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Found 10 results

  1. Story Player 1 : Master Peace Player 2 : Purple Poison in pendulum zone + Spellcaster Player 1 turn, he attacks the spellcaster, Player 2 tries to activate purple poison in player 1s turn, boosting spellcaster attack and defeating the Master However P1 said how POison could not be used in opponent's turn, so master peace won the battle, but There it was saying on Poison " when a Dark spellcaster BATTLES - I said probably should have appealed but judges later were saying it only worked in your turn. So with the effect and how pendulums work, the exact textings I guess for hard once a turns, quick effects etc.
  2. Tune Magician

    Hey guys, I've noticed this site has been dead for awhile. Not sure if it's because of format or just dying in general. Anyway, looking at cards going into nats season and this card seems to be really really good, yet nobody is talking about it. I'm not quite sure if we are getting it in pendulum evolution but if we do I am wondering if this deck will be top tier going into nationals. It tutors your magicians from deck and is a 1 card synchro or xyz like startime or omega/ignister. Pendulum effect: All monsters you control gain 100 ATK and DEF for each face-up "Magician" Pendulum Monster with a different name in your Extra Deck. Monster Effect: Cannot be Special Summoned from the Extra Deck. If this card is used as a Fusion, Synchro, or Xyz Material for a Summon, all other Materials must be "Magician" Pendulum Monsters. When this card is Pendulum Summoned from the hand: You can Special Summon 1 "Magician" Pendulum Monster from your Deck in Defense Position, except "Tune Magician", but it has its effects negated, also banish it when it leaves the field. You can only use this effect of "Tune Magician" once per turn.
  3. The Performages are: The Performapals are: Other Performapals that see or saw occasional play but are far less relevant include: The Dracos are: The Reptiles/Familiar Possessed theme monsters are: Before coming to the more obscure or niche things in the deck and its history, it is time for the most important Spell in the game right now: Spells, Monsters and engines that are or have been played are: Especially recently, at ARG events (Anaheim at 21./22. Nov.), the Gem-Knight engine is also used. It consists of only 3 cards, which are Brilliant Fusion, Gem-Knight Garnet and Gem-Knight Seraphinite in the extra deck. Generic cards especially worth including here: Sample builds, combos and explanations: Version/Update History: November 2015 - Original post, minor additions and edits December 2015a - Magician section added, Combo section removed, further small edits December 2015b - Performapals and Dracos added with own sections; side-deck will become a section (soon)
  4. Odd Eyes Magicians

    So I've been several months behind and ended up getting 3 of the Magician Structure deck and a few other random cards at locals. With the loss of 2 Joker and 2 Monkeyboard, I wasn't quite certain what to put in their place. However, after a bit of browsing and reading the Magician thread here and watching a few deck profiles on youtube as well as discussing with my friend, I've thought up of the following list.   MONSTERS (25) 3x Dragonpit Magician 3x Oafdragon Magician 3x Wisdom-Eye Magician 3x Speedroid Terrortop 2x Odd-Eyes Pendulum Dragon 2x Armageddon Knight 2x Majespecter Unicorn-Kirin 1x Blackwing Zephyros the Elite 1x Speedroid Taketomborg 1x Speedroid Red-Eyed Dice 1x Nobledragon Magician 1x Performapal Skullcrobat Joker 1x Tuning Magician 1x Performapal Monkeyboard   SPELLS (14) 3x Pendulum Call 3x Wavering Eyes 3x Chicken Game 3x Terraforming 1x Sky Iris 1x Pseudo Space   TRAPS (1) 1x Bottomless Trap Hole   EXTRA (15) 1x Odd-Eyes Absolute Dragon 1x Odd-Eyes Meteorburst Dragon 1x Odd-Eyes Rebellion Dragon 1x Utopia Beyond 1x Vortex Dragon 1x Ignister 1x Ancient Fairy Dragon 1x Black Rose Dragon 1x Stardust Dragon 1x Trishula 1x Totem Bird 1x Rafflesia 1x Abyss Dweller 1x Castel 1x Evilswarm Nightmare     In particular, I think the Extra is rather tight and I'm not sure if I'm playing the optimum cards. I would like to fit Instant Fusions and Norden and Trapeze Magician, but I'm not sure what to take out. The Speedroid Engine was something I saw on the thread, not certain as to whether it's optimum in theory, but the idea of making AFD to go through field spells and draw lots seems good. Armageddon Knight is nice, being able to make Nightmare/Rafflesia with Stardust is not bad at all. 
