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03-06-2012, 01:09 PM
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#1
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Pojo Veteran
Join Date: Aug 2011
Posts: 671
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The Official Chain Burn Guide & Discussion Thread II - ''Please, go burn in hell''
Chain Burn Guide & Discussion Thread II
Written by: AntiRaigeki - 05/03/12
Table of Contents
1. Introduction
2. Chain Burn Support Cards
a) Monsters
b) Spells
c) Traps
3. The Strategy behind Chain Burn
4. Chain Burn against the Metagame
5. Rulings
6. Builds
7. Extras
1. Introduction
Known as ''dat uunlegit chep dek bro'', Chain Burn's main premise is to attain victory through reducing your opponent's LPs to 0 via effect damage; in order to accomplish that goal, the deck must juggle between misusing itself to deal effect damage, while maintaining card advantage through basic stall and draw cards. Without much surprise, most of this deck's plays revolve around chains. If you are unaware of how chains work, feel free to go check YGO Wikia.
Why should you play it, you probably ask yourself? Obvious answer: it's cheap and unexpected and original, etc.; unobvious answer: it's actually quite good if played with skill, especially with the new tool this deck will gain in Galactic Overlord.
Now, on with the cards:
2. Chain Burn Support Cards
a) The Monsters
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Battle Fader
DARK Fiend/Effect
Level 1 0 ATK/0 DEF
When an opponent's monster declares a direct attack: You can Special Summon this card from your hand, then end the Battle Phase. If this card is Special Summoned with this effect, banish it when it leaves the field.
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Preference card, really. It helps you start chains while protecting you, but is very vulnerable to Solemn Warning (which, in some cases, it can be, yes, a problem; for instance, if your opponent attacks for game). Also, Jurrac Guaiba.
Run 2-3, if you decide to run this card.
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Blast Sphere
DARK Machine/Effect
Level 4 1400 ATK/1400 DEF
If an opponent's monster attacks this face-down Defense Position card, this card becomes an Equip Card equipped to the attacking monster, before damage calculation. Destroy the equipped monster during your opponent's next Standby Phase, and inflict damage to your opponent equal to the destroyed monster's ATK.
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This card can be great in heavy damage builds: it can deal major damage while getting rid of problematic problems. However, it's quite slow and can get destroyed easily before it can get its effect off.
Depending on your build, run 0-3. Personally, I don't like him in ''Chain'' Burn.
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Cardcar D
EARTH Machine/Effect
Level 2 800 ATK/400 DEF
Cannot be Special Summoned. During your Main Phase 1, if this card was Normal Summoned during this turn: You can Tribute it; draw 2 cards, and enter your End Phase. You cannot Special Summon monsters during this turn.
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While at first sight it seems like a great +1 (set a few backrow, summon, effect and draw 2), it isn't as good in reality for it makes your opponent's Effect Veiler alive and leaves you with a dead card on board and two others, probably dead, in your deck. This is not a situation you want yourself to be in a format where most people play triple Effect Veiler. However, Cardcar D's power can be effectively exploited game 2 and possibly 3 for your opponent will probably side out their dead Effect Veiler; and, for that reason, it could deserve a place in your sidedeck.
You should probably run 0 in the main, unfortunately, but it's up to you. However, you could run triple of it in your sidedeck.
Quote:
Des Koala
DARK Beast/Effect
Level 4 1100 ATK/1800 DEF
FLIP: Inflict 400 damage to your opponent for each card in their hand.
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Check Blast Sphere.
Again, depending on the build, run 0-2. Personally, I don't like him at all.
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Lava Golem
FIRE Fiend/Effect
Level 8 3000 ATK/2500 DEF
This card cannot be Normal Summoned or Set. This card can only be Special Summoned to your opponent's side of the field by Tributing 2 monsters they control. You cannot Normal Summon or Set the turn you Special Summon this card. This monster's controller takes 1000 damage during each of their Standby Phases.
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As anyone could easily deduce, this deck has no answers to monster spamming. Except this. Lava Golem allows you to get rid of those evil Evolzar Laggia who are trying to negate your spells and traps while dealing an hefty 1000 LPs each turn. Also, since it's level 8, it cannot easily be used for Synchro Summon material nor XYZ material.
As a side note, be cautious not to tribute w/o a good reason Holy Marked monsters.
Run 2-3. Two should be good enough because the deck is somewhat fast and three could clog your hand.
