turn. I unironically think it would fix the game under a lot of aspects
With the current game state. Phantasm Spiral is a pretty nice way to use traps from the hand granted conditional branches like having the field spell let's traps work. As of right now turn 2 for trap based decks are hard to use when everyone and their mums can wipe board as soon as you put one card down.
Instead of having monsters that are basically traps in the hand, there should be more traps tha can work from the hand on as soon as they are set but with fair conditions, like evenly, impermanence brigandine and holotea, hell, even a, "you can use this effect from the hand by banishing\discarding a card from you hand" would make 90% of traps 10x more viable.
With the fast pace of the game involving various Special Summoning mechanics and hand traps nowadays, many Trap cards are too slow to be viable in the current metagame. Turns me off from wanting to play nowadays since many games are reduced to who can pull off their strategy first to swarm the field and win the game in a few turns.
Trap decks because theres high insentive Floodgates they are extremely strong Infinite impermance evenly matched hand activation In arctype traps they are searchable and cycles the deck
I like trap cards, I like them to be a mix in with a deck where the ratio was more like along time ago with 6-8 traps maybe , a good chunk devoted to spells and monsters... but when a deck is all traps it's like ugh.. really ? Especially when they are floodgates. It was fun when it was like you said regarding Mirror Force, or being cautious about summoning monsters because that set s/t could easily be a Torrential Tribute.
the problem is that the powercreep of the game has gotten to a point where destruction just isn't good. Traps pretty much have to be a floodgate or broken to be worth playing against "hey, wanna go against a 6 negate board?"
I've been experimenting a bit & honestly if labs get support where the trap trix cards (& generic traps in general) can be better intergrated with them trap decks can be in a better spot
I would love to see the mirror force cards played more again. And that's a nice idea yacine, that would be a sick new mirror force card banish um all face down and if it's destroyed pop a card sounds legit to me
As a trap deck enthusiast, the problem with trap cards is that because they are so utterly weak to interaction and slow to arm they basically have to have utterly broken effects to be playable unless they are a free +1 like in the case of Rikka and Punk. More instant trap fishing and usage(Combo Traps) like Trap Trick could help but In any case where a trap can be activated instantly, why wouldn't it just be a spell? Trap cards could benefit from a design change over all or an archetype that enables more interesting play paths. Labyrinth TRIED to do this by making it so the deck can only reuse Standard Trap cards, promoting vanilla traps. But honestly unless they do something CRAZY like make traps that let themselves be set on turn zero, its going to be hard for them to ever compete with the insane value of spells and monsters.
With the amount of 1 card starters that create insane boss monster with walking negates attached….. I’m lost for words about someone complaining about a trap card lmao.
I guess the only type of trap card that gone underwhelmed nowadays are the counter traps, as negating an effect can be done by almost all boss monster nowadays
I just find Owner Seal at Home, all about WorldSea Zealantis because i played Master Duel. Imagine find a Opponent on blind 2nd, 3 Lava golem / 3 Santa Claws / 3 Volcanic queen / Kaijus. WorldSea Zealantis include to resummon on the field, to the Owner card. I maybe Feal WS Zealantis can be explored for the Future potential now 🤔
We already have a better mirror force in the game named „torrential tribute“. It dose everything that the mirrors can but better sadly without an destruction effect and it needs skill to use. Because triggering it to early ur opponent has still gas left and triggering to late he already can have an negate on field. It’s kinda an mix between Nibiru and mirror force. Also u can trigger it yourself by Summoning on ur opponents turn.
But do Labrynth, TrapTrix and Edlich really play those trap cards you showed? I play Altergeists and I play some of them and consider the others. But I think it is the only competitive trap deck right now, that plays those cards. (If you consider Altergeists competitive.)
I do agree, traps lost their magic with nowadays yugioh simply because they are too weak. I think we need more cards with nibiru like effect in a form of trap cards, so strong but conditional effect
I prefer hand traps more than normal traps. The best traps are just too powerful, and formats without backrow removal were the worst. Now...imagine trap pendulums xd
The problem with trap cards is that the average player would rather run: -Quick Play Spells: they are too much versatile. Shouldn't exist in the first place, because these cards make trap cards obsolete. -New generation monsters: monsters nowadays have strong "trap" effects (quick effects), and are immune over anything.
The problem comes from Konami. Instead of creating a strong trap archtypes they make generic traps that other decks can use. I think Skill Drain, Rivalry, Gozen, tcboo and other floodgates is the result of lazy card design and the game would be far more interesting without those cards. I love Altergeist, when the deck was competitive, it was the perfect example of a strong deck but without the floodgates.
