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		<title><![CDATA[Yugioh Card Maker Forum - Strategy]]></title>
		<link>http://forum.yugiohcardmaker.net/</link>
		<description><![CDATA[Yugioh Card Maker Forum - http://forum.yugiohcardmaker.net]]></description>
		<pubDate>Sat, 21 Nov 2009 07:10:37 -0600</pubDate>
		<generator>MyBB</generator>
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			<title><![CDATA[Blue-Eyes abuse]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-169568.html</link>
			<pubDate>Thu, 19 Nov 2009 19:54:40 -0600</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-169568.html</guid>
			<description><![CDATA[Here is a strategy I came up with:<br />
<br />
1) Use <span style="font-weight: bold;">Future</span> <span style="font-weight: bold;">Fusion</span>. summon 1 <span style="font-weight: bold;">Blue</span> <span style="font-weight: bold;">Eyes</span> <span style="font-weight: bold;">Ultimate</span> <span style="font-weight: bold;">Dragon</span> using the materials listed.  Protect the Future Fusion Well for two turns.<br />
<br />
2) After Blue Eyes Ultimate Dragon is summoned, use <span style="font-weight: bold;">De</span>-<span style="font-weight: bold;">fusion</span> and Special Summon 3 <span style="font-weight: bold;">Blue</span> <span style="font-weight: bold;">Eyes</span> <span style="font-weight: bold;">White</span> <span style="font-weight: bold;">Dragons</span> in Attack Position.  Instead of 1 monster with 4500 ATK, you get 3 monsters with 3000 ATK each.<br />
<br />
3) Spice up this combo with <span style="font-weight: bold;">Delta</span> <span style="font-weight: bold;">Attacker</span> to attack be able to attack your opponent directly.<br />
<br />
4) If possible, destroy any cards that may foil the combo.  You can now inflict 9000 points of direct battle damage to your opponent.]]></description>
			<content:encoded><![CDATA[Here is a strategy I came up with:<br />
<br />
1) Use <span style="font-weight: bold;">Future</span> <span style="font-weight: bold;">Fusion</span>. summon 1 <span style="font-weight: bold;">Blue</span> <span style="font-weight: bold;">Eyes</span> <span style="font-weight: bold;">Ultimate</span> <span style="font-weight: bold;">Dragon</span> using the materials listed.  Protect the Future Fusion Well for two turns.<br />
<br />
2) After Blue Eyes Ultimate Dragon is summoned, use <span style="font-weight: bold;">De</span>-<span style="font-weight: bold;">fusion</span> and Special Summon 3 <span style="font-weight: bold;">Blue</span> <span style="font-weight: bold;">Eyes</span> <span style="font-weight: bold;">White</span> <span style="font-weight: bold;">Dragons</span> in Attack Position.  Instead of 1 monster with 4500 ATK, you get 3 monsters with 3000 ATK each.<br />
<br />
3) Spice up this combo with <span style="font-weight: bold;">Delta</span> <span style="font-weight: bold;">Attacker</span> to attack be able to attack your opponent directly.<br />
<br />
4) If possible, destroy any cards that may foil the combo.  You can now inflict 9000 points of direct battle damage to your opponent.]]></content:encoded>
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			<title><![CDATA[Gearfried Loop Engine]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-168675.html</link>
			<pubDate>Sun, 15 Nov 2009 10:27:26 -0600</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-168675.html</guid>
			<description><![CDATA[Want to pull of ANY combo in the entire game?<br />
<br />
A while ago I saw the Gearfried / Elma FTK, and II wondered if it could be modified if you don't want to buy Exodia or something.<br />
<br />
The idea is this:<br />
To start combo:<br />
1 x Double Summon (Not needed, but helpful)<br />
1 x Butterfly Dagger - Elma<br />
1 x Gearfried the Iron Knight<br />
1 x Royal Magical Library<br />
<br />
Keep equipping Gearfried with the dagger and using RML until you have drawn your whole Deck into your hand.<br />
<br />
To finish the combo you need (in your deck, so it doesn't matter)<br />
1 x Sword of Deep-Seated<br />
1 x Infinite Cards<br />
<br />
This allows you to use your entire deck straight from your hand, while never decking out. You could also but more Gearfrieds and Infinite Cards in just to make sure.]]></description>
			<content:encoded><![CDATA[Want to pull of ANY combo in the entire game?<br />
<br />
A while ago I saw the Gearfried / Elma FTK, and II wondered if it could be modified if you don't want to buy Exodia or something.<br />
<br />
The idea is this:<br />
To start combo:<br />
1 x Double Summon (Not needed, but helpful)<br />
1 x Butterfly Dagger - Elma<br />
1 x Gearfried the Iron Knight<br />
1 x Royal Magical Library<br />
<br />
Keep equipping Gearfried with the dagger and using RML until you have drawn your whole Deck into your hand.<br />
<br />
To finish the combo you need (in your deck, so it doesn't matter)<br />
1 x Sword of Deep-Seated<br />
1 x Infinite Cards<br />
<br />
This allows you to use your entire deck straight from your hand, while never decking out. You could also but more Gearfrieds and Infinite Cards in just to make sure.]]></content:encoded>
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			<title><![CDATA[Umi Reversal Quiz OTK (Or at least close to one)]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-168448.html</link>
			<pubDate>Sat, 14 Nov 2009 12:25:25 -0600</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-168448.html</guid>
