Showing posts with label Card of the Week. Show all posts
Showing posts with label Card of the Week. Show all posts

13/11/2012

Deadly and Dead

It's sad to make two off-topic posts about no-writing without putting any contents between them, still, I've got to write this.
I've got twice the tasks to do, and half the energy to do them, so writing posts here is kinda difficult for me. I've thought of a little solution, though: stop the card of the week.
That's not meant ot be a definitive stop, it's just for the time being. The reason for this are two:
1.I won't be here next monday, so I can't post it, and mondays are hard days to write or post something;
2.I think the CotW slows me down.

The two things I swore when I decided to start the CotW thing were that I wouldn't have missed one without letting you know and that I wouldn't have reviewed other cards outside the CotW. The latter really slows me down, not being able to review a card when I feel like just slows me a lot, and I noticed that writing it as a Card of the Week is pretty tiring, because I need to stay on that card for the most of the time, without being able to do little reviews about other cards to work in the same scenario and such. Being able to review whatever and whenever I want should work.

Stay Tuned, I believe I'll post something these days.

22/10/2012

Card of the Week #20: Metaion, the Timelord

Cannot be Special Summoned from the Deck. If you control no monsters, you can Normal Summon this card without Tributing. This card cannot be destroyed by battle or by card effects. You take no Battle Damage from battles involving this face-up Attack Position card. At the end of the Battle Phase, if this card attacked or was attacked: Return all other monsters on the field to the hand, and inflict 300 damage to your opponent for each card returned. During your Standby Phase: Shuffle this card into the Deck (even if face-down).

Lovely card, rulings, there we go:
If the a card returned to the hand via this card's effect isn't really in the hand (Plaguespreader summoned via its own effect, for example), that card won't be counted toward the number of cards for the damages.
Bouncing a Synchro monster, Fusion monster, or XYZ monster, is counted as bouncing them to the hand, so they will be counted.

No explanations.

Let's take a close look, then:
FIRE, nothing special since it can't be summoned from the deck;
LV10, some XYZs, go into Gustav with this and another monster;
Fairy, the great one, it's just perfect for this card;
Stats, 0 ATK and 0 DEF, not that they matter given the effect.

Well, I like this card. I used to play, and recently brought back to life, a fairy deck using Freya with Court of Justice and Valhalla to bring giant fairies. Needn't to say that this card was probably one of the best star of the deck, and funnier ones to play. In three copies I drew it frequently, and frequentily I did summon it. That was to clean the field from nasty XYZs, such as Zenmaines, Maestroke, or even giant synchros and hard-to-play-around monsters. Dealing some damages was even actually funny, and game winning if used right.
In this deck I used to play Freya as LV1 to trigger Court of Justice, and ATK booster for our fairies, while Athena and this dealt damages, while krystia was frequently blocking opponent's summons. Athena+this worked wonders, since you could attack with this, get rid of monsters on the field, summon athena somehow, tribute this and SS another monster so that we didn't get the -1 that this card usually has. Athena comboed quite a bit with Superbia and another athena, summoning this as finisher some times, while dealing other damages and having a field full of powerful beaters.
Valhalla was there to summon giant beatsticks from the void, and the rest was protection and staples. Good deck it was.

Talking of this card generally, I should underline how this card can be freely summoned from the hand, grave or banished zone. The only limit it puts, is that you can't from the deck. Actually, I think that if built well, Call of the Haunted should be its best friend. SS it via coth, wipe out the field, recycle CotH somehow (still thinking of a solid way to do so), use it again next turn, profit.
While this idea is still developing, one of the most possible ones is in Burn decks or monster-less (or deck with a low monster count) as a way to stall the opponent, do some damages, and have an empty field for your moves during your turn. As a level 10, it's great for random gustavs with metal reflect slime or other cards.

Having 0 ATK makes it a workable target for Limit Reverse, but even for reptilianne vaskii, if you were to play metaion in a reptilianne deck (needed to name this one since I'm thinking of how to efficiently play and build a reptilianne deck).


Actually, this post was just a fast one to put together various uses of this card. Today I had no time to write anything, since tomorrow there's English Oral Test (side note for who doesn't remember/know: Italian is my language, English is only the language I learnt at school) and need to study something, even if not truly needed. Oh, well.

See Ya.

08/10/2012

Card of the Week #18: Wind-Up Rabbit

During either player's turn: You can target 1 "Wind-Up" monster you control; banish it until your next Standby Phase. This effect can be used only once while this card is face-up on the field.
Yeah, mainstream card, but there's a reason. Some rulings, first:
This card can banish itself.
This card is RETURNED on the field, not special summoned.
This card's effect is SS2, so you can chain it to cards like dark hole or trap hole.

Nothing to explain, just that they all show why this card is awesome.

Let's take a close look:
Wind-Up, great archetype we've got, with tons of supports.
EARTH, yeah, yet other supports.
LV3, more and more uses.
Beast-Warrior, Horn-friendly.
Stats, 1400 ATK, goes under BTH, but that doesn't matter since this card could avoid it anyway, but <1500 ATK is a key for cards like Giant Rat. 600 DEF, low, but you won't use this, anyway.

So, why am I reviewing such a mainstream card? You know I tend to hate mainstream things, but this one is different: I fell in love with it.
Basically, I started using this in madolches because it was a LV3 monster that stayed for looong time on the field that could have go into invoker with mew (that summoned a Gelato from the hand to get a search), SS another gelato from the deck and do Excalibur or, obviously, Tiaramisu.
After that, I started playing it in Yubel, since it was a mainstay on the field that would never get rid, so that I could use it to slowly beat the opponent.
Then, the Rabbit-mania appeared. I'm playing it in tons of places, wherever it has a little of use and I have an engine that can do semi-consistently R3s to go into Zenmaity.

