Congrats everyone his confirmed effect sucks, i saw it hadnt read it completely thinking it was still the same as initially spoiled…nope this effect is terrible really the really did t need extra deck support to be honest.
On the Left, Is me showing my friend a game with Bujins, Him being the Hermit he is has not seen them and their over all power level. So I had to show him how they can control a game state out of no where.
The Center is Dark Paladin Turbo and to my own surprise i managed to get it off along side Dragon Master Knight in the same turn. Granted I had to show him using the proper cards but he wanted to learn how to do it.
Finally the Right is me showing how Noble Knights play out a game. He of course was playing a much older deck so thus you see the Judgment. But I had to use each of the counters to explain what each of the effects did and how they affected Artourigus. Showing off the last two after the duel was over.
Wow there is a card named Fire Lake of the Burning Abyss in the Card roster for New Challenger. It is listed as a Super Rare with no real indication as to what kind of card it is. IT could very well be a field spell or a spell/trap card. There is no link to the card itself so it is a near mystery as to what the card effect is.
Something quick and simple I want to point out because I have had this happen on numerous occasions when dealing with numerous Maintenance costs on the Koa’ki Meiru monsters. And one thing people either don’t know or have not realized. Is you must pay their maintenance cost or destroy the monster period.
Effects like Effect Veiler, Breakthrough Skill, Skill Drain or Majesty’s Fiend you still have to pay the cost to maintain the monster. These are not effects. Koa’ki Meiru monsters, mirror wall, messenger of peace, etc these are examples of cards that require a maintenance to keep going.
But why is this a big deal? Well because players don’t actually know what a maintenance cost is, I have seen Koa’ki meiru be played with a skill drain flipped up then they passed the turn and did nothing to maintain the monster and we sat there for 20 minutes while i explained the maintenance cost. Because He was unfamiliar with the way these cards would actually work.
So guys If you want to go and check out what I mean here is a link to check out I will also be going over this in more detail later on.
Koa’ki Meiru Overdose
During each of your End Phases, destroy this card unless you send 1 “Iron Core of Koa’ki Meiru " from your hand to the Graveyard or reveal 1 Rock-Type monster in your hand. During either player’s turn, when your opponent would Summon a monster(s): You can Tribute this card; negate the Summon, and if you do, destroy that monster(s).
Wow talk about some killer support coming out for an old Koa’ki Meiru Build called Rock-Stun. It now has the ability to abuse cards like Block Golem and Soul Charge. Easily with its powerful support from diamond core as well. Keep an eye out for this guy all you Rock Stun players this guy will be a Rare in the new Set Secrets of Eternity coming to Japan Soon.
Wow okay so there s a ban list out on Konai’s jain sight and i must say it’s a doozie.
Glow up Bulb
Blackwing Gale the Whirlwind
Gorz, the emissary of darkness
The Transmigration prophecy
No longer limited
Coach soldier Wolfbark
Magician of Faith
Reinforcement ofvthe Army
This format has nit changed so much, but the ability to give older decks more power to even out the curve is apparent. So lets see how this format will pan out and develope.
So apparently some people on Zodiac Duelist have been spaming Konami’s number and harassing them about giving them the ban list. Now this is very sad apparently this was all happening on monday.
What is going on with the people in the community. I understand trolls and all but this is getting a bit ridiculous. The ban list will be out when it is out, people need to take a chill pill. I’m sure it will not change the game with this one ban list.
Totally not Yu-Gi-Oh! related but this is my blog after all. A few months back I found a Star Fox 64 game on sale at a Ross’ for a whopping $2, and needless to say I scored big time. Not my best score but theres always room for improvment.
Any questions and or comments please feel free to ask.
Its been an annoying week taking a break from life and going back to some of my favorite old school games.
Skull Servants have been anyone of those creature sets that have been greatly underrated set of Zombie monsters, the original Skull Servant first appearing in the original Legend of the Blue-Eyes set this level one normal monster has been the sum of many a cruel joke. With its meek 300 attack, and 200 defense; this monster is not about to win on its own. So as sets began to come out more and more strangely enough more and more support was being released for this small archetype (slowly becoming) with the introduction of King of the Skull Servants, The Lady in Wight, Wightmare, and the last inclusion Wightprince. Going into it (just in case you are unaware) each of the “Wight” monsters act as Skull Servant while they are in the Graveyard. Adding to the name sake win condition King; Kings effect is simply that whenever he is destroyed by battle and sent to the Graveyard you can banish a Skull servant in order to special summon him back to the field. While also giving his original ZERO printed attack points a boost by 1000 for each Skull Servant in the graveyard.
