Showing posts with label Anticipation. Show all posts
Showing posts with label Anticipation. Show all posts

27/02/2013

Hit 40.000 Visits!

Just 10 visits away from perfection
That's 40.000, yahoooo! It took 1 month and 30 days to get 10k visits, while it took 2 months and 14 days to get to 30.000 from 20.000. Thank you all for the support. Lately I haven't been around too much, but still you gave me so many visits.
Thanks to my "followers", usual readers of the blog even if not subscribed, to occasional readers, to readers of other blogs that read mine in the suggested blogs, to googlers, to users that linked one of my blogposts to a friend of their and that friend of their that read it. Thanks to the other bloggers for keeping readers entertained while I wasn't active and thanks to Konami for keeping this card game (it hurts to say so, because Konami has lots of things to be blamed about). Thanks to 4kids for dubbing this and Italian dubbers for making me know this game using the anime. Thanks to internet, I couldn't have followed this game without it. Last but not least, thanks to my YGO-playing friends for keeping me playing this game, both online and in RL.
Thank you all for 40.000 visits, it wouldn't have been possible without you all.

One last thing: I'd like to dedicate this one post to mike, from dueling legacy. I believe I never posted on your blog, but still I used to read it. I think I'm speaking for all of the bloggers: we'll miss you.

As a special for the 40.000 visits: I'm studying some probabilities thingies, if I can get it done I'll post it as soon as possible.

02/09/2012

Spellbook Engine

Here we are again, another splashable engine. Well, more than splashable, since it's kinda big, is a support engine for spellcaster deck.
Let's start saying I hate most of the prophecy monsters, except some, around those I built a deck (I'll post it sometime), so what I'm gonna write is mainly a spell support.
Actually, what are the spellbook? They're a group of spells that support indirectly another archetype, prophecy.
Those have a really stable engine, since they play lots and lots of searchers, let's see some.

Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn.
Activate this, search any spell card. Good, it's your sixth copy of every card. It's even going to strangely search the next card.

When this card is Normal Summoned or flipped face-up: Add 1 "Spellbook" Spell Card from your Deck to your hand.
Even if secret is meant to search mainly the spell card, reading it better it says "card" and not "spell", meaning you can search even this. Basically, secret can become an easy +1 that can search itself, too. Just secret into this (called batel because of the original name, I'll call it like this for the rest of the post) (-1+1=0), summon this and search secret/another card (0+1=+1).
These two are the cards that make the engine work, since they can search everything without minusing you. And remember you can summon this card face-down, if needed, and then when attacked can search you a card. Works wonderfully even with the other cards, and usually can do even gachi gachi, if you play something with lots of ATK modifiers, and can be a target for power that he himself can search. Along with secret, this can be you ninth copy of each card.

Target 1 face-up Spellcaster-Type monster you control; until the End Phase, it gains 1000 ATK. Also, until the End Phase, each time it destroys an opponent's monster by battle: You can add 1 "Spellbook" Spell Card from your Deck to your hand. You can only activate 1 "Spellbook of Power" per turn.
Actually, 1000 ATK booster, giant one, and searcher, too. Notice how it's kinda generic. If you don't want to play the full engine, you can even play 3 of this in a spellcaster deck, since one can search the other. However in the full engine it's easily searchable and retrievable.

Target 1 face-up Spellcaster-Type monster on the field and activate 1 of these effects; ● It is unaffected by other Spell effects this turn. ● It is unaffected by Trap effects this turn.
Even more specific, how good. This is a themed lance-like card. Since it hasn't any other connection to the archetype except the name and the art, you can play this in how many copies you like as generci protection. It's kinda funny how you can use this card against spellbook deck to avoid the 1000 ATK boost from power. As always, it's better in the full engine since it's searchable.

Banish 1 Spellcaster-Type monster from your Graveyard and reveal 1 other "Spellbook" Spell Card in your hand to target 1 Spellcaster-Type monster in your Graveyard; Special Summon that target in face-up Attack Position and equip it with this card. The equipped monster's Level is increased by the Level of the monster that was banished for this card's activation. You can only activate 1 "Spellbook of Life" per turn.
Personal reborner, raising the number of reborn you can play to a maximum of 4(+3 batel+3 secret=10). Really good, kinda generic, but still needs the full engine to work.

Spellbook Institute - La Maison
Once per turn, during your Standby Phase, if you have 1 or more Spellcaster-Type monsters in your Graveyard or on your side of the field: You can return 1 "Spellbook" Spell Card from your Graveyard to the bottom of your Deck, except "Spellbook Institute - La Maison"; draw 1 card. When this card is destroyed by your opponent's card effect and sent to the Graveyard: You can Special Summon 1 Spellcaster-Type monster from your hand or Deck whose Level is less than or equal to the number of "Spellbook" Spell Cards in your Graveyard.
Not really needed, since it's from abyr you are not obliged to use it, and you can't in TCG, yet, but still, recycles, draws, SS batel (even if pointless, but it can summon other spellcasters, so it's really good), and makes your opponent think a lot before activating some field spell or killing this with MST or Heavy Storm. Good card, since it's searchable, but not indispensable.

