Saturday, March 31, 2012

Yu-gi-oh! Deck Guide - Agent Angel - Part 1

With that being said, in the last Deck Guide, there's a discussion about a Chaos build with Agent Angel. So far, I'll look into it, because this would cover somewhat of a Chaos build as well as make this deck a bit more playable with The Agent of Mystery - Earth limited to 1.

Sangan: It'll help you search out The Agent of Mystery - Earth faster.

Summoner Monk
****   Attribute: Dark
This card cannot be Tributed. When this card is Normal or Flip Summoned: Change this card to Defense Position. Once per turn: You can discard 1 Spell Card; Special Summon 1 Level 4 monster from your Deck. It cannot attack this turn.
ATK: 800   DEF: 1600

Mainly, you use this to pull out The Agent of Miracles - Jupiter.

For DARKs, you have the following in the Dark element in this build:
  1. Sangan
  2. Blackwing - Gale the Whirlwind
  3. Summoner Monk
  4. Summoner Monk
  5. Ally of Justice Catastor
  6. Sirius the Blue Wolf Star
  7. T.G. Hyper Librarian
  8. Number 96: Dark Mist
  9. Steelswarm Roach
With 4 DARKs in the main deck and 5 DARKs in the Extra Deck, you can consider to run Black Luster Soldier - Envoy of the Beginning.

Sample Deck List:


3x Mystical Shine Ball
2x Archlord Krystia
Black Luster Soldier - Envoy of the Beginning
Blackwing - Gale the Whirlwind
2x Hecatrice
3x Herald of Orange Light
3x Master Hyperion
3x Maxx "C"
Sangan
2x Summoner Monk
3x The Agent of Creation - Venus
2x The Agent of Miracles - Jupiter
The Agent of Mystery - Earth

Book of Moon
Dark Hole
Heavy Storm
Monster Reborn
2x Mystical Space Typhoon
Scapegoat
3x Valhalla, Hall of the Fallen

2x Torrential Tribute


Extra Deck:
Ally of Justice Catastor
Black Rose Dragon
Brioniac, Dragon of the Ice Barrier
Scrap Dragon
Sirius the Blue Wolf Star
Stardust Dragon
T.G. Hyper Librarian
Daigusto Emeral
2x Gachi Gachi Gantetsu
Lavalval Chain
Leviair the Sea Dragon
Number 39: Utopia
Number 96: Dark Mist
Steelswarm Roach

Rate, fix, comments, thoughts, and discuss. Enjoy!

