Archive for the ‘Yu-Gi-Oh!’ category

Ebb and Flow with Maha Vailo

Huzzah! An article about Yu-Gi-Oh! posted on August 25th, 2010 by BurningLandBrawler

Hey all,

One of my all-time favorite Yu-Gi-Oh cards is Maha Vailo.  For those of you that are unfamiliar with the card, here it is:

Maha Vailo

As a four star creature, Vailo’s 1550 attack is subpar.  However, that power can be enchanced by equipping it with an equip spell.  Not counting any boosts from the equipment, Maha Vailo gets 500 ATK per equip spell attached to him.

My first experiences with Maha Vailo involved equipping it with Axe of Despair and Fairy Meteor Crush.  Axe of Despair turned him into a 3050 monster and Fairy Meteor Crush allowed him to trample over defenders.

While this gimmick worked against basic players, a simple Raigeki, Tribute to the Doomed, or Dark Hole took out Maha Vailo very cleanly.

That’s the inherent problem with equip spells.  With few exceptions, having a creature destroyed while equipped means that you’re losing at least two cards from one spell an opponent plays.  It’s basically a high risk, high reward play.

Maha Vailo was one of the very first Yu-gi-oh cards to come out.  Times have changed since then and there have been better cards that have come out.  For example, Big Bang Shot has come out, providing a 400 ATK boost as well as providing the trample ability.

I want to highlight one card in particular.  What’s great about it is that it’s a 7-star synchro summon monster.  Since Maha Vailo is a 4-star monster, you can pair him up with any 3 star tuner monster to summon this creature.  The creature in question?  Check it out:

Power Tool Dragon

Power Tool Dragon has the ability to search out any equipment for your creatures.  However, it must be selected at random by your opponent out of two cards.  The easy way out of this is to let the opponent select from three copies of the same card.  Three Mage Powers.  Three Axes of Despair.  That way, you can guarantee you’re getting the card you want.

Besides the standard powerup equipment, an equip spell you can try with Power Tool Dragon is Armed Changer.  While it does require an equip spell to be discarded, it allows you to recover creature cards such as Maha Vailo with less ATK than the Armed Dragon.

To elaborate on this idea further, you can pair Armed Changer with Divine Sword Phoenix.  While the sword can enchant neither Dragon or Vailo, it can be brought back continously to your hand.  Just stick some warriors along with it and you’ve got yourself a deck.

Till next time,
BurningLandBrawler

Konami Crowns Yu-Gi-Oh! 2010 World Champion

Huzzah! An article about Yu-Gi-Oh! posted on August 18th, 2010 by Xias

Well it was a long and dramatic weekend, but it looks like Galileo De Obaldia beat Vincent Paglia from Las Vegas in order to become the official Yu-Gi-Oh TCH 2010 World Champion.

The tournamnet brought in 37 players in all, hailing from 18 different countries and pulling together the most talented players from across the globe. There were 12 months of tournaments and qualifying tournaments numbering in the hundreds, but the results are now officially in.

For full details on the event you can check out Konami’s offical website here.

Yu-Gi-Oh! Trading Card Game Booster Set Duelist Revolution Hits the Shelves

Huzzah! An article about Yu-Gi-Oh! posted on August 17th, 2010 by Xias

Well after being thoroughly researched and game tested, it looks like Duelist Revolution is finally ready to go. It is being released to general audiences today, with the 100 card booster set bringing players the latest monsters of the “5D’s” era. That includes Yusei’s 3200 ATK Fusion Monster: Dragon Knight Draco-Equiste. That’s quite a mouthful, if I do say so.

Duelist Revolution also allows players to team up their monsters from other sets with cards like Fabled Raven. Fabled Raven can help out a number of Synchro Monsters, but is best suited to other Fabled monsters from Hidden Arsenal 2 (the upcoming Hidden Arsenal 3 will work as well). Another well known card from the set is Pot of Duality, which gives the spell caster a choice from the top 3 cards of their deck.

