Monday, November 29, 2010

Spiritual Earth Art - Kurogane

Happy Holidays! so since we are in the Holiday spirit i thought I'd talk about those awesome Spiritual Art cards.some more useful then others, but in the right deck devastating!

OK to kick it off,we'll Start with Earth.

  Spiritual Earth Art - Kurogane
Tribute 1 EARTH monster on your side of the field. Special Summon 1 Level 4 or lower EARTH monster from your Graveyard, except the Tributed monster.
 
Spiritual Earth Art - Kurogane  is probably the most underused card of the Attribute Traps.Special Summoning an lvl 4 Earth monster from your graveyard usually isn't very desirable, but it does have its uses. 
 
for example, on your opponents battle phase, in a Karakuri Deck you can tribute another Karakuri  monster to special summon Karakuri Strategist mdl 248 “Nishipachi” to switch the monster to defense or Karakuri Soldier mdl 236 “Nisamu” to special summon another karakrui from your deck. on the other hand you can go on the offensive and tribute during your battle phase giving you an extra attack.
 
 
 

In X-Sabers you can Tribute XX-Saber Darksoul to Special summon a variety of monsters from your graveyard like XX-Saber Emmersblade, XX-Saber Ragigura, XX-Saber Fulhelmknight depending on your situation and also get a Search. combine it with XX-Saber Faultroll or Gottoms' Emergency Call for Huge plays!
 


In a Scrap deck you can tribute one of your easily summoned Scrap Searcher for a Scrap tuner monster to use with Scrap Dragon.You can even chain it as dragon food! You can also use it Defensively, Tribute your freshly summoned Scrap Chimera to avoid hitting a bottomless trap hole to summon a new one! or by tributing another Earth to summon Scrap Goblin from your graveyard, protecting you for the turn and ensuring you get his effect at the end of the battle phase.
 

Theres quite a few decks that you can use  Spiritual Earth Art - Kurogane , some better then others, Try it in Gladiator beasts,Dandywarrior and Plants or even Machinas, Tributing Dandylion , or retrieving cards like Machina Peacekeeper and Test Tiger or Gladiator Beast Hoplomus, its up to you how you use it, either way, have fun with it! Enjoy!




Sunday, November 28, 2010

Something Fishy's Going On Here!

Future releases hold a lot in store for the development of Yu-Gi-Oh's metagame. Most obvious (and most significant) are the Legendary Six Samurai series available in Storm of Ragnarok, which allow for two destruction loops and a second, more consistent FTK with Mass Driver (the first of which relied on the Grandmaster loop, which had no searchable cards; the second uses level 3 and lower Six Samurai monsters, which are searchable by Reinforcement of the Army as well as Shien's Smoke Signal, the new Six Samurai searcher, and Gateway of the Six). Less notable, however, are Fish, which are looking to finally make their way into the meta with the new Synchros available to them in Starstrike Blast and Hidden Arsenal 3.

For those unfamiliar with Fish, most Fish decks rely on the swarming capabilities of Superancient Deepsea King Coelacanth:

Once per turn, you can discard 1 card to Special Summon as many Level 4 or lower Fish-Type monsters as possible from your Deck. A monster Special Summoned by this effect cannot declare an attack and its effect(s) is negated while on the field. If this card is targeted by a Spell, Trap, or Effect Monster's effect, you can Tribute 1 other Fish-Type monster to negate the effect and destroy that card.

While Superancient Deepsea King Coelacanth's effect predates the advent of the Tuner/Synchro mechanic, nowadays Superancient Deepsea King Coelacanth's best use is to pull a combination of Tuners and non-Tuners from the deck to produce Synchros to control your opponent's space and swing for massive damage. What this means for Fish is that, as the Extra Deck options become more diverse, Fish can only get better and better.

One example of this diversification can be seen with the new Accel Synchros in Starstrike Blast, and the Duel Terminal Synchros of Hidden Arsenal 3, which have opened up a powerful OTK option for Fish which has built-in protection, destruction, and the necessary 8000 ATK to reduce your opponent to 0. All you need to use it are Fishborg Blaster in Grave and a means of getting Superancient Deepsea King Coelacanth to the field. There are many ways for this to happen; for instance, Genex Fish uses Symbols of Duty to Special Summon Coelacanth from the Graveyard, while Froggy Fish uses Treeborn Frog and Fishborg Blaster (both Special Summoned from the Graveyard) to Tribute Summon Coelacanth.

