Wednesday, November 30, 2011

Planechase Returns!

And I'm back with another post. Sorry for the delay, finals are keeping me busy (especially an international marketing plan). Today, I return to discuss a new MTG card from the return of Planechase. The card is none other than Time Distortion.


The last Planechase introduced us to Plane cards, where the battlefield was modified based on the plane that was active. Planes were each of the worlds seen in the MTG game, and players had a chance to take part in them during a game. Of course, Planechase is a casual game in which two or more players can do battle. Planes switch constantly, so it makes the dynamic quite unique.

But this new edition introduces a new card known as Phenomenon. These cards are similar to planes, but represent events that happen in planes rather than having them be actual worlds. So if you thought Planes were a unique way to have the battle change, Phenomenon cards now are a new way to affect players in these duels.

So far, this is the only Phenomenon card out. However, I'm sure more are to come as we still have plenty of time until the next release in 2012. But until then, we can only wonder how else these new cards can affect Planechase games. But from what I'm seeing, it's going to be interesting.

Sunday, November 27, 2011

Karakuri

For a while now, I've had a good interest in playing Karakuri. However, the problem was that I didn't have access to any of their synchros, nor am I willing to buy them.

So what do I do? Easy, improvise!

I have been testing this deck out without their synchros and it runs pretty well. Besides, it's all in good fun anyways.

So here it is, my Karakuri deck.


Sunday, November 20, 2011

Kuribolt

During your Main Phase: You can target 1 Xyz Monster with Xyz Materials; detach 1 Xyz Material from it, and Special Summon 1 "Kuribolt" from your Deck. This card cannot be used as a Synchro Material Monster.
Order of Chaos brings us yet another interesting card, Kuribolt. Being able to detach an Xyz material can be quite effective, considering there are already a few monsters this card alone can weaken. Let's see:

Utopia blocks less attacks
Force Dolkka to waste a material on it, since it's going to be detached anyways
Turn Laggia into a vanilla, whether it's by Kuribolt or forced negation
Leviathan gets one less buff
Leviair gets one search less

Well, you get the drift. As Xyz monsters are slowly gaining more use, this little guy is going to be a good card to keep at bay. That way, you can disarm an Xyz monster and use their own materials against them.

Not just that, but also summoning another copy of itself as a result of the effect is pretty good. Effective for making Rank 1 monsters. Make their loss your gain, that's Kuribolt's way!

Saturday, November 19, 2011

Delver of Secrets

Back again with another MTG post. Went to one of the card stores a few hours back, hoping to look for copies of Doomed Traveler, but instead found this interesting common just waiting to be used.


First thing that came to mind was to use it in my Blue Illusion deck. While this isn't an illusion, it's an excellent 1 mana drop that turns into a good flyer as early as turn 2. Now, that's not something to take lightly. Another good thing I realized is that it remains a human, even after transforming. So I can experiment with the Innistrad equipments for humans, especially since Lord of the Unreal is also a human.

Now, while Delver of Secrets may be tricky in it's transformation, there are ways to make it so that you know it will surely transform. For example, a card like Ponder will have you look at your deck and make sure there's either an instant or sorcery so it transforms. Another way of helping out is by making sure your creature count is a bit lower than other spells. But the best way is using cards like Ponder or other abilities like Scry, for example.

Perhaps there's a way to abuse this and Invisible Stalker for a very aggro Blue Human deck. That would be pretty fun, but for now I'm just going to use this with my illusions.

Friday, November 18, 2011

Doomed Traveler

It's Friday, so it means it's time for another MTG post! This week I'm going to discuss a common card from Innistrad that's been grabbing my attention. It's a card I seem to have overlooked at first, but then realized I had to get more. I'm talking about none other than Doomed Traveler.


Doomed Traveler is quite simple. For one white mana, it gives a 1/1 Human that produces a 1/1 white spirit with flying when it dies. This means, it gets the token if it chum blocks or even if it's sacrificed. This opens up a whole lot of plays.

First off, it allows for Human decks to use cards with Morbid, since it feeds the conditions quite well and replaces itself instantly. It also fuels Unruly Mob and Thraben Sentry if you use a deck with them. Best part of it is, that the spirit tokens covers one weakness this deck exhibits, which is the lack of creatures with flying or reach. Having a chum blocker that can fly is quite significant.

So if you have a Human deck out there, you might want to give this guy a try. It might be worth your while.

Tuesday, November 15, 2011

Royal Prison


While this card is face-up on the field, neither player can Special Summon monsters from the Graveyard.

Well, isn't this an interesting card? Seems Order of Chaos is going to bring us a watered-down version of Royal Oppression. However, it's not a card we can dismiss. There's potential here, even if it's just as a card you have on your side deck.

This card is great to side against decks like Dark World, especially since their special summoning comes from the graveyard. You can use this to bring down Frognarchs, Lightsworns (to a certain degree), X-Sabers, Karakuri, Blackwings, and other decks that use grave revival for big plays.

It's going to be a good surprise element to any grave reliant deck, so don't underestimate it when it comes out. Certainly it's a card that can turn the tide of the game if played right. Who knows, perhaps it can be good in the main deck. Only time will tell.

