Staples – Part 1: Monsters

Okay, so this is going to be a short series on staple cards in the current meta (March 2013 banlist). Now, before I start, it is important to note that the definition of what qualifies as a staple is rather subjective, so it is quite possible you see these more as techs than cards to drop into every deck.

Effect Veiler

During your opponent’s Main Phase: You can send this card from yourhand to the Graveyard to target 1 face-up Effect monster your opponentcontrols; negate that target’s effects until the End Phase.

I am inclined to believe that I hold a somewhat unique view in of that I really, really do not like this card; either being used against me or being used by me.  I find the condition that it has to be used in the opponent’s Main Phase makes it too awkward for me.

That being said, it’s also easy to see the appeal of this card, the ability to turn off your opponent’s Catastor or Zenmains will always be infinitely useful, but I think that Breakthrough Skill just does it better.

Ed: Having asked around, I got a different viewpoint from a friend of mine. He said that be preferred Veiler on the grounds that it is a LIGHT type, thus allowing for Chaos plays, and because it is a tuner, thus allowing for an emergency Black Rose Dragon if you should fid yourself up “s*** creek”. Valid points, methinks.

Maxx “C”

During either player’s turn: You can send this card from your hand to theGraveyard; this turn, each time your opponent Special Summons amonster(s), immediately draw 1 card. You can only use 1 “Maxx “C”” per turn.

After my somewhat negative review of Veiler, I am gonna give this card a massive thumbs-up. It just works so well these days against a lot of decks. It might not stop them from summoning anymore, but hey, who cares when it gives you such a good plus against a lot of things.

Of course, there is a downside. Soul Drain will pretty much ruin this card, but then, that’ll ruin quite a lot of things really, but then, that’s why we run MST, isn’t it?

Gorz the Emissary of Darkness and Tragodia 

These two cards do basically the same thing really: they stop you from losing when it looks like you don’t stand a chance. Each one has its positives and its negatives. I run a Fabled deck, so Tragodia sending things to the grave doesn’t help me a lot, however, its effect goes off whenever you take battle damage, which is a lot easier than having an empty field, which can lead to Gorz handing around in your hand for a long time. Tragodia can steal monsters and change levels, making for some quick and easy XYZ plays, whereas Gorz always has a consistently high attack and pops out a token, which can be used for things. It’s really a matter of personal preference how many of these you run and it what arrangement, but I find it’s good to run at least one of them.

Thunder King Rai-Oh

Neither player can add cards from their Deck to their hand except by drawing them. During either player’s turn, when your opponent would Special Summon a monster: You can send this face-up card to the Graveyard; negate the Special Summon, and if you do, destroy it.

I can see why people are running this card. The ability to lock down searches and special summons is very useful. I find that this card is a bit too much of a double edged sword though, as it mean that you can’t search too. Which is a pain.

Personally, I find the ability to negate inherent special summons is, however, fantastic. Either, it’ll make your opponent a little more conservative with their summons, or it’ll allow you to get rid of something.

Now, this isn’t quite a complete list, as the definition of staples is rather vague, but I like to think that it covers the most important main deck monster staples. Of course I do. I wrote the damn thing.

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