So, actually, what's the full engine?
3 Batel
3 Secrets
2-3 Power
1-3 Wisdom
1-3 Life (probably 2-3, but depends from the build)
0-2 Maison (I'd say 0-1, but still, depends from the deck, could even be 3)

0-3 Apprentice (not really needed, but speeds-up even more)
0-2 Monk (well, more than a card of the engine, is a card that already should be there if we're playing this engine, I'll explain exactly why later)
0-2 Magical Exemplar (SS, gets counter really easily and can be summoned easily via monk, other than being spellcaster and work good with apprentice)

The last three are the less-needed ones, but really good.
Basically, the main purpose of this engine is just 2 things: Speed-up the deck with generic supports that increase ATK, reborn monsters, protects and let you draw AND adding spells for cards that require spell counters or discard fodder for Monk.
Yeah, really, discard fodder isn't a bad idea, it's actually the one I'd use more if I was to build something, I would build it mainly to abuse of monk. Remember the deck I named before? The next week I'll post it, you'll see what I meant.
Spell Counters, actually, not a bad idea, abuse of exemplar and magical citadel of endymion and we can have fun. Monk into pathfinder into citadel, then just do the usual secret, batel, add power, ATK, rinse and repeat.
Since you can protect your monsters keeping field presence with both life and wisdom, a village build isn't bad, and don't forget that monk is a spellcaster, meaning that if we do as up here to search village in place of citadel, we'd have a setted-up village, with just one card and a random spell. Good enough, uh?
I'm talking mainly of for fun, but some can reach higher levels.

As always, if you have some other ideas, post them down here in the comments.
See ya tomorrow, with the card of the week.

31/08/2012

IRL Gaming///Jam Breeding Machine

I've actually decided to start playing IRL. Little 2-persons team, but still, it's half of the money we'll need to spend, so that's good with me. However, I wouldn't have started if I wouldn't have found other people in my town (let's call it town, even if it is kinda big) that play too, another 8/9 persons. Today morning I went there, and we bought a stardust and a Gyzarus, so, guess, what are we going to build? Had tons of fun.

Coming to the real topic of today's post, a reader asked me to revamp my Jam Breeding Deck, I actually did, still testing, though it's kinda good, only a little slow to start, but we've got tons of cards to protect ourself. Here's the list:

Don't mind that "Mad" in the name, it's just that I wanted to keep my other list and named this one with mad because it's kinda different from the other one.

Monsters: [3]
3 Cardcar D


Spells: [16]
1 Dark Hole
3 Gold Sarcophagus
1 Heat Wave
3 Jam Breeding Machine
2 Smashing Ground
1 Terraforming
2 Upstart Goblin
3 Wetlands


Traps: [21]
2 Bottomless Trap Hole
2 Dark Bribe
3 Dimensional Prison
2 Mirror Forces
1 Skill Drain
1 Solemn Judgment
2 Solemn Warning
2 The Huge Revolution Is Over
3 Token Stampede
2 Torrential Tributes
1 Trap Hole



So, everything needs an explanation here, let's start with what's NOT there:
-Pot of Dualities, you can't use it the same turn you SS a token with Breeding, I know you'll think "why is Cardcar D there, then?", but it's not the same.
-Second or third terraforming, drawing multiple copies of wetlands is really bad, since you can't even set it as bluff. Jam Breeding is a far more difficult card to get, this card played in 4 copies is just right, I believe.

Now, what's there and why:
-Cardcar D, this card is better than pot of duality in lots of cases: First Turn, draw 2, good enough, duality adds only a card, even if you can select between 3 cards; mid game (jam activated) set, more walls, duality can't be used like that, at the best, you can bluff duality, but you've got other tons of cards to set, you'll always have all slots full or just one left for emergency activations; late game (few lp left), as before; late game (few lp left and no jam breeding), this card can let you draw 2 and then protect yourself with other cards OR just attack and kill the opponent. What's more, duality reveals what you add, too predictable. And, if that wasn't enough to satisfy Duality Fans and you really want to play that, remember it's semi-limited, so you'll need however a cardcar d. If you want to play duality in place of cardcar d for money issues, I'd put 2 dualities and one more upstart.
-Heat Wave, lovely tech, it's great at 1, but I believe that the second would be bad for our draws.
-Skill Drain, lovely card in here, doesn't backfire, stops everything. At 1 because I pay too much life points.
-Huge Revolution over Starlight because it is less negable, and you wouldn't get to summon stardust with starlight if you have jam breeding on the field.

Overall, the deck is kinda slow, but I believe it can't reach an higher speed without losing consistency, so it's good. You can stall for tons of turns till you draw jam breeding.
Have fun with the deck, it's always funny locking-up the opponent with the various traps and then summon 2700 beaters once per turn that can't be destroyed by battle, isn't it?
See Ya, look forward for the card of the week, will be a good one, I believe.

24/08/2012

Oni-DAD



Monsters: [25]
1 Black Luster Soldier - EotB
1 Blackwing - Zephyros the Elite
3 Blue-Blooded Oni
1 Bone Crusher
1 Chaos Sorcerer
1 Dark Armed Dragon
1 Endless Decay
3 Zombie Goblin
1 Gorz
2 Lyla
1 Mezuki
2 Photon Thrasher
1 Ryko
1 Sangan
2 Shutendoji
1 Tour Guide from the Underworld
2 Zombie Master

Spells: [14]
1 Allure of Darkness
3 Book of Life
1 Charge of the Light Brigade
1 Dark Hole
1 Foolish Burial
1 Heavy Storm
1 Inferno Reckless Summon
1 Mind Control
1 Monster Reborn
2 Mystical Space Typhoon
1 Upstart Goblin

