Hitchiker's Guide to the Skies (WIND Bounce / Control)

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Hitchiker's Guide to the Skies (WIND Bounce / Control) Empty Hitchiker's Guide to the Skies (WIND Bounce / Control)

Post by Seattleite on Mon Sep 10, 2012 5:19 pm

WIND offers lots of flexibility. Especially with controlling your opponent and their backrow. Taking up 101 of LCCG monsters, there are obviously several variants possible: This guide will focus specifically on those cards designed to take advantage of an opponent's empty backrow.

Insurgents:

Air Force Gale Jet
Attrib: Wind
Type: Machine/Effect
Level:3
Atk: 1000
Def: 400
When this card is Normal Summoned, you can return 1 card on the field to its owners hand. If you do, this card is destroyed during the end of this turn.

This card is key for this decktype. The effect is powerful, especially against overcommiters and the Heavy extra deck users. The destruction effect can be avoided
with some other cards, discussed later. Run 2 or 3, depending on numbers of Galeburst Puffish (below).

Airspace Infiltrator
Attrib: Wind
Type: Warrior/Effect
Level:2
Atk: 1000
Def: 300
You can Special Summon this card from your hand to your Opponent's Side of the field to destroy 1 Spell or Trap card on the field. It cannot be chained to this card's effect. This card cannot be used as a Tribute, Fusion, Synchro or Xyz Material Monster. This card's Battle Position cannot be changed, except by a card effect.

This is a possible option for a quick backrow clearer or gamewinner. There are more synergetic options though. Run 0, maybe 1 if you have a good plan.

Ascension
Attrib: Wind
Type: Warrior/Effect
Level:4
Atk: 1300
Def: 1900
Once per turn, by returning this face-up card to your hand, you can Normal Summon 1 additional time this turn.

Ah, back from ENIL. Once the darling of WIND decks everywhere, this card has become somewhat obsolete. Noteworthy is the synergy with Hurricane Hawk and even Flame Portal, but other than that, i'd pass. run 0.

Bati, the Fat Guy
Attrib: Wind
Type: Fiend/Effect
Level:4
Atk: 800
Def: 1900
When a player has no cards in their Spell & Trap Card Zone during their Standby phase, that player cannot enter their Battle Phase that turn.

This is your control card. This is an amazing card. With a few cards you can stall for getting out your better cards. But, it's better left as a search option since alone it is useless. Run 2, leave it to be searched by something else.

Blazing Glory Diverplane
Attrib: Wind
Type: Pyro/Effect
Level:4
Atk: 500
Def: 500
Your opponent must skip their Main Phase 2. If your opponent controls no Spell/Trap cards, this card cannot be destroyed. When your opponent activates or sets a Spell/Trap card from their hand, this card gains 1000 ATK and DEF, until your next End Phase.

A card that seems hard to use but is actually quite resourceful. Bounce their backrow, force them to set or play something, and this card gains great ATK power. You can use a Surprise Vent during their Battle Phase, leave your monster untouched, and retaliate with a 2500+ ATK monster. Run 1 to 3.

Dark Tricky
Attrib: Wind
Type: Spellcaster/Effect
Level:5
Atk: 1900
Def: 1100
This card is also treated as a DARK monster. This card can be Special Summoned by Tributing 1 monster you control. If you Tribute Summon this card, draw 1 card.

Another ENIL veteran, that represented the Swarm/Draw mechanic of early WIND decks. If you plan on running Dreadscythe, this is your card, otherwise, i'd stick at 0.

Evaporating Esper
Attrib: Wind
Type: Psychic/Effect
Level:4
Atk: 2000
Def: 0
When this card is summoned, place this card in Defense Position. This card's battle position cannot be changed. Monsters with an ATK higher than this card cannot attack. During each of your End Phases, Decrease the ATK and Increase the DEF of this card by 500. When this card's ATK becomes 0, destroy it.

