Battle Traps have given me some of my best memories at various locals, newer players usually play them and seeing someone blindly run into a Mirror Force is hilarious!
I still remember that day when I OTK other guy in his turn because he banished his entire Cyber Dragon deck for a fusion and attacked, but I had cylinders facedown
Bottomless was sort of OP, your opponent basically had to run into it to get through, and Mirror Force even moreso, you could actually wait to sink their field, Torrential was kinda like the best of both and imo still a powerfully underused impact Trap card. I think Evenly Matched is pretty damn good too, the only problem is it may cost you everything, basically having to wait until the End of BP, so you may lose your board to the opponent first, and it can't help you win that turn and is clearly the slowest. Solemn Strike is basically the new Bottomless, though it doesn't banish, you're opponent in most cases will have to play through it, though it has more utility, being a powerful offensive option too. I consider Strike and Torrential the best right now, Judgment is good but has less utility than Strike unless you are more worried about cards like Lightning Storm protecting your Mystic Mine, and it actually clashes if you use both as it can often cost 4k rather than a consistently low 1500. Removal in S/T form just aren't as popular as "every monster effect in the game." Though triple Solemn Judgment is busted because it would always be live, though triple Strike in most cases would be as well, in those extreme situations.
I think they are a thing of the future. They'll just make them more intricate. But I feel ya though. Wouldn't be surprised if they add another mechanic to the game that complicates it further.
I used to use seven tools for the longest time for similar reasons! I didn’t have the solemn cards since they were 'bad' or 'too expensive' Alas DM Schoolyard era.
@@DARKVEEMON1 I didn't appreciate wiretap back in the day since I was like "ew sending it back to the deck? Noo I wanna get rid of iiiit!" I wasn't the best at the game back then lol
Or they'd need a GY effect on top of being a Battle Trap. Alternatively, tying them to a control-based archetype, they can have a proactive effect on the field and then a banished from GY effect for something small like a Sakuretsu Armour effect - provided the attacked monster is one of the archetype. That might be useful. Cards like Volcanic Counter can put pressure on the opponent, from just the GY. It would add defence against Borrelsword style OTKs, in a way which is difficulter to counter.
As a cyber dragon player who went back to the mainly fusions plays, I'm OK with this. Everything became negate effects and blow up the field after a certain amount of summons, so screw it, I'll attack over shit instead.
This is a HUGE concern for yugioh going forward. This deserves its own video. If you go down the rabbit hole and realize what's most important to the game and build upon that eventually the game will reach a singularity in a way. And that singularity is negates. Why play anything else or focus on anything else but speed and negates. Yes the aim of all games is to win. In that sense is fine. But the game play might become predictable. Even konamis product releases and reprints and their way of doing/not doing things is predicted by many. Predicting ban lists is a common thing. We're already in that cycle. And it's just repeating. There's buyouts everyday. When I first got back into yugioh my eyes lit up at buyouts. Now I understand everything will get boughtout at some point. It's just an endless cycle. The game becomes stale for those that see it. You know the game state beforehand. If your opponent ends on x negates you lose first or 2nd turn. I'm not sure how they can fix it.
@@bouncyknight4017 Storming is worse than the original Mirror Force because you are more likely to run into main-deck monsters than monsters immune to destruction, and a lot of cards that float still do when they leave the field by other effects. And even if Storming was better, the fact is both are very specific, and were temporary solutions whereas at one point Quaking was closer to a win condition, and punished both of these monster types without triggering floating effects, if you could flip 5 monsters by Quaking, you can rely on alternative win conditions (piercing, burning, direct attackers, etc) but because Links cannot be flipped that likelihood is basically impossible, whereas before only decks with high level monsters had inherent outs. Currently the best Mirror Force in my opinion is actually Blazing Mirror Force because it can be a win condition on itself, it isn't always going to be a temporary setback when all decks are built to recover in a turn or less, my only issue is that Trap Decks already have to use Solemn Judgment and Strike to protect and counter the opponent outside of the BP, and both turn Blazing off in these strategies. As long as the total damage your opponent has is less than 16,000, Blazing can steal you the game since most decks self harm their player in some regard or help the opponent (Upstart Goblin), the LP burn is always going to catch the opponent off-guard nowadays, but Mystic Mine and Solemns are just more effective at assisting alternate win conditions or hurting the opponent when it counts, plus Blazing can be negated by Savage, etc too. It would need a "cannot be responded to by monster effects" effect and also paired with strategies that protected the user from damage, though it can still work. There are Trap Support, but they usually don't work, for example Lilith can set a Mirror Force, but it needs to be ready when the opponent declares an attack, in which case if they see it coming they can just choose to not attack. There are cards like Fury of Kairyushin that help you survive your own trap and search it, but because it won't be a secret it defeats the element of surprise. Mirror Force Launcher and Reloaded Cylinder simply cannot work for this reason, no sane opponent that sees you set your card is going to walk right into it, turning them into BP skippers more than anything.
