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 Trading Card Game Tips from fans

 

From: Chaos mech [mailto:chaosmech@hotmail.com]
Sent: Wednesday, May 03, 2006 10:58 AM
To: yugiohcrew@pojo.com
Subject: The best underrated, overlooked card ever, at least in my opinion-- Chaosmech

Hey all, Chaosmech again. I recently re-stumbled on a card that I used to play, then quit using. Now I use it again.
Can you guess what it is? How about I give you a clue? It's a trap card, that sees almost no play, but can generate massive advantage when you damage

your opponent. If you haven't guessed it yet, it's called Robbin' Goblin.
Robbin Goblin, originally a rare in MRD, was made a common in the Pegasus Starter Deck, but that's not important. What's important is its effect

Trap/Continous
Each time one of your monsters inflicts battle damage to your opponent, randomly discard one card from their hand.

Does anyone besides me see the immense potential in this card? Why do people

play Don Zaloog? Because he's a decent ATK hand-destroyer. Why Spirit Reaper? Because it's an un-killable hand-destroyer.
Imagine, for a moment, a card that could make any ordinary monster into a Don Zaloog. a card that would let a monster use its superior ATK to destroy the opponent's monsters and take a card from their hand into the bargain.
Imagine a card that would make each Don Z attack like a Delinquent Duo, w/o the LP cost.
That's exactly what this card does. It turns the average monster into a White Magical Hat. Imagine the possibilities! I summon my Kycoo the Ghost Destroyer, and with it, destroy your measly Don Zaloog. Plus, I get to take a card from your hand, and then remove two monsters in your graveyard from play.
Now, I know what some detractors of this card will say. Chaosmech, didn't you notice it's Continuous? That a Jinzo will stop it? That it can be easily

prevented by a Dust Tornado? Well, yes, I had noticed. But it's a similar thing to Wave-Motion Cannon. It speeds up the game tempo. Your opponent is now in a rush to get rid of your Robbin Goblin so they can keep their hand, and in the process may overextend themselves. If they don't, their hand will

slowly trickle away, along with their LP. It becomes a lightning rod for your opponent's S/T destruction. And in the grand scheme of things, even if your opponent Heavy Storms it next turn, you probably got more than your money's worth from it. Think! This one card, which doesn't leave the field until it's destroyed, can generate enough advantage. It's always an even advantage. If you play it, and your opponent destroys it, unless with Breaker, it's a 1-for-1. Otherwise, you can use its effect when you do damage to take cards from their hand, depleting their options. And, by its very nature, it makes itself harder to destroy. If you manage to get its effect, your opponent loses options. It's an advantage machine that needs only one attack to get going. You rid them of a monster they needed to come back the next turn, or a trap to defend themselves, or a Spell that could turn the game around. The odds of hitting a worthless card, at least in a good environment, are extremely low. And the only things you have to fear are Dark World, which almost no one plays. If someone gets off a Goldd effect, it's all right. You should have a counter, a Smashing Ground. If someone sides in their Dark World stuff, grab a Divine WRath or a Solemn Judgment.
So take heed! Listen to what Chaosmech tells you! there is no reason not to run this card! It can generate more advantage than any other trap, Mirror Force excepted. And if the game runs for a while, it can surpass even that.
So don't be afraid to give this card a try. You might be extremely rewarded.
If you have questions, comments, deck fixes, or ideas, whatever, just send them to me at chaosmech@hotmail.com Keep it cool, Chaosmech

__


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