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Found 7 results

  1. Train Signal Red

    Train Signal Red "When your opponent's monster declares an attack: You can Special Summon this card from your hand, and if you do, this card becomes the attack target, and you proceed to damage calculation. This card cannot be destroyed by [b]that[/b] battle."       Nice typing, more useful level and generic effect compared to something like Fader - you can actually use it like a regular ygo card as well as a hand trap/attack stop.   Nullifies "when this card deals battle damage" and "destroys a monster by battle" effects like Bear and Gorilla while protecting your weak monsters.   Has cute interactions like forcing a weak monster to suicide into it. Pretty cool if they thought their Lanced guy was safe.     I'm not sure exactly which cards/effects you can use in response to the summon given the unusual effect; that will affect which cards best answer it and when you play them. Maybe it's more simple than it seems and I'm just blanking on it.   Card doesn't actually work how it seemed. =/
  2. Wiretap

            Notable advantages over Seven Tools: No LP cost (obviously); more to Soul Charge with! Vs. Theosophy of the Artifacts - Doesn't destroy it, therefore doesn't trigger it's "Destroy 1 card" effect Seems like Seven Tools is obsolete now.
  3. Hey guys so I have been testing a few versions of the new "Hand" archtype in Dragons of Legend and I have come up with two builds so far. The first idea I had was to put a fire fist engine in the deck in order to have MOAR instant answers and to be able to search some of my beaters/floaters. I reverted the fire engine back to when it played things like tour guide and tengu and went from there. As obvious as it is, fire fist was the most controlling and reactive choice Here was the list: After a bit of testing I had realized that this engine lacked advantage and had no grit game maneuvers. I also realized the synergy that both of these engines lacked together. I decided to take an alternate route with the deck. I chose to put in a new twist. Hero beat came to mind instantly. These engines performed amazingly. The ability to use the hands in tandem with miracle fusion as a pseudo fire or water in order to make NOVA Master or AB Zero has been amazing. After a few days of testing this deck i decided that it was most likely the best version, and the version I would play. Cards like gemini spark and emergency call, cardcar D, and miracle fusion all aid in gaining advantage while simplifying the gamestate. The largest plust i have seen in this version is the abusibility of miracle fusions, gemini sparks for instant plus ones, and THE SKILL DRAIN! Here is the most recent build of the deck that I have engineered. Thanks for your opinions on the deck! Please leave constructive cristicisms below, as well as ideas you may have had for testing on the deck! thanks for the enthusiasm and support in my journey to find the best build of this deck. thanks again guys!!
  4. "Zombie" Exodia

