Pendulum Monsters

As the series of Yu-Gi-Oh! progresses, we now have a fifth installment of the series, Yu-Gi-Oh! ARC – V. This show introduced a new set of cards called Pendulum Monsters. These cards are in current circulation, and have caused quite a stir among Yu-Gi-Oh! fans. Some don’t like the new addition of Pendulum Monsters, and some do. Some might not like the change, because it may seem complex or just simply unnecessary.

These new monsters are a combination of spell and monster, and they come with a new zone on the playing field. The new zone, the Pendulum Zone is right in between the Field Zone/Graveyard Zone and the Extra Deck/Deck. These monsters do not classify as any other spell card except it’s own. 

While the Pendulum Monster is in the Pendulum Zone, it is considered to be a spell card, though not a continuous spell. I believe before you Pendulum Summon you have to chose whether you want to Pendulum Summon or Normal Summon and chose in accordance on how to summon it.

While the monster is in the Pendulum Zone it has its own pendulum effect that effects cards on the field. If both Pendulum Zones are occupied you can Pendulum Summon/Special Summon monsters from your deck equal to the scale difference.

Below is a Pendulum Monster.

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Composition Nightmare! (lock down 02)

 

If you have not noticed this yet you can cripple attribute and type composite decks with two specific cards, Rivalry of Warlords and Gozen Match. With these two cards combined you could cripple any composite deck, just keep your deck specific to one type and attribute. With Gozen Match you and your opponent must send monsters to the graveyard if you and your opponent control(s) more than one monster attribute. Rivalry of Warlords is the same way, only though the effect deals with monster types. As well I decided to throw in Imperial Custom as a sort of life insurance for these two continuous trap cards. 

I must say that these cards can cripple archetype decks for certain. To make an example The Six Samurai decks, Neo and Classical are effected by Gozen Match simply because they are composited of all six attributes: Water, Fire, Earth, Wind, Light and Dark. 

An example for Rivalry of Warlords is the Ice Barrier Deck. That deck is pure water, but in monster types Rivalry of Warlords hurts it. It ranges in monster types of Spellcaster, Aqua, Warrior and Dragon. 

To really put a crimp in your opponent’s plans the field spell, Array of Revealing Light helps out in the monster type region as well. When Array of Revealing light is activated declare a monster type and the monster of the declared type cannot attack in the turn it is normal, flip or special summoned. 

Lastly to use this these cards and not effect yourself, I would suggest for archetypes decks like the Blackwing deck that are composed specifically of dark attribute winged-beast type monsters. 

I hope this helps!

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It’s the Final Countdown! (Lock Down 01)

What I have comprised below is a sure-fire (if not) way to a one-sided match where you are controlling the shots. With life absorbing machine active you gain half of the life points you paid from a previous turn. Imperial Customs protects all Continuous Trap cards excluding itself. Activate Final Countdown and don’t worry, you will regain 1000 LP in your next turn from this payment of 2000 LP. With Tour of Doom you can either prevent yourself or your opponent from flip summoning or normal summoning by the dictation of a flip of a coin. You want the ‘heads’ result, and that prevents your opponent from normal summoning and flip summoning. Second Coin Toss allows for you to re-do a coin toss, negating the prior toss. Royal Oppression disallows your opponent from special summoning at the cost of 800 LP each time they special summon. You gain 400 LP back on your next turn from Life Absorbing Machine.  Light of intervention disables their ability and yours to set monsters on the field. With tour and Intervention alone the only thing that your opponent can do is special summon, but the answer to that is Royal Oppression.

The desired combo though is: Imperial Custom, Tour of Doom, Light of Intervention, Royal Oppression and Second Coin Toss. Of course be sure though to activate Final Countdown first, and if you want to activate the Life Absorbing Machine to gain back half of the paid LP from Final Countdown you will have to get rid of it to make room for the other cards. I suggest double cyclone to get rid of it. With the normal spell card double cyclone you can destroy one spell/trap card on your side and destroy one spell/trap card on your opponent’s side.

I hope this helps!

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Ioniter Deck

I have found two “super-types” that can run well together if it has not been done so already. How about if you were to try to combine a Union deck with a Tuner deck? 

Union monsters act as equipment cards and take on the mantle of an Equip Spell Card when they are equipped to a monster by its effect. This can be done in the same turn that a Union monster is normal or special summoned.

I would to clarify that the equipping cannot be done from the hand. Also you cannot special summon the Union monster the same turn you equipped the union monster to another monster, Union or Non-Union, like in Magic the Gathering where you would summon a monster and it cannot attack unless it has haste (summoning sickness).

These Union monsters can give great longevity to any monster on the field as it is that the Union monster is destroyed instead of the equipped monster, and keep in mind that the equipped monster can only have one Union monster attached to it at a time. 

Let us segue into the Tuner monsters. Tuner monsters as we know are used for synchro summons. Not only would a Tuner monster be given longevity from the equipment effect of any Union monster, but you have a back-up monster in your Spell/Trap Card Zone that you can special summon for a quick synchro summon. A quick way to get around the normal summons/special summoning sickness of a Union monster would be the Normal Trap Card Roll-Out where it equips a Union monster from your graveyard onto an acceptable monster on your side of the field.

