Lonk Posted August 31, 2013 Report Share Posted August 31, 2013 I think it might be just me, but I honestly hate running this card. Nowadays, we never get along together. I always seem to draw her when I didn't need her at all, and she almost always never comes to my aid when I need her even in this format. Ultimately, we ended up breaking up with each other after finding out we aren't good for each other. I found more success in cards like Forbidden lance and stuff like it, which always helped with the situation. Discuss. Link to comment Share on other sites More sharing options...
Not-so-Radiant Arin Posted August 31, 2013 Report Share Posted August 31, 2013 Well, Fiendish Chain IS supposedly the best Trap of the format, so it's good we have such a good card to counter it while not losing field advantage by playing something that would lower your ATK and skipping that turn, only to have that monster be run over next turn anyway. Or destroyed. Or banished. Or stolen. Or any of the above. What was that saying? Lance makes plays, MST stops them? Or something like that? Link to comment Share on other sites More sharing options...
Wizarus Posted August 31, 2013 Report Share Posted August 31, 2013 Run 3 to stop the Skill Drain from screwing me over. Link to comment Share on other sites More sharing options...
Lonk Posted August 31, 2013 Author Report Share Posted August 31, 2013 Well, Fiendish Chain IS supposedly the best Trap of the format, so it's good we have such a good card to counter it while not losing field advantage by playing something that would lower your ATK and skipping that turn, only to have that monster be run over next turn anyway. Or destroyed. Or banished. Or stolen. Or any of the above. What was that saying? Lance makes plays, MST stops them? Or something like that? MST just hates me when I use it. Literally, my luck lowers when I add it into Deck, and dueling sites have consistently proven that time and time again :/ Besides, there are several ways to play around Fiendish Chain than MST, so MST isn't really an important card for me to use against it. Even my unnatural hatred for Skill Drain won't make me use this card in fear of expecting it since it ends badly for me. Link to comment Share on other sites More sharing options...
Not-so-Radiant Arin Posted August 31, 2013 Report Share Posted August 31, 2013 Also, we should respect Black's dying wish and not use this card to blind cards and instead only use it on face-up cards. Except for when there's one card on the field (which apparently isn't okay, either), because pushing is cool. Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted August 31, 2013 Report Share Posted August 31, 2013 There's no such thing as an unnatural hatred to Skill Drain, since it's a card that people naturally hate. And eventhough I honestly hate running this, i do think it's a necessity, especially woth all the continuous side deck/main deck cards that'll popping here and there in the next format. Link to comment Share on other sites More sharing options...
Sora1499 Posted August 31, 2013 Report Share Posted August 31, 2013 I almost never run 3. 2 is probably the best number to use. It's only good early game when you haven't yet made a push, so it dead draws late game a lot (note exceptions involving continuous cards). Whether or not the opportunity for a push is worth risking dead draws is for you to decide. Link to comment Share on other sites More sharing options...
Dementuo Posted August 31, 2013 Report Share Posted August 31, 2013 I run 3 in Bujins. Link to comment Share on other sites More sharing options...
Not-so-Radiant Arin Posted August 31, 2013 Report Share Posted August 31, 2013 All Decks that can OTK consistently, or make extremely large pushes within the first few turns, should always be running this card @3. That's my philosophy anyway. Also, this is probably the most amount of times I have responded in a single TCG thread like....ever....that isn't spam the other two times. Link to comment Share on other sites More sharing options...
vla1ne Posted August 31, 2013 Report Share Posted August 31, 2013 I run wild tornado instead of this usually. It's far less powerful as far as spell and trap hate goes, but the amount of times I turned somebody's mystical space typhoon into raigeki break is enough to make it worth the loss of facedown popping. Then again, I consider dicephoon a fun card, so I'm probably a horrible player. Link to comment Share on other sites More sharing options...
Shradow Posted August 31, 2013 Report Share Posted August 31, 2013 This card is my best friend in my Ancient Gear deck, so many times I've drawn it just when I need to destroy my Geartown to summon with its effect (usually Dragon or Engineer). Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted August 31, 2013 Report Share Posted August 31, 2013 Did you really refer to a spacial vortex as "she"? Well, it's a card that you have to run, really. You never know what you might run into and when there might be a trap that will screw you over, or a face-up card that will just HAVE to go. Oh, and this is a random story, but I have an MST that I had colored red and gold, and people at my locals always get surprised when I play it. "What the hell card is that?" Link to comment Share on other sites More sharing options...
newhat Posted August 31, 2013 Report Share Posted August 31, 2013 The quintessential utility card. People with the stones to run only one or none are loony-overconfident or Deck pioneers...or don't plan on interacting with the opponent. Link to comment Share on other sites More sharing options...
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