Hey Guys,
I just wanted to quickly cover this common card from Order of Chaos.
Blow with All One's Might, what a name way to long and way to boring.
So I expect the name to be changed for the TCG, since this name isn't appealing.
Anyways why this card is the center of my focus is because I think it has a lot of potential in a very old deck type, this card fits very well in a Asura Priest deck based around the mechanics of Spirit monsters.
So what this card does is targets 1 monster on the field normal spell card, this turn that monster cannot take or deal damage, also not destroyed by battle. After damage calculation the monster that battled this monster is destroyed.
Since Asura Priest can attack every monster the opponent controls and is protected under this spell card every monster you attack will be destroyed. Welcome back Raigeki!
I think this card has tons of potential people just have to figure out what else they can do with it, Mataza the Zapper is a secondary choice but seriously consider Asura Priest as a top contender for a winning deck idea.
I'll see you guys later.
DrakoDMD
Taking a look back & forward to explore what could have happened with Yu-Gi-Oh. As we relaunch this blog, we will be taking a strong focus on What If.... and what Full Power could have looked like. Thanks for joining us on this journey.
Monday, 19 December 2011
Wednesday, 30 November 2011
2 VS 2 Dueling Rules
Rules For Team Dueling
Banned Cards List
Final Countdown
Magical Explosion
Generic Rules
Shared 5 monsters, 5 Spell/Trap 1 Field Card, and share a Graveyard
12000 life points each team
Team 1 : Consists of Player A and Player B Team 2: Consists of Player C and Player D
Insert players accordingly.
Turns proceed, as depending on who decides to go first so it would go Player A, Player C, Player B, and then Player D.
If any part of a card affects your opponent's hand, Deck, Extra Deck, then the player activating the card effect must choose 1 of their opponents to apply the entire effect of the card to. EXAMPLES: "Memory Crusher", "Secret Barrel", "Crush Card Virus", “Trishula”, “Dragged Down Into The Grave”, “Needle Worm”, “Mind Crush”
If a card affects "both players", all 4 players are affected. EXAMPLE: "Dark World Dealings" is activated.
All 4 players will each draw a card, then each discard a card. “Card Destruction”, “Morphing Jar”, “Necroface”, “Royal Tribute” A player can use teammate’s cards they control as Tributes, Fusion Materials/Synchro Materials/XYZ Materials, or to pay the cost of a card or as part of an effect.
Pot of Duality – Both players can’t special summon the turn it is activated.
Pot of Avarice – Obviously return five monsters back to the owners decks.
Monster card effects that activate in graveyard resolve based on who is the cards original owner, Example Sangan, Mystic Tomato.
If a card is set on the field any player can activate it during the appropriate turn.
Infernity cards reference the turn player, if you control no cards in your hand then the effects can resolve.
Field Spell Cards – Are shared among teammates, effects can be resolved for both players during their respective turns. “Dragon Ravine”, “The Gates of Dark World”, “Ojama Country”
If you control a face-up card, which is owned by your partner you can resolve the effects. Gemini monsters can be second summoned by a partner. “Dark Smog”, Snipe Hunter”,
Cards the state each player can only use the effect of that card once, if your Glow-Up Bulb is in your shared graveyard your partner may as well activate the effect of that Bulb, since you are to different players. EX. “Glow-Up Bulb”, “Blackwing – Zephyros the Elite”, “Spore”
During your turn effects: Lightsworn monsters sending cards to the graveyard during your End Phase, will mill cards during your partners turn from the turn players deck. This also applies for Koa’Ki Meiru.
Treeborn Frog can activate during either players standby phase.
Good luck,
Thanks.
DrakoDMD
Tuesday, 29 November 2011
I Want Reform! Dueling Network!
Hey guys,
At school so I can't post a video about this right now.
But I have to get this idea out there, it is about fixing the quality of player on Dueling Network.
How this will work is that larger/good players will create lists of players on Dueling Network that understand basic gameplay and play proper decks.
What I want is a Trusted Traders List for dueling network, where people will give REF's to people who deserve it and will create a Micro Community of players worth playing on Dueling Network.
So, I need this to be spread around. Tell everyone you can, so we can fix this injustice.
My latest horror story is from a game I played last night,
I was online building my deck, one of my viewers messaged me and asked me to play.
I accepted, he was playing blackwings with lots of unorthodox cards that are "BAD" but I didn't demean him or be rude, we continued to play. I was over all winning I had card advantage.
I win game one, we go to game 2. I have 2 monsters my third Tengu and TG Librarian, he specials Cyber Dragon, then plays Lightning Vortex, I activate Enemy Controller steal his monster.
He says, "Your Good".
Next Turn I go off, and he just quits game.
I was offended I gave him the time to play and he just left.
Either way, we need to make a list of players on Dueling Network who are worth the time for Practice.
I need the challenge and no frustration.
Thanks guys,
Bye.
DrakoDMD
At school so I can't post a video about this right now.
But I have to get this idea out there, it is about fixing the quality of player on Dueling Network.
How this will work is that larger/good players will create lists of players on Dueling Network that understand basic gameplay and play proper decks.
