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Member Since 15 Sep 2009
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Chronograph Sorcerer

21 November 2017 - 08:51 PM




So we all know about the Electrum/Astrograph combo that exists, but what about the Dark Magician Girl to his Dark Magician? Is it worth devoting a slot (potentially 1 copy of Astrograph?) to a card that doesn't generate advantage? It extends, but we're talking Pends, and aren't incremental -1s from cards like this going to hurt you? 


I have thoughts on it already, but would rather start with a prompt instead of talking about whether or not I believe it has merit.

Literally Cancer

17 November 2017 - 01:04 AM


Emerging Emergency Rescute Rescue (and friends)

17 November 2017 - 12:11 AM


If your LP is lower than your opponent's: Reveal 3 Beast monsters with 300 ATK and 100 DEF from your Deck, your opponent chooses 1 for you to add to your hand, and you shuffle the rest back into your Deck. You can only activate 1 "Emerging Emergency Rescute Rescue" per turn.
Honestly, I think the spell is bad because it forces you to run too many copies of cards that it would otherwise serve to cut down on by virtue of searchability, but I honestly can't decide if Rabbit or Cat is generally better.
I probably missed stuff because there's just so fucking much.


16 November 2017 - 10:25 PM

The game has definitely evolved to a point where positioning your monsters matters, and this should be completely obvious with the inclusion of Link Arrows. However, you should be thinking about this in terms of being prepared for what the opponent may play. Some cards need a certain boardstate in order to function, while you can simply capitalize on how the opponent plays at other times.


I'll use a recent (TCG) release as an example.



During either player's turn, you can activate "Magical Musket" Spell/Trap Cards from your hand. If a Spell/Trap Card is activated in this card's column: You can add 1 "Magical Musket" card from your Deck to your hand, but not a card with the same name as that activated card. You can only use this effect of "Magical Musketeer Caspar" once per turn.
Now, there are a number of zones that would be correct for this card (or similar) to be placed in. For example, if you have no T1 plays outside of Normal Summoning your Caspar and maybe using a cantrip to search, then you should be placing this card in either the leftmost or rightmost column, because capitalizing on your opponents playing Pendulums is a nice edge to have on the opponent.
So, let's say you opened Ties of the Brethren + Caspar. Well, what zones should you be putting your monsters in? Two in the Pendulum columns and the other doesn't matter? Nope.
As a rule of thumb, the middle column is the least relevant in terms of cards your opponent will play. You should be placing one monster in the Pendulum columns, while you place the other two in front of both of the Extra Monster Zones. If you can block both EMZ and Pendulum columns somehow, go for it.
And your friendly neighborhood plus demon is the reason why. If the Grinder Golem is allowed to be summoned across from either EMZ, then the Akashic play works, resulting in the opponent having a gravy train. Sure, that Akashic can bounce your Musketeer as well, but that's better than them pulling off Grinder Golem.
Putting Golem another column isn't the best for the opponent unless they have further ways to bounce it/clear the board, but that's Yu-Gi-Oh! You should still be playing to prevent their optimal plays, and this isn't a deck specifc thing. Decks about positioning like Magical Musketeer make a good example, despite the low relevance of them as a whole.
There are other examples, like the amount of keeping on top of positioning needed for FTKs involving Three Burst Blast Dragon, but that's closer to the original ideas of your Link Arrows than thinking ahead in terms of what the opponent will play.

Fire Emblem: Heroes the Manga

14 November 2017 - 11:57 PM





The anime project hinted by B!Lucina's weapon might be coming sooner than expected.


First chapter/teaser is a 4koma.


Ch 1 rough translation