Thursday, December 31, 2009

Poseidon Ookabuto

Mist Body + Sacrifice Lotus + Poseidon Ookabuto = OTK

Wednesday, December 30, 2009

Respect Duel: Practical Applications

Someone in the anime had some weird philosophy about "Respect Duel" or something.

Most people would watch, think "awesome cards", and sweep this bit into the "random crap spouted by the anime" category.

I'm here to tell you today about the practical applications.

Since its near to the new years, it would make a great resolution, right next to the "laugh at people who shelled out 20-30 USD for a starlight road because of its reprint" resolution.

So, what IS respect duel?

Most of the time, it isnt applicable because the good bulk of people who play the game have a heart and are considerate(until it comes to trading)

Respect duel is exactly what its titled, respecting the opponent and always seeing the opponent as equal footing as you.

So what?

Does that change what cards I draw?

Does that change the fact that Mirror Force will still ravage his field?

No, but I'll tell you what it DOES change: How you think.

It does change what kind of decisions you make.

Emotions get in the way of all sorts of decisions, and Yugioh is not exempt.

For example: Everyone hates to be on the receiving end of Neo Spacian Grand Mole. Thus, most players will overextend JUST to get rid of it(which makes sense, until you run up against Junk and Debris which doesnt care what happens to mole(or for that matter, any other monster))

By respecting and seeing the opponent as of equal or higher than you(not referring to skill level, just respect), you can eliminate many of these misplays or "bad decisions" made almost entirely on

How this works is because you are looking down upon the opponent, you dont think they can pull of a certain combo or trick, meaning you dont set things or play around it, even if you could.

Conversely, if you do look up to your opponent, you realize what tricks are valid plays, and you ready yourself for them.

Yes, some decks get affected by this more, but its mainly due to the amount of decisions that need to be made(GBs)

Despite many players to conciously try to mimic this, it is near impossible to consciously quantify the thought processes that go though your head as you feel a certain emotion

Of course, there's the obvious: If your an ass, nobody wants to play with you, and thus you dont learn.

And of course, the feeling of winning. Shooting a dragon out of the sky with a slingshot is MUCH more fulfilling than killing an ant with a hammer right?

The same goes for Yugioh. If you look down upon your opponent, you also shut out the fun of winning. Veiwing the opponent as of equal or higher respect simply gives you a better feeling of playing and winning.

Moral of the story: The second you look down upon your opponent, you more or less have lost.

Long story short:

Respect Duel doesnt change the fact you drew mirror force, nor the fact that mirror force will rip apart the enemy's field. What it DOES change is the fact that you set it.

Tuesday, December 29, 2009

Junk Blader

Has anyone else noticed you can trigger its effect as many times as you want in one turn?

Yes. It CAN go up to 7400 ATK.

Monday, December 28, 2009

Devil Guy Beat.

Devil Guy beat works so well.

The only problem is necro Gardnas are slow.

DNA Surgery

Open DNA Surgery!

Declare Psychic!

Tribute 3!

Summon RA!

Pay thirty thousand life!

But instead put one counter on Brain Exploitation Lab!

30000ATK RA!


Summon RA! Pay 7900 Life! Equip Unstable Evolution! 10300 ATK Ra!

Sunday, December 27, 2009

Latest Craze: Full Monster

There are many decks around the world that use little backrow, with almost no cards set during the game.

But what about absolutely none?

What about ZERO Spells and ZERO Traps?

Yes, I am talking about All Monster decks.

Commonly known as "Silk and Milk", the deck capitalizes on the fact that most decks pack counters and destruction for your traps and spells.

While it might not seem so good on paper, it effectively locks other cards, such as Gorz and Treeborn Frog, indirectly.

Recently, all monster decks have become a ridiculous craze in Japan.

Of these decks, some variants have become much more successful. Namely, the all dark build, known as Chocolate Milk and Brown Silk, or similar wording.

So, what monsters should we put?

There are 40 card slots, all of which will be used by monsters.

Even so, some cards are much more oriented than others for this decktype.

The most important condition is self special summoning.

Since you are only runing monsters, it is important that the one normal summon be not the only summon you have.

Cards that special summon themselves include Gorz and Tragoedia, as well as Battle Fader, all of which come from your hand on the opponents turn, but also monsters such as Dragon Ice and Phantom Dragon.

Other examples are cards that are special summonable based on the opponents field, such as Cyber Dragon and Alector, and the Fiend Gigacyber.

