Ok here's the thing. At this moment in time, I am loving both of these cards. They both serve different means to an end in my experience. One of them can surprise your opponent, but the other has a long lasting effect that can slow your opponent down.
The great thing about Veiler is the surprise factor. Your opponent will almost always play into it. Even now that priority has gone on ignition effects, you can now use Veiler on Rescue Rabbit and Mystic Piper, making it a really good card to play at 3 right now, to have that upper hand against Dino Rabbits when they win the Die roll.
Another great thing is that it opens your extra deck to synchros. Some synchros are still fantastic and what has driven them out was how easy it is to Xyz summon compared to Synchro Summoning. Stardust regularly needed 3 monsters to summon, which can potentially be a -2 if your opponent has a Warning set. While Utopia can be summoned easily with any 2 level 4s making it much more viable and allows old archetypes to become playable again. But with Veiler, that choice to summon the lower level Synchros is still there no matter what. I always have Armory arm and Catastor in my Extra Deck and I prefer to take out other xyz monsters before them. They even pave the way to xyz later on.
It is also a very satisfying feeling when you negate a monster with an effect that discards. Veilering a Summoner Monk when it's discarded a Spell card usually means game from there, which is why the card is not played. It's actually so powerful that it renders many decent cards unplayable. That sounds bad, but the card itself brings a lot of skill and knowing when to drop it is crucial, especially on turn one, where this card shines the most.
It's also the reason as to why Black Luster Soldier is splashable. If you're running 3 Tour Guides, Sangan, and 3 Effect Veilers, then you can run BLS without much trouble. In a normal situation, you Veiler their plays on your turn, and you make Leviathan Dragon and detach on yours, allowing you to go for BLS right then and there. If they only have a monster with 500 attack (Say, a Tour guide under Forbidden lance?) then that's game (2500 + 3000 + 2500).
I also don't see it getting banned or limited any time soon either. It's completely reliant on your opponent playing a deck that gets hit hard by it. If the meta was overrun with Dark World and Heroes, then the card would not be played. If Gishki was all over the place, then Veiler would still not really be worth it. The decks of the Meta are punched so hard in the face by Veiler, that running any less than 2 is just digging yourself a grave, especially when they roll high and you don't. It will always be like this until a deck that functions from the hand or grave becomes meta.
Fiendish Chain however, takes a different perspective on the meta. It's not made it's mark as much as Veiler, and It has it's strengths that Veiler does not possess. It also has it's weaknesses which explains why it's had a downfall in play recently. Fortunately with the Battle Pack, the card is available to everyone at a cheap price so you can choose to play it without worrying that it's an investment and you're being forced to use it to try and get your money's worth.
Ok, so fundamentally, the card is slower than Veiler. It is a trap card, which means you have to wait. However, it's continuous which is one of the biggest differences. It means you can lock down an opponent's card and it's stuck there like a sitting duck. They can't even attack with it, so it does a lot more against big beaters with powerful effects like Utopia, BLS, Leviathan Dragon and Grapha to a lesser extent.
You can use it against some of the meta card right now. Laggia is currently playing a HUGE part in the meta right now. It's got control, power and it's incredibly easy to summon in the deck(s) it's played in. Using Veiler on it is pretty stupid unless you have a follow up like Mirror Force. But with Fiendish Chain, you can force Laggia's materials off it since they will want to attack with it and still use it's effect. It's also usable against Dolkka, which shows it's prowess over Veiler completely in that situation.
That being said, It still has it's annoying little things that really brings the card down. While it's fantastic against Inzektors, it cannot stop Rabbit, which is by far the better deck right now. Rabbit's effect resolves on the field, but Chain needs the monster to be targeted while it's effect is resolving. Since Rabbit is no longer on the field, the targeting cannot be happening, which means the effect can resolve. It's really annoying how that works, but there's a lot of sense in it and knowing that ruling affects this card's versatility tremendously and is one of the reasons why the battle has shifted into Veiler's direction.
It also stops the use of Gorz. If you're opponent is packing 3 MST then this card won't stay on the field for very long. But if the target for this card is used for an Xyz summon or Synchro summon, returned to the hand, banished, returned to the deck, tributed etc. then this card is now sitting on the field meaninglessly. With that, your opponent has absolutely no reason not to explode in a flurry of big beaters and go for the full 8000, since you can't possibly Gorz and save your ass. The only good thing about a leftover Chain is that it makes Starlight Road live without having to commit 2 cards in your hand.
So while they both have their niches, they both have areas where they overlap and causes duelists to ponder their usefulness. As of right now, I'm actually running 3 veilers and 2 chains in the same deck. It means I always have an answer for my opponent's monsters, but sometimes the hand can get saturated with both cards, when really I was hoping to draw removal rather than negation.
But at the end of the day, It's about which card does a better job, and I fully believe that Effect Veiler has earned it's place in the hall of fame for it's outstanding versatility and how it lets you follow up with a comeback on your next turn. And it lets you play Gorz, which everyone should be running. Seriously, dropping gorz and making a Stardust dragon with the Token and Veiler is so broken.
