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Found 69 results

  1. Yugioh Section

    With the Yu-Gi-Oh decklist post, can you make it to where when you are typing in a card, it should show cards that have the spelling as it?
  2. dark hole

    hey guys markus here, just wanted to tell u guys about this card dark hole. there's a lot of cool things about this card, maybe u have heard of it if you have kept up with the game recently. let me tell u, it is pretty strong. it's so strong that u can play dark hole and then summon ur monster on the field and u can attack them and they have no monsters if u play ur cards right but u got to be careful because u dont want them to chain mst or maybe activate dark bribe because that would raelly suck. then u lose this card and its green and green is a pretty cool color so you don't want that to go to waste, but maybe its alright if u are color blind of something. so yeah that's all i have to say about dark hole, it's pretty cool and you can activate it RIGHT in your hand??? isn't that cool? thanks for reading my thread. cya duelists.
  3. Before I even start this post I just want people know I am not the creator of this game or affiliated with it in anyway so I am not self advertising my website. Just a person who plays on it and would like more people to know it exists. With that said this seems to be a yugioh game that gets overlooked by almost everyone in favor of the more well known mainstream ones. Its a really unique one that plays like the older GBA style games where you had a map you walked on, characters you controlled and just a place to explore in general. All other yugioh games are just lobbies where you click "Duel" and one begins and it is convenient and straight forward but its nice to have some uniqueness and variety now and then. Some features of Duel Monsters Genesis include: Speed Duels, Turbo Duels, Tag Team Duels, Free For All Duels, A world map to explore and various dueling areas, Character customization and custom avatars, Custom attack names and summon chants for monsters, cards usable from the anime and video game series that did not have TCG/OCG prints and so much more! Don't get me wrong its great playing those ones and I don't want anyone to stop playing them but I at least want this game to have its fair shot to see if people would enjoy the aesthetic of it. I've played on this game for years now and it still hasent lost its charm, the only thing its lost is its high player base and so sometimes its hard to even find a duel anymore which is extremely saddening. In order to play the game you need BYOND and to have an account so ill leave that in here as well. http://www.byond.com/download/ https://secure.byond.com/Join and after that you can either find the game in the BYOND pager by name to join it, the pager has been opened already in your toolbar so you gotta go right click it and hit Open or it wont open automatically. You can also join it from the website link if you dont want to use the pager http://www.byond.com/games/EternalDuelistSoul/DuelMonstersGenesis When you join the game you may see a black screen and lag for a while but thats normal. The game is on an older program and takes time to load everything in for your first time or when a major update hits the game. The game can take some getting used to so ill leave this rather handy video guide someone made for the game. It may be missing a few things but if so don't be afraid to ask anyone in the game for help. https://www.youtube.com/watch?v=uuIVkF_eAOY
  4. Altergeist - Deck Discussion

    Altergiest is a linked based archetype of female Spellcaster monsters used by Emma Bessho in the Yu-Gi-Oh! VRAINS anime that debuted in the yugioh ocg and tcg in the booster pack Circuit Break. Since release, it has developed a place in the meta as it has gained support(in Flames of Destruction in particular) and the meta has evolved. Fun fact: The name "Altergeist" is portmanteau of the word Alter and poltergeist implying they are meant to be evil spirits and among the various members they are named after both female mythological creatures/goddesses and computer terminology. I. Monsters a. Theme Effect Monsters Altergeist Meluseek WATER Level 1 Spellcaster/Effect 500/300 This card can attack directly. When this card inflicts battle damage to your opponent: You can target 1 card your opponent controls; send it to the GY. If this card is sent from the field to the GY: You can add 1 "Altergeist" monster from your Deck to your hand, except "Altergeist Meluseek". You can only use this effect of "Altergeist Meluseek" once per turn. Altergeist Silquitous WIND Level 2 Spellcaster/Effect 800/1500 (Quick Effect): You can Return 1 other "Altergeist" card you control to the hand, then target 1 card your opponent controls; Return it to the hand. If this card is sent from the field to the GY: You can target 1 "Altergeist" Trap in your GY; add that card to your hand. You can only use each effect of "Altergeist Silquitous" once per turn. Altergeist Marionetter LIGHT Level 4 Spellcaster/Effect 1600/1700 When this card is Normal Summoned: You can Set 1 "Altergeist" Trap directly from your Deck to your Spell & Trap Zone. You can target 1 "Altergeist" card you control and 1 "Altergeist" monster in your GY; send that card on the field to the GY, and if you do, Special Summon that other monster from your GY. You can only use this effect of "Altergeist Marionetter" once per turn. Altergeist Multifaker DARK Level 3 Spellcaster/Effect 1200 / 800 If you activate a Trap Card (except during the Damage Step): You can Special Summon this card from your hand. If this card is Special Summoned: You can Special Summon 1 "Altergeist" monster from your Deck in Defense Position, except "Altergeist Multifaker". You cannot Special Summon monsters the turn you activate this effect, except "Altergeist" monsters. You can only use each effect of "Altergeist Multifaker" once per turn. Altergeist Kunquery EARTH Level 5 Spellcaster/Effect 0 / 2400 When an opponent's monster declares an attack, if you control an "Altergeist" card: You can Special Summon this card from your hand, and if you do, negate that attack. If this card is Special Summoned: You can target 1 face-up card your opponent controls; negate the effects of that card while it and this monster are face-up on the field. b. Theme Link Monsters Altergeist Hexstia FIRE Link 2 Down, Right Spellcaster/Link/Effect 2 "Altergeist" monsters 1500 Gains ATK equal to the original ATK of all "Altergeist" monsters it points to. When a Spell/Trap Card is activated (Quick Effect): You can Tribute 1 "Altergeist" monster this card points to; negate the activation, and if you do, destroy that card. If this card is sent from the field to the GY: You can add 1 "Altegeist" card from your Deck to your hand. You can only use this effect of "Altergeist Hexstia" once per turn. Altergeist Primebanshee DARK Link 3 Down, Right-Down, Right Spellcaster/Link/Effect 2+ "Altergeist" monsters 2100 During the Main Phase (Quick Effect): You can Tribute 1 other "Altergeist" monster; Special Summon 1 "Altergeist" monster from your Deck to your zone this card points to. If this card is sent from the field to the GY: You can target 1 "Altergeist" card in your GY; add it to your hand. You can only use each effect of "Altergeist Primebanshee" once per turn. c. Support Effect Monsters Ash Blossom & Joyous Spring FIRE Level 3 Zombie / Tuner / Effect When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn. d. Support Extra Deck Monsters III. Traps a. Themed Traps Altergeist Manifestation Normal Trap Target 1 "Altergeist" monster in your GY; Special Summon it in Attack Position and equip it with this card. When this card leaves the field, destroy that monster. You can banish this card from your GY, then target 1 "Altergeist" Trap in your GY; add it to your hand. You can only use this effect of "Altergeist Manifestation" once per turn. Altergeist Protocol Continuous Trap The activation and effects of "Altergeist" cards activated on your field cannot be negated. When your opponent activates a monster effect: You can send 1 other face-up "Altergeist" card you control to the GY; Negate the activation, and if you do, destroy it. You can only use this effect of "Altergeist Protocol" once per turn. Under Construction
  5. So me and my friend Mohammed were playing Yu-gi-oh. We decided to do a deck swap (I was playing Bujins and he was playing what I could only describe as Removal Swap) (I'll make a post on Swap sometime later, it's actually kinda interesting). We took our starting hands and I drew (A bunch of spells that required me to control monsters (including Creature Swap) a birck so I decided to go second. Mohammed opened and set two cards. Then he ended his turn. I drew a copy of Ghost Ogre. I passed. Mohammed took his turn and drew card. He set another card face-down. I took my turn. I set the Ghost Orge face-down. HARD. I took my 4th or so turn and I finally drew a monster. Mystic Tomato. Yes my freind runs Mystic Tomato. It is actually kind of good for combo's in Swap (ie, Swap Tomato with bigger monster, destroy Tomato, Float onto your field (presumably a Gandora X but other option are there) and attack with Floated monster) though it isn't that great it is certainly a +3 with Gandora X. I direct attacked with Tomato. Mohammed didn't respond. This continued until Mohmaed finally summoned a monster. A boar in defense mode. I couldn't run over it Tomatoo so I did a pretty neat play if I do say so myself. I flipped open my Ghost Ogre and used swap to get out his Boar. Then I switched Boar to attack and swung for game.
  6. Monster Lunalight Black Sheep x2 E-HERO Neos Alius x2 Sangan Neo Spacian Air Humming Bird Neo Spacian Grand Mole Destiny HERO Diamond Dude Destiny HERO Decider The Dark Hex Sealed Fusion Elemental Hero Neos Summoner Monk E- HERO Shadow Mist x2 Elemental Hero Stratos Elemental Hero Solid Solider Keeper of Dragon Magic Destiny Hero Dynatag Spell Mash Changex3 Skydive Scorcher Monster Reborn Destiny Draw Fusion Tag Polymerization x2 ROTA E Emergency Call Miracle Contact Miracle Fusion x2 A Hero Lives Mask Charge Trap Solemn Warning Crush Card Virus Hero Signal Destiny Signal Extra Deck E-Hero Gaia E Hero Great Tornado Masked Hero Dark Law Elemental Hero Nebula Neos Contrast Hero Choas Decode Talker Elemental Hero Air Neos Masked Hero Koga x2 Mudragon of the Swamp Masked Hero Divine Wind x2 Firewall Dragon Arcana Extra Link Joker Link Spider Number 39: Utopia I know this variant seems somehwat weird but here me out. I'll explain my more bizzare chocies Lunalight Black Sheep x2: An extra Poly. Pretty Important for making Great Tornado and Gaia Neos Engine The Dark Hex Sealed Fusion Elemental Hero Neos E-HERO Neos Alius x2 Neo Spacian Air Humming Bird Neo Spacian Grand Mole Keeper of Dragon Magic I know it seems pretty bad. I mean I don't even run Panther but they synergize pretty well with my other HERO's. Neos And Alias are searchable by Stratos/Decider, Grand Mole is decent removal and Humming Bird summons the fusion. Plus Dark sealed can work for any fusion and Dragon Magic can discard Miracle Fusioon. You see. Synergy. Destiny Hero Dynatag: Honestly I'm thinking of chainging this one. Who should I replace him with. Skydive Scorcher: They work well with Gaia, Great Tronado, and the Neos Fusions. Mudragon of the Swam: Don't really summon him, should I replace him. Fusion Tag: Can summon Contrast Hero Choas pretty easy. Crush Card Virus/ Sangan: Crush card can work with both Shadow Mist and Summoner Monk and Sangan is a good combo with it. Hero Signal/ Destiny Signal: Summon Mist/Decider/Stratos. E-Hero Gaia/ E Hero Great Tornado: Fusion. Use Miracle or Regular Poly. Synergizes with Neos Masked Hero Dark Law: You only really need one of them. Deck that it kills don't have any real outs and if it isn't a deck it kills it can be easily revived. Elemental Hero Nebula Neos/ Elemental Hero Air Neos: Air can OTK and Nebula can be useful for a comback Contrast Hero Choas: Again Quick play Negation plus give Fusion Tag a use. Decode Talker: Link Shokun Masked Hero Koga x2: Running Koga at two is pretty odd but it's nessicary for the Koga FTK. Masked Hero Divine Wind x2: YOu only really need one for drawpower but I run two just in case Firewall Dragon: LINK SHOKUN Arcana Extra Link Joker: Warrior Link, summons Alias, SYNERGY Link Spider: SYNERGY Number 39: Utopia: My Excitons are in my Bujin Deck.
