From: "Robert Canieso" <robcan_do_it@msn.com>

Date:  Sun, 14 Mar 2004 07:15:45 -0800

 

Yay!!! Scientist and Metamorphosis in the COTD twice!!! Yippee!!!!

 

I took a long break from Yugioh because of papers and homework... but i'm back again. Those who have responded to my previous tips, I thank you for your patronage, and I'd love to here from you again. Hehe... its nice to see so many people actually responding... I'm loving it!! Duh, duh, duh, dah duh!!! *slaps himself because of corny joke* This tip will focus on my overall theory of how to do well in Yugioh I will talk about what cards people use, why they use them, and what you can do about them.

 

I believe that everyone of your cards should fit into one or more of these 5

categories:

 

Win Condition, Removal, Speed, Protection, or Tech

 

Win Condition- win conditions vary with every deck (ie Exodia decks), but the most typical win conditions are either beatstick monsters, damage spells, and Yata-Garasu.

 

Removal- Most of the staples fit here. Raigeki, Dark Hole, COH, Harpie's, Heavy, MST.... all of these are removal. Other removals include D.D. Lady, Scientist, Tribe, Breaker, Exiled, and possibly even Fiber and Cyber Jar.

Removal's serve to do either one of two things-- make it easier for your win conditions to win you the duel, or stop any threats imposed by your opponents.

 

Speed- There really is no need to explain this. Speed means your gonna be getting the things you need to win. Pot, Graceful, Mirage, Witch, Sangan, any other search monster, Cyber, Painful... basically anything that helps thin your deck out.

 

Protection- Most people would think that I would include stall cards here, but that's not what I meant my protection. Protection cards are cards that hinder your opponent from winning the duel, but they also include cards that negate or prevent the activation of your opponents cards. Imperial, Jammer, Magic Drain, Jinzo, Ha des, Balter... or Waboku, Swords, Goat... all of these are Protection cards.

 

Lastly, Tech- Tech cards are a little harder to describe. Tech cards could be combo pieces... but usually they are cards that stray from the meta but are still effective in a duel. For example, while running zombies, I once faced a duelist that attacked my f/d pyramid turtle, and after special summoning reaper, he Rush Recklessly'ed it and attacked for gg... I was really impressed.

 

Thats it for now...until my next tip... robcan_do_it@msn.com

 

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