Showing posts with label Inzektors. Show all posts
Showing posts with label Inzektors. Show all posts

26/12/2012

Prohibition, What About Maindecking?

Activate by declaring 1 card name. Cards with that name, and their effects, cannot be used. Cards already on the field are not affected (including face-down cards).
Great side deck card it is, isn't it? Generic enough to be a generic side deck card against every deck. For this exact reason this card is primarly used for random decks you could encounter in a tournament but that you weren't ready for so that you didn't side anything. But, let's be a little more specific: every deck has a key card or some cards that they'd suffer alot to lose, or even cards that you don't want yourself to face. This card will always be there for you (looks romantic as a statement, doesn't it?).
So, what am I reviewing this card for? Maindeck it.
When there's a card enough specific to always be used it is considered a staple, let's say Reborn, Heavy and Dark Hole. Dark Hole and Heavy Storm are in the 90% of cases great minuses for the opponent and they could win your game, while reborn is played even in macro decks because SSing something without any cost is just great. No limit for the summon, even the opponent's grave is ok, and you can bring your opponent's BLS.
Prohibition does just the same, but even better: DH isn't good against some decks, Heavy isn't against other, Reborn suffers Macro decks, but this card can slow down ALL of them, or even kill some of them (prohibition on sea lancer is pretty much an auto-win, if you can protect prohibition).
Here's another factor, protection. Sometimes you can use Prohibition to protect yourself from DH when you overextended and opponent used fader or swift scarecrow, or even gorz. Sometimes you can use Prohibition on MST (maybe along Starlight face-down) to protect your field spell, your continuous cards, your face-downs, and your prohibition itself. Sometimes you can use prohibition when you see your opponent has 3 DARK monsters in grave on DAD.
This all makes maindecked prohibition great for lots of decks, from OTKs to control, to Antimeta, to Macro, to Skill, to Grave-reliant, to SS-reliant and so on.
Focusing a bit more on OTKs, you can use Prohibition on Gorz, Fader or Scarecrow (based on what you think opponent has in hand), or, if he has a set card, on Mirror Force, Prison or Compulsory. If you're comboeing and your opponent has a face-down, declare that Solemn Warning or Torrential Tribute right away.
Focusing on Control/Antimeta decks, stopping MST and Heavy Storms isn't everything you can do. If you play, let's say, a Control deck that focuses on bringing a boss monster to win, you can declare Solemn Warning and summon without worrying.

This is in game 1, in early game, where you don't even know what the opponent's playing, in mid and late game you can easily kill decks once you know what they're playing. Go for Prohibition on Hornet and plan to win, or use it on REDMD to stop the infamous Lightpulsar-REDMD loop, or use it on WU-Rabbit to stop some more abuses or Magician if he has yet to combo, while Mermails could lose some power once you stop their infantry, because they'd lose their raigeki break for face-ups that's searchable and abusable and that could destroy that prohibition itself. Everything suffers at least a bit Prohibition, even in game 1.

In game 2 and 3, if you didn't side out those prohibition (I'd always recommend to keep them, though, except for some rogue and such), this card gives you the upper hand since you won't have to side out anything to fit them, they're already in! Side what you want, and if it is a continuous spell/trap, declare MST.
Use this on Magician and protect it well, you should have already won like this. I won't explain all the decks cause you should know their main cards, just know that everything suffers, rogues and similar apart.

In game 2 and 3, too, you can use this card to counter-side. Basically awesome. You playing Wind-Ups? Go for Needle Ceiling. Playing Chaos Dragons? Fissure. Fear opponent's Prohibition? Prohibit it. (If you're asking if it is possible, yes it is).

Well, I described Prohibition as a meta call, sometime I should show you something else about Prohibition-
Stay Tuned, I prohibit you to stop following me (? LOL, just wanted to use prohibit someway, I like this verb a lot).

15/10/2012

Card of the Week #19: Doomcaliber Knight

Cannot be Special Summoned. During either player's turn, when a monster effect is activated: Tribute this face-up card; negate the activation, and if you do, destroy that monster.
I wanted to review this card from quite some time, yesterday talking with a friend of mine I thought about reviewing this today, and so it was. Here, have some rulings:
-Tributing is a cost;
-The "cannot be special summoned" part of the effect is a condition;
-This effect does not target.

The first two don't need explanations, just keep in mind that you can use his effect even with skill drain on the field and that that "cannot be special summoned" can't be avoided no matter what.
The third one, instead, is a logical thing. As you all know, you can't target cards in hand or deck, so if this card hits a card in hand or deck, this means it can't target. That's the same reasoning that's behind Trishula's rulings.

