I feel like Infinite Imperm was a step in the right direction. Have it so that you _can_ activate them from the hand, _but_ you must meet certain conditions that would be more common for Turn 2 players.
@@jayku1624 It depends, in a lot of games, you'd think so, but it often ends up being a sort of "a bird in the hand is worth eight in the bush." Like, in tf2, there's an item called the sandvich which can basically be a near full heal if you go through a 2s animation (that heals you throughout it) or an instant heal for about 1/10th-1/7th the effectiveness. The full heal use is almost never seen in competitive play. You'd either have to make traps so ridiculously effective that they nearly win you the game alone or else you might as well be throwing the game away.
@@OatmealTheCrazy100% fair point, but maybe if they could make them good for more consistent combos, maybe search capabilities? Give them some built in protection and they could become close to or on the same level as the OP spells we see now
Instead we went the route of being abled to activate traps the turn its set thanks to a coco clock and then reset it and then set from deck well also ripping a card from your opponents hand. *smiles as a trap focused deck gets to be Tier 1 due to consistency alone*
Trap cards so slow that we took their name and gave it to effect monsters from the hand. Pendulum almost stole that spell title from spells but they aren't that good
*Pendulum cards were too good and controversial that Konami decided to revert the game field again to nerf them; then created another type of extra deck monster and kept the Master Rules to interact with Link Monsters (to still limit pendulums); and then, decided to never really print any more good support for pendulums while also making all pendulum archetypes since be far more xenophobic.
@@DigiTism I see them all of none times and Konami nerfed a ton of the decks especially when link came out to force people to use that mechanic. Never seen it top much anymore compared to even older deck types. Waste of my time to even read this
@@ivanbluecool just say you don’t understand that Pendulums were so good Konami had to go out of their way multiple times to nerf them and insure they never became broken again. I went through the whole series of events explaining to you *why* they don’t top again. You should take the time to read more so you can gain some reading comprehension. It’s not a good look being stupid on the internet when you have access to almost all the knowledge needed to understand any topic you’d talk about. Being ignorant while having access to the internet is wild. Brave of you.
The reason labyrinth is so good despite being a trap deck is the fact that they can essentially turn a lot of trap cards into just regular spell cards being able to not only activate them to turn that they're set but also set them straight from the deck. Being able to access the very large pool of normal trap cards at any time that they want while also only having to play one of them so you don't have to break on them. How did a trap deck become a top-tier deck that has been good for a good minute? Introduce a trap deck that completely reworks the mechanic of trap cards
tbf that's how it goes when making a strong deck for mechanic that's falling behind, like how every time rituals get a breakthrough it's always been because they're doing something absurd that often subverts the usual/ previously established ritual requirements.
@@OatmealTheCrazy Yes, and to an extent similar can be said of regular trap mechanics at this stage, with the game going so fast that the one turn wait to get value out of them being a genuine detriment when weighed against other options.
Really the issue is that the increase of Monsters having Spell Speed 2 Effects over the last 5+years are what hurt the appeal of Trap Cards....and it's it's even begun to hurt the usage of Standard Speed 1 Spell Cards too. When the only major usage of these cards are either if they are tied to an Archetype or have a "No other cards can be activated in response to this" clause you know something got fucked along the line.
The “No other cards can be activated in response to this” clause was a shit idea when Konami expanded its use beyond Board Breaker Spells, and it remains a shit idea. The fact it is granted seemingly at whim to one Archetype but not another is also a reason for complaint. What makes Branded so special that they get to Fusion Summon under Continuous protection, granted by a card that requires no cost for such a powerful effect? To say nothing of a card like Super Poly.
@@CptManboobsonly difference is Counter Traps and Super Poly SS4 really. Everything else is Instant or Sorcery speed which is basically SS1 and qnd SS2.
@@KevinTangYTMTG already has that mechanic, called Split Second. But it's far more rare, because they're not completely screwed over with power creep.
I'm pretty sure the best way to balance Trap Cards is just to make them much more powerful than spells and monsters so that it incentivizes patience for pure power. Comparing Dark Hole to Torrential Tribute is a great example. The issue is just that trap cards that are better than the other card types just haven't been catching up with the rest and thus are so rare. Off the top of my head, only Evenly Matched and Infinite Impermanence come to mind when it comes to powerful traps in correlation to other cards.
