Card Tips:Emergency Provisions


 * A common tactic is to chain this card to one of your own Normal Spells or Normal Traps: The Spell Card or Trap Card resolves even though it was destroyed, so nothing is lost.


 * Use Emergency Provisions on a face-up Mirage of Nightmare after drawing the cards four cards, but before having to discard at your opponent's Standby Phase.


 * You may set three Good Goblin Housekeepings, then activate all three, and chain Emergency Provisions and send all of them to the Graveyard. By doing this, they were able to drawn 12 cards and only return 3 of them to their deck, not to mention the 3,000 Life Points gain to boot.


 * You can also set three Numinous Healers, then activate all three,chain Emergency Provisions and send them all to the Graveyard to increase you Life Points by 10,500 OR use Attack and Receive to inflict 4800 damage to your opponent and gain 3000 Life Points.


 * This also functions well with Big Bang Shot. Equip to one of your opponent's monsters and activate Emergency Provisions to remove the equipped monster from the game and increase your Life Points.


 * You can use Emergency Provisions even on Crystal Beasts, since they will technically and eventually turn into Continuous Spell Cards.


 * This is useful for getting rid of Boss Rush if your opponent manages to remove your B.E.S. monsters without sending them to the graveyard.


 * Use this card when your opponent activates Heavy Storm. That way, none of your Spell or Trap cards will be destroyed, and you gain Life Points.


 * Use this card with cards like Limiter Overload, to summon monsters and gain life points.


 * Use this card with other cards that you have no use for (i.e. if you were going to summon Elemental Hero Poison Rose and your opponent got rid of her or Elemental Hero Knospe, use the Rose Bud for its effect).


 * This card allows you to select the cards to be used. As such, you can get rid of certain cards in your way. One prime example is Destiny Board, not that it would be in the way, but you can use this card to remove spells or traps in the way or if your opponent has found a way to remove a letter then use this to scrap all of them for 1000 LP each instead of all the letters being destroyed.
 * Another prime example is "Call of the Haunted". If you Tribute the monster that was Special Summoned by its effect, "Call of the Haunted" will remain on the field meaninglessly. You can dispose of it with "Emergency Provisions" and gain 1000 Life Points in the process.


 * Any "dead draw" spell cards can be placed to get rid of for extra life points. In a Toon Deck, too many Toon Worlds can clog the hand and serve no purpose after the first. Set them and use them to repay the first one's cost. Also, when using this deck, Toon World wouldn't be destroyed so the Toon Monsters will not be destroyed.


 * Don't forget that if you have a field spell up you can send that for another 1000 LP. This is useful in cases where it would be destroyed such as Heavy Storm or when you have another field spell in your hand.


 * Take note that 'When... you can...' cards such as Archfiend of Gilfer will not activate by sending any of these cards to the grave because you gain LP afterward.


 * This can be used to benefit in an equip deck if the opponent takes control of your monster by Brain Control, Mind Control, ect. or takes control of your equips with Collected Power or just before your monster is destroyed by an effect.


 * Because sending cards to the Graveyard is a cost to activate this card, you can use this Spell to "dodge" the negation that cards like "Imperial Order" and "Royal Decree" apply to Normal Spell and Trap Cards. Because these types of cards doesn't need to stay on the field to resolve, and these Continuous Traps doesn't negate their activations, just the effects, taking them off the field before they resolve effectively allows them to claim their effects.