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Found 21 results

  1. Dark Hero Synchro

    15 3 Destiny HERO Malicious 3 Elemental HERO Shadow Mist 2 Dark Grepher 2 Armageddon Knight 2 Summoner Monk 1 Destiny HERO Dasher 1 Elemental HERO Bubbleman 1 Plaguespreader Zombie 21 3 Pot of Desires 3 Destiny Draw 3 Allure of Darkness 3 A Hero Lives 3 Mask Change 2 Instant Fusion 1 Soul Charge 1 Reinforcement of the Army 1 Foolish Burial 4 3 Solemn Strike 1 Vanity's Emptiness Extra 2 Masked HERO Dark Law 1 Masked HERO Acid 1 Elder Entity Norden 1 Number S39: Utopia the Lightning 1 Number 39: Utopia 1 Castel the Skyblaster Musketeer 1 Daigusto Emeral 1 Abyss Dweller 1 Ultimaya Tzolkin 1 Crystal Wing Synchro Dragon 1 Void Ogre Dragon 1 PSY Framelord Omega 1 Stardust Dragon 1 Coral Dragon Side 3 Ghost Reaper & Winter Cherries 2 Gameciel, the Sea Turtle Kaiju 1 Dante, Traveler of the Burning Abyss 3 Twin Twister 2 Dark Hole 1 Raigeki 3 Light-Imprisoning Mirror Fairly similar to past versions of this kind of deck, the main addition being access to Ultimaya Tzolkin, which you can make any time you have plague mali and a level 4 monster, and additional draw power from Pot of Desires. Generally, if you can, you want to attempt to at minimum get plaguespreader in graveyard before using desires and ideally malicious as well in order to guarantee desires doesn't weaken (or remove) your ability to combo, but, if you can't, you can use desires to dig for combo pieces at the risk of losing combo pieces. Cards I'm looking to add: Red Resonator would be nice to add to help fix hands and gain additional access to coral dragon, but it being a fire and only searchable with resonator call limits its versatility. A third Instant Fusion would be a nice addition as Instant is a prime power card in here. Stardust Spark Dragon would be nice to back up Vanity's, and its a good secondary target for Ultimaya. Cards I'm so-so on: Summoner Monk; it's useful for getting to combo pieces, using dead spells, and fairly easily setting up plays, but it's one of the most disrupt-able plays the deck has and contributes to bad (monster heavy) hands. Beelze; useful for clashing with the 3k beatsticks blue eyes tosses on the board, its also fairly tough for them to out, but most of the time you can make Beelze you could make Ultimaya instead and Crystal Wing performs the same role + effect negation. Further, if you can make Ultimaya and another synchro, you'd usually want something to help protect the setup rather than a standalone.
  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. Beatrice Zombie Turbo

