Monday 29 October 2012

Hunder Family Card Review - Thunder Seahorse

Thunder Seahorse
LV4 LIGHT Thunder/Effect
1600/1200
You can discard this card; add 2 Level 4 LIGHT Thunder-Type Monsters with 1600 ATK or less and the same name from your Deck to your hand. The effect of “Thunder Seahorse” can only be activated once per turn, and you cannot Special Summon during this turn.

This card is really good and makes this archtype in my opinion. It may seem a bit terrible with how restrictive it can be. With 6 restrictions on it, this card has been held down with a heavy weight.
What if I were to tell you, this card is the best opener for this deck? Don't believe me? You soon will.

Lets have a look, like I mention before it can recuit all the Hunder family members. Having two Pas or two Mas is awesome with one other Pa / Ma. Three monsters to the board and instant Shockmaster?
Sadly you need to play this card the turn before because of the no special summon rule, but hey can't have it all. The other thing is that Thunder Sea Horse can search it's self.

So search both, next turn get two mas and then two pas. Dump four cards to the field in one go. Excellent!

Hes a bit bigger than the family, Bottomless hits him. But you won't be summoning him to the field. You can discard him and summon sis on the same turn adding him back. Netting a nice +2 that turn.

Basically this guy makes Thunders playable.

Run 3.

Hunder Family Card Review - Sishunder

Sishunder
LV4 LIGHT Thunder/Effect
900/400

When this card is Normal Summoned: You can target 1 Level 4 LIGHT Thunder-Type monster with 1600 or less ATK in your Graveyard, except "Sishunder"; banish that target. During the End Phase of this turn, add that card to your hand.

The last of the family is their daughter. She is a floater when it comes down to it and if her plus anyone of her Parents come to the field. Then
you can make a instant rank 4 and get a card back during end phase. Yes thats right, she doesnt have to be on the field during the end phase and
can even be used for a xyz summon and her effect will still happen!

She can also be recuited by Thunder Seahorse and Recycling batteries.

She can get back Thunder Seahorse, Pa, Ma and various Batterymen cards. She allows for you to set up next turns combos with Ma and Pa, or additional searching
with Seahorse. She is really good. Her stats are small, so make sure to use her for an Xyz before ending your turn!

Run 2 (3 is a bit dead)

Hunder Family Card Review - Mahunder

Mahunder
LV4 LIGHT Thunder/Effect
1400/700
Once per turn: You can Normal Summon 1 Level 4 LIGHT Thunder-Type Monster from your hand in Attack position, except “Mahunder”.

Dont worry this is not a mistyping, her effect is the exact same as her husbands. I did say these guys like to work together.
So if you summon Pa, then Ma, you can then summon a second Pa from Ma's effect and contiune till you dont have any Ma or Pas left in hand.

So even tho she can't bring more copies of herself to the field, she can bring Pa whom can bring more of her. Teamwork!

Ultimate offering saids hi? But still, other than how she and Pa can normal summon spam, nothing much else to say. She has a few more points than
Pa, but still small enough to be recuited by Thunder Seahorse and Recycling batteries. Also able to dogde Bottomless Trap Hole.

(Run 3.)

Hunder Family Card Review - Pahunder

Today we are going to be looking at the family of Thunder,
support for them and my opinions on them.

I will start by saying that these guys are rather amazing with
the support you can use for them and if your deck is built
right then you can do some amazing plays with them.

Let's start with the Father of the family:


Pahunder
LV4 LIGHT Thunder/Effect
1300/600
Once per turn: You can Normal Summon 1 Level 4 LIGHT Thunder-Type Monster from your hand in Attack position, except “Pahunder”.

The effect may seem a bit lack luster, but trust me when these guys work as a family: a lot of summons can happen in a turn.
You can't use the effect for any Pahunders, but worry not. As the next card helps us summon more copies of Pa.

This guy is searchable via Thunder Seahorse and can be added back with Recycling Batteries. Hes small enough to dodge bottomless
trap hole. His effect allows for instant rank 4 plays.

(Run 3.)

Wednesday 24 October 2012

Abyss Rising TCG Exclusives

Here's a list of the TCG Exclusives we are getting in Abyss Rising!

Going to list a few we know the effects of:

Spellbook Star Hall
Continous spell

Each time a "Spellbook" Spell Card is activated, place 1 Spell Counter on this card. All Spellcaster-Type monsters you control gain 100 ATK for each Spell Counter on this card. When this card with Spell Counter is destroyed and sent to the Graveyard: You can add 1 Spellcaster-Type monster from your Deck to your hand, whose Level is less than or equal to the number of Spell Counter(s) that were on this card.

Spellbook Library of the Heliosphere
Type Spell Card
If you have 4 or more "Spellbook" Spell Cards in your Graveyard: Reveal the top 2 cards of your Deck; add any revealed "Spellbook" Spell Cards to your hand, and shuffle any remaining cards into the Deck. You can only activate 1 "Spellbook Library of the Heliosphere" per turn. You cannot activate any Spell Cards the turn you activate this card, except "Spellbook" Spell Cards.

Giant Soldier of Steel
Attribute EARTH
Types Rock/Xyz/Effect
Rank 3
ATK/DEF 1300/2000
Materials 2 Level 3 Rock-Type monsters

This card is unaffected by other monsters' effects. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; it gains 1000 DEF until the End Phase, and if it does, you take no effect damage from your opponent's card effects this turn.