Traps: [1]
1 Return from the Different Dimension

I like this deck, the extra could be improved, but it's good enough to be played.
Well, the deck is based on Blu-Blooded Oni's capabilities of looping and swarming.
Let's just say an Oni in the grave (and another random zombie monster), shutendoji and photon thrasher in hand with no monsters on the field. If you've got upstart goblin or Book of Life/Monster Reborn, this'll make the combo kinda awesome.
SS Thrasher, NS Shutendoji
XYZ into Lavalval Chain, send mezuki to the grave detaching shuten
Eff Mezuki, SS Oni, detach thrasher, SS Shuten
Eff shuten, put mezuki on top deck
XYZ into Lavalval Chain, use its effect detaching oni to send mezuki
eff mezuki, SS oni, eff oni, detach and SS Shuten (you'll need another zombie monster in the grave to do so)
XYZ into the last lavalval chain, repeat the loop to go into another R4 monster
OR
if you've got a reborner, use lavalval chain's effect to put on top deck BLS/DAD (based on what you need and you can summon)
use the reborner to reborn oni, detach shuten and SS it.
Use shuten's effect to banish two zombies and draw bls
SS BLS and then go into another giant R4 monster

In the worst of cases the combo will end into 3 lavalval chains and another R4, (1800x3=5400+another R4, pearl would be perfect since he has exactly 2600, could be game if direct attack).
The combo could look hard to start, a bit situational, but it totally isn't. That's just one of the way to loop, one of the worst, youo can even abuse of zombie master to discard things from hand, do 3-Material XYZs and go into double oni and another monster. 3 Onis can combo like hell. Let's say you have an ouroboros on the field with two materials, detach one for oni, detach the second for oni, too, and you'll have 3 Onis on the field. You can then go into pearl, detach one to summon another oni and another one to summon the other one, and have again 3 onis, and one of those hasn't still used his effect.
I was thinking of dropping one ouroboros from the extra for the second pearl, for this.
Speaking of fixes I'd do, I'd drop tour guide, I don't like it anymore post-banned, since it has just one target in here, and since we're tight on the extra, I'd like to drop that leviair, too.
Bone Crusher is a tech, has tons and tons of potential, but right now I haven't used its effect once, in 30 games, more or less. Not sure what to do about this.
Inferno Reckless Summon, makes really easy OTKs with oni, if your opponent has bad targets, but I don't like opponent-relying cards, it's all based on luck, and I kinda lack it, lol.

So, I'd do:
-1 Tour
-1 Inferno Reckless Summon
-1 Bone Crusher

+1 Upstart Goblin (sometimes it's not possible banishing two targets for shutendoji's effect, and this substitutes the reborner to draw into BLS/DAD. Adds some speed to the deck, too)
+2 Call of the Haunted (maybe, dunno. Calls are always good, chainable to MST/Heavy Storm to search with goblin and sangan. Or this, or Silver Sentiner. And I'm serious about the latter, MST/Heavy Storm bait, SS itself and destroys nasty S/Ts that'll block our combo, while putting on the field the first lv4 we'll need for the first XYZ to start looping)

For the Extra I'd do:
-1 Leviair (no more tour, no more R3, and we need slots)
-1 Ghost Ship (it's just that I don't like it)
-1 Ouroboros (3 are just too much, even if it possible to loop with them, too)

+1 Pearl
+1 Chimeratech Fortress (if you want to keep one of those, you can drop this, then)/Gaia (against Thunder Family, monarch with illusion snatch, constellar, Chronomaly, ecc... with mind control)/photon papilloperative (among those, this is the one I like the most, since this can substitute ghost ship's main use, destroy reaper)
+1 Utopia Ray (well, you can detach from utopia to use oni's effect and then go into this, and you can steal opponent's utopias with mind control)

The deck has lot of power, sadly, some Backrows can easily stop this, then, you don't need to loop exactly when you have all of the pieces, be sure to kill their backrows, first. If you go against trap-less deck, be aware of gorz.
Try the deck, I believe you'll like this. If you have some questions, as always, just say it in the comments.

Oh, and, just a little thing, for the first card of the week of the banned (3th september), SHE will be an unexpected card, I'm looking forward to posting it. Try and guess.
Tomorrow I'll go to my first sneak peek, and, thus, the only real tournament. I'm looking for Madolche Majoleine, but I'm fine with no matter the madolche card.

Stay Tuned.

22/08/2012

After-ban Look at Gigavise

What's Gigavise? I talked about it quite a few times, it's one of my all-time favourite decks, there are only something like 7/8 decks that I like more than it.
As said in the Banlist discussion, spore at 1 will make gigavise at least playable again.
I'd play the deck, however, a little different from before. I'd play Blazewing Butterflies in it, because they can revive gigaplant when you draw into supervise and have no gigaplants on the field, while SSummoning butterfly back and having gigaplant with its effect, ready to summon lonefire to start comboeing, and at the end you can go into lv6 with butterfly.
Given Copy Plant's effect that usually will give it lv6, and Spore's effect that sometimes is used on gigaplant to revive it with D.D.R., I think that playing Level Eater, even if only as a tech, wouldn't be a bad idea.
With the combo named up here with spore, you can do either a lv7, a lv8, or a R6, so it's not that bad, is it?
With spore without d.d.r. you'll have a lv7, that could even be power tool to search the d.d.r. you need if you have supervise in your hand.
Same goes for copy plant, only that this last one is more related to gigaplant.
However, being eater summonable eating gigaplant's level, you can go into easy Formula to draw an extra card and then go into power tool, or leave them there to go into black rose during the opponent's turn, killing the whole field mercilessly.

