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Found 6 results

  1. Make Fire King Great Again

    So there's a regional coming up and this is the best deck i can come up with rn but i think it needs work (plan to build BA down the line) Note: Extra Deck is choppy due to lack of decent cards beyond a set of Tiger King 3x Fire King High Avatar Garunix 3x Fire King Avatar Barong 3x Fire King Avatar Arvata 2x Fire King Avatar Yaksha 3x Coach Soldier Wolfberk 1x Sacred Phoenix of Nephythys 3x True King Agnimazud the Vanisher 3x Onslaught of the Fire Kings 3x Circle of the Fire Kings 1x Rekindling 2x Twin Twisters 3x Fire Formation Tenki 1x Dark Hole 3x Solemn Strike 2x Fiendish Chain 1x Torrential Tribute 2x Storming Mirror Force 1x Call of the Haunted 1x Gem Knight Pearl 1x Dark Rebellion Xyz Dragon 3x Brotherhood of the Fire Fist Tiger King 1x Bujintei Kagutsuchi Side: IDK what to put in here, usual matchups recently have been Spyrals and True King variants but last time i was at regionals i saw merlanteans and performapal so idk what to prepare for i have Ghost Reaper, Maxx C, Grand horn of Heaven, Dimensional Barrier, and some other Staples i could potentially throw in (any suggestions are welcome, though budget preferred. no Ash blossom sorry) Extra Alternatives: i have some random Links like decode talker sitting around but idk if they would help at all (Little Chimaera link when?) i could also pick up some more rank 4s if you think theyd help Main Alternatives: can chop and change to specifications as long as the cards are budget/owned by me already. i do have some Fire fist bear and gorilla but i took them out when rebuilding the deck due to space and not being nessecary imo Concerns: some of the traps might be a bit too slow like chain and CoTH (which is mostly filler), iffy on the fire King avatar monsters, not sure if i need 3 arvata or any yaksha at all. could main a few hand traps like veiler if it would help more Main thing i'm looking for is (prefaribly budget) improvements to the main and card choices for the extra and side i can pick up.
  2. Hi, so the card text is as follows: http://yugioh.wikia.com/wiki/King's_Consonance Trap: When an opponent's monster declares a direct attack: Negate the attack, then you can apply the rest of this card's effect. Banish 1 Tuner monster and any number of non-Tuner monsters from your Graveyard, whose total Levels equal 8 or less, and if you do, Special Summon from your Extra Deck 1 Synchro Monster whose Level equals the total Levels of those banished monsters. (This Special Summon is treated as a Synchro Summon.) My question about this card is would you get to perform the Synchro Summon if the attack is not negated. For example if Player A attacks with Kozmo Farmgirl and Player B activates King's Consonance, then Player A activates Farmgirl's effect to banish itself in response to the activation of King's Consonance. Since Farmgirl is not on the field, would King's Consonance be unable to apply the rest of the effect since it did not negate the attack similar to how Swift Scarecrow does not work if it does not negate the attack? Thank you for any clarification. Edit: Sorry for double-post.
  3. Noble Knights

    Monsters: 13 3 Merlin 3 Noble Knight Medraut 3 Noble Knight Borz 1 Noble Knight Drystan 1 Noble Knight Brothers 1 Noble Knight Bedwyr 1 Gwenhwyfar Queen of Noble Arms   Spells: 20 3 Last Chapter of the Noble Knights 3 Reinforcement of the Army 3 Mystical Space Typhoon 2 Noble Arms - Excaliburn 2 Noble Arms - Caliburn 2 Noble Arms - Arfeudutyr 2 Noble Arms of Destiny 1 Noble Arms - Gallatin 1 Soul Charge 1 Raigeki   Traps: 7 3 Solemn Scolding 2 Vanity's Emptiness 1 Compulsory Evacuation Device 1 Bottomless Trap Hole   Total = 40     I'm testing out solemn scolding's and they seem decent. You can gain a bunch of life with caliburn and it protects your plays and stops theirs. You often clog your s/t zones with equips too and often only have 1 free space to set defensive cards. Hand traps like veiler/maxx "C" could be good when the backrow is clogged but don't seem like they would do anything vs qliphort. I'm not running cards such as gwalchavad, gawayn, eachtar, etc. because the monster line-up can start to get cloggy and you have to cut the few traps that you can fit in already and they can be dead cards too. Multiple brothers also might not really be necessary as you can grab them with ROTA and if you really want to recycle/draw you can grab brothers off merlin or medraut. You also can't go brothers into medraut as medraut can't have another monster on your side of the field for his effect to work.