A completely defensive card, but the first turn it requires your opponent to attack within the range of 500 - 1500 ATK. Second and 3rd turn, you stall. This can be used as good material for Blustery Butterfly, if the deck is more control-based. But it's not necessary. Run 0 to 2.

Fiend of Howling Winds
Attrib: Wind
Type: Fiend/Effect
Level:4
Atk: 1700
Def: 700
Once per turn, you can return 1 Spell or Trap card you control to its owner's hand. If you control no Spell or Trap cards, excluding Field Spell cards, increase the ATK of this card by 400.

A great card, but so far I haven't found a good combo to use with a traditional WIND deck (works great in Frozone, though). It also conflicts with Bati. Run 0 unless you find something Wink

Galeburst Puffish
Attrib: Wind
Type: Fish/Effect
Level:3
Atk: 1500
Def: 400
You can return this card to your hand: Target 1 card your opponent control: Return that card to its owner's hand. The effect of "Galeburst Puffish" can only be activated once per turn.

Oh, how I love this card. Very similar to Air Force, but works better with certain cards (Hurricane Summon) and worse with others (Ultimate Tornado). It's up to you which you prefer in greater quantity. Run 2 or 3.

Gizan Condor
Attrib: Wind
Type: Winged Beast/Effect
Level:4
Atk: 1750
Def: 1300
Tribute this face-up monster you control: Add 1 WIND Monster from your Deck to your hand. It cannot be Summoned the turn you activate this card's effect.

Quite a cool searcher, with a decent ATK. Run 1 to 2, but I think 3 is overkill. Hurricane Hawk can be substituted for most things.

Hurricane Hawk
Attrib: Wind
Type: Winged Beast/Effect
Level:4
Atk: 1400
Def: 1200
When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WIND monster with 1400 or less ATK from your Deck in face-up Attack Position.

Yes, the Kamakiri of LCCG. Searches the all-important Bati, the cool Blazing Glory, and the wicked Air Force. Depending if you like Galeburst more, you might want to skip this and go for Gizan. Otherwise, i'd go for 3.

Hydraero
Attrib: Wind
Type: Aqua/Effect
Level:4
Atk: 1500
Def: 1000
If this card battle a monster with DEF lower than this card's ATK: Return that monster to its owner hand before damage calculation.

Oh my, this is a good card. Unfortuantely since i've been focused on the backrow control, i haven't found room for this. But by all means, try it. From just a look it seems 2 is a good amount.

Jetblast Dragon
Attrib: Wind
Type: Dragon/Effect
Level:4
Atk: 1400
Def: 0
You can Special Summon this card from your hand when your opponent activates a Spell Card. If your opponent activates a Spell or Trap Card during their Battle Phase, this card can attack directly during your next Battle Phase. This card is unaffected by Trap Cards.

Bleh. This MIGHT be good in getting out Blustery Butterfly, but there hasn't been any great application i've seen. Run 0.

Maui-a-Taranga the Endless Mischief
Attrib: Wind
Type: Winged Beast/Effect
Level:9
Atk: 2600
Def: 1800
This card cannot be Special Summoned. If this card is Normal Summoned, the tributes must be WIND. This card inflicts Piercing Damage. When this card is removed from the field by an opponent's card effect, change control of all monsters on the field.

Mischief is the name. This is a fun card, not impossible to get out with all the stalling and swarm, the piercing damage presses them to get rid of it, and if it's by card effect, you get all their monsters. With your WINDS bouncing all over the place, you're less likely to lose something. Run 0 to 1.

Moss Man from Beyond the Void
Attrib: Wind
Type: Plant/Effect
Level:4
Atk: 1500
Def: 800
When this card battles with an opponent's monster, you can banish this card and the monster it battled with after damage calculation. If your opponent Xyz Summons a monster, you can Tribute this card to draw 2 cards.

A worthy card, but it doesn't really mesh with the support cards. Reusable Bounce is the idea, but this would make a good Sidedeck.