We'll have Debris at 2, too, that means you can go into the usual brd+2 tokens, and with a spore in the grave, we can do, at least, a lv5/6, that could be catastor/librarian or even gaia/iron chain/orient dragon (I believe that there'll be quite some synchro deck in the next meta, so this should be okay being in the extra)
I'd like to find a target for debris that's lv4 and, if possible, plant, too. In this exact moment I can't connect to Dueling Network to search properly, however I remember Twinkle moss, obviously not usable, Prickle Fairy, totally unuseful, and des dendle, like fairy, totally pointless. I'll see if there are more on DN, tomorrow.
In the worst of the scenarios I won't play those targets or I'll play Batteryman AAA, since he can go into omega and do the synchro climb, since we'll play ptolemys no matter if we play aaa or not, given it being possible with spore+d.d.r.+level eater or with copy plant summoend via gigavise.

Well, this was a kinda fast post, tomorrow or the day after tomorrow I'll post something else, one of the most requested deck (tons and tons of requests for this on Dueling Network by some readers).

Stay Tuned, then.

21/08/2012

Avenger Abuse


Monsters: [18]
1 Armageddon Knight
1 Beast of the Pharaoh
2 Dark Grepher
2 Destiny Hero - Malicious
1 Goblin Zombie
1 Infernity Archfiend
3 Infernity Avenger
1 Level Eater
2 Mystic Tomato
1 Plaguespreader Zombie
1 Sangan
2 Summoner Monk

Spells: [16]
1 Book of Moon
2 D.D.R.
1 Dark Hole
1 Foolish Burial
2 Gold Sarcophagus
1 Heavy Storm
1 Monster Reborn
1 Mystical Space Typhoon
1 One for One
1 Pot of Avarice
3 Pot of Duality
1 Reinforcement of the Army

Traps: [6]
3 Call of the Haunted
1 Divine Wrath
2 Infernity Inferno


Well, actually the Extra is the best I can get, I would have liked to add 1 emeral and 1 gagaga gunman, but really tight on slots. Maybe I'll drop an ancient fairy, but I can't help but think of DWs, GKs, Madolches and similars, other than being a 3000 wall that SSummons from the hand when needed.

I recently reviewed the game style of this deck again (I did it in the past, too), but I won't link any of the twos since this one adopts another different mind set. If you want, read them after this post, since they could give you more ideas if you want to build a different version yourself.

This is one of the most skilled deck of the format, along with other fun decks that look like this, in terms of game play. You always need to consider your hand, field, grave, deck, banished zone and your opponent's counterparts of the previously named ones. You need to have great knowings of the actual meta and fun decks, and you need to be the less prevedible possible with this deck.
Given the fact that an opponent could think of this being infernity or hyper-teched tele-dad. That'll make the opponent play totally different from what he should do. I actually won lots of game ones not revealing the avenger part of the deck, so that the opponent was still surprised in game two, letting me win.
Actually, on first turn, you would like to go into void ogre or stardust or even bounzer, based on the opponent's deck. That's really easy to do, just one grepher with one malicious/plaguespreader in hand is enough to go in one of those. The probabily of doing this are increased by monk that searches grepher, and if you drew neither malicious nor plague, you can go into arma, send one of the two, then go into lavalval and send the other one. Foolish Burial speeds up the deck, too, so that even with only armageddon and foolish and a card to put back with plaguespreader, you can go into those big monsters.
The deck is all mind game, since you need to play thinking with your opponent's thoughts, too. Essentially, on first turn, you can gamble a bit going into void ogre, but leaving yourself empty handed, and a big opponent's beater could kill him, or even an easy monster's effect, just see inzektors or zenmaines, for example. You can go into stardust, that's virtually the best, but he can easily be destroyed by battle, 2500 aren't that big of an ATK, right now, 2600 would have made it broken.
You can, finally, go into bounzer. That's the bigger gamble, but the one that will make you win against some decks. If an opponent has a little spell/trap that does generic or monster removal, you'll have lots of problems, but if your opponent is playing a monster-reliant deck, he'll be in some troubles. Strangely enough, even if this card is pretty risky to summon, it doesn't kill totally a deck, so this card is meant for game 2/3.
As I'm talking now it does definitely look like the avenger part is totally irrelevant, here. Well, it's not totally wrong.
Being this deck a reverse toolbox, you can chose what kind of play adopt, so it's like having two different decks, let's say wind-up and inzektors, and decide, now and then, which one to play, and exchange them during the game itself, but keeping the hand, field and grave of the previous one.
Summoning void ogre/stardust and having some kind of protections or random back-up plans could mean game, since you can negate the most important cards and not letting your opponent combo.
Either in game 1 or 2, you can adopt different game styles to confuse your opponent. Let's say that in game 1 we'll go for the avenger part of deck, since we don't know opponent's deck and we started first, that would be the best way to start. Armageddon, send eater, set inferno and a couple of cards and leave two discardable cards in hand. Opponent attacks, chain inferno, send two avengers, and SS them. Turn after, go into what you can and continue resummoning avengers while consuming opponent's resources, and stopping more and more their moves with stardust and void ogre, mainly.
Game 2, we'll go for the grepher control (how I called it), we'll go for void ogre (just assuming, it could even be stardust, it's based on opponent's deck), control a bit, send some avengers to the grave when we can as back-up plan, and continue attacking when possible, trying not to get your void ogre killed by effects. If you know your opponent is reliant on effect that destroy cards, you can go into stardust to negate cards removal and when it is destroyed by battle (since it is the only way left, except ced or d-prison), you'll get 2/3 giant avengers with an eater to go into other enormous Synchros. That's not bad, is it?
Coming back to the deck itself the cards I like the less are.
2 D.D.R., I believe I'll go at 1, it should be better.
2 Gold Sarcophagus, I don't often use 'em, only as discard fodder. I need to find some good spells to be played in here.
Divine Wrath, discard as cost was initially the main reason, but being this un-chainable to s/t removal, you can't use this effect when you want. I could put pwwb (phoenix wing wind blast), instead.

