Magical Merchant MFC-079

Magical Merchant
Attrib: Insect/Effect
Group: Light
Level:1
Atk: 200
Def: 700
FLIP: Pick up (not draw) cards from the top of your Deck until a Spell Card or Trap Card is picked up. Add that card to your hand. Any other cards picked up are sent to the Graveyard.

Obviously a card everyone overlooked. It's like a magician of faith except it's a surprise every time! It's also like sangan and witch (a card for a card) except it has to be fliped. In addition to getting a card for a card this card has huge potential in warrior and chaos decks.

Getting cards in the grave is always a good thing, it gives you a wide range of options whenever you get a card that lets you take a card from the grave.

The reason I said warrior deck inparticular is because of The Warrior Returning Alive, in my advanced format deck I run three The Warrior Returning Alives. Also, in my warrior deck, I run a BLS - Evnoy. This card makes both of these cards more powerful, further demonstrating that the power of a deck is more important then the indiviual cards in the deck. Now when I go to use the warrior returning alive I have a huge range of options with which I can kick my opponent's hiny, even though I usually chose exiled or BLS I'll still use The Warrior Returning Alive on other monsters 35% of the time.

Even if Magical merchant isn't in a chaos or warrior deck it's still good. besides that fact you get a free card and you get cards in the grave here are some examples ways to use magical merchant:

-power for shadow ghoul (or chaos necromancer) in a zombie deck (OLD SKOOL!)
-with book of life in zombie deck
-bazoo food (yummy) in a return from another dimension/dimension fusion/exclusive pack deck (I used to run one of these, it got boring because it was too close to my warrior deck)
-gets through deck quicker and lets you get to main card in decks like last turn in last turn decks or cyber jar in secret barrel/restructer's revolution decks (I must be the only person who runs a Cyber Jar Deck)
-anything else you can think of (basically infinate possibilities)
 
Depending on the deck build, Merchant has somewhat replaced Painful Choice. With Painful Choice, we had the option of pulling out 5 specific cards (most of the time, monsters), and letting the opponent decide which one they wanted us to keep. With Merchant, we dump monsters until picking up a magic/trap card that can change the tide of the game.

Even if you dump "key" monsters, you should at least have a Pot of Avarice handy to redraw them back later on.

Besides, Merchant/Tsuku lock can be very good too.
 
Dandylion is new in japan buddy. it was released like not so long ago but it was during the September list half of the list it was out the first half it wasnt.

so no you never see a Painful Choice + Dandylion deck, not to mention they dont have formats as Traditional to play what ever they want its always restricted. :)

back on topic. The deck shouldnt depend on "key" monsters and if that happens learn to deal with it.

then you will see if they use a Confiscation on said creature your deck will flutter and you dont want that now do you?
 
And that is why Pot of Avarice is restricted. Magical Merchant is only as good as a Deck that was meant for it. It isn't like Painful Choice where that could be in any Deck to further help you get toward a card you really need. Thinning out your Deck will help you to get to what you really need sooner. However, Magical Merchant relies on random luck on card you will get after all those monsters are sent to the Graveyard. I have had duels where my opponent would try that Mechant Turbo Pot crap with me and they pay for it when I use Cursed Seal of Forbidden Spell to stop all that noise.

Dumping 5 or more creatures is bad when you have nothing to use to get them back and thinning your Deck is only as good if you can take advantage with it when you use Magical Merchant (And what the heck is it an Insect-Type for anyway? It is a friggin Merchant.) in the right Deck.
 
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