GIVE US MORE GOOD TRAP CARDS

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  • เผยแพร่เมื่อ 31 พ.ค. 2024
  • [Streamed Live on 29th May, 2024]
    Original Video: • Yu-Gi-Oh! Has A Trap C...
    Jesse: / @jessekottonygo
    Stream: / joshuaschmidtygo
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    Channel managed by: Tyl0o | / tyl0o
    Music: Mii Maker - Edit (WiiU)
    #JoshuaSchmidt #stream #yugioh

ความคิดเห็น • 192

  • @Luminousplayer
    @Luminousplayer หลายเดือนก่อน +53

    Quickplay spells stole a huge segment of opportunity for trap cards

    • @abdurachmanromzy4778
      @abdurachmanromzy4778 หลายเดือนก่อน +6

      Need more actual "hand trap" like imperm (that isnt negate) to really compete

    • @OsirusHandle
      @OsirusHandle หลายเดือนก่อน +1

      they should make traps balanced more around being reactive than being slow. so quickplays you can use whenever, traps only when ur opp does something

    • @lyfed2566
      @lyfed2566 หลายเดือนก่อน

      @@abdurachmanromzy4778 yeah i really like imperm but i hope we also have stronger hand trap card but more exclusive to trap deck. maybe something like "you can activate this card from your hand by revealing 2 other trap card in your hand"

    • @sluggernott
      @sluggernott หลายเดือนก่อน +1

      @@OsirusHandle They're slow because of their intended design and because they're reactive.
      What they need to do is design more traps that either trigger from hand or other cards that allow set traps to be activated during the same turn.
      Even further, they need to design a way to make better use of counter traps that speed up their use. That would flip the game on it's head.

    • @OsirusHandle
      @OsirusHandle หลายเดือนก่อน +1

      @@sluggernott thats just making traps not traps. why make any trap at all if theyre just glorified quickplays

  • @shen.daniel
    @shen.daniel หลายเดือนก่อน +165

    Yesssss the oroborous of content. We had mbt reacting to farfa reacting to mbt, and now we have two champions feeding each other videos. Truly the best timeline

    • @lion.official
      @lion.official หลายเดือนก่อน +17

      And podcasts with the same people talking about the same thing in the videos

    • @denglong7180
      @denglong7180 หลายเดือนก่อน +2

      Thank you for not shilling for these clowns. Content like this is easy money so they'll milk it to the core.

    • @soranobabel4474
      @soranobabel4474 หลายเดือนก่อน +15

      best point is that it's "interactive", they both give good points, not just a guy staring at a video for 20 minute in silence then call it reaction video

    • @babrad
      @babrad หลายเดือนก่อน +18

      ​@@denglong7180while I completely understand your point, I still find the discussions useful and informative enough to not consider them boring or repetitive.

    • @Tortorrta
      @Tortorrta หลายเดือนก่อน +8

      It's nice to have competitive content make a circle instead of what you'd call Farfa and his circle of people.

  • @amienabled6665
    @amienabled6665 หลายเดือนก่อน +57

    "We hear you loud and clear, introducing Runick Fountain of Traps:
    You can activate Counter Trap Cards from your hand either players turn. Once per turn, if you activate a Counter Trap Card: You can target up to 3 Counter Traps in your GY; place them on the bottom of your Deck in any order, then gain LP equal to the number of Counter traps placed at the bottom of the deck x 1000 and draw the same number of cards."

    • @tidalfront2360
      @tidalfront2360 หลายเดือนก่อน +24

      Counter Fairies are so back

    • @trashydaze3761
      @trashydaze3761 หลายเดือนก่อน +2

      Print it.

    • @Iceyia
      @Iceyia หลายเดือนก่อน +2

      It's crazy how you replaced "runick quick play" with something more generic and made a card that could possibly be argued as worse that's actually crazy

    • @GodzillaFreak
      @GodzillaFreak หลายเดือนก่อน +6

      @@Iceyia Well yeah he needs to make hugin and the ones that do those are the runick quickplays not random generics

    • @Iceyia
      @Iceyia หลายเดือนก่อน

      @@GodzillaFreak it was more the fact that even if you made counter trap versions of the runick quick plays, they would still be worse just because you have to wait a turn to activate them. If you go first it's fine, you activate a counter trap and make counter-hugin on the opponent's turn, but going second it seems pretty bad, especially if you have to walk into some sort of degenerate combo endboard.

  • @nightwish7074
    @nightwish7074 หลายเดือนก่อน +53

    The Traptrix structure deck circa Kashtira format really reminded me a lot of the golden age of Trap cards. It actually felt like what I consider a "Trap deck". No floodgates, no bullshit, just interactive Trap cards backing up a few monsters.

    • @MrThemelloman
      @MrThemelloman หลายเดือนก่อน

      Man those traps are the bullshit😂
      In all seriousness traptrix hurts to fight maan.

    • @nikolasg7633
      @nikolasg7633 หลายเดือนก่อน +4

      @@MrThemellomanyeah, definitely skill drain is on the same level of shitty design as a bottomless trap hole. Smh

    • @kapwns
      @kapwns หลายเดือนก่อน +4

      And look how it did absolutely nothing to the format.
      People are perfectly fine with a combo deck consistently ending on a full hand, set up recursion and multiple negates/disruption but complain the moment a trap is actually impactful.

    • @nightwish7074
      @nightwish7074 หลายเดือนก่อน +2

      @@kapwns People facing Ikea Lab: Yeah this is fine
      People facing Traptrix: What is this STUN BULLSHIT

    • @Lorens4444
      @Lorens4444 8 วันที่ผ่านมา

      ​@nightwish7074 Honestly, I've never seen people complain about Traptrix, IKEA Lab faces much more well justified hate. Imagine Traptrix getting a chainable trap that summons them straight from the deck without Sera, plus Atrax working from hand. 😅

  • @harrydellagiacoma8924
    @harrydellagiacoma8924 หลายเดือนก่อน +14

    It can't be understated how much better it feels to play traps without hopt on them. Daruma, compulse, strike are all so much cleaner to play because there's no hopt on them

    • @Squibbly_Squelch
      @Squibbly_Squelch หลายเดือนก่อน +2

      Wtf is hopt?

