Sunday, October 30, 2011
Chappy's Shenanigans #3
Friday, October 28, 2011
Deck Profile: Infernities
Wednesday, October 26, 2011
Promotional Card From Tag Force 6: Crimson Blader
Crimson Blader
FIRE AttributeWarrior/Synchro/Effect Level 8 2800/2600
1 Tuner + 1 or more non-Tuner monsters
If this card destroys an opponent's monster by battle and sends it to the Graveyard: Your opponent cannot Normal or Special Summon Level 5 or higher monsters during their next turn.
A great Level 8 monster with a very interesting effect, useful in any deck that Synchro Summons. With 2800 ATK, same as Scrap Dragon's, not much gets over it in battle, and if it kills a monster, then your opponent will not be able to Special Summon anything big as a response to Crimson Blader.
Large targets include Grapha, Dragon Lord of Dark World, Master Hyperion, Archlord Kristya, Dark Armed Dragon, basically any Synchro monster, and Fusion Monsters. The card provides just a little bit more protection against those cards by preventing them. Sure, your opponent could decide to not summon a monster for you to destroy, so they can try and get their boss monster out the next turn, but is it worth taking 2800+ direct damage, potentially? In Plant Decks, it's very easy to take advantage of an empty field, with cards such as Trishula, Spirit Reaper, and other cards that knock cards out of your opponent's hand, possibly knocking that boss monster out of their hand, foiling their plans.
Weaknesses that this card has is that it obviously does not stop XYZ summons, though not many XYZ monsters currently can get over Crimson Blader, with the exception of Wind-Up Zenmaines, and Number 30: Acid Golem of Destruction (but that card is bad unless you have a Skill Drain active on the field, or something). Sure, there are XYZ monsters that have effects that can destroy it, but often they need Level 5 or higher monsters to Special Summon them.
That's all for now, not much else to discuss, currently.
Read more...
Wednesday, October 19, 2011
Debunk
Sorry for the lack of updates, I personally have school. Also I'm very lazy.
Counter Trap
Negate the activation of an Effect Monster's effect that activates in the hand or Graveyard, and remove it from play.
I've recently been testing Debunk for my side deck and I've seen excellent results. It hits so many decks in the meta hard enough, I've even considered main decking it. The only thing stopping me is how it can end up as a dead card, slowing down my deck. I would consider it for the main deck of a Counter-Fairies build.
Large Targets
While it hits several main deck staples like Effect Veiler, Gorz, and even Maxx "C", it also can break the backs of entire engines.
The plant engine is broken by this card. While Lonefire Blossom can still work through a Debunk, usually giving them a Formula Synchron; cards like Dandylion, Glow-Up Bulb, and Spore all fall at this card.
T.G. Variants also die to this card. Not only does it stop all T.G. searching business, but it also cuts off Reborn Tengu. Unfortunately, it cannot stop them from special summoning Striker, then Warwolf, then normal summoning Rick Ross and going into Trish.
Fableds and Dark Worlds all get smashed by this card, as all of their effects activate in grave or in hand.
X-Sabers get cut off from Darksoul and Emmersblade, shutting down their set ups for large synchro plays.
Blackwings lose Vayu, which is arguably their best card at this point.
Read more...
Saturday, October 15, 2011
Light Pulsar Dragon
Taking a break from Rescue Rabbit for a bit to discuss a recently spoiled card that is claimed to be broken by many.
6 Star Light Dragon/Effect
You can banish 1 LIGHT and 1 DARK monster from your Graveyard; Special Summon this card from your hand. You can send 1 LIGHT and 1 DARK monster from your hand to your Graveyard; Special Summon this card from your Graveyard. If this card is sent from the field to the Graveyard: You can target 1 Level 5 or higher DARK Dragon-Type monster from your Graveyard; Special Summon that target.
