The blog reached 20.000 visits, totally good thing, in less than 2 months from the 10.000 (actually 1 month and 28 days, since the 20.000th visit was yesterday). As a special for this new record, I should do something I don't often do: talk about competitive decks that I like.
If you're fellow readers of this blog, you should know I hate overplayed decks, but I like them when no one knows about or plays them. However it happens that I fall in love with some kind of decks that are quite played, well, shit happens.
I like Control and OTK decks, better if they're together, that's the main reason of most of those decks:
Infernities, probably the one that looks like a meta deck that I like the most. Control your opponent, stop him from attempting suicide, then go into some wild OTK. Love Infernities for their explosion abilities. I'm actually playing them with a standard, beetle-less, build. Go into void ogre and archfiend with a pair or barriers down there and subsequently win. A side note, I do play 3 barriers cause I love them.
Karakuris, you should know this one too, since I posted it some time ago. Generates +1s, goes into Naturia Beast, my favourite synchro, possibly with safe zone attached, then goes into OTKs. Lovely one.
Six Samurais, even though it's been quite some time since I last played or built them, it's been some time that I wanted to restart playing them. I like them since they can explode with a lucky hand and go into easy OTKs OR stall with shi en and one of my favourite synchros ever, Naturia Beast (and eventually Barkion, but I like Beast more). Control 'em all, then kill.
X-Sabers, I like their style too, even though I have never played them, I'd like to start, only that recently I'm having quite some problems with DN (as usual, lol), and some combined lack of time and will. They're good, once again control them, their hand, their field, and then kill. Good, good, good, and EARTH for Beast/Barkion, other than eventual grandsoil.
Wind-Ups, only recently I've started liking them, since the limiting of zenmaity. They can combo to go into something controllish and OTK the opponent, while plusing you from everywhere. And, what's more, I love WU Rabbit, so that's it. After Zenmaity's limitation, it became more and more hard to play, with lots of reasoning needed, that's why I like it. Should start playing this one, too.
Rock Stun, actually playing them. Negate your opponent's thingies, and gradually make them lose their LPs. Like this because you negate even your opponent's breathing, and negating everything is one of my major sources of fun.
Antimeta&Rogue, same for the rock stun, only that this is more lollish. Turn 1, summon pachy, set 5, opponent gets an heart attack and then win.
This was all, pretty much. Consider that for today I didn't planned on write anything, so I just wrote a bunch of random things in this post, but I think I'll take some and write something more appropriate to them in the future.
Showing posts with label Karakuris. Show all posts
Showing posts with label Karakuris. Show all posts
14/10/2012
14/09/2012
Karakuri +1
Monsters: [19]
2 Cyber Dragons
3 Ninishi
3 Inashichi
1 Haipa
1 Sazank
1 Nanashick
3 Kuick
2 Nisamu
1 Nishipachi
2 Saizan
Spells: [14]
1 Dark Hole
2 Forbidden Lance
1 Heavy Storm
1 Instant Fusion
3 Karakuri Anatomy
3 Karakuri Cash Cache
1 Monster Reborn
2 Mystical Space Typhoon
Traps: [7]
3 Call of the Haunted
3 Safe Zone
1 Starlight Road
The Extra is pretty randomish, same of the main, though.
Well, let's start saying that I NEVER built Karakuris in the past aiming to the meta, I was always doing strange builds that tried to loop strangely, but this time, suddenly, I thought "well, let's try doing a competitive one, more or less", and so it was.
Given this, I have no clue of how a competitive Karakuri should be built, I didn't looked for other builds so that they wouldn't have affected mine, so this is my very first attempo to a competitive build without following Karakuri Players and their standard.
Let's see some cards:
2 Cyber Dragon, good cards to synchro, initially they were 2 other instant, but, ya know, going into three instant would have meant 3 slots for fusions in the extra, I just couldn't afford that, I would have lose cards that really interested me there. So I chose those. What's more, they can go into fortress with opponent's monsters, but something that someone does forgot, usually, is that you can use it with your own monsters to bring a badass. Well, not that usefully, but still, remember it.
