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黑笛也敢拿出来推销,还以为是9.1以前啊!!
FROM http://www.metagame.com/yugioh.aspx?tabid=33&ArticleId=7296
Can you believe it’s already Card Preview week again? They just keep making more cards! Anyway, this upcoming set has generated a lot of buzz, since there’s such a variety of cards coming out of it—some that we’ll certainly see at tournaments, as well as plenty of esoteric cards for the mad scientist deckbuilders out there. Cyberdark Impact does bring one mechanic that I think players everywhere will be interested in—some anti-special summoning! It strikes me that many players don’t like letting their opponents special summon monsters, so if you’re one of them, you’ll want to keep reading.
Why does special summoning (at least when your opponent does it) get you down? The few actions that are limited to once-per-turn are usually quite valuable. The “one normal summon per turn” rule tends to shape the general tempo of a duel, limiting the amount of damage and field development a player can accomplish. Any effect that lets you special summon breaks that rule, and can get you an edge. Special summons accelerate tempo, create swings in momentum, and most importantly, can inflict big damage. Simply put, they help win games, which makes them some of the most feared cards in a given format. Thousand-Eyes Restrict and Scapegoat? Both special summons. Black Luster Soldier - Envoy of the Beginning and Chaos Emperor Dragon - Envoy of the End? Special summons! Chaos Sorcerer defined the last format, and Cyber Dragon often defines this one. Cut your opponent off from special summoning and the advantage is significant.
Both of the cards I’ll be previewing block special summons, and I’m going to start off with a card that looks a little bit familiar. It’s a counter-trap that is rather specialized, but what it does, it does well! Let’s take a look at:
Black Horn of Heaven
Negate the special summon of an opponent’s monster and destroy it.
Name remind you of anything? Good! This card works very much like the older Horn of Heaven, but without that annoying cost. How about that? You can negate a special summon and send the monster packing, without having to tribute anything from your side of the field. It’s a counter-trap as well, which makes it spell speed 3.
Stated that simply, it sounds too good to be true, so bear in mind that the same guidelines that dictate what can and can’t be stopped by the original Horn of Heaven apply to this card as well. You can refresh your knowledge of Horn of Heaven by reading over the single card FAQ, but if you want a quick litmus test for what it will or won’t do, ask yourself the following question.
Does this special summon involve the activation of an effect?
It can be a spell card effect, a trap card effect, or a monster’s effect. If it does, like the activation of Premature Burial on the field or the activationof Sacred Phoenix of Nephthys’s effect in the graveyard, then Black Horn of Heaven can’t negate it.
If, however, the special summon you wish to negate simply involves a monster moving from your hand or deck to the field for free (via an effect that is simply “there,” like Cyber Dragon’s or Gilasaurus’s) Black Horn of Heaven can negate its summoning and blast it straight into the graveyard. That means you can shut down cards like Gilasaurus, Dark Necrofear, or the elemental spirits like Fenrir, Silpheed, and Gigantes. All of those cards have seen increased play in the current Advanced format (especially Gigantes), but the main attraction here is the opportunity to put an end to his shiny highness, Cyber Dragon. Black Horn of Heaven punts the Dragon into the graveyard when your opponent tries to bring it out, helping ensure that you keep the field control you’ve worked towards. It’s no secret that Cyber Dragon is one of the best comeback cards in the format, and Black Horn of Heaven offers you a simple card-for-card trade that lets you say “no Dragon please” and move on with the duel.
“Hey!” you might be thinking. “I can already do that with Bottomless!” And you’re right. Bottomless Trap Hole can offer the same type of trade, and take out a lot more monsters. But Bottomless Trap Hole is spell speed 2, remember? Because Black Horn of Heaven is a counter-trap, it can’t be chained to with anything other than another spell speed 3 effect. And those, my friend, are other counter-traps. Since Enemy Controller isn’t getting any less popular, you run the risk of having your Bottomless Trap Hole stymied on the chain. If the opponent special summons Cyber Dragon and you flip Bottomless, the opponent can chain to tribute his or her Dragon for Controller and grab your biggest monster. If the opponent nabbed a Monarch or something of equal size, you’re either losing a monster, a lot of life points, or at the very least, your monster and a removal trap. If he or she took D. D. Assailant, Newdoria, or D. D. Warrior Lady you’re in even more trouble, and if the opponent has something to tribute summon in hand, you’re losing your monster for good. Bah!