In total, the set will comprise of 48 common cards, 20 rare cards, 14 super rare cards, 10 ultra (superduper?) rare cards, and 8 secret rare cards. 

Stick your tongue out and play with frogs

Huzzah! An article about News, Yu-Gi-Oh! posted on July 18th, 2010 by BurningLandBrawler

Groups of creatures of the same type in Yu-Gi-Oh are known as tribes.  Why should you restrict yourself to creatures of the same type?  There are cards such as Command Knight and Reinforcement of the Army which only affect a certain type of creature card.

Frogs are not an official card type of Yu-Gi-Oh; instead, they are a group of aqua-type water-attribute monsters that either have frog in their name or have a name replacement effect as an ability.

What are some vital components of the deck?  Check it out:

Substitoad – Substitoad acts as both a defender and a tutor for your deck.  By tutoring for Dupe Frog, you can have an invincible wall since Substitoad makes Dupe Frog unable to be destroyed by combat and Dupe Frog must be attacked in combat.  Substitoad works well with token generating cards, letting you trade those tokens for more permanent cards.

Dupe Frog – As mentioned before, when paired with Substitoad, Dupe Frog becomes a creature unable to be destroyed by battle.  Dupe Frog also excels when paired up with itself, preventing the opponent from attacking either frog.  While Dupe Frog is primarily a defensive creature, it counts as a Des Frog and can be utilized for Des Croaking or D.3.S. .

Des Frog – The most powerful non-fusion frog, Des Frog is a five star creature with a measly attack of 1900.  The real benefit of this card is its interaction with the other frog cards.

Des Croaking – Des Croaking serves as a way to clear the field of your opponent.  While having 3 Des Frogs may seem like a difficult task, remember some frogs like Dupe Frog count as a Des Frog.

Flip Flop Frog – Flip Flop Frog is one of the frogs you’ll play last.  It serves as a repeatable way to clear the opponent’s field.  Flip Flop Frog works excellent with cards such as Stumbling or The Dark Door to prevent creatures who are just coming into play from attacking.  Use this to seal the game against your opponent.

Salvage – Salvage serves as a way to recur your utility frogs like Dupe Frog and Substitoad.  Use it to counter board wipes by getting back the destroyed creatures.

When creating a frog deck, the basic idea is to stall until you can set up your field.  Once your field is set up, protect it through traps like Solemn Judgment or Dark Bribe.

These are the basics.  There’s various builds that are usable, such as Stumbling/Flip Flop Frog or D.3.S. Frog, so give them a go and hop along with frogs.

-burninglandbrawler

A look at the Duelist Toolbox starter deck

Huzzah! An article about Yu-Gi-Oh! posted on July 6th, 2010 by BurningLandBrawler

Hey all,

The intent of a starter deck in any sort of card game is to give a new player the basic understanding and tools to play the game.  A good starter deck should be simple enough to comprehend after a few plays yet sturdy enough to be able to take down opposing decks.

Even an advanced player may find a gem card or two when looking through starter decks.  For a good example of this, look up how Umezawa’s Jitte exploded the price of the rat starter decks during Champions of Kamigawa in Magic the Gathering.

Duelist Toolbox is the latest starter deck for Yu-Gi-Oh players.  Check out the display:

Junk Destroyer

The display card of the starter deck is the synchro summon Junk Destroyer.  Here is a more in-depth look at the card:

Junk Destroyer

2600 ATK for an 8 star synchro monster seems to be overcosted until you consider its effect.  For each non-tuner monster you use to synchro summon this card, you can destroy a card on the field.  Fortunately, the required tuner for this card is Junk Synchron; he will bring back a level 2 or more non-tuner monster, leaving only a level 3 or level 4 monster left to summon the Destroyer.

Besides that, here is the rest of the contents of the starter deck:

The starter deck offers some good utility cards, such as Dust Tornado, Trap Hole, and Card Destruction.  If you’re fond of warriors, there are also good support cards in X-Saber Wayne, Reinforcement of the Army, and The Warrior Returning Alive.

