When this card is Normal Summoned, you can send 1 Reptile-type "Worm" monster from your Deck to the Graveyard. If you control a face-up "Worm Yagan", this card cannot be destroyed by battle. |
Showing posts with label Deck. Show all posts
Showing posts with label Deck. Show all posts
Wednesday, January 5, 2011
XYZombie
With the Tcg release of Hidden Arsenal 3, we got a few interesting cards, 2 of my Favorite are Worm Xex and Worm Yagan.
Friday, December 10, 2010
Best Buy Falcon!
Budget Falcon Control! (aka)Best Buy Falcon!
I built this deck for my cousin out of the limited cards he had, and it surprsingly did well.so many combos and plays make this a fun and cheap alternative to the fast lane, Look for a more in depth and Less Budgety Build in the future. and remeber when your 10yrs old, shiny = Pro.Enjoy!
Monsters ~ 18
3~ Mist Valley Falcon
3~ Mist Valley Soldier
3~ Mist Valley Thunderbird
2~ Mist Valley Apex Avian
2~ Breaker the Magical Warrior
2~ Mist Valley Shaman
1~ Penguin Soldier
1~ Tornado Bird
1~ Morphing Jar
Spells~ 9
2~ Smashing Ground
1~ Big Bang Shot
1~ Mystical Space Typhoon
1~ Mind Control
1~ Dark Hole
1~ Monster Reborn
1~ Swords of Revealing Light
1~ Mind Control
Traps~ 13
2~ Fiendish Chain
2~ Spiritual Wind Art - Miyabi
2~ Compulsory Evacuation Device
2~ Dark Bribe
2~ Icarus Attack
1~ Mirror Force
1~ Torrential Tribute
1~ Call of the Haunted
Synchro
2~ Mist Valley Thunder Lord
I built this deck for my cousin out of the limited cards he had, and it surprsingly did well.so many combos and plays make this a fun and cheap alternative to the fast lane, Look for a more in depth and Less Budgety Build in the future. and remeber when your 10yrs old, shiny = Pro.Enjoy!
Monsters ~ 18
3~ Mist Valley Falcon
3~ Mist Valley Soldier
3~ Mist Valley Thunderbird
2~ Mist Valley Apex Avian
2~ Breaker the Magical Warrior
2~ Mist Valley Shaman
1~ Penguin Soldier
1~ Tornado Bird
1~ Morphing Jar
Spells~ 9
2~ Smashing Ground
1~ Big Bang Shot
1~ Mystical Space Typhoon
1~ Mind Control
1~ Dark Hole
1~ Monster Reborn
1~ Swords of Revealing Light
1~ Mind Control
Traps~ 13
2~ Fiendish Chain
2~ Spiritual Wind Art - Miyabi
2~ Compulsory Evacuation Device
2~ Dark Bribe
2~ Icarus Attack
1~ Mirror Force
1~ Torrential Tribute
1~ Call of the Haunted
Synchro
2~ Mist Valley Thunder Lord
| So Shiny! and SO cheap! |
Sunday, December 5, 2010
Falcontrol!
Welcome back, ladies and gentlemen! Today we will be reviewing a largely underestimated card called Mist Valley Falcon:

While Mist Valley Falcon does sport some impressive stats - 2000 ATK for a level 4 allows it to run over almost every entry-level monster your opponent might use, including the powerhouses Flamvell Firedog and Elemental Hero Neos Alius - but, as a whole, Mist Valley Falcon's effect doesn't seem tremendously useful on its own. In fact, at a glance, one might mistake it for a drawback. A card that has to return a card you control to its hand in order to be able to attack? What use could you make of that?
As it turns out, you can make a great number of uses out of it: the combo potential available with Mist Valley's effect has enabled an entire deck which uses its name! Here, we will discuss only a few of the various cards that interact favorably with Mist Valley Falcon:
- Breaker the Magical Warrior: Breaker the Magical Warrior (and, similarly, its counterparts Fortune Lady Wind and Lyla, Lightsworn Sorceress) have effects that allow you to destroy a Spell or Trap card(s) on the field just for Normal Summoning from their hand; however, their effects are either single-use (Breaker the Magical Warrior) or have difficulty maintaining field presence (Lyla, Lightsworn Sorceress and Fortune Lady Wind). Mist Valley Falcon remedies this drawback by returning these monsters to your hand in order to allow you to re-use their effects at your leisure by Normal Summoning them! By doing so, you are thus enabled to activate their effects on a turn-by-turn basis, allowing for a constant stream of destruction.
