31/07/2012

Card of the Week #11: Forbidden Lance

Target 1 face-up monster on the field; until the End Phase, it loses 800 ATK, but is unaffected by the effects of other Spell/Trap Cards.

Random Rulings:
1.This card targets.
2.You can use this card in the Damage Step.
3.You can use this card on a monster with less than 800 ATK and make him 0 ATK with protection from spells and traps.

Explanation:
Fist is clear enough.
Second is because during the damage step you can activate only cards that change ATK values and Counter Traps.
Third doesn't need explanations.

Fast close look, then to the real review:
Quick-Play Spell, quick-play is surely the best kind of spell card, probably even better of trap cards.
Activable in damage step, less counterable and more versatile.

As always, being a spell card, it's hard to write more in the close look, however, let'sgo to the real review.

Forbidden Lance is a card of the forbidden brigade (Forbidden Chalice, Forbidden Lance and Forbidden Garment. UPDATE: Dueling Days did a post about the entire trio, however I was planning on reviewing this card and had the review written from the last week, so I posted it however).
All of the cards from the forbidden brigade have a thing in common, they modify the ATK while doing some modifies to the monster, making possible to use their effect during damage step. For example, forbidden chalice on snowman eater.

Returning on our card, why am I reviewing this? It's a great card, it initially shined in GBs, lowers opponent's monsters ATK to destroy them with GBs or protect them from nasty spells/traps.
However this card gradually took place in lots of decks. Actually I'm playing this in madolches, basically the same thing of GBs, protect them both from attacks and spells/traps, not bad.
Still, this card became played in lots of places for the second effect mainly, protect some monsters from Bottomless in no matter the deck, on dollka to protect his summon, can stop nasty dimensional prisons or fiendish chains.
However, this card wouldn't have been played if it hadn't the other lowering-ATK effect, I believe. Yeah, it would've been way more broken for some decks, but wouldn't have seen play in other decks that needed that loss of ATK. Just consider again GBs and Madolches, it would have been bad for them. But consider Rabbit Laggia, yeah, happiness wouldn't stop so easily.

Back again to the real card, since you can use it against opponent's monster that wouldn't just result in a loss of 800 points of ATK and spell/trap invulnerability. Just consider I faced a vylon deck, he went into a giant monster, photon thrasher while I had Tiara without chateau. Thrasher itself wasn't enough, so he summoned cube, synchroed into sigma, equipped from the hand double mage power, vylon segment (protection from my set down, just in case it was a d-prison/mirror force), vylon material and while he attacked he equipped with sigma's effect another mage power. The ATK was 1800+2500+2500+2500+600=9900, I had 6000 LPs, it would have been enough.
When I activated lance on his sigma I was like "Sorry, I didn't intend to hurt your feelings", LOL.
It was game since he had only 700 LPs left. Well, rage quit before admitting defeat.

This card is basically used because of its versatility as I said, so it's not intended for closed-minded persons. You should always consider all of the situations while playing with or against this. When you're against GBs, consider always the half of your monster's ATK via shrink or 800 ATK less via forbidden lance, but don't forget that your monster could be affected with other S/Ts and that could make your maths go crazy.
Just consider all of the conditions of the field while using this. That's what you need to know while playing. I know this could seem obvious, but lots of peoples I know lost games because of that.
Example: My friend had lance face-down and shura, few in hand that didn't matter and 4000 lps. While opponent had hanzo and super-transformation setted (know because he searched that having no hand and then set) and 2100 lps.
Opponent used super-transformation on his turn, my friend used lance on his shura, opponent tribued then his hanzo and went into Jurrac Guaiba, attacked shura and went into laggia, subsequently won game because he stopped my friend's main move.
Of course my friend said that it was bad luck, I stopped him and said what he did wrongly.
He could have done Lance on hanzo, making him tribute his shura and going into random guaiba that couldn't have done nothing, at least going into Utopia/Maestroke after attacking. Then summon blizzard, revive Shura, go into brio, discard 2, attack and win.
Of course he said "Oh, I didn't think about it", with a Poker Face. He lost an online tournament for that, with real prizes. If he won that game he would have taken a set of tour guides and sangan (not that sangan costs something, but it's to make it effective and play-ready).

Well, this was all for today, hope you enjoyed it, since the card is one I like a lot.
Some anticipations: Madolches (tomorrow or the day after tomorrow I'll post a build of it), working on some random decks, and some ninja things. I've already decided the card for the next cotw, I believe you'll like it.

Stay Tuned.

30/07/2012

Laval, some thoughts

I was on DN something like 15 minutes ago and a friend of mine, an annoying one, you know who you are, asked me for a laval deck. I was a follower of Lavals and I like to think of me as the inventor of the Laval Quasar, even if I'm not (I wrote the combo out of my head, once I posted it, wondering on the net, I read of another one that used pretty much the same combo, and his post was some days older. Sad.
However, I'm talking of old times, swaltering didn't exist, they were out in the OCG for only few days (5/6 I believe), I used them for a month, then I saw that most people I knew were using that deck, and, you know, I hate to use deck that a lot of other persons use too, so stopped following 'em. I've heard of Swaltering, was happy about that card, still, didn't re-started building and playing them. Since today.
I built something really fast, just put together cards that I believe that would have worked in there, and then tried it, just once. It was awesome how easy they could pull out the handmaiden combo, I had in hand 4 ways to do it, monk+spell (in this case GS), going into lavalval chain, then, Gold Sarcophagus+Cannon, I could have done this in two ways, going into chain (with cannoneer) or into lavalval dragun (with forest sprite), cannoneer+laval monster in hand (in this case cannon)+foolish.
This with only an hand of Gold Sarcophagus, Summoner Monk, Cannoneer, Cannon and Foolish, the other card was, just for the pleasure to say so, Boost Warrior. Next turn (I did GS+Cannoneer one going into chain) I drew into rekindling. I had nothing (he killed my chain), went into Quasar, drew 2 cards, one was another rekindling, used foolish sending flamvell magician and went into Stardust+Utopia. I miss old 3 Librarians and 3 Formulas times, I could have draw other 2 cards and having a possible BRD on opponent's turn, if needed, or arcanite.
Of course I don't expect drawing into double rekindling every time I play, but at least the handmaiden combo. The deck can play even without drawing into rekindling, it's way harder to keep the pace of this meta, but it's possible.
I won't post the list, for now, I just wanted to let you know that those cards have potential.
Well, was a fast post, See Ya.

Updates on actual works: I'm working on a new madolche decklist that works really good, till now, and I stopped developing Vylons, since I didn't like the deck after few test (the kay'est loop went usually good, but it was annoying for me playing the deck itself). Wait for a new Useful Rulings and Game Mechanics post, and maybe even a comparating card one.

28/07/2012

Speedy Article: Vylons

Developin' 'em ATM.
Why those? A friend of mine is annoying me asking me "Do you have a Vylon deck? Do you know how to build one? Can you help me?", and, well, I'm actually studying them on DN, just put some together. I already knew the Kay'Est-Element Loop, but I'm trying not to read anything else online and not seeing any other builds to do this, I don't want to be influenced by other builds/other person's builds/ideas.
I'm going for the loop, I believe, or for a control one with the synchros, or OTK one with Sigma (the only vylon build I ever played).
Wait for this, I'm starting to like them. In the while time I could post another deck that's under developing and the Card of the Week.
Thanks for reading and following the blog. If you have some requests on something, some decks, some cards and likes you want me to review/build, well, just ask.

26/07/2012

Tests: Gishki FTK and Nimble OTK

Well, I tested alot those two, and I'm really happy, here are the results of the tests:

Gishki FTK: is really consistent, can resist for a turn or two or even win via beatdown when you don't succeed into doing the full combo on first turn. If you resist for more than 3 turns, you're probably going to win. Just hope your opponent doesn't set too much.

Nimble OTK: this post was mainly for this one, I tested it, something like 30 games, and I haven't lost even once. That's Awesome. I encountered lots of bad Match-Ups (deck that set too much and Inzektors, those two mainly), but ever win, even with bad hands. It comboes too much for the opponent to handle it with those backrows, pretty much the same of fableds. Opponent had a full field, Laggia+Dollka+2 set cards, I had nothing on the field and pretty much a bad hand I don't fully remember. Once I succeded into getting rid of dollka, everything was easy, just stalled and drew into Dark Hole, that stopped laggia, luckily the opponent didn't have starlight, then I made the opponent waste all of the XYZ materials of dollka, then comboed, I made him waste all of the set cards he had, and win. It was kinda a big table-flip. Just consider that the two set cards were solemn warning and solemn judgment. Was kinda hard.
I did pretty much the same against T.G. Antimeta and Machina Antimeta, kinda hard, but won however. Inzektor bugged me more than I expected, but got rid of them however, caius wins games.

