Saturday, 11 June 2011

Card Rulings (For Debris-Dandy-Doppel Theme Decks)

For those who run this kind of decks, please do take attention to this post. Since I play in DN too, I often encounter noobs who can only do netdeck without fully understanding the entire effects and rulings as well. This is one of my experience: I played with a "stupid noob" who ran Debris Dandy deck. I found a lot of misconception in card rulings during the duel with him. Though I tried to warn that JERK, he didn't listen to me as if he were the strongest duelist in this world. Luckily, I could beat him in a fair and square way. Okay, back to the main topic. The following will discuss some of cards rulings that most likely to be used in Debris Dandy Deck:

1. Reborn Tengu:
Please note that Reborn Tengu's effect WILL NOT be activated when this card is removed from the field while he is face down.
However, Tengu's effect will still be activated though if he is destroyed by battle while he is in face down position (See Mr Bahamut response below. Thanks a lot before for fixing my misunderstanding). What does it mean? The insanity of Reborn Tengu will be along us until OCG prints it (I am sure this card will not be available in two or three following banlist).

2. Doppel Warrior:
You use your Doppelwarrior to syncho summon, but then your opponent negates the synchro summon by using Solemn Judgment, Solemn Warning, or Royal Oppression. What will happen next??? (please note that this ruling is only mentioned in Japanese YGO Wikia. You will not find this ruling in YGO Wikia)
YOU WILL NOT GET ANY TOKENS FROM Doppelwarrior because the synchro summon is not considered hit the field.
Since the text mentions that you can special summon 2 tokens when Doppelwarrior is used as a synchro materials not synchro summon. Thus, tokens will appear if the synchro monsters hit the field. Again, if you could special summon two Doppel Tokens though your synchro monster is canceled, Doppelwarrior's rarity WOULD become higher than RARE only.
Here is the link: http://duelingdays.blogspot.com/2011/05/doppel-warrior-ruling-update.html (credit for duelingdays.blogspot.com)
P.S. Mr Bahamut posted the same thing regarding Doppelwarrior, but no one trusts me. Noobs are really annoying in DN


3. T.G. Hyper Librarian:
Here is another debatable card. When you summon this card, YOU WILL NOT DRAW from your deck. Also note, when the synchro summon is negated (via Royal Oppression, Solemn Judgment, or Solemn Warning), YOU WILL NOT DRAW too.

4. Junk Warrior:
When you summon Junk Synchron and revive Doppelwarrior (in order to synchro summon Junk Warrior), *edited* YOU STILL GAIN ATK POINTS from your Doppel tokens.

5. Debris Dragon:
Though this card will negate the effect of a monster that is revived, YOU STILL CANNOT REVIVE any monster which has "This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by..." written text. In addition, you can't revive Spirit type monster such as Kinkya-Byo.

*edited* sorry for the ruckus made, but you still can boost the atk of Junk Warrior since doppel warrior IS NOT a mandatory,and Junk IS A mandatory,so junk will goes to CL1,and doppel goes to CL2. Thus tokens comes out first,then followed by junk's effect to boost it's attack.

Well, some noobs who can only do netdeck (Debris-Doppel hybrid with TGHL obviously) are really annoying in DN. They can only kick the A.S.S. button when they feel they are going to lose or unsatisfied with the ruling. This only shows that noobs develop no sportsmanship and play just for a mere win. Anyway, my following post will discuss some type of people in DN (kinda a fun post). Thus, you can also learn how to pick a "random-but-good" opponent when you play DN.

This topic has been edited by Blitxerg, and hereby I beg your pardon for this mess.

Friday, 10 June 2011

Card Review: Black Luster Soldier - Envoy of the Beginning


This may probably be my very first post which is related with card review (or card of the week). Well, this old card seems to be "suspicious" because of his appearance in the upcoming series of Gold Series 4. Then, why do I discuss this long-banned card? Well, there is something clings on my mind, but please do take it as a grain of salt since I am not responsible in arranging the banlist.

In my opinion, this guy may probably be unbanned (back to limited again). This is just a mere speculation and my argument is still debatable. The following will explain why I think that this guy will be probably unbanned:

1. Nowadays, most decks are fast-paced theme. Most meta decks are able to perform multiple special summon or even synchro summon within a single turn and unleash an OTK blow (leaving the player's field with multiple monsters with gigantic attack). Thus, this card will be a kind of "punishment" for those who cannot finish their OTK within a single turn.

2. Chaos Sorcerer is now out of the list. Why should this card still be banned? In fact, this guy is a "giant" version of Chaos Sorcerer (with higher attack, defense, and even level). His drawback which appears as a result of banishing a monster is pretty painful since your opponent will be able to take him down in the following turn.
Well, we may think that this guy has another effect which can attack once again if he can destroy your opponent's monster. Though the second effect is pretty powerful, I think it is not as broken as previous meta. Remember, we, right now, have a fast-paced meta which allows players to swarm their field with tons of monsters within a single turn. Thus, again, this card will be a kind of "punishment" for players who spend their resources without attempting an OTK blow.

