Jump to content

Newb Defense League III [locked because remake]


Recommended Posts

These are the cards I pulled from the five boosters I was given. Italics are cards I didn't use for the tournament.

 

Monsters (26):

 

Ally of Justice Thousand Arms

Ally of Justice Unknown Crusher

Archfiend Empress x 2

Attack Gainer x 2

Blackwing - Etesian of Two Swords

Droll & Lock Bird

Extra Veiler

Gravekeeper's Recruiter

Karakuri Soldier mdl 236 "Nisamu" x 2

Karakuri Strategist mdl 248 "Nishipachi"

Lancer Archfiend

Mirror Ladybug

Naturia Pumpkin

Naturia Stag Beetle x 2

Needle Soldier

Reed Butterfly x 2

Rescue Warrior

Scrap Searcher

Swift Scarecrow

Wattdragonfly

Watthopper

Wightmare

 

 

Spells (11):

 

Axe of Fools

Darkworld Shackles

Golden Gearbox

Heat Wave

Karakuri Anatomy

Karakuri Showdown Castle

Koa'ki Ring

Leodrake's Mane

Medallion of the Ice Barrier

Mirror of the Ice Barrier

Scrap Lube

 

 

Traps (8):

 

Blackwing - Boobytrap

Defenders Intersect

Half Counter

Karakuri Trick House

Powersink Stone

Scrap Crash

Wattkeeper x 2

Link to comment
Share on other sites

  • Replies 7.7k
  • Created
  • Last Reply

Battle Fader

 

Hmm, so its isn't really worth buying the pack, unless you are after a specific card, just like usual. To me, those cards don't sound good, but to you, they probably were good.

 

Well, I found out, I actually love a cards effect, but it is only found in two places, Absolute Power Force and a tin.

 

Can you guess what it is?

Link to comment
Share on other sites

Well then those "Synchro Killer" won't be killing us, won't they Max.

 

Hell no. "Gyzarus" will have a field day with them.

 

Hopefully it will be slightly more creative this time round. Maybe a story tournament that randomises your opponents each time you play. A useable starter Deck would also be nice.

Link to comment
Share on other sites

I hope you're in "one of those other teams" and that you'll have to fight your way up. Something like that team with the 4th God. Only without a cr@p Deck. Yeah, that would be nice.

 

4th God?

 

What would you put in the Starter Deck? For me, a pseudo-Warrior/Beast-Warrior Deck with semi-staples would be a good set-up. I say that because too many of the Starter Decks have no rhyme nor reason to them.

Link to comment
Share on other sites

Yeah, y'know that ugly giant thingy. That that team used with a Deck full of Low level Vanilla's and Stall monsters/cards.

 

Idk, I would just make an simple but effective Beatdown Deck. Probebly becouse I'm not that good @ Deck Making.

 

Ah, "Sleeping Giant Thud". The monster that couldn't be destroyed because it couldn't be targeted by effects... I hear "Mirror Force" and "Lightning Vortex" crying out.

 

You've got to bear in mind that the Deck needs to explain the basics of the game to beginners or amateurs, but what I've found is that while it does that, it becomes a completely useless selection of cards that cannot work together. I mean, the "Arcadia" Deck had "Crystal Seer" (not a great effect, and useless for Synchro Summons), "Powered Tuner" (unuseable effect and only good for a Synchro Summon, but it's a wasted Summon), "Swift Birdman Joe" (why?!) and "Tiger Dragon" (whose effect only activates when you tribute one of the other 3 dragons in the Deck. Basically, a Monarch without an effect).

 

Also, the "Arcadia" Deck is missing something quite important for a successful Deck. Traps. It has 6. "Flashbang" and "Judgment of Ruler" are not at all good while "Needle Ceiling" and "Trojan Blast" are situational at best. "Dust Tornado" and "Seven Tools of the Bandit" are the only good ones. So, using your frankly pathetic Side Deck (why do you have "Roc from the Valley of Haze" and "Counter Cleaner"?, they don't work), you end up using a selection of four Traps: "Seven Tools", "Dust Tornado", "Raigeki Break", and "Chaos Burst". Not a great start if I'm honest.

 

It doesn't help that all the Decks you encounter first are themed and can be incredibly deadly against your mess of a Deck.

Link to comment
Share on other sites

Yeah, that card. So I would love it if you would replace that team in the tournament.