			<description><![CDATA[Have Umi or any substitutes on the field<br />
Have Deepsea Warrior or The Legendary Fisherman on the field<br />
Lower your Life Points (Wall of Revealing Light or Backs to the Wall works)<br />
Play Reversal Quiz, Deepsea Warrior or The Legendary Fisherman won't be destroyed, so if you get it wrong, you're not wide open for an attack.<br />
If you are successful, most of the time you can go in for the kill with the monster that survived.<br />
<br />
It's a decent idea, no?]]></description>
			<content:encoded><![CDATA[Have Umi or any substitutes on the field<br />
Have Deepsea Warrior or The Legendary Fisherman on the field<br />
Lower your Life Points (Wall of Revealing Light or Backs to the Wall works)<br />
Play Reversal Quiz, Deepsea Warrior or The Legendary Fisherman won't be destroyed, so if you get it wrong, you're not wide open for an attack.<br />
If you are successful, most of the time you can go in for the kill with the monster that survived.<br />
<br />
It's a decent idea, no?]]></content:encoded>
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			<title><![CDATA[Would this work]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-167641.html</link>
			<pubDate>Wed, 11 Nov 2009 06:55:17 -0600</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-167641.html</guid>
			<description><![CDATA[My bro runs a Crystal Beast deck and uses a strategy that Stardust Accelerator won't let you use. I was wondering which is right.<br />
1. CB's effects can activate while they are Spells (ex. summon pegasus, play eagle, send pegasus back to deck)<br />
2.Crystal beasts effects only work as monster.<br />
I'm leaning towards the first, but I am open to suggestions.]]></description>
			<content:encoded><![CDATA[My bro runs a Crystal Beast deck and uses a strategy that Stardust Accelerator won't let you use. I was wondering which is right.<br />
1. CB's effects can activate while they are Spells (ex. summon pegasus, play eagle, send pegasus back to deck)<br />
2.Crystal beasts effects only work as monster.<br />
I'm leaning towards the first, but I am open to suggestions.]]></content:encoded>
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			<title><![CDATA[Flamvell OTK]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-167081.html</link>
			<pubDate>Sun, 08 Nov 2009 16:30:50 -0600</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-167081.html</guid>
			<description><![CDATA[Flamvell Firedog + Urgent Tuning + Assault Mode Activate! creates an OTK.<br />
<br />
Firedog destroys a monster, you bring out Flamvell Magician and attack with it. Activate Urgent Tuning, Synchro Summon Red Dragon Archfiend, attack with it. Activate Assault Mode Activate! and bring out Red Dragon Archfiend/Assault Mode. Attack.<br />
<br />
1900 + 1400 + 3000 + 3500 - x = 9800 - x<br />
<br />
If x is the opposing monster's ATK if it's in attack, or 1900 if it's in defense. If the opponent only has one monster, you win. If they don't, adding Call of the Haunted can net you an added 3300 damage. <img src="http://forum.yugiohcardmaker.net/images/smilies/icon_razz.gif" style="vertical-align: middle;" border="0" alt="Razz" title="Razz" />]]></description>
			<content:encoded><![CDATA[Flamvell Firedog + Urgent Tuning + Assault Mode Activate! creates an OTK.<br />
<br />
Firedog destroys a monster, you bring out Flamvell Magician and attack with it. Activate Urgent Tuning, Synchro Summon Red Dragon Archfiend, attack with it. Activate Assault Mode Activate! and bring out Red Dragon Archfiend/Assault Mode. Attack.<br />
<br />
1900 + 1400 + 3000 + 3500 - x = 9800 - x<br />
<br />
If x is the opposing monster's ATK if it's in attack, or 1900 if it's in defense. If the opponent only has one monster, you win. If they don't, adding Call of the Haunted can net you an added 3300 damage. <img src="http://forum.yugiohcardmaker.net/images/smilies/icon_razz.gif" style="vertical-align: middle;" border="0" alt="Razz" title="Razz" />]]></content:encoded>
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			<title><![CDATA[New OTK with Sasuke samurai #3? will it work?]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-166817.html</link>
			<pubDate>Sat, 07 Nov 2009 22:29:13 -0600</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-166817.html</guid>
			<description><![CDATA[Well I was thinking what if you had sasuke samurai #3 and attacked your opponent and caused him battle damage while having enervating mist.<br />
<br />
since sasuke samurai #3 makes him draw 7 he has to keep drawing and discarding and eventually his deck runs out and your the winner of the duel.<br />
<br />
one question... does it work like that?<img src="http://forum.yugiohcardmaker.net/images/smilies/icon_eek.gif" style="vertical-align: middle;" border="0" alt="Shocked" title="Shocked" />]]></description>
			<content:encoded><![CDATA[Well I was thinking what if you had sasuke samurai #3 and attacked your opponent and caused him battle damage while having enervating mist.<br />
<br />
since sasuke samurai #3 makes him draw 7 he has to keep drawing and discarding and eventually his deck runs out and your the winner of the duel.<br />
<br />
one question... does it work like that?<img src="http://forum.yugiohcardmaker.net/images/smilies/icon_eek.gif" style="vertical-align: middle;" border="0" alt="Shocked" title="Shocked" />]]></content:encoded>
