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About Resurrection

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    Tomb Keeper
  1. Rank 8 Dark World - No Drag Down

      I appreciate your feedback, but I'm afraid I have to disagree. First of all, your discard outlet count is not taking everything into account. Terrforming counts as an extra Gates. Trade-in gets Grapha into the grave and allows me to draw 2 cards. It doesn't trigger a pop, but if we're being honest Dragged Down sometimes works the same way. If you do it first turn and they pick Grapha, then guess what? You just discarded Grapha and didn't get his effect off.  Sure, you disrupted the opponent and drew a card, but they draw a card too. You're also even on card advantage unless you're counting the Grapha in grave as future card advantage (which would work for Trade-in as well). Drag Down can be a very powerful card, but it asks too much in return IMHO. You have to build the whole monster line-up around it and that just kills all versatility with the deck. Furthermore, getting Grapha in the grave is more important than getting off his destruction effect.The whole reason players run Beiige/Sillva is to get multiple Grapha summons in a turn.   I'm open to incorporating more discard outlets like trance archfiend, but I honestly don't buy the idea that any Dark World deck without Drag Down is automatically bad. This deck has been testing pretty well  against a wide range of decks, including other dark world decks.
  2. Rank 8 Dark World - No Drag Down

        Monsters 17 3x Grapha, The Dragon Lord 3x Malefic Stardust Dragon 1x Sillva, The War Lord 3x Snoww, The Unlight 1x Beiige, The Vanguard 3x Broww, The Huntsman 2x Tour Guide of the Under World 1x Morphing Jar   Spells 16 1x Dark Hole 1x Book of Moon 1x Allure of Darkness 3x Dark World Dealings 3x Trade-In 3x Gates of Dark World 1x Terraforming 2x MST 1x Foolish Burial   Traps: 7 3x Skill Drain 1x Bottomless Trap Hole 1x Compulsory Evacuation Device 1x Torrential Tribute 1x Solemn Warning   Extra Deck: 15 1x Zenmaines 1x Leviathan Dragon 1x Leviar 1x Lavalval Chain 1x Maestroke 1x Master Key Beetle 1x Blackship of Corn 1x Diamond Dire Wolf 1x Gagaga Cowboy 2x Felgrand the Dragon Knight 1x Heliopolis 1x Galaxy Eyes Tachyon Dragon 2x Stardust Dragon   Deck Explanation: Make Felgrand with Graphas/Malefic Stardust. Detach Graphas to use Felgrand's effect. Bounce Dark Worlds to bring back Grapha for card advantage. Use Skill Drain for disruptive plays. That's pretty much the whole deck.   Why no Drag Down? It forces Dark World decks to be too linear. You can't really run monsters without discard effects such as Malefic Stardust. It also isn't as good as people think it is. It replaces the card it takes away. It also breaks even on card advantage if you force them to discard a Dark World. Otherwise, it's a minus 1. I know there's other good things about it (graveyard set up, disrupting plays, discard outlet), but it isn't worth limiting your monster lineup in order to use it effectively.
  3. Degeneration neXt - A Sacksworn Deck

    Here is the latest build with lightsworn archer. It utilizes Collapserpent and Eclipse Wyvern to add JD to hand. It also has some neat rank 4 and lavalval chain plays.   [url=http://postimage.org/][/url] [url=http://postimage.org/]drop it[/url]
  4. Felgrand: Ice

    Would you consider testing Moulinglacia? Seems like getting 5 water monsters in grave shouldn't be that difficult in this deck. You also have some graveyard management in the form of ronintoadin and Tidal. Finally, Moulinglacia is level 8, which means you could potentially Summon Moulinglacia, force your opponent to discard 2 cards, Special Summon Grunard through one of your various recursion cards, and then XYZ into Felgrand.
  5. Chaos Zombies ~ A Dragon's New Life... [January 2014]

    People might be upset at you for posting a deck  in the TCG deck garage based on an OCG card that hasn't been released yet.   Nevertheless, your monster count seems high even for a mill based deck. I think you're trying to do too much in one deck. I would cut the Light Pulsar dragons personally. I don't think they do enough for the Summoning Cost. Maybe play book of moon or a defensive trap of some kind.   Also, this should be pretty obvious but   +1 GORZ!!!!!!!!!!!!!!!!!!!!!!!!
  6. Dragunity Assault Rulers