Wednesday, March 28, 2012

Dark World Counterstrategies

Since Dark Worlds won the last YCS, I would believe some players would be interested to learn how to combat Dark Worlds a bit more. So here's some cards/strategies that can prove useful against Dark Worlds:
  • Preventing cards to hit the Graveyard
    • Macro Cosmos/Dimensional Fissure
  • Preventing Special Summoning
    • Vanity's Emptiness would prove useful if you are evading Special Summoning.
  • Preventing DARK effects
    • Shadow Imprisoning Mirror would prove more useful if you are trying to evade the Dark World effects.
  • Preventing a certain card to come into play
    • Prohibition can be used. If you know that your opponent centers in on a card, you can prohibit that card from being played.
However, for specific decks, you need to have a good idea on what you want to set up.  So, here's some examples I'm going to list:
  • For all decks with high ATK beatsticks:
    • If they can't destroy your monster effectively, they would have a hard time getting over it.
  • Other Decks
    • Side D.D. Crow, Bottomless Trap Hole, Solemn Warning, and Solemn Judgment
  • For HEROes
    • Side Super Polymerization for fusing purposes.
Can't really say for all of them, but if you want a specific counter for your deck (whatever it might be) against Dark Worlds, leave a comment.

~~~

For the last post of this month, I decided to make Agent Angel deck for this format, and decided to wait on T.G. deck until May.

Monday, March 26, 2012

Yu-gi-oh! Deck Guide - T.G. Agents/Agent T.G.s - Part 1

Typically, I would do these separately, but I would rather have something desirable to have you guys use.

So, here's the main part of the discussion that would add a little spark:

T.G. Cyber Magician
*      Attribute: Light
[Spellcaster/Effect]
If this card is used as a Synchro Material Monster for the Synchro Summon of a "T.G." Synchro Monster, you can use "T.G." monsters in your hand for the other non-Tuner Synchro Material Monster(s). During the End Phase of the turn this card on the field was destroyed and sent to the Graveyard, you can add 1 "T.G." monster from your Deck to your hand, except "T.G. Cyber Magician".
ATK: 0    DEF: 0

With hand tuning, it'll leave you with a better assortment of Synchros that you can use. Especially, if you want to use a Tuner during your opponent's turn, you can fight off certain decks. For example, you can utilize your Black Rose Dragon during your opponent's turn. The card to use is this:

T.G. Wonder Magician
*****     Attribute: Light
[Spellcaster/Effect]
When this card is Synchro Summoned, select 1 Spell/Trap Card on the field and destroy it. When this card on the field is destroyed, draw 1 card. During your opponent's Main Phase, you can Synchro Summon using this face-up card you control as a Synchro Material Monster.
ATK: 1900   DEF: 0

With that said, here's the sample deck list:

 3x Mystical Shine Ball
3x Master Hyperion
3x T.G. Cyber Magician
3x T.G. Rush Rhino
T.G. Striker
3x T.G. Warwolf
3x The Agent of Creation - Venus
The Agent of Wisdom - Mercury
3x Thunder King Rai-oh

Book of Moon
Dark Hole
Heavy Storm
Mind Control
Monster Reborn
3x Mystical Space Typhoon
Pot of Avarice
3x Pot of Duality

3x TG-EM1
2x Torrential Tribute


Extra Deck:
Ally of Justice Catastor
Black Rose Dragon
Brionac, Dragon of the Ice Barrier
Magical Android
Stardust Dragon
T.G. Hyper Librarian
2x T.G. Power Gladiator
3x T.G. Wonder Magician
2x Gachi Gachi Gantetsu
Leviair the Sea Dragon
Number 17: Leviathan Dragon

Rate, fix, thoughts, comments, and discuss.

Sunday, March 25, 2012

YCS Long Beach - Top 16 Analysis

Well, typically I do not do this, but I thought I look into it for a change of pace, and see what type of meta is topping currently.

For the Top 16, here's the breakdown of the decks:
  • 7 Dino Rabbit
  • 2 Skill Drain Heroes
  • 2 Wind-Ups
  • 1 Piper Chaos
  • 1 Chain Strike Burn
  • 1 Wind-Up Beasts
  • 1 Dark World
  • 1 Inzektor
In this current meta, Dino Rabbit stands out as being the popular deck to use online or real life dueling, so as a precaution, there should be countermeasures to counteract Dino Rabbit, but seeing that there's priority in the TCG, there's not much you can do to stop it. So, as a further analysis, let's see how well we can counter Dino Rabbit:
  • Summon giant monsters to run over Evolzar Laggia and Evolzar Dolkka
    • Yes, they're free negators, but they do have some weak points. Normally, when they have to use their negation, they reveal that something face-down can't counter if the attack goes through. So, when your summon becomes negated, you can summon another thing that's probably stronger to run over Evolzar Laggia. As for Dolkka, simple 1 for 1 Spells and Trap Cards become useful in this situation.
  • Side Deck into Counter Traps.
    • If Rabbit can't hit the Field, there's not much they can do to face you.
  • Maxx "C" vs Rescue Rabbit
    • Seeing that Hand Traps are on the rise, this match-up will occur often.
That's the obvious run-down against facing Rescue Rabbit decks directly; however, there's ways to face decks in a wider sense. Here's some suggestions:
  • Main Vanity's Emptiness
    • Through play-testing, there's not much a typical player can do if their entire deck is related to Special Summoning. Also, it helps if you have a 3000 ATK monster that can smack them senseless until they die.
  • Against Burn
    • Beat them down before they burn you to death, or side Royal Decree.
  • Against Inzektors and Dark World
    • Run Shadow Imprisoning Mirror. If they do not have a counter on hand, they'll be struggling for a few turns until you kill them.
Anyway, thought I do this for a rundown on the current meta that appeared in YCS Long Beach. If you have thoughts or questions, leave a comment.

Thursday, March 22, 2012

Why YGOPro is a problem?

For YGOPro, you need to have Hamachi, which can lead into several problems:
  • If you are always on the go or if you have a static IP, you don't have a finite internet access, so logging into Hamachi is going to be a hassle, because you would have to set up your preferences.
  • If you do not have a good connection, it'll lag and cause problems for both players. With the majority of it being automated, you'll be forced to wait a lot longer than you should, and if your opponent is impatient,...yeah, it'll just be bad.
The main problem with YGOPro is the necessity of Hamachi, when you can log into Dueling Network, and connect to a massive playerbase, of which you'll be able to duel almost near instantly (if you don't find an opponent, you'll have a little time to wait until you'll be able to duel), but yeah, bottomline, players would prefer Dueling Network over YGOPro, because it's less tedious.

