Showing posts with label Dueling Network. Show all posts
Showing posts with label Dueling Network. Show all posts

20/12/2012

Back In Action///YGOPro

Let's say something about my absence in these days. If you were thinking it was because I was preparing for Maya's prediction, well, you were wrong.
My PC crashed for the last time, my internet connection disappeared for two weeks or so.
I had to change my pc (Christmas present, thank you guys!) and I've now got a notebook with Win7, and then I waited for the connection to be back.
Since I've got this new computer with Win7 (to those who don't know, I used Ubuntu, a Linux distro, on my late PC, because it was kinda old and slow), I figured I could install, along with the standard applications, even YGOPro. This post is basically a review for YGOPro, and a message to you all saying that I'm still alive.

Compatibility
Since this is the main thing that didn't let me install it on my previous pc, I figured I could have started the review with this. It is Mac and Windows compatible, with Wine a decent PC could use it even on Linux. DN is better on this front, though.

Deck Building and Cards Updates
The deck building has pretty much the needed options, but it lacks some. I still prefer DN to search cards that serves me some particular purposes. The Deck Edit option has one little more issue that could annoy anyone, even though it is really little: you can't search a card immediately after having put one in your deck or having touched anywhere else. On DN you could search, let's say, Thunder King, add him, then type Doomcaliber and add him. On YGOPro you have to type Thunder King, add him, then go with the cursor on there and erase "Thunder King", then write Doomcaliber and add him. That can be pretty annoying when trying to build the fastest possible.
About cards updates, DN does it faster and updates everything as soon as someone who has to power to edit has the time to do it, while on YGOPro (dunno if it is because of the translator, Percival, but he's doing a great work himself, so it's ok) right now the cards from ABYR are still considered OCG. There are lots of Anime cards, though, for those who don't mind playing cards that won't ever exist.

Gameplay
I'm still learning to use it, but I still can't activate Threatening roar the moment we enter the BP, I have to activate it when leaving the MP1 (not knowing if we're going into BP or EP). After some problems like those, the gameplay is awesome. It is automated, and you won't have n00b issues like on DN for rulings and such. No rate means that less people will shark you or cheat (even because it is automated and thus cheating is far harder and sharking is impossible), and you can enjoy the game more, when trying to relax like I do when playing.
It even has a Tag Duel option, I tried it, it is pretty good, but it doesn't let you private chat with the team mate or see the cards in his hand (if I don't remember wrong it is possible in official 2 on 2 duels).
The possibility to filter the opponent's deck for TCG only, OCG only, Anime and Turbo duels (yup, there are even turbo, I should try them out sometime) is simply great, if it wasn't for some slow updates, but, well, it's ok.

Users
The users aren't bad. There are less n00bs than on DN, or, since it all is automated, it could be that I didn't notice them, even because it is only one day I'm using it.
There's less communication than on DN, because there are no registered nicks and no chats. This could be a good thing when you want to test something without having to be blocked from some friend of yours.
ìì, but generally it isn't that good.

Duel Puzzles
Good, some are harder than others, but not that hard.
The good thing about this is that you can create your owns. Basically you can just set them with avenger, archfiend and necromancer in grave, mirage in hand, some cards in deck, some in your extra and try your comboes. Same with Wind-Ups or any other combo deck.

Customisability
Like for the duel puzzles, other things in the game are customizable as well, like sleeves and background. That's pretty awesome, I'd say.


If you want to download YGOPro in english go on Percival's blog, it is a great blog, not only for YGOPro, follow him, too.

Should be all for my first-day review.
Stay Tuned, tomorrow (or even today itself) there'll be another post.

04/10/2012

Leyvaten LaDD Loop

You can Special Summon this card from your hand or your Graveyard by removing from play 1 face-up monster you control equipped with a "Dragunity" card(s). When this card is Normal or Special Summoned, you can select 1 Dragon-Type monster in your Graveyard, except "Dragunity Arma Leyvaten", and equip it to this card. When this card is sent to the Graveyard by your opponent's card effect, you can select 1 of the monsters that were equipped to this card when it was sent to the Graveyard, and Special Summon that monster from the Graveyard.

The LeyvaLaDD Loop, it always fascinated me. For those who don't know, the Leyva-LaDD Loop is a loop that uses Leyvaten to equip LaDD with its effect, and then, when Leyva or LaDD is destroyed, you use LaDD's effect to SS Leyva and equip it with LaDD once again, forming a loop.
I always liked this one, since it was, theorically, a 2600 ATK Wind-Up Rabbit (always stays on field, this more often than rabbit), only it has few holes:
1."When...You can" effect on this card's equpping effect;
2.Banishing or bouncing cards, that would break the loop;
3.Destroying your whole field.