After banned I'd do:
-1 PoD
-1 D.D.R.
-2 Gold Sarcophagus
-1 Divine Wrath
+2/3 Trap Stun
+1 Phoenix Wing Wind Blast
+1/2 MSTs (s/t hate, this deck hates traps)

-1 Brionac
-1 Ancient Fairy Dragon (dunno if to keep this or not, maybe I'll drop it and then put it back when abyr comes out)
+1 Emeral
+1 Ptolemys/Gagaga Gunman

Well, should be enough, hope you liked the post and the deck, if you have some questions or have something to say about the post (today I just didn't feel like writing it correctly, I fixed lots of parts, so I'm sure I did something wrong), say it under here, in the comments.
Stay Tuned, tomorrow or the day after tomorrow, I should post a new deck.

20/08/2012

Banned Lock: Card of the Week///Gustav Max with Limited REDMD

2 Level 10 monsters
Once per turn: You can detach 1 Xyz Material from this card; inflict 2000 damage to your opponent.

Easy yet powerful (?) effect. Since it was part of the hieratic OTK, it was one of the most requested cards from tcg players. Well, we've got it, with unusefully censured art, but the limitation of redmd hit will make TCG Hieratic Players cry.
Well, this was kinda an introduction to today's post: How to use that long-named monster without double REDMD and what deck could play this.
Let's start putting together some ideas. Yesterday, a comment on this post, wrote by K'yde Ren (a great malaysian blogger, check his blog out, even if you should already know it if you know mine, lol. However, it's called digital mortal), said that he would like to tech Galaxy Wizard in his R8 hieratic build. I was thinking about it too, but, while replying to his comment, I noticed that wizard can, obviously, search out galaxy queen's light that can be easily used on a lv8 monster to go into crazy R8 XYZs. But only after sending the comment I noticed how galaxy queen's light on redmd could easily mean double gustav and one monster left, probably. Gustav is 2k damages, then the other one for other 2k damages, and then these two can attack with 3k each. If direct attack it should be 3k+3k+2k+2k=10k, game.
Just let's say an hand of 4 hieratics which at least one is tefnuit and galaxy wizard/accel light:
SS tefnuit, NS wizard, tribute and search galaxy queen's light, tribute tefnuit for su, then su for other tefnuit, xyz the two vanilla monsters into atum, use atum's eff, SS redmd, eff redmd, SS su, SS tefnuit, tributing tefnuit, ss a vanilla too, use galaxy queen's light, then gaia on atum.

It could look like an occasional play, but still, it's another play, along with tons of comboes that hieratics can already do, you'll have this other one that can lead to other OTKs. Lots of player will play mirror force, too, and random negation cards like solemn judgment and warning that will make them pay lps. This is a great way to do at least 2k damages and win without attacking.

And I was thinking how lollish would be doing galaxy queen's light on a lv10 monster and summon both gustav and his long-named companion, giant robo etc...
Destroy all of the protection, deal 2000, then attack with othr 8000 and win.
This is not only for hieratics, though. See trap monsters deck, go into this giant thing with double slime, or even, again, a teched galaxy wizard that searches galaxy queen's light.
I'm actually developing an uria deck, and was thinking of going into giant robo and gustav to do damages and get rid of opponent's nasty S/Ts, I'll play it kinda of chain burn, but with tons of continuous traps that'll let me stall, draw and summon uria that's another giant lv10 monster with backrow-hate effect. Along with the protection given by Imperial Custom, you should have a good deck that can defend itself from the decks of the next meta. Let's say they are:
-Prophecy, they don't have ways to run over 3k DEF or ATK monsters, except junon+power, but defending that card with imperial custom will make them not searching, and then having back their less-than-3000-ATK junon that can be easily runned over by either the XYZs and uria;
-Geargias and deck that use them as engine, as long as we have those big protected walls/beaters, they can do pretty nothing to us. Only exception is from karageargias that go in burei that puts our slime in defense position, making it a "portal" to our life points, but still, with the lots of traps we've got, we can easily defend ourselves from a battle phase;
-Some suriviving inzektors, they'll hornet our slime, but we'll flip our imperial custom, then they'll use the other monster with hornet again to kill our imperial custom;
-Some surviving Wind-Ups, but still few, they are in a great disadvantage, since we'll have big walls that they can't run over, except by suiciding zenmaines;
-Rabbit Laggia, one of our worst enemies, but still, as before, 3k DEF can't be easily runned over, expecially by rabbit laggia. They'll slowly go in big advantages having a great field, so they're the worst enemy for a deck as slow as this.

However this deck can play great side deck cards against those decks:
Rivalry of Warlords, protected by imperial custom, it won't let your opponent go into laggia, leviair, utopia and so on. This crushes Rabbit Laggia, inzektors and wind-ups, while limiting a bit some geargias;
DNA Surgery, I, personally, love this card. Use it against rabbit and they won't go into laggia, use it against geargias and they won't go into burei/bureido/gear giganto/ecc..., use it against prophecy to lock lots of their spells. However, this card will let generic XYZs, so it's not that recommendable, still, it's a good card that doesn't limit yourself;
Vanity's Emptiness, you know I love this card, too. This is not destroyed while imperial custom is on the field, while you can get rid of it with really easily, like going into magic planter or uria. This one kills 'em all, but it's a little more fragile.

