What's shakin' duelists? Coach Muramasa is here on a rather hot and sunny summer day to give you some duel fuel to toast the competition. All of my loyal readers know how much I enjoy working with a good Dragon deck. I was hanging out for a bit at the local hobby shop, and came across a card that stood out among the rare finds. Today, I thought I'd talk about the new card I slipped in my deck, as well as a bit of support for this nice find.
Genesis Dragon is a light attribute Dragon with pretty decent stats (2200 ATK / 1800 DEF). Its special ability makes it the recycler of your deck. Once per turn, this card can swap a Dragon from your hand with one from your Graveyard. This is a good option for pulling off that Synchro Summon or Xyz Summon to turn things around in a duel. The other special ability activates when Genesis is sent from the field to the Graveyard. Scoop up all those Dragons and shuffle them into your deck. This will give you a refill, and a second chance to draw the right cards to win.
There are a number of Dragons that give good support to Genesis Dragon. Dragunity Brandistock can be equipped to a monster, giving the ability for that monster to attack twice during your turn. Stardust Dragon offers the perfect defense, using its effect to negate and destroy a single card that might try to destroy Genesis Dragon. Red-Eyes Darkness Metal Dragon is a good card to pair up with. Its ability to Special Summon any Dragon (including Genesis) is a must in a deck where you are trying to play the right card at the right time.
No deck would be complete without some Spells and Traps. Ancient Rules is a good card to allow for a Special Summon of a high level Dragon. Card Destruction will get some of your ace monsters in the Graveyard from your hand, and allow you to draw a new hand. If you play this at the right time when Genesis is in play, you can dominate the duel. Is your opponent picking on your ace card too much? Consider using A Hero Emerges. When your opponent attacks, this card will make him
Friday, February 1, 2019
Monday, January 28, 2019
Deck Submission - Elemental Hot & Cold
Hey there duelists! The Coach is here to get you champions in the making revved up. Today, I'm gonna share with you a deck idea I was given by a duelist who came across my blog. First let me say thank you to all of you who have taken the time to enjoy this blog. I'm doing this for all the Yu-Gi-Oh! fans out there, and keep it up as long as I see that it is helping you the reader out. I've got most of the cards to simulate this deck, and I've ordered the remainder online. When I get them, I'm gonna try this deck out with my dueling circle, and let you know how it did in a later post. I've kept you waiting long enough, so here it is.
ELEMENTAL HERO HOT & COLD version 1.0
Monsters (20)
2x Elemental HERO Bubbleman
2x Elemental HERO Burstinatrix
3x Elemental HERO Heat
2x Elemental HERO Ice Edge
3x Elemental HERO Lady Heat
3x Elemental HERO Neos
3x Elemental HERO Ocean
1x Neo-Spacian Flare Scarab
1x Neo-Spacian Aqua Dolphin
Spells
1x A Hero Lives
1x Card Destruction
2x E - Emergency Call
1x Fifth Hope
1x Get Your Game On!
1x Hero's Bond
1x Miracle Fusion
1x Parallel World Fusion
1x Polymerization
1x Skyscraper
1x Skyscraper 2 - Hero City
1x Swords of Revealing Light
1x United We Stand
Traps (6)
1x Change of Hero - Reflector Ray
1x Hero Barrier
1x Hero Counterattack
1x Hero Signal
1x Hero Spirit
1x Mirror Force
Extra Deck (6)
1x Elemental HERO Absolute Zero
1x Elemental HERO Flare Neos
1x Elemental HERO Inferno
1x Elemental HERO Marine Neos
1x Elemental HERO Nova Master
1x Elemental HERO Steam Healer
Cards in red are Semi-Limited
Cards in blue are Limited
Cards in black have no limit
This is a very interesting deck. Not only does it center around the Elemental Hero archetype, it takes it a step further showcasing the FIRE and WATER attribute EH monsters. This is almost like dueling with both hands behind your back. I personally look forward to trying this deck out myself. While I'm waiting for my new cards to arrive, let's inspect this deck from top to bottom. First, let's start off with monsters. We should note that EH Neos is a LIGHT monster, but is necessary for getting EH Flare Neos and EH Marine Neos in play. On the WATER side we have EH Bubbleman, EH Ice Edge, EH Ocean, and Neo-Spacian Aqua Dolphin. For the FIRE side we have EH Burstinatrix, EH Heat, EH Lady Heat, and Neo-Spacian Flare Scarab. This is a pretty balanced deck. We've got EH Bubbleman that can draw a couple of extra cards for you if the timing is right. EH Heat gets stronger with each additional EH monster on the field, and EH Lady Heat dishes up more pain at the end of each turn if you have more EH monsters in play. EH Ocean can recycle monsters from the field or graveyard. EH Ice Edge is a bit on the weak side, but his ability to deal direct damage and destroy Spell or Trap Cards will come in handy.