  4. This is sort of a deck garage/single card thread hybrid. Move it wherever if you wish, mods. This will be written assuming Satellarknight, Burning Abyss, and Shaddoll as the only relevant match-ups.   My only regret this format (outside of missing all three major events: Atlantic City, Toronro, and Indianapolis due to the shittiest of circumstances,) was not realizing that Koa'ki Meiru Drago was one of the most powerful cards in the current game sooner, and not spending more time finding ways to abuse it. Fast forwarding to now; we're expecting a ban list later this week, however the general consensus is that it will have a subtle impact on the game, leaving the top three decks of the current game (Burning Abyss, Shaddolls, and Satellarknight,) still likely to be the most popular tournament choices.   The Floodgate Problem     Floodgates as a whole are generally accepted as the most powerful defense in the game. "If you cannot answer this card, you cannot play the game." However, two specific points where these cards are weak. The first is after they have made a field prior to the activation of your floodgate, and the second is if you do not have monsters and your opponent does. The reasons for the first problem is that even though these cards stop your opponent from playing, they do not stop your opponent AFTER they've played, they aren't capable of such. However, if you do overcome the board that they created and have one of them on top of it, you likely win. The reason for the second problem is that these cards do not stop your opponent from playing for damage. Rather or not they can use the effects of their cards doesn't matter if they're attacking you for game. This is why the concept of having "board + floodgate" is one of the strongest positions you can be in the current game. It demands that your opponent have both the out for the trap AND a way to overcome your board.     So the problem stems from needing the other part of the combination. "I have a floodgate but no board," "I have a board but no floodgate to stop my opponent from overcoming my board." Naturally, the solution is having a monster that acts as a card that says "you cannot play the game." This is precisely why El Shaddoll Winda is such a strong card. The same applies for Thunder King Rai-Oh against certain match-ups such as Satellarknight and Spellbooks, the list continues. Now, what if we could have one of these sorts of monster that can directly counter all three of the most popular strategies in current Yugioh? Enter Koa'ki Meiru Drago.         Seven Copies?   So we have a card that is a board and a floodgate against all three of the top decks. Before I go onto it's specific interactions against Shaddoll, Satellarknight, and Burning Abyss, and strategies we can incorporate this card in, I'd first like to note that we can play a total of seven copies of this card (more copies counting Koa'ki Meiru Urknight, Fire Formation - Tenki, and Tour Guide from the Underworld.)       Three additional copies of Drago, the Iron Core, or any other Koa'ki Meiru card we may use. Its second effect has several interactions; I shall get back to those.       Using Gold Sarcophagus banishing Tempest, Dragon Ruler of Storms we can add Koa'ki Meiru Drago from the deck to our hand (along with the added benefit of adding the Tempest to hand in two turns.) This makes Gold Sarcophagus the seventh copy of Koa'ki Meiru Drago. The obvious benefit of having an increased number of Koa'ki Meiru Drago's is having the highest chance of having it when it's best, before they make a board in any of the three top decks. This of course is with the exception of you being able to get over the board, in which case you'd want the Drago to seal the game anyway.    