Sneak Peek 2: The New Challengers

Today I was able to participate in yet another Sneak Peek at my local store.  The New Challengers will be making its official release in the US on November 7th.

Same as the last Sneak Peek, participants received a world premier promotional card and five booster packs, containing nine cards each.  Any regular readers will remember my previous Sneak Peek article and how I went over the rules regarding the sealed format rules.  For those just joining us and those who have forgotten, here’s a quick refresher.

1) Each player receives five 9-card packs and one promotional card- 46 cards total with which to build their decks.  You are NOT allowed to trade, sell, or give away your cards until the tournament is finished, or unless you drop from the tournament.

2) The minimum number of cards your deck can contain is 20 cards instead of the usual 40.  All Fusion, Synchro and Xyz Monsters you receive are placed in the Extra Deck, though I imagine you can put them in the Side Deck if you want.  Pendulum Monsters are placed in the Main or Side Decks.  The 3-card limit does NOT apply.

3) All cards you do not put into your Main or Extra Decks are put into your Side Deck.  The 15-card limit does NOT apply for this tournament.  Your Side Deck can contain as many cards as you like.

4) Most Side Deck rules apply, meaning you can use your Side Deck in between Duels, but with one major exception: You can actively modify your deck by increasing or decreasing its size (but you cannot go below 20 cards in your Main Deck), or by exchanging cards entirely.  You do not have to “un-Side” after a Match.

Now, without further ado, let’s get to the deck list and strategy!  This month, I was as poor as dirt, but thanks to my good friend Bryson over at the YouTube channel Meta Makers, I was able to enter the tournament.  Be sure to give his channel a look-see, Like his videos, and subscribe to his channel!

First, the deck list.

Main Deck: 20
Monsters: 15
1x Lancephorhynchus
2x Elegy the Melodious Diva
2x Lindbloom
2x Serenade the Melodious Diva
1x Performapal Cheermole
1x Performapal Trampolynx
1x Ruffian Railcar
1x Satellarknight Betelgeuse
1x Scrounging Goblin
1x Shaddoll Hound
1x Superheavy Samurai Soulbang Cannon
1x Superheavy Samurai Soulshield Wall

Spells: 3
1x Celestia
1x Magical Star Illusion
1x Wonder Balloons

Traps: 2
2x Punch-in-the-Box

Extra Deck: 2
1x Frightfur Bear
1x CXyz Barian Hope

Side Deck: 24
2x Block Spider
2x Fluffal Cat
2x Shogi Lance
1x Deskbot 002
1x Fluffal Owl
1x Fluffal Rabbit
1x Gogogo Goram
2x Hexatellarknight
2x Oracle of the Herald
1x Laser Qlip
1x Mimiclay
1x Toy Vendor
1x U.A. Powered Jersey
1x Xyz Change Tactics
2x Yang Zing Brutality
1x Different Dimension Encounter
1x Performapal Revival
1x Qlipper Launch

As you can probably tell, the deck was much harder to put together this time around.  Much of my strategy actually focused on defense rather than attack.  But that’s not to say I didn’t attack at all.  If anything, I took a leaf out of the Superheavy Samurai book and turned my defense INTO my offense.  The key card in this strategy was Lindbloom, a new Wyrm-Type monster with a very interesting Trigger effect: During any damage calculation in which one of your monsters is battling an opposing monster, each monster’s ATK is changed to match its current DEF.  As an example, Lindbloom has 0 ATK, but 1800 DEF.  If it attacks a monster or is attacked by a monster, its ATK will become 1800 until the end of the Damage Step.  This powerful ability allowed me to turn many of my high-DEF monsters into heavy beaters that I could use to get around most other monsters.  The one major weakness of the effect was that my opponent could use their own high-DEF monsters to turn the effect against me.  But more often than not, I was actually prepared for that.

Using my DEF to fight wasn’t my only tactic, however.  Unlike in the last Sneak Peek, I was actually able to perform a Pendulum Summon!  By using the Scale 4 Performapal Trampolynx, and the Scale 7 Lancephorhynchus, I could Pendulum Summon one or both copies of the Level 5 Elegy the Melodious Diva.  This in turn would let Elegy use her effect to give all Fairy-Type monsters I control +300 ATK.  If both copies of Elegy hit the field via Special Summon, that wound up being a +600 boost for my Fairies.

Comboing off the Pendulum Summon, I would use Trampolynx to return Lancephorhynchus to my hand so that I could Tribute Summon it.  2500 ATK is nothing to scoff at (if you don’t have a Lindbloom, of course).  And if I had Performapal Cheermole in my hand, I could put it in the newly-emptied Pendulum Zone so that Lancephorhynchus its own +300 ATK boost.

Ruffian Railcar and Shaddoll Hound were put into the deck primarily for their Attack Points, 1800 and 1600, respectively.  Railcar had the added bonus of a damage effect I could use on the first turn of the duel at no cost to my turn, or in any situation where attacking would be unwise.

The two Superheavy Samurai Soul monsters definitely warrant an explanation.  I used them primarily for Soulbang Cannon‘s effect, a sort of last-ditch effort if I ever needed to get rid of some problem cards.  If my opponent had a card whose effect activated in the Battle Phase- such as Lindbloom– I could negate that effect’s activation and destroy that card, along with every monster on the field.

