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Sunday, May 15, 2011

Blog shutdown

For various reasons, we decided to shut down this blog. For those who are still interested, here's a link to new one:

http://genuslibrary.blogspot.com/

Wednesday, May 11, 2011

Light of Intervention Anti-Meta

16

1 Blackwing - Gale the Whirlwind

2 Caius the Shadow Monarch

3 Cyber Dragon

2 Effect Veiler

3 King Tiger Wanghu

1 Malefic Stardust Dragon

1 Summoner Monk

3 Thunder King Rai-Oh

14

1 Book of Moon

3 Burden of the Mighty

1 Dark Hole

3 Future Visions

2 Gold Sarcophagus

1 Monster Reborn

2 Mystical Space Typhoon

1 Terraforming

10

2 Dimensional Prison

3 Light of Intervention

1 Mirror Force

1 Royal Oppression

2 Solemn Warning

1 Torrential Tribute

15

1 Ally of Justice Catastor

1 Ancient Fairy Dragon

1 Ancient Sacred Wyvern

1 Black Rose Dragon

1 Blackwing Armor Master

1 Brionac, Dragon of the Ice Barrier

2 Chimeratech Fortress Dragon

1 Colossal Fighter

1 Dark End Dragon

1 Scrap Dragon

2 Stardust Dragon

1 Thought Ruler Archfiend

1 Trishula, Dragon of the Ice Barrier


The concept here is simple and straightforward. Both Future Visions and King Tiger Wanghu place a partial block on the opponent's summons. Not only that, they're both Mandatory Trigger Effects, so having both activate at once lets me pick the order of the chain, and thus decide between destroying and temporarily RFPing their monster. With Burden of the Mighty active, most monsters either die to Wanghu's effect or can't run over him after being weakened so much. Having those in play looks like a pretty hard to beat field, but the opponent can still get out of Future Vision's path, at least, by setting their monster first.

So what is one to do? Of course, a card is needed to prevent setting, and there's only a few cards that outright stop it on a continuous basis. Of those, the only one that doesn't require additional setup or dedication is Light of Intervention.

Light of Intervention prevents setting in general, so Wanghu and Future Visions will activate without a hitch. Not only that, it also gives the additional option of summoning monsters in face-up Defense. Sometimes, that option is useful, such as scenarios where the opponent has a monster like Stardust, and you want to have Thunder King Rai-Oh in play to defend against their attack and to stop them from trying to Synchro Summon another monster or use their Duality before they attack you. Also, with eve more stuff in the backrow, any given opponent's removal options will be spread thinly between the Field Spell, Continuous Spell, and Continuous Trap.

Try it out sometime.

Tuesday, May 3, 2011

Top 5 - Hidden Arsenal 4

Hidden Arsenal 4 - Trishula's Triumph has a lot of great cards inside. It features further support for 6 archetypes: Ice Barrier, Jurrac, Naturia, Flamvell, Dragunity and Genex Ally, and each of them has 1 representant in this list except Dragunities (which most contained in HA04 suck, btw). We rate the cards based on their importance to the archetype and playability in general.

And in 5° we have a baby dino that is as dangerous as it is cute:


Jurrac Aeolo
Dinosaur/Tuner
FIRE/1*/ATK 200 DEF 200
During your Main Phase, you can Tribute this card to select and Special Summon 1 Level 4 or lower "Jurrac" monster from your Graveyard, except "Jurrac Aeolo".

This monster is a FIRE Dinosaur with only 200 ATK and 200 DEF. Wait, 200 DEF. And it's FIRE. So this card can be summoned with Rekindling. This fact makes the card much more playable, and it being a Tuner helps in the usefulness. All alone, this card is very good too, as it can switch places with a fallen Jurrac and help set up an attack or Synchro.

Prepare for 4° place, as it is a fusion! You never thought a fusion would be in this top 5 right? Right? But the fusion in question is Naturia Exterio!