Next, let's look at the Spell Cards. There are some notable cards among these. E - Emergency Call is good for pulling EH monsters from your deck to your hand. Hero's Bond is a good follow-up, if you already have an EH monster on the field. You can go from one to three monsters in the same turn. This is good for quick Fusion Summoning, or making use of the special abilities of EH Heat or EH Lady Heat. Fifth Hope is a good one if you're in need of some quick cards. If you have at least five EH monsters in the graveyard, shuffle them into your deck, and draw two or three cards depending on what your hand and field are like at the moment. This is good for an EH recycling deck. Get Your Game On! is a very powerful, and very rare card. Most people wouldn't have this unless they attended a certain 2007 tournament. It doubles the power of all EH and Neo-Spacian monsters in play.
A Hero Lives is a card for Special Summoning an EH monster of Level 4 or less, at the cost of half of your Life Points. This card is really risky and wasteful, especially if you still have 8000 LP at the time. I would drop this and substitute an H - Heated Heart instead. You've got United We Stand and Skyscraper for additional power, Card Destruction for wiping out your opponent's hand, Swords of Revealing Light for stalling, and Skyscraper 2 - Hero City for reviving monsters from the graveyard. The last Spells to look at are all for Fusion Summoning. Polymerization is for textbook Fusion Summoning, Miracle Fusion is for Fusion Summoning from the field or graveyard, and Parallel World Fusion is for Fusion Summoning with banished monsters. Use them in that order, and you have an almost infinite source of Fusion Summoning materials.
Now let's move on to Traps. There aren't very many, but each can work in the right situation. Hero Signal will replace an EH monster that was destroyed by battle with another from your hand or deck. Hero Barrier will shield an EH monster from attack one time. Hero Counterattack allows you to replace a fallen EH monster, if your opponent randomly picks it from your hand when you play this card. On top of that, you send one of their monsters to the graveyard as a bonus. Hero Spirit can protect you from a lethal attack once, providing you lost a monster in the same turn you play the card. Change of Hero - Reflector Ray is a really nasty card. If an EH Fusion monster is destroyed by battle, your opponent takes damage equal to its level x 300. Since a lot of EH Fusion Monsters have seven or eight stars, that's 2100 to 2400 points of Effect Damage. Our last Trap is none other than Mirror Force. This card is only good if your opponent attacks you. You'll not only destroy that monster, but all other attack position monsters they control at the time of the attack. Save this ace for hitting 2 or more monsters at the same time.
Our next look is at the Fusion Monsters. There are six to choose from in this deck, and each brings something to the table. EH Steam Healer grants you Life Points equal to the ATK of the monster that it destroyed in battle. EH Inferno gets a 1000 ATK boost if it attacks a WATER monster. This is a good choice for a lot of Ice Barrier and Sea-Serpent decks out there. EH Flare Neos gains 400 ATK for each Spell or Trap in play, for a maximum boost of 4800. The catch is, he returns to the Extra Deck at the end of the turn. EH Marine Neos is good for destroying a random card in your opponent's hand. EH Nova Master is good for drawing a card after it destroys an opponent's monster. EH Absolute Zero gets stronger for each WATER monster on the field, except itself. It also wipes the opponent's monsters out should it be forced to leave the field. All in all, these are good Fusion Monsters.
