Help my deck please

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Cardinal

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Ok guys I need a little help with a *NEW* Traditional deck, im putting together.
Im looking for 2 cards.

First: A Continous 'Trap card' that would work like Wave motion Cannon, that would sit on the bottom row gathering damage points for the opponent, rather than a 1 hit card like Just deserts etc.

Second: A Continous Spell or Trap card that makes all cards summoned / special summoned to the field either cant attack there first turn on the field, or even better 'They have to be summoned Face down'

Scenario:

I use 'Reasoning', and pick out CyberJar or Morphing jar. With 'XXX continous card' on field im able to put the card facedown,
to flip it next turn.

Please give me your expertise.

Thanks for all input.
 
First: Tower of Babel
Second: Vengeful Bog Spirit

They're the closest I can think of to your requests. Neither of those fits with your scenario, though. There isn't a card that forces Summons to be face-down, although there are cards that will flip them separately:
- Book of Moon (at 1),
- Tsukuyomi (at 1 for Traditional),
- Darkness Approaches (costly),
- Ready for Intercepting (note the Type restriction).

The Shallow Grave gives you a face-down monster from your Graveyard, but it does the same for your opponent (but that's not a problem if yours is Cyber Jar).

~ ~ ~ ~ ~ ~ ~ ~ ~

Looking more for Continuous Trap Cards that deal damage, I find these:
- Backfire (whenever a FIRE monster is destroyed)
- Bad Reaction to Simochi (opponent's gain -> opponent's loss)
- Chain Burst (damage per Trap Card activated)
- Coffin Seller (whenever an opponent's monster goes to their Graveyard)
- Curse of Darkness (like Chain Burst, but for Spells)
- Cyber Summon Blaster (whenever a Machine is Special Summoned)
- Fatal Abacus (like Coffin Seller, but also works against you)
- Graverobber's Retribution (your opponent needs a lot of RFP monsters)
- Greed (whenever a card is drawn by a card effect, works against both players)
- Magical Thorn (whenever your opponent discards)
- Minor Goblin Official (your opponent must start at 3000 Life Points or less)
- Nightmare Wheel (paralyses a monster too)
- Ominous Fortunetelling (could do nothing)
- Skull Invitation (whenever a card goes to the Graveyard, affects both players)
- Tower of Babel (charges with Spell Cards, deals damage to whoever activated the fourth)
- Type Zero Magic Crusher (lose a Spell Card for it)

Most of them have some kind of restriction on them (deal damage only when...). Out of these, I would suggest:
- Bad Reaction to Simochi (opponent's gain -> opponent's loss)
- Chain Burst (damage per Trap Card activated)
- Curse of Darkness (like Chain Burst, but for Spells)
- Magical Thorn (whenever your opponent discards)
- Minor Goblin Official (your opponent must start at 3000 Life Points or less)
- Nightmare Wheel (paralyses a monster too)
- Ominous Fortunetelling (could do nothing)
- Skull Invitation (whenever a card goes to the Graveyard, affects both players)
- Tower of Babel (charges with Spell Cards, deals damage to whoever activated the fourth)

Still a big list, but I'd pay attention to those cards more than the others. They have relatively few drawbacks if you play your cards right. They also deal more than a tiny amount of damage, for the most part.
 
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