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 Trading Card Game Tips from fans

 

February 2006

 

tcg fan tips: card corrections and the not so useless cards - old school



Time for me to introduce myself, I am an old school yu-gi-oh player.

I've been playing this game since the beginning. I've played with numerous decks

against numerous people. I was looking at the top ten list and noticed a few errors

as well as a few disagreements. I believe that if people give horrible ratings to

certain cards wihtout knowing its true potential, it will cause players not even

bother to create original decks. People just choose to use complete staples in their

deck. Or if there are mistakes it would prevent people from using the cards correctly.

An error was on the top ten list

Helpoemer: effect only activates when it exist in the graveyard and during the battle phase,

when a player declares and attack. If you remove it from play, the effect is gone.

Spell Canceller: If an opponent already activated spell cards, Spell Canceller cannot negate

them. So Final Countdown's effect already went off first. Spell Canceller says "The effects of all face-up Spell Cards are also negated." Since Final Countdown is not on the field, its effect cannot be negated.

Now here's the disagreement. I apologize if I offend, but don't classify cards as useless if you

have seen it in action before.

Ojama Trio: This card has a one of a kind effects. I say that because it can allow me to

fill a persons monster space with tokens.

Lockdown:

Ojama Trio + Spatial Collapse + Xing Zhen Hu

Ojama Trio + Cyber Blader + Ground Collapse

Replay:

Attack Modifiers are scary sometimes, Ojama Trio can be used to cause a replay and stop a player

from attacking.

Roid monsters

I believe these guys are pretty good if you know how to use them.

Gyroid: Takes two monsters to destroy them

Steamroid: Quick 2300 attack. People use Goblin Attack Force with 0 defense, so why not a monster

who would at defend itself with a 1300 attack?

Drillroid: goes through any defense like Spirit Reaper or monsters with a strong defense

Submarineroid: Attack and defend, attack and defend.

Superv Vehicroid Jumbo Drill for the roids is insane. If I use Vehicroid Connection Zone, it will not be destroyed by any spell, trap, or monster effect. When you get this bad boy out, it will have an attack of 3000 with trample, now play Limiter Removal and it will have 6000 attack with trample. And it won't be destroyed by Limiter Removal.

Soitsu, Koitsu, Aitsu, Doitsu

Union monsters are a personal favorite of mine.

use Frontline Base to get them out and equip them together

Or searchers/recruiters + Last will + Formation Union. Because they're weak attack separately there are so many ways to get them out. Combine them to geth either 3100 or 2500 attack and scrub rush your opponent.

Low Level monsters l

Skull Servant(The Lost Millenium) can be used to beef up King of Skull Servants.

Pharoh's Servant may look weak, but if you combine them with the Ancient of Santuary cards these weaklings can really be beefed up. Scrub rush with weaklings and see how your opponent reacts. These cards just need to be in the right deck.

Gather your mind

Back in the old days this card was used in Exodia decks, this served the purpose of deck thinners, and currently it can be used for Spellcaster's Judgement. Get those spell counters on your monsters. Although I've seen people use Toon Table of Contents as well.

So before we even classify these cards as something useless, a person would have to give a justified reason as to why. Since people are posting their opinions, it is the responsibility of the writer to make justified reason as for cards to be horrible. Some people read these postings and follow by what they read, by giving it a bad review based on artwork or little understanding, it would cause people to only run staples and make the game un-original. That being said I thank you, the readers, for your time.



old-school-yugi


 


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