Showing posts with label Card Reviews. Show all posts
Showing posts with label Card Reviews. Show all posts

Tuesday, June 19, 2012

New Book of Magic Support Revealed (Still on Hiatus)

I'm still technically on Hiatus but I found some cards I like so I'll do as much of a review as I can on the new Magical cards all of which are amazing in concert with the older Book of Magic cards... This is a partial review of Abyss Rising is the only reason I can do this review in good faith.

FIRST CARD:
Magical Warlock, La Pende
WATER
Level 1
Spellcaster/Effect
When this card is sent to the Graveyard, add 1 Level 3 "Magical" Monster from your Deck to your hand.
300/200

REVIEW: If this translation is correct this card is great... It means that you can send this to the graveyard for a cost and still receive the bonus search.   If anything it gives another dimension to this deck and makes most of the best Magical monsters searchable. If used for a Synchro Summon it still works. The only true problem with this card is that there are very few ways to massively plus from the effect. Being Level 1 and WATER though opens up some interesting plays to mill it from the deck at will. Genex Undine is the optimal choice... lets you send this straight to the graveyard to search Genex Controller and Temper. This deck though can now actually run Magical Stone Excavation and other such discard to fix your hand cards. Not missing timing is also quite useful in that you can Quickdraw to drop this... search a Level 3 Magical normal the Magical Sync for Junk Destroyer nuke a card... Being Level 1 means you can Junk Synchron to make Armory Arm and plus... Yes you can even use this for an Xyz Summon... Necronomicon a Level 4 Spellcaster to revive this card... Overlay with the new Level 5 Magical to be reviewed later on. I like this card and Magicals seem a ton of fun with their interesting interactions.

NEXT CARD:
Magical Lao-Tse, Ermit
EARTH
Level 3
Spellcaster/Effect
While this card is face-up on the field, each time a "Book of Magic" Magic Card is activated, increase the Level of this card by 2, and this card gains 300 ATK.
1200/700

REVIEW: It's essentially the Strength again but in Hermit form... but instead of 500 ATK and 1 Level to any Spellcaster by putting your books back in deck and providing a perpetual engine... It simply gains 300 and 2 levels... Making for easy Rank 5 when controlling both it and Forse you can use a single Grimoire for a Rank 5 Xyz Summon. Beyond that though card is rather underwhelming.


NEXT CARD:
Magical Instructor, Cisty
EARTH
Level 3
Spellcaster/Effect
During the End Phase of one of your turns you activated a "Book of Magic" Magic Card, you can activate this effect by removing from play this card on the field. Add 1 LIGHT or DARK Level 3 or higher Spellcaster-Type Monster and 1 "Book of Magic" Magic Card from your deck to your hand. The effect of "Magical Instructor, Cisty" can only be activated once per turn.
1600/800

This card though is amazingly awesome. First off just for playing a Grimoire you can upon End Phase grab another Book of Magic/Spellbook card and ANY LIGHT or DARK Level 3 or above Spellcaster to your hand. There is an engine with this considering it'll even search Chaos Sorcerer. It's pretty much a plus 1 when used with a Book of Magic card that pluses on usage and at 1600 she may be able to destroy something in battle before hand making her very worthwhile. I can't say much about her because she is quite vague in requirements. Note: She can Search Exodia the Forbidden One for shits and giggles or any Gravekeeper while simultaneously circumventing Necrovalley. She can even search Neos Wiseman. Not to mention she's already searching for your Book of Magic cards which gets more bonkers this set.

NEXT CARD:
Magical Emperor Ampoure
DARK
Level 5
Spellcaster/Effect
You can activate this effect by removing from play 1 other face-up Spellcaster-Type Monster you control and 1 "Book of Magic" Card in your Graveyard. Select 1 face-up monster your opponent controls and gain control over it until the End Phase. The effect of "Magical Emperor, Ampoure" can only be used once per turn, and during the turn this effect was activated, this card cannot attack.
2300/2000

REVIEW: This is a great summon target with Temper if you control any other Spellcasters. Just banish 1 Spellcaster and 1 Spellbook from your grave... and you get any monster you want for a turn. In exchange he cannot attack... As if that mattered... Now all we need is an easy way to spam monsters on the field to use his effect and then overlay. This card simply makes the game more one-sided than it already is and is more of a win-more card. Even though in a tight situation L'amour to Temper to Necronomicon to revive anything level 4 or lower becomes amazing. Steal BLS and Overlay for 5.