The card itself is a star in Wind-Ups since it can trigger Factory and Magician with ease, comboeing and such.
However, what are the points in this card that makes it so awesome?
Being Wind-Up has some supports, if you want to try something strange splashing them into something else, just be sure to play tour guide since she's indirectly a recruiter for wind-ups with zenmaity.
Being EARTH is also quite awesome, and being LV3 could let you go into Naturia Synchros.
Being SS2, this card survives to pretty much everything.
Since it returnes instead of SS, you can use this card to avoid things like Black Garden, and that's the main reason why I wanted to talk about this in first place.
Using this with black garden could, theorically, be a 2800 Beater that avoids pretty much everything, supportable via horn that is theorically again a 1600 ATK bonus on all the beast monsters. Great deck, I should re-build it for this meta.
Garden slows down opponent's moves, generates tokens to ATK to deal damages to the opponent, and if you summon waghu at full ATK, too, you should have already won the game.
Along with the World Tree you should be able to fully control the field, wanghu controls <1400 ATK monsters, garden reduces their attacks to not let wanghu be destroyed, and world tree destroys anything, maybe even burden of the mighty to control even more opponent's monsters.
Using Horns to gain card advantage and ATK advantage, rabbit that's a 2800 attacker, Evilswarm Thunderbird (OCG) that is a 3900 attacker, that should be good enough with some protection for your field spell, for your wanghu and eventually your world tree.
Good deck is good.

Well, this was quite all, today I'm kinda tired, and I've got to play the piano briefly as an audition for a band, but that's not the problem, lol.
See Ya.

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.

24/09/2012

Card of the Week #16: Arcana Force XXI - The World

When this card is Summoned, toss a coin: ● Heads: During your End Phase, you can send 2 monsters you control to the Graveyard to skip your opponent's next turn. ● Tails: During your opponent's Draw Phase, add the top card of their Graveyard to their hand.
Awww~ this card brings back memories. Well, let's see some rulings:
You can't tribute tokens or any monster if macro cosmo or dimensional fissure is on the field for this card's heads effect.
This card can be sent, alongside another card, to pay this card's cost (for heads effect).

Rapid explanation to the first one:
That's because this card specifically says that you need to send them to the grave, and not randomly tribute or destroy.
Let's give it a close look, then:
Arcana Force, got some supports, we'll see some later, but mainly light barrier;
LIGHT, tons and tons of supports, if needed, even chaos material;
LV8, Trade-In-able, then you can draw and SS it back from the grave to use its effect;
Fairy-type, quite some supports, one could say they're few, and it wouldn't be wrong, but there are some quite useful for us, we'll see some later;
Stats, 3100 for both, awesome stats, almost nothing can run over this thing.

Awesome card. I believe anyone tried at least one time the World Lock, right? For new players, a World Lock consists of using this card's effect to repeatedly make your opponent skip his turn, and subsequently winning.
I decided to review this card mainly to talk widely about the world lock, because it has pretty much no uses outside this deck, not even in arcana force deck.

Performing the Loop
There are multiple ways to perform the loop. Before anything else, you must have the World with its Heads effect enabled, usually light barrier is used, but even Reversal of Fate is a popular card. Then, once this is settled, what about the tribute fodder? Here are quite some engines:
Frog/Samsara Engine, double tribute fodder, good, probably the one best known, but it needs you to have no spell/traps. This one is bad. If you want to use reversal, you can't summon treeborn, if you want to use light barrier, you can't summon lotus. Meh engine, there's something way better.
Double Samsara Engine, slower than the one over here, but at least you can use reversal of fate. Sadly, reversal isn't searchable, so this makes this engine quite bad.
Drill Warrior Engine, probably one of the best. This engine is quite good because it has speed mainly, but even because if you can't summon the world, you've got one more win condition. Basically, go into Drill Warrior, SS 2 Eaters, banish drill and tribute the 2 eaters for World's effect, SS back drill on your turn, SS 2 eaters, rinse and repeat. This does work because the World says "send to the graveyard", and not "tribute". What's more, you can use eaters themselves as tribute fodder for world. Let's say you summon drill warrior, SS double eater, tribute them for world, eat two levels from world, banish drill, tribute the two eaters for world's effect, rinse and repeat.
TragoEater Engine, it's like the drill warrior engine, only that this one is less specific. Summon Trago, SS the two eaters, tribute them for world, eat from tragoedia and tribute eaters for World. When you've only few levels on tragoedia, just copy an high level monster's level and continue.
Ninja/Bazoo Scout Plane Engine, use scout planes as tribute fodder for world's effect, then banish them with Dark Ninja or Bazoo the Soul Eater, and retrieve them. Ninja is more searchable, but Bazoo has an hidden gem: since the opponent's end phase will never come, its atk will never decrease, so you can infinitely increase its attack.

The ones I like the most are the Drill Warrior Engine, the TragoEater and the Scout Plane one, even if I see this one less stable compared to the other two, but consider that trago isn't searchable, so either you send it to the grave and then reborn or something like that, or you hope into drawing that.

Good Cards
Good cards to abuse the situation we're in:
Psi-Blocker, banish one card's use, next turn banish another one while still having the first banished. That's because your opponent's end phase will never come, like Bazoo. Good card, you can use this to prevent cards on World's summon, and then continue forbidding other cards.
Number 16: Shock Master, another good card, sad this does block your own cards too, and is quite difficult to bring, expecially if compared to psi-blocker. The one above is preferable.

I like Psi-Blocker alot, I'm using it in lots of decks actually, good card is good.

Advantages and Disadvantages
The deck has its PROs, but even has its CONs, as everything in this world (yeah, random wannabe-cool statement):
PROs
If the opponent has nothing on the activation of main things (world's summon, world's eff, crows on eaters and such), he's in a worst situation than if he was facing a yata lock, since even an eventual necro gardna wouldn't save him.
Is truly funny and can play even if you can't do the loop, but changes from situation to situation.

CONs
Takes quite some time to set-up, but luck has a great part in here.
It's not meant to be competitive, but if you were looking for a funny deck, you've got it.

Overall:
Awesome Card for a Good Deck. Card is funny, that's all. (Awesome stats, and love the Artwork for some reason)

That's All Folks.

