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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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