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Old 02-17-2014, 01:11 AM   #2876
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It's really hard to summon it though...

The easiest way I see to summon it is-

Level 10 Xyz-->Rank-up-->Skypalace Babylon-->Rank-up-->Divine Giant-->Have it destroyed (either by self or just wait for it-->Win!

I guess it could be done with Mecha Beasts or other decks that focus on Rank 10s... I expect it to be nerfed to hell when it reaches the TCG though ;p
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Old 02-17-2014, 01:30 AM   #2877
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Quote:
Originally Posted by Fallen Icarus View Post
It's really hard to summon it though...

The easiest way I see to summon it is-

Level 10 Xyz-->Rank-up-->Skypalace Babylon-->Rank-up-->Divine Giant-->Have it destroyed (either by self or just wait for it-->Win!

I guess it could be done with Mecha Beasts or other decks that focus on Rank 10s... I expect it to be nerfed to hell when it reaches the TCG though ;p
http://yugioh.wikia.com/wiki/Xyz_Universe

Oh, I realize now no Numbers. Well there are similar cards to this. The problem is that card I listed earlier isn't a Nomi, so it can be Special Summoned from the Extra Deck without being XYZ Summoned.
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Old 02-17-2014, 06:02 AM   #2878
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And then it gets attacked by Amazoness Swordswoman when it doesn't have any XYZ material left.

A winner is you!
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Old 02-17-2014, 10:46 AM   #2879
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>complaining about anime card

lulz. Like we are ever going to get a Rank 13.

OH! Muyo, you should check that new Rank 2 monster they released, Soul Marionatter or whatever. It might be GREAT for your Princess Burn deck.
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Old 02-17-2014, 10:58 AM   #2880
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It's interesting, I'd have to change things to be a bit more Curran-focused... and actually run an XYZ, though. Hm.

We may be in for more rule changes in the future though: Vjump scans are here! And is the news major this time! Looks like there will be huge rule changes that will apply on 21 March together with the new starter deck!

1. Player who goes first will not draw for the first turn
2. Both players can have a field spell card on the field at the same time
3. Effect card text will be written in a new style, making them easier to understand (PSCT much?)


Going second just got a lot more appealing, and Gravekeepers get a big boost.
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Old 02-17-2014, 11:23 AM   #2881
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That first rule has been a long time coming. Konami was just too stubborn to admit it and/or cared too much about critics accusing YGO of being a ripoff of Magic. But it's been clear for a very long time that the majority of decks do not benefit from going second in YGO and conversely that the majority do actually benefit from going first. (Get to set traps and spells, get to be one step ahead of the other player in the creature arms race, etc.) You see handicaps for this inherent unfairness of getting to go first in lots of games. Magic and Go are two examples that quickly come to mind. It's not at all surprising that eventually Konami might admit a need for a handicap for Player 2. And here we have it.
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Old 02-17-2014, 11:51 AM   #2882
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>Both sides can have field spell cards

AND THE REIGN OF DARK WORLD BEGINS AHAHAHAHAHAHAHA!
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Old 02-17-2014, 04:05 PM   #2883
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Quote:
Originally Posted by Muyotwo View Post
1. Player who goes first will not draw for the first turn
2. Both players can have a field spell card on the field at the same time
3. Effect card text will be written in a new style, making them easier to understand (PSCT much?)[/url]
The field one is quite interesting, I think it'll definitely make Field Spells more viable~

But then I'm so out of the game, like I don't even know anything major about XYZs or anything beyond 5Ds to be honest D:

I'm interested in this Arc V thing, but from the sound of the description thus far it sounds very ZeXal-esque rather than some new reinvention of Yu-Gi-Oh. But then 5Ds is proof that a series can start off really strong and promising (everything up to the end of Dark Signers) and then descend into a poorly planned/paced/written mess (whatever the second half of 5Ds was with that overlong tournament saga).
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Old 02-17-2014, 04:42 PM   #2884
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>Both Players can have Field Spells.

YESH
YEEEESH
My Ghostricks will be even more awesome!
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Old 02-17-2014, 05:18 PM   #2885
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Not really sure why people are freaking out so much about the field spell rule change.

