06/06/2012

Review: Abyss Rising (ABYR)

We still don't know all of the card, but I've wanted to review this however.




Technical Review

Cover Card: Number C32: Shark Drake Vice
OCG Release Date: 21/07/2012
This set introduces the Mermail and the Heraldry Beast Archetype and some supports to the Abyss Archetype (basically the same of Mermail)

Personal Review

I like this set, it doesn't want me to play none of the archetype in here, really, but they are powerful, maybe I'll try Heraldry Beast thanks to High Medallion Art.
Let's see some cards separately:

Planet Pathfinder: is a terraforming on legs (or better on wheels). It does eat-up your normal summon and it tributes itself to use his effect. If it was something like when this card is Summoned (it's fine even if it is only normal summoned) you can add a Field Spell card from your Deck. Like this it would even lose the timing, so it won't be that powerful, but surely better. I think only decks that can use this are Malefics and Geartown-relying decks. Another tip is, as you can see on Tannhauser Gate art, this card is there along with solar wind jammer, so you could really play them together so that when you don't need the terraforming effect, you could go into XYZs.

Solar Wind Jammer: really good card for first turn synchros, as it doesn't need you opponent to have a monster. The second effect isn't that good since you'll probably use him on the same turn you summon him AND an effect like that renders XYZing unstable, since you need to wait till it reaches the level you wan and then summon the monster and XYZ. With his low stats it won't probably survive a turn, however. If it hadn't that there can only be 1 "Solar Wind Jammer" face-up on the field restriction you could have used it with machine duplication or inferno reckless summon. Well, at least it locks-up opponent's Solar Wind Jammer, but as said that won't resist a turn on the field.

Snowman Creator: ice counter generator FTW. It's good, because what Ice Counter deck needs is some other supports (hopefully spell and traps) and a fast Ice Counter generator. We got the latter, but we still need the formers. The art is beautiful, tho'.

Knight of the Distant Seas: yeah, we got another warrior monster that sends monster of his same attribute to the graveyard, but till now he's bad. Changing position? Only possible in Karakuris and Clown Control. If it hadn't the once per turn limitation it would be abusable at least. The thing that totally kills this is that he won't trigger atlanteans, since the send part is an effect and not a cost. Genex Undine is stille better, because it triggers atlanteans and adds a synchro engine.

Tannhauser Gate: has potentials, since it can help with odd and even ranks. In Evols, westlo+a level 6 summoned via westlo and this summons Dyson Sphere (I'll talk about that). It needs you to be careful, though, because you could easily misplay joking around with levels.

High Medallion Arts: this is the first card of its genre, a double reborn that requires that you XYZ with them. They never made something like this with Synchros, pretty strange. However this is great.

Bubble Bringer: AWESOME card. Sadly it stops only direct attacks but think with Astral Barrier. No rulings actually, so we don't know if it works, but its second effect is what we really want. Send this to the grave, summon two no effect level 3 or lower WATER monsters from the grave and ready to XYZ. However, for some strange reason it looks like everyone forgot Black Ray Lancer, really don't know why. Bubble Bringer, go into BRL (I love how it looks like BRD, lol)

Different Dimension Trench: last card I want to talk about before going to the XYZs. I like this one, the art is beutiful and the effect isn't bad, just activate it before a Dark Hole to remove one of your monster to get him safe or use it on a monster in hand or grave before a Heavy Storm to summon him. Remember that that is a non-inherent summon, so not negable via a lot of cards and, like fusion gate, you'd need to Warn this card at the moment of its activation.

Number 9: Canopy Star: *_* love this one. Virtually indestructible by battle. Has 2800 ATK and 3000 DEF, so that book of moon won't totally kill him. His effect is AWESOME too, can negate attack without any cost, but you need only to respect a condition, having at least an XYZ material under him. If it is attacked while it has no materials, you can attach two random monster from the grave. I said random, so even dandylion and tour bus to trigger their effect when needed. It has an effec that lets him attack directly, awesome when you are against Chaos Dragons. As said in the Level Eater post, you can Summon a level 10 (let's say metal reflect slime), SS level eater lowering slime to 9, and then use galaxy queen's light. Good card is Good.