Quite some holes, aren't they?
However, reading some cards recently and thinking (at school, we were doing math, I just didn't want to do anything and wrote some random things on my diary while thinking on this), I noticed how lots of these holes can be fixed:
1.Can't, but there aren't lots of cards that will make it lose the timing.
2.That was quite the problem back in time, but since no one plays D.D.Crows anymore, it's good, and veilers just stop the loop without breaking your set-up.
3.As we learnt with Yubel, it's not that big of a problem if we do play cards that can be chained and can survive to a mass nuke. Feel free to try Tour Engine+Rabbit.

The loop is kinda flexible, you have multiple ways to trigger it and to set-up it, and if you lack something, you can still play and stall, like leyva, equip redmd, once leyva is destroyed, SS redmd, if he survives, SS Leyva back during your turn and equip something else.

What's more this deck can count on some draw cards, such as:
1.Advance Draw, if you use it on Leyva with LaDD equipped it's basically a PoG;
2.Trade-In, helps set-upping, lets you draw other pieces for the combo other than the one you just discarded;
3.Cards of Consonance, we play aklys, and sometimes even phalanx, being both searchable via ravine, that's not bad.

To set-up the grave we've got, other than trade-in, even ravine, that's searchable via terraforming.

To revive Leyva to start the loop we've got REDMD, virtually 3 call of the haunted, monster reborn and LaDD itself, other than normal summoning, but that's quite hard to achieve.

To summon ladd and control a bit we can even use Photon Sanctuary, if you like, but we play few LIGHT monsters, I believe they aren't enough.

Mystellatein isn't a bad choice, too, but it's for more pure builds, with phalanx it's either double tribute fodder or LV8 Synchro.


Sadly recently I've got some problems on DN, I can't stay logged for more than 20 minutes, usually, after that it automatically closes, still trying to understand it. For this reason, I've got no time to test and fix, so it's subsequently hard to update the blog, but I believe I can do something.

Stay Tuned.

24/06/2012

Dueling Network Updates

The most used duel simulator online has been updated with a lot of new and really useful features.

Here's the full update from Dueling Network Admins.

Basically, I just wanted to say that, probably, Save Deck As option will make me want to play again. Before this, I got bored when putting in cards that I just put, or sometimes I've got flashes and started building, but, without noticing that, I was building over another deck, and I didn't want to lose the first one, so I had to copy the second one, and that was bad, it really made me mad sometimes and made me closing Dueling Network because of my laziness, losing those decks. This option will solve both.

Just hope this'll help making me want to start playing again at full speed.

That's All Folks.

16/06/2012

Infernity Gagaga Gunman FTK, Improved Combo

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; activate 1 of these effects based on this card's battle position. ● Attack Position: This turn, during the Damage Step, if this card attacks an opponent's monster, it gains 1000 ATK, and the attack target loses 500 ATK. ● Defense Position: Inflict 800 damage to your opponent.
Well, I talked in the last post of the Gagaga Gunman Loop, read the post if you didn't it'll work as an introduction to this post.

I opened a text file and started writing, I worked on it, and finally I did the combo without the need of another card on the field. This combo is pretty much perfect, not considering opponent's card, because you can do infinite Emeral and you'll never run out of searchable monsters in the deck for Infernity Archfiends, cards that will be used as discard fodder for Brionac.

Let's start.

To manage the combo you'll need to know the 3 basic "Route"s for this, the HED Route, the most known, the Gunman Route and the Emeral Route. I decided to call them route because they are little comboes that let you do something, this is to help you understand the total combo.

Basically:
The HED (Hundred-Eyes Dragon) Route requires at least an HED in the extra, with the usual grave setup, Archfiend, Avenger and Necromancer, and Mirage on the field (or ready to be summoned from the hand, doesn't really matter). This is the most known, just use Mirage's effect, SS Necromancer and Avenger, use Necromancer's effect, SS Archfiend and, if needed, use Archfiend's effect, but it changes from situation to situation, I'll explain it better during the combo. Synchro all into Hundred-Eyes and you'll have the field you need for the other comboes. If this Route is following the Gunman Route, you'll need to search with Archfiend to bounce with Brionac's effect the remaining XYZ monster.

The Gunman Route requires at least a Gunman in the extra deck, Mirage, 2 Necromancers and 2 Archfiends in the grave, and HED and Brionac on the field. This isn't hard ot achieve if you follow the total combo.
Just use HED's effect banishing Mirage, then tribute HED to SS 2 Necromancers, use first necromancer's effect to summon an Archfiend without searching or searching an ABC (Awesome Backrow Card, like Infernity Barrier or Infernity Break), then second Necromancer's effect to SS the second Archfiend and use his effect to search a discardable monster, usually beetle or general. XYZ the two Archfiends into a defense position Gunman, use his effect to deal damages and then XYZ the 2 Necromancers into Leviair, use Leviair's effect to SS Mirage. Use Brionac's effect, discard the card you took with Archfiend to bounce Leviair or Gagaga, doesn't really matter. You'll remain with Brionac, Mirage and Gunman/Leviair and the grave with his best set-up.