    Main (40): Monsters (27): 1x Garnett 2x Fabled Soulkius 2x Il Blud 2x Vampire Grace 3x Mali 1x Shaddoll Dragon 3x Grepher 3x Mezuki 3x Arma 3x Fiendish Rhino 1x Calcab 1x Farfa 2x Plague Spells (13): 1x Rota 1x Soul Charge 1x Upstart 3x Dark World Dealings 1x Foolish 3x Hand Destruction 3x Brilliant Fusion Extra: 2x Dante Pilgrim 1x Seraphinite 1x Beelze 2x Omega 1x Red Wyvern 1x Stardust Charge 1x Utopia Beyond 1x Strike Bounzer 3x Beatrice 1x Dire Wolf 1x Dweller To get an idea of how it plays watch these tests against the ai: https://vid.me/3zUw The premise of this deck is to set-up with Beatrice and follow up with an otk or just otk. The warrior engine is a crucial component of this deck. They allow you to set-up or out backrow/threats before making your plays. Through plague they you can make them 6’s to combo with. The other component is the fiend engine. Soulkius is a lvl 6 and allows you to dump monsters into the grave. He is also 2200 which means he can run over Kirin and crash with Dark Lady. Brilliant fusion acts as another discard outlet, a way to summon multiple monsters/tribute summon, and most importantly the ability to use Il Blud. Fiendish rhino is more copies of whatever you need. He can dump bas or Soulkius. The discard spells work well here. They set-up your grave or trigger removal effects without making a play. They greatly increase what you can do in a turn. In case you’re worried they’ll give your opponent some great advantage, they won’t. You will generally discard any multiples with Soulkius anyway. They also give you an advantage. G1 you know what your opponent is playing if you go first. I’m not sure about the best extra for this. I like triple Beatrice, but question if it is necessary. I don’t like void ogre here because you can’t always empty your hand and against monarchs I am not confident it does much, especially if you use discard spells. You have a lot of side options. For graveyard hate you can side forbidden graveyard, if + norden + extra dweller, and possibly actually use dark law for his effect. If my opponent is playing a combo deck and I think he’ll leave his hand with less than two I might side this in over hand destruction. It makes your warriors 6’s and dumps a monster in the grave. Also, it is the only way to permanently out a Kirin – after you baited it of course. For monarchs you have zombie world. It is good because you can play it going second and not worry about ether. It also makes you mezukis live with anything. You can also side in grave traps like mischief of the gnomes, breakthrough skill, or rise to full height. Rise to full height is cool because you can keep looping it with omega and your opponent will never get to attack you. You can also side in more ba’s and tackle crusader. Tackle crusader can act as a second farfa during your opponent’s turn. I use to run resonators because they turn your 4’s into 6’s, but I don’t think they’re very good. They’re very weak to negation and kinda of nullify the warriors ability to bait stuff when your opponent can just use their responses on the tuners. Been playing in ranked an made a lot of changes: http://i.imgur.com/bn1WOtn.jpg i decided rhinos couldn't be consistently triggered and dropped them to focus on dark stuff for easier setup. I don't think there is much I can side for ba besides gnomes. Zephyros helps make dweller and lvl8. Alich is better than farfa against monarchs but I want double farfa vs. ba. I decided to run more big zombies to make setup easier and dropped dire wolf and r4 stuff. I'm running zephyros solely for dweller, but it can be used with uni to make lvl 8 or just as tribute fodder. I'm running alich instead of double farfa as it is better vs. monarchs, although farfa is better vs. ba so I'm siding a second. F0 is needed to unclog your field and is good vs. Kozmo and ba. Exa is good to out beatrice or kozmo town as it sends and not destroys. It can also attach cyber dragon after siding to contact fuse from the s/t zone. It is also a non-number for f0. Another update: http://i.imgur.com/DfmhmqO.jpg I decided that the dark engine was very fragile going second and I wanted to have a chance to play going second. The dododo stuff has good support and just having a spell that discards is a huge boon to the deck as most stuff wants to be in the graveyard. I've cut some stuff to 2 because they suck in multiples and clog with combinations of cards. I never find myself losing because of running out of mezuki as generally if you lose you lose before you ever get to that point. You just got to play with it in mind. You need to side heavy when going second. Prohibition is a great card which can turn off either and you can preemptively use it against kozmo to prevent dd/dark lady from activating (a dark lady summoned in response to it should still be able to activate). You really need cards which will allow you to play going second and Prohibition does that vs. certain decks.
  4. (Monsters : 13) 3x Uni-Zombie 3x Goblin Zombie 3x Mezuki 2x Ghost Ogre & Snow Rabbit 1x Zombie Master 1x Blackwing - Zephyros The Elite   (Spells : 19) 3x Upstart Goblin 3x Terraforming 3x Chicken Game 3x Instant Fusion 3x Emergency Teleport 2x Mystical Space Typhoon 1x Foolish Burial 1x Zombie World   (Traps : 8) 3x Grand Horn of Heaven 2x Storming Mirror Force 1x Solemn Warning 1x Vanity’s Emptiness 1x Bottomless Trap Hole   Extra Deck 2x PSY-Framelord Omega 2x Elder Entity Norden 1x Beelze of the Diabolic Dragons 1x Void Ogre Dragon 1x Hot Red Dragon Archfiend Scattering 1x Stardust Spark Dragon 1x Ancient Fairy Dragon 1x Clear Wing Synchro Dragon 1x Yazi, Evil of the Yang Zing 1x Black Rose Dragon 1x Moonlight Rose Dragon 1x Castel, the Avian Skyblaster 1x Abyss Dweller   Side 3x Debunk => Kozmo, Psy-Frame, Maxx "C", Yang Zing 3x Fairy Wind => Pendulum decks, IIW 3x Artifact Lancea => Kozmo, Infernoid 3x Deck Devastation Virus => PEpe, Majespecter 2x Zombie World => Majespecter 1x EEV => Decks with large s/t lineup     The 2 cards combos   Uni-Zombie + Instant Fusion (+ Chicken Game) => Ancient Fairy Dragon +  PSY-Framelord Omega + Mezuki in grave (+ Zombie World + 1 draw)   Normal summon Uni-Zombie Activate Uni-Zombie’s effect to send Mezuki from your deck to the graveyard Activate Instant Fusion to special summon Norden from your extra deck Activate Norden’s effect to special summon Mezuki from the graveyard Synchro summon Omega with Uni-Zombie and Mezuki Activate Mezuki’s effect to special summon Uni-Zombie from your graveyard   IF YOU HAVE CHICKEN GAME Synchro summon Ancient Fairy Dragon with Uni-Zombie and Norden Activate Ancient Fairy Dragon’s effect to gain 1000 LP and search Zombie World Activate Zombie World   IF YOU DON’T HAVE CHICKEN GAME Synchro summon a level 7 monster or activate second Uni-Zombie’s effect and synchro summon a level 8 monster.   Then, during your opponent’s standby phase, activate Omega’s effect to bring back Mezuki in your graveyard.   Goblin Zombie + Emergency Teleport (+Chicken Game) => Ancient Fairy Dragon + PSY-Framelord Omega + 1 zombie + Mezuki in grave (+ Zombie World + 1 draw)   Normal summon Goblin Zombie Activate Emergency Teleport to summon Ghost Ogre & Snow Rabbit from your deck Synchro summon Ancient Fairy Dragon Add Uni-Zombie from your deck to your hand with Goblin Zombie’s effect Activate Ancient Fairy Dragon’s effect to special summon Uni-Zombie from your hand Activate Uni-Zombie’s effect to send Mezuki from your deck to the graveyard Activate Mezuki’s effect to special summon Goblin Zombie from your graveyard Synchro summon Omega with Uni-Zombie and Goblin Zombie Add a zombie monster from your deck to your hand with Goblin Zombie’s effect   IF YOU HAVE CHICKEN GAME Synchro summon Ancient Fairy Dragon with Uni-Zombie and Norden Activate Ancient Fairy Dragon’s effect to gain 1000 LP and search Zombie World Activate Zombie World   Then, during your opponent’s standby phase, activate Omega’s effect to bring back Mezuki in your graveyard.   Tech choices :   Chicken Game & Zombie World : Terra/Chicken Game helps the deck a lot. You can gather your combo pieces faster and thanks to Ancient Fairy Dragon, you can replace it quickly by Zombie World before your opponent can use it. Zombie World helps a lot against Majespecters since it blocks all their spell and trap cards. Also, it can combo nicely with Norden. You can revive Norden with Mezuki and bring back uni-Zombie or Ghost Ogre for a free synchro. Also, you can revive monsters in your opponent’s graveyard with Zombie Master.   Ghost Ogre & Snow Rabbit : I started by using 3 Ghost Ogre, but it was not as good as expected. Since you can only activate her once per turn, having 2 copies in hand was really cloggy. After a lot of testing, this ratio (3 etele / 2 gosr) seems far better.   Grand Horn of Heaven : This card is really good against Pendulum, Xyz and Synchro decks in general. Sadly, it’s completely useless against Kozmo.   Storming Mirror Force : Great card against Kozmo, Majespecter   Bottomless Trap Hole : I play it for Kozmo and PEpe. Against Majespecter, the card can help when the opponent summons Ignister if he can’t destroy Zombie World.   PSY-Framelord Omega : Definitely our new boss monster. He can bring back Mezuki to the grave and allows us to reuse it next turn. He can recycle Ghost Ogre or Norden for more E-tele/Instant Fusion shenanigans when he is in the graveyard. Also, his quick effect is really annoying for your opponent, especially Kozmo when they want to summon a ship.   Stardust Spark Dragon : I use him to lock Kozmo or Majespecter, combined with Vanity’s Emptiness or Zombie World.   Yazi, Evil of the Yang Zing : Really good against Majespecter since he is untargetable. His other diamond-dire-wolfesque effect combined with Zombie World is really cool. You can revive him each turn to pop something on your opponent’s board.
  5. Resonator zombies

