Wednesday, November 30, 2011

Card Of The Day #10 – Chaos Zone



Chaos Zone
Field Spell Card

Each time a monster(s) is banished, place 1 Chaos Counter on this card for each of those monsters. Once per turn: You can remove 4 or more Chaos Counters from your side of the field to target 1 of your banished monsters whose Level is equal to the number of Chaos Counters removed; Special Summon that target. When this card is sent from the field to the Graveyard by an opponent's card effect: You can add 1 LIGHT or DARK monster from your Deck to your hand whose Level is equal to or less than the number of Chaos Counters that this card had.

Chaos Zone really brings together the whole Chaos strategy and really makes it an engine. Now with all of the new chaos cards it is very easy to accumulate Chaos Counters on Chaos Zone with cards such as Lightpulsar Dragon, Darkflare Dragon, Chaos Sorcerer, and Black Luster Soldier. There are plenty of other themes that can’ support this too such as Dragons with Eclipse Wyvern, Red-Eyes Darkness Metal Dragon, and Dragons Mirror. Macro Cosmos decks can also utilize this well since with Dimensional Fissure, Macro Cosmos, and Banisher Of The Radiance a plethora of Monsters will be Banished over the course of the game. One thing you have to worry about in that deck though is that if Chaos Zone is destroyed while Macro Cosmos is out you will not get its effect since it will be Banished not sent to the Graveyard. One last example of a deck that can utilize Chaos Zone well would be Twilight decks since they play a chaos engine along with other cards such as Necro Gardna and Plaguespreader Zombie.

Final Verdict:
Chaos Zone is just full of win, at worst you will play it then Banish one or two cards right after playing it and your opponent will destroy it letting you search out an Effect Veiler. At best it will stay on the board unchecked netting you continuous fuel for your chaos engine putting a clock on your opponent where it is just a matter of time until you win.

Tuesday, November 29, 2011

Card Of The Day # 9 – Eclipse Wyvern



Eclipse Wyvern
Light / Dragon / Effect Monster
Level Four
ATK: 1600 DEF: 1000

If this card is sent to the Graveyard: You can banish 1 Level 7 or higher LIGHT or DARK Dragon-Type monster in your Deck. Then, if this card in the Graveyard is banished: Add the monster banished by this effect to your hand.

Eclipse Wyvern is another great card from the Draconic Legion Structure Deck. Eclipse Wyvern perfectly complements the chaos strategy. In the past the deck never really had an optimal target to Banish, one would just remove whichever Light or Dark that they didn’t think they would do any combos with or would want to Monster Reborn. But now chaos has an optimal target that will net them advantage when they Banish it. Getting to Banish your Red-Eyes Darkness Metal Dragon and then get it back when you Special Summon a chaos card is just amazing. Some easy ways to get Eclipse Wyvern into the Graveyard with out Summoning it and waiting for it to die would be using Foolish Burial or Future Fusion to send it right from your deck to the Graveyard. The most common ways to Banish Eclipse Wyvern from your Graveyard would be to use chaos cards such as Lightpulsar Dragon, Darkflare Dragon, Chaos Sorcerer, Blackluster Soldier, or Dragons Mirror. Just like Eclipse Wyvern’s counterparts, Darkflare Dragon and Lightpulsar Dragon, this card combos very well with Chaos Zone, when you banish Red-Eyes Darkness Metal Dragon for Eclipse Wyvern’s effect you get one Chaos Counter and when you Special Summon a chaos Monster you will get two more Chaos Counters as well as the Red-Eyes Darkness Metal Dragon back, spectacular play.

Final Verdict:
This card is great in Chaos Dragons but really won’t see much play outside of that deck.

Monday, November 28, 2011

Card Of The Day # 8 – Darkflare Dragon



Darkflare Dragon
Dark / Dragon / Effect Monster
Level Five
ATK: 2400 DEF: 1200

You can Special Summon this card (from your hand) by banishing 1 LIGHT and 1 DARK monsters from your Graveyard. Once per turn: You can send 1 Dragon-Type monster each from your hand and Deck to the Graveyard to target 1 card from either player's Graveyard; banish that target.

Darkflare Dragon is another great chaos card that comes out in the new Draconic Legions Structure Deck. Like Lightpulsar Dragon it has the standard Special Summoning condition that most chaos cards have, and like Lightpulsar Dragon it doesn’t have restrictions on its summoning such as saying “it can only be Special Summoned by” or “it can not be Special Summoned except by” meaning it is much easier to abuse this card. Though this card isn’t really meant to be abused since it is more for set up and control. Darkflare Dragon is basically a Dragon Ravine and Dark Smog on legs. This is great to deal with your opponents combo cards in their Graveyard while setting up your own with cards such as Red-Eyes Wyvern or Eclipse Wyvern which both will set up your Red-Eyes Darkness Metal Dragon plays for latter. Another interesting card to use with this would be The White Stone Of Legend, discard it or send it from your deck to the Graveyard and then search out your Blue-Eyes White Dragon, and it will give you some more chaos food for later. As I have mentioned in my previous article about Lightpulsar Dragon this combos well with Chaos Zone as well, Banishing two Monsters and getting two Chaos Counters.

Final Verdict:

Very solid card but it only really has a place in Chaos Dragons, Darkflare Dragon isn’t as spashable as cards like Chaos Sorcerer.