17/09/2012

Card of the Week #15: Starlight Road

When a card or effect is activated that destroys 2 or more cards you control: Negate the activation, and if you do, destroy that card, then you can Special Summon 1 "Stardust Dragon" from your Extra Deck.
Yeah, stardust's card. Some rulings on wikia's page, didn't want to write them here because they are way too much and pretty much any of them was important, so read them before continue, unless you already know them.
So so, what's about this card? Great card, I'd say, negate a mass-destruction effect and SS another destruction negator with a good body, 2500 ATK.
This card is so useful and versatile that you'll have tons of ways to use that. While this card acts mainly as protection from S/Ts where it is played, it provides a good body that can be used for last pushes or as further protection more generic than this card itself. For example, lots of players use to use heavy storm and then negate this card all by theirself because they needed protection from BTH for the boss summon, or a Typhoon on their favourite Continuous Spell/Trap or Field Spell, or because they want to use some mass-destruction effect and fear an opponent's starlight. There are tons of plays with this card, that's why I decided to talk about this.
This card can not only protect from heavy storm, but even from DH, Judgment Dragon, and other mass-destruction.
Only for this reason, I'd play 1 in any deck, but I'm here mainly to talk about another thing:
What about double Starlight?
I'm actually trying to play double starlight pretty much anywhere. Let me explain it better:
Torrential is an overplayed card, without considering staples like dark hole or heavy storm, but there is even mirror force, and other generic cards. Other than those, there are even themed cards like Judgment dragon, and they're not the only ones. So, I thought, why not to play double starlight? Assuming that you know the Psychological and Mind Crush concepts (if you don't, read here, it's a madolche post, but it explains fairly well what's Mind Crush and how to use this for Psychological uses), if you play a deck that usually doesn't play starlight, your opponent will be a little mind crushed, but nothing special, while, if he thinks you do play only one after seeing the first one, and then gets starlight'd again, there's the true mind crush, other than making it easier to draw the first one and do the first mind crush. The first starlight's mind crush usually makes your opponent not fear anymore it, so he'll play cards not only thinking you finished your starlights, but, if he's easy-minded, he'll forget that you could have other negation cards, such as judgment, bribe, warning, and so on.
Playing 2 starlights is good even because of ordinary protection against destruction cards, it isn't only a Psychological matter.
However, no matter how good this card is, there are tons of players saying "The Huge Revolution Is Over is way better than starlight, it's a counter trap". That's not totally wrong, the main difference is being a counter trap, thus not negable via trap stun or royal decree, but both cards aren't that played, and not negable via warning. Starlight, on the other side, is vulnerable to these 3 cards BUT it SS a Stardust, one more negation card, and two of those cards aren't really played. So, I usually choose Starlight over huge because of the high amount of protection it gives and because of the opponent's lack of warnings (if you use warning on starlight, you'll have one less warning against my tiara). That's the usual reasoning.
Huge, on its side, have the possibility to protect even if the opponent's destroying 2 cards he owns. Let's say he uses scrap dragon's effect, it's possible to use huge and kill scrap.
I myself use huge only in jam machine deck, because of the unability to SS.
Well, That's All Folks thanks for reading.

P.s. here, we took a tin the day before yesterday, here's the video of the unboxing. It's in Italian, though.


10/09/2012

Card of the Week #14: Expressroid

When you Summon this card, you can add 2 "roid" monsters from your Graveyard to your hand, except "Expressroid".
Yeah, yeah, what about this clean +2? Rulings here:
1.If there were only 2 roid monsters in the grave at the moment of this card's summon, and the opponent chains D.D. Crow, you'd still be able to add the remaining one to the hand.

Well, that's all, no explanation to this.

Close look, then we'll go for the true review:
"Roid" monster, quite some supports, expecially the ones we'll see during the review;
EARTH, if you insert a tele-engine (just to be original, LOL), you'd be able to go into Naturia synchros;
LV4, good level for XYZs, 3 would have been overall better, but you'd have lost the support that gear gigant x gives you. What's more, monk summonable;
Machine, again, mainly for XYZ reasons;
Stats, 400 ATK (and machine), machine duplicable, 1600 DEF, not that this other stat does really matter, lol.

Yeah, yeah, again, what about this clean +2?
Summon this, add 2 cards, +2. Machine duplicate this? -1 from machine duplication, +2 from the summon of the other two, and their effects for an overall +7. And you'd have a field of 3 machine lv4, could easily mean gear gigant that searches something good.
In terms of cards advantage, this card should never had existed, but it has some real problems.
The card itself is really huge, in the past you'd have used future fusion to fill the grave, maybe searching future with fusionist+junk synchron, but actually we've lost Future Fusion in the September 1st banlist.
If you want to use and abuse this card, the best way to fill the grave is, probably, using some random mill engine, or a merchant engine, then call of the haunted, monster reborn, limit reverse, Grandsoil [citation needed] and likes.
Think of a deck with a good mill engine, this card along with roids, cyber dragon and Power Bond, Chimeratech would easily reach 800x4x2=6400, but I suppose you have other cards, just another one and it would be 8000.
But this card gives its best in some comboes. Just see Ambulanceroid and you should get everything.
Summon this with ambulanceroid on the field, add 2 and SS them. Possibily XYZ them in something, leaving ambulance on the field, and use Express with another monster to go into Gear Gigant, use its effect detaching expressroid, add it back from the grave, SS it via Ambulanceroid, use its effect, add two more and SS 'em. Theorically speaking it's a loop, but, yeah, we've got something like 5 monster zones, they're not enough.
Still, it would make you end the turn with 2 gear gigant x, 1 R4 XYZ, 1 R3 XYZ, if the opponent is still alive, of course.
I know that could look like a little field, but don't forget the main point, "this isn't a combo deck, but a deck that goes into wild +1s, and sometimes comboes to go into field advantage, too".

Going into big card advantage is one of my dreams since I started playing madolches, so this card really does fit me.
Once you have a giant hand, and possibily a giant field, the already named Power Bond should make a giant beast ready to follow you.
Ambulanceroid on the field, in hand Cyber Dragon, power bond and expressroid, in the grave double expressroid and some targets.
Virtually summoning Expressroid should do:
Add double expressroid, SS them via ambulance,
eff expressroids, add 4 targets and SS 1 lv4 (3 monsters in hand added via them),
express+express into gear gigant x, express+lv4 into gear gigant x#2,
eff first gear gigant, detach and add express, SS it via Ambulance, add 2 monsters and SS one LV4 (4 monsters),
Express+LV4 into Gear gigant#3/another R4 monster, I'd suggest another machine monster,
Eff geargiganto#2, detach and retrieve express, SS it via ambulance and add 2 cards (6 monsters).