Number 8: Heraldry King Genome Heriter: it was good, but it lost a lot of his potential. Let's start saying that a card that relies on opponent's card isn't that good, but this one was, stealing ATK and effect of another monster while copying his name is really good. Then they changed his effect, making possible only to target XYZ monsters. Since he needs to target XYZ monster, having 2400 ATK is bad, since all of the XYZ it would be good copying have an ATK higher than this, making really easy to kill this card. So you'd need to summon this after the opponent has summoned a big and good monster. Not considering that you need 2 heraldry beast monster to summon him. Yeah, not that good, though, I like the art.

Mermail - Gaioabyss: I hate this card, dunno why. It isn't easy to summon, his stopping-attack effect affects only level 5 or higher monster, but if someone still summonst level 5 or higher monster, he's going to XYZ with them. On the other side, the other effect is good, being activable during either player's turn he can negate pretty much the cards from every deck.

Number C32: Shark Drake Vice: I'd preferred a universal one, let's say a Chaos Monster that can Chaos XYZ Change over any Rank 3 monster, but I think that wouldn't be a Chaos Monster but one like Gaia Dragon or Ptolemys. However, I don't like this card. The art is good, but he's though to summon. Utopia Ray's power was that you could steal an opponent's utopia and Change into Utopia Ray, but no one summons Shark Drage. This card's effect isn't that strong, but still useful. However, I won't play this. Though, this card helped stating a thing with Chaos Numbers: they all needs 1000 lp or lower to activate their effect.

Well. I didn't want to review the archetypes cause I want to review them alone, but I'm not sure I'll do that. Stay Tuned, I'll post something else tomorrow or the day after tomorrow, I'm trying to mantain the rhythm of one per day, but that couldn't be possible, of course.

05/06/2012

Useful Rulings and Game Mechanics #2: Kind of Summons, Inherent Summon and External Effects that Cause Summons and How to Negate them

Wasn't sure under what label post this, if in tips for pro playing or rulings, but since this one is going to be a giant post, that would be a giant rule.
Make sure to have read this or know the argument "Chains" good before reading this.

Basically, what are the two kinds of Summons? Normal Summons and Special Summons, I think everyone knows 'till here.
Normal Summons are limited to once per turn, this is a game mechanic (or rule, call it as you want, I'll call them Game Mechanic, but think at them as you want), but there are cards that can freely break this one, like Double Summon or Ultimate Offering, making possible summoning more than a time per turn. The latter breaks another Game Mechanic, the one that says that you can Normal Summon only during your turn, making possible to summon during opponent's battle phase. However breaking Game Mechanics like this isn't a bad thing, because it is expressed by the card itself, so it isn't like "breaking" them, but more likely "ignoring" them giving an higher priority to the cards' effect. In this kind of summons are included gemini summons, normal summoning a gemini monster while he's on the field.

Then there is another kind of Summons, Special Summons. In this kind of summons are included ritual summons, performed via a ritual spell card, fusion summons, performed via polymerization or cards like that, contact fusion summons, performed with two monsters on the field that fuse without using any other card, Synchro Summons, performed via 2 or more materials, and one needs to be a tuner monster (it is specified what kind of monster you need to synchro, but usually they are a tuner and 1 or more non tuner monster), which the sum of their level is equal to the monster you need to summon, XYZ summons, performed via overlaying 2 or more monster with the same level to summon a monster that has a rank (not a level) equal to the level of those monsters, and Chaos XYZ Change Summons, by overlaying a given XYZ monster to summon another one, it is specified on the card what kind of monster you need in order to summon him, Inherent Special Summons, Special Summons caused by the card that's going to be summoned itself or by game mechanics (all of the kind of special summons listed before are inherent special summons because they were caused by game mechaincs), and lastly Special Summons caused by other cards' effect, cards like monster reborn.