NEXT CARD: (The Empress)
Magical Imperial Saint, Triss

LIGHT
Rank 5
Spellcaster/Xyz/Effect

2 x Level 5 Spellcaster-Type Monster
This card gains 300 ATK for each Xyz Material on your side of the field. Once per turn you can activate this effect by removing 1 Xyz Material from this card. Shuffle your Deck. Afterwards, reveal the top 5 cards from your deck. Select Monsters on the field, up to the number of "Book of Magic" Cards revealed by this, and destroy them. Afterwards, return the revealed cards to the top of your deck in the order of your choice.
2000/1700

So any two Level 5 Spellcasters for a 2600 Beater... And if you take off 300 ATK points and 1 Material you can shuffle and then top 5 cards... for each Spellbook revealed kill a monster... Then you can arrange them in any order you wish... That is amazing utility... If you happen to kill two creatures you have essentially plussed as you can set up your next 5 turns and play accordingly as a side effect of the free destruction. I can see myself using this most definitely.

NEXT CARD: (In TCG Book of Magic is translated as Spellbook)


Almanac Book of Magic
Spell Card
Select 1 of your removed from play "Book of Magic" Magic Cards other than a "Almanac Book of Magic" and add it to your hand. Only 1 "Almanac Book of Magic" can be activated per turn.

So in essence for those banished Spellbooks you now have a way to return them back to hand for reuse... That is amazing aside from the fact that it's much like Light of Redemption and normally what you banish throughout the duel won't be needed to being with so this card can be skipped over for the most part unless you build yours to use many Banish a Spell effects... If it let you add up to 2 Spellbooks it'd be great because then it'd be a plus.




NEXT CARD: (The main reason I love these cards is because of what books they represent)
Goethe Book of Magic
Quick-Play Spell Card
If you control a Spellcaster-Type Monster, activate this card by removing from play up to 3 "Book of Magic" Magic Cards in your Graveyard. Apply 1 of the following effects, according to the number of cards removed for the activation of this card. Only 1 "Goethe Book of Magic" can be activated per turn. ●1 Card: Select 1 set Magic or Trap Card on the field and return it to the owner's hand. ●2 Cards: Select 1 Monster on the field and change it to face-down Defense Position or face-up Attack Position. ●3 Cards: Select 1 card your opponent controls and remove it from play.

REVIEW: This card automatically makes the Almanac quite good. You can for instance banish 1 Spellbook to bounce a set backrow... That isn't very great but at instant speed it can be a mini MST. If you banish 2 Spellbooks you can either Book of Moon or Book of Taiyou. And with 3 you can banish ANY card your opponent controls at instant speed that is amazing the closest card is Offerings to the Doomed which skips your next Draw Phase. The only problem is getting 3 Spellbooks in grave to banish which can be done at a plus thanks to Grimoire Necronomicon shenanigans.

FINAL CARD:  (The Tower I'd assume as it is a Tower and La Maison would be The House/Home/etc)
Book of Magic Institute, La Maison

Field Spell Card
Once per turn, you can activate this effect during your Standby Phase if there is a Spellcaster-Type Monster on your side of the field or in your Graveyard. Return 1 "Book of Magic" Magic Card other than "Book of Magic Institute, La Maison" from your Graveyard to the bottom of your deck, and draw 1 card. Also, when this card is destroyed by your opponent and sent to the Graveyard, you can Special Summon 1 "Magical" Spellcaster-Type Monster from your hand or Deck, whose Level is equal to or lower than the number of "Book of Magic" Magic Cards in your Graveyard.

REVIEW: The best card for the Archetype possible... First off once per standby phase if you have a Spellcaster on field or in grave... you can cycle one Book of Spell from your grave to the deck and draw 1 card... Then if your opponent doesn't want you to get the advantage they can destroy it but even then you can grab a free "Magical" monster from your deck... If you have no other Spellbooks... this card itself counts because it activates in the graveyard so at minimum a Level 1... if you used Grimoire to search this a level 2... If you actually played Yu-Gi-Oh this game you can play what ever you want... Essentially you are drawing two cards every turn... Note that this card doesn't shuffle so you won't draw the card you put on the bottom but it makes Grimoire Hygromanteia loop far more consistent. Lets say turn one you use Grimoire and grab this card... +0... Summon Temper...+0 play this card +0... Tribute Temper for Junon +0... so no immediate advantage right? Well end with the Field Spell and Junon sitting on field. Opponent has to immediately kill a 2500 monster in order to keep a field. If they don't kill Junon and just T-set you win... draw phase plus 1... Standby phase Grimoire to bottom of deck draw again plus 1... You just plus 2'd for no actual commitment not to mention thinned the deck by one large creature. And every turn your opponent has to deal with major plussage. The Fortune Lady Magical Variant also gains a ton from this card...

Well anyway that's all for the review now back to Hiatus until I see something else I like. I'll probably be making a new blog Exclusively for Vanguard Information... Tourney Reports... Card Reviews and so on... If I really start playing M:TG That blog will also be used for that. This blog will remain purely Card Reviews when I see something I want to do a post on. Thanks for so much positive support you guys are awesome.



