Well, TSHD sneak kits were cracked (illegally as always), and stuff is up on eBay. As a result, all rarities for the set are known, as well as names.
"Into the Void" made the jump from common to Ultra this time, and understandably so since it was designed for Infernity, but also every FTK deck under the sun...
Joining it is "Cards for Black Feathers" for obvious reasons. It must be a law for themed draw spells to get upgraded.
"Genex Neutron" made it into the set as a secret rare. While the rarity depresses me, I can forgive; this was possibly my most wanted OCG-only card. It's going straight into my Morphtronic drafts.
"Chaos Goddess" is the first case of a core set card getting upgraded to secret rare in a long time. I don't mind so much considering how bad it is, plus it's tradition for fairies to be secret rare in the TCG. lol
The DT cards are mostly commons (including "Genex Controller!") with AOJ Light Gazer and "Hydro Genex" being supers.
In the midst of all the upgrades, "Koa'ki Meiru Sandman," "Morphtronic Vacuumen," and "Ronintoadin" seem to have been downgraded to commons.
I could go on, really. If there's anything you don't know that you'd like to ask, go ahead.
Friday, April 30, 2010
Thursday, April 29, 2010
The New, The Nerfed
Looking at cards like "Damage Gate" has to make one question the status of other cards at times.
It hasn't been a common practice lately, but around the GX era, it wasn't unusual to see weaker versions of overpowered cards being printed, either as a way to justify forbidding said overpowered cards, or to replace a card that was already forbidden. A classic example would be "Brain Control" taking the slot of "Change of Heart" in the legal card pool. Of course, this probably isn't the best example considering how ridiculous "Brain Control" is even with the added limitations compared to its senior.
"Damage Gate" just seems like it's setting up for one final ban on "Call of the Haunted," which is pretty depressing since Call has been a relatively healthy addition to the card pool lately, not even making full blown staple status.
If it happens, it happens, I guess.
It hasn't been a common practice lately, but around the GX era, it wasn't unusual to see weaker versions of overpowered cards being printed, either as a way to justify forbidding said overpowered cards, or to replace a card that was already forbidden. A classic example would be "Brain Control" taking the slot of "Change of Heart" in the legal card pool. Of course, this probably isn't the best example considering how ridiculous "Brain Control" is even with the added limitations compared to its senior.
"Damage Gate" just seems like it's setting up for one final ban on "Call of the Haunted," which is pretty depressing since Call has been a relatively healthy addition to the card pool lately, not even making full blown staple status.
If it happens, it happens, I guess.
Wednesday, April 28, 2010
Nnnothing
I guess the folks over in the Konami office have been super busy lately what with the last Jump and all, since there hasn't been an article on the strategy site for a couple days now...
On that note, I can't really think of anything to say either. The calm before the storm, I guess?
TSHD this weekend.
On that note, I can't really think of anything to say either. The calm before the storm, I guess?
TSHD this weekend.
Tuesday, April 27, 2010
Ruling Corner - Drill Warrior
This guy is causing quite a stir, so I'd figure I'd let everyone know about a relevant situation that finally got an official answer.
Chaining "Book of Moon" to the effect of "Drill Warrior" to remove itself from play doesn't do anything. The face-down "Drill Warrior" is still "this card" and recognized by the game state as such. It will be removed from play (face-up as per default), and a card will be discarded.
This is similar to how "Judgment Dragon" and Demise do not destroy themselves with their effects if they are flipped face-down, as they are still "this card."
Cards that refer to themselves by name, or say they need to remain face-up, are obviously another issue altogether and behave a different way.
Chaining "Book of Moon" to the effect of "Drill Warrior" to remove itself from play doesn't do anything. The face-down "Drill Warrior" is still "this card" and recognized by the game state as such. It will be removed from play (face-up as per default), and a card will be discarded.
This is similar to how "Judgment Dragon" and Demise do not destroy themselves with their effects if they are flipped face-down, as they are still "this card."
Cards that refer to themselves by name, or say they need to remain face-up, are obviously another issue altogether and behave a different way.
Monday, April 26, 2010
Meow Meow You Dai Nao
Ban Cat. For the love of all that is good, ban Cat.
Cat becoming Hyunlei is already way over the top, but the fact that it pluses even more is ridiculous.
Otherwise I wouldn't have anything against the themed "Sangan."
Cat becoming Hyunlei is already way over the top, but the fact that it pluses even more is ridiculous.
Otherwise I wouldn't have anything against the themed "Sangan."
Sunday, April 25, 2010
Less QQ More Pew Pew
The results are in for SJC Edison, and a total of 3 Quickdraw Dandywarrior decks made the top 16 and consequently the top 8.
Jeff Jones piloted the deck to a first place finish! Along the way he triumphed in the mirror match with what seemed like relative ease.
I have to say that I'm amazed. The deck is relatively young compared to those that have been topping regional qualifiers left and right since March, but it just goes to show that previous results don't mean anywhere near as much as many like to believe, since the deck just performed better than every other in attendance!
A price hike on key cards is inevitable now, as is a popularity spike. I can't blame people for that, though. I've said it before, and I'll keep saying that the deck is fun as hell. The fact it performs well doesn't change that.
Of course, the meta will see another shift in a couple of weeks with the release of The Shining Darkness. I have to wonder how the deck will hold up in the face of the OTK/FTK slant that's sure in coming.
Hopefully well enough to stay on the map. It'd be depressing if people gave up on the deck before the release of "Junk Destroyer" kicks it up another notch.
Jeff Jones piloted the deck to a first place finish! Along the way he triumphed in the mirror match with what seemed like relative ease.
I have to say that I'm amazed. The deck is relatively young compared to those that have been topping regional qualifiers left and right since March, but it just goes to show that previous results don't mean anywhere near as much as many like to believe, since the deck just performed better than every other in attendance!
A price hike on key cards is inevitable now, as is a popularity spike. I can't blame people for that, though. I've said it before, and I'll keep saying that the deck is fun as hell. The fact it performs well doesn't change that.
Of course, the meta will see another shift in a couple of weeks with the release of The Shining Darkness. I have to wonder how the deck will hold up in the face of the OTK/FTK slant that's sure in coming.
Hopefully well enough to stay on the map. It'd be depressing if people gave up on the deck before the release of "Junk Destroyer" kicks it up another notch.
Saturday, April 24, 2010
Obligatory Reporting Fail
Somewhere in here.
"With Necrovalley protected, the boost to his monsters is secured and the effects of his opponent’s Drill Warrior, Blackwing – Vayu the Emblem of Honor, Blackwing – Kalut the Moon Shadow, Rekindling, Call of the Haunted, and Necro Gardna are shut down."
It may seem pretentious of me, but mistakes like these are made at every event, and it's incredibly irritating. People, for the most part, are very impressionable, especially kids, and they wouldn't bat an eyelash to take this all as fact. Not only does this lead to TONS of misinformed people, but it leaves judges needing to correct them.
I should probably explain what's the matter here.
In the TCG, Necrovalley reads and functions as follows:
"Negate the effects of Spells, Traps and Effect Monsters that target a card(s) in either player's Graveyard. Cards in either player's Graveyard cannot be removed from play. All "Gravekeeper's" monsters gain 500 ATK and DEF."
As such, cards that do not target are not affected by it. This means that "Rekindling" and "Drill Warrior" are free to do what they want. In the OCG, these effects would be negated, as they take other cards in the graveyard and move them elsewhere, but in the TCG, we have to play by TCG rules.
"Blackwing - Kalut the Moonshadow" is unaffected by "Necrovalley" in both CGs, as it does not target anything in the graveyard or remove anything in the graves from play. It's possible this was a typo intended to be "Blackwing - Blizzard the Far North," who will be negated in both CGs.
/bitching
"With Necrovalley protected, the boost to his monsters is secured and the effects of his opponent’s Drill Warrior, Blackwing – Vayu the Emblem of Honor, Blackwing – Kalut the Moon Shadow, Rekindling, Call of the Haunted, and Necro Gardna are shut down."
It may seem pretentious of me, but mistakes like these are made at every event, and it's incredibly irritating. People, for the most part, are very impressionable, especially kids, and they wouldn't bat an eyelash to take this all as fact. Not only does this lead to TONS of misinformed people, but it leaves judges needing to correct them.
I should probably explain what's the matter here.
In the TCG, Necrovalley reads and functions as follows:
"Negate the effects of Spells, Traps and Effect Monsters that target a card(s) in either player's Graveyard. Cards in either player's Graveyard cannot be removed from play. All "Gravekeeper's" monsters gain 500 ATK and DEF."
As such, cards that do not target are not affected by it. This means that "Rekindling" and "Drill Warrior" are free to do what they want. In the OCG, these effects would be negated, as they take other cards in the graveyard and move them elsewhere, but in the TCG, we have to play by TCG rules.
