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Found 16 results

  1. 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.
  2. CBXYZ

      The main combo of this deck is essentially going Beacon > Carbuncle with 2-4 CB's in your spell/trap zone. It's pretty easy to set that up, and the deck functions as a beatdown deck similar-ish to T.G. without their Beacon play.   The fissure is obv because Crystal Beasts get over Fissure with their S/T effect.    Things I'm considering:   Larger trap lineup, though I don't know if I could manage that. Diamond Dude as an engine. I've tested it before, and I might add it back.   Issues I've found:   Occasional dead hands due to low-ish monster count.   Any complaints/questions will be welcome. <3
  3. Lets flash back a bit to the Abyss Rising sneak peek. It was my first sneak peek after a long hiatus from the game. I was excited and ready to pull Abyssmegalo and show everyone how cool I was. I pulled ass, my prophecy deck got stomped  because I was a shitty pilot on that deck and it was REDU prophecy and so many decks were better, and I got no good trades. I did however pull about 2 Heraldic Beast Eale (EDIT: meant Berners Falcon), 3 Aberconways and an Advanced Heraldry Art. I didn't even glance at them.   Flash forward to the Cosmo Blazer sneak peek. Pulled horribly again. But I did pull some Heraldic Beast Leos and they caught my eye. Upon getting home I spent the next few hours looking into this deck of commons and rares.   I've been playing the deck quite seriously (or as serious as you can get with a rogue deck like this. Its most certainly not my 'good deck') ever since. And given that 90% of what I've done with the deck since has been based on my own playing and what works as opposed to what everyone online agrees is the best way to play it, my build (for TCG anyway, the OCG exclusive cards made my deck conform 'cause they're too good to pass up) has its own thing. However with the limiting of Redox, Maxx "c" likely fading in return for Effect Veiler and the LVAL cards being confirmed OCG exclusive, its time to patch my deck up for the new format.   Buid as it stands.   Monsters:   3 Heraldic Beast Leo 3 Heraldic Beast Aberconway 2 Heraldic Beast Basalisk 2 Heraldic Beast Eale (Here's a relic of last format where I had 2 Redox and Eale was food for his effect more than used for Eale's own effect. Probably needs to go though he still works well enough for Barkion plays.) 2 T.G. Striker  2 Kagetokage 1 Redox, Dragon Ruler of Boulders 2 Maxx "c"   Spells:   3 Heraldry Reborn 3 Advanced Heraldry Art 3 MST 2 Pot of Duality 1 Foolish Burial 1 Dark Hole 2 Forbidden Lance (lets Leo get over a lot (and protects from Fate banishing? not 100% sure), but I'm not sure I want to keep it.)   Traps:   1 Bottomless Trap Hole 1 Solemn Warning 1 Torrential Tribute 1 Compulsory Evacuation Device 2 Mirror Force 2 Pinpoint Guard   Extra:   2 Number 8: Heraldic King Genome Heritage 1 Lavalval Chain 1 Gem Knight Pearl (dropping for Honors Ark the moment its released) 1 Lightning Chidori 1 Utopia (I hate Utopia more and more each day. Probably will run Exciton Knight in his place) 1 Maestroke 1 Photon Papilloperative 1 Gagaga Cowboy 1 Diamond Dire Wolf 1 Blackship of Corn 1 King of the Feral Imps 1 Vylon Disigma 1 Gaia Knight, the Force of the Earth 1 Naturia Barkion   At this point I need ideas. Redox going to 1 made me just buff my trap lineup with CED, but I'm not 100% sure I like the layout of the deck now that Redox is less reliable. King Ferald Imps/Kagetogake is as good as ever, but should I maybe allocate space for a larger synchro lineup? Work in Nat Beast and go full on control? The deck is already designed to respond to my opponent every turn.   TL;DR I got a rank 4/sync 6 toolbox here. I want some ideas for updating it for this format.
