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Posted: Mon Aug 14, 2006 11:48 pm
"Get your game on, fellow duelists!"
This thread shall be used by any and all members to state card effect combinations which may prove useful to anyone who reads these pages.
My personal favorite:
-NO.1- "Archfiend's Oath" + "Convulsion of Nature" = Free Cards at 500 LP a pop!
Archfiend's Oath ...Continuous Spell Card - Effect: Once per turn, you can pay 500 Life Points to declare 1 card name. Pick up the top card from your Deck and if the card name is the one you declared, add it to your hand. If not, send the card you picked up to the Graveyard.
"Usually, this card would not be much help to you unless you were using it as an Archfiend card in your Archfiend Deck. However..."
Convulsion of Nature ...Continuous Spell Card - Effect: As long as this card remains face-up on the field, both players must turn their respective Decks upside down and continue the current Duel.
"With this lovely card, the bottom of your deck becomes the top while the top becomes the new bottom. Basically, you can always see what card is next in the your deck, and you only need to spend a measly 500 LP to get another new card to your hand. Of course, there is another use for this trick. You see your next card could very well be a strong, high-star monster which you cannot tribute this turn, but you may have a card which will special summon it from the Graveyard. All you need to do is simply activate Archfiend's Oath, call a different card name, and the strong, high-star monster is sent to the Graveyard... from which you may special summon it with Monster Reborn, Premature Burial, and Call of the Haunted [or whatever]! Naturally, multiple Archfiend's Oath cards may be used in one turn, so if you have two face-up on the field, you can pay 1000 LP to snatch up two cards from the top of your deck. It could also be said that any card which will allow you to peek at your next card on top of your deck would be an optional replacement to Convulsion of Nature."
-NO.2- Treasure Map + Giant Trunade = 2 Cards & Only 1 Discard w/o waiting on screw-ups!
Treasure Map ...Normal Trap Card - Effect: You can only activate this card in response to the activation of an effect that would return this card from the field to the hand. Draw 2 cards from your Deck and discard 1 card from your hand.
"Normally, this card would be of no use to anyone unless your opponent runs his or her own Giant Trunade, the much less seen Spiritualism, or any other card which would return your own cards from the field to your hand. Well, here is where the next card comes in handy."
Giant Trunade ...Normal Spell Card - Effect: Return all Spell and Trap cards on the field to the respective owners' hands.
"With this baby, you can simply set down one, two, or even three Treasure Maps and activate them all at once when you activate Giant Trunade's effect to pick them all back up. You could draw up to six cards from your deck and only need to discard three! The best part about this combo is that you can run multiple copies of both Giant Trunade and Treasure Map in your deck, so even if you don't get them all at once, it can be a trick you can resort towards throughout a Duel!
[Note: The Treasure Maps activate in response to an effect that would NORMALLY cause them to be returned from the field to the owner's hand. They do NOT return your hand after you use their effects. Also, you do NOT draw four or six cards and THEN discard two or three when 2/3 Treasure Maps are activated at once. You go through each effect, one at a time. Hence: Draw 2 cards, discard 1, draw 2 cards, discard 1, etc.]
I'll be back with more tricks later... It's really late where I am right now. Anyone who wants to share something with everyone else is very welcome to do so. Sayonara!
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Posted: Thu Aug 17, 2006 12:51 pm
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Posted: Thu Aug 17, 2006 6:44 pm
Yea I have a few b ut I have to find them again, most of mine are deck thinning and getting key cards to the field
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Posted: Thu Aug 17, 2006 7:06 pm
"It's time to jazz it up!"
"All right, guys and gals, I'm going to hit you with something a bit old, but it's a blast from the past! Since 'Ring of Destruction' is now legal again in Advanced/Tournament play, you may find yourself using this first combo in the future."
-NO.3- "Ring of Destruction" + "Ring of Defense" OR "Barrel Behind the Door" = Destroy 1 Monster & Inflict Major Damage to your opponent while protecting your own Life Points!
Ring of Destruction ...Normal Trap Card - Effect: Destroy 1 face-up Monster Card and inflict damage equal to the destroyed card's ATK to the Life Points of both you and your opponent.
"Normally, whenever you activated this card, you would also end up taking whatever amount of damage you would deal to your opponent. This is where our other two cards come into play."
