Yu-Gi-Oh! Trap Cards Are DEAD. Here's How I'd Fix Them.

แชร์
ฝัง
  • เผยแพร่เมื่อ 2 ต.ค. 2024

ความคิดเห็น • 637

  • @luigitaku1018
    @luigitaku1018 7 หลายเดือนก่อน +299

    This is how BA can still compete

  • @frogmanjones6340
    @frogmanjones6340 7 หลายเดือนก่อน +299

    The funniest part of this is that homebrew cards coming from an insane player are better than anything Konami's been launching lately

    • @r3zaful
      @r3zaful 7 หลายเดือนก่อน +7

      That "homebrew" is as oppressive as tearalaments that konami japan themselves considered as a mistake, the casual sides hate getting gatekeeped out from playing the game by being forced playing certain archetypes to even have a slight chance to win.

    • @frogmanjones6340
      @frogmanjones6340 7 หลายเดือนก่อน +12

      @@r3zaful better as in healthier to the meta. They are generic, you can literally use the last one in any trap heavy deck.
      You can also just have more generic stuff to bump up low-powered archetypes and cards that can make players think a bit more about the plays (like the mirror force)

    • @Hihitoto23
      @Hihitoto23 7 หลายเดือนก่อน +9

      @@r3zaful how are those cards near tear level 💀

    • @davidepapi5178
      @davidepapi5178 7 หลายเดือนก่อน +5

      ​@@r3zaful you trippin? Guys, I will say Writhing Rot seems broken and Recurring Nighmares may be ok in a weird gimmick deck with Magicians Souls. But the others are absolute trash. They could be released tomorrow and they'd be pack filler.
      The concepts are cute though, I like that direction

    • @GodOfCasuals
      @GodOfCasuals 7 หลายเดือนก่อน +9

      These look really good. Some of the ideas integrated into other trap cards going forward could make them viable.
      However, I would like to be able to play going second first before we put labyrinth on crack.

  • @noahbloodedge
    @noahbloodedge 7 หลายเดือนก่อน +60

    “Soul charge was legal like for 2 years”
    My brother in Christ, Soul charge was legal for 5 years!
    I think that the concept of trap cards having a “counter” measure if you get rid of them preemptively it’s really nice, it would help a lot and might not fix the problem, but it will give the game more room for variety

  • @markextint3024
    @markextint3024 7 หลายเดือนก่อน +228

    Let's fix Yu-gi-oh for the 69th time!

    • @eddysegafan6655
      @eddysegafan6655 7 หลายเดือนก่อน +6

      Nice

    • @0belisktheT
      @0belisktheT 7 หลายเดือนก่อน +1

      Hahaha funny number

    • @AthosZ92
      @AthosZ92 7 หลายเดือนก่อน

      Nice

    • @xerael4659
      @xerael4659 7 หลายเดือนก่อน

      Nice

    • @mr.zluxsd539
      @mr.zluxsd539 7 หลายเดือนก่อน

      Nice get in the bag

  • @utopia19876
    @utopia19876 7 หลายเดือนก่อน +132

    A problem I’ve noticed with trap cards that somehow almost never comes up when discussing the subject is that trap cards always put you in a utility disadvantage compared to monster effects. If a monster is an omni negate, even if you negate its effects, your opponent still has a tool to directly deal damage to you and get closer to their win condition, in contrast, a trap card, regardless on how good it is, once it’s used (even if it succeeds or not), it is sent to the graveyard, and it’s not like trap card effects are so busted in comparison to current monsters that that balance is necessary. Because of that, monster decks have an inherent advantage at getting closer to their win condition exclusively because their effects they want to push forward also allow them to deal damage, compared to trap decks that require a more finite balance between trap cards to slow the opponent and utility/offensive monster threats to actually win the game. By having to juggle those two concepts, it affects how fast you can actually reach your win condition.

    • @FPSMARRECO
      @FPSMARRECO 7 หลายเดือนก่อน +15

      True. We need a new wave of Paleozoic.

    • @marcopaolo1643
      @marcopaolo1643 7 หลายเดือนก่อน +25

      This is why I always felt like having the boss monsters that has negates are OP. They already have high stats, they should not be having negates as well against those that can remove them. Negates that do not trade 1 for 1 and also not blanket ones like Skill Drain, should only be exclusively on low stats monsters. Apollousa at least removes its attack and only monster effects making it vulnerable to attacks.

    • @ivanmaterazzo2631
      @ivanmaterazzo2631 7 หลายเดือนก่อน +2

      Hm yeah stats are not an aspect we can ignore.
      But take as an example S:P. The card doesn't provide much in terms of threatening lethal. It is also easy to run over it dealing with the problem. Yet having crazy effects accounting for interruption plus resilience plus being a decent body for link climbing overcomes said liabilities.
      Thus I partially agree with the logic of your argument but modern ygo is not Edison. Value is not just stats.
      If in another universe we had Baby Baronne 0/0 it would have been worse but still a crazy good card.

    • @asafesseidonsapphire
      @asafesseidonsapphire 7 หลายเดือนก่อน +2

      ​@@ivanmaterazzo2631 in some cases it would be better, as it is immune to Typhoon now as it doesn't has 3000 or more ATK.

    • @agh91
      @agh91 7 หลายเดือนก่อน +5

      the main problem is that most cards cant trade 1 to 1 with those omninegate monsters
      its a nightmare going 2nd and if you dont put negates on board/hand going first you are probably dead by turn 2, its a catch 22 situation

  • @generalistvibe3279
    @generalistvibe3279 7 หลายเดือนก่อน +59

    Honestly I might play Writhing Rot generically in the side in any deck. Recurring Nightmare is a terrifying concept. Soul Charge also cost your BP though so I’d like to see an additional restriction. Maybe you cannot set any cards on your next turn

    • @tame1773
      @tame1773 7 หลายเดือนก่อน +6

      Writhing Rotbi kind of a better Snow Ogre in most aspects, so its probally the best trap on this list

    • @generalistvibe3279
      @generalistvibe3279 7 หลายเดือนก่อน +2

      @@tame1773 it would certainly be format dependent but we’ve been talking about Veidos as a generic answer to Field Spells in formats where there are a lot of them. This is the same idea

  • @qedsoku849
    @qedsoku849 7 หลายเดือนก่อน +22

    The first card on the list could have just said “destroy 1 card your opponent controls” and it would have powercrept basically all the single target removal traps, even if it targeted. That’s how bad konami has been making trap cards: compulsory evacuation device is the next best thing to that card.

  • @laby1827
    @laby1827 7 หลายเดือนก่อน +165

    I don't like cards that cannot be responded to, because it's not interactive so it's less fun.
    But I do agree that cards should have protections like for example "this card effects cannot be negated", so it still gives the chance to your opponent to respond, and thus making the card more skill based

    • @dream4playz
      @dream4playz 7 หลายเดือนก่อน +46

      Cards that can not be responded to shouldn't exist, but they have to to make certain cards playable. Dark Ruler No More and Forbidden Droplet would be useless without this part. It's just another band-aid Konami created to combat the huge amount and the power level of responses there are.
      I agree that cards like Dark Ruler No More are very unfun cards, but they are a necessary evil at this point.

    • @trancepeirce3107
      @trancepeirce3107 7 หลายเดือนก่อน +4

      You interact on your tur- nvm.

    • @Nobody1mportant999
      @Nobody1mportant999 7 หลายเดือนก่อน +2

      Aren't card games supposed to be turn based💀 magic has similar things going on but at least you have to wait 4 turns before anything too crazy

    • @agh91
      @agh91 7 หลายเดือนก่อน +9

      well if people werent so focused in building these extra deck turbo decks that dont have board breakers or back row destruction... you could add some back row destruction against them?
      also normal traps are obliterated by any no-cost-omninegate beatsitck, you need to add cards to bait or interrupt those cards

    • @shadexvii3975
      @shadexvii3975 7 หลายเดือนก่อน +8

      I agree about your first point, but I think making the effects unable to be negated renders any attempt to interact with the card sorta pointless? If you can’t negate the effect, then unless you can stop it from doing whatever it is doing in some other way, you’re just getting hit by whatever effect it is. And it might not be possible to stop it outside of negation

  • @rg03500
    @rg03500 7 หลายเดือนก่อน +47

    I like the idea of Writhing Rot, or at least the part where it can set itself. Maybe more traps that can set themselves from hand if opponent has performed X action

    • @benoliver5593
      @benoliver5593 7 หลายเดือนก่อน +5

      And a one time barrier effect (meaning they can't be destroyed once but a second card can destroy them

    • @fryenchill2817
      @fryenchill2817 7 หลายเดือนก่อน

      Furthermore, those cards should probably be worded like Havnis, so it can be played around with smart chain blocking.

