Thursday, 28 February 2013
King's pet
The main combo is utilizing his pet so he could come up to the field early and start ruling the field with formations , mainly tenki and getting reinforcements from the Core Chimails , focused on the horse and the crusader.
And of course this is the current deck that I run and I'm quite impressed with it's speed and could swarm the field easily with multiple kings , with some hope of course.
This is the deck list I'm using for now but might get improved better as I test it through duels
Monsters : 20
2 Rescue rabbit A.K.A the king's pet
3 Gladiator Beast Andal -> They could get back to the deck in case you got 2 of them 1st hand
3 Vorse Raider -> 1900 DARK beast warrior , viruses , AND could be brought out by king's effect along with Andal
3 Core Chimail Urnight -> swarm engine , OR simply a beatstick
3 Core Chimail Crusader -> Urnight's best partner
2 Core Chimail Rock -> Suicider for core
1 Effect Veiler
2 Tour Guide from the Underworld
1 Night Assailant
Spells :12
2 Forbidden Lance
1 Book of Moon
3 Fire Formation - Tenki -> Main Searcher and one of the combo starter
2 Fire Formation - Tensu -> Another combo starter
2 Iron Core of Core Chimail -> Urnight....
1 Heavy Storm
1 Dark Hole
Trap 8 :
1 Solemn Warning
2 Bottomless Trap hole
2 Fire Formation - Tenken
1 Solemn Judgment
2 Horn of Phantom Beast
Extra 15 :
3 Brotherhood of the Fire Fist - Tiger King ( Boss of this deck) -> still looking for one lol
1 No. 50 Black Corn ( those mines remover )
1 Zenmaines
1 Leviair
2 Utopia
1 Gem Knight Pearl
1 Gladiator Beast Essedarri
2 Gem Knight Emerald -> soon
1 Photon Pappilloperative
1 Leviathan Dragon
1 No. 30 Acid Golem
Well maybe the extras aren't much since I can also got with pure beatdowns.... I also got my side decks for going against Skill drain and stuff , but it's self preferences so I'm not gonna post it here.
I'm looking to go with this deck for this format and going to see what I could do with this deck :)
Friday, 1 February 2013
I'm Back with Hazy Flame
Here I am , back to the world and starting a new journey with ... well not a strong one , but quite good in combo and got a strong card for a boss card.
Hazy Flame
An archetype consisting level 6 FIRE monster that utilize in swarming the field and easy summoning to get the boss quickly into the field and start rampaging with it.
Hazy Flame Basiltrice requires 2 OR more (max. 5) level 6 FIRE monsters as it's material for XYZ summon. For Basiltrice to get it's effect(s), you need to have at least 3 materials. Doing this might be hard enough knowing that it's a rank 6 XYZ monster and we know that bringing out 3 or more level 6 monsters is hard enough to do. That's when their pillar start to kick in. It's effects lets you to normal summon hazy flame monsters with one less tribute, making it free normal summon and let you to attach 1 Hazy Flame monster from your hand or field to one of you XYZ monster on the field.
Once you get your Basiltrice with at least 4 materials, it turn into almost an impenetrable fortress, and this is one of many way to win in this deck.
This deck mainly focusing on special summoning many level 6s and start XYZ summoning boss monsters such as Bounzer and M7 to control the field.
There are many ways to utilize this deck, but from many cards available , I decide to use Goka and Manticore because all of them are level 6 FIRE monster and have a unique way of special summoning, especially the dumping monster part.
here goes the deck list for my build and still in development progress of course
Tuesday, 12 June 2012
Run Out Of Gas...
it's sad to announce this but this is the only way, since I couldn't keep on posting about yugioh anymore :s
but as I promised last time(yeah it really took a long time) I'll post a decklist for the stun deck
well, maybe this deck looks fragile but it has it's own pace ...
here goes :
Monster :
3 KM Crusader
3 KM Wall
3 KM SandMan
3 Block Golem
3 Gigantes
3 Jujitsu Master
3 Gransoil
Spell:
3 MST
1 Monster Reborn
1 Dark Hole
Trap:
3 Call Of The Haunted
2 Solemn Warning
1 Solemn Judgment
2 Bottomless Trap Hole
2 Torrential Tribute
2 Safe Zone
2 Fiendish Chain
Yes, This is a heavy trap deck so usually you would like to add 1 or 2 night beam to your side deck to destroy your opponent's decree
On a second note, I might moving to a new one and start something new, and will be likely a TCG blog, not only for Yugioh but for other TCGs as well
Last word, may the best duelist win :D
Saturday, 31 March 2012
Let's Rock and Roll!