Once Superancient Deepsea King Coelacanth is on the field, you can discard a card in your hand to Special Summon 2x Royal Swamp Eel, 1x Oyster Meister, and 1x any level 4 Fish-Type monster (such as Golden Flying Fish):






From there, you can follow the following steps:
1) Using one Royal Swamp Eel and Golden Flying Fish, Synchro Summon Stardust Dragon. This will protect you from any disruption during your later steps.
2) Using your other Royal Swamp Eel and Oyster Meister, Synchro Summon Gungnir, Dragon of the Ice Barrier (available in Hidden Arsenal 3). We'll use his effect later, but right now, the most important part of his Special Summon is that Oyster Meister is sent to the Graveyard, allowing you to Special Summon a level 1 Oyster Token to the field.
3) Discard 1 card to Special Summon Fishborg Blaster from your Graveyard. The Oyster Token counts as the level 3 or lower WATER monster needed for its Special Summon.
4) Using Fishborg Blaster and the Oyster Token, Synchro Summon Formula Synchron (available in Starstrike Blast). Draw 1 card. If that card happens to be a Pot of Avarice, or you have one in hand, activate it to generate hand advantage.
5) Using Formula Synchron and Stardust Dragon, Synchro Summon Shooting Star Dragon (also available in Starstrike Blast). This will allow you to avoid any further disruption causing you to lose field advantage, as Shooting Star Dragon does not require you to Tribute itself as Stardust Dragon does to negate an effect which destroys.
6) Discard up to 2 cards in your hand for Gungnir's effect to destroy up to 2 cards on the field with Gungnir's effect. You can use this effect to destroy any monsters that are obstructing your OTK, or to clear the back row to prevent any random obstructions such as Dimensional Prison. (NOTE: If you don't have Fishborg Blaster in the Graveyard, but you do have it in hand, you can use the destruction effect earlier in the sequence to get it in the Graveyard; just make sure you have a card in your hand to discard for Fishborg Blaster's effect!)
7) Attack! If you're attacking into a clear field, Gungnir (2500), Shooting Star (3300) and Coelacanth (2800) together make up 8600 damage, which is more than enough to complete the OTK! Even if you don't swing for enough damage to win that turn, your opponent has to deal with a once-per-turn destruction effect, as well as free destruction negation and the possibility of a fourth Synchro next turn, and has almost no chance of winning!





Fish also interact positively with another Ice Barrier Synchro: Dewloren, Tiger King of the Ice Barrier!


1 Tuner + 1 or more non-Tuner WATER monsters
Once per turn, you can return any number of face-up cards you control to the owner's hand. For each card returned to the owner's hand by this effect, this card gains 500 ATK until the End Phase.

Dewloren works particularly well with Genex Fish builds, which use Symbols of Duty to Special Summon Coelacanth from the Graveyard. For this play, you'll be Special Summoning Royal Swamp Eel, 7 Colored Fish, Nimble Sunfish and any level 4 or lower Fish (which we'll use Fishborg Blaster for; you'll see why in a second):






The play is thus:
1) Using Royal Swamp Eel and Nimble Sunfish, Special Summon Dewloren, Tiger of the Ice Barrier.
2) Activate Dewloren's effect, returning Symbols of Duty and Fishborg Blaster to your hand to give Dewloren an extra 1000 ATK, destroying Superancient Deepsea King Coelacanth.
3) Tribute 7 Colored Fish to activate Symbols of Duty, Special Summoning Superancient Deepsea King Coelacanth from the Graveyard.
4) From here, activate Superancient Deepsea King Coelacanth's effect again, Special Summoning Royal Swamp Eel, Oyster Meister and any level 4 Fish-type monster (we'll use Golden Flying Fish again in the interest of laziness):





5) Using Royal Swamp Eel and Golden Flying Fish, Synchro Summon a level 8 Synchro monster (we'll use Stardust Dragon again for his field protection effect).
6) Discard 1 card to Special Summon Fishborg Blaster from your Graveyard. Oyster Meister acts as your level 3 WATER monster.
7) Using Fishborg Blaster and Oyster Meister, Synchro Summon Armory Arm.
8) Attack! Your Dewloren (3300), Coelacanth (2800), Stardust Dragon (2500) and Armory Arm (1800) have a combined ATK of 10,400, which is more than enough to OTK, even if your opponent has a monster on the field! With field presence like that, how can you lose?






Add these OTKs to the Fish deck's ever-growing arsenal of OTKs (which I will likely discuss in another article), and Fish have a range of powerful plays that is bound to make them a force to be reckoned with in the meta!

Friday, November 26, 2010

Cheap as Rocks stun

So here's the deck list Ive been talking about.This is gonna be a budget build which should cost you Under 20$ and will make for a fun deck to play around with that can also win a few games for you by locking down your opponent.

