Friday, August 5, 2011

Batteries are fun

Monsters: 19
3x Batteryman Micro-Cell
2x Batteryman Fuel Cell
3x Batteryman Charger
1x Batteryman Industrial Strength
3x Batteryman AAA
2x Batteryman D
3x Thunder King Rai-Oh
1x Honest
1x Marshmallon

Spells: 10
2x Pot of Duality
2x Mystical Space Typhoon
2x Photon Lead
1x Short Circuit
1x Book of Moon
1x Dark Hole
1x Monster Reborn

Traps: 11
2x Photonize
2x Fiendish Chain
2x Bottomless Trap Hole
2x Solemn Warning
1x Solemn Judgment
1x Torrential Tribute
1x Mirror Force

Thats the deck

Wednesday, August 3, 2011

Since everyone is doing it (Ban List Hopes)

My Banlist Hopes for September...

Forbidden:
Dandylion
Monster Reborn (Was originally on the list but it wasn't a realistic ban)
Dark Hole (Same as above so I didn't put it)

Limited:
Fishborg Blaster
T.G. Hyper Librarian
Heavy Storm
Tsukuyomi
Yata-Garasu
Dewloren, Tiger King of the Ice Barrier
Legendary Six Samurai - Kageki
Debris Dragon
Dark Magician of Chaos

Semi-Limited:
Blackwing - Gale the Whirlwind
Destiny Draw
Skill Drain
Black Whirlwind
Torrential Tribute
Solemn Judgment
Reborn Tengu (Wasn't on list earlier because it's highly doubt-able they'll do another Emergency Ban)
Scapegoat

Unlimited:
Destiny Hero - Malicious
Bottomless Trap Hole

There is a lot to explain about this list...

Tuesday, August 2, 2011

Begone Knave.dek

So yeah this is a Begone Knave deck I and Ernest have worked on. Expect a review from him about the card at some point if his computer ever gets back to working.

Monsters: 14
3x Reborn Tengu
3x Thunder King Rai-Oh
3x T.G. Rush Rhino
2x T.G. Warwolf
2x T.G. Striker
1x Gorz, The Emissary of Darkness

Spells: 13
2x Kaiser Colosseum
2x Mystical Space Typhoon
3x Smashing Ground (To deal with monster's that I'd rather kill off than force a bounce)
1x Dark Hole
1x Monster Reborn
1x Book of Moon
3x Pot of Duality

Traps: 13
1x Solemn Judgment
2x Solemn Warning
1x Mirror Force
3x Begone, Knave!
2x Horn of the Phantom Beast
1x TGX3 - DX2
2x TG1 - EM1
1x Torrential Tribute


NOTE: Begone Knave doesn't care about who's turn it is... A great use for it is to ram into synchros with a monster that gives advantage upon death like a T.G. or a Tengu. Due to your opponent's monster inflicting battle damage their monster is bounced..

NOTE: Kaiser Colosseum is in the deck due to how well it controls the field so that Begone, Knave doesn't become useless while they swing with more than my LP can afford. It's mostly a tech choice.

Monday, August 1, 2011

Photon Shockwave Review Final

Alright this is a placeholder post until I wake up later today. I will be doing every single Trap Card in the set with as much depth as I can think of on the spot lol. I got hooked on EVO and teaching my friend to play MVC3 (Along with getting back into that game myself (Wesker, Wolverine, Akuma is my team so far but I'm sorta sucky lol)

Regretful Complaint
Trap Card
Normal
Activate only if you take Battle Damage from an opponent's monster attacking directly. Gain control over the face-up opponent's monster with the highest DEF until your next End Phase. The monster you gained control over by this effect has its effect(s) negated and cannot attack.

Alright I really like this card. Your opponent swings directly with any monster and once you take the damage you can take the highest DEF monster until your next End Phase. This play can effectively end your opponent's Battle Phase in a good situation and in a bad one gives you a free block. I may run this as a tech in my Tengu Synchro.

Burning Fighting Spirit
Trap Card
Normal
After activation this card is treated as Equip Card and equipped to 1 face-up monster you control. If your opponent controls a monster with higher ATK than its original ATK, double the original ATK of the equipped monster during the Damage Step only.

Alrighty this card is fine but hard to use aside from as a side deck against Horn of the Phantom Beast based decks. Or even T.G. Rush Rhino. Also it works against the use of Photonize and Honest if timed correctly. OH and if someone ever summons Leviath Dragon or Zenmaister or Brilli-Ant you can punish them.

Damage Diet
Trap Card
Normal
During this turn all Damage you take is halved. Also, you can remove from play this card in your Graveyard to halve all Effect Damage you take during that turn.

This card is actually useful as a side deck against OTK's and FTK's that deal less than 16000 damage. Other than that it's mostly useless because you are better off just taking no damage thanks to Temporary Truce which is in the same set lol.


Copy Knight
Trap Card
Continuous
Activate only when you successfully Normal Summon a Level 4 or lower Warrior-Type monster to your field. After activation, this card is treated as Normal Monster Card (Warrior-Type/LIGHT/ATK 0/DEF 0) with the same Level as that summoned monster, and Special Summoned to the Monster Card Zone. This card is also treated as Trap Card.

