Jump to content

Search the Community

Showing results for tags 'theory'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Announcements/Important News
    • DuelistGroundz Announcements
    • Welcome/Farewell
    • Help Desk
  • Heart of the Cards
    • Yu-Gi-Oh! Rulings and Organized Play
    • Yu-Gi-Oh! Theory and Philosophy
    • Yu-Gi-Oh! General Groundz
    • Yu-Gi-Oh! Duel Links
    • Other TCGs/Tabletop Games
  • War League & Tournaments
    • Team Wars & Ranked Games
    • Teams and Private Forums
    • Official Duelistgroundz Tournaments
    • LackeyDGZ Official Discussion
    • The Archive
  • General
    • General Groundz
    • Tech Support
    • Travellers Groundz
    • Health, fitness, exercise, and nutrition
    • Social interaction
    • Mafia
  • Entertainment
    • Sports
    • Anime
    • TV, Films, and Books
    • Music
    • Video Games
  • Pokémon
    • General + Video Games
    • TCG
  • Other Groundz
    • Crazy Spam Kingdom
    • Politigroundz
    • Permanent Threads
    • SMASH'D


  • Community Calendar

Found 5 results

  1. Trickstars - Deck Discussion

    I. Monsters Trickstar Candina Light Fairy / Effect Lv4 1800/400 (1) When this card is Normal Summoned: You can add 1 “Trickstar” card from your Deck to your hand. (2) Each time your opponent activates a Spell/Trap Card, inflict 200 damage to your opponent immediately after it resolves. This is your Stratos. An obvious and simple combo is to either add Lilybell or Lycoris and use their respective special summoning effects Trickstar Lilybell Light Fairy / Effect LV2 800/2000 You can only use this card name’s (1) effect once per turn. (1) If this card is added to your hand, except by drawing it: You can Special Summon this card from your hand. (2) This card can attack directly. (3) When this card inflicts battle damage to your opponent: You can target 1 “Trickstar” monster in your Graveyard; add it to your hand. This card combos with both your Candina and Lightstage either of which will trigger the special summoning effect. Part of the reason some lists run 2 of this card is that the 3rd effect of Monster Reborning a Trickstar can come in handy to reextend your combos after you've burned a lot of resources. Ironically since there is no restriction on Lilybell triggering it's own effect if you had a normal summoned Lilybell on field or had it from a previous turn and both a Lilybell and Lycoris in grave you could attack add and trigger Lilybell attack with 2nd Lilybell add Lycoris send back one of the Lilybells ending the combo as the 1st effect is once per turn. Trickstar Lycoris Light Fairy / Effect LV3 1600/1200 (1) During either player’s turn: You can reveal this card in your hand to your opponent, then target 1 face-up “Trickstar” monster you control, except “Trickstar Lycoris”; Special Summon this card, and if you do, Return that target to the hand. (2) Each time your opponent adds a card(s) from their Deck to their hand, inflict 200 damage to them for each card. Trickstar Narkissus Level 4 LIGHT Fairy-Type Effect Monster ATK 1000 DEF 1800 You can only use this card name’s (1) effect once per turn. (1) If your opponent takes effect damage: You can Special Summon this card from your hand. (2) Each time your opponent activates a monster effect from the hand or in the GY, inflict 200 damage to your opponent. II. Link Monsters Trickstar Holly Angel Light Fairy / Link / Effect Link 2 2000 / BL BR 2 “Trickstar” monsters (1) Each time a “Trickstar” monster(s) is Normal or Special Summoned to this card’s linked Zone(s), inflict 200 damage to your opponent. (2) A “Trickstar” monster linked by this card cannot be destroyed by battle or card effect. (3) When your opponent takes damage from a “Trickstar” monster’s effect: This card gains ATK equal to that amount of damage, until the end of this turn. Trickstar Crimson Heart Light Fairy / Link / Effect Link 2 2000 / R BL 2 “Trickstar” monsters You can only use this card name’s (2) effect once per turn. (1) Each time a “Trickstar” monster(s) is Normal or Special Summoned to a zone this card points to, you gain 200 LP. (2) You can discard 1 “Trickstar” card; each player draws 1 card. If your LP is 2000 or more higher than your opponent’s LP, you draw 2 cards instead. Trickstar Bella Madonna Link 4 LIGHT Fairy Link Effect Monster ATK 2800 Links: Top, Right, Bottom Left, Bottom Materials: 2+ “Trickstar” monsters You can only use this card name’s (2) effect once per turn. (1) While this Link Summoned card does not point to any monsters, it is unaffected by activated effects from other cards. (2) If this card does not point to any monsters: You can inflict 200 damage to your opponent for each “Trickstar” monster in your GY with a different name. III. Spells Trickstar Lightstage Field Spell (1) When this card is activated: You can add 1 “Trickstar” monster from your Deck to your hand. (2) Once per turn: You can target 1 Set card in your opponent’s Spell & Trap Zones; while this card is in the Field Zone, that card cannot be activated