Showing posts with label Yu-gi-oh - Card Discussion. Show all posts
Showing posts with label Yu-gi-oh - Card Discussion. Show all posts

Tuesday, February 21, 2012

Yu-gi-oh! Card Discussion - Super Rejuvenation and why is it the main draw engine for Hieroglyphs?

The card:
Super Rejuvenation
[Quick-Play Spell Card]
During the End Phase of the turn this card is activated, draw 1 card from your Deck for each Dragon-Type monster discarded from your hand and/or Tributed during this turn. 

Why is it the main draw engine for Hieroglyphs?
Because most of the Hieroglyph cards tribute to Special Summon themselves to the field along with a Dragon-Type Normal monster, which then can be tributed for the Hieroglyph effect. Which means, you'll get to draw 2 cards every time you Special Summon the Hieroglyph monster (by tributing a Hieroglyph monster) and every time you activate a Hieroglyph effect (by tributing a Hieroglyph monster)

What I thought was interesting was this: (Please note that I could be wrong on this)

TCG: In the TCG, the hand size limit is the absolute last thing to occur, which means, you draw for Super Rejuvenation, and after you draw for Super Rejuvenation, if you have more than 6 cards, you discard until you have 6 cards.

OCG: You can choose when you can apply the hand size limit. For example, you can apply the hand size limit at the End Phase, before you draw for Super Rejuvenation. So, you discard 2 Dragon-type monsters from the hand size limit, then draw 2 more cards from Super Rejuvenation in addition to whatever you tributed for the turn. You do not apply the hand size limit twice per End Phase.

Sunday, February 19, 2012

Yu-gi-oh! Card Discussion - Inferno Reckless Summon

Why am I commenting about Inferno Reckless Summon?
With Hieroglyphs and Inferno Reckless Summon, you can bring out 3 Level 8 monsters, and push for a Xyz, namely Thunder-End Dragon to counteract the 2 monsters summoned by your opponent.

Wait, what? Why in Hieroglyphs then?
The effect that Hieroglyphs show is that they push for any Dragon Normal monster to be Summoned to their field for Exceed Summoning; however, their ATK becomes 0. Of course, you can use Burst Stream of Destruction on Blue-Eyes White Dragon and Inferno Fire Blast for Red-Eyes Black Dragon, but there's not much of a point where you can not mount a good offensive measure. So, by using Inferno Reckless Summon, you can Summon 2 other Dragon-type Normal Monsters with their ATK being greater than 0.

The card itself:

Inferno Reckless Summon
[Quick-Play Spell Card]
Activate only when 1 monster with 1500 or less ATK is Special Summoned to your side of the field while your opponent controls a face-up monster(s). Special Summon all cards with the same name as the Summoned monster from your hand, Deck, and Graveyard in face-up Attack Position. Your opponent selects 1 face-up monster they control and Special Summons all cards with that same name from their hand, Deck, and Graveyard.

Suggestion: Try it and see if it is worth it to use in Hieroglyphs.

Thoughts, comments, and discuss.

Thursday, February 16, 2012

Yu-gi-oh! Card Discussion - White Elephant's Gift and Advance Draw

Right now, it's going into the third part of the discussion on White Elephant's Gift and Advance Draw. Let's take a look at both cards:

White Elephant's Gift
[Normal Spell Card]
Send one Non-Effect Monster you control to the Graveyard. Draw 2 cards.

Advance Draw
[Normal Spell Card]
Tribute 1 Level 8 or higher monster you control. Draw 2 cards.

For Hieroglyphs, the concept of the deck is to summon big dragons to your side of the Field. If you focus in on the Level 8 0 ATK 0 DEF Normal Monster, and that monster alone, you prevent ways to make sure that you don't dead draw whenever you decide to draw.

Not to mention, it'll be easy for Hieroglyphs to make sure a Level 8 Normal Monster is on the field, so that you are able to recycle said cards, and develop a good draw engine to help you get through some of your Deck. Anyway, thoughts, discuss, and comment.