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Marshmallon
LIGHT Fairy/Effect
Level 3 300 ATK/500 DEF
The controller of a monster that attacks this face-down card takes 1000 damage after damage calculation. This card cannot be destroyed by battle. (Damage calculation is applied normally.)
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Decent car for stalling; much better than Spirit Reaper because it deals 1000 LP damage. But, overall, I'd say it's meh. It cannot be used as easily as other stall cards for chains; however, it does provide a decent way to stall and burn at the same time, which is always nice.
Run 0-2.
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Metaion, the Timelord
FIRE Fairy/Effect
Level 10 0 ATK/0 DEF
Cannot be Special Summoned from the Deck. If you control no monsters, you can Normal Summon this card without Tributing. This card cannot be destroyed by battle or by card effects. You take no Battle Damage from battles involving this face-up Attack Position card. At the end of the Battle Phase, if this card attacked or was attacked: Return all other monsters on the field to the hand, and inflict 300 damage to your opponent for each card returned. During your Standby Phase: Shuffle this card into the Deck (even if face-down).
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Fine, you win, I lied: we do have another answer to monster spamming. Metaion, the Timelord's main purpose would be to completely clear your opponent's field, something Lava Golem cannot do. However, Metaion's goes away after he did his thing and does not deal much damage; he's a preference card, really.
If you choose to run him, run 1 or maximum 2.
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Morphing Jar
EARTH Rock/Effect
Level 2 700 ATK/600 DEF
FLIP: Both players discard all the cards in their hands, then draw 5 cards.
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Good if you want to replenish your hand, but, realistically, you shouldn't need to, at any point in the game. Even if you would need to, I wouldn't run it: it also lets your opponent replenish his hand.
Preferably run 0. But if you want to, run 1.
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Swift Scarecrow
EARTH Machine/Effect
Level 1 0 ATK/0 DEF
When your opponent's monster declares a direct attack, you can discard this card to negate that attack and end the Battle Phase.
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This card is great for stalling and creating chains; it can hardly be negated.
I'd suggest running 3.
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Volcanic Queen
FIRE Pyro/Effect
Level 6 2500 ATK/1200 DEF
This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand to your opponent’s side of the field by Tributing 1 monster your opponent controls. If you Special Summon this card, you cannot Normal Summon or Set this turn. Once per turn, you can send 1 other card you control to the Graveyard to inflict 1000 damage to your opponent. During your End Phase, either Tribute 1 other monster or take 1000 damage.
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Here's another out Chain Burn can use to get rid of problematic monsters (Shi-En/Barkion/Lagia) that are alone on the board and therefore invulnerable to Lava Golem. Also, has a similar effect; very useful to disrupt your opponent's plays, especially the turn 1 Lagia agaisnt Rabbit players.
Run 0-2.
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Zero Gardna
EARTH Warrior/Effect
Level 4 0 ATK/0 DEF
You can tribute this card to activate its effect. If you do, monsters you control cannot be destroyed by battle and you take no Battle Damage, during this turn. This effect can be activated during either player's turn.
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Useful for stalling, but not as much as Battle Fader, Marshamallon or Swift Scarecrow, in my opinion. Also, it uses your summon (which could be otherwise used by Card Car D). Not much to say about this card.
Run 0-1 or maybe 2.
b) The Spells
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Chain Strike
Spell | Quickplay
Activate only as Chain Link 2 or higher; inflict 400 damage to your opponent times the Chain Link number of this card. You cannot activate this card if multiple cards/effects with the same name are in that Chain.
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Run 2 or you clearly aren't grasping the concept of ''chain'' burn.
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One Day of Peace
Spell | Normal
Each player draws 1 card, and neither player takes damage until the end of the opponent's next turn.
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Fantastic stall card: play it, skip your turn, then draw again. It basically netted you two cards and prevented you from taking any damage. Pretty fair, right?
However, be careful: this card will prevent you from using your burn cards on your opponent's turn, so play it wisely. For instance, don't set all your burn cards if you plan to use this.
Run 3.
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Poison of the Old Man
Spell | Quickplay
Select and activate 1 of the following effects:
● Increase your Life Points by 1200 points.
● Inflict 800 points of damage to your opponent's Life Points.
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It's a decent card: allows you to start chains or making them longer while getting in a 800 damage, which, even if small, does help. In pure chain builds, it's somewhat of a staple; in more heavy burn oriented builds, you can drop this.
Run 0-3, depending on what you play/like.