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			<title><![CDATA[Unlimited ATK for Machine Fusion!]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-166730.html</link>
			<pubDate>Sat, 07 Nov 2009 17:28:45 -0600</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-166730.html</guid>
			<description><![CDATA[I saw a video on YouTube involving Cyber End Dragon, Power Bond, Alchemic Kettle-Chaos Distill(or any other card like this like Macro Cosmos) and 2 Primal Seeds.<br />
<br />
1. Fusion 3 Cyber Dragons into Cyber End Dragon using Power Bond.<br />
2. Use Alchemic Kettle-Chaos Distill.<br />
3. Use Limiter Removal on Cyber End Dragon.<br />
4. Use Primal Seed to return Limiter Removal and another card.<br />
5. Use Limiter Removal on Cyber End Dragon again.<br />
6. Use the other Primal Seed to regain the removed Primal Seed and Limiter    Remover etc...<br />
<br />
This combo is extremely dangerous but requires an extreme amount of effort and a lot of luck. The chances of this certain circumstance would be rare since the cards used are extremely unstable.]]></description>
			<content:encoded><![CDATA[I saw a video on YouTube involving Cyber End Dragon, Power Bond, Alchemic Kettle-Chaos Distill(or any other card like this like Macro Cosmos) and 2 Primal Seeds.<br />
<br />
1. Fusion 3 Cyber Dragons into Cyber End Dragon using Power Bond.<br />
2. Use Alchemic Kettle-Chaos Distill.<br />
3. Use Limiter Removal on Cyber End Dragon.<br />
4. Use Primal Seed to return Limiter Removal and another card.<br />
5. Use Limiter Removal on Cyber End Dragon again.<br />
6. Use the other Primal Seed to regain the removed Primal Seed and Limiter    Remover etc...<br />
<br />
This combo is extremely dangerous but requires an extreme amount of effort and a lot of luck. The chances of this certain circumstance would be rare since the cards used are extremely unstable.]]></content:encoded>
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			<title><![CDATA[Lockdown Strategy]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-166384.html</link>
			<pubDate>Fri, 06 Nov 2009 16:44:57 -0600</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-166384.html</guid>
			<description><![CDATA[I've been thinking hard on how I should lock out my opponent from doing anything. A few cards came to mind:<br />
<br />
1. Royal Decree = To stop him from activating traps.<br />
2. Wall of Revealing Light = To stop his monsters from attacking.<br />
3. Skill Drain = To negate his monsters effects, but also my own.<br />
<br />
So far these are the only cards I can come up with right now. They all lock Traps and Monsters, but I still can't find a card that can negate Spells. I know there are a few Counter Traps that can negate Spell and "Horus the Black Flame Dragon LV8" can negate the activation of a spell card and destroy it, but if I have him on the field while "Skill Drain" is in play, it won't do me any good. So if any of you have any suggestions, please reply.]]></description>
			<content:encoded><![CDATA[I've been thinking hard on how I should lock out my opponent from doing anything. A few cards came to mind:<br />
<br />
1. Royal Decree = To stop him from activating traps.<br />
2. Wall of Revealing Light = To stop his monsters from attacking.<br />
3. Skill Drain = To negate his monsters effects, but also my own.<br />
<br />
So far these are the only cards I can come up with right now. They all lock Traps and Monsters, but I still can't find a card that can negate Spells. I know there are a few Counter Traps that can negate Spell and "Horus the Black Flame Dragon LV8" can negate the activation of a spell card and destroy it, but if I have him on the field while "Skill Drain" is in play, it won't do me any good. So if any of you have any suggestions, please reply.]]></content:encoded>
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			<title><![CDATA[2 cards 1 raigeki]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-165258.html</link>
			<pubDate>Sun, 01 Nov 2009 12:58:11 -0600</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-165258.html</guid>
			<description><![CDATA[<img src="http://s8.photobucket.com/albums/a42/shriek4/sovr_en/089.jpg" border="0" alt="[Image: 089.jpg&#93;" /> + <img src="http://s8.photobucket.com/albums/a42/shriek4/sovr_en/089.jpg" border="0" alt="[Image: 089.jpg&#93;" /><br />
<br />
Ok, I lied. They're both the same card.]]></description>
			<content:encoded><![CDATA[<img src="http://s8.photobucket.com/albums/a42/shriek4/sovr_en/089.jpg" border="0" alt="[Image: 089.jpg]" /> + <img src="http://s8.photobucket.com/albums/a42/shriek4/sovr_en/089.jpg" border="0" alt="[Image: 089.jpg]" /><br />
<br />
Ok, I lied. They're both the same card.]]></content:encoded>
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			<title><![CDATA[Stall Engine]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-164809.html</link>
			<pubDate>Fri, 30 Oct 2009 10:23:05 -0500</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-164809.html</guid>
			<description><![CDATA[I think it'd be time to review my good ol' Stall Engine.<br />
<br />
1 Marshmallon<br />
1 Spirit Reaper<br />
3 Legendary Jujitsu Master<br />
3 Wall of Illusion<br />
<br />
1 Level Limit-Area B<br />
3 Messenger of Peace<br />
1 Swords<br />
3 Steelcage<br />
<br />
3 Waboku<br />
3 Threatening<br />
<br />
Has worked kinda decent in the past, but seems to be a bit sloppy nowadays...<br />
