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Found 13 results

  1. Beatrice Zombie Turbo

    Main (40): Monsters (27): 1x Garnett 2x Fabled Soulkius 2x Il Blud 2x Vampire Grace 3x Mali 1x Shaddoll Dragon 3x Grepher 3x Mezuki 3x Arma 3x Fiendish Rhino 1x Calcab 1x Farfa 2x Plague Spells (13): 1x Rota 1x Soul Charge 1x Upstart 3x Dark World Dealings 1x Foolish 3x Hand Destruction 3x Brilliant Fusion Extra: 2x Dante Pilgrim 1x Seraphinite 1x Beelze 2x Omega 1x Red Wyvern 1x Stardust Charge 1x Utopia Beyond 1x Strike Bounzer 3x Beatrice 1x Dire Wolf 1x Dweller To get an idea of how it plays watch these tests against the ai: https://vid.me/3zUw The premise of this deck is to set-up with Beatrice and follow up with an otk or just otk. The warrior engine is a crucial component of this deck. They allow you to set-up or out backrow/threats before making your plays. Through plague they you can make them 6’s to combo with. The other component is the fiend engine. Soulkius is a lvl 6 and allows you to dump monsters into the grave. He is also 2200 which means he can run over Kirin and crash with Dark Lady. Brilliant fusion acts as another discard outlet, a way to summon multiple monsters/tribute summon, and most importantly the ability to use Il Blud. Fiendish rhino is more copies of whatever you need. He can dump bas or Soulkius. The discard spells work well here. They set-up your grave or trigger removal effects without making a play. They greatly increase what you can do in a turn. In case you’re worried they’ll give your opponent some great advantage, they won’t. You will generally discard any multiples with Soulkius anyway. They also give you an advantage. G1 you know what your opponent is playing if you go first. I’m not sure about the best extra for this. I like triple Beatrice, but question if it is necessary. I don’t like void ogre here because you can’t always empty your hand and against monarchs I am not confident it does much, especially if you use discard spells. You have a lot of side options. For graveyard hate you can side forbidden graveyard, if + norden + extra dweller, and possibly actually use dark law for his effect. If my opponent is playing a combo deck and I think he’ll leave his hand with less than two I might side this in over hand destruction. It makes your warriors 6’s and dumps a monster in the grave. Also, it is the only way to permanently out a Kirin – after you baited it of course. For monarchs you have zombie world. It is good because you can play it going second and not worry about ether. It also makes you mezukis live with anything. You can also side in grave traps like mischief of the gnomes, breakthrough skill, or rise to full height. Rise to full height is cool because you can keep looping it with omega and your opponent will never get to attack you. You can also side in more ba’s and tackle crusader. Tackle crusader can act as a second farfa during your opponent’s turn. I use to run resonators because they turn your 4’s into 6’s, but I don’t think they’re very good. They’re very weak to negation and kinda of nullify the warriors ability to bait stuff when your opponent can just use their responses on the tuners. Been playing in ranked an made a lot of changes: http://i.imgur.com/bn1WOtn.jpg i decided rhinos couldn't be consistently triggered and dropped them to focus on dark stuff for easier setup. I don't think there is much I can side for ba besides gnomes. Zephyros helps make dweller and lvl8. Alich is better than farfa against monarchs but I want double farfa vs. ba. I decided to run more big zombies to make setup easier and dropped dire wolf and r4 stuff. I'm running zephyros solely for dweller, but it can be used with uni to make lvl 8 or just as tribute fodder. I'm running alich instead of double farfa as it is better vs. monarchs, although farfa is better vs. ba so I'm siding a second. F0 is needed to unclog your field and is good vs. Kozmo and ba. Exa is good to out beatrice or kozmo town as it sends and not destroys. It can also attach cyber dragon after siding to contact fuse from the s/t zone. It is also a non-number for f0. Another update: http://i.imgur.com/DfmhmqO.jpg I decided that the dark engine was very fragile going second and I wanted to have a chance to play going second. The dododo stuff has good support and just having a spell that discards is a huge boon to the deck as most stuff wants to be in the graveyard. I've cut some stuff to 2 because they suck in multiples and clog with combinations of cards. I never find myself losing because of running out of mezuki as generally if you lose you lose before you ever get to that point. You just got to play with it in mind. You need to side heavy when going second. Prohibition is a great card which can turn off either and you can preemptively use it against kozmo to prevent dd/dark lady from activating (a dark lady summoned in response to it should still be able to activate). You really need cards which will allow you to play going second and Prohibition does that vs. certain decks.
  2. Let's Talk About Shadoll So, post The Duelist Advent (or Duelist Alliance or whatever the TCG is calling them), one of the three premiering "Series" (Archetype, whatever) in the set is the Shadolls, a group of chiefly DARK Spellcaster-Type monsters, based in the "Duel Terminal" plotline of the Yu-Gi-Oh! Card Game. So what's so good about them? They're a Fusion Archetype that heavily punishes Special Summons, and the members we know about all feature a self-replacement effect of some sort, meaning that many of the hand or field presence issues of Fusion Summoning aren't as much of a big deal with this group. As a note, I'm commenting on the cards currently revealed. I'll try and update for post DUEA spoilers. Shadoll Monster [spoiler] Shadoll Falcon Level 2 DARK Spellcaster-Type Flip Tuner Effect Monster ATK 600 DEF 1400 You can only use 1 "Shadoll Falcon" effect per turn, and only once that turn. ①: If this card is flipped face-up: You can target 1 "Shadoll" monster in your Graveyard, except "Shadoll Falcon"; Special Summon that target in face-down Defense Position. ②: If this card is sent to the Graveyard by a card effect: You can Special Summon this card from your Graveyard in face-down Defense Position. [/spoiler] The corrupted form of Gusto Falco. Essentially a self reviving monster (should it be taken out by most removal). And if your opponent battles, you can just Summon another Shadoll in its place. The other key thing to note is this card opens Synchro Plays. As it currently stands, it sets up for Level 5 with Hedgehog (Armades, Catastor, Hyper Librarian), Level 6s with Dragon and Lizard (Vulcan, Sirius) Level 7 with Midrash and Beast(Black Rose Dragon), and Level 10 with Nephilim (Leo, the Keeper of the Sacred Tree). [spoiler] Shadoll Hedgehog Level 3 DARK Spellcaster-Type Flip Effect Monster ATK 800 DEF 200 You can only use 1 "Shadoll Hedgehog" effect per turn, and only once that turn. ①: If this card is flipped face-up: You can add 1 "Shadoll" Spell/Trap Card from your Deck to your hand ②: If this card is sent to the Graveyard by a card effect: You can add 1 "Shadoll" monster from your Deck to your hand. [/spoiler] The corrupted form of Neo Flamvell Hedgehog. Essentially the Deck's Stratos. Flip it face-up, you get your hands on Roots or Fusion. Send it to the Graveyard via Shadoll Fusion, Nephilim or other card effects, it turns into a monster searcher. And yes, it searchs for a monster if you send it for a Fusion Summon since sending monsters to the Graveyard as Fusion Materials is part of the resolving effect. Just remember, you can't have your cake and eat it too. [spoiler] Shadoll Lizard Level 4 DARK Spellcaster-Type Flip Effect Monster ATK 1800 DEF 1000 You can only use 1 "Shadoll Lizard" effect per turn, and only once that turn. ① If this card is flipped face-up: You can target 1 monster on the field; destroy that monster. ② If this card is sent to the Graveyard by a card effect: You can send 1 "Shadoll" card from your Deck to the Graveyard, except "Shadoll Lizard". [/spoiler] The corrupted form of Satellaknight Unukalhai. Its first effect makes it essentially the archetype's monster destruction expert. Basically an in-theme Snowman Eater. Its second effect basically allows you to plus off of Fusions by sending more Shadolls to the Graveyard and triggering their effects. So you can potentially draw, revive Falcon, add a Shadoll to your hand or destroy a Spell?Trap Card. (As of now). In a more "pure" Shadoll Deck, this guy just basically lets you avoid paying too many costs for Fusion Summoning (and dig through the Deck.) Also with 1800 ATK, it serves as one of the Deck's fundamental beatsticks alongside Dragon, Midrash and Nephilim. (When Nephilim isn't exploding things. [spoiler] DUEA-JP026 Shadoll Dragon Level 4 DARK Spellcaster-Type Flip Effect Monster ATK 1900 DEF 0 You can only use 1 "Shadoll Dragon" effect per turn, and only once that turn. ① If this card is flipped face-up: You can target 1 card your opponent controls; return that target to the hand. ② If this card is sent to the Graveyard by a card effect: You can target 1 Spell/Trap Card on the field; destroy that target. [/spoiler] The Corrupted form of Enryuusei - Shungei (Suanni, Cosmic Dragon of Fire). It's the Deck's other Level 4 Beater. But it's got some other fun tricks. It's a S/T and Monster Compulsory Evacuation Device when flipped up, so if attacked it will provide a hassle despite the fact it will most definitely die. If it dies by card effects OR it's used as an