~~~

For other news, I want to comment on a couple of weblinks:
Does it feel like Konami's pushing for players to play Hieratics?

Wednesday, March 21, 2012

Yu-gi-oh! Game Analysis - YGOPro

I decided to look into the specifics of this game, and I thought to myself: "It's just another version of YVD." So, I looked through how to set it up, and I had the same problem I had with YVD, hosting-wise, but at first glance, you wouldn't be confused at first. There's a couple of differences between YVD and YGOPro:
  • From what I noticed, there doesn't seem to be a way to put customs into YGOPro.
  • YGOPro's more automatic than YVD.
Hosting: For hosting purposes, you would have to go to here for dueling online using Hamachi. More information can be provided here: http://www.kc-ladder.com/index.php

After all is said and done, shown below is a sample of a duel on YGOPro: http://www.youtube.com/watch?v=c58s-SwvyJw

I can't really say for sure if I like it or not, because I only use it as a Deck Editor and Deck Editor alone, at the moment, but if you want to try something new, go ahead and share you experience by commenting below.

Sunday, March 18, 2012

Updates

Sorry that I haven't been posting for a while, but I decided to take a look at a program that a friend suggested to me: YGOPro. More details would come up later as I get use to setting everything up.

As for the decks, I haven't been on Dueling Network that much to build them, namely due to working on stuff in real life.

~~~

On the Cardfight!! Vanguard side of things, I'll be doing two segments during the month of April which are the following:
  • Strategies on how to use the Trial Decks straight from the box into the Cardfight!! Vanguard playing field.
  • Card Discussions that can help you to understand what exactly to expect people would use them, and how they are used in each deck.
  • Updating the Game Tutorial.
If you want something else to be covered, let me know by commenting.

Thursday, March 15, 2012

Yu-gi-oh! Deck Guide - Plants - Part 2

For this one, it'll be a much faster build, but at the same time, you'll be losing a lot of control. Regardless, this build helps out get one card to the Field much faster than if it is in Yu-gi-oh! Deck Guide - Plants - Part 1. Here's the card in question:

Rosarian, the August Fallen Angel
********    Attribute: Earth
[Plant/Effect]
Cannot be Normal Summoned or Set. Must first be Special Summoned (from your hand) by banishing 1 Level 7 or higher Plant-Type monster each from your hand and Graveyard. Once per turn: You can activate this effect; Until the End Phase, the effects of other face-up cards on the field are negated.
ATK: 2900    DEF: 2400

With it being partly a Merchant build, you can mill off the Level 7 or higher Plant monster to your Graveyard that you'll partly need for that card's summoning. The true reason, however, is to use this card:

Phoenixian Cluster Amaryllis
********    Attribute: Fire
[Plant/Effect]
This card cannot be Special Summoned except with its own effect or with "Phoenixian Seed". If this card attacks, it is destroyed after damage calculation. If this card you control is destroyed and sent to the Graveyard, inflict 800 damage to your opponent. During your End Phase, you can remove from play 1 Plant-Type monster from your Graveyard to Special Summon this card from your Graveyard in Defense Position.
ATK: 2200     DEF: 0

Well, with Magical Merchant, you can mill off this and several other Plant monsters to reuse this card's ability several times in a row.

Sample Deck List

2x Card Trooper
Dandylion
3x Danipon
3x Fallen Angel of Roses
3x Gokipon
Lonefire Blossom
3x Lord Poison
3x Magical Merchant
3x Naturia Pineapple
3x Phoenixian Cluster Amaryllis
Phoenixian Cluster Seed
3x Queen Angel of Roses
3x Rai-Mei
3x Rosarian, the August Fallen Angel
Sangan
3x Tytannial, Princess of Camillias

Bait Doll

Rate, comment, fix, thoughts, and discuss. Enjoy.

Wednesday, March 14, 2012

Yu-gi-oh Duel Video Discussion - Plants and Ice Barriers

Well, I'm going to be doing something different. I'll be showing you guys a few duel videos, that you can comment on. Anyway, for the first video, here's a reason why you shouldn't go AFK on Dueling Network:


