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Dark
Maltos's
Dueling Dome
Increase your dueling technique in 7 steps (pt 4)
The Grave
August 15, 2006
Well guys, I’m back on these again. I had a lazy week last
week, I’m sorry to say. I didn’t do much, scarcely anything.
I barely got my Cotd’s in, I was that bad. So, I’ve popped
back, and decided to get something out there for once.
My ‘7 steps’ articles, as they have become to be known have
proved quite popular it would seem, you guys can’t get
enough. That’s fine by me, they’re really easy to do, just
say the things that are blatantly obvious, and keep you guys
smiling, fine by me. What my public want, they get. Before I
go too deep into this, I think I should tell you that as
well as this, my 3 part Hex Friday decks, and my other
random articles , I’m also about to embark on a few duels
with my good pal Mofox for your viewing pleasure, so look
forward to seeing me play so you can all find out how good I
REALLY am. It should be worth a chuckle, I’m bound to screw
up somewhere. As well as this, I’m going to start another
articles series where I evaluate decks of my choosing,
instead of the conventional deck building. Well, with that
fresh and out there, I think it’s high time we got this ball
rolling don’t you? Don’t expect much, the graves pretty
simple.
Since the beginning of the game, the grave has been the
foundation of a very wide variety of decks. It’s changed the
way we see the game, and has changed the game from being
simply about dueling monsters into a complex, and worthwhile
one.
Initially, the grave was simply seen as the place cards go
when they are destroyed, acting as a sub space between the
field and deck. Originally, the only way to make any use of
it was with Monster Reborn, an extremely powerful card that
is currently banned. This was before the times of dump and
revive even people.
That came next. The release of cards like Graceful Charity
and Painful Choice allowed a player to rid themselves of
difficult to use tribute monsters , and then hit hard later
with them when the time called for them. It was an effective
way of getting powerful monsters to the field fast, and was
the key summoning method for many of the greatest cards.
Even today a card that cannot be revived via Pre mature
burial and Call of the Haunted (the more balanced forms of a
certain revival card) are considered to have a major
handicap. Revival is the key thing we think about even now
when it comes to the grave. Most decks quite rightly pack a
CotH and a Pre mature burial in most decks they make as they
give easy access to any fallen monster that will hopefully
turn the game in your favour either a powerful offence,
defense or tribute fodder. If your deck involves the grave
at all, then use these. If you can find a form of revival to
fit your deck, do your best to stick it in. Special
summonings provide great power to a duelists deck and allow
you to build a lot of sweet cards and combos in one turn.
Recursion has also presented itself in the form of cards
like Magician of Faith, where instead of reviving monsters,
instead you turn your attention to used spell and traps.
Often these cards are the most powerful ones in your deck,
and continuous recycling of these card through various
Tsukuyomi combo’s is an effective way of using your grave,
as well as changing the game tempo to high speed, normally
in your favour.
The next interesting thing that the grave provides is its
vitality with the use of Searchers. Almost all searchers
today involve being sent to the grave in order for their
effects to activate. Fortunately a searcher is always sent
to its owner’s grave, regardless of its position on the
field as long as its activation requirements are met. This
has been used to a players advantage many times in the form
of Searcher Swap , where a searcher of some kind is swapped
for an opponents monster which is usually quite powerful, at
least in comparison to the searcher sent out who usually has
relatively low stats. Then the opposing monster is used to
hit the searcher for a decent degree of damage, and to grant
yourself its effect, providing great advantage in some
cases. As said in part 3, searchers are a great method of
field presence, and tie in to the grave nicely. The best
decks use searchers, they thin the deck, and fill the grave,
an important part of any duelists deck design. Another bonus
is that quite often you’ll find that a searcher meets the
requirements of the card it searches for, and therefore you
can build an effective wall to prevent yourself from
receiving some hurt, by repetitively searching for another
searcher.
The final thing that the graveyard provides which is worth
mentioning (I told you this’d be short) is fodder. What I
mean by this is that certain monsters, like Chaos sorcerer
for example , require the removal of certain cards from the
grave in order to be summoned, normally associated with
either type or attribute. This started way back in LON with
a still awesome card known as Dark Necrofear. Since then
we’ve received loads of this sort of stuff, most notably in
the form of the Chaos monsters. Love them or loathe them,
you can’t argue that they have a dynamic that makes them not
only great, but game breaking. Easy access to a special
summon of any kind is superb, basically allotting in free
monsters. You can’t argue with that kind of power. If you
can use them, you must use them. Its that simple.
So, that’s the grave covered. I said that it wasn’t going to
be long, and I didn’t lie. At the very least you must know
that the grave is your friend, and a useful thing that you
MUST take advantage of whenever possible. It provides and
easy access pool of cards much like the deck, except without
the random probability. If you have control over your grave,
you have control over the duel. A large grave is a good
thing, even more so if you can use it.
Well that’s it from me again guys. I’ll get some more to you
before the end of the week, most likely tomorrow if I can.
I’m trying to get these out of the way so I can throw myself
into other projects, so please enjoy.
Dark__Maltos@msn.com
Have a good one guys
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