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Post by Ash on Thu Sep 06, 2012 3:15 pm

Do you feel that a Deck Type or Theme is used or relevant enough that it deserves a Discussion Thread? If so, here is where you make your sales pitch. If you can convince me, or enough people that your submitted Deck is good enough, then we can create a thread where people can take part in extensive discussion regarding the Deck.

When you pitch your Deck, please try to include cards that are often used, what combinations (if any) are involved, how the Deck plays in its general approach and even Deck skeletons would be appreciated.

Any Discussion Threads posted without approval will be deleted.

Remember that you are trying to make a random person interested enough to try out the deck, that is the one of the goals of the pitch. As well as this, it needs to be friendly for newer members - they ought to be able to understand any and all points brought forward.

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Post by ALiCE'S EMOTiON on Fri Sep 07, 2012 12:36 am

Pierrot Deck. Why Fun lockdown/Beat Down deck that is simple to run. Also When you win a game with only level 3 or lower monsters and not uing Xyz a win is very satasifying. Other reasons would include It;s technically a Tiered deck 1 or 2. And because it's a Gernericish deck you can easily exchange cards to make the deck suit you as a person better.

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Post by Ash on Fri Sep 07, 2012 9:39 am

Not nearly detailed enough.

https://lccg.forumotion.com/t196-use-the-dead-to-make-more-dead-zombie-strategy-guide

This is an example of the quality I'm hoping for, albeit with a bit more detail on cards and variations of the deck type.

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Post by ALiCE'S EMOTiON on Fri Sep 07, 2012 11:31 pm

those aren't all the reasons bud........I though if you gave some decent reasons you could then make a post to explaine the deck in higher detail. Or did I miss read what you posted. Because tbh I know that doesn't say shit about the deck. I didn't want to post everything because then it feels like a dubble post. Do u c wat Im getting at here?

Oh and Btw can't see your link as only admins can

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Post by Anime Girl References on Sat Sep 08, 2012 4:35 am

[Only admins are allowed to see this link]

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Post by Ash on Mon Sep 10, 2012 5:14 am

It was DH's Zombie guide.

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Post by Anime Girl References on Fri Oct 05, 2012 2:12 pm

Angels seem to excel really well. the term Revenge Summoning was coined by TB, in which the cards triggered their Special Summons upon the destruction of other Angel cards, while also giving immunity to your face-up monsters against certain attributes. With a good mix of defense, speed and offense, Angel.dek has the best of all worlds: Flexible Summoning conditions, superior protection against the opponent's effects, and reasonable offense for dealing damage.

Primaries
Marleliel is the primary force behind Angel.dek, since it not only increases the ATK of all other angel monsters, but she can attack multiple times depending on how many monsters you kill with her. You can clear an entire field of monsters if their stats are lower than hers.

Marleliel's Prayer is one of the coup'de grace which can turn the tides during the game, enabling an angel you control to attack directly, and gain additional ATK for every banished and destroyed angel you had during the game.

"Revenge Summonable" Angels
Cassandra protects your monsters from EARTH monster effects, and when she is S. Summoned she kills an opponent's card.

Helena reduces the ATK of an opponent's monster to 0 when summoned, and protects against DARK Monster effects.

Lelynn re-summons the destroyed angel monster and burns the opponent by an amount equal to your angel's ATK, and protects against FIRE Monster effects.

Advantage Angels
Kaori protects your cards against WATER Monster effects, and allows you to tutor other Angel Monsters from the deck to your hand.

La Misa can be switched to Defense Position to destroy an S/T in the same fashion as Lyla, and protects against WIND Monster effects.

Mai allows you to re-grave your banished angel monsters for later use, and protects against your opponent's LIGHT Monsters, essential for countering the opponent's Angel plays.

With some baiting, you don't have to worry about losing advantage, for if your lesser angels such as Kaori or La Misa are destroyed, they can be replaced by Cassandra or Helena and take control of the field quickly and deal with problematic monsters.

While Angel decks have massive monster advantage, they have miniscule amounts of S/T advantage, meaning decks based around Transcending Curses and direct burn pose a formidable threat due to the lack of S/T protection the Angels have.

