Showing posts with label FTK. Show all posts
Showing posts with label FTK. Show all posts

15/02/2013

1st March 2013: Banlist Revealed

Forbidden:
Sangan
Wind-Up Zenmaity

Limited:
Wind-Up Magician
One Day of Peace
Solemn Warning

Semi-limited:
Tsukuyomi
Thunder King Rai-Oh
Advanced Ritual Art

Freed:
Spore
Blackwing - Kalut the Moon Shadow
Lumina, Lightsworn Summoner
Shien's Smoke Signal
Mind Crush

Let's start first saying that, as most of you know, March's Banlist is the economic-based one. Konami always tries to get as much money as they can from it.
If you didn't know, it could be guessed by seeing this. Let's see the balist closely, now:

Sangan Forbidden. Got a tour? I won't mind Torrential Tributing you on the second monster's summon instead of the first or none at all.
Zenmaity Banned. Got a Wind-Up? Well, you'd better change how it's built.
Magician Limited. Read up here, has pretty much the same meaning.
One Day of Peace Limited. Sad. I loved that FTK.
Warning Limited. Not that I care, in RL I didn't even have one even though I play 4 Antimeta decks, lol.
Tsukuyomi Semi-limited. It's been limited for 6 months, I tried hard to use it succesfully somewhere, but found nothing, only Prophecies are good enough.
Rai-Oh Semi-limited. That's great for lots of meta decks, expecially the ones that are coming.
ARA Semi-limited. Like this. I always wanted to play Herald with 2 ARAs, and I always loved Demise OTK.
Spore Freed. Nah, I don't give a fuck, only places where I'd play it are Gigavise decks, and I'd always play 1 Spore and 1 Copy Plant, aside from Glow-Up back at 1 at least.
Kalut Freed. Hate Konami. I hate facing BWs, and with three Kaluts it will be just worse.
Lumina Freed. Like this. I used to play Lightsworn XYZ since when they semi-limited Lumina, and It'll just get better.
Shien's Smoke Signal. Oh. Like Samurais, but I don't want to play them.
Mind Crush. Meh.

As you could have guessed, most of the cards were for economical reasons. Sangan Forbidden because they stopped selling Tour and the new decks won't really use the Tour Engine.
Same thing for Zenmaity and Magician, they stopped selling WUs, and they want to clear the way for new decks.
ODOP enabled a really good FTK that wasn't expensive and with cards they already stopped selling. At 1 it'll be way harder to loop, even though it is possible. Luckily, it reduces the power of Exodia Decks and Final Countdown.
Rai-Oh cleared the way for other decks, Prophecies mainly since they're getting Judgment of the spellbooks.
Lumina is a LIGHT support for a LIGHT deck, and we're getting Judgment of the Light briefly (relatively), random supports for light monsters.

Now, New meta's thoughts:
Prophecies and Mermails for sure, I think there'll be some WUs rebuilt for the meta, some samurais for the first month, and if it is successful it will see some more play. Herald will be played, and will be a lot more stable than in the past. Some more BWs.

Personal Thoughts:
Sad for my Chain Beat, but I'll be able to play some more techs. I wanted to play serpentine princess, and in april we'll get Thunderbird. I'll restart playing Herald and Lightsworn once again. I'll definitely play WUs.

03/02/2013

Suppressor Dragons, Combined and Single


Who are the suppressor dragons? They're an archetype composed of 4 monsters, one for each element (remember that in YGO elements are EARTH, WIND, FIRE and WATER. All are LV7, the sum of their ATK and DEF is always 4600 and have got similar effect. Basically:
*Name* LV7 *corresponding attribute*/Dragon ATK+DEF=4600
You can banish 2 Dragon-Type or *corresponding attribute* monsters from your hand or Graveyard, except this card; Special Summon this card from your hand or Graveyard. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 other *corresponding attribute* monster to *so-called discarding effect, different for each one*. When this card is banished: Add 1 *corresponding attribute* Dragon-Type monster from your Deck to your hand. You can only use 1 "*name*" effect per turn, and only once that turn.

