Even when I run the DI out into another room to record an amp, I capture a dry DI in case later on I want to try another amp or blend two amps together
[ Monster Effect ] Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can return 1 card you control with a Spell Counter to the hand, and if you do, negate the activation, and if you do that, destroy it
One of the most powerful of these long-lasting staples that could find a home even in the decks of today would be the regular side-deck and tech card Skill Drain, whose powerful effect can negate all face-up monster effects on the field for the cost of just 1000 life points
Thats some cold-blooded stuff for anyone running DCE, Double Rainbow Energy, Boost Energy or Scramble Energy
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