"Blackwing - Kalut the Moonshadow" is unaffected by "Necrovalley" in both CGs, as it does not target anything in the graveyard or remove anything in the graves from play. It's possible this was a typo intended to be "Blackwing - Blizzard the Far North," who will be negated in both CGs.
/bitching
Friday, April 23, 2010
Children's Card Game..?
It's... not. I realize now how difficult it is to teach this game to kids. They forget even the tiniest of details, and... uhg. There's a whole world of difference between this and educating people with a high school reading level or greater, that's for sure.
I ended up throwing together a practice deck I thought was simple enough to follow, but maybe it's not?
x6 Gadgets
x3 Nimble Momonga
x3 Junk Synchron
x2 Legendary Jujitsu Master
x2 Kycoo the Ghost Destroyer
x1 Breaker the Magical Warrior
x1 Snipe Hunter
x1 Spirit Reaper
x1 Magical Merchant
x3 Smashing Ground
x2 Shrink
x1 Heavy Storm
x1 Mystical Space Typhoon
x1 Nobleman of Extermination
x1 Nobleman of Crossout
x1 Brain Control
x3 Trap Hole
x1 Torrential Tribute
x1 Trap Dustshoot
x1 Call of the Haunted
x1 Divine Wrath
x1 Dust Tornado
x1 Magic Drain
...yes, these all came out of my common and rare piles. Extra deck is... whatever.
No idea where to go next in teaching the nephew.
I ended up throwing together a practice deck I thought was simple enough to follow, but maybe it's not?
x6 Gadgets
x3 Nimble Momonga
x3 Junk Synchron
x2 Legendary Jujitsu Master
x2 Kycoo the Ghost Destroyer
x1 Breaker the Magical Warrior
x1 Snipe Hunter
x1 Spirit Reaper
x1 Magical Merchant
x3 Smashing Ground
x2 Shrink
x1 Heavy Storm
x1 Mystical Space Typhoon
x1 Nobleman of Extermination
x1 Nobleman of Crossout
x1 Brain Control
x3 Trap Hole
x1 Torrential Tribute
x1 Trap Dustshoot
x1 Call of the Haunted
x1 Divine Wrath
x1 Dust Tornado
x1 Magic Drain
...yes, these all came out of my common and rare piles. Extra deck is... whatever.
No idea where to go next in teaching the nephew.
Thursday, April 22, 2010
XX-Saber Darksoul
I have no idea what this is going to be, but it's being revealed on Monday, and it sounds bloody epic.
Also, another Infernity article tomorrow.
Because Kevin says so, of course.
Also, another Infernity article tomorrow.
Because Kevin says so, of course.
New Video and LOLCORES
Light and Darkness Dragon
New Koa'ki Meiru Cards
"Koa'ki Meiru Prototype" and "Core Overclock" seem average at best at a glance, but I wouldn't be surprised if I ended up being horribly wrong. Every playable card they get increases the deck's consistency ten fold. Well, except for the whole Iron Core dependency. They still don't have a real answer to that, which is why I still can't see the deck going anywhere.
New Koa'ki Meiru Cards
"Koa'ki Meiru Prototype" and "Core Overclock" seem average at best at a glance, but I wouldn't be surprised if I ended up being horribly wrong. Every playable card they get increases the deck's consistency ten fold. Well, except for the whole Iron Core dependency. They still don't have a real answer to that, which is why I still can't see the deck going anywhere.
Wednesday, April 21, 2010
Snyffus Snarfs Seeds or Some Shit
http://www.konami.com/yugioh/articles/?p=1738
Interesting. Probably not amazing, but interesting all the same.
Might throw Cat, this guy, and Airbellum into Quickdraw. lol
The 75th SJC is this weekend eh... came up fast. So is the TSHD sneak. Need moniez.
Interesting. Probably not amazing, but interesting all the same.
Might throw Cat, this guy, and Airbellum into Quickdraw. lol
The 75th SJC is this weekend eh... came up fast. So is the TSHD sneak. Need moniez.
Laser-Toting Sharpshooter to GIGA DORIRU BUREIKA!
Or... something like that. I'm not really familiar with Gurren Lagann (or however it's spelled).
So yeah, since it's all the rage lately in TCGland, I decided to try my hand at the Quickdraw deck.
//Monsters
2|Sovr|Quickdraw Synchron
2|Crms|Debris Dragon
2|Jump|Dandylion
2|Ptdn|Lonefire Blossom
2|Sdde|Caius the Shadow Monarch
2|Lodt|Ryko, Lightsworn Hunter
2|Ptdn|Cyber Valley
1|Csoc|Tytannial, Princess of Camellias
1|Yg01|Light and Darkness Dragon
1|Dlg1|Gorz the Emissary of Darkness
1|Mrd|Sangan
1|Tp4|Morphing Jar
1|Crms|Blackwing - Gale the Whirlwind
1|Dp03|Card Trooper
1|Soi|Treeborn Frog
//Spells
2|Een|Pot of Avarice
1|Tdgs|Charge of the Light Brigade
1|Mrd|Heavy Storm
1|Mrl|Mystical Space Typhoon
1|Tlm|Brain Control
1|Wc5|Mind Control
1|Ast|Enemy Controller
//Traps
2|Lod|Bottomless Trap Hole
1|Mrd|Mirror Force
1|Lon|Torrential Tribute
1|Mrd|Solemn Judgment
1|Dpct|Starlight Road
1|Psv|Call Of The Haunted
1|Fet|Phoenix Wing Wind Blast
1|Pgd|Trap Dustshoot
1|Wc08|Dimensional Prison
//Extra|Deck
1|Ha01|Ally of Justice Catastor
2|Abpf|Drill Warrior
1|Csoc|Turbo Warrior
1|Ha01|Brionac, Dragon of the Ice Barrier
1|Tdgs|Goyo Guardian
1|Csoc|Iron Chain Dragon
1|Anpr|Ancient Fairy Dragon
1|Csoc|Black Rose Dragon
1|Dp09|Junk Archer
1|Tdgs|Nitro Warrior
2|Tdgs|Stardust Dragon
1|Tdgs|Red Dragon Archfiend
1|Jump|Chimeratech Fortress Dragon
I'm love-hate with Treeborn at the moment, and "Enemy Controller" has been fairly underwhelming so far despite the amazing combo potential. Could probably stand to turn that Prison into something else, not sure.
There are a lot of amazing combos that the deck offers.
Quickdraw + Dandy + Debris is a ludicrous hand when going first since it leads into your cornerstone Drill + Dandy engine as well as a Stardust and two tokens to abuse.
Quickdraw + Dandy + Valley breaks even on card count and is an overall solid play as well.
End phase Wingblast + Dandy + tribute summon LaDD next turn is nuts late game.
Troop, Charge, and Ryko play a pivotal role in thinning the deck and setting up the graveyard for Avarice and Debris plays. You can even bring back Trooper with Debris, and proceed to mill 3 for the cost to activate Troop's effect, which will be negated, but that's fine since you really just want the mill anyway. If you have some monsters (tokens) kicking around for Debris beforehand, you can just leave Troop floating there to net you another card.
The rest of the inclusions are pretty obvious, but there's no shortage of stupid stunts like the classic chaining of Call to a destructive effect to profit some fluffs or a "Sangan" search. If Call manages to get stuck on the field, Brionac by way of Gale can let you use it again.
I kinda want a Tomato in there since I can grab it with Lonefire, lead into Sangan, then add Dandy/Debris/Quickdraw to hand off of that.
But... yeah, this is obscenely fun, many steps above Junk & Debris, yet similar. I love it.
So yeah, since it's all the rage lately in TCGland, I decided to try my hand at the Quickdraw deck.
//Monsters
2|Sovr|Quickdraw Synchron
2|Crms|Debris Dragon
2|Jump|Dandylion
2|Ptdn|Lonefire Blossom
2|Sdde|Caius the Shadow Monarch
2|Lodt|Ryko, Lightsworn Hunter
2|Ptdn|Cyber Valley
1|Csoc|Tytannial, Princess of Camellias
1|Yg01|Light and Darkness Dragon
1|Dlg1|Gorz the Emissary of Darkness
1|Mrd|Sangan
1|Tp4|Morphing Jar
1|Crms|Blackwing - Gale the Whirlwind
1|Dp03|Card Trooper
1|Soi|Treeborn Frog
//Spells
2|Een|Pot of Avarice
1|Tdgs|Charge of the Light Brigade
1|Mrd|Heavy Storm
1|Mrl|Mystical Space Typhoon
1|Tlm|Brain Control
1|Wc5|Mind Control
1|Ast|Enemy Controller
//Traps
2|Lod|Bottomless Trap Hole
1|Mrd|Mirror Force
1|Lon|Torrential Tribute
1|Mrd|Solemn Judgment
1|Dpct|Starlight Road
1|Psv|Call Of The Haunted
1|Fet|Phoenix Wing Wind Blast
1|Pgd|Trap Dustshoot
1|Wc08|Dimensional Prison
//Extra|Deck
1|Ha01|Ally of Justice Catastor
2|Abpf|Drill Warrior
1|Csoc|Turbo Warrior
1|Ha01|Brionac, Dragon of the Ice Barrier
1|Tdgs|Goyo Guardian
1|Csoc|Iron Chain Dragon
1|Anpr|Ancient Fairy Dragon
1|Csoc|Black Rose Dragon
1|Dp09|Junk Archer
1|Tdgs|Nitro Warrior
2|Tdgs|Stardust Dragon
1|Tdgs|Red Dragon Archfiend
1|Jump|Chimeratech Fortress Dragon
I'm love-hate with Treeborn at the moment, and "Enemy Controller" has been fairly underwhelming so far despite the amazing combo potential. Could probably stand to turn that Prison into something else, not sure.
