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Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Thursday, July 28, 2011

They Hatin'


So once again it's that time of the year where all players around the world begin fantasizing about the upcoming banlist. Many suspect Reborn Tengu to be semi-limited, or even banned on the September 2011 list, a move that would hardly be surprisingly given the widespread use of the card. In the current format Tengu acts in a similar manner as Destiny Hero - Malicious did during the Tele-DAD format several years back. However, Tengu has couple differences that set it apart from it's predecessor.
  1. Not being a Tribute Monster enables Tengu to be played the turn it's drawn, unlike Malicious which requires a Tribute.
  2. Being Beast-Warrior, makes it compatible with the recently popular Horn of the Phantom Beast, making Tengu able to generate advantage without leaving the field.
  3. Not being searchable outside it's own effect. Unlike Malicious, which can searched for and/or Special Summoned by a number of cardsElemental HERO Stratos, Mystic Tomato, Foolish Burial, Armageddon Knight, Limit Reverse,etc.Tengu needs to be drawn into to be played.
  4. Tengu doesn't centralize the metagame the same way Malicious did. Granted the limitation status of other cards played a role in this, but in the current state of the game several decktypes are dominant, unlike the Tele-DAD format.
That aside, I don't think Reborn Tengu will be affected by the upcoming banlist, and this has nothing to do with it's current impact on the game. As previous banlists have shown, the OCG meta is the primary factor in the outcome of the list. Since Tengu is not out in Japanland, it is highly unlikely to be touched. Granted it could still be semi'd as a preemptive measure, but I doubt Konami will hit the card before OCG players get their chance at it. Then again, Rescue Cat was banned back in September 2010, BEFORE XX-Saber Darksoul became playable in the OCG. A deterrent to prevent the X-Saber abuse that plagued the TCG meta? That's the most likely reason.

It's Konami's decision in the end, but I suppose anything is possible. After all, who would've thought both Monster Reborn AND Dark Hole would ever be unbanned? 

Remember players, the game ends with you.

Friday, July 22, 2011

A Game of Dragons

Dragons hold a special place in this game with most of the more iconic Monsters being dragonic in nature: Blue-Eyes White Dragon, Red-Eyes B. Dragon, Cyber End Dragon, Rainbow Dragon, Stardust Dragon (and all it's upgrades)...the list goes on. It's no surprise then that the Zexal Era would introduce yet another mascot in the form of Galaxy-Eyes Photon Dragon.

Galaxy-Eyes Photon Dragon
(Dragon-Type/LIGHT/Level 8/ATK 3000/DEF 2500)
"You can Tribute 2 monsters with 2000 or more ATK to Special Summon this card from your hand. When this card battles an opponent's monster, during the Battle Step: You can banish that monster and this card. Return the banished monsters to the field when the Battle Phase ends. If the monster banished by this effect was an Xyz Monster: This card gains 500 ATK for each Xyz Material that monster had attached to it when it was banished."
Now I've never a huge fan of Dragons as an archetype. I respect good players that run Dragons, but I've yet to run them myself. This is because there are few non-Synchro Dragon-type Monsters I actually like. Perhaps the sole exception being White Night Dragon.

However, some of the support Dragon have received in recent years has shown a lot of promise, such as Totem Dragon and Dodger Dragon. Galaxy-Eyes is yet another addition to the growing list. Barring an effect like Skill Drain or Imperial Iron Wall, it's Quick Effect makes it nigh unstoppable during the Battle Phase.

Almost makes me tempted to run off to my locals and start collecting support for when Photon Shockwave arrives in the TCG. Of course Dragons were never my thing, but then again, maybe for Galaxy-Eyes I'll make an exception. ^_^

Remember players, the game ends with you.

Tuesday, July 19, 2011

More Broken than Pot of Greed

So after browsing through the new releases in Photon Shockwave, I came across Fragment of Greed.

Fragment of Greed (Continuous Spell)
"During your Draw Phase, place 1 Greed Counter on this card when you perform your normal draw. When this card has 2 or more Greed Counters, you can send this card to the Graveyard to draw 2 cards."
I told my friends how this cards was more "broken" than the original Pot of Greed. Mind you, this was a joke as the art does depict a shattered Pot of Greed. However, I got such a strong reaction that this was a BAD card that, quite frankly, I'm disappointed at them.

Here we have a more balanced, splashable version of Pot of Greed. It may not be part of some game-ending combo, but it's far from being unplayable. From that logic, Six Samurai United is a bad card. Just the other I had a game against someone that was playing a Six Samurai deck. Everytime he attempted to summon a Six Samurai and start gaining Bushido Counters, I negated the summon with Solemn Warning. Because he couldn't net any card advantage from his Six Samurai United and Gateway of the Six he subsequently lost. I myself was trying out dubkdad1's most recent Volcanic variant.