You run the same risk with Dark Necrofear and Deck Devastation Virus,
Gigantes and Spiritual Earth Art - Kurogane, Fenrir and Spiritual Water Art - Aoi, and . . . well, you get the picture. Bless that spell speed 3! None of those cards can be chained to Black Horn of Heaven. They’re total non-issues, because you’re escalating the speed of the current chain.
If you’re a Traditional player (I know there are some of you out there reading this), then this card is even more important. Black Horn of Heaven will negate a monster’s summon before that monster’s controller can make use of priority to activate an effect. That means Black Luster Soldier and Chaos Sorcerer won’t ever get to remove a monster, and Chaos Emperor Dragon won’t get a chance to blow up the world and everything in it. If we’d had this card four months ago, the last format might have been very different. I’ll give you a few moments to fantasize about it.
Ready to move on? OK. To focus on the current Advanced format, the deck that will definitely get a boost from this card is Counter Fairy. Though possessing a toolbox of counter-trap answers to just about any threat, Bountiful Artemis and her friends still lacked a good answer for Cyber Dragon. Aggressive builds of the deck are exceptionally good at keeping the opponent from having any sort of field presence—Banisher of the Radiance can keep recruiters and Treeborn Frog from claiming their effects, while Freed the Brave Wanderer wanders in bravely, destroying anything big that might stick around. Forced Back bounces monsters away and is especially good against Monarchs since it will negate their effects, but the one card it can’t deal with is Cyber Dragon. That’s a problem, because if you’re trying to keep your opponent off the board, watching him or her plunk down a free 2100 ATK beatstick that doubles as Jinzo tribute fodder is not encouraging. Previously, the deck’s best answer to Cyber Dragon was to a) take the beating it might hand out and then b) send out Freed the Brave Wanderer the next turn to try and destroy it. If the opponent had Book of Moon ready to chain, then Freed would have to try to clear that Dragon out in battle, which could be a risky proposition. The other option was to negate Cyber Dragon with Solemn Judgment—effective, but costly.
Black Horn of Heaven changes that. It offers this underrated deck a solid solution to its one big problem monster. Go ahead and negate the special summon and draw a card with Artemis while you do! It’s simple and effective, and it’s not as if running a pair of Black Horns is going to leave you with dead cards. I don’t know what people are playing where you are, but everywhere I go they seem to like Cyber Dragon cards by the threes, and because of the Dragon’s special summoning requirements, it’s pretty easy to see when the opponent might bring it out. Is his or her field clear of monsters? Do you control a monster? Set the Horn. If the opponent busts out a Cyber Dragon you’ll be ready, and if he or she doesn’t, you’ll probably continue the game in your controlling position. There’s always some sort of powerful, self-powered special summon out there, so Black Horn of Heaven always has a use.
In a few days I’ll be back with another card from the same set that will also help shut down those pesky special summons, and it will work on some other monsters that might be giving you a hard time. Black Horn of Heaven is just the starting point. We’re about to make things frustrating for special summons—make sure you come back Sunday to see how!
本来就是用来充数的也敢拿来吹
FROM http://www.metagame.com/yugioh.aspx?tabid=33&ArticleId=7302
The last time a five star “Cyber” monster from Yu-Gi-Oh! GX hit the scene, it caused quite a splash. Multiple copies of Cyber Dragon continue to see play in plenty of competitive decks, so you can forgive me for being a bit excited about this new card from the upcoming Cyberdark Impact set. I’m here to introduce to you the newest “Cyber” Machine monster that has made big waves on the GX circuit.
Cyber Ogre Machine / Effect EARTH 5 1900 1200
Discard this card from your hand to the Graveyard, to negate 1 battle that includes a “Cyber Ogre” on your side of the field, and the “Cyber Ogre” gains 2000 ATK points until the end of the next time it battles. This effect can be activated during any player’s turn.
