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Zaikiro November 8th, 2005 2:13 PM

Quote:

Originally Posted by Ichapokemr
*Quoted in bold for emphasis*

It's still a good card even though it's has to be in atack. I guess I made a mistake.

Mullet November 8th, 2005 2:17 PM

Quote:

Originally Posted by Zaikiro
It's still a good card even though it's has to be in atack. I guess I made a mistake.

This card ph4ils. Giant rat is better. Why would you use this when you could just use Giant Rat.:\

Zaikiro November 8th, 2005 2:21 PM

Quote:

Originally Posted by Mullet
This card ph4ils. Giant rat is better. Why would you use this when you could just use Giant Rat.:\

Many people have reasons to, but there is not much of a reason to.

Mullet November 8th, 2005 3:08 PM

Quote:

Originally Posted by Zaikiro
Many people have reasons to, but there is not much of a reason to.

Well that's dumb, rat can search out any Earth monster, not just Warriors.:\

Frostweaver November 8th, 2005 4:31 PM

Quote:

Originally Posted by Mullet
This card ph4ils. Giant rat is better. Why would you use this when you could just use Giant Rat.:\

I only see a reason to use this over Giant Rat is if...

a) If you're an extreme feminist
b) If you want a complete warrior deck.
c) If you need warriors in the graveyard for whatever tech cards you got.
d) If you want to deck out faster. Reinforcements of the Army can bring out the searcher, but Giant Rat doesn't have this one card deck-thin advantage.

When D. D. Warrior becomes more common, I want to see what can come out of a "lower than 1500 warrior" deck.

Zaikiro November 8th, 2005 4:48 PM

Quote:

Originally Posted by frostweaver
I only see a reason to use this over Giant Rat is if...

a) If you're an extreme feminist
b) If you want a complete warrior deck.
c) If you need warriors in the graveyard for whatever tech cards you got.
d) If you want to deck out faster. Reinforcements of the Army can bring out the searcher, but Giant Rat doesn't have this one card deck-thin advantage.

When D. D. Warrior becomes more common, I want to see what can come out of a "lower than 1500 warrior" deck.

That is true, it's mostly the type of the monster is, and it can thin it's self, so can Giant Rat. And is reuseable by Warrior Returning Alive.

Forci Stikane November 9th, 2005 1:38 PM

Quote:

Originally Posted by frostweaver
I only see a reason to use this over Giant Rat is if...

a) If you're an extreme feminist
b) If you want a complete warrior deck.
c) If you need warriors in the graveyard for whatever tech cards you got.
d) If you want to deck out faster. Reinforcements of the Army can bring out the searcher, but Giant Rat doesn't have this one card deck-thin advantage.

When D. D. Warrior becomes more common, I want to see what can come out of a "lower than 1500 warrior" deck.

...If you make that "1500 AND lower", then you can already make the deck:

Monsters: 16

3x Marauding Captain
3x Don Zaloog
2x Mataza the Zapper
1x DD Warrior Lady
1x Sangan
1x Magician of Faith
1x Cyber Jar
1x Mystic Swordsman LV2
1x Exiled Force
2x Command Knight

Spells: 18
1x Dark Hole
1x Heavy Storm
1x MST
1x Snatch Steal
2x RotA
2x A Warrior Returning Alive
2x The A Forces
2x Smashing Ground
1x Swords of Revealing Light
2x Enemy Controller
1x Premature Burial
1x United We Stand
1x Mage Power

Traps: 6
1x Call of the Haunted
1x Torrential Tribute
2x Sakuretsu Armor
2x Bottomless Trap Hole

...Of course, this is all off the top of my head. I might have missed something...

Zaikiro November 10th, 2005 3:28 AM

Quote:

Originally Posted by Ichapokemr
...If you make that "1500 AND lower", then you can already make the deck:

...Of course, this is all off the top of my head. I might have missed something...

That's how most decks I make.

Mabye 1 The A Forces. Mabye add Mystic Sowrdsman Lv.4 and take out Don. You could try the Slient Sowrdsman family, but I know the point of this deck.

Forci Stikane November 10th, 2005 3:18 PM

Quote:

Originally Posted by Zaikiro
That's how most decks I make.

Mabye 1 The A Forces. Mabye add Mystic Sowrdsman Lv.4 and take out Don. You could try the Slient Sowrdsman family, but I know the point of this deck.

Problem: Mystic LV4 is 1900 ATK, which is over 1500.

The A. Forces goes better in more copies.

Zaikiro November 10th, 2005 5:30 PM

Quote:

Originally Posted by Ichapokemr
Problem: Mystic LV4 is 1900 ATK, which is over 1500.

The A. Forces goes better in more copies.