Sunday, November 27, 2011

Card Of The Day # 7 – Lightpulsar Dragon



Lightpulsar Dragon
Light / Dragon / Effect Monster
Level Six
ATK: 2500 DEF: 1500

You can Special Summon this card (from your hand) by banishing 1 LIGHT and 1 DARK monsters from your Graveyard. You can Special Summon this card (from your Graveyard) by sending 1 LIGHT and 1 DARK monsters from your hand to the Graveyard. When this card is sent from the field to the Graveyard: You can target 1 Level 5 or higher DARK Dragon-Type monster in your Graveyard; Special Summon that target.

As is Chaos wasn’t already tier zero this format Konami decided to make a structure deck dedicated just to Chaos. The main card from that deck being Lightpulsar Dragon. Lightpulsar Dragon is amazing, not only does it have the standard summoning conditions of a chaos card, Banishing a Light and Dark from your Graveyard, but you can also Special Summon it from the Graveyard with its own effect by Banishing a Light and Dark from your hand. Also it doesn’t have the clause in its effect where it can only be Special Summoned by its own effect or it can only be Special Summoned by another effect after it has already been Special Summoned by its own effect. This means you can abuse this card far more than any of the other chaos cards since they are far more restrictive in their effects. For instance you can Special Summon this with Red-Eyes Darkness Metal Dragon, and when it dies you can use it to Special Summon that very same Red-Eyes Darkness Metal Dragon. But because of that it creates a problem, you can now loop Red-Eyes Darkness Metal Dragon and Lightpulsar Dragon together with a burn card like Cannon Soldier or Toon Cannon Soldier for a one turn kill. Normal Summon Toon Cannon Soldier, Special Summon Red-Eyes Darkness Metal Dragon, use Red-Eyes Darkness Metal Dragon’s effect to Special Summon Lightpulsar Dragon, tribute Red-Eyes Darkness Metal Dragon for Toon Cannon Soldier’s effect to deal 500 damage, tribute Lightpulsar Dragon to deal 500 damage, use Lightpulsar Dragon’s effect to Special Summon Red-Eyes Darkness Metal Dragon, rinse and repeat until you win. Outside of the one turn kill this card also combos very well with other cards such as Chaos Zone, Eclipse Wyvern, and Future Fusion. Banish two Monsters to Special Summon itself and then get two Chaos Counters on Chaos Zone. Banish Eclipse Wyvern to Special Summon itself and then get back the Red-Eyes Darkness Metal Dragon you Banished for Eclipse Wyvern’s effect. Send Red-Eyes Darkness Metal Dragon, Red-Eyes Wyvern, Eclipse Wyvern, Lightpulsar Dragon, Darkflare Dragon to the Graveyard with Future Fusion, then use Eclipse Wyvern’s Effect to Banish another Red-Eyes Darkness Metal Dragon from your deck and Banish a Light and Dark from your hand to Special Summon the Lightpulsar Dragon you sent to the Graveyard and when it dies you get back Red-Eyes Darkness Metal Dragon, and if you didn’t Normal Summon this turn you can Banish Red-Eyes Wyvern to Special Summon Red-Eyes Darkness Metal Dragon.

Final Verdict:
This card is spectacular and will be the reason that the remaining “tribute to deal damage” cards such as Toon Cannon Soldier will be banned. While this card isn’t as splashable as its other chaos counter parts such as Chaos Sorcerer it is very good in its own strategy, Chaos Dragons. Expect Chaos Dragons to make big waves when the structure deck comes out.

Card Of The Day #6 – Dark Smog

Continuous Trap

Once per turn: You can target 1 monster in your opponent's Graveyard; discard 1 Fiend-Type monster and banish that target.



Dark Smog is amazing in Darkworlds. It is a perfect outlet to Discard their Darkworld Monsters so you not only get to Banish a card but you get the effect of the Darkworld you discarded too. Being able to control your opponent’s Graveyard while setting up your own Graveyard is just want Darkworld’s needed since you won’t always have a Dark World Dealings to start setting up your grave and getting your Grapha, Dragon Lord Of The Darkworld is something you need to do as soon as possible. What is also nice is that in most cases your opponent will have used up their Spell and Trap removal on your The Gates Of The Dark World meaning that they won’t have anything left to destroy Dark Smog.

Final Verdict:
In Darkworlds this turns every Monster in your hand into a D.D. Crow that nets you advantage. This card is the perfect mix of tech and combo and will see play in Darkworlds so long as the Graveyard is important, so forever.

Saturday, November 26, 2011

Perfecting Blackwings - 36 Part 2

Blackwing – Elphin The Raven
Dark / Winged Beast / Effect Monster
Level Six
ATK: 2200 DEF: 1200

If you control a face-up "Blackwing" monster, you can Normal Summon this card without Tributing. When this card is Normal Summoned, you can change the Battle Position of 1 monster your opponent controls.



Blackwing – Elphin The Raven is mediocre at best. It has no real place in a standard Blackwing deck since it is so slow and will usually be a dead card in your hand in standard Blackwings. The only deck this card is really worth playing in would be Vayu Turbo since you can use Dark Grepher to send Blackwing – Elphin The Raven and Blackwing – Vayu The Emblem Of Honor to the grave and then Banish both of them to Special Summon Blackwing Armor Master with Blackwing – Vayu the Emblem Of Honor’s Effect. Also in the Vayu Turbo deck since they can so easily Special Summon Blackwing Armor Master and Blackwing Armed Wing you can easily Normal Summon this along with one of them making it a more live card in your hand than it would be in standard Blackwings.

Blackwing – Etesian Of Two Swords
Dark / Winged Beast / Effect Monster
Level Three
ATK: 400 DEF: 1600

If a "Blackwing" monster you control battles an opponent's monster, and that opponent's monster is still on the field at the end of the Damage Step, you can send this card from your hand to the Graveyard to inflict 1000 damage to your opponent.