That was a long introduction, wasn't it? Well, now let's arrive to the point of the post. A lot of people don't see the difference between inherent summons and other kind, so let's explain them.

Let's see a card:
Neither player can add cards from their Deck to their hand except by drawing them. During either player's turn, when your opponent would Special Summon a monster: You can send this face-up card to the Graveyard; negate the Special Summon and destroy it.
This is the main card that causes problems with other player, someones say that you can negate the summon of a monster summoned via monster reborn with this, but they are wrong.
Let's think about it and examine his effect:

During either player's turn, when your opponent would Special Summon a monster: You can send this face-up card to the Graveyard; negate the Special Summon and destroy it.

So, basically, what does it says? It says that by tributing himself you can NEGATE the summon of a monster. Does this remember you something? Yeah, it does, read the other "Useful Rulings and Game Mechanics post" (I linked it at the start of the post). It is like Solemn Warning. 
We said in the other post that Solemn Warning needs to be chained directly to the effect you need to negate because it NEGATES a card's summon/effect. This one is the same, but why this can't negate Reborn while solemn can? Because Solemn says:

When a monster would be Summoned, OR when a Spell Card, Trap Card or Effect Monster's effect is activated that includes an effect that Special Summons a monster(s): Pay 2000 Life Points; negate the Summon OR activation, and destroy that card.

The bolded part is the one we need, it can negate the activation of a card that Summons. But why Rai-Oh can't?
Well, we'll need chains here.
As you know you can't use an effect while a chain is resolving, so let's think of a chain with only a chain link.
Player B uses Monster Reborn targetting Hyperion in the Grave while Player A has Rai-Oh on the field, a chain is formed. No one chains nothing else, because Rai-Oh can't be chained to a card that SS another card. Resolving the chain we'll SS Hyperion from the grave, and since we are resolving a chain, player A can't negate hyperion summons, because, you know, you need to chain a card that negates directly to the card you need to negate. Hyperion will safely be summoned and he will (probably) kill Rai-Oh attacking him totaly fucking-up player A.

By reading the other post you'll know why Bottomless can destroy and remove Hyperion at that point.
So, Rai-Oh can negate only Inherent Special Summons. So you can negate a fusion summon, a synchro summon, an XYZ summon, the summon of (for example) Cyber Dragon, but not the SS of (for example) Sangan summoned via tour.
To recognize easily non-inheren special summons you can check the card text that has the problem solving card text in it. If it has a colon ":", it isn't an inherent special summon. For example: (Gorz the Emissary of Darkness)

When you take damage from a card your opponent control: You can Special Summon this card from your hand. You must control no cards to activate and resolve this effect. When Special Summoned this way, activate the appropriate effect, based on the type of damage.
● Battle Damage: Special Summon 1 "Emissary of Darkness Token" (Fairy-Type/LIGHT/Level 7/ATK ?/DEF ?). Its ATK and DEF are each equal to the amount of Battle Damage you took.
● Effect Damage: Inflict damage to your opponent equal to the amount of damage you took.

The effect that summons himself isn't inherent because of the colon, the effect from battle damage isn't inherent because it does summon another card and the third doesn't summon anything at all.

There's still a little more tricky card we need to see:

While this card is on the field: Either player can Fusion Summon a Fusion Monster without using "Polymerization", but the Fusion Material Monsters are banished instead of being sent to the Graveyard.
How does Fusion gate works? Let's see it.

While this card is on the field: Either player can Fusion Summon a Fusion Monster without using "Polymerization", but the Fusion Material Monsters are banished instead of being sent to the Graveyard.

There are colons at the start, so even if it is a Fusion Summon, it is a non-inherent summon.
This card is one of the trickiest card ever. We know that TK can't negate non-inherent summon, so he is out of our game. After have read this pretty much everyone that doesn't know this card well would say "Solemn Warning FTW!!!". But he/she would be wrong. What does Solemn Warning exactly do? Solemn can only negate inherent summons and cards that generate summons, BUT, reading it closely you'll see that it says "when...is activated", so it can stop it only when you activate that card, even if you aren't going to summon anything, just like how you can negate Starlight Road or Macro Cosmos with Solemn Warning. So either you stop this card on the activation, or you bottomless the monster summoned or you MST Gate after they removed the materials (being a field spell, it needs to be on the field to apply its effect, so you'll make your opponent remove fusion materials and nothing will be summoned.

