Is Rising Energy Worth It?

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Machinefreak

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Is Rising Energy good? I'm playing against a bunch of duelists lately, and they've been playing Rising Energy in their decks. Here's what it does in case you don't know:

Rising Energy
Normal Trap
Discard 1 card from your hand. Increase the ATK of 1 face-up monster on the field by 1500 until the end of the turn.

I'm not sure if it's worth it, but it seems like the trap version of Rush Recklessly, except with a bigger ATK boost and a cost. And Rush Recklessly is being played almost everywhere. I'd just like some opinions on this card.
 
It's a good trap card for the decks that needs power-ups but it come down to in the end do you what to put a trap power up or a magici power up...
 
paulb91085 said:
It's a good trap card for the decks that needs power-ups but it come down to in the end do you what to put a trap power up or a magici power up...

The differences between Rush Recklessly and Rising Energy are obviously the discard effect as well as the difference in points. Rush being a Spell and Rising being a Trap card is minor. Either cards, S/T, can be negated by a multitude of other card effects. You can always side deck both cards and see how the duelists play. Do they focus on negating traps or do they look to negate spells? What you need to decide is whether you want to discard for an effect or not.
 
Popularly is the negation, destruction, and doing away of traps. Rush Recklessly can also be used quickly, so can be played from the hand on your turn, no waiting. Usually Rush Recklessly is enough to make the monster enough to beat out what it's up against. Rising Energy is a great play during the dmg step, but probably never will make it there. It'll probably be destroyed (In which case you'd have to pay the cost just to at least get something out of it), Rush you can use either way. Popular cards that laugh at traps are Jinzo, Royal Decree, Not-Effected-By-Trap-Card Monsters, Your-Opponent-Cannot-Activate-Traps-During-the-Battle-Phase Monsters, and searchers wouldn't mind getting destroyed. This all leads up to the popular use of rush over rising, not to mention players don't like to pay card costs.
 
I think Rush Recklessly is the superior card for the main reason that if it is negated by your opponent you end up with a one for one and with the amount of negation going on you stand a good chance of paying the cost and having your trap negated. I used to think that Metalmorph was a great trap power up and no one uses it anymore, being a trap it is a little slower than the magic/spell for a slight disadvantage. But either way the choice fall just a hair short of a pick'em.
 
Of course, when dealing with Rush Recklessly, unless you're using it on your turn in your hand, then that's the only time your going to get real speed out of it. But nine times out of ten, your going to be setting it, and getting the same speed out of it you would with a trap. Although, personally, I feel the same way about the notion that traps are slow as I do about the 1 for 1 concept. 1 for 1 only works in your favor when card advantage depends on card count. And how often does that happen? The next few duels you win or loose, take a look at the number of cards in hand and tell me if the guy with the most cards is the one who consistently wins. On the same note, I can't really call a card slow because I had to wait till just after my End Phase to activate it. I also have a hard time calling anything Spell Speed 2 or higher, slow.

Rush recklessly is great, but a 1500 quick boost is nothing to sneeze at, and rightly shouldn't be free of charge. Not to mention, if your set up right, then a discard isn't going to mean much, especially is you were planning on putting that card in the Graveyard to begin with. The thing about it is, people tend to look at a card from only one strategic point of view. A strange melding of economy and aggression. People want the big beatsteaks, but they don't want to pay for them. So there's a tendency to disregard the cards that fall in the middle ground or outside it.

You have to remember, that's the CC mentality at work. There's far more strategy to this game then in just the free stuff. Heck, only two years ago rush recklessly wasn't even in most decks. Most people didn't even know what it was, and everyone and their mother ran United We Stand, a card that sees little play today. You have to think outside the box every once in a while, otherwise you end up just playing the same stagnant stuff everyone else plays, and in a few months, you find yourself starting a thread in the Intro/Farewell section saying your quitting the game because it's gotten boring.

Sadly, all it ever takes for any card to become popular is for one guy to take it to the top 8 at the next Shonen Jump. Then naturally, everyone will assume that it MUST be a good card if the winning player plays it. Which makes about as much sense as saying Nike is what made Micheal Jordan a good basketball player.
 
Sadly, all it ever takes for any card to become popular is for one guy to take it to the top 8 at the next Shonen Jump. Then naturally, everyone will assume that it MUST be a good card if the winning player plays it. Which makes about as much sense as saying Nike is what made Micheal Jordan a good basketball player.
LOL! Great anaology, DJ.

For me it comes down to the deck. There are some decks where I cannot afford to lose that extra discard. But put Rising Energy into a DW deck featuring Forces of Darkness and that discard is downright cheap, or least a push to the + and - way of thinking (Discard + FoD = 2 cards back to hand). I personally do not like the +/- strategy as a central core to deckbuilding, but there are many who do. <*cough* CC *cough*> ;)
 
it can be great or it can be too expensive to use (topdecking) there are cards (treeborn,dasher,phoenix blade, etc ) that beg to be used to pay a cost like that or lightening vortex....as well as situations where you need something in hand to be in the graveyard to use another effect (chaos, darkworld,& zombies, or call premature pot of av,etc)with the exception of royal decree or jinzo being on field ( i wonder if you can respond to the summon of jinzo with a trap?timing?) it usually goes off.. its often protected by the timing of the damage step....it can be wicked with cards like bes tetran or crystal core, injection fairy, don zaloog and enemy controller....although with 'stein gone early damage is not as big a deal as it used to be - however with chain/burn it may still be important to do as much damage as possible when you get the rare chance....dont be constraind by public opinion - seek synergy that works for you...
 
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