So, now that Chaining and Spell Speeds are understood, it's time to talk about cards that are difficult to defeat in the game. Some of these Cards are popular and you'll come across them often, while some aren't so popular right now but you'll come across them semi-regularly and some others are just ones that aren't widely used but you may come across them every once in a while. It's important to note that every card in the game (excepting those with AVC's) have at least one card that can defeat it and you're not going to be able to prepare your Deck for everything.
Beelze of the Diabolic Dragons
- Monster Card
- Synchro/Effect
- Dragon
- Level 8
- 3000 ATK, 3000 DEF
- Effect: Cannot be destroyed by battle or card effects. When you take damage from an attack involving this card, or from an opponent's card effect, this card gains ATK equal to the damage you took.
I can not believe this card is completely legal. It's not even limited so you can have three copies in your Extra Deck. The reasons why this card is difficult to defeat is because its effect. You can't destroy it by battle, and even if you do attack it with a stronger Monster, "Beelze" will just gain ATK points equal to that damage. You can't "Mirror Force" it, You can't "Dark Hole" it. You can't destroy it with any effects. Period.
So how do you beat it? Well, there's a few ways. The easiest way is to use a Trap Card called "Compulsory Evacuation Device" and this works because it doesn't destroy "Beelze", it just forces it to back to the Extra Deck. However, your opponent can chain a Quick-Play Spell Card called "De-Syncro" which works in exactly the same way as "De-Fusion" except it's for Syncro Monsters, not Fusion Monsters. "De-Syncro" will resolve first, returning "Beelze" to the Extra Deck and replacing it with the Monsters used to Syncro Summon it. Then "Compulsory Evacuation Device" would activate but because it Targeted "Beelze" and "Beelze" left the field by "De-Syncro", "Compulsory Evacuation Device" will resolve meaninglessly. Cards that Target with their effects can not change Targets if their Target leaves the field in a chain. If it's your opponent's turn, they can then simply re-Syncro for "Beelze" and you're back to square one.
So another way to deal with this card is use effects that would Banish it instead of destroying it, since "Beelze" can't protect itself against Banishment. So, if "Beelze" attacks, you can activate "Dimensional Prison" in response. When "Beelze" is summoned, you can activate "Bottomless Trap Hole" to Banish it (since "Beelze" has more than 1500 ATK). You can summon "Black Luster Soldier - Envoy of the Beginning" and use its effect to Banish "Beelze" (though "BLS" won't be able to attack this turn).
Black Luster Soldier - Envoy of the Beginning (BLS)
- Monster Card
- Effect
- Warrior
- Level 8
- 3000ATK, 2500DEF
- Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. Once per turn, you can activate 1 of these effects.
● Target 1 monster on the field; banish that target face-up. This card cannot attack the turn you activate this effect.
● During the Damage Step, if this attacking card destroys an opponent's monster by battle: It can make a second attack in a row.
Yes, Ironically, one of the cards to combat "Beelze of the Diabolical Dragons" is on this list because, like "Beelze", the effect is very dangerous if not prepared for it. It can banish any Monster you have, it can be a Set Monster and if it's a Flip Effect Monster, its effect won't activate because it is not attacked. Or, it can attack twice, which is dangerous. You might have 1000 Life Points left and you have "Blue-Eyes White Dragon" in Defence mode because of your opponent's "Dragon Capture Jar" trap card. "Blue-Eyes" has 2500 DEF points and so you might think you're safe. Your opponent summons "BLS" and attacks "Blue-Eyes" and then attacks you directly for game. It's just too good of a card when you're not ready to counter it.
"Bottomless Trap Hole" can stop this card when it is summoned (and it can't chain its Banishment effect to take one of your Monsters with it because the effect isn't a Quick Effect). You can "Mirror Force" it. You can "Compulse" ("Compulsory Evacuation Device") it. There are plenty of counters to it, but if all else fails you can use the effect of "D.D Warrior Lady" to banish it but this will cost you 1500 Life Points at least, unless you power up "D.D Warrior Lady").
Guardian Dreadscythe
- Monster Card
- Effect
- Fiend
- Level 8
- 2500 ATK, 2000 DEF
- Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect, and cannot be Special Summoned by other ways. If a "Guardian Eatos" is destroyed by battle or by card effect and sent to your Graveyard: You can Special Summon this card from your hand. When this card is Special Summoned: You can equip 1 "Reaper Scythe - Dreadscythe" from your Deck to this card. You cannot Normal or Special Summon monsters (but you can Normal Set). When this card is sent from the field to the Graveyard: Send 1 card from your hand to the Graveyard, and if you do, Special Summon this card from the Graveyard.
This is a card that you will rarely come across for two reasons: 1) It is very difficult to summon and 2) it is rarely used anyway. I run it it two of my decks and it steals games very well. "Guardian Dreadscythe" is very easy to abuse as it fairly easy to time the destruction of "Guardian Eatos" to summon "Dreadscythe" (such as by "The Seal of Orichalcos" or "Dark Hole". "Dreadscythe" then gets its very own weapon in the "Reaper Scythe - Dreadscythe" Equip Spell Card which gives "Dreadscythe" an extra 500 ATK for every Monster in both Graveyards, and you can equip "Reaper Scythe - Dreadscythe" from the Deck upon summoning "Dreadscythe" and on top of that, "Dreadscythe" can revive itself by discarding a card from your hand. So that means you can't "Mirror Force" it without it reviving itself. You can't "Dark Hole" it without it reviving itself. You can't destroy it by battle without it reviving itself by discarding a card. And, if "Dreadscythe" is destroyed by "Mirror Force" it can be revived and attack again (because any Monster summoned is treated as a new Monster, even if it was previously destroyed that turn, and can attack).
This card's effect means that you potentially have to destroy it up to 7 times in one turn depending on how many cards your opponent holds. There are several ways to do this. Double "Dark Hole" will force them to discard 2 cards (the revival effect of "Dreadscythe" is mandatory). You can can then use cards like "Monster Reborn", "Premature Burial", "Call of the Haunted" etc... to Special Summon Monsters from your Graveyard (or your opponent's if you use "Monster Reborn"), This will also allow you to weaken "Dreadscythe" by 1500 ATK and potentially give you three Monsters to destroy it with. But this way costs you a lot of cards, so either "Compulse" it back to the hand or use a banishing effect like "Bottomless Trap Hole" or "BLS" to deal with it.
Bottomless Trap Hole
- Trap Card
- Normal Trap Card
- When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it.
So, this Trap Card allows your opponent to deal with beatstick you might bring to the field at no cost to them, so try and destroy it with "Mystical Space Typhoon" or you can summon "Jinzo" so that "Bottomless Trap Hole" can't be activated due to the effect of "Jinzo"
Those are just four cards and a lot of the above suggestions can be used to counter a lot of other difficult cards. Over time you should be able to develop your own strategies to deal with dangerous or difficult to beat cards, but always remember: No card is unbeatable, it just comes down to if you have the card(s) in your Deck or not.
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ReplyDeleteBottomless Trap Hole will destroy Beelze of the Diabolic Dragons.
ReplyDeleteAs it's Monster effect is a spell speed 1, therefore it cannot respond to chain effect of Bottomless Trap Hole as Bottomless Trap Hole is spell speed 2.