Immediately you can tell that Cyber Ogre has one of the most unique effects in the game. In fact, up until the release of the latest wave of Destiny Hero support cards in Power of the Duelist, this type of effect had never been seen before. It’s a multi-trigger attack pump that also basically negates the opponent’s entire battle phase. If manipulating your opponent’s attack declarations without requiring any spells or traps in the backfield sounds like a fun effect to exploit, Cyber Ogre is the card for you!
Of course the designers would be remiss if Cyber Ogre’s fusion companion was not included. Cyber Dragon came into play with two monstrous fusions in the form of Cyber Twin Dragon and Cyber End Dragon to kick up its appeal; in the same vein, Cyber Ogre brings with it a field-dominating behemoth that provides extra incentive to run multiple copies! Let’s take a look at the ramifications of Cyber Ogre, saving its special fusion companion for last.
The Multi-Trigger Effect is Limited to a Scanty Few
Go ahead, you can admit it. I’m sure many of us immediately took a look at the 1900 attack score (which is relatively low for a tribute monster) and had some doubts (shame, shame). Yet popular tribute monsters like Airknight Parshath, Vampire Lord, and Ancient Gear Beast have proven to be some of the best in the game! And while Cyber Ogre has not yet proven itself in this environment, its effect has lots of potential. Let’s break it down.
First it’s obvious that a good Cyber Ogre-based deck will run three copies of the monster. You want to run as many as possible because its effect triggers off having another copy in hand. In this way, it resembles heavily costed cards with powerful effects such as Dimension Magic and Destiny Hero - Blade Master. You’ll need a synergetic, supportive cast of characters to help the theme function smoothly.
Luckily there are many options for getting your Cyber Ogre into play. Two monsters of particular use are Dekoichi the Battlechanted Locomotive and Skelengel, floaters that peel a card off the top of your deck then can immediately be tributed for the Ogre. With a deck that keys in on a particular combo such as this one, seeing as many cards as possible early on is crucial.
It might also be a good time to dust off Maharaghi, an underrated spirit monster that I’ve tinkered with in a variety of different builds. The nifty beast will let you look at two cards per turn instead of one in order to get the pieces of your combo. And because Cyber Ogre is an Earth monster, this type of synergetic support lends itself well to the Earth-based monster Gigantes or the field spell Gaia Power, both of which take advantage of Ogre’s capabilities. Remember that, with the exception of Exiled Force (which doesn’t battle anyway), Earth monsters are not too popular. Running a powerful field spell such as Gaia Power is virtually guaranteed to give only your monsters access to the 500 ATK boost, which turns Cyber Ogre’s attack score into a far more impressive 2400 modifier that can swing over virtually everything with impunity.
Of course once you have your Ogre in play with one in hand, you’re granted access to one of the most unique defensive tricks known to the Yu-Gi-Oh! TCG. First of all, there are no monsters that can swing over a 3900 attack-position monster, period. Second, since the effect negates the attack anyways, it’s doubly unlikely. And most important of all, you can use this effect during either player’s turn! Cyber Ogre basically gives the player the luxury of completely forgoing defensive trap set-ups. With your piece of defense in hand, why bother?
The effect would be rather useless if it faded at the end of the turn. However, it actually lasts until Cyber Ogre battles again. This basically means that the Cyber Ogre you discarded from hand is almost guaranteed to pay for itself. Since any monster your opponent tried to swing with is weaker than 3900 attack (guaranteed), he or she will be losing it the very next turn to your battle phase. I daresay negating an opponent’s entire battle phase (via the attack negation) and putting a nearly 4000 ATK one-tribute monster on the field for the cost of one discard is a good trade.
Tribute Monsters Have Almost No Drawbacks if Used Correctly
With the current state of the environment, the tribute mechanic is being exploited by savvy players. Cards like Enemy Controller, Brain Control, Treeborn Frog, Sangan, and virtually every flip effect in the game give easy access to tribute monsters that don’t actually require “real” tributes to be summoned. This naturally has opened up the field to all manner of long-forgotten tributes such as Thestalos the Firestorm Monarch, Granmarg the Rock Monarch, and Ryu Kokki. But instead of using the same trite and cliche monsters, why not use an effect that’s never really been seen before? I really like the direction of some of these new tribute cards such as Destiny Hero - Double Dude and Destiny Hero - Dasher (which both work wonderfully well with Ogre by the way).