      Main (40):   Monsters (16):   3x Mezuki 1x Goblin Zombie 3x Uni-Zombie 3x Beast of the Pharaoh 2x Red Resonator 1x Plague 1x Jet Synchron 1x Bulb 1x Synkron Resonator   Spells (24):   3x Instant Fusion 1x One for One 2x Resonator Call 1x Soul Charge 3x Reasoning 2x Terraforming 3x Dark World Dealings 1x Foolish 1x Burial 3x Hand Destruction 1x Zombie World 3x Chicken Game   Extra (15):   1x Norden 1x Stardust Warrior 1x Hot Red Dragon Archfiend Abyss 1x Trishula 1x Scarlight 1x Omega 1x Black Rose 1x Ancient Pixie Dragon 1x Ancient Fairy Dragon 1x Horus 1x Hyper Librarian 1x Naturia Beast 1x Accel Synchron 1x Hastur 1x Phonon       The deck desires to go first and establish a board but can certainly go second. You have a few monsters which you aim to synchro up into: Abyss, warrior, omega. And someday crystal clear wing. The deck has a very interesting card that is the main combo piece:   Beast of the Pharaoh   Earth/Zombie/3   If this card is sent to the Graveyard for a Synchro Summon, you can Special Summon 1 Level 4 or lower Zombie-Type monster from your Graveyard.     One of the first things that might come to mind is that combined with zombie world you can revive any of your combo pieces; norden, lvl 1 tuners, etc. That is huge. It also works very well in the synchro latter. If you go red resonator + this into accel you can then either go into black rose or stardust warrior. Just like dandy you can chain black rose to beast of the pharaoh to wipe the board and continue on. He also protects librarian from ghost ogre as you will always chain him to librarians effect.      You run a few cards to help you utilize your combo pieces: dwd, hand destruction, reasoning. Beast of the Pharaoh and mezuki allow you to utilize any zombies you dump and the other cards don't mind being in the grave either. Even red resonator can be put back into play thanks to synkron resonator. For example if you pitch a uni and do the black rose play you can ss uni, send mezuki, and ss beast to continue on. At worst you could make afd, use the effect, skip your bp, and make a big field since you will skip it unless you have zombie world due to uni's restriction. Zombie world also allows you to ss back your synchros including beast, abyss, warrior so even if your opponent outs them you can put them back into play with a little luck. Also helps against majespecter.   I'm siding a few synchros to deal with my opponents outs/deck.  Scrap dragon is really cool going second as you can make hastur first, synchro into scrap, pop hastur and something, and steal their monster. Since this deck doesn't rely solely on mezuki it can make scrap to out iron wall also. I also like magical spring but even though you can use it to stop insight/sky iris/cone/slayer it isn't what I want going first so I think it is better sided when I expect to go second or perhaps just sided as a lone copy.
  6. Baby Raccoons Post SECE