  4. XYZ Shift

    Tribute 1 Xyz Monster; Special Summon from your Extra Deck, 1 Xyz Monster with the same Type, Attribute, and Rank as the Tributed monster, but with a different name, (and if you do,?/then?)attach this card to it as an Xyz Material. Send the Special Summoned monster to the Graveyard during the End Phase. You can only activate 1 "Xyz Shift" per turn. seems like it can open up some interesting plays Thoughts? actually having a bit more of a look at what's available it seems pretty meh
  5. XYZ Infernity

    http://www.youtube.com/watch?v=GjJfmuyqOMI   Monsters [spoiler][/spoiler]   Spells [spoiler][/spoiler]   Traps [spoiler][/spoiler]   Extra [spoiler][/spoiler]   Side [spoiler][/spoiler]   Typed List   Monsters [13]   3x Infernity Archfiend 3x Infernity Necromancer 2x Stygian Street Patrol 2x Summoner Monk 1x Dark Grepher 1x Armageddon Knight 1x Archfiend Heiress   Spells [16]   3x Upstart Goblin 3x Mystical Space Typhoon 2x Instant Fusion 1x Foolish Burial 1x Reinforcement of The Army 1x Infernity Launcher 1x Transmodify 1x Monster Gate 1x Archfiend Palabyrinth 1x Book of Moon 1x Dark Hole   Traps [11]   3x Infernity Barrier 2x Infernity Break 2x Mirror Force 1x Compulsory Evacuation Device 1x Bottomless Trap Hole 1x Solemn Warning 1x Trap Stun   Extra   1x Leviair The Sea Dragon 1x Wind-Up Zenmaines 3x Lavalval Chain 2x Diamond Dire Wolf 1x Maestroke The Symphony Djinn 1x Abyss Dweller 1x Number 50: Blackship of Corn 1x Gagaga Cowboy 1x Gem-Knight Pearl 1x Number 66: Master Key Beetle 1x Fusionist 1x Darkflare Dragon   Side   2x Messenger of Peace 1x Dimensional Fissure 2x Mind Drain 2x Vanity's Emptiness 2x Dust Tornado 2x Gozen Match 1x Soul Drain 1x Eradicator Epidemic Virus 1x DNA Surgery 1x Trap Stun   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~   I've really enjoyed this format, but after playing Spellbook exclusively for these last few months it is nice to do something else for a change. This is what I've been testing, and it's been working well and has been enjoyable to play. I mostly lurk this site but sometimes I post a deck and there's oftentimes some very useful feedback, so any advice or questions are always appreciated. Sorry for bad quality on some of the pics.
  6. Lights Please

    <iframe width="560" height="315" src="http://www.youtube.com/embed/-dyPeGDeS3o" frameborder="0" allowfullscreen></iframe>   Monsters: 18 3 Constellar Algiedi 3 Constellar Kaus 3 Constellar Pollux 3 Constellar Sombre 3 Ghost Ship 3 Maxx "C"   Spells: 12 1 Dark Hole 3 Fire Formation - Tenki 3 Forbidden Dress 3 Instant Fusion 1 Monster Reborn 1 Reinforcement of the Army   Traps: 10 3 Compulsory Evacuation Device 3 Imperial Iron Wall 2 Safe Zone 1 Solemn Judgment 1 Solemn Warning   Side: 15 1 Brotherhood of the Fire Fist - Bear 1 Brotherhood of the Fire Fist - Gorilla 2 Droll & Lock Bird 1 Genex Ally Duradark 3 Dimensional Fissure 2 Mystical Space Typhoon 3 Anti-Spell Fragrance 1 Safe Zone 1 Wind-Up Arsenal Zenmaioh   Extra: 15 1 Giltia the D. Knight 1 Ojama Knight 1 Abyss Dweller 2 Constellar Omega 2 Constellar Pleiades 1 Constellar Praesepe 1 Constellar Ptolemy M7 1 Gagaga Cowboy 1 Gaia Dragon, the Thunder Charger 1 Number 50: Blackship of Corn 1 Number 61: Volcasaurus 1 Starliege Paladynamo 1 Tiras, Keeper of Genesis     Extremely rough, but I think Constellar might be really good choice going into nationals. It's a big sleeper this format. Pleiades is pretty boss against Dragon's turn 1 sack, and gives you a very viable turn 1 play in general going first. I feel every part of this deck could be improved, mostly the extra and side, however the main is still pretty rough too. All suggestions and critiques welcome, I might be overlooking something I feel. 
