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Traps

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Traps Empty Traps

Post by Anime Girl References Sun Jul 22, 2012 4:48 pm

Sinister Endeavor
Normal/Trap
Activate this card when a monster you control is destroyed in battle: Special Summon 1 Normal Monster with the same Level as the destroyed monster from your deck; It gains 500 ATK and DEF.

Insidious Insanity
Normal/Trap
Select 1 monster on your opponent's side of the field. When the selected monster would be removed from the field, you gain control of it instead.

Tidings of Madness and Woe
Normal/Trap
Activate this card when your opponent Summons a monster. Destroy all monsters on the field.

Transient Slayer
Counter/Trap
Return 3 of your banished cards to your deck: negate the activation of an Effect Monster's effect and banish it.

Transient Distortion
Counter/Trap
Return 3 of your banished cards to your deck: negate the activation of a Spell or Trap card and banish it.

Thermowroth
Counter/Trap
Discard 1 Counter Trap Card: Negate the activation of a card effect and banish it. During your End Phase, banish this card in your Graveyard: draw 1 card.

Recurring Punishment
Counter/Trap
Negate the activation of an Effect Monster's effect; it cannot be activated again until the End Phase. If your opponent controls an Effect Monster during their End Phase, you can add this card to your hand.

Flux of Dismemberment
Counter/Trap
Negate the activation of a Spell Card and destroy it. If a Quick-Play Spell Card is activated, add this card to your hand.

Flux of Insanity
Counter/Trap
Negate the activation of a Trap Card and destroy it. If a Quick-Play Spell Card is activated, add this card to your hand.

Coils of Cocytus
Counter/Trap
Negate the activation of a Spell or Trap Card and destroy it; you take 2000 damage. The damage of this effect is reduced by 500 for every Counter Trap in your Graveyard.

Drelb's Scour
Normal/Trap
Reduce the ATK of 1 monster you control to 0: Inflict damage to your opponent equal to the ATK that was reduced by this effect; if the damage inflicted is 3000 or greater: add 1 Counter Trap card in your Graveyard to your hand.

Arrow of the Sorrowsworn
Normal/Trap
Negate the attack of an opponent's monster and halve it's ATK and DEF.

Tears of the Titan
Normal/Trap
Activate this card when a Level 6 or higher Monster you control is destroyed: Special Summon 1 Level 6 or higher monster from your deck.

Brainshred
Normal/Trap
Your opponent randomly discards cards from their hand equal to the amount of face-up Monster cards they control.

Void Pulse
Normal/Trap
Negate the attack of an opponent's monster and destroy it; Inflict damage to the opponent equal to the amount of banished cards both players control x 200.

Path of Self-Destruction
Continuous/Trap
You can only control 1 "Path of Self-Destruction". Whenever you would take damage from a card effect you control, your opponent takes the same amount of damage.
Anime Girl References
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Traps Empty Re: Traps

Post by Seattleite Sun Jul 22, 2012 5:09 pm

Darkest Hour wrote:Sinister Endeavor
Normal/Trap
Activate this card when a monster you control is destroyed in battle: Special Summon 1 Normal Monster with the same Level as the destroyed monster from your deck; It gains 500 ATK and DEF.
Normal swarm... lurv it.

Insidious Insanity
Normal/Trap
Select 1 monster on your opponent's side of the field. When the selected monster would be removed from the field, you gain control of it instead.
Like a SWEET version of Ribbon of Rebirth. This is magnificent.

Tidings of Madness and Woe
Normal/Trap
Activate this card when your opponent Summons a monster. Destroy all monsters on the field.
Do not know if we really need Torrential in the game. Swarm isn't that bad.

Transient Slayer
Counter/Trap
Return 3 of your banished cards to your deck: negate the activation of an Effect Monster's effect and banish it.
Nice card for dem banish decks. It can see some play, like @1 or @2 in dedicated decks

Transient Distortion
Counter/Trap
Return 3 of your banished cards to your deck: negate the activation of a Spell or Trap card and banish it.
Same thing.

Thermowroth
Counter/Trap
Discard 1 Counter Trap Card: Negate the activation of a card effect and banish it. During your End Phase, banish this card in your Graveyard: draw 1 card.
Worth a try, i'd say. But not sure about the balance of this.

Recurring Punishment
Counter/Trap
Negate the activation of an Effect Monster's effect; it cannot be activated again until the End Phase. If your opponent controls an Effect Monster during their End Phase, you can add this card to your hand.
A once-per-turn effect negation, cool cool. This would also be really good with Gilead the Occultist

Flux of Dismemberment
Counter/Trap
Negate the activation of a Spell Card and destroy it. If a Quick-Play Spell Card is activated, add this card to your hand.
I love how this supports a sort of Quick-Play Spell Card environment. It also promotes a different arm of Catalyst Apprentice-based deck.

Flux of Insanity
Counter/Trap
Negate the activation of a Trap Card and destroy it. If a Quick-Play Spell Card is activated, add this card to your hand.
Same.

Coils of Cocytus
Counter/Trap
Negate the activation of a Spell or Trap Card and destroy it; you take 2000 damage. The damage of this effect is reduced by 500 for every Counter Trap in your Graveyard.
Isn't the cocytus one of the 9 layers of hell? This just screams "make a deck out of me" Very Happy

Drelb's Scour
Normal/Trap
Reduce the ATK of 1 monster you control to 0: Inflict damage to your opponent equal to the ATK that was reduced by this effect; if the damage inflicted is 3000 or greater: add 1 Counter Trap card in your Graveyard to your hand.
Fun for beatdowns

Arrow of the Sorrowsworn
Normal/Trap
Negate the attack of an opponent's monster and halve it's ATK and DEF.
Yes, this is cool.

