Blue's
Club > One Step Beyond > Yu-Gi-Oh! (aka Duel Monsters) Q and A |
|
<< Prev Topic | Next Topic >> |
Author | Comment |
OpMaximus Posts: 529 (10/26/02 10:40:09 pm) Reply |
Yu-Gi-Oh! (aka Duel
Monsters) Q and A
Hello all. Since there's some expressed interest in Yu-Gi-Oh! here, and because I'm extremely bored, I figured I might take some time to explain the card game and clear up misconceptions. Feel free to ask any questions and I'll do my best to answer. Now then, for some general questions: Q: What's it's offical name? Yu-Gi-Oh! or Duel Monsters? A: Duel Monsters. Yu-Gi-Oh! simply stands for King of Games! Q: Is Exodia unstoppable? A: Yes and no. If you assemble all five pieces in your hand, you've won the duel. But most intellegent duelists will arm themselves with Card Destruction if they know you have Exodia. One Card destruction is enough to devestate an Exoida deck, and it's especially devestating if four pieces were assembled in hand, as the card limit is three for any card, and since that's the case, Monster Reborn card will only get so many pieces back. It's easy to stop Exodia from being summoned, but he's still a devestating creature. Fortunatly, he's also massively rare. In my couple months of gathering cards, I've only gotten the Left Leg of Exodia. Q: What does it mean when a deck is "Themed"? A: Themeing a deck is one of the most important strategies in Duel Monsters. If you don't have a working theme, then your cards are haphazard and you're putting faith in the draw...not something you want to do. While it works in the show, Real Life isn't as forgiving. You need Monster cards and Magic/Trap cards that compliment each other, but at the same time being flexible enough to deal with surprises. Q: So, what's the theme behind Seto Kaiba's deck? A: Seto has a Blitz deck, with a focus on the Blue Eyes White Dragon/Ultimate Dragon. High damage monsters and Magic/Trap cards to compliment. To get an idea of Seto's structure you could pick up a Seto starter pack, but I'll save you the trouble... Monsters. And lots of em. Still, Seto has severe weaknesses in his deck and it's rather inflexible in terms of true strategy. A good base to build on for an agressive player, but it has glaring flaws. Q: What about Mai's? A: Mai is an interesting theme. The Harpy Lady is her central card and all her other cards flow around that card (Cyber Shield, Harpy's Pet Dragon, etc.) to boost it's effectiveness. However, Mai's is also a deck example of what not to do, as it's too centered. You need some breathing room to be able to adapt to changing situations...something she never did learn. Q: How about Joey's? A: Joey's deck is almost a mixing pot. On one hand, there's his Warrior types. On the other is Time Wizard, a card of chance. Joey becomes more focused on Chance types as the series progresses, thus becoming a "Chance Deck". Still, Joey's deck is flexible enough. His is a good example of a monster heavy deck with some surprises. (Time Wizard, Sword and Shield, Red Eyes Black Dragon.) Q: Okay then, what about Yugi? A: Yugi's deck is probably the most flawed of all the decks. But, at the same time, Yugi is the everyman of the series, thus his cards are all over the board. But, at heart, it's still what it was originally: An Exodia deck. Which is pointless given Exodia is gone, but somehow, Yugi always manages to pull it off. Super Charged Monsters (Black Luster Soldier, Fusions, Turtle Catapult) help Yugi out in a jam. Offically, his deck is a Black Magician type, focusing on that card, but I'd consider it more of a "Jack Deck". Meaning it does a lot, but it does nothing exceptionally well. ====================================== |
OpMaximus Posts: 530 (10/27/02 1:56:26 am) Reply |
Re: Yu-Gi-Oh! (aka
Duel Monsters) Q and A
Some more: Q: So, the higher the attack power of your Monster, the more damage you take if it gets destroyed? A: This was a mis-statement by Mai in Episode 6, when she made the remark that she'd wished Joey's Baby Dragon was higher in points so it would do more damage to his Life Points when she destroyed it. Actually, since damage is calculated by subtracting the winner's Attack Points by the Loser's Attack Points, the fewer ATK Points the loser has, the more damage you do. Q: What is the strongest Duel Monster? A: Statwise alone, the Ultimate Dragon Keeper Knight (A fusion between Blue Eyes Ultimate Dragon and Black Luster Soldier) is the most powerful, since I don't believe an Ultimate Dragon exists. HOWEVER, no card is "the strongest". With that said card above, I could cease it's existance through use of the Solem Judgement trap card, which, at the sacrifice of half my Life Points, can terminate the summoning of a Monster, the calling of a Magic Card, or the Activation of a Trap Card. Once again, Duel Monsters is all about creating a deck where flaws are worked with and, to some extent, surpressed. Q: So, to play Duel Monsters effectively, you need to cover your own ass? A: Exactly. Take this deck I've created for fun. It's a pure Dragon deck. Nothing in it but Dragon Cards, a D. Human, 2 Dragon Pipers, and two Lord of Dragons. I even have two Blue Eyes White Dragons in it. Formitable force, huh? Not so. A Dragon Capture Jar is my worst enemy with this type of deck, I can counter it with Remove Trap Magic Card or Dragon Piper, but still...those will only go so far in a duel. To help keep my deck at playing strength I included three key cards: Lord of Dragons, Dragon Piper, and Ring of Magnatism. LoD keeps my Dragons from being attacked through the use of Dragon Capture Jars and Magic Cards like Swords of Revealing Light. However, their defenses crumble quickly under a well played onslaught. Dragon Pipers are needed to be attacked for their effect to take hold, but still...they destroy Dragon Capture Jars. And the Ring of Magnatism allows me to decrease the stats of any monster I choose, and from then on, until the card is removed or monster destroyed, the opponent MUST attack that said monster. So, in a way my Deck is powerful. (With Two Blue Eyes you get that feeling), but I made sure I counted on every possible outcome. I included a D. Human because he's not a Dragon Type offically, thus he can still be used normally. I covered my own ass and made my own deck stronger in the process. It's far from unbeatable, but it now at least can stand up to Dragon Capture Jars. (I can't cover the details with my real deck, as I'm currently using it in an iFF and you never know who could be watching...) Q: What theme should I choose? A: Whichever appeals to you. For my real deck, it was cards that involved a Castle and said royalty. Some of my cards are in there just for the title "King" in their name, but others, like Guardian of the Throne Room, are there because of their solid attack and defense. Truthfully, my deck is more Defensive because that's how I play. You should try to make your Duel Monster's deck to suite how you play too. Although be warned, it'll be pricey to get the cards you need to make an effective deck to your style. But not as pricey as Magic: The Gathering. Q: How many Monsters should be in a deck. A: Twenty, mininmum according to the offical rules. Try to shoot for 25-30 to allow you multiple Monster choices per draw. Q: How many cards can be in a deck? A: As many as you'd like. The mininmum is 40, and the ideal deck is 40-55 cards in size. Allows you a greater chance to draw your heavy hitters faster. Q: How long does a match take? A: Longer then you'd think. Offical rules have Life Points at 8000. Those Duel lengths in the show isn't exactly a lie... More to come...and feel free to ask some questions if you'd like to know more... ====================================== |
JaggedWing
ZELDA Game Master The Last Blenditron Percentiled One Posts: 591 (10/30/02 10:45:16 am) Reply |
Re: Yu-Gi-Oh! (aka
Duel Monsters) Q and A
I play M:tG using a Black Deck. That means I prefer vampiric, poisonous, corrupting, and unblockables. My monsters are primarily weak and few, and my main challenge is to keep myself alive longer than my foe(who I can always defeat, just not always faster than they can get me). Can this work also in Duel Monsters? I find it very little examples of this style of play in the show. Also, what's up with the "Duel Monster Dice"? |
OpMaximus Posts: 540 (10/31/02 5:05:19 pm) Reply |
Re: Yu-Gi-Oh! (aka
Duel Monsters) Q and A
