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This isn't that same as Hand Destruction.

 

That helps your opponent and is limited when you and your opponent have the two cards (granted that isn't that hard).

 

This takes up the summon and can only activate when it's destroyed by battle.

 

Is Hand Destruction better, yes, but their are reasons to run this over that since this can act as a buffer between your opponent and your life points and, more importantly, this doesn't help your opponent.

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good argument' date=' but what strategy could actually fit this in succesfully or for that matter hand Destruction

[/quote']

 

Hand Destruction is used in OTK decks.

This can be used in decks that can abuse Creature Swap or decks that really need some extra draw power and don't have anything to get it.

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VortexTrooperGLAS-EN-SR.jpg

 

Sorry' date=' try again

 

This thing shuffles back into your Deck. Deck fattening is bad

[/quote']

It's way faster though.

You'd have to at least wait a turn before you get Mad Reloader's effect, and if it gets destroyed by effect, you don't get to use it.

Of course, then it depends on what you want. If you're trying to throw things into graveyard (e.g. TADPOLES) then Vortex Trooper is useless. (I'd rather use Hand Destruction than this though) However, if you're looking for a key card and you have no draw engine, Vortex Trooper is extremely splashable and it's a +0 overall.

While Mad Reloader's not really a -1, having to lose it to use it's effect means compared to Vortex Trooper, you get one less field advantage.

While both have 0 ATK, monsters can be used for other purposes like tributes.

Also, the last +1 from Vortex Trooper being destroyed is not limited to by battle unlike Mad Reloader.

 

Regarding deck fattening, Vortex Trooper does nothing to the deck overall, and you do get a +1 when it's destroyed, and that's deck thinning as well.

 

If Mad Reloader's effect starts with "When this card is Normal Summoned..."

It'd be way better, but right now, it's probably worse than Vortex Trooper.

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