Can be searched with Galaxy Wizard.
Which goes right into Feelings towards a Future.
Search Queens Light with Wizard, activate Feelings to a future, make all level 8, make Neo Galaxy Eyes.
Thursday, October 25, 2012
Tuesday, October 23, 2012
Combo with Galaxy Eyes
Some simple combos with galaxy eyes
Activate black garden, and summon galaxy eyes. Attack a token, jump both out, return it with 3000atk.
Send one of your fortune lady lighty to the opponents field, attack it with galaxy eyes. Jump both out with effect, then activate fortune lady lightys effect, as you are the owner of the card. Special summon something, direct attack. At the end of the turn, lighty returns to their field, and you get galaxy eyes back. Unless they get rid of lighty they are stuck with having the same thing happen next turn.
Activate black garden, and summon galaxy eyes. Attack a token, jump both out, return it with 3000atk.
Send one of your fortune lady lighty to the opponents field, attack it with galaxy eyes. Jump both out with effect, then activate fortune lady lightys effect, as you are the owner of the card. Special summon something, direct attack. At the end of the turn, lighty returns to their field, and you get galaxy eyes back. Unless they get rid of lighty they are stuck with having the same thing happen next turn.
Why people quite Yugioh for Vanguard
Have you ever wondered?
Have you ever wondered WHY so many people are making the exodus from Yugioh towards Vanguard?
There are many, many other games out there that people can move to, so why do people choose to move towards Vanguard?
To name a few examples, theres the omnipresent MTG, but there was also Battle Spirits, the newly released ZX, and many more. Even within the Trading Card Game genre, there were so many other options.
Well, as with any exodus, there are two factors: Push, and Pull.
Push Factors are factors which cause someone to want to quit the game.
Pull Factors are factors which cause people to want to start the game.
An exodus is, with anything, these factors applying to a massive amount of people in a short time.
We shall start with the Push Factors, shall we?
Not all archetypes are made equal.
This was always true. All archetypes are designed around certain concepts. Some of those concepts just, thanks to the nature of the game design, better than others.
Special summoning while destroying things is very good in yugioh.
Easy special summoning and superior combat potential is very good in yugioh
Reviving cards and synchroing into monsters is very good in yugioh
Weak monsters with mediocre effects that combo into cards that make you give up 3 or more cards for one medium powered monster? Less so.
This is very true in any card game, actually. Not all archetypes end up equal or even close to it.
Some ideas and concepts are just so bad, they just flop.
Sometimes, is the meta that causes it to flop, and other times its just certain overpowered cards that push certain decks that use it over the top.
Less Reliance on Skill
Yugioh has always been heavily reliant on individual card power and comboes more than anything else.
Because of lack of anything to mediate game tempo, such as Mana in MTG and Duel Masters, Cores in Battle Spirits, or Grades in Vanguard, or "Resources"(lol) in ZX, in Yugioh, you can do a lot of things in one turn without the opponent having equal opportunity to do so(to a certain extent)
Now, Yugioh did FINE without anything to mediate game tempo, in fact becoming one of the most successful card games in the history of card games, despite this being the glaring design flaw.
Because of this ability to do a bajillion things without much limit, deck design and card power were much more factors in the game.
Some players leave in search of a more difficult/demanding game.
The game never gets old. Players do. They look for something different now that they feel they are more mature.
The Meta.
Its disgusting.
The meta from Mid 2011 to mid 2012 is/was disgusting.
Insectors, Heiratics, Ritua first turn strip hand, Wind Ups loop strip hand, Dark Worlds being Dark Worlds.
Heroes went from being Metabeat to another ridiculous OTK,
September 2011 destroyed some of the best Synchros and their engines, and the meta turned to becoming exceed dominated, leading people to say "Exceeds are the worst thing to happen to the game".
BUT, compare the metas to previous ones.
What about when BF first came out?
What about TeleDAD.
Although compared to now, it seems like a much more fair and less overpowered,
What about when they came out?
They each were so overwhelming for the meta to handle, JUST AS Insektors and Heiratics and such have been to their predecessors.