Duel Monster dice are a mystery even to Duel Monster players. We're not quite sure about them, and the rule books don't even mention them. As for your deck contruction, it is easy enough to accomplish. There are several Zombie type Monsters in Duel Monsters and other creatures of the "Dark" attribute. Also, weaker monsters will have the advantage when the next Booster set comes to North America, Pharoh's Servant, will feature a card that will not allow any monster of 4 stars or higher to attack. Basically, any playing style you can think up of, can be duplicated in Duel Monsters. However getting the cards nessessary for such a deck can be a slow process, but to answer your question: Yes. Your deck is a very plausable deck, however, the few monster limit worries me. For Duel Monsters, you really need a 1:1 ratio between Monster cards and Magic/Trap cards. Duel Monsters is a game that moves fast and furious...without Land Tapping of Magic and only minor/moderate tributes to call forth stronger monsters (Which a deck should have few of. The more high powered monsters, the less effective your deck.). But you could also utilize cards such as the Queen's Double and Cannon Soldier. While physically weak in attack and defense, both cards (And the countless others like it) can attack an opponent's Life Points head on, making them devestating and annoying. You could build a very good deck of weak monsters that attack Life Points/Help with (The Catapult Turtle, for example), and Magic Cards that null Defenses and the like. You've got an interesting Deck that could be a challenge for unprepared Duelists. See, with Magic, those types of decks are kind of common, but in North America Duel Monsters especially, the focus is on Powerful creatures and Equipment Magic Cards that don't do jack. Your deck could devestate most Duelists I know. ====================================== |
JaggedWing
ZELDA Game Master The Last Blenditron Percentiled One Posts: 608 (11/1/02 3:57:57 pm) Reply |
Re: Yu-Gi-Oh! (aka
Duel Monsters) Q and A
Cool! I'm not exactly financially set for buying cards(even Magic cards) but I'll look into it. It's not a common tactic used in the show. Weevil used a great moth with poison(the constant drain on an opponet is what I like, though it's clear that the show isn't consistant with the true rules of the game even before you started filling us in) but that's about it. Oh, "Dungeon Dice" I think is the name of it, and I don't think it has anything to do with Duel Monsters. Yugioh is the king of games(not King of Duel Monsters), so this is simply a new game for him to play. I could be wrong here, so I don't know for sure. Oh, there are a bunch of Yugioh video games. What are your thoughts on them? |
OpMaximus Posts: 543 (11/1/02 8:44:48 pm) Reply |
Re: Yu-Gi-Oh! (aka
Duel Monsters) Q and A
The Great Moth tactic confuses me, as the Great Moth card itself (I own two) doesn't mention Poison Damage. Also there's no such thing as Elemental Assaults either...so I assume that was a plot device just added to the show for effect's sake. But there are PLENTY of cards that drain the opponent's life points. Two in particular: Toll and Chain Energy. Toll is my mainstay card in the game, it's not a Monster Card but Magic Card, and it's my favorite. Chain Energy I have in my deck, and like Toll it's a Magic Card, but I fear to draw it due to it's rather nasty nature... Toll basically makes it so that for anyone to attack, they must pay in Life Points, 500 per monster they have out on the field. A real nasty card to stop Blitzkreigers with 5 Monster on the field. Chain Energy is similiar, but a lot more leathal. It punishes "Stock Pilers" (Ones that rely on powerful Monsters to defend while they waste turns loading their hands with cards from Draws) by inflicting a 500 LP Damage for each card in a person's hand to play a card from their hand. (The card being played is also "Taxed"). And sometimes, you have no other choice but to draw a card. This card can basically put a game in a grinding halt, but at the same time ravage an enemy, as they can't DO ANYTHING without invoking a heafty LP Fine (And typically, card hands range from 3-5 average hand, but some stock pile in hand cards to 10+)... I fear that certain card because my deck is so defensive oriented, I've been known to build up a card pile. I checked into Dungeon Dice. It's the Yu-Gi-Oh! universe's version of Dungeons and Dragons. It's actually a playful nod to it, when you think about it. Yu-Gi-Oh! Games are HARD! The one I own, Forbidden Memories for the PS1 is a very evil, evil game. Evil in the fact that Fusions can occur without the proper cards, Effect Monsters have been changed to normal Monsters, and Magic/Trap Cards are signifigantly reduced in Number. It's a game designed for hardcore veterans...the only good part about the game is that by defeating opponents, you can earn star chips which in turn can buy you new Cards. How do you "buy" cards you might ask...not the way you think. You buy cards by typing in a number on the bottom of the actual cards themselves. ====================================== |
OpMaximus Posts: 544 (11/1/02 9:29:02 pm) Reply |
Re: Yu-Gi-Oh! (aka
Duel Monsters) Q and A
Well, since the iFF I was on ground to a halt, I might as well post up my deck just to give people a feel for a Yu-Gi-Oh! Deck: MONSTER CARDS(Normal) - x2 (Level 4/Wind/Dragon) Winged Dragon, Guardian of the Fortress (1400/1200) - (Level 5/Eath/Beast) Leogun (1750/1550) <== Didn't realize he was Level 5, obviously none of my opponents have either. - (Level 4/Earth/Warrior) Guardian of the Labyrinth (1000/1200) <== A good base warrior to pile Equip Magic Cards on. - (Level 4/Earth/Beast) Mystic Horseman (1300/1550) - (Level 5/Earth/Rock) Labyrinth Wall (0/3000) <== Pay a Monster for an almost unbreakable defense, who wouldn't? - x3 (Level 4/Light/Machine) Guardian of the Throne Room (1650/1600) - x2 (Level 4/Earth/Warrior) Protector of the Throne (800/1500) - (Level 7/Earth/Warrior) Gaia, the Fierce Knight (2300/2100) <== My 'Ultimate' Monster Card - (Level 4/Dark/Fiend) Man Eating Treasure Chest (1600/1000) - (Level 4/Earth/Beast-Warrior) Beaver Warrior (1200/1500) - (Level 3/Earth/Rock) Giant Soldier of Stone (1300/2000) <== A good Defensive to play and pay for Labyrinth Wall. - (Level 3/Earth/Plant) Green Phantom King (500/1600) - (Level 3/Wind/Dragon) One-Eyed Shield Dragon (700/1300) MONSTER CARDS (Effect) - (Level 1/Earth/Plant) Griggle (350/300) When this card is face-up on the field and control shifts to your opponent, you gain 3000 Life Points. This effect can only be used once as long as this card remains face up on the field. - (Level 3/Water/Warrior) The Little Swordsman of Aile (800/1300) Offer 1 monster on your side of the field as a tribute to increase this monster's ATK by 700 points until the end of the turn. - (Level 4/Dark/Machine) Cannon Soldier (1400/1300) Offer 1 monster on your side of the field as a tribute to inflict 500 points of Direct Damage to your opponent's Life Points. - (Level 1/Light/Spellcaster) The Unahppy Maiden (0/100) When this card is sent to the graveyard as a result of battle, the Battle Phase for that turn ends immediately. - (Level 6/Earth/Warrior/Ritual) Performance of the Sword (1950/1850) This monster can only be Ritual Summoned with the Magic Card "Commencement Dance". You must also offer monsters whose total level equal 6 or more as Tribute from the field or your Hand. TRAP CARDS - Fairy's Hand Mirror Switch opponent's Magic Card effect that specifically designates 1 monster as a target to another correctly targeted Monster. - Castle Walls (x2) Increase a Selected Monster's DEF by 500 points during the turn this card is activated. - Magic Jammer Discard 1 card from your hand to the Graveyard to negate the activation of a Magic Card and destroy it. - Two Pronged Attack Select and Destroy 2 of your monsters and 1 of your opponent's Monsters. ((People forget the power of this card)) - Reinforcements (x2) Increase a selected monster's ATK by 500 points for the turn this card is activated. - Solemn Judgement Pay half of your Life Points when your opponent either activates a Magic or Trap Card or Summons a monster (Including Special Summon) to negate the action and destroy the Magic, Trap, or Monster card. - Dragon Capture Jar All Dragon-Type Monsters on the field are switched to Defensive position and remain there as long as this card is active. - Trap Hole If the ATK of a monster summoned by your opponent (Excluding Special Summon) is 1000 points or more, the monster is destroyed. MAGIC CARDS - Axe of Despair (Equip) A monster equipped with this card increases its ATK by 1000 points. When this card is sent from the field to the graveyard, you can offer one monster on your side as tribute to place it on top of your deck. - Ring of Magnetism (Equip) A monster equipped with this card decreases it's ATK and DEF by 500 