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Found 3 results

  1. Key Plus Words

    http://www.youtube.com/watch?v=Y8IwLZkdFVg   [spoiler] [/spoiler]         So, I went to WCQ Nice in France with this deck and ended in 4-2 in top 8 (for only 38 people, unfortunately...) I beat a DW, a Mermail, a Fire Fist and a Reptile Xyz (that uses a Gentlemander Lock: http://yugioh.wikia.com/wiki/Gentlemander). I lost to a Fire Fist that drew absolutely everything and won 2-0 at round 3 (Full trap for the first game with  0 Typhoon/0 Stun for me and 2 Maxx + 3 Veiler for game 2.) and the second loss is against a Garden Control (with Bear, Wind-Up Rabbit, Evilswarm Thunderbird, Tenkis, Compulsory Escape Device etc.) with full-ST hands to struggle in grind games.   --   I was first reluctant to play Instant Fusion at first because of the cost; however, after some days testing, I think I won't be able to play another card, since this is both a LV3 and a LV4 topdeck. I hadn't enough LP to activate it only once during the tournament round 6 against the Garden Control.   2 Gelatos were enough. I hadn't any problem with this ratio; especially since Palooza and Mewfeuille are at 2 as well. I nearly always managed to get a Palooza/Mew when I drew a Gelato. This made the moves pretty fluent and allowed to avoid most bad hands.   I was first playing 41 with 2 Effect Veiler, but after a few games, 2 Veiler were really cloggy and most of the time, 1 copy was clearly enough since the deck can OTK very quickly. I just moved a Veiler to the side and the tests after that were really pleasant.   For the side deck, I tried Chain Destruction to get rid of some deck's boss monsters, like, Yamato, Medraut, Bear, Wolfbark etc. It does not destroy the summoned one, but this card still appeared to be pretty game breaking; especially since Forbidden Lance does not even work against it. I dropped it against the Fire Fist I beat on his Dragons and the Reptile Xyz (I aimed to use it on Masked Chameleon, but ended to use it on Gentlemander.)   --   In the end, except for the 2 matchs I lost, the whole deck was working without any difficulty. I'm just mad I didn't play any Bujin, Noble Knight or Geargia since I was waiting for them.   I think I'll remove the 2 Mind Crush for Mind Drains, but I'm not sure yet. Also considering to move the Chain Destructions out if I find a more interesting side card.   Thoughts?
  2. Airplanes

    http://www.youtube.com/watch?v=kn6-c223DUU   [spoiler] The side deck isn't accurate though. [/spoiler]   16 3 Madolche Magileine 3 Madolche Hootcake 2 Madolche Messengelato 1 Madolche Mewfeuille 3 Maxx "C" 2 Effect Veiler 1 Cardcar D 1 Thunder King Rai-Oh   13 3 Pot of Duality 2 Upstart Goblin 2 Mystical Space Typhoon 2 Madolche Chateau 1 Madolche Ticket 1 Dark Hole 1 Book of Moon 1 Forbidden Lance   11 2 Trap Stun 2 Dimensional Prison 2 Mirror Force 1 Torrential Tribute 1 Bottomless Trap Hole 1 Compulsory Evacuation Device 1 Solemn Warning 1 Madolche Palooza   2 Madolche Queen Tiaramisu 1 Gagaga Cowboy 1 Abyss Dweller 1 Maestroke, the Symphony Djinn 1 Diamond Dire Wolf 1 Heroic Champion Excalibur 1 Fairy King Albverdich 1 Number 85: Crazy Box 1 Wind-Up Zenmaines 1 M-X-Saber Invoker 1 Temtempo, the Percussion Djinn 1 Leviair, the Sea Dragon 1 Soul of Silvermountain 1 Ally of Justice Catastor   The "basic" loop to do is:   Normal Mewfeuille; spe Hootcake. Hootcake eff: special Gelato and fetch Chateau/Ticket.   Overlay Mew and Hoot to special MX-Saber (Leviair if you banished Gelato for Hoot's eff.) and special Gelato from deck (or banished if Leviair.) Overlay Gelatos into Tiara.   I decided to keep the 2 Chateau/1 Ticket ratio to avoid drawing them too much. And since it can easily be fetched/recycled, it isn't a great loss. Plus, playing 2 Chateau allows to swap Field to trigger Tiara's eff.   For the next format, I thought 2 Typhoon, 2 Lance, but also 2 Trap Stun to allow Tiara to be more efficient. It's been testing pretty well for the moment.   I decided to max Veiler and Maxx as running 2/3 or 2/2 always pissed me because I didn't draw any of them enough.   Thoughts?
  3. Raindrops