The Spells were present to help me gain any kind of advantage over my opponent’s monsters’ ATK.  The Field Spell Celestia, for instance, would turn Lindbloom into a 2100 ATK beater.  Magical Star Illusion was also quite handy, especially against a field full of Set monsters.  My opponent must have at least the same number of monsters as me, but they don’t have to be face-up!

The third Spell, Wonder Balloons, deserves its own paragraph.  This card proved nightmarish in this format.  Without Lindbloom to override it, Wonder Balloons would often spell doom for your opponent.  Once each turn, you can feed it any number of cards from your hand to give it the same number of Balloon Counters.  Each Balloon Counter would take away 100 ATK from your opponent’s monsters.

The only two Traps I used in the Main Deck were two copies of Punch-in-the-Box.  Quite frankly, this card is amazingly nasty, and nastily amazing.  When your opponent attacks while they have at least 2 monsters, you can send a different monster on their field to the Graveyard, then drop the attacking monster’s ATK by the sent monster’s ATK in the Graveyard.  Does this card target?  Yes.  It targets the attacking monster.  What about the other monster?  Does it get targeted?  The answer to that is a resounding NOPE!  You do NOT tell your opponent which monster you’re stuffing into that spring-loaded boxing glove until you actually resolve the effect of Punch-in-the-Box.  Oh, and one more thing: It “sends” to the Graveyard.  It doesn’t “destroy” the monster, meaning a lot of anti-destruction effects will not work against it.  For example: Stardust Dragon.  There is one thing I noticed about this card, though: While you can certainly choose any monster to send to the Graveyard, the ATK decrease is dependent on that monster actually REACHING the Graveyard.  If you choose to get rid of a Pendulum Monster, it will NOT go to the Graveyard, instead going to the Extra Deck.  In that case, the attacking monster loses no ATK.  Ditto any field with Macro Cosmos or similar cards in play.

The Extra Deck…. this was actually more useless than the last Sneak Peek.  At least I had the means to summon Pilgrim Reaper and Cloudcastle.  But a Fusion Monster without the proper Fusion Materials, and a Rank 7 Xyz Monster, well…. let’s just say those cards were only present as a formality.

I didn’t once use my Side Deck in this tournament, though I had given it consideration on many occasions.  Most of the cards were useless to me, but I did ponder using most of the monsters, except for Shogi Lance.  I had only considered using Mimiclay and Toy Vendor.  I hardly even thought about using any of the Trap Cards, and when I did, I only considered Different Dimension Encounter and Performapal Revival.

I ended up taking 3rd place in the tournament.  It wasn’t exactly my best day, though.  I had an awful crick in my back- still present as I write this- which made concentration difficult.  I also couldn’t remember some essential rulings with regards to ATK modifiers like Lindbloom and Wonder Balloons.  This and a balloon-based stall strategy cost me the first round.  The next two I won with some effort, though.  The fourth and final round, however, was sheer luck, plain and simple.  I got paired against the one guy who pulled Herald of Ultimateness.  And wouldn’t you know it, the Ritual Spell was a COMMON.  Short of depleting his hand and using Superheavy Samurai Soulbang Cannon, there was no way I would have won against that…. but his wife showed up and he decided to drop and go home, giving me the win.  I have no doubt in my mind that I would have lost, though.  I’m not going to pretend I could defeat Herald of Ultimateness.

I still ended up with a mat, though.  So I’m pleased.

I’m going to go ahead and wrap this article up, folks.  However, you should know that I’ve got two more articles in the works!  The first will be discussing Prohibition and how it interacts with cards like Harpie Queen.  The second will be a (hopefully simple) guide to ATK/DEF modifier effects.  I’ll also try to do a few card reviews if I can get the time to research some of the more interesting cards in The New Challengers.

Until next time, Duelists!  Duel fair and have fun!

UPDATE: Deck list now has links to the cards on the official database!

On the Nature of Targeting

At last week’s local tournament, a situation came up in the Top 4 where I gave a ruling that made one of the players not very happy.  He actually ended up losing because of it.  Don’t get me wrong, he was a good sport about it, and we all laughed about it later, but it was an odd ruling- although one I found quite funny.  It was Madolche Queen Tiaramisu vs. Battleguard Howling.

The Madolche player activated Tiaramisu’s effect, returning two “Madolche” cards from his Graveyard to his deck, letting him also return two of his opponent’s cards to the deck, one of which was a Warrior-Type monster.  His opponent tried to activate Battleguard Howling.  I saw this happen and stepped in.  Battleguard Howling activates when a Warrior-Type monster you control is targeted by an opponent’s monster effect or attack by targeting 1 face-up opposing monster.  It inflicts damage to your opponent equal to the original ATK of that target, and returns that same target to the hand if the damage was successful.  However, Madolche Queen Tiaramisu’s effect only targets two “Madolche” cards in the Graveyard; it does NOT target the opponent’s cards that are returned to the deck.

I’ve mentioned targeting on this blog on several occasions, but I’ve never really discussed what it is or how it works.  Today, I dive into that.

What IS targeting?  As a noun (a person, place or thing), it is “a person, object or place selected as the aim of an attack.”  As a verb (an action), it means to “select as an object of attention or attack.”  Both definitions work in the appropriate context in the Yu-Gi-Oh! TCG.

