

A foil card may also have lost all of its original gloss. It may have major whitening, heavy inking, major creasing or tearing, extensive water damage, writing on the front or back, missing pieces, extensive dirt build up, or extreme discolouration.

Poor : A card in poor condition will show easily visible, extreme wear. You can only activate 1 'Crossout Designator' per turn. A foil card may also have major clouding and have lost most of its original gloss. Crossout Designator Spell Quick-Play Declare 1 card name banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. It may have extensive border or corner wear, major bending, major scratching, major nicks, major scuffing, major creasing along the top border from shuffling, moderate whitening, slight inking along the borders, slight tearing along the borders, minor water damage, minor dirt buildup, or slight discoloration. Played: A card in Played condition will show easily visible, but not extreme wear. A foil card may also have moderate clouding and have lost some of its original gloss. It may have mild border or corner wear, minor bending, light scratching, small nicks, light scuffing, or very minor border creasing. Light Played: A card in Light Played condition will show visible, minor wear. A foil card will have little to no clouding and retain most or all of its original gloss. It may have a light scratch, small nick, or barely noticeable border wear. I would argue to try and fix the core problem, not fix the bandaid on the bandaid.įixing the core problem should include removing all old disgusting crusty ass bandaids as well as applying proper first aid, in this case ban hammering hand traps along with the core problem cards.Near Mint: A card in Near Mint condition will show little to no wear. Hand traps are only a necessary evil because of the state of the meta. I'm no yugi cyclopedia, but off the top of my head I know of gravedigger trap hole being one, and that's been around a looong time. They might just not be in the meta right now, and may shift back towards the meta if hand traps are more prevalent. 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.
