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 Breakthrough Skill

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PostSubject: Breakthrough Skill   Sat May 04, 2013 4:26 pm

Breakthrough Skill

Target 1 face-up Effect Monster your opponent controls; negate the effects of that opponent's face-up monster, until the end of this turn. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard to target 1 face-up Effect Monster your opponent controls; negate that target's effects until the end of this turn.

This card is not being run in very many decks, despite its potential uses. The most common statement is that it's basically effect veiler. This is not the case however, for two main reasons:
1. It can be used OUTSIDE of the opponent's main phase.
2. It can be reused during your turn.

Now this wouldn't seem very helpful on first glance, but a second glance over gives it a multitude of uses.
  • It allows you to negate cards that have the ability to activate outside of the main phase, such as Constellar Pleiades
  • It can allow you to kill monsters with annoying battle effects like Ally of Justice Catastor or Neo Spacian Grand Mole.
  • It lets you destroy monsters that are normally unable to be destroyed by battle.

Personally, I think the deck that benefits the most from this card is the Infernity Archetype. Since the Infernities like to have no hand, they can't really run the common effect veiler as easily. This card is the perfect solution for them, since its a Trap Card, but with essentially the same effect.

What are your other thoughts? Please discuss below.


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Obelisk Blue


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PostSubject: Re: Breakthrough Skill   Sat May 04, 2013 4:28 pm

I think that is a good idea for infernities too ^^ and other decks like fabled probably.


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PostSubject: Re: Breakthrough Skill   Sat May 04, 2013 4:35 pm

I found another person who found this card to be useful:


Credit to DarkLove for the Sig; you didn't have to include the numbers...

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PostSubject: Re: Breakthrough Skill   Sat May 04, 2013 4:39 pm

hands up , that card is almost a must in decks
I love using it , and I run it in some decks.

thanks for the information Jake ~


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PostSubject: Re: Breakthrough Skill   Sat May 04, 2013 6:00 pm

I like the card, but it does get a little over-hype. Why? There's plenty of other cards that do the same thing.

Breakthrough Skill: Chainable from the field. This card is seeing a lot of play mostly because MST is at 3. You can use it twice. More times if your deck is silly and messes with the banished zone a lot. Can be used on your turn. But you can't use it twice in the same turn. At least the same exact copy. I still think Lightsworn, Infernity, and Mesmerizing Maneaters are the best for using this one myself. Very useful when something bad happens, but otherwise it's a bit of a gimmicky card.

Effect Veiler: This is the one people say was dethroned by Breakthrough. But why? This card offers more singular uses than Breakthrough does. It can prove to be a glass wall, it's a tuner, so you know that you can use synchros for it. Even after being used, a lot of people consider this the go-to LIGHT monster to banish in their chaos builds. Oh right and it prevents first turn setups.

Forbidden Chalice: This is one of the few cards that bends tradition and can be activated during the damage step. A personal favourite, considering I use Gustos, and that extra 400 ATK usually is damage to the opponent. This can also be used on your own monsters, and can really end games if used properly. Think about Malefics, or cards that have limiting effects that don't allow it to attack. This card easily is the most versatile of the bunch, and can be activated at any time during either turn. You can play this card from the hand during your turn, being a quickplay spell and all. People just like Lance more for protection. The extra 400 ATK just seems to be why people hate this one.

Fiendish Chain: This card is very respectable, in its own way. It's still the closest to perfect single negation we'll get. It is a vulnerable card in these heavy removal formats, but it stops almost any monster. There are monsters that aren't able to be targeted, but those are surprisingly seldom used, and would stop any of these cards, really. It also stays on the field if something unexpected happens.

Divine Wrath: This card is pretty bad in most decks... But this card has one edge that makes it worth mentioning. This is the singular card that negates any effect from anywhere. Counter Trap status puts it on its own level, but the cost is silly. If you can play it, I guess it's worth trying. Though it is limited as to WHEN you can use it.

I won't include the heralds, they're only useful in one actual deck. In the end, everything here is pretty versatile, and it's all based upon preference. As a bit of anti-climax after all of the build up, for the record, I'll stick with Veiler and Breakthrough as my main choices for most decks. They're all in a sort the same brand of staple. It just depends on who is playing what.


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PostSubject: Re: Breakthrough Skill   Sun May 05, 2013 3:26 pm

I'm an effect veiler fan myself, but this motivates me to try out breakthrough skill!
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PostSubject: Re: Breakthrough Skill   Sun May 19, 2013 7:15 am

If you're the type of player who wants to save space for 2 veilers, use that card.

+ You can use it in your turn, so yeah.


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Breakthrough Skill

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