There are a lot of amazing combos that the deck offers.
Quickdraw + Dandy + Debris is a ludicrous hand when going first since it leads into your cornerstone Drill + Dandy engine as well as a Stardust and two tokens to abuse.
Quickdraw + Dandy + Valley breaks even on card count and is an overall solid play as well.
End phase Wingblast + Dandy + tribute summon LaDD next turn is nuts late game.
Troop, Charge, and Ryko play a pivotal role in thinning the deck and setting up the graveyard for Avarice and Debris plays. You can even bring back Trooper with Debris, and proceed to mill 3 for the cost to activate Troop's effect, which will be negated, but that's fine since you really just want the mill anyway. If you have some monsters (tokens) kicking around for Debris beforehand, you can just leave Troop floating there to net you another card.
The rest of the inclusions are pretty obvious, but there's no shortage of stupid stunts like the classic chaining of Call to a destructive effect to profit some fluffs or a "Sangan" search. If Call manages to get stuck on the field, Brionac by way of Gale can let you use it again.
I kinda want a Tomato in there since I can grab it with Lonefire, lead into Sangan, then add Dandy/Debris/Quickdraw to hand off of that.
But... yeah, this is obscenely fun, many steps above Junk & Debris, yet similar. I love it.
Monday, April 19, 2010
YVD and Real Life Don't Agree
YVD fed me 3-trap hands for the Morph deck, which was thoroughly amazing.
...IRL I'm thrown multiple 3+ monster hands, which are more or less unplayable.
FFFFFFUUUUUU-
Oh well, tier 3 is tier 3. ._.
...IRL I'm thrown multiple 3+ monster hands, which are more or less unplayable.
FFFFFFUUUUUU-
Oh well, tier 3 is tier 3. ._.
TRANSFOR-
NO. We're not doing that.
So yeah, this is a little late in coming. Got side tracked multiple times and forgot about the blog. On the plus side, I finally got to update this old favorite since someone wanted to play me using tier 3 decks.
//Monsters
3|Csoc|Morphtronic Radion
3|Csoc|Morphtronic Boomboxen
3|Crms|Morphtronic Boarden
3|Rgbt|Morphtronic Remoten
2|Rgbt|Morphtronic Scopen
3|Csoc|Morphtronic Celfon
1|Mrd|Sangan
//Spells
3|Rgbt|Junk Box
2|Rds|Machine Duplication
1|Rgbt|One For One
1|Mrd|Heavy Storm
1|Mrl|Mystical Space Typhoon
1|Csoc|Morphtronic Accelerator
1|Tlm|Brain Control
1|Wc5|Mind Control
1|Psv|Limiter Removal
//Traps
2|Lod|Bottomless Trap Hole
1|Mrd|Mirror Force
1|Lon|Torrential Tribute
1|Crms|Morphtronic Forcefield
1|Mrd|Solemn Judgment
1|Dpct|Starlight Road
1|Psv|Call Of The Haunted
1|Psv|Dust Tornado
1|Ep1|Return from the Different Dimension
//Extra|Deck
2|Dp08|Armory Arm
1|Tdgs|Magical Android
1|Ha01|Ally of Justice Catastor
1|Ha01|Brionac, Dragon of the Ice Barrier
1|Tdgs|Goyo Guardian
1|Anpr|Ancient Sacred Wyvern
1|Csoc|Black Rose Dragon
1|Rgbt|Power Tool Dragon
1|5ds1|Colossal Fighter
2|Tdgs|Stardust Dragon
1|Ha01|Mist Wurm
1|Anpr|XX-Saber Gottoms
1|Jump|Chimeratech Fortress Dragon
-SIDE DECK-
3|Wc08|Dimensional Prison
1|Csoc|Morphtronic Accelerator
1|Tp4|Morphing Jar
2|Psv|Nobleman of Crossout
2|Lob|Trap Hole
2|Ston|Pulling the Rug
1|Crms|Morphtronic Forcefield
1|Dpct|Starlight Road
2|Crv|Cyber Dragon
My monster lineup is entirely standard. I debated including "Morphing Jar" and a Slingen, but I've never liked the latter, and there wasn't enough space at the end of the day for Jar. I'd have to cut a spell or trap. Which, I have no idea, hence why Jar ended up in the side.
I was much more strict about the spells this time. "Giant Trunade," "United We Stand," "Monster Gate," "Card Destruction," and "Machina Armored Unit" didn't make the cut. Trunade is very underwhelming in a deck that can't control the opponent's hand, Armored Unit doesn't fit the pace of the deck, and the rest were simply inconsistent. Even "Limiter Removal" almost didn't make it in, but the sheer power couldn't be ignored. "Junk Box" and "Machine Duplication" alongside "One for One" give the deck a lot of speed and thinning power thanks to the nature of its monsters, and they make setting up victory all the more simple. "Mind Control" is justified by the 5 tuners and all the Ryko that are running around these days. "Morphtronic Accelerator" is still just a tech card in my eyes and is working well enough at 1. Heavy, MST, and Brain are obvious staples.
The trap lineup is far more fleshed out that it used to be, chock full of defense for creating and maintaining unbreakable fields. Staples aside, "Dust Tornado" is an added out to back rows that can be chained whenever. "Return From the Different Dimension" has amazing synergy with Remoten and punishes my opponents for playing Bottomless and Prison. "Morphtronic Forcefield" is pretty incredible; it hits tons of typical main deck suspects like Bottomless, Mirror, Torrent, and it can even catch the initial activation of the dreaded "Royal Oppression" with a vengeance. Forcefield even gets bonus points for denying "Gladiator Beast War Chariot" and other similar cards. After doing so, it whips out whatever monster I need or Accelerator to continue my push.
Configuring the Extra Deck was somewhat of a challenge. A lot of old cards had to be abandoned for more practical options, such as "Chimeratech Fortress Dragon" in lieu of Machina Gadget popularity. Gottoms is amusing tech for the Remoten-Dupe play and those situations where I steal a "Goyo Guardian." Power Tool is still here just for being a machine...
"Magical Android" will likely be dropped for "Naturia Beast" in the future. "Naturia Balkion" would have to replace... the second Stardust. Landols would either not be there or would kick Chimeratech Fortress into the side deck. I'm not sure yet.
The side deck is loaded with hate for the popular decks. It should be obvious what works against what.
Have fun steamrolling players who just sit around setting things. =P
So yeah, this is a little late in coming. Got side tracked multiple times and forgot about the blog. On the plus side, I finally got to update this old favorite since someone wanted to play me using tier 3 decks.
//Monsters
3|Csoc|Morphtronic Radion
3|Csoc|Morphtronic Boomboxen
3|Crms|Morphtronic Boarden
3|Rgbt|Morphtronic Remoten
2|Rgbt|Morphtronic Scopen
3|Csoc|Morphtronic Celfon
1|Mrd|Sangan
//Spells
3|Rgbt|Junk Box
2|Rds|Machine Duplication
1|Rgbt|One For One
1|Mrd|Heavy Storm
1|Mrl|Mystical Space Typhoon
1|Csoc|Morphtronic Accelerator
1|Tlm|Brain Control
1|Wc5|Mind Control
1|Psv|Limiter Removal
//Traps
2|Lod|Bottomless Trap Hole
1|Mrd|Mirror Force
1|Lon|Torrential Tribute
1|Crms|Morphtronic Forcefield
1|Mrd|Solemn Judgment
1|Dpct|Starlight Road
1|Psv|Call Of The Haunted
1|Psv|Dust Tornado
1|Ep1|Return from the Different Dimension
//Extra|Deck
2|Dp08|Armory Arm
1|Tdgs|Magical Android
1|Ha01|Ally of Justice Catastor
1|Ha01|Brionac, Dragon of the Ice Barrier
1|Tdgs|Goyo Guardian
1|Anpr|Ancient Sacred Wyvern
1|Csoc|Black Rose Dragon
1|Rgbt|Power Tool Dragon
1|5ds1|Colossal Fighter
2|Tdgs|Stardust Dragon
1|Ha01|Mist Wurm
1|Anpr|XX-Saber Gottoms
1|Jump|Chimeratech Fortress Dragon
-SIDE DECK-
3|Wc08|Dimensional Prison
1|Csoc|Morphtronic Accelerator
1|Tp4|Morphing Jar
2|Psv|Nobleman of Crossout
2|Lob|Trap Hole
2|Ston|Pulling the Rug
1|Crms|Morphtronic Forcefield
1|Dpct|Starlight Road
2|Crv|Cyber Dragon
My monster lineup is entirely standard. I debated including "Morphing Jar" and a Slingen, but I've never liked the latter, and there wasn't enough space at the end of the day for Jar. I'd have to cut a spell or trap. Which, I have no idea, hence why Jar ended up in the side.