    • @Stony2103
      @Stony2103 หลายเดือนก่อน +1

      ​@@Squibbly_Squelchhard once per turn

  • @josephcourtright8071
    @josephcourtright8071 หลายเดือนก่อน +25

    Anything you could print on a trap will eventually be printed on a quick play.

  • @AxelBeats
    @AxelBeats หลายเดือนก่อน +4

    I think traps are best when they punish actions rather than preventing them. The idea of "you've activated my trap" by doing x just feels so much better than "you can't do this now"

  • @MrAnimeLover1
    @MrAnimeLover1 หลายเดือนก่อน +3

    Traps without some good long-lasting effects (continuous trap for example) are just the poor man version of quick-play spell. That’s why some certain good one-off traps acted like handtrap or quick-play spell like Imper or Red Reboot. I think the future of traps will be GY because its the only non-monster card so far can activate quick-eff in your opponent turn that way by being just a trap. That’s why Transaction Rollback is one of the best designed normal trap i have seen so far.

  • @robertbauerle5592
    @robertbauerle5592 หลายเดือนก่อน +21

    I saw some people saying that “rollback limits future design space”, but I’m not sure that’s true at this point. We already have pretty much the most broken type of thing you can copy with it - a lingering floodgate that prevents monster effects or destroy all cards your opponent controls. What could Konami print that would be more toxic than that? I feel like at that point it would just be a terrible design on Konami’s part if they made an extremely fringe trap card that just basically says “I win the game”.
    Honestly my biggest problem with rollback’s design is that is sucks while it’s on the field, and for some reason it takes half your lp, which would normally be whatever, except that yugioh is a game with some of the worst designed and most abusable time rules in the history of all TCG’s. And you’re putting it in a deck that usually wants the game to go slow.

    • @sammydray5919
      @sammydray5919 หลายเดือนก่อน +13

      Honestly if Rollback's existence prevents the creation of dumbass things like the Mayakashi trap then I am all for it. I think traps at this point deserve a super strong card like Rollback and even then its only from the grave because its field effect is basically non existence 99% of time.

    • @LeyvatenLoop
      @LeyvatenLoop หลายเดือนก่อน

      The only real issue with rollback is how it can ignore costs and restrictions due to effect copying shenanigans, as that can become and issue in the future if they want to release some trap that need those to be balanced. Aside from that it's really fine, even with the ability to activate hard opt effects twice

    • @abdurachmanromzy4778
      @abdurachmanromzy4778 หลายเดือนก่อน

      Well,its anime card
      Ofc its bad on its layer phase
      Its just happend that konami want to sell the card badly,its start being good card

    • @abdurachmanromzy4778
      @abdurachmanromzy4778 หลายเดือนก่อน

      ​@@LeyvatenLoopits had same logic with trap trick tbh
      But the lp cost will always became better cost (since its pretty useless outside being cost) than paying with another copy of your needed card

    • @LS-qs9ju
      @LS-qs9ju หลายเดือนก่อน

      @@sammydray5919 Wait, you're right. Rollback actually prevent future Normal Trap Card to have a stupid overpowered effect.

  • @arjanzweers6542
    @arjanzweers6542 หลายเดือนก่อน +3

    "They haven't even tried with quick-play spells" My man, your favorite archetype is Konami's best attempt yet at making quick-plays good and splashable

    • @Lorens4444
      @Lorens4444 8 วันที่ผ่านมา

      Runic Musketeers... XD

  • @polodoskyz
    @polodoskyz หลายเดือนก่อน +2

    11:40appointer of red lotus
    was a non floodgate problematic trap card

  • @Azeru-gu2cz
    @Azeru-gu2cz หลายเดือนก่อน +8

    The inherent problem of fair trap card like daruma, compulsory,... is that they all die to a massive backrow removal. With lightning storm, feather and maybe evenly, a pure trap deck like a new paleo or a more interactive labrynth deck is not viable

    • @Telados
      @Telados หลายเดือนก่อน

      Yugioh should not have this many board wipes

    • @invertbrid
      @invertbrid หลายเดือนก่อน

      We need easily searchable or extra monster with Lord of heavenly prison effect that protects all backrow from targeting and removals.
      Evenly still can wipe out but hard to make cards that play around that, as it's not even considered as destruction and it affects the player.

    • @alphashina
      @alphashina หลายเดือนก่อน

      Problem is that when we go 2nd, we set cards then opponent could destroy them before next turn

    • @sluggernott
      @sluggernott หลายเดือนก่อน

      Outside of the 2 cards you mentioned, there isnt much else in terms of massive and viable backrow removal.
      But you're right in that their threat is enough of a deterrent to make them less-than-optimal options.
      What Konami will do is make more cards around bringing the power of trap cards to modern times. Eventually.

  • @kemiya1750
    @kemiya1750 หลายเดือนก่อน +63

    I'm not talking about floodgates, traps in general, but I hate how the community has talked badly about traps for years because "they're slow" "they're bad" "don't use them" Then, more archetypes made them viable (especially Labry), and now "they're a problem" "they're annoying" "too powerful" "old traps are not balanced for modern Yugi" sigh

    • @nekkrotik3971
      @nekkrotik3971 หลายเดือนก่อน +19

      People just hate control. I used to run bottomless trap hole in my altergeist and people complained about that 😂 hope they like that secret sauce of double reincarnation droll, then resolving multi faker after 😂

    • @N12015
      @N12015 หลายเดือนก่อน +10

      It's because people have a massive ego and don't recognize monster combos can be even more opressive, as well as they're incredibly underprepared for backro because monsters do everything.

    • @jtalkalot19
      @jtalkalot19 หลายเดือนก่อน +8

      Isn't this just another case of yugioh players NEVER being happy? No matter the subject, no one's happy.