    This is my first complete deck I've decided to make IRL so here's what I've done with it so far.   I've chosen this deck since it was in my budget range and I had acquired most of the cards already through trading. I don't regret picking this up at all as I had put a month of playtesting various builds and deciding on this build alone. I'll explain tech choices as I go along.   Monsters It was tough finding out the ratios for a lot of monsters. I've come up with this for the lineup. All of these guys can be brought out whenever they need to be via Obedience Schooled or Valeryfawn. I can get away with running 1 ofs of many utility monsters but with some I want to see them more often.   Tree Otter Well, he can boost himself up. Good pair along with Sea Koala. 2200 can crash into winda so I can do coon things. 1 of is amazing.   Fabled Cerburrel Lv2 tuner, Unicore access whenever, and even first turn off of Schooled   3x Nimble Momonga I have Soul Charge and Solemn and others that consume life points like a gas guzzling Cadillac. These guys make my Lifepoints grow.   2x Wind-up Kitten Bounces a monster to get out of the way. I usually photocopy a monster and then bounce with kitten to get some damage on board. Really loving him, 2 of is going to stay. I like seeing him in hand as I don't need another beast monster on the board to do effects with. That's a plus.   3x Baby Racoon Ponpoko Great opening hand but easily becomes School fodder afterward. Usually bring out Nimble or Tantan first turn depending on what I need to do. He is a body and bad late game unless I have another beast on board to XYZ with. Don't usually want to see him later on.   3x Valeryfawn Bambi here makes a lot of plays for synchro-ing and making use of monsters in my graveyard. My multi tool. Love seeing her often as I can do much with her to set up.   Kalentosa I run 3 space typhoons. Still good to have this though, it's a body for schooled after all. Utilize her with Valeryfawn to pop and do combos.   Sea Koala Along with Valeryfawn, he can just make a window to a poor suckers LP's then go Sandayu or even more. Extremely useful. You want him when going over big beaters.   3x. Baby Raccoon Tantan Must run 3. Dumb at any other number. Tags in some monsters from the main face-down. Provides defense and combos.   Spells   3x Ayers Rock Sunrise 3 of automatically. Better for this fast paced format. Fun things you want to do with this is revive Leo for free, bring back Unicore, or even just Kitten to slap away a monster to the hand.   1x Soul Charge   2x Upstart Goblin.   3x Obedience Schooled.   3x MST I go three because I need three. I don't want to see backrow.   Traps   2x Trap Stun Friend suggested this. I don't want my plays interupted as the combos can be fragile. Has helped out a lot. Can shut down vanity's for a turn so it turns against them.   2x Dimensional Prison Only battle traps. They're good at this number.   2x. Breakthrough Skill   1x Compulse   2x Mistake. This deck never searches. Stuns a few decks for a while as I do Coon things.   1x Solemn Warning.   Extra Deck   Leo, Keeper of the Sacred Tree Since he's a beast, I can go into him turn 1 provided I get a good hand. Non targeting removal isn't seen much so I can sit on him as Burning Abyss decks out to him. Can bring him back like nothing with Ayers Rock again. One of the reasons I picked up the deck.   Thought Ruler Archfiend I can negate backrow targeting on him. Gaining life points is something great too if I want to keep negating targets.   Black Rose Dragon Mass removal. I only ever bring it out against rogue decks as it's a very big minus to set it up in the first place. I like to have the option.   Naturia Barkion Usually for final pushes.   Vulcan the Divine. Great tech. Allows me to recycle back a dead Sandayu and bounce some other card they have. Decent beater too.   Armades   Naturia Beast Win condition against Shaddolls when I set up. No fusing.   Fabled Unicore I can force mass negation with him but that's late game. 2300 is great too.   Herald of the Arc Light Amazing late game. Banishes monsters discarded and milled from deck. Can negate anything as well just for tributing himself.   2x Divine Knight Saintaurea I'll run 2 of him next format.   2 Level 2 monsters While this card has Xyz Material, it cannot be destroyed by battle. If this card batles an opponent's monster, and your opponent still controls that monster at the end of the Damage Step: You can detach 1 Xyz Material from this card; return that monster to the hand.   So he bounces monsters that stick to the board. Can get rid of Dracossack, Dante, Winda, and other strong monsters. 2000 attack is good as well. I wish he could be protected from destruction effects, that'd be great. But he's good as he is.   3x Number 64: Ronin Raccoon Sandayu Photocopy stronkest monster. 2 broke.   Side Deck Still messing around. Suggestions are welcome. Decks I have trouble against are the top 3. Mainly Shads and BAs. I won't bother with Qlips as they just win anyway.   2x Vanity's Fiend Luckily friends have pulled 2 of them so I decided to use them. 2400 attack along with Special Summon stunning is good when I set up. Alt win condition.   3x Puppet Plant Buddy suggested this. I don't like it, and I'd rather use De-fusion. His advice has yet to fail me.   2x System Down Sided in for Qlips. Eh, I can at least attempt to steal a game.   Dark Hole Option I want to have if I face other decks than the top 3 atm.   Bottomless Trap Hole See Dark Hole   2x Ojama Trio This seems fun against BA as they can't tribute the tokens and their monsters blow up when something different is on board.   2x Light and Shadow Mirrors I have the luxury to run these. Makes it easier for me to go up against Satells and Shaddolls.         Notes: I want to side-in 2-3 Night Beams or main 2-3 Night Beams. I don't want my opponent chaining with their backrow right after. MST's can go easily but putting them in the side deck somehow would be better.   Mist Bird Clausolas was once used in the deck but I found that the new rank 2 does a better job and does more such as bouncing a Dante to the extra.   Do I bump Upstart to 3? I can do so much damage on board easily, and I need the draw power but I don't know what to get rid of yet. Eh, not my biggest concern at the moment.
  7. Plants - Discussion

    Plant - Discussion   ​Introduction    Plants are a deck that has sparked some of the most creative minds in Yu-Gi-Oh. Not being an archetype or having a linear direction, the plant deck has been one of the hardest to construct throughout they years.  The deck has evolved numerous times from Quickdraw Synchro, Gigavise to Tour Guide Plants and many more. The evident ban and limitation of cards caused the deck to be overlooked for some years. It is due to the unbanning of Glow-Up Bulb that interest has sparked in many professional players to create a new plant deck.    Monsters    [Plants] [spoiler][/spoiler] Lonefire Lonefire is the heart the engine. Being able to tutor out Glow-Up Bulb, Spore, Dandy, Gigavise and more is key in getting plays started.  [spoiler][/spoiler] Dandylion Amazing with Lonefire Blossom, best Debris Dragon target, and great Synchro/Tribute fodder in general. Without Dandylion, there is no Plant deck. Run it. [spoiler][/spoiler] Glow-Up Bulb An excellent Tuner, makes Formula Synchron with Fluff Tokens and various other Synchro Plays. [spoiler][/spoiler] Spore See Glow-Up Bulb, except it's uses are somewhat different. Not much to say on these that wasn't said under Lonefire Blossom, run both these tuners. [spoiler][/spoiler] Gigaplant  While not seeing much play in the glory days of plants, Gigaplant is needed to make 2 to 3 card otks. Being able to be searched out with Lonefire is huge. Also good to note that you can banish him for spore to make Spore level 7 for XYZ plays.    [Non-Plant Monsters]   [spoiler][/spoiler] Debris Dragon Even though Debris is at one it is still a power card. It's a one card synchro you can use to turn the tide of the game, either by dropping a Black Rose Dragon to wipe the field, a Scrap Dragon to pop a monster and many more.  [spoiler][/spoiler] Mathematician  ​Most of the deck benefits just as much in the grave as in the hand. Being able to send cards like Lonefire, Spore, Dandy, and Glow-Up Bulb is key.  [spoiler][/spoiler] Spell Striker  Spell Striker is for both quick specials and Melaie plays. The fact that it can be searched with ROTA also gives you a free special. It is also not bad to use for Synchros. [spoiler][/spoiler] Dragon Rulers The Dragons serve as more power and late game plays. The deck has all the different Attributes but water, making summoning any of these guys easy.   Other monsters to be considered that were previously used are  Tour Guide From the Underworld Maxx "C" Effect Veiler Lyla, Lightsworn Sorceress Tragoedia Ryko, Lightsworn Hunter Junk Synchron Doppelwarrior Quickdraw Synchron Blackwing - Zephyros the Elite Caius the Shadow Monarch      Spells    [spoiler][/spoiler] One For One  Serving as an instant Glow-Up Bulb or Spore, this card makes your turn one plays much more explosive.  [spoiler][/spoiler] Super Solar Nutrient  Helps to get out your Lonefire and other plants onto the field. Tributing a plant also does not mean the end of it with most having effects in grave.  [spoiler][/spoiler][spoiler][/spoiler] Supervise and D.D.R. Only to be used in builds that focus around Gigaplant, both of these cards enable OTKs and more explosive plays. They are also searchable with Powertool Dragon.   Other Spells that are more easy to grasp are  Upstart Goblin Foolish Burial ROTA Soul Charge      Notes    Some key extra deck monsters are Formula Synchron, Colossal Fighter, Armory Arm, Melaie of Trees, Powertool Dragon, and TG Hyper Librarian.  If you are looking for some videos explaining combos, Joe Giorlando has some combos videos on his YouTube Channel   http://tinyurl.com/cna3gcu Also some thanks to Sanjura and his old plant discussion
  8. Vulcan the Divine

    http://shonenjump.viz.com/node/1667 So yeah, this guy.
  9. ZMP (Zombie Monarch Plant)