points. All your opponent's monsters must attack the monster equipped with this card. ((The beauty of it is, you can equip this to an enemy monster.)) - Monster Reborn Select 1 Monster Card from either your opponent's or your Graveyard and place it on the field under your control in Atack or Defense Position (Face Up). This is considered a Special Summon - Sogen (Field Effect) Increase the ATK and DEF of all Beast-Warrior and Warrior-Type Monsters by 200 points. - Commencement Dance (Ritual) This card is used to Ritual Summon "Performance of the Sword" - Ookazi Inflict 800 points of Direct Damage to your opponent's Life Points - Chain Energy (Continuous) As long as this card remains face-up on the field, both you and your opponent must pay 500 Life Points per card to play or set cards from your respective hands. - Darkness Approaches Discard 2 cards from your hand. Select 1 face up Monster and flip it Face Down, but do not change its battle position. ((Most don't realize this card's value...)) - Dian Keto the Cure Master Increase your Life Points by 1000. - Malevolent Nuzzler (Equip) A monster equipped with this card increases it ATK by 700 points. When the card is sent to the Graveyard you can pay 500 Life Points to return it to the top of your deck. - Beast Fangs (Equip) A Beast type monster equipped with this card increases it's ATK and DEF by 300 points. - Legendary Sword (Equip) A Warrior type equipped with this card increases its ATK and DEF by 300 points. - Toll (Continious) As long as this card remains face up on the field, both you and your opponent must pay 500 Life Points per monster to attack. ====================================== |
OpMaximus Posts: 558 (11/8/02 8:34:44 pm) Reply |
Re: Yu-Gi-Oh! (aka
Duel Monsters) Q and A
Well, another Booster Pack has been released, and according to Upper Deck, and reports by my local Hobby store (A Hobby Town USA store)...Duel Monsters (aka Yu-Gi-Oh! Collectable Card Game) is gaining, slowly but steadily, on Magic: the Gathering in both fanbase and sales. Overall, there are more than a million Duel Monsters players world wide, the majority of those coming from Asia, that's had the game for 6 years strong now. Pharoh's Servant, the North American release of the Thousand Eyes Bible booster pack, has been released kind of under the radar. Most people had no clue it was coming out so soon. Thousand Eyes Bible/Pharoh's Servant adds a lot of new and nasty Magic and Trap cards to the game of Duel Monsters as well as killer Effects Monsters. Two Effect Monsters to watch for are: Sword Hunter (Level 7/ 2450/2200) - For ever monster this card destroys, it is then added to the Sword Hunter as an Equip Magic Card, giving the card a 200 ATK boost. Personal Note: This card is now my Monster of Choice/Signature Monster. I picked up a Thousand Eyes Bible booster a few weeks back at a local Shopko not realizing it was Japanese. I got this card and I had it translated, and instantly fell in love with it. Imagine, my first batch of boosters, and I get the English Translation of the card...lucky me. :D 4 Starred Ladybug of Doom (Level 3/ 900/800) - When this card is face up on the field, destroy all Level 4 Monsters (Regardless of position) on the opponent's side of the field. Add to that countless Magic/Trap cards and Monster Combos, Pharoh's Servant is highly geared towards fast and furious players. But, as sources tell me, later releases will feature yet another type of Monster card to go along with Effect, Fusion, and Ritual: The Spirit Monsters are low level, high in attack, and return to the hand at the end of their controller's turn. It sounds like a sweet deal, but that makes you, the player, vunerable to attack if Spirit Monsters are all you have on the field. Perhaps One or Two Spirit Monsters in a deck would help boost an effect, but you can bet the Duelists smart enough to take full advantage of this feature will. What advantage, you may ask. Quite simple really...a high attack monster that can come in, blitzkreig an opponent, and pop out before being assaulted. These Spirit Monsters can be a formitable force...if utilized correctly. Duel Monsters isn't kids stuff any longer. Since it's introduction, Duel Monsters has been geared towards little kids here in North America, where in Asia it's for everyone. Well, more and more adults are getting into the act of Dueling, and it's opening a whole new dimension of play. Namely, more challenging. Also, Japan is considering their Game Master Championship Tournament (A televised event of Duel Monsters) to be opened up to Americans for the first time next year, or at least have a North American counterpart tournament. I've read reports of people saying Upper Deck will kill off Duel Monsters. While their limited supply tactics is irritating, the fanbase alone may be enough to float Duel Monsters and a legit contender of the CCG crown Magic holds... ====================================== |
JaggedWing
ZELDA Game Master The Last Blenditron Percentiled One Posts: 632 (11/12/02 2:23:29 pm) Reply |
Re: Yu-Gi-Oh! (aka
Duel Monsters) Q and A
Dungeon Dice Monsters is not a D&D ripoff. Yeah, it's a playful nod(at least that ep was), but there are quite a few differences that make it a game in it's own right. "Dimensioning the Dice" is a new addition. It takes the six sides of a die and unfolds them, marking that as occupied ground(the monster appears on one of the six areas). While I'm sure there are games that involve unfolding cubes, but it's not in Duel Monsters and D&D(unless you've got an annoying GM who insists on making you practice geometry while playing). "Crest tapping" I also don't know where that came from. Apparently each monster(based on Duel Monster monsters) has special abilities(magic cards from DM). To access them you tap the magic crest(you build them up from dice rolls or something like that). I actually looked up the game, apparently it's being released by Konami(the company that does Duel Monsters, or at least the video games). I'm rather baffled by exactly how they are going to sell this, without one of those glorious holo generators that the cartoon has the cube layout being kinda marker intensive for a fast paced game. The game itself seems much harder to learn(all those rules) and easier to master, and more based on chance than strategey. Slow and chancy is not a way to win the hearts of card players. They pride themselves on being able to think around the random factors(otherwise they'd be playing blackjack or something). However, the Dungeon Dice Monsters would make a very nice strategy video game. The computer can track all of those wacky counter factors and rules. That leaves things down to thinking your way around the chance factor and making the best play out of the hand that has been dealt you(or rolled, or whatever). |
OpMaximus Posts: 574 (11/12/02 3:47:03 pm) Reply |
Re: Yu-Gi-Oh! (aka
Duel Monsters) Q and A
Well, Duel Monsters is selling well without the Holo Generators, and Dungeon Dice Monsters can be played without the Generator. Duke's battle with Pegasus, for example. Was don't without a Generator. Plus, say goodbye to the Dueling Arenas. After the Dungeon Dice Monsters arc, they cease to be the primary form of Dueling. Next up is the Duel Disk version 2. >_< So sad. ====================================== |
DuelistSentri
Paladin of Tymora Posts: 122 (11/19/02 4:09:05 pm) Reply |
Re: Yu-Gi-Oh! (aka
Duel Monsters) Q and A
I want it forever noted here and now that I permanently loathe everyone in this thread for piquing my interest in Duel Monsters. I'm a poor, busy college student who doesn't need one more hobby to eat away at his life! Darn you! Darn you all!
|
OpMaximus Posts: 590 (11/19/02 5:02:42 pm) Reply |
Re: Yu-Gi-Oh! (aka
Duel Monsters) Q and A
Heh. Yet another College Student Duelist. It's okay man, you can quiet any time you want...just not today. Look...look at the pretty tins and their special cards. You want them don't you? Here, take some Pharaoh's Servant cards while your at it...you don't need to eat for the week... ====================================== |
DuelistSentri
Paladin of Tymora Posts: 123 (11/22/02 12:33:57 pm) Reply |
Re: Yu-Gi-Oh! (aka
Duel Monsters) Q and A
It's probably a *really* good thing that I can't find anywhere around where I live that sells Duel Monsters cards, else that might well become the case. Dungeon Dice Monsters also looks like it might be interesting (though it's hard to say since my only contact with it is via a rom of the Japanese GBA game and my 3/4th of a semester's worth of experience in learning the language can only tell me "this screen wants me to enter my name".)
