I'm not going to rush these posts, and take my time in going through what I can during that time. Anyway, just giving a head's up what I'm currently working on, and no, I haven't stopped working on Yu-gi-oh!.
The main Grade 3 Vanguard for this deck is Ultimate Lifeform - Cosmo Lord. Reason being is that you can set up the Vanguard Power Lane to have at least 20000 or 25000, due to this card:
With Mashiradroid, you can use Ultimate Lifeform - Cosmo Lord with Mashiradroid as a combination. With a 7000 booster behind Ultimate Lifeform - Cosmo Lord, you have a 20000 Power Lane. With more than one Mashiradroid, you can have Cosmo Lord exceed 20000 and make it 25000.
Since the deck is focused in on heavy Counterblasting, I will recommend that you would use cards when you call them to the Rear Guard Circle, you can unflip damage.
4x Red Lightning
4x Battleraizer (One of these would be your Starting Vanguard)
Grade 1 Breakdown:
With each clans, there's generic cards spread throughout the clans. The four shown below are cards that have generic effects copied from clan to clan.
Tough Boy (top right) is the generic Grade 1 8000 Power Booster for Nova Grapplers. For a Perfect Guard blocker, Twin Blader (bottom right) is the generic Grade 1 Perfect Blocker with an effect shown below:
Auto: (Choose 1 «Nova Grappler» from your hand and discard it) When this Unit is called to the Guardian Circle, you may pay the cost. If paid, during that battle, your «Nova Grappler» doesn't get hit.
By discarding a Nova Grappler card, you can have Twin Blader completely block an attack by your opponent without fail. Oasis Girl (top left) is the generic Grade 1 7000 Power Booster with Counterblast 1 for Nova Grapplers wtih an effect listed below:
Activate (V/R): (Counter Blast (1)) During this turn, this Unit gains +1000 Power.
For every Counter Blast that you decide to do with Oasis Girl, she'll gain 1000 Power added onto the 7000 Power she already has. So, in essence, you can have another 8000 Power Booster by flipping one card in your Damage Zone. Screamin' and Dancin' Announcer, Shout (top middle) is a 7000 Power Booster with a generic effect listed below:
Activate (V/R) : (Rest this Unit, and discard 1 card from your Hand) Draw 1 card.
By resting Screamin' and Dancin' Announcer, Shout, you can discard a card to draw another card from your Deck. Battering Minotaur (bottom left) is a 6000 Power Booster with a generic effect listed below:
Auto (V/R): (Counter Blast (1)) When this Unit attacks, you may pay the cost. If paid, during that battle, this Unit gains +3000 Power.
With his effect, when you attack with Battering Minotaur, you can flip a card in the Damage Zone and attack your opponent with 9000 Power.
For now, there's no category to put the remainder of the Grade 1s in, so I'll elaborate the cards, three at a time.
Almighty Reporter (middle) is a 6000 Power Booster with an effect as follows:
Auto (R): When this unit boosts a «Nova Grappler» and the attack hits a Vanguard, you may return this unit to your hand.
So, when this boosts, and if you attack an opponent's Vanguard, you can have Almighty Reporter return to your Hand, and use it as a Guardian on your opponent's turn. Beast Deity, Scarlet Bird (left) is a 6000 Power Booster and another card from the Beast Deity series which has an effect as follows:
Auto (V/R): When this Unit's Attack hits the Vanguard, if you have a <<Nova Grappler>> Vanguard, you look at up to the top 5 cards of your Deck, look for up to 1 "Beast Deity, Azure Dragon", show it to your opponent, add it to your hand, then place the remaining cards on the bottom of your Deck in any order that you like.
So, when Beast Deity, Scarlet Bird attacks, and it hits the Vanguard, you can search the top 5 cards of your Deck for a chance to add Beast Deity, Azure Dragon to your Hand. Blaupanzer (right) is another card from the "Chain Ride" series mentioned in Part 1. Blaupanzer is a 6000 Power Booster with an effect listed below:
Continuous (V): When you have (Blaujunger) in your Soul, this Unit gains +2000 Power.
