Difference between revisions of "Card Tips:Gorz the Emissary of Darkness"

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*Summon [[Gorz the Emissary of Darkness|Gorz]] without the risk of Battle Damage by keeping only an [[Enchanted Javelin]] on the field and using it when a powerful monster attacks. Because it's activated during the Battle Step rather than the Damage Step, [[Enchanted Javelin]] will resolve before damage is taken, essentially cancelling out damage to your life points, as well as clearing your field before the Damage Step, allowing you to summon [[Gorz the Emissary of Darkness|Gorz]].
 
*Summon [[Gorz the Emissary of Darkness|Gorz]] without the risk of Battle Damage by keeping only an [[Enchanted Javelin]] on the field and using it when a powerful monster attacks. Because it's activated during the Battle Step rather than the Damage Step, [[Enchanted Javelin]] will resolve before damage is taken, essentially cancelling out damage to your life points, as well as clearing your field before the Damage Step, allowing you to summon [[Gorz the Emissary of Darkness|Gorz]].
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*The best thing to do with this card is to have the first turn. Pass on the turn, and let your opponent attack you directly. Then summon Gorz, summon the two tokens, and if they attacked with a monster that had more than 1600 attack points, you would beat them instantly.

Revision as of 07:53, 7 June 2009

  • This card's primary purpose is to allow the user to recover from an opponent using cards that wipe clean all cards on the field at once, like "Crystal Abundance". However, if you don't mind taking damage, it can also be used simply to get out a strong monster quickly.
  • A deck centered on Gorz should use cards that have effects that are easy to activate and don't have a tough condition (like "Horn of Heaven") so the field can be clear for Gorz. "Waboku", "Messenger of Peace" and "Dimension Wall" are good examples of cards to use until you draw Gorz.
  • When faced with multiple monsters attacking directly, it's important to choose when to summon Gorz. If your opponent suspects you have Gorz, they may attack starting with the weakest monsters and work their way up. Summon him when you take little damage and your token can be attacked and destroyed. Wait until the final and most powerful monster attacks and you'll have a powerful token (perhaps even more powerful than Gorz) and your opponent's monsters won't be able to change to defense mode because they attacked. But this advantage is at the cost of a lot of Life Points, not to mention that it gives your opponent time to either play or set cards that can potentially counter Gorz and/or the token you may have summoned.
  • If you know your opponent has Gorz in their hand and are pretty sure they won't summon it until your most powerful monster attacks, the following might be a smart move to make. Attack with your weaker monsters first making the opponent anticipate your strongest monster's attack. But don't attack with your most powerful monster and end your turn. Your opponent will be put in a tough spot on their turn if they really need to get Gorz out and will have to take damage next turn and/or not commit many cards to the field.
  • One of the most likely scenarios for the summoning the card is when you have run out of cards on the field to block your opponent's attacks. It only adds to the mayhem because just when your opponent thinks they have the upper hand, you pull back the tide because of Gorz. This seems the most effective use of Gorz, even though this method requires taking damage from the last monster that attacked, regardless of the attack of that monster. As such, the token summoned along with Gorz the Emissary of Darkness will be weaker than when used as bait for a stronger monster's attack, but at least you have Gorz the Emissary of Darkness on the field. Be careful, though. If Gorz the Emissary of Darkness is not strong enough to take down the strongest monster on your opponent's side of the field, you will be back where you started.
  • Even though this card is a DARK Fiend-type monster, it is splashable into any deck as a sort of last-ditch defense.
  • Both Gorz and its summoned token are excellent sources for material monsters in the summon of a level 8 or higher Synchro monster.
  • Gorz is a great top deck after using an effect monster like Sky Scourge Norleras or Gandora the Dragon of Destruction. Even more so for decks based around Sky Scourge Norleras, as it can be used as material to summon yet another sky scourge when it is sent to the graveyard.
  • If you use A Feather of the Phoenix to place Gorz the Emissary of Darkness from the Graveyard to the top of your deck, you can activate Reversal Quiz, and have a 2700 attack Beatstick and the token just waiting to end the duel, since your opponent will likely have very low lifepoints if you guess monster. Since you will have no monsters on the field, and your opponent probably will, they would probably attack you directly. There will be no way you will get it wrong since you placed Gorz on the top of the deck.
  • Summon Gorz without the risk of Battle Damage by keeping only an Enchanted Javelin on the field and using it when a powerful monster attacks. Because it's activated during the Battle Step rather than the Damage Step, Enchanted Javelin will resolve before damage is taken, essentially cancelling out damage to your life points, as well as clearing your field before the Damage Step, allowing you to summon Gorz.
  • The best thing to do with this card is to have the first turn. Pass on the turn, and let your opponent attack you directly. Then summon Gorz, summon the two tokens, and if they attacked with a monster that had more than 1600 attack points, you would beat them instantly.