Trap Support for Warrior Aggro Week

Today we bring you the trap cards that were chosen for this deck. Here's a list:
Traps:7
Call of the Haunted
Dust Tornado
Dust Tornado
Sakuretsu Armor
Sakuretsu Armor
Sakuretsu Armor
Torrential Tribute
The Call of the Haunted and Torrential Tribute are found in basically every deck these days, so it's natural that they're there. I think that this deck chose to run three Sakuretsu Armors to ensure his field advantage. The Dust Tornados are obviously good and popular Spell/Trap destruction, and it's rather useful to have them.

So there it is. Tune in tomorrow for the next part. Until then. :D
 
John Danker said:
No apparent advantage? <shocked> I've seen MANY a duel and match won because someone took their own damage attacking with Airknight Parshath due to Magic Cylinder. No advantage? Many a time I've seen D. D. Warrior Lady get slapped in the face by Magic Cylinder only to be wiped off the board the next turn by Smashing Ground or Exiled Force. No advantage? Do you know how damaging it was to have BLS have his 3000 atk thrown back in my face? <laffin as my own son did this to me>

Wouldn't it be better if you didn't have to Smashing Ground that D.D. Warrior Lady the following turn? A Sakuretsu Armor or Widespread Ruin would've already done it for you. Opening your opponent up for a direct attack. While using LESS cards. Trust me, monsters removal is better than attack negation. ;)
 
::sigh::

I hope this doesnt turn into an all out argument beetween Originality vs. CC.

really, if all you know is CC, then I personally belive you have no say what so ever in what people can use and cant use. Not to mention the simple fact that your only used to a specific situation and what card you want for that situation. You really cant see your self playing anything else can you? No really, before Claymore Mines ever became playable nobody played it, it was probably at the bottom of your storage not to mention it was an Xbox promo so unless you really wanted the promos at the time of release I wouldnt see why it was so godly since considering it didnt get use for about 1-2 years apon its release.

No really, lets get smart here. Why do you play the card you play?


Because it took somebody out in some state to use the card to win an SJC with it?

What will your next deck be? MMPAT(Magical Merchant Pot of Avarice Turbo)?

mind you that deck still hasnt seen play in the TCG so ill give you a bit of insight in the OCG, in the OCG the MMPAT deck only runs about 2-3 decrees. 3x Pot of Avarice, 1x Pot of Greed, 3x Magical Merchant and all you need is a lot of monsters to feed off the Pot of Avarice and your set.

you will defently bust speed that nobody has seen. But when will you play this deck? When somebody translates it over to the TCG and wins an SJC?

what if suddenly every deck imaginable starts winning SJC's, will you be runing 20 decks and be confusing your self over which of the 20 are the best?

How card knowledge do you actually have to state what is good and what isnt?

JD, stated that Magic Cylinder can be a very good card. He is 100% correct. that extra damage might be what makes you or breaks you.

you have a face down Stealth Bird a Magic Cylinder and a 2 turn active Wave-Motion Cannon.

your opponent summons that dirty Cyber Dragon.

you figure, haha, im gonna win this becuase my opponent wont be able to do enough damage heck im still at 4200 LP and hes only at 1200. So what do you do, you bust your Mystic Swordaman Lv 2 since you wasted already your nobleman. You know that the sakuretsu and the call and the torrentials are wasted, but you dont know what the face down is. Unfortunatly you wasted your breaker, your MST, and your heavy.

So you figure its a bluff, becuase your opponent hasnt use that Call of the Haunted yet, and with nothing really big in there you have nothing to worry about.

so you attack and you kill the creature. You get a bit over your self and figure "well i killed the face down, what do I have to lose?" well you go on and attack and mr. Danker just straight out shakes his head, smirks back at you and says "Ill activate Magic Cylinder" and you give the reply "but, monsters removal is better than attack negation." and JD says, "If thats the case, then I wouldnt have won"

realize, sometimes damage can be very critical. while people do claim that hand advantage is what wins games, more than 80% of the time its the LP.

remember you pay for stuff, and if your opponent takes advantage of you dealing pain to your self while still keeping up. what would you do?

I run 3x Marshmellon and 2x Spirit Reaper. I'm looking for a 3rd OCG so I can run 3x of it.

but the point isnt that its the reaper but that I have 6 creatures in my deck that wont die as a result of battle. to make matters worse, becuase you have to think out side of the box. Do I waste my monster destruction against his heavy hitters or do i waste it against his minnies? Does he run decree, is he capable of destroying my spell and trap zone with out using Heavy Storm. etc..

all these questions run up once you start thinking out side of the box.

nobody is saying its wrong to be following the trail but its better to follow and stay with your mouth quite than to critic somebody that isnt following the trail.

there is well over 3000 cards but less than 4000 cards in the TCG, I personally belive that there has to be more than just the 40-41 cards seeing play that are good.

All you have to do is search. Heck not so long ago I was telling JD about how he used to use Return from the Different Dimension. Then suddenly for a while we got all these crazy RFTDD decks flying around. It didnt become annoying but isnt it kind of funny?
 
krazykidpsx said:
realize, sometimes damage can be very critical. while people do claim that hand advantage is what wins games, more than 80% of the time its the LP.

As far as I am aware, the only deck that actually wins through hand management is Exodia...

But I agree. The ability to cause damage is usually what wins most games, and the inability to stop having damage caused to you is what causes you to lose.
Ultimately, what is the purpose of the game? To "win", or to "not lose"?. They are not necessarily the same thing. For example, Magic Cylinder does both- it causes damage and prevents damage to you. Sakaretsu armor only stops you from losing, it doesnt, by itself, allow you to win. Whilst it does destroy an attacking monster, that is only useful if you have some means to capitalise upon it next turn...
 
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