Showing posts with label Yu-gi-oh - Deck Building. Show all posts
Showing posts with label Yu-gi-oh - Deck Building. Show all posts

Tuesday, July 5, 2011

Well...

I found something interesting when I was testing Rescue Rabbit out in a Normal Monster deck. I was testing out two ideas with it:
  • Huge Revolution
  • Talismans
When I went through all that, the Huge Revolution mechanic didn't work out as much as I hoped, so I focused it more around Talismans. Something I caught my eye on when working on it though as a duel simulation:

You use Rescue Rabbit's effect to summon two Sealmaster Meisei to your side of the Field.
Then, you activate Talisman of Spell Sealing on your Field. Fulfilling the requirement would be the two Sealmasters summoned to your Field.
Then, you Xyz summon into a Rank 3 monster.
Then, you use the Rank 3 monster's effect to detach a Xyz material to use it's effect.

Since Sealmaster Meisei is no longer treated on the Field because it's a Overlay Unit for the Xyz Monster, would Talisman of Spell Sealing stay on the Field? The answer would be "Yes, it would stay on the Field, because of this reason: When you Xyz Summon into a Xyz monster, you overlay the cards together, and they become like Counters for the Xyz monster. They aren't considered to be on the Field, nor when you summon the Xyz monster, they aren't considered to be removed from the Field by the Xyz Summoning.

The same thing can be said about Talisman of Trap Sealing.

Listed below are the three cards in question from this: (We all know what Rescue Rabbit is, so I don't need to repeat myself)

Sealmaster Meisei
***  Attribute: Dark
[Spellcaster]
One of the few people who has a good command of Talismans. His history is a mystery.
ATK: 1100  DEF: 900

Talisman of Spell Sealing
[Continuous Trap Card]
You can only activate this card while there is a face-up "Sealmaster Meisei" on your side of the field. While this card is face-up on the field, Spell Cards cannot be activated and the effects of face-up Spell Cards on the field are negated. When "Sealmaster Meisei" is removed from the field, destroy this card.

Talisman of Trap Sealing
[Continuous Spell Card]
You can only activate this card while there is a face-up "Sealmaster Meisei" on your side of the field. While this card is face-up on the field, Trap Cards cannot be activated and the effects of face-up Trap Cards on the field are negated. When "Sealmaster Meisei" is removed from the field, destroy this card.

Just thought I let you guys know about it, because it came to me when testing it out, and frankly...it worked as expected, which was surprising. In the next post, I'll post the deck. Anyway, feel free to discuss.

Wednesday, January 26, 2011

Synchro Fusionist (4)

Throughout testing, I finally figured out something is wrong. I needed to improve my chances on getting Junk Synchron on my first draw.
  • First draw: 1-(37/40)(36/39)(35/38)(34/37)(33/36)(32/35) => roughly 39.4%
I'll just elaborate it, by asking this: "Do you think the likelihood of getting a Junk Synchron in your hand is good or bad?" Now, let's add Reinforcements of the Army and Tuning
  • First draw: 1-(33/40)(32/39)(31/38)(30/37)(29/36)(28/35) => roughly 71.1%
So, the likelihood of getting the deck function relies on the fact that you need to have some sort of plan when building this deck, otherwise, you won't have any chance of success. Just thought I might elaborate on that note on why I changed the deck greatly. Yes, this game does depend on some luck, but if you prepare yourself, you'll be able to get more consistent results.

~~~

For other news, I've been trying to convince myself to make a new deck, so when I do, and it's as good as I can get it, I'll post it on here.

Also, I wasn't sure what to put up here, other than that, probability does matter, if your deck revolves around a card or 2 cards. If my math is wrong in any way, let me know so I can fix it accordingly. This is my first time doing it in a while, thinking in this aspect.

~~~

EDIT: Thanks to D-Slayer and his work as well. Odds of getting a card is important if your strategy depends on that one card, or so. So, yeah, if you have the time, take the time to read his blog.

EDIT: Thanks to the person who commented on correcting my math. Also, if anyone asks, I'm currently trying out Google Reader. If you are wondering why my icon disappeared, that's the case. I'm just a faceless icon on your blog, for now.

Saturday, January 15, 2011

Synchro Fusionist (2)

Just an extension of the strategy as well. Obviously Tech Genus Wonder Librarian has a big word in for the Spellcaster Synchro needed for Supreme Arcanite Magician, but the focus surrounds 3 cards:

Junk Synchron
***  Attribute: Dark
[Warrior/Tuner/Effect]
When this card is Normal Summoned, you can Special Summon 1 Level 2 or lower monster from your Graveyard in face-up Defense Position. That monster's effect(s) is negated.
ATK: 1300  DEF: 500

This is the main Tuner of the deck. It brings out Synchro Fusionist or Magicat for more Spell Card usage, or Just fuel for Synchro Summoning more than once per turn.

Synchro Fusionist
**  Attribute: Dark
[Spellcaster/Effect]
If this card is sent to the Graveyard as a Synchro Material Monster, you can add 1 Spell Card from your Deck to your hand with "Polymerization" or "Fusion" in the card name, except "Diffusion Wave-Motion".
ATK: 800  DEF: 600

In this deck, this card is pretty much the searcher for Miracle Synchro Fusion. If I have none in my Hand or Set on my Field, then I can use this effect to bring out one of them easily.

Magicat
**  Attribute: Light
[Spellcaster/Effect]
If this card is sent to the Graveyard for the Synchro Summon of a Spellcaster-Type Synchro Monster, you can return 1 Spell Card from your Graveyard to the top of your Deck.
ATK: 600  DEF: 500

In this deck, this card is used more than Synchro Fusionist, if there's a Miracle Synchro Fusion I could use if I get enough materials in the Graveyard. When that occurs, if I need to recycle Miracle Synchro Fusion, I could, but I would rather recycle cards such as The Warrior Returning Alive or Monster Reborn, for instance, to get more out onto the Field when nothing else seems to work.

~~~

For the Extra Deck, I consider spreading it out further, however, I'm keeping Tech Genus Hyper Librarian at 3, since it's a helpful draw engine for this deck. So here's what I'm going to test out for the Extra Deck (It's only on paper thus far, but I should be able to in the next few days.):

Dragon Knight Draco-Equiste
3x Supreme Arcanite Magician
Ally of Justice Catastor
2x Black Rose Dragon
Goyo Guardian
Iron Chain Dragon
Junk Warrior
Red Dragon Archfiend
Stardust Dragon
3x Tech Genus Hyper Librarian

~~~

Thoughts, comments, or discuss. Enjoy!