Basic Overview
This card's power comes from how easily it can get out, into the grave, and out again. Dragon's have access to two major cards that get them into the grave, Dragon Ravine and Future Fusion (for Five-Headed Dragon). With either of these cards, you can pitch a variety of cards that assist Pulsar. For example, with Dragon Ravine you can pitch both a Light and Dark Dragon, then Banish both to summon Pulsar. Pulsar almost always will grab REDMD, and REDMD will almost always grab Pulsar, they complement each other perfectly. Since Pulsar's effect can never miss timing, there are a wide variety of ways to pitch it and get value. These destructive elements are what has lead to the deadly Pulsar FTK.
Pulsar FTK
The concept of Pulsar FTK is to get out REDMD, Pulsar, and (Toon) Cannon Soldier, or Pulsar and Cannon Soldier with a REDMD in Grave. You then sack Pulse for Cannon, get out REDMD, then SS Pulse back with REDMD and sack REDMD then Pulse, Rinse and Repeat. The deck also has synergy with a slew of great FTK cards, like Toon Table of Contents, Trade-In Blue-Eyes and Consonance White Stone.These cards are commonly referred to as the Deep Draw Dragon engine, and they fit perfectly with this deck.
Non FTK Tricks
In addition to having a whole FTK, this card has several other easier combos.
Enemy Controller: You can sac Pulse for Econ to take control of a monster for a turn and then summon a REDMD
Plaguespreader: Plague + Pulse = 8 Star Synchro and a REDMD. Summoning Plague then SSing Pulsar with 2 REDMD in grave can lead an easy OTK.
Glow-Up Bulb: You can synch Bulb with Pulse to make Black Rose Dragon, pop the field and then get a REDMD once the field is cleared off.
Galaxy-Eyes Photon Dragon: You can tribute REDMD and Pulse for this guy, then resummon REDMD with Pulse eff and then get Pulse with REDMD effect. That's 8300 damage.
Dark Hole or Torrential Tribute: You can pop the whole field with one of these and then get back REDMD with Pulse, then get Pulse with REDMD.
In conclusion, Pulsar will probably get Cannon Soldier and Toon Cannon Soldier banned just as Sams got Mass Driver banned, as the only practical use Cannon has at this point is to pop out a busted FTK, and without him Pulsar just becomes another good dragon instead of a broken combo piece.
Read more...
Friday, October 14, 2011
Gladiator Beasts: Totally Not My Furry Fetish
Gladiator Beasts are without a doubt one of the most amazing archetypes ever created in Yu-Gi-Oh. They are what is called a "toolbox," which is a group of cards that you have access to that can certain situations. Gladiator Beasts can be aggressive, and can be a control deck, and it isn't uncommon for the deck to switch from one play style to another in mid-duel. Gladiator Beast monsters all have a "tag" effect, in which at the end of a battle phase (including your opponent's), if the Gladiator Beast monster attacked, or was attacked, and was still present on the field, you could return it to the deck ("tagging"), and Special Summon from your deck another Gladiator Beast monster with a different name as the one you tagged. GBs that you tagged in gain effects from being tagged, such as Gladiator Beast Laquari, a 1800 ATK monster. His effect states that when he is special summoned by the effect of a Gladiator Beast monster, his original ATK becomes 2100.
Deck Profile: Ratbox Samurais
Chappy's Shenanigans #2
Evil Heroes out-sacking the zombies in this one
Chappy's Shenanigans #1
Tuesday, October 11, 2011
Rescue Rabbit Part II: The Deck Options
Continued from Part I
Rescue Rabbit grabs ANY Normal Monster (under Level 4), and this leads to a lot of options when building a Rabbit Deck.
Possible Rabbit Variant Choices
There are several archetypes that can jam in 2-3 Rabbit with their (previously useless) Normal Monsters. While there are many archetypes that can use these Normies, I will go into detail with the ones that I personally see potential in.