3 Ninishi, core of my deck, basically. 2 Normal Summons per turn are just too good, expecially if one is a tuner.
3 Inashichi, searcher, good, awesome, tera-mega-giantly-cool searcher. And goes into Naturia Beast. Core of the deck, along with ninishi.
1 Haipa, lv4 non-tuner beater, good one.
1 Sazank, love this card, was even thinking to bring him at 2. Helps against rabbit but even against other random decks, minusing your opponent while sending and not destroying is awesome. If you do that in your turn, even direct attacking isn't bad. And LV3 is just awesome at some times to do barkion.
1 Nanashick. As said, don't know how competitive builds are, but I guess they don't play this. Well, just can't get why. I always had the need to bring a level 5 non-tuner while comboeing with ninishi to do bureido, but when I tried it without nanashick, I just felt the need of it.
3 Kuick, yup, awesome card, don't even need to explain.
2 Nisamu, only two because I took out the other one for nanashick, but still, I believe the third one wasn't needed.
1 Nishipachi, sometimes I felt the need for a second one, but I believe it would be way too DD.
2 Saizan, just the perfect number, IMO.
Jumping the staples, I'd say:
2 Lance, protection for beast, in both ways since the best way to get rid of it is by attacking. Good card itself, though.
1 Instant Fusion, I explained why just 1 in the Cyber Dragon part.
3 Anatomy, half-core of the deck, draws, draws, and draws. Speeds everything up and goes into crazy +1s.
3 Cash Cache, the other half of that core, searches like hell, while fueling anatomy. Goes into crazy +1s.
3 Call of the Haunted, lets some more comboes, or even starting them. Good card is good. (Sometimes it happened to bring back a Naturia Beast because the opponent summoned his inashichi, mirror match obviously, and searched a cash cache. Well, lol, CotH on Naturia Beast. What's left is to cry)
3 Safe Zone, protection, mainly on beast, but works on everything, and if it gets heavy storm'd or MST'd while face-down, you can just chain it and equip it to an opponent's monster to kill it.
1 Starlight Road, random protection, but it's really, really good.
So, so, so, so, everyone, even non-karakuri players, noticed that there was no protection at all, right?
Why's that? Slots, mainly, keeping all those cores means a lot of slots. However, I'm trying to fit in at least a Gorz or Tragoedia, maybe dropping 1 haipa.
PROs and CONs of gorz and tragoedia:
Gorz has always a giant ATK and summons another beatstick along with him, but needs an emptyfield, and Call of the Haunted usually don't lets that happen.
Tragoedia has an unknown ATK, but it should, usually, be good, since we draw a lot, could reach 3000 with 5 cards, and has other effects, what's more it doesn't need an empty field.
I think I'll chose the second one, tragoedia, since it's easily summonable and has other effects along with ATK boosting.
Another thing, about the extra, I don't think I can really fit XYZs in there, but I think they'll be needed. The only thing I can think of drop 1 copy is bureido, and even librarian, since here it's hard to do it before continue comboeing. I'd put a Zenmaines and a Gear Gigant, I believe. Sad they're both machine, so they both get hit by opponent's Cyber Dragons, if he sides them. I'd like to fit in a Big Eye too, but really dunno what to remove for that.
Well, that's it, the build works, try it out, and if you're a karakuri player, please, don't tell me to radically change build, but just talk about this one, thanks.
See Ya.
13/09/2012
Karakuris, a Story of Beast+Safe Zone and some +1s
Actually working on some karakuris, other than the roid deck.
Of course the roid one is meant to be only fun, while this can easily be tier 1.
You know I don't like mainstream things, but karakuris are, along with infernities, the only decks I used at least once in each banned from when they were released.
Still, against the mainstream itself, I'm playing a build focused on +1s, baiting and mind gaming.
The deck is kinda good, since it does play 3 ninishi, obviously, to go into insta synchro, 3 inashichi, to +1 at every time, 3 anatomies, +1s on the road, and baits out your opponent MSTs, 3 Cash Cache, search what you need, still a 0, but really good, since it fuels anatomy, too, and searches lots and lots of pieces for the combo, 3 safe zones, protection, on beast mainly, but even other things, and is a really useful card.