Not to be ignored are monsters such as Chaos Sorcerer and Dark Simorgh, powerful monster which special summon themselves.

Monsters also in this category are monsters such as Slipheed and Inferno, which are summoned by removing your owwn monsters in your graveyard. Gigantes especially gives you the much needed backrow removal.

The Dark Counterpart monsters are also good examples of cards to be used, but not all of them.

While The Dark Creator and Dark Nephtys, as well as Dark Grepher are great examples of good cards to use.

However, Dark Armed Dragon and Rainbow Dark Dragon are not. Whilst Dark Armed Dragon might be a good choice on paper, the deck lacks good maintenance of the dark monsters in the graveyard, and as such, the difficulty of getting Dark Armed Dragon while your graveyard has exactly three dark monsters is heightened.

Also, since you have many hand cards, it is not uncommon to use cards that allow you to discard cards from your hand.

Since this deck also runs many cards that trigger in the graveyard, it is possible to run many cards like this.

Examples include Snipe Staker, The Tricky for destruction and Special Summoning, but also revival such as Lightsworn Summoner Lumina and Zombie Master, or salvage through Herald of the Creator.

Other cards that might be used less often(but more in the DARK version), would be Dark Crusader.

Magoushin Beast Cerebral and Ganesha must also be considered, as they allow you to supplant the advantage "lost" through discarding.

Discard isnt limited to monsters that have to be on the field. By using cards such as D.D. Crow and the Heralds of Light, you can play some disruption on the opponents turn.

Destruction of opponents cards come from all manner of sources.

Magoushin Beast Cathy comes to mind when destruction is needed, but other choices such as Lightsworn Puppy Ryko or Lightsworn Sorceress Lyla can be used.

Destruction must come from all manner of sources. Thus, cards such as Grave Squirmer and Gigantes, which trigger when your monster is destroyed by battle can be used.

Mobius the Frost Monarch, as well as other monarchs can be used as well.

Other cards that capitalize off of all monsters such as Dimensional Alchemist and Black Rose Witch should also be considered.

The latter of which allows you to draw 1 per summon.

Another important thing to consider are where cards trigger.

If cards are triggered away from the field, they give you significant advantage without eating your summons.

Examples include Necro Gardna, Vayu, D-Hero Dasher and Treeborn frog or Plaguespreader Zombie, which work in the graveyard(or need to be there to work)

Other choices include Kalut and Honest, which are triggered in their hand.

Lesser choices include Level Stealers, or Cross Porters.

Cards that allow not only swarming and special summoning but give even more advantage are by far, the most used choices.

Black Feather Dragon, The Dark Creator, and Red Eyes Darkness Metal Dragon are the top three examples, but there are many more.

Need I point out that many Blackwings tend to also fufill many of the above criteria?

Many all DARK all monster decks run many blackwings, because of how well they work together, and the sheer amount of synergy with themselves and other monsters, with no other spells or traps to help.

Also usable are Jinzo and Jinzo Returner, due to its synergy with aforementioned Grepher, in the full dark variant. Negating more traps only helps the deck.

Of all the full single type all monster decks, DARK is by far, the best, due to how it capitalizes off the graveyard.

There are, however, many cards to NOT choose.

Vice Dragon. While being special summonable by itself, is in fact, a bad card choice, due ot its lack of ATK points.

In all monster decks, it is important to be able to destroy monsters by battle, somehting low ATK doesnt allow.

Anti-Meta Cards, such as Banisher of the Light, or Kycoo, shouldnt have space wasted on them, since they lack the backing of the backrow that comes well in Anti-Meta.

Raiou is a choice that may be chosen, due to its high ATK points, and it functioning as a beatstick, something very imporant for the deck.


Just dont. 1400 or less ATK, regardless of what advantage it gives you, doesnt help.

That more or less concludes the guide for building an all monster deck.

I look forward to seeing some All monster decks being posted all around the internet.

The DARK variant and Simorgh based ones are good.


Junk and Debris Dark(World)

Junk and Debris Water/Ice(Zero)

Junk and Debris Fire(BURN)

Junk and Debris Wind(/Dark but meh).

Junk and Debris Light(sworn)

And now,

Junk and Debris Earth

Summon Machiner Peacekeeper and let it search out Megaheavy Weapon. Everything else is self explanitory.

Might I also point out that equipping union monsters to Catastor is awesome?

