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Generally, there isn't a point to atk modifying spells. At least, ones that only modify atk. The game's generally moved away from having the battle phase be relevant, mostly because there's a ton of different ways to clear any defenders out of the way before moving into the battle phase. It's now much more important to prevent the opponent's effects from resolving, whether that's through negations (like Solumn Judgement) or floodgates (Skill drain, ect.)
Same goes for battle-traps like Magic Cylinder or Mirror Force, they don't see play because they're usually destroyed or negated before the activation window even comes around. If you're an older player returning to the game, you basically have to disregard everything you thought you knew and begin again from square one.
It's all about the effect of the card.
- Doing beatdown strats with monsters around 3k Atk.
- Setting in Defense.
- Flip Summoning.
- Tribute Summoning.
- Gaining Life Points.
- Milling (unless you have a dedicated deck like Runick).
- Burn Damage (unless you have a dedicated deck like Trickstar or Red Eyes).
- Playing basic Traps (unless you have a dedicated deck like Labrynth or Trapix).
- Alternative Win Conditions
Not saying it's good. Just saying that's how it is.
Also, you shouldn't just shotgun a negate against the first effect that comes up. That was only ever a good idea for full power Drytron Herald and only because it was able to negate more times than the opponent has cards in hand. You need to figure out where the opponent is going and save them for when they'll do the most damage. If you'd let them drop Draglubion and only then negated that effect you'd have completely ended them.