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7.30.04 *NOTE* Soul Release, being a personal favorite card of mine got its own article. I posted this on the message board a while ago, but I updated it.
Mini-Article: Soul Release
Soul Release
[Magic Card] Select up to 5 cards from either you or your opponent's graveyard and remove them from the current duel. Introduction Does anybody but me see the potential in this card? I've been play testing this card for a month now, and it works very well. In case you're wondering I play a Fiend Control Deck. Anyway, [Soul Release] counters so many different deck types and cards and can also help you. Helps counter what? "Remove from Play" Summoning Monsters This refers primarily to Chaos, which has their own section and [Dark Necrofear]. The other "Spirits" ([Spirit of Flame], etc.) rarely see play with the exception of an occasional [Soul of Purity and Light]. The maximum requirement for any monster is 3 removed from play, which is held by [Dark Necrofear]. If you use [Soul Release] you will at least get 2 cards other than the subtype/maintype required by the card to be summoned.
SUB CATEGORY: Chaos
RELATED CONCEPT: "Remove from Play" Cost Effect Monsters
Recursion
Recursion also works with Spells and Traps too. [Magician of Faith] is starting to see more play. Players in my area (Long Island, New York) play MOF in conjunction with [Apprentice Magician] because it doubles as deck thinning, defense, Chaos food, and of course, Spell retrieval. When removing these, you should remove game breaking cards. Just recently I played an Ocean Deck that ran Fiber Jar. He summoned Levia Dragon and used its effect and attacked directly. I blocked with [Kuriboh]. My turn I summoned Tribe, discarded [Sinister Serpent]. I played SR, got rid of Dragon, ALO, POG, and some other stuff. He set a Fiber soon after and I let it loose. He had a difficult time without those key cards, even if he did run multiples. Don't forget V-Lord. This shuts it down completely.
Dimension Fusion Decks
If you know your opponent is running
Other Cards
I've covered what Soul Release counters, now lets see how it can help in different decks.
Hand and Monster Destruction
Zombie decks, Warrior Decks, ALO Decks, etc. have a lot of ways of getting back their monsters. You Raigeki a Levia Dragon- does that mean its gone? Not at all. Most likely, they used it's effect so you can get rid of a centerpiece of their deck; ALO. Your opponent has Marauding, Marauding, and a Goblin. Get Tribe and use Soul Release. You get the picture. You want things to be removed for good.
Removed from Play Decks
Deck out
Gren Maju Da Eiza
Fiber Jar
Morphing Jar
Reversal of Worlds (JPN only)
Dimension Fusion Dump your own, revive. Basically any deck with strong cards can get DF+SR+Painful Choice as a OHKO. There are a lot more decks it fits into, but for the sake of time, I won't list them all.
Disadvantages:
I generally divide the game into 5 phases- Going First/Going second, Mid-Game Advantage/Mid-Game Disadvantage, Topdecking, and Late game. In each section I describe how effective the card/strategy is. Going First: SR is not my first pick for an opening hand. The largest amount of cards that can be sent to the graveyard/removed from play with you going first in the average deck is 4. Soul Release will get rid of the 3 that hit the graveyard. You basically made a 4 for 4 trade so its not worth it. I'd probably set it. Going Second: If your opponent pulls a Pot, Graceful, Painful Combo, on you, you can screw up their graveyard. With Painful Choice being used on the first turn, they most likely dropped Tributes and lvl.4 attacks and wanted you to give them Sinister. Remove their Jinzo and their Airknights for a "safer game." Since most people don't run multiples of the same tribute in a beatdown besides Fairy beatdown, you can now set your monsters without fear of Airknight trample and set your traps without fear of Jinzo.. Mid-Game Advantage: You are winning, so why not make sure it stays that way. Tribe, IMO is the biggest threat to somebody that is winning ESPECIALY in a single Sub-Type deck. Because of this, I usually get rid of searchers, Tribe, and anything else that could possibly stop my flow. Mid-Game Disadvantage: Hope with all your heart that you draw this alongside a Raigeki/Dark Hole. It doesn't matter how many monsters they have. You Rai, they die for good. If your topdecking when you are losing, this is a dreadful card to draw. Top Decking: When both you and your opponent are topdecking, this is a great time to stunt their monster revival. As demonstrated by Sand Trap in his regional report, a topdecked Monster Reborn can screw you over. Late Game: Soul Release can work either way. Let's say you used up all of your recursion and your opponent doesn't play Fiber Jar or failed to use its effect. However, they still have a reborn in their deck. What do you do? Remove your best monsters and their best monsters so they can't be used against you. Conclusion The point is Soul Release is a great card that can be considered for main decks. People call it a "side-deck card" but ask yourself how many times have you sided it in? I play by the reverse side system. If start with an experimental card- if it doesn't work I side it out for something more reliable. The most common deck is chaos, so usually this card will work for you. SR is an excellent TeCh card IMO. You know what's so great about the word TeCh? YGO players don't know what it means. :-p Power to the old Pokemon Players. >_< CONTINUE VOTING! Questions? Comments? E-mail at Suicune@optonline.net.
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