    • @eclipse3479
      @eclipse3479 หลายเดือนก่อน +7

      Getting eev or dimensional barrierd is why everyone hates labrynth. No one is complaining about them using generic good trap cards

    • @deaththesoul8
      @deaththesoul8 หลายเดือนก่อน +7

      To be fair, in a lot of competitive games control/defensive gameplay are often dislike by the player base. Mastemon and Bellstarmon in the Digimon TCG, Holy Sanctuary Haven from Shadowverse, Baiken from the old Guilty Gear games, Landorus-T, Mega Sableye in pokemon and other examples that I don't remember right now. So it's normal that people, once something defensive/controlly becomes viable or popular, starts crying about it more loudly than usual, and makes me understand why some companies doesn't push too much this playstyle (despite I finding it really fun when BOTH are playing defensive).

  • @bunniyubel3782
    @bunniyubel3782 หลายเดือนก่อน +1

    Weighbridge was the trap card that was meant to punish over extension, and honestly I think has now flown under the radar since baronne and savage are banned.

  • @Seveinis
    @Seveinis หลายเดือนก่อน

    The content I didn’t know I needed, two champs discussing each other’s videos. Couldn’t be happier

  • @grodon909
    @grodon909 หลายเดือนก่อน +1

    When I first started playing the game again (stopped in 2009), one of the first decks I made, and the deck that got me to try master duel, was Labrynth. Non-optimal lab was one of the most fun, interactive decks I've played. It made a constant back and forth for both players on both turns (unless I got blown out)

  • @CardGamesTV1
    @CardGamesTV1 หลายเดือนก่อน +1

    25:43 my good old B.A.T deck. burning abyss trap deck. nice to know someone used it

  • @freex5876
    @freex5876 หลายเดือนก่อน +1

    If nobody is running Witch's Strike, you can't expect much from traps.

  • @davincameron7627
    @davincameron7627 หลายเดือนก่อน

    Lab has 2 versions: combo and control. The Combo variation uses trap cards to gain an insane amount of advantage over The course of a few turns. Whereas the control version Slowly chips away at your opponent until you can One turn kill them.

  • @mainclash
    @mainclash หลายเดือนก่อน

    Vor kurzem entdeckt und abonniert. Freu mich schon auf Runisch Traps

  • @captainsunshine64
    @captainsunshine64 หลายเดือนก่อน

    Can't wait for the boxing match between you and Jesse

  • @keithrobinson4248
    @keithrobinson4248 หลายเดือนก่อน

    I just left a Jesse highlight video and one comment wanted him and Josh to react to each other's content more then I refresh abd get this video 😂 😂

  • @zeromaniac5210
    @zeromaniac5210 หลายเดือนก่อน

    format is also something to consider when discussing these topics. in md one reason i like monster combos instead of trap decks is that it is a best of one. i know what the unchained interruptions are, i know what the branded endboard is going to be so i can plan and play around those goes second. while yes they have unknowns in their hand, considering the size of those engines i can usually assume it is the usual subsects and by attention to how they play and field light up you can still play around them with some success.
    U can't really plan or play around set 5 pass. those cards could be anything and u have no way knowing unless u play into it blindly or are lucky enough to draw ur backrow removal if u evenly play any, cause again in a best for 1 to cover the widest base that removal is often just thrust into duster. So going second against a trap deck is annoying goes ur going in blind to set 5 and ur backrow removal is often attached to ur monster(if ur engine even has one) and u can't get to them unless u blindly commit to the board. Now in a war of attrition ur the monster deck is still favored to win but it is not an interesting gameplay to play something and ur opponents response with their trap and u go "wow u had that". since ur just comparing opening hands.
    There is no second or third match for u to revise ur strategy and play better. if ur going first u get to set up the field and pop their cards before they can do anything and if u go second u go against their field with no information and either hope ur opening hand can deal with theirs or get halted and hope that they don't otk next turn or don't draw into another board wipe for next turn.

  • @mosesnyper
    @mosesnyper 29 วันที่ผ่านมา

    I guess this is why Edison is popular, every deck can have like 20 traps since hand traps weren't as big

  • @embDBA
    @embDBA หลายเดือนก่อน

    Based Josh

  • @winter9348
    @winter9348 หลายเดือนก่อน

    If you squint hard enough, purrely is a quick spell paleo

  • @dennisbernhard3117
    @dennisbernhard3117 หลายเดือนก่อน

    What about a trap that sets itself during your opponents Draw Phase, if you go second, and you can activate during that turn, but you have to send it during the End Phase, if you didnt use it. It could have some simple interruption effect, stronger than a hand trap like Imperm, but it's balanced by your opponent knowing about it, unlike with a hand trap.

  • @lakebeyer3828
    @lakebeyer3828 หลายเดือนก่อน

    The trap card that is not a floodgate or hand trap that was problematic in recent years is appointer of the red lotus

  • @juanmarcelo589
    @juanmarcelo589 หลายเดือนก่อน

    They should make a new paleo that returns all monsters on the field to the hand or something like that

  • @liviousgameplay1755
    @liviousgameplay1755 หลายเดือนก่อน

    I just thought of this, but many trap cards are too conditional. For an outdated but easy example, Orcust Galatea can grab crescendo and set it, but (1) Crescendo can't do anything unless you can stick monsters on board, (2) even when activatable it is threatened when the monsters are threatened, and (3) even if you don't search->set the obvious trap, by playing Orcust its an easy guess. Even when a modern trap is designed well, if its archetypal, then it can't be considered as a staple "good trap card" because its an "Orcust" (or whatever archetype) card first. A modern example would be Rescue-ACE, the cards are weaker but usable without Hydrant on field, but I'm not gonna consider slightly worse versions of traps/quick-plays that already exist in other decks unless I need the 15th copy of fiendish chain for some reason.

  • @swisschese1323
    @swisschese1323 หลายเดือนก่อน +1

    I think Rollback introduces a very cool mechanic that are not possible in the majority of tcgs, and it also exposed problematic cards from konami 10 years of questionable design principle that brought us the mayakashi floodgate, d-barrier,...

