Becoming a Better Duelist 4: Staple Spells Part 2
And, I'm back. We're going over the staple spells of this card game. I'll note now as we get into this that due to their versatility and power, many of these staple spell cards are limited to one per deck, something you'll see more and more of as I list them. Let's start!
This is a card that's begun to see more play this format (each new banlist creates a new format, as the way people play their decks changes either because they've lost cards or have to react to cards other decks gain access to) because Heavy Storm's existence is forcing people to play fewer traps. With fewer ways to destroy an opponent's monsters, and more boss monsters wandering around this format, people need ways to wipe out cards they can't attack over, and this is an excellent spell for that purpose.
The only drawback is that occasionally powerful monsters with high attack and strong effects are balanced by having low defense. (However, the monsters people run this card for don't have that problem, making it very effective.)
This is more of a side deck card than a main deck. When you first get into the game, this card feels weak, but after facing a few of the more powerful Tier 1 decks, you'll quickly understand it's purpose. Any monster that's actually worth being set as a face-down and has a Flip Effect is something you don't actually want to flip over. (More often than not, it's this card, a play disrupting monster that can only piss you off if it's flipped.)
You side it in for the second match as a method of permanently getting rid of any flip effect monster you might face, hopefully giving you an edge. It's unlimited, but as it is a side deck choice, I wouldn't side more than two, since you only have 15 slots to use.
Ah-hah. I love this card. For all intents and purposes, it's a trap card you can play from your hand. The test of how good you are at this game is whether or not you can tell how powerful it is when you first see it.
Incredibly versatile, when played on your turn Book of Moon can turn your opponent's monster into it's undoubtedly weaker defense position to push for an attack. On your opponent's turn, it's a quick-play spell that, when set, can be activated to either:
A.) Weaken or completely shut down your opponent's battle phase by flipping (one of) his attacking monster face-down.
B.) Stop a synchro summoning play by flipping your opponent's tuner monster face down.
There was a time (September 2010 format), that this card was unlimited, but apparently Konami didn't care for that much power from one card so it was recently limited. Run the one you can use, play it at the right time.
The next two cards up aren't staples for all decks, but for the decks that can run them they're vital, so I wanted to bring them up.
Gotta love a search card. You can't search for most ace monsters with this, but you can pull out a number of others. For all intents and purposes, drawing this card means that any limited warrior monster you run is semi-limited in terms of consistency (the chance that you'll draw into it).
Obviously it works best for warrior decks, but in truth if you run four or more Warrior monsters you should find space for this in your deck.
At one point this was unlimited, but when a deck dominates so badly that it wins 14 out of the Top 16, you have to hit it's power cards. Guess what this was.
This is one of the only other recruiter spells I can think of aside from Reinforcement of the Army. If you use Psychics, run it for exactly the same reason. Most psychics are level 3 or less, so Emergency Teleport is an incredibly powerful spell that offers access to nearly every monster in the deck.
It, like Reinforcement, was limited. For largely the same reason. Run the one you have if your deck has a large number of psychic monsters.
That's it for this edition--the last one on Thursday will cover the four remaining spells that nearly every deck should have. (Technically three, since one's banned.) See you folks later.
Destroy the face-up monster your opponent controls with the highest DEF. (If it's a tie, you get to choose.)
This is a card that's begun to see more play this format (each new banlist creates a new format, as the way people play their decks changes either because they've lost cards or have to react to cards other decks gain access to) because Heavy Storm's existence is forcing people to play fewer traps. With fewer ways to destroy an opponent's monsters, and more boss monsters wandering around this format, people need ways to wipe out cards they can't attack over, and this is an excellent spell for that purpose.
The only drawback is that occasionally powerful monsters with high attack and strong effects are balanced by having low defense. (However, the monsters people run this card for don't have that problem, making it very effective.)
Destroy 1 face-down monster and remove it from play. If it is a Flip Effect Monster, remove from play all monsters with the same name from both player's Deck.
This is more of a side deck card than a main deck. When you first get into the game, this card feels weak, but after facing a few of the more powerful Tier 1 decks, you'll quickly understand it's purpose. Any monster that's actually worth being set as a face-down and has a Flip Effect is something you don't actually want to flip over. (More often than not, it's this card, a play disrupting monster that can only piss you off if it's flipped.)
You side it in for the second match as a method of permanently getting rid of any flip effect monster you might face, hopefully giving you an edge. It's unlimited, but as it is a side deck choice, I wouldn't side more than two, since you only have 15 slots to use.
Book of Moon - Select 1 face-up monster on the field and flip it into face-down Defense Position.
Ah-hah. I love this card. For all intents and purposes, it's a trap card you can play from your hand. The test of how good you are at this game is whether or not you can tell how powerful it is when you first see it.
Incredibly versatile, when played on your turn Book of Moon can turn your opponent's monster into it's undoubtedly weaker defense position to push for an attack. On your opponent's turn, it's a quick-play spell that, when set, can be activated to either:
A.) Weaken or completely shut down your opponent's battle phase by flipping (one of) his attacking monster face-down.
B.) Stop a synchro summoning play by flipping your opponent's tuner monster face down.
There was a time (September 2010 format), that this card was unlimited, but apparently Konami didn't care for that much power from one card so it was recently limited. Run the one you can use, play it at the right time.
The next two cards up aren't staples for all decks, but for the decks that can run them they're vital, so I wanted to bring them up.
Add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand.
Gotta love a search card. You can't search for most ace monsters with this, but you can pull out a number of others. For all intents and purposes, drawing this card means that any limited warrior monster you run is semi-limited in terms of consistency (the chance that you'll draw into it).
Obviously it works best for warrior decks, but in truth if you run four or more Warrior monsters you should find space for this in your deck.
At one point this was unlimited, but when a deck dominates so badly that it wins 14 out of the Top 16, you have to hit it's power cards. Guess what this was.
Special Summon 1 Level 3 or lower Psychic-Type monster from your hand or Deck. During the End Phase this turn, remove from play that monster.
This is one of the only other recruiter spells I can think of aside from Reinforcement of the Army. If you use Psychics, run it for exactly the same reason. Most psychics are level 3 or less, so Emergency Teleport is an incredibly powerful spell that offers access to nearly every monster in the deck.
It, like Reinforcement, was limited. For largely the same reason. Run the one you have if your deck has a large number of psychic monsters.
That's it for this edition--the last one on Thursday will cover the four remaining spells that nearly every deck should have. (Technically three, since one's banned.) See you folks later.
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