July 30, 2010

Machine Emperors Again

Their base stats are 2500/2500, meaning they have a decent standing chance against decks that dont synchro.

Hmm... Also, Wisel Infinity can negate spell cards once a turn.

If you negate the opponents field spell card, you can protect yours.

Sin Dragons have an effect that will cause them to self destruct when there is no field spell...

Which fufils the summoning requirements for the Machine Emperors!

Also, the Sin dragons tend to be larger, and hence more prone to being destroyed by effects...

*/End Script

July 28, 2010

Gaia Drake

Can be summoned by King of the Swamp + Gaia Knight!

July 27, 2010

Dilg the Dark Monarch

Lets talk Monarchs.

Actually lets brush on Frog Monarchs for a bit.

I'm sure everyone knows how Frog Monarchs work, and agree that theyre pretty awesome.

I agree.

Well, Frog Monarchs have a few weaknesses, which prevent them from being widely played:

1: They rely on Substitoad to get going. Without it, theyre pretty stuck for a while. After this, they rely on Treeborn Frog, and Ronintoad.
2: Because of the high number of Monarch types, the chances of "Monarch Hands" is through the roof.
3: They get boring. Yes, theyre good, but because the way they win is incredibly constant and similar each time, they do get repetitive and boring, and people don't usually like sticking with them for long.

Other than this, theyre great. Theyre strong.

Thats about all I have to say about Frog Monarchs, so lets move on.

Lets talk Monarchs: Monarch Balance.

In Monarch decks, once you get your tribute fodder, you need something to tribute into.

All Monarch decks love Gaius. Everyone runs 3. Its awesome.

What the other tribute monsters are is what the balance is all about. Depending on your deck, a certain number would obviously be better(eg: More in Frog Monarchs than lets say... Dimension Monarchs).

Too much and your deck doesnt go as often as it needs to. Too little, and it doesnt go at all.

So what are the other top picks?

The next two top picks for Monarch decks are Raiza and Light and Darkness Dragon.

Light and Darkness fits well because the deck is already fitted out to gather Tribute Fodder, and Raiza works well... pretty much for the same reason as Gaius: its awesome.

Thats about 5 to 8 card spots taken up, so what about the rest?

A decent Monarch control deck has enough power to run another three or four Monarch types, right?

Lets take a look at the other top choices:

Mobius the Frost Monarch: Blows up backrow and is a possible +1.(1 or 2 at best, and only if you're not using Dust Tornadoes)

Testaros the Fire Monarch: Discards a card from the hand: A monarch that works when facing an empty field.(In the TCG I see people running this most of the time)

And the non monarchs:

Vanity Fiend: 2400Attack with the Ability to shackle the opponent into no special summons, and seeing a considerable increase in popularity. Also goes directly in hand with the normal engine of Monarch decks. Stops Tragoedia, Gorz, and Battle Fader, leaving only Quick Attacking Scarecrow to stop your game ending swing.

Tounge Twister: Its a draw 2 with next to no drawback if youre running a good Monarch Engine. Also has a good suprise factor, if you set it against an open field, tricking your opponent into thinking its a Monarch. It also functions as a good way to play with Chains and get over Perfect Declarer and Stardust Dragon/Buster, etc etc.

Dark Dust Spirit: Nuke field. Reusable. Drawbacks include not staying on the field, and destroying your other monsters too, probally leaving you with no defenses.

Recently, though, there has been new contendor for Monarch Slots: Dilg the Dark Monarch.

With the ability to remove two cards from the opponent's graveyard upon summoning, it is made incredibly powerful by the meta, allowing it to singlehandedly give you a huge edge over Infernity, Dragunity, Frog Monarchs, Frogs in General, and other graveyard based/utilizing decks.

But is it enough to make the cut? Crack to a Different Dimension does its job equally as well, with the added benefit of being a Trap.

Is Dilg worth the main deck slot to give you the extra edge over these decks? It does kinda suck against Black Feathers and other such decks... If so, what would you drop for it?

Thats all for today.


July 26, 2010

Scrap Archfiend.

Isnt quite as useless as you might think. It can be used as a fusion material for Gaia Drake.

Yeah. That "crappy card" everyone looked over because it required Gaia Knight + A Non-Effect Synchro.

That makes the possible "Non Effect Synchroes" that can be used: Gaia Knight, Scrap Archfiend, and Natural Gaodrake(Nobody ever uses this).