Overall:
If you want something to play IRL, play Gishki FTK, if you can, play Nimble OTK (I think that nimbles are released in OCG already, am I wrong?).
Those are two awesome decks, nimble is the best one, though, but gishki is cheap and TCG-ready.

25/07/2012

Nimble OTK


Monsters: [23]
2 Caius the "Awesome" Monarch
2 Dupe Frog
1 Light and Darkness Dragon
2 Ice Spirit God - Moulin Glace
3 Nimble Goosefish
3 Nimble Manta
3 Nimble Sunfish
1 Obelisk "the Great 3-Tribute"
2 Ronintoadin
3 Swap Frog
1 Treeborn Frog

Spells: [16]
1 Book of Moon
2 Creature Swap
1 Dark Hole
3 Enemy Controller
1 Foolish Burial
1 Heavy Storm
1 Monster Reborn
1 Moray of Greed
2 Mystical Space Typhoon
1 Pot of Avarice
2 Salvage

Traps: [1]
1 Treacherous Trap Hole

I builded this with a friend of mine, he's called Itachi, I'm sayin this to give credits to him, and because I'll need you to start being familiar with this name, I believe I'll build a lot with him.
Said this:
The deck is Broken, while nimble before weren't even called an archetype, now they're a broken one. For those who didn't realize how the deck works, it's basically Nimble Goosefish Abuse, with gachi gachis everywhere helped with swap and ronin. After this, it usually OTK with Daigusto Phoenix (double phoenix with 2 gachi gachis on the field is 9200 damages, without attacking with the gachis that are 1300 Attackers) or using Moulin Glace. It goes into OTKs in the range of 3/4 turn maximum, in the while time it controls a little with Caius and Enemy Controller (ya all should know that I love E-con), while doing some beat with big monsters supported with Gachi Gachi, and sometimes it goes with Mouling to hand control the opponent and have a beatstick. I did something like 20 duels with this deck, and still, I haven't ever draw into: (I'm saying at least a copy, so if I drew only a caius in a duel, it would count as "drew")
Obelisk;
LaDD;
Reborn;
Swap;
Book of Moon;
Treacherous.

I never lost in these 20 duels, so I didn't draw into those because of this deck winning the second or third turn, usually, or fourth in some hard match-ups, fifth with difficult hands.

Let's explain some of the cards:
Caius, controls well the field while having a good beatstick. We mainly put him in, along with LaDD and Obelisk because we put treeborn, and we put treeborn because of swap that was put in because of the good amount of lv2 and the effect that discards that can trigger goosefish.
Swap, ronin, dupe, treeborn, the Frog Engine. Basically, we needed more cards to do rank 2 xyzs, because it would be kinda slow without this. Thanks to this engine, we could implement some tribute monsters.
Obelisk and LaDD, good tribute monsters, I still haven't tried them, since I didn't draw into them yet, but they look okay.
Moray of Greed, draw card, but mainly because it could put back cards like nimble manta and nimble sunfish that could clog the hand while having no targets in the deck for Goosefish. We were thinking of magical mallet, but we prefer this over mallet because this one is a 0, and not a -1, and the fact that mallet can put back other cards doesn't really affect us, putting back those water monsters is more than okay.

No Gorz. Why? Forgot, we're thinking what to drop to put this one in. The prime candidate is Obelisk followed by LaDD, but since I haven't drew into them yet, I can't fully decide on this.

The deck awesomeness is mainly into two things:
Foolish Burial in the starting hand, it is a clear +1 with goosefish;
Nimble Sunfish, no matter the moment, since it triggers goosefish going into a +2 (destroy sunfish, -1, summon sunfish, 0, summon 2 nimble, +2).

There are, however, hands like:
Swap+Goosefish (if you have another frog in the hand it is still better, and consider that with this you haven't NSed yet);
Dupe+Goosfish (requires a turn, but if you have dark hole, it is kinda a pro move, lol).

And there are tons of comboes, they are all awesome like this, some are better, too, but it changes from situation to situation, remember that Salvage is a great card and that Moulin Glace is really easy to summon, the most hard part is drawing into him.


Awesome deck, try it, you won't be disappointed.
Well, Ja Ne (see ya, japanese this time).

24/07/2012

Full ABYR Review OCG

One of the biggest post ever, a comment on single cards.
I cutted this since it will be too long, too much text, click under here.

23/07/2012

Card of the Week #10: Gorz the Emissary of Darkness

When you take damage from a card your opponent controls: You can Special Summon this card from your hand. You must control no cards to activate and to resolve this effect. When Special Summoned this way, activate the appropriate effect, based on the type of damage. ● Battle Damage: Special Summon 1 "Emissary of Darkness Token" (Fairy-Type/LIGHT/Level 7/ATK ?/DEF ?). Its ATK and DEF are each equal to the amount of Battle Damage you took. ● Effect Damage: Inflict damage to your opponent equal to the amount of damage you took.

Random Rulings:
1.Gorz can't interrupt a chain, so if you take damages in the middle of a chain (let's say MST on setted secret barrel, and your opponent chains it, you won't be able to summon Gorz)
2.The summoned token has no effect.
3.If you use Shrink on the token, the token will have 0 ATK till the end of the turn, and then she'll have back her initial ATK.

Explanations:
First one needs nothing, since it's not a continuous effect, you won't be able to summon him during a chain.
Second one is because Gorz's effect is a "lingering" effect. Read more here.
The token's original ATK is ?, so if an effect says that you can double/halve a monster's ORIGINAL atk, and you use it on a monster with ? ATK, it'll have 0.

Close look:
DARK, lots of supports, if you're in an advantage that your opponent can't destroy and you don't need him there are a lot of ways to get rid of him, namely Grepher and Allure;
LV7, sadly not LV8, but still, could be used for some XYZs;
Fiend, they got some good supports, nothing special, though, if I had to say one, I'd say Hate Buster;
2700 ATK and 2500 DEF, awesome stats, can get rid of a big part of the cards in the actual meta and doesn't suffer maestroke given his 2500 DEF.

You should know, I love this card, I play him everywhere it's possible, and even where it isn't (my madolche says hi, 3 field spell, 2 continuous, 10 traps and lot of ways to protect our monsters, and still I play him). Why do I like him this much? He himself is a win condition, if you can summon him, you probably can win, too, just like BLS, only that he's summoned on your turn, reducing your opponent's answers (since you can manage them better) and isn't restrictive on the card we need to have on the field.

A good player that can play this good, will have good times with this good card, if good placed in his good deck. Why this big amount of good? Just wanted to write 'em, LOL.

This card himself being a win condition itself is playable in lots of decks, though, deck that did have some continuous spells/traps wouldn't play this. Right now it is pretty much the same thing, but with a little "revolution" that happened regarding GBs, lots of players started playing him in lots of decks. GB players started playing this card saying "if we have cards on the field, we're still winning, if we don't, this card'll help us winning". I, personally, started playing this card in lots of places, adapting this mind-set to other decks. Well, you need to do some little sacrifices if you want to add a 1-card Win Condition, but still he's really good.

In the past I worked on a deck based on this card, some cards that could fastly get rid of cards on the field without -1 ourselves too much, and preparing for this card's summon, then protect him no matter what and win. Hate Buster was one of the cards I played in there, a good one, too. I'm thinking of "revamping" it, I believe it would be fun, and I could play it a little more antimeta and use other cards that could be win conditions, too, like fossil dyna and safe zone along with some control cards and a decent monster on the field. I could even try going into a monster-lacking build, jsut gorz and Eatos, along with some cards that auto-banish themselves, Fader, Warrior Lady, Cyber Valley and so on. Yeah, could be kinda good.

However, I noticed that, no matter the fact that pretty much everyone knows this card, most tend to forget his other effect, the damage-mirroring effect. I take damages? You do too, and I summon a beatstick too. It helped me against some Burn decks, 6 turns of Wave-Motion, activate, deal 6000 damages, SS Gorz, inflict the same amount. He had used a solemn warning against my black rose, so it was all fine and good and he lost. Yeah, kinda funny game.

Sorry for this little post, but today my PC had some problems, and I wrote all of this from my phone, since I had no other PCs aroun the house. Hope it was enough however.
See Ya, I suggest you to look forward for tomorrow, I'll do a big Full Review of Abyss Rising.

P.s. 100th post.

21/07/2012

Madolche Classic

Prefered the word Classic over Pure, but Pure is how the deck should be named. 


