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Old 10-23-2007, 05:33 PM   #1
Doctor K
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Default The Army of Cloudness: A Guide to the Cloudians by Doctor K

EDIT: The Cloudian Guide has been updated in response to the GLAS Sneak Preview. I will be pulling my card effects directly from Shriek's TCG GLAS Spoiler list. I have also updated each card analysis according to these changes.

"Float On, Little Cloud: An Introduction to the Cloudian Theme"

Well as many people are harping the new Cloudian theme in GLAS, I feel that they are following that idea of "judging a book by its cover". In this case that cover is an army of cute, smiley faced, and fluffy cloud monsters that rely on monster counters to function. Now TCGers have experienced the two similar themes using counters, the Aliens and the Venoms. Unfortunately, neither theme has shown exceptional promise for elite tournaments and has since been way sided as another idea lost in the annals of Duel Monster history. So why am I making this guide on the Cloudians? To dispel the notion that this theme lacks what it takes to be a viable deck type. To clarify that past statement, I mean viable as a working, playable, and potential deck theme, not one that will arrive to blow away monarchs, burn, or zombies off the tournament scene. This guide is simply here to enlighten those doubters of the Cloudians to their amazing versatility, their immense durability, and unique approach to the counter mechanic that forms them into a strong deck in the class of Gravekeepers, Dark World, and Crystal Beasts.

A Brief History of the Cloudians:


Cloud: noun
A visible collection of particles of water or ice suspended in the air, usually at an elevation above the earth's surface.
- ala dictionary.com

The Cloudian monsters stem from the deck of that idealistic and endeavoring character, Amon Garam (Eng Adrian Gecko). As his original character was that of a deep thinking, intelligent, and philosophical character, the deck needed to reflect the character’s nature. Thus the Cloudians were created. They say the best mind is the most flexible one, the one most like water and that can ebb and flow according to whatever situations confront them. The Cloudians reflect Amon’s character well, being able to adapt to numerous strategies and working with and around the opponent in order to defeat them. This was seen in both of Amon’s duels with Manjyome (Chazz) and Martin (Marcel). Amon stylishly worked with Manjyome’s aggressive assault and eventually led him on to a no-win situation, turning his greatest strengths into big liabilities. Amon’s duel with Martin highlights how quickly the Cloudians can go into offense as well. As Gladiator’s Assault is their advent set, I can only hope that newer sets will further develop the theme into the deck type it has the potential to become.

The Cloudian Theme:

The Cloudian theme is indeed monster counters based, taking the name of “Fog Counters”. However, it is foolish to quickly compare them to the Aliens and Venom monsters that also use monster counters as the Cloudians unique approach to the idea sets them clean apart from the other two. The problem with A-Counters and Venom Counters are that they are completely opponent dependent, meaning that unless your opponent has numerous face-up monsters on the field, the theme is pretty much without ammo to use. The opponent can simply work around this weakness and restrict the number of monsters they control on the field, leaving them controlling the duel. This often leaves Aliens and Venom monsters at the mercy of Zombie and Burn decks, as they can function well against monster control. Fog Counters on the other hand not only hurt the opponent but also benefit the Cloudians. Many of the Cloudians benefit from the build-up of Fog Counters on the field and can easily translate them into versatile and powerful effects. This forces your opponent to react to your actions of building up Fog Counters and puts you in control of the duel.

The use of Fog Counters gives the Cloudians a plethora of different effects to use, making them a toolbox against many decks. Using Fog Counters gives the theme burn, draw, S/T destruction, Monster Destruction, hand control, rush, and pump aspects, most of which are completly reusable and abusable. This is what allows the Cloudians to react to whatever the opponent throws out at them.

A notable aspect to many of the Cloudians is that they cannot be destroyed in battle while in ATK mode. Specifically, 6 of their numbers share this ability. Now we all know how annoying cards like Spirit Reaper and Marshmellon are, as these monsters negate attempts to steal battle advantage. Now think of the Cloudian deck as an army full of versatile Spirit Reapers and Marshmellons with on summon effects akin to the Monarchs and you can begin to understand the potential of the theme.

The main weaknesses of the Cloudians? They are extremely weak to mass monster removal and battle position control. These weaknesses stem from their two most powerful effects, counters and invincibility. First, in order to maximize Fog Counter usage, the Cloudians need a lot of monsters on the field. This leaves them vulnerable to Lightning Vortex, Torrential Tribute, and Mirror Force. Their second weakness is the most dangerous as most of the Cloudians are automatically destroyed if they find themselves in face-up DEF mode.