And Before We Leave, A Super Spectacular Ending Bonus!
If you’re sick of having your powerful monsters beaten down constantly, the new fusion monster that involves two copies of Cyber Ogre might be just what you’re looking for.
Cyber Ogre 2 Machine / Fusion / Effect EARTH 7 2600 1900 Cyber Ogre + Cyber Ogre
A Fusion Summon of this monster can only be conducted with the above Fusion Material Monsters. When this card attacks, increase its ATK by an amount equal to half the ATK of the attack target monster, for the duration of damage calculation.
We’re looking at a raw attack score of 2600 that will then scale to anything higher than your opponent’s monster guaranteed. But being a machine monster gives it numerous unique tricks that push Cyber Ogre 2 over the edge. Most notably, you can use the famous combination of Future Fusion and Overload Fusion to bring the dreaded Chimeratech OTK to the forefront. But because Cyber Ogre actually works in threes and isn’t just being randomly splashed in, the deck strategy will work! If you don’t draw into the Ogres early with all of your draw power, you can simply send them to the graveyard as fuel for the Overdragon! This is a win-win situation.
More casual players can try cards like King of the Swamp and Power Bond that should definitely help the summon of Cyber Ogre 2 go off without a hitch. After all, most fans of the trading card game love the television show and playing your favorite GX cards is a great way to keep the spirit alive. The new Cyber Ogre and Cyber Ogre 2 can be found at your nearest Cyberdark ImpactSneak Preview, so don’t be shy!
为了这张被用来做会场卡的卡包平卡,你也吹得够多了吧!谁敢用普怪卡组打大比赛?
PS:把HERO都拿出来说,不要脸!
FROM http://www.metagame.com/yugioh.aspx?tabid=33&ArticleId=7306
One of the things that many players like to do before a major event is to make predictions about what kinds of decks will be played and which strategies will make it to the Top 8. Seeing that Shonen Jump Championship Seattle has yet to occur at the time I’m writing this article, I’d like to make a little prediction myself: you aren’t going to see any normal monsters in the Top 8 decks. It’s not that normal monsters are bad or anything. Quite the opposite in fact. In general, normal monsters have the best ATK and DEF values of any monsters you can normal summon. After all, Gemini Elf and Summoned Skull were in every deck at their respective times of release due to their ability to boss around every other comparable monster in a one-mile radius. Back then, if your deck didn’t have any answers to Gemini Elf or Summoned Skull, you were gone after round 1 of any tournament you entered. If you think about it, it’s the same way now with Cyber Dragon and Monarchs. Not many people care so much about Summoned Skull, since it can’t be special summoned for free and it doesn’t destroy anything else when it comes into play. Gemini Elf is 200 ATK points smaller and can’t be special summoned like Cyber Dragon.
Or course, there are plenty of cards out there that reward you for playing with normal monsters: cards that help you make the most of the massive ATK and DEF strengths that normal monsters are capable of achieving with no nasty side effects. Yet people tend to ignore these cards, despite the fact that they’re often quite powerful. Cards like Heart of the Underdog and Non-Spellcasting Area can grant amazing abilities to players willing to forgo monster effects to use them. Skill Drain can even back that strategy up and make sure that your raw numbers really count. In my opinion, the real problem is that normal monsters don’t really have a headliner card that jumps out at you and makes you want to use them. Fortunately, that’s all about to change with Justi-Break!
Justi-Break Trap Activate only when your opponent attacks a face-up Normal Monster on your side of the field. Destroy all face-up Attack Position monsters on the field, except for Normal Monsters.
There’s this card that I keep seeing in all these Top 8 decks and nearly every deck I build. It’s limited to one per deck, it’s a trap card, and it blows away all my opponent’s attack-position monsters when they attack. What was it called . . . ? Oh yeah! Mirror Force! One of the few cards that sees play in almost every single combat-oriented deck and many that aren’t combat oriented. It’s been limited to one per deck since its initial release and has even spent some time on the Forbidden list. Now you can effectively run four of them, but only if you’re playing with normal monsters. How’s that for a reason to dust off your playset of Gemini Elf?