I was much more strict about the spells this time. "Giant Trunade," "United We Stand," "Monster Gate," "Card Destruction," and "Machina Armored Unit" didn't make the cut. Trunade is very underwhelming in a deck that can't control the opponent's hand, Armored Unit doesn't fit the pace of the deck, and the rest were simply inconsistent. Even "Limiter Removal" almost didn't make it in, but the sheer power couldn't be ignored. "Junk Box" and "Machine Duplication" alongside "One for One" give the deck a lot of speed and thinning power thanks to the nature of its monsters, and they make setting up victory all the more simple. "Mind Control" is justified by the 5 tuners and all the Ryko that are running around these days. "Morphtronic Accelerator" is still just a tech card in my eyes and is working well enough at 1. Heavy, MST, and Brain are obvious staples.
The trap lineup is far more fleshed out that it used to be, chock full of defense for creating and maintaining unbreakable fields. Staples aside, "Dust Tornado" is an added out to back rows that can be chained whenever. "Return From the Different Dimension" has amazing synergy with Remoten and punishes my opponents for playing Bottomless and Prison. "Morphtronic Forcefield" is pretty incredible; it hits tons of typical main deck suspects like Bottomless, Mirror, Torrent, and it can even catch the initial activation of the dreaded "Royal Oppression" with a vengeance. Forcefield even gets bonus points for denying "Gladiator Beast War Chariot" and other similar cards. After doing so, it whips out whatever monster I need or Accelerator to continue my push.
Configuring the Extra Deck was somewhat of a challenge. A lot of old cards had to be abandoned for more practical options, such as "Chimeratech Fortress Dragon" in lieu of Machina Gadget popularity. Gottoms is amusing tech for the Remoten-Dupe play and those situations where I steal a "Goyo Guardian." Power Tool is still here just for being a machine...
"Magical Android" will likely be dropped for "Naturia Beast" in the future. "Naturia Balkion" would have to replace... the second Stardust. Landols would either not be there or would kick Chimeratech Fortress into the side deck. I'm not sure yet.
The side deck is loaded with hate for the popular decks. It should be obvious what works against what.
Have fun steamrolling players who just sit around setting things. =P
Saturday, April 17, 2010
FFFFFFFF Family
Guh. Kids. So irritating.
Which reminds me, it seems like Konami will be releasing the first Vision Hero monster in the near future. That means a bunch of cards in the TCG are going to need errata. Again.
To fix the problem, cards like Absolute Zero, Stratos, and Ocean should refer to "Hero" monsters other than an "Oscillo Hero" monster or "Hero Kid." From then on, Konami will just have to not call any other card a Hero when it's not... they did it with Guardians, so why not?
Friday, April 16, 2010
Pretty Fly for a...
Dragon Deck.
:3
What? I'm talking about "Delta Fly" of course!
This is another one of the finer inclusions in Duelist Revolution. Clocking in as Dragon Tuner with ATK low enough to be searched by "Masked Dragon," "Delta Fly" adds a bunch of utility to dragon-oriented decks that simply wasn't available until now.
To start off, it's one level higher than "Magna Drago," which already opens up a lot more Synchro options. On the other side of the spectrum, it lacks the restrictions that inhibit "Debris Dragon" from being optimal in dragon decks. On top of this, "Delta Fly" has the ability to increase the level of another monster you control once per turn!
"Delta Fly" can be combined with "Totem Dragon" in a pinch to make a level 5 or 6. In tandem with "Masked Dragon," "Delta Fly" makes a level 6 or 7, making for a semi-reliable way to play that "Exploder Dragonwing" that's been begging for action since its release. Alongside "Koaki Meiru Drago" or "Red-Eyes Wyvern," "Delta Fly" provides a level 7 or 8, which is killer; the deck has been aching for a solid way to make level 8 dragon Synchros for a long time. Previously, the only options to do so were the odd "Prime Material Dragon" + "Magna Drago" and "Debris Dragon" + "Totem Dragon" x2 plays which seldom showed themselves. For the laughs, "Delta Fly," much like "Debris Dragon," can team up with "Prime Material Dragon" to make "Trident Dragion."
Utility aside, it's also stronger than either "Magna Drago" or "Debris Dragon," so it's likely to be replacing both in dragon decks in the near future. The only reason to still include Debris would be the prospect of a 1-card 2500 beater.
"Delta Fly" probably won't be showing up in other decks, but it's still top-notch support for its type.
:3
What? I'm talking about "Delta Fly" of course!
This is another one of the finer inclusions in Duelist Revolution. Clocking in as Dragon Tuner with ATK low enough to be searched by "Masked Dragon," "Delta Fly" adds a bunch of utility to dragon-oriented decks that simply wasn't available until now.
To start off, it's one level higher than "Magna Drago," which already opens up a lot more Synchro options. On the other side of the spectrum, it lacks the restrictions that inhibit "Debris Dragon" from being optimal in dragon decks. On top of this, "Delta Fly" has the ability to increase the level of another monster you control once per turn!
"Delta Fly" can be combined with "Totem Dragon" in a pinch to make a level 5 or 6. In tandem with "Masked Dragon," "Delta Fly" makes a level 6 or 7, making for a semi-reliable way to play that "Exploder Dragonwing" that's been begging for action since its release. Alongside "Koaki Meiru Drago" or "Red-Eyes Wyvern," "Delta Fly" provides a level 7 or 8, which is killer; the deck has been aching for a solid way to make level 8 dragon Synchros for a long time. Previously, the only options to do so were the odd "Prime Material Dragon" + "Magna Drago" and "Debris Dragon" + "Totem Dragon" x2 plays which seldom showed themselves. For the laughs, "Delta Fly," much like "Debris Dragon," can team up with "Prime Material Dragon" to make "Trident Dragion."
Utility aside, it's also stronger than either "Magna Drago" or "Debris Dragon," so it's likely to be replacing both in dragon decks in the near future. The only reason to still include Debris would be the prospect of a 1-card 2500 beater.
"Delta Fly" probably won't be showing up in other decks, but it's still top-notch support for its type.
Thursday, April 15, 2010
Moar!
Duelist Revolution seems to be throwing us some of the best generic cards we've seen in awhile.
Divine Warning
Counter Trap
Activate by paying 2000 Life Points. Negate the activation of a Spell, Trap Card, or Effect Monster's effect that Special Summons a monster or the Normal Summon, Flip Summon, or Special Summon of a monster and destroy it.
Cool stuff. A balanced "Royal Oppression" with a hint of "Solemn Judgment." I smell a limit for the former soon...
Magnificent Dignity
Counter Trap
Activate only during the Battle Phase. Negate the effect of an Effect Monster your opponent activates and destroy it.
Stops those recruiters in their tracks. Pretty awesome against the likes of Stardust and Gladiators too.
Chain Whirlwind
Normal Trap
Activate only when a card on the field is destroyed by a card effect. Select 2 Spell or Trap Cards on the field. Destroy those cards.
Looks like a pretty easy +1 to me...
Sage's Chalice
Normal Spell
Activate by selecting 1 monster in your opponent's Graveyard if you control no monsters. Special Summon the selected monster to your side of the field. During the End Phase, the control over the monster Special Summoned by this effect is switched back to your opponent. Also, the monster Special Summoned by this effect cannot be Tributed or used as a Synchro Material Monster.
A variation on "Monster Reborn" that seems fairly well balanced for once. Usable, but not overpowered. It's better in mirror matches, of course.
There's no shortage of good themed cards here, either.
Final Psycho Ogre
Paradox Fusion
Phantom Beast Horn
Amazoness Village
Naturia Bamboochute
The only particularly disappointing part about the set is that fact that it's bogged down with a lot of terrible beast support and WAY too many anime cards, but what can ya do?
Divine Warning
Counter Trap
Activate by paying 2000 Life Points. Negate the activation of a Spell, Trap Card, or Effect Monster's effect that Special Summons a monster or the Normal Summon, Flip Summon, or Special Summon of a monster and destroy it.