|
OpMaximus Posts: 613 (12/2/02 10:01:05 am) Reply |
Re: Yu-Gi-Oh! (aka
Duel Monsters) Q and A
Here's my latest deck. It's extremely weak in some sense. But my deck has Personality to it, unlike a lot of other decks which just load up on the strongest monster cards. And in Duel Monsters, having a unique personality to the deck keeps the opponent from guessing what card you're going to draw next. When you've just got a deck full of Harpie's Brother, La-Ginn, 7 Colored Fish, and Summoned Skull...your strategy gets torn apart fast. If there's any questions on the Effects Monsters I'll be more than happy to explain them. NORMAL MONSTERS Level 4/ Earth/ Beast/ Pale Beast (1500/1200) Level 4/ Earth/ Beast/ Mystic Horseman (1300/1550) Level 4/ Earth/ Warrior/ Protector of the Throne (800/1500) Level 4/ Light/ Machine/ Guardian of the Throne Room (1650/1600) *What can I say? I love this card.* Level 4/ Earth/ Beast/ Master and Expert (1200/1000) Level 4/ Earth/ Beast/ Gazelle the King of Mythical Beasts (1500/1200) Level 4/ Earth/ Beast-Warrior/ Hitotsu-Me Giant (1200/1000) Level 4/ Earth/ Rock/ Destroyer Golem (1500/1000) Level 4/ Earth/ Beast-Warrior/ Battle Ox (1700/1000) Level 4/ Earth/ Warrior/ Masaki the Legendary Swordsman (1100/1100) Level 4/ Earth/ Beast/ Prevent Rat (500/2000) Level 4/ Earth/ Warrior/ Hibikime (1450/1000) Level 5/ Fire/ Pyro/ Twin-Headed Fire Dragon (2200/1700) *Ever deck needs a Dragon. :P* EFFECTS MONSTERS Level 1/ Earth/ Beast/ Milus Radiant (300/350) Level 3/ Earth/ Warrior/ Hayabusa Knight (1000/700) Level 3/ Dark/ Rock/ Cyber Jar (900/900) Level 3/ Earth/ Beast/ Bubonic Vermin (900/600) x3 Level 3/ Earth/ Rock/ Morphing Jar #2 (800/700) Level 4/ Earth/ Beast/ Dark Zebra (1800/400) Level 4/ Earth/ Beast/ Giant Rat (1400/1450) Level 7/ Earth/ Warrior/ Sword Hunter (2450/1700) MAGIC CARDS Normal/ Pot of Greed Normal/ Giant Trunade Normal/ Card Destruction Normal/ De-Spell *Changes out with Monster Reborn often* Normal/ Dark Hole Equip/ Malevolent Nuzzler Equip/ Germ Infection Equip/ Invigoration Equip/ Axe of Despair Continious/ Chain Energy Continious/ Toll Continious/ Prohibition Field Effect/ Sogen Field Effect/ Chorus of Sanctuary TRAP CARDS Quick-Play/ Magic Jammer Normal/ Michizure Normal/ Enchanted Javelin Normal/ Time Seal Normal/ Solomon's Lawbook Continious/ Solemn Wishes Continious/ Ultimate Offering ====================================== |
Rensic New in Town Posts: 1 (12/4/02 9:14:00 am) Reply |
cards
is there a feild effect card that will bump up machine or fairy types? |
OpMaximus Posts: 620 (12/4/02 9:51:28 am) Reply |
Re: cards
Not one that I have seen, but I can't see there not being one. Probably just hasn't been released yet. EDIT: I checked into it. There are no Fairy, Machine, or Dragon Field Effect Magic cards in existance. But it's no biggie. Most of those types have a common attribute (Light/Fire/Dark/etc.), so all you need is the "Uber-Field" effect that will effect the attribute, not the type. Like Light of Inversion or Gaia Power. ====================================== |
DuelistSentri
Paladin of Tymora Posts: 136 (12/7/02 4:07:27 am) Reply |
Re: cards
I seek the wisdom of the great and mighty YuGiOh players here. Noting the fact that all I have to work with are the cards in the Eternal Duelist Soul GBA game, what sorts of cards (outside of the obvious) would you recommend for a deck built around Exodia. I know it's not an infallable deck idea, but I'd like to try it at least once, but I don't quite know what would complement that strategy well.
|
OpMaximus Posts: 628 (12/7/02 10:31:51 pm) Reply |
Re: cards
Exodia Strategies need two monsters: Witch of the Black Forest and Sagan. 3 of them. NEEDED! Likewise, Big Eyes can help get Exodia pieces quickly. Likewise with Cyber Jar and Morphing Jars. Outside that, Defensive monsters and the rest is up to your imagination on the deck. ====================================== |
DuelistSentri
Lives under the couch Posts: 137 (12/7/02 11:08:15 pm) Reply |
Re: cards
Duly noted. Thanks!
|
OpMaximus Posts: 629 (12/8/02 3:20:51 am) Reply |
Re: cards
Magic Cards like Grateful Charity and Pot of Greed help too. ====================================== |
DuelistSentri
Lives under the couch Posts: 140 (12/8/02 3:33:00 am) Reply |
Re: cards
One of the duelists I just unlocked plays an Exodia deck using all the elements you've described. It's really frellin' annoying at times, too, since by killing some of his creatures trying to win the way my current deck is designed, I wind up only hastening his victory since I don't yet have any major cards to let me force discarding. |
OpMaximus Posts: 631 (12/8/02 3:54:06 am) Reply |
Re: cards
Oh, Rare Hunter. Yes...HIM. Well, the strategy behind him, to beat him rather, is to kill him before he gets Exodia assembled. It's possible to do. He doesn't have many monsters that can stand up to an all out assault. Also, enter this code in the password screen and put it in your deck IMMEDIATLY! 61740673 Imperial Order -Continious Trap Card- As Long as this card remains face-up on the field, negate the effects of all Magic Cards. Pay 700 LP during each of your standby Phases. If you cannot, destroy this card. It's a life Drainer, but since Rare Hunter doesn't play offensively, you should be able to afford it. It'll stop him from using Magic to gain pieces of Exodia. Change of Hearting his Monsters doesn't hurt either. ====================================== |
DuelistSentri
Lives under the couch Posts: 143 (12/8/02 3:58:00 am) Reply |
Re: cards
It's certainly doable. I've done it a couple of times, but it usually comes down to how fast I can break out my Summoned Skull or Dark Magician (and once it came down to attack with everything I had, and then pelting him with all my monsters via Cannon Soldier, including sacrificing the soldier to himself.) |
OpMaximus Posts: 632 (12/8/02 4:03:47 am) Reply |
Re: cards
Yep. Ever since I got the Garoozies Booster, I've had a Machine Type deck, thanks to the Machine King and Cyber-Stein I got in those Boosters. I crank out my Labyrinth Tank as fast as possible with Cyber-Stein, or Fusion Mage if I have Giga-Wolf in my hand... ====================================== |
DuelistSentri
Lives under the couch Posts: 145 (12/8/02 7:55:28 pm) Reply |
Re: cards
I know it's stupid and probably would never work this well against a real duelist, but there is nevertheless something insanely hilarious about watching Seto Kaiba summon a Blue Eyes Ultimate Dragons and yawning because my only card on the field is a defense position Witch of the Black Forest and I have 4 pieces of Exodia already in hand.
