Showing posts with label Archetype Review. Show all posts
Showing posts with label Archetype Review. Show all posts

01/10/2012

Card of the Week #17: Gravekeeper's Spy

FLIP: Special Summon 1 "Gravekeeper's" monster with 1500 or less ATK from your deck.


GKs, yup. No rulings for this one, easy and short effect.
Let's take a close look:
-Gravekeeper monster, supports, supports everywhere, necrovalley mainly.
-DARK, should I say something? This attribute has probably the higher number of supports, probabl even more of the LIGHT one.
-Spellcaster, spellcaster support, wonder wand, and Secret Village of the Spellcasters (yeah, lol).
-Stats, nice body, 1200 ATK and 2000 DEF, respectively 1700 and 2500 under Necrovalley, great, isn't it?

Set this, opponent attacks, get another monster, possibly XYZ or Synchro. I really like this card, it was a quite popular engine alongside guard or descendant, before the tour engine appeared.
I want to talk about this card because of some things I'm thinking of. I really hate laggia, so I like Snowman Eater a lot, I was going to review that, but then I noticed that it was in the main page of wikia, so I decided not to. Thinking of some cards with a similar effect, I thought of guard. 1900 DEF, bounce effect, not bad, really. However the review is on Spy, and not Guard, and there's a reason. In quite some time I learnt some tricks with Spy. Other than being a R4, he is compatible with Necrovalley to be a 2500 body, to give quite some problems to the already named Laggia, but even without it you can take care of cards like Thunder King. However, leaving apart this ordinary stuff, I learnt how this card's type is awesome. Spy, Summon another GK, bounce the other GK (if you summoned one that's not LV4) for Birdman, then go into Arcanite with Spy. If you summon a LV4 gravekeeper you can then just bounce Spy to reuse it and go into arcanite however. But, that's not all, if you bring Recruiter you can bounce Spy to reuse it and go into a random LV6 Synchro, while searching with Recruiter's effect. However, the main thing is Secret Village of Spellcasters. I truly love that card. Summon Spy, he gets attacked but not destroyed, get a monster, activate Village and have two bodies (one of them is 2000 DEF, the other could be pretty much anything) that lock your opponent's spells. A thing like this would be game against Dark World, but even heroes can't do too much, based on the build, though. Just solemn once their Stratos and you've won.
Just think of a deck that plays Gravekeeper's Spy, Gravekeeper's Guard, Gravekeeper's Descendant, Gravekeeper's Recruiter, Birdman, Village, Necrovalley (well, good card, if you play against a spellcaster deck you don't want to lose right away during game 1, do you?), tons of protection...
I like it.
Good Match-Up against Dark World, Rabbit Laggia, little advantage against Wind-Up, sad match-up against Inzektors, Chaos Dragon and Magical post-ABYR. Inzektor can be killed just using some protections before he can pull off some loops and comboes, Chaos Dragon puts quite some giant monsters on the field, so it's difficult to win against them, but if you manage to go into colossal fighter you should have win, while Magical is quite different. If you have Village, they'll bypass the spell-locking effect, but if you have Necrovalley they'll kill it right after activating their field spell, that they can search way faster than us. I'm siding Cursed Seal of the Forbidden Spell for that exact reason. If you can forbid the opponent's field spell, you shouldn't have problems anymore against spellcaster decks, go into necrovalley and you're just fine. With the side deck we can shift into a village-only build, against decks that do automatically lose against this card, or into a regular (or little teched) gravekeeper, so that you can use the advantages you still have.
I was even thinking of a little madolche engine. 3 Majoleine, 1 Butlerusk, get to search what you need, but that's just a concept.

Just for the sake of knowing, I wrote this without any pre-thinking, since the planned CotW would have been Snowman Eater, so I improvised everything.
That's All, Stay Tuned.

20/09/2012

Nimble Genex


Monsters: [23]
2 Genex Controller
1 Atlantean Seahorsemen
2 Effect Veiler
3 Genex Undine
1 Mermail - Megaloabyss
1 Metabo-Shark
2 Moulin Glace the Elemental Lord
3 Nimble Angler
3 Nimble Manta
3 Nimble Sunfish
2 Tragoedia

Spells: [14]
1 Book of Moon
2 Creature Swap
1 Dark Hole
1 Heavy Storm
1 Magical Mallet
1 Mind Control
1 Monster Reborn
1 Moray of Greed
2 Mystical Space Typhoon
1 Pot of Avarice
2 Salvage

Traps: [3]
3 Fish Depth Charge

Yup, this is it. Well, well, well, what about it? I like it, this time I provided few other options in the side, since I'm still undecided on those. Let's talk about the list itself, before anything else.
Controllers, it's the first time I do play only 2, since I found them be few for undine, but still, I do play 1 random mallet, and needed some slots here and there.
Seahorsemen, good card, only at 1, but if you want to, you can easily highen the number, it's a good card. Send, add Megalo/Moulin, there we go.
Veilers, well, effect negation, kinda needed.
Undine, awesome card, it triggers angler and seahorsemen while thinning the deck by two cards, not considering eventual effects, and is theorically a +1 (plus another +1 in the grave). Good Card is Good.
Megaloabyss, triggers angler and seahorsemen and can get rid of totally unuseful cards in hand, while being a good body.
Metabo-Shark, tech choice, you can easily replace this with whatever you like, I play this since it can recycle easier nimbles when one avarice just isn't enough.
Moulin Glace, beater, hand control, when you summon this, it more likely is gg.
Nimble Engine, main engine of the deck, needs no explanation
Tragoedia, easily summonable, and this deck usually has quite some card advantage in hand.
Book, DH, Heavy, Mind, Typhoon, Reborn, quite the staples.
Creature Swap, maybe you're wondering, why just two? Well, that's because I usually have a kinda abnormous amount of misfortune with that card (even in other decks). You can as well drop something else for another copy, I'll explain everyhting.
Mallet, another tech, recycles controllers and dead nimbles in hand and lets you draw looking for the missing card.
Moray, pretty much the same, only focalized on waters, and is a 0, and not a -1.
Avarice, recycling while drawing. Who in the hell invented this card? This broken one?
Salvages, well, good card that recycles beautiful cards for awesome comboes, while being a fucking perfect +1.
Fish Depth Charge, lets us do quite some little control on the opponent, while drawing, good card. Note that this on manta is a clear +1, not considering the card we're destroying.