Fusion Material or you just generally dump it, it turns into Mystical Space Typhoon. It's probably one of the Deck's nuttier and strongest cards, providing the plusses to win. [spoiler] Shadoll Beast Level 5 DARK Spellcaster-Type Flip Effect Monster ATK 2200 DEF 1700 You can only use 1 "Shadoll Beast" effect per turn, and only once that turn. ① If this card is flipped face-up: You can draw 2 cards, then discard 1 card. ② If this card is sent to the Graveyard by a card effect: You can draw 1 card. [/spoiler] The corrupted form of Naturia Exterio (with Naturia Beast's Stats). This card's effects are for the same reason you play Reckless Greed and Upstart Goblin: To thin your deck and search combo pieces. As well, it basically serves as a beatstick that climbs over Cydra. There are ways it could do it, but most of them seem awkward. It is a half decent target for Falcon if you really want the draws, but at the moment it mostly makes for a pretty decent Fusion Material. Shadoll Spells & Traps [spoiler] Shadoll Fusion Normal Spell Card You can only activate 1 "Shadoll Fusion" per turn. ①: Fusion Summon 1 "Shadoll" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use monsters from your Main Deck as Fusion Materials. [/spoiler] The core card of the Shadoll Deck, it's their themed Polymerization. While Gem-Knight Fusion went about by trying to essentially return itself to the hand for no costs (not a bad idea), this card goes more with the aim of being an group themed Advanced Ritual Art, provided your opponent is playing an Extra'd Pendulum Monster, Fusion Monster (hah), Synchro Monster or Xyz monster. As a result, it triggers Shadoll monsters on the fly (since going to the Graveyard is a place they really really like.) And both the current Fusions avoid the "inability to grab more" issue by simply returning it to the hand. So it's an easy to recover ARA. Pretty neat. [spoiler] Cursed Shadow's Snare Field Spell Card ① Each time a "Shadoll" monster(s) is sent to the Graveyard by a card effect, place 1 Spellstone Counter on this card for each of those monsters. ② During your opponent's turn, each monster they control loses 100 ATK for each Spellstone Counter on this card. ③ Each time you would Fusion Summon a "Shadoll" Fusion Monster, you can remove 3 Spellstone Counters from this card once per Fusion Summon and use 1 face-up monster your opponent controls as a Fusion Material for that Summon. [/spoiler] So what exactly does this card do for you? Let's look over it. First off, it gets Spellstone Counters (last seen in Spellstone Sorcerer Karood and Powersink Stone. I wonder if these cards have any connection to the Shadolls) whenever a Shadoll is sent to the Graveyard by a card. Effectwise, is going to be caused by Facing the Shadows, Nephilim, fusing in general AND Shadoll Lizard. It's second effect makes it an enemy turn only Burden of the Mighty of sorts, meant to weaken the opponent's ability to struggle against Shadolls during their turn. Which is already hammered by Midrash generally being unkillable bar certain monsters with 2201+ Attack (or small monsters with huge attack modifiers. As well as Nephilim generally being a battle wall. So it's basically kicking the opponent in the teeth while they're already down. The third ability basically lets you Super Polymerization your opponent's monster for a Shadoll's fusion. It's a bit neat but at the moment, you're limited to doing this with LIGHTs and DARKS. It'll like change in the future with the next few sets, but it's not your most explosive option at the moment. But it's got potential in the future. Basically, this is a useful card, but it needs further support to polish it. [spoiler] Shadollroots Continuous Trap Card Special Summon this card as an Effect Monster (Spellcaster-Type/DARK/Level 9/ATK 1450/DEF 1950). (This card is also still a Trap Card.) If Summoned this way, you can substitute this card for any 1 Attribute Fusion Material Monster listed on a "Shadoll" Fusion Monster. If this card is sent to the Graveyard by a card effect: You can target 1 "Shadoll" Spell/Trap Card in your Graveyard, except "Shadollroots"; add that target to your hand. [/spoiler] Pretty much exists as Fusion Material fodder or being pitched to the Graveyard to recover Fusion (or being sniping fodder to get a free card back). Its main ability is it gets around your dependence of the Attribute of your monsters, but it takes time to set up, so it's a bit clunky. [spoiler] Facing the Shadows Normal Trap Card ① Send 1 "Shadoll" card from your Deck to the Graveyard, then you can change any number of face-down Defense Position "Shadoll" monsters you control to face-up Defense Position. [/spoiler] Basically this is Desert Sunlight / Ghostrick Panic for Shadolls, with an archetype specific Foolish Burial effect. Like Nephilim, it practically triggers combos, but it's more dependent on the Deck using Flip-Effects than Nephilim. Which is pretty unlikely since Midrash and Nephilim are your win-cons. It might be more potent in the future, but this is probably one of the Deck's more mediocre moves at the moment. Shadoll Fusions A note: Both of the current bosses have a recovery effect that works whenever they're sent to the Graveyard by any means (Basically think Dandylion), and they both can be revived by any means as long as you properly Fusion Summon them first (which you have to do anyways.) And that "recover a Spell/Trap Card" effect works upon destruction, Solemn Warning'd, Fusion Material'd, etc. [spoiler] El-Shadoll Midrash Level 5 DARK Spellcaster-Type Fusion Effect Monster ATK 2200 DEF 800 1 "Shadoll" monster + 1 DARK monster Must first be Fusion Summoned. ①: Cannot be destroyed by your opponent's card effects. ②: Neither player can Special Summon more than once per turn. ③: If this card is sent to the Graveyard: You can target 1 "Shadoll" Spell/Trap Card in your Graveyard; add that card to your hand. [/spoiler] First off, Dark Hole can't take her down, Bear can't take her down, nor can Evilswarm Exciton Knight. Most Synchros and Xyz that can take her down, once she's on the field, are very very hard to bring out as she essentially punishes the ability to bring those threats out. Interestingly enough, due to Rules Munchkining, a Pendulum Summon is a single Special Summoning, so she's likely designed to emphasize players to use the new mechanic to climb over her. But anyways, nearly every answer to her is essentially going to require S/T back-up or a monster using stat mods. Very scary goyle. [spoiler] El-Shadoll Nephilim Level 8 LIGHT Fairy-Type Fusion Effect Monster ATK 2800 DEF 2500 1 "Shadoll" monster + 1 LIGHT monster Must first be Fusion Summoned ①: If this card is Special Summoned: You can send 1 "Shadoll" card from your Deck to the Graveyard. ②: At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster. ③: If this card is sent to the Graveyard: You can target 1 "Shadoll" Spell/Trap Card in your Graveyard; add it to your hand. [/spoiler] The big kahuna of the current Shadolls, she's a 2800 ATK beatstick, she can send any Shadoll Card (Monster, Spell, OR Trap) to your Graveyard, and she's got essentially a somewhat different version of Ally of Justice's destruction effect. The Shadoll sending effect is very much potent as the entire theme does something when they hit the Graveyard, so she's essentially triggering combos just by being -summoned-. And while she's limited to Special Summoned monsters, nearly every monster in the game is Special Summoned at this point, and she does get around Pendulum Monsters. And outside of the new age Monarchs, nearly every card in the game anymore is Special Summoned. And whatever isn't is something she can basically walk over. About Non-Theme Support =LIGHT Support= Electromagnetic Turtle: A LIGHT monster that ends the Battle Phase, so pretty much a good Material for Nephilim. But remember, it can only be used once per Duel. (And it's currently OCG only). Raiden, Lightsworn Assailant: Yes, its mill is an effect so it triggers Roots, Falcon and Hedgehog. Rainbow Kuriboh: It can take a chump shot in the Graveyard and does retain the rather handy Outstanding Dog Marron: Keep making Nephilim for Days. A/D Changer: Hi, I Flip up most of the Deck's monsters into ATK position, where you want them and trigger their effects. =DARK Support= Kuribandit: Excavates the top 5 cards of your Deck, letting you dig for Roots or Fusion. And yes, sending the remaining combos is an effect, so you start hitting combos and chains. Necro Gardna: Food for Midrash, blunts an attack. Blackwing - Zephyros the Elite: Recycle a card you'd rather have in your hand or has had its effect negated. Level Eater: Makes Synchros with Falcon and provides Tribute Fodder for Beast (if you really want it.) =Spellcaster-Type Support= Gagagashield: Hi, Midrash just became very difficult to get off the field and most of the theme is Spellcasters. Wonder Wand: The eternally fun draw and ATK buff card, however, while the Fusions will give you back Roots or Fusion, the monsters give you nadda. But it does turn Midrash into a 2700 indestructible wall of pain, or lets you dump her if she gets Fiendish Chain'd. Main Concerns The Deck is very reliant on its Graveyard interactions. Fiendish Chain and Effect Veiler are things. Shadow-Imprisoning Mirror essentially eats the Deck, outside of its big boss, alive. And so far, it's a two trick pony and its Field Spell isn't terribly reliable yet. Also Rivalry and Gozen can stop you from dropping Nephilim, and the Deck is likely to run into this problem with future Fusions it gets.