|
OpMaximus Posts: 634 (12/8/02 9:04:55 pm) Reply |
Re: cards
Heh...stranger things have happened in Real Life. That's actually a believable senario. Oh, and a good way to wreck a Exodia Players deck: Needle Worm. I played that card on Rare Hunter and watched 3 pieces of Exodia go into the graveyard. ====================================== |
DuelistSentri
Lives under the couch Posts: 147 (12/8/02 9:46:03 pm) Reply |
Re: cards
Yeah, a needle worm bit me in the hindquarters just a little while ago. It taught me better than to play Swords of Revealing Light against Weevil, or at least think twice before tossing it down. |
DuelistSentri
Lives under the couch Posts: 149 (12/9/02 9:41:33 am) Reply |
Re: cards
Normal Monsters (10): (2x) Labyrinth Wall lvl5 0/3000 Mystical Elf lvl 4 800/2000 (3x) Giant Soldier of Stone lvl 3 1300/2000 Left Arm of the Forbidden One lvl 1 200/300 Left Leg of the Forbidden One lvl 1 200/300 Right Arm of the Forbidden One lvl 1 200/300 Right Leg of the Forbidden One lvl 1 200/300 Effect Monsters (19): Total Defense Shogun lvl6 1550/2500 (quickly becoming one of my favorite cards) Catapult Turtle lvl5 1000/2000 (2x) Wall of Illusion lvl4 1000/1850 (2x) Witch of the Black Forest lvl4 1100/1200 (3x) Cocoon of Evolution lvl3 0/2000 Exodia the Forbidden One lvl3 1000/1000 (2x) Sangan lvl3 1000/600 Man Eater Bug lvl2 450/600 (2x) Mask of Darkness lvl2 900/400 (3x) Kuribo lvl1 300/200 Magician of Faith lvl1 300/400 Magic Cards (12): Change of Heart (2x) Chorus of Sanctuary (comes in handy against pesky Blue Eyes White Dragons and the like) Dark Hole (2x) Graceful Charity Harpie's Feather Duster Monster Reborn Pot of Greed Raigeki Swords of Revealing Light Toll (I like this card!) Trap Cards (11): Anti Raigeki Gryphon Wing Magic Jammer Mirror Force Seven Tools of the Bandit (3x) Time Machine (3x) Trap Hole Total Cards: 52 |
OpMaximus Posts: 636 (12/9/02 12:27:59 pm) Reply |
Re: cards
A very good Exodia deck. And isn't Toll the greatest? ^.^ I love the thing to death, I use it constantly in Real Life. Too bad it's meaner brother, Chain Energy, isn't in the game. Anywho, my EDS deck has turn into a pure Stomp deck to vanquish the likes of Marik and his goons quickly. My Machine Deck did the job, but it was too slow. Against Strings with my Machine Deck I only had 5 cards left. Normal Monsters Level 6: Summoned Skull (2500/1200) Level 5: Labyrinth Wall (0/3000) Level 4: Crawling Dragon #2 (1600/1200) Level 4: Man-Eating Treasure Chest (1600/1000) Level 4: Mystical Elf (800/2000) Level 4: Ryu-Kishin Powered (1600/1200) Level 4: Spirit of the Harp (800/2000) Level 3: Dragon Zombie (1600/0) Effects Monsters Level 4: Big Eye (1200/1000) Level 4: Cannon Soldier (1400/1300) Level 4: Hour Glass of Courage (1100/1200) Level 4: Masked Sorcerer (900/1400) Level 4: Wall of Illusion (1000/1850) x3 Level 3: Cyber Jar (900/900) Level 2: Man-Eater Bug (450/600) Level 2: Needle Worm (750/600) Level 1: Kuriboh (300/200) Level 1: Steep Scorpion (250/300) Magic Cards Axe of Despair Black Pendant Change of Heart Dian Keto the Cure Master Last Will Monster Reborn Pot of Greed Raigeki Red Medicine Sword of Dark Destruction Swords of Revealing Light x2 Trap Cards Anti-Raigeki Bell of Destruction Gift of the Mystical Elf Magic Jammer Seven Tools of the Bandit Trap Hole Waboku x2 ====================================== |
DuelistSentri
Lives under the couch Posts: 152 (12/9/02 4:54:37 pm) Reply |
Re: cards
Nifty deck. I can see how that would work very well against Marik and her goon squad. BTW, Chain Energy is in EDS. I don't know where I picked it up, but there's one in my trunk, and a right nasty card it is, too. Toll and Chain Energy have gotten me thinking about building a 'pay the price' sort of deck, where (mostly for the CPU, but occasionally like with Chain Energy, for me as well) doing most anything involves some sort of cost. Let the CPU tax itself into oblivion. |
OpMaximus Posts: 639 (12/9/02 5:12:18 pm) Reply |
Re: cards
Ooooooooooo Now we're getting into MY field of Real Life decks. :) The "Pay to Play" deck structure is a versitle one, leaving a lot of room for customization, but a few good cards always to put into play: Healing Cards (Dian Keto, Red Medicine, and if they have Solemn Wishes too) Toll Chain Energy Skull Invitation (See if they've got this card. Extremely nasty.) Wall of Illusion x3 (Use them for when the opponent gets a high level monster on the field) Penguin Soldier x3 Cyber Jar Needle Worm Basically any creature that "Punishes" in some manner along with cards to support it. Might also want to stock up on Magic Jammers to stop those annyoing Magic Space Typhoons and Heavy Storms... ====================================== |
Rensic New in Town Posts: 2 (12/10/02 8:51:06 pm) Reply |
yugioh
In tourny rules when you have a card that lets you bring out 2 monsters of the same name, do you pay a tribute for them? |
OpMaximus Posts: 643 (12/11/02 12:51:29 am) Reply |
Re: yugioh
If it says on the card: "Special Summon 2 of these types of cards onto the field in face up attack" or some such, then it's a Special Summon and thus no Tribute is needed. Hence why Lord of D./Flute of Summoning Dragon is such a powerful combination for Dragon Decks. It allows them to bring out 2 Blue Eyes White Dragons for no Cost or risk, since Trap Cards like Trap Hole don't work for Special Summons. ====================================== |
Newduelistwithproblems New in Town Posts: 1 (12/24/02 11:52:11 pm) Reply | Edit |
Equip Magic
Cards
I have a question about Equip Magic Cards. If I equip a monster with an Equip Magic Card, say if I equiped Dark Magician with the Sword of Dark Destruction, and he gets destroyed by a monster or a magic card, does the Equip magic card go to the Graveyard with the Dark Magician, or can it stay on the field in a Magic and Trap card slot? Also, can someone explain to me the chain rule? Thanx! |
Newduelistwithproblems New in Town Posts: 2 (12/24/02 11:59:50 pm) Reply | Edit |
Equip Magic
Cards
I have a question about Equip Magic Cards. If I were to equip a monster with an Equip Magic Card, say, If I equiped the Dark Magician with the Swords of Dark Destruction, and he were destroied, would the Equip Magic Card also be sent to the Graveyard or could it stay on the field? Also, could someone explain to me the chain rule? Thanx |
DuelistSentri
ADMINISTRATOR Lives under the couch Posts: 191 (12/25/02 6:59:45 am) Reply |
Re: Equip Magic
Cards
If the target of an equp magic card leaves the field, either to the graveyard, to its owner's hand, or out of play, the equip card is sent to the graveyard (unless the card affecting the monster says differently or unless the equp magic card itself says otherwise.) Chain rule, I'm a little less sure of, so I'll let one of the more experienced duelists here explain that. Most of my chaining is done for me since all I play is Eternal Duelist Soul. |
Newduelistwithproblems New in Town Posts: 3 (12/25/02 11:27:04 am) Reply | Edit |
Re: Equip Magic
Cards
Ok. I got a few more questions. Can an Equip Magic Card be equiped on more than one monster at a time? If my oponent has a field magic card on the field, do I have to destroy that magic card before I can play my own Field Magic Card? And, in the description of the "Rogue Doll" monster card, it says that "it is particularly powerful when attacking against dark forces." Does that mean that it's attack power has more effect against monsters with monsters with a Dark attribute, and, if so, how much stronger and are there any other attributes that are stonger against another attribute. Any help would be greatly appreciated. Thanks!! |
DuelistSentri
ADMINISTRATOR Lives under the couch Posts: 192 (12/25/02 11:34:40 am) Reply |
Re: Equip Magic
Cards
Once again, I hope my compatriots will correct me if I'm wrong, but here are my thoughts:
|
OpMaximus
Posts: 663 (12/25/02 12:11:19 pm) Reply |
Re: Equip Magic
Cards
Sentri answered them correctly. The text on Rogue Doll is just that, text. Rogue Doll is a normal monster and the text description is there for personality. No bonus is gained. ====================================== |
Newduelistwithproblems New in Town Posts: 4 (12/25/02 4:22:59 pm) Reply | Edit |
More Questions
Thanks for all your help. I hope I'm not being a pain, but I have more questions. Do machine monsters say that they are machines on the card? Is the Dragon Zombie affected by the Dragon Capure Jar, even though it says it is a zombie type? If I play a monster on the field, can I bring it back into my hand later in the game? Can I withdraw Magic and Trap Cards if they are face-down? If I play Blue Eyes and the Soul Exchange card, can I take 2 of my opponents monsters as a tribute, or do I need 2 Soul Exchange cards? If I have the Man-eater bug face down on the field and my opponent attack another monster on the field, can I still flip my Man-eater bug and use it's flip effect to destroy the attacking monster? If I use the flip effect of Hane-Hane to return a Summoned Skull to my opponents hand, does he have to pay a tribute to summon it again? If I use the Reinforcements to increase a monsters attack power, is the card sent to the graveyard at the end of your opponents turn, or can you use it's effect on your turn? Well, that should just about do it. Thanks for your help |
Newduelistwithproblems New in Town Posts: 5 (12/25/02 8:52:21 pm) Reply | Edit |
Exodia
For those of you looking for Exodia, If everything I've seen is correct, you want to buy the Booster Box "Legend of Blue Eyes White Dragon" which, according the the list provided by upperdeck at http://www.upperdeckentertainment.com/yugioh/booster1.html should contain the 5 parts of Exodia. The Booster Box can be bought at http://www.go2iguanas.com/iguanas-cbc/foncolspecco11.html . If what they say is incorrect, there is a site that sells the 5 parts of Exodia, but it's quite expensive. http://www.yugioh-cards.net/Merchant2/merchant.mvc?Screen=CTGY&Store_Code=YCN&Category_Code=LOBUNLUR has the 5 cards of Exodia, but the overall price of the 5 cards before taxes is $165! Your choice which way you go. Personally, I'd go for Booster Box, because you get a bunch of good cards with it. If you don't get Exodia in the set, it's always possible to save up enough to get the 5 parts from the other site I showed. I hope that I've finally given some help to someone instead of receiving it!! |
OpMaximus
Posts: 664 (12/25/02 8:54:47 pm) Reply |
Re: More
Questions