  5. Zefra Yang Zing

    I've recelntly started playing Zefra Yang Zing after stumbling over some results from Local Legend Tourneys. The deck apparently did well at some of these events and so it got me interested. I had wanted to play Yang Zing ever since the deck came out but figured it was too expensive for what it (or rather) I was capable of doing. Now the cards are cheap and the Zefra build gives option to a) play more active (less reactive) and b) use the pendulum mechanic, which I really enjoy.   My decklist:     [spoiler] 2 Bian 2 Bixi 3 Chiwen 3 Zefrathuban 3 Jiaotu 2 Suanni 3 Zefraxiton 3 Zefraniu 3 Zefraxi 2 Maxx "C" 3 Chicken Game 2 Dark Hole 3 Oracle 2 Path 3 Terraforming 1 Divine Strike [/spoiler]   I want to go though the decklist and explain some of the cards and combinations.   ~The Yang Zings~ The only really important card here is Jiaotu. Basically all other YZ are mainly just Jiaotu fodder or Jiaotu tutors. You do not play the floating game here in the way that you let you opponent destroy your YZ and ss the ones you need to make huge synchro after some turns of grinding. You want to resolve Jiaotu or synchro with Jiaotu and an already on board Zefraniu into Baxia. Baxia is what the deck does. Baxia is your advantage machine, your win-condition and what makes the deck.   ~The Zefras~ I play all of the YZ Zefras as well as the Tellar Zefras. The YZ Zefras both serve triple purposes - one far more than the other, but still. Zefraxi is mostly Jiaotu fodder as well as scale. Its effect to make another YZ/Zefra a tuner can come in handy but is not the reason why I play it. Neither is the level, nor the attribute. It's decent but also a sometimes unpleasant necessity. Zefraniu on the other hand is alsmost broken in this deck. Its the second most important card of the main deck after Jiaotu, because these two make Baxia. In addition, he is scale (but only on rare occasions, which you actually want to avoid), he is a 2600 wall, but most of all he searches half of your deck. The ability to search spells and traps, which then search other Zefras, recycle, or come in as a Barrier-like card is just superb. It's super easy to resolve and gives you speed and consistency. The Tellars on the other hand are mostly scales. Their effects are OK, if you are in a good position already, but wont forward your game much. You need to play them, but hate hands of too many of them.   ~The Support~ The support consists of Dark Hole, Path, Oracle and Divine Strike. While the first three help you to go through your deck and get your setup, the last is there to enable you to retain your setup. They are searchable (exept Dark Hole). Oracle also has great interaction with the draw engine of the deck. I am currently not willing to pay 50 or more for Eccentricks. Would play them, though.   ~The Draw Engine~ I play three of each Oracle, Chicken Game and Terraforming. It's pretty standard by now to include Chicken Game and Terraforming into almost everything that runs fieldspells, but here it's particularly great. That is because Oracle is opt. Therefore hand of Oracle and Terraforming or multiple Teraformings would be super bad without Chicken Game. But with the card, you can first search and use Chicken Game and after that use Oracle and search, while also denying your opponent the search eff.   ~What You Do~ The main combo the deck is the by now well known triple Baxia Combo which needs 1 Jiaotu, 2 YZ and to matching scales in hand. You don't have that too often. Anyway, here it is once again: [spoiler]Jiaotu eff, discard 2, ss Zefraniu and other YZ. Synch for Baxia. Use Baxia eff to destroy the other YZ summoned with Jiaotu, ss Jiaotu and another Zefraniu. Set up scales and ss back the two Zefranius, search Divine Strike. Use 2nd Baxia eff to destroy a card other than Zefraniu and summon back Jiaotu. Make 3rd Baxia and repeat the last step to finally summon Void Ogre Dragon. Overlay two Baxias for Felgrand and set Divine Strike. You now have field of Void Ogre, Baxia, Felgrand and Divine Strike with no cards in hand.[/spoiler] In other games you mostly play the pendulum game and try to out-advantage your opp with Baxia summons, Tellar effs, Paths, Trish or lock them out with Chaofeng. Another wonderful play is the Baxia/Herald lock perfectly executed by Jeff Jones during yesterdays finals of ARG Indy. Baxia can re-summon Herald from grave with his eff and once you have double Herald your opponent will have a hard time doing anything.   ~What You Dislike~ Of course this deck hates Fire Lake, Winda and to a certain extend Unicore. For Towers you side Star Eater or Armory Arm. For Winda you can side in a Taotie. Fire Lake is pretty devastating when it resolved and you don't have a YZ immune to traps or floaters.