    =========================================================================== [          Monsters: {19}          ]  [            Spells: {21}           ] [ 3 Kuribandit                     ]  [ 3 Monster Reincarnation           ] [ 3 Swift Scarecrow                ]  [ 3 Dark Eruption                   ] [ 3 Cardcar D                      ]  [ 3 Pot of Dichotomy                ] [ 3 Battle Fader                   ]  [ 3 Upstart Goblin                  ] [ 2 Maxx "C"                       ]  [ 3 Pot of Duality                  ] [ 1 Exodia the Forbidden One       ]  [ 2 Dark Factory of Mass Production ] [ 1 Left Arm of the Forbidden One  ]  [ 1 Magical Mallet                  ] [ 1 Left Leg of the Forbidden One  ]  [ 1 Foolish Burial                  ] [ 1 Right Arm of the Forbidden One ]  [ 1 Gold Sarcophagus                ] [ 1 Right Leg of the Forbidden One ]  [                                   ] \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [       Side: {15}      ] [ 3 Hope for Escape     ] [ 3 Reckless Greed      ] [ 3 Accumulated Fortune ] [ 2 Gift Card           ] [ 2 Waboku              ] [ 2 Threatening Roar    ] =========================================================================== https://www.youtube.com/watch?v=CUflIrTSwK8&feature=kp                     Between Chain Burn, and the Quasar decks, there is no possible way this is the correct deck for the event anymore, pretty unfortunate too considering how much time myself and a friend of mine sunk into it. Sideboard plan is to cut every card that mentions the graveyard except Maxx "C" for all the traps, which mostly blanks their Macros/Dfissures/Banishers, and essentially gives you a 2nd game 1 where they don't have the proper cards sided in.   Anyway, back to the drawing board.
  5. DuelistGroundz Live #74         Signing up: Post your DN username in this topic The first 8 players to sign up on this thread are added to the participants list. We will go up to 16 if enough people are interested This DG Live will start as soon as we get 8-16 General rules: TCG, April, 2014 banlist.  Dragons of Legend is legal and all core sets up to LVAL are legal as well. All duels must be hosted without watchers password. Deck changing Is NOT allowed after a won match Remember that you must be in constant contact with the Tournament Hosts Participants: Paraliel / Demersus Junior Bucks / Junior bucks parkerthesackmaster / proberson woodgate4000 / woodgate4000 ZestyAmbition / edschiendlin Sharpman /Sharpman onmercury / Gavony Township Squiddy / noobMan93
  6. DuelistGroundz Live #70           Signing up: Post your DN username in this topic The first 8 players to sign up on this thread are added to the participants list. We will go up to 16 if enough people are interested This DG Live will start once reach 8-16 duelists. General rules: TCG, April, 2014 banlist.  Dragons of Legend is legal and all core sets up to LVAL are legal as well. (NOTE: A few newer cards for the DOL set has been uploaded to Dueling Network if you haven't seen them yet.) All duels must be hosted without watchers password. Deck changing Is NOT allowed after a won match Remember that you must be in constant contact with the Tournament Hosts Participants:                    In Game Name / Forums Name Junior Bucks / Junior Bucks woodgate4000 / dw4000 ExDemolisH / !            Plants! peanutbutterzombie / wowsuchstun dgz/biki / biki Eevee_1994 / Driger94 Xxtrabeast / Xxtrabeast Sharpman / Sharpman
  7.     Okay techincally dragons of legends isn't coming out until 2 days AFTER 2 weeks, but hopefully the mods will allow this :3     Main  3x fire hand 3x ice hand 2x fossil dyna pachy 3x promenience hand 1x rai-oh 3x myrmeleo 2x summoner monk 1x book of moon 1x dark hole 3x lance 2x mst 2x pot of dichtomy 3x upstart goblin 1x BTH 2x COTH 2x dimensional prison 2x fiendish 1x solemn 1x torrential 1x traptrix trap hole nightmare 1x void trap hole   Extra 1x abyss dweller 2x emeral 1x diamond dire 1x exciton 1x cowboy 1x pearl 1x infernal flame vixen 1x lavaval chain 1x meastroke 2x 101 1x number 106: MAXIMUM BRO-FIST 1x blackship 1x crazy box   Side 1x black horn 2x dust tornado 2x IIW 2x memory 2x mirror force 2x overworked 2x skill drain 2x trap stun.          So after seeing the cards revealed on the yugioh blog and reading a few pages on single card discussion, I decided to make my own hand control deck.  Then I played a few matches on unrated and apparently I made it a fad now.  So I decided to TCGify it (I want supply unit ;.; ) and post it here.          Idea is pretty simple.  Use the offensive floating powers of the hands to control the field, along with a bunch of other good control monsters.  Emeral, dichtomy, and exodius are there to recycle the hands to contiue the floater loop as long as possible.  Using D. prison over mirror force because cards that can avoid destruction really put a damper to this deck (ie beelze or stardust).  Call of the haunted makes a mst with myrmeleo.  It also helps revive the floater line if your opponent manages to end it prematurely.  Plus if you summon a fire hand with it, your opponent will have to choose whether to continue the atk and lose their monster, or stop and let you have fire hand on the field for your own combos.     Feel free to Comment on this post   Also yes I probably should take out 106 if its a TCG tourney deck.  But it's so fitting with the deck type .-.
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