  • @AnotherSyouz
    @AnotherSyouz หลายเดือนก่อน +1

    im still waiting for Josh to play Paleo Runicks xd

  • @alessandrorampa5536
    @alessandrorampa5536 หลายเดือนก่อน

    Make this man Konami ceo

  • @mornhiver
    @mornhiver หลายเดือนก่อน

    I LOVE IDP

  • @Raining_H
    @Raining_H หลายเดือนก่อน

    Give us hand traps that are actually traps

  • @jujubeanz009
    @jujubeanz009 หลายเดือนก่อน +1

    Konami had trouble really deciding what Traps should do, especially when it was reaching more of a competitive level. The game got too fast for the conventional mechanics of trap cards so they pretty much became “no” card to quick-play spells, like the banned Red Reboot. I feel like Traps have lost their way because Monsters and Spells were printed with better effects and traps just became the nerfed retrain of most banned spells or floodgates with some very peculiar mechanics thrown in, like continuous trap monsters or in your case Normal trap monsters. It’s just a weird time for traps right now. It’s like Trap cards are going through puberty rn.

    • @sluggernott
      @sluggernott หลายเดือนก่อน

      Feels like it's been this way for traps since I started paying attention to yugioh again in 2017.

  • @rakkis1576
    @rakkis1576 หลายเดือนก่อน

    Honestly more good Traps would give more room to try stuff like Lady of Lament + Lair of Darkness

  • @hermitxIII
    @hermitxIII 17 วันที่ผ่านมา

    unerrata Makyura.

  • @OsirusHandle
    @OsirusHandle หลายเดือนก่อน

    trap fenrir
    Adds itself, pops a card, banishes a card, 0 cost
    this would be the equivalent of what fenrir is. now imagine how broken it would NEED to be to be as splashable as fenrir

  • @quint2568
    @quint2568 หลายเดือนก่อน

    i play kaiju spam link. skill drain is one of the best assist for that entire strategy. monster effects can way more more oppressive than any trap card in the game.

  • @wilsonator666
    @wilsonator666 หลายเดือนก่อน +3

    The trap cards I enjoy using are Planet Pollutant virus, crackdown, brainwashing beam, Apophis the swamp deity, Mass hypnosis, and gravedigger trap hole.

  • @snappified1622
    @snappified1622 หลายเดือนก่อน

    appointer was an issue

  • @xCorvus7x
    @xCorvus7x หลายเดือนก่อน

    Battle traps could become relevant tomorrow, if they printed ones with floating effects.
    However, since the design space of battle traps is pretty much fully explored, these new cards would be kind of boring and just replace older cards such as Mirror Force or Dimension Prison.
    At least, that's the case for generic battle traps.
    I suppose, a new archetype could get an engine piece that is a battle trap, so it doesn't just one-up the various removal effects of older battle traps but gets a combo started or sets it up in addition to which it would have some sort of interruption effect.

  • @Lorens4444
    @Lorens4444 8 วันที่ผ่านมา

    The problem with trap cards is so bad that we need something Labrynth level broken to fix it. Activate traps during the turn they are set, set traps from the deck... XD

  • @D0012D13
    @D0012D13 หลายเดือนก่อน

    Should make quick play traps you can flip same turn

  • @invertbrid
    @invertbrid หลายเดือนก่อน

    Sadly the way it is with modern YGO. The traps need to be insanely powerful or have anpther effects in hand /grave / banish to be viable.
    They need to print more powerful traps that at least ppl can use on side deck while goong first. Like better torrential tribute that spin to deck and affect opponent only for example. Or unresponable bottomless that can negate + banish.

  • @Freshy2811
    @Freshy2811 26 วันที่ผ่านมา

    what about a trap that has a field, a grave and a banishment effect. so that it recycles itself.
    Plus traps need a master rule change in some way shape or form. Like traps are activatible from hand during opponents turn. or something less broken :D

  • @gnavtot5943
    @gnavtot5943 หลายเดือนก่อน

    to fix traps cards all you have to do is make so that traps cards aren't bad archptypes cards which copies other trap cards, make them more simplitstic literally, and lastly make them gimmickey because either your playting traps only as a floodgate or broken cards effect then bring back simple but effective traps with gimmick.

  • @thecookies6109
    @thecookies6109 หลายเดือนก่อน

    We don't need more good trap cards we simply need a new set of new trap monsters that pulls trap cards from the banished zone to graveyard or hand.
    Or some upgraded palezonics.
    Palezonic Halwaxiids
    Reveal this card from your hand, you may activate this in responce to a summon or card effect. Send this card and another trap card from your hand and deck to the GY. Then you can choose 2 palezonic trap cards in the GY's and special summon them to the field as monsters.
    Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 4/ATK 2400/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
    Palezonic Odontogriphus Reveal this card from your hand, you may activate this in responce to a summon or card effect. Send this card and another trap card from your hand and deck to the GY. You can then place this card in your spell and trap zone as a continous trap card with this effect : Discard 1 trap card from your hand return 1 trap card from your banished zone or graveyard to your hand. This is considered activating a palezonic trap card.
    Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 4/ATK 2000/DEF 1000). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
    Palezonic Cambrian Reveal this card from your hand, you may activate this in responce to a summon or card effect. Send this card and another trap card from your hand and deck to the GY. If a palezonic trap card is in the GY ; You can remove from play 1 card your opponent controls (ingnoring its text) , if your life points are lower than the opponents your opponent cannot activate a response to this card effect.
    Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 4/ATK 2200/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.

  • @LazurBeemz
    @LazurBeemz หลายเดือนก่อน +11

    I'm not pro-backrow, I'm pro-backrow-removal. I remember when everybody ran MST, Heavy Storm, and Giant Trunade, plus other stuff like Raigeki Break and Ryko, because hitting backrow was IMPORTANT. Why was it important? Because the backrow was strong! I like destroying backrow, and want people to commit deck slots to backrow removal, so backrow cards need to be strong! Mystic Mine was GOOD because for once it made people consider maindecking backrow removal.

    • @Stony2103
      @Stony2103 หลายเดือนก่อน +1

      I agreed with that sentiment, but your last sentence fully lost me. You're absolutely insane if you think mystic mine was good for any part of gamedesign.

    • @Lorens4444
      @Lorens4444 8 วันที่ผ่านมา

      Em... backrow removal is the reason that traps aren't relevant in the first place. XD

  • @adriandraganescu6040
    @adriandraganescu6040 26 วันที่ผ่านมา

    Traps need to be able to be activated during the turn you place them when an opponent activates effects on your turn. It's ridiculous how much your opponent can do on your turn before most traps can even be activated.