Naturia Exterio
Beast/Fusion/Effect
EARTH/10*/ATK 2800 DEF 2400
"Naturia Beast" + "Naturia Barkion"
A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. While this card is face-up on the field, you can negate the activation of a Spell/Trap card and destroy it, by removing from play 1 card from your Graveyard, then sending the top card of your Deck to the Graveyard.

The first thing we notice is that this can only be summoned using it's real fusion materials. This means no King of the Swamp. But it's effect is totally worth it. You basically get Spell/Trap immunity. All you're required to do is remove from play 1 dead card and milling another. This means you get protection AND reduce your deck. What could be better?

Third place is a cute little three-headed beast. We all love that, don't we?


The Fabled Cerburrel
Beast/Tuner
LIGHT/2*/ATK 1000 DEF 400
When this card is discarded to the Graveyard, Special Summon it.

Simple, but effective. Whenever it's ditched from hand, it gets to the field. But the best part is that it's a tuner. One of the best possible combos is Special Summoning Tricky by discarding this. You instantly get a Black Rose, Power Tool, or other LVL 7 Synchros. Not counting the synergy with the Dark Worlds and its' own archetype.

Prepare for the flight, as Genex and Allies unite! Second place is the Birdman.


Genex Ally Birdman
Machine/Tuner
DARK/3*/ATK 1400 DEF 400
You can return 1 face-up monster you control to the hand to Special Summon this card from your hand. If that monster was a WIND monster, this card gains 500 ATK. If this card was Special Summoned this way, remove it from play when it is removed from the field.

Easily one of the most abusable cards out there. The recent Field Spell Divine Wind of the Mist Valley and the Sneak Peak card of Extreme Victory, Reborn Tengu, only makes this card even better. Normal Summon Tengu, return it to the hand and Special Summon Birdman, and gain a free Tengu. Effortless, useful and an instant Level 7 Synchro. It also aids the summoning of Dark Simorgh which is a painfully effective card.

And the best card of the pack is also one of the best Synchros of all time and one of the best "boss" monsters ever. The mighty Trishula!

Trishula, Dragon of the Ice Barrier
Dragon/Synchro/Effect
WATER/9*/ATK 2700 DEF 2000
1 Tuner + 2 or more non-Tuner monsters
When this card is Synchro Summoned, you can activate this effect to remove from play up to one card each from your opponent's hand, field and Graveyard. (The card in the hand is chosen at random.)

No need for introductions. This is the best Synchro released this year, without a doubt. It has an awesome effect, which can disrupt strategies that are already in play, or that your opponent is still planning, and if it wasn't enough, can get rid of annoying dead cards like Vayu, Dandylion, Glow-up and Spore. Every extra deck can run this. It also has sick combos and a loop that can make you draw all cards from your deck. Just awesome.

And that's the top 5 of Hidden Arsenal 4. Please comment your thoughts on the cards!

Friday, April 29, 2011

Extreme Victory Card Rulings Released

Konami released the list of Rulings for most of the cards in EXVC. You can download it here.

This is what's going to give headaches to the Judges at the Sneak Peaks. But what's more interesting about this list is that finally the TCG names for the cards are released, as well the rest of the previously OCG-only cards that we are getting in this pack.

Wednesday, April 27, 2011

Duel Terminal 12: Exceed Startup - card list, effects & scans

No "Upgrade to pro!" for images this time, I swear :P Also, this DT has probably the most awesome reprints of all DTs.