Saturday, 24 March 2012
Resurfacing~
I know that for a past few months, this blog got no updates at all, and looks like an abandoned blog...
Many things happened...
infernus retired from a duelist, starting to play another card games
tri-edge, he got his own team and blog now so I don't think he won't contribute much for this blog from now on...
Thus leaving only me in charge of this blog...
For me myself I got few things to do in univ, also for these few months I felt that I lost my spirit for duelings...
But then after all I think I will return and once again write on this blog :D
I hope you guys can still visit this blog and be a good blog for you :D
Thanks for our readers, now and then, and let's start the duel!
Friday, 2 September 2011
Xyz Material TCG Official Ruling
thanks to my team mate, Cosmos whom upload the pict to my Team FB Group.
so basically:
1. no +3 for your Tour Guide + Gold Sarco post PHSW
2. no Tengu spam when you overlay Tengu into an Utopia
3. no Raigeki when you overlay Absolute Zero
4. sent PsZ to the Graveyard when you detach him after Special Summoned him by his own effect
5. sent Quillbolt to the Graveyard when you detach him after Special Summoned him by his own effect
6. bye-bye Tour Guide + Sangan Combo
7. hello Plaguspreader + Quillbolt Combo
8. hello immortal Gachi Gachi Gantetsu
9. bye-bye ******
that's all, so~ Infinitive log out!
Friday, 22 July 2011
massive reprint!! is this troll or...
Well, first thing first i admit that a lot of people were in a big loss because of this reprint, since now Pot of Duality price is no more then just a mere $8.00 (according to internet price), and Kristya price is also get a big drop from $90.00 to $50.00 (you can even get the Super one with only $5.00) but never forget, this is a game dude, not a place to search a profit in the first place, so blame yourself for piled a lot of Kristya and PoD. And now let's get to the main Topic,are we being trolled? or not? well of course the answer is...
no!!
They never think to troll their player, i never get what ppl think by saying that they are trolling the player, the answer why they do a massive reprint is first to get a more profit for themself of course, and second to make the access to good card easier, also like i already mention before that this is a game in the first place, so of course they would think how to get more player into their territory, and so of course they gonna do something like this to gather more people to play their game, this is a predictable if you think it carefully.
Also if you look closely at Yu-Gi-Oh! history, you'll recognize one thing about the difference price that TCG and OCG have, how in OCG is really easy to create a competitive deck while in TCG is really hard to create one, and then one name will appear on your mind... If you remember the time when YGO TCG is still in the past era when how a card with $400.00 Price is not a surprise (looking at how expensive is CCV and DAD when DAD Tele is still dominating), yeah, yeah i know about something like 'seller is the one who decide the price' this is one of wrong though that player had. I mean of course Seller is the one who decide the price, but once again think about it carefully if DAD were never printed in Secret Rare and make it hard to found in it's expansion, will seller place $200.00 for it's price? just think what if DAD printed in rare, of course seller won't place $200.00 on it's price, so rarity is indirectly affected the price, well what's done is done, now let's back to the topic. IMO they wanted to change this perspective of player that think 'only people with a lot of money can play competitive in tournament' though at the past, now with this a lot of reprint (and maybe more reprint in the near future for Warning etc), player didn't have any excuse again for being unskilled by saying 'this card is expensive so i can't buy it!' because is already and gonna reprint a lot of card!! that's why never think they are trolling you! because what they do is for the sake of this game and for the sake of the competitiveness that this game had! wouldn't it be fun if the tournament get more difficult because now every person can have their own Duality and Kristya (and maybe Warning in near future)? well if you want an easy win and didn't want to compete just play Yu-Gi-Oh! Tag Force 6, it's easier you know?
okay that's all! bye for now guys!