One way to improve this deck is to add in Imperial Iron Wall and Mass Driver. With those two cards, Quillbolt Hedgehog and Junk Synchron to form a one-turn kill.  The combo works by repeatedly special summoning Quillbolt Hedgehog through its special ability.  Imperial Iron Wall prevents Hedgehog from being removed from the game, so you can continually use Mass Driver to inflict damage to the opponent’s life points.

Quickdraw Synchron is another card that can both help the combo and the deck overall.  It’s easy to get out by pitching Quillbolt Hedgehog to it, and the Hedgehog can be summoned in the same turn to get out a level 7 synchro summon.

Another way to improve the deck would be to add more warrior-type cards.  Marauding Captain and Command Knight make great additions to swarming the field with warriors.

Check out the Duelist Toolbox starter deck in stores now!

-burninglandbrawler

The art of the Kuraz one turn KO

Huzzah! An article about News, Yu-Gi-Oh! posted on June 21st, 2010 by BurningLandBrawler

Hey all,

The best and most safe way to win is by not letting your opponent do anything.

This is referred to as a first turn knockout/kill, or a FTK.

While it’s highly unlike, it isn’t impossible.

Killing your opponent in one turn is still an incredible feat.  If you can’t do it on the first turn, doing it on the second or third turn is still an accomplishment.  These are known as one-turn kills, or OTK.

In general, OTKs revolve around some combo that depletes your opponent’s life points in one turn.

I’ll talk about one of the foundations cards to the OTK — Magical Explosion.

The card itself encourages playing with many spells and a way to put all those spells into your graveyard.  A deck archetype that dominated the format revolving around Explosion, Magician of Dark Chaos, Reasoning, and Monster Gate forced the restriction of those cards due to its ability to kill without letting your opponent play.

Magical Explosion

However, that doesn’t stop Magical Explosion from being a threat.

A new engine has come up, revolving around these cards:
- Kuraz, the Light Monarch
- Divine Sword – Phoenix Blade
- D.D.R.

The idea is to continually use Kuraz and D.D.R. to draw 2 cards.  To continue the engine, you need a way to pitch Divine Sword into the graveyard since it goes to your hand after RFG’ing Kuraz.  Magical Stone Excavation, Dark World Dealings, and Spell Reproduction serve as beneficial outlets for the Divine Sword, allowing you to put the Sword where it belongs (in the graveyard) and either draw a card or return a D.D.R to continue drawing through Kuraz.

Besides the main engine, a secondary engine is used to help the draw.  Royal Magical Library is an option, turning the spells cast into counters for draw.  When paired with Terraforming/Magical City of Endymion/Double Summon, you can draw your entire deck in one turn.

I personally use a Lightsworn engine, using 3 Ehrens and 2 Jains for creatures and 3 Charge of the Light Brigade with 3 Solar Recharge for draw.

Going from memory, my deck went as follows:
3 Ehren, Lightsworn Monk
2 Jain
3 Kuraz the Light Monarch

3 Solar Recharge
3 Charge of the Light Brigade
1 Pot of Benevolence
3 Spell Reproduction
2 Magical Stone Excavation
1 Card Destruction
3 Dark World Dealings
3 D.D.R
3 Divine Sword — Phoenix Blade
3 Hidden Armory
3 Toon Table of Contents
1 Toon Goblin Attack Force

3 Magical Explosion

Hidden Armory does double duty here, fetching either a Blade or a D.D.R.

Having the Explosion go to the graveyard can be a problem, but it’s not the end of the deck.  While Junk Trader is an option for online players, I’ve used Pot of Benevolence to reshuffle the Explosions back into the deck.

The most important part of the deck–make sure your hand is empty before you pass your turn.  If need be, place those cards in your spell/trap zone in addition to your Explosions.

Until next time,
BurningLandBrawler

Getting down with Earthbound part 2

Huzzah! An article about News, Yu-Gi-Oh! posted on May 26th, 2010 by BurningLandBrawler

Hey all,

Last time I talked about four godly creatures that require a field spell to be active.  These creatures are known as the Earthbound Immortals.