My thoughts on the deck are just that this one is awesome. Like the one before it is, in fact, awesome, but this one is little more stable, while that other one is speedier. I actually prefer that other one because it's funnier, but if I had to guess which one has more potential, I'd say this one, with fewer techs.
Well, I believe ya all noticed that there was something in the side while seeing it. Well, it's actually some personal choices.
Some would prefer to add those cards to the main (except the synchro, that is an hydro genex). If you like treacherous more than charge, you can just drop them all, and add 1 gorz, 1 treacherous and 1 other veiler. If you want to drop that metabo-shark, I'd add 1 gorz.
So, if you want to add 1 card, the best choice is probably dropping metabo-shark, if you want to add 2, I'd say -3 charge, +1 treacherous, but there are tons of combinations, just choose what you want to drop, this build has tons of possible slots in the main, it's all up to you.

14/09/2012

Karakuri +1


Monsters: [19]
2 Cyber Dragons
3 Ninishi
3 Inashichi
1 Haipa
1 Sazank
1 Nanashick
3 Kuick
2 Nisamu
1 Nishipachi
2 Saizan

Spells: [14]
1 Dark Hole
2 Forbidden Lance
1 Heavy Storm
1 Instant Fusion
3 Karakuri Anatomy
3 Karakuri Cash Cache
1 Monster Reborn
2 Mystical Space Typhoon

Traps: [7]
3 Call of the Haunted
3 Safe Zone
1 Starlight Road


The Extra is pretty randomish, same of the main, though.
Well, let's start saying that I NEVER built Karakuris in the past aiming to the meta, I was always doing strange builds that tried to loop strangely, but this time, suddenly, I thought "well, let's try doing a competitive one, more or less", and so it was.
Given this, I have no clue of how a competitive Karakuri should be built, I didn't looked for other builds so that they wouldn't have affected mine, so this is my very first attempo to a competitive build without following Karakuri Players and their standard.
Let's see some cards:
2 Cyber Dragon, good cards to synchro, initially they were 2 other instant, but, ya know, going into three instant would have meant 3 slots for fusions in the extra, I just couldn't afford that, I would have lose cards that really interested me there. So I chose those. What's more, they can go into fortress with opponent's monsters, but something that someone does forgot, usually, is that you can use it with your own monsters to bring a badass. Well, not that usefully, but still, remember it.
3 Ninishi, core of my deck, basically. 2 Normal Summons per turn are just too good, expecially if one is a tuner.
3 Inashichi, searcher, good, awesome, tera-mega-giantly-cool searcher. And goes into Naturia Beast. Core of the deck, along with ninishi.
1 Haipa, lv4 non-tuner beater, good one.
1 Sazank, love this card, was even thinking to bring him at 2. Helps against rabbit but even against other random decks, minusing your opponent while sending and not destroying is awesome. If you do that in your turn, even direct attacking isn't bad. And LV3 is just awesome at some times to do barkion.
1 Nanashick. As said, don't know how competitive builds are, but I guess they don't play this. Well, just can't get why. I always had the need to bring a level 5 non-tuner while comboeing with ninishi to do bureido, but when I tried it without nanashick, I just felt the need of it.
3 Kuick, yup, awesome card, don't even need to explain.
2 Nisamu, only two because I took out the other one for nanashick, but still, I believe the third one wasn't needed.
1 Nishipachi, sometimes I felt the need for a second one, but I believe it would be way too DD.
2 Saizan, just the perfect number, IMO.

Jumping the staples, I'd say:
2 Lance, protection for beast, in both ways since the best way to get rid of it is by attacking. Good card itself, though.
1 Instant Fusion, I explained why just 1 in the Cyber Dragon part.
3 Anatomy, half-core of the deck, draws, draws, and draws. Speeds everything up and goes into crazy +1s.
3 Cash Cache, the other half of that core, searches like hell, while fueling anatomy. Goes into crazy +1s.

3 Call of the Haunted, lets some more comboes, or even starting them. Good card is good. (Sometimes it happened to bring back a Naturia Beast because the opponent summoned his inashichi, mirror match obviously, and searched a cash cache. Well, lol, CotH on Naturia Beast. What's left is to cry)
3 Safe Zone, protection, mainly on beast, but works on everything, and if it gets heavy storm'd or MST'd while face-down, you can just chain it and equip it to an opponent's monster to kill it.
1 Starlight Road, random protection, but it's really, really good.

So, so, so, so, everyone, even non-karakuri players, noticed that there was no protection at all, right?
Why's that? Slots, mainly, keeping all those cores means a lot of slots. However, I'm trying to fit in at least a Gorz or Tragoedia, maybe dropping 1 haipa.
PROs and CONs of gorz and tragoedia:
Gorz has always a giant ATK and summons another beatstick along with him, but needs an emptyfield, and Call of the Haunted usually don't lets that happen.
Tragoedia has an unknown ATK, but it should, usually, be good, since we draw a lot, could reach 3000 with 5 cards, and has other effects, what's more it doesn't need an empty field.

I think I'll chose the second one, tragoedia, since it's easily summonable and has other effects along with ATK boosting.

Another thing, about the extra, I don't think I can really fit XYZs in there, but I think they'll be needed. The only thing I can think of drop 1 copy is bureido, and even librarian, since here it's hard to do it before continue comboeing. I'd put a Zenmaines and a Gear Gigant, I believe. Sad they're both machine, so they both get hit by opponent's Cyber Dragons, if he sides them. I'd like to fit in a Big Eye too, but really dunno what to remove for that.


Well, that's it, the build works, try it out, and if you're a karakuri player, please, don't tell me to radically change build, but just talk about this one, thanks.
See Ya.

