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Sliph

PostPosted: Wed Sep 02, 2009 7:07 pm


Doesn't matter, stall will never be as good as aggro.
PostPosted: Mon Sep 07, 2009 2:53 am


Stall used to be brutal. confused Not anymore though...Stall is meh...

Alamoria


Sliph

PostPosted: Mon Sep 07, 2009 7:03 pm


Alamoria
Stall used to be brutal. confused Not anymore though...Stall is meh...


Uh.. if anything, it used to meh, since back in the day there was so much to get rid spell and traps. I'd say it's a lot better now.
PostPosted: Mon Sep 07, 2009 10:22 pm


Sliph
Uh.. if anything, it used to meh, since back in the day there was so much to get rid spell and traps. I'd say it's a lot better now.


If it used to be meh...I did a very good job constructing a stall that used to win more often than it loss... I'd even go as far as saying Cavel and Cavel Jr's deck (both were nearly identical) were beaten 95% of the time...to the point where one of them simply refused to play me because I'd win.

And I only say it's meh now, because everything that kept the stall decks well rounded is restricted, banned, or has a counter that's a staple.

Also, I'd like to point out...Defense monsters used to be able to stop the average no-sac monster with no difficulties. Now... good luck. confused Being a heavy spell/trap user back in the day. I feel it was rather balanced then...and isn't really now...just seems gimmicky and 'LMAO my #'s bigger than urs i win'..Nothing has even been appealing to even try to make a viable stall.

Alamoria


Sliph

PostPosted: Wed Sep 09, 2009 12:20 am


Cavel jr did copy and he did lose to you alot, but he sucked. He couldn't use the deck as well as Cavel. He stopped playing against my decks as well. When I let him borrow my deck during first period he would always lose then Rodney would use it and win.

As for making a stall now, your just not looking in the right place, there's many monsters that negate the battle phase/one battle, or don't die from battle/one battle, return cards to the hand.. they just don't have high defense.

Some monsters to look at: Cyber Valley, Neo Spacian Grand Mole, Brain Jacker, Spirit Reaper, Marshmallon, Necro Gardna, Kuriboh, Dark Resonator, Stardust Dragon, Yubel, Brionic Dragon of the Ice Barrier... and the list goes on, and with new spells and traps that are equally annoying such as Scrap-Iron Scarecrow or Mist Body.
PostPosted: Wed Sep 09, 2009 1:05 am


Rarely did i lose to you. You must be thinking of Cavel jr.

Seijik


Alamoria

PostPosted: Wed Sep 09, 2009 8:07 am


Seijik
Rarely did i lose to you. You must be thinking of Cavel jr.


To be honest I don't really remember playing your more than a few times here and there. And I'd say it was pretty close to 50/50 from what I do remember. Otherwise I would have just said screw it and join the big numbers lololololol side.

@Sliph- I take a lot of consideration to the game as a whole and not just battle specific. I need stuff that lasts 4+ turns. Back in the day, I remember one gravity bind lasting several turns where the opponent just sat there helpless waiting for a card to destroy it, only to stopped by fake trap. Which is ample time to totally destroy someone. This one attack negated stuff is worthless to me. I need total lockdown, and a solution to almost everything. mad

The only thing I can remember that my graverobber's retribution deck failed consistently against, was those weak direct attack monsters. Ugh...I hate those monsters...everything else was always either totally in my favor, or pretty evenly matched.