Another interesting thing: If you summon Gaia Drake with Illusion Summoner, it wont die at the end phase.

Thats all for today.

G-Ray Out.

July 25, 2010

Bad End Queen Dragon Beat

3 Bad End Queen Dragon
3 Volcanic Rocket
3 Volcanic Shell
3 Crystal Beast Sapphire Pegasus
2 Ryko, Lightlord Puppy
1 Summon Priest
2 Alien Warrior
2 Alien Ammonite
1 Junk Synchron
1 Sangan

3 Burden of the Mighty
3 Blaze Cannon
3 Kaiser Colloseum
1 Giant Trunade
1 Foolish Burial
2 Prohibition
1 Brain Control
1 Reinforcement of the Light

1 Mirror Force
1 Torrential Tribute
1 Starlight Road
1 Solemn Judgement

Thats all for today.

G-Ray Out.

July 22, 2010

Graveyard Fusion

Miracle Fusion

Miracle Synchro Fusion

Overload Fusion

Dragons Mirror

Dark Calling

(Also Cyberdark Impact)

I wonder why Miracle Synchro Fusion chose Miracle Fusion to copy for its name...

Thats all for today.


July 21, 2010

Machine Emperors

Are they enough to cull the rampant synchro that is our meta?

Does our meta even include enough synchro monsters to make these cards worth anything?

Thats all for today.G-Ray Out.

July 20, 2010


Dragunity works suprisingly well against Perfect Declarer...

Totally dies to Infernity though.

Thats all for today.

G-Ray Out.

Vice Berserker

If you use it to synchro summon Hell Twin Cops....

Thats all for today.


July 19, 2010

Allow me to demonstrate

Random Proof of Concept Beatdown

3 Worm Xex
3 Worm Yagan
3 Raiou
2 Honest
2 D.D. Warrior Lady
2 Cyber Dragon
1 Black Feather - Gale the Hurricane
1 Gorz the Emissary of Darkness
3 Battle Fader

3 Book of Moon
1 Heavy Storm
1 Giant Trunade
1 Cyclone
3 Smashing Ground
2 Shrink

2 Bottomless Trap Hole
1 Mirror Force
1 Torrential Tribute
1 Dust Shoot
1 Call of the Haunted
1 Ceasefire
2 Dust Tornado

Thats all for today.

G-Ray Out.

Xex and Yagan

3 Worm Xex
3 Worm Yagan
2 Honest.

And you have an 8 card splashable engine that provides you with advantage generation, floaters, field control, and beatsticks!

Thats all for today.

G-Ray Out.

July 18, 2010

D2 Shield

Cross Counter + D2 Shield + Aztec Stone.


Thats all for today.


July 17, 2010

Synchro Fusionist...

Is a spellcaster.

That can fetch Miracle Synchro Fusion.

Also some people think Ruling Magician Arcanite Magician can use both its effect once a turn each.

Just another thought but arent a lot of Spellcasters claiming to be the greatest/ruler/supreme/lord/king/monarch of all Spellcasters?

Thats all for today.

G-Ray Out.

July 16, 2010

Beating Dragunity

One D.D.Crow messes up the whole OTK.

So does Crack to a different dimension, and battle fader.

I still think playing Dragunity and focusing more on constant application of force/pressure is a better idea.

Thats all for today.


July 15, 2010

Lets Play: Dragunity!

3 Dragunity Legion
3 Dragunity Phalanx
3 Dragunity Dux
3 Dragunity Aclys
2 Dragunity Arms Laevatiien
3 D.D.Crow

3 Dragons Valley
1 Future Fusion
2 Cards of Consonance
1 Heavy Storm
1 Brain Control
3 Pots of Greed and Generosity
1 Giant Trunade
3 Terraforming
1 Mystical Space Typhoon

1 Mirror Force
2 Bottomless Trap Hole
1 Solemn Judgement
1 Dust Tornado
1 Dust Shoot
1 Torrential Tribute
1 Icarus Attack

Oh yes, very fun.

Especially with side deck.

\*Script End

Grow Up Bulb

Zombie Carrier all over again.

Which is cool, I mean, at least it doesnt directly lead to Mezuki Goblin Zombie Burial Brionac OTK.

Thats all for today.

G-Ray Out.