until the End Phase, and during the End Phase, your opponent chooses to either activate it, or send it to the Graveyard. (3) Each time a “Trickstar” monster you control inflicts battle or effect damage to your opponent, inflict 200 damage to your opponent. Trickstar Light Arena Field Spell You can only use this card name’s (1) effect once per turn. (1) If you Link Summon a “Trickstar” monster: You can target 1 “Trickstar” monster in your GY that was used as a material for that Summon; Special Summon it in Defense Position, but its effects are negated. (2) Once per turn: You can target 1 Set card in your opponent’s Spell & Trap Zone; while this card is in the Field Zone, that Set card cannot be activated until the End Phase, and your opponent must activate it during the End Phase or else Return it to their hand. IV. Traps Infinite Impermanence Trap Normal Target 1 face-up monster your opponent controls, it has its effects negated (until the end of this turn), then if this card is activated while it was Set, negate the effects of other Spells/Traps in this card's column this turn. If you control no cards, you can activate this card from your hand. Ring of Destruction Trap Normal During your opponent’s turn: Target 1 face-up monster your opponent controls whose ATK is less than or equal to their LP, destroy that face-up monster, and if you do, take damage equal to its original ATK, then inflict damage to your opponent, equal to the damage you took. You can only activate 1 “Ring of Destruction” per turn. Torrential Tribute Trap Normal You can activate this card when a monster is Summoned (including Flip Summon and Special Summon). Destroy all monsters on the field. Trickstar Reincarnation Trap Normal (1) Banish as many cards from your opponent’s hand as possible, and if they do, they draw the same amount of cards from their Deck. (2) You can banish this card from your Graveyard, then target 1 “Trickstar” monster in your Graveyard; Special Summon it. This card + Droll & Lock is literally a win condition on its own leaving your opponent with no hand if you time it correctly. You search this off of Candina which is searchable off the Lightstage which is itself searchable off of Terraforming. Meaning odds are if you draw Droll & Lock you can search Reincarnation if it's not already in hand. V. Techs and Staples A. Monsters Ash Blossom & Joyous Spring Effect Monster(Handtrap) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 5 or more cards from your hand, field and/or Extra Deck, face-down, and cannot be Special Summoned by other ways. This card gains 100 ATK and DEF for each face-down banished card. This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish that opponent's monster, face-down. Droll & Lock Bird Effect Monster(Handtrap) If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, you can send this card from your hand to the Graveyard. For the rest of this turn, neither player can add card(s) from their Deck to their hand. (Drawing cards is also considered as "adding a card to the hand".) Eater of Millions Effect Monster Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 5 or more cards from your hand, field and/or Extra Deck, face-down, and cannot be Special Summoned by other ways. This card gains 100 ATK and DEF for each face-down banished card. This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish that opponent's monster, face-down. Effect Veiler Effect Monster(Handtrap) During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls, that face-up monster your opponent controls has its effects negated until the end of this turn. Ghost Ogre & Snow Rabbit Effect Monster(Handtrap) During either player's turn, when a monster on the field activates its effect, or when a Spell/Trap Card that is already face-up on the field activates its effect: You can send this card from your hand or your side of the field to the Graveyard, destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn. Ghost Reaper & Winter Cherries Effect Monster(Hand Trap) During either player's turn, if your opponent controls more monsters than you do: You can discard this card, reveal 1 card in your Extra Deck, then look at your opponent's Extra Deck, also banish all cards in their Extra Deck with the same name as that revealed card. You can only use this effect of "Ghost Reaper & Winter Cherries" once per turn. Honest Effect Monster(Handtrap) During your Main Phase, you can return this card from the field to it's owner's hand. During either player's Damage Step, when a face-up LIGHT monster you control battles, you can send this card from your hand to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase. Sample Deck Lists: Old Examples Removed. New Samples TBA
  2. Just wanted to see what people's thoughts were on the subject. I would honestly have to say that the shaddoll mirror is the hardest that I have played. It has been the only mirror match where you can slowly but surely feel all control and momentum slip away from you if you aren't playing immaculately. 
