Unsung Heroes of Raw Deal
In every CCG, there is bound to be THAT small pile of cards that we tend to overlook. Yup, it's true. This minority group consist of mainly cards termed as the commons and uncommons. Which brings us back to what we are focusing on now.

In Raw Deal, there are as many as 8 cards that I can think of which deserve the recognition that you, the player, give to your Tombstoners, Y2Js, Turn the Tides and what have you.

These 8 cards include----Commisioner rules, Drop Toe Hold, J.R style, View of Villainy, Flash in the Pan, Just Bring it, Get Crowd Support & last but not least, Do You Like Pie.

Let us first turn our attention to Comm. rules and J.R style.

In the case of this two cards, we notice that they are relatively low in Fortitude( 4 & 2 respectively ), thus making them easy to play. Comm. rules----the card which can effectively destroy an opponent's defensive wall, and J.R style----the ultimate method to stop your opponent from playing actions. Though many of us put these cards in, how many of us actually take them in high regard?
Picture the following scenarios:

You are using Kurt Angle, facing an opponent using Jericho. he has completely incinerated your hand, leaving you with only one card, your trademark finisher.
You draw a card----Offer handshake. You play it and it goes unreversed. You draw a 2 comm. rules and a Manger Interferes. You discard the Manager and comms him. You take away his 2 managers and realize that he has 1 in his Ring Area, making him extremely vulnerable, and you Olympic Slam him for the win.

You are using a Face Chyna against a Stone Cold Steve Austin deck. he whoops your A%$ pretty bad and manages to get to 7F, 5 more than you. your draw and end strategy frustates him as your ability is maximised. You play J.R style, frustating him even more as he can't recover, roll out or cheap pop his maneuvers back. After about 48 turns, you turn the tide, throw him into the corner turnbuckle and handspring him, finishing him in the process.

The next 2 cards---- View of Villainy & Flash in the Pan are equally important. It only takes a mere effort for one to get to 6F. But these cards are giant killers. For Heel players( View ), you would Never Ever lose to a turn the tide strategy. Not to mention being marked out by that detestable card. And for you Face players, never again would have to take those undesirable low blows or get spit at by those uncouth losers.
Basically, these cards have 3 main functions---- to look at opponent's hand and gain valuable information, to discard all Face or Heel cards in his hand,which significantly reduces his handsize, and lastly, to draw a card.
This card has unknowingly covered the 3 biggest aspects of winning a match---- to weaken an opponent's hand size( Y2J ) , to know your opponent better( intelligence ), and to draw additional cards( still Y2J ) , boosting the chances of getting THAT card.




Next Page