Anyway, until next time, TheTCGLover out!
Wednesday, 30 May 2012
Monday, 28 May 2012
Shadow of the Six Samurai - Shien Card Review
(17/06/2012) NOTE: This card review was before we found out it only boosted to 2000 attack. This review is discussing it when it made the monster 3000 attack. I am aware that it drastically affects the playability of the card but I am not going to re-review it since a lot of what I have said below is still relevant.
- TheTCGLover
Good day to you my well informed and innovative readers. The battle pack scurry has died down a bit now (In the UK anyway. You guys get your boxes tomorrow). Now it's time to move on to the next interesting products that Konami is throwing in our direction (more specifically: our wallets) which is the next structure deck.
The Structure Deck: Samurai Warlords is an attempt to rekindle the power of the six samurai. It's designed to cater to the TCG competitive scene so it will have great reprints of playable cards, rather than crappy techs like Kunai with chain or Marauding Captain (I don't hate the card, but they keep throwing him in decks and it's got to stop). Some of the cards of the archetype were difficult to get hold of (like Kizan. The card is still like $10 which is ridiculous).
Anyway, to give them a new edge, they added a new boss monster to their arsenal called...
Shadow of the Six Samurai - Shien
With 2500 attack, it rivals power with Legendary Six Samurai - Shi en, so there's no need to worry about which card is stronger. In case you did not know, this card is the exalted form of Kagemusha of the Six Samurai (They both have the same hair), which might account for it's 400 defence. It needs 2 level 4 Six Samurais to summon it, which is pretty easy. Lets take a look at it's effect:
Once per turn, During either player's turn: You can detach 1 Xyz Material from this card to target 1 face-up "Six Samurai" monster you control with less than 3000 ATK; its original ATK becomes 3000 until the End Phase.
So yeah, you can detach one of it's materials, and one of your Six Samurais goes up to 3000. With that, you can run over your opponent's bigger monsters or if you control another Six Samurai, you can pump that and attack for up to 5500 damage right there, which is pretty nice.
But it's also usable on your opponent's turn. If they attack you, you can pump your monster and win the battle, therefore making your monsters invulnerable to battle unless you're going up against an Obelisk or something.
You can also consider the fact that Enishi and Kizan both gain extra attack while there are 2 other Samurais on the field with them, making them 3500 and 3300 attack under this effect, respectively. It even makes Kageki a 4500 powerhouse!
However, while this card increases the OTK potential of the deck, the deck's aggression was justified by having a good level of control through Shi en's negation effect and Musakani Magatama. This card is great when your opponent's backrow is empty but when it's not, it's got no real way to keep itself alive when your opponent uses Dark hole or Torrential Tribute. And when your opponent Fiendish Chains it, it's a sitting duck which is a -1 until you run something over.
The card is really something that the deck needed. Like Dino Rabbits, the deck needed outside help to get over the bigger monsters (Forbidden Lance mostly) but with this, you don't need to waste deck space for that, allowing for more versatility.
One more interesting point. The card can be summoned with Gateway of the Six by removing 6 counters. That's another way to potentially OTK for no cost whatsoever. Seriously Konami?
Anyway that's pretty much it for the card. The card is powerful, makes other cards powerful and is an extra 2 counters onto Gateway. What's not to love?
Until next time, TheTCGLover out!
Labels:
Card,
Review,
shadow,
shien,
six samurai,
thetcglover,
yugioh
Saturday, 19 May 2012
Complete Battle Pack: Epic Dawn Card List!
Compiled by TheTCGLover of course.
Each pack of Epic dawn comes with 5 cards:
Group 2 (Spells and Traps, and a few monsters):
Greenkappa
Penguin Soldier
Mysterious Guard
Exiled Force
Old Vindictive Magician
Breaker the Magical Warrior
Grave Squirmer
Ryko, Lightsworn Hunter
Snowman Eater
Fissure
Tribute to the Doomed
Axe of Despair
Mystical Space Typhoon
Horn of the Unicorn
Offerings to the Doomed
Bait Doll
Book of Moon
Autonomous Action Unit
Ante
Big Bang Shot
Fiend’s Sanctuary
Different Dimension Gate
Enemy Controller
Monster Gate
Shield Crush
Fighting Spirit
Forbidden Chalice
Darkworld Shackles
Forbidden Lance
Infected Mail
Ego Boost
Kunai with Chain
Dust Tornado
Windstorm of Etaqua
Magic Drain
Magic Cylinder
Shadow Spell
Blast with Chain
Needle Ceiling
Reckless Greed
Nightmare Wheel
Spell Shield Type-8
Interdimensional Matter Transporter
Compulsory Evacuation Device
Prideful Roar
Half or Nothing
Skill Successor
Pixie Ring
Changing Destiny
Fiendish Chain
Inverse Universe
Miracle’s Wake
Power Frame
Damage Gate
Liberty at Last!
