Hey there Duelists! Coach Muramasa is back again. As promised, here is
the other half of our look into the Dark Magician. Slip on your bathing
suits, because we're diving into the spellcaster's pool. Last time, we
looked at the Dark Magician, and some of his intimidating forms. Now,
let's see if we can find some cards that will help him blast your
opponent away to the shadow realm.
First up is the teacher's pet, or Dark Magician Girl. This Level 6
Spellcaster-type has 2000 ATK and 1700 DEF. With her special ability,
she gets stronger for each Dark Magician or Magician of Black Chaos is
in either graveyard. She draws strength from her master, and also lends
some to him at times as well. Like the Dark Magician, she can be on the
frontlines in a Spellcaster-type deck. (5/10)
Skilled Dark Magician is a Level 4 with 1900 ATK and 1700 DEF. His
special ability allows him to Special Summon a Dark Magician in exchange
for tributing him with 3 Spell Counters. He gathers a Spell Counter
each time a Spell Card is activated. If you have to draw him on your
opening hand and at least three Spell Cards, you can have a Dark
Magician in your first turn. Keep in mind that when you Special Summon
the DM, you can pull him from your deck, hand or graveyard. This card
can lead to a variety of monster recycle decks. If you use him, go ahead
and slip three of him in your deck. (9/10)
Magician of Black Chaos is one of the oldest Ritual Monsters. By using
the Spell "Black Magic Ritual", you can sacrifice monsters from your
hand and field whose levels total 8 or more, and Special Summon this
card from your hand. This card doesn't have any special abilities, just
really decent ATK power. (4/10)
Dark Eradicator Warlock is the Dark Magician with a special ability.
Each time a Normal Spell Card is activated, your opponent gets slammed
with 1000 points of Effect Damage. Between this and the 2500 ATK chunks
taken out of their Life Points, you could have the duel won on your
second or third turn. (9/10)
Next up is Magician's Valkyria. This monster acts as a Spellcaster-type
shield for your other heavy hitters. Your opponent can only target her
if there are other Spellcaster-type monsters on your field. You'll want
to power her up or protect her with something, otherwise she's just a
one trick pony. (5/10)
Now, let's move on to Spells for a Dark Magician deck. Thousand Knives
is a good card for taking out something stronger than the DM. If he is
in play when you activate this card, you can stick it to a monster your
opponent controls. Use this on that Blue-Eyes White Dragon that a Kaiba
wannabe might be tempted to use against you. (7/10)
Everyone who has ever watched the original Yu-Gi-Oh! knows of the DM's
signature attack. Dark Magic Attack is a Spell that allows you to wipe
out your opponent's Spells and Traps if you control a face-up Dark
Magician. Use this to take out those annoying stall traps, like Gravity
Bind or Swords of Revealing Light. I really like the art on that card.
(9/10)
Magicians Unite allows you to combine the might of your Magicians' force
and let one of them have 3000 ATK during that turn. The catch is, only
that single Spellcaster-type may attack that turn. Use this on a monster
that has the ability to deal direct damage or piercing damage. (6/10)
Mage Power is an Equip Spell Card that grants a 500 ATK and 500 DEF
boost to a monster for each Spell or Trap Card you have on the field.
This gives you a maximum boost of 3000 ATK and 3000 DEF. Stick this on
DM, and the duel could easily be over. Just make sure you clear your
opponent's Spells and Traps first. The last thing you want to happen is
for a nasty Mirror Force or something worse to pop up and ruin your
duel. (9/10)
Now let's look at a couple of Trap Cards. Magic Cylinder is a good trap
to block a lethal attack, and give your opponent the damage instead.
Use this to crush them if they attack with a 3000+ ATK monster. (7/10)
The final card of the day is Pitch-Black Power Stone. This card is good
if your Spellcaster-type deck uses a lot of Spell Counters. You get 3
Spell Counters that you may move to other cards once per turn. Slip
three of these in your deck and use them with Skilled Dark Magician, and
you'll get DM in play in no time. (6/10)
That does it for another lap around the Dark Magician pool. I hope you
consider this card for your Spellcaster-type deck, or even an all around
deck. Coach Muramasa is signing off for now. Hit the showers!
Showing posts with label monster. Show all posts
Showing posts with label monster. Show all posts
Wednesday, September 4, 2013
Monday, September 2, 2013
Dark Magician
Hello again Duelists! Coach is here to talk about one of the oldest and
greatest monsters of all time. He was Yugi's ace, and my personal
favorite Spellcaster-type monster. I'm talking about that purple menace,
the Dark Magician! This Level 7 monster has 2500 ATK and 2100 DEF.
While he doesn't have any special abilities, he has a variety of cards
that support him as the ace in a deck. Today, we're gonna take a look at
some of the Dark Magician's various forms achieved through Fusion and
other Special Summoning methods.