  7. DDT 2013?

    http://www.youtube.com/watch?v=yv-517P7j0s   Top 16, Nationals Dominican Republic   Monsters: 8 1 Elemental Hero Stratos 3 Destiny Hero - Diamond Dude 3 Elemental Hero Bubbleman 1 Blackwing - Zephyrus   Spells: 26 1 Reinforcement of the Army 2 E - Emergency Call 2 A Hero Lives 3 Warrior Returning Alive 3 Destiny Draw 3 Instant Fusion 3 Miracle Fusion 3 Mystical Space Typhoon 1 Heavy Storm 1 Dark Hole 1 Monster Reborn 1 Pot of Avarice 1 Book of Moon 1 Foolish Burial   Traps: 6 1 Solemn Warning 1 Solemn Judgment 2 Bottomless Trap Hole 1 Fiendish Chain 1 Starlight Road
  8. 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.  
  9. Decklist 1x Armageddon Knight 1x Dark Grepher 3x Infernity Archfiend 3x Necromancer 2x Street Patrol 2x Monk 1x Trick Archfiend 1x Archfiend Palace 1x Foolish 1x Heavy 1x Launcher 2x Instant Fusion 1x Reborn 3x MST 1x ROTA 3x Transturn 3x Upstart 2x Bottomless 3x Barrier 3x Break 1x Judgment 1x Warning   1x Darkfire  1x Zombie Warrior 2x Dire Wolf 1x Ourboros 1x Cowboy 2x Lavalval Chain 1x Leviair 1x Maestroke 1x Shock Master 1x Leviathan Dragon 1x Blackship 1x Key Beetle 1x Zenmaines   2x Breakthrough Skill 3x Debunk 2x DDV 3x Dust Tornado 2x EEV 3x Mind Drain   New cards are called Trick Archfiend, Transtarn, Archfiend Palace. If you don't know what they do, then just Google them instead of asking here.   Because this is the first JOTL Infernity deck on this site that uses the new tools, as far as I can see, I have written below how the new cards are played. Will not put combos for the deck without Transturn and Palace since these are old and most likely obvious. A list of some basic Transturn combos: Note: Most Infernity Transturn combos are not included here. There is a large number I choose not to write down because of time and I think not many people will read the whole thing. Also, most combos can be extended to create a larger field by using Archfiend Palace, but most of these are also not included for the same reasons. Start: Level 4 + Necromancer + Transturn End: 2x Lavalval Chain, 2x Archfiend, 1x Necromancer, 2x Infernity traps [spoiler] Method: Transturn on Necromancer, summon Archfiend, search Launcher, Archfiend + (level 4) xyz - Lavalval Chain - detach Archfiend, send Street Patrol to grave, Launcher summons Archfiend + Necromancer, search Archfiend, Patrol summons Archfiend, search Barrier, Archfiend x2 xyz - Lavalval Chain - then either: 1. Lavalval Chain sends Patrol to grave, Necromancer summons Archfiend, search Archfiend, Patrol summons Archfiend, search Barrier, or 2. Lavalval Chain sends Trick Archfiend to grave, search Palace, Necromancer summons Archfiend, search Barrier, Palace banishes Necromancer, summons Archfiend, search Barrier. (OTK if no monsters)[/spoiler] Start: Level 4 + Transturn (requires Archfiend SS before start) End: Shock Master, Lavalval Chain, Necromancer, Archfiend, 2x Infernity traps [spoiler]Method: Archfiend searches Necromancer, Archfiend + level 4 xyz - Lavalval Chain - detach Archfiend send Patrol to grave, Patrol summons Necromancer, Necromancer summons Archfiend, search Launcher, Transturn on Necromancer, summon Archfiend, search Archfiend, discard Archfiend, Launcher summons Necromancer + Archfiend, search Barrier/Break, Archfiend x3 - Shock Master - block spells, Necromancer summons Archfiend, search Barrier/Break.