    • @MercuryA2000
      @MercuryA2000 7 หลายเดือนก่อน

      That card is such a slow building dread. I love it.

  • @micha-elhorus5799
    @micha-elhorus5799 7 หลายเดือนก่อน +19

    I would change Phantom mirror force to be a direct attack in order to be activated, at least from hand

    • @Nikko_no_Tabi
      @Nikko_no_Tabi 7 หลายเดือนก่อน

      Lol, I thought it already said that

  • @mcrepresentative4232
    @mcrepresentative4232 7 หลายเดือนก่อน +32

    These are so interesting! Some criticism for encouraging further discussions:
    1. As many people would agree/have ptsd, cards that don't allow any response like super poly is inherently unhealthy (outside of God cards), even for a simple effect like this. I do thin, however, that not allowing monster responses only allows for more interesting deck building, as combo decks can change to play cards that will set up backrow or add quick plays to hand
    2. Writing Rot is probably the coolest. I'd honestly want to see an archetype of traps that reveal traps to set themselves early. Allows for a more interactive trap engine, recursion, and changing the "set and wait" playstyle
    3. Soul charge for traps is 100% fine, especially since the condition for setting from deck is so specific in this example
    4. Phantom Mirror Force is an inspiring retrain. Hopefully Konami does something similar with a more anime-feel to bridge gaps between competitiveness and nostalgia
    4. It's unfortunate that Konami has consistently boosted trap decks by giving floodgates and similar types of traps to keep up with faster decks as opposed to something like this. The few times I've seen trap decks play without them make them so cool. With new cards like these, the floodgates of the past could soon be no more
    5. Trap Pendulum, hurry up Konami :)

    • @MahaXad
      @MahaXad 7 หลายเดือนก่อน +4

      When decks can turbo 2-3 omni negates turn 1 and still have follow for next turn, spell speed 4 is kinda necessary.
      Konami power crept monster effects and spells. Too many cards to ban/limit if they were to slow the game down a bit. So why not power creep the last remaining card type, traps, so it's easier to punish players going all out turn 1.

    • @mcrepresentative4232
      @mcrepresentative4232 7 หลายเดือนก่อน +4

      @MahaXad I'll always want an equal reduction I'm power for the game as it stands.
      As control decks lose floodgates, combo decks should lose generic and cost-less omni-negates. Fighting toxic combos with toxic controls creates a less fun game in the long run.
      Traps definitely need some power creep, and it should match the area where combos are nerfed

    • @MahaXad
      @MahaXad 7 หลายเดือนก่อน +2

      @@mcrepresentative4232 Agreed, but knowing Konami, money comes first.
      Unless there's a change in the master rules, the same way they shut down pendulums, the game is only going to get faster.
      The game doesn't have to be 2004 slow, but at least make the average game 5 turns minimum, instead of the current under 3 turns.

    • @stanleynente7924
      @stanleynente7924 7 หลายเดือนก่อน

      ​@@MahaXadbut Konami is doing things, decks now have like 1-2 Omni. Look at the powerful decks these past years
      Branded : just mercourier and the counter trap.
      Tri brigade : no Omni in sight
      Swordsoul : barrone
      Tearlament : 1 unused counter trap
      Floo should be here because just avian but floodgates
      Rescue ace: I don't see any
      Snake eyes: nope, maybe if you play the TG stuff
      Kashtira : no
      VS : haven't seen one Omni in the games I played

    • @MahaXad
      @MahaXad 7 หลายเดือนก่อน

      @@stanleynente7924 Turbo omni-negates was a hyperbole, in case you didn't understand that. It's about modern decks being able to set up a powerful boards and still have followup for next turn.
      Those decks you mentioned don't need omni negates when they have more disruptions than the opponent has starting cards.
      Kashtira doesn't need omni negates when the whole archetype locks you from using your grave and field.
      Snake-eyes recycles their board the following turn, trying to break their board just makes you lose resources for no reasons.
      I can go on and on, but that's not the point.
      The state of the game requires you to play 20-25% handtraps just to have a chance going second. Plus needing to play additional generic boardbreakers if the archetype you're playing doesn't have them. Meaning if the deck you're playing doesn't have 1 card starters, your odds of winning is 1 in 10 or less.

  • @AllineVayn
    @AllineVayn 7 หลายเดือนก่อน +57

    If you think about it, The tearlaments trap cards are very similiar to the trap card ideas in this video (except being generic), they have an extra effect when theyre sent to GY by effect (doesnt have to be the opponent's, but whatever) so it has uses beyond the first turn/going first. Goes to show how crazy tearlament cards are.

    • @gab4198
      @gab4198 7 หลายเดือนก่อน +2

      to be fair, it was their entire gimmick

    • @GobaGNon
      @GobaGNon 6 หลายเดือนก่อน

      Also tearlaments feels godawful to play against

    • @gab4198
      @gab4198 6 หลายเดือนก่อน

      @@GobaGNon They were a bit repetitive because everyone played them, but i liked the extended grindgame, tear mirrors were actually fun because both players had the same tools and it was fun for a format.
      I think the big problem was the ishizu cards, the shufflers could protect the tear monsters and recycle cards while being interruption for when cards need to be in grave to activate something, while the millers were just to opressive to combo decks that rely on singles copies, you could lose from 5 - 10 cards from the deck per turn so if you didn't brick with those one offs, you could just loose them before having a chance to play so those cards not only helped tearlaments play a lot more than they should during both turns, they limited what decks could be played in the format by a lot, also bystials were the same, they limited the format a lot because light and dark decks would strugle even more, ironically ishizus also helped avoid banishment by bystials in tearlaments and they also worked extra as extenders for the deck they were meant to kill.

    • @GobaGNon
      @GobaGNon 6 หลายเดือนก่อน

      @@gab4198 that’s all fair, I just play only shit tier decks so I have a vendetta against tier 1 stuff lol

  • @aymenmouhim5565
    @aymenmouhim5565 7 หลายเดือนก่อน +12

    Traptrix holetea is a good design trap card since you can choose to immediately use it by discarding a trap or you can wait in order to use it also it has a very strong graveyard effect so even if it gets popped you still get some value

  • @Avarith
    @Avarith 7 หลายเดือนก่อน +12

    As a Traptrix player, i really like the idea of "Tripwire" for another reason.
    You can play mindgame with your opponent but with traps, like "oh, you wanna destroy this card ?... Are you sure ? Could be bait... Or not..."
    And even if he knows which one it is on the field, he still have to be careful depending on the duel.

    • @Arthas35788
      @Arthas35788 7 หลายเดือนก่อน

      then you have arachnocampa on the field and you cry

  • @pentagonofpeople
    @pentagonofpeople 7 หลายเดือนก่อน +32

    The problem with trying to address the vulnerability of traps like this becomes "Okay so how am I supposed to play around this?" If you design a boardwipe that can't be responded to and if you try to clear it just wipes your board even harder, what are you supposed to do against it?

    • @olvynchuru1663
      @olvynchuru1663 7 หลายเดือนก่อน +12

      The "Phantom Mirror Force" card that they showed can only be activated from the hand if the opponent's monsters have 8000 or more total ATK. So as long as the opponent doesn't have that much ATK on the field, you can't activate it from your hand. The opponent could also summon some of their monsters in Defense Position if they're really worried about it.

    • @alphashina
      @alphashina 7 หลายเดือนก่อน +4

      Don't do things against it. We need this traps to make YGO slower.

