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Found 11 results

  1. Replacing Level Eater

    Level Eater is and was a fantastic card. A Level 1 DARK Insect monster that had the greatest utility once it was in the GY, it could be resurrected by feeding it a star from one of your Level 5 or above monsters on the field. (Target that face-up monster, reduce its Level by 1, Special Summon Eater from GY.) It got banned due to players' ability to abuse it for mass Link Summoning (Linkuribohs for DAYS), and frankly, I was upset about that because my primary deck is Synchrons and I didn't even have any Linkuribohs at the time. Since the current format is ass (I hate it when Konami decides we need more control-by-prevention and less back-and-forth interaction), I thought I'd start looking to the future. In April, the rules will change so that Fusion, Synchro, and Xyz Monsters can be Special Summoned from the Extra Deck to Main Monster Zones without the aid of Link Monsters (I believe that Pendulum Monsters that are face-up in the Extra Deck will not get this bonus, even if they are Fusion, Synchro, or Xyz), so I'm looking to rebuild my old Synchro strategies. However, Quickdraw Synchron + Level Eater was a favorite combo of mine because of the ease with which I could get out Level 5 Synchros which could then help me summon my bosses (Quasar, Blazar, or Sifr). So now I'm looking for ways to replace Level Eater, not just for its ability to get a body on the field but also for its Level manipulation abilities. As far as getting monsters on the field to use as Synchro Material goes, there are dozens of candidates, but when it comes to manipulating Levels, I've only found one monster that even comes close to the kind of synergy that Quickdraw and Level Eater had: Catche Eve L2. She's a Level 2 Cyberse monster with this effect. Are there any other cards I could use to replace Level Eater both for getting a body on the field AND for manipulating Levels?
  2. 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
  3. So I am sure by now most of you guys have heard about the new DN, (duelingbook) and we are all (some of us) are wondering if this is real or not? Important information below: after getting the random screen of the guy from donkey kong popping up when you were in the Duelingbook url, it appears, a new homepage was setup around 24 hours ago, which shows the same layout as dn, but different. you can watch this video below for basically all the information we have gathered so far: Screenshots of the new interface for Duelingbook: https://imgur.com/a/np8DT DNF HEAD ADMINISTRATOR ALSO SAYS BLS IS DOING SOMETHING SUPER SECRET: https://imgur.com/a/2pXy5 So let's discuss & get some interesting / more active discussion going for this site!, and if we get fooled, lets get fooled together, and if it turns out to be real, let's turn up and rejoice and duel together.
  4. Mlaatr fans wanted: Discussion

    Any My life as a teenage robot fans out there are allowed to be a part of this topic. And if they are duelist's, please list the main decks you use. I will do my best to answer any questions you may have. But please enjoy!! :D   Decks: Mecha phantom beast Ghostrick Chronomoly Performapal Six samurai's Elemental mask heroes.  
  5. "But don't you know, there are some things that can beat smartness and foresight? Awkwardness and stupidity can. The best swordsman in the world doesn't need to fear the second best swordsman in the world; no, the person for him to be afraid of is some ignorant antagonist who has never had a sword in his hand before; he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do: and often it catches the expert out and ends him on the spot." -Mark Twain Recently read this quote and began to put into context of Yu-Gi-Oh and how much it actually applies for a majority of the matches I usually play. I believe the first thing to go over is the idea of a metagame. Wikipedia defines it as "Metagaming is a broad term usually used to define any strategy, action or method used in a game which transcends a prescribed ruleset, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game. Another definition refers to the game universe outside of the game itself" now under this definition, duelistgroundz and our cuddly counterparts are a source of metagaming and provide the metagame. With this in mind, people generally post on these sites/read them because they are one of three major personalities: 1. The Newcomer - They want to improve skills or obtain new ones 2. The Casual - Enjoy the game but play it casually but still attend smaller events 3. The "Pro" - Are very competitive, take the game seriously, and have a track record of some monetary success Now that the defintions are out of the way, I can get to the meat of the subject and that is, as the title states, Expecting the Unexpected. Now what does this entail exactly? It is this idea of bringing what is deemed by the Pro players of Yu-Gi-Oh as a "bad deck" or a Tier 2/3 deck to a high level tournament and doing well. Also known as a metacall by many. This has become the major theme within the last 