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Doomkaiser Dragon
Card# CSOC-EN043


Doomkaiser Dragon's effect isn't just for Zombie World duelists: remember that its effect can swipe copies of Plaguespreader Zombie, too!
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Battlefield Legends: Pro Storm Part II
Matt Peddle
 

Two weeks ago I introduced (or re-familiarized) you with the Pro Storm, a move that involved tricking your opponents into committing extra cards to the spell and trap zone in order to destroy them with Heavy Storm. The easiest way to do this was to set it the Storm face down and wait until your opponent set more than one spell or trap card. Assuming you didn’t also foolishly commit to the spell and trap zone, flipping your Storm would cost your opponent multiple cards to your one Heavy Storm.

As always, duelists adapted to the change in playstyle to both limit the effectiveness of the Pro Storm and to punish players who made it obvious. Dust Tornado and Breaker the Magical Warrior were more freely used as card-for-card trade-offs, hoping to hit Heavy Storm and punish the opponent by committing to a back row that couldn’t be destroyed. Heavy Storm is a key card in a lot of game-winning scenarios, so catching a player on the Pro Storm and destroying the Storm while face down gives you a tremendous advantage over your opponent when trying to make game.

Over time, players have become increasingly sneaky at getting Pro Storms off. These days, you could simply scare someone into over-committing. Playing two copies of Allure of Darkness and dropping two big monsters to the removed-from-play pile, then setting Heavy Storm might scare the opponent into setting extra spells or traps: he or she would have to consider the possibility that you had set Return from the Different Dimension and would look to use it as early as your next turn. Fear of Dust Tornado can also be grounds to set two spell or trap cards. With Dust, your opponent could destroy your only means of protection and set a special summoning trap card next turn.

So players began to scare opponents into setting multiple cards to their back rows. Playing strong like you’re about to make an aggressive move can often intimidate weaker players into setting extra defense. The move can get the stronger players too, as they will also set extra defense cards thinking they’ve made a good read and will need the chainability of multiple defensive cards to stop a push.

Because of this, many players started to make an attempt at mind games. Giving obvious signals in order to trick the opponent into making bad reads is an excellent way to make a Pro Storm happen. Something as simple as saying "during your end phase . . ." and pretending to flip your Heavy Storm during your opponent’s main phase can trick him or her into cutting you off and setting another spell or trap card. The most devastating part about doing this is that your opponent often only draws two strong defensive cards, and if he or she loses both to the Pro Storm, he or she is not only down on cards but has lost powerful options as well.

This doesn’t always work, of course. Many players will see through an obvious bluff such as that, so if you want to pull off the big plays, you’ll have to be more creative. One player who can always make spectacular plays is Jerry Wang. Every time I feature Wang, I make sure to watch from his perspective, as the plays you can see him set up are simply dazzling. Let me take you back to May 7, 2006. The quarterfinal match between Jerry Wang and Carlos Santiago was underway and I was watching game 2 from Jerry’s perspective.  

About halfway through the game, Jerry topdecked Heavy Storm and set it as his third spell or trap card. He did this because he knew it was going to be quite some time before the Storm could be played, so it didn’t cost him anything. At the same time, Jerry knew his face-down cards could be activated before his opponent’s cards could, assuming Jerry didn’t make an aggressive push. As such, Jerry could just slow roll his Storm, allowing Carlos to match him in back-row cards and lead him to lose a whole bunch of cards.

You might also be asking yourself why Carlos committed in the first place. Remember how I said a Pro Storm can evolve from your opponent making wrong reads? In this case it came from Carlos making the correct read. Knowing that his opponent played Royal Decree, Carlos was preparing to chain multiple cards to a Decree activation. Little did he know that Jerry would sacrifice the Decree next turn.

Sure enough, Jerry eventually dropped Cyber Dragon and was blocked by Book of Moon. Next turn he flipped Heavy Storm, losing only the Storm and his face-down Royal Decree to Carlos’s three cards—Carlos was also forced to chain Scapegoat. Once Carlos has lost his defensive capability there was nothing he could do but watch as Jerry slowly regained control of the match.

One final example I have of the Pro Storm is from a personal feature match against

Miguel Albarran at Shonen Jump Detroit. While I cannot claim to have set this up multiple turns in advance, the play is a perfect example of why playing a slow-paced control game—even with an aggressive Machine deck—can pay off with some big combos. After a disastrous Snatch Steal left me down in life points and cards, I slowed the match down with Mind Crush and cleared Miguel’s Monarchs from the field. I set Morphing Jar and telegraphed it quite heavily by flipping Trap Dustshoot to rid Miguel of Snipe Hunter.

From here, the game slowed to a halt because neither of us wanted to give the other an extra card by flipping the Morphing Jar on our own turn (me by flip summoning it and him by attacking.) Miguel simply took out my Sheep and set more cards to his spell and trap zone so that he wouldn’t lose them to the Morphing Jar. I drew into Dark Magician of Chaos next turn and saw the light. I set Card Trooper, and Miguel—either because of a mistake or out of concern that the new card could actually be the Jar—hit a Sheep instead of the Trooper.

Next turn I went off, using all my face-down spell or trap cards before finally tributing for Dark Magician of Chaos. Morphing Jar was ditched so Miguel couldn’t get back in the game after the play, and Heavy Storm was retrieved with the Magician’s effect to wreck Miguel’s set cards. Sure enough he couldn’t chain a single one of them, and lost all four to my Heavy Storm while I lost nothing. My face-downs had all been normal spells. While they were there because of the Morphing Jar, the point remains the same.

Setting multiple useable cards is a great way to fool the opponent into thinking there’s no way you could activate Heavy Storm next turn. I’ve seen people set Reinforcement of the Army, Smashing Ground, and Heavy Storm one turn and watch in glee as their opponent summons a monster, attacks, and sets two or three to his or her back row as well.

Also, the strategy of using Heavy Storm early when you know you can revive it later can pay off in spades down the road. In the feature I just discussed, Miguel was setting cards because he believed Morphing Jar to be the only threat, when really Heavy Storm via Dark Magician of Chaos is how the game was won. The play was more achievable back when Magician of Faith was legal, but there are still ways to return a lost Heavy Storm to your hand and pull off a big Pro Storm.

—Matt Peddle

 
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