If you've learned everything that is written here, you need to learn when and how to apply it.
I'd recommend to study this for random cards like call of the haunted, monster reborn, tour guide from the underworld, but even for Gladiator Beasts, HEROes and things like that. Well, was a long post, but I think it was pretty easy to read because of images and random text. Well, That's All Folks.

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.

03/06/2012

Level Eater back on the Scenes

It's pretty much all the day I've wanted to write this, but couldn't because of some works to do and other things, even if I've finished school for this year. 

If this card is in the Graveyard, you can activate its effect by selecting 1 face-up Level 5 or higher monster you control. Reduce that monster's Level by 1. Special Summon this card from the Graveyard. This card cannot be Tributed except for a Tribute Summon.

Level Eater, I've always loved this card, and finally I'm going (and not only me, probably) to build a lot of things playing this, because of some little comboes, but first let's see his effect. This card can lower the level of a level 5 or higher monster by one level to summon himself from the grave, and can't be tributed for any reason that isn't tribute summon. No other restrictions. Back in days, with Synchros everywhere, but mainly (for me) with fableds, this card made disasters, because he wasn't restricted like bulb or spore to "once per duel" making him pretty abusable. Being Synchros outdated now, this card sees no more plays, because summoning a level 1 lowering a level 5 or higher monster, let you summon only a level 1 with a level 4 (in the best of the hypotesis), and even if you xyzed the lowered monster and another one, this card would be pretty unuseful if on the field, alone, with no one to xyz with. But now a card awakened this card's potential, let's see it:

Target 1 face-up Level 7 or higher monster you control; all face-up monsters you currently control become the same Level as that monster, until the End Phase.
This one is the most obvious and easy to use one, requires nothing specific or hard set-up, meaning it is a good card. Let's suppose you want to xyz a rank 7 monster, you just need to summon a level 8 (Barbaros, maybe) and then SS Level Eater back from the grave, use this and XYZ with level 7 Barbaros and level 7 Level Eater going into Big Eye, for example. You can do this with any rank from 7 to 11, making pretty easy summoning high rank monsters. With two level eaters you can do even 3 materials XYZ monsters, or with 3 Level eater you can summon even a rank 6 moster (summon a level 8, lower it for eater, galaxy, lower both the monster that originally was 8 and the level 7 eater to get 2 level 6). That's not hard to achieve, and the two remaining Level Eater can be used for LaDD or something like that, because, more likely, the level 8 monster was SS. I'd use this combo to SS Ptolemys, use his effect to detach what is needed (if you don't need to take the big level 8 monster you can detach eater to combo the best way possible), then NS LaDD.
When playing something like this, you need to not forget that Eater isn't cost, meaning you can lower your own LaDD ATK, then summon the 3 Eaters and combo as above.
The comboes are alot, I didn't even started playing this because I'm waiting for the release of a R9 monster on Dueling Network, so this is all theory.

So, how is this deck builded? Let's see what are our goals to start comboeing.

#1.We need Level Eater in the grave:

Dark Grepher and Armageddon Knight, I prefer the second one over the first because it isn't a -1, but the first works well with the high level monster we are going to play.
-Summoner Monk, helps summoning those 2 and other cards we have in the deck.You can summon this, use his effect and SS Armageddon, use Armageddon's effect and send a level eater, XYZ into Lavalval Chain and either send another level eater if you have a big monster you can summon to combo with or top deck a SS-able monster to combo with the level eater just sent with Armageddon.

Foolish Burial, the most obvious one and easiest to use.

Future Fusion, yeah, it's that I like too much this card's potential, this could be useful, but it needs his own build.