When dealing with attacks, you first declare your attack with a monster, then you select the monster it will battle.  This is called “targeting for an attack”.  An “attack target” is the monster chosen to be attacked.  Pretty simple and straightforward.

Targeting with card effects is trickier to understand.  Many older cards that target still have not been reprinted.  Even with newer cards, targeting is often a concept that escapes many good duelists.  Older cards will use the term “select” if they have not been reprinted with Problem-Solving Card Text.  But any card printed or reprinted after the release of Xyz Monsters will use the word “target”.

So how does targeting work with card effects?  It’s actually an activation condition, similar to a Cost.  When you first activate the card or effect, you play the card face-up on the field, or announce that you are activating its effect if it’s already face-up (though some effects activate in other locations).  Then you fulfill its conditions.  Targeting and costs are always listed toward the beginning of the effect, and end in a semicolon (this thing ; ).  Once the card’s Costs have been payed (if any) and its targets declared (if any), your opponent (and then you if they pass) is allowed to Chain to that effect with their own cards.  Players repeat these steps for any card or effect that is activated.

  1. Declare activation of the card or effect
  2. Follow activation conditions (paying Costs and declaring targets), if any
  3. Opponent is given the opportunity to Chain to the effect (though they may pass to you)

Once you and your opponent have BOTH passed on adding to the Chain, you resolve that Chain.  This means that you carry out the actual effects of each card on the Chain, starting with the LAST card activated.  So if three cards were all placed on the same Chain, you start with Chain Link 3 and work your way down to the first card played (Chain Link 1).  If a card targeted something, resolution of the effect is when that target is affected.

Madolche Queen Tiaramisu is a bit of an odd duck.  She possesses an effect that both targets and does NOT target.  Let me explain: To activate her effect, you must detach 1 Xyz Material from her (that’s the Cost), then target 1 or 2 cards in your Graveyard that have “Madolche” in their names.  When Tiaramisu’s effect resolves, any of those targets that are still in the Graveyard are shuffled into your deck (if you targeted two cards but one is banished by D.D. Crow, the remaining target still returns to your deck), then it shuffles up to the same number of cards (once again, a minimum of 1; this means if your opponent has an empty field, you cannot activate Tiaramisu’s effect, since returning opponent’s cards to the deck is mandatory (does not contain the words “you can”)).

The cards you choose to return from your opponent’s field to the deck, however, are NOT being targeted.  The reason why is simple: Tiaramisu’s effect doesn’t tell you to choose those cards when it tells you to choose the “Madolche” cards in your Graveyard.  What this means is that you choose those opposing cards when Tiaramisu’s effect resolves.

Since that Warrior-Type monster was chosen during the resolution of an effect and not at that effect’s activation, it was not “targeted”.  And because it wasn’t targeted, Battleguard Howling could not have been activated.  A ruling I found quite funny, mostly because it reminded me of Trishula, Dragon of the Ice Barrier.

Let me divert into a short history lesson.  Before the advent of PSCT, knowing whether or not a card targeted was a bit difficult to figure out.  When Trishula was released in January, 2011, it caused a LOT of confusion because it appeared to target.  But it didn’t target at all, and the reason why was hilarious to me.  The card to be banished from the hand is chosen at random, but cards cannot be “targeted at random”, so that card has to be chosen when Trishula’s effect resolves, not when it activates.  What made it funny was that the other two cards had to be chosen at the same time as the card from the hand, so Trishula didn’t target THEM either.  Even if you didn’t want to banish a card from the hand, it didn’t matter.  No matter how many cards you wanted to banish, you had to choose during the effect’s resolution.  Meaning your opponent had to second guess you if you had more than just three cards to banish, something I found very funny indeed.

Targeting has always been a rather tricky beast, but PSCT finally tamed it.  You can read a more detailed explanation of targeting here.

As always, I hope this article was helpful and enlightening.  Keep dueling, folks.  Until next time!

Big Benkonfusion

Duelist Alliance officially goes on sale today!  This means that a ton of new and surprisingly good cards are now available for tournament play, such as Chain Dispel, and Yuya Sakaki’s Ace monster Odd-Eyes Pendulum Dragon.  But this post will actually be about different card, one that is sure to cause some confusion.  Say hello to Noboru Gongenzaka’s Ace monster, Superheavy Samurai Big Benkei!

SuperheavySamuraiBigBenkei-DUEA-EN-R-1E

When this card is Normal or Special Summoned: You can change its battle position.  “Superheavy Samurai” monsters you control can attack while in face-up Defense Position.  If they do, apply their DEF for damage calculation.

Older players will immediately be reminded of two older cards: Total Defense Shogun, and Elemental HERO Rampart Blaster.  Both of these cards also have the unique ability to attack while in Defense Position, but there is a key difference between these cards and Big Benkei up there.  The difference is that these cards still use their ATK when attacking in Defense Position, but Big Benkei (and all other Superheavy Samurai in his presence) uses his DEF.

This is where I got hung up, and I don’t doubt a lot of other players experienced the same confusion as me.  What happens if Superheavy Samurai Big Benkei attacks a monster with less ATK or DEF than his own DEF while he’s in Defense Position?  There are two possible answers to this question.

The first possible answer is Big Benkei deals battle damage if the attack target is in Attack Position, but does not destroy it by battle.