It does not really look like that with all the power up's. The A. Forces would work better if it was a field card.

Frostweaver November 10th, 2005 8:41 PM

I'm not a fan of A Forces... 200 per warrior increase isn't that much, even if it boosts all of the warrior's attack power. It's mainly because it's nearly impossible to get more than 2 monsters out at a time before the sakurestsus and smashing ground blast you to pieces, not to mention the suicidal assailants ramming into anything they see. The Dark Realm monsters will make this situation even worst by providing even more magic/effect that can destroy a monster with ease.

Just not my liking for the current metagame. I personally don't like 5 equips in a deck too...

Zaikiro November 11th, 2005 1:11 PM

Equips are good.

Lets do a new card.

http://store1.yimg.com/I/my1stop2shop_1872_7965849

I bet you all wanted Pot of Avarice =P

Forci Stikane November 11th, 2005 1:31 PM

Quote:

Originally Posted by frostweaver
I'm not a fan of A Forces... 200 per warrior increase isn't that much, even if it boosts all of the warrior's attack power. It's mainly because it's nearly impossible to get more than 2 monsters out at a time before the sakurestsus and smashing ground blast you to pieces, not to mention the suicidal assailants ramming into anything they see. The Dark Realm monsters will make this situation even worst by providing even more magic/effect that can destroy a monster with ease.

Just not my liking for the current metagame. I personally don't like 5 equips in a deck too...

Marauding Captain.

As for BES Tetran...

4/10. It just isn't that good of a card...now, if they were SPELL counters, or a higher atk, that would be different...

Frostweaver November 11th, 2005 1:34 PM

The attack and def value really need to switch around for that card to even semi-work. You must normal summon, and calling it in attack mode is just stupid because the 1900 beatsticks will waste your counter so easily. It destroys 3 magic/trap, but only over 3 turns and that's only if you don't battle with anything. Just use Mobius.

Only really desperate wind decks will use it... and even wind decks aren't THAT desperate.

Zaikiro November 11th, 2005 2:35 PM

Quote:

Originally Posted by Ichapokemr
Marauding Captain.

4/10. It just isn't that good of a card...now, if they were SPELL counters, or a higher atk, that would be different...

This + Pitch Black Stone =Broken

I think it's a great card. It may not stay on he field long.It is a good defender. It may not revive play but it has a good chance to be tech. This is the best out of the 3 Cores.

6.7/10 Avdanced
4/10 Traditional

8/10 for Wind Decks.

Forci Stikane November 12th, 2005 12:50 PM

...No...the ATK is too low for it to be of any use...BES Crystal Core is vastly better than this......

Frostweaver November 12th, 2005 1:25 PM

If it's used for defense, then that means it needs to be summoned face-down. Most likely, your opponent will attack it facedown, and woops there goes one of the 3 precious counters >>;

You want to summon it in attack position so you can use its effect immediately... and even if the counters are spell counters, it's still not broken with Pitch Black Power Stone because it's not very hard to remove instead of destroy in today's metagame... Pitch Black Power Stone is very likely to be a dead-draw until you can finally get BES Tetran out too, so the combo is devastatingly painful for your hand.

BES Crystal Core is better because it doesn't require a tribute, and its attack power is at 2300 (2100 + 200). At the worst situations, BES Crystal Core is able to flip a 2400 attacker into defense, and let an ally take care of that. Afterward, suicide into a 2300 itself. On the other hand, BES Tetran's attack power is terribly weak and can't attack most monsters except for Don Zaloog and elemental searchers. It requires a tribute to make it worst. Just use Mobius if you really want to destroy magic/trap...

Forci Stikane November 12th, 2005 2:01 PM

First off, those counters ARE NOT Spell Counters!!!!

Second, where's that extra 200 ATK coming from, frostweaver?

Frostweaver November 12th, 2005 3:20 PM

And you will play BES Crystal Core outside of ALO because...

Forci Stikane November 12th, 2005 5:24 PM

OH, ok...I didn't realize that b/c you didn't say anything about it before...


...But you might not use A Legendary Ocean with it because you might use it in a deck WITHOUT any in it (like using Mobius in a non-water deck, Mystic Swordsman LV2 in a non-warrior deck, Jinzo/Cyber Dragon in a non-machine deck, etc).

Zaikiro November 12th, 2005 6:22 PM

Quote:

Originally Posted by Frostweaver
If it's used for defense, then that means it needs to be summoned face-down. Most likely, your opponent will attack it facedown, and woops there goes one of the 3 precious counters >>;

You want to summon it in attack position so you can use its effect immediately... and even if the counters are spell counters, it's still not broken with Pitch Black Power Stone because it's not very hard to remove instead of destroy in today's metagame... Pitch Black Power Stone is very likely to be a dead-draw until you can finally get BES Tetran out too, so the combo is devastatingly painful for your hand.

