Monday, December 31, 2012

Prophecy Destroyer

This card is so cool.  Just look at it.  You pissed yourself the first time you looked at it, didn't you?

For the Spellbook archetype, this card is pretty good. Don't get me wrong, it's not great; but it can be pretty helpful, especially with his special summoning ability from the graveyard.

Since the you go through Spellbooks like no other with the Spellbook deck, Prophecy Destroyer can easily get himself out from the graveyard a few times.  However, summoning him is kind of tough.

First, you don't want to draw this card.  What you want to do is either mill it into the graveyard, or use Temperance of Prophecy to Special Summon it from the deck.  This way, you end up with a Spellbook card in the grave, Temperance is no longer on the field, and your deck is thinned out.

However, if you are going to use Temperance of Prophecy's effect, you might as well go for High Priestess (if you own her).

Sunday, December 30, 2012

Inzektor, DinoRabbit, and T.G. Agent Deck Stats

This is a little expriment where I took three popular decks and rated them based on Draws/Searches, Summons, and Destructions.   In this experiment, T.G. Agents, Inzektors, and Dino Rabbit builds were tested for 3 duels, with 4 rounds each.  A round was considered to be from the start of the turn of the player with the deck being tested, to the end of the turn of the opponent (so two turns).

Draws/Searches are any draws or cards added to the hand.  This includes the draw during the draw phase, draws from Maxx "C", Pot of Duality, Pot of Avarice, etc.

Summons include Normal and Special summons, but not Sets.  The Rescue Rabbit summon and effect counts as three summons for the turn.  And XYZ or Synchro Summon of course counts as an additional Special Summon.

Destruction effects include things like Master Hyperions, Inzektor Hornet, MST, etc.  Battles do not count towards Destructions.

The results (in average Draws/Summons/Destructions per round) are displayed as follows:



As you can see, Dino Rabbit has a high draw and summon power, but lacks in destruction ability.  However, Dino Rabbit usually relies on stalling and negations.  The draw power is most likely due to the Pot of Dualities, Pot of Avarice, and Gold Sarcophaguses.  And while the Dino Rabbits have huge Summoning power, they have very little field presence and destructive power.

The T.G Fairy Agent deck on the other hand is very little destructive power, even though Master Hyperion has a destruction effect.

Lastly, the Inzektor deck is pretty even all around.  They have a great draw strength due to Inzektor Centipede, Pot of Duality, and Zektkaliber.  The summoning strength is fairly high due to Inzektor Dragonfly, Dark Armed Dragon, and Call of the Haunted.  And of course, the Hornet can obliterate a whole field if done right.

It appears that Inzektor decks do so well due to their well rounded abilities.  They have great draw, summoning, and destructive strength; allowing them to set up and adapt to any situation.

Dino Rabbits are up there as well due to their summoning power and the searching power. However, they lack in destructive ability, which may be made up with stalling ability.


The next analysis I do, I'd like to include field presence, since a deck can special summon a ton during one turn, but only end up with one boss monster on the field.  This is similar to how the Dino Rabbit deck works since it takes quite a few summons to get Laggia on the field.

Another dimension I'd like to test is negations, since the T.G. Fairy Agent deck is packed full of negation abilities, while the Inzektor deck has very little and the Dino Rabbit lies in the middle with Laggia and Dolka.

Saturday, December 29, 2012

Card of the Day: Messenger of Peace




As everyone at my local card shop likes to say: "This card is just too good." Messenger of Peace stops many plays in the current meta. Unless your opponent has Heavy Storm or MST, their pretty much stuck since Messenger of Peace doesn't allow monsters with 1500 or more attack to attack.  Also, paying the cost is optional, so when you finally are able to go for the OTK, you can destroy the card and go off.

I usually protect the Messenger of Peace by setting Starlight Road or The Huge Revolution is Over with it as well as playing another more detrimental card with it (such as Vanity's Emptiness or Shadow Imprisoning Mirror).

At locals, this card single handedly saved my from a Six Samurai deck as I was able to stall for five turns before finally not paying the cost, blowing up the whole field and attacking for game.  The card is great against anti-meta decks which usually focus on monsters with 1800+ ATK.  Things like Thunder King, Doomcaliber, and those damn Malefics simply cannot attack.  Hero decks have such a hard time with Messenger of Peace, it's almost unfair.  The typical meta Hero Deck only runs monsters with 1800+ ATK (save for Bubbleman); but be wary of Gemini Spark.

You can use this card with Injection Fairy Lily since it gets around Messenger of Peace since it gains attack during the Damage Step.  Another great combo is to use Lava Golem or Creature Swap Acid Golemn and play this card, forcing your opponent to pay life points without being able to attack.

