So, basically traps till now are exclusive to the hunter class. traps work as triggers and well synergizes with hunter card pool.
in CoTC there were two traps, Net Trap and Death Trap . due to difference in casting cost it was very easy to predict which one was played and could be rendered useless.
Net Trap : solo.gwen deck used to run many, but as said earlier it was easy back then countering these traps. for 3 turns the next opposing ally would be disabled thats one of the greatest disabling card so far, compared to clinging webs (2cc) and that freeze option (3cc) which restrict the opposing ally for 2 and 3 turns respectively.
Death Trap : kills next opposing ally gets killed but in old days it was easy to save your fatty by just sacrificing a weak ally for eg kriss to ensure your fatty lands on the field safely. but it ensures that next opposing ally is killed. not like net trap which just delays the outcome.
Snare Trap : In DP the trap of choice. you know that t3 is important. due to current playstyle being a control one where keeping pressure on board is important t3 gives you chance to drop utility allies for later game or lasting tough allies like Gargoyles. so being able to kill a t3 ally instantly is a great tempo gain. specially when going 2nd you can ensure your t3 allies comes before your opponents. for hunters I believe rather than running 2cc allies in 4 copies, running 4 snare traps is better. specially in late game, it helps to keep control as you actually force your opponent to meaninglessly throw an ally to clear the way for next ally giving you an extra turn for setting up your board.
posting the remaining part in next post. will refine the post later
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