Now does that mean that Six Samurai United is a bad card? Of course not. But you can't always use the "this card counters that" argument in this game. Things just don't always play out that way.

It's a solid card, and it's worth playing. I would play it, not in anything I'm running at the moment due to space issues, but it's something I might consider running in the future.

Wouldn't you rather have you opponent waste their Mystical Space Typhoon on the Fragment of Greed you just played than your set Solemn Warning? I'd like to think so.

Just watch out for that pesky Giant Trunade.

Remember players, the game ends with you.

Wednesday, July 13, 2011

Good Job Konami

In my previous post, I mentioned how Konami was remaking older banned into less broken counterparts. It appears that my initial opinion of Rescue Rabbit maybe be worth reconsideration, especially since builds have begun surfacing in an attempt to break the rabbit, as what happened with its feline predecessor.

Putting that aside it's the remaining content of Photon Shockwave that has interested me more. Apparently Konami hasn't given up on older archetypes such as the Ice Barriers, Naturias, and Watts. Ice Barriers specifically have gotten a fantastic support card in the former of Preacher of the Ice Barrier.

Preacher of the Ice Barrier
(Aqua-Type/WATER/Level 2/ATK 1000/DEF 400)
"If you control a face-up "Ice Barrier" monster: You can Special Summon this card from your hand. If you do, you cannot Special Summon Level 5 or higher monsters during this turn. You can Tribute this card to target 1 "Ice Barrier" monster in your Graveyard; Special Summon that target."
Preacher helps the Ice Barrier theme in three key ways:
  1. It's ability to Special Summon itself helps fulfill the effect activation requirements of several Ice Barrier Monsters that requires another IB Monster to be on the field.
  2. It's second effect effect helps players get out the Generals onto the field easily. 
  3. It's level, type, and attribute make it great for Wetlands variants as another big beater, but one that can swarm the field. It's also compatible with Graceful Revival, Limit Reverse, AND Surfacing, essentially turning those cards into a Monster Reborn for any of your other IBs.
Good card is good, and I'm glad to see an archetype with so much potential finally given support that can tie the entire theme together.

Keep up the good work Konami. *Nice Guy Pose*

Remember players, the game ends with you.

P.S: You can still summon Monsters that don't have levels during the same turn you use Preacher. *Nudge, Nudge, wink, wink.*

Saturday, June 18, 2011

The Circle of Life

Tribe-Shocking Virus
(Thunder-Type/WATER/Level 4/ATK 1700/DEF 1000)
"Once per turn, you can activate this effect by banishing 1 Monster in your hand. Destroy all face-up Monster on the field with the same Type as the Type of the monster banished for the activation of this effect."
So apparently Konami's finally made a decent counterpart for the since-banned Tribe-Infecting Virus. Previously we got Hunter of Black Feathers, but that card isn't even worth the mention. 

Tribe-Shocking Virus, however, is a major improvement in card design over the original. Not only does it have a restriction to its effect (once per turn), it removes the card used to pay for its cost, so no more Graveyard shenanigans which was in part why Tribe-Infecting Virus was so popular during the original Chaos Era. The fact that it has more ATK is also a plus, allowing it to run over more threats than its predecessor. Practically speaking it'd best used in a mirror match, seen as the banished card determines whats destroyed.

One can only hope that Konami doesn't screw us over with the rarity on this thing. Then again I'm sure the secondary market will value it high regardless of the rarity, as I've seen happen with other cards like Forbidden Lance and Legendary Six Samurai - Kizan

*sigh* Maybe if I'm lucky I'm pull some at the Photon Shockwave Sneak Preview, whenever that comes around.

Remember players, the game ends with you.

Saturday, February 12, 2011

Always Use Protection

It's always amusing to see players wish for support for underdog archetypes, because it can often be months (or even years) before it comes to fruition. Some of them, like Iron Chains, are probably destined never to receive support again. So when I saw the art on Safety Zone in the recently released Extreme Victory (OCG) I thought Gradius fans would finally find some solace. That was of course until I actually read its effect.

Safety Zone (Continuous Trap)
Select 1 face-up Attack Position monster on the field. It cannot be targeted or destroyed by your opponent's card effects, it cannot be destroyed by battle, and it cannot attack your opponent directly. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card.
Had Safety Zone been restricted to work with just Gradius and the other spaceships, it would have been a decent card. However, the fact that it's generic support is what allows it to truly shine. Imagine having a Naturia Bamboo Shoot, Shooting Star Dragon, or Gravekeeper's Visionary under it's protection...a frightening prospect indeed.

