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Yes, Electrumite is clearly healthy! Nobody's bored by 5-10 minute first turn pendulums! Not a single person!
I agree, I am an Odd-Eyes player and I hate Electrumite... it was designed to be the "Ash Blossom" of Pendulums so EVERY Pendulum deck needed it and that's what I hate about Konami's business strategy. It's so predatory and runs on absolutely MUST HAVE cards that don't allow you to play the game without them.
That's all hand-traps are really, gates that stop people from playing unless they have that card. It's not a good way to run the game but its not like Konami has a choice, they have made power creep so bad through their own greed in this game that;
1. The game is decided on Turn 1
2. Everyone can summon 500+ monsters in infinite combo lines that hand traps are counteractive but utterly NEEDED to play.
You simply CANNOT play the game without hand traps and that is just terrible. People may argue that "other eras were just as bad" but that simply is not true. You could play with the cards you had bought and didn't need the most expensive cards in the game just to play the game.
yeah and i said exactly why you were wrong but it does take braincells to read and floodgate players aren't known for having a lot of them
Cards like Skill Drain are offset by the fact they are traps, inherently slow, the same is true for anti-spell and imperial order... What I don't like is traps that let you play them from the hand because it defeats the object of a trap.
At this point, they might as well remove traps from the game and make every spell a quick play.
handtraps can be played through, floodgates can't the majority of the time without a backrow blowout card, at that point ur not even playing the game ur just sitting there jerking yourself off while you floodgate you're opponent, at least combo decks have multiple interaction points or alternative ways of dealing with their board like drnm, handtraps ect ect, there is no playing the game against floodagates simple as that
I find your logic a bit odd, it seems to me that both cards are an example of rampant power creep and greed from Konami. As I have said before, hand-traps are played because they are required, not because they are a fun and interactive part of the game.
I think a lot of people get this wrong... people are not looking for "fun and interactive". I think people mean "variety of plays". If somebody activates a hand-trap on you, there are only 2 cards I know of that can respond to that because spell speed rules, so your response is going to be predictable and obvious... it doesn't lend much to variety.
It's basically why a lot of modern YGO games feel the same, because its one player spamming and then a hand-trap or two and its over by turn 2. That really is not enjoyable for a vast quantity of people.
I do agree with your point though. Hand traps are viewed as essential, rather than fun. I don't think people generally enjoy winning off of Maxx C as opposed to what the idea of their deck actually is.
Half of the decks in the game play through the single disruption hand traps in the first place. Have you seen what happens if you ash against Mathmechs? Circular just allows them to pop off anyways. Branded? They'll have one of their many other starters to play through them. Labrynth? They barely care about hand traps and get set up anyhow...lest we talk about Called By The Grave and Crossout Designator.
And what if I don't draw those hand traps? Guess I'm screwed and have to sit through your boring-as-hell first turn as you set up with an omninegate and 3 disruptions at minimum, which makes it so...gasp...I can't play.
Combo players are literally incapable of looking themselves in the mirror and seeing that they do the same thing floodgate and stun players do, but with extra steps and with infinite more consistency.
Funny you mention that because "handtrap spamming" is a problem considering it's a hell of a lot more fun to the large majority than set 4 normal dyna
There's a hell of a lot more turns if both players handtrap than drawing duster against back row which is literally 2 turns
So overall you are not much better then those combo decks you complain about.
Combo and stun are both bad to face if you dont have an out to it so you are not much of an hero by playing stun decks. More like someone who just want turn off your opponents joystick everytime its his turn.
You're acting as if anyone likes watching long solitaire turns. I won't scoop if it's a deck that respects my time and ends their turn after less than 5 summons.
So you scoop against every deck, gotcha
And people will play with you if you respect his time aswell It goes both ways. Locking 80% of his deck down with floodgates wont give you many people to play with.
Again you are not a hero just because you play stun. If you want someone to play with you you play a deck that does what you ask for yourself but without floodgates.