Yu-gi-oh! Card Discussion - Dragged Down into the Grave

The next card up for discussion came from the second question I asked at the end of January: "What card would you prefer: Dragged Down into the Grave or Dark World Dealings?" Right now, let's start the card discussion on Dragged Down into the Grave:

Dragged Down into the Grave
[Spell Card]
You and your opponent look at each other's hands, select 1 card from each other's hands and discard them to the Graveyard, and each draw 1 card. 

Yeah, it does disrupt your opponent, but that's not what I want you to think about. Remember that there's Inzektors and Wind-Up/Inzektor hybrid out there in the OCG and the TCG, which if you set anything, it would cause more problems than what it would solve. There is some cases that it'll work in said deck types, but it'll do more harm than good.

The typical play for Dragged Down into the Grave is the following:
  1. Set all Spell and Trap Cards making sure when you activate Dragged Down, you only have Dark World monsters for your opponent to pick from.
  2. Activate Dragged Down into the Grave.
  3. Opponent is forced to pick one Dark World monster from your Hand.
The way I see this is that Step 1 greatly influence those hybrids is that you have to set those cards, and then once they get Inzektor Hornet, they can gain massive pluses off what you had to do for Dragged Down into the Grave.

Tuesday, February 14, 2012

Yu-gi-oh! Card Discussion - Dark World Dealings

Second part of the discussion on the second question I asked at the end of January: "What card would you prefer: Dragged Down into the Grave or Dark World Dealings?" Now, then, let's start the discussion off with Dark World Dealings:

Dark World Dealings
[Spell Card]
Each player draws 1 card. Then each player discards 1 card. 

Simple enough, eh? With this card, it'll give you the discard that you want and the draw that you'll most likely need, but you aren't able to disrupt your opponent; however, if you face off against an Inzektor or Wind-Up/Inzektor hybrid, would you prefer not to set that many facedowns or would you rather get nailed by Inzektor Dragonfly + Inzektor Centipede + Inzektor Hornet?

The reason why I'm holding the deck list of the Dark World deck nearby is because I'm going to edit it for the new March 1st, 2012 Ban List, and I saw no point in posting it when it's nearing the time where the new list is posted.

Friday, February 10, 2012

Yu-gi-oh! Card Discussion - Necrovalley

For the second part of the discussion, we discuss about Necrovalley being an option to Dark World.

Necrovalley
[Field Spell Card]
All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in either player's Graveyard cannot be removed from play. Cards in either player's Graveyard cannot be affected by card effects, except for their own effects.

For this card, it'll cause disruption to Inzektors, which will be a necessity in this format, since the majority of Inzektor players want to equip their cards from the Graveyard. Here's the advantages to this:
  • Cards won't be banished from your Graveyard by your opponent's card effects.
  • Dark World effects would not be affected by Necrovalley besides Snoww's second effect.
A disadvantage is:
  • All Gravekeepers gain 500 ATK and DEF.
Then, why am I suggesting this?


With this card, you can force your opponent to lose all their monsters, then use Mind Crush to crush their hand to pieces. Thoughts and comments?

Wednesday, February 8, 2012

Yu-gi-oh! Card Discussion - The Gates of Dark World

If you remember the question I decided to ask at the end of January, I asked "Which Field Spell do you prefer in Dark World?". Now, the discussion begins with The Gates of Dark World.

The Gates of Dark World
[Field Spell Card]
All Fiend-Type monsters gain 300 ATK and DEF. Once per turn: You can banish 1 Fiend-Type monster from your Graveyard; discard 1 Fiend-Type monster, then draw 1 card.

The discussion that is at hand is "What would you do in the current meta, if the current meta doesn't decide to shift in the next couple of months? What would you do if Inzektors do not get hit, and Dark World becomes obsolete, because everyone else would be running 3 "Shadow-Imprisoning Mirrors", but what can Dark World do to potentially stop Inzektors? Would no one run them? Would players find a way around it? You can't expect to win the first duel against Inzektors if you can't think outside of the box, and make sure that your opponent gets nailed hard. Even if your opponent decides to not run Inzektors, you need to have a solid deck to face off against your opponent first turn, and hit them hard where it counts.

