Continuing Boss Rush week, we look at the trap cards that are designed to help the theses machine bosses.
First up is A rival appears!. This deck has five LV6's, 4 LV4's, 3 LV3's (almost looks like a trend, don't it?), and a couple of LV8's, LV5's and LV2's. The trap itself is decent but here it'll be a life saver once Boss Rush is in play. Heck, I would think it be a good idea to use another one but hey if it works with just one, no problem then. That's really this card primary function. You need something to let get monsters out of your hand and this is one way. I'd rather go with A Hero emerges this one is better in the sense you'll put the monster you want on the field and it doens't have to be in response to an attack. Plenty of opportunity to bring out the LV4's and LV3's but the tribute monsters will be a little difficult to bring out with this card since the last thing you want is your opponent bringing out his own tribute monsters, especially since this guys are weak enough to be dropped by anything over 2400. Tetran istelf falls to LV4 1900 beatsticks. There's something about machines and the WIND element. Canceller's got the same issue as Tetran.
Next up is Bottomless Trap Hole. Like I said, you don't want the opponent bring out the big guns and this particualr deck does not carry power-ups beyond a single Limiter Removal. If anything too big hits the field, take it out with this card. Summoned or Special summoned, it doesn't matter. Its outta here.
The more methods to get monsters on the field apart from normal summoning, the better. As such, Call of the haunted is a must. When Fuisiler hits the grave, bring it back at full strength. On its own its, not recommend to bring back a Core with it since, it run outta the moment you attack something. Hell the opponent will probably suicide something into it to get rid it anyway. That where another of traps cards comes in and its one of the KEY supports that'll hold this thing together.
Skill Drain. Normally, I would detest this card. It robs effect monsters of their skills unless it activates upon entering or being inside the graveyard. Here however, its a miracle worker. This thing will allow your Cores to attack as many times as they want without penalty. This way you can special summon them through boss rush and they won't die on you from one battle. True, they lose thier invinicblilty of not getting destroyed in battle but the sarcifice I believe is worth it. The Core won't live long with out in this deck. And the Fusiliers also benefit from it. Just halve their strength, summon them and then activate this card. Their stats go back to 2800/2000 and stay that way even if Skill Drain leaves.
Dust Tornado is pretty ok. Once again, you don't want the opponent's monsters overpowering the Cores which isn't that difficult to do and can also use it to get rid of any Spell/Trap on their side of field that proves annoying like Level Limits and gravity binds found in Stall decks. Should you destroy a card, you'll be able to activate a much need trap card on your next turn if you choose to place a trap card (I don't see the point of placing a spell card since you can't activate it any on the opponent's turn).
I'm not too sure about Exchange of Spirit. Sure, once Boss Rush gets going, you'll be cranking out a core each turn especially if you don't have Skill drain in play but I don't know. I mean there is a chance you cover the 15 card requirement in no time flat and will probably have many more cards in the graveyard than the opponent, it still seems quite a gamble.
Can't go wrong with a Sakuretsu Armor. We all need something to stop attacks and since Mirror Force is out the question, the one of the next best thing.
Overall, I like the trap support buildup. The deck will REALLY need some of them to keep the Cores from running dry. Exchange is a nice back-up in case Pot of Avarice fails and your deck runs thin, just seems a bit too risky.
First up is A rival appears!. This deck has five LV6's, 4 LV4's, 3 LV3's (almost looks like a trend, don't it?), and a couple of LV8's, LV5's and LV2's. The trap itself is decent but here it'll be a life saver once Boss Rush is in play. Heck, I would think it be a good idea to use another one but hey if it works with just one, no problem then. That's really this card primary function. You need something to let get monsters out of your hand and this is one way. I'd rather go with A Hero emerges this one is better in the sense you'll put the monster you want on the field and it doens't have to be in response to an attack. Plenty of opportunity to bring out the LV4's and LV3's but the tribute monsters will be a little difficult to bring out with this card since the last thing you want is your opponent bringing out his own tribute monsters, especially since this guys are weak enough to be dropped by anything over 2400. Tetran istelf falls to LV4 1900 beatsticks. There's something about machines and the WIND element. Canceller's got the same issue as Tetran.
Next up is Bottomless Trap Hole. Like I said, you don't want the opponent bring out the big guns and this particualr deck does not carry power-ups beyond a single Limiter Removal. If anything too big hits the field, take it out with this card. Summoned or Special summoned, it doesn't matter. Its outta here.
The more methods to get monsters on the field apart from normal summoning, the better. As such, Call of the haunted is a must. When Fuisiler hits the grave, bring it back at full strength. On its own its, not recommend to bring back a Core with it since, it run outta the moment you attack something. Hell the opponent will probably suicide something into it to get rid it anyway. That where another of traps cards comes in and its one of the KEY supports that'll hold this thing together.
Skill Drain. Normally, I would detest this card. It robs effect monsters of their skills unless it activates upon entering or being inside the graveyard. Here however, its a miracle worker. This thing will allow your Cores to attack as many times as they want without penalty. This way you can special summon them through boss rush and they won't die on you from one battle. True, they lose thier invinicblilty of not getting destroyed in battle but the sarcifice I believe is worth it. The Core won't live long with out in this deck. And the Fusiliers also benefit from it. Just halve their strength, summon them and then activate this card. Their stats go back to 2800/2000 and stay that way even if Skill Drain leaves.
Dust Tornado is pretty ok. Once again, you don't want the opponent's monsters overpowering the Cores which isn't that difficult to do and can also use it to get rid of any Spell/Trap on their side of field that proves annoying like Level Limits and gravity binds found in Stall decks. Should you destroy a card, you'll be able to activate a much need trap card on your next turn if you choose to place a trap card (I don't see the point of placing a spell card since you can't activate it any on the opponent's turn).
I'm not too sure about Exchange of Spirit. Sure, once Boss Rush gets going, you'll be cranking out a core each turn especially if you don't have Skill drain in play but I don't know. I mean there is a chance you cover the 15 card requirement in no time flat and will probably have many more cards in the graveyard than the opponent, it still seems quite a gamble.
Can't go wrong with a Sakuretsu Armor. We all need something to stop attacks and since Mirror Force is out the question, the one of the next best thing.
Overall, I like the trap support buildup. The deck will REALLY need some of them to keep the Cores from running dry. Exchange is a nice back-up in case Pot of Avarice fails and your deck runs thin, just seems a bit too risky.