Group 3 (To slap your opponent's smirk off their face):
Luster Dragon
Archfiend Soldier
Mad Dog of Darkness
Charcoal Inpachi
Insect Knight
Gene-Warped Warwolf
Buster Blader
Goblin Attack Force
Bazoo the Soul-Eater
Zombyra the Dark
Slate Warrior
Dark Ruler Ha Des
Freed the Matchless General
Airknight Parshath
Asura Priest
Exarion Universe
Vampire Lord
Toon Gemini Elf
King Tiger Wanghu
Guardian Sphinx
Skilled White Magician
Zaborg the Thunder Monarch
D.D. Assailant
Theban Nightmare
The Tricky
Raging Flame Sprite
Chiron the Mage
Cyber Dragon
Cybernetic Magician
Goblin Elite Attack Force
Doomcaliber Knight
Chainsaw Insect
Card Trooper
Voltic Kong
Botanical Lion
Ancient Gear Knight
Blizzard Dragon
Beast King Barbaros
The Calculator
Gaap the Divine Soldier
Arcana Force XIV – Temperance
Dark Valkyria
Alector, Sovereign of Birds
Twin-Barrel Dragon
Abyssal Kingshark
Jurrac Protops
Hedge Guard
Fabled Ashenveil
Backup Warrior
Ambitious Gofer
Power Giant
Card Guard
Yaksha
Gogogo Golem
Big Jaws
Wind-Up Soldier
Wind-Up Dog
Milla the Temporal Magician
Ape Fighter
Wind-Up Warrior
Group 4 (Small but potent):
Giant Soldier of Stone
Mask of Darkness
Morphing Jar
Muka Muka
Blast Sphere
Big Shield Gardna
Gilasaurus
Possessed Dark Soul
Twin-Headed Behemoth
Makyura the Destructor
Helping Robo for Combat
Zolga
Chaos Necromancer
Stealth Bird
Hyper Hammerhead
Grave Protector
Night Assailant
Pitch-Black Warwolf
Dekoichi the Battlechanted Locomotive
Gyroid
Drillroid
Gravitic Orb
Cloudian – Poison Cloud
Des Mosquito
Mad Reloader
Phantom of Chaos
Cyber Valley
Blue Thunder T-45
Vortex Trooper
DUCKER Mobile Cannon
Worm Barses
Shield Warrior
Dark Resonator
Noisy Gnat
Fabled Raven
Fortress Warrior
Twin-Sword Marauder
Level Warrior
Level Eater )
Naturia Strawberry
Battle Fader Amazoness Sage
Amazoness Trainee
Hardened Armed Dragon Blackwing – Zephyros the Elite
Tanngrisnir of the Nordic Beasts
Shine Knight
Gagaga Magician
Goblindbergh
Psi-Blocker
So yeah, that's the entire 220 card list. With so many reprints of great competitive cards, there's no reason to buy some packs and pull some. However with this, many player's cards will go down in price so you might as well get the original print over the common ones.
Hope you are as psyched about this as I am!
Each pack of Epic dawn comes with 5 cards:
- A Game Changing card (Group 1) . The monsters have white names and the Spells and Traps have Black names. It's Konami's way of spicing things up a bit.
- An average Spell/Trap card and a few average monsters that vary a bit. (Group 2).
- A Beat stick (Group 3). It must have at least 1700 attack by it's raw power or by an effect (Such as the calculator).
- Low attack monsters with potent effects.
- A STARFOIL rare card!
Here's the List of monsters by Group.