    I've been testing the other promising decks of the format and this one i find to have the right edge of fun/competitive nature that I've been looking for. Skeleton from Nareg Torossian's YCS Providence 3rd Place finish.  ZMP Monsters (27): 3x Caius, the Shadow Monarch 3x Spirit Reaper 1x Goblin Zombie 2x Plaguespreader Zombie 2x Mezuki 2x Debris Dragon 1x Dandylion 1x Spore 1x Lonefire Blossom 2x Mystic Tomato 3x Ryko, Lightsworn Hunter 2x Card Trooper 2x Effect Veiler 1x Black Luster Soldier-EOTB   Spells (7): 3x Mystical Space Typhoon 1x Allure of Darkness 1x Dark Hole 1x Book of Moon 1x Charge of the Light Brigade   Traps (6): 3x Call of the Haunted 2x Mirror Force 1x Solemn Warning   I really like the deck and is very skill intensive, but I feel that there may be better card choices ti be made, especially in the trap selection. Constructive criticism and advice is appreciated        
  10. Crazy 45s

      Monsters (23): 3x Fire Fist Leopard 1x Fire Fist Spirit 1x Fire Fist Rooster 2x Fire Fist Bear 2x Reborn Tengu 2x TG Striker 2x TG Warwolf 2x Debris Dragon 1x Lonefire Blossom 1x Dandy 1x Spore 2x Effect Veiler 2x Trag 1x Gorz   Spells (13): 2x Tenki 2x Tensu 2x Gyokkou 3x POD 1x Goats 1x MST 1x Dark Hole 1x Night Beam   Traps (9): 2x Mirror Force 2x Dimensional Prison 1x Warning 1x Compulse 1x Dark Bribe 1x Bottomless Trap Hole 1x Phoenix Wing Wind Blast
  11. Hello, I'm working on a synchro deck utilizing the dragon rulers for the new format starting September 2013. He's the current deck list, let me know if you have any ideas to improve the deck. Thanks, Main deck-- MONSTERS Blaster x3 Redox x3 Tempest x3 Red-eyes darkness metal dragon Flamvell guard x3 Exploder dragon x2 Red-eyes wyvern x2 Debris dragon x2 Card trooper x2 Lonefire blossom Dandylion Spore Maxx C x3 Effect veiler x3 SPELLS Dark hole Reborn Heavy Super rejuvenation Reasoning x3 Treasured sword of seven stars x2 TRAPS Solemn judgment EXTRA DECK-- Mist bird clausolas Armory arm Catastor Iron chain dragon Ancient fairy dragon Black rosé Red dragon archfiend Stardust Crimson blader Thought ruler archfiend Scrap dragon Trishula Star eater Big eye Dracossack Haven't looked into a side deck yet. Ideas for that are welcome as well!
  12. Fire Plant post Jotl

    Been playtesting this deck with a couple of friends for a while now since I saw vulcan and rooster we're announced. Just something I want to put together for fun if the banlist hits dragons and prophecy hard. I take no credit for the idea though since I based it around this deck: http://duelistgroundz.com/index.php?showtopic=153000. Please keep in mind that I know that this deck cant keep up with the current meta but it's a more of a post banlist deck.   [spoiler][/spoiler]   Monsters (20): 3x Brotherhood of the Fire Fist - Spirit 3x Brotherhood of the Fire Fist - Leopard 2x Brotherhood of the Fire Fist - Rooster 2x Brotherhood of the Fire Fist - Bear 2x Debris Dragon 1x Lonefire Blossom 1x Dandylion 1x Spore 2x Crane Crane 3x Effect Veiler   Spells (13): 3x Fire Formation - Tenki 2x Fire Formation - Tensu 2x Fire Formation - Gyo 1x Pot of Avarice 1x Monster Reborn 1x Dark Hole 1x Heavy Storm 1x Mind Control 1x Foolish Burial   Traps (7): 2xTorrential Tribute 2x Fiendish Chain 1x Fire Formation - Tensen 1x Solemn Warning 1x Solemn Judgment   Extra Deck (15): 2x Brotherhood of the Fire Fist - Horse Prince 1x Formula Synchron 1x Armory Arm 1x Crimson Blader 1x T.G. Hyper Librarian 1x Star Eater 1x Black Rose Dragon 1x Stardust Dragon 1x Scrap Dragon 1x Wind-Up Zenmaines 1x Vulcan the Divine 1x Leviair the Sea Dragon 1x Number 17: Leviathan Dragon 1x Brotherhood of the Fire Fist - Lion Emperor   The cards I'm still not sure about are: - star eater in extra ( cool to get out but is it worth the extra slot? )
  13. Dinos