    • @pentagonofpeople
      @pentagonofpeople 7 หลายเดือนก่อน +2

      Making the game slower would have to happen on a more fundamental level. Things like a limit on special summons or an absolutely fuckhuge banlist. Basically just deleting the last decade of card releases. Yugioh is in a constant arms race with itself; destruction used to be big, but then came destruction immunity and omni negates, fields of negates gave way to things that can just play through negates, and things like this will just lead to towers. If the game is to get slower we need to LOWER the powerlevel, not raise it

    • @MercuryA2000
      @MercuryA2000 7 หลายเดือนก่อน

      Yea, I think non response should be given VERY sparingly, but I think it might be better to make traps have a worse effect if they get popped. Kind of like a consolation prize. "I don't get to banish it, but at least I can still spin a monster" The player who cleared it also gets the benefit of information, so it kind of turns your turn into "how can I maneuver around these known entities?" which is what they do against monster decks anyway.

  • @devoidofskill
    @devoidofskill 7 หลายเดือนก่อน +34

    Soul charge for trap cards convinced me that this man is indeed cooking.

    • @diegoemanuel8641
      @diegoemanuel8641 7 หลายเดือนก่อน +9

      It's actually is a cool idea, but i would've made a change
      That for the rest of the duel the player couldn't activate continuous trap cards, because some decks would keep trying to use the traps to gain time to simply draw floodgates

    • @Zekaria_Vanwood
      @Zekaria_Vanwood 7 หลายเดือนก่อน

      @@diegoemanuel8641 just set threatening roar 5head

    • @nonadqs
      @nonadqs 7 หลายเดือนก่อน +2

      ​@@diegoemanuel8641 Lmao if you're stalling your opponent out with mid normal traps to find floodgates you deserve it. You'd be much better off playing runick.

  • @soijinruiz9492
    @soijinruiz9492 7 หลายเดือนก่อน +24

    I think it would be cool to have expand on the "Waking the Dragon" like effects, making the conditions more varied:
    Have a bunch of cards that trigger simply on being destroyed, with weaker effects that will always go off, then having stronger cards with conditions like being destroyed by a monster or a spell, being targeted or being banished, making it so that it plays off the mind games of trap cards, with the oppoment not being sure what to use to destroy them, and if they get it wrong they get a harsher punishment.

    • @some2043
      @some2043 7 หลายเดือนก่อน

      there is one that activates when banished, i read it yesterday and forgot the effect

    • @marcopaolo1643
      @marcopaolo1643 7 หลายเดือนก่อน +7

      Yup, make trap cards actually traps: only activating when your opponent does something esp if it is a monster effect. Monster cards inherently have an advantage against traps and spells in that they fulfill the win con of reducing LP to zero by simply attacking, and they have the bonus of having effects that can destroy, negate, return card to deck/hand. Balancing around this should have been done since the start to not make the game too monster centric it is today.

  • @jest5837
    @jest5837 7 หลายเดือนก่อน +51

    This feels like asking Wreck it Ralph to fix things.

    • @Drko_Kane
      @Drko_Kane 7 หลายเดือนก่อน

      these cards are OD 😂😂

  • @drewmantheoriginal3106
    @drewmantheoriginal3106 7 หลายเดือนก่อน +8

    Some of these are pretty cool. Balancing may need a little help. But overall I’d say these are pretty good attempts at improving traps.

  • @Killing_Edge
    @Killing_Edge 7 หลายเดือนก่อน +6

    These are some interesting card designs. I honestly think more normal traps just need secondary grave effects that can be activated after they get popped the same turn/ if discarded. They don't need to have the same effect twice just something impactful to not get stomped on the next turn.

    • @MercuryA2000
      @MercuryA2000 7 หลายเดือนก่อน +1

      Yea, I feel like giving you a consolation prize weaker version of their effect could help a lot. Replace a banish with a bounce, or something like that.

  • @lucarioknightb7685
    @lucarioknightb7685 7 หลายเดือนก่อน +3

    Trapp "C"
    Lv2 monster insect dark
    You can discard this card; this turn, Whenever your opponent activates a monster effect, reveal 3 normal traps in your deck, you randomly set one of them. You cannot reveal more than one trap with the same name this way per turn.
    You can banish this card from your graveyard to activate a trap that was set this turn.

  • @MoeEpsilon
    @MoeEpsilon 7 หลายเดือนก่อน +2

    The whole reason trap cards, continuous spells, etc. fell out of popularity is because any time anything relevant happened with them, pro players and whiny players would stamp their feet saying their not playing the game how they want to because iTs nOt iNtErAcTiVe so Konami just kept printing continuously more broken monster cards instead.

  • @foxsteve9937
    @foxsteve9937 7 หลายเดือนก่อน +2

    AT THIS POINT TO FIX YUGIOH YOU NEED TO RESET THE ENTIRE GAME THE ENTIRE CARD POOL KEKw
    but nice ideas by the way

  • @four-en-tee
    @four-en-tee 7 หลายเดือนก่อน +5

    Notes/Fixes (i'll update this post as i continue through the video):
    Tripwire is stupidly busted. There's no activation window to make up for its protection from negates (so there's no counter play around it), and its destruction effect is just powercrept torrential (and since most negates stop monster effects, this means that it will go off a lot). While i think you have the right idea with this card, this requires some reworking. Personally, i'd recommend that the first effect can only go live once your opponent has summoned 5 or more times if you set it on turn 1 (like Nibiru), and I think that its second effect should spin 1 card on the field and 1 random card from the hand when its destroyed or sent to the GY by an opponent's card or effect. That way your opponent has to at least respect it, and it creates a situation similar to something like Morphing Jar back in the day where people may be hesitant to hit it.
    Lightning Capacitor is pretty balanced, and i like how it incorporates dice without being a garbage card. I do want to specify though that i dont think this would see play in most decks, just ones that run a good amount of traps. Its not a staple.
    I have zero complaints towards Writhing Rot, other than that it should banish itself the next time it leaves the field like Lost Wind. This would be a staple in Labrynth though, along with Dinomorphia and other trap based archetypes.
    Phantom Mirror Force is okay. No comment really, this would only be sided to stop OTKs. Its pretty niche, but thats to be expected from a Mirror Force card.
    No comment on Recurring Nightmares, its appropriately busted.

  • @michel0dy
    @michel0dy 7 หลายเดือนก่อน +3

    I like when trap cards have some kind of gy effect or floating effects. That way even if the opponent just negate your activation and/or destroy them you still do something out of it.

    • @keiferjanz3197
      @keiferjanz3197 7 หลายเดือนก่อน +1

      I think a good balance would be you can draw a card if this card is negated or destroyed by opponent, then set a trap from hand that can be activated... boom it makes it so trap decks can play at a faster pace and act as traps as all of a sudden a card has been drawen and maybe a more powerful trap has been set... also makes up for mass removal if you set 5

  • @frankartanis1290
    @frankartanis1290 7 หลายเดือนก่อน +3

    There are several mechanics that already exist (either with trap cards, or with monster/spell cards) which can be very helpful.
    1. A lot of decks have searchable continuous traps. Instead of adding the continuous traps to hand, they can place the continuous traps into the S/T zones face up so that the player has direct access to their effects, e.g. Lubellion.
    2. Flip monsters are very similar to trap cards. Some of the effects Farfa mentioned are effects very similar to flip monster effects like in Shaddoll: they float when destroyed while being face-down.
    3. We can go one step further, have monsters/spells that can trigger traps the turn they are set. In this sense, Subterror and Labyrinth are very similar.
    4. Hand traps that allow monsters/traps to interrupt your opponent's play from your hand. Imperm is the most popular one, but we can have more.
    5. In modern yugioh, monsters get put in the S/T zones, and S/T put in the monster zones. Eldlich and Paleozoic both do this. A trap can be used as a trap once, and then recycled once more to plus one.
    6. We can do to traps what Runick fountain did for quick spells. In other words, a better version of Magical Musket.
    7. GY effects when milled. Lightsworn and Tearlaments have those, we could have more.

  • @deejayf69
    @deejayf69 7 หลายเดือนก่อน +8

    Phantom Mirror Force is literally the Vegeta 'over 8000' quote.
    Missed opportunity on the artwork, smh.

    • @neferacronia6798
      @neferacronia6798 7 หลายเดือนก่อน +1

      Most people know the English version of the quote, which is actually "It's over 9000!" because of the line delivery. It was also retained in the later redubbings, even if the original Japanese was 8000. It seems that 8000 to them is one of those "fuck off huge numbers that don't seem real" kinda like when we say "1001 uses for ---" when we really just mean a shit ton. That's primarily why someone would've missed that.

