Saturday, October 31, 2009
Shiba Warrior Taro
Could be used quite well in counter fairies, because it doesnt bounce itself when you counter spells or traps.
Friday, October 30, 2009
End Phase
We all know the end phase and the stuff that happens in it, but here are some little things people miss out on that you might be able to bend to your advantage.
Each Individual card activated during the end phase creates their own chain. No chaining unless they were activated at the same time.
You can choose what order the things happen in the end phase.
"For this turn" is different. These effects last until the begining of the next turn.
"Until the end of the turn" occurs passively(no chain block made, for the most part), after your end phase, and before their draw phase.
Priority CAN be bypassed if the enemy has cards whom activate during YOUR end phase. However, you can also choose the timing of these cards.(EG: If you and your opponent have flipped summoned a worm Lynx each, you can choose to draw before your opponent, or your opponent before you.
After everything, you undergo hand limit check, meaning you discard until you have 6 cards in your hand. This happens after every compulsary effect that needs to happen has occured.
However, you should keep in mind that this doesnt occur ONLY ONCE, and after it is done, you can still activate optional effects(eg: Genex Neutron), but this also puts you through the hand limit check again.
Meaning that you can go through the hand limit check as many times as you have to in one turn so you end with 6 cards in your hand.(End phase drop cross porter search glow moss drop dandylion, etc.)
Each Individual card activated during the end phase creates their own chain. No chaining unless they were activated at the same time.
You can choose what order the things happen in the end phase.
"For this turn" is different. These effects last until the begining of the next turn.
"Until the end of the turn" occurs passively(no chain block made, for the most part), after your end phase, and before their draw phase.
Priority CAN be bypassed if the enemy has cards whom activate during YOUR end phase. However, you can also choose the timing of these cards.(EG: If you and your opponent have flipped summoned a worm Lynx each, you can choose to draw before your opponent, or your opponent before you.
After everything, you undergo hand limit check, meaning you discard until you have 6 cards in your hand. This happens after every compulsary effect that needs to happen has occured.
However, you should keep in mind that this doesnt occur ONLY ONCE, and after it is done, you can still activate optional effects(eg: Genex Neutron), but this also puts you through the hand limit check again.
Meaning that you can go through the hand limit check as many times as you have to in one turn so you end with 6 cards in your hand.(End phase drop cross porter search glow moss drop dandylion, etc.)
Thursday, October 29, 2009
Rescue Cat VS Other One Card Synchros: Why Cat got Limited
Many people compare Rescue Cat to Junk Synchron, Deep Sea Diva, Debris Dragon, Alien Anmonite, and Dark Salvo.
Yet, the only one that got even considered by the banlist is Rescue Cat.
Lets compare Junk Synchron and Alien Anmonite. Both are similar enough right? Summon, Revive, Synchro for level 5.
Junk synchron gives access to Junk Warrior(not always used), while Alien Anmonite gives access to Golgar(which is always used.). Each card has access to their own special synchro monster, with its own effect to be abused in one way or another.
Deep Sea Diva gives access to level 5s, but also Gishilnodon.
Debris Dragon is a whole step above, but its restricted by two clauses: It cant make a level 8 by itself, and it can only summon a dragon synchro.
Rescue cat bears the edge over these cards because of the variety of level combination that can be made with itself, and even more now with the new Fiend Diety Roar Beasts. Also, the synchro monsters summoned have no restrictions, like debris dragon.
Also, the fact that rescue cat is the only one that can be tutored as easily through summoner monk and still get its effect off really helps too.
Looking into the past of Rescue cat, it was used one time to primarity summon Level 6s, then the next format to summon level 7s. Now, its still used to summon level 9s and 5s.
Yet, all of the other one card synchros are restricted by themselves to one level range.
One of the reasons Junk and Debris works better than most of the other one card synchro combination is that they have access to a wide range of Synchro monsters, through the use of two different one card synchros.
Yet, the only one that got even considered by the banlist is Rescue Cat.
Lets compare Junk Synchron and Alien Anmonite. Both are similar enough right? Summon, Revive, Synchro for level 5.
Junk synchron gives access to Junk Warrior(not always used), while Alien Anmonite gives access to Golgar(which is always used.). Each card has access to their own special synchro monster, with its own effect to be abused in one way or another.
Deep Sea Diva gives access to level 5s, but also Gishilnodon.
Debris Dragon is a whole step above, but its restricted by two clauses: It cant make a level 8 by itself, and it can only summon a dragon synchro.
Rescue cat bears the edge over these cards because of the variety of level combination that can be made with itself, and even more now with the new Fiend Diety Roar Beasts. Also, the synchro monsters summoned have no restrictions, like debris dragon.
Also, the fact that rescue cat is the only one that can be tutored as easily through summoner monk and still get its effect off really helps too.
Looking into the past of Rescue cat, it was used one time to primarity summon Level 6s, then the next format to summon level 7s. Now, its still used to summon level 9s and 5s.
Yet, all of the other one card synchros are restricted by themselves to one level range.