Monsters: [22]
2 Battle Faders
1 D.D. Warrior Lady
3 Genex Ally Birdman
1 Gorz
1 Madolche Butlerusk
3 Madolche Cruffssant
3 Madolche Magiline
3 Madolche Messengelato
3 Madolche Mew-Feuille
2 Madolche Puddingcess

Spells: [8]
2 Forbidden Lance
3 Madolche Chateau
2 Madolche Ticket
1 Reinforcement of the Army

Traps: [10]
2 Compulsory Evacuation Device
2 Madolche Manners
1 Mirror Force
2 Safe Zone
1 The Huge Revolution Is Over
2 Ultimate Offering

 This time the Extra is usable, if you want, you can use that too, it's fine.

The deck works really good, it comboes as hell and have lots of choices. Before explaining the cards, I want to say that I actually forgot Festa while building, and I'm thinking what to drop to add 1 in, maybe Reinforcement or Warrior Lady.

Battle Faders are there because they self-banish themselves, that creates the perfect tribute fodder for puddingcess, other than stopping OTKs and eventually synchro with Birdman.
Warrior Lady is a RotA target, while taking off big bosses and removing herself thus not clogging the grave.
Birdman is one of the main combo generator, it lets you recycle butler/magi/mew/gelato while providing a good tuner that lets you use arcanite too, a perfect r3 material, and a good tribute for pudding (bounce a monster, SS Bird, tribute bird for pudding while removing bird and have no problems with grave-clogging.
Gorz is special here, even with the good amount of cards that stay for a long time on the field, I see him being pretty good. That's because if I still have those cards on the field, gorz isn't needed since I'm probably winning, but if I haven't them, I'll need gorz.
The Madolche part is self explanatory, no maid though, since the deck is kinda speedy, triple mew because it is a combo generator here, it's awesome, double princess because of all the tribute fodders and because of triple mew, triple messangelato because of how much comboes it leads to, expecially with Mew and Invoker.
Lance is to protect our monster from no matter which issue they are going to suffer, high attacks? No problem with Lance. Dark Hole? Sure this card is good.
RotA is a card I'm not sure about, but still is good.
Compulsory is good, it triggers ticket when needed or could do the usual stuff, bounce opponent's monsters.
Manners are really good, that boost made me win a lot of times. While playing this you should know that you can use Manners when a madolche is destroyed from an opponent's card and put it back with manners in place that its own effect.
Mirror is kinda staplish, but it's a fast way to destroy opponent's monsters, since we don't play Dark Hole.
Safe Zone is godly with Puddingcess and protects other monsters. Don't forget you can use it on opponent's monsters when they blind MST/Heavy storm it.
Huge Revolution is way better than starlight, since the stardust summoned with starlight sits in the grave eternally until we use manners. Huge Revolution is counter too, and needs only 2 cards on the field, not on your field. More, it isn't negable with Warning.
Offering, comboes like hell. Nothing Else.

Why no Dark Hole-Heavy Storm-Monster Reborn-Mystical Space Typhoon? Well, initially I forgot, but then, after lots of duels I haven't felt the need of those since Tiaramisù takes care of everything. I'd side them, I believe.
If you have some questions, go ahead and ask in the comments. If you want to say something about gorz, go ahead and ask, stil I don't know what to do with him.

20/07/2012

Gishki FTK, list and tips


Monsters: [11]
3 Gishki Shadow
3 Gishki Vision
1 Royal Magical Library
2 Evigishki Mind Augus
2 Evigishki Soul Ogre

Spells: [29]
1 Card Destruction
1 Cup of Ace
2 Gishki Aquamirror
3 Hand Destruction
3 Into the Void
1 Magical Mallet
1 Monster Reborn
3 Moray of Greed
3 One Day of Peace
1 Prohibition
3 Salvage
3 Trade-In
3 Upstart Goblin
1 Wonder Wand

The Extra isn't needed, I put them in just for fun, and, as you can see, totally random. Don't even copy it since it sucks (the extra), lol.

Well, coming to the deck, I explained it fastly in the other post, here I'll dig deeper into it. It's a project I had in my mind for a lot of time, and finally found the way to use it with One Day of Peace (before I had to use Hand Destruction to win, but it's a -1, and that made me lose everytime).
Basically, it was born to be an FTK that could win beating, but after few tests I realized how stable it is and doesn't fully need the Beat part. However, since it can be done with the card that are already in, it's not a bad thing.
How the FTK work:
1.Draw all of your deck, may seem hard, but it's easiest in here to finish the deck than in Exodia FTK to draw all 5 of them. This can be done using Trade-In mainly with Soul Ogre, and other cards that require to discard along with the recycling abilities of mirror to have always a discard fodder.
2.Once you're with no deck, summon augus, recycle the maximum number  of One Day that you have in your grave, and fill the other spots with Upstarts and Into the Void. Use a random draw card, while putting a counter on library, to draw another one, then another one, then another one, then draw with library, till you finish the deck again, use mirror's effect, recycle a Mind Augus and put it back, then use a draw card to draw it and use it tributing mind augus to summon another mind augus. Rinse and Repeat till opponent's deck out.

The deck is surprisingly stable, if you're hand testing it, so without considering opponent's veilers, you should be able to do the loop on first turn something like 90% of the times, if you're playing the deck good. Here some tips about how to play some cards:

Cup of Ace is still under testing, however I feel it being good enough to be played, when you get Head, draw 2 will grant you the win, more likely, if you get Tail, it would be a -1 that added a counter on Library, not good, but still not totally bad. While playing this card, you should be aware of opponent's situation and yours. Don't use this early, because it could help your opponent getting veiler, so use it when strictly necessary, preferably with library on the field.
Gishki Shadow and Vision, those two are to be played wisely because of Moray of Greed. When you draw Vision, always use his effect to get Soul Ogre preferably, if you have run out of 'em, just take augus, but, when you draw Shadow, you'll need to think a lot. He's an important target for Moray, but if you have other 2 or feel like risking, you can search mirror to thin the deck and have less dead draws, but if you don't, keep it, could be important. Salvage recycles them easily, and, in desperate times, you could recycle a salvage with augus if needed at the end of the combo to take your recycled mirror easier.
Magical Mallet and Moray of Greed and Trade-In, I don't like too much the first two, but they're good. The third one is especially good, I'd like to play more than 3 of them, sad. Mallet recycles your hand in cases of bad hands, while Moray is a 0 that put back your rituals to add them back next and to draw other 3 fresh cards. Be aware of all the possible situations while playing those three.
Wonder Wand and Monster Reborn, if you decide not to play one of those two, just drop the other one too. However I fully recommend playing both, they were better than expected, just awesome. Veiler on Library? Wonder Wand, draw 2, then reborn. Wonder Wand generates a free counter for Library, too.
Prohibition, the card I decided to use against Veiler. It's good, doesn't -1 you, but it doesn't create pluses. Of all of the card to stop Veiler, this is the be(a)st one.
Hand Destruction is a always good draw card, especially here since we happen to have dead mirrors in hand we want to the grave to recycle a Soul Ogre for a Trade-In and kinds. It makes your opponent draw too, while discarding his full hand.
Card Destruction act as the same of hand destruction, but it has a good side that could be seen as bad sometimes: it makes you and your opponent discarding everthing. You can set cards to avoid that, your opponent can't, and that would kill him. Sometimes I'd recommend playing it before summoning Library, your opponent could have got some veilers while playing, and that would be bad. It's up to you, though, remember that this deck is one of the hardest I ever played.

Tips for how to play the deck itself:
Be aware of the hardness of this deck. It's really hard to be played, and it's easy to misplay, take your time, you're playing an FTK, you're already considered anti-sportive, so you won't be blamed for thinking a lot for a single card activation. I'm used to this kind of deck, so I play it kinda speedy, but not anyone can.
Be aware of Veiler. Think always of what your opponent could have in hand based on what he's discarding, he won't have, on first match, veiler if he have already discarded multiple macro cosmos and d-fissures, since Veiler can't be played with those on the field. Same thing if he has discarded a macro cosmo and he's playing rabbit, it means he's playing forbidden chalice or fiendish chain in place of veiler.
Be aware of sharking. If you're playing a deck like this on a torunament, your opponent won't let you replay a card you used wrongly, this takes us again to the first rule for thsi deck, don't misplay.
Keep in mind what this deck needs to loop once you've finished drawing your deck. I was talking with a person I know about this deck on Dueling Network, I lent him the list, he tried it while I was building another thing, when he finished he said "this deck sucks, it won't never start the loop at the end, it's bad". Then I stopped building and went to see his duel. He wasted all of the draw cards and forgot a lot of times Library's effect (again, first rule), so once it was at the start of the loop, he had no draw cards and a veilered Library. He even used Wonder wand without any reason even if he had another draw card, and then when he reborned Library, the opponent veilered it and it made my acquaintance lose.

