I've analyzed many Synchrocentric decks and realized they all ran a ton of monsters that are far from necessary. I built it with 19 monsters and due to having access to more traps I was able to run Starlight Road and Dimensional Prison. though i'm confused how I got 3 Starlight Roads in there gotta edit it real quick lol... Alrighty the inclusion of Grand Mole made the deck a lot more defensive than it was (albeit it was really defensive to begin with) so now I can deal with big monsters with relative ease.
Monsters: 19
3x Reborn Tengu
3x Tour Guide from the Underworld
1x Sangan
1x Lonefire Blossom
1x Dandylion
1x Debris Dragon
1x Spore
1x Glow-up Bulb
2x Thunder King Rai-Oh
2x Effect Veiler
1x Gorz, the Emissary of Darkness
1x Neo-Spacian Grand Mole
1x Black Luster Soldier - Envoy of the Beginning
Spells: 10
3x Mystical Space Typhoon
1x One for One
1x Heavy Storm
1x Dark Hole
1x Pot of Avarice
1x Monster Reborn
1x Mind Control
1x Foolish Burial
Traps: 11
1x Solemn Judgment
2x Solemn Warning
1x Mirror Force
1x Torrential Tribute
1x Divine Wrath
3x Starlight Road
2x Dimensional Prison
Extra: 15
1x Leviair the Sea Dragon
1x Wind-up Zenmaines
1x Number 17: Leviathan Dragon
1x Formula Synchron
1x Armory Arm
1x Ally of Justice Catastor
1x T.G. Hyper Librarian
1x Brionac, Dragon of the Ice Barrier
1x Black Rose Dragon
2x Stardust Dragon
1x Trishula, Dragon of the Ice Barrier
1x Shooting Star Dragon
1x Shooting Quasar Dragon
1x Crimson Blader
Alrighty I've also found that Synchrocentric's main weaknesses are all extremely obvious... D.fissure... Necrovalley... anything that either hinders graveyard abuse or special summoning... Rai-Oh though does next to nothing to stop the deck because the deck wins through special summons but doesn't have to go for the win until it's fully ready. It's a deck you can play control, aggro, or midrange with like any other top yu-gi-oh deck but unlike other top yu-gi-oh decks it has no real hard counter except Kristya... I personally would side deck Smashing Grounds in this deck as that will help deal with Kristya, Wanghu, Laggia (They have to negate it) along with other cards. So far the deck has been undefeated due mostly to Starlight Road making my pushes for game safe and it also lets me set as much as I want. but I think triple Road is useless in this deck but it did work pretty well lol so i'll just keep it for now lol.
BTW: I don't like when people try to negate my ritual summon and get a 2 for 1 trade but have no choice... and I don't run enough casters to battle phase swarm
Saturday, December 31, 2011
Friday, December 30, 2011
Hatsune Miku: Gishki Turbo 2nd Extend
No picture this time as i'm doing a torrent download and on the hotel's connection and don't want to stress it out.
Monster: 22
1x Evigishki Zeal Gigas
3x Evigishki Levianima
2x Evigishki Soul Ogre
2x Evigishki Gustkrake
1x Evigishki Mind Augus
2x Gishki Ariel
3x Gishki Abyss
2x Gishki Beast
3x Gishki Shadow
3x Vision Gishki
Spells: 14
2x Gishki Aquamirror
1x Preparation of Rites
2x Smashing Ground
3x Moray of Greed
3x Trade-In
3x Salvage
Traps: 4
2x Mind Crush
2x Spiritual Water Art - Aoi
Mind Augus is greatness when it can put back my draw cards and salvages. Ptolemy M7 is my primary Xyz... Drop two Gustkrake make Ptolemy get Shadow or Vision back and put aquamirror back to deck then make a third Gustkrake lol.
Monster: 22
1x Evigishki Zeal Gigas
3x Evigishki Levianima
2x Evigishki Soul Ogre
2x Evigishki Gustkrake
1x Evigishki Mind Augus
2x Gishki Ariel
3x Gishki Abyss
2x Gishki Beast
3x Gishki Shadow
3x Vision Gishki
Spells: 14
2x Gishki Aquamirror
1x Preparation of Rites
2x Smashing Ground
3x Moray of Greed
3x Trade-In
3x Salvage
Traps: 4
2x Mind Crush
2x Spiritual Water Art - Aoi
Mind Augus is greatness when it can put back my draw cards and salvages. Ptolemy M7 is my primary Xyz... Drop two Gustkrake make Ptolemy get Shadow or Vision back and put aquamirror back to deck then make a third Gustkrake lol.
Wednesday, December 28, 2011
Spiritual Froggy
Monsters: 26
2x Dark Dust Spirit
2x Fenghuang
1x Vanity's Ruler
1x Obelisk the Tormentor
2x Light and Darkness Dragon
3x Treeborn Frog
2x Ronintoadin
3x Swap Frog
3x Dupe Frog
1x Neo-Spacian Grand Mole
2x Effect Veiler
1x Glow-up Bulb
1x Gorz, the Emissary of Darkness
2x Tragoedia
Spells: 14
1x One for One
1x Foolish Burial
1x Book of Moon
3x Enemy Controller
2x Creature Swap
1x Dark Hole
1x Monster Reborn
1x Heavy Storm
3x Mystical Space Typhoon
Well I guess you all understand why I built this. Starlight Road's lack of prevalence me deciding to capitalize on such things. I played Dark Worlds with it and they couldn't play cards due to Dark Dust and Fenghuang stopping all set-up attempts. I still haven't gotten to use Vanity's Ruler or Obelisk but the Vanity's Ruler is pretty nasty and it's really easy to summon. As well as locking your opponent out of Special Summons it will continue enabling you to Special Summon. So I may build a different variant later that capitalizes on debilitation effects. The game from the previous post is still active until solved.
Tuesday, December 27, 2011
Black Magician of Chaos!!!!
I'm going out of town for the next little bit but I'll try to keep making posts depends. So treat this as my last post for the next few days kk cool.
Monsters: 21
1x Djinn Disserere of Rituals
2x Djinn Presider of Rituals
2x Djinn Releaser of Rituals
3x Manju of the Ten Thousand Hands
2x Sonic Bird
3x Tour Guide from the Underworld
2x Magic Death Knight
2x Summoner Monk
1x Sangan
3x MAGICIAN OF BLACK CHAOS!!!!!
Spells: 9
3x Pot of Dual-Casting
3x Black Magic Ritual
3x Black Magic Cyclone
Traps: 10
1x Gagagashield
1x Magician's Judgment
2x Black Drain
1x Magician's Deal
1x Mirror Force
1x Magic Explosion Boom
2x Magician's Warning
1x Spellbinding Circle
Now then I'll translate some of the cards later BTW Spellbinding Circle is just for fun like my old Time Machine in Karakuri or my Celtic Guardians. Most of the deck can be replaced with other cards to suit your fun or ideas so go wild!!
Oh and BYE for the night(s)
BTW first person to translate the list correctly gets to request anything related to yugioh they want to see a post on!! just post it in the comments
Monsters: 21
1x Djinn Disserere of Rituals
2x Djinn Presider of Rituals
2x Djinn Releaser of Rituals
3x Manju of the Ten Thousand Hands
2x Sonic Bird
3x Tour Guide from the Underworld
2x Magic Death Knight
2x Summoner Monk
1x Sangan
3x MAGICIAN OF BLACK CHAOS!!!!!
Spells: 9
3x Pot of Dual-Casting
3x Black Magic Ritual
3x Black Magic Cyclone
Traps: 10
1x Gagagashield
1x Magician's Judgment
2x Black Drain
1x Magician's Deal
1x Mirror Force
1x Magic Explosion Boom
2x Magician's Warning
1x Spellbinding Circle
Now then I'll translate some of the cards later BTW Spellbinding Circle is just for fun like my old Time Machine in Karakuri or my Celtic Guardians. Most of the deck can be replaced with other cards to suit your fun or ideas so go wild!!
Oh and BYE for the night(s)
BTW first person to translate the list correctly gets to request anything related to yugioh they want to see a post on!! just post it in the comments
Sunday, December 25, 2011
Alright this is my first major Holiday that's worth talking about
So I'm going to take a break from blogging today in order to research a bit more into my next post and because I have a lot coming up like a trip to Florida to see family within the next few days or so. If you have any requests for a post you'd like to see me make just comment here and I'll make time for it immediately.
Saturday, December 24, 2011
Merry Christmas!!!!
There is no such thing as happy holidays, if you are offended by Merry Christmas then you quite nearly need to be misunderstood for a Heatran and lock yourself in a mountain on an island to the northeast of mainland Sinnoh...
On all realism Merry Christmas to all my readers and Yami no Duel is having it's first anniversary in a few weeks so I'm quite amazed at how far this blog has come in the time span of a year. At first I was barely known and advertised everywhere I could lol and then slowly after making some contacts with such a Rauzes and Ryu Kuze the views started rolling in and many of you became loyal viewers (I know this because I can not post anything and you all just view my old posts happily lol). Seriously you viewers are the best Christmas present I could receive and your comments are always welcome regardless of content (aside from NSFW content that should be left out altogether).
Merry Christmas,
Signing out for the night, Yuginshin
On all realism Merry Christmas to all my readers and Yami no Duel is having it's first anniversary in a few weeks so I'm quite amazed at how far this blog has come in the time span of a year. At first I was barely known and advertised everywhere I could lol and then slowly after making some contacts with such a Rauzes and Ryu Kuze the views started rolling in and many of you became loyal viewers (I know this because I can not post anything and you all just view my old posts happily lol). Seriously you viewers are the best Christmas present I could receive and your comments are always welcome regardless of content (aside from NSFW content that should be left out altogether).
Merry Christmas,
Signing out for the night, Yuginshin
Friday, December 23, 2011
Well I noticed something awesome... Sacred Chaos
Monsters: 25
3x Sacred Sheratan
2x Sacred Leonis
2x Sacred Pollux
3x Sacred Kaust
1x Honest
3x Tour Guide from the Underworld
1x Sangan
1x Armageddon Knight
2x Summoner Monk
2x Cross Porter
1x Neo-Spacian Grand Mole
1x Neo-Spacian Dark Panther
1x Black Luster Soldier - Envoy of the Beginning
2x Effect Veiler
Spells: 10
1x Book of Moon
3x Pot of Duality
3x Mystical Space Typhoon
1x Heavy Storm
1x Monster Reborn
1x Dark Hole
Traps: 5
1x Solemn Judgment
1x Mirror Force
2x Solemn Warning
1x Torrential Tribute
Extra: Not Listed because it's mostly just personal preference.
Well the deck works by utilizing the Sacred monsters to make Pleiades and Ptolemy M7 and Omega and Beehive all of which can survive relatively well on their own. But then back them all up with a core contingent of standard Dark Monsters like Tour Guide>Sangan plays to set up the Sacred's easier.
You may be wondering about Cross Porter but right now this deck is quite in the rough draft stages but I did learn something nice recently... Summoner Monk pitches a spell for Armageddon Knight... drop Cross Porter... search Grand Mole or Dark Panther you just replaced the spell... Overlay for Lavalval Chain drop the other Porter for Dark Panther you now have plused... and thinned your deck of 5 cards in one turn (Armageddon, 2 Porter, 2 Neo-Spacians and have 6 cards in hand still So I can see Rauzes' old Junk and Debris deck being pretty nice after a bit of testing. Recently I had a field of Leviair, Pleaides, and Utopia (He killed Leviair on his turn and I swung for game on mine). If anyone else comes up with any crazy Summoner Monk plays I'd love to hear them.
Ninja with new Cards!!!
I won't go really into detail as I've done this deck over 3 times on here now so you should all somewhat get it. but I will show off some newer comboes... and because I want to there is a Osiris in the deck just for no real reason. Anyway I'll have more fun things later on too, don't forget about me I've just had a lot to do recently and all. Coupled with DN's lack of updating OCG released cards and my inability to make much time for testing is that personally I've had to play Skyrim compulsively lol. Don't worry I'll be trying to make a post every day once again just give me some time to get back into the swing of things. Ernest is really helping me out because my idea wellspring sorta ran dry for a bit. Now though I'll have a lot of good ideas coming in... oh and Sacreds are really good and I have a nice new build for them.
Monsters: 18
1x Black Luster Soldier - Envoy of the Beginning
3x Ninja Grandmaster Hanzo
2x Masked Ninja Ebisu
3x Upstart Golden Ninja
2x White Dragon Ninja
3x Crimson Ninja
1x Armed Ninja
1x Senior Silver Ninja
1x Karakuri Ninja mdl 339 "Sazank"
1x Slifer the Sky Dragon
Spells: 9
1x Pot of Avarice
1x Reinforcement of the Army
2x Pot of Duality
2x Mystical Space Typhoon
1x Heavy Storm
1x Dark Hole
1x Monster Reborn
Traps: 13
2x Ninjitsu Art of Super-Transformation
2x Ninjitsu Art of Duplication
2x Fiendish Chain
1x Mirror Force
1x Torrential Tribute
1x Solemn Judgment
2x Solemn Warning
2x Starlight Road
Extra: 15
2x Stardust Dragon
11x Rank 4 Xyz
2x Rank 1 Xyz
Anyway!!! The deck is simple but the new cards make it a lot more versatile and don't worry about the build this is quite essentially a rough draft as I think of other things that can be done.
Duplication can turn a Hanzo into 4 monsters 3 Crimson and 1 Armed Ninja... The next turn you could easily tribute for Slifer or Senior Silver Ninja or Overlay for a Rank 1 or both Silver and the Rank 1. But along with that you have essentially plus 4'd and if they do MST the Duplication you still thinned your deck of 4 monsters you'd rather not draw and now can play Pot of Avarice with exactly 5 monsters in Grave.