Great, right? Well, you didn't read their discarding effect, still.
Redox, the EARTH one is a walking Reborn for your grave, no other restrictions. You can even summon himself, if Konami is ok with discarding first and then targeting the monster. Poor stats, though, 1600 ATK and 3000 DEF
Blaster, the FIRE one is a walking raigeki break, with no other restrictions. Discard him and a fire and destroy one card. Doesn't trigger Handmaiden, sadly, but it could set-up the grave for an Handmaiden mill and destroy a nasty backrow. Probably the second with better stats, 2800/1800. Great attack to run over anything, DEF good enough to block Maestroke Flip and Attack, if he doesn't have other monsters.
Tidal, the WATER one is a walking foolish burial. Probably the one with the worst effect but more applications, since it'll give Mermails a good discard, eventually can be summoned to XYZ with Megalo into Abyssgaios or Drago-SAC, a monster that's receiving lots of love, recently. 2600/2000, probably the better stats among them. Basically, the ATK is good enough to run over pretty much everything Blaster would run over, but his DEF makes him better against Maestroke. However, you should realize based on your deck and your playstyle which one has got the better stats for you.
Tempest, the WIND one is a walking...uhm...really, a walking itself. Discard it with a WIND monster and get another Dragon from your deck. That's quite of broken, isn't it? Dragunities will have tons and tons of fun with this card. Being LV7 helps more in Drago-SAC based decks or even standard Beastcraft decks. The deck where it shines the most, however, is Dragunities, as I said earlier, since it can search pretty much every combo pieces for Atum Dragunities and, in combo with Ravine, it can search REALLY everything you need. 2400/2200. Oh well, at least it suicides into Laggia. You won't summon it the most of the times, or, if you do, you'll XYZ him in the 90% of cases.

A question lots of people asked me is "can they work together?". My main response was "they aren't out on DN, I won't test them till that time. When they will, I'll try to confirm my theory where they could, even though not as a really competitive deck".
Basically, throw in some remotion, Necroface, GS and Dimensional Alchemist, and they'll be discard fodders for themselves, eventually summoning them all back and XYZ, while RFDD (Return from the Different Dimension) works as our own Rekindling.
Engine:
3 Redox
3 Blaster
3 Tempest
0/3 Tidal
1 Necroface
0/1 REDMD
3 Treasured Sword of the Seven Stars
3 Gold Sarcophagus
0-2 D.D.R.
0/1 RFDD

You can splash this engine pretty much anywhere.
Heraldic Beasts want to be in the grave, and they want discard fodder.
Plants, do I even need to talk?
Skill, well, this will negate their return effect, and on the field they effectively don't have any useful effect. Redox can reborn Barbaros, and the latter is a target for Treasured Sword (TSSS)
And I'm keeping one for another review, because I like it more than the other, even though the Plant one has access to easy Shooting.

However, I myself think that those monsters should be used on their own. Redox is great in both Rock Stun (or Skill Rock Stun) and Gem-Knight, other than Heraldic Beast (triggers Leo, and eventually Summons him back from the grave); Tidal is great in Atlanteans and Mermails, discards like hell, and I'm looking for good WATER monsters for Heraldic Beasts to use its effect to send Leo to the grave and trigger him, even though it could not be needed; Tempest has Dragunities, R7 WIND Abuse, and lots of uses for searches; Blaster can be used in Lavals (meh) or in Fire King to destroy themselves and use their effect, and Qilin could eventually send it to the grave to have another easily accessible Beater that will return to your hand to use its effect, and, even though I never played Fire King, I think they can access Skill Drain without losing much or even anything, and that's just great.
TSSS is just awesome, a +1 if you use it on a Suppressor, or a +0 on other monsters. If one, a random one, of those dragons had an use while in hand, I'd play 1 TSSS and 2 of the named dragon, even though it's pretty risky. Or I could play 1 TSSS, 1 Dragon and a monster searchable via that Dragon LV8 for Trade-In. More risky than the one before, but more useful, and Magical Mallet COULD help shuffling back the searchable Dragon. But I don't know, they just conflict too much with the FTK mindset.
Gold Sarcophagus is just way too good, on Necroface on first turn it could plus you so much that you couldn't even think about it. Assuming you just drew the first 6 cards of your 40-cards deck, and that one of those was GS, use GS on Necroface (thinning by another card). Milling 5 cards has high possibilities of banishing at least one of those 12 Dragons (91%, approximatively, thanks to Fabio Borges), and, if you drew into Necroface, you could just banish a Dragon and make it a +1 (search with the dragon+GS' Dragon-GS).
I, as one, see lots of power in those monsters, and lots of hidden uses that I won't discover till they'll be out on DN, assuming I have a good enough internet connection to log into DN without making it crash.
That's All Folks.