If your mind has not been blown yet today/tonight, well consider it blown!

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Gemulum Deck

If this has not been done yet, I personally devised a deck that works with Pendulum monsters and Gemini monsters. So you know how a Gemini monster that is summoned to the field is like a monster in Magic the Gathering that has summoning sickness, in that it cannot use its effect(s) immediately? Well to bypass that would be to special summon it of course. Now since a pendulum summon is considerably a special summon, once you pendulum summon a Gemini monster you can normal summon the Gemini monster immediately so as it may use its effect.

If this did not blow your mind, consider it blown!

Ghostrick Combo (# 6)

In playing on the Dueling Network site I discovered an amazing combo done with Ghostricks that you would never even imagine, or even think of using. The combo I am going to reveal is very unique in that is unexpected. What I am talking about is Mystic Swordsman level monsters, but to be exact would be Mystic Swordsman LV4, and the continuous trap card Ghostrick-Go-Round. Now Mystic Swordsman LV4 states that he has to be set before he can attack. Ghostrick-Go-Round works around that. Since you cannot set and flip up the same monster in the same turn by itself, you can target that face-down card with an effect and flip it face-up. With Ghostrick Witch face-up on the field use her effect to change one monster your opponent controls to face-down defense position. Now you can attack with Mystic Swordsman LV4 and use his effect to immediately destroy the face-down monster it attacked during the start of the damage step, which cuts out the damage step.

I saw this being played and the results are amazing!

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Special Summon Nightmare (Lock down 03)

I discovered an old school lock-down tactic that stops special summons for good. Play the normal spell card Double Summon and normal summon by effect Barrier Statue of the Stormwinds and Barrier Statue of the Abyss. Equip both of the with the spell card Mist Body. Mist Body makes it so monsters equipped with it cannot be destroyed by battle. Now barrier’s state that monsters cannot be special summoned except monsters that share its attribute. However if you have two out on the field like Stormwinds and Abyss, the effects counteract each other and makes special summoning an impossibility.

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Fast Synchro Summon!

Alrighty let’s get down to it, this tip is for fast level 8 synchro summons. This tip will help u to bring out Stardust Dragon faster and Red Dragon Archfiend even Hot Red Dragon Archfiend but sadly not for Beelze of the Diabolic Dragons.

Alright, summon out Summoner Monk and by effect switch him to defense position. Then by his second effect discard a spell card to special summon from your deck a level 4 monster. From your deck special summon Top Runner. Top Runner is a level 4 tuner monster. Send the two to the graveyard to synchro summon any level 8 synchro monster. Now if you want to change things up a bit, play the normal spell card Falling Current and target either Summoner Monk or Top Runner and declare a level between 1-3. The monster becomes the designated level. If you chose 3 u can send Top Runner and Summoner Monk to the graveyard to synchro summon Black Rose Dragon or Ancient Fairy Dragon or any level 7 synchro monster. If u declare level 2 with falling current you can synchro summon Celestiel Wolf Lord, Blue Sirius or any level 6 monster. So u get the idea that this setup for synchro summons is fast.

Now you can always play the spell card Double Summon to conduct 2 normal summons to synchro fast as well, which is actually faster, but I would consider including the above stratagem if you want to have more than one type of opportunity to synchro summon.

I hope this was useful. Thanks for reading!

Blackwing Combo (# 4)

In looking at my Blackwing deck I discovered a monster/spell combo that could help out immensely. Summon out Blackwing – Fane the Steel Chain. Now Fane has 500 ATK which will bypass Trap Hole and if your opponent had the trap card Infinite Dismissal on the field to send it to the graveyard at the end of the turn because he is below level 3, don’t worry what your going to do will render Infinite Dismissal pointless. 

Okay so, with Fane bypass your opponent’s monster(s) and attack directly hitting them for 500 LP (Life Point) damage. Fane’s next effect allows him to switch a monster your opponent controls from attack to defense position. Then play Black-Winged Strafe. Strafe is a normal spell card that destroys a defense position monster by tributing a Blackwing monster (Fane). Tribute Fane with Strafe and destroy that freshly position-switched monster and let’s say that monster was a high level high ATK point monster. This move should give you an edge in your duel.

Thank you for reading! 

Card Combo # 3

I discovered a spell combo that can take care of two monsters your opponent controls. Play the equip spell card Snatch Steal and take control over a monster your opponent controls. Now naturally on your opponent’s turn they get a nice LP (Life Point) boost of 1000 during their standby phase, but you are not going to give them that chance. What you are going to do is activate the spell card Enemy Controller and tribute the equipped monster to take control over another monster on your opponent’s side of the field.

Now playing one Enemy Controller is enough, but if your opponent has more than those two monsters, you can play another Enemy Controller to be a major jerk. Look at it this way, sometimes in the game you have to play hard to win. Hope you enjoyed this card tip! Thank you for reading.