The second answer is that Big Benkei will inflict battle damage if the attack target is in Attack Position, but WILL destroy the monster by battle either way.

Only one of these is correct and some of you will be surprised to learn that it’s NOT the first one.  Yep, you read that right.  Big Benkei and his Superheavy allies can and will destroy stuff by battle while attacking in Defense Position, even though they are applying their DEF.  So why is that?

It’s because they’re attacking.  The rules of the game says that a monster can only attack while in Attack Position, and that you apply that monster’s ATK for damage calculation.  Big Benkei bypasses both of these rules, but the one fundamental factor of battle remains unchanged: One monster is attacking, and attacking monsters can destroy other monsters by battle.

It can’t be that simple, can it?  It can.  The rulebook uses the following phrases when detailing the rules for battling.

Each face-up Attack Position monster you control is allowed 1 attack per turn. (Version 8.0, Pg.32)

You calculate Battle Damage based on the battle position of the monster you are attacking. If you attack an Attack Position monster, compare ATK vs. ATK. If you attack a Defense Position monster, compare your monster’s ATK vs. the attacked monster’s DEF.  (Version 8.0, Pg.35, emphasis added)

In addition to that, the first two sections for calculating damage on pages 35 and 36 (Version 8.0) are labeled as follows.

When You Attack an Attack Position Monster (Version 8.0, Pg.35)

When You Attack a Defense Position Monster (Version 8.0, Pg.36)

Finally, the section on direct attacks is as follows.

If there are no monsters on your opponent’s side of the field, you can attack directly. The full amount of your attacking monster’s ATK is subtracted from the opponent’s Life Points as Battle Damage. (Version 8.0, Pg. 36)

What Superheavy Samurai Big Benkei does is essentially rewrite those sections so that you are applying your monster’s DEF instead of ATK.  Nothing else is changed, so everything else about those rules is still applied.  This is a handy way to remember this rule: Just substitute “your attacking monster’s ATK” in the rulebook with “your attacking monster’s DEF”.  Suddenly, his effect is so much easier to understand.

But for those who still don’t quite get it, let me just illustrate it for you.  Let’s say you control Big Benkei in Defense Position, while your opponent controls Odd-Eyes Pendulum Dragon (2500 ATK).  If you attack Odd-Eyes with Big Benkei, Odd-Eyes will be destroyed by battle, and your opponent will take 1000 battle damage.

Benkei vs. Odd-Eyes 1

Now let’s say Odd-Eyes has a boost from Blustering Winds.  This puts its ATK at 3500, exactly equal to Big Benkei’s DEF.  If a Defense Position Superheavy Samurai Big Benkei were to attack Odd-Eyes in this situation, both monsters would be destroyed by battle.

Benkei vs Odd-Eyes 2

Well that covers attacking monsters in Attack Position.  But what about monsters in Defense Position?  How does that work?  Pretty much the same way.  If Big Benkei attacks a Defense Position monster with lower DEF than his own, while Benkei himself is in Defense Position, that monster is destroyed, but no battle damage is inflicted.

And what if he attacks a monster with the same DEF?  Surely both monsters would be destroyed, right?  Nope.  If he attacks a monster with equal DEF to his own, Big Benkei will be unable to destroy it.  In fact, neither monster is destroyed, and no damage is inflicted.

Benkei vs Odd-Eyes 2

By now, you should have an idea of how this works, but just in case, I will cover one last scenario: If Big Benkei attacks a Defense Position monster whose DEF is higher than his own, neither monster is destroyed, but Big Benkei’s controller will take damage equal to the difference in DEF.

So to summarize once more, when attacking with Defense Position “Superheavy Samurai” monsters while Superheavy Samurai Big Benkei is on the field, just follow the charts on pages 35 and 36 of the rulebook (Version 8.0 as of this writing), using your Superheavy Samurai’s DEF in place of its ATK.

The Superheavy Samurai will be receiving more support in The New Challengers, slated for TCG release on November 7, 2014, so hang in there guys!  In the meantime, I’ll keep looking for stuff to write about.  I’ve already got a particularly interesting idea I’ll be working on, but I’ll keep the details to myself for now.  But if you have any suggestions, then let me know in the comments or by emailing me.

Until next time, keep dueling!

Sealed Strategy: Sneak Peeks

For my newest article, I’d like to focus on something else: Strategy.

This past weekend was the Duelist Alliance Sneak Peek event. At my local store, I participated instead of judging. I’m proud to say that I won the sealed event and earned the prized playmat.

But how I won may come as surprise to many of my readers- it certainly surprised many of the people I defeated, and they are some of the best friends I’ve ever had. You see, I didn’t get very lucky with my pulls. In fact, the shiniest card I got was a Hypnosister, a mere Super Rare and not one that’s likely to be very popular in the tournament scene. Every other pack contained only a single rare card and eight commons.