  • @aleksandartrninkov2603
    @aleksandartrninkov2603 7 หลายเดือนก่อน +3

    I like how you listed harpie's feather duster as a weakness of traps then made all of ur traps weak to turn 2 feather duster.

    • @nyokko36
      @nyokko36 6 หลายเดือนก่อน

      Phantom mirror force + other monsters or hand traps synergy seems good to survive turn 2 duster

  • @SHAO_L1N
    @SHAO_L1N 7 หลายเดือนก่อน +15

    How fix trap cards is pretty simple.
    Step 1: Print/Re-print all quickplay spells pink
    Step 2: Make trap cards as whole work like QP spells used too

    • @Renitsuk
      @Renitsuk 7 หลายเดือนก่อน +2

      so you can quickplay solemn judgment?
      although i would assume continuous will just be the same since a quickplay skill drain sounds very fun to fight against

    • @tame1773
      @tame1773 7 หลายเดือนก่อน

      ​@@Renitsuk turn 0 Gozen Rivaly Tcobo baby yeeeeaaaaaa

    • @SHAO_L1N
      @SHAO_L1N 7 หลายเดือนก่อน +1

      @uk yeah in this dumbass hypothetical continuous traps would stay the same. Not sure about counter traps tho, I feel like quickplay Solemn sounds more broken than it would actually end up

  • @MrSonicDoctor
    @MrSonicDoctor 7 หลายเดือนก่อน +3

    This is fun idea. But I got just some issues with the effects with the traps.
    Tripwire - Destroying all cards on the field for being destroyed while set is a bit much. Maybe "When this card leaves the field, destroy a card your opponent controls."
    Lightning capacitor - Is fine. The dice effect kinda makes it pseudo fair. Konami recently revealed a card similar to this with column destruction called Iron Thunder.
    Writhing Rot - Please add the stipulation "banish this card when it's set from the gy" I don't think anyone wants a card that banishes that comes back over and over again.
    Phantom MF - For the hand effect, instead of destroying all monsters, you destroy all special summoned monsters in ATK position.
    Recurring Nightmares - This is funny but please add the stipulation that "set up to 5 normal traps with different names from each other if summoning from deck". Letting a lab player set 3 Big Welcome or anyone being able to set 3 Imperms from deck is a bit much.

  • @vonakakkola
    @vonakakkola 7 หลายเดือนก่อน +1

    how to fix trap cards? JUST FUCKING SLOWING THE GAME THIS GAME IS NOT SUPPOSED TO HAVE ONLY 3 OR 4 TURNS
    but about this idea like "if this card is destroyed, it can still do something", at least it's retroactive unlike evenly matched or that card that negates column i don't remember the name
    cards effect during opponent's turn should be more retroactive instead of too much proactive like it's turn of both players
    and about banishing, i know you already say for now, not thinking about how op they are, but banishing a card on the field is often something too brutal for the player
    and about mirror force powercreep, it's already been powercreep by its variants, that even if they're slow like the original, they punish the opponent more than the original mirror force in today's game

  • @techiesgamer000
    @techiesgamer000 7 หลายเดือนก่อน +1

    Farfa, Here is My Version of "Broken" Trap Card
    Final Polymerization
    Normal Trap Card
    Fusion Summon 1 Fusion Monster from your Extra Deck, using monster from either field as Fusion Material, if you use monster whose original name is "Ojama Yellow" , "Ojama Green" and "Ojama Black", you win the duel.

  • @thisistasty4320
    @thisistasty4320 6 หลายเดือนก่อน +1

    Alright, Sorry for the length but Ive thought about this before and I need to get it off my chest, What I would do is make another extra deck monster. These cards would be dark red to make them stand out but also show they're connection to trap cards. The way these monsters work is as follows. Imagine a fusion monster whose materials are trap cards. Example Materials - 2 Normal trap cards or 1 normal trap cards + 1 Continuous trap cards , You get the idea. where this gets interesting is that you do not use a fusion spell cards to summon them, It be more like contact fusions used to be and the materials can be used from the Hand, Field Or Graveyard ( If used from graveyard the trap card is banished face down ) these monsters would also only be summon-enable to the extra monster zone. Now for the effects of these monsters. They would have the ability to use trap card effects as they're own effects, This can be from the cards used to summon them or trap cards you tribute or banish or what ever it can vary from monster to monster. They can also gain immunity from trap effects from the type of trap card used in they're summoning. I think this would give trap decks powerful monsters that they can get quick access to and be able to reuse they re key trap card effects if they get hit with a Feather duster or Lightning vortex, It would also give us red monster cards witch I think would look fantastic. Thank you for reading

  • @jineng6376
    @jineng6376 7 หลายเดือนก่อน +1

    I am a big fan of generic, non-archetype trap cards. I love what you did in that video and I hope konami implements the one or other idea. While the cards may or may not be balanced, that's not the point of the video. My question is, how do we (if we would get these cards) put them into our deck, when the current state of yugioh is either combo- or handtrap heavy. In my opinion you either go hard on one mechanic or you get mediocre results if you try to mix them together (like for example 24 engine, 6 non-engine, 5 HT, 5 Trap)

  • @nickspurlock585
    @nickspurlock585 7 หลายเดือนก่อน +1

    My confusion with this video is that you said "focus on the big picture, don't get bogged down in the details" and then proceeded to make *individual cards* that solve the problem.
    If this is a big picture problem, it should require a big picture solution right? There should be a fix on the game mechanic level not by introducing individual cards.

  • @WitchVulgar
    @WitchVulgar 7 หลายเดือนก่อน +1

    I want Konami to start printing sequels to Jar of Greed that just have you draw more cards. Jar of Greed 2 would draw 2 cards and it would escalate from there. I want to see when the average player (not running Labrynth) would start playing traps like this

  • @shuttlecrossing1433
    @shuttlecrossing1433 7 หลายเดือนก่อน +1

    Konami could add a rule saying players are allowed to set any spells/traps they want from their opening hand before the duel begins and traps would still be bad.
    The problem is monster effects are just way too powerful and the extra deck is 15 extra cards - of your choice - in your opening hand. Well that and power creep in general has made slower effects unplayable.

  • @espicelmecanicodecombustio1632
    @espicelmecanicodecombustio1632 7 หลายเดือนก่อน +2

    Some of the ideas presented are pretty good but I think the design is deceptively insidious. Effectively, these cards derive their power from limiting the ways in which your opponent can interact with them, which is inherently unhealthy, and goes against the original trifecta of monsters-powerful S/T-S/T removal that was ever-present in the earlier stages of the game.
    Trap cards as a concept cannot compete with the value that modern engines generate, unless they become value engines themselves, which is the reason why Eldlich and Labrynth were viable.
    Ultimately, if you want to make trap cards viable outside of designated trap archetypes, you need to change the speed of the game, rather than just print stronger and more viable traps. Because in the end if you start printing stronger traps, down the line you'll just get stronger removal. This is a historical pattern that keeps repeating in the game.

  • @harmonizing_spellian
    @harmonizing_spellian 7 หลายเดือนก่อน +2

    It's interesting that trap cards are much harder to recover and protect yet there's so many convenient removal options like Cosmic, TT, etc. Meanwhile monsters are easier to recover, often has protection, and yet there are no convenient quick removal options like cosmic, TT, etc. Often such fast monster removal is tied to archetypes.

  • @itsmanalo
    @itsmanalo 7 หลายเดือนก่อน +1

    Traptrix would be meta (add hole to the end of them and they would fix every trap in the game no cap) also farfa I heard u named your kid Noah from the Bible glad u coming around praise Jesus king of kings the one and only true God repent for the kingdom of God is at hand

  • @joniwelz2421
    @joniwelz2421 6 หลายเดือนก่อน +1

    An trap archetype where every trap in the archetype sets another member of that same archetype whenever they leave the field. maybe These traps can than be activated the turn that trap was set but don't know if that's to op(maybe if the members of that archetype are really weak) .
    Or maybe an tower like trap monster that canot be in defense positon and has an 1500 state line to hopefully prevent an otk.

