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Sleepy

Trick & Treat

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[Normal Spell]
Draw 2 cards, then your opponent can set 1 Trap from their Deck or GY, and can activate it the turn it was set.
You can only activate 1 "Trick & Treat" per turn.
You cannot activate this card if you have a "Trick & Treat" banished face-up or in your GY.


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It's more like an Upstart but instead of a boring +0 single draw that gives some chump change LP to the opponent, it is a +0 that draws 2, but you give your opponent an immediate extra weapon that you have no control over.

The idea is that it's a Pot of Greed right out of the bat unless the opponent techs at least 1 Trap in their build. It is meant to encourage Trap usage.

It has a hard OPT clause to prevent looping, and even when you can use a copy again, you better get rid of the one you previously used. I don't really like all that much how the modern philosophy in Deck-building encourages maxing out on copies you can't use multiple times, risking dead draws because you know that first usage of them in a duel will make it or break it and that probably there isn't gonna be a late game to go into, but I'll take it over having this be an easy "draw 2" every turn.

I'm  considering giving the Trap some sort of protection... maybe protection from Monster Effects so it can only be rid of by something like MST-like Spells, pretty much nullifying the extra draw, though what are your thoughts people?


 

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I like this one a lot. If the opponent plays no Traps, then you get all the benefits, but if it does, you have to anticipate or deal with it, and most likely the Trap will be either Impermanence, a floodgate, or a thematic Icarus Attack or omni Counter. Guess this card is good paired with backrow removal in the main deck :v
That, or resort to good and reliable Knightmare Phoenix.

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