Forum:Continuous Trap Cards

Does anybody here think that Continuous Trap cards are amazing because of their powerful effects, or bad because they stay on the field and it is easy to remove? I read somewhere (or had the impression) that these variant of Traps are the most looked down by some because of their greater vulnerability to destruction and extra ways to stop (and negate) it, but I think that they are nice to have if not because they have great effects that would benefit the player if they used the right cards.

For example, one such card that proves that the status of a Continuous Trap card benefits it (and the first one of its kin to get banned) is, you guessed it: Imperial Order. Its effect is extremely flexible, and even game-breaking in a sense, since you can choose when to remove the lock you activated, and your opponent cannot even counter it easily.

There are other Continuous Traps that are universally useful to players that no other version of cards can substitute for what they do. Like for example,
 * Call of the Haunted, a universal revival Trap card, can stop opponent's attacks or even halt their effects from activating for some monsters, is a card of many uses as well.
 * Royal Decree, a card that is the only one that makes Counter Traps useless (if not used in the same chain) and is a generally good card for decks that make use of very few traps.
 * Royal Oppression, similarly, makes Special Summoning more difficult, and the user would benefit from it if they don't rely a lot on normal Special Summoning methods or Special Summons in general.

There are even some Traps that makes the deck, mainly because of their powerful effects.
 * Macro Cosmos, a Remove-From-Play (RFP) card that makes other RFP-relying cards more playable like D.D. Scout Plane and Gren Maju Da Eiza.
 * Imperial Iron Wall, which has a lot of uses as well, like let the user reuse two Synchro-related cards from the graveyard as much as you like (that are Plaguespreader Zombie and Quillbolt Hedgehog) and protects cards vulnerable to being RFP like Stardust Dragon.
 * Bad Reaction to Simochi, that makes cards that initially benefit the opponent's LP like Gift Card and Soul Taker into a liability, and is a core card for LP-gaining Burn decks.

Let's not forget that there are Trap monsters in a form of Continuous Traps, and while not often used, can prove to be a surprise for the opponent, like the ultra-defensive Metal Reflect Slime and the mirror monster Cyber Shadow Gardna, which are great to stop their attacks, and some could be used for Tribute fodder too! And then when thinking of Continuous Traps we mustn't forget Uria, Lord of Searing Flames, a card that not only feeds on Continuous Traps, but lives on it too! And it has a great effect too.

I am sorry if all this information might be useless to you because it's not talking about something new, but I feel that I got to get this off my chest, and this is the topic to talk about Continuous Traps as well). 115.134.154.90 08:48, February 21, 2010 (UTC)