Friday, December 25, 2009

Deck Concepts: Draw Go Monarchs

I've stumbled upon a rather intersting deck concept recently, involving the utility of some commonly used card to a different level.

Instead of playing on your own turn, it tries to play on the enemies turn.

Whilst decks such as this have been around in the form of Counter decks, this deck doesnt strive to counter much,

By running Gorz, 3 Tragoedia, 3 Battle Fader, and 3 Bloody Teared Ogre, you can easily special summon some monsters on the enemy turn.

Then, with the utility of several traps such as Ultimate Offering, summon your Monarchs on their turn, during their battle phase.

Thus, you effectivly play not on your own turn, but instead pull off your comboes on the opponents turn instead.

Thursday, December 24, 2009


Because its almost Christmas!


1 Lightsworn Monk, Ehren/ライトロード・モンク エイリン
2 Lightsworn Sorceress Lyla/ライトロード・マジシャン ライラ
2 Lightsworn Summoner, Lumina/ライトロード・サモナー ルミナス
2 Necro Gardna/ネクロ・ガードナー
1 Dark Armed Dragon/ダーク・アームド・ドラゴン
1 Snipe Hunter/スナイプストーカー
3 Infernity Mirage/インフェルニティ・ミラージュ
3 Infernity Beetle/インフェルニティ・ビートル
3 Infernity Necromancer/インフェルニティ・ネクロマンサー
3 Infernity Archfiend/インフェルニティ・デーモン

2 Pot of Avarice/貪欲な壺
1 Heavy Storm/大嵐
3 Charge of the Light Brigade/光の援軍
2 Allure of Darkness/闇の誘惑
1 One for One/ワン・フォー・ワン
1 Lightning Vortex/ライトニング・ボルテックス
1 Giant Trunade/ハリケーン
1 Scapegoat/スケープ・ゴート
1 Mystical Space Typhoon/サイクロン
3 Infernity Gun/インフェルニティガン
1 Solar Recharge/ソーラー・エクスチェンジ

2 Bottomless Trap Hole/奈落の落とし穴
2 Raigeki Break/サンダー・ブレイク

Tommorow, expect a long post, a Make it yourself guide on the latest hit decktype from Tokyo: Black Silk and Chocolate Milk!

Wednesday, December 23, 2009

Cards to Hold Together

Some cards work well on their own, but work especially well with certain others.

For example: Cyber Dragon and Caius the Shadow Monarch.

People have a tendancy to hold both of these cards in their hand together, instead of playing them separately.

Which isnt so bad an idea, since Cyber Dragon wont be fielded if you do have something on your field, and Caius simply adds to that contingency plan.

What about other examples?

Giant Trunade, the Dark Creator, and Dark Armed Dragon come to mind.

So does Battle Fader and Raiza.

Holding some cards in your hand as a contingency plan isnt such a bad idea.

Any other examples people care to share? Comboes that can be held entirely in your hand and serve as a possible backup plan.

Tuesday, December 22, 2009

Trending Upwards:

Trending Upwards in the coming months:

Dark Salvo

Fiend Diety Roar Beast Cathy

Alien Anmonite

For the same deck?


Did I mention Buster Mode? To a much lesser extent due to its reprint.

Monday, December 21, 2009

Oh the Irony

Oh the Irony.

The reason Paralell World Fusion is going to be expensive is NOT because of Fusion based decks, but SYNCHRO based decks.


Now Konami had better NOT release a "Hero + Dark" Fusion

For those who dont get it:

Activate Paralell World Fusion. Return to the deck D-Hero Malicious and Deep Sea Diiva. Salvage and return Fenrir and another Deep Sea Diiva. That, or be holding Miracle Fusion.

See it yet?


Sunday, December 20, 2009

Tragoedia, Gorz, and Battle Fader

Everyone hates having their OTK swing being interrupted by these guys.

Thats why we have Holy Light

Whats this?

It works with One for One? AND Black Feather Dragon?


Not to mention its totally in the holiday season.

It should be wearing a santa hat.

For that matter, so should you.

Saturday, December 19, 2009

Black Feather Dragon

Black Feather Dragon
Level 7/Dragon/Earth.



Friday, December 18, 2009

Lock VS Stall: How TO play Countdown

Lock Cards are everywhere.

Level B Limit, Gravity Bind, and Messenger of Peace. If the enemy doesnt Main Lylas, then theyll be stuck forever, letting you win with Countdown eaily.