Here is a list on cards to avoid when playing Cloudians:
Enemy Controller
Windstorm of Etaqua
Earthquake
No Entry!
Zero Gravity
Stumbling
Level Limit Area B
Labyrinth of Nightmare
Counter Cleaner
Updraft

Any opponent packing these cards will have Cloudian players at their mercy. This weakness also forces the Cloudians to stay in ATK mode, something they are also uncomfortable doing with their relatively low ATK points. This allows the opponent to overrun the Cloudians to do major battle damage.

These weaknesses are very difficult to overcome for Cloudian players, but not impossible. Their versatility forces any Cloudian players to maximize their effects in order to work around these weaknesses. This is why I find the Cloudians so enticing as a deck theme. It is one of the few deck types that is nearly unreliant on luck to win and depends solely on the skills of the duelist to work. If the duelist is only accustomed to using netdecked CC decks, they will find themselves at odds with the requirements needed by the Cloudians, namely imagination, adaptiveness, forethought, and tactical planning. But for those duelists looking for a challenging, but extremely versatile and rewarding (in more ways than one) deck to play, a deck that can test their dueling experiences, skills, and instincts to the max, they can go no further than with the Cloudians.

Also, the rewards of defeating an opponent with fluffy water particles with smiley faces are comparable to the joy of defeating someone with speedo wearing boogies and cartoon monsters. Every win by a Cloudian player is worthy of bragging rights and hours of hysterical laughter at your opponent for losing to such adorable monsters (especially if you are using Cloudian Smoke Ball).


“That Cloud looks like a ….”: Overview of the Cloudian Monsters

The Cloudians share the WATER Attribute (Eye of the Typhoon excepted), the fourth most supported attribute after DARK, EARTH, and LIGHT. This gives them a nice precedent of support associated with the WATER theme, notable cards including Salvage, Skreech, Mother Grizzly, Treeborn Frog, and Spiritual Water Art – Aoi. This also allows for some interesting Cloudian-hybrid options, further expanding their range of usefulness. In terms of types, the Cloudians have 7 Fairies, 2 Fiends, and 1 Aqua (Eye of the Typhoon). This shows a leaning towards additional fairy support, notably those associated with The Sanctuary in the Sky as this field spell essentially negates any battle damage for your invincible Cloudians.

I will now individually analyze each of the Cloudian monsters and their potential uses of the deck. Just grab a comfy cloud pillow, some snacking fluffy marshmallows or cotton candy, and read on:

GLAS-EN002
Cloudian Smoke Ball
WATER/Fairy/Normal/1/200/600
Smoke Balls are newly born Cloudians. They fear being alone, and would rather swing and sway in the sky with their friends.


First off, let me say this: CUUUUUUUUUTE! Just makes you want to hug and squeeze him and never let go. OK then, on to business. Smoke Ball here is the trademark Normal Theme Monster of the Cloudians. Besides the many advantages of having the Cloudian name, Smoke Ball works best with Cloudian Turbulence to act as tribute fodder or as part of a draw engine with CoSR. This makes him highly searchable through Sangan, Mother Grizzly, and the aforementioned Turbulence. Other than that, just enjoy his overwhelming cuteness and his willingness to be sacrificed for greater causes. The pawn of the Cloudian Army.

GLAS-EN008
Cloudian - Sheep Cloud
WATER/Fairy - Effect/1/0/0
When this card is destroyed by battle and sent to the Graveyard. Special Summon 2 "Cloud Token" (Fairy-Type/WATER/Level 1/ATK 0/DEF 0) in Defense Position. These Token's cannot be Tributed for a Tribute Summon unless it is for a "Cloudian" monster.
Super Rare/Ultimate Rare


Here is/was the most talked about Cloudian card and the reason most people turned their heads to the deck. Sheep Cloud acts as the Cloudian’s version of Dandylion, creating “Cloud Tokens” whenever it is destroyed in battle. His changed effect is what made people ignore the theme as these tokens can only be used for a tribute summon only if the monster summoned is a Cloudian, extending its range to currently two monsters in the game, Nimbusman and Eye of the Typhoon. Other than this, these tokens can be used for any other reason tokens are used for: defending or tributing for effects or tributing for a special summon ala Plasma and Toon monsters.