The deck is really hard, more than it could look like.
For the side deck, if you're going to use it in tournaments, I'd side: 
Dark World Dealing, I'd play it in the main since it is good, in 2 copies, maybe, but if we encounter a DW we're dead, so I prefer side it when we face non-DW decks.
Heavy Storm, the point of the deck, mainly is to win game 1 and game 3, but adding heavy storm during game 2 could help you winning it and don't risk anything else. Against everything, except trap-less deck.
Dark Hole, same with Heavy, only that it is against Rabbit. It is way less must than Heavy.
2x Mystical Space Typhoon against Macro and D-Fissure, mainly, but even set card. It's to be played against decks that set too much and play Starlight Road.

Other cards are fully personal. You could even side a Broww against Dark World, but that would be kinda occasional, it's up to you, though. The main card to side out are cup of ace, magical mallet and prohibition (if the opponent doesn't play veiler).

Test it, it won't make you disappointed. Well, this was all, See Ya.

19/07/2012

Gishki FTK

Ehm, yeah, pretty much. Still working on the decklist, I'll put it once it's finished.
First of it, let's say that I played for a little time a strange build of gishkis back in time, with fishborg.
It abused of hand destruction and trade-in (the latter with ogre) and with mirror's recycling abilities it was possible to always have the discard fodder, then, with treeborn frog on the field, you could summon beast, SS another gishki lv4, SS Fishborg, go into libra, summon fish again, synchro into formula, draw 2, fish again, synchro into catastor, draw one, then all into Quasar. It was kinda good for those times, but the ban of fishborg totally shut it down. I tried the draw engine, since it was kinda consistent, with other things, but it didn't go well with exodia/Wall-Equalizer-Explosion, and I didn't see other ways to use it.
Now I "reborned" it. I was reading some cards on wikia trying to find some card that inspired me into building something, then I saw One Day of Peace. I believe it's total luck, I clicked on the random article button and saw first a gishki card that remembered me of all of the fun times I had with that deck, then clicking it again, I saw One Day. One Day of Peace is highly related to a tech card I used back in time with gishkis, mind augus. It was funny to recycle your opponent's bulb/spore (not used)/sangan and stuff, but it remembered me of something.
What if we have no more cards in the deck, then we use mind augus to send back in deck 2/3 One Day and 2/3 Upstart Goblin, then use one of our draw cards to draw at least one and continue drawing? We recycle what we need, go into another augus, rinse and repeat. Opponent'll draw everything and die.
This deck has a big enemy, though...Effect Veiler...yeah, I hate him/her (I prefer thinking of it as an "he"). He's the worst enemy of all of my decks, pretty much, since I'm for combo deck, as ya'll know.
I'm trying to find something that could stop veiler on first turn WHILE not clogging. In facts a resolution could be Prohibition, but it clogs too much not lettin' you play well enough to win.
The main point of the deck, though, is that it don't need to win on first turn, if you're unlucky enough to not win, but not enough to have no big summonable monsters in hand, you can win by simple beatdown.
I'll explain it better another time, since today's the first day I'm working with it, I don't feel like writing too much, I haven't even tested it, I just used some little proxied cards to have sample hands and try the combo, admitting opponent doesn't play veiler.
Stay Tuned.

18/07/2012

Some more Madolches Ideas

Ya know, when I'm excited about something, I'll talk of it for a little while. Well, to be precise I'm writing this article since I don't want to forget some ideas and, since they aren't yet on DN, I could forget some. I could write this on a Word file, but what's the point? I write them here and share all of the Ideas with others, since they're still drafts.
Let's start:

Chaos End Master+Puddingcess=Scrap Dragon, may not seem that good of an idea, needs a build that doesn't rely heavily on the grave but at the same time it goes into XYZs and Synchros. We need to be able to play Gadjiltron and geartown too. Well, no other explanation, I'm sure ya all got what I was saying.

Birdman, not really a new idea, just that I recently noticed that most players tend to forget this card. It's awesome, comboes with pretty much everything, gives access to Arcanite, recycles majo/messangelato/butlerusk/mew-phle (not sure I got its name right, I hate the new one and tend to write it wrong), and gives more access to R3 XYZs, mew+bird+messengelato (gives the most advantage, but generally a madolche monster is ok) without having used the normal summon means a search (with messengelato), an XYZ, and, if you have another beast-type monster on the field, you could go into Invoker, summon another messengelato and search again.

Invoker, just said it, no other explanations. Not really needed, but if you have a slot, put him in.

Arcanite, bird+majo is an example of how to summon him, madolche needs cards that get rid of cards on the opponent's field.

Battle Fader, for Puddingcess build, stops OTKs, is a tribute fodder that auto-removes itself, kinda awesome,isn't it?

Teleport Engine, psy girl, commander say "hi!". Just consider they all are earth and you can go into Naturia Synchros. If you're using a grave-less build you can play mostly barkion, if not, beast is kinda awesome, not considering that even in grave-less build you can help cleaning the grave with manners and queen.

Safe Zone, on Puddincess, mainly, pops everything in combo with her, OR chain to blind MSTs, to pop opponent's monsters OR use to save one of your monster to go into XYZs/Synchros next turn.

Shard of Greed, yeah, I like this one. If your build is one of the build that can't live without chateau, this card is great, since it baits opponent's msts, or, if the don't, drawing 2 cards isn't bad at all.


Well, should be all for now, I'll update this if anything else comes in mind.

17/07/2012

Madolche Croiwanssant

When this card is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: Shuffle this card into the Deck. Once per turn: You can target 1 other face-up "Madolche" card you control; return that target to the hand, and if you do, increase this card's Level by 1 and ATK by 300.
Beast
1500/1200

For some reason I totally didn't see this card when I was writing the other post on Madolches, kinda strange. Well, I'll review it now.
AMAZING! I believe this one is one of the only 2 monsters that will pretty much always be played in madolches in three copies, along with Magileine/Majoleine (I prefer Majo as name, but sadly they changed it into Magileine). Notice how the level and ATK boost is permanent.
Let's start saying I did a Madolche deck with Gadgets and DNA Surgery, only I'm still improving it, it has some weak points, some are having majo and offering, but not surgery to continue with gadgets and ending "only" with 2 tiaramisù, and, if you had another madolche card in the grave, a butlerusk, with Chateou on the field. However that needed luck to win on that same turn, since bulter+tiaramisù+tiaramisù (I won't count eventual monsters you had in hand, we're considering only a madolche card in grave, offering and majo) is 2000+2700+2700=7400, that wouldn't be an OTK.
With this awesome card, though, we'll totally be able to play offering in classic madolches. Why?
Before the only use of offering was majo->majo->majo->butler->chateau, without even tiaramisù, too. Now, with tiara and cruff, we'll be able with majo+offering, and a madolche card in the grave to: (I won't say when I'll activate offering, count every extra normal summon as offering summon) (we are assuming you play only 2 tiara)
NS Majo, search Croinwassant
NS Croin, bounce Majo
NS Majo, search Croinwassant#2
NS Croin#2, bounce Majo
NS Majo, search Croinwassant #3
NS Croin#3, bounce Majo
Croin#2+Croin#3=Tiara, eff, detach Croin#3, send it back and spin a card
NS Majo, search Croin#3
NS Croin#3, bounce Majo
Croin+Croin#3=Tiaramisù#2
Eff Tiara#2, detach Croin#3, send it back and spin one
NS Majo, search Croin#3
NS Croin#3, bounce Majo
NS Majo, search Majo/Butlerusk
Croin #3+Majo=XYZ Random

With "just" 5000 lps, you'll have Tiara+Tiara+XYZ Random R4, and you can add with other 1000 lps, majo+butler and thus chateau. In the first case it would be 2200+2200+(let's assume utopia) 2500, summoning butler or majo, it would be game, in the second case it would be 2700+2700+2500+2000+1900, so 11800.
If your opponent has a clean field in the first case, you could not xyz Croin and Majo, since they'll have 1800 and 1400, making 7800 damages+butler and thus chateou it would be 4500 more damages.

Yeah, I insist, Madolches have great possibilites of winning something, not as they are now, though, except if we go into a control/antimeta build, I believe. We need a broken TCG-Exclusive and we are done for, LOL.

That's all for today, See Ya.

16/07/2012

Card of the Week #9: Supervise

Equip only to a Gemini monster. It is treated as an Effect Monster, and gains its effect(s). When this face-up card on the field is sent to the Graveyard: Target 1 Normal Monster from your Graveyard; Special Summon it.

