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 Trading Card Game Tips from fans

 

July 2006

 

From: Josh McClary [mailto:gungriffion@hotmail.com]
Sent: Tuesday, June 27, 2006 10:51 PM
To: yugiohcrew@pojo.com
Subject: Unlikely Elemental Hero Support - Rust

Greetings Pojo readers, and salutations to Duelists around. I go by the handle of "Rust" and I've been dueling since the days of "Magic Ruler"
(Though I understand it's called "Spell Ruler" nowadays), though typically as a Casual-to-Local Tournament Scene duelist. I've seen Staples come and go, and I'm always a bit of a stick in the mud when it comes to convention, and have recently been going through my collection for ideas on how to potentially run a Elemental Hero deck based off Elemental Hero Mariner, just

for kicks.

And in flipping through my tome of cards, I discovered an interesting Spell card that could be a real boon to the Elemental Hero decks.

FUSION WEAPON
Equip Spell
Soul of the Duelist Common

This card can only be equipped to a Fusion Monster of Level 6 or less.
Increase the ATK and DEF of the equipped monster by 1500 points.


Now typically in the competative dueling scene, Equip spells are generally frowned upon due to monster destruction, and the all important card advantage (Which, if you ask me is only an advantage if you take advantage of the cards in your hand. Sure its never good pool to drop everything on a do-or-die approach, but caution isn't always the better part of valor). But look at that effect again. It gives FIFTEEN HUNDRED extra ATK and DEF points

to a fusion monster that's Level 6 or less.

Granted not all Elemental Hero fusions are going to be able to take advantage of this wonderful bonus, but the mainstays can (Not to mention all

the fusions you can get out of Jaiden's Duelist pack). What does this mean for certain Fusions?

Take the card I was originally considering building a deck around - Elemental Hero Mariner. His effect is okay - if you have a Spell or Trap on the field he can attack directly. His stats, on the other hand, are laughable at 1400/1000. Admittedly for a Direct Attacker, that's not bad, but for a Level 5 fusion, that's a bit steep for a cost of two or three cards (Depending on how you go about summoning him out). Add on the fact that this particular Elemental Hero isn't going to benefit much from Skyscraper, and he seems like a waste. But he meets the requirements for Fusion Weapon, and as a result he goes from a measly 1400/1000 to a rather impressive 2900/2500. And with Fusion Weapon, he meets the requirements for his direct attack, and that's gonna hurt the opponent something fierce.

Similiarly, Elemental Hero Flame Wingman gets an attack boost to 3600 ATK, which takes his effect to all new damaging heights. Elemental Hero Rampart Blaster, Mariner's traditionally better choice when it comes to direct attacks, also gets boosted to 3500 ATK.

Fusion Weapon also protects Elemental Hero monsters from the downside of Skyscraper in that the opponent has to contend with the monster's stats as they are now. Indeed, Fusion Weapon makes Skyscraper almost pointless. But of course, Fusion Weapon has its downsides as its completely vunerable to your typical S/T removal and the monsters themselves vunerable to Monster destruction, but that's the name of the game. I'm only here offering options

that could throw your opponent for a loop. After all, the key is advantage.
Sure they can take out Fusion Weapon, but if they do, they've eliminated removal they could have utilized later in the duel. And if you add on cards like Fairy of the Spring (Though I wouldn't recommend that, particularly) they'll be seeing Fusion Weapon again shortly. Cause if Elemental Hero decks

do anything exceptionally well, its not staying put when they're put in the graveyard.


If you have any questions or comments, feel free to drop me a line at
gungriffion@hotmail.com

It's your move,
Rust





 


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