Thursday, October 25, 2012

Galaxy Queens Light

Can be searched with Galaxy Wizard.
Which goes right into Feelings towards a Future.
Search Queens Light with Wizard, activate Feelings to a future, make all level 8, make Neo Galaxy Eyes.

Tuesday, October 23, 2012

Combo with Galaxy Eyes

Some simple combos with galaxy eyes

Activate black garden, and summon galaxy eyes. Attack a token, jump both out, return it with 3000atk.

Send one of your fortune lady lighty to the opponents field, attack it with galaxy eyes. Jump both out with effect, then activate fortune lady lightys effect, as you are the owner of the card. Special summon something, direct attack. At the end of the turn, lighty returns to their field, and you get galaxy eyes back. Unless they get rid of lighty they are stuck with having the same thing happen next turn.

Why people quite Yugioh for Vanguard

Have you ever wondered?

Have you ever wondered WHY so many people are making the exodus from Yugioh towards Vanguard?

There are many, many other games out there that people can move to, so why do people choose to move towards Vanguard?
To name a few examples, theres the omnipresent MTG, but there was also Battle Spirits, the newly released ZX, and many more. Even within the Trading Card Game genre, there were so many other options.

Well, as with any exodus, there are two factors: Push, and Pull.
Push Factors are factors which cause someone to want to quit the game.
Pull Factors are factors which cause people to want to start the game.
An exodus is, with anything, these factors applying to a massive amount of people in a short time.

We shall start with the Push Factors, shall we?

Not all archetypes are made equal.

This was always true. All archetypes are designed around certain concepts. Some of those concepts just, thanks to the nature of the game design, better than others.
Special summoning while destroying things is very good in yugioh.
Easy special summoning and superior combat potential is very good in yugioh
Reviving cards and synchroing into monsters is very good in yugioh
Weak monsters with mediocre effects that combo into cards that make you give up 3 or more cards for one medium powered monster? Less so.

This is very true in any card game, actually. Not all archetypes end up equal or even close to it.
Some ideas and concepts are just so bad, they just flop.
Sometimes, is the meta that causes it to flop, and other times its just certain overpowered cards that push certain decks that use it over the top.

Less Reliance on Skill

Yugioh has always been heavily reliant on individual card power and comboes more than anything else.
 Because of lack of anything to mediate game tempo, such as Mana in MTG and Duel Masters, Cores in Battle Spirits, or Grades in Vanguard, or "Resources"(lol) in ZX, in Yugioh, you can do a lot of things in one turn without the opponent having equal opportunity to do so(to a certain extent)
Now, Yugioh did FINE without anything to mediate game tempo, in fact becoming one of the most successful card games in the history of card games, despite this being the glaring design flaw.
Because of this ability to do a bajillion things without much limit, deck design and card power were much more factors in the game.
Some players leave in search of a more difficult/demanding game.
The game never gets old. Players do. They look for something different now that they feel they are more mature.

The Meta.

Its disgusting.
The meta from Mid 2011 to mid 2012 is/was disgusting.
Insectors, Heiratics, Ritua first turn strip hand, Wind Ups loop strip hand, Dark Worlds being Dark Worlds.
Heroes went from being Metabeat to another ridiculous OTK,
September 2011 destroyed some of the best Synchros and their engines, and the meta turned to becoming exceed dominated, leading people to say "Exceeds are the worst thing to happen to the game".

BUT, compare the metas to previous ones.
What about when BF first came out?
What about TeleDAD.

Although compared to now, it seems like a much more fair and less overpowered,
What about when they came out?
They each were so overwhelming for the meta to handle, JUST AS Insektors and Heiratics and such have been to their predecessors.

The difference is that less people were thinking and innovating, and that there were less people finding ways to out-play these decks, etc.
Each of the top tier decks, when they first come out, made a splash.
THEN, people learned that NOTHING IS INVINCIBLE.

The difference was that less people were aware of  it this time around.
Many of the good players that would turn the gears of the game dissappeared, for one reason or another.
Some players made different decks
Some players made completely new deck types.
Some players developed concepts to beat the meta.

Nowadays, people hardly look beyond their "Staples" and their archetype that was handed to them.
Some of the best decks in history had to pull upon a huge variety of cards from throughout history to build the deck, to make it work.
Compare Tele-Dad to Goat Control to Gishki.
TeleDAD and Goat Control both used a wide variety of cards throughout the seasons. Gishki only uses their Gishki cards

Because of this lack of innovation, ways of using different combination of card, instead of just the same old combos.
Its not the game designers fault, its the players.
The "Top Faces" dont innovate, and Innovators dont become "Top Faces"
Hence, people see the same thing every time they play, be it locals, casual, or tournament play.

