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Good Tips?


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I want to know, what are some good tips just in general? What is good for this format, and what isn't? I ask this because of the Dark Hole thread, and I was just confused on why people said that it wasn't a good idea anymore. I also see that some people don't like to have Spells and Traps in some Decks, which I find totaly insane in my opinion. So what are good tips?

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Okay, so here's the deal about Dark Hole that the better players are getting down on.

 

3 Decks that will likely become top tier once "Legacy of the Tachyon Galaxy" comes out later this month.

 

First things 1st

 

E-Dragons

E-Dragons pretty much don't care if they're in the graveyard or not. So for them, dark hole is just a mild annoyance and will likely all be back on the field next turn. You better hope you can otk them the turn you use it otherwise you just might be digging your own grave.

 

Prophecys

Prophecys have their own Lance, several means of bringing back their monsters. Several means of getting both their lance & their means of bringing back their monsters. Oh and they have Judgement. Yea.....

 

Evilswarm

I don't know much about theses but they have a lance that protects all Evilswarms and a good/annoying means of getting that lance.

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You should always main at least 1 answer to backrow, even if it's just Diamond Dire Wolf.

 

specifically a card for popping backrow. lance/pandemic/et al dont count. due to things such as continuous cards and cards that dont even directly affect your monsters (macro, rivalry/gozen) or even backrow that helps your opponent as opposed to hurting you (coth). theres no situation where you shouldnt be running SOMETHING that destroys backrow. except in extremely rare cases.

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Don't plat the format.  It is that simple.

 

[spoiler='No, but seriously']One tip I have is not to run as much MST as last format, because it doesn't even touch the 2 top decks (Dragons and Prophecy), and if you're playing against Verz you're either being mutilated by Ophion in which case you'd rather be maining direct outs to him or you don't even care about what the deck does. So yeah, MST isn't that necessary anymore.[/spoiler]

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A tip Koko teached me is to not to set Mystical Space Typhoon. I thought that it would be smart, so you could so it when it would get blown up, and that it could take care of Continous cards (as some have effects that activate when it's activated, and in that case it would destroy them and because they have to be face-up to resolve, they won't be able to), but nowaday, most people don't really use Continous cards anyway (Except Fire Fists) and it's more important to have it in your hand for that critical moment, and while I still would like to mess up my opponent, I can see where Koko is coming from. So stay away from it, unless you know that your opponent would with by activating a Tenki their next turn.

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A tip Koko teached me is to not to set Mystical Space Typhoon. I thought that it would be smart, so you could so it when it would get blown up, and that it could take care of Continous cards (as some have effects that activate when it's activated, and in that case it would destroy them and because they have to be face-up to resolve, they won't be able to), but nowaday, most people don't really use Continous cards anyway (Except Fire Fists) and it's more important to have it in your hand for that critical moment, and while I still would like to mess up my opponent, I can see where Koko is coming from. So stay away from it, unless you know that your opponent would with by activating a Tenki their next turn.

But, it baits your opponent, it can get rid of Tenki, Field Spells and other Continuous Cards such as Infection Infestation and Abyssphere and blow up that set Abyssphere, Spellbook of Fate, Spellbook of Wisdom, EEV or DDV, Evilswarm Lance, Threatening Roar and etc. during your opponent's End Phase.

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MST is the number one out to Fire Fist because you can't Lance/Reborn back the monster. Also it's chainable to things and if you set it you can flip it in the End Phase and destroy chainable things before they can activate.

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There's some good suggestions in here, but I also want to ask something. I am trying to play Bujin, and I was wondering... is 2 Murakumo enough? I mean, it's easy to get back with Rise, and I hadly find it needed to have more. That will also make my hand less cloggy, as I had one time where I drew 2 Murakumo at the start of the Duel, with no way of getting out Yamato, and I then drew a third one.

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There's some good suggestions in here, but I also want to ask something. I am trying to play Bujin, and I was wondering... is 2 Murakumo enough? I mean, it's easy to get back with Rise, and I hadly find it needed to have more. That will also make my hand less cloggy, as I had one time where I drew 2 Murakumo at the start of the Duel, with no way of getting out Yamato, and I then drew a third one.

Definitely only run 2.

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There's some good suggestions in here, but I also want to ask something. I am trying to play Bujin, and I was wondering... is 2 Murakumo enough? I mean, it's easy to get back with Rise, and I hadly find it needed to have more. That will also make my hand less cloggy, as I had one time where I drew 2 Murakumo at the start of the Duel, with no way of getting out Yamato, and I then drew a third one.

Hm, that might be a good idea, I can see a problem with that.

 

But, it baits your opponent, it can get rid of Tenki, Field Spells and other Continuous Cards such as Infection Infestation and Abyssphere and blow up that set Abyssphere, Spellbook of Fate, Spellbook of Wisdom, EEV or DDV, Evilswarm Lance, Threatening Roar and etc. during your opponent's End Phase.

You gotta ask Koko why, she was the one who told me about it.

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