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Trading Card Game Tips from fans
Sent: Tuesday, February 14, 2006 12:47 PM
Subject: The Incredible Four--by brad
The Incredible Four
Hey all, I’m back with a fresh new article. As for the
title, well, I guess “Fantastic” was already taken and
everything else just sounded sort of stupid with the word
“four”. This might be appropriate, since it is Valentine’s
day, and in my opinion, “love” is a four-letter word. So,
enough of that.
As you could have guessed, I’ll be discussing four types of
cards for your reading pleasure today. On more a broad
scale, these four types of cards have nothing to do with
whether they are spell, trap, or monster cards, but what the
said cards do. The four types are as follows: control,
advantage, speed, and removal.
You have probably heard about control, aggro, aggro/control,
and combo before, and how certain cards can fit into these
types. The terms I have come up with are not replacements,
but rather addendums. For example, control cards would
usually fit into the aggro family, and advantage cards would
most often fit into the control family.
So, have I lost anyone yet? Let me further explain the four
types.
Control—these are cards that will allow you either to take
control of your opponent’s monsters, or manipulate their
actions. Popular control cards seen in today’s game are
Snatch Steal, Brain Control, Creature Swap, and Book of
Moon. Most of these are used for aggression on the opponent,
but yield no real card advantage, which leads us to the next
set.
Advantage—This is simple. Any card that can give you any
type of advantage, whether it be field advantage, life point
advantage, or hand advantage, would fit here. You can take a
guess at what widely used cards fit here. Don Zaloog, Spirit
Reaper, D.D. Assailant, Cyber Dragon, Cyber Jar, Wave-Motion
Cannon. The list is all but endless.
Speed—Third, we come to speed. Speed cards usually also lead
to advantage, but these cards are unique in that they let
you thin your deck or draw cards. Dekoichi, the
Battlechanted Locomotive, Sangan, Reinforcement of the Army,
Last Will, and Cyber Jar would fit here. Notice how Cyber
Jar fits into the advantage and speed groups? This is
because Cyber Jar not only leads to field and hand
advantage, but it also thins the deck and draws cards.
Powerful engine, don’t you say?
Removal—Many of these cards can also be considered advantage
cards. Simply put, these are cards that remove a card or
cards from the field. Trap Hole, Sakuretsu Armor, Smashing
Ground, Dust Tornado, Heavy Strom…you get the picture.
So now that you know the four types of cards, you are ready
to use the principles in deck building. When considering
cards for your new deck, in addition to analyzing certain
cards’ strengths and weaknesses, consider what type of
effect the card has. A good deck will incorporate elements
from each of the four groups. But while some decks rely more
heavily on one type over another, a good balance will work
best.
I hope you have enjoyed this article. Until next time, have
fun!
Ciao
Like my opinion? Think I’m a pompous nOOb because of my
views? Drop me a line, I would like to hear some feedback.
brad@bradlandusa.com. As always, I do not accept unsolicited
hate mail.
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