Subject: A whole lotta tips - Rocky Hello everyone, as we all know the restriction list for Pharaoh's Servant is finally settled, which means these cards become tournament legal at last. Endless combo with these new cards soon comes to mind. I'm here to post a couple of tips who you may have not thought of yet. Most cards involved in these combos shouldn't be too hard to obtain, and they are 100% tournament legal. (point me wrong if you may, but please provide solid evidence) Let's start with some overlooked cards in this set: 1. Limiter Removal (PSV - 064) - Doubles the ATK of all Machine-Type monsters on your side of the field. At the end of the turn, all the Machine-Type monsters on your side of the field are destroyed. Now the problem most people say about this card would be that not many machine type monsters with impressive attack. Currently, the only 3 machine cards people actually use are Mechanicalchaser, Jinzo and Barrel Dragon. All 3 are pretty hard to obtain, and not to mention most people don't like to have them destroyed after one attack. The fact that this card is restricted to one per deck doesn't really help either. However, it is restricted for a reason, as when played together with another card, Limiter Removal can be quite deadly. Basic combo: DNA Surgery + Limiter Removal This should be quite self - explanatory. Use DNA Surgery to turn every monster on the field to machine, then double their attack. But this is only the start, add in a few more cards then you can have a really quick one turn killer. Combo 1: DNA Surgery + Lord of D. + Flute of Summoning Dragon + Dragon monster + Limiter Removal This combo will take advantage at the speed of LOD/Flute combo and the high attack of high level dragons. As you can imagine, 1 LOD + 2 Blue Eyes with all their attack powers doubled = 14400 atk = one turn kill. Limiter Removal is a non-targeted effect, therefore LOD can't protect its effect away from Dragon, and the same goes for DNA Surgery. Combo2: DNA Surgery + Harpie Lady + Elegant Egotist + Harpie Lady Sisters + Limiter Removal Another Combo designed for speed. But it has a little less attack power than the previous one. Combo 3: DNA Surgery + Toon Monster + Limiter Removal The advantage of Toon Monster is that they are special summon, therefore no trap hole, and you can summon AS MANY OF THEM PER TURN AS LONG AS YOU HAVE THE SPACE (not many people realize this advantage yet). This combo turns all the toons into machine sub-type, double their attack, then attack lp directly. Since most players don't want the high lp keep with toons, you might as well make use of them for one turn, and that's it. 2. DNA Surgery (PSV - 026) The first use people can think of with this card should be one of the following two: combo it with Insect Barrier, or combo it with Buster Blader. However, this common card provides players with a large field to toy around with. The combo with Limiter Removal is already mentioned up there, now here is a few more. Combo 1: DNA Surgery + Castle of Dark Illusion A easy combo to use, not only would Castle of Dark Illusion boost its own atk power(turn everything into zombie if you haven't figured this out yet), it can finally make atk boost to all your other power house. If you think La Jinn was scary before at 1800, wait till you see this one. Combo 2: DNA Surgery + Castle of Dark Illusion + Umi + Legendary Fisherman/Deep Sea Warrior Legendary Fisherman's effect is impressive. However, since with Umi on the field, no magic card can target this monster, that means no atk boost. At lvl5 with 1850 atk, I would say most people aren't impressed with the stats, so you'll have to think of some other way to boost its atk. Here is the solution, turn it into zombie, have Umi on, then flip over Castle. Now your opponent has to face a extremely tough foe, who he can't target with atk or magic, and has to watch his atk power gets boost up as the game goes along. With one Castle, the max attack Fisherman can reach should be at 2450. 3. Dimension Hole (PSV - 069): Removal one monster on your side of the field from the game until your next turn. The removed monster still counts toward the 5 card monster zone limit. Now what good is this card going to do for you? You are one monster less, means your opponent has a better chance at clear out your defense and attack your lp directly. Ah, but all cards are created for a reason in this game, and Dimension Hole is just one of them with a less obvious effect. Combo 1: Dimension Hole + Toon Monsters Toons cannot attack the turn they are summoned, and this is the main reason most people don't like toons these days. Well, if you can't attack with them the turn they are summoned, you might as well hide them for one turn and bring it back the next so they can attack. Relax, you can still summon more monster after you summon a toon, remember, it is a speical summon. Combo 2: Dimension Hole + Cyber Jar What if you got such a valuable monster card out there and you don't want it get destroyed by the effect of Cyber Jar? Well, Dimension Hole will help you that right now. Just hide it away and bring it back the next turn. This should be it for now, I'll put up more tips when I review my binder. Comments and corrections are welcomed, but please support them by provide solid evidence. Michael Sheng michaelsheng@hotmail.com