So, I'll ask you this. What makes real life Yu-gi-oh! dueling so different from online dueling? There isn't. People duel online face off against one another to have fun, hence why Rauzes discussed how it doesn't matter where you come from, when you two are dueling/cardfighting, the reason becomes "You want to fight someone that's stronger than you, so that once you leave the area, you can fix your deck for the flaws it may potentially have in that duel or cardfight, and go to the next duel/cardfight/tournament." (If you want to read more, you can click here.)

Now, here's a match where I show you how well the Plant deck works:

(Note that there's volume on this duel, so if you don't want to listen to the background music, I would recommend muting it)

Now, here's a duel where I show you how well the Ice Barrier deck works:

(Note that there's volume on this duel, so if you don't want to listen to the background music, I would recommend muting it)

As for other comments, it shouldn't matter if you play in real life or online, you'll gain experience to face off against certain decks, which can make you a better duelist/cardfighter.

Anyway, thoughts, discuss, and comments. Enjoy!

Tuesday, March 13, 2012

Yu-gi-oh! Deck Guide - Plants - Part 1

Right now, there's two possible paths to take with Plants at the moment. One will be showcased in this post, and the other will be posted later. Right now, here's the rundown of the cards for the strategy:

Fallen Angel of Roses
*******   Attribute: Earth
[Plant/Effect]
You can return 1 face-up Plant-Type monster you control to the hand, except "Fallen Angel of Roses", and Special Summon this card from your hand. If this card is Special Summoned this way, remove it from play when it is removed from the field.
ATK: 2400   DEF: 1300

With this card, it'll become slightly easier to summon a 2400 monster, and be able to reuse one Plant-type monster's effect to your liking.

Naturia Bamboo Shoot
*****    Attribute: Earth
[Plant/Effect]
If this card is Tribute Summoned by Tributing a "Naturia" monster, while this card remains face-up on the field, your opponent cannot activate Spell or Trap Cards.
ATK: 2000   DEF: 2000

A lockdown out for this deck. Once this is summoned, if they do not have a card that can overpower this thing immediately, then they'll be taking a few hits, which can lead to winning a game.

Queen Angel of Roses
*******   Attribute: Earth
[Plant/Effect]
You can Tribute Summon this card in face-up Attack Position by Tributing 1 Plant-Type monster. Once per turn, during your Standby Phase, destroy 1 face-up monster on the field with the lowest ATK.
ATK: 2400   DEF: 1300

This card can become an out to an immediate threat that comes up. Another combination that I use to make sure this card doesn't get destroyed is as follows:

Queen Angel of Roses + Naturia Pineapple

With those two, I can chose which effect can go first, second, or potentially third. For example, if I want to get rid of an opponent's monster that has less ATK than Queen Angel of Roses, I would pick Queen Angel's effect to go first. Otherwise, I would use Naturia Pineapple's effect, then Queen Angel's effect, then Naturia Pineapple's effect, since it is still in the Standby Phase. The last card is listed below:

Naturia Pineapple
**   Attribute: Earth
[Plant/Effect]
All face-up monsters you control are treated as Plant-Type. If this card is in your Graveyard during your Standby Phase, and you control no Spell or Trap Cards, you can Special Summon this card. This effect cannot be activated if you control a face-up "Naturia Pineapple" or if there are any monsters in your Graveyard that are not Plant-Type or Beast-Type.
ATK: 100   DEF: 100

This card can be used to fulfill the requirements to summon one of the three above, and then still come back to be reused for all the card effects that this deck has to offer.

Sample Deck List:

Dandylion
3x Evil Thorn
3x Fallen Angel of Roses
3x Koa'ki Meiru Gravirose
Lonefire Blossom
2x Naturia Bamboo Shoot
3x Naturia Pineapple
3x Queen Angel of Roses

Dark Hole
Foolish Burial
2x Fragrance Storm
Heavy Storm
2x Mark of the Rose
3x Miracle Fertilizer