@@Illdos "Weird Mirror Force" effect: When an opponent's monster attacks an attack position monster you control: negate the attack, and if you do, destroy that monster you control, then you take damage equal to the ATK difference of the monsters involved in battle. If the attacking monster attacks directly: negate the attack, and if you do, you take damage equal to that monster's ATK.
setting traps was such an essential and unique part of the game imo. I miss those days. Having traps on the field made the game more strategic. You could set traps or bluffs and your opponent had to play around it or just fall for the trap as long as you had a back up, but then you wouldn't activate the trap because you know he has a back up, and it became a back and forth until the person who made a mistake loses. Those where good times.
because everyone treats life points as "wastable resource", everyone surprisingly falls for the magic cylinder don't be like them, don't lose to a completely preventable battle trap
I was literally thinking this. Life points are the metric for determining who wins or loses in the end, but the modern game seems to be like "neglect it until it's a problem". At that point it is usually too late.
@@LordMarshalChristian casual player spotted. life points were always a resource. it's why solemn was so good, because if you can cut off your opponent from making a big play, life points don't matter. getting people low just so they'd have low life points didn't matter. what mattered was that you were getting them under the threshold of cards that cost life points to activate like dimension fusion and ced. yeah sure people didn't immediately run solemn when it first came out in mrd cause of the cost, but they caught on very quickly that no one should give a shit about life points. it's also why life point increasing cards didn't really see any play other than in gimmicky, non competitive stun strategies.
If Konami intends to keep going with revisions of Mirror Force, then the next Mirror Force trap either has to come directly from the hand, be a counter trap and/or has to re-set itself when it leaves the field by an opponents card effect and must be able to be activated that same turn. That is what it takes to have a good battle trap.
I noticed that the only trap cards people seem to give a shit about are ones that can be activated from the hand or are monsters that act like trap cards (such as ghost ogre). Strange, isn't it?
@@devonwilliams5738 Not if you think about it in the context of power levels. A modern monster is - on average - much better than monsters from the DM era or so. And traps have to go with this powercreep to stay relevant. This means traps nowadays have to be quicker, more impactful, more versatile and more resilient than ever before to keep up with the rest of the game. And unfortunately we had no battle trap that was adjusted to the current requirements to see competitive play.
@@narfd.8837 Yes, no good battle trap exists*, but there are good omni-live traps like IDP, Evenly Matched*, Imperm, Solemns, Torrential, Gravedigger's Trap Hole. But that'd be neat if the upgrade also used some of the classics. I am thinking a Hand Trap that sent a Mirror Force from the Deck to the GY, but cannot be responded to by a monster effect is what we'd need. Maybe you can also banish it from the GY to set or add a Trap from your GY to your hand (either so it works like Metaverse and keep your opponent guessing) so you can not only reuse your old MF cards, but also other Traps, we're talking Mask of Darkness 2.0 A problem with the new Trap Support is they fail is this surprise element: Fury of Kairyushin, Mirror Force Launcher, Reloaded Cylinder, and even Lilith all tell the opponent you have that trap, which means the opponent can literally disarm or play around your trap unless you only play the omni-live traps in the case of Lilith (Lilith can actually play mind games if you reveal Waking the Dragon, Mirror Force, and Torrential or anything really, they won't pop a Waking, and then you can control their actions with whatever you choose) Also another issue is that the new versions just aren't good enough, so instead of just the Elemental Mirror Forces, we can get reworks of Light and Dark, so Pitch Black Mirror Force can banish Face-Down and Blinding Bright Mirror Force can steal opponent's monsters, just like Monarchs got upgrades.
I like the idea of giving battle traps effects when they're destroyed, like Waking the Dragon and Artifact Sanctum. Other ideas to make battle traps viable include: -Giving them an additional less powerful, but still useful, non-battle effect. If Mirror Force could be used outside of the battle phase to pop one card, for example, then you could chain it when your opponent tries to destroy it to at least get some value out of it. -More powerful battle handtraps. Sure, no one's playing Honest these days, but Mirror Force in a handtrap would probably see play.