Saturday, April 28, 2012

Advanced Dark

This post will be beneath the State of the Blog Address but no matter this will be the last review this month as I'm honestly running out of material in terms of new cards. Most of my other choices are sorta obvious in their uses so its really hard to have interesting reviews.
Advanced Dark
Field Spell
The Attribute of all "Gem-Beast" Monster on the field as well as in the Graveyard(s) is treated as DARK. Also, if a "Ultimate Gem Lord" Monster attacks, negate the effect of the Monster selected as attack target for the duration of the Battle Phase. During the Damage Calculation of a Battle involving a "Gem-Beast" Monster you control, you can send 1 "Gem-Beast" Monster from your Deck to the Graveyard to have the Battle Damage to your Life Points as a result of that Battle become 0.

REVIEW: This is quite possibly the longest text I've seen for a Field Spell card ever. This is quite possibly the most deck changing field spell ever printed. This card essentially says you can abandon how you once ran Crystal Beast in favor of a more interesting way.

Now you can make Crystal Beast into a Dark deck sounds evil right well it is evil. This card first off makes dealing damage hard for the opponent and doesn't interfere with the Continuous Spell aspect. Rare Value now helps set up Dark Armed Dragon plays. This also makes Rainbow Dark Dragon playable which can mean that Merchant Crystal is a playable deck now... set Merchant drop a ton of Crystal Beasts and other Dark monsters draw into Advanced Dark. Well now you can banish them all for the big guy. Then RFTDD for them all back. Lets be honest with ourselves though most of the time Ancient City - Rainbow Ruin is far better than this card for Crystal Beasts. This card just is a fun way to run Crystal Beasts and can quite possibly breathe new life into the deck.

I'm not saying this card is absolutely terrible or even bad this card is actually quite good. I just as it stands can't find an easy way to absolutely abuse this card yet mostly due to my lack of experience using Crystal Beasts. Well I hope you all learned something new today about this card and its possible applications and the changes it can bring to Crystal Beasts. DARK in grave means a lot now that PTDN came out so don't be surprised if you find some amazing combo thanks to this card.

Tuesday, April 24, 2012

Miracle Contact


Miracle Contact
Normal Spell Card
Return to the owner's deck, from your hand, field or Graveyard, Fusion Material Monsters that are listed on an "Elemental Hero" Fusion Monster Card that has "Elemental HERO Neos" as Fusion Material Monster, and Special Summon that 1 Fusion Monster from your Extra Deck ignoring the Summoning Conditions it has.

Must I say Finally. This card just invented an entirely new Hero Deck that we couldn't use before. Neos Heroes.

Some awesome comboes include. Turn 2 Convert Contact to drop Air Hummingbird and Aqua Dolphin and draw 2 cards. Normal Summon Stratos to grab Bubbleman. Hero Mask to drop Neos to grave... Stratos becomes Neos in name. Miracle Contact for Storm Neos. Destroy all backrow... Special Summon Bubbleman Overlay for Excalibur... Detach both... Miracle Fusion for Absolute Zero or Great Tornado... 4000+3000+2500... To pull this off though you'd need Convert Contact, Stratos, Hero Mask, and Miracle Contact within a total of 8 cards. 

Other awesome comboes include Convert Contact to drop W/E (It all works)... Summon Prisma to dump Neos or Stratos to search Neos. Miracle Contact for W/E within a 3 card combo 2 of which you actually have to draw into. Being able to Contact fuse from the hand using this card is so very useful. Yeah it puts the monsters back in deck but that's good. Neo Space finally has a purpose Pathfinder is finally useful... It's a LIGHT for Shining...

When this card comes out next Month I'll be playtesting for hours on end on DN just to make this card amazing. I mean it does come out exactly 5 days before the last day of school for Seniors so I'll have ample time for more fun stuff.

Just when you think about this card, Think about Cross Porter and Convert Contact... Hand Destruction to drop two Cross Porter... draw 2 cards add to hand Grand Mole and a Airhummingbird. Convert Contact... drop the Grand Mole and a Flare Scarab from deck... draw 2 cards... you have now draw 4 cards searched 2 cards and used a total of 5 cards from hand... so a overall plus 1... Now you simply drop a Stratos for another plus 1... then you can Miracle Contact for a break even play... and if your opponent has a field they'll probably take over 3000 damage... if you instead of Magma Neos  went for the Air Neos route you depending on if you took damage already can drop a ton of pain on the opponent. Even better how you could follow up with Miracle Fusion or Super Polymerization for GG.

N-Heroes just sounds like a ton of fun I can't wait to build them.
Hand Destruction until further revisions is not simultaneous I'm sorry for my mistake. This of course makes my Hand Destruction play not possible.