Auto: (Discard 1 Grade 3 «Nova Grappler» from your Hand) When this Unit is called to the Rearguard Circle, you may pay the cost. If paid, Search for up to 1 (Stern Blaukruger) from your Deck, Reveal it to your Opponent, and Add it to your Hand.
With the "Chain Ride" deck, if you ride Blaupanzer on top of Blaujunger, Blaupanzer is a 8000 Power Vanguard instead of 6000 Power Vanguard, and you get a Grade 2 added to your hand from Blaujunger's effect; however, the second effect comes in real handy. If you discard another Grade 3 Nova Grappler, you can add Stern Blaukruger. From this, I can say that Stern Blaukruger deck can utilize Divine Beast cards to search out what's necessary if need be.
Clay-doll Mechanic (left) is a 7000 Power Booster that benefits for reusing Damage Zone cards due to his effect:
Auto : When this Unit is called as a Rear Guard, and you have a «Nova Grappler» Vanguard, unflip 1 card from the Damage Zone.
Once you call this card to a Rear Guard Zone, you can unflip a card in the Damage Zone to reuse another Counter Blast card. Cray Soldier (middle) is a 4000 Power Booster which can help with maintaining a booster in a Stand type Deck due to his effect listed below:
Auto: (R) During the battle this Unit boosts a «Nova Grappler», and the attack hits, stand this Unit.
In this instance, if the attack goes through and hits the Vanguard, and Cray Soldier is the booster, Cray Soldier stands again, and if you get a Stand Trigger on top of everything and stand the attacker in front of Cray Soldier, you can attack with a booster to do some more damage. Dancing Wolf is the typical good Booster of which it starts at 7000 Power, but it has an effect as follows:
Auto (R): During your Battle Phase, when this Unit Stands, this unit gains +3000 Power during this turn.
So, whenever it stands, it'll gain 3000 Power, so you'll have a maximum of 10000 Power boosting, and with a Stern Blaukruger deck, you can have it boost Stern Blaukruger, have Stern Blaukruger's effect activates, and have more power to strike your opponent, by dealing massive damage to your opponent.
Queen of Heart (right) is the team duo of King of Sword and Queen of Heart. With the combination of a 10000 attacker and the 6000 booster, the effect gives it potential to become more power. The effect is shown below:
Auto (R): When this Unit boosts 'King of Sword', for that battle, the boosted unit gains +4000 power.
With both King of Sword and Queen of Heart being in a power lane, it becomes 20000 Power Attack onto an opponent's Vanguard or Rear Guard. Meshrad Roid (left) is a 6000 booster that's better power-wise as Cray Soldier, but the drawback is that you have to flip 1 damage and you have to activate it during the Main Phase. The effect of Meshrad Roid is listed below:
Activate (R): (Counter Blast (1)) If you have a <<Nova Grappler>> Vanguard, Stand this Unit.
With this effect though, you can use Ultimate Lifeform, Cosmo Lord and still be able to use all power lanes, I would use Meshrad Raid in combination with Ultimate Lifeform, Cosmo Lord for more power. Death Army Guy (middle) is the better variant of Cray Soldier with it being a 7000 Power Booster and the effect is:
Auto (R): When a Grade 3 «Nova Grappler» is revealed by your Vanguard's Drive Check, Stand this Unit.
The only requirement for this card to stand again is when you Drive Check a Grade 3 Nova Grappler. In combination with Asura Kaiser and Death Army Lady, you can stand 3 times off one Drive Check.
Raizer Custom (left) is a 6000 booster with an effect listed below:
Continuous (V/R): During your Turn, if your "Battleraizer" is in the Same Column as this card, this unit gains +6000 Power.
If Battleraizer is in the Same Colomn as this card, it could be a 12000 attacker, leaving Battleraizer not be boosted, 18000 attacker with Battleraizer boosting, or 15000 attacker, with Raizer Custom boosting a Battleraizer. Rocket Hammerman (middle) is a 6000 booster with an effect listed below:
Activate (Rearguard): (Rest this Unit) Select 1 of your other <<Nova Grappler>> monsters, during this turn, it gains 2000 Power.
