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美英环境讨论贴10月刊---第二日更新:2V2不再是梦想!!U社2V2规则降临!!(翻译进度50%)

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发表于 2007-10-11 11:12:53 | 显示全部楼层 |阅读模式
一 一跟进下最近的欧美潮流吧.....

PS:现在网上有人抱怨太多人注重+1,-1因素....感觉因为这样游戏王就变得很死板了....

顺手拿个最新教材吧-----10/1的chicago的SJ
冠军Louie Raimondo的卡组:

怪物:10
低级怪:
1 Breaker the Magical Warrior (红甲)
1 Card Trooper(卡炮)
3 Dark Mimic LV3(黑暗宝箱LV3)
1 Morphing Jar(手卡壶)
3 Mystic Tomato(番茄)
1 Sangan(三眼)

魔法:12
1 Different Dimension Capsule(时间胶囊)
1 Level Limit - Area B(等级限制b区)
1 Messenger of Peace(和平使者)
1 Mystical Space Typhoon(小旋)
1 Scapegoat(替罪羊)
1 Smashing Ground(地碎)
1 Swords of Revealing Light(光封)
3 Wave-Motion Cannon(波动家农)
2 Hammer Shot(垂击)

陷阱:18
1 Ceasefire(停战协定)
3 Dimension Wall(次元之壁)
1 Gravity Bind(重力网)
1 Magic Cylinder(魔法桶)
1 Mirror Force(圣防)
3 Skill Drain(技抽)
1 Torrential Tribute(激流葬)
1 Trap Dustshoot(垃圾滑槽)
1 Wall of Revealing Light(光之护封壁)
2 Dark Bribe(魔宫)
3 Solemn Judgment(神宣)

卡组评价:
ZB抢血+烧血
卡组中心就是:波动加农+技抽+神宣+魔宫
神宣/魔宫:为加农炮/技抽护驾/防止王触/大岚
技抽解决效果怪物(尤其有突击后场能力的效果怪/与索加互相克制,最最重要的把烧血天敌死亡袋鼠给克死了)
ZB系统正常运转来保持自己LP
魔法桶次元壁进行正常抢血...即使后场无法压制但是可以为加农炮减少不少负担....
地碎/垂击来应付已上场的索哥
时间胶囊的作用更再于吸引对方过早使用破后能力
怪物已压缩卡组为主....





SIDE:
1 Brain Control(洗头= =||)
2 Cyber Dragon(电子龙)
1 Heavy Storm(大岚)
3 Raiza the Storm Monarch(风帝)
1 Snipe Hunter(狙击手)
3 Soul Exchange(灵魂交错)
3 Thestalos the Firestorm Monarch(炎帝)
1 Treeborn Frog(黄泉蛙)

换装SIDE...典型让人误以为是烧血的BRUN...
然后第二回合打传统帝让对手措手不及....



现在开始我估计大家都要抱怨K社把王触准限了...
9.2X号出的TF2...在10/1就投入卡组并取得冠军....
魔宫的确以如此形式向各位展现其威力....(更是在EBAY展现实力啊= =|||)


其他明天更新,不早了先睡了...
如果大家对卡组/潮流有什么看法的话十分欢迎您的发言= =||

10/12:
继续继续....
看到一个8强卡组挺具代表性的:

Miguel Albarran 的 见习火箭式帝控

上级怪:6
3 Raiza the Storm Monarch(风帝)
3 Thestalos the Firestorm Monarch(炎帝)

下级怪:16
2 Apprentice Magician(见习)
1 Breaker the Magical Warrior(红甲)
1 Card Trooper(卡炮)
2 Crystal Seer(水晶)
1 Magician of Faith(圣魔)
1 Old Vindictive Magician(执念巫师)
1 Sangan(三眼)
1 Snipe Hunter(潜行狙击)
1 Treeborn Frog(黄泉蛙)
3 Volcanic Rocket(火山火箭)
3 Volcanic Shell(火山子弓单)