There is no real point to Blackwing – Etesian Of Two Swords in Blackwings, all it does it burn your opponent for 1000 Life Points at best. In most cases it will just sit in your hand doing nothing since Blackwings usually don’t have a problem with Attacking over monsters due to their high Attack points. All in all Blackwing – Kalut The Moon Shadow is much better since that will let you actually get over the Monster you weren’t able to destroy in battle and it will help you deal more damage too, 1400 is much better than 1000.

Blackwing – Fane The Steel Chain
Dark / Winged Beast / Effect Monster
Level Two
ATK: 500 DEF: 800

This card can attack your opponent directly. When this card attacks your opponent directly and inflicts Battle Damage to your opponent, you can change 1 Attack Position monster your opponent controls to Defense Position.



In general Blackwing – Fane The Steel Chain should not see any play in Blackwings since all it does it Attack Directly for a little bit. There is one deck that this can see play in though; it’s a Blackwing deck that revolves around pumping this with Blackwing – Sirocco The Dawn and Attacking for game. Outside of that deck though this card isn’t very good, it’s weak and doesn’t do much.

Blackwing – Gale The Whirlwind
Dark / Winged Beast / Effect Monster / Tuner
Level Three
ATK: 1300 DEF: 400

If you control a "Blackwing" monster other than "Blackwing - Gale the Whirlwind", you can Special Summon this card from your hand. Once per turn, you can halve the ATK and DEF of 1 face-up monster your opponent controls.



Blackwing – Gale The Whirlwind is one of the best Blackwings of all. Being over to attack over a Stardust Dragon or Legendary Six Samurai – Shi En is something that none of the other Blackwings can really boast, aside from Blackwing – Silverwind The Ascendant but that doesn’t see much play. On top of its ability to half Monsters it has the ability to Special Summon itself, which gives the deck a lot of speed. This card perfectly complements Blackwings, speed and aggression is what it does in spades. Being able to Summon Blackwing – Shura The Blue Flame and then Special Summon Blackwing – Gale The Whirlwind, half their Monster and then Attack over it with Blackwing – Shura The Blue Flame is game breaking. And if you have to you can Normal Summon a Level Four Blackwing and then Special Summon Blackwing – Gale The Whirlwind and nuke the board with Black Rose Dragon. Also it gives you access to Level Eight with your Blackwing – Sirocco The Dawn. One of the most devastating plays in the deck is to Normal Summon Blackwing – Sirocco The Dawn, Special Summon Blackwing – Gale The Whirlwind, Special Summon Blackwing – Bora The Spear, use Blackwing – Sirocco The Dawn’s Effect on Blackwing – Bora The Spear, half their Monster with Blackwing – Gale The Whirlwind, Synchro Blackwing – Sirocco The Dawn with Blackwing – Gale The Whirlwind, Monster Reborn Blackwing – Sirocco The Dawn and pump Blackwing – Bora The Spear again. Very very good card.

Blackwing – Ghibli The Searing Wind
Dark / Winged Beast / Effect Monster
Level Three
ATK: 0 DEF: 1600

When your opponent declares a direct attack, you can Special Summon this card from your hand. Once per turn, you can switch the original ATK and DEF of this card, until the End Phase.



Blackwing – Ghibli The Searing Wind is basically Blackwings own mini Gorz, The Emissary Of Darkness. Unfortunately this does not have the same impact on the game state as Gorz, The Emissary Of Darkness does. All it Blackwing – Ghibli The Searing Wind does is give you a body to Synchro with which isn’t a big deal since Blackwings have no problem with producing non-tuners. The only real point to playing this would just to have another card to search with Black Whirlwind for your Blackwing – Blizzard The Far North plays, and that isn’t that big of a deal.

Blackwing – Gust The Backblast
Dark / Winged Beast / Effect Monster
Level Two
ATK: 900 DEF: 1400

If you control no cards, you can Special Summon this card from your hand. While this card is face-up on the field, if your opponent's monster attacks a "Blackwing" monster you control, the attacking monster loses 300 ATK during the Damage Step only.



Blackwing – Gust The Backblast is Blackwings own Cyber Dragon. But again like Blackwing – Ghibli The Searing Wind it just isn’t that good. Just like Blackwing – Ghibli The Searing Wind it’s just an extra body to Synchro with and once more Blackwing have plenty of those. No real point to playing this.

Blackwing – Hillen The Tengu-Wind
Dark / Winged Beast / Effect Monster / Tuner
Level Five
ATK: 0 DEF: 2300

When you take 2000 or more Battle Damage from your opponent's monster's direct attack while this card is in the Graveyard, you can select 1 Level 3 or lower "Blackwing" monster in your Graveyard. Special Summon that monster and this card from the Graveyard. Their effects are negated. Each player can only use the effect of "Blackwing - Hillen the Tengu-wind" once per Duel.



Blackwing – Hillen The Tengu-Wing is another one of those Blackwings the just has no place in standard Blackwings but is ok in Vayu Turbo. Level Five and higher Blackwings usually aren’t that good in Blackwings since they are fairly hard to summon and will usually just sit in your had as dead cards. Where as Vayu Turbo can dump these cards right into the Graveyard with cards like Dark Grepher and Armageddon Knight. But that is another problem because Vayu Turbo doesn’t usually play any Blackwings aside from Blackwing – Vayu The Emblem Of Honor for Level Three or lower Blackwings. Unfortunately this Tengu is nowhere as good as Reborn Tengu.