DT12-JP001 Volcanic Shell
DT12-JP002 Elemental Hero Neos Alius
DT12-JP003 Quickdraw Synchron
DT12-JP004 T.G. Rush Rhino
DT12-JP005 Buster Blaster
DT12-JP006 Phantom Skyblaster
DT12-JP007 Grandmaster of the Six Samurai
DT12-JP008 Dark Grepher
DT12-JP009 Greenkappa
DT12-JP010 Penguin Solider
DT12-JP011 Gravekeeper's Spy
DT12-JP012 Legendary Jujitsu Master
DT12-JP013 Hiita the Fire Charmer
DT12-JP014 Dark Magician Girl
DT12-JP015 Abyss Soldier
DT12-JP016 Golden Homunculus
DT12-JP017 Gem-Knight Obsidian
DT12-JP018 Gem-Knight Iolite
DT12-JP019 Gem-Knight Amber
DT12-JP020 Laval Lady of the Burning Lake
DT12-JP021 Laval Coatl
DT12-JP022 Laval Gunner
DT12-JP023 Vylon Pentacro
DT12-JP024 Vylon Tesseract
DT12-JP025 Vylon Stigma
DT12-JP026 Vision Gishki
DT12-JP027 Gishki Emilia
DT12-JP028 Gishki Shellfish
DT12-JP029 Gusto Falco
DT12-JP030 Kamui, Hope of Gusto
DT12-JP031 Musto, Priest of Gusto
DT12-JP032 Evigishki Gustkrake
DT12-JP033 Gem-Knight Amethys
DT12-JP034 Lavalval Dragoon
DT12-JP035 Daigusto Falcos
DT12-JP036 Gem-Knight Pearl
DT12-JP037 Lavalval Ignis
DT12-JP038 Vylon Disigma
DT12-JP039 Evigishki Merrowgeist
DT12-JP040 Daigusto Phoenix
DT12-JP041 Double Summon
DT12-JP042 De-Synchro
DT12-JP043 Particel Fusion
DT12-JP044 Vylon Polytope
DT12-JP045 Vylon Segment
DT12-JP046 Macro Cosmos
DT12-JP047 Embodiment of Apophis
DT12-JP048 Blazing Dust Explosion
DT12-JP049 Ceremonial Mirror of Illusion
DT12-JP050 Gusto Whirlwind


Gem-Knight Obsidian
EARTH/Rock - Effect/3/1500/1200
If this card is sent from your hand to the Graveyard, you can select 1 Level 4 or lower Normal Monster in your Graveyard and Special Summon it.


Gem-Knight Iolite
EARTH/Aqua - Gemini/4/1300/2000
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
●Once per turn, you can remove from play 1 "Gem" monster from your Graveyard to add 1 "Gem-Knight" card from your Graveyard to your hand.


Gem-Knight Amber
EARTH/Thunder - Gemini/4/1600/1400
This card is treated as a Normal Monster while face-up on the fieldor in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
●Once per turn, you can discard 1 "Gem-Knight" card to add 1 of your removed from play monsters to your hand.



Laval Lady of the Burning Lake
FIRE/Pyro - Tuner/3/200/200
If there are 3 or more different "Laval" monsters in your Graveyard, you can remove from play 1 "Laval" monster from your Graveyard to select 1 Set card your opponent controls. Destroy that card.


Laval Coatl
FIRE/Pyro - Tuner/2/1300/700
If you have 3 or more different "Laval" monsters in your Graveyard, you can Special Summon this card from your hand.


Laval Gunner
FIRE/Warrior - Effect/4/1200/800
When this card is Normal Summoned while you have a "Laval" monster in your Graveyard other than "Laval Gunner", you can send the top 5 cards of your Deck to the Graveyard. This card gains 200 ATK for each "Laval" monster sent to the Graveyard by this effect.


Vylon Pentacro
LIGHT/Machine - Union/4/500/400
Once per turn, during your Main Phase, you can equip this card to a face-up "Vylon" monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this effect, if the equipped monster destroys an opponent's monster by battle, you can select 1 card your opponent controls and destroy it. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)


Vylon Tesseract
LIGHT/Machine - Union/4/800/600
Once per turn, during your Main Phase, you can equip this card to a face-up "Vylon" monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this effect, if the equipped monster destroys an opponent's monster by battle, you can Special Summon 1 Level 4 or lower "Vylon" monster from your Graveyard. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)


Vylon Stigma
LIGHT/Fairy - Effect/4/1600/1000
Once per turn, you can select 1 face-up "Vylon" Equip Card. Unequip it, and equip it to another appropriate monster. This effect can be activated during your opponent's turn.




