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Trading Card Game Tips from fans
March 2008
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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