Tears of the Titan
Normal/Trap
Activate this card when a Level 6 or higher Monster you control is destroyed: Special Summon 1 Level 6 or higher monster from your deck.
I am making a deck with this card, if you release it. This can be better than Isis cause you could summon Level 8s Very Happy

Brainshred
Normal/Trap
Your opponent randomly discards cards from their hand equal to the amount of face-up Monster cards they control.
Meh, feels like too much hand destruction. I say cut it down to like "equal to the amount of face-up Monsters they control -1" or something. Multiples would ruin players and promote quick emptying of hands, which I don't see as positive.

Void Pulse
Normal/Trap
Negate the attack of an opponent's monster and destroy it; Inflict damage to the opponent equal to the amount of banished cards both players control x 200.
Sakuretsu for banishes, nice. Pains of the Penant says hi.

Path of Self-Destruction
Continuous/Trap
You can only control 1 "Path of Self-Destruction". Whenever you would take damage from a card effect you control, your opponent takes the same amount of damage.
Hmm, I could see a Psychic Masochist deck with this.
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Post by CNo.101 S.H.Death Knight Sun Jul 22, 2012 5:41 pm

Darkest Hour wrote:Sinister Endeavor
Normal/Trap
Activate this card when a monster you control is destroyed in battle: Special Summon 1 Normal Monster with the same Level as the destroyed monster from your deck; It gains 500 ATK and DEF.

This seem decent and the after effect is the same as Isis's Last wish

Insidious Insanity
Normal/Trap
Select 1 monster on your opponent's side of the field. When the selected monster would be removed from the field, you gain control of it instead.

if the select monster leave the field for synchro Summon would it still be control? other than that, I can see this may eventually be hit at some point.

Tidings of Madness and Woe
Normal/Trap
Activate this card when your opponent Summons a monster. Destroy all monsters on the field.

a slightly nerved version of torrential tribute.. Pass

Transient Slayer
Counter/Trap
Return 3 of your banished cards to your deck: negate the activation of an Effect Monster's effect and banish it.

I'm liking this card, although it more for Interdimensional would use.

Transient Distortion
Counter/Trap
Return 3 of your banished cards to your deck: negate the activation of a Spell or Trap card and banish it.

same as for Slayer although, Hostile Negoetiation kinda outclass it for cost but this recycle your banished cards.

Thermowroth
Counter/Trap
Discard 1 Counter Trap Card: Negate the activation of a card effect and banish it. During your End Phase, banish this card in your Graveyard: draw 1 card.

seem weird for me.

Recurring Punishment
Counter/Trap
Negate the activation of an Effect Monster's effect; it cannot be activated again until the End Phase. If your opponent controls an Effect Monster during their End Phase, you can add this card to your hand.

this is like face twisting except it have high probability of recovering it to the hand.

Flux of Dismemberment
Counter/Trap
Negate the activation of a Spell Card and destroy it. If a Quick-Play Spell Card is activated, add this card to your hand.

though it seem good as it narrow to 1 card type.

Flux of Insanity
Counter/Trap
Negate the activation of a Trap Card and destroy it. If a Quick-Play Spell Card is activated, add this card to your hand.

same response

Coils of Cocytus
Counter/Trap
Negate the activation of a Spell or Trap Card and destroy it; you take 2000 damage. The damage of this effect is reduced by 500 for every Counter Trap in your Graveyard.

this would actually be better, when a deck actually do have more counter traps. and it can out class Hostile Negotiation in a way

Drelb's Scour
Normal/Trap
Reduce the ATK of 1 monster you control to 0: Inflict damage to your opponent equal to the ATK that was reduced by this effect; if the damage inflicted is 3000 or greater: add 1 Counter Trap card in your Graveyard to your hand.

this look pretty fun but i can also see it as a game finisher

Arrow of the Sorrowsworn
Normal/Trap
Negate the attack of an opponent's monster and halve it's ATK and DEF.

hmm, it is something to counter to armour leprosy other than that, use it against opponent's big monsters and run of that monster for the lulz.

Tears of the Titan
Normal/Trap
Activate this card when a Level 6 or higher Monster you control is destroyed: Special Summon 1 Level 6 or higher monster from your deck.

this seem good an equivalent exchange for greater power.

Brainshred
Normal/Trap
Your opponent randomly discards cards from their hand equal to the amount of face-up Monster cards they control.

this can wipe your opponent's hand pretty early. excessive hand destruction

Void Pulse
Normal/Trap
Negate the attack of an opponent's monster and destroy it; Inflict damage to the opponent equal to the amount of banished cards both players control x 200.

this seem costless as though you not only destroy a monster but it can inflict heavy damage if using a dedicated deck like inter dimensional.

Path of Self-Destruction
Continuous/Trap
You can only control 1 "Path of Self-Destruction". Whenever you would take damage from a card effect you control, your opponent takes the same amount of damage.

This seem not bad, although kinda situational a bit except going against burn decks and a staples.

CNo.101 S.H.Death Knight
CNo.101 S.H.Death Knight

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