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March 2008

More Old Cards that Deserve a Mention - Master of Shadows

 

Hello, once again. It's me, Master of Shadows, somewhat back to regular article-writing, though finding decent material is hard enough. I'd make a throwback to all those tired articles on Card Advantage (I was reading through some old articles - last one I wrote was in 2007 on - guess what? - Card Advantage), but I've got something much more interesting.
 
Let's just look at a few cards that used to be used quite a bit that may serve some purpose now.
 
Trap Hole
Normal Trap
When your opponent Normal or Flip Summons a monster with 1000 or more attack, destroy the monster.
 
That's the poor man's Bottomless Trap Hole. It can destroy some of what Bottomless can't remove. In almost all cases, Bottomless Trap Hole is better, but if you can't get that, then use this. Speaking of which,...
 
Bottomless Trap Hole
Normal Trap
Whenever your opponent Normal, Flip, or Special Summons a monster(s) with 1500 or more attack, remove the summoned monster(s) from play.
 
Instead of sending it to the Graveyard where our opponent can readily revive it, let's just remove it and be done with it. For those Remove from Play decks, bringing it back won't be a problem (since they remove everything anyway), but it'll definitely hurt those decks that aren't employing such tactics. Best part: it doesn't target (as Trap Hole does).
 
Gigantes
Earth Rock - Level 4 1900 / 1300
Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing one Earth monster in your Graveyard from play. When this card is destroyed and sent to the Graveyard as a result of battle, destroy all Spells and Traps on the field.
 
Like any other "Remove X amount of Y Attribute monsters from play" monster, this thing can be used as Tribute bait (my favorite use). In a previous article (by someone else), this card was mentioned with the tactic of forcing out your opponent's Spells and Traps. If you can't play your Heavy Storm / Giant Trunade for whatever reason, then ram Gigantes into something and proceed to ram your other monsters into your opponent's Life Points. I'll let you find more uses for this thing.
 
Elemental Hero Wildheart
Earth Warrior - level 4 - 1500 / 1600
Effect: This card is unaffected by Trap cards.
 
Tenkabito Shien
Fire Pyro - level 4 - 1500 / 1000
Effect: This card is unaffected by Trap cards.
 
Both of these cards aren't affected by Trap cards, meaning that they virtually disregard any Traps your opponent may have laid for you. Small attack power for each, but they're both searchable, meaning you could ram your battle searcher into something weak, bring this out, and go to town on your opponent. Or you could just use Royal Decree / Jinzo, but that's not fun.
 
Ancient Gear Soldier
Earth Machine - level 4 - 1300 / 1300
Effect: When this card attacks, your opponent cannot activate any Spells or Traps until the end of the Damage Step.
 
Cut and paste the stuff from Wildheart and Tenkabito Shien but add Limiter Removal to it.
 
Magical Merchant
Light Insect - level 1 - 200 / 700
Effect: Flip: Pick up cards from the top of your deck until a Spell or Trap card is picked up. Show the card to your opponent and add it to your hand. Send the rest of the cards that were picked up to the Graveyard.
 
It has been used in the past for various reasons. It's a decent card now, especially for those Remove from Play decks that love to put monsters in the Graveyard just to remove them. Needed something to fill your Graveyard? Meet the Magical Merchant.
 
Chaos Command Magician
Light Spellcaster - level 6 - 2400 / 1900
Effect: Negate the effect of a Monster Card that specifically designates this 1 card as a target.
 
Eat that, Monarchs! And any other targeting monster-form monster removal. I love using this to stop any targeting monster-form monster removal. 2400 attack means that it can stand up to the Monarchs, too - a nice bonus.
 
Majestic Mech - Ohka
Light Fairy - level 6 - 2400 / 1400
Effect: You can Normal Summon this monster without Tribute. If you do, send this card to the Graveyard during the End Phase.
 
Quick 1-turn suicide answer to the Monarchs. You'll lose it anyway, so why not kill something while doing it?
 
Jar of Greed, Corpse of Yata-Garasu, Dekoichi the Battlechanted Locomotive, Dark Mimic LV1, Skelengel, Dark Mimic LV3, Card Trooper
 
All but the last one hardly see too much play, and Card Trooper does for obvious reasons. Each of these cards has the "Draw 1 card" effect. Argument against this: you just draw the same card you would've drawn, so what's the point? Argument for it: if you need to fill in some space, here it is. Since you just "draw what you would've drawn," you essentially cut your deck down from 40-something to [that number minus the number of "draw 1 card"s].
 
That's all I have for now. Comments, suggestions, criticism, praise? Send it all to darkdestructionv30@yahoo.com
 
Until next time....


 


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