The difference is that less people were thinking and innovating, and that there were less people finding ways to out-play these decks, etc.
Each of the top tier decks, when they first come out, made a splash.
THEN, people learned that NOTHING IS INVINCIBLE.
The difference was that less people were aware of it this time around.
Many of the good players that would turn the gears of the game dissappeared, for one reason or another.
Some players made different decks
Some players made completely new deck types.
Some players developed concepts to beat the meta.
Nowadays, people hardly look beyond their "Staples" and their archetype that was handed to them.
Some of the best decks in history had to pull upon a huge variety of cards from throughout history to build the deck, to make it work.
Compare Tele-Dad to Goat Control to Gishki.
TeleDAD and Goat Control both used a wide variety of cards throughout the seasons. Gishki only uses their Gishki cards
Because of this lack of innovation, ways of using different combination of card, instead of just the same old combos.
Its not the game designers fault, its the players.
The "Top Faces" dont innovate, and Innovators dont become "Top Faces"
Hence, people see the same thing every time they play, be it locals, casual, or tournament play.
Its boring.
"Too Kiddy"
People considered Yugioh ZEXAL to be a move towards a more kiddy air and less towards the "more mature" audience of middle and high schoolers.
Especially from 5Ds, which wasnt exactly for middle schoolers even, this was a huge change.
Most of the audience that liked 5Ds did NOT like ZEXAL, and after a few attempts to keep up with change, and didnt like it.
The change in season and series is a choice, but the choice was for Konami, as, in fact, they have increased their sales, as the new ZEXAL instead targets the younger audience. Konami is cycling out its older audience(20s-30s) for a newer (6-18s). This newer audience will be buying Yugioh for a few more years. Its a sound marketing strategem.
Which makes this another push factor. The game is no longer marketed towards you, so OF COURSE you feel like its not appealing towards you. Its NOT MEANT TO.
"My friends are quitting"
Simple. A cumulation of the previous factors contribute to this. More people leaving is not a direct linear relation, its a exponential change. Players network with each other. Losing players damages their network, allowing for more players to escape.
Pull Factors
yes yes there are many more, but then again I am not omniscient. I am merely hitting up the more common ones.
So whats appealing about specifically Vanguard?
Well, from my observations, one of the reason why Vanguard is so appealing is that it was new when Yugioh was throwing off their players.
It was a matter of good timing. People want to quit a card game, yet cant throw off their social support represented by the other card gamers. They start Vanguard, which is new, and they can shape to their desire.
"They want to jump off one train, and LOOK! THERES ANOTHER TRAIN! I like trains, we should ride that train!"
Also, from first observations, Vanguard seems like its doing everything right that Yugioh isnt.
I use the term "Seems like" because its only after youve been playing for a while that the problems arent really solved.
For instance:
All Clans are created equal.
From a person whoes been playing a game where archetypes are anything BUT equal, its very appealing. To be able to use and win with anything they want to play. Wow.
Its cheap.
Thats because Yugioh has the bad reputation of having the top deck use obscure cards that become worth 50+ USD each. Both by Konami and by players.
Vanguard curbs this slightly. The value of cards usually doesnt go over 20, and rarely, 30(American markets seem expensive for some reason)
There are no "Staples"
Because even the most seasoned of deckbuilders(such as myself. Thanks for your applause) get tired of pulling up a template of staples then building around it.
You can play what you want and win!
Because triggers!
And because in Yugioh, you most certainly can not.
The Art is pretty
I actually have no counter-argument for this. In all the games I have ever seen, Vanguard has what I feel is the best art and Design.
Because of this, it appeals a lot to a lot of collectors. Its true.
As for game play, Yugioh and Vanguard are vastly different.
Theyre no way similar.
Saying you prefer one to the other is like saying "Oh I've liked pears for 10 years now, but now that I have tasted Apples, I like apples better than anything in the world!"
And these are some of the more common reasons why people choose to jump to Vanguard.
But what about the reality?