You now have Ambulance+2 gear gigant+1 machine XYZ+1 Express, power bond and cyber dragon in hand and 6 other machine monsters in hand, using power bond on everything (if you want to, maybe you have some other card to combo and then you'll keep something) would mean having a overdragon with 12x800x2 ATK, 19200 ATK, then. Virtually.

Still, this card is a clear +2, that can be used and abused, just think that with ambulance on the field and monster reincarnation you'd be able to pull off this combo if you have got some grave set-up.
Monk into this is a +2 that can XYZ into a R4.
This then Teleport is a Barkion/Landoise/random synchro.

Good and versatile card, I'm actually building something, if it's successfull I'll post it here.

Stay Tuned, I'll post something tomorrow or the day after tomorrow, probably.

03/09/2012

Card of the Week #13: Queen Dragun Djinn

2 Level 4 monsters Dragon-Type monsters you control cannot be destroyed by battle, except "Queen Dragun Djinn". Once per turn: You can detach 1 Xyz Material from this card to target 1 Level 5 or higher Dragon-Type monster in your Graveyard; Special Summon that target. It cannot attack this turn, and its effects are negated.

Back with the regular card of the week, well, let's see some rulings and then we'll continue:
1.This card's effect to special summon a monster from the grave targets.
2.Costs and effects that work in the grave will work however even if the monster was summoned via Queen Dragun.

There isn't much to explain, however:
1.It clearly says that in the text of the card, remember you can then use D.D.Crow on the monster that would be special summoned.
2.The costs can be payed since djinn negates the effects of the monsters she summons, but costs are still available. Second one is just like veiler, if you veiler a sangan, that sangan's effect will work.

So, taking a closer look:
"Djinn" monster, works with the other djinn, maestroke mainly since they're both R4 and then have the same materials;
DARK, awesome, really awesome supports, and another thing we'll see later;
Rank 4, easily summonable, and it's generic with only 2 materials;
Dragon, some good supports over here and there;
Effect, reborner that protects other dragon from being destroyed by battle, just think of block golem for some fun, lol;
Stats, nice, not even good, but still not bad, 2200 ATK and 1200 DEF. Being both DARK and 2000+ ATK, we can go into some virus. Yeah, you heard right, this card is basically generic virus fodder.

So, so, what's about this card? This card is awesome, Deck Devastation Virus generic fodder and reborner for dragons. Dunno why, I really like this card. Just consider you can reborn a darkflare dragon with this card's effect, then discard a dragon and send another one from the deck, or summon lightpulsar and SS red-eyes darkness metal dragon when it's destroyed, special summon a tefnuit, tribute it for su, get a normal monster, go into atum, SS redmd, special summon tefnuit from the grave and overlay gaia over atum and so on.
Good card is good.
However, listing various uses this card has will make this a way too big post, so I'll just jump to deck ideas and things like that.
Consider how debris that SS block golem can go into this easily, just for something pure-ish. But I believe I'll like a lot using Monk to go into armageddon that sends something (I'd say Darkflare Dragon), go into Dragun, SS Darkflare, use its effect to send something from the hand and something from the deck (I'd say Lightpulsar, if possible send even REDMD), next turn just SS Lightpulsar too and we're already going good.
Another funny use could be using the old and never-considered hieratic trap cards. I always loved them, tribute a monster, do something. Well, let's say we summon Tefnuit with Queen, attack with queen and opponent tries to activate mirror force, activate Hieratic Seal of Reflection, tribute tefnuit and negate, SS a LV6 (if you want to try a hieratic dragun) or a blue-eyes/Hieratic Seal of the Sun Dragon Overlord (the last one will just be called seal dragon from now on) (if you want to try a control build) and use champion's vigilance when needed. Just funny ones, of course, if you want something serious just play something that can easily do a R4 in hieratics and you're ready.
And what about summoning a Darkflare with this card's effect and then tribute it for deck devastation virus? Wouldn't that kill actually every deck? I really like DDV, it's the stronger one, I believe that CCV isn't anymore any good if compared to DDV, except for the tribute that's actually easier to get, but, hell yeah, we've got a generic tribute fodder, I'm ok with this.
I think I'll try a control build, I don't like the hieratic dragun since it's really similar to regular hieratics, and I don't like them.

Sorry for the fast post, it actually was just a bunch of ideas put together, since I'm doing some works, and tomorrow's my birthday, I actually had only a bit of time, just enough to write this.
Don't forget to vote in the poll (right side of the layout, know, the text is grey and it hides itself, but I wrote the code wrong, lol). See Ya.

27/08/2012

Banned Lock: Card of the Week///After-Ban Thoughts

Well, should have done this before, but doesn't really matter. Well, it's just that I wanted to do a deeper review of the banlist, about what this will do the next meta

FORBIDDEN:
Future Fusion
Brionac, Dragon of the Ice Barrier

LIMITED:
Inzektor Hornet
Inzektor Dragonfly
Gishki Gustkraken
Chaos Sorcerer
Ultimate Offering
Spore
Wind-Up Zenmighty
Tsukuyomi
Red-Eyes Darkness Metal Dragon

SEMI-LIMITED:
Mirror Force
Hieratic Seal of Convocation
The Agent of Mystery-Earth
Reasoning
Rescue Rabbit
E-Emergency Call
A Hero Lives
Pot of Duality
Blackwing-Kalut of Moon Shadow
Debris Dragon
Tour Guide From the Underworld

UNLIMITED:
Emergency Teleport
Marshmallon
Necro Gardna
Destiny Draw
Magic Cylinder
Sword of Revealing Light
Level Limit-Area B

General Thoughts, more skilled meta, killed/damaged lots of the auto-piloted deck, double mirror and the double torrential, along with bth, warn, judg, etc... will make every player think carefully about what to do before every move.