But what if they do run some removal?

The problem with utility of Lock cards that prevent attacking by staying around is the fact that they have to be around to work.

In a removal-rampant format that we have nowadays, that just isnt possible.

But what about Stall?

For Countdown, It would be much more effective to not run any lock at all, or very few lock, but instead run a LOT of Stall.

For example, running 35 Stall cards, 3 Countdown and 2 Gold Sarcophagus might not look so nice on paper, but in practice, its totally different.

Since every turn, you are ideally drawing into a card that prevents the opponent from dealing battle damage, thus giving you another turn to draw one more, it essentially gives you near infinite turns.

Since stall cards tend to be one time use, and effectively end the turn(Waboku, Threat Roar, Zero Gardna, Battle Fader, etc), you survive to the next turn, every turn.

Whilst with Lock, you survive to the next turn, given the lock card still is around, leaving the switching of turns up to your opponent, not to you, as with Stall.

The advantage Lock has over Stall is that it doesnt consume as many cards. One card usually stalls for about 3-4 turns, in a regular game, depending on the opponent, which sure beats three or four cards that Stall requires to do the same.

Hence why it is the way of game slowing chosen by Burn decks.

What most countdown decks dont consider is how easily these lock cards are broken through, as well as how many monsters can just slip under them.

Whilst theyre not much of a problem most of the time, sometimes, a onslaught of 1200 ATK monsters DOES hurt, especially after you have no other stall because of the deckspace taken by the Lock type cards, and you have played Countdown.


Countdown should focus much more on Stall type cards, cards that are one shot turn enders(almost), instead of Lock cards, which work for longer, but are more vulnerable.

Thursday, December 17, 2009

Limited VS Semi Limited

As we all know, one of the main reasons several cards get limited or banned is either to curb or completely stomp out an endless loop or instant-win combo.

You know, like Twin Headed behemoth(Old ruling), Transmigration Prophecy(This actually merits near Semi Limited. Its amazing), or Night Asailant.

The other reason is obvious: Being absolutely broken, or almost absolutely broken, or absolutely broken in 3s but not in 1s.(Usually landing them in Semi Limit Land)(Examples include Malicious, and Dewloren)

Yet, in the past, cards such as Breaker, Nobleman of Crossout, and Malicious have danced between Limit/Ban or Limit/Semi Limit

Why is this so?

As for the environment/meta decks of the time, Malicous can be justified, but what about Nobleman of Crossout?

The more variable Sheild Crush nobody ever cared about is still the equal 1 for 1 trade, with the face up monster being valid targets(Dark Creator)

Is it just one of those cards nobody runs in 1s, but people do run in 2s?

What is the big difference between what determines Limited and Semi Limited Cards?

Another good comparison to be used could be DAD VS JD.

Just a reminder, but the christmas giveaway is still open to those who have yet to apply!

Wednesday, December 16, 2009

Paralell World Fusion


I see Stardust Dragon.

Do you?

On another note, will this card be the bane of Dimensional Eatos, or something to benefit it even more?

Lets wait and find out.

Tuesday, December 15, 2009

Price VS Practicality: Some decks just arent worth it.

I saw a decklist today for some guy.

Burial Sin Macro Synchro. (Yeah, I was >.> also.)

3X Burial From a Different Dimension
3X Return from a Dark Dimension
2X Allure of Darkness
3X Sin Red Eyes Black Dragon

Its great you want to play around with new concepts and all, but decks like this shouldnt have money wasted on it.

On a side note, Ragnarok is fun.

Monday, December 14, 2009

Mirror Match Choices: Dimension Eatos

In the mirror, it is often hard to side into cards efficient against the enemy without being destroyed yourself.

Today, I will be introducing a side deck choice to use against Dimension Eatos, but particularily effective in the mirror.

Is that?

Yes. Its THAT card that we all thought "Oh wow what crap, a -3 At least waiting to happen", then threw away or hid somewhere in the bottom of our common boxes.

Dimensional Eatos keeps Big monsters backed with Skill Drain and Macro(/Fissure in some builds) to play an anti-meta style beatdown.

But by looking at their monster lineup, it becomes clear that

This guy clearly is usable.

But what about advantage?

Lets see:

-1 Super Polymerization
-1 Cost
+2 Fusion Materials ( Alius + Stratos, Crusader, etc)
+1 The Shining on your field

Ending with a +1 In the end.