Rabbit Glads
The concept of Rabbit Glads is using Rabbit to get Gladiator Beast Andal and then contact fusing into either Essedarii, Gyzarus or Heraklinos (Depending on what options you have). This deck is highly explosive, and plays much like Prisma Glads, only with more contact fusion and overall more destructive output.
Rabbit Glads have several advantages over other Rabbit Builds. Firstly, the Normal Monsters you run recycle themselves through contact fusion, so you only need to run 3 of them. Secondly, Test Tiger can turn your dead normal cards into live Gladiators like Bestiari, Equeste or Laquari.
An example of a destructive Rabbit play could be, Summoning Rabbit for 2 Andal, SSing Test Tiger to return one Andal for Bestiari then Contacting into Gyzarus.
Gem-Rabbit
Gem-Knights need to use Normal Monsters for several of their fusions, like Ruby, Aquamarine, and Topaz. This deck uses Rabbit as a bridge between the deck and the field for these Normal Monsters. If there is one thing I have learned from playing Rabbit Decks, it's that having Normies in your hand is bad. While Gem-Knights can ditch these Normies better than most variants with Gem-Knight Fusion, having them on the field allows you to go for larger plays that can incorporate Xyz Monsters like Daigusto Emeral to go plus.
Rabbit in Gem-Knights can lead to great plays with Super Polymerization. You can fuse their Thunder King Rai-Oh with one of your Normies to make Prism Aura, or fuse one of your Gem-Knights with their Leviair to make Amethys.
Gem-Rabbit has great synergy with the Xyz monsters Daigusto Emeral and Lavalval Chain. With Lavalval Chain you can mill Gem Fusion and then add it to your hand if you need to, and with Emeral you can summon a normal monster for fusion or do half a Pot of Avarice.
Gem-Knight Obsidian is also great for going plus and doing a big OTK, as you can swarm the field with fusions and Normies. Obsidian can basically turn 2 Normies and a Gem Knight Fusion into a Rank 4 Xyz and a fusion, rather than just a fusion.
SalvoRabbit
The problem Salvo Decks have had for a while is that they lacked a good Level 4 Dark Machine Type for Black Salvo, and had to rely on Dekoichi. Rabbit fixes this problem pretty effectively by bringing Mechanicalchaser and Blocker into play. Salvo Rabbit also has access to the extremely aggressive card, Limiter Removal. An OTK with Limiter Removal and 2 Chasers is very powerful and easy to pump out. Salvo-Rabbit also has access to Allure of Darkness, which I referenced in a previous article and will reference again in the next article. I cannot stress how great Allure is for rabbit, especially with most Rabbit decks spamming Leviair.
Verz Rabbit
Verz is still in the works as not all of the cards for the archetype are shown yet, but I already see how powerful this deck can be. Verz Bahamut is, in my opinion, the best aggressive Level 4 Xyz. It can steal their boss monster and then make a large push. Verz Heliolope is also great because it pushes right over 1900 attack beaters, like Rai-Oh which can negate Bahamut while it is out. Corrosive Contagion Infestation is an excellent way of recycling your Helio back into deck, letting you safely run only 3 Normal Monsters. Again, we gain access to Allure of Darkness, helping this deck's consistency a lot. Also Olanta and Kaitos work like Smashing Ground and Mystical Space Typhoon, while being searchable with Infestation. Mandrago is another way of getting out Bahamut without having to use Rabbit.
Hero Rabbit
"Heroes are basically Gem-Knight's cooler older brother" - VeryUnoriginal
Hero Rabbit plays very similar to Gem-Knight Rabbit, but has access to a few other goodies. The deck still pulls off those Super Poly plays thanks to the Omni Heroes, but it also gets Miracle Fusion. The main tossup between Gem-Knights and Heroes is the choice between Gem-Knight Fusion and Miracle fusion. While Gem-Knight fusion can ditch Normals from hand, and recycle itself perpetually, Miracle Fusion is still the better card in my opinion. Not only are the Hero Fusions better than Gem-Knight Fusions, topdecking Miracle Fusion can seal your win, or turn a duel in your favor.