Just three random ones, but this deck can play lots and lots of side-deck cards, since lots of them are continuous traps (macro cosmos says hi, too).

Coming back to the card, now that we have double tragoedia, we could use it as generic LV10 monster playable pretty much in everywhere.

What was this post meant to be? Don't hate konami because they gave us gustav only after limiting redmd, but hate 'em because of other tons of bad things, both to TCG and OCG, like summoner of illusion that has tributing as cost in TCG.


Well, this was all. The 10.000 visit count special is finished, but still, I have things to talk about in the next days, and two decks to post. The banned lock, instead, will continue for another week, and then we'll be back with the regular card of the week. Well, Stay Tuned.

16/08/2012

10.000 visits special #1: Chaos Contact

What's this?
Chaos Contact is a deck that uses Miracle Contact, along with Convert Contact, with Chaos monsters (too much "C"s), while summoning beatstick and recycling your monsters.
Given the part of the neo-spacian fusions that make them go back to the deck, you will recycle even them, while speeding-up your game with convert contact and recycling the monsters via miracle contact itself.
The deck does play Stratos too, since it can search for prisma, a great card in here. I play even double hero lives, since using it on stratos, searching and summoning prisma, sending neos/hummingbird with the other one in the grave, and miracle contact, will provide you a giant beatstick, air neos.
The chaos part is played thanks to convert contact. Sending glow moss and dark panther you'll have a perfect grave setup.
To speed-up things, we have cross porter. Send it to the grave, SS a neo-spacian from the hand and search another one, giving you the perfect set-up for miracle contact, too, as long as you have a neos in the grave or in hand (even on the field, but that's less likely). This way you'll be able to go into 3-material contact fusions, too.
Debris Dragon is a good card in here. Assuming that this banlist is the true one, we can use 2 debrises. Debris that summons cross porter to go into iron chain and then search a neo-spacian monster isn't bad, is it?
But that's not all, debris can go into R4 XYZs with the right monsters, but you're probalby thinking "who can be summoned via debris' effect that's lv4?". I'd say Batteryman AAA. The ones who knew that by my older post, raise an hand, here's a cookie for you. Batteryman AAA itself can go into easy R4, even ptolemys and gaia, but having 0 ATK will make him a good target for debris' effect, and thus going into a R4. A R4 that helps us a lot in here is pobably lavalval chain, since you can send that missing neos, that missing neo-spacian monster for the fusion you need.

The various possibilities that this deck has and the searchability of cards make this a toolbox deck. A reverse toolbox, to be precise. Send things you need to the grave to use 'em.

If you're wondering why this post should be a special, well, it is because I'll do a post per day for four/five days. Of course they'll need to be short, but, well, I like those, so I'll focus on them in the future. This deck will be reviewed properly after the banlist, since I need to test it kinda seriously.

Well, this was all. Stay Tuned.

15/08/2012

10.000 Visit Count Hit


Yeah, finally on the ten thousand.
I'd like to thank you all for those visit.
As a bonus, some hints on the next posts:
Various Build of *something precious that's wild too*;
Another Banlist Talk;
Review of a certain pack.

As a special, tomorrow, I'll post a deck I'm developing in this exact moment, I believe you'll like it.

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.

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.

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.

02/07/2012

Card of the Week #7: Geartown

Both players can Tribute Summon "Ancient Gear" monsters with 1 less Tribute than required. When this card is destroyed and sent to the Graveyard: You can Special Summon 1 "Ancient Gear" monster from your hand, Deck, or Graveyard.


Random Rulings:
1.Typhoon chained to geartown's activation, will prevent the summon of the ancient gear monster.
2.Solemn Warning on Geartown's activation will make geartown's effect work.
3.Magical Hats will make Geartown's effect work, even if destroyed by battle or by an effect.
4.Using ancient fairy dragon's effect to destroy this card, will make this card's effect work, but if you choose to search, you won't be able to summon from geartown's effect.
5.If Geartown is on the field and:
you activate a new field spell card, you won't be able to use geartown's effect;
you set a new field spell card, you will be able to use geartown's effect;
your opponent activates a new field spell card, you will be able to use geartown's effect.

Explanations? Yeah, I'll do them.
Number 1, pretty easy, Chain Link 1, geartown, chain link 2, typhoon, resolving backward, typhoon'll destroy geartown, while geartown is still resoling. Last thing to happen is geartown resolving, not destroying, then you won't be able to use its effect.
Number 2, same thing as before, only that since warning/judgment/other negating-and-destroying cards, negate geartown, so it will be like: chain link1, geartown, chain link 2, warning, resolving backward, warning will negate geartown and destroying it, and geartown won't resolve since it is negated, so last thing to happen is geartown's destruction.
Number 3 doesn't need explanation, is only like that, while number 4 implies missing of timing, like number 1, gaining 1000 lps and destroying happen at the same time, so it'll work, but if you decide to search, last thing to happen will be searching, since it happens after that, and geartown will miss the timing.
Number 5 is easy, when you activate a field spell, you first destroy your field, then activate the new one, so you'll miss the timing, if you set it, you first destroy it, then set the new one, but since the new one hasn't nothing to resolve being face-down, you'll be able to use geartown's effect, when your opponent activates a field, he'll first activate his own field, then destroy yours, so geartown's destruction'll be the last thing happening.

