Archive for the ‘Yu-Gi-Oh!’ category

A look at the Duelist Toolbox starter deck

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

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

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

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

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

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

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
Burning Land Brawler Signature

How to use metrics when comparing cards

Huzzah! An article about Yu-Gi-Oh! posted on March 29th, 2010 by

Recently I was putting together a new deck when I came across two cards which seemed to both fit into my deck since they have similar abilities.  Here are the cards:

Star Blast
Normal Spell card

Pay any number of Life Points in multiples of 500. Reduce the Level of 1 monster you control or that is in your hand by 1 for each 500 Life Points you paid, until the End Phase.

Mausoleum of the Emperor
Field Spell card

Both players can Normal Summon or Set monsters without Tribute(s) by paying 1000 Life Points x the number of monstersTribute Summon them. needed to

Whenever two cards are being compared, some sort of measurement, or metric, should be used.  Here are some I would recommend:

  • Synergy with other cards: Synergy is how well a card interacts with other cards in a deck.  In addition to both cards being able to summon high-powered monsters, I found Star Blast to work well with synchro summoning.  I was able to reduce the level of some of my monsters, pinpointing the exact star count for the summon.Point:  Star Blast
  • Card Independence:  While synergy measures how well cards mesh together, card independence determines how well a card functions on its own.  Even though these two cards help summon monsters, Star Blast works better since the effect is not symmetrical.  To use Mausoleum effectively, you should be able to use the effect without allowing your opponent to do so.  That would require some way to remove the Mausoleum when your opponent attempts to use it.  Star Blast allows you to summon big creatures without risking a large summon from your opponent.Point: Star Blast
  • Card Advantage Production: Does the card you’re considering adding set you back in cards?  Or does it help you gain an advantage over the opponent?  Again, since Mausoleum of the Emperor needed to be used safely, Star Blast wins here.Point: Star Blast
  • Win inevitability: How much closer does the card put you towards a win?  Also, does the card do anything that may hinder your victory?  Star Blast wins barely here, simply because of the symmetry of Mausoleum.Point: Star Blast

There you have it–in a 0-4 victory, Star Blast wins over Mausoleum of the Emperor for my deck. Whenever you’re torn between two cards for your deck, consider these metrics.  In addition, test the cards to see which one works better for your deck.

Get in the duel,
www.twitter.com/blbrawler
BurningLandBrawler Signature

Countering special summons

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

In my previous article, I discuss the importance of special summoning to the game.  The ability to bring out more than one creature per turn is an easy way to overwhelm the opponent by numbers. To prevent the stampede of special summon creatures, players can use cards to prohibit the special summoning of creatures.

The most popular answer to special summons is a trap card.  Since it’s a trap card, it can be run by nearly every deck.  However, it’s versatility comes at a price.  Check out the card here:

Royal Oppression

At the cost of 800 life points, either player can negate the special summoning of a creature.  Note that this is a symmetrical effect, meaning that if you attempt to special summon a creature, the opponent can pay 800 life points to negate that special summon.

What can you do to break the symmetry of this card? The main way is to not use special summons at all.  Use high-powered non-tribute and tribute monsters to hold off your opponent.  In addition, use cards such as Burden of the Mighty and Shrink to take down your opponent’s monsters.

After all, if your opponent can’t keep monsters on their side of the field, chances are they’re going to lose.  Besides Royal Oppression, I’d also recommend these two creatures:  Vanity’s Fiend and Vanity’s Ruler.

Since they are creatures, they are easier to remove than Oppression.  However, they are also able to attack the opponent.  Vanity’s Fiend also works with Allure of Darkness, and Vanity’s Ruler works with Trade-In.

With an attack power of 2400, Fiend is a decent beatstick for the one tribute.  Vanity’s Ruler, while costing two tributes, tops Fiend by a measly 100 attack points.  I recommend Vanity’s Fiend for decks such as Monarchs and STUN.  Monarchs can support the Fiend easily with Brain Control and Soul Exchange.  STUN can use this card in addition to Royal Oppression to hinder the opponent.  I recommend Ruler for Mausoleum of the Emperor and Fairy decks.  However, Archlord Kristya is generally a better choice.

Use the powers of restricting special summoning to give you the edge on your opponent!

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

The importance of special summoning

Huzzah! An article about News, Yu-Gi-Oh! posted on March 19th, 2010 by

Normally each player can bring out only one creature per turn and on their own turn.  However, through special summoning, each player can summon more than the maximum one creature per turn as well as summon creatures during the opponent’s turn.  What are some specific ways of special summoning?  Check them out here:

Reanimation – Bringing back creatures from either player’s graveyard.  Cards than enable you to do this include Call of the Haunted and Monster Reborn.

Token Generation – Cards that enable you do this include Stray Lambs and Scapegoat.

Synchro Summoning – Combining two or more creatures to create one powerful creature.  For more information on this, read this previous article.

Innate ability – Some creatures have an ability to either special summon themselves or another creature. Cards include Jinzo-Returner and Green Baboon, Defender of the Forest.

Fetch monsters – These creatures have the ability to search out any monster that falls within a set of criteria.  Fetch monsters include Shining Angel, Mystic Tomato, and Mother Grizzly.

Having more creatures on the field is an important part of Yu-Gi-Oh.  This is known as field presence–how much field you control, as well as the power of the cards on the field.  The only downside to having a powerful field presence is that the opponent can retaliate to greater effect.  More risk when playing equates to more reward should the opponent have no answer.

So what can specially summoned creatures do to help you get the edge on your opponent?  Check it out:

Tribute Fodder – Get creatures to tribute to bring out a more powerful monster.

Synchro Fodder – Get either tuner or material creatures for the synchro summon.

Extra Attackers – More critters to attack your opponent’s life points.

Extra Defenders - More critters to defend your life points.

Using special summoning will allow you and your opponent to use some of the above tactics to defeat each other.  If special summoning is such a powerful technique, what would happen if it was rendered useless.  More importantly, how would it be rendered useless?  Stay tuned for ways of disable special summoning in the next article.

Get in the duel,
http://www.twitter.com/blbrawler
Burning Land Brawler Banner

The art of bluffing through face-down spells and traps

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

On the Yu-Gi-Oh field, there are five slots each player has to lay spells and traps.  All traps are laid face-down, unless some card effect allows the trap to be played from the hand.  Spells can be played face-down or face-up.  Even spells cards that are not Quick-Play can be played face-down and activated another turn by flipping them over.

When you play a card face-down in your trap zone, your opponent has no concrete idea if it is a spell or trap card.  You can give away (or bluff) hints at what you may have face down by the way you react.  At the same time, you can have an idea of your opponent’s hand from seeing how he plays.  Check out the following situations:

  • If the opponent attempts to clear your back row, that means your opponent is planning a big play.  Do your best to either counter the attempt or prepare defense for the play.
  • If the opponent doesn’t attack, chances are your opponent’s fearing some sort of destruction effect, meaning that whatever cards are left in your opponent’s hand are not strong.
  • If your opponent confidently attacks, either your opponent has a backup plan should you be able to counter his attack, or your opponent thinks you don’t have a trap to counter his attack.

Playing Yugioh well requires skill that can be found in poker.  The key is to give as little information to your opponent as possible when playing.  Once that skill is mastered, you can try bluffing your opponent into misplaying.  With enough practice, your bluffing techniques can be as vital as the cards within your deck.

Get in the duel,
www.twitter.com/burninglandbrawler
BurningLandBrawler Signature