Cheap as Rocks stun (40)

Monsters 18
3- Koa'ki Meiru Guardian 
3- Koa'ki Meiru Sandman 
3- Koa'ki Meiru Wall 
2- Legendary Jujitsu Master 
2- Gonogo
1- Gigantes
1- Morphing Jar
1- Neo-Spacian Grand Mole  
1- Power Giant
1- Gaia Plate the Earth Giant

Spells 10
3- Smashing Ground
2- Solidarity
1- Mystical Space Typhoon
2- Book of Moon
1- Monster Reborn
1- Dark Hole

Traps 12
2- Magic Drain
2- Seven Tools of the Bandit
2- Bottomless Trap hole
2- Magic Cylinder
2- Compulsory Evacuation Device
1- Royal Oppression
1- Torrential Tribute


Here it is, a cheap version of Rock Stun that shouldn't break Any ones budget, some cards that you can also try like Release from Stone , Special summoning a removed from play rock monster that got hit with bottomless or by the use of Gigantes or Gaia Plate the Earth Giant . You may also want to consider Nobleman of Crossout, since they will need to be setting to avoid some serious pain!

Here's a quick rundown. Using the effects of  Koa'ki Meiru Guardian to lock down your opponents Monster effects,Koa'ki Meiru Sandman to negate the traps and Koa'ki Meiru Wall to stop your opponents spells. Get Solidarity on the Field to quickly boost these 3 to 2700 Attack! it will also boost the rest of your monsters by 800atk, pushing them over the threshold for most monsters to get over. Since all of your monsters are rock , you should have No trouble paying the upkeep cost on them. 


Use Gigantes for massive back row removal, Neo-Spacian Grand Mole to bounce and Morphing Jar for some added draw power, which you can flip face down with Book of Moon and protect with Magical Cylinder or Compulsory Evacuation Device.


Gonogo is a personal Favorite of mine, flipping your opponents monster face down After damage Calculation.. Which will stop GBs from tagging , He also becomes a nice 2150 Beat stick (with solidarity) that will flip opponents monsters that battle him to Face down defense, which combs well with Nobleman of Crossout, Also, His effect activates when destroyed by battle so you can ram him into somthing bigger to have them flip.

Feel free to play around with the deck , add in cards you like, or take out what you don't like. remember this IS Budget Build... and nothing is set in Stone! Enjoy!

Thursday, November 25, 2010

It's Getting Hot in Here...

Good afternoon, ladies and gentlemen, and welcome to Kauai Kine Duels! Thanks to Fizzco for letting me post my unqualified baloney on his blog. =)

Today I'd like to talk to you about a new card from Starstrike Blast called Heat Wave:

This card can only be activated at the start of Main Phase 1. Neither player can Normal or Special Summon an Effect Monster until your next Draw Phase.

Heat Wave, like its earlier incarnation Cold Wave, locks down an entire mechanic for your turn and through your opponent's turn; however, where Cold Wave locks down Spell and Trap Cards, Heat Wave locks down both players' Normal and Special Summons, forcing your opponent to Set their monsters. The most obvious use for a card like this is in a Normal Monster beat deck, since Heat Wave does not stop Normal or Special Summons of Normal Monsters, but this card has considerable uses in other decks:
-Gemini: Gemini decks use monsters that are counted as Normal Monsters while on the field or in the Graveyard. While they cannot Normal Summon from their hand while Heat Wave is active, Gemini users can still Special Summon their monsters from the Graveyard. Since Gemini decks already use a lot of Graveyard recursion (such as Supervise, Knight of the Red Lotus, Blazewing Butterfly, Swing of Memories and Birthright, along with the usual Monster Reborn and Call of the Haunted), Graveyard-heavy Gemini builds can still abuse Heat Wave by swarming from the Graveyard after activating it! Gemini Monsters can also be Gemini Summoned while face-up on the field, since they count as Normal Monsters while on the field, so you can still use your Normal Summon for the turn to gain a Gemini Monster's effect. A popular play could be to activate Heat Wave, then Special Summon Evocator Chevalier and equip it with Supervise; use Chevalier's effect to destroy a card by sending Supervise, using Supervise's effect to Special Summon another powerful Gemini, and swing for damage! Even with Heat Wave on the field, Gemini decks can explode out of the Graveyard and prevent your opponent from responding!


-Bushi Solidarity (specifically Gemini Bushi): Warriors have a lot of ways to get around the drawbacks of Heat Wave. For instance, The Immortal Bushi, which Special Summons itself from your Graveyard in the Standby Phase, gets around Heat Wave by Special Summoning itself before your Main Phase, when you activate Heat Wave. If your monsters get destroyed before your next turn, you can Special Summon Bushi again during your next Standby Phase, since Heat Wave expires on your Draw Phase, just before a Standby Phase Special Summon would occur! Solidarity also makes Bushi stronger, turning it into a freely recurring 2000-ATK beatstick, which is fierce when your opponent's Summons are locked!