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Pot of Duality
Spell | Normal
Reveal the top 3 cards of your Deck, add 1 of them to your hand, then shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon a monster(s) during the turn you activate this card.
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Staple, staple, staple; it lets you fetch the pieces of your combos.
Run 3.
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Thunder Short
Spell | Normal
Inflict 400 damage to your opponent for each monster they control.
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It's an alright card, but I don't think it's that great for the simple fact that it cannot be as a Chain Material as easily as Just Desserts or similar cards even if it can put some decent damage on the table; it really comes down to if you like the card or not.
Run 0-2.
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Tremendous Fire
Spell | Normal
Inflict 1000 points of damage to your opponent's Life Points and 500 points of damage to your Life Points.
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It's an very ''meh'' card. I wouldn't consider running it outside of a heavy burn build. And even there, it's not that good. Also, don't run - I beg you - anything that deals lower damage than this or Meteor of Destruction.
Run 0-1. Preferably 0.
c) The Traps
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Accumulated Fortune
Trap | Normal
Activate only as Chain Link 4 or higher. Draw 2 cards. You cannot activate this card if multiple cards/effects with the same name are in that chain.
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This is the main card that chain burn abuses to plus while minusing itself with burn cards. It's a very easy Pot of Greed to pull off for this deck.
Run 3.
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Ceasefire
Trap | Normal
Flip all face-down Defense Position monsters on the field face-up. Flip Effects are not activated at this time. Inflict 500 damage to your opponent for each Effect Monster on the field.
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Not much to say about that one, even if it looks pretty good: it's at one and it's unnecessary to run it for what it's worth (it goes against Ojama Trio and Lava Golem and you shouldn't need the damage it would give you).
Run 0-1, depending on if you like it, but preferably 0.
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Dimension Wall
Trap | Normal
Activate only when an opponent's monster declares an attack. Instead of you, your opponent takes the Battle Damage you would have taken from this battle.
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Great card for heavy burn decks. However, beware: this card is not easy Chain Material and is very predictable and weak to destruction effects. This is mainly why I believe it isn't a good card for ''pure chain'' burn decks.
Run 0-3, depending on your build.
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Fairy Wind
Trap | Normal
Destroy all face-up Spell and Traps on the field. Inflict 300 damage to each player for each card destroyed.
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Decent card overall. However, I believe it's not really useful for it's burn damage: usually, using it in a large chain would maximize its burn potential, but theses chains aren't always possible throughout the game, especially if you are running Dimension Wall or Magic Cylinder. And, if not used in a large chain, to me, it just falls short of Poison of the Old Man, which is all-around more versatile being a quickplay spell card. Moreover, Fairy Wind inflicts you damage too, making it perhaps a little dangerous. This card can still get rid, however, of Fiendish Chain seeing as it destroys every face-up cards on the field so if you run Metaion, it could be useful, even if situational.
Preference card, even if compared to other burn cards it is somewhat sub-par. Run 0-2.
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Jar of Greed
Trap | Normal
Draw 1 card from your Deck.
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Amazing card for starting chains, plus it thins out your deck so you can reach your burn cards faster. Otherwise, not much to say.
Run 0 (only if playing a heavy burn deck) - 3. Personally, I prefer 2.
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Just Desserts
Trap | Normal
Inflict 500 points of damage to your opponent's Life Points for each monster on your opponent's side of the field.
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One of your main burn cards in any build. Usually, you'll try to get 2000+ out of this guy, which is fairly easy when paired with Ojama Trio.
Run 3.
Quote:
Legacy of Yata-Garasu
Trap | Normal
Select and activate 1 of these effects:
● Draw 1 card.
● Activate only when a Spirit monster is face-up on your opponent's side of the field. Draw 2 cards.
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Another Jar of Greed.
Run 0-3, for the same reasons.
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Magic Cylinder
Trap | Normal
Activate only when an opponent's monster declares an attack. Select that monster, negate the attack, and inflict damage to your opponent equal to its ATK.
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This card can be used fairly well in any builds, it comes down to the classic high risk/high reward game, in a very similar way to Dimension Wall.
Run 0-2, depending on if you like the card or not.
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Ojama Trio
Trap | Normal
Special Summon 3 "Ojama Tokens" (Beast-Type/LIGHT/Level 2/ATK 0/DEF 1000) in Defense Position on your opponent's side of the field. The tokens cannot be Tributed for a Tribute Summon. When an "Ojama Token" is destroyed, the controller of that token takes 300 points of damage.