Sure not being able to attack directly can be irritating, but as I've learned from experience, when your opponent has a nigh untouchable monster out winning a game becomes extremely difficult. You can even chain Safety Zone to it's own destruction to take out one of your opponent's monsters such as Lyla, Lightsworn Sorceress or Breaker the Magical Warrior, among others.

Recently I'd been trying to obtain a Forbidden Lance for it's similar versatility, but seeing that people are valuing it too high I think I'll wait for Safety Zone instead.

Remember players, the game ends with you.

UPDATE: Found this video while looking up the old Gradius games:

Friday, January 14, 2011

Passing the Torch

Rekindling (Normal Spell)
Special Summon from your Graveyard as many FIRE monsters as possible with 200 DEF. During the End Phase, remove from play all monsters that were Special Summoned by this effect.
When Rekindling debuted in Ancient Prophecy, my thoughts on the cards were mixed. Sure it was a great card for Flamvellsas it was intended to bebut the long term applications of the card were what worried me. As in the case with Lonefire Blossom, the card's potency depended the types of monster it can summon. (That's the very reason we haven't seen many potentially abusable Plants being made after Tytannial.)

In its case Rekindling can turn an empty field into a +4 for the one who plays it. Even with the stipulation of having the summoned monsters RFP during the End Phase, most players opt for spamming the field with Synchro Monsters to solve that problem. Even high level Synchros like Shooting Star Dragon and Red Nova Dragon can be summoned with ease thanks to Rekindling.

But that just where the problem lies. Thanks to Rekindling, the remaining Flamvell support appears lackluster at best. In fact the Flamvells themselves disappeared from the Duel Terminal series up until DT08, where they reemerged as Neo Flamvells only to be eradicated by Trishula. Since then no new support for them has been made.

They say when one door closes, another one opens. So while the Flamvells may have disappeared, their descendants, the Lavals, carry on their will. And a handful of them carry synergy with Rekindling as well. Unlike the Flamvells, which were centered around inflicting effect and battle damage, the Laval focus more on Graveyard manipulation, a strategy they inherited from the late Neo Flamvells. However this fact makes them more suited to work with the few support cards given to the Flamvells. Rekindling, Flamvell Counter, and even Flamvell Firedog can work with explosive results when you look at the all the options the newcomers have.

Laval Volcano Maid (Pyro-Type/FIRE/Level 1/ATK 100/DEF 200)
If there is already a "Laval" monster in your Graveyard when this card is sent to the Graveyard, you can send 1 "Laval" monster from your Deck to the Graveyard.
Laval Lancelot (Warrior-Type/FIRE/Level 6/ATK 2100/DEF 200)
You can Normal Summon this card without Tributing. If you do, this card is sent to the Graveyard during the End Phase. When this card on the field is destroyed and sent to the Graveyard, you can add 1 of your removed from play FIRE monsters to your hand.
Laval Cannon (Warrior-Type/FIRE/Level 4/ATK 1600/DEF 900)
When this card is Normal or Flip Summoned, you can select 1 of your removed from play "Laval" monsters, and Special Summon it.
And that's just a fraction of all the support the Lavals have at their disposal. Looks like I'll be holding on to my copies of Rekindling for a while longer.

Remember players, the game ends with you.

Monday, December 20, 2010

Man on Fire

Burn is one of those strategies that will never truly die out. My friend Raf is always experimenting with new tactics of inflicting direct damage. Even others simply enjoy the satisfaction of the Solar Flare Dragon lock. Without the presence of Heavy Storm in the meta it's easier than ever to protect your burn locks with back-row support. The concept is far from Tier 1, but it certainly has potential especially among the mid to lower tiers (no offense Raf).

The major problem is the massive variety of anti-burn cards out there. A simple card like Prime Material Dragon completely destroys anything a burn player hopes to accomplish. Even Synchro Monsters like Thought Ruler Archfiend, Black-Winged Dragon, and Magical Android can thwart burn strategies when played correctly.

One frequently employed combo is using UFO Turtle to search for Solar Flare Dragon. However, the card always seemed a bit out of place in my eyes as burn strategies usually involved locking down the Battle Phase with Gravity Bind out. Not to mention that there's no support for FIRE Attribute Machines aside from Cyber Phoenix. That's when I stumbled across this new card from the OCG Premium Pack 13:

Heavy Bombing Bird Bomb Phoenix (Pyro-Type/FIRE/Level 8/ATK 2800/DEF 2300)
Once per turn, during your Main Phase, you can inflict 300 damage to your opponent for each card on the field. This card cannot declare an attack during the turn this effect is activated.
Fusion Monsters are getting better and better these days, and Bomb Phoenix here is no exception. In the past I've seen burn decks fail because they've been unable to draw their key cards. Now Future Fusion is an option and can be used to dump Volcanic Shells in the Graveyard while further thinning the deck. Even Cyber Phoenix can be used for draw power and provide another Fusion Material Monster for Bomb Phoenix although you'll need to watch out for opposing Cyber Dragons.