Monday, April 23, 2012

Gransoil the Spiritual Rock-Residing Lord

Sigh name is far to long on DN I like Shrieks translation better makes it sound more epic. Back to actual business I've reviewed this already for the Full Set Review but i'm going to review it in a Different Light without the bias of the set itself. This also won't have a Read More because it needs not one.

Gransoil the Spiritual Rock-Residing Lord
EARTH
Level 8
Beast-Warrior/Effect
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except when there are exactly 5 EARTH Monster in your Graveyard. When this card is successfully Special Summoned, you can select 1 Monster in either player's Graveyard and Special Summon it. If this card is removed from the field, you must skip your next turn's Battle Phase.
2800/2200

Alright I've been researching decks that can best abuse this card. First on the chopping block is Gem-Knights.

Gem-Knights can run Block Golem now giving them far more explosive options than before and they can quite easily control their graveyards size in the process of the duel without second thought. So my main way of dropping a quick T2 Gransoil is to Summon Armadillo to search Obsidian... And then Gem-Knight Fusion Obsidian and anything else for Zirconia or Rubys or Prism-Aura depending on your set-up. Rubys would tribute the Garnet that is summoned by Obsidian then you'd banish the Garnet (Unless you have another Obsidian (Which means you probably won) to regrab the Gemknight Fusion... then you can fuse Armadillo and any other Gemknight in hand for Zirconia. if you get to attack first then swing in for over 6000 damage. The next turn you can if you were able to keep more Rocks in grave utilize Block Golem to revive both and Fuse using the same Gem-Knight Fusion throwing a 4th or 5th Rock in grave depending on draws. You can then just simply Gransoil for game.

Simplifying this though and the correct way to set-up your hand would be to turn 1 Duality>Cardcar D... that way you have the extra cards in hand needed. If you were able to obtain Future Fusion you can do this far easier... Such as. Fusing any 2 Normal Gem-Knight with Gem-Knight Fusion... And then using Future Fusion to drop 2 Lazuli and a Garnet for Gemknight Master Dia. Grabbing two of the Normal Gem-Knights to hand. leaving you 4 EARTHs in grave (Card Car D, 2 Lazuli, 1 Garnet)... Banish the extra Lazuli for Gem-Knight Fusion leaving you with 3... Fuse the two again for w/e... leaving you with exactly 5... Gransoil for game like literally GG if you made Zirconia and Prism-Aura/Rubys yeah... 2900+2800+2450/2600+1900/Whatever your opponent has.

Another way I really like is Geargiakuri. Turn 1 you can just set Geargiarmor and Geargiaccel/MK-II/any Karakuri Tuner/Iron Call/Emergency Teleport be ready for GG... If your opponent actually runs into the Geargiarmor and it doesn't die...
 if you have MK-II
1. you would grab Accel
2. on your turn Flip and Re-Flip up Armor for another Accel
3. Special both Accel and Overlay both Accel for Geargiganto X detach for Ally Genex Birdman. Grave: (Accel)
4. Normal Summon MK-II grab Accel and bounce Geargiganto X for Birdman. Grave (Accel)
5.Birdman and Accel Sync for Burei who grabs Saizan Grave: (Accel, Accel)
6. Saizan syncs with MK-II for Burei who grabs Haipa (Accel, Saizan, Accel, MK-II)
7. Overlay Burei and Burei for Big-Eye... Take the opponents monster... (Accel,Saizan,Accel, MK-II,Burei)
8. Special Summon Gransoil to grab Burei from the grave
9. Swing in with 2100 + 2600 + 2800 + W/e their monster had if above 600 GG... If they had no monster then well dang how's they hit your Armor...

I won't describe the others really as you can sorta just see what would be the case.

This card essentially makes Tele-Geargiakuri very scary if you can manage to obtain one Gransoil in hand before doing your combo he can come out in the middle of it for game... BTW Dragons with Future Fusion using Gransoil also can OTK lol yugitroll. Future Fusion + Gransoil + Foolish Burial/Cardcar D... Turn 1 you'd Cardcar D... to draw a bunch... then if you have Future Fusion and Gransoil this is what'd happen the next turn...  Future Fusion to drop 4 EARTH Dragons and REDMD... Special Gransoil to grab the REDMD who'd then Special Summon Tiger Dragon 2800+2800+2400 = 8000 lol.

There are a ton of things that this card makes scary. I'd splash in 1-2 of these in Rock-Stun even just as a surprise aggression. Anyway that's my speal for the day.

Saturday, April 21, 2012

Thunder Seahorse

Short Review as i've covered it many times recently. There will be no need for a Read More button this time.

Anyway moving on...