-Do machine monsters say that they are machines on the card?- Yes. Just before the card description/Effect description. -Is the Dragon Zombie affected by the Dragon Capure Jar, even though it says it is a zombie type? - Since it's technically not a Dragon type, but a Zombie type, it is NOT affected by Dragon Capture Jar. -If I play a monster on the field, can I bring it back into my hand later in the game? - Only if you play a card that will allow that action. IE: Monster Recovery and Morphing Jar #2. -Can I withdraw Magic and Trap Cards if they are face-down?- Once again, only if you play a card that will allow that action. IE: Giant Trunade. - If I play Blue Eyes and the Soul Exchange card, can I take 2 of my opponents monsters as a tribute, or do I need 2 Soul Exchange cards? - You would need two Soul Exchange cards to do that. And besides, just one Soul Exchange makes you skip your Battle Phase. 2 means you can't attack for two turns.... -If I have the Man-eater bug face down on the field and my opponent attack another monster on the field, can I still flip my Man-eater bug and use it's flip effect to destroy the attacking monster? - On your turn you can flip up Man-Eater and use the effect. Not on your opponent's, if he hasn't attacked the bug.. -If I use the flip effect of Hane-Hane to return a Summoned Skull to my opponents hand, does he have to pay a tribute to summon it again?- Yes. -If I use the Reinforcements to increase a monsters attack power, is the card sent to the graveyard at the end of your opponents turn, or can you use it's effect on your turn?- It's sent to the grave when the turn the card was flipped up ends. Meaning if you used it on an opponent's turn, the card is sent to the grave at the end of HIS turn. ====================================== |
Newduelistwithproblems New in Town Posts: 6 (12/25/02 9:15:34 pm) Reply | Edit |
Just a few more
questions
I've got just a few more questions. If I Equip a monster with a magic card, and he get's sent to the graveyard. Later in the game I use my Monster Reborn to bring back that monster. When I bring it back, is it still equipped with that magic card? If not, is there a card that I can use to bring back a monster with all of it's equipment? Are the parts of Exodia Magic cards or are they Monster cards? Do you have to have all 5 monster or magic slots open to be able to use Exodia? I heard that there is a limit to the number of cards that you can have in your hand at a time. Could someone clarify this for me, and give me any details required? Is there any computer game that I can get, either free download or pay for, that I can use to practice my dueling using the deck I have in real life? Or even if it doesn't allow me to use my real deck, is there one out there? Ok, that should do it for now. You have no idea how much I appreciate this ya'll! |
DuelistSentri
ADMINISTRATOR Lives under the couch Posts: 193 (12/25/02 9:26:13 pm) Reply |
Re: Just a few more
questions
|
OpMaximus
Posts: 667 (12/25/02 11:47:51 pm) Reply |
Re: Just a few more
questions
All pieces of Exodia in your hand equals INSTANT victory. You can lay them on the field if you wish, but all that's necessary is to show your opponent that you have indeed assembled Exodia. ====================================== |
Newduelistwithproblems New in Town Posts: 7 (12/26/02 12:54:38 pm) Reply | Edit |
Exodia
Questions
So If one of the peaces of Exodia gets sent to the graveyard, you can use the Monster Reborn to bring it back? Can you play a part of Exodia as a monster to attack or (unwillingly) defend your life points, or even as a tribute? If you didn't see it, message 40 contains information about where to obtain Exodia. I think you'll find it useful, if you have the dough to throw at it, that is. |
OpMaximus
Posts: 670 (12/26/02 1:16:16 pm) Reply |
Re: Exodia
Questions
You can use Monster Reborn, Spear Cretin, Shallow Grave, Premature Burial, etc. to all get pieces of Exodia back. ====================================== |
DuelistSentri
ADMINISTRATOR Lives under the couch Posts: 196 (12/26/02 1:18:16 pm) Reply |
Re: Exodia
Questions
You can fetch an Exodia piece using reborn the monster, but you won't be able to get an Exodia win unless you can somehow return it to your hand since Monster Reborn returns the monster to the field, and it is in your hand that you must have the Exodia pieces for that sort of victory. And, yes, you can play Exodia's pieces and parts like any other monster: attacking, defending, and being used as tribute. They're monsters just like any other. They just happen to grant victory if you have all 5 in your hand at the same time. |
Newduelistwithproblems New in Town Posts: 8 (1/5/03 5:26:28 pm) Reply | Edit |
Thanks for your
help
First of all, I'd like to thank you for all the help you've given me. I wish I could help ya'll out, but you probably don't need it. lol. Anyways, now that I've dueled a few times, I think that I've got a good idea on how I want to build my deck, but I wanted to ask ya'll first before I spent any money. As I'm think of doing it, I'm thinking of having 80% of my monsters level 4 monsters with high attack or defence powers, monsters such as the Mystical Elf for defence and La Jinn for offence. I also want to put in Effect monsters, such as Man-Eater bug. The high level monsters would also be high power, for their level. Monsters such as Summoned Skull and Blue Eyes. I do need much better magic and trap cards, though. I do have a few high power magic cards, but all of them only work for one turn, and I don't have any counter magic or trap cards. I'm not much interested in Ritual monsters in my deck, since, from what I've seen, the ritual monsters don't seen to give you much of an increase. As for the monsters themselves, I'm thinking of going with a Dark attribute deck, with Equip magic cards to increase them. I'd like to center my deck around the Dark Magician, but I've heard the centering your deck around a monster is a bad idea. I'd like to have an underlying (sp?) theme to my deck. As though I'd like to have many powerful low level monsters in my deck, it also requires that the deck get large. I read in the rule book that if you cannot draw a card on your draw phase, you automatically lose. So, what I've thought to do is load up the deck with many monsters, the underlying theme is that I want to work at that rule. Do you think that that is a good idea? Any input you can add would be appreciated? Thanks again! |
Kid
Azn Star Moderator Posts: 29 (1/5/03 9:46:34 pm) Reply |
Re: Thanks for your
help
I think its a pretty good idea, but I'm one that relies on magic/trap cards and keep a deck of 40. But if your keeping a dark deck then there's no point in having Blue Eyes since he's light and there I think some cards with dark effects that lowers the effect of light creatures effect. Plus there are some cards that can knock out a single attribute card out like Earthshaker. Then practically your entire deck is gone. It's good to have an assortment of attributes. Having level 4 monster with a great defense and offense is a great idea though. Summon Skull is also a good idea since you only need to tribute one card. Keep one or a few stronger card since it would be a great trump. Also don't just leave 20% of your deck just for Trap/Magic. I know a lot of people who has a deck that has at least 45% or more of Magic/Trap cards. Trust me, you'll end up relying on them as much as your monsters. Magic and Trap cards is what saves us all from defeat sometimes. I'm not saying its not a good idea, I'm saying you might want to consider on how you build your deck. I have a friend that can beat anyone under 3 turns and I've been rebuilding my deck so I could beat him. That usually ends up with me with 80% of my deck that are Magic/Trap cards somehow... Having 80% of your deck Magic/Trap is a bad idea, just so you know. But play around with what you have and make sure you know how to use your cards. Knowing what you have and knowing how to use them is probably the best way to win in a duel. |
Newduelistwithproblems New in Town Posts: 9 (1/5/03 10:10:14 pm) Reply | Edit |
Re: Thanks for your
help
I don't mean that 80% of my deck is monsters, I mean that 80% of my monsters are low-level monsters. I'd say about 65% of my deck is monsters, 20% Magic, and 15% trap cards. Also, I keep the Blue Eyes for it's shear power, so it can take down most of my opponents monsters. Though I have enough magic cards to bring my Dark Magician up to 3400, I don't want to have to rely on those magic cards. Plus, as you said, I trying to destribute the attributes. I have the same number of Dark and Earth attribute monsters in my deck right now, so I should be able to survive a card that will change an attribute. Oh, and so you know, I've never really dueled anyone. I've dueled a couple of 10 year olds, but I don't think that would count. If I can find a tournament around here soon, the I'll probably enter just to see how I'd do. If it would help you out, I could list all the cards that I have, but, being that I only have a few cards that are the same, it would be a very long list. I've got 69 cards in my deck right now, so the list will probably have about 60 different cards in it. Oh, and could someone tell me what the name is of the official Duel Monsters game. I've heard that it will let you use your own deck using the passwords on the card, and that you can duel people over the internet. I've got one now, but it's not very well written, and many of the cards don't work, since they haven't been programmed yet. I've been using the game to try and hone my skills, and I think I've gotten a lot better, but it's only because my deck is so well made. I've got the one card that I'm not even sure exists in the real game. It's called "Freed Exodia". It's a level 12 monster with an attack and defence power of 5000! Now a card like that can't possibly exist, right? Well, let me know if you want to see a list of my cards. I'll gladly post it if it will help you help me more. Thanks |
BluePhoenix
Website Contributor Dont Piss Off The Posts: 10953 (1/6/03 2:43:09 pm) Reply ezSupporter |
Re: Thanks for your
help
hiya, New Duelist, and welcome to BC! i've been watching your discussion, although i'm way behind in understanding when i watch people play this game. i'd like to invite you to look around and take part in more of the board, if we have anything that might interest you. we're a friendly group! btw, would you like a custom title to replace the "new in town" designation? what word or phrase would suit you?
