Trugly [trǝ-glē] adjective ( truglier, turgliest): (in
Yugioh) infuriating yet ineffectual; purposely unpleasant; intentionally disagreeable
and unaesthetic. Contraction of troll and ugly. “Can you believe he played Self-Destruct Button? It’s trugly”.
After only a handful of duels, I have come to one rather
obvious conclusion: Destroying a card and sending it to the graveyard is a bad
idea. Remember when this was the object
of the game? Now when you run over a
monster you go – 1. The graveyard has
gone from a source of occasional monsters (e.g. Zombies) to a second hand (e.g.
Droolers) to the land of magical effects.
Any doubters should feel free to take on the Yang Zing, a name more
befitting the Chinese mafia than mirthful European dragons.
The best tech cards against these archetypes have been
(surprise) limited. It’s as if the haruspices
at Konami prepared us for this revolution by reigning in D Fissure, M Cosmos,
and Soul Drain. Still, there are over
6,000 cards in the Yugiverse. Maybe a
few were overlooked. So with my rage-against-the-machine
mindset, I set out to find cards to shut these decks down.
My search for the next great tech card began by looking at
all the cards with “return” or “to the deck” in their description. This strategy revealed 573 cards. 348 of these cards were monsters, which I set
aside for another post. That left 225 candidate
spells and traps. This list was further
pared down by eliminating archetype specific cards such as Spellbook of Fate
and anything to do with Glad Beasts. The
card also had to include monsters as targets.
I was left with seven spell cards, none of which are worth
playing. The list includes four cards that are specific for Extra-Deck monsters
(De-Synchro, De-Fusion, XYZ Encore, and Intercept Wave) and Quill Pen of
Guildos. I also came across Dracocension,
which gives Wyrm-type monsters the ability to put opponent monsters back in the
deck. Mercifully, it requires a tribute
of a dragon-type, which probably makes it too awkward to use. Out of the Blue was the only truly trugly
card. This continuous spell card can
return all of the graveyard cards back into the deck. It’s a card that creates wonderful
Yugi-fantasies against decks like the Satellarknights that are prone to abusing
COTH. However, it is too situational for
competitive play.
The trap selection was a bit more promising. 15 traps put cards either back in the deck or
in the hand. These break down as
follows:
The Good: Good cards are good, which is tautologically
equivalent to saying good cards are played.
This list is well known to anyone who has opened a pack in the past six
weeks. It includes CED, Phoenix Wing
Wind Blast, and Time Space Trap Hole. However, there were a few hidden treasures.
Liberty at Last! is my favorite. The card declares your freedom against the tyranny
of graveyard effects! Few cards allow
you to put cards back into the deck; never mind two of them. It is a battle trap but this card had real
potential.
Battleguard Howling and Rage are designed to help
warriors. Of the two, I like Rage better since it is a continuous trap
card that boosts a monster’s attack points. Imagine Absolute Zero with 3500 AP. The monster that is being attacked is neither
being targeted or destroyed by this card, which gets around a bucket full of monster effects.
The Bad: Most of the bad cards earn their spot on the
list by making you lose card advantage. If that’s not bad enough, they also tend to be situational. Forced Back only applies to normal and flip summons; Spiritual Wind Art, Super Rush Recklessly, and A Major Upset all require specific
tributes. Mispolymerization has minor potential as a CED against
Shaddolls. I suspect it will lose to the
faster De-Fusion, despite that card’s
talent for bringing back materials. Cash Back gets a few points for being a
counter-trap but then loses them to its situational play. How many monster effects require the
controller to pay life points?
The trugliest of them all |
The Trugly: Face
it – most troll cards are continuous. Cards
like Skill Drain, Macro Cosmos, and Dimensional Fissure all say “You can’t do
anything until you deal with me”. Unlike
cards you can only activate once, these cards take little skill. Draw it; play it; and laugh.
The trugly return cards are also continuous traps. This list includes Dice-nied, Ordeal of a Traveler, and Begone, Knave. The first two are too strange even for
me. Begone,
Knave, on the other hand, has always piqued my curiosity. The card made a brief appearance with Mist Valley Falcon. Declare an attack, put B Knave in your hand, attack, and then reset B Knave. I would call the
experience infuriating and ineffectual.
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