Thunder Seahorse
LIGHT
Level 4
Thunder/Effect
You can activate this effect during your Main Phase by discarding this card. Add 2 Thunder-Type LIGHT Level 4 or lower Monster with 1600 ATK or less and the same name from your deck to your hand. The effect of "Thunder Seahorse" can only be activated once per turn, and during the turn you activated this effect, you cannot Special Summon Monster(s).
1600/1200

I really like this card. It is really a great searcher for any Thunder deck. Grab 2 Batteryman AA if you wanted. Grab 2 Wattcobra or Wattgiraffe. Honestly the best use for this card is in Watts or Exodia builds. Thunder Dragon to grab 2 Thunder Dragon. Thunder Seahorse to grab 2 Thunder Seahorse... Pot of Duality... One Day of Peace...  Cardcar D suddenly you've gained 4 cards in hand drew 3 cards and grabbed one of the top 3 to your hand... and can take no damage the next turn. If you drew things like Reckless Greed you'd set those before the Cardcar D effect.

This card being able to search so many different Thunder monsters is very useful in that this card is an inherent plus 1. Also can be more if the next turn you use the searched Seahorse to grab 2 more Thunder's. This card can grab any level 4 or lower Batteryman at will. I'm very happy this card has 1600 ATK or else it'd be broken with Recycling Batteries.

In the side deck for Watts you can run Electric Virus. Well this card can search two of those to your hand in order to deal with the Dragon and Machine match-ups.

This card can even search Elemental Hero Voltic. It can grab two Watthopper for future Lockdown usage... This card just has a lot of potential. Being unable to Special Summon doesn't really matter much as if you are using a Thunder deck you probably don't Special Summon much anyway unless it's the kill stroke. I can see this card gaining heavy usage in Watts and bringing Batterymen up a little in playability.

Well that's my 10 cents on this card and how I believe it should be used. If you have more to add please leave a comment and I'll be sure to think on't.

EDIT: Anonymous also mentioned Morphtronic Radion as a Target for this which could be pretty useful. As that'd be the largest monster you can search with this card.

Once they have this on DN i'll have some good work to make.

Thursday, April 19, 2012

Return of the Duelist Review Final Trap Palooza

I'm gonna power through this tonight some reviews may be a little inadequate where I have little to say about the card but meh. no frivolity but pure business. You will notice that I won't be as excited sounding in my posts and I will try to give off a slightly more professional air if thats fine with you all... needs to practice after all.

Wednesday, April 18, 2012

Return of the Duelist Review 7 French Madolce

Alright now that DN is updated I can rejoice in the simpler pleasures of life once again. I'm working on a ton of new decks for next month and I can more accurately review things now yay. Anyway Rock-Stun got a major boost yay Block Golem makes the deck terrifying in late game and then we have Grandsoil making their late game explosively dangerous. Rock Bombarding Area is really good in conjunction with Koa'ki Meiru Guardian against Hieratics as Su cannot destroy the Area or backrow without getting negated... Atums cannot activate without getting negated... just so evil... made even more so by being unable to destroy the monster in question. Wanchan!? can search Unifolia and Kinka-Byou so I built a Fabled Beastdown deck... Chawa, Cerburel, Ganashia, Unifolia, Kinka-Byou, Big-Tusked Mammoth, Three Thousand Needles... so nasty when it works... so much advantage Kinka can loop my Unifolia to revive Big-Tusked or Needles forever. Ganashia+any of my Fableds make Thunder Unicorn or Kudabe/Unicore. Imagine a forever revivable Unicore lol oh you killed it good troll... Voltic Bicorn is made easy with Big-Tusked and Cerberel.... Bicorn everytime it dies can be revived by Unifolia Kinka comboes for mill forever trollol. Anyway onto the reviews yay!!!

Tuesday, April 17, 2012

Return of the Duelist Full Set Review 6 Revenge of Spellcasters

Hetalia!!! Alrighty then I'm going to commence with operation darn I knew it would be too good to be true. so we can no longer use Miracle Contact for Rainbow Neos but oh well we can still make more fun things like Magma Neos and finally build N-Heroes. BTW Thunder Seahorse is the best Thunder Monster in the game... Discard it to add 2 Level 4 LIGHT Thunder-Type monsters with 1600 or less ATK from your deck to your hand with the same name... You can only activate a Thunder Seahorse once per turn... Meaning... Exodia just got another way to thin that isn't Thunder Dragon... So one can actually Thunder Dragon for two of itself... Then Thunder Seahorse for two of itself... essentially thinning the deck by 4 cards... and next turn being able to thin by another 2 cards if running more legal Thunder targets... but who cares about Exodia... Watts can now search out Wattcobra, Wattgiraffe, or Wattpheasant for a plus... I can imagine the turn one play for Watts now... Duality grab a Dragonfly... Thunder Seahorse grab Two Giraffe... Set Dragonfly End... Opponent runs it over grab Cobra... Summon Giraffe and start the end game lol. I mean consistently having a monster to play makes Watts scary as every monster translates to 1000 more damage added on to whatever Burn that they've taken from Cylinders or the clock that is Wave-Motion Cannon and means less useless top decks. Read More for the review

