Good points, but...
For a trapper, you can play a different row. For a fireball, you can soak up the damage. Other options are to play a gold card or to pass. Passing is surprisingly effective, because ambush decks usually don't have much strength. It's true you can't always avoid it, but neither can you with weather. I still think there are more ways to avoid traps, than there are ways to avoid weather.ManwichTuesday;n7544700 said:1. Traps don't give the cards they affect the chance to trigger their abilities. Some of them are 100% unavoidable
But on the other hand, once the trap is sprung the threat has passed. With weather you still need to play a Clear Skies. And there is still the threat of Aard and Lacerate.ManwichTuesday;n7544700 said:2. Their affects cannot be cancelled as easily as weather. You can clear skies weather, you can dbomb weather, you can buff units after weather, some cards are immune to weather, etc. Nothing is immune to a trap.
With ambush you have to play pre-emptively. This is overall more difficult. If it works, it hits the opponent hard(er than weather), but if it fails, you'll take a pretty big blow. Higher risk, higher reward principle.ManwichTuesday;n7544700 said:3. The very act of a player using weather often tells you how their deck is composed. You have a sense of how to approach play vs these players and what cards are most vital to hold onto.
That's true, but I do want to mention one important difference. A last card weather can completely devastate the opponent. On the other hand, a last card trap is useless. Actually, using traps in the 3rd round can be risky, because of gold units.ManwichTuesday;n7544700 said:4. Weather affects both sides of the board. Traps are only helpful.