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Tsukuyomi : Discussion


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Basically, Sartorius's logic and my interpretations:

 

Cards that can change the flow of the game should be banned.

Hence, no card can exist to change the flow. For example, I have a 1900 ATK monster on my field and my opponent has nothing, my opponent summons a 2000ATK monster, the flow of the game can changed to his favour. UNACCEPTABLE! BAN GENE-WARPED WEREWOLF@@@@@@.

 

Two card combos for continous advantage is unacceptable (even if combo involves keeping a 3-digit DEF set monster on the field).

Ban Convulsion of Nature too?

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Guest PikaPerson01

It makes any High Attack monster flip into F/D Def. Most high ATK monsters have low DEF. Example: Monarchs.

 

Counter example: Every single synchro I already listed. Most level 4s that have less then 1100 defense are already typically run over by Gene Warped Warwolf.

 

It can be used to abuse Flip effect monsters.

 

As has been said countless times' date=' [Card B'] can't promote [Card A] abuse. Only [Card A] can promote [Card A] abuse.

 

It can change the flow of the game if used correctly.

 

So can a number of cards. Even completely useless cards. Have you not seen the terrible animated program? <_<

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Tsukuyomi + Mask of Darkness + (Drastic) Drop Off

 

I know Crab won't let Mask of Darkness be banned. And I'm not in favor of banning Drastic Drop Off it's a really good and balanced control card. You can deny a draw, block a fetch, wait for a bountiful artemis... Tsukuyomi was banned for a reason it can lock your opponent in many ways with different cards and flip effects. Plus there are plenty of ways to generate huge advantage with Tsukuyomi (in decent formats that is). Plus Drastic Drop Off isn't the only way to lock an opponent let's say you have Threathening Roar (you probably have more than this making the situation even worse) in the grave Mask of Darkness on the field and Ryko, Lightsworn Hunter on the field your opponent is pretty much screwed and if he decides not to play the card you can just attack him for a free 2000+dmg until he dies. Even easier than this Solemn Judgement because even 100 LP can be halved enough times for you to kill.

 

Just look at the playable flip effect monsters

 

crystal seer/dekoichi/...

mask of darkness (you only need traps anyway to lock)

ryko, lightsworn hunter/OVM/...

magician of faith to some extend

 

Flip effects were designed to be used only once or to require some investments like Book of Moon to be reuse. If all of them can be freely (well it requires your normal summon) used again every turn you can clearly see that the player who gets Tsukuyomi first will have a great advantage over his opponent.

 

Yata-Lock is banned and Tsuku-Locks should be.

 

All of the example can be summed up to this

 

Tsuku + MoD + traps that destroy cards

Tsuku + flip effect that destroy card(s)

Tsuku + MoF + spells that destroy cards

Tsuku + flip effect that makes you draw card(s)

 

These are all potential locks and the culprit is always Tsukuyomi.

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hmmmmm, phyco shocker has a point!

 

although i dont think that kind of lock, is bannable, its ridiculously easy to get out of, and the only way it woudl be effective would be if your opponent didnt have 1 monster in his/her hand, as you can just attack mask of darkness, and get rid of the problem

 

even tho Tsukuyomi is a good card, in this meta it most likley wouldnt be used, but im guessign in this, illusive perfect format it woudl be banned

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Tsukuyomi + Mask of Darkness + (Drastic) Drop Off

Only time this locks is if your opponent has no cards in hand and normally this only happens when they are playing poorly. In this case it is their own fault for this' date=' and this is the price they pay. Also if your opponent is in a spot when this can lock, odds are you'll win with oe with out the lock.

Tsuku + MoD + traps that destroy cards

Tsuku + flip effect that destroy card(s)

Tsuku + MoF + spells that destroy cards

Tsuku + flip effect that makes you draw card(s)

 

These are all potential locks and the culprit is always Tsukuyomi.

1) Only locks when used with Drop Off. For this two lock your oppoent would have to be playing poorly, meaning odds are you would win with or with out the lock.

 

2) Only flips that kill cards, based on memory, are ones that kill 1 card, and destorying one of your opponent's cards=/=lock

 

3) Only locks when used with Swords of Revealing Light and this an be stopped easily by destroying Swords of MoF

 

4) How does drawing creat a lock?

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Tsukuyomi + Mask of Darkness + (Drastic) Drop Off

Only time this locks is if your opponent has no cards in hand and normally this only happens when they are playing poorly. In this case it is their own fault for this' date=' and this is the price they pay. Also if your opponent is in a spot when this can lock, odds are you'll win with oe with out the lock.

[b']Where were you when they banned time seal?[/b]

Tsuku + MoD + traps that destroy cards

Tsuku + flip effect that destroy card(s)

Tsuku + MoF + spells that destroy cards

Tsuku + flip effect that makes you draw card(s)

 

These are all potential locks and the culprit is always Tsukuyomi.

1) Only locks when used with Drop Off. For this two lock your oppoent would have to be playing poorly' date=' meaning odds are you would win with or with out the lock.

 

[b']Solemn Judgement or phoenix wing wind blast / raigeki break or a combo of dust tornado and bottomless trap hole is usually enough.[/b]

 

2) Only flips that kill cards, based on memory, are ones that kill 1 card, and destorying one of your opponent's cards=/=lock

 

Well if they draw a card and you can reuse a flip that destroys a card you just need to protect your flip effect monster and you win wich is quite easy to acheive when your opponent is topdecking.

 

3) Only locks when used with Swords of Revealing Light and this an be stopped easily by destroying Swords of MoF

 

Only certain cards in the league of Judgement Dragon and Dark Armed Dragon can do that alone.

 

4) How does drawing creat a lock?

 

Let's say your deck is filled with control cards every draw is a potential answer to what your opponent draws you usually need to be able to withstand two turns to kill him anyway. It's sort of a lock you'd need to be really unlucky for your opponent to get out of this.

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