BES Crystal Core is better because it doesn't require a tribute, and its attack power is at 2300 (2100 + 200). At the worst situations, BES Crystal Core is able to flip a 2400 attacker into defense, and let an ally take care of that. Afterward, suicide into a 2300 itself. On the other hand, BES Tetran's attack power is terribly weak and can't attack most monsters except for Don Zaloog and elemental searchers. It requires a tribute to make it worst. Just use Mobius if you really want to destroy magic/trap...


Now we are having a Core war >_> The combo may not be good for the hand. But it is for the field.

B.E.S is good with or without AOL. It has some good uses.

Quote:

Originally Posted by Ichapokemr
First off, those counters ARE NOT Spell Counters!!!!

Second, where's that extra 200 ATK coming from, frostweaver?

Note. That's why I put Spell Counter in bold in your quote. Or did you mean frostweaver.

Frostweaver November 12th, 2005 7:18 PM

Just play Tsukuyomi if you want to flip stuff facedown. Ok ok, there's always the thing about Tsukuyomi being a spirit while CES Crystal Core isn't, but do remember the fact that...

-CES Crystal Core has a maximum of 3 time usage, not to mention attacking/being attacked will result in a loss of counter. Tsukuyomi can come out and kill a Mobius alone. CES Crystal Core can do it too, but not without using 2 counters out of 3 (assuming that both situations have no magic/trap interference)
-CES Crystal Core requires a tribute (outside of ALO), so looking at it this way, it's equally not-so advantageous

Being able to use a card outside of its original/intended deck is what seperates a good card from a great card. Mobius and Mystic Swordsman Lv. 2 can be used outside of water/warrior deck. Drillroid can also be used outside of a machine deck. It's what makes them great cards...

In similar case, I think that Goldd Wu-Lord of Dark World (what the heck of a translated name is this?) will be splashed into decks outside of Dark World decks. With Don Zaloog and Spirit Reaper running absolutely everywhere, it's a good card to many (most but not all) decks.

RaikouRider243 November 12th, 2005 9:44 PM

When this card is destroyed and sent to the Graveyard as a result of battle, you can Special Summon 1 EARTH Warrior-Type monster with an ATK of 1500 or less in face-up Attack Position from your Deck. Then shuffle your Deck.

I don't run this card, it's just not worth it outside an EARTH Warrior build, like the Freed warrior build. Warrior Decks run one of the widest variety of attributes in the game, next to the Element deck.
Marauding/Goblins=EARTH
Command=FIRE
Blade/DDWL=LIGHT
Mataza=DARK

Let's have a look at a highly underrated card.

COLD WAVE
[Magic Card]

This card can only be activated at the start of Main Phase 1. Neither player can Set or activate Magic or Trap cards until the beginning of your next turn.

I am running this thing in THREES in my warrior right now.

Turn 1: Cold Wave. Marauding Command.
All the opponent can do is set a monster.

Turn 2: Mind Control/Noc. Marauding Mataza. Can anyone say gg?

Frostweaver November 13th, 2005 1:54 AM

Quote:

Originally Posted by RaikouRider243

COLD WAVE
[Magic Card]

This card can only be activated at the start of Main Phase 1. Neither player can Set or activate Magic or Trap cards until the beginning of your next turn.

I am running this thing in THREES in my warrior right now.

Turn 1: Cold Wave. Marauding Command.
All the opponent can do is set a monster.

Turn 2: Mind Control/Noc. Marauding Mataza. Can anyone say gg?

And this combo requires 6 cards to pull off...? Showing a combo that requires such tremendous amount of waiting for the 6 necessary cards isn't doing Cold Wave any justice. There is Cold Wave decks that abuse Anti-Spell Fragrance along with Cold Wave to stop all kinds of magic/traps, and let swarm of locusts/Dust Tornado destroy the spell when it's set. Solemn Judgment neglects Mobius/Breaker summon mainly, and Wave Motion Cannon (I DID NOT LIE! They DO use Wave Motion Cannon here ;o; ) with Stealth Bird/Standard burn to finish the opponent up. With the intensive magic lock on, it's really hard to get rid of the stalling magic/trap (Level Limit Area B, you know the rest), the anti-spell fragrance or the Wave Motion Cannon. Wave-Control does exist, but it's rarely played due to the huge potential dead draw.

Cold Wave outside of Wave Control is only good for last hits... similar to Giant Trunade in a way. Cold wave will be good when all the strong monster from your opponent's side is cleared already. Playing it now will ensure the survival of your own monsters and go for the last 2 round of hits required. Giant Trunade clears the magic/trap field, allowing you to safely destroy the opponent's monster and go for the finishing hit. Similar, but the two are slighlty different. Of course, ideally using both is best by first clearing all the magic/trap with Trunade, then lock it down with Cold Wave. In reality, isn't that two dead-draw for your hand until it finally gets down to the right timing...?