Let's take a close look, shall we?
DARK, yeah, supports, and given his effect even chaos fodder;
LV4, usually a lovely level, but with this card it doesn't really matter, just keep that in mind for eventualities;
Fiend, some other good supports;
Stats, 1900 ATK is great, and everyone seems to forget that this card has a great defense, too, 1800 is really something.

I love this card, that's it. Great stats with great effect. Negate monster's effect to stop their plays, at the worst it's 1 for 1 trade, so it doesn't matter, expecially if you have some cards to back you up.

Well, why this card? As you should know, I like controllish and antimetish things, so that cards that are always there in these decks are my favourite ones. To be honest, I hated Doomcaliber initially, probably because of some bad experiences I had against him, but then I started playing chaos stun for something like 2/3 formats (before BLS was limited again) and this became one of the big three of the deck, alongside Thunder King and Chaos Sorcerer.

Why is doomcaliber so awesome? Doomcaliber has a particular ability: can negate any monster's effect, no matter where and when. The problem is that his effect is mandatory, but that's not a problem if you can work with him. Summon this, set 1 warn, 1 bribe and 1 dimensional prison and you are ready to win. While playing this card the main thing you need to control is YOUR field, and not only your opponent's. If you have nothing to back you up after you use his effect you're probably done for. I'd rather not summon him in place of sumoning him without any back-up plans or other antimetish cards in the backrow.
While you have to play being aware of this, this card is great because it can destroy giant monsters if they have mandatory effects or stop your opponent from using them if they don't have anything else to kill doomcaliber. If they do have them, you have your backrows, so anything's fine and you'll continue stopping your opponent's cards while locking your opponent's monster's effect with your still-on-the-field Doomcaliber Knight.

A pro that's at the same time a con is that doomcaliber can negate cards from everywhere, both fields, both hands, both decks, both graveyards, both banished zones, basically everywhere.
While this can be used from your opponent to kill your doomcaliber without high costs, or sometimes without any cost at all (treeborn frog is an example), you can use this to stop your opponent's key monster's effects, like the only monster's effect that inzektors will need to start comboeing, that rescue rabbit your opponent is trying to use, that Stratos your opponent is trying to summon (that has a mandatory effect, of course), that dark world's effect that your opponent used wasting a discard card only to kill that 2200 beater you have on the field (cause he gets the 300 ATK bonus from gateway, of course) and so on.

Speaking of Dark World, even though I never played them competitively recently, I started building an antimeta build that features triple doomcaliber. I'm actualyl developing this with a friend of mine that's way more expert than me about this deck, but I definitely think it has potential.
Being able to generate +1s or generally not to go into some -1s, and the ability to play skill drain, it makes Dark World a perfect deck for antimeta/control. Being Doomcaliber fiend, too, he gets the +300 ATK from gateway, making him a 2200 beater against TK or even cyber dragon, while being able to stop effects from the hand or graveyard, other than field if skill drain is not active.

I should, one day, do a general guide to control and antimeta decks, I felt the need of it sometimes.

Well, this was all, hope you liked the card and the post. Check out LFN and YGO's post about him, too, as he did a fast post about that card mained against the meta.
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.

02/08/2012

Banned List Wonders, what I'd like and what konami'll do

You know, they will never ever match.


Well, banlist, we meet again, happens like twice a year.
Straight to the point of the post, I'd like to see all the actual meta destroyed. I'm sure it won't happen, though, and I won't even like the crisis of all the players friends of mine asking what should I build without those great deck? The first choice of everyone would be antimeta, I believe, and I wouldn't like that, so, no.
Let's build up the banned list.

What I'd like:
Tear apart those nasty Wind-Ups, unlikely to happen given that konami doesn't give a fuck about. Best way would be Hunter, since I'd like to play wind-ups if they lost the loop. I'd prefer banning Hunter than limiting zenmaity for this exact reason.

Hit those Inzektors, they're broken in OCG, so that wouldn't be that unlikely to happen, but I heard lot of players talking abot banning one at random between dragonfly and hornet. I won't like that, I'm going for the limitation of centipede or damsel. Why? Because banning damsel would be the end of inzektors, banning hornet would mean the end of competitive inzektors, they would just be a mindless 4fun that goes into R5. Limiting centipede would result in a less competitive inzektors, but still there, since you could do dragonfly-hornet-centipede-hornet-add dragonfly and then go into another inzektor next turn with dragonfly. Still, it would be still mindless game. Limiting dragonfly would result into dragonfly-hornet-centipede-hornet-?. Probably, just say one at random, giga-mantis, set some traps, save your monsters for the next turn and combo again. That would be the way I'd play Inzektors with the limit of dragonfly, and I'd like it, kinda controllish, more mindgame oriented, at times.

