Wednesday, September 28, 2011

Wind-Up Zenmaines

Epic artwork

Rank 3/Machine/Fire
2 Level 3 monstersIf this face-up card on the field would be destroyed, you can detach1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it.

Well, now isn't this a little surprise? What a very fun card this turned out to be! Not only does it give Wind-Ups a bit more support, but this card is quite incredible on it's own. It has a great defensive ability that not only allows it to survive longer, but it also destroys something afterwards. Ram it into a monster, survive a destruction effect, or just have it as a chum blocker as a last defense. No matter what, this card is sure to be rewarding for anybody who uses it wisely. But be careful, it can only destroy once, so multiple survivals in one turn won't stack.

Esta carta si es una buena sorpresa, y bastante divertida que se ve! No solo le da mas a los Wind-Up, sino que es increible sola. Tiene una gran abilidad defensiva para sobrevivir en el campo, al igual que destruir una carta si sobrevive. Sobrevive un ataque, un efecto de destruccion o usalo para una ultima linea defensiva. No importa cual sea el uso, es una carta con gran recompensa. Pero tengan cuidado, porque su efecto de destruccion es una vez por turno. Si sobrevive multiples veces por turno su efecto sigue una vez nada mas.

Monday, September 26, 2011

Bad Moon Rising

With the Innistrad pre-release over and it's release coming soon, there's a whole lot of attention on the werewolves. This type is the one that transforms the most and can be quite aggressive. However, werewolves are plagued with one common problem.

They can be a bit slow.

Patience is a virtue for these guys.

All werewolves have the same requirement for transformation, no spells need to be played in the last turn. But there's a problem. Even if you play a creature, it's already a spell. So you have to be either very patient or very conservative in order to transform these fighters.

Enter Moonmist, an instant that transforms all your humans into werewolves right on the spot. And not only does it transform them, it protects them to boot. But is it enough to give werewolves the boost they need? Once transformed, playing two spells turns them back into humans. So if your opponent can't run them over, they will play spells in order to transform them back. If they transform back, you can't do anything during your turn so they can transform back.

A godsend for werewolves, but is it enough?

However, it's still way too early to tell if they will sink or swim. They are an interesting archetype indeed, but will they be able to keep up due to the harsh transformation requirements? They are a force to be reckoned with, but will Moonmist be enough to make sure they destroy everything in their path? There is a great chance that it will be indeed a great help, but I feel they might still need something else to keep consistency between transformations.

Saturday, September 24, 2011

Alexandrite Dragon

The new Sneak Preview promo for Photon Shockwave has been announced, and I'm sure nobody's raving about it. Why not? Most people will see a normal monster as just garbage, and as a waste of a promo.

I actually think it's pretty neat. First off, it's got incredible card art. Secondly, even though it's a normal monster, 2000 ATK is nothing to laugh at. It can stand it's own against most level 4 beaters, so it's got my respect there.

It's light, so compatible with Honest. Also, it's searchable with Rescue Rabbit.

So who knows? Maybe this card might see some play somewhere.

Tuesday, September 20, 2011

The Art of Negation

Negation, one of the most common elements of any card game. It prevents an opponent from putting something into play and quickly dismisses it, leaving you to see another turn if you negated the right thing. However, negation does have it's issues.

But how can negation be so complicated, you ask?

 Simple. It's all in the wording and the purpose.

First off, when you negate an opponent's card, it's quickly sent to the discard pile or graveyard as a result. Thus, said card never actually got to see play. But again, it's not as simple.

Why? Here's an example as to how negation can complicate things.

To use Solemn Warning as an example, it states that it negates AND destroys said card. Normally, this would never be an issue. However, there are cards that have either vague rulings or effects that they can simply activate even when they are negated. A prime example of this can be found in either Light and Darkness Dragon or Scrap Dragon, which state that their effects activate when they are destroyed and sent to the graveyard. However, the wording doesn't state from where it has to be destroyed (such as Dandylion activating when sent to the graveyard from anywhere, even as an Xyz Material).

"When this card is destroyed by your opponent's card (either by battle or card effect) and sent to the graveyard..."

Such wording creates a loophole in which the player can simply activate their effects upon their destruction, even after being negated. Why is that? "Negate AND destroy that card" can be blamed for such things. Now while this seems like a perfectly normal thing, considering how YGO has always said negate and destroy, it creates a different meaning as to what negation means all together. It should be about stopping a play completely, not having said negation backfire by a loophole.

Now, let's look at a prime example of what negation looks like in another game, shall we?

"To counter a spell or ability is to remove it from the stack, usually placing it in its owner's graveyard. This prevents the spell or ability from resolving."
This example from MTG is rather simple. Negate a spell, period. Now when you look at the rulebook it states that it doesn't hit the field and doesn't resolve. This is quite contrary in YGO, as it applies probably 98% of the time due to the negate and destroy wording that allows certain cards to resolve due to their destruction.

But negation isn't just limited to preventing your opponent from putting things in play, it's also a means of defense. For example, there are cards that can prevent attacks or abilities. In cases like these, they don't necessarily have to be put into the graveyard. Prime examples of these can be Skill Drain for YGO, since it only negates monster effects but doesn't necessarily remove any cards from active play.