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Post by Seattleite on Fri Oct 05, 2012 2:47 pm

I would like to see a deck discussion on Angels. So +1 vote.

Darkest hour, what do you think about using the non-archetypal Angels? (Particularly Sharp-Edge Angel and Guardian Angel). Summonable by Radiant Reinforcement, Sharp-Edge could cover their weak S/T Support. Is it viable?

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Post by DIGITAL on Fri Oct 05, 2012 2:54 pm

I vote for angel discussion thread :3
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Post by Anime Girl References on Fri Oct 05, 2012 4:15 pm

Sharp-Edge Angel counts I believe, but I'm not sure if Sharp-Edge Angel blowing itself up would trigger Cassandra or Helena's effect since TB fixed them to only trigger if the opponent destroyed them.

Guardian Angel can be re-acquired when banished by Mai, and can be used as a disposable revenge target in a pinch.

I also forgot about Lucifer, Angel of the Fallen. Blocks the opponent's grave by re-decking their destroyed cards, and when Lucifer is removed you can banish 1 Angel from your deck that can be retrieved by Mai.

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Post by Anime Girl References on Mon Nov 05, 2012 9:41 am

Normal Sea Serpents is a decktype revolved around using Sea Serpent support cards like Kotei Umiryu, Mordant Cetugon and Tekkairyu to Special Summon Normal Sea Serpent monsters like Jabberviathan and Lunarslayer Godrotter Raymarrow with minimal resources.

Primary Cards
Lunarslayer Godrotter Raymarrow - A Level 8 3000/3200 Normal Monster that is capable of bringing in tons of damage. called LGR for short.

Jabberviathan - A Level 8 2950/2950 Sea Serpent Normal Monster capable of supporting or replacing Lunarslayer Godrotter Raymarrow. Called Jabber for short.

Phlegethon Raymarrow - A Level 6 2600/2050 Sea Serpent that brings out it's massive attack for only one tribute, or is easily Special Summoned. Called Phleg Ray for short.

Gloomblood Raymarrow - A Level 4 2000/950 monster that can destroy most monsters it comes across by brute force alone.

Kotei Umiryu - The primary summoner of the deck, able to acquire a Sea Serpent monster from the deck upon it's Normal Summon, and if that monster is a Normal Monster it can Special Summon it by tributing itself.

Tekkairyu - a grave orientated card that Special Summons Normal Sea Serpent monsters from the Graveyard in the similar manner as Zombie Master or Lumina, Lightsworn Summoner.

Mordant Cetugon - A smaller sea serpent monster that, when destroyed in battle in attack position, can Special Summon a Normal Sea Serpent from the deck upon it's death.

Secondary Cards
Death from Below Similar to Burst Breath, it allows you to tribute a Sea Serpent type monster to destroy your opponent's monsters whose DEF is lower than the ATK of the monster you tributed.

Dreadfiend Medusa Can special Summon itself if you control a Sea Serpent, and can Special Summon Sea Serpent-type Monsters from the Graveyard, including effect monsters.

Seradin, Emperor of the Deep Sea - You can return Sea Serpent monsters to your hand to Special Summon it, and clear the field of monsters your larger Normal monsters cannot destroy. When your Life Points are on the lower end, it allows Sea Serpents that destroyed monsters to send themselves to the deck to Special Summon higher level Sea Serpent monsters.

General Approach
Summoning Seradin - One of the easiest fashions is using Tekkairyu's effect. While you have a Normal Sea-serpent in the Graveyard, you can discard a card to Special Summon the discarded Sea Serpent or the Sea Serpent in the Grave, giving you two monsters to send to the hand for Seradin's effect. Seradin's secondary effect allows multiple copies of Seradin to be summoned, and using your high level attackers like LGR and Jabber to destroy monsters allows you to Special Summon them from the Graveyard.

Koteibox - Kotei can add any Sea Serpent monster from the deck to your hand, but primarily you can add LGR or Jabber from your hand to your deck on the first turn and Special Summon it. In that case, you can acquire your strongest monster in the first turn and use other resources to putting up defenses to protect them.