These are the most relevant Rabbit decks in my opinion, but I left out Pure Rabbit Dinosaur. With the next article I will go into Pure Rabbit Dinosaur and the Extra Deck Toolbox.
Read more...
Counting Cards: The Pluses and Minuses of Yu-Gi-OH.
Counting cards is essential in understanding how to play your cards and is a great way to reduce your chances of ending up with less cards than your opponent and further increases your chances of winning that certain game you need to win. What i mean by counting cards is not the way that you see in casino movies or anything like that. Its much simpler than some convoluted mathematical equation. In Yu-Gi-Oh at the start of the game we start with six cards each. Lets say for some reason or another you play card destruction and discard your hand to draw five and your opponent does the same. Now already off the bat you are at a disadvantage. When it come time for you to end your turn your opponent will draw to six, ahead of you by one card already. Now, this might not seems to be like a big deal at this point in time but I will stress this throughout the article: BEING AT A NEG 1(Negative one) IS LIKE PAYING 2000 FOR SOLEMN WARNING ONLY TO HAVE IT BE DARK BRIBED. Now that I have explained what "Neging" yourself is lets move on to One for One cards.
Read more...
Deck Profile: Gravekeepers
Read more...
Monday, October 10, 2011
Dark World Malefic
At first glance, the deck plays itself, and this is true to an extent: Upstart goblin if you have it, dealings if you have it and a Dark World, gate once a turn, trade in or advance draw your malefics... but if you take every opportunity you can to draw, you'll be left without much field presence and can easily deck out. Knowing when to keep certain resources around and when it's safe to toss them for draw power is key, but the deck really comes down to having a neverending supply of graphas-- if you make sure you can do that, you're most of the way there.
Read more...
Rescue Rabbit Part I: The Analysis
4 Star Beast/Effect
300/100
This card cannot be Special Summoned from the Deck. You can banish this face-up card you control; Special Summon 2 Level 4 or lower Normal Monsters with the same name from your Deck. Destroy them during the End Phase. The effect of "Rescue Rabbit" can only be activated once per turn.
At first glance, Rescue Rabbit seems like an overpowered card that will break the format upon it's official release, but once you closely examine Rescue Rabbit you realize that it has arguably as many cons as it does pros.
The Pros
Firstly, the card seems format breaking because it can basically make any Rank 4 Xyz Monster, Mainly Evolzar Laggia or Verz Bahamut for their back-breaking effects. Secondly, this card can be used with cards that resummon advanced monsters to pump out one Rank 4 Xyz Monster a turn, Leviair the Sea Dragon is the most abusable of these because of Tour Guide from the Underworld's ability to pop out a quick Rank 3 Overlay. Thanks to cards like Leviair, it is extremely easy to access your Extra Deck Toolbox.
When I say Extra Deck Toolbox I refer to the many different options Rescue Rabbit and Tour Guide open in your Extra Deck. For example, if your opponent has a Banished Glow-Up Bulb, you can summon Tour Guide, go into Leviair and grab their Bulb for an easy Synchro Summon. Alternatively, if your opponent has a monster that needs to be handled like Chaos Sorcerer or Legendary Six Samurai - Shi En, you can go into Number 17: Leviathan Dragon or even Number 30: Acid Golem of Destruction to get over their monster. What you Xyz Summon with Rescue Rabbit is situational. For example, if you have many defensive traps to protect your plays, you can go into Lavalval Chain and set up for a Trishula play next turn (I will explain this play at the end of the article.)
Overall, Rescue Rabbit with Tour Guide gives you a massive toolbox in your Extra Deck that can pump out a unique blend of devastating plays. However, it is still not a perfect engine.