Group 1 (Rare and Game Changing):
Witch of the Black Forest
Cyber Jar
Jinzo
Injection Fairy Lily
Dark Dust Spirit
Skull Archfiend of Lightning
Dark Magician of Chaos
Blowback Dragon
Mobius the Frost Monarch
Fox Fire
Ancient Gear Golem
Treeborn Frog
Super Conductor Tyranno
Gorz the Emissary of Darkness
Raiza the Storm Monarch
White Night Dragon
Deep Diver
Caius the Shadow Monarch
Krebons
Tragoedia
Obelisk the Tormentor
Machina Fortress
Tour Guide From the Underworld
Number 39: Utopia
Gachi Gachi Gantetsu
Grenosaurus
Number 17: Leviathan Dragon
Wind-Up Zenmaister
Tiras, Keeper of Genesis
Adreus, Keeper of Armageddon
Gem-Knight Pearl
Raigeki
Swords of Revealing Light
Pot of Greed
Harpie’s Feather Duster
Graceful Charity
Change of Heart
Heavy Storm
Snatch Steal
Premature Burial
Soul Exchange
Scapegoat
United We Stand
Creature Swap
Burden of the Mighty
Pot of Duality
Solemn Judgment
Mirror Force
Call of the Haunted
Ring of Destruction
Torrential Tribute
Metal Reflect Slime
Skill Drain
Divine Wrath
Dark Bribe
Cyber Jar
Jinzo
Injection Fairy Lily
Dark Dust Spirit
Skull Archfiend of Lightning
Dark Magician of Chaos
Blowback Dragon
Mobius the Frost Monarch
Fox Fire
Ancient Gear Golem
Treeborn Frog
Super Conductor Tyranno
Gorz the Emissary of Darkness
Raiza the Storm Monarch
White Night Dragon
Deep Diver
Caius the Shadow Monarch
Krebons
Tragoedia
Obelisk the Tormentor
Machina Fortress
Tour Guide From the Underworld
Number 39: Utopia
Gachi Gachi Gantetsu
Grenosaurus
Number 17: Leviathan Dragon
Wind-Up Zenmaister
Tiras, Keeper of Genesis
Adreus, Keeper of Armageddon
Gem-Knight Pearl
Raigeki
Swords of Revealing Light
Pot of Greed
Harpie’s Feather Duster
Graceful Charity
Change of Heart
Heavy Storm
Snatch Steal
Premature Burial
Soul Exchange
Scapegoat
United We Stand
Creature Swap
Burden of the Mighty
Pot of Duality
Solemn Judgment
Mirror Force
Call of the Haunted
Ring of Destruction
Torrential Tribute
Metal Reflect Slime
Skill Drain
Divine Wrath
Dark Bribe
Greenkappa
Penguin Soldier
Mysterious Guard
Exiled Force
Old Vindictive Magician
Breaker the Magical Warrior
Grave Squirmer
Ryko, Lightsworn Hunter
Snowman Eater
Fissure
Tribute to the Doomed
Axe of Despair
Mystical Space Typhoon
Horn of the Unicorn
Offerings to the Doomed
Bait Doll
Book of Moon
Autonomous Action Unit
Ante
Big Bang Shot
Fiend’s Sanctuary
Different Dimension Gate
Enemy Controller
Monster Gate
Shield Crush
Fighting Spirit
Forbidden Chalice
Darkworld Shackles
Forbidden Lance
Infected Mail
Ego Boost
Kunai with Chain
Dust Tornado
Windstorm of Etaqua
Magic Drain
Magic Cylinder
Shadow Spell
Blast with Chain
Needle Ceiling
Reckless Greed
Nightmare Wheel
Spell Shield Type-8
Interdimensional Matter Transporter
Compulsory Evacuation Device
Prideful Roar
Half or Nothing
Skill Successor
Pixie Ring
Changing Destiny
Fiendish Chain
Inverse Universe
Miracle’s Wake
Power Frame
Damage Gate
Liberty at Last!
Group 3 (To slap your opponent's smirk off their face):
Luster Dragon
Archfiend Soldier
Mad Dog of Darkness
Charcoal Inpachi
Insect Knight
Gene-Warped Warwolf
Buster Blader
Goblin Attack Force
Bazoo the Soul-Eater
Zombyra the Dark
Slate Warrior
Dark Ruler Ha Des
Freed the Matchless General
Airknight Parshath
Asura Priest
Exarion Universe
Vampire Lord
Toon Gemini Elf
King Tiger Wanghu
Guardian Sphinx
Skilled White Magician
Zaborg the Thunder Monarch
D.D. Assailant
Theban Nightmare
The Tricky
Raging Flame Sprite
Chiron the Mage
Cyber Dragon
Cybernetic Magician
Goblin Elite Attack Force
Doomcaliber Knight
Chainsaw Insect
Card Trooper
Voltic Kong
Botanical Lion
Ancient Gear Knight
Blizzard Dragon
Beast King Barbaros
The Calculator
Gaap the Divine Soldier
Arcana Force XIV – Temperance
Dark Valkyria
Alector, Sovereign of Birds
Twin-Barrel Dragon
Abyssal Kingshark
Jurrac Protops
Hedge Guard
Fabled Ashenveil
Backup Warrior
Ambitious Gofer
Power Giant
Card Guard
Yaksha
Gogogo Golem
Big Jaws
Wind-Up Soldier
Wind-Up Dog
Milla the Temporal Magician
Ape Fighter
Wind-Up Warrior
Group 4 (Small but potent):
Giant Soldier of Stone
Mask of Darkness
Morphing Jar
Muka Muka
Blast Sphere
Big Shield Gardna
Gilasaurus
Possessed Dark Soul
Twin-Headed Behemoth
Makyura the Destructor
Helping Robo for Combat
Zolga
Chaos Necromancer
Stealth Bird
Hyper Hammerhead
Grave Protector
Night Assailant
Pitch-Black Warwolf
Dekoichi the Battlechanted Locomotive
Gyroid
Drillroid
Gravitic Orb
Cloudian – Poison Cloud
Des Mosquito
Mad Reloader
Phantom of Chaos
Cyber Valley
Blue Thunder T-45
Vortex Trooper
DUCKER Mobile Cannon
Worm Barses
Shield Warrior
Dark Resonator
Noisy Gnat
Fabled Raven
Fortress Warrior
Twin-Sword Marauder
Level Warrior
Level Eater )
Naturia Strawberry
Battle Fader Amazoness Sage
Amazoness Trainee
Hardened Armed Dragon Blackwing – Zephyros the Elite
Tanngrisnir of the Nordic Beasts
Shine Knight
Gagaga Magician
Goblindbergh
Psi-Blocker
So yeah, that's the entire 220 card list. With so many reprints of great competitive cards, there's no reason to buy some packs and pull some. However with this, many player's cards will go down in price so you might as well get the original print over the common ones.