Well, that's it for another session with the Coach. I hope you've learned something that you can apply to your daily dueling scenarios. Until next time, keep drawing that card that will turn things around in your life.
ELEMENTAL HERO HOT & COLD version 1.0
Monsters (20)
2x Elemental HERO Bubbleman
2x Elemental HERO Burstinatrix
3x Elemental HERO Heat
2x Elemental HERO Ice Edge
3x Elemental HERO Lady Heat
3x Elemental HERO Neos
3x Elemental HERO Ocean
1x Neo-Spacian Flare Scarab
1x Neo-Spacian Aqua Dolphin
Spells
1x A Hero Lives
1x Card Destruction
2x E - Emergency Call
1x Fifth Hope
1x Get Your Game On!
1x Hero's Bond
1x Miracle Fusion
1x Parallel World Fusion
1x Polymerization
1x Skyscraper
1x Skyscraper 2 - Hero City
1x Swords of Revealing Light
1x United We Stand
Traps (6)
1x Change of Hero - Reflector Ray
1x Hero Barrier
1x Hero Counterattack
1x Hero Signal
1x Hero Spirit
1x Mirror Force
Extra Deck (6)
1x Elemental HERO Absolute Zero
1x Elemental HERO Flare Neos
1x Elemental HERO Inferno
1x Elemental HERO Marine Neos
1x Elemental HERO Nova Master
1x Elemental HERO Steam Healer
Cards in red are Semi-Limited
Cards in blue are Limited
Cards in black have no limit
This is a very interesting deck. Not only does it center around the Elemental Hero archetype, it takes it a step further showcasing the FIRE and WATER attribute EH monsters. This is almost like dueling with both hands behind your back. I personally look forward to trying this deck out myself. While I'm waiting for my new cards to arrive, let's inspect this deck from top to bottom. First, let's start off with monsters. We should note that EH Neos is a LIGHT monster, but is necessary for getting EH Flare Neos and EH Marine Neos in play. On the WATER side we have EH Bubbleman, EH Ice Edge, EH Ocean, and Neo-Spacian Aqua Dolphin. For the FIRE side we have EH Burstinatrix, EH Heat, EH Lady Heat, and Neo-Spacian Flare Scarab. This is a pretty balanced deck. We've got EH Bubbleman that can draw a couple of extra cards for you if the timing is right. EH Heat gets stronger with each additional EH monster on the field, and EH Lady Heat dishes up more pain at the end of each turn if you have more EH monsters in play. EH Ocean can recycle monsters from the field or graveyard. EH Ice Edge is a bit on the weak side, but his ability to deal direct damage and destroy Spell or Trap Cards will come in handy.
Next, let's look at the Spell Cards. There are some notable cards among these. E - Emergency Call is good for pulling EH monsters from your deck to your hand. Hero's Bond is a good follow-up, if you already have an EH monster on the field. You can go from one to three monsters in the same turn. This is good for quick Fusion Summoning, or making use of the special abilities of EH Heat or EH Lady Heat. Fifth Hope is a good one if you're in need of some quick cards. If you have at least five EH monsters in the graveyard, shuffle them into your deck, and draw two or three cards depending on what your hand and field are like at the moment. This is good for an EH recycling deck. Get Your Game On! is a very powerful, and very rare card. Most people wouldn't have this unless they attended a certain 2007 tournament. It doubles the power of all EH and Neo-Spacian monsters in play.