 

Meh, in all YGO games I've had all the Decks where Scrap (not the Archtype) based. Scrap that, I remember an E-Hero Deck from (I think) 2008/2007.

 

Yeah, a ussefull Deck would be great. Perhaps with a trumpcard this time.

Link to comment
Share on other sites

Yeah, that card. So I would love it if you would replace that team in the tournament.

 

Meh, in all YGO games I've had all the Decks where Scrap (not the Archtype) based. Scrap that, I remember an E-Hero Deck from (I think) 2008/2007.

 

Yeah, a ussefull Deck would be great. Perhaps with a trumpcard this time.

 

It would be an interesting twist, but most likely you'll replace Crow and they'll force Synchro Summoning down our throats again...

 

I've had this conversation before interestingly (regarding the Starting Deck) with a few other friends. This was my idea. It covers a wide range of effects, including Gemini, Union, RFP, return and uses both Tribute and Synchro Summon to get its trump cards out; while still being very playable.

 

[spoiler=WC11 Starting Deck]Monsters (20):

 

Armor Breaker

Attack Gainer

Beast King Barbaros

Breaker the Magical Warrior

D.D. Warrior Lady

Dash Warrior

Field-Commander Rahz

Freed the Matchless General

Future Samurai

Gil Garth

Jutte Fighter

Kuraz the Light Monarch

Lancer Archfiend

Marauding Captain

Phantom Beast Wild-Horn

Rescue Warrior

Rose, Warrior of Revenge

Winged Rhynos

X-Saber Anu Piranha

 

 

Spells (10):

 

Axe of Fools

Book of Moon

Double Summon

Giant Trunade

Magical Mallet

Reinforcement of the Army

Shield Crush

Shrink

The Warrior Returning Alive

Twister

 

 

Traps (10):

 

Acid Trap Hole

Call of the Earthbound

Curse of Aging

Different Dimension Ground

Dust Tornado x 3

Kunai with Chain

Sakuretsu Armor

Seven Tools of the Bandit

 

 

Extra Deck (4):

 

Colossal Fighter

Gaia Knight, the Force of Earth

Seven Swords Warrior

X-Saber Wayne

 

 

Side Deck (14):

 

Banner of Courage

Cemetery Bomb

Chiron the Mage

Compulsory Evacuation Device

Dark World Dealings

Defense Draw

Exarion Universe

Heat Wave

Meteorain

Mist Body

Rampaging Rhynos

Security Orb

Tribute to the Doomed

Tune Warrior

 

 

Link to comment
Share on other sites

You know that I think making a starter deck would be Awesome competiton for yugioh company, which would fun. i would personally make a deck based on summoning rapidly. B/C on runescape, I am an summoner and i need to base a deck on summoning here soon, with out synchros, or Special Summonig.

 

So, if I could make a starter deck and choose or make new cards for it, I would make it a Rapid Normal Summon Deck.

Link to comment
Share on other sites

You know that I think making a starter deck would be Awesome competiton for yugioh company, which would fun. i would personally make a deck based on summoning rapidly. B/C on runescape, I am an summoner and i need to base a deck on summoning here soon, with out synchros, or Special Summonig.

 

So, if I could make a starter deck and choose or make new cards for it, I would make it a Rapid Normal Summon Deck.

 

It would make a good competition, but it would be restricted to Japanese contestants, if it ever happened.

 

Rapid Normal Summon must be rather draining on your LP and hand compared to a regular Special Summon Deck.

Link to comment
Share on other sites

I know, but it'd be nicer to have newer starter deck with rapid Normal Summoning, but it'd hurt LP is what i was thinking, but it'd fun to try and build.

 

Well, lets hope a structure deck contest wouldn't be limited to Japanese Duelists, that would suck.

 

The problem is Konami wants us to forget about Tribute Summoning and focus only on Synchro Summoning, or Fusion Summoning if it involves Synchros.

 

Remember when Konami US held that 'Design a Card' contest? One entry was chosen (and I don't even know what it was). When Konami JP held their version four months earlier, four designs where chosen, including "Splendid Rose" and "Drill Warrior".

