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 Trading Card Game Tips from fans

 

JULY 2008

 

10th article celebration-Crzydrvr

 

Hey everybody! Crzydrvr here, back with another article. But not just any article. No, guess what? It's my 10th tip/rant ever. That doesn't sound like a lot, but when I started I'd expected I would stop at around 6 or 7. My accomplice and man I turn to when I need help, named John, has a deck for you. It's a well crafted remove from play deck:

 

Kuraz the Remover x40 cards

 

Monsters: 19

 

3x Kuraz The Light Monarch

3x D.D. Survivor

1x D.D. Scout Plane

2x Exiled Force

2x Banisher Of The Radiance

1x Morphing Jar

1x D.D. Warrior Lady

1x Dimensional Alchemist

3x Gren Maju Da Eiza

2x Kycoo The Ghost Destroyer

 

Spells: 12

 

2x D.D. Reincarnation

2x Chaos Greed

2x Reinforcement Of The Army

2x D.D. Designator

1x Lightning Vortex

1x Mystical Space Typhoon

1x Card Destruction (or a Soul Release)

1x Dimensional Fissure

 

Traps: 9

 

3x Macro Cosmos

2x Bottomless Trap Hole

1x Return From The Different Dimension

1x Magic Drain

1x Seven Tools Of The Bandit

1x Trap Dustshoot

 

Total: 40

 

the strategy behind the deck is to search out macro Cosmos, and then remove from play all of the cards your opponent plays through attacking with dd survivor and friends, until you search out a Kuraz.

then tribute a dd survivor or scout plane and nuke your oppponents field. your opponent draws the cards then dd designator combined with trap dustshoot nukes the hand. because Kuraz's Effect kicks off when he is special summoned, he can be removed and summoned through return from the d.d. or d.d. reincarnation and still nuke your opponent.

another strategy is to use kuraz as a draw engine and nuke your own dd survivors and draw the cards, and they all return at the end of turn making it a +2 for you very quickly, and search out the Gren Maju Da Eiza for a nice win (his effect boosts his attack up very high very quickly in this deck) so winning shouldnt be too hard to do. if your opponent plays return from the dd on you, just bottomless trap hole them for a nice +2 at least. everything else i think is standard. oh one last thing. chaos greed is in because it is basically a pot of greed in this deck, because you shouldnt really have a graveyard at all.

 

The deck was tested at a local Tournament by a friend of mine, and he came second in it (some rich kid had a dark armed return and mike wasnt too used to playing those) so the deck has possibilities. you may be able to make it a better deck, my friend and i had a limited budget, but it certainly has potential. :)

 

-John

 

I've thought up another deck to show you guys. It's a good Lightsworn deck that doesn't even need Judgement Dragon (however it might be a good card to add when deciding the 41st card):

 

Lightsworn Angels x40

 

Monsters x18

x3 Lumina, Lightsworn Summoner

x3 Aurkus, Lightsworn Druid

x3 Lyla, Lightsworn Sorceress

x2 Ryko, Lightsworn Hunter

x2 Celestia, Lightsworn Angel

x2 Mask of Darkness

x1 Gragonith, Lightsworn Dragon

x1 Wulf, Lightsworn Beast

x1 Garoth, Lightsworn Warrior

 

Spells x14

x3 Monster Reincarnation

x3 Solar Recharge

x2 Lightning Vortex

x2 Pot of Avarice

x1 Monster Reborn

x1 Heavy Storm

x1 Mystical Space Typhoon

x1 Smashing Ground

 

Traps x8

x2 Light Spiral

x1 Jar of Greed

x1 Mirror Force

x1 Negate Attack

x1 Sakuretsu Armor

x1 Bottomless Trap Hole

x1 Dust Tornado

 

This deck is based on getting monsters into the graveyard and reviving them. 2 Pot of Avarice help mid to late-game in adding more cards to your deck before you run out while re-adding some more cards to the deck(imagine using 6 Mask of Darkness?). Solar Recharge, Monster Reincarnation, Monster Reborn and Lumina Lightsworn Summoner revive monsters from the graveyard. Celestia is a must in any Lightsworn deck while Gragonith adds some more firepower. The rest are standard Lightsworn and staple cards.

 

I thought that since there's quite a bit of room left I might as well look at our card of the week. Let's start start looking at a VERY popular card named Dark Armed Dragon, after all, who wouldn't?:

 

Dark Armed Dragon

Level 7/DARK/Phantom Darkness

ATK: 2800 DEF: 1000

[Dragon/Effect]

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by having exactly 3 DARK monsters in your Graveyard. You can remove from play 1 DARK monster from your Graveyard to destroy 1 card on the field. 4.5 stars/5

 

This card just might be one of the greatest cards of the year. The same stats as a ADLV7 but boasting two killer effects. The first says he can be Special summoned just by having exactly 3 DARK monsters in the graveyard. The "exactly" part hurts a little, but Pot of Avarice or its own effect can take care of that. The second says that by removing a Dark monster in your grave you can destroy a card on the field. That's also good as a destruction effect, which are generally coveted. In nowaday's metagame this card can be game-breaking.

