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!

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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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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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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