The question becomes "Will you use The Gates of Dark World, or will you use Necrovalley?" The Gates of Dark World has a few advantages:
  • 300 Power Boost for all Fiend-type monsters.
  • Discard effect.
  • Draw 1 effect.
 A disadvantage is:
  • Removing 1 Fiend-type monster in your Graveyard as a cost.
Now, would the question be "Would this card be good for me if I run Dark Worlds, or will this card be not good enough when I play Dark Worlds?" The choice is yours.

Monday, February 6, 2012

Yu-gi-oh! Card Discussion - Meklord Emperor Wisel, Granel, and Skiel

Right now, I'm going to discuss the three probably, in my sense more underrated in the September 1st, 2011 Ban List Format, because of how players set up their hand traps (Effect Veiler, Maxx "C") in their decks. So now, let's go into the discussion at hand:

Meklord Emperor Wisel
* Attribute: Dark
[Machine/Effect]
Cannot be Normal Summoned or Set. Must be Special Summoned by its own effect, and cannot be Special Summoned by other ways. When a face-up monster you control is destroyed by a card effect and sent to the Graveyard: You can Special Summon this card (from your hand). Other monsters you control cannot declare an attack. Once per turn: You can target 1 Synchro Monster your opponent controls; equip that target to this card. This card gains ATK equal to those equipped monsters' combined ATK. Once per turn, when an opponent's Spell Card is activated: You can negate the activation and destroy it.
ATK: 2500   DEF: 2500

Right now, this seems to be more likely to be main decked because you are going into destroying your own cards, potentially; however, more players decided to play Dimensional Prison over Bottomless Trap Hole, which does not destroy and send to the Graveyard, but just plain flat-out banishes the monster. If you run cards that destroy your own cards, run Meklord Emperor Wisel, otherwise, there's not much of a point.

Meklord Emperor Granel
* Attribute: Earth
[Machine/Effect]
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by its own effect. When a face-up monster you control is destroyed by a card effect and sent to the Graveyard, you can Special Summon this card from your hand. This card gains ATK and DEF equal to half of your Life Points. Once per turn, you can select 1 Synchro Monster your opponent controls and equip it to this card. This card gains ATK equal to those equipped monsters' combined ATK. During your Main Phase, you can select 1 of those equipped monsters, and Special Summon it to your side of the field in face-up Defense Position.
ATK: 0  DEF: 0

Right now, this seems to be the second most likely to be main decked because you are more or less going for an early game kill; however there is a different weakness, because of how the effect is used. If it gets hit by Effect Veiler, it does not gain its ATK back for the turn, and because of this format, where Meklord Emperor Granel can die easily, that one turn could be fatal, so when you decide to use this card, beware of hand traps (Effect Veiler, Gorz the Emissary of Darkness).

Meklord Emperor Skiel
* Attribute: Wind
[Machine/Effect]
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by its own effect. When a face-up monster you control is destroyed by a card effect and sent to the Graveyard, you can Special Summon this card from your hand. Other monsters you control cannot declare an attack. Once per turn, you can select 1 Synchro Monster your opponent controls, and equip it to this card. This card gains ATK equal to those equipped monsters' combined ATK. You can send 1 monster equipped to this card to the Graveyard to allow this card to attack your opponent directly this turn.
ATK: 2200  DEF: 2200

Right now, this is most unlikely to run; however this discussion wouldn't be complete without it. The only practical use I see you using this is that if your Deck is a Weenie Rush deck. Even then, this format is really meant to beating your opponent's face in.

EDIT: Updated with more fixes.

