A discussion on the Duelist Alliance set and what it brings to the game: Shaddolls, Monarchs, Super Heavy Sams, Performapals and more!
Any comments not discussed in this episode will be featured in our next episode – Destiny HEROS!
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So spacetime trap hole is good now?
You told me it was situational and an iffy side deck card at best in one of these comments.
Give an account of yourself, Kyle!
Assuming you are “Neos” from the comments on the Artifact Podcast comments. I don’t recall ever saying the card was bad, I only argued that Void/Nightmare was a more versatile Trap Hole, which I still think is true. Time-Space Trap Hole is a good card, I’ll quote myself saying “I like the card a lot” in the previous comments about the card.
Time-Space will probably be a more logical main deck compared to other Trap Hole’s in a Traptrix deck this format considering Shaddolls because it circumvents the Shaddoll fusion’s recursion effect. Going into the future, distantly when Shaddolls aren’t as major a threat, I still think Void or Nightmare is a better choice on whole.
Plus it’s a Secret, so I definitely won’t be playing it because I wont be trying to get it.
Also, I will admit to being a waffler every once in a while.
What are your thoughts on a fortune lady dragon ruler deck as a fun deck?
Regarding Episode 139:
I am definitely one of those duelists who abuses the game mechanics themselves as part of strategy (typical judge behavior for who actual look into it deeply enough), so I will add my “insight” on the Normal Trap vs Continuous Trap conversation.
Continuous Traps from a mechanical point of view could be allowed by be more powerful than Normal Traps because there are more and varied ways to prevent or “negate” them without actually needing to negate them because their effects don’t usually take effect until they have resolved and remain on the field. Keywords: “Remain on the field”. You can effectively negate a Continuous Trap in or out of resolution just by getting rid of it even if the card you use doesn’t have a negation effect, so a card like MST just stops things from happening before they even start (in or out of a chain). Though, it is worth noting that more and more Continuous Traps started to have have effects that trigger that aren’t continuous and act in a matter similar to Normal Traps (one thing resolves even if the card would be removed whereas the other effect on the same card is gone, example: Macro Cosmos).
Normal Traps, on the other hand, trigger and outside of being negated (or prevented by an effect that stops the effect anyway). You have to negate the activate or negate the effect (or prevent) to keep it from doing something to you. With Continuous, you just have to rid the card in chain with anything that removes it or negates it,
Example: Mirror Force, as MST’ing it won’t stop it (doesn’t negate), but MST’ing Mirror Wall will save you (doesn’t negate, but mechanically negates it anyway). So a Normal Trap is effectively more usable in more situations and less likely to be “slapped away” vs a Continuous which has longer lasting effects and can change the course of the duel… if only it was going to stay on the field that long. How long is often up to you,
Abusing rulings/loopholes is fun!
Continuous traps work exactly as intended, I think Konami understands what to do with them at this point. The issue is that they have moved the game to a place where specific traps have a high amount of value because of how detrimental they are to decks.
Not sure if that is just commenting or disagreeing. I will assume just commenting back.
From the discussion on the podcast, I am just commenting why Normal Traps wouldn’t/shouldn’t be inherently stronger than Continuous. Not sure if it comes out so well that the discussion was Continuous Traps are too strong in general, but that seems to be more of a power creep problem than one that is strictly a problem with Continuous Traps.
The same could be said of most cards in the game now, but even then, that is mostly because popular or “manufactured” decks seems to get focus while others suffer and die off anyway. Sometimes they go back anyway and older decks make a comeback with newer cards (Six Samurai for example made a giant comeback and Gravekeepers seems to be the deck that never dies). If all decks are equally powerful, does the game become boring? Plus, it seems at any given time, certain decks/card types aren’t allowed to exist simply because they run counter to numerous popular decks that focus on something they defeat utterly (for me, that means I’ll never see the Banisher deck I always wanted because pretty much every deck now has a Graveyard focus, notice you never see Banish focus decks in the anime even character playing the Banisher cards since everything is about going to Graveyard and coming back). Though, the same was definitely said of the first decks to start “abusing” the Graveyard, or decks that focused on hand destruction.
The Power creep problem is inevitable for nebulous meta-focused games (Mark Rosewater of WOTC certainly talks about it a lot regarding Magic), especially games that ever expand in a permanent way (like card games). The only card games that seems to be partially immune to this are the new digital era ones, like Hearthstone, where the creators are not afraid to go back and nerf an older card, thus it doesn’t exist to play as it once was ever again. There would be no copies of said card to exist that would play like its original form to confuse and congest the meta. Closest YGO gets to this is errata, which Konami uses fairly sparingly to actually adjust cards (plus dealing with costs of reprinting cards and getting information out there that it is the “real” version now). Would the game actual improve if Konami did this more often or would it lead to an even more abusive relationship with the players and the meta, never feeling secure that the cards they play will continue to function as expected when it suits the will of Konami?
I agree with you. Continuous Traps being strong makes sense given the mechanics supporting them.
Some decks have to be bad, otherwise players will be forced to anticipate an ever expanding number of rival strategies, that’s why cards like Gozen Match, Skill Drain, and Light-Imprisoning Mirror exist – to help reduce the complexity in such a large volume of competitive decks.
I think Konami would be able to institute a card errata system, if they were more transparent with us players. At least in the TCG, when do we ever hear directly from Konami for anything short of a product announcement? There’s the Konami blog, but that’s managed halfheartedly at best. They go to Pojo, sometimes, but none of that is enough in my view.