What I want is a Trusted Traders List for dueling network, where people will give REF's to people who deserve it and will create a Micro Community of players worth playing on Dueling Network.
So, I need this to be spread around. Tell everyone you can, so we can fix this injustice.
My latest horror story is from a game I played last night,
I was online building my deck, one of my viewers messaged me and asked me to play.
I accepted, he was playing blackwings with lots of unorthodox cards that are "BAD" but I didn't demean him or be rude, we continued to play. I was over all winning I had card advantage.
I win game one, we go to game 2. I have 2 monsters my third Tengu and TG Librarian, he specials Cyber Dragon, then plays Lightning Vortex, I activate Enemy Controller steal his monster.
He says, "Your Good".
Next Turn I go off, and he just quits game.
I was offended I gave him the time to play and he just left.
Either way, we need to make a list of players on Dueling Network who are worth the time for Practice.
I need the challenge and no frustration.
Thanks guys,
Bye.
DrakoDMD
Tuesday, 22 November 2011
Deck Concept - Watts
Hey guys,
today I will be posting a theory portion for my upcoming Watt deck.
What the deck does well and what I want to accomplish with it.
What the deck does:
1. Watt Cobra - Attacks directly and adds 1 Watt monster from deck to hand.
Then you can protect Cobra with Watt Cancel a counter trap that requires you to discard 1 Watt Monster for an effect similar to Solemn Warning.
2. They have 2 other monsters with 1000 attack that can attack directly that aren't horrible.
What I think is the most important thing to understand is that you want to play this deck similar to a deck revolved around protecting the floater.
What this means is, you attack with Cobra and you now add another Watt to your hand if you have Cancel you can stop your opponent from summoning and in turn attacking Watt Cobra, you can play stall in the name of Messenger of Peace so that your weak monsters can still attack directly and your opponent can't attack you.
2 unique cards you can also abuse are Recycling Batteries which adds 2 thunder monsters with 1500 attack from your graveyard back to your hand. The other card you can utilize which is very unique is Wattcine which is a countinous spell card that every time one of your thunder monsters inflicts direct damage you gain an amount equal to the damage to your life points.
I think that can create some unique situations and all you to support Starlight Road, since you may have additional cards on the field at any given time.
That is the nuts and bolts of what I think is important about this archtype, I will be working on a competitive version in the next few days.
I recently bought The Legend of Zelda : Skyward Sword, it is addictive and I have to stay focused on finished my classes and coming up with great content for you guys.
If you have any suggestions for my Watt Deck please leave a comment and help make this competitive.
DrakoDMD
today I will be posting a theory portion for my upcoming Watt deck.
What the deck does well and what I want to accomplish with it.
What the deck does:
1. Watt Cobra - Attacks directly and adds 1 Watt monster from deck to hand.
Then you can protect Cobra with Watt Cancel a counter trap that requires you to discard 1 Watt Monster for an effect similar to Solemn Warning.
2. They have 2 other monsters with 1000 attack that can attack directly that aren't horrible.
What I think is the most important thing to understand is that you want to play this deck similar to a deck revolved around protecting the floater.
What this means is, you attack with Cobra and you now add another Watt to your hand if you have Cancel you can stop your opponent from summoning and in turn attacking Watt Cobra, you can play stall in the name of Messenger of Peace so that your weak monsters can still attack directly and your opponent can't attack you.
2 unique cards you can also abuse are Recycling Batteries which adds 2 thunder monsters with 1500 attack from your graveyard back to your hand. The other card you can utilize which is very unique is Wattcine which is a countinous spell card that every time one of your thunder monsters inflicts direct damage you gain an amount equal to the damage to your life points.
I think that can create some unique situations and all you to support Starlight Road, since you may have additional cards on the field at any given time.
That is the nuts and bolts of what I think is important about this archtype, I will be working on a competitive version in the next few days.
I recently bought The Legend of Zelda : Skyward Sword, it is addictive and I have to stay focused on finished my classes and coming up with great content for you guys.
If you have any suggestions for my Watt Deck please leave a comment and help make this competitive.
DrakoDMD
Tuesday, 15 November 2011
Update : Schedule and Rescue Rabbit sucks!
Hey guys,
To start things off, I wanted to clearly state that Rescue Rabbit doesn't suck I figured this would help people find this article.
As for the schedule and what I am currently up to,
I will be making more deck profile videos since people are asking.
Wind-Up
Jurrac/Flamevell
Level 4/Rank 4
Gishki Control
Watt Deck
Also this Friday in my final FTK video I will give a list for a Gallis FTK.
That is the list of decks I am working on,
I also wanted to say that I am going to try and "Rant" more often I found it somewhat entertaining and the response from you guys was very positive so far.
Last thing starting next week, my new Stay on Tracks are going to feature the history of Monarchs how they have evolved and where they are going.
So if you want to stay up to date and ask me questions effortlessly follow me on Twitter, I need some more responses on their to allow me to post more frequently.
www.twitter.com/drakodmd
My youtube channel can be found here: www.youtube.com/user/drakoDMD
Thanks for stopping by.