Avenging Honest , lv 4 LIGHT Fairy/Effect 1900 atk 1100 def If your opponent declares an attack, you can discard this card (during the damage step): negate that monster's effects, negate the attack and then destroy the opponent's monster. During your next turn all of your monsters gain attack equal to half of the attack the destroyed monster had on the field. --- Interdimensional Mirror Force - normal trap card If your opponent declares a direct attack: Banish all of your opponent's attack position monster. If this card is activated on the field, your opponent can't activate cards or effects in reponse to its activation.
Hell make a mirror force that can activate from the hand but only destroys face up special summoned attack position monsters. Which is basically all monsters But all monsters are basically immune to destruction You're literally only playing it because you can do so from the hand Also won't do anything to true draco or stun. Than again most aren't planning around those kinda players they mostly troll each other
@@jameslucrative2054 "But all monsters are basically immune to destruction" That's really not true. It's almost always just big boss monsters that can't be destroyed, and even then, it's pretty rare. Dragoon is probably the most common example right now, followed by (monsters summoned by the effect of) I:P Masquerena. Beyond that, Eldlich and Prank-Kids have ways to temporarily become unable to be destroyed, and Virtual World has a card that doesn't appear to be played very much. And that's basically it for meta decks. All the other cards that can't be destroyed by card effects don't see any serious play, mostly because they're part of bad archetypes. And remember that Lightning Storm is a very popular card. It would not be seeing nearly as much play if most monsters were immune to it. Now it is true that a lot of monsters will have effects that trigger when they're destroyed, including some that float into other monsters. But that doesn't mean that wiping your opponent's board isn't still useful.
Having returned to the game again in late 2017, I won the 2018 YuGiOh World Championship envelopes having sided in Storming Mirror Forces in the final (in a janky Blue-Eyes build) vs Invoked Mekk Knights so I am thankful for them. Hopefully battle traps get renewed in the near future.
Even in duel links we don't use battle trap eny more but we use the broken anime skill so that we can otk our opponent "If life is hard why don't you use anime skill its free and let you run only 4 monsters"
i think the only ways for battle traps to become usable again is either to let them be activated from the hand or just ban a heck of a lot of monsters with negation or protection.
When exactly would one use battle traps? Before the opponent floods the field with monsters that remove backrow, or when they summon their 4 onmi-negate bosses which by the way, can't be destroyed or targeted by card effects?
Left yugioh many many years ago, and I am watching this video for the fun of it. The power creep is a natural thing to happen, but boy am I surprised with how things are played now.
To make battle traps viable again, Konami will need to make them able to activate from the hand, with a stronger effect if they're set, a negate monster effect effect, then another effect when it's destroyed on the field, along with a banish from graveyard effect. So basically, more wall of text cards.
Storming Mirror Force plus a solemn strike can wipe pretty much any board, but they have to not respect your backrow and let you hold on to those cards for long enough for it to matter. Pretty explosive when it happens
Everyone: Battle traps are the thing of the past. Me who still can't imagine a deck without battle traps: They'll be so unprepared when I whip out my Mirror Force.
Back in 2010 if someone had told me that Mirror Force would someday be unlimited with no one playing it and that Upstart Goblin would be limited to 1 copy, I'd think they were out of their mind. Side note, Scrap Iron Scarecrow is one of my all time faves. Sure it doesn't get rid of the monster but negating an attack once per turn is surprisingly handy
1. The opp destroys ur trap cards before they attack u, this started when inzektors became a thing in 2012/mermails in 2013/Master hyperion in agents/etc 2. The opp makes negates before they enter the battle phase(Herald of perfection in 2010/Shi En in 2011/Laggia in 2012/ cyber dragon infinity/toadally awesome/Red Eyes Dark Dragoon/Borreload savage dragon) 3. The opp wins before they attack(They FTK u via burn damage or exodia or deckout) started in 2018 when firewall was a thing as well as pendulum FTK(tempest magician and the fusion thing that copies effects)
I started playing WC2008 on DS again recently, forgot how fun it was back then when you had to plot 15 different reversals into your deck. Discard maha vailo for a back to square one or raigeki break to Clear the field Bring it back with premature burial and slap two axe of despairs, and a stim pack on it for like 5000+atk, take a chunk off the cpu before they get a fissure or something next turn. Every deck you make has to start with 3 trap holes, 3 wabukos, 3 battle traps and a muka muka just in case. Even the wombo-combo elemental hero decks could be undone by cards like hane-hane and princess of tsurugi
Yes, if this card is destroyed by an opponents card effect, draw 1 card or destroy 1 card on the field. Imagine mirror force or magic cylinder with that effect.