Since I covered four of the seven creatures (this was incorrectly reported as eight) last time, I’ll finish off with the other three here:

Earthbound Immortal Ccapac Apu – While 3000 attack should end the battle quickly, this creature’s ability encourages you to attack your opponent’s creatures.  By destroying an opponent’s creature in battle, you’re able to deliver an equal amount of damage to your opponent’s life points.  While you won’t be able to force a creature to attack your immortal, you can either increase the power of your immortal or decrease the power of their creature (though that’s less desirable).

Earthbound Immortal Chacu Challhua – Rather than swinging in with this creature for 2900 damage, you can switch this creature to defense mode to deal direct damage equal to half othe fish’s defense points.  In addition, while this creature is in defense mode, you cut out your opponent’s combat phase.  The most practical way of utilizing this damage is to get around cards such as Gravity Bind or Messenger of Peace which will hinder any attack attempts to your opponent’s life points.  Another way to use the Chacu is to revive him through Revival of the Immortals.  By doing so, you’re able to get the earthbound into play and have it deal damage through its ability.  Just dump it into your graveyard through Armageddon Knight or Foolish Burial and you’re ready to go.

Earthbound Immortal Wiraqocha Rasca – What’s interesting about this creature is that it’s initially a 100/100 body, meaning it can be searched out by Sangan and Mystic Tomato.  While Mystic Tomato won’t trigger his other ability, it will provide an unattackable  creature to stall your opponent.  When this creature is normal summoned, you can return up to 3 cards you control to your deck.  Each card returned will boost this cards attack power by 1000 points.  The return ability can be used positively, returning cards such as Swords of the Revealing Light.  While it doesn’t pack as much initial power as the other immortals, it makes up for it in technique.

There you have it, the remaining Earthbound Immortals.

Which one of them is your favorite?  Have you tried any of them to success?

Drop a comment in the box below.

Till next time,
@blbrawler

Getting down with Earthbound

Huzzah! An article about Yu-Gi-Oh! posted on May 6th, 2010 by BurningLandBrawler

Hey all,

In my last post, I did a brief overview of field spells in YuGiOh.  In short, field spells are cards that will provide a universal effect to a game.

Considering that field spells tend to be risky since they affect both players, there has to be a way to break the symmetry.

Of course, there is–the way is through Earthbound Immortals.

Earthbound Immortals are 10-star dark-attribute creatures that require a field spell in play.  Should that field spell be removed, the immortal will be sent to the graveyard.

Being gods also means  not having any other Earthbound Immortals in play.  After all, there can only be one.

While having some steep requirements, these Earthbound Immortals pack plenty of power.  Each individual immortal has a unique ability that can swing game momentum in your favor.  As a whole, Earthbound Immortals can’t be selected as the target of an attack.  Plus, these Earthbound Immortals are capable of directly attacking and have a high attack (most are between 2500-3000), meaning that they can end the game in 2 or 3 turns.

While there are 8 in total, I’ll only be covering 4 for now.  Stay tuned for next post to see more Earthbound Immortals.  Without further ado, here are four of them:

Earthbound Immortal Uru – The spider immortal is a favorite of mine since it is an insect.  As an insect, the easiest way to cheat it into play is Pinch Hopper.  One cool trick to do is use Limit Reverse to bring back a Pinch Hopper at the end of your opponent’s turn, then switch it to defense mode to destroy it and bring in Uru.  Uru itself is a powerful card, packing 3000 attack and being able to tribute a creature to take control of an enemy’s creature (like Enemy Controller).

Earthbound Immortal Cusillu – Being able to halve your opponent’s life points is a powerful effect, and the first card that comes to mind when considering how to do so with this monkey is Shrink.  Besides that, he’s literally a beast, so give Beast Soul Swap a shot if you’re up for sneaking him out for twice the damage.

Earthbound Immortal Ccaryhua – Considering how much effort it takes to put an  Earthbound Immortal down on the field, it sucks to have one of them removed.  Ccayrhua takes this into account by clearing the field when he’s destroyed by a card effect.  Note that the controller of the effect doesn’t matter, so feel free to destroy your own creature if the situation arises.

