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Zeus' Blog - Top 5 Cards of any Genre
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Zeus' Blog - Top 5 Cards of any Genre
Okay, guys! I am now taking your wishes and turning them into a reality!
Tell me a type of Card (Synchro, Spell, Monster, etc) and I'll tell you the best from that series!
Please note, you don't just have to say a type of card! You can be very specific; such as Rank 4 Xyz, Water Attribute Monsters, Ritual Spells, Counter Traps; it can be anything!
GO!
Tell me a type of Card (Synchro, Spell, Monster, etc) and I'll tell you the best from that series!
Please note, you don't just have to say a type of card! You can be very specific; such as Rank 4 Xyz, Water Attribute Monsters, Ritual Spells, Counter Traps; it can be anything!
GO!
Re: Zeus' Blog - Top 5 Cards of any Genre
My first request has been given by Egypt, for Light-Attribute Dragon-type Effect Monsters! Let's go!
#5: Hieratic Dragon of Tefnuit
If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). This card cannot attack during the turn it is Special Summoned this way. When this card is Tributed: Special Summon 1 Dragon-Type Normal Monster from your hand, Deck, or Graveyard, also make its ATK and DEF 0.
This monster is the glue of it's archetype. Without Tefnuit, Hieratics literally couldn't live. It's also become a staple in many other decks that can make use of it's handy effect to special summon itself and offer an immediate level 6, which you can then tribute for shenanigans. Easily #5.
#4: Light and Darkness Dragon
Cannot be Special Summoned. While face-up on the field, this card is also DARK-Attribute. Once per Chain, during either player's turn, when a Spell Card, Trap Card, or monster effect is activated: This card loses exactly 500 ATK and DEF and that activation is negated. When this card is destroyed and sent to the Graveyard: Target 1 monster in your Graveyard (if possible); destroy all cards you control, also Special Summon that monster (if any).
This card has become overlooked for multiple formats, although it is still a very valuable asset to decks that can utilize it properly. The ability to negate almost anything a total of 4 times is a highly valuable one, not to mention it's flexible destruction/summon effect. Although it's highly costly, using this card properly can become devastating.
#3: Eclipse Wyvern
If this card is sent to the Graveyard: Banish 1 Level 7 or higher LIGHT or DARK Dragon-Type monster from your Deck. If this card in the Graveyard is banished: You can add the monster banished by this effect to your hand.
This card has become a staple in any and all Dragon-related deck. Most Dragon decks of today revolve around sending their numbers into the grave yard in order to set up for powerful plays later on, and this card embodies just that purpose. Whenever it's sent to the graveyard, it can immediately save some of the key components of the deck being lost through milling, and then easily recover them later on when they are in need. Not only does it save cards, it thins out the deck of cards you need in the future, but not badly enough that you want to dead draw into it. There are some cards worth waiting for. Easily #3.
# 2: Lightpulsar Dragon
You can Special Summon this card (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. You can Special Summon this card (from your Graveyard) by sending 1 LIGHT and 1 DARK monster from your hand to the Graveyard. When this card is sent from the field to the Graveyard: You can target 1 Level 5 or higher DARK Dragon-Type monster in your Graveyard; Special Summon that target.
This monster holds Chaos decks together. It's powerful versatility is, quite literally, unmatched. It can both summon itself from the hand by banishing two Light/Dark monsters from the grave, and then revive itself from the grave by sending two Light/Dark monsters from hand to grave, replenishing your grave for later stocks. Then, it has an effect that simply cannot be overlooked: An effect allowing for that all powerful, all annoying Loop: Summon Red-Eyes Darkness Metal Dragon, special summon Lightpulsar Dragon. Lightpulsar dies, summon REDMD, next turn use REDMD to bring back Pulsar. It's just too good to ignore.
# 1: Judgment Dragon
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 4 or more "Lightsworn" monsters with different names in your Graveyard, and cannot be Special Summon by other ways. You can pay 1000 Life Points; destroy all other cards on the field. During each of your End Phases: Send the top 4 cards of your Deck to the Graveyard.
This card is Overpowered, and also well balanced out. Not only is it very hard to play in it's deck - which has just as many chances of milling it as it does drawing it - it can also instantly wipe the field for a mere 1000 life points. It has a decently high attack points of 3000, and isn't lacking in defense if needed. It's Mill 4 effect can quickly lose someone the duel, but just the fact that it can Field wipe and still annihilate is a very powerful asset. The thing that balances it all out is the fact that it will almost always be milled.
#5: Hieratic Dragon of Tefnuit
If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). This card cannot attack during the turn it is Special Summoned this way. When this card is Tributed: Special Summon 1 Dragon-Type Normal Monster from your hand, Deck, or Graveyard, also make its ATK and DEF 0.
This monster is the glue of it's archetype. Without Tefnuit, Hieratics literally couldn't live. It's also become a staple in many other decks that can make use of it's handy effect to special summon itself and offer an immediate level 6, which you can then tribute for shenanigans. Easily #5.