Wednesday, October 31, 2012

The D and I Show Episode 2!


Saturday, October 27, 2012

Card Opening Episode 1!


Saturday, October 6, 2012

Yugioh 2012 Wave 2 Tins

We here at It's A Card Game think we've cracked the code for what will be released in the second wave tins.

Let's start with what's been confirmed.  The Hieratic Sun Dragon Overlord of Heliopolis has been confirmed to come with:


  • Hieratic Sun Dragon Overlord of Heliopolis
  • Rescue Rabbit
  • Malefic Truth Dragon

And the Ninja Grandmaster Hanzo Collecible Tin has been confirmed to come with:

  • Ninja Grandmaster Hanzo
  • Rescue Rabbit
  • Number 16: Shock Master
  • Maxx C

So what's left? What will make the Sun Dragon tin worth the purchase?

Well, we here speculate that it will come with:
  • Leviair Dragon
  • Steelswarm Roach
The clues come from the YuGiOh website:

  • Rain fire from the skies! (Heliopolis)
  • Use the seas to flood your enemies! (Leviair)
  • March forth with an invincible army! (Steelswarm Roach)
  • Unleash an endless stream of vermin to plague your foes! (Rescue Rabbit)
  • Or simply trample them beneath one of the largest dragons that has ever lived! (Malefic)
The other tin will come with:

  • Tourguide
Why?  Well here's the hint for the card: "To guide you to victory!"


UPDATE:  TOURGUIDE CONFIRMED

Wednesday, September 26, 2012

Card Sale

Hey every one!

We are currently having a card sale on the following cards on eBay:


Go check them out and get them before our sale ends!

Saturday, September 1, 2012

Six Samurai Tips: What Not To Do

Hello every one, here are some Six Samurai tips for those making or running a Six Samurai deck!

1. Don't run Hand of the Six Samurai

Why?  Because it slows your deck down.  The card only runs well if you get a Kizan or Grandmaster in your hand with it. Don't ever rely on your deck pulling specific combos.  The deck should work no matter what hand you get.  And besides, the Mizuho and Shinai combo works way better than the Hand's effect.



2.  Don't run Elder of the Six Samurai


Many people are tempted to put in Elder of the Six Samurai because it's similar to Cyber Dragon (which everyone used to love). Not only that, but you can still Normal Summon it!  And that's its main problem, it's a waste of a Normal Summon and a dead draw.  If you get it on your first hand, it's a great card (if you're not going first).  Otherwise, it's a horrible card to have in your hand. Don't waste space in you deck for a card that only works on your first turn.

3.  Don't run Spirit of the Six Samurai

While its effect is great, Spirit of the Six Samurai is a waste of a Normal Summon.  Unless you can get it down with Kageki's effect, it will most likely stay in your hand for a turn.  You'll usually want to use your Normal Summon for Kagemusha, but if you think you can run your deck by using Shien's Dojo to consistently get Kagemusha out, I'd say go ahead and run one of Spirit (or side it).


That's it for now.  Happy dueling!

Friday, August 24, 2012

The Madolches

The new pack, Return of the Duelist (REDU), is coming packed full of new archetypes.  Among them are the Madolches: a play on the words "Magic" and "Dulce" (meaning sweet in Spanish).  These cute little magical sugary based characters focus on keeping your Graveyard empty.


Among those in the new pack are:

  • Madolche Chouxvalier
  • Madolche Magineine
  • Madolche Baaple (Baa, like a sheep.  Get it?!)
  • Madolche Mewfeuille
  • Madolche Puddingcess
  • Madolche Chateau

As of now, these Madolches are shit.  While they are cute and cuddly, and their effect makes it insanely easy to get Guardian Eatos out, they are missing a few cards that will make them decent in a deck.

The next pack should be coming with the following Madolches:

  • Madolche Messengelato -- This card works insanely well with the Mewfeuille.  You use Magineine to get them to your hand with her effect, and then Normal Summon Mewfeuille which lets you special summon Messengelato.  You then move Madolche Chateau to your hand.
  • Queen Madolche Tiaramisu -- a rank four queen who allows you reshuffle 2 Madolches in your graveyard, and shuffle cards your opponent owns into the deck up to the number of Madolches you reshuffled.  She's like the new Brionac now that Brionac is banned.

The problem with the Madolches is that they are all over the damn place.  They are easily susceptible to Rivalry of Warlords.  Likewise, they are really weak and need support cards.

While on Dueling Network, I decided to try to make this deck.  The focus of the deck was to summon Guardian Eatos and to overwhelm the opponent with cute powerful monsters.  Most of the duels went like this:

  • Try to immediately summon Guardian Eatos.
or

  • Get Madolche Magileine down and get Mewfeuille to my hand.
  • Equip her with multiple Mage Powers.
  • Activate the Madolche field spell (Chateau).
  • Continue using equip cards to bump up the power of the Madolches.