A Hero Lives is a card for Special Summoning an EH monster of Level 4 or less, at the cost of half of your Life Points. This card is really risky and wasteful, especially if you still have 8000 LP at the time. I would drop this and substitute an H - Heated Heart instead. You've got United We Stand and Skyscraper for additional power, Card Destruction for wiping out your opponent's hand, Swords of Revealing Light for stalling, and Skyscraper 2 - Hero City for reviving monsters from the graveyard. The last Spells to look at are all for Fusion Summoning. Polymerization is for textbook Fusion Summoning, Miracle Fusion is for Fusion Summoning from the field or graveyard, and Parallel World Fusion is for Fusion Summoning with banished monsters. Use them in that order, and you have an almost infinite source of Fusion Summoning materials.
Now let's move on to Traps. There aren't very many, but each can work in the right situation. Hero Signal will replace an EH monster that was destroyed by battle with another from your hand or deck. Hero Barrier will shield an EH monster from attack one time. Hero Counterattack allows you to replace a fallen EH monster, if your opponent randomly picks it from your hand when you play this card. On top of that, you send one of their monsters to the graveyard as a bonus. Hero Spirit can protect you from a lethal attack once, providing you lost a monster in the same turn you play the card. Change of Hero - Reflector Ray is a really nasty card. If an EH Fusion monster is destroyed by battle, your opponent takes damage equal to its level x 300. Since a lot of EH Fusion Monsters have seven or eight stars, that's 2100 to 2400 points of Effect Damage. Our last Trap is none other than Mirror Force. This card is only good if your opponent attacks you. You'll not only destroy that monster, but all other attack position monsters they control at the time of the attack. Save this ace for hitting 2 or more monsters at the same time.
Our next look is at the Fusion Monsters. There are six to choose from in this deck, and each brings something to the table. EH Steam Healer grants you Life Points equal to the ATK of the monster that it destroyed in battle. EH Inferno gets a 1000 ATK boost if it attacks a WATER monster. This is a good choice for a lot of Ice Barrier and Sea-Serpent decks out there. EH Flare Neos gains 400 ATK for each Spell or Trap in play, for a maximum boost of 4800. The catch is, he returns to the Extra Deck at the end of the turn. EH Marine Neos is good for destroying a random card in your opponent's hand. EH Nova Master is good for drawing a card after it destroys an opponent's monster. EH Absolute Zero gets stronger for each WATER monster on the field, except itself. It also wipes the opponent's monsters out should it be forced to leave the field. All in all, these are good Fusion Monsters.
Well, that's it for another session with the Coach. I hope you've learned something that you can apply to your daily dueling scenarios. Until next time, keep drawing that card that will turn things around in your life.
Friday, January 25, 2019
Card Spotlight: Amulet of Ambition
Hey Duelists! The Coach is back again with your dose of duel fuel. Today we're look at a Spell Card that often gets overlooked in the game. I'm talking about the Amulet of Ambition. This card may seem kinda weak due to the need to equip it to a Normal Monster, but the lower the monster's Level, the more useful this card becomes. Equip this to a Level 1 monster, and you could have a game changer on your side. The effect of this card grants you a 500 ATK boost times the difference in levels between your monster and the monster you attack. Let's take a look at three good uses for this card.
Scenario #1: Your opponent has a Stardust Dragon (Level 8 / 2500 ATK / 2000 DEF) in play. You play a Cycroid (Level 3 / 800 ATK / 1000 DEF). Equip Amulet of Ambition to change your ATK to 3300. Attack with Cycroid to destroy Stardust Dragon and deal 800 points of damage.
Scenario #2: Your opponent has Obelisk the Tormentor (Level 10 / 4000 ATK / 4000 DEF) in play. You play Ancient Elf (Level 4 / 1450 ATK / 1200 DEF). Equip Amulet of Ambition to change your ATK to 4450. Attack with Ancient Elf to destroy Obelisk and deal 450 points of damage.
Scenario #3: Your opponent has Barbaroid, the Ultimate Battle Machine (Level 12 / 4000 ATK / 4000 DEF) in play. You play a Mokey Mokey (Level 1 / 100 ATK / 100 DEF). Equip Amulet of Ambition to change your ATK to 5600. Attack with Mokey Mokey and deal 1600 points of damage.