Single Ones:
Inzektors, heavy hit, now that this happened, I'd like to start playing them. Ya know, I don't play something that is mainstream, now they'd be perfect. I was thinking of looping with giga-weevil and giga-mantis (with a centipede in the grave):
NS Dragonfly, equip hornet and mantis, eff hornet, destroy random card, eff dragonfly, SS Centipede, equip hornet, eff hornet, destroy mantis, SS Centipede and search weevil, used centipede+dragonfly=leviathan, eff leviathan, detach dragonfly, eff centipede, equip hornet, equip weevil, eff hornet, destroy weevil, SS Dragonfly and search ladybug/weevil/mantis (based on what you want to do, with ladybug you'd go now in a R5 while leaving a centipede on the field and a weevil/mantis in hand to loop the next turn with centipede), equip hornet to dragonfly, eff hornet, destroy opponent's card and SS Centipede, equip hornet, destroy opponent's card and search mantis.
One of the loops, however, this deck is played with a different mindset than before. Before you went into the -2 loop in the exact moment you drew it, now you'll have to wait, skillfully play and gather your pieces to explode into something giant when you can.
So, for Inzekors, I'd build a Swap Build with howling insect and mystic tomato (thanks to a friend of mine, tengu, for the idea) or a control build, controls the opponent, goes into centipede+hornet when possible to destroy one at turn and search to gather your pieces, and then, when you can go into dragonfly-hornet, I'd leave the monsters on the field (if you have enough protection, of course) to combo lot more the next turn, more likely blowing-up the entire opponent's field and having some great xyzs or power-upped inzektors.

Gishki, oh, well, except for the ptolemys loop build, I never liked too much that one, even if it is a great card. I'll play teched gishkis, I believe.

Infernities, they lost their loop card, but, doesn't matter, they've kept the same level of strength, kinda. I'm working on some loops, however, with double emeral to recycle the cards, but as now the only thing I could come up with was using a card that tributes (actually toon cannon soldier) to get rid of cards on the field, however the draw is a problem, sometimes. I'm working on that, though.

Wind-Ups, oh, well, good ones. Don't hate them anymore, but I'm sure there'll be other loops with hunter, maybe abusing of magician, too. I won't play them, however, since I don't like 'em. I'd rather play an Inzektor-Wind-Up build, more than a pure one.

Gadgets, Madolches, offering hit both, however I'm not that disappointed. It's true that I love offering loops, I was thinking of it with centipede, but at 1 it's just too inconsistent and occasional, but limiting offering was more than fair from my point of view. That'll even punish bad players that don't think of anything while using that card. I'll continue playing madolches, more control-oriented, I believe, and play something like MachinaGadgetGeargia, should be kinda funny, lol

Hieratics, I believe they're still playable, if I see that only few players play that deck, I'll build something. I'd go for the wizard-Galaxy Queen's Light, I believe (I talked about that, search it). They're still a funny support (even competitive, with funny I meant they're funny to play) and good standalone deck.

Chaos Dragons, never liked 'em, they are too...dunno...let's say that I hate how they rely on just summon and beat. They lost some power, nothing great, though.

Blackwings, don't like them, I'll just hate playing against them, nothing else. They lost pretty much nothing, just gained a kalut.

Rabbit Laggia, oh well, I wouldn't have played this, however. it didn't lost too much power, only a bit of speed, but nothing great. If I were to play them, I'd stick around with guaibas.

Agents, I'll start playing these. For sure. 'nuff said.

Naturia Synchros Control, oh well, that's what I thought while reading triple teleport. I'll play some control builds like this, but even tons and tons of Psychic decks. It's time to bring back my T.G.PsychicSwap. Geargias/karakuris will play those, too.

Geargias, I'll definitely build something with them, mainly as supports, I like a lot geargia karakuris, but I didn't have a chance to test them, yet. I was thinking of some other geargiaccelerator's abuses, too.

Karakuris, I use to play these at least a couple of times for banned, then I tend to forgot those. Still, I like 'em, I'd go for some tele build, too.

Gigavise, yeah, I'll play this. Nothing else. You'll see my build this week, I believe.

Heroes, I used to play those when they weren't popular, but lots of players started to, and I stopped using them. Of course I won't use them not even this format.

Gol'gar Control, I'l definitely use this, it's a strong choice for 4funs this format, I believe. I'll have some fun, just I'll need to build a good build.

PACMAN, oh well, I'm actually trying this, for those who don't know, Pure Advantage Camels Munch  All Noobs. I'm not convinced from my actual build, but I have some fixes I'll do, I believe.


That was all, if you see something missing is probably because I didn't want it being here, unusuefulness for this post could be the main reason.

Well, See Ya.

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.

13/08/2012

Banned Lock: Card of the Week///Chronomaly Crystal Engine

I'm temporaly locking this label due to the banned, since everything I say for techs and side cards could be wrecked by the banned, still not fully confirmed.
In place of this, I'd rather talk of engines or likes, since it's more generic. I'll add those to the Card of the Week page, too. I'll restart the original card of the week on 3rd September, the first Monday of September. Well, let's start this:

OOPArts Crystal Engine: Chronomaly Cyrstal Bones and Chronomaly Crystal Skull

If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). When you do: You can Special Summon 1 "Chronomaly" monster from your hand or Graveyard, except "Chronomaly Crystal Bones".


If you control a face-up "Chronomaly" monster: You can discard this card; add 1 "Chronomaly" monster from your Deck or Graveyard to your hand, except "Chronomaly Crystal Skull". The effect of "Chronomaly Crystal Skull" can only be used once per turn.
What about those? It's a little and kinda splashable engine.
Both LV3, both LIGHT, both Rock, both rocks when they're together. One searches the other, and the other special summons the one.
SS Bones and SS Skull, XYZ.
Discard skull to search Bones, when possible, SS Bones and go into another XYZ.
Yeah, probably the limitation that skull has, having a Chronomaly on the field to use its effect, is kinda bad, but, think of how much it would have been broken. A starting hand of skull+Tour guide would have meant double XYZ R3 with chaos materials everywhere. Yep, that's the power of those, they're light and LV3, means they are chaos material and can go into leviair to retrieve things banished with BLS/Sorcerer, good, uh?
Still, there's an XYZ that helps using Skull. Tour guide into tour guide into Chronomaly Crystal Chrononaut. This helps having monsters on the field for skull's effect thus searching Bones for later uses.
Basically, what's this? An alternative engine that can be player along with tour guide engine for chaos decks lacking lights and/or darks. It's, of course, a R3 engine, not something to dislike, since R3s are actually the best kind of XYZs, Zenmaines, Leviair, Leviathan, and so on.
Actually, being those a total of 10 cards without the chaos monsters (6 from the Crystal Engine and 4 from the Tour Guide engine), you could even easily build a deck around those two engines instead of using them as a support engine. Adding the chaos monsters, 1 BLS 1/2 Chaos Sorcerer, some other staples, 2/3 Veiler, Solemn Trio, reborn, dark hole, 2/3 typhoon, 1 heavy storm, and we've already filled 10+2-3+10-12=22-25 slots. To this it's still needed to decide how the deck should work, and we need other monsters, I'd go for D.D. Warrior Lady that removes threats and generates monsters for Leviair, other than being LIGHT, RotA to search lady and other warriors I'm going to put in, like photon thrasher since he's a big beater easily summonable, warrior that goes thus into Excalibur/Blade Armor with lady, and we've filled other 6 slots. At this I'd add some other darks, caius could be a decent/good idea, based on personal preferences, I'd say. Other DARK monsters playable in here should be D.D. Crow to counter something in the actual and future meta. Breaker for more Backrow Hate, but I believe that it isn't needed. I'd rather go for Hanzo, searchable via RotA, letting us go into Guaiba for subsequential laggia/dollka. As another DARK monster, I'd add Gorz too, good against lots of decks, stops OTKs and is a win condition on his own. Given Hanzo and Super-Transformation, I'd add a LIGHT monster summonable via it, I'd say Prime Material Dragon or Horus LV6 (if you don't mind it not being LIGHT) are good choices. I actually put in Prime since it is LIGHT while Hanzo is DARK