Needless to say, the Madolches are mainly for fun and cuteness. Without a trump card that is easy to get out, and with Ultimate Offering limited, this deck is hardly competitive.

Wednesday, August 1, 2012

Tip of the Day: Gift Card

GiftCardTAEV-EN-C-UE.png

This is such an odd card.  It gives your opponent 3000 Life Points. But why would you ever want to use Gift Card? Well, if the point of your deck is to draw (more of a novelty deck if anything), then this card works great with "Self-Destruct Button."

Tuesday, July 31, 2012

Tip of the Day: Token Sundae

TokenSundae-STOR-EN-C-UE.png



Ah, Token Sundae.  This is one of the more "useless" cards in YuGiOh, however, it can find its uses.  This card works by destroying all Tokens you control and then destroying cards on the field up to the number of Tokens you destroyed.

This card works great in "Junk" decks that utilize tokens for syncho symmoning.  Dandylion and Doppel Warrior both create tokens on the field and adding a Scapegoat and increase the usefulness of this card even more.

Monday, July 30, 2012

Tip of the Day: Super Crashbug

SuperCrashbugGENF-EN-SR-1E.jpg

The Super Crashbug is one of the trump cards in a Crashbug based deck.  However, with his 0 ATK and summoning condition.  Getting Super Crashbug onto the field and utilizing his effect can be tough.

One way of getting Super Crashbug down on your first few turns in to use "Veil of Darkness" which allows you to reveal a DARK monster you drew during your Draw Phase, send it to the graveyard and draw 1 more card.  This allows you to immediately discard your Crashbug X,Y, and Zs.

Sunday, July 29, 2012

Anti Meta Malefics: Part 2



Going back to the Malefics and the muscle of this deck, its relatively simple. There may be a lot of Malefic cards, but there are really only 2 that you need to use. Sorry Kaiba, but Blue Eyes isn't one of them. 

The two you really need are Cyber Dragon and Stardust. Since the material needed for them lies in the Extra Deck, you won't have any dead draws with something like a... Rainbow Dragon. Plus Cyber Dragon makes a great beat stick with a whopping 4000 attack.



Another card that works well with this, is Beast King Barbaros. Another level 8 target for Trade In, this card ALSO doubles as a card you can normal summon with 1900 attack if for some reason Skill Drain just isn't in your reach. And if Skill Drain is on your field, well, 3000 attack will bring most monsters to their knees.


The final recommended monster for the Malefic deck goes back to the dragons. Allowing you to use another field card for the Malefics, this sucker packs a powerful punch with a whooping 3000 attack, and it effectivly protects itself from spells and traps. And if you're stuck with him in your hand, he also doubles as the 4th and final target for Trade In.




Friday, July 27, 2012

Tip of the Day: Barrier Resonator

BarrierResonator-STOR-EN-C-UE.png

Barrier Resonator is a Tuner monster whose effect allows you to send the card from your hand to the graveyard to protect a Tuner monster you control.

By using Barrier Resonator's effect, you can set up the Special Summon conditions for cards like Chaos Sorcerer which require light and dark monsters in the graveyard.  Not only that, but it allows you to protect a tuner on the field so that you can use it to Synchro Summon during your next turn.

Wednesday, July 25, 2012

Tip of the Day: Number 17: Leviathan Dragon


Number 17: Leviathan Dragon is a XYZ monster card that allows you to detach its materials in order to increase its attack.  With a starting attack of 2000, this monster was already a powerful level 3 XYZ.  However, after two turns and detaching two materials, the monster becomes just as powerful as the Blue Eyes White Dragon.

This card works great in a Fiend Deck with Tour Guide From the Underworld.  Using Tour Guide, you can special summon another Level 3 monster and immediately XYZ for Leviathan.

Anti Meta Malefics: Part 1


That's right. Malefics. If you're a hard core nerd, or know who LittleKuriboh is, you may recognize them from the Yu-Gi-Oh movie: Bonds Beyond Times. For those a little less nerdy, you might just recognize them as fucked up versions of your favorite cards. 

To summarize, these guys are freakishly easy to summon and stupidly strong. Their only fault lies with the need for a field spell, and when paired with the right spell, that's hardly a draw back. And for a set of cards who's most expensive monster sits right at $2, these guys are surprisingly underused. 


So, into the deck. Paradox was almost there when making his deck to defeat our favorite pwotagonists, he had the broken monsters, all he needed was the broken spells and traps to go with them. 


