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 Trading Card Game Tips from fans

 

July 2007

 

"You, like your father, are now, mine!"
 
 
If I was asked what the top two cards that I believed were the defining spell cards of the format, I would say Brain Control and Snatch Steal. The reason that these cards are so powerful is that they often turn a losing situation into a winning situation. I have to say that a topped Snatch has ended almost as many games as Ring of Destruction. The reason for these cards powerful game changing abilities is simple card advantage. Your opponent loses a card (for a turn with Brain Control) and you lose a card, but gain your opponents. Of course you will usually destroy the pilfered creature before your opponent gets it back, either by tribute or effect. This swing in momentum often leaves an opponent's monster field wide open or at the very least severely weakened. You get to push through for damage and your opponent now has to deal with the changed field state, forcing them to react to your plays instead of playing their own game. Here I will review not the usual 3, but 4 cards using my PCV system.
 
PCV system
 
Power-The ability of the card to change the game either through stats or clearing the field
Consistency-The amount of times that this card will be handy and/or get it's effect off
Versatility-How many different ways that this card can be used to win you the game
 
 
Snatch Steal
 
This equip spell is often quoted as one of two unbalanced cards in this format. The other is the Immensely powerful Ring of Destruction. This card wins games. Unlike most of the other control shift cards, you get to keep your opponent's card until Snatch is destroyed, making Jinzo always a risk to play. The 1000 lp per turn to the opponent was an attempt to make the card balanced, but fell short. Since this card will likely be banned again with the next banlist, this is a short review.
 
Power-8 (this card is so powerful it's broken)
Consistency-7 (Book, Enemy and MST love this card to be wasted)
Versatility-7 (the monster can be tributed or attack, it's up to you, but only a face up monster may be stolen)
 
Brain Control
 
This card is THE defining spell card of the format. You will always have to play around the possibility that an opponent has a Brain Control. It can turn dead monarchs into saviors of the game and even add an extra attacker for that final push for game. It only lasts for one turn like it's older brother Change of Heart, but the lp cost and the fact that it can only target face up monsters make it balanced. It will probably be limited to two at least for the next list. It can be worked around however, and clever players are using Cyber Phoenix and even Mataza the Zapper to make the opponent wince. You pretty much run at least one if not two or three of these in most aggressive decks.
 
Power-7 (good, but it goes back if you don't do something else with it)
Consistency-8 ( better than snatch in that fewer cards negate it, and your opponent often can't)
Versatility-6 (less than Snatch simply because it goes back and you have to pay 800)
 
 
Enemy Controller
 
This card was the second "chase" card of the Ancient Sanctuary set (the other was Zaborg the Thunder Monarch), and for good reason. THE most versatile card in the game, it negates tons of targeting cards and can end an opponent's battle phase almost as effectively as Threatening Roar. The fact that it is not negateable not Jinzo and can be chained make this card a winner. it was often hailed as the precursor to the much vaunted Shrink card. However, after testing and looking at Metagame.com reports, I hardly see Shrink, while Enemy Controller shows up in many decks. It is a counter to Jinzo, and can even win games with it's partner, Scapegoat.
 
Power-5 (not very powerful, al weaknesses of all control shift cards apply for little benefit)
Consistency-8 (it will often go off, as your opponent will always have a face up monster to control or shift)
Versatility-10 ( there are too many tricks with Enemy Controller to count, and is one of the few defenses against Ring)
 
 
Creature Swap
 
The ugly stepsister of shining cards like Brain Control. It is still awesome in it's own right. It combos with Treeborn Frog, Scapegoat, Recruiters, Self Recruiters (Nimble Momonga), as well as just plain swapage. This card was limited to 2, but it wasn't needed. It is a -1 in card advantage and needs too situational of  a setup for this fast paced environment. It does
need some setup, but a well timed Creature Swap can ruin a player's chances of winning a game. It doesn't belong in every deck, but is still a very good card. 
 
Power-5 (rarely a power shift occurs with this card)
Consistency-5 (hard to get off, very, very hard...)
Versatility-5 ( it only works in one situation, and you better draw it when that happens)
 
 
The Bottom Line
 
Control shift cards are popular, powerful and present in most every deck, so be prepared to counter them as well as expect counters for your copies.
 
Wanna get in touch with me? raptor1k@hotmail.com is the direct line to the studio, so don't feel scared to hit me up for my opinion or advice, or even if you want to flame me, I welcome it all.
 
Till next time, thanx for reading,
GeneralZorpa

 


 


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