Hope you are as psyched about this as I am!
TheTCGLover out!
Wednesday, 16 May 2012
Future Visions: The Atlantean Archetype
Hello once again readers. In the midst of my busy schedule I decided to do the forth segment of our world famous Future Visions. Instead of looking at the booster sets of the future, I decided to delve into what might possibly be, our next tier 1 deck. As a fan of the TCG, it's in my best interest to constantly keep up to date with new cards, regardless of where they come from (Booster set, structure decks, starter decks etc). From the latest structure deck in the OCG comes the new Atlantean archetype.
Incase you did not know, just like Geargia, they already have 1 monster in the TCG already, Atlantean Pikeman. Unfortunately it's a vanilla beater which doesn't really do much for any deck so it's not really worth worrying about.
Now lets take a look at the monsters we know of so far.
Incase you did not know, just like Geargia, they already have 1 monster in the TCG already, Atlantean Pikeman. Unfortunately it's a vanilla beater which doesn't really do much for any deck so it's not really worth worrying about.
Now lets take a look at the monsters we know of so far.
Atlantean Marksman
When this card inflicts Battle Damage to your opponent: You can Special Summon 1 Level 4 or lower Sea Serpent-Type "Atlantean" monster, except "Atlantean Marksman", from your Deck. When this card is sent to the Graveyard for the activation of a WATER monster's effect: Target 1 Set card your opponent controls; destroy that target.
To start off, this card allows you to special summon an Atlantean monster when it deals battle damage, which is nice for a quick rank 3 xyz. However, it's second effect means you can summon a Leviathan dragon and detach this card for it's effect. This means it's second effect kicks in and you can destroy one of your opponent's set cards. Even easier yet, you can send it to the graveyard for Genex Undine's effect, which triggers it's effect too! The possibilities for some amazing advantage are available to you if you know where to look.
Atlantean Armed Soldier
While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon a Level 4 or lower Sea Serpent-Type monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn.) When this card is sent to the Graveyard for the activation of a WATER monster's effect: Target 1 face-up card your opponent controls; destroy that target.
This card also allows for a quick rank 2 with another armed soldier. Once again, Leviathan dragon and Undine shenanigans apply, but this time, you can hit a face-up card, which is much more helpful.
Atlantean Assaultman
A simple yet powerful effect. It's not actually debuting in the structure deck, but Return of the Duelist. With Deep Sea Diva it can be summoned straight from the deck and is now at a wonderful 2200 attack, allowing it to get over Thunder king and other big beaters. On it's own, it's not too good, so maybe run only 1 to reduce the chances of drawing it when you don't have a Diva or a Armed soldier to use it with.
Now for the one spell card in the structure deck with "Atlantean" in it's name, so It's worth a look.
Atlantean Roar
Target up to 3 Level 3 or lower Sea Serpent-Type monsters in your Graveyard; Special Summon those targets. You cannot Special Summon other monsters the turn you activate this effect.
So this card allows you to summon 3 monsters. That's pretty stupid. Even better yet, it's a quick play meaning you can just chain it to your opponent's MST, meaning you get 3 monsters for essentially no cost. You can summon Lost Blue Breaker with this card then tribute it to destroy a backrow on your opponent's field. If you summon 3 Assaultman and you can attack directly, then you can deal 6600 damage. If you summon 1 Assaultman and 2 Marksman, then you can deal 5000 damage from them alone. Then you summon 2 more Sea serpents (Provided you activated Atlantean Roar the turn before) and finish the job!
But sometimes, little Fish things with weapons won't cut it. The archetype needs a boss, and the Structure deck has quite a one at that!
Introducing...
ATLANTEAN DRAGON POSEIDRA
You can Tribute 3 Level 3 or lower WATER monsters you control; Special Summon this card from your hand or Graveyard. When this card is Special Summoned by this effect: Return all Spell/Trap Cards on the field to the hand, and if 3 or more cards are returned by this effect, face-up monsters your opponent currently controls lose 300 ATK for each card returned.
So using Atlantean Roar, you get the 3 Water monsters needed to summon this beast. When it hits the field, you can Giant Trunade all spells and traps and then you Masked Hero Acid their monster's attack. With it's 2800 attack, it will most likely be the strongest monster on the field after you use it's effect. However with that being said, There's much reason to run more than 1 since the little guys can be quite powerful on their own and 3 level 3s are hard to get onto the field (outside of the spell card). Think of it as a secondary win condition, with your xyz monsters being the main beaters in your deck. I think Konami knew this though, since their secondary effects cannot be activated in the structure deck. We will have to wait and see what the second card on the structure deck list is.