Blackwing – Jetstream The Blue Sky
Dark / Winged Beast / Effect Monster
Level One
ATK: 100 DEF: 800

During damage calculation, you can send this card from your hand to the Graveyard to prevent a "Blackwing" monster you control from being destroyed by this battle.



Blackwing – Jetstream The Blue Sky is just a nerfed version of Blackwing – Kalut The Moon Shadow. While it is better than Blackwing – Etesian Of Two Swords it still doesn’t gain you any advantage like Blackwing – Kalut The Moon Shadow does. You lose a card just to prevent yourself from losing a different card, you are far better off just playing something to destroy the Monster threatening you like Dimensional Prison or Smashing Ground.

Blackwing – Jin The Rain Shadow
Dark / Winged Beast / Effect Monster / Tuner
Level One
ATK: 600 DEF: 500

If this card battles with a monster with DEF equal to or less than this card's ATK, destroy that monster immediately with this card's effect (without applying damage calculation).



Blackwing – Jin The Rain Shadow is an underrated card that as of recently has been getting more attention. Recently people have begun using this over Blackwing – Vayu The Emblem Of Honor in standard Blackwings. While it is much better in your hand versus Blackwing – Vayu The Emblem Of Honor it sure isn’t better when coming off of a Blackwing – Shura The Blue Flame. Being able to gain advantage through banishing your Blackwing – Vayu the Emblem Of Honor is far more important than being able to run over the odd set card, especially in a format like this were set cards don’t see much play and when they do it doesn’t really matter if you are able to destroy it with this since it will still get its effect, such as a card like Sangan.

Blackwing – Kalut The Moon Shadow
Dark / Winged Beast / Effect Monster
Level Three
ATK: 1400 DEF: 1000

When a "Blackwing" monster you control attacks or is attacked, you can send this card from your hand to the Graveyard during the Damage Step to have that monster gain 1400 ATK until the End Phase.



Blackwing – Kalut The Moon Shadow is one of the best cards in Blackwings. It lets you get over almost any Monster in battle and it prevents your opponent from killing you just because they cleared out all of your Spell and Trap cards. The best part of it is that they never see it coming since it’s in your hand. They fact that they never know if you do or don’t have it creates psychological warfare which is great for a control deck like Blackwings.

Blackwing – Koichi The Daybreak
Dark / Winged Beast / Effect Monster / Tuner
Level Four
ATK: 700 DEF: 1500

If this card was Special Summoned, this card cannot be used as a Synchro Material Monster.




Blackwing – Koichi The Daybreak is a decent card, it’s a shame that its effect is considered a condition not an effect so it isn’t negated by Skill Drain or Blackwing – Shura The Blue Flame. If you could still Synchro with it off of a Blackwing- Shura The Blue Flame then I could see this card seeing a lot more play but that isn’t the case. At least you can still use this to XYZ Summon. You can Special Summon this with Blackwing – Shura The Blue Flame and then XYZ Summon something like Steelswarm Roach or Number 39: Utopia depending on the situation.

Card Of The Day #5 – Evolzar Laggia & Evolzar Dolkka

Evolzar Laggia
Fire / Dragon / XYZ / Effect Monster
Rank Four
ATK: 2400 DEF: 2000

2 Level 4 Dinosaur-Type monsters
When a monster(s) would be Normal or Special Summoned, OR a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate the Summon or activation, and destroy that card.



Evolzar Dolkka
Fire / Dragon / XYZ / Effect Monster
Rank Four
ATK: 2300 DEF: 1700

2 Level 4 Dinosaur-Type monsters
When an Effect Monster's effect activates: You can detach 1 Xyz Material from this card; negate the activation and destroy it.



This card of the day is going to be a little brief since I have already touched on these cards in my Rescue Rabbit article.

Two of the best Rank Four Monsters to date and the inspiration behind the Rescue Rabbit Dinosaur decks. As I mentioned in my Rescue Rabbit article you can easily summon these by using Rescue Rabbit’s Effect to Special Summon Sabersaurus or Kabazauls. These cards are great, Evolzar Laggia is a Solemn Judgment on legs and Evolzar Dolkka is a Divine Wrath on legs. The difference being is that you don’t have to pay half your Life Points or Discard a card to negate unlike Solemn Judgment and Divine Wrath. What makes these even better is that with both of them when you can Summon the one that perfectly suits the situation you are in so basically it turns your Rescue Rabbit into a Solemn Judgment or Divine Wrath. The trick to making these two cards work is protecting them since the main weakness they have in common is they are susceptible to attacks from big Monsters with cards like Dimensional Prison and Forbidden Lance.

And as always some more obscure cards to use to summon these are Hydrogedon, Jurrac Guaiba, and Rekindling. With Hydrogedon and Jurrac Guaiba you can run over a Monster, get another Dinosaur and then XYZ Summon your Evolzar XYZ Monster. And with Rekindling you can Special Summon some Dinosaurs with it and then XYZ with them.

Final Verdict:

Very good cards that on there own make Dinosaurs worth playing. Expect these to stick around for a long time.

On a side note, am I the only one that thinks Palkia and Dialga when I see these cards?

Thursday, November 24, 2011

Card Of The Day #4 – D-Boyz

D-Boyz
Dark / Fiend / Effect Monster
Level One
ATK: 100 DEF: 1000

FLIP: You can Special Summon any number of "D-Boyz" from your Deck in face-up Attack Position, then you take 1000 damage for each monster Special Summoned by this effect.