3. Cards like Solemn Warning, Solemn Judgment, Royal Oppression, Bottomless Traphole, and also Torrential Tribute are now played in each deck. These cards are pretty good in order to secure players field from being rampaged by this guy. In addition, cards like Dimensional Prison, Mirror Force, Dark Hole, and even Synchro Monsters like Trishula, Brionac, and Black Rose Dragon are enough to remove him from the field if players who summon him cannot end the duel. In brief, this card is less threatening than before since most decks run a lot of blocker cards.

4. Deck theme. We may think that this card is a "horrible" warrior for Junk/Debris hybrid theme deck. Yes, it is true because this card can be an irritating addition for the terrifying Junk Debris theme deck. However, I find that this card is not so compatible in some meta decks such as Gladiator Beast, Machine theme (Gadget, Machina, or Karakuri), and also X-Saber. So, this argument is still disputable.

5. It is now reprinted in GLD-4. This may probably be a sign that this card will be unbanned. However, this argument is also still disputable as well since in OCG card sets, this guy is still hard to be obtained. Despite of that, I have a strong feeling that this guy will not be a waste gold rare card in GLD-4. Just like GLD-3 series, I found there is no waste gold rare cards. All of those reprinted cards are nice and good to overcome the "overpriced" cards.

Now, I will talk about GLD-4 series briefly. So far, the revealed cards are nice and good, especially the gold rare cards since we can obtain some "overpriced" cards such as Doomcaliber Knight, Toon Table of Contents, and also Tytanial, Princess of Camellias. In addition, Konami also allows players to foil their decks by upgrading rarities by cards such as Morphing Jar, Royal Oppression, and also Grave Keeper's Spy. However, for common cards, it's a bit disappointing for a moment though it is just a little portion of the whole common cards in this series. I can only hope that the last six gold cards will be "overpriced" cards again, and the common cards will be highly sought cards.

Well, that's all for today since my college is in semester break right now, I may probably be able to update this blog weekly.

Thursday, 9 June 2011

Infernities

Since the limitation of Infernity Launcher, Infernities seem to have a hard moment to compete with other meta decks which are faster and more balance than Infernities. However, the release of Tour Guide from the Under World and Empty Space Sea Serpent Levaliel from the upcoming series of Generation Force will give a new strength for Infernities.

Before discussing about the upcoming combos which utilize those new cards, I will begin by explaining the most obvious combo in Infernities. Yes, it is Hunder-Eyes Dragon Loop. How does it work? For those who still don't understand how the combo works, please read the passage below carefully:

  1. The beginning phase:

    The must cards that have to be in your graveyard are Infernity Archfiend, Infernity Necromancer, Infernity Avenger, and at least one (or two if you want to do the loop three times) Infernity Mirage. Then, the other possible optional cards that you may have (in order to help you completing your loop): Stygian Street Patrol in your graveyard along with Infernity Archfiend / Mirage in your hand OR One For One / Infernity Mirage in your hand OR a set Call of the Haunted / Archfiend's Roar in your field.

    Here are some possible versions of the beginning of the loop:

    Ver. 1: (utilizing Stygian Street Patrol)

Banish your Stygian Street Patrol to special summon Infernity Mirage to your field. Tribute it and special summon Infernity Archfiend and Infernity Necromancer. Next, use your Archfiend's effect to take Infernity Launcer from your deck and set it immediately. Lastly, Use Necromancer's effect to revive your Avenger to your side of the field.

Ver. 2: (utilizing One for One)

Active One for One to special summon Infernity Mirage from your deck. Then, tribute it to special summon 2 Infernities (Archfiend and Necromancer). Then, repeat the same way once you have those monsters as previous example

Ver. 3: (utilizing Call of the Haunted / Archfiends Roar)

Active CotH or Roar to special summon Infernity Archfiend. Then, active his effect to grab one Infernity Mirage to your hand. Normal summon your Mirage and tribute it in order to special summon Infernity Necromancer and Infernity Avenger. This version is a little bit harder to commence the loop than the previos two (because you will not be able to retrieve your Infernity Launcher unless you have one more Infernity Archfiend in graveyard to be revived by Infernity Necromancer)

  1. The mid phase:

    The must cards that have to be available:

    Field: Infernity Archfiend, Infernity Necromancer, and Infernity Avenger. I assume that we have already used all of their effects (all of these cards are mandatory and required).

    Hand: Infernity Launcher (optional). You can set it in order to active the “handless” combo.

    Graveyard: at least ONE Infernity Mirage (mandatory).

