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 Trading Card Game Tips from fans


From: axgamad@net.hr
Subject: Tech That Diserves More Attention Part 1: Hand Disruption - axgamad

 

 

 

Hey guys.

 

Hand is a very important part of the game. Hand is where you amass your resources before you use

them (I said you, I set all my Traps and play all my Monsters, so when I get smacked, I get smacked

bad). Because of this, disrupting your opponent's hand should be a good part of the game. So why

isn't it?

 

Two of the most commonly played cards that do this are Don Zaloog, part of Warrior Toolbox, and

Spirit Reaper, but discarding opponent's hand is only a bonus that makes a cool card even better.

 

So here is some tech that can help you real nice when they do, but won't ruin you when they don't.

 

Robbin' Goblin

One of my favorite traps since the begining, a timely Goblin can ruin the opponent's game, or shock

them into setting, then Heavy Storm can ruin their game. 9/10 decks attack for winning, so this card

should work fine in 9/10 decks. This card works best with set defenders (nobody is careful about

them anymore, so raming into one will give them quite a shock), direct attackers ("Goblin Ambush"

from the Kaiba game), and double attackers (clearing two cards on an open field). Stinky topdeck,

but a lot good cards are too.

 

Drop Off

This probably won't turn the duel in your favor, but it will make sure they don't either. Most deck

will have advantage if they are winning, and this comes in handy to finish the game.

 

Mind Crush

This one needs a bit more devotion or/and luck to work in a deck, it will be very good after Mind

Haxoz or Confiscarion, also a counter to Sangan and Magician of Faith, and makes an interesting

discard/burn combo with Royal Writ of Taxation. A bit trickier then the previous two, but could be

nice.

 

Agree? Disagree? Contact me at axgamad@net.hr.

 

Later.

 

 

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Saznajte više na http://www.iskon.hr

 

 


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