Random Rulings:

1.This card can be equipped to a Gemini monster that has already gained its effect;
2.This card's second effect works even if the card is sent to the grave during damage step;
3.A Gemini monster that didn't have its effect before equipping this card will lose it again once this card is un-equipped from it, making possible to use a once per turn effect more than a time.

Explanation: not really, there's nothing to say about this.

Close look to the card:

-Equip Spell, yeah, Hidden Armory, easily searchable, there's even Power Tool Dragon, but I'll talk about it later.

Being a spell card there isn't too much to say, since I can't talk alot about the effect in there because I need to be impartial. However:
I LOVE THIS CARD. Ever heard the name of the GigaVise? It's one of the most beautiful decks ever, I named it in the last CotW post and I said how much I loved the deck, it was one of the most funny deck ever.
It was something like, lonefire blossom into gigaplant, supervise on it, eff giga, SS Lonefire, eff lonefire, SS Spore, Spore+giga into Power Tool, eff Supervise, SS Giga, eff Power Tool, search 2 Supervise and a Mark of the Rose, if you get Supervise, repeat the loop, if you get mark or D.D.R., do what's the best in that situation.

However the mindset of the deck changed a lot without spore and glow-up, and it slowed down and became less competitive, however I'm trying to build something, as I said in the post I linked some strings of text before, with Copy Plant to go into XYZs, if needed.

If you ever read old posts of the deck, you should know that I used to play a gemini deck, called Gemini Comboein', it was all about summoning big Geminis with supervise, blazing butterfly and Evocator Chevalier (used with supervise, of course) and to control a little with Chevalier (while summoning big monsters) and phoenix gearfried equipped with supervise. It was kinda amazing, good enough to be played on DN even in rated, however in this meta I wouldn't play it as it was before, since chaos dragon runs over our big bosses immediately, inzektor destroys our field before we even start preparing it, wind-up wipes out our hand not giving us any outs, since this deck doesn't work really well on top deck, Rabbit stops our important moves not letting us doing anything, except pointless summons.
I believe that by changing its mind set, too, and playing it in a totally different way, I should be able to replay. Yeah, I've got somethings to build in these days, lol.

Supervise could see a lot of play, I believe, since it specials normal monsters from the grave, not only Gemini, that means that you'll be able to play a, for fun, contact deck with neos alius and neos, neos alius with this, contact, SS Neos, contact again or just get a beater.
Geminis have good supports from gemini-supporting cards and vanilla-monster-supporting cards, means you'll have some personal reborner like swing of memories or birthright, hand control, not really played though, with Secrets of the Gallant, but the list is kinda infinite.

A little tip before ending the post, summoning effect is mandatory, means that you could synchro the monster equipped with Supervise into BRD, nuke and then SS, it win games while playing gigavise and likes.

14/07/2012

New Madolches, New Comboes

If you followed a bit the blog when Madolches were about to come out, you may know how happy I'm right now, with new Madolches in ABYR, and they are most broken than ever.

Let's see them:

Madolche Messangelato
When this card is destroyed by your opponent and sent to the Graveyard: Shuffle this card into the Deck. When this card is Special Summoned, if you control a Beast-Type "Madolche" monster: You can add 1 "Madolche" Spell/Trap Card from your Deck to your hand.
1600/1000
Warrior-Type

Well, very good one, like Majo, it searches, only that this one has more restriction. I have lot of ways to play this, I'll list them after I write about all of the cards. For the ones who doesn't know Italian, pretty much everyone, Messangelato is from "Messanger" this is simply english, and "gelato", Italian for Ice-Cream.


Madolche Marmamaid
When this card is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. When this card is flipped face-up: you can target 1 "Madolche" Spell/Trap Card in your Graveyard; add that target to your hand.
800/2000
Spellcaster-Type

Nothing really special, good wall, especially under Chateau, however, not too good. Set it, make your opponent attack it, retrieve. As said, nothing special. Her name comes from "Marmellata", Italian for Jam, and "Maid", simply English.

Queen Madolche Tiaramisù
2 Level 4 "Madolche" monsters
Once per turn: You can detach 1 Xyz Material from this card to target up to 2 "Madolche" cards in your Graveyard; shuffle those targets into the Deck, then shuffle the same number of cards your opponent controls into the Deck.
2200/2100
Fairy-Type

Awww YEAHHH! I said that they should have made this to make madolches more cometitive, and they really did it. Lots of project for this card. Her real name, as written on Wikia, is Queen Madolche Tiaramisu, without the accent on the "u", but as an Italian, I know that there should be, since it comes from the words "Tiara", simply English word, and "Tiramisù", a dessert, I believe it's called like that all over the world, but it isn't well-known everywhere. More than a compost name it is a pun, I believe.

Madolche Ticket
When a "Madolche" card you control or in your Graveyard is returned to your hand or Deck by a card effect: add 1 "Madolche" monster from your Deck to your hand. If you control a Fairy-Type "Madolche" monster, you can Special Summon it in face-up Attack Position instead of adding it to your hand. The effect of "Madolche Ticket" can only be used once per turn.

Another beautiful card, it works when Madolches are sent back by their own effect, too, but think of it with Tiaramisù, since she is fairy, too. The projects on the other cards involve this too.

Madolche Happy Festa
Special Summon any number of "Madolche" monsters from your hand. During the End Phase, all monsters that were Special Summoned by this effect are shuffled into the Deck(s).

Yeah, good one, not totally bad, not godly, I have projects on this too. "Festa" is an Italian word for party, but party meant as a celebration, not a political party and likes.


Well, at the time I was studying Madolches a card was showed, Geargiganto X, I thought "majo is gadget like, geargiganto searches gadgets, it's like playing 12 gadgets this way, majo can search butlerusk too that can be summoned with ultimate offering and search, awesome idea". Sadly I was reading te effect on the wikia that was wrong, it said 2 level 4, not 2 machine-type level 4, that killed my plans, as the only way to do so would be DNA Surgery, but that card would be dead if I didn't have Offering and Majo, so I left it there.
Now I have the possibility to bring this back, Madolche Ticket and Messangelato relies on monster types, so using DNA Surgery will help. Imagine Special Summoning Messangelato with DNA Surgery on Beasts activated, you will get to search even without the need of another monster, he himself is the only one you need. DNA Surgery can change types into Fairy, too, to trigger Ticket and SS even Puddingcess, if you like, or anything else. However, playing with DNA Surgery is difficult, you need to change game style every time you activate it. However, consider it a way to kill multiple comboes, DNA Surgery on stratos and bubbleman, no more excalibur/blade armor, on 2 gadgets to avoid geargiganto, against a rare-to-see Spellcaster Lock to make they blaspheme against their own Village and lock their Spells while letting you do everything you like, and so on. You will be able to play it in a majo gadget, then, so that with various support, you'll be able to search faster for her and combo. Consider too that DNA Surgery can be played with Gadgets to go into Laggia/Dollka with Dinosaur, or Excalibur/Blade Armor with Warriors and there are others. With those new cards you have a lot of ways to play Madolches, only don't do the error of trying to play all in the same build.
Consider some little combo with Tiaramisù, too. Majo+Ultimate Offering+at least a madolche card in the grave.
Activate Offering, NS Majo, search Majo, NS Majo (-500), search Majo
Majo+Majo into Tiaramisù
Eff Tiaramisù, send Back Majo to spin 1 (or 2, if you want to send back another madolche card, make sure you have one left, though)
NS Majo (-500), Search Majo, NS Majo (-500), search Butlerusk
Majo+Majo into Tiaramisù
Eff Tiaramisù, send back Majo and the Madolche card to Spin 2
NS Butlerusk (-500, -2000 totally till now), Search Chateou
Activate Chateou, enjoy.

Of course you can tweak it based on what you have in your hand and your grave, you could even go into Emeral, if needed.

Some tips on Happy Festa, SS a Messangelato and a Pudding (at least, if you have other monster it is better), search with Messangelato a Ticket or a Chateou. XYZ all you can, enjoy. With ticket you can search a monster too, but that's not sure, since we have actually no confirmed texts, actually it says "a monster", so if we send 2 or more back at the same time we won't be able to search, but, as I said, that's not confirmed.

I'll work on some builds once they come out on DN, till that time, only concepts.

Well, See Ya, I think tomorrow I'll write something else, but really don't know. For sure the day after tomorrow there will be the Card of the Week, I'm looking forward to that, since I don't really know what I'll review, LOL.

13/07/2012

Useful Rulings and Game Mechanics #4: Self-Generated Rulings

I've created the page with all of the post of Useful Rulings and Game Mechanics, read it, be sure to know everything that's in there before reading this. You can enter the page from the link above or in the page list, right above the post list.