  7. Does Yugi beat Rapheal

    Does He?
  8. Trickstars - Deck Discussion

    I. Monsters Trickstar Candina Light Fairy / Effect Lv4 1800/400 (1) When this card is Normal Summoned: You can add 1 “Trickstar” card from your Deck to your hand. (2) Each time your opponent activates a Spell/Trap Card, inflict 200 damage to your opponent immediately after it resolves. This is your Stratos. An obvious and simple combo is to either add Lilybell or Lycoris and use their respective special summoning effects Trickstar Lilybell Light Fairy / Effect LV2 800/2000 You can only use this card name’s (1) effect once per turn. (1) If this card is added to your hand, except by drawing it: You can Special Summon this card from your hand. (2) This card can attack directly. (3) When this card inflicts battle damage to your opponent: You can target 1 “Trickstar” monster in your Graveyard; add it to your hand. This card combos with both your Candina and Lightstage either of which will trigger the special summoning effect. Part of the reason some lists run 2 of this card is that the 3rd effect of Monster Reborning a Trickstar can come in handy to reextend your combos after you've burned a lot of resources. Ironically since there is no restriction on Lilybell triggering it's own effect if you had a normal summoned Lilybell on field or had it from a previous turn and both a Lilybell and Lycoris in grave you could attack add and trigger Lilybell attack with 2nd Lilybell add Lycoris send back one of the Lilybells ending the combo as the 1st effect is once per turn. Trickstar Lycoris Light Fairy / Effect LV3 1600/1200 (1) During either player’s turn: You can reveal this card in your hand to your opponent, then target 1 face-up “Trickstar” monster you control, except “Trickstar Lycoris”; Special Summon this card, and if you do, Return that target to the hand. (2) Each time your opponent adds a card(s) from their Deck to their hand, inflict 200 damage to them for each card. Trickstar Narkissus Level 4 LIGHT Fairy-Type Effect Monster ATK 1000 DEF 1800 You can only use this card name’s (1) effect once per turn. (1) If your opponent takes effect damage: You can Special Summon this card from your hand. (2) Each time your opponent activates a monster effect from the hand or in the GY, inflict 200 damage to your opponent. II. Link Monsters Trickstar Holly Angel Light Fairy / Link / Effect Link 2 2000 / BL BR 2 “Trickstar” monsters (1) Each time a “Trickstar” monster(s) is Normal or Special Summoned to this card’s linked Zone(s), inflict 200 damage to your opponent. (2) A “Trickstar” monster linked by this card cannot be destroyed by battle or card effect. (3) When your opponent takes damage from a “Trickstar” monster’s effect: This card gains ATK equal to that amount of damage, until the end of this turn. Trickstar Crimson Heart Light Fairy / Link / Effect Link 2 2000 / R BL 2 “Trickstar” monsters You can only use this card name’s (2) effect once per turn. (1) Each time a “Trickstar” monster(s) is Normal or Special Summoned to a zone this card points to, you gain 200 LP. (2) You can discard 1 “Trickstar” card; each player draws 1 card. If your LP is 2000 or more higher than your opponent’s LP, you draw 2 cards instead. Trickstar Bella Madonna Link 4 LIGHT Fairy Link Effect Monster ATK 2800 Links: Top, Right, Bottom Left, Bottom Materials: 2+ “Trickstar” monsters You can only use this card name’s (2) effect once per turn. (1) While this Link Summoned card does not point to any monsters, it is unaffected by activated effects from other cards. (2) If this card does not point to any monsters: You can inflict 200 damage to your opponent for each “Trickstar” monster in your GY with a different name. III. Spells Trickstar Lightstage Field Spell (1) When this card is activated: You can add 1 “Trickstar” monster from your Deck to your hand. (2) Once per turn: You can target 1 Set card in your opponent’s Spell & Trap Zones; while this card is in the Field Zone, that card cannot be activated until the End Phase, and during the End Phase, your opponent chooses to either activate it, or send it to the Graveyard. (3) Each time a “Trickstar” monster you control inflicts battle or effect damage to your opponent, inflict 200 damage to your opponent. Trickstar Light Arena Field Spell You can only use this card name’s (1) effect once per turn. (1) If you Link Summon a “Trickstar” monster: You can target 1 “Trickstar” monster in your GY that was used as a material for that Summon; Special Summon it in Defense Position, but its effects are negated. (2) Once per turn: You can target 1 Set card in your opponent’s Spell & Trap Zone; while this card is in the Field Zone, that Set card cannot be activated until the End Phase, and your opponent must activate it during the End Phase or else Return it to their hand. IV. Traps Infinite Impermanence Trap Normal Target 1 face-up monster your opponent controls, it has its effects negated (until the end of this turn), then if this card is activated while it was Set, negate the effects of other Spells/Traps in this card's column this turn. If you control no cards, you can activate this card from your hand. Ring of Destruction Trap Normal During your opponent’s turn: Target 1 face-up monster your opponent controls whose ATK is less than or equal to their LP, destroy that face-up monster, and if you do, take damage equal to its original ATK, then inflict damage to your opponent, equal to the damage you took. You can only activate 1 “Ring of Destruction” per turn. Torrential Tribute Trap Normal You can activate this card when a monster is Summoned (including Flip Summon and Special Summon). Destroy all monsters on the field. Trickstar Reincarnation Trap Normal (1) Banish as many cards from your opponent’s hand as possible, and if they do, they draw the same amount of cards from their Deck. (2) You can banish this card from your Graveyard, then target 1 “Trickstar” monster in your Graveyard; Special Summon it. This card + Droll & Lock is literally a win condition on its own leaving your opponent with no hand if you time it correctly. You search this off of Candina which is searchable off the Lightstage which is itself searchable off of Terraforming. Meaning odds are if you draw Droll & Lock you can search Reincarnation if it's not already in hand. V. Techs and Staples A. Monsters Ash Blossom & Joyous Spring Effect Monster(Handtrap) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 5 or more cards from your hand, field and/or Extra Deck, face-down, and cannot be Special Summoned by other ways. This card gains 100 ATK and DEF for each face-down banished card. This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish that opponent's monster, face-down. Droll & Lock Bird Effect Monster(Handtrap) If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, you can send this card from your hand to the Graveyard. For the rest of this turn, neither player can add card(s) from their Deck to their hand. (Drawing cards is also considered as "adding a card to the hand".) Eater of Millions Effect Monster Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 5 or more cards from your hand, field and/or Extra Deck, face-down, and cannot be Special Summoned by other ways. This card gains 100 ATK and DEF for each face-down banished card. This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish that opponent's monster, face-down. Effect Veiler Effect Monster(Handtrap) During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls, that face-up monster your opponent controls has its effects negated until the end of this turn. Ghost Ogre & Snow Rabbit Effect Monster(Handtrap) During either player's turn, when a monster on the field activates its effect, or when a Spell/Trap Card that is already face-up on the field activates its effect: You can send this card from your hand or your side of the field to the Graveyard, destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn. Ghost Reaper & Winter Cherries Effect Monster(Hand Trap) During either player's turn, if your opponent controls more monsters than you do: You can discard this card, reveal 1 card in your Extra Deck, then look at your opponent's Extra Deck, also banish all cards in their Extra Deck with the same name as that revealed card. You can only use this effect of "Ghost Reaper & Winter Cherries" once per turn. Honest Effect Monster(Handtrap) During your Main Phase, you can return this card from the field to it's owner's hand. During either player's Damage Step, when a face-up LIGHT monster you control battles, you can send this card from your hand to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase. Sample Deck Lists: Old Examples Removed. New Samples TBA