Quickdraw Synchron, this card's is the one that works the best with eater, can discard him and then easy synchro into a level 5, too bad this deck will probably not have rooms in the extra deck.
-Rest of the synchro engine, if you're going to do an hybrid XYZ/Synchro, this along with Eater could combo as hell. Just think to Synchro into destroyer, get rid of opponent's field, use eater and queen's light and go into high level XYZs.

#2.We need high level monsters:

Metaion, the Time Lord, this is easy to summon, and could be used alone to win in a desperate situation. NS him and then do what you do want. If your opponent's has little Life Points, you can even summon all 3 of the level eaters from the grave to bounce them back and deal 900 minimum+other opponent's monster damages. Eats-up your normal summon.

Beast King Barbaros, easy to summon level 8 monster with a decent attack (1900) and if you abuse of level eaters you can NS him with 3 tributes to get rid of opponent's field.

Gagaga Magician, can help with XYZ of every level, so it may be a staple. Eats-up your normal summon.

Cyber Eltanin, SS himself, cleans the field and then SS those eaters to combo with. DOESN'T eat-up your normal summon.
-Cyber Valley, draw engine and can easily stop opponent's attacks, but it is mainly here because of eltanin.
--Tour Guide+sangan, search engine and can go into leviair to take back valley. Don't forget that queen's light changes the level of all of the monsters on your field, meaning you can summon this, then metal reflect slime, use queen's light and go into a 3 materials level 10 monster.

Metal Reflect Slime, big and easy to summon level 10 monster, is a big wall, this could help sometimes. DOESN'T eat-up your normal summon, but takes a turn of set-up being a trap.

Cons of the deck are mainly:

1) Based on queen's light that can't be searched and can be played only in 3 copies as any other card in this game, meaning that you can use that up to 3 times.

2) Can have really dead hands.

3) Relies on grave.

How to fix them:

1) You can play tribute monsters to use those easy to summon big monsters and level eaters.

2) Can't really be fixed, I'd play some draw cards thought, expecially hand destruction to discard level eaters and draw into something good.

3) Every deck right now relies on grave, but this is lucky, this has access to some SS from hand, meaning that you can SS a monster and then tribute summon something good like Caius. You can even play without fear anything return from different dimension to retrieve valleys and eaters tributed when macro was on the field.


Overall:
Deck should be funny, it isn't competitive (I don't even think it is playable right now, but really don't know) and it may cost a lot, but I don't give a fuck about that given that I play on dueling network, LOL.

Well, this was all, Stay Tuned, tomorrow there will be another Card of the Week.

01/06/2012

Useful Rulings and Game Mechanics #1: Effects Vs. Costs, Chains and SEGOC

I said in the other post, rule n.7 to be precise, the importance of rulings. Well, I'm now going to explain some useful rulings, I applied them in a lot of duels. Let's start.

Effects Vs. Costs, How are they different one from the other?
Basically effects are applied during the resolution of a card, while costs are paid at the activation of the card, reason why a negated Solemn Judgment will make you pay half of your life points no matter.
I said this first because this will be helpful in pretty much every ruling or to understand some game mechanics, like the one that will follow.

Chains, What are they? How do they work?
A chain is formed when 2 or more effects are chained one at the other, so when one is activated following another one. When a card is activated in a chain, it is considered a Chain Link, they are numbered and they resolve backward. Some things happens while resolving a card effect, so while resolving the chain, others happens while paying the cost, so while activating the card.
Example: I activate Enemy Controller, for his cost I tribute my Treeborn Frog and select my opponent's Inzektor Centipede, then my opponent activates Call of the Haunted. Now Chain Link 1 is Enemy Controller, Chain Link 2 is Call of the Haunted. Resolving backwards your will first SS his selected monster and then your E-Con will take control of your opponent's centipede.
You can't absolutely take control of the monster reborned with Cal of the Haunted because you selected the monster you wanted to take during the activation of your card.
In the meta before this there was a combo used by pretty much everyone, Trap Dustshoot+Mind Crush, it basically let you watch your opponent's hand, send back a card and then discard one or more of them (if they had multiple copies of a card in their hand. There was a question that a lot of newbies asked, "Is it possible to chain one to the other to let the combo work?". The answer obviously is no. Why? Mind Crush asks you what card you want to check during the activation of the card, while Trap Dustshoot's show effect works during resolution, not lettin' you never watching opponent's hand before saying what card to discard.