P.s. I LOVE Tempest, can't wait for it to be on DN.

26/07/2012

Tests: Gishki FTK and Nimble OTK

Well, I tested alot those two, and I'm really happy, here are the results of the tests:

Gishki FTK: is really consistent, can resist for a turn or two or even win via beatdown when you don't succeed into doing the full combo on first turn. If you resist for more than 3 turns, you're probably going to win. Just hope your opponent doesn't set too much.

Nimble OTK: this post was mainly for this one, I tested it, something like 30 games, and I haven't lost even once. That's Awesome. I encountered lots of bad Match-Ups (deck that set too much and Inzektors, those two mainly), but ever win, even with bad hands. It comboes too much for the opponent to handle it with those backrows, pretty much the same of fableds. Opponent had a full field, Laggia+Dollka+2 set cards, I had nothing on the field and pretty much a bad hand I don't fully remember. Once I succeded into getting rid of dollka, everything was easy, just stalled and drew into Dark Hole, that stopped laggia, luckily the opponent didn't have starlight, then I made the opponent waste all of the XYZ materials of dollka, then comboed, I made him waste all of the set cards he had, and win. It was kinda a big table-flip. Just consider that the two set cards were solemn warning and solemn judgment. Was kinda hard.
I did pretty much the same against T.G. Antimeta and Machina Antimeta, kinda hard, but won however. Inzektor bugged me more than I expected, but got rid of them however, caius wins games.

Overall:
If you want something to play IRL, play Gishki FTK, if you can, play Nimble OTK (I think that nimbles are released in OCG already, am I wrong?).
Those are two awesome decks, nimble is the best one, though, but gishki is cheap and TCG-ready.

20/07/2012

Gishki FTK, list and tips


Monsters: [11]
3 Gishki Shadow
3 Gishki Vision
1 Royal Magical Library
2 Evigishki Mind Augus
2 Evigishki Soul Ogre

Spells: [29]
1 Card Destruction
1 Cup of Ace
2 Gishki Aquamirror
3 Hand Destruction
3 Into the Void
1 Magical Mallet
1 Monster Reborn
3 Moray of Greed
3 One Day of Peace
1 Prohibition
3 Salvage
3 Trade-In
3 Upstart Goblin
1 Wonder Wand

The Extra isn't needed, I put them in just for fun, and, as you can see, totally random. Don't even copy it since it sucks (the extra), lol.

Well, coming to the deck, I explained it fastly in the other post, here I'll dig deeper into it. It's a project I had in my mind for a lot of time, and finally found the way to use it with One Day of Peace (before I had to use Hand Destruction to win, but it's a -1, and that made me lose everytime).
Basically, it was born to be an FTK that could win beating, but after few tests I realized how stable it is and doesn't fully need the Beat part. However, since it can be done with the card that are already in, it's not a bad thing.
How the FTK work:
1.Draw all of your deck, may seem hard, but it's easiest in here to finish the deck than in Exodia FTK to draw all 5 of them. This can be done using Trade-In mainly with Soul Ogre, and other cards that require to discard along with the recycling abilities of mirror to have always a discard fodder.
2.Once you're with no deck, summon augus, recycle the maximum number  of One Day that you have in your grave, and fill the other spots with Upstarts and Into the Void. Use a random draw card, while putting a counter on library, to draw another one, then another one, then another one, then draw with library, till you finish the deck again, use mirror's effect, recycle a Mind Augus and put it back, then use a draw card to draw it and use it tributing mind augus to summon another mind augus. Rinse and Repeat till opponent's deck out.