Let's see the card, objectively, closely:
-Field Spell card, indipendent from the other spell/trap cards, as it'll have his own zone where to be played, and you'll never risk it being clogged, since you can destroy the previous spell card. Being a field, it's easiest to be destroyed, and you'll be able to use succesfully its effect easily. If your opponent doesn't know well this card's rulings, he will either solemn geartown triggering its effect, or WON'T chain typhoon to this card's activation, because he'll think that that would trigger its effect.
-First effect that most players forgot, is sometimes needed, you could even normal summon that gadjiltron with only a tribute, if you dont have anything to destroy geartown in that very moment.

This card is a great one, just destroy it and summon a 3000 attacker that won't permit your opponent activating mirror force/dimensional prison while attacking.
I have a project with this card, I won't talk about it because I want it to be a surprise, so the post may be shorter than expected.

I talked about this card in the scrap post, it had a lot of synergy in it, going into dragon, getting another big attacker.
This card is used in one of my favourite actual decks too, GearMaleficAntimeta, a deck that uses necrovalley to control and to summon gadjiltron with geartown, while keeping controlling the field with malefic if you don't draw into geartown. Having 5/6 field spell, will let you use 2/3 terraforming and never run out of targets, except expecially unlucked hands. Being stardust level 8, and gadjiltron too, you could sometimes go into some random and emergency rank 8 monsters. I think I'll post one day this deck, even if the actual build isn't even mine, since I'm not playing it in these days, I haven't changed nothing from the original one, took from a pojo user I'll be sure to ask his permission and credit him, but right now I don't remember his nick, LOL.

Another popular and good way to use it is by using Black Salvo, mainly to summon BRD to wipe out the field, destroying geartown and summoning gadjiltron while having a clear field, OR going into ancient fairy dragon if your opponent hasn't nothing dangerous or you have a good field you don't want to ruin, you'll get 1000 lps and a new beatstick, while summoning a 2100/3000 monster.

However this card's effect is not limited to gadjiltron, you could even use in a less competitive build, magical hats to summon two ancient gear of the same level and going into XYZ, mainly Gadjltron Chimera as level 6, going into the beloved and loop-generator ptolemys or the hated bounzer.

Well, sorry for the little post, but I'm going to post another thing that involves this, like I said before, so I didn't want to waste some resources for the other post in this one, if I did that it would have be boring reading the same things twice.

27/06/2012

Overdrive Frog Monarch?

I was trying something with Overdrive Teleporter, and, you know I love challenges, I made a build that features a little Frog engine (3 swaps, 2 treeborns and 1 ronintoadin), and triple caius.

Are you asking why? Oh, you say you aren't asking why? I'll explain however.
I love frog engine, it generates really easy tribute fodders for our monarchs, and in this case teleporter, too. Making the life easy for caius is really good, since it could run over threats that your backrow hate (2 MST and 1 heavy storm, not really an "hate", but there's still some), like some nasty rai-ohs and other things like that.
What's more, swap helps with Overdrive. We said that recycling him isn't easy, because the only way is ptolemys, and his main weakness is veiler, one of the most played card in this format. If veiler hits Overdrive, what will we do? Just cry over our 2000 lps and tribute fodder? I won't, go with swap to bounce it back and re-use him next turn.
Then, what other does the frog engine provide us? I believe it provides a good and hard-to-stop defence, the one in the hand, fader and gorz, with tragoedia too. What's more, Gorz usually provides the big monsters for the final pushes, while fader provides tribute fodder, and tragoedia can help in both things, basing on luck, while manipulating its own level or stealing opponent's monster. With Tragoedia there are a lot of lolly plays, one I like is stealing an opponent's lv6 monster discarding caius, and then copying is level to XYZ. This can be done with any level that has an XYZ that requires 2 monsters.
Other than this, in pretty much any duel I did, I saw how good was Enemy Controller. I play it in 3 copies, and stops everything. One of the move I did the most is stealing an opponent's rai-oh tributing treeborn to tribute him to go into a teleporter and combo.

Then, this deck has good potentials, because it isn't hard to make naturia beast+naturia barkion-Stardust Dragon plays and stop the opponent, if you just have a little set-up, nothing really hard to get, you will be able. In most cases it is done with an Esper Girl in grave (or in hand, but if needs at least a psychic monster in the grave), a Teleporter in hand and a Cleric on the field, with 2 discard fodder in hand:
Eff Cleric, discard a card (or Esper if you have another Psychic monster in grave) to banish Esper Girl
Tribute Cleric for Overdrive, then Cleric's effect will trigger summoning an esper girl and banishing the top card
Eff Overdrive, SS a Cleric and a Commander/level 3 psychic tune
Eff Cleric, discard to banish the first Cleric
Synchro Cleric+Esper into Beast, Cleric's and Esper's effect will trigger and you'll SS Cleric
Eff Cleric, discard to banish Esper
Synchro Cleric+Commander/lv3 tuner into Barkion
Cleric's effect wil trigger, and you'll SS Esper that will banish top card.
Esper+Overdrive into Stardust, Esper's effect will trigger and you'll add the banished card.

Esper will let you draw 2 cards in the process, but you'll discard 3 for Cleric, but given the order in which they happen, you need 2 cards in hand, other than Overdrive. That's not that big of a set-up, and it ends the turn with a big field. The combo can be changed in order to draw more (summoning librarian instead of beast), and since you're going to draw some more cards it isn't improbable that you'll draw into an Emergency Teleport and you'll win. You could even go into Scrap Dragon to do more damages and into brionac to bounce nasty cards.I believe that with the same set-up you can end with a winning field with more than 8000 damages if opponent has a clear field, going into Hyper Psychic Blaster, Gaia and Librarian, right 8000 lps.