So how did I win the Sealed Event? Well, I should probably preface this with the rules of the event. In this tournament, you are allowed to build a deck with the cards you received from the packs as well as the promo card. You have 46 cards total to work with. But you only need to have 20 cards in your Main Deck. Any Fusion, Synchro, or Xyz Monsters you get must be placed in the Extra Deck. Any cards you don’t put in your Main or Extra Deck are placed in your Side Deck, ignoring the 15 card limit. Players are also allowed to ignore the 3 card rule for deck construction, meaning if you pulled four or more copies of a single card, you are allowed to use all of them. Between Duels in a match, you are allowed to utilize your Side Deck in ways you never could in normal Matches: In addition to switching cards between your Main and Side Decks, you are also allowed to increase or decrease the size of your Main Deck (so long as you never go below 20 cards).  And from my understanding, the changes you make can be permanent.

I took advantage of this format in a way that no one else in the store considered: I stuck to the absolute minimum deck size at all times. You see, I firmly believe in a philosophy when constructing decks: The fewer cards you have, the closer you are to what you need. It’s a simple matter of statistics, really. By using only 20 cards in my Main Deck, I was always much closer to the cards and plays I needed than my opponents were.  On top of that, running only twenty cards would dramatically increase my odds of pulling off certain combos sooner.

But this was only half of my strategy. The other half was to use the most generic cards I pulled, cards whose abilities I could use in the most situations, combining them with one another as well as playing them on their own. I had many cards to consider, both for my own strategy and in accounting for opposing tactics. My main concerns were actually common cards: Superheavy Samurai Swordsman, Superheavy Samurai Blue Brawler, U.A. Perfect Ace from the new Ultra Athlete series, and certain Spells and Traps. The archetypal cards I simply didn’t fear because they could only be best used in a full deck based on the cards they supported.

With all of these things in mind, I chose the following cards for my deck.

Monsters: 17
1x Battleguard King
1x Superheavy Samurai Big Benkei
1x Dragon Horn Hunter
1x Performapal Kaleidoscorp
2x Aria the Melodious Diva
2x Performapal Hip Hippo
2x Sonata the Melodious Diva
1x Gaia, the Mid-Knight Sun
1x Hypnosister
1x Performapal Skeeter Skimmer
1x Performapal Turn Toad
1x Performapal Whip Snake
1x Shaddoll Squamata
1x Superheavy Samurai Swordsman

Spells: 1
1x Hippo Carnival

Traps: 2
1x Battleguard Howling
1x Battleguard Rage

Extra Deck: 2
1x Cloudcastle
1x Pilgrim Reaper

Side Deck: 24
1x Artifact Chakram
1x Artifact Lancea
1x Batteryman 9-Volt
1x Djinn Demolisher of Rituals
*1x Dogu
*1x Gaia, the Polar Knight
**2x Nefarious Archfiend Eater of Nefariousness
*1x Re-Cover
1x Shaddoll Hedgehog
*1x Satellarknight Unukalhai
1x Curse of the Shadow Prison
2x Dracocension
1x Feast of the Wild LV5
2x Hymn of Light
2x Stellarknight Alpha
1x U.A. Stadium
1x Yang Zing Prana
1x Chain Dispel
1x Stellarnova Wave
1x Yang Zing Unleashed

Cards in the Side Deck are marked with stars if they had been swapped in or out during the tournament, with one star per copy used.

When it comes down to it, I didn’t really pull any money cards. I didn’t care that much. I was there to win me a mat, and win a mat I did. Despite lacking any ability to Pendulum Summon, I outperformed everyone there, taking first place and the coolest mat Konami has released thus far. Not that I didn’t earn it, oh no- everybody I faced gave me a run for my money. They all played well and every duel was incredible. So if you’re reading this and faced me, do NOT be discouraged- you were great and made me work for it.

The core strategy was beatdown with a sort of control element. The key cards were the Performapals, with each one giving support to the overall consistency of the deck. Performapal Whip Snake and Performapal Turn Toad both allowed me to take out plenty of monsters in a single turn. Performapal Skeeter Skimmer gave me a solid defense, as well as extra offense when combined with Whip Snake or Turn Toad. Performapal Kaleidoscorp gave a power boost to Gaia, the Mid-Knight Sun and the Melodious Divas, which was very important in this format. Even Performapal Hip Hippo was important and allowed me to recover my footing in many duels by allowing me to sacrifice a monster that had lost its ATK and DEF to Superheavy Samurai Swordsman’s effect for either Superheavy Samurai Big Benkei or Battleguard King, without costing me another monster that hadn’t lost its strength.

Dragon Horn Hunter was always played as a monster, while Kaleidoscorp and Turn Toad were always in the Pendulum Zones. Without a Flash Knight, I had no reason to use Hunter as a Pendulum Spell, but 2300 ATK for a single Tribute was still handy, especially when a Swordsman had weakened one of my monsters. Hypnosister herself was a beatstick, shooting up to 2100 ATK every time I played her by simply having a card in a Pendulum Zone. Squamata was in there primarily to handle Superheavy Samurai Blue Brawler, but 1800 ATK wasn’t a bad move either if I could Flip Summon it. I pulled a single Swordsman, and he served as both defense and offense (when combined with Snake or Toad).

Seventeen monsters to one Spell and two Traps. It might not seem like the most fantastic ratio, but let’s not forget that most of my Spells and Traps just weren’t meant to be used on their own. Take Feast of the Wild LV5. How many Level 5 monsters do you see up there? Two, right? There’s a problem, though: They’re both Fairy-Types, as are all the Artifacts. Incompatible with Feast of the Wild LV5. Another example is Hymn of Light. It’s the Ritual Spell for Saffira, Queen of Dragons. Not a single copy of the monster showed up, so the Ritual Spell was relegated to the Side Deck.