5-6 months that has changed and defined the formats in which we play the game. Looking back on tournaments, there have been many where a deck has completely slaughtered the most popular decks and ended in a top finish or afirst place trophy. Some examples are: Tyler Tabman's top 32 placement at YCS Chicago with Gravekeeper's Frazier Smith's First Place finish at YCS Atlanta with Gravekeeper's Within the last 6 months: Jordan Pollack's Third Place finish with Chain Burn at ARGCS Fort Worth Sean McCabe's First Place finish with Constellar and Eaton Guo's Second Place finish with Evilswarm at ARGCS Columbus Carl Manigat's Second Place finish with Mythic Rulers and Gaeten George's Top 8 finish also with Mythic Rulers at ARGCS Boston Samuel Pedigo's First Place finish with Geargia at YCS Turin Skylar Hopkins's Second Place finish with Firefist and Gaeten George and Tahmid Zaman's Top 8 finishes with Guu Dragons at ARGCS St. Louis Carl Manigat's Second Place finish with Spellbooks at ARGCS Nashville Patrick Hoban's introduction of Mermails with a Top 16 at YCS Atlanta All the collaboraters playing Full House in Firefist that finished Top 16 at ARGCS Charlotte And most recently (at the time of writing this) Joey Chou's First Place finish with Bujins, Admassu Williams's Second Place Finish and based loli's Top 16 finish with BEWD Ruler The list is extensive of events that had a deck that comprimised less than 70% of the showing in the main event and later the top cut of the event. This is when we apply this philosophy of being ready for the unexpected, or even being the one who is unexpected. Now taking into account the idea of a side-deck in our game, this has to affect choices of many. You do not want to choose a mediocre deck that many people are expecting, during the September 1st, 2013-December 31st, 2013 format the field was over 80%+ of Dragon Ruler variants. Playing a deck that directly has a good match-up against that deck is the obvious choice for few, but not many decide to play it. This is because those players playing a widely popular deck are aware of the obvious counter choice deck and make themselves prepared for it to occur. This makes the what was unexpected, now expected reducing/eliminating this surprise attack element. This is when what is known as a metacall is put into the equation. This is a deck that many players do not believe is powerful enough to pilot or are flying under the radars of the crowd. This is the perfect combination of counter action of the popular and getting the surprise attack element with it also. When a person is surprised or has to deal with rapid change while their brain is working to produce thought and you add in adrenaline you produce what I will call "The Tilt Hormone". The Tilt is what causes your opponent to begin to overthink and overact, or underthink both lead to play that would be deemed not good or "scrubby". When you combine your deck's ability to have inherent good matchups with the field, put your opponent on Tilt, and you repress your own Tilt then you have Frazier Smith and the many other rogue deck finishes and the success of the pilots. Does this mean that anyone who doesn't play a metacall won't win the event or finish in the top cut? Never, there are just those players that stick with one deck for the whole format and their name stays in the spotlights. This is because the decks that are popular, have become a choice of the masses because it is a good deck. This has always been a thing but recently it has become a huge topic because of the rapidly changing format the January 1st, 2014 - April 1st, 2014 that is currently underway (at the time of the writing). No two events have had the same deck be the first place winner (YCS Berlin and Charlotte were won by Mermails, mistake on my part). This makes expecting everything essential right now, in order to be successful you have to fight off Tilt and study up on everything and anything that could be an obstacle to a top cut finish. I am not saying that everyone should drop the popular decks to go with their Snipe Hunter Cloudian deck. What I wrote this for is to build discussion upon how Yu-Gi-Oh is evolving into what is now being the first to find the next big thing and not being the best with the most popular deck. Post-read questions for discussion: 1. Do you believe that success comes from those who are unexpected or is playing the most popular choice better? 2. Do you prefer a format of one-deck wins (Post-baby DRulers, Tele-Dad, Return DAD, Post Gyzarus GB) or a diverse format where you have no idea what the person in front of you could be running? 3. Will this spark the beginning of teams being a huge necessity because proper testing and being able to combine 4-6 personalities and philosophies into one deck? Thank You to anyone who may read this, you actually read the whole thing I greatly appreciate it. Wrote this while I was in class on my phone so if there is anything grammatically incorrect or detect a spelling mistake just PM me the mistake and I will fix it as soon as possible. Last but by no means least, Always Expect the Unexpected.