Cool stuff. A balanced "Royal Oppression" with a hint of "Solemn Judgment." I smell a limit for the former soon...
Magnificent Dignity
Counter Trap
Activate only during the Battle Phase. Negate the effect of an Effect Monster your opponent activates and destroy it.
Stops those recruiters in their tracks. Pretty awesome against the likes of Stardust and Gladiators too.
Chain Whirlwind
Normal Trap
Activate only when a card on the field is destroyed by a card effect. Select 2 Spell or Trap Cards on the field. Destroy those cards.
Looks like a pretty easy +1 to me...
Sage's Chalice
Normal Spell
Activate by selecting 1 monster in your opponent's Graveyard if you control no monsters. Special Summon the selected monster to your side of the field. During the End Phase, the control over the monster Special Summoned by this effect is switched back to your opponent. Also, the monster Special Summoned by this effect cannot be Tributed or used as a Synchro Material Monster.
A variation on "Monster Reborn" that seems fairly well balanced for once. Usable, but not overpowered. It's better in mirror matches, of course.
There's no shortage of good themed cards here, either.
Final Psycho Ogre
Paradox Fusion
Phantom Beast Horn
Amazoness Village
Naturia Bamboochute
The only particularly disappointing part about the set is that fact that it's bogged down with a lot of terrible beast support and WAY too many anime cards, but what can ya do?
Wednesday, April 14, 2010
A (Not So) Hidden Gem in DREV
So, product has made it to Singapore, etc. It was quite surprising to see this amongst the overall weak set:
Pot of Greed and Modesty
Normal Spell
Reveal the top 3 cards of your deck. Choose 1 of them, and add it to your hand. Shuffle the remaining cards back into the deck. Only 1 "Pot of Greed and Modesty" can be activated per turn, and you cannot special summon during the turn this card is activated.
Credit to bahamut84 for uploading the scans.
The kooky fashion in which this card functions reminds me of the Pokémon TCG. Anyway, it doesn't take a rocket scientist to figure out that this card will instantly shoot into staple status. The question is, how many copies?
There's little to no risk in running one. Just surrender your ability to explode for a turn, and in exchange you'll likely be handed something that's crucial to your long-term game.
Two is also a very reasonable inclusion. Rarely will they be drawn together or lead into each other. The frequency at which at least one is drawn increases, in turn aiding any deck's consistency if it has to fill space.
A play set is best off in those decks that simply don't have any other options to sift through their cards, those low tier decks that have been crying for a way to get to 40 cards and still flow well. You run into the issue of drawing duplicates when using three, but that's not going to hurt as much as not getting any combos together would.
Gadgets, including Machina variants, absolutely adore a card like this because it doesn't really hinder their flow at all, and it allows them to draw their outs to faster decks, or just things to wear other decks down in general.
It might replace "Black Feather Treasure" in Blackwings.
FTK decks, sadly, get a boost from this - as long as they don't special summon. Hello, Exodia?
"Pot of Greed and Modesty" might not be the best of choices in a deck like Quickdraw Plants, though.
The possibilities are endless. @_@
Pot of Greed and Modesty
Normal Spell
Reveal the top 3 cards of your deck. Choose 1 of them, and add it to your hand. Shuffle the remaining cards back into the deck. Only 1 "Pot of Greed and Modesty" can be activated per turn, and you cannot special summon during the turn this card is activated.
Credit to bahamut84 for uploading the scans.
The kooky fashion in which this card functions reminds me of the Pokémon TCG. Anyway, it doesn't take a rocket scientist to figure out that this card will instantly shoot into staple status. The question is, how many copies?
There's little to no risk in running one. Just surrender your ability to explode for a turn, and in exchange you'll likely be handed something that's crucial to your long-term game.
Two is also a very reasonable inclusion. Rarely will they be drawn together or lead into each other. The frequency at which at least one is drawn increases, in turn aiding any deck's consistency if it has to fill space.
A play set is best off in those decks that simply don't have any other options to sift through their cards, those low tier decks that have been crying for a way to get to 40 cards and still flow well. You run into the issue of drawing duplicates when using three, but that's not going to hurt as much as not getting any combos together would.
Gadgets, including Machina variants, absolutely adore a card like this because it doesn't really hinder their flow at all, and it allows them to draw their outs to faster decks, or just things to wear other decks down in general.
It might replace "Black Feather Treasure" in Blackwings.
FTK decks, sadly, get a boost from this - as long as they don't special summon. Hello, Exodia?
"Pot of Greed and Modesty" might not be the best of choices in a deck like Quickdraw Plants, though.
The possibilities are endless. @_@
Tuesday, April 13, 2010
Keyword: Nimble
Definition: Special summon X monster from your deck.
Nimble Sunfish
WATER/Level 2
Fish/Effect
When this card is destroyed by battle and sent to the Graveyard, send 1 Fish-type monster from your Deck to the Graveyard. Then, you can Special Summon 1 "Nimble Sunfish" from your Deck.
ATK 1000/DEF 100
Well, this is a pleasant surprise! It should have been obvious that another fish was going to show up soon; it's a very TCG thing to do, and there hasn't been one for a couple sets.
Where "Metabo - Shark" brought about much fury, "Nimble Sunfish" replaces that with a sunny disposition, both for its amazing art and what it does for the Fish deck.
"Nimble Sunfish" allows near instant reverse toolboxing ability, whether one chooses to use "Pot of Avarice" or a combination of "Salvage" and "Moray of Greed." Among the cards that can be particularly useful in the grave, there's "Fishborg Blaster," which when combined with the "Nimble Sunfish" that is summoned, gives a Fish player the tributes they need for Super Special Awesome King Coelacanth, who in turn drops 2 Synchros on the table. Coelacanth is useful in the graveyard if "Phantom of Chaos" is on hand to copy his effect. Whatever Fish is necessary is easy to access by was of "Nimble Sunfish."
Sunfish also keeps tech choices like "Spiritual Water Art - Aoi" more live and increases Synchro options alongside "Royal Swamp Eel," who before could really only go for levels 7-9 with an odd 5 here and there.
This is one of those decks that seems to be slow-rolling its way onto the competitive scene. It'll definitely surprise people one day.
---
And here Sunfish pops up after I traded off my fish cards. :@
I have nothing to say about Akz.
Nimble Sunfish
WATER/Level 2
Fish/Effect
When this card is destroyed by battle and sent to the Graveyard, send 1 Fish-type monster from your Deck to the Graveyard. Then, you can Special Summon 1 "Nimble Sunfish" from your Deck.
ATK 1000/DEF 100
Well, this is a pleasant surprise! It should have been obvious that another fish was going to show up soon; it's a very TCG thing to do, and there hasn't been one for a couple sets.
Where "Metabo - Shark" brought about much fury, "Nimble Sunfish" replaces that with a sunny disposition, both for its amazing art and what it does for the Fish deck.
"Nimble Sunfish" allows near instant reverse toolboxing ability, whether one chooses to use "Pot of Avarice" or a combination of "Salvage" and "Moray of Greed." Among the cards that can be particularly useful in the grave, there's "Fishborg Blaster," which when combined with the "Nimble Sunfish" that is summoned, gives a Fish player the tributes they need for Super Special Awesome King Coelacanth, who in turn drops 2 Synchros on the table. Coelacanth is useful in the graveyard if "Phantom of Chaos" is on hand to copy his effect. Whatever Fish is necessary is easy to access by was of "Nimble Sunfish."
Sunfish also keeps tech choices like "Spiritual Water Art - Aoi" more live and increases Synchro options alongside "Royal Swamp Eel," who before could really only go for levels 7-9 with an odd 5 here and there.
This is one of those decks that seems to be slow-rolling its way onto the competitive scene. It'll definitely surprise people one day.
---
And here Sunfish pops up after I traded off my fish cards. :@
I have nothing to say about Akz.
Monday, April 12, 2010
Trading
Is a bitch. Gotta know all those values, gotta keep an updated list, gotta convince people to keep things even because GOD DAMN NOT EVERYONE CAN TRADE FOR PROFIT. ._.;
On that note, my list sucks.
Time for me to focus on getting the big wants. It'll be embarrassing if I don't get Infernity together.
On that note, my list sucks.
Time for me to focus on getting the big wants. It'll be embarrassing if I don't get Infernity together.
Sunday, April 11, 2010
Fulhelmknight
Huh, I've been playing it wrong this whole time. Not sure why.
" Once, while this card is face-up on the field, you can negate the attack of 1 of your opponent's monsters. If this card destroys a Defense Position monster your opponent controls by battle, you can Special Summon 1 Level 4 or lower "X-Saber" monster from your Graveyard."
Note that Fulhelmknight does not specify that it has to send the monster to a specific place, much like Blue Thunder and friends. This means that, as long as it destroys a monster by battle (which is determined during damage calculation), the effect can be activated (at the end of the damage step like one would expect) even if Fulhelm was destroyed after doing so, such as by Ryko.