Attack the Moon!
Type Spell Card
Property Continuous

Once per turn, when the battle position of a Rock-Type monster you control is changed: You can target 1 Spell/Trap Card your opponent controls; destroy that target.

Thunder Seahorse
Attribute LIGHT
Types Thunder/Effect
Level 4
ATK/DEF 1600/1200

During your Main Phase: You can discard this card; add 2 Level 4 LIGHT Thunder-Type monsters with 1600 or less ATK and the same name from your Deck to your hand. The effect of "Thunder Seahorse" can only be used once per turn. You cannot Special Summon the turn you activate this effect.

Fishborg Launcher
Attribute WATER
Types Fish/Tuner
Level 1
ATK/DEF 200/100

During your Main Phase, if the only monsters in your Graveyard are WATER monsters, except "Fishborg Launcher": You can Special Summon this card from your Graveyard. If this card is Special Summoned by this effect, banish it when it leaves the field. This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a WATER monster. The effect of "Fishborg Launcher" can only be activated once per turn.

So there's some of them to have a read. Not the best exclusives we have had in a while, but no Madolche's makes me sad.

Yugioh Create a Card #1

Yugioh Create a Card:

Madolche's are my top pick when it comes deck choices. I like the theme and how they work.

So like most players, I wish for Konami to make certain cards to help Madolche's. With Abyss Rising just around the corner I am hoping for a decent TCG exclusive Madolche card to help the dolls out.

So I got to thinking. What would I like to see most? Well here's my own create a card for them. The Madolche Chef!

Madolche Cheffle
EARTH - Warrior - **** - 1200 ATK / 2000 DEF

When this card you control is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. While this card is face-up on the field, once per turn during your Main Phase, you can Normal Summon a "Madolche" monster in addition to your Normal Summon or Set. (You can only gain this effect once per turn.)

This sort of effect has been appearing a lot as of late. Atlans, Firestars and of course Karakuris are examples, of which, that have a card that does what this exactly does.

Why do I want an additional normal summon of all things?

Well it makes Bulterusk more runnable. Meaning more search power for the ever needed field spell. It allows for instant Queen plays and other rank fours plays. Being a wall makes it a good first turn set too.

So that's what I would like greatly for the Archtype. Are they are effects you would like for your decks? And what you think of the idea?

Sunday 14 October 2012

Underrated Cards of Yugioh: #2 Karakuri Muso mdl 818 "Haipa"

Today we will be looking at an originally TCG exclusive Karakuri card; Karakuri Muso mdl 818 "Haipa" to be exact.

Karakuri Muso mdl 818 "Haipa" - **** - Earth ATK 2100 / DEF 1100

This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. If this card attacks, change it to Defense Position at the end of the Battle Phase.

So it has the first wave of Karakuri effect that it switches them when selected in ATK mode. Plus the standard effect it must attack.

Now it's second effect looks bad, that after it attacks it goes to def, but it has its uses and it makes it a secretly good card.

First it's a 2100 ATK target searchable via the Synchros Boss Karakuris and Karakuri Cash Cashe!

Karakuri Cash Cashe
Normal Spell
Select 1 face-up "Karakuri" monster you control. Add 1 Level 4 or lower "Karakuri" monster from your Deck to your hand, and change the battle position of the selected monster.

Being 2100 ATK means he's a easy out to Thunder King and Doom Caliber Knight. Both which hurt Karakuris a fair bit.

If your opponent has Skill Drain active you throw down this guy and he just a 2100 vanilla monster. Which can be deadly as most skill drain decks have only 1900 ATK monsters.

Haipa can also trigger Karakuri Bureido effect to draw a card, after it attacks. Meaning if Haipa does die due to its low Def at least you gained an extra card so you don't lose any advantage.

Lastly is under Limiter Removal he is 4200 ATK. Which is over half your opponents life points. He can make Limiter really deadly.

That's about it for this card. Try teching one in your Karakuri builds. You won't be disappointed.

Till next time, Spectral Joker signing off.

Friday 5 October 2012

How to YuGiOh - 2# Karakuri / Geargia OTK

Welcome to the second instalment of How to YuGiOh. Today I will be covering a OTK combo in a Karakuri / Geargia deck!

I will post the deck list I use for this combo so you can see what to play. Now the combo:

You will need a set Gearia Armor that you can flip this turn, so:

1. Flip Summon Geargia Armor, add Geargia Accelrator, then special summon Accelrator, then set Armor back down.
2. Normal summon a 3 or 4 star tuner. Synchro the tuner and Accelrator to make either Burei/Bureido. Depending on the tuners level.

Now the combo slips two paths:
3. Burei Path: Special Summon Karakuri Seizan, ( 4 star tuner ) Bureido Path: fetch Karakuri Nishipachi ( 3 star tuner )
4. Use Burei or Nishipachi effect to flip Armor, then add another Accelrator and special summon it.
5. Depending on what tuner you have make Burei/Bureido with the Nishipachi or Seizan and Armor, have your synchro summon a second Seizan.
6. Make another Bureido with Seizan and Accelrator.

7. Now summon either a Nishipachi or Ninja from your deck. With Nishipachi make him turn himself to draw two from Bureido. Or if you didn't use Bureis Effect earlier then use it to turn Ninja from def for your two draw!

There you go guys! Just one combo these guys can make. If you add a Machina Fortress you can make a big eye to steal anything standing in your way.

There's one combo for you guys. You can do the same combo with Bird man you need to special summon a accel and bounce him for Bird man and summon accel back again!