Let's just say on of my ordinary hand:
1 Anatomy, 1 Cash Cache, 1 Inashichi and 3 other random cards.
You know how many pluses this one is? NS Inashichi and search (+1) cash cache, activate anatomy, activate cash cache (+1-1=0), search random cards for your comboes next turn, usually either inashichi or ninishi (0+1=+1), activate another one and search for inashichi or ninishi, based on what you already have in your hand (+1-1+1=+1), send anatomy to the grave (+1-1=0) and draw 2 (0+2=+2).
This is a standard one. Consider that everything in this combo is searchable and played in 3 awesome copies. If you have a ninishi in your hand, too, this play goes into beast, with a set-up next turn for barkion (searchin sazank in place of inashichi) and could have made you draw a safe zone, making you sure to win that game in most cases (in this meta, the only thing I can think of that can counter this combo is lyla or ryko, or other monsters/traps that do destroy spell/traps. Still, making barkion should be a good enough protection, and having some starlight road against BRD is always useful.
And, what if we add another card to that combo?
2 Anatomy and 1 Cash Cache/1 Anatomy and 2 Cash Cache, and 1 inashichi. I think I don't even need to explain this, it's just that you draw 2 more cards losing one, so another +1, ending it up with a +3.
I actually like a lot karakuris, in the same build they can go into OTK or into control, not considering how easy is to combo doing both a giant monster that +1s you off every turn (bureido) and beast.
What's more, they're really versatile. Sazank can kill Laggia easily, improving your match-ups against Rabbit, but it's not the only thing, it can kill lots of things only to minus the opponent and making them lose their cards. And, yeah, it does send, so you can use it easily on zenmaines and maestroke, even tiras if you happen to encounter it, and even stardust that is seeing some more play with 3 teleports.
Yup, good deck, I'll use it for long time, I believe. Tomorrow I'll post the actual list.
Of course the roid one is meant to be only fun, while this can easily be tier 1.
You know I don't like mainstream things, but karakuris are, along with infernities, the only decks I used at least once in each banned from when they were released.
Still, against the mainstream itself, I'm playing a build focused on +1s, baiting and mind gaming.
The deck is kinda good, since it does play 3 ninishi, obviously, to go into insta synchro, 3 inashichi, to +1 at every time, 3 anatomies, +1s on the road, and baits out your opponent MSTs, 3 Cash Cache, search what you need, still a 0, but really good, since it fuels anatomy, too, and searches lots and lots of pieces for the combo, 3 safe zones, protection, on beast mainly, but even other things, and is a really useful card.
Let's just say on of my ordinary hand:
1 Anatomy, 1 Cash Cache, 1 Inashichi and 3 other random cards.
You know how many pluses this one is? NS Inashichi and search (+1) cash cache, activate anatomy, activate cash cache (+1-1=0), search random cards for your comboes next turn, usually either inashichi or ninishi (0+1=+1), activate another one and search for inashichi or ninishi, based on what you already have in your hand (+1-1+1=+1), send anatomy to the grave (+1-1=0) and draw 2 (0+2=+2).
This is a standard one. Consider that everything in this combo is searchable and played in 3 awesome copies. If you have a ninishi in your hand, too, this play goes into beast, with a set-up next turn for barkion (searchin sazank in place of inashichi) and could have made you draw a safe zone, making you sure to win that game in most cases (in this meta, the only thing I can think of that can counter this combo is lyla or ryko, or other monsters/traps that do destroy spell/traps. Still, making barkion should be a good enough protection, and having some starlight road against BRD is always useful.
And, what if we add another card to that combo?
2 Anatomy and 1 Cash Cache/1 Anatomy and 2 Cash Cache, and 1 inashichi. I think I don't even need to explain this, it's just that you draw 2 more cards losing one, so another +1, ending it up with a +3.
I actually like a lot karakuris, in the same build they can go into OTK or into control, not considering how easy is to combo doing both a giant monster that +1s you off every turn (bureido) and beast.