Ring of Defense ...Quick-Play Spell Card - Effect: You can only activate this card in response to the activation of a Trap Card that inflicts damage. Make the effect damage of that Trap Card 0 (Zero).
"This card, a very lovable quick-play spell, can be activated from your hand during your very own turn, or it can be set face-down on your field alongside Ring of Destruction to be activated after it during your opponent's turn. Ring of Defense is really just a good card to have in your hand in case your opponent ever activates his or her own Ring of Destruction OR Magic Cylinder."
OR
Barrel Behind the Door ...Counter Trap Card - Effect: When an effect that inflicts damage to Life Points is activated (except Battle Damage), switch the damage you receive to your opponent's Life Points.
"With this counter trap, you can switch what damage you would receive from your own Ring of Destruction to your opponent. Can you say it with me? DOUBLE. DAMAGE. ^^ I knew you could say it. The only problem with this trick is that it must be set onto your field face-down for at least 1 turn before you can activate its effect... so, ideally, you would set it alongside your Ring of Destruction during your turn. Barrel Behind the Door is also another good card that can protect you from the Effect Damage from Magic Cylinder and another Ring of Destruction ('How dare you activate that trap on ME').Sweet Orihime Yea I have a few b ut I have to find them again, most of mine are deck thinning and getting key cards to the field Cool. ^^ Go ahead and post if you find them and if you want to do so.
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Posted: Thu Aug 17, 2006 7:09 pm
good combo but easily destroyed/ disassembled. like most duelist I know they run at leat the mega old seven tools of the bandit. Dont get me wrong rgreat combo, but with new cards its getting out dated fast.
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Posted: Thu Aug 17, 2006 7:23 pm
Sweet Orihime good combo but easily destroyed/ disassembled. like most duelist I know they run at leat the mega old seven tools of the bandit. Dont get me wrong rgreat combo, but with new cards its getting out dated fast. Oh, yeah, I know all these combos can be destroyed and wrecked off key, but every combo or trick is going to have its flaws or key points of success or failure.
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Posted: Thu Aug 17, 2006 7:35 pm
some comboas are almost fool proof if you set the field up for them, but thats plart skill part luck
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Posted: Sun Aug 20, 2006 5:46 pm
I'm posting in order to right a mistake I made with one of the combos posted for everyone's benefit. ^^;;;
The combo below, concerning the use of Ring of Destruction and Ring of Defense, is incorrect.
Sepher Saints -NO.3- "Ring of Destruction" + "Ring of Defense" OR "Barrel Behind the Door" = Destroy 1 Monster & Inflict Major Damage to your opponent while protecting your own Life Points!
Ring of Destruction ...Normal Trap Card - Effect: Destroy 1 face-up Monster Card and inflict damage equal to the destroyed card's ATK to the Life Points of both you and your opponent.
"Normally, whenever you activated this card, you would also end up taking whatever amount of damage you would deal to your opponent. This is where our other two cards come into play."
Ring of Defense ...Quick-Play Spell Card - Effect: You can only activate this card in response to the activation of a Trap Card that inflicts damage. Make the effect damage of that Trap Card 0 (Zero).
"This card, a very lovable quick-play spell, can be activated from your hand during your very own turn, or it can be set face-down on your field alongside Ring of Destruction to be activated after it during your opponent's turn. Ring of Defense is really just a good card to have in your hand in case your opponent ever activates his or her own Ring of Destruction OR Magic Cylinder."
OR
Barrel Behind the Door ...Counter Trap Card - Effect: When an effect that inflicts damage to Life Points is activated (except Battle Damage), switch the damage you receive to your opponent's Life Points.
"With this counter trap, you can switch what damage you would receive from your own Ring of Destruction to your opponent. Can you say it with me? DOUBLE. DAMAGE. ^^ I knew you could say it. The only problem with this trick is that it must be set onto your field face-down for at least 1 turn before you can activate its effect... so, ideally, you would set it alongside your Ring of Destruction during your turn. Barrel Behind the Door is also another good card that can protect you from the Effect Damage from Magic Cylinder and another Ring of Destruction ('How dare you activate that trap on ME'). In the case of chaining Ring of Defense to the activation and effect of Ring of Destruction, the Effect Damage which would be dealt by Ring of Destruction is reduced to 0 [Zero] to BOTH players/duelists. << So, if your opponent activated Ring of Destruction and you chained Ring of Defense, then no-one would take any damage. This also applies to the situation if you had both Ring of Defense and Ring of Destruction on your own side of the field, and you activate Ring of Defense after activating Ring of Destruction has destroyed your opponent's monster... you still destroy the monster, but no-one takes any damage.
