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About Honest

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    Underworld Duelist
  1. Heya, I quit Yu-Gi-Oh a long time ago, but have recently been playing around in a deckbuilder, as one does every so often. I have been looking for a way to utilize effects of face-up spell cards which can be repeatedly activated, such as Inspection. I know Inspection in particular has been used to pay life points for Self Destruct Button, Last Turn, Reversal Quiz, etc., but have there ever been any other combos with it, or similar cards, which take advantage of its repeated effect activations (i.e., gaining counters, increasing life points, dealing damage, or discarding an opponent's cards when the effect of a face-up card is activated)? Inspection is just an example; these don't actually have to be standby phase viable. Alternatively, is there a repeatable way to return a monster to your hand to obtain some similar benefit, i.e., a Cannon Soldier that returns instead of tributing?
  2. A PSY-Frame Concept

    I think these are great cards for the deck, but in my opinion they've never quite been able to make the cut. It's not terribly common for Omega to find a shortage of work in the early game; the first couple of turns are usually dedicated to looping Mezukis, in order to develop additional Omegas as quickly as possible (exceptions exist). Since the PSY-Frames already contribute a large number of reactive cards, I think most of our remaining slots should focus on strengthening the deck's early game ceiling rather than its late game Omega synergy. Foolish Burial Goods falls far enough into the latter category, I think, to exclude it, especially since the benefit of the immediate search is dampened by revealing the added PSY-Frame to the opponent. It gains bonus points for being a Spell Card, but sharing a similar fate to Gold Sarcophagus, I think it ultimately gets cut for early game optimization. I've found Pot of Desires to be deceptively situational in this deck. Like Foolish Burial Goods, you noticed that it synergizes with Omega, so it's a really good first turn follow up to plays that produce Omegas in excess of banished targets, such as Summoner Monk + Spell Card, Spiritmaster + Foolish Burial, and Solitare + opponent's Maxx "C" + Gamma, but apart from these, I actually think its risk/reward trade off in this deck is rather poor. Respecting Drivers is an important consideration when running two, and several other cards could be an unfortunate loss in the early game (less so once enough Omegas are in play to start branching out from Mezuki recycling duty). I originally suspected that Pot would still be good enough despite the risk of being forced to play it before establishing an Omega, but it turns out playing it afterward isn't always wonderful either, as the power plays in this deck mostly originate in the Graveyard, not the hand, and the "once per turn" restrictions on the Zombies tend to be more of a tempo bottleneck to Graveyard setup than running out of cards in hand. I could be wrong about this, but so far I haven't found Pot to be more useful than any of the 39 cards that made it into the posted version of the deck.
  3. I'll be playing Chain Burn with 3x Mirage and 3x Fairy Wind in your format.
  4. A PSY-Frame Concept

    I've been working on a PSY-Frame deck attempting to overcome the archetype's usual weakness of being fundamentally reactive. The standard Yosenju hybrid is one such attempt, but its proactive contribution, while a step in the right direction, doesn't strike me as overwhelmingly strong. My idea is to employ Shiranuis instead, to serve as the deck's proactive front-end. On the opponent's turn, the deck should do PSY-Frame things. The goal on my turn is usually to vomit out as many Omegas as possible. http://imgur.com/a/TTGm5 PSY-Frame Driver - 2 PSY-Framegear Delta - 3 PSY-Framegear Gamma - 3 PSY-Framegear Beta - 2 Shiranui Solitare - 3 Shiranui Spiritmaster - 1 Shiranui Spectralsword - 1 Unizombie - 2 Mezuki - 3 Goblin Zombie - 1 Bone Crusher - 1 Summoner Monk - 2 PSY-Frame Circuit - 2 Psychic Feel Zone - 3 Foolish Burial - 1 Burial from a Different Dimension - 1 Raigeki - 1 Twin Twister - 3 Dimensional Fissure - 1 Upstart Goblin - 1 PSY-Frame Overload - 2 Treacherous Trap Hole - 1 HTS Psyhemuth - 1 