  3. Essentially, I draw like crazy, and then use Snipe Hunter to wipe the opponent's field. This deck is very consistent. Its all about card advantage. Here's how it works:   1. Play stall cards and draw cards 2. Use the tremendous draw and consistency power to get what I need for the situation (If I don't already have them-I usually do) 3. Snipe Hunter turns all the 'dead' cards into destruction power. Keep drawing for nuke-like effects.   The third point is especially important, as it essentially means I have no dead cards at all, further improving consistency. I already get a lot of stall, so what I 'need' is usually something to protect monsters other than stall (Bribe, My Body as a Shield, and Fiendish) General card choices:   Draw Engine Worm Linx- Pot of Greed each turn. This is so boss. Cardcar- An obvious choice PoD & Upstart- Makes it more consistent Reckless- I don't worry about the 2 turn wait often, an I draw into another draw card. It provides momentum.   Protection A mixture of chainable stall, (Waboku, Roar), medium term stall (Swords), and long term stall (Red Screen, Wall) provides flexible means of protection from battles. For effect protection, Mbaas, Fiendish, and Bribe covers almost everything (cards that activate in grave are more troublesome, but made up for by advantage). Jowgen shuts down tons of plays, but I run 2, not 3, because the effects don't stack, and it doesn't offer as much utility as the Grand Mole, which is handy at times.   Win Condition Snipe Hunter isn't needed earlygame generally, and there are only 3 copies in the whole deck. It might sound dangerous to put all the eggs in one basket, but the ratios are sound and it works well; there is also adequate protection for it.   The deck works well, I let my opponent special summon and combo all they want, I just remain passive and only activate cards to protect my monsters. I wait, then explode. Works very well, I plan to use it in upcoming tourneys.    
  4. Written by: LunarBunny   Card advantage theory is a fundamental pillar of the game, because it is a quantifiable way of determining who has the upper hand in a Duel. You have probably heard the terms “plussing” and “minusing” thrown around without explanation before, but hopefully by the end of this article you will have a better understanding of what they mean.     As a subsection of advantage theory, the term card presence refers to the overall number of cards in a player’s hand and on a player’s field. This is the simplest form of advantage, because it is represented with integer values.    Let’s take a look at +1 Fire Fists, for example, which run Cardcar D to generate advantage. Cardcar D is a +1 in terms of card presence because it not only replaces itself with a card, but also gives you an extra card: normal summoning Cardcar (+0,) tributing Cardcar to activate it’s effect (-1,) and then drawing two cards (+2) leaves you with a net plus of 1 card. (0 - 1 + 2 = 1)   Also note that card presence counts for all the cards in your hand and on your field, so normal summoning a monster is not considered to be a -1.   Why does it matter? Simply put, the more card presence you possess, the more cards you have with which to hurt your opponent. In general, you want to use cards that can generate some advantage for you.   Although closely related, card advantage and card presence are not explicitly the same. Take Gravekeepers, for example. Assume the opponent has some problematic card that you want to get rid of, like a key boss monster. With a Gravekeeper’s Descendant on the field, I normal summon Gravekeeper’s Recruiter (+0) from my hand. My next move is to tribute him for Descendant’s effect (-1) and then use Recruiter’s effect to search for another card (+1.) If 0 -1 +1 = 0, I have not gained any presence at all from my play.   This is where overall card advantage comes into play. Above, we have left a critical piece of advantage theory out of the equation: Descendant’s effect also destroyed one of my opponent’s cards, which is in itself a +1 for me. The opponent having less resources with which to beat you is an advantage, so we must account for that in our equation. 0 - 1 + 1 +1 = +1, which means that, by utilizing Recruiter, I have eliminated a threatening monster while still managing to go “plus.”   While card advantage is very important, what is equally important is knowing when to use +0 or even -1 cards, as these still have a use in the game.    One of the most powerful decks around today runs almost exclusively off of +0 interactions. Bujin Yamato facilitates +0: adding one card to your hand (+1) and then discarding a card (-1) results in you possessing the same presence you had when you started (+0.)     This is where integer advantage theory fails us: it cannot account for the nuances of some cards in this game. If you have any experience with Bujins, you would know that the integers as listed above do not tell the whole story. This is called virtual advantage, because the interactions of cards like Bujin Yamato go beyond simple integer values.   