But wait! They have Gemini Spark to turn the tables against you and change your +1 into a -3!

Not to mention Oppression, just waiting to negate it, and cant be touched because of their Oh-So-Troublesome Starlight Road!

Nothing can be chained in response to the activation of Super Polymerization. Super Polymerization has a rule effect that states so, the first of its kind(Obelisk Says 'Sup)

Whilst simply getting rid of some of their weaker monsters for some advantage might seem so-so, you are forgetting about Gemini Spark.

Dimension Eatos players tend to play their Gemini's quite leniently, since they are backed by Gemini Spark for sacrifice escape.

Meaning if you hit an Alius + Crusader of Endymion, you are possibly forcing two more of their cards into worthlessness temporarily, maybe forever, since they usually only run 5 Gemini's total, and zero recursion for them.

The big beater that is The Shining may be taken down easily, but at least it gives you enough swing in momentum to hopefully give you time to set up your opponent for doom.

What really makes this a good card in the mirror is being able to use your own monsters, possibly for game.

Lets not forget that its a Quick Play.

Thats all for today.

Sunday, December 13, 2009

Miracle Fusion VS Dark Calling

Lets see:

Uses E-Hero as fusion materials for the most part

Summons Hero Monsters

Both are Graveyard fusions, so neither have an advantage gaining edge

So, which is better?

Saturday, December 12, 2009

Game Enders: Caius the Shadow Monarch

Hello everyone.

Today, I will be discussing some things about Caius the Shadow Monarch, and what allows it to be a game ender, but also whats keeping it from doing so.

First off, Stats.

Like all other monarchs, Caius is level 6, has 2400 attack, and 1000 Defence.

What sets it apart is its Type and Attribute.

Like all Monarchs, Caius has been one of the defining factors of the "Monarch Line", 2400 Attack, something that most deckbuilders take into account almost subconsciously when selecting cards. 3 Swings will give you nearly game, and its definitely bigger than most single card monsters can handle by themselves.

The 1000 DEF means that Monarchs are weak to Ojama Country, Level Limit B, and other forms of shifting monsters to DEF. Well, your forgetting that Monarchs tend to get rid of these really well.

Being Dark means that unlike other monsters of its caliber, Caius can be fed to Dark Armed Dragon and other similar monsters, as well as being able to pull upon Allure of Darkness. Meaning that Caius, unlike other monsters, is suprisingly available to many decks.

Fiend: More of the Above. Means Feind Decks can run this too! Wow!

Now, onto the effect.

Monarch Effect: Remove from Play one card on the field. Deal 1000 Damage to the opponent of the removed from play monster was DARK.

So, what makes THIS monster a Game Ender?

A game ender does one or more of the following, often some better than the others:

Paves a way for a massive swing
Puts some huge damage on the field
Ensures the enemy has no way of fighting back
Secures your special victory(very rare)
Gives you great presence on the field.

Like I stated before, most "Game Ender" class monsters tend not to care about their own future.

Whilst compared to other possible Game Enders, Caius tends to not do the things very well, but he does it very well for his relatively low cost.

While removing cards on the field that stand in your way and fight for the enemy, he deals a potential direct 3400 Total Damage, all by almost himself, leaving a 2400 Beater on the field.

With the utility of one card alone, you put a 3400 Damage wedge in the opponent's life. In many situations, this 3400 Damage is enough to end the game, or effectively end the game.

Caius's effect isnt only for getting direct attack, though.

Caius can end games effectively by breaking the combo before it finishes, with his ability to target any card on the field, with few cards capable of stopping him.

While RFP is a place where you can still pull upon for resources, it is significantly less beneficial than being in the graveyard most of the time.

The last part of the effect, the 1000 Burn, is really something that sticks out, compared to other cards.

Most 1000 Burn cards are looked down upon, but this 1000 burn coming as a bonus is really something to be reckoned with.

While 1/8 of one's life isnt usually something people care about, towards the end of the game, 1000 Damage is something that will eat out more than half of your life.

What is the real thing that makes this the game ender is the ability to use this to your advantage, in main phase 2.

If the opponent is below 1000 Life, simply pulling this out and targeting itself is one way to rip out 1000 damage.

Whilst most people never consider it, Caius can be seen as a 1000 Burn card.

I hear the phrase "Wow I never saw Caius as a 1000 Burn Card Before" too often

It is important to always open your eyes to various ways to play different cards.

So why isnt it used more often?

