Now, I'm back with another article, today's is on Changing Control, as in monsters.
There are several ways to do this, which I will get into later, but there are also a couple ways to prevent the opponent from taking control of your monster.
Now, for cards that take control of opponent's monsters:
Brain Jacker-
This little Fiend (yes, that was a pun) has been giving us judges headaches because players, generally, cannot seem to understand why it will not activate when flipped by battle. The best example I can think of for a reason why it does not work is to give an example of one that does work:
Kiseitai
Effect Monster (Fiend / DARK / 2 Stars / ATK 300 / DEF 800)
When your opponent's monster attacks this card in face-down Defense Position, this card becomes an Equip Spell Card equipped to the attacking monster (No damage calculation is conducted). During each of your opponent's Standby Phases, increase your Life Points by half of the ATK of the monster equipped with this card.
This card works when attacked by amonster with higher ATK than its DEF, but why?
The answer is rather simple: It's effect cancels Damage Calculation, so it never battles, therefore it is not destroyed. However, Brain Jacker has no such protective effect, therefore, it will not work if destroyed by battle, because he requires himself to be face-up for his effect to resolve properly. However, you can use cards such as Threatening Roar to keep him alive, as well as the old school Waboku, since he will still activate because he is flipped, but won't be destroyed by battle.
Change of Heart-
Ahhh, old school brokeness. I think this card is broken, but was made with limitations. The monster returns to your opponent during the End Phase, so it isn't always a gamebreaker. However, when you need to get that one final direct attack in, or just take their Jinzo to tribute it, Change of Heart is the card of choice.
Creature Swap-
Ooooooh, more confusion and misunderstanding. Most new players, or those not well versed in game mechanics, do not fully understand Creature Swap. Creature Swap can only be activated when EACH player has a LEGAL target (capitalized words are for emphasis), so you cannot play Creature Swap when you only have a Blindly Loyal Goblin, etc. Also, the targets are chosen at resolution, not activation, so if one player no longer has any legal targets when resolution occurs, then Creature Swap's effect Disappears. Also, a final note on Creature Swap, not allowing position change only counts for manual changes, and only after Creature Swap resolves.
Dragon Manipulator-
Wow, this card has rather limited uses. It can own a Dragon deck, save you for a turn against a Dragon deck, but is at best, IMO, side deck material.
Enemy Controller-
Wow, dual effects! The first one is a good stall, and handy for killing most monsters in today's meta, like Jinzo, Reflect Bounder, Airknight Parshath, etc. The second effect, which can be a gamebreaker, is a Change of Heart with a price, but with Scapegoats everywhere, the price isn't that costly.
Falling Down-
The Archfiend version of Snatch Steal, which follows the Archfiend trend of lowering your Life Points instead of increasing theirs. This card is destroyed if you don't have an Archfiend face-up, however, but it can still kill a face-up Spirit Reaper regardless.
Jowls of Dark Demise-
This card is situational, but I think it's a good card. First off, it's a Fiend, second, it gives you a Change of Heart Flip Effect, with a bonus, the monster can attack your opponent directly.
Mind Control-
This card is the new watered-down Change of Heart. It let's you take one opposing monster, but it cannot attack or be tributed. This card can, however, be used with Assault on GHQ, Spirit Elimination, Level Up! (provided it's a LV monster), Altar for Tribute (thanks, Cranium X), Reversal Quiz (thanks, Cranium X, again), Rivalry of Warlords(thanks, Cranium X, yet again), Polymerization, Ultimate Baseball Kid (provided it's a FIRE monster), and Fusion Gate. Mind Control CANNOT be used with Metamorphosis, Mystik Wok, Share the Pain, Cannon Soldier, Enemy Controller, Horn of Heaven, etc.
Possessed Dark Soul-
One of my personal favorites, because: 1) He can be used with The Dark - Hex-Sealed Fusion, 2) He is DARK Chaos fodder, 3) He is the best Anti-Spirit Reaper and Scapegoat out there. My favorite part is that the control change is PERMANENT.
Rafflessia Seduction-
This card can save you for a turn, but unless you use Threatening Roar or A Feint Plan, it won't do much but stall.
Shadow Tamer-
Same thing as Dragon Manipulator, but for Fiends.
Snatch Steal-
A solid card. An Equip Spell card, granted, but the only time the 1000 Life Points will really lose the game for you is against a Burn deck. Any face-up monster can be taken, and you keep it as long as you keep Snatch Steal as well.
Thousand-Eyes Restrict-
This card does not directly use control change, but can break the game by controling 1 opponent's monster and using it's ATK and DEF values, if it is face-up. This card also locks the field down by allowing no manual position changes.
Relinquished-
The same as Relinquished, but instead of locking the field, he reflects damage dealt to you to your opponent, as well. You still take damage, but so do they.
Invader of the Throne-
This card is the monster with a built-in Creature Swap, she basically follows the same guidelines as Brain Jacker as far as her presence on the field. This card comboes well with Kinetic Soldier.
Now that I've introduced several ways to take control, I'll show a couple ways to stop your opponent from doing the same.
Blindly Loyal Goblin, Mataza the Zapper, Horus the Black Flame Dragon LV4-
These cards cannot have their control changed, granted this could Backfire, but it should normally be more beneficial than detrimental.
Remove Brainwashing-
One of my new favorite cards, thanks to John Danker for reminding me that it exists. This card returns all monsters on the field to their owners, so even Lava Golem will go back to the person that played it, and they will take the damage(thanks Raigekick).