The mechanics of Justi-Break are quite simple. If your opponent attacks one of your face-up normal monsters, you activate this card, and then every attack-position monster on the field that isn’t a normal monster is destroyed. Since there’s a pretty good chance that your opponent isn’t playing normal monsters, that’s equivalent to hitting them with Mirror Force. There are two important limitations on this effect though, so you’ll want to make sure you fully understand them. First, you can only activate it when they attack a face-up normal monster. That means that you can’t use it to save a set monster from attack. If it’s small enough to require protection, you should probably play it face up anyway just to make the opponent worry about Justi-Break. Second, it destroys all attack-position monsters that aren’t normal monsters. That means that if you’ve taken control of any of the opponent’s monsters or if you’re just trying to splash in normal monsters along with effect monsters to take advantage of Justi-Break, those attack-position monsters are gone as well.
Of course, you really shouldn’t ever have a problem with either of those conditions assuming that you really are playing a normal monster strategy. First and foremost, your monsters should only be destroyed by attacks or traps. Monster effects can be negated by Skill Drain and spells fall to Non-Spellcasting Area. A few well-placed counter-traps can keep these cards on the field while you’re administering the beatings, and with Justi-Break thrown into the mix, your only real fear should be opposing trap cards. Counter-traps can take care of those as well if you’re so inclined. The end result is a team of high ATK and DEF monsters that can’t be taken down by any current strategy, with the possible exception of “draw Heavy Storm right after you use your last counter.” Combine that invulnerability with all the other cool stuff you can use when playing normal monsters and you’ve got a deck that’s ready for some serious competition.
“What other cool stuff,” you ask? Remember that HERO Flash!! deck I showed you a while back? Elemental Hero Neos and his crew would love to have a few extra copies of Mirror Force in their deck. Fusion-based Elemental Hero decks are also thrilled with the prospect of mass removal on a regular basis. In fact, mass removal seems to be something that Elemental Heroes do best. Between R - Righteous Justice and now Justi-Break, your opponent will be hard-pressed to keep his or her cards on the field. Want some more great reasons to play normal monsters? How about Dark Factory of Mass Production? Picking up two normal monsters from your graveyard is an excellent way to keep your hand filled and make sure that you can always make the most of Justi-Break. I mentioned Heart of the Underdog above, but I’ll bet that it’s been a while since most of you have seen it. In short, it lets you keep drawing cards during your draw phase until you hit something that isn’t a normal monster card. That means you’re guaranteed to get a spell or trap (or effect monster) every turn in addition to any and all normal monsters you pick up. It’s a great way to get to all your copies of Non-Spellcasting Area and Justi-Break, and it keeps your hand filled in case you want to play Two-Man Cell Battle.
With the Cell Battle on the field, it doesn’t matter if the opponent takes out a normal monster or two with his or her (singleton) Mirror Force. You can guarantee that you’ll have a normal monster on the field at the start of the opponent’s next turn by special summoning it in the end phase with Two-Man Cell Battle! Imagine how tough it is to play around one Mirror Force that your opponent may or may not have in his or her deck. Now imagine how difficult it would be to play around four of them while trying to fend off an unending assault of 1900+ ATK, spell-immune monsters. Kind of scary, don’t you think? Hopefully players will warm up to the idea once Cyberdark Impact hits the shelves. Speaking of the sneak preview, you are planning to go to the one nearest you, right? I mean, you wouldn’t want to miss out on an exclusive promotional card or the ability to get your hands on Cyberdark Impact before it hits stores would you? Of course you wouldn’t, so get yourself to the official website for the Cyberdark Impact Sneak Preview straightaway to make your plans for November 4th and 5th. I’ll be judging at the Sneak Preview in Butler, PA run by Professional Events Services so if you’re in the area, be sure to drop by, say hello, and play some Sealed Pack. Until next time, play hard, play fair, and, most importantly, have fun!
[ 本帖最后由 chenrenchun 于 2006-10-29 20:42 编辑 ] |
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