From: [lukefahr@swbell.net]
Subject: Tips, Tricks and Warnings for JIRAI
GUMO- AL
TIPS, TRICKS, AND WARNINGS FOR
JIRAI GUMO
Playing GBC's Dark Duel Stories so often, one day I
came across a card called Jirai Gumo. A whomping 2200 non-offering attack made
it ultimate, and when I heard it was out on the Metal Raider's set, I checked
the card out on ebay. Oh, no. THE MOST terrible effect ever was equipted on this
monster. It is this: Before you attack, flip a coin and call it. If the call
is correct, attack normally. If incorrect, take away half your LP before
attacking.
That's right, HALF. Thinking a while, I realised this card
was acctually O.K. for a oh-so-risky-time-wizard-like-effect monster. Here are
some valuable tips.
1. THIS IS NOT A STARTING-GAME CARD!!!!!!!!!! Risking 4000 LP
won't cut it, trust me. The only acceptable way to put this
card
out
at the beggining is if you have a card like a Mysterious Puppetier.
Still, try not to put it out early. Wait until later.
2. Be cautious of Sword & Shield, leaving Jirai Gumo with
a so-sad-it's-funny 100 attack. If your opponent tries to attack it, use cards
like Fissure and
Trap Hole. When it's your turn, switch it to defence. (NOTE: Magic Jammer can
stop this caution compleatly.)
3. Spider Man can tell us this- "With great power comes great
responsibility." If you can, spare some room for an insect armor/ invigoration.
A
Summoned Skull and for no
offerings comes compleatly bazar power and
resbonsibility.
4. Use with an army, not alone. Even if you do lose LP, maybe
you can get alot of direct damage out of it.
5. Never attack a defender. Risking LP
for damage... Well, that's O. K., but risking LP for what,
nothing?!? ONLY ATTACK A DEFENDER if your losing-the-game
desperate.
Using those five tips correctly, Jirai
Gumo should be in ANYONE'S deck. What's wrong with 2200 damage?