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This is one of the core cards of this deck. Allows you to get three tokens on your opponent's field for Just Desserts and Secret Barrel, which means an extra 1500 damage and/or 600, respectively. On top of that, they cannot be used for tribute summon - if, for some reason, your opponent runs Obelisk - and they clog their field so they can't synchro, XYZ, or continue their play. All in all, it's a very versatile and much needed card. However, be careful, as it can be Solemn Warning'd.
Run 2.
Quote:
Reckless Greed
Trap | Normal
Draw 2 cards, and skip your next 2 Draw Phases.
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The card is decently good and it can help when creating chains; it's drawback doesn't hurt you that much either seeing as you have other draw cards to make up for it. On the same note, I don't believe that you absolutely need it since you already have so much stall and draw power, but it is still, overall, a good card.
Run 0-3, depending on if you like it or not.
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Secret Barrel
Trap | Normal
Inflict damage to your opponent equal to the total number of cards on your opponent's side of the field and in your opponent's hand x 200.
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Very similar to how Just Desserts work; wait until you can get around 2000 damage to use this guy; usually, you want to wait until your opponent has enough cards before playing it (and usually they will have plenty since they cannot do anything). He's obviously one of your main burn cards.
Run 3.
Quote:
Threatening Roar
Trap | Normal
Your opponent cannot declare an attack this turn.
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One of your few stall cards. It helps to stall until your next draw phase; it's effectively a +0. Also, it's a very good Chain Material. However, as a rule, you shouldn't use this until you need to; after all, you shouldn't care about losing LPs.
Run 0-3, depending on your build. Personally, I like 2.
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Waboku
Trap | Normal
You take no Battle Damage this turn. Your monsters cannot be destroyed by battle this turn.
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Same as Threatening Roar.
Run 0-3, depending on your build. Personally, I like 2.
3. The Strategy behind Chain Burn
The main idea behind Chain Burn is to burn your opponent (obviously) with cards that deal effect damage. Preferably, this is done by abusing the mechanic of chains (Chain Strike, Accumulated Fortune). There are two ways to accomplish this goal:
1. by using a heavy burn deck with cards like Magic Cylinder or Dimension Wall. However, this is more of a high risk/high reward type of deal for these cards are usually predictable, cannot be easily chained and are extremely weak to destruction.
2. by using a more ''chain'' build, using cards like Ojama Trio, Secret Barrel and Just Desserts to inflict massive damage on your opponent (2000 per card, usually). I find this method to be more consistent.
Whichever build suits you best, chain burn must deal with this problem: it must minus itself in order to win. To compensate for this, it uses simple +1 like Accumulated Fortune and simple +0 stall cards like Waboku or Threatening Roar. Moreover, chains need not to be started simply because you can, you must wait the perfect opportunity to play them; you must wait for your opponent to have enough card, to do something that can be chained to, etc. Basically, this is where the skills of the deck come from: knowing how to make the correct chains and how to play around things like Laggia or Solemn Warning (which could be devastating if used properly against Ojama Trio).
4. Chain Burn against the Metagame [Outdated; will be modified soon]
Currently, the main metagame decks are Dino Rabbits, Inzektor and Wind-Ups.
Chain Burn's main concern is Dino Rabbits: with the ability to negate anything, Laggia is a significant threat to the deck. The solution? Either to play around it (Making chains in such a way that your opponent would not negate anything - leaving a card un-chained is a good example) or by tributing it for Lava Golem, which is perhaps the better answer. Also, never forget that you can chain on Laggia's negation effect which can benefit Chain Strike. Another issue with Dino Rabbits is Royal Decree. As one would correctly believe, this card completely shuts down the whole deck; this is why I believe siding triple MST is not a bad idea: it does not slow the deck that much considering all the draw power the deck has, it can be chained and it greatly helps in getting rid of Royal Decree.
As for Inzektors, they, I believe, aren't a problem in any way, shape or form: all they can do is destroy your backrows, which can then be chained to the Inzektor's effects for maximum damage. If that match-up is played with skill, there should be no problem.
Winds-Up is probably the second worse threat because of their hand loop. And because of this, Chain Burn too must run triple Maxx ''C''. I'd suggest against running Effect Veiler, though. Why? Simply because it's another minus card in the long on top of your burn cards, whereas Maxx ''C'' can still generate you some advantage.
To a lesser extent, because YCS Guadalajara, Six Samurai could be considered a threat. To me, it's just like the Dino Rabbit match-up, but worse. Lava Golem is your only answer to this deck, so use it wisely.