First, synhcro summon the first Hundred-Eyes Dragon (HED) via those three Infernities (4+3+1=8). Then, active HED's effect by removing Infernity Mirage from your graveyard. Tribute your HED (since it has gained Infernity Mirage's effect) to special summon Infernity Archfiend and Infernity Necromancer. Use Infernity Archfiend's effect to grab Infernity card (usually Infernity Barrier) and use Infernity Necromancer to bring your Infernity Avenger back to the field. Once again, synchro summon the second HED and remove the second Infernity Mirage from your graveyard. Then, repeat the same way as previous example (you will add another Infernity Barrier and have three Infernity monsters – Infernity Archfiend, Infernity Necromancer, and Infernity Avenger).

  1. The end phase:

The required cards that must be available:

Field: Infernity Archfiend, Infernity Necromancer, and Infernity Avenger. I assume that we have already used all of their effects (all of these cards are mandatory and required).

Begin your last step by synchro summoning those three monsters into Infernity Doom Dragon (so you can use your set Infernity Barriers which have been retrieved by your Infernity Archfiend during the loop).

If you have an Infernity Launcher, you can active it to gain one more extra synchro summon. Yes one more synchro summon (you will gain tons of insane advantages if you can complete the loop perfectly), active it and send it to special summon Infernity Archfiend and Infernity Necromancer. Active their effects to retrieve whatever you want; then synchro summon them (usually Stardust Dragon to have an extra protection).

So, at the end of the loop you will have the following cards:

Field: Infernity Doom Dragon and one more level 8 or 9 synchro monster (if you use Infernity Launcher during your loop).

Two or three Infernity Barriers which are enough to lock your opponent's further movement.

Are there any drawbacks? Yes, there are some disadvantages that can be distracting. Your opponent's backrows can threaten your combo from being smoothly performed. Thus, you should begin your big play by using Giant Trunade or Trap Stun to secure your game. In this case, Seven Tools will not be so helpful compared to Trap Stun. Luckily, there is only one Book of Moon that can block your synchro summon. Be aware of Effect Veiler which can shut your Archfiend or Necromancer. In brief, though this combo can bring massive advantages if you can satisfy it perfectly, the obstacles that must be dealt with are enormously large and crucial.


Despite of that, I am going to talk about some new supports for Infernity cards:

  1. Tour Guide from the Under World:

    This card is an awesome addition for Infernities. You simply need to normal summon this card and special summon Infernity Necromancer from your deck. Though Necromancer will lost its effect, the most important thing that you want to achieve is neither its effect nor synchro summon. Yes, it is exceed summon!!!

  2. Empty Space Sea Serpent Levaliel:

    This exceed monster has a connection with your Tour Guide. Once you have those monsters (Tour Guide and Infernity Necromancer), feel free to exceed summon this guy. Its attack is not interesting, but its effect is so insanely awesome. What is that? It helps you to retrieve your banished Infernity Mirage after you run you loop as it is mentioned in the first part. What does it mean? This means that more synhcro summon can be obtained by using this card. Interesting?

  3. Archfiend's Roar:

    This old card seems to be a trash before, but this card right now seems to be a “valuable” choice for your Infernity deck. Why? Simply by activating this card, you will be able to special summon Infenrnity Archfiend from your graveyard and gain his effect to add one more card from your deck. It means that this card is a +1 in Infernity deck.

  4. Fabled:

    I somehow think that Fabled can be a great addition this deck since it demands to be discarded to the graveyard in order to launch their madness. I think I may probably post it in the future.

    Well, I think that's all about Infernites. I am so excited with what will happen to Infernities after the presence of these 2 cards in your deck. Since so far, the play style of Infernities is really awful and disappointing. In fact, Infernities are like a double-edged blade in which it can be so powerful and terrifying once you can unleash the complete combo. On the other hand, if you fail to run the combo thoroughly, you will be "punished" since you have lost most of your cards in your hand.

Tuesday, 7 June 2011

Don Zaloog MK03

First,I'm sorry for not posting for a long time since got too occupied with college and stuff. And since photon shockwave haven't released yet, I'll post a deck that I made by myself and proved quite good.
Well,maybe it is weird to see the title stating Don Zaloog MK03 and there's no MK01 or MK02 . Actually this is the current deck that I run in DN and pretty much fun.

Monster:12
3 Don Zaloog
3 Cliff the Trap Remover
3 Breaker the Magical Warrior
3 Thunder King Rai-Oh

Spell:11
1 Dark Hole
1 Monster Reborn
3 Pot of Duality
3 Shrink -> I choose shrink over burden because it can saves my monster from BTH and also from battle
2 MST
1 RotA

Trap: 17
2 Solemn Warning
1 Solemn Judgment
1 Trap dustshoot
1 Mind Crush
2 Drop Off
1 Torrential tribute
1 Dust Tornado
3 Drastic Drop Off
2 Bottomless
3 Compulsory -> for bouncing back your own monster or bouncing back those tuner/synchro

Well this deck isn't really perfect but can give you advantages if run correctly

Anyway, my ID in DN is Blitxerg so if you guys happen to see me then come and join my duel :D