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Showing content with the highest reputation on 05/18/18 in all areas

  1. 1 point
    btw with new end of match procedures diabolos dmg pushes just became even better
  2. 1 point
    At the moment, I feel like Sylvan-Ra farm using the Power of the Tributed skill is the best and most effective way to farm Jesse, with a very high success % and very quick farm (you can finish within 4 turns most of the time). You want to essentially set your deck up through Guardioaks and Lotuswains to be able to mill a bunch of Marshleafs in your last turn to clear your opponents board and normal a Ra. In your opponents last turn he may special summon a crystal beast through Crystal Promise and then set a crystal beast too, so if you dont manage resources and simply tribute a Ra and summon a Carrotweight Champion from graveyard, you wont be able to get a 10k hit in. He also runs 1 Crystal Conclave which lets him bounce your monsters to hand so make sure to play around this card. You can also tech in Arrivalrivals in place of a Lotuswain, it just sometimes makes your farms a turn slower. This will allow you to use your big Sylvans to attack and clear your opponents board first, and then summon Ra in your Battle Phase. Decklist in text: Decklist picture:
  3. 1 point
    You've been shafted there's no way you can rescue this. I'd go to the professor, take a journal search in whatever journal database you use, and show him there's actually no relevant research articles for you to cite on this and beg and grovel for something that there's legitimate cite-able research for. Professors are good people if you say "well there's no papers on this" which is an actually great excuse they'll be fair and help you change the topic. Literally those two things sounds like you're playing boggle or some sort of word association game. Idk what the original assignment specification is and whether it's about death penalty or the environment or some random assignment in general, but try and come up with some alternative options for your grovel session you can ask to research instead.
  4. 1 point
    Q: What happens if I am not done with my Match after 40 minutes? UPDATED! A: Starting on June 1st, 2018, all Yu-Gi-Oh! TCG Organized Play will use brand-new End of Match procedures. Duelists should familiarize themselves with the new End of Match procedures prior to attending any event. Sometimes a Match will not be finished when the time ends for a round. If this happens, it is both Duelists' responsibility to note whose turn it is when time is called. Duelists who require assistance with the End of Match procedures should raise their hand and call for a judge. The judge should be notified that the Match is ongoing and whose turn it is. The judge may or may not stay to supervise the End of Match procedure, but should ensure that both Duelists understand the following procedures. End of Match procedures should follow these three (3) rules: Rule #1: If time is called while Duelists are in the middle of a Game, the current Game must have a decision (Win, Loss, or Draw) Rule #2: Once the current Game has concluded with a decision, determine the winner of the Match by determining the number of Game Wins (or Game Losses) each Duelist has for the current Match. The Duelist with the most Game Wins will win the Match. Swiss Rounds: If both Duelists have the same number of Game Wins, or if time was called in between games of a Match when both Duelists had the same number of Game Wins, then the Match is a Draw. Single-Elimination Rounds: If both Duelists have the same number of Game Wins, or if time is called in between Games of a Match while both Duelists have the same number of Game Wins, they will begin a new Duel with specific guidelines. Neither Duelist may use his or her Side Deck. If time was called in between Games of a Match and at least one Duelist has already accessed his or her Side Deck, then both Duelists may use their Side Deck. Duelists must use a random method (die roll, coin flip, etc.) to determine who will go first. The Duel will continue for a total of four (4) turns, two (2) turns for each Duelist, unless a Duelist manages to win the Duel before the four (4) turns have concluded. A "turn" is defined as the start of the Draw Phase until the end of the End Phase for a single Duelist. Once the four (4) turns are completed, Life Point totals are compared and the Duelist with the highest Life Point total wins the Match. If both Duelists' Life Points are the same after the four (4) turns are completed, then play will continue on a turn-by-turn basis, with the Duelist with the most Life Points at the end of a turn being declared the winner of that Game. Rule #3: If a win condition occurs during End of Match Procedures, that Duelist wins the current Game. Keeping these three (3) rules in mind, please follow these instructions when proceeding to End of Match procedures: Continue with the current Phase of the Game. Once the Phase is over, stop the game. Determine a Game Winner at this point, with the Duelist with the most Life Points winning the Game. During Swiss Rounds, if both Duelists' Life Points are the same, the Game is a Draw. Compare Game Wins with the Duelist with the most Game Wins winning the Match. If the Game Win totals are the same, the Match is a Draw. During Single-Elimination, if both Duelists' Life Points are the same at the end of the current Phase (Step 1 above), finish the current turn. If both Duelists' Life Points are the same at the end of the turn, then play will continue on a turn-by-turn basis, with the Duelist with the most Life Points at the end of a turn being declared the winner of that Game. Match Draws cannot occur during Single-Elimination Rounds.
  5. 1 point
    Legit just go to an event, side in 5 +3k life points game 2 if game 1 took more than 25 minutes, then if you draw a single one of those cards just start slow playing. Legit I'm pretty sure I can stall any single one of my turns out for 5-10 minutes just by asking for a response after every interaction then taking a deep breath/shuffling my hand, playing another card/leaving a phase and keep going. If you watch the clock and you have a LP lead you can almost certainly stall until an opponent can't take their battle phase and put their life above yours, it's pretty much a joke.
  6. 1 point
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