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it does indeed. A thousand thanks, O' Lion of Our Jungle. I had a feeling about the answer, but I always prefer to get as much confirmation as I can on any such matter.
Wow, look at this thread go! Now, with a new fiend review:
KRYUEL
ATK: 1000 DEF: 1700
This monster is a fiend with the Newdoria effect, but flipping a coin for it...
Now, this card may seem useless with the commonly-used Newdoria, but with a deck that needs to obtain field control, or someone with a low-budget fiend deck, this card can assist. Ofcourse, this card is better used if you don't have bad luck. Also, even if you flip tails, you have Necrofood. So, HEADS = Kill monster and Necrofood. TAILS= Necrofood. In the end, its all good for Necrofear. Hope you enjoyed the review on this little Fiendish friend. ^_^
Good insight NinjaDuelist! I thought Newdoria was a common, but I guess I was wrong.
One other card can help out Kryuels if you're going to keep him in high count: Second Coin Toss. I only with they made something like that with dice rolls, but then Archfiends would be SEVERELY abused. 8^D
There is one little advantage about Kryuel too. 1700 defense. While that may not seem like a lot, I've noticed that often when you being a duel, face down monsters are seen as low ballers to get a flip effect for or potentially hold on to for extra tribute material. In that case, you can bring out your medium grade monster (Say a Horus LV 4 or a 1500 attacker) and clean it out. However, when they go up against Kryuel, those low ballers are going to get a shock and lose a few lifepoints.
Then it gets worse. Now you opponent knows what Kryuel's effect does and they have to make a serious choice: destroy the monster and risk losing one in its place? What good is it to beef up Horus LV 4 for the kill when Kyruel can send it to the graveyard, or worse, the other larger monster on their side of the field. Or the route, let it live another turn. With the immense efficiency of all our hard core fiends (Dark Ruler, Mefist, Summoned Skull) all being single tribute monsters, Kyruel can just sit there and then become tribute material. You can suicide Kyruel up against their monster during your turn to wipe out the other.
Granted that may seem wishful thinking, but that's one of the great things about Kryuel and Newdoria, general disruption because their effects can go either way.
I got a very weird question here that sounds really stupid:
Situation:
I got a f/d RoD, My opponent has a let's say Archfiend soldier on the field, I play Giant Trunade, chain RoD to nuke Archfiend....now what will happen...
When you just look @ this, you'll say that RoD and Soldier goes to the grave and the rest of the s/t's get's back to their owners hand......
HOWEVER: isn't it correct that things stay on the field until the CHAIN HAS COMPLETELY RESOLVED....In other words, RoD would stay on the field till the chain completely resolves, so would it be returned to your hand?>Directed to Squid & waldo....(cuz I need 2 know it 1000/100 sure)
ROLF!! Be very careful about asking me for Rulings. I used to keep "I am stpid" in my sig just because I got so many of them wrong.
As for the Trunade and ROD situation, its true that while a chain is being linked to, the s/t cards must remain on the field. But lets assume that ROD is the last thing to be chained. Neither player attempts to chain to it.
ROD would resolve first and destroy the monster. Its effect is now spent and useless (loosely speaking) Now, it wants to go retire to the Grave. But, out of curiosity, it sits around to watch the end of the program. Giant Trunade resolves and wants to send all the cards back to hands.
The ROD, replies, "no thanks. Im beat. Im going to sit this one out" Trunade shrugs and continues to the other s/t cards. Now that the chain has finished, ROD yawns and lumbers into the Graveyard sleepily, while Trunade, next to him, babbles on about how exciting his day was.
Thats a brief dramatization of the matter.
The "staying on the field till the chain resolves" part, I think, is more directed at cards in the beginning or middle of a chain. This way it is clear to both parties as to the order effects resolve and for cards who's effect are determined according to the # of s/t cards on the field at the time of its activation.
HMM. Thats a lot. Let me provide some passages on chaining from Netrep and the FAQ to help. That last statement of mine was based off of this:
Quote
IMPORTANT: When resolving a chain, as the cards resolve they are NOT sent to the Graveyard until the entire chain has resolved, or a card specifically destroys them. This is important for cards such as "Princess of Tsurugi" and "Secret Barrel" where the effect depends on the number of Spell & Trap Cards on the field.
Example #1:
Step 1: Player A Flip Summons "Princess of Tsurugi."
Step 2: Player B chains "Barrel Behind the Door" to the effect.
Because "Barrel Behind the Door" remains on the field until the chain resolves, Player A takes 500 points of damage (1 Trap Card on the opponent's side of the field) from "Princess of Tsurugi"'s Flip Effect.
Example #2:
Step 1: Player A Flip Summons "Princess of Tsurugi."
Step 2: Player B chains "Barrel Behind the Door" to the effect.
Step 3: Player A chains "Seven Tools of the Bandit" to "Barrel Behind the Door."
"Seven Tools of the Bandit" resolves first, and destroys "Barrel Behind the Door", which is sent to the Graveyard immediately. "Princess of Tsurugi" does zero damage to Player B because Player B has no Spell or Trap Cards remaining on the field since "Barrel Behind the Door" was destroyed and sent to the Graveyard.
Example #3:
Step 1: Player A activates "Secret Barrel."
Step 2: Player B chains "Ring of Destruction", his only card on the field or in his hand.