13/09/2012

Karakuris, a Story of Beast+Safe Zone and some +1s

Actually working on some karakuris, other than the roid deck.
Of course the roid one is meant to be only fun, while this can easily be tier 1.
You know I don't like mainstream things, but karakuris are, along with infernities, the only decks I used at least once in each banned from when they were released.
Still, against the mainstream itself, I'm playing a build focused on +1s, baiting and mind gaming.
The deck is kinda good, since it does play 3 ninishi, obviously, to go into insta synchro, 3 inashichi, to +1 at every time, 3 anatomies, +1s on the road, and baits out your opponent MSTs, 3 Cash Cache, search what you need, still a 0, but really good, since it fuels anatomy, too, and searches lots and lots of pieces for the combo, 3 safe zones, protection, on beast mainly, but even other things, and is a really useful card.
Let's just say on of my ordinary hand:
1 Anatomy, 1 Cash Cache, 1 Inashichi and 3 other random cards.
You know how many pluses this one is? NS Inashichi and search (+1) cash cache, activate anatomy, activate cash cache (+1-1=0), search random cards for your comboes next turn, usually either inashichi or ninishi (0+1=+1), activate another one and search for inashichi or ninishi, based on what you already have in your hand (+1-1+1=+1), send anatomy to the grave (+1-1=0) and draw 2 (0+2=+2).
This is a standard one. Consider that everything in this combo is searchable and played in 3 awesome copies. If you have a ninishi in your hand, too, this play goes into beast, with a set-up next turn for barkion (searchin sazank in place of inashichi) and could have made you draw a safe zone, making you sure to win that game in most cases (in this meta, the only thing I can think of that can counter this combo is lyla or ryko, or other monsters/traps that do destroy spell/traps. Still, making barkion should be a good enough protection, and having some starlight road against BRD is always useful.
And, what if we add another card to that combo?
2 Anatomy and 1 Cash Cache/1 Anatomy and 2 Cash Cache, and 1 inashichi. I think I don't even need to explain this, it's just that you draw 2 more cards losing one, so another +1, ending it up with a +3.

I actually like a lot karakuris, in the same build they can go into OTK or into control, not considering how easy is to combo doing both a giant monster that +1s you off every turn (bureido) and beast.
What's more, they're really versatile. Sazank can kill Laggia easily, improving your match-ups against Rabbit, but it's not the only thing, it can kill lots of things only to minus the opponent and making them lose their cards. And, yeah, it does send, so you can use it easily on zenmaines and maestroke, even tiras if you happen to encounter it, and even stardust that is seeing some more play with 3 teleports.

Yup, good deck, I'll use it for long time, I believe. Tomorrow I'll post the actual list.

07/09/2012

More About Madolches: Teleport-less Psychic Build

Yet again, don't think of me as a mad scientist that works with cards in place of strange liquids, but hear what I'm about to say before.
What about a build that plays some psychic, but no teleports? Let me explain:

When this card on the field is destroyed and sent to the Graveyard, you can remove from play 1 Psychic-Type monster with 2000 or less ATK from your Deck. During the next Standby Phase, Special Summon the monster removed from play by this effect.
What about this? Is a tardy recruiter, it doesn't SS immediately, but waits for the stand-by before summoning the monster, so, why using it? Think of this as an assured LV2/3 tuner or xyz material for the next turn. Basically, summoning during the stand-by, she makes the monster immune to opponent's swarms and attack, since it'll be special summoned during my turn if the opponent destroyed this card by battle. Think of mew+messengelato, actually good, search a card, but it's bad that you can't do anything after that, and if the opponent has a solid and good hand, he will overcome this set-up really easily. This card is used to stabilize starting hands. Draw bad hand? Set this and have probably a synchro or an xyz for the next turn. If you have your usual mew+gelato, with this card that summons another copy of herself, you can already do invoker+tiara+chateau, not bad, is it?
This, played in 3 copies, and Magileine, played in 3 copies, will be good starting hands, because they let you set-up your game and stabilizing it all.
So, the little engine I was talking about is:
3x Serene Psychic Witch
1x Esper Girl
1x Psychic Commander

It gives you access to synchros, naturias too, and to easier R3, stabilizing your game and starting hand, and provides some more Mind Crush to the opponent because he's probably expecting Emergency Teleport, too, making him keep his negation cards for teleport and derivated sheningans. (Read this post for more explanations on Mind Crush and psychological game)

So, so, why am I not playing this already if it is that good? Because I haven't tested it yet, while I tested a lot the other one.

What's different between this engine and the T.G. one? The T.G. one usually explodes at once and does extreme comboes, this one is slower, but stabilizes the game alot, expecially against bad hands.

So, shouldn't teleport be played in here? If you've got slots, why not, I'm talking about builds with few slots free.


I believe this engine is kinda good, plays a little different, it's more for control builds. If you want to try it out, take the other build I linked before and do:
-1 Striker
-2 Warwolf
-1 Reinforcement of the Army
-1 Thunder King Rai-Oh

However the other build isn't exactly the most appropriate for this engine, but it's still good enough to try it out. I'll post something once I have time to build that.


Stay Tuned, I'm trying a couple of things lately.

19/08/2012

10.000 Visits Special #4: Duelist Pack: Kite Tenjo (Review)

There's a pack I like a lot, it's actually the Kite Tenjo duelist pack, so I said myself "why not to review it?". That happened, so, here it is:

Photon Satellite, actually a personal tannhauser gate. It boosts an other monster's level by 1, and it can xyz with that other one. That'll make easier summoning dyson sphere, I believe this card was meant for that. Sadly, works only with photons, not galaxy. Well, thrasher could be a good card to use with this.

Galaxy Wizard, the card that actually convinced me reviewing this pack. It's actually broken card. Level 4 that can boost itself to 8, searchable via accel light, supported by other galaxy support cards and has another great effect. Tribute him and search a galaxy CARD. Not only monsters as his cousing photon lizard, so you can search other than some support cards, like galaxy expedition, even galaxy queen's light, we'll see why this matters while reviewing a later card. Oh, was about to forget this, his search effect works under skill drain, have fun.

Galaxy Knight, wizard-searchable, easily summonable, can summon a galaxy dragon from the grave to go into easy R8 XYZ. Good card, could have been better, but thinking of it a little better and it would have made this deck totally broken. Summoning this with satellite on the field means canopy, only two cards are needed, then, satellite on the field+knight. What's more, this card works well with galaxy expedition.

Photon Slayer, good card, not awesome but good. Is a target for expedition, better than nothing, uh? And with satellite it is bounzer/ptolemys. At least is easily summonable.

Kuriphoton, awwww~~~~ I love this card, it is actually a kuriboh in a photon version, and look at that art, it is the first kuriboh with a serious face, love it. Actualy the effect isn't that great, but it stops both OTKs by battle and by effect, you should side this, I think.

