cards that trade a one-for-one advantage may not be what it seems on the surface. in fact, it often brings more than 1 card advantage for you.
how so?
let us take a look at fissure, it doesnt sound as simple as what it does, and not just letting you destroy one monster with the lowest attack so simple.
think about it, if it is a jinzo that you are destorying, you rip your opponent off his normal summon for the jinzo, and the monster that is used to tribute for it. it is not a plus one in this case, or rather theoretically it is a plus THREE!
one for wasting his normal summon, which is precious since it is only once per turn; two for "destroying" the monster that use to tribute for jinzo; lastly the jinzo itself.
what about traps/magic?
using cyclone as an example, and you destroy 1 magic/trap during end phase that your opponent had just set. now, on your turn, your opponent had no backrow that can protect him and you can rest assure to swarm your field safely and seal the game.
in this instance, you are destroying some unknown magic/trap, which is a one-for-one trade. however, what benefits you on top of that is that you have no worries about your opponent's backrow anymore, which leads to your eventual victory. who says cards like these is a one-for-one trade?
for those of you who reads slam dunk, remember what the coach says when shohoku is losing? if they are able to defend the opponent's offense, getting the rebound and score, it is equivalent to 4 points scored.
get the idea?
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