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!

Fantasy Card 14 – Lunava, Guardian of the Deep

Appearance: A giant 50 foot siren with three tails of consecrated ice and electricity. Chest, head and tails are of an ice construct and the arms are of an electrical construct, though fingernails are an ice construct. Hair is of an electrical construct. Left eye is of a solid bright yellow color and the right eye is of a solid bright green color. Adorning the head is a crown of icicles. (monster is seen wielding two 30 foot golden tridents) Background – The ocean deep.

Divine – Beast/Effect, Attribute – Divine, ATK/5000 – DEF/5000

Requires 3 monsters to normal summon (cannot be normal set). This card’s normal summon cannot be negated. You can special summon this card from your hand by removing from play 3 monsters from your graveyard instead of conducting the normal summon. When normal summoned or special summoned cards and their effects cannot be activated. When this card attacks you can negate that attack and inflict life point damage to your opponent equal to the total of the combined monsters’ ATK of monsters that your opponent has out on the field.

Fantasy Card 04 – Treasure Dragon of Anubis

~ 2 level 4 “Gravekeeper’s” monsters~

Appearance: A black furred wyvern with 4 red glowing eyes, 4 horns, 4 wings, 2 legs and the tail of a jackal. Horns, claws, and teeth are golden. Spine is lined with rubies and emeralds. Edges of wings are lined with rubies and emeralds.

Dragon/Xyz, Attribute – Dark, ATK: 2700/DEF: 1500, Rank 4.

Effect: You can send 1 Xyz material from this card to inflict 1000 points of damage to your opponent. You can tribute 1 “Gravekeeper’s” monster to inflict 500 points of damage to your opponent.

Guardian Deck

This is an old deck and to use it correctly you have to equip other monsters you control in order to bring out the Guardian monsters. 

Example – Equip Obnoxious Celtic Guard with Rod of Silence Kay’ est in order to normal summon or special summon Guardian Kay’ est.

Fantasy Card 02 – Gold Chained Dragon of the Amazon

~2 level 4 “Amazoness” monsters~

Appearance: A green and blue feathered wyvern with long pointed ears and a set of ‘v’ formation straight horns. Dragon is feted with golden shackles and chains – chains are broken and dragon is feted on by its neck and ankles.

Dragon/Xyz, Attribute – Wind, ATK: 2500/DEF:  1200, Rank 4

Effect: You take no battle damage from “Amazoness” monsters on your side of the field while this card is face-up on the field. When this card attacks a monster in defense position whose defense is lower than this monster’s ATK, inflict battle damage to your opponent’s life points.

Fantasy Card 01 – Treasure of the Dark Scorpions

~2 level 4 “Dark Scorpion” monsters~

Appearance: A jewel and diamond encrusted giant golden scorpion with ruby eyes.

Insect/Xyz, Attribute – Dark, Atk: 2400/DEF: 900, Rank 4

Effect: This card cannot be destroyed by battle. When this card inflicts battle damage, send 2 spell cards from your opponent’s deck to the graveyard.

The Naturia Deck

With the Naturia Deck you can go 1 of two ways with it. You can play with it as a Plant Deck or as an Insect Deck. I prefer an insect deck because a lot can come out of an Insect Naturia Deck. So I am going to delve into the insect realm of the Naturias.

I prefer to run with the spell cards Spider Web and Spider’s Lair with this deck. These are two cards that switch your opponent’s monsters into defense position and keeps them there for as long as they remain on the field if your opponent’s monster attacked an insect monster you control.

Another card I like to use is the trap card Counterforce with Naturia Butterfly and Naturia Stinkbug. Butterfly and Stinkbug negate an opponent’s monster’s attack, and when combined with Counterforce…well here is Counterforce’s effect: ‘When a monster’s attack is negated that targeted a face-up Attack Position monster, inflict damage to your opponent equal to the difference in ATK between the 2 monsters.’ Now since Butterfly and most low level Naturia monsters have low attack points ranging from 100 – 1200 that could be a lot of damage dealt.

Another card that negates attacks that can be combined with Counterforce is Insect Neglect. Insect Neglect is a continuous spell card that allows you to banish (remove from play) an insect type monster to negate an opponent’s monster’s attack.