Yugioh! TCG Thread

ThunderKing's effect does states it negates the actual summon (if the translation is official that is). Two different ways I can interpret it's effect are the following:
- When the opponent declares the special summon send ThunderKing to the graveyard, negate the summon and destroy the monster that was going to be special summoned.
- When the opponent special summons the monster negate the summon and destroy the monster.
...
First option seems most logical to me. (If it negates the summon the Glad never hits the field I believe and without a Glad on the field Chariot cannot be activated.)
I might just as well be wrong of course =p


XCPetro5678 said:
Also, to the above, you have just as much chance as drawing Chariot as I do drawing Thunderking (and if you want to get technical I have a far GREATER chance because of the simple fact that Gladiator Beasts put their monsters back into the deck to be drawn decreasing their odds of drawing a specific card and they also run 0 draw cards. Save for Prisma and Gladiator Proving Ground there's nothing that Glads have to thin the deck that other decks aren't using)
Your point is absolutely valid of course but I was referring to the "opening hand". ;]
 
why would I tag out if it's my only GB? seriously

if I'd be tagging out in the first place it means I've either got Hoplomus or I killed Thunderking anyway.
 
why would I tag out if it's my only GB? seriously

if I'd be tagging out in the first place it means I've either got Hoplomus or I killed Thunderking anyway.
I did not say you would I was trying to say that doing so would not be an option. As I said before Thunderking will hinder you due to field presence not that it would force you into to making foolish moves or shut you down completely(if a card existed that could shut down Glad's completely they probably wouldn't be dominating tournament after tournament) .The fact that Thunderkings hinders you allows the other player to set up, think Monarch/Vanity's fiend summon.
 
heh i know a left a few of you guys hanging on the cards. i feel like such a scumbag for saying this but i gave my whole collection to this 8 year old kid who was just too stoked on them.

sorry again, but does anyone want an abyss soldier or blazing hiita? he seems to have let those drop in his excitement.
 
Monsters: 17
3x Skilled Dark Magicain
3x Gemini Elf
3x Familiar-Possessed - Wynn
3x Familiar-Possessed - Hiita
2x Dark Elf
2x Toon Gemini Elf
1x Breaker the Magical Warrior

Magic: 16
3x Secret Village of the Spellcasters
3x Terraforming
3x Toon Table of Contents
3x Shrink
2x Magical Dimension
2x Book of Moon
1x Mystical Space Typhoon

Traps: 9
3x Royal Oppression
3x Skill Drain
3x Solemn Judgment

Total: 42

Thoughts?

I'm thinking of dropping Monster Reborn. The problem is that the 3 D.D. Crows that the opponent has been holding in game one, because there's nothing for them to remove in response to my actions. I've kept it because you can access the opponent's graveyard though. Did it

The "iffies"
- 0 Bottomless Trap Hole (Kill Breaker/good card)
- 0 Magician's Circle (Forces an effectless Breaker out as it is most deck's only Spellcaster/It's a good card)
- Book of Moon or Fissure+Smashing?

-3 Kycoo
-2 Burden of the Mighty
-1 Monster Reborn
+3 Familiar-Possessed - Wynn
+1 Shrink
+2 Book of Moon

I've decided I like 42 cards with 3 Terraformings and 3 Secret Villages. Also, Kycoo is too small actually. 1800 rams into Laquari and Stratos (especially Stratos is troublesome). If the opponent summons Stratos and attacks into Kycoo... Suddenly they can D-Draw that Malicious and Teleport until I'm out of options. It's too risky I think.
 
The "iffies"
- 3 Terraforming (Too many? Dead Draws late game but the importance of the Village first turn)
- 42 cards is too fat?
- 2 Toon Gemini Elf (Too few to justify TTOC?)
- 0 Bottomless Trap Hole (Kill Breaker/good card)
- 0 Magician's Circle (Forces an effectless Breaker out as it is most deck's only Spellcaster/It's a good card)

You can easily remedy two of these problems by dropping 2 Terraforming. Deck will go to 40 and you lose unneeded cards. Many decks have non-spell card spell hate, so you should be able to control the field even without the Village.

Besides, having the extra Terraformings is pointless because they bulk up your deck beyond 40. If you cut cards elsewhere, running 3 Terraformings would be more justifiable.
 
Also, running at least one toon monster with three toon table of contents makes the three TTOC worthwhile. It's deck thinning. You can actually search out another toon table of contents with itself, so you go through three of them and then grab the toon monster you're looking for. It works great.
 
You can easily remedy two of these problems by dropping 2 Terraforming. Deck will go to 40 and you lose unneeded cards. Many decks have non-spell card spell hate, so you should be able to control the field even without the Village.

Besides, having the extra Terraformings is pointless because they bulk up your deck beyond 40. If you cut cards elsewhere, running 3 Terraformings would be more justifiable.
They weren't necessarily... "problems" just thinks to consider. I want to run 3:3 Terraformings:The Village because that gives me a 91% chance of drawing it first turn whereas in a 40 card deck with a 2:3 Ratio there's only a 78% chance. This deck relies on its field spell moreso than any other Field Spell related deck and it makes it worth the dead draw I think.

This deck has yet to be tested at all against top-tier decks. It's merely theory-yug right now. I'll proxy up a Gladiator Beast deck and Tele-DAD deck this weekend and test it out.

Any Gripes on the concept?

Edited out Kycoo for another Familiar-Possessed. 1800 is too small to risk being rammed into by Stratos. Keeping a spellcaster on the field at all times is absolutely paramount. He'll be sided though.

Some other edits.
 