First up is Dark Sage. This Spellcaster-type is a Level 9 monster with 2800 ATK and 3200 DEF. To call forth this heavy hitter, you have to tribute a Dark Magician that has been successfully affected by Time Wizard. Also, when this happens, you can pull a Spell Card of your choice from your deck. That will come in handy if you need to pull that one card to turn things around for you, or to ensure a win if you already have the advantage. (6/10)
Next up is Dark Magician Knight, who pulls a change-up and goes from being a Spellcaster to a Warrior. His stats are the same as Dark Magician, but he gains a special ability that allows him to destroy any one card on the field at the time. Wipe out that face down Mirror Force, or even a continuous Spell Card or Trap Card like Gravity Bind. You could just as well take out a high ATK or DEF monster is that's what's standing in the way of you winning or losing the duel. This card sees a lot more play than Dark Sage, and is easier to summon. All you have to do is play Knight's Title in order to summon him. (8/10)
Here we have Dark Paladin with 2900 ATK and 2400 DEF. By Fusing Dark Magician and Buster Blader, you get a powerful Spellcaster-type that can negate your opponent's Spell Cards by discarding a card of your own. This card also has an ability that grants it an extra 500 ATK for each Dragon-type either player has in the graveyard. This card is a good choice for taking on Dragon-type decks. (8/10)
Last, and certainly not least, is Dark Flare Knight. Dark Magician switches to a Warrior-type again by Fusing with Flame Swordsman. While this is a step backward being a Level 6 monster with 2200 ATK and 800 DEF, its special ability will make up for it. No matter what you are fighting, you will not take any damage from a battle that involves this card. On top of that, if this card is destroyed, you get to Special Summon a Mirage Knight from your hand or your deck. As long as you don't have your monster's ability negated, you can use this card to block a heavy hit from your opponent. (5/10)
That's all for now folks. We dipped our feet in the Dark Magician's pool. Next time, we'll look at some cards that support this master spellcaster. Until then, it's time to duel, somewhere...
First up is Dark Sage. This Spellcaster-type is a Level 9 monster with 2800 ATK and 3200 DEF. To call forth this heavy hitter, you have to tribute a Dark Magician that has been successfully affected by Time Wizard. Also, when this happens, you can pull a Spell Card of your choice from your deck. That will come in handy if you need to pull that one card to turn things around for you, or to ensure a win if you already have the advantage. (6/10)
Next up is Dark Magician Knight, who pulls a change-up and goes from being a Spellcaster to a Warrior. His stats are the same as Dark Magician, but he gains a special ability that allows him to destroy any one card on the field at the time. Wipe out that face down Mirror Force, or even a continuous Spell Card or Trap Card like Gravity Bind. You could just as well take out a high ATK or DEF monster is that's what's standing in the way of you winning or losing the duel. This card sees a lot more play than Dark Sage, and is easier to summon. All you have to do is play Knight's Title in order to summon him. (8/10)
Here we have Dark Paladin with 2900 ATK and 2400 DEF. By Fusing Dark Magician and Buster Blader, you get a powerful Spellcaster-type that can negate your opponent's Spell Cards by discarding a card of your own. This card also has an ability that grants it an extra 500 ATK for each Dragon-type either player has in the graveyard. This card is a good choice for taking on Dragon-type decks. (8/10)
Last, and certainly not least, is Dark Flare Knight. Dark Magician switches to a Warrior-type again by Fusing with Flame Swordsman. While this is a step backward being a Level 6 monster with 2200 ATK and 800 DEF, its special ability will make up for it. No matter what you are fighting, you will not take any damage from a battle that involves this card. On top of that, if this card is destroyed, you get to Special Summon a Mirage Knight from your hand or your deck. As long as you don't have your monster's ability negated, you can use this card to block a heavy hit from your opponent. (5/10)
That's all for now folks. We dipped our feet in the Dark Magician's pool. Next time, we'll look at some cards that support this master spellcaster. Until then, it's time to duel, somewhere...
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Wednesday, August 28, 2013
Elemental Heroes, Part 2
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!
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!
Tuesday, August 27, 2013
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.
Monday, August 26, 2013
Elemental Heroes, Part 1
Elemental Heroes Avian and Burstinatrix don't seem too powerful at first glance, but you'll want them in your deck anyway. You'll see why in a little bit.
Sparkman has decent ATK power, and with an Equip or Field Spell, he could be a real damage dealer.
Clayman is great for stalling with its DEF of 2000. Alone, each of these 4 cards don't seem like much, but their true potential is unlocked when they are fused together, to make much stronger Elemental Heroes.
Elemental Hero Bubbleman is another seemingly weak Monster, but his special ability gives you the power to draw 2 cards, if he is the only card you have in play when you summon him. Think of him as a Monster version of Pot of Greed.
Next up is Elemental Hero Wildheart. He's got average ATK and DEF, but his special ability makes him immune to Traps. Power him up, and he'll overtake Sparkman as most useful Monster so far.
Elemental Hero Bladedge packs a pretty good punch at 2600 ATK. Combine that with his ability to inflict piercing damage, and he's a good choice for offense.
The final Elemental Hero to consider, has the most heroic look out of the bunch. I'm talking about Elemental Hero Neos! This champion of justice weighs in at 2500 ATK, and I've seen many decks built around this one card. Next time, we'll take a look at how these these monsters work together to take any opponent down. Later Duelists!
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'!
Wednesday, August 21, 2013
Monster Mechanics: Part 2
Hello Again Duelists,
It's that time again! The Coach is 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! The Coach is 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.
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!
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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