  • @totallynotdio1311
    @totallynotdio1311 7 หลายเดือนก่อน +1

    Its funny how all of the new crimson dragon support trap cards ss crimson dragon from ed if theyre destroyed. It seems konami came to the same conclusion as farfa

  • @Gravitysonic0
    @Gravitysonic0 7 หลายเดือนก่อน +3

    Me as a converted duel links altergeist player:
    Yes please

  • @sancarlos4
    @sancarlos4 7 หลายเดือนก่อน +4

    But s/t removal is usually done before you commit to the board, with stuff like Storm, so I don't think tripwire will do anything on most cases

    • @MiyaoMeow588
      @MiyaoMeow588 7 หลายเดือนก่อน +8

      Yeah but I think the idea is that it's a trap card that can be used efficiently going second

    • @rishiy6183
      @rishiy6183 7 หลายเดือนก่อน

      Going second card

  • @L1nk2002
    @L1nk2002 7 หลายเดือนก่อน +1

    Yeah, thank you but no thank you. I'm perfectly fine without trap cards in the meta.

  • @johncenarules25
    @johncenarules25 7 หลายเดือนก่อน +1

    I appreciate the made for TH-cam videos being made again. The Twitch edited videos are never as good

  • @nicolapodgornik6644
    @nicolapodgornik6644 7 หลายเดือนก่อน +1

    Lord of the heavenly prison is also an interesting card that tackles with the removal problem, while giving a body and searching. I think that could also be a solution towards solving traps issues.

  • @5thDimensionDragon
    @5thDimensionDragon 7 หลายเดือนก่อน +1

    1. Go first.
    2. Summon Jinzo.
    3. Opponent scoops.
    4. Profit???

  • @nawalelqasemy587
    @nawalelqasemy587 7 หลายเดือนก่อน +1

    We wish for a new trap_monster archetype. Let the judges burn and a new era begin.

  • @Atang44
    @Atang44 7 หลายเดือนก่อน +6

    loses to gage once:

  • @veradishay2604
    @veradishay2604 7 หลายเดือนก่อน +2

    I love the concept and creativity behind these cards. I think my favorite custom here is writhing rot. Very cool design

  • @Dehalove
    @Dehalove 7 หลายเดือนก่อน +1

    I really like the approach of secondary effects and effects that punish blind destruction of backrow

  • @MrRigamorris
    @MrRigamorris 7 หลายเดือนก่อน +1

    Hear me out.
    Traps = spell speed 3
    Counter Traps = spell speed 4

  • @s.plissken_91
    @s.plissken_91 7 หลายเดือนก่อน +1

    Ring of destruction would be good if it had its original effect.

    • @dream4playz
      @dream4playz 7 หลายเดือนก่อน

      Would be funny to see duels end in a draw again once in a while. This probably won't be very healthy for the game though.

  • @deejayf69
    @deejayf69 7 หลายเดือนก่อน +1

    Just ban 3000 cards, it's easy! Kekw

  • @TheFarkle776
    @TheFarkle776 7 หลายเดือนก่อน +1

    Love the ideas! I hope Konami listens to you and makes traps great again. I’d also like to see more Dust Tornado-style replacement effects in newer traps, like “After this card is activated, you can set a normal trap from the hand/deck/gy/banished.”

  • @FamousFennec
    @FamousFennec 7 หลายเดือนก่อน +1

    I agree traps need fixing but I would rather the game had less cards that can't be responded to lol i have super poly ptsd

  • @KevinTangYT
    @KevinTangYT 7 หลายเดือนก่อน

    At first I was against the single target destroy a card until I realized it's just worse Dogmatika Punishment with more protection.
    Widely used Trap cards have historically made opponent go "should I not?" to think about overextension when it comes to card design, or deal with permanent monster loss.
    Bottomless Trap Hole
    Dimensional Prison
    Mirror Force
    Torrential Tribute
    Starlight Road
    I think we're too focused on field-only effects when the GY is effectively hand2.0 and secondary resource pool. We can have secondary effects that just negate GY effects on the same chain. So timing will be essential in resolving a primary effect as well as negating If sent to GY effects.
    "Activate when a monster is summoned from Extra Deck: That monster's ATK is reduced to 0, its effects are negated, cannot be used as Material for summon from Extra Deck,.cannot be tributed. Return one other card from the field to hand, then negate all effects that activate in GY during this chain.

  • @dream4playz
    @dream4playz 7 หลายเดือนก่อน

    The idea of fixing trap cards is interesting. However, the card design of trap cards isn't the problem: the problem is what modern Yu-Gi-Oh has become.
    "Traps don't help you going second." The reason why this is a problem is that in modern Yu-Gi-Oh most games will only last 2-3 turns, maybe 4-5 at most. When going second, you will have lost before you got a chance to activate your trap. In GOAT format traps are actually good, because those duels commonly will last more turns and so you will be able to activate your traps.
    Punishing your opponent for removing your traps and making them unable to respond to your traps, will make them more playable, but this will be another band-aid for the problem. What needs to happen, is weakening those crazy first turn boards.
    The solution I would be a fan of, is limiting the amount of interruptions your opponent is allowed to do. This limit will include hand traps, negates, floating effects, quick-play spells, traps ... anything you do during a turn that isn't yours. Maybe a limit of 3-4 interruptions per turn would be good, although I'm not sure what the golden number would be.
    By limiting the amount of interruptions both players will get a chance to play and so trap cards will automatically get there chance to shine, as the turns duels last longer again.

  • @SHOOTEgy
    @SHOOTEgy 6 หลายเดือนก่อน

    I love the concept of traps getting an overhaul, as they really need that to bring them into the competitive space, & while Lightning Capacitor is whack, every other one of these is very very good, Writhing Rot is especially powerful, yet, Phantom Mirror Force is delightfully nostalgic with a kick, awesome content, Ramadan Kareem!

  • @ENBYSS
    @ENBYSS 6 หลายเดือนก่อน

    Honestly I always felt like Danger should've had more trap cards. Not only that, but I feel like they should also have Danger? cards that have minimal effects unless they get removed from field - at which point they suddenly are powerful.
    Maybe I just really like Danger and wish it was used as anything but an engine but bleh, you can do so much with the danger archetype imo!

  • @mido3071
    @mido3071 7 หลายเดือนก่อน

    ** A month later **
    ~< Blind Banishment >~
    Banish 1 random card from your opponent's hand. If your opponent activates a monster effect while this card is set on your side of the field, you win the duel. If your opponent activates any effect that targets this set card on your side of the field, pull a gun and shoot them. If your opponent breathes you can activate this card from your hand, and any effect of this card which can be activated while it's set on your side of the field can now be activated while this card is in your hand. This card's activation cannot be negated under any circumstances. you can only use each effect of "Blind Banishment" once per duel.
    Konami: Guys, it doesn't matter if it's broken okay. we can easily fix that xD.

  • @FearNagae
    @FearNagae 7 หลายเดือนก่อน

    I love all of these, I also think that backrows being good would slow down the game. If only Farfa is a part of konami's card designers... (Just keep him away from the unban block dragon discussions)
    A lot of people suggested changing "can't be responded" to "can't be negated", it might be better but I love these designs either way

  • @ephemeralnightmare1932
    @ephemeralnightmare1932 7 หลายเดือนก่อน

    Don't even gotta watch the vid to know the problem ain't traps themselves. Its how fast the game has gotten and the amount of generic monsters with broken effects. Everything from excessive handtraps, to excessive omni negates and excessively easy summoning requirements. Konami could fix half the games problems overnight with a banlist that gets rid of every OP, Generic Monster but yall ain't ready for that convo

  • @KiiroSagi
    @KiiroSagi 7 หลายเดือนก่อน

    The problem isn't trap cards are too weak/slow but that combo decks are too fast/strong. It's power creep, to put it in two words.
    We don't need boss monsters that are both omninegates and beatsticks.
    What I'm saying is if "endboard" combo decks were dealt with, we could then limit board breakers, limit hand traps and normal traps would also be much more playable.

  • @AmazonessKing01
    @AmazonessKing01 7 หลายเดือนก่อน

    Eh... If we already have handTRAPS, I don't see why we can't make more traps that can be activated from the hand. As long as there's an actual balanced downside, as literally all cards should have, then it isn't a problem.

