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The School of Duel - Prophet
Date: Sat, 9 Jul 2005 13:20:37 -0700 (PDT)
Evenin folks, Prophet again with a fun and insightful
article. Today will be a session in what I call The School
of Duel. Today's lesson is called: Overlooked Advantages and
Why You the Duelist Don't Use Them: Now before we begin, let
me just thank you for clicking on this article, and let me
thank you in advance for taking your precious time to read
this article.
There are numerous advantages in the Game of YuGiOh, these
advantages include but are not limited to: Hand, Field,
Graveyard, Removed from Play (RfP), LP, Deck, Situational,
Experience, Moola a.k.a. money, and so on and forth,
The most important advantage is field advantage. "No hand
advantage is!" screams a student in the back of the class
"Hand advantage has way more possibilities!"
"Silence!" yells Prophet "Listen first, then complain
later."
"awight" sighs the student.
Field advantage is of the utmost importance in the duel. If
you have a hand full of the most important cards, but your
field is locked by Spatial collapse (another underrated
card) you're pretty much S.O.L (strum out of luck, yeah...
thats what it means). Now let me break it down for ya, too
much of anything can be a bad thing, if your m/t and mon.
slots are loaded you cant play much now can ya. Let me start
off with the Magic/Trap Zone (yes I still say magic cuz i
was raised to say it that way) if its full of traps that are
triggered by an event then youre SOL until you can activate
them or Jinzo flops his metallic body out and the youre
royally SOL ::giggles::. Now it is important to leave at
least 1 open M/T zone in order to play normal or quick play
magics, but i reccomend 2 for versatality and the fact it
make you Heavy Storm bait. having 2 traps and a f/d
scapegoat ready for anything your opponent throws at you
leaves you at almost the utmost m/t advantage. unlesss
they have Tribe infecting virus and then they play Jinzo
then, your royally SOL. Keep in mind all advantages are in
one way, shape, or form linked to each other. By playing
scapegoat you lose 1 m/t advantage but in turn gain 4 poor
monster advantages.
Now onto monster advantage. Some monsters give you more
advantage than others, por ejemplo, I'd rather have BLS on
my field instead of 4 scapegoats.but bam, they play Smashing
Ground and your monster less but in the other example youd
still have 3 goats to play with (goats are fun). That, which
just happened, is called situational advantage, which i may
get to later if time wills it. Keep these advantages in
mind.
Now we will move onto hand advantage, the next important
advantage. Hand advatage is essentially the amount of cards
or options you have in hand. Hand advantage almost always
turns into ( theres always exceptions to rules) field
advantage, graveyard advantage, or more hand advantage. New
hand A. can be adding more cards to your hand, cycling out
improper cards for new cards like with Good Goblin
Housekeeping (yet another underrated card). By gaining hand
advatage throughh drawing you also gain one of the multiple
deck advatages by thinning your deck or drawing the card you
need which is the purpose of deck advantage. Cycling gives
you bad deckn advatage but I enjoy the hand advantage more.
By playing a monster or setting a m/t you turn Hand
advantage into field advantage which is more important. by
playing a magic card you gain graveyard advantage. Someone
on the message boards, I can't recall their name and for
that I am sorry, said something along the lines of "a
monster in the hand, is worth two on the field" a mighty
fine quote ripped off a finer quote, but I like to see it as
changing the quote to yugioh fashion.
Brrrrrriinnngggg, thats the bell kids, comeback tomorrow to
finish the lecture, your homework tonight is to look at your
deck and see what kind of advantage your cards give you. See
ya tomorrow kids.
RydertheEqulizr@aim.com
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