Saturday, February 4, 2012

Chain Disappearance and What It Targets

Some people are wondering why am I setting up a post about Chain Disappearance. I'm doing it because it's becoming more and more popular by the minute, because of how the current meta is at. So, here's the card in question:

Chain Disappearance
[Normal Trap Card]
When a monster(s) with 1000 or less ATK is Summoned: Banish that monster(s), then your opponent banishes all cards with the same name as that card(s) from their hand and Deck.

Some targets would be the following:
  • Alien Ammonite
  • Dandylion
  • Debris Dragon
  • Doppelwarrior
  • Karakuri Watchdog mdl 313 "Saizan"
  • Inzektor Ant
  • Inzektor Dragonfly
  • Inzektor Giga-Weevil
  • Inzektor Hornet
  • Karakuri Barrel mdl 96 "Shinkuro"
  • Karakuri Komachi mdl 224 "Ninishi"
  • Karakuri Merchant mdl 177 "Inashichi"
  • Karakuri Strategist mdl 248 "Nishipachi"
  • Lonefire Blossom
  • Mystical Shine Ball
  • T.G. Striker
  • The Agent of Mystery - Earth
  • Tour Guide of the Underworld
  • Wind-Up Rat
  • ...and several others
I decided to list a few, but there's several others to list. Anyway, enjoy!

Friday, February 3, 2012

Tour Bus of the Underworld vs. Pot of Benevolence vs. Transmigration Prophecy

There's something been bothering me about the list at its current state. Why is Transmigration Prophecy banned while Pot of Benevolence (which has the same effect, except it is a Normal Spell card, and it gets removed) and Tour Bus of the Underworld (which only returns 1 card, but it's a Level 3 Fiend which can be used with Tour Guide of the Underworld, and it was released in Order of Chaos)?

Transmigration Prophecy: Chainable Trap that can return 2 cards from the Graveyard to the Deck.

Pot of Benevolence: Normal Spell Card that can return 2 cards from the Graveyard to the Deck. It also removes itself.

Tour Bus of the Underworld: Level 3 Fiend that can return 1 card from the Graveyard to the Deck when it is sent to the Graveyard.

I'm wondering why Transmigration Prophecy is on the list now. Maybe, it'll be the one that'll bounce from being Limited to Unlimited. Only time will tell.

Thursday, February 2, 2012

Yu-gi-oh! Card Discussion - Gem-Knight Citrine

For the month of February, I have decided to do Card Reviews, because it would be pointless to do new decks before the ban list is revealed. Anyway, here's the first card on the list: Gem-Knight Citrine. (Information came from Yu-gi-oh! Wikia and from Dueling Network)

Gem-Knight Citrine
*******    Attribute: Earth
[Pyro/Fusion/Effect]
1 "Gem-Knight" Monster + 1 Pyro-Type Monster
Must be Fusion Summoned, and cannot be Special Summoned by other ways. If this card battles, your opponent cannot activate the effects of Spell, Trap, or Effect Monsters until the end of the Damage Step.
ATK: 2200     DEF: 1950

Pros:
  • Being able to be fused by any "Gem-Knight" monster and a Pyro-Type monster is good advantage point, because you don't have to strictly go for two specific monsters.
  • When this card battles, your opponent cannot activate anything until the end of the Damage Step. Within the "Set 4 backrow" format, this card was used mainly in Gem-Knights to get over specific cards. It also causes people to waste cards like Solemn Warning on Gem-Knight Fusion to dodge Gem-Knight Citrine for a turn.
Cons:
  • It can only be Special Summoned by Fusion Summoning.
With that being said, what do you think will happen in this upcoming ban list? Will it becomes a "Setting backrow" format again, or will it be something else? Anyway, enjoy!

Saturday, December 31, 2011

Have a happy new year!

Since it is December 31st, 2011, I was deciding on a routine for you all. For next month, I will be doing Yu-gi-oh! posts, so expect those to come back.

