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Found 5 results

  1. Lightsworn deck recipe

    Use all Lightsworn spells and monsters for support and try to get those level 6+'s out as fast as possible. Lightsworn2.ydk
  2. PSY-Frame - Discussion

    PSY-Frame       PSY-Frames are a deck type that debuted in the pack High-Speed Riders. All PSY-Frame monsters are LIGHT and Psychic-type, with all of the main deck PSY-Frames having zero defense. The main strategy behind the PSY-Frame monsters is to respond to the opponents plays via their five PSY-Framegears, then immediately go into their Synchro monsters via their field spell. PSY-Framegears can only trigger their effects if you have no monsters on your side of the field, which is why their Synchros (the PSY-Framelords) come ready with effects that can temporarily banish themselves and other cards to make room for the next Gear. Let's start with what the deck revolves around. PSY-Frame Driver Level 6 ****** LIGHT 2500 ATK 0 DEF A Psychic soldier that rides into battle against the Security Forces on currents of lightning, using an automatic amplifier called PSY-Frame PSY-Frame Driver is the cornerstone to the decks plays. Driver is a necessary component to trigger any PSY-Framegear. Given that it can be summoned from anywhere but the banish zone, it is with best intention to keep this guy away from being banished without a contingency.       PSY-Framegear Alpha Level 1 * LIGHT 500 ATK 0 DEF Psychic / Tuner / Effect Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s) while you control no monsters (except during the Damage Step): You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, add 1 "PSY-Frame" card from your Deck to your hand, except "PSY-Framegear Alpha". Monsters Summoned this way are banished during the End Phase. PSY-Framegear Alpha is the most substantial of gears, considering how almost every deck in the game has to summon monsters in order to progress their plays. In addition, being searcher for every card in PSY-Frame bar itself gives you a little more relief to searching out PSY-Frame Circuit, or just continuing to progress your board prescience by adding another Gear to the hand.   PSY-Framegear Beta Lv 1 * LIGHT 700 ATK 0 DEF Psychic / Tuner / Effect Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. When an opponent's monster declares an attack while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, destroy the attacking monster, then end the Battle Phase. Monsters Summoned this way are banished during the End Phase. Beta is also rather effective as a Gear, given that it can stop an opponents attempt to put damage up, or pinpoint a specific threat by destroying it. Ending the battle phase immediately is a powerful way to change the tide of battle. Just watch out for Odd-Eyes Meteorburst Dragon and the like.   PSY-Framegear Gamma Level 2 ** LIGHT 1000 ATK 0 DEF Psychic / Tuner / Effect Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when an opponent's monster effect is activated while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. Monsters Summoned this way are banished during the End Phase. PSY-Framegear Delta Level 2 ** LIGHT 1200 ATK 0 DEF Psychic / Tuner / Effect Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when an opponent's spell card is activated while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. Monsters Summoned this way are banished during the End Phase. PSY-Framegear Epsilon Level 2 ** 1500 ATK 0 DEF Psychic / Tuner / Effect Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when an opponent's trap card is activated while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. Monsters Summoned this way are banished during the End Phase. Gamma, Delta, and Epsilon are the negation-power of the deck, giving the user the ability to tackle any type of effect granted the user controls no monsters. Gamma and Delta tend to shine a lot more in the deck, due to the fact quite a few of the more common normal traps in the game will only be triggered when a monster is involved, such as torrential tribute, bottomless trap hole, compulsory evacuation device, mirror force, and others. PSY-Frame Circuit Field Spell If a "PSY-Frame" monster(s) is Special Summoned to your side of the field (except during the Damage Step), you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only "PSY-Frame" monsters you control. At the start of the Damage Step, if a "PSY-Frame" monster you control battles an opponent's monster: You can discard 1 "PSY-Frame" monster; that monster you control gains ATK equal to the discarded monster's ATK until the end of this turn. PSY-Frame Circuit is crucial to the decks success of putting monsters on the board, since most of the monsters you summon off of PSY-Framegears will be during the opponents turn. It also makes for a Pseudo-honest that dampens the impact of opening PSY-Frame Driver. Seriously, you can boost your Zetas and Omegas to over 5000 ATK by dropping a Driver off that effect, and even over 3000 by dropping any Gear for it. PSY-Frame Overload Continuous Trap Once per turn: You can banish 1 "PSY-Frame" monster from your hand or face-up from your side of the field, then target 1 card on the field; banish it, face-down. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "PSY-Frame" card from your Deck to your hand, except "PSY-Frame Overload".   PSY-Frame Overload is the big threat-removal card for the deck. Face-down banishment is by far one of the most powerful forms of threat-removal in Yugioh, as it is nearly impossible to retrieve. This card also allows you to benefit from monsters on the opponents turn without Circuit, or use any negated or otherwise dead PSY-Frame monsters. Add all that with a banish effect to add any other PSY-Frame card from your deck (and sometimes even during the opponents turn) and you got a force to be reckoned with.       PSY-Framelord Zeta Level 7 ******* LIGHT 2500 ATK 1800 DEF Psychic / Synchro / Effect 1 Tuner + 1 or more non-Tuner monsters Once per turn, during either player's turn: You can target 1 face-up Attack Position Special Summoned monster your opponent controls; banish both it and this card until your next Standby Phase. If this card is in your Graveyard: You can target 1 other "PSY-Frame" card in your Graveyard; return this card to the Extra Deck, and if you do, add it to your hand. Zeta can remove some huge threats from the opponents field and ultimately set up Omega to dump them in the graveyard to prevent the opponent from refunding their own monster. Zetas effect makes it rather tricky to get out of the way for good, but even when it hits the grave, you get to refund it back to the Extra Deck and a PSY-Frame card back to your hand. Yes, this can recycle Circuit back to the hand.   PSY-Framelord Omega Level 8 ******** LIGHT 2800 ATK 2200 DEF Psychic / Synchro / Effect 1 Tuner + 1 or more non-Tuner monsters Once per turn, during either player's Main Phase: You can banish both this face-up card on the field and 1 random card in your opponent's hand until your next Standby Phase. During your opponent's Standby Phase: You can target 1 banished card; return it to the Graveyard. If this card is in your Graveyard: You can target 1 other card in any Graveyard; shuffle both that card and this card into the Deck. Omega is the most prominent boss monster in this deck, due to his ability to manipulate the banish zone and temporarily remove the opponents resources. Omega can often cause opponents to misuse their resources, such as baiting a Shaddoll Fusion or an additional summon to set up Alpha. Omegas effect to put stuff back in the graveyard will often involve putting Overload back in the graveyard for more search attempts and putting banished Drivers back in the grave.     Additional Synchro Options: The Synchro options in this deck are, for the most part, straightforward. You clearly have access to both Level 7 and Level 8 Synchro monsters. Due to your typing, You also have access to LIGHT-specific and Psychic-specific Synchro monsters as well. Due to Psychic Feel Zone (a card mentioned in a later section) bypassing Synchro conditions, you also have access to Psychic-type Level 9 and 10 Synchros. In most cases, it can be narrowed down to the most plausible: Black Rose Dragon Black Rose Moonlight Dragon Yazi, Wickedness of the Yang Zing Clear Wing Synchro Dragon Ancient Fairy Dragon Dark Strike Fighter Michael, the Arch-Lightsworn Ancient Sacred Wyvern Stardust Dragon Stardust Spark Dragon Scrap Dragon Thought Ruler Archfiend Red Dragon Archfiend Scarlight Hot Red Dragon Archfiend Angel of Zera Overmind Archfiend Hyper Psychic Blaster Support Categories: Your Turn? This is one of those decks that generally just does not set up its field during the users turn. As such, 2 cards immediately come to mind: Cardcar D Seriously, how many other normal summons do you actively play? Drawing into a gear or two after setting up your Circuit is a pretty strong opening. Pot of Duality Falls hand in hand with Cardcar, but