Remember players, the game ends with you.

UPDATE: As one of my readers pointed out, there's another Pyro + Machine Fusion I've neglected to mention:

Explosive Beast Vulcannon (Machine-Type/EARTH/Level 6/ATK 2300/DEF 1600)
1 Machine-Type monster + 1 Pyro-Type monster
When this card is Fusion Summoned, you can select 1 monster your opponent controls. Destroy this card and the selected card and send them to the Graveyard to inflict damage to your opponent equal to the ATK of that selected monster.
Both Bomb Phoenix and Vulcannon were used by Bommer (Greiger) in the 5D's manga. While Vulcannon does contribute to the overall burn strategy, it requires you to -3 yourself (-2 when you include the +1 one for eliminating one of your opponent's cards) in the process, which takes away a lot of its appeal.

Saturday, November 27, 2010

Swiss Army Knife


Last time I posted about the Aesir (formerly Polar God Cards) I expressed my disgust at how badly Konami nerfed their effects. I mean sure, had Valkyrie of the Nordic Ascendant (Polar Star Angel Valkyria) retained her anime effect a player could potentially spam Level 6 and 10 Synchros on their first turn, but I doubt that would "wreck the meta". Anyway, it seems Konami's method of "fixing" the Aesir is by giving them their own Quickdraw Synchron. Introducing the first confirmed Secret Rare and TCG exclusive from Storm of Ragnarok: 

Vanadis of the Nordic Ascendant (Fiend-Type/DARK/Level 4/ATK 1700/DEF 800)
TUNER: You can substitute this card for any 1 "Nordic" Tuner Monster for a Synchro Summon. If this card is used as a Synchro Material Monster, all other Synchro Material Monsters must be "Nordic" monsters. Once per turn, you can send 1 "Nordic" monster from your Deck to the Graveyard to change this card's Level to the Level of the monster you sent to the Graveyard, until the End Phase.
I'll admit I never expected Konami to come up with something like this. Granted it would have been better if Vanadis had been splashable like Quickdraw Synchron, but I guess you can't have everything. While it is a real boon for fans of Odin, being able to serve as the Nordic Ascendant Tuner required to revive him during the End Phase, I'm not sure how successful a mono-Nordic deck would fare as the gods themselves don't cover each others weaknesses as they did in the anime. Sure Vanadis can allow you to summon Loki and Thor easier, but you won't be able to revive them without a Nordic Alfar or Nordic Beast Tuner also in your Graveyard.

But of course Konami has an answer for everything, and so now they created an incentive for those wanting to make their own Nordic deck. Behold the first confirmed Ultra Rare and second TCG exclusive from Storm of Ragnarok:

The Nordic Lights (Field Spell)
"Nordic" monsters on the field cannot be destroyed by battle. When this card on the field is destroyed, destroy all face-up "Nordic" monsters on the field.
Now here's a card that isn't half bad. It can be a double-edged sword though. Most of the Nordic monsters are too weak to do any significant damage and while the Field Spell is active they'll be sitting ducks to any big beater your opponent summons. Also while I am a bit peeved that they wasted an Ultra Rare spot on a card like this, it does show that Konami knows how to give support to an archetype that's supposed to be the centerpiece of the set.

Remember players, the game ends with you.

Saturday, November 13, 2010

Rock Band

I never quite understood the fascination gamers had with the Guitar Hero and Rock Band series. I mean if you think about it, they're no different from Simon, which some of you might remember as that old electronic game from the 1980's. Perhaps I am I biased when I speak as I've never been a fan of rhythm games, but I digress.

It seems that music has finally strayed into the dueling world, and in an age of Synchros and Tuners the timing couldn't have been more perfect. Coming out in Storm of Ragnarok I give you: The Symphonic Warriors 


Symphonic Warrior Bassist
(Machine-Type/WIND/Level 1/ATK 600/DEF 400)
TUNER: Once per turn, you can select 1 face-up "Symphonic Warrior" monster on the field. Increase its Level by the number of cards in your hand, until the End Phase. You can remove from play this card from your Graveyard to increase the Level of 1 face-up "Symphonic Warrior" monster you control by the number of cards in your hand, until the End Phase. 