[/spoiler] Some Shock Master methods: Start: Summoner Monk. Transturn. End: Shock Master. Leviair. Archfiend. 2x Infernity traps. [spoiler]Method: Summoner Monk NS. Set hand (except one spell), discard spell, Monk summons Archfiend, Archfiend searches Necromancer, Monk + Archfiend xyz - Lavalval Chain - detach Archfiend send Street Patrol to grave, Patrol summons Necromancer, Necromancer summons Archfiend, search Launcher, Transturn on Necromancer, summon Archfiend, Archfiend searches Necromancer, Launcher discards Necromancer, summons 2x Necromancer from grave. Archfiend x2 xyz - Diawolf - Diawolf kills Lavalval Chain, Necromancer summons Archfiend, search Barrier/Break, set, Necromancer summons Archfiend, search Archfiend. Necromancer x2 xyz - Leviair - Leviair summons Street Patrol. Street Patrol, Archfiend x2 xyz - Shock Master - detach Street Patrol, block spells. Street Patrol summons Archfiend, search Barrier/Break. [/spoiler] Start: Dark Grepher. Infernity Archfiend. Transturn. Stygian Street Patrol or equivalent End 1: Shock Master (spell).  Leviair. Infernity Archfiend. 3x Infernity traps [spoiler]Method: Dark Grepher NS discard Street Patrol send Street Patrol #2 to grave. Set hand, Street Patrol summons Archfiend, search Necromancer, Street Patrol summons Necromancer, Archfiend + Dark Grepher xyz - Lavalval Chain - detach Archfiend, send Necromancer to grave, Necromancer summons Archfiend, search Launcher, Transturn on Necromancer, summon Archfiend, search Barrier/Break, set, Launcher summons 2x Necromancer, Archfiend x2 xyz - Diawolf, Diawolf kills Lavalval Chain, Necromancer summons Archfiend, search Barrier, Necromancer summons Archfiend, search Archfiend, Necromancer x2 xyz - Leviair - Leviair summons Street Patrol, Street Patrol + Archfiend x2 xyz - Shock Master, Shock Master detaches Street Patrol, block spells, Street Patrol summons Archfiend, search Barrier/Break. OR, (extension of combo with Trick Archfiend) Dark Grepher NS discard Street Patrol send Street Patrol #2 .... Archfiend + Dark Grepher xyz - Lavalval Chain, detach Archfiend, send Trick Archfiend to grave, search Palace, Necromancer summons Archfiend, search Launcher, Transturn on Necromancer, ... same route as before and banish for another Archfiend search until (for example) final field is something like - Shock Master (spells), Necromancer, Leviair, 2x Barrier/Break, 1x Palace, or No. 66, Leviair, Archfiend, 2x Barrier, 1x Break, 1x Palace, etc., etc. [/spoiler] or, End 2: Shock Master. Archfiend. Necromancer. Leviair. 2x Infernity traps. Start: Armageddon Knight or Dark Grepher or level 4 + Foolish Burial, Archfiend, Transturn. End: Archfiend. Leviair. Shock Master. 2x Infernity traps. [spoiler]Method: Armageddon Knight NS send Street Patrol to grave, set hand, Street Patrol summons Archfiend, search Necromancer, Archfiend, Armageddon Knight xyz - Lavalval Chain - Lavalval Chain detaches Archfiend, sends Street Patrol to grave, Street Patrol summons Necromancer, Necromancer summons Archfiend, search Launcher, Transturn on Necromancer, summon Archfiend, search Necromancer, discard Necromancer, Archfiend x2 xyz - Diawolf - Diawolf kills Lavalval Chain, Launcher summons Necromancer x2, Necromancer summons Archfiend, search Barrier, Necromancer summons Archfiend, search Archfiend, Necromancer x2 xyz - Leviair - Leviair summons Stygian Street Patrol, Street Patrol + Archfiend x2 xyz - Shock Master - Shock Master detaches Street Patrol, block spells, Street Patrol summons Archfiend, search Barrier.[/spoiler]   I hope this is helpful to anyone who wants to know some basic combos with Transtarn and what the new Archfiend cards do in the deck. (credit to Dreaming Demon for the plays)