Now, what about Curse of the Shadow Prison? Or Chain Dispel? Surely I could’ve tried those, right? I had considered swapping in Curse in the event that I ran into someone actually using U.A. Stadium, but I highly doubted I could ever utilize the ATK decrease effect, so I didn’t put it in the Main Deck. Chain Dispel was also put to the Side Deck because I wasn’t confident I would ever run into a deck actually running multiple copies of any Spell or Trap Card, and if I did, it wouldn’t be more than two copies.

As for the one Spell and two Traps I DID run, well, it should be fairly obvious why.  Hippo Carnival makes for a fantastic defense, forcing my opponent to attack tokens during the turn that it’s played.  Very handy if I didn’t want a certain monster to be destroyed right then.  And the Traps?  They both support Warrior-Type monsters, and there were actually very few compared to the rest of the deck.  In fact, aside from those in the Side Deck, there were only three Warrior-Type monsters in the Main Deck, and two of them required Tributes to summon.  In spite of this, those two Traps were never dead draws.  Why?  I have the small deck size to thank for that.  Three cards may not seem like a lot, but in 20 cards instead of 40, it’s actually a pretty large number.

Now for the deck size itself.  I know the obvious criticisms.  In fact, one of them was in my Extra Deck: Pilgrim Reaper.  Look, I wasn’t worried about the Reaper because it requires two Level 6 monsters to summon.  I only had two myself.  What were the odds of other people actually being able to summon it?  Not much higher than mine.  And as for actually decking out due to stall, well, I wasn’t worried about that either.  I had Shaddoll Squamata for that.  The only thing that could have been my undoing would have been two copies of Superheavy Samurai Blue Brawler.  I only ever encountered one.  My only other major problem was U.A. Perfect Ace, but I already knew how to deal with that.  It shared a weakness with one of my favorite cards in the game.  I simply had to bluff it out and then destroy it.  Failing that, I could always hit it with Battlegaurd King.

But what if I HAD encountered a Blue Brawler lock?  Well, it’s likely I would have lost that duel, assuming my opponent had more cards in their deck than I did.  I believe I could have come back from it, though.  One duel isn’t the whole match.  I would simply have to try to be faster next time.

I hope you found this article insightful and helpful, and I hope it helps you in the next Sneak Peek event three months from now.  Trust me when I say this: The New Challengers is going to be a REALLY good set!

As for me, stay tuned.  My next article will be covering probably the most confusing card in Duelist Alliance: Superheavy Samurai Big Benkei!

Arc of Light: Swing, Pendulum! Unanswered Questions

Pendulum Monsters are officially on their way!  They were announced and given the rundown on Konami’s official strategy blog, and you can read the article here.  However, there are still a few questions that need to be answered.

Before I get into these yet unsolved mysteries, let me give you a brief rundown of how Pendulum Monsters work.

First, Pendulum Monsters have the border of both a monster and a Spell Card.  This means that you can play them as one or the other.  They also have two text boxes, and special numbers are on the sides of the card.  The smaller text box contains the monster’s Pendulum Effects (if any; some Pendulum Monsters won’t have any Pendulum Effects), which are the effects you get if you play the card as a Spell Card.  The numbers on the sides are called the Pendulum Scale.

So far, there are only Normal and Effect Pendulum Monsters, so this means they go into your Main Deck when you’re building a deck.

Pendulum Monsters can be Normal Summoned or Set from your hand, and can also be Flip and Special Summoned.

The playing field has gotten an upgrade as well: Two new zones now exist on the left and right sides of the field, between the Field Spell and Extra Deck Zones, and the Deck and Graveyard Zones.  These are your two Pendulum Zones.  In order to activate a Pendulum Spell, you play it to one of these two Pendulum Zones.  They are NOT played to your Spell & Trap Card Zones.

Pendulum Spells are Spell Speed 1, as are their effects that activate, unless stated otherwise on the card.

If a Pendulum Card is sent from the field to the Graveyard for any reason, it is placed face-up in your Extra Deck instead.  This happens if it is a monster card (including face-down Pendulum Monsters) or a Spell Card.

Pendulum Summoning is the new summoning method introduced with Pendulum Monsters.  When you have set both sides of the Pendulum Scale by playing a Pendulum Spell to each of your Pendulum Zones, you can perform a Pendulum Summon.  This lets you Special Summon as many monsters as you like, from your hand or Pendulum Monsters face-up in your Extra Deck or both, to your field.  The Levels of your monsters must be BETWEEN the numbers of the Pendulum Scale.  So if you have a scale of 1 and 8, you can summon any monsters from Level 2 to Level 7.  Pendulum Summons can only be done during Main Phase 1 or 2, and can only be used once per turn.  You cannot “save up” Pendulum Summons either.  You get one per turn and that’s it.

So, what are these unanswered questions?  Let’s go over each one, as well as my proposed answers to them.

NOTICE: If you are a Judge reading this, please don’t take any of my answers as being absolute certainties.  They are just speculation at the moment.  When judging an event, please use YOUR OWN best judgment, or follow the rulings issued by your Head Judge.  Do this until we get actual official word from Konami.