Effect Negation - Since the primary beatsticks of the deck are Normal Monsters, they are unaffected by cards such as Absolute Vitiation, [Ludicrous Letdown and [Psy-Block. They can reduce the effectiveness of Effect-heavy monster decks and allows your LGR or Jabber to plow over them with ease.

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Post by Ash on Mon Nov 05, 2012 12:33 pm

you can go ahead and make discussion threads for angels and normal sea serpents

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Post by Ash on Tue Jan 01, 2013 2:22 am

Spoiler:
The Nox Archetype is a series of Dark Fiend-Type monsters that focus on controlling the game state by flipping cards face-down and then removing them. Capable of functioning as both its own Decktype or as a complimentary engine, their consistency and ability to quickly amass card advantage makes them one of the strongest Decks in LCCG.

Monsters
Nox Deceiver
Attrib: Dark
Type: Fiend/Effect
Level:4
Atk: 1700
Def: 1300
When this card is Summoned, flip 1 card your opponent controls face-down (if it is a monster, it is moved to face-down Defense Position). Once per turn, you can reveal 1 ?Nox? monster in your hand to destroy 1 face-down card your opponent controls. If you activate this effect, this card cannot attack during this turn.

One of the 3 monsters that are key to the Archetype, Deceiver is the only one capable of threatening with both beatstick potential and flip manipulation. It's ability to flip over a boss monster or other troublesome monsters is a great aspect of the card, but it's ability to turn off Continuous S/T's is an underrated and useful addition. It is also important for generating quick +2 removal with Schemer. Should always be played @3.

Nox Exploiter
Attrib: Dark
Type: Fiend/Effect
Level:1
Atk: 0
Def: 0
During either player's Main Phase or Battle Phase, you can discard this card from your hand to flip 1 face-up monster on the field into face-down Defense Position.

Perhaps the best hand Trap in the CCG, the generic Book of Moon has incredible versatility even without factoring in the rest of its Archetype. When the other Nox cards are factored in, holding an Exploiter can often guarantee the ability to break your opponents field up to great effect. Almost staple everywhere, definite staple in Nox.

Nox Schemer
Attrib: Dark
Type: Fiend/Tuner/Effect
Level:3
Atk: 800
Def: 1100
During either player's turn, if a card was flipped face-down, you can Special Summon this card from your hand. Then, remove from play 1 face-down monster your opponent controls.

The last of the main 3 monsters, Nox Schemer has the least stand-alone value, due to the fact that it can't work without outside influence. However, as both a Tuner and a self Special Summoning monster, it can quickly generate removal and open up your Extra Deck. Can be played at 2-3.

Nox Punisher
Attrib: Dark
Type: Fiend/Synchro/Effect
Level:7
Atk: 2600
Def: 2300
1 "Nox" Tuner + 1 or more non-Tuner "Nox" monsters When this card is Synchro Summoned, add 1 "Nox" monster from your Deck or Graveyard to your hand. You cannot Special Summon any Synchro, Fusion, Exceed or Ritual Monsters. Once per turn, you can activate one of these effects. ? Return 1 "Nox" monster you control to the owner's hand. ? Flip 1 monster on the field into face-down Defense Position. ? Banish 1 "Nox" monster in your Graveyard and inflict 500 damage to your opponent for each Set card they control.

The Nox Synchro, Punisher can be easily summoned through Deceiver and Schemer, and then can set up your hand for another push on the next turn. Plethora of effects that can be utilized in almost any scenario, it's a very worthy boss monster. Protecting him should guarantee a win.

Other options:
Warden of the Oni - can guarantee a Nox to draw to build up combo pieces.
Mara Temptress - another solid hand Trap, also serves as a draw engine.
Nox Betrayer - another monster that can flip, also self-reviving and searches. Level 5 can often hinder use.
Hell Master Anubis - Dark Synchro monsters make this more live than it should. Solid tech choice.

Spells
Midnight Hold - can quickly dump Betrayer or other Nox to be revived with Twilight Zone, also Quick-Play F/D removal.
Trap-Setting Dud - with the ability to put S/T's facedown with Deceiver, Dud becomes favourable to Cut.
Forbidden Curse - can be used as another source of draws, handy for fetching a monster put on the top of your Deck with Oni.