As someone who played in 2002 and plays to this very day. The real truth is.. the continual creation of more and more effect monsters over the course of each new yugioh generation, leaving normal non effect monsters in the dust, (When almost all modern effect monsters could have just remained a "vanillla" .. with its effects being turned into a new spell or trap)..over time these newer and newer more powerful effect monsters made konami run out of ideas for new effect monsters which made them create new types of monsters all together (synchro-xyz- etc.) Giving them all newer negate abilities, chain abilities, etc. That is what killed Yugioh. Modern yugioh, is still "fun" , i still play it.. but id be lying if i said its as glorious as it once was in the early 2000s.
Let's be honest, Vanilla monsters is a VERY limited design space. However the concentration of effects should increase slower over time, since the design space increases exponentially with the concentration of effects. If you want to make a Vanilla viable, you have 2 ways • give it specific support, like for blue-eyes, dark magician or mystical shine ball • make it hella big (not interesting) As it has been seen with the djinn monsters (ritual support), stupidly broken effects aren't played if they require you to use bad cards to access them. The reason BE/DM works is that the support basically has support. Another successful deck based on a Vanilla is Sunavalon because the Link-1 is broken enough, effectively making Loci an effect monster.
What, u actually let your opponent play a card. Haaaa. Ftk or kys. Yes they should have slowed down and built around archetypes that already existed. They are taking advantage of the whales and not worried about the casual players. So the game will never experience any real growth.
A game that is all Spell/Trap and has no extra deck does not sound remotely fun. It was fine back when there was a limited pool of powerful tools, but that shit was not sustainable. We're here to be better than Magic, not be as slow and generic as it.
Not just Traps; backrow in general. Monsters can combo. Even the little ones can be used to make a boss monster. Backrow needs to either plus, add consistency, be usable from the GY or be incredibly versatile (i.e Icarus Attack). Generic backrow can't plus because then it would see play in every deck - i.e pot of desires, extravagence, etc. Book of Moon & Foolish Burial have already been made and can't be power crept so the solution we're left with is to make archetypal backrow which has some combination of activation condition, xenolock and/or HOPT. There's a hard limit on what you can do with staples. Skystriker is a prime example of generic spells being too powerful. I've noticed a recent trend with generic Traps where they are incredibly complicated but can plus. Think of something like Ice Dragon's Prison where it can hit something in the GY and on the opponent's field. Traps which do stuff but also adds advantage if it's Tuesday and the opponent's wearing green.
They should create a generic and higly searchable card that prevents you from searching cards for the rest of the duel while it is on the field and lets your face down cards be very protected, that way, if you want, you can play 2005 yugioh, hard draw into mirror force, set it, and not have you opponent lightnig storm you or pop your cards with his monster effects. Sure, they can negate it, but maybe you have another mirror force or a torrential tribute or a drowning mirror force after it. I honestly would like it. Make so that this card is not an archetype, but an accessible card. Kinda like how mystic mine was used as a card to which a deck revolved around even though it was not an archetype, but this time you make it interactive, because you can negate the traps or play around them, you just cannot destroy them or banish them before the opponent even has the chance to activate them. Obviously, this has to only protect normal trap cards, otherwise they would play floodgate turbo and it would just be boring floodgate eldlich 2.0
Lord of the Heavenly Prison has the most easily searchable type in Rock (Gallant Granite), protect your unplayable trap card, and even pluses you after activation. It doesn't restrict you either. @@obitodmg5694
Can't help but wonder how traps/trap decks will evolve in the future with a deck like labrynth being able to search literally any normal trap in the game and activate any of them the turn they're set. But there's combo decks that are straight up just better even though labrynth can something like that, which is crazy to me. How else can they make traps/trap decks viable with how fast paced game is and the kind of backrow hate cards that exist is beyond me. But Konami being them will probably find some busted ass way to do it.
