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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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