One of the reasons Junk and Debris works better than most of the other one card synchro combination is that they have access to a wide range of Synchro monsters, through the use of two different one card synchros.
Wednesday, October 28, 2009
Rex Godwin's cards
We all know ABPF will bring with it Godwin's cards he used to line up the Sun dragon and Moon dragon in one turn.
Undoubtedly, this will lead to many people hyping these, and saying how they allow for synchro summon much easier.
But, if you put thought to it, they arent so good.
You use two cards to synchro summon a synchro monster, great.
All of the combo parts find each other. Great
The tuners can be used for every synchro monster. Great.
But what you dont see is that you are going to be eating up 3-4 cards a turn to summon these monsters, and ultimately they wont be on the field for long, especially in this format.
Yes, the sun and moon fetch each other. But one BTH and your whole game is gone.
Looking at the top tier decks recently, none of these are synchro based any longer.
Even if these cards give you easy access to synchro summons of a wide variety, ultimately the deck as a whole will not even make tier 2.
Undoubtedly, this will lead to many people hyping these, and saying how they allow for synchro summon much easier.
But, if you put thought to it, they arent so good.
You use two cards to synchro summon a synchro monster, great.
All of the combo parts find each other. Great
The tuners can be used for every synchro monster. Great.
But what you dont see is that you are going to be eating up 3-4 cards a turn to summon these monsters, and ultimately they wont be on the field for long, especially in this format.
Yes, the sun and moon fetch each other. But one BTH and your whole game is gone.
Looking at the top tier decks recently, none of these are synchro based any longer.
Even if these cards give you easy access to synchro summons of a wide variety, ultimately the deck as a whole will not even make tier 2.
Tuesday, October 27, 2009
Topping Tournaments: The Unconsidered Secret
Everyone loves topping tournaments.
Yes, its not everything in the game, but saying its not something everyone enjoys is wrong.
So you pick up your Lightsworn/Anti-Meta/Blackwings/Zombie/Gladial Beast deck, and head to your local friendly tournament store, and play, play, and play.
But you lose.
Why?
You have perfect build, tested over and over, with super high chance of OTKs and next to no chance of dead draws.
Your team has crunched numbers and figured out every single percentage of drawing comboes and other cards.
On top of that, you didnt misplay a single time. You are considered by many to be one of the best players out there in terms of plays and thinking, and deck building.
But you still lost.
Why?
The answer is luck.
In deck building and playtesting, what you analyze is probability, and how to maximize it, furnishing your deck to have the highest probability of drawing card X or combo Y.
But when it comes down to the tournament, and your games that matter, high probability and good decks really help, but the reason people win or lose is ultimately luck.
Theoretically, you could calculate the probability of you winning with the entire decklist of your deck and the endless comboes and the decklist of the opponent,
but that is just theory. Even if you have a 99.9% of winning, luck can still take over and give the opponent that 0.1%.
That being said it wont happen very often and probally not in tournaments due to other factors(Misplays).
Thus, when building decks, be sure to think of the probability, but do not forget that when it comes time to shine, everything is the luck of the draw and the roll of the dice.
Yes, its not everything in the game, but saying its not something everyone enjoys is wrong.
So you pick up your Lightsworn/Anti-Meta/Blackwings/Zombie/Gladial Beast deck, and head to your local friendly tournament store, and play, play, and play.
But you lose.
Why?
You have perfect build, tested over and over, with super high chance of OTKs and next to no chance of dead draws.
Your team has crunched numbers and figured out every single percentage of drawing comboes and other cards.
On top of that, you didnt misplay a single time. You are considered by many to be one of the best players out there in terms of plays and thinking, and deck building.
But you still lost.
Why?
The answer is luck.
In deck building and playtesting, what you analyze is probability, and how to maximize it, furnishing your deck to have the highest probability of drawing card X or combo Y.
But when it comes down to the tournament, and your games that matter, high probability and good decks really help, but the reason people win or lose is ultimately luck.
Theoretically, you could calculate the probability of you winning with the entire decklist of your deck and the endless comboes and the decklist of the opponent,
but that is just theory. Even if you have a 99.9% of winning, luck can still take over and give the opponent that 0.1%.
That being said it wont happen very often and probally not in tournaments due to other factors(Misplays).
Thus, when building decks, be sure to think of the probability, but do not forget that when it comes time to shine, everything is the luck of the draw and the roll of the dice.
Monday, October 26, 2009
I summon Honest in attack position.
Clearly either the enemy has an honest in their hand, or two, or is trying to bluff his or her way out of a few turns.
OR
They have Broken Blocker set.
OR
They have Broken Blocker set.
Sunday, October 25, 2009
Beckoning Light...
Utilizing Beckoning Light in a Fiend Diety Roar X Dark World deck is suprisingly devastating.
Unfortunately, lately, because of the amount of FDR monsters out there, mixing both decks is becoming harder and harder.
Unfortunately, lately, because of the amount of FDR monsters out there, mixing both decks is becoming harder and harder.
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