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Showing posts with label Duel Terminal. Show all posts
Showing posts with label Duel Terminal. Show all posts

Saturday, February 19, 2011

Exceeding Expectations


So a lot of news has been circulating within the past few days. The March 2011 Banlist for one thing, but Exceed Monsters have also finally gotten their mechanics explained. What will this mean for the game? Well the first few packs that released Synchro Monsters produced most of the staples people still use today. 

Duel Terminal 01 - Synchro Awakening:
  • Brionac, Dragon of the Ice Barrier
  • Ally of Justice Catastor
  • Mist Wurm
The Duelist Genesis:
  • Stardust Dragon
  • Goyo Guardian (Recently Banned)
  • Red Dragon Archfiend
  • Thought Ruler Archfiend
Starter Deck 2008:
  • Colossal Fighter
Now that it' known that Duel Terminal 12 - Exceed Startup, Generation Force, and Starter Deck 2011 will introduce Exceed Summons into the game, I'd expect most of our staple Exceed Monsters to make their debut. 

Speaking of which, it's definitely starting to look like Konami is trying to phase-out Synchros completely what with Goyo Guardian getting banned out of the blue and one of the first cards in Generation Force (Gagaga Magician) already stating it can't be used for Synchro Summons.

Some players fear that popular archetypes like Scraps, Karakuri, and Watts will no longer receive support now that Exceed Summoning will become the focus of upcoming sets, but this may not exactly be true. If DT12 is any indication we may start seeing Exceed Monsters being made for existing archetypes like how Vylons received Vylon Disigma.

Remember players, the game ends with you.

Friday, February 4, 2011

He's the Man!

There are generally two types of archetypes: those that are good, and those that are not. Ice Barriers, unfortunately, fall into the latter category. Believe me, I'm not trying to be pessimistic. I've tried so many times to make them work and they just have no legitimate win condition. Flamvells can swarm, Naturias can negate, and Ice Barriers do absolutely NOTHING.

Oh sure they have a few tricks up their sleeves, having a couple of lock combos, but other than that they're just another failed archetype. The best thing about them are probably their Synchro Monsters, three of which (Brionac, Dewloren, and Trishula) are restricted in some form.

But of course all themes have at least card that can shine even outside their own deck. 

General Raiho of Ice Barrier 
(Warrior-Type/WATER/Level 6/ATK 2100/DEF 2300)
When the activated effect of an Effect Monster your opponent controls resolves, your opponent can discard 1 card. If they do not, negate the Effect Monster's effect.
The other day I went with some friends of mine to try our luck at Duel Terminal 4 and I was fortunate enough to get a hold of some Ice Barrier cards. While testing the new Ice Barriers today I realized just how terrible most of they were. General Raiho, however, did produce some interesting results, enough to make me consider teching a copy or two in my Hero Deck as another Fusion Material Monster for Elemental Hero Absolute ZeroAfter trying it out I have to say:

"IT WORKED WONDERS!!!" 

When I played against Macro today I used a pair of Voltics alongside a pair of Raihos, and it completely shut my opponent down. He couldn't make big pushes without losing hand advantage and I was still able to get all my Heroes back. It was hilarious! ^_^

Remember players, the game ends with you.

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.

Thursday, January 6, 2011

Duel Terminal Story (Parts I - VIII)

Many cards have a story behind them. Often it take countless sets and several years for fans to get the whole picture, but they are amusing to hear about nonetheless. The Duel Terminal series is different, however, as even succeeding set continues where the previous series left off, and nearly every new card plays a part in the ultimate story. Today I'll attempt to describe the story that occurs in OCG Duel Terminals 1 through 8. But first let me answer a question that's on a lot of people's mind: Where do these stories come from?

After inquiring from several OCG players it appears that the Duel Terminals there display a short clip of images that describe the events taking place that particular set. Mini-games also somethings reveal the relationships between two or more cards. For example, the Fuwa Fuwa Gusta minigame is said to reveal that Windaar, Sage of Gusto is the father of Winda, Priestess of Gusto (Duel Terminal 10). The remaining bits of the story are taken from the cards themselves: art, effects, flavor text, etc. And recently advertisements in magazines unveil the central conflict in upcoming sets, making it easier for fans to follow along.

Duel Terminals 1 through 8 include the following:

Our story begins long ago, in a galaxy far, far away... 

There is a planet, for convenience let's refer to it as the planet DT. Several tribes lived together here, and though they were not particularly friendly with one another, for the most part they lived in peace. 

The Flamvells worshiped the Ancient God Flamvell, the X-Sabers were renowned heroes of lore, the Mist Valleys looked over their homelands, wary of trespassers, and the Ice Barriers kept to themselves, refusing to associate with the other tribes.

In the events of Synchro Awakening!!, a meteor from the Worm Nebula crashes onto DT releasing cosmic particles that invoke the power to Syncho Summon among the inhabitants. This meteor also unleashes a wave of invaders known as the Worms on the planet and in retaliation the X-Sabers and Flamvells join forces against them, creating the Allies of Justice. In the ensuing battle several members of the X-Sabers perish and the tide is only turned when the Ice Barriers are forced to release one of their Guardian Dragons: Brionac, into the fray. The dragon's presence, aided by the Synchro Monsters of the other tribes brings the battle to an end.