Monster Reborn
2x Mystical Space Typhoon
Pot of Avarice

2x Bottomless Trap Hole
3x Call of the Haunted
2x Torrential Tribute

Rate, comment, fix, thoughts, and discuss. Enjoy!

Saturday, March 10, 2012

Yu-gi-oh! Deck Guide - Ice Barriers (Competitive) - Part 1

Well, in the last build, I decided to make it casual, but in this build, I decided to make it a bit more competitive that can stand up to some decks. Please note that this deck is not 100% perfect, but it'll give you a sample of what to do with Ice Barriers in the current meta. Without further ado, here's the three cards that I center this deck on:

Strategist of the Ice Barrier
****   Attribute: Water
[Spellcaster/Effect]
Once per turn, you can send 1 "Ice Barrier" monster from your hand to the Graveyard to draw 1 card.
ATK: 1600   DEF: 1600

This card is mainly used to cycle through your high level monsters with more live cards. Once you dump those cards to your Graveyard, the next card comes into play:

Prior of the Ice Barrier
**   Attribute: Water
[Aqua/Effect]
If you control a face-up "Ice Barrier" monster, you can Special Summon this card (from your hand). You cannot Special Summon any Level 5 or higher monsters the turn you use this effect. You can Tribute this card to target 1 "Ice Barrier" monster in your Graveyard, except "Prior of the Ice Barrier"; Special Summon that target.
ATK: 1000   DEF: 400

When you have a bunch of high levels to pick from, it'll depend on the situation that you are in where you are going to use them; however, two cards would stand out when you use Prior of the Ice Barrier's effect, which are as follows:

General Grunard of the Ice Barrier
********   Attribute: Water
[Warrior/Effect]
During your Main Phase, you can Normal Summon 1 "Ice Barrier" monster in addition to your Normal Summon or Set. This effect can only be used once per turn.
ATK: 2800   DEF: 1000

For this instance, when you want to have General Grunard of the Ice Barrier out on your Field is when you want to set up a play to bounce your opponent's Synchro Monster or Xyz Monster, which can be done by this card:

Sacred Spirit of the Ice Barrier
****    Attribute: Water
[Zombie/Spirit/Effect]
This card cannot be Special Summoned. This card returns to the hand during the End Phase of the turn it is Normal Summoned or flipped face-up, unless you control another face-up "Ice Barrier" monster. In that case, this card's effect changes to select 1 monster your opponent controls and return it to the hand, instead.
ATK: 1600    DEF: 1200

When you already used your Normal Summon for the turn, you can use General Grunard of the Ice Barrier's ability to Normal Summon Sacred Spirit of the Ice Barrier, and have it bounce the Synchro Monster or Xyz Monster. For the other monster that you prefer to Special Summon using Prior of the Ice Barrier's ability is listed below:

General Gantala of the Ice Barrier
*******   Attribute: Water
[Warrior/Effect]
Once per turn, during your End Phase, you can select and Special Summon 1 "Ice Barrier" monster from your Graveyard, except "General Gantala of the Ice Barrier".
ATK: 2700   DEF: 2000

For this card's Special Summon ability, and for other targets for Prior of the Ice Barrier's ability, are listed below:

General Raiho of the Ice Barrier
******   Attribute: Water
[Warrior/Effect]
When an effect resolves that was activated by your opponent's Effect Monster on the field, they can discard 1 card. If they do not, that effect is negated.
ATK: 2100   DEF: 2300

Medium of the Ice Barrier
*******   Attribute: Water
[Spellcaster/Effect]
If your opponent controls 4 or more cards than you do, you can Special Summon this card from your hand. Your opponent can only activate 1 Spell/Trap Card per turn.
ATK: 2200   DEF: 1600

Other than that, it's pretty self-explanatory.

Sample Deck List:


2x General Gantala of the Ice Barrier
2x General Grunard of the Ice Barrier
2x General Raiho of the Ice Barrier
2x Medium of the Ice Barrier
3x Prior of the Ice Barrier
3x Sacred Spirit of the Ice Barrier
3x Strategist of the Ice Barrier
2x Treeborn Frog

Dark Hole
Foolish Burial
Heavy Storm
2x Magic Triangle of the Ice Barrier
3x Medallion of the Ice Barrier
Monster Reborn
