Posts Tagged ‘Yu-Gi-Oh!’

Ebb and Flow with Maha Vailo

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

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

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

The basics of Synchro Summoning

Huzzah! An article about Yu-Gi-Oh! posted on March 10th, 2010 by

There is a type of special monster card identified by a white border.  These are known as Synchro Summons.  All of them possess some form of effect, but unlike orange Effect monsters, these creatures are stored in the extra deck.  Up to 15 cards can be kept in the extra deck (this includes any Fusion monsters in there also), with each copy of a monster card limited to 3.  Note that some Synchro Summons are limited (restricted to 1 copy) or semi-limited (restricted to 2 copies) such as Goyo Guardian.

Summoning a Synchro Summon requires at least two creatures.  One is a Tuner monster, a special type of creature that works as a catalyst for the summon.  The other creatures can be any type of creature, whether it be Ritual, Fusion, Normal, Effect, or even another Synchro Monster so long as they are not a Tuner monster.  Only one Tuner monster is permitted in each Synchro Summon.  The total number of stars should equal to the star value of the Synchro Summon.  Also note that some Synchro Summons have restrictions on the monsters used to summon them, such as Mist Wurm(requiring 2 or more non-Tuner monsters) or Nitro Warrior(restricted to using Nitro Synchron as the Tuner monster).

Synchro Summoning at first looks like a bad idea, since spending two cards to produce one monster is usually card advantage.  While some Synchro Summons offer no chance of repairing card disadvantage, some do.  One example is this:

Black Rose DragonThe mighty Black Rose Dragon can clear the board, destroying the field while leaving the rest of the turn for you to set up traps and spells.

Another technique used to create advantage with Synchro Summons is through the theft of your opponent’s creatures.  Cards such as Mind Control and Brain Control can be used to hijack an opponent’s creature to contribute your own Synchro Summon.  By doing so, you’re denying them one creature (and possibly shifting game momentum) to produce a creature of your own.  If your opponent invested in more than just the creature itself, then it’s even better.  Note that this is somewhat difficult, but a general rule is to expect at a level 4 monster from your opponent.

Stay tuned for more tips when dealing with Synchro Summons.

Get in the duel,
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Winning by bribing your opponent

Huzzah! An article about Yu-Gi-Oh! posted on March 9th, 2010 by

As seen in my last post, card advantage is a key part of winning Yu-Gi-Oh!  Sometimes you’ll be giving your opponent card advantage to help your cause.  This is how you bribe your opponent.

Check out this card:
Dark Bribe

While you will be countering an opponent’s spell or trap (from now on, referenced as S/T) card, Dark Bribe replaces the spent S/T card with a new one from the opponent’s deck.  In a vacuum, you’ll be giving your opponent 0 card advantage while giving yourself -1 card advantage.

I consider this to be one of the most misplayed cards in the game since people counter the wrong spells.  Sure, Dark Bribe has a powerful effect, but it comes at a cost.  To use this card effectively, one of the following conditions should be met:

  • The outcome increases the chance to win – If a countered spell tries to counter act the chance of you winning (ie Mirror Force), then that is an appropriate time to use it.  Don’t waste this card to counter a spell that doesn’t directly pose a threat, such as a draw spell.
  • The outcome decreases the chance to lose should you be winning- There’s an important caveat I want to clarify here–not losing the game is not the same as winning the game.  For example, you could be stalling out a game with life gain or stall cards but not moving the game forward by utilizing a win condition.  If you Dark Bribe a card in this scenario, chances are you’ll still lose the game.  However, should you be on the road to winning, a well-timed Bribe (ie Card Destruction aimed at your hand of Exodia pieces) will clinch you the game.

The important concept to understand is inevitability.  Either your opponent will win the game, you will win the game, or the game will end in a draw.  Dark Bribe should be used to increase percentage of you winning.  That is, unless you like losing.

Get in the game,
www.twitter.com/burninglandbrawler
Burning Land Brawler

Using card advantage to your advantage

Huzzah! An article about News posted on March 6th, 2010 by

Card advantage is an important concept you should understand so that you can
win games in Yu-Gi-Oh.    The basic definition is to have more cards than the
opposing player.  Having more cards gives you more options to defeat your
opponent as well as prevent your opponent from winning.  How do you go about
doing this?

1:  Eliminate your opponent’s board presence – Having more creatures on the
field translates to having more blockers or more attackers.  More creatures
generally means more damage output.  The faster you’re able to deal damage, the
faster you’re able to win.

2:  Eliminate your opponent’s hand – Using discard, you can remove threats
from the opponent’s hand before they become usable.  The ideal situation would
be eliminate your opponent’s hand, then force discard during their draw phase
to prevent your opponent from summoning monsters, casting spells, or setting
traps.

3. Negate your opponent’s options – Preventing your opponent from doing
anything through your cards on the field can often swing games.  Consider the
card Gravity Bind—the card prevents all monsters of 4-stars or greater from
attacking.  If your opponent has nothing but 4-star monsters and greater, then
you’ve eliminated those threats at the cost of 1 card for you.  In addition,
you may also have threats besides attacking such as burn, which can win you the
game despite Gravity Bind.

4.  Gain more cards than the opponent – There are cards that let you draw,
search your library, or otherwise put more cards in your hand.  This concept
can be combined with any of the above concepts to further give you card
advantage over your opponent.

Card advantage is important to understand in Yu-Gi-Oh because the entire
momentum of a game can shift depending on a few cards played.  Be sure to
realize how card advantage works so that you can increase your chances of
winning some games.

Get in the duel,
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