It's always time to change to newer things. Except this time we're going to take a better look to the old cards.
Not a long time ago, effect monsters showed their importance in the strategy of the decks, being in a larger number than Spells and Trap cards combined in decks like Junk-Doppel and Agents. Today it's the other way around: in every meta deck we're starting to have fewer monsters, with Trap Cards being sometimes the dominating kind. It seems that having more monsters to ensure the strategy have become less important than disrupt your opponent's strategy.
At an different time, Spell Cards (maybe in the time when they were called Magic Cards) could change the entire duel, even if a few were played. Back then, not every card would have a free cost in order to be played, but even if they had, it was worthy in those days. Nowadays, things are sightly different. Spells with free cost are pretty much the only option, as every card in your deck counts and you can't afford risking your strategy just to disrupt your opponent's.
So, even if the times have changed, it doesn't means that these cards have lost their meaning:
So, why recommend this card? Like it has been stated, monsters have become the true essence of strategy in the decks. So, why not disrupt them? There were times when Debunk and Effect Veiler would have a better choice, but monsters that are affected by those became rare in the meta. Discarding a card isn't that bad, as most strategy can use cards in the graveyard, but negating a Monster effect, even if it is activated in the Graveyard, Hand or Banished zone, is simply amazing.
Discarding a card of it's cost may be compensated as most metas relies in a strategy following a certain order of Monsters' effects. Negate one effect and you'll disrupt your opponent's strategy for good. Sadly, it's not an eternal disrupt, as it just destroys the monster, but since it's a Spell Speed 3 card, it can negate annoying monsters like Evolzar Laggia or Legendary Six Samurai - Shi En (although this card can bypass it's destruction if your opponent has another Six Samurai on the field).
Now, here is another Counter Trap to disrupt even more his/her strategy:
When people played Spells with cost from hand, they would, most likely run out of Spells Cards, which made this an awesome Counter Trap for most decks. Today, most used Spells only have a condition to use, which made room in the hand for more cards, which made this card somewhat tricky. But allowing your opponent to negate your own card isn't a thing that you must fear: If you think about it, the only cards that most people use that negates something besides summons are Solemn Judgment and Starlight Road, and the latter one most likely to negate Heavy Storm or Dark Hole.
So, if they play something like Soul Taker to destroy your monster, try playing this card: If your opponent got nothing to discard, you'll render his Spell useless. If they do, they have given up of something that would help (and a lot, if you look at today's metas) to defeat you, so it's a +0, whatever of the outcome.
Can't say that those 2 cards should be in the Main Deck, but at least they should be considered to be in the Side: Gravekeepers are making a comeback, so Divine Wrath is another way of working around Laggia, Shi En and the Chaos Dragons. A new archetype of Sea Serpents are already making a good debut, and both those monsters and GKs can use spells to replace cards in the hand, like Salvage and Gravekeeper's Stele. Because of that, even if those archetypes can't be powerful enough to beat today's meta, they can count on these 2 Traps to counter whatever your opponent brings.
See'ya all and remember: Play with your brain, not with your money.
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