No pretty picture of the deck this time as I'm watching one piece and checking rulings on the judge facebook group and starving just a little lol.
Comeback!!! my VIEWERS!!!!!
Monsters: 18
1x Black Luster Soldier - Envoy of the Beginning
3x Ninja Grandmaster Hanzo
2x Masked Ninja Ebisu
3x Upstart Golden Ninja
2x White Dragon Ninja
3x Crimson Ninja
1x Armed Ninja
1x Senior Silver Ninja
1x Karakuri Ninja mdl 339 "Sazank"
1x Slifer the Sky Dragon
Spells: 9
1x Pot of Avarice
1x Reinforcement of the Army
2x Pot of Duality
2x Mystical Space Typhoon
1x Heavy Storm
1x Dark Hole
1x Monster Reborn
Traps: 13
2x Ninjitsu Art of Super-Transformation
2x Ninjitsu Art of Duplication
2x Fiendish Chain
1x Mirror Force
1x Torrential Tribute
1x Solemn Judgment
2x Solemn Warning
2x Starlight Road
Extra: 15
2x Stardust Dragon
11x Rank 4 Xyz
2x Rank 1 Xyz
Anyway!!! The deck is simple but the new cards make it a lot more versatile and don't worry about the build this is quite essentially a rough draft as I think of other things that can be done.
Duplication can turn a Hanzo into 4 monsters 3 Crimson and 1 Armed Ninja... The next turn you could easily tribute for Slifer or Senior Silver Ninja or Overlay for a Rank 1 or both Silver and the Rank 1. But along with that you have essentially plus 4'd and if they do MST the Duplication you still thinned your deck of 4 monsters you'd rather not draw and now can play Pot of Avarice with exactly 5 monsters in Grave.
No pretty picture of the deck this time as I'm watching one piece and checking rulings on the judge facebook group and starving just a little lol.
Comeback!!! my VIEWERS!!!!!
Wednesday, December 21, 2011
Spellcasters 1.1
So my spell caster deck from my last post has been a terrorizing force on DN. It takes some skill to play (and loads of math for those tmepest magician finishes) but it's a very satisfying way to win. Here's the lates version with some peculiar tech.
Monsters 21
3 Alchemist of Black Spells
3 Breaker the Magical Warrior
2 Summoner Monk
3 Magical Exemplar
1 Effect Veiler
3 Genex Ally Birdman
2 Night's End Sorcerer
1 Disenchanter
2 Genex Blastfan
1 Blast Magician
Spells 19
3 Spell Power Grasp
3 Magical Citadel Endymion
2 Swords of Revealing Light
1 Miracle Synchro Fusion
1 Foolish Burial
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
1 Book of Moon
1 Pot of Duality
1 Allure of Darkness
2 Arcane Barrier
1 Mind control
I dropped the traps, they were seeming a tad unreliable. You'll also notice a "blast from the past in blast magician. Not only does he hold unlimited counters for tempest anf arcanite to abuse but he also has a nack for sliping through bottomless and clearing away any thing from chump blockers to Krystia. Mind control pave's the way for some early wins and the epic Disenchanter lock is still intact though I may move it to the sideboard for when the opponent boards out those useless space typhoons.
Monsters 21
3 Alchemist of Black Spells
3 Breaker the Magical Warrior
2 Summoner Monk
3 Magical Exemplar
1 Effect Veiler
3 Genex Ally Birdman
2 Night's End Sorcerer
1 Disenchanter
2 Genex Blastfan
1 Blast Magician
Spells 19
3 Spell Power Grasp
3 Magical Citadel Endymion
2 Swords of Revealing Light
1 Miracle Synchro Fusion
1 Foolish Burial
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
1 Book of Moon
1 Pot of Duality
1 Allure of Darkness
2 Arcane Barrier
1 Mind control
I dropped the traps, they were seeming a tad unreliable. You'll also notice a "blast from the past in blast magician. Not only does he hold unlimited counters for tempest anf arcanite to abuse but he also has a nack for sliping through bottomless and clearing away any thing from chump blockers to Krystia. Mind control pave's the way for some early wins and the epic Disenchanter lock is still intact though I may move it to the sideboard for when the opponent boards out those useless space typhoons.
Monday, December 19, 2011
I'm not dead
DN is in the way of me building fun decks fer you all. So just be patient
Saturday, December 17, 2011
Spellcasters Are Awesome!
Hello fans and followers. I know it's been a long time since you've heard from me but I decided to revisit Spellcasters once again with this spell counter variant.
Counter Casters ver 1.o
Monsters 19
3 Alchemist of Black Spells3 Breaker the Magical Warrior
2 Summoner Monk
3 Magical Exemplar
2 Effect Veiler
2 Genex Ally Birdman
2 Night's End Sorcerer
1 Disenchanter
1 Genex Blastfan
Spells 17
3 Spell Power Grasp
2 Magical Citadel Endymion
2 Mystical Space Typhoon
2 Swords of Revealing Light
1 Miracle Synchro Fusion
1 Foolish Burial
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
1 Book of Moon
1 Magical Dimension
Traps 4
3 Magician's Circle
1 Pitch Black Power Stone
The deck's main strength lies in it's ability to maximize the usage of Breaker the Magical Warrior, Arcanite Magician, and Supreme Arcanite Magician.
Combos
Alchemist + Barrier
Disenchanter + Swords + Exemplar
Any Special Summon Effect + Blastfan-> Birdman = Arcanite
Spell Power Grasp + Breaker
Foolish Burial + exemplar = Tempest/ Explosive Magician
Monk+Exemplar+ Foolish -> Veiler =Trishula
Pitch Black Power Stone = Arcanite = destroy 5 or 5400 Atk
And that's just the tip of the iceberg!
Thursday, December 15, 2011
Raidalval
only problem is tributing for Raida which isn't really hard...
No picture or review this time just a deck. Verz will get the picture and the in depth review though so look out for it... When Demonic Cold Angel Rosalian comes out I'll build a deck for it... Same for Masked Hero's and Ma'at and Photon's new build...
Monsters: 22
2x Summoner Monk
2x Eclipse Wyvern
2x Light and Darkness Dragon
2x Prime Material Dragon
1x Black Luster Soldier - Envoy of the Beginning
2x Chaos Sorcerer
2x Effect Veiler
3x Tour Guide from the Underworld
1x Sangan
2x Gold Ninja
2x Ninja Grandmaster Hanzo
1x Masked Ninja Ebisu
Spells: 9
3x Mystical Space Typhoon
1x Reinforcement of the Army
2x Pot of Duality
1x Heavy Storm
1x Monster Reborn
1x Dark Hole
Traps: 9
1x Solemn Judgment
2x Solemn Warning
1x Starlight Road
3x Ninjitsu Art of Super Transformation
1x Mirror Force
1x Torrential Tribute
Extra: Well you can figure it out...
Sometimes I feel like a 5 year old
When something doesn't go my way I instantly rage about it... thinking about my last post now... I'm just a dumbass who forgot that card games always run a major luck factor. Just that this format that Luck Factor is far more prevalent. Top decked Tour Guide can become game changing. Turn 1 Tour Guide can set up so much. But Also all of these kinds of plays are common and easily interrupted if you can draw a single Veiler. So what about just running Anti-Meta traps that Konami makes so often... First and foremost this Meta is all about simple removal through either large monsters with their effects or MST and Storm. Meaning no one is prepared for Traps that stop such things before they can happen. Paying Life Points this format is an extreme gamble and should only be done if you are confident it will stop your opponent cold. Black Horn of Heaven, Starlight Road, Brionac, Stardust Dragon and Effect Veiler will be greatly useful for the rest of the format. Battle Fader is also really useful to stop that push. LaDD control is looking really nice right now. And to summon it is quite easy... Think of it like this... Summoner Monk gets Eclipse Wyvern (Harder in TCG but just as doable) for Lavalval Chain and banished LaDD... put BLS on top of deck... End turn... they have to kill Chain or deal with BLS and another chosen draw (Tour Guide). You also now have a LaDD in your hand that you didn't have to draw into. I'm going to try this idea out and tell you all how it goes tonight. If all goes well I'll be quite happy. Besides I'm not the type to rant and follow through. So thanks for your continued support if it weren't for you all viewing my blog daily I wouldn't have the spirit to make posts. Right now this blog and my judging are all that keeps me playing this game (aside from the fact that I put in 10+ years into it.).
Anyway Wall of Text is now over and I'm ready... "Hametsu no Photon Stream!!!"
Anyway Wall of Text is now over and I'm ready... "Hametsu no Photon Stream!!!"
Wednesday, December 14, 2011
I have nothing
I was gonna post a Verz build but it turned out to be terrible... I was gonna post one of my many new decks but now they are all terrible... Because for some reason Gravekeepers cannot be beaten by Synchro Monsters... Fucking Malefic Stardust... somehow I couldn't get a single monster over 2500... yet alone a single Synchro Summon... So things the deck normally does every duel just didn't happen... Necrovalley never even affected me... It was always me being unable by any means to summon a monster above 2500... or even a monster that could get rid of the Malefic Stardust... yet alone beat it in battle... So in other words I can't play yugioh until I have Tour Guide... and 3 Rai-Oh without those theres no point... as whenever I put those in a deck it becomes nigh unstoppable... Yay for being unable to play in real life because the people at your shop talk shit about you behind your back while everytime you go there you wreck them... Also those same people not believing you could be a judge until after they see you judging no matter what hints you give them... like "Julia herself said..." and so on.... So in otherwords I am wasting my time... I can't even have fun playing this game because the deck I put so much work into ever since I got back into this game seriously- after CRMS and it's subsequent bans- just hates me for some reason... I can never draw anything useful ever... just dumb... Anyway I'm not quitting this game as I've put too much into it so I'll try to have a post tomorrow if I'm not so pissed off about this honestly speaking terrible game... (It's fun but rather terrible in that every card in most decks is on it's own gamebreaking... Tour Guide, Tengu, Hyperion, Leviair, Lavalval Chain.) STOP THE FUCKING POWER CREEP!! One should not be able to make a single Normal Summon turn into an essential OTK...
I'm just really really annoyed... and I know you all are annoyed of my ranting on here... so I'll stop... and I'm sorry for the language in the rant... I just couldn't help it... I'm really stressed right now...
I'm just really really annoyed... and I know you all are annoyed of my ranting on here... so I'll stop... and I'm sorry for the language in the rant... I just couldn't help it... I'm really stressed right now...
Monday, December 12, 2011
God Card...
BTW because this deck is fun as all get out... if someone could point me to a cheap as in under 10 dollars Hardened Armed Dragon I'd be grateful.
Monsters: 28
1x Obelisk
1x Ra
1x Osiris
1x Horakhty
3x Light and Darkness Dragon
3x Gravekeeper's Spy
1x Gravekeeper's Guard
3x Hardened Armed Dragon
3x Tour Guide from the Underworld
1x Glow-up Bulb
1x Sangan
2x Ronintoadin
2x Treeborn Frog
2x Dupe Frog
3x Swap Frog
Spells: 10
1x Allure of Darkness
1x One for One
3x Gold Sarcophagus
1x Foolish Burial
1x Monster Reborn
3x Enemy Controller
Traps: 2
2x Call of the Haunted
Now to go and rewrite the beginning of a novel lol
Monsters: 28
1x Obelisk
1x Ra
1x Osiris
1x Horakhty
3x Light and Darkness Dragon
3x Gravekeeper's Spy
1x Gravekeeper's Guard
3x Hardened Armed Dragon
3x Tour Guide from the Underworld
1x Glow-up Bulb
1x Sangan
2x Ronintoadin
2x Treeborn Frog
2x Dupe Frog
3x Swap Frog
Spells: 10
1x Allure of Darkness
1x One for One
3x Gold Sarcophagus
1x Foolish Burial
1x Monster Reborn
3x Enemy Controller
Traps: 2
2x Call of the Haunted
Now to go and rewrite the beginning of a novel lol
Sunday, December 11, 2011
The Sacred
Honestly these cards are pretty boss right now with some of the most scary Xyz to date.
Here's the build I've been working on to pretty good effect.
Monsters: 15
3x Sacred Kaust
3x Sacred Gredi
3x Sacred Pollux
3x Sacred Sheratan
2x Sacred Esca
1x Honest
Spells: 15
2x Star of The Sacred
3x Pot of Duality
3x Smashing Ground
2x Swords of Revealing Light
3x Mystical Space Typhoon
1x Monster Reborn
1x Dark Hole
Traps: 10
2x Luminize
1x Solemn Judgment
2x Solemn Warning
2x Bottomless Trap Hole
1x Starlight Road
2x Dimensional Prison
I didn't list the Extra deck because it's up to you.
My best plays with this deck involve The Sacred Kaust as he can change the levels of any Sacred Monsters I control by 1 upwards or downwards twice per turn. (BTW he's a Beast Warrior... and LIGHT). So a standard play for me is Normal Summon Pollux who sets a condition allowing me an extra Normal Summon and then Normal Summon Kaust and make both level 5 and Overlay for Pleadies. From there do what you want. Or you can use Pollux and a Gredi or Pollux and a Pollux or two Gredi for The Sacred Beehive which can during your opponents turn boost your battling Sacreds by 1000 which is amazing considering it itself is 2400 meaning it cannot be run over by any conventional means. The star player in the deck is Sacred's very own Chaos Xyz Change that can turn ANY Sacred Xyz into Sacred Ptolemy M7 or you can make him using 2 Level 6 monsters. His purpose is that he can once per turn return 1 monster on the field or in the graveyard to the owners hand... Also his summon counts as an Xyz Summon for Star of the Sacred so in the event you waited a turn to make the Ptolemy you'd get a draw.