As you can see, this card has a lot of potential. In addition to giving some power boosts, this card can return to the top of your deck if it is sent to the Graveyard. Use this card to activate other card effects and recycle it for use in battle at the same time. It works best with very low level monsters. Give it a try and let me know about your experiences. Until next time, this is Coach Muramasa saying, get your duel on!
Scenario #1: Your opponent has a Stardust Dragon (Level 8 / 2500 ATK / 2000 DEF) in play. You play a Cycroid (Level 3 / 800 ATK / 1000 DEF). Equip Amulet of Ambition to change your ATK to 3300. Attack with Cycroid to destroy Stardust Dragon and deal 800 points of damage.
Scenario #2: Your opponent has Obelisk the Tormentor (Level 10 / 4000 ATK / 4000 DEF) in play. You play Ancient Elf (Level 4 / 1450 ATK / 1200 DEF). Equip Amulet of Ambition to change your ATK to 4450. Attack with Ancient Elf to destroy Obelisk and deal 450 points of damage.
Scenario #3: Your opponent has Barbaroid, the Ultimate Battle Machine (Level 12 / 4000 ATK / 4000 DEF) in play. You play a Mokey Mokey (Level 1 / 100 ATK / 100 DEF). Equip Amulet of Ambition to change your ATK to 5600. Attack with Mokey Mokey and deal 1600 points of damage.
As you can see, this card has a lot of potential. In addition to giving some power boosts, this card can return to the top of your deck if it is sent to the Graveyard. Use this card to activate other card effects and recycle it for use in battle at the same time. It works best with very low level monsters. Give it a try and let me know about your experiences. Until next time, this is Coach Muramasa saying, get your duel on!
Wednesday, January 23, 2019
Crystal Beasts, Part 2
Welcome back duelists! Coach Muramasa here to give you a daily dose of duel knowledge to keep you revved up in the field. Today, we'll take a second look at the Crystal Beasts archetype from the GX era. Last time, we looked at the precious gems that make for a pretty intense team. Now, we're going to look at cards that support this group pretty well.
First up is Crystal Beacon. This Spell Card lets you Special Summon a CB monster from your deck, providing that you have at least 2 Crystal Beasts in your Spell & Trap Zone. Slip 2 or 3 of these in your deck to pull the team of seven together faster for Rainbow Dragon. (8/10)
Rare Value is another Spell Card that requires at least 2 CB monsters in your Spell & Trap Zone. Your opponent will pick one to send to the graveyard, and you will get to draw a couple of cards for your loss. Play this after a "Crystal Beacon". (6/10)
Crystal Blessing a good card for recycling CB monsters from your graveyard back to your Spell & Trap Zone. Use this along with "Crystal Beacon" and "Rare Value" to quickly get your magnificent seven in play in a couple of turns. (7/10)
Crystal Promise lets you move a CB monster from your Spell & Trap Zone to your Monster Zone as a Special Summon. Consider CB Emerald Tortoise for defense, or CB Sapphire Pegasus for offense. (7/10)
Crystal Release is a good Spell Card for giving a CB monster an ATK boost. In addition to this, when it is sent from the field to the graveyard, you get to pull a CB monster from your deck to your S/T Zone. Equip this to CB Topaz Tiger, CB Amber Mammoth or CB Sapphire Pegasus. (8/10)
Now let's take a look at a couple of traps. Rainbow Path is a good card to use, as it not only negates an opponent's attack for the cost of a CB monster in your ST Zone, but it also allows you to pull a "Rainbow Dragon" or "Rainbow Dark Dragon" from your deck. (5/10)
The last card to take a look at is Rainbow Gravity. This trap may be your ace in the hole. All you have to do is get all seven CB monsters on the field or in the graveyard, and then you can pull a "Rainbow Dragon" or "Rainbow Dark Dragon" from your deck or graveyard. (7/10)
That does it for another dueling session from the Coach. Take good care of those of gems, and let shine through in your next duel. Until next time, keep on dueling!