  10. 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    
  11. Hi Guys,   Sorry if this combo has been posted here before, but I've never seen it and sorry if this is posted in the wrong section (its only my second ever post). I went through it several times to make sure it was correct and couldn't see anything wrong, but if there is please let me know. Anyway lets get to the combo. You need an hand of Inzektor Dragonfly, Inzektor Hornet and Inzektor Sword. The result will leave you with a field on Gaia Dragoon, the Thunder Charger, Daigusto Phoenix and Number 20:Giga-Brilliant. Doing a total damage of 9400.   Firstly normal summon Inzektor Dragonfly, equiping the Inzektor Sword and activating Inzektor Dragonfly's effect to equip Inzektor Hornet Then activate Inzektor Hornet's effect, destroying the sword, which in turn will activate Inzektor Dragonfly's effect. Add Inzektor Hornet back to your hand, from sword's effect and special summon two Inzektor Centipede's Activate Inzektor Centipede #1 effect, equiping Inzektor Hornet. Activate Inzektor Hornet's effect to destroy Inzektor Dragonfly Search for Inzektor Giga-Mantis from Inzektor Centipede's effect Equip Inzektor Giga-Mantis to Inzektor Centipede #1 and activate Inzektor Centipede #2 effect equiping Inzektor Hornet Activate Inzektor Hornet's effect to destroy Inzektor Giga-Mantis and special summon Inzektor Dragonfly from your graveyard with Inzektor Giga-Mantis effect Search Inzektor Ladybug and Inzektor Sword from Inzektor Centipede #1 and #2's effect Overlay both Inzektor Centipede to XYZ summon Number 20: Giga-Brilliant Next activate Inzektor Dragonfly's effect equiping Inzektor Hornet from graveyard and also equip the Inzektor Sword to Inzektor Dragonfly Activate Inzektor Hornet's effect to destroy the Inzektor Sword and with the Sword's effect add Inzektor Giga-Mantis back to your hand and special summon an Inzektor Ladybug and an Inzektor Centipede from your deck with Inzektor Dragonfly's effect. (So now your field should consist of Number 20: Giga-Brilliant, Inzektor Dragonfly, Inzektor Centipede and Inzektor Ladybug, with Inzektor Dragonfly's effect having been activated). Next you will activate Inzektor Centipede's effect equiping Inzektor Ladybug from your hand. Activate Inzektor Ladybug's effect targeting Inzektor Dragonfly and increasing its level to 5. Equip Inzektor Giga-Mantis from your hand to Inzektor Dragonfly. Activate Inzekor Ladybug's effect equiping Inzektor Hornet from your graveyard. Activate Inzektor Hornet's effect and destroy the Inzektor Giga-Mantis that is equiped to Inzektor Dragonfly. (NOTE: Giga-Mantis effect cannot activate again because its has already been used) Special summon Inzektor Ladybug from your deck with Inzektor Dragonfly's effect. Activate the newly special summoned Inzektor Ladybug's effect, equiping an Inzektor Ladybug from your graveyard and activate its effect targeting Inzektor Centipede and increasing its level to 5. (Now your field consist's of Number 20: Giga-Brillant, Inzektor Dragonfly (level 5), Inzektor Centipede (level 5), Inzektor Ladybug and