Vision Gishki
WATER/Sea Serpent - Effect/2/700/500
If you Ritual Summon a WATER Ritual Monster, this 1 card can be used as the entire Tribute. You can discard this card to add 1 "Gishki" Ritual Monster from your Deck to your hand.


Gishki Emilia
WATER/Spellcaster - Spirit/4/1600/800
This card cannot be Special Summoned. This card returns to the hand during the End Phase of the turn it is Normal Summoned or flipped face-up. If this card is Normal Summoned or flipped face-up while you control another face-up "Gishki" monster, negate the effects of Trap Cards on the field, until the End Phase.


Gishki Shellfish
WATER/Aqua - Effect/4/1700/900
When this card is sent to the Graveyard by a card effect, you can reveal the top 3 cards of your Deck, and return them to the top of your Deck in any order.


Gusto Falco
WIND/Winged Beast - Tuner/2/600/1400
When this face-up card on the field is sent to the Graveyard, except when destroyed by battle, you can Special Summon 1 "Gusto" monster from your Deck in face-down Defense Position.


Kamui, Hope of Gusto
WIND/Psychic - Effect/2/200/1000
FLIP: Special Summon 1 "Gusto" Tuner monster from your Deck.


Musto, Priest of Gusto
WIND/Psychic - Effect/4/1800/900
Once per turn, you can return 1 "Gusto" monster from your Graveyard to the Deck to select 1 face-up monster on the field. Negate that monster's effect(s), until the End Phase.


Evigishki Gustkrake
WATER/Aqua - Ritual - Effect/6/2400/1000
This card can only be Ritual Summoned with a "Gishki" Ritual Spell Card. When this card is Ritual Summoned, reveal up to 2 random cards in your opponent's hand and select 1 of them. Return that card to the Deck.


Gem-Knight Amethys
EARTH/Aqua - Fusion - Effect/7/1950/2450
1 "Gem-Knight" monster + 1 Aqua-Type monster
This card can only be Special Summoned by Fusion Summon, from the Extra Deck. When this card is sent from the field to the Graveyard, return all Set Spell/Trap Cards on the field to the owner's hand.



Lavalval Dragoon
FIRE/Dragon - Synchro - Effect/6/2500/1200
1 Tuner + 1 or more non-Tuner FIRE monsters
Once per turn, during your Main Phase, you can add 1 "Laval" monster from your Deck to your hand. Then, send 1 "Laval" monster from your hand to the Graveyard.



Daigusto Falcos
WIND/Psychic - Synchro - Effect/4/1400/1200
1 Tuner + 1 or more non-Tuner "Gusto" monsters
When this card is Synchro Summoned, all face-up “Gusto” monsters gain 600 ATK.



Gem-Knight Pearl
EARTH/Rock - Exceed/4/2600/1900
2 Level 4 monsters


Lavalval Ignis
FIRE/Warrior - Exceed - Effect/3/1800/1400
2 Level 3 monsters
If this card battles, you can activate this effect once during the Damage Step. If you do, remove 1 Exceed Material Monster from this card to have it gain 500 ATK until the End Phase.



Vylon Disigma
LIGHT/Fairy - Exceed - Effect/4/2500/2100
3 Level 4 monsters
Once per turn, you can remove 1 Exceed Material Monster from this card to select 1 face-up Attack Position Effect Monster your opponent controls, and equip it to this card as an Equip Card. When this card battles a monster that has the same Attribute as a monster equipped to this card by this card's effect, destroy that monster at the start of the Damage Step (without applying damage calculation).



Evigishki Merrowgeist
WATER/Aqua - Exceed - Effect/4/2100/1600
2 Level 4 monsters
If this card destroys a monster by battle, you can remove 1 Exceed Material Monster from this card to return that monster to the Deck.



Daigusto Phoenix
WIND/Pyro - Exceed - Effect/2/1500/1100
2 Level 2 monsters
Once per turn, you can remove 1 Exceed Material Monster from this card to select 1 face-up WIND monster you control. That monster can attack twice during this turn's Battle Phase.