Traps
Malevolent Uprise
Group: Trap Card
Type: Trap
Icon:Continuous
Once per turn, when a card is flipped face-down by a card effect you control, add 1 "Nox" monster from Deck or Graveyard to your hand.

The most important card in the Deck, a Black Whirlwind or Wind-Up Factory. Can turn a lone Exploiter into a Level 7 Synchro with 2 cards destroyed along the way. Must be played at 3, without a doubt.

Twilight Zone
Group: Trap Card
Type: Trap
Pay 1000 Life Points. Special Summon 1 Level 4 or lower Nox monster from your Graveyard. Then, you can flip one face-up card on the field face-down (if it is a monster, it is moved to face-down Defense Position).

Chainable Nox Reborn, that also flips any card face-down. A simple and effective card, but only really shines late-game. Also triggers Deceiver to flip another card. 1-2 is generally best.

Malicious Spirit
Group: Trap Card
Type: Trap
Activate when your Fiend-type monsters is destroyed by battle. Gain control of the monster that destroyed your monster, until your next end phase.

Though not a Nox card, it compliments their control theme well. In a highly control themed metagame, this card can quickly turn the tables where a Deceiver may not. 1-2 is recommended.

Approach
You should be looking to control the game with early Deceivers and Exploiters with backrow and steadily build advantage. Take every + with Deceiver that you can to supplement spent Exploiters. When you begin to gain control, use a Schemer and go for a safe Punisher, the game should be won from there. If you open an early Uprise and it survives, you should go for Punisher quickly, as the cards spent will replace themselves as you make your play.

do you guys want a nox discussion thread y/n?

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Post by ALiCE'S EMOTiON on Tue Jan 01, 2013 2:24 am

go ahead

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Post by EMSOUP on Wed Jul 31, 2013 5:54 pm

Hmm, i think i'll make a draft for Rainbow Fusion Plant Icevales. gonna submit it here when i'm done.

Spoiler:


PART 1: Introduction
Icevales are an archetype of sea and ice themed monsters, which revolves around locking the opponent and recurring the cards in their graveyard. I'll update this description when i want to.

PART 2: Deck Types
There is 3 main builds of this deck, that is Sunken Ship focused builds, All Hallow Eve builds, and Fieldless build.

Sunken Ship Builds focused on locking the opponent down using absurdly powerful Xyz monster and abusing the secondary effects of the Icevale monsters. They run more monsters than other builds, and run less protection traps as the result.

All Hallow Eve builds focused on spamming the board with Xyz monsters without using much investment. They run 12 or less monster, and focused the deck on protection traps.

Fieldless build is more like a grind deck that can spam. They run more traps than even the All hallow build.

PART 3: Archetype Cards
Icevale Gladiator|0|TTTT|Sea Serpent/Effect|Water|
4||1900|1700|This monster cannot declare an attack
unles "Sunken Ship" is on the field. If you opponent
controls a monster with over 2500 ATK this monster
can Attack your opponent Directly. You can discard
this card; add 1 level 4 or lower "Icevale" monster, other than "Icevale Gladiator" from your Deck or
Graveyard to your hand. You can only use this effect
of "Icevale Gladiator" once per turn.|

First member of the main trio, this is the searcher of the deck, with some added effects. This card thins your deck, adds a great amount of consistency, and also a beater(specific for Sunken Ship builds).

Run 3 in any builds, otherwise play another deck.



|Icevale Cryptid|0|TTTT|Aqua/Effect|Water|4||1600|
1800|When this card is Normal Summoned from your
hand: You can target 1 Level 4 or lower "Icevale"
monster in your Graveyard; Special Summon that
target in face-up Defense Position. While "Sunken Ship"
is face-up on the field, your opponent cannot activate Trap Cards during your Battle Phase.|

This translates usually to a one card Xyz, much like TCG's Gishki beast, but this card does more than that. If you summoned Centaur with this card, you can NS another monster then Xyz for a 3 material rank 3/4. The last effect is also nice, preventing flash grenades, magical prison, and battle phase halts.