3x Moray of Greed
2x Mystical Space Typhoon

3x Aquamirror's Art of Regeneration
2x Bottomless Trap Hole
2x Torrential Tribute

Rate, comment, fix, thoughts, and discuss. Enjoy!

Friday, March 9, 2012

Yu-gi-oh! Deck Guide - Ice Barriers (Casual) - Part 1

Alright, for this build, since Trishula, Dragon of the Ice Barrier was banned and Brionac, Dragon of the Ice Barrier is limited, another strategy has to stem out from the deck. This deck cannot compete against Tier 1 and Tier 2 decks, but it'll be a good deck to try out on a casual pace or a starting point to get it into the competitive range once again. Why can't it compete against the top decks? The strategy is based around Field Presence and keeping a fair amount of cards in the hand. Since Wind-Ups destroy your hand and Inzektors destroy your Field, there's no point in having a monster based archetype that stalls. Anyway, I've kept it within the casual range, but if you want to make it more competitive, I'll make a separate deck guide for it.

For right now, the monsters used for the stall tactics:

Dai-Sojo of the Ice Barrier
******    Attribute: Water
[Spellcaster/Effect]
When this card is Normal or Flip Summoned, it is changed to Defense Position. Face-up "Ice Barrier" monsters you control cannot be destroyed by Spell or Trap Card effects.
ATK: 1600   DEF: 2200

This card prevents your cards from being destroyed by Spell and Trap Cards.

Secret Guards of the Ice Barrier
**   Attribute: Water
[Aqua/Effect]
Face-up "Ice Barrier" monsters you control cannot be targeted by the effects of your opponent's Effect Monsters.
ATK: 100   DEF: 1600

This card prevents your cards from being destroyed by Monster effects.

Defender of the Ice Barrier
***   Attribute: Water
[Aqua/Effect]
While you control another face-up "Ice Barrier" monster, monsters your opponent controls cannot declare an attack if their ATK is greater than or equal to this card's DEF.
ATK: 100   DEF: 1600

This card can prevent your opponent from attacking your monsters. When this card is set-up, your opponent will have a hard time trying to destroy your monsters by battle, especially if you use Dai-Sojo of the Ice Barrier and Secret Guards of the Ice Barrier.

Other than that, you use the Ice Barrier Effect Generals as your way out.

Sample Deck List:


2x Caravan of the Ice Barrier
3x Dai-Sojo of the Ice Barrier
3x Defender of the Ice Barrier
General Gantala of the Ice Barrier
General Grunard of the Ice Barrier
General Raiho of the Ice Barrier
3x Prior of the Ice Barrier
3x Secret Guards of the Ice Barrier
2x Strategist of the Ice Barrier

Dark Hole
Heavy Storm
3x Magic Triangle of the Ice Barrier
3x Medallion of the Ice Barrier
Monster Reborn
3x Moray of Greed
2x Mystical Space Typhoon
Pot of Avarice
3x Salvage
3x Water Hazard


Extra Deck:
Ally of Justice Catastor
Ally of Justice Decisive Armor
Ancient Fairy Dragon
Armory Arm
Black Rose Dragon
Brionac, Dragon of the Ice Barrier
2x Dewloren, Tiger King of the Ice Barrier
Gungnir, Dragon of the Ice Barrier
Magical Android
Mist Wurm
Red Dragon Archfiend
Scrap Dragon
Stardust Dragon
Tech Genus Hyper Librarian

Rate, comment, fix, thoughts, and discuss. Enjoy!

Tuesday, March 6, 2012

Thoughts

I'm considering doing the following:
  • Make an Ice Barrier Guide since Trishula, Dragon of the Ice Barrier is banned, and make a sample build to get an idea of what to utilize with Ice Barriers.
  • Make a Plant Deck Guide, since Spore and Glow-Up Bulb are banned, and make a sample build to get an ide of what to utilize with Plants (and maybe include Reborn Tengu. I'm not sure yet).
  • Make a T.G. Stun Deck Guide since T.G. Striker became limited, and make a sample build to get an idea of what to utilize with T.G. Stun decks, currently.
  • Make an Agent Deck Guide since The Agent of Mystery - Earth became limited, and make a sample build to get an idea of what to utilize with Agent decks, currently.
As for the other blog, I haven't been able to complete some tasks, so I'm putting that blog on hold until next week sometime.

If you have any suggestion on any deck guide(s) I should make, let me know by commenting, and I'll add it to the list of what I'm considering to do.

