Tuesday, June 25, 2013

Quick Guide to (T)hunder Family (Redux)

A somewhat updated Quick Guide, because I deleted the older one. 

This is the ONLY reason "(T)hunder Family are a deck. 

This searches each one of the members and itself. 

Yeah, you can't special summon when do it, and yeah, that sucks sometimes.

But think about it. 

How much worse would your hands be WITHOUT Sea Horse... 

You CAN run 2 if you want to, but those not-so-rare occasions when this is the ONLY monster you draw, you can't search for only ONE copy. 

Because of that, run 3. 

They're basically the same card. 

They allow you to normal summon a  LV4 LIGHT Thunder-Type monster. They DO NOT grant you a additional normal summon. 

Gaining an additional Normal Summon is generally an effect that can be only gained ONCE PER TURN but since Ma/Pa don't do that, and only let you normal summon a specific type of monster, you can Ma-Pa-Ma-Pa if you want. 

She gives the deck a bit more... "longevity". by getting back your used Ma/Pa, Vylon Prism and even Sea Horse. It sucks to draw her in your opening hand, so most people run 1 (if any). 

I run 2 because I'm a Rebel. 

Obviously not a part of the "family" but you run it because it's a LV4 Tuner. 

A LV 4 Tuner that will boost your Synchro monster. 

It's nice to get out your deck with Sea Horse (obviously, if you have Sea Horse). But it's a "decent" stand-alone monster with synergy. 

I'm not a fan, because it gets raped (no lube) by Effect Veiler. AND its 0 ATK. 

AND you have to run 3 to make it useful. Which also means you have to waste a Sea Horse search on 2 monsters with 0 ATK

It's GOOD that you can activate its effect when it's flipped as well as normal summoned, but it's 0 ATK. All your opponent has to do is negate AAA's effect, and you're fucked. 

You don't have to believe me. Just try it first... 

Can be summoned off Ma/Pa BUT is too strong for Sishunder, Recycling Batteries and most importantly, Thunder Sea Horse. It's a great stand-alone monster (as we all know) 

BUT "it don't do nuffin"

NO, you don't have to run it. But it's accepted if you do. 

Because it's Honest, and it's Limited to 1. It being limited makes it more surprising to actually see (no Nova Summoner/Shining Angel) which also means you probably won't see it in a game. 

But Honest... is Honest. Completely up to you. 

Veiler isn't as important because you have Starliege as your disposal.

But it'll be random little monsters (Tour Guide) that you just happen to have Veiler in hand to negate it. 

Not that you really need to, but you rather use Starliege on important shit. 

Format dependent. But 1-2 extra cards never hurts. Especially against "Rabbit" decks, where they have to give you at least 2 cards. It's not hurting you if you only run 1. 

Remember, the appeal with this deck is Thunder Sea Horse and he does NOTHING if you draw all your targets.  

It's a dead card early game (as with many others). 

You won't get a chance (generally) to even play this card. 

It's not as common as you think to have 2 eligible targets for this card (if you're not running additional cards like AAA). And most times, you want a better card than this (seeing as it's pretty bad early game)

Play it if you want, but you don't need it. 

May change depending on the format. As of 03/2012 it's too slow. 

Thunder Sea Horse + This. There's very little overlap. Sea Horse doesn't let you Special Summon, neither does Duality. So... if you just happen to get BOTH first turn. Good times. 

This is to "protect" your Extra Deck monsters (that isn't named Constellar Omega). Even if you Lance your Starliege, you're STILL dealing them 1200 while still killing their monster. 

Extra Deck S***

Omega CAN be made (since you run LIGHT monsters), so you play it. 

Besides self protection and the decent attack AND being able to upgrade into... 

Unless you happen to be playing against Constellar, the ONLY time you're summoning this is by upgrading Omega. 

You only run 1, because you're not going to need to make M7 in many games. Omega is usually enough, but  you don't really care about it surviving. However, with HONEST (if you choose), it's pretty tough to get rid of. 

Because you can...

Seriously. This deck is (mostly consisting) of LIGHT monsters. So like Omega, since you CAN use it, you should. 

I mean, it NEGATES the monster AND drops it to 0. Why wouldn't you use it?

Rapes the FUCK out of tokens (Draccosack?)

Goes to 3600 PIERCING DAMAGE? (Vylon Prism)

And for some reason, people forgot about this card 

(I mean, the card IS old as FUCK)

This nigga was late. But since it's here, it still does work. 


Because you can. 

Compulsory Evacuation Device is a wonderful card by the way. AT least 2.

This is the OTHER reason I choose to run 2 Omega. 

Saturday, June 22, 2013

Quick Guide to Vampire (Shadow Specters)

Vampire Sorcerer

If this card is sent to the Graveyard by an opponent's card (either by battle or by card effect): You can add 1 DARK "Vampiremonster or 1 "Vampire" Spell/Trap Card from your Deck to your hand. During your Main Phase: You can banish this card from your Graveyard; you can Normal Summon 1 DARK "Vampire" monster this turn without Tributing.