Its boring.

"Too Kiddy"
People considered Yugioh ZEXAL to be a move towards a more kiddy air and less towards the "more mature" audience of middle and high schoolers.
Especially from 5Ds, which wasnt exactly for middle schoolers even, this was a huge change.
Most of the audience that liked 5Ds did NOT like ZEXAL, and after a few attempts to keep up with change, and didnt like it.
The change in season and series is a choice, but the choice was for Konami, as, in fact, they have increased their sales, as the new ZEXAL instead targets the younger audience. Konami is cycling out its older audience(20s-30s) for a newer (6-18s). This newer audience will be buying Yugioh for a few more years. Its a sound marketing strategem.
Which makes this another push factor. The game is no longer marketed towards you, so OF COURSE you feel like its not appealing towards you. Its NOT MEANT TO.

"My friends are quitting"
Simple. A cumulation of the previous factors contribute to this. More people leaving is not a direct linear relation, its a exponential change. Players network with each other. Losing players damages their network, allowing for more players to escape.

Pull Factors
yes yes there are many more, but then again I am not omniscient. I am merely hitting up the more common ones.

So whats appealing about specifically Vanguard?

Well, from my observations, one of the reason why Vanguard is so appealing is that it was new when Yugioh was throwing off their players.
It was a matter of good timing. People want to quit a card game, yet cant throw off their social support represented by the other card gamers. They start Vanguard, which is new, and they can shape to their desire.
"They want to jump off one train, and LOOK! THERES ANOTHER TRAIN! I like trains, we should ride that train!"

Also, from first observations, Vanguard seems like its doing everything right that Yugioh isnt.
I use the term "Seems like" because its only after youve been playing for a while that the problems arent really solved.

For instance:

All Clans are created equal.

From a person whoes been playing a game where archetypes are anything BUT equal, its very appealing. To be able to use and win with anything they want to play. Wow.

Its cheap.

Thats because Yugioh has the bad reputation of having the top deck use obscure cards that become worth 50+ USD each. Both by Konami and by players.
Vanguard curbs this slightly. The value of cards usually doesnt go over 20, and rarely, 30(American markets seem expensive for some reason)

There are no "Staples"

Because even the most seasoned of deckbuilders(such as myself. Thanks for your applause) get tired of pulling up a template of staples then building around it.

You can play what you want and win!
Because triggers!
And because in Yugioh, you most certainly can not.

The Art is pretty
I actually have no counter-argument for this. In all the games I have ever seen, Vanguard has what I feel is the best art and Design.
Because of this, it appeals a lot to a lot of collectors. Its true.

As for game play, Yugioh and Vanguard are vastly different.
Theyre no way similar.
Saying you prefer one to the other is like saying "Oh I've liked pears for 10 years now, but now that I have tasted Apples, I like apples better than anything in the world!"

And these are some of the more common reasons why people choose to jump to Vanguard.

But what about the reality?

What has someone who has come from beyond the brink have to say about the reasons why people are jumping to Vanguard?
Is the reasons for moving to Vanguard really all that sound?

Monday, October 22, 2012

Simple combo

Lightray Daedalus + Seal of Orihalchos.

Saturday, October 20, 2012

The Convulsing Oath

Good day everyone,
As for the past few day's posts, I realize I did not post them because I had not realized a day had passed, and messed up on the scheduling of posts, and some were scheduled to arrive in 2013, etc.

As for today, we will revisit an old idea with a new trick up its sleeve.

I have visited the same idea as today a long time ago

The combat plan was simple: Know the top card of your deck, and use cards such as Dimension Alchemist, Diamond Guy, Archfiends Oath and Sunlight Unicorn  to get effectively free advantage.

There were several problems with the deck.

For starters, there was far too little ability to protect their own advantage engines of Sunlight Unicorn and Diamond Guy, as well as being too reliant on Archfiends Oath to take full advantage of the top card knowledge

Another reason was that the advantage itself did not mount to much because of Sunlight Unicorn searched equip spells which, by design, arent all that great.

Now, what has changed since then?

No good equip spells that are generic enough to fit, so Sunlight Unicorn is unfortunately out the window.

But the concept has gained a new weapon in the form of Ritua Diviner.

Water/Level 3/Sea Serpent/1200/800
Once a turn, you can declare a card name. Reveal the top card of your deck. If its the named card, add it to your hand. If not, return it to the top of your deck.