Cold Wave is usable, but I don't see how it works in warrior... that's like a civil war between Cold Wave and Reinforcement of the Army/Dimension Fusion >>; Maybe another deck, but not warriors... Have to see the whole deck to really make an accurate comment about Cold Wave+Warrior though.

Zaikiro November 13th, 2005 5:01 PM

Quote:

Originally Posted by Frostweaver
And this combo requires 6 cards to pull off...? Showing a combo that requires such tremendous amount of waiting for the 6 necessary cards isn't doing Cold Wave any justice. There is Cold Wave decks that abuse Anti-Spell Fragrance along with Cold Wave to stop all kinds of magic/traps, and let swarm of locusts/Dust Tornado destroy the spell when it's set. Solemn Judgment neglects Mobius/Breaker summon mainly, and Wave Motion Cannon (I DID NOT LIE! They DO use Wave Motion Cannon here ;o; ) with Stealth Bird/Standard burn to finish the opponent up. With the intensive magic lock on, it's really hard to get rid of the stalling magic/trap (Level Limit Area B, you know the rest), the anti-spell fragrance or the Wave Motion Cannon. Wave-Control does exist, but it's rarely played due to the huge potential dead draw.

I believe you.

There is a unwritten rule on pojo. If a combo is more than 6 cards. You are better off using Exodixa.
Quote:

Originally Posted by Frostweaver
Cold Wave outside of Wave Control is only good for last hits... similar to Giant Trunade in a way. Cold wave will be good when all the strong monster from your opponent's side is cleared already. Playing it now will ensure the survival of your own monsters and go for the last 2 round of hits required. Giant Trunade clears the magic/trap field, allowing you to safely destroy the opponent's monster and go for the finishing hit. Similar, but the two are slighlty different. Of course, ideally using both is best by first clearing all the magic/trap with Trunade, then lock it down with Cold Wave. In reality, isn't that two dead-draw for your hand until it finally gets down to the right timing...?

Cold Wave is usable, but I don't see how it works in warrior... that's like a civil war between Cold Wave and Reinforcement of the Army/Dimension Fusion >>; Maybe another deck, but not warriors... Have to see the whole deck to really make an accurate comment about Cold Wave+Warrior though.

Cold Wave works everywhere. It is really good.
Quote:

Originally Posted by RaikouRider243
When this card is destroyed and sent to the Graveyard as a result of battle, you can Special Summon 1 EARTH Warrior-Type monster with an ATK of 1500 or less in face-up Attack Position from your Deck. Then shuffle your Deck.

I don't run this card, it's just not worth it outside an EARTH Warrior build, like the Freed warrior build. Warrior Decks run one of the widest variety of attributes in the game, next to the Element deck.
Marauding/Goblins=EARTH
Command=FIRE
Blade/DDWL=LIGHT
Mataza=DARK

It's reuseable by Warrior Returning Alive.
Quote:

Originally Posted by RaikouRider243
Let's have a look at a highly underrated card.

COLD WAVE
[Magic Card]

This card can only be activated at the start of Main Phase 1. Neither player can Set or activate Magic or Trap cards until the beginning of your next turn.

I am running this thing in THREES in my warrior right now.

Turn 1: Cold Wave. Marauding Command.
All the opponent can do is set a monster.

Turn 2: Mind Control/Noc. Marauding Mataza. Can anyone say gg?

I love this card more than Graceful Charity.

It is a great card.

It is mostly looked as a OTC card or FTK. But it has more stragties than that. It can have a deck of it own. And has major field control. It has been in some top 8 side decks, but not much. I was thinking of adding this to my Pheonix Deck. I still am.

3.8/5 for this format.

4.2/5 for Traditional.

We know every set now has 4 ultra rares in each of them. We have already seen the first 3 ultra rares for Shadow if Infinty. The 3 emepror cards. Here is the 4th.

SOI-JP007
Cyber Laser Dragon
Light/Machine/7/2400/1800
This card cannot be Normal Summon. This card can only be special summon by the effect of
[Photon Generator Unit]. Once during your Main Phase, you can choose and destroy a monster
on opponent's field with attack or defense strength higher than this card's.
Ultra/Ultimate Rare

And the card to summon it.

SOI-JP045
Photon Generator Unit
Magic - Quickplay
This card can only be activate by sacrificing two [Cyber Dragon] on your field. Special
Summon a [Cyber Laser Dragon] from your hand, deck, or Graveyard to the field.

I will have a pic soon.^^


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