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 Trading Card Game Tips from fans

 

March 2008

Forgotten Cards that are Still Good - Master of Shadows

 

Hello, Pojoers. It's Master of Shadows here after about a year, maybe a year and a half (or two - I stopped counting) with some cards here that few, if not none, people use that could prove to be useful in today's format. Let me start with these two.
 
Disciple of the Forbidden Spell
Level 4 - 1700 / 800 Light-Warrior
Effect: When this card is Normal Summoned, Flip Summoned, or Special Summoned, declare different Monster Card Attributes equal to the number of "Disciple of the Forbidden Spell"(s) in your Graveyard. If this card attacks a monster that has a declared Attribute, destroy the monster without applying damage calculation.
 
That's a mouthful. The first one will always be just a monster. It's the second and third ones that we're interested in. This card, when attacking, can shut down any Attribute-based deck. Can you say, "Good-bye, Dark Armed Dragon?" That'll go for any other Attribute-based deck. It could also be used as a quick fix to a monster that's giving you trouble. I like him.
 
Mysterious Guard
Level 3 - 800 / 1200 Earth-Spellcaster
Effect: FLIP: Return 1 face-up monster on the field to the top of its owner's Deck. Also, if there is a face-up Warrior-Type monster on your side of the field, you can return another face-up monster to its owner's hand.
 
Let's just look at the first effect for now. Sounds a lot like our newly limited Monarch, Raiza, doesn't it, and you all know how much people loved to use Raiza. The fact that you have to set this thing and that it's a Flip Effect monster hurts a bit, but there's always a price to pay in the way of decent effects.
 
Those are the main two I wanted to get out of the way. Now for the rest.
 
Ancient Lamp
Level 3 - 900 / 1400 Wind-Spellcaster
Effect: When this face-down Defense Position card is attaced by your opponent's monster, you can make 1 opponent's monster (except the attacking monser) be attacked instead. While this card is face-up on the field, you can Special Summon 1 "La Jinn the Mystical Genie of the Lamp" from your hand.
 
Since we don't care about the second part of its effect, let's focus on the first. If your opponent has more than one monster on the field (and chances are that they will if you're defending), once they attack this, unless the monster's name is Mystic Swordsman (of any level) or Sasuke Samurai, the attack's being turned against one of their own monsters. Sometimes it's a nice way to get rid of some of their monsters that you couldn't (or wouldn't) do yourself. It also deals some nice Battle Damage in the process, which brings me to...
 
Magical Arm Shield
Normal Trap
Effect: You can only activate this card when your opponent delcares an attack while there is a monster on your side of the field. Take control of 1 of your opponent's face-up monsters, except the attacking monster, and this monster is attacked instead. At the end of the Battle Phase, return control of this monster to your opponent.
 
Being a Trap means Jinzo and Royal Decree will eat this alive, but no plan is without flaw. This is just like Ancient Lamp in Trap form, so most of the same stuff applies here.
 
Generation Shift
Normal Trap
Effect: Destroy 1 face-up monster on your side of the field. Add 1 card from your Deck to your hand with the same name as the destroyed card.
 
Sounds useless, I know, but it's good for those decks that like to work the Graveyard, especially if you have more than one of the same card, and almost all decks do. It's good if you want to get something out of your monster's untimely destruction, especially if you need that extra copy to get things rolling.
 
Next to be Lost
Normal Trap
Effect: Select 1 face-up monster on your side of the field. Send 1 card from your Deck to the Graveyard with the same name as the selected card.
 
Once again, it's good for decks that like to work the Graveyard. It's a restricted version of Foolish Burial in what it can target. Both, Generation Shift and Next to be Lost, require that you have a monster on the field, but if you're really working that Graveyard or Removed from Play zone (especially those Dark [Armed Dragon] decks), then that'll be no problem.
 
(On a side note, I'd like to mention that I did a past article on these last two cards, so you can check the archives for that.)
 
That's all I have for now. If you have questions, comments, suggestions, criticism, or even a deck that may need fixing, send it to dark destruction v 30 @ yahoo (dot) com (spaces removed).
 
Until next time...


 


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