SEGOC, What does it stands for? What is it?
SEGOC, Simultaneous Effects Go On Chain. You could have guessed by the name what it is, basically, if 2 or more effects activates at the same time they form a chain and no one lose timing, they go on chain following some rules and the others are choosed in which order they should activate.
The rule that rules the order is: (taken from Yugioh Wikia)

  1. Turn Player's Mandatory Effects
  2. Non-Turn Player's Mandatory Effects
  3. Turn Player's Optional Effects
  4. Non-Turn Player's Optional Effects

What happens if a player has 2 or more effects of the same type? Simple, that player choose the order they activate. You're thinking (if you're new to this rule) "how could this help me? It won't help me, of course". Well, you're wrong. Let's examine 2 cards and an Archetype:

Activate only when your opponent Summons a monster(s) with 1500 or more ATK. Destroy and remove from play the monster(s).

When a monster would be Summoned, OR when a Spell Card, Trap Card or Effect Monster's effect is activated that includes an effect that Special Summons a monster(s): Pay 2000 Life Points; negate the Summon OR activation, and destroy that card.

What does these 2 cards have to do with us right now? Well, let's examine some rulings that we are interested in, first.

BTH's effect says clearly that you can activate that card when a monster is succesfully summoned, this means that you need to activate this card right after the chain ends, and only if the monster you want to remove was Chain Link 1.

Being Solemn Warning a counter trap, it needs to be activated directly after the card you want to stop, meaning that if the card you want to stop is chain link 2, this card must be chain link 3, no more, no less.

Well, the archetype that helps explaining this the best is Dark World. They have Optional effect but no one of them can lose the timing because of che "If...You can" part. Let's take in consideration a lucky hand:
Card Destruction, Sillva, Goldd, Grapha, Broww and Snow. Opponent's has 2 face down cards, let's assume they are a Solemn Warning and a Bottomless Trap Hole, and we know that for some reason. What would you do now? We'll activate Card Destruction and blow-up our own ad our opponent's hand to draw. Then all of your monster's effect activate, and, following SEGOC, you can choose in which order they can activate. Possibilities are 24 (if I'm not wrong), and they may seem all the same at your eyes, but that isn't true. Let's take in consideration 2 facts:
-We need to search with snow first and then to draw with broww, no matter when they activate, important thing is that they do that in this order;
-We need to avoid those two set cards.

Let's think. First point isn't hard to achieve, we just need to put Snow in an higher Chain Link than Broww, so that reslving backward we'll first search and then draw, but for the second one? Simple, we just need not to put any of the monster that summon themself in chain link 1 or 5 and we are done.
Possibilities are lower right now, they are 6 and no one of them will affect your game at all.
I would apply this: 
CL1 Broww
CL2 Grapha
CL3 Goldd
CL4 Sillva
CL5 Snow

Well, this was a wall of text, hope I lightened it with these 2 images. I liked this post, it helps me remember some rules that I usually forget but that could have helped me a lot sometimes, so I think I'll continue doing things like this.

30/05/2012

Tips for Pro Playing #2

Read this post (TfPP #1) if you didn't before continue reading.

Rule n.5, "Opponent's not a noob"
That's important, you must think that your opponent's not a noob to foresee throught everything (more or less). 
Example: opponent's first turn, he set's 5 cards and no monster, so you can't guess what kind of deck he is playing. Think, if he's a good player, would he set mindlessly 5 cards that are ALL effect/summon negation? No, so he must have something to negate it, more likely starlight road, so you would lose a card and he could summon a big monster that has a negating-destruction effect.