Run 3 in any builds.



|Icevale Centuar|0|TTTT|Sea Serpent/Effect|Water|4||
1400|2000|This monster can attack your opponent
directly while "Sunken Ship" is face up on the field.
While "Sunken Ship" is face-up on the field, your
opponent must Set Spell Cards before activating them,
and cannot activate them until their next turn.  Once per turn: You can Normal Summon 1 "Icevale"
monster as an additional Normal Summon.|

Last member of the main trio, this card facilitates offensive plays. Icevales naturally recurs the grave, so you can extend your plays with less caution than other decks. In Ship build, this card also doubles as a direct attacker and also a less effective anti spell fragrance. Combined with Icevale Frost Breather though, this card creates nasty lockdowns. In Hallow build though, this card becomes borderline broken. each turn, you can summon this card from the grave, then normal summon as many amount of centaurs in your grave, then summon something else and xyz for up to 2 2 materials Rank 4s, without using any resources at all. Not to mention with Salvation, that combo is wicked easy to pull.

2-3 in Shipless and Hallowless builds
3 in Ship builds
3 in Hallow build



|Icevale Princess|0|TTTT|Aqua/Effect|Water|4||1400|
1200|You can only activate this effect if there is a
face-up "Sunken Ship". Once per turn, during your Main
Phase: you can Discard 1 card to Special Summon 1
level 3 or lower Monster from your Graveyard. That
Monsters effect is negated, cannot be used as a Synchro Material, and is destroyed at the End Phase.
While this card is face-up on the field, you can Normal
Summon "Icevale" monsters from your Graveyard.
You cannot Special Summon a monster on the turn you
activate this effect.|

Poor princess. It only worked in Ship builds, but there's too many clauses and restriction for it to be good there. Sweet, ship builds now can run a pseudo hallow, you think. Last line killed this card's usability. You can still run it in Ship build though, the ss effect is nice.


run 0-2 in Ship builds
run 0 in Hallow Builds
run 0-2 in No field builds



|Icevale Frozen Lord|0|TTTT|Sea Serpent/Effect|
Water|7||2800|2300|Cannot be Normal Summoned/
Set. Must be Special Summoned (from your hand) by
having exactly 5 WATER monsters in your Graveyard,
and cannot be Special Summoned by other ways.
During either player's turn, when a card effect activates: You can shuffle 1  WATER monster from
your hand to your deck; negate the activation, and if
you do, destroy that card. During your End Phase,
destroy this card unless you can reveal 1 WATER
monster from your hand.|

The main decked boss of the deck. That effect is wicked powerful, and the maintenance is easy. even if this card becomes a dead card, it can be pitched for salvation and princess. Shipless build will not be able to reliably use this at its full power though.

Run 1-2 in Ship Builds
Run 0-1 in other build



|Icevale Captain|0|TTTT|Sea Serpent/Effect|Water|4||
1800|1200|While this card is face-up on the field, your
opponent cannot target another WATER monster you
control as an attack target other than "Icevale
Captain". While "Sunken Ship" is face-up on the field,
your opponent must pay 500 Life Points as an aditional cost to activate the effect of monsters he/she
controls. You can discard this card; add 1 "Sunken
Ship" from your Deck or Graveyard to your hand.|

Only meant for ship builds obviously. It's a good beater, searches Sunken Ship, and the burn will hurt decks that relies on monster effect. Not much else to mention though.

Run 3 in Ship builds
Run 0 anywhere else.


|Icevale Diviner|0|TTTT|Aqua/Effect|Water|4||1200|
1700|Once per turn, if "Sunken Ship" is on the field:
You can Tribute 1 WATER monster you control: Return
2 "Icevale" monsters in your Graveyard to the hand
and Draw 2 cards. You cannot Special Summon a
monster(s) during the turn you activate this card.|

Ignore the crappy stat, look at its effect. Yes, it's a +3, and it's easy to set up. You can use centaur or cryptid to summon this, then tribute them to gain the plus. You can grab gladiators, cryptids, and captain with this, to do more stuffs. The bad thing is, this is deader than dead when topdecked.