Particle Fusion
Normal Spell
Send, from your side of the field to the Graveyard, Fusion Material Monsters listed on a "Gem-Knight" Fusion Monster Card, and Special Summon that monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) Then, you can remove from play this card from your Graveyard to select 1 "Gem-Knight" Fusion Material Monster used for that Fusion Summon. Until the End Phase, the Fusion Monster gains ATK equal to the selected monster's ATK.


Vylon Polytope
Quick-Play Spell
Select any number of "Vylon" Monster Cards you control that are treated as Equip Cards, and Special Summon them in face-up Defense Position. When a monster Special Summoned by this effect is removed from field, remove it from play.


Vylon Segment
Equip Spell
Equip only to a "Vylon" monster. It cannot be targeted by the effects of your opponent's Trap Cards or Effect Monsters. If this face-up card is sent to the Graveyard, you can add 1 "Vylon" Spell Card from your Deck to your hand.


Blazing Dust Explosion
Normal Trap
Remove from play all "Laval" monsters from your Graveyard. Destroy cards on the field, up to the number of monsters removed from play by this effect.


Ceremonial Mirror of Illusion
Normal Trap
Special Summon a "Gishki" Ritual Monster from your hand, ignoring the Summoning conditions. A Ritual Monster Special Summoned by this effect cannot attack. During the End Phase, return it to the hand.


Gusto Whirlwind
Normal Trap
Activate only if you control no monsters. Select 2 “Gusto” monsters in your Graveyard and return them to the Deck. Then, Special Summon 1 “Gusto” monster with 1000 or less DEF from your Deck.

Friday, April 22, 2011

How To Use Morphtronics Correctly

(Before anyone asks, I don't care if you netdeck this, just don't claim you made it. I spent about 2 years perfecting this.)

People seem to suck at making Morphtronics, so here's a shockingly consistent decklist that I'll be taking to a YCS and an explanation on how it works.

23
2 Genex Ally Birdman
2 Machina Fortress
1 Machina Gearframe
1 Morphtronic Boarden
3 Morphtronic Boomboxen
3 Morphtronic Celfon
2 Morphtronic Lighton
3 Morphtronic Radion
3 Morphtronic Remoten
2 Morphtronic Scopen
1 Sangan

14
1 Dark Hole
3 Junk Box
3 Machine Duplication
1 Mind Control
1 Monster Reborn
3 Morphtronic Map
1 One for One
1 Pot of Avarice

3
3 Royal Decree

15
1 Ancient Fairy Dragon
1 Ancient Sacred Wyvern
1 Armory Arm
1 Black Rose Dragon
1 Empty Space Sea Serpent Levaiel
1 Formula Synchron
1 Gaia Knight, the Force of Earth
1 Scrap Dragon
1 Shooting Quasar Dragon/T.G. Halberd Cannon
1 Shooting Star Dragon
1 Stardust Dragon
2 T.G. Hyper Librarian
1 Trishula, Dragon of the Ice Barrier
1 XX-Saber Gottoms


15
1 Book of Moon
2 Dimensional Prison
1 Mirror Force
2 Mystical Space Typhoon
3 Prohibition
3 Puppet Plant
2 Swift Scarecrow
1 Torrential Tribute

(Halberd Cannon's only listed as an option because Shooting Quasar may not be released in time for the YCS.)

Strategy:

This deck’s plays are wholly dependent on what is drawn.

As you can plainly see, this deck does large amounts of comboing. However, said combos are, fortunately highly variant. Meaning that this deck requires a lot of thought and luck to work.

As most of you know, the key card of the deck is Morphtronic Celfon. The deck’s best opening play is Celfon + Machine Duplication, which can result in a wide variety of things, ranging from 4 Synchro Monsters to an OTK to Shooting Quasar Dragon AND Stardust Dragon together. But before I get into that, I should explain how I can make Celfon work with this amount of Morphtronics.