First of all, most of you who run field spells weren't screwed by enemy field spells coming into play: you were screwed by MSTs, Heavy Storms, and other spell-destroying creatures, spells, or traps. Yes, I agree that this rule change is a net upgrade for you: I just don't see it as being a substantial upgrade for you. If 10% of the time you're up against enemy field spell users, 90% of the time you're up against decks that don't even bother with the field spell zone.

Second of all, I see this rule change being much better for any field spells which explicitly state on them "When this card is played, destroy/remove other field spells" than for most of your guys' cards. After all, most field spell cards wouldn't have that rule printed on them. Why would they? It was an understood rule going back to the game's beginnings: play a field spell card, send other field spell cards already in play to their owners' discard piles. But now with the new rules, these field spell cards should theoretically be elevated to a higher plane of power: as they should retain their effect text and thus be able to do in the new world what all field spell cards used to be able to do in the old world. I'm not even sure if such cards exist or not, but if they do, they're the ones I see this rule being awesome for, not the ones you guys usually use.

Third, it goes both ways. It's very much a double-edged sword. Think of all the times that you, as a user of a deck with field spell cards, were able to thwart an opponent who also made use of field spell cards. "Sorry: no more library for you." "Sorry: no more gates for you." "Sorry: no more marshlands for you." Your field spells used to be two-hit combos. They used to be cards which simultaneously strengthened your game and weakened your opponent's. Not so anymore. Now when your opponent gets a field spell card out onto the field, you're going to have to burn an MST or some other spell-removal card or ability to deal with it. You're not going to be able to remove it as a sort of "freebie" by playing your own field spell card. And in any situations where you happen to have a field spell card in hand but no spell removal cards in hand or on the field? You're going to curse the day you thought this rule change was such a great idea.
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Old 02-17-2014, 06:14 PM   #2886
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The Field Spell rule definitely hurts decks that use playing over Field Spells as a tactic. I have hopes for Speed World now, and it also makes Orichalcos a much more powerful card. It's certainly interesting. Arc V also promises to summon "high level monsters" so hopefully we'll see more Level 9+ in the future.

As for the draw restriction, it's dumb. The +1 draw isn't the problem in YGO, it's the ability to set Spells/Traps that is breaking the game. It'll definitely help me more because I suck at Rock-Paper-Scissors, but it's hardly a game changer.
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Old 02-17-2014, 06:38 PM   #2887
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Quote:
Originally Posted by Doppleganger View Post
The +1 draw isn't the problem in YGO, it's the ability to set Spells/Traps that is breaking the game.
Which of the following are you saying?
  1. Getting to set spells and/or traps on the first turn of the game is too powerful. Players should be forbidden from playing spell and/or trap cards on the first turn of the game.
  2. Spells and/or traps are too powerful when played facedown (i.e. set). They should have to played face-up.
  3. Five is too many field slots for spells and/or traps. It should be reduced to four or less.
  4. other
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Old 02-17-2014, 06:58 PM   #2888
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Which of the following are you saying?
  1. Getting to set spells and/or traps on the first turn of the game is too powerful.
This, but only in a game without a card like Heavy Storm to mass remove the Spells/Traps, as is the current TCG. If you set your entire hand, all of your cards are live and none remain useless in hand, meaning you can completely thwart your opponent's ability to get into the game without them being able to do anything about it.

When Heavy was in the game, players would only set 1-2 cards fearing a heavy drop, because players will automatically storm a field if there's two or more sets. They had to set something to avoid an OTK, but didn't want a single card to fall prey to MST. Heavy was one of the few cards that granted a "second turn" advantage, and by destroying two cards the opponent has, it's the same +1 advantage as getting the free draw off of the Konami rule change.

The rule change is completely unnecessary in the OCG, considering they still have Heavy Storm legal, but it'll help out the TCG a bit with the insane set 3-5 that's been going on lately. Set 3 is already pretty darn imposing as is, so I personally think this isn't enough to compensate for the loss of Heavy Storm.
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Old 02-18-2014, 06:44 PM   #2889
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Looks like the cards for the next set are coming out:

http://yugioh.wikia.com/wiki/The_Duelist_Advent

The Synchro sucks, to be honest. Wish that was on a Level 9 body instead of Level 5. :/

Oh, also, Pendulum Summoning revealed.

http://yugioh.wikia.com/wiki/Pendulum_Summon

I don't get it!
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Old 02-18-2014, 06:47 PM   #2890
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Originally Posted by Doppleganger View Post
Looks like the cards for the next set are coming out:

http://yugioh.wikia.com/wiki/The_Duelist_Advent

The Synchro sucks, to be honest. Wish that was on a Level 9 body instead of Level 5. :/
That seems like a really cumbersome Monster Reborn.
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Old 02-18-2014, 06:52 PM   #2891
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If it were Level 9, it would be decent because that would allow it to have better defense, and actually be a scale-up monster in case you needed to defend against a big threat.

