What's shakin' duelists? Today is part two of our look at the Elemental
Heroes. Last time, we took a look at the basic EH monsters. Now, let's
take a look at what happens when they join together to become much stronger.
All of these fusion monsters have pretty good special abilities that can
combat anything your opponent can throw at you. I should also mention
that they have pretty cool looking art as well.
First up is Elemental Hero Flame Wingman. He is fused from two of the
weaker EH monsters, Avian and Burstinatrix, but is stronger than both of
them combined. His 2100 ATK can take down most Level 4 and below
monsters, and with the right spell cards, he can become strong enough to
take down a fair amount of Level 7 and 8 monsters. His special ability
moves him towards the top of the EH list. In addition to smashing the
monster and dealing some battle damage to the opponent, he also gets to
inflict effect damage in the amount of the destroyed monster's ATK once
it lands in the Graveyard. Give him the power to inflict piercing
damage, and he could quickly end the duel for your opponent. (9/10)
Next up is Elemental Hero Shining Flare Wingman. Combine EH Flame
Wingman with EH Sparkman. Think of him as an upgrade of EH Flame Wingman
with his 2500 ATK and 2100 DEF. This powerhouse comes with not one, but
two special abilities. His first gives him a 300 ATK power boost for
each EH monster in the Graveyard. Now, if you are the kind of duelist
that doesn't recycle, reclaim or remove their monsters from the
Graveyard, he would most likely have at least 3700 ATK when you put him
into play. As he gets stronger, your second special ability would most
likely win the duel for you. EH Shining Flare Wingman can also inflict
effect damage like EH Flame Wingman. (10/10)
Elemental Hero Thunder Giant is a titan of a monster with 2400 ATK and
1500 DEF. Combine EH Sparkman and EH Clayman, and you get a heavy hitter
with a very interesting special ability. By discarding a card, you can
instantly destroy a monster on the field with original ATK that is less
than EH Thunder Giant's ATK. Think of it as a good way to get rid of
annoying monsters that cannot be destroyed by battle like Marshmallon.
EH Thunder Giant would work very well in a deck with EH Shining Flare
Wingman. (9/10)
Here we have Elemental Hero Rampart Blaster, made by fusing EH
Burstinatrix and EH Clayman. This solider of justice has 2000 ATK and
2500 DEF. Its special ability allows it to attack while in DEF mode, but
only for half of its ATK power and only if your opponent has no
monsters. This isn't as effective, but at least you can attack from
behind a wall. Use your other monsters to destroy your opponent's
defenses, and then score a free hit with EH Rampart Blaster. (8/10)
Next is Elemental Hero Steam Healer, made from EH Burstinatrix and EH
Bubbleman. While it has a low 1800 ATK and 1000 DEF, its special ability
makes up for it. It does the opposite of EH Flame Wingman and EH
Shining Flare Wingman. Instead of giving your opponent effect damage, it
gives you effect healing equal to the ATK of the monster destroyed and
sent of the Graveyard. (7/10)
Elemental Hero Wild Wingman is a fusion of EH Avian and EH Wildheart.
His ATK of 1900 and DEF of 2300 is a bit low for a Level 8 monster, but
his special ability isn't bad. For the cost of discarding a card, you
can destroy a single Spell or Trap Card in play. So you can either
sabotage your opponent or trigger a combo on your side of the field.
This one isn't as useful as the others, but you can judge for yourself
and use him for a duel or two. (6/10)
Next up is Elemental Hero Wildedge, made from EH Bladedge and EH
Wildheart. This Level 8 monster has 2600 ATK and 2300 DEF, with an
ability that allows you to attack your opponent's entire line of
monsters during each of your Battle Phases. Making him strong enough,
and he could wipe out your opponent's monsters in one turn, and allow
your other EH monsters to possibly finish off your opponent in the same
turn. (8/10)
The final monster we'll be looking at is Elemental Hero Tempest. This
Level 8 heavy hitter is made by fusing EH Avian, EH Sparkman and EH
Bubbleman. Weighing in with 2800 ATK and 2800 DEF, his special ability
allows you to send a card you have in play to the Graveyard, and at the
same time protect one of your monsters from being destroyed in battle.
This effect would do well to keep EH Flame Wingman or EH Shining Flare
Wingman in play a lot longer. (9/10)
Well, there you have it. Some of the powerhouses of the Elemental Hero
family for your consideration. The only thing left to make a good EH
deck is some Spell and Trap cards. Next time, we'll take a look at
these, and build a really good deck. Until next time, get you game on!
Showing posts with label fusion. Show all posts
Showing posts with label fusion. Show all posts
Wednesday, August 28, 2013
Thursday, August 22, 2013
Dueling Styles
What's shakin' Duelists? Today we're gonna take a look at the different ways to duel. In my personal dueling circle, there are a total of five of us. We each are really good at dueling, but we have our own approaches. We duel one another at least twice a week, and have done so over the last seven years. Sometimes we duel one on one, other times two on two. We've even done three on one duels, and the occasional five duelist free for all. No matter what setup we use, we always have a good time. There are never any hard feelings, and it inspires us to become better duelists. Here is a summary of our dueling styles.