Shiranui Samuraisaga - 1 Black Rose Dragon - 1 PSY-Framelord Zeta - 1 PSY-Framelord Omega - 3 Shiranui Shogunsaga - 1 Scarlight Red Dragon Archfiend - 1 Shiranui Sunsaga - 1 Number 80: Rhapsody in Berserk - 1 Traptrix Rafflesia - 1 Abyss Dweller - 1 Castel, the Skyblaster Musketeer - 1 Number 23: Lancelot, Dark Knight of the Underworld - 1 A great play when going second is Delta or Gamma + Psychic Feel Zone. Opening plays when going first include: - Solitare (Normal Summon Solitare -> search Unizombie -> dump Mezuki -> revive Solitare -> synch Omega -> return Mezuki to grave, which sets up for additional free Omegas to be Summoned each subsequent turn with no further commitment from hand) - Summoner Monk + Spell Card (search Solitare -> search Unizombie -> dump Mezuki -> synch Omega for a similar result; can also get a free search with Goblin Zombie every turn if Foolish Burial is also drawn) - Unizombie + Foolish Burial (send Goblin Zombie and Mezuki, similar result including Goblin Zombie searches) - Spiritmaster + Foolish Burial (send Solitare, similar result but without searches) Starting from any of these (or some less frequent) lines, the Shiranui engine is self perpetuating through Mezuki recycling. Spectralsword hitting the grave opens an extra array of options. Dimensional Fissure does the same by opening a route to use secondary Shiranui effects, and isn't extremely burdensome once the deck has an Omega or two in play to return banished cards. XYZ Summoning is also an option to get, i.e., a Mezuki from hand to grave under Dimensional Fissure. I don't actively play YGO anymore and have not put any serious time into testing. The deck was built mostly on theory. Still, I figured there was a small chance someone would find the concept interesting, and possibly put it to use or contribute to it before the upcoming Extra Deck rule overhaul.
  5. Thank you, is this mechanic reflected in any official (preferably TCG) rulings or other sources?
  6. Player B controls no monsters. Player A activates the effect of Cannon Soldier ("the effect of" hereafter assumed). Player B chains PSY-Framegear Gamma. Player A chains Maxx "C." Can Player B chain the copy of PSY-Framegear Gamma whose effect is already on the Chain, so that the Chain would be "CL1 A's Cannon Soldier -> CL2 B's PSY-Framegear Gamma -> CL3 A's Maxx 'C' -> CL4 B's PSY-Framegear Gamma (same copy as CL2)"? Similarly, is the Chain "CL1 A's Card of Demise -> CL2 B's PSY-Framegear Delta -> CL3 A's Chain Strike -> CL4 B's PSY-Framegear Delta (same copy as CL2)" legal? DevPro (OCG) and DevPro chat (probably TCG minded, but not particularly credible) both say no, for what it's worth, but I can't think of a game mechanic or parallel ruling that would prohibit it. If these Chains are legal, would a second copy of PSY-Frame Driver be Special Summoned during the resolution of Chain Link 2? It's not clear that this is covered by PSCT, unless being able to Special Summon both "PSY" monsters together falls under "conditions other than target requirements," in which case the absence of a specific note would indicate that one "PSY" monster can be Summoned even if the other cannot (obviously Chain Link 1 would not be negated in this case), but I can't say I'm persuaded that this mechanic is applicable to the question.
  7. Hmm, I suppose a potentially helpful insight would be Thousand Eyes Restrict. Surely since its unban someone has questioned what happens to the targeted monster if TER is not face-up on the field when its effect resolves. Google provides conflicting and quite old responses to the question, and nothing backed by an official source.
  8. I was comparing it (loosely) to the OCG Destiny Hero Plasma ruling: If an effect like "Book of Moon" or "Ring of Destruction" is Chained to the effect of "Destiny Hero - Plasma"/"Relinquished"/"Thousand-Eyes Restrict"/etc so that "Destiny Hero - Plasma" is not face-up on the field at resolution, then the effect of "Destiny Hero - Plasma" etc is not negated and it is still applied. However, the opponent's monster cannot be equipped to "Destiny Hero - Plasma" etc, so the monster is sent from the opponent's Monster Card Zone to the Graveyard. In addition to it being an OCG ruling, I don't know if it's appropriate to extrapolate from this to Rainbow Kuriboh, but that's the game mechanic I had in mind.