Inzektor Ladybug). Now overlay the two Inzektor ladybug's to XYZ summon Daigusto Phoenix Overlay the to level 5's (Inzektor Dragonfly and Inzektor Centipede) to XYZ summon summon Inzektor Exa-Stag (NOTE: You can activate Inzektor Exa-Stag's effect to equip your opponents monsters if they have one, thus clearing the field for a direct attack) Next overlay Gaia Dragoon, the Thunder Charger on top off Inzektor Exa-Stag and activate Number 20:Giga-Brilliant's effect increasing all of your monster's attack by 300 and then activate Daigusto Phoenix's effect to allow Gaia Dragoon, the Thunder Charger to attack twice. Finally your field your consist of Number 20: Giga-Brilliant, Gaia Dragoon, the Thunder Charger and Daigusto Phoenix which can in total attack for 9400 Damage. Alternatively instead of overlaying for Giga-Brillant you can overlay for Leviathan Dragon, which in turn will do 9200 damage. Thanks for reading and sorry for the wall of text.  
  12. ojama's

    i want to make a fully competitive ojama deck im pretty close the deck is fairly good but needs a little work. [url="http://i.imgur.com/RGee5.png"]http://i.imgur.com/RGee5.png[/url]
  13. Rank 2 XYZ Deck

    [u]x23 Monsters[/u] [color=#ff8c00]x2 The Agent of Mystery - Earth[/color] [color=#ff8c00]x3 The Agent f Creation - Venus[/color] [color=#ffd700]x2 Mystical Shine Ball[/color] [color=#ff8c00]x2 Genex Neutron[/color] [color=#ff8c00]x2 Genex Ally Birdman[/color] [color=#ff8c00]x1 Quillbolt Hedgehog[/color] [color=#ff8c00]x2 Tour Guide from the Underworld[/color] [color=#ff8c00]x1 Sangan[/color] [color=#ff8c00]x1 Night Assailant[/color] [color=#ff8c00]x2 Effect Veiler[/color] [color=#ff8c00]x1 Honest[/color] [color=#ff8c00]x1 Chaos Sorcerer[/color] [color=#ff8c00]x2 Master Hyperion[/color] [color=#ff8c00]x1 Gorz the Emissary of Darkness[/color] [color=#ff8c00]x1 Dark Armed Dragon[/color] [color=#ff8c00]x1 Black Luster Soldier - Envoy of the Beginning[/color] [u]x11 Spells[/u] [color=#008000]x1 Monster Reborn[/color] [color=#008000]x1 Book of Moon[/color] [color=#008000]x1 Mind Control[/color] [color=#008000]x1 Dark Hole[/color] [color=#008000]x1 Heavy Storm[/color] [color=#008000]x1 Foolish Burial[/color] [color=#008000]x2 Pot of Duality[/color] [color=#008000]x3 Mystical Space Typhoon[/color] [u]x4 Traps[/u] [color=#cc0066]x2 Mirror Force[/color] [color=#cc0066]x2 Torrential Tribute[/color] [u]x15 Extra Deck[/u] [color=#2f4f4f]x2 Gachi Gachi Gantetsu[/color] [color=#2f4f4f]x2 Daigusto Phoenix[/color] [color=#2f4f4f]x2 Wind-Up Zenmaines[/color] [color=#2f4f4f]x1 Temtempo the Percussion Djinn[/color] [color=#2f4f4f]x1 Leviair the Sea Dragon[/color] [color=#2f4f4f]x1 Number 17: Leviathan Dragon[/color] [color=#2f4f4f]x1 Number 30: Acid Golem[/color] x1 Ally of Justice Catastor x1 Gaia Knight the Force of Earth x1 Black Rose Dragon x1 Stardust Dragon x1 Scrap Dragon Everyone is familiar with Agents as being a Synchro based deck, using The Agent of Creation - Venus to spam Mistical Shine Balls and make big guys with The Agent of Mystery - Earth, but I think that kind of build is past its time. This deck aims to take advantage the levels that many of its monsters share, and produce Rank 2 and Rank 3 XYZ monsters and push for big swings. There are a few Synchro monsters in the Extra Deck, but those are for utility and emergency situations, and you will generally not use them. Also this deck abuses