You run 3.. because it's your searcher AND (there is a AND) because it lets you summon Shadow Vampire without tributing. You NEVER want to tribute if you can help it... Unless you're tributing Goblin Zombie. 

Shadow Vampire

When this card is Normal Summoned: You can Special Summon 1 DARK"Vampiremonster from your hand or Deck, except "Shadow Vampire". If you do, monsters you control other than that monster cannot declare anattack this turn. This card cannot be used as an Xyz Material, except for the Xyz Summon of a DARK monster.

Searchable by Goblin Zombie. Basically... And it's the 1 card Xyz (if you banish Sorcerer) for a very FEW Xyz (Shark Fortress, Bram, Adreus). Doesn't have to only summon LV5, just any "Vampire" monster other than itself. 

Vampire Grace

When a Level 5 or higher Zombie-Type monster(s) is Special Summoned to your side of the field by the effect of a Zombie-Type monster, while this card is in your Graveyard: You can pay 2000 Life Points; Special Summon this card from your Graveyard. You can only use this effect of "Vampire Grace" once per turn. Once per turn: You can declare 1 card type (Monster, Spell, or Trap); your opponent sends 1 card of that type from their Deck to the Graveyard.

The had to FUCK this card up by making it LV6. 

You can add another (or Vampire's Curse) to make Rank 6's summon-able, but not advised. 1 copy because it's another target for shadow AND her secondary effect triggers the Field Spell. 

Vampire Bram the Edelritter

You can detach 1 Xyz Material from this card, then target 1 monster in your opponent's GraveyardSpecial Summon that target to your side of the field. You can only use this effect of "Vampire Bram the Edelritter" once per turn. If you do, monsters you control other than that monster cannot attack this turn. If this card on the field is destroyed by an opponent's card (either by battle or card effect) and sent to the GraveyardSpecial Summon this card from your Graveyard in face-up Defense Position during next turn's Standby Phase.

FYI. If you use Shadow Vampire effect THEN Brams effect, you will not be able to attack with ANY of your monsters. 

Shadow Vampire: If you do, monsters you control other than that monster cannot declare an attack this turn

The monster that was summoned would be the only monster able to attack. But this effect lingers throughout the entire turn. 

So, combine Shadow Vampire with Bram

Bram: If you do, monsters you control other than that monster cannot attack this turn

If you didn't use Shadow Vampire's effect, the monster summoned by Bram would only be able to attack, but since you're more than likely using Shadow Vampire to summon it, you're not going to be able to attack. 

I learned this the hard way. 

Vampire Empire

Zombie-Type monsters gain 500 ATK during damage calculation only. Once per turn, when a card(s) is sent from your opponent's Deck to the Graveyard: Send 1 DARK "Vampire" monster from your hand or Deck to the Graveyard, then target 1 card on the fielddestroy it.

This is part destruction, Part ATK Booster, Part Foolish Burial all in one card. The destruction MUST happen (yes, you have to blow up your own shit if your opponent doesn't have anything). 

BUT, it will trigger when your opponent wouldn't suspect. 

A card has to hit the graveyard from the deck, NO matter how it got there. It can be from your own Vampire Lord/Vampire Grace to their OWN Foolish Burial. It's fuckin' retarded. 

Fortunately, you don't need the field card to "win" the game. 

Vampire Shift/Sorcerer searches it, and besides trumping shit in battle, you usually activate it when you're intent on destroying some shit. 

NO, there is no point in playing Terraforming to get the field spell. It's not important. 

Vampire Shift

If your Field Spell Card Zone is unused and the only face-up monsters you control are Zombie-TypeActivate 1 "Vampire Empire" from your Deck, then you can Special Summon 1 DARK "Vampire" monster from your Graveyard in face-up Defense Position. You can only activate 1 "Vampire Shift" per turn.

This is good as a one-of, but it's not dead if you don't have a Vampire in GY. 

it's basically Terraforming in Trap form that you don't care about, If your opponent actually stops this card, they suck. 

It's cute to get back Sorcerer in response to monster removal (Torrential/Dark Hole),  

*Sorcerer is NOT Once per Turn*

Outside Shadow Specters... 

Searches Vampire Grace, Zombie Master, Mezuki, Shadow Vampire. 

Activates Vampire Empire if you deal damage with it. 

You should know why but ... 

Lets you make rank 4 Xyz
Gets rid of useless zombies (they BELONG in the Graveyard)
A bullshit beatsick, desperate times. 


You have to run this because Shadow can't special summon itself. 

I think 1 is fine, Any number more is useless, since they're a lot of card effects and who actually kills shit by battle anymore. 

But for those very few instances, there's Pyramid Turtle. Oh, and it can summon ALL your Zombies.