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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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.

Yang Zing – Wyrm Deck

I have talked about Wyrms before being the new monster type, and now a new deck has come out that centers around that new monster type, the Yang Zing. They are a group of draconic creatures that are wyrm type. Their effects help to bring one another out and they do rely on synchro summons.

Wyrms in mythology are a type of dragon that usually live in caves and sometimes can be a blind species. Some do have a tendency to live in mountains. They usually have a serpentine body much like the Asian lung, which the Yang Zing appear to be.

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Qliphort “Qli”

So I play on the Dueling Network site and I have gone up against the Qliphort deck. I don’t like it on account of it being ridiculously fast, and it’s ability to OTK. Their OTK is centered around their high attacks and one turn fast summons. It is a Pendulum deck, meaning that most of the monsters are Pendulum monsters.

New Monster Type!

I am so excited! There is a new monster type and it is the Wyrm type. For a long time now I have been waiting for a new monster type to emerge and now finally we have a new type. Sadly I only see one card, but with time more cards will emerge. Below is the new card.

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