 

If there was a Structure Deck competition, it would have to follow strict guidelines, since all the most recent Structure Decks have been very similar in design; the only reason "Dark Emperor" is so vicious and fast is because it is based on RFP, allowing it to contain cards like "Nobleman of Crossout" and "Bottomless Trap Hole". Its Japanese counterpart "Advent of the Emperor", contains no RFP cards except "Caius" and focusses more on a beat-down strategy, based on Tributing one "Monarch" to summon another. All the others follow strict patterns of relatively slow summoning, followed by Special Summoning from the Graveyard and Tributing to get the trump card out.

 

That also doesn't take into account a lot of strategies have been done with the 30 or so Structure Decks there have been. Warriors, Fish, Sea Serpents, Pyros, Beasts, Dragons and Fiends have all had their own Decks, along with Gemini and Tuner monsters. RFP, Burn, Mill, Lockdown and Beatdown have also appeared. There aren't a lot of options left for a Structure Deck. A re-done "Dark Emperor" is the best I can hope for.

Link to comment
Share on other sites

I need help with a card effect, could anyone help, please and thanks.

 

It basically allows you to summon a monster still being considered a normal summon during your opponents turn.

 

But i am having trouble with the OCG

 

fieldalliance.jpg

 

lore

Increase all monsters your opponent controls by 3000 and they cannot be destroyed by Spell and Trap Card effects. While this card is face-up on the field, you can Normal Summon or Set a monster when your opponent Normal Summons or Sets a monster. If your opponent Special Summons a monster from their Extra Deck, you can remove from play the required monsters from your Deck or Graveyard that is listed on a Fusion or Synchro monster in your Extra Deck and Special Summon it. Neither player can Special Summon from the Graveyard or Hand. When this card is removed from the field, remove all copies in your and your opponents deck from play.

Link to comment
Share on other sites

lore

Increase all monsters your opponent controls by 3000 and they cannot be destroyed by Spell and Trap Card effects. While this card is face-up on the field, you can Normal Summon or Set a monster when your opponent Normal Summons or Sets a monster. If your opponent Special Summons a monster from their Extra Deck, you can remove from play the required monsters from your Deck or Graveyard that is listed on a Fusion or Synchro monster in your Extra Deck and Special Summon it. Neither player can Special Summon from the Graveyard or Hand. When this card is removed from the field, remove all copies in your and your opponents deck from play.

 

I take it this is to be compared to "Ultimate Offering". It is horrifically self-destructive. For one point, you only get to summon when your opponent does. "Ultimate Offering" may be restricted to the Battle Phase, but summoning then means your opponent has less options for a counter-strategy, their Spell Cards being unusable. If you were to summon a "Monarch" during your opponent's Main Phase, they could easily use any Tribute/Destruct Spell to get rid of it. While they can still do that during their Main Phase 2, they are forced to either abandon their Battle Phase or change their tactics before getting rid of your monsters.

 

So, "Ultimate Offering" 1; "Field Alliance" 0. Next, the Special Summoning effect. Now, while this may seem like an advantage over "Ultimate Offering", it is in fact completely useless and unusable unless you're running something like a "Cyber Dragon", "E-Hero" or "Dark Magician" Fusion Deck since this effect cannot be used with non-specific materials (see "E-Hero Prisma" for more detailed rulings).

 

It also can't be used for Contact Fusions. That rules out the most usable Fusions (ie "Evil Hero Dark Gaia" and the new 'Synchro + X' Fusions) and all Contacts ("VWXYZ" and "Gladiator Beasts") and of course, all Synchros since no Synchros to date have all their materials listed. They may have one listed, but even though the "Majestic" Synchros list "Stardust/Red Demon's Dragon" and "Majestic Dragon", there is still the '1 non-Tuner monster', rendering them unsummonable with this card's effect. And even if you were to use its effect, you will be removing the listed monsters from play; a self-destructive strategy in non-RFP Decks that also means you'll need to pack RFP-recovery cards, which could slow down your Deck if you draw them early on.

 

Okay. "Ultimate Offering" 2; "Field Alliance" 0. The third effect, the Special Summon lockdown. It's not that this shuts down almost every successful Deck (no, every successful Deck), it completely stalls a huge number of Decks in general. Even Tribute-heavy Decks (examples include "Monarchs", "Barbaros", "Ancient Gears" and "Wicked Gods") rely on Special Summoning from the hand to get the fodder out more effectively. You cannot rely on high-ATK low-Level monsters and wait around for the tributes to build up, especially now that "Dark Hole" is back and raring to go.