Instant Xyz for Warriors with absolutely next to no set-up aside from having this set beforehand lol. It's mostly useless... I'd test it on DN but it's hard to test anything without Xyz being in DN by now (It shouldn't take this long honestly... Generation Force was out in OCG before DN was around so why weren't Xyz a priority until now... And suddenly why is Match play no longer a priority...
Holy Armor - Mirror Mail -
Trap Card
Normal
Activate only when a face-up monster you control is selected as attack target. The ATK of the that monster becomes the ATK of the attacking monster.

Wow really not gonna have the monster gain 1 ATK point... so that it can beat out the other one... So basically it makes the monster crash no matter what boosts the other monster has due to the timing you can activate this card... It's nice but you are better off just murdering the opponents monster with a D.Prison or something...

Fish Rain
Trap Card
Normal
Activate only when a face-up Fish-, Sea-Serpent- or Aqua-Type monster you control is removed from play. Special Summon 1 Level 3 or lower Fish-, Sea-Serpent-, or Aqua-Type monster from your hand.

This card would be so much better if it didn't have that first requirement just like Evil Spawning Riverbed... If the Riverbed was just a Gleipnir that'd be great... This card should have just been a simple Seed of Deception style card in Trap Form...

Hate Crevasse
Trap Card
Normal
Activate when 1 monster you control is destroyed by an opponent's card effect and sent to the Graveyard. Select 1 monster your opponent controls and sent it to the Graveyard, and inflict damage to your opponent's Life Points equal to that opponent monster's original ATK.

This card would be so much better if it included battle but then it'd be too good lol. But in the event you can pull this card off it's a major play but most times this card is dead...
Photonize
Trap Card
Normal
Activate only when your opponent declares an attack with a monster. Negate that monster's attack, and until your next End Phase, 1 face-up LIGHT Monster gains ATK equal to that opponent monster's ATK.

Card is epic it's Honest number 2-4 lol at this rate expect Honest to never go above 1 lol.



Mediation Towards Evolution
Trap Card
Normal
Activate only when a monster you control is selected as attack target. Special Summon 1 "Evoldo" Monster from your Graveyard, and change the target of the attack to that monster.

This card is pretty good considering what Evoldo's do for ya... Anyone thought about using this to revive Gephairos so you can drop a Urukanodon to swarm or a Diplodocus to pwn...


Spring Rewinding
Trap Card
Normal
Select 1 face-up Level 4 or lower "Mainspring" monster you control and return it to the hand, and Special Summon 1 "Mainspring" monster with the same Level as the returned Monster from your hand.

This is a nice card for Mainsprings it allows you to reset your Mainspring monster's effect while summoning out another one to use very nice.



Watt Cancel
Trap Card
Counter
Activate by discarding 1 "Elec" Monster from your hand. Negate the Normal Summon or Special Summon of an opponent's monster and destroy it.

Alright this card is over the top awesomeness... It's a Saber Hole that doesn't care about your having field presence so it's hard for your opponent to predict or bait out. Also with Watt King Cobra and Recycling Batteries you will always have a Watt in hand.

Ruler's Penetrating Gaze
Trap Card
Counter
Activate only if you control a face-up Level 7 or higher Normal Monster. Negate the activation of a Magic or Trap Card, OR the Normal Summon, Flip Summon, or Special Summon of a monster and destroy it.

This card is epic I may just build a Blue-Eyes White Dragon deck just to use cards like this. It's a Solemn Judgment with no cost as long as you control a Level 7 or higher Normal Monster... sooo gooood.

Radiance of Darkness (Dark Flash in Wikia (Doesn't fit the Japanese at all))
Trap Card
Normal
Activate by Releasing 1 DARK Monster you control with 1500 ATK or more. Destroy all monsters Special Summoned during this turn.

SOOOO GOOOD!!! Opponent brings out dandy tokens and uses One for One and you can stop them from recouping their loss... A normal summoned Junk Synchron becomes a lone monster...


Tyrant's Desperation
Trap Card
Continuous
Activate by Releasing 2 Non-Token Normal Monster you control. While this card is on the field. neither player can Normal Summon or Special Summon monster.

Alrighty this card is so fun!!! once you activate it the duel doesn't advance past the spot it's already at until someone waste's a Trunade or Typhoon on this card...




Withdrawl Command
Trap Card
Normal
Return all monster you control to their owner's hand.

Card is so funny... but I bet I can find a use for it somewhere lol... Doesn't even need a review it's so simple.






Deep Dark Trap Hole
Trap Card
Normal
Activate only when a Level 5 or higher Effect Monster(s) is successfully Special Summoned. Remove from play that Level 5 or higher Effect Monster(s).

This card helps out in Naturia decks because it freely stops anything strong enough to beat Bambooshoot and it doesn't say Destroy so it cannot be negated by Stardust or Magatama Musakani...