Say you draw Bujingi Turtle in your opening hand, along with Bujin Yamato. Bujingi Turtle is more or less a dead card in hand: the only play you have with him would be to normal summon or set him, as his effect cannot be activated from the hand. Being the wise player you are, you instead decide to normal summon Bujiin Yamato, and at the end phase you search Bujingi Crane and dump Turtle to the graveyard. Integer theory states that you have just broke even (+0) on your play, but virtual advantage tells you that you have actually made a “virtual plus.” In the same move, you have searched out a card that thrives in the hand (Crane) and also gotten rid of a dead card in your hand (Turtle.) Your Yamato on the field is not only safe from attacks, but he is also safe from targetting effects, all thanks to a +0 effect.   -1 effects can also be useful, but only when used sparingly. Take Rageki Break for instance; you activate the card (-1,) discard another card (-1,) and then destroy one of your opponent’s cards (+1) ( -1 -1 +1 = -1) This is a minus play, but sometimes disrupting one of your opponent’s key plays is worth it. The skill involved in this game is knowing when to minus yourself so that you hurt the opponent more than the minus hurts you.     Dead cards in the hand, like Bujingi Turtle, contribute to your virtual advantage. If I’m running Prophecy and I open with two copies of Spellbook of Secrets, I am actually at a virtual disadvantage in relation to my opponent. My opponent has 6 cards to hurt me with, but I only have 5. Why? Because Secrets can only be used once per turn, so my “virtual” options are limited to only 5 cards instead of the usual 6.    Virtual advantage also applies to the relative “worth” of a card, which cannot be mathematically stated. In integer theory, activating a spell card is a minus one, and summoning four monsters with it is a plus four. (-1 + 4 = +3) Plus three? That’s insane advantage! Why doesn’t everyone run this card?   Because the card is Scapegoat, which summons 0 ATK sheep tokens. Obviously these sheep aren’t going to be winning you games, because they’re not worth very much on their own. Yes, you did just +3 in terms of presence, but the virtual advantage is not so great. That is why only some decks run Scapegoat (like Destiny HERO - Plasma decks,) because they run other cards to capitalize on the advantage you’ve created. Any deck can +3 from a Scapegoat, but it is useless advantage if it cannot bring you closer to winning.   You can also apply virtual advantage to -1 plays, in order to justify them. Remember when we used Rageki Break earlier? What if you discarded a drawn Bujingi Turtle for Rageki Break’s cost? You’ve still minused yourself in terms of presence, and you may have virtually broken even (another way of saying +0,) but in this situation you have actually increased the utility of the cards at your disposal. The “worth” of the Turtle you discarded can actually lead to a virtual “+1,” because your Turtle is now where he needs to be in order to be useful.   So, should you run 3 Rageki Break in a Bujin deck? Why not, if it can be a “virtual +1” when used with Turtle? Because a “virtual +1” and an actual +1 are very different things. When using Rageki Break, you’ve still -1’d yourself in terms of presence, even if you’re doing better in virtual advantage. Again, context is necessary: you also have Bujin Yamato in your deck, who can get Turtle out of your hand at a +0. This is clearly the superior play, because Yamato also searches other cards for you. If you have other (and better) avenues to get rid of the Turtle, why minus yourself needlessly?   Some decks, like Dragon Rulers or Zombies, even utilize “virtual” card presence. Although a Ruler player may have no cards in their hand or on their field, they can create huge fields out of nowhere from the graveyard, which functions for them almost like a second hand. This is important to remember because cards like Dark Hole or even Royal Tribute cannot stop Dragon Rulers for very long, and because the graveyard functions as a hand, we must include it in the opponent’s virtual card presence. This is the reason why Dragon Rulers are so powerful: their virtual card presence is very difficult to destroy.   Card advantage theory is not an exact science, because “card worth” is relative: not all players (and not all decks for this matter) view every card in exactly the same light. However, by continually versing yourself in the subtleties of advantage, you will eventually develop a good instinct for which cards are good, and which ones are trash. To decide this you need a working knowledge of both integer and virtual advantage theory; it is, after all, your place as a Duelist to choose the cards that will make up your deck. Is Expressroid a +2 on summon? Yes. Should you use it outside of a roid deck? No. Is Double Summon a -1 in a Fire Fist deck? Yes. Is it a -1 in a Gadget deck? No. Choosing deck-appropriate cards that net you advantage, and also cards that trade your advantage for disruption, is one of the most important steps to take when preparing for your deck because you’re setting yourself up for victory before the first card is drawn, instantly giving you an edge over a player that does not grasp advantage.