D-Boyz is another interesting Secret Rare from Photon Shockwave. D-Boyz is one of the more under rated cards from Photon Shockwave and I really think it will be a big sleeper hitter from the pack. Remember how good Super-Nimble Mega Hamster was? And that only got you one card, this gets you two and they are of the same level and on top of that they come in face up so it is a much more aggressive play. At worst D-Boyz will be attacked and destroyed and you will only get to have two on the board that you can XYZ Summon with but at best they leave it alone and you can Flip Summon it yourself and have three on your board to XYZ Summon with. Unfortunately there aren’t many good Rank One Monsters to chose from right now, the only cards that you have access to are Number 83: Galaxy Queen, Baby Tiragon and in the OCG Number 56: Goldrat and Super Star Mira. None of these Rank One Monsters are especially good, definitely not good enough to dedicate your deck to spamming Level One Monsters to XYZ Summon with.

Some more obscure cards to use with this card would be Obelisk The Tormentor, Raviel, Lord Of Phantasms, and Destiny HERO – Plasma since all three of them require you Tribute three Monsters to Summon them. And one last obscure card to use with this would be Treaty On Uniform Nomenclature, not a card I would recommend using exactly but it sure would be funny to get this off on your opponent.

Final Verdict:
I think this card has a ton of potential in the future. As soon as some good Rank One XYZ’s come out Expect to see this go up in play just like how Gravekeeper’s Spy did once Dark Strike Fighter and X-Saber Airbellum came out making the Synchro Cat deck viable.

Wednesday, November 23, 2011

Card Of The Day #3 – Shard Of Greed

Shard Of Greed
Continuous Spell Card



Each time you draw a card(s) for your normal draw in your Draw Phase, place 1 Greed Counter on this card. You can send this card with 2 or more Greed Counters to the Graveyard; draw 2 cards.

Shard Of Greed is an interesting card to say the least. This, like Rescue Rabbit, is a remake of an old forbidden card. In this case the forbidden card that this mimics is Pot Of Greed. Unfortunately Shard Of Greed has two big drawbacks, one you have to wait two turns to get its effect and two it’s a Continuous Spell Card. This means you have to be able to keep it on the board and protect it for two turns and that can be very hard especially with Heavy Storm limited and Mystical Space Typhoon unlimited. On top of that it is a very face paced metagame so in the span of two turns the game can change a lot and by then that wait you had for the draw could have killed you. That being said not a lot of decks can utilize this card effectively. It is far to slow and vulnerable to removal in combo and aggressive decks since they don’t have much to protect it and they really can’t wait two turns for the cards. This card is much better suited in control based decks since they function better in a slowed down game and they will probably already be playing cards that protect their Spell and Trap cards such as Starlight Road or Dark Bribe. One deck that this really shines in would be Herald Of Perfection and Counter Fairy decks since Herald Of Perfection can negate anything that would threaten Shard Of Greed and the Counter Fairy decks have Counter Traps for every situation, especially protecting their Spell and Trap cards.

Final Verdict:
While getting to draw two cards for one card is nice, having to wait two turns isn’t. If it was a Normal Spell that you just had to wait two turns like Gold Sarcophagus I could see this card seeing a lot of play. But the fact that it says on the field where your opponent can destroy it with basic removal makes this card far to vulnerable to be played in the main stream. For now this card will have to take its place as another gimmicky secret rare.

Tuesday, November 22, 2011

Card Of The Day #2 – Wind-Up Zenmaines

Continuing with this week’s theme of cards from Photon Shockwave today I will be talking about Wind Up Zenmaines.

Wind-Up Zenmaines
Fire / Machine / XYZ / Effect
Rank Three
ATK: 1500 DEF: 2100

2 Level 3 monsters
If this face-up card on the field would be destroyed, you can detach 1 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.



This is one of the best cards from Photon Shockwave, but that is mainly because of another card; Tour Guide From The Underworld. Tour Guide From The Underworld is arguable the best card in the game right now and Wind-Up Zenmaines is a great addition to its arsenal. Now on top of Tour Guide From The Underworld’s ability to go agro with Number 17: Leviathan Dragon or start comboing with Leviair The Sea Dragon you can wall up on them with Wind-Up Zenmaines. Aside from Tour Guide From The Underworld this combos very well with a number of other cards. One good example is a card that almost every deck plays; Scrap Dragon. You can destroy Wind-Up Zenmaines and one of your opponent’s cards with Scrap Dragon and then when Wind-Up Zenmaines would be destroyed you can destroy another one of your opponent’s cards instead. Another easy combo is using Limiter Removal to double its attack until the end of the turn and then when Limiter Removal would destroy it you destroy one of your opponent’s cards. Dealing with a card like this can be very difficult since you can’t waste cards on it like Dark Hole to Destroy it since it will just eat those up and then destroy your own cards. Instead you need to find ways to get around it. Such as using other forms or removal like Dimensional Prison or Compulsory Evacuation Device, nut not everyone plays those and even if you do you won’t always have them. Most of the time when this goes down you just have to wait for an answer to it or until you have enough monsters to run it over multiple times so it doesn’t get a chance to destroy anything.

Final Verdict:
This card stalls better than any other card in the relevant metagame. So long as Tour Guide From The Underworld is around this card will see plenty of play. Being able to just sit behind Wind-Up Zenmaines while waiting to draw into what you need is really powerful and not many other cards can let you do something like that especially in such a fast paced metagame.