The schedule will be as follows:
  • January 2012 - Yu-gi-oh!
  • February 2012 - Yu-gi-oh!
  • March 2012 - Yu-gi-oh!
  • April 2012 - Cardfight!! Vanguard
  • May 2012 - Yu-gi-oh!
  • June 2012 - Cardfight!! Vanguard
  • July 2012 - Yu-gi-oh!
  • August 2012 - Cardfight!! Vanguard
  • September 2012 - Yu-gi-oh!
  • October 2012 - Cardfight!! Vanguard
  • November 2012 - Yu-gi-oh!
  • December 2012 - Cardfight!! Vanguard
This schedule will be subject to change over a longer period of time, but this is the rough draft I had in mind. The reason why I'm doing the first 3 months of 2012 as Yu-gi-oh!, because I'll be waiting for more cards to come in for Cardfight!! Vanguard. Not to mention, I've been getting ideas by watching duels on Dueling Network, that I can't sit by idly and watch the opprotunity past me by. With that being said, I would point out a card that I recently saw, but that has been out for a while:

(from Yu-gi-oh! Wikia)

Vanity's Emptiness
[Continuous Trap Card]
Neither player can Special Summon monsters. Destroy this card when a card is sent from the Deck or the field to your Graveyard.

Pro:
  • Your opponent cannot Special Summon monsters.
Cons:
  • You cannot Special Summon monsters.
  • When a card gets sent from your Deck or the field to your Graveyard, Vanity's Emptiness is destroyed.
There's cards that can remedy one "Con" from this card, which is using Imperial Customs and Starlight Road. Now then, why am I suggesting this? Find out in 2012.

Wednesday, November 23, 2011

Yu-gi-oh! Deck Discussion and Deck Explanation - Multiple Deck Lists - Part 3 and Card Discussion - Electric Snake

Frognarchs:


Where this idea came from: Thanks goes to Eh_Chavo with his interesting idea on using D.D. Designator with Frogs and Monarchs. If you want to view his posts, go here:

Deck:
3x Caius the Shadow Monarch
3x Dupe Frog
3x Mobius the Frost Monarch
3x Raiza the Storm Monarch
2x Ronintoad
3x Swap Frog
2x Treeborn Frog

3x D.D. Designator
Dark Hole
Foolish Burial
Heavy Storm
Monster Reborn
3x Pot of Duality
2x Salvage

2x Call of the Haunted
2x Mind Crush
3x Spiritual Water Art Aoi
Torrential Tribute
Mind Crush


Extra Deck:
3x Gachi Gachi Gantetsu
3x Inzecter Exabeetle
(The remainder of the Extra Deck, I'm not so sure what to put in as of yet.)

Frognarchs - Deck Explanation:
Long story short, make sure that they have nothing to stop your advance, and push for game with Monarchs. If you have any questions, leave a comment.

Watts:
3x Thunder King Rai-oh
3x Wattcobra
3x Wattdragonfly
2x Wattfox
3x Wattgiraffe
3x Wattlemur
2x Wattpheasant

Dark Hole
Heavy Storm
3x Messenger of Peace
Monster Reborn
Pot of Avarice
2x Recycling Batteries
3x Solidarity
2x Terraforming
3x Wattcastle

2x Call of the Haunted
Torrential Tribute
Trap Dustshoot


Extra Deck:
2x Wattchimera
2x Watthydra
3x Gachi Gachi Gantetsu
2x Steelswarm Roach
2x Lavalval Chain
2x Number 39: Utopia
2x Daigusto Emeral

Watts - Deck Explanation:
It's pretty much a "Direct Attack for game" deck. If you have any questions, leave a comment.

~~~~~

While I was testing out Watts, I came across this:
Electric Snake
Level 3     Attribute: Light
[Thunder/Effect]
When this card is discarded from your hand to the Graveyard by an effect of a card controlled by your opponent, draw 2 cards from your Deck.
ATK: 800    DEF: 900

Well, I thought about this in two instances against Dark World:
  • If your opponent is running Dragged Down to the Grave: Control your hand and set whatever you can, then once they do Dragged Down to the Graveyard, the only target that they can pick (hopefully) would be Electric Snake.
  • If your opponent is running Dark World Dealings: Draw 1, dump Electric Snake, and draw 2 more off Electric Snakes effect.
~~~~