  6.     Monsters:   2x Shaddoll Beast 1x Dragon 2x Squamata 3x Magical Abductor - Free Scales 2x Damage Juggler 1x Hat Tricker 3x Plushfire 2x Hedgehog 1x Falco 3x Magician   Spells:   1x Spellbook of Power 1x Wisdom 1x Life 1x Eternity 2x Tower 2x Master 2x Fate 2x Crescent 3x Shaddoll Fusion 3x Secrets 1x El Fusion 1x BoM   Side:   1x Effect Veiler - Searchable 1x Droll & Lock Bird - Searchable 2x Maxx "c" 1x Damage Juggler 1x Dragon 3x MST 3x Wavering Eyes 3x Decree   Extra: Rank 2s Rank 4s Synrhos   So I heard that Magical Abductor SBs was a fun thing to try, at first I tried builds with Majespecters and Magicans and such but they didn't feel that great. I also tried the Luster Dracoslayer thing but I didn't really care for that either. In the end I decided I didn't like most of the Spellcaster based pendulum engines so I went with Performages since they fit fairly well with Spellbooks in previous builds I had tried and they had thier own scale as well. The deck still felt like it was missing something though, so I tried one of my favorites and threw in a sorta small Shaddoll engine. For now this is what I'm messing around with but it does still need work. If you have any questions or suggestions please let me know~.
  7. With Scolding rising in popularity I have to ask, willScolding negate and destroy if multiple monsters are pendulum summoned at once?
  8. https://www.youtube.com/watch?v=nx5SCFjyMZE     Deck Profile Key:  Triple Color =  Awesome Cards Doble Color = Great Cards One Color= Speed 4 colors = broken Monsters   2x Crystal Defender 3X Crystal Vanguard 3x Odd Eyes Pendulum Dragon 3x Crystal Beast Saphire Pegasus 2x Crystal Beast Topaz Tiger 2x Tobalt Eagle 2x Ruby Carguncle   Spells Dark hole One Day of Peace Soul Charge 3x Upstart 1x Instant Fusion 1x Pot Of Avarice 1x Pot Of Riches 1x Rare Value 2x Crystal Promise 2x Crystal Beacon 2x Crystal Tree 3x MST Harpie's Feather Duster, The Backrow Destroyer Traps 2x Crystal Hoard Mirror Force Torrential Tribute   EXTRA DECK Noden Castel 101 Exciton Gagaga Samurai Dark Rebellion 2x Lightning Chidori Ghostrick Alucard Ghostrick Angel of Mischief Blackship Of Corn Abyss Dweller Papilloterative Gagaga Cowboy Tellarknight Delteros
  9.   How does this work with pendulums, exactly? It says it can be activated when more than one monster is special summoned, but it also says to "destoy that monster" which implies only one can be destroyed. I'm unsure as to whether or not Black Horn of Heaven and Solemn Warning follow OCG rulings, so I didn't want to look there.
  10. MONSTERS: 20 (Pendulum Monsters) - 9 Dragon Horn Hunter Dragon Horn Hunter Dragon Horn Hunter Flash Knight Flash Knight Flash Knight Foucault's Cannon Foucault's Cannon Foucault's Cannon   (Effect Monsters) - 4 Blue Dragon Summoner Blue Dragon Summoner Blue Dragon Summoner Summoner Monk   (Normal Monsters) - 7 Dark Blade Dark Blade Dark Blade Tune Warrior Tune Warrior Trance the Magic Swordsman Trance the Magic Swordsman   SPELLS: 12 Reinforcement of the Army Reinforcement of the Army Reinforcement of the Army Mystical Space Typhoon Mystical Space Typhoon Heart of the Underdog Heart of the Underdog Wonder Wand Wonder Wand Dark Factory of Mass Production Dark Factory of Mass Production Dark Hole   TRAPS: 8 Breakthrough Skill Breakthrough Skill Pendulum Back Pendulum Back Dust Tornado Dust Tornado Tyrant's Throes Tyrant's Throes   EXTRA DECK: 10 Azure-Eyes Silver Dragon Azure-Eyes Silver Dragon Azure-Eyes Silver Dragon Scrap Dragon Thought-Ruler Archfiend Cloudcastle Photon Strike Bounzer Number 104: Masquerade Stellarknight Delteros Daigusto Emeral   SIDE DECK: 15 Rescue Rabbit Breaker the Dark Magical Warrior Breaker the Dark Magical Warrior Aether, the Empowering Dragon Aether, the Empowering Dragon Supply Squad Supply Squad White Elephant's Gift White Elephant's Gift Heat Wave Heat Wave Faustian Bargain Faustian Bargain Kuraz the Light Monarch The A. Forces.   This deck has quite a few cards in it that restrict the fuck out of Effect Monsters, but my main issue are set Spells and Traps on the opponent's side. Delteros helps immensely with the Torrential Tributes, "Hole" cards, and things of that nature...but Sakuretsu Armor and it's ilk kind of hurt.   Yes, there are Dragons in here but they're only there because I don't have warriors to replace them with. If I can find them, I might toss in Tune Warrior so I can use some Synchros. Though, I don't have many Synchros at the moment so I might just hold off on that.   If anyone has any suggestions, I'm all ears! Mostly, I'm looking for something to deal with Spells and Traps (I wish Heavy Storm was unbanned...it'd be a LOT of help). Delteros can help with them and I'm looking to get a second one but something I can use that would let me have better field control would be great too.