You can rest thsi unit to give a unit 2000 more power for his Power Lane. For example, if the power lane is 19000 and you rest Rocket Hammerman, you can make that power lane 21000, but in exchange, you have to rest Rocket Hammerman. Toolkit Boy (right) would work with a deck that uses Counterblasts often. Toolkit Boy is a 5000 booster with an effect listed below:
Auto (R): During a Battle when this Unit boosts a "Nova Grappler" Vanguard, if the attack hits a Vanguard, you can select 1 card in your Damage Zone and unflip it.
If an attack hits the Vanguard and Toolkit Boy is the booster for the attack, you can unflip one damage in the Damage Zone.
Picking out a Starting Vanguard:
In most instances, by using a Nova Grappler deck, you must have to use Battle Raizer or Turboraizer. Reason being is due to this effect:
Auto: When you ride another «Nova Grappler» on this unit, you may call this to your Rearguard Circle.
Which means, this would be used as a generic starter for a Nova Grappler deck; however, to break down why you should use each one, the reason why you can reuse the Stand Triggers is that you can return them to the deck when they are boosted. Here's the two cards below:
The left card is Battleraizer and the card to the right is Turboraizer. The reason why they can be returned to the deck is this effect:
Auto (R): When this Unit Boosts, for that battle, the boosted Unit gains an additional +3000, and at the start of that turn's End Phase, this Unit is sent to the Deck and that Deck is shuffled afterwards.
Which means, once you boost with this card, it has to return to your Deck, and the Deck is shuffled afterwards.
The third starter is a Chain Ride starter, which if you ride the correct Grade 1 unit, you can automatically search out a Grade 2 unit and put it in your Hand. The card used would be Blaujunger, which the card image is shown below:
Reason why it's called a "Chain Ride" starter is because of this effect:
Auto: When you Ride a (Blaupanzer) on this Unit, Search for up to 1 (Blaukruger) from your Deck, Reveal it to your Opponent, and Send it to your Hand.
The fourth starter, which was released in the Breaker of Limits set, is shown below:
Along with Battleraizer and Turboraizer, Beast Deity, White Tiger is another generic starter that you can start in the Vanguard position. Why I don't recommend him along with Battleraizer and Turboraizer to be generically used is because of his effect. His effect is listed below:
Auto: When you Ride over this Unit with another <<Nova Grappler>>, you can call it to a Rearguard Circle.
Activate (R): (Counter Blast (1), put this unit into your Soul) When this unit boosts a «Nova Grappler» and the attack hits a Vanguard, you may pay the cost. If you do, choose a «Nova Grappler» "Beast Deity" Rearguard and Stand it.
Since the second effect is type-specific, I would only recommend that you use Beasty Deity, White Tiger as a generic starter for a "Beast Deity" deck.
Grade 0 Breakdown:
Throughout the Nova Grappler clan, there has been several Grade 0s that beckon from it. To break it down nicely, for Grade 0s, they are typically 10000 Shields, and some of them are triggers. The Critical Triggers of Nova Grapplers are listed below:
The one on the left is Red Lightning. The one in the middle is Shining Lady. The one on the right is Fighting Battleship, Prometheus. Shining Lady and Fighting Battleship, Prometheus are both generic Grade 0s with no effect; however, they have 5000 Power, 10000 Shield, and a Critical Trigger. The one with the effect is Red Lightning which the way that they balanced it is having the Power being 4000 instead of 5000. The effect of Red Lightning is shown below:
Activate (R): (Move this Unit to Soul) If you have a «Nova Grappler» Vanguard, unflip 1 card in your Damage Zone.
With this, I would use Red Lightning a bit more than the other 2 Critical Triggers, because his effect allows a card from the Damage Zone to be unflipped, which can, in turn, help with a Counterblast based deck.
The Stand Triggers of Nova Grapplers are listed below:
The first two, I already discussed earlier in this post, because Battleraizer (image in the top left) and Turboraizer (image in the top middle) are the most generic starters for a Nova Grappler deck. Cannon Ball (image in the top right), Lucky Girl (image in the bottom middle), and Red Card Dealer (image in the bottom right) are the generic Grade 0 Stand Triggers. Grapple Mania (image in the bottom left) is the effect Grade 0 Stand Trigger with the effect listed below:
Auto (R): When an attack hits a Vanguard during a battle in which this Unit Boosts a Nova Grappler, you may choose one card from your Damage Zone and unflip it. If unflipped, at the beginning of that turn's End Phase, return this Unit back to Deck, and shuffle that Deck.