1) What happens if a Pendulum Monster is sent from the hand, deck, or Extra Deck to the Graveyard?
A: I believe they will go to the Graveyard.  Everything we’ve seen up to this point has only stated they go to the Extra Deck if they were on the field.

2) What happens if Macro Cosmos is on the field when a Pendulum Card is destroyed?
A: No idea.  There are two ways this can go, and both of them make sense in their own way.  First, they might actually be banished.  The rule states they go the the Extra Deck if they would be sent from the field to the Graveyard, but the Graveyard is inaccessible with Macro Cosmos in play.  ON THE OTHER HAND, they might still go to the Extra Deck, since it is the game itself redirecting them rather than a card effect.  I’m leaning toward this second answer myself based on historical precedent: Synchro Summoning can still be done while Macro Cosmos or other such cards are in play according to the rulebook.

3) Can a Pendulum Spell be Set face-down?
A: I don’t believe they can.  If this is the case, then that’s going to make Anti-Spell Fragrance a really popular Side Deck card…

4) Can the activation of a Pendulum Spell be negated?
A: I don’t see why not.

5) What happens if the Summon of a Pendulum Monster or the activation of a Pendulum Spell is negated?
A: I believe the same thing that would happen if a Pendulum Card is discarded from your hand: It would go straight to the Graveyard.

6) Do Pendulum Cards count as Spells and monsters in your hand and deck?
A: I don’t believe so.  I think they count only as monsters.

7) If I negate a Pendulum Summon, what happens to the monsters that were going to be summoned?  What about the Pendulum Spells?
A: If you were to use, say, Solemn Warning or Black Horn of Heaven to negate a Pendulum Summon, I believe the monsters that would be summoned are destroyed and sent to the Graveyard- including if they were Pendulum Monsters coming from the Extra Deck.  So basically, the same that happens if you use these cards on a Synchro Monster or a Cyber Dragon.  I also believe that ALL of the monsters that would be summoned are destroyed, whether its one or a full five.  As for the Pendulum Spells, nothing happens to them, but you’ve used your Pendulum Summon for the turn so you can’t try again.  (And no, you cannot use Solemn Warning to negate the activation of a Pendulum Spell unless its Pendulum Effect involves Special Summoning on activation; just like you can’t use it on Infernity Launcher).

These are the unanswered questions I was able to think of.  If you have any more, post them in the comments, or email them to me.  Don’t forget to email Konami on July 11th after the official release of Pendulum Monsters!

New Card Mechanics: Soul Charge

It’s not often that I write something about how a specific card works.  Heck, it’s not often that I update this blog, and I’m sorry for that.  But with that said, there is a new card that I’d like to review since it has some interesting stuff going on for it.  It’s called Soul Charge and it will be released in Dragons of Legend later this month.

What does Soul Charge do, exactly?  Well, let’s have a look.

Soul Charge is a Normal Spell Card with this effect.  “Target any number of monsters in your Graveyard; Special Summon them, and if you do, you lose 1000 Life Points for each monster Special Summoned by this effect. You cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 ‘Soul Charge’ per turn.”

So a step by step would go like this: First, you play the card and choose your targets.  You can choose any number of monsters, but only up to the number of vacant Monster Card Zones that you have.  So if you have one monster and two zones are blocked by Ground Collapse, you can only chose two monsters.  After this, follow the rules for building Chains.

When resolving the card, you Special Summon any of those targets that are still there to be summoned.  If you do, your Life Points are decreased by 1000 points for every monster that came out of the Graveyard.

This card has two additional conditions for activating it.  First, you must have at least one legal target in your Graveyard.  Second, you cannot enter your Battle Phase and activate this card in the same turn (so no playing it in Main Phase 2, unless you took battle damage from Great Long Nose).  You also cannot activate two copies of Soul Charge in the same turn.

Even with all of this, I’m sure a lot of combos are playing through the minds of well-versed players, as well as ways to stop this card.  Well, I’m afraid I have to dash a few of those possibilities.

First off, take a look at the first three words of the effect: “Special Summon them”.  Notice anything?  Let’s look at one word in particular: “them”.  Those of you who remember your Problem-Solving Card Text will remember that words like “it” and “them” mean that the card doesn’t care that much about specifics during its resolution.  What does this mean for you folks building your Side Decks to stop this card?  It means D.D. Crow won’t be quite as effective.  Sure, you can use it to banish one monster, but Soul Charge will still Special Summon the other targets.  All you’ve really done is prevented one from appearing, and also reduced the amount of Life Points your opponent loses.

Which brings me to my next point: Notice how the card says “you lose 1000 Life Points for each monster Special Summoned by this effect.”  It doesn’t say you take 1000 points of damage.  This is very important.  There are actually three ways to lose Life Points in this game: Damage, payments, and plain old reduction.  Not many cards in the game tell you to “lose” Life Points without calling it damage, but they do exist.

So why is this important?  Because I guarantee that at least one of you was thinking of combining this card with One Day of Peace or Prime Material Dragon, hoping to either prevent or reverse this loss of Life Points.  But since this isn’t “damage”, neither card will do anything to prevent it.  Your Life Points are dropping.  Thus far, there is no card in the game that can prevent simple reduction.