prevents you from special summoning for the rest of your turn, so be aware of your opponent having anything that could mess you up on your turn, since you will not be able to respond to the opponents card or effect with a PSY-Framegear. Pressuring the Opponent One of the issues within PSY-Frames is forcing the opponent to progress the game. There are a handful of cards that can put just the needed pressure on the opponent in order to get them to start triggering your PSY-Frames. Wind-up Rabbit / Evilswarm Thunderbird Monsters that can banish themselves from the field are a big thing in the deck, considering that you can easily clear your own field for another PSY-Framegear. Currently, Wind-up Rabbit is the most popular pressure option. Thunder King Rai-oh / Doomcalibur Knight Oh, another easy method of putting pressure on the field. However, while these guys come with very beneficial effects, they can sometimes be hard to get off the field, and your opponent might take advantage of that. In the OCG, multiple Thunder Kings are considered. Honest: A lot slower and more vulnerable than some of the others, but can prove very beneficial by its handtrap effect, letting you win any battle you want. Wave-Motion Cannon / Final Countdown These are a bit more unorthodox, but they can easily put a timer on the opponents plays. Final Countdown cannot even be dealt with if it resolves successfully. Yosenju / Spirit Monsters These two deck types can be actively included into the mixture of Psyframes due to their inherent ability to be spirited away off the field during the end phase. Do be aware, the size at which these engines would have to be integrated may lead to inconsistencies with opening hands. Managing Banished Resources Running low on Drivers? Need a Synchro up on board, or just need some more ammo for Overload? Here are two cards that can make use of your banish zone quite nicely. Psychic Feel Zone The feels are real when you can put drivers, gears, and even lords back in the graveyard in order to summon out another Synchro monster. Due to the fact that it basically ignore Synchro requirements, you can even utilize Overmind Archfiend to return banished Zetas and Omegas to the grave and trigger more effects. Psychic Path Path can recycle ammo for both Circuit and Overload, lest also add back some Gears or get Driver out of the banish zone. Path is easier to trigger, but Feel Zone tends to have a better outcome. Bright Future This can also utilize banished PSY-Frame monsters, but Path and Feel Zone will often cover the position better. Drawing one card is not as much of an advtage as compared to a synchro monster. Still you can run it for just the occasion. Quick Synchros Need a quick Zeta to kick things off? Well, why not give these a try? Mathematician + Felis, Lightsworn Archer Easy one to incorporate, but can leave a bad taste if you draw the felis. Due to Omega, you might be able to afford playing fewer Felis than normally be. Galaxies Galaxy Soldier and Galaxy Serpent form a nice duo to pump out a level 7, but need a LIGHT monster to discard. Wait, we are all LIGHT. The discard? Oh, that can go back to the hand once Zeta hits the graveyard. You can even discard Driver to feel like you just got it out for free (even though you didnt). Misc. Wait, what do I do with these again? Emergency Teleport Oh yeah, theyre Psychics. You can use Teleport to call upon a ready form of ammo for Overload, or you can use this to switch out a Zeta for a level 8 Synchro during your battle phase if you really wanted to (courtesy of Circuit). Kinda pointless outside of that, but it aint that bad as a one-of. Galaxy Cyclone, Breakthrough Skill, Skill Prisoner These cards and others like them often arrive in PSY-Frame conversations. Due to the power of Omega's effect, you can basically make massive use of any card that can banish itself from the graveyard to trigger its own effect, which is why Omega is so popular among a few other decks. Galaxy Cyclone is the most commonly considered of the bunch due to its immediate advantage and ability to take out continuous cards that put a damper on PSY-Frame. Mind Over Matter More Psychic-type ideas. Mind Over Matter can be pretty handy for saving your PSY-Frame Drivers if you are short a Circuit. In addition, it may actually put people in a false sense of security in progressing their gameplay, as most people would think you would have nothing left to respond to their moves bar Overload. The downside? You dont really have access