This change helps Cloudians immensely, as now they can use three Sheep Clouds without fear of restriction, as was the fate of Treeborn Frog and the Frog deck. Not to mention that Sheep Cloud is the ideal cloudian to use when using Lucky Cloud. Sheep Cloud acts as a great defense against rushing opponents and buys time to build up Fog Counters. He is also a great target for Creature Swap, as the tokens are summoned to your side of the field. Overall, a versatile defense monster for Cloudian players.

GLAS-EN006
Cloudian – Ghost Fog
WATER/Fiend - Effect/1/0/0
This card cannot be Special Summoned. All Battle Damage to either player from a battle involving this monster becomes 0. If this card is destroyed by battle, distribute new Fog Counters equal to the Level of the monster that destroyed it among face-up monsters.


Ghost Fog can really increase the number of “Fog Counters” for Cloudian players. First off, Ghost Fog is not a Fairy, meaning is 0/0 stats may be a liability to use his effect. Fortunately, he neither takes battle damage by his effect either, taking a load off any Cloudian users. That he can’t be special summoned hurts his usefulness as this prevents you from summoning via Mother Grizzly or reviving via other methods. He can still be retrieved by Salvage and Pot of Avarice so not all is lost.

Ghost Fog is quite possibly the most versatile card in a Cloudian heavy deck. Whenever he is destroyed in battle, you are allowed to freely distribute Fog Counters onto any face-up monsters on the field up to the level of the monster that destroyed Ghost Fog. This means one can fully charge up Acid Cloud, Altus, or Cirrostratus, pump up Nimbusman to sky high levels, set up your opponent for a diamond Dust Cyclone, set up for a game-ending Updraft, or any combination of the aforementioned. Definatly a card to run in multiples in a serious Cloudian deck.

GLAS-EN009
Cloudian – Poison Cloud
WATER/Fiend - Effect/3/0/1000
When this face-up card attacks or is attacked, and is destroyed by battle and sent to the Graveyard, destroy the monster that destroyed it, and then inflict 800 damage to your opponent.


Poison Cloud here acts as the Cloudian's personal Yomi Ship with a few differences. First off, its effect only activates when face-up so no facedown plays with this guy. The fact that he is not a Fairy makes him even harder to uuse as you cannot use The Sanctuary in the Sky to prevent battle damage. Weaker stats also does not help him. 800 burn damage is welcome though but will often not effect a game unless your opponent is barely clinging on. Honestly, Yomi ship far outclasses this card, Newdoria even more so. Still, having the Cloudian name aids the deck slightly. Poison Cloud also acts as a handy countermeasure against position switch cards. If your opponent activated say Earthquake, most of your Cloudians will automatically be destroyed. However, Poison Cloud will also be in DEF mode, thus turning him into a dangerous target for your opponent and gives you time to recover your losses. Certainly not the best Cloudian but is certainly not worthless.

Plus his card art looks awesome.




The next five monsters are the main focus of the Cloudian monsters, the ones that can fully utilize Fog Counters and turn them into a pool of effects. They also share the effects of: “This card is not destroyed by battle. If this card is in face-up Defense Position, it is destroyed.” These monsters also create Fog Counters when they are summoned, furthering their importance in the Cloudian deck. These Fog Counters are created based on the number of Cloudians you control on the field, so a cloudy field is the best way to maximize their usage. Of course, this also leaves them most vulnerable to their two prime weaknesses so take these into consideration. These monsters show the Cloudian’s strengths and weaknesses the best and should be the focal point of Cloudian players. Those who use these monsters the best will emerge victories.

Aside from Nimbusman, it is advised to not use Mother Grizzly to summon the other four Cloudians as they only get their effects when they are Normal Summoned.

Another important side note is that the Cloudians count themselves when determining the number of Fog Counters to place. So for example, if Cloudian – Turbulence is summoned with two other Cloudians, he gets three “Fog Counters” (which equals three cute Smoke Balls).

GLAS-EN013
Cloudian – Turbulence
WATER/Fairy - Effect/4/800/0
This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. When you Normal Summon this card, place 1 Fog Counter on it for each "Cloudian" monster on the field. You can remove 1 Fog Counter from this card to Special Summon 1 "Cloudian - Smoke Ball" from your Deck or from either player's Graveyard.


This Cloudian can turn its “Fog Counters” into cute little Smoke Balls. Of course this means your deck needs Smoke Balls in your deck to work but the fact that he can summon Smoke Balls from your deck (to thin) or graveyard (+1) gives him versatility so long as he has counters on him. Like the Sheep Tokens, Smoke Ball is really up the duelist to decide on how to maximize its potential. Like the other Cloudians, Turbulence can only benefit the player but needs guidance on how to turn these benefits into a victory. Overall, Turbulence can create quick monster presence for the Cloudians and a wealth of useful but unguided +1s to use. Decide for yourself how much you need this card.