Just from this, these are the first few comboes that come to mind quickly when I saw this card:
1. Level 3 into Leviair. Use effect, grab free card, make Leviar, another free card. Any level 3 support
2: Water: Absolute Zero.
3: Sea Serpent: Deep Sea Diva
4: Effect: Call the top card, get it wrong, combo with Archfiend Oath/Sunlight Unicorn/Diamond Guy/Dimension Alchemist
5: Ritua: Revive with Ritua Beast, use effect, get free card, Release both into ritual.
6: Combo with Ritua Chain
7: Surfacing, Get effect, exceed/synchro
8: Inferno Reckless Summon. Get anywhere from 1 to 3 free cards.
9: Zombie Carrier.
10: Salvage for advantage.

Of course, you dont have to abuse each and every combo possible. Merely the few ones that have connections or will connect with each other.

For instance, the peeping effect when you get the card wrong combos well with Destiny Hero, which is also a hero, which links right back to Absolute Zero and Zombie Carrier. Absolute Zero also connects with Diva, which connects back to Diviner and Surfacing, as well as Salvage.

So after the brainstorming, combining with Convulsion of Nature, Diamond Guy, and Archfiends Oath was chosen, with Miracle Fusion as another sealing factor between the two.
Utilization of the RoTA, Emergency Call, and Stratos engine was included of course, as the amount of combination between the engine and Diamond Guy itself was too much to pass up.

Archfiends Oath had a double link with BF Zephyros the Elite, as well as the other cards.
You can use Archfiends Oath to dump a BF Zephyros, and Zephyros can easily use Archfiends Oath to get itself back to the field. Easy rank 4 into Hope is only too beneficial

D.D. Designator is a card that combines the abilities of Diamond Dude as well as Convulsion of Natures effects together. Being a normal spell, Diamond Dude can use it, and Convulsion of Nature's information advantage is skewed towards yourself instead of being equal.

2 Deep Sea Diva
3 Ritua Diviner
1 E Hero Stratos
1 E Hero Bubbleman
3 D Hero Diamond Guy
1 D Hero Dasher Guy
1 BF Zephyros the Elite
1 Plagespreader Zombie

2 Miracle Fusion
1 RoTA
1 E- Emergency Call
1 Monster Reborn
2 Pot of Duality
2 Destiny Draw
1 Allure of Darkness
1 Dark Hole
2 D.D. Designator

3 Convulsion of Nature
3 Archfiend Oath
2 Mystical Space Typhoon

2 Starlight Road
1 Solemn Judgement
2 Bottomless Trap Hole

The battle plan is simple and straightforwards.
Instead of using Diamond Guy as a direct advantage engine, utilize him and Diviner as instead a stepping stone that gives free advantage with Convulsion of Nature, forming Synchros and Exceeds.
The deck runs 15 normal spells to maximize the effect of Diamond Guy.

Wednesday, October 17, 2012

Moon Barrier

If you attack with Hope into a full powered Light and Darkness dragon, and detach one to active the effect, Light and Darkness will negate the attack negation, and the attack will go through running over Light and Darkness with the 2500 ATK
Dragging down their entire field with them

Tuesday, October 16, 2012

Utility Traps

There are 2 general types of traps:

The traps that specifically support an archetype, and traps that, by design, can fit in any deck.

Traps that support archetypes are their own individual discussion.

But cards that fit in any deck, this is where the real discussion is.

Take a look at your favorite deck.
Go on, pull it out.

Its trap line up probally contains some combination of the following general use cards:

Solemn Judgement
Compulsary Evacuation Device
Bottomless Trap Hole
Call of the Haunted
Torrential Tribute
Magic Cylinder
Mirror Force
Dust TornadoRoyal Decree
Raigeki Break
Sakuretsu Armor(In the past, no longer)
 Royal Oppression(Banned)

Dimension Prison
Pheonix Wing Wind Blast

Solemn Warning
Fiendish Chain
Trap Stun
Starlight Road

You may be thinking why I divided up the general use traps into these 3 categories.
Well, it was supposed to be 4 categories.

Well, its when they first came out, the season in which they first came out.
The first category is during the first anime, the second with GX, and 3rd is 5Ds.

Notice something about the 4 categories?
Thats right, The first list of traps that the majority of decks is entirely from the oldEST generation.

Unlike spells, when the regular lineup changes almost every season with quite a few additions, the traps have next to no change.
In fact, Dimension Prison and PWWB are complete upgrades of old cards, so if they were never released, we would all still be running Sakuretsu armor and Raigeki break to this day.