Konami gives too many effects to monsters. Konami needs to release better traps and cool down on omninegates.
15 min combos are pure degeneracy
@@TupackYGO let's be honest, most of the time they aren't even necessary, it's just metacucks that love saying they use their entire deck in 1 turn.
The problem is that trap cards are slow but they balance the game unlike spells that can be activated anytime
Traptrix and the hole traps is a deck that plays traditional trap-like cards but even then they only play about 4-5 of them since a lot of them are just too situational. But I do think the idea of traps floating and giving benefits if removed by the opponent is pretty nifty idea.
The direction that phantom knights and Eldlich took traps where they doubled as monsters is something that they should do more of.
Eldich is a good trap base deck, the floodgates is what making them toxic. Just like Tears is a "great" deck, but the Ishuzu cards that make them Tier 0 / hated
Magic cylinder for game 💯
Strategy? Skill? It's hard to think of Yu-Gi-Oh in these terms. A lot of people in the comments have mentioned the issues: monster effects are obviously and obnoxiously too powerful, even you mentioned how some "traps" are pretty much just spells disguised as traps. It's truly unfortunate.
The logic of using the same traps applies exactly with combo decks using the same extra deck monster.
Imagine a counter trap or hand trap mirror force
I could get behind that. Make it a real hand TRAP
Evenly matched has left the chat
Hand Trap Mirror Force that after it destroys opponent's monster it summons a massive ATK token to reminds people the terror of Gorz 😂
That is Yu-Gi-Oh 2030
You said it.. for traps like mirror force to become good they must add them a floating effect. I would suggest instead of destroying a card on the field a floating effect like artifact scythe's or skip BP .
As a beginner I feel like I NEED these kinds of trap cards if I want to play yugioh. There are so many archetypes with so many combos that I never know where to interupt which is why I default to trap cards. I think the root cause of this is because it's difficult to understand what a monster specifically does with the shitty text descriptions. Texts that are paragraphs long with multiple effects need to be formatted better rather than giving us a text block.
Study that’s what I did 🥹
I always love the burn 1000 when destroyed by card effect because in the anime LifePoints is actually important and sometimes the caracters play cards that specifically negate burn damage.
I could get behind re-trains of classic Duel Monsters battle traps that activate from the hand. Magic Cylinder, Mirror Force, Spellbinding Circle, Ring of Destruction, etc... Loads of possibilities to make them more playable too.
I really want the game to return to its slow era. Imagine if Konami chose to do that and added a new rule that puts a limit to the number of summons you can perform from the extra deck per turn. I unironically think it would fix the game under a lot of aspects
With the current game state. Phantasm Spiral is a pretty nice way to use traps from the hand granted conditional branches like having the field spell let's traps work. As of right now turn 2 for trap based decks are hard to use when everyone and their mums can wipe board as soon as you put one card down.
that is the only decks that has executed negation and floodgates correct
Instead of having monsters that are basically traps in the hand, there should be more traps tha can work from the hand on as soon as they are set but with fair conditions, like evenly, impermanence brigandine and holotea, hell, even a, "you can use this effect from the hand by banishing\discarding a card from you hand" would make 90% of traps 10x more viable.
We need more archtype spec. Traps that can be used as handtraps or activate the aame turn, like holetaea or BW twin shadow
Just add “This effect cannot be negated” to modern trap cards
With the fast pace of the game involving various Special Summoning mechanics and hand traps nowadays, many Trap cards are too slow to be viable in the current metagame. Turns me off from wanting to play nowadays since many games are reduced to who can pull off their strategy first to swarm the field and win the game in a few turns.
Then try to play GOAT or Speed Duel format.
Trap decks because theres high insentive
Floodgates they are extremely strong
Infinite impermance evenly matched hand activation
In arctype traps they are searchable and cycles the deck
Prologue of the destruction swordsman should have been a quick play spell card
The only way for 'normal' trap cards to be in a deck is if there's a format that requires 10+ traps in a deck or something.
Best way for trap decks is to side starlight road and waking the dragon game two to counter backrow removals
I like trap cards, I like them to be a mix in with a deck where the ratio was more like along time ago with 6-8 traps maybe , a good chunk devoted to spells and monsters... but when a deck is all traps it's like ugh.. really ? Especially when they are floodgates.
It was fun when it was like you said regarding Mirror Force, or being cautious about summoning monsters because that set s/t could easily be a Torrential Tribute.
the problem is that the powercreep of the game has gotten to a point where destruction just isn't good. Traps pretty much have to be a floodgate or broken to be worth playing against "hey, wanna go against a 6 negate board?"