Die rolls with a fair die average on 3.5. As such, 1 in every 3.5 cards must be a Morphtronic at the absolute minimum. That translates into 11.4 cards in a 40-card deck. The deck runs 17 Morphtronics. That’s 14 without counting Celfon. That means that, counting Celfon, 1 in every 2.35 cards are Morphtronics. Not counting Celfon, 1 in every 2.86 cards are Morphtronics. This is sufficiently over the quota without flooding the Deck.

Now, back to the Duplication + Celfon combo. I have calculated an 11.6% chance of opening with it with a One for One, 3 Celfon and 3 Dupe. Pulling out Morphtronic Lighton and Morphtronic Scopen means that you’ve essentially won. Scopen in defense position is LV4, so that + Celfon makes T.G. Hyper Librarian. This deck runs 7 revival spells, so if the hand contains Junk Box, Monster Reborn, or 2 copies of Morphtronic Map, using those allows one to revive Scopen in Defense Position again. (NOTE: Morphtronic Map can be set while you have another copy in play, triggering its effect to revive a Morphtronic. However, it misses the timing if you ACTIVATE it in the place of another Map. However, your opponent activating a Field Spell Card will not cause it to miss the timing.) With Scopen in play again, another Hyper Librarian can be summoned. The first Hyper Librarian will now force you to draw a card. If this can’t be done yet, then summon Formula Synchron using Celfon and Lighton. This allows you to draw a few cards, one of which could be the necessary revival spell. Though, this should be saved for when the second Hyper Librarian is out if the revival spell is in hand, since then you draw 3 cards from summoning Formula instead of 2. Before the third Celfon leaves the field, remember to activate its effect. An even larger combo may happen. After all other Synchro Summons are done for the turn, you can use the two Hyper Librarians and the Formula Synchron to Synchro Summon Shooting Quasar Dragon. At that point, you pretty much win. Shooting Quasar Dragon deals 8000 on its own if it gets a clear shot. Even if one isn’t that lucky, the play can still be manipulated for different results, such as Trishula, Dragon of the Ice Barrier or Shooting Star Dragon. It’s even possible to get both Stardust Dragon and Scrap Dragon in play. Scrap Dragon and Ancient Fairy Dragon both have the ability to destroy any lone copies of Map one has in order to continue the shenanigans. (NOTE: If Ancient Fairy Dragon searches a Field Spell Card with its effect after destroying Map, Map’s revival effect will miss the timing. However, it works if you decline the search. This is because the Life Point gain and destroying the Field Spell Card are ruled to happen at the same time.) Furthermore, if One for One was used to start this combo, the Normal Summon is still available. Pot of Avarice can even proceed to return the large amount of Synchro Monsters that have been summoned to the Extra Deck to let you draw 2 cards, giving you more options and the ability to use them again, a win-win scenario.

Still on the subject of Machine Duplication, one can use it to bring out 3 copies of Morphtronic Remoten. While this would normally seem pointless, this has a wide range of applications. Firstly, before continuing, as many Remoten as possible should activate their Attack Position effects, getting you 3 Morphtronics from your Deck by removing some in your Graveyard from play. Next, one has the option of summoning the Synchro Monster that screws the rules, XX-Saber Gottoms, who can use multiple Tuners to be summoned as long as all but one are EARTH at the very least. It’s also conveniently LV9, which means 3 Remoten can be used to summon it. But Gottoms doesn’t have to be the end result. Since you have 3 LV3 monsters out, you can use 2 of them to Exceed Summon Empty Space Sea Serpent Levaiel and use its effect to Special Summon one of the monsters you just removed from play, potentially opening up a large combo, or even just a Synchro Summon, since there’s still a leftover Remoten.