Symphonic Warrior Drums
(Machine-Type/WIND/Level 2/ATK 700/DEF 700)
TUNER: Once per turn, you can select 1 face-up "Symphonic Warrior" monster on the field and declare 1 Attribute. The selected monster's Attribute becomes the declared Attribute. You can remove from play this card from your Graveyard and declare 1 Attribute to have the Attribute of 1 face-up "Symphonic Warrior" monster you control become the declared Attribute. 

Symphonic Warrior Piano
(Machine-Type/WIND/Level 3/ATK 900/DEF 1300)
TUNER: Once per turn, you can select 1 face-up "Symphonic Warrior" monster on the field and declare 1 Type. The selected monster's Type becomes the declared Type. You can remove from play this card from your Graveyard and declare 1 Type to have the Type of 1 face-up "Symphonic Warrior" monster you control become the declared Type

Though truthfully I wish the cards had retained their OCG names as Sound Warriors, as Tuners they aren't half bad. Bassist's versatility as a Tuner rivals that of Fabled Raven, without having to deplete your hand in the process, while Drums and Piano are the perfect Tuners for Attribute and Type-specific Synchro Summons respectively. I'm not sure how well a deck based around them would fare, but as far as techable Tuners go, these three definitely make the cut.

On another note, I am a little confused as to why the trio are WIND Attribute as the bass, the drum, and the piano are not wind instruments. Personally I would have had them be LIGHT or DARK, but I suppose those Attributes have enough options already.

Remember players, the game ends with you.

Friday, November 5, 2010

Making a God-King Bleed

When Konami first advertised Droll & Lock Bird, many players including myself were expecting it to turn out to be a sort of Effect Veiler for searching effects. While the actual effect isn't too far off, there are several reasons it failed to live up to our expectations. As the case with Appropriate, a player needs to wait until the opponent uses an effect that would add a card(s) from the deck to their hand in order to activate it. Also, instead of negating that effect, it prevents future occurrences of searching effects until the End Phase. So unless your facing a Gemini Stun, Hero Beat, or Lightsworn deck the odds of your opponent using multiple search cards in a single turn is quite slim. Most of the time, however, a simple Thunder King Rai-Oh will get the job done. Of course there is one major impact D&L Bird will cause: the death of Exodia decks.


Remember players, the game ends with you.

Saturday, October 30, 2010

Going Oldschool


As many of you may have already realized that the prices of classic Six Samurai support cards has increased exponentially since the announcement of new support for the theme. The first of these was True Six Samurai - Kizan, a card that unlocked so much potential to the Samurai that players began hyping them up as the new X-Sabers. I was skeptical at first but when I learned that the archetype was to receive their own set of Tuners and a new Shien Synchro Monster, it was pretty clear that Six Samurai would join the ranks of the other Tier 1 decks.

Speaking of which, I just love how each of the True Six Samurai has a relation to previous Six Samurai cards:
A few hours ago I received word of new Spell and Trap support for the archetype, and believe me Samurai fans, you'll be lovin' some of these:
Shien's Smoke Signal (Normal Spell Card)
Add 1 Level 3 or lower "Six Samurai" monster from your Deck to your hand.

Residence of the Six (Field Spell Card)
Each time your Normal Summon or Special Summon a "Six Samurai" monster, place 1 Bushido Counter on this card. Face-up monsters your opponent controls lose 100 ATK for each Bushido Counter on this card.

Ascetism of the Six Samurai (Quick-Play Spell Card)
Activate by selecting 1 "Six Samurai" monster you control. Special Summon 1 "Six Samurai" monster with the same ATK as the selected monster but with a different name from your Deck. During the End Phase of this turn, destroyed the selected monster.

Rokusakani no Magatama (Counter Trap Card)
Activate only if you control a face-up "Six Samurai" monster. Negate the activation of an opponent's Spell Card, Trap Card, or Effect Monster's effect that destroys a card(s), and destroy it.
Their own Reinforcement of the Army, a new Field Spell that has synergy with Gateway of the Six and Six Samurai United, a newer version of Cunning of the Six Samurai, and finally their own Counter Trap...makes me think that Konami should have named this set Storm of the Six Samurai.

Remember players, the game ends with you.

Saturday, October 23, 2010

Sword of Legend

In the Duel Terminal storyline, there were a group of 9 legendary warriors called the X-Sabers that allied themselves under Commander Gottoms - Swordmaster in the fight against the invading Worms. Unfortunately the heroes were all killed early in the war. Gottoms, however, lived on and after reformatting himself into a Synchro Monster went on to form the new corps, the XX-Sabers which included the reincarnated forms of his formers allies.