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

Saturday, October 1, 2011

Yu-gi-oh! Card Discussion - Space-Time Police

(uploaded from Yu-gi-oh! Wikia)

Space-Time Police
*****   Attribute: Wind
[Psychic/Effect]
When this card is Special Summoned: Target 1 face-up card your opponent controls; banish that target. When this card leaves the field: Set the card that was banished by this effect to your opponent's side of the Field.
ATK: 2300  DEF: 1500

There's two ways to Special Summon this card easily without the use of Monster Reborn and Call of the Haunted and those are: Teleport and Brain Hazard. Teleport lets you Special Summon it from your Hand just like Valhalla for Fairies, except you have to pay 800 Life Points. Brain Hazard is the "Special Summon from the Banished pile" Continuous Trap Card. To abuse his effect, you use the Exceed Summoning method which avoids "When this card leaves the field" effect.

So the main idea is:
Space-Time Police + Psi-Beast = Level 5 Xyz

Comments, thoughts, or discuss. Enjoy!

Wednesday, August 24, 2011

Something I noticed...

Well, with the limitation of Pot of Avarice in September 2011 Ban List, I came across an idea. What if, instead of recycling the monsters from the Graveyard using Pot of Avarice, we use this:

(This picture came from Yu-gi-oh! Wikia)

Exodius the Ultimate Forbidden Lord
**********  Attribute: Dark
[Spellcaster/Effect]
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by returning all monsters from your Graveyard to your Deck. When this card declares an attack, send 1 monster from your hand or Deck to the Graveyard. This card has 1000 ATK for each Normal Monster in your Graveyard. When this card is removed from the field, remove it from play. If there are 5 different "Forbidden One" cards in your Graveyard that were sent there by this card's effect, you win the Duel.
ATK: ?           DEF: 0

Well, you can Special Summon this card and return your precious engine to your Deck so that you could use the said engine more. Such cards are used and in the Graveyard usually are Reborn Tengu and Tour Guide of the Underworld. Just another DARK monster that you could use with Black Luster Soldier - Envoy of the Beginning and Chaos Sorcerer.

Wednesday, August 10, 2011

Card Discussion - Photon Shockwave - Part 5

Alright, here's Part 5 of the 3 card reviews of Photon Shockwave: (The cards are shown below are from Shriek, so if you want to read through the set, go here.)

Black Ray Lancer
Rank: 3   Attribute: Dark
[Beast-Warrior/Xyz/Effect]
2x Level 3 WATER Monster
Once per turn, you can remove 1 of this card's Exceeds Material Monsters to select 1 face-up Monster on the Field. That selected monster hast its effect(s) negated until the End Phase.
ATK: 2100  DEF: 600

Evolkaiser Ragia
Rank: 4   Attribute: Fire
[Dragon/Xyz/Effect]
2x Level 4 Dinosaur-Type Monster
Activate by removing 2 of this card's Exceeds Material Monsters. Negate the activation of a Magic or Trap Card, OR the Normal Summon or Special Summon of a Monster and destroy it.
ATK: 2400  DEF: 2000

With these two Xyz monsters, they can be easily added to a Rescue Rabbit deck, since there are some Level 3 Water Monsters, and some Level 4 Dinosaur monsters. Just a thought when you need to focus on negating some effects to get through an attack or two with Xyzs.

Regretful Complaint
[Normal Trap Card]
Activate only if you take Battle Damage from an opponent's monster attacking directly. Gain control over the face-up opponent's monster with the highest DEF until your next End Phase. The monster you gained control over by this effect has its effect(s) negated and cannot attack.

