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GeneralZorpa on Yugioh
The Amazing Quintet
September 9, 2008
5 Good Cards Are Better Than None
Well, I thought it would be a good time to tell y'all what
cards I see coming to the forefront of tournament play. I am
going to take a break from the Getting Back iNto the Game
Series, mostly cuz the newest one is taking me 3 days to
write. Well, anyway these are five cards that I see that
will become popular due to action form the banlist or
release of new cards in the new set or structure deck.
These cards are Charge of the Light Brigade, Honest, Jain
Lightsworn Paladin, Reinforcements of the Army and Caius the
Shadow Monarch. Charge was just released in the TDGS booster
set, and it may be the most useful card ever designed.
Honest has always been great, but due to the victory of
Gladiators over Teleport Dark Armed at the last SJC, it is
important to cover their achilles heel, the ATK boost. Jain
is also a card that has seen potential due to her ability to
be searched out by Reinforcements as well as Charge, having
up to 2100 ATK and as a bonus, milling 2 cards from the
deck. Reinforcements of course is a must have for an
Warrior-heavy deck and was just released from the banlist.
Caius will see greater play simply because he removes
threats rather than destroying, getting around the dreaded
Stardust Dragon.
Give Them Nothing, And Take From Them, Everything!
There is a reason that Charge of the Light Brigade is the
most expensive card from TDGS. I don't know what UDE was
thinking, but if they were afraid of making a beast that
they couldn't control, they could not do any better than
Charge of the Light Brigade.
Charge searches for any level 4 Lightsworn monster from your
deck and then mills 3 cards from the top of your deck.
Obviously this card is great in Lightsworn, thinning your
deck by 4 cards as well as a powerful mill of three cards to
hit Wulf, LIghtsworn Beast as well as fill the graveyard for
Judgment Dragon. But what most people don't see is it's
potential in a wider range of decks.
Lightsworn are singularly great cards. Jain, Garoth, Ryko,
Lyla and Ehren are all playable outside of their intended
deck. And guess what? They are all searchable by Charge as
well as some of them being searchable by Reinforcements of
the Army. And also guess what? The decks that they go in
don't really mind a little milling of the deck in order to
get things done.
Lightsworn Zombies is a deck that I personally think has
great potential, due to the recent power of Zombie cards as
well as the sheer ATK power of the Lightsworn to power over
Laquari as well as Stratos. Then as a bonus, they mill key
ZOmbies to the graveyard, such as Mezuki, Zombie Master and
Ryu Kokki. The Lightsworn also provide added draw power due
to Solar Recharge as well as a certain degree of
searchability due to Charge. This makes the Zombie deck a
little faster if not a little more unstable due to the
uncontrolled mills.
Lightsworn Samurai is just as good as the Lightsworn Zombie
concept. Samurai have already been used with a reverse
toolbox before, so Charge milling 3 cards is not exactly a
sacrifice for them. The Warrior Returning Alive, Double
Edged Sword Technique, Grandmaster of the Six Samurai as
well as Enishi, Shien's Councilor all require Samurai in the
graveyard in order for them to perform to their peak
capacity. Charge allows you, along with 3 copies of
Reinforcements, to search for almost ANY card from your
entire decks besides Grandmaster and Enishi. That means that
you get the right Samurai or Lightsworn whenever you need
it. The reverse toolbox strategy of The Warrior Returning
Alive also allows you to get any Samurai as well as Jain,
Ehren and Garoth.
Basically, this card can make or break games, so anyone who
wants to trade me some can contact me!
I Mean Honestly!
Honest has got to be THE card that Gladiators fear above all
else. It is not like Prohibition or Royal Oppression, as it
cannot simply be blown away by spell and trap removal. The
only answer that they have to it is (I believe) Gladiator
Beast War Chariot. The even better thing is that you can
play multiple Honest for multiplied damage, so if they
negate one Honest, you can always play more when you need
to.
Honest is also searchable, both by Shining Angel and Nova
Summoner as well as Sangan. His 1100 ATK as well as 1900 DEF
are not shabby either, I have won games with my summoned
Honest. That 1900 DEF is pretty high too, so Stratos and
Zombie Master are sitting dumb. Not to mention the fact that
Elemental Hero Neos Alius as well as Card Trooper and the
newly famous Gladiator Beast Andal just bounce off.