Which of the three monsters you choose is up to you, but each of them can allow you to benefit from different strategies. Lyla allows you to utilize the mill mechanic to feed Graveyard-reliant Falcon Control decks; Breaker the Magical Warrior's DARK attribute allows you to ditch it for Allure of Darkness if you're done using its effect, or to use it as fodder for Dark Simorgh along with a dead Mist Valley Falcon when it's in your Graveyard! Presently, Fortune Lady Wind is not tremendously synergistic; however, its WIND attribute allows you to capitalize on Mist Valley Divine Wind (which we will discuss later), returning a spent Wind to your hand to reuse its effect later and Special Summon another useful WIND monster from your deck!
- Blackwing - Gale the Whirlwind: Blackwing - Gale the Whirlwind also has a unique effect; once per turn, it can halve the ATK of any one monster on the field. This means that, even with its mediocre 1300 ATK, it can run over cards with up to 2500 ATK, including all of the Monarchs, and even Stardust Dragon! Unfortunately, its low stats render it quite vulnerable during your opponent's turn outside of a Blackwing deck (as decks that splash it do not have access to Kalut); however, Mist Valley Falcon allows you to return it to your hand, where it's safe during your opponent's turn, and can be re-used again by Normal Summoning it! What this means is that you can effectively use Gale's effect to halve a problem monster, run over it with Gale, and then return Gale to hand to attack directly (or run over another monster) with Mist Valley Falcon! In addition, Blackwing - Gale the Black Whirlwind is a level 3 DARK Tuner, meaning that it can be combined with Mist Valley Falcon for the level 7 "Mist Valley" Synchro, Mist Valley Thunder Lord; then, both Gale and Falcon can be used as your DARK and WIND fodder for Dark Simorgh! Its Winged-Beast Type also allows you to Tribute it for Icarus Attack in a pinch.

- Snowman Eater: Snowman Eater also has a useful effect for Falcon Control decks. When Snowman Eater is flipped face-up (either by battle or by an effect), destroy one monster on the field! With 1900 DEF, this card makes an invaluable Set, as it will survive against almost every entry-level monster in the game (barring Mist Valley Falcon, ironically, making it bad only for a mirror match), and take care of almost anything that happens to run over it! If it survives being flipped face-up by battle, you can return it to your hand during your own Battle Phase with Mist Valley Soldier's effect, then Set it again for the opportunity to re-use its effect!

- Gravekeepers: While at first glance the Gravekeeper engine doesn't seem particularly useful for Falcon Control, it does come with certain benefits. For example, Gravekeeper's Spy is a Flip Effect monster that Special Summons another Gravekeeper's monster with 1500 or less ATK from the Deck. This does two things: the first is to allow you to pull useful monsters from the deck, such as Gravekeeper's Guard and Gravekeeper's Descendant, the former of which you can use after returning it to your hand with Mist Valley Falcon. The second is to use the Gravekeeper engine as an advantage engine by returning Gravekeeper's Spy to your hand to re-use its Special Summon effect to draw raw power from your deck with repeated Special Summons from the Deck!
Beyond their effects, the Gravekeeper cards allow you to do certain other things as well. Their DARK Attribute allows them to be removed with Allure of Darkness; their Spellcaster Type allows you to make Arcanite Magician with Blackwing - Gale the Whirlwind; and the impressive DEF stats on Spy and Guard allow you to maintain field presence with their effects!


Now that we've looked at a few of the monsters that interact positively with Mist Valley Falcon, let's look at a few of the Spells and Traps!
- Swords of Revealing Light: Since the dawn of the game, this card has proven itself to be a powerful continuous stall card under the right circumstances, so much so that you are still only allowed to run one. Swords of Revealing Light allows you to remove your opponent's Battle Phase from the picture completely, for as long as it's face-up on the field! Unfortunately, it has a built-in self-destruct effect: It cannot survive on the field for more than three turns, even if your opponent fails to destroy it during that time. Fortunately, Mist Valley Falcon allows you to circumvent that nasty little problem by returning Swords of Revealing Light to your hand, effectively "refreshing" the time limit on Swords of Revealing Light!

- Big Bang Shot: Equip Spell Cards have gotten quite a haranguing over the years for being very vulnerable and having mediocre effects that can't overcome the drawbacks. Big Bang Shot is in many cases no exception: It gives the monster you equip it with only 400 ATK and a trample effect, and if it's removed from the field, the monster it's equipped to is removed from play as well. Why, then, would you want to use it in Falcon Control?
Well, you would certainly want to equip it to your opponent's monster, would you not?