Monsters: [27]
3 Tour Guide
1 Sangan

3 Chronomaly Crystal Skull
3 Chronomaly Crystal Bones

1 Black Luster Soldier
1 Chaos Sorcerer

2 Effect Veiler
3 Photon Thrasher
2 D.D. Warrior Lady
1 Prime Material Dragon

3 Ninja Grandmaster Hanzo
1 Gorz the Emissary of Darkness
3 Jurrac Guaiba

Spells: [10]
1 Dark Hole
1 Monster Reborn
1 Heavy Storm
2 Mystical Space Typhoon
1 Reinforcement of the Army
3 Forbidden Lance
1 Pot of Avarice

Traps: [3]
3 Ninjitsu Art of Super-Transformation


Now, how many of you noticed that this was a cookie cutter deck? A cookie cutter is, for those who don't know, a deck made of staples or little engines all put together that require no skill in building and usually even in playing.
The point of the post was that if there are too much good engines, a cookie cutter deck will be easier and easier to build. I did this cause, actually, the decks have, pretty much all, a standard list that you use everywhere:
3 Tour Guides+1 Sangan (usually)
Dark Hole+Monster Reborn+Heavy Storm+2/3 Typhoons
2 Solemn Warnings+1 Solemn Judgment
2/3 Veilers

Even only those are 14-16 cards, but we'll need to add other staples that aren't always played, like Book of moon, BTH, Mirror Force, torrential, D-Prison and so on.
Maybe this didn't look like that, but it was actually a post against those cookie cutter deck. You saw that the cards were all there because of a reason and they are all little engines:
Tour Guide Engine
Crystal Engine
Hanzo Engine (Hanzo+guaiba+usually other target+super-transformation)
Chaos Engine (chaos monsters+crystal engine+tour engine+random lights and darks)
Staples

Did this require some skills in building? It actually didn't. For that exact reason, it is even bad built (kinda), since it lacks of some cards to control the field, solemn trio at least, but when building a deck skilless it's kinda easy not putting something, because you can't shift from skilless to skillful.
Hope it was clear enough, however, I wasn't saying that having engines is a bad thing, but to use them moderately.
What's more, I believe the Crystal Engine is kinda good, even if I haven't still tested it.

Hope the post was useful, Stay Tuned.

P.s. I believe that the deck is actually playable, should be something like little under Tier 2, I don't know since I haven't tested it.

If you have some requests for the cards of the week once it will be re-opened, feel free to tell me under the comment or on DN (account: Leodip).

06/08/2012

Card of the Week #12: Photon Thrasher

Cannot be Normal Summoned or Set. Must first be Special Summoned (from your hand) while you control no monsters. If you control another monster, this card cannot attack.

A simple and yet giant effect, no rulings for this, only that he's a semi-nomi, so you can reborn him, but only if you succeeded into SSing him via his own effect.

Close look, then we'll go for the true review:

Photon Monster, some little photon supports, if you're going to play this in a photon deck;
LIGHT, this is really good, honest, here we go, and of course, lots and lots of supports, I'll name some later;
Level 4, XYZs there we go;
Warrior-Type, Reinforcement of the Army, the warrior returning alive and XYZs, I'll name something else later;
Cydra-like effect, SS without cost, even easier to bring to the field if compared to cydra since he doesn't need a monster on the opponent's field;
Stats, lovely stats, 2100/0, you'll mainly go into XYZs with this, but having a big easily summonable beater isn't half bad. 0 DEF isn't bad, since we're going into xyzs or attacks, I would never put him in defence, even if he had 2000, I believe.

This one is a great card, pretty much everyone knows his primary uses. SS, NS Stratos, search bubbleman, SS Bubbleman, Bubbleman+Thrasher=Excalibur/Blade Armor. In other decks is a big beater easily summonable that goes into blade/excalibur with another random LV4 Warrior, that's easily recruitable and recylable.

But, flying a little away from the competitive scene, this card is usable in lightrays.
There are decks based on the Ligtray cards, they are a set of 4 monsters (+lightray grepher, but here I'm talking about the "bosses") that have a summoning condition with no cost.
Lightray Daedalus, you'll never use its effect, but it is a 2600 summonable having 4 or more light monsters in the grave;
Lightray Gearfried, 2800 ATK, nice effect, s/t negation at the cost of banishing a warrior from the grave (thrasher?) while having only warriors on the field, though summoning him isn't easy, 5 or more light in the grave with different names, kinda hard;
Lightray Diabolos, 2800 ATK, same summoning condition of gearfried, and not bad effect, you can banish 1 light monster from the grave (not bad, we'll why with the next card) to check 1 set card on the field and send it to the top of bottom of deck, not bad, not awesome;
Lightray Sorcerer, 2300 ATK, but the only one with different summoning condition, you need to have at least 3 banished light monsters, and has a nice effect. Shuffle one of your light banished monsters in the deck (as an effect) and banish an opponent's monster, really good, there are builds based on him.