Fusion Synchros

Its good to know that Konami hasnt given up on them yet, right?

Thats all for today.


July 13, 2010


Today, I will be discussing the Draw Phase.

There are several misconceptions regarding the draw phase, and hell, for that matter, every phase. Some people misread, some people cant read, and some people are just stupid.

So lets clear up some rules regarding the game, starting with the start of the turn: the Draw Phase.

So first, if theres nothing on the field, what happens during this phase?

During the draw phase, the turn player draws a card, and proceeds to attempt to end the phase...

Thats it?


In the game, there is only one card that is allowed to construct chain blocks BEFORE the draw, but there are a few cards that have their effects kick in before the draw(either in the form of continuous effects or non quick effects), that card being King of the Abyss, Diablos.

In the situation of several King of the Abyss, Diablos existing on the same side of the field, they will form a single chain, chaining to each other.

Cards such as Hinokagutsuchi will have their effects kick in, but will not form a chain block.

But lets get going to the actual breakdown of the draw phase, shall we?

First, the start of the draw phase, but before the draw.

This is where cards that depend on the "start of the turn" or "start of the draw phase" kick in.

EG: Cyber Demon or Destructive Draw.
Note that both these cards cause you to draw AFTER your normal draw, and cause chain blocks to happen.
However, determining whether these effects happen at ALL is determined before the draw.

Cards such as Freed that change your draw will also occur at this time. However, these dont cause a chain block.

YOU CANNOT ACTIVATE CARDS BEFORE THE DRAW, (Except if Diabolos is messing around and you chain to that)

Then, the actual draw.

For those who are idiots, its compulsary.

Also note that this is the timing when you lose.

Hence, you can have 0 deck, start your turn, and still somehow win... But no cards in existance allow you to do that so far. You need a card that does damage to the opponent "At the start of your turn".
Or you can bank on the opponent having a Diabolos, and chaining to that... and winning.

During this timing, right after the draw(but not "After the draw chain"), cards such as Silent Magician gain their magic counters, and Virus cards peek and destroy cards.

After the draw:
This is a timing which you are allowed to activate quick effects. Cards such as D-Hero Dasher, Will of the Bonkotsu, and Forceful Drop Off can be activated, as well as cards in general. This timing is also used for cards such as Royal Decree and Macro Cosmos.

Oh, and this is the first legal timing you are allowed to activate Trap Dustshoot. Hence, anytime people end their first turn and open trap dustshoot, its to stop confusing YOU before you make some rule breaking screw up, and it means "I activate dustshoot after your draw so I can screw you over proper".

Learn it. Get used to it. It will happen to you.

This is also the timing of ALL "Draw 1 more card" cards out there. With the SOLE exception of Cards of Light.

"I want to end my draw phase" step.
The final part of the draw phase. As with all ending phase routines go, your opponent and you pass priority until both of you pass, then the chain resolves... if theres a chain at all.
If both players pass priority where there is no chain, the game goes onto the next phase.

You can activate all sorts of random cards at this timing, giving they have met their activation requirements.

And a bit of tournament trivia:

After your draw, you CANNOT shuffle your hand until the "I want to end my draw phase" step.
This is to prevent abuse with cards such as Dasher, Drop Off, etc.

Also, if it really matters, dust shoot activated during the "after the draw" chain can determine the card drawn.

One way to avoid problems is to have the card you drew held in another hand until the end of the draw phase.

If you really want to be picky and nasty in big tournaments, you can use this to your advantage: Warn your opponent during the first time they do it, warn them a second time(make sure to sound annoying so they ignore your warning just to get to you), and the third time, call the judge, reveal the drop off/drastic drop off in your SIDE deck, and walk away with a match/game win.

Not that you should need to, because the opponent is stupid enough to not know the rules.

\*End Script

Advanced Draw

You can use Cross Soul to tribute an opponent's level 8 monster for Advanced Draw.

Thats all for today.

G-Ray Out.

July 12, 2010

Super Polymerization

Can take out Stardust/Buster.

Thats all for today.

G-Ray Out.

July 11, 2010

'Eavy Sturm pt. 2

Today we will be discussing the other two options for mass backrow removal: Removing from Play, and Returning to the deck.

There is only one card that does each of the above.

First, removing from play: Armoroid.

The biggest drawback is that its effect is triggered when normal summoned, and that you need to tribute two monsters to summon him.

