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 Trading Card Game Tips from fans

 

July 2006

 

From: <jimmyman101@charter.net>
Subj: A way to catch your opponent off guard, by El Jimmo
Date: Sat Jun 10, 2006 7:02 pm
Size: 1K
To: "yugiohcrew@pojo.com" <yugiohcrew@pojo.com>

So anyway, I was looking through my cards one day, and I realized a couple combos that really suck in competitive play, except for number 1.

1. Final Attack Orders and Light of Intervention. This makes it so that your opponent cannot summon in defense. At least, until he or she destroys one of the cards. It's used in my deck, which is an aggro/monarch, has a weakness against flip effects, so it fits well if Final Attack Orders is destroyed.

2. Back to Square One and Conscription. This combo works like this. Back to Square One sticks the opponent's monster onto the top of their deck, and Conscription puts it on your side of the field. This combo was in my King of Thieves deck.

3. Skull Lair and D.D.M. Different Dimension Master. This combo was made for my Return deck, and it worked a couple times. But I realized that it was bad on advantage after a while and threw it away. And also D.D.M. was a dead draw most of the time, and my deck was a return deck.

The last two are crap for advantage, but they caught my friends off guard, and it got me a couple wins.

El Jimmo
jimmyman101@charter.net
 


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