  • @picmax6639
    @picmax6639 หลายเดือนก่อน

    But what „good old generic removal Trap“-effect could ever be better than darumas? I fell like that’s the pinnacle of one-time interruption that worjs going 2nd

  • @Renvil_
    @Renvil_ 27 วันที่ผ่านมา

    Lab = Trap Sky Strikers

  • @TheDarcaneify
    @TheDarcaneify หลายเดือนก่อน

    Woah woah woah, am i stupid or was the Part of Karma Cannon going around Sangan Summoning totaly wrong? Becous if DDKC is activated with just a Field of Tenpai Dragons it does shit becous no card got flipped.

  • @Gatitasecsii
    @Gatitasecsii หลายเดือนก่อน

    I'm happy the pros agree, but unhappy they do nothing about it.

  • @RichiSpilleso
    @RichiSpilleso หลายเดือนก่อน +1

    I have some japanese destructive karma canon, I think therefore its also available in the OCG right?

  • @HeimdallsMight
    @HeimdallsMight หลายเดือนก่อน

    What if we remove quickplay spells from the game, all cards that were quickplay spell are gonna be traps and than we make the trap mechanic work like the quickplay mechanic is now
    It is kinda weird with all the quickplays needing do get a Reprint as trap but i think technically that sounds like a way to fix it for me :D

  • @adanganaafan2811
    @adanganaafan2811 หลายเดือนก่อน +7

    Today I discovered Labrynth Runick😂

  • @ivanshekerov8966
    @ivanshekerov8966 หลายเดือนก่อน

    An other good trap but is for an archetype is the voiceless voice trap which does a lot. But generic traps these days are hard to find seeing play

  • @PyckledNyk
    @PyckledNyk หลายเดือนก่อน

    Konami needs to do a loooooot to make the game better, I think they just don’t care though unless it aligns with their own R&D goals

  • @kennypk
    @kennypk หลายเดือนก่อน

    If its not a torrential tribute that banishes the entire field that can be played from hand like imperm im not trying to hear it

  • @NikosGirginoudis
    @NikosGirginoudis หลายเดือนก่อน +2

    The thing is, having my opponent set four, summon thunder king rai-oh and then pass is not a meta I want to go back to. Like, wow such great skill you have barfing your hand on the field and then proceed to poking me with thunder king until I loose, only for me to play heavy storm and have you whine about it the entire match.

  • @mawuligeorge5862
    @mawuligeorge5862 หลายเดือนก่อน

    None has existed

  • @FafliXx
    @FafliXx หลายเดือนก่อน +5

    I mean, we basically have most of these interactions, but with hand traps.
    "Does my opponent have Veiler or Nibiru? Can I afford to play around either? Stuff like that is very similar to playing around single or multiple card removal.
    I also don't think it's that skillful. In the say way that you often can't play around a Veiler, you may not be able to play around a target banish on a key card or board wipe. You just lose.
    If Snake Eyes opens Diabellstar as their only starter, then they literally can't play around Karma Cannon. They just have to end turn.
    I don't really mind that, because it's Snake Eyes, but weaker decks have even more chokepoints like that. Especially if it's not "just" Karma Cannon. If you opponent simply has both Cannon and a single target (not unlikely in a trap deck), chances are you just lose, unless you open Duster etc.
    If cards like that were more common, it creates a situation where every deck has to be able to open 3+ one card starters/extenders going second, or they just lose to traps.
    If traps were more common, you would have to main-deck both a ton of hand traps for combo decks, and S/T removal for traps. So your chances going second against either are even worse, and games are mostly decides by the dice roll.
    I also don't think floodgates are inherently bad. They just need to either:
    a) Hit both players in ways that matter, or have strict activation requirements, so you can't just place them behind a full combo board. Like Lose 1 Turn, or even Shifter to an extend, only working if you don't have cards in your GY already.
    b) Limit the super crazy stuff, but allow some play. For example my personal idea, "Anti-Nibiru": During the standby phase, you can discard this card (Quick Effect): Until the end of the next turn, neither player can summon monsters more than 5 times.
    Technically even Droll counts as lingering floodgate, but it's a pretty fair card.

    • @xCorvus7x
      @xCorvus7x หลายเดือนก่อน +1

      I'm not fully convinced by this comparison.
      Sure, the dynamics are similar but a set trap will less likely be a starter or extender than an unknown card in hand.
      It's also a lot easier to work your way to some backrow removal than to achieve hand information, let alone handripping.
      Besides, given that trap cards exist, shouldn't the plays that can be made with them stay relevant?
      Though, I agree with you about floodgates. They have always been part of this game and the only problem with them is some poor design and some earlier decisions shooting them in the foot now (such as making the more powerful floodgates trap cards, so you couldn't just activate them on your turn to make use of them, which by now allows people to build full boards and then tack onto that a floodgate during their opponent's turn, which then only really affects the opponent).

    • @PalkiaDialgaGiratina
      @PalkiaDialgaGiratina หลายเดือนก่อน +1

      This discourse is interesting. I think the example they mentioned (Daruma set with Ash + Poplar) on field is more of a mid-turn setup, and it's not necessary that you're facing a bunch of unknowns.
      At the highest level, part of it is the mind games the player do with each other with the cards they have, which can be done with both handtraps & trap cards. I'd argue the skill expression is here, when you have these decision points.
      You're right in that you cannot possibly play around everything, or even certain cards in certain situations, but to some extent you cannot be scared to do so. Or you commit to the subpar board, and live with the consequences of your decision. In your mind it might spark a moment where you think of certain tech cards, different deckbuilding strategies etc. when you lose in such situations.
      I also agree with you on some floodgates, like Zombie world, or if like Gravekeepers uses Necrovalley etc. sure. Situational floodgates are okay, I think, especially when something like Zombie World also enables Zombies to play.
      But I don't think main decking a few copies of S/T removal is a bad idea. In bo3, you will put some in the side deck at least, and in any case you always build your deck to be able to go 1st, but having an insurance policy doesn't heart. Especially something searchable in-archetype (e.g. Tearlaments Hearbeat).
      Older YuGiOh had a bunch of staple traps played anyway, and S/T removal was at a premium. The game was slow enough then, that S/T removal mattered and they still generated plenty of enjoyable games.