  3. Chocolate Vanilla Swirl

    22 Monsters: 1x Rescue Rabbit 3x Renge of Dark World 3x Zure of Dark World 3x Dark Blade 3x Mechanicalchaser 3x Vorse Raider 3x Archfiend Soldier 3x Evilswarm Heliotrope   6 Pendulum Monsters: 3x Foucault's Spellstone Cannon 3x Radiant Knight   9 Spells: 3x Soul Charge 3x Veil of Darkness 3x Heart of the Underdog   3 Traps: 3x Common Charity   15 XYZ Monsters: Bujinki Amaterasu Evilswarm Ophion Satellaknight Deltatheros No. 25: Master Key Beetle No. 103: Ragnazero Evilswarm Thanatos Blade Armor Ninja No. 50: Blackship of Corn No. 101: Silent Honor ARK Winged Skyblaster Castel Diamond Dire Wolf Maestroke Daigusto Emeral Gagaga Cowboy Evilswarm Nightmare   I saw a deck very similar to this one on youtube today, but they were running different monsters with only Charity and Heart as far as spells went. I played around with a rank 3 variant, but it was bricking harder than I wanted it to, so I thought about the build and remembered  Bazaar of Baghdad's <a href="http://duelistgroundz.com/index.php?showtopic=159555">Normal Exodia</a> deck and applied it. The deck is simple: accrue normal monsters, make xyzs. So far, I'm just playing with this for fun. 
  4. Thy Surface (my solo project)

    http://soundcloud.com/thysurface   This is a solo Atmospheric/Ambient Black Metal project I've been working on. This is for all you Metal fans.
  5. Let's Talk Vampires In a continuing series of "Ark talks about stuff he thinks is cool (mostly Horror themed Decks)", let's talk about the Vampire Empire whose are going to show up in Shadow Specters (Released next month in Japan). Okay, the main thing to note is they're mostly Level 4 to 6 monsters, all DARK and all Zombie-Type. They don't rank exactly huge in terms of ATK (most ending at 2000 ATK!), but they're based around a few rather cool abilities ● Reviving from the Graveyard (either by paying a cost or in response to enemy card destruction) ● Selectively destroying your opponent's Deck by forcing key cards from their Deck to the Graveyard. ● Reviving your opponent's monsters as your own. FROM THE OLDEN DAYS [spoiler]http://yugioh.wikia.com/wiki/Red-Moon_Baby Red-Moon Baby Level 3/DARK/Zombie-Type - Effect/700 ATK/1000 DEF You can Special Summon to your side of the field a monster destroyed and sent to the Graveyard as a result of battle by this card at the end of the Battle Phase.[/spoiler] The black sheep of the Vampires. (Yes he's a Vampire. He was a Vampire in Japan, and that's what matters.). He's basically useless due to his godawful ATK stat, and his level isn't compatiable with any other Vampires. As a note, Shadow Vampire, Vampire Sorcerer, Pyramid Turtle, and Goblin Zombie can find him. And I'm pretty sure not even Vampire Empire can save him. [spoiler]http://yugioh.wikia.com/wiki/Vampire_Dragon Vampire Dragon Level 5/DARK/Zombie-Type - Effec/2400 ATK/0 DEF When this Tribute Summoned card is sent from the field to the Graveyard, you can add 1 Level 4 or lower monster from your Deck to your hand.[/spoiler] Just what we need, a one-eyed purple people eater. I kid, he's actually pretty good. If you Tribute Summon him, if he's removed from the field (and I believe the last thing to occur), he gets to search out all of your Deck's low level monsters. Ignoring the ability, he's searchable by Goblin Zombie, Pyramid Turtle, Shadow Vampire and Vampire Sorcrer, he's also recoverable with Dark's new favorite toy: Recurring Nightmare. Outside of Vampire Genesis (why.) and Bram, he's your Deck's highest hitter, outside of a revived Vampire's Curse. His Level also fluidly lets him work with Vampire Lord and Shadow Vampire to Xyz Summon a Rank 5 monster. Also a fun fact, this was the winning card from the "Rule to Duel" contest held in 2010. [spoiler]http://yugioh.wikia.com/wiki/Vampire_Genesis Vampire Genesis Level 8/DARK/Zombie-Type - Effect/3000 ATK/2100 DEF This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 1 "Vampire Lord" you control. Once per turn, you can discard 1 Zombie-Type monster to the Graveyard to select 1 Zombie-Type monster in your Graveyard with a Level less than the discarded Zombie-Type monster's, and Special Summon it.[/spoiler] The Big Kahuna, he's the biggest muscle the Vampires can muster! ... Except he's a Nomi and he requires you to banish Vampire Lord, one of the Deck's best monsters, and he lacks the Immortal Resurrection of his previous form, trading it in for sheer raw power, and an awkward resurrection effect. For those wondering how it works: If Vampire Grace/Vampire's Curse/Ryu Kokki, then Shadow Vampire, Vampire Lord and Vampire Dragon as your cap. If Shadow Vampire, Vampire Lord and Vampire Dragon, then Vampire Sorcerer/Vampire Lady/Zombie Master/Blood Sucker/Goblin Zombie as your cap. If a Level 4 Zombie, then Red Moon Baby, Pain Painter, Plaguespreader Zombie as your choices. He can be searched by Vampire Sorcerer, but sadly, he really isn't going to do it in this modern era, he's just not quick enough and he doesn't provide enough protection, but he's fun if you want to fuck around with a friend. If you can protect him, he'll probably help decide the Duel, but otherwise, he's a bit of a glass cannon, especially in a destruction heavy world. [spoiler]http://yugioh.wikia.com/wiki/Vampire_Lady Vampire Lady Level 4/DARK/Zombie-Type - Effect/1550 ATK/1550 DEF When this card inflicts Battle Damage to your opponent: Declare 1 card type (Monster, Spell or Trap); your opponent sends 1 card of that type from their Deck to the Graveyard.[/spoiler] Her stats are a bit unweildy, not helping her with Goblin Zombie or Recurring Nightmare, but she's basically a weaker version of Vampire Lord without his resurrection abilty. Under Empire, she's effectively a 2050 beater, swinging over monsters like Gene-Warped Warwolf and Alexandrite Dragon. I believe the general use for her effect is to clear away troublesome Traps and force your opponent to make hard choices regarding their Spell Cards. Monsters are generally a bad idea. And have been since strong Graveyard Revival became a thing. So don't do it. [spoiler]http://yugioh.wikia.com/wiki/Vampire_Lord Vampire Lord Level 5/DARK/Zombie-Type - Effect/2000 ATK/1500 DEF When this card inflicts Battle Damage to your opponent: Declare 1 card type (Monster, Spell, or Trap); your opponent sends 1 card of that type from their Deck to the Graveyard. During your next Standby Phase after this monster was destroyed and sent to your Graveyard by an opponent's card effect: Special Summon this card from the Graveyard.[/spoiler] The classic vampire in YGO, and one of the best cards in the game before Cyber Dragon had to show up and ruin everyone's fucking party. The Goblin can't search him, but don't worry, Sorcerer, Shadow Vampire and Pyramid Turtle are willing to call him from his keep. His skill is shared by himself, Lady and Grace in that they can all help demolish the opponent's Deck, and by choice. Using this choice, as mentioned with her ladyship, you should be clearing out Spells and Traps, though this might be risky in the face of Dragons drawing more monsters and the existence of Spellbook Tower/High Priestess, but those are/were the classic choices for using Lord. He also has a fairly reliable ability that makes him bounce back from the likes of Priestess, Dracossack, Blaster, et al. But the main problem there is not having all your Life Points sucked out, and we all know how that's going to go. Great in a destruction heavy format, but not when that format is backed by a bajillion damage. [spoiler]http://yugioh.wikia.com/wiki/Vampire's_Curse Vampire's Curse Level 6/DARK/Zombie-Type - Effect/2000 ATK/800 DEF When this card is destroyed by battle and sent to the Graveyard, you can pay 500 Life Points. If you do, Special Summon it during the next turn's Standby Phase. When this card is Special Summoned this way, it gains 500 ATK.[/spoiler] Searchable by the big 4, he's sadly not that great in a world WITH all the effect destruction going on and a marginalized tendency towards low battle interaction. His main utility in the Deck is giving Grace summon to form Rank 6s with, or you could use him with Level Eater, but Grace in many ways seems like the better choice as she can set up for her own Special Summon and has a useful Deck Destruction Ability. Really, he's nice as an idea (since most decks don't do well above 2500~3000 ATK for the most part), but he's lacking due to a glut of Monster Destruction. THE EMPIRE COMES FORTH [spoiler]http://yugioh.wikia.com/wiki/Vampire_Sorcerer Vampire Sorcerer Level 4/DARK/Zombie-Type - Effect/1500 ATK/1500 DEF If this card is sent to the Graveyard by an opponent's card (either by battle or by card effect): You can add 1 DARK "Vampire" monster or 1 "Vampire" Spell/Trap Card from your Deck to your hand. During your Main Phase: You can banish this card from your Graveyard; you can Normal Summon 1 DARK "Vampire" monster this turn without Tributing.