The thing with very splash able cards is that they are also the type of cards to be cut first for space.

Look at Swords of Revealing Light, or maybe Giant Trunade. Both are considered highly splashable cards, yet, when building decks, to cut down on size, it is not uncommon to cut these.

Caius falls into a similar spot.

Whilst drawing Caius as a topdeck to end the game is not unheard of, Topping a Monarch type monster is next to horrible, in most people's opinions.

Teching one or two into an already DARK based deck would be great, but most either already use three, or cant find the space to do so.

There are people who pack one into every deck they can, just for the potential.

But then again, Caius at that stage simply boils down to a personal choice.


The thing thats keeping this from being a more widely used card?(Not that it isnt already. Sales show that the Monarch structure deck is one of the most sold.)

The fact that 2400-3400 Damage simply isnt enough in all points in the game.

While 3400 is painful in late game, in early game, it can be shaken off.

And when you tend to get your 1000 Burn + Direct Swing is usually in the early game.

Thats all for today.

Friday, December 11, 2009


I realized an error with my last post.
The Dark Creator is a SEMI nomi.

Yes, that means its BETTER.

Another update:

The Deck I will be giving away is Guilty Beat - NEMESIS mix-

I didnt put it in the last post. My bad.

Thursday, December 10, 2009

Game Enders: The Dark Creator

Hello everyone.

Today, I will be discussing some things about The Dark Creator, and what allows it to be a game ender, but also whats keeping it from doing so.

This will be one of a few articles on "Game Enders" that arent used quite as often as the obvious ones (DAD, DSF, JD, Gyzarus, etc)

Lets take a good look at its stats before anything.

While 2300 ATK isnt something thats going to make a big impact, it DOES hurt when it comes in the form of direct damage.

His 3000 DEF is a stat to behold. Whilst most monsters dont usually care about their defense in the "Game Ender" class, since theyre usually supposed to do exactly what they say, end game; The Dark Creator benefits from having something to keep him around for a couple turns, should the swing for game get ugly.

8 Stars and DARK. Trade In, Allure, Grepher Food, Armageddon knight dump target, we all know the drill.
Use Allure to Draw, Grepher to load up graveyard, Drop Creator, Go Crazy.
Might I also note that many more game enders tend to be Dark and of High level?

Any support for this bit you EVER going to use?

Its effect:

Remove from play 1 Dark Monster to special summon 1 Dark monster from your graveyard.

Once a turn.

Nomi. Meaning Only from Hand.
Have 5 or more dark monsters in your graveyard, and a field empty of monsters.

Note that in its summoning condition, it doesnt note that the enemy has to have Anything at all.

And we all know what that means ;)

So, what makes THIS monster a Game Ender?

A game ender does one or more of the following, often some better than the others:

Paves a way for a massive swing
Puts some huge damage on the field
Ensures the enemy has no way of fighting back
Secures your special victory(very rare)
Gives you great presence on the field.

Like I stated before, most "Game Ender" class monsters tend not to care about their own future.

What makes The Dark Creator a great Game Ender is his ability to Single Handedly spring HUGE damage as well as Great Presence out of nowhere.

Its effect is complementary to its Special Summoning Requirements, that it not only requires you to have space to summon something from thin air, but it also requires you to have something(preferably of equal status or Boss monster status) to summon.

Assuming you summon something of around 2500-3000 ATK from your graveyard, That puts, with one card from your hand and no other effort, upwards 5000 Direct damage in the form of two big beaters.

5000 Damage is huge. 5000 Damage is a problem. And most of all, 5000 Damage is game if they have used solemn.

This is before even taking into account the summoned monster's effect.
By reviving monsters such as Darklord Zerato, you can use his effect to wipe out the enemy field, and try to go for game.

What really makes The Dark Creator a high class Game Ender is that each individual Dark Creator play doesnt hold much value for yourself.

In a deck that runs Dark Creator as support for the theme, enough cards are devoted to salvage and draw that losing one The Dark Creator simply means you have to draw into one or salvage it.
But In that deck, it has to be noted that there are many MANY more boss monsters and game enders. Losing one means you just gotta use a different one. Assuming they got rid of all the momentum you gained last turn.

In a Dark Creator centric deck, not only do you run three, but you run enough recursion for the big guy that your aim is to drop them so often, the enemy cant keep up with the constant hammering of 2000+ Attack monsters.