魔法:11
2 Pot of Avarice(痰盂)
2 Wild Fire(狂炎)
1 Blaze Accelerator(加农炮)
1 Book of Moon(月之书)
1 Brain Control(洗头)
1 Heavy Storm(大岚)
1 Premature Burial(早埋)
2 Soul Exchange(灵魂交错)

陷阱:7
1 Bottomless Trap Hole(奈落)
1 Mirror Force(圣防)
1 The Transmigration Prophecy(转生寓言)
1 Torrential Tribute(激流葬)
3 Phoenix Wing Wind Blast(炎翼暴风)

卡组评价:
卡组中心还是拉卡差,火箭/子弓单/水晶/卡炮+1,炎帝给对手-1,风帝+炎翼暴风=有一定几率封锁对方抽卡

乍眼一看是流行的见习帝,不过仔细一看有火箭系统,由于我以前组过火箭混装MUD卡组
这次的火箭系统可谓是被压缩到极限了: (老实说我还是喜欢3322的打法...3312有点极端了)
3火箭
3子弓单
1加农(我一般想用2的,不过卡组里有9张可以和)
2狂炎(辅助场控...实在不行当手卡扔)

见习系统对于帝卡一直好用....但是却在攻击力上有所不足..为了弥补这点火箭的确是不错的选择...1900攻击力属强力下级怪,附加逆天+1效果,就算被炸甲也不算太亏,子弓单也算是赚手卡的好物...只要有足够的消耗品就好...

炎翼暴风:因为风帝的流行才最近被人挖掘出来的产物......效果是一模一样,比风帝灵活....但是要COST(-1)...卡组也就是为了此卡而往这个方向改动的.最近此卡被大家重新挖掘出来,算是一种变相"手控"吧...

SIDE:
2 Dark Bribe(贿赂)(无语= =||)
2 Mei-kou, Master of Barriers(结节术师孔明)(宝玉针对?)
1 Mobius the Frost Monarch(冰帝)
1 Mystical Space Typhoon(小旋)
3 Pulling the Rug(叠反)
2 Royal Decree(王触)
2 Threatening Roar(咆哮)(防OTK)
2 Twister(龙卷)

典型的针对SIDE..几乎都是破后力量..防ZB的确是贿赂出来后的一个大问题...
剩下的就是防高仪了....卡组攻击力上不去...容易被速攻压制..


---------------------------------------华丽的分割线-------------------------------------------------------------------------------------------
终于降临了...万众注目的2V2规则已经尘埃落定
U社也终于没有食言来增加游戏本身的内涵(U社要抢钱包先伪装好点吧 )

而且U社承诺将在将来的SJ比赛中引入TAG-TEAM DUEL,并给与相应奖品.......

A-28 Team Dueling

I. Basic Rules
一 基本规则

The match is between two teams of two players each (designated player A and player B). Teammates are seated next to each other with the other team on the opposite side of the table. For a tournament, each player’s designation (A or B) is chosen at the start of the tournament and never changes.
游戏由双方各两名玩家组成(分别为A和B).你的队友坐在你旁边而你的对手在桌子的对面.作为比赛,每个玩家的名称(A或B)在比赛一开始前决定并且决斗中不能改变.


Each player has five Monster Card Zones and each player has five Spell & Trap Card Zones. The zones from both players on a team create one large side of the field, so there are two sides of the field: Team One’s side of the field and Team Two’s side of the field.
每个玩家有5个怪物区和5个陷阱区.队友们之间可以创造一个更大的场地:队伍1的场地和队伍2的场地.


Each player uses their own Deck (two Decks per team). Each player has their own Graveyard (you cannot use your teammate’s Graveyard as if it was your own).
每个玩家使用自己的卡组(每队两副卡组).每个玩家拥有自己的墓地(你不能将队友的墓地作为自己的使用


Each team has one Life Point total of 8000 (if it reaches zero, the team loses). Each team has two Fusion Decks (you cannot use your teammate’s Fusion Deck for your Fusion Summons or card effects). Each player has their own Side Deck to use only with their Deck.
每个队伍有总计生命值8000(如果有一只队伍LP变0即判输), 每队将有2个融合卡组(你不能用队友的融合卡组来融合召唤),每个玩家都有自己的SIDE而且只能和自己的主DECK使用.


