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 Trading Card Game Tips from fans

 

October 2007
The Delayed Minus - HydroDragon


Situation - You're facing a nasty looking dog and you're holding a squeaky toy in your hand. What do you do? You throw the squeaky toy off a nearby cliff.

In today's game, every serious player is aware of the 'Advantage' concept. In simple terms, it underlines that cards or combos that make you end up with more cards (or the opponent less cards) than you originally started with [b]gain[/b] advantage. Cards or combos that make you end up with less cards (or your opponent more cards) than you originally started with [b]lose[/b] advantage. And cards and combos that end up with the same number of cards break even and [b]keep[/b] advantage.

This philosophy is a good starting point for the game, telling us correctly that cards such as Magic Jammer, Raigeki Break, Tribute to the Doomed and such things should not be used. However in recent times, with the release of cards that work while in the graveyard or in the RFG pile, the concept seems to have a few loopholes.

One of these is the 'Delayed Minus' (As I call it) idea. It's the use of cards that either gain advantage or break even when they're activated, and only lose advantage later on in the duel. Such cards are Reckless Greed, Over Destiny, Return of the Six Samurai, Limiter Removal, Wild Nature's Release, and many more. People frown on cards such as Magic Jammer and Tribute to the Doomed, but they lose the same (or even less in some cases) advantage than the cards I listed. Why are these 'Delayed Minus' cards used so much? It's because they give you temporary boosts in the game. Reckless Greed for example, lets you draw 2 cards but makes you skip your next 2 Draw Phases. This means that you gain nothing, since you would have drawn the cards you gain from the Draw Phases you lost, but you lose Reckless Greed itself. This is a good example of the 'Delayed Minus' idea since in the turn you activate it you gain a card by drawing 2 and losing Reckless Greed, the next turn you break even by drawing nothing in your Draw Phase, and on the next turn you lose advantage by losing another Draw Phase.

Limiter Removal and Wild Nature's Release both lose you at least 2 cards in Advantage, but before that your monster gets an astronomical boost in attack power that will usually either end the duel or make a big dent in your opponent. Return of the Six Samurai summons a Samurai from your graveyard which is destroyed in the End Phase, making it a minus 2 in advantage terms. However having special summoned the Samurai you can now summon another Samurai and get both of their effects, usually meaning that the combination breaks even.

Over Destiny, I feel, is very under-rated. Until now its only use has been to dump your Destiny Hero Disk Commander in the graveyard. Practically, it was a 'Foolish Burial' for your Disk Commander that always lost you 1 card in advantage unless you tributed it for a Monarch. After Foolish Burial is released to us, many would think that this card would become useless. But I'm sure that you realise that there is one more Destiny Hero that does well in the graveyard. Destiny Hero Dasher! Not only that, but many forget that Over Destiny summons the monster to the field until the end of the turn meaning that you can even swarm with it! Dasher has an impressive 2100 attack points and players will hesitate to use their traps on a monster that is already 'dead'. The only problem with this theory is getting a level 6 or higher Destiny Hero in the graveyard, but Destiny Hero Malicious is always at hand to solve this problem.

Anyway, people that aren't featured writers rarely bother to write this much so I'll stop here.

Thank you for reading!


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