  6. Hey guys! I`ve been playing Infernity since it has come out, and the other day I was reminiscing about the Randomizer days. I realize that the traps were stronger at the time of this deck, but I think that the idea of this deck is still viable as something that can be considered for tournament play because the idea is unique and concrete.   Just a sample decklist:    Monsters: 9   3x Infernity Randomizer 1x Infernity Avenger 2x Infernity Archfiend 1x Infernity Necromancer 1x Infernity Guardian 1x Spirit Reaper   Spells: 13   3x Offerings to the Doomed 2x Pot of Duality 3x Mystical Space Typhoon 1x Infernity Launcher 1x Book of Moon 1x One For One 1x Reinforcements Of The Army 1x Swords of Revealing Light   Traps: 18   3x Infernity Barrier 2x Infernity Break 3x Reckless Greed 2x Reinforced Truth 2x Mirror Force 2x Dimensional Prison 1x Torrential Tribute 1x Bottomless Trap Hole 1x Solemn Warning 1x Compulsory Evacuation Device        This Is off the top of my head, but the original concept behind the deck is still there. The only matchup that it has trouble with is Blackwings, but that`s only because Bora sucks....    A quick rundown of just what that concept is: Infernity Randomizer eliminates the need to depend on a draw each turn, so cards help utilize this idea, like Offerings to the Doomed and Reckless greed. These are 1-for-1 cards, but coupled with Randomizer they will net advantage. The idea is to keep that advantage and constantly be generating it, which this deck does very well.    I run Guardian to add an attack dynamic and a permanent solution to non-active Barriers. Your opponent`s monsters will always be gone, so Spirit Reaper is there to generate even more advantage. Swords of Revealing Light is a tech card that I have always run, and it works wonders. Don`t knock it till you try it.  Other than those, it`s pretty normal. There is an extra deck, but it doesn`t really have anything to do with the idea of the deck, so I didn`t list it.   Please give any ideas of what you think about this deck in today`s meta, and what you think can make it better. Thanks guys!
  7. FIRE.dek

    I know it isn't technically legal for a few more days, but I figure getting a little discussion on the deck beforehand won't be too terrible.  [spoiler] [/spoiler]   Monster: 16   3 Flamvell Firedog 3 Hazy Flame Cerberus 2 Hazy Flame Sphynx 2 Hazy Flame Peryton 2 Fire King Avatar Barong 2 Fire King High Avatar Garunix 2 Card Trooper   Spell: 18   3 Mystical Space Typhoon 3 Assault of the Fire Kings 3 Fire King Cycle 3 Rekindling  2 Hazy Pillar  1 Monster Reborn 1 Dark Hole 1 Heavy Storm 1 Forbidden Lance   Trap: 6   2 Torrential Tribute 2 Solemn Warning  2 Bottomless Trap Hole   2 Hazy Flame Basiltrice 1 Photon Strike Bounzer 1 Inzektor Exa-Beetle  1 Sword Breaker 1 Abyss Dweller 1 Diamond Dire Wolf 1 Maestroke the Syphony Djinn 1 Number 39: Utopia 1 Gagaga Cowboy 1 Number 16: Shock Master 1 Number 50: Blackship of Corn 1 Gem-Knight Pearl 1 Kachi Kochi Dragon 1 Photon Papilloperative   the extra deck has a lot of space, so a lot of those cards can be flipped for something else.   Out of workplace boredom, I am going to turn this into a little bit of a Discussion Thread: [spoiler] Like Atlantean-Mermail before it, Hazy Flame Fire Kings is the designed interaction of cards from CLBZ and cards from the new structure deck. Where the WATER deck revolves around discarding smaller monsters to activate effects, the FIRE deck uses spells to destroy beatstick monsters to activate their effects. It is essentially an engine in 4 parts: 1) Hazy Flame 2) Fire King Bosses 3) Glue Monsters 4) Fire King spells.    ...Oh, and Rekindling is still a broken card.    HAZY FLAME [spoiler]   You can Normal Summon this card without Tributing, but its original ATK becomes 1000. Your opponent cannot target this card with card effects. When this card is destroyed and sent to the Graveyard: You can add 1 "Hazy" card from your Deck to your hand.   