Interactions   Diamond Core's second effect before attacking into set Shaddolls with Drago on the field to play around set Shaddoll Squamata Super Polymerization, one of the other strongest cards of the format, is not live for the most part against variants that we will be reviewing in this thread Drago has more attack than every Satellarknight. Barring Honest or Chalice if they use those, they need to access extra to beat it which they can't do because of it's effect, making the popular outs to the card slim down to Dimensional Prison and Breakthrough Skill (or Bottomless on Summon.) Not a large list, especially if you're able to bring out multiple copies of Drago throughout your turns Diamond Core's 2nd effect being able to protect your Koa'ki Meirus from dying even from their own effects Using Diamond Core's 2nd effect, you can crash with equal-attack monsters, and yours will stay alive. Decks   So now that we're familiarized with Drago and why it is a strong card, we want to find the best way to exploit it. There are a few concepts that I've been working on that I will present here and wish to gather input on, and perhaps even more ideas to abuse it. Keep in mind that these are not final drafts and are more-or-less just samples of the concepts themselves, the concepts themselves being what I seek improvement on by posting it here. They're essentially just sampling the concepts, so we can build upon it.   Version One     2 Blue-Eyes White Dragon 1 Flamvell Guard 1 Blaster, Dragon Ruler of Infernos 1 Debris Dragon 3 Koa'ki Meiru Drago 3 Koa'ki Meiru Maximus 1 Tempest, Dragon Ruler of Tornados 2 White Stone of Legend   14   3 Cards of Consonance 3 Core Compression 3 Diamond Core of Koa'ki Meiru 3 Dragon Shrine 1 Foolish Burial 1 Gold Sarcophagus 3 Iron Core of Koa'ki Meiru 3 Soul Charge 3 Upstart Goblin 3 Trade-in   26   Extra:     1 Armory Arm 1 Azure-Eyes Silver Dragon 1 Black Rose Dragon 1 Hot Red Dragon Archfiend 1 Scrap Dragon 1 Star Eater 1 Stardust Dragon 1 Alsei, the Sylvan High Protector 1 Castel, the Skyblade Musketeer 1 Divine Dragon Knight Felgrand 1 Gaia, the Thunder Charger 1 Hieratic Sun Dragon Overlord of Heliopolis 1 Mecha Phantom Beast Dracossack 1 Number 11: Big Eye   Not everyone may be familiar with Koa'ki Meiru Maximus or Core Compression. Here is what they do:       As you can see, this variation of the deck is very much revolved around getting to Koa'ki Meiru Drago as quickly as possible, with the possibility of Soul Charging into a board as well. The fact that you can Soul Charge Koa'ki Meiru Drago and that it is a Dragon-Type is very much what inspired the creation of this deck. You may notice some striking similarities to this and successful Mythic Ruler decks of the past, specifically in the use of Cards of Consonance, Trade-In, Blue-Eyes White Dragon, White Stone of Legend, and Dragon Shrine. That is because it is trying to accomplish something very similar to the Mythic Ruler deck, except instead of ending on a board that is weak to Shaddoll Fusion, we seek to create a board with Koa'ki Meiru Drago to stop your opponent from playing the game at all.   One problem in Core Compression is that it requires both Core and a Koa'ki Meiru monster to use, making the probability of it being live not the greatest. If you have a suggestion for a better approach to this concept, please let me know. As far as Maximus goes, his steep end phase cost is made up for by both it's effect, it being a Trade-In and Core Compression target, and that it is an out to Winda. Also it has the Black Luster Soldier - Envoy of the Beginning/Chaos Sorcerer clause where it can beat set Vanity's by being an inherent summon. Keep in mind that Diamond Core of Koa'ki Meiru is capable of protected Koa'ki Meirus from their maintenance costs (as confirmed by Earl in one of my Skype chats,) so using it's second effect to save Maximus from having to pay an otherwise steep cost comes up a lot.   As for the lack of defense, I'm not yet sure which defense is correct to play. I had Vanity's Emptiness in originally as a three of, but I'm not entirely sure if it aligns with our line-of-play/goal with this particular strategy. This is something I do not have that progressed of a thought process on and would like to discuss in this thread.   