    Being banned I obviously don't play irl anymore, but I do mess around on DN usually. This format has gone to shit all within a span of a couple weeks or so....I've tried E-dragons/Prophecy, etc...they're obviously too good but they get boring and there's just no point of playing them online when you're trying to have fun. So I came up with this.   Monsters: 20   3 Jurrac Guiba 3 Jurrac Velo 2 Jurrac Stauriko 2 Jurrac Aeolo 2 UFO Turtle 2 Pyrorex the Elemental Lord 1 Dandylion 1 Lonefire Blossom 1 Spore 1 Jurrac Dino 1 Jurrac Herra 1 Jurrac Titano   Spells: 13   1 Heavy Storm 1 Dark Hole 1 Monster Reborn 1 One for one 2 Mystical Space Typhoon 1 Pot of Avarice 3 Forbidden Lance 1 Foolish burial 2 Creature Swap   Traps:   2 Torrential Tribute 2 Mirror Force 1 Solemn Judgment 1 Solemn Warning 1 Call of the Haunted   Extra: 15   1 Jurrac Velphito 1 Catastor 1 Stardust 1 Scrap Dragon 1 Black Rose 1 Formula 1 Gaia Knight 2 Laggia 2 Dolkka 1 Utopia 1 Cowboy 1 Maestroke 1 Lavalval Chain   At first glance it might look like shit but it's surprisingly working good for me. Here's some explanations   Pyrorex: My logic on this card is he looks badass and the entire deck is fire basically so he's easy to summon and has a decent effect.   UFO's: searches itself along with stauriko, aeolo, lonefire, etc, creates utility with swap.   Lonefire/spore/dandy: I kinda threw these in here but its neat because ufo searches lonefire, and theres nothing bad about being able to make formula synchron or a synchro depending on the situation with spore. the tokens are also nice in case I need fodder for Titano   Titano: again another badass looking card and hes fire so i figured why not lol   Everything else is pretty self-explanatory and the deck can usually win games alone just by making laggia/dolkka and being that theyre fire type along with Guiba my grave is usually pretty quikcly set up for Pyrorex.   I might be missing some really good synchro or xyz so any help would be nice, again it's just a fun deck and I don't expect it to compete with this ridiculous meta we have...but yeah enjoy.  
  14. Win-D

    Had this idea for awhile, built it on a few dueling programs like Duel Monsters Genesis, DuelingNetwork, etc, and basically been changing it whenever I'm bored. Reason behind the deck is it can toolbox from the extra pretty neatly. It also has an interesting interaction with Dark Simorgh and Anti-Spell (all the draw power allows you to draw into Anti-Spell pretty reliably, and the dark + wind synergy allows you to drop Simorgh very easily).  Those are 2 cards I constantly flip in and out. Also interesting to note that Raizbellt also acts as a defensive card when need be, fucking up the levels of your opponents monsters if they were to go for Ophion, or whatever xyz/synchro they are trying to make. Also considering Summoner Monk heavily. Thoughts and fixes appreciated. It can probably been improved upon vastly, but you guys get the jist;   3 Destiny Hero - Diamond Dude 2 Destiny Hero - Malicious 3 Dragunity Dux 3 Dragunity Phalanx 1 Elemental Hero Stratos 3 Raizbellt the Regulator   3 Cards of Consonance 1 Dark Hole 3 Destiny Draw 3 Emergency Teleport 1 Heavy Storm 1 Monster Reborn 3 Mystical Space Typhoon 1 Reinforcement of the Army   2 Breakthrough Skill 3 Fiendish Chain 1 Solemn Judgment 1 Solemn Warning 2 Torrential Tribute   1 Ally of Justice Catastor 1 Black Rose Dragon 1 Crimson Blader 3 Dragunity Knight - Vajrayana 1 Scrap Dragon 1 Stardust Dragon 1 Stardust Radiance Dragon 1 Trident Dragon 1 Abyss Dweller 1 Lightning Chidori 1 Maestroke the Symphony Djinn 1 Photon Strike Bounzer 1 Wind-Up Zenmaines    
  15. Water Synchro