What has someone who has come from beyond the brink have to say about the reasons why people are jumping to Vanguard?
Is the reasons for moving to Vanguard really all that sound?
Have you ever wondered WHY so many people are making the exodus from Yugioh towards Vanguard?
There are many, many other games out there that people can move to, so why do people choose to move towards Vanguard?
To name a few examples, theres the omnipresent MTG, but there was also Battle Spirits, the newly released ZX, and many more. Even within the Trading Card Game genre, there were so many other options.
Well, as with any exodus, there are two factors: Push, and Pull.
Push Factors are factors which cause someone to want to quit the game.
Pull Factors are factors which cause people to want to start the game.
An exodus is, with anything, these factors applying to a massive amount of people in a short time.
We shall start with the Push Factors, shall we?
Not all archetypes are made equal.
This was always true. All archetypes are designed around certain concepts. Some of those concepts just, thanks to the nature of the game design, better than others.
Special summoning while destroying things is very good in yugioh.
Easy special summoning and superior combat potential is very good in yugioh
Reviving cards and synchroing into monsters is very good in yugioh
Weak monsters with mediocre effects that combo into cards that make you give up 3 or more cards for one medium powered monster? Less so.
This is very true in any card game, actually. Not all archetypes end up equal or even close to it.
Some ideas and concepts are just so bad, they just flop.
Sometimes, is the meta that causes it to flop, and other times its just certain overpowered cards that push certain decks that use it over the top.
Less Reliance on Skill
Yugioh has always been heavily reliant on individual card power and comboes more than anything else.
Because of lack of anything to mediate game tempo, such as Mana in MTG and Duel Masters, Cores in Battle Spirits, or Grades in Vanguard, or "Resources"(lol) in ZX, in Yugioh, you can do a lot of things in one turn without the opponent having equal opportunity to do so(to a certain extent)
Now, Yugioh did FINE without anything to mediate game tempo, in fact becoming one of the most successful card games in the history of card games, despite this being the glaring design flaw.
Because of this ability to do a bajillion things without much limit, deck design and card power were much more factors in the game.
Some players leave in search of a more difficult/demanding game.
The game never gets old. Players do. They look for something different now that they feel they are more mature.
The Meta.
Its disgusting.
The meta from Mid 2011 to mid 2012 is/was disgusting.
Insectors, Heiratics, Ritua first turn strip hand, Wind Ups loop strip hand, Dark Worlds being Dark Worlds.
Heroes went from being Metabeat to another ridiculous OTK,
September 2011 destroyed some of the best Synchros and their engines, and the meta turned to becoming exceed dominated, leading people to say "Exceeds are the worst thing to happen to the game".
BUT, compare the metas to previous ones.
What about when BF first came out?
What about TeleDAD.
Although compared to now, it seems like a much more fair and less overpowered,
What about when they came out?
They each were so overwhelming for the meta to handle, JUST AS Insektors and Heiratics and such have been to their predecessors.
The difference is that less people were thinking and innovating, and that there were less people finding ways to out-play these decks, etc.
Each of the top tier decks, when they first come out, made a splash.
THEN, people learned that NOTHING IS INVINCIBLE.
The difference was that less people were aware of it this time around.
Many of the good players that would turn the gears of the game dissappeared, for one reason or another.
Some players made different decks
Some players made completely new deck types.
Some players developed concepts to beat the meta.
Nowadays, people hardly look beyond their "Staples" and their archetype that was handed to them.
Some of the best decks in history had to pull upon a huge variety of cards from throughout history to build the deck, to make it work.
Compare Tele-Dad to Goat Control to Gishki.
TeleDAD and Goat Control both used a wide variety of cards throughout the seasons. Gishki only uses their Gishki cards
Because of this lack of innovation, ways of using different combination of card, instead of just the same old combos.
Its not the game designers fault, its the players.
The "Top Faces" dont innovate, and Innovators dont become "Top Faces"
Hence, people see the same thing every time they play, be it locals, casual, or tournament play.
Its boring.