The deck is surprisingly stable, if you're hand testing it, so without considering opponent's veilers, you should be able to do the loop on first turn something like 90% of the times, if you're playing the deck good. Here some tips about how to play some cards:

Cup of Ace is still under testing, however I feel it being good enough to be played, when you get Head, draw 2 will grant you the win, more likely, if you get Tail, it would be a -1 that added a counter on Library, not good, but still not totally bad. While playing this card, you should be aware of opponent's situation and yours. Don't use this early, because it could help your opponent getting veiler, so use it when strictly necessary, preferably with library on the field.
Gishki Shadow and Vision, those two are to be played wisely because of Moray of Greed. When you draw Vision, always use his effect to get Soul Ogre preferably, if you have run out of 'em, just take augus, but, when you draw Shadow, you'll need to think a lot. He's an important target for Moray, but if you have other 2 or feel like risking, you can search mirror to thin the deck and have less dead draws, but if you don't, keep it, could be important. Salvage recycles them easily, and, in desperate times, you could recycle a salvage with augus if needed at the end of the combo to take your recycled mirror easier.
Magical Mallet and Moray of Greed and Trade-In, I don't like too much the first two, but they're good. The third one is especially good, I'd like to play more than 3 of them, sad. Mallet recycles your hand in cases of bad hands, while Moray is a 0 that put back your rituals to add them back next and to draw other 3 fresh cards. Be aware of all the possible situations while playing those three.
Wonder Wand and Monster Reborn, if you decide not to play one of those two, just drop the other one too. However I fully recommend playing both, they were better than expected, just awesome. Veiler on Library? Wonder Wand, draw 2, then reborn. Wonder Wand generates a free counter for Library, too.
Prohibition, the card I decided to use against Veiler. It's good, doesn't -1 you, but it doesn't create pluses. Of all of the card to stop Veiler, this is the be(a)st one.
Hand Destruction is a always good draw card, especially here since we happen to have dead mirrors in hand we want to the grave to recycle a Soul Ogre for a Trade-In and kinds. It makes your opponent draw too, while discarding his full hand.
Card Destruction act as the same of hand destruction, but it has a good side that could be seen as bad sometimes: it makes you and your opponent discarding everthing. You can set cards to avoid that, your opponent can't, and that would kill him. Sometimes I'd recommend playing it before summoning Library, your opponent could have got some veilers while playing, and that would be bad. It's up to you, though, remember that this deck is one of the hardest I ever played.

Tips for how to play the deck itself:
Be aware of the hardness of this deck. It's really hard to be played, and it's easy to misplay, take your time, you're playing an FTK, you're already considered anti-sportive, so you won't be blamed for thinking a lot for a single card activation. I'm used to this kind of deck, so I play it kinda speedy, but not anyone can.
Be aware of Veiler. Think always of what your opponent could have in hand based on what he's discarding, he won't have, on first match, veiler if he have already discarded multiple macro cosmos and d-fissures, since Veiler can't be played with those on the field. Same thing if he has discarded a macro cosmo and he's playing rabbit, it means he's playing forbidden chalice or fiendish chain in place of veiler.
Be aware of sharking. If you're playing a deck like this on a torunament, your opponent won't let you replay a card you used wrongly, this takes us again to the first rule for thsi deck, don't misplay.
Keep in mind what this deck needs to loop once you've finished drawing your deck. I was talking with a person I know about this deck on Dueling Network, I lent him the list, he tried it while I was building another thing, when he finished he said "this deck sucks, it won't never start the loop at the end, it's bad". Then I stopped building and went to see his duel. He wasted all of the draw cards and forgot a lot of times Library's effect (again, first rule), so once it was at the start of the loop, he had no draw cards and a veilered Library. He even used Wonder wand without any reason even if he had another draw card, and then when he reborned Library, the opponent veilered it and it made my acquaintance lose.