Sorry for the mistaken trick, folks. XP
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Posted: Tue Aug 22, 2006 9:32 am
the card you are talking about is barrel behind a door . It sends effect damage to your oppenent.
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Posted: Wed Aug 23, 2006 7:02 am
No, no. I knew Ring of Defense would NOT redirect the Effect Damage to the opponent. <<
I'm only saying that the trick I had posted earlier concerning the combination of Destruction and Defense Rings does not go as follows:
1) Player A has sets a face-down Ring of Defense and a Ring of Destruction, and he ends his turn. 2) Player B summons an Archfiend Soldier [1900/1500], and he attacks Player A. 3) Player A activates Ring of Destruction and destroys Archfiend Soldier. He then activates Ring of Defense. 4) Player B's Archfiend Soldier is sent to the Graveyard, and Player B alone takes 1900 Effect Damage.
It does not work that way with Ring of Defense and Ring of Destruction. It works this way:
1) Player A has sets a face-down Ring of Defense and a Ring of Destruction, and he ends his turn. 2) Player B summons an Archfiend Soldier [1900/1500], and he attacks Player A. 3) Player A activates Ring of Destruction and destroys Archfiend Soldier. He then activates Ring of Defense. 4) Player B's Archfiend Soldier is sent to the Graveyard, and Player A and Player B sustain NO damage whatsoever.
This was the point I was trying to make.
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Posted: Wed Aug 23, 2006 9:31 am
Rescueroid and Ambulanceroid
When a roid monster on your side on the field is destroed in battle Rescueroid lets you put it back in your hand and when roid monster is add from your graveyard to your hand Ambulanceroid let's you specail summon it back to the field. Using this combo will work good if lets say Super Vehicroid Jumbo Drill {3000/2000} is weakened and destroyed rescueroid and Ambulance roid will bring it back.
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Posted: Wed Aug 23, 2006 10:07 am
this one is old school, but was alwasy nice to get the second turn advantage when you could pull it off.
ultimate offerings + mysterious puppeteer
ok ill make it short an sweet. On your first turn set UO and set a monster card for the attack that is coming. then on your next turn summon MP and flip UO. this gives you free extra summons. its the basic of the basic, but still
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Posted: Wed Aug 23, 2006 9:41 pm
well not to seem like a nerd but uhh the convultion of nature archfiend oath doesn't work like that you draw your bottom card becasue it is your top car and the barrel behind the door one isn't all that good because if you chain to ring of destrucion then i can't chain to it i can only chain to the last card played you guys want combo's here you go
bad reaction to simochi and eye of truth
dark door and jam breeding machine
e hero wild heart and torrental tribute
and till september 1 thousand eyes restrict king tiger jinzo and spell cancellor exodia it is a lock
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Posted: Wed Aug 23, 2006 9:54 pm
Darth-Magnus well not to seem like a nerd but uhh the convultion of nature archfiend oath doesn't work like that you draw your bottom card becasue it is your top car and the barrel behind the door one isn't all that good because if you chain to ring of destrucion then i can't chain to it i can only chain to the last card played you guys want combo's here you go bad reaction to simochi and eye of truth dark door and jam breeding machine e hero wild heart and torrental tribute and till september 1 thousand eyes restrict king tiger jinzo and spell cancellor exodia it is a lock wait the archfiend one works like that sorry didn't read it right but if the deck was to be shuffled it is face down also for a deck with archfiend oath think about putting a big eye in twisted
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Posted: Mon Aug 28, 2006 10:27 pm
the one I have and use is
Royal decree + Horus of Black Flame LV8= no magic or trap
Rayal decree cancels all trap cards, and Horus LV 8 can negate and destroy any Magic card, so you get to use yours but oppenent is a no go.
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