In Falcon Control, Big Bang Shot is useful for its drawbacks: When you return it to your hand with Mist Valley Falcon's effect, you remove from play the monster it was equipped to. Since you can equip your own Equip Cards to your opponent's monsters, you can equip Big Bang Shot to your opponent's monster, then return Big Bang Shot to your hand with Falcon's effect, thus removing from play problem monsters in a pinch! Big Bang Shot goes to your hand, allowing you to reuse its effect next turn at your leisure, or equip it to your own monster if you need that extra 400 ATK (or Trample effect) to swing for game. If your opponent only has one monster and you remove it from play by attempting to attack it, a replay is forced, allowing you to attack directly instead!

- Future Visions and Royal Oppression: Future Visions has always been an interesting card. Originally designed as a means of triggering the effect of Fortune Lady Light, the centerpiece of the Fortune Lady engine, Future Visions has occasionally seen play in other decks for its disrupting effect. One such deck is Falcon Control, for its ability to lock down your opponent's Normal Summons. While Falcon Control does use Normal Summons for control, Mist Valley Falcon can circumvent the drawbacks by returning Future Visions to your hand in order to attack, allowing you to Normal Summon as you normally would during your Main Phase 2, and replaying Future Visions before your End Phase to lock down your opponent's Normal Summons during their turn, or forcing them to waste removal on it! If your opponent has a monster that is removed from play, by returning Future Visions to the field with Mist Valley Falcon's effect, you prevent the opponent from returning to the field, keeping it removed from play for good!
If locking down your opponent's Normal Summons is dangerous, then locking down Special Summons must be completely destructive! The newly limited Royal Oppression can be activated on your opponent's turn to negate and destroy any card your opponent uses to Special Summon, and then returned during your Battle Phase with Falcon's effect, allowing you to Special Summon during your Main Phase 2 to re-Set it!


With these cards and more at your disposal, you can use the combo potential of Mist Valley Falcon to disrupt and destroy your opponents one-by-one!
This card cannot declare an attack unless you return 1 card you control to its owner's hand.
While Mist Valley Falcon does sport some impressive stats - 2000 ATK for a level 4 allows it to run over almost every entry-level monster your opponent might use, including the powerhouses Flamvell Firedog and Elemental Hero Neos Alius - but, as a whole, Mist Valley Falcon's effect doesn't seem tremendously useful on its own. In fact, at a glance, one might mistake it for a drawback. A card that has to return a card you control to its hand in order to be able to attack? What use could you make of that?
As it turns out, you can make a great number of uses out of it: the combo potential available with Mist Valley's effect has enabled an entire deck which uses its name! Here, we will discuss only a few of the various cards that interact favorably with Mist Valley Falcon:
- Breaker the Magical Warrior: Breaker the Magical Warrior (and, similarly, its counterparts Fortune Lady Wind and Lyla, Lightsworn Sorceress) have effects that allow you to destroy a Spell or Trap card(s) on the field just for Normal Summoning from their hand; however, their effects are either single-use (Breaker the Magical Warrior) or have difficulty maintaining field presence (Lyla, Lightsworn Sorceress and Fortune Lady Wind). Mist Valley Falcon remedies this drawback by returning these monsters to your hand in order to allow you to re-use their effects at your leisure by Normal Summoning them! By doing so, you are thus enabled to activate their effects on a turn-by-turn basis, allowing for a constant stream of destruction.
Which of the three monsters you choose is up to you, but each of them can allow you to benefit from different strategies. Lyla allows you to utilize the mill mechanic to feed Graveyard-reliant Falcon Control decks; Breaker the Magical Warrior's DARK attribute allows you to ditch it for Allure of Darkness if you're done using its effect, or to use it as fodder for Dark Simorgh along with a dead Mist Valley Falcon when it's in your Graveyard! Presently, Fortune Lady Wind is not tremendously synergistic; however, its WIND attribute allows you to capitalize on Mist Valley Divine Wind (which we will discuss later), returning a spent Wind to your hand to reuse its effect later and Special Summon another useful WIND monster from your deck!