Run 1-2 in Ship build. You'll get this thing in your hand, since salvation and gladiator can search for this card.
Run 0 anywhere else.


Icevale Witch
Attrib: Water
Type: Spellcaster/Effect
Level:4
Atk: 1400
Def: 1700
This card can be Normal Summoned in Defense Position. When your opponent Summons an Effect Monster, you can pay 500 Life Points to negate it's effect(s) until the End Phase. This card cannot be targeted by the opponent's card effects. During your Main Phase, You can Normal Summon this card from the Graveyard.

Freaking good lockdown monster for any build. Slows any opponent to your pace, while being sturdy in her own right. She recycles herself, which is a huge bonus.

Run 1-2 in all builds. 1 is enough, since it just won't stay in the grave, but 2 can help with effects that banish this card from the grave.


|Icevale Dew Blaster|0|TTTT|Sea Serpent/Xyz/Effect|
Water|3||2300|1700|3 Level 3 WATER Monsters -
When this monster is Xyz Summoned; you can target up to 2 WATER monsters in your Graveyard whose
total levels equal 8 or less: add those targets to your hand, they cannot be Summoned this turn. Once per turn you can detach 1 Xyz material; discard 1 WATER monster: Inflict damage to your opponent equal to the
discarded monsters DEF. While there are 5 or less WATER monster in your Graveyard, monsters your
opponent controls cannot declare an attack. When this monster is destroyed by card effect; Target 3 WATER monsters in your Graveyard: Shuffle those targets into your deck.|
The first Xyz of the archetype for Sunken Ship specific builds. Nice recycling and burn, and the recycling might help. Outclassed though by the card below. Summon this during late game.

Run 1-2 in Ship build


|Icevale Frost Breather|0|TTTT|Fish/Xyz/Effect|
Water|3||2500|2800|3 Level 3 WATER Monsters - Your opponent cannot Set any cards on the field. During
either player's turn, when your opponent activates a Spell/Trap Card: You can detach 1 Xyz Material:
Negate the activation, and if you do, destroy it. If this card would be destroyed, you can destroy another
face-up "Icevale" monster you control instead.|
The second Xyz of the archetype. It's basically Dark Simorgh fused with Shi En.

Yes, it's that absurd.

Run 2 in Ship build. Summon this + witch in your first turn for a game.


PART 4: Build Specific Cards

a. Ship Build
Sunken Ship
Group: Spell Card
Type: Spell
Icon:Field
Decrease the Level of all WATER monsters on the field, in both player's Graveyard and Decks by 1. If a player attacks a WATER monster, the controller of that monster can change the target of that attack to another WATER monster.
The poster boy of the Ship build. Effect is self explanatory.

Run 3 in Ship builds.

Sudden Evaporation
Group: Spell Card
Type: Spell
Icon:Quick-Play
Return all WATER monsters you control to their owner's hands, then Special Summon 1 WATER monster from your Deck or Graveyard with a Level equal to or lower the number of monsters returned x3. Until the end of the turn, it is unaffected by your opponent's Spell and Trap cards.

This card + Sunken Ship + any WATER can tutor any icevales from the deck. Tutor a Centaur for Xyz plays, Tutor witch for quick answer. the immunity is sweet. This card can be used to dodge removal ala circle of the fire kings.

Run 2-3. 3 is better, but it may clog.

b. Hallow Builds
All Hallow's Eve
Group: Spell Card
Type: Spell
Icon:Field
This card is treated in your Hand and on your Field as a Continuous Spell. Both players can Normal Summon monsters from their Graveyard as if they were in their hand. (Tributes are required for levels 5 and higher.)
The heart of the deck. Allow you to spam every turn without using any resources. This is one of the few field spells that's actually are a godly top deck. Be wary that your opponent can use it against you though.

Run 3 in Hallow Build

Stabilization Dome
Group: Spell Card
Type: Spell
Add 1 Field Spell Card from your Deck to your hand. When an effect would destroy a Field Spell Card, you can remove this card in your Graveyard from play to negate that effect.
Searches and protect your Hallow eve. what's not to love.

Run 1-3. Running 2+ will clog, just pointing the risk.

c. Fieldless

Run more traps.