to this card without either giving up a Synchro or potential synchro play in the process. Assault Mode Activate and Stardust Dragon/ Assault Mode This one can get rather scary. Due to Psyframe's easy ability to pump out level 8 Synchros and their love for monsters that can leave the field and come back later, Stardust Dragon/ Assault mode is easily considerable as a boss monster. Allows you to negate most things, then leave you with an empty board for your PSY-Framegears. What's more is that Assault Mode Activate is rather easy to search from the deck, and you can manipulate the number of cards dedicated towards this tactic through itself, Assault Beast, and even Fire Formation - Tenki.     Threats to PSY-Frames Prepping for counters to PSY-Frames is becoming ever-more important now that people are beginning to get a grip on how to play against it and what to side against it. Here are some of the more important situations to be aware of to fixing up a PSY-Frame side deck. This section is meant for people to understand some of the better card pools to counter PSY-Frame and how PSY-Frame duelists can prepare for such tactics. Bolded is what I have found most important. Counter Traps This is by far one of the easier features to pick out, and with the announcement of Solemn Notice coming out in Breakers of Shadow, is eventually going to turn into one of the greatest needs in a PSY-Frame side deck. Counter Traps are the only full category of a card that PSY-Frames cannot respond to at this point in time. As such, they are virtually guaranteed to be negated without siding or even maining our own counter traps. Watch out for: Archetypal Counter Traps Solemn Notice Solemn Warning Solemn Scolding Debunk Options to counter include: Wiretap Solemn Scolding S/T removal Constellar Belt (LOL) Lockdown Commonly known as floodgates, these are cards that generally shut off a type of play that we can do. Due to the decks responsive nature, it is not that hard to set up a lock against us. Try to have some cards ready for any type of situation that opponent may throw at you to slow you down. Watch out for: Majestys Fiend Vanitys Fiend Fossil Dyna Pachycephalo Vanitys Emptiness Imperial Iron Wall Mind Drain Options to counter include (One card does not fit all counters): Solemn Warning Solemn Scolding Dark Hole Raigeki Torrential Tribute PSY-Framegear Epsilon S/T Removal Monsters Summoned to our Side A common tactic to oppose PSY-Frame is to put weaker or useless monsters on our side of the field, preventing the activation of any PSY-Framegear effects and allowing the opponent to set up right under our noses. Not the hardest tactic to deal with, though. Watch out for: Ojama Trio Kaiju Monsters Lava Golem Volcanic Queen Silent Wobby Flying C? Options to counter include: Dark Hole Torrential Tribute PSY-Frame Overload Emergency Teleport Tribute Summon Monsters Additional Threat List (Feel Free to contribute to any of these lists btw. I probably missed some stuff): Darkfall (Sends all copies of Driver and 1 Gear to the graveyard. Against Alpha and Beta only.) Mind Crush (Can knock any PSY-Framegear out of our Hand, including upon activation of said gears.)     Skeleton What, so you didn't want to read my wall of text? Ok, fine, but I am not formatting it for you lazy bums. (thankfully another moderator stepped up for u goons) Main: 3 PF Alpha 3 PF Beta 3 PF Gamma 2-3 PF Delta 0-1 Epsilon 2-3 PF Driver 2-3 Cardcar D 3 PF Circuit 2-3 Terraforming 1 or more Psychic Feel Zone 2-3 PF Overload Extra 2-3 PF Zeta 2-3 PF Omega 1 Thought Ruler Archfiend Side 0-2 PF Epsilon 2+ Wiretap   Shout out to Jack Atlas for most of the info and Exiled for the edit.
  3. Noble Knights post-box

    So recently I've been reading some Arthurian legends, and had some interest in the archetype for some time. The box set seemed like a perfect time to try them out. This is the Round Table build.    Main Deck: (40)   Noble Knight Artorigus x1      Only here because he's the only vanilla in the grave Ignoble Knight of Black Laundsallyn x1      Useful late-game when I have an established board and disposable monsters as another searcher. Combos well with Merlin. Noble Knight Eachtar x1      Useful for rank 5 plays and can wall with Gwen. Just generally useful.  Noble Knight Gawayn x1       NK staple. He's for making XYZ plays without any available Arms. Since that situation doesn't arise often, I've found more than one to be too cloggy.  