Making spells and traps more playable in first four position
Posted: Tue Dec 16, 2014 12:39 am
First off spells are never played until last two spots anyway. Why is this? If you play a spell sooner you will get blasted by a magic overwhelm and it's hard to play two spells for fear of sabotage so most people wait till end then drop two spells or two traps. The whole design of the game actually forces a standard opening of four units with some combination of units, traps, and spells as the last two. This is unfortunate bc it restricts deck diversity and limits spell and trigger selection.
Simplest solution:
Make the effects of magic overwhelm and sabotage lessened. Sabotage for example could be completely rewritten. Instead of guaranteed stopping a spell and having a small chance to destroy it, it could have a large chance to destroy it but no guarantee to stop it. This concept is huge bc it allows a spell to be played with a chance to get through even with a sabotage in play. Magic overwhelm could just have it's damage inflicted reduced. the retribution of a magic overwhelm is often stronger than the spell itself. This key fact is the reason why the spells are not played early on. If this trigger were weaker with a faster cd time it could solve many issues with spells going early on. After all it is unfortunate a blue diamond card can so drastically and completely alter the structure of the game and how it is played. Same thing could also be done with trap detect. Give it a higher chance to destroy/stop the trap but don't make it a guarantee.
If you implement these changes your game will be much more versatile with people playing spells and traps in all kinds of positions instead of the current which is to guess what final two cards your opponent will play. Will it be two traps this time or two spells?
This could make it relatively safe to play a spell or trigger as most won't play a sabotage or trap detect unless there are two on board instead of one. Hence people are free to open with a spell or trigger in the first four slots.
Also if you end up playing sabotage and it turns out they only played one spell it's not a complete waste. Currently you are guessing sabotage and if they don't throw one in the last two slots you're dead bc of the wasted slot.
Simplest solution:
Make the effects of magic overwhelm and sabotage lessened. Sabotage for example could be completely rewritten. Instead of guaranteed stopping a spell and having a small chance to destroy it, it could have a large chance to destroy it but no guarantee to stop it. This concept is huge bc it allows a spell to be played with a chance to get through even with a sabotage in play. Magic overwhelm could just have it's damage inflicted reduced. the retribution of a magic overwhelm is often stronger than the spell itself. This key fact is the reason why the spells are not played early on. If this trigger were weaker with a faster cd time it could solve many issues with spells going early on. After all it is unfortunate a blue diamond card can so drastically and completely alter the structure of the game and how it is played. Same thing could also be done with trap detect. Give it a higher chance to destroy/stop the trap but don't make it a guarantee.
If you implement these changes your game will be much more versatile with people playing spells and traps in all kinds of positions instead of the current which is to guess what final two cards your opponent will play. Will it be two traps this time or two spells?
This could make it relatively safe to play a spell or trigger as most won't play a sabotage or trap detect unless there are two on board instead of one. Hence people are free to open with a spell or trigger in the first four slots.
Also if you end up playing sabotage and it turns out they only played one spell it's not a complete waste. Currently you are guessing sabotage and if they don't throw one in the last two slots you're dead bc of the wasted slot.