|
OpMaximus
Posts: 693 (1/6/03 4:37:38 pm) Reply |
Re: Thanks for your
help
Actually, I'm going to take the exact opposite stance of Kid and say you're better to focus on one type/attribute for a deck. The reason is that it'll be easier to power up your creatures with a single card. And Earthshaker isn't a highly used card, mainly for the reason Kid stated about multiple attribute decks, so you really don't have to worry about that. But definatly, it's best to run a 1:1 Monster/M-T ratio. Magic and Trap cards can and do save a person's life in a duel. I can see what you see not |
Kid
Azn Star Moderator Posts: 30 (1/6/03 10:46:32 pm) Reply |
Re: Thanks for your
help
True, I haven't seen Earthshaker used myself. *shrugs* So don't listen to me. |
DuelistSentri
ADMINISTRATOR Lives under the couch Posts: 208 (1/6/03 10:58:24 pm) Reply |
Re: Thanks for your
help
So, if he can be referred to in shorthand as New Duelist, does that make me Old Duelist?
|
OpMaximus Posts: 695 (1/6/03 11:05:56 pm) Reply |
Re: Thanks for your
help
I run an Earthshaker. Mainly to get rid of pesky La-Ginns and Summoned Skulls that stand in my way. It's also a good idea to support a main theme with a secondary theme. My deck (On both EDS for the GBA and IRL) is an Earthian Monster deck (aka Semi-Beatdown) with Monster Control as a secondary (Share the Pain, Earthshaker, etc). I can see what you see not |
DuelistSentri
ADMINISTRATOR Lives under the couch Posts: 209 (1/6/03 11:13:58 pm) Reply |
Re: Thanks for your
help
Yeah, a secondary theme for your deck is always a good idea in my experience, both with Duel Monsters and other card games of this sort. My EDS Exodia deck has a secondary theme of pay to play, helping to stall my opponent while I assemble my big guy or perhaps kill him outright by making him unable to draw.
|
DuelistSentri
ADMINISTRATOR The Dark Magician (who lives under the couch) Posts: 215 (1/13/03 12:34:00 am) Reply |
Re: Thanks for your
help
Just out of curiosity, OpMaximus, what is that iFF thing you mentioned toward the beginning of the thread?
|
DuelistSentri
ADMINISTRATOR The Dark Magician (who lives under the couch) Posts: 216 (1/13/03 4:23:45 pm) Reply |
Re: Thanks for your
help
After much stalling and denying it, I have finally taken the next step and moved into the realm of the physical card game. I don't have much in the way of strong cards yet, but I'm working on it. I was happy to note that I'm already on the way to my Pay to Play deck idea after pulling 2 Gravekeeper's Servants and 1 Chain Energy. It's not much, but it's a start. Until then, I'm trying to build a small Mecha & Monsters deck, using Machine-types and Fiend-types, with a smattering of other things mixed in for strength (like Sword Hunter).
|
OpMaximus Posts: 705 (1/13/03 10:29:54 pm) Reply |
Re: Thanks for your
help
Nice. The iFF is called an "Interactive Fan Fiction"...it's died off. I can see what you see not |
DuelistSentri
ADMINISTRATOR The Dark Magician (who lives under the couch) Posts: 217 (1/14/03 1:01:27 am) Reply |
Re: Thanks for your
help
Interactive Fan Fiction? Out of curiosity, how does that work?
|
OpMaximus Posts: 707 (1/14/03 2:28:00 pm) Reply |
Re: Thanks for your
help
It's common name is "Round Robin" Role Playing. Kind of like how the RPGs are run on this site, except being fully free-form. The characters can do whatever they like, and the Game Master has to make changes to the iFF accordingly if something occurs that tampers with the over-all plot. The Yu-Gi-Oh! iFF I was a part of eliminated direct player interference by putting all the players in Kaiba's Virtual World for a Tournament there. I can see what you see not |
Indy
Heat TF vs. Aliens player Posts: 13 (1/15/03 8:59:39 am) Reply |
Re: Thanks for your
help
Would one of you Card Genius' take a look at this deck, Remember its just for the GBA Game. and not a real deck. Spent to much money on Magic, to be told my collection was worth nothing, when I spent close to a thousand on it. So I said I will never play a RL Game again, but Computer versions are cool. Card Name Type Number of Cards Attack Defense Stars Black Pendant Equip 1 Book of Secret Arts Equip 1 Dragon Treasure Equip 1 Invigoration Equip 1 Metal Morph Equip 1 Sword of Dark Destruction Equip 1 Gaia the Dragon Chapion Fussion 1 2600 2100 7 Change of Hearts Magic 1 De-Spell Magic 1 Dian Keto the Cure Master Magic 1 Mooyan Curry Magic 1 Mystical space typhoon Magic 1 Pot of Greed Magic 1 Raigeki Magic 1 Spell binding Crilce Magic 1 Sword and Shield Magic 1 Swords of Revealing Light Magic 1 waboku Magic 2 Morphing Jar Summon 1 700 600 2 Giant Stone Soldier Summon 3 1300 2000 3 Bean Soldier Summon 1 1400 1300 4 Beaver Warrior Summon 2 1200 1500 4 Big Insect Summon 1 1200 1500 4 Celtic Gaurdian Summon 2 1400 1200 4 Dark Rabit Summon 1 1100 1500 4 Dryad Summon 1 1200 1400 4 Fiend Reflection #1 Summon 1 1300 1400 4 Giant Flee Summon 1 1500 1200 4 Minomushi Warrior Summon 1 1300 1200 4 Mystical Elf Summon 1 800 2000 4 Neo the Magic Swordsman Summon 1 1700 1000 4 Rhaimundos of the Red Sword Summon 2 1200 1300 4 Snakeyashi Summon 1 1000 1200 4 Spirit of the books Summon 1 1400 1200 4 Stern Mystic Summon 1 1500 1200 4 Tiger Axe Summon 1 1300 1100 4 Tripwire Beast Summon 1 1200 1300 4 Typhone Summon 1 1200 1400 4 Witty Phantom Summon 1 1400 1300 4 Crawling Dragon Summon 1 1600 1400 5 Curse of Dragon Summon 1 2000 1500 5 Summoned Skull Summon 1 2500 1200 6 Dark Magician Summon 1 2500 2100 7 Gaia the Fierce Night Summon 1 2300 2100 7 Red-eyes Black Dragon Summon 1 2400 2000 7 Light force Sword Trap 1 Magic Jammer Trap 1 Trap Hole Trap 2 If I was an Autobot, I'd be:<br> |
OpMaximus Posts: 708 (1/15/03 10:27:03 am) Reply |
Re: Thanks for your
help
My view is on worth of the cards is they can be crap for all I care, so long as I have fun that's all that matters. And Magic has drawn me in, thanks to the blasted strategy. Yu-Gi-Oh! is so central minded it sad... Fortunatly, a measely $10 will get me 50 Magic Cards. That's a definate improvement over $4 for 9 Yu-Gi-Oh! cards. Anyways, the deck looks good to tango with Teir One and POSSIBILY Teir Two of Eternal Duelist Soul for the Game Boy Advance. If it's for Dark Duelist Stories for the Gameboy Color, I'll be of no help since I don't own that game. But for EDS, this'll let you rumble with Teir One and Two...but expect to do serious overhaul the time Teir Three hits. I'd also say you need to remove at least two of your Tribute Monsters. Gaia and CoD are a must due to the fusion...but lose Dark Magician and Crawling Dragon. Crawling Dragon definatly. I have to do a on the CCG's part. A lot of Tribute Monsters tend to be more Level 4 stats. Heck, most Level 4 monsters can outshine a Tribute Monster, and they don't have to be that good either. I can see what you see not |
SicInsomnia New in Town Posts: 1 (1/16/03 12:38:53 am) Reply |
Re: cards
exodia decks are not easy to beat you say card d. well i say magic jam or imperial order or even magic drain or solmn judge. besides ever hear of monster reborn hane-hane combo or back up soldier [administrative edit: Welcome to Blue's Club, feel free to enjoy yourself, but respect other posters and don't use profanity, please. -Duel] Edited by: DuelistSentri at: 1/16/03 12:50:29 am |
OpMaximus Posts: 709 (1/16/03 7:06:15 am) Reply |
Re: cards
Exodia is extremely easy to beat. A smart Exodia Player doesn't waste space with Imperial Order. It's all about getting out Exodia ASAP. While Backup Soldier can retrieve lost pieces of Exodia, it's hardly non-counterable. Plus there's Cyber Jar, and Exodia player's worst nightmare come true. Exodia Players should have an easier time once Pharaonic Guardian comes out in North America, since that set has the awe inspiring Exodia Necros. Level 4, 1800/0. Can only be summoned through Magic card: "Pact with Exodia". Can only be summoned if Exodia the Forbidden One, Left Leg, Right Leg, Right Arm, Left Arm of the Forbidden One are all in the Graveyard. Exodia Necros can not be destroyed through Magic, Trap, or Battle Damage. Each Standby phase, increase Exodia Necros' power by 400. Exodia Necros is an Exodia player's dream come true. There's nothing outside a Wall of Illusion or Hane-Hane that can stop it, and even then that's only if you have either Card Destruction or Soul Release (Rid the Graveyard of the Exodia Pieces) handy. I do not fear Exodia. I fear Exodia Necros. Dead or Alive, nothing can stop the Forbidden One... I can see what you see not |
DuelistSentri
ADMINISTRATOR The Dark Magician (who lives under the couch) Posts: 219 (1/16/03 8:02:45 am) Reply |
Re: cards
Oooooh.....nifty!