    http://www.youtube.com/watch?v=4Dz6m6zvPXw                             Bad Monsters:     3 Genex Ally Birdman 3 Cardcar D 2 Maxx "c" 1 Luster Dragon 1 Wattaildragon 1 Curse of Dragon   Good Monsters:     3 Hieratic Dragon of Tefnuit 3 Hieratic Dragon of Su 3 Hieratic Dragon of Eset 3 Hieratic Dragon of Nebthet 1 Griz The Emminary of Dimness 1 Red-Eyes Dark Metal Dragon 1 Tragoedia 1 Koa'ki Meiru Drago   Green Cards:     3 Forbidden Lance 2 Mystical Space Typhoon 2 A Wing Beat of Giant Dragon 2 Hieratic Seal of Convocation 1 Monster Reborn 1 Heavy Storm 1 One Day of Peace 1 Allure of Darkness   The Blacks and the Whites:       3 Hieratic Dragon of Atum 3 Gaia Dragon, the Thunder Charger 1 Tiras Keeper of Genesis 1 Volcano Dinosaur 1 Photon Steak Eater 1 Inzektor Exa-Beetle 1 Swordbreaker/Gustaph Max 1 Number 25: Force Focus 1 Stardust Dragon 1 Scrap Dragon 1 Crimson Blader   Sideboard:     3 Dimensional Fissure 2 Prohibition 2 Smashing Ground 2 Mirror Force 2 Threatening Roar 2 Snowman Eater 1 Mystical Space Typhoon 1 Dark Hole     Win Condition:   In short, the deck wins by making a push your opponent cannot handle.  Game 1 that almost always means putting 8000 on board.  Game 2 and 3 after your opponent has thoroughly screwed up their deck by siding in cards that don't work against this deck, you can usually just make a tiras or stardust and win (but you usually just kill them).  As a general rule of thumb, if you combo'd and lost you probably misplayed when combo-ing.  There are very few times where you can't put 8k on board, but there certainly are times.   I assume everyone reading this knows how the deck combos, if not I can explain that.   I am currently satisfied with the monster line up except for 4 cards.  And I feel like those are the only 4 cards that are even close to debateworthy.  2 Maxx "c", Tragoedia, and Griz.   Maxx "c":  When this card is resolved EFFECTIVELY it will usually win you the game.  Othertimes it becomes a crappy version of a fog, where I'd almost rather swift scarecrow or threatening roar, because all it does it let me barely squeak by to my next draw phase.   Tragoedia/Griz: I didn't know how much I hated these cards until I started playing the deck.  If you drop them and then have to combo you're forced to use your normal summon, which makes you far more vulnerable to real backrow, and they don't even add anything to your combo, they just make it more inconvenient.  They also only serve as fogs vs Water and they'll just get popped by bear vs fire.     I am not denying the legitimacy of these cards, they out problem cards like thunder king.  They can totally shift control of the game in your favor.  They can singlehandedly win the game for you, especially in conjunction with maxx "c".  But those moments are very few and far between.   Green Cards:   I am just seeing how I like the deck without duality, if I were to put it in, I'd cut a combination of the above mentioned cards for it.  I haven't had an issue getting to my combo at all with the deck.  And duality is a dead card on the turn you have to combo, whereas mst/wingbeat/lance is not, maxx "c" is even better than duality on the turn you have to push.   Everything else should be self-explanatory.   Black and White Cards:   Crimson Blader stuns water for a turn and let's you push effectively without having a perfect combo.  If I end up grudgingly running Tragoedia I will play Gustaph Max, if not I'll probably play SwordBreaker and Crimson Blader.       Sideboard:   Purple cards are good.   Dimensional Fissure is good.   Not sure how snowman eater is, but it could be aight.   Removal is good.   Decree is good, but I am currently questioning it.   Thoughts/Comments concerns?   *All pictures were taken under the influence of Ambien