What up y'all.
Trishula is awesome. We got that. Being a card that is impossible(or nigh impossible) to play around, since its effect triggers on Synchro Summon, its almost impossible to avoid the "+2" that it nets you.
But, people are playing it, and yet, they end up losing!
Summoner of Trishula: Why!?!? Trishula is aweseom!
Me: Because. You. Suck.
Well, not quite. You're just misplaying just about every time you summon it.
There are decks out there that can spam trishula blindly, because their deck is built to do so: Dandy Debris Trishula Spam Ver./Infernity/Frogs
But, thats about it for what can spam Trisula.
Ok, so how DO you play it?
First off, its a 3 monster summon. Its a level 9. Whilst bearing similar conditions as Mist Wurm, Trishula sports more ATK and more than just bouncing away some cards.
Inherently, by just summoning it, you are losing 3 cards to bring out 1, a -2.
Its effect allows you to balance out said lost advantage in the form of Hand, Field, and Graveyard advantage, a +1 in each.
In the return turn, its just a 2700 Vanilla waiting to be eaten by something. Smashing Ground or other simple removal cards balance out the advantage gained/lost.
So, how do 90% of players play it?
*Look at hand* "Oh I can summon a level 9 with this hand! Must summon Trishula!"
This type of thinking leads to overextending, possible loss of advantage in plays, and wasting precious Limited Cards.
What these players are failing to see is that Trishula is not always the most optimum play possible.
The Extra deck remains a diverse and technical toolbox of effects, all at your disposal.
Lets have an example: Your hand contains Black Whirlwind, Bora, and Blizzard. Your graveyard has a Kalut. Your opponent has 1 hand and 1 Goyou Gaurdian on his field.
In this situation, it would be optimal to summon Trishula.
Another example: Your hand contains Black Whirlwind, Bora, Blizzard, Vayu, and some other cards. Your graveyard contains a Kalut, Shura, Armor Master, and a plethora of other awesome cards. Your opponent is sitting behind a stolen Gale, Goyou Gaurdian, and has around 3 or 4 hand.
In this situation, you would be in a better position if you used Whirlwind with Blizzard to summon out Brionac and search Vayu, bounce both cards, discarding 2 Vayus, then provoking a Gorz or Battle Fader play by direct attacking. In the return turn, you're holding Gale, Bora, and your whirlwind is still out there.
On top of this, most BF decks, and most decks in general, only run 1 trishula in their extra deck, tops. Only specialized decks can use more than 1.
Another factor to contribute to this is Cost, but mainly Extra deck Space.
15 cards used to be a lot, but now with so many Syncros out there, its becoming a hard call on what to hide there, especially in Debris Heroes with Starlight Road.(Most builds even pass up Trishula completely)
So, why waste dropping your Trishy bomb when you have so many other options to play around with?
Keep in mind that Smashing Ground is at 3 this format, making it a 1 card advantage balancing play against Trishula
Mist Wurm should dissapear off the scene completely though. While it doesnt net you card advantage it sure as well throws all the opponent's momentum advantage in the air, providing you with different and less thought of forms of advantage.
So, in conclusion:
Trishula is overpriced, overhyped, and overused.
Doesnt stop it from being really good, but you should think before playing it.
/ラウゼス
No Trishulas were harmed in the making of this post.
April 6, 2010
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Player A: Summon Trishula!!! Eat this!!!
ReplyDeletePLayer B: Chain !!!Cho YU-Go!!! STFU now your Trishula is part of mine ( Zero or Draquities)
If your deck thrives in a topdecking situation, a 2 for 2/potential 3 for 3 is good. As long as you aren't risking too much to summon it, anyway.
ReplyDeleteHowever you're right, it's best saved for mid/late game when your opponent is close enough to topdecking that Trishula will just put them over the edge.
Great reading stuff :)
ReplyDeleteHere in the tcg, people is overhyped with Trishula..But we never realize 1 is enough, and 3 is only for its own special deck. Thanks for pointing that out.