I’ve been doing this with various youtubers and I’ve seen this type of comment on so many channels and vids. I swear it’s a new thing. People are using RU-vid and youtubers to sleep to. I find it helps me zone out. Kinda a weird thing that’s suddenly becoming a massive thing.
I still play drowning mirror force in Paleo frogs. After all of my negates, usually the only option to out toad for my opponent is attacking over it so DMF is often pretty good.
I think an unsung part of why battle traps were popular is in limited viability of other power traps. Most staple traps were limited or semi limited for the majority of their life time. Cards like Compulse and Torrential were limited for most of their life, Torrential from 2004 to 2018. Now that we have more access to better and more diverse traps like Ice Dragon's Prison and Solemn Strike, decks that want to run traps don't have to rely on these blowout traps that are very volatile to opponent interaction.
I loved the game show video but the title originally misled me to believe it was about something else so I was hesitant at first. Great idea though, please continue with it
I still play og mirror force For the nostalgia in certain decks. Old cards aren't bad. Its just knowing when to play them is what makes them still useful
I remember facing against Cyber End Dragon equipped with Limiter Removal and Power Bond, when all seems lost, i draw Magic Cylinder ..... that was really satisfying victory near defeat experience.
I've been wanting to get into Appliancers for a while now, and this just reminded me of a lot of people's weird fascination with playing Mirror Force/Magic Cylinder in that deck. Like, your best monsters are all already battle tricks, why play more instead of trying to ensure your monsters GET to the BP? I feel like I'm taking crazy pills for playing cards like Solemn Strike and World Legacy's Sorrow instead of three Mirror Forces...
We need more cards similar to the Phantom Knight traps. Have a use even when they are destroyed and still quite useful before that. If monsters can float, why can't some traps?
At my local, battle trap can use as a surprise card for some deck But that make some problem, the moment you use battle trap in round 1 or 2, someone just rant out about that make everyone heard it And when face up against them in next round, they already know and prepare
The problem with backrow popping monsters is that Mystic Mine, and Skill Drain exist. Mystic mine into field barrier into solemn judgment. Your opponent can NOT do anything unless they have more Lightning storm/dust tornado/MST/Harpie’s than you do Solemn Judgements. And even if they clear MM, you still have two more copies of it. Best case scenario for your opponent is two cards for two cards (Field barrier and MM, and their two backrow clears). So since you run 3 MM, and 3 Field Barrier, they need to run 6 backrow clearing cards that aren’t monster effects, or upto 9/10 if you have solemn judgement. You might say this strat has the same issue in which I also waste 10 cards, but me wasting 10 cards to stun and destroy my opponent’s 40? Worth it. Especially if I’m running some sort of burn, or Exodia deck
Mystic Mine is unfortunately a boring strategy, yes it can work, but it is a drag to play with AND against, there is no win condition, and the ones it "facilitates" still feel slow and cheated. Imagine playing a slow card playing against a slow player trying to explore all options every turn. My problem is that it doesn't also burn both players or do anything like let both players draw extra cards, it's just "nobody can play", until it leaves. It is also too spammable, recent top decks like Striker and Dino can abuse it too. It works on paper, but your opponent is going to be whining the whole time and you are going to be bored and disappointed you have to rely on such a card that your deck is unplayable without it. It can be seen as another form of Yu-Gi-Oh Solitaire only, you don't even do impressive combos or make pretty boards, but just squeeze wins out of overly slow-paced duels. Yes is a life saver to players of old that can't possibly keep up, but it is just too spammable and too much. Also, there are like a dozen cards better at removing S/T than MST, and you said "Dust Tornado" lmaooo thanks for the throwback, we definitely forget MST was once limited and had no better options.