Even nowadays Monsters can just do whatever a trap card can do now… Need a negate or interruption? Hand traps exist, Omni Negate creatures exist. And then Tearlaments came so you can combo off during your OPPONENT’s TURN. But the only other thing I can think of are trap centred archetypes like Trix, Lab and Eldlich to keep traps relevant… and then STUN that says “Yeah you can’t play.” *flips Skill Drain.*
Another issue really is the terminal state of cards. Destroying got creeped by banished, then banished face down. Simply put, they just need to power creep the totality of the effects of traps. If a Drowning Mirror force didn't have the clause requiring direct attack, you can be sure people will treat it like they used to with OG mirror force. Same with Torrential Tribute if it banished monsters. Also, just add "monster effects cannot be activated in response to this card's activation" to balance the interaction strictly between Spell/Trap. Or, have really bad side effect if initial effect is negated. Or, even make it activatable from hand as Chain Link 3 or higher.
Yugioh was at its best around 2012 when you weren't in danger of being otk 99% of games and you had actual engagement back and forth that didn't involve negating each other with hand traps left and right
2009 Dark Strike Fighter OTKs FTK. 2008 Shadow Priestess FTK 2006 Chimertech otk and Cyber Stein otk 2005 chaos turbo 2010 Frog FTK Anyone who claims back in the day you weren't in danger of otk is lying
@@soukenmarufwt5224 yes but not everyone was running those decks, and not every deck could pull it off, people were playing archetypes that sounded cool besides a couple way too competitive folks
@@soukenmarufwt5224 DSF ftk was nearly impossible to pull, it was an otk with rescue cat and monk i played competitively in 2008 and there was no such meta deck as shadow priestess ftk, probably way too inconsistent, it was teledad all over the place (or monarch and chaos magician + dad + CCV + d-hero disk commander goodstuff) and otk where you have to atk isnt a problem when you had many way to counter it like waboku ok threathing roar chained to the opponent trunade coldwave and stuff game before the release of xyz was way much back and forth, apart from the few broken ftk combo that popped out but go banned quickly
I think Labrynth was pretty sucessful in making a trap deck viable tbh. i just wish theyd ban floodgates like skill drain or tcboo. people like to say they slow down the game and stop wombo combo boards, but the truth is they stop every deck, fair or not, with few exceptions
@@lazyblob._.floodgates aren’t going to help break 4 negate boards. You need to play board breakers like evenly matched or dark rulers to chew through high negate boards
All trap cards should effectively gain imperms effect as a Master Rule: While you control no cards, you can activate them from the hand. And if that is considered too powerful you could add further restrictions like losing that ability once anything else but trap cards are in your GY.
Best take ironically lol. If all traps can be activated from hand, it will make em great again. Tho the hard part is the ruling of activating continous trap.....maybe just apply that rile for counter and normal traps
@@invertbrid With the rule written as I did, you can activate a singular continuous trap card and are then locked out of activating trap cards from the hand until your opponent (or you in theory) has removed that card from the field.
I feel like that would get toxic extremely quick. Do you really want to make Skill Drain a Handtrap? Make Evenly Matched allowed to activate in main phase? Do you want Witch's Strike to be able to go off when they try to stop you from activating something from the hand?
I wonder how the game would change if the player going second could set spell/traps on 'turn 0', before the first turn, so that they could use any traps that they drew in the opener before the opponent has an established board.
Solemn Judgement is still a widely played card in the modern game. Games tend to go by so quickly that even paying 4000 LP for essentially an Omni negate isn’t that big of a deal. Then you have floodgates like Anti-Spell Fragrance, There Can Be Only One, Gozen Match, and during Kashtira format Imperial Iron Wall. Skill Drain has seen play in the past few years as well in Eldlich, and I love how Traptrix plays.