Up coming in GAOV, is the Hieroglyph Dragon archtype and it probably will be a tier 1 deck. However, to Chain Burn, it doesn't cause much problems, outside of Lava Golem: Lava Golem requires tributes and tributing their monsters activates their effects of summoning even more monsters. Also, Lava Golem is a level 8 and level 8s can be used as XYZ materials for this deck, so be careful. Moreover, in this match-up and Dragons in general, heavy burn can be better than normal chain burn seeing as dragons usually have high attack, which translates into high damage.
5. Rulings
You cannot use Lava Golem or Ojama Trio the turn you play Pot of Duality or Card-Car D for you do the special summon even if it's on your opponent's side of the field.
You can use two Accumulated Fortune or Chain Strike in the same chain: when you activate the second one it will look at the chain to see if there are multiples in it and if in the chain one of the cards is an Accumulated Fortune or Chain Strike, it doesn't matter since there is only one copy at the time you activate the second one. For instance:
Waboku (1),Just Desserts (2), Ojama Trio (3), Accumulated Fortune (4), Accumulated Fortune (5) is a good chain.
Waboku (1), Just Desserts (2), Just Desserts (3), Ojama Trio (4), Accumulated Fortune (5) is a wrong chain: there are multiples of Just Desserts in it when you attempt to activate Accumulated Fortune.
You can tribute Ojama Tokens for Lava Golem seeing as they state that they cannot be used for a Tribute Summon; however, Lava Golem doesn't tribute summon itself, it special summons itself by tributing your opponent's monsters; there is a difference.
Solemn Warning can be used against Ojama Trio.
You can still use Swift Scarecrow even if these two cards are in play: it does not state where it needs to be discarded to, which is why it's so good.
One Day of Peace only prevents taking damage, not paying costs or changing the value of any player's LPs. For instance, one must still pay 800 LPs for Brain Control, and Self-Destruct Button can still be used.
If you activate multiples on the same turn, you only skip 2 Draw Phases; their effects do not pile up.
6. Builds
Chain Burn Build I (Post GAOV)
Chain Burn Build II (Post GAOV), by Vandenkira
Chain Burn Build III, by Blah23 (Top 16 YCS Long Beach)
7. Extras
a) Related Videos
How To Play Chain Burn Part 1, by eyeolas1025
How To Play Chain Burn Part 2, by eyeolas1025
Chain Burn In The Meta, by eyeolas1025
b) Previous Threads
The Ties that Bind - Official Guide to Chain Strike (I), by The Crowling
Additional Comment:
Updated Strategy section of the thread - 06/03/12
Updated Monster section of the thread (added Volcanic Queen) - 11/03/12
Updated Trap section of the thread (added Fairy Wind) - 18/03/12
Updated Builds section of the thread (added Build II, by Vandenkira) - 18/03/12
Updated Builds section of the thread (added Build III, by Blah23) - 28/03/12
Updated Monster section of the thread (updated Cardcar D's description) - 06/06/12
Last edited by AntiRaigeki : 06-06-2012 at 05:06 PM.
Reason: Automerged Doublepost
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03-06-2012, 01:35 PM
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#2
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Pojo Veteran
Join Date: May 2008
Location: Budapest, Hungary
Age: 20
Posts: 512
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First yeaaah
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03-06-2012, 02:14 PM
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#3
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Pojo Veteran
Join Date: Aug 2011
Posts: 671
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Quote:
Originally Posted by Kenomarou
First yeaaah
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Not really hard since no one else posted, lol... 
On a side note, anyone currently playing chain burn this format?
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03-06-2012, 08:33 PM
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#4
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Registered User
Join Date: May 2011
Location: Singapore
Age: 17
Posts: 249
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Been interested in Chain Burn quite recently. Subbing, if people will actually post.
__________________
Firestars | Mermails | Thunders | Chain Burn
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03-06-2012, 08:38 PM
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#5
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Pojo Veteran
Join Date: Jan 2011
Location: 253 T-Town
Posts: 943
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Quote:
Originally Posted by AntiRaigeki
Not really hard since no one else posted, lol...
On a side note, anyone currently playing chain burn this format?
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im playing chain burn and empty jar going back and forth for locals
__________________
Quote:
Originally Posted by Cruise
You might've just ate Taco Bell and had heartburn, you know.
