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
__