Let's hope this card doesn't increase in rarity once it comes out, because it's going to be one of those cards with enough force your opponent to play differently. Good card.

Sunday, November 13, 2011

Ideas and Humor

While I haven't been posting as much due to being busy, it's also getting hard to post about YGO when the interest in the game has decreased a lot. However, I'm trying to find some way to keep it going. So there might be a few long articles in the future like analyzing banned cards, more archetype analysis articles, and maybe the return of fallen heroes. Hoping to hear from you on whether those would be things to consider.

On the other note, I have been giving the humor blog a bit more life lately. Feel free to check it out and follow it.  (Link provided in the "other sites" section below my logo.)

Thursday, November 10, 2011

Another update...

International marketing, production process on a short film, and other personal issues have been keeping me from posting here lately.

Hope to find some time between this hole maelstrom to post a few things.

Just thought I should let you guys know I didn't abandon the blog. Just haven't had the time lately. 

Saturday, November 5, 2011

Wind-Up Rabbit


One of the newest exclusives in PHSW, Rabbit brings a big boost to Wind-Ups. While the main focus may be on the other rabbit, this one is still one to look out for. It's effect reads:
During either player’s turn: You can target 1 "Wind-Up" monster you control; banish it until your next Standby Phase. This effect can be used only once while this card is face-up on the field.
Upon initial observation, we see it's a quick effect. This becomes really good due to the fact that Rabbit can essentially rewind your monsters at any given time. This can be used both defensively as well as offensively.

You can save a Wind-Up you control from being destroyed from any source by just using Rabbit's effect. Likewise, you can wait until your opponent's end phase to activate it and bring back an essential Wind-Up in your turn for a big play.

Not just that, but 1400ATK saves it from Bottomless. That alone is pretty good. That, and the fact that it can save stronger Wind-Ups from the same card. It can also stand it's own ground, or even banish itself if needed and then bring it back and reuse it's effect on other targets.

No matter how you look at it, Rabbit is a real fun card that brings a surprise factor to any Wind-Up deck. Be sure to look out for it.

Thursday, November 3, 2011

M12 Illusions

Lately, I have been losing interest in my Innistrad Vampires and gaining more interest in M12's set of Illusions. Normally, I'm not a Blue player since my style is more aggro. However, these Illusions caught my eye as a good balance between aggro and control. Why the perfect control? Well, it's Blue for starters! Anybody knows Blue has the best control. But aggro?

I was surprised as well, but it wasn't until I saw the following card that I was convinced.


So there it was, the one thing that made me want to try the deck out. Most of the new illusions are powerful creatures that are destroyed if they are targeted by any effect. However, since Lord of the Unreal solves that problem and gives them a nice boost, it suddenly turned into an awesome concept. While I know illusion decks don't have much wiggle room when it comes to making the deck, it's still a great mix between aggro and control.

So there's strong creatures that have low mana cost, creatures that buff those illusions and support them, and have all the control that Blue has to offer. How is that not alluring?

I'm going to start playing it soon, hopefully it will be as rewarding as it seems.

Wednesday, November 2, 2011

Alien Invasion

Lately, YGO has been rather dull for me. But when a game gets dull, that means it's time to switch it up a bit. So to make things interesting again, I rebuilt my old Alien deck with some new tricks.

Aliens, besides Fish and Vanity Gadgets, have been my other signature deck for quite some time. And it's just now that I'm discussing them...

Anywho, here's the deck.


Monsters:
Alien Warrior x3
Alien Ammonite x2
Alien Kid x2
Alien Grey x2
Alien Dog x2
Alien Overlord x2
Alien Telepath
Genex Ally Birdman x2
Machine Emperor Wisel x2
Spells:
Mysterious Triangle x2
Code A Ancient Ruins x2
Gold Sarcophagus x2
Dark Hole
Monster Reborn


Traps:
Planet Pollutant Virus x2
Offering to the Snake Deity x2
Bottomless Trap Hole x2
Call Of The Haunted x2
Fiendish Chain x2
Safe Zone
Mirror Force
Dimensional Prison 
Extra Deck:
Cosmic Fortress Gol'Gar x2
Genex Ally Triforce x2
R-Genex Locomotive
other synchros/xyz monsters

While still keeping true to the Alien theme, as well as the distribution of A-Counters, the deck is focused on exterminating and invading the enemy. With the main Aliens, I can infect my opponent's monsters with their virus, allowing for cards like Mysterious Triangle to help swarm for attacks. Plantet Pollutant Virus and Offering help me exterminate opposing monsters, while helping out my cause. While PPV helps clear the field and distribute counters, Offering allows for not just destruction, but the window for Wisel to enter the field.

Genex Ally Birdman has been working out quite well, allowing for use of Triforce. It's effect isn't wasted either, since the deck meets all 3 element options for it's effect: earth, fire, and light. But there's also R-Genex Locomotive (summoned by combining with Overlord), who can steal the highest level monster my opponent controls. Not just that, Birdman allows me to recycle Alien Dog's effect, allowing for more counter spreads.

As for the continuous stuff, it's more of a control build. Fiendish Chain and Safe Zone assure some surprise shenanigans when combined with Gol'gar.

Deck is really tons of fun to use, so perhaps there's a video soon.

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