CrystalMusic wrote:CrawTheShrimp wrote:CrystalMusic wrote:
and this is the issue with the current generation, you people seem to think EVERYTHING needs a cost. I started out in LOB back in 2002. back then very few cards had costs.
Stop acting like you know everything, back in the day, everything was simple. Maybe back then, the effects arent that good and doesnt even need cost (expect Pot Of Greed and Charity but you get my point). Nowaday, people pay cost to justify if the effects are good or not. Since why arent you paying anything when you played a card this broken ?
How is a card that prevents SS upon NS effects broken? I made this trap to stop spam summon cas that all u ppl run today. if you ppl would just summon ONCE a turn i wouldnt need this trap.
CrawTheShrimp: "Nowadays ppl pay costs"
THAT is the issue, you ppl are so used to ur current generation of BS that everything needs a cost!!! The only cards i ever add costs to are my counter traps, just like how konami has costs for the following counter traps: 7 tools of the bandit, magic jammer, cursed seal of the forbidden spell.
Frankly, you need to stop blaming everyone else and engage in some introspection. The game changed, card design has changed, it's not the same as it was nearly two decades ago. And, while you refuse to adapt and keeps playing like it was 2011 or earlier, you also keep shoving restrictions to your opponents in form of custom cards that makes both players play like it was 2003.
You also used Konami's judgement on effects and costs creation. The company still struggles with balancing their cards nowadays, to the point that some needs to hit the banlist in the same year they get released. How would their judgement from decades ago be any better than it is today? Just because you consider the current game state BS? Quite the arbitrary reasoning here, which you fail to see as don't get off your high horse.
Lastly, funny how you "wouldnt need this trap" if people played the way you didn't "spam summon". Tons of players deal with that every day without cards like yours and still win. You realize that this card does way more than what you intend to, right? To put things in perspective, Lose 1 Turn is a two-sided card that requires a proper deck or gameplay to make the best of it, not working on every deck. Yours, on the other hand, requires no resources or setup to have it on the field, affects just one player on both monster effects AND attacks and it's even part of an archetype, which probably ensues protection or searchability.
You just need to understand that things change and that old concepts and personal preferences or standards doesn't justify impositions like your card does.