I'm seaching slots for veilers, but for some reason I don't like them, even if they are good. I don't like them means that I really don't like them, not that they are no good, probably right now they're the best carsd to be played.

I believe this was all, if I have other updates on the deck, I'll post them. I'll post a beta decklist, too, if not today, I'll do it tomorrow.

27/04/2012

Was going to write about the deck...

...but then I needed to update my Ubuntu, it may need 2 hours, so it will end about lunch time, then I will have lunch, and immediately I'll post the deck. Sorry for this, just Stay Tuned.

26/04/2012

Had a bad day, even though, I got a bit of inspiration

Bad day at school, my teacher interrogate me (Latin, english people don't study taht, you're pretty lucky, is one of the hardest language ever. Just kidding of course, I know that Chinese and Japanese does exist), got a not so high, not so low vote (5 and half, considering that 6 is needed to be promoted, I'm not expert of English/american grades, so I don't know how to convert it, lol), I forgot about a school related thing where all partecipated, and this teacher said that tomorrow we will have another test, this time written, and I knew this around 20:00, when I was coming back from a trip abroad not that funny because there were no one I know, but it was for my brother and he wanted me to go with him, I was reall ytired and I studied 320 pages of a book, and readed them again, luckily second time it was easier. Now I'm really tired, but I wanted to get some inspiration for a post I want to do tomorrow or the day after tomorrow, readed some old post of mine hoping there was something I promised to talk about and forgot, and I found this post where I promised to show you Falcon Control with emptiness. Well, only thing we lacked for the deck was a boss monster, I finally found it, just wait till tomorrow, I'm all fired up and I want to build it the fastest way possibile, hope you'll like it.
See ya, this time it surely is all for today.

Comparing Cards: Solemn Warning Vs. Bottomless Trap Hole

Yeah, another comparing cards post, I like it, it isn't difficult to write, it really helps a lot players deciding what to play, it makes up my mind, sometimes I have confused ideas about some cards, like the 2 of today, and writing this helps me too.

I said the other post will be regarding no-priority rule in TCG, Bottomless against Solemn Warning, I think it does make sense, right?
When Solemn Warning got printed, it was treated like a god card because it may help stopping ignition effects used with priority and trigger effects (if you don't know what this does mean, read the previous post). Before this, Bottomless Trap Hole was the main resource against summons, but it didn't work with monster under 1500 ATK and doesn't stopped Ignition and Trigger effect.
So why am I even comparing them? Warning only adds the cost of 2000 LP, it is alot better compared with bottomless, it even negates igntion effect with prior- RIGHT, no more prio, this makes this card alot more playable.
As always, let's start with PROs and CONs:

Warning need 2000 LP to work, Bottomless does not.
Because of the previous, Warning may be a dead card.
Warning only destroy, Bottomless banishes too (but this may be a con for bottomless, if you want to know the reason, read the other comparing cards post).

Bottomless doesn't work against monster with less than 1500 ATK, Warning does (big con for bottomless, no rabbit and alot-of-others-monsters-very-important-in-this-meta hate).
Bottomless doesn't stop trigger effect, Warning does.
Bottomless is only SS2, Warning is SS3.

Yeah, there wasn't too much to say, so let's go directly to the overall impressions:
Warning is way more better, but it depends on player's play style and deck, if it is a deck that risks alot of damage, warning may easily become a dead draw, if you are going into a macro deck however, banishing effect of bottomless is totally unuseful, so warning is better. As said, it depends on player and deck.

This was all for today, I think.

See ya.

Priority Gone, no more rabbit abuse hopefully

Hurray!!! I hate peoples on Dueling Network that saying "I'm playing OCG", "I'm playing TCG" say "there isn't priority" or "there's still priority", then we start discussing and I lose interest in playing because I'll probably be in a bad mood.

For persons who doesn't knor what priority is I'll explain better: priority means the capability of the turn player to activate an Ignition effect of a monster yet summoned, and bypass Bottomless/veiler letting you use that monster's effect. Remember the difference from Ignition and Trigger effect. A trigger effect is an effect called like that because it is triggered from some situations, like the monster's own summon, an example may be Monarch. An ignition effect is an effect, usually once per turn, but not always, activated by the player who controls that monster during main phase 1 or 2, an example may be Rescue Rabbit, reason why a lot of players are happy of this changement.

Basically before this changement, one could summon rabbit in turn 1, use effect with priority and avoid veiler, summon laggia/dollka and fuck the opponent. Now one could summon rabbit in turn 1 and just hope opponent doesn't have veiler, if he does have him, well, you've lost a rabbit without reason, because opponent will summon a monster and attack your rabbit. SO, with this change 3 veilers are really recommended in every deck.

I'll write something else about this changement, I think i'll write it today.

That's all folks.

P.s. I was planning on writing this yesterday, but sadly connection disappeared (that's the right word, suddenly on the list of wireless connection, my list disappeared, not even a loss of signal first, it disappeared and stop, nothing else)

23/04/2012

Introduction to...Madolche indirect-supports and builds

I was looking forward to write this post, I love this archetype and how they work. Before you read, this will be a lacking-image post, but i'll explain why in another post, it has nothing to do with Madolche or other Yu-Gi-Oh stuff. Oh, just a little thing, you need to read all the post, don't jump from a card to another, or else you can read only how to do a build of madolche, because I noticed now, when reading what I wrote that I did a lot of mentions to other cards.