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Yugioh Reader Tips, Rants and Raves

From: cmcintyre@netzero.net [mailto:cmcintyre@netzero.net]
Sent: Saturday, January 14, 2006 4:22 PM
To: yugiohcrew@pojo.com
Subject: So you want an unfair advanatge -- CMac



So You Want an Unfair Advantage – CMac



Everyone hates to go against someone who has all the advantages – rare cards, great deck design, mad dueling skills…whatever. I have a few ideas below that could even up the odds for the underdog, the person with mostly common cards, and give him an unfair advantage. I don’t claim that everything here is going to be perfect. Those in charge tend to change the rules. I cite the Dagger Elma and Woodland Sprite combo. They tend to ban cards from time to time too. Despite all this, I’ll offer up some ideas for thought and perhaps you will find them interesting enough to keep me from getting feedback like “Dude, your ideas are soooo wrong.”



Let’s say you get to draw first and you want to knock out your opponent in one swift and pretty unavoidable blow. (Who would’t?) First, play something to pad your life points such as Poison of the Old Man since you have to have at least one extra point to make this work. We wouldn’t want someone saying, “You can’t do that since your points would reach zero first.” You may want to set a monster on the field just to be safe too. Then, lay down a Wall of Light trap card. It lets you pay in increments of 1000 to prevent attacks from monsters with lower attack power than the amount of life points you pay when you activate it. Next, add a Barrel Behind the Door trap card to your field. It lets you direct effect damage from spells or traps (such as Wall) to your opponent. End your turn. Your opponent draws. Flip Wall and choose “8” as your increment 8 x 1000 = 8000 so you pay the 8000 out of your life points; but, then, flip Barrel to charge the damage to your opponent instead. All those wonderful cards in his hand will not do him much good unless he has a quick-play magic card handy (like the aforementioned Poison of the Old Man), but he will really be at a disadvantage if he does and the rest of your deck is designed to burn him down.



What if you want to actually beat up your Master Duelist rival with some monsters before you eventually win? This isn’t an instant win, but it sure is fun. Let’s say you have the trap cards Disturbance Strategy and Null & Void in hand -- sweet. First, you have to set these traps and whatever monster you want to start kicking his butt with first. (Yada would be great here – too bad it’s banned.) You end your turn and the unfortunate victim makes his draw. Since more than 4 cards are in his hand, you activate Disturbance Strategy. All his cards go back into his deck, (pause for a shuffle), and then he has to DRAW them back out again. At this point, you activate Null & Void since he is drawing cards…and all those unbeatables go straight to the graveyard. It’s your turn to smile. It’s even sweeter if you have a Magic Thorn on the field too. With no hand and little chance of a special monster getting to the field via its effect in the graveyard, your opponent will need a lot of luck to win. (Attach a United We Stand to that Kuribo you put on the field in your first turn for me and then play a Scapegoat.)



This next idea is more risky since the rule makers killed the Woodland Sprite/Elma combo, but maybe they will let it slide for a while. Let’s say you have the rare Exodia cards and not much luck getting all of them in your hand anymore since the ban list came out. Let’s also say you want to win fast. You want a bunch, don’t you? OK…. First, you need a Royal Magical Library on the field. It’s got a decent defense so lay it down first. With luck, your opponent will attack (flipping it face up) and not destroy it or perhaps you have a way to get it back or maybe you have a decent defensive strategy built into your deck to keep it safe for a turn – i.e Gravity Bind, Negate Attack, etc. Next, you need a Butterfly Dagger Elma and a Gearfried the Iron Knight for a little combo action. Assuming you get Gearfried out and your opponent can’t stop things with a trap or quick play magic card, you’re all set to take that duelist down. (Two turns isn’t bad.) The effect of Royal Magical Library is to draw a card after 3 spell cards have been activated. Gearfried prevents attach cards from sticking. Butterfly comes back to your hand when it hits the graveyard. So…you attach the Butterfly Dagger Elma to Gearfried the Iron Knight, it goes to the graveyard, it comes back to your hand, you repeat 3 times, you draw a card thanks to your Royal Magical Library card’s effect, you do it all over and over again…until you get the Forbidden One.

If you have a Spell Absorption magic card on the field you can acquire quite a large life point total in the process and really rub it in, but beware of Bad Reaction to Simoochi as it could really interfere when you get greedy.

If you want to bruise his ego a bit, you could try putting a Magical Megaton Cannon (destroy opponent’s field by removing 10 spell counters) or a Magical Marionette (+200 attack for every spell counter attached) on the field. Blow away all his cards with the cannon and beef up the Marionette to an infinite attack power at the same time for a devastating victory punch (provided Kuribo does not spoil your plans).