I was treating it as though it functioned like Goyo or Shura even though I knew the text was different. ._.
...so it's a smidgen stronger in that it doesn't need to remain face-up like the above two do.
Note that Fulhelmknight does not specify that it has to send the monster to a specific place, much like Blue Thunder and friends. This means that, as long as it destroys a monster by battle (which is determined during damage calculation), the effect can be activated (at the end of the damage step like one would expect) even if Fulhelm was destroyed after doing so, such as by Ryko.
I was treating it as though it functioned like Goyo or Shura even though I knew the text was different. ._.
...so it's a smidgen stronger in that it doesn't need to remain face-up like the above two do.
Saturday, April 10, 2010
The Irony!
I totally forgot my makeshift lanyard, so I went to judge the regional without it. =(
It was a lot of work without much room for rest, but it was so easy getting into it since I love the game and since my fellow judges were so helpful. The funny thing is that I was answering questions that were even stumping the head judge. Guess I really do know too much. =P
Highlights of the day... well, nothing unusual happened. I stumbled over assigning penalties since it was my first judging experience. The number of no-shows near the end of the day was sickening; why can't people just check the drop box on their match slips?! Everyone seemed to be wanting appeals (2 in my case, I was right in both anyway). I guess it's good people know they can.
As for my boosters... jank for the most part. The secret Ritual Djinn, "Majestic Red Dragon" Ultra, Hyunlei Ultra, GK's Visionary, GK's Priestess x2, "Fiendish Chain," and... that's about it. Nothing holo that I cared about or could really turn around for something decent other than Hyunlei... oh well. Win some, lose some. ABPF has the worst lineup of rares EVER, by the way. Come to think of it, even my commons were pretty trashy. No "Consecrated Light," only one "Widespread Dud" and "Inverse Universe." "Break! Draw!" only came up once as well... I got like two play sets of "Codarus" and some other fun things like a set of the loli snake and GK's Stele, though.
I can't really gripe about it. It was a great, fun day despite dragging on near the end and wrecking my feet. I also witnessed the longest sudden death EVER. In fact, it was so long that I couldn't even stay to see the ending.
Yubel.dek can't lose in time, it seems. lol
It was a lot of work without much room for rest, but it was so easy getting into it since I love the game and since my fellow judges were so helpful. The funny thing is that I was answering questions that were even stumping the head judge. Guess I really do know too much. =P
Highlights of the day... well, nothing unusual happened. I stumbled over assigning penalties since it was my first judging experience. The number of no-shows near the end of the day was sickening; why can't people just check the drop box on their match slips?! Everyone seemed to be wanting appeals (2 in my case, I was right in both anyway). I guess it's good people know they can.
As for my boosters... jank for the most part. The secret Ritual Djinn, "Majestic Red Dragon" Ultra, Hyunlei Ultra, GK's Visionary, GK's Priestess x2, "Fiendish Chain," and... that's about it. Nothing holo that I cared about or could really turn around for something decent other than Hyunlei... oh well. Win some, lose some. ABPF has the worst lineup of rares EVER, by the way. Come to think of it, even my commons were pretty trashy. No "Consecrated Light," only one "Widespread Dud" and "Inverse Universe." "Break! Draw!" only came up once as well... I got like two play sets of "Codarus" and some other fun things like a set of the loli snake and GK's Stele, though.
I can't really gripe about it. It was a great, fun day despite dragging on near the end and wrecking my feet. I also witnessed the longest sudden death EVER. In fact, it was so long that I couldn't even stay to see the ending.
Yubel.dek can't lose in time, it seems. lol
Friday, April 9, 2010
Makeshift Lanyard Get!
Ahaha! It is complete! Take one part old shoe lace, one part paperclip, one part top loader, one part sleeve, one part child's trading card, and one part "ASDF HOW DO I PUNCHED NEAT HOLE IN TOP LOADER?"
The end result is what I'll be wearing to most Yu-gi-oh! events in the future, I imagine, so people who care can easily identify me. I can hear their voices now...
That fat ass is a total joke.
Shut up, troll.
Gale the Whirlwind is fake and gay.
Two camels i-
Okay, I'll stop. Gawd.
---
Anyway, today the second Infernity article went up on the Konami strategy site, and with that some confirmation on TCG names and rarities.
"Infernity Revenger" is now named "Infernity Avenger" for obvious anti-Engrish reasons. He's also toting around what appear to be water guns or really funky looking lasers. It's hard to tell, but something like that was bound to happen due to US law.
"Infernity Gun" shall henceforth be called "Infernity Launcher" for similar reasons. The word choice here is great.
"Infernity Death Dragon" met expectations by being renamed "Infernity Doom Dragon." It's still an Ultra Rare like it was in the OCG.
"Infernity Avenger," "Infernity Beetle," and "Infernity Inferno" are all Rares. Beetle's rarity buff is old news and deserved.
"Infernity Launcher" and "Infernity Mirage" appear to be either Common or Super Rare; the mock-up doesn't differentiate between the two rarities very well. Obviously, the fact that neither are Ultra Rare is a big shock, especially to fans of the deck.
It appears the deck's overall price is going to end up around that of Blackwings. Delicious.
Expect a report on tomorrow's regional within the next couple of days, probably in video form.
The end result is what I'll be wearing to most Yu-gi-oh! events in the future, I imagine, so people who care can easily identify me. I can hear their voices now...
That fat ass is a total joke.
Shut up, troll.
Gale the Whirlwind is fake and gay.
Two camels i-
Okay, I'll stop. Gawd.
---
Anyway, today the second Infernity article went up on the Konami strategy site, and with that some confirmation on TCG names and rarities.
"Infernity Revenger" is now named "Infernity Avenger" for obvious anti-Engrish reasons. He's also toting around what appear to be water guns or really funky looking lasers. It's hard to tell, but something like that was bound to happen due to US law.
"Infernity Gun" shall henceforth be called "Infernity Launcher" for similar reasons. The word choice here is great.
"Infernity Death Dragon" met expectations by being renamed "Infernity Doom Dragon." It's still an Ultra Rare like it was in the OCG.
"Infernity Avenger," "Infernity Beetle," and "Infernity Inferno" are all Rares. Beetle's rarity buff is old news and deserved.
"Infernity Launcher" and "Infernity Mirage" appear to be either Common or Super Rare; the mock-up doesn't differentiate between the two rarities very well. Obviously, the fact that neither are Ultra Rare is a big shock, especially to fans of the deck.
It appears the deck's overall price is going to end up around that of Blackwings. Delicious.
Expect a report on tomorrow's regional within the next couple of days, probably in video form.
Thursday, April 8, 2010
BELIEVE IN NEXUS
As of episode 104, the 5D's anime now has its 4th opening and ending themes, and frankly, they're amazing. The animation for the new opening and ending is quite amazing too - better than the show itself, in fact. @_@
In other news, "Koa'ki Meiru Bergzak" was just confirmed as an OCG import for the TCG version of The Shining Darkness!
Earth/Level 4
Warrior/Effect
2000 ATK/200 DEF
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Warrior-Type monster from your hand. Once per turn, if this card destroys an opponent's monster by battle, it can attack once again in a row.
The article seems to hype the card up more than it should. At the end of the day, this is just an average entry into the card pool. Raw beaters have not been in style for many years and likely never will be again thanks to the ever looming power creep to which this game (like most others) is subjected. After adding the fact that information needs to be given away to maintain it, Bergzak can be more of a burden than one would like at the most inopportune times (even Drago has this problem). It's also falling into "Bottomless Trap Hole" like everything else, and isn't anything special unless it actually can run over monsters. The risk of attacking a Lightsworn or Blackwing only to run into "Honest" or Kalut is ever present. Bergzak can't get over "Gravekeeper's Spy." It only makes even trades against Hamster thanks to Ryko. It does get over Firedog, but the dog doesn't frequently stay on the field for more than a turn anyway. Gadgets and friends simply aren't going to care much if they're run over, although doing so hurts significantly, so it's not a bad move by any means.
Bergzak does have a lot of practical uses, however, so it's probably going to be a mainstay in Koa'ki Meiru out of synergy alone, and even E-Heroes could probably use it as a tech card.
He's going to look nice as a secret, too.
In other news, "Koa'ki Meiru Bergzak" was just confirmed as an OCG import for the TCG version of The Shining Darkness!
Earth/Level 4
Warrior/Effect
2000 ATK/200 DEF
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Warrior-Type monster from your hand. Once per turn, if this card destroys an opponent's monster by battle, it can attack once again in a row.