    • @Andrewwwwwww
      @Andrewwwwwww หลายเดือนก่อน

      Yeah if traps were good, a 1 card combo deck like snake eyes wouldn't be the favorite, it would be more resilient tempo style decks that live past being disrupted turn 1. Quasar synchro turbo was a powerful meme😮 combo deck that always existed for years, but wouldn't top every format simply because it was too fragile compared stuff like Burning abyss or shaddoll that ran some disruption. It's just nowadays you can blow past it and consistently on turn 1, and traps need to catch up to that speed to deserve their different card color.

  • @Exisist5151
    @Exisist5151 หลายเดือนก่อน

    TCG designs balanced decks for a healthy format. That’s why you get your ashened’s and Tistina’s, flame Swordsman, Krishnerds and Multi-Universes.
    How often has the TCG left a deck freshly created in the OCG un-hit on the banlist after a few months? I think the designers know the stuff that comes in isn’t balanced for good gameplay and that’s why they end up hitting it. Having the TCG design decks that aren’t going to get hit on the banlist I believe is much better for the game and those who invest in those decks.

  • @GamerNym
    @GamerNym หลายเดือนก่อน +2

    "Any good trap card in the modern day has to be good going second."
    So a Quick-Play Spell? I mean ultimately this is my takeaway is that the only consistently good way to make Trap cards viable is to make them Quick-Play Spells. Traps just don't have any positive qualities over Quick-Plays that I can tell.

    • @spyro2002
      @spyro2002 หลายเดือนก่อน +1

      It's not related to this discussion directly, but traps can use their grave effects at spell speed 2 which Quick-Plays can't.

    • @videogamesarecool9280
      @videogamesarecool9280 หลายเดือนก่อน

      @@spyro2002wait, why cant quick play spells do that?

  • @robertbauerle5592
    @robertbauerle5592 หลายเดือนก่อน

    @16:50 unironically, sixth sense could be unbanned. Card is slow enough, and inconsistent enough, where I think it'd be absolutely fine in modern yugioh. Even if you high roll a 6, you're still doing it after setting it and flipping it on your opponent's turn.

  • @Shadowbot074
    @Shadowbot074 หลายเดือนก่อน

    Getting karma cannoned sucks but it’s not like, the same level of complaining when you get floodgated

  • @Lorens4444
    @Lorens4444 8 วันที่ผ่านมา

    If Konami would ever wish to bring trap cards back, they should add 4 more pages to the banlist, hitting a ton of generic backrow removal, handtraps, overpowered generic trap cards, and floodgates at the same time. Would it benefit the game? Absolutely not.
    The alternative is to have less hits on the banlist, but to make dedicating 10+ slots for trap cards a mandatory rule. They can try it out on Master Duel with Trap Festival or smth to refine it before implementing the changes to the physical card game.

  • @flackenstien
    @flackenstien หลายเดือนก่อน

    There's a universe where a slightly different Dimensional Barrier is a fair card.
    Replace "Pendulum" with "Link", and then give these pigeonholed combo decks either 1 or 2 additional different Extra Deck monster types, or if they lock themselves to a given type, give them worthwhile monsters in the Main Deck that aren't just combo fodder.
    The problem with D-Barrier is how do-or-die these modern decks are in regards to their combo. So many can't do anything without hitting the Extra Deck. They have no Main Deck bosses, or even monsters with just general utility. It's all gas.
    The problem with D-Barrier isn't D-Barrier (besides call Pendulum). It's what people play.
    There are decks that don't die to D-Barrier, even if they prefer a specific Extra Deck type, but they just aren't as popular. People prefer to play fragile high combo decks, so that's what Konami prints.
    As for Karma Cannon, it feels really good to use in Lab where it is accessible, but I couldn't see myself maining it in other decks. The other Trap-heavy decks I play either dies to it (Altergeist) or has their own searchable version (Ghostrick) albeit weaker. It'd probably be nice in Ghostrick if Ghostrick had some -better- starters and could afford to play more non-engine.

    • @videogamesarecool9280
      @videogamesarecool9280 หลายเดือนก่อน

      found the pend player

    • @flackenstien
      @flackenstien หลายเดือนก่อน

      It just makes no sense. How is "call Pendulum" the same as "call Synchro".
      Call Synchro against a _Synchro_ deck, and they can still use their whole main deck, and access Xyz and Links.
      Call Pendulum just shuts off the entire main deck. No way to play around it.

  • @NitsuaBZ
    @NitsuaBZ หลายเดือนก่อน +2

    I actually want hand traps to be just that. No more monster that active from the hand. Traps. Take it literally!

  • @randomUser2121
    @randomUser2121 หลายเดือนก่อน

    Do you think floodgates would be ok if they were regular traps? Picture any floodgate: skill drain, rivalry, gozen, etc. and remove the continuous symbol. Don't change anything else, don't add anything else, just remove that symbol. Would they become skilful cards?

    • @turtle-bot3049
      @turtle-bot3049 หลายเดือนก่อน

      That's an interesting thought experiment. Things like rivalry become removal cards or potentially used as a d-barrier but only for 1 chain instead of the entire turn, skill drain becomes like an ash where you're trying to respond to an effect (or multiple) on field to negate those effects, but not blanket the field permanently.

  • @FluoriteRhodochrosite
    @FluoriteRhodochrosite หลายเดือนก่อน +3

    I'm curious what Joshua thinks is the instant win non-cringe Normal Trap to set in Labrynth when he talks about how Lab wins the moment Lady can set a Trap card. It's certainly not Karma Cannon. Does he mean EEV? Calling EEV "not cringe" seems like a stretch too, so I'm really not sure what he's referring to.