For a Level 5 like that...it encourages the opponent to remove it, meaning it is too passive to be useful, even if it has a great Type/Attribute.

Really, Floaticastle wouldn't be so bad if it had better typing and attribute!
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Old 02-18-2014, 06:58 PM   #2892
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The pendulum mechanic sounds even more cumbersome. I don't think I'll be hopping back into YGO any time soon. The mechanic seems like it will have a high learning curve. If you haven't gotten over the hump, it will be a hugely random mechanic -- and random mechanics tend to be frustrating. If you have gotten over the hump, well then good for you -- but it's going to take a lot of playtesting and research to do so.

Famous last words though? Who knows. Spring is right around the corner ...
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Old 02-18-2014, 07:00 PM   #2893
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XYZ was pretty hard for me to understand at first, but then again I was the guy who took like 2 months to figure out how to Tribute Summon. :V
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Old 02-18-2014, 07:02 PM   #2894
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http://yugioh.wikia.com/wiki/Saphira...n_Princess_God

As if Lightsworns needed MORE THINGS.

But yeah on the Pendulum thing...it seems there are certain monsters with Pendulum numbers, you place one on the left, one on the right, and then you can Pendulum Summon, which allows you to swarm your field. This could be incredibly broken.
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Old 02-18-2014, 08:13 PM   #2895
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So, BIG Duels anyone, while the Formal is something we all understand and like to play? Come on Blaze, you know you want to.

Had my Gagaga ready for testing for about a week, and I don't like dueling randoms, lest I am met with another 60 Card Deck, and people sneaking Draws while I search from my Deck.

I'm tired of DN crashing on me randomly during good Duels. I'm most likely switching to YGOPro.
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Old 02-18-2014, 08:17 PM   #2896
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But I only have one deck!

Sure, wynaut. BIG DUELS.
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Old 02-18-2014, 09:45 PM   #2897
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But I only have one deck!

Sure, wynaut. BIG DUELS.

Gagaga Sister's broken. She singlehandedly makes Xyz Summoning a 0 instead of the usual -1, or -2 economy we're used to. That, in itself, aside from her ability to toolbox the entire Extra Deck along with her partner in crime, Gagaga Magician, is amazing. I really like how Gagaga moves now that they got her. Too bad she's still an OCG-Exclusive, just like Gagaga Academy Emergency Network.

Also, Fire Fist is pretty good, and Blaze pilots it nicely... Except... GYOUKKO Shenanigans make my life hell, hittin' Torrential Tribute, Bottomless, and, get this, Solemn Warning.

Dem BIG Duels, Blaze. I know you liked that NBA2K Gustaph in the end.
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Old 02-18-2014, 10:21 PM   #2898
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Pendulum actually sounds surprisingly interesting.
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Old 02-19-2014, 03:57 AM   #2899
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Oh, also, Pendulum Summoning revealed.

http://yugioh.wikia.com/wiki/Pendulum_Summon

XYZ was stupid and overpowered, but I resolved to deal with it. This seems like another big step in the wrong direction to me, but I suppose I'm not the target audience.
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Old 02-19-2014, 04:11 AM   #2900
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Irrelevant to the actual (ridiculous sounding) pendulum mechanic itself, I don't like the way the style of the pendulum cards look. The cards themselves look cluttered with too much going on. And they could have at least given them a new colour! Like I'm not really a fan of XYZs, but they do look cool with their black boarders.

I guess we'll have to see how it is in action, but if you really can summon multiple monsters via Pendulum Summon in one go it just seems like a ridiculous mechanic to install into the game. Slap down two Pendulum cards and then you get to swarm the field? It feels like its missing a cost. But maybe they haven't revealed all the ins and outs of the mechanic yet, or maybe I don't quite fully understand it.
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