DrakoDMD
To start things off, I wanted to clearly state that Rescue Rabbit doesn't suck I figured this would help people find this article.
As for the schedule and what I am currently up to,
I will be making more deck profile videos since people are asking.
Wind-Up
Jurrac/Flamevell
Level 4/Rank 4
Gishki Control
Watt Deck
Also this Friday in my final FTK video I will give a list for a Gallis FTK.
That is the list of decks I am working on,
I also wanted to say that I am going to try and "Rant" more often I found it somewhat entertaining and the response from you guys was very positive so far.
Last thing starting next week, my new Stay on Tracks are going to feature the history of Monarchs how they have evolved and where they are going.
So if you want to stay up to date and ask me questions effortlessly follow me on Twitter, I need some more responses on their to allow me to post more frequently.
www.twitter.com/drakodmd
My youtube channel can be found here: www.youtube.com/user/drakoDMD
Thanks for stopping by.
DrakoDMD
Sunday, 6 November 2011
Today's Tech - Gravelstorm
Hey guys,
Gravelstorm is a common Trap Card from Generation Force, what it does it:
Target 1 Spell/Trap card on each side of the field; return them to the hand.
So this card techincally has multiple applications first of all you can use it as a out to your opponents backrows like a CED for spell or traps, as well you can combine this card with once per turn cards like Dragon Ravine and Gates of the Underworld. By bouncing your opponents threats and then reusing your effects.
You can also use it to abuse cards like Skill Drain, during your opponents turn you have Skill Drain active and then during your opponents End Phase bounce Drain and your opponents potentially harmful Face Down Trap.
This card potentially has lots of uses and it may begin to see play if people figure it out and find more amazing combos for it.
In the comments tell me other great ways you can abuse this card,
Thanks.
Gravelstorm is a common Trap Card from Generation Force, what it does it:
Target 1 Spell/Trap card on each side of the field; return them to the hand.
So this card techincally has multiple applications first of all you can use it as a out to your opponents backrows like a CED for spell or traps, as well you can combine this card with once per turn cards like Dragon Ravine and Gates of the Underworld. By bouncing your opponents threats and then reusing your effects.
You can also use it to abuse cards like Skill Drain, during your opponents turn you have Skill Drain active and then during your opponents End Phase bounce Drain and your opponents potentially harmful Face Down Trap.
This card potentially has lots of uses and it may begin to see play if people figure it out and find more amazing combos for it.
In the comments tell me other great ways you can abuse this card,
Thanks.
Tuesday, 11 October 2011
Today's Tech - Effect Veiler
Hi guys,
today I am going to be discussing where the format is going and what to expect.
Prior to YCS Toronto Effect Veiler reached 3 per deck, with current trends and the appending doom of Dark Worlds Effect Veiler is going to decrease in play since it doesn't do anything to them and they are going to be using cards like Dragged Down to the Grave and Mind Crush to clear your hand.
However in the Fairy match up Veiler is helpful just not as much as you think. It stops Earth which is good but since it will still go to the grave for Hyperion and it is a LVL 2 Tuner what is veiler really doing being a neg 1.
In plants Veiler does nothing, it is useless.
Against Monarchs it stops my play for 1 turn, I still have a 2400 beat stick.
T.G. it does nothing.
In my Frog Monarchs, I played triple Veiler because and solely because I couldn'y afford getting Trishula played on me since I would lose my Frog, and a card from my hand.
I more often then not used veiler as a LVL 1 tuner.
I need more versitile cards that can do more aggressive things, I may go as far to say I don't need Veiler anymore.
Again I was scared of Trish and only Agents and Fabled can first turn Trish me.
On that same note, I don't see Max C being very broken either I keep playing it wrong or people are just not stupid. But it doesn't work the way you want it to, I need to find and discover better "Hand Traps".
Leave your suggestions below, thanks.
today I am going to be discussing where the format is going and what to expect.
Prior to YCS Toronto Effect Veiler reached 3 per deck, with current trends and the appending doom of Dark Worlds Effect Veiler is going to decrease in play since it doesn't do anything to them and they are going to be using cards like Dragged Down to the Grave and Mind Crush to clear your hand.
However in the Fairy match up Veiler is helpful just not as much as you think. It stops Earth which is good but since it will still go to the grave for Hyperion and it is a LVL 2 Tuner what is veiler really doing being a neg 1.
In plants Veiler does nothing, it is useless.
Against Monarchs it stops my play for 1 turn, I still have a 2400 beat stick.
T.G. it does nothing.
In my Frog Monarchs, I played triple Veiler because and solely because I couldn'y afford getting Trishula played on me since I would lose my Frog, and a card from my hand.
I more often then not used veiler as a LVL 1 tuner.
I need more versitile cards that can do more aggressive things, I may go as far to say I don't need Veiler anymore.
Again I was scared of Trish and only Agents and Fabled can first turn Trish me.
On that same note, I don't see Max C being very broken either I keep playing it wrong or people are just not stupid. But it doesn't work the way you want it to, I need to find and discover better "Hand Traps".
Leave your suggestions below, thanks.
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