The article seems to hype the card up more than it should. At the end of the day, this is just an average entry into the card pool. Raw beaters have not been in style for many years and likely never will be again thanks to the ever looming power creep to which this game (like most others) is subjected. After adding the fact that information needs to be given away to maintain it, Bergzak can be more of a burden than one would like at the most inopportune times (even Drago has this problem). It's also falling into "Bottomless Trap Hole" like everything else, and isn't anything special unless it actually can run over monsters. The risk of attacking a Lightsworn or Blackwing only to run into "Honest" or Kalut is ever present. Bergzak can't get over "Gravekeeper's Spy." It only makes even trades against Hamster thanks to Ryko. It does get over Firedog, but the dog doesn't frequently stay on the field for more than a turn anyway. Gadgets and friends simply aren't going to care much if they're run over, although doing so hurts significantly, so it's not a bad move by any means.
Bergzak does have a lot of practical uses, however, so it's probably going to be a mainstay in Koa'ki Meiru out of synergy alone, and even E-Heroes could probably use it as a tech card.
He's going to look nice as a secret, too.
Wednesday, April 7, 2010
In the Field
Saber Vault
Field Spell
Each face-up "X-Saber" monster on the field gains 100 ATK x its Level, and loses 100 DEF x its Level.
This looks like some kid's failed attempt at a Create-A-Card, but no, it's a TCG debut card in The Shining Darkness.
http://www.konami.com/yugioh/articles/?p=1665
Aren't we long past the age of boring, flat stat buffs? After "Black Garden," "Magical Citadel of Endymion," and "Future Visions," expectations for field spells rose to match their caliber, but Konami doesn't seem to get it after all...
First of all, "Saber Vault" doesn't do anything to significantly help the archetype for which it was designed. Their bosses don't need a boost, and their little guys aren't getting enough out of it to matter. Admittedly, Airbellum gets over Shura and ties with Firedog, but doing the latter is far from optimal, especially since Airbellum wants to be attacking directly, not falling in battle with monsters. Fulhelmknight isn't getting over many of the primary attackers OR defenders of the modern game with only 1600 atk. Emmersblade doesn't get to crash with "Red Gadget" anymore, or anything really, since next to no monsters have 1600 atk.
As an added minus, "Saber Vault" does not offer a way to deal with the pressing issue of drawing multiples of itself. Extra "Future Visions" can turn into a 1 for 1 by way of trapping enemy monsters in the removed from play zone. "Black Garden" can blow itself up and revive something, paving the way for the next copy. It can't protect itself like "Magical Citadel of Endymion" can.
Also, as far as we know, there isn't a monster searcher for this card. "Terraforming" simply doesn't cut it since it takes up precious deck space while adding startling consistency to the ever dreaded dead draws.
"Gaia Power" is actually more useful than this. It gives a bigger boost to the guys that really need it. Airbellum gets over Firedogs and Sirocco. Fulhelmknight gets over Hamsters (huzzah for defense reduction!) and gets to activate its effect to boot. Emmersblade gets to tie with Shura, leading into an Airbellum that strips the opponent of a card and a quarter of their life, a downright deadly move.
"Saber Vault" won't conceivably touch the top tables, ever. If it did, it'd be a disgusting accomplishment.
Field Spell
Each face-up "X-Saber" monster on the field gains 100 ATK x its Level, and loses 100 DEF x its Level.
This looks like some kid's failed attempt at a Create-A-Card, but no, it's a TCG debut card in The Shining Darkness.
http://www.konami.com/yugioh/articles/?p=1665
Aren't we long past the age of boring, flat stat buffs? After "Black Garden," "Magical Citadel of Endymion," and "Future Visions," expectations for field spells rose to match their caliber, but Konami doesn't seem to get it after all...
First of all, "Saber Vault" doesn't do anything to significantly help the archetype for which it was designed. Their bosses don't need a boost, and their little guys aren't getting enough out of it to matter. Admittedly, Airbellum gets over Shura and ties with Firedog, but doing the latter is far from optimal, especially since Airbellum wants to be attacking directly, not falling in battle with monsters. Fulhelmknight isn't getting over many of the primary attackers OR defenders of the modern game with only 1600 atk. Emmersblade doesn't get to crash with "Red Gadget" anymore, or anything really, since next to no monsters have 1600 atk.
As an added minus, "Saber Vault" does not offer a way to deal with the pressing issue of drawing multiples of itself. Extra "Future Visions" can turn into a 1 for 1 by way of trapping enemy monsters in the removed from play zone. "Black Garden" can blow itself up and revive something, paving the way for the next copy. It can't protect itself like "Magical Citadel of Endymion" can.
Also, as far as we know, there isn't a monster searcher for this card. "Terraforming" simply doesn't cut it since it takes up precious deck space while adding startling consistency to the ever dreaded dead draws.
"Gaia Power" is actually more useful than this. It gives a bigger boost to the guys that really need it. Airbellum gets over Firedogs and Sirocco. Fulhelmknight gets over Hamsters (huzzah for defense reduction!) and gets to activate its effect to boot. Emmersblade gets to tie with Shura, leading into an Airbellum that strips the opponent of a card and a quarter of their life, a downright deadly move.
"Saber Vault" won't conceivably touch the top tables, ever. If it did, it'd be a disgusting accomplishment.
Tuesday, April 6, 2010
Penalty Guidelines
They're finally up on the official website! Go give them a look:
http://www.yugioh-card.com/en/gameplay/penalty_guide/KDE_Penalty_Feb2010.pdf
Of course, this is only one piece of the puzzle when it comes to sanctioned events, but the others will be available online in due time. As they say, it's important for players and judges alike to be well versed in policy. An informed player makes fewer mistakes and knows their rights, where up to date judges make correct rulings and help run fair, successful events.
Falling under both of these categories, I have to digest everything, but I'm sure I'll be fine. Memorization is easy as pie when I care.
http://www.yugioh-card.com/en/gameplay/penalty_guide/KDE_Penalty_Feb2010.pdf
Of course, this is only one piece of the puzzle when it comes to sanctioned events, but the others will be available online in due time. As they say, it's important for players and judges alike to be well versed in policy. An informed player makes fewer mistakes and knows their rights, where up to date judges make correct rulings and help run fair, successful events.
Falling under both of these categories, I have to digest everything, but I'm sure I'll be fine. Memorization is easy as pie when I care.
Monday, April 5, 2010
New Anime Season!
I am ecstatic! Well, as ecstatic as an eGale can get, anyway. Er... hm, no, that's not true, I can be more so, but still, fun times.
Gadgets are annoying.
Oh, you knew that already?
Uhm...
Well, I can't think of anything in particular pertaining to YGO today, so sue me. I guess I'll comment on what I've been watching.
B Gata H Kei isn't something you'd want to check out if you're looking for any sort of substance since it's one of those fanservice shows, but episode 1 was loaded with enough laughs to keep me interested, so I'm not writing it off yet.
Kaichou wa Meido-Sama! (Prez is a Maid!), on the other hand, is looking fairly nice on the legitimacy front. Surprise surprise, it's a shoujo, and I've yet to see a particularly bad title from the genre. Great things seem to be brewing.
I plan to look at Angel Beats! despite the main character looking to be a Haruhi rehash.
Another Ikkitousen spin-off? Might have to watch that too.
And this isn't exactly part of the new season, but the first Higashi no Eden (Eden of the East) movie did not disappoint. I've come to expect great work from IG, though, so anything less than awesome would be out of character.
Erm... well, I guess that's all for this off-topic post. Back to replaying Mega Man Star Force 3 for me.
Gadgets are annoying.
Oh, you knew that already?
Uhm...
Well, I can't think of anything in particular pertaining to YGO today, so sue me. I guess I'll comment on what I've been watching.
B Gata H Kei isn't something you'd want to check out if you're looking for any sort of substance since it's one of those fanservice shows, but episode 1 was loaded with enough laughs to keep me interested, so I'm not writing it off yet.
Kaichou wa Meido-Sama! (Prez is a Maid!), on the other hand, is looking fairly nice on the legitimacy front. Surprise surprise, it's a shoujo, and I've yet to see a particularly bad title from the genre. Great things seem to be brewing.
I plan to look at Angel Beats! despite the main character looking to be a Haruhi rehash.
Another Ikkitousen spin-off? Might have to watch that too.
And this isn't exactly part of the new season, but the first Higashi no Eden (Eden of the East) movie did not disappoint. I've come to expect great work from IG, though, so anything less than awesome would be out of character.
Erm... well, I guess that's all for this off-topic post. Back to replaying Mega Man Star Force 3 for me.
Sunday, April 4, 2010
Kingu Wa Kingu Da
Oh how the mighty have fallen, off the competitive scene.
It's no surprise, really. "Red Dragon Archfiend" is the ace-in-the-hole against defense position monsters that replace themselves when destroyed in battle, but the effective methods to summon a level 8 Synchro in Main Phase 1 have been reduced on account of the Destiny Hero engine being rendered more or less unplayable by the ban list. RDA doesn't do anything during your opponent's turn, so summoning it in Main Phase 2 with "Flamvell Firedog" and "Flamvell Magician" isn't worth doing. On top of this, most defense position monsters that are running around are either granted their effects by flip, or by destruction in general, so RDA can't play around them like it can "Mystic Tomato" and friends. RDA's drawback during the End Phase is ever present and prevents a lot of optimal plays from being made as well.