Rule n.6, "What's he doing?"
As said before, the opponent isn't always a newbie, so if he makes something that looks foolish, well, be prepared to something. For example, I knew that my opponent had mirror force, because he chose that with Pot of Duality, but I attacked no matter what with 3 big monsters that wouldn't have killed him with just one attack each. He of course mirror force'd me, I used Starlight and won. In this case you should have used both rule n.2 and rule n.5, "take your time" and "opponent's not a noob", he has a face-down card and he's attacking me with big monsters he has just summoned, why is he doing that? Then rule n.0, "know your deck perfectly", if you didn't stopped the OTK, could you win the game with cards you have in hand and on field and 1 card you could have draw into? If yes, wait, don't mirror force 'em, if no, hope he's using rule n.4, "like poker", to bluff.

Rule n.7, "Know the rulings"
Yeah, maybe I should have mentioned this before, but they aren't in order of importance (except for rule n.0, of course) and I forgot this. Rulings are a powerful weapon, you can use strange and forgotten ones to stop the opponent, you don't need to ask the judge because that would alarm your opponent and you won't misplay realizing a wrong ruling at the end of the combo making you waste useful resources for nothing.

Rule n.8, "What will happen if..."
I always used this rule, only while playing Fabled I totally forgot that, because the kind of Fabled I was playing wasn't something that used 2/3 cards to combo for half an hour, that one could combo for an hour entire, making it impossible to think about it. Said that, what does this rule means? You need to think about everything that happens after one of your moves. 
If I use my Dark Hole now, I won't draw into another, so I must think "Is it really needed to use it now? Is it worth the situation? Can I block opponent's comboes by destroying cards he has on the field right now or can I stop the comboes that will follow with the cards I'll set (maybe against hieratics, if he drew into a REDMD the next turn he could have easily killed me, but by destroying this field now he won't be summoning him)?". Those aren't easy-to-answer questions, but you can apply rule n.2, "take your time", and think easily about that.

This is still not all, I'll add something an other day.

29/05/2012

Cyberdarks


Cyberdarks are an archetype used by Zane Trusdale in the anime, they are DARK and Machine (you could have guessed that by the name, LOL), but they have no direct synergy, except that for the fusion monster, because they work mainly with the dragon monster.

There are 4 Cyberdark monsters, Cyberdark Horn, Cyberdark Edge and Cyberdark Keel, plus a fusion monster, Cyberdark Dragon. All of them have an effect in common: When this card is Normal Summoned, select 1 level 3 or lower Dragon-type monster from your grave and equip it to this card. This card gains ATK equal to the equipped card's ATK. [...] If this card would be destroyed by battle, the equipped monster is destroyed instead.
The only one that has some differences is Cyberdark Dragon, given that you can equip a dragon-type monster no matter of his level. On their own they are pretty weak, simply a veiler or a fiendish chain can kill 'em, and if you can successfully use their effect, you won't gain big advantages, except a monster with 2300 ATK more or less. So what is the best way to use them? With monster that have their effect while equipped. Don't even ask, the first one you think of are Dragunities.

You can NS Horn, equip Phalanx, SS Phalanx and go into brionac, gaia or some other level 6 synchros, or go into aklys, gain a respectable 1000 boost, reaching 1800, and when the cyberdark monster should be destroyed, you can destroy aklys and an opponent's card.
But this isn't that good, you could have used dragunities monster using their own "riders" and you could have synchro climbed, too, so what is the point in using them? Well, for fun is an obvious response, but there are other reasons. Dark Simorgh. Yeah, lockdown opponent's traps isn't that bad and he is really easily summonable in here. You can use a Cyberdark monster and phalanx to go into brionac, bounce nasty things or use him as a bait for bottomless and solemn, then summon dark simorgh using the two materials.
They are level 4, DARK and machine, you can easily think of black salvo to go into easy level 7 synchros. You can send them to the grave with the combo future-zephy-plague-brionac, but you should build a pretty random deck with some dragunities, cyberdars, blakwings, zombie and heroes, pretty strange, isn't it?

You can easily use Deck Devastation Virus to control the opponent, too.

Overall: deck isn't good, but for sure it is fun. If it would be playable in some meta, well, it isn't in this for sure. Aside that, it is really funny.