I've been sitting here, going to several
tournies and hearing several people make the same mistakes over and over.
Wartortle, forgive me if I cover some ground you already have.
1. Flip
effects are just that... you can't flip them the same turn you play the monster.
As is stated in the rule book... you can only switch from defense position to
attack position, or vice versa once a turn. Putting the monster down in defense
mode counts as that rule as well. Enough said.
2. You cannot bring Gate
Guardian out into play, or other monsters like his requirements, without
sacrificing the necessary creatures. Why everyone would like to think you can
bring out such a powerful monster with three tributes, they need a reality
check. If GG was that strong, chances are you wouldn't be able to find him
anywhere, considering everyone would have their decks stacked with it. Check out
ebay and you tell me how many gate guardian's you find for sale.
3. Ring
of Magnetism... I've heard ranting about this over and over. You cannot equip it
to an opponent's monster. The ONLY exception for this would be if you used
change of heart on an opponent's monster and played a ring on it, the SAME turn.
Otherwise, it remains under your opponent's control and is immune to having the
ring used on it.
4. Yes, fusion monsters can be reborned, granted they
were summoned normally into play in the first place. For example, someone get's
lucky enough to get three blue eyes and a polymerization... they place Blue Eyes
Ultimate Dragon... but your opponent pulls out a Raigeki and it goes to the
graveyard. Reborn would apply to it. However, if it never came into play... and
was merely discarded from your hand, then reborn would NOT work.
5. I
believe last will only works once when it's used, then goes to your graveyard.
In fact, I've yet to see a continuous magic card. The cannon soldier, continuous
last will combo is impossible. At most you might be able to pull 1500 damage
from it, not including other creatures you have on the field, and that's granted
you have three last wills on the field or in your hand.
6. I've heard a
lot of people whining about Exodia, how it stinks, or it's unfair. Upperdeck,
while not doing the cards justice, to their credit have made the game extremely
balanced. It's created to where no one card is invincible... for instance,
card destruction, robbin goblin, white magical hat, masked sorcerer.
They're all aimed with the principal of discarding your opponent's cards... the
achilles' heel of an Exodia deck. That being said, there should be no room for
complaining, unless they're simply upset at the fact they don't have the set and
thus, can't use it. Besides, it's five cards you have to have in your hand...
it's not exactly easy, even with the aid of Sangans and Witches of the Black
Forest.
7. Last, but not least, be kind to new players, unless they come
off with an attitude. I've a little brother, and at his first tournament one of
the head players tried to take advantage of him by twisting the rules since he
didn't know better. Not only do I find that disgusting, but it's pretty sad when
you have to take advantage of a ten year old. Needless to say, my brother has
improved drastically since then... his barrel dragon is living proof. LOL
Well that's it, at least for now. Feel
free to mail me with any comments, flames, or what not at
Deludedtwilight@aol.com I might post again, depending on if I get
annoyed again or people want me too. :) Take care all, and later.