Thursday, May 31, 2012

Do or Die

At times, it can be difficult to tell just what an opponent is holding in reserve to handle attacks (or launch their own in the future), especially if their deck draws a lot of cards outside the drive check. A lack of information heightens the all powerful element of surprise, and that can cause hesitation in regards to where and when one should make a big push. However, there will come a breaking point in most games where a player's own hand cannot realistically hold out further. At this point, I find it's best to go down swinging. Make that one last push as potent as possible, regardless of what might be lost, since the game is most likely lost anyway. And who knows? It might even score the win!

I've come up just short in many a game by not committing enough to one last swing when I knew full well that I wasn't going to survive another turn. In reflection, I'd rather not make the mistake again.


  1. Plasma Bite Dragon, Counter Blast 5, Boost with Red river, Total 33k, trolled by Perfect Guard

  2. If only Plasmabite was so beastly. AUTO skills are once-per-event. xP