Showing posts with label tips. Show all posts
Showing posts with label tips. Show all posts

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, July 25, 2012

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.