~~~

What I've noticed this format is that nothing has changed from last format, sadly, so prior decks I made can still be good in this coming format. It'll be not one of the three decks that are considered Tier 1, but it'll be a fun, competitive deck to utilize during this format.

Would it be interesting to try rather than dealing with the same 3 decks constantly dueling, or would you rather create an idea that can compete with decks on a fun, creative, and innovative level? The choice is yours.

Sunday, March 4, 2012

Yu-gi-oh! Deck Guide - Lightrays - Part 2

With this set, I would point out the last card of the four that have been shown already, and elaborate on my thoughts on that card: Lightray Sorceror.

First, the card in question (card text from Dueling Network):

Lightray Sorcerer
******  Attribute: Light
[Spellcaster/Effect]
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having 3 or more banished LIGHT monsters, and cannot be Special Summoned by other ways. Once per turn: You can target 1 of your banished LIGHT monsters and 1 face-up monster on the field; shuffle that banished target into the Deck, and banish that target. This card cannot attack during the turn this effect is activated.
ATK: 2300   DEF: 2000

So, this card can let you reuse Lights that you have removed from the game and remove one card your opponent controls as well. The drawback is that it cannot attack that turn you use the effect. So, such cards that you can reuse are listed below:
  • Fortune Lady Lighty
  • Cyber Valley
  • Thunder King Rai-oh
  • D.D. Warrior Lady
  • ...and several others.
Sample Deck List:
2x Caius the Shadow Monarch
3x Cyber Valley
3x D.D. Survivor
3x D.D. Warrior Lady
3x Lightray Sorcerer
2x Raiza the Storm Monarch
3x Thunder King Rai-oh

Dark Hole
3x Dimensional Fissure
Heavy Storm
2x Mystical Space Typhoon
3x Pot of Duality
Reinforcement of the Army

3x Macro Cosmos
Return from the Different Dimension
Solemn Judgment
2x Solemn Warning
Starlight Road
2x Torrential Tribute

Rate, fix, comments, thoughts, and discuss. Enjoy!