|
Newduelistwithproblems New in Town Posts: 10 (1/16/03 9:01:40 am) Reply | Edit |
Re: cards
I don't know what kind of trap cards you have, but the Card d. can be countered with some kind of trap card, but a good duelist keeps a few counter traps in his deck. I don't know the American name for it, but the Theif's swiss army knife will undo the effect of any trap card, including magic jammer, solomn judgement, and all the other trap cards you listed. Besides, you can only have one monster reborn in your deck, so if you lose more than 1, well....... Edited by: Newduelistwithproblems at: 1/16/03 9:51:00 am |
Newduelistwithproblems Got Lost on the way to who knows where? Posts: 11 (1/16/03 9:06:56 am) Reply | Edit |
Re: cards
Wow! That Exodia Necros is really something else, but there is an easy way to counter it. All you have to do is put down a Man-eater bug, and say bye bye big bad monster. Then all you have to worry about is the monster reborn, and that can be easilly countered. I kinda wonder if maybe Exodia Necros may get banned later. Unless they can come up with a new way to get rid of it, cause it is almost invincible. Almost, that is Edited by: Newduelistwithproblems at: 1/16/03 9:16:15 am |
DuelistSentri
ADMINISTRATOR The Dark Magician (who lives under the couch) Posts: 220 (1/16/03 11:58:50 am) Reply |
Re: cards
It would also be possible to thwack the Exodia Necros via Soul Exchange or Change of Heart (and afterward either tributing it to some summon or dropping it on the Catapult Turtle for a little trip back across the field.) Heck, I'd even presume any sort of anti-magic quickplay magic or trap card would be able to stop the ritual from completing. And New Duelist: I think the English title is Seven Tools of the Bandit, or at least that's what the name of a card in EDS is that looks like a swiss army knife and is anti-trap.
|
OpMaximus Posts: 710 (1/16/03 12:11:54 pm) Reply |
Re: cards
Actually, I forgot to mention Exodia Necros is immune to Magic/Traps specifically designating a Monster and Effects Monsters Effects. I just found this out myself, obviously the site I looked at hadn't translated the card fully. So...nothing can really stop this MF outside Gravity Bind or Messenger of Peace. Also, it's been ruled that Necros, once on the field, won't be affected if you Soul Release the five pieces after the fact. The only catch to Necros is, the Magic Card that is needed to Summon Him is a common, while Necros is THE Rarest Card in all of Duel Monsters. Only about 12 people have him. Very limited Production, and one step above a Secret Rare. Only 1:6 chances of finding him. The 1:6 not talking about packs...but Boxes. And Counter Magic/Trap cards in an Exodia Deck are useful, but most Exodia players I face are Blitz Exodia. Central Focus is the retrieval of Exodia from their decks. A lot of cards designed to snatch and grab. Pot of Greed, Magicians of Faith to nab back Pot of Greed, Gravity Bind for stalling, Cannon Soldiers combined with Sagan and WotBF (To detonate them and activate their effects), Spear Cretins to get THOSE back... Basically, no wasteful space. They're not too concerned about their M/T Zones or Life Points. They just focus on getting Exodia and getting him quick. And they succeed. Saw a guy get all of Exodia in 4 turns. First turn laid a WotBF and Ultimate Offering. UO helped him play out his cards and the opponent blindly rushed headlong. Cause with Exodia, Life Points don't matter. I can see what you see not |
DuelistSentri
ADMINISTRATOR The Dark Magician (who lives under the couch) Posts: 222 (1/16/03 1:02:27 pm) Reply |
Re: cards
Sweet holy Fuu on a stick with a side of fries! Not that I'll ever encounter the card (since I have no non-computer-controlled duelists to play against and it doesn't seem likely to make it into one of the video games), but that's still a hugely awesome card!
|
OpMaximus Posts: 711 (1/16/03 8:41:51 pm) Reply |
Re: cards
Found out Final Destiny can be used against Necros. I can see what you see not |
DuelistSentri
ADMINISTRATOR The Dark Magician (who lives under the couch) Posts: 224 (1/16/03 9:15:21 pm) Reply |
Re: cards
I just ran across something while doing some research on Exodia Necros (hoping to see a copy of its picture). Apparently, according to this one site I ran across, if at any time you don't have all 5 pieces of Exodia in the graveyard, Exodia Necros goes bye-bye.
|
OpMaximus Posts: 712 (1/16/03 9:42:14 pm) Reply |
Re: cards
Hrm...well, with al the Translators adding their own little stuff to Necros, who knows. I can see what you see not |
Newduelistwithproblems Got Lost on the way to who knows where? Posts: 13 (1/17/03 8:36:08 am) Reply | Edit |
Re: cards
Ok, so Exodia Necros are immune to magic cards that designate a target, so what about Dark Hole? It only specifies that all monsters on the field get destroied. Or what about Raigeki? Also, is an Exodia Necros summon a special summon? 'cause if it's not, than it can be countered with a trap hole. Then there's a magic jammer to jam up the magic card required to summon it. Now that I think about it, Exodia Necros is preaty easy to counter, unless he makes it onto the field, then you're only hope it to get him ASAP. The end is near. |
Newduelistwithproblems Got Lost on the way to who knows where? Posts: 14 (1/17/03 8:52:08 am) Reply | Edit |
Re: cards
I found a site where they explain Exodia Necros, and they even have a picture of it. www.yugiohworld.com/news/news21.html They also talk about a few other cards that seen quite powerful. It'll kinda give you a jump start on those who are trying to get at them. Oh, and DuelistSentri, I believe you're right, According to the text at the site I gave you. The end is near. |
BluePhoenix
Website Contributor Dont Piss Off The Posts: 11062 (1/17/03 9:32:41 am) Reply ezSupporter |
Re: cards
NewDuelist, you're becoming a regular here... that's great! what custom title do you want? and if you have a pic or two you want to use for your account, pass them over and i'll upload them to our Crewmembers section for you. (bluephoenix21@hotmail.com, if you want to email the pics)
|
Newduelistwithproblems Got Lost on the way to who knows where? Posts: 15 (1/17/03 9:38:58 am) Reply | Edit |
Re: cards
*laughs lightly* I appreciate it, but, knowing me, as soon as I understand what I'm doing I'll forget all about this place. Nothing against anyone hear. I really don't know what kind of a title I want (besides, what is the custom title?). I don't have any pics yet, either. But really, thanks. If I should happen to come across something, I'll let you know, k? The end is near. |
<<
Prev Topic | Next
Topic >> |
Topic Commands Subscribe Click to receive email notification of replies |
|