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Guest Message by DevFuse
 

Skill drain


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7 replies to this topic

#1 namesake

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Posted 25 January 2012 - 05:55 PM

Posted Image

Skill Drain
Group: Trap Card
Type: Trap
Icon:Continuous
Pay 1000 Life Points. The effects of all face-up Effect Monsters are negated.

It's use has died down, yet it's use is the equivalent of royal oppression this meta. Discuss.

Edited by g1Nz0™, 27 January 2012 - 08:43 AM.


#2 shadowball2007

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Posted 25 January 2012 - 06:14 PM

Dark world decks can play it

#3 Vanilla Ice

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Posted 25 January 2012 - 06:25 PM

View Postshadowball2007, on 25 January 2012 - 06:14 PM, said:

Dark world decks can play it

Thus the reason I dislike it. Make a deck centered around that, and DW is still going rampage.

#4 namesake

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Posted 25 January 2012 - 06:27 PM

Good point =(. You could always side for that. Don't expect to win game 1 versus them.

#5 drew

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Posted 25 January 2012 - 07:00 PM

or you could, ya know... play this IN darkworld and laugh at the meta.

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#6 namesake

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Posted 26 January 2012 - 08:25 AM

My disdain for new decks is oddly enough making me appreciate dark world.

#7 bherrell2

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Posted 26 January 2012 - 11:58 AM

View Postdrewsliphay, on 25 January 2012 - 07:00 PM, said:

or you could, ya know... play this IN darkworld and laugh at the meta.
The problem with this is Tour Guide is actually vital to the Dark World deck/part of the engine itself.

Dark World can't really play that many defensive cards because the deck runs off itself and using loads of tech or whatever slows it down tremendously. It's a completely linear deck, and there is no way to effectively change that.

With Skill Drain in general, I've always felt almost nothing can support using it. It's a good card, but you can't be reliant off it, and on top of that it can't hurt your deck's synergy. The focus has to be elsewhere, and Drain can't conflict with that focus.

There is almost nothing that doesn't suck that meets both of those qualifications.
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#8 Tsunayoshi

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Posted 26 January 2012 - 02:11 PM

View Postbherrell2, on 26 January 2012 - 11:58 AM, said:

The problem with this is Tour Guide is actually vital to the Dark World deck/part of the engine itself.

Dark World can't really play that many defensive cards because the deck runs off itself and using loads of tech or whatever slows it down tremendously. It's a completely linear deck, and there is no way to effectively change that.

With Skill Drain in general, I've always felt almost nothing can support using it. It's a good card, but you can't be reliant off it, and on top of that it can't hurt your deck's synergy. The focus has to be elsewhere, and Drain can't conflict with that focus.

There is almost nothing that doesn't suck that meets both of those qualifications.

Dark World is sorta good, but they all wear a trollface with Skill Drain on.




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