X-Saber..."X" refers to the Roman Numeral "ten", "Saber" to the word "sword". Thus they are 10 swordsmen. However, there were only 9 X-Saber monsters. If you included Gottoms that would be 10, but taking into consideration that it is the same Gottoms in the XX-Sabers, which total 10 monsters in their rank, this does not make any sense. What does Konami do to fix this oversight? They make a new X-Saber: X-Saber Souza.


X-Saber Souza (Warrior-Type/EARTH/Level 7/ATK 2500/DEF 1600)
1 Tuner + 1 or more non-Tuner "X-Saber" monsters
During your Main Phase, you can Tribute 1 "X-Saber" monster to have this card gain 1 of the following effects until the End Phase: ● If this card battles a monster, destroy that monster immediately with this card's effect without applying damage calculation. ● This card cannot be destroyed by the effects of Trap Cards.
Souza is the strongest of the original X-Sabers. However, it was his late arrival was the sole reason for his comrades' early demise. Blaming himself, he devotes his life to avenging their deaths and allies himself with the XX-Sabers. He still wears his battered armor as a mark of his lost pride.

Who knew Yu-Gi-Oh! could have such complex card storylines, XD.

But I digress. The real question we should be asking ourselves is that will Souza really contribute anything to X-Sabers, especially when they've already lost steam with the recent banning of Rescue Cat?

I wouldn't really expect much from it, as it's effects basically give you the option of making it into an inferior Ally of Justice Catastor or Elemental Hero Wildheart. Granted, it's not a terrible card at all, but it just feels lackluster compared to the ridiculous support they already have.
Darksoul = Sangan + Witch of the Black Forest
Faultroll = Guardian of Order + Monster Reborn
Emmersblade = Giant Rat
Pashuul = Marshmallon
Fullhelmknight = Blackwing - Shura The Blue Flame + Negate Attack.
Boggart Knight = Marauding Captain
Ragigura = The Warrior Return Alive
Airbellum = Don Zaloog
Souza will be used of course. But seeing as he is Level 7 and has Black Rose Dragon and X-Saber Urbellum to compete with, you be likely to see him being played at 1, if at all.

Sorry Souza, looks like you stepped into the picture far too late to make a difference. *X-Saber Souza makes a sad face*

Remember players, the game ends with you.

Wednesday, September 29, 2010

Epic Failure

First off, I would like to apologize for the recent lack of updates. I had exams last week and didn't really have a lot of spare time on my hands. But I digress, let's get on with today's topic. 


As you'll recall, in my previous post I tried to extrapolate the effects of the Polar Star Angel Valkyria and Polar God Sacred Emperor Odin. Apparently their complete effects have been uncovered by the folks at ManjyomeThunder earlier today. I'll repost my versions side-by-side with the actual text for the sake of comparison:

Polar Star Angel Valkyrie (Fairy-Type/LIGHT/Level 2/ATK 400/DEF 800)
TUNER: When this card is successfully Normal Summoned, you can send up to 2 cards from your hand to the Graveyard to Special Summon 1 "Einherjar Token" (Fairy-Type/LIGHT/Level 4/ATK 1000/DEF 1000) for each card you sent to the Graveyard this way.
Polar Star Angel Valkyrie (Fairy-Type/LIGHT/Level 2/ATK 400/DEF 800)
TUNER: When this card is successfully Normal Summoned, if your opponent controls a monster(s), and if you control no monsters other than this card, activate by removing from play 2 "Polar Star" monsters in your hand from play. Special Summon 2 "Einherjar Tokens" (Warrior-Type/EARTH/Level 4/ATK 1000/DEF 1000) to your side in Defense Position.
Polar God Sacred Emperor Odin (Fairy-Type/LIGHT/Level 10/ATK 4000/DEF 3500)
1 "Polar Star Angel" Tuner + 2 or more non-Tuner monsters 
While this card is face-up on the field, you can negate the effects of Spell & Trap Cards that would affect a "Polar God" monster(s). If this face-up card on the field is destroyed by your opponent and sent to the Graveyard, you can remove from play 1 "Polar Star Angel" Tuner in your Graveyard during that turn's End Phase to Special Summon this card from your Graveyard. When this card is successfully Special Summoned by this effect, you can draw 1 card.
Polar God Sacred Emperor Odin (Fairy-Type/LIGHT/Level 10/ATK 4000/DEF 3500)
1 "Polar Star Angel" Tuner + 2 or more non-Tuner monsters 
Once per turn, you can activate this effect during your Main Phase. Until the End Phase, this card is not affected by the effects of Magic or Trap Cards. Also, if this face-up card on the field is destroyed by your opponent and sent to the Graveyard, you can remove from play 1 "Polar Star Angel" Tuner in your Graveyard during that turn's End Phase to Special Summon this card from your graveyard. When this card is Successfully Special Summoned by this effect, you can draw 1 card.
The red text is the actual text, the blue text is my approximation. As you can see the cards were significantly altered from their anime counterparts. The Polar God Cards are now completely unplayable without dedicating a good portion of your deck around summoning them. It's a shame really, because even with the cards were unchanged from the anime it's not like the cards would be completely invulnerable.