    [img]http://i.imgur.com/u5wdN.png[/img] need to find room for second daigusto phoenix monsters - 31 1 water spirit 1 bls 1 caius 2 card trooper 1 chaos sorc 1 dad 2 dopple 2 dupe frogs 2 ronin 3 swap 1 tradetoad 2 veiler 1 gorz 2 junk synchron 2 moulinglace 1 quickdraw 1 sangan 2 tourguide 2 trag 2 treeborn spells -9 1 allure 1dark hole 1 e con 1 foolish 1 storm 1 mind con 1 reborn 1 1for1 1 pot of avarice deck can easily drop a moulinglace or a hyper librarian formula combo and grind out with frogs and tour guides / caius also tourguide and swap+ rounin/swap is a game against an open field discard swap/ronin for swap to special dump swap/ronin whichever u didnt have in hand banish the swap for ronin over lay daigusto phoenix tourguide -> tourguide -> leviair special back swap dump another ronin detach material phoenix for leviair special ronin again and make second phoenix 30+36+15 = 81 in case you didnt know the water spirit is actually pretty useful because u can dump it for swap frog from deck making for easy junk synchron plays and since swap frog is sooo important in every play having a trade toad is like a 4th swap frog and can be specialed with 1for1 if you have any suggestions on how to improve input would be nice
  16. Deck List Monsters Spore x1 Lonefire Blossom x1 Dandylion x1 Swap Frog x3 Treeborn Frog x2 Ronintoadin x1 Plaguespreader Zombie x1 Genex Ally Birdman x1 Junk Synchron x1 D.D. Sprite x1 Maxx C x2 Rai-oh x3 Caius x3 Gorz x1 Battle Fader x2 BLS x1 Spells Reborn x1 Pot of Avarice x1 Foolish burial x1 One for One x1 Mind Control x1 Dark Hole x1 Heavy Storm x1 Creature Swap x1 Enemy Controller x3 MST x2 Extra Deck Formula Synchron Armory Arm TG Hyper Librarian Magical Android Catastor Orient Dragon Gaia Knight Black Rose Dragon Stardust Dragon Scrap Dragon Locomotion R-Genex Shooting Star Dragon Gachi Gachi Daigusto Phoenix Utopia This deck is running very well right now. Glow up bulb is impossible to replace, plague does a decent job I'd say but nothing near GUB status. D.D. Sprite is amazing in this deck when used with ECon or Mind Control. Creature Swap is troll-tastic, bring treeborn and swap makes them so mad. Birdman and Junk Synchron work well, gives more tuners and more darks. Return lets me reuse tuners, plus brings back anything taken with D.D. Sprite. Locomotion is cheese. Suggestions?
  17. [size=4]Hi guys. Ever since the new forbidden and limited list had been annouced I really wanted to find a new way to play Inzektors. While I don't feel the deck is dead, I can't see it making a splash on the tournament scene, especially now that it has been made even more inconsistant, however with the decrease in usage of cards like effect veiler and fiendish chain you can never say never until they are banned. So this is my Inzektor Synchro build.[/size] [size=4]Main Deck[/size] [size=4][color=#FFA500]Monsters (21)[/color][/size] [size=4][color=#FFA500]3 Inzektor Centipede[/color][/size] [size=4][color=#FFA500]3 Inzektor Ladybug [/color][/size] [size=4][color=#FFA500]3 Genex Ally Birdman[/color][/size] [size=4][color=#FFA500]2 Maxx "C"[/color][/size] [size=4][color=#FFA500]2 Tour Guide from the Underworld[/color][/size] [size=4][color=#FFA500]1 Sangan[/color][/size] [size=4][color=#FFA500]1 Inzektor Dragonfly[/color][/size] [size=4][color=#FFA500]1 Inzektor Hornet[/color][/size] [size=4][color=#FFA500]1 Inzektor Giga-Mantis[/color][/size] [size=4][color=#FFA500]1 Plaguespreader Zombie[/color][/size] [size=4][color=#FFA500]1 Armageddon Knight[/color][/size] [size=4][color=#FFA500]1 Dark Grepher[/color][/size] [size=4][color=#FFA500]1 Dark Armed Dragon[/color][/size] [size=4][color=#008000]Spells (10)[/color][/size] [size=4][color=#008000]2 Pot of Duality [/color][/size] [size=4][color=#008000]2 Mystical Space Typhoon[/color][/size] [size=4][color=#008000]1 Foolish Burial[/color][/size] [size=4][color=#008000]1 Creature Swap[/color][/size] [size=4][color=#008000]1 Allure of Darkness[/color][/size] [size=4][color=#008000]1 Dark Hole[/color][/size] [size=4][color=#008000]1 Monster Reborn[/color][/size] [size=4][color=#008000]1 Heavy Storm[/color][/size] [size=4][color=#800080]Traps (9)[/color][/size] [size=4][color=#800080]2 Call of the Haunted[/color][/size] [size=4][color=#800080]2 Torrential Tribute [/color][/size] [size=4][color=#800080]2 Solemn Warning [/color][/size] [size=4][color=#800080]1 Solemn Judgment[/color][/size] [size=4][color=#800080]1 Safe Zone[/color][/size] [size=4][color=#800080]1 Mirror Force[/color][/size] [size=4]Side Deck (15)[/size] [size=4][color=#FFA500]2 Effect Veiler [/color][/size] [size=4][color=#FFA500]2 Cyber Dragon[/color][/size] [size=4][color=#FFA500]2 Spirit Reaper[/color][/size] [size=4][color=#008000]3 Messenger of Peace[/color][/size] [size=4][color=#008000]1 Mystical Space Typhoon[/color][/size] [size=4][color=#800080]3 Royal Decree[/color][/size] [size=4][color=#800080]2 Needle Ceiling [/color][/size] [size=4]Extra Deck (15)[/size] [size=4][color=#333333]2 Leviair the Sea Dragon[/color][/size] [size=4][color=#333333]1 Number 25: Leviathan Dragon[/color][/size] [size=4][color=#333333]1 Wind-Up Zenmaines[/color][/size] [size=4][color=#333333]1 Temtempo the Percussion Djinn[/color][/size] [size=4][color=#333333]1 Number 20: Giga-Brillant[/color][/size] [size=4][color=#333333]1 Tiras, the Keeper of Genesis[/color][/size] [size=4][color=#333333]1 Adreus, the Keeper of Armageddon[/color][/size] [size=4][color=#FAEBD7]1 Locomotion R-Genex[/color][/size] [size=4][color=#FAEBD7]1 Stardust Dragon[/color][/size] [size=4][color=#FAEBD7]1 Scrap Dragon[/color][/size] [size=4][color=#FAEBD7]1 Black Rose Dragon[/color][/size] [size=4][color=#FAEBD7]1 Ancient Fairy Dragon[/color][/size] [size=4][color=#FAEBD7]1 Underground Arachnid[/color][/size] [size=4][color=#FAEBD7]1 Ally of Justice Catastor[/color][/size] [size=4]Please leave a comment on what you think of the deck and any improvement that can be made on it.[/size] [size=4]Thanks[/size]
  18. Frog Plant Mania

    Idea I've been playing around with has been testing pretty well, but consistency is a problem in my opinion. Feedback? Monsters Lonefire blossom x1 Spore x1 Dandylion x1 Debris Dragon x1 Naturia Cosmobeet x2 Plaguespreader Zombie x1 Blackwing - Zephyros the Elite x1 Tragoedia x2 Card Trooper x2 Treeborn Frog x2 Swap Frog x3 Ronintodin x1 Caius the Shadow Monarch x3 Raiza the Storm Monarch x1 Illusory Snatcher x1 Light and Darkness Dragon x1 Effect Veiler x2 Gorz x1 Spells Monster Reborn x1 Pot of Avarice x1 One for One x1 Dark Hole x1 Heavy Storm x1 Scapegoat x1 MST x2 Enemy Controller x3 Creature Swap x2 Extra Deck Formula Synchron Armory Arm Naturia Beast Catastor T.G. Hyper Librarian Orient Dragon Naturia Barkion Black Rose Dragon Scrap Dragon Stardust Dragon Shooting Star Dragon Gachi Gachi Daigusto Phoenix Photon Bounzer Chimeratech Fortress Dragon
  19. This is a deck i've been playing the for the end of the format. The ideia was from a friend of mine and then i just liked the deck and made it better. Won last 3 locals i've been into, not that matters much. I still have some doubts in the deck. I don't know if i should play Ronintoadin or Water Spirit (yes, the lv1 normal monster. It's really good since i can send it to the grave with swap frog and then do the junk-doppel-lv1 tuner combo into librarian-formula). Since i have librarian formula on the field most of the time i'd like to put Arcanite Magician in the Extra deck, but i have no space. [img]http://img542.imageshack.us/img542/9633/monstersp.jpg[/img] [img]http://img215.imageshack.us/img215/5395/spellsr.jpg[/img] [img]http://img525.imageshack.us/img525/4350/extradeck.jpg[/img] Decklist Monsters (27): 3x Swap Frog 2x Treeborn Frog 1x Ronintoadin 3x Junk Synchron 2x Quickdraw Synchron 2x Doppelwarrior 3x Effect Veiler 3x Tour Guide From the Underworld 1x Sangan 3x Caius, the Shadow Monarch 2x Tragoedia 1x Gorz, the Emissary of Darkness 1x Black Luster Soldier - Envoy of the End Spells (14): 3x Tuning 3x Enemy Controller 2x Mystical Space Typhoon 1x Heavy Storm 1x Dark Hole 1x Monster Reborn 1x Mind Control 1x Pot of Avarice 1x Reinforcement of the Army Extra Deck (15): 1x Gachi Gachi Gantetsu 1x Wind-Up Zenmaines 1x Number 17: Leviathan Dragon 1x Leviair the Sea Dragon 1x Drill Warrior 1x Nitro Warrior 1x Junk Destroyer 1x Formula Synchron 1x Armory Arm 1x Ally of Justice Catastor 1x T.G. Hyper Librarian 1x Brionac, Dragon of the Ice Barrier 1x Black Rose Dragon 1x Stardust Dragon 1x Scrap Dragon
  20. BeastMode

