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Morphtronics [DISC]


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@werewolfjedi: What do you do when Boarden lets them simply bypass your set-up?

 

I never really liked this archtype' date=' i mean they have [i']an[/i] OTK, but even then, its nothing special. An best of luck on your tourny, SpinnyDoom.

Fail....

 

burnspy, give him the list.

 

OK

 

Boomboxen x2 + Radion

Boomboxen + Limiter Removal + Radion

3x Celfon + Radion x2

3x Celfon + Radion + Boomboxen

Celfon + Boarden + Radion + Boomboxen

Boomboxen x2 + Limiter Removal

Scopen + any 2 LV4 Morphs in hand or in play + Morphtronic Map + Junk Box/Boarden

3x Radion

 

Those are only the tip of the iceberg.

 

Plus, outside of OTKs and attack locks, there:

 

Remoten + Dupe = Gottoms + any 3 Morphtronics you want are added to your hand

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@werewolfjedi: What do you do when Boarden lets them simply bypass your set-up?

 

I never really liked this archtype' date=' i mean they have [i']an[/i] OTK, but even then, its nothing special. An best of luck on your tourny, SpinnyDoom.

Fail....

 

burnspy, give him the list.

 

OK

 

Boomboxen x2 + Radion

Boomboxen + Limiter Removal + Radion

3x Celfon + Radion x2

3x Celfon + Radion + Boomboxen

Celfon + Boarden + Radion + Boomboxen

Boomboxen x2 + Limiter Removal

Scopen + any 2 LV4 Morphs in hand or in play + Morphtronic Map + Junk Box/Boarden

3x Radion

 

Those are only the tip of the iceberg.

 

Plus, outside of OTKs and attack locks, there:

 

Remoten + Dupe = Gottoms + any 3 Morphtronics you want are added to your hand

 

battle fader, and what I meant was, I'm attacking your field.

 

but board in def mode if fairly good, if you don't have an open celfon or something so your ending up taking ~4000 damage.

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@werewolfjedi: What do you do when Boarden lets them simply bypass your set-up?

 

I never really liked this archtype' date=' i mean they have [i']an[/i] OTK, but even then, its nothing special. An best of luck on your tourny, SpinnyDoom.

Fail....

 

burnspy, give him the list.

 

OK

 

Boomboxen x2 + Radion

Boomboxen + Limiter Removal + Radion

3x Celfon + Radion x2

3x Celfon + Radion + Boomboxen

Celfon + Boarden + Radion + Boomboxen

Boomboxen x2 + Limiter Removal

Scopen + any 2 LV4 Morphs in hand or in play + Morphtronic Map + Junk Box/Boarden

3x Radion

 

Those are only the tip of the iceberg.

 

Plus, outside of OTKs and attack locks, there:

 

Remoten + Dupe = Gottoms + any 3 Morphtronics you want are added to your hand

 

battle fader, and what I meant was, I'm attacking your field.

 

but board in def mode if fairly good, if you don't have an open celfon or something so your ending up taking ~4000 damage.

 

Well, you have a point in instances when you're the one attacking. That's the main problem I see with them:

 

You lose lots of speed if you use their attack locking capabilities, and T-Roar + Waboku won't cut it here. Plus, Bind sucks, as do Forcefield and Scramble. This leaves everything set-up so you MUST hit for game, or you'll lose most/all of your LP next turn due to the recklessness of their strategy.

 

I still haven't figured out how to solve this.

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@werewolfjedi: What do you do when Boarden lets them simply bypass your set-up?

 

I never really liked this archtype' date=' i mean they have [i']an[/i] OTK, but even then, its nothing special. An best of luck on your tourny, SpinnyDoom.

Fail....

 

burnspy, give him the list.

 

OK

 

Boomboxen x2 + Radion

Boomboxen + Limiter Removal + Radion

3x Celfon + Radion x2

3x Celfon + Radion + Boomboxen

Celfon + Boarden + Radion + Boomboxen

Boomboxen x2 + Limiter Removal

Scopen + any 2 LV4 Morphs in hand or in play + Morphtronic Map + Junk Box/Boarden

3x Radion

 

Those are only the tip of the iceberg.

 

Plus, outside of OTKs and attack locks, there:

 

Remoten + Dupe = Gottoms + any 3 Morphtronics you want are added to your hand

 

battle fader, and what I meant was, I'm attacking your field.

 

but board in def mode if fairly good, if you don't have an open celfon or something so your ending up taking ~4000 damage.

