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Magic
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Trading Card Game Tips from fans
March 2008
Hello,
once again. It's me, Master of Shadows,
somewhat back to regular article-writing,
though finding decent material is hard
enough. I'd make a throwback to all those
tired articles on Card Advantage (I was
reading through some old articles - last one
I wrote was in 2007 on - guess what? - Card
Advantage), but I've got something much more
interesting.
Let's
just look at a few cards that used to be
used quite a bit that may serve some purpose
now.
Trap Hole
Normal
Trap
When your
opponent Normal or Flip Summons a monster
with 1000 or more attack, destroy the
monster.
That's
the poor man's Bottomless Trap Hole. It can
destroy some of what Bottomless can't
remove. In almost all cases, Bottomless Trap
Hole is better, but if you can't get that,
then use this. Speaking of which,...
Bottomless Trap Hole
Normal
Trap
Whenever
your opponent Normal, Flip, or Special
Summons a monster(s) with 1500 or more
attack, remove the summoned monster(s) from
play.
Instead
of sending it to the Graveyard where our
opponent can readily revive it, let's just
remove it and be done with it. For those
Remove from Play decks, bringing it back
won't be a problem (since they remove
everything anyway), but it'll definitely
hurt those decks that aren't employing such
tactics. Best part: it doesn't target (as
Trap Hole does).
Gigantes
Earth
Rock - Level 4 1900 / 1300
Effect:
This card cannot be Normal Summoned or Set.
This card can only be Special Summoned by
removing one Earth monster in your Graveyard
from play. When this card is destroyed and
sent to the Graveyard as a result of battle,
destroy all Spells and Traps on the field.
Like any
other "Remove X amount of Y Attribute
monsters from play" monster, this thing can
be used as Tribute bait (my favorite use).
In a previous article (by someone else),
this card was mentioned with the tactic of
forcing out your opponent's Spells and
Traps. If you can't play your Heavy Storm /
Giant Trunade for whatever reason, then ram
Gigantes into something and proceed to ram
your other monsters into your opponent's
Life Points. I'll let you find more uses for
this thing.
Elemental
Hero Wildheart
Earth
Warrior - level 4 - 1500 / 1600
Effect:
This card is unaffected by Trap cards.
Tenkabito
Shien
Fire Pyro
- level 4 - 1500 / 1000
Effect:
This card is unaffected by Trap cards.
Both of
these cards aren't affected by Trap cards,
meaning that they virtually disregard any
Traps your opponent may have laid for you.
Small attack power for each, but they're
both searchable, meaning you could ram your
battle searcher into something weak, bring
this out, and go to town on your opponent.
Or you could just use Royal Decree / Jinzo,
but that's not fun.
Ancient
Gear Soldier
Earth
Machine - level 4 - 1300 / 1300
Effect:
When this card attacks, your opponent cannot
activate any Spells or Traps until the end
of the Damage Step.
Cut and
paste the stuff from Wildheart and Tenkabito
Shien but add Limiter Removal to it.
Magical
Merchant
Light
Insect - level 1 - 200 / 700
Effect:
Flip: Pick up cards from the top of your
deck until a Spell or Trap card is picked
up. Show the card to your opponent and add
it to your hand. Send the rest of the cards
that were picked up to the Graveyard.
It has
been used in the past for various reasons.
It's a decent card now, especially for those
Remove from Play decks that love to put
monsters in the Graveyard just to remove
them. Needed something to fill your
Graveyard? Meet the Magical Merchant.
Chaos
Command Magician
Light
Spellcaster - level 6 - 2400 / 1900
Effect:
Negate the effect of a Monster Card that
specifically designates this 1 card as a
target.
Eat that,
Monarchs! And any other targeting
monster-form monster removal. I love using
this to stop any targeting monster-form
monster removal. 2400 attack means that it
can stand up to the Monarchs, too - a nice
bonus.
Majestic
Mech - Ohka
Light
Fairy - level 6 - 2400 / 1400
Effect:
You can Normal Summon this monster without
Tribute. If you do, send this card to the
Graveyard during the End Phase.
Quick
1-turn suicide answer to the Monarchs.
You'll lose it anyway, so why not kill
something while doing it?
Jar of
Greed, Corpse of Yata-Garasu, Dekoichi the
Battlechanted Locomotive, Dark Mimic LV1,
Skelengel, Dark Mimic LV3, Card Trooper
All but
the last one hardly see too much play, and
Card Trooper does for obvious reasons. Each
of these cards has the "Draw 1 card" effect.
Argument against this: you just draw the
same card you would've drawn, so what's the
point? Argument for it: if you need to fill
in some space, here it is. Since you just
"draw what you would've drawn," you
essentially cut your deck down from
40-something to [that number minus the
number of "draw 1 card"s].
That's all I have for now. Comments,
suggestions, criticism, praise? Send it all
to
darkdestructionv30@yahoo.com
Until
next time....
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