First up is Crystal Beacon. This Spell Card lets you Special Summon a CB monster from your deck, providing that you have at least 2 Crystal Beasts in your Spell & Trap Zone. Slip 2 or 3 of these in your deck to pull the team of seven together faster for Rainbow Dragon. (8/10)
Rare Value is another Spell Card that requires at least 2 CB monsters in your Spell & Trap Zone. Your opponent will pick one to send to the graveyard, and you will get to draw a couple of cards for your loss. Play this after a "Crystal Beacon". (6/10)
Crystal Blessing a good card for recycling CB monsters from your graveyard back to your Spell & Trap Zone. Use this along with "Crystal Beacon" and "Rare Value" to quickly get your magnificent seven in play in a couple of turns. (7/10)
Crystal Promise lets you move a CB monster from your Spell & Trap Zone to your Monster Zone as a Special Summon. Consider CB Emerald Tortoise for defense, or CB Sapphire Pegasus for offense. (7/10)
Crystal Release is a good Spell Card for giving a CB monster an ATK boost. In addition to this, when it is sent from the field to the graveyard, you get to pull a CB monster from your deck to your S/T Zone. Equip this to CB Topaz Tiger, CB Amber Mammoth or CB Sapphire Pegasus. (8/10)
Now let's take a look at a couple of traps. Rainbow Path is a good card to use, as it not only negates an opponent's attack for the cost of a CB monster in your ST Zone, but it also allows you to pull a "Rainbow Dragon" or "Rainbow Dark Dragon" from your deck. (5/10)
The last card to take a look at is Rainbow Gravity. This trap may be your ace in the hole. All you have to do is get all seven CB monsters on the field or in the graveyard, and then you can pull a "Rainbow Dragon" or "Rainbow Dark Dragon" from your deck or graveyard. (7/10)
That does it for another dueling session from the Coach. Take good care of those of gems, and let shine through in your next duel. Until next time, keep on dueling!
Monday, January 21, 2019
Crystal Beasts, Part 1
What's shakin' duelists? The Coach is back for your next Yu-Gi-Oh! lesson. Today, we're gonna take a look at an interesting archetype form the Yu-Gi-Oh! GX era. The Crystal Beasts are a series of seven monsters that are inspired by the colors of the rainbow. These precious gems have a special ability that allows them to be placed in the Spell & Trap Zone. You'll find out a little later why this is important. Let's take a look at the members of this exclusive club.
First up is Crystal Beast Ruby Carbuncle. Its special ability allows it to Special Summon other CB monsters from the Spell & Trap Zone to the Monster Zone. This is a good way to recycle your monsters and keep your field with a minimal defense. (6/10)
Crystal Beast Amber Mammoth has a special ability that makes it a shield for other CB monsters. Consider equipping this card with an Equip Spell or Field Spell that boosts ATK and you could end up trashing your opponent's offense. (6/10)
Crystal Beast Topaz Tiger has a special ability that gives it an ATK boost during the Damage Step of an attack. Give him an ATK boost beforehand to guarantee success against almost any monster. (5/10)
Crystal Beast Emerald Tortoise is a good choice for protection. Its 2000 DEF will help stall your opponent. On top of that, its special ability allows you to switch a monster you attacked with during your turn to DEF position. This can only be done during your Main Phase 2. (6/10)
Crystal Beast Sapphire Pegasus is a typical level 4 monster with 1800 ATK. Its special ability allows it to put a CB monster from your hand, deck or graveyard into your Spell & Trap Zone. This is good for working to that seven CB combo. (7/10)
Crystal Beast Cobalt Eagle has a special ability that allows it to take a CB monster you control and place it on the top of your deck. This is a good way to recycle another CB monster that was in your Spell & Trap Zone. (5/10)
Crystal Beast Amethyst Cat has an ability that allows it to attack your opponent directly. If it chooses to do that, the damage inflicted is only half. Consider powering up this card with an Equip Spell Card. (5/10)