Back in the day this was an issue because there were only three skull servants so you could summon a level one with 3000 attack like nothing. However the more they have added there is a potential to have this King enter the battlefield with 12000 attack. This is not at all unpractical, as there are several means to flood the graveyard with the names Skull Servant. Wightprince acts as a foolish burial when he is sent to the grave by any means; you can send a Skull Servant and a Lady in Wight to the Graveyard (from either the hand or the deck). There are also means of sending them via Lightsworns milling effects, foolish burial, or magical merchant. However this is still an issue for this archetype, as Kings attack boost is effect based and as such can easily be negated. This means that it can be negated by various means: Effect Veiler, Fiendish Chain, Break Through Skill, and Skill Drain being a few and also some of the most popular means of effect negation. This has proven to be a rather fun deck for many odd players as they can play a powerful beater with just their normal summon.
This is also a strategy for another archetypes style; Duston. Duston monsters are fiend type monsters of various attributes based on the color of them (Red, Blue, Green, Yellow, White, Black); each of them have absolutely no attack and their defense is not so impressive either. None of them can be used for as Fusion, Synchro, or XYZ material, they cannot be tribute and each of them having an effect that occurs when they are destroyed. Primarily the key to their victory involves House Duston: because when this card is sent to the grave you special summon as many Duston monsters to the field as possible from either the hand or the field to both sides of the field. Which means you fill as many as possible and then ram into one of them that you left in attack position on your opponents side of the field. Having the ability to utilize a monster like their apparent ace monster Starduston as you need to send as many Dustons as you control to the grave as possible to special summon it to the field and give it 1000 attack for each one that each tribute by his effect.
No this doesn’t allow a complete OTK, although Starduston has the ability of preventing set spells/traps from activating, your opponent cannot special summon monsters, and if you control more monsters then your opponent this card is destroyed. There is still a means for this archetype to OTK an opponent by using an old level one monster – Goblin King who gains 1000 attack and defense for each fiend-type monster that is on the field excluding himself. Goblin King also has a built in protection that he cannot be attacked as long as you control another fiend-type monster. Making it so that the OTk is to summon Goblin King then with as many Dustons as possible in play he goes up to 9000 and one shots your opponent as is in typical OTK fashion.
These two decks have the same kind of problem their kill conditions are very conditional, and lose quickly when there is effect destruction; but they do a very well at making the OTK style. Fill the graveyard/field then ram into your opponent essentially one shot them with ease. Though there are players out there who like to play these style of decks, they are relatively easy to stop. A few choice negations here and there can secure your victory especially if the player is playing defensively.
The Rescue Series; based on the principle of twos, and imaged after cuddly animals in emergency rescue gear. Beginning with Rescue Cat during the Synchro format. Rescue cat was designed to retrieve two Level three of lower Beast-type monster and special summon them from the deck. It just so happened that X-Sabers had some good targets in X-saber Airbellum, making X-Sabers a rather powerful deck during the format which Rescue Cat was legal. Though I am sure there were other ways to abuse Cat, but X-sabers seemed to be the most popular. Then as the Synchro format died out and the delightful banning of Cat) we were introduced to Rescue Rabbit though rabbit was fixed to not b able to summon from the deck as Cat was – you also had to banish it as cost to its effect. This time it was only able to summon two level four or lower normal monsters thus giving birth to the scourge of the early XYZ format – Dino Rabbit – Merging Vanilla Dinosaurs with Evolzar Laggia and Evolzar Dolkka. For what seemed like several formats this deck dominated, as one of the premier XYZ decks. Then several ban lists the deck final died – as all things should. Now reaching into the age of Pendelums we see Rescue Rat. With the Pendulum ability to add two Monsters that are face-up in the extra deck to your hand as long as they have the same name and that you banish this card while in the Pendulum zone. His monster effect reads that during the main phase if this card was normal summoned – and there is a Level five or lower pendulum monster face-up in the extra deck and add 2 monsters with the same name and special summon them from the deck to the field their effects are negated and they are destroyed during the end phase. This means that when new Pendulum Archetypes are released their will be an interesting array of effects and principles coming out – maybe they have finally evened out the rescue series.
However there is no short of Rescue effects that have began to sprout up. The first of these similar effects was Geargiagear (now limited) which allowed a similar effect which targets two Geargiano monsters from the deck and summons them to the field, and increases their level by one. Bringing two monsters from the deck in similar Rescue effects. Then Evo-Singularity: which brings Evotile and an Evolsaur monster in the graveyard and summons them to the field, from the graveyard and then use them in the XYZ summon of one Evolzar XYZ monster this allows the deck to go easily into Evolzar Solda. This allows this one deck to abuse their graveyard and is less powerful then both Rescue Rabbit and Geargiagear. Because it requires monsters of two different kinds to summon a monster that would require the Evo Archetype to be able to summon it. This is also in similar respects to Infernity Mirage which summons two Infernity monsters from the graveyard.
Makes me wonder just how many more of these similar effects we will be getting as the game progresses more and more.