Self-Generated Rulings, What does it mean? How could know this help?

With "Self-Generated" I mean that you yourself generate the ruling for the situation you need. To say it bluntly, you won't always have the ruling for the specific situation you are in, so you'd need to generate a ruling based on what you already know.
To do this 3 things are needed:
-Know a good number of rulings, mainly the one of the most played cards, but you'd need rulings of less played cards, like if we are going to think about Hopper (that's a special case, we'll talk about it later), we'd need Drill Warrior (a known card) but even Overpowering Eye to compare them and see differences and similarities;
-Know the basing of yugioh but taken to an higher level, know the phases of the turn, but even sub-steps, know chains, but even spell speed, and so on, and to do this, you can read the other articles, I linked them at the start of the post;
-Impartiality, if you're going to generate a ruling by yourself, you'd need to be impartial, since if you're looking for a true ruling that could affect your next games, you'd need to consider only the cards, and not that those cards are yours, and the other are of your opponent, since you would more likely judge you winning that situation, and if you do so, you'll lost the game because of a misplay from this.

Of course there are judges in official tournaments, but calling them will make your opponent suspect that you're doing something. Of course if you're not certain of your ruling, it's better to call a judge, but if you can avoid that, why not?

Once per turn: You can equip 1 "Inzektor" monster from your hand or Graveyard to this card. While this card is equipped to a monster, that monster's Level is increased by 4. While this card is equipped to a monster: You can send this Equip Card to the Graveyard; the monster it was equipped to can attack your opponent directly this turn. Other monsters cannot attack the turn you activate this effect.

Let's see the example I said earlier, Inzektor Hopper on first turn. It is still an unofficial ruling, so you'd need to ask the Head Judge about his opinion on that ruling, and what he believes will matter for all the tournament, so be sure to ask before.
Hopper says that you can un-equip him from a monster to make him attack directly this turn, while forbidding other monsters to attack, but what if we want to use his effect on first turn?
Let's see similar rulings, Overpowering Eye, says that you can't activate it if the monster you're selecting can't attack, so during first turn or while targeted with fiendish chain, doesn't really matter. Overpowering Eye is a Spell Card, though, and we all know that Spells and Traps work differently from monsters, but it is still to be taken into consideration.
Now let's see another monster with pretty much the same effect, Drill Warrior, his effect says that you can halve his ATK (as a cost) to permit him attack directly.
All of them say "can", not must, so the monster won't be obligated to attack directly, can decide not to attack or to attack normally another monster.
What's different? I consider them a question of costs and field/hand/graveyard/deck/banished zone differences. Basically, if a card is used without changing anything, except itself being sent to the grave, it couldn't be used. However, that's not precise, more than a card, it is applied to spell and trap card, like Dark Hole with no monsters (sorry, know the link to dark hole wasn't needed, but it's my policy, in these post I need to link every card I name at least once).
That's all, it was fast solving this. However different Judges have different opinions, be sure to ask before start playing.

Want another example?
You can Special Summon this card (from your hand) by banishing 1 LIGHT and 1 DARK monsters from your Graveyard. You can Special Summon this card (from your Graveyard) by sending 1 LIGHT and 1 DARK monsters from your hand to the Graveyard. When this card is sent from the field to the Graveyard: You can target 1 Level 5 or higher DARK Dragon-Type monster in your Graveyard; Special Summon that target.

I believe that everyone who follows new sets of card before they reach their own country noticed this, Lightpulsar Dragon initially had an "If...You can" effect, making it never losing the timing. An easy FTK loop was generated from this, Toon Cannon Soldier, Lightpulsar Dragon and Red-Eyes Metal Darkness Dragon (REDMD).
Just, Normal summon Toon cannon soldier, SS Lightpulsar someway, it's ok even if it is with REDMD, eff toon, send redmd if you have one on your field, inflict damages, then send lightpulsar, inflict damages, SS REDMD, use REDMD's effect to SS Lightpulsar, rinse and repeat.

However this doesn't, luckily, work anymore. They changed the text, before the card was out, into a "When...You can" effect, making it losing the timing, but why? Why does it lose the timing?
Let's see toon cannon soldier's rulings, or, better, his text and deduct everything.
This card cannot attack during the turn that it is Normal Summoned, Flip Summoned, or Special Summoned. When "Toon World" on the field is destroyed, destroy this card. If "Toon World" is on your side of the field and your opponent does not control a Toon Monster, this card can attack your opponent's Life Points directly. Tribute 1 monster on your side of the field to inflict 500 points of damage to your opponent's Life Points.

As you can see, then, tributing is a cost, so it would be like this:
Cannon's effect, tribute, resolve the chain, do damages. Lightpulsar lost the timing because of tributing him wasn't last thing to happen.

So, be sure to know this post perfectly, it helps a lot. New cards with no official rulings, yet, unexplored situations, searching for a loop and don't know if it works or not, just know this and it will solve pretty much everything.

I believe this was one of the most useful post I ever did, lol.
Well, Stay Tuned, I think I've got one more argument to talk about, I think I'll write t tomorrow.

12/07/2012

The Seal of Orichalcos

This is just a display mock-up version of the card. We tried writing the text of the card, but the previous mock-up was disintegrated by such awesome power. Only a true, specially prepared Yu-Gi-Oh! TRADING CARD GAME card can hold the power of "The Seal of Orichalcos". The entire world will see the true power of "The Seal of Orichalcos" when Legendary Collection 3: Yugi's World releases on October 2.

Trollnami Strikes Again.
Well, aside of this version of this card, I was wondering, along with some friends, of this card's true effect. The conclusion I arrived myself before starting talking was the same of when we finished, LOL.
I believe it'll have:
1.+500 ATK Bonus, that's the obvious one, I think, great boost, generic, will be one of the most awesome field spell even if it has only this effect. Just Think of the boost that necrovalley gives, without thinking of its other effect, +500 is deadly.
2.Indestructible by cards' effect, still wondering if it could be destroyed by activating another spell card, if it prevents it, this is really the most broken field spell, just think of siding it against dark world, gravekeepers, eventually madolches, and so on. If it has even an effect that prevents its activation to be negated, like in the anime, it'll be kind of godly, I'd play a copy of this, and 3 terraforming, along with other field spell, when needed, or 2 of this and 1 terra, but changes from deck to deck, of course.
3.This is the most difficult one, I believe they'll mantain the main effect, the one that protects your monsters from opponent's attacks, here are the options:
a.The anime one, you can use your s/t zones as monster zones and summon monsters there/move them from the "real" monster zones to those and viceversa, only that this would cause loooots of OTKs/FTKs that are usually locked from the lack of monster zones, I have a lot of infernity comboes locked by that.
b.You decide the target of your opponent's attacks.
c.Your opponent can attack only the stronger monster on your field.

The 3c is derivated from an official article of konami where they say "Allows your stronger monsters to protect your weaker ones", obviously I thought of that. Well, time for soft Watt Lock? Giraffe/random watt monster+Watthopper, wait till you draw into another watthopper to complete the lock.

I'll have fun with this card for sure, every card that has the text "other xxx monster cannot be attacked, except this card/yyy" (where xxx is the kind of monsters you want to protect, and yyy is that monster's name ) can create this lock, without the effect one, but doesn't matter. Coming Back to watts, think of a 500 ATK boost, on giraffe, protected with watthopper/double watthopper, that can attack directly, kind of godly, 1700 for every attack. Sad Side is taht the 500 boost is continuous, that means that giraffe and other 1000 or higher ATK monsters will be hit by bottomless with orichalcos on the field.

Well, we'll need to wait for this set's release to know this card's true effect, they won't show it to us before, maybe they'll make it kinda crappy, except for the confirmed 500 ATK boost, and they don't want to show it to make it sell more? Don't know, I just hope it's good, but not too much.

Yeah, Stay Tuned, it's Thursday, in the worst of cases next post'll be on Monday.

P.s. created a new label, Seal of Orichalcos, since I expect to talk about this card in the future, I believe.

11/07/2012

Banlist Wonders, 2012

Well, I would have started wondering about the banlist around the first days of August, but since pretty much everyone started writing about it, I'd say something here, however my true banlist will be in August, now I'm just wandering in the wonders (yeah, lol).