I mean, personally I haven’t really played YGO since GX, (that’s probably where dust tornado came from), and I only came back very recently so this style feels a bit more familiar as well as good because I don’t really like where YGO has went over the years. It’s like there is no balance between monsters, and S/T cards, and it’s all effect monsters. Not trying to be a boomer or say they shouldn’t do that, just trying to show you need more than effect monsters to win.
an idea for a battle trap that could be good is having it float into setting a trap from deck like trap trick, and then having it either pop a monster or end the battle phase early or something if you do activate it normally
@@EnragedElk329 there are alot of cards in the meta that punishes your opponent for over extending and being too aggressive like nibiru the primal being and triple tactics talents.
I think some kind of power crept Mirror Force would be cool. Either one that banished or sends to the graveyard/deck instead of destroying, or that cannot be negated (or has a floating effect like Dzeeff mentioned) would be awesome. It might need to have some kind of cost or slightly more specific activation requirement because idk if Konami would want to make a strictly better version of such an iconic card. Either way, would love to see something like that
You forgot to mention that Harpie's Feather Duster is legal again. Even less reason to play battle traps right now. Also you didn't mention Evenly Matched which is technically a battle trap because it has to be activated during the battle phase even though it's more of a hand trap (but you can still set it and use it as a battle trap). Arguably the most popular battle trap in the game. Yeah, I don't really see anyone playing any battle traps besides Evenly Matched until they release something on the same level as evenly or better. Kind of a shame.
it's almost like an arms race between traps and backrow disrupters. If there is a variety of traps, increase variety of back row removers. if the backrow becomes impractical, ban the current line of backrow disrupters and make new ones with conditions. if the conditions become too restrictive, unban the banned back row disrupters to a limit, etc. it's a chaotic mess to evolve a game without creating a series of staples that everyone will add without much thought into a complete deck build/strategy, ie, every card works towards a builder's endgame.
Dimensional prison was one of my first three of trap cards and it’s definitely one of my favorite cards to run in galaxy eyes decks alongside jelly cannon. Also a 2 monster cards I run in the deck other than the photon lineup, gold and silver gadget,Incase my field gets destroyed I can immediately get a card out of the deck to maintain field presence and keep deck thinning.
Also a relatively powerful counter trap is Dark bribe,but it’s only useful against spell/traps,also the card it draws for your opponent can sometimes unbrick there hand
Glad they are not. My childhood was literally set 3 cylinder set 2 dark bribe, set giant germ pass. Turn two tribute summon Ancient Gear Golem for the big fist
Idea: "Unstable Mirror Force": When your opponent declares an attack or targets this face down card with a card effect: You can activate this card: send 1 card your opponent controls to the gy. If this face-down card on your side of the field gets destroyed and sent to the gy: you can send 1 card your opponent controls or 1 random card from their hand to the gy.
Sam is such a douche and doesn't even come up with any of his own combos or ideas or anything he gets the plays from Yaccine mostly so when I learned that I started just watching yaccine instead lol 😆
Many people in the comment section propose things liek battle traps with additional non battle effects, effect that activate when being popped, or ones that can simply be played from hand. And all those things definitely would address issues on a soem level. But also introduce more power creep. Not that anyone needs to care about it. I had an idea of getting cards that interact with them in a special form. For example a field spell that enables players to banish battle traps from their graveyard to use their effect. or maybe a Monster, possibly an extra Deck monster, thanprotects battle traps or punishes the opponent for popping them. You could potentially build an entire small archetype around different cards interacting in a positive way with battle traps. that would create some reverse power creep that makes old batle traps viable, rather than supplanting most of all existing with some that do exactlythe same plus something else. Obviously that needs to be done right so it's actually playable and viable, but I'll leave the nuance for people with more experience.
Oh, and I don't see to many problems with wording the effects, Yugioh has always had it's fair share of janky card texts. not using problem solving card text, because I'm too lazy to figure out that again: If a trap card that can only be activated in response to the declaration of an attack gets destroyed, blablabla quick effect: once per turn when/if your opponent declares an attack: discard a trap card from your hand that can only be activated in response to the declaration of an attack; resolve the effect on the discarded trap card as if you activated it. As logn as this card remains face up on the field all trap cards that can only be activated when or if your opponent declares an attack have spell speed 3.