Another nice play that can be made is summoning Scopen, Special Summoning either Morphtronic Radion or Morphtronic Boomboxen with its Attack Position effect and Synchro Summoning Ancient Fairy Dragon, then playing Map and having Ancient Fairy Dragon to destroy it and revive Morphtronic Scopen, which can bring out another Radion or Boomboxen. This allows you to Synchro Summon Ancient Sacred Wyvern. Assuming you and your opponent were tied at 8000 when this was done, then you should have 9000 LP and Ancient Sacred Wyvern should have 3100 ATK. After Ancient Fairy Dragon’s direct attack, this should rise to 5200 ATK, as your opponent’s LP has decreased to 5900. Then Ancient Sacred Wyvern’s direct attack should increase its ATK to 10400, and your opponent is left with 700 LP.

Black Rose Dragon conveniently exploits Morphtronic Map as well. Black Rose Dragon will destroy all cards on the field, including Morphtronic Map, allowing either a clear shot at the opponent’s LP, or a combo to start with a clear shot and nothing to stop you except for cards like Crow, Veiler, or Fader.

The deck can OTK as well. Having Radion and 2 Boomboxen makes an OTK. 3 Celfon OTKs if 2 Radion or a Radion and a Boomboxen is added. Celfon + Radion + Boomboxen + Boarden is an OTK that hits for exactly 8000 and has the added benefit of allowing all of your Morphs to attack directly from the effect of Morphtronic Boarden.

There are two things in this build that should surprise people. Those are the inclusion of Machina Gearframe and Machina Fortress, as well as the fact that this deck contains Genex Ally Birdman. The Machinas start combos, and give an easy way out against certain strong monsters, including key cards of popular decks, like Shi En. Fortress can also be used with Lighton to summon a LV8 Synchro Monster, and can be returned to the hand after being Special Summoned to bring out Birdman, after which one can Normal Summon and proceed to Synchro Summon or Exceed Summon. Birdman can also be used to save monsters that would die from the side-effects of Junk Box, and can be used to recycle Celfon. In fact, returning Celfon to the hand and then summoning Celfon again allows Celfon to be used twice, which weakens the grip of luck on the deck’s success. Brionac’s absence in favor of Gaia Knight, the Force of Earth may also come as a shock. This is because the deck really can’t spare the cards, hands tend to end up empty after any combo that allows Brionac, and are only large enough for significant field clearing after a combo involving Hyper Librarian’s presence. As such, Gaia Knight was chosen since it can run over Stardust and can make Gottoms when paired with most of the deck’s Tuners.

That covers the Main Deck, but the Side Deck probably needs explaining as well. The Side Deck isn’t exactly your standard fare. Simply put, Morphtronics can handle most common decks just fine, so only the things that actually give them trouble are covered. Cards like Necrovalley, Oppression, D-Fissure, Vanity’s Fiend and Kristya shut the deck down. Thus, this deck sides 2 Mystical Space Typhoon to handle the spells and traps that were just mentioned. Book of Moon, Dimensional Prison, Mirror Force, and Torrential Tribute can also stop the monsters that were mentioned. Prohibition can stop any given opponent from even using any given troublesome card before they draw it, so it's there to cover any holes left after this. While still on the subject of the Traps in the Side Deck, decks with Treeborn Frog in them, such as Frognarchs, lack Traps, so Royal Decree would be a dead draw. Vanity’s Fiend and Archlord Kristya usually appear in decks like that. As such, Decree gets swapped for the aforementioned Traps. Puppet Plant assists against popular decks, such as Miracle Beat, Six Samurai, and Gravekeepers, and Swift Scarecrow is for decks that clear my field on a constant basis, such as the aforementioned Miracle Beat, due to Absolute Zero.

I will be taking this deck, updated for the banlist that be in effect at the time, and perhaps with a few other changes, to YCS Toronto in September. An old build went 6-3 last September. Wish me luck.