Solemn isn't an Omni negate, it's a counter play negate. If it was an Omni negate it could negate multiple interactions in succession as long as interaction played out within the cards effect
Traps are my favorite part of Yugioh's design and it makes me sad to see them just... not really be relevant as a returning player on Master Duel. That said I have had some success against the big meta decks playing Paleozoic... in the lower tiers. I kind of enjoy the struggle of being Sisyphus pushing the rock up the hill, where the rock is a big pile of fossils and the hill is whatever the hell Kashtira does
As someone who started playing this game day one, played most of his years competitive, and stopped playing when link monsters dropped it just makes me sad what YGO has come to. Theres still days where i think about getting back into it, then watch some content on it but then drop the idea again. But its not me being completly against modern YGO because theres actually many good things to it. Decks are more consistent then they used to be and consistency helps players to just play the game, reach the potential of their decks. Handtraps are a good thing because it allows you to interact with your opponent at any time. Back in the days there was no interaction on turn 1 also specific cards / card combos just left you with nothing to fight back, if you had nothing on your board you just knew it was over. But the problem with Modern YGO is if you have consistency you need balanced decks .. and thats where its bad. Ridiculous combos are possible, turns take way to long and cards are not easy to follow. Later reasons are more a problem for viewers who may not understand everything thats going on .. but thats key to gaining popularity. For example i started playing Hearthstone years ago, i just play it for fun but it got me and many hooked because its simple to understand yet difficult to master. Thats crucial for a game to live long. If YGO was always like it is nowadays it would be a different story but for most the game they once fell in love with doesnt exist anymore. Many games can be decided by just comparing hands ( between two good players ), the game, especially with the introduction of actual theme decks ( for example gravekeepers used to be the first theme dropped in the game but it wasnt a theme deck ) has become more of a learning game rather then an actual grind. As i said earlier i stopped playing when they dropped link monsters simply because with the rules introduced with them it was impossible to play some decks anymore because it wasnt possible for them to go into links first to then do more extra deck plays. I know they reverted those changes later again but that for me was just enough to see that Konami doesnt give a fck anymore. Insane power curve increase over the years and then just completly killing decks so people were forced to play mostly the new stuff. Recently played some Edison on DB again tho, atleast that is fun. Not my favourite Format oat but atleast its better then Goat. Never really understood how Goat was so popular, sure nostalgia but shit is so overrated.
If more trap cards were actually traps, ie, had cool effects when destroyed or removed, they might be better. Might make opponents think before popping backrow because it might be, you know , a trap
Building a little off of what you said in the beginning, the 3 types of yugioh cards had checks and balances on each other. Monsters were only known for their attack strength, but either no effects or very okay at best effects. Spells were what made your deck more consistent and made it so your deck could run faster, but they couldn't be used on the opponent's turn outside of very few quick play spells. Traps were how you could play on the opponent's turn, and they provided some very powerful effects, but they had to be set for a turn. Now though monsters have quick effects so they've slowly started creeping out the backrow need.
It's not a solution to the problem of traps becoming too slow, but what I would like to see are Pendulum Traps. Just as pendulum cards are monster/spell, create the alternative that is monster/trap. The trap effect could be activated during either players turn so long as it's in a Pendulum Zone. Effects can range from generic, to specific. Also if the card is destroyed while in the pendulum zone, you can set it face up in the spell/trap zone, where the effect can be activated as long as it hasn't been used already.
Well, I'd say that's largely true... However, there are decks that are built around traps and are extremely solid such as traptrix, Eldlich or Labrynth... Traps are slow but have become increasingly effective and multi-purpose, some having additional effects once in the graveyard: "Big Welcome Labrynth", "Dragonmaid tidying", "Eldlixir" for example. Other can activate the same turn that were put on the field if you are willing to make a sacrifice: "evenly matched".
I play what I understand how it works rather than trying to counter play, cuz there's no way I can understand every card after vanilla era works, if I play at my pace I'll have more consistency than trying to be meta in an unknown world, even if frustrating is better to go one step at a time
We do have good slow Modern Trap but you just dont like them- Floodgates 😂 I dont like floodgates too but I think it's time to bring back the OG MST, Cyclone spell traps removal staples back to meta!! 😅 no more handtraps and boardbreakers, feels like Konami dont communicate but they also want to bring them back, along with slow traps (in this case floodgates), to be fair they are similar stalling design to Swords of revealing light back then
I don't know man. Yugioh got me interested by how many cards were kept face down in the old times. WHICH traps are set? Is that a face down spell as a bluff? Is the set monster a Fiber Jar, or is that just a La-Jinn face down hoping to block a hit of damage? Half the fun was the mind games you were constantly playing with your opponent. If you expected a Mirror Force, you might just change one of your monsters to defense so it wouldnt die and leave you helpless. Only to curse your opponent when the set card was Scapegoat, and now you have one too few attackers to win the game. I get it. Old game is gone. But I miss the way it felt like... You know. Dueling.
