![]() ![]() You say there is little or no counter play to hand traps, I don't know if that's necessarily true. Imo they should had just put Crossout to 2 and see how it performs from there cause Crossout isn't just a anti hand trap card, but in the mirror match it can perform very well stopping key plays entirely. Now granted Nib can be negated when you're establishing a board.įor hand traps to be a necessary evil, we need cards that can counter them. Even Nibiru was recently buffed due to the Crossout hit. ![]() Which leads into the point, hand traps have little to no counter play, they have 2 cards that can deal with them outright. So spells/traps do have counter plays to them. ![]() They are also susceptible to Spell/Trap removal. While if they were spells/traps, you can somewhat guess what card is what when it's set. Unlike quick play spells/traps you don't know if your opponent (talking about TCG/OCG) has any hand traps. That being said Hand Traps are typically very powerful. But before I go into why, I'm going to preface this by saying that I'm not endorsing the idea of banning hand traps. That card is likely why we saw CD and 3 and CBTG at 2 in the first place. IMO, CBTG was the real mistake but I'll take either or limited/banned. They need to go back to the waterfall and practice that drawing. Player 2 did what they were supposed to do - draw the out - but since Player 1 had an out to this out, Player 2's action is useless and the reality is it's a skill issue they didn't draw at least three handtraps. So more often than not, you end up with riveting gameplay like this: What CD allows is an "out to outs" which nullifies an opponent's handtrap. This has been discussed to death, but they are especially most sensitive in a Bo1. Originally posted by wildnike:Handtraps are a necessary evil. ![]()
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