Monday, November 21, 2011

Card Of The Day #1 – Rescue Rabbit [11/21/11]

Today I will be starting a new segment, my own Card Of The Day series. I used to write the Card Of The Day for Pojo but I disliked being restrained to the cards that they covered because most of the time the cards covered weren’t good and were just pack filler cards. I would rather pick the cards I covered myself so I’m starting my own Card Of The Day. I hope you enjoy and if you have any Card Of The Day requests or any other video/article please let me know!

Rescue Rabbit
Earth / Beast / Effect
Level Four
ATK: 300 DEF: 100

This card cannot be Special Summoned from the Deck. You can banish this face-up card you control; Special Summon 2 Level 4 or lower Normal Monsters with the same name from your Deck. Destroy them during the End Phase. The effect of "Rescue Rabbit" can only be activated once per turn.



Rescue Rabbit is probably one of the most hyped cards from Photon Shockwave, and most defiantly the cutest card in the card and quite possibly the entire game. The question is though does it live up to the hype? Before I answer that lets go over all of the combos, plays, and potential this card has. The main combo you will be doing with this card is to Normal Summon it and then Special Summon two Level four Monsters to XYZ Summon a Rank four Monster such as Steelswarm Roach, Number 39: Utopia, Kachi Kochi Dragon, Evigishki Merrowgeist, Gem-Knight Pearl and Daigusto Emeral. In most cases you see people Special Summon cards such as Kabazauls or Sabersaurus since it gives them access to cards such as Evolzar Dolkka and Evolzar Laggia, two of the best control cards in the game right now. Another interesting combo in that deck is if you play Genex Ally Birdman you can bounce one of the two Kabazsuls you Special Summoned to your hand and then Synchro for Gungnir, Dragon Of The Ice Barrier and then discard the Kabazuls you bounced for Gungnir, Dragon Of The Ice Barrier’s effect to destroy any card in your way. Another combo that you can do with Rescue Rabbit is to Special Summon two X-Saber Anu Piranha and then Special Summon XX-Saber Faultroll and then proceed to spam from there. This also fits very well into a Dragon deck since you can grab two Alexandrite Dragons or two Hunter Dragons to get a good basic XYZ and set up your grave with Chaos fuel after they die. These Dragon decks will be getting better soon too since an there will be a Chaos Dragon Structure deck coming out in the OCG soon.

The Final Verdict:
Well its no Rescue Cat for the obvious reason that this was created to take Rescue Cat’s place as a less broken version. I don’t think it warrants the 100+$ price tag especially considering it isn’t even used in the top deck of the format (Tour/Tengu Plants) But it is still a very good card and it will float around as a A tier deck for a long time, so long as it isn’t killed off by a ban list of course. Expect this deck to do much better once Plants are killed off by the ban list though since this is probably the next best deck to that. Rescue Rabbit isn’t something that you can just throw into your deck and expect it to work, it takes a dedicated strategy to make it work but if you can find a combo with it that work it will greatly improve your deck.

Saturday, November 19, 2011

Perfecting Blackwings - 36 Part 1



Blackwing Armor Master
Dark Winged Beast Synchro Effect
Level Seven
2500/1500
1 "Blackwing" Tuner + 1 or more non-Tuner monsters
This card cannot be destroyed by battle, and you take no Battle Damage from battles involving this card. If this card attacks a monster, you can place 1 Wedge Counter on that monster at the end of the Damage Step (max. 1). You can remove all Wedge Counters from your opponent's monsters to reduce the ATK and DEF of each monster that had a Wedge Counter to 0, until the End Phase.

When you think of Blackwings this is one of the first cards that comes to mind along with Blackwing – Gale The Whirlwind and Black Whirlwind. Its one of the first cards they had and it was the first Synchro for Blackwings released. This card is great for Blackwings since they can go into Level seven easily with Blackwing – Gale The Whirlwind and one of their Level four Monsters, or they can make this by Banishing Blackwing – Vayu The Emblem Of Honor and Blackwing Armed Wing from the game. It has solid stats and a great effect that works very well with the rest of the theme of Blackwings, that being Battle Phase dominance. Being able to run Blackwing Armor Master into another Monster with out worrying about Honest, Blackwing – Kalut The Moon Shadow, or Horn Of The Phantom Beast is pretty important. One of the best cards in Blackwings by far.



Blackwings Armed Wing
Dark Winged Beast Synchro Effect
Level Six
2300/1000
1 "Blackwing" Tuner + 1 or more non-Tuner monsters
If this card attacks a Defense Position monster, it gains 500 ATK during the Damage Step only. During battle between this attacking card and a Defense Position monster whose DEF is lower then the ATK of this card, inflict the difference as Battle Damage to your opponent.

Fairly decent card, Blackwing Armed Wing is mostly played just for the fact that it is a solid Level six Synchro giving the deck the ability to Synchro into it with Blackwing – Blizzard the Far North and then when it dies you can just Banish it with Blackwing – Vayu The Emblem Of Honor to make Blackwing Armor Master. Its effect is ok and could be better but I’m not complaining, it again goes with the theme of Battle Phase dominance. One thing that can kill you is them walling up on you with a Spirit Reaper or something to that extent when you don’t have an Icarus Attack and this makes it so they can’t do that since you can just run over it for 2700 damage each turn.



Blackwing – Silverwind the Ascendant
Dark Winged Beast Synchro Effect
Level Eight
2800/2000
1 "Blackwing" Tuner Monster + 2 or more non-Tuner monsters
When this card is Synchro Summoned, you can select and destroy up to 2 face-up monsters on the field with DEF lower than this card's ATK. You cannot conduct your Battle Phase the turn you activate this effect. The next time a "Blackwing" monster you control would be destroyed by battle during your opponent's turn, it is not destroyed; this effect only happens once.

