Tuesday, October 30, 2012

Starlight Road vs The Huge Revolution is Over

Hey there, DNG. Today I bring to you an article about something that has been debated countless times in the past, causing many an argument and shitpost. What card should you run in your deck: Starlight Road, or The Huge Revolution is Over (hereby referred to as THRiO)?
This question contains many answers, but in all honesty is more dependant on the deck you are running in general over preference. My first point is about the all-encompasing Extra Deck, our best friend and worst enemy. Here we keep all of our Purples, Blacks, and Whites for use throughout the duel. Ever since Goat Control stopped being a thing, a ruling was made that the Extra Deck (or Fusion Deck at the time) was to only include 15 cards in it. This put a serious damper on some people's days. "But how will we choose what to put into our Extra, Konami? That's not enough space!" people cried in the streets. Well, for most decks that exist today, Extra Deck space is as tight as an Asian virgin. This is the main thing to consider when choosing THRiO or Road. I believe, personally, that the main reason people use Starlight Road over THRiO is mainly because of the free Stardust Dragon the card gives you upon resolution. However! Many decks just don't have room to put Stardust in their Extra, or simply can't use him outside of Road. This is where you'd prefer to have THRiO over Road.

My second, and, significantly more minor point about Starlight Road vs. The Huge Revolution is Over, is the existence of Solemn Warning. This card has caused many a negation in its day, making many a player curse under the breath and consider playing "Flipping the Table" on their opponent. Something that is wonderful about Warning as compared to Jadgment, is that it can also negate Effects which would cause a Special Summon to occur, over only being able to negate the summon itself. This means that Warning, compared to Judgment, may negate effects that occur in the Damage Step which would cause a monster to be Special Summoned. This includes Gorz, the Emissary of Darkness, Tragoedia, and Battle Fader. This are all cards that are Special Summoned through their own effect. Solemn Warning negates effects. See where I'm going with this? Solemn Warning can also negate the Trap Cards "Macro Cosmos" and Starlight Road. Yhis is because while these two cards have a primary effect on their own, they also happen to include the effect of special summoning Helios - The Primoridial Sun and Stardust Dragon, respectively. Because of this effect, both cards can be negated with Solemn Warning, in addition to Solemn Judgment. The point here, is that while Starlight gives you a free Stardust Dragon upon resolution, it can also be stopped by Solemn Warning, something THRiO does not suffer from. This places THRiO, in some ways, above Starlight.

My final point, the most minor of all, is the fact that THRiO has the added bonus of banishing the card that would destroy two or more cards you control. This can be a huge advantage against some of the popular nuke cards, most importantly, Black Rose Dragon. While it is not particularly important against the more popular mass removal cards, such as Torrential Tribute, Dark Hole, and Heavy storm, it is still a pretty nifty effect that could possibly come in handy against certain decks.

Well there you have it, DNG. The main three points about THRiO over Starlight Road. Let's recap the pros and cons about both, you dig?

Starlight Road

Pros-
-Negates a card which would destroy two or more cards you control.
-Nets you a free Stardust Dragon, for another free negation.
-Can make your opponent waste a Solemn Warning, so that you have one less to worry about.

Cons
-Can be negated by the use of not only solemn Judgment, but Solemn Warning, as well.
-Hard to use in decks that have VERY tight extra decks.

The Huge Revolution is Over

Pros
-Negates a card which would destroy two or more cards on the Field, not just two you control.
-Can't be negated through Warning.
-Banishes the card which would destroy two or more cards on the field.

Cons
-Nets you no advantage.
-Can't stop another destruction effect.



When it comes down to it, if your deck has the ability to fit in Starlight, but you fear of your opponent using Warning to stop your Trap, it is truly a matter of personal preference over utility.

-Retyopko
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Saturday, October 27, 2012

Dustflame Blast in Lavals, is it Worth it?

As you all may or may not know, Lavals are a very good deck that have done quite well in the OCG. Being only 1 card away from being completely TCG legal, I feel it appropriate to discuss some of the lesser-known cards that they can utilize.


Dustflame Blast - An interesting card, given that Lavals benefit from having cards in the grave. Some may say "Laval Lakeside Lady does just as good a job as this card, why is it even a choice?" The simple fact is that Lakeside can only hit Set cards, while Dustflame hits anything on the field. This isn't to say that it has no drawbacks, you MUST banish all Laval monsters in your grave. This DOES include Lavalval monsters, such as Lavalval Chain, Lavalval Dragon, and Lavalval Ignis. Using this card with a full grave is not recommended at all, and when utilized with minimal Lavals in the grave, can really throw the tempo in your favor. Cannons can reuse banished Lavals, but you only have 3 at the maximum, and you should not get into a situation where you will drag out the duel. Ideal targets are bosses like Legendary Six Samurai - Shi En (Handle carefully, the negation will stop Dustflame AND cost you all of your Lavals) and Evilswarm Ophion (His inborn ability to grab Infestation Pandemic Infection is a bother), cards that could make WOMBO COMBOS (Like Wind-up Magician, monsters with the potential to Synchro Summon, or a card like Red-Eyes Darkness Metal Dragon that can summon/cause chaos), and any troublesome set cards that could disrupt plays. (Such as Ryko, Lightsworn Hunter, set Traps, Snowman Eater, etc.) As a side note, Starlight Road and The Huge Revolution is Over can't touch this card, as there's no guarantee you'll destroy more than one card.
Overall, Dustflame is a good card to make that final/initial push, but still has a big cost. Consider your options before you add this card.

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