  9. YU-GI-OH Regional on Sunday, October 2, 2016 in Brooklyn, New York. This event will be held at: Aviator Sports and Events Center 3159 Flatbush Avenue Brooklyn, New York 11234 Registration at the regional will begin at 8:00am and will close around 9:45am. When registering, have a photo ID present, cossy ID present, completed registration form present, and a completed deck list present. Pre-registration for the regional will be available at Bulletproof Comics and Games (Nostrand location) up to the day before the regional. To pre-register, have a completed deck list, valid ID, Cossy ID, and registration form. The deck list must be turned in when pre-registering and cannot be changed afterward. There will be a separate line at the regional for players who pre-registered. Show a valid ID before 9:30am. Entry fee: $20.00. In addition to five (5) booster packs each Duelist receives upon entering the tournament, prize distribution will be as follows: Top 8 Duelists each receive a WCQ Regional Game Mat. Top 4 Duelists also receive a Yu-Gi-Oh! TCG Deck Box. Invites to the 2017 World Championship Qualifier, will be given out to the top players after the last round of swiss depending on the total number players for the event: 150-199 Players: Top 24 Invites to the 2017 National Championships 200-299 Players: Top 32 Invites to the 2017 National Championships 300+ Players: Top 48 Invites to the 2017 National Championships Side Events: Dragon Duel Tournament Fee - FREE Format - Advanced Format Constructed. Requirements - Only players ages 12 and under may enter this event. You must be born in 2003 or later. Prizes - Invitation to Dragon Duel Championships 2017 Win - A - Mat Tournaments Fee - $12 USD Format - Advanced Format Constructed - Single Elimination Prizes - All players that enter will receive 3 booster packs for participating Winner receives a playmat (to be announced at the start of registration for the side event). * Side events will begin once the required number of players has been met. * Cell phones CANNOT be used for translations of cards. If you are using a TCG card in your deck in a language other than English, please have one of the following: · An English version of the card OUTSIDE of the deck box of your main deck. · A written translation of the card. Please write the name of the card, attribute (if applicable), level (if applicable), type of spell/trap card (if applicable), monster type (if applicable), card description, and atk/def (if applicable). We are also always looking for interested judges willing to volunteer for our events. If you or anyone you know is interested in volunteering to judge for this event please feel free to contact me at CiroJosephborriello@yahoo.com with your Full name, Cossy ID and a brief history of your judging experience. We look forward to seeing you at the event!! Helpful links: BulletProof Comics & Games - http://www.bulletproofcomix.com/home.html Limited & Forbidden list - http://www.yugioh-card.com/en/limited/ Yu-Gi-Oh Regional FAQ - http://www.yugioh-card.com/en/events...ionalsfaq.html Yu-Gi-Oh Rulebook - http://www.yugioh-card.com/en/rulebook/index.html
  10. This all happened yesterday at a regional. My score was 5-2, with one more match left still with a chance to top 16 if I won. First game I won, now I am quite happy as I only need to win one more and I will top. Both of us has sided cards in and about to begin the next game, then a judge stopped us and takes our deck for a deck check. I think everyone get nervous when getting deck check and I'm no exception. Before this event I have resleeved my deck, so my sleeves should be good, only thing i worry about if any card was bent. After they carry out the deck check, I can see one judge returning only with my opponent deck box, this is not a good sign for me. The judge ask me to go judges desk. As I got there, three different judges were waiting for me. As I sit down, one judge ask me to shuffle my deck and draw a hand. I did what I been told, then the judge say to play out the hand. I followed as instructed, I was playing monarch and I tribute summon kuraz with return on board, I search either from return and destroy return & edios with kuraz effect then draw two. After that the judges reshuffled cards in the deck, hand the deck to me and ask if I can found something wrong. First thing I do is check sleeves is any was marked, I could not see any problems. Then I look at the top of the deck checking if any card was bent, I picked out two card that look slightly bent. The judges ask why I pick these out and I said that they look bent. One of judge put them back in the deck, then picked out 7 card out my deck from looking at top of the deck. They were three pantheism, ether, kuraz, tanicity and another monarch spell which I can't exactly remember. The judge say these cards was sticking out of their sleeves, at this point I did not know what to say as the three judges stare at me. At this moment I thought back during the day, I did notice a lot card was sticking out and start pushing them back in individually, but someone told me to tap the deck on the table to push them in as this would be quicker, I did as what he told me and they look like they are back in. Now I know I not in a good position as three of cards are the same, three of judges left discuss about this between themselves and Im just sitting there scared thinking that they think I'm cheating and wondering why does it have to be three pantheism that was in the seven card that are sticking out. As the three judges return they told me that I'm disqualified from this tournament and I would have to write a statement on what happened to konami and judges also have to write a statement, which decide if I will get suspended or not. I'm here completely shock on what happened, so I wrote the statement as did the other three judges. After what happened I was really frustrated and thinking I could handle the situation better but I was way too nervous. I'm not sure what do now, as I did not cheat or intentionally stick any cards out their sleeve. I feeling really depress on the whole incident.
  11. Nig Spoof here from TheCardChaps

    Hey guys it's Nig Spoof here with TheCardChaps and I just wanted everyone to know I'm starting my own YouTube channel where we will be providing only the best of the best yugioh player top cut deck profiles, matches, and player interviews. Please like and subscribe for more fresh content. You already know who it is! Nig Spoof with TheCardChaps  
  12. Registration will start at 8 am or earlier (basically as soon as the venue is all set up). Registration will close at 9:45 am or earlier, based on attendance. The tournament will begin between at 10:00 am. Please arrive early to guarantee a spot and not receive a lateness penalty. Expect the tournament to end at around 9 pm.   Entry Fee: $20 (Players will receive 5 packs of the latest standard TCG booster set).   Prizes: Top 8 players will receive a 2016 Regional playmat, and top 4 players will receive a deck box. A number of players (based on attendance) will also receive invites to the 2016 World Championship Qualifier.   Date: Saturday, March 5th,2016   Location: Aviator Sports & Events Center 3159 Flatbush Ave, Brooklyn, NY, 11234 This venue has free parking.   Venue capacity: 450 people (please come early to guarantee a seat)   Decklists will be collected at registration for this event.   Please bring your Cossy ID cards/numbers. If you don't have one already, we can give you one there. You, or your parent/guardian, must have photo ID to enter the event and claim prizes. Driver's license, school ID, or credit card with your photo on it are all acceptable. Facebook or birth certificates are not.   Call Bulletproof comics & games @ 718-434-1800 for more info. or Visit Bulletproof comics @ 2178 Nostrand ave. Brooklyn, N.Y. 11210 or 8109 Flatlands ave, Brooklyn, N.Y. 11219   If you are interested in judging at this event, please email CiroJosephborriello@yahoo.com with your full name, cossy ID, and experience.
  13. Hello If I tribute "Caius the mega monarch" for "the tyrant neptune" and activate neptune's effect to target caius, do I get the following effect from caius: " If this card is Tribute Summoned: Target 1 card on the field; banish it, and if you do, inflict 1000 damage to your opponent, then, if it is a DARK Monster Card, banish all cards with that name from the hand, Main Deck, Extra Deck, and Graveyard of the player who controlled it."     I'm assuming I can't, but I'd like to make sure. Thanks.
  14. YCS Rimini

    http://www.yugioh-card.com/uk/news/ycs2015.html   29th-30th august, who will I be seeing!? I booked yesterday London to Rome, and then a direct train to Rimini :)
  15. Tellars for Regionals aswell NAWCQ

    SATELLARKNIGHTS JUNE 2015 The reason i'm currently running this deck is due to it's what i wound up with a few months ago. With the top decks being Nekroz, Quils, Dolls, BA, Tellars. I realized Naturally due to Constellarking Diamond i should have a favored match up vs Dolls and BA. Nekroz and Quils are just Beatdown on crack basically. So after using a few or countless builds. I came up with this List. Yes it's mimicing some builds based from Europe. But i feel these techs are amazing right now. Total 40 3 Satellarknight Altair 3 Satellarknight Deneb 2 Satellarknight Unk 2 Satellarknight Vega 1 Thunder King Rai Oh [11] 3 Upstart Goblin 3 R o T A 2 M S T 1 Book of Moon 1 Raigeki 1 Soul Charge [11] 1 Solemn Warning 2 Chaos Trap Hole 3 Satellarnova Alpha 3 Mind Crush 3 Call of The Haunted 3 Fiendish Chain 1 Ring of Destruction 1 Torrential Tribute 1 Vanity's Emptiness [18] 1 Diamond 2 Triverr 1 Deltores 1 Ptolmeaus 1 Omega 1 Tsukyanomi 1 Number 86 1 101 or Dire Wolf [Inputs] 1 Castel 1 Exciton Knight 1 D Emeral 1 Abyss Dweller 1 Cowboy 1 Rhapsody [15] Extra i'm currently wanting to fit 101 back in. Due to sometimes i could do the 101/Emptiness stall move. Is an extra Rank 5 needed for the new XYZ? 2 Maxx C 2 Eff Veiler 2 Dark Hole 1 MST 1 Twister 2 Breakthrough 2 Iron Wall 2 Shadow Mirror 1 Soul Drain [15] [6/1/15 EDITED: Swapped 2x Mirror Force for 2x Dark Hole in the side] Side is currently under construction. Let me explain a few main deck cards outside the basics. 2 Vega. I feel i run out of it alot. Aswell as gives me extra targets for deneb searches. I understand 1. But i prefer 2. It just sucks to open 2x Vega or just Vega. Thunder King - Kinda good to go T King plus Backrow. It sortta sucks because its another normal summon and all. Much rather summon Tellars. But it has its uses with Call to troll vs search effects. Aswell as being a 1900 beater. It can bait some things. Like the Raigeki/Dark Hole/Battle Traps. Soul Charge. I rather play Oasis due to no LP. But the fact this gets multiples + dosnt turn them into wryms is nice. Just have to be careful with LP. 2 MST - In a nekroz format OMG. Yes i main 2 get over it. Almost want to main 3 so i see it more vs everything except Dolls and Nekroz. Quils is floodgate central. Tellars is nice to pick off the mirrors Calls g1. Kinda nice vs Mistake Dolls aswell g1. So in reality Fuck Nekroz. A few builds are playing a few traps. Either a 1 of Trap or Decree/Scolding/Mind Crush. 2 Chaos Trap Hole - Acts as a 2ed-3rd Solemn Warning for Dark/Light Monsters. Exciton Knight, Denkko, Manju/Senju, Tellars, BA, Dolls. Basically every meta deck except Quils. The lp is worth it aswell. I feel these are the iffy cards people will comment about. So there are a few of my reasons for playing them. The pure version feels more Consistent and less Derpy compared to Serpha Knights. The deck dosnt really Triverr Loop anymore i feel like it use to. But it still can and will. Any and all advice is welcomed.