 

Well, you have a point in instances when you're the one attacking. That's the main problem I see with them:

 

You lose lots of speed if you use their attack locking capabilities, and T-Roar + Waboku won't cut it here. Plus, Bind sucks, as do Forcefield and Scramble. This leaves everything set-up so you MUST hit for game, or you'll lose most/all of your LP next turn due to the recklessness of their strategy.

 

I still haven't figured out how to solve this.

 

board plus the attack magnet worked for me on WC, spirit barrier to stop damage also did.

 

morphs need the ability to change their mode more than once a turn to be truely impressive.

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@werewolfjedi: What do you do when Boarden lets them simply bypass your set-up?

 

I never really liked this archtype' date=' i mean they have [i']an[/i] OTK, but even then, its nothing special. An best of luck on your tourny, SpinnyDoom.

Fail....

 

burnspy, give him the list.

 

OK

 

Boomboxen x2 + Radion

Boomboxen + Limiter Removal + Radion

3x Celfon + Radion x2

3x Celfon + Radion + Boomboxen

Celfon + Boarden + Radion + Boomboxen

Boomboxen x2 + Limiter Removal

Scopen + any 2 LV4 Morphs in hand or in play + Morphtronic Map + Junk Box/Boarden

3x Radion

 

Those are only the tip of the iceberg.

 

Plus, outside of OTKs and attack locks, there:

 

Remoten + Dupe = Gottoms + any 3 Morphtronics you want are added to your hand

 

battle fader, and what I meant was, I'm attacking your field.

 

but board in def mode if fairly good, if you don't have an open celfon or something so your ending up taking ~4000 damage.

 

Well, you have a point in instances when you're the one attacking. That's the main problem I see with them:

 

You lose lots of speed if you use their attack locking capabilities, and T-Roar + Waboku won't cut it here. Plus, Bind sucks, as do Forcefield and Scramble. This leaves everything set-up so you MUST hit for game, or you'll lose most/all of your LP next turn due to the recklessness of their strategy.

 

I still haven't figured out how to solve this.

 

board plus the attack magnet worked for me on WC, spirit barrier to stop damage also did.

 

morphs need the ability to change their mode more than once a turn to be truely impressive.

 

They can, but they need to use one of three cards to do it. Unfortunately, said cards are all pretty bad.

 

Note to self: Test Gadget Drive and Spirit Barrier more extensively.

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I will play Infernities and synchro out of my ass 4 times a turn against spellcasters and morphs.

 

f*** yo' couch.

 

I activate magic drain on your launcher. no chain today.

 

and it's not 4 times a turn ether, it's a one time 4 shot deal unless you can get 2 beetles and your launchers back into your deck every turn.

 

and casters can take out a level 6 and 7, and you can't choose rose, since that would end up killing the 6, and my field has the protective abilites of the citadel and defender TMK.

your biggest threat is now goyo, which I can handle with a simple trap or quick play.

 

 

reason why otk's don't work on me is because you can't clear my field easily, or even expect to hit me with fader drops.

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Trisula eradicates your hand field and graveyard, I will hit your faders.

 

I run plenty of negation so magic drain is not a problem. And of course I'll clear your backrow before I explode.

 

So yeah, I can also you all your arguements against you. And Defender won't work because Mist Wurm returns and doesn't destroy.

 

And why would I need to return Beetle to the deck? It needs to be in the graveyard...

 

And yeah, Mirage starts the chain so Launcher is not used so then I sync for Mist Wurm and bounce your backrows, namely magic drain.

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Trisula eradicates your hand field and graveyard' date=' I will hit your faders.

 

I run plenty of negation so magic drain is not a problem. And of course I'll clear your backrow before I explode.

 

So yeah, I can also you all your arguements against you. And Defender won't work because Mist Wurm returns and doesn't destroy.

 

And why would I need to return Beetle to the deck? It needs to be in the graveyard...

 

And yeah, Mirage starts the chain so Launcher is not used so then I sync for Mist Wurm and bounce your backrows, namely magic drain.

[/quote']

 

trish isn't out in the tcg yet, not that is matters, and a 9 on the first drop? I'm guessing destroyer, yeah good luck running that. and clearing my backrow? not gonna happen with just a heavy, I'll stop you.

 

and not to mention I'll be raeping your setup with sp.summons of night's end sorcerer.

 

(what I meant about the beetles going back to the deck is that that is where they are summoned from by the effect. can't do them from the grave.)

not to mention, if it's inferintys I'm fighting, I'll side in dark bribe.)

 

I run a toolbox beatdown, it solves problems.

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@werewolfjedi: What do you do when Boarden lets them simply bypass your set-up?

 

I never really liked this archtype' date=' i mean they have [i']an[/i] OTK, but even then, its nothing special. An best of luck on your tourny, SpinnyDoom.