The deck is really hard, more than it could look like.
For the side deck, if you're going to use it in tournaments, I'd side: 
Dark World Dealing, I'd play it in the main since it is good, in 2 copies, maybe, but if we encounter a DW we're dead, so I prefer side it when we face non-DW decks.
Heavy Storm, the point of the deck, mainly is to win game 1 and game 3, but adding heavy storm during game 2 could help you winning it and don't risk anything else. Against everything, except trap-less deck.
Dark Hole, same with Heavy, only that it is against Rabbit. It is way less must than Heavy.
2x Mystical Space Typhoon against Macro and D-Fissure, mainly, but even set card. It's to be played against decks that set too much and play Starlight Road.

Other cards are fully personal. You could even side a Broww against Dark World, but that would be kinda occasional, it's up to you, though. The main card to side out are cup of ace, magical mallet and prohibition (if the opponent doesn't play veiler).

Test it, it won't make you disappointed. Well, this was all, See Ya.

19/07/2012

Gishki FTK

Ehm, yeah, pretty much. Still working on the decklist, I'll put it once it's finished.
First of it, let's say that I played for a little time a strange build of gishkis back in time, with fishborg.
It abused of hand destruction and trade-in (the latter with ogre) and with mirror's recycling abilities it was possible to always have the discard fodder, then, with treeborn frog on the field, you could summon beast, SS another gishki lv4, SS Fishborg, go into libra, summon fish again, synchro into formula, draw 2, fish again, synchro into catastor, draw one, then all into Quasar. It was kinda good for those times, but the ban of fishborg totally shut it down. I tried the draw engine, since it was kinda consistent, with other things, but it didn't go well with exodia/Wall-Equalizer-Explosion, and I didn't see other ways to use it.
Now I "reborned" it. I was reading some cards on wikia trying to find some card that inspired me into building something, then I saw One Day of Peace. I believe it's total luck, I clicked on the random article button and saw first a gishki card that remembered me of all of the fun times I had with that deck, then clicking it again, I saw One Day. One Day of Peace is highly related to a tech card I used back in time with gishkis, mind augus. It was funny to recycle your opponent's bulb/spore (not used)/sangan and stuff, but it remembered me of something.
What if we have no more cards in the deck, then we use mind augus to send back in deck 2/3 One Day and 2/3 Upstart Goblin, then use one of our draw cards to draw at least one and continue drawing? We recycle what we need, go into another augus, rinse and repeat. Opponent'll draw everything and die.
This deck has a big enemy, though...Effect Veiler...yeah, I hate him/her (I prefer thinking of it as an "he"). He's the worst enemy of all of my decks, pretty much, since I'm for combo deck, as ya'll know.
I'm trying to find something that could stop veiler on first turn WHILE not clogging. In facts a resolution could be Prohibition, but it clogs too much not lettin' you play well enough to win.
The main point of the deck, though, is that it don't need to win on first turn, if you're unlucky enough to not win, but not enough to have no big summonable monsters in hand, you can win by simple beatdown.
I'll explain it better another time, since today's the first day I'm working with it, I don't feel like writing too much, I haven't even tested it, I just used some little proxied cards to have sample hands and try the combo, admitting opponent doesn't play veiler.
Stay Tuned.

13/07/2012

Useful Rulings and Game Mechanics #4: Self-Generated Rulings

I've created the page with all of the post of Useful Rulings and Game Mechanics, read it, be sure to know everything that's in there before reading this. You can enter the page from the link above or in the page list, right above the post list.

Self-Generated Rulings, What does it mean? How could know this help?

With "Self-Generated" I mean that you yourself generate the ruling for the situation you need. To say it bluntly, you won't always have the ruling for the specific situation you are in, so you'd need to generate a ruling based on what you already know.
To do this 3 things are needed:
-Know a good number of rulings, mainly the one of the most played cards, but you'd need rulings of less played cards, like if we are going to think about Hopper (that's a special case, we'll talk about it later), we'd need Drill Warrior (a known card) but even Overpowering Eye to compare them and see differences and similarities;
-Know the basing of yugioh but taken to an higher level, know the phases of the turn, but even sub-steps, know chains, but even spell speed, and so on, and to do this, you can read the other articles, I linked them at the start of the post;
-Impartiality, if you're going to generate a ruling by yourself, you'd need to be impartial, since if you're looking for a true ruling that could affect your next games, you'd need to consider only the cards, and not that those cards are yours, and the other are of your opponent, since you would more likely judge you winning that situation, and if you do so, you'll lost the game because of a misplay from this.