Photon Pirate, well, you'll say, a 3k beater, what's bad in that? The remotion. If tour was still at three, it wouldn't have been that bad, since it's searchable via lizard/accel light, but it being till the end phase is bad. However, wouldn't have been a great card given the level (3).

Dimension Wanderer, lollish card. If it wasn't one of them per turn, I'd have used photon veil to trigger awesome OTKs. Galaxy Eyes is easily searchable and summonable, use photon veil, add 3 of this, attack, gg. Sadly it isn't, it would have been tons of fun, since it wouldn't ever be even touched from the banned, given the fact it wouldn't have been meta. Well, nice card, I believe that being nice isn't enough to play this card.

Radiant Quantumlight Paradios, originally the name contained "photon" in it, but looking at the original name it has a different katagana, so they decided to change the possible traduction to this, that would have made no player make mistakes with this card. It actually is pretty generic, and has an incredible effect. You don't know how I hate veiler, sometimes, because it works only in the main phase 1 of the opponent. Well, in the next meta veiler will be less needed, and this card, that works only in your turn, will be considered lot more powerful than now. The drawing effect is awesome, surely better than the negation effect, too. I believe that all of the deck will play compulsory, now.

Galaxy Expedition, comboes essentially with everything, awesome card. Searchable via wizard, makes lots of common plays awesome. Even Satellite on thrasher and then this wouldn't be bad, but that's one of the low-level plays, there are greater one, like using wizard's effect to activate/search this. The deck won't be a combo deck, so don't expect great plays, but one at time, you'll gain crazy advantage on your opponent.

Feeling towards the Future, nice card, even if the text is still unclear. Basically, it's unknown if we need to use all of three for the same xyz or it's just necessary to use them as xyz material even in 3 different monsters. Well, doesn't really matter, anyway, since this card is meant to be used with star light star bright or Galaxy Queen's Light.
Did you notice something? Galaxy Queen's Light is wizard-searchable.
The only problem is that you'll need to play monster with at least three different levels in your deck. Well, LV8, 5 and 4 should be fine.
Actually, this card isn't even limited to galaxy/photon decks, you can use it anywhere. Summon three monsters to tribute two for Prime Material Dragon and gain 4000 lps during the end phase, while still having a monster on the field, possibily something that works in the grave, like a recruiter. It's actually a funny card, I believe we'll see lots of fun decks playing this card. Remember that one day of peace can actually stop the damage.
EDIT: actually, thanks to Danieru Lynx (believe Danieru is japanese pronounciation of Daniel, isn't it?) I've got a more affidable text of the card, you can read it down in the comments. It basiaclly flips everything I said, you'll LOSE lps during the end phase, so you can't use prime material to gain lps. What's more, it says that you have just to xyz during this turn to don't have to lose all of that damages, not that you have to xyz with 'em. A good thing is, then, use this, summon something with the same level of one of your monsters, xyz, and you won't have any more troubles.

Accel Light is a really good card, if you could normal summon that turn it would have been really broken. 'nuff said.

Galaxy Zero, not bad, really, is a personal premature, thinked for XYZs. It does even provide some protection since the summoned monster can't be destroyed by battle once.

Well, this was all, hope you liked it. Once they'll be on DN I'll build something, expect to see it here. Stay Tuned.

17/08/2012

10.000 Visits Special #2: Deck Concept(s): Crystal Beast Various Builds

Basically, what are Crystal Beasts?
Crystal Beasts, often reduced to CB, are a group of 7 monsters that have a particular effect: once they are destroyed, they transform into crystals (an expression often used with CBs, it means that they go to the s/t zone instead of being destroyed, and they are treated as continuous spells).
That means they don't even need to touch the grave, so in some cases it would be an advantage when facing D-Fissure or Macro Cosmos, expecially D-Fissure, since the beasts are treated as continuous spell and won't be banished once they'll be sent to the grave while being crystals.
Given the Crystal Beasts theirselves and some support cards, mainly Rainbow Ruins, they've got lots and lots of playstyles, here I'll talk about some:

Classic Crystal Beasts, just gain advantage with the crystal beasts being treated as continuous spell to summon tragic queen or to go into swarms with carbuncle. Usually the crystal beasts monsters used here are 3 pegasus, 1-3 amber, 3 topaz, 2 carbuncle and 0/1 turtle (lol, good wall that goes into XYZ with carbuncle), along with Rainbow Ruins. The deck is supported by horn of the phantom beast, usually, 1/2 crystal beacon (for pegasus), 1/2 rare value, 1 crystal blessing, 2/3 crystal promise for carbuncle mainly, 2/3 crystal release, 0/1 tree and 1/2 abundance (personal preferences). Monk is also a good choice in here. I don't like it since I see no point in this deck, is like random beat till your opponent lose.

Scrap Crystal Beast, basically, go into scrap dragon, destroy your field and an opponent's card, but your field isn't destroyed given its effect (if you have a crystallized monster at least) but you'll get to destroy the opponent's card. This generates free +1s and pressure on the opponent. You'll need to consider that this build will have a decent amount of control on the opponent thanks to rainbow ruins' 3+ effect, while generating other pluses with 4+ effect and gaining more and more field advantage with the 5+ effect that can help going into some Carbuncle OTK. 2+ effect is good, too, since halving damages isn't half bad, it protects from lots and lots of OTKs and random attacks that would mean game.
Here I'll take something around a classic build and add 2 monks and 2 scrap beast (resummonable with scrap dragon if it gets destroyed). You can even add some terra to search easier ruins while being discard fodder for monk.

Dark Crystal Beast, yeah, more a fun one, but still is something. Use the new advanced dark to make your crystal beasts dark and go into DAD. Advanced dark will protect you from damages too, while sending materials for DAD to the grave. This goes for a OTK, usually, but it's kinda slow to setup, as every crystal beast deck. Substitute ruins with advanced dark and add DAD and some card you like, maybe even a the creator wouldn't be that bad, but you'll need to play more rare values and other cards that send the crystal beasts to the grave. If you play monk, you'll be able to use creeping darkness, too. Given that much remotion, I'd play a tech RfDD (return from the different dimension, for who doesn't know it).


As the previous post, I'll continue this in the future.
Now, this was the second special, hope you liked it. 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.

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.

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.

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.

21/06/2012

Scraps: Old Power and Newly Gotten Power

This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a "Scrap" monster and all the other Synchro Material Monsters must also be "Scrap" monsters. When this card is Normal Summoned, you can select 1 "Scrap" Tuner monster in your Graveyard and Special Summon it.


