July 2006
From: Tony B. Jones [mailto:adj140@psu.edu]
Sent: Friday, June 23, 2006 4:49 PM
Subject: Best Applications of Heart of Clear Water -
TJ
Heart of Clear Water (Equip Spell)
If the equipped monster's ATK is 1300 or higher,
this card is destroyed. The monster equipped with
this card is not destroyed in battle or by the
effect of a card that targets the monster. Damage
calculation is applied normally.
There's obviously a lot of limitations involved. The
ATK has to be under 1300, and can't be raised after
being equipped if you want to keep it equipped.
Plus,
being an equip spell card, it's vulnerable to the
normal plethera of S/T destruction. Finally, the
monster isn't protected from things like Mirror
Force or Lightning Vortex, that don't target.
Still, if you equip it to the right monsters, it can
be worthwhile.
-Any monster, that you shift to defense mode, can be
Spirit-Reaper-esque, and last a few turns, if you
need to stall.
-You can keep a weak monster, like a used up MoF, on
the field one turn, in order to sacrifice something
for a Monarch, etc.
-Monsters that deal damage or increase life points,
or basically just generate some sort of advantage,
but are too weak to normally survive, can generate
their advantage longer (Pikeru, Curran, direct
attack monsters, etc.)
There are some more interesting combos that I
discovered:
-Wall of Illusion: every monster that attacks it
will get returned to the hand, leaving you with a
possible clear field.
-Marauding Captain: in case you don't have a second
in your hand, but you want to protect your other
warriors on the field.
-Sasuke Samurai #4: my personal favorite. It's
effect let's you flip a coin everytime you battle a
monster; call it right, and the monster is destroyed
before damage calculation. With HoCW, you can keep
your Samurai on the field, even if you call it
wrong.
I'm sure there are others, but these are some of the
best that I have found.
TJ
samurai12345@hotmail.com