Monday, 18 July 2011
Core Chimail Infernus Combo: No 10: Shirokishi Illuminator + Zenmai Armored Zenmaister Loop
first we already had this card named 'Zenmai Armored Zenmaister' from the Generation Force, in case you didn't know the card:
2 Level 4 monsters
This cards gains 300 ATK for each of its Xyz Materials. Once per turn, you can detach 1 Xyz Material from this card to select 1 face-up monster on the field that you control. Flip that monster into face-down Defense Position. During the End Phase, the selected monster is flipped into face-up Attack Position.
and next we get a new Numbers card from the Photon Shockwave named 'No 10: Shirokishi Illuminator'
3 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; send 1 card from your hand to the Graveyard and draw 1 card.
maybe some people still not realise it or won't realise it, but this two new card bring a new hope to Koa'ki Meiru! so first you must have this card in your field and hand to pull this awesome combo:
Hand:
1 Koa'ki Meiru Urnight
1 Iron Core of Koa'ki Meiru
1 Monster Reborn/Urgent Synthesis (only if you have an Iron Core in your graveyard)
Field:
1 Koa'ki Meiru Urnight
any Koa'ki Meiru Monster
you can prolong the combo by having 1 Core Transport Unit either in your hand or your field and another Urgent Synthesis/Monster Reborn in your hand
to do it:
1. Reveal your Iron Core to use Urnight effect and special summon any Koa'ki Meiru Monster from your Deck to your field
2. Overlay both of your random KM to Exceed Summon Zenmai Armored Zenmaister
3. use Zenmai Armored Zenmaister effect to flip Urnight into face-down defense position by detaching 1 Exceed Material
4. Flip Urnight again into face-up attack position then use Urnight effect once again to summon another random KM
5. now since you still not use any of your normal summon yet, normal summon your second Urnight and use it's effect to grab another random KM
6. Overlay your Urnight with another 2 random KM and Exceed Summon Shirokishi Illuminator, and now you have 1 Shirokishi Illuminator + 1 Urnight + 1 Zenmaister in your field
7. activate Shirokishi effect and detach Urnight, you can then discard one card (anything) and draw 1 card
8. use your Monster Reborn/Urgent Synthesis to Special Summon the detached Urnight and use it's effect to summon another random KM
9. you can attack your enemy with your field full of monster or you can skip this step to the next step
10. Overlay your Urnight and that random KM to Exceed Summon either Hope, Roach or another Zenmaister! and voila you have 3 Exceed in your field now + 1 Urnight in your field now!
to prolong the loop:
11. overlay both of your Urnight and the random KM and Exceed Summon another Shirokishi Illuminator
12. detach Urnight again and discard 1 card to draw 1 card
13A. if you using Urgent Synthesis before and you have Monster Reborn now in your hand, you can use it to revive the detached Urnight and make it special summon another KM
13B. if you didn't have any Monster Reborn but you had another Urgent Synthesis + Core Transport Unit in your hand or field, you can use CTU effect to discard your core and grab another core and then use the Urgent Synthesis, but if you have another core in graveyard you can just use the Urgent Synthesis and revive the detached Urnight and special summon another KM
14. if you not yet enter Battle Phase you can enter it now to give massive damage or you can skip it again just like before and continue to the next step.
15. since you can't have another Shirokishi Illuminator and it's impossible to use the 3rd Urgent Synthesis or another Monster Reborn, just overlay both of your Urnight and KM random to Exceed Summon Hope or Roach or Kachi Kochi Dragon or Zenmaister
16. and voila you have 4 Exceed Monster now! and if you still not enter the battle phase, you can enter it now!
the card that being used:
During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Beast-Warrior-Type monster in your hand. Once per turn, you can reveal 1 "Iron Core of Koa'ki Meiru" in your hand to Special Summon 1 Level 4 or lower "Koa'ki Meiru" monster from your Deck, except "Koa'ki Meiru Urnight".
During your Draw Phase, if this card is in your Graveyard, you can add this card to your hand instead of drawing, and/or send 1 "Koa'ki Meiru" monster from your hand to your Graveyard to add this card to your hand.
Return 1 "Iron Core of Koa'ki Meiru" from your Graveyard to the Deck. Special Summon 1 Level 4 or lower "Koa'ki Meiru" monster from your hand or your Graveyard.
Once per turn, you can discard 1 card to add 1 "Iron Core of Koa'ki Meiru" from your Deck to your hand.
the other card is staple and i though all of you must already know what the effect of those card is, anyway that's all folks see you next time!
Saturday, 11 June 2011
Card Rulings (For Debris-Dandy-Doppel Theme Decks)
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).
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)
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

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, 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:
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)
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).
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:
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!!!
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?
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.
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
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
Wednesday, 18 May 2011
Scraps...
Despite of that, I am interested by Reborn Tengu, a newly released card fom EXCV (TCG Excl card). To be honest, I really admit this card "powerfulness". Having a high attack and self-replacement ability, this card is a better version of Destiny Hero - Malicious who requires to reach graveyard first in order to release his brutality. In addition, Reborn Tengu is a good bait for your Scrap Dragon. Why? The answer is obviously Tengu's self replacement ability.
