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Diamond Dire Wolf


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Because it's a much more generic card that Scrap Dragon is.

 

In certain decks, the "double detach" it gives is also helpful.

 

If you can drop it easily, it's basically free removal from the extra.

Yes, but if you aren't running Beasts, Beast-Warriors, or Winged Beasts, what do you blow up?

That's what confuses me. Why would you run it in a deck that doesn't have those types?

And Scrap Dragon is much more generic in its effect requirements. Plus, 800 extra ATK is pretty helpful.

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I'm still not seeing how this thing can generate enough pluses to be worth it.

Could you please just give some examples on how this would work?

I have 2 Batteryman AAA/2 Infernity Archfiend/Heraldic Beast Leo and Aberconway/etc. on it. I want them both in grave. I use it to dump them and pop something.

 

Opp has Macro. I don't have MST. It's shutting me down. I make Dire Wolf and kill it.

 

I have 5 monsters on the board (namely in infernity). I need space to continue comboing. I make Diawolf and pop something then continue comboing.

 

Etc.

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I have 2 Batteryman AAA/2 Infernity Archfiend/Heraldic Beast Leo and Aberconway/etc. on it. I want them both in grave. I use it to dump them and pop something.

 

Opp has Macro. I don't have MST. It's shutting me down. I make Dire Wolf and kill it.

 

I have 5 monsters on the board (namely in infernity). I need space to continue comboing. I make Diawolf and pop something then continue comboing.

 

Etc.

But is it really worth trading a 2-material Rank 4 that can have field permanence for a relatively costly one-shot destruction card?

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But is it really worth trading a 2-material Rank 4 that can have field permanence for a relatively costly one-shot destruction card?

Tell me more about how I have a generic way to dump everything that's going to be as useful as a generic pop in every applicable situation.

 

Tell me more about how paying 2 cards to kill Macro/DiFi which are shutting you down is bad.

 

Tell me more about how clearing your field to combo more WOULDN'T want to put combo pieces in the grave to keep comboing while also tending to the opp.

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Tell me more about how I have a generic way to dump everything that's going to be as useful as a generic pop in every applicable situation.

 

Tell me more about how paying 2 cards to kill Macro/DiFi which are shutting you down is bad.

 

Tell me more about how clearing your field to combo more WOULDN'T want to put combo pieces in the grave to keep comboing while also tending to the opp.

I'm clearly not getting something here.

I'm as frustrated with myself right now as you all are with me.

What am I missing?

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I'm clearly not getting something here.

I'm as frustrated with myself right now as you all are with me.

What am I missing?

Destroying a single card can make the difference between winning and losing. If your opponent is locking you down because of MInd Drain or Macro, or something like that, then you can just go Rank 4 and clear it out right away.

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Destroying a single card can make the difference between winning and losing. If your opponent is locking you down because of MInd Drain or Macro, or something like that, then you can just go Rank 4 and clear it out right away.

I know that, but is it really worth wasting all of those cards?

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Recycling Batteries or Batteryan AAA, Geargiarmor, Advanced Heraldry Arts, Tinplate Goldfish/Kagetokage + any Gadget, Infernities have so much advantage when they roll at all it's a joke...

 

I'm not sure which of these makes you lose "all that advantage". Especially when you're getting rid of a card that is preventing you from playing.

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Recycling Batteries or Batteryan AAA, Geargiarmor, Advanced Heraldry Arts, Tinplate Goldfish/Kagetokage + any Gadget, Infernities have so much advantage when they roll at all it's a joke...

 

I'm not sure which of these makes you lose "all that advantage". Especially when you're getting rid of a card that is preventing you from playing.

I think I figured it out.

One of my problems with understanding Yu-Gi-Oh! is that I have trouble picturing combos unless I have seen them in action, and can watch the plays being made.

I'm basing this only my own limited experience with these kinds of decks, and I have rarely run any of the decks that this card seems to shine in, so I am trying to picture this in just a generic Xyz Deck, like one of the ZEXAL-era Starter Decks.

Because that's what you all keep praising about this card: It's genericness.

So I was imagining this card in a totally generic deck, with very few gimmicks.

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101 is probably better at Monster removal atm, but like other people said, this is great against those annoying Continuous Traps that otherwise ruin your day unless you draw your MSTs. Also, it works as a safety net by killing your opponent's last card before going for game.

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I really only notice it being good in Heraldic Beasts, not only because they do run those Types, but because they easily make Rank 4s without losing much card advantage. The Chain Dog variant also loved this card.

 

I don't feel it's worth the price tag attached, but it's getting a tin reprint, so yay for that.

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