Monday, April 16, 2012

Return of the Duelist Full Set Review 5 Overlay Network

First before we dig into the Xyz monsters of REDU let me take a moment to show you all something I found today and nearly died seeing...
http://shriek.twoday.net/stories/96994403/
This link shows you Duelist Edition 1 and 2 which are essentially japan's own mini Ra Yellow complete with Secret Rare D-Draw, Plasma, and wait for it... wait for it... Miracle Fucking Contact Yes!!! It lets you make any Elemental Hero Neos Fusion regardless of summoning conditions... Meaning every Neo-Spacian Fusion and possibly Rainbow Neos if I'm reading it correctly as it must be Special Summoned by Fusion summon but this ignores summoning conditions. If it does summon Rainbow Neos we have a new awesome deck to play with if it doesn't well meh who cares still awesome and makes Neo-Spacian Fusions actually truly playable... We also get Advanced Dark in Duelist Edition 2 which lets us turn all of our Crystal Beasts DARK which makes Rainbow Dark Dragon and Rainbow Dragon far easier to summon... Advanced Dark even sends Crystal Beasts

Then we are also going to be receiving in the new Structure deck.
Sea Emperor Dragon Poseidra

WATER/Sea-Serpent - Effect/8/2800/1600
Effect unconfirmed: You can Special Summon this card from your hand or Graveyard by Releasing 3 Level 3 or lower WATER Monster you control. When this card is successfully Special Summoned by this effect, return all Magic and Trap Cards on the field to their respective owner's hands. If 3 or more are returned, all Monster your opponent controls lose 300 ATK x the number of cards returned.

Straight from Shriek(Who got it from Manjyome Thunder (they are working together after all) it's not absolutely broken but its quite easy to summon and when it does come out you get to bounce all S/T's and possibly even harm the opponents monsters by 900 or more ATK points. Not to mention the Deep Sea Diva and Surfacing Reprints... yum...

We are confirmed to be getting No. 91 Thunder Spark Dragon ya know the 5 rank 4 monster that is nearly impossible to summon on a good day... well we are also getting the monsters used to help summon it.

Then we receive
Black Feather - Damascus the Polar Night

DARK/Winged-Beast - Effect/3/1300/700
Effect unconfirmed: Activate by sending thisc ard from your hand to the Graveyard. Face-up "Black Feather" Monster you control gain 500 ATK until the End Phase of this turn. This effect can (only?) be used during the Battle Phase of your opponent's turn.

This comes from V-Jump Festa

We also are going to get
YF04-JP001
Black Feather - Gram the Twinkling Star 「BF-煌星のグラム」
DARK/Winged-Beast - Synchro - Effect/5/2200/1500

We have no idea what the effect is but it doesn't really matter thanks to Vayus existance... suddenly... Vayu+Shura=Gram... then from Grave you make another?!?!!? WTF WTF WTF?!?!?

Finally from the Numbers Guide we are receiving

OG01-JP001
No. 40: Gimmick Puppet - Heaven's Strings 「No.40 ギミック・パペット-ヘブンズ・ストリングス」
DARK/Machine - Xyz - Effect/Rank 8/3000/2000
2x Level 8 Monster
Once per turn, you can activate this effect by removing 1 Xyz Material from this card. Place 1 String Counter on all other face-up monster on the field. During your opponent's next End Phase, destroy all Monster with String Counter on them, and inflict 500 Damage for each destroyed Monster to your opponent
Ultra Rare

We knew this already but the effect is new... and amazing... suddenly all monsters on the field are put on a 1 turn death clock... not to mention this beast is a 3000 beater made simply by two Level 8's thats just too good. This and Giant Killer are going to be very useful in the Extra decks of some things.

Well I'm done with my speal of awesomeness and I'm hoping you all can't wait for such things to be released.... TCG GAOV has revealed another Exclusive. Evoltile Elginero... When tributed draw 1 card... then send 1 Dinosaur from your hand to the deck... Then search your deck for 1 Evoltile... Meaning... Elginero>Evo-Force/Enemy Controller/Monster Gate/W/E...> draw a card>fix your hand>and search for another Evoltile...

The sheer plusage... Imagine it with Evo-Force... Tribute it grab from deck a Diplo or Vulcano depending on field and grave... hopefully a Vulcano in best situation. Vulcano grabs a dead level 4 Evolsaur. Then you get to draw a card... then you get to put back a Dinosaur... then you get to add an Evoltile...

Activate Evo-Force minus 1... tribute Elginero minus 1... Grab Vulcano plus 1... Vulcano grabs a dead Evolsaur plus 1... draw a card plus 1... put back a Dinosaur minus 1... add a Evoltile plus 1...