"Too Kiddy"
People considered Yugioh ZEXAL to be a move towards a more kiddy air and less towards the "more mature" audience of middle and high schoolers.
Especially from 5Ds, which wasnt exactly for middle schoolers even, this was a huge change.
Most of the audience that liked 5Ds did NOT like ZEXAL, and after a few attempts to keep up with change, and didnt like it.
The change in season and series is a choice, but the choice was for Konami, as, in fact, they have increased their sales, as the new ZEXAL instead targets the younger audience. Konami is cycling out its older audience(20s-30s) for a newer (6-18s). This newer audience will be buying Yugioh for a few more years. Its a sound marketing strategem.
Which makes this another push factor. The game is no longer marketed towards you, so OF COURSE you feel like its not appealing towards you. Its NOT MEANT TO.
"My friends are quitting"
Simple. A cumulation of the previous factors contribute to this. More people leaving is not a direct linear relation, its a exponential change. Players network with each other. Losing players damages their network, allowing for more players to escape.
Pull Factors
yes yes there are many more, but then again I am not omniscient. I am merely hitting up the more common ones.
So whats appealing about specifically Vanguard?
Well, from my observations, one of the reason why Vanguard is so appealing is that it was new when Yugioh was throwing off their players.
It was a matter of good timing. People want to quit a card game, yet cant throw off their social support represented by the other card gamers. They start Vanguard, which is new, and they can shape to their desire.
"They want to jump off one train, and LOOK! THERES ANOTHER TRAIN! I like trains, we should ride that train!"
Also, from first observations, Vanguard seems like its doing everything right that Yugioh isnt.
I use the term "Seems like" because its only after youve been playing for a while that the problems arent really solved.
For instance:
All Clans are created equal.
From a person whoes been playing a game where archetypes are anything BUT equal, its very appealing. To be able to use and win with anything they want to play. Wow.
Its cheap.
Thats because Yugioh has the bad reputation of having the top deck use obscure cards that become worth 50+ USD each. Both by Konami and by players.
Vanguard curbs this slightly. The value of cards usually doesnt go over 20, and rarely, 30(American markets seem expensive for some reason)
There are no "Staples"
Because even the most seasoned of deckbuilders(such as myself. Thanks for your applause) get tired of pulling up a template of staples then building around it.
You can play what you want and win!
Because triggers!
And because in Yugioh, you most certainly can not.
The Art is pretty
I actually have no counter-argument for this. In all the games I have ever seen, Vanguard has what I feel is the best art and Design.
Because of this, it appeals a lot to a lot of collectors. Its true.
As for game play, Yugioh and Vanguard are vastly different.
Theyre no way similar.
Saying you prefer one to the other is like saying "Oh I've liked pears for 10 years now, but now that I have tasted Apples, I like apples better than anything in the world!"
And these are some of the more common reasons why people choose to jump to Vanguard.
But what about the reality?
What has someone who has come from beyond the brink have to say about the reasons why people are jumping to Vanguard?
Is the reasons for moving to Vanguard really all that sound?
Monday, October 22, 2012
Saturday, October 20, 2012
The Convulsing Oath
Good day everyone,
As for the past few day's posts, I realize I did not post them because I had not realized a day had passed, and messed up on the scheduling of posts, and some were scheduled to arrive in 2013, etc.
As for today, we will revisit an old idea with a new trick up its sleeve.
I have visited the same idea as today a long time ago
The combat plan was simple: Know the top card of your deck, and use cards such as Dimension Alchemist, Diamond Guy, Archfiends Oath and Sunlight Unicorn to get effectively free advantage.
There were several problems with the deck.
For starters, there was far too little ability to protect their own advantage engines of Sunlight Unicorn and Diamond Guy, as well as being too reliant on Archfiends Oath to take full advantage of the top card knowledge
Another reason was that the advantage itself did not mount to much because of Sunlight Unicorn searched equip spells which, by design, arent all that great.
Now, what has changed since then?
No good equip spells that are generic enough to fit, so Sunlight Unicorn is unfortunately out the window.