Long story short, The Dark Creator bears such a low value for yourself most of the time that it is not uncommon for people to summon it, line up some firepower, hammer the enemy, and not care if it dies.
Your dropping some big firepower to let the enemy waste some cards on, while paving the way for better cards to come. Why not?

From Game Ender to Game Over:

The main problem with a Black Rose Dragon followed by The Dark Creator summoning something is Gorz.

Gorz, Tragoedia, and now Battle Fader and Bloody Eyed Ogre all have the ability to mess up your big swings. Heck, some decks use ALL of them.

So, how do you get game?

The answer lies with the monster you choose to summon.

Whilst the obvious choice would be something to stop special summoning like Vanity Fiend, those kind of monsters tend to not have quite enough firepower to give game.

However, there are ways to get there.

If we summon something like Red Eyes Darkness Metal Dragon or Fallen Angel Superbia, it allows you to line up even more firepower.

Red Eyes Darkness Metal Dragon summoning Core Chimail Drago or Superbia into Christia will both prevent the messy Gorz/Tragoedia/Battle Fader plays, while providing enough damage for game.

Especially in the latter, where even if your play got messed up somehow, and your field wiped the next, you simply need to get back your Dark Creator to re-do it all over again.

Thats all for today.

Coming soon: Boss Monsters VS Game Enders: Whats the Difference?

Tuesday, December 8, 2009

Getting in the Spirit: Christmas Giveaway

Hello all.

I apologize for lack of any updates on monday and tuesday. Life was a shitstorm as always.

Anyhows, I will be conducting a giveaway for this december!

This time, there will be only one prize(due to some problems last few giveaway times)

This is how the giveaway will work:

1: Anyone interested in receiving or participating in the giveaway will Email me, asking to join.

2: After a set date, a lucky draw will be held, and the winner announced on this blog, as well as have an E-mail sent to them.

3: The winner will send me their address and any other details, and I will send the prizes.

4: There is no step 4.

How to Apply:

- Email me the request at: "". Make sure that you didnt copy the quotation marks.

- The words: Christmas Giveaway, or words to that effect must be included in the SUBJECT.

- With your request, include your INTERNET NAME

- This offer is FREE OF CHARGE.

- The closing day for this offer is December 25th Japan time. The drawing will happen on whatever day I feel like it.

- Although I have no control over this, please, NO DOUBLE applying. IE: Using more than 1 email address to apply more than once.

Thats all for today

Monday, December 7, 2009

Guilty Beat - NEMESIS mix-

Guilty Beat -NEMESIS mix-

1 Gorz the Emissary of Darkness/冥府の使者ゴーズ
1 Dark Armed Dragon/ダーク・アームド・ドラゴン
3 Gaius the Shadow Monarch/邪帝ガイウス
3 Archfiend of Gilfer/暗黒魔族ギルファーデーモン
3 Raiza the Storm Monarch/風帝ライザー
1 Cyber Dragon/サイバー・ドラゴン

2 Armageddon Knight/週末の騎士
2 Mystic Tomato/キラートマト
1 Spirit Reaper/魂を削る死霊
1 Sangan/クリッター
3 Necro Gardna/ネクロ・ガードナー
3 Battle Fader/バトル・フェイダー
1 Morphing Pot/メタモルポット
1 Mashmallon/マッシュマロン
1 Plaguespreader Zombie/ゾンビ・キャリア

3 Falling Down/堕落
2 Foolish Burial/おろかな埋葬
1 Pot of Avarice/貪欲な壺
1 Brain Control/洗脳ーブレインコントロールー
1 Heavy Storm/大嵐

1 Mirror Force/聖なるバリアーミラーフォースー
2 Malevolent Catastrophe/邪神の大災害
2 Bottomless Trap Hole/奈良くな落とし穴

Sunday, December 6, 2009

Unexpected solutions to the puzzle

Because you guys really know how to win, but dont know how to think outside the box, which is good, I guess.


Your Full extra deck: 15 cards
3 Stardust Dragon
2 Majestic Star Dragon
2 Road Warrior
2 Drill Warrior
2 Junk Warrior
2 Nitro Warrior
2 Turbo Warrior

Yes, the deck that was being used when I saw how to pull off that insane combo which I'm trying to show you via a puzzle was a Yusei Fandeck(honestly couldnt bother typing it up last time)

Just so you know, the reason I publish puzzles is so people open their eyes to different ways to use cards.