  • @MasterQuestMaster
    @MasterQuestMaster 7 หลายเดือนก่อน

    05:29 Problem is this card doesn’t really punish that at all, since as you said, the mass backrow removal is fired immediately before the 2nd player commits anything to their board. I agree with effects that trigger upon being destroyed while set, but they should interact with something other than the board, as to not be useless in the scenario they want to punish.

  • @YukiHeroYGO
    @YukiHeroYGO 7 หลายเดือนก่อน

    Really cool video and idea! Hopefully traps will be great again!
    Just a correction: let’s ban all the *LINGERING* floodgates :)

  • @Ace_Arcanine
    @Ace_Arcanine 7 หลายเดือนก่อน

    Never been a fan of “spell speed 4” effects like super poly and don’t think that is good direction for card design but I really do like the concept of writhing rot as a new unique type of trap interaction as well the phantom mirror force (no monster effect is fine because it can still be responded to by s/t or substitute effects)

  • @g07h4xf00
    @g07h4xf00 7 หลายเดือนก่อน

    Easy update for traps.
    Master Rule 6: trap cards may be activated the turn they are set if and only if it's in response to an opponent's card or effect activation (so must be chain link 2 or higher)

  • @Hecatom
    @Hecatom 7 หลายเดือนก่อน

    How to fix yugi.
    Delete branded and bystials.
    Delete Floo.
    Delete Runick.
    Delete Baronne.
    Make turn 0 where the player can set traps before turn 1

  • @horn_hero
    @horn_hero 7 หลายเดือนก่อน

    I like the idea of the last one, let’s change it a little bit. Instead of 5, because the way it works you could never actually set 5 but let’s have it set 3, that way, mechanically it actually works and isn’t absolutely game breaking

  • @Nephalem2002
    @Nephalem2002 7 หลายเดือนก่อน

    Here’s a thought; maybe stop designing and allowing decks that win within the first 3 turns of the duel, by rolling back powercreep immensly.

  • @Shmackle123
    @Shmackle123 7 หลายเดือนก่อน

    It's ok Farfa. We all know the real problem with Yu-Gi-Oh is that you lost 0-2 with near constructed Mathmech.

  • @Malister23
    @Malister23 7 หลายเดือนก่อน

    These ideas are really interesting can't wait for the next trap card konami reveals where it will just be another floodgate

  • @sangramos
    @sangramos 7 หลายเดือนก่อน

    These are incredibly fun and cleverly designed cards Farfa. It’s too bad the video doesn’t start until 4:40

  • @yazanabbadi4247
    @yazanabbadi4247 7 หลายเดือนก่อน

    Daaaamn there are some cool ideas out there. No recent trap cards are that good.. You couldn't be more true. Sometimes I set down, load up MD, go to the deck editor (shout-outs to the Konami survey: Are you enjoying the deck editor?), filter: Normal Traps, all in hopes to find a new way of playing Lab, innovating a new idea or improving my deck.. MAN THESE TRAPS SUCK ASS. Only handful of traps are good and farfa named them all (which is absurd).
    I hope Konami take this video seriously and make trap cards better, with floating effects and spell speed 4 just as you tried. The soul charge idea is amazing but doesn't deal with duster/LS BUT.. if you're gonna set the aforementioned traps then it's fine.

  • @therealcroman
    @therealcroman 7 หลายเดือนก่อน

    Trap cards are neither dead nor bad. People have been echoing this lie for ages. They are however a liability because of how disproportionately punished they are by the sheer volume and strength of removal/negation and by the state of modern play that sees two players sit down for what amounts to a solitaire puzzle game with 1 player ensuring the other player cannot play the game, so their "opponent" acts as an AI bot for them to trounce. There's no point waiting a turn to use traps when the game could be over without them. Waiting only risks loss, or worse, being forced to play an actual back and forth game of Yu-Gi-Oh. GROSS! How do you fix traps? 1) Stop creating unconditional removal, omni negates, and mass field nukes. Every deck is already loaded with cards that hit anything and everything at all times. With traps, hey aren't live for a turn, so you can't even force them through the hate to get some form of value off of them. Also, remove the existing pool of the worst repeat offenders among those cards. Feather Duster, Heavy Storm, Lightning Storm, Evenly Matched: There is no justifiable reason for these cards to exist. 2) Create more traps that punish blind removal or have self-protection, recycle, or have GY effects. Hell, if every new trap for a year had a removal punish effect that just said: "Draw 1 card." or "You take no damage until your next turn." I'd be content. My opponent just went +6 full combo off of 1 card. Let me at least go +1 off of my opponent's free mass board wipe or have a chance next turn. 3) Give them more protection options. This has been a problem for 25+ years. We have endless removal options and little/no protection against those removal effects. Give me a destruction replacement extra deck monster that I can just pitch from extra to save my back row. That simple. It doesn't need to do anything else. 4) Make more monsters that have immunity effects to specific card types, especially Spells and Monster Effects. One of the best ways to make Traps viable to to make Traps the best or only solution to more problems. What do you do against an opponent that keeps making a towers? You play Kaijus. What do you do against cards that can't be targeted? You play non-targeting removal. If more cards laughed at non-Traps, those Traps start to look pretty good.

  • @containeduniverselow4790
    @containeduniverselow4790 7 หลายเดือนก่อน

    *Solution*
    Create a *new* alternative format that is slower paced and extremely battle phase-focused.
    The main problem is most cards don't have the *time* to do their thing in a turn-1 game.
    Yugioh doesn't have a mid-game, it's just: Start->finish/win condition over and over. There's no buildup to a climax. No multi-turn planning. The battle phase has been made obsolete strategy-wise and is now just a "means to an end".
    Allowing combo (the prominent game strategy) to go unchecked for so long with extremely *outdated* rules has caused this issue. A slower paced game makes for far less of a need for handtraps and sacky board-breakers. They can not be allowed in a *new* alternative format.
    The recent MTG tournament had a match (Dom Harvey vs Justin Chin round 6 Pioneer) that was the perfect example of how pacing balances the deck styles (in this match, it's 3- color Amalia combo vs mono-black control).

  • @NyaaPaw44
    @NyaaPaw44 7 หลายเดือนก่อน

    I like the writhing rot one.
    But i think you could do it like an IMPERM kind of deal.
    Make it have a Imperm kind of condition.
    Like.
    If your opoonent has special summoned 3 monsters:
    This card can be activated from your hand or the turn it was set.
    If this card is activated.
    Banish one MONSTER your opponent controls.
    If this card is in your graveyard while your opponent special summons a monster.
    Set this card from your gravryard.
    If this card is activated the turn after it was set.
    You can banish up to 2 cards your opponent controls face-down.
    .
    .
    This way, you make it like a Banish response, and a Punish if its not dealt with properly and is allowed to Live in the field.
    While also not having the issue of the YOU HAVE TO SET IT.
    More conditional.
    At least... I believe that.

  • @Igoric
    @Igoric 7 หลายเดือนก่อน

    At least two of those trap names exist and I have played them. With that said, I liked Writhing rot.

  • @11wildy63
    @11wildy63 7 หลายเดือนก่อน

    Tripwire: Won't see any play, effect is too fair, board wipes are played before committing to the board, so the field wipe won't do anything and the end phase removal often does not destroy but plenty of times shuffles or banishes.
    Lightning Capacitor: Too random to rely on
    Writhing Rot: Love this one, would be good for trap decks and not be a staple.
    Phantom Mirror Force: Can be removed before being used unless opponent goes for 8000 in a turn. Usually better to interrupt before the full board is built, but it's not awful.
    Recurring Nightmares: Very strong, it says "up to", where even settings 1 or 2 would be worthwhile. It doesn't fix the problem of complete wipes like Lightning Storm or Evenly Matched, but it will win games that trap decks normally would run out of steam which is nice.