Scraps, oh, how much I loved them when they came out, then, like ever, once they started becoming popular I stopped playing them. I played every kind of build, the one I liked the most was the Geartown Build, even if it was the weakest one, LOL.
Scraps lost a lot, because in the following metas they were too slow, too weak and were easy to be countered. They then started playing the control build, it stopped opponent's moves while leaving us the time to prepare our moves, but Scraps weren't good enough however. They semi-limited Reborn Tengu, giving another big hit to the scraps, but then something good came out, XYZs.

Let's see the main cards of the deck and analyze their weakness:

Scrap Beast, 1600 ATK, 1300 DEF, LV4, Tuner, Beast. Its effect make him a recycler, like all of the Scrap Tuners, of Chimera, mainly. Has a good ATK, but nothing special, has a pretty low defense and an effect that we won't trigger pretty much never (destroy itself) because of its low DEF. However it is pretty much the second main card, played in 3 copies, sometimes in 2, never lower.

Scrap Goblin, 0 ATK, 500 DEF, LV3, Tuner, Beast-Warrior. Like Beast, has the recycler effect, and he will be able to activate it a lot more times because of the destroy-itself effect and the cannot-be-destroyed-by-battle effect. Is a one-turn-lasting reaper that recycles a Chimera back from the grave. However, it's not very played, if you don't know the deck/archetype, you're wondering why he's played in 1 copy, max.2, but sometimes he isn't even played.

Scrap Chimera, 1700 ATK, 500 DEF, LV4, Non-Tuner, Beast. 1-Card Scrap Dragon. Summon it, SS Beast, Synchro into Scrap Dragon. Sadly it has the restriction on the kind of monsters you can synchro summon with him into, only Scrap Monsters, so if you summon Goblin you can't, absolutely, go into Black Rose, would be pretty broken, lol. Then normally you can Synchro only into Scrap Archfiend and Scrap Dragon, mostly Dragon.

Scrapyard, Normal Spell. Simple searcher of tuners, sadly only tuners.

Scrapstorm, Quick-Play Spell. Select a tuner on the field, send Chimera to the grave, draw 1 and destroy the tuner, eff of the tuner, add Chimera back from the grave to the hand, and if you haven't used up your normal summon yet, you can NS Chimera, SS the tuner (probably Beast), and Synchro.


Those were the Scrap card that are played, sometimes you can play even Scrap Orthoros, SS it, destroy itself, take back chimera from the grave, and if you haven't used up your normal summon yet, you can summon Chimera, SS Orthoros and go into Scrap Dragon.

At this the support you'll more likely add are:

Reborn Tengu OR GK Engine (3 Spy+1 Descendant), Reborn Tengu is a good card, but at 2 it lost preyy much all of his go(o)dness, because it's harder to activate, but if you synchro with Beast into Scrap Dragon, you can then destroy the newly-summoned Reborn Tengu to blow up something of the opponent. At 3 it would have summoned another one at this point. The GK engine create field advantage and provides some good walls (Spies) while looking for the needed pieces, and with goblin you can Synchro into Arcanite. I prefer the GK engine over Reborn Tengu, but Tengu is a target of Horn of the Phantom Beast, we'll see it later.

Summoner Monk, ditch a spell, SS Beast, synchro. You'll have now a LV8 Synchro and a Beast in the grave for Chimera plays. I like this one, too.

Mind Control, well, take an opponent's monster and Synchro, not bad.

Horn of the Phantom Beast, draw engine and big booster for some monsters. Good Card is Good.


You noticed what I wrote till now? I wrote only about Synchros, but I said how XYZs boosted up this deck, didn't I?

Let's see fastly those cards again, I'll write only new things to what I wrote before, you'll see how much advatages XYZ give them:

Scrap Beast, being LV4 you can XYZ into those good Rank 4 Monsters, expecially is Special Summoned with Chimera.

Scrap Goblin, being LV3, you won't be able to really XYZ into anything good, but that could become better, I'll explain how in the new cards section.

Scrap Chimera, easy 1-Card XYZ with Beast. If used to XYZ it has no only-scrap-monsters restriction.

Scrap Orthoros, easy SS, however won't help XYZing, if not when SS via Chimera.

Scrapyard, nothing more.

Scrapstorm, not really anything else

Reborn Tengu OR GK Engine, Reborn Tengu doesn't help at all with XYZs, while the GK Engine itself without any other cards can do easy XYZs.

Summoner Monk, 1-Card XYZ (two considering the spell card to ditch).

Mind Control, helps with XYZs, too, steal a monster, XYZ, or steal Utopia, go into Utopia Ray.

Horn of the Phantom Beast, doesn't really help more with XYZs, but it is still a good card.


Those were the card re-overviewed, let's see new ones.

Genex Ally Birdman, NS Chimera, SS Goblin, bounce Chimera, go into a rank 3 XYZ wiht Birdman and Goblin.

Genex Blastfan, SS with Monk, add Birdman, bounce back monk, synchro with blastfan into BRD/Arcanite. Play only if you're playing 3 birdman, but I don't think that'll happen.


Yeah, mainly those two, but you can add a lot of things with XYZs.

Then, what did we see today? We saw how an old deck with a lot of lost power can get a lot of power bypassing some restriction, this of the scraps was pretty much an example, but there are a lot of other cards that gained power as long as the time passed, Mind Control for example, back in time you couldn't do pretty much anything with the mosnter you stole, that was to attack directly stealing the only monster they had, then we started using it with that lot of Synchros, and now with XYZs.
Then, whenever a card with resctriction like Scrap Chimera come out, continue keeping an eye on it, could become one of the most powerful card in the future.

That's all, hope it was useful on both sides (Scrap Deck and Bypassing Restriction), See Ya.

07/06/2012

Guide to: Iron Chains

Once per turn, you can select 1 "Iron Chain" monster you control to have it gain 300 ATK and DEF as long as this card is face-up on the field.
Iron Chain, one of the less-used archetype ever, because they had no real power, they could go in easy but really low mill, or into easy but really low damage. They are a group of only 4 monster+a synchro and a spell support, totally unuseful since it is for low mill (you'd need to have 5 iron chain monsters on the field, not attack to make your opponent mill 5 cards from his deck).
However, they started gaining some potentials as the time passes. Let's see the useful ones and then see the supports:

Iron Chain Coil, the one at the start of the post. He's nothing but a tuner. However, he is the second most useful card, you'll see why with the next one.