This Monster is largely the backbone of the engine. When destroyed, he tutors any "Hazy" card. This card is usually Hazy Pillar, which then allows you to make big plays with Peryton. Since the effects of Assault, Cycle, and Garunix are destruction based, this is a good thing. Note also that Cerberus  has 200 DEF. This means that, in this deck, he can be Special Summoned by Peryton, Flamvell Firedog, and Rekindling.    Cannot be Special Summoned, except by a "Hazy Flame" monster's effect. Your opponent cannot target this card with card effects. You can send 1 FIRE monster from your hand to the Graveyard and Tribute this card; Special Summon 2 "Hazy Flame" monsters from your Deck. You can only use this effect of "Hazy Flame Peryton" once per turn.   Hazy Flame Rescue Stag. The Special Summon restriction prevents Peryton abuse, but it isn't a big deal. Usually, you will be Normal Summoning this with the effect of Hazy Pillar. You can also Special Summon it using Sphynx. Using the two Level 6 Monsters you Special Summon, you have a range of Rank 6 Xyz plays, including the best Rank 6 in the game. The cost can be a nice way of ditching a dead Garunix in hand for Sphynx or Cycle. And speaking of Sphynx...   Your opponent cannot target this card with card effects. You can declare 1 card type (Monster, Spell, or Trap); send the top card of your Deck to the Graveyard, then if it was the declared card type, you can Special Summon 1 FIRE monster from your hand or Graveyard. You can only use this effect of "Hazy Flame Sphynx" once per turn.   Sphynx is an odd card on her own, but works within the deck well. The main "combo" is to use Peryton to Special Summon 2 Sphynx's, and then +1 off of each Sphynx's effect, Swarming the board, and going into a Rank 6 play. Obviously, this requires a bit of luck, since you are milling a random card. But, as the bulk of the deck is spell cards, and because you are tutoring monsters a lot, you have a decent chance of triggering her effect by calling spells.  [/spoiler]   FIRE KING [spoiler]   During the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: Special Summon this card from the Graveyard. When you do: Destroy all other monsters on the field. When this card is destroyed by battle and sent to the Graveyard: Special Summon 1 "Fire King" monster from your Deck, except "Fire King High Avatar Garunix".   Every deck plays boss monsters. Here is the boss of the FIRE deck. Simply put, this card is sick. When destroyed by any card effect, it becomes a Dark Hole in the next Standby Phase. If anything is able to get over it's beefy 2700 ATK (the new standard for bosses, it appears), then you can recruit a Barong to the field. When you start combining the destruction effect with Cycle and Assault, you get to loop Garunix and Dark Holes. Not too shabby.   If a face-up "Fire King" monster you control is destroyed by a card effect: You can Special Summon this card from your hand. During the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: Add 1 "Fire King" card from your Deck to your hand, except "Fire King Avatar Barong".   Since it's unclear when the TCG will receive Yaksha, Barong is probably the only other Fire King you play to be used with Garunix's second effect. His effect will almost always be used to tutor one of the Fire King spells to begin the shenanigans. Also, note his 200 DEF for Firedog and Rekindling purposes. [/spoiler] OTHER MONSTERS [spoiler]   When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can Special Summon 1 FIRE monster with 200 or less DEF from your Deck, except "Flamvell Firedog".   Firedog does what Firedog has done since it was released, be an awesome battle-based recruiter and to load the Graveyard for Rekindling. You have your choice between Barong for Rank 4 or Cycle plays, or Cerberus for a 2000 ATK floating beatstick. Successfully resolving Firedog can really help start moving the deck forward.      Once per turn: You can choose a number from 1 to 3, then send that many cards from the top of your Deck to the Graveyard; this card gains 500 ATK for each card sent to the Graveyard this way, until the End Phase. When this card you control is destroyed and sent to your Graveyard: Draw 1 card.   