Now, the only problem that we have to think carefully is Necrovalley. Since we can only get rid of that card by relying only on 2 MST's and one Giant Trunade, we have to add some extra cards that can be used to stop an early Necrovalley. Remember, a GK deck usually has 5 Necrovalley for its first turn (3 GK Commandants and 2 Necrovalleys itself).
A Scrap deck usually runs a lot of monster to be dumped to graveyard, and most likely it runs monsters that have advantages in graveyard too (Dandylion, Junk Warrior, Doppelwarrior, etc). Thus, we have to consider what Spell/Trap cards that can be used in order to block Necrovalley.
Here is an example for standard version of Tengu Scraps:
MONSTERS: (18)
3x Scrap Chimera
2x Scrap Orthos
1x Scrap Beast
1x Scrap Goblin
3x Reborn Tengu
1x Gorz the Emissary of Darkness
SPELLS: (14)
3x Scrapyard
2x Scrapstorm
1x Monster Reborn
1x Dark Hole
1x Foolish Burial
TRAPS: (8)
2x Seven Tools of the Bandit
2x Bottomless Traphole
1x Solemn Judgment
1x Torrential Tribute
1x Mind Crush
1x Trap Dustshoot
Sunday, 24 April 2011
E Knight
Here's the list :
21
1 E hero Stratos
3 Gem-Armadillo
3 Gem-Knight Garnet
3 Gem-Knight Amber
3 Snowman Eater
2 E Hero Heat
2 Gem-Knight Alexandrite
2 Gem-Knight Emerald
2 E hero Alius
13
3 Gemini Spark
3 Miracle Fusion
2 Supervise
2 Gem-Knight Fusion
1 Hidden Armory
1 Paralel World Fusion
1 Mystical Space Typhoon
6
2 Pyroxene Fusion
3 Royal Decree
1 Return from Different Dimension
Extra Deck:15
2 Gem-Knight Pearl
2 Gem-Knight Citrine
2 Gem-Knight Ruby
2 E hero Nova Master
2 E hero Absolute Zero
2 E hero The Shining
3 E hero Gaia
Saturday, 9 April 2011
TURBO PACK 5!!! Yeah...
- TU05-EN??? Colossal Fighter (UtR)
- TU05-EN??? Dark Hole (UR)
- TU05-EN??? Gladiator Beast Laquari (SR)
- TU05-EN??? Snowman Eater (SR)
- TU05-EN??? Six Samurai United (SR)
- TU05-EN??? Spell Shattering Arrow (SR)
- TU05-EN??? Puppet Plant (R)
- TU05-EN??? Wulf, Lightsworn Beast (R)
- TU05-EN??? Cyber Eltanin (R)
- TU05-EN??? Torrential Tribute (R)
- TU05-EN??? Escape from the Dark Dimension (R)
- TU05-EN??? Zoma the Spirit (R)
- TU05-EN??? Manju of the Ten Thousand Hands
- TU05-EN??? Abyssal Kingshark
- TU05-EN??? Spirit of the Six Samurai
- TU05-EN??? Black Salvo
- TU05-EN??? Darkness Neosphere
- TU05-EN??? Miracle Fusion
- TU05-EN??? Shield Crush
- TU05-EN??? Seven Tools of the Bandit
- TU05-EN??? Royal Command
Dark Hole, which is previously only in super rare edition, is now available in ultra rare edition
Lastly, GB Laquari now has the same rarity as Samnite, Bestiari, and Gyzarus. It's super rare. (Waiting for Murmillo in order to be super rare too).
Oh wait, something is still missing. Yes, Miracle Fusion and Black Salvo which is previously a bit expensive becomes more budget friendly since they are now available in common (thx Konami, I love you :])
In brief, turbo pack series 5 is really interesting for those who want to make their decks more "shiny".