  5. I believe that Agents should either win or place very favorably at Atlanta for the following: [b]1) Under the Radar[/b] For whatever reason, this deck has been lost in the shuffle. It isn't hyped. It isn't new. It's almost an afterthought. Leeching the Light is still prominent in most side decks...but it is one or two copies. LIM never shows up anymore, especially since Lightsworn is super terrible. [b]2) Maxx "C" & Veiler[/b] Maxx "C" only hampers 1 play in this deck; Venus into Shine Ball. And, Agents can make the same play later if required. Veiler is similar except that it's a -1 against Venus. Hyperion doesn't much care that he gets Veiler'd, neither does BLS. [b]3) The Engine Allows for Flexibility[/b] As is the case with many decks, the engine is merely something to keep you in the game; but the "tech" is what sets it apart. Admittedly, the Agent engine is slightly larger than most at a minimum of 12 cards (Plant, Inzektor, Dino Rabbit). However, it still has plenty of room to tech against the metagame. [b]4) The Dino Match-up[/b] It is arguable, but Dino Rabbit is probably the best deck in the game at present. Against Agents, however, Dino Rabbit is at a disadvantage, given the right build. I don't think that this can be understated. Inzectors and Wind-Up (collectively, the new hotness) are wrecked by Dollka. Plants are wrecked by Dolkka. Agents, however, are not wrecked by Dolkka. And they can fairly consistently put monsters on the board with greater than 2400 ATK. Given the appropriate S/T, I would liberally say the match-up is in Agent's favor. [b]5) Krystia[/b] This deck plays Krystia. I probably don't need to say much more, but even at a single copy, Kristya ends games in a way no current card can. [b]6) Black Luster Soldier - Envoy of the Beginning[/b] (I just wanted to type the full name). Absent Dino Rabbit (and to slight degree, Turbo Dark World), a successful deck needs to play BLS. Again, BLS is a card that requires little explanation. In some decks (like Dark World) BLSseems forced; however, Agents play this card easily. In particular, Number 96: Dark Mist makes BLS very consistent. Not only is Dark Mist a solid card by it's own merits, but it is DARK. Neither of these things are bad. [b]7) It is not a Combo-Deck[/b] Wind-Up, Dark World, Inzektor, and, to a degree Plants, are all combo decks. And, as combo decks, they are particularly weak to Hand Traps. Due to the ( very justified) hype of Wind-Up and Inzektors, Hand Traps *should* be in abundance at ATL. Venus is the only play weak to any of these cards, and the Venus play is available multiple times per game. Otherwise, Hyperion and BLS do the leg work, and neither are vulnerable. [b]8) Stall[/b] I am presently of the opinion that any deck that can successfully and repeatedly play Spirit Reaper and Wind-Up Zenmaines are at a strong advantage. Moreover, said deck should be able to respond to such a stall with an explosive play. The game has grown very fast, and these two cards, along with Hand Traps, have served to balance it. Agents make two plays; Rank 2 and Rank 3. Reaper and Zenmaines fit into this formula flawlessly. [b](9) Wind-Up & Inzektor (The New Hotness)[/b] The Wind-Up match-up is irrelevant. Like Samurai before it, Wind-Up depends on how each player opens while going first. Otherwise, it is a good deck, but not a great one. As said above, the deck has space for plenty of Hand Traps (although the correct ratio of said Hand Traps remains elusive). Inzectors punish decks that commit to the field. Fortunately, when Agents commit to the field, it is largely in the form of a Floater. While the Inzektor follow-up may be harsh, it isn't nearly as devastating when the only cards destroyed have already paid for themselves. I won't waste your time further by extrapolating on points that are either very obvious or of minimal significance. According to the above, I do think that Agent should stand more than a fighting chance at the upcoming event.