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Ojama Trio x2
Spatial collapse
+Complusory Evaucation Device/Raikeki Break/somewhat trap destroyer on monsters w/o requirments.
That is missing part.
There is really only one decktype that can have good chance to get off it
trap-freedom.
anyway
Mechanical Hound
Royal Decree
Somewhat that doesn't let opponent m effects get off with enough attack
then try to deplete your hand quickly on the field.this is easy in later came(just play those 1 or 2 monsters, and set all s/t)
Mechanical Hound beig tribute helps itself at this point.
w00t!
Problem with most lockdowns is the fact that monster effects usually manage to slip by somehow...like Horus LV8 + Decree stops m/t sure, but effects still get by. You'd have to prevent all of it which is where Ojama Trio x2 and Spatial Collapse works best. No cards could even be put onto the opponent's field if it's pulled off, giving them no chance of playing anything, lol.
Either pull it off first turn or use monster removal to kill their monsters. Play Ground Collapse, Stein for Cyber Blader, Ojama Trio in the draw phase. They'd better hope for MST. Good combos take two cards. OTKS (or total lockdowns unless they have one restricted card in their hand) take three. Exodia needs five. Anything more is just a waste of time. :noid:
Either pull it off first turn or use monster removal to kill their monsters. Play Ground Collapse, Stein for Cyber Blader, Ojama Trio in the draw phase. They'd better hope for MST. Good combos take two cards. OTKS (or total lockdowns unless they have one restricted card in their hand) take three. Exodia needs five. Anything more is just a waste of time. :noid:
Not really a "waste". It depends on what it does/can do really. Still...easy to come up with combos....actually pulling them off is another story
both on field and pay the 2000 and that destroys the phoenix and then it comes back next turn and then death.
or:
Demise on field and two Goldd- Wu Lord's in hand and any other dark realm monster in hand with card destruction. Summon Demise and then use card destruction and you win the game.
I run a spatial collapse. same principle, it stalls, locks, burns. You can make a deck around it (I have, and it has done sickly, just needs more tweaking here and there) but Id suggest around spatial collapse, that combo there is like, 1 in every 20 games.
That's what I've already been saying....Spatial Collapse + Ojama Trio x2...clear their m/t and/or monsters, use 1 Trio, kill a token with something, then use a 2nd and the opponent is locked.
I might rebuild my direct attack deck, use Ojama Trios, and Decree.... not that many monster removal spell cards out there anymore. I'm not see Vortex as frequently as I use to..
Not really a "waste". It depends on what it does/can do really. Still...easy to come up with combos....actually pulling them off is another story
Yes, but pulling a three card combo off when you can play three of each of the combo's integral cards is excedingly easy. Let me correct my previous statement, anything more than that is not a waste, but it's certainly not worth basing a deck nor a win condition around, unless the cards present themselves. For instance, Tsukuyomi+Scapegoat+Metamorphosis was a three card combo but not a guaranteed OTK and yet people played it. This was because though each card was still good on it's own and the deck didn't need the combo to win, it just made winning easier. That's what any combo short of an OTK should be. I can only think of Exodia as an exception.
A good combo uses the minimum number of cards (two to three) in high numbers (preferably three each, usually two) to get a game winning/breaking result with the absolute minimum number of main deckable counters (preferably 0). A good example is the Cyber-Stein OTK. The combo is essentially three cards.
1 Cyber-Stein
1 Megamorph/Limiter Removal
1 Heavy Storm/Giant Trunade
Which can and will usually win first turn if you pull it up. It satisfies the first condition of a good combo with only three cards. It satisfies the second with 4(!) playable copies of each combo card (Last Will can be considered 1 stein). And zero maindeckable counters if played correctly. Whereas the combo you presented fails to meet any of the criterion for a good combo.
Quote : Originally Posted by soul taker
Ok. this is very hard to pull off but once in effect it is very hard to get out of it. ( trust me, i lost to it ).
Anyways here is what you need.
Spell Canceller
Gravity Bind
Mask of Restrict
Stelth Bird
Mask of Darkness
Tsukuyomi
Solumn Judgment
Spell Canceller negates the spells and Gravuty Bind stops them attacking. Mask of Restrict stops them tributing for a high level monster. then use Stelth Bird to burn them. then use the Mask of Restrict + Tsukuyomi + Solumn Judgment combo to protect you from any card that your opponent plays. then just sit back and relax while stelth bird is burning them away.
your views please
thanks
Stealth Bird can be taken away from this combo to make it 6 cards since if you truly lockdown your opponent you will eventually pull one. Now we are left with six cards. It fails to meet with the first criterion because even with unneccesary mentions excluded it's 6(!) cards.
It fails the second because even if you pull every combo piece in your first 6 you won't be able to pull the combo off until several turns later making maximixing the number of each you can play is meaningless. Even worse considering that three of the cards are restricted to one and one is restricted to two.
And, even if you pull the combo off, there are so many commonly maindecked counters that can be played it's ridiculous. Primarily, baiting out your solemn then hitting you with a dust tornado/breaker. That's if you even manage to pull it out, which, you won't.
Even the 2x Ojama Trio/Spatial Collapse combo HalfDemonInuyas mentioned is best played in a deck that plays both with other cards, not as a win condition. This is because it's impossible to pull off without your opponent taking a turn (without the japanese Shrine of Pharaoh or the banned Makyura). And it requires you to have two of a single card which you can only play three of, decreasing your odds of pulling it off. And it's difficult to pull off late game without the addition of several cards to the combo. So it's played just like the Scapegoat/Tsuku/Metamorphosis combo of yesteryear. If you can get it off, which isn't ridiculously difficult, good, if not, each card is still good on it's own. :noid:
Combo's also have various meaning as well. Some players consider it 2 cards working DIRECTLY with eachother immediately for a bigger result.
Some players don't care about when or whatever when it comes to certain "combos". Though, they do seem mundane, even something as simple as a monster with an equip can be considered a "combo" to some player's. It doesn't have to be anything super complex.