When you take a direct hit from a monster, you can use this card to take control of an opponent's monster. Good to use with Synchro Summoning and Exceed Summoning. Just something that you can tech, if you are very prone to direct attacks.

~~~

Well, I'm not sure if I'm going to do some more Card Discussions over Photon Shockwave. Anyway, if I don't, you can look through the set by clicking here.

Sunday, August 7, 2011

Card Discussion - Photon Shockwave - Part 4

Alright, here's Part 4 of the 3 card reviews of Photon Shockwave: (The cards are shown below are from Shriek, so if you want to read through the set, go here.)

Elec King Cobra
****   Attribute: LIGHT
[Thunder/Effect]
This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent's Life Points by attacking directly, add 1 "Elec" Monster from your Deck to your hand.
ATK: 1000   DEF: 500

Very good card with Elecs. And with the indirect support that came with the set, I think Elecs got a great boost from it. For example, Burning Fighting Spirit can double this card's ATK to 2000, and have this monster attack directly, or if your opponent attacks, you can use Photonize to give this card the opponent's monster's ATK, then have it attack directly. Very interesting, indeed.

Naturia Maron
***   Attribute: Earth
[Plant/Effect]
When this card is successfully Normal Summoned, you can send 1 "Naturia" monster from your Deck to the Graveyard. Also, once per turn, by selecting 2 "Naturia" monsters in your Graveyard, and shuffling them back to your Deck, you can draw 1 card.
ATK: 1200   DEF: 700

Very good support card for Naturia Pineapple. Makes sure that if you want to run Bambooshoot in a Plant based build, it's plausable.

Killer Frilled Shark
***   Attribute: Water
[Fish/Effect]
When a face-up Fish, Sea-Serpent, or Aqua-Type Monster you control is selected as an attack target, activate by removing from play this card in your Graveyard. Negate the attack of that attacking monster, and until your next End Phase, it loses 500 ATK. The effect of "Killer Frilled Shark" can only be used once per turn.
ATK: 700   DEF: 1500

If you need to hold out for a turn, just in case, Fish Turn Kill backfires, you can negate an attack with this card, which you can make sure to survive a turn, so that you can finish off your opponent next turn. Just a thought though, not sure if you would be interested enough to try it, though.

If nothing else, you can use it to protect your Gishki monsters from being destroyed.

Friday, July 29, 2011

Card Discussion - Photon Shockwave - Part 3

Alright, here's Part 3 of the 3 card reviews from Photon Shockwave: (The cards shown below are from Shriek, so if you want to read through the set, go here.)

Temporary Truce
[Normal Spell Card]
Both players draw 1 card. Until the end of your opponent's next turn, all Damage any player takes becomes 0.

Long story short, it's useful in Exodia Library FTK, where you use Royal Magical Library to draw out your entire deck. Just another card to add to it, that's all.

Photonize
[Normal Trap Card]
Activate only when your opponent declares an attack with a monster. Negate that monster's attack, and until your next End Phase, 1 face-up  LIGHT Monster gains ATK equal to that opponent's monster's ATK.

Well, this is a trap card version of Honest, except it's a bit slower. Makes you think that Honest may become banned very soon to the ban list, but who knows? The Honest + Armed Changer loop may be seeing its last days. Who can suspect the future?

Anyway, in regards to the card itself, it'll assist in LIGHT variants like Agents to stall your opponent for a little while. Regardless, it's a good card, but I would prefer Honest over this card.

Burning Fighting Spirit
[Normal Trap Card]
After activation, this card is treated as an Equip Card and equipped to 1 face-up monster you control. If your opponent controls a monster with higher ATK than its original ATK, double the original ATK of the equipped monster during the Damage Step only.

Slightly different trap version of Megamorph. In this case, it would be good replacement for some of the other cards that were used as a predecessor to this card, AKA Rush Recklessly and Shrink.

In the decks column for this card, I would use Elecs, because with their low attack, and their direct attacking capabilities, it would give the more power to push for damage. Also, you could use this card with a Cyber Dragon, then it can run over Stardust Dragon. Anyway, it's a good card under the right circumstances.