Mystical Mage of the Mountain
Attrib: Wind
Type: Spellcaster/Effect
Level:4
Atk: 1750
Def: 800
You can remove from play 1 WIND monster in your Graveyard to Special Summon this card from your Graveyard.

Swarm away. It's a good card, but i think Turbulent Zephyr does the job better (this isn't a beatdown deck, after all). Run 0.

Paper Crane
Attrib: Wind
Type: Fairy/Tuner/Effect
Level:2
Atk: 100
Def: 100
By returning 1 card from your hand to the top of your deck, you can Special Summon this card from your hand.

A WIND Tuner, but you don't need one for Magician of Knowledge, your main WIND synchro. I like Lazer Bow better Smile Stick with 0, unless you like running Hurricane Hawk

Singing Grasshopper
Attrib: Wind
Type: Insect/Effect
Level:2
Atk: 700
Def: 0
During your Standby Phase, if you do not control a monster other than this card, Special Summon up to 4 "Grasshopper Token"(Insect/WIND/Level 2/ATK 0/DEF 0) in Defense Position.

Cool tribute material, but not totally necessary. If you run more Skeletal Bird, consider 1 copy. Otherwise, 0.


Skeletal Bird
Attrib: Wind
Type: Zombie/Effect
Level:6
Atk: 2300
Def: 800
When you Tribute Summon this card by Tributing a WIND monster, return that monster to your hand at the end of the turn. Once per turn, you can return all Spell and Trap cards to their owner's hands. If you activate this effect, you cannot declare an attack with this card during that turn.

A very reliable card for this deck. Run 1 or 2.

Spear Headed Beast
Attrib: Wind
Type: Beast/Effect
Level:3
Atk: 1400
Def: 1000
This card can attack directly if your opponent controls no Spell or Trap cards.

Blazing Glory IMO has replaced this card. Run 0.

Speed Ninja
Attrib: Wind
Type: Warrior/Effect
Level:4
Atk: 1200
Def: 400
When this card attacks or is attacked, during the Damage Step, you can return a number of WIND monsters you control to their owner's hands, and increase the ATK of this monster by the number returned x1000 until the End Phase.

It was fun back in the day, but Frequent Flyer has replaced the use for bouncing Air Force. Run 0.

Spike Balloon
Attrib: Wind
Type: Rock/Effect
Level:3
Atk: 1000
Def: 2000
The ATK of all Special Summoned monsters is halved. If a non-WIND monster is Normal or Flip Summoned, this card and that card are Flipped Face-Down.

This can ironically go in WIND Control or EARTH control, because you'd flip your own monsters. Anyway... I'd definitely consider running at least 1. You never know when you face a swarm-and-derp deck and you need this.

Storm Wrecker
Attrib: Wind
Type: Winged Beast/Effect
Level:8
Atk: 2500
Def: 2600
Once per turn, activate 1 of the following effects: *Return 2 Spell or Trap cards on the field to their owner's hands. * Destroy 1 Spell or Trap card on the field.

Skeletal Bird goes better in this deck. This is best for tribute summon decks. Run 0.

Tornadius
Attrib: Wind
Type: Winged Beast/Effect
Level:1
Atk: 100
Def: 100
This card can be Special Summoned from your hand if you Normal Summoned a Wind monster this turn. You can only activate this effect once per turn.

Leo likes WIND Synchro, and i'm not sure how it totally works, but here it has little use. Run 0.

Turbulent Zephyr Magus
Attrib: Wind
Type: Spellcaster/Effect
Level:4
Atk: 1400
Def: 1100
Once per turn, you can reveal 1 WIND monster in your hand to Special Summon this card from you Graveyard. When this card is Summoned, 2 of your unoccupied Monster Card Zones cannot be used. If this card is selected as an attack target then you can return 1 monster card from your hand to your Deck and this card?s ATK becomes the ATK of the revealed card until the End Phase. If the attacking monster is destroyed by battle by this card then the Monster Card Zone of the destroyed monster cannot be used as long as this card remains on the field. When this card is removed from the field, inflict 200 damage to your opponent for each of your unoccupied Monster Card Zones.