There are a ton of fun plays to be done with this deck... I'll do an updated Verz deck at a later date. Well this is my first real post in a long time and it feels good to be back. And I will still do reviews. Like Tomorrow I'm going to review Osiris and Horakhti and everyway I can think of to make a deck that would work with them. I have midterms next week but that won't hurt my blogging as I'm exempting half the exams anyway.
Here's the build I've been working on to pretty good effect.
Monsters: 15
3x Sacred Kaust
3x Sacred Gredi
3x Sacred Pollux
3x Sacred Sheratan
2x Sacred Esca
1x Honest
Spells: 15
2x Star of The Sacred
3x Pot of Duality
3x Smashing Ground
2x Swords of Revealing Light
3x Mystical Space Typhoon
1x Monster Reborn
1x Dark Hole
Traps: 10
2x Luminize
1x Solemn Judgment
2x Solemn Warning
2x Bottomless Trap Hole
1x Starlight Road
2x Dimensional Prison
I didn't list the Extra deck because it's up to you.
My best plays with this deck involve The Sacred Kaust as he can change the levels of any Sacred Monsters I control by 1 upwards or downwards twice per turn. (BTW he's a Beast Warrior... and LIGHT). So a standard play for me is Normal Summon Pollux who sets a condition allowing me an extra Normal Summon and then Normal Summon Kaust and make both level 5 and Overlay for Pleadies. From there do what you want. Or you can use Pollux and a Gredi or Pollux and a Pollux or two Gredi for The Sacred Beehive which can during your opponents turn boost your battling Sacreds by 1000 which is amazing considering it itself is 2400 meaning it cannot be run over by any conventional means. The star player in the deck is Sacred's very own Chaos Xyz Change that can turn ANY Sacred Xyz into Sacred Ptolemy M7 or you can make him using 2 Level 6 monsters. His purpose is that he can once per turn return 1 monster on the field or in the graveyard to the owners hand... Also his summon counts as an Xyz Summon for Star of the Sacred so in the event you waited a turn to make the Ptolemy you'd get a draw.
There are a ton of fun plays to be done with this deck... I'll do an updated Verz deck at a later date. Well this is my first real post in a long time and it feels good to be back. And I will still do reviews. Like Tomorrow I'm going to review Osiris and Horakhti and everyway I can think of to make a deck that would work with them. I have midterms next week but that won't hurt my blogging as I'm exempting half the exams anyway.
Saturday, December 10, 2011
No more Order of Chaos reviews...
I can't deal with the constant annoyances right now... I'll have a post for you soon on some ideas i've been working on.
Wednesday, December 7, 2011
Order of Chaos Review 6
Nothing will be here until tomorrow when I'm at school because I don't have that many picture problems there. I will say when this is updated just check back at around 4-5 PM EST like last time except this time it isn't me being lazy it's me hating annoyances... along with wanting to get back to writing like I used to.
Well dang the thing didn't save as draft on it's own so I lost all of my post before I could save it when the internet messed up... so no post for today because I don't want to redo that crap...
Well dang the thing didn't save as draft on it's own so I lost all of my post before I could save it when the internet messed up... so no post for today because I don't want to redo that crap...
Monday, December 5, 2011
Order of Chaos Review 5
This review will be all spell cards and I'm feeling better now thanks for your mental wellwishing... though honestly I like comments so please if you have a comment don't hesistate to make it... I like comments and suggestions and I happily accept them as well as criticism because I can't make this blog great without catering to the most important part, the viewers. So without further ado here is most or all of the spell cards from Order of Chaos depends on how happy I am <3
Sunday, December 4, 2011
Well Dang...
I got cut from judging because we didn't have enough people attend in order to hold 13 judges so I was one of the 4 cut... so after my 1 hour drive there at 6 o clock in the morning and my purchases of shoes and a shirt to judge in (needs to have black shoes and a black shirt and black pants... with no logo's or pictures... I don't want to talk about it right now... sorry but there won't be a post today while I recover from the mental depression of having hopes dashed...
Saturday, December 3, 2011
Confidence and why you need it
When dueling you often think, my opponent looks calm and collected, he's outplaying me at all turns, I'm scared of him... You may not think these exact things but you'll feel them. Most times you like Yusei will often be quite scared when your opponent is destroying you ruthlessly and you have no way of fighting back... But that's when confidence is needed. If you are confident in your plays and your deck building skills you will be able to notice and separate your good plays from your risky plays and bad plays and decide which kind of play will open up your opponent to a mistake. Say you are facing down a BLS, Leviathan Dragon, and Stardust Dragon (don't ask how). You know you can only live 1 turn and throughout the duel you've been getting murdered and last duel was no exception. If you aren't confident in your abilities and don't take the chance to truly recognize your opponent for what they are you will have no hope. If you calmly retain confidence and see that your opponent has too much confidence in himself you can with the right cards and draw win the game. If you don't have confidence though you'll draw the right card and not pull off the game ending combo due to a misplay.
Well honestly if you aren't confident you won't win very often which will eventually make you even less confident... that's how I was back when I was younger but then Ernest told me to think of my opponents as worse than myself so as to increase my confidence level. Now that I have confidence in my play I don't overestimate my opponent or even underestimate I just play my game and avoid at all costs like the plague to get wrapped up in my opponents pace (once that happens you can no longer really win).
Anyway that's just a random thought I had and wish me luck for tomorrow I'm on the Paper Team.
Well honestly if you aren't confident you won't win very often which will eventually make you even less confident... that's how I was back when I was younger but then Ernest told me to think of my opponents as worse than myself so as to increase my confidence level. Now that I have confidence in my play I don't overestimate my opponent or even underestimate I just play my game and avoid at all costs like the plague to get wrapped up in my opponents pace (once that happens you can no longer really win).
Anyway that's just a random thought I had and wish me luck for tomorrow I'm on the Paper Team.
Friday, December 2, 2011
That legit post will have to wait
I need to review the tournament policy and penalty documents nut in exchange ill try to take notes of what happens at the regional and maybe take pictures. btw the regional is sunday
Thursday, December 1, 2011
Order of Chaos ugh breaking promises Review 4 UPDATED and DONE!!
I'll try to do all the monsters today but if I can't I'll try to finish them up at school. But I think for simplicities sake... I'm going to BS this review. I'll do Card Names and the Review on said card... When I get to school I'll add in the effects, stats, and images of the cards. Sorry to be such a butt on this I'm gonna try to stop playing Skyrim for the rest of the week and give ya'll some kind of legit post. Check back here at around 4 PM EST and there will be pictures and stats and so on. Go on Shriek or the Wikia or Manjoume Thunder or even Pojo for the effects and such until tomorrow afternoon. Read More!! Updated almost finished the monster Line-up Pictures and stats should be finished soon. FINISHED!!!!
Tuesday, November 29, 2011
I'll do the whole rest of the monsters tomorrow for sure
just trust me on this...
Monday, November 28, 2011
Order of Chaos Review 3.2
Starting with Inzecters then moving on to Wind-ups, Evols, and Ninja. Read More to see the 10+ monster review (I think)
Thursday, November 24, 2011
Order of Chaos Review 3 small due to Skyrim
Inzecter Review plus random monsters in order...
FIRST:
Inzecter Hornet
Dark
Level 3
Insect/Effect
Once per turn, you can treat 1 "Inzecter" monster in your hand or your Graveyard as Equip Card and equip it to this card. While this card treated as an Equip Card is equipped, the equipped monster has its Level increased by 3, and its ATK and DEF are increased by the ATK and DEF of this card respectively. Also, by sending this equipped card that is treated as an Equip Card to the Graveyard, select 1 card on the field and destroy it.
500/200
REVIEW:
This card is dumb stupid retarded... look on shriek there are already Inzecter decks murdering. This card can single handedly nuke your opponents field while generating OTK's and infinite advantage.
NEXT:
Inzecter Ameise
Dark
Level 3
Insect/Effect
Once per turn, you can treat 1 "Inzecter" monster in your hand or your Graveyard as Equip Card and equip it to this card. While this card treated as an Equip Card is equipped, the equipped monster has its Level increased by 3, and its ATK and DEF are increased by the ATK and DEF of this card respectively. If the equipped monster would be destroyed, you can destroy this card instead.
200/600
REVIEW:
terrible and useless inzecter but i digress can be good as it makes your inzecters avoid destruction and trigger their effects.
NEXT:
Inzecter Centipede
DARK
Level 3
Insect/Effect
Once per turn, you can treat 1 "Inzecter" monster in your hand or your Graveyard as Equip Card and equip it to this card. If an Equip Card equipped to this card is sent to the Graveyard, you can add 1 "Inzecter" card from your deck to your hand. Also, while this card is equipped to a monster, the equipped monster has its Level increased by 3.
1600/1200
REVIEW: Godly with Hornet a instant plus 2. no more needs be said.
NEXT:
Inzecter Damsel
DARK
Level 3
Insect/Effect
Once per turn, you can treat 1 "Inzecter" monster in your hand or your Graveyard as Equip Card and equip it to this card. If an Equip Card equipped to this card is sent to the Graveyard, you can Special Summon 1 "Inzecter" Monster other than "Inzecter Damsel" from your Deck. Also, while this card is equipped to a monster, the equipped monster has its Level increased by 3.
1000/1800
REVIEW: Broken card turns into a plus 2 with hornet that can roll into another plus 2 with centipede... just too good...
will finish inzecters at a later (tomorrow date)
FIRST:
Inzecter Hornet
Dark
Level 3
Insect/Effect
Once per turn, you can treat 1 "Inzecter" monster in your hand or your Graveyard as Equip Card and equip it to this card. While this card treated as an Equip Card is equipped, the equipped monster has its Level increased by 3, and its ATK and DEF are increased by the ATK and DEF of this card respectively. Also, by sending this equipped card that is treated as an Equip Card to the Graveyard, select 1 card on the field and destroy it.
500/200
REVIEW:
This card is dumb stupid retarded... look on shriek there are already Inzecter decks murdering. This card can single handedly nuke your opponents field while generating OTK's and infinite advantage.
NEXT:
Inzecter Ameise
Dark
Level 3
Insect/Effect
Once per turn, you can treat 1 "Inzecter" monster in your hand or your Graveyard as Equip Card and equip it to this card. While this card treated as an Equip Card is equipped, the equipped monster has its Level increased by 3, and its ATK and DEF are increased by the ATK and DEF of this card respectively. If the equipped monster would be destroyed, you can destroy this card instead.
200/600
REVIEW:
terrible and useless inzecter but i digress can be good as it makes your inzecters avoid destruction and trigger their effects.
NEXT:
Inzecter Centipede
DARK
Level 3
Insect/Effect
Once per turn, you can treat 1 "Inzecter" monster in your hand or your Graveyard as Equip Card and equip it to this card. If an Equip Card equipped to this card is sent to the Graveyard, you can add 1 "Inzecter" card from your deck to your hand. Also, while this card is equipped to a monster, the equipped monster has its Level increased by 3.
1600/1200
REVIEW: Godly with Hornet a instant plus 2. no more needs be said.
NEXT:
Inzecter Damsel
DARK
Level 3
Insect/Effect
Once per turn, you can treat 1 "Inzecter" monster in your hand or your Graveyard as Equip Card and equip it to this card. If an Equip Card equipped to this card is sent to the Graveyard, you can Special Summon 1 "Inzecter" Monster other than "Inzecter Damsel" from your Deck. Also, while this card is equipped to a monster, the equipped monster has its Level increased by 3.
1000/1800
REVIEW: Broken card turns into a plus 2 with hornet that can roll into another plus 2 with centipede... just too good...
will finish inzecters at a later (tomorrow date)
Wednesday, November 23, 2011
welp this is what happens
I get Skyrim and get hooked on it for two days... To make up for my broken promises on thanksgiving I'll do all the Inzecters and as many monsters as I can in a time frame of 2 hours. (Honestly these reviews would be so easy if I could just put a card name and the review but I am forced to do a picture, the effect, stats and review it's quite annoying to do that for every card... I am looking forward to reviewing the set but I'm just ugh tired.
Sunday, November 20, 2011
tomorrow will be review number 3
not doing it today because I quite frankly don't really feel like it because you all know how broken Inzecter's are. Don't worry I'm not going anywhere I'm just not up to it today.
Friday, November 18, 2011
Order of Chaos Review 2.1
Alright sorry sorry I didn't mean to mess up like that I got sidetracked testing the new cards from the new Dragon Structure deck... it's quite amazing btw...
NEXT:
Photon Slasher
LIGHT
Level 4
Warrior/Effect
This card cannot be Normal Summoned or Set. If you control no monsters, you can Special Summon this card. If you control a monster other than this card, this card cannot attack.
2100/0
REVIEW: I like this card because it's a Level 4 Turn 1 Cyber Dragon but it's drawback is annoying... BUUUUT I believe Skill Drain and Forbidden Chalice can negate that effect so this along with Photon Crusher in a Skill Drain Photon build can be quite intimidating.
NEXT:
Photon Crusher
LIGHT
Level 4
Warrior/Effect
If this card attacks, it is changed to Defense Position at the end of the Damage Step.
2000/0
REVIEW: I really like this card too it's a weaker Goblin Attack Force but it's LIGHT and can change position the very next turn instead of waiting for an extra turn. Skill Drain once again makes this card scary (Note: This and the Slasher are both Warrior's so there are somethings Warriors have good synergy with... Stratos and Alius anyone?!?!?)
NEXT:
Photon Leo
LIGHT
Level 6
Beast/Effect
Activate when this card is successfully Normal Summoned. Shuffle all cards in your opponent's hand back to the deck. Afterwards, your opponent draws a same number of cards.
