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Dark Maltos's Dueling Dome
Cards 2 Try
January 10, 2006

Hey guys, im back with another break from my articles aimed at increasing originality, to show some cards that may be worth it and that mat not be run by everyone. This article is aimed at just giving some options if you feel like a change. I shall be saying 2 cards from each type, (monster/ spell/ trap) that I think my be able to make an impact in the game :

Firstly, lets kick off with my best buddy Kuriboh. I’m yet to find a duelist who hasn’t liked this beautiful ball of fluff. Kuriboh has THE most game saving effect. For one potentially game ending attack this overlooked mini fiend can save you with an unstoppable effect. Of course he won’t fit into every deck, but to those searching for another monster option, I suggest trying this little dude out. God knows he’s saved me many a duel.

Another impacting card is a fiend called Newdoria. As a fiend user, this card has definitely saved my ass. The seemingly simple effect can almost be broken, destroying ANY monster. I think this is a great tech around DDA’s personally.

Spells that I find to be useful outside of the standard are sadly in short supply, but I find one card in particular to be very handy. Giant Trunade is a forgotten spell that is incredibly versatile. For one card you can clear the s/t field, abuse Swords of Revealing Light and premature burial, as well as set them up for some major heartache with Card Destruction. A favourite combo of mine is to control Royal Decree and when I want to use traps again, play Giant Trunade. GT is a card im sure has potential.

The second spell I advise trying out is Card Destruction. I know it is by no means the greatest card in the game, but I’ve been running one for ages now. I can help a lot, I’ve decked out opponents, combo’s with GT & Morphing Jar, as well as used it just to change my hand in a tight spot. I know the advantage’s will bang on about - 1 advantage, but does it always matter? This one’s really a thinker though, don’t play it if you aren’t comfortable, but I know what works for me.

There are many traps I’d advise running, but since I’ve restricted myself to two, here we go.

Ceasefire is a good trap. Versatile, powerful and a potential 5000 damage direct to the opponent, but it isn’t this that makes it so good. Ceasefire can screw so many strategies it’s unreal. There’s no abusing Book of moon to reuse effects with this bad boy down. There’s no mystery as to what the opponent is hiding monster wise. Also, there’s no Nobleman of Crossout or Mystic Swordsman lv 2 either. The important point about ceasefire is that it can nail so many situations, as well as being an excellent bluff. Definitely consider this.

Magic cylinder on the other hand, is a less abusable card. It isn’t chainable, and it doesn’t destroy the monster. It’s vulnerable to all s/t removal and may not be that great even when it is activated, but asides from that, try it out. It’s a card I’ve been partial to for a long time and have continued using for emotional value. The fact is , damage mounts up, and whilst everyone is trying to abuse RftDD, Magic Cylinder may be getting less credit than it deserves.

Well that’s it for me, I hope you consider these options when you’re stuck for a card to put in next time you’re deck building. All these cards are easy enough to get a hold of, so give em a try

Till next time, toddyhole@aol.com for your comments. I WILL reply.

 

 


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