Remember players, the game ends with you.

Saturday, September 18, 2010

She's So CUTE!

I'm sure by now many of you have realized that the Polar God Cards have been given some major restrictions in their transition from the anime into the actual game. All three of them required specific Tuners in order to be summoned AND to use their revival effects. And to top it off they're not even Divine monsters anymore. From the looks of it the only god worth using will be Odin, and that's only if Konami releases it's Tuner unchanged:


Polar Star Angel Valkyrie (Fairy-Type/LIGHT/Level 2/ATK 400/DEF ???)
TUNER: When this card is successfully Normal Summoned, you can send up to 2 cards from your hand to the Graveyard to Special Summon 1 "Einherjar Token" (Fairy-Type/LIGHT/Level 4/ATK ???/DEF 1000) for each card you sent to the Graveyard this way.
Do you see where I'm going with this? It practically screams, "FIRST TURN ODIN!" (Which is exactly what what happened in the 5D's anime.)

Technically speaking, the exact text of Odin hasn't been revealed yet, but by judging how Thor and Loki were changed from the show, it should look something like: 

Polar God Sacred Emperor Odin (Fairy-Type/LIGHT/Level 10/ATK 4000/DEF 3500)
1 "Polar Star Angel" Tuner + 2 or more non-Tuner monsters 
While this card is face-up on the field, you can negate the effects of Spell & Trap Cards that would affect a "Polar God" monster(s). If this face-up card on the field is destroyed by your opponent and sent to the Graveyard, you can remove from play 1 "Polar Star Angel" Tuner in your Graveyard during that turn's End Phase to Special Summon this card from your Graveyard. When this card is successfully Special Summoned by this effect, you can draw 1 card.
Ideally, you'd use Polar Star Angel Valkyrie to discard 2 more copies of itself. That would allow you to revive Odin a minimum of 3 times with its own effect, more if you use Light of Redemption and/or Burial to Graveyard to recover the removed from play Tuners.

Hopefully Konami won't mess up the last god, like they with with a certain other.

Remember players, the game ends with you.

Thursday, September 2, 2010

Ladies First


When this game began, the number of effect monsters available were far and few. Legend of Blue-Eyes White Dragon, the first pack released in the TCG, only had 5 Effect Monsters total out of 126 card set. As the game evolved over the years this number skyrocketed. Yet the negation of monster effects is a something that most decks tend to overlook. Currently the only card capable of negating the vast majority of monster effects is Divine Wrath, and the occasional Light and Darkness Dragon.

Rather than lose card advantage, however, most players prefer alternative means of dealing with monsters. Responding to summons seems to be the preferred method with many players using decking cards like Bottomless Trap Hole, Torrential Tribute, Royal Oppression, and Solemn Judgment. Some even side in Light/Dark-Imprisoning Mirror or Skill Drain to take care of opponent's monster effects. But this meant that monster effects that activated off the filed would remain largely unchecked.

Flash forward to Duelist Revolution, where we're introduced to Chivalry a new card that's essentially the lovechild of Trap Jammer and Divine Wrath.

Sure it may not protect you outside the Battle Phase, but any source of costless negation is worth a look at. Gorz, Honest, Kalut, Shura, Firedog, Fullhelmknight, Necro Gardna, Morphing Jar, Goyo Guardian, Collosal Fighter, Battle Fader...this card stops them all. You can even negate Stardust Dragon's effect provided it gets activated in the Battle Phase, such as in response to a Mirror Force.

Running 3 may be pushing it, but Chivalry is a card I'd definitely run 1, maybe 2, of. And doesn't Freed look plain awesome in that pose? Truly epic!

Between Divine Wrath and Chivalry it really boils down to versatility vs cost. Your decision to run one over the other doesn't need to be clear cut. For example, Blackwing decks pull off a ton of Battle Phase shenanigans so Chivalry would be the ideal card to side-in against them. Likewise, there are decks that can capitalize off the discard from Divine Wrath effects such as Quickdraw varients.

Remember players, the game ends with you.

On another note, Mother Grizzly was the first "female" monster which an effect that activates in the Battle Phase I could think of, lol.

Monday, August 23, 2010

The Return of the King


In recent formats, the only Monarchs that were very considered in deck construction were Caius, Raiza, and occasionally Thestalos. Kuraz saw limited play in Geartown varients, while Mobius was often relegated to the side deck. Zaborg and Granmarg saw very little, if any, play at all.

