#Traps: We should have more of em!

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dire shoal
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By far, the most neglected and underutilized card type in the game is the trap card. With only 4 traps in the game since release, it's pretty safe to say that we are unlikely to get more at least in the near future. But I had a few ideas to retool old cards into traps and make some new ones to show that the trap card category can have plenty of new surprises! Trap Cards are the livelihood of TCGs so we should celebrate them with some newcomers and reworks alike!

This thread will be split into the comments underneath it due to length as well! Please bear in mind!

NEW TRAPS:

[New Trap]
Holo-Friend (1)

Fool them all!

[Deploy a fake friend that will run continuously in a straight line, running, jumping, even firing in the direction you were looking when deployed. It will dissappear in a Flash Bomb explosion upon taking any kind of damage or hitting a wall.]

Honestly, ever since 404 was added into the game, there has been one extremely interesting combo being Flash Bomb + 404. By detonating the Flash Bomb directly in front of you and activating 404, you can blind your opponent for 4 seconds or more! However, there is a notable lack of interesting blind effects on most maps and cards. So why not add another one, layered under another guise of trickery? By activating the holo-friend, you can blend in and if you're lucky even get a blind from it, or pop it offensively with 404!

[New Trap]
Sleight of Hand (1/2)

Switcheroo!

[The next time your opponent plays a card, they play a random card from their hand instead! The highlighted card indicator also moves to that card's location in hand, causing them to briefly lose track of their highlighted card.]

A simple and effective trap. Push and cause your opponent to have to scramble to find their card they want to play amidst the chaos.

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[New Trap]
Translocator (1/2)

Travel back to a set point!

[When played, gain a Temporal copy of Translocator Remote and leave behind an indestructible Translocator device where you are currently standing. Use the Remote to activate the Translocator and teleport back to where the device was! The player that teleports to the Translocator is whoever used the remote.]

Similar to Teleport Bomb, this card provides a more passive, strategic teleport option. Push in to force a close range Aggro tool, and then teleport away to safety! Or use it as a get out of jail free card to escape a sticky situation. Plenty of versatile uses for a card like this.

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RETOOLED TRAPS:

[Retooled Trap]
Bear Trap (1)

Deploys a Bear Trap that halts your rival.

[CHANGES:

  • New Card Type: now Trap, was Helper.
  • No longer makes sound on deployment.]

Come on, we've been asking for this for forever. It even has Trap in the name!

[Retooled Trap]
Land Mine (1)

Deploys a Land Mine.

[CHANGES:

  • New Card Type: Now Trap, was Helper.
  • Land Mine no longer makes sound on deployment.
  • Land Mine now Cloaks once deployed, with a shimmer like the Bear Trap.
  • Land Mine now takes 2s of idle time on the ground to arm before it will explode.
  • Land Mine no longer explodes when shot: Upon taking damage it will break and despawn.
  • Land Mine damage reduced to 75 at max ramp-up, and 35 at minimum.]

These changes aim to make the Land Mine a more stealthy, tricky option. Players will have to think more carefully about both where they step once a trap is played and how to best utilize a stealthy Land Mine. I feel this card with these changes fits better as a trap than it does a Helper.

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Thank you for reading! Credit to @silver ridge for inspiring the translocator idea and @boreal fulcrum for inspiring the Holo-Friend to Flash on death!

silver ridge