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

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.

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.

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.