If it weren’t for the ability to Banish Blackwing – Vayu The Emblem Of Honor and Blackwing Armor Master from your Graveyard to Special Summon this I don’t think this card would see play at all. Its Effect is decent but its Synchro Material requirements are poor. The only real way you could have made this the regular way was with a Blackwing – Blizzard The Far North and one to two Blackwing – Kalut the Moon Shadows or Spirit Reapers. And with Blackwing – Kalut The Moon Shadow now limited and Spirit Reaper no longer a good tech card in the deck that just is not going to be happening any time soon. But again Blackwing – Vayu The Emblem Of Honor alone warrants its place in the deck.



Blackwing – Abrolhos The Megaquake
Dark Winged Beast Effect
Level Seven
2600/1800
This card cannot be Special Summoned. Any monsters that battles with this card is not destroyed by that battle, and returns to the hand after damage calculation. Once per turn, during your Main Phase 1, you can have this card lose 1000 ATK, and return all cards in your opponent's Spell and Trap Card Zone to the hand.

Blackwing – Abrolhos The Megaquake’s Effect is ok but the fact that you have to Tribute two Monsters to Normal Summon this and there is no way around that makes this card unplayable in the deck. If you could Normal Summon this like you can with Blackwing – Sirocco The Dawn I could see teching one of these maybe but with out that ability this won’t see play, its just too hard to get out.



Blackwing – Aurora The Northern Lights
Light Winged Beast Effect
Level Ten
?/0
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 2 face-up monsters you control (1 "Blackwing" Tuner and 1 non-Tuner). Once per turn, you can remove from play 1 "Blackwing" Synchro Monster from your Extra Deck. This card's name, ATK, and effects become the same as that monster's, until the End Phase.

This is kind of like Blackwing’s own Chaos Sorcerer, but not good. The fact that it’s Effect is only until the end of the turn just makes Blackwing – Aurora The Northern Lights a bit of a wasted effort.



Blackwing – Blizzard The Far North
Dark Winged Beast Tuner Effect
Level Two
1300/0
This card cannot be Special Summoned. When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower "Blackwing" monster from your Graveyard in face-up Defense Position.

This is probably the best Blackwing of all. Being able to Normal Summon a Level five or six Synchro is big and if you have another Monster you can even make an eight or nine. One of the best plays in the deck is to play this while you have T.G. Hyper Librarian out and then Special Summon Blackwing – Bora The Spear or Blackwing – Zephyros The Elite to make a Trishula, Dragon Of The Ice Barrier, pop two cards and draw one. And once you are top decking ever time you hit one of these the tide of the game usually shifts into your favor. I could go on and on about the combos with this card.



Blackwing – Bora The Spear
Dark Winged Beast Effect
Level Four
1700/800
If you control a "Blackwing" monster other than "Blackwing - Bora the Spear", you can Special Summon this card from your hand. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.

Blackwing – Bora The Spear is just one of your basic Blackwings, its Level four so you play it. It has decent stats and Effect and you can Special Summon it making it worth playing. There really aren’t many other good Level four Blackwings so you don’t really have much choice in playing this, you need the Level fours for your Blackwing – Blizzard The Far North plays.



Blackwing Bora The Sharp
Dark Winged Beast Effect
Level Five
1300/900
You can remove from play this card from your Graveyard to select 1 face-up "Blackwing" monster you control. If that monster battles with an opponent's monster this turn, it cannot be destroyed by battle and you take no Battle Damage from that battle. After damage calculation, destroy the opponent's monster that battled with the selected monster.

Blackwings don’t really have the ability to just dump this into the Graveyard so this card isn’t very good in the standard variants. In Vayu Turbo this card is decent since you can Discard this for Dark Grepher and then either Banish it for its own Effect or with Blackwing – Vayu The Emblem Of Honors.



Blackwing – Breeze The Zephyr
Dark Winged Beast Tuner Effect
Level Three
1100/300
If this card is added from your Deck to your hand by the effect of a Spell, Trap, or Monster Card, you can Special Summon this card. This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a "Blackwing" monster.

This is a card I have a lot of people ask me about. Its hard to describe it but Blackwing – Breeze The Zephyr is the best of the worth Blackwings. It has a really nifty Effect in that it is basically a nerfed Blackwing – Gale The Whirlwind but unfortunately the deck only has one way to Special Summon this, Black Whirlwind. And again, unfortunately Black Whirlwind is now Limited to one. That being said its just not worth playing this because the odds of your drawing into this are just as good as drawing into the only way you can summon it from your deck. And if you do draw into it there are only two real plays you can make with it; Summon is and then Special Summon Blackwing – Bora The Spear and Synchro for Blackwing Armor Master or Special Summon Blackwing – Gale the Whirlwind and XYZ for a Rank three. And even if you do have the ability to search into it there are just better cards to search like Blackwing – Gale The Whirlwind or Blackwing – Blizzard The Far North if you are searching with Black Whirlwind or Blackwing – Gale The Whirlwind or Blackwing – Vayu The Emblem Of Honor if you are searching with Blackwing – Shura The Blue Flame.



Blackwing – Brisote The Tailwind
Dark Winged Beast Effect
Level Five
1200/1800
If 2 or more "Blackwing" monsters you control are destroyed in the same turn, you can Special Summon this card from your hand. If this card is sent to the Graveyard as a Synchro Material Monster, you gain 600 Life Points.