The best part of Honest of course is the surprise. You can
play it or withhold it for any battle, making it a mystery
as to whether or not you have it. I have even bluffed Honest
just by acting confident and having a weak LIGHT monster in
ATK. The fact is that Honest is devastating as well as
surprising to your opponents lifepoints, strategy and is a
major aid in winning games.
Honest of course is famous for being included in Lightsworn
decks, but like Charge of the Light Brigade, can be used in
ANY deck using LIGHT monsters. Elemental Heroes have also
made use of it, using Prisma, Captain Gold and Neos Alius to
beat down an opponent, backed by a hidden Honest. Honest
also works in the Lightsworn Samurai, as two of their key
cards (Enishi and Zanji) as well as all of their Lightsworn
stuff can use Honest to defend them.
This Day We Fight!
Reinforcements of the Army has been almost a staple card for
years ever since it's initial release. The ability to search
for any level 4 Warrior regardless of ATK is amazing. It was
first used to search for power cards like Zombyra the Dark
and Don Zaloog, and is used in much the same capacity today.
It can search out Elemental Hero Stratos as well as a
plethora of other monsters.
I really don't need to go into detail about why
Reinforcements is good. Most people do, I am simply
highlighting the fact that it has been UNRESTRICTED. Yeah,
you can play 3 Reinforcements, meaning that Warriors are
more powerful than ever. Every power deck for the last year
has used Reinforcements and Warriors (Samurai, T-Hero,
Lightsworn, Gladiators), meaning that they are able to adapt
quickly to any situation. Exiled Force, Silent Swordsman Lv.
2, Elemental Hero Wildheart as well as high ATK monsters can
deal with most things that get in your way.
Reinforcements being unrestricted also means that true
Warrior decks are able to be played. This is huge, as they
are very versatile and a good pick for tournament play.
Jutte Fighter is a Warrior for all of you Synchro fanatics,
and pairs nicely with a level 4 monster for Goyo Guardian.
A little known fact is that Spell Striker, a great little
card is also a Warrior. You can search it for
Reinforcements, then remove from play Reinforcements in
order to Special Summon it and sacrifice it for a monarch.
This lends some serious unpredictability to the monarch
deck, or any other deck using tributes. You can also declare
attacks directly with the little Warrior, so that extra 600
damage is that much easier to get to.
Let The Shadows Take You
Caius has always been the best Monarch. It is as versatile
as Raiza and as powerful as Zaborg. The fact that it is a
DARK is just gravy, so that all of that DARK support like
Allure of Darkness, also recently unrestricted. Add to that
a 2400 ATK body and the ability to dominate the field and
you have one sweet package.
Caius also gets around the all important Marshmallon, Spirit
Reaper or Necro Gardna. It's effect also removes facedown
monsters, so Gravekeeper's Spy, Ryko and Mask of Darkness
are all at risk for removal as well as 1000 damage. It is
easier than ever to get Caius out, thanks to Fires of
Doomsday, Soul Exchange and Spell Striker, so summoning him
is of little consequence.
However, he does fail from the fact that he is easily preyed
upon by Bottomless Trap Hole. So long as you don't pick it
as a target, you should be fine. But there are times when
that is the only target. This is where you risk losing
everything. Thankfully, very few people play Pulling the
rug, so you can be fairly certain that if you target a
monster you will get it's effect. You can also draw out
opposing Solemn Judgments early, that way you reduce their
lifepoints by half, allowing for a relatively easy win.
He is also great for pairing with both Brain Control and
Soul Exchange. You get rid of an opposing monster as well as
destroying another card. This is the essence of a monarch
deck. You summon monsters until your opponent cannot respond
and then you beat them down with floater monsters as well as
2400 beatsticks. It doesn't take very many 2400 attacks to
get your opponents lifepoints down to 0.
Well that is it for me today. You can reach me to trade, ask
advice, ask questions or whatever at
raptor1k@hotmail.com
so do so. I love email, mostly because I love talking
about the game.
Thanx for Reading!
GZ
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