Difference between revisions of "Card Tips:Card Destruction"

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*Remember that this card gives a [[Card Advantage]] of -1, which means a disadvantage in terms of playing! In fact, after you discard your whole hand, you have to draw the same amount of cards you discarded minus one (the [[Card Destruction]] just used), though your opponent will draw exactly the same amount of cards he/she was forced to discard.  
 
*Remember that this card gives a [[Card Advantage]] of -1, which means a disadvantage in terms of playing! In fact, after you discard your whole hand, you have to draw the same amount of cards you discarded minus one (the [[Card Destruction]] just used), though your opponent will draw exactly the same amount of cards he/she was forced to discard.  
  
*This card and [[Protector of the Sanctuary]], [[Thunder King Rai-Oh]], or [[Deck Lockdown]] can force your opponent to discard his/her entire hand without drawing any cards. This is particularly devastating in your first hand, if you are playing first.  
+
*This card and [[Protector of the Sanctuary]] or [[Thunder King Rai-Oh] can force your opponent to discard his/her entire hand without drawing any cards. This is particularly devastating in your first hand, if you are playing first.  
  
 
* Try to make your opponent's hand as large as possible for the best effect. A good card to use would be "[[Giant Trunade]]", as it will also get rid of potential trap cards your opponent may have played. (Just remember to reset your Traps and Spells first.)
 
* Try to make your opponent's hand as large as possible for the best effect. A good card to use would be "[[Giant Trunade]]", as it will also get rid of potential trap cards your opponent may have played. (Just remember to reset your Traps and Spells first.)

Revision as of 18:08, 29 January 2009

  • Remember that this card gives a Card Advantage of -1, which means a disadvantage in terms of playing! In fact, after you discard your whole hand, you have to draw the same amount of cards you discarded minus one (the Card Destruction just used), though your opponent will draw exactly the same amount of cards he/she was forced to discard.
  • This card and Protector of the Sanctuary or [[Thunder King Rai-Oh] can force your opponent to discard his/her entire hand without drawing any cards. This is particularly devastating in your first hand, if you are playing first.
  • Try to make your opponent's hand as large as possible for the best effect. A good card to use would be "Giant Trunade", as it will also get rid of potential trap cards your opponent may have played. (Just remember to reset your Traps and Spells first.)
  • This card works great for special summons by sending powerful monsters to the "Graveyard", but first playing cards like "Monster Reborn" face down and activating them after you've sent those cards to the "Graveyard".
  • This is a godsend if your hand is filled with Dark World cards, especially ones that summon themselves from the graveyard once discarded. Combined with the fact that you are allowed to draw cards to replace the discarded Dark World Monsters, this will put you at a considerable advantage to your opponent.
    • this card is an idea to use after you've cleared your opponent's field, as the amount of monsters you can summon if your hand is full can cause heavy damage.

you have at least one "Banisher of the Light" or "Banisher of the Radiance" face-up on the field or the continuous trap "Macro Cosmos" active on the field.

First you have the trap or any of the monsters with the removal from play effect active, then when you draw, or have "D.D. Scout Plane" in your hand, activate the effect of this card,and you can discard "D.D. Survivor" directly to your graveyard with no cost other than this card.

Due to the effect of "D.D. Scout Plane" it will be special summoned during the end phase of your turn and you can still normal summon another monster during the same turn.

This works great as a counter measure against an opponent that prevented you from normal summoning during your turn and possibly leaving you wide open for an attack. It is a also helpful to have,or to set, a trap that can protect your "D.D. Scout Plane" after your turn end, as it has weak Attack and because it was special summoned during the end phase of your turn, can not be switched to defense position until your next turn.