    • @nightknight498
      @nightknight498 หลายเดือนก่อน +7

      Which card exactly you'd want to set is mostly matchup and gamestate dependent, sometimes even another Imperm is enough, but that's not really the point. He's more referring to the fact that if you're at a point in the game where you've summoned Lady, got her effect to resolve and get to use the trap, the gamestate is already very much in your favor. And once you're at this point, Lab doesn't really have any issues converting that advantage to end the game.

    • @pedrodarosamello64
      @pedrodarosamello64 หลายเดือนก่อน +6

      No card specificaly, just that if you get to that point in your game plan you have enough setup to win

    • @lucasliduino1827
      @lucasliduino1827 หลายเดือนก่อน +3

      it isn't about witch card you are setting but the fact that you are activating the effect itself means you are winning the game

    • @rsdmusic6325
      @rsdmusic6325 หลายเดือนก่อน

      The Lab apologists are out today, it seem.

    • @FluoriteRhodochrosite
      @FluoriteRhodochrosite หลายเดือนก่อน

      @@rsdmusic6325 It was a fucking question, dude. I don't care if you hate my deck.

  • @L0calLEGEND
    @L0calLEGEND หลายเดือนก่อน

    16:15 Red Reboot is Cracked AF. (Cheating a bit.)
    The new traps cards that get released are like, Draco Utopian Aura. Side grade Solemn Strike but not even and the side grade is garbo. & it came out ScR. lol

  • @arrownoir
    @arrownoir หลายเดือนก่อน

    Sol and Luna is a great QP spell card. Very underrated.

  • @esrohm6460
    @esrohm6460 หลายเดือนก่อน +1

    i can tell you the real issue with trap cards: konami thinks they are unplayable. basically with the start of xyz did they stop printing trap cards at all. like think of it outside of exactly paleo, altergeist, eldlich, dinomorphia and lab what trap cards did they actually print. even paleo way before the modern madness played basically just archetype cards or cards that already at that time where ALREADY 11 years old. solemn strike is just one of those exceptions next to punishment and co.
    ps.: did you know that karma cannon is not a once per turn. i think that is the first time since link monsters that they didn't put a once per turn on a trap card that for certain should not have a once per turn

    • @xCorvus7x
      @xCorvus7x หลายเดือนก่อน

      Evenly isn't once per turn either.

    • @Squibbly_Squelch
      @Squibbly_Squelch หลายเดือนก่อน

      Traps are powercrept bc quickplays, and most monsters now are spell speed 2. I think counter traps are a largely unexplored space that can bring back the identity of trap cards.
      Obviously, konami can print anything on any card, but spell speed 3 has always been relegated to traps, and I think they should play a bit more into that.
      Print more counter traps. A trap doesn't necessarily need a super powerful effect if your opponent can't chain to it. Obviously, Konami doesn't want to invalidate all normal traps but powercreeping them with counter traps, but I think they're smart enough to give us some good generic counter traps

    • @esrohm6460
      @esrohm6460 หลายเดือนก่อน +1

      @@Squibbly_Squelch i wouldn't say that. as trap cards are slower than quick plays can you put stronger effects on them without breaking them. daruma as quick play would against monster decks just be evenly but you can also attack that turn and your opponent keeps 0 every time. that is a card that couldn't be printed while daruma is perfectly fine

  • @alexc3231
    @alexc3231 หลายเดือนก่อน

    16:20 solemn strike?

    • @L0calLEGEND
      @L0calLEGEND หลายเดือนก่อน

      Strike was good for sure but not problematic. *Red Reboot was legitimately problematic and has horrendous card design.

  • @MiiMavis
    @MiiMavis หลายเดือนก่อน

    remember the times when u played 2 cosmic cyclones or twin twisters just for the backrow matchups? not relevant for the main deck anymore

  • @l3wdlemon708
    @l3wdlemon708 หลายเดือนก่อน

    The issue is the meta has powercrept trap cards so bad that if they aren't floodgates or hand traps they are just bad. Let's be honest

  • @bchavez149
    @bchavez149 หลายเดือนก่อน +1

    Skill drain is fine.

  • @syaefullrizcky
    @syaefullrizcky หลายเดือนก่อน

    This is why Labrynth is best design trap based deck and dinomorphia is bad design because it focus on floodgated

  • @Gilgamesh-em6ru
    @Gilgamesh-em6ru หลายเดือนก่อน

    yeah I don't like how I have to play Trap cards from 10-20 years ago for lab because they just don't make good interactive trap cards anymore. you know it's bad when Konami prints a 2nd normal trap card that sets a normal from the deck that can be used this turn and that one doesn't see any play what so ever. Trap Tracks vs. Trap Trick people will always play Trap trick over tracks and even then the trap non lab decks play for it are either D. barrier or Daruma with over 20 years of cards in the pool. there are like maybe 10 good non archetype normal trap cards.

  • @Some._.Random._.Person
    @Some._.Random._.Person หลายเดือนก่อน

    More traps that aren’t generic, so that they’re not abused by lab

  • @davidstapleton3983
    @davidstapleton3983 หลายเดือนก่อน

    i mean, isnt the whole issue with trap decks that if ur opponent has hfd or lightning storm or evenly or even a couple cosmic cyclones u kinda just lose, i mean even in new builds of paleo where near every trap card u set is live at any point during ur opponents turn or yours u still lose incredibly hard into the most commonly played backrow removal cards. like unless ur setting rollback (and its non-banishment removal) or have dinomischus on field and rollback in hand or marella u pretty much just autolose to most every board breaker and even if u don't lose that turn, you are set back in card advantage so much that its damn near futile to recover. i really dont think cards like those are particularly healthy for the game but why would you ever play any other form of backrow removal when they exist.

  • @rakkis1576
    @rakkis1576 หลายเดือนก่อน

    Huh. So today I learned that you peeps over in TCGland got Sixth Sense 10 years late.

  • @inciaradible7144
    @inciaradible7144 หลายเดือนก่อน

    I personally don't think good traps have gone anywhere; in the past, trap cards have always (over)compensated for them being slower by having crazy effects-Judgment, Mirror Force, and Torrential are some of the strongest effects and were relevant for a really, really long time for a reason. Call of the Haunted still saw play in 2015. Mirror Force still saw play in 2017. Judgment is seeing play right now. That being said, I appreciate Karma Cannon, Ice Dragon's Prison, and so on, but the issue with trap cards is just that them being slower has been made into a worse and worse issue; back when a trap card needed to have a good effect to be worth it, it now pretty much has to be game-winning in order to be worth considering. It all ties into the whole going second issue and speed issue that YGO has struggled with for a while now.