2100/1100
Review: UGH this card is good in the sense that when you summon it you can force a Reload on your opponent but that isn't always good and that this takes a full tribute to even pull off it isn't worth it.
NEXT:
Photon Circler
LIGHT
Level 4
Spellcaster/Effect
Battle Damage to your Life Points from a battle involving this card is halved.
1000/1000
REVIEW: This card is really bad in general it just has no real use.
NEXT:
Reverse Buster
LIGHT
Level 4
Fiend/Effect
This card can only attack face-down Monster. If this card attacks, your opponent cannot activate Magic or Trap Cards until the end of the Damage Step. If this card attacks a face-down Defense Position Monster, skip Damage Calculation and destroy that monster immediately.
1500/0
REVIEW: This card would be a ton better if it could attack without there being a face-down target. Past that it stops Flip effects fully and utterly as it activates pre-calculation so the monster is never flipped.
NEXT:
Armored Ninja Aqua
WATER
Level 4
Warrior/Effect
Activate this effect by removing from play this card in your Graveyard, when an opponent's monster attacks directly and there is another "Ninja" monster in your Graveyard. Negate the attack of that 1 monster.
800/1600
REVIEW: This card is pretty good as a nice little block but eh Necro Gardna is completely better. So is Freeze Lock...
NEXT:
Armored Ninja Air
WIND
Level 4
Warrior/Effect
When this card is Normal Summoned, Flip Summoned, or Special Summoned successfully, you can activate this effect by selecting 1 "Ninja" monster you control. Decrease the Level of the selected monster by 1.
1400/1400
REVIEW: This card works clearly with Armored Ninja Earth to make easy Rank 4's but with them it's a minus later on in this set we have Ninja's that do the same but better...
NEXT:
Armored Ninja Flame
FIRE
Level 4
Warrior/Effect
When this card is Normal Summoned, Flip Summoned, or Special Summoned successfully, you can activate this effect by selecting 1 "Ninja" monster you control. Increase the Level of the selected monster by 1.
1700/1000
REVIEW: Once again wtih Earth this card can make easy Rank 5 Xyz but this doesn't really get beat out by other Ninja's in the set is nice. Cyber Dragon though with Flame is easier lol.
NEXT:
Armored Ninja Earth
EARTH
Level 5
Warrior/Effect
If your opponent controls a monster(s), and you control no monster, you can Special Summon this card from your hand.
1600/1200
REVIEW: Cyber Dragon is so much better... Except it isn't a Ninja lol But the stats of this card and the other Armored Ninja is too terrible to make them good...
Finally finished thanks for reading and putting up with me!! I'll probably do Inzecters tonight if I can get the grumption to do it...
NEXT:
Photon Slasher
LIGHT
Level 4
Warrior/Effect
This card cannot be Normal Summoned or Set. If you control no monsters, you can Special Summon this card. If you control a monster other than this card, this card cannot attack.
2100/0
REVIEW: I like this card because it's a Level 4 Turn 1 Cyber Dragon but it's drawback is annoying... BUUUUT I believe Skill Drain and Forbidden Chalice can negate that effect so this along with Photon Crusher in a Skill Drain Photon build can be quite intimidating.
NEXT:
Photon Crusher
LIGHT
Level 4
Warrior/Effect
If this card attacks, it is changed to Defense Position at the end of the Damage Step.
2000/0
REVIEW: I really like this card too it's a weaker Goblin Attack Force but it's LIGHT and can change position the very next turn instead of waiting for an extra turn. Skill Drain once again makes this card scary (Note: This and the Slasher are both Warrior's so there are somethings Warriors have good synergy with... Stratos and Alius anyone?!?!?)
NEXT:
Photon Leo
LIGHT
Level 6
Beast/Effect
Activate when this card is successfully Normal Summoned. Shuffle all cards in your opponent's hand back to the deck. Afterwards, your opponent draws a same number of cards.
2100/1100
Review: UGH this card is good in the sense that when you summon it you can force a Reload on your opponent but that isn't always good and that this takes a full tribute to even pull off it isn't worth it.
NEXT:
Photon Circler
LIGHT
Level 4
Spellcaster/Effect
Battle Damage to your Life Points from a battle involving this card is halved.
1000/1000
REVIEW: This card is really bad in general it just has no real use.
NEXT:
Reverse Buster
LIGHT
Level 4
Fiend/Effect
This card can only attack face-down Monster. If this card attacks, your opponent cannot activate Magic or Trap Cards until the end of the Damage Step. If this card attacks a face-down Defense Position Monster, skip Damage Calculation and destroy that monster immediately.
1500/0
REVIEW: This card would be a ton better if it could attack without there being a face-down target. Past that it stops Flip effects fully and utterly as it activates pre-calculation so the monster is never flipped.
NEXT:
Armored Ninja Aqua
WATER
Level 4
Warrior/Effect
Activate this effect by removing from play this card in your Graveyard, when an opponent's monster attacks directly and there is another "Ninja" monster in your Graveyard. Negate the attack of that 1 monster.
800/1600
REVIEW: This card is pretty good as a nice little block but eh Necro Gardna is completely better. So is Freeze Lock...
NEXT:
Armored Ninja Air
WIND
Level 4
Warrior/Effect
When this card is Normal Summoned, Flip Summoned, or Special Summoned successfully, you can activate this effect by selecting 1 "Ninja" monster you control. Decrease the Level of the selected monster by 1.
1400/1400
REVIEW: This card works clearly with Armored Ninja Earth to make easy Rank 4's but with them it's a minus later on in this set we have Ninja's that do the same but better...
NEXT:
Armored Ninja Flame
FIRE
Level 4
Warrior/Effect
When this card is Normal Summoned, Flip Summoned, or Special Summoned successfully, you can activate this effect by selecting 1 "Ninja" monster you control. Increase the Level of the selected monster by 1.
1700/1000
REVIEW: Once again wtih Earth this card can make easy Rank 5 Xyz but this doesn't really get beat out by other Ninja's in the set is nice. Cyber Dragon though with Flame is easier lol.
NEXT:
Armored Ninja Earth
EARTH
Level 5
Warrior/Effect
If your opponent controls a monster(s), and you control no monster, you can Special Summon this card from your hand.
1600/1200
REVIEW: Cyber Dragon is so much better... Except it isn't a Ninja lol But the stats of this card and the other Armored Ninja is too terrible to make them good...
Finally finished thanks for reading and putting up with me!! I'll probably do Inzecters tonight if I can get the grumption to do it...
Order of Chaos review 2
Sorry for the delay after my birthday party ended I fell asleep lol. Without much further ado we have our Photon's and Armored Ninja!!!
Tuesday, November 15, 2011
Order of Chaos Review Part 1
Finally my waiting was useful so that's 2 good things the day before my birthday. First I get accepted into Temple University's Japan Campus and I get to review Order of Chaos!! Once again from card 1 to card 80 I can't wait to type these reviews I'll get pictures too just I'm doing a big DL right now so ya... oh and DN doesn't have the cards yet so I can't test em right now. Without Further ado press Read More so I can make this front page not as ugly.
Sunday, November 13, 2011
Meganiums and Poor Relations Oh MY
Completely unrelated to Yugioh because I'm slightly annoyed with that game right now and the lack of Order of Chaos Full Spoiler (It comes out this week so it better get a spoiler soon).
Well my Pokemon Gold Meganium Only run has gone rather well I hit level 50 by time I went to the Mahogany Town Gym so it was really easy... So by time I get to the Elite Four I should be level 60 with a terrible moveset... (Cut, Swagger, Razor Leaf, Synthesis) Only problem is Ho-Oh... even at level 40 it will be hard... A single well placed Fire Attack will murder me and Razor Leaf will deal near to no damage... Best chance is early swagger and bombard with Cut... I also decided to make a fun challenge out of Pokemon White... I hacked it so that I could get a Victini with V-Create but I cut Experience Gains by half I'm also going to do that as a Victini Only run... Meaning Victini is going to need a really good moveset... So far it's (V-Create, Confusion, Incinerate, Quick Attack). I'm going to need some really good type-coverage for this game... the Fire Psychic typing though should cover a few gyms relatively easily and Victini can learn tons of good moves... I'm doing it with Victini right now though because I want to see how easy it is when you have tons of moves at your disposal to make up for Level Differences... What are your thoughts on a Joltik and it's evolution Only Run with Half Experience and No Items except TM's/HM's? (Its quite possibly impossible just because Joltik is a Bug and Electric and there are many Gyms that kill those types (Ground Gym anyone...) I'm going to try it soon.
On the topic of Poor Relations I have just finished Marion Chesney's Poor Relation Series... I'm almost finished up to the most recent book Georgia Byng's Molly Moon series... I finished Harry Potter twice through and more than twice most books... I'm waiting for the next book in the Cat Royal series by Julia Golding to come to my doorstep... I'm also waiting for the next Xanth novel by Piers Anthony to come out... Aside from that though does anyone have any book recommendations in the vein of Romantic Science Fiction or Romantic Fantasy or especially Victorian setting Romance novels (Nothing with too much vulgarity please)?
So as you can tell I'm quite bored and making up Challenges in RPG's is somewhat fun for me though along with watching anime and reading books... as it stands I'm redownloading all 200 episodes of Sailor Moon and then I'm going to download the movies and put them all on my External HD... Then I'll redownload all of the original Yu-Gi-Oh and finish the series and store them as well... 1 TB is an immense help.
On the Yu-Gi-Oh front though I'm patiently waiting for the Order of Chaos full Spoiler (Assuming patiently means checking shriek every few hours and their partners). I'm also trying my hardest to think of a stable deck I can run on DN that isn't mainstream... I was thinking Laval Quasar but then I realized that depends on my draw and DN doesn't care about actual probability. My Ninja or Inzecter decks normally do well though (Who doesn't love Inzecters and their random OTK's or Ninja's and their Random Galaxy Eyes/Dark Horus/Light Pulsar/REDMD) So far I'm thinking about extrapolating my Lavalval deck and making it slightly more Hero oriented as in Chain can now place Stratos on top of my deck if I can't draw it turn 1. It would also allow access to Super Polymerization along with Ninjitsu Art of Super Transformation (half the monsters in my deck can suddenly steal an opponents monster so I can make a bigger one!!!) Miracle Fusion would also be a possibility and with Lavalval Chain I can reliably run Dandylion and Debris Dragon as well... it's gonna be a mish mash of a deck though so I'm gonna try to fit it all in. Debris also can make an easy Rank 4 with Gold Ninja so eh it's an idea.
Well my Pokemon Gold Meganium Only run has gone rather well I hit level 50 by time I went to the Mahogany Town Gym so it was really easy... So by time I get to the Elite Four I should be level 60 with a terrible moveset... (Cut, Swagger, Razor Leaf, Synthesis) Only problem is Ho-Oh... even at level 40 it will be hard... A single well placed Fire Attack will murder me and Razor Leaf will deal near to no damage... Best chance is early swagger and bombard with Cut... I also decided to make a fun challenge out of Pokemon White... I hacked it so that I could get a Victini with V-Create but I cut Experience Gains by half I'm also going to do that as a Victini Only run... Meaning Victini is going to need a really good moveset... So far it's (V-Create, Confusion, Incinerate, Quick Attack). I'm going to need some really good type-coverage for this game... the Fire Psychic typing though should cover a few gyms relatively easily and Victini can learn tons of good moves... I'm doing it with Victini right now though because I want to see how easy it is when you have tons of moves at your disposal to make up for Level Differences... What are your thoughts on a Joltik and it's evolution Only Run with Half Experience and No Items except TM's/HM's? (Its quite possibly impossible just because Joltik is a Bug and Electric and there are many Gyms that kill those types (Ground Gym anyone...) I'm going to try it soon.
On the topic of Poor Relations I have just finished Marion Chesney's Poor Relation Series... I'm almost finished up to the most recent book Georgia Byng's Molly Moon series... I finished Harry Potter twice through and more than twice most books... I'm waiting for the next book in the Cat Royal series by Julia Golding to come to my doorstep... I'm also waiting for the next Xanth novel by Piers Anthony to come out... Aside from that though does anyone have any book recommendations in the vein of Romantic Science Fiction or Romantic Fantasy or especially Victorian setting Romance novels (Nothing with too much vulgarity please)?
So as you can tell I'm quite bored and making up Challenges in RPG's is somewhat fun for me though along with watching anime and reading books... as it stands I'm redownloading all 200 episodes of Sailor Moon and then I'm going to download the movies and put them all on my External HD... Then I'll redownload all of the original Yu-Gi-Oh and finish the series and store them as well... 1 TB is an immense help.
On the Yu-Gi-Oh front though I'm patiently waiting for the Order of Chaos full Spoiler (Assuming patiently means checking shriek every few hours and their partners). I'm also trying my hardest to think of a stable deck I can run on DN that isn't mainstream... I was thinking Laval Quasar but then I realized that depends on my draw and DN doesn't care about actual probability. My Ninja or Inzecter decks normally do well though (Who doesn't love Inzecters and their random OTK's or Ninja's and their Random Galaxy Eyes/Dark Horus/Light Pulsar/REDMD) So far I'm thinking about extrapolating my Lavalval deck and making it slightly more Hero oriented as in Chain can now place Stratos on top of my deck if I can't draw it turn 1. It would also allow access to Super Polymerization along with Ninjitsu Art of Super Transformation (half the monsters in my deck can suddenly steal an opponents monster so I can make a bigger one!!!) Miracle Fusion would also be a possibility and with Lavalval Chain I can reliably run Dandylion and Debris Dragon as well... it's gonna be a mish mash of a deck though so I'm gonna try to fit it all in. Debris also can make an easy Rank 4 with Gold Ninja so eh it's an idea.
