more colour alterations on them yugioh's
Saturday, 30 April 2011
Friday, 29 April 2011
Another day, Another edit
Decided to toy around with windows Movie maker a little bit with effects and what now, i am new to this stuff, so it's fun.
Going to get KCVDS soon, so i'll hopefully be making some duel vids and new decks to go along with them.
Thursday, 28 April 2011
Skull Servant Deck Analysis
Skull servant, one of the oldest cards in the entire game, it never see's any love nor play, this makes me sad.
so I decided I am going to work on a skull servant build, my old one is dead due to the limitation of monster gate and reasoning
Over the years I have watched cards pop up here and there that give this guy a little bit of support, and some can be outright nasty played right.
So what is my goal? my goal is to turn skull servants into a top level competitive deck! they have enough support to do it, now all they need is a little bit of love.
now this guy alone wont do anything, look at his attack, defence, level and ability (or should I say lack of ability).
So right now you may be thinking "well, skull servant is obviously a weak card with no win condition, how could you possibly focus a deck around him?" well, the answer is very simple!
King of the Skull servants, the beatstick of the deck, a little slow to get going but once you get him fired up he's going to be a nightmare to get rid of, his effect as bellow.
The original ATK of this card becomes the number of "King of the Skull Servants" and "Skull Servant" cards in your Graveyard x 1000. When this card is destroyed by battle and sent to the Graveyard, by removing from play 1 other "King of the Skull Servants" or "Skull Servant" card in your Graveyard, Special Summon this card.
So the effect is pretty decent right? considering when he is in the graveyard he also helps, so he boosts the attack of the next one that comes out.
now lets take a look at another part of his effect, if you remove from play a king of skull servants or skull servant from the graveyard you can special summon him when he is destroyed by battle, so even if something can trample over it, it wont be going away that easy!
now so far we have realised that in a deck we can have 3 skull servants, and 3 king of skull servants, now if we do the maths it tells us that if all goes according to plan, we can eventualy get out a king of skull servants that has 5000 attack, now this is no easy feat with just the two of these guys, that's why we add in some more support!
The lady in Wight was introduced in the light of destruction era, right before synchro's, and added to the strength of the skull servant deck!
Face-up Level 3 or lower Zombie-Type monsters you control, except "The Lady in Wight", cannot be destroyed by battle and are unaffected by the effects of Spell and Trap Cards. This card's name is treated as "Skull Servant" while it is in the Graveyard.
When she is in the graveyard, her name is treated as "skull servant" so this gives us a total count of 9 targets for the power of the king of skull servants, allowing a total of 8000 attack.
now the other thing about lady in Wight is she gives protection to all your level 3 or lower zombies, so your king of skull servants will not be dying from any mirror force's or dimensional prisons any time soon while she is on the field!
now so far we realise we have a total count of 9 monsters that can improve kings power, but does it stop there? no it doesnt!
in starstrike blast Wightmare was released!
Wightmare is basically skull servant with an added bonus.
While it is in the Graveyard, this card's name is treated as "Skull Servant". You can discard this card to activate 1 of the following effects: ● Select 1 of your removed from play "Skull Servant" or "Wightmare", and return it to your Graveyard. ● Select 1 of your removed from play "The Lady in Wight" or "King of the Skull Servants", and Special Summon it.
So if for any reason you lose any of your skull servants, you can use this guy to get them back, but it's better off just being dumped to the grave for the attack bonus.
now this is the last choice in the range of monster for the skull servants, you can choose between "skull servant" "king of skull servants" "the lady in wight" and "wightmare".
now we have to think of something else, it's one thing to have these guys in your deck, but how do we go about getting them into the graveyard? well you have multiple ways of getting them there!
Armageddon knight! the most obvious choice to dump your skull servants. its a dark 1400 monster with an effect that serves a great purpose!
When this card is Summoned, you can send 1 DARK monster from your Deck to the Graveyard.
It's effect is very straight forward, get a dark type from your deck, throw it in the grave, this allows us to send skull servants to the grave much faster!
there is another choice, one that's very similar to Armageddon knight, and that choice would be none other than dark grepher!
