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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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!

Resurrecting the Toons

After a long, long, long while the Toon monsters and their spell and trap support cards are finally back and are in circulation, and the pack to be looking for them in is Clash of Rebellion 2. It is kinda hard to miss, for it has got a picture of a cartoon, comic style black cat.

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Trap Barrier Combo (# 5)

I discovered something a moment ago with two continuous trap cards, Astral Barrier and Spirit Barrier. Both of these cards create an awesome combo while a monster is out on the field. While a monster is out on the field (face-up or face-down) Spirit Barrier makes it so that you take no battle damage. Combined with Astral Barrier you take no damage from your opponent’s direct attack if u change the attack to your monster to yourself.

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New Rules…sigh

Ok, so lately I’ve been playing on Duel Network and I have discovered a couple new rules in the physical game which reveals that this 10 year player is 2 years out of date when it comes to the rules. This player knows all of the old rules which still weigh into today. 

One of the new rules states that you can have two field spells active simultaneously on the field. This means that if your opponent controls a field spell and you activate your field spell your opponent’s field is not bumped and sent to the graveyard. You can run with your field effects and your opponent runs with their field effects at the same time. Another rule is that the player that goes first does not draw the sixth card. This rule addresses the issue of an unfair advantage.

One last rule seems to be more of a rumor than a real rule and that is that the new hand size limit became 8. I did some research and the hand size remains at 6. 

Thanks for reading, and with this update I hope you are caught up on the rules especially if you are like me and you have been playing for a very, very long time.

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! 

The Naturia Suggestion

If you run with a Naturia deck and you have the fusion card Naturia Exterio and the synchros Naturia Beast and Naturia Barkion I suggest adding the spell card Miracle Synchro Fusion. I would suggest that you allow Beast and Barkion to be sent to your Graveyard by your opponent in order to play this card. Now you could use this card while both are on the field but bringing both out at the same time would be difficult, so let’s do this from the Graveyard. Activate Miracle Synchro Fusion and remove (banish) from play Barkion and Beast from the Graveyard in order to fusion summon Exterio and voila! I hope this was helpful. Thank you for reading!

Stardust/Red Dragon Combo (#2)

If you are running a tuner deck and you have Stardust Dragon and Red Dragon Archfiend in your Extra Deck work your way into bringing these two bad boys out because they compliment each other a lot. Now if Stardust and Red Dragon are out on the field and your opponent has walled you in with a Gravity Bind or a Level-Limit Area B (of which stops you from attacking) or if they have some sort of monster wall you can negate Red Dragon’s effect that destroys monsters that did not declare an attack by tributing Stardust and destroying Red Dragon.

Now you can if you wanted to, special summon Red Dragon from the Graveyard with the trap card Descending Lost Star and play Ultimate Offering to additionally summon clock resonator when you summoned Barrier Resonator to synchro summon Red Nova Dragon.