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03-07-2012, 10:51 AM
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#6
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Pojo Veteran
Join Date: Aug 2011
Posts: 671
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Quote:
Originally Posted by MrGoodKat
im playing chain burn and empty jar going back and forth for locals
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How's it been doing? xD Care to share any reports, lol.
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03-07-2012, 02:43 PM
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#7
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Pojo Veteran
Join Date: Jan 2011
Location: 253 T-Town
Posts: 943
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i normally go 4-1 or 3-2 with my only loses being to decks that main decree and i cant get to mst or breakers fast enough
__________________
Quote:
Originally Posted by Cruise
You might've just ate Taco Bell and had heartburn, you know.
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03-07-2012, 05:03 PM
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#8
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WOO WOO SWAG
Join Date: Jan 2012
Location: Ohio
Posts: 1,478
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subbing. Videos are great. Hoping to build chain burn here soon after making a trip to the commons bin!
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03-07-2012, 10:14 PM
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#9
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Pojo Veteran
Join Date: Aug 2011
Posts: 671
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Quote:
Originally Posted by MrGoodKat
i normally go 4-1 or 3-2 with my only loses being to decks that main decree and i cant get to mst or breakers fast enough
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Yeah Decree, unfortunately, kills the deck How are the Breaker doing for you, though? I've never tried using them before, should probably try xD
Additional Comment:
Quote:
Originally Posted by hiatus
subbing. Videos are great. Hoping to build chain burn here soon after making a trip to the commons bin!
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Yeah I know the videos are pretty good, lol. They aren't mine, however; props to the guy who made them.
Last edited by AntiRaigeki : 03-07-2012 at 10:14 PM.
Reason: Automerged Doublepost
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03-07-2012, 10:31 PM
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#10
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Pojo Veteran
Join Date: Jan 2011
Location: 253 T-Town
Posts: 943
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breaker is just your 4th and 5th mst and you can poke with it which is always funny when you win using breaker when playing chain burn
__________________
Quote:
Originally Posted by Cruise
You might've just ate Taco Bell and had heartburn, you know.
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Last edited by MrGoodKat : 03-07-2012 at 11:16 PM.
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03-08-2012, 02:01 AM
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#11
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Pojo Veteran
Join Date: Feb 2012
Location: Argentina
Posts: 3,205
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This is so funny xD I won 2 games and lost the other because i threw maxx c and then the guy made me draw almost all the deck, then Book of Moon Morphing Jar and flip summon it so i had to discard like 100000 in damage lol. Then i decked out in 2 turns.
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03-08-2012, 09:37 AM
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#12
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Pojo Veteran
Join Date: May 2008
Location: Budapest, Hungary
Age: 20
Posts: 512
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i want to change the 3 dim wall because the more inztors out there.what to put in?
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03-08-2012, 12:19 PM
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#13
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Pojo Veteran
Join Date: Aug 2011
Posts: 671
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Quote:
Originally Posted by damianvc31
This is so funny xD I won 2 games and lost the other because i threw maxx c and then the guy made me draw almost all the deck, then Book of Moon Morphing Jar and flip summon it so i had to discard like 100000 in damage lol. Then i decked out in 2 turns.
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Lol... quite funny indeed.
Quote:
Originally Posted by Kenomarou
i want to change the 3 dim wall because the more inztors out there.what to put in?
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Probably change the whole build to a more chain oriented one. If you don't want, then draw cards, probably, or Card Car D when it comes out; there's no real replacement to it.
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03-09-2012, 09:36 AM
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#14
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Registered User
Join Date: May 2010
Posts: 217
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I believe cylinder and Dimension Wall are worth the risk.
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03-09-2012, 11:51 AM
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#15
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Pojo Veteran
Join Date: Aug 2011
Posts: 671
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Quote:
Originally Posted by saintx
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To me, it's not really worth it because of Inzektors; especially since a more consistent build also easily wins, but that's a matter of opinions and preference, really.
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03-10-2012, 01:45 PM
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#16
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Game over. I win!
Join Date: Apr 2010
Posts: 706
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Why do I see a bias against Morphing Jar and Metaion in this guide? A friend of mine has been testing a chain burn deck of his, and both these cards have never been bad draws.
__________________
It took many long years of impatient waiting, but Shuiesha FINALLY made all 3 of these cards legal!
Numbers Hunted: 10, 12, 17, 20, 30, 34, 34 (alt.), 39, C39, 83, and 96.
Numbers Hunting through May: 7, 11, 16, 25, & 32.