Dark grepher is a similar choice to Armageddon knight, however Dark grepher is better ran in decks that use bigger monsters, seeing as your win condition are with low level dark monsters grepher probably isn't a great choice.
You can discard 1 Level 5 or higher DARK monster to Special Summon this card from your hand. Once per turn, you can discard 1DARK monster to send 1 DARK monster from your Deck to yourGraveyard.
at the end of the dark Dark grepher really comes down to player preference with what you feel like playing.
now they are basically the only two good monster for direct graveyard dumping in this deck, however there is an alternative route to grave dumping, we have monsters that can search out!
Goblin Zombie is a very suitable choice for this deck, because it allows you to search for almost anything in your deck and that will be a big help. consistency is a big thing in this game
and the fact that when goblin zombie dies it lets you search for a zombie and add it to your hand gives you a boost!
When this card inflicts Battle Damage to your opponent, send the top card of their Deck to the Graveyard. When this card is sent from thefield to the Graveyard, add 1 Zombie-Type monster with 1200 or less DEF from your Deck to your hand.
so cards you can get would be skull servant, king of skull servants, Wightmare, Goblin zombie or zombie master, which will usually help your situation.
even though Goblin zombie has an effect to discard the top card of your opponents deck, it usual isn't much of a help, the searching ability is the only reason you want to use this guy!
now another card i have yet to mention, zombie master! he is almost essential in this deck!
with the ability to special summon zombies from the graveyard it becomes a perfect choice in this deck!
Once per turn, you can send 1 Monster Card from your hand to theGraveyard to Special Summon 1 Level 4 or lower Zombie-Type Monster from either player's Graveyard.
so you can use this guy to special summon your king of skull servant and it's also accessible with Goblin Zombie, so searching this guy becomes worth while!
also the fact that zombie master has 1800 attack and is 4 star monster makes it good on it's own!
that's basically all the monsters you will need for this deck! you could splash in a plaguespreader zombie but like the grepher it's all a matter of personal choice, with the levels of monsters it's not really worth throwing in 1 tuner just for synchro summoning.
now rather then explain all the spells i'll just write the list!
Monsters!~18
x3 king of skull servant
x3 Wightmare
x3 The lady in Wight
x1 skull servant
x2 zombie master
x3 Goblin zombie
x3 Armageddon knight
Spells!~ 9
x1 allure of darkness
x1 monster reborn
x1 book of life
x1 book of moon
x1 foolish burial
x1 giant trunade
x1 dark hole
x2 mystical space typhoon
Traps!~13
x1 solemn judgement
x3 dimensional prison
x2 compulsory evacuation device
x1 mirror force
x2 dust tornado
x1 call of the haunted
x2 bottomless trap hole
x1 torrential tribute
basicly meant to hold off until you can get your set up ready to go, then it's just a matter of getting a lady in wight in face up defense then rune over everything with the king!
MY new video
I take sharpies, and I pretty much alter the colours and mess with stuff, I'll be looking into doing paintings, and other methods to creates alternate art cards, as far as I know it is 100% tournament legal to do this, as long as the cards text is all still perfectly readable
MACHINA'S NEW LOOK
well, Machina has been around for a fair while now! and they show a lot of potential, problem is they have a similar problem with most decks these days, there is nearly no room for improvement without killing the deck, giving you about 5-6 card space to change things about!
well I am going to do something that's as scary as dividing by zero! I am going to attempt to make an original deck build, something that doesn't happen very often in the yugioh world.
now everyone knows that Machina revolve around a few cards to make the deck playable.
Machina fortress:
Machina fortress is staple in ANY Machina deck, due to the fact that it's too good not to use!
"You can discard Machine-Type monster(s) whose total Levels equal 8 or more to Special Summon this card from your hand orGraveyard. When this card is destroyed by battle and sent to the Graveyard, select and destroy 1 card your opponent controls. When this face-up card you control is targeted by an opponent's Effect Monster's effect, look at your opponent's hand and discard 1 card from their hand."
So as you can see, a 2500 beater with an easy summoning condition is always good, plus if it gets taken down in battle it can blow something up, as well as that it is level 7, making it the perfect choice to use with effect veiler for a level 8 synchro summon! but more on that later.