The Emeral Route requires at least an Emeral in the Extra Deck, Mirage in the grave along with 2 Necromancers and 2 Archfiends, and HED and Brionac on the field. Like for the Gunman Route, this situation isn't hard to set-up.
Use HED's effect to banish Mirage, tribute itself to SS 2 Necromancers, eff of the first Necromancer, SS Archfiend without searching or search an ABC, eff of the second Necromancer, SS the second Archfiend, search a discard fodder. XYZ the two Archfiends into Emeral, use his effect to shuffle back 2 HEDs and an Infernity Monster usable as a discard fodder, then draw a card (you'll have 2 cards in hand right now, then). XYZ the two Necromancers into Leviair, use its effect to SS Mirage and then use Brionac's effect to discard the two cards in hand to bounce both Leviair and Emeral. The only change that can be done here is what to put back with EMmeral, I'll explain it during the combo.

There's even a Brionac Route, but since it is usable only a time, there's no need to write it here, I'll write it directly in the combo.

Here's the full combo, then (on hand, without having yet used your normal summon, Mirage, in grave Archfiend, Necromancer and Avenger, in the extra deck , 1 Brionac, 1 LV5 generic Synchro 1 Emeral, 1 Leviair, 1 Gunman and 2 HEDs):
NS Mirage
Go into the HED Route searching Launcher with Archfiend's effect.
/Use HED's effect, banish Mirage, tribute itself, SS Necromancer and Avenger, use Necromancer's effect to SS Archfiend searching for a second Necromancer and discard him for Launcher's effect, Synchro into Catastor with Avenger and Archfiend (or into any summonable LV 5 Synchro), use Launcher's effect to SS the second Necromancer and Avenger, use the second Necromancer's effect to SS Archfiend searching for another Archfiend, Synchro Avenger and the LV5 Synchro into Brionac.
XYZ the 2 Necromancers into Leviair, use its effect to bring Mirage back, then use Brionac's effect to discard the Archfiend you have in hand to bounce back Archfiend, then use Brionac's effect again to discard Archfiend and bounce Leviair./ (the part in those 2 "/" is the Brionac Route)
(now as you can see you have the perfect set-up, Brionac and Mirage on the field, 2 Necromancers, 2 Archfiends and an Avenger in the grave and all we need in the Extra Deck)
Now use Mirage's effect to start the HED Route, then go into the Emeral Route, then go into the HED Route, and then into the Gunman Route. The "pattern" is, then HED-Gunman-HED-Emeral-HED-Gunman-HED-Emeral and so on. However, since we search and discard a lot and put back only an infernity monster (with Emeral Route) once every 4 Routes, we could run off of discard fodder, that's why when we are left with few discard fodders in the deck we can change the pattern into HED-Emeral-HED-Emeral and so on, but we'll need to put back 1 HED and 2 discard fodders, since it is infinite, we can do infinite times till when we put back everything (except 2 Archfiends, 2 Necromancers, 1 Avenger and, if you don't have him on the field or banished, 1 Mirage), then restart the normal pattern.

I used the Pattern way to explain this because while writing I noticed how difficult was both to read and to write, and thought that that was ugly to see, and since I don't like wall of images (the combo explained with the images), I found them hard to follow and to learn from them, I adopted for the first time ever this kind of explanation, since it was only the repetition of some steps.

If you noticed (you should have), this combo doesn't need other cards except for the usual ones in an Infernity Deck, so it should be okay, you'll only need to use some other cards in the Extra Deck, nothing else, but you use most of them, too.

Another thing, even if I called this FTK, it's hard to do that, because the usual grave set-up isn't easy to do on first turn, requires a lot of luck and some tech cards like Hand Destruction (since you don't want to use Dealings and Card Destruction with Darkworld around, do you?). This deck has some possibilities to do that on first turn, but it's more likely to do that pretty always when you can pull of the classic Infernity Combo.

I won't even provide you a decklist since you can use your usual Infernity Deck and tweak a little your extra deck, nothing else, however, if you ask it, I'll post one.

15/06/2012

Speedy Article: Gagaga Gunman Loop

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; activate 1 of these effects based on this card's battle position. ● Attack Position: This turn, during the Damage Step, if this card attacks an opponent's monster, it gains 1000 ATK, and the attack target loses 500 ATK. ● Defense Position: Inflict 800 damage to your opponent.
When I first saw this card, it was first-sight love. I liked how his ATK effect is similar, but a lot more easy to use, to Utopia Ray's effect. His DEF effect dealed damage, Ookazi-like damage to be precise. And then I noticed that it required 2 generic level 4 monsters.