So, how would photon thrasher work in a lightray deck? Let's say we're going for Lightsworn engine (as most lightray decks do), this card is a free beater, warrior for gearfried, xyz material with most lightsworns, and with, let's say, jain, you can go into blade armor or excalibur, recyclable with beckoning light, giant beater under honest and so on.

However we needn't forget that synchros still exist, and this card is a perfect synchro fodder too, just summon this then the tuner and here we go. If someone remembers, back in time there were Bushi Abuse, they were warrior deck that used bushi as synchro fodder by reviving him every turn if we hadn't no monsters on the field, that supported with Junk Synchron, Doppel and other warrior monsters, in tandem with Warrior Synchro monsters, with Solidarity even Bushi alone with a monster in the grave was a really good beater (2000). I believe I'll rebuild the deck putting in thrasher and BLS, since the others are pretty much all dark, only few are of other attributes, and, based on personal preferences, there could be even some light ones. However, no matter the attribute, with thrasher and another lv4 you could go into excalibur, a light monster, too. RotA searches what you need, tuning searches for junk synchron, foolish sends bushi to the grave and we're all happy. Warrior Lady remoeves threats, with junk and bushi you can go into invoker that can summon another warrior, the comboes are a lot. Try it if you have time to build it, I believe it would be at least playable as 4fun, and kinda funny, too.
Remember that by reducing the number of monsters with effects on the field, you can go into skill drain build that would let your thrasher attack even with other monsters on the field.

If you want to build a photon deck, this card would be one of the main ones. Right now (without cards from the kite tenjo pack) the best way I'd build it would be antimeta. 3 of this, 3 crushers/tigers (I don't recommend both, but tiger has a best effect, while crusher is lv4), 3 lizards, some skill drains, some galaxy dragons, LaDD, classic S/T from an antimeta, honest, barbaros if you want to abuse of skill drain, photon trident, photon sanctuary and here we go.
We'll have a deck that controls all of the opponent's move, that can summon easily LaDD to indiscriminately negate everything, that spams big beaters with honest that's a troll card, that stops monster's effect with Skill Drain and has lots of possibilites. You can play RotA here, too,

Well, that's all, hope you liked the review. The card is awesome and playable in lots of ways, however I'm sure I forgot some builds, lol.
Let me know if you do something awesome with this card.
Stay Tuned.

23/07/2012

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

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

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

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

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

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

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

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

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

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

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

P.s. 100th post.

16/07/2012

Card of the Week #9: Supervise

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

Random Rulings:

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

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

Close look to the card:

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

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

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

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

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

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

09/07/2012

Card of the Week #8: Constellar Ptolemys Messier 7

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

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

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

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

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

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

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

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

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

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


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

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

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.

25/06/2012

Card of the Week #6: Overdrive Teleporter

This card cannot be Special Summoned. You can pay 2000 Life Points to Special Summon 2 Level 3 Psychic-Type monsters from your Deck. This effect can only be used once while this card is face-up on the field.

Random Rulings:

1."This card cannot be Special Summoned" is not an effect, therefore not avoidable, not negable with Skill Drain or things like that.

2.Paying Life Points is cost.

Explanation? Not at all, it's not needed, at least if you want to check out something about costs you can see this other post.

Seeing this card closely we'll notice (from an objective point of view) that:

-He's LIGHT, easy material for BLS, probably, and other random supports;
-He's Level 6, can be useful for a lot of stuff, we'll see that later;
-He's Psychic-Type, Psychic supports for life points, but even for synchros that need a Psychic-type non-tuner, but I doubt this will be useful, except for a case I'll be sure to talk about later;
-He's got decent stats, 2100 runs over good level 4 monsters, but under a lot of easily summonable boss monsters. Sadly 1200 isn't enough to face Maestroke, mainly.

Leaving aside the Objective part of the review, we could say that this card is like a Psychic Monarch. That's not totally wrong, yeah, Monarch generally have 2400 ATK, this one as 2100, but still he is level 6, and this is what really make a monarch a monarch (even if there's an exception, but doesn't matter, LOL). We'll see why I mentioned them later.

Putting aside the big cost for the effect, that could be avoided with Telekinetic Charging Cell or Brain Research Lab, he's effect is awesome, is basically a double emergency teleport, only that he's frozen on lv3 and no other levels.

What could we do with the summoned monsters?
-XYZ into a rank 3 monster, knowing banishing properties of Psychic, it will be more likely Leviair;
-Synchro them into a level 6 synchro, if you summon 2 EARTH monsters you could even go into Barkion and have some protection;
-Synchro one of them with Teleporter and go into Hyper Blaster and use the other one for various sheningans;
-Use both's effect to do various abuses, it isn't totally hard;
-Use both to go into a Level 6 Synchro, maybe brionac to get rid of cards, attack, then XYZ them both into Photon Strike Bounzer to control more or into Constellar Ptolemys M7 to retrieve something, maybe Teleporter itself to Tribute Summon him using Bounzer itself as tribute and repeat the combo.

I like the last one, but probably it isn't totally good, but could be used when needed, not multiple times because of the 2000 LPs cost. If you have followed recent updates on the Monarch scene or you simply saw Illusion Snatch, you probably thinked of the easy loop of going into a monarch, summoning Illusion, attack, then XYZ into ptolemys, retrieve one of the 2, on the other turn retrieve the other one, tribute ptolemys for the monarch (if you don't have other tribute fodders) and repeat the process. Basically the same thing, only that if you have Illusion Snatch in hand you could have, at the cost of 2000 lps and a monster a Ptolemys as a beatstick and a r3 monster/level 6 synchro every turn.
However that's not the main reason why I talked about Monarch sooner, but because of the fact that they have a tribute in common, meaning you can use the same tribute fodder engine (could it be Frog Engine, could it be Emergency Teleport Engine, could it be random Faders and likes put in at random). Teleporter generates other tributes too. You can use his effect, synchro him with one of the summoned monsters and have the other one as tribute fodder, or synchro/xyz the two monsters and have himself as a tribute fodder, or don't synchro/xyz at all and have all of them for an obelisk, or tribute just one, or two, the combinations are a lot.