Machina Gearframe:
Machina Gearframe is also a staple, where fortress is gearframe will follow!
"When this card is Normal Summoned, you can add 1 "Machina" monster, except "Machina Gearframe", from your Deck to yourhand. Once per turn, during your Main Phase, you can equip this card to a Machine-Type monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. (A monster can only be equipped with 1 Union Monster at a time. If theequipped monster would be destroyed, destroy this card instead.)"
Gearframe is an 1800 four star monster, that combined with the fact that it is also a union monster that can search for any machina monster makes it an amazing choice for machina decks!
Machina Force:
Machina force is usually played when you run 3 gearframe's and 3 fortress
"This card cannot be Normal Summoned or Set. This card cannot beSpecial Summoned except with "Commander Covington". This card cannot declare an attack unless you pay 1000 Life Points. You cansend this card from the field to the Graveyard to select and Special Summon one each of "Machina Soldier", "Machina Sniper", and "Machina Defender" from your Graveyard."
It's effect is irrelevant to it's purpose, it's merely a machine type that's 8+ stars, so by discarding this card from your hand you can special summon a Machina fortress from the graveyard.
Some people consider Machina Peacekeeper a staple, but it is just a weak union monster that gets a search when destroyed, nothing game-breaking about it.
now that's some basic analysis for those who are new to Machina builds, now it's time to start talking about the deck!
ok, so the deck I am working on is aimed to be more Synchro-Friendly, allowing you to have more options with Machina!
Monsters!~
x3 Machina Fortress
x3 Machina Gearframe
x2 Machina Force
x2 Machina Peacekeeper
x3 Cyber dragon
x3 genex-ally Birdman
x2 effect veiler
x1 Giant Trunade
x2 Mystical space typhoon
x1 monster reborn
x1 future fusion
x1 overload fusion
x3 smashing ground
x1 solemn judgement
x3 dimensional prison
x3 compulsory evacuation device
x2 bottomless trap hole
x1 mirror force
x2 dust tornado
x1 call of the haunted
x2 chimeratech overdragon
x2 chimeratech fortress dragon
x1 stardust dragon
x2 blackrose dragon
x1 scrap archfiend
(then add what ever else you want)
Some things in the deck are done very differently to the traditional method of building Machina!
instead of using gadgets i have gone with a method that doesn't use them, while they are great for thinning your deck and machine fodder for gearframe, they aren't necessary here.
Genex-Ally birdman:
this card has only recently been released in the english game, but it's a card many have been waiting for for a LONG time!
"You can return 1 face-up monster you control to the hand to Special Summon this card from your hand, and this card gains 500 ATK if it was a WIND monster you returned. If this card is Special Summonedwith this effect, remove it from play when it is removed from thefield."
the ability to return something from the field to your hand is more of a good thing than a bad, when it comes to cards like monarchs or in this case, Gearframe, you can abuse it;s effect over and over.
another thing thats good about this card is that it is a Machine/tuner, and a decent one at that, something machines have been waiting for for a long time! we can now easily make black rose dragon when we need, giving us an instant win condition in the right situation.
Cyber dragon isn't often played at three, but with future fusion and overload fusion it's at three for a few reasons:
1.) it's generally a good card to open with.
2.) you want to make sure one is in your deck at all times for future fusion use.
3.) chimeratech fortress dragon, perfect to ruin your opponents field if your playing Machina mirror match.
Effect Veiler is a good choice to in this deck, because it is a level 1 tuner, perfect to work with fortress and the fact that you can discard it to negate your opponents monsters effect for the turn, which can win games if played right!
thats basicly all for now, still working on tweaking this build, going to test it out, see how it runs and then report back with an update!
well I am going to do something that's as scary as dividing by zero! I am going to attempt to make an original deck build, something that doesn't happen very often in the yugioh world.
now everyone knows that Machina revolve around a few cards to make the deck playable.
Machina fortress:
Machina fortress is staple in ANY Machina deck, due to the fact that it's too good not to use!