Of course there are judges in official tournaments, but calling them will make your opponent suspect that you're doing something. Of course if you're not certain of your ruling, it's better to call a judge, but if you can avoid that, why not?

Once per turn: You can equip 1 "Inzektor" monster from your hand or Graveyard to this card. While this card is equipped to a monster, that monster's Level is increased by 4. While this card is equipped to a monster: You can send this Equip Card to the Graveyard; the monster it was equipped to can attack your opponent directly this turn. Other monsters cannot attack the turn you activate this effect.

Let's see the example I said earlier, Inzektor Hopper on first turn. It is still an unofficial ruling, so you'd need to ask the Head Judge about his opinion on that ruling, and what he believes will matter for all the tournament, so be sure to ask before.
Hopper says that you can un-equip him from a monster to make him attack directly this turn, while forbidding other monsters to attack, but what if we want to use his effect on first turn?
Let's see similar rulings, Overpowering Eye, says that you can't activate it if the monster you're selecting can't attack, so during first turn or while targeted with fiendish chain, doesn't really matter. Overpowering Eye is a Spell Card, though, and we all know that Spells and Traps work differently from monsters, but it is still to be taken into consideration.
Now let's see another monster with pretty much the same effect, Drill Warrior, his effect says that you can halve his ATK (as a cost) to permit him attack directly.
All of them say "can", not must, so the monster won't be obligated to attack directly, can decide not to attack or to attack normally another monster.
What's different? I consider them a question of costs and field/hand/graveyard/deck/banished zone differences. Basically, if a card is used without changing anything, except itself being sent to the grave, it couldn't be used. However, that's not precise, more than a card, it is applied to spell and trap card, like Dark Hole with no monsters (sorry, know the link to dark hole wasn't needed, but it's my policy, in these post I need to link every card I name at least once).
That's all, it was fast solving this. However different Judges have different opinions, be sure to ask before start playing.

Want another example?
You can Special Summon this card (from your hand) by banishing 1 LIGHT and 1 DARK monsters from your Graveyard. You can Special Summon this card (from your Graveyard) by sending 1 LIGHT and 1 DARK monsters from your hand to the Graveyard. When this card is sent from the field to the Graveyard: You can target 1 Level 5 or higher DARK Dragon-Type monster in your Graveyard; Special Summon that target.

I believe that everyone who follows new sets of card before they reach their own country noticed this, Lightpulsar Dragon initially had an "If...You can" effect, making it never losing the timing. An easy FTK loop was generated from this, Toon Cannon Soldier, Lightpulsar Dragon and Red-Eyes Metal Darkness Dragon (REDMD).
Just, Normal summon Toon cannon soldier, SS Lightpulsar someway, it's ok even if it is with REDMD, eff toon, send redmd if you have one on your field, inflict damages, then send lightpulsar, inflict damages, SS REDMD, use REDMD's effect to SS Lightpulsar, rinse and repeat.

However this doesn't, luckily, work anymore. They changed the text, before the card was out, into a "When...You can" effect, making it losing the timing, but why? Why does it lose the timing?
Let's see toon cannon soldier's rulings, or, better, his text and deduct everything.
This card cannot attack during the turn that it is Normal Summoned, Flip Summoned, or Special Summoned. When "Toon World" on the field is destroyed, destroy this card. If "Toon World" is on your side of the field and your opponent does not control a Toon Monster, this card can attack your opponent's Life Points directly. Tribute 1 monster on your side of the field to inflict 500 points of damage to your opponent's Life Points.

As you can see, then, tributing is a cost, so it would be like this:
Cannon's effect, tribute, resolve the chain, do damages. Lightpulsar lost the timing because of tributing him wasn't last thing to happen.