A friend of mine made me notice how this card's DEF effect is useful, mostly game winning, in tournament, at the last part of the game when at the first variation of life points, the player with less Life Points win. Easy to summon, then kill with Tournament's Mechanics.

But there's a thing I noticed. The effect is obviously once per turn, but if he leaves the field, the effect will be re-usable. Then I thinked about a little killing combo. Ya know I love crazy comboes and loop, and I love Infernities, too. Well, if they succeded into making infinite trishulas with a little set-up (no cards in hand but an infernity mirage and the simple 3-cards-grave-setup, avenger, archfiend and necromancer, why wouldn't they be able to summon a rank 4 monster?
I started writing the combo and I realized it was possible, I created for the first time ever a game winning loop. However, how I wrote it wasn't really precise, because usually I need to change something while playing, but I'm trying to write it out in a more precise way. I tried it out on DN (proxying Gunman) and it worked without any problem. You don't need specific card, you only need to have the usual infernity cards and to play in the extra deck 2/3 Hundred-Eyes Dragon (don't know if 2 are fine, I'm going to try it out), 1 random LV 5 Synchro, 1 Brionac (but I think you're playing that, yet, right?), 1 Daigusto Emeral, 1 Leviair and 1 Gagaga Gunman. However I think that all of this cards are played yet in infernities, except for gunman, so that's not hard.

I'm still perfecting the combo, but I realized that it needs your opponent or you to have at least one card on the field, but thinking about this, if your opponent has no cards on the field, you can crazy loop doing a lot of Synchros and XYZ, searching for Awesome Backrow Cards (I call them ABC, you can see it, they are the ABC of an Infernity Deck, though, it was hard to come up with a name like this, lol), and control your opponent till death, so it should be game however, if you have these cards and opponent has nothing to counter you.

Well, I'll try it out with some cards IRL to develop it the best, since there's no Solitaire Mode on DN. Sadly I'm on Linux Ubuntu, meaning I can't use YVD. I could use Wine to use it however, but lately Wine isn't working really good on my computer, for some reason. I could use my brother's computer, but it use it a lot and don't want me to use it. Well, I'll find a way, maybe some friends of mine could host on DN let me enter and then quit (since the combo is reaaaally long).

Another 2 little tips on the deck, if you use this combo successfully, it is really long, and you could run out of time, summon a gagaga and win however. The other tip is that if your opponent tries to stop you with Maxx "C", he'll run out of cards, if he doesn't play veiler. If he does, he'll stop the combo, but you'll have already a full backrow field. If he stops your infernity monster at the right moment you'll stop comboeing, if he stop them the wrong way, you'll continue (it's really hard to guess when's the right moment and when's the wrong moment), if he stops your brionac, you can combo normally with Infernities, pretty lol, uh? More, I play general that I search with archfiend and discard with brionac/launcher.
Hard to play deck but even hard to stop.

Well, once I'll have some more time, I'll try it out the best way possible.

07/05/2012

Speedy Article: New Antimeta

I played a bit on Dueling Network today, I faced ONLY (unlucky) meta decks. Ya know, I hate meta decks, I prefer 4funs over them, but that's not it. Actual meta decks are A-N-N-O-Y-I-N-G, Wind-Up wipes out your hand, Inzektor wipes out your field and Rabbit has a lot of backrows. If we consider other decks that are going to enter the meta soon, like Hieratics (tomorrow they will be released in TCG), we can say that who starts with the better hand wins, because of hieratics' OTKs. So I'm planning on doing a strange kind of antimeta deck. The idea isn't totally formed in my mind, yet, so I wanted to write it down, 'cause I'm going to sleep now, and didn't want to forget the deck. Basically this deck plays in the main deck cards to stop specifically Inzektors, Wind-Ups, Rabbit and Hieratics, so I think that 3 of every Hand Trap is needed (even crow). Don't know what will be win condition though. Maybe stall with scarecrow/fader, heavy storm and dark hole, summon fossil dyna and set a heavy backrow, but still don't know.
Well, this may be enough for today, I'll continue tomorrow if I get some ideas. Stay Tuned.

17/02/2012

Finally Dueling Network worked to me///Verz Rabbit Laggia

I tried another time to open DN page, and finally it worked. First thing I did was building my Verz Rabbit Laggia, I tried it only a few times, but it worked godly, first turn Ophion lock my opponent, got to search an infestation to save myself from Dark Holes, Mirror Force and likes.
I think this deck will definitely be good even in the next meta (for OCG, because those verz monsters didn't came out in TCG, sadly, and they won't come out fastly). A lot of control on the opponent and big monsters. Those monsters with that +50 ATK point bonus are good to ride over a lot of opponent's monsters. This was pretty all about the deck, I tried it just two times, not enough for a full review.