Difference between revisions of "Card Tips:Exchange"

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* Use this card if you know that your opponent is using an [[Exodia Deck]], so you can take one of their Exodia pieces and prevent them from fulfilling the insta-win condiiton. Also use this card when you know your opponent has a strong card in his/her [[hand]].
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* This card can be [[Searcher|searched]] by "[[Triple Tactics Thrust]]", "[[Endymion, the Mighty Master of Magic]]", and other [[List of generic searchers#Spells|generic searchers]].
** If you have sufficient knowledge of your opponent's deck, you can also use "[[Dark Designator]]" to bring the desired strong card to their hand.
 
  
* If this and another card are the only 2 cards in your [[hand]], you can use this card and take any card on your opponent's hand, but you opponent can take the only card in your hand.
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* As the artwork implies, this card is excellent for countering an [[Exodia Deck]], by taking one of their "Exodia" pieces and preventing them from fulfilling the win condition.
  
* This card fits nicely in a Side Deck, just in case your opponent plays a Deck similar to yours.  
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* If you know your opponent has a powerful card in their [[hand]], use this to take it.
**For example, if you play a [[Lightsworn]] Deck, you can steal his/her [[Judgment Dragon]] or any Lightsworn monster/support and give a "[[Wulf, Lightsworn Beast]]", or any other card.
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** If you know your opponent has a powerful card still in their Deck, use "[[Dark Designator]]" to bring it to their hand before using this card.
**If you play [[Tele-DAD]], you can take your opponent's "[[Dark Armed Dragon]]", "[[Emergency Teleport]]", "[[Destiny Draw]]", Etc., and give him/her a card with little use.
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** For this reason, this card can be a good choice to include in a [[Side Deck]].
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** It can also be a good choice to include in a side deck for mirror matches. For example: if you need a card that they added to their hand or you know is in their hand
  
* Consider this card in place of "[[Mind Crush]]"; although your opponent will not lose hand advantage, it allows you to both see your opponent's hand and take away a potentially dangerous card.
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* Use when you only have one card in your hand aside from this card. You can take your opponent's best card, but your opponent is stuck taking the only card left in your hand.
  
* Use this card in a [[Spirit monster]] deck; even if your opponent summons one of your stronger Spirit monsters, it will return to your hand, effectively giving you a two-card advantage (the Spirit monster and the card you took from their hand).
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* Before playing this card, Set every card in your hand that could be potentially useful to your opponent so that they don't get anything useful. Try to leave them with a card that is specific to your deck (e.g. "[[Power Capsule]]").
 
 
* Before playing this card, set every card in your hand that could be potentially useful to your opponent so that they don't get anything useful. Try to leave them with a card that is specific to your deck (e.g. "[[Power Capsule]]").
 
 
** Also, you can give them a card that'll help you, like "[[An Unfortunate Report]]" or "[[The Gift of Greed]]".
 
** Also, you can give them a card that'll help you, like "[[An Unfortunate Report]]" or "[[The Gift of Greed]]".
 
*** If your opponent sets the card you give them, you can use "[[Bait Doll]]" to force its activation. In the event confirmation is needed, use a card such as "[[Mind Haxorz]]" to look at it.
 
*** If your opponent sets the card you give them, you can use "[[Bait Doll]]" to force its activation. In the event confirmation is needed, use a card such as "[[Mind Haxorz]]" to look at it.
  
* This card can help players deal with an otherwise "junky" hand.
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* Using [[Exchange]], [[D.D. Designator]], and [[Mind Crush]] in one deck may prove beneficial.
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** Any card that allows you to see your opponent's hand before using this card will help in deciding when to activate it.
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* Consider this card in place of "[[Mind Crush]]"; although your opponent will not lose hand advantage, it allows you to both see your opponent's hand and take away a potentially dangerous card.
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* Use this card in a [[Spirit monster]] deck; even if your opponent summons one of your stronger Spirit monsters, it will return to your hand at the end of the turn, effectively giving you a two-card advantage (the Spirit monster and the card you took from their hand) in exchange for only one (this card that you had to draw).
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* This card can be used as a counter to [[hand trap]]s that might disrupt the player's plays.

Latest revision as of 18:59, 6 April 2023

  • As the artwork implies, this card is excellent for countering an Exodia Deck, by taking one of their "Exodia" pieces and preventing them from fulfilling the win condition.
  • If you know your opponent has a powerful card in their hand, use this to take it.
    • If you know your opponent has a powerful card still in their Deck, use "Dark Designator" to bring it to their hand before using this card.
    • For this reason, this card can be a good choice to include in a Side Deck.
    • It can also be a good choice to include in a side deck for mirror matches. For example: if you need a card that they added to their hand or you know is in their hand
  • Use when you only have one card in your hand aside from this card. You can take your opponent's best card, but your opponent is stuck taking the only card left in your hand.
  • Before playing this card, Set every card in your hand that could be potentially useful to your opponent so that they don't get anything useful. Try to leave them with a card that is specific to your deck (e.g. "Power Capsule").
  • Using Exchange, D.D. Designator, and Mind Crush in one deck may prove beneficial.
    • Any card that allows you to see your opponent's hand before using this card will help in deciding when to activate it.
  • Consider this card in place of "Mind Crush"; although your opponent will not lose hand advantage, it allows you to both see your opponent's hand and take away a potentially dangerous card.
  • Use this card in a Spirit monster deck; even if your opponent summons one of your stronger Spirit monsters, it will return to your hand at the end of the turn, effectively giving you a two-card advantage (the Spirit monster and the card you took from their hand) in exchange for only one (this card that you had to draw).
  • This card can be used as a counter to hand traps that might disrupt the player's plays.