That's all for this *gasp* article
-chaosruler
There are several ways to do this, which I will get into later, but there are also a couple ways to prevent the opponent from taking control of your monster.
Now, for cards that take control of opponent's monsters:
Brain Jacker-
This little Fiend (yes, that was a pun) has been giving us judges headaches because players, generally, cannot seem to understand why it will not activate when flipped by battle. The best example I can think of for a reason why it does not work is to give an example of one that does work:
Kiseitai
Effect Monster (Fiend / DARK / 2 Stars / ATK 300 / DEF 800)
When your opponent's monster attacks this card in face-down Defense Position, this card becomes an Equip Spell Card equipped to the attacking monster (No damage calculation is conducted). During each of your opponent's Standby Phases, increase your Life Points by half of the ATK of the monster equipped with this card.
This card works when attacked by amonster with higher ATK than its DEF, but why?
The answer is rather simple: It's effect cancels Damage Calculation, so it never battles, therefore it is not destroyed. However, Brain Jacker has no such protective effect, therefore, it will not work if destroyed by battle, because he requires himself to be face-up for his effect to resolve properly. However, you can use cards such as Threatening Roar to keep him alive, as well as the old school Waboku, since he will still activate because he is flipped, but won't be destroyed by battle.
Change of Heart-
Ahhh, old school brokeness. I think this card is broken, but was made with limitations. The monster returns to your opponent during the End Phase, so it isn't always a gamebreaker. However, when you need to get that one final direct attack in, or just take their Jinzo to tribute it, Change of Heart is the card of choice.
Creature Swap-
Ooooooh, more confusion and misunderstanding. Most new players, or those not well versed in game mechanics, do not fully understand Creature Swap. Creature Swap can only be activated when EACH player has a LEGAL target (capitalized words are for emphasis), so you cannot play Creature Swap when you only have a Blindly Loyal Goblin, etc. Also, the targets are chosen at resolution, not activation, so if one player no longer has any legal targets when resolution occurs, then Creature Swap's effect Disappears. Also, a final note on Creature Swap, not allowing position change only counts for manual changes, and only after Creature Swap resolves.
Dragon Manipulator-
Wow, this card has rather limited uses. It can own a Dragon deck, save you for a turn against a Dragon deck, but is at best, IMO, side deck material.
Enemy Controller-
Wow, dual effects! The first one is a good stall, and handy for killing most monsters in today's meta, like Jinzo, Reflect Bounder, Airknight Parshath, etc. The second effect, which can be a gamebreaker, is a Change of Heart with a price, but with Scapegoats everywhere, the price isn't that costly.
Falling Down-
The Archfiend version of Snatch Steal, which follows the Archfiend trend of lowering your Life Points instead of increasing theirs. This card is destroyed if you don't have an Archfiend face-up, however, but it can still kill a face-up Spirit Reaper regardless.
Jowls of Dark Demise-
This card is situational, but I think it's a good card. First off, it's a Fiend, second, it gives you a Change of Heart Flip Effect, with a bonus, the monster can attack your opponent directly.
Mind Control-
This card is the new watered-down Change of Heart. It let's you take one opposing monster, but it cannot attack or be tributed. This card can, however, be used with Assault on GHQ, Spirit Elimination, Level Up! (provided it's a LV monster), Altar for Tribute (thanks, Cranium X), Reversal Quiz (thanks, Cranium X, again), Rivalry of Warlords(thanks, Cranium X, yet again), Polymerization, Ultimate Baseball Kid (provided it's a FIRE monster), and Fusion Gate. Mind Control CANNOT be used with Metamorphosis, Mystik Wok, Share the Pain, Cannon Soldier, Enemy Controller, Horn of Heaven, etc.
Possessed Dark Soul-
One of my personal favorites, because: 1) He can be used with The Dark - Hex-Sealed Fusion, 2) He is DARK Chaos fodder, 3) He is the best Anti-Spirit Reaper and Scapegoat out there. My favorite part is that the control change is PERMANENT.
Rafflessia Seduction-
This card can save you for a turn, but unless you use Threatening Roar or A Feint Plan, it won't do much but stall.
Shadow Tamer-
Same thing as Dragon Manipulator, but for Fiends.
Snatch Steal-
A solid card. An Equip Spell card, granted, but the only time the 1000 Life Points will really lose the game for you is against a Burn deck. Any face-up monster can be taken, and you keep it as long as you keep Snatch Steal as well.
Thousand-Eyes Restrict-
This card does not directly use control change, but can break the game by controling 1 opponent's monster and using it's ATK and DEF values, if it is face-up. This card also locks the field down by allowing no manual position changes.
Relinquished-
The same as Relinquished, but instead of locking the field, he reflects damage dealt to you to your opponent, as well. You still take damage, but so do they.
Invader of the Throne-
This card is the monster with a built-in Creature Swap, she basically follows the same guidelines as Brain Jacker as far as her presence on the field. This card comboes well with Kinetic Soldier.
Now that I've introduced several ways to take control, I'll show a couple ways to stop your opponent from doing the same.
Blindly Loyal Goblin, Mataza the Zapper, Horus the Black Flame Dragon LV4-
These cards cannot have their control changed, granted this could Backfire, but it should normally be more beneficial than detrimental.
Remove Brainwashing-
One of my new favorite cards, thanks to John Danker for reminding me that it exists. This card returns all monsters on the field to their owners, so even Lava Golem will go back to the person that played it, and they will take the damage(thanks Raigekick).
That's all for this *gasp* article
-chaosruler