Naptoon developed a nasty little draw engine involving this card, Smoke Balls, Fog Control, and Card of Safe Return. Can generate a sick amount of cards not unlike in Zombie decks.

GLAS-EN010
Cloudian – Acid Cloud
WATER/Fairy - Effect/4/500/0
This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. When you Normal Summon this card, place 1 Fog Counter on it for each "Cloudian" monster on the field. You can remove 2 Fog Counters from this card to destroy 1 Spell or Trap Card.
Rare


A powerful Cloudian indeed. Acid Cloud can generate a Mystical Space Typhoon effect for every two “Fog Counters” you use. This makes Acid Cloud very handy against Burn decks(non CO) as you now have renewable S/T destruction to exploit. It also acts as a useful counter measure against mass destruction traps, destroying them before they can activate. Consider again that every usage of his effect = +1. Mix in the fact that he negates battle advantage and you have an engine of advantage to maximize. Cloudian’s Mobius.

GLAS-EN011
Cloudian – Cirrostratus
WATER/Fairy - Effect/4/900/0
This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. When you Normal Summon this card, place 1 Fog Counter on it for each "Cloudian" monster on the field. You can remove 2 Fog Counters from this card to destroy 1 monster on the field.
Rare


Another powerful Cloudian, Cirrostas provides free and unrestricted monster destruction for every two “Fog Counters” used. This acts as your main monster control card, as it can block hits and counter with its effect. Again, careful usage of this card to maximize its effect is necessary. If you can, you are rewarded with field control and +1s galore. Should defiantly be run in multiples in any Cloudian based deck. Cloudian’s Zaborg.

GLAS-EN012
Cloudian – Altus
WATER/Fairy - Effect/4/1300/0
This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. When you Normal Summon this card, place 1 Fog Counter on it for each "Cloudian" monster on the field. You can remove 3 Fog Counters from anywhere on the field to discard 1 random card from your opponent's hand.
Rare


At 1300, Altus is the beefiest Cloudian so far (not saying much). His effect is a bit more costly at 3 but is more likely to happen, as a player always has cards in their hand. He is much more versatile at pulling off his effect too, as he can pull Fog counters from ANYWHERE on the field, yours or your opponents monsters. Great for putting random Fog Counters to good use. Handy, no? Altus acts as a valuable pre-negator, taking away threats before they hit the field. As such, Altus should defiantly be run in multiples in a Cloudian deck, as he helps the deck deal with threats before they become an issue. And of course, numerous +1s and battle invincibility. Just watch out for Dark World. Cloudian’s Thestalos.

GLAS-EN007
Cloudian – Nimbusman
WATER/Fairy - Effect/5/1000/1000
This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. You can Tribute any number of WATER monsters for the Tribute Summon of this card. When this card is Tribute Summoned, place 1 Fog Counter on it for each WATER monster you Tributed. This card gains 500 ATK for each Fog Counter on the field.


At first glance, Nimbusman may seem like the most worthless Cloudian. I am here to prove you wrong.

First off he has numerous summon options in the deck. Sheep Cloud tokens add a quick ATK boost and can clear your field of liability monsters or those Cloudians that have used up their fog counters. He is searchable by Sangan but more importantly by Mother Grizzly. You can also use Summon Cloud but it is not the best way to do it. His WATER tribute restriction is nothing really as he only belongs in Cloudian deck, which already uses many WATER monsters.

Next his effects. Yes he has the DEF destruction effect so that hurts him but he retains the invincibility effect, making him a bigger spirit reaper and a good wall. His on summon fog counter production is not too useful as monsters for 500 ATK is not economical. His last effect is the killer effect that makes him versatile and powerful. According to his ruling, he gains 500 ATK for every Fog Counter on the field. Combo this with Cloudian Squall and Ghost Fog and this guy will become really, really, really Big(man) in no time. This gives the Cloudains a durable and easily searchable/summonable beat stick that gets stronger every turn. He certainly has the potential to OTK someone with enough counters on the field. He also combos well with Updraft as you can go for a big attack with Nimbusman than finish off your opponent with equally huge burn.