There can only be one Field Spell Card in play at a time, just like a 1-on-1 Duel.
一次只有一张场地卡,就像1V1一样..


Limited Cards are counted per player, not per team. So, for any given Limited Card, each player on a team could include one copy in their Deck, making a total of two copies that team can use. However, one player cannot include two copies of a Limited Card, even if the other player doesn’t include any.
限制卡将计算为每个玩家为单位,而不是每个队.所以,如果有任何限制卡,每个玩家可以放一张在卡组里,让整个队伍里拥有两张限制卡.但是,一个玩家不能拥有两张同样的限制卡即使你的队友一张也没.


During a turn, a player only can control his or her cards, not his or her teammate’s. Teammates may talk, compare hands, and share information freely with each other. They should make their decisions in a timely manner as to not delay the game.
在回合中,玩家只能控制自己的卡,而不是队友的卡.队友之间可以讨论,互相检查手牌,并自由公享信息, 前提是只要不拖延时间


A team loses if either player on that team cannot draw a card from the player’s Deck when required to.
如果任何队伍中的任何玩家不能在应当抽卡的时候从卡组抽卡时即负


II. Turn Procedure
二:回合步骤


Players on the same team sit next to each other, player A sits to the right of player B. Team 1 is players 1A & 1B and Team 2 is players 2A & 2B. The turn order starts with player A of the team that is chosen to go first and then alternates between teams.
队友互相坐在旁边,玩家A 坐在玩家B的右面,队伍1是 玩家1A 和 1B 同时队伍2是玩家 2A 和 2B.回合开始顺序为从任意队的玩家A开始.(先抽卡的永远是1A或者2A)


The first player who can make an attack is the player who goes fourth. (In the example below, player 2B)
第一个能攻击的玩家是在第一回合最后一个抽卡的(例子中的玩家2B)


Turn Turn Player

----------------------------------------------------

1: Team 1 Player 1A (1)队伍一玩家1A

2: Team 2 Player 2A (2)队伍二玩家2A

3: Team 1 Player 1B (3)队伍一玩家1B

4: Team 2 Player 2B (4)队伍二玩家2B

5: Team 1 Player 1A (5)队伍一玩家1A

 

Continue until one team wins.
直到有一只队伍取胜


III. Card Effects
卡的效果


If any part of a card affects your opponent’s hand, Deck, Fusion Deck, Graveyard, or Removed Zone, then the player activating the card effect must choose one of their opponents to apply the entire effect of the card to.



Examples: “Confiscation”, “Memory Crusher”, “Soul Release”, “Secret Barrel”, “Crush Card Virus”



If a card affects only your opponent’s side of the field, it affects the entire side, or both your opponents.



Example: Player 2A activates “Lightning Vortex”. It destroys player 1A and player 1B’s face-up monsters.



If a card affects “both players”, all four players are affected.



Example: “Dark World Dealings” is activated. All four players will each draw a card, then each discard a card.



Cards Set by a player can be viewed by the teammate, but they must be activated by the player who Set them.



A player can allow their teammate to use monsters they control as Tributes or as Fusion Materials.



Example: It is player 1A’s turn, and player 1B controls a “Gravekeeper’s Spy”. With permission, player 1A Tributes that “Gravekeeper’s Spy” to Tribute Summon his “Jinzo”.



“Owner” and “controller” mean the same thing as a standard Duel. The “owner” is the player who’s Deck the card started in. “Controller” is the player who currently has the card in one of their zones.



Example: Player 1A Summons “Dark Magician”. Player 2B activates “Brain Control” and selects the “Dark Magician”. He moves it to one of his Monster Card Zones. Player 1A is the owner of “Dark Magician” and Player 2B is the controller of “Dark Magician”.