But the concept has gained a new weapon in the form of Ritua Diviner.
Water/Level 3/Sea Serpent/1200/800
Once a turn, you can declare a card name. Reveal the top card of your deck. If its the named card, add it to your hand. If not, return it to the top of your deck.
Just from this, these are the first few comboes that come to mind quickly when I saw this card:
1. Level 3 into Leviair. Use effect, grab free card, make Leviar, another free card. Any level 3 support
2: Water: Absolute Zero.
3: Sea Serpent: Deep Sea Diva
4: Effect: Call the top card, get it wrong, combo with Archfiend Oath/Sunlight Unicorn/Diamond Guy/Dimension Alchemist
5: Ritua: Revive with Ritua Beast, use effect, get free card, Release both into ritual.
6: Combo with Ritua Chain
7: Surfacing, Get effect, exceed/synchro
8: Inferno Reckless Summon. Get anywhere from 1 to 3 free cards.
9: Zombie Carrier.
10: Salvage for advantage.
Of course, you dont have to abuse each and every combo possible. Merely the few ones that have connections or will connect with each other.
For instance, the peeping effect when you get the card wrong combos well with Destiny Hero, which is also a hero, which links right back to Absolute Zero and Zombie Carrier. Absolute Zero also connects with Diva, which connects back to Diviner and Surfacing, as well as Salvage.
So after the brainstorming, combining with Convulsion of Nature, Diamond Guy, and Archfiends Oath was chosen, with Miracle Fusion as another sealing factor between the two.
Utilization of the RoTA, Emergency Call, and Stratos engine was included of course, as the amount of combination between the engine and Diamond Guy itself was too much to pass up.
Archfiends Oath had a double link with BF Zephyros the Elite, as well as the other cards.
You can use Archfiends Oath to dump a BF Zephyros, and Zephyros can easily use Archfiends Oath to get itself back to the field. Easy rank 4 into Hope is only too beneficial
D.D. Designator is a card that combines the abilities of Diamond Dude as well as Convulsion of Natures effects together. Being a normal spell, Diamond Dude can use it, and Convulsion of Nature's information advantage is skewed towards yourself instead of being equal.
13
2 Deep Sea Diva
3 Ritua Diviner
1 E Hero Stratos
1 E Hero Bubbleman
3 D Hero Diamond Guy
1 D Hero Dasher Guy
1 BF Zephyros the Elite
1 Plagespreader Zombie
23
2 Miracle Fusion
1 RoTA
1 E- Emergency Call
1 Monster Reborn
2 Pot of Duality
2 Destiny Draw
1 Allure of Darkness
1 Dark Hole2 D.D. Designator
3 Convulsion of Nature
3 Archfiend Oath
2 Mystical Space Typhoon
5
2 Starlight Road
1 Solemn Judgement
2 Bottomless Trap Hole
The battle plan is simple and straightforwards.
Instead of using Diamond Guy as a direct advantage engine, utilize him and Diviner as instead a stepping stone that gives free advantage with Convulsion of Nature, forming Synchros and Exceeds.
The deck runs 15 normal spells to maximize the effect of Diamond Guy.
As for the past few day's posts, I realize I did not post them because I had not realized a day had passed, and messed up on the scheduling of posts, and some were scheduled to arrive in 2013, etc.
As for today, we will revisit an old idea with a new trick up its sleeve.
I have visited the same idea as today a long time ago
The combat plan was simple: Know the top card of your deck, and use cards such as Dimension Alchemist, Diamond Guy, Archfiends Oath and Sunlight Unicorn to get effectively free advantage.
There were several problems with the deck.
For starters, there was far too little ability to protect their own advantage engines of Sunlight Unicorn and Diamond Guy, as well as being too reliant on Archfiends Oath to take full advantage of the top card knowledge
Another reason was that the advantage itself did not mount to much because of Sunlight Unicorn searched equip spells which, by design, arent all that great.
Now, what has changed since then?
No good equip spells that are generic enough to fit, so Sunlight Unicorn is unfortunately out the window.