PART 5: Generally awesome cards
Ancient Dweller of the Deep
Attrib: Water
Type: Sea Serpent/Effect
Level:8
Atk: 2600
Def: 1400
You can discard this card to Special Summon 1 Level 4 or lower WATER monster from your Graveyard. Effects that target WATER monsters cannot be activated.
A monster reborn for the Icevales, you won't summon this though.

Run 0-3 in all builds (preference).


Predator Chain of Command
Group: Spell Card
Type: Spell
Icon:Quick-Play
Tribute 1 WATER Monster you control: Special Summon from your hand or deck, 1 WATER Monster whose ATK is higher than the Tributed monster's ATK (max. 500 ATK.)

A replacement for Sudden Evaporation for other build. It's not as good though.

Run 0-2 in non Ship builds.

Salvation
Group: Spell Card
Type: Spell
Icon:Normal
Send 1 card from your hand and 1 monster from your Deck to the Graveyard, then you can add 1 level 5 or lower WATER monster from your Deck to your hand.
What makes the deck run smooth. Turns any dead hand into game-winning hand. Any set ups became stupidly easy with this card. You can open 3 All Hallow and still win with this in your hand.

Run 3 in all builds. Best card for WATER decks.

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Post by EMSOUP on Thu Aug 01, 2013 12:44 pm

Quite done by now. Now still finding more techs and composing a skeleton.
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Post by Ash on Mon Sep 02, 2013 4:47 am

i'd like to see updated icevale guide for this format and have it opened for disucssion since the deck is still relevant

i'll try and remake nox and have it up soon

dh, the sea serpent thread will need some fixes as a few cards in the deck are now limited

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Post by Anime Girl References on Wed Nov 13, 2013 12:30 pm

So you wanna try x1? Here's a little guide on how to best use an x1 deck.

At their core they are not only an anti-Synchro deck, but a lockdown deck as well.

Two of the most important cards that can be used are their Continuous Traps: x1's Decree and x1's Resolve.

Thread Creation Quality Control X127s_Resolve_zps09162994
This card converts all non-x1 monsters into Tuner monsters, indirectly disrupting their Synchro Summons due to the lack of non-Tuner monsters. Not only that, it converts any monsters you use that aren't x1 monsters into Tuners, allowing you to Synchro Summon when things become difficult.

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This card can be sprung on your opponent's turn, and can be chained to by x1's Resolve. When put hand in hand with some x1 monsters, or x1's Resolve, any monster that is a Tuner monster that attempts to activate an effect will be negated and destroyed. Banished, in-grave and in-hand Tuners are not safe either.

Monsters

3 x1:
When a Tuner monster is Summoned, the owner will have to pay Life Points equal to its level or else the summon will be negated and the monster destroyed. Any Level 4 monsters being Tunified by x1's Resolve will be burning their opponent for 1200 damage a summon, and makes commonly run cards like Hellcrescent Strix & Etoile Phoenix Princess more expensive to Summon.

2 x1
While face-up it is able to prevent any Tuner monsters from being Normal or Special Summoned. While having lower stats and working in the opposite direction of 3 x1, it helps to keep them off the field altogether.

10 x1
Is a powerful mass of attack and searching power that is Special Summoned when one of your weaker machine monsters would be attacked during the Battle Phase. By whisking away a Machine-type Monster on the field and in your hand away you can drop this monster in the middle of a Battle Phase.

11 x1
Another powerhouse that boasts a massive 4100/3500 body, and can be Summoned by Tributing 3 Tuner Monsters and 1 x1 Monster. With the help of x1's Resolve you can Tribute your opponent's face-up monsters to get this out, and while it's out, all x1 Monsters you control are unaffected by Spell/Trap cards.

7 x1
By sending this card from your hand and banishing a face-up x1, you effectively turn all monsters in your opponent's hand into Tuner monsters while this card is in the Graveyard. Which means a face-up 2 x1 can keep away any threat that would be Normal/Special Summoned from the hand.

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Post by EMSOUP on Wed Nov 13, 2013 3:10 pm

x1 seems to be fun.

Though building it is a pain
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