When this card destroys a monster by battle and sends it to the Graveyard, inflict 300 damage to your opponent. Once per turn, you can Special Summon 1 Level 4 or lower "Iron Chain" monster from your Graveyard, except "Iron Chain Repairman". This card cannot attack the turn you activate this effect.
Iron Chain Repairman. This+Coil in the grave make easy level 7 synchros. Black Rose Dragon is the favourite option but you can go into easy Landoise too, to stop opponent's Tour Guides, Rabbit, Inzektors, well, pretty much everything. Given that in this meta it is pretty much impossible to summon big monsters without using monster's effect, that should stop pretty much everyhing, just be aware of Dark Holes. With this deck you can even go into beast, so if you're lucky you can do both in one turn and be protected by everything.

These two were the useful Iron Chain cards. Were you expecting more? If yes, you were wrong. To build an Iron Chain deck you'd need 3 copies of both.
Basically you need to send Coil to the grave, summon repairman, use his effect and Summon coil. Then either synchro or combo with something else.

Well, let's the supports:

Reinforcement of the Army, searchs for Repairman and a lot of other cards.

Naturia Synchros (Naturia Beast, Naturia Barkion, Naturia Landoise and Naturia Leodrake), I'm going to use this in most of the cards description, so I wanted to let you read this first if you don't know 'em.

Black Rose Dragon, as said, this card is easily summonable being a Level 7 generic Synchro. Basically your Repairman become a field nuke, nothing else.

Mist Wurm, I said that level 9 are easy to summon too, and his effect permits OTKs, too.

Quillbolt Hedgehog, SS himself from the grave when a tuner is on the field. Not Bad. Level 2, EARTH, Machine, easily send-able to the grave, then SS him back to synchro with Coil into Beast or with Repairman and Coil into Leodrake (3000 attacker non-fiendish-able? Yes, thanks. Of course you need to use your judgment, and I don't mean the card, to know when to use it) or into Mist Wurm (bounce back some monsters and go, probably, into OTKs). If you have more than one of them you can even XYZ into daigusto phoenix or something like that.

M-X-Saber Invoker, Comboes Like Hell with Repairman. Summon this using Coil as a material, use his effect detaching coil to summon repairman from deck, use repairman and effect and combo as you want. He's pretty easy to be summoned

Genex Ally Birdman, it recycles repairman while XYZing with coil into some monsters like leviair to take back used Qullbolt Hedgehog or other birdman used to synchro and things like that OR go into invoker to combo more. Sadly he is dark, if it was earth that would be crazy.

Junk Forward AND Elder of the Six Samurai, I put them together because I wanted to compare them as they are used for the same purpose. Junk Forward is easily summonable and is searchable via Reinforcement of the Army (you're going to play RotA in this deck), on the other side Elder isn't summonable during first turn because it needs the opponent to have a monster on his field, that stops your first turn lock. However Elder is easily searchable (Shien Smoke Signal AND RotA) and can help you go into Shi En. I usually prefer Forward since being easily summonable can help to get faster Synchros and XYZ and playing Shien Smoke Signal only for Elder may seem pretty unnecessary. However you can run a control build more centered aroun Shi En and Naturia Synchros with Elder.

X-Saber Pashuul, another Warrior, tuner, LV 2, EARTH. Basically an Heaven on Earth, goes with repairman into Barkion to stop traps or goes with forward/elder into Naturia Beast/Naturia Beast OR Shi En.

X-Saber Wayne, we play a lot of Warrior monsters, so this card will help a lot, even in some comboes.

Doppelwarrior, there's a lot of SSing from the grave, isn't there? Well, this one works really good in here. Sadly he's dark, but being a costless SS permit abuses of Birdman resulting in a free SS of Birdman. Along with Coil and Repairman this one Summons Level 9 and you've got two tokens OR this+Coil into Naturia Beast, then bounce Repairman for Birdman to re-use him, Synch Birdman with the two level 1 tokens to go into Wayne, with his effect re-summon Repairman and use his effect to summon back Coil to go into a level 7 (at this time I'd like Landoise if I have a spell card in hand).

Reinforce Truth, well, you have probably two targets, Doppelwarrior and Pashuul. This card really helps Synchro Summoning, more than you think.

Junk Synchron, good card, if you play doppelwarrior and some other level 2 monster (and you do if you use Hedgehogs) this one is really good. Nothing else to say since you should know how to use this card, that's not hard.

Quickdraw Synchron AND Dandylion AND Tuning (this engine is to be played only if you're playing Junk Synchron), this permits the abuse of Synchro Summons. However I don't like this since it overshadows the original Engine.

T.G. Striker AND T.G. Warwolf, I believe this two should be played together, but that's not really needed, you can play only one of it, if you want. Those two helps Synchroing and Warwolf let you summon easy rank 3 XYZ. Warwolf is DARK Beast-Warrior, pretty bad, while Striker is EARTH Warrior, going to love this. Naturia Synchros FTW!!!

Cyber Dragon, well, takes down Geargias and Gadgets, if needed. Is a beatstick that can take down some monsters and is sometimes used in some Side Decks, so if we can, why not playing this in here? You can summon this and then summon coil to go into a level 8 while dumping Coil in the grave. But it is mainly needed for another reason, read next card

Reveal 1 Fusion Monster in your Extra Deck and send, from your Main Deck to the Graveyard, the Fusion Material Monsters that are listed on that Fusion Monster Card. During your 2nd Standby Phase after this card's activation, Special Summon 1 of that Fusion Monster from your Extra Deck and target it with this card. (This Special Summon is treated as a Fusion Summon.) When this card leaves the field, destroy that target. When that target is destroyed, destroy this card.
Future Fusion, I think I'll never get tired of this card. Use this and dump all of the Machines to combo (Coil and Hedgehog mainly, but there are others I'm going to talk about). Just activate and dump everything, it's easy.

Machina Gearframe AND Machina Fortress, little splashable engine, and since pretty much every machine monster you play isn't needed in your hand (except few), fortress is pretty good to dump 'em in the grave providing a big monster, too. This card doesn't fear neither being destroyed by the Inzektor Loop, nor being discarded by the Wind-Up loop. Pretty good, uh? Being Machine can be sent from the grave to thing the deck using Future Fusion, only that once you have used your Future to extremely thin your deck, you won't be able to summon this back except by discarding 3 Birdman, but that's not really possible, lol.