So, be sure to know this post perfectly, it helps a lot. New cards with no official rulings, yet, unexplored situations, searching for a loop and don't know if it works or not, just know this and it will solve pretty much everything.

I believe this was one of the most useful post I ever did, lol.
Well, Stay Tuned, I think I've got one more argument to talk about, I think I'll write t tomorrow.

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.

04/06/2012

Card of the Week #3: Hieratic Dragon King of Atum

2 Level 6 Dragon-Type monstersOnce per turn: You can detach 1 Xyz Material from this card; Special Summon 1 Dragon-Type monster from your Deck, and make its ATK and DEF 0. This card cannot attack during the turn you activate this effect.
Random rulings:


This card effect doesn't target.
The Summoned monster can activate its effects and declare attacks.

Those were taken from wikia, but I'd add one:

Even if Atum's effect is negated, the summoned monster will still have his ATK and DEF at 0.

Explaining the first ruling isn't hard, as I said a lot fo times, cards in deck can't be targeted, no matter what. Second one isn't even a ruling from my point of view, since there is nothing on the card that could make you think that the summoned mosnter can't attack or activate his effects, you just need to read the card. The third one is kind of important. Since his nullifying-ATK-and-DEF effect isn't continuous, it won't be blocked, don't even think of OTK summoning 2 atums, use their effect to summon 2 big monsters, use skill drain and win.

So, why am I reviewing THIS card? You know I hate being prevedible, but if I need to, I prefer to d oit in some strange way, but you'll see it later.
Let's see this card's particulars:
LIGHT, got some good supports, one is represented by Honest, but you won't likely use it;
Hieratic Monster, can be used to support some hieratic tributes monster;
Dragon monster, other supports, even if they aren't a lot;
XYZ, yeah, there are a lot of supports for XYZ monster, but sadly they aren't worth be played;
2 Level 6 Dragon-Type monsters, really easy to summon and being Rank 6 is AWESOME, just summon this, abuse of his effect and chaos XYZ change into Gaia Dragon, the Thunder Changer;
Effect, an awesome one, use him, SS Red Eyes Metal Darkness Dragon and combo with him, and it leads to other giant comboes, I'll explain one in this post,
Stats, ATK and DEF are high enough to handle something, but you won't more likely use his ATK and DEF stats, you'll more likely chaos xyz change or use him someway else.

This card is awesome because of being easy to use in alot of ways and will more likely cause OTKs if you can handle it.
Hieratics can summon this pretty easy and abuse with REDMD, Dragunities can summon him in dedicated build to go into redmd and combo.
These two are the two main deck that can summon this guy, the first one if the one that will more likely use/abuse it the most, except for one case only.
You know, I like extreme comboes that can FTK your opponent. Well, one appeared.
Dueling days made this video and invented the combo. (he's proxing atlanthal with photon streak bouncer)



Combo is awesome, they did it, and this deck can win even if the combo doesn't work. Let's see CONS and PROS:

CONS
-Dies to veilers, I'm not pretending everything, pretty much every FTK, except extremely rare ones, die to veilers, but this deck is combining dragunities weakness to veilers and random FTKs weakness to veiler, pretty bad, uh?
-If you play this and draw into the level 6 gusto monster (I don't even remember its name, LOL), you won't have a good time, you aren't going to FTK and you'll have a dead card in hand and one in deck (the one that summons, grif if I don't remember wrong)
-For TCG folks, Super-Dreadnought Gun Turret Train - Gustav Max (just copy and pasted, such a long name) won't be out for a loooong time.

PROS
-If you're lucky, you can win even without FTK
-You can play some draw cards to help get both the cards you need in hand and the cards you need in grave (cards of consonance on phalanx)
-You can get rid of some nasty opponent's cards with Aklys-Legionnaire

3-3, they're even, same number of cons and pros.

I know this review wasn't long, but I had no time and I did it mainly because I wanted to advertise that deck.

Overall:
Atum is a great card, the one that made possible for hieratic winning so much duels against so much decks, probably (or surely) it wouldn't be possible without it.

That's all Folks, Stay Tuned, tomorrow I'll post a giant thing, I promise.