Noble Knight Peredur x1      Very situational, but the effect is useful when you need it. His 1900 ATK is his redeeming factor.  Noble Knight Drystan x1      The destruction effect is very helpful. Noble Knight Medraut x3      Self-Explanatory.  Noble Knight Borz x2      Integral monster, dumps Arms and allows XYZ plays.  Noble Knight Bedwyr x1      Very useful late-game, but more than one is too much.  Noble Knight Gwalchavad x1      Excellent effect in a pinch, also part of the OTK. Noble Knight Brothers x2       I love this card. 2400 DEF is great for stalling against most decks, he also allows you to swarm, especially with Eachtar and Laundsallyn Merlin x3      Searcher, plus the 2nd and 3rd effects can save your monsters or help push for game.  Gwenhwyfar, Queen of Noble Arms x2      Probably the best Noble Arms card. Makes things miss timing AND protects your knights. Too bad she doesn't requip.  Lady of the Lake x1      I love my Synchros too much not to run her.  Reinforcement of the Army x3      Duh. Soul Charge x1      Just an amazingly versatile card.  Last Chapter of the Noble Knights x2      Fantastic recovery card, but 3 is too cloggy. Foolish Burial x1      Gwen, Merlin, Artorigus, Eachtar Mystical Space Typhoon x2      Duh. Noble Arms of Destiny x2      This effect is just too useful to pass up. This + Excaliburn = NaCl Noble Arms - Gallatin x1      FEEL THE POWER! Noble Arms - Caliburn x1      I usually end up with enough LP to just stall to a deck out.  Noble Arms - Excaliburn x2      Targeting protection is huge. The RUM effect is just bonus.  Noble Arms - Arfeudutyr x1      Equip it to someone, pop, XYZ/Synchro. Or you could just equip it to an opponent's monster and reap the benefits.  Noble Knights of the Round Table x2 Solemn Warning x1      You shall not PASS!   Extra Deck: (15)   Goyo Guardian Ignoble Knight of High Laundsallyn Sacred Noble Knight of King Artorigus x2 Dark Rebellion XYZ Dragon      Between roided-up Kings and Excalibur, this deck doesn't really have problems beating over stuff. Considering dropping it for Castel or Number 80. Blade Armor Ninja Number 101: Silent Honor ARK Artorigus, King of the Noble Knights x2 Heroic Champion - Excalibur Starleige Paladynamo Evilswarm Exciton Knight Bujintei Tsukuyomi Lavalval Chain Abyss Dweller   Side Deck: (15) I kinda threw this together without really thinking so suggestions would be appreciated.    Black Luster Soldier - Envoy of the Beginning Thunder King Rai-Oh Maxx "C" x2 D.D. Crow x2 Release Restraint Wave x2 MST Forbidden Lance x2 Breakthrough Skill x2 Royal Decree  x2
  4. Lights Please

    <iframe width="560" height="315" src="http://www.youtube.com/embed/-dyPeGDeS3o" frameborder="0" allowfullscreen></iframe>   Monsters: 18 3 Constellar Algiedi 3 Constellar Kaus 3 Constellar Pollux 3 Constellar Sombre 3 Ghost Ship 3 Maxx "C"   Spells: 12 1 Dark Hole 3 Fire Formation - Tenki 3 Forbidden Dress 3 Instant Fusion 1 Monster Reborn 1 Reinforcement of the Army   Traps: 10 3 Compulsory Evacuation Device 3 Imperial Iron Wall 2 Safe Zone 1 Solemn Judgment 1 Solemn Warning   Side: 15 1 Brotherhood of the Fire Fist - Bear 1 Brotherhood of the Fire Fist - Gorilla 2 Droll & Lock Bird 1 Genex Ally Duradark 3 Dimensional Fissure 2 Mystical Space Typhoon 3 Anti-Spell Fragrance 1 Safe Zone 1 Wind-Up Arsenal Zenmaioh   Extra: 15 1 Giltia the D. Knight 1 Ojama Knight 1 Abyss Dweller 2 Constellar Omega 2 Constellar Pleiades 1 Constellar Praesepe 1 Constellar Ptolemy M7 1 Gagaga Cowboy 1 Gaia Dragon, the Thunder Charger 1 Number 50: Blackship of Corn 1 Number 61: Volcasaurus 1 Starliege Paladynamo 1 Tiras, Keeper of Genesis     Extremely rough, but I think Constellar might be really good choice going into nationals. It's a big sleeper this format. Pleiades is pretty boss against Dragon's turn 1 sack, and gives you a very viable turn 1 play in general going first. I feel every part of this deck could be improved, mostly the extra and side, however the main is still pretty rough too. All suggestions and critiques welcome, I might be overlooking something I feel. 
  5. Hieratic Overdrive

