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Article # 21 - Polite Intruding Curses
of Pain Back again with my 21st article. Today, we’ll be taking a look at 2 cards. 1 Trap card, and 1 Magic Card. If you play the Japanese game, it’ll be pretty obvious to you as to what 2 cards I’ll be reviewing today. If you play the English game, well, then just take a look at 2 of the cards that your future has in store for you. We begin today’s article with a look at the Polite Intruding Trio. Polite Intruding Trio Type: Normal Trap Card Effect: Special Summon 3 {Polite Intruding Trio Tokens} (Light/Beast - Level 2 - 0/1000) to your opponent’s Field in DEF mode. Those Tokens can not be Sacrificed to Summon. When a {Polite Intruding Trio Token} is destroyed, 300 damage is done to its controller. Polite Intruding Trio was a Common card from the Japanese 304 set, meaning it will be included in the next English set; Dark Crisis. Polite Intruding Trio is certainly a very interesting Trap card that can be pretty destructive. For one, when you activate it, your opponent’s Field will be filled with 3 Polite Intruding Trio Tokens that can’t be Sacrificed to Summon. The Tokens only have 1000 DEF, and no ATK power, so they’ll be pretty easily destroyed in Battle by (usually) nearly any Monster you might have in your Deck. This card can be especially useful when you’re running some Trample Monsters, such as Spear Dragon, Airknight, Enraged Minotaur or Igzarion Universe. Imagine having out an Enraged Minotaur (Check Beastly Behemoths), a Berserk Gorilla (Beastly Behemoths), and a Spear Dragon / Airknight out on the Field all at the same time, after activating a Polite Intruding Trio. That’s some mass Trample damage right there. 700 from Minotaur to one Token, adding another 300 damage. 1000 damage from the Gorilla, adding another 300 from the second Token being destroyed, then another 900 damage from the Spear Dragon / Airknight (And perhaps a Draw if with Airknight) , as well as another 300 added onto that from the Token being destroyed. That’s a total of 3500 damage. It’s not too likely you’d be in such a situation, but I’m just pointing out the damage those cards could cause. And it’s not only if the Tokens are destroyed in Battle.. A simple Raigeki could wipe out the Tokens, doing 900 damage in all combined with destroying all of your opponent’s Monsters. Now that could prove to be pretty useful. Even when not running any Trample Monsters, a chainable Trap Card that nearly fills up your opponent’s Monster Zone, most likely causing them at least an extra 900 damage, can prove to be very useful. Overall, I’d give Polite Intruding Trio a rating of 7/10. It’s very fun to use, as well. Moving on, we’ll now take a look at Curse of Pain. Curse of Pain Instant / Quickplay Magic Card Effect: Negate an opponent’s card Effect that does damage, and do that same amount of damage to your opponent. Curse of Pain was released as a Japanese Promo card in the DM7 Strategy Guide. No telling when its English release might be. Curse of Pain’s name suits it well, as it could certainly inflict quite a bit of pain to your opponent’s LP when this card works to its full potential. Basically, you just activate it whenever your opponent activates some card-Effect, whether it be from a Monster, Magic, or Trap Card, that does damage to you, and that damage is negated and done to your opponent instead. This could prove to be useful in many situations. Say you have a Chaos Soldier - Messenger of Creation on the Field, and you declare an attack. You have a face-down Curse of Pain. Your opponent activates a Magic Cylinder in response to your attack, so you’d be taking 3000 damage.. Not quite. Activate your Curse of Pain, and that Cylinder’s negated, and your opponent will be the one taking that 3000 damage instead. Then of course your Chaos Soldier will still be able to complete its Attack. Another example would be with Ring of Destruction, which would do damage to you and your opponent as a Monster is destroyed. Curse of Pain works somewhat like Barrel Behind the Door, where the damage done to you by the Ring would be negated and done to your opponent instead. A Ring is activated on a Gemini Elf. You chain with Curse of Pain. Your opponent takes 3800 damage while you take none. (And G-Elf is destroyed) Pretty useful, and more so than Barrel Behind the Door since Curse of Pain’s an Instant Magic Card, meaning it could be activated even from your hand if your opponent activates something like a D-Ring or Cylinders during your turn. Here’s an interesting question.. Can Curse of Pain be used against Chaos Emperor Dragon, doing the damage that CED would have done to you to your opponent instead? The answer to that question is yes. Why? Well, your opponent brings out CED and pays 1000 LP, declaring that they’re going to use CED”s Effect. At this point is when you chain and activate your Curse of Pain. Right after they pay the 1000 LP, you activate your Curse of Pain, which would then negate the upcoming damage from CED and deflect it right back at your opponent. So say there are 10 cards total being destroyed by CED, not including the Curse of Pain. Curse of Pain is activated, then CED’s Effect goes through. Instead of the 3000 damage being done to you, it’s done to your opponent. So your opponent would lose a total of 4000 LP there while you lose nothing but a bunch of cards. Overall, Curse of Pain’s a pretty effective card that’s very fun to play, and great for Side Decks. I’d give it a rating of 7/10 as well. That’ll do it for today’s article. You can e-mail me with any questions and/or comments at dm7fgd32@hotmail.com Until Next Time.. ~DM7~
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