Yes. Just the First sentence should make you want to use it. Run 2, you won't be able to get more than one out at the same time.

Ultimate Tornado of the Far East
Attrib: Wind
Type: Dragon/Effect
Level:8
Atk: 2600
Def: 1400
You can discard this card from your hand to Special Summon 1 Level 4 or lower WIND monster from your Graveyard. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by returning 2 WIND monsters you control to your hand and paying 2000 Life Points. Once per turn, you can discard 1 card to return 1 card on the field to its owners hand.

The Jackpot. This card is just so good. Recycles, Swarms and bounces. Run 3, always.


Ammo:

Aesthetic Aeroart
Group: Spell Card
Type: Spell
Icon:Continuous
Activate only when this card is the only card in your hand. Select 1 WIND monster in your deck,and when you have a number of cards in your hand equal to or greater than the level of the WIND monster, destroy this card. Then, you can Special Summon that monster or add it to your hand.

I haven't found this card to be all useful, and i made it.... The idea was to bounce WINDs and increase your hand size rapidly, and.... aw, whatever. Run 0.


Disorientation
Group: Spell Card
Type: Spell
Icon:Continuous
Reveal 1 WIND monster in your hand to activate this card. During each of your opponent's End Phases, change the battle position of all face-up monsters your opponent controls. Your opponent's monsters cannot change battle position, except by a card effect.

Hilarious card that adds to the control without relying on the backrow. 1 should suffice.

Hurricane Summon
Group: Spell Card
Type: Spell
Icon:Continuous
You can Normal Summon twice per turn, as long as both monsters Summoned are WIND monsters. During the turn you use this effect, you cannot Special Summon.

One of the star spells. You can quickly get out Skeletal Bird or Bounce away with Galeburst. Run 2 or 3.

Strong Gust
Group: Spell Card
Type: Spell
Icon:Continuous
You can only control 1 "Strong Gust". Increase ATK of all WIND monsters on the field by the number of empty opponent's Monster Card Zones x100.

It's control, not beatdown. Good in WIND beatdown, if such a deck is ever to be made. Run 0.

Tornado Zone
Group: Spell Card
Type: Spell
Icon:Field
Increase ATK of all WIND monsters on the field by the number of empty opponent's Spell and Trap Card Zones x100. When WIND monster is Normal Summoned, controller of that monster can return 1 Spell or Trap Card on the field to its owner's hand.

HERE WE GO. Lovely card which works even lovelier with Bati and Blazing Glory. Run 3, and run 1 or 2 Stabilization dome for search and protection.


Ambushes:


Frequent Flyer
Group: Trap Card
Type: Trap
Icon:Continuous
Once per turn: Return 1 WIND monster you own to your hand; Return 1 face-up card your opponent controls to their hand.

This card is cooool, but unfortunately it works only on face-up cards. Not to worry, you have plenty of backrow removal. Run 2.


Commanders:

Blustery Butterfly
Attrib: Wind
Type: Insect/Synchro/Effect
Level:4
Atk: 1900
Def: 2000
(Xyz) You cannot use this effect the first turn of the duel. Once per turn, during your Main Phase 1; You can detatch 1 Xyz material monster from this card to look at your opponent's hand and discard 1 card. Depending on its type, activate one of the following effects:* Monster: Neither player takes damage until the end of the turn.* Spell: Your opponent draws 1 card.* Trap: You can Normal Summon 1 extra WIND monster from your hand this turn.

You will find yourself using this card a lot. The idea is to bounce backrow -> discard trap -> obtain positive effect -> keep their backrow more empty. Run 2 or 3.