A prime example of negation without removal.
So now we saw how negation can vary in styles. There's the negation that prevents cards from being played (such as Solemn Judgment or Cancel), and then we have the kind of negation that doesn't remove cards from active play (Negate Attack or Fog) as a means of preventing effects or damage. So next time you are out to consider negating some of your opponent's plays, consider how it will negate so you can fully understand any of the following backlash. Whether it's a purposeful summon of Scrap Dragon to bait negating to trigger it's effect or the forceful negation of a card to drain your opponent's mana resources, negation has it's pros and cons. While a defensive move, it can all backfire depending on the wording of said negation.

Sunday, September 18, 2011

Gizer (Fish) VS Flash (Psychic)

Back with another video duel, after possibly a format of not filming. First duel back is a clash of ace decks between myself and my best friend. This time around, it's a test of speed.

Hopefully there will be more videos to come in the future. Gotta check if I have the time. Also, if anybody knows how to film duel network battles let me know.

Wednesday, September 14, 2011

Winning and Losing

In all games, we all win and lose quite often. Nothing wrong with losing. When we lose, it helps us realize what mistakes we did and how we can learn from it. Not just that, but losing helps us better form our strategies by seeing what works and what doesn't.

If you want to win, you must first want to lose. Because by losing duels we can learn a whole lot about the game itself. Losing helps us win.

So next time you feel like getting angry at a loss, relax and think back about what made you lose. Was it a misplay? Perhaps it was something your opponent did to counter you that you didn't prepare for? Perhaps you underestimated your opponent? All these and more can factor as to why we lose.

But once we realize why we lost, we can begin fixing our mistakes and get closer to winning.

Monday, September 12, 2011


Been a bit busy with college and stuff as of late, but I'm thinking up a few article ideas for the week.

Wednesday, September 7, 2011

San Juan Regional

Thanks to my best friend, I realized there was one coming up. Problem is, I'm still a bit unmotivated to play YGO competitively (since I'm mostly casual now). However, this may be my last regional event in quite some time. So what to do?

Don't feel like wasting 20 bucks to get my ass kicked, especially since I can get that for free. But then again, there's the chance that I can really do well. But given my history of regionals, I only made it to Top 32 once, and that was a whole long time ago. I only have a 1/4th success rate with these events.

And then he told me, "take your f*cking Fish deck already!"

And so, I have given it thought. Don't know if I will compete yet, but here's the deck I'm definitely going to use if I do manage to take it.

My signature deck gets a shot at last!

Whether I compete in the regional event or not, still got a while to decide. But If I do, I'm going to show them why I was known as the "Fish Guy" before anybody (locally) started playing them.

If I do decide to compete, I might just film the events. Still not sure.

Monday, September 5, 2011

Innistrad: The Art of Transformation

Innistrad, the newest MTG set is looking to be quite interesting. Not only does it support a classic "monster movie" theme filled with Vampires and Werewolves, but it also introduces a new mechanic into the game. This new mechanic, transform, allows for a card to transform into something else once a specific condition is met.

But how does it transform? Easy, the cards now have designs on both sides so transforming a card is as simple as flipping it to the opposite side.

Creatures that transform normally tend to transform back when other conditions are met as well. However, this makes for quite the interesting mechanic because you can end up with a powerful creature when you least expect it. Not just that, but transformations aren't just limited to creatures. Planeswalkers aren't safe from it either.

And all transforming cards must be played in their basic forms. Transformed cards don't have any mana cost, and it's understandable.

This new mechanic is quite interesting and I want to see how it shapes the game in the future.

Friday, September 2, 2011

Jurrac Flamvell

Already got to brainstorming on various decks to use this format, so I have been getting a bit creative. Flamvell was one of my ideas, but the Merchant engine seemed a bit too slow for me. And then, I realized Jurracs were around and how good they can be, as well as their synergy with Flamvells due to constant recruiting on both parts. So why not try a deck that can spam Synchros and Xyz monsters like crazy?

So here's what I managed to make (budget of course):

The extra deck is still a pain to organize, but it's all going into consideration.

Thursday, September 1, 2011

Official Xyz Rulings

Just got the official rulings regarding Xyz Materials and the monsters. Here it is:

“Xyz Materials
Monsters that are used to Xyz Summon are called ‘Xyx Materials’, and are placed underneath the Xyz Monster, to show that they are attached to it. Monsters that have become Xyz Materials are not treated as cards on the field. When an Xyz Monster leaves the field, all of the Xyz Materials attached to it are sent to the Graveyard. If an Xyz Monster is flipped face-down, or becomes controlled by the opponent, the Xyz Materials are not sent to the Graveyard. They remain attached to the Xyz Monster.

Leaves The Field
Some monsters have effects that activate when they ‘leave the field’. For example, these effects activate when the monster is sent to the Graveyard, or is banished, or is returned to the hand or Extra Deck. When a monster on the field is shuffled into the Main Deck, or becomes an Xyz Material, it is no longer a card on the field, however its effects that activate when it ‘leaves the field’ will not activate.”

At last, sweet justice! Official rulings can finally clear out all the mess regarding these cards. Not just that, but now Tour Guide and Sangan became just "meh" due to not being able to search (as it was supposed to be all along). With this, we can at least have Xyz monsters be as balanced as they should have been.

Now if only we could solve the problem with priority...

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