First up, is me, Muramasa the Coach. I prefer using a deck that favors Synchro Summoning. I have at least three Fusion and three Xyz monsters in my Extra Deck. The other nine spots are always Synchro Monsters. I keep at least one Ritual Monster in my deck at any given time. My deck favors Dragon-type monsters most of the time. When I play by non-tournament rules, I like to use a lot of the forbidden cards. When I play by tournament rules, I use cards that fill my monster zones as quickly as possible to allow for a Synchro Summon in the first or second turn. I get called the Coach a lot, because I volunteer some of my free time teaching newcomers to the game, and giving my circle suggestions and advice on how to improve their own decks.
Next, there is my best friend, Sentinel the Guardian. He likes to use a more defensive strategy. His deck has a lot of high DEF monsters, and he prefers to counterattack rather than attack. Sentinel loves to Tribute Summon, and then Special Summon the monsters used as tribute back from the graveyard. He also is a big fan of Ritual Monsters, and keeps a fair number of them in his deck. He does a bit of Fusion Summoning, Synchro Summoning, and Xyz Summoning, but only keeps one or two of each in his Extra Deck. He updates his Spells and Traps quite often, and a fair amount of his dueling might comes from that. Sentinel is a good partner, because he always has your back in a duel, no matter how crazy a duel it is.
The third member of our duelist circle is Venus the Heartbreaker. We call her that because every guy she duels outside of our circle falls in love with her dueling skill. I mean, she's quite lovely as well, but with us, it's more about the skills. Venus loves to Xyz Summon more than anything, and is a big fan of cards that allow for piercing damage. Her deck is centered about Fairy-type monsters and all of those that have "cute, cuddly art on them". She makes for a good partner because of her choice of Quick-Play Spell Cards and Counter Trap Cards.
Next is Chaos, the Destructor. He is our most hardcore duelist, because when he's done, most of the cards used in the duel end up in the graveyard. He likes to duel fast and loose, and won't hesitate to send cards to the graveyard to get the one or two he needs for the win. Chaos keeps the field clear a lot of the time, using Spells and Traps that either wipe it clean, or send a card or two to be banished from the game. His deck is fairly balanced between Warrior-types, Machine-types, and Spellcaster-types. His Extra Deck is half Fusion and half Synchro, with an Xyz Monster thrown in once in a while.
Last, and certainly not least, is Serenity the Enlightened. She is the younger sister of Venus, and a real tough cookie in the dueling arena. The monsters in her deck are only Effect Monsters. The same holds true for her Extra Deck. Serenity's Spells and Traps cover the weaknesses that her Effect Monsters can't take care of. When we duel by non-tournament rules, she loves to use Exodia the Forbidden One for a quick win. Although she is a bit younger than we are, she holds her own in a five duelist free for all. She either comes in first or second a lot of the time.
So there you have it, duelists. I've given you a peek into my dueling world. We've shared a lot of memories over the years, and still look forward to each and every duel we are gonna have. In the future, I'll share with you some specific strategies and combos the five of us use. Until next time, keep on duelin'!
First up, is me, Muramasa the Coach. I prefer using a deck that favors Synchro Summoning. I have at least three Fusion and three Xyz monsters in my Extra Deck. The other nine spots are always Synchro Monsters. I keep at least one Ritual Monster in my deck at any given time. My deck favors Dragon-type monsters most of the time. When I play by non-tournament rules, I like to use a lot of the forbidden cards. When I play by tournament rules, I use cards that fill my monster zones as quickly as possible to allow for a Synchro Summon in the first or second turn. I get called the Coach a lot, because I volunteer some of my free time teaching newcomers to the game, and giving my circle suggestions and advice on how to improve their own decks.
Next, there is my best friend, Sentinel the Guardian. He likes to use a more defensive strategy. His deck has a lot of high DEF monsters, and he prefers to counterattack rather than attack. Sentinel loves to Tribute Summon, and then Special Summon the monsters used as tribute back from the graveyard. He also is a big fan of Ritual Monsters, and keeps a fair number of them in his deck. He does a bit of Fusion Summoning, Synchro Summoning, and Xyz Summoning, but only keeps one or two of each in his Extra Deck. He updates his Spells and Traps quite often, and a fair amount of his dueling might comes from that. Sentinel is a good partner, because he always has your back in a duel, no matter how crazy a duel it is.
The third member of our duelist circle is Venus the Heartbreaker. We call her that because every guy she duels outside of our circle falls in love with her dueling skill. I mean, she's quite lovely as well, but with us, it's more about the skills. Venus loves to Xyz Summon more than anything, and is a big fan of cards that allow for piercing damage. Her deck is centered about Fairy-type monsters and all of those that have "cute, cuddly art on them". She makes for a good partner because of her choice of Quick-Play Spell Cards and Counter Trap Cards.