  16. Organised play for yugioh was recently taken over by Quickplay Events, before that Carl was the head of Hazam games.      http://www.thamesvalley.police.uk/newsevents/newsevents-pressreleases/newsevents-pressreleases-item.htm?id=297480                                                                     Following an investigation by Thames Valley Police, a man has been sentenced to a total of seven years’ imprisonment for various sexual offences Carl Crook, aged 45, of Pale Gate Close, Honiton, Devon, was sentenced to seven years’ imprisonment at Oxford Crown Court on Friday (12/12) for a number of sexual offences. Following a five day trial, a jury found Cook found guilty of three sexual assaults of a child under 13, five counts of sexual activity with a child, assault of a child under 13 by penetration, causing or inciting a child to engage in sexual activity, engaging in sexual activity in the presence of a child and two charges of making indecent photographs of children. Crook had previously pleaded guilty to four counts of taking indecent photographs of a child. All the charges relate to one victim and occurred in either Thame or High Wycombe between 2004 and 2008. Investigating officer, Det Con Maria Morrisey of the Thames Valley Police Paedophile Online Investigation Team said: “I am delighted with the sentence given to Crook, who has proved to be an extremely dangerous and predatory paedophile. “The jury saw through Crook’s lies and concluded he groomed his victim before taking advantage of her for his own sexual gratification. “I praise the victim for showing the courage to give her testament first to police and then to the court. I also praise the jury who did their duty with diligence and had to listen in detail about Crook’s depraved crimes. Finally, I praise all Thames Valley Police and Devon and Cornwall Police officers and staff who helped in this investigation, without them Crook’s conviction would not have been possible.” Join us on www.thamesvalleyalert.co.uk to receive local crime and safety messages. JW Media Team (01865) 846699       I think it's important that this is out everywhere so that players that may have been affected can come forward, he was very active in the community.
  17. So about 2 months ago I win the Regionals (a glorified locals) in my state and got my invite, and made enough money off being a sick cunt to fly to Sydney. (I live in Launceston and it is a shit hole with good bud and worse people) It was about a dozen of us but only 4 of us were playing actual decks if you count bls turbo shaddolls as a deck I guess I was playing Shaddolls. Josh playing Squiddolls (and hoping not to scrub out to melodious Shaddolls again), Liam playing Disk.dek. I decided on Shaddolls as I am a smoker and I do not have much time for permissive play, grind games, complicated gamestates, etc I just like to win on my first turn, and I didn't like the idea of Qli being able to do that as that does allow some player interaction in the form of msting scout I haven't got enough time for that shit, I just want to reveal denko fusion e con bls allday and go char down a few champion rubys eyyy. In hindsight I probably didn't practise enough. maybe 25 hours of dn and a fuckload of theory-oh. I managed to pick up Denkos the day of our NECH pre-release knowing that card is insane but I didn't think to main it until it became a thing. I only ever sided it against floodgate.dek or tour guide, not thinking that every time I drew it against those decks that I almost always won. idk I'm bad I guess I was unsure about maining Mind Control about a month prior to the event. I reallllly liked it, how it was never bad vs any deck, even if you just overlayed their dude vs qli or pushed for game against BA Plus it won mirrors and I expected a lot of those now the deck is arguably the most jew one of the format. I ended ran the jeff jones build (what a fucking babe) with e cons, that card is so dumb lol I also mained 2 Maxx "C". Realistically, you don't need to drop the card immediately despite going second - I generally want my opponent to overlay so I can abuse fusion (wow what a revelation I must be a yugioh god) but the idea was unless you opened the god hand, you're not going to otk your opponent every single time, right? if you put up a massive board and threatened an otk next turn, while saving the C you just pressure BA to clear it with a virgil + traps which is generally not very resource efficient (considering denko is a card) and they can't afford to do it while giving you infinite cards while going for game, plus the pressure that little bug cunt puts on that deck is unreal man standard cockroach logic really but I just felt like clarifying, I felt like Maxx was popular mained in Qli as they have floodgates / defensive cards they can use to stop otks but it put in some fucking work for me mate Dirtboy stayed at my house and wouldn't shut the fuck up about rings of saturn and i couldnt sleep until 4am. had an early flight hungover so we had some beer i double checked if i left my chopping scissors in my bag again like last time lol once we're in sydney we have to wait fucking ages to actually get to pre reg because our group were apparently gronks that had never left the state?? and we had to wait 2 HOURS for a shuttle bus . lol wtf glad i wasnt born here Okay pre reg all done seedy hostel checked in, made some pretty mad trades sold and bought some shit, went out got drunk etc usual yugibro shit right? I took my boy Liam to a pretty dodgy Ramen place and fed him the filthiest shit beef teriyaki they had on the menu, while I had the same one but xxxx spicy. it was fluorescent, I stared into the abyss of my noodle soup and it stared back we both feel absolutely fucked after we eat it but dont think much of it we go to sleep way too late. We rocked up at the event a little bit seedy. Liam decided that he was going to out-scum everyone and chuck a mad vomit all over himself from food poisoning before round 1 began. If you saw a guy in a Justin Timberlake shirt (that he didn't even wear ironically), with a lil beard scouting for qlis, who smelt like bile and 14 year old pussy at the event then that was him. rounds are up, I'm going against some kid wearing one of those hats that have ears and I think I caught something Round 1 Me VS Sylvan. Ok. Cool. Late to the party but w/e. Game 1 He milled like 2 lonefire off kuribandit? I mentioned to him this thing we discovered a few months ago that if you open lonefire + soul charge you can do some pretty cool combos and its a really great opening but you have to think really hard if you open it and told him about some lonefire soul charge combos. He said he didn't play soul charge so I asked him to sign the match slip so I could go have a smoke. nice guy There was also a chain burn player next to me who was staring down an endphase decree really hard I may have scared the shit out of the guy playing it by laughing that hard in his ear 2-0 Game 2 was Yang Zing. ok I remember flip summoning a masked chameleon he creature swapped to me (says it all right? and some other bullshit happened allowing me a quick smoke break. Easy. I wish I played more mirrors which I had prepared for early on because my tiebreakers were garbage. battlerecruiter.dek didn't do me any favours 2-0 Once again, another Chain Burn player was next to me. Before the round started, I didn't realise he was playing it and struck up a lovely conversation with the guy playing against him as I remembered seeing him at pre reg, talking about this fucked kid asking for volcanic queens (to out denko... lol) Then, firey and passionate as I am, I started loudly mouthing anyone who played the deck. "If you are playing burn RIGHT NOW you are more of an adorable motherfucker then normal, it isn't even a good meta pick." "How the fuck does that deck out denko? Do they kill themselves? How do they beat fire lake on their endphase without self harm?" Then 10 minutes into the round as I was packing up my shit to go char one, I saw he was playing chain burn and staring down a denko. I should have offered him a cig he needed one Round 3 was mirror. Arfifacts tho. ) He went into a Winda with dragon + beast and didn't set a beast over it with 1 set. He was new to the deck and I didn't get to punish him for that, so I had to go shard wizard liz falco pass and he had a sanctum, El Shaddoll in hand and bls to kill me. I felt annoyed because I had practised this matchup for a long time. w/e its one of those formats Game 2 he used DDG and it blew me out for a minute having only used this card in testing and knowing that it was particulary scary in artifact variants, spot removal + ddg is dumb in the mirror I baited out sanctum, then Raigeki'd him for a huge tempo change and eventually we went into time and I drew bls and he didn't. fuck I hate that card but its good to be controlling the lusting soldier Round 4 Me vs Lightsworn Shaddoll He went raiden mill wyvern banish dad pass and I'm like fuck off mate don't have time for this shit. He had a couple of sets. I needed to not let him blow me out next turn, so I went normal dragon swing, he El Shaddoll'd on atk, I'm thinking that if he had a chaos monster I lose anyway, so I shot gunned a e con on Raiden and he had to fuse with dragon beast. I then milled a lizard + regular fusion with his raiden in m2,  lol I am such a fucking sack. I would be able to core > tutor a Fusion to punish him next turn while he had no way to get rid of his winda. Eventually after he set 3 I Denko Fusion'd him and his sets were all reckless greeds. wow I am such a cunt Game 2 I opened mathman, 2 veiler, plant and games, drew super Poly for turn. next turn I drew Lyla. He opened 2 bts, 2 white dragon 1 Black and I beat him the fuck down. (I sided out a Denko for Lyla in the mirror as long as it wasn't Artifacts, imo freezing Shadow Games with Denko is alright but thats not really optimal as if they have mathman + sets they can out it next turn and you're too far behind as the mirror's early game is about flipping dat beast and resolving games til you make a big push) i'm really good at lyla milling too so it usually gave me a +2 and baited out an el shaddoll) Sorry man I wanted a smoke break more then you did apparently. 