But the concept has gained a new weapon in the form of Ritua Diviner.
Water/Level 3/Sea Serpent/1200/800
Once a turn, you can declare a card name. Reveal the top card of your deck. If its the named card, add it to your hand. If not, return it to the top of your deck.
Just from this, these are the first few comboes that come to mind quickly when I saw this card:
1. Level 3 into Leviair. Use effect, grab free card, make Leviar, another free card. Any level 3 support
2: Water: Absolute Zero.
3: Sea Serpent: Deep Sea Diva
4: Effect: Call the top card, get it wrong, combo with Archfiend Oath/Sunlight Unicorn/Diamond Guy/Dimension Alchemist
5: Ritua: Revive with Ritua Beast, use effect, get free card, Release both into ritual.
6: Combo with Ritua Chain
7: Surfacing, Get effect, exceed/synchro
8: Inferno Reckless Summon. Get anywhere from 1 to 3 free cards.
9: Zombie Carrier.
10: Salvage for advantage.
Of course, you dont have to abuse each and every combo possible. Merely the few ones that have connections or will connect with each other.
For instance, the peeping effect when you get the card wrong combos well with Destiny Hero, which is also a hero, which links right back to Absolute Zero and Zombie Carrier. Absolute Zero also connects with Diva, which connects back to Diviner and Surfacing, as well as Salvage.
So after the brainstorming, combining with Convulsion of Nature, Diamond Guy, and Archfiends Oath was chosen, with Miracle Fusion as another sealing factor between the two.
Utilization of the RoTA, Emergency Call, and Stratos engine was included of course, as the amount of combination between the engine and Diamond Guy itself was too much to pass up.
Archfiends Oath had a double link with BF Zephyros the Elite, as well as the other cards.
You can use Archfiends Oath to dump a BF Zephyros, and Zephyros can easily use Archfiends Oath to get itself back to the field. Easy rank 4 into Hope is only too beneficial
D.D. Designator is a card that combines the abilities of Diamond Dude as well as Convulsion of Natures effects together. Being a normal spell, Diamond Dude can use it, and Convulsion of Nature's information advantage is skewed towards yourself instead of being equal.
13
2 Deep Sea Diva
3 Ritua Diviner
1 E Hero Stratos
1 E Hero Bubbleman
3 D Hero Diamond Guy
1 D Hero Dasher Guy
1 BF Zephyros the Elite
1 Plagespreader Zombie
23
2 Miracle Fusion
1 RoTA
1 E- Emergency Call
1 Monster Reborn
2 Pot of Duality
2 Destiny Draw
1 Allure of Darkness
1 Dark Hole2 D.D. Designator
3 Convulsion of Nature
3 Archfiend Oath
2 Mystical Space Typhoon
5
2 Starlight Road
1 Solemn Judgement
2 Bottomless Trap Hole
The battle plan is simple and straightforwards.
Instead of using Diamond Guy as a direct advantage engine, utilize him and Diviner as instead a stepping stone that gives free advantage with Convulsion of Nature, forming Synchros and Exceeds.
The deck runs 15 normal spells to maximize the effect of Diamond Guy.
Wednesday, October 17, 2012
Moon Barrier
If you attack with Hope into a full powered Light and Darkness dragon, and detach one to active the effect, Light and Darkness will negate the attack negation, and the attack will go through running over Light and Darkness with the 2500 ATK
Dragging down their entire field with them
Dragging down their entire field with them
Tuesday, October 16, 2012
Utility Traps
There are 2 general types of traps:
The traps that specifically support an archetype, and traps that, by design, can fit in any deck.
Traps that support archetypes are their own individual discussion.
But cards that fit in any deck, this is where the real discussion is.
Take a look at your favorite deck.
Go on, pull it out.
Its trap line up probally contains some combination of the following general use cards:
Solemn Judgement
Compulsary Evacuation Device
Bottomless Trap Hole
Call of the Haunted
Torrential Tribute
Magic Cylinder
Mirror Force
Dust TornadoRoyal Decree
Raigeki Break
Sakuretsu Armor(In the past, no longer)
Royal Oppression(Banned)
Dimension Prison
Pheonix Wing Wind Blast
Solemn Warning
Fiendish Chain
Trap Stun
Starlight Road
You may be thinking why I divided up the general use traps into these 3 categories.