    http://www.youtube.com/watch?v=-5YSvxgPQf0     Monsters: 20 1x Blaster, Dragon Ruler of Inferno 1x Redox, Dragon Ruler of Boulders 1x Tempest, Dragon Ruler of Storms 1x Tidal, Dragon Ruler of Waterfalls 1x Stardust Assault Mode 3x Flamvell Guard 1x Mythic Water Dragon 1x Mythic Wood Dragon 3x Dragunity Dux 2x Dragunity Phalanx 3x Assault Beast 1x Brotherhood of the Fire Fist - Bear 1x Dragunity Brandistock   Spells: 18 3x Fire Formation - Tenki 3x Dragon Shrine 3x Cards of Consonance 1x Dark Hole 1x Sacred Sword of Seven Stars 1x Book of Moon 1x Foolish Burial 1x Gold Sarcophagus 2x D.D.R - Different Dimension Reincarnation 2x Mystical Space Typhoon   Traps: 2 1x Assault Mode Activate 1x Compulsory Evacuation Device   Extra Deck: 2x Stardust Dragon 1x Crimson Blader 1x Scrap Dragon 1x Colossal Fighter 3x Dragunity Vajrayana 1x Dragunity Gaedearg 1x Mecha Phantom Beast Dracossack 1x Big Eye 1x Maestroke The Symphony Djinn 1x Diamond Dire Wolf 1x Blackship of Corn/ Tiger King 1x Divine Dragon Knight Felgrand   Card Choice Explanations: Dragunity Brandistock - Dragunity Dux can attack twice if need be. 1900 x 2 = 3800 damage, which is something to consider. Doesn't come up often, but I just prefer Brandistock over Corsesca.   1 Assault Mode Activate, 1 Stardust Assault Mode - I stand firmly behind this choice. Far less dead hands this way. I still get it off consistently, but if I happen to draw the Stardust Assault Mode then I just play Dragunity Rulers. I can pitch SDAM with a lot of different cards or just banish it straight out of the hand to summon a dragon. Adding more SDAM or Assault Mode Activates is just straight up win more. Sure you might have a few games where you summon double SDAM, but at the cost of many more games where you draw multiple SDAM in your opening hand. It isn't worth it.
  7. chronomalies

      I have to disagree. Chronomaly has the mermail factor where you can play out of seemingly impossible situations and swing for game. They have access to Rank 4's, Rank 5's, Pleiades, Paladynamo, Hyuk, and 2600-4200 ATK level 4 monsters.  They also can play exceedingly well under vanity's emptiness due to tablet's absurd attack boosts. Heraldics are limited by their own field spell. They can only make psychic type xyzs during the turn you use it. That really impacts the versatility of the deck a lot. There were times when I needed advanced heraldry art, but in order to search for it I couldn't make the XYZ I wanted. Heraldics are also way more vulnerable to Maxx "C"; Advanced Heraldry is an automatic +1 for the opponent if they drop a "C" on you.   Lastly, we shouldn't forget that not all +1's are created equal. Sure you can search for a Heraldic beast off of Leo, but what are they each going to do on their own? Abenconway needs to be dumped in the grave along with another Abenconway to give you a +1. Amphisbaena requires a discard, and you might not always have Leo in hand. Further, if you use the Leo search on summoning Baena you won't be able to get another search off detaching for the XYZ that turn. Chronomaly, on the other hand, can produce more powerful +1's. They are dropping 2600 ATK floaters that search for other 2600 ATK floaters every turn.  I don't think everyone realizes how much value added that attack boost gives to the deck. With the field spell and Nebra Disk I can go +2 in a turn and still have massive flexibility in what I want to make. There's also just way more OTK potential on the Chronomaly side of things. The main reason Heraldics can compete is because of instant beezlebuth, but even then that can only take you so far.   As far as one card answers, they have Crystal Bones, Nebra Disk, and Babylon. Here is comeback I made the other day against a Dark World Phantom of Chaos deck. They wiped out my entire hand and had multiple Grapha/Dark Creator set up. All I had to do was draw Nebra Disk to make a comeback.   http://www.youtube.com/watch?v=slIL01xJtHk&feature=youtu.be
  8. chronomalies

    The deck just has ridiculous OTK potential, XYZ versatility, and gadget-level card advantage. I almost think they have to limit Nebra-disk right away. It's an 1800 gadget/stratos that can search for anything in the deck and can then special summon itself for free. Chronomalies also have essentially 3-6 ROTAs with Crystal Skull and Nebra.   Here is a quick vid from devpro to show how ridiculous tablet really is in the deck. I OTK the guy over a 3000 ATK monster after using upstart goblin and I was STILL could've killed him if he had 4000 more life points.   http://www.youtube.com/watch?v=ZTcl8DyaNQI&feature=youtu.be
  9. Chronomaly Beatdown

      Chain to beezlebuth activation. I think it's been ruled that beezlebuth can only use effect once in a chain. On devpro, I know I was unable to blow up the field twice vs Noble Knights' fully loaded king and I've heard a lot people say that's the presumed official ruling atm.
  10. Chronomaly Beatdown

