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GeneralZorpa on Yugioh
3 Cards That Define Our Game
July 30, 2007
Well, At
Least the Ones That Won't Get Banned...
In my opinion there are 6 cards that are defining our game
right now
-Cyber Dragon
-Brain Control
-Card Trooper
-Snatch Steal
-Ring of Destruction
-Raiza the Storm Monarch
Of those 6, 2 are sure to be banned and Raiza is a topic for
another article. The first three see play in pretty much any
aggressive deck that is made this format. Why is that? They
are all powerful cards fro sure, but what makes them so
darned good that they will go into almost any deck? I have
done some research and playtesting in order to find out the
answer to why these cards are so good in the current game,
and you get to reap the benefits of my hard work :)
The Defining Cards
Cyber Dragon
Many people feel that this card is a no brainer, but I am
not so quick to agree. It is a powerful card to be sure, but
we must not overlook some decks that have no true need for
it. It belongs in Monarchs and Machine decks for sure, just
for the tribute power. I have to say that it doesn't belong
in a T-Hero deck. I have played around with it both ways,
and I find that T-Hero is far more consistent without it.
You will pretty much always have monsters on the field
thanks to Malicious and friends, so Cyber Dragon is not
really needed. I would prefer to use Raiza instead.
Now onto why this card is so good. He has 2100 attack for a
Special Summon monster. This is huge, as most monsters
except for Monarchs and DMoC have less attack. He is
generally a positive addition to any agressive deck. My
friend Kyle just saw the wonder of Cyber Dragon in his
Nepthys Return deck, using the Dragon as a tribute for his
Hand of Nepthys. He could not believe he had ever dissed the
card. The Special Summon for no cost is pretty much what
makes this monster. Every other card has a cost associated
with it when they are Special Summoned. Gilasaurus is a
perfect example. Gilasaurus can be Special Summoned, but
your opponent gets to Special Summon a monster in their
grave. Cyber Dragon is pretty unbalanced, but his effect is
not quite useful enough to be considered "broken". Hence
we'll have to deal with the metal menace for a very long
time.
Brain Control
This card is all about the tempo. It doesn't technically
give you advantage, but the swing in tempo is generally
enough to win you a game in many situations. Many people
consider this card to be the replacement for Change of Heart
after it was banned, but this brainwashing titan is a
completely different beast. It only does face up monsters,
but that is hardly an issue, as most monsters are played
face up anyways. The 800 lp is more of a hindrance than a
cost, as below 800 lp this card becomes useless.
In many scenarios it is not the Brain/Tribute/Monarch play
that is most game breaking. It is simply stealing the
monster for a turn of massive damage. When combined with
Cyber Dragon, Premature Burial and a normal summon, that is
usually going to be a game ending play. It is played in 3's
for good reason, as even smashing ground cannot provide the
versatility and game breakingness of this card. I expect
that something MIGHT be done to counteract this card's rise
to glory, as it is almost as cheap and effective to use as
Snatch Steal.
Card Trooper
Some people have been calling for this card's
semi-limitation, but I don't think that that is necessary.
They claim that the Trooper/Machine Duplication combo is
broken, but it is not. You must play to be prepared for Card
Trooper. Expect that your opponent will often have him as a
play and you won't be caught off guard. Most of the decks
play only one random duplication, or run 2. Those aren't
very good chances of getting the card combo off, and if you
survive the onslaught of "Danger Will Robinson!" then they
have one dead card in their deck.
The reason that this guy is so good is that he grants you a
card when destroyed. The 1900 ATK combined with this make
him good, as he will kill anything short of Cyber Dragon and
then your opponent will want to kill him in battle. Then he
mills your deck towards that card that you need by 4 cards
or more (3 for effect, then one draw). In short the power of
Card Trooper is the fact that your opponent is forced to
make bad trades when associated with him. If you have a good
trade (Brain Control and Tribute) in reserve, Card Trooper
is fairly insignifigant.
The Bottom Line
These cards are all great, and should be some of the first
to consider when making an aggressive deck.
Contact me at
raptor1k@hotmail.com for a chat, advice or deck help. I
love emails, so keep 'em coming!
Thanks for reading!
GeneralZorpa
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