- Blackwing - Gale the Whirlwind: Blackwing - Gale the Whirlwind also has a unique effect; once per turn, it can halve the ATK of any one monster on the field. This means that, even with its mediocre 1300 ATK, it can run over cards with up to 2500 ATK, including all of the Monarchs, and even Stardust Dragon! Unfortunately, its low stats render it quite vulnerable during your opponent's turn outside of a Blackwing deck (as decks that splash it do not have access to Kalut); however, Mist Valley Falcon allows you to return it to your hand, where it's safe during your opponent's turn, and can be re-used again by Normal Summoning it! What this means is that you can effectively use Gale's effect to halve a problem monster, run over it with Gale, and then return Gale to hand to attack directly (or run over another monster) with Mist Valley Falcon! In addition, Blackwing - Gale the Black Whirlwind is a level 3 DARK Tuner, meaning that it can be combined with Mist Valley Falcon for the level 7 "Mist Valley" Synchro, Mist Valley Thunder Lord; then, both Gale and Falcon can be used as your DARK and WIND fodder for Dark Simorgh! Its Winged-Beast Type also allows you to Tribute it for Icarus Attack in a pinch.
- Snowman Eater: Snowman Eater also has a useful effect for Falcon Control decks. When Snowman Eater is flipped face-up (either by battle or by an effect), destroy one monster on the field! With 1900 DEF, this card makes an invaluable Set, as it will survive against almost every entry-level monster in the game (barring Mist Valley Falcon, ironically, making it bad only for a mirror match), and take care of almost anything that happens to run over it! If it survives being flipped face-up by battle, you can return it to your hand during your own Battle Phase with Mist Valley Soldier's effect, then Set it again for the opportunity to re-use its effect!
- Gravekeepers: While at first glance the Gravekeeper engine doesn't seem particularly useful for Falcon Control, it does come with certain benefits. For example, Gravekeeper's Spy is a Flip Effect monster that Special Summons another Gravekeeper's monster with 1500 or less ATK from the Deck. This does two things: the first is to allow you to pull useful monsters from the deck, such as Gravekeeper's Guard and Gravekeeper's Descendant, the former of which you can use after returning it to your hand with Mist Valley Falcon. The second is to use the Gravekeeper engine as an advantage engine by returning Gravekeeper's Spy to your hand to re-use its Special Summon effect to draw raw power from your deck with repeated Special Summons from the Deck!
Beyond their effects, the Gravekeeper cards allow you to do certain other things as well. Their DARK Attribute allows them to be removed with Allure of Darkness; their Spellcaster Type allows you to make Arcanite Magician with Blackwing - Gale the Whirlwind; and the impressive DEF stats on Spy and Guard allow you to maintain field presence with their effects!
Now that we've looked at a few of the monsters that interact positively with Mist Valley Falcon, let's look at a few of the Spells and Traps!
- Swords of Revealing Light: Since the dawn of the game, this card has proven itself to be a powerful continuous stall card under the right circumstances, so much so that you are still only allowed to run one. Swords of Revealing Light allows you to remove your opponent's Battle Phase from the picture completely, for as long as it's face-up on the field! Unfortunately, it has a built-in self-destruct effect: It cannot survive on the field for more than three turns, even if your opponent fails to destroy it during that time. Fortunately, Mist Valley Falcon allows you to circumvent that nasty little problem by returning Swords of Revealing Light to your hand, effectively "refreshing" the time limit on Swords of Revealing Light!
- Big Bang Shot: Equip Spell Cards have gotten quite a haranguing over the years for being very vulnerable and having mediocre effects that can't overcome the drawbacks. Big Bang Shot is in many cases no exception: It gives the monster you equip it with only 400 ATK and a trample effect, and if it's removed from the field, the monster it's equipped to is removed from play as well. Why, then, would you want to use it in Falcon Control?
Well, you would certainly want to equip it to your opponent's monster, would you not?
In Falcon Control, Big Bang Shot is useful for its drawbacks: When you return it to your hand with Mist Valley Falcon's effect, you remove from play the monster it was equipped to. Since you can equip your own Equip Cards to your opponent's monsters, you can equip Big Bang Shot to your opponent's monster, then return Big Bang Shot to your hand with Falcon's effect, thus removing from play problem monsters in a pinch! Big Bang Shot goes to your hand, allowing you to reuse its effect next turn at your leisure, or equip it to your own monster if you need that extra 400 ATK (or Trample effect) to swing for game. If your opponent only has one monster and you remove it from play by attempting to attack it, a replay is forced, allowing you to attack directly instead!