Necrovalley and Skill drain are what make this deck so... great. Necrovalley puts a hold on the graveyard, which while it won't hurt you if you have a Malefic/Gravekeeper deck, it'a a pain in the ass for many decks (Inzectors anyone?). And Skill Drain just... it just fucks everything up. Because the important part of the Malefics effects, the summoning conditions are just that, conditions and not effects, Skill Drain does jack shit against them.

Thank god for loop holes.


These two cards make for some great additional support. Starting with trade in, this is the draw power of this deck. If you run 3 of each, there are 12 cards in this deck that are level 8. 12. That's insanity. And since it was just recently re-printed, getting your hands on this card is relatively easy.

As for Gear Town, it makes for a second field for the Malefics, as well as giving you easy acces to a strong (level 8) 3000 attack monster, Ancient Gear Dragon.


The final card allows for an OTK if you can set it up right. Limiter Removal used on Cyber End Dragon bumps him up to a massive 8000 attack. If you can get a direct hit, you win. And if not, well no matter what you're attacking, your opponent will still take quite a bit of damage.


Tuesday, July 24, 2012

Tip of the Day: Tour Guide From the Underworld


Tour Guide From the Underworld is a  Tournament worthy card whose effect allows you to Special Summon 1 level 3 Fiend monster from your hand or deck when it is Normal Summoned.  

Today's tip of the day focuses on Ritual Summoning quickly using Tour Guide.  By using Tour Guide, you can then Special Summon Djinn Releaser of Rituals, XYZ Summon for Leviathan, and then use Djinn's effect from the graveyard, allowing you to Ritual Summon for Herald of Perfection.






Thursday, May 24, 2012

Yu-Gi-Oh: Rules for... Ah Screw It

I was going to make a post that gave a brief overview of the rules, but then I realized, that would take for fucking ever. So instead, here's Kuriboh through the ages for you.

Editors Note: Fuck yeah Kuriboh!

Thursday, May 17, 2012

Yu-Gi-Oh: Duel with Style

Saturday, May 12, 2012

The Winged Dragon of Ra Deck

Thinking of making a deck centered around the God card: The Winged Dragon of Ra?  Well, we here at It's A God Damn Card Game have hunted down some possible decks for you to use with the Winged Dragon.

Deck: The Winged Dragon of Ra
40 Cards

Friday, May 11, 2012

Yu-Gi-Oh: Hieratic Dragons, Part 3


Thinking of building a Hieratic deck? Here are some tips.  Check out our Amazon store for a one stop shopping experience for buying all the cards you need:



For starters, you probably want to get your hands on the cards themselves. The following is a list of the cards included in the Hieratic archtype including their support cards. 

Monsters
  •  Hieratic Dragon of Gebeb
  •  Hieratic Dragon of Nuit
  •  Hieratic Dragon of Eset
  •  Hieratic Dragon of Nebthet
  •  Hieratic Seal of the Dragon King
  •  Hieratic Dragon of Tefnuit
  •  Hieratic Dragon of Su
  •  Hieratic Dragon of Asar
  •  Hieratic Dragon of Sutekh
  •  Hieratic Seal of the Sun Dragon Overlord

Spells:
  • Hieratic Seal of Convocation
  • Hieratic Seal of Supremacy

Traps:
  • Hieratic Seal of Banishment 
  • Hieratic Seal of Reflection
  • Hieratic Seal From the Ashes

Xyz's:
  • Hieratic Dragon King of Atum
  • Hieratic Sun Dragon Overlord of Heliopolis

Outside of your staple cards (Mirror Force, Honest, Monster Reborn), there's a number of other cards that could go well with this deck. The first being a card that's pretty much standard for any dragon deck.


Red-Eyes Darkness Metal Dragon is never a bad idea for a deck that is just dragons. Plus he's just a big 'fuck you' to everyone everywhere. 

Other fun ideas for this deck are as follows:


Your opponent declares a monster LevelReveal cards from the top of your Deck until you reveal a monster that can be Normal Summoned. If that monster is the same Level as the one declared by your opponent, send all revealed cards to the Graveyard. If not,Special Summon the revealed monster, also send the remaining cards to the Graveyard.


During the End Phase of the turn this card is activateddraw 1 card from your Deck for each Dragon-Type monster discarded from your hand and/or Tributed during this turn.


Discard 1 Level 8 monster to draw 2 cards.

These choices are pretty self explanatory. Reasoning is always fun, requiring a tad bit of luck, however it's well worth it if you'r opponent guesses wrong. Since this deck is pretty good on tributing, Super Rejuvenation isn't a bad idea. And lastly, this deck has it's fair share of level 8 monsters, just in case the little fuckers don't feel like co-operating, you can always go with Trade-In to back you up and get rid of those pesky eggs.

Hope it helps!