"trap cards are too slow". The whole point of setting a trap is because 1 they are a TRAP and as such you have to set them up and 2, its to balance out their strengths (yes raigeki/dark hole exist but still) The only reason for that is because 1: Konami is incompetent at card design/balance where everything must be a generic material 3k beater with a quick effect omni negate for no cost. 2: Players are incompetent at making decks that are fun and strong WITHOUT stopping the opponent from playing the game (like if you play against a pure time thief deck if all they have is a redoer and a retrograde then you could obviously take it easy and actually have a fun back and forth match but no fun isn't allowed apparently).
Trap are very interesting, look at yusei for example he used a lot of them in he's deck. When ever I read a trap it's pretty busted but the draw back is that you need to set it. Honestly, I've thought about different situations where if I had a mirror force set, i wouldn't lose and my opponent would have no out to it. It really makes me think. Now I'm not in the camp of people who just throws away Traps for being slow or whatever. I added a tarp to my synchro deck and synchros are a type of deck that you never see anyone use Traps. Funny enough tho, I do find cards with less text ten to be more broken, like pot of greed lol. But honestly have you noticed that?
As someone who plays some edison ill say this. From my experience traps are slow in old formats aswell, going second theres a big chance you wont get to use them and its just annoying im glad traps are seeing less and less play because theyre cards that only benefit going first
I cant remember the last time i played any other trap cards other then (Solomn judgment, evenly matched and infinite Providence) and even that i play like only 2 of those in any deck
@@stoeptegel4382 Imperm is one card, we cannot make every single Trap going forward have the same activation method as Imperm. Also, Imperm is a very bad example here because it might just as well have been a Quick Play spell with the same effect.
For example, if you set a trap hole card and on your turn your opponent summons a monster then you can activate it. With the proper foresight you could make traps good again
Slow games were more enjoyable. These games now take 2 minutes per turn alone. That is slower in my opinion. They are playing more cards faster but each turn takes longer.. not always. Just pointing that out. Well i suppose that means with everyone aiming for otk that games end in 4 rounds instead of 10 or so like the old days. Slow and steady is more fun imo. I think this spawnwed from them wanting to print powerful cards people want and really need to compete. They were greedy and narrowminded. Instead of focusing on a balanced game and updating the infastructure.
Try playing the game now when your hand is empty or close to it. Draw, "well that doesn't help", pass. Get slowly punched to death by an 1800 atk monster by your opponent who also isn't drawing anything good That is immensely boring when it happens. The slower format is more luck reliant and frustrating.
@@1stCallipostle slower format is more consistently enjoyable, cause you have time to bluff, to figure out a plan, to believe in the heart of the cards haha, but yeah multiple turns is a war and that's why we older players love it
Activating from the hand defeats the purpose of a "Trap" card. They are not "too slow." The game has too many board breaking cards that ruin the decks that use backrow or just whatever playstyle your deck is. its also all the quick effects konami keeps stapping on to monsters to be more aggressive but its too toxic for fair gameplay. Banning many floodgates, boardbreakers, not once per turn cards, etc would fix a lot of issues.
@dudono1744 okay i guess but heres a problem now. All decks use them and not to mention the new archetypes are just more negate monsters this includes new boss monsters. It makes every deck play the same, ur gimic for the deck doesnt matter anymore. Every game is negate, negate negate okay its my turn to try to do something, oh shit i just got negated too. Yea that sounds like fun
My biggest pet peeve about Yugioh is that continuous trap cards are by far my most favorite type of card, as they are reactive but have long-lasting effects. However, besides "Magic Planter" and "Pharaonic Advent", I can't find much support for them.
Nothing has a category wide searcher like that commonly available. Notice how nothing says "Search a Quick-Play spell" or "Search any monster in the game" either. I mean there's search a field spell, but that one has been banned on and off for a reason
The reason I don’t play modern yu gi oh is the same reason I don’t play fighting games with excessively long combos… I don’t want to wait 15 minutes until I can play again
Ooof, Dragon Ball and King of Fighters were impossible to play because of this. I just ended up seeing myself getting used as a punching bag for about 3/4 of my healthbar. The only fighting game I've found myself into is Street Fighter.
