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Genex Ally Birdman, Gallis the Star Beast, and Koa'ki Meiru Doom


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[img]http://images2.wikia.nocookie.net/__cb20090503065054/yugioh/images/thumb/f/f6/Koa%27kiMeiruDoomRGBT-EN-C-1E.png/300px-Koa%27kiMeiruDoomRGBT-EN-C-1E.png[/img]

[img] http://images1.wikia.nocookie.net/__cb20100119154914/yugioh/images/thumb/b/b1/GenexAllyBirdmanDT08-JP-DNPR-DT.jpg/300px-GenexAllyBirdmanDT08-JP-DNPR-DT.jpg[/img]
You can return 1 face-up monster you control to the hand to Special Summon this card from your hand. If that monster was a WIND monster, this card gains 500 ATK. If this card was Summoned this way, remove it from play when it is removed from the field.

[img]http://images2.wikia.nocookie.net/__cb20090117053625/yugioh/images/thumb/2/27/GallistheStarBeastGX06-EN-SR-UE.png/300px-GallistheStarBeastGX06-EN-SR-UE.png[/img]
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The combo works like so (combo belongs to monster mash.dek)

Summon KM Doom
Activate Gallis's effect. Than he Special Summons himself and sends top card to grave for effect damage
Than activate birdman's effect to return gallis
and apparently KM Doom's effect stops Birdman from being summoned with his effect (this is what i've heard)
Than repeat combo until your opponent dies
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[quote name='DeathSDelano' timestamp='1295314804' post='4942030']
The combo works like so (combo belongs to monster mash.dek)

Summon KM Doom
Activate Gallis's effect. Than he Special Summons himself and sends top card to grave for effect damage
Than activate birdman's effect to return gallis
and apparently KM Doom's effect stops Birdman from being summoned with his effect (this is what i've heard)
Than repeat combo until your opponent dies
[/quote]

I thought it went like: summon KM > Summon Birdman via double summon > SS gallis > Bridman bounces gallis but its effect is negate > replay gallis > repeat.

Off-Topic: Can we just get rid of the strategy section?
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[quote name='Dark Marquis Belial' timestamp='1295326727' post='4942334']
That FTK is stupid
[/quote]

While that is true and it requires a deck of all monsters, I can pull it off in WC10 by turn 5 very consistently.

What I would do to get rid of the FTK: ban Koa'ki Meiru Doom
What I think Konami will do to make the FTK not viable: • limit Birdman and probably hit Gallis and Doom, or
• ban/limit Gallis and probably hit the the two

Either way, Gallis and Birdman are most likely not safe.
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[quote name='Canadian' timestamp='1295310089' post='4941845']
But you'd need double summon to FTK. Still, pretty awesome.

EDIT: Double ninja'd. lmao
[/quote]

Everyone in this topic is so wrong.
If you go first and have the FTK in hand, your opponent can't stop it.

How to play it:
> Normal summon Doom.
> SS Gallis
> Return Gallis with Birdman
> Repeat

So you only need one normal summon.

Also, this has been out in the OCG for at least 2 formats. They're not going to hit anything.
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[quote name='Mikhail Tal' timestamp='1295365858' post='4942839']
It's a terrible FTK, Frog FTK and Makyura outclass it a million times over.
[/quote]

Watts are a terrible deck, X-Sabers and Six Samurai's outclass it a million times over.
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[quote name='wiithepeople' timestamp='1295413236' post='4944259']
It does and when it hits, only Solemns and Trap Holes will save you. Doom negates DD Crows rfg effect and Effect Veiler neg effect.

Be sure to pack some Roach Knights in this deck!
[/quote]

There are better uses for both Gallis and Birdman. Just don't bother . . .
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[quote name='wiithepeople' timestamp='1295413236' post='4944259']
It does and when it hits, only Solemns and Trap Holes will save you. Doom negates DD Crows rfg effect and Effect Veiler neg effect.

Be sure to pack some Roach Knights in this deck!
[/quote]
Has Konami issued a ruling on this? If not it's still up for debate.
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