Version 2     3 Blue-Eyes White Dragon 1 Flamvell Guard 1 Blaster, Dragon Ruler of Infernos 1 Debris Dragon 3 Koa'ki Meiru Drago 1 Mythic Water Dragon 1 Mythic Tree Dragon 1 Redox, Dragon Ruler of Boulders 1 Tempest, Dragon Ruler of Tornados 2 White Stone of Legend 1 Tidal, Dragon Ruler of Waterfals   15   1 Burial from the Different Dimension 3 Cards of Consonance  3 Diamond Core of Koa'ki Meiru 3 Dragon Shrine 1 Foolish Burial 1 Gold Sarcophagus 1 Sacred Sword of Seven Stars 3 Soul Charge 3 Trad-In 3 Upstart Goblin   22   3 Vanity's Emptiness   3     1 Azure-Eyes Silver Dragon 1 Black Rose Dragon 1 Hot Red Dragon Archfiend 1 Scrap Dragon 1 Star Eater 1 Stardust Dragon 1 Stardust Spark Dragon 1 Alsei, High Sylvan Protector 1 Castel, the Skyblade Musketeer 1 Divine Dragon Knight Felgrand 1 Evilswarm Exciton Knight 1 Hieratic Sun Dragon Overlord Heliopolis 1 Lavalval Chain 1 Mecha Phantom Beast Dracossack 1 Number 11: Big Eye   Similar to the first concept, this one removes the idea of Koa'ki Meiru Maximus, Core Compression, and Iron Core of Koa'ki Meiru and replaces it with a more conventional Mythic Ruler strategy of more Dragon Rulers, the Mythic Dragons, and Vanity's Emptiness. One problem this deck would comparatively solve is the Core Compression or Koa'ki Meiru Maximus dead issue, but one issue it can create is having less one-card outs to El Shaddoll Winda comparatively (in losing Maximus, also one that can beat Emptiness.) Not much is different here (keep in mind the extras are basically just samples of what each can make, not a whole lot of thought went into making them but if there is something important I missed or an interaction involving the Extra that I misses, please do not hesitate to bring it up.) Moving forward,   Version 3     2 Koa'ki Meiru Crusader 3 Koa'ki Meiru Drago 3 Koa'ki Meiru Urknight 1 Scarm, Malebranche of the Burning Abyss 3 Tour Guide from the Underworld   12   3 Diamond Core of Koa'ki Meiru 3 Fire Formation - Tenki 3 Iron Core of Koa'ki Meiru 2 Mystical Space Typhoon 3 Soul Charge 3 Upstart Goblin   17   1 Bottomless Trap Hole 2 Breakthrough Skill 1 Compulsory Evacuation Device 3 Dimensional Prison 1 Solemn Warning 3 Vanity's Emptiness   11     1 Abyss Dweller 1 Brotherhood of the Fire Fist - Tiger King 1 Cairngorgon, the Antiluminescent Knight 1 Castel, the Skyblade Musketeer 1 Daigusto Emereal 1 Diamond Dire Wolf 1 Evilswarm Exciton Knight 1 Ghostrick Alucard 1 M. X-Saber Invoker 1 Number 101: Silent Honor ARK 1 Giant Hand 1 Acid Golem 1 Blackship of Corn 1 Rhapsody in Berserk 1 Wind-Up Zenmaines   15   This concept takes it an entirely different approach, one more commonly associated with the deck called "Tiger King.dek." Given the name because of Urknight > Crusader > Tiger King > Tenki > Urknight, Tiger King.dek has seen some revolution over the years. You always used Tour Guide in it because you can Invoker into Urknight, and having Scarm in the mix means you get a free Tour Guide in the End Phase as well. Being able to use a real trap line-up is also a difference from this deck and the other strategies viewed. One downside of abusing Koa'ki Meiru Drago's power in this deck is that you don't have a high number of Dragons so unless you drew one then Urknighted for another so you have one to reveal, unless you can discard core which isn't ideal it's not always the most likely to stay alive. However, Diamond Core's second effect does help with this a bit. Also you play one less copy of Drago comparatively because no Sarco or Tempest.   Other engines commonly played in Tiger King.dek are usually a Bear and a Wolfbark so you might be able to still play Yugioh if you did not see your combo pieces, or an Artifact engine. The Artifacts, however, do not work in tandem with Koa'ki Meiru Drago being on the field which is a big reason they aren't in this sample list.   Well, this is what I have for right now. Input on these concepts or other ideas for concepts to abuse Koa'ki Meiru Drago would be greatly appreciated.
