February 2006
tcg fan tips: card corrections and
the not so useless cards - old school
Time for me to introduce myself, I am an old school
yu-gi-oh player.
I've been playing this game since the beginning.
I've played with numerous decks
against numerous people. I was looking at the top
ten list and noticed a few errors
as well as a few disagreements. I believe that if
people give horrible ratings to
certain cards wihtout knowing its true potential, it
will cause players not even
bother to create original decks. People just choose
to use complete staples in their
deck. Or if there are mistakes it would prevent
people from using the cards correctly.
An error was on the top ten list
Helpoemer: effect only activates when it exist in
the graveyard and during the battle phase,
when a player declares and attack. If you remove it
from play, the effect is gone.
Spell Canceller: If an opponent already activated
spell cards, Spell Canceller cannot negate
them. So Final Countdown's effect already went off
first. Spell Canceller says "The effects of all
face-up Spell Cards are also negated." Since Final
Countdown is not on the field, its effect cannot be
negated.
Now here's the disagreement. I apologize if I
offend, but don't classify cards as useless if you
have seen it in action before.
Ojama Trio: This card has a one of a kind effects. I
say that because it can allow me to
fill a persons monster space with tokens.
Lockdown:
Ojama Trio + Spatial Collapse + Xing Zhen Hu
Ojama Trio + Cyber Blader + Ground Collapse
Replay:
Attack Modifiers are scary sometimes, Ojama Trio can
be used to cause a replay and stop a player
from attacking.
Roid monsters
I believe these guys are pretty good if you know how
to use them.
Gyroid: Takes two monsters to destroy them
Steamroid: Quick 2300 attack. People use Goblin
Attack Force with 0 defense, so why not a monster
who would at defend itself with a 1300 attack?
Drillroid: goes through any defense like Spirit
Reaper or monsters with a strong defense
Submarineroid: Attack and defend, attack and defend.
Superv Vehicroid Jumbo Drill for the roids is
insane. If I use Vehicroid Connection Zone, it will
not be destroyed by any spell, trap, or monster
effect. When you get this bad boy out, it will have
an attack of 3000 with trample, now play Limiter
Removal and it will have 6000 attack with trample.
And it won't be destroyed by Limiter Removal.
Soitsu, Koitsu, Aitsu, Doitsu
Union monsters are a personal favorite of mine.
use Frontline Base to get them out and equip them
together
Or searchers/recruiters + Last will + Formation
Union. Because they're weak attack separately there
are so many ways to get them out. Combine them to
geth either 3100 or 2500 attack and scrub rush your
opponent.
Low Level monsters l
Skull Servant(The Lost Millenium) can be used to
beef up King of Skull Servants.
Pharoh's Servant may look weak, but if you combine
them with the Ancient of Santuary cards these
weaklings can really be beefed up. Scrub rush with
weaklings and see how your opponent reacts. These
cards just need to be in the right deck.
Gather your mind
Back in the old days this card was used in Exodia
decks, this served the purpose of deck thinners, and
currently it can be used for Spellcaster's Judgement.
Get those spell counters on your monsters. Although
I've seen people use Toon Table of Contents as well.
So before we even classify these cards as something
useless, a person would have to give a justified
reason as to why. Since people are posting their
opinions, it is the responsibility of the writer to
make justified reason as for cards to be horrible.
Some people read these postings and follow by what
they read, by giving it a bad review based on
artwork or little understanding, it would cause
people to only run staples and make the game
un-original. That being said I thank you, the
readers, for your time.
old-school-yugi