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 Yugioh Reader Tips, Rants and Raves

From: Mario Badguy [mailto:rio_badguy@yahoo.com]
Sent: Thursday, December 29, 2005 4:42 PM

Subject: Card of Sanctity's Hidden Potential by Rio



Card of Sanctity – Hidden Potential

What’s up Pojoers! It’s that boy Rio back at yall with a new tip. When we first saw Card of Sanctity (CoS) played on "Yu-gi-oh" we could not wait to have it. Then Konami and the WB network held a contest and CoS was the prize. Every kid and adult that watched Yu-gi-oh or played duel monsters tried to win it. But once we discovered its effect, we tossed in the trade binder or try to sell it on Ebay for a gazillion dollars. Now this extremely rare card is attainable through TLM set… and guess who got to pull this card? Nope. Guess again. You’re getting warmer. That’s right! Me, or more technically my lil bro. Now I looked at this card and said, I’ll just stick to pot of greed and graceful charity. YEAH, I think we all know how that went!! Now I take another look at this card and realize there is some great potential in this card. And considering that drawing power is becoming more scarce and valuable in a duel. This card can prove very valuable, as well as a good top deck, in certain decks of course. Well that’s enough bantering for one day, let us begin.



Card of Sanctity

Spell/Normal TLM-EN037

Remove all cards in your hand and on your side of the field from play. Draw cards until you have 2 cards in your hand.

Now removing monsters from play is seeing more and more play. Mainly our DD Warriors and Bottomless Traphole, but also from Chaos Sorcerer. For this reason many players are looking for counters to these menaces. One such is our new friend from TLM D.D Survivor. So lets see what this bad boy can do…



D.D. Survivor

4*/Dark/Warrior 1800atk/200def

If this face-up card on your side of the field is removed from play, this card is Special Summoned to the owner's side of the field during the End Phase.

Now this is one mean, "Go ahead! I dare you to remove me from play!" bad mothertrucka !! He’s dark, warrior, and 4 star so he has tons of support. He boasts a higher attack than ALL the D.D. Warriors and can survive (duh! Survivor!) Bottomless Traphole. But imagine combining him with CoS! He will come back and you get 2 new cards!! Whoa!! Lol. The down side is he has to be face up on the field. So no activating CoS while he’s in your hand. But he’s not only monster that can come back from another Dimension…



D.D. Scout Plane

2*/Dark/Machine 800atk/1200def

If this card is removed from play, Special Summon this card in face-up Attack Position on your side of the field during the End Phase of this turn.

An oldie but a goodie! DD Scout is another "Remove me from play? Don’t think so sucka!" The beauty of this card is that it doesn’t have a restriction as to HOW it gets removed from play. Whether from the field, hand, or yes our favorite, the graveyard via Chaos or Strike Ninja, this baby is here to stay. So CoS can not only give you 2 new cards to your hand, if DD Scout was in your hand, you’d have 1-3 new monster(s) on the field as well! Field presence and tribute fodder. Sweet. Since where on the subject…



Strike Ninja

4*/Dark/Warrior 1700atk/1200def

You can remove this card from play until the End Phase of this turn by removing 2 DARK monsters in your Graveyard from play. You can use this effect during either player's turn. You can only use this effect once per turn.

Ok, Strike Ninja doesn’t really work WITH CoS per say, but he has a great effect and works well with the D.D. Scout Plane. Plus he’s a Dark Warrior that’s 4 stars. Also you can activate his effect prior to activating CoS so you would still get him back as well as 2 new cards. Now back to the cards that can survive CoS…



Horus the Black Flame Dragon LV6

6*/Dragon/Fire 2300atk/1600def

As long as this card remains face-up on your side of the field, it is unaffected by any Spell Cards. During the End Phase of a turn that this card destroyed a monster as a result of battle, send this card to the Graveyard to Special Summon 1 "Horus the Black Flame Dragon LV8" from your hand or Deck.

What’s that you say? Your SPELL card says to remove me from play? I don’t think so! Lol. Horus is an amazing card and should see more play now with Chaos being hurt. Its atk is weak compared to the standard 2400 one trib. Monsters and is still vulnerable to the other DD Warriors. But it definitely can stand against the over so popular Cyber Dragon. But our focus is on CoS. This card is another card that combos well with CoS. Activate CoS, Horus is UNAFFECTED, and you get 2 new cards. Bada bing bada boom! Horus also does great with Dark Hole. But there’s one card that can save ANY one of your monsters on the field…



Interdimensional Matter Transporter

Trap/Normal

Select a face-up monster on your side of the field and remove it from play until the End Phase of this turn.

Ok its this simple. Remove monster. Play CoS. Get monster back at end phase and have 2 new cards in hand. It’s a normal trap card so it is chainable and can be activated on either player’s turn. One other card can help your opponent share your pain…



Different Dimension Gate
Spell/Continuous DCR-044
Select 1 Monster Card each from you and your opponent’s sides of the field and remove them from play. When this card is destroyed and sent to the Graveyard return those monsters to the field in the same Battle Position as when they were removed from play.

My God the potential this card has! And with D.D. Scout and Survivor, you can automatically summon them back with their effects. So you basically removed one of your opponents monster, for free!! And if that wasn’t enough, the monsters get returned only when this card is destroyed and sent to the graveyard. Card of Sanctity doesn’t destroy or send the cards to the graveyard, it REMOVES them from play. Sweet! Sweet Ass Sweet!! Only problem is if you designate a monster other than DD Scout or Survivor, then you can kiss your monster goodbye too.



As you may have noticed I mainly focused on protecting your monsters. That’s because, that I’M aware of, there is no "Remove a spell/trap card from play until the End Phase" card. But there is ways to ensure your cards are sent to the graveyard instead…



Heavy Storm

Spell/Normal

Destroy all spell and trap cards on the field.

Clear the field of spell and trap cards. Activate CoS. Save your spells/traps from being removed from play. Nuff said.



Emergency Provision

Spell/Quick-play

Send Spell or Trap Cards on your side of the field to the Graveyard to increase your Life Points by 1000 points per card. This card is excluded.

Same as above, except only your side of the field. Nuff said? Nope! This card also combos well with Different Dimension Gate. Spell/Trap cards are sent to the graveyard, not destroyed. Little side not for yall. Plus you get a pretty hefty life boost.



Also another thing I failed to mention is that you could always go offensive with this card as well with cards such as

Snatch Steal – Spell/Equipment

Mind Control – Spell/Normal

Brain Control – Spell/Normal

Creature Swap – Spell/Normal

I grouped these cards cause they all basically due the same thing. They take one of your opponent’s monsters. So basically, snatch, play CoS, opponent says bye bye to their monster, and you draw 2 new cards. Nuff Said.

Well that’s it for now. Sorry if I miss some cards, but I am only half a god you know! Lol… jk. But seriously feel free to add or make your own deck utilizing this card. Personally, I see a Strike Ninja Deck, a Chaos, a Different Dimension/Return from The Different Dimension, or a Horus Deck benefiting from this card. But just try it for fun, after all Duel Monsters is about having fun and finding new cool ways to play. Atleast that’s what I believe.



Laters players,

Rio

Questions, Comments, or just wanna talk Duel Monsters, Hit me Up.

Don’t hate. Participate. In other words no hate mail please. Rio_Badguy@yahoo.com
 


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