This makes it vulnerable to Pulling the Rug, and good field control in general.

Did I mention removing from play works far better than simply destroying against Dragunities?

And that the best way to use Armoroid in a deck is by packing it in Machiners?

The final option for mass backrow removal is Elemental Hero Storm Neos.

Not only does he come with a heavy storm every turn... he will return all the spell and trap cards to the deck when he returns to the fusion deck!

To abuse the backrow destruction effect... without inadvertedly destroying your own Neospace, the card that keeps this dude alive, combine with Sin Stardust Dragon for good effect.

Thats all for today.


July 9, 2010

'Eavy Sturm

Everyone runs Heavy Storm.

Oh! That one deck out of two hundred that doesnt run Heavy Storm? It runs Giant Trunade.
And, the other 4 decks the same person owns runs...

Thats right! Heavy Storm.

Everybody loves backrow wipes. So, whats stopping you from using more than just one or two?

Yeah "Starlight Road". But One or two starlight roads isnt enough to tackle 4 or 5 heavy storms, is it?

Well, if one Heavy Storm goes, players will take that into account and not fear storm again, letting them set heavily.

This is where more than just one heavy storm really helps.

Today I'd like to go over each "Destroy Entire Backrow" and discuss how to run them.

Today's post will not take into account Giant Trunade and other cards that bounce the backrow. Why? Because theyll be there next turn.

Lets start:
Heavy Storm

The classic. We all know heavy storm, right?

Why dont people use it?
Its Limited.

Why DO people use it?
And you DONT?


Wingbeat of Giant Dragon.

Essentially, a Heavy Storm that isnt limited. However, it comes with a drawback: You need to bounce a level 5 or more dragon from the field to your hand.

Dragon decks in general suffer greatly from the standard meta cards: Opression, Dimension Fissure, and Royal Wall.

Hence, why not just blow it all up at once?

The problem with the card is that you need to bounce a high leveled monster. Why bounce a high leveled dragon that you spent so much effort summoning?

There are other options!

For example: Bouncing a Vandalgyon or Dragon Knight is fun.
If you use monsters such as Vice Dragon or Dragon Ice, suddenly the heavy cost and hard to summon Dragon monster is not so hard to get back out!

The final option is to use recruiters to grab out Excelion or Twilight Zone Dragon and bounce that.

Also when using this card, remember that returning the monster to your hand is part of the effect.

Which in turn means that a mind controlled Stardust Dragon can be sent back to the extra deck to trigger this card!

Unfortunately theyre not too many good Dragons with a "When Normal Summoned" effects that are good, so the use of this card to re-use said Dragon is a bit limited.

Next Card:
Cyclone Boomerang.

First: Its a specific equip card. For Wildman.

Also, the decks that use Wildman are trap heavy anyhows. If hes being used anymore at all.

General Consensus: It sucks. Just use some of the other heavy Storm alternatives being shown today.

Benefits: Can be searched by Arms Hole
Gives Attack Buff.
Deals Damage!(Very little though.)

Cons: Everything else
Needs to be destroyed by effect.


Gigantes is an easy to summon 1900 beatstick.
And not only is it just summoned, its special summoned with near zero cost!

However, Gigantes has two drawbacks:

It requires a number of Earth monsters in your deck.
To be honest, a lot of Earth monsters downright suck.

And it needs to be Destroyed by battle to get its effect off.

In Core Chimail decks that use Creature Swap for Core Chimail Rock, its possible to use Gigantes for its backrow clearing effect, even if you arent using it just as a 1900 beatstick.

Of course, sending it to its doom just to trigger its Heavy Storm effect works too.

Also, it becomes a high priority target for Dimension Prisons and Mirror Force. Destroying it by battle just isnt an option sometimes.

Sacred Pheonix of Nephtys.

This dies to everything IN the meta and everything AGAINST it.

Long story short, even if you do get it out, and DESTROYED by an effect, chances are, itll never get its effect off.

Because it not only demands a backrow light deck, to ensure you dont get demolished by yourself, but a backrow heavy deck, to ensure you DO get to demolish something, the conflict causes either an imbalance of deck balance or a really bad deck.

It dies to Trishula, D.D.Crow, etc.

Also, it dies to the things people use additional heavy storms to get RID of.