  • @leonheart7
    @leonheart7 7 หลายเดือนก่อน

    So the issue with traps in general is no cost, no penalty. The trap cards here are very much the same. There is an activation requirement in some cases HOWEVER, its active from the moment its set. Now if the traps in question said Banish 1 monster from your gy + 1 trap from gy = effect. This would be balanced.
    The thing that traps never have is set up requirement the way extra deck monsters do & thats the issue with giving them more power to compete with extra deck cards. Requires monsters reach the field, the correct fusion spell, tuners/non tuners maybe. But traps don't have that & they NEED that to be fair & balanced.
    Look at traptrix Sera vs Big welcome lab. In order for Sera to summon, a trap needs to be used. Big welcome does that without requiring a link or setup, just set big welcome and good to go. Same goes for all these cards.
    My question becomes: If you want spell speed 4 on these traps? why not require the cards to say "If you have (3/5/7) different named trap cards in your GY, your opponent cannot respond to this cards activation". It makes traps better but not blow out staples you can stall off triple tactics thrust with.

  • @Timeater
    @Timeater 7 หลายเดือนก่อน

    Instead of changing how Trap cards work, you can change how the rest of the backrow works.
    Don't you think that Quick-Play cards are too versatile?
    If the game takes away the mechanic of playing Quick-Play cards as Trap cards (setting them so it can be activated in the opponent's turn), you can give a unique mechanism to Trap cards for being the only ones playable in the opponent's turn. Only allow Quick-Play cards to be activated in your turn (as Normal Spells and from the hand as they already do), and Trap cards to be activated in the opponent's turn and after being set in a previous turn.
    For the Continuous Spells and Traps a different analysis is needed.

  • @FallenWhiteSaber
    @FallenWhiteSaber 7 หลายเดือนก่อน

    Whilst I get the idea of the design ethos; given the nature of how searchers and draw engines interact with the deck, this would run the risk of a meta-shift, akin to Infinite Impermance. Either, their presence is still weak enough not to be effective, and miss the point, or it would actively dissuade from backrow removal; and less backrow removal, more space to run floodgates and the like. Ultimately, I would say a different mindset to the card-type in general I would say is the ticket to fixing them; for example, with Unchained, they keep the anti-backrow hate aspect, but their intent is to punish instead, as if they're left alone, they're both a Raigeki Break that can proc a float, and a Monster Reborn, so, for when it comes more to a Trap-Control style of deck, it can move away from those Pink bordered nuisances, and focus more on negating the efficacy of plays, like Burning Abyss. However, Phantom Mirror Force shows what I would do to Trap Cards moving forward, Traps if they act as Circuit Breaker options, ways to hard stop the opponent's plays will keep them relevant, and help keep things in check. Speaking from experience, the amount of times an Infinite Impermance or Ghost Ogre has prevented an unasailable board from forming, or Red Reboot clinched a win, whilst protection, or float-punishing end up dissuading from the hecting high power vibe of Modern, I feel this style will keep the heavy amount of interaction, but help keep the back row relevant alongside watching hand size, with live Set cards being potentially disasterously buffed. Only catch is the needed draw power and ensuring you have access to at least 1 "Breaker" for sure; Deck Trap, anyone?

  • @Copefiend
    @Copefiend 7 หลายเดือนก่อน

    I don't think I agree with the premise. Trap cards as deck staples are a relic of a bygone era of Yugioh's history, and that's okay. I think hand traps capture the essence of Yugioh's "trap mechanic" better than any non-archetypal trap card ever could at this point. Turbo charging trap cards won't make them better, it'll make trap decks better (see Transaction Rollback). I'm perfectly fine with relegating the current and future support of trap cards to decks like Eldlich and Lab, but giving them a trap Soul Charge seems like an unhinged design choice to me.
    Although ngl, Farfa is kinda cooking with handtrap Mirror Force though.

  • @kindlingking
    @kindlingking 7 หลายเดือนก่อน

    All of these, all these theory crafting, spell speed 4, floating, busted effects and activation from hand are basically worthless, because they either don't work or will blow in your face once implemented.
    What's my solution? Make setting spells more common and expand upon monster traps (like Primineral Kongreat) and trap monsters. For the latter makes something like:
    Can be activated the turn it was set if X. If Y, reset itself from the grave. Summons itself as monster with somewhat limited interruption.
    Lets say x is opponent controlling more monsters than you do. And y is when card on the field gets destroyed.
    Powercreeping everything wouldn't fix traps, it would just open floodgates for eveb more broken card design. And since traps are inherently flawed with will always fall behind eventually.

  • @Takato
    @Takato 7 หลายเดือนก่อน

    So, what if adding this on small to medium powered traps helps with the speed issue?
    "During your opponent's Standby Phase, if you do not control any set spell/trap cards (quick effect): pay 2000 LP; set this card on your S/T zone, it can be activated on the same turn it was set by this effect.", and then you slap another effect of small or medium impact on the board on it, like a summon negation or effect negation, etc.
    Like Farfa said, disregard PSCT here, just focus on the main thing: making the card worth playing. It can be set during the SP, so you can safely set the card even going second, but the opponent has the priority to deal with it on the start of MP if he can or so wishes. However, being set by a quick effect means the opponent knows what trap it is and can play around it, which leads to player interaction, unlike traps that activate from the hand like Imperm.
    But of course, it can be kinda busted to add this to a trap that has a large impact on the board, say Evenly Matched or TCBOO, for example, so the small to medium impact effect is an internal "rule" by which the R&D team needs to abide when using such effects. The 2K LP cost is to balance cards like these being used in stall strategies that could drag the duel for too long with stun/floodgate effects. Of course, other costs or pseudo-costs could work, like discarding a card while negating the effects of the discarded card, banishing face-down from hand/top deck/e. deck, not being able to fire other quick effects for that turn, etc., it all depends on what the other effect of the trap card is and how should you balance it.

  • @Ninteedo
    @Ninteedo 7 หลายเดือนก่อน

    These cards are honestly really good ideas for normal trap cards. It would be interesting to hear you and Joshua Schmidt discuss these ideas on your podcast, as a followup to the trap card episode.
    Writhing Rot being a trap card that can potentially be played on turn 0 without being identical to any other handtrap (like Imperm) is great. Similarly, Phantom Mirror Force being a way to survive past turn 2 is actually quite reasonable. Far too often, if you aren't playing floodgates, a game against a trap-focused deck will end in a swift OTK.
    Something to note about Tripwire is that it is non-targeting. Trap cards are sorely lacking in non-destruction, non-targeting removal, making a card like Dragoon near-impossible to out (especially since it can negate something that actually threatens it).
    You're absolutely right that floodgates should be banned, but I think you should also consider whether backrow wipes like Harpie's Feather Duster, Lightning Storm, and Evenly Matched deserve the same treatment (assuming the floodgates are banned too). It is really hard to balance trap cards without removing those cards from the game.
    Unfortunately, some of the floating effects you suggest don't really help resolve the issue. For Tripwire, if your opponent is going second and activates Lightning Storm, they have no other cards on the field to be destroyed by the board wipe effect.
    My other issue with some of these cards is them being unrespondable. We can probably agree that interaction is what makes the game interesting, but cards like Super Polymerization are clearly not interactive. There is definitely a middle ground somewhere though. For instance, with Phantom Mirror Force, it could say "Your opponent's Attack Position monsters cannot activate their effects in response to this card's activation."

  • @Apocralyph
    @Apocralyph 7 หลายเดือนก่อน

    Some food for thought for sure.
    Trapwire is really weak. Trading one for one (especially through destruction) sucks going second, because your opponent went like +10 on their first turn. If you set 5 cards that 1 for 1, you lose. The graveyard effect doesn't even do anything if the first card your opponent plays is Duster. And even if they pop it with Baronne, the boardwipe effect actually can be negated! And to top it all off it's hard once per turn for no reason. This is the kind of overbalancing that has made tons of traps unplayable over the last couple of years.
    I like Capacitor a bit more. It doesn't just lose to getting banished by S:P and is generally more dynamic. The idea of getting more powerful for each Extra Deck monster is neat, although this is probably still weak, because it just doesn't do anything if you're not getting lucky.
    Rot is actually really cool. It's flavorful, has a powerful form of removal, rewards you for playing lots of traps and is interactive since it can be played around to an extend. There are certainly some kinks to be ironed out here, but the concept is neat.
    Phantom Mirror Force has some interesting balancing choices. Activating it from hand with an actually interactive condition is cool and it can still be responded to with Spells and Traps. This actually seems like a good design.
    Having a slightly different variation of a Traps effect when destroyed/negated/whatever like Recurring Nightmares is also a good idea. Although the difference in power here is obviously way too great: The normal effect is almost useless; you have to have used a bunch of Traps already and even then you get no benefit the turn you play this, and you also just die, because you paid 5k for nothing. The other effect just wins the game. So while I don't like the implementation here, the idea is solid.