Rainbow Dragon is the result of getting all seven Crystal Beast monsters between your field and graveyard. This card is a powerhouse level 10 monster with 4000 ATK and 0 DEF. In addition, this behemoth of dragons can activate a special ability that allows it to send all CB monsters you control to the graveyard and gain 1000 ATK for each one. You could easily gain up to 9000 extra attack with this effect, for a whopping 13000 ATK. This would make for an intense one hit knockout to your opponent. Its other special ability allows you to remove all CB monsters you have in the graveyard to shuffle all cards on the field back their owners' decks. (9/10)
Rainbow Dark Dragon is the dark side of Rainbow Dragon. It also can only be Special Summoned, but with a different condition. By removing 7 different DARK monsters with different names, you can put this bad boy in play. Its special ability allows you to boost this monster by removing from play all other DARK monsters you control, as well as the remaining DARK monsters in the graveyard, for a 500 ATK boost per monster. This isn't as powerful as Rainbow Dragon's ability, but could rival its strength just the same. (8/10)
There you have it gem collectors. The Crystal Beasts and their Rainbow Dragons exposed to you. Join us next time for more dueling tidbits. Until then, get your game on!
Friday, January 18, 2019
Card Spotlight: Delta Crow - Anti Reverse
Hello duelists! Muramasa the Coach here with a special look at a Trap Card from the Yu-Gi-Oh! 5D's era. I'm talking about Delta Crow - Anti Reverse. This card requires a "Blackwing" monster to be on your field in order to activate it. With it, you can blow away your opponent's Spells and Traps to the graveyard. In addition to that, if you have exactly three "Blackwing" monsters in your graveyard, you can activate this card from your hand, as if it was a Spell Card.
This card can be the centerpiece of a good Blackwing deck In order to make full use of it, let's look at some strategies on how to set up for its use from your hand.
Strategy #1
This card can be the centerpiece of a good Blackwing deck In order to make full use of it, let's look at some strategies on how to set up for its use from your hand.
Strategy #1
- Special Summon "Blackwing - Gust the Backblast" using its effect.
- Special Summon "Blackwing - Bora the Spear" and "Blackwing - Gale the Whirlwind" from your hand with their effects.
- Synchro Summon "Blackwing Armor Master using "Blackwing - Gale the Whirlwind" and "Blackwing - Bora the Spear".
- Tribute "Blackwing - Gust the Backblast" for "Blackwing - Sirocco the Dawn".
- Activate "Delta Crow - Anti Reverse".
- Activate "Black-Winged Strafe" and send "Blackwing - Gust the Backblast" to the graveyard.
- Normal Summon "Blackwing - Blizzard the Far North".
- Special Summon "Blackwing - Gust the Backblast" from the graveyard.
- Special Summon "Blackwing - Bora the Spear" using its effect.
- Synchro Summon "Black-Winged Dragon" or "Blackwing - Silverwind the Ascendant" using your three "Blackwing" monsters on the field.
- Activate "Delta Crow - Anti Reverse".
Wednesday, January 16, 2019
Monster Mechanics: Part 2
Hello Again Duelists,
It's that time again! I'm here to give you the second half of my look at Monster cards. Today we're going to look at Attributes and Types. Duelists who wish to make decks that specialize in a particular Attribute or Type may want to pay attention to this.
There are seven Attributes: Light, Dark, Fire, Water, Earth, Wind and Divine. Let's take a look at them:
Light - The pure and virtuous monsters that the good clean duelists like to use. They tend to favor Fairy-type monsters and Thunder-type monsters over all others. The Lightsworn monsters are one of the more famous groups of Light monsters. Another group is the Worm monsters. Some others worth noting are Blue-Eyes White Dragon (one of my favorites), Elemental Hero Neos and Marshmallon.