Until next time, TheTCGLover out!
Labels:
atlantean,
duality,
poseidra,
roar,
sea serpent,
thetcglover,
Tour guide,
yugioh
Tuesday, 15 May 2012
Lightray Gearfried in Lightsworns + Decklist
With the Lightrays now released, whether or not each one has it's own use is being debated as we speak. Some of them can be thrown in decks and some of them requires a deck around it. With Lightray Gearfried though, it seems to be it's own boss monster in anything with a decent amount of light monsters.
Ok. So it's got a fantastic 2800 attack, just like it's original counterpart. It's also got a respectable summoning condition that can be fulfilled in light decks. Agents can fill their graveyard quite quickly using Venus and Shine Balls.
But realistically, when using a big beater, you want to able to utilise ALL of it's effects, which an agent deck won't be able to do.
The great thing about this card is it's ability to negate a spell/trap each turn. It's what makes Shi en so darn good. You can just keep it on the field and negate things every turn, therefore depleting your opponent's resources while you're smacking them for 2500 each turn. But this card is different. In exchange for 300 extra attack (Which can help get over quite a few big monsters like Grapha), you must remove a Warrior-type to be able to negate something.
So in Lightsworns, you can mill your Jain(s), Ehren(s) and Garoth(s) to provide fodder for it's effect. But while Gearfried does require 5 different lights with different names, it's not tied to specifically lightsworns like Judgment dragon is, which might be the push to bring it back into the competitive scene. I'd prefer a 2800 negater over a 3000 nuke machine. That might be the other way around for you though.
Instead of talking about it's possibility of being good in a light deck, I decided to make a quick decklist showing if the card is viable in a lightsworn deck.
I also threw in a Lightray Diabolos to add to the backrow hate. I thought 3 gearfried might be a little too cloggy if you draw too many of them at once. Of course this is a first draft and there is room for improvement, so suggest fixes!
But realistically, when using a big beater, you want to able to utilise ALL of it's effects, which an agent deck won't be able to do.
The great thing about this card is it's ability to negate a spell/trap each turn. It's what makes Shi en so darn good. You can just keep it on the field and negate things every turn, therefore depleting your opponent's resources while you're smacking them for 2500 each turn. But this card is different. In exchange for 300 extra attack (Which can help get over quite a few big monsters like Grapha), you must remove a Warrior-type to be able to negate something.
So in Lightsworns, you can mill your Jain(s), Ehren(s) and Garoth(s) to provide fodder for it's effect. But while Gearfried does require 5 different lights with different names, it's not tied to specifically lightsworns like Judgment dragon is, which might be the push to bring it back into the competitive scene. I'd prefer a 2800 negater over a 3000 nuke machine. That might be the other way around for you though.
Instead of talking about it's possibility of being good in a light deck, I decided to make a quick decklist showing if the card is viable in a lightsworn deck.
Click the picture!
I also threw in a Lightray Diabolos to add to the backrow hate. I thought 3 gearfried might be a little too cloggy if you draw too many of them at once. Of course this is a first draft and there is room for improvement, so suggest fixes!
Labels:
Deck,
Decklist,
gearfried,
lightray,
lightsworn,
thetcglover,
veiler,
yugioh
Monday, 14 May 2012
Cardcar D is actually quite bad
Yes it is. The reasons why I feel it is so bad are pretty valid and I hope you agree.
1. The TCG has tour guide while the OCG does not. This is one of the big factors that will explain why Cardcar is not played here but is played in threes in the OCG. The fact is, everyone likes generic draw power and Cardcar gives exactly that. But being able to make beaters and searching are also great to have, which tour guide offers both. if I want draw power in inzektors then I'll run duality and allure and tour guide if I have them.
2. Veiler is at 2 or 3 in most decks. This reason applies to both games but Cardcar was being hyped immensely before the priority ruling changed. When it did come around, people still thought it was just as good. You cannot compare it to Rescue rabbit due to it baiting out veilers much more than Cardcar. If you know that you can OTK your opponent next turn, then veilering their Cardcar is pretty much irrelevant. This brings me nicely to my third point.
3. The format is too fast. The amount of restrictions placed on the card that you are forced to give up a summon which almost means a whole turn. Unless you draw some good traps in your opening hand, you are essentially saying "I'll let you go first in exchange that I can have an extra card". Thats a pretty good trade off to be honest, it allows me to go into laggia and set 3 backrows. When I have that on the field your 6/7 card hand is pretty much going to get depleted to almost nothing to try and dismantle my field. In time there will be a format for this card, but this format is not the one.
