Defensive Traps (Waboku and BTH wannabes)

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Defensive Traps (Waboku and BTH wannabes)

Post by Anime Girl References on Tue Jun 14, 2011 2:52 pm

|Angelic Aegis|010|USV2|Spell Card|Spell||Quickplay|||Your opponent cannot destroy cards you control with card effects this turn.|
|Diamond Shimmerveil|011|USV2|Spell Card|Spell||Quickplay|||Negate the activation of a card that targets 1 card on your side of the field and destroy it. Then, draw 1 card.|
|Summoning Palif|012|USV2|Spell Card|Spell||Quickplay|||Until the End Phase, the summon of your monsters cannot be prevented or negated, and they cannot be destroyed the turn they are summoned.|
|Illuminating Starlight|013|USV2|Spell Card|Spell||Quickplay|||Activate this card when your opponent activates a card effect that would destroy 2 or more of your cards on your side of the field. Negate the activation of that card effect and destroy it.|
|Ruitura|014|USV2|Trap Card|Trap||Normal|||Activate this card when your opponent Normal or Special Summons a monster. Negate the Summon of that monster and destroy it.|

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Re: Defensive Traps (Waboku and BTH wannabes)

Post by ALiCE'S EMOTiON on Tue Jun 14, 2011 10:59 pm

why is almost anything you make a Quick-play spell? make them all Traps. Also the title of the Thread.

Anyways good cards they do the job

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Re: Defensive Traps (Waboku and BTH wannabes)

Post by Anime Girl References on Wed Jun 15, 2011 1:21 am

WereLord wrote:why is almost anything you make a Quick-play spell? make them all Traps. Also the title of the Thread.

Anyways good cards they do the job

Oh, ooops. It's just natural because of how much Royal Decree-like stuff I had to put up with and because Quickplays can be activated from the hand in an emergency.

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Re: Defensive Traps (Waboku and BTH wannabes)

Post by Seattleite on Wed Jun 15, 2011 2:43 pm

Darkest Hour wrote:
|Angelic Aegis|010|USV2|Spell Card|Spell||Quickplay|||Your opponent cannot destroy cards you control with card effects this turn.|
OP'd, nullifies too much
|Diamond Shimmerveil|011|USV2|Spell Card|Spell||Quickplay|||Negate the activation of a card that targets 1 card on your side of the field and destroy it. Then, draw 1 card.|
Noice. Though if you're taking Were's suggestion, why not make it a Counter Trap?
|Summoning Palif|012|USV2|Spell Card|Spell||Quickplay|||Until the End Phase, the summon of your monsters cannot be prevented or negated, and they cannot be destroyed the turn they are summoned.|
Definitely would use this Very Happy. Summon negaters are now much less threatening
|Illuminating Starlight|013|USV2|Spell Card|Spell||Quickplay|||Activate this card when your opponent activates a card effect that would destroy 2 or more of your cards on your side of the field. Negate the activation of that card effect and destroy it.|
"The Experienced Hunter" is a better version of this, but it's good.
|Ruitura|014|USV2|Trap Card|Trap||Normal|||Activate this card when your opponent Normal or Special Summons a monster. Negate the Summon of that monster and destroy it.|
These kinds of easy costless cards aren't taken well around here...

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Re: Defensive Traps (Waboku and BTH wannabes)

Post by Anime Girl References on Wed Jun 15, 2011 3:44 pm

|Angelic Aegis|010|USV2|Spell Card|Spell||Quickplay|||Your opponent cannot destroy cards you control with card effects this turn.|
OP'd, nullifies too much


Um, Interdimensional Treaty is run in 3's here. I don't think warding off destruction completely even helps except against removal monsters and Scrap Destruction.

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Re: Defensive Traps (Waboku and BTH wannabes)

Post by Seattleite on Thu Jun 16, 2011 2:03 pm

Except that would make people less inclined to use anything other than Treaty. But it is quite versatile, you get to protect everything from your swarm of monsters on an onslaught or any of your spells or traps. Even if it doesn't protect against treaty, it protects against almost everything else, in a beatdownish deck at least

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