Speaking of Spell Absorption, our old friend Gearfried could hook up with Butterfly while a Fire Princess and Spell Absorption card are on the field. You gain 500 life points and the opponent loses 500 life points every time you activate a spell card (provided no Des Wombat is face up on his side of the field) so your victory total would be 16000 to 0 if your opponent fails to hit you before you get this all set up.



How about an unusual strategy? How about we use the graveyard and go out of play too? With a Des Wombat, you can’t be hurt by effect damage. If you have this overlooked common card on your field, a Dimension Fusion card becomes a Monster Reborn for monsters out of play (for free). “So what?”, you say. “We don’t have anything out there.” Patience…you will. Play whatever strategy you want to get some monsters out of play. A Graceful Charity and then a Premature Burial on Dark Magician of Chaos would work quickly to start since all you really need out of play is Dark Magician of Chaos and he works just as well when he is summoned to the field. Your opponent may even help you get rid of that Dark Magician by using up a trap card when you pull him out. (All the better.) Lastly, you need a handy Mass Driver card on your side of the field. Here is how I envision this working: you make sure your Dark Magician is out of play via Mass Driver if he has not already been helped off the field; you summon a Des Wombat to the field; you activate Dimension Fusion (for free thanks to Des Wombat); Dark Magician of Chaos and any other monsters you managed to toss come back to the field via a special summon; the Dimension Fusion card resolves and goes to the graveyard; the Dark Magician of Chaos’s effect activates; you choose the Dimension Fusion card you just used; you activate Mass Driver on your Dark Magician of Chaos (and others, if any, but never on Wombat); Magician goes out of play when destroyed from the field (not the graveyard) by his second effect; and you simply repeat until you win.



(I’m stretching now.) Let’s say you want to attack with 3 Blue Eyes Ultimate Dragons in the same turn. “No way”, you say? “Yes, way,” I say. You need 3 Blue Eyes White Dragons (of course), a Fusion Gate magic card, and 2 Dimension Fusion cards. (Getting all the Dragons is the hardest part.) You pull out the first Blue Eyes Ultimate via Fusion Gate. Then, since your 3 Blue Eyes White Dragon cards went out of play instead of to the graveyard due to Fusion Gate, you use the Dimension Fusion card to get them back on the field again. Unlike Polymerization, Fusion Gate stays on the field so you can use it again to get your second Blue Eyes Ultimate. Then, you repeat for the last Ultimate Dragon thanks to your second Return from a Different Dimension card. (A Megamorph and a United We Stand would be good here, wouldn’t it? Hey – dream big.)



The last idea I have for now involves only common cards and Gren Maju Da Eiza. I just wanted to make the game more interesting instead of relying on all the usual power cards such as Mirror Force, Jinzo, Breaker, Black Luster Envoy, Mobius the Frost Monarch, etc. If you create a deck with very few trap and magic cards, you would normally expect to lose pretty quickly. However, if you play a common card on the field named Magical Merchant, you would be able to pick up cards until you obtained a trap or magic card from your deck. Why toss half your deck to the graveyard right away? Strategy. See, your opponent will be getting a surprise later. Next, the little card named Skull Lair (which you hopefully picked up) lets you discard cards out of play to destroy any monster your opponent brings out. The more cards in your graveyard, the more defense you have. You just have to toss cards equal to the number of stars on the monster summoned. You could slow play it and let him get two or three monsters on the field, or just kill off the big ones like Spear Dragon, Dark Ruler Ha Des, Breaker the Magical Warrior, etc. before they can activate their effects or attack your defensive monsters. If you manage to get Soul Absorption on the field you will gain 500 points every time a card gets tossed out of play (even on your opponent’s side), you could get a real advantage in life points almost immediately. You might need them too. I suggest a Cat of Ill Omen to get that trap card quickly. Most of the time, you will be in a defensive position. You could try using a monster like Bazoo to toss some cards and attack, but I like to let my opponent fall on his own sword to win. Cards like Troop Dragon, Petin the Dark Clown, Spirit Reaper, Cat Ear Tribe, Fox Fire, Gravity Bind, Stumbling, etc. could delay your opponent for a while. Let him get confident. Remember that surprise I was talking about earlier? When you have enough cards out of play, lay your Gren Maju Da Eiza on the field and let your opponent attack him. He’s bound to be pretty frustrated so he’ll go for it. After all, you look like a weak duelist since you have not attacked once the whole duel. The Gren Maju Da Eiza gets an ATTACK and DEFENSE increase of 400 points for each and every card that you removed from play. If you managed to remove 20 cards, he is going to get a really interesting surprise, isn’t he? Just make sure you have a couple of cards left in the graveyard in case he tries to pull a Suzuki Samurai on you.



CMCINTYRE@NETZERO.NET
 


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