Saturday, November 12, 2011
Copying Ryu Kuze: Updates
Next posts will be for:
- Cardfight!! Vanguard deck analysis Dimensional Police
- Gagaga Back Redux
- Order of Chaos full set review (The day it gets spoilt,)
- An Analysis of my reading habits and what I like and an appeal for other similar titles.
- Results of my Pokemon Gold: Grass Starter Only Run (It's hard because Meganium is terrible and most gyms murder it... so far beat Gym 4 with a Level 38 Meganium due to them never using Hypnosis for a free Dream Eater murder.
- Ninja Engine and it's uses outside of Ninja's.
The Random seeming posts up there will probably take up the same post... BTW my Birthday is on the 16th of November I'll be turning 17. I may be Judging the next Regional in GA on the 4th of December.
- Cardfight!! Vanguard deck analysis Dimensional Police
- Gagaga Back Redux
- Order of Chaos full set review (The day it gets spoilt,)
- An Analysis of my reading habits and what I like and an appeal for other similar titles.
- Results of my Pokemon Gold: Grass Starter Only Run (It's hard because Meganium is terrible and most gyms murder it... so far beat Gym 4 with a Level 38 Meganium due to them never using Hypnosis for a free Dream Eater murder.
- Ninja Engine and it's uses outside of Ninja's.
The Random seeming posts up there will probably take up the same post... BTW my Birthday is on the 16th of November I'll be turning 17. I may be Judging the next Regional in GA on the 4th of December.
Thursday, November 10, 2011
Laval Quasar is broken
Well here it is... Essentially the combo is to use Sweltering Heat Transmission Field to drop Laval Magma Cannoneer and the Tender to fill the grave with 3 Tender and 2 Magma... You then use Rekindling to make Librarian and Laval Twinslayer and then special summon Boost Warrior or use Searing Fire Wall to summon out 1 token... Note regardless you haven't summoned yet and you drew 3 cards minimum if one of those was rekindling you can make a Trish as well lol. That's turn 1 and unbeatable...
BTE do you all like this format for decks or would you rather have a list or both? Read More for something fun
BTE do you all like this format for decks or would you rather have a list or both? Read More for something fun
Wednesday, November 9, 2011
Photon Drain!!!
You may be wondering how in the world Photon's and Skill Drain go together... then you look at Photon Crusher and Photon Sabre Tiger both are 2000 beaters under Skill Drain and both are LIGHT for Lumenize. So for the Side deck you can run Gozen Match as the entire deck is LIGHT's.
Photon Crusher and Photon Sabre Tiger are the stars of the deck.
Photon Crusher and Photon Sabre Tiger are the stars of the deck.
Been Playing Vanguard and doing important things
Sorry I've been pretty preocupied so tonight expect a blogpost on Yugimonz.
Sunday, November 6, 2011
Been sick recently
But I have somewhat of a post today!!. First off I finally got a win against a player not teaching me how to play on Cardfight Capital on BYOND it was a Shadow Paladin Mirror Match I used Phantom Blaster Dragon's Counter Blast 3 times... and it finally paid off in the end. On DN I've been tinkering with Twin Photon Lizard... and realized that building an OTK around it was possible but you are better off just teching a copy of Polymerization or two into a standard Photon Control build. More on that later. Other than that though not much today except my cold feels like it near over... though eating Holloween Candy isn't helping and it caused my cold in the first place... I get colds after eating too much candy or sweets...
Saturday, November 5, 2011
Sneak Report Really Short one...
So I was at my sneak after my SAT had to walk 20 minutes lol. I entered twice (you aren't supposed to be allowed to do that) and pulled horribly... everyone else pulled nuts... we saw an Ulti and Ultra Laggia... and the guy who pulled the ultra also got a Rescue Rabbit... We also saw a Ghost Galaxy Eyes... and I'm the person who pulled Latinum and before that Space Time Police (All I pulled recently were the bad Ultra's in sets...) I thought we were gonna play Sealed Pack but my Local got that wrong too and we were stuck playing our Sneaks like always (Like a Tourney except more expensive to win the mat)... We were supposed to do Sealed Pack and Open Dueling according to the Operations Documents... Well past that nothing exciting happened...
Thursday, November 3, 2011
True Advantage
Well I have a short theory post here today. Mostly about the existence of advantage. Ya see I've been thinking about why in some duels although you have card advantage and life lead you often are far from actually having the advantage. In Yu-gi-oh though we often say things like "I had card advantage" or "Field Presence" we often don't notice that though you have more overall options than the opponent often your options are sub par to the options the opponent has.
Imagine summoning Stratos who is a floater. Upon summoning you lose 1 in hand advantage but gain 1 in Field Presence but then gain 1 in hand advantage so you plus 1 in total card advantage. but the card you added is often not useful until later and gives your opponent knowledge of 1 card in your hand. So essentially unless that card becomes a plus of it's own it actually is dead weight it's card advantage but not Workable Card Advantage.
Workable Card Advantage could be described as extra cards you happen to obtain through the course of a duel that can upon obtaining be used to generate more Card Advantage over your opponent. A good example of this is Tour Guide of the Underworld. Upon summoning you lose 1 in hand advantage but gain 2 in Field Presence so it's a plus 1. If you searched Sangan its instantly an extra Plus 1 in Workable Card Advantage. You may be wondering how it's an extra plus 1 but if you think about it for a minute what does your opponent have to do in order to nullify sangan? all options aside from Dimensional Prison and battle are a minus (battle is a 1 for 1 trade which isn't good for the opponent when often the card Sangan searches can generate Workable Card Advantage)
Throughout the duel though often times if you focus on gaining the advantage in terms of just cards and not cards that can be effectively used for a plus within a turn of obtaining them. Of course this though isn't quite true either.
Card Advantage and Workable Card Advantage bear no power upon True Advantage. If you have a hand of 6 cards and a field of T.G. Hyper Librarian and Formula Synchron... and your opponent activates Mind Control on T.G Hyper Librarian... you are suddenly forced to Synchro Summon to make your opponents play into a Minus 1 for them but no one said your opponent didn't want you to do that. Now you can no longer Black Rose their field during the end of their Main Phase to destroy their set cards so they set 2 Backrow and Summon Tour Guide of the Underworld to search Sangan and Overlay for Number 17: Leviathan Dragon while one of their sets is Call of the Haunted. they now have a 2500 monster and 2 backrow but only 2 cards in hand. The opponent has a Level 7 Synchro Monster and a full hand. Once you attack that Synchro Monster though your opponent no longer can make that Synchro or Librarian or Formula Synchron until they draw a Pot of Avarice. even though they have card advantage by 1 card and hand advantage by 4 you have the True Advantage.
Keeping with the above scenario the opponent takes their turn and draws to 7 And summons Debris Dragon to revive Dandylion and sync for 7 to get rid of your field... well now you can use Call of the Haunted to bring back your Sangan who will promply die... so they have a 6 card hand and some tokens while you have a 3 card hand and no field. They no longer can Normal Summon so at best they will Monster Reborn or just set a trap or two and end... Suddenly they have 5 cards in hand and you on your draw have 4... But you haven't used any power plays while they have Nuked the field with their 1 Debris, Drew with their one Librarian and one Formula and one Glow-up Bulb/Spore and Dandylion. But you can still make big plays especially in this situation you can just summon Reborn Tengu and now you are automatically in the lead as Tengu replaces itself upon dying...
As you can see just because someone has the Advantage over you in terms of cards or field presence they don't necessarily have the True Advantage in the situation you could easily within a 4 card hand have an out to most dangerous situations while they with their large hand have already used most of their best cards and are less of a threat once those cards are dealt with. But this isn't necessarily a concrete truth it's quite easy for Card Advantage to be True Advantage if the Extra Cards are Workable Card Advantage and can change the flow of the duel. Well that's just something I've been thinking about the most important parts of the post relate to Workable Card Advantage.
Imagine summoning Stratos who is a floater. Upon summoning you lose 1 in hand advantage but gain 1 in Field Presence but then gain 1 in hand advantage so you plus 1 in total card advantage. but the card you added is often not useful until later and gives your opponent knowledge of 1 card in your hand. So essentially unless that card becomes a plus of it's own it actually is dead weight it's card advantage but not Workable Card Advantage.
Workable Card Advantage could be described as extra cards you happen to obtain through the course of a duel that can upon obtaining be used to generate more Card Advantage over your opponent. A good example of this is Tour Guide of the Underworld. Upon summoning you lose 1 in hand advantage but gain 2 in Field Presence so it's a plus 1. If you searched Sangan its instantly an extra Plus 1 in Workable Card Advantage. You may be wondering how it's an extra plus 1 but if you think about it for a minute what does your opponent have to do in order to nullify sangan? all options aside from Dimensional Prison and battle are a minus (battle is a 1 for 1 trade which isn't good for the opponent when often the card Sangan searches can generate Workable Card Advantage)
Throughout the duel though often times if you focus on gaining the advantage in terms of just cards and not cards that can be effectively used for a plus within a turn of obtaining them. Of course this though isn't quite true either.
Card Advantage and Workable Card Advantage bear no power upon True Advantage. If you have a hand of 6 cards and a field of T.G. Hyper Librarian and Formula Synchron... and your opponent activates Mind Control on T.G Hyper Librarian... you are suddenly forced to Synchro Summon to make your opponents play into a Minus 1 for them but no one said your opponent didn't want you to do that. Now you can no longer Black Rose their field during the end of their Main Phase to destroy their set cards so they set 2 Backrow and Summon Tour Guide of the Underworld to search Sangan and Overlay for Number 17: Leviathan Dragon while one of their sets is Call of the Haunted. they now have a 2500 monster and 2 backrow but only 2 cards in hand. The opponent has a Level 7 Synchro Monster and a full hand. Once you attack that Synchro Monster though your opponent no longer can make that Synchro or Librarian or Formula Synchron until they draw a Pot of Avarice. even though they have card advantage by 1 card and hand advantage by 4 you have the True Advantage.
Keeping with the above scenario the opponent takes their turn and draws to 7 And summons Debris Dragon to revive Dandylion and sync for 7 to get rid of your field... well now you can use Call of the Haunted to bring back your Sangan who will promply die... so they have a 6 card hand and some tokens while you have a 3 card hand and no field. They no longer can Normal Summon so at best they will Monster Reborn or just set a trap or two and end... Suddenly they have 5 cards in hand and you on your draw have 4... But you haven't used any power plays while they have Nuked the field with their 1 Debris, Drew with their one Librarian and one Formula and one Glow-up Bulb/Spore and Dandylion. But you can still make big plays especially in this situation you can just summon Reborn Tengu and now you are automatically in the lead as Tengu replaces itself upon dying...
As you can see just because someone has the Advantage over you in terms of cards or field presence they don't necessarily have the True Advantage in the situation you could easily within a 4 card hand have an out to most dangerous situations while they with their large hand have already used most of their best cards and are less of a threat once those cards are dealt with. But this isn't necessarily a concrete truth it's quite easy for Card Advantage to be True Advantage if the Extra Cards are Workable Card Advantage and can change the flow of the duel. Well that's just something I've been thinking about the most important parts of the post relate to Workable Card Advantage.
Wednesday, November 2, 2011
New Wind-up Monsters TCG and OCG
Alright I'm here today to discuss the new Wind-up Monsters that both TCG and OCG are getting that are actually new and not just finally hitting the shores.
In specific I'm talking about:
OCG:
Wind-up Mouse
Wind-up Honeybee
Wind-up Zenmaighty
TCG:
Wind-up Rabbit
Wind-up Zenmaines
Alright no pictures this time because I don't feel like getting pictures twice when next week or so I have to do the entirety of Order of Chaos...
OCG:
Wind-up Mouse can once while it's face-up summon any "Wind-up" from your Graveyard in face-up defense mode by switching itself to defense. It's level 3 and it has 600/600
Wind-up Honey is the standard Recruiter except it gets any level 4 or lower "Wind-up" from your deck in any position. Level 1 and has 300/300
Wind-up Zenmaighty can once per turn detach a material to special summon any "Wind-up" from your hand or deck. Rank 3 1500/1500
TCG:
Wind-up Rabbit can once during anyone's turn banish any "Wind-up" you control until your Next Standby Phase including itself. Level 3 1400/900
Wind-up Zenmaines can be a Gantetsu minus the power boost that if not killed in one turn can get revenge on any card even itself lol. Rank 3 1500/2100
So how do these all become greatness and make Wind-up's actually really good...
Honeybee gives Wind-ups what they have needed a recruiter that can trigger Factory on your opponents turn (Rediculous) and it can search itself if necessary. Rat gives wind-up's an easy way to re-use dead Wind-Up's to great effect... personally I love using Rat to get Kitty for a free bounce and 2 monsters along with a factory search. Zenmaighty though is what links the OCG to TCG... Rat plus Rabbit suddenly becomes Another Rat after dropping Rabbit... which makes another Zenmaighty which can do it again... until you no longer have Rat in hand or deck. Add a Magician to this and even with 1 summon of Zenmaighty you can make a full field without any preparation. Rabbit allows you to re-use Wind-ups and have a consistent trigger for Factory during either players turn and also is a Quick Effect... Meaning you can do it as a chain to anything that you can use a Quick-Play spell or Trap card against and Factory never misses timing. Zenmaines gives Wind-ups an easier gantetsu (though double Kitty happens often for me). I have a build that's been doing pretty well on DN recently without a side deck. If I make it to late game it gets really hard to beat Wind-ups due to Rat Loop and just random advantage, but early game is also really good with Honeybee, Rabbit and Factory. They have no beaters aside from Soldier but somehow keep up thanks to Kitty's random advantage.