Scrap Recycler, dumper, nothing else. Dump Hedgehog, Coil or whatever else you need in the grave to combo. Easy. If you draw into Future Fusion, this card is no longer needed, so you can dump it with fusion too to thin your own deck and draw faster the cards you need (tink that 3 coils+3 hedgehog+3 Recycler+at least 1 Cyber Dragon, but you can send how many of them you want+3 Machina Fortress+3 Gearframe=16 card thin).

Tour Guide from the Underworld AND Sangan, hate to admit this, but this little engine is really useful in here, since she's going to summon Invoker really fastly. Nothing else to say.

Spell Striker, WOW, I love this card. Initially, when the Wind-Up loop wasn't well knowed, I used to play a fast build that used this card. Hell if that was funny, since you were going to loop and no one knew that the loop existed. Being Warrior EARTH level 3 you don't even have to think about it, Naturia Synchros, Naturia Synchros everywhere. Being searchable with RotA, you can even banish your own RotA after you've searched this to summon himself. This card effect is good too, it helped me winning some duels, LOL. Only thing it risks while being on the field during your opponent's turn is the Inzektor Loop. Didn't mentioned it, but that was pretty understandable that this cards helps in XYZing, too.

The Warrior Returning Alive, this card can retrieve most of your most useful cards, mainly Repairman, but you can use this to retrieve Spell Striker and then remove this card to summon him. Nothing else to say.

Raigeki Break, discards your unuseful cards in hand (or mainly the ones that you need in the grave) to destroy opponent's card. As said in the Mirror VS. D-prison post, no one still plays Stardust Dragon, and without priority you can even use this to negate opponent's monsters effect like Rescue Rabbit or Inzektor Dragonfly and others. This is a random cards removal, too.

XX-Saber Gottoms, level 9 3100 ATK. He's here to manage even bigger monster without losing any other card, like acid golem or red archfiend dragon or other overboosted cards. Sadly he's fiendishable, so don't summon him if it only to deal other 100 damages, except if those 100 damages will let you win. You can use his effect too, tributing himself or Invoker.


This deck has potential, since with a good hand you can even do some crazy comboes. One I like is:
NS Repairman, SS Coil from the grave
SS Doppelwarrior from the hand
SS Birdman Bouncing Repairman
Synchro Birdman and Doppel into Librarian
get two tokens that you'll use to synchro with Coil into Wayne
(Draw 1 for Librarian)
Use Wayne's effect to SS Repairman
Use Repairman's eff to SS Coil
Synchro Coil and Repairman into a level 7
(Draw 1 for Librarian)
OR
Synchro Coil and Wayne into a level 8 (Scrap Dragon usually)
(Draw 1 for Librarian)
IF you summoned Scrap Dragon
Use his effect to shoot Repairman to destroy an opponent's card
OR
If you summoned Stardust Dragon, make sure that you've summoned your repairman in DEF 
because he can't attack at all

There are some variants of this deck other than the Iron Chain classic build:

Quickdraw build, using Junk Synchron, Quickdraw, Dandy, Doppel and Tuning with a special Extra.
PROs: this build tends to synchro a lot generating a lot of advantages even during the first turn.
CONs: this build tends to overshadow the Iron Chain main Engine and it needs a lot of space in the extra deck. Since the original build has a tight extra deck, this one could be difficult to build.

Mill Variant: uses Iron Chain Snake with Inferno Reckless Summon to equip them to a Lava Golem and then attack him with Photon Thrasher to deal some damages and make your opponent mill 24 (+6 draws and probably another draw due to a passed turn before this happened it is 31 cards, only 9 remains). Wait a turn (opponent draws a card remaining with 8 cards in deck, if he hasn't used any draw/search cards). Then you can use Repairman to re-summon snake, equip him to an opponent monter, XYZ Repairman and Thrasher into Blade Armor/Excalibur to deal more damages OR into Utopia to stall more, attack the monster and mill (probably 3/4). Wait 'till the opponent decks-out.
PROs: this build is somehow funny and unaxpected. Lava Golem can kill a lot of powerful cards in this format, like Laggia, The Shining and other cards.
CONs: unstable, if you don't draw into anything good it is all BUT funny.

Control Build: this one uses Elder to go into Shi En and abuses of Naturia Synchros, other than using some other tipical control cards.
PROs: is the second funniest build among these, it probably the most competitive since it can stop opponent moves really easily and has a lot of possilities, is not limited to some card (the Classic one is the most similar to this, so if you want you can use one of your Classic build to build this off of that).
CONs: can't explode on first turn like the Quickdraw and the classic build do.

Overall:
This deck has a lot of potential, and there are a lot of cards that support this kind of deck that I didn't talk about and it is possible that other will come out. Among those build, the control one is surely the best one, and I think it is less funny of the classic build for other people, while this one is the one that I like the most since I like a lot control decks.

Sorry, don't think I'm seeing you all as noobs, I linked all the cards, even the more known, for Par Condicio (Equal Conditions, don't know if that is known external to Italy, so I wrote it however). And, with the link you can easily check some rulings, and linking some cards and not others would be...ugly to see, I'd say.

Well, that was all for today, tomorrow I'll post something else, even if I don't know what, Stay Tuned

29/05/2012

Cyberdarks


Cyberdarks are an archetype used by Zane Trusdale in the anime, they are DARK and Machine (you could have guessed that by the name, LOL), but they have no direct synergy, except that for the fusion monster, because they work mainly with the dragon monster.

There are 4 Cyberdark monsters, Cyberdark Horn, Cyberdark Edge and Cyberdark Keel, plus a fusion monster, Cyberdark Dragon. All of them have an effect in common: When this card is Normal Summoned, select 1 level 3 or lower Dragon-type monster from your grave and equip it to this card. This card gains ATK equal to the equipped card's ATK. [...] If this card would be destroyed by battle, the equipped monster is destroyed instead.
The only one that has some differences is Cyberdark Dragon, given that you can equip a dragon-type monster no matter of his level. On their own they are pretty weak, simply a veiler or a fiendish chain can kill 'em, and if you can successfully use their effect, you won't gain big advantages, except a monster with 2300 ATK more or less. So what is the best way to use them? With monster that have their effect while equipped. Don't even ask, the first one you think of are Dragunities.