#4: Light and Darkness Dragon
Cannot be Special Summoned. While face-up on the field, this card is also DARK-Attribute. Once per Chain, during either player's turn, when a Spell Card, Trap Card, or monster effect is activated: This card loses exactly 500 ATK and DEF and that activation is negated. When this card is destroyed and sent to the Graveyard: Target 1 monster in your Graveyard (if possible); destroy all cards you control, also Special Summon that monster (if any).
This card has become overlooked for multiple formats, although it is still a very valuable asset to decks that can utilize it properly. The ability to negate almost anything a total of 4 times is a highly valuable one, not to mention it's flexible destruction/summon effect. Although it's highly costly, using this card properly can become devastating.
#3: Eclipse Wyvern
If this card is sent to the Graveyard: Banish 1 Level 7 or higher LIGHT or DARK Dragon-Type monster from your Deck. If this card in the Graveyard is banished: You can add the monster banished by this effect to your hand.
This card has become a staple in any and all Dragon-related deck. Most Dragon decks of today revolve around sending their numbers into the grave yard in order to set up for powerful plays later on, and this card embodies just that purpose. Whenever it's sent to the graveyard, it can immediately save some of the key components of the deck being lost through milling, and then easily recover them later on when they are in need. Not only does it save cards, it thins out the deck of cards you need in the future, but not badly enough that you want to dead draw into it. There are some cards worth waiting for. Easily #3.
# 2: Lightpulsar Dragon
You can Special Summon this card (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. You can Special Summon this card (from your Graveyard) by sending 1 LIGHT and 1 DARK monster from your hand to the Graveyard. When this card is sent from the field to the Graveyard: You can target 1 Level 5 or higher DARK Dragon-Type monster in your Graveyard; Special Summon that target.
This monster holds Chaos decks together. It's powerful versatility is, quite literally, unmatched. It can both summon itself from the hand by banishing two Light/Dark monsters from the grave, and then revive itself from the grave by sending two Light/Dark monsters from hand to grave, replenishing your grave for later stocks. Then, it has an effect that simply cannot be overlooked: An effect allowing for that all powerful, all annoying Loop: Summon Red-Eyes Darkness Metal Dragon, special summon Lightpulsar Dragon. Lightpulsar dies, summon REDMD, next turn use REDMD to bring back Pulsar. It's just too good to ignore.
# 1: Judgment Dragon
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 4 or more "Lightsworn" monsters with different names in your Graveyard, and cannot be Special Summon by other ways. You can pay 1000 Life Points; destroy all other cards on the field. During each of your End Phases: Send the top 4 cards of your Deck to the Graveyard.
This card is Overpowered, and also well balanced out. Not only is it very hard to play in it's deck - which has just as many chances of milling it as it does drawing it - it can also instantly wipe the field for a mere 1000 life points. It has a decently high attack points of 3000, and isn't lacking in defense if needed. It's Mill 4 effect can quickly lose someone the duel, but just the fact that it can Field wipe and still annihilate is a very powerful asset. The thing that balances it all out is the fact that it will almost always be milled.
Re: Zeus' Blog - Top 5 Cards of any Genre
Yubel
This card cannot be destroyed by battle. You take no Battle Damage from battles involving this card. Before damage calculation, when this face-up Attack Position card is attacked by your opponent's monster: Inflict damage to your opponent equal to that monster's ATK. During your End Phase: Tribute 1 other monster or destroy this card. When this card is destroyed, except by its own effect: Its owner can Special Summon 1 "Yubel - Terror Incarnate" from their hand, Deck, or Graveyard.
This monster is dangerously overlooked, and yet still powerful in it's own right. Although difficult to use properly, it's effectiveness in stalling and then furthering itself to it's latter forms are unmatched throughout the game.
Shooting Star Dragon
1 Tuner Synchro Monster + "Stardust Dragon"
Each of these effects can be activated once per turn: ● Reveal the top 5 cards of your Deck. Shuffle them back in, and this card's maximum number of attacks this turn is equal to the number of Tuner monsters revealed. ● Negate the activation of an effect that would destroy a card(s) on the field, and destroy that card. ● When your opponent's monster declares an attack, you can select it, then remove this card from play and negate the attack. During the End Phase, Special Summon this card that was removed from play by this effect.
This monster is a powerful asset inside of it's respective Synchro Deck, offering dangerous versatility and high brutality. It has a breath taking 3300 Attack Points, which will immediately put pressure down on it's foes. It's multitude of effects can stop Attacks, Negate Destroying Effects and allow itself to attack up to 5 times in a turn. However difficult to actually summon, it's sheer effectiveness is worth the hassle.
Stardust Dragon/Assault Mode
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with its own effect or with "Assault Mode Activate". You can Tribute this card to negate the activation of a Spell Card, Trap Card, or Effect Monster's effect, and destroy that card. If you negate an effect this way, you can Special Summon this card from your Graveyard during the End Phase. When this card on the field is destroyed, you can Special Summon 1 "Stardust Dragon" from your Graveyard.