I believe Wind-up's will eventually rise to a pretty nice spot on the tiers once TCG gets Order of Chaos (which may have even more Wind-up support lol) If Wind-up's get a field/continuous spell that acts like Spring Rewinding except once per turn they may be very very terrifying.
In specific I'm talking about:
OCG:
Wind-up Mouse
Wind-up Honeybee
Wind-up Zenmaighty
TCG:
Wind-up Rabbit
Wind-up Zenmaines
Alright no pictures this time because I don't feel like getting pictures twice when next week or so I have to do the entirety of Order of Chaos...
OCG:
Wind-up Mouse can once while it's face-up summon any "Wind-up" from your Graveyard in face-up defense mode by switching itself to defense. It's level 3 and it has 600/600
Wind-up Honey is the standard Recruiter except it gets any level 4 or lower "Wind-up" from your deck in any position. Level 1 and has 300/300
Wind-up Zenmaighty can once per turn detach a material to special summon any "Wind-up" from your hand or deck. Rank 3 1500/1500
TCG:
Wind-up Rabbit can once during anyone's turn banish any "Wind-up" you control until your Next Standby Phase including itself. Level 3 1400/900
Wind-up Zenmaines can be a Gantetsu minus the power boost that if not killed in one turn can get revenge on any card even itself lol. Rank 3 1500/2100
So how do these all become greatness and make Wind-up's actually really good...
Honeybee gives Wind-ups what they have needed a recruiter that can trigger Factory on your opponents turn (Rediculous) and it can search itself if necessary. Rat gives wind-up's an easy way to re-use dead Wind-Up's to great effect... personally I love using Rat to get Kitty for a free bounce and 2 monsters along with a factory search. Zenmaighty though is what links the OCG to TCG... Rat plus Rabbit suddenly becomes Another Rat after dropping Rabbit... which makes another Zenmaighty which can do it again... until you no longer have Rat in hand or deck. Add a Magician to this and even with 1 summon of Zenmaighty you can make a full field without any preparation. Rabbit allows you to re-use Wind-ups and have a consistent trigger for Factory during either players turn and also is a Quick Effect... Meaning you can do it as a chain to anything that you can use a Quick-Play spell or Trap card against and Factory never misses timing. Zenmaines gives Wind-ups an easier gantetsu (though double Kitty happens often for me). I have a build that's been doing pretty well on DN recently without a side deck. If I make it to late game it gets really hard to beat Wind-ups due to Rat Loop and just random advantage, but early game is also really good with Honeybee, Rabbit and Factory. They have no beaters aside from Soldier but somehow keep up thanks to Kitty's random advantage.
I believe Wind-up's will eventually rise to a pretty nice spot on the tiers once TCG gets Order of Chaos (which may have even more Wind-up support lol) If Wind-up's get a field/continuous spell that acts like Spring Rewinding except once per turn they may be very very terrifying.
Monday, October 31, 2011
No Post today
Went trick or treating for probably the last time as I'm graduating next semester and won't be around to trick or treat while at college. I'm really tired and my feet are killing me (Wore Timberlands for 3 hours of non-stop walking... in the cold wearing my cosplay wig.)
Saturday, October 29, 2011
Chaos Chain
Alright so anyone remembers the brokeness that is Lavalval Chain and how it can either be a you draw whatever monster you want or a foolish burial for anything in your deck... Well imagine Gold Ninja>Hanzo>Laval>Black Luster Soldier - Envoy of the Beginning... As a Turn 1 Play...
Lavalval Chain made with Summoner Monk or Gold Ninja can essentially enable any Chaos monster in one turn. So I made a deck that does this... and truth be told it's quite ignorant.
Monsters: 21
3x Gold Ninja
3x Ninja Grandmaster Hanzo
2x Summoner Monk
1x Elemental Hero Stratos
3x Chaos Sorcerer
1x Black Luster Soldier - Envoy of the Beginning
3x Daybreaker
1x Destiny Hero - Doom Lord
3x Destiny Hero - Diamond Dude
Spells: 10
1x Reinforcements of the Army
1x Allure of Darkness
2x Destiny Draw
3x Mystical Space Typhoon
1x Monster Reborn
1x Dark Hole
1x Heavy Storm
Traps: 9
3x Armored Ninjitsu Art - Freeze Lock
1x Solemn Judgment
2x Solemn Warning
1x Mirror Force
2x Threatening Roar
Extra:
3x Lavalval Chain
2x Armored Ninja Blade Heart
Xx Anything else you want to summon
Lavalval Chain made with Summoner Monk or Gold Ninja can essentially enable any Chaos monster in one turn. So I made a deck that does this... and truth be told it's quite ignorant.
Monsters: 21
3x Gold Ninja
3x Ninja Grandmaster Hanzo
2x Summoner Monk
1x Elemental Hero Stratos
3x Chaos Sorcerer
1x Black Luster Soldier - Envoy of the Beginning
3x Daybreaker
1x Destiny Hero - Doom Lord
3x Destiny Hero - Diamond Dude
Spells: 10
1x Reinforcements of the Army
1x Allure of Darkness
2x Destiny Draw
3x Mystical Space Typhoon
1x Monster Reborn
1x Dark Hole
1x Heavy Storm
Traps: 9
3x Armored Ninjitsu Art - Freeze Lock
1x Solemn Judgment
2x Solemn Warning
1x Mirror Force
2x Threatening Roar
Extra:
3x Lavalval Chain
2x Armored Ninja Blade Heart
Xx Anything else you want to summon
Friday, October 28, 2011
Chain Material and V Jump Special Edition 6
Where do I begin... Oh that's how, every Xyz Monster in the pack has an Infinite Loop with Chain Material and Fusion Gate... I'll list them in order of simplicity in terms of deck structure
1. Gustaph Max OTK/FTK
2. Dborak OTK/FTK
3.Number 7: Lucky Stripe OTK/FTK
The easiest to do is Gustaph Max... 4 quick short reps... I told you those yesterday.
Recently I learned of Dborak's OTK/FTK in terms of Mill. (this build runs 3 Bubbleman and 3 Avian)
1. Chain + Gate
2. Make 2 Mariner and 1 Flame Swordsman
3. Make Dborak and use it's effect...
4. Make Gaia with Mariner and Dborak
5. Make Nova Master with Flame Swordsman and the other Mariner
6. Make Gaia/Nova Master with Gaia and Nova MAster
7. Make Electrum you should be able to see where this is going...
But now for one I didn't learn of while searching but one I made up just today Lucky Stripe ExodiaTK
This one takes longest because you may or may not draw with Lucky Stripe but also if you don't use Momentary Truce the turn of the Lucky Stripe... You can loop it until time is running out and then Gustaph for Game and Match (Remember you can't just tell your opponent the number of reps because you may or may not actually draw anything on some of the reps it's random so they either have to scoop or sit through it and lose the match... It deals no Burn damage so is immune to Hanewata and it's ilk... and if your opponent uses Maxx "C" they lose...
1. Chain + Gate
2. Make 2 Neos Knight and 1 Gaia the Dragon Champion
3. Make Lucky Stripe and use it's effect 3 times... if you get 7 use the Graceful Charity effect.
4.Make Elemental Hero the Shining with Lucky Stripe and Neos Knight
5. Make Elemental Hero Great Tornado with Neos Knight and Gaia the Dragon Champion
6. Make Great Tornado with Great Tornado and The Shining
7. Make Electrum putting everything back...
8. Make Any Omni-Hero except Escuridao with Electrum and Great Tornado
9. Make Lucky Stripe with 2 Neos Knight and 1 Gaia the Dragon Champion and on and on... Until you Draw Exodia
The kicker is that it's an Optional Loop with a Random Factor meaning that you don't have to ever actually get 7 on some reps even with 3 die rolls. Also if you get the FTK without using Momentary Truce stall with the Stripe Combo and then Make Gustaph FTK instead halfway through and get a free win and then go into Time during which you side out some of the Draw Power into Burn or Life Gain or hope you get the OTK/FTK again which is pretty easy really.
So that's two new ideas for Chain Material Lucky Stripe is my favorite because of how much it screws with the opponent... Or if you want to be funny side in Broww and Dark World Dealings...
BEST PART: All three FTK/OTK's can do the Gustaph Loop... While the Gustaph One can strictly speaking do any of them 3 if you build the Extra and main deck well enough. but it's not worth it...
1. Gustaph Max OTK/FTK
2. Dborak OTK/FTK
3.Number 7: Lucky Stripe OTK/FTK
The easiest to do is Gustaph Max... 4 quick short reps... I told you those yesterday.
Recently I learned of Dborak's OTK/FTK in terms of Mill. (this build runs 3 Bubbleman and 3 Avian)
1. Chain + Gate
2. Make 2 Mariner and 1 Flame Swordsman
3. Make Dborak and use it's effect...
4. Make Gaia with Mariner and Dborak
5. Make Nova Master with Flame Swordsman and the other Mariner
6. Make Gaia/Nova Master with Gaia and Nova MAster
7. Make Electrum you should be able to see where this is going...
But now for one I didn't learn of while searching but one I made up just today Lucky Stripe ExodiaTK
This one takes longest because you may or may not draw with Lucky Stripe but also if you don't use Momentary Truce the turn of the Lucky Stripe... You can loop it until time is running out and then Gustaph for Game and Match (Remember you can't just tell your opponent the number of reps because you may or may not actually draw anything on some of the reps it's random so they either have to scoop or sit through it and lose the match... It deals no Burn damage so is immune to Hanewata and it's ilk... and if your opponent uses Maxx "C" they lose...
1. Chain + Gate
2. Make 2 Neos Knight and 1 Gaia the Dragon Champion
3. Make Lucky Stripe and use it's effect 3 times... if you get 7 use the Graceful Charity effect.
4.Make Elemental Hero the Shining with Lucky Stripe and Neos Knight
5. Make Elemental Hero Great Tornado with Neos Knight and Gaia the Dragon Champion
6. Make Great Tornado with Great Tornado and The Shining
7. Make Electrum putting everything back...
8. Make Any Omni-Hero except Escuridao with Electrum and Great Tornado
9. Make Lucky Stripe with 2 Neos Knight and 1 Gaia the Dragon Champion and on and on... Until you Draw Exodia
The kicker is that it's an Optional Loop with a Random Factor meaning that you don't have to ever actually get 7 on some reps even with 3 die rolls. Also if you get the FTK without using Momentary Truce stall with the Stripe Combo and then Make Gustaph FTK instead halfway through and get a free win and then go into Time during which you side out some of the Draw Power into Burn or Life Gain or hope you get the OTK/FTK again which is pretty easy really.
So that's two new ideas for Chain Material Lucky Stripe is my favorite because of how much it screws with the opponent... Or if you want to be funny side in Broww and Dark World Dealings...
BEST PART: All three FTK/OTK's can do the Gustaph Loop... While the Gustaph One can strictly speaking do any of them 3 if you build the Extra and main deck well enough. but it's not worth it...
Thursday, October 27, 2011
Superdreadnought Gun Turret Train Gustaph Max OTK/FTK
So we all remember this super long name but epic card that deals 2000 burn damage for free once per turn... Well thanks to HERO's having a fusion for everything we can loop this...
1. Fusion Gate + Chain Material starts the combo...
2. Make 2 Electrums from Deck/Hand/Grave/Field
3. Make Dreadnought and detach Electrum for 2000
4. Electrum in Grave with Dreadnought for Gaia
5. Gaia and Electrum in Grave for Gaia
6. Make 3rd Electrum to put everything back... and then make 1st Electrum again
7. Make Dreadnought and detach Electrum for 2000
8. Steps 4-6 and repeat until game is over or by just telling your opponent how many reps you are doing maximum is Infinite.
You can also make this a 9 step process with Bubbleman and Bubble Illusion making it a 4 card FTK or a 2 Card OTK the next turn depending on what you draw... Here is my build though because it seems fun
Monsters: 12
2x Elemental HERO Burstinatrix
2x Elemental HERO Avian
2x Elemental HERO Clayman
2x Elemental HERO Bubbleman
1x Elemental HERO Stratos
3x Elemental HERO Alius
Spells: 22
2x Magical Mallet
3x Upstart Goblin
3x Terraforming
3x Fusion Gate
2x Miracle Fusion (happens and with Chain Material becomes add 6 HERO's to hand during End Phase)
3x Dark World Dealings
2x Bubble Illusion
1x Reinforcements of the Army (Bubbleman or Stratos)
3x E - Emergency Call (Thin and Stratos or Bubbleman)
Traps: 6
3x Chain Material
3x Reckless Greed
Extra: 15
2x Gustaph
3x Electrum
2x Nova Master
3x Gaia
3x Shining
2x Absolute Zero
1. Fusion Gate + Chain Material starts the combo...
2. Make 2 Electrums from Deck/Hand/Grave/Field
3. Make Dreadnought and detach Electrum for 2000
4. Electrum in Grave with Dreadnought for Gaia
5. Gaia and Electrum in Grave for Gaia
6. Make 3rd Electrum to put everything back... and then make 1st Electrum again
7. Make Dreadnought and detach Electrum for 2000
8. Steps 4-6 and repeat until game is over or by just telling your opponent how many reps you are doing maximum is Infinite.