You can NS Horn, equip Phalanx, SS Phalanx and go into brionac, gaia or some other level 6 synchros, or go into aklys, gain a respectable 1000 boost, reaching 1800, and when the cyberdark monster should be destroyed, you can destroy aklys and an opponent's card.
But this isn't that good, you could have used dragunities monster using their own "riders" and you could have synchro climbed, too, so what is the point in using them? Well, for fun is an obvious response, but there are other reasons. Dark Simorgh. Yeah, lockdown opponent's traps isn't that bad and he is really easily summonable in here. You can use a Cyberdark monster and phalanx to go into brionac, bounce nasty things or use him as a bait for bottomless and solemn, then summon dark simorgh using the two materials.
They are level 4, DARK and machine, you can easily think of black salvo to go into easy level 7 synchros. You can send them to the grave with the combo future-zephy-plague-brionac, but you should build a pretty random deck with some dragunities, cyberdars, blakwings, zombie and heroes, pretty strange, isn't it?

You can easily use Deck Devastation Virus to control the opponent, too.

Overall: deck isn't good, but for sure it is fun. If it would be playable in some meta, well, it isn't in this for sure. Aside that, it is really funny.

28/05/2012

Card of the Week #2: Geargiganto X

2 Level 4 Machine-Type monsters
Once per turn: You can detach 1 Xyz Material from this card;
 add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. 
When this card leaves the field: 
You can Special Summon 1 Level 3 or lower "Geargia" monster from your Graveyard.



Random Rulings:

Detaching 1 Xyz Material is a cost to activate the effect that adds 1 Machine-Type monster to the hand. Also, it doesn't target.

The effect that Special Summons a level 3 or lower "Geargia" monster from the Graveyard targets.

If this card Leaves the field during a chain 2 or higher or during the resolution of an effect, its effect cannot be activated.

Explanation for these rulings are really simple, the first one is, of course cost, it is easy with the "new" card text to notice. Second part of the first effect is obvious, too, cards in deck can't be targetted, no matter what.
Second one needs no explanation, it targets, nothing else.
Third one instead, says that if he is chain link 2 or more, he will miss the timing. This is for sure the most important effect. Basically if you're playing AGAINST this, you just need to activate a random card and then Compulosry Evacuation Device, raigeki break, PWWB and so on. If you're playing WITH this, you need to keep this in mind as a normal ruling. Why does this happens? Simple, it has an When...You can effect, means that it is an optional effect that can lose the timing.

Ok, now, where and how to use this card.
Where: obviously in the original deck, a geargia deck, but it works expecially well in gadget, even with geargia support, in karakuris, geargiakuris if you want, or, more generally, in machine deck that play some level 4 machine-type.
How: it searches pretty much everything in a deck that can easily summon this. you can search geargia in a geargia deck, expecially accel. It can search gadgets to continue the loop and solidify it (if you played that, and you should have, you noticed that sometimes you summon a gadget and you have no more the next gadget. Well, with this you can combo no matter what, summon two and search the one after the one you should have searched for). It searches machina gearframe in a machina deck to search machina fortress. It searches random birdman in random decks and in karakuris it can search pretty much everything.

This card is pretty much broken, with tinplate goldfish it can combo greatly in gadgets:

NS Tinplate Goldfish and SS Gadget
Search for a gadget, then XYZ into Geargiganto X
Eff Geargiganto X, search for goldfish
Next turn, repeat totally the loop.
You can even go into Emeral to reshuffle materials and draw

This is a 2-card combo, easy and great, a geargiganto per turn isn't something you don't want. If one of them survives for more than a turn (it will likely happen), you can search with him too, making crazy comboes with geargiaccel and can help summoning Emeral to loop again.

Now let's see the card as it is:

He's a Geargia Monster, combes well with Geargiaccel, search for him and fastly SS to xyz again with another monster.
EARTH, not that lot of supports.
Machine-Type, there are some good supports for them, just to say one limiter removal allows for crazy OTKs.
XYZ monster, re-summonable via XYZ reborn.
Detach just 1 XYZ material, means that XYZ reborn comboes well with this.
Not that specific materials needed, just 2 level 4 machine monsters, they aren't even harder to summon.
Not that specific search, can search for every level 4 or lower machine-type monster, means that you can search even material to summon a second one of himself.
Can retrieve even from the grave, not only from the deck.
Can SS only Geargia monster from the grave, not that bad though, you can go into geargiano to summon a random one from the grave, but without effect.
2300 ATK, a lot of popular monsters run easily over him, tour guide makes leviathan easy and splashable, but you can easily go into other monsters like utopia and then do this.
1500 DEF, if book'd he isn't a big wall, but can defend from something.

Overall, awesome card with awesome art, if you can play it, do it. Though he isn't really splashable.

This was the second card for this label, hope you liked that. Stay Tuned, I'm going to post something tomorrow or today itself.

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.

16/04/2012

Introduction to...Madolches monster

As you can read in the previous post I falled in love with madolches, they have a lot of potential, and I think they will be supported more in the next pack. With 5 builds of madolces I have, I decided to write this post as an introduction to them and then post in the next posts the finished or still testing/developing build and explain them.
Let's see how madolches are made and how they work.

13/02/2012

Rabbit Verz

Remember my last post, the one about those good verz monsters? Ok, then I builded this, it's pretty good how rabbit works in here.
The deck is pretty simple, let's start this.

31/01/2012

Koa'ki Meirus

Who are koa'ki meirus? Koa'ki meirus are an archetype i always loved, even if i can never get it work, but i was young and newbie, if not noob. They have powerful effects (looks like an advertise from konami) but difficult to mantain, because they need either to show a monster with the same type (usually, but sometime even a trap or spell card) or discard an Iron Core of Koa'ki Meiru in the end phase to stay on the field, which makes them weak because that'll slow your deck (because re-add iron core from grave will cost you your draw phase) and instable. A lot instable. We saw them played only in Rock Antimeta (only few of them), Hopeless (only Drago) and in Gallis FTK (even if only doom gets played in there)
If they suck, why am I writing about them, then? Because XYZs power-up everything.
An XYZ summon will take the koa'ki meirus off the field before they must pay their maintenation cost in the end phase.
Let's see them and focus on the needed cards.