- Future Visions and Royal Oppression: Future Visions has always been an interesting card. Originally designed as a means of triggering the effect of Fortune Lady Light, the centerpiece of the Fortune Lady engine, Future Visions has occasionally seen play in other decks for its disrupting effect. One such deck is Falcon Control, for its ability to lock down your opponent's Normal Summons. While Falcon Control does use Normal Summons for control, Mist Valley Falcon can circumvent the drawbacks by returning Future Visions to your hand in order to attack, allowing you to Normal Summon as you normally would during your Main Phase 2, and replaying Future Visions before your End Phase to lock down your opponent's Normal Summons during their turn, or forcing them to waste removal on it! If your opponent has a monster that is removed from play, by returning Future Visions to the field with Mist Valley Falcon's effect, you prevent the opponent from returning to the field, keeping it removed from play for good!
If locking down your opponent's Normal Summons is dangerous, then locking down Special Summons must be completely destructive! The newly limited Royal Oppression can be activated on your opponent's turn to negate and destroy any card your opponent uses to Special Summon, and then returned during your Battle Phase with Falcon's effect, allowing you to Special Summon during your Main Phase 2 to re-Set it!
With these cards and more at your disposal, you can use the combo potential of Mist Valley Falcon to disrupt and destroy your opponents one-by-one!
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!
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!
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
3 Rockers
With the latest addition of Koa'ki Meiru Wall, rock stun now has even more options, Spell Negation.. from Bouncing monsters with Neo-Spacian Grand Mole, or stopping Special summons with Fossil Dyna Pachycephalo, Rock stun has become a Viable choice and a very easy to make budget deck, look for a deck list in the future. Just throw in Solidarity and have some fun! Enjoy!
Wednesday, November 24, 2010
Sideboarding, good,bad and fugly
In today's meta you'll see lots of powerful decks with amazing combos and tons of variety. one of the great,or to some, worst things about this game is the Sideboard. Yu-gi-oh is one of the few games where sideboardinding can mean the difference from winning and from Losing.
Theres allot of ways to go about sideboarding but the most effective way is to sideboard for all situation and the shortfalls of your deck. For example , if your deck syncrho summons allot you may want to side cards like Trap stun and Royal decree to protect yourself from Royal Oppression and Bottomless trap hole.
you may also want sideboard to stop your opponent's deck. Decks like Macro Cosmos can really hamper you chances of beating you opponent so siding Mass Field removal like Malevolent Catastrophe , Fairy Wind, and A Wingbeat of Giant Dragon. Here's some examples of cards you may want to consider for sideboard.
Theres allot of ways to go about sideboarding but the most effective way is to sideboard for all situation and the shortfalls of your deck. For example , if your deck syncrho summons allot you may want to side cards like Trap stun and Royal decree to protect yourself from Royal Oppression and Bottomless trap hole.
you may also want sideboard to stop your opponent's deck. Decks like Macro Cosmos can really hamper you chances of beating you opponent so siding Mass Field removal like Malevolent Catastrophe , Fairy Wind, and A Wingbeat of Giant Dragon. Here's some examples of cards you may want to consider for sideboard.
Destroy 1 face-down monster and remove it from play. If the monster is a Flip Effect Monster, both players must remove from play all monsters from their Decks with the same name as the destroyed monster.
Destroying and Removing from play face down cards is great. getting rid of all Flip monsters from there deck, Even Better! Great for those GK spy's which we will be seeing allot of. awesome vs Xsabers using there Darksoul and Emmersblade.This should be in Every one's sideboard.
Destroy and remove from play 1 face-down Spell or Trap Card. If it was a Trap Card, both players must remove from play all cards in their Deck with the same name as it.
Again another amazing card, especially if your not playing a trap heavy deck. Destroying and removing from play all those Solemn Warnings,War Chariots and Saberhole can greatly turn the game into your favor, also killing a Spell/trap is great, but hitting a trap for the possible +2 makes it Amazing this format, great for any side deck.
When this card inflicts Battle Damage to your opponent, you can select and activate 1 of these effects:
● Discard 1 random card from your opponent's hand.
● Send 2 cards from the top of your opponent's Deck to the Graveyard.
This a a great underrated sideboard card. Being a warrior is search able by Rota,Try him with Solidarity, Dark also makes it a allure target. Don Zaloog is a great splash able card for any dark deck or warrior deck. being 1400 atk gets Under Bottomless and his effect Can cripple your opponent.This makes a great sideboard card in decks that keep him protected without much effort, suchs as gadgets with all the 1for1 Hate, or even Scraps,Who wants to Swing over a Don Zaloog when they will get Smacked with Scrap Dragon next turn, and hey hes dragon fodder and sync material!
These are a few cool cards you should consider to add to your sideboard and theres TONS more.Penguin Soldier,Gravtic Orb,Whirlwind Weasel and Needle Ceiling are just a small taste of cards that Should be side boarded, or even Main boarded. Enjoy!
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