werewolfjedi Posted November 6, 2009 Report Share Posted November 6, 2009 it works, I have what I need, but I think it could be stronger.lets see what can be done. monsters: 202 chaos sor.3 FL dark1 FL earth2 FL fire3 FL light1 FL wind2 FL water2 magical exemplar2 sunny pixie2 night's end sorcerer spells: 161 brain control1 mind control1 MST3 dimensionhole3 future visions3 fortune's future2 terraforming2 shrink traps: 41 T.T.1 solemn judgement2 dark bribe basic extra deck side2 D.D. gate2 fortune slip2 CED2 magical diemension Link to comment Share on other sites More sharing options...
zelda_tp_fan Posted November 6, 2009 Report Share Posted November 6, 2009 Visions nor D-Hole Special Summon. Link to comment Share on other sites More sharing options...
Saiyan Knight Posted November 7, 2009 Report Share Posted November 7, 2009 Dimension Hole removing a Light will trigger it, but it will NOT trigger Water when it's returned to the field since it's only "Returned to the field", not "Special Summoned." Personally, I prefer Different Dimension Gate, since it basically does the same thing, triggering Light, but also clears a monster out of the way for Water to attack, or for, you know, whatever might be problematic. It's essentially a +1. I mean, you play it, so +0. You lose a monster and they lose a monster. +0. You get Light's effect to put a monster out. +1. If it's Water, and you control another Lady, +3. If it's a Fire, +2. If it's a Dark and they have a weak monster still out, up to +5 (counting -1 to them through battle, +1 to you for Special Summoning with Dark, and another +2 if it's Water for the Draw effect.) Sure, they get it back when Gate goes, but you also get back Light, so it replaces itself in that regard, and if you have Slip of Fortune out, you can trigger Light again when they attack, and probably get Fire to kill their monster for another +1. -1 for losing Light and the Trap to get Fire, +0 for popping them with Fire, +1 when Light comes back. Link to comment Share on other sites More sharing options...
werewolfjedi Posted November 10, 2009 Author Report Share Posted November 10, 2009 Dimension Hole removing a Light will trigger it' date=' but it will NOT trigger Water when it's returned to the field since it's only "Returned to the field", not "Special Summoned." Personally, I prefer Different Dimension Gate, since it basically does the same thing, triggering Light, but also clears a monster out of the way for Water to attack, or for, you know, whatever might be problematic. It's essentially a +1. I mean, you play it, so +0. You lose a monster and they lose a monster. +0. You get Light's effect to put a monster out. +1. If it's Water, and you control another Lady, +3. If it's a Fire, +2. If it's a Dark and they have a weak monster still out, up to +5 (counting -1 to them through battle, +1 to you for Special Summoning with Dark, and another +2 if it's Water for the Draw effect.) Sure, they get it back when Gate goes, but you also get back Light, so it replaces itself in that regard, and if you have Slip of Fortune out, you can trigger Light again when they attack, and probably get Fire to kill their monster for another +1. -1 for losing Light and the Trap to get Fire, +0 for popping them with Fire, +1 when Light comes back.[/quote'] ok then, I'll try D.D. gate instead of hole, and make sure my side deck consists of D.D. stuff in general. Link to comment Share on other sites More sharing options...
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