Yu-Gi-Oh! Master Duel

Yu-Gi-Oh! Master Duel

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Hand traps ruin the game
I hate losing to cards I don't know my opponent has and they feel super sacky.
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Showing 1-15 of 65 comments
Raven Jan 28 @ 11:56pm 
...were you the person setting monsters in the trap zone for infernity?
Originally posted by Raven:
...were you the person setting monsters in the trap zone for infernity?
your daily routine: Wait for new threads and replies from stupid people to be the first to reply (no front). I find it funny :steamhappy:
Raven Jan 29 @ 12:27am 
Originally posted by AigamixDivah:
Originally posted by Raven:
...were you the person setting monsters in the trap zone for infernity?
your daily routine: Wait for new threads and replies from stupid people to be the first to reply (no front). I find it funny :steamhappy:

I hate that its routine, but since I wind up doing a lot of data and writing, I find it nice to take frequent pauses to look at the forums :P I'm not attempting to be first, but bouncing between forums and work often keeps me from finding my work overly tedious
Last edited by Raven; Jan 29 @ 12:27am
Without handtraps going second will just be alot more painfull and you know it.
Originally posted by Astrallight:
Without handtraps going second will just be alot more painfull and you know it.
board breakers exist
Originally posted by WKeyLife:
Originally posted by Astrallight:
Without handtraps going second will just be alot more painfull and you know it.
board breakers exist

So do ways to counter handtraps
Last edited by Tunnel Sharks Rule!!!; Jan 29 @ 3:49am
Originally posted by WKeyLife:
Originally posted by Astrallight:
Without handtraps going second will just be alot more painfull and you know it.
board breakers exist
You prefer those to hand traps? They are mostly just wipe out cards that ignore your defenses.
Originally posted by AigamixDivah:
Originally posted by Raven:
...were you the person setting monsters in the trap zone for infernity?
your daily routine: Wait for new threads and replies from stupid people to be the first to reply (no front). I find it funny :steamhappy:
Used to be my M O, but I promised a friend I'd only start engaging with topics like this as a treat.
Originally posted by WKeyLife:
board breakers exist
Board breakers are only one part of a solution. I prefer to play them over hand traps in my going second decks, but both play different roles at stopping different things. Some decks left entirely uninterrupted will set up a board that even breakers can't take down or straight up FTK you without a chance to use them. Combo decks in the late 2000s were much more miserable to go against when they had a guarantee to go without interruption if they drew enough of their pieces on the first turn. Introducing more hand traps to give both players a chance at any time was a massive improvement for the game, and that's even what they were used for in the anime.

Yugioh from the very beginning was a game very heavily based around hidden information, be it set trap cards or hand traps. I often see people completely ignoring this aspect of the game and not even trying to keep track of what the opponent has used or searched so far, then complain that they get blown out by it. Losing to a single ash when your opponent passed with cards in hand is not that different to losing to a torrential or mirror force back in the day
Originally posted by Astrallight:
Without handtraps going second will just be alot more painfull and you know it.
Hand traps LITERALLY benefit the going first player more than they do the going second player.
G3 Jan 29 @ 9:40am 
Originally posted by WKeyLife:
I hate losing to cards I don't know my opponent has and they feel super sacky.

Everyone should start playing Vanquish Soul then. When they reveal an Earth,Dark or, Fire. You'll if you're about to get hit with Maxx "C", a Bystial or, Ash Blossom.
I'd argue that this isn't specific enough. Hand traps with lingering effects break the game is more accurate. Ash by itself is a -1 disruption and while annoying it's not game-breaking.

But crap like Maxx, the good Mulcharmy, Droll, Shifter and such? Those are legit problems.

As for Maxx and the Mucharmies, while they're technically bad for the game they're also needed to draw into board breakers or make the opponent stop playing that turn.

It's not good or healthy design but we need generic ways to search or draw into board breakers if we don't have things like Maxx C and the Mulcharmies. Droll and Shifter are inexcusable though and should be banned.
KingRussia Jan 29 @ 11:13am 
Originally posted by Tunnel Sharks Rule!!!:
Originally posted by WKeyLife:
board breakers exist

So do ways to counter handtraps
Yeah not enough though, also just because cards have counters does not mean that those cards aren't bad for the game. Because everything has a counter.
KingRussia Jan 29 @ 11:14am 
Originally posted by Bad Distraction Carnifex:
I'd argue that this isn't specific enough. Hand traps with lingering effects break the game is more accurate. Ash by itself is a -1 disruption and while annoying it's not game-breaking.

But crap like Maxx, the good Mulcharmy, Droll, Shifter and such? Those are legit problems.

As for Maxx and the Mucharmies, while they're technically bad for the game they're also needed to draw into board breakers or make the opponent stop playing that turn.

It's not good or healthy design but we need generic ways to search or draw into board breakers if we don't have things like Maxx C and the Mulcharmies. Droll and Shifter are inexcusable though and should be banned.

We do have ways to search board breakers in thrust
Handtraps are the only thing keeping the game playable. It would be far too easy to functionally FTK an opponent without them being around.

The reason handtraps basically don't have counters is because they are the counter, and see above why countering them would actually ruin the game.
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Date Posted: Jan 28 @ 11:54pm
Posts: 65