Well, it was supposed to be 4 categories.
Well, its when they first came out, the season in which they first came out.
The first category is during the first anime, the second with GX, and 3rd is 5Ds.
Notice something about the 4 categories?
Thats right, The first list of traps that the majority of decks is entirely from the oldEST generation.
Unlike spells, when the regular lineup changes almost every season with quite a few additions, the traps have next to no change.
In fact, Dimension Prison and PWWB are complete upgrades of old cards, so if they were never released, we would all still be running Sakuretsu armor and Raigeki break to this day.
After the first season, there are a grand total of VERY FEW additions to the large category of "Regulars" for the trap lineup.
Why is this so?
Well, for starters, spells represent progressing your own game plan, while traps represent something to fall back on.
And, as such, people are unwilling to let that be changed.
Thus, instead of picking different cards, people go back to the same cards and tricks over and over again, instead of looking to different potential choices.
Every set, I can identify a few, not many, traps that were designed to potentially fit into this slot, but unfortunately, not all of them make it.
Cards like Safe Zone, Claymore Dud come to mind.
more recently, Magic Deflecter and Dimension Slice, Attention, etc.
As you can clearly see, there are other choices in the game.
In fact, in examples such as Safe Zone and Claymore Dud, from the 3rd Generation, they serve a dual purpose of both removal as well as preserving your monsters.
On the other hand, the newer generation 4 cards tend to be single use and less flexible, but also less reliant on specific conditions to be either effect as the first 2 were.
The traps that specifically support an archetype, and traps that, by design, can fit in any deck.
Traps that support archetypes are their own individual discussion.
But cards that fit in any deck, this is where the real discussion is.
Take a look at your favorite deck.
Go on, pull it out.
Its trap line up probally contains some combination of the following general use cards:
Solemn Judgement
Compulsary Evacuation Device
Bottomless Trap Hole
Call of the Haunted
Torrential Tribute
Magic Cylinder
Mirror Force
Dust TornadoRoyal Decree
Raigeki Break
Sakuretsu Armor(In the past, no longer)
Royal Oppression(Banned)
Dimension Prison
Pheonix Wing Wind Blast
Solemn Warning
Fiendish Chain
Trap Stun
Starlight Road
You may be thinking why I divided up the general use traps into these 3 categories.
Well, it was supposed to be 4 categories.
Well, its when they first came out, the season in which they first came out.
The first category is during the first anime, the second with GX, and 3rd is 5Ds.
Notice something about the 4 categories?
Thats right, The first list of traps that the majority of decks is entirely from the oldEST generation.
Unlike spells, when the regular lineup changes almost every season with quite a few additions, the traps have next to no change.
In fact, Dimension Prison and PWWB are complete upgrades of old cards, so if they were never released, we would all still be running Sakuretsu armor and Raigeki break to this day.
After the first season, there are a grand total of VERY FEW additions to the large category of "Regulars" for the trap lineup.
Why is this so?
Well, for starters, spells represent progressing your own game plan, while traps represent something to fall back on.
And, as such, people are unwilling to let that be changed.
Thus, instead of picking different cards, people go back to the same cards and tricks over and over again, instead of looking to different potential choices.
Every set, I can identify a few, not many, traps that were designed to potentially fit into this slot, but unfortunately, not all of them make it.
Cards like Safe Zone, Claymore Dud come to mind.
more recently, Magic Deflecter and Dimension Slice, Attention, etc.
As you can clearly see, there are other choices in the game.
In fact, in examples such as Safe Zone and Claymore Dud, from the 3rd Generation, they serve a dual purpose of both removal as well as preserving your monsters.
On the other hand, the newer generation 4 cards tend to be single use and less flexible, but also less reliant on specific conditions to be either effect as the first 2 were.
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