After the first season, there are a grand total of VERY FEW additions to the large category of "Regulars" for the trap lineup.

Why is this so?

Well, for starters, spells represent progressing your own game plan, while traps represent something to fall back on.

And, as such, people are unwilling to let that be changed.

Thus, instead of picking different cards, people go back to the same cards and tricks over and over again, instead of looking to different potential choices.

Every set, I can identify a few, not many, traps that were designed to potentially fit into this slot, but unfortunately, not all of them make it.

Cards like Safe Zone, Claymore Dud come to mind.
more recently, Magic Deflecter and Dimension Slice, Attention, etc.

As you can clearly see, there are other choices in the game.
In fact, in examples such as Safe Zone and Claymore Dud, from the 3rd Generation, they serve a dual purpose of both removal as well as preserving your monsters.
On the other hand, the newer generation 4 cards tend to be single use and less flexible, but also less reliant on specific conditions to be either effect as the first 2 were.

Monday, October 15, 2012

Final Tuning

So, Final Tuning.

Normal Spell.
Select one level 3 monster on your field. Special summon one monster with the same name from your hand or graveyard with its effect negated. At the end phase of the turn, destroy that monster.

So, what are the myriad ways to use and abuse this card?

Although there is the term "Tuning", its rather hard to tune with either 2 Tuners and 2 Non Tuners, right?

Or is it?
Phantom Lord Hyde Ride is a tuner that allows itself to be used alongside another tuner as synchro material.
But that requires a Hyde Ride already in the graveyard.
Hyde Ride is tutorable by Tour Guide, so it gives your level 3 deck quick access to some level 6 Synchros with the added option of going for an Exceed.

What about cards that are good together, when you have 2 or more of the same monster out?
My prime example of that would be Armored Fly, a card from way back that would drop down to 1000/1000 if you had no other Armored Flies.
But what about Photon Saber Tiger, in a similar note? Summon one, search your deck for one, pull out a Final Tuning for a third. You have one in your hand, two 2k beaters out, and are going to make a R3 Exceed.

Another interesting use is in a Gagaga Exceed deck.
Not for Gagaga Magician, but for Gagaga Girl. Use this card to grab back a second Gagaga Girl, and exceed something like Senmaine, and turn not one, but two monsters to 0ATK! If you had one Gagaga Magician out, you could even make the Gagaga Girls a different level.
How about making them all level 8, turning 2 monsters to 0, and bringing out Neo Photon Galaxy Eyes. With the support of Gagaga Revenge, lining up a few Gagagas is no problem.
Access to Gagaga Kaiser as an alternate target is handy as well.

Another thought is to change the name of monsters.
The first card to mind is Proto Cyber Dragon. Need another Cyber Dragon to Power Bond into a Cyber End Dragon? This is the card for you.

Although it is a lot of effort, you could change levels of a monster just to revive another copy.

What about Gladiator Beasts?

Tag out to Murmillo, kill one monster. Activate Hero Mask, choosing Prisma. Send Prisma to the graveyard, and activate Final Tuning. Revive the Prisma, send a Beastiari, Tag both back for Gyzarus. Rip through 2 more cards. Beastiari is in the graveyard ready for the Darius-ing.

Masked Dragon into Another Masked Dragon. Use Final tuning to fetch another copy and make a Rank 3.

Debris Dragon into Glow Moss. Final Tuning into another Glow Moss. Make a level 10 Dragon.

And you thought it was a useless card.

Ignoble Knight

Ignoble Knight Lancelot Laundry Laundsallyn
Level 5/Dark/Warrior/2000/800
You can only control one Laundsallyn
Send one Normal LIGHT monster from your field to the graveyard to special summon this monster from the hand or graveyard.
Once a turn, you can tribute a face up Noble Knight monster to add one Noble Arms from your deck to your hand. This effect can only be activated once a turn.

Although it seems to be a bad card on first thought, it actually is hiding very abusable potential.
That is, that you can send one Normal Light monster from your field to revive himself from the graveyard.

If you can get that Normal Light monster at next to no cost, which normal monsters usually are, it is an easy and free 2k Attacker, or a level 5 for the exceed summon.

Now, what sort of decks have easy access to Light Normal Monsters?

From top tables, Heiratics, Heroes with their Alius.
Branching out from there, Blue Eyes White Dragon decks, Ojama decks, TG Agents.

