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Card advantage

19 bytes added, 14 years ago
Negate Attack is a Counter Trap Card. Why did you want to get rid of that?
However, this type of rationing has become a minor point of debate among duelist; specifically, whether or not the card being played should itself be counted as part of the advantage ratio. Proponents argue yes, as it is still a card under your control, and once it's played, you don't have access to it again, thus shortening the number of cards to take advantage of. Opponents, however, argue that you cannot gain the advantage of a card without playing it, and that whatever advantage you gain from it could make up for the played card's loss. Ironically, life points don't even come into the argument, as more and more duelists gain the mentality that they are mostly expendable (even though they are essential to staying in the game), and paying life points as a cost for a card is more acceptable than discarding a potentially life-saving card for that same activation. In such a case, holding onto certain cards will benefit the player in the long run, if they get a monster and inflict more battle damage than they lost, or cleared the field for attacks later would allow for a simplified state of play.
[[Counter Fairies]] are a good example of how card advantage works; as the deck type's name implies, the deck plays a large number of [[Counter Trap Cards]] (such as [[Negate Attack]], [[Solemn Judgement]], [[Divine Wrath]], [[Black Horn of Heaven]], [[Drastic Drop Off]] and [[Spell Shield Type-8]]), while monster effects recycle the Counter Traps (and in the case of the [[Heralds]], help negate effects) and help gain life points, thereby denying options to your opponent and giving you monster and life point advantages.
{{Gameplay}}
[[Category:Gameplay]]
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