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. |