If we think about creature auras using quadrant theory, enchanting your own creatures is something thats great when youre in a winning board state, reasonable when youre at parity, risky during the developing turns of the game and actively bad when youre behind
Duel 106 ( Duelist Duel 47): "Another Kind of Courage" a b Yu-Gi-Oh
In the early days of Yu-Gi-Oh!, Trap Cards were among the strongest cards in the game, and even today they play a pivotal role in many decks
There are just enough strong cards that you dont need red or white unless you see a sick rare, and I enjoy the increased consistency
Leafeon V#166 Holo Leafeon V#166 Holo iWe may earn a commission from qualifying purchases through affiliate links at no extra cost to you
White weenie decks don't really have a use for all that extra mana should they fail to Armageddon, so trading two mana for one more point of damage each turn stands as a pretty fair bargain