Like Firedog, Card Trooper does for decks what it has always done: combine floating, great ATK, and milling. Since Cycle, Rekindling, and Sphynx each Special Summon monsters from the Graveyard, it is nice to have a Graveyard full of monsters for those cards to Special Summon.  [/spoiler] SPELLS [spoiler]   If your opponent controls a monster and you control no monsters: Special Summon 1 FIRE Beast, Beast-Warrior, or Winged Beast-Type monster from your Deck. Its effects are negated and it is destroyed during the End Phase. You can only activate 1 "Assault of the Fire Kings" per turn. Special Summon your Boss Monster from the deck? Okay! The End Phase destruction "restriction" doesn't hurt this deck at all, considering the monsters you will be Special Summoning with Assault (Garunix, Barong, and Cerberus) all have effects that trigger when destroyed. It also frees you up to play a lower monster count and run more of the busted spells.   Target 1 FIRE monster you control and 1 FIRE monster in your Graveyard; destroy the first target on the field, and if you do, Special Summon the second target. You can only activate 1 "Fire King Fire Cycle" per turn.   I almost like this card more than Assault. In a sense, it works as a themed Forbidden Lance, protecting your card from something that threatens it, and activating your FIRE Monster's destruction trigger. Sadly, it doesn't help against Torrential Tribute or Dark Hole. If Destroy a Garunix and Special Summon a Cerberus or Barong, and they survive the turn, their effects can be activated when Garunix Dark Hole's the field in the next Standby Phase. In a pinch, it can also act as a way to trade weaker, crappier monsters, for a constant string of Garunix's.   Special Summon from your Graveyard as many FIRE monsters as possible with 200 DEF. During the End Phase, remove from play all monsters that were Special Summoned by this effect.   Anyone who has been playing YGO knew that this card was busted when it was printed back in ANPR. It is also busted here, with Firedog, Cerberus, and Barong all being key elements in the deck.    You can Normal Summon "Hazy Flame" monsters for 1 less Tribute. Once per turn: You can target 1 Xyz Monster you control; attach 1 "Hazy Flame" monster from your hand or your side of the field to that Xyz Monster as an Xyz Material.   When the effect of Cerberus triggers, you will usually be tutoring this card if Peryton is in your hand, or Peryton if this is in your hand. If it sticks around for a few turns, bonus! The second effect almost never comes into play, but it's nice to keep in mind. [/spoiler] EXTRA DECK [spoiler] A few things bear mentioning concerning the Extra Deck...     2 or more (max. 5) Level 6 FIRE monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 monster your opponent controls or is in their Graveyard; banish that target. This card gains effects based on the number of Xyz Materials attached to it. • 3 or more: This card gains 200 ATK and DEF for each Xyz Material attached to it. • 4 or more: This card cannot be targeted by your opponent's card effects. • 5: This card cannot be destroyed by card effects.   This is the payoff for running the Hazy Flame engine in the deck instead of just running Cerberus to loop himself. No one really needs to go into how powerful a Caius-like effect is. Face-up or Face-down, Basiltrice can banish it. I can't really see many scenarios where the other 3 effects come into play.          2 Level 4 monsters  Once per turn: You can detach 1 Xyz Material from this card to target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them.   Dire Wolf is Rank 4 for Firedog, Barong, and Rekindling plays. It requires that you destroy a Beast, Beast-Warrior, or Winged Beast monster for it's effect. And wouldn't ya know it? Cerberus is a Beast, Barong is a Beast-Warrior, and Garunix is a Winged Beast. Neat. [/spoiler]     A few finishing notes: This deck has obvious problems against Macro Cosmos and Dimensional Fissure, which probably implies that the Side Deck needs to be prepared to encounter those cards in abundance. This deck, like many, will also struggle against an early Shock Lock, since it uses Spells to make it's biggest and best plays.  