[/spoiler] One of the new crux cards that helps unify the Vampires together, searches any Vampire Monster that's DARK (All the Vampires that are real Vampires are DARK), or Vampire Empire or Shift. (And with all due respect to Shift, most times you're going to be grabbing Empire unless you really need to revive that Vampire.). Its other ability is basically very similar in purpose to Amarylease, in that it makes dropping Shadow Vampire, Vampire Lord, Vampire Dragon, Vampire's Curse and Vampire Grace a lot less painless, and gives it an additional job once it's been destroyed (or dumped into the Graveyard). [spoiler]http://yugioh.wikia.com/wiki/Shadow_Vampire Shadow Vampire Level 5/DARK/Zombie-Type - Effect/2000 ATK/0 DEF When this card is Normal Summoned: You can Special Summon 1 DARK "Vampire" monster from your hand or Deck, except "Shadow Vampire". If you do, monsters you control other than that monster cannot declare an attack this turn. This card cannot be used as an Xyz Material, except for the Xyz Summon of a DARK monster.[/spoiler] This is the guy that gets you rolling into Vampire Bram, or setting up an upcoming big play. Alongside Sorcrer, they form the Deck's "Workhorses". Where as Sorcerer is the guy prefered for a defensive start (do those even exist anymore?), Shadow directly brings out monsters for an Xyz Summon (the main intent), or Grace to get Empire rolling or maybe Sorcerer so you can use Level Eater to make a Rank 4. Also it's recoverable by Recurring Nightmare. As to what it can Xyz Summon: [spoiler]- Ardeus, Keeper of Armageddon (Rank 5) - CXyz: Dark Fairy Cheer Girl (Rank 5) - Evilswarm Nightswarm (Rank 4) - Evilswarm Ouroboros (Rank 4) - Evilswarm Thanatos (Rank 4) - Inzektor Exa-Beetle (Rank 6) - King of the Feral Imps (Rank 4) - Maestroke the Symphony Djinn (Rank 4) - Number 11: Big Eye (Rank 7) - Number 15: Gimmick Puppet Giant Grinder (Rank 8) - Number 22: Zombiestein (Rank 8) - Number 34: Terror-Bye (Rank 3) - Number 40: Gimmick Puppet of Strings (Rank 8) - Number 50: Blackship of Corn (Rank 4) - Number 53: Heart-eartH (Rank 5) - Number 66: Master Key Beetle (Rank 4) - Number 83: Galaxy Queen (Rank 1) - Number 88: Gimmick Puppet of Leo (Rank 8) - Number 92: Heart-eartH Dragon (Rank 9) - Number 96: Dark Mist (Rank 2) - Number C104: Masquerade Magician Umbral (Rank 5) - Queen Dragun Djinn (Rank 4) - Shark Fortress (Rank 5) - Steelswarm Roach (Rank 4) - Vampire Bram the Edelritter (Rank 5)[/spoiler] Obviously, the Rank 4 to 6 monsters are the realistic choices. [spoiler]http://yugioh.wikia.com/wiki/Vampire_Grace Vampire Grace Rank 6/DARK/Zombie-Type - Effect/2000 ATK/1200 DEF While this card is in your Graveyard, when a Level 5 or higher Zombie-Type monster(s) is Special Summoned to your side of the field by the effect of a Zombie-Type monster: You can pay 2000 Life Points; Special Summon this card from your Graveyard. You can only use this effect of "Vampire Grace" once per turn. Once per turn: You can declare 1 card type (Monster, Spell, or Trap); your opponent sends 1 card of that type from their Deck to the Graveyard.[/spoiler] First off, let's review who makes her Grace awaken from her slumber. [spoiler]- Doomkaiser Dragon - Doomkaiser Dragon/Assault Mode - Fushioh Richie - Il Blud - Mezuki - Pyramid Turtle (unsure if she works during the Damage Step, ask later) - Red-Eyes Zombie Dragon (unsure if she works during the Damage Step, ask later) - Red-Moon Baby - Shadow Vampire - Skull Conductor - Vampire Bram the Edelritter - Vampire Genesis - Vampire Lord - Vampire's Curse[/spoiler] Now reminder, Pyramid Turtle, Goblin Zombie, Vampire Sorcerer and Shadow Vampire can serch her out. Now the real potent ability allows her to combo with Vampire Empire to get rid of an important card from your opponent's Deck, and clear away a layer of their Defenses, all without having to first attack, so when you do attack, you'll be free and clear. (Does anyone use Prison or Force still?) [spoiler]http://yugioh.wikia.com/wiki/Vampire_Bram_the_Edelritter Vampire Bram the Edelritter Rank 5/DARK/Zombie-Type - Effect/2500 ATK/0 DEF 2 Level 5 Zombie-Type monsters You can detach 1 Xyz Material from this card, then target 1 monster in your opponent's Graveyard; Special Summon that target to your side of the field. You can only use this effect of "Vampire Bram the Edelritter" once per turn. If you do, monsters you control other than that monster cannot attack the turn. If this card on the field is destroyed by an opponent's card (either by battle or card effect) and sent to the Graveyard: Special Summon this card from your Graveyard in face-up Defense Position during next turn's Standby Phase.[/spoiler] The Xyz Boss of the Vampires, named after the father of the modern Vampire story, Bram Stoker himself, he tosses the Deck Destruction ability of the Vampire Nobles (Lady, Lord and Grace), in favor of a mean of reviving your opponent's strongest monsters as your own servants. Arguably you can set this up with Empire or just call out monster, but make sure to grab a big monster or else you won't be able to attack. On an upside, unlike Vampire Lord, seemingly based on the Vampire's Japanese Text, he should be able to revive himself out of battle and keeps coming back again and again. As a note, Edel Ritter is German for "Noble Knight", but he has no affiliation with Artorigus and his posse. [spoiler]http://yugioh.wikia.com/wiki/Vampire_Empire Vampire Empire Field Spell Card Zombie-Type monsters gain 500 ATK during damage calculation only. Once per turn, when a card(s) is sent from your opponent's Deck to the Graveyard: You can send 1 DARK "Vampire" monster from your hand or Deck to the Graveyard, then target 1 card on the field; destroy it.[/spoiler] One of the cornerstone cards in the new Vampire Strategy, it makes nearly all the Vampires in Level 5 or higher in 2500 ATK beatsticks, and when a card is sent from the opponent's Deck to the Graveyard (hi Tidal and Foolish Burial), you can dump any of your Vampires in the Graveyard, to set them up, while also picking away at your opponent's remaining defenses. Besides Lord, Lady and Grace, Goblin Zombie and Blood Sucker provide the much desired Deck Destruction effects, though the former seems the better choice to use in the Deck. [spoiler]http://yugioh.wikia.com/wiki/Vampire_Shift Vampire Shift Normal Trap Card If your Field Spell Card Zone is unused and the only face-up monsters you control are Zombie-Type: Activate 1 "Vampire Empire" from your Deck, then you can Special Summon 1 DARK "Vampire" monster from your Graveyard in face-up Defense Position. You can only activate 1 "Vampire Shift" per turn.[/spoiler] Basically this is the back up plan if you can't draw or search into Empire: You bring out the Empire straight from the Deck. Most of the Deck should be Zombie-Type, so activating it shouldn't be difficult. The secondary effect, Special Summoning a Vampire should be used during the opponent's turn to either protect yourself or set up for a big play (Attacking, Xyz Summon, Synchro Summon, et al). BUT WAIT "Okay Mr. Smarty Pants, but what about Vampire Orchis and Vampire Koala?". Those monsters are Harpie's Brother Syndrome at its finest. From eras of the game before Vampires were even considered. Ignore them. Cards to Consider Okay, so we have a bunch of Vampires. What do we do with them when so many are so high Level? Making Tribute Summons Less Painful [spoiler] - Mausoleum of the Emperor Pay 1000 Life Points, get a monster on the field. Then pull at your hair when you realize 2000 ATK doesn't cut it anymore, and you just dumped 1000 Life Points. Or drop Shadow Vampire into Ardeus or Vampire Bram, and curse as you can't attack. - Level Eater Probably the Deck's best friend, as it lets you adjust Levels on the fly, and at least you can toolbox into Rank 5 or 4 stuff. Foolish Burial, Lavalval Chain, Armageddon Knight, - Amarylease Very similar in purpose to Vampire Sorcerer, it has a nearly identical "Banish to Normal Summon freely" effect. - Treeborn Frog But you want Vampire Empire on the field. Difficult.