Although Heroes comes up, usability is a huge issue there.
Giving up a Neos Alius or Sparkman for Ignoble Knight is a huge sacrifice. It ensures your monsters are in the graveyard, but its only a 100/400 jump in power. Not quite enough to merit a sacrifice.

Heiratics might be a go to choice, as lining up level 5s for the exceed is extremely easy with Heiratics, and with Ignoble knight in the mix, you start lining up 4 or 5 level 5s at once with ease.

The two main decks I find Ignoble Knight fits into are Ojamas and Agents.

Lets start with Agents. The obvious sacrifice target is Mystical Shine Ball.
With plays like Venus -> 3 Shine Balls -> Sacrifice one for Ignoble Knight, make a Gachi Gachi Gantetsu, letting ignoble knight turns your previously useless sacrificial lambs into something of a threat.

But, agents only have sort of an one shot at this +3 advantage combo. What about something more stable in being able to generate empty advantage to turn into Ignoble Knight.

Of course, we are talking about Ojamas.

Everyone is already familiar with the rampant advantage Ojamas create. Its +2s, +3s, or even +4s left right and center.
The main problem is that their advantage... never really did anything.
And now, with exceeds and Ignoble Knight, they have full access to an arsenal of powerhouses for next to no cost.

Another thing Ojamas can do is Junk synchron plays.
Summon a Junk Synchron and revive an Ojama. Send that Ojama to the graveyard to revive Ignoble Knight, and Synchro for a Junk Destroyer, ripping open one card on the opponents field.
Not to mention plays with Debris Dragon as well.
Summon a Debris Dragon, and revive an Ojama in ATK position. Plop down an Ojama Country and make them 2000 and 1000 attack respectively. Discard Ignoble knight to revive an Ojama, swing for 4k, and main phase 2 create a Ignoble Knight and Iron Chain Dragon for the even higher power on the defense.

Whether or not igNOBLE knight can tribute itself for the search is yet to be confirmed.

Sunday, October 14, 2012

Heart Earth

Heart Earth and the monster it becomes, Heart Earth Dragon, are both cards that are highly looked towards for Cosmo Blazer.

Heart Earth is a rank 5 Dark Fiend with 100/100, made by 3 level 5s.
Once a turn, when it is targeted for an attack, it will gain the original attack of the attacking monster until the end phase.
Also, instead of being destroyed, you may remove exceed materials from under it.
If the card is destroyed with no exceed materials on it, you may return it from the graveyard as the exceed material for Heart Earth Dragon.

Heart Earth Dragon itself is amazingly powerful, but requires 3 level 9s. So, instead of getting that ridiculous number out, how about focusing on getting it through Heart EartH?

Now, Heart Earth poses a few problems:
1: It only gains attack on the first attack when its being attacked
- This means that it is useless on the offense, unless you are running him into a monster just to kill off a material at the cost of massive life.
2: The opponent wont destroy Heart Earth.
- It becomes a stall card. They wont actively destroy Heart Earth, because it means getting a Hearth Earth dragon out. They will only start to remove it when they can deal with the threat of the potential Heart Earth Dragon
 3:  Its 3 level 5s. Last time I checked, its hard to normal summon 3 level 5s in one turn.
- We special summon.
4: If your opponent wont get rid of the Exceed materials, you gotta do it yourself.

So, unless you specifically address these very problematic problems, you are getting yourself a giant wall that keeps itself on the field for 3 level 5s.
Which... is already done by Tyras and Crimison Shadow.

So, lets address each of these individual problems.
First, bringing out 3 level 5s with next to no effort.
The go to answer is to special summon 3 of them from your hand.

Now, while it may seem extremely easy for level 4s, the amount of special summoning happening for monsters of level 5 isnt exactly quality.
On top of that, you have to address the consistency issue by making them compatible with some draw power and deck sifting power. Last time I checked, Trade In only uses level 8.

So, What is our solution?
Our solution is Fiendish. We use Gates of the Dark World.
By utilizing Dark World, you ensure a potential beatdown of Gold and Silver, whilst providing level 5s for Exceed summoning.
Also, Allure.

Now, this once a turn is never enough, and relying only on Dark world will never get you those 3 level 5s.
So, you employ another fiend with special summon abilities: Soul Convoy.
Although its Light itself, by running both light/dark gives you instant access to Chaos Sorcerer and Chaos Soldier, and the Dark World is already providing discard outlet and draw source.
While you're at it, might as well run some Cyber Dragons and Priest of the Sun for the Light Targets.

