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Yugioh Reader Tips, Rants and Raves

From: DeludedTwilight@aol.com [mailto:DeludedTwilight@aol.com]
Sent: Tuesday, January 03, 2006 7:27 PM

Subject: Top five underlooked cards - Brian



figured I'd toss my hat in after reading pojo for some time. Though I'm biased on a few of these cards... what can I say? I see potential in cards others tend to overlook. Here's the top five in my opinion.







1. Gyroid - I know what you're thinking: A common with only 1000 attack and 1000 defense, it doesn't get much worse then that. Wrong, unless your opponent summons cyber dragon and *another* monster, it won't die. It's effect states,"If this card would be destroyed as a result of battle, do not destroy it. This effect an be used once per turn." In the current game field presence is everything. Imagine you're holding mobius in your hand, and your opponent has two m/t's set. He attacks your gyroid, and you've just saved yourself monster to tribute with... unless your opponent is that worried to waste a smashing ground on it. Picture suiciding with a sangan, or a nimble and keeping your monster. Enough said.



2. Wave motion cannon - This card has been seeing play more and more... and not just in burn decks. The moment you play this card the attention of your opponent will fixate on it. Unless they have a way to deal with it, it forces them to act on it accordingly. If they don't have anything to get rid of it... then they'll have to try to find a way to break through, wasting resources in the process. I don't see it going above one or two in the average deck, but you never know.



3. Des Kangaroo - In the current meta, one thing has become prominent; searchers. People are relying on monsters under 1400 to get around the widely played bottomless trap hole. Don, Shining, Tomato, etc. Des Kangaroo's effect reads: "When a monster attacks this defense position monster and its attack is lower then the defense of this card, destroy it."

Attack with Dekochi for an advantage? It's history, as is anything else under 1700 attack. Add that into the 1500 attack that gets around the monsters everyone feels will net them an advantage, as stated above.



4. Elemental Hero Wildheart - Now this one I'm a bit iffy on. It's mostly his attack that gets me, and yet being immune to all traps makes him worthwhile. Picture activating torrential and keeping your monsters. No more sakuretsu, widespread, or trap holes. (Yes, I've seen someone start tech'ing that in lately.)



5. Rush Recklessly - A beautiful card. It's a quickplay when activated adds 700 attack points to a monster on the field. It being able to be activated in the damage step only boasts it's brokeness. Attacking Don Zaloog? They lose a monster *and* a card. They have a spirit reaper blocking you? Use rush... and since it targets it it's gone. The only downside is you have to have a monster on the field... but it's not that difficult. When used properly, it can net you a significant advantage.



Well that about does it for me. Questions, flames, or opinions? Mail me at deludedtwilight@aol.com Until next time.
 


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