This card is just pointless. Its dead in your hand unless you over commit into a Dark Hole or some other mass removal and even then all it does is give you 600 Life Points if you have the Blackwing – Gale The Whirlwind to Synchro with. I see no reason to play this over Blackwing – Sirocco The Dawn or at all for that matter.



Blackwing – Calima The Haze
Dark Winged Beast Effect
Level four
600/1800
During your opponent's Battle Phase, if you control no monsters, you can remove from play this card from the Graveyard to select 1 Synchro Monster in your Graveyard, and Special Summon it. It is removed from play at the end of the Battle Phase.

An interesting card in that it is basically a Blackwing specific Necro Gardna but unfortunately it has the same downfall the Blackwing – Bora The Sharp has in that Blackwing’s lack the ability to dump cards into their Graveyard so there is no real reason to play this since you would have to play it and let it die or Synchro with it in order to utilize its Effect.

Wednesday, November 16, 2011

Perfecting Blackwings - 35


Creeping Darkness
Normal Spell
Banish 2 DARK monsters in your Graveyard; add 1 Level 4 DARK monster from your Deck to your hand.















http://yugioh.wikia.com/wiki/Creeping_Darkness

This is a great card for Blackwings. Since Black Whirlwind was limited the deck has really been lacking in consistency and was forced to really rely on Pot Of Duality just to fix its bad hands. One of the biggest problems the deck had in the past was its reliance on Level four Monsters and its inability to get them since your best early game Monsters are Level four and you need them to set up your late game, between getting a target for your Blackwing – Blizzard The Far North or getting a Blackwing – Vayu The Emblem Of Honor into the grave with your Blackwing – Shura The Blue Flame. With this the deck no longer needs to play a lot of the “filler” cards that it has been forced to play in the past. Now you can cut cards like Blackwing – Sirocco The Dawn and a Blackwing – Bora The Spear or two even. This card also opens up the possibility for some other new cards in the deck, such as Tour Guide From The Underworld and Ryko, Lightsworn Hunter. With Tour Guide From The Underworld you can search our your Sangan and then when they die you can get your Blackwing – Kalut The Moon Shadow or Blackwing Blizzard The Far North and then play Creeping Darkness searching into your Blackwing – Shura The Blue Flame and from there you just go on like you usually would in the deck. And with Ryko, Lightsworn Hunter it can simply set up your grave with Darks for your Creeping Darkness and Dark Armed Dragon, set up your Blackwing – Blizzard The Far North and Blackwing – Vayu The Emblem Of Honor plays all the while getting rid of your opponents set cards so you can make your plays with out worrying about interruption. Another interesting choice would be Dark Grepher, not only can Creeping Darkness search Dark Grepher but also you can set Creeping Darkness up with Dark Grepher. Needless to say this card is just what Blackwings needed to get back into the game. It will make the deck much needed consistency and enable it to be much faster.


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















http://yugioh.wikia.com/wiki/Royal_Prison

I was upset and confused when Royal Oppression was Forbidden, but now I get it. This is basically a nerfed version of Royal Oppression so the card is less annoying. Instead of stopping all Special Summons it just stops the ones from the Graveyard. So you can still Synchro Summon or use Inherent Special Summons. So what does this mean for Blackwings? Well now you can basically play three Royal Oppressions in your deck, the only cards in your deck that this stops would be your Monster Reborn and your Blackwing – Blizzard The Far North which Royal Oppression used to stop too. So now you have a Royal Oppression that you can play around much easier and has no Life Point cost.


Black Sonic
Normal Trap
Activate only when an opponent's monster declares an attack while you control a face-up "Blackwing" monster. Remove from play all Attack Position monsters your opponent controls.













http://yugioh.wikia.com/wiki/Black_Sonic

Basically super Dimensional Prison, not much else to say about it. Not sure if I would play it but its worth mentioning.


Blackwing – Kris the Remaining Night
Dark Winged Beast Effect Monster
Level four
1900/300
If you control a "Blackwing" monster, you can Special Summon this card from your hand. This card cannot be destroyed by the effects of Spell/Trap Cards.











http://yugioh.wikia.com/wiki/Blackwing_-_Kris_the_Remaining_Night

Like Creeping Darkness this is another one of those cards that Blackwing has really been needing. As I said before Blackwings really rely on Level four Monsters for their early and late game plays. And this is a spectacular Level four. They can’t Bottomless Trap Hole it or use any other removal on it aside from Dimensional Prison meaning that you can summon this and unless they have Solemn Warning or Solemn Judgment they can’t stop you from searching with Black Whirlwind and at 1900 Attack that is perfect since it will let you search out your Blackwing – Shura The Blue Flame. This is the perfect replacement for Blackwing – Sirocco The Dawn and Blackwing – Bora The Spear in the deck.


Blackwing – Gram The Shining Star
Dark Winged Beast Synchro
Level five
2200/2100















http://yugioh.wikia.com/wiki/Blackwing_-_Gram_the_Shining_Star

And once more another card Blackwings have been needing. This will give you’re a perfect opening play in the deck. Normal Summon Blackwing – Shura The Blue Flame, use its Effect to Special Summon Blackwing – Vayu The Emblem Of Honor, Synchro them for Blackwing – Gram The Shining Star (Blackwing – Vayu The Emblem Of Honor being negated by Blackwing – Shura The Blue Flame’s Effect), and when Blackwing – Gram The Shining Star dies you can Banish Blackwing – Gram The Shining Star and Blackwing – Vayu The Emblem Of Honor from the game to Special Summon Blackwing Armed Wing. This is a very powerful play, much better than making a Magical Android or T.G. Hyper Librarian and passing.