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OKAY, ENOUGH WITH THE COMPLAINING! And yes, Depending on the deck, Grave is a very good Tech card. If Cold Wave isn't played, so is Forbidden Chalice. BTW, anyone want to trade me a couple of Graves?
Necrovalley and Gravekeeper's...heck, even removal-based Decks with Macro Cosmos, Dimensional Fissure, etc could work again given how much people love the Graveyard.
Yeah, though that would actually require people to have, primarily anyway, a Deck more focused on their respective Attributes.
With the exception of LIGHT (Lightlords) and DARK (DAD, Black Feather), I doubt people would want to go through with the other ones unless more big stuff comes out for them. =\
Where is the statute of limitations then? Who decides when it's OK to start a new thread and when it's OK to necro one that's 2 years old? By your logic the only new topics that should ever be started are on new cards, because in the 6 years that this site has existed there must be a topic for everything else that exists by now.
To me the forum runs smoother when people don't have to sift through hundreds of posts to find the information they want, which is why I brought up capping threads at a certain amount of posts.
Come on Den, you're being very rude. Preserving bandwidth is a top priority here, what with the thousands of posts we get a day and what not...
...oh wait.
I guess I should contribute something now...
1. Gorz - borderline staple this format. Like Necro Gardna, it is essential to have cards to block the OTK assuming your opponent has just cleared your field.
2. Black Garden outside of Plant decks - This is seriously my favorite card to side against BW. They are forced to sit there until they find an out, because they absolutely can't explode with it on the field. If your deck can set monsters reasonably safely it's even better.
3. Kaiser Colosseum - Assuming you can keep exactly one monster on the field, this shuts down Test Tiger, Rescue Cat, Spy, every BW, every Synchro, etc.
Come on Den, you're being very rude. Preserving bandwidth is a top priority here, what with the thousands of posts we get a day and what not...
...oh wait.
Well played. I think we've beaten this topic to death and it's not the point of this thread so I'll leave it at that.
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1. Gorz - borderline staple this format. Like Necro Gardna, it is essential to have cards to block the OTK assuming your opponent has just cleared your field.
I agree 100%. Basically every deck should be playing Gorz. Cold Wave hurts this a little bit since your opponent may lock down your back row instead of clearing it out before they press for the win, but that's no reason to not play Gorz.
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2. Black Garden outside of Plant decks - This is seriously my favorite card to side against BW. They are forced to sit there until they find an out, because they absolutely can't explode with it on the field. If your deck can set monsters reasonably safely it's even better.
That's an interesting thought and something that might be worth building a Monarch deck around. I haven't pulled out my Black Garden deck too much lately but I'll have to consider it next time I'm testing against Blackwings.
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3. Kaiser Colosseum - Assuming you can keep exactly one monster on the field, this shuts down Test Tiger, Rescue Cat, Spy, every BW, every Synchro, etc.
I'd have to try this out, it seems good in theory. I'm wondering if it would fit in a Gladiator Beast deck. Obviously it would have to be tweaked a bit, Rescue Cat may not work out too well in this build.
Black Garden WITH Kaiser Colosseun has been pretty fun to do.
In ANPR, a few obvious anti-meta cards;
ANPR-JP023
Scale Moth
Wind/Insect/6/1800/2300
While this card is face-up on the field, both players can only Special Summon once per turn.
ANPR-JP024
Black Shining G
Earth/Insect/1/200/500
When 1 Synchro Monster is Special Summoned to your opponent's side of the field, you can remove this card from your Graveyard from play to destroy that Synchro Monster.
Normal Rare
ANPR-JP068
Discord
Continuous Trap
Neither player can Synchro Summon any Synchro Monsters. During your 3rd Standby Phase after activation, send this card to the Graveyard.
Super Rare
ANPR-JP071
Damage Translation
Normal Trap
During this turn, halve any damage you take from a card effect. During the End Phase of the turn this card is activated, for each time you took damage to your Life Points, Special Summon 1 "Ghost Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) in Defense Position.
ANPR-JP080
Stunning Upset
Normal Trap
Select 1 face-up Attack Position Level 2 or lower monster you control. Return all face-up Special Summoned Level 7 or higher monsters on the field to the owners' hands.
Normal Rare
*note* The most OWNAGE art in the Set; an enraged Mokey Mokey knocking DAD off its feet XD
My Low Level Normal Deck has had fun with it as well as some others that happen to have an abundance of Level 2 or lower monsters. (Like my Zombie variation that actually DOES use Spirit of the Pharaoh.)
Though, given its somewhat restrictive nature (not only Level 7+, but also Special Summoned), it's usually more in the Sidedeck unless I already have extra space to add it to the Main Deck.
Unfortunately, a lot of more direct anti-meta stuff isn't really used much unless it's versatile enough to be used in several Decktypes and/or has a really good effect it seems. Only like...5-10% of them are used and even then, it's mostly Sidedecked and not necessary all the time unless it fits the Deck theme.
Well, that is why Grave works well in Frog. Most of the time, you have Des Frog specialed if you run it (5) and maybe Junk Warrior (5). No overlap from Grave's effect.
Yeah, it's similar to Skill Drain in that it's a card that you need to situate more around it rather than just teching it. Otherwise, it can hurt more than help.
I was thinking about Magic Drain and Magic Jammer in the Side Deck since Synchro Cat can really on Heavy Storm, Giant Trunade and Cold Wave to clear/lock down the back row before they try to explode with Summoner Monk. Both of these cards can protect your back row making Bottomless Trap Hole, Mirror Force, and Torrential Tribute still live cards.
While Magic Drain isn't 100% guaranteed to work it will force your opponent to chuck another Spell in their hand, cutting into the cards that they'll be able to discard for Summoner Monk. It reduces the chance that your opponent will be able to use two Monks in a turn so they can push for the OTK.
Magic Jammer is much more basic but it does guarantee that your back row is safe from Heavy Storm, Giant Trunade and Cold Wave. I plan to start testing these in my Side Deck to see how well they work.
Magic Drain is better overall, IMO. It's basically a lose-lose situation for your opponent unless they have a lot to work with. They either lose the effect they probably want to resolve successfully or they lose a Magic Card they may want/need down the road. (Or they lose another card to negate it like Solemn Judgment or something.)
Cursed Seal of the Forbidden Spell can be fun on various Magic Cards and make further copies (assuming it's not restricted) dead draws in the future. Of course, they can still be ditched for Summon Priest, assuming it's used in the Deck.
There's also still Fake Trap. Given most effects will "destroy" those Traps, you can protect them with it. Problem with it is that the opponent will know what you have Set after as you'd have to show them that the Set cards are Traps. At least it could stall them a bit.
Magic Drain is better overall, IMO. It's basically a lose-lose situation for your opponent unless they have a lot to work with. They either lose the effect they probably want to resolve successfully or they lose a Magic Card they may want/need down the road. (Or they lose another card to negate it like Solemn Judgment or something.)
In theory I agree with this, which is why I plan on trying out Magic Drain first. Cutting down the number of options my opponent has to ditch for Summoner Monk is really appealing. The fact that it slides easily into my Hopeless Dragon deck which runs Van'Dalgyon the Dark Dragon Lord. We'll see how things go in practice.
It's been a good asset in Counter Fairy Decks. A lot of the time, people tend to let their Magic Card get negated rather than ditch another Magic Card unless the one in question is really important.