2-0 Round 5 Me vs BA FUCKING FINALLY Game 1 I opened Denko Fusion. Should've just revealed it and hope he scooped. As I checked my deck to fuse I saw a Lyla still in it and was like fuck Then I drew it off Beast, then dirtboy came and sat next to me. being the fuckboy that he is after asking if this was game 1/2 I imagined him blurting out WAIT YOU DON'T MAIN THAT SHIT and then the kids friend was watching me I fucking hate the pressure of being watched sometimes, and despite the fact that if I wanted to late game i could've castel'd his bls for game. I just scooped so I had a fresh mindset oh well Chucking a mad Cheng eyyy Game 2 I didn't have my head in it from the last game and by the time dirtboy walked away to go bum a smoke off someone, it was out of my control. I castel'd his bls, cut the deck, he ep searched for scarm, then drew bls for turn fuck off I felt bad about losing as this kid was actually bad (maybe I am too, I should kill myself), like he forgot searches and didn't capitalise on all monster hands I then beat him in side events, but still I was pissed off 0-2 Round 6 Me vs Burning Fedora I was on fucking tilt m8 He milled a cir off dante and made double dante set 1 pass. if he didn't mill that i would've had game with an e con, but I still put him on 1k life. I went I made a board that ripped through his floating dante and e con'd his other Dante, made a downerd so I had piercing for any floaters he may have had while depriving him of his monster, and a winda up. I was in a commanding position. he went foolish alich winda, calcab'd his set through a tour guide, dropped a bls and spun my shit. I burnt through all my resources, the only outs to that field were like raigeki + a goodtrap, bls and foolish Game 2 he made double dante set emptiness, then he shotgunned it on standby. i chained el shaddoll and he looked shattered, and despite having the fusion in my hand to go off I needed to get rid of my own winda. I drew an e con a little too late off Beast and misplayed, should've tributed my winda so I could've made downerd and put him on a 1 turn clock with a winda + construct up. he had the foolish for alich again anyway. oh well thats yugioh right 0-2 The guy with artifact dolls dropped and my tiebreakers were horrendous. I hoped I went against someone good... Gravekeepers. Fuck off, is this like 400BC? ughhh Easy 2-0, he was being cute but I'm playing the better deck. He sided cross out and I lol'd so hard, I think Liam took a photo of the guy while he asked a judge for a crossout ruling (fuck off mate) and chained shadow games all day until he killed himself I was 14 spots from day 2 and felt shit. I'm so bad at this game. Luckily there was a bro who managed to hook us up with some bud and we hit up the buges pretty hard, dirtboy ended up smoking my half of the deal and he still owes me a tenner to this day. Liam and Josh made day 2 then scrubbed out to Disk (Josh was being a fuckboy and only caring about foiling his glad beasts, what an autist) As we were leaving the event we met Bodan in the elevator, dirtboy (who was playing mermails) forgot to ask him to sign his Tidal :( sucks, RIP the dream of max rarity mermails Shout outs to Scott Jones for being on our train, looking full tilted and fuckeyed, we took some sick pictures with him, which was pretty ironic Liam and I were looking at his sisters nudes early at that morning Props - Smoking some prime as bud Stomping Mad trades Scott Jones' Sister free drink vouchers making money Slops - Not making day 2 Scott Jones' Sister running out of bud Here is the list I used; 3 Denko 3 Math 3 Beast 2 Lizard 2 Dragon 2 Falco 1 Hedgehog 3 White Dragonb 1 Black Dragon 1 Envoy of the Win Condition 2 Cockroach 3 Fusion 3 El 3 E Con 1 Raigeki 1 Mind Control (steal ur beast, steal ur mirror, steal ur girl) 1 Super Poly 1 Allure 3 Shadow Games 1 Core I kinda regret the 1 Hedgehog but I hated bricking with it, especially because going second, setting hedgehog pass is like playing Geargia and its nearly 2015, geargia will not do, thanks I did miss it a lot though. The second falco was for e con plays and I didn't regret it. Extra 3 Construct 2 Winda 1 Shek 1 Armades (Shit cunt Idk why I ran it I haven't made this since August) 1 Goyo (lol I know HTS is waay better but 28 is a big motherfucker) 1 Arcanite 1 Scrap Dragon (it came up a fair bit especially vs qli with mind control and e cons) 1 Leo 1 Exciton 1 Castel 1 Downerd (THIS CARD IS WAY TOO GOOD) 1 Chain I won a game by stacking BLS Armades sucks, never missed a 2nd shek Side 2 Gorz This card tested really well vs BA, the theory behind it is they have to deal with your board by using Virgil + traps if you don't have Denko up and if you gorz it basically skips their battle phase, they can't emptiness it, and they can't do much except standby fire lake otherwise they risk denko On top of that, NO ONE expects it (because this is not 2011, Gorz is not a card) but I felt like if I didn't have something to draw into off Maxx I would wind up getting double dante acid golem'd lol 2 Lyla I like this more then denko sometimes and it helps against rogue shit (aussies LOVE rogue shit) 2 Puppet Plant This card isn't that good with all of the other monster stealing shit available, as I generally switch out e cons for it post siding in the mirror. Sometimes having too many blowout cards sucks in that matchup as you have nothing proactive, only reactive cards. which in turn would make you want to go 2nd more.. 3 MST 1 Twister (sick cunt) 1 Dust (meant to be another Twister but I couldn't find another Ulti one, I am a vain cunt) 2 Fairy Wind (I don't like this card that much but its like, that good you kind of have to play it)  
  18. FULL EVENT REPORT!! Yugioh Open Cash Championship/YOCC, Season 2, Preliminary 1   WEBSITE UPDATED www.yocc.xyz   SEASON 2, PRELIM 2 INFO http://www.yocc.xyz/index.html   TOP 8 DECKLISTS http://www.yocc.xyz/decklist/season2_prelim1_2014.html   VIDEO COVERAGE http://www.yocc.xyz/videolist.html   INVITATIONAL STANDINGS http://www.yocc.xyz/standing.html
  19. What's up guys? Won't give you a long introduction, other than just to say that I didn't even know I was going to the event until about 6pm the night before. But yeah, after I decided to go I sat down with my friend Chris PM to work on the deck for the event which eventually led to us both running the deck with maindeck Raigeki (I will go into detail on this later)   Anyways so it's like 370ish people 9 rounds. Leggo   Round 1 Shaddoll Artifacts G1 - I open Raigeki and Tour Guide with traps so that's nice, I end up Raigeki'ing a Construct and Falco and going for game relatively early G2 - This one is a bit grindier. I just remember going for game with Puppet Plant   1-0 neat   Round 2 Chris PM - Burning Abyss So this sucks because we are playing the exact same main/extra and our side decks are only like 4 cards different. G1 - He opens mathman with 2 sets searching guide. I go mathman, and I'm met with bts. I crash to draw and feel pretty good setting 5 with a scarm in hand. He proceeds to flip his trap stun, make double dante, milling a veiler on the second one to give him a light for bls and giving him exactly 8k on board.  So that bums me out and he keeps apologizing over the entirety of side decking G2 - I don't remember much outside of using trap stun to turn off my emptiness 3 different times and winning the game via grinding with raiza and nightmare shark on board (I was afraid of puppet plant) G3 - I remember even less of, just know I locked him under his own emptiness at one point and he never recovered.   2-0. Sucks I had to play Chris this early but winning is never a bad thing, especially how the match started.   Round 3 Satellars G1 - Went for game relatively early, locking him out of his deneb via karma cut. Not much else to say. G2 - I opened mathman double trap stun and some other traps going second. I get greedy by slamming my mathman/scarm combo right into a shadow mirror. Next turn he forces out my trap stun and a discard trap separately, but has wiretap. I try to recover but I'm too far behind in advantage. G3 - I open relatively well and remember clearing his 4 backrow via trap stun double mst and tgu into alucard, then flipping emptiness. I do every bit of damage with the same alucard.   3-0 yay   Round 4 Dragons ft Ko'aki Meiru Drago G1 - He goes Diamond core to search drago and goes shrine soul charge to end with spark. I have to set scarm and a few traps, praying he doesn't have trap stun. He swings his drago into scarm, then when he attacks with spark I attempt to pwwb and he lances, so my scarm lives. I summon raiza next turn spinning spark and try to swing over drago but he has lance. He summons blaster and another drago (crap) and swings. I raigeki and tgu into dante and take the game with a few key traps. G2 - There was some grinding involved but the game ended with me having Vanity's Fiend and Majesty's Fiend on board. Oh.   4-0 Vanity's and Majesty's are gewd.   Rd 5 Thomas Feaster - Burning Abyss G1 - It's over pretty quickly. I use pwwb and raiza to keep spinning his only monster (cir) to the top of the deck. He can't keep up. G2 - He draws better than g1, so it gets grindy. I had maxx c turn one for his normal scarm and ss graff/cir, so I have tons of good stuff which eventually overwhelms him.   5-0 I hate mirrors smh   Rd 6 Chaz Shoop - Shaddoll Artifacts G1 - There was a clutch Raigeki early and I had some good traps. G2 - I seriously can't remember much about this, I believe Vanity's/Majesty's was involved in the win.   6-0 getting tired, 3 more pls   Rd 7 Burning Abyss G1 - I had better traps early, and opened Raigeki. I get to a point where I have a Dante with a graff, and a scarm on board. I don't make Downerd because I can detach my graff to mill 3, and go for game with Raigeki if he doesn't put up a big enough board. Sure enough he doesn't and I get it.  G2 - I misplayed this game. He dropped a Majesty's Fiend and swung over one of my xyz. I had a fortune tune with 2 materials, so if I just put a downerd on it, it can run it over. For the life of me I can't figure out WHY I didn't do it. I suppose I was thinking Vanity's fiend? Idk sucks to suck G3 - So we end up going into time after I do a good amount of damage. I believe I win by 600 lps, it was close.   7-0. One more till guaranteed top.   Rd 8 - Satellars G1 - Once I see deneb I instantly lose all the fear of losing. I win by trap stunning 4. G2 - He makes a Ragnazero mid game which puts him close on advantage, I clear it then he ends up making ANOTHER one, but in the end the traps are too much for him to handle.   8-0. Yicheng is also 8-0 so I tell him we are going to duel to be king of our lolcals.   Rd 9 Yicheng Li - Shaddoll Artifacts We get deck checked and errything is okay G1 - He opens VERY well to my 4 monsters + allure and trap stun. Allure gets me upstarts which gets me more monsters. I try to hang but it's over quickly. Savage G2 - I opt to go first and set a scarm and 2 backrow. He sets a monster, and on my turn I tribute for Majesty's Fiend and he insta-scoops. Iight. G3 - So there was a point where I had a dante compulse and karma cut. He fusions and dragon pops my karma cut. He has a board of double moral and construct. I karma cut one of the moral (plieades here would've just been deadly) and pitch cir to ss graff. He summons falco and I'm like "okay if he makes michael I'll just compulse. I have a raiza in hand and if he swings over graff I'll be iight." Well he makes leo which is MUCH scarier. He doesn't attack for a few turns to try and just get enough damage for game. He gets to a field of Leo, Moral, Mathman, with a set Falco. I draw Raigeki and he scoops em up.   9-0 sweet   So yeah overall the day was a success. First place is neat.    Decklist:   3 Tour Guide 3 Cir 3 Graff 3 Scarm 2 Mathman 2 Raiza 2 Veiler 1 BLS   3 Upstart 1 Foolish 1 Allure 1 Raigeki   3 PWWB 3 Karma Cut 3 Trap Stun 3 Emptiness 2 BTS 1 Compulse   Extra: 3 Dante 3 Downerd 2 Alucard 1 Muzurythm 1 Giga Brilliant 1 Nightmare Shark 1 Acid Golem 1 Fortune Tune 1 Temtempo 1 Tri-Edge Levia   Side: 2 Maxx "C" 2 Majesty's Fiend 2 Vanity's Fiend 2 Puppet Plant 2 Mobius 3 MST 2 Monarchs Stormforth   Deck Profile  https://www.youtube.com/watch?v=gNp5jey4l-Q   But yeah Raigeki. So the point of it is to use it as a tempo card. Breaking a big board is one of the main issues with this deck. They may be able to recover their resources but the point is to clear a board and sorta reset the game. It also acts as a pseudo out to emptiness which can be a problem. Feel free to ask any questions regarding it. It was really good all day.   Props: Topping regional number 5 (omg I'm a legend) Jake and Yicheng also topping Keller spilling water and wearing that ridiculous hat Jeff's legoman arms Boybands not sleepjudging Yicheng telling his opponent he flew to the regional from raleigh Chris for collabing on the deck Koter for convincing me to go Seeing everybody Idk probably forgetting a ton   Slops  Bryson not coming Playing Chris rd 2 Lack of sleep   Thanks for reading