  5. Sign up below! There's room for 20 participants, but I will slot in more roles if there's more doolists / dualists that want to play Everyone loves Rion Kingu! Come play come play     PLEASE DO NOT SIGN UP IF YOU THINK THERE'S A GOOD CHANCE YOU WILL BE INACTIVITY-KILLED SOONER OR LATER (this applies to TSGREEN more than anyone, sorry buddy <3) YOU AREN'T HELPING ANYONE IF YOU'RE TOWN, YOUR FELLOW TOWNIES WILL BE MAD IF YOU'RE SCRUM, YOUR FELLOW SCRUM WILL BE MADDER I WILL BE MADDEST       Day phases and night phases will be 24 hours long (*pending voting majority or when all night actions have been received) A minimum of THREE (3) posts per day phase will be required   If an overwhelming majority of players want night phases to be a maximum of 12 hours long instead, I will try to accommodate that (hopefully I won't have to wake up at 4am or some other ungodly hour to post new flavor)   The rest of the rules will be posted (whether you can claim or not, etc) when Day 1 starts, in about 24 hours, on Sunday November 10th at 6pm PST / 9pm EST I mean not that the gentle beings of the animal kingdom would know how to tell time anyway, apart from "day and night" / "hungry and not hungry"   01. GENDO IKARI / XX MALCOLM / PRIDE 02. PAPASMURFKOF 03. GILLES / RELIANAH 04. URTHOR / HAMISH (MAYBE)  05. CANASIAN 06. CZARTAYLOR 07. MOOKIE / NUMBER GUY 08. NELRICK 09. JACK N BOX 10. DARK B 11. BIGGS THE DARK LIGHTER / GAIA / BASED STEFANOS 12. BOOSH ABOUT BOOSH ABOUT BOOSH 13. BLOODIEST ARCANINE 14. AU REVOIR / AURIREVOIR / AURIAN 15. SALEH / EXILED 16. THE KENNY WRY 17. WILSON-KUN 18. REI / ASH 19. BIKI 20. DAVES 21. ISLICKZ   SUBS: 1. SATCHMO 2. SECRET RARE 3. VICE CAPTAIN SANADA   If you have any questions, feel free to ask, and I'll answer to the best of my ability.
  6. Fire King & PWWB vs. Raigeki Break

    Here's a Fire King build I just recently made. I'm still working on the finalization before i actually play it but tell me what you think and give me suggestions:   Monsters 14   2x Card Trooper 3x Fire King Avatar Barong 3x Fire King High Avatar Garunix 3x Flamvell Firedog 3x Hazy Flame Cerbereus   Spells 17   1x Book of Moon 3x Circle of the Fire KIngs 1x Dark Hole 2x Forbidden Lance 1x Heavy Storm 1x Monster Reborn 3x Mystical Space Typhoon 3x Onslaught of the Fire Kings 2x Rekindling   Traps 9   2x Call of the Haunted 2x Fiendish Chain 2x Raigeki Break 1x Solemn Judgment 2x Torrential Tribute   Side: The only cards I'm sure on that I'm siding are: 2x Dust tornado 2x Bottomless Trap Hole maybe 1x mirror force Help me with the rest of the sides please ;)   Also i wanted to discuss which was better PWWB or Raigeki break. Since they both have the same cost and practically do the same thing one would figure it wouldn't really matter. However, PWWB limits you to your opponent's side of the field but it could get around things like zenmaines, maestroke,  stardust, etc. On the other hand, Raigeki break destroys, which would be a problem for some cards, but could also be used in certain situations on your own side of the field like say on a garunix to clear the field for next turn. I can't decide which to play so help me out please.   thanks for your time :)