4. It's a secret. It forces the casual/competitive player such as myself to commit a large sum of money for a playset of something that might just end up being a big flop. I know that tour guides would be a good investment since it has single handedly defined the format by itself. It's price tag reflects that but as of right now Cardcar D is still at its hyped price. the rarity also explains why the OCG can experiment with 3 in their decks without that financial worry.
There are other reasons why I don't approve of this card and I'm sure some of you out there like it. If you feel that my reasoning is not justified then please comment below. I'd love to hear your opinion on it (no sarcasm intended).
Until next time, TheTCGLover Out!
1. The TCG has tour guide while the OCG does not. This is one of the big factors that will explain why Cardcar is not played here but is played in threes in the OCG. The fact is, everyone likes generic draw power and Cardcar gives exactly that. But being able to make beaters and searching are also great to have, which tour guide offers both. if I want draw power in inzektors then I'll run duality and allure and tour guide if I have them.
2. Veiler is at 2 or 3 in most decks. This reason applies to both games but Cardcar was being hyped immensely before the priority ruling changed. When it did come around, people still thought it was just as good. You cannot compare it to Rescue rabbit due to it baiting out veilers much more than Cardcar. If you know that you can OTK your opponent next turn, then veilering their Cardcar is pretty much irrelevant. This brings me nicely to my third point.
3. The format is too fast. The amount of restrictions placed on the card that you are forced to give up a summon which almost means a whole turn. Unless you draw some good traps in your opening hand, you are essentially saying "I'll let you go first in exchange that I can have an extra card". Thats a pretty good trade off to be honest, it allows me to go into laggia and set 3 backrows. When I have that on the field your 6/7 card hand is pretty much going to get depleted to almost nothing to try and dismantle my field. In time there will be a format for this card, but this format is not the one.
4. It's a secret. It forces the casual/competitive player such as myself to commit a large sum of money for a playset of something that might just end up being a big flop. I know that tour guides would be a good investment since it has single handedly defined the format by itself. It's price tag reflects that but as of right now Cardcar D is still at its hyped price. the rarity also explains why the OCG can experiment with 3 in their decks without that financial worry.
There are other reasons why I don't approve of this card and I'm sure some of you out there like it. If you feel that my reasoning is not justified then please comment below. I'd love to hear your opinion on it (no sarcasm intended).
Until next time, TheTCGLover Out!
Tuesday, 1 May 2012
Miracle Spacians!
Hello readers. If you're keeping up with my Youtube Channel, I discussed the wonderful card known as Miracle Contact.
Shuffle into the Deck, from your hand, side of the field, or Graveyard, Fusion Material Monsters that are listed on an "Elemental HERO" Fusion Monster Card that also lists "Elemental HERO Neos" as a Fusion Material Monster, then Special Summon that Fusion Monster from your Extra Deck, ignoring the Summoning conditions.
This card is incredibly versatile and is begging for a deck built with it. It works in a similar way to how Miracle Fusion adds multiple high attackers into a control deck, allowing for explosive plays when needed. As I discussed on the video, It can be used to summon many of the Elemental Hero fusions that have a Neo-Spacian as one of it's materials. Currently, there are 10 of those fusion monsters. Of course with this card, the better of the 10 can be accessed easier than they used to be and they generally require 2 Neo-Spacians and Neos.
Of course, without a competitive build the deck will be boring and lose a lot. So it's best to concentrate on 5 of the 6 Neo Spacians: Glow moss, Dark Panther, Grand Mole, Flare Scarab and Air Hummingbird. Aqua Dolphin is probably the worst Neo-Spacian alongside Glow Moss, but in my mind it's not got as much going for it.
So in addition to the Neos cards already mentioned, we will need some draw power. Fortunately, we have a great little card called Convert Contact.
With this card, you can dump any Neo-Spacian from your hand and one from your deck to draw two cards. There are three amazing things that this gives us:
1. Draw power, which equals consistency when using the deck multiple times.
2. It puts 2 fusion materials in the graveyard
3. It allows us to run Black Luster Soldier!
While BLS removes the cards from your graveyard, what you get in return is a 3000 double attacking beater. That's just too good not to pass up. So with 2 fusion materials in your graveyard, you can now return them to your deck with a Elemental hero Neos in your hand to summon an appropriate fusion monster with Miracle Contact. Incase you care about card advantage, you only use up to 2 cards and you make 1 card that lasts for a turn. If you want to use Neo space or Instant Neo space then be my guest, but I don't recommend it.
Now here is my first attempt at a decklist. It might be revised in the future so keep an eye on the date it was last changed.