  20. So this weekend I heard Kirwan's Game Store (aka the best local in the northeast) was having a regional, so I decided to go. My buddy Chris and I drove 3 hours with mi Madre to get there, and we pulled up at 8, and registered. The tournament began at 1230 (of course) so I decided to get ripped off on a fortune tune, pick up a spellground to look like even more of a douche than I already did, and met up with the meme master aka Mike Albanese and Steed aka Chris LeBlanc. For the event I decided to play BA because it was the best deck of the format and I like really wanted a top (shoutout to Zach McLaughlin for letting me use the deck, you da real MVP). I toyed with it for a day or two and came up with this trash Monstahs 9 BA 3 TGU 3 methmatician 3 raiza BLS -no veiler: I just hate that thing so much. Like its just such an awful card. Dante sheds enough light for bls to be live Spells 3 upstart goblin foolish allure -allure isn't even that good really, I like always sided it out -foolish helps turn 1 plays a ton but I sided it out from time to time -no supply squaaa: so my idea with this card is that like its a good card, but it doesn't contribute to anything the deck lacks. It has draw power, and a lot of people purposely play into their own squads to draw, and go minus anyways. Looking back, I might have played it, but i was never in a situation when I needed it. Trap Houses 3 wind blast 3 karma cut 3 emptiness 3 trap stun (this card is absolutely stupid and a win condition) 2 BTS 1 compuls 1 warning (always sided it out) Typical BA extra, with 2 dante 3 downerd, no astral force because the card is essential a minus and never accomplishes anything the deck can't already do by itself. Side: 2 vanitys fiend (the sole reason why I didnt bubble) 1 mobius (sole reason why I won round 1) 2 back to square one 3 MST (mediocre, only sided a copy in like twice) 1 raigeki- sided in twice, never pulled it off :( 2 chain disappearance 2 mind crush 2 dust tornado ( honestly should've replaced them with end pieces of bread because they were about that useful) Now lets get the tourney: R1 against satellar, based tucker lau g1 he starts off with ukulele and no call or soul charge so I win G2 he savages me late game with soul charge for 4 and I topdeck a raiza G3 we go into time, he has a backrow and no field with a searched altair. I make alucard to pop the alpha, he topdecks vega and I mind crush calling altair for the win R2-green shirt guy with BA G1 I go first and make double dante set 3 search cir at ep, so that pretty much means win G2 he starts off slow with like 3 sets, I draw double chain disappearance scarm karma wind blast trap stun. He doesn't play trap stun so I win R3-black shirt guy with BA G1 has the dragons for my emptiness wind blasts for my dantes etc etc and I make a last ditch temtempo play and get karma'd G2 double dante followed by triple downerd next turn backed by trap stuns is cool I guess. He makes a acid golem I think and I flash BLS for game G3 made tweetie bird aka the birdhouse in time and sat on an emptiness and rode into the sunset on it R4-glasses with yang zing Loved the kid, hated the match G1 he goes math into some archfiend thing and sets creation emptiness and has a soul charge. I dont have trap stun :( G2 I try to deck him out after he makes a godzilla thought ruler that has like 628287 different properties but I realize I have like 13 less cards in deck than he does and go cry 3-1 at this point R5-beard guy with shaddoll G1 I keep spinning his raidens with raiza and he mills 3 fusions. yeet G2 I don't draw into back to square one or vanitys fiend and he just goes nuts and sends his whole deck to grave G3 he has a hand of like 6 cards he always keeps in his hand and I have no reads on them. He rips a charge and drops his whole hand of white+black dragons and chaos monsters and makes leo thought ruler baby dragon for game gotta go fast and win 4 matches to top Chris dropped at this point RIP R6- cool guy with batterymen, not azad surprisingly G1 emptiness> batterymen G2 ^ R7-kid my age with batterymen G1 dante set 4 search tour guide, emptiness his reborn and his tribute summon guy G2 he locks me out with a macro and my own emptiness, no trap stuns in sight G3 he draws 3 fuel cells and I have the trap stun for call on his 9V and I ride fullmetal alchemist aka downerd magician to victory 5-2 at this point, nervous as hell because im a sheer noob and this was kind of a big deal to me R8-cool guy who sounded like Jordan Peele with disaster hieratic dragon ruler REDMD soul charge deck ft. Koaki meiru drago G1 drago makes it so I cant play G2 I karma cut his dragos and emptiness becomes my best friend after I wind blast his hieratics G3 I strap on my saddle, put my feet in the stirrups, kick my vanitys fiend in the ass, and ride that bastard like the lone ranger into round 9. Messed up way for him to go tbh R9-red sweatshirt guy with shaddoll G1 I keep spinning his cards to topdeck and never lose advantage even after he super polys m G2 tour guide resolves 3 times, he keeps setting a hedgehog and I keep wind blasting/raizaing it until he offers the handshake and I stop hyperventilating Finished 7-2, 12th place. First invite because im noob and I got 4 cheeseburgers at mcdonalds on the way back so I mean it couldn't get much better Shoutouts to mike albancheese getting eighth, tim leduc getting seventh, joe bogli coming back hot and getting first. Also shoutout to alex medina just because Pros -vanitys fiend -mcdonalds -selfies with azad -tour guide -zach McLaughlin Cons -yang zings -the smell of yugioh players -chris dropping round six Thanks for reading guys, hopefully i can actually top something real next time :)
  21. Batteryman Artifact

                                                                                                                                        Monsters: 16                                                                                           1 Artifact Beagalltach                                                                                           3 Artifact Moralltach                                                                                            3 Batteryman 9Volt                                                                                          3 Batteryman Microcell                                                                                           3 Batteryman Charger                                                                                          2 Batteryman Fuel Cell                                                                                  1 Batteryman Industrial Strength                                                                                                                                                                                                           Spells: 13                                                                                           3 Upstart Goblin                                                                                           3 Supply Squad                                                                                   3 The Monarch Stormforth                                                                                          2 Artifact Ignition                                                                                          1 Pot of Duality                                                                                          1 Soul Charge                                                                                                                     Traps: 11                                                                                         3 Artifact Sanctum                                                                                        3 Dimensional Prison                                                                                               3 Wiretap                                                                                        1 Solemn Warning                                                                             1 Compulsory Evacuation Device                                                                                                                            Extra Deck: 15                                                                                          1 Abyss Dweller                                                                                    1 Castel the Musketeer                                                                                      1 Constellar Omega                                                                                      1 Constellar Pleiadis                                                                                    1 Constellar Ptolemy M7                                                                                  1 Evilswarm Exciton Knight                                                                        1 Gaia Dragon the Thunder Charger                                                                                       1 Gauntlet Launcher                                                                           1 Number 101: Silent Honor ARK                                                                                           1 Volcasaurus                                                                                     1 Rhapsody in Berserk                                                                                    1 Photon Strike Bounzer                                                                                     1 Starleige Paladynamo                                                                                    1 Tiras, Keeper of Genesis                                                                                        1 Wind-Up Zenmaioh                                                                                                                                   Side Deck: 15                                                                                  1 Caius, the Shadow Monarch                                                                                                 3 Maxx "C"                                                                                               1 Dark Hole                                                                                    3 Mystical Space Typhoon                                                                                         3 Pulling the Rug                                                                                  3 Shadow-Imprisoning Mirror                                                                                             1 Soul Drain                                     One of the lesser known/talked about releases from Duelist Alliance is Batteryman 9Volt, which makes the deck a legitimate strategy (along with the other more known release of The Monarch Stormforth.) I've played this deck a lot in several different variations and a common theme repeated itself: This deck beats Shaddolls, loses to Burning Abyss, and has a 50-50/so-so/okay/moderate/whatever adjective of the same meaning match up against Satellaknight. Going onto some rhyme and reason for these results as provided from my testing in the Dueling Network rated pool(s,) I can point to a few things.   MATCH-UP BY MATCH-UP   VS Shaddoll: Not using the extra deck and still being able to produce large amounts of damage/otk is the really favorable thing about this match up. You won't be putting yourself at any sort of disadvantage by not letting them fuse from the deck with Shaddoll Fusion, like some other strategies do. On top of this, using The Monarch Stormforth on a set Shaddoll, specifically Falco can be a blowout if tribute summoning for Charger. The Shaddolls do not get their effects, and you're ahead in cards if tributing for Charger or Caius post-side. Winda isn't the most difficult card to deal with in this deck because of Fuel Cells effect being able to bounce it right back to the extra deck while they get no Shaddoll Fusion, and this can be accomplished under Winda just by tribute summoning a Charger and getting Fuel Cell right from the deck, from there tributing the Charger for Cell's effect. There aren't many outs in Shaddoll to an early set Microcell, and Supply Unit can easily snowball if they can't quickly Dragon it. The only thing that Shaddoll really has on this deck is Super Polymerization, but that is what it is.   