Invasion of Worms!! continues where the previous battle left off, and more Worms arrive, overwhelming the inhabitants. To aid the AOJ in their fight, the Genex were developed to augment their abilities. Due to the refusal of the Ice Barriers to assist the other tribes however, the remaining forces of the X-Sabers were obliterated.

Hope is not lost, however, because in Justice Strikes Back!! new allies join the fray, the Naturias. When their forest paradise was threatened they quickly came to the defense of the other tribes. Ice Barriers themselves realized that they could not remain a neutral party and sent out forces led by their young Prince Dewloren into the fray. Genex units also begin to become more specialized for interaction with other tribes. Unfortunately, most of the Flamvells lost their lives in by this point.

In Demon Roar God Revival!!, the planet is so devastated by the war that its surface is badly scarred, and it's from within this war-torn land that ancient forces, once considered beings of myth, are unleashed: the Jurracs and Fableds. The two forces also join in the planet's defense, but a sinister plot was already underway. The Fabled were secretly aiding the enemy forces and it's due to their actions that the inhabitants of Mist Valleys perished and damaged countless AOJ units in the process.

In Champion of Chaos!!, being unable to fulfill their primary function of supporting the AOJ, the Genex are ungraded into R-Genex, capable of autonomous action. Although they fight valiantly it is not enough and once again, the Ice Barriers are forced to unleash their second Guardian Dragon: Gungnir. The second dragon's power obliterates most of the Worm army. The battle against the worms has reached its climax!

In Dragunity of the Hurricane, the guardian forces of the Mist Valley, the Dragunities, reveal themselves and dive into battle. Not wanting to risk releasing their last dragon, the Ice Barrier send out forces led by their strongest warrior, General Grunard. The Worms unveil their trump card, Worm Zero which overwhelms the tribes, but the they have one as well: Ally of Justice Decisive Armor. In the battle between these titans, the Worms are ultimately defeated, but one enemy remains: the Fabled. The Great War is not over.

In Charge of the Genex, the R-Genex and AOJ join forces to form the Genex Allies. The Ice Barrier become increasingly involved, sending out General Raiho to help turn the tide of war. However, this proves futile once the Fabled unleashes their minions The Fabled (Beasts) to fight back. The Jurracs, tired of the fight, try to end everything with one decisive blow from Jurrac Meteor, but the fight continues even after their demise.

In Pulse of Trishula, the survivors of the Flamvells, the Neo Flamvells summon their god Flamvell to save them. However, the god's powers are not enough and in desperation General Gantala and the other generals of the Ice Barrier are forced to remove the final seal unleashing Trishula into the world, and all is destroyed.

My hands are tired from all that typing so I'll save the rest of the story for another day. ^__^

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.

Monday, July 12, 2010

FALCON PUNCH!

Compared to sending cards to the Graveyards, returning cards to a player's hand is often an overlooked strategy. However, there are certain advantages that come doing so. For one, you can avoid destruction-based negation, and reduce your opponent tempo. Bouncing a Tribute Monster for example, would usually cost the player who summoned it another tribute to re-summon it. I know many players who cringle when they attack a face-down monster only to realize it was a Flip Flop Frog.

So why would anyone ever want to bounce their own cards?
Two words: Mist Valley.

Mist Valley Falcon 
(Winged Beast-Type/WIND/Level 4/ATK 2000/DEF 1200)
This card cannot declare an attack unless you return 1 card you control to its owner's hand.

Mist Valley Apex Avian
(Winged Beast-Type/WIND/Level 7/ATK 2700/DEF 2000)
When the effect of an Spell, Trap or Effect Monster is activated, you can return 1 face-up "Mist Valley" monster you control to its owner's hand and negate the effect of the card and destroy it.

Mist Valley Thunderbird 
(Winged Beast-Type/WIND/Level 3/ATK 1100/DEF 700)
When this face-up card on the field returns to the hand, Special Summon it. This card cannot attack during the Turn it was Special Summoned by this effect.
Seeing the combo yet?

Using Apex Avian and Thunderbird, you potentially have infinite negation at your disposal, barring Counter Traps of course. What's not to like about that?

Using Falcon and Thunderbird, you basically have a 2000 ATK Normal Monster. While that may not sound as appealing, it could prove quite useful in a deck built around the Apex Lock. But perhaps a better way of using Falcon would be with Big Band Shot. You could equip to an opponent's monster and return the Equip Spell to your hand for the cost of Falcon. The equipped monster would then get removed from play due to Big Bang Shot's effect. Did I mention that although a replay would occur, you would not have to repay the cost in order to attack again? Not sure about you but this sounds awesome to me.

Although the Mist Valleys are currently small in number, there is a good chance their ranks will get a boost in some of the upcoming sets as what happened with some of the other Duel Terminal/Hidden Arsenal archetypes. But let's leave that up to Konami.

Remember players, the game ends with you.