  9. So "that monster" means the target does not have to meet its targeting conditions, but does have to be a monster at resolution? So "CL1 Rainbow Kuriboh (1st effect) -> CL2 Mirror Force" will allow Rainbow Kuriboh to resolve and send itself to the Graveyard (unless the attacking monster was, i.e., a Trap Monster), while "CL1 Rainbow Kuriboh (1st effect) -> CL2 Psy-Frame Overload or Compulsory Evacuation Device or Phoenix Wing Wind Blast (targeting the attacking monster)" will cause Rainbow Kuriboh's effect to disappear, because the game cannot determine whether it is a monster?
  10. Rainbow Kuriboh's first effect is "When an opponent's monster declares an attack: You can target that attacking monster; equip this card from your hand to that monster. It cannot attack." Does "equip...to that monster" carry the same meaning as "equip...to that target," as opposed to "equip...to it"? For example, if Player A activates the first effect of Rainbow Kuriboh and then chains either Blazing Mirror Force or Magic Cylinder, does Rainbow Kuriboh's effect disappear (and the Rainbow Kuriboh remain in Player A's hand), since its target is no longer an attacking monster?
  11. circle of the fire kings ensures the number changed twice, not changed zero times.   At least upon first glance, I think we actually have to say that the number of monsters changed zero times, according to how Yugioh usually defines timing, since the addition and removal of the monsters are separated in the card text by "and if you do."  Of course, the nature of logical or even temporal divisions within officially-simultaneous events is a rather deep and largely unexplored subject in the game (I'll open a topic for discussion at some point to try to pin down all the questions we (I?) don't know about it).   I'm not sure if timing is the relevant standard though.  The real question seems to be how often the game takes cognizance of the game state to determine if a replay should occur.  Immediately before the replay would occur (the start of each open game state)?  After each Chain resolves?  After each Chain link resolves?  After each simultaneous event within a Chain link resolves?  Intrasimultaneously in some way? That's what my third question is trying to pin down.
  12.   Yes, and AFAIK even a new instance of the same physical card will be treated as a different card by the game (Cunning of the Six Samurai plays come to mind).     Okay, I wasn't sure about this part and couldn't find any rulings to support it.  I suppose it's just a consensus that's emerged from judges handling actual situations, rather than coming from Konami directly.   I noticed this statement is unqualified.  Does this mean it is intended to be applied to Star Eater VS Ghostrick Mansion replays as well (the events that need the replay rule to apply occur immediately after the attack target is selected, but the replay rule waits for the next open gamestate, which would be after the attack response activation timing and any successive response Chains)?
  13. At what timing, and under what conditions, do replays occur?   1)  The usual answer to the question of timing is that the replay occurs after the Chain in which a replay condition is met resolves.  Wikia adds to this, "however, after that Chain resolves, if a new effect ends up activating as a result of a monster(s) being Normal or Special Summoned during that Chain, the replay will be postponed until this new Chain resolves," but fails to cite an official source.  Do we have any info on this from official rulings?  Does the replay occur after the current Chain resolves, after the current Chain plus all consecutive response Chain(s) resolve, or is there something special about the case where a monster is Summoned during the current Chain?   2)  At the beginning of an attack (prior to the attack response activation timing), when is the game state checked for the purpose of determining if a replay condition has been met?  If we were programming Yugioh, in order to implement replay condition checking, we would need to store an initial game state, and compare it against later game states as the Battle Step progressed.  For the beginning of the attack, consider the following model:   - An attack is declared, and the player selects which monster will attack. - Continuous Effects which grant non-maintainance costs to attacks are applied (Mist Valley Falcon, Dark Elf, Gravekeeper's Servant, etc.).  Any further Continuous Effects affected as a result are applied or removed (Mist Valley Falcon returns Mark of the Rose, switching control of a monster, causing Remove Brainwashing to apply, etc.).  "If/when...attacks/is attacked" Continuous Effects such as Star Eater's are not applied yet. - The player selects the attack target, and the game state is recorded (the order of these two should not matter, as far as I can tell, since replay conditions aren't specific to the actual attack target). - "If/when...attacks/is attacked" Continuous Effects such as Star Eater's are applied.  Any further Continuous Effects affected as a result are applied or removed (Star Eater becomes unaffected by the effect of Ghostrick Mansion, etc.). - The current game state is compared with the recorded game state.  If any replay conditions are satisfied, a replay is now pending. - A replay occurs if one is pending (the attacking player selects an attack target or cancels the attack, and if the former, the current gamestate is recorded over the old one). - Non-continuous effects may be activated, beginning with triggered effects, according to the Fast Effect Timing flow chart.   The goal of this model is to harmonize http://www.pojo.biz/board/showthread.php?t=916974 and Example 5 from http://yugioh.wikia.com/wiki/Replay.  I'm not sure if they're supposed to be harmonized though, or if the Mist Valley Falcon ruling is simply outdated, which would condense the model into:   - An attack is declared, the player selects which monster will attack and the attack target, and the game state is recorded. - All Continuous Effects are applied.  Any further Continuous Effects affected as a result are applied or removed. - The current game state is compared with the recorded game state.  If any replay conditions are satisfied, a replay is now pending. - A replay occurs if one is pending. - Non-continuous effects may be activated, beginning with triggered effects, according to the Fast Effect Timing flow chart.   In the TCG, is the first model (attack targeting separated), or the second model (attack targeting as part of attack declaration) closer to how we should be thinking about this?  In the case of Star Eater VS Ghostrick Mansion, are the models correct to have the replay occur before the attack response activation timing rather than after?  If so, is there even an attack response activation timing, assuming the player chooses to continue the attack?   3) After this beginning portion of the attack, the question is when to compare the current game state with the recorded game state.  Will a replay occur if a replay condition is no longer met at the end of the current Chain?   - Player A controls Axe Raider, a set Dummy Golem, and a set W Nebula Meteorite.  Player B controls Baby Dragon, and a set Dummy Golem.  Player A attacks Baby Dragon with Axe Raider, and activates and resolves W Nebula Meteorite (no replay is triggered on this Chain).  On the following Chain, Player A's Dummy Golem is Chain link 1 and Player B's is Chain link 2.  Each player takes control of the other's Dummy Golem when resolving each Chain link, so that at the end of the Chain, no new potential attack targets are present. - Player A controls Aitsu.  Player B controls a set Gravity Bind.  Player A attacks directly with Aitsu, and activates Mystical Space Typhoon, targeting the set Gravity Bind.  Player B Chains Gravity Bind.  Gravity Bind resolves, followed by MST. - Player A controls Shadowslayer.  Player B controls Boneheimer (Attack Position) and a set Desert Sunlight.  Player A attacks Boneheimer with Shadowslayer and activates the first effect of Enemy Controller, targeting Boneheimer.  Player B Chains Desert Sunlight.  Desert Sunlight switches Boneheimer to Defense Position, and Enemy Controller switches it back.   If so, will a replay also occur if a replay condition is no longer met at the end of the current Chain link?   - Player A controls Ancient Brain.  Player B controls Big Whale, and a set High Tide on Fire Island.  Player A attacks Big Whale with Ancient Brain.  Player B activates High Tide on Fire Island, Special Summoning only 1 Sinister Serpent, then destroying it.
  14.   A great first step is reading all of the policy documents.  Then you can ask your remaining questions to the head judge of a given event.  You aren't going to get a satisfactory answer if you ask the general question you've asked here though.  You need to have specific questions, as what is appropriate behavior at an event is a deep topic with many facets.
  15. Have A Question? Ask it here.

    Is there a decent active chat room for either general Yugioh discussion, or (more importantly IMO) ruling discussion.  Back in the day there were the YVD related IRC channels, with Corpse and the others available for real time ruling discussion.  DN chat is aids not to mention very difficult to read because of the Web page design.  Is there anything better?