Card Tips:Ordeal of a Traveler

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  • Try to keep 3 cards, one for each card type, in your hand. This way, your opponent will have less chances for success with an attack.
  • Don't forget to shuffle your hand fast, just in case your opponent is memorizing the location of the card you previously reveal in your hand.
  • Use this card with "Degenerate Circuit", to further punish your opponent by instead having their monsters removed from play with each wrong guess.
  • When using this card, keep traps in your hand that are not necessary to your strategy. As your opponent will most likely expect you to be setting traps rather than keeping them in your hand, this will increase your chances of returning their monsters to the hand.


  • If your opponent is attempting to punish you using this card, and you have little to no information on your opponent's hand or deck style, statistically speaking the choice "Monster" is liable to be correct as a random guess more than that of "Spell" or "Trap". Most decks attempt to maintain a 1:1 ratio of Monster:Spell/Trap, so while a player may try to make their deck contain 50% monsters, the other 50% is likely split between Spells and Traps, so the highest percentage of cards in one's deck tend to be monsters. In addition, with the limit of one Normal Summon/Set per turn, your opponent may be waiting for future turns in order to be able to play their monsters; Spells and Traps may be Set on the field as long as there is room, and there is no limit to the number that may be played. Also, cards like "Judgment Dragon" and "Black Luster Soldier - Envoy of the Beginning" have Special Summoning requirements which may not be met at the time of your attack, and will be waiting in your opponent's hand. Also bear in mind that the prevalence of cards like "Solemn Judgment", "Solemn Warning", "Torrential Tribute", "Dark Hole", "Bottomless Trap Hole", and others make players weary about playing down powerful monsters unless there is little chance that they will meet their untimely demises. Pay attention to your opponent's playing style; if they have yet to Summon or Set a monster for a few turns, they may be running into an unlucky streak, as few players would willingly receive direct attacks with a playable monster still in hand. Monsters like "Maxx C" and "Battle Fader" also have powerful effects that activate from the hand, and may not be Summoned or Set so frequently. If you have returned cards to their hand, used a card like "Mind Haxorz" or "The Inexperienced Spy", or can quickly ascertain the current ratio of cards left in their deck, make an informed decision, but in a blind spot, a guess of "Monster" is likely more useful than either of the other two options.
  • More concisely, a typical deck has 50% monster, 25% spell, 25% trap. Most players keep their traps on the field, since they are useless in the hand. So the hand is composed spells and monster. 20 monsters and 10 spells, means 66% chance that the card is a monster. You can also use the cards they have played to guess.