 

Alongside hand summoning, Special Summoning from the Graveyard is integral to all Decks. Tribute Decks use it to either bring back their beatsticks or provide more fodder; and Synchro and Fusion Decks use it to get the right materials on the field. Even Dark Counterpart Decks use it to regulate the number of monsters in their Graveyard. I would go so far as to say there is not a single Archetype or Deck that could get by without some form of Graveyard recovery through Special Summoning (even "Lightsworns" and RFP. The former need to be able to get back some of their monsters for their on-field effects or to bring back a destroyed "Judgment Dragon" while the latter need to empty their Graveyard or get back cards that were not RFPed in time.).

 

Considering this is supposed to act as a catalyst for Tribute Decks, it does that somewhat well, but you are still limited to your one Normal Summon during your turn and you have no way of getting back easy tributes, your best bet being "Pot of Avarice". It's final effect is somewhat bizzare. If it's removed from the field (ie returned by any number of effect) you remove from play all copies of it. Why? Overall, this is almost completely useless, its only advantage in that is can provide a lockdown for your opponent.

 

Now, you may have thought I'd forgotten this card's true first effect; but I haven't. I'm just leaving it until last. Clearly it was supposed to be a balancing effect for the other effects. However, seeing that the other effects: 'Normal Summon during your opponent's turn' is riddled with risk, 'RFP to Special Summon from the Extra Deck' is completely unusable, 'Special Summon from the hand or Graveyard' is self-destructive at best, and its last effect makes no sense, it shouldn't need a balancing condition. But does it have one...

 

'Increase the ATK of all monsters your opponent controls by 3000. Monsters affected by this card's effect cannot be destroyed by the effects of Spell or Trap Cards.' Okay...my opponent's "Stardust Dragon" just became a 5500 uber-beatstick which cannot be stopped by almost everything. "Judgment Dragon" is now a 6000 ATK behemoth that doesn't need to fear my back row of Traps. On the other end of the scale, "Charcoal Inapachi" has become rather stronger than usual, now at 3000/2100 and "Destiny Hero-Defender" is now a 3100/2700 easy beatstick whose effect needn't activate.

 

"Red Demon's Dragon" now has to fear a supercharged "Gladiator Beast Murmillo" (3800 ATK) that can walk through a "Mirror Force" with ease. And while we're on the subject, "Valkyrion the Magna Warrior" has topped 6500/3750 and "Blue-Eyes Ultimate" has broken the 7500 barrier. Finally, "Five-Headed Dragon" is an 8000 ATK leviathan which can only be destroyed by monster effects and battle with LIGHT monsters. Another interesting point. If a "Call of the Haunted"-summoned monster is on the field when this is activated, it is free of its shackles since it cannot be destroyed by "Call of the Haunted's" secondary effect and has an extra 3000 ATK to boot.

 

I suppose I should wrap it up now. This is utterly and completely pointless. Its effects are either grossly self-debilitating and self-destructive or have no way of being activated on a regular basis. "Ultimate Offering" gives a lot more for a lot less. Yes, it takes 500 LP each time its used, but if you consider you can use it multiple times per turn and during your opponent's Battle Phase, 1000 Life Points doesn't seem like a lot to easily call out a two-Tribute monster in one turn. After all, you'll be taking 3000+ damage per turn with this thing under your control. Plus, if your "Ultimate Offering" is destroyed, it doesn't take any others with it.

 

A final point seems to be something you've overlooked. "Ultimate Offering's" summons are still treated as Normal Summons.

Link to comment
Share on other sites

I know, but this extensive?! I almost think it's a bit to much. Even for you Max.

 

I was bored. It killed 20 minutes.

 

Then I moved on to my "Turbo Warrior" + "E-Hero/Skybound" vs. "Ice Barrier" Turbo Duel. Ended up creating a new "E-Hero" ("Elemental Hero Ion". Bestowes a hand-to-Deck return effect when used in an "E-Hero" Fusion Summon) and a new "Skybound" monster.

 

10xeft0.png

 

Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of a "Skyborne" monster. This card cannot be destroyed in battle with a monster that has the same ATK. This card inflicts Piercing Damage. During the turn this card is Special Summoned from your Deck, this card can attack twice during the same Battle Phase and when this card destroys a monster by battle, remove that monster from play.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Guest
This topic is now closed to further replies.

×
×
  • Create New...