Stardust Dragon Assault Mode. Still proving to be the most annoying of it's kind, it is capable of negating nearly every card in the game and protecting itself from further harm. It has a decent 3000 Attack Points, able to bypass many of the threats against it simply by being stronger than them. This card's only weaknesses entailing Counter Traps, Super Polymerization and Banishing Effects makes it an instant threat to opponents, who will waste any resources they can muster in order to get it off the field; only for it to be replaced and then re-summoned!
Red-Eyes Darkness Metal Dragon
You can Special Summon this card (from your hand) by banishing 1 Dragon-Type monster you control. Once per turn: You can Special Summon 1 Dragon-Type monster from your hand or Graveyard, except "Red-Eyes Darkness Metal Dragon".
This powerful monster has a decently high 2800 Attack Points, with a powerful summoning effect. Simply banishing another Dragon on the field can summon it from the hand, while once on the field it can summon nearly any monster from your hand or graveyard. This effect cannot be ignored, as once combined with Lightpulsar Dragon's, is highly annoying.
Leo, Keeper of the Sacred Tree
1 Tuner + 1 or more non-Tuner monsters
This face-up card on the field cannot be targeted by your opponent's card effects, except during your Main Phase 2.
With an extremely high sum of attack points at 3100, this monster is dangerous to most of the powers out there. Further more, it cannot be targeted by effects outside of it's Owner's Main Phase 2, making it immune to nearly everything that could harm it before it can do some damage. It's quite literal only weaknesses include monsters with more attack points than it, which are few and far between, and effects that can take it off the field without targeting.
This card cannot be destroyed by battle. You take no Battle Damage from battles involving this card. Before damage calculation, when this face-up Attack Position card is attacked by your opponent's monster: Inflict damage to your opponent equal to that monster's ATK. During your End Phase: Tribute 1 other monster or destroy this card. When this card is destroyed, except by its own effect: Its owner can Special Summon 1 "Yubel - Terror Incarnate" from their hand, Deck, or Graveyard.
This monster is dangerously overlooked, and yet still powerful in it's own right. Although difficult to use properly, it's effectiveness in stalling and then furthering itself to it's latter forms are unmatched throughout the game.
Shooting Star Dragon
1 Tuner Synchro Monster + "Stardust Dragon"
Each of these effects can be activated once per turn: ● Reveal the top 5 cards of your Deck. Shuffle them back in, and this card's maximum number of attacks this turn is equal to the number of Tuner monsters revealed. ● Negate the activation of an effect that would destroy a card(s) on the field, and destroy that card. ● When your opponent's monster declares an attack, you can select it, then remove this card from play and negate the attack. During the End Phase, Special Summon this card that was removed from play by this effect.
This monster is a powerful asset inside of it's respective Synchro Deck, offering dangerous versatility and high brutality. It has a breath taking 3300 Attack Points, which will immediately put pressure down on it's foes. It's multitude of effects can stop Attacks, Negate Destroying Effects and allow itself to attack up to 5 times in a turn. However difficult to actually summon, it's sheer effectiveness is worth the hassle.
Stardust Dragon/Assault Mode
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with its own effect or with "Assault Mode Activate". You can Tribute this card to negate the activation of a Spell Card, Trap Card, or Effect Monster's effect, and destroy that card. If you negate an effect this way, you can Special Summon this card from your Graveyard during the End Phase. When this card on the field is destroyed, you can Special Summon 1 "Stardust Dragon" from your Graveyard.
Stardust Dragon Assault Mode. Still proving to be the most annoying of it's kind, it is capable of negating nearly every card in the game and protecting itself from further harm. It has a decent 3000 Attack Points, able to bypass many of the threats against it simply by being stronger than them. This card's only weaknesses entailing Counter Traps, Super Polymerization and Banishing Effects makes it an instant threat to opponents, who will waste any resources they can muster in order to get it off the field; only for it to be replaced and then re-summoned!
Red-Eyes Darkness Metal Dragon
You can Special Summon this card (from your hand) by banishing 1 Dragon-Type monster you control. Once per turn: You can Special Summon 1 Dragon-Type monster from your hand or Graveyard, except "Red-Eyes Darkness Metal Dragon".
This powerful monster has a decently high 2800 Attack Points, with a powerful summoning effect. Simply banishing another Dragon on the field can summon it from the hand, while once on the field it can summon nearly any monster from your hand or graveyard. This effect cannot be ignored, as once combined with Lightpulsar Dragon's, is highly annoying.
Leo, Keeper of the Sacred Tree
1 Tuner + 1 or more non-Tuner monsters
This face-up card on the field cannot be targeted by your opponent's card effects, except during your Main Phase 2.
With an extremely high sum of attack points at 3100, this monster is dangerous to most of the powers out there. Further more, it cannot be targeted by effects outside of it's Owner's Main Phase 2, making it immune to nearly everything that could harm it before it can do some damage. It's quite literal only weaknesses include monsters with more attack points than it, which are few and far between, and effects that can take it off the field without targeting.
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