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Reader Tips, Rants and Raves
From: DeludedTwilight@aol.com
[mailto:DeludedTwilight@aol.com]
Sent: Tuesday, January 03, 2006 7:27 PM
Subject: Top five underlooked cards - Brian
figured I'd toss my hat in after reading pojo for some time.
Though I'm biased on a few of these cards... what can I say?
I see potential in cards others tend to overlook. Here's the
top five in my opinion.
1. Gyroid - I know what you're thinking: A common with only
1000 attack and 1000 defense, it doesn't get much worse then
that. Wrong, unless your opponent summons cyber dragon and
*another* monster, it won't die. It's effect states,"If this
card would be destroyed as a result of battle, do not
destroy it. This effect an be used once per turn." In the
current game field presence is everything. Imagine you're
holding mobius in your hand, and your opponent has two m/t's
set. He attacks your gyroid, and you've just saved yourself
monster to tribute with... unless your opponent is that
worried to waste a smashing ground on it. Picture suiciding
with a sangan, or a nimble and keeping your monster. Enough
said.
2. Wave motion cannon - This card has been seeing play more
and more... and not just in burn decks. The moment you play
this card the attention of your opponent will fixate on it.
Unless they have a way to deal with it, it forces them to
act on it accordingly. If they don't have anything to get
rid of it... then they'll have to try to find a way to break
through, wasting resources in the process. I don't see it
going above one or two in the average deck, but you never
know.
3. Des Kangaroo - In the current meta, one thing has become
prominent; searchers. People are relying on monsters under
1400 to get around the widely played bottomless trap hole.
Don, Shining, Tomato, etc. Des Kangaroo's effect reads:
"When a monster attacks this defense position monster and
its attack is lower then the defense of this card, destroy
it."
Attack with Dekochi for an advantage? It's history, as is
anything else under 1700 attack. Add that into the 1500
attack that gets around the monsters everyone feels will net
them an advantage, as stated above.
4. Elemental Hero Wildheart - Now this one I'm a bit iffy
on. It's mostly his attack that gets me, and yet being
immune to all traps makes him worthwhile. Picture activating
torrential and keeping your monsters. No more sakuretsu,
widespread, or trap holes. (Yes, I've seen someone start
tech'ing that in lately.)
5. Rush Recklessly - A beautiful card. It's a quickplay when
activated adds 700 attack points to a monster on the field.
It being able to be activated in the damage step only boasts
it's brokeness. Attacking Don Zaloog? They lose a monster
*and* a card. They have a spirit reaper blocking you? Use
rush... and since it targets it it's gone. The only downside
is you have to have a monster on the field... but it's not
that difficult. When used properly, it can net you a
significant advantage.
Well that about does it for me. Questions, flames, or
opinions? Mail me at deludedtwilight@aol.com Until next
time.
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