You can also make this a 9 step process with Bubbleman and Bubble Illusion making it a 4 card FTK or a 2 Card OTK the next turn depending on what you draw... Here is my build though because it seems fun
Monsters: 12
2x Elemental HERO Burstinatrix
2x Elemental HERO Avian
2x Elemental HERO Clayman
2x Elemental HERO Bubbleman
1x Elemental HERO Stratos
3x Elemental HERO Alius
Spells: 22
2x Magical Mallet
3x Upstart Goblin
3x Terraforming
3x Fusion Gate
2x Miracle Fusion (happens and with Chain Material becomes add 6 HERO's to hand during End Phase)
3x Dark World Dealings
2x Bubble Illusion
1x Reinforcements of the Army (Bubbleman or Stratos)
3x E - Emergency Call (Thin and Stratos or Bubbleman)
Traps: 6
3x Chain Material
3x Reckless Greed
Extra: 15
2x Gustaph
3x Electrum
2x Nova Master
3x Gaia
3x Shining
2x Absolute Zero
Tuesday, October 25, 2011
Duelist Pack Yuma Review 5 Number 61: Volcasaurus Short Review
No. 61 Volcasaurus
FIRE
Rank 5
Dinosaur/Xyz/Effect
2 Level 5 monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up monster your opponent controls; destroy the target, then inflict damage to your opponent equal to that monster's original ATK. This card cannot attack your opponent directly during the turn you activate this effect.
REVIEW: This card is great in that it's essentially a weaker Adreus that has the potential to end games on it's own without ever attacking... But of course I don't really need to explain much about this card... it's quite simple the most fun way to use it... Late game opponent drops BLS and you live... Armored Ninja Earth>Armored Ninja Flame>Volcasaurus for gg. Or something similar using The Tricky and Gusto Grif. This card is just a really good Rank 5 and for OCG players the only other generic Rank 5 that isn't Tiras. I personally like this card just because it doesn't even need hands to kill you lol. Yep a shorter review than Freezerdon... but I mean what can one really say about this card except that it's just really good.
Now that that's over... after looking at the YCS Coverage... Debunk and Maxx "C" are really good right now... meaning many things... First off many decks can now main Maxx "C" due to how much special summoning goes on in every deck that often wins YCS's... Debunk as a counter-measure can negate important things that Maxx "C" can draw and your Tengu and your Glow-up Bulb and your Sangan play oh and did I mention every single Dark World monster in the game? So you know what I think is going to come back to mainstream play? D.Fissure will be back but not how you'd think... I'm expecting it to be splashed into Gravekeepers, Synchro Monsters (Yep it interferes with everything but as a 1-2 of tech doesn't change much considering it's MST bait and disruption in one.), I also expect it to be included into Agent builds.
With the possibility of D.Fissure coming back to counter Synchro Monsters what does that mean for Dark Worlds? BTW D.Fissure stops anything that has to send something to the graveyard for a cost or activates in the graveyard... because well those cards would never reach the graveyard so the cost cannot be paid and the effect cannot activate if not in the graveyard. But on a more plausible note... Dark World possibly could have actually did better if it ran Skill Drain as that does nothing to stop your cards aside from Fabled Raven and puts a hard stopping on Synchro Monsters and Agents among other decks. But Dark World are new so those using it probably didn't have a polished side deck or main deck yet.
Sunday, October 23, 2011
Number 17: Freezerdon
Yep I'm going in order of Not Volcasaurus > Volcasaurus lol
NO. 19 FREEZERDON
WATER
Rank 4
Dinosaur/Xyz/Effect
2 Level 5 Monsters
Once per turn, if you would activate an effect by detaching Xyz Materials, you can detach 1 Xyz Material from this card instead.
REVIEW: Alright well this card would be great if it was Rank 4... well not Quite Great but pretty cool... as it stands though it's too much work to make yet to make use of it you'd have to have already made something else beforehand... It works cool with something like Sacred Pleadies or something... but as it stands this card is pretty terrible no doubt about it. If you use this card you are wasting your time unless you somehow summon it and a Laggia in the same turn without cheating... with Laggia this makes it so you can use Laggia 3 times total lol would be broken if you could just summon this card somehow... If you can think of a way to summon this card along with another Xyz Monster without a major minus to yourself and resources and it has to be possible on a semi-regular basis... Otherwise until then this card is terrible. Tomorrow's review will be more useful lol I'm trying to stall until I can finally review something good lol...
BTW today I summoned Gustaph Max to make an OTK... It was... Banish Blue-Eyes White Dragon... Special Red Eyes Darkness Metal Dragon... Metal Dragon specials out Dark Flare Dragon who gets banished for Red-Eyes Darkness Metal Dragon #2... who specials out another Dark Flare Dragon... Dark Flare hits face-down... Hanzo hits direct, and both Red Eyes hit direct... Lol and laugh at opponent a little... Overlay for 10 and opponent was like wtf??!?!? So then Superdreadnought Gun Turret Train Gustaph MAX was summoned and I detached a Red-Eyes for game lol muhahahahaha. BTW Light Pulsars most current text says "When... you can" meaning the Cannon Soldier FTK is dead YAY for better translations... As it stands though you cannot discard Light Pulsar and a DARK to summon the same Light Pulsar because unlike Machina Fortress it's two methods of special summoning are separate while Fortress states "or" making them both the same effect. Not a big deal though it's easy enough to summon being a Level 6 Normal Summonable Chaos Sorcerer... Dark Flare sets it up easy too... so it isn't a big deal.
Saturday, October 22, 2011
Gagaga Back Yuma Review 4 Really Short Review
GAGAGA BACK
Quick-Play Spell
During the turn a "Gagaga" monster you control was destroyed by battle and sent to the Graveyard: Special Summon as many of your monsters destroyed by battle this turn as possible in face-up Defense Position, and take 600 damage for each monster Special Summoned this way. You can only activate 1 "Gagaga Back" per turn.
REVIEW:
So this card in a nutshell is bad... I mean it can be useful but why would you even let them get destroyed in that case... now if this didn't include by battle and just said destroyed... I'd run it for sure lol. As it stands why play this when you could just Threatening Roar and nothing would have to die... I mean sure Gagaga Magician attacks and you get hit with Honest or something I guess would be fine... other than that you'd have an easier time just protecting your monsters but on your turn I guess this card can be useful... Gonna build a deck that centers around Gagaga Magician and Gagaga Girl and Xyz in General lol gonna be so terrible.
BTW: I built my Dark World deck in real life along with my Tengu Synchro deck along with my Offering Gadget again... but I don't have enough sleeves... I reverted my Agents to Pure because I needed the BLS for Tengu Synchro lol.
Friday, October 21, 2011
Nothing real today just a quick update
I'm going to be buying 3 of the Dark World Structure tomorrow and then two-three weeks from now I'm gonna go to the sneak preview for PHSW. But do not expect a tourney report I haven't been to one of those in a long time and don't have time recently.
Thursday, October 20, 2011
Magic Drain NOSTALGIA!! Short Review
To some of you this card isn't Nostalgic but to me I personally used to use this back when I wasn't very good at the game and it worked really well. This format with all the spell cards used it gained back some of it's use.
It can be a bother to your opponents big plays or their set up even more so than Solemn Warning. Turn 1 opponent tries to use Duality... negate it... opponent must now either discard a spell or not use Duality...thing is if they don't discard a spell they can't special summon regardless or play another Duality... but it also hurts your opponents hand... it also can help murder Dark World... This along with 2 Mind Crush and Dustshoot in a deck is quite fun you'll even be able to tell when your opponent has no spells other than the one. MST at 3 makes this card even more fun... Set this, Starlight Road, and an actual trap and chuckle as your opponent tries to MST... now they either can't hit what they want or they lose an extra spell in hand in order to hit something randomly. It's like Dark Bribe but never good for your opponent and only for spells. Personally I'd run this in a deck like Agents where your opponent can't afford to lose valuable spells as those are often the only way out of Hyperion and Kristya murder. Against Agents this card is really useful because they run Duality and occasionally Cards from the Sky (If you negate that you probably won). This also messes up Blackwings late game they have small hand and go for Burial to put back Vayu and suddenly they can no longer do that. This card is just really nice against a lot of decks and it forces your opponent to either minus themselves to keep their spell or take the 1 for 1 on the chin (assuming they didn't pay a cost).
Next I'll probably do the rest of Yuma. Oh and I've been working on Inzecters and Ninja's... they are both really really good. Ninja's more so than Inzecters. Oh and whats the general consensus on Light Pulsar Dragon? Does it work like Machina Fortress in that it can discard itself and DARK to summon itself? If so I'm going to buy like a box of that structure when it comes out here lol. ( In my theory Light Pulsar sends REDMD and itself to summon itself... Normal a level 1-2 Tuner sync for 7 or 8 bring back REDMD who can bring back Pulsar. If you summoned Stardust then it gets fun... Opponent must kill Pulsar before killing REDMD or Stardust or else he gets himself stuck in a loop... but if he kills Pulsar REDMD will just revive it. Stardust will negate a destruction effect so it's just rediculous... if Stardust gets run over REDMD will bring it back... that was splashed into my Junk OTK and it got broken) so back to that question what is the general consensus on Light Pulsar Dragon?
EDIT: Well then it seems I was proven wrong on Duality being negated whether it's restrictions apply... But of course if you negate the Special Summon of a monster then you can't Duality. Ah well that was a bad example to being with because I really had nothing to say about this card. I haven't tested it or anything no time between testing new decks and for my actually important reviews. These recent posts are mostly just filler.
It can be a bother to your opponents big plays or their set up even more so than Solemn Warning. Turn 1 opponent tries to use Duality... negate it... opponent must now either discard a spell or not use Duality...
Next I'll probably do the rest of Yuma. Oh and I've been working on Inzecters and Ninja's... they are both really really good. Ninja's more so than Inzecters. Oh and whats the general consensus on Light Pulsar Dragon? Does it work like Machina Fortress in that it can discard itself and DARK to summon itself? If so I'm going to buy like a box of that structure when it comes out here lol. ( In my theory Light Pulsar sends REDMD and itself to summon itself... Normal a level 1-2 Tuner sync for 7 or 8 bring back REDMD who can bring back Pulsar. If you summoned Stardust then it gets fun... Opponent must kill Pulsar before killing REDMD or Stardust or else he gets himself stuck in a loop... but if he kills Pulsar REDMD will just revive it. Stardust will negate a destruction effect so it's just rediculous... if Stardust gets run over REDMD will bring it back... that was splashed into my Junk OTK and it got broken) so back to that question what is the general consensus on Light Pulsar Dragon?
EDIT: Well then it seems I was proven wrong on Duality being negated whether it's restrictions apply... But of course if you negate the Special Summon of a monster then you can't Duality. Ah well that was a bad example to being with because I really had nothing to say about this card. I haven't tested it or anything no time between testing new decks and for my actually important reviews. These recent posts are mostly just filler.
Wednesday, October 19, 2011
Duelist Pack Yuma Review 2
So heres Review 2 of Duelist Pack Yuma!!!
GAGAGA SHIELD
Normal Trap Card
After activation, this card is treated as an Equip Card, and is equipped to a Spellcaster-Type monster you control. The equipped monster cannot be destroyed by battle or card effects up to twice per turn.
REVIEW:
This card is quite simple to review and doesn't need much reviewing... It's basically a Trap Card that makes any Spellcaster it's equipped to Gantetsu... but it's chainable... Opponent can't do much of anything to your Gravekeepers Descendant... It also works really well with stuff like Magical Exemplar as a chain to their Bottomless. Overall its a nice boost to spellcasters in general.
BTW the ZeXal dub i've heard is complete shit makes the show even harder on the ears. even though the show subbed is actually not that bad and it actually looking like a real yugioh series but still being a little like GX is the main problem.
Monday, October 17, 2011
Duelist Pack Yuma Review 1
I'll be alternating between Nostalgia and Yuma reviews on a 1-2 card basis. Todays card is!!!
DODODO WARRIOR
EARTH
Level 6
Warrior/Effect
You can Normal Summon this card without Tributing. If you do: This card's ATK becomes 1800. If this card attacks, card effects that activate in your opponent's Graveyard are negated, until the end of the Damage Step.
REVIEW!!!
So you may be wondering why i'm reviewing Dododo Warrior first. The answer to that is I sorta like it lol. But realistically speaking if we were playing in a format where we could only use cards from Generation Force on this card could be seriously scary due to it negating anything during the damage step that would happen in the graveyard... which isn't much lol. It's best fact is that it's a level 6 that can be normal summoned which sets up some Xyz plays especially with Gagaga Magician to make Inzecter Exabeetle or something lol. This card is cool though and I doubt any of you will actually think of playing this card but even if just for fun give it a go it could quite possibly be the most fun you'll have that day.
Sunday, October 16, 2011
So who likes Nostalgia!! Boomerang Version
BLACK MAGICIAN!!!
Alright I'm going to go over some old cards in the next few days and why they are relevant this formatFirst up in order of epicness!!!
Kusaritsuki Boomerang!!!
Kusaritsuki Boomerang
Trap Card
Choose 1 or both of these effects:
● Activate only when an opponent's monster attacks. Change the attacking monster to Defense Position.
● Equip this card to a monster you control. It gains 500 ATK.● Activate only when an opponent's monster attacks. Change the attacking monster to Defense Position.
I bet you can run this in Gravekeepers and laugh at Stardust forever... summon recruiter... with valley set this and end... they somehow drop Stardust and you just boomerang it... then just run it over lol muhahahah... Prison is often better but this card can make some monsters actually beatable and it can be chained to an attack just to give a 500 boost for a kill or to set up a Hydrogeddon next or this turn... it can actually be useful in Jurrac Rabbit because of the 500 boost and the position switch... I'm going to be testing this card soon in my Rabbit Jurrac build... with Forbidden Lances lol. This is just such a fun card. I want all of my loyal readers to try using this card in a duel and see if it actually helps... Its also great for Glads lol opponent swings at a boosted laqauri with Stardust... murder it by 100 and then tag into darius into gyzarus into game.