Thursday, April 21, 2011

It's like Flamvells, but different - Laval 200

20
3 Laval Lancelord
3 Tender of the Laval Volcano
2 Card Trooper
2 Debris Dragon
2 Laval Gunner
2 Laval Miller
1 Danylion
1 Flamvell Poun
1 Glow-Up Bulb
1 Jurrac Stauriko
1 Laval Forest Sprite
1 Laval Lady of the Burning Lake

15
3 Gold Sarcophagus
3 Pot of Duality
3 Rekindling
2 Pot of Avarice
1 Dark Hole
1 Foolish Burial
1 Giant Trunade
1 Monster Reborn

5
2 Solemn Warning
1 Mirror Force
1 Solemn Judgment
1 Torrential Tribute

15
2 Formula Synchron
2 T.G. Hyper Librarian
1 Armory Arm
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Lavalval Dragoon
1 Lavalval Dragon
1 Laval Stannon
1 Laval the Greater
1 Scrap Dragon
1 Shooting Star Dragon
1 Stardust Dragon
1 Trishula, Dragon of the Ice Barrier



Tender is the star of this deck. When she's sent to Grave, you can send 1 Laval from your Deck to Graveyard. So, basically, you can dump 3 copies of her + 1 more Laval. Now you have 4 Rekindling targets in Grave. The easiest way to do the combo is to use Miller. Debris has a lot of options here, you can use it to Summon either Black Rose, (Card Trooper, Miller, Dandylion) Dragon, (Poun) Dragoon (Stauriko) basically any Dragon Synchro. Gunner is great mill engine, Needlebug Nest on legs. Lady of the Burning Lake is typical control card. After you spam Synchros with Rekindling, you can use it to wipe opponent's backrow or Set monsters. Duality and Sacro help you to get the needed cards as soon as possible.

Tuesday, April 19, 2011

Dark World's gate to higher Tier - Gate of the Dark World


Gate of the Dark World
Field Spell
All face-up Fiend-Type monsters gain 300 ATK. (Once per turn?) You can remove from play 1 Fiend-Type monster from your field or Graveyard, discard 1 Fiend-Type monster and draw 1 card.

Another good Field Spell? Yay! If its not once per turn, it's busted. Even with the clause, this card is awesome. Not only gives you a discard each turn, but also gives Dark Worlds the needed draw speed. Also works on Fableds :D I hope that remaining 3 cards from SD21 will be as good as this and Grapha. We're rooting for you, Konami.

Oh, interesting Dark World build to be posted later today. Hint - what card discards as an effect and fills your Grave with Fiends?

Dark World's newest boss

The new Structure Deck, Devil's Gate, is the 21st of the list, and will feature the Dark World monsters, giving them a new boss that outclasses Reign-Beaux: Grapha, Dragon God of the Dark World.

Grapha, Dragon God of the Dark World
Fiend/Effect
DARK/8*/ATK 2700 DEF
You can return 1 face-up "Dark World" monster you control to the hand, except "Grapha, Dragon God of the Dark World", to Special Summon this card from your Graveyard. When this card is discarded from the hand to the Graveyard by a card effect, select 1 card your opponent controls and destroy it. If this card was discarded by an opponent's card effect, look at 1 random card in your opponent's hand also. If that card is a Monster Card, you can Special Summon it to your side of field.

So, yeah. Another boss monster that is a Dragon.Not that we don't like that. But this one packs a good punch: it's revivable, and in a easy way, and the effects regarding it's discard are more than decent. To Special Summon it from the grave, all you gotta do is return 1 Dark World you control to the hand, and that's the place they are better at. And then, the stardard effect of discarding that all Dark Worlders share: If it's discarded by any card effect, 1 card on the foe's field goes bye bye. If it's discarded by the opponent's card effect, you can see 1 random card in his/her hand, and if it's a monster, you can Special Summon it, TO YOUR FIELD. That's amazing, because the effects stack. So if the opponent discards Grapha, you get to destroy 1 of his/her cards and then, if you see a monster, you can get it to yourself. The TCG name is going to change, as they don't ever include God in a card's name, except when refering to the Egyptian Gods. So it'll probably be "Grapha, Dragon of the Dark World".

All in all, we get a good boss monster for an archetype that was in need of one. It catches up to this very fast meta by Special Summoning itself and packs good effects. So, I don't need to say how good that is :D