However, against decks that use destruction effects as their primary means of generating advantage (Inzektor, WATER, and Fire Fist) this deck can easily counter with a Garunix play (assuming you don't die the turn Garunix was destroyed).  In that respect, you may want to consider a hand trap oriented build, so that you can stave off an untimely end with Gorz, Trag, or Effect Veiler.  It is also worth mentioning that, if you don't like the sometimes clunky Hazy Flame engine, Cerberus can loop himself and still fits very well into the deck since he allows you to gain advantage off of Assault, Cycle, Firedog, and Dire Wolf.[/spoiler]
  8. Dragunity/Tempest

      Monsters 3 Dragunity Dux 3 Dragunity Phalanx 2 Dragunity Arma Mystletainn 2 Blackwing – Zephyros the Elite 2 Tempest, Elemental Dragon of Cyclones 1 Red-Eyes Darkness Metal Dragon 1 Dragunity Arma Leyvaten 1 Garuda the Wind Spirit   Spells 3 Dragon Ravine 3 Terraforming 3 Gold Sarcophagus 2 Cards of Consonance 3 Mystical Space Typhoon 2 Night Beam 2 Forbidden Lance 1 Foolish Burial 1 Monster Reborn 1 Heavy Storm   Traps 2 Fiendish chain 1 Solemn Warning 1 Solemn Judgment   Extra Deck 3 Dragunity Knight – Vajrayana 1 Dragunity Knight – Gae Dearg 1 Trident Dragion 1 Stardust Dragon 1 Scrap Dragon 1 Crimson Blader 1 Beastlord Volcan 1 Gem-Knight Pearl 1 Hieratic Dragon King of Atum 1 Constellar Ptolemy M7 1 Photon Strike Bounzer 1 Gaia Dragon, the Thunder Charger 1 Number 107: Galaxy-Eyes Tachyon Dragon   Combos   Needs Ravine + BW Zeph in the hand -Play Ravine and discard Zeph to get Phalanx to the hand. -Bounce Ravine to summon Zeph and take 400. -Play Ravine and discard Phalanx to get Dux, summon Dux and equip then special Phalanx. -Tune Phalanx and Zeph to make Vajrayana, equip and special Phalanx.  Tune Phalanx with Dux to make another Vaj.  Equip and special Phalanx. -Overlay both Vaj to make Hieratic Dragon King of Atum, detatch to summon REDMD from the deck. -Have REDMD revive a Vaj and tune it with Phalanx to make a Level 8 Synchro (usually Stardust if you're going first).  You can either; A) Overlay Atum into Thunder Charger and attack with your two monsters. B) Set any backrow you have and pass turn with Ravine, Stardust Dragon, Atum, and 0/0 REDMD.  If the opponent cannot clear your two monsters (because you set protection) REDMD and Atum can summon more monsters which will allow you to win on that turn or make it damn near impossible for the opponent to crack your board.   Needs Mystletainn, Dux, BW Zeph in hand with a Phalanx in the grave and 2 Hieratic Dragon King of Atum -Summon Dux, Equip Phalanx, send Phalanx to summon Mystletainn.  Equip and special Phalanx, tune with Dux to summon Gae Dearg. -Search Garuda the Wind Spirit and discard BW Zeph with Dearg and overlay with Mystle to make Atum.  Detatch Gae Dearg to summon REDMD from deck. -Have REDMD revive Phalanx and have Zeph bounce REDMD to summon itself, take 400.  Tune Phalanx and Zeph for Vajrayana, equip and special Phalanx. -Remove Atum to summon REDMD. -Banish a Dux to summon Garuda.  Tune it with Phalanx to summon another Vaj, equip and special Phalanx. -Overlay both Vaj to make another Atum.  Detatch to summon Leyvatein from the deck. -Have REDMD revive a Vaj and tune it with Phalanx to make a Level 8.  If you're going second this can be Scrap Dragon and you can have it pop Ravine to pop a card. -Overlay Leyvatein and your Level 8 into Galaxy-Eyes Tachyon Dragon.  Xyz Summon Gaia Dragon the Thunder Charger on top of your Atum.   End Field; Red-Eyes Darkness Metal Dragon, Gaia Dragon the Thunder Charger and Galaxy-Eyes Tachyon Dragon.   When you open with REDMD First off this will happen to you no matter how much you don't want it to.  However the deck can work around this if you open with a means of getting Phalanx in Grave and Dux in hand (ie, open Ravine + Phalanx). -Summon Dux, equip and special Phalanx.  Make Gae Dearg and dump BW - Zephyros to the grave. -Bounce Ravine to summon Zephyros and remove Gae Dearg to Summon REDMD.  Revive Phalanx with REDMD's effect and proceed to make Vajrayana via Phalanx + Zephyros then from there make a Level 8 (again, Stardust).   