[/spoiler] Zombie-Type Support [spoiler] - Book of Life This actually makes calling a monster potentially less ass with Lord, Lady and Grace (if you don't just steal their monster with Bram): You can banish the monster you're concerned about, and revive a Vampire. Does require set-up on both ends, so it isn't exactly an early game move, so some might frown at it. - Call of the Mummy This might actually be useful with the heavy number of Tributes. But does anyone actually run this kind of card outside of Valhalla. And when was the last time someone saw Valhalla Fairy be a thing? - Goblin Zombie It triggers Vampire Empire (but you need a clear field or Overpowering Eye). On the other hand, it triggers even when used with Plaguespreader Zombie, you can Trigger its effect. Who can Synchro Summon into Vulcan the Divine who resets Vampire Empire. Also Goblin Zombie has a mandatory search, so it can't miss the timing. Also it searches out Vampire Grace, Shadow Vampire, Vampire Dragon, Vampire's Curse, Red-Moon Baby, Goblin Zombie, Mezuki, and Zombie Master. Among other things. Those Other Things are: [spoiler]- Armored Zombie - Bacon Saver - Beast of the Pharaoh - Berserk Dragon - Blue-Eyed Silver Zombie - Bone Crusher - Bone Mouse - Burning Skull Head - Chewbone - Chopman the Desperate Outlaw - Clown Zombie - Corroding Shark - Dark Assailant - Des Lacooda - Dokuroizo the Grim Reaper - Dragon Zombie - Endless Decay - Fiend's Hand - Fire Reaper - Gernia - Ghoul with an Appetite - Goblin Zombie - Gogogo Ghost - Graveyard and the Hand of Invitation - Il Blud - Immortal Ruler - Kasha - King of the Skull Servants - Lich Lord, King of the Underworld - Malice Ascendant - Master Kyonshee - Mech Mole Zombie - Mezuki - Nightmare Horse - Pain Painter - Paladin of the Cursed Dragon - Phantom Ghost - Pharaoh's Servant - Pharaonic Protector - Plague Wolf - Plaguespreader Zombie - Pumprincess the Princess of Ghosts - Red-Headed Oni - Red-Moon Baby - Sacred Spirit of the Ice Barrier - Shadow Specter - Shadow Vampire - Shutendoji - Skull Conductor - Skull Servant - Spirit Reaper - The 13th Grave - The Kick Man - The Snake Hair - The Wandering Doomed - Three-Legged Zombies - Vampire Dragon - Vampire Grace - Vampire's Curse - Wightmare - Wood Remains - Yellow-Bellied Oni - Zombie Mammoth - Zombie Master[/spoiler] - Mezuki A no-brainer, and gets your Tribute heavy Vampires out of the Graveyard. - Pain Painter & Plaguespreader Zombie Both Tuners for the Deck, they give you access to Level 6 to 8 Synchros essentially with the Deck. Work with most Zombie Support, work with Allure, and Pain Painter allows you access to Rank 2 Xyz Monsters. - Pyramid Turtle A good card but then you remember Battle Floaters aren't really a thing anymore, feel sad, and think about the good old days when Vampire Lord-Nephthys Deck was a thing. - Zombie Master Brings back Lady, Goblin Zombie and Sorcerer, allows for an easy means of making Rank 4s and puts Vampires stuck in your hand that you want in the Graveyard, however it requires a TEENY TINY bit of support. - Overpowering Eye Allows Lady, Lord, Grace, Shadow, and basically any Zombe in your Deck outside of Bram and Dragon attack directly. Very useful if you're trying to sneak in that last bit of damage and cause Deck Destruction, but it isn't searchable, has no secondary effects, and is - Pumprincess the Princess of Ghosts A card that will basically end up requiring your opponent waste removal twice on. Works very similar in principle to the Crystal Beasts, but she has the added benefit of turning into an ever growing Burden of the Mighty with each turn, sucking down opponent stats. She also provides deflection from Spells and Traps you don't want to get nailed (so long as you don't get Storm'd). - Zombie World Okay, nowhere near as good as its heyday, but it cuts Prophecy out of using Spellbook of Life and gives Monarchs hell, but Tribute Summoning and Type really ain't doin' it much more, so this is probably a micro format choice (basically you have a very clear idea of what your opponents are playing and you know this'll screw them. [/spoiler] DARK Support [spoiler]- Allure of Darkness Draw support, but make sure you have some means of recovering it (Burial from a Different Dimension comes to mind). - Armageddon Knight and Dark Grepher These two guys. They get the Vampires into the Graveyard, along with stuff like Level Eater (or if you like it, Bacon Saver.) - Dark Illusion Nearly all your monsters are DARK. High Prietess targets. Blaster Targets. Dracossack Targets. - Fires of Doomsday Provides a back-up to prevent getting entirely overrun, and if you luck out, you get a summon. - Garbage Lord Need a monster to Tribute or an extra partner for an Xyz Summon (Provided it's Dark?), this guy can help. - Recurring Nightmare Grabs back Zombie Master, Shadow Vampire and Vampire Dragon, but that might not be enough to warrent it. - Veil of Darkness Gets monsters into the Graveyard you want there (Zombies besides Mezuki), but the problem remains S/T Destruction.[/spoiler] Deck Styles So, we have a few ways for this Deck to go. Three or Four Ways I'm really seeing this. A) Zombie Deck Destrucion: Basically you focus on Lord, Lady, Grace, and Goblin Zombie, maybe Soul-Absorbing Bone Tower. Main Problem is monsters entering the Graveyard (if Dragon Rulers) and Spellbooks in the Graveyard (if Prophecy). Vampire Empire provides removal, as you slowly churn through your opponent's Deck, depriving them of key cards. Overpowering Eye might have a place in here to take control of cards. B) Dark Xyz Shadow Vampire into Rank 4 and 5 Xyz. Use of Level Eater. C) Monster Theft Remember Zombie World Control? Now use Shadow Vampire and Bram. Sample Deck Recipes None of these are mine, just faffing about stuff, to get people's brain juices rolling. I'll probably swap stuff out when I find more interesting Theory-Oh! [spoiler]3 Pyramid Turtle 3 Vampire Lord 3 Shadow Vampire 3 Vampire Sorcerer 1 Vampire Grace 1 Mezuki 3 Effect Veiler 3 Vampire Empire 3 Book of Life 2 Instant Fusion 2 Forbidden Lance 1 Foolish Burial 1 Dark Hole 1 Book of Moon 1 Heavy Storm 2 Pot of Duality 1 Vampire Shift 2 Deck Devestation Virus 2 Bottomless Trap Hole 1 Solemn Warning 1 Solemn Judgment[/spoiler] [spoiler]3 Shadow Vampire 3 Vampire Sorcerer 2 Vampire Lord 2 Vampire Grace 3 Pyramid Turtle 1 Goblin Zombie 1 Dark Dust Spirit 3 Effect Veiler 1 Mezuki 1 Vampire Dragon 3 Vampire Empire 3 Book of Life 2 Instant Fusion 3 Mystical Space Typhoon 1 Heavy Storm 1 Monster Reborn 1 Dark Hole 2 Vampire Shift 2 Bottomless Trap Hole 1 Solemn Warning 1 Solemn Judgment[/spoiler] [spoiler]3 Goblin Zombie 3 Vampire Sorcerer 3 Shadow Vampire 2 Vampire Grace 2 Vampire Dragon 1 Shutendoji 1 Mezuki 1 Plaguespreader Zombie 1 Pyramid Turtle 1 Dark Armed Dragon 3 Instant Fusion 3 Vampire Empire 2 Book of Life 2 Recurring Nightmare 1 Dark Hole 1 Foolish Burial 1 Monster Reborn 1 Heavy Storm 1 Burial from a Different Dimension 2 Compulsory Evacuation Device 2 Bottomless Trap Hole 1 Solemn Judgment 2 Vampire Shift[/spoiler]
  6. Hi this is my 1st deck post on duelist groundz  (I'm new).  I have read the stickies and pinned thread on rules for this thread and hopefully everything from here out complies.   I made this deck a number of weeks ago and have been tinkering with it ever since.  It revolves around recycling Il blud and plaguespreader zombie with support cards like supervise as well as the other cards, mainly zombie, that aid in summoning il blud to repeat the combo for many lvl 8 syncrhos.  With the recent addition of destiny hero - malicious to this deck less resources are needed to syncrho summon, and since il blud is highly searchable bringing him down to x2 might free up space for other cards.   There are monsters in this deck that are probably not needed as they were used prior to the addition of malicious.  Saving the normal summon for il bluds gemini effect was key at that time. Cards in deck: 40 Monsters: 20 x3 Il Blud x2 Plaguespreader Zombie x2 Mezuki x3 Dark Grepher x3 Destiny Hero - Malicious  x1 Goblin Zombie x1 Zombie Master x1 Summoner Monk x1 Pyramid Turtle x1 Evilswarm Mandragora x1 Dark Armed Dragon x1 Endless Decay Spells: 15 x3 Supervise x3 Book of Life x2 Mystical Space Typhoon x1 Foolish Burial x1 Reinforcement of the Army x1 Burial from a Different Dimension x2 Instant Fusion x1 Allure of Darkness x2 Upstart Goblin Traps: 5 x1 Sixth sense x1 Bottomless Trap Hole x1 Solemn Warning x1 Phoenix Wing Wind Blast ​x1 Compulsory Evacuation Device  Extra Deck: 15 x2 Lavalval Chain x1 Daigusto Emeral x1 Gauntlet Launcher x1 Photon Strike Bounzer x2 Black Brutdrago x2 Stardust Dragon x1 Crimson Blader x1 Scrap Dragon x1 Void Ogre Dragon x1 Revived King Ha Des x2 Darkfire Dragon   Dark Grepher plays an important role in this deck.  