Bahamut - Envoy of the End Posted June 5, 2011 Report Share Posted June 5, 2011 I freaking love turbo duels on WC11. The whole speed things add another tactical dimension, I love the new strategy implications it has in duels. I also love speed spells. How you have to bind your time in order to use them at the right moment, combined with having to constantly think about Speed World 2 and needing to keep one in hand to use it, just makes me want to duel better each time I play, and make new, exciting moves. If you wish to, discuss speed spells you find awesome, under-rated, or just work for you, or some that you don't think as much of. *Note: When I say discuss speed spells, I'm talking about the anime, turbo duel exclusive spells (example: Angel Baton, High Speed Crash, End of the Storm). I'm NOT talking about existing OCG/TCG spells that have been converted into speed spell form (example: Fissure, Shrink, et all). Thank you. Speed Spells I particularly like: - Power Baton Lore: Activate if you have 6 or more Speed Counters. Send 1 Monster Card from your Deck to the Graveyard to have 1 monster you control gain ATK equal to the ATK of the sent monster's, until the end of the next Damage Step. You cannot conduct your normal draw during your next Draw Phase. Great in my Junk deck just for sending Junk/Debris targets to the grave (or Necro Gardna, Glow Up Bulb, etc), not just the power boost. Lethal in Lightsworn Turbo decks with Wulfy. In WC11, the cost is reduced to only needing 3 Speed Counters, and not even having to remove them. Sacrificing a draw is annoying, but timed with Reckless Greed limits that. Oh, and it's a quick play too. - Gap Storm Lore: Activate only if there is a difference of 10 or more Speed Counters between you and your opponent. Destroy all Spell and Trap Cards on the field. Only needs a difference of seven in the cpu games, which your opponent will have just made the gap for you by using Speed World 2's draw effect. Good for closing out games against said opponents clinging on behind a wall of potentially dangerous face downs, and you don't even need to sacrifice your speed to activate it. - Speed Jammer Lore: This card can be activated by removing 2 of your Speed Counters. Removes 6 of your opponent's Speed Counters. Only just unlocked this one. Looks very, very lulzy. On WC11, you only need to have the Speed Counters, not remove them, so you can really cripple your opponent for the cost of one card. Link to comment Share on other sites More sharing options...
Guest Dementuo Posted June 5, 2011 Report Share Posted June 5, 2011 I always liked the Riding Duels. As for Speed Spells, my personal favorite is Angel Baton. It used to require 7 counters in WC09, but was lowered to 4 in WC10.I've yet to play WC11... I might get my copy tomorrow. Link to comment Share on other sites More sharing options...
Manjoume Thunder Posted June 5, 2011 Report Share Posted June 5, 2011 lolturboduels Link to comment Share on other sites More sharing options...
Guest Dementuo Posted June 5, 2011 Report Share Posted June 5, 2011 Overboost x1-2, drop Malefic Cyber, attack, drop Limiter Removal, FTK in a Turbo Duel. Link to comment Share on other sites More sharing options...
Giga Hand Posted June 5, 2011 Report Share Posted June 5, 2011 I actually didn't like turbo duels, the Speed Counter thing seemed too restricting, but it's interesting to hear that some people like them. Immortals and Malfics love them, though. GKs and Ocean decks not so much. Link to comment Share on other sites More sharing options...
Brinolovania Posted June 5, 2011 Report Share Posted June 5, 2011 You quoted the dub intro song in the OP! How dare you choose that over Masaaki Endoh! OT:they're amazing because motorcycles. Link to comment Share on other sites More sharing options...
Ieyasu Tokugawa Posted June 5, 2011 Report Share Posted June 5, 2011 I actually didn't like turbo duels, the Speed Counter thing seemed too restricting, but it's interesting to hear that some people like them.It's funny how they make some of the Broken cards much slower, like Reborn requiring 10 counters. Overboost first turn gives you insta draw(with another speed spell of course), and your counters actually go up to one during the end phase. Link to comment Share on other sites More sharing options...
Dr. Cakey Posted June 5, 2011 Report Share Posted June 5, 2011 Some more bad-ass Speed Spells: Activate only while you have 2 or more Speed Counters. Destroy 1 card you control and 1 other card on the field. Activate only while you have 5 or more Speed Counters. Synchro Summon 1 Synchro Monster. (Remove from play the appropriate monsters from your Graveyard.) Remove it from play during the End Phase. (Looks like it's pretty bad in WC11) Activate only while you have 8 or more Speed Counters. Select 1 face-up monster you control. Double its ATK. That monster cannot attack your opponent directly. Destroy it during the End Phase. (Arguably better in WC10) Activate only while you have 3 or more Speed Counters. Select 1 face-up monster on the field. Halve that monster's ATK, and gain an equal amount of Life Points . Activate only while you have 4 or more Speed Counters. Reduce your Speed Counters to 0 to add 1 Level 3 or lower Monster Card and 1 Spell/Trap Card from your Graveyard to your hand. You cannot gain Speed Counters for the next 3 turns after this card's activation. Activate only while you have 4 or more Speed Counters. Until the Standby Phase of your next turn, cards you control cannot be destroyed by the effects of your opponent's Spell/Trap Cards. Activate only while you have 4 or more Speed Counters. Send 1 card from your hand to the Graveyard to draw 1 card. Your opponent cannot Special Summon monsters during this turn. (Quick-play in WC10, but requires you to remove counters) Activate only while you have 10 or more Speed Counters. Destroy all monsters on the field and inflict 300 damage to each player for each of their destroyed monsters. (Requires you to remove counters in WC, which makes me a sad panda) Activate only while you have 10 or more Speed Counters. Cards you control cannot be destroyed this turn. Each time a card(s) your opponent controls is destroyed this turn, inflict 300 damage to your opponent. (WC11 makes you remove 7...of course) Activate only when the effect of "Speed World" activates. You gain 1 Speed Counter on "Speed World" during each player's Standby Phase. The following effects are activated when your Speed Counters exceed those of your opponent:● Opponent's turn: Once per turn, you can negate the attack of your opponent's monsters.● Your Turn: Once per turn, you can inflict damage to your opponent equal to the difference in Speed Counters × 100. (Posted the WC one because the anime one is just silly) Link to comment Share on other sites More sharing options...
Guest PikaPerson01 Posted June 5, 2011 Report Share Posted June 5, 2011 One card per topic? =\ No stupid topic titles? =/ Link to comment Share on other sites More sharing options...
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