Alongside Gigantes and Wingbeat of Giant Dragon is Malevolent Catastrophe.

Malevolent Catastrophe is, unlike Wingbeat, costless, and unlike Gigantes, almost controllable by you.

However, unlike Heavy Storm, Malevolent Catastrophe is used when youre being attacked.
Most of the time, you will want to get rid of spells/traps when you're attacking, instead of coming under attack.

Oh, and it works well with Mirage Dragon or Black Warewolf. The opponent wont be able to respond with Counter Traps!

Also, because it doesnt see much play, some players have yet to learn to set during Main phase 2.

Thats all for today.

Tommorow(?): The other options for dealing with pesky backrow!


July 8, 2010

Konami Card Game Center Free Match session

Deck Used: Cyberdark Beat(I didnt bring my own cards so I had to borrow Rau-chan's)

I pretended I didnt know Japanese. It. Was. Hilarious.

Some people didnt know what priority is.
Also lots of people dont know what a battle step is.
Also lots of people dont know how to read the card.
Also lots of people dont know Laevatiien can be summoned by removing a Cyberdark. :D

Overall record: 8 Wins straight. Was going for the 9th win, but it passed 5:30(hence you have to stop re-lining up for matches if you lose), and got hit by Simochi + 3X Gift Card. :(

How "Free Match sessions" Work:

There are a certain amount of tables, and a line. Two people sit down per table, and duel.
The winner stays, and the loser goes to the back of the line. Wins/Losses are marked.
Once the winner earns a certain number of wins(wins, not wins in a row), the winner leaves too, making the whole table empty, and the next 2 in line will go and duel.
Only 1 game. Time limit is 10 minutes per game. This ensure the circulation of both good and bad players.

A certain number of wins will give you a certain prize.

I played against 3 or 4 Black Feather decks.
I had players try to use Shura + Kalut on my Cyberdarks. :D
I summoned my Black Bomber one game... then realized I didnt have Synchros with me. I still won.
Book of Moon on a Vayu. The next turn, slam a Cyberdark Horn with Hunter Dragon into it. Open Limiter Removal for game.

I played against Infernities one time. 3 Compulsary Evacuation Device rocks.

I played against Dragunity. 3 Phalanx is pretty useless. Also, teched Crack rocks. :)
The advantage Cyberdarks have over Dragunity is that I can summon Laevatiien almost relentlesssly. They can only do so for the first 6 times.

I dont remember how or why I won Quickdraw Dandy.

I played against a Frog Monarch deck.
Once again, teched Crack wins.

I played against Rau's Monarch deck
Opening play: Summon Aclys, special summon Aclys, and set Compulsary Evac device.

\*End Script

Paradox Fusion and Absolute Zero

So: Paradox Fusion with Absolute Zero.

Paradox Fusion is an all purpose negation counter trap... with the condition that you remove from play one Fusion monster for two turns.

Great! Lets use it with Absolute Zero! Every time you whip out your counter, you get to nuke the opponent's field!

But tried and tested, it doesnt quite work: Heres why:

First, because Absolute Zero needs to be summoned one way or another, Without losing Advantage, these ways are limited to pretty much Miracle Fusion, and maybe one Paralell World Fusion.

That is, if you run three Miracle Fusions at all.

Although an engine running Polymerization/King of the Swamp/Debris/Gugnir allows for much advantage gain, as well as Absolute Zero summoning, it wont be always that you will have an Absolute Zero on the field.

In fact, with that engine most people are dropping the third Miracle Fusion alltogether!

So lets take a look at a rather standard modern build for Absolute Zero: One that uses: Three Miracle Fusion, 1 Paralell World Fusion, and 1 Future Fusion. The Super Fusion is completely optional.

This build, in the OCG, utilizes not only Zero, but Shining, Tornado, and Gaia as well.

But also in this build, Zero and the Fusions are not your main fighting force.

Paradox Fusion demands not only drawing it well, alongside Fusion cards(which doesnt really work out), but having something to actually protect.

In most situations, if youre not blatantly overextending, your field wont have too much on it to particularity protect.

And yes, "interupting enemy's comboes" counts as protecting yourself. Nine times out of ten, said combo will end up blowing you up.

Also, the fact that you have an Absolute Zero on the field alive means that it will be applying beatdown and destroying things by battle, hence leading to the opponent having less monsters to blow up.