He can get both Plague and Il blud / destiny hero in the graveyard in one turn and with his ss eff (which is why I like having many lvl 5 or higher dark in this deck) I can then get an xyz out the 1st turn and if the other monster was a fusion monster I haven't wasted my normal summon and can use for il blud.  This is especially useful if I have a supervise in hand as I can ss Il blud equip to get plague out syncrho summon and get Il blud back on field from supervise and normal summon for a 2nd syncrho.   Here's one of my best 1st turns with this deck: http://i.imgur.com/3soeekV.png     This wasn't a 1st turn but I started with an Il blud ss last turn from loosing Black Brutdrago and then got 3 syncrhos out. I believe I had 2 supervise in hand, then the last syncrho was the normal summon on il blud. http://i.imgur.com/fKlhIAy.png     There are 3-4 monsters I'm questioning to some degree about keeping in this deck.  In order 1) = least likely to keep. 1) Evilswarm Mandragora ... This was sorta useful when I had to worry more about saving my normal summon.   2) Endless Decay ... this deck use to be alot more zombie centered and I had used transmodify with my lvl 4 dark zombies to get him out or even on decay to get Il blud out.  Worked with black brutdrago's situational eff as I could transmodify a zombie goblin to search out il blud.  He was more of a side note back, that could stall the op for a turn but really just got destroyed by an effect.  Besides being useful for Dark grephers ss I suppose if there is a monster I cant destroy by atk or card eff and its earily in the game I can get him out easily.   2) Dark Armed Dragon ... I can swarm the graveyard so much now that unless I get him 1st or 2nd turn I cant use him, and one 1st turn I even sent him to graveyard for dark grephers eff to get plague in graveyard.  Being a lvl 5 or higher dark is useful for 1st turn power with grepher, but I'm assuming that there is probably a more useful monster that satisfies that need.   3) Summoner Monk.  This card can be useful but I don't like it :-) the reason is that it uses a normal summon, and the cost, for this deck, hits harder as the spells in this deck sept for MST start or further combos that can syncrho summon.  But on the other hand I can bring out a dark grepher, use his eff to get the needed monsters for the combo in graveyard then xyz to ss them.       Thanks for reading and any input given.  :-)
  7. my IRL 3mali2plag1DAD.dek

    so this is what i run in real life, i still need constructive advices to make this better.     Here's my current build for now: Main Deck(41) Monsters(20) 1x Dark Armed Dragon 1x Gorz the Emissary of Darkness 1x Black Luster Soldier - Envoy of the Beginning 3x Destiny Hero - Malicious 2x Plaguespreader Zombie 1x Dark Grepher 2x Armageddon Knight 1x Blackwing - Zephyros the Elite 1x Destiny Hero - Diamond Dude 2x Tour Guide From the Underworld 1x Summoner Monk 1x Necroface 1x Thunder King Rai-Oh 2x Effect Veiler Spells(13) 1x Dark Hole 3x Mystical Space Typhoon 3x Pot of Duality 1x Destiny Draw 1x Reinforcement of the Army 1x Allure of Darkness 1x Foolish Burial 1x Mind Control 1x Book of Moon Traps(8) 1x Solemn Warning 1x Bottomless Trap Hole 1x Compulsory Evacuation Device 2x Mirror Force 2x Vanity's Emptiness 1x Return from the Different Dimension   Extra Deck(15) 1x HTS Psyhemuth 1x Black Rose Dragon 1x Stardust Dragon 1x Crimson Blader 1x Dark End Dragon 1x Scrap Dragon 1x Void Ogre Dragon 1x Mechquipped Angineer 1x Leviair the Sea Dragon 1x Wind-Up Zenmaines 1x Lavalval Chain 1x Number 66: Master Key Beetle 1x Maestroke the Symphony Djinn 1x Gagaga Cowboy 1x Constellar Ptolemy M7     Thoughts after playtesting: - Gorz sits in my hand more than I want to, thinking of cutting him off. - this build suits my playstyle the most, I prefer this style than plasma+valley ( player's preference ) - Necroface is my personal favorite and it works really great. - top 3 worst match-ups: evilswarm(ophion), six sams(enishi+shien) and gravekeepers(necrovalley+royal tribute) - I ran 1 monk as the 41st card, still on testing phase. - currently testing 1:4 for d-draw:target ratio. D-draw for mali is really poweerful play that's why I'm still using d-draw. I feel d-draw is not necessary but with 3 duality, 1 is good for me atm. - I'm kinda back and forth about zephyros but now I stick with him because it opens up so many plays ( zephyros in grave + Return from different dimension is powerful ) - my sidedeck for now focusing on backrow hate. ( my meta has lots of heavy backrow and rogue decks ) - I cut catastor to put Mechquipped Angineer - M7 is boss. I like him a lot more than bounzer. - now I kinda feel iffy about BLS and rai-oh. Still lovin the veiler though. Any suggestion guys? XD comments and advices will be appreciated! Thanks a lot :)
  8. Let's Talk Archfiends I think these guys have a lot of potential with the 5 new cards they'll be getting in Japan next month. So, if you guys don't mind, I'm going to jot down notes. (Also apologies, but the Spoilers tag is an uncompliant whore, guys. :( )       A raw beatstick, but a bit on the slow side. That's fine. The main trick with this guy is using him to either trigger your other Archfiends or to set up for a Rank 6 Xyz Summon. But who does he trigger? - Trick Archfiend: Since she's destroyed by an effect, you can add any Archfiend from your Deck to your hand. - Archfiend Cavalry: Letting you revive any Archfiend from your Graveyard except another Cavalry - Trance Archfiend: He lets you recover any of your banished DARK Fiend-Type monsters. But how do we get banished cards here? With The Gates of Dark World (Draw Power), Genesis Archfiend (Fuel to blow up a card on the field), or Allure of Darkness (oooh, Draw Power, shiny). - Archfiend Empress: Destroy her, and you get back any High Level DARK Fiend-Type monster for free (except the Empress herself). Ideally, you'll be reviving Genesis Archfiend, Archfiend Commander or anoher high Level Archfiend like Archfiend of Gilfer, Summoned Skull or Skull Archfiend of Lightning.   Which brings us to its secondary effect: When you Tribute Summon it, you get to bring these guys back for free: - Archfiend Commander - Skull Archfiend of Lightning - Archfiend of Gilfer - Beast of Talwar - Summoned Skull   Now, you won't be attacking with that new Archfiend, but you can convert it into a Rank 6 Xyz Summon into useful monsters like "Photon Strike Bounzer", "Constellar Ptolemy M7", "Inzektor Exa-Beetle" and "Gauntlet Shooter" to help clear the field of problems as need be.   And oh yeah. That destruction effect? It can blow up Archfiend Palace, Archfiend's Oath and Axe of Despair among other things. And oh, if you destroyed an Archfiend Monster with this effect and you have Pandemonium on the field? You can search out a lower Level Archfiend. And the targets above? Due to Archfiend Commander's effect to destroy an Archfiend being the last thing to happen? You can trigger Empress and Trance's effects with ease.     Okay, this is probably the new nerve center of the entire Archfiend Deck post JOTL. Dump her into the Graveyard by a card effect (not a cost like say, Phoenix Wing Wind Blast). But how do we get her to the Graveyard? - Foolish Burial: Always a fun card, basically thinning your Deck out by 2 cards. - Trance Archfiend: You remember why this guy was friends with Dark World? The same reasons apply here. - Wind-Up Zenmaines: His detaching for protection is an effect, not a cost, I believe. So you not only get Zenmaines protected, but you get a search, AND you get to destroy a card at the End Phase! Lots of plussing. But how do we get Zenmaines out? Tour Gude from the Underworld.       Remember everything you loved about Archfiend Soldier when it wasn't bad in older days? This guy pretty much covers it, and comes with a built-in revival effect. So he's going to be your primary beater alongside Genesis Archfiend and Trance Archfiend.   But how do we trigger it? - Archfiend Commander - Genesis Archfiend - Hate Buster (Probably not the best but it's really cute)   And something I should note? He and Trick can both be recovered with an oldie from Force of the Breaker: Recurring Nightmare. Probably a lower copy card, but these two basiscally are resuable. This guy Special Summons most of your bosses back out of the Graveyard     The big kahuna of the new age Archfiend Deck, he's big, he's bad, and he's insanely easy to get on the field. Whether by Empress' effect, Cavalry, Archfiend's Roar, and what have you, he revives insanely easy in a Deck full of cards dedicating to pulling things out of the Graveyard now. But the real strength is his Barbaros style summoning, getting him onto the field rapidly. And yes, you read that right, his Destruction effect can banish any Archfiend Card, which makes not only your monsters ammo, but you can banish A Deal with Dark Ruler, Archfiend Palace and Archfiend's Roar (probably the best choices unless you're really into Axe of Despair, too).   