Next is Chaos, the Destructor. He is our most hardcore duelist, because when he's done, most of the cards used in the duel end up in the graveyard. He likes to duel fast and loose, and won't hesitate to send cards to the graveyard to get the one or two he needs for the win. Chaos keeps the field clear a lot of the time, using Spells and Traps that either wipe it clean, or send a card or two to be banished from the game. His deck is fairly balanced between Warrior-types, Machine-types, and Spellcaster-types. His Extra Deck is half Fusion and half Synchro, with an Xyz Monster thrown in once in a while.
Last, and certainly not least, is Serenity the Enlightened. She is the younger sister of Venus, and a real tough cookie in the dueling arena. The monsters in her deck are only Effect Monsters. The same holds true for her Extra Deck. Serenity's Spells and Traps cover the weaknesses that her Effect Monsters can't take care of. When we duel by non-tournament rules, she loves to use Exodia the Forbidden One for a quick win. Although she is a bit younger than we are, she holds her own in a five duelist free for all. She either comes in first or second a lot of the time.
So there you have it, duelists. I've given you a peek into my dueling world. We've shared a lot of memories over the years, and still look forward to each and every duel we are gonna have. In the future, I'll share with you some specific strategies and combos the five of us use. Until next time, keep on duelin'!
Tuesday, August 20, 2013
Monster Mechanics: Part 1
Hello Yu-Gi-Oh! Duelists,
Today I'm giving a bit of a history lesson. To those new to the YTCG world, you've probably learned about the three types of cards: Monsters, Spells, and Traps. I thought I'd look into the Monster Cards first. Over the years, there have been thousands of Monster Cards released. They can be grouped into 6 different Attributes, 21 Types, and come in 6 colors.
Normal Monsters: These cards come in yellow. There aren't a lot of special ones, but they can be used to summon more powerful monsters. Blue-Eyes White Dragon is the most powerful normal monster to date.
Effect Monsters: These cards are orange in color and each has one or more special abilities. Their effects range from summoning other monsters in their place when they get destroyed, to filling a field quickly when they are summoned. These cards make up the majority of a duelist's deck.
Fusion Monsters: These cards are purple, and summoned by blending 2 or more other monsters together. Some of the most powerful fusion monsters can have 4000 or more ATK and DEF points. These cards were introduced in the original Yu-Gi-Oh! series, but gained a lot of fame in the Yu-Gi-Oh! GX era.
Ritual Monsters: These blue cards are summoned by offering monsters whose combined levels are greater than or equal to the level of the ritual monster to be summoned.
Synchro Monsters: These white cards are summoned by using a Tuner monster with 1 or more non-Tuner monsters. The catch is that the sum of the levels of the monsters must add up to the level of the Synchro Monster being summoned. These cards were introduced in the Yu-Gi-Oh! 5D's era.
Xyz Monsters: These dark colored monsters are summoned by stacking 2 or more monsters of the same level together, and applying the monster of the same "Rank" on top of it. The monsters beneath the Xyz monster are "Overlay Units" that may be used to activate its special ability. These cards were introduced in the Yu-Gi-Oh! Zexal era.
So, there you have it. A basic history of the types of Monster cards out there. Next time, I'll give a breakdown of the Attributes and Types. Until next time, keep on dueling!
Today I'm giving a bit of a history lesson. To those new to the YTCG world, you've probably learned about the three types of cards: Monsters, Spells, and Traps. I thought I'd look into the Monster Cards first. Over the years, there have been thousands of Monster Cards released. They can be grouped into 6 different Attributes, 21 Types, and come in 6 colors.
Normal Monsters: These cards come in yellow. There aren't a lot of special ones, but they can be used to summon more powerful monsters. Blue-Eyes White Dragon is the most powerful normal monster to date.
Effect Monsters: These cards are orange in color and each has one or more special abilities. Their effects range from summoning other monsters in their place when they get destroyed, to filling a field quickly when they are summoned. These cards make up the majority of a duelist's deck.
Fusion Monsters: These cards are purple, and summoned by blending 2 or more other monsters together. Some of the most powerful fusion monsters can have 4000 or more ATK and DEF points. These cards were introduced in the original Yu-Gi-Oh! series, but gained a lot of fame in the Yu-Gi-Oh! GX era.
Ritual Monsters: These blue cards are summoned by offering monsters whose combined levels are greater than or equal to the level of the ritual monster to be summoned.
Synchro Monsters: These white cards are summoned by using a Tuner monster with 1 or more non-Tuner monsters. The catch is that the sum of the levels of the monsters must add up to the level of the Synchro Monster being summoned. These cards were introduced in the Yu-Gi-Oh! 5D's era.
Xyz Monsters: These dark colored monsters are summoned by stacking 2 or more monsters of the same level together, and applying the monster of the same "Rank" on top of it. The monsters beneath the Xyz monster are "Overlay Units" that may be used to activate its special ability. These cards were introduced in the Yu-Gi-Oh! Zexal era.
So, there you have it. A basic history of the types of Monster cards out there. Next time, I'll give a breakdown of the Attributes and Types. Until next time, keep on dueling!
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