Try running One Supay or Fire Ant Askator. Askator is a level 3 tuner, giving access to level 8 synchros at the same time as providing some recursion for level 5s.
On the other hand, Supay is a level 1 tuner. Which means Formula Synchron.
With what other level 1? We'll come to that soon.

At any rate, the Priest of the Sun that both of these go with is Inferno Reckless Summon-able, so be ready for 2 card Heart Earth's.

If you run Inferno Reckless Summon, try running Vice Dragon as well. It is a similar special summon to Cyber Dragon, but will fall under inferno reckless summon, and is Dark. Choose accordingly to your light dark balance, and needs.

Now it comes to destroying this guy over and over by your own.
Or... rather, removing the exceed materials.

The reason I bring this up is that Heart Earth is one of the few cards that has extra exceed materials that you WANT to get rid of, as opposed to keeping them on.

Thus comes cards that have never before been seriously considered, cards such as Exceed Gift, and Kuribolt.
For Exceed Gift, it gets rid of 2 of your materials, whilst pushing your draw power.
On the other hand, Kuribolt gives you numerous level 1s, usable either for tributes or Exceed monsters.

One good way to take advantage of Exceed gift it to combo with Gaia Dragoon. Simply exceed change some monster that cant do anything, and burn off their exceed materials to draw.
Similarly to Hope Ray. You wont be using Hope Ray + 3 Zeal Weapons to win anything. You dont have plot armor. Exceed change a Hope youve spent up, and feed the material to Exceed gift.

Finally, what if you brought back Heart eartH with zero materials, such as with Call of the Haunted in response to a Cyclone? It would trigger as it is a compulsary effect.
But, in a similar way to Yubel, use Limit Reverse to revive it, and turn it defense on your own turn to self detonate it, and transform to Heart eartH Dragon.

Thats all for today.

Friday, October 12, 2012

Lich lord king of the underworld

Lich lord king of the underworld, a card from way back.
When hes tributed by a card effect, he returns to your hand.

Although the first line of thought is to use it with ectoplasmer, have you ever considered using him for something else?

Similarly to heiratics, he gets his effect when he is tributed. So, you can borrow a line from the heiratics decks that make use of him for ritual summoning

Once he's used to ritual summon, he returns to the hand. If you combine it with ritual fiends in the graveyard, you can ritual summon with minimal demerit.

Thursday, October 11, 2012



1 Spore/スポーア
2 Cross Porter/クロス・ポーター
2 Neo Spacian Glow Moss/N・グローモス
2 Neo Spacian Dark Panther/N・ブラックパンサー
1 Neo Spacian Grand Mole/N・グランモール
1 Dandylion/ダンデライオン
1 Sangan/クリッター
3 Junk Synchron/ジャンク・シンクロン
2 Debris Dragon/デブリ・ドラゴン
1 Armageddon Knight/終末の騎士
1 Chaos Sorcerer/カオス・ソーサラー
1 Dark Armed Dragon/ダーク・アームド・ドラゴン

2 Mystical Space Typhoon/サイクロン
2 Pot of Duality/強欲で謙虚な壺
2 Convert Contact/コンバート・コンタクト
1 Foolish Burial/おろかな埋葬
1 Pot of Avarice/貪欲な壺
1 Reinforcements of the Army/増援
1 Allure of Darkness/闇の誘惑
1 Heavy Storm/大嵐
1 Book of Moon/月の書
1 Monster Reborn/死者蘇生
1 Dark Hole/ブラック・ホール

2 Raigeki Break/サンダー・ブレイク
2 Torrential Tribute/激流葬
2 Bottomless Trap Hole/奈良くな落とし穴
1 Solemn Judgment/神の宣告
1 Starlight Road/スターライト・ロード

2 Stardust Dragon/スターダスト・ドラゴン
1 Scrap Dragon/スクラップ・ドラゴン
1 Red Dragon Archfiend/レッド・デーモンズ・ドラゴン
1 Ancient Fairy Dragon/エンシェント・フェアリー・ドラゴン
1 Black Rose Dragon/ブラック・ローズ・ドラゴン
1 Chain Dragon/C・ドラゴン
1 Orient Dragon/オリエント・ドラゴン
2 AOJ Catastor/A・O・J カタストル
1 Magical Android/マジカル・アンドロイド
1 Tech Genius Hyper Librarian/TG-ハイパー・ライブラリアン

1 Leviair the Sea Dragon/虚空海竜リヴァイエール
1 Gachi Gachi Gantetsu/ガチガチ・ガンテツ
1 No. 39 Utopia/No39 希望皇ホープ