VS Burning Abyss: This match up is atrocious. Between them being able to float into Alucard making Micro Cell terrible, them floating the materials of XYZs to stop your OTKs even around Fuel Cell, and it having one of the strongest trap line-ups in the game, this is not an easy match up for this deck by any stretch of the imagination. This is one of the reasons why I posted this, to ask for help with what I can do to beat Burning Abyss with this deck, if anything. At this point I'm conceding game one and hoping to draw floodgates game 2/3 which I don't have an abundance of (you may notice the lack of Vanity's Emptiness, I'll talk about that more later.) I do not believe there is a way to consistently win this match up while simultaneously letting them play Yu-Gi-Oh.   VS Satellaknight: The idea of "life points hitting zero before their number of traps hits zero" used to describe some combo vs non-combo match ups in the past applies here. If their number of traps hits zero before you die they kill them, and the situation you die is when your life points hits 0 before their number of traps do. There isn't much else to say, but I will note I did include some Dimensional Prisons in the main to help mitigate this a little giving me some extra turns to deal with their backrows. Also I'm aware siding Pulling the Rug actually doesn't make sense if my strategy is to go through their traps and not die then win because it doesn't align to that line of play, I would also like some help here asking the Groundz what I might want to use instead of them in the side to align with the aforementioned line of play.   MAIN DECK RATIO THEORY & OTHER NOTES   First, let's talk about the artifacts.     As far as why this ratio specifically of 1 Beagalltach, 3 Moralltach, 2 Ignition and 3 Sanctums, I'd like to refer to some notes taken way back in ARG DC format about my thoughts on all the artifact ratios not including just Sanctums and 2-3 Moralltach:       I believe the same applies, another thing to note in favor of using Beagalls and Ignitions is this being an OTK deck making Beagall better than usual and Ignition's importance to this format with Supply Squad, Vanity's Emptiness, and Call of the Haunted being popular. The Artifacts also have amazing synergy with the deck by being level 5s to make rank 5s, Light-Attributed specifically for making Pleiadis, Sanctum setting up a tribute summon for Charger, and just Sanctum still being one of the strongest traps in the game, despite how popular Breakthrough Skill and Floaters are right now. Speaking of Breakthrough Skill, that card specifically is the reason I opt to maxx out on Breakthrough Skill. It's a very real problem for this deck.    Speaking comparatively between Wiretap and Trap Stun in this deck, I opt for Wiretap in for the following reasons:   Where Trap Stun is better: Multiple real traps that stop you from otking your opponent. Between Sinister Shadow Games, Shaddoll Core, Call of the Haunted, Alpha (when they do not control a Satellaknight,)  Dimensional Prisons, MSTs, etc it actually isn't that uncommon for your opponent not to have more than one real trap among multiple backrow (Dimensional Prison is arguably a real trap.) Where Wiretap is better: Breakthrough Skill Solemn Warning if you didn't want to play stun preemptively because it wasn't a guaranteed OTK if it resolves. Also other counter-traps like Satellaknight Alpha. Breakthrough Skill When you want to stop a trap in your opponent's turn without turning off the rest of your traps. Breakthrough Skill   Moving onward to the Batteryman line-up itself:     Maxing out on Chargers, 9-Volts, and Microcells should be obvious. As far as the other ones go, if you're not bricking which are the times Industrial Strength is live you can just search it because he's kind of tidius to summon if you aren't already in a winning position. He is really important though if you used one of your Fuel Cells to make OTKs or to just out Midrash with just the summon of a 9-Volt and two Batterymen in grave. I use just enough Fuel Cells to make Bounzer and Ptolemy, and just enough Fuel Cells to OTK with Charger drop + Fuel Cell. it's a brick outside of Charger drop, so I don't see a reason to play a third.   Squaaaaaaaaaaaaaaaaa     9-Volts last effect is that it destroys itself in the end phase, and it triggers Supply Squad making it instantly replace itself if you have 9-Volt aka didn't brick and makes every card you get after that point from it absolutely free. There was a decently sized period of time I actually didn't know I was supposed to use this, my friend TJ set me straight. Card just snowballs in non-autowin games and turns them into wins.   1 Duality, 1 Soul Charge     This isn't a Soul Charge deck. The Soul Charge plays in this deck are mostly unimpressive and usually the best thing you can do is trigger 9-Volt from it, so I do not max or even play 2. It is a decent comeback card late game to swing the game in your favor though, but I also never wanna draw it vs Shaddoll, so I opt for one. Back when I used one Duality in Infernity the theory was "if you combo you win and the Duality you drew didn't matter if you don't combo Duality is a better upstart." The same theory applies here that if you combo you win via otk and if you don't Duality is a better upstart. Only one because I never wanna see multiples and the theory's exception is when you have to get over a field when comboing because you might not be in a winning position afterwards.   The Monarch Stormforth     It doesn't take much imagination to understand why this is such an important part of the deck. Tributing your opponents monster for a Charger that will get you a 9-Volt that will get you a Fuel Cell that combos with the Fuel Cell/Industrial Strength in your hand to kill them is amazing, and it will very rarely not be live as, counting for Fuel Cells, Microcells, and 9-Volts, you have 11 cards to use it with.   The last two cards not talked about are Warning and Compulsory Evacuation Device, which are pretty self-explanatory.   THE EXTRA   Gauntlet sets up OTKs you wouldn't otherwise have, Bounzer is something that you can combo into defense if you don't kill them, M7 does stuff, all the rank 5s do stuff, Gaia can pierce for game, rank 4s pretty obvious. You don't actually summon much from the extra, mostly rank 5s and 6s.   THE SIDE   I might end up with more Caiuses (or perhaps Raiza) sided but it's powerful vs Shaddoll and BA. Maxx C isn't the best vs any of the popular decks right now but you can still run into some combo decks especially in the specific area of rated I was playing. They're negligible I suppose. 3 MSTs obv outing floods like Vanity, Light Mirror, etc. Soul and Shadow Mirrors and Floods like that are what you need to beat Shaddoll. I might side Vanity (I'll get back to that) to have more floods for BA because it is the very poor match up of this deck. As mentioned before Pulling the rugs are likely the incorrect way to approach siding for the Satellaknight match-up, and that's about all I have right now. My side deck is less than powerful at the moment and most certainly needs some revising.   CARDS I AM NOT PLAYING ATM/WHY   Portable Battery Pack: I would play Call before this because of the Artifacts Call of the Haunted: Pretty strong and can give you a tribute for Charger, but at the same time makes their Breakthrough a bit stronger than it already is. This can definitely end up back in my deck. Battery Charger: Getting back 9-Volt isn't the greatest because you would have used it's effect that turn where you wouldn't have with Call, and you can't do it on Artifacts. Yet again, I'd play Call before this card. Vanity's Emptiness   I talked to a friend a bit about this earlier, basically the point against this card mained boils down to you'll win the turn you go off so it doesn't matter if this + board is game in most circumstances and if you have to play it before the turn you Charger drop you have to actually get rid of the Emptiness so you can win quickly because this isn't really a grind type of deck. The hole in this is against BA Charger drops is almost never game because of their excessive floaters so there is a real argument for siding this for BA so you can have board + Vanity for their next turn and then kill them on your following turn.   That is all I have for right now.
  22. Introduction Ice Barriers are a fun/casual deck, and yet a very versatile one thanks to its access to a wide range of Synchros and XYZs. That versatility allows for many different builds to be created (see the pictures at the end), but on this guide, we will be discussing what arguably are the best 2 strategies of the deck: 1.       General’s Rush 2.       Dewloren’s Control For each one of these strategies we will be talking about how it works, its win condition, and how to achieve it. Finally we will see why using them in a single deck makes them better than on their own.     General’s Rush This is perhaps the most widely known and used Ice Barrier Strategy. Its goal is to generate and keep field advantage under the direction of the Ice Barrier Generals (mainly General Gantala of the Ice Barrier).   To quote from yugioh.wikia: ”The "Ice Barrier" engine works in a circle. The idea is to start with "Strategist of the Ice Barrier", whose main objective is to discard "General Gantala" to the Graveyard all while netting you a draw every time you discard. "Gantala" then sits in the Graveyard until revived by "Prior of the Ice Barrier". Once you have "Gantala" on the field, you can begin reviving your other "Ice Barriers" that have fallen in battle or have been discarded by "Strategist", most notably "Defender of the Ice Barrier" to Synchro and block almost all attackers... The main win condition of this Deck is to summon "Gantala" to generate field advantage, then use powerhouses like itself and "Gungnir, Dragon of the Ice Barrier" to destroy your opponent's field.” Its win condition is achieved by completing the following 3-step process: Send General Gantala of the Ice Barrier to the graveyard. Special Summon General Gantala of the Ice Barrier. Protect General Gantala of the Ice Barrier. Let’s talk about how to complete each of those steps in detail: A successful Ice Barrier deck should be able to send General Gantala to the graveyard in turn 1 or 2. These are some of the cards (or combination of cards) that will make this possible: a.       Foolish Burial: Perhaps the fastest and simplest way to send Gantala to the graveyard. b.      Tidal, Dragon Ruler of Waterfalls: Tidal is a remarkable support for this deck. With any other WATER monster in hand, he can send Gantala to the graveyard directly from your deck. c.       Strategist of the Ice Barrier: This decks built-in way to send Ice Barriers to the graveyard. d.      Lavalval Chain: Thanks to Prior of the Ice Barrier and cards like Silent Angler summoning this card is quite easy and his effect is perfect for a set-up play e.      Other Notable mentions include: Swap Frog, Skreech, and Genex Undine. Sending General Gantala to the graveyard is worthless if you can’t special summon him back to the field relatively fast. Thankfully, there is 1 card that will make it that much easier: Prior of the Ice Barrier. And a few cards that will support it: a.       Medallion of the Ice Barrier: The personal ROTA of the deck. Add Prior to the hand to later tribute himself to summon Gantala. b.      Surface: With Prior in the graveyard, this card becomes a Monster Reborn for Gantala. c.       Salvage: Much like Surface, Salvage also needs Prior in the graveyard to work. Although a bit slower, it gives a +1 when it resolves. d.      