IV. Attacking



You can only attack with monsters you control (in your 5 zones) during your turn. You cannot attack with your teammate’s Attack Position monsters. If there is a monster on the opponent’s side of the field (controlled by either player) then you must attack it before attacking their Life Points directly.



Example: Player A has “Elemental Hero Sparkman” in Attack Position. Player C has no monsters, but Player D has “Dark Magician” in Attack Position.



Player A cannot attack directly, because the opponents have “Dark Magician” on the field.



V. Additional Rules



During a player’s turn, either opponent may activate Spell Speed 2 or higher effects (just as they could in a standard Duel). The teammate may also activate Spell Speed 2 or higher effects (as if it was an opponent’s turn).



When a player activates an effect, each other player must be given the opportunity to add an effect to the chain before it is resolved (starting with an opponent and then alternating between teams).



If multiple trigger effects activate at the same time, the turn player’s effects will be added to the chain first, followed by their teammate’s effects, and finally the opponents’ effects (in an order of their choosing).



Card effects that count turns count all appropriate turns.



Example: “Swords of Revealing Light” is activated by Player A of Team 1. Team 2 cannot attack on Player C’s next turn (1 turn), Player D’s next turn (2 turns), and Player C’s turn after that (3 turns).



“Swords of Revealing Light” will be destroyed at the end of that turn, because three opponents’ turns have passed.



VI. End of Match Procedure



When time is up at the end of a round, complete the current turn of each game that is still in progress. If a winner is not determined by the end of that turn, play continues for three additional turns. After the three additional turns, if a winner still has not been determined, play stops and the match winner is determined using the following process:



1. The team with greater Life Points wins the game. If both teams’ Life Points are equal, continue playing until the first change in Life Points. If Life Points change during a resolving chain, always resolve all effects on that chain before comparing the teams’ Life Points.



2. After the winner of the game in progress is determined, a team wins the match if it has more game wins than the opposing team. If both teams have an equal number of game wins, they will start a new game. This game will last for a maximum of eight turns, two for each player. Side Decks may not be used before starting this game. At the end of the eight turn, the team with greater Life Points wins the match. If Life Points are equal, continue playing until the first change in Life Points. If Life Points change during a resolving chain, always resolve all effects on that chain before comparing the teams’ Life Points.



3. If players are between games when time is called, and one team has a greater number of game wins, that team wins the match.



Jeff Piroozshad
Premier Events Specialist
Upper Deck Entertainment

[ 本帖最后由 雅克 于 2007-10-12 11:11 编辑 ]
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发表于 2007-10-11 11:15:53 | 显示全部楼层
因為沒有櫃子 所以現在開始用膠囊勒?!
似乎是第一次看到的

PS:第一次沒有認真看 - - 還有這一句"时间胶囊的作用更再于吸引对方过早使用破后能力"

[ 本帖最后由 不知道 于 2007-10-11 11:19 编辑 ]
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发表于 2007-10-11 11:29:58 | 显示全部楼层
贿赂在烧卡组和削卡组里的威力是毋庸质疑的…  关键的一扛,一张抽卡的代价根本不算什么。

三技抽是亮点啊。不过滑槽的存在很奇怪,有贿赂的同时也有滑槽,这一张的手控有那么大的意义么。即便是看到对方手有大风之类,更加会因为什么都不敢做而被压制住罢。- -个人倾向于再补一张贿赂。
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发表于 2007-10-11 11:48:57 | 显示全部楼层
垃圾滑槽放在主卡组有利无害,但放的主要原因还是因为与SIDE DECK玩帝手控
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发表于 2007-10-11 11:50:55 | 显示全部楼层
那我宁可SIDE里少一灵魂,加一滑槽. - -我灵魂最多下2,也就是某个昆虫孵化卡组里下了三.
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发表于 2007-10-11 11:50:58 | 显示全部楼层
那个......灵魂放满免得没祭品啊....美英没有魔法攻击士吧