Friday, March 2, 2012

Yu-gi-oh! Deck Guide - Lightrays - Part 1

Well, for this session, I'm looking into Lightray monsters that can have some really good benefits. So, without further ado, let's start with the 3 Lightray monsters that require a certain number or more of LIGHT monsters in the Graveyard: (all effects listed are from Dueling Network)

Lightray Daedalus
*******     Attribute: Light
[Sea Serpent/Effect]
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having 4 or more LIGHT monsters in your Graveyard, and cannot be Special Summoned by other ways. Once per turn: You can target 3 cards on the field, 1 of the 3 being a Field Spell Card; destroy them.
ATK: 2600   DEF: 1500

When using certain decks, this monster would face-off against anything that utilizes Field Spell Cards, such as Gravekeepers or Fusion Gate. If the opponent uses a Field Spell Card like that, you can target that Field Spell and 2 cards they control and destroy them. It literally becomes a +3, when that happens.

Next card:

Lightray Diabolos
*******   Attribute: Light
[Dragon/Effect]
Cannot be Normal Summoned or Set. Must first be Special Summoned (from your hand) by having 5 or more LIGHT monsters with different names in your Graveyard. Once per turn: You can banish 1 LIGHT monster from your Graveyard and target 1 Set card your opponent controls; look at that target, then return it to the top or the bottom of its owner's Deck.
ATK: 2800  DEF: 1000

I would certainly use it when I'm using another Lightray monster as well, because it ensures that I can force my opponent to top-deck a set card they have on the Field, or it ensures that you'll never have to worry about that set card ever again.

Next card:

Lightray Gearfried
********   Attribute: Light
[Warrior/Effect]
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having 5 or more LIGHT monsters with different names in your Graveyard, and cannot be Special Summoned by other ways. Once per turn, when a Spell or Trap Card is activated while the face-up monsters you control are only Warrior-Type: You can banish 1 Warrior-Type monster from your Graveyard; negate the activation and destroy the card.
ATK: 2800   DEF: 2200

This card would work well, in general, with any LIGHT deck that utilizes Warrior-type monsters; however, if you decide to swarm with the Lightray cards, then this effect cannot be used. Otherwise, it is a good for anything that utilizes LIGHT Warrior-type monsters.

And without further ado, here's the sample deck list for the three listed above:


Black Luster Soldier - Envoy of the Beginning
2x Card Trooper
Celestia, Lightsworn Angel
Ehren, Lightsworn Monk
Garoth, Lightsworn Warrior
Honest
Jain, Lightsworn Paladin
3x Judgment Dragon
2x Lightray Daedalus
2x Lightray Diabolos
2x Lightray Gearfried
2x Lumina, Lightsworn Summoner
Lyla, Lightsworn Sorceress
2x Necro Gardna
Ryko, Lightsworn Hunter
2x Summoner Monk
Wulf, Lightsworn Beast

Book of Moon
Charge of the Light Brigade
Dark Hole
Heavy Storm
Mind Control
Monster Reborn
3x Monster Reincarnation
Pot of Avarice
Reinforcement of the Army
3x Solar Recharge


Extra Deck:
2x Daigusto Emeral
3x Lavalval Chain
3x Number 39: Utopia
2x Number 50: Black Corn
3x Queen Dragun, the Dragon Majin
2x Steelswarm Roach


Anyway, rate, comment, fix, thoughts, questions, and discuss. Enjoy!