I find it quite amusing really, especially since Zaborg and Mobius were once considered the crème de la crème in terms of Single Tribute Monsters. It was Raiza that changed things and dethroned Zaborg. Once Caius was released, Mobius too lost his pride.

But in this new age where the mass removal power of Heavy Storm is lacking, the Frost Monarch may yet see some play again. Being one of only three Monarchs with Optional-Trigger Effects (the other being Kuraz and the soon-to-be-released Delg)  means that he can even dodge a suspected Starlight Road by choosing to destroy only 1 Spell or Trap. If you're able to predict well, and avoid the Trap, then you've just +1'd in card advantage, provided those cards weren't chainable.

Even with Starlight Road as a potential threat, let's not forget there are ways around it. Remember, if Starlight Road fails to destroy the intended card its controller cannot Special Summon Stardust Dragon. A well timed Spiritual Water Art - Aoi should take card of those nasty retaliatory plays.

And Mobius can even serve as Fusion Material for Elemental Hero Absolute Zero, which I often use him for.

Overall Mobius the Frost Monarch should prove to be a solid main deck choice for the coming format. But don't take my word for it, see for yourself.

Remember players, the game ends with you.

Monday, July 19, 2010

Pineapple Express

Of all the Duel Terminal/Hidden Arsenal archetypes, the Naturias have been gathering a significant amount of hype. Between Naturia Beast, Naturia Barkion, Naturia Exterio, and Naturia Landoise, the group possessed numerous means of card negation at relatively low cost.

Naturia Beast (Beast-Type/EARTH/Level 5/ATK 2200/DEF 1700)
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters.
While this card is face-up on the field, you can send the top 2 cards of your Deck to the Graveyard to negate the activation of a Spell Card and destroy it.
Naturia Barkion (Dragon-Type/EARTH/Level 6/ATK 2500/DEF 1800)
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters.
Naturia Exterio (Beast-Type/EARTH/Level 10/ATK 2800/DEF 2400)
A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. You can remove from play 1 card from your Graveyard and send the top card of your Deck to the Graveyard to negate the activation of a Spell or Trap Card, and destroy it.
Naturia Landoise (Rock-Type/EARTH/Level 7/ATK 2350/DEF 1600)
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters.
 You can send 1 Spell Card from your hand to the Graveyard to negate the activation of an Effect Monster's effect, and destroy that Effect Monster.
Unfortunately Beast, Barkion, and Landoise are Synchro Monsters, with Exterio being a fusion of Beast and Barkion, meaning summoning enough of them to generate the lock would be difficult. When it was announced that Naturia Bamboochute would be released in Duelist Revolution, the competitive applications of the deck began to be reevaluated.

Naturia Bamboocute (Plant-Type/EARTH/Level 5/ATK 2000/DEF 2000)
If you Tribute Summon this card successfully using a "Naturia" monster as a Tribute, your opponent cannot activate Spell or Trap Cards while this card is face-up on the field.
With either Naturia Bamboocute or Naturia Exterio and Naturia Landoise on the field, a player would have a near complete lockdown over his/her opponent. Throw in a Royal Oppression and you might as well say "good game".

Some of you might be a bit apprehensive at the notion of getting Exterio to the field, and I can understand that. After all, it is a Fusion between Synchros and doesn't allow you to use Fusion Substitutes. However, there is simple way of getting it into play. 

Remember The Earth - Hex-Sealed Fusion? By Tributing itself and sending the other appropriate Fusion Material Monsters to the Graveyard, you can Special Summon an Earth-Attribute Fusion Monster from your Extra Deck. By getting either Balkion or Beast and then using the Hex-Sealed Fusion's effect, you can easily set-up half the lock.

What about Naturia Bamboochute though? It requires you to tribute a Naturia, most of which have lackluster stats. If you opponent knows what your trying to pull off, you may have trouble keeping your Monsters alive. 

Fear not, the geniuses at Konami's R&D department foresaw these problems and created a TCG exclusive to remedy the problem:


I know what you're thinking, and you are correct. Yup, Konami actually went out and made Plants their own Treeborn Frog. And it's even compatible with Snyffus too.

The combo isn't perfect I'm afraid as having anything other than a Beast or Plant in the Graveyard would allow you to Special Summon Pineapple. However, that can be alleviated by getting the Bamboochute lock set up first before bringing out Landoise. You may even want to forgo the Synchros and focus on using Bamboochute and Pineapple in a Plant-based Naturia deck. It really comes down to preference.

Remember players, the game ends with you.