the relationship between monsters being actually 'on the field' versus being attached to an XYZ monster, or in the 'material zone'. Basically what this means is that cards like Genex Ally Birdman, Quillbolt Hedgehog, and also for reference, Plaguespreader Zombie, [b]will not[/b] be Banished when they are sent to the Graveyard if they were used as materials for an XYZ summon. This because they are not treated as monsters when in the material zone, so any effects that would remove them are reset. Here's some better examples of the function of the deck. [u]The Agent of Creation Venus + Genex Ally Birdman[/u] This is the most basic combo you can use in this deck, and it can result in a variety of different playstyle choices, from heavy defense to all out offense. First, summon The Agent of Creation Venus, and use her effect two times, bringing 2 Mystical Shine Balls out. Bounce one for Genex Ally Birdman, then summon it again with The Agent of Creation Venus. Now you are free to overlay into a Rank 2 and a Rank 3, or even Synchro if the situation calls for it. Bring out Gachi Gachi Gantetsu and Wind-Up Zenmaines for some major tanking, swinging with 1900 ATK Wind-Up Zenmaines or stalling with his 2500 DEF. Have fun making your opponent waste resources. Also, Daigusto Phoenix and Number 30: Acid Golem can put 6000 damage on the board if you need to push for game. [u]Tour Guide from the Underworld + Genex Ally Birdman[/u] This is obvious. Play Tour Guide from the Underworld and grab another copy of her, then bounce with Genex Ally Birdman for next turn. Makes her just as consistent as last format. [u]The Agent of Mystery - Earth + Quillbolt Hedgehog[/u] As long as you have a Quillbolt Hedgehog in grave, you can summon The Agent of Mystery - Earth, get a search, the special summon Quillbolt Hedgehog and make a Rank 2, probably Gachi Gachi Gantetsu. When Quillbolt Hedgehog is detatched, he returns to grave to wait for the next time you need him. [u]The Agent of Creation - Venus + Genex Ally Birdman + Quillbolt Hedgehog[/u] This is your OTK if you can set it up. You will need the first two cards in hand, and the final one in grave, with both Mystical Shine Balls in hand or deck. Summon The Agent of Creation - Venus, use her effect to drop your 2 Mystcial Shine Balls, as well as Genex Ally Birdman from your hand, then drop Mystical Shine Ball again, and finally special summon Quillbolt Hedgehog from grave. Make Daigusto Phoenix with a Mystical Shine Ball and Quillbolt Hedgehog, and use its effect, releasing a the Quillbolt Hedgehog. Now you can special summon him agian, and this time make Gachi Gachi Gantetsu, and lastly, summon Number 30: Acid Golem for a grand total of 8100 damage. Alternatively, if you have not used your other copy of Daigusto Phoenix, you can summon that instead of Gachi Gachi Gantetsu and put 9000 damage and more attacks on the board instead. I have tried Plaguespreader Zombie in here, but Quillbolt Hedgehog is better in the sense of not losing any card advantage if the summon is stopped. I know that most of these combos are easily stopped by Effect Veiler, but that can pave the way for your boss monsters, so its kind of bittersweet for the opponent. Thanks for reading, and suggestions?
  14. 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.
  15. Another Infernity loop.

  16. 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]