I'm not fully aware of the OCG meta, but from what I know, Inzektor there won lots of tournaments, they're the closest recent deck to the tier 0 in OCG lands, I'll expect an hit on it. I'd hit Damsel (Dragonfly, I'll continue calling it Damsel, though, since it's the name I'm the most used to) rather than hornet. Why this? Limit Hornet at 1, no matter, usually drawing it is kinda bad, since it's like starting with 5 cards, I'd rather use monk into armageddon to send hornet, then if we have no damsel/centipede in hand, we could go into lavalval chain, and put damsel on top, if we them, I'd go into maestroke/utopia. Hitting Damsel will shorten the combo, other than reducing the possibilities of it to continue looping. I'd put it at 1, this way we'll be able to destroy only 2 cards while searching 1, still not bad, but not like destroing 2, searching damsel for other 2 and another damsel for the other tun to destroy other 2.
This way inzektor player will start changing game style, maybe to something like, combo with damsel first turn, then don't XYZ, set backrows, protect your monsters till next turn, combo more, damsel with hornet to destroy 1 and SS another centipede, hornet with the first centipede, search for a third centipede and destroy a card, summon the centipede you searched for the first turn and destroy another one while searching something. Still don't know, though, I never applied on inzektors, surely the deck will be no more auto-pilot.

I'd hit wind-up for TCG but guess that konami doesn't give a fuck about us, am I wrong?

I'll continue this another day, now I g2g, finally, going to the sea, there's a beautiful sun today. And I meant sun, not temperature.

09/07/2012

Card of the Week #8: Constellar Ptolemys Messier 7

2 Level 6 monsters
You can also Xyz Summon this card by using 1 face-up "Constellar" Xyz Monster you control as the Xyz Material, except "Constellar Ptolemys Messier 7". (Xyz Materials attached to that monster also become Xyz Materials of this card.) You cannot activate this card's effect the turn you Special Summon this card this way. Once per turn: You can detach 1 Xyz Material from this card to target 1 monster on the field or in either player's Graveyard; return it to the hand.
Random Rulings:

1.Summoning this card by overlaying it on an XYZ monster is considered a proper XYZ summon;
2.If this card is the only monster on the field, and there're no monsters in both grave, you can still use this card's effect and retrieve the detached monster;
3.If this card is summoned with its effect, and then you flip it face-down and then face-up, you can use its effect.

Explanations:
For the first one there isn't really an explanation, since it is clearly written in the text, more than an explanation there's a result for this.You'll be able to reborn this card with call of the haunted, monster reborn or even XYZ reborn.
The second one is really simple, Messier can bounce itself, nothing says he can't, and, how I said lotw of times, you need at least a valid target before you activate the effect, then you decide who's your target, in this case either messier or the material.
Third is the easiest one, it says "you cannot activate this card's effect the turn ecc...", if instead of "this card's effect" it had written "Constellar Ptolemys Messier 7, you wouldn't be able to do so.

I talked alot about this card in the past, haven't I? Let's see this card closely first:

-Constellar monster, got a lot of good supports, expecially because it is a Constellar XYZ, however those supports are to be played in Constellar Builds.
-LIGHT, we all know that LIGHT monsters are supported in a lot of ways, don't we?
-Machine, maybe one of its main weakness, could be used as material for chimeratech fortress, even if Machine got some good support, nothing special, though.
-"2 Level 6", generic XYZ summon, that's what makes this card great, monarchs, gishkis, LV6-abuse builds, and so on.
-Another way to XYZ summon it, got an effect that makes its summon easiest, you can XYZ summon this card by simply putting it on top of a Constellar XYZ monster, however the turn you do so, you won't be able to use its effect.
-Awesome stats, while you can understand at first catch why 2700 ATK is great, if you're a new player or a returning one, you won't easily understand why 2000 DEF is great, that's for Maestroke. Maestroke's effect flips it face-down, to attack it. That works with a lot of monsters, because monsters who have high ATK, won't have high DEF, while this card has both. Utopia itself can't run over this card, even pearl's atk isn't enough, Gaia won't run over it. The only one that can kill it are Zenmaines with his effect, and thus while taking some damages, acid golem, and thus while seriously limiting his owner's moves, and a combination of Maestroke and a monster with at least 2050 ATK, and it does need a lot of efforts for a deck that doesn't abuse of XYZs. Another monster that could get rid of it is God Dragon of Heliopolis, or something like that, don't fully remember his new name, the old one, though, was ennead, you all should remember him.

Sadly, still OCG-only. More pesonally speaking, this card is kinda awesome, generic XYZ summon, even a specific one by overlaying it over a Constellar XYZ. It got even an awesome effect, bounce monsters on the field, retrieve monsters in the grave. Not to talk about its great stats, which I talked about earlier.

I love this card in monarchs, Illusion Snatch does a great job in there, normal caius, use his broken effect (I believe his effect is one of the most brok in the entire game, only that being a tribute monster it isn't as broken as tour guide, but thinking of that if tour guide were a LV3 monster that required to be normal summoned a tribute, she would be pretty caius-like, theorically awesome effect, but when it comes in play, that -1 is for her normal summon isn't good), then SS Illusion Snatch, go into Ptolemys, recycle either Illusion Snatch or Caius (the one you don't want to risk to los, if you have another monarch in hand, I'd take Illusion Snatch, if I haven't I'd take caius to normal summon him when needed). Next turn, if Ptolemys is still there, take the remaining one, tribute it for caius, use his broken effect, SS Illusion Snatch, go into another Ptolemys, rinse and repeat 'till you win, lose or run out of Ptolemys.

This card is an awesome one in Gishkis, mainly Gishki Hieratic where it has a loop, discard Shadow, add AquaMirror, eff mirror, discard (or to be precise, tribute from hand) tefnuit, SS Gustkrake, see 2 cards, send 1 back, SS Wattdragon/Luster Dragon#2, XYZ Gustkrake and Luster Dragon#2 into Ptolemys, eff ptolemys, detach Gustkrake, add Shadow. Eff Mirror, return it to the deck, and take back Gustkrake, eff shadow, search again mirror. Rinse and repeat this too, till you run out of Hieratics/Ptolemys. If you draw into multiple copies of Shadow, for a turn you could retrieve a hieratic, in place of a shadow, that way you can make the loop stand one more turn.

Ptolemys gave birth to the XYZ Climb, which I talked about in the past, in this post. That's an easy way to summon what's needed, mainly this one for the next turn, or gaia to run over nasty reapers or cards like that. You could use XYZ Gift while doing the XYZ Climb, since you're not going to use all of the material. Let's say you draw into Batteryman AAA, SS another AAA, XYZ into Omega (2 XYZ material, at this point you could yet use Gift), Chaos XYZ Change into Ptolemys (if you haven't used it before, you could use gift now, because it has 3 material under it, right now), Chaos XYZ Chang einto Gaia (now you could use 2 Gifts, since it has 4 material, if you haven't used any before). However Gift has a nasty restriction, you need 2 XYZ monsters on the field, that's bad. However if you are doing the XYZ Climb you could do as in the post I linked, go into ptolemys, wait a turn and then do the XYZ Climb again, while having 2 XYZs on the field.

As said on the Ptolemys' tips page, you could use Future Fusion (you know how much I love this card, don't you?) to send 2 Gigaplants or Il Blud, SS one with Swing of Memories, Gemini Summon it, use its effect to SS anoter one from the grave, then go into ptolemys, use its effect to take back one of the materials.
Before continuing, you must know that when glow-up bulb and spore were banned, I was sad not for Plant Decks (or to be more precis, synchrocentric decks, since only few cards of the original plant deck were still there), but for GigaVise, one of the deck I loved. Well, they are replaceable in there, but no one will totally fill their place. However, with Copy Plant you'll be able to go into this card, send supervise to the grave and SS another gigaplant, while you can use ptolemys' effect to take back copy plant to NS it next turn and go into another R6, or, if you got another supervise, you can SS spore ang do immediately into a synchro or another R6, while triggering again Supervise.


Well, That's All Folks, while writing this, I had the urge to play GigaVise again, once I'll have a bit of time, I'll rebuild it, and then, if it works, I'll post it here.

P.s. want a little tip? As you could imagine from reading the link of this page, I initially wrote card of the week #7, in place of 8, that probably was because of ptolemys being "Messier 7", and, being not to concentrate, I wrote it like this.

08/07/2012

Name Change

Blog has changed name. It now is "Something That Is Lost Will Never Return So".
I'll explain this, other than the name of the blog being pretty dumb, I decided to change it because of a friend of mine who made a lovely image with this writte on it. I immediately thought to put it as logo, I'm waiting for her response to put the logo on, however I needed to find a reason for that name. Or, to be more precise, I had it already.
SOmething That Is Lost WIll Never RETURN So, So Til Win Returns.
Initially it was Something that is lost will never return, but I changed it for two reasons:
-Without "so" I wouldn't have the "s" at the end of "return";
-I don't really believe that something that is lost will never return, but if you lose a thing, and you regain it as time passes, it will be more and more different, at least if you don't regain it, it is changed the fact that you possess it or not, too.