End field; Red-Eyes Darkness Metal Dragon, Level 8 Synchro with a Dragon Ravine in hand at minimum.  Not the best field but it does allow you to put pressure on the opponent right there as Red-Eyes will be generating constant advantage through his effect if left unchecked.     Needs Dux, Mystletainn, and a way to get Phalanx in grave (tempest, CoC, ravine, foolish, etc): - Dux gets phalanx, sac phalanx for mystletainn, get back phalanx, make Gae Dearg dumping Zephyros - Xyz mystletainn and dearg into first atum getting redmd by detaching Dearg, revive dearg with redmd - Dearg dumps baby roc, special summoning itself Field should be: redmd, roc, atum, dearg - Sync roc and dearg for Scrap Dragon - Bounce redmd with zeph, special summon redmd by banishing atum, redmd revive dearg Field should be: redmd, scrap, dearg, zeph - Dearg searches Garuda by discarding any dragon/winged-beast, special summon garuda - Xyz garuda and zeph into Queen Dragun Djinn, use djinn's effect to revive mystletainn - Xyz mysletainn and dearg for second atum, atum summons KKM Drago from deck. - Overlay Gaia Dragon on top of atum   Ending Field: Redmd, Scrap Dragon, Queen Dragon Djinn, Gaia Dragon, and KKM Drago 2800 + 2800 + 2200 + 2600 = 10400 with 2600 piercing, a Scrap Dragon pop, and no fear of gorz/trag.     With Leyvaten in the main Same setup as above: - Dux gets phalanx, sac phalanx for mystletainn, get back phalanx, make Gae Dearg dumping Zephyros - Xyz mystletainn and dearg into first atum getting redmd by detaching Dearg, redmd revive phalanx - Bounce redmd with zeph, sync zeph and phalanx for first Vajrayana and get back phalanx - Special summon redmd by banishing atum, redmd revive dearg Field should be: phalanx, vaj, redmd, dearg - Use dearg effect to search a Garuda, special garuda - Sync garuda and phalanx for second vaj and get back phalanx - Sync vaj and phalanx for Crimson Blader/Scrap Dragon (because this loop involves trident, having cards to pop for scrap is not guaranteed) - Xyz other vaj and dearg for second atum, get Leyvaten from deck. Field should be: Level 8 synchro, redmd, atum, leyvaten - Leyvaten gets back phalanx, sync into Trident Dragion and pop as many cards as necessary - Overlay Gaia Dragon on top of atum - MP2 Xyz redmd and trident into Gustav if necessary   Ending Field: Redmd, Level 8 synchro, Gaia Dragon, Trident Dragion, and MP2 Gustav 2800 + 2800 + 2600 + 3000 - 9000 + 2000 = 13200 - 19200 with 2600 piercing.   Credit to Randy for both of these.     In regards to my own build it's pretty much moulded after the decklists I've seen pop up on Shriek with tweaks.  I'm not comfortable going less than 4 traps and I really like Fiendish's ability to stop attacks so I'm running them over the Veilers.  I'm also cycling between Lances and Legionnaire/Aklys to pop threats like T-King and Ophion.  
  9. Tornadus-T

    I personally want to see more discussions of this type so I thought I'd start.    Tornadus-T; currently in Ubers. Thoughts about this? I'll post my opinion as more opinions develop.    http://www.smogon.com/bw/pokemon/tornadus-t
  10. This morning, I had the following thought: Instead of 3x MST and 1x Storm, what if the banned list permitted only 3x Giant Trunade? (No Heavy Storm, No MST, No Cold Wave.) You would be able to more reliably clear the backrow and spam more freely. But you would take a -1 every time you did so, and given the rise of hand traps, your play may fail anyway. Certain continuous spell, field spell, and continuous traps might be more viable because you don't risk losing all of them to Heavy Storm. But, with no reliable means outside of Dark Bribe to protect them from Trunade, any soft lock they created is easily broken for a turn. Sometimes, 1 turn is all that's needed. So what do you think? How would this change the game, if at all? Would it make it better, or worse? Would it be something you are in favor of, or not? EDIT: Or, since Storm might be vital to a healthy metagame, what if the scenario were, instead, 3x Trunade, 1x Storm? Would that change anything?