Wow, you guys want to know the darnedest things about the Argostars field spell
So first off, it only adds from gy or banish. Do not fucking add anything from banish unless you're about the banish them immediately again or you have extras in there because a lot of Argostars rely on some Argo being in banish (like Etto's bounce). Second, basically it doesn't do anything on its own lmao, especially when the Xyz is a Standby eff so you can't detach at will (this is so much worse than you can know)
Third is the most important. That goddamn last eff where if you activate a monster zone trap monster's effect, you can "Once per chain" just negate a card on the field. This is SO much worse than you can actually know as well, why? This actually doesn't activate immediately. If you trigger a MZ trap, you have to wait for its resolution, and then AFTER that you have the option of activating the field. Except the way YGO works is that you have priority first, so you have to relent your priority and hope the opp activates some effect, and then you can activate the field to negate a card on the field. It's so clunky for no reason, when they could've just made this an immediate response effect.
This deck sucks so much.
Sure it's like oh Etto can be crazy cuz it's a non-targeting bounce, and that makes her extremely versatile, but she is only for an opp effect activation response, meaning it has a dead combo potential if you're going first, and it's horrendous going 2nd.
I think the problem is that it starts to make every aspect of playing YGO as hard as possible, meanwhile you'll just see other decks do better things easier. Imagine having an overall option to play Drillbeam, and you're staring at your one negate being the Argo field spell.
"Iwata was awesome" - Mr. Nintendo
https://i.imgur.com/krtFHol.jpg