  • @grodon909
    @grodon909 7 หลายเดือนก่อน

    I like the concepts!
    For phantom Mirror Force, I think it should be worded in a way that you can "dodge" it if you can remove some monsters. E.g. You have 8k on board and swing, activate phantom mirror force, activate another care to pop your own card to get under 8k. If the card is good, it adds some way to play around it if your board is big without auto-losing you the game; it also lets some decks inherently play around it, like VS which can quick effect swap in.
    Lightning Capacitor seems bad. It relies on the opponent having a big negate board, so is only a consideration in some decks/metas. More importantly, it doesn't seem to work? Like, going first with a decently sized board, the more your opponent summons from the ED, the more likely you are to have your own field popped. Going second, it doesn't actually help you deal with what's already on board.
    I love writing rot. It's actually pretty funny as a non-once per turn--the more they keep playing into the rot, the worse it is for them. I'd consider making it only return from GY once per turn, but the other effects not once per turn. So if you didn't deal with the rot, it's much more harmful, which plays into the theme. As a not OPT, it also helps with the issue that traps tend to trade 1 for 1. Rot, in that case, trades better the more your opponent extends.
    That all said, I think most of these cards still don't deal with the huge issue, where the traps are generally really weak going second. I think there are a few ways to deal with it: if they are working on making trap decks better, then having more cards like Arias or holutea help. Arias is somewhat generic, luckily. They could also make more trap decks better playing second, forcing the opponent into a grind game they can win--although that may end up being floodgate-y. Alternatively, if you're going for generic trap cards, I think more of them need to be able to do something when you're going second. Like having really strong effects turn 3, or be set turn 1, or activated if they meet a condition on turn 2.

  • @Birginio420
    @Birginio420 7 หลายเดือนก่อน

    Here's an idea for a going 2nd trap support: Monster/Effect/whatever type and attribute you like/whatever atk u like/. Quick effect: you can discard this card, se 1 normal trap card from your deck.
    The intention is descarding during EP to set whatever and pop off turn 2.
    It'd be called "Booby trapper" and would be a goblin dressed like a trap rapper

  • @Jyxero
    @Jyxero 7 หลายเดือนก่อน

    I main deck Needle ceiling with Lab, and while sure, has won me games, nowadays the impact of Raigeki at will isn't exactly the best, only on simplified board states where negate spam isn't the issue; traps needs wild effects to compete as not only you can't access the extra deck & search to do your combo with traps (Don't look at Paleo thou), but the inherent issue of set & pass should remain, or they just become quick effects
    Neat ideas thou, that reworked Bug trap would call for more Duster / L storm if you go first (Unless Heavenly prison), but overall neat ideas that might never see the light cause Konami doesn't (or more like they pretend) understand their game

  • @WaifusAndKaijus
    @WaifusAndKaijus 6 หลายเดือนก่อน

    It's the mark of a BS game that many of its core mechanics have been power creeped to literal near-uselessness
    Tribute summons? A joke. Trap cards? A joke. Fighting for the board and having more than 2-4 turns per game? 😂😂😂😂😂

  • @comettcg8830
    @comettcg8830 7 หลายเดือนก่อน

    I like and agree with the vulnerability issue on modern yugioh. But having very strong 'anti-vulnerability' effect make funny interaction in my head. If I do nothing to that card, the effect gonna resolve, if I do something, the effect gonna resolve, it's more if impending-doom-card rather than trap card. Hence my fav from these list is phantom mirror force, it still function very trap like as it will punish your opponent hard in certain condition rather than "it will for sure do A or B". Yes the anti-vulnerability condition can be tweaked as to like Tripwire, as comsic cyclone or S:P would handle them, but giving it super generic condition would make it what I described above I think. I can be totally wrong tho and in the end any significance powerup on trap card, I'm in

  • @NutLump
    @NutLump 7 หลายเดือนก่อน

    Honestly the "Hand traps actually being traps" isn't so bad if you put stipulations on it.
    Counters can be activated from the hand
    Normals must be set first but have an effect if removed
    Continuous are same.
    As far as just making them better, they do need an effect in case they're removed or they need graveyard effects, or both.
    Like Salamangreat Roar. As far as Pure Salads go, that card is clutch.
    It returns itself from the graveyard after a reincarnation link summon and has a good negate.
    Magician's Navigation is another, albeit archetypal, is an effect that, if tweaked, would be good as an all around trap.
    Special 1 type of monster, next turn banish this card from the graveyard and you get a free Solemn Judgment effect. It type-locks and they have to banish it to really escape the effects.

  • @zerochill4096
    @zerochill4096 7 หลายเดือนก่อน

    I do like some of the ideas presented here, though I will say that I wish that you focused more on the idea of Traps as powerful playmakers that let you play on your opponent's turn. Disruption is nice and all, but focusing exclusively on Traps being nothing more than varying levels of disruption rather than using the design space to make significant plays adds to why they feel kind of underwhelming. Dark Renewal for example feels like it could be an amazing trap card if it didn't have the conditions of "If your opponent Summons a monster" and "If you control a Spellcaster-type monster" because removing any card on the field by removing any card you control, then Special Summoning any DARK Spellcaster-type monster from your Deck or GY is legitimately insane and forces your opponent to interact with it or else they get put into a tough spot and you gain advantage off of it.

  • @humanoid251
    @humanoid251 7 หลายเดือนก่อน

    So I’m a nutshell, the way we fix Trap Cards is to give them the Poplar/Circular treatment: if this card is added to your add; do x, if it’s activated; do y, if it’s sent to the GY; do z
    In all seriousness tho, it really is a shame that nowadays the only playable traps are ones that don’t even behave like traps at all. I do like these custom ones tho. And I really like how it would blend the 2 “ages” of yugioh together: old age Yugioh where you had to play more conservatively and actually feared trap cards and new age where zone placement matters and you have to pick your interaction points carefully

  • @soulstarved4116
    @soulstarved4116 7 หลายเดือนก่อน

    Idk, I'm too lazy to actually think about it because this topic would need careful consideration. But I'm not a big fan of straight-up power creeping cards. YGO has done a good job creating cards of similar effects that fill different niches, and even if one variant is worse than all the others, there is still very niche scenarios in which the worse card is better. But are traps so bad and creatively drained that they need powercrept versions? Probably, Idk, have to think about it. Generally, konami works around this issue by giving them costs or restrictions, like locking them to archetypes, but I think that defeats the purpose of what you're saying.
    I think the major issue is that monsters make better traps. Quick effects being able to interrupt your opponent on multiple turns without losing card advantage. Traps have to have increased value to compete with that. They've been adding a lot of GY effects on traps lately, but this is often not enough. Better value based on your opponent removing it could be cool, like Abyss Actor cards. But I don't think that's going to help too much unless you put thought into how that value plays out. For example, the one that nukes the board, I would just always remove backrow before committing to the board, better than nothing, I guess, but doesn't fix the issue since I would control no monsters either way.
    Set five traps from GY is actually quite bad because you need five traps in GY to set them in the first place. I think I would only use it for the opponent removal effect to set from deck, and even then those traps wouldn't be live so the value only comes next turn meaning I have very little fear removing it as long as I can otk.

  • @sr_pallmeto4542
    @sr_pallmeto4542 7 หลายเดือนก่อน

    I don't like the idea of giving a waking the dragon-like effect to all trap cards. It makes it so annoying trying to out-play a face-down card, because you don't wanna pop it if it is something like Tripwire, because you will lose your board instead of losing one monster, but you specially don't want to walk into a Mirror Force, or a regular backrow like Judgment that you could force out on an good position for you. I also think making all traps Spell Speed 4 is kinda cringe. I can get behind the weaker effects not being able to be negated like the first part of Tripwire (it kinda reminds me of paleos randomly being unaffected by monster effects lol), but the mirror force from the hand that you can do nothing about seems like a really toxic card. At least it's regular destruction and not something dumb like "shuffle all monsters your opponent controls into the deck", but still, I think my point stands.
    Edit: I will not elaborate on Recurring Nightmare lmao