Kunai with Chain has potential and no one will expect it after they fight through your prisons
Saturday, October 15, 2011
Gemknight FTW
Alright so i'm back and feeling a ton better so here's a deck that's been beasting on DN recently and yes it took apart Dark Worlds with ease lol
Monsters: 17
3x Gem-Armadiilo
3x Gemknight Amber
3x Gemknight Sanyx
2x Gemknight Iolite
3x Gemknight Obsidian
2x Summoner Monk
1x Card Trooper (for the pyro + machine fusions)
Spells: 16
3x Pot of Duality
3x Gemini Spark
3x Mystical Space Typhoon
1x Heavy Storm
1x Polymerization
3x Gem-Knight Fusion
1x Monster Reborn
1x Dark Hole
Traps: 7
1x Solemn Judgment
2x Solemn Warning
1x Mirror Force
1x Torrential Tribute
2x Bottomless Trap Hole
Extra: 15
3-2 of each of the generic Gemknight Fusions
1x Blaze Fenix, the Burning Bombardment Bird
1x Gemknight Pearl
1x Daigusto Emeral
1x No.39 Kibou Ou Hope
1x CNo.39 Kibou Ou Hope Ray
Yes that's how I roll lol.
Monsters: 17
3x Gem-Armadiilo
3x Gemknight Amber
3x Gemknight Sanyx
2x Gemknight Iolite
3x Gemknight Obsidian
2x Summoner Monk
1x Card Trooper (for the pyro + machine fusions)
Spells: 16
3x Pot of Duality
3x Gemini Spark
3x Mystical Space Typhoon
1x Heavy Storm
1x Polymerization
3x Gem-Knight Fusion
1x Monster Reborn
1x Dark Hole
Traps: 7
1x Solemn Judgment
2x Solemn Warning
1x Mirror Force
1x Torrential Tribute
2x Bottomless Trap Hole
Extra: 15
3-2 of each of the generic Gemknight Fusions
1x Blaze Fenix, the Burning Bombardment Bird
1x Gemknight Pearl
1x Daigusto Emeral
1x No.39 Kibou Ou Hope
1x CNo.39 Kibou Ou Hope Ray
Yes that's how I roll lol.
Friday, October 14, 2011
Still sick but i should be fine tomorrow
the cold is abating and I think after tonights benadryl and subsequent sleeping i'll be fine... and I'll have a Gemknight Build ready to reveal to you all... it's mad epic. Later on this month i'll show a Gusto deck followed by my other ideas... eventually I may show my new Gravekeeper build and such... depends on what I decide.... Thanks to all my loyal fans who keep visiting this page even though i'm sick. oh and btw somehow I got 23 followers but I can't tell who recently followed me... depressing... I'll be doing a Duelist Pack Yuma review soon... probably sunday. good luck all!!!
Thursday, October 13, 2011
Sorry for today
I'm feeling under the weather so have been sleeping all day so have no real info for you all...
Wednesday, October 12, 2011
Gishki Turbo
This deck is sick sick sick it occasionally draws bad but a single Ritual Spell card can fix most bad hands.
Monsters: 22
3x Evigishki Soul Ogre
3x Evigishki Levianima
2x Evigishki Gustkrake
2x Gishki Erial
3x Gishki Beast
3x Gishki Abyss
3x Gishki Shadow
3x Vision Gishki
Spells: 16
3x Salvage
3x Mystical Space Typhoon
1x Heavy Storm
3x Gishki Ceremonial Mirror
1x Gishki's Duplicate Soul Mirror
3x Trade-in
2x Moray of Greed
Traps: 2
2x Mind Crush
This deck should be self-explanatory as well
OH and a big thank you to all my supporters out there and thank for you all for following me. If it wasn't for you guys I'd have no motivation to do this service at all when I could keep all of my ideas to myself lol.
Monsters: 22
3x Evigishki Soul Ogre
3x Evigishki Levianima
2x Evigishki Gustkrake
2x Gishki Erial
3x Gishki Beast
3x Gishki Abyss
3x Gishki Shadow
3x Vision Gishki
Spells: 16
3x Salvage
3x Mystical Space Typhoon
1x Heavy Storm
3x Gishki Ceremonial Mirror
1x Gishki's Duplicate Soul Mirror
3x Trade-in
2x Moray of Greed
Traps: 2
2x Mind Crush
This deck should be self-explanatory as well
OH and a big thank you to all my supporters out there and thank for you all for following me. If it wasn't for you guys I'd have no motivation to do this service at all when I could keep all of my ideas to myself lol.
Monday, October 10, 2011
Quickdraw Gusto
So yes this deck should be fairly self-explanatory and i'm very tired so i'm going to keep this short.
Monsters: 25
3x Quickdraw Synchron
2x Gusta Grif (Can be dead as you can only use one per turn and it's recycled alot)
2x Wynnda, Priestess of Gusto
1x Gusto Gulldo
1x Gusto Egul
2x Caam, Serenity of Gusto
1x Reeze, Whirlwind of Gusto
2x Junk Synchron
1x Debris Dragon
2x Doppelwarrior
1x Lonefire Blossom
1x Sangan
1x Dandylion
1x Spore
1x Glow-up Bulb
2x Effect Veiler
1x Black Luster Soldier - Envoy of the Beginning
Spells: 10
2x Tuning
3x Mystical Space Typhoon
1x Heavy Storm
1x Monster Reborn
1x Dark Hole
1x Pot of Avarice
1x One for One
Traps: 5
1x Solemn Judgment
2x Call of the Haunted
2x Divine Wrath
I leave the Extra Deck to your imagination just remember you can run the Gusta Synchros and Quickdraw Synchros... and Generic Synchros... and 1 Rank 5 Xyz...
Thank you for reading
Monsters: 25
3x Quickdraw Synchron
2x Gusta Grif (Can be dead as you can only use one per turn and it's recycled alot)
2x Wynnda, Priestess of Gusto
1x Gusto Gulldo
1x Gusto Egul
2x Caam, Serenity of Gusto
1x Reeze, Whirlwind of Gusto
2x Junk Synchron
1x Debris Dragon
2x Doppelwarrior
1x Lonefire Blossom
1x Sangan
1x Dandylion
1x Spore
1x Glow-up Bulb
2x Effect Veiler
1x Black Luster Soldier - Envoy of the Beginning
Spells: 10
2x Tuning
3x Mystical Space Typhoon
1x Heavy Storm
1x Monster Reborn
1x Dark Hole
1x Pot of Avarice
1x One for One
Traps: 5
1x Solemn Judgment
2x Call of the Haunted
2x Divine Wrath
I leave the Extra Deck to your imagination just remember you can run the Gusta Synchros and Quickdraw Synchros... and Generic Synchros... and 1 Rank 5 Xyz...
Thank you for reading
Gusto Grif!!
Gusto Grif
WIND
Level 2
If this card is sent from the hand to the graveyard, you can Special Summon 1 "Gusto" monster from your Deck. The effect of "Gusto Grif" can only be used once per turn.
800/300
This card as mentioned in my review is epic... But I've been thinking about ways to abuse it... My first thought was Quickdraw!!! So far that idea is terrifying to murder people with... Quickdraw>Grif>Wynnda>Nitro Warrior is great as is Quickdraw>Grif>Reeze>Rank 5 Xyz is also great. But not only does Quickdraw make it really good it also meshes greatly into standard Quickdraw plays. Imagine a turn 1 of:
Quickdraw discards Gusto Grif... Special Summon Reeze... Normal Summon Junk bring back Grif... Synchro for Nitro Warrior and Stardust Dragon...
Gusto Grif though also works terribly well in a Gusto deck. The Tricky can be ran in Gusto as can Divine Wrath and Lightning Vortex among other cards with Grif in the deck... It seems like a combo that doesn't happen often but it happens very often... a stray Grif can become game-ending in that deck... Tricky>Grif>Gulldo>Stardust... That's technically a 1 card Stardust just that you have minus 2 in hand... But Caam can recoup that later and let Grif and Gulldo both be live again... Tengu can also be ran in Gusto as it works with Quill Pen of Gulldos to terrifying effect. Grif can make Tengu into a Level 5, 6, or 7 Synchro and if discarded for something like Divine Wrath can become a plus.
Gusto Grif is an extremely good card and I'm trying to explore all of it's many possibilities... besides it'd be game ruining if it could be used more than once per turn.
If you have any suggestions on how to use Gusto Grif I would love to know them because I personally find this card epic beyond... and for its stats it looks epic. Wish me luck with finding out all I can about this great card.
WIND
Level 2
If this card is sent from the hand to the graveyard, you can Special Summon 1 "Gusto" monster from your Deck. The effect of "Gusto Grif" can only be used once per turn.
800/300
This card as mentioned in my review is epic... But I've been thinking about ways to abuse it... My first thought was Quickdraw!!! So far that idea is terrifying to murder people with... Quickdraw>Grif>Wynnda>Nitro Warrior is great as is Quickdraw>Grif>Reeze>Rank 5 Xyz is also great. But not only does Quickdraw make it really good it also meshes greatly into standard Quickdraw plays. Imagine a turn 1 of:
Quickdraw discards Gusto Grif... Special Summon Reeze... Normal Summon Junk bring back Grif... Synchro for Nitro Warrior and Stardust Dragon...
Gusto Grif though also works terribly well in a Gusto deck. The Tricky can be ran in Gusto as can Divine Wrath and Lightning Vortex among other cards with Grif in the deck... It seems like a combo that doesn't happen often but it happens very often... a stray Grif can become game-ending in that deck... Tricky>Grif>Gulldo>Stardust... That's technically a 1 card Stardust just that you have minus 2 in hand... But Caam can recoup that later and let Grif and Gulldo both be live again... Tengu can also be ran in Gusto as it works with Quill Pen of Gulldos to terrifying effect. Grif can make Tengu into a Level 5, 6, or 7 Synchro and if discarded for something like Divine Wrath can become a plus.
Gusto Grif is an extremely good card and I'm trying to explore all of it's many possibilities... besides it'd be game ruining if it could be used more than once per turn.
If you have any suggestions on how to use Gusto Grif I would love to know them because I personally find this card epic beyond... and for its stats it looks epic. Wish me luck with finding out all I can about this great card.
Saturday, October 8, 2011
Verz Control
Yes I am actually making this deck out of cards i said were terrible and it turns out I was very wrong.
Monsters: 16
3x Verz Mandrago
3x Verz Frais
3x Verz Zahhak
3x Steelswarm Needle
2x Verz Kaitos
2x Verz Olanta
Spells: 9
2x Forbidden Lance
3x Pot of Duality
1x Monster Reborn
1x Dark Hole
2x Smashing Ground
Traps: 15
1x Solemn Judgment
2x Solemn Warning
2x Bottomless Trap Hole
1x Torrential Tribute
1x Mirror Force
2x Dimensional Prison
2x Starlight Road
2x Compulsory Evacuation Device
2x Skill Drain
Extra:
13x Rank 4 Xyz
2x Stardust Dragon
Alright explaining some odd Card Choices
Verz Mandrago: This card is how I make Xyz summons especially for Bahamut and Nightmare. It's also pretty respectable on it's own.
Verz Frais: Wall of Illusions on Crack!!! Also it's my best turn 1 play.
Verz Zahhak: 1850 beater that is normally only beat out by the things it destroys upon death.
Steelswarm Needle: Same as Zahhak except only hits Rituals, Synchros, and Fusions.
Verz Kaitos: 1750 beater that can clear out threats in exchange for it's life but this deck relies on singular hits most times so it isn't important.
Verz Olanta: This is how I deal with large monsters or walls except for Lance and Smashing Ground.
Forbidden Lance: Makes my beaters able to beat out things like Rai-Oh, powered up Venus, Utopia, and such. It also allows me to protect my Bahamut and other investments.
Smashing Ground: Helps get attacks through and deals with Xyz monsters
Skill Drain: This card doesn't stop any of my monsters except Xyz and Frais otherwise it's one-sided and makes my big beaters ever more difficult to get rid of.
I'll say this though if you like my reviews or my decks please comment and tell me you don't know how happy those comments make me.
Monsters: 16
3x Verz Mandrago
3x Verz Frais
3x Verz Zahhak
3x Steelswarm Needle
2x Verz Kaitos
2x Verz Olanta
Spells: 9
2x Forbidden Lance
3x Pot of Duality
1x Monster Reborn
1x Dark Hole
2x Smashing Ground
Traps: 15
1x Solemn Judgment
2x Solemn Warning
2x Bottomless Trap Hole
1x Torrential Tribute
1x Mirror Force
2x Dimensional Prison
2x Starlight Road
2x Compulsory Evacuation Device
2x Skill Drain
Extra:
13x Rank 4 Xyz
2x Stardust Dragon
Alright explaining some odd Card Choices
Verz Mandrago: This card is how I make Xyz summons especially for Bahamut and Nightmare. It's also pretty respectable on it's own.
Verz Frais: Wall of Illusions on Crack!!! Also it's my best turn 1 play.
Verz Zahhak: 1850 beater that is normally only beat out by the things it destroys upon death.
Steelswarm Needle: Same as Zahhak except only hits Rituals, Synchros, and Fusions.
Verz Kaitos: 1750 beater that can clear out threats in exchange for it's life but this deck relies on singular hits most times so it isn't important.
Verz Olanta: This is how I deal with large monsters or walls except for Lance and Smashing Ground.
Forbidden Lance: Makes my beaters able to beat out things like Rai-Oh, powered up Venus, Utopia, and such. It also allows me to protect my Bahamut and other investments.
Smashing Ground: Helps get attacks through and deals with Xyz monsters
Skill Drain: This card doesn't stop any of my monsters except Xyz and Frais otherwise it's one-sided and makes my big beaters ever more difficult to get rid of.
I'll say this though if you like my reviews or my decks please comment and tell me you don't know how happy those comments make me.
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