What are the latest Stall Engines? Are they efficient enough?<br />
<br />
<span style="color: white;">ind4sumn00bpostscrappy2ormorecardlocks</span>.]]></description>
			<content:encoded><![CDATA[I think it'd be time to review my good ol' Stall Engine.<br />
<br />
1 Marshmallon<br />
1 Spirit Reaper<br />
3 Legendary Jujitsu Master<br />
3 Wall of Illusion<br />
<br />
1 Level Limit-Area B<br />
3 Messenger of Peace<br />
1 Swords<br />
3 Steelcage<br />
<br />
3 Waboku<br />
3 Threatening<br />
<br />
Has worked kinda decent in the past, but seems to be a bit sloppy nowadays...<br />
What are the latest Stall Engines? Are they efficient enough?<br />
<br />
<span style="color: white;">ind4sumn00bpostscrappy2ormorecardlocks</span>.]]></content:encoded>
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			<title><![CDATA[Ultimate Defense System?]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-164044.html</link>
			<pubDate>Mon, 26 Oct 2009 16:15:53 -0500</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-164044.html</guid>
			<description><![CDATA[I was watching Yu-Gi-Oh! 5D's the other day and I got this idea for the perfect defense system: two Millenium Shields both equiped with Rings of Magnetism, one Trap Jammer, and one Magic Jammer. Ring of Magnetism's effect makes it so your opponent must attack the monster it is equipped to, so if there were two monsters on the field that both had Rings of Magnetism, there would be no way to attack both (unless a monster's ability destroyed all monsters on the field or something like that...)! I just added the Trap Jammer and Magic Jammer for anti-trap/spell backup. Now if I could only get those cards...]]></description>
			<content:encoded><![CDATA[I was watching Yu-Gi-Oh! 5D's the other day and I got this idea for the perfect defense system: two Millenium Shields both equiped with Rings of Magnetism, one Trap Jammer, and one Magic Jammer. Ring of Magnetism's effect makes it so your opponent must attack the monster it is equipped to, so if there were two monsters on the field that both had Rings of Magnetism, there would be no way to attack both (unless a monster's ability destroyed all monsters on the field or something like that...)! I just added the Trap Jammer and Magic Jammer for anti-trap/spell backup. Now if I could only get those cards...]]></content:encoded>
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			<title><![CDATA[Best strategy ever]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-163274.html</link>
			<pubDate>Fri, 23 Oct 2009 14:57:29 -0500</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-163274.html</guid>
			<description><![CDATA[Here's the strategy.Fill your deck with traps that destroy newly summoned monsters,and attacking monsters(trap hole,mirror force).Allways be first.have monsters with high defense and that can not be destroyed by battle.<br />
Example duel:summon a monster in fase down than 3 cards face down(one of them must be speel and trap stoper).Your opponent subcontistly wants to attack.You counter it.Use cards that mkae your opponent llose life points.Slowly but effectivly your opponent will get pissed and not notice that you take from him abaut 500 life points every turn.Thats how you win.]]></description>
			<content:encoded><![CDATA[Here's the strategy.Fill your deck with traps that destroy newly summoned monsters,and attacking monsters(trap hole,mirror force).Allways be first.have monsters with high defense and that can not be destroyed by battle.<br />
Example duel:summon a monster in fase down than 3 cards face down(one of them must be speel and trap stoper).Your opponent subcontistly wants to attack.You counter it.Use cards that mkae your opponent llose life points.Slowly but effectivly your opponent will get pissed and not notice that you take from him abaut 500 life points every turn.Thats how you win.]]></content:encoded>
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			<title><![CDATA[Epic strategy that doesn't require any changes in the deck to play. Really works!]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-162937.html</link>
			<pubDate>Wed, 21 Oct 2009 14:56:59 -0500</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-162937.html</guid>
			<description><![CDATA[Allow me to tell y'all a secret, folks. A hidden strategy that was there all along, but went unnoticed until Exiro came along, and that, most of the time, doesn't even require you to change your deck! It's a strategy that can be played with any of your cards. Even <span style="font-style: italic;">you</span> can use it in your <span style="font-style: italic;">current favorite deck</span>! Isn't that great?!<br />
<br />
<span style="font-weight: bold;">Requirements</span><br />
<ol type="1">
<li>At least one Normal, Continuous, Equipment or Ritual Spell <span style="text-decoration: underline;">in your deck</span>.</li>
<li>At least one Quick Play Spell or Trap of any kind <span style="text-decoration: underline;">in your deck</span>.<br />
</li></ol>
<br />
If you have both these requirements, your deck is officially qualified for being capable of using this strategy. Great! All you need now is to simply know how to perform this strategy.<br />
<br />