This last thing is also quite minor, but it may prove useful.  The card says, “you can only activate 1 ‘Soul Charge’ per turn.”  If you remember my previous talk about negating activations, this means that if your Soul Charge is stopped in its tracks by a card like Light and Darkness Dragon or Solemn Warning, you are free to activate another copy.  Negating an activation means that the gamestate doesn’t see that an activation happened, nor does it count it as an attempt like it would with Summons.  It never happened as far as the duel is concerned.  However, if only the effect is negated, then you’re out of luck this turn.  And remember, these rules also apply to the “no Battle Phase” condition.

Soul Charge may have some hefty restrictions and clever mechanics to balance it out, but I simply cannot see this card passing by the metagame without making a very big splash.  Keep an eye out for it and be extra cautious when using it.  And remember, this kind of mass summoning is only the beginning.  Coming this summer, I’ll discuss a brand new mechanic!

Until next time, keep dueling!

The Nature of “When”

“When” and “If” are two of the trickiest words in the Yu-Gi-Oh! TCG.  Both of them are used on a wide variety of effects, and both are involved in the rules regarding what is commonly referred to as “missing the timing”.

Though not as common as the first, “If” is surprisingly easy to understand.  For this word, timing is never an issue.  All that matters is “If” something happened.  Doesn’t matter when it happened, just that it happened.  Simple.  (There is one exception, and that’s Eclipse Wyvern; however, that is for entirely different reasons, and it deserves its own article.)

“When”, though, is not as easy to grasp.  And to make matters worse, Trigger effects aren’t the only effects that are subject to this word’s complexity.  ANY optional effect that uses the word “when” in its timing clause- that is, the section of the effect that tells you when you can activate it, i.e. “When this card is sent to the Graveyard:”- can have a lot of crazy timing issues come up.

We’re all familiar with the “missing the timing” rules regarding optional “When” effects.  For those of you who aren’t, here’s a quick refresher: Suppose you have a Daybreaker in your Graveyard, and another in your hand.  Your opponent activates Mystical Space Typhoon to destroy your Set Call of the Haunted, and you Chain it and target Daybreaker.  You Special Summon your target and then the Typhoon destroys Call.  You do NOT get Daybreaker’s effect because you Summoned him in the middle of a resolving Chain.  You have to finish that Chain before youc an do anything else.  What’s more, any optional “When” effect can only be activated “when” its trigger happens.  If you’re doing something else, you have wait, so you miss your one chance to activate the effect.

But as it turns out, this rule can also apply to Quick Effects.  The rules of YGO are made of a lot of different components, and many of them can be combined in a lot of different ways.  Here’s an example of a Quick Effect “missing the timing”, as it were.

My opponent controls a face-up Maiden with Eyes of Blue in Attack Position.  I control Changer Synchron and Jester Confit.  I have Changer tune with Confit in order to Synchro Summon Formula SynchronChanger Synchron’s effect is mandatory, so it automatically activates once the Synchro Summon is complete, and becomes Chain Link 1, and its target is Maiden.  I also decide to activate Formula Synchron’s effect to let me draw one card.  In this instance, Maiden with Eyes of Blue cannot activate her second effect.  This is because it must activate “when” she is targeted by a card effect.  She can’t do that, though, because the last thing to happen wasn’t her being targeted; it was Formula Synchron’s effect being activated.  When the Chain resolves, I will draw one card and Changer Synchron will switch Maiden to face-up Defense Position.  Maiden’s second effect will NOT activate, and my opponent will NOT Special Summon a Blue-Eyes White Dragon.  (This, of course, means they can activate that effect later in the turn if the opportunity arises, or the Maiden’s effect to negate an attack.)

Here’s an example that might make a bit more sense to you.  I control Stardust Dragon, and my opponent activates Card Destruction while they have two cards in hand and I have none.  After resolving Card Destruction, my opponent activates the effects of the monsters they discarded: The Fabled Catsith and The Fabled Cerburrel.  My opponent decides to put Catsith on Chain LInk 1, and Cerburrel on Chain Link 2.  My Stardust Dragon cannot activate to negate Catsith’s effect.  We have all been told that it’s because these effects have to be Chained directly to the effect they are negating, and while this is technically true, it doesn’t really explain why.  It just repeats what we already knew in different words.

The reason Stardust cannot activate in the above Chain is because it missed its chance.  Stardust Dragon can only activate its effect “When” a card-destroying effect or card is activated.  The last thing to happen was NOT that, but was instead the activation of an effect that Special Summons a monster.

Just to drive it home, suppose my opponent put those effects on the Chain in reverse order: Cerburrel on Link 1, and Catsith on Link 2.  NOW Stardust can activate to negate Catsith, because the last thing to happen is the activation of Catsith’s effect to destroy a card.

Funnily enough, the rules of “When” also apply to Counter Traps.  In the above example, if The Fabled Cerburrel is on Chain Link 2, I could not activate the effect of Stardust Dragon, but I COULD activate the Counter Trap Solemn Warning.  Conversely, if Cerburrel is on Chain Link 1, and The Fabled Catsith is on Chain Link 2, I can activate Stardust’s effect, but I CANNOT activate Solemn Warning against Cerburrel.

It’s a very simple principle to remember, really: If a card or effect that is optional can only activate “When [X event happens]”, then that event must be the LAST thing to happen, and that this rule applies to ALL cards, regardless of Spell Speed.