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03-10-2012, 06:20 PM
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#17
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Pojo Veteran
Join Date: Jan 2011
Location: 253 T-Town
Posts: 943
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metaion is the best in this deck especially when you draw into when and then have one go back to deck. make them waste a solemn just to get rid of him? ok free burn for me to win. as for Morphing Jar i dont play it cause i dont like putting my opp's hornet or more BLS fodder in grave it will also give them a new hand which could potentially be a game changer
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Quote:
Originally Posted by Cruise
You might've just ate Taco Bell and had heartburn, you know.
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Last edited by MrGoodKat : 03-10-2012 at 07:57 PM.
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03-10-2012, 09:53 PM
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#18
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Pojo Veteran
Join Date: Jun 2010
Posts: 677
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Subbing in to chain burn.
Question, I know Shard is MST bait that can't be chained and that it doesn't start chains itself, but is it a bad card for consideration if we can't grab a third duality or a replacement card in time? Locals tomorrow and I'd like to try chainburn
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03-10-2012, 10:00 PM
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#19
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Pojo Veteran
Join Date: Jan 2011
Location: 253 T-Town
Posts: 943
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i have never tried shard so i wouldnt know but i think it can work in place of a duality plus you dont have to worry about the side eff of duality so you can Lava Golem them same turn
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Quote:
Originally Posted by Cruise
You might've just ate Taco Bell and had heartburn, you know.
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03-10-2012, 10:02 PM
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#20
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Pojo Veteran
Join Date: Jun 2010
Posts: 677
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Alright, guess I'll stick it in there haha thanks. Wish me luck tomorrow! repping!
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03-10-2012, 10:02 PM
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#21
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Pojo Veteran
Join Date: Aug 2011
Posts: 671
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Quote:
Originally Posted by GodPwnsYou
Why do I see a bias against Morphing Jar and Metaion in this guide? A friend of mine has been testing a chain burn deck of his, and both these cards have never been bad draws.
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Not for Metaion, but for Morphing Jar, just a bit. In my opinion, after much testing, I don't thing this card is worth playing in normal chain burn, especially when card car d gets released; there is just too much draw power to even need him. However, he could be useful for heavy burn decks since their cards cant be chained which hinders their draw power. Also, gives opponent resources.
Quote:
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Originally Posted by [YGOCARD
Appropriate[/ygocard];24230755]Subbing in to chain burn.
Question, I know Shard is MST bait that can't be chained and that it doesn't start chains itself, but is it a bad card for consideration if we can't grab a third duality or a replacement card in time? Locals tomorrow and I'd like to try chainburn
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Sending Shard starts a chain. To me it's isn't fast enough for the deck's purpose, but if you find that it works for you, by all means, play it. But realistically, it just takes up a spot that another card could use, so even if it's MST bait and you chain unto it, the results would be nearly identical.
However, as a replacement card for Duality it's perfectly fine. Also, reports please 
Last edited by AntiRaigeki : 03-10-2012 at 10:05 PM.
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03-11-2012, 07:35 AM
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#22
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Registered User
Join Date: Mar 2011
Location: Fruhling in Lille
Posts: 81
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I have been playing chain burn for some days on dueling network. Went from 500+ to top 15.
(Well, DN is DN,especially when you don't play second matches. But still it's a good call because it owns so many things in this meta, and it's fun to have your opponents cry about it)
I tried switching to other meta decks but i did not feel the same momentum, and won less times (well I have always loved playing troll decks like Empty Jar ,never meta ones so this explains it ,lol) . Got back to Chain Burn, and reintegrated the top 20.
Chain burn is a good call because this format is full of Rabbit everywhere. Usually they go Laggia first turn against you. You just have to wait for Lava Golem to make them rage ,then burn them.
I went even far , including Volcanic Queen because smart players will only leave one monster on the field (Barkion, Laggia, Shi en etc) In that case it is very hard to recover.
I play three Dimension Wall because of Forbidden Lance likes. Cylinder can be played around easier than wall, and even if they Lance their monster, they still take damage with Wall.
I use only two duality, two Jar of Greed and 2 accumulated because I have enough draw power in the deck, no need to put two many draw cards, we shall make room for burn cards or troll ones like Volcanic Queen or Lava Golem.
I don't like One day of peace because I draw enough cards,and Opponent gets another chance to do his stuff,like wind up loops, and get outs.
This build has proven to be consistent so far, especially the Volcanic Queen choice which is great because of the afromentionned reasons. Taking 1000 damage is not a big deal, and it can stall out a little until i draw outs.