Bushi decks also take advantage of Gemini monsters (specifically, Elemental Hero Neos Alius and Evocator Chevalier) for thee beatdown capabilities and as fodder for Gemini Spark. Gemini Bushi decks (as they have been coined) often use The Immortal Bushi as Tribute Fodder for Knight of the Red Lotus, which Special Summons from your Graveyard any Normal (or Gemini Monsters) you might have! If Knight of the Red Lotus is out the turn you wish to activate Heat Wave, you can't take advantage of The Immortal Bushi's Special Summon, but you can activate Red Lotus' effect to Special Summon Neos Alius or Chevalier from your Graveyard! These cards can then be used to attack, or to pay the costs of Gemini Spark or White Elephant's Gift, allowing you to destroy and/or draw!


-Gladiator Beasts: While Gladiator Beasts don't directly benefit from Heat Wave (as all commonly played Gladiator Beasts are Effect Monsters), Gladiator Beasts do benefit from the disrupting effect it has on your opponent. After activating Heat Wave, Gladiator Beast players can Set monsters they would otherwise have difficulty Normal Summoning (such as Gladiator Beast Murmillo, Gladiator Beast Bestiari or Gladiator Beast Retiari), then set the necessary protection and end. Since virtually every competitive deck plays only Effect Monsters, their opponent is forced to Set during their turn as well. This is the critical part here: Gladiator Beast monsters only get their effects after successfully attacking or being attacked, which can be bothersome against monsters with high ATK values. Not only does Heat Wave stop your opponent from Synchro Summoning or dropping their high-ATK boss monsters, but it forces them to Set monsters, allowing Gladiator Beasts to attack into the typically weaker DEF stat, and preventing them from being destroyed by battle even against a monster with high DEF (since attacking monsters can't be destroyed by battle against Defense Position monsters)! If the Gladiator Beast player Normal Summoned another Gladiator Beast and flips the first one face-up before attacking, then a smart Gladiator Beast player can turn one momentum-halting Heat Wave play into two advantage-generating tags, and even a Contact Fusion!


-Blackwings and Flamvell: Again, although these decks don't directly benefit from Heat Wave (all Blackwings monsters, and all but one Flamvell monster, are Effect Monsters), they benefit indirectly from having your opponent forced to Set monsters. Blackwing players can Set an unpopular monster from their hand, or one that is better served in the Graveyard (such as Blackwing - Vayu the Emblem of Honor) the turn they activate Heat Wave (or even just leave the field open for the opportunity to use Blackwing - Sirocco the Dawn next turn), and then let their opponent Set a monster. Then, on the next turn, the Blackwing player can explode! One popular play might be to activate Black Whirlwind, then Normal Summon Sirocco the Dawn, grabbing Blackwing - Bora the Spear to your hand with Black Whirlwind's effect (or Blackwing - Kalut the Moon Shadow if Bora is already in the hand). Special Summon Bora, then pump it with Sirocco's effect to swing into your opponent's face-down monster for massive damage! Another play might be to Normal Summon Blackwing - Shura the Blue Flame. During your Battle Phase, you can attack the face-down monster, most of which have low DEF in this metagame, and, if it destroys it, Special Summon a Blackwing Tuner from the deck to perform a Synchro Summon off your Heat Wave play!


Flamvell decks can also abuse the same mechanic Blackwings abuse with Shura through Flamvell Firedog. Flamvell players can activate Heat Wave, forcing their opponents to set (and setting their own Flamvell Poun for insurance, or Gravekeeper's Spy, Super-Nimble Mega Hamster or Ryko, Lightsworn Hunter to explode with next turn). On their next turn, after Heat Wave has expired, you can Normal Summon Flamvell Firedog, attacking over the opponent's Defense Position monster and grabbing a Tuner from your Deck for a Synchro Summon! Flamvell players even have a miniature Kalut in Flamvell Baby, which they can use to get over problem monsters. The Flamvell player can then Tune their freshly acquired Flamvell Tuner with Firedog, or with a flipped Gravekeeper's Spy or Super-Nimble Mega Hamster that was activated during this turn, allowing you to keep your Firedog for later use and abuse. The Flamvell monsters that you summon can also be used to set up Rekindling plays, allowing you to explode from the Graveyard on future turns.



With the disruptive power of Heat Wave at your disposal, you can enable yourself to make destructive plays and swing the momentum of the game in your favor!