This is good in a Counterblast build, where you can unflip damage in the Damage Zone where you can utilize the Counterblast strategy of Nova Grapplers.
The Draw Triggers are shown below:
Three Minutes (left image) and The Gong (right image) are the two generic Draw Triggers.
The Heal Triggers are shown below:
Ring Girl, Clara (left image) and Wall Boy (right image) are the two generic Heal Triggers.
Other Grade 0 Cards are shown below:
Blaujunger (top left) and Beast Deity, White Tiger (top right) are the two Grade 0 Starting Vanguard. Kaleido Ace (bottom) would be used as Starting Vanguard if you have nothing else. Since, there's 4 better starters in the Vanguard position, Kaleido Ace is mentioned, but rarely used in a Cardfight, so you'll barely see it. Cat Butler (middle) is the Grade 0 5000 Power card with an effect shown below:
Auto (R): (Retire this Unit) During the beginning of the Close Step of a Battle in which your Vanguard attacked, If that attack did not hit during that battle, you can pay the cost. If you do, select 1 Grade 2 or lower <<Nova Grappler>> Vanguard of yours and Stand it.
This would barely be used since you'll be either at Grade 3 when you draw it or when you have a Grade 2 Vanguard, you would prefer to use it as a Shield more than using the effect.
The problems with this deck is that it falls to hand traps. Easily. So, this would be considered a casual deck to play with, not a competitive deck that can face the top meta. Anyway, rate, comment, fix, thoughts, and discuss. Enjoy!
This'll be the easiest to remember since there's a rule of thumb on
this: "Don't make it super overpowered broken." For example, this card:
his overpowered effect? That's why he's banned on Konami's Advance
Format list. If you decide to make a card that's more overpowered than
this card, then you should re-organize your thoughts and try again with a
way different effect.
A rule of thumb is: "There's a
fine line between having a good card that would be playable in most
decks vs. having it broken and in every single deck." All you have to do
is take some time to practice on making cards.
Next post will be "Yu-gi-oh! Create-a-Card Lesson 2 - Broken on How it is Played".
What I was trying to do is whenever I could, I would figure out how to set up more posts, and figure out what exactly I need to do in order to combine both blogs into one, and focus on this one a lot more.
It's another reason why I put my 15 post quota aside and decided to focus in on enjoying posting a lot more, thanks to more things becoming free.
I'll be redoing some posts, and re-posting some of the articles from the secondary blog and putting them onto the first blog. I hope you guys would enjoy them or re-visit some ideas I had.
For Chaos Dragons, you can have 2 varieties pull each other. Namely between two types:
Red-Eyes Darkness Metal Dragon Variant vs Judgment Dragon Variant
Red-Eyes Darkness Metal Dragon Variant: Can get a more consistent stall feel for Red-Eyes Darkness Metal Dragon and Lightpulsar Dragon. You can run 1 Judgment Dragon for the effect, but the majority of the time would be focused in on the Red-Eyes Darkness Metal Dragon and Lightpulsar Dragon, along with any support that it holds.
Judgment Dragon Variant: More destructive feel for the deck, but this focuses in on OTKing the opponent in one go. A future problem I see is how many DARKs you are able to run on their own, along with the support variety of Chaos Dragons. It'll be a curious sight for me to attempt.
Typically, I'm going to start with a simple deck for Yu-gi-oh! players. A look at Chaos Dragons:
Black Luster Soldier - Envoy of the Beginning
2x Chaos Sorcerer
2x Darkflare Dragon
3x Eclipse Wyvern
Ehren, Lightsworn Monk
Garoth, Lightsworn Warrior
Jain, Lightsworn Paladin
3x Lightpulsar Dragon
2x Lumina, Lightsworn Summoner
Lyla, Lightsworn Sorceress
2x Necro Gardna
3x Red-Eyes Darkness Metal Dragon
Ryko, Lightsworn Hunter
Charge of the Light Brigade
3x Monster Reincarnation
3x Night Beam
3x Solar Recharge
2x Torrential Tribute
3x Five-Headed Dragon
12x Anything else you want in the deck
Explanation on Some Choices:
Darkflare Dragon: Why?