My worst matchup is Darkworld because of the Viruses.
My best is Rescue Rabbit
Against Wind Ups, nothing much to say, if they go first and have the loop I am screwed as everyone else, but if i go first i win quite easily.
I am planning to play this once my engineering schools contests end, and I will side ,instead of Breaker, Trap Eater. gets rid of the pesky Decree,even if Warning'ed, and is somewhat a respectable beater (1900)
Here is my build so far.
http://imgur.com/5Lv8T
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03-11-2012, 08:26 AM
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#23
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WOO WOO SWAG
Join Date: Jan 2012
Location: Ohio
Posts: 1,478
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Quote:
Originally Posted by Vandenkira
I have been playing chain burn for some days on dueling network. Went from 500+ to top 15.
(Well, DN is DN,especially when you don't play second matches. But still it's a good call because it owns so many things in this meta, and it's fun to have your opponents cry about it)
I tried switching to other meta decks but i did not feel the same momentum, and won less times (well I have always loved playing troll decks like Empty Jar ,never meta ones so this explains it ,lol) . Got back to Chain Burn, and reintegrated the top 20.
Chain burn is a good call because this format is full of Rabbit everywhere. Usually they go Laggia first turn against you. You just have to wait for Lava Golem to make them rage ,then burn them.
I went even far , including Volcanic Queen because smart players will only leave one monster on the field (Barkion, Laggia, Shi en etc) In that case it is very hard to recover.
I play three Dimension Wall because of Forbidden Lance likes. Cylinder can be played around easier than wall, and even if they Lance their monster, they still take damage with Wall.
I use only two duality, two Jar of Greed and 2 accumulated because I have enough draw power in the deck, no need to put two many draw cards, we shall make room for burn cards or troll ones like Volcanic Queen or Lava Golem.
I don't like One day of peace because I draw enough cards,and Opponent gets another chance to do his stuff,like wind up loops, and get outs.
This build has proven to be consistent so far, especially the Volcanic Queen choice which is great because of the afromentionned reasons. Taking 1000 damage is not a big deal, and it can stall out a little until i draw outs.
My worst matchup is Darkworld because of the Viruses.
My best is Rescue Rabbit
Against Wind Ups, nothing much to say, if they go first and have the loop I am screwed as everyone else, but if i go first i win quite easily.
I am planning to play this once my engineering schools contests end, and I will side ,instead of Breaker, Trap Eater. gets rid of the pesky Decree,even if Warning'ed, and is somewhat a respectable beater (1900)
Here is my build so far.
http://imgur.com/5Lv8T
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Looks good. Without the normal draw power cards, do you get to your burn stuff quick enough? Also can 3x Golem clog your hand at times?
Do your battle faders get solemned often?
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03-11-2012, 08:43 AM
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#24
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Registered User
Join Date: Mar 2011
Location: Fruhling in Lille
Posts: 81
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Yes I do. Even if I don't draw, they don't draw either. I prefer not having them have access to their solemn judgement and the like soon, I have los something like 20 games because of judgement on my last burn card
Even if Fader is warning'ed, they have lost 2000 LP, and it's done quite early, so I have some resources to back it up.
I have sometimes 2 golem in hand but it's not a problem because next turn they will summon another monster, just in case, thinking they are safe, and if they escape my dimension walls,, I 'll just give them two golems ,which is pretty most the same thing for me to face, and burn them quicker.
Last edited by Vandenkira : 03-11-2012 at 08:47 AM.
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03-11-2012, 09:35 AM
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#25
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WOO WOO SWAG
Join Date: Jan 2012
Location: Ohio
Posts: 1,478
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Quote:
Originally Posted by Vandenkira
Yes I do. Even if I don't draw, they don't draw either. I prefer not having them have access to their solemn judgement and the like soon, I have los something like 20 games because of judgement on my last burn card
Even if Fader is warning'ed, they have lost 2000 LP, and it's done quite early, so I have some resources to back it up.
I have sometimes 2 golem in hand but it's not a problem because next turn they will summon another monster, just in case, thinking they are safe, and if they escape my dimension walls,, I 'll just give them two golems ,which is pretty most the same thing for me to face, and burn them quicker.
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We need to add Volcanic Queen to the OP. I'm trying to understand it's effect completely but the card text is rather ill-worded. I'm thinking I'll test out some of the differences you use in your build and see what I like and dislike. Thanks for the differing ideas than the norm. I've got to get all these commons to build this thing!
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