Yes, A Deal with Dark Ruler, why am I bring that card up? Read this guy's text. He destroys himself if he goes Barbaros. Also read Archfiend Empress. Deal doesn't care how or when your Archfiends get smashed into the Graveyard, just that it happened sometime that turn. And in return, you get a free Berserk Dragon out of it.   He also allows Pandemonium to search out your entire Deck except himself and Archfiend Empress.     So this card can be searched by Trick Archfiend, can help cover the costs of Archfiend Commander instead of a monster and is food for Genesis Archfiend. That's already amazing. Now let's notice what this card does well: It turns basically any lower Level Fiend-Type monster with at least 1500 ATK into fodder for Deck Devestation Virus, which hits Level 3 Synchro Fire Fist, Prophecy, WATER and probably half of what else is walking around outside of Seiryuu (E Dragons), Evilswarm, and Level 4 Fire Fist.   Then there's its other effect: You get to draw out nearly any Archfiend (that isn't banished) as long as you have an Archfiend and another Fiend. Sadly, the main application for this coming to mind is Tour Guide into Trick Archfiend, but that's more of an Auto engine. But basically it swaps out uneven levels of monsters into even ones, allowing you to make any Rank 3, 4, 6 or 8 monster effectively.   Old Guys     The main use of this guy is to set up for Genesis Archfiend. Discard this guy, grab Pandemonium. Now you're set up to destroy a card on the field and search another Archfiend out at the End Phase.   Sets off Trick Archfiend's search. Puts Archfiends in the Graveyard for Genesis Archfiend, Archfiend Cavalry and Archfiend Empress. Places your big Archfiends in the Graveyard for revival shenanigans. And it lets you recover cards banished by Genesis, Gates and Allure.     Okay, I admit this is probably a stretch, but he gives Cavalry and Trance another Xyz Partner. It's also another target for Recurring Nightmare, who is much love with Trick and Cavalry. Worst comes to worst, you get to poke through a set monster and you get to soak up a hit next turn (though he's got an almost 100% rate of dying by battle.)       Works with Trance Archfiend and Foolish Burial. As well he's a target for Archfiend Commander. He works as basically as a constant seal on your opponent's bigger monsters. Your Archfiends will nearly always be able to destroy the battle target, allowing you to reequip Gilfer.     Okay, his main problem is going to be the Life Point drain, but you should be able to brunt the cost if it doesn't stay on the field. However you have a 50/50 chance of cockblocking Fiendish Chain, Dimensional Prison, Forbidden Lance or various monster targetting effects faffing about. Ottherwise, he chiefly works with Archfiend Commander into Rank 6 Shenanigans.     Her first effect is likely to get all effects (Bear, High Priestess, Heavy Infantry, Blaster, et al) pointed at her instead of your other monsters. So she's a big fucking bull's eye. But that's where it becomes problematic at the same time for your opponent, you're likely to have a number of big Fiends to bring back, and outside of Gilfer, they all have ATK that can pound into anything in the current meta.   Now how do we get Queenie out, since Tributing is a pain and she has no built in means of doing so? Cavalry, Archfiend's Roar, Archfiend Palace.      The old big kahuna. His summon is a chore, or used to be when we had less good Archfiends. And even if you don't have a monster, the Deck now has a ton of new summoning methods (Palace, Cavalry, etc.) that it might be more viable to get him out. However, there is the chore of his Life Points. On the other hand, his ATK is huge enough that he can plow through most monsters, especially with palace, and he has a 1/3rd chance of dodging the same cards Skull Archfiend of Lightning dodges.   And it prevents activations in the Graveyard. No Madolches flopping back to the Deck. No Abyssmegalo out of Linde. No summons by Tiger King. No recruiting.         First off, A Deal with Dark Ruler is an "Archfiend" card officially. This means it feeds Genesis Archfiend. Now why am I bringing this up? The Deck will have Genesis as an almost regular tool, who is completely searchanble by Trick Archfiend. And it says turn. So it can be activated at any point of the turn, after a Level 8 leaves the field. So you can drop Berserk Dragon during the End Phase. It also serves as insurance policy for Genesis or Empress.   And oh? Berserk Dragon? Recurring Nightmare Target. So you can potentially run 1~3 A Deal with Dark Ruler and only one Berserk, if you even feel like running the damn thing.       Free chainable revival for your Archfiends. Takes a two turn wait if you want to make use of it on your turn, but you can easily chain it to bring out: - Archfiend Empress - Trance Archfiend - Archfiend Cavalry - Trick Archfiend   And trigger their effects, especially during an opponent End Phase. It also lets you set up for an Xyz or Synchro Summon with ease. And for a measily 500 Life Points.       Behold the capital city of demons. Its first effect isn't going to be heavily relevant except for Skull Archfiend of Lightning and Terrorking Archfiend, both optional choices. However, it triggers whenever an Archfiend is destroyed by a card effect. Now do you see partially why I keep bringing up all these delicious destructions? Archfiend Commander, Genesis Archfiend, Hate Buster, Archfiend's Roar become means of searching through your Deck for a toolbox of cards.     You remember how Snatch Steal lucksack stole games? Now it's back, but only if you control an Archfiend Card. But it should used to make a huge push, lest you start taking unwanted damage. And now that we have plenty of Archfiends that dont suck, this card becomes way more live.   Other Cards to consider - Stygian Street Patrol Fodder for Gates of Dark World, Archfiend Palace, Trance Archfiend you name it, he allows a quick Xyz Summon or allows for a Tribute Summon to occur. And recoverable by Trance Archfiend.   - Plaguespreader Zombie Allure food, solid Tuner, alt target for Foolish Burial, has utility with Archfiend's Oath (why). Trance pulls him right back out.   - Hate Buster Triggers Trick, Cavalry, Trance and Empress   - Gates of Dark World Generic support for fiends, gets Archfiends into the Graveyard, and gives you cards to use with Trance Archfiend. Triggers Trick Archfiend.   - Recurring Nightmare > Trick Archfiend > Cavalry Archfiend > Mad Archfiend Plenty of targets to warrent at least a copy or two.   - Emergency Teleport Engine Emergency Teleport + Psychic Commander / Krebons / Esper Girl should allow you to access most Level 5 to 8 Synchro Monsters with this Deck, depending on your field. (And let's remember, Armades is a Fiend-Type, so you have a 2800 ATK Citrine potentially).   - Archfiend Synchros Just as a reminder: Scrap Archfiend, Thought Ruler Archfiend, and Red Dragon Archfiend exist. They also feed most effects calling for an Archfiend.    - Maestroke and Steelswarm Roach This is more of a cursory note, but these two become fairly sizable monsters with Archfiend Palace in play, and play well with the whole Level 4/DARK/Fiend-Type support shenanigans going on.   - Gozen Match / Rivalry of Warlords > DARK > Fiend-Type   - Virii Deck Devestation Virus and Epidemic Eradicator Virus both get plenty of targets from here due to Archfiend Palace. Blow through your opponent's cards are appropriate   - Skill Drain You're running a Deck full of Beatsticks. Your opponent isn't probably. Most of your monsters also trigger in the Graveyard, or benefit from having handicaps cut off. (A Reminder, the old Chess Archfiends stay force Life Point payments even if they're under Drain.)   There's probably more that someone more imaginative can bring up, but I think there's definitely something here.
  9. 76543119 VJMP-JP083 Gimmick Puppet Des Troy Level 4 DARK Machine-Type ATK 1200 DEF 2000 You can target 1 "Gimmick Puppet" monster you control; destroy that monster. This effect can only be used once while this card is face-up on the field. When this card is sent from the field to the Graveyard: You can Special Summon up to 2 "Gimmick Puppet" monster(s) from your hand.