- Easy Light and Dark dump, and easy way to search out a card from your Deck for later use. (Judgment Dragon, Red-Eyes Darkness Metal Dragon, or Lightpulsar Dragon)
Night Beam over Mystical Space Typhoon: Why?
- Easy way to force people to use backrow if need be to save the backrow from being targeted. Most of the time, it's a 1 for 1, but if your opponent really wants to use the card, they would have to chain another card in response to it that's not the targeted card. Bad match up with this card would be against Chain Burn for example. The main concept of the deck is to make your opponent to use that backrow so they don't have a response to screw with your summons.
Why not a through Extra Deck?
- Mainly because I want the main deck to flow properly. For some aspects, the extra deck can change from person to person, so it is best to leave some options open to readers. As for the 3 Five-Headed Dragon that is in there already, you can get away with running 1 Five-Headed Dragon, leaving you with 14 slots open in your Extra Deck. I'm just leaving it up to readers if they want to really run this deck, they can alter it as they see fit so it can match their play style.
Monster Reincarnation over Beckoning Light
- Mainly when I prefer to get cards, I don't really like the discard option that Beckoning Light has, so I went with Monster Reincarnation.
If you have any other questions, leave a comment. Also, rate, fix, thoughts, and comments. Enjoy!
From what I read, the mass majority wants me to pick up several structure decks, and combine them into a deck. This'll be known as the "Budget Discussion" topic that I would set up on the Tutorial Links page.
Next post, later today, will contain Yu-gi-oh! Deck Discussion and Explanation of Chaos Dragons.
Picking a Grade 0 Vanguard:
Pick Resourceful General, Dark Bringer. In the past, I would've picked Mecha Trainer, but this one seems to serve the purpose quite nicely, and you'll be able to attack multiple times as well.
By using the Dudley cards, you'll be able to swarm repeatedly. For example, the set-up for your Field could possibly be this:
Front Row: Juggernaut Maximum (RG), Demonic Lord, Dudley Emperor (VG), Juggernaut Maximum (RG)
Back Row: 3 Grade 1 Boosters
which could potentially lead into
Juggernaut Maximum attacks. Soul Blast ability is used.
Juggernaut Maximum attacks. Soul Blast ability is used.
Demonic Lord, Dudley Emperor attack. Grade 1 booster boosts Demonic Lord, Dudley Emperor's power level. Demonic Lord, Dudley Emperor's Limit Break 4, Counterblast 2 effect is used. Two Juggernaut Maximums were called to Rear Guard Circles.
Juggernaut Maximum attacks. Grade 1 booster boosts Juggernaut Maximum.
Juggernaut Maximum attacks. Grade 1 booster boosts Juggernaut Maximum.
16 Grade 0 Shields
11 Grade 1 Shields
3 Cheer Girl Marilyn
11 Grade 2 Shields
Sample Deck List:
4x Silence Joker
4x Sonic Breaker
4x Kung Fu Kicker
4x Cheer Girl, Tiara
Resource General, Dark Bringer
4x Dudley Dan
4x Reckless Express
3x Cheer Girl Marilyn
3x Dudley Daisy
Picking a Grade 0 Vanguard:
Once again, pick Dragon Egg. It's the typical starter for the Tachikaze clan, and no other alternatives have been found.
First strategy would be to quickly get to Grade 3 as fast as you can. By overpowering your opponent, you would be able to advance quickly and beat down on your opponent. You would need the trigger luck, but once you have the trigger luck, you would be a snowball on a downhill slope. In other words, they would need to end you quickly.
Second strategy is the power strategy, once you get it rolling, you can use Tyrant Death Rex to continuously pound your opponent's face in. Several instance of 21000 attacks onto your opponent will leave your opponent staggering and once they run out of options to guard, they would take few hits from Tyrant Death Rex, which could lead to your victory.