I mean yes some trap cards are ass, mirror force for example. But we also have things like big welcome and during ada eld meta literally basically any eldlich card. As well as cards like you showed, salad counter trap. It's not that theyre too slow in general shown by lab, its that theyre too slow as non-engine for combo or most midrange decks
#ReviveTheBattleTraps After the TrapTrix Deck with iconic Trap Hole Theme, I'm just hoping Konami is bring this Mirror Force Deck back with Modern updates as a Battle Trap Staples!!!! 😢 Missing the old days yelling "Mirror Force" Maybe a Modern "Counter-Trap (Quaking) Mirror Force" (With cost like Solemn Warning) that does thing when being destroyed while maintaing not too broken would be lovely to slow down the game and good playing against omni-negates mons, Shifting Meta back to MST, destroy spell/trap meta to would diverse deck building 🎉 P.S: Some great cards Design from the Infinite Imperm can open ideas like a " Counter Trap that can activate the turn it set IF your opponent activate monster in the Same Column it set (Going second You set it in the column of their Baronne, then does negate things or destroy with its Speed-3)
With how mirror force cards work, an archetype around them needs to basically consistently force the opponent to attack and maybe introduce mirror force variants that reflects destruction or negate effects or in extreme cases even pierce through the many kinds of protection effects (which that has a risk of potentially being meta warping depending on how it’s executed)
Negate Attack is a Counter Trap on declaration of attack. It could totally work to bump Mirror Force to Counter Trap status. I personally woule love this as a Counter Fairy player
Imagine if, instead of the first turn player being able to do everything, they could only draw, set Traps, and then pass their turn to Turn 2, who can do everything _except_ declare an Attack, then turn 3 is where all bets are off. Maybe YGO would be more playable at a competitive level.
People have been saying traps have been dead for years but I disagree. Floodgate traps and decks like labrynth and eldlich and the occasional format dependent tech or some archetypal traps are still pretty good. I dont think its fake to say they're too slow
Wish we where back in the 5ds era. It was not so slow like in the DM era that set one monster and back row was meta strategy (god it was such a slog to play) and not so fast that you just shit out your entire deck. When boss monsters where solem but worth it when it was summoned and as for the topoc in the video, trap cards where still relevant and powerfull with mirror force bottomless traphole, macro cosmos, divin wrath, soloem judgment and so on.
I don’t know how many tcgs out there managed to invalidate one of their own card types but congrats to YuGiOh, you did it. The game is so fast that you literally cannot even wait one turn to use a trap (not counting traps that can be activated from the hand). On some level it is impressive, YuGiOh almost completely invalidated a card type. I don’t know how many other tcgs can claim the same.
Then what's the point of making them trap cards, anymore? At that point, just turn them into spells. To make traps usable again, you'd have to fix the game itself. They'd have to reverse the power creep and overall speed of the game just so trap cards can actually do their thing.
I think a large part of the issue is that trap cards themselves received relatively little powercreep compared to monsters and spells, torrential tribute and compulsory evacuation device are still 2 of the best removal traps, solemn strike and ice dragon’s prison are probably the strongest generic traps in the game, and those aren’t exactly recent at this point. If konami starts printing traps as strong as dogmatica punishment without the drawbacks, or trap cards that do multiple things like omninegate, destroy, and special summon a monster from gy, players would start playing trap cards again. Honestly, I think trap cards should go +2 on average to offset the downside of having to set them, monsters go +1 all the time, so why are traps usually even trades?
OK and obviously like everything in yugioh except for when it is true but in general longer card text doesn't mean stronger it means more conditions. Meaning there is a higher skill ceiling and higher skill floor that's what you're talking about it's more complicated it's not better.
This has been my exact thoughts on the subject. Create a "Turn 0" where after players have decided turn order, they simultaneously SET any spells/traps they choose from hand, with no activations or effects allowed. That would also create more mind games about whether player 2 is bluffing or not. This would most certainly require a few bans/limits on cards like duster or lightning storm. (And most floodgates, too! Thanks 1stcallipostle for pointing that out) Those cards are not fun anyhow.