Some screws on chaos dragons, I'd like BLS banned again, that would hit the general scene, too, and maybe redmd. I'd like to keep future fusion, since I like a lot that card. With one redmd even drawing into future in the first hand wouldn't be that big of an advatage, since it could be stopped with typhoon, at least.

I'd like to keep hieratics as they are, only limit redmd to reduce their power on some easy comboes. I'm not seeing this happening, though, since konami still needs to sell gustaph in Europe TCG and likes.

Rabbit could be damaged by hitting rabbit itself, maybe limit it should be good. Consider that most player will play some possible dead draws like gold sarcophagus in order to use rabbit the fastest way possible.

Nothing on heroes, maybe indirectly doing some with hitting again MST, putting it at 1, should be enough.

Given the absence of heavy storm in Yugi's World, I'll believe they'll ban it again (I'd hope for that, too), and giant trunade will come back, if the ban of heavy happens. I'm Lovin' It.

Here's my list, then:
Banned
Wind-Up Hunter
Heavy Storm
Monster Reborn
Black Luster Soldier - EotB

Limited:
Inzektor Dragonfly
Red-Eyes Darkness Metal Dragon
Mystical Space Typhoon
Giant Trunade
Rescue Rabbit
Dark Magician of Chaos

Semi-Limited
Magician of Faith
Solemn Judgment

Un-Limited
Tsukuyomi

Yeah, I know, you're blaspheming right now, why both Magician of Faith and Tsukuyomi? And, why magician at 2 while tsukuyomi at three? Why DMOC? Why Judgment?
Well, I won't hate if that old and slow loop would come back to be played, it has tons and tons of ways to get rid of it. Indeed, I'd like it.

Magician is at 2 only because of the fact she's splashable in everything. At two it would be a little slower, so that it would be nothing special, except in apprentice build, I believe. However, those recruiters (in this case apprentice) are slow, they can be easily avoided by using other ways to destroy/remove/bounce/spin them, other than attacking, same goes for magician. What's more, I banned Reborn and left there dark hole and 1 typhoon with 1 book of moon (yeah, lol) and 1 giant trunade, playable, not broken. However, being able to re-use those DH, MST and Trunade will make the game a little more mindgame-oriented. Tsukuyomi on the other side is good, but too slow, actually there's maestroke, easily summonable, does the same work, has a good resistance and doesn't get "spirited" at the end of the turn. Let's push those 4fun spirit deck.

DMOC is there mainly because I like it, and then because of the fact that I believe konami would like to sell lots of spellbook, won't they? More, I banned Reborn, we'll recycle the other staples. Like Magician of Faith, recyling those cards will make the game more mindgame-oriented.

Why Judgment? No reason at all, I just liked it being semilimited as its companion warning.

Konami could do:
Banned:
Wind-Up Hunter
Heavy Storm
Inzektor Hornet (if there is neither Dragonfly nor centipede in the limited zone)

Limited:
Giant Trunade
MST
DMOC
Inzektor Dragonfly/Inzektor Centipede

Semi-Limited
Totally don't know

Un-limited
Again, don't know, but something that has been at 2 for long time, maybe BTH or 7 Tools.


Well this was all, but remember, I'm saying this for my and all of the other bloggers' sake, Konami is known as trollnami for some reasons, I believe it's kinda impossible to guess a banned list reasoning and getting them all.

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.

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.

11/07/2012

Banlist Wonders, 2012

Well, I would have started wondering about the banlist around the first days of August, but since pretty much everyone started writing about it, I'd say something here, however my true banlist will be in August, now I'm just wandering in the wonders (yeah, lol).

I'm not fully aware of the OCG meta, but from what I know, Inzektor there won lots of tournaments, they're the closest recent deck to the tier 0 in OCG lands, I'll expect an hit on it. I'd hit Damsel (Dragonfly, I'll continue calling it Damsel, though, since it's the name I'm the most used to) rather than hornet. Why this? Limit Hornet at 1, no matter, usually drawing it is kinda bad, since it's like starting with 5 cards, I'd rather use monk into armageddon to send hornet, then if we have no damsel/centipede in hand, we could go into lavalval chain, and put damsel on top, if we them, I'd go into maestroke/utopia. Hitting Damsel will shorten the combo, other than reducing the possibilities of it to continue looping. I'd put it at 1, this way we'll be able to destroy only 2 cards while searching 1, still not bad, but not like destroing 2, searching damsel for other 2 and another damsel for the other tun to destroy other 2.
This way inzektor player will start changing game style, maybe to something like, combo with damsel first turn, then don't XYZ, set backrows, protect your monsters till next turn, combo more, damsel with hornet to destroy 1 and SS another centipede, hornet with the first centipede, search for a third centipede and destroy a card, summon the centipede you searched for the first turn and destroy another one while searching something. Still don't know, though, I never applied on inzektors, surely the deck will be no more auto-pilot.