Here's how it works. Whenever you have a Normal, Continuous, Equipment or Ritual Spell in your hand and you are planning to activate it, instead of activating it, you set it. Now, you have to declare to your opponent that it is Heavy Storm or any other devastating Spell Card that your opponent would want to destroy if he had a face-down Mystical Space Typhoon, Dust Tornado or similar card face-down. You have to tell him that, instead of just activating the card, you are giving your opponent a chance to chain his Dust Tornado and destroy it before you have the chance to activate it.<br />
<br />
If your opponent activates Dust Tornado, then you got rid of it before it could become harmful. If he doesn't activate Dust Tornado, continue what you were planning to do.<br />
<br />
So what's the goal of this strategy? It has two goals. One; you're trying to make him spill his Dust Tornadoes on the worst cards possible. Two; you're messing with your opponent's head. This can be a key to winning the game.<br />
<br />
It is important in this strategy that you try reading your opponent. If you notice that your opponent is doubting whether or not they should activate Dust Tornado, and end up not doing so, set your as-close-to-useless-card-as-possible next, and he might very well spill his Dust Tornado on it. Mission successful.<br />
<br />
Another important thing is, when you lie about a Spell Card that you set, and your opponent doesn't fall for it while you don't want him to know that you lied, just keep the card set instead of activating it immediately. That way, you can set another card and your opponent will be completely unsure on whether or not to trust you about it. You can even combine this strategy with simply bluffing. Just set a card that you aren't planning to use immediately as well, and leave it set for a while. That card may be any Spell or Trap; it doesn't matter. Don't doubt about the flexibility of this strategy.<br />
<br />
Also, when you actually have Heavy Storm or another devastating Spell Card while your opponent doesn't believe you, make the blow arrive as badly as possible, simply by talking. Say things that will make your opponent not believe you at all, and then actually activate the card. Whatever you said at that time, use it more often, just to mess with your opponent's head.<br />
<br />
And finally, it is very important that your opponent can't read you. Be unpredictable at all times. Only then will this strategy actually work.<br />
<br />
Since this strategy is, besides the obvious awesomeness and flexibility, also plainly <span style="font-style: italic;">epic</span>, I'm going to call it the <span style="font-weight: bold;">Exiro's awesomely flexible strategy of pure epicness; by Exiro!</span>]]></description>
			<content:encoded><![CDATA[Allow me to tell y'all a secret, folks. A hidden strategy that was there all along, but went unnoticed until Exiro came along, and that, most of the time, doesn't even require you to change your deck! It's a strategy that can be played with any of your cards. Even <span style="font-style: italic;">you</span> can use it in your <span style="font-style: italic;">current favorite deck</span>! Isn't that great?!<br />
<br />
<span style="font-weight: bold;">Requirements</span><br />
<ol type="1">
<li>At least one Normal, Continuous, Equipment or Ritual Spell <span style="text-decoration: underline;">in your deck</span>.</li>
<li>At least one Quick Play Spell or Trap of any kind <span style="text-decoration: underline;">in your deck</span>.<br />
</li></ol>
<br />
If you have both these requirements, your deck is officially qualified for being capable of using this strategy. Great! All you need now is to simply know how to perform this strategy.<br />
<br />
Here's how it works. Whenever you have a Normal, Continuous, Equipment or Ritual Spell in your hand and you are planning to activate it, instead of activating it, you set it. Now, you have to declare to your opponent that it is Heavy Storm or any other devastating Spell Card that your opponent would want to destroy if he had a face-down Mystical Space Typhoon, Dust Tornado or similar card face-down. You have to tell him that, instead of just activating the card, you are giving your opponent a chance to chain his Dust Tornado and destroy it before you have the chance to activate it.<br />
<br />
If your opponent activates Dust Tornado, then you got rid of it before it could become harmful. If he doesn't activate Dust Tornado, continue what you were planning to do.<br />
<br />
So what's the goal of this strategy? It has two goals. One; you're trying to make him spill his Dust Tornadoes on the worst cards possible. Two; you're messing with your opponent's head. This can be a key to winning the game.<br />
<br />
It is important in this strategy that you try reading your opponent. If you notice that your opponent is doubting whether or not they should activate Dust Tornado, and end up not doing so, set your as-close-to-useless-card-as-possible next, and he might very well spill his Dust Tornado on it. Mission successful.<br />
<br />
Another important thing is, when you lie about a Spell Card that you set, and your opponent doesn't fall for it while you don't want him to know that you lied, just keep the card set instead of activating it immediately. That way, you can set another card and your opponent will be completely unsure on whether or not to trust you about it. You can even combine this strategy with simply bluffing. Just set a card that you aren't planning to use immediately as well, and leave it set for a while. That card may be any Spell or Trap; it doesn't matter. Don't doubt about the flexibility of this strategy.<br />