  • @arrownoir
    @arrownoir หลายเดือนก่อน +3

    We need more trap floodgates that punish players. Floodgates are great. Please, give us more.

    • @enkidu1623
      @enkidu1623 หลายเดือนก่อน +3

      Bait used to be believable

    • @arrownoir
      @arrownoir หลายเดือนก่อน

      @@enkidu1623 I play Altergeists, so figure it out.

  • @limpbizkitfan420
    @limpbizkitfan420 หลายเดือนก่อน

    suiiiii

  • @Salacavalini
    @Salacavalini หลายเดือนก่อน

    I don't see the problem with modern trap decks being combo-adjacent. Even Paleo is like that, honestly.
    Do people really think a "true" trap deck is only Set 5 Pass? Modern YGO is not about short turns like that, unless you're playing Stun.

  • @johnnycapote9817
    @johnnycapote9817 หลายเดือนก่อน

    I just want every generic omni negate banned,every hand trap limited to 1. That would make the game better

  • @ratioed1438
    @ratioed1438 หลายเดือนก่อน

    TCG's been holding back because Maxx C crept its way into the OCG and poisoned the format. TCG knows the cards they release can have a long-lasting negative impact on its other half.

  • @NewtBannner
    @NewtBannner หลายเดือนก่อน

    We need red reboot back

  • @GangBangTCG
    @GangBangTCG หลายเดือนก่อน

    Waaaaah waaaaaaah stop flipping skill drain waaaaah stop flipping rivalry.. waaaaaah just play karma cannon i wanna have fun waaaaaaaaaaaaaaaaaaaaaah

  • @brodeyruprecht
    @brodeyruprecht หลายเดือนก่อน

    I always hear lab and paleo for trap decks but no mention of dinomorphia 😢 my list is 36 traps and 7 monsters if that ain't trap deck then idk anymore

  • @nekkrotik3971
    @nekkrotik3971 หลายเดือนก่อน +5

    If you’re playing competitive there’s no such thing as fun. The most fun I’ve ever had playing was playing altergeist during trickstar skystriker/ gumblar format

  • @jeffersonduarte8845
    @jeffersonduarte8845 หลายเดือนก่อน

    It is not that Karma Cannon is a well-designed card and other traps are not. All traps are mediocre by itself in modern Yugioh. Same strategies and decks make it viable, but it is almost always better draw other cards than traps in general. Today u set a card and get OTKed.

  • @sluggernott
    @sluggernott หลายเดือนก่อน

    People mentioning rollback in his chat as he's going over the options...
    Rollback just copies other trap cards. It's not even unique. It's a cop-out design.
    Don't get me wrong, it's a nice and powerful card, but it's hardly "good card design" when it says "copy a trap effect". You're relying on OTHER, GOOD trap cards for it's effect.
    We need MORE good trap cards that dont make you jump through a million hoops or arent generic "you cant do this" floodgates.

  • @DecadeMinato
    @DecadeMinato หลายเดือนก่อน +2

    Problem trap card in recent year: Transaction Rollback.

    • @IsaiahZay-mm5ez
      @IsaiahZay-mm5ez หลายเดือนก่อน +3

      Rollback isn’t a problem at all 💀 it’s dead half of the time it’s really is a skill issue for you

    • @rsdmusic6325
      @rsdmusic6325 หลายเดือนก่อน

      @@IsaiahZay-mm5ezNa”h, it is. Card is busted.

  • @aetherwolf9288
    @aetherwolf9288 หลายเดือนก่อน +2

    My personal take on Trap cards is as follows:
    1. Labrynth prevents actual good traps as Arias and Cooclock makes any normal Trap accessible.
    2. There can never be more than 2 playsets of those cards that are generic that do too different things. Because then Yugioh becomes unpredictable (it already is but it would get worse).
    3. If you end up to print Labrynth 2.0 or support Traptrix or Dinomorphia (or even Counter fairy for god sakes) it runs into the issue that this deck needs to be gamewarpingly strong as over extension would lead to an instant loss against the deck and any less commitment would lose you the game to combo decks. So if it is around the same power as Unchained in MD or Voiceless voice in the card game Yugioh would turn into a dice roll.
    4. If they print strong traps cards like baron or easily accessible S/T negates need to exist as else those interactive traps would decimate combo and mid range decks.
    So in conclusion there needs to be more ways to counter at least one interaction of traps.
    There also needs to be a way to prevent those traps from seeing play anywhere as secondary board breakers (so you can play them instead of Evenly as they just make your g1st board stronger). Finally if they print a control trap deck they need to archetype lock it like crazy (basically give it the Floo treatment).

    • @aetherwolf9288
      @aetherwolf9288 หลายเดือนก่อน

      So basically my problem with Traps is that they are inherently splashable.
      Every card type has its own general use.
      Monsters are your endboard pieces and extenders.
      Spells are your starters and backup plans.
      But Traps are just Removal.
      They are just Traps.
      Thats the problem.
      They lack any form of secondary identity.
      So maybe if we reset this idea and give spells a starter/information gathering identity and Traps as your backup/interrupt identity.
      Then Konami could print more Traps.
      It would also help with multiple search targets per searcher instead of Ash search Poplar. Because you saw their hand you now know what traps they have access to and can act accordingly by adding a card that opens a line through this card.

    • @rakkis1576
      @rakkis1576 หลายเดือนก่อน +1

      ​​@@aetherwolf9288and monsters and spells aren't? You can give Traps restrictions to stop them being splashable just fine. Even something like needing to control a monster with some characteristic could work. See stuff like Icarus Attack.
      Also Traps can be draw and search etc. Just need Konami to be willing to try.

  • @arrow6044
    @arrow6044 หลายเดือนก่อน

    Dimensional Barrier is the least fun, interactive and skilled trap card in the game and it has seen too much play now a days.