The Cons
While Rescue Rabbit has a massive toolbox, it has it's share of drawbacks. The largest of these drawbacks is that Rescue Rabbit requires roughly six Normal Monsters to be functional. A deck purely based on Rescue Rabbit will usually run 3 Kabazauls and 3 Sabersaurus, to pump out Evolzar Laggia. Normal Monsters are essentially dead draws, and if you get multiples of them your chances of winning are lower than being turn 1 Trap Dustshooted. Some remedies that people have been trying out are Moray of Greed for Kabazauls or Allure of Darkness for Verz monsters. While Allure of Darkness is an excellent card to remedy this problem, Moray of Greed itself is very often a dead card itself.
Now, you may be thinking that Agents run an even worse Normal Monster (Mystical Shine Ball), yet that deck is one of the best in the format. This may be true, but you must consider two things that are important to this drawback. Firstly, Venus can Special Summon Shine Balls from your hand, where Rescue Rabbit cannot Summon Normals from your hand, keeping them dead. Secondly, Agents are a much more destructive deck than Rabbit, making this downside less of a problem. Rabbit Decks play more like a Desruptive Beatdown deck, and this type of deck feels the weight of those dead cards that much more than an outright Agressive Beatdown deck.
Overall, I personally believe the Pros do outway the Cons, making the deck very much worth playing. In Part II, I will go into more detail regarding the many types of decks that can use Rescue Rabbit effectively, as well as many of my suggested cards for Rabbit Decks.
Here is a simple combo that uses the Rabbit and Tour Guide Toolbox, I referenced it earlier in the post.
Two Turn Lavalval Chain Trishula
T1: Play Rescue Rabbit, go into Lavalval Chain. Detach one material from Chain and topdeck Tour Guide for next turn.
T2: Summon Tour Guide, go into Leviair. Detach one material from Leviair to Special Summon Rabbit back. Special Summon 2 Level 4 Normal Monsters with Rabbit. Detach Second Material from Chain, Mill Glow-Up Bulb. Special Summon Bulb, Synchro with both Normal Monsters and Bulb into Trishula.
Read more...
tcg tgs;an amalgamation of broken cards
This deck, I like to call TCG TG is as you can tell at a glance, a combination of powerful engines and cards like tengu, tour guide, sangan, gorz, BLS and the Tech Genus engine. Tour guide is easily the best card in the deck - making almost any hand really powerful,either by xyz or simply fetching sangan, as long as it doesn't get veilered,particularly it allows you to run bls consistently despite only running 2 lights in the maindeck, and utopia and wonder magician in the extra deck.
Read more...
Chappy: Main Character and Professional Topdecker
Deck Profile: Tengu Plants
Loaded with three Tour Guide of the Underworld, which has been said to be the "One Card Toolbox," the deck makes Rank 3 XYZ monsters very easily, and you can use them to gain the upper hand against your opponent. Your Extra Deck is your toolbox, and the field is your work space.
The Graveyard is also another toolbox in a Plant Deck, you need it to get the effects of cards like Spore, Glow-Up Bulb, and Dandylion. Some Plant Decks mill to get their good cards that should be in the Graveyard into the Graveyard. This variant does not mill, save for Glow-Up Bulb's effect. The deck draws into it's cards, and then dumps them into the graveyard with cards like Foolish Burial, and One For One. A very wonderful combo is playing Foolish Burial, and dumping a Dandylion into your graveyard to receive the Fluff Tokens from it's effect, then Normal Summoning a Debris Dragon, and using his effect to Special Summon the Dandylion back, and then synchroing with everything to create an easy Trishula, Dragon of the Ice Barrier, and still have two fluff tokens on the field. This can also make a quick and dirty Scrap Dragon, with fluff tokens as fodder for this destruction effect.
Once per turn: You can detach 1 Xyz Material from this card toactivate 1 of the following effects:
● Send 1 card from your Deck to the Graveyard.
● Choose 1 Monster Card from your Deck and put it on top of your Deck.
Rank 3 FIRE Machine 1500 ATK/2100 DEF
If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it.