Well, that's all for today. See you next time
Monday, 4 April 2011
1 tengu calls librarians
Effect confirmed
"When this card removed from the field, special summon 1 reborn tengu from your deck"
1 tengu + 1 bulb = 2 TGHL
summon tengu, one for one bulb summon TGHL call tengu then mill for bulb for another TGHL
that's for today
-blitxerg-
Friday, 1 April 2011
Gusto Deck
Gusto basically is the first moe psychic archetype (and the Psychic from EXVC is the second :v), they mainly focused on special summoning their friend from their deck or returning them from the graveyard to your deck. also they can easily synchro summon monster with LV 5, 6, or 7. they also run very well with other Psychic monster on their fleet like Psychic Commander, Mind Master, and Krebons. not to mention they also have synergy with Lightsworn especially Ryko (well he's a staple in almost every deck anyway). you can also try to insert 1 or 2 Dark Simorgh in your deck, but honestly i didn't like the Dark Simorgh Build, so i go with the normal build (Synchro Build).
the notable card is:
Daigusto Sphreeze
Psychic/******/WIND/Synchro/2000/1300
1 Tuner + 1 or more non-Tuner "Gusto" monsters
When this card is Synchro Summoned, you can add 1 "Gusto" card from your Graveyard to the hand. Your opponent takes all Battle Damage you would take from battles involving "Gusto" monsters you control. This card cannot be destroyed by battle.
Daigusto Gulldos
Psychic/*****/WIND/Synchro/2200/800
1 Tuner + 1 or more non-Tuner "Gusto" monsters
Once per turn, you can return 2 "Gusto" monsters from your Graveyard to your Deck to select and destroy 1 face-up monster your opponent controls.
Daigusto Eguls
Psychic/*******/WIND/Synchro/2600/1800
1 Tuner + 1 or more non-Tuner "Gusto" monsters
Once per turn, during your End Phase, you can remove from play 1 WIND monster from your Graveyard to select and destroy 1 face-down card your opponent controls.
Gusto Gulldo
Winged-Beast/***/WIND/Tuner/500/500
When this card is sent from the field to the Graveyard, you can Special Summon 1 Level 2 or lower "Gusto" monster from your Deck.
Wynnda, Priestess of Gusto
Psychic/**/WIND/Effect/1000/400
When this card is destroyed by battle with an opponent's attacking monster and sent to the Graveyard, you can Special Summon 1 "Gusto" Tuner Monster from your deck.
Caam, Serenity of Gusto
Psychic/****/WIND/Effect/1700/1100
Once per turn, you can select and return 2 "Gusto" monsters from your Graveyard to the Deck to draw 1 card.
like i said before they're focused on special summoning their friend from deck and after that return it to the deck to be used again by using Caam or Psychic Overload effect. their weakness is that they didn't have decent power and decent speed to gain advantage to nowadays Meta. but all of their Synchro is pretty good. Gulldos can destroy 1 face-up monster right away after being synchro summoned by using other Gusto as the Synchro material, Eguls allow you to get rid of face-down card that opponent set, and also Sphreeze can gain advantage by adding 1 Gusto card from your graveyard and can't be destroyed by battle. also her effect that inflict damage to the opponent via battle phase is work exactly like the "Yubel - The Ultimate Nightmare" with a better effect since other Gusto monster in your field also gain the effect.
Wynnda and Gulldo is just like a partner, each time your Wynnda being destroyed by battle you can special summon your Gulldo and if your Gulldo is sent from the field to the graveyard (yes sent!! can you imagine it?! eventhough you get Torrential Tribute'ed when you summon Gulldo you still can activate it's effect!) you can special summon your Wynnda and so on. while Caam's job is to return Wynnda and Gulldo to the deck so they can be used again to call each other.
now here some sample decklist (it is my deck though :P)
Monster:
1 Gorz the Emissary of Darkness
3 Caam, Serenity of Gusto
3 Wynnda, Priestess of Gusto
3 Gusto Gulldo
3 Ryko, Lightsworn Hunter
2 Effect Veiler
2 Krebons
1 Psychic Commander
1 Mind Master
Spell:
2 Mystical Space Typhoon
1 Emergency Teleport
1 Book of Moon
1 Charge of the Light Brigade
1 Mind Control
1 Miracle Synchro Fusion
1 Dark Hole
1 Giant Trunade
1 Monster Reborn
Trap:
2 Psychic Overload
2 Bottomless Trap Hole
2 Solemn Warning
1 Solemn Judgment
1 Mirror Force
1 Torrential Tribute
Extra:
2 Daigusto Sphreeze
1 Daigusto Gulldos
1 Daigusto Eguls
1 Ultimate Axon Kicker
other generic synchro monster
"breezing winds guide us to the new future and show us the infinite possibilities of this world!! Synchro Summon!! Descend!! Wind Goddess!! Daigusto Sphreeze!!"

