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divineseraph

PostPosted: Mon Oct 09, 2006 4:30 pm


the pain rain combination- Bad reaction to simochi and two or three rain of mercy's... basically, bad reaction to simochi causes the opponenet to lose lp when you use an effect that normally recovers them.

rain of mercy heals 1000 to both players. so, you gain 1000 lp per rain or mercy, and they lose 1000 lp per rain. it's hard to get, considering my strategy of having a crapton of good cards, but if it happens it's pretty impressive.

or, pyramid turtle and vampire genesis in your hand... set the pyramid turtle. when it dies ( and it will), pull your vampire lord. since it was summond during your opponent's turn, and it has now been on the field for one turn, you can immediately summon vampire genesis.

also, creature swap, spirit reaper, any monster that attacks thru defense (susch as blade edge, saber beetle)- switch with the spirit reaper and attack through it's defense to still do damage no matter how many monsters they have on the field. this also works if the opponent thinks their being all clever by playing a monster that can't be destroyed by battle.

mystic tomato and dstiny hero defender- risky because you have to put defender in attack position, but if it they are out of attacks, then you have a turn in which to defense it.

pyramid turtle and destiny signal- activate it when pyramid turtle is killed. that way you get two monsters from your deck for the price of a crappy one.

pyramid turtles, destiny signals, mystic tomatoes, anything that summons from the deck or graveyard- put it all on the field. then play as many chain energy's as possible.

result- opponent must pay at least 500 lp to set anything from their hand. this part is important- FROM THE HAND. when they trigger any of your effects, you summon from the deck. thus, you lose no lp. it's a great way to drain them. plus, any other magics or traps on the field can be played without penalty since they were lain on the field before and thus were not played from the hand.
PostPosted: Fri Oct 13, 2006 7:23 pm


- Cat's Ear Tribe equipped with Raregold Armor and Axe of Despair.
For anyone who doesn't know, Cat's Ear Tribe's effect says that any monster attacking it gets it's attack reduced to
200, and Cat's Ear Tribe's attack is 200.

- Your opponent goes first. Your opponent plays a monster in attack position and some spell/magic and trap
cards. It's now your turn. Activate Heavy Storm, then activate Stray Lambs and sac them for a two-tribute monster
and attack and destroy his monster most likely doing a good amount of life point damage.

- Like the two Solar Flare Dragon combo, but with two Magician's Valkyria.
I hope these haven't already been posted.

]xinevitable[ ]deathx[


axean

PostPosted: Sun Oct 15, 2006 8:38 am


]xinevitable[ ]deathx[
- Cat's Ear Tribe equipped with Raregold Armor and Axe of Despair.
For anyone who doesn't know, Cat's Ear Tribe's effect says that any monster attacking it gets it's attack reduced to
200, and Cat's Ear Tribe's attack is 200.

- Your opponent goes first. Your opponent plays a monster in attack position and some spell/magic and trap
cards. It's now your turn. Activate Heavy Storm, then activate Stray Lambs and sac them for a two-tribute monster
and attack and destroy his monster most likely doing a good amount of life point damage.

- Like the two Solar Flare Dragon combo, but with two Magician's Valkyria.
I hope these haven't already been posted.
can't sac stray lambs the same turn you play them, unless your going to set the monster.
PostPosted: Sun Oct 15, 2006 8:42 am


first turn. set flying kamikari one. tis okay to play face downs. when flying kamikari one is destroyed special summon hand of nephthys. next turn. summon any old monster 4 or lower. use nephthis effect and sac both monsters for sacred phoenyx nephthys. activate dark hole at your end phase.
next turn, sacred phoenyx nephtys comes back it destroys all magic and traps on the field.

axean


divineseraph

PostPosted: Sun Oct 15, 2006 1:57 pm


i thought monsters had to be on the field for one turn before you can tribute them?
PostPosted: Wed Oct 18, 2006 4:48 am


tree born frog and dark dust spirit it is the ultimate in sacraficial combos.

also masked dragon when destroyed bring out masked dragons till they can no longer attack then summon armed dragon lv3 then you merely smote them with lv5 to make armed dragon lv7

Dain_the_weapons_master


divineseraph

PostPosted: Wed Oct 18, 2006 4:20 pm


i've done that with pyramid turtles before, when my opponent had a bunch of tough monsters- i think 2 blue eyes, a lord of D and a luster dragon... so i kept the dragons off my lifepoints for 3 turns, then brought out ryu kokki with which on my turn i attacked lord of D, then equipped all of his monsters with ring of magnetisms and mask of the accursed. ka-disabled!
PostPosted: Wed Oct 18, 2006 4:26 pm


nice.

Dain_the_weapons_master


TaiRaiEl

PostPosted: Fri Oct 20, 2006 8:53 am


Eye of truth-bad reaction to simochi-dark room of nightmare-imperial order
PostPosted: Sun Oct 22, 2006 7:21 pm


one i like is to use skull lair and remove a/few strong monsters and then summon a couple of weak monsters and then use spirit elimination to swap the strong monsters with the weak ones on the field, this was my first combo i came up with and its legal!

Drake5216


Drake5216

PostPosted: Mon Oct 23, 2006 3:59 pm


yeah
PostPosted: Tue Nov 14, 2006 1:06 pm


spellcaster combo of ultimate luck.

set up: face dark magician and face up pitch black power stone are on the field. a face down miracle restoring is on the field as well. in our hand you have time wizard and dedication through light and darkness. somewhere in your deck is dark sage, heavy storm and DMoC.

opponants field example: your opponent has three blue eyes and 5 face downs on his side of the field.

combo: summon time wizard and use it's effect. if you cal it right sac your dark magician for dark sage in your deck. then using the sage's effect add heavy storm to your hand. activate miracle restoring to summon dark magician. activate heavy storm. attack with all monsters. if your opponant still has lifepoints (less than 2800 most likey) use dedication of light and darkness to sac dark magician and bring DMoC from your deck. bring any old spell from graveyard to your hand attack your opponants life points directly.

axean


BK90

PostPosted: Fri Nov 17, 2006 1:31 pm


Oh, I like that combo. 3nodding But if someone counters Heavy Storm then you're in trouble...
Since Slifer the Sky Dragon can't target face-dopwn cards with his ability, Light of Intervention is a great combo to use with Slifer! mrgreen
Another combo with Light of Intervention is to have Ninja Grand Master Sasuke (or Disk Fighter) with LoI. Ninja can instantly destroy you opponet's face-up defense monsters with an attack. surprised
PostPosted: Sun Nov 19, 2006 12:42 am


BK90
Oh, I like that combo. 3nodding But if someone counters Heavy Storm then you're in trouble...
Since Slifer the Sky Dragon can't target face-dopwn cards with his ability, Light of Intervention is a great combo to use with Slifer! mrgreen
Another combo with Light of Intervention is to have Ninja Grand Master Sasuke (or Disk Fighter) with LoI. Ninja can instantly destroy you opponet's face-up defense monsters with an attack. surprised
but the god cards are banned so there isnt any use of that combo except it will work on other high effect monsters

Fe1ix

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axean

PostPosted: Sun Nov 19, 2006 11:17 am


die you effing doll scream

all you need is malice doll of demise, ectoplasmer, and light of intervention. your opponant loses monster because of ectoplasmer and light of intervention. but you don't lose any monsters because malice doll of demise comes back from the graveyard to the field during your standby phase because of his effect. also i suggest you put some trap cards in your deck that negate other magic and trap cards so ectoplasmer or light of intervension won't be destroyed. (not imperial order or royal decree, that would ruin the combo)

(Tisk tisk, no profanity - Crono)
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