Earthbound Immortal Aslla Piscu – This card just screams to be played with Ojama Trio.  When the tokens are destroyed by this card’s effect, this card will inflict a total of 3300 damage to your opponent.

That’s it for now.  Stay tuned for the other four immortals next time.

Burning Land Brawler

Playing the field

Huzzah! An article about Yu-Gi-Oh! posted on April 16th, 2010 by BurningLandBrawler

Hey guys,

Check out field cards.  Here are the basic rules on them:

  • There can only be one field card in play at a time.
  • They are denoted by a four-pointed star in the top right corner.
  • If a field card would enter play with another one in play, the original field card is destroyed (unless protected by Field Barrier) and replaced by the new field card.
  • Each player may only have one field spell, either set or active, in play.

Field spells are global effects that affect both players.  Effects include boosting creature attack or defense, reducing creature level, or allowing forcing all creatures to attack each turn.  Here are a look at some field magic cards:

Clear World

Clear World

Ancient Forest

Ancient Forest

Think of field cards as a double-edged sword.  While they will either provide a positive benefit to you or a negative effect to your opponent, they’ll also provide the same effect to you.

The key to using field magic spells is to use the effect more effectively than your opponent, otherwise known as breaking the symmetry.  Usually the opponent will be unable to benefit from the field spell, however, to further put you at an advantage, you should use creatures and spells that benefit from the field magic card.

There is also a tutor for any field spell.  It is known as Terraforming.  While it will thin your deck by one card, the deck thinning is minute and not worth using for only that effect.  It also shuffles your deck after searching.

If the field spell card plays an essential role to your deck, run 3 copies of the spell card as well as 1-2 copies of Terraforming.  As your dependency on the spell card lessens, Terraforming becomes less necessary.

One creature group requires the usage of field spells.  Despite their handicap, they are capable of ending games, able to attack directly as well as not being able to attack.  Stay tuned for more information on those next time.

Till then,
Burning Land Brawler

Rolling the dice with Snipe Hunter

Huzzah! An article about Yu-Gi-Oh! posted on April 1st, 2010 by BurningLandBrawler

Hey,

Check this card out:

Snipe Hunter

This card has the potential to destroy any card on the field at the cost of one card from your hand.

Of course, any card that can produce that card of 1-for-1 advantage has some sort of catch.

Whenever you activate his ability, you must roll a six-sided dice.  Should the result be a 1 or 6, the effect does nothing.  That means success occurs on a 2, 3, 4, or 5.

Probability-wise, here’s the percentage breakdown:
Success: 4/6, or 66.66%
Failure: 2/6, or 33.33%

The probability for succeeding is a little over 50%, meaning that it is slightly in your favor; however, it’s not by much.

Compare it to Brionac, a card who has the same discard cost, but a guaranteed return-to-hand effect.  While the effect is guaranteed, realize that the effect is temporary.  Even if the card is a tribute summon, that card can easily be summoned another turn.

Snipe Hunter’s effect is permanent though, placing the targeted card into the graveyard upon a successful roll.  Also note that Snipe Hunter requires no synchronization to summon, making it a great answer to a potential threat from an opponent.

While Snipe Hunter’s lack of guaranteed destruction may look like a downfall to the card, it also is a valid answer to Stardust Dragon.  Stardust Dragon’s ability can only be activated when there’s a guaranteed source of destruction; Snipe Hunter is not one.

Besides the ability to destroy things, Snipe Hunter is also useful for getting cards into your graveyard.  Need one more creature to summon a Dark Armed Dragon?  Use Snipe Hunter.  Need two more fairies to get out your Archlord Krystia?   Call the man with the number gun.  Snipe Hunter serves as a reliable way to get creatures in your graveyard.

If you haven’t given Snipe Hunter a shot, by all means do so.

And that was an intended pun.

Get in the duel,
http://www.twitter.com/blbrawler
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