"You can discard Machine-Type monster(s) whose total Levels equal 8 or more to Special Summon this card from your hand orGraveyard. When this card is destroyed by battle and sent to the Graveyard, select and destroy 1 card your opponent controls. When this face-up card you control is targeted by an opponent's Effect Monster's effect, look at your opponent's hand and discard 1 card from their hand."
So as you can see, a 2500 beater with an easy summoning condition is always good, plus if it gets taken down in battle it can blow something up, as well as that it is level 7, making it the perfect choice to use with effect veiler for a level 8 synchro summon! but more on that later.
Machina Gearframe:
Machina Gearframe is also a staple, where fortress is gearframe will follow!
"When this card is Normal Summoned, you can add 1 "Machina" monster, except "Machina Gearframe", from your Deck to yourhand. Once per turn, during your Main Phase, you can equip this card to a Machine-Type monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. (A monster can only be equipped with 1 Union Monster at a time. If theequipped monster would be destroyed, destroy this card instead.)"
Gearframe is an 1800 four star monster, that combined with the fact that it is also a union monster that can search for any machina monster makes it an amazing choice for machina decks!
Machina Force:
Machina force is usually played when you run 3 gearframe's and 3 fortress
"This card cannot be Normal Summoned or Set. This card cannot beSpecial Summoned except with "Commander Covington". This card cannot declare an attack unless you pay 1000 Life Points. You cansend this card from the field to the Graveyard to select and Special Summon one each of "Machina Soldier", "Machina Sniper", and "Machina Defender" from your Graveyard."
It's effect is irrelevant to it's purpose, it's merely a machine type that's 8+ stars, so by discarding this card from your hand you can special summon a Machina fortress from the graveyard.
Some people consider Machina Peacekeeper a staple, but it is just a weak union monster that gets a search when destroyed, nothing game-breaking about it.
now that's some basic analysis for those who are new to Machina builds, now it's time to start talking about the deck!
ok, so the deck I am working on is aimed to be more Synchro-Friendly, allowing you to have more options with Machina!
Monsters!~
x3 Machina Fortress
x3 Machina Gearframe
x2 Machina Force
x2 Machina Peacekeeper
x3 Cyber dragon
x3 genex-ally Birdman
x2 effect veiler
x1 Giant Trunade
x2 Mystical space typhoon
x1 monster reborn
x1 future fusion
x1 overload fusion
x3 smashing ground
x1 solemn judgement
x3 dimensional prison
x3 compulsory evacuation device
x2 bottomless trap hole
x1 mirror force
x2 dust tornado
x1 call of the haunted
x2 chimeratech overdragon
x2 chimeratech fortress dragon
x1 stardust dragon
x2 blackrose dragon
x1 scrap archfiend
(then add what ever else you want)
Some things in the deck are done very differently to the traditional method of building Machina!
instead of using gadgets i have gone with a method that doesn't use them, while they are great for thinning your deck and machine fodder for gearframe, they aren't necessary here.
Genex-Ally birdman:
this card has only recently been released in the english game, but it's a card many have been waiting for for a LONG time!
"You can return 1 face-up monster you control to the hand to Special Summon this card from your hand, and this card gains 500 ATK if it was a WIND monster you returned. If this card is Special Summonedwith this effect, remove it from play when it is removed from thefield."
the ability to return something from the field to your hand is more of a good thing than a bad, when it comes to cards like monarchs or in this case, Gearframe, you can abuse it;s effect over and over.
another thing thats good about this card is that it is a Machine/tuner, and a decent one at that, something machines have been waiting for for a long time! we can now easily make black rose dragon when we need, giving us an instant win condition in the right situation.
Cyber dragon isn't often played at three, but with future fusion and overload fusion it's at three for a few reasons:
1.) it's generally a good card to open with.
2.) you want to make sure one is in your deck at all times for future fusion use.
3.) chimeratech fortress dragon, perfect to ruin your opponents field if your playing Machina mirror match.
Effect Veiler is a good choice to in this deck, because it is a level 1 tuner, perfect to work with fortress and the fact that you can discard it to negate your opponents monsters effect for the turn, which can win games if played right!
thats basicly all for now, still working on tweaking this build, going to test it out, see how it runs and then report back with an update!
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