This card is virtually the best card ever (not really, but it is virtually awesome), but the cost and the restriction are the worst thing that they could add to his effect, The cost is bypassable with Charging Cell or Brain Research Lab, but it isn't recommended except if you want to build an abuse list that spams Ptolemys to recycle him. But the Summoning Restriction isn't bypassable at all, meaning you really have to not Special Summon him, and that's really bad, since you could have really build an abuse build that could have looped with hushed psychic cleric and brain research lab, being careful about lab, of course.


One of the best way to use him would be with Miracle Synchro Fusion to go into Ultimate Axon Kicker. It isn't even needed to explain it, just use Miracle banishing the Synchro monster and a material and you have your Axon Kicker. Kicker helps alot because you can use him (or it, I prefer thinking it is a man, since most of the psychic monsters are men and this card is a synchro+one of them, even if it has the aspect of Archfiend) to regain your payed life points by attacking an opponent's monster. Immune to Inzektors (but he is an infinite target, sadly, meaning they will loop with hornet even if you have no other cards) and Zenmaines, only way is acid golem or leviathan with its effect used 2 times, but with a simple honest you can get rid of both, or simply use a card to protect him or to lower the opponent's monster's ATK.


So, final thoughts on the card is that he can lead to good XYZs, to good synchros, to good fusions and to good tribute monsters, can generate a lot of comboes, expecially with Hushed Psychic Cleric.
Was it fast? Maybe, I reassumed all the possible to make this the littlest possible without excluding anything, just a little test to myself. Stay Tuned.

18/06/2012

Card of the Week #5: Daigusto Emeral

2 Level 4 monsters
Once per turn, you can activate 1 of these effects: ● Detach 1 Xyz Material from this card to target 3 monsters in your Graveyard; shuffle those targets into your Deck, then draw 1 card. ● Detach 1 Xyz Material from this card to target 1 non-Effect Monster in your Graveyard; Special Summon that target.

Random Rulings: (all written by me, since they are easiest to comprend and to learn, other than to apply in other situations, than the ones on wikia's page)

1.You can use both of the effects on the targeted monster, but it's needed that there are respectively before you detach 3 monsters in grave or a non-effect monster in grave.

2.Ritual, Synchro, XYZ and fusion monsters with no effect (an example for each one, Black Luster Soldier, Gaia Knight the force of Earth, Gem-Knight Pearl and Sanwitch) are considered non-effect monsters, and you can Special Summon them with Daigusto Emeral's second effect. Gemini Monsters can be Special Summoned, too.

3.Both of the effect target.

4.You can put back Fusion, Synchro and/or XYZ monsters with Emeral's first effect.

5.Having 3 monsters in the grave for Emeral's first effect is needed, you can't activate it if you have less than 3 monsters, that's the same reason that let ruling n.1 exist. If on the activation of the effect you have 3 or more monsters, but in resolution you'll have less than 3, you won't be able to shuffle the remaining back in the Deck (or Extra Deck) and to draw a card.


Well, these rulings are easy to explain too, first one needs as a "condition" to have at least 3 monsters or 1 non-effect to use it, that would have lead probably to a lot of abuses.
Second ruling has nothing to explain since it says non-effect monsters.
Third effect isn't really explainable, they target, nothing else.
Fourth is one of the rulings I like the most, since putting back isn't a cost but an effect, you can put 'em back and then draw.
Fifth one is good too, since putting back is an effect, if you can't put all the three cards back, you won't be able to put back any, and since that effect hasn't resolved, you won't be able to resolve any other effect, like drawing a card.

Well, let's see this card closely:
1.Gusto, random gusto support, nothing really good, however.
2.WIND, yeah, WIND has some good recycling supports and other things like that.
3.Rock-type, rock isn't really the most supported type ever, LOL.
4.XYZ, mainly re-summonable via XYZ Reborn and then use his effect.
5.Non-specific XYZ material.
6.Rank 4 is easy to summon.
7.Toolbox-able micro-PoA/Reborn
8.Weak Stats, enough to run over low-atk monsters, but a low atk monster won't last on the field more than an opponent's turn, if you don't veiler it.

Yeah, said like this, this card might look a weak card, while it is a weEk card (I didn't prepared this awful pun, and I'm hoping I used this card the right way, it just came up while writing), point 4, 5, 6 and 7 are enough to make him a good if not awesome card, sadly only-ocg for now, mainly point number 7. You should have noticed it by yourself how much it is a good point, if you didn't, it probably is because you haven't read this post regarding various kind of toolbox and why Extra Toolbox is great.

Putting this in a less-objective way, we could say that this card is great because you can basically summon a pot of avarice when needed, surely easiest than drawing into one, can be played in 3 copies and has a legs (LOL). Being XYZ is one of the best advantages, since he is easier to summon than a Synchro in this very moment, and rank 4 are the second easiest to summon, first ones are rank 3 because of inzektors, wind-ups and, mainly, tour guide.

I noticed how people tend to forget the second effect, that's pretty good, actually it won me games with HEROes.
Ex. Opponent had a set card (s/t, more likely trap since he was playing a random heavy trap deck that should have won via Beatdown), he had 1600 lp, I had Alius and Bubbleman and a gemini spark that I setted the turn before and didn't have a change to activate it. I had 700 lp. I wanted to be sure to win, even if in the end the set card was just a bluffed pot of avarice while he had 4 monsters in grave. Just went into Emeral with alius and Bubble, detached Bubbleman and revived another alius I had, then simply gemini spark, drawing totally unuseful stuff (another spark, lol), then went into beatdown with Emeral and won.

That was obvious, but sometimes people tend to forget that, just keep in mind, can help no matter the deck you're playing, even while playing against an opponent's Emeral. I always say to friends of mine, "Random Knowledge Help ALot" (RKHAL, pronounced like Recall), in Italian it was "Conoscenze Random Aiutano Molto" (CRAM, pronounced, with an English-like pronounciation, like Creme, a French word that means "cream", but that is mainly used to say "the best" or "the elite"), when I say Cram, they realize what they should see, what they forget and things like that.

Being a monster is probably the best point in this card even because he can be used for some loops. From the time this card came out I never saw a new loop that was effectively an infinite loop that didn't used this. An example could be my Infernity Gagaga FTK.

Ok, this is all, Stay Tuned, not too much however, since I have kinda finished the top things I wanted to talk about, lol.