It is, of course, still a very large beater - the largest that "Debris Dragon" can access, so RDA will still find a home at 1 in the decks that utilize Debris, and perhaps other obscure decks that frequently Synchro Summon level 8 monsters and not many others. Being DARK, it offers tricks with "Deck Devastation Virus" and even "Eradicator Epidemic Virus" if one can be so inclined to use such a thing. RDA can be revived with "Red-Eyes Darkness Metal Dragon" all the same as its brethren, and it's definitely worth playing on rare occasions in those dragon-based decks out of synergy alone.
Let's hope it gets an evolution that's worth using. Being inferior to Stardust on all fronts for the rest of its life would be terrible.
Saturday, April 3, 2010
Doin' It Wrong
Not sure what drove me to actually build 'sworns. It's probably the fact someone else was doin' it wrong. Of course, I have a feeling I am too.
//Monsters
1|Lodt|Aurkus, Lightsworn Druid
3|Lodt|Celestia, Lightsworn Angel
1|Lodt|Ehren, Lightsworn Monk
2|Lodt|Garoth, Lightsworn Warrior
1|Lodt|Jain, Lightsworn Paladin
1|Lodt|Lumina, Lightsworn Summoner
1|Lodt|Lyla, Lightsworn Sorceress
2|Lodt|Ryko, Lightsworn Hunter
2|Lodt|Wulf, Lightsworn Beast
2|Lodt|Honest
2|Lodt|Judgment Dragon
1|Dlg1|Gorz the Emissary of Darkness
1|Csoc|Plaguespreader Zombie
1|Taev|Necro Gardna
//Spells
3|Lodt|Solar Recharge
1|Tdgs|Charge of the Light Brigade
1|Sjcs|Gold Sarcophagus
1|Mrd|Heavy Storm
1|Mrl|Giant Trunade
1|Psv|Cold Wave
1|Mrl|Mystical Space Typhoon
1|Tlm|Brain Control
//Traps
3|Ast|Beckoning Light
2|Lod|Bottomless Trap Hole
1|Mrd|Mirror Force
1|Lon|Torrential Tribute
1|Mrd|Solemn Judgment
1|Pgd|Trap Dustshoot
//Extra|Deck
1|Dp08|Armory Arm
1|Ha01|Ally of Justice Catastor
1|Tdgs|Magical Android
1|Ha01|Brionac, Dragon of the Ice Barrier
1|Tdgs|Goyo Guardian
1|Csoc|Tempest Magician
1|Crms|Arcanite Magician
1|Csoc|Black Rose Dragon
1|Crms|Blackwing Armor Master
1|Tdgs|Avenging Knight Parshath
1|5ds1|Colossal Fighter
1|Tdgs|Red Dragon Archfiend
1|Tdgs|Stardust Dragon
1|Tdgs|Thought Ruler Archfiend
1|Ha01|Mist Wurm
Keeping stuff on the table proves to be a challenge, so I'll probably end up dropping a Celestia or something...
Trunade hasn't done anything.
3 Beckoning is probably overkill, but it's so good that I don't know if I can let it go.
I guess RotA wouldn't hurt. It's not great, but it has its place.
MST seems a little weak.
Other than that, I'm not sure what to do.
//Monsters
1|Lodt|Aurkus, Lightsworn Druid
3|Lodt|Celestia, Lightsworn Angel
1|Lodt|Ehren, Lightsworn Monk
2|Lodt|Garoth, Lightsworn Warrior
1|Lodt|Jain, Lightsworn Paladin
1|Lodt|Lumina, Lightsworn Summoner
1|Lodt|Lyla, Lightsworn Sorceress
2|Lodt|Ryko, Lightsworn Hunter
2|Lodt|Wulf, Lightsworn Beast
2|Lodt|Honest
2|Lodt|Judgment Dragon
1|Dlg1|Gorz the Emissary of Darkness
1|Csoc|Plaguespreader Zombie
1|Taev|Necro Gardna
//Spells
3|Lodt|Solar Recharge
1|Tdgs|Charge of the Light Brigade
1|Sjcs|Gold Sarcophagus
1|Mrd|Heavy Storm
1|Mrl|Giant Trunade
1|Psv|Cold Wave
1|Mrl|Mystical Space Typhoon
1|Tlm|Brain Control
//Traps
3|Ast|Beckoning Light
2|Lod|Bottomless Trap Hole
1|Mrd|Mirror Force
1|Lon|Torrential Tribute
1|Mrd|Solemn Judgment
1|Pgd|Trap Dustshoot
//Extra|Deck
1|Dp08|Armory Arm
1|Ha01|Ally of Justice Catastor
1|Tdgs|Magical Android
1|Ha01|Brionac, Dragon of the Ice Barrier
1|Tdgs|Goyo Guardian
1|Csoc|Tempest Magician
1|Crms|Arcanite Magician
1|Csoc|Black Rose Dragon
1|Crms|Blackwing Armor Master
1|Tdgs|Avenging Knight Parshath
1|5ds1|Colossal Fighter
1|Tdgs|Red Dragon Archfiend
1|Tdgs|Stardust Dragon
1|Tdgs|Thought Ruler Archfiend
1|Ha01|Mist Wurm
Keeping stuff on the table proves to be a challenge, so I'll probably end up dropping a Celestia or something...
Trunade hasn't done anything.
3 Beckoning is probably overkill, but it's so good that I don't know if I can let it go.
I guess RotA wouldn't hurt. It's not great, but it has its place.
MST seems a little weak.
Other than that, I'm not sure what to do.
Friday, April 2, 2010
Pojo Must Be a Synonym For...
Overreacting.
Seriously.
It's true that Konami hyping up Infernity on their strategy site isn't exactly helping, but people are somehow getting the idea that the deck is going to completely destroy the format, and that just isn't true.
The deck has weaknesses, plenty of them. 1800 is the ATK of strongest monster in the main deck that can be summoned off the bat. The graveyard is of the utmost importance. Being able to search out cards is crucial. Cards need to be able to get out of the hand at a moment's notice.
As such, those first couple of turns are a fragile matter.
Summon that Thunder King while backing it up accordingly. Infernity are going to have a very difficult time firing back.
Drop "Dark Simorgh" early in the game to lock them out of doing anything. Most variations of the deck aren't going to be packing removal in spell form.
Granted, counters don't make something less viable, but there are plenty of options at hand to bring Infernity to their knees. It isn't TeleDAD.
Seriously.
It's true that Konami hyping up Infernity on their strategy site isn't exactly helping, but people are somehow getting the idea that the deck is going to completely destroy the format, and that just isn't true.
The deck has weaknesses, plenty of them. 1800 is the ATK of strongest monster in the main deck that can be summoned off the bat. The graveyard is of the utmost importance. Being able to search out cards is crucial. Cards need to be able to get out of the hand at a moment's notice.
As such, those first couple of turns are a fragile matter.
Summon that Thunder King while backing it up accordingly. Infernity are going to have a very difficult time firing back.
Drop "Dark Simorgh" early in the game to lock them out of doing anything. Most variations of the deck aren't going to be packing removal in spell form.
Granted, counters don't make something less viable, but there are plenty of options at hand to bring Infernity to their knees. It isn't TeleDAD.
Thursday, April 1, 2010
Oh, Konami...
They love releasing information on this horrible, horrible day. They do it on purpose.
With Duelist Revolution on the horizon for the OCG, we have the bare-bones data about the set after it.
Name: Starstrike Blast
Cover Card: Shooting Star Dragon
Apparently supposed to feature Jack's new ace alongside the obvious Yusei cover card, as well as more Eleki and Scrap cards.
I'm reminded of a certain Blue Bomber of the modern era...
With Duelist Revolution on the horizon for the OCG, we have the bare-bones data about the set after it.
Name: Starstrike Blast
Cover Card: Shooting Star Dragon
Apparently supposed to feature Jack's new ace alongside the obvious Yusei cover card, as well as more Eleki and Scrap cards.
I'm reminded of a certain Blue Bomber of the modern era...
That Day What Marks the First of Every Fourth
Call me a spoil sport, but I don't care for April Fool's Day at all. Nothing can be trusted as legitimate beyond the usual, not even what's in the news, and that's one of the most aggravating facts of life.
On the bright side, I expect to be judging my first regional (my first event at all, in fact) on the tenth of the month. I'll be sure to let everyone know how that goes.
As for today, well, I don't have anything else to say yet.
On the bright side, I expect to be judging my first regional (my first event at all, in fact) on the tenth of the month. I'll be sure to let everyone know how that goes.
As for today, well, I don't have anything else to say yet.
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