Showing posts with label Comparing Cards. Show all posts
Showing posts with label Comparing Cards. Show all posts

30/11/2012

Level 6 Synchro

I think that anyone noticed that, LV6 Synchros actually left aren't that good. The moment Brionac was banned, synchros lost the little playability they still had, why's that? Brionac is one of the best synchros level 6 is easily accessible and the effect was really versatile and not limited to once per turn. Little cost that could be abused to clean for OTKs or looping (just think of all the Infernity Loops or Fableds, or random FTKs, and so on). However, Brionac was the first and usually sole synchro option when going for LV6, because other weren't even a quarter of Brio's power. Still, Brio was banned, and we lost our LV6 synchro option, effectively killing lots of comboes or power-plays, may it be synchro climb or just a random synchro to draw with Librarian's effect. People almost instantly decided either to totally drop the synchro part in their deck to focus on XYZ sheningans (or main deck ones, like BLS and such) or to find a substitute for brionac. The main choices were Iron Chain Dragon and Gaia Knight, the Force of the Earth. Let's analyze them:

1 Tuner + 1 or more non-Tuner monsters You can remove from play all "Iron Chain" monsters from your Graveyard to have this card gain 200 ATK for each card removed, until the End Phase. When this card inflicts Battle Damage to your opponent, send the top 3 cards of your opponent's Deck to the Graveyard.
Well, why do some people choose this over gaia? Because of the milling effect. Still, I totally find this unuseful, if not dangerous for yourself: setting-up your opponent's grave isn't a good thing for the 80% of the deck in this meta. 2500 ATK is good, but gaia's 2600 are better, since he doesn't need to sucide against stardust, shi en and others.
To be blunt, then, I totally don't like this card, and I (I, ME, that's personal, you could particularly like this card for some unknown reasons, and, if you do, it is unuseful to talk, since you're probably so convinced that nothing would change your mind) won't recommend anyone to play this card over Gaia.

Let's see him, now.

1 Tuner + 1 or more non-Tuner monsters
Well, no effect. Actually, this card is better than Iron Chain, in my opinion. 2600 ATK, better than Iron Chain's 2500. No milling effect, thus no risks in attacking your opponent to deal some damages, but, what's more, there's no effect at all. The awesome thing about this part is that Fiendish Chain doesn't do a thing against this, and, even though this one is really improbable to happen, your opponent can't randomly veiler this card just to have a random LIGHT monster in the grave for BLS. Good card, if I were to choose between one of those, I would, without any further thinking, choose this one. HOWEVER, there's one more thing I want you to see. There's a synchro option that only few players consider, and just a little part of those plays:

1 Tuner + 1 or more non-Tuner monsters During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. This card gains 300 ATK each time it inflicts Battle Damage to your opponent.
So, what about this card? He's the thing I wrote this post for. I like this card over both Gaia and Iron Chain because of the piercing effect. Everyone in here hates, at least a bit, Reaper, right? Well, Reaper hates this card. Why having a card that deals constantly damage to the opponent while building-up its strenght shouldn't be considered for competitive plays? This runs over spy, while dealing damages, or even over recruiter. This runs over Mother Grizzly (yeah, lol), while dealing damages. However, the main reason is that this card by itself totally defeats the purpose of setting a monster to avoid battle damages, and that's great. After little time, if protected and well-played, this card can even be better than gorz when he's summoned after the opponent's deck's boss' attack.

Overall, Gaia should be used, Uruquizas too. If you have one slot, play the one that would be better in your meta (gaia is good against decks like rabbit, six and others that have some monsters under 2500 ATK, uruquizas is good against, strangely, Inzektor, some wind-up situations, reaper, and cards like Maestroke, eventually GK, sometimes GB), I usually like uruquizas better (on DN), but depends on my deck and if it plays easily summonable beatsticks over 2500 ATK. If you have two slots, don't hesitate to play both.

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.


26/04/2012

Comparing Cards: Solemn Warning Vs. Bottomless Trap Hole

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

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

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

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

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

This was all for today, I think.

See ya.

24/04/2012

Comparing Cards: Mirror Force Vs. Dimensional Prison


Mirror Force and Dimensional Prison...
I remember times when Mirror Force was a really rare card, hard to find and expensive (I don't and didn't play IRL, but I know something about prices), then when it got reprinted in structure deck a lot of person said "That's not possible" "It's going to be totally unexpensive" "I prefer mine over one coming out from a structure deck.", but it become a normal thing with time. Then Synchro Era begun, Stardust abused everywhere made this card unuseful, expecially with starlight road. Then another card become over-used, it was Dimensional Prison. Not negable via Stardust and banishes a monster. Banishing was really good those times, you had 2 choices when a monster got removed, Use Return from Different Dimension or Burial from the Different Dimension, OR cry.
Now there's something I can't really understand. Why even in XYZ Era is Dimensiona Prison being over-used? With this meta, doing leviair is not hard, and there are a lot of cards that summon back from the banished zone, surely less than the graveyard reborner, so why? Let's compare Pros and Cons

PROs for Mirror Vs. Prison

-Mirror Force destroys multiple monsters at a time, Dimensional Prison banish 1 only. It happens a lot of time that your opponent has a big monster and little monsters, attack starting from the lower to the higher ATK monster, but doesn't attack with the "Boss" monster because fearing of Prison. Now you can just activate Mirror on first attack and fuck all of your opponent's monster.

-Mirror Force destroys, Prison banish. With Tour Guide everywhere, Inzektors based on LV3 and WInd-up based on LV3, too, banishing is not sure anymore.

-Mirror Force destroys even monster that don't attack, needed thing is the must be in attack position, but that's not hard.

PROs for Prison Vs. Mirror

-Prison banishing is useful when facing stardust, zenmaines or gachi gachi, but no one attacks with the latter.


Sorry, I've no other ideas for Pros for Prison, because I'm a Mirror fan. If you have something to say, write it here on the comments.