What's more, they're really versatile. Sazank can kill Laggia easily, improving your match-ups against Rabbit, but it's not the only thing, it can kill lots of things only to minus the opponent and making them lose their cards. And, yeah, it does send, so you can use it easily on zenmaines and maestroke, even tiras if you happen to encounter it, and even stardust that is seeing some more play with 3 teleports.
Yup, good deck, I'll use it for long time, I believe. Tomorrow I'll post the actual list.
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.
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.
28/05/2012
Card of the Week #2: Geargiganto X
Once per turn: You can detach 1 Xyz Material from this card;
add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand.
When this card leaves the field:
You can Special Summon 1 Level 3 or lower "Geargia" monster from your Graveyard.
Random Rulings:
The effect that Special Summons a level 3 or lower "Geargia" monster from the Graveyard targets.
If this card Leaves the field during a chain 2 or higher or during the resolution of an effect, its effect cannot be activated.
Explanation for these rulings are really simple, the first one is, of course cost, it is easy with the "new" card text to notice. Second part of the first effect is obvious, too, cards in deck can't be targetted, no matter what.
Second one needs no explanation, it targets, nothing else.
Third one instead, says that if he is chain link 2 or more, he will miss the timing. This is for sure the most important effect. Basically if you're playing AGAINST this, you just need to activate a random card and then Compulosry Evacuation Device, raigeki break, PWWB and so on. If you're playing WITH this, you need to keep this in mind as a normal ruling. Why does this happens? Simple, it has an When...You can effect, means that it is an optional effect that can lose the timing.
Ok, now, where and how to use this card.
Where: obviously in the original deck, a geargia deck, but it works expecially well in gadget, even with geargia support, in karakuris, geargiakuris if you want, or, more generally, in machine deck that play some level 4 machine-type.
How: it searches pretty much everything in a deck that can easily summon this. you can search geargia in a geargia deck, expecially accel. It can search gadgets to continue the loop and solidify it (if you played that, and you should have, you noticed that sometimes you summon a gadget and you have no more the next gadget. Well, with this you can combo no matter what, summon two and search the one after the one you should have searched for). It searches machina gearframe in a machina deck to search machina fortress. It searches random birdman in random decks and in karakuris it can search pretty much everything.
This card is pretty much broken, with tinplate goldfish it can combo greatly in gadgets:
NS Tinplate Goldfish and SS Gadget
Search for a gadget, then XYZ into Geargiganto X
Eff Geargiganto X, search for goldfish
Next turn, repeat totally the loop.
You can even go into Emeral to reshuffle materials and draw
This is a 2-card combo, easy and great, a geargiganto per turn isn't something you don't want. If one of them survives for more than a turn (it will likely happen), you can search with him too, making crazy comboes with geargiaccel and can help summoning Emeral to loop again.
Now let's see the card as it is:
He's a Geargia Monster, combes well with Geargiaccel, search for him and fastly SS to xyz again with another monster.
EARTH, not that lot of supports.
Machine-Type, there are some good supports for them, just to say one limiter removal allows for crazy OTKs.
XYZ monster, re-summonable via XYZ reborn.
Detach just 1 XYZ material, means that XYZ reborn comboes well with this.
Not that specific materials needed, just 2 level 4 machine monsters, they aren't even harder to summon.
Not that specific search, can search for every level 4 or lower machine-type monster, means that you can search even material to summon a second one of himself.
Can retrieve even from the grave, not only from the deck.
Can SS only Geargia monster from the grave, not that bad though, you can go into geargiano to summon a random one from the grave, but without effect.
2300 ATK, a lot of popular monsters run easily over him, tour guide makes leviathan easy and splashable, but you can easily go into other monsters like utopia and then do this.
1500 DEF, if book'd he isn't a big wall, but can defend from something.Overall, awesome card with awesome art, if you can play it, do it. Though he isn't really splashable.
This was the second card for this label, hope you liked that. Stay Tuned, I'm going to post something tomorrow or today itself.
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