Hello to you too! Big thanks for reviewing this set, especially that in-depth. You've even one-upped me by using spoilers, making the whole thing more manageable. Kudos!
The one thing I'd fault would actually be turning the continuous traps into Normal Traps. It actually hurts quite a bit more of the deck than it did than when they restricted your own zones before since as trap monsters, they are still treated as being continuous traps on the field. This is critical because quite a number of the Deck's plays (Eagle's Field from Grave effect as well as Macaw and Condor's SS effects) revolve around getting Continuous Traps on the field, and in the (admittedly extremely unlikely) chance you cannot get to a field to swap your monsters' forms, there is little means of triggering those important effects. However, being Normal Traps do give them edges in other ways including not being susceptible to backrow removal (since they would be monsters when the card resolves), so, well, I guess it's a "pick your poison" type scenario. Alternatively, you could tweak the monsters a bit to work with their newer forms, but that could come with its own problems.
I really didn't think about that. Honestly, I made the change just when I was reposting them, when I reread the prompt. I'm tempted to get away with combining the two, getting the best aspects of both, but...probably best to stay with what's familiar. I was thinking more about your Trap Zones being used up while the Continuous Trap is Summoned, but I guess that's not too much of a deal. Back to Continuous Traps it is!
Eagle - Amusing card to be sure, but I can smell super deck thinning loops (have 2 Eagles, 1 in the MZ and 1 in the S/T Zone and when one attacks, it activates a field from the Deck and swaps with the other which can do the same). Loop may be a bit tough to pull off irl, but the AGM's got 2 Winged Beast searchers so... yeah. It's S/T effect... actually can't be resolved as the Deck is now. You have no in-archetype Continuous Traps, and the monster effects that change them to traps doesn't count as "activating" them, I don't believe. Either way, the S/T effect would be alright, but I think the monster effect is more solid in enabling what you need to
Hm....should probably limit to to "another" monster that attacks. You'd still have a loop if you had 4 Yollohcoatls with 2 of them being Eagles, but that won't be too easy. Also, Continuous Traps now!
Serpent - Making a MD boss monster is tough. I'm honestly completely on the fence with this one. It has good stats, it lets you summon off your monsters becoming continuous traps, and it recovers your own resources + it gives pseudo-battle protection as well as having its own protection that makes it as tough to take down as my boi Hazy Flame Basiltrice. Irl, though, that's... not enough. It is not a monster that is as "on demand" as other boss monsters, and getting rid of it is as easy to do as taking down my boi Hazy Flame Basiltrice. UtL, Kaijus. However, in the AGM, it should make a formidable boss.. again, if you could get it out. Like I'd alluded to on the outset, it is very easy to screw this deck's plays up by hitting one card, and being able to hit one card with any reliability turn by turn will prevent this card from ever being summoned. It really doesn't help that it is a tribute summon over a SS from hand effect. I don't think it would be too broken with the latter, but in that case, maybe bump up the full protection to only be active if you tribute 3 Cont. Traps over 2.
Yeah, probably a bit broken now that it is a SS from hand. I'll do that bump. Also I gave it a different main effect.
3 Odd name Trapmons: I can't really think of anything super notable about each of these as they are a bit side-deck-y and work much better in some matchups than others. The lack of a level 2 was a bit surprising as even outside this deck, depending on how good it is, it could be sparsed into paleozoic decks. Out of the three, Metztli is probably the best in-deck, since you can easily activate it then return it to its Set position preventing your opponent from attacking at all. Tlaloc, though, is definitely the best overall, if you could set it up with another Yolloh. Maybe some kind of Yolloh/Blackwing lockdown mix. Speculations aside, these are pretty tame.
...is that a good thing that they're tame? I wanted to give them high stats for staying power, and didn't want to just make 2k DEF walls and make them Level 2 for the sake of it, so I felt that weakness was worth it.
Field Spells: All of them are nice all-around solid cards for what the deck needs. Being able to tutor out protection when you need it or some extra ATK when necessary is all well and good. The fact that the first two even have effects when activated enables those aforementioned "Quick Effect into another Field Spell" deal all the better since you'd get the search anyway. The only really dangerous one, I think, is Tlaxcala. It is kinda a win condition when combined with Eagle's infinite Field Spell search loop, enabling you to burn for game (300 for each of the three, then use "Wanderer's World" to shuffle them back into the Deck and keep burning for game). Mixtec has the weakest secondary ability, but it is the best one in helping keep you alive, so can't really fault it.
With the easy Eagle loop removed, I think it's fine now. Debated whether to nerf it even more considering there's still a potential loop there, but....honestly, it requires so much setup, it might as well be an alternate win condition.
Providence: Field Spell protection. A bit weaker of a card in terms of general use, but excellent in making sure to keep Mixtec alive during your opponent's turn. This (and the other trap) partially suffer from the fact that the Trapmons aren't continuous traps, (which would enable them to be easier to use from hand) though they also benefit with actually having more zones to work with since the trapmon zones are free. Again, pick your poison.
Star Signs is.. odd. I'm not sure if it would work properly, especially with the Trapmons being entirely treated as monsters. The implication seems like it would allow the Set cards to be activated infinitely because a) they weren't Spells/Traps when they were Set and b) possibly the whole issue on public knowledge/Set cards (i.e. would the "first time" aspect reset?). Aside from that, it works when it works, but it is probably the only card that I wouldn't deem to be truly "necessary" as a whole for the deck to function.
Hopefully that's been fixed.
Thank you very much for you input. So far, the only main changes have been a slight nerf to Serpent, an Eagle nerf to prevent the lock, and the Traps becoming Continuous again! You did comment on most of the cards as if they had Continuous Traps as well as without, so I think I have a good idea that the last change doesn't break anything. I considered making the cards more functional without eachother, but I think that doesn't stick with the spirit with the prompt, and again, I think the changes are basically buffs at this point.
Thanks a lot for the review! I really appreciated it.