All in all a positive 1... meaning Overlay please for a neutral gain and a Laggia/Dolkka/any other Rank 4 which can possibly become a plus on its own... It's nowhere near as broken as Najasho but it is still really good.

Finally and truly finally I am done with these unrelated things and can get to the task at hand. today I'm reviewing all 10 Xyz monsters in this set and I like a good number of these so expect me to be slightly detailed. Read More for the Reviews.

Sunday, April 15, 2012

Return of the Duelist Full Set Review 4

Yessir it is time for the fourth installment of reviews today we are going to go over the rest of the non-Xyz monster line-up of the set. Uniforia until Goblin Marauding Squad. Without further ado I must say... I have now beaten the Hanako Route's Good Ending... and am working on Shizune's Route hoping for the Good Ending without using outside help. Back on topic read more for the reviews of some of the most interesting monsters of all time.

Saturday, April 14, 2012

Return of the Duelist Full Set Review 3

Today we go from the Madolce to the Geargia monsters 10 total. Personally I love the Madolce's, their art, their effects, their cuteness, everything... just too awesome. Well anyway Puddincess gives 0 fucks about your game. BTW this is gonna be 2 hours late sorry 10 PM EST is the earliest I could finish it too much fun on DN.

Friday, April 13, 2012

Return of the Duelist Full Set Review 2

Sorry for the delay. I had fallen asleep after I got home and woke up this morning (thanks Benadryl) Moving on the review will be under the Read More link please press it for the review. OOPArts-Magical 12 card review please enjoy the Reviews and leave a comment if you have anything to say about it I'll gladly respond... if you have your own different review to supply for one of these cards I'll place it in the review. If you see any blaring mistakes that actually matter please inform me and I'll fix them ASAP.

Wednesday, April 11, 2012

Return of the Duelist Full Set Review 1

Alright before you read this post I want you to either scroll down to the previous post or follow this link(http://yaminoduel.blogspot.com/2012/04/disclaimer-following-list-is-powerful.html) either way you'll be rewarded with a very nice decklist for a very unsupported archetype. I am talking about Fortune Ladies... not that Fortune Lady Hero crap that says oooh I draw a lot and summon Absolute Zero!!! No it's nearly pure Fortune Ladies just 5 non-Ladies in the whole deck 3 of which are still female. Besides its just a ton of fun and is rather beautiful to watch perform. Anyway once you have looked at the awesome deck (It was just posted today and I am also posting this card review that could overshadow the deck due to being at the top of the blog posts...) Read More Please for the 8 reviews of the day.

Monday, April 9, 2012

Decks that receive a major boost from REDU revealed line-up

EDIT: Loses sleep time to re-edit the post because I'm a good person who actually cares about the quality of my posts.

1. Dark Magician Decks
2. Earth decks
3. Rock-Stun
4. Spell Counter Casters
5. Spellcasters
6. Fortune Ladies (Massive boost... If I can get Ernest to post his deck on here you'll all see)
7. Geargia
8. Madolce
9. Heroic
10. Photon and Level 8 Xyz
11. OOparts
12. Empty Jar (OOParts Colossal Head) I thought Morphing Jar was level 3 sorry.
13. Gadgets
14. Machina Gadgets
15. Gagaga
16. Final Countdown
Read More for the analysis of a few less obvious ones (And for the Edits)

Saturday, April 7, 2012

Mellowmelody the Brass Djinn

I've been wondering about why this card is used for awhile until I realized why Daigusta Falcos was used... Any double attacker can essentially give the possibility of an OTK. Well heres da review

Friday, April 6, 2012

Geargia Skeleton

Well after that revelation this morning thanks to Baha I'll be giving you all a general skeleton for Geargia... which also makes today really easy on me because I don't have much in mind for a blog post today anyway lol.

No Read More this time just a straight post
Monsters:
3x Geargiarmor
3x Geargiano MK-II
3x Geargiarsenal
3x Geargiaccel
X whatever you want

Spells:
0-3x Iron Call
1x Pot of Avarice
X Whatever you want

Traps:
X Whatever you want

In essence the entire deck as it stands is about 12-15 cards specific to Machines or Geargia. Then you can like Gadgets throw in whatever else you want to put with them. You could try Birdman, Tinplate Goldfish, Rescue Rabbit, Karakuri's, Gadgets, Machina, etc etc...