Even though "Ring of Destruction" resolves first, "Secret Barrel" still does 200 damage to Player B because "Ring of Destruction" is on the field when "Secret Barrel" resolves
That quote can be found at both netreps and the FAQ under the Advanced Gameplay sections, concerning Chaining.
While the the difference with Trunade vs Tsurugi is that Tsurugi only counts the s/t cards for its own effect, while Trunade actually attempts to affect the other s/t cards.
If its still not clear, compare it to how a FLip Effect monster that has been attacked and destroyed cannot affect itself with its flip effect.
Once youve burnt the match, you cant light it again.
I hope this helps. (but get confirmation from others as well^_^)
~squid~
PS: You dont need to wait for Waldo or myself. Dillie-O and a host of others are pretty darn good at these things, too. Probably a whole sight better than me, to be honest.
Good insight NinjaDuelist! I thought Newdoria was a common, but I guess I was wrong.
One other card can help out Kryuels if you're going to keep him in high count: Second Coin Toss. I only with they made something like that with dice rolls, but then Archfiends would be SEVERELY abused. 8^D
There is one little advantage about Kryuel too. 1700 defense. While that may not seem like a lot, I've noticed that often when you being a duel, face down monsters are seen as low ballers to get a flip effect for or potentially hold on to for extra tribute material. In that case, you can bring out your medium grade monster (Say a Horus LV 4 or a 1500 attacker) and clean it out. However, when they go up against Kryuel, those low ballers are going to get a shock and lose a few lifepoints.
Then it gets worse. Now you opponent knows what Kryuel's effect does and they have to make a serious choice: destroy the monster and risk losing one in its place? What good is it to beef up Horus LV 4 for the kill when Kyruel can send it to the graveyard, or worse, the other larger monster on their side of the field. Or the route, let it live another turn. With the immense efficiency of all our hard core fiends (Dark Ruler, Mefist, Summoned Skull) all being single tribute monsters, Kyruel can just sit there and then become tribute material. You can suicide Kyruel up against their monster during your turn to wipe out the other.
Granted that may seem wishful thinking, but that's one of the great things about Kryuel and Newdoria, general disruption because their effects can go either way.
Hey, thanx for the extension on the little Kryuel Fiend. You made some very good points about it. How about another review?
DICE RE-ROLL
Although this card is not a fiend card, it IS an archfiend card. If your opponent is targeting your Archfiends, why not just re-roll your die? LOL. Anyway, this would be greatly helpful to Archfiends, and with the Bishop, targeting is just impossible!
ByserSquid
that was some EXCELLENT analysis into the mechanics of the game. I think that does a great job at explaining on how things work.
NinjaDuelist.
Oh my goodness, that card DOES exist! Wow that is so stinkin' awesome! Good thing its no a continuous trap card or there would be some serious consequences!
I mean, what more can be said, it gives you a second chance to reroll ANY dice roll for that turn. So if you have Skull Archfiend, DarkBishop Archfiend and dice-reroll, you have _6 CHANCES_ to save your Skull Archfiend, should he be targeted for an effect! Man, that is some SERIOUS gameage. I'll have to pick up 3 of them whenever I go to an Archfiend deck. Granted it takes a little bit of timing to know when to activate it, but since its not a continuous trap card, you CAN use it in a chain to give yourself some extra chances.
I think you covered it all right there Ninja. There are some other cards you can use it wtih (Skull Dice, Graceful Dice), it might be handy in Dice Jar to give you a second chance, but MAN that is a sweet card.
now for the sad news. If Im not mistaken, Dice Re-Roll is a super short print. And if thats not short enough, its also from DCR.
Good luck finding them. Ive only found 1, myself
Wow, having a bit of trouble, eh? To be honest, I am collecting three of each common, and I have three Dice Re-Rolls. Perhaps I could trade a couple to you, but this isn't the place to do it. Well, Squid, I hope you find some for yourself soon ^_^
I've got my first born child's name in your honor if you send me one!!! Just don't tell my wife! 8^D
Seriously, wow, that's pretty scarce....
<clicking around on my box />
Oh stink, well, for those select few that hit up this page. Go to Ebay, type in "dice re-roll" in your search box. I kid you not, there is a 3 pack going for 99 cents currently... 8^D Our new fiend warehouse.
My other secret, I picked up two Necrofears for 15 cents! I kid you not! One was slightly creased and they were promos, but still, 15 cents! They don't know what evil they have unleashed in me... 8^D
....and to keep things on topic, let this be a point for fiend strategy and tactics, use Ebay to get ahold of some of those rare fiend cards your missing, there are a lot of people selling them for a buck a pop. MUCH cheaper than you'll get at your local card store. Just get your parent's permission first if you're under 18 (gotta cover my skin 8^D)
also every once in a while an entire fiend deck comes up for sale, altough you wouldn't want to use the other persons deck it shoudl have a lot of good cards that can be added to your own, and the others are for trading :).
My friend had a Dice Re-roll or 3 in his archfiend deck, it did ok touble was that its a trap and since you dont really want more than 8 (imo) traps in your deck it means to run it you may have to leave out another slightly more powerful card.
I have a quick question about archfiends decks and since this seems to be the place to ask. Would a archfiend deck running Falling down and Puppet Magic of the Dark Ruler work well? i ask since it seems to be a good way with CoH and Snatch steal to keep your opp.'s side of the feild clear and give you the abilty to remove their mosters from play to be able to special summon your that have been sent the graveyard. it was just a thought as i looked threw cards and was wondering