Magician of Knowledge
Attrib: Wind
Type: Spellcaster/Synchro/Effect
Level:5
Atk: 2000
Def: 500
1 Tuner + 1 or more non-Tuner WIND monsters While your opponent controls no Spell or Trap cards, this card cannot be attacked. Once per turn, you can tribute 1 WIND monster to draw 1 card.

A good card, Lazer Bow is probably my Tuner of Choice. Run 2.


Special Operatives:



Swift Storm
Group: Spell Card
Type: Spell
Icon:Quick-Play
Pay 800 Life Points. Return up to 2 Spell and Trap Cards on the field to their owners' hands.

Goes very well in this deck, but Surprise Vent gets around deckspace. Run 1.

Surprise Vent
Group: Trap Card
Type: Trap
Can only be activated when your opponent sets 2 or more Spell or Trap cards in the same turn. Return all Spell and Trap cards your opponent controls to their hand. After activation, you can shuffle this card into your deck.

With all the bounce they'll have to set lots to keep their cards. And you take advantage of that, you cruel, cruel player. Run 2.






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Post by Ash on Wed Sep 12, 2012 9:42 am

condor searches out tornado which in itself makes it better than hawk

puffish is far better than jet

spike balloon isn't worth main deck space, side most likely

lazer bow is a poor choice imo, the unreliability sucks

dragons call i think should be mentioned since it can tutor tornado if you choose not to run condor

vent is eww. it can be so very dead, while storm has much more versatile use because it's a quickplay and is not-conditional

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Post by Seattleite on Wed Sep 12, 2012 9:45 am

Ash wrote:condor searches out tornado which in itself makes it better than hawk
Doesn't SS tho

puffish is far better than jet
Personal preference

spike balloon isn't worth main deck space, side most likely
Personal preference

lazer bow is a poor choice imo, the unreliability sucks
Level 2 tuners needed

dragons call i think should be mentioned since it can tutor tornado if you choose not to run condor
ok

vent is eww. it can be so very dead, while storm has much more versatile use because it's a quickplay and is not-conditional
meh

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Post by Ash on Wed Sep 12, 2012 9:57 am

condor might not ss, but the added search potential is undeniably greater. the ss is not the be all here, it's careful control - if you're trying to manipulate an opponent, having a battle tutor is probably not the best idea.

if you have an ideal bati set up, hawk will be a dead card, whereas condor would give you the ability to first off smack your opponent around a bit, and also tutor tornado to further push or to regain your set up.

yes puffish is preference, but it is good for the same reason mole is, it's recurring control that doesn't suicide.

i have no idea why level 2 tuners are needed, but if they are then nimble hamster should be used instead. @2 you have your lv2 tuner but one that replaces itself after first use. what's wrong with other tuners again?

meh is a great response thank you for your time

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Post by Seattleite on Wed Sep 12, 2012 10:06 am

Ash wrote:condor might not ss, but the added search potential is undeniably greater. the ss is not the be all here, it's careful control - if you're trying to manipulate an opponent, having a battle tutor is probably not the best idea.
if you have an ideal bati set up, hawk will be a dead card, whereas condor would give you the ability to first off smack your opponent around a bit, and also tutor tornado to further push or to regain your set up.
I don't think you can rely on leaving your field open for so long, this deck is not exactly a powerhouse one. Plus it helps to get bati out with something else. Hawk isn't a dead card so long as it's backup. It depends on your playing style. If you're more defensive like me, you'll like Hawk. If you'd rather end the duel quicker, go for Gizan.

yes puffish is preference, but it is good for the same reason mole is, it's recurring control that doesn't suicide.
I like Jet's use with Hawk, Frequent Flyer and Ultimate Tornado. I never said puffish was bad.

i have no idea why level 2 tuners are needed, but if they are then nimble hamster should be used instead. @2 you have your lv2 tuner but one that replaces itself after first use. what's wrong with other tuners again?
Level 2s needed for Magician of Knowledge. I don't know of any good level 1s that would mesh anyway.

meh is a great response thank you for your time
You're welcome

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