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Solemn Warning


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Uh uh, thanks for the VERY funny sarcasm

If you want to know, i'm asking this question because i was deciding if i could put it in frog monarchs and/or vylons (where i only run 3 trap stun)


Frog Monarchs should run Chainable backrow only or risk choosing between screwing Treeborn and using Warning at a sub-optimal time. Vylons it's at least justifiable.
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>Skillful Warning

 

Run it if you don't mind losing a fourth of your life. Which apparently doesn't matter anymore. I swear people are getting to a point to where they would pay 2000 life points to do just about anything.

Warning can be incredibly skillful >.>

 

It's just that DN scrubs use it unskillfully.

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[quote name="TechGenusMaster" post="6338215" timestamp="1390166930"]I need an example then.   Seriously, the best way I see to use this card, in most situations, is as follows. 1. Establish Dominance 2. Set This 3. Win   Yes, yes, I shortened it. But that's essentially the concept. [/quote] That's just one possible use of warning ._. There's also set-up wrecking (in which correct timing is CRUCIAL), mid-play stopping (moar crucial timing), and hitting bosses (timing not as crucial here, but still present).

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I need an example then.

 

Seriously, the best way I see to use this card, in most situations, is as follows.

1. Establish Dominance

2. Set This

3. Win

 

Yes, yes, I shortened it. But that's essentially the concept. 

 

Let's try this-

 

You're playing Karakuri Geargua. Your opponent flipped Geargiagear last turn, made Gear Gigant and searched for Birdman. You managed to deal with the Gigant but you know they have a Geargiarmor set. Next turn, your opponent flip summons Armor and you have Warning set. Warning on Armor is normally a pretty good play as it nullifies it, but in this situation, knowing that your opponent potentially has the OTK in hand because they searched Birdman, the better play may be to wait and allow the opponent to search with Armor, and then Warninging the Burei so you stop their OTK cold. I'm sure there are a few more example and mine isn't the best, but you get the point. 

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That's just one possible use of warning ._. There's also set-up wrecking (in which correct timing is CRUCIAL), mid-play stopping (moar crucial timing), and hitting bosses (timing not as crucial here, but still present).

Opponent Summons Yamato. I play this. Crucial timing? Still, not the best example for me to use. xD
But can you give me an example where hitting the middle is better than hitting the beginning or end?
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[quote name="TechGenusMaster" post="6338219" timestamp="1390167439"]Opponent Summons Yamato. I play this. Crucial timing? Still, not the best example for me to use. xD But can you give me an example where hitting the middle is better than hitting the beginning or end? Opponent Summons Yamato. I play this. Crucial timing? Still, not the best example for me to use. xD But can you give me an example where hitting the middle is better than hitting the beginning or end?[/quote] Look at Ihop's example. I'm too lazy to think up and post complex scenarios. And Bujin are one-trick-pony.dek until they get Hirume, so that's probably the worst example you could use.

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The skill in this card is waiting for the perfect moment to take out/waste as much of their resources as possible or otherwise waiting until you will literally lose if you don't use this card. Judging when it will take out the most resources or judging when you have no other possible options is where the skill comes in. Jumping the gun like in iHop's example could easily lose you the game.

 

It's like how you have only one life in this world and you don't want to use it to do random shit and let it go to waste. Though most of us do so anyway. #yolo

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