Fail....

 

burnspy, give him the list.

 

OK

 

Boomboxen x2 + Radion

Boomboxen + Limiter Removal + Radion

3x Celfon + Radion x2

3x Celfon + Radion + Boomboxen

Celfon + Boarden + Radion + Boomboxen

Boomboxen x2 + Limiter Removal

Scopen + any 2 LV4 Morphs in hand or in play + Morphtronic Map + Junk Box/Boarden

3x Radion

 

Those are only the tip of the iceberg.

 

Plus, outside of OTKs and attack locks, there:

 

Remoten + Dupe = Gottoms + any 3 Morphtronics you want are added to your hand

 

battle fader, and what I meant was, I'm attacking your field.

 

but board in def mode if fairly good, if you don't have an open celfon or something so your ending up taking ~4000 damage.

 

Well, you have a point in instances when you're the one attacking. That's the main problem I see with them:

 

You lose lots of speed if you use their attack locking capabilities, and T-Roar + Waboku won't cut it here. Plus, Bind sucks, as do Forcefield and Scramble. This leaves everything set-up so you MUST hit for game, or you'll lose most/all of your LP next turn due to the recklessness of their strategy.

 

I still haven't figured out how to solve this.

 

board plus the attack magnet worked for me on WC, spirit barrier to stop damage also did.

 

morphs need the ability to change their mode more than once a turn to be truely impressive.

 

They can, but they need to use one of three cards to do it. Unfortunately, said cards are all pretty bad.

 

Note to self: Test Gadget Drive and Spirit Barrier more extensively.

Zero Gravity.

 

 

 

@Kiryu:

Not sure about Infernities and whether or not they can beat Morphs..... Never played against them....

 

@werewolf:

I could probably beat casters easily with Morphs.... Do you have a Yugioh Network Account? If not, create one, upload your deck, join the duel that I make (username SpinnyChairOfDoom) and input the password "Chicken" (capital C). Then hit the buzz button and I will duel you..... After I remake the Morph deck that my "friend" deleted......

 

@werewolf vs. Kiryu:

STFU.

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The average duel length with my infernities has been 5 turns.

 

And yeah a 9.

 

Mirage -> Necromancer and Beetle -> Necromancers effect to summon archfiend and search Launcher -> Synchro Mist Wurm.

 

I don't need to use Beetles effect.

 

Also it can always just side in Reset Button and gg.

 

reset button doesn't work on me.

your never left just a little bit alive vs. my deck. the final hit is often 2000+ in damage.

 

also, bottomless on archfiend, or you never got to summon it from the dark bribe draw (maybe there, but hey, inferinty is an unstable deck.)

finaly, night's end removal before it even starts.

 

I studied up on inferintys, and played them on DMG vs. good players.

 

I understand how they tick.

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The average duel length with my infernities has been 5 turns.

 

And yeah a 9.

 

Mirage -> Necromancer and Beetle -> Necromancers effect to summon archfiend and search Launcher -> Synchro Mist Wurm.

 

I don't need to use Beetles effect.

 

Also it can always just side in Reset Button and gg.

 

reset button doesn't work on me.

your never left just a little bit alive vs. my deck. the final hit is often 2000+ in damage.

 

also' date=' bottomless on archfiend, or you never got to summon it from the dark bribe draw (maybe there, but hey, inferinty is an unstable deck.)

finaly, night's end removal before it even starts.

 

I studied up on inferintys, and played them on DMG vs. good players.

 

I understand how they tick.

[/quote']Read my latest post other than this one.

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werewolfjedi' date=' move the argument into PMs, please.

[/quote']

 

sorry, I let that get the best of me.

 

anyway, back to the morptronics.

 

their spam tatics are effective, but only if they can actually get some sort of protection bult into the swarm, or if you have a continous effect protecting them.

I think the fact that some of them being thunder types also hurt their machine norm support.

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their spam tatics are effective' date=' but only if they can actually get some sort of protection bult into the swarm, or if you have a continous effect protecting them.

I think the fact that some of them being thunder types also hurt their machine norm support.

[/quote']

 

Actually, the Thunder-type ones being Thunder is a GOOD thing. This way, they don't die from Limiter Removal, they can't be hit by CFD, etc. This is fun to exploit with Radion, as even if they block my 4000 ATK Boomboxen, I still have something left. Also, barely any of the decent Machine support helps them significantly.

 

As for the whole protection thing, I personally try to end my turns with either strong Synchros out, or with Cyber Valley being the sole monster. Otherwise, they must resort to Gadget Driver and co.

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