Call of the Haunted: A very simple way to summon Gantala, but it becomes even better if you summon Prior with it to later use his effect to special summon Gantala. This way, your Gantala will not be attached to Call of the Haunted’s destruction. e.      Other Notable mentions include: Powerful Rebirth, Soul Charge, Pinpoint Guard (with Prior), and Limit Reverse (with Prior). The advantage generated by Gantala is better capitalized over time; so keeping him on the field is essential for this strategy to work. For this to happen he needs to be protected against 2 very different things: Battle Destruction, and Effect Removal. When it comes to battle protection the “Defender Lock” (+ any other Ice Barrier), and to a lesser extent the “Cryomancer Lock” (+ any other Ice Barrier), is more than enough. But when deciding how to counter Effect Removal, options grow much wider. It depends a lot on the meta and on deck you are facing. And even though this is largely a matter of personal preference, the following are some notable mentions: ·         Fiendish Chain ·         Breakthrough Skill ·         Solemn Warning ·         Compulsory Evacuation Device ·         Bottomless Trap Hole ·         Back Horn of Heaven ·         Soul Drain ·         Torrential Tribute ·         Forbidden Lance ·         Mystical Space Typhoon ·         Book of Moon ·         Safe Zone   Dewloren’s Control The concept of this strategy is quite simple: Use and abuse continues spells and traps that will benefit from being re-activated every turn. It is clearly a control based strategy, and as such, it grows stronger the longer the duel goes. Much like the General’s Rush strategy, Dewloren’s Control also has a 3-step process to follow in order to achieve its win condition: Draw abuse able continuous spells and/or traps Special Summon Dewloren, Tiger King of the Ice Barrier Protect your field. Once again, let’s talk about how to complete each of those steps in detail:        A. Drawing the cards you can abuse with Dewloren is the single most complicated step of the process. In part because you really can’t search any of them, so you are depending on your draw engine to do so. This creates a delicate balance between the amounts of abuse able spell and traps you play, and the dedication to a draw engine. Something to keep in mind while creating that balance is what cards can really benefit from Dewloren’s effect and which ones are just “ok” to use it with. Here are some of the best spells or traps to use in Dewloren’s Control: Fiendish Chain: By far the number 1 to abuse. It grants effect negation every turn. Call of the Haunted: Use the monster for a Tribute, Synchro or XYZ summons and bounce Call of the Haunted to the hand to be used again next turn. Or bounce the monster back to give you a +1000 attack and re summon that monster (especially if it’s effect triggers when normal summoned). In an Ice Barrier deck, you can bring back Defender of the Ice Barrier or Cryomancer of the Ice Barrier to create an attack lock on your opponents turn and later use them to Synchro in your turn; or Prior of the Ice Barrier to later tribute for General Gantala of the Ice Barrier (or any other Ice Barrier) leaving your Call of the Haunted unattached to that monster. Powerful Rebirth: It works much like Call of the Haunted but with the added benefit that the monster is never linked to Powerful Rebirthpermanence on the field. Safe Zone: Use it on a monster you want to protect, then XYZ with it later to bounce Safe Zone and re use it later. Or, use it on an opponent’s monster then bounce it back to destroy that monster. Other Notable mentions include: Royal Decree, Vanity’s Emptiness, Limit Reverse, Abyss-Sphere, Swords of Revealing Light, Tenki, Neptune’s Amulet, Prohibition, Xing Zhen Hu.      B. Dewloren is useless without some cards to abuse, but once you have drawn them, you need to be able to summon Dewloren quickly. Being a semi-generic Syncho monter (1 tuner + 1 or more non-tuner WATER monsters) the only restriction we have is that the none tuner monster’s attribute needs to be WATER. Here are some of the ways he can be summoned: Strategist of the Ice Barrier + Cryomancer of the Ice Barrier: Probably one of the most common ways to summon him since they are both searchable by Medallion of the Ice Barrier, both can be brought back from the graveyard with Prior of the Ice Barrier or Surface and Salvage with Prior in the graveyard (in the case of Cryomancer directly). They also create a soft attack lock together. Silent Angler + Cryomancer of the Ice Barrier: Normal summon Cryomancer, special summon Silent Angler, and you got yourself a simple and quick Dewloren. Both of them can also be brought back from the graveyard with Salvage. Genex Undine + Defender of the Ice Barrier/Genex Controller: Genex Undine searches Genex Controller, and Defender can be searched byMedallion of the Ice Barrier, also both are Salvage targets. Other notable mentions include: Defender of the Ice Barrier + Mermail Abysslinde/Abyssgunde/Snowman Eater; Cryomancer of the Ice Barrier +Mermail Abysspike/Abyssturge/Elemental Hero Bubbleman.      C. This strategy protects itself pretty well. It can stop attacks with a Defender of the Ice Barrier that was just summoned with Call of the Haunted, or protect against destructive monster effects again and again with Fiendish Chain. The main problem though, is protecting your traps from destruction. Here are some cards that will help with that: Stardust Dragon: He is one of the most practical ways to protect your cards from destruction. And Stardust protected against monster effects with a re-usable Fiendish Chain, and protected against attacks with the Defender’s Lock in place becomes a great asset to have. Dark Bride: Although this card is a -1 on itself, it’s worth the minus if used to protect on of your key and re-usable cards. Other notable mentions include: Imperial Custom, Cairngorgon Antiluminecent Knight, and Herald of Rainbow Light.   Synergy Aside from the fact that both of these strategies come from an Ice Barrier Deck, they share a common setup and complement each other in many ways. The following is a list of reasons of why General’s Rush and Dewloren’s Control should be played together: Ø  They Share a Core: Prior, Medallion, Strategist, Defender, Cryomancer, Silent Anger, Surface, Salvage, Call of the Haunted, Fiendish Chain, they are all useful in both strategies.   Ø  Dewloren is limited: If he gets Solemned or Banished then the strategy is dead! If combined with General’s Rush, all the other cards use for Dewloren’s Control still have a use.   Ø  Gantala needs time… Dewloren provides it: As discussed before, the General’s Rush strategy needs time to really capitalize its generation of advantage. And a control based strategy like Dewloren’s Control will easily provide that time.   Ø  Dewloren needs protection… Gantala provides it: The Defender’s Lock that will protect Dewloren from attacks is easily created with Gantala, without the need to have (or use) Call of the Haunted.   Ø  Gantala can summon Dewloren: Not only can he special summon Dewloren from the graveyard if it has fallen, but it can also summon the missing piece to summon Dewloren next turn.   Ø  Dewloren Stops it, Gantala takes care of it: Although Dewloren’s Control can stop your opponent’s plays with cards like Fiendish Chain or Call of the Haunted (Defender’s Lock), it still has to deal with the monster later. The versatility of the General Rush strategy to summon Synchros or XYZs will make that really easy to accomplish.   Ø  Both strategies fit on a 30-card core: Using one without hurting the other is a great attribute to have. And the fact that they share so many of their core cards makes it really easy to put them together without sacrificing a card that could be good for one and not the other.     Deck list: Make it your own From what we have previously discussed, the deck only needs a core of 30 cards to function; the other 10 are up to your personal preference and play style.   This is the core of the deck: http://i.imgur.com/WhUBpKu.png   So, what to do of with the 10 open slots we have? In my opinion, you have 4 options: Add Consistency Boosters: Upstart Goblin, Reckless Greed, Pot of Duality, Genex Engine, Toon Engine, etc. Add Disruptive Cards: Mystical Space Typhoon, Solemn Warning, Compulsory Evacuation Device, Bottomless Trap Hole, Black Horn of Heaven, Torrential Tribute, Breakthrough Skill, Soul Drain, etc. Add more cards that have good Synergy: Mind Control, Safe Zone, Powerful Rebirth, Inferno Reckless Summon (to use with Prior OR Silent Angler), Limit Reverse, Swap Frog, etc. Add a Combination of the above: Ten cards are quite a lot (25% of your deck) so feel free to create any combination you want to.   Other Fun Builds This are just a few “creative” builds I have made over the years, feel free to used them and have fun destroying the meta with the most underrated deck in this game’s history!   Arctic Relics: http://i.imgur.com/SOE1cXj.png Frozen Destiny: http://i.imgur.com/UTzTdCO.png SynchonIce: http://i.imgur.com/8VpnhwX.png Arcanian Barrier: http://i.imgur.com/y0zyYSj.png Outter Frost: http://i.imgur.com/mQLaU8e.png Ragna’s Ronnin: http://i.imgur.com/q44kyDh.png  
  23. Hey guys

    Hey guys, i've joined forum mainly because i want to get further into the yu-gi-oh community, also i thought when making decks it'd be best to get other peoples opinions on my decks to make them better, that aside, hello :D
  24. July 2014 Six Samurai

    Hey guys, so I was thinking of rebuilding my Six Spamurai after the last banlist which I think gave them a nice little boost. This build has been doing decently online and I feel like it can be improved some more.   My main goal is consistency, so thats why I have a lot of draw power and searchers. I guess I'm looking for a nice balance of control and aggression.   Monsters: 16   1x Grandmaster of the Six Samurai   1x The Six Samurai - Zanji   3x Legendary Six Samurai - Kizan   1x Legendary Six Samurai - Enishi   1x Hand of the Six Samurai   1x Spirit of the Six Samurai (makes Shi En a god plus lets me pretty much draw every turn)   2x Elder of the Six Samurai   2x Legendary Six Samurai - Kageki (any more than 2 Elder and/or Kageki feels too cloggy)   3x Kagemusha of the Six Samurai   1x Shien's Squire (FOr those times when I open a L4 + Shien's Dojo. Also used as protection)   Spells: 13   2x Reinforcement of  the Army   3x Shien's Smoke Signal   3x Upstart Goblin   2x Asceticism of the Six Samurai (3 is cloggy)   2x Shien's Dojo (can be almost as good as Gateway at times)   3x Six Samurai United   Traps: 9   2x Double-Edged Sword Technique   1x Bottomless Trap Hole   2x Dimensional Prison   1x Compulsory Evacuation Device   2x Musakani Magatama   1x Solemn Warning   Extra Deck: 15   Stardust Spark Dragon   Stardust Dragon   Black Rose Dragon   Goyo Guardian   Naturia Barkion   Armades, keeper of Boundaries   Naturia Beast   Ally Of Justice Catastor   Shadow of the Six Samurai - Shien (Lets Kageki beat over pretty much everything)   Blade Armor Ninja   Number 101: Silent Honor ARK   Heroic Champion - Excalibur   Evilswarm Exciton Knight   NUmber 17: Leviathan Dragon
  25. posting for mason:   link to original post: https://www.facebook.com/DuelistGroundzLive/posts/479839158818914?fref=nf   Alright guys! We're going to be hosting a DG Live Invitational! Now you may be wondering, "How do I qualify?" It's simple. There will be 8 Qualifier tournaments. The top 2 of each of these tournaments will be invited to our special invitational! The invitational will also have prizes! Right now the plan is Steam Gift Cards of varying amounts but we'll see on that. The first qualifier will be hosted tonight as soon as Leily gets home from work. It will operate by the new banlist and new rules and the new structure deck is allowed. Happy Dueling!