This discussion is a bit dated imo. Recent traps cards have been some of the best answers to complex board states that we have (daruma cannon), especially with the introduction of thrust
imo its more to do with how decks are built that just aint in-line with trap's innate design in general, like sora from ngnl said; theres only 2 options, advance your own strategy or disrupt the opponents traps by concept are almost always design to disrupt the opponent at its core even if it does so in a way taht advances your own strategy but this just simply doesnt hit in with how many decks are designed these days where they instead incorporates both aspects disrupting the opponent if it were to advance making traps sorta redundant in this regard so in this case the decks that still uses traps are ones where using them specifically does the same cept in reverse as in disrupting the opponent advances the strategy but most people's perception of traps is still fixated on just disrupting the opponent and nothing else
Yea imperm, solemn judgement, daruma, snd bunch floodgates are still viable. Most traps are not tho, except more recent archtypes msde to abuse it like labyrinth
I just try to play others who arent trying to play "one turn omega shut the hell up and watch me completely cut you off from playing the game for the next 20 minutes" games of yugioh
The downfall of traps started when negate boards and board wipes were pushed by Konami. Bc negate boards were pushed, board breakers had to be pushed to counteract that Remember when HFD was banned? Yeah now there’s evenly and lightning storm in top of that. Traps are weak bc Konami decides to make these dumb cards bc they put themselves in a corner by focusing on effects that are broken and speeding up the game They even created Red Reboot which is the dumbest card which basically says NO to 1/3 of the games mechanics. If it had the same effect for monsters people would call it broken but bc it’s for traps and people complain about them bc they can’t make their combo plays, people say Red Reboot is balanced. It’s dumb. But I’m seeing that Konami is starting to reel back from the negate boards and force more interaction. I don’t know if it’ll be good bc board wipes still are impossible to deal with for trap decks.
You (rightfully) highlight that there are dumb cards like duster/storm/evenly/reboot in the game that basically say no to a game mechanic but fail to mention that there are even more floodgate traps that also say no to several game mechanics lol. I'm with you that those blowout cards shouldn't exist but neither should the blowout traps either.
@@KFC-Warrior it you set 5 pass and can't deal with it or have cards that chain to net advantage that's on you as a player for not respecting your known outs.
They aint too slow they just don't generate enough advantage... set 5 pass is hella strong because very few decks can out that many... but if the 5 set are dogwater -1 cards for you -1 for opponent... while your opponent can plus 20 off a vanilla, you just get out advantaged
Haha i 4 traps in a deck of 40 and sometimes i wonder why bother. Maybe a couple are archetype specific, thats the buggest reason i think they are still around.
I love powerful cards being archetype specific. I will groan every time I see Called By, it feels cheap, and honestly whorish. But when you have to dedicate yourself for that power? Much more acceptable
Unless your name is infinite impermanence, evenly matched or in ocg case red reboot (please bring it back), generic non floodgate traps are pretty meh. Because they don't do enough to combat the speed of today's monsters.
This is why cards like Mystic Mine and Maxx c should be unbanned! Let players play slow and stop forcing others to play fast if they don't want to. Because the reverse seems to always be true and this game and its bans favor players that want a faster and faster game yet slow play can't be bothered to be adapted to and find counter play against because as per a lot of the players "it's boring!" .-.
It's not that the traps are unplayable it's that you only play 3 to 6 traps in a deck Just because some children from 2 decades ago told you that things should be balanced in that way doesn't mean it's true look man when I get hit by magical cylinder. I'm not expecting it I thought you'd play something good like in perm but because you didn't you won in that situation we're talking about the jungle here no one and I mean no 1 can look at this game top-down and tell you the truth. Because that is the beauty is everything a situational and nothing is more situational than trap cards their effects are on average just better but they're conditions that's true with literally every card in the game you don't see me OKI do bamon peoples overlooking of zombies but that's neither here nor there I have devoted way more time than anyone should to just learning that aspect of this game. In trap tricks and labyrinth are easy things to bring up but really aren't what any of us are talking about. If your opponent knows what trap you set you aren't using traps right.
It was maxx c and ghost hand traps that ruined yugioh. Stuff like gorz and effect veiler and d.d. crow were fine. Now hand traps can just be used whenever you want and aren't limited to any phase of the game and thats because instead of trying to balance yugioh they just print a new better archetypes every month. Honestly konami is trash they only care about money. Then they reprint every card 20 times over so that they keep making money and YOU keep losing money 😂 instead of banning hand traps or limiting them they decided to re print them all 20x times and release a new archetype that can play MORE hand traps than the last one. Until you end up where we are today where you to play 10 card engine and 30. Ide never put a penny i to yugioh until konami starts balancing the game. 350 archetypes and you're only allowed to play 5.