Hmmmm..... this card gives me an idea. Look for a deck based on this card in a future article.

 

I'll be looking at another popular card in each of my next few articles. But anyways, I have another card (technically cards) to show you that come from my (hopefully) future booster pack.

 

FOTE-EN008: Element Master: Flames; Common; LV 4; Pyro; FIRE; ATK:

1800 DEF: 700; Effect: Increase this card's ATK by 500 points if there is a FIRE monster on your side of the field (excluding this card), and decrease this card's ATK and DEF by 500 points if there is a WATER monster on your opponent's side of the field. This card can attack twice in the same turn.

 

FOTE-EN009: Element Master: Water; Common; LV 4; Aqua; WATER; ATK: 500

DEF: 2000; Effect: If this card battles with a EARTH or FIRE monster, multiply this card's ATK by the Level of the opponent's monster. Any Battle Damage inflicted to the controller of this card when this card battles becomes 0.

 

FOTE-EN010: Element Master: Earth; Rare; LV 4; Rock; EARTH; ATK: 1000

DEF: 1500; Effect: This card is unaffected by the effects of Effect monster cards. If there is another monster on your side of the field, your opponent cannot select another card as an attack target. For every monster with "Element Master" in its card name on your side of the field, increase the DEF of this card by 300 points. If this card is selected as an attack target, it is automatically switched to defense position, except with a card effect.

 

FOTE-EN011: Element Master: Air; Rare; Spellcaster; WIND; ATK: 1500

DEF: 1000; Effect: This card is unaffected by the effects of Spell and/or Trap cards. If there is another monster on your side of the field, your opponent cannot select this card as an attack target. For every monster with "Element Master" in its card name on your side of the field, increase the ATK of this card by 300 points.

 

The rest of the "Element Masters" are here. Most of them are rather mediocre to normal with the exception of Element Master: Air. Since monster destruction is running amok in today's metagame, having invincibility to it is incredible! Having an ATK increase doesn't hurt either.

 

Since this is supposed to celebrate my short-term success (this is my article and if I say it's a success, then it's a success) I'm going to create a list of all the cards a good deck needs when starting off, so those who don't know what to get will know what their deck needs that they can trade for (it's numbered off so you know which is priority. 1 is highest and so on and so forth):

 

Trading List

 

Best cards ever(5 stars)

1. Mirror Force

2. Monster Reborn

3. Premature Burial

4. Smashing Ground

5. Heavy Storm

6. Dust Tornado

7. Sakuretsu Armor

8. Sangan

9. Scapegoat

10. Enemy Controller

 

Good cards to trade for(4 stars)

1. Pot of Avarice

2. Lightning Vortex

3. Negate Attack

4. Magic Cylinder

5. Exiled Force

6. Spear Cretin

7. Jar of Greed

8. Monster Reincarnation

9. Mask of Darkness

10. Allure of Darkness

 

Good cards to base your deck around(3 stars) 1. Dark Armed Dragon 2. Lightsworns 3. Gladiator Beasts 4. Monarchs 5. Necrovalley 6. Arcana Forces

 

The cards listed here all are good cards to trade for. But there might be cards not mentioned here that would be good in the deck you are thinking of. Remember, a good trader keeps himself ahead by paying attention to the latest news.

 

That's all I have for the second-longest article I've ever written!

Don't forget to cast your vote for your favorite card in my contest.

The awards for the contest are:

-MVC(Most valuable card)(best overall)

-Cartoonists' Choice Card(best picture)

-Iggy's Choice Card(Best Effect)

-Gamers' Choice(most underrated)

-Duelist's Choice Card(Best Deck Basis)

-Otakus' Choice(best from the anime)

-Best Fusion/Ritual

-Best Clutch(best when it really matters) -Fan's Choice(fan favorite) -Best Spell/Trap If you're sending in your votes, make sure you have the nominees and why you chose them to win the award they're nominated for and that you have "Card Awards 2008" as your subject line. Send your votes to evanl11@cbemail.ca. You can nominate a card for more than 1 award. All cards chosen must be in compliancy with the Limited Lists. That means no Forbidden cards will be allowed to win/be nominated. I will be checking the Limited lists to make sure that it ISN'T Forbidden. The deadline is July 31st. Don't forget, I am taking in deck fixes for reviewing, so feel free to send your deck list so I can improve it.

See ya later! Go Flames Go!

 

-Crzydrvr


 


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