His synergy with the Cloudian support is also amazing. He is the only viable Cloudian to use Rain Storm with, giving the theme their own Icarus Attack. Fog Control acts as a Cloudian rush recklessly, giving him a fast and powerful 1500 ATK boost. He can also, in a pinch be targeted with Diamond Dust Cyclone to draw more cards.

Those looking to build Cloudian decks should seriously consider this monster in their arsenal. It serves as a HUGE beat stick, a good ATK wall, a fog counter storage, and acts as the most synergetic of the Cloudians. Definatly something to experiment with.

Also my Signature Cloudian to use. Go Cloudian Hero - Nimbusman FTW!



Finally the boss Cloudian: Eye of the Typhoon

GLAS-EN005
Cloudian – Eye of the Typhoon
WIND/Aqua - Effect/8/3000/1000
This card cannot be destroyed by battle. If this card is in face-up Defense Position, destroy it. When this card declares an attack, change the battle positions of all face-up monsters, except "Cloudian" monsters.
Super Rare/Ultimate Rare


Eye of the Typhoon, abbreviated to ET, has some interesting things going on with its three effects. First off, he packs a whopping 3000 ATK and a useless 1000 DEF, considering his effect. This puts him as the currently strongest WIND attribute monster in the game. This will undeniably make him the biggest monster on the field. He has no summoning restrictions, so standard revival is perfectly fine. Really, its first two effects are useless, as few monsters can beat it in battle and it dies in DEF mode. So let’s look at its battle position switch effect. When it attacks, it dishes out its own Zero Gravity effect to all non-Cloudian monsters. This can leave Scapegoats and Ojama tokens vulnerable and lopsided monsters vulnerable to attack. Of course, switching ATK position monsters to DEF prevents Battle damage so careful usage is necessary. It also doesn’t work for facedowns so play cautiously with them.

In my opinion, a multiattack effect would greatly have capitalized its effect like in the anime. Oh well, ET is good beat stick but really doesn’t do much for the Cloudian game style itself. Better as a WIND beatstick or pinch hitter. Use max 1 in a deck.

“Strange weather we’ve been having lately…”: A Guide to Cloudian Spell/Trap Support

The Cloudians currently have 8 supporting spell and trap cards to work with. Again, I’m, hoping this expands in the future but the current 8 are handy enough to support the Cloudians and are all useful in their own ways.

GLAS-EN052
Cloudian Squall
Continuous Spell Card
During each of your Standby Phases, place 1 Fog Counter on every face-up monster.


The unofficial Cloudian field spell until an actual one comes out; Cloudian Squall is the heart of the deck. Being able to place “Fog Counters” on every face up monster recharges your own Cloudians and sets up opposing monsters for Diamond Dust Cyclone. It charges up Nimbusman quickly and powers up the effects of Rain Storm. Simply put, free and easy counter creation is always good for Cloudian decks. Multiple Squalls at once supercharges the deck but is susceptible to S/T destruction. Definatly run at least 2 in a Cloudian deck.

GLAS-EN049
Summon Cloud
Continuous Spell Card
Once per turn, during your Main Phase, if you don't control any monsters, you can Special Summon 1 Level 4 or lower "Cloudian" monster from your hand or from either player's Graveyard. If you Special Summon a monster from the Graveyard with this effect, destroy this card.


Summon Cloud is really only good in the beginning of a duel or after your field has been wiped out. Otherwise, your field should have lots of Cloudians abusing their effects repeatedly. the fact that it special summons Cloudians makes it difficult to use with those that gain Fog Counters when they are Normal summoned. It can set up early “Fog Counters” or summon Poison Cloud for a defense strategy. Try to only utilize its GY recursion effect though to gain a +1. It does combo well with Lucky Cloud though.

GLAS-EN050
Lucky Cloud
Spell Card
During the End Phase, if you Summoned 2 or more "Cloudian" monsters with the same name this turn, draw 2 cards.


The themed draw card of the Cloudians. Unlike the other versions, this card requires a scenario rather then a cost to activate and the benefits only really help on the next turn. This makes it very fair, themed and prevents any possible abuse from a non-Cloudian player. Combos best with Sheep Cloud(the tokens count as two Cloudian monsters), Turbulence and the adorable Smoke Balls or with a good hand and Summon Cloud or Double Summon. The fact that they have to be the same name hurts this card. Other than that, this is a well-designed draw card that forces the player to use foresight and planning in order to get ahead, a good life lesson really.

GLAS-EN051
Fog Control
Quick-Play Spell Card
Tribute 1 face-up “Cloudian” monster you control. Place 3 Fog Counters on 1 face-up monster.