You might consider running one or two Lightning Vortex or Phoenix Wing Wind Blast in there. They can put the extra Terraformings/Villages you draw to good use, and they aren't bad cards on their own either.
 
thunder king doesnt do anything to glad, they can still tag with him out

he only negates innate special summons, things like dad, cyber dragon, etc

he cant negate reborn nor the monster summoned by reborn, nor can he negate a tag. he can negate test tiger however.

anyway i don't see why you're worried about countering glad, everyone plays dad nowadays so you shouldn't make metagame calls based on what beats glad

thunder king might make an impact, he's a really cool card and dad has a big issue with turn one thunder king. not being able to stratos turn one really slows down their momentum and lets you setup quite nicely, though the fact that they can still ddraw and allure is kinda lame.

he's not gonna do too much though really, especially once black rose dragon comes out people will just start teching in psychic commander and going for an emergency teleport trade turn two, letting them set up next turn.

i dont like thunder king because he actually hurts rogue decks a lot more than he hurts standard. little city doesn't like him, macro doesn't like him, etc.

edit: oh also your spellcaster build is cool but i dont like toon tables. you really should play bribes over them because all they have to do is pwwb your city and then they get their one turn to set up which is likely all a dad deck needs. i havent tested but i could see the deck really turning the meta around as the average deck, as humorous as it is, pretty much cannot handle a turn one gemini elf + hidden village. like if you draw that two card combo youve got total control of the game and the 'combo' is any monster in your deck + one of your 6 villages, so it's quite manageable.

only issue is if they grepher gib you and turn one dad, then you go ffffuuuuuuuucccccckkkk
 
You make a great point about Psychic Commander. Trading with Thunderking will be a great play. But it's they're only play. 1:1 is not a bad thing, especially if they have to go into E-Tele reserves to pull it off. Glads falling out is the best thing for Thunderking honestly, because he negates Synchros. I'll run 3 until I see a reason not to.

Toon Tables were somewhat random. They're leftovers from when we had tested the deck to use Magical Exemplar. But, if we go first, Toon Tables > Toon Gemini Elf + Terraforming > The Village is just incredible. Toon Gemini Elf is our best first turn monster play.

What are people's thoughts on Kycoo? He stops a lot of Tele-Dad, but they can simply trade Stratos with it. Which... sucks.
 
did anyone pick up the Zombie World Structure yet? It is busted with good cards. Well worth picking up three imo.

Soul Taker, Magical Stone Excavation, Zombie Master, Red-Eyes Zombie Dragon, Zombie World, Bottomless Trap Hole, Magical Arrow, Royal Iron Wall.. plus a bunch of new Zombie stuff and support. Really good set.
 
i dont like thunder king because he actually hurts rogue decks a lot more than he hurts standard. little city doesn't like him, macro doesn't like him, etc.

I hope by "little city doesn't like him" you mean it makes little city amazing.
 
I'd like to see how this goes, because it looks like people are really divided on this one. RoTA searchable Level 4 Tuner vs crappy burn effect.
 
Warthog you Avatar is soo sexy.. xD. Anyways, what is the Yu-Gi-Oh metagame like anyways nowadays? Is it still One turn win or bust?
 
I hope by "little city doesn't like him" you mean it makes little city amazing.

i really dont understand why people think he makes little city good

the deck relies on triple e call triple reinforcement. some people say skyscraper/gold is bad, but those people are terrible. tutoring for skyscraper really, really helps the deck.

therefore you're totally fucking the main thing the deck has going for it, tutoring, just to stop some of their shit which is ultimately unnecessary if you get your lockdown going. his selling point i guess is that hes a 1900 light while youve got skill drain out, but in all the builds ive made i havent found the deck starving for more beatsticks lol

what i meant by 'it fucks over little city' is that if they drop it turn one against your little city deck you basically cry and look for someone to hug
 
What is the best thing you can do against a macro cosmos deck? It's very annoying when you can't special summon the key monsters you need.
 
Side Dust Tornadoes or side/main Royal Decrees (if your deck can work around them). Phoenix Wing Wind Blast turns a Macro deck's assets into liabilities in the form of often-dead draws. Raigeki Break does the same but is removal of a more permanent sort.

The list is quite large; depending on your strategy, your options may be greater still.
 
Thunderpup helped me with a similar deck in the past but now I wanted to have a deck that is still based around Raging Flame Sprite but without the whole volcanic rocket/blaze accelerator theme. I just put these cards together but I'm not sure about the deck. Any idea's anyone?

Monsters (18)
3x Raging Flame Sprite
1x Marshmallon
1x Spirit Reaper
1x Neo-Spacian Grand Mole
1x Sangan
2x Ufo Turtle
2x Legendary Jujitsu Master
3x Gravekeeper’s Spy
2x Des Lacooda
1x Mask of Darkness
1x Lava Golem

Spell Cards (12)
1x Level Limit - Area B
1x Swords of Revealing Light
3x Messenger of Peace
1x Scapegoat
1x Book of Moon
1x Monster Reborn
1x Mystical Space Typhoon
1x Giant Trunade
1x United We Stand
1x Twin Swords of Flashing Light - Tryce

Trap Cards (11)
1x Gravity Bind
2x Limit Reverse
3x Solemn Judgement
2x Dark Bribe
1x Divine Wrath
2x Waboku


Some side deck cards:
1x Morphing Jar
1x Nightmare’s Steelcage
1x Torrential Tribute
3x Dust Tornado
3x Pulling The Rug
2x Des Wombat
2x Kinetic Soldier
1x Lightning Vortex
 
Troop Dragons were errata'd? So you mean that the card description has changed? Doesn't matter that much now cause I changed my deck a bit.
 
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