In most card games I’ve played, I’ve noticed that the majority of people usually follow the decklists of tournament winners for direction when putting together their own brews. Often, these guidelines are taken as law and demonstrations of innovation become fewer and further between. That’s where The Forgotten comes in. This week, I will be looking at the current Yu-Gi-Oh! Advanced metagame.
The first card I’ll be taking a look at is Ordeal of a Traveller. It’s a continuous trap card that reads: You can activate this card’s effect when your opponent declares an attack. Your opponent selects 1 random card in your hand and calls the type of the card (Monster, Spell, or Trap). If your opponent calls it wrong, the attacking monster is returned to its owner’s hand. I have semi-regular Yu-Gi-Oh! matches with an old high school friend that has been using two to three copies of this card in his deck for years, and it never fails to give me fits whenever its flipped. The long term threat of this card is ridiculously intimidating and I’ve often passed battle phases with clear board advantage, just because of this on the field and three or more cards in his hand. Ordeal has only gotten better with time, and with the release of Synchros and XYZ monsters, which get bounced back to the Extra Deck and compounds the negative card advantage an opponent accumulates. The return on investment on this card has exponentially increased, making this a great two-of in any main deck that can keep around two cards in hand most of the time.
The second card I will be looking at today will be Monsters Slots. I cracked this little baddie in a recent pack I’d gotten and was pleasantly surprised by its utility. A normal spell that reads: Target 1 face-up monster you control and 1 monster in your Graveyard with the same Level; banish the target from the Graveyard, then draw 1 card and reveal it, then if the card you drew is a monster with the same Level as the monster on the field, Special Summon it. Providing card draw and the possibility of a Special Summon, this card is a viable draw option that I would say is being on the same level as Shard of Greed, possibly better than Upstart Goblin, and (depending on the situation) better than Pot of Duality, especially late in the game. With Pot of Avarice being limited to one; a copy or two of this card in a main deck coexists nicely with it and won’t interfere nearly as much as if you were allowed to run three. Good mid to late game, this card also helps with card advantage and board advantage, which in turn allows easier access to your Synchro and XYZ monsters.
Allure Queen LV3. This is also another card pulled from a pack that I saw a lot of potential for that hasn’t disappointed. Turning a level three or lower monster into an equipment that gives you a one hit battle immunity takes me back to Relinquished. I was initially concerned about the level three limitation, but in practice, these fears were easily put to rest. Level threes play important and oftentimes irreplaceable roles in decks you’ll come across which helps to ensure that you won’t be hard-pressed to find prey for this card. I’ve also found that it works well with Scrap Dragon, which can rid the Queen of hangers-on when there’s a new target to be had and your opponent isn’t attacking to keep you from freeing up the equip slot to take a new creature. Excellent one-of in the main or sidedeck.
As always, I would love to hear about your experiences with these cards, or of others you’d like to see featured in The Forgotten.