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Sunday, October 21, 2012

Atlantean Dragoons

So i'd thought for my blog post for the week should be about the archetype that was just released in the recent structure deck. this has been another great structure deck with some cards that are quite ridiculous has really supported a certain attribute or archetype. This deck has certainly done that very so like darkworlds and others. but there's really one card that i really am impressed by and that is Atlantean Dragoons.

Atlantean dragoons:
So basically what this card does if its sent to the grave to resolve a water monsters effect you can search any sea-serpent monster from your deck to your hand. so this is splashable in to any water deck(didn't mean to make a pun out of it) as long as you run anything like dragon ice or genex undine. but i mean any water based deck if they choose to experiment could use this card. I don't know it just seems like this amazing card is way to broken. can even search the moulin-grace the elemental lord card for waters so in a way its a easier sangan.


sorry for the short post but I've been preparing for midterms all week and they are Wednesday this week so i really am tired and not to well versed in the latest news so i just thought i would show you this card that i think will have an impact on the future.

Saturday, October 13, 2012

Gem-knight fusions

So my little brother has been playing with gem-knights and this is with hidden arsenal 7 cards but it will come out eventual and its not like he's entering a tournament with it or anything so i have no problem. but i'd thought i'd post on this deck that i have been play testing with for a while and so i'll get in to it:

Fusions:
So the whole point of the deck is just to spam fusions with only one spell cards and abuse their effects. The first one i should talk about is gem-knight citrine. At first it may seem like a mediocre fusion when you could summon a zerconia or prismoria but the effect this guy has is actually really good. It makes sure an attack is going through if the summon is alright. it allows you to clear his field and summon three of these with volcanic shells and just gem-night fodder you have and just pretty much kill as the threat of gorz, battle fader, and swift scare crow are just eliminated as they can't activate them. this also includes all the annoying traps like mirror force, d-prison, and anything else of the sort. This will drag out the warnings and torrentials and save your big hitters later.

Prismaura however is a different story.  It is a removal card with a pretty decent beater. anything bigger than it on the field you can just grab fusion from your grave and use it to blow it up. but this usually is played at 2 or three depending on if you want to run and focus on early citrine or early prismaura, but that involves triple thunder dragon and not shell. some build clog but my borther and i have found them to be dead in the hand at both.

Ruby Is the other big beater/pierce. with his effect he can easily pump himself up and get over just about anything. all you have to do is sack a gem-knight and for the turn he gains the attack. that's pretty good in my opinion.  It beats over anything that zerconia can't and is just a good late game card.

The final fusion that really stands out to me is Zerconia. This is just a generic 2900 beater but what makes it good is that it makes the gem-armadillo so good. being gem-armadillo is a rock it becomes  fodder for this and with a fusion you can grab obsidian and fuse immediately  netting you a 2900 beater and a free vanilla if one is in the grave.

so yeah that's just my personal faves of the fusions this archetype has to offer. i will post next Saturday on the effect monsters and than the post on the fusion cards. hope you enjoyed!

                                                                                         



Friday, October 5, 2012

Updated chronomaly

So I'd thought I'd show you another type of build of chronomaly's. This one i find is really good and it is performing very well. so I'll get into it and won't bore you until explanation.
Monsters:
3 chronomaly golden jet
3 chronomaly crystal skull
3 chronomaly crystal maoi
2 crystal bones
1 summoner monk
1 cyber dragon
1 ghost ship
1 thunder king Rai-Oh
1 snowman eater
1 honest
1 gorz
1 effect veiler
spells:
2 mini-gutz
2 forbidden lance
2 instant fusion
1 chronomaly technology
3 upstart goblin
1 pot of duality
1 pot of avarice
2 mystical space typhoon
1 heavy storm
1 dark hole
1 monster reborn
traps:
2 torrential tribute
1 trap stun
1 mirror force
extra:
1 machu mech
2 tiras, keeper of genesis
1 adreus, keeper of armageddon
1 gem-knight pearl
1 utopia
1 tem-tempo
1 melo-melody
1 zenmaines
1 no. 17 leviathan dragon
1 ojama king
1 elemental hero aquamariner


explainations:
so if you look at my past builds you will see i have pretty much cut all of the stun and put in speed and it has really been working out. The upstart goblins are really the mvp's of the spell line up because they are good early and late game. extra 1000 lp is not much being as i can spam tyrases and adrues's and the min-gutz OTK. then late game you can draw one in a crucial time. The instant fusions have also been doing a ton of work in getting out rank fives and i mean i summon ojama knight, that in itself is awesome.

Finally, you'll notice that i only have 13 in extra and I'm deciding what i should run in the slots. Things I'm considering are gaia drake, number 12 crimson shadow ninja, and zenmaio. but when volcano saurus comes out I'll be hopping on that train all the way!