(1st of may 2012)
Monsters (17) -
1x Neo-Spacian Glow Moss
2x Neo-Spacian Dark Panther
2x Neo-Spacian Flare Scarab
1x Neo-Spacian Grand Mole
1x Neo-Spacian Air Hummingbird
3x Elemental HERO Neos
1x Elemental HERO Stratos
3x Effect Veiler
1x Black Luster Soldier - Envoy of the Beginning
1x Elemental HERO Prisma
1x Gorz the Emmisary of Darkness
Spells (15) -
1x Monster Reborn
1x Dark Hole
1x Heavy Storm
2x Mystical Space Typhoon
3x Miracle Contact
3x Convert Contact
1x Pot of Avarice
2x E-Emergency Call
1x Book of Moon
Traps (8) -
2x Solemn Warning
1x Solemn Judgment
2x Torrential Tribute
2x Bottomless Trap Hole
1x Compulsory Evacuation Device
Extra Deck (15) -
1x Elemental HERO Grand Neos
1x Elemental HERO Magma Neos
1x Elemental HERO Flare Neos
1x Elemental HERO Air Neos
1x Elemental HERO Dark Neos
1x Elemental HERO Chaos Neos
1x Elemental HERO Glow Neos
1x Armory Arm
1x Ally of Justice - Catastor
1x Black Rose Dragon
1x Stardust Dragon
1x Wind-Up Zenmaines
1x Number 20: Giga-Brilliant
1x Number 39: Utopia
1x Leviair the Sea Dragon
Once Miracle Contact comes out on the Dueling Network, I'm going to test this deck. I honestly can't wait to see how it performs!
TheTCGLover out!
Shuffle into the Deck, from your hand, side of the field, or Graveyard, Fusion Material Monsters that are listed on an "Elemental HERO" Fusion Monster Card that also lists "Elemental HERO Neos" as a Fusion Material Monster, then Special Summon that Fusion Monster from your Extra Deck, ignoring the Summoning conditions.
This card is incredibly versatile and is begging for a deck built with it. It works in a similar way to how Miracle Fusion adds multiple high attackers into a control deck, allowing for explosive plays when needed. As I discussed on the video, It can be used to summon many of the Elemental Hero fusions that have a Neo-Spacian as one of it's materials. Currently, there are 10 of those fusion monsters. Of course with this card, the better of the 10 can be accessed easier than they used to be and they generally require 2 Neo-Spacians and Neos.
Of course, without a competitive build the deck will be boring and lose a lot. So it's best to concentrate on 5 of the 6 Neo Spacians: Glow moss, Dark Panther, Grand Mole, Flare Scarab and Air Hummingbird. Aqua Dolphin is probably the worst Neo-Spacian alongside Glow Moss, but in my mind it's not got as much going for it.
So in addition to the Neos cards already mentioned, we will need some draw power. Fortunately, we have a great little card called Convert Contact.
With this card, you can dump any Neo-Spacian from your hand and one from your deck to draw two cards. There are three amazing things that this gives us:
1. Draw power, which equals consistency when using the deck multiple times.
2. It puts 2 fusion materials in the graveyard
3. It allows us to run Black Luster Soldier!
While BLS removes the cards from your graveyard, what you get in return is a 3000 double attacking beater. That's just too good not to pass up. So with 2 fusion materials in your graveyard, you can now return them to your deck with a Elemental hero Neos in your hand to summon an appropriate fusion monster with Miracle Contact. Incase you care about card advantage, you only use up to 2 cards and you make 1 card that lasts for a turn. If you want to use Neo space or Instant Neo space then be my guest, but I don't recommend it.
Now here is my first attempt at a decklist. It might be revised in the future so keep an eye on the date it was last changed.
(1st of may 2012)
Monsters (17) -
1x Neo-Spacian Glow Moss
2x Neo-Spacian Dark Panther
2x Neo-Spacian Flare Scarab
1x Neo-Spacian Grand Mole
1x Neo-Spacian Air Hummingbird
3x Elemental HERO Neos
1x Elemental HERO Stratos
3x Effect Veiler
1x Black Luster Soldier - Envoy of the Beginning
1x Elemental HERO Prisma
1x Gorz the Emmisary of Darkness
Spells (15) -
1x Monster Reborn
1x Dark Hole
1x Heavy Storm
2x Mystical Space Typhoon
3x Miracle Contact
3x Convert Contact
1x Pot of Avarice
2x E-Emergency Call
1x Book of Moon
Traps (8) -
2x Solemn Warning
1x Solemn Judgment
2x Torrential Tribute
2x Bottomless Trap Hole
1x Compulsory Evacuation Device
Extra Deck (15) -
1x Elemental HERO Grand Neos
1x Elemental HERO Magma Neos
1x Elemental HERO Flare Neos
1x Elemental HERO Air Neos
1x Elemental HERO Dark Neos
1x Elemental HERO Chaos Neos
1x Elemental HERO Glow Neos
1x Armory Arm
1x Ally of Justice - Catastor
1x Black Rose Dragon
1x Stardust Dragon
1x Wind-Up Zenmaines
1x Number 20: Giga-Brilliant
1x Number 39: Utopia
1x Leviair the Sea Dragon
Once Miracle Contact comes out on the Dueling Network, I'm going to test this deck. I honestly can't wait to see how it performs!
TheTCGLover out!
Subscribe to:
Posts (Atom)