@FaePro I agree
I've been experimenting a bit & honestly if labs get support where the trap trix cards (& generic traps in general) can be better intergrated with them trap decks can be in a better spot
Hand traps ruined actual traps
I would love to see the mirror force cards played more again. And that's a nice idea yacine, that would be a sick new mirror force card banish um all face down and if it's destroyed pop a card sounds legit to me
Just make new power creeped trap cards that cannot be negated by monster effects. Forces combo decks to respect trap cards.
Would love me a hand trap Magic Cylinder
It is interesting tho that Kashtira played 6-7 solemn cards in the main decks last format
(Topped in vegas)
As a trap deck enthusiast, the problem with trap cards is that because they are so utterly weak to interaction and slow to arm they basically have to have utterly broken effects to be playable unless they are a free +1 like in the case of Rikka and Punk.
More instant trap fishing and usage(Combo Traps) like Trap Trick could help but In any case where a trap can be activated instantly, why wouldn't it just be a spell?
Trap cards could benefit from a design change over all or an archetype that enables more interesting play paths. Labyrinth TRIED to do this by making it so the deck can only reuse Standard Trap cards, promoting vanilla traps. But honestly unless they do something CRAZY like make traps that let themselves be set on turn zero, its going to be hard for them to ever compete with the insane value of spells and monsters.
With the amount of 1 card starters that create insane boss monster with walking negates attached….. I’m lost for words about someone complaining about a trap card lmao.
I guess the only type of trap card that gone underwhelmed nowadays are the counter traps, as negating an effect can be done by almost all boss monster nowadays
I just find Owner Seal at Home, all about WorldSea Zealantis because i played Master Duel.
Imagine find a Opponent on blind 2nd, 3 Lava golem / 3 Santa Claws / 3 Volcanic queen / Kaijus.
WorldSea Zealantis include to resummon on the field, to the Owner card.
I maybe Feal WS Zealantis can be explored for the Future potential now 🤔
We already have a better mirror force in the game named „torrential tribute“. It dose everything that the mirrors can but better sadly without an destruction effect and it needs skill to use. Because triggering it to early ur opponent has still gas left and triggering to late he already can have an negate on field. It’s kinda an mix between Nibiru and mirror force. Also u can trigger it yourself by Summoning on ur opponents turn.
divine mirror force would go CRAZY
Should just apply the charmers philosophy of situational advantage but just make that advantage actually pay off for being so situational
We need quick play traps and counter spells. Master rule 6
But do Labrynth, TrapTrix and Edlich really play those trap cards you showed? I play Altergeists and I play some of them and consider the others. But I think it is the only competitive trap deck right now, that plays those cards. (If you consider Altergeists competitive.)
could a mirror force be a countertrap and faster than monster effects?
Allow both players to set traps before turn 1.
Lord of heavenly prison
Shouldnt traps just be all trigger effects?
Trap Cards are more difficult to play Around. And are the most underrated cards
It feels like playing the game is a trap.
I do agree, traps lost their magic with nowadays yugioh simply because they are too weak. I think we need more cards with nibiru like effect in a form of trap cards, so strong but conditional effect
😢 Makes me wish they unbanned that one trap card. The gamble one
They to slow or they flood gates over power
I prefer hand traps more than normal traps. The best traps are just too powerful, and formats without backrow removal were the worst.
Now...imagine trap pendulums xd
The problem with trap cards is that the average player would rather run:
-Quick Play Spells: they are too much versatile. Shouldn't exist in the first place, because these cards make trap cards obsolete.
-New generation monsters: monsters nowadays have strong "trap" effects (quick effects), and are immune over anything.
Divine Mirror Force...😮
The problem comes from Konami. Instead of creating a strong trap archtypes they make generic traps that other decks can use. I think Skill Drain, Rivalry, Gozen, tcboo and other floodgates is the result of lazy card design and the game would be far more interesting without those cards. I love Altergeist, when the deck was competitive, it was the perfect example of a strong deck but without the floodgates.
I am againt banish specialy if it's face down this mecanic is so punich i hate it.
love to play floodgates stun decks floodgate decks and even if the good ones are limited i can and will find a replacement hehehehehehe
I agree
Totally agree. Wish the skill-less floodgates never existed either
😢 would love to see sixth sense unbanned
huh, this is a joke right, the red reboot ban is causing some grieving, maybe limit evenly to one, then we can talk traps
Mine x3 0_o
The mirror force u described will still get blitzed 😂 but i get the idea
Yu-Gi-Oh it's too fast of a game for it's own good
Dinomorphia stand up baybee!
Madolche's Promenade is an incredible trap, one of the best cards in Madolche's 🧁🩷
Yacine comfirmed combo player?
My favorite decks in the game are combo and trap heavy decks