The decks main strength now that the loop and Iron Call abuse is gone is in its undying. Your monsters all in some way grab another monster from your deck or graveyard... Meaning you will quite nearly always have a monster... And if you are able to keep a Geargiarmor on the field you can begin an explosion... one time thanks to keeping a Geargiarmor I was able to make Geargiganto X and Utopia Ray and almost won (Hero's killed every attempt at set-up). The deck benefits so much from the Earth support in the set that I honestly can't say how much the deck will change... (5 exact is easy with how they control their graveyard... so the Earth God is a really good beater for them.) Clockwork Shikigami is also a great asset as the monsters themselves are quite weak. Machina Fortress even has some synergy with the deck... Fortress pitching Arsenal... Summon MK-II grab Arsenal to get Armor... swing in for 3500... set Armor face-down... if your MK-II survives the turn you can end the game.

Essentially the monsters want to stay on the field a bit longer than one turn so you can utilize them for a game ending play... keeping a single Armor on field to use it's effect twice can end games too. So some stall backrow can be very helpful in that regard. There's a lot of flexibility offered in this archetype. Now though I'm waiting to see if they get 1 more support card or not lol.

Thursday, April 5, 2012

Maestroke the Symphony Djinn

I never did review the rest of the starter deck back in February lol. Well heres another review courtesy of me.

Wednesday, April 4, 2012

Black Feather - Gladius the White Night




So back to reviews we go... I'm trying not to run out of new cards to review before the new set comes out... been playing with Geargia... so much advantage and so many summons... Iron Call is godly in that deck... Geargiarsenal is broken... Summon Geargiarsenal... tribute it for Geargiarmor... Iron Call on Arsenal... tribute it for another Geargiarmor (Iron Call negates the effects on the field... meaning tributes for their effects are great making Geargiano and Geargiarsenal extremely powerful). Set both Geargiarmors face-down and set some traps and end your turn 1... on your next turn flip both... grab Geargiano MK-II and Geargiaccel... Summon MK-II get back Arsenal... oh lol Arsenal makes me laugh... tribute Arsenal grab a third Geargiarmor... special summon out Geargiaccel... Overlay one of the old Geargiarmor and Geargiaccel for Gear-Giganto X... Search deck for Geargiano MK-II again for next turn shenanigans... Set the new Geargiarmor and the old one that wasn't used for Giganto via's it's effect... You have in two turns just thinned 6 monsters from your deck... and they are now either in hand field or grave to be used for brokeness... next turn if Gear-Giganto doesn't die... you will get 3 more monsters to hand... and possibly more if you decide to make another Gear-Giganto lol deck is nutty. Magical are quite nutty as well... Junon is broken... Necronomicon is broken... Grimoire and Hygromantei are broken... Torah is well meh... Hygromantei on Junon for a 3500 beater that can search more fuel for it's effect or for Temper's effect to make another Junon... Big Eye is a major card for the deck... Letting you steal monsters... Endymion (The Monster card) is really really good in the deck as an alternative Junon with a slightly bigger body... Alternatively you can use Dark Magician with Junon for Dark Magic Attack (Pulled it off murdered someone because of it). You can even skip Junon entirely and focus the deck around Dark Magician lol. You can see that I can't wait... now to wait for them to put Madolce, Heroic, and the new Earth support in... OH that's right I'm supposed to be reviewing Black Feather - Gladius the White Night... Please Read More to see that review lol.

Monday, April 2, 2012

No.6 OOParts Atlanthal



Well I'm happy for the 449 of you who viewed the last post didn't freak out. But that was the high point of my april fools day... my first one I've ever had outside of school I think lol. Anyway today we are reviewing No.6 OOParts Atlanthal. This card is quite nice and caught my eye as a good and very balanced card. Read More for the full review and the picture oh and I was out with family for dinner... ordered a all you can eat wings meal for 11 dollars (First Mistake)... Asked for the hottest hot wings they could make (Second Mistake)... The waitress laughed at me and kept making jokes about it... I finally get the hot wings and smell them... (Third Mistake) I gag at how much pepper is on it... There were literal seeds from peppers on it... my friend ordered 10 standard hot wings and ours looked and smelled drastically different... I braced myself and ate all 15 while sweating, sniffling, trying not to vomit, and trying not to cry. So the waitress has been making fun of me the whole time... I get up to wash the peppers ans sauce off... upon entering the bathroom I held the vomit back and washed  up... forgetting to get some warm water(Fourth Mistake)... Leaves the bathroom and tries to drink my lemonade... Can't taste it... asks for my second helping to be barbeque (Fifth Mistake)... After I finish my 6 barbeque wings my father gets a to go box for his 6... I realize I could have kept the same wings... and gotten a to go box and gave them to someone I hated... Went home and started this blog post (Final Mistake)

Sunday, April 1, 2012

Oyacorn Goodbye Until May


Yep this card is so awesome and BTW I will not be reviewing anything or posting anything until next month as I  just don't like this anymore.
Anyway onto the last review until May where I'll stop doing decks and instead blog about Cardfight Vanguard and it's new set to release in last I checked May. So this is the last Yu-Gi-Oh post good riddance