<br />
Also, when you actually have Heavy Storm or another devastating Spell Card while your opponent doesn't believe you, make the blow arrive as badly as possible, simply by talking. Say things that will make your opponent not believe you at all, and then actually activate the card. Whatever you said at that time, use it more often, just to mess with your opponent's head.<br />
<br />
And finally, it is very important that your opponent can't read you. Be unpredictable at all times. Only then will this strategy actually work.<br />
<br />
Since this strategy is, besides the obvious awesomeness and flexibility, also plainly <span style="font-style: italic;">epic</span>, I'm going to call it the <span style="font-weight: bold;">Exiro's awesomely flexible strategy of pure epicness; by Exiro!</span>]]></content:encoded>
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			<title><![CDATA[Combo - Mysterius Attack]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-161906.html</link>
			<pubDate>Fri, 16 Oct 2009 15:13:57 -0500</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-161906.html</guid>
			<description><![CDATA[<div style="text-align: center;"><span style="font-weight: bold;">Some how, misteriously... i won...</span><br />
<br />
Hii guys found a cute combo with only 4-8(9) cards.<br />
<br />
<span style="font-weight: bold;">Effect monsters</span><br />
<br />
<span style="font-style: italic;">Mysterious Puppeteer</span><br />
<br />
<span style="font-weight: bold;">Spell Cards</span> (Optionly with a - at left)<br />
<br />
Black Garden<br />
World Tree<br />
-Black Pendant<br />
-Ring of Magnetism<br />
-Change of Hearth<br />
-DNA surgery<br />
<br />
<span style="font-weight: bold;">Trap Cards</span> (Optionly with a - at left)<br />
<br />
Ultimate Offering<br />
-Just Desserts.<br />
<br />
<br />
WORKING:<br />
... Firstly this is a good wep against the Counter-Attack deck and Def decks, secondly you NEED to play all 4 or 6 cards* AT ONE TIME (the non-optional and other 1 or something like). Firstly Mysterious puppeter give you extra 500 ATK by each summon, yours or of your opponent, now, black garden make every summon (yours or your opponent) call a rose token that will increase other 500 EVERY ONE, later WORLD TREE let any plant monster revive (By calling it like) when its sent to the graveyard with NORMAL SUMMON (+500 ATK each) there is where the cute DNA surgery helps, making Every card a plant, making it auto.revive.<br />
Ultimate offering help you to normal summon other card by the cost of 500 LP, Just Desserts reduce your opponent ATK, black pedant+Rign of magnetism in a good atk monster will make you unpawnable, and Change of Hearth is if your opponent send a high atk or good effect monster, to sacrifice it.<br />
<br />
Its a simple logical way, by this you will get 5 monsters in 2 turns, later sacrifice to call more and in 5 turns after this Mysterious puppeter will have atleast 5K ATK, making a permanent shield with all the cards, you will PAWN fast. Just 9 cards can make it, include some high atk and some high def and this will be ease<br />
<br />
TNXS LEAVE COMMENTS</div>
<br />
<br />
<br />
*Becouse Black Garden is a field spell it goes onto Field Spell place, not in the mat.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;"><span style="font-weight: bold;">Some how, misteriously... i won...</span><br />
<br />
Hii guys found a cute combo with only 4-8(9) cards.<br />
<br />
<span style="font-weight: bold;">Effect monsters</span><br />
<br />
<span style="font-style: italic;">Mysterious Puppeteer</span><br />
<br />
<span style="font-weight: bold;">Spell Cards</span> (Optionly with a - at left)<br />
<br />
Black Garden<br />
World Tree<br />
-Black Pendant<br />
-Ring of Magnetism<br />
-Change of Hearth<br />
-DNA surgery<br />
<br />
<span style="font-weight: bold;">Trap Cards</span> (Optionly with a - at left)<br />
<br />
Ultimate Offering<br />
-Just Desserts.<br />
<br />
<br />
WORKING:<br />
... Firstly this is a good wep against the Counter-Attack deck and Def decks, secondly you NEED to play all 4 or 6 cards* AT ONE TIME (the non-optional and other 1 or something like). Firstly Mysterious puppeter give you extra 500 ATK by each summon, yours or of your opponent, now, black garden make every summon (yours or your opponent) call a rose token that will increase other 500 EVERY ONE, later WORLD TREE let any plant monster revive (By calling it like) when its sent to the graveyard with NORMAL SUMMON (+500 ATK each) there is where the cute DNA surgery helps, making Every card a plant, making it auto.revive.<br />
Ultimate offering help you to normal summon other card by the cost of 500 LP, Just Desserts reduce your opponent ATK, black pedant+Rign of magnetism in a good atk monster will make you unpawnable, and Change of Hearth is if your opponent send a high atk or good effect monster, to sacrifice it.<br />
<br />
Its a simple logical way, by this you will get 5 monsters in 2 turns, later sacrifice to call more and in 5 turns after this Mysterious puppeter will have atleast 5K ATK, making a permanent shield with all the cards, you will PAWN fast. Just 9 cards can make it, include some high atk and some high def and this will be ease<br />
<br />
TNXS LEAVE COMMENTS</div>
<br />
<br />
<br />
*Becouse Black Garden is a field spell it goes onto Field Spell place, not in the mat.]]></content:encoded>