Wednesday, July 27, 2011

Card Discussion - Photon Shockwave - Part 2

Alright, here's Part 2 of the 3 card reviews from Photon Shockwave: (I got the effects off Yu-gi-oh! Wikia, but if you want to refer to the site spoiler, go here on Shriek.)

Light Serpent
***   Attribute: Light
[Reptile/Effect]
When this card is sent from the hand to Graveyard: Special Summon this card from the Graveyard. This card cannot be used as a Synchro Material Monster.
ATK: 1200     DEF: 800

Well, this is obviously a Xyz Material Monster for send or discard type decks for Rank 3 Xyzs. From what I noted, the one of the good mentioned ones are Empty Space Sea Serpent Levaiel. Anyway, in regards to that, it's still mediocre. Not much else mentioned.

Fragment of Greed
[Continuous Spell Card]
During each of your Draw Phases, when you conduct your normal draw: Place 1 Greed Counter on this card. If this card has 2 or more Greed Counters: You can send this card to the Graveyard; draw 2 cards.

Very good way to bait out your opponent's Mystical Space Typhoon and that. If your opponent allows it to stay on your Field for 2 turns, you get 2 new cards. Very good card, overall.

Holy Armor -Mirror Mail-
[Normal Trap Card]
When a face-up monster you control is targeted for an attack: The ATK of that monster because the ATK of the attacking monster.

It's an interesting card, but in this instance, I would personally use it in combination with Recruiters. When you use it on a monster like Shining Angel for instance, you would be able to kill off your opponent's monster in battle, and then, you would be able to call out another Shining Angel or Nova Summoner for another attack.

Monday, July 25, 2011

Card Discussion - Photon Shockwave - Part 1

For each part of these reviews, I will do 3 cards per part, so that I can elaborate on each card a bit more than just doing a quick glance when doing 5 or more cards. At least, it'll give you more of an idea on what I'm thinking about when doing these cards, and in some cases, it'll give me an urge to make a deck on the principle I presented.

For now, let's talk about these cards: (The cards shown below are from Shriek, so if you want to read through the set, go here.)

Triwight Zone
[Normal Spell Card]
Activate by selecting 3 Level 2 or lower Normal Monsters in your Graveyard. Special Summon the selected monsters from the Graveyard.

The decks that I can see benefitting this card are "Law of the Normal" decks, Ojama decks, Skull Servant decks, and Gemini decks. The Skull Servant choice and the Gemini choice isn't as common as people might think, but it is plausable. For Gemini decks, you can Special Summon Gemini Soldier, which can lead you into  Special Summoning another Level 4 or lower Gemini monster. The Skull Servant deck, on the other hand, if you Special Summon those Skull Servants off Triwight Zone, you can Xyz Summon into Baby Tragon, and have the King of Skull Servants make a direct attack.

Just a few thoughts on it.

Evangelist of the Ice Boundary
WATER     **
[Aqua/Effect]
If you control a face-up "Ice Boundary" monster, you can Special Summon this card from your Hand. During the turn you Special Summon with this effect, you cannot Special Summon Level 5 or higher monster(s). Also, you can Release this card to select and Special Summon 1 "Ice Boundary" monster in your Graveyard other than "Evangelist of the Ice Boundary".
ATK: 1000      DEF: 400

Perfect for Ice Barriers. (Obviously, Ice Boundary in OCG means Ice Barriers in the TCG) The first effect allows the Ice Barrier monsters that need another Ice Barrier to work properly. The second effect can be used to bring out a monster from the Graveyard that you can't typically Summon, but in accordance to the first effect, you cannot do both effects on the same turn.

...Maybe through some Special Summoning means (Not like Graceful Revival and Limit Rebirth, as an example), I may be able to utilize this effect to the best of the ability. I'll work on a deck to test this theory.

Tyrant's Desperation
[Continuous Trap Card]
Activate by Releasing 2 Non-Token Normal Monster you control. While this card is on the Field, neither player can Normal Summon or Special Summon monsters.

Rescue Rabbit and Triwight Zone fills this releasing requirement fast. It'll seem a bit good against some decks, but not all of them. Good side deck card, nonetheless.