    Monsters: 20 3|Exvc|Tour Guide From the Underworld 3|Anpr|Flamvell Firedog 3|Drev|Egotistical Ape 3|Drev|Effect Veiler 3|Stbl|Chain Dog 2|Gaov|Flame Tiger 1|Mrd|Sangan 1|Ydt1|Ape Fighter 1|Ioc|Black Luster Soldier - Envoy of the Beginning Spells: 8 3|Mrl|Mystical Space Typhoon 1|Mrd|Heavy Storm 1|Lob|Monster Reborn 1|Lob|Dark Hole 1|Cp01|Book of Moon 1|Een|Pot of Avarice Traps: 13 3|Drev|Horn of the Phantom Beast 2|Drev|Solemn Warning 2|Cp04|Bottomless Trap Hole 2|Lon|Torrential Tribute 2|Wc08|Dimensional Prison 1|Mrd|Solemn Judgment 1|Dpct|Starlight Road Extra: 15 1|Ha01|Mist Wurm 1|Drev|Scrap Dragon 1|Tdgs|Stardust Dragon 1|Csoc|Black Rose Dragon 1|Ha03|Naturia Barkion 1|Ha01|Brionac, Dragon of the Ice Barrier 1|Ha02|Naturia Beast 1|Ha01|Ally of Justice Catastor 1|Orcs|Number C39 Utopia Ray 1|Ys11|Number 39 Utopia 1|Gaov|Photon Papilloperative 1|Ys12|Maestroke the Symphony Djinn 1|Genf|Number 17 Leviathan Dragon 1|Genf|Leviair the Sea Dragon 1|Phsw|Wind-Up Zenmaines Trying to make this as competitive as possible. Any suggestions are welcome.
  21. Metaion, the Timelord

    So I was playing vs a random light deck on DN and ended one of my turns with a board of Ally of Justice Catastor, Wind-Up Zenmaines, and Gachi Gachi Gantestu. Next turn my opponent summons Metaion, the Timelord and attacks. I read it for a sec, and shake my head. Effect (Via Wikia): [size=3][i]Cannot be [url="http://yugioh.wikia.com/wiki/Special_Summoned"][color=#2848c2]Special Summoned[/color][/url] from the [url="http://yugioh.wikia.com/wiki/Deck"][color=#2848c2]Deck[/color][/url]. If you [url="http://yugioh.wikia.com/wiki/Control"][color=#2848c2]control[/color][/url] no [url="http://yugioh.wikia.com/wiki/Monster_Card"][color=#2848c2]monsters[/color][/url], you can [url="http://yugioh.wikia.com/wiki/Normal_Summon"][color=#2848c2]Normal Summon[/color][/url] this card without [url="http://yugioh.wikia.com/wiki/Tribute"][color=#2848c2]Tributing[/color][/url]. This card cannot be [url="http://yugioh.wikia.com/wiki/Destroyed_by_battle"][color=#2848c2]destroyed by battle[/color][/url] or by [url="http://yugioh.wikia.com/wiki/Card_effect"][color=#2848c2]card effects[/color][/url]. You take no[url="http://yugioh.wikia.com/wiki/Battle_Damage"][color=#2848c2]Battle Damage[/color][/url] from battles involving this [url="http://yugioh.wikia.com/wiki/Face-up"][color=#2848c2]face-up[/color][/url] [url="http://yugioh.wikia.com/wiki/Attack_Position"][color=#2848c2]Attack Position[/color][/url]card. At the end of the [url="http://yugioh.wikia.com/wiki/Battle_Phase"][color=#2848c2]Battle Phase[/color][/url], if this card [url="http://yugioh.wikia.com/wiki/Attack"][color=#2848c2]attacked[/color][/url] or was attacked: [url="http://yugioh.wikia.com/wiki/Return"][color=#2848c2]Return[/color][/url] all other monsters on the field to the [url="http://yugioh.wikia.com/wiki/Hand"][color=#2848c2]hand[/color][/url], and inflict 300 [url="http://yugioh.wikia.com/wiki/Effect_damage"][color=#2848c2]damage[/color][/url] to your opponent for each card returned. During your [url="http://yugioh.wikia.com/wiki/Standby_Phase"][color=#2848c2]Standby Phase[/color][/url]: Shuffle this card into the Deck (even if[url="http://yugioh.wikia.com/wiki/Face-down"][color=#2848c2]face-down[/color][/url]).[/i][/size] [font=Helvetica Neue]The burn deck that topped Brighton teched a copy in the mainboard, but I could actually see myself siding this in against Wind-Ups, Plants, Ninjas, Rabbit, Karakuris, E-Heroes... it's like a Neo-Spacian Grand Mole on steroids.[/font]