Countering Junk Blade decks/対ジャンク・ブレイド系ワンキル

Lately Junk Blade decks have seen an increase in play/finally being recognized as a cancer to the game.

So, Im sure your all wondering how to beat it.

1: Main Board Prohibition.

Of course, the only person out there who bothers to do most of the time is me, but calling Magical Explosion means a dead deck.

Obviously, you cant play it on turn 1, so...

2: Herald of Orange Light

Negating Junk Collector's effect (assuming just one or two will cut it), might save you.

Which means that against FTK decks, gives you game.

Of course, the only reasonable way to run both cards in the same deck, and still have a win condition which compliments these cards would have to be a backrow heavy deck with some Fairies to mess around with in the first place, and already pack some nice meta cards to this FTK.

Hmm. I wonder where I could find something like that.


Duel Puzzle Update.

Since you all arent seeing what I made the puzzle for people to see, I've changed it so you have to deal PRECISELY 5600 Damage.

Just to clarify, you CANNOT depend on ANY chance for your solution.

Other than Starlight Road, all other cards related to the solution are available in the TCG.

Saturday, December 5, 2009

Duel Puzzle Hint!

Since nobody seems to be getting what I'm trying to show you people with this puzzle

The hint is:

"Impossible! Synchro Summon!?"

Friday, December 4, 2009

Duel Puzzle #11!

Life: 2000
Deck: 28
Hand: Heavy Storm, Phantom of Chaos, Foolish Burial, Level Stealer.
Field: Face Down Starlight Road, Faceup Treeborn Frog
Graveyard: Foolish Burial, Level Stealer, Reinforcement of the Army, Allure of Darkness
Removed from Play: Plaguespreader Zombie

フィールド:裏側 スターライト・ロード、表側 黄泉ガエル

Life: 5600
Deck: 26
Hand: Anti-Crow, Delta Reverse, Blackwing - Sirroco the Dawn, Blackwing - Blizzard the Far North, Blackwing - Vayu the Great Banner, Hanewata
Field: Facedown Blackwing - Vayu of the Great Banner, Dark Armed Dragon, Face down Icarus Attack, Face up Black Whirlwind, Face Down Treacherous Trap Hole
Graveyard: Blackwing - Shura the Blue Flame. Mystical Space Typhoon, Allure of Darkness
Removed from Play: Blackwing - Gale the Hurricane, Blackwing - Armor Master, Blackwing - Blizzard of the Far North

手札:デルタクロー アンチリバース、BFー暁のシッロコ、BFー北極のブリザード、BF-大はたのヴァ―ユ、ハネワタ
フィールド:裏側 BF-大はたのヴァーユ、ダーク・アームド・ドラゴン、裏側 ゴッド・バード・アタック、表側 黒の旋風、裏側 狡猾な落とし穴

It is currently the draw phase of your turn.

You have just topdecked:

One for One!

Even though you just yelled "HEART OF THE CARDS! ANSWER ME!!!", your deck gave you this crap.

Reduce your opponent to precisely 0LP this turn. Standard Duel Puzzle conditions apply(All cards, unless stated, can be anything you want, as long as they are within rules, your win doesnt depend on the opponent's misplay, etc), unless otherwise stated.

The opponent is NOT dumb enough to blindly open Icarus Attack to try to blow up your cards without a good reason to do so.
Keep in mind that with Icarus in the graveyard, you cannot activate Trecherous Trap Hole, so he will probally try to activate Treacherous first.

Thursday, December 3, 2009

Core Blast

In case you havent realized, it doesnt destroy only monsters.

Yes, that means you can absolutely ravage the enemy back row every turn

Because with Core Chimail, you arent going to be feilding any more than one monster at a time.

Absolute Power Force indeed.

And if we chain something to get rid of that one Core Chimail on your field to this guys effect...

Whats more is that Starlight Road Rulings dont let it activate in response.

Wednesday, December 2, 2009

United We Stand

I think Whirlwind BF decks ought to run United We Stand

Doesnt it work right into the strategy, combat advantage and swarming?

Tuesday, December 1, 2009

Dimensional Eatos Tech...

I just faced off a Dimensional Eatos deck today.


Not really.

Was Starlight Road a problem?

Only barely in Game 1

Was Treacherous Trap Hole completely unexpected and decisive?


Also, I suggest packing 1X Treacherous Trap Hole in decks which dont use any other trap cards. Its a card people tend to overlook, but can be decisive and unexpected.