Dark - The bad boys of dueling. These tend to be quite popular with a lot of duelists out there. Most of the bad guys in the different Yu-Gi-Oh! series favored these. Some of the most famous Dark monsters include the Gravekeepers, Exodia the Forbidden One, Dark Magician, the Blackwings, and a lot of the Fiend-types.
Earth - Quite a few monsters in Yu-Gi-Oh! were of the Earth attribute. Most of them are either Beast-types, Warrior-types or Rock-types. Some notable Earth monsters include the Karakuris, Man-Eater Bug and the Ancient Gears.
Fire - These monsters will leave you feeling the burn. Mostly Pyro-type monsters make up this attribute, and include some lethal choices such as Flame Swordsman and Lava Golem. Some popular groups of Fire attribute monsters include the Volcanics and the Flamvells.
Water - Monsters of the high seas make up this group. Aqua-types and Sea-Serpents make up the majority of this attribute. Some personal favorites include Number 32: Shark Drake, the Ice Barrier monsters and Nightmare Penguin.
Wind - These monsters will blow you away! Mostly containing Winged Beast-types, these creatures can come together fast, and hit you pretty hard. The cream of the crop includes Stardust Dragon, the Harpie Ladies, Mist Valley monsters and Dragunity monsters.
Divine - Perhaps the most powerful and sacred of all monsters in Yu-Gi-Oh!, this attribute is a very small group. They tend to be hard to get your hands on, and even harder to build a deck around. When the word Divine is mentioned, the name that goes along with it is the well-known Egyptian God Cards.
So there you have it, the seven attributes revealed. Think about which attributes appeal to you, and how you'd like to build a deck around one or two of them. This is the Coach, signing off!
It's that time again! I'm here to give you the second half of my look at Monster cards. Today we're going to look at Attributes and Types. Duelists who wish to make decks that specialize in a particular Attribute or Type may want to pay attention to this.
There are seven Attributes: Light, Dark, Fire, Water, Earth, Wind and Divine. Let's take a look at them:
Light - The pure and virtuous monsters that the good clean duelists like to use. They tend to favor Fairy-type monsters and Thunder-type monsters over all others. The Lightsworn monsters are one of the more famous groups of Light monsters. Another group is the Worm monsters. Some others worth noting are Blue-Eyes White Dragon (one of my favorites), Elemental Hero Neos and Marshmallon.
Dark - The bad boys of dueling. These tend to be quite popular with a lot of duelists out there. Most of the bad guys in the different Yu-Gi-Oh! series favored these. Some of the most famous Dark monsters include the Gravekeepers, Exodia the Forbidden One, Dark Magician, the Blackwings, and a lot of the Fiend-types.
Earth - Quite a few monsters in Yu-Gi-Oh! were of the Earth attribute. Most of them are either Beast-types, Warrior-types or Rock-types. Some notable Earth monsters include the Karakuris, Man-Eater Bug and the Ancient Gears.
Fire - These monsters will leave you feeling the burn. Mostly Pyro-type monsters make up this attribute, and include some lethal choices such as Flame Swordsman and Lava Golem. Some popular groups of Fire attribute monsters include the Volcanics and the Flamvells.
Water - Monsters of the high seas make up this group. Aqua-types and Sea-Serpents make up the majority of this attribute. Some personal favorites include Number 32: Shark Drake, the Ice Barrier monsters and Nightmare Penguin.
Wind - These monsters will blow you away! Mostly containing Winged Beast-types, these creatures can come together fast, and hit you pretty hard. The cream of the crop includes Stardust Dragon, the Harpie Ladies, Mist Valley monsters and Dragunity monsters.
Divine - Perhaps the most powerful and sacred of all monsters in Yu-Gi-Oh!, this attribute is a very small group. They tend to be hard to get your hands on, and even harder to build a deck around. When the word Divine is mentioned, the name that goes along with it is the well-known Egyptian God Cards.
So there you have it, the seven attributes revealed. Think about which attributes appeal to you, and how you'd like to build a deck around one or two of them. This is the Coach, signing off!
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