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		<item>
			<title><![CDATA[My Commonly used Golgar Combo]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-160705.html</link>
			<pubDate>Sat, 10 Oct 2009 16:28:43 -0500</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-160705.html</guid>
			<description><![CDATA[I dunno if anyone else uses this but.....<br />
<br />
Cosmic Fortress Gol'gar + A Cell Incubator + A Cell Ancient Ruins<br />
<br />
1. Play Gol'Gar then the two Spells.<br />
2. Send them both back and place both A-counters on Gol'Gar<br />
3. Replay both Spells and remove the two counters from Gol'Gar to destroy your opponent's card.<br />
4. The removed counters will be placed on A Cell Incubator. After that, you'll have an infinate A Cell Supply. Because even if the counters are removed from the Incubator itself Via Ruins or Gol'Gar, they will just be replaced again.<br />
<br />
I made many people at locals RAEG when I got this combo in place.<br />
<br />
Any good?]]></description>
			<content:encoded><![CDATA[I dunno if anyone else uses this but.....<br />
<br />
Cosmic Fortress Gol'gar + A Cell Incubator + A Cell Ancient Ruins<br />
<br />
1. Play Gol'Gar then the two Spells.<br />
2. Send them both back and place both A-counters on Gol'Gar<br />
3. Replay both Spells and remove the two counters from Gol'Gar to destroy your opponent's card.<br />
4. The removed counters will be placed on A Cell Incubator. After that, you'll have an infinate A Cell Supply. Because even if the counters are removed from the Incubator itself Via Ruins or Gol'Gar, they will just be replaced again.<br />
<br />
I made many people at locals RAEG when I got this combo in place.<br />
<br />
Any good?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Spirit Bind]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-160695.html</link>
			<pubDate>Sat, 10 Oct 2009 16:06:31 -0500</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-160695.html</guid>
			<description><![CDATA[Gravity Bind + Iniba White Rabbit x 3 = Mass chaos.<br />
<br />
This is actually in a deck which I made on Deck Studio. You can see it soon in the My Deck section.]]></description>
			<content:encoded><![CDATA[Gravity Bind + Iniba White Rabbit x 3 = Mass chaos.<br />
<br />
This is actually in a deck which I made on Deck Studio. You can see it soon in the My Deck section.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Sheeps make the world go round]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-159734.html</link>
			<pubDate>Tue, 06 Oct 2009 05:38:59 -0500</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-159734.html</guid>
			<description><![CDATA[Scapegoat+(Poly&amp;e-Hero=Gaia)+(Jutte Fighter+2 Goats=Armoury Arm)= A elemental Hero Gaia with 3200 ATK + what its drained with flame wingman effect which can cause heavy damage<br />
4 card combo that can work with miracle fusion if theirs an e-hero in the grave for a 3 card combo]]></description>
			<content:encoded><![CDATA[Scapegoat+(Poly&amp;e-Hero=Gaia)+(Jutte Fighter+2 Goats=Armoury Arm)= A elemental Hero Gaia with 3200 ATK + what its drained with flame wingman effect which can cause heavy damage<br />
4 card combo that can work with miracle fusion if theirs an e-hero in the grave for a 3 card combo]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[DSF Mock-up Move........]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-158577.html</link>
			<pubDate>Thu, 01 Oct 2009 09:50:08 -0500</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-158577.html</guid>
			<description><![CDATA[Not quite sure how useful this will be, and if it is too many cards needed, but here is how it would work:<br />
<br />
Get Valkyrion &amp; Man-Thro' Tro' on the field. Attack with valkyrion and Man-thro' tro' for 4500<br />
Tribute Valkyrion for the three magnet warriors, and tribute them for Man-Thro'-Tro' - 7900 damage<br />
The ending can then use a variety of cards, depending on what is easiest to get out:<br />
- Call of the haunted<br />
- Phantom of Chaos<br />
- Swing of memories<br />
- etc.....<br />
<br />
summon another magnet warrior, and tribute for game.<br />
Not sure how useful this is, but thought it may be fun to run as a Loldeck......<br />
<br />
Anacondas1]]></description>
			<content:encoded><![CDATA[Not quite sure how useful this will be, and if it is too many cards needed, but here is how it would work:<br />
<br />
Get Valkyrion &amp; Man-Thro' Tro' on the field. Attack with valkyrion and Man-thro' tro' for 4500<br />
Tribute Valkyrion for the three magnet warriors, and tribute them for Man-Thro'-Tro' - 7900 damage<br />
The ending can then use a variety of cards, depending on what is easiest to get out:<br />
- Call of the haunted<br />
- Phantom of Chaos<br />
- Swing of memories<br />
- etc.....<br />
<br />
summon another magnet warrior, and tribute for game.<br />
Not sure how useful this is, but thought it may be fun to run as a Loldeck......<br />
<br />
Anacondas1]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[discuss: the "pro" heavy move]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-158298.html</link>
			<pubDate>Tue, 29 Sep 2009 17:27:44 -0500</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-158298.html</guid>
			<description><![CDATA[this move is seeing increasing play at the moment on the tourny seen at the moment. so in this post why dont we actually discuss how pro it is.<br />
<br />