[ 本帖最后由 Regicide 于 2007-10-11 11:52 编辑 ]
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发表于 2007-10-11 11:57:03 | 显示全部楼层
原帖由 Regicide 于 2007-10-11 11:50 发表
那个......灵魂放满免得没祭品啊....美英没有魔法攻击士吧


CD人都有 攻擊士怎么會沒有呢
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发表于 2007-10-11 12:00:37 | 显示全部楼层
毕竟是拖慢攻击速度的东西啊。主卡组有番茄等物,祭品也不是不足。而且对方针对烧血换了SIDE以后,卡组本身的强度也下来了。
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发表于 2007-10-11 12:06:35 | 显示全部楼层
不是很纯的削血,就靠波动加农获胜么?保护的东西很多
只贴一个卡组也不能说明美英环境啊
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发表于 2007-10-11 12:09:16 | 显示全部楼层
原帖由 不知道 于 2007-10-11 11:57 发表


CD人都有 攻擊士怎么會沒有呢


小白了

那...其实3交错只是为了对付老索?
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发表于 2007-10-11 12:15:40 | 显示全部楼层
洗脑少了,用交错代替洗脑召帝
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发表于 2007-10-11 12:26:15 | 显示全部楼层
我说,你没注意到保持祭品在这个卡组比较艰难么?

没有愚蠢埋葬,也没有墙壁怪

魔法攻击士自然有
但只能做纯粹的1次祭品而已
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发表于 2007-10-11 12:37:39 | 显示全部楼层
这个无论main和side对连锁削丝毫没有抵抗力.....
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发表于 2007-10-11 12:44:58 | 显示全部楼层
话说,这卡组,不是1年多前就在日本烂大街的BURN吗?还有那个SIDE,去年3月1到今年9月1后几乎BURN的SIDE都是那么组...都看麻木了~话说这套就是加入新的魔宫保护强了~
美版的愚蠢埋葬也快有了,迟早SIDE会变成兽帝的~
P.S:3技抽跟兽的配合很不错~
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发表于 2007-10-11 12:47:54 | 显示全部楼层
原帖由 开辟的交易使者 于 2007-10-11 12:06 发表
不是很纯的削血,就靠波动加农获胜么?保护的东西很多
只贴一个卡组也不能说明美英环境啊


不過燒血拿冠軍的很少...這應該是第一次吧



原帖由 Regicide 于 2007-10-11 12:09 发表


小白了

那...其实3交错只是为了对付老索?


要對付的還是應該有很多 畢竟交錯還能用在裏側怪- -
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发表于 2007-10-11 12:54:59 | 显示全部楼层
神宣配魔宮,才有威力~
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发表于 2007-10-11 13:00:05 | 显示全部楼层
原帖由 不知道 于 2007-10-11 12:47 发表


不過燒血拿冠軍的很少...這應該是第一次吧
从前那个澳洲冠军赛,chainburn对lockburn华丽阿
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发表于 2007-10-11 13:49:47 | 显示全部楼层
- -这个....我对过此卡组...就是AJ玩过,主要战术相似.. 加农炮+神宣+技能抽取.(当时没有魔宫这么强的东西),也有放时间胶囊..可是,被我的囧卡组打败了...貌似是我也有主DECK神宣,被他的光壁3000分拖到后面被我一个手抹打到他DECK  OUT赢了..
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发表于 2007-10-11 13:54:38 | 显示全部楼层
原帖由 Regicide 于 2007-10-11 11:50 发表
那个......灵魂放满免得没祭品啊....美英没有魔法攻击士吧



灵魂和魔法攻击不能比的....灵魂可以JP之余还能去掉别人一只怪.. 这也是明显的+1 -1.....
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L
发表于 2007-10-11 13:54:42 | 显示全部楼层
我败了,没三卡炮就硬要把抽卡的东西塞进去
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