So, most of the time, you'll be staring down a field devoid of monsters or only 1 or two, with only Absolute Zero and one Paradox Fusion on your own field.

In this situation, Absolute Zero's nuking effect doesnt really do much. Destroying the occasional one monster TOPS.

Whats more is that itll probally be chained to something to get RID of Absolute Zero. 2500ATK isnt something to be laughed at.

Its not like Absolute Zeros so new that nobody knows how to play around it.

So by using Paradox Fusion, youre banking on dead draws and obscure comboes to do not much more than what Interdimensional Matter Transporter already does.

Also Interdimensional Matter Tranporter can help with Ocean and Airman plays.

Thats all for today.

G-Ray Out.

July 7, 2010

Cloudian Turbulence

Cloudian Turbulence
-Indestructible by battle
-Basic Cloudian effects
-Can use Fog counters to summon Cloudian Smoke Balls

Cloudian Turbulence is often likened to Phantom Skyblaster because it can spawn something else when its normal summoned, an almost instant +1.

However, said +1 usually ends up doing nothing, like Phantom Skyblaster. Simply using his effect and spawning something will end up being rather stupid.

In emergencies, he can be used to generate some blockage, but Turbulence alone should be enough, right?

The best use is definately to release it for something. Good things include Enemy Controller and Spiritual Water Art - Aoi -, and Symbols of Duty. Being a normal monster and water allows the use of the latter two.

Being a monster, it leads to Pot of Avarice, Deck thinning, and allows for being sent to the graveyard as a cost, things that Tokens creted by Phantom Skyblaster cannot. This allows for the summoning of Arkana Force EXs.

Also, if you only summoned one Cloud, you can tribute both for Draconic Tactics or Ice Blizzard Master.

Compared to Skyblaster, you can generate the floating monster any time you want, instead of when Turbulence is summoned, allowing for "invested field presence", field prescence that can be called on upon whim.

With two Cloudian Squalls, this card can efficiently generate two or even three Smoke Balls a turn, giving even more tribute fodder faster than Treeborn Frog, for fueling cards such as Arkana Force The World.

With Turbulence being easily Salvagable with Salvage, this advantage gaining ability is used in conjunction with Monarchs(as well as Turbulence's tribute fodder generating ability) in Cloudian Monarchs.

\*Script End*

Sin Stardust in Dragunity


Protects your Dragon's Valley, as well as provides outlets for playing against Skill Drain based decks.

Thats all for today.

G-Ray Out.

July 6, 2010

Red-Eyes Wyvern

In the TCG it can revive Hundred-eyes Dragon

\*Script End*

Cyberdark Beat

So after designing the previous Cyberdark Beat deck, I've since made it and put it through some tests...

And it doesnt work.


Well, simply put, the deck depends far too much on Aclys.

Without it, the deck doesnt move. At all.

Hence, with some playtesting, and even more tampering, I've revamped Cyberdark Beat to work. Well.

Heres the new and updated Cyberdark Beat:

Cyberdark Beat

3 Cyberdark Horn/サイバー・ダーク・ホーン
3 Cyberdark Edge/サイバー・ダーク・エッジ
2 Cyberdark Keel/サイバー・ダーク・キール
3 Dragunity Aclys/ドラグニティーアキュリス
2 Dragunity Arms Laevatiien/ドラグニティーアームズ-レヴァテイン
2 Dragunity Dux/ドラグニティードークス
1 Dark Armed Dragon/ダーク・アームド・ドラゴン
1 Sangan/クリッター
1 Dark Salvo/ブラック・ボマー
1 Hunter Dragon/ハンター・ドラゴン
1 Dragunity Legion/ドラグニティーレギオン

3 Dragon's Valley/竜の渓谷
3 Book of Moon/月の書
2 Terraforming/テラフォーミング
1 Limiter Removal/リミッター解除
1 Mystical Space Typhoon/サイクロン
1 Heavy Storm/大嵐
1 Allure of Darkness/闇の誘惑

3 Compulsary Evacuation Device/強制脱出装置
2 Bottomless Trap Hole/奈落の落とし穴
1 Torrenetial Tribute/激流葬
1 Mirror Force/聖なるバリアーミラーフォースー
1 Solemn Judgement/神の宣告

Well, as you can see, a lot more deck space is devoted to first getting Aclys in the graveyard, as Laevatiien can wait.