Cyber Valley-useless, one time use, really no defense.
Neo Spacian Grand Mole-useless, only lasts one turn, really no defense if they've got monster advantage
Brain Jacker-useless, you gotta flip it...unless for some strange reason they're attacking a face down creature with something that has less than 900 attack.
Spirit Reaper-useful, but easy to take out...and no way to protect it from being taken out, only use like 1 in a deck
Marshmallon-good, can't be destroyed, does 1000 when it's attacked. Downside is a cometpunch effect...but I dunno how many people use that...so rather viable.
Necro Gardna-useless
Kuriboh-useless
Dark Resonator-good, less the fact they'd just...attack it again.
Stardust Dragoon-why would I sac a monster, that'd die before I could tribute it...to get a monster, that'd I'd have to sac to use it's effect. Sure it'd come back and all...but...buh...I wouldn't be able to get it out
Yubel-Again with the sac'ing monsters...for a monster that's not even that good until the later stages of it's effect.
Brionac, Dragon of the Ice Barrier-good...almost good enough to use if you know...a tuner monster would survive long enough to get it out...also, as far as I can tell...it's a japanese card.
Scrap-Iron Scarecrow-good and all...but only useable once a turn..as traps can't be activated the same turn they're set
Mist Body- Now that's a good card. I'd be happy to use this card, though monsters should already have this affect, and it's wasting card space.
PostPosted: Wed Sep 09, 2009 4:53 pm


Those were just some examples Seijik and I came up with from the top of our heads, there's more stall cards out there, we just don't run those decks so we don't know them all. By the way Gravity Bind will still last a while since a lot of the stuff we used to destroy it with are also banned or limited to 1. If anything I'd say it might last longer.

3 MST, Feather Duster, Heavy Storm, (Breaker/Jinzo) and maybe Solemn Judgment was in pretty much every beat down back in the day
1 MST, Heavy Storm, Solemn Judgment (Breaker/Jinzo/Monarch/Stratos/Stardust-depending on the effect) I think would be fairly common now.

The difference is more monster>spells/traps, and monsters are easier to get back from the grave. Only there's a lot more monster destruction now too so it evens out I think.

Some more annoying spells and traps: Spirit Barrier and Astral Barrier can be quite a team. Mirror Wall, Half or Nothing, Grave of the Super Ancient Organism, Kaiser Colosseum

Also, what is the "cometpunch effect?" And another thing, there's a lot of 2100, some 2200, and even a 2700 def 4 star monsters.. plenty to stop the common 1900 and 1 2000 atk 4 stars.

Sliph


Alamoria

PostPosted: Wed Sep 09, 2009 5:34 pm


Comet Punch effect - During battle between the monster equipped with this card and a Defense Position monster whose DEF is lower than the ATK of the monster equipped with this card, inflict the difference as Battle Damage to your opponent.

And while the gravity bind may last longer, it's also been restricted, meaning I need something else just as effective as I'll have troubles getting it out.. You may say oh...it's only one card...but it makes a big difference.

Also, I'd like to point that that they've restricted the means to retrieve spells/traps from the graveyard. I used to run what...3 magician of faith's, 3 mask of darknesses? Now it's 2 MoF, and 1 MoD...Making it even harder to recover from a damaging blow to my defense.

And...to the looking up of the cards...

Spirit Barrier- eh...I wouldn't be taking battle damage anyway if I had monsters...unless for some reason my monsters were forced into attack position.
Astral Barrier-ah, I see where you were going with that one...It's a viable combo, as it's only a two card combo. It is kinda iffy though, as you'd make it a direct attack, and then they'd go...oh ho ho! And destroy Spirit Barrier and you get raped. Also, take's up two spell/trap slots when I still feel a good defensive card should take up one.
Mirror Wall-Good, I just never used it cause I never had one. ._. I was poor...even though I got like a bajillion secret/ultra rares with the few packs I bought.
Half or Nothing-Eh...it's a good card, but I'm kinda disappointed in that's it's only a one time use...kinda screws you in the long term.
Grave of the Super Ancient Organism-only useful part of this card is the 'or activate their effects' part...as a 4 star can rape you in a few turns now a days...
Kaiser Colosseum- Good, but that limits my defense if the card is destroyed...as it requires me to have less monsters for it to work.

And keep up the listing of cards. I like seeing them and giving them my brief input.
PostPosted: Wed Sep 09, 2009 11:11 pm


I don't know any more, but I remembered a deck Seijik used a while back that worked pretty well. World Lock Deck, though probably.. technically a control deck as once in the groove there's nothing the opponent can do to stop it. Has the basic elements of gradually obtaining it's goal like a stall deck though.

Sliph

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