While the first reason is the one that made me changing the name, the second one was needed too, I wouldn't have changed it if I was sure of the first name.

I won't change the name of the blog, however, because:
-as it is right now, it is easisest to write, blogygo instead o sotilwinreturns;
-its actual domain renders the most the idea of what the blog talks about;
-all of the links, internal or external to the post, won't work anymore.

I believe the last one is the most important, of course, but I really like the first one, too.

Well, sorry for the not-so-important post, I'll come back tomorrow with a new card of the week.

06/07/2012

Random Post: Wind-Ups, Forbidden Brigade, Effect Veiler and One Day of Peace

Really don't know what to talk about, but wanted to write, random post then, random updates, and random thoughts.

Wind-Ups won WCQ, yeah, a lot of blogs talked about this, just check em out from my blog roll.
Reassuming it all, Wind-Ups won because:
-Players don't play Maxx C anymore, too much traps;
-Players are reducing the number of Veilers, since they needed more space in the main, and since they all thought there will be no Wind-Ups because they get killed easily, the first time they thought of reducing were those veilers;
 -Luck, I believe.

I continue considering Wind-Up a bad deck, mainly because I don't like it, but all they do is wipe out opponent's hand before they start playing it, and end the turn with a Zenmaines, nothing special...Well, that's awesome, but not invincible, just think of Inzektors that could top deck a Damsel, Chaos Dragons that could top deck BLS/Sorcerer, rabbit that could go into walking Judgment/Divine Wrath, HEROes into stratos, then bubbleman and blade amor (even if that wouldn't kill totally zenmaines), or however, a reborn for every deck, LOL.

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Forbidden Brigade, I like to call them like this, Forbidden Lance and Forbidden Chalice, good cards, an ATK reducer OR s/t immunity AND an ATK booster OR a quick-play veiler. I like them, don't forget that forbidden lance could be used on opponent's monster even to make them immune to S/Ts, like if your opponent is going to use an ATK booster ike chalice itself on his monster, you could use lance, lower his ATK by 800, and that monster won't even get the 400 boost. Well, that was a stupid example, but it is still one.

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Veiler? Don't like it anymore. I find it bad that he can't negate on your own turn, I'd rather play Forbidden Chalice, how many times I'd have liked to activate something but couldn't because of an opponent's laggia that was there before I could draw veiler? Surely a lot of times. If I drew into Forbidden Chalice instead, I could have used it on laggia, and then combo as I liked...and Laggia is only one of the examples, there are a lot. The only advantages that veiler brings are:
-he can be activated from the hand (main one);
-he's a tuner.
However, I continue liking chalice more than veiler, expecially in HEROes that I'm actually testing.

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One Day of Peace, AWESOME card. draw 1, opponent's draw 1, no damages this and the next turn. Drawing and preventing OTKs is surely better than Cardcar D turn losing, because you couldn't deal damages that turn, but opponent can in his turn, what's more cardcar d eats your normal summon, and cannot be setted, unlike one day of peace, this is a giant advantage when you're playing HEROes with Bubbleman.

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Should be all, just some random updates without any real reason aside from the "I wanted to write something" one. See Ya, remember to add me on DN (Leodip), and if you have some questions on anything, just ask there or under the comments.

04/07/2012

Kuraz Geartown




Monsters: [20]
2 Ancient Gear Gadjiltron Dragon
3 Effect Veiler
3 Genex Ally Birdman
3 Genex Blastfan
2 Kuraz the Light Monarch
2 Malefic Cyber End Dragon/Photon Thrasher
2 Sacred Crane
1 Sangan
2 Summoner Monk

Spells: [15]
3 Black Garden
1 Dark Hole
1 Foolish Burial
3 Geartown
1 Heavy Storm
1 Monster Reborn
1 Mystical Space Typhoon
3 Terraforming

Traps: [6]
2 Call fo the Haunted
1 Solemn Judgment
2 Solemn Warning
1 Vanity's Emptiness


Uhm, well, can't say if this deck is awesome or not, I'll tell why later. However, another creation of mine, let's see the deck:
Ya all know Black Garden, don't you? The one who halves the ATK of a monster that is summoned to generate a token on the summoned monster's opponent's field with 800 ATK. Sadly pretty much everyone tends to forget that this card has another effect, you can blow-up it and all of the plants monsters on the field to summon a monster from your grave with the same ATK of the sum of the monsters' ATKs.
Now that you know this, let's see the main monsters:
Summoner Monk, generates combo, casually he's 800 ATK, he's the one that let all of your combo work;
Sacred Crane, when SSed lets you draw a card, casually it's 1600 ATK, 800x2, and lv 4, summonable with monk;
Genex Blastfan, when SSed lets you draw a genex DARK tuner (more specifically Birdman), casually it's 1600 ATK, 800x2, and lv4, summonable with monk;
Kuraz, when summoned, including SSed, you got to destroy up to two cards on the field, and let the controllers of those cards drawing a card for every card you destroyed them, casually 2400, 800x3.
 I believe that all of those "casual" things could work together, couldn't they?
Even if Black Garden is the main card of the deck, I'd say, it isn't listed in the name, simply because I liked the name being Kuraz Geartown, and because the main win condition is gadjiltron.
2 Gadjiltron, not three because having 4 field spells which 3 of these are geartowns is a situation unlikely to happen, and since 3 aren't really needed, and they clog, 2 are good enough.
3 Effect Veiler are there to negate things en masse, stop meta decks like everyday's stuff and all of the decks that rely on monster's effects. Don't forget they're tuner, they won lots of games this way.
3 Birdman, searched with blastfan, provides a really easy arcanite, BRD, Ancient Fairy Dragon, Scrap Archfiend or whatever.
2 Malefic Cyber End Dragon, I know, if you have garden it will halve his ATK, and if you have a geartown you're hoping your opponent's going to destroy it, so it won't be good in most cases if you think of it like this. I think of it as a fast tribute for Kuraz, a token generator with garden and XYZ with gadjiltron (unlikely to happen, but still possible). Good Beater when needed, and punishes Skill Drain decks.
1 Sangan? What to say? Nothing at all, searcher for Monk, but that wasn't hard ot get, was it? At least you could search for Veiler.

2 Monk+2 Sacred Crane+3 Blastfan+2 Kuraz, monsters summonable with black garden, they all generates pluses. Monk, discard dead card, summon blastfan, search birdman, go into R4 XYZ/LV7 Synchro with Blastfan OR Monk into crane, draw 1, XYZ. Those two easy comboes if supported with Black Garden can lead to very good things. Let's suppose a first turn Monk+Black Garden+Pitchable Spell Card,
activate garden (yes, before monk)
NS monk, opponent gets a token
use monk's effect, SS Blastfan, Eff Blastfan, Opponent gets a token, Search Birdman
XYZ Blastfan and Monk into Lavalval Chain, opponent gets a token
Eff lavalval, send kuraz
Eff Garden, destroy the 3 tokens, 800x3=Kuraz (2400)
Kuraz's effect, destrsoy lavalval, draw 1
OR
You could use Crane in place of Blastfan, since Birdman isn't involved in the combo.

What happened? Let's see it in terms of pluses and minuses, activate Garden, NS monk, eff (-1), SS Crane (let's say crane, could be blastfan) (0), eff, draw (+1), XYZ into Lavalval (0), eff, get kuraz into the grave, eff garden, self-blow-up (-1), SS Kuraz (0), eff Kuraz, destroy Lavalval (-1), draw 1 (0).

Nothing changed in terms of advantages and disadvantages, but what really happened was us search for a birdman/draw a fresh card, getting a 2400 on the field, monk and blastfan/crane in the grave for more comboes and drawing another fresh card.
Obviously the comboes are a lot, this is a classic first turn move, but there are a lot of possibilities, including comboes in absence of Garden, by simply going into arcanite or other synchros lv7. The point of this deck is, then, getting more and more good cards without losing advantage.

Call of the Haunted is a +1 with Kuraz.

Why is there Vanity's Emptiness? Once again, tech card, see this post for all of the explanation you like.

Extra, as always, is pretty random, that's a sample one, but not totally good, lol.

I did good results with this, however, as said initially, I don't know if this is awesome or not, since I rarely do real pluses in here, I wonder if I can really tell if I'm winning or not. It is fun to combo, but since you don't see giant pluses once the combo is finished you could end the turn disappointed.

Cyber End Dragon and Photon Thrasher are up to the player, depending on what you want. Actually, I prefer Cyber End Dragon, but Thrasher XYZs easy with other monsters.

Well, this was what I was talking about in the Geartown's post, I feel this deck has some good potentials, too.


Hope you liked the deck, That's All Folks, looking forward to the next post.