CUSTOM CARD EFFECT ASSAULT Artleo - Guardian of the Sunken Garden 1 "ASSAULT MODE" Monster + 1 LVL4 Beast-Warrior monster Must be either fusion summoned or Special Summoned by tributing the above cards you control (in which case you do not use Polymerization). If this card is summoned, send 1 normal trap card from your Deck to GY and add 1 normal trap card from your Deck to your field (face-down). When an opponent's monster declares an attack, once per turn, you can select 1 trap card in your GY that specifically activates when an opponent's monster declares an attack or that activates during opponent's battle phase, activate its effect. Once per turn, if this card would be destroyed or removed from play by card effect, send the top card of your Deck to the GY instead. You can only use each effect of "ASSAULT Artleo - Guardian of the Sunken Garden" once per turn.
Mirror Force is the Best, these days some people don't expect it and once they attack and you use Mirror Force, they then Disconnect from the Match lol
Creating big boss monsters that have insane protection and being able to omni-negate was the biggest mistake Konami made with this game. For example I love Dragoon but cards like that are cancer.
Well, thing is, even back in the day people generally didn't play negate attack in counter fairies, although I feel with a deck like that you'd be better off playing in a retro format, then again in modern you can play 9 solemn counter traps which are all very powerful. So eh
Nibiru and Evenly Matched are close, I think there should be one, maybe a Hand Trap that triggers when an attack is declared but you must send an appropriate Mirror Force to the GY as if the opponent were attacking, because the problem with Mirror Force Launcher Reloaded Cylinder, Lilith and Fury of Kairyushin is the opponent sees it coming and will simply opt of the attack.
I really think Blazing Mirror Force can be absolutely devastating, but there are situations where you don't have enough LP because you activated a Solemn or the opponent has 17,000 ATK on board, which is why the HT that lets you choose which one would be terrifying, maybe you have no monsters so you decide Drowning, or the opponent's field is Link monsters so you choose Storming or non-Link monsters so you choose Quaking, honestly all of the Mirror Forces are too situational, ironically the least situational is the original, and it is worth noting there aren't good Light and Dark versions either, Dark Mirror Force hits DEF monsters but requires an attack still, and Radiant is simply a Lite version, we need a Black Sonic version that Banishes face-down (Pitch Black Mirror Force?) and a Light version that steals monsters (Blinding Mirror Force?) It is not like Battle traps are getting better so they need buffs and Monarchs have variations.
the biggest issue the traps have is that when the opponent is going to attack he has finished his main phase 1 .... and chances are that his board has about 4-7 negates thus interrupting your opponent during him making his board is the only way to go ...
It is sad that yesterdays video has so few views... i really liked it and it was very fun! Maybe the title is a bit deterrent for Sommer viewers and in the future u may name the series "Does X know his comment section?"?
I think it should be mentioned that traps in general suffer from the fact that it actually takes setup. Traps require their effects to be activated only during the turn after they were set. This, in turn, makes them far less popular when you could put in faster 'hand traps', quickplay spells, or have negation readily available on monsters currently summoned to the field. Personally, if I would have any sort of change to the rules, is make traps much like quickplay spells, where with the exception of continuous traps, players could play them from their hand, but only on their opponent's turn. This makes it so that players could have the ability to still set traps so that they could play them from any point onward, but having traps in hand could still keep the opponent on their toes. It even keeps the owner of said traps cautious, since if they don't set any cards, the opponent has a much larger pool of cards to use since they can't activate traps on their own turns unless it was set beforehand.
I’d love a Counter Mirror Force or a Differnt Dimension Mirror force (a counter trap card version or one that banishes all your opponents attack position monsters.) I wonder if that would be good enough for them to see play
I’d say the best part of negate attack is not that it ends the battle phase but because it’s a counter trap so it’s more likely to resolve in the event it is triggered
Storming Mirror Force is really the only viable battle trap for slower control/stun decks. It's a non-targeting, non-destruction, mass monster removal. It's main niche is that it allows you to go 2nd without having to play handtraps that suck going 1st, while still being viable going 1st in protecting your monsters from battle, AND it's a budget option. Ever since the release of monsters that cannot be targeted, and cannot be destroyed by card effects, Storming Mirror Force have always been my go to answer. It's not a standalone card, but used in combination with other cards, like Solemn Strike, can be viable.... opponent attacks with Dragoon, activate Storming, Dragoon negate, chain Strike... here comes the comeback.
Konami could experiment with 'rule cards' which cannot be stopped or affected by card effects, be activated from hand deck or graveyard on your 1st main phase and in exchange for some huge penalty like permanently halving your max LP or hand size limit they impose some harsh restriction on both players for the rest of the duel like card effects cannot be activated if you do not declare an attack or basically imposing GOAT format on both players.