  10. Everything's Going To Be Just Fine

    http://www.nicovideo.jp/watch/sm20732938 [spoiler] [/spoiler] [spoiler]3 Chamenleon 1 Dark Armed Dragon 3 Kagetokage 1 Photon Thrasher 2 Summoner Monk 3 Umbralis Ghoul 3 Umbralis Unform 3 Umbralis Will o' the Wisp 1 Allure of Darkness 1 Book of Moon 1 Dark Hole 1 Foolish Burial 1 Heavy Storm 1 Monster Reborn 2 Mystical Space Typhoon 1 Pot of Avarice 2 Rank-Up-Magic Limited Barian's Force 1 Rank-Up-Magic Numeron Force 3 Recurring Nightmare 1 Bottomless Trap Hole 1 Deck Devestation Virus 1 Sin Key Law 1 Solemn Judgment 1 Solemn Warning 1 Torrential Tribute 1 Ally of Justice Catastor 1 Crimson Blader 1 Scrap Dragon 1 Jewel Flare Dragon Stardust 1 Gagaga Cowboy 2 King of the Feral Imps 1 Lavalval Chain 1 Number 104: Masquerade Magician Shining 1 Number 106: Giant Hand 1 Number 39: Utopia 1 Number 66: Master Key Beetle 1 Number C104: Masquerade Magician Umbralis 1 Number C106: Giant Hand Red 1 Number C39: Utopia Ray V[/spoiler] Enough Spoilers. - Deck runs mostly as a "every turn" Xyz / Synchro Spam Engine using the Umbral(is) set from Yu-Gi-Oh! Zexal, taking advantage of Ghoul's ability to plop a monster on the field. - First turn move if I can make an Xyz is generally King of the Feral Imps to grab Chamenleon or Kagetokage. - Recurring Nightmare, with a Ghoul, means any 2 general Level 4 Xyz monster. - Probably will work very well with the Druid from Shadow Specters but Atem will God Hand Crusher my face in if I talk about anymore stuff not out for another two months. Any questions?
  11. Evil Drain

    Monsters: 18 3 Evilswarm Heliotrope 3 Evilswarm Castor 3 Evilswarm Cercyon 1 Evilswarm Ketos 2 Evilswarm Mandragora 1 Evilswarm O' Lantern 3 Evilswarm Thunderbird 2 Rescue Rabbit Spells: 11 1 Book of Moon 1 Dark Hole 2 Forbidden Lance 1 Heavy Storm 3 Infestation Pandemic Infection 1 Monster Reborn 2 Mystical Space Typhoon Traps: 11 2 Bottomless Trap Hole (Might switch to Prison, or 1 lance + 1 mst, or lance + compuls, or some combination of those) 3 Skill Drain 1 Solemn Judgment 2 Solemn Warning 1 Starlight Road 2 Torrential Tribute Didn't see this anywhere on the OCG players radars, and I started playing it as I realized this deck can't really lose outside of big xyz monsters, summoned by effects, obviously. So after testing Fiendish Chain/Veiler, I realized Drain plays well with most of the deck outside of Thunderbird and Cercyon. But it is pretty ridiculous how much synergy it has due to Infestation Pandemic Infection, and how many plays you can make to effectively shut off your own Drain. Have lost with this on DN only once out of 20+ matches (probably about 10 or so of those actual real meta), losing to Watts before including Drain. Haven't lost with Drain mained. Pretty straight-forward stuff here, just wanted to see if anyone had any ideas towards siding/tech.
  12. Dark World Help Thanks!

    Monsters: 15 3 Grapha, Dragon Lord of Dark World 3 Snoww, Unlight of Dark World 3 Broww, Huntsman of Dark World 2 Sillva, Warlord of Dark World 2 Tour Guide From the Underworld 1 Beige, Vanguard of Dark World 1 Trance Archfiend Spells: 16 3 The Gates of The Dark World 3 Dragged Down To The Grave 2 Dark World Dealings 2 Mystical Space Typhoon 1 Allure of Darkness 1 Card Destruction 1 Foolish Burial 1 Heavy Storm 1 Dark Hole 1 Monster Reborn Traps: 9 2 Solemn Warning 1 Solemn Judgment 1 Starlight Road 1 Skill Drain 2 Compulsory Evacuation Device 2 Torrential Tribute Side: 15 1 Malefic Stardust Dragon 2 Ryko, Lightsworn Hunter 1 Mystical Space Typhoon 2 Mind Crush 2 Rivalry of Warlords 1 Skill Drain 1 Dust Tornado 2 Dark Smog 2 Deck Devistation Virus 1 Eradicator Epidemic Virus Extra: 15 1 Stardust Dragon 1 Heretic Sun Dragon Overlord of Heliopolis 1 Adreus 1 Tiras 1 Utopia 1 Black Corn 1 Maestroke 1 Abyss Dweller 1 Acid Golem 1 Levithian 1 Leviair 1 Temtempto 1 Zenmanies 1 Muzurhythm The Strings Djinn 1 Melomelody The Brass Djinn _________________
  13. [size=4]Hi guys. Ever since the new forbidden and limited list had been annouced I really wanted to find a new way to play Inzektors. While I don't feel the deck is dead, I can't see it making a splash on the tournament scene, especially now that it has been made even more inconsistant, however with the decrease in usage of cards like effect veiler and fiendish chain you can never say never until they are banned. So this is my Inzektor Synchro build.[/size] [size=4]Main Deck[/size] [size=4][color=#FFA500]Monsters (21)[/color][/size] [size=4][color=#FFA500]3 Inzektor Centipede[/color][/size] [size=4][color=#FFA500]3 Inzektor Ladybug [/color][/size] [size=4][color=#FFA500]3 Genex Ally Birdman[/color][/size] [size=4][color=#FFA500]2 Maxx "C"[/color][/size] [size=4][color=#FFA500]2 Tour Guide from the Underworld[/color][/size] [size=4][color=#FFA500]1 Sangan[/color][/size] [size=4][color=#FFA500]1 Inzektor Dragonfly[/color][/size] [size=4][color=#FFA500]1 Inzektor Hornet[/color][/size] [size=4][color=#FFA500]1 Inzektor Giga-Mantis[/color][/size] [size=4][color=#FFA500]1 Plaguespreader Zombie[/color][/size] [size=4][color=#FFA500]1 Armageddon Knight[/color][/size] [size=4][color=#FFA500]1 Dark Grepher[/color][/size] [size=4][color=#FFA500]1 Dark Armed Dragon[/color][/size] [size=4][color=#008000]Spells (10)[/color][/size] [size=4][color=#008000]2 Pot of Duality [/color][/size] [size=4][color=#008000]2 Mystical Space Typhoon[/color][/size] [size=4][color=#008000]1 Foolish Burial[/color][/size] [size=4][color=#008000]1 Creature Swap[/color][/size] [size=4][color=#008000]1 Allure of Darkness[/color][/size] [size=4][color=#008000]1 Dark Hole[/color][/size] [size=4][color=#008000]1 Monster Reborn[/color][/size] [size=4][color=#008000]1 Heavy Storm[/color][/size] [size=4][color=#800080]Traps (9)[/color][/size] [size=4][color=#800080]2 Call of the Haunted[/color][/size] [size=4][color=#800080]2 Torrential Tribute [/color][/size] [size=4][color=#800080]2 Solemn Warning [/color][/size] [size=4][color=#800080]1 Solemn Judgment[/color][/size] [size=4][color=#800080]1 Safe Zone[/color][/size] [size=4][color=#800080]1 Mirror Force[/color][/size] [size=4]Side Deck (15)[/size] [size=4][color=#FFA500]2 Effect Veiler [/color][/size] [size=4][color=#FFA500]2 Cyber Dragon[/color][/size] [size=4][color=#FFA500]2 Spirit Reaper[/color][/size] [size=4][color=#008000]3 Messenger of Peace[/color][/size] [size=4][color=#008000]1 Mystical Space Typhoon[/color][/size] [size=4][color=#800080]3 Royal Decree[/color][/size] [size=4][color=#800080]2 Needle Ceiling [/color][/size] [size=4]Extra Deck (15)[/size] [size=4][color=#333333]2 Leviair the Sea Dragon[/color][/size] [size=4][color=#333333]1 Number 25: Leviathan Dragon[/color][/size] [size=4][color=#333333]1 Wind-Up Zenmaines[/color][/size] [size=4][color=#333333]1 Temtempo the Percussion Djinn[/color][/size] [size=4][color=#333333]1 Number 20: Giga-Brillant[/color][/size] [size=4][color=#333333]1 Tiras, the Keeper of Genesis[/color][/size] [size=4][color=#333333]1 Adreus, the Keeper of Armageddon[/color][/size] [size=4][color=#FAEBD7]1 Locomotion R-Genex[/color][/size] [size=4][color=#FAEBD7]1 Stardust Dragon[/color][/size] [size=4][color=#FAEBD7]1 Scrap Dragon[/color][/size] [size=4][color=#FAEBD7]1 Black Rose Dragon[/color][/size] [size=4][color=#FAEBD7]1 Ancient Fairy Dragon[/color][/size] [size=4][color=#FAEBD7]1 Underground Arachnid[/color][/size] [size=4][color=#FAEBD7]1 Ally of Justice Catastor[/color][/size] [size=4]Please leave a comment on what you think of the deck and any improvement that can be made on it.[/size] [size=4]Thanks[/size]
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