    http://www.youtube.com/watch?v=ZTcl8DyaNQI&feature=youtu.be   Deck is pretty basic. It plays like Gadgets on steroids thanks to the Nebra/Skull loop. Essentially, you beat down the opponent with 2600-3400 ATK floaters. and XYZ into Rank 4's and 5's to get around problem cards. It's pretty consistent, but I'm still looking for feedback/good tech choices to improve the deck and bring it to the next level. I also could use some help with the trap lineup.       Monsters: 17 3x Chronomaly Nebra Disk 2x Chronomaly Aztec Mask 3x Chronomaly Golden Jet 3x Chronomaly Crystal Skull 2x Cardcar D 2x Effect Veiler 2x Chronomaly Crystal Bones   Spells: 16 3x Upstart Goblin 1x Dark Hole 1x Book of Moon 3x MST 2x Chronomaly City Babylon 3x Chronomaly Pyramid Eye Tablet 3x Pot of Duality   Traps: 7 1x Bottomless Trap Hole 1x Compulsory Evacuation Device 1x Torrential Tribute 1x Solemn Warning 1x Mirror Force 1x Dimensional Prison 1x Vanity's Emptiness   Extra Deck: 15 1x Gaia, Thunder Charger 1x Constellar Pleiades 1x Tiras, Keeper of Genesis 1x Volcasaurus 1x Chronomaly Machu Mech 1x Cowboy 1x Direwolf 1x Blackship 1x S H Ark Knight 1x Noblswarm Beezlebuth 1x Maestroke 1x Zenmaines 1x Chronomaly Fork Hyuk 1x Starliege Paladynamo 1x Gorgonic Guardian     Card Choices: 3x Pyramid tablets - I always would rather draw this card than search it. The reason is that I can continue looping with Nebra-Disk and consistently generate advantage. 2x Effect Veiler - Beezlebuth is a huge problem. Veiler allows me not to commit to the board more than I already do.
  11. Degeneration neXt - A Sacksworn Deck

      I appreciate the post, but this deck is 2 months old already. At the time, Garoth was thought to be triggered by Minerva, which is why he was at 3. Even devpro had it ruled that way. I can update the deck, but right now Chronomaly looks a lot more powerful and my focus is on that.
  12. Ranking card effects

      Atem, it's your board, you can obviously do as you wish. I honestly thought people might be interested in it, but it turns out I was wrong. I don't know why admitting that isn't enough. I suppose we can keep it open so more people can come in and say they're not interested in it, but it seems to be a bit of a waste in my humble opinion. I'd prefer if you delete the thread, but if you feel the need to keep it open there isn't really anything I can do about that.
  13. Ranking card effects

      Grading Scale is a term I use. Many Magic Players seem to use the word "curve" for this (when not using it to refer to Mana)   I'm not familler with Magic but Vanguard had something like this. It split itself into four grades, 0-1-2-3   Grade 3 could have up to 3 skills but if so could only 10000 base power and the third skill was always a small power boost skill. Alternatively, it could have 11000 base power but then it could only have one skill OR two skills and one restriction. Grade 2's maxed out at 10000 Power for the cost of no skills and Grade 1's maxed out at 8000 for the cost of no skills. Grade 1's with the lowest common power, 6000, usually had 1-for-1 skills which were powerful.   The main problem here is that unlike Magic and Vanguard; Your "curve" isn't accounting for cost/condition as noted by many previously.   I've actually been working on a similar project myself. Message me if you're interested in hearing more.   I appreciate the response. I intend to PM you soon. Here's the thing; I actually am taking costs/conditions into account. I'm just not doing it with this list because I think costs and restrictions can be evaluated separately. Just like a powerful effect would cost a certain amount of points, a heavy cost could "buy" some points back.
  14. Ranking card effects

      I appreciate your candor and good intentions. Now let me discuss your points. One of the things I mentioned before was magnitude. Even the weakest  of effects like gaining DEF is potentially broken if a monster could gain 9000 from a single spell or trap during the damage step. Dimension Fusion and RTFDD don't just special summon 1 monster from the Banished Zone. They Summon 5. The reason that effect was placed low on my list is because I compared the effect at the same spell speed and at the same magnitude. Look at something like Miraculous Descent vs Glorious Illusion. They both have similar restrictions, and the same magnitude (1 monster) yet Glorious Illusion is superior in most cases. Why? Because monsters naturally go to the graveyard as part of normal gameplay mechanics. For miraculous descent to consistently be live, you would need to run cards that proactively banish your own monsters.   At any rate,I feel I should be honest about my motives for starting this thread. In truth, this isn't just a list to help me evaluate cards for the metagame. Me and a few other friends have long discussed creating a custom card game expansion to Yugioh. The idea was inspired by the pick 10 system from the Call of Duty franchise. Each player would have a certain amount of points to divide amongst a number of custom cards. Each card effect would have a point value corresponding to how powerful it is. Players would be able to mix and match various effects, costs, and restrictions and create their own unique deck theme that we would play against each other. The custom sets would be made over YVD. I'm sorry I didn't mention this at the outset. I actually thought it would prompt hostile responses to the thread, but at this point I don't think it'll make much of a difference.
  15. Ranking card effects

      This was already addressed in the disclaimer. The purpose was to make a list of which effects are inherently stronger than others (i.e. all things being equal). Of course, the power of a card changes when you add restrictions and costs. However, by evaluating which effects had more inherent value I thought it would be easier to  see which ones might potentially be worth certain costs.   I apologize if no one else found this interesting or useful. I just had fun making the list and thought others might have fun making their own or discussing the actual rankings. My mistake.