Dominus hand trap series is either going to stop at 2, or we are going to get 20 total that each main Attribute will be able to use 10. Or each one will be paired up.
Great cards to run in my chaos deck! I can see it now... Random Player: " JUDGE! My opponent activated Dominus Impulse and used a light monsters effect!" Judge: Did he activate D.I. facedown? Player: : "Ughh.." Judge: RESUME DUELING!!!
Imagine if they made a full-blown Dominus archetype. Obviously if they made monsters for it, they'd have to be most likely focused around having powerful Continuous Effects or someway to get around the forced restriction, but that could be cool. Or maybe they could make it an all Trap Card archetype with some Trap Monsters that could choose their attribute and therefore could get around the restrictions by being DIVINE attribute like how Quantum Cat and that other one can do.
Honestly I'm glad that Konami is making more hand traps that are actually traps. Hand Traps should always have been traps an not monsters, just like Traps never should have been summonable as monsters. Those mechanics are awful and if they couldn't be traps they should have at least been quick play spells and honestly, quick play spell cards should be just like Instant Cards in MTG. Quick Effects that you can respond to your opponent with, or used as an interruption. I want more Traps that can be activated from the hand or can be Banished from the grave to get another effect. You go Konami. Master Rule 6 or 7 should be Quick Play spells are all now quick Effects that you can activate on either players turn as a response or interruption.
It stops the Fiendsmith engine. Having more than just Ash to stop Requiem is nice seeing as your only other option that doesn’t involve Ash is using Imperm/Veiler on Sequentia since you can just chain them to it attempting to equip the link 1 to itself. Only downside is you now can’t use the Fiendsmith engine yourself. Seems like it’ll be an anti-meta pick for the time being with potential to see more widespread play.
To prevent the use of some the most powerful handtraps, like maxx c or the non opt veiler and mourner, considering the more powerful and versatile effect of this dominus in comparison with the first one.
I wonder, if Konami will outright ban all old handtraps once we get a lot of these. In addition to bans of generic ED Monsters, this would slow down the game a ton imo
The only one I can see getting hit is Ash, and that’s because it’s been playable for something like 6 years straight at this point. From a usage stats standpoint it’d be the first to go, even if it’s not game endingly strong like Maxx C, Shifter, and Gamma.
I dont unerstand why konami dosent milk nostalgia and gir us ht versions of all te classics traps. A bottomless that cant be played from the hand after three summons or a sakuretsu of x attacks are declared (although that still probly wouldnt see play).
I do not like that rest of the duel bs I mean yes I understand the game is fast as hell now but that’s more reason to have it just one or maybe two turns at most, not for the rest of the duel. bc it’s just a red reboot for certain decks and it’s gonna take a minute to limit the cards and that goes for both of traps I think it’s just really unfair
@@bertomo9 gamma negates and destroys a monster, so it's does something else that ash cannot. the had traps are already power crept, a hand trap that only negate special summons will not be used unless they limit the current hand traps from the game. I'm not talking about the side deck.
Yes but probably not as a handtrap form. You can activate from set but you can’t chain impulse to nib if they have control no cards. I thought you could do the same for purge on the multchummy cards but there’s just no realistic scenario where that’s happening cause the domintus cards need your opponent to have cards on field.
@@Jason-dh3elThat's my thoughts exactly. He can't just activate the trap since Nibiru is not even on the field yet. This is only good if they're either first or second, though, they cannot activate any monster who is light, earth, and wind monsters' effects for the entire duel (if they did activate from the hand). So only dark, fire, water, also divine monsters can activate their effects.
Lab players rejoice
How you know lol
Labrynth eating good
My ojama deck will be unstoppable.
Dominus hand trap series is either going to stop at 2, or we are going to get 20 total that each main Attribute will be able to use 10. Or each one will be paired up.
Better literal handtraps at the price of locking yourself out of half the colors? A soft balancing effect on extra decks? Oh may this trend continue!
Great cards to run in my chaos deck! I can see it now...
Random Player: " JUDGE! My opponent activated Dominus Impulse and used a light monsters effect!"
Judge: Did he activate D.I. facedown?
Player: : "Ughh.."
Judge: RESUME DUELING!!!
can u explain this? activating effects face-down?