the move<br />
<br />
consists of setting heavy storm, along with a chainable card durring your turn. then during your opponents turn you activate this chainable card so it woudlnt be worth it to heavy, if they have it. so your opponent will be likely to end his or her turn with setting a few cards thinking its safe to do so. then durring your turn you flip over heavy storm to gain the advantage.<br />
<br />
when to play it.<br />
<br />
well because heavy is limited, it is very unlikely to be countered by heavy storm so its a very safe play in terms of the chance of not lossing any advantage. also think about this;<br />
. you have a 2.8% chance of drawing heavy storm on your first turn normally.<br />
. thats 97.2% chance your opponent will not have it in their first turn, so it has a high sucess rate.<br />
. also if your opponent also uses his/her maths they will think its safe to set 2 backrow cards aswell because you did, so in their mind their is little chance they will get hit by heavy early on.<br />
<br />
of course as the game goes on the odds dont do in your favour and makes it very likely to be countered, and this can be easilly read because of the mentality of setting 2 or more backrow cards. <br />
<br />
discuss this moves alsumness. <br />
<br />
note: i have been trying this a couple of times today and it is a nice way to bait advantage]]></description>
			<content:encoded><![CDATA[this move is seeing increasing play at the moment on the tourny seen at the moment. so in this post why dont we actually discuss how pro it is.<br />
<br />
the move<br />
<br />
consists of setting heavy storm, along with a chainable card durring your turn. then during your opponents turn you activate this chainable card so it woudlnt be worth it to heavy, if they have it. so your opponent will be likely to end his or her turn with setting a few cards thinking its safe to do so. then durring your turn you flip over heavy storm to gain the advantage.<br />
<br />
when to play it.<br />
<br />
well because heavy is limited, it is very unlikely to be countered by heavy storm so its a very safe play in terms of the chance of not lossing any advantage. also think about this;<br />
. you have a 2.8% chance of drawing heavy storm on your first turn normally.<br />
. thats 97.2% chance your opponent will not have it in their first turn, so it has a high sucess rate.<br />
. also if your opponent also uses his/her maths they will think its safe to set 2 backrow cards aswell because you did, so in their mind their is little chance they will get hit by heavy early on.<br />
<br />
of course as the game goes on the odds dont do in your favour and makes it very likely to be countered, and this can be easilly read because of the mentality of setting 2 or more backrow cards. <br />
<br />
discuss this moves alsumness. <br />
<br />
note: i have been trying this a couple of times today and it is a nice way to bait advantage]]></content:encoded>
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		<item>
			<title><![CDATA[Removed from play Combo/Macro Cosmos]]></title>
			<link>http://forum.yugiohcardmaker.net/thread-158078.html</link>
			<pubDate>Mon, 28 Sep 2009 16:17:50 -0500</pubDate>
			<guid isPermaLink="false">http://forum.yugiohcardmaker.net/thread-158078.html</guid>
			<description><![CDATA[After playing World Championship 2009 Stardust Accelerator on my DSi, my friend gave me all the cards with Action Replay.<br />
<br />
I made a deck that revolves around Macro Cosmos, and I found a nice combo that can put your opponent in deadlock.<br />
<br />
First of all, you need the obvious Macro Cosmos. This card is the key to it all. It removes all cards from play.<br />
<br />
You might as well have the "Helios" set of cards with you. Macro Cosmos gets them out very fast, and they have nice effects, and it can give you a lot of power quickly.<br />
<br />
Gravekeeper's Servant is a card that I like, and it sends 1 card from the top of your Deck to the Graveyard to attack. With Macro Cosmos on the field, it removes it from play, and if you have a Helios Trice Megistus on the field, you can get a lot of attack power quickly. <br />
<br />
So, yeah, it's an okay strategy, I guess. But, this, thrown in with the usual Traps and D.D. cards, and you have a good Deck and a good strategy.]]></description>
			<content:encoded><![CDATA[After playing World Championship 2009 Stardust Accelerator on my DSi, my friend gave me all the cards with Action Replay.<br />
<br />
I made a deck that revolves around Macro Cosmos, and I found a nice combo that can put your opponent in deadlock.<br />
<br />
First of all, you need the obvious Macro Cosmos. This card is the key to it all. It removes all cards from play.<br />
<br />
You might as well have the "Helios" set of cards with you. Macro Cosmos gets them out very fast, and they have nice effects, and it can give you a lot of power quickly.<br />
<br />
Gravekeeper's Servant is a card that I like, and it sends 1 card from the top of your Deck to the Graveyard to attack. With Macro Cosmos on the field, it removes it from play, and if you have a Helios Trice Megistus on the field, you can get a lot of attack power quickly. <br />
<br />
So, yeah, it's an okay strategy, I guess. But, this, thrown in with the usual Traps and D.D. cards, and you have a good Deck and a good strategy.]]></content:encoded>
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