2 Terraforming and 3 Dragons Valley for Field Search. Helps the Aclys -> Laevatiien in the graveyard happen much faster.

Oh, but is that all?

Nope. Also hidden plainly in sight is Dark Salvo.

When playing the deck keep in mind that Ancient Fairy Dragon can destroy a field spell to search out a new one. Dark Salvo isnt just there for Black Rose Dragon!

Not to mention becoming Allure of Darkness food to fuel some mild drawing.

Also, the number of Cyberdarks have been upped since the last version?


Cyberdarks are just that much better.

The only thing thats stopping them from being outright broken is that they only get their effects when normal summoned, and they rely too much on their effects to do anything.

But seriously? Cyberdarks have been, and will always be, some of the biggest and baddest level 4 and lower monsters to grace the game.

With Aclys, they become 1800, a fomidable number, almost as high as Dux, all off a normal summon and with the ability to drag down another card with it.

Lets take a quick look at Dux VS Cyberdarks.

Can get bigger and bigger... if it lives.
Can be searched with Dragon's Valley
Can be used for God Bird Attack.
With Phalanx, can make Dragunity Knights.

You can run nine.
It wont get hit by bottomless trap hole.
You can use Limiter Removal.
Theyre DARK.
They come with Direct Attack/Trample(/Burn also but nobody cares about Cyberdark Keel)
Dark Salvo Support. Instant Field nuke or nuke of Field.
They can survive losing a battle... then destroy the monster that beat it.

Any questions are welcome here.

Thats all for today.


July 5, 2010

Chain Building

How the chain is made can come in rather handy. Having a good understanding of what card goes on which chain block, and more importantly, what effects CAN go on each chain block, is very important.

Using this knowledge to your advantage:

The enemy has 2400 Life. He has 6 fairies in hand and 1 Perfect Declarer on the field.

You have a face down Sangan. You top a Raiza.

You've just won.

If you tribute Sangan for Raiza, two compulsary effects will have to go on a chain. Because perfect declarer is optional, it cannot be triggered before both said compulsary effects have triggered and targeted.

Tribute Sangan, summon Raiza. Stick Raiza on chain 1, and Sangan on Chain 2. Because all compulsary effects have triggered, Optional effects can be triggered.

Because Perfect Declarer can only counter the previous chain, Raiza clears the field whislt Sangan gets negated(if at all).

On a similar note, Divine Wrath cannot be used on Raiza. Why? Because the game rules demands that both effects go on the chain, and spell speeds will screw that up.

Of course, if you dont have this prior knowledge, you will get screwed over.

Also, note that optional effects can be effectively shut out with the good timing on Divine Wrath.

Example: You have 5 backrow. One of said Backrow is Divine Wrath.

The opponent tributes Sangan for Mobius.

Because Sangan is compulsary, it will get stuck on the chain before Mobius. Now, turn player priority switches to you, and you can activate your Divine Wrath.

Thus, because it is spell speed 3, Mobius cannot be activated, since it would mess with spell speeds, and the opponent will not even get the chance to target.

Now you have to deal with a 2400 Beatstick.

Heres the reverse side of the same play:

You tribute sangan and summon Mobius.

Sangan gets stuck on chain 1. The opponent has a chance to respond(also to Mobius's summon).

This is the timing that most people will open Bottomless Trap Hole.

Perfect. chain link 3 will then be Mobius, and you can target the other two facedowns

Other uses of this chain block abuse:

Dragunity Aclys equipped to a Monster, which is fed to Dragunity Arms Laevatiien.

Laevatiin's equipping effect(its summoning, like Machiners Fortress, doesnt start a chain), and Aclys's destruction effect goes on the same chain: With Aclys as 1(compulsary), and Laevatiien as 2(optional, if the enemy has no response).

Well the point is there: For your own betterment and not being rule sharked, and for not looking like an idiot when you act like youre being rule sharked but you're actually an idiot, learn how chains are formed, and the general rules that must be followed.

Thats all for today.

G-Ray Out.

July 3, 2010

Vanity Fiend

With Cold Wave.

its brutal.

Try it.

Thats all for today.

July 2, 2010

Malevolent Catastrophe

Maindecking three can prove interesting.

Although it can limit what other traps you play, it proves very effective.

Thats all for today.

G-Ray Out.