When a monster is flipped facedown it technically no longer has an attribute @vanesslifeygo
If you use it from the hand you get the cannot activate effect parts, if it's facedown the draw back does not apply
Imagine if they made a full-blown Dominus archetype. Obviously if they made monsters for it, they'd have to be most likely focused around having powerful Continuous Effects or someway to get around the forced restriction, but that could be cool. Or maybe they could make it an all Trap Card archetype with some Trap Monsters that could choose their attribute and therefore could get around the restrictions by being DIVINE attribute like how Quantum Cat and that other one can do.
Honestly I'm glad that Konami is making more hand traps that are actually traps. Hand Traps should always have been traps an not monsters, just like Traps never should have been summonable as monsters. Those mechanics are awful and if they couldn't be traps they should have at least been quick play spells and honestly, quick play spell cards should be just like Instant Cards in MTG. Quick Effects that you can respond to your opponent with, or used as an interruption. I want more Traps that can be activated from the hand or can be Banished from the grave to get another effect. You go Konami. Master Rule 6 or 7 should be Quick Play spells are all now quick Effects that you can activate on either players turn as a response or interruption.
The returning to hand effect on Spirits activates. Get those imperms ready
Tbh it would be really cool if konami releases a new attribute to go along with this
It stops the Fiendsmith engine. Having more than just Ash to stop Requiem is nice seeing as your only other option that doesn’t involve Ash is using Imperm/Veiler on Sequentia since you can just chain them to it attempting to equip the link 1 to itself. Only downside is you now can’t use the Fiendsmith engine yourself. Seems like it’ll be an anti-meta pick for the time being with potential to see more widespread play.
This is Absolutely Shocking, CapG is a fan of a new Trap Card??!!!
This card seems interesting
Do you think konami will hit cards like ash and infinite impermanence. To change the way we play and start using other cards ?
Dumb question but does anyone know why it specifically prevents the player from using light, earth and wind monster effects?
To prevent the use of some the most powerful handtraps, like maxx c or the non opt veiler and mourner, considering the more powerful and versatile effect of this dominus in comparison with the first one.
I wonder, if Konami will outright ban all old handtraps once we get a lot of these.
In addition to bans of generic ED Monsters, this would slow down the game a ton imo
L take tbh
@@balther10 Not a take at all. I am literally wondering what they are going for
The only one I can see getting hit is Ash, and that’s because it’s been playable for something like 6 years straight at this point. From a usage stats standpoint it’d be the first to go, even if it’s not game endingly strong like Maxx C, Shifter, and Gamma.
I dont unerstand why konami dosent milk nostalgia and gir us ht versions of all te classics traps. A bottomless that cant be played from the hand after three summons or a sakuretsu of x attacks are declared (although that still probly wouldnt see play).
Red-Eyes will enjoy unless you use Wyvern.
Im skeptical of these for the current state of the game. These feel like the type of cards that'll only be good in a format like 3 years from now.
I do not like that rest of the duel bs I mean yes I understand the game is fast as hell now but that’s more reason to have it just one or maybe two turns at most, not for the rest of the duel. bc it’s just a red reboot for certain decks and it’s gonna take a minute to limit the cards and that goes for both of traps I think it’s just really unfair
Non effect deck rise up
cool, but why use these while we have the current hand traps, ash basically does everything
Same resson people use the psyframes And ash blossom in the same deck, there were formats in wich ash was not effective as well btw.
@@bertomo9 gamma negates and destroys a monster, so it's does something else that ash cannot. the had traps are already power crept, a hand trap that only negate special summons will not be used unless they limit the current hand traps from the game. I'm not talking about the side deck.
@@sepheibaYou think ash blossom negates masq, sanctfire and promethean princess, got it
@@bertomo9 bruh, no, but sure, you just don't want to talk, I got it. my point is no one gonna main deck this card, but you can cope
@@sepheiba want to bet?
It stops nibiru 🖤
@@mcr985ful potentially, yes
Yes but probably not as a handtrap form. You can activate from set but you can’t chain impulse to nib if they have control no cards. I thought you could do the same for purge on the multchummy cards but there’s just no realistic scenario where that’s happening cause the domintus cards need your opponent to have cards on field.
@@Jason-dh3elThat's my thoughts exactly.
He can't just activate the trap since Nibiru is not even on the field yet.
This is only good if they're either first or second, though, they cannot activate any monster who is light, earth, and wind monsters' effects for the entire duel (if they did activate from the hand).
So only dark, fire, water, also divine monsters can activate their effects.
Pp g
For the love of god, yugioh doesn't need handtraps! Ash and the others ruined the experience already they don't need to make it anymore ridiculous!
@@Lordofhorses777 so go second and lose to combo decks ?
Kuriboh