    I know we don't have Gustaph Cannon MAXX yet; and truth be told this deck is pretty nuts already. A huge problem i noticed right off the bat is Effect Veiler. It ruined many OTK attempts too much for me to overlook. I was surprised to hear that Hieratics actually perform decently in OCG (i don't keep up with a lot of oversees top tiers) despite almost every deck using triple Effect Veiler. So after a brainstorm i had a few ideas with amazing results. [b]Monsters; 18[/b] [b]- Hieratic Dragon of Tefnuit[/b] [b]- Hieratic Dragon of Tefnuit[/b] [b]- Hieratic Dragon of Tefnuit[/b] [b]- Hieratic Dragon of Su[/b] [b]- Hieratic Dragon of Su[/b] [b]- Hieratic Dragon of Su[/b] [b]- Hieratic Dragon of Eset[/b] [b]- Hieratic Dragon of Eset[/b] [b]- Hieratic Dragon of Eset[/b] [b]- Hieratic Dragon of Nebthet[/b] [b]- Hieratic Dragon of Nebthet[/b] [b]- Hieratic Dragon of Nebthet[/b] [b]- Red-Eyes Darkness Metal Dragon[/b] [b]- Red-Eyes Darkness Metal Dragon[/b] [b]- Red-Eyes Darkness Metal Dragon[/b] [b]- Wattaildragon[/b] [b]- Luster Dragon #2[/b] [b]- Gorz the Emissary of Darkness[/b] [b]Spells; 19[/b] [b]- Pot of Duality[/b] [b]- Pot of Duality[/b] [b]- Pot of Duality[/b] [b]- Hieratic Seal of Convocation[/b] [b]- Hieratic Seal of Convocation[/b] [b]- Hieratic Seal of Convocation[/b] [b]- Swing of Memories*[/b] [b]- Swing of Memories*[/b] [b]- Swing of Memories*[/b] [b]- Mystical Space Typhoon[/b] [b]- Mystical Space Typhoon[/b] [b]- Mystical Space Typhoon[/b] [b]- Draconnection*[/b] [b]- Draconnection*[/b] [b]- Book of Moon[/b] [b]- Heavy Storm[/b] [b]- Dark Hole[/b] [b]- Monster Reborn[/b] [b]- Monster Gate*[/b] [b]Traps; 3[/b] [b]- Reckless Greed[/b] [b]- Reckless Greed[/b] [b]- Reckless Greed[/b] [b]*Extra deck; 14[/b] [b]- Hieratic Dragon King of Atum[/b] [b]- Hieratic Dragon King of Atum[/b] [b]- Hieratic Dragon King of Atum[/b] [b]- Gaia Dragon, the Thunder Charger[/b] [b]- Gaia Dragon, the Thunder Charger[/b] [b]- Gaia Dragon, the Thunder Charger[/b] [b]- Elemental HERO the Shining[/b] [b]- Elemental HERO the Shining[/b] [b]- Elemental HERO Absolute Zero[/b] [b]- Elemental HERO Absolute Zero[/b] [b]- Photon Strike Bounzer[/b] [b]- Number 20; Force Focus[/b] [b]- Tiras, Keeper of Genesis[/b] [b]- Adreas, Keeper of Armageddon[/b] [b]*Side deck; 15[/b] [b]- Lightray Daedalus[/b] [b]- Lightray Daedalus[/b] [b]- Super Polymerization[/b] [b]- Super Polymerization[/b] [b]- Royal Decree[/b] [b]- Royal Decree[/b] [b]- Royal Decree[/b] [b]- Gozen Match[/b] [b]- Gozen Match[/b] [b]- Bottomless Trap Hole[/b] [b]- Bottomless Trap Hole[/b] [b]- Shadow-Imprisoning Mirror[/b] [b]- Shadow-Imprisoning Mirror[/b] [b]- Chain Disappearance[/b] [b]- Chain Disappearance[/b] *Will probably change. No Effect Veiler's yet. Yes, i will probably add them, once i find more anyway. My "answer" to Effect Veiler is Swing of Memories. It may not seem like much, because i didn't think much of it at first either. To stop the tug-of-war battle between my left and right brains, i tested them, and am very happy with the results. Obviously, the target is Wattaildragon or Luster Dragon #2. Normally an Effect Veiler to counter Atum is a turn-ending play. The monster Summoned off Swing of Memories lets me continue my turn; i usually won't be able to OTK my opponent, but summoning Photon Streak Bounzer puts some serious pressure on my opponent (I can OTK with the right cards though; with more copies of Swing of Memories, other Hieratics, Monster Gate, or Monster Reborn, which i can usually draw off of Reckless Greed or Pot of Duality). My opponents only answer will usually be Dark Hole (assuming they don't have any traps; i do use 3 MST, Heavy Storm, and 3 Su's so...yeah..he should be safe). To top it off, it becomes a fantastic topdeck later because my opponent will probably be weak from my previous plays from earlier, and making another Atum is a great comeback if a 2500 T'wattaildragon isn't enough. Also without Gustaph Cannon MAXX, OTK'ing is a little harder to do for now. Swing of Memories is adds that extra oomph to do so. Another card i'm using is a pair of Draconnection. I have mixed feelings on using 2, but i know that 1 works like a charm. Multiple Tefnuit's, Nebthet's, and Normal monsters in your hand can be swapped out for a monster you can actually make plays in. It is a -1, but it can be useful to start making plays and possibly kill your opponent. It has made many plays possible in otherwise dead hands. Normally, Draconnection is difficult to use, and the result is not worth it. However, it is proving to be very valuable in Hieratics. The last test card is Monster Gate. Basically, it acts as a Hieratic monster; that's the simplest way to put it (unless i SS Gorz off it...). If i add Effect Veiler i might remove it if it proves to be inconsistent, but right now, every monster in my deck besides Gorz is a good hit. Every monster. So i see no reason not to play this card.
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