I'd hit wind-up for TCG but guess that konami doesn't give a fuck about us, am I wrong?

I'll continue this another day, now I g2g, finally, going to the sea, there's a beautiful sun today. And I meant sun, not temperature.

22/06/2012

Losing Interest in the Game

Don't know if it is just the actual meta or the game itself, but I'm bored, I have nothing really cool to build (relatively to my standards), and the actual meta is one of the most boring ever. Actually I see it centered on Luck and the Skill (the one to cheat, I don't think any other kind of skill would help), other than Sharking at tournaments. Inzektor draw Damsel while at top deck, can win without any problem, WU needs 2 cards (replaceable by a lot of other cards or a lot of other ways to make the loop start) and leaving you with no cards in hand, Chaos Dragon is totally Skill-less, if you draw good card, like it is probably going to happen, you can summon a big field, while Rabbit needs only a card to go into a giant Solemn Judgment with no cost and with an "oppressive" body (if you have a walking judgment, it won't be easy to summon a big monster to get rid of it fastly, except being lucky and drawing into Dark Hole AND a way to summon a big monster, or other things like that).
Yeah, of course having a Meta where the top decks are pretty balanced related to themselves isn't bad, but that leaves no possibilities to play 4Fun decks, like I'd like to.

Hope I don't lose interest in it completely, because is one of the funniest hobbies I've never had.

This post was mainly to say that the blog will slow down, probably, but if I have some weekly post, I'll be sure to mantain it, no matter what, except if I totally quit the game.

Hope to See You, Bye-Bee (from Lucky Star, Lucky Channel reference)

10/05/2012

Hand Antimeta

Well, started building that, but it isn't simple. I putted in 3 Veilers, 3 Maxx and 2 Crows, 1 BLS and 1 Sorcerer, 3 Scarecrows, 3 Faders, Fiendish Chain and Solemn Trio. Of course I putted in One Day of Peace, deck's engine, and I'm thinking of putting in hand destruction. The deck should work stalling, drawing into something that kills opponent's field (I'm thinking some ways to use Black Rose Dragon, maybe Black Salvo+Wisel Army?), then summon something and totally control opponent's field with fiendish, Solemn Trio, Crow (to don't let opponent start inzektor combo), veiler, maxx in case of Chaos Dragon. Without even testing it, I can easily say that Chaos Dragons are the WORST match-up ever, there isn't a lot to stop them, you can solemn, fiendish, veiler them how much you want, but they can easily rise again. Veiler/Fiendish their monster? They simply XYZ. Crow monster's in grave? They don't give a fuck, they have a lot of light-dark monsters. Solemn them? SS back from grave. Can't handle them, only thing is Fossil Dyna, but we need to equip him with safe zone, too.
I play in here Wangu too, can help handling Inzektors and even rabbit, other than wind-up, so he's pretty good. With him I decided to put in 3 Horn of the Phantom Beast and, as an additional target, 3 Photon Sabre Tiger. I'm playing TK Rai-Oh, putted in without even thinking about it because he's prety much a staple in Antimetas, but, right now, it doesn't stop a lot nowadays, so I'm thinking of taking it out.
Even without Rai-Oh, lights fodder for chaos monster are enough, but the only dark are 2 Crows (not even considering Fader because he is banished after using his effect). Reason why I'm pretty sure I'll implement that Black Rose engine, Black Salvo and Wisel. To easily send what I need to the grave, I'm pretty sure I'll put in even 2 hand destruction.
That isn't all, of course, but the deck is starting taking a form in your mind, doesn't it? Well, those days I'm pretty busy with school and with a music band, but I'll try to build up something good.
Stay Tuned

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.

16/02/2012

New Banlist means a New Meta

If I did my banlist wrong (I did right only Emergency Teleport and Ultimate offering, but the latter is in the Semilimited when I said it would be in the Limited list) then I must think of the deck in teh new meta with this banned list.
Before we start, I must say that I'm talkin' about the TCG meta. Now, let's go.