Eisbahn
Trap Card
Continuous
When a Non-Water Monster is Normal Summoned or Special Summoned successfully, and you control a face-up WATER Monster, that Non-WATER Monster is changed to Defense Position.

This card is pretty beast... it's a Stumbling for Water decks that only hurts your opponent. It also makes your weak Water monsters stronger.


Water-Releasing Seal Art
Trap Card
Continuous
Once per turn, you can send 1 WATER Monster from your hand to the Graveyard to select 1 card in your opponent's Graveyard and remove it from play.

This card is really good... it makes every card in your hand a only your turn D.D. Crow. It's pretty awesome.




THAT WAS NUMBER 80!! Alright who wants to start a new style of play!!! I suggest that my readers try out playing a new way it's unofficial but rather fun... It's called Series... According to this format it would make every card legal in 3's from Duelist Revolution until Photon Shockwave. try it out on DN I bet you'll like it once you get a group of people to play it with. (EDIT: Had the name wrong Sealed would be Sneak Preview format)

Saturday, July 30, 2011

Sorry for being so late

I'll make a new post later after I finish Watching EVO11... I'll finish the entire Trap Line-up of Photon Shockwave in my next post and then I'll be back up to date. Sorry for the many delays I've been really busy recently. Once again sorry...

Sunday, July 24, 2011

Photon Shockwave Review 5

Overwound Spring
Normal Magic Card
Activate by selecting 1 "Mainspring" Monster in your Graveyard. Special Summon the selected monster in face-up Defense Position. The monster Special Summoned by this effect has its effects negated, and cannot be Released nor be used as Synchro Material Monster.


Only good for Xyz summons... Done here...




Extra Gate
Quick-Play Magic Card
Activate by declaring a number from 1 to 12. Your opponent remove from play 1 Monster with the same Level as the declared number from their Extra Deck. If their is no Monster with the same Level as the declared number in your opponent's Extra Deck, discard 1 card from your hand.

Interesting effect but the function has an incredibly narrow scope unless your opponent has a tuner and material active and you need to stop a specific synchro. Just the same you could always use warning book of moon or solemn to a much greater effect.


Fragment of Greed
Continuous Magic Card
During each of your Draw Phases when you conduct your Normal Draw, put 1 Greed Counter on this card. Send this card with 2 or more Greed Counter to the Graveyard to draw 2 cards from your deck.


Wonderful card, especially good in control builds. It may catch a few mst's or net +1's for decks that usually don't have many recovery options.


Forest's Rustle
Normal Magic Card
Select 1 face-up Monster your opponent controls and change it to face-down Defense Position. Afterwards, you can return 1 Field Magic Card on the field to its owner's hand.


I could only really see this card seeing play in crystal Beasts. It helps them overcome larger monsters while simultaneously allowing reuses of Rainbow Ruin's draw 1 ability.

Triwight Zone
Normal Magic Card
Activate by selecting 3 Level 2 or lower Normal Monster in your Graveard. Special Summon the selected monster from the Graveyard.


This could mean great news for my favorite rogues deck of all time "Law of the Normal" but can also see great play as a recovery mechanism for Ojamas. Definatley not the card to take either deck to the edge but the builds continue to get better each generation.

Temporary Truce
Normal Magic Card
Both players draw 1 card. Until the end of your opponent's next turn, all Damage any player takes becomes 0.

Exodia, Final Countdown, this card is sick! Pair this with fader and some like minded cards ,throw in appropriate and exodia may be making a comeback.





Space Cyclone
Quick-Play Magic Card
Remove 1 Exceeds Material Monster on the field.

Definitely an asset in sealed but since no one really cares about sealed this card sucks.






Deadly Wind
Continuous Magic Card
While this card is on the field, neither player can Special Summon WIND monster. Also, all face-up WIND monster on the field loses 500 ATK.


Really? A continuous just for tengu? This card can hamper any wind deck but only really effects a few monsters as far as the current meta.




ANYWAY!!! Pictures will be upped tomorrow evening before my next review.

Saturday, July 23, 2011

Alright well here's a Saber Sam deck

So as requested here is my rendition of Six Sabers!!

Monsters: 21
2x Elder of the Six Samurai
3x Legendary Six Samurai - Kageki
3x Kagemusha of the Six Samurai
3x Legendary Six Samurai - Kizan
3x XX-Saber Fullhelmknight
3x X-Saber Pashuul
2x XX-Saber Emmersblade
2x XX-Saber Darksoul

Spells: 9
1x Gateway of the Six Samurai
2x Six Samurai United
1x Shien's Smoke Signal
1x Reinforcement of the Army
2x Mystical Space Typhoon
1x Monster Reborn
1x Dark Hole

Traps: 10
1x Solemn Judgment
2x Solemn Warning
1x Mirror Force
1x Torrential Tribute
2x Reinforce Truth
2x Saber Hole
1x Magatama Musakani

That's about it... It's right now not all it can be as I'm not too great at this Saber Stuff. It won a duel though against Dimensional Eatos Skill Drain... I HATE DN!!! When I say Testing... it should be obvious that I don't want to play against Anti-Meta or Glads