A very handy card that can turn 141s into free Fog Counters. Quickplay status is always a plus, granting this card even more versatility. What hurts this card though is that you cannot distribute the Fog Counters created to your choosing, making this card a bit more difficult to use. It can certainly power up any of your Counter dependent Cloudians and the +1 they generate usually counters the -1 of this card. It is handy for getting rid of used up Cloudians in order to reuse another Cloudian. The card is flexible so experiment with it to see if it suits you.

GLAS-EN048
Diamond-Dust Cyclone
Quick-Play Spell Card
Select 1 monster with 4 or more Fog Counters. Destroy it and then draw 1 card for every 4 Fog Counters that were on it.
Rare


This is a very interesting monster destruction card that can be a +1, +2, or even a +3 if used properly. This is also the draw support you will most likely use in a Cloudian deck. Simply put, you destroy a monster, and draw cards. Its effect acts as an automatic +1 when used and is increased for every 4 Fog Counters. This is great when used with Ghost Fog, Cloudian Squall, Fog Control, and even Nimbusman in a pinch. Again a valuable card in the Cloudian arsenal and requires expert usage to play effectively.

GLAS-EN065
Natural Disaster
Continuous Trap Card
Inflict 500 damage to your opponent each time a card(s) they control is destroyed and sent to the Graveyard by the effect of a "Cloudian" monster.


Unfortunately for its awesome art, this is probably the most useless Cloudian support as it only works with three Cloudians: Acid Cloud, Poison Cloud, and Cirrostratus. Additional burn is probably better in the form of Wave-Motion Cannon. Being a continuous trap hurts even more as it requires a full turn to use maybe only a few times a duel. It also takes up S/T zones better suited for Cloudian Squall. Use max of 1 per deck only.

GLAS-EN066
Rain Storm
Trap Card
Select 1 "Cloudian" monster you control. Reduce that monster's ATK by 1000 or 2000 points, and apply the appropriate effect:
●1000 points: Destroy 1 Spell or Trap Card your opponent controls.
●2000 points: Destroy 2 Spell or Trap Cards your opponent controls.


This is more promising of a card. Rain Storm is also Cloudian specialized for Nimbusman and ET but is much more rewarding than 500 burn damage. Think of this as the Cloudian’s version of Icarus Attack but much more balanced(but also more specialized for S/T). If you read my Nimbusman analysis, you’ll understand why I uphold this card for any Cloudian deck using Nimbusman, as when used with him, it becomes essentially harmless for you. Definatly something to experiment with as well.

GLAS-EN067
Updraft
Trap Card
Remove all fog counters from the field. Inflict 300 damage to your opponent for each Fog Counter you removed.
Super Rare/Ultimate Rare


Unfortunately this is the only Cloudian kill card out right now. Ironically it can kill for or against Cloudian decks equally well, so beware rival Cloudian decks. It requires extremely good planning throughout the entire duel to use properly and is a real test of a duelist’s foresight and planning. Fortunately there are numerous ways to charge this card up to kill range. Cloudian Squall adds about 900 damage average every turn. Nimbusman can collect huge amounts of Fog Counters to use. Ghost Fog supercharges the possible damage. Again, not a bad card to use but could have been better (500 damage instead). Include at least one in Cloudian decks for a kill method.

Here is a link to the UNOFFICIAL Cloudian rulings:
http://shriektcg.twoday.net/stories/4400989/

The Army of Cloudness: Variants of the Cloudian Deck
The Cloudian's versatility exists not only within their own theme but branches out with past cards to create numerous deck types that add potential and flavor to the theme as a whole. Here are a few Cloudian variant decks and a brief description on functionality. If any one would be kind enough to post deck lists of each theme, or thinks up new variants, I will gladly post them on the guide and give credit:

Acid Rain: Cloudian Burn Variant:
This theme takes advantage of the Cloudian's potent burn abilities and excellent field control to slowly melt away opponents. Besides the standard Updraft, this deck can utilize standard burn cards like WMC and Lava Golem. Other notable cards to consider are Ojama Trio and Ghost Fog, both of which can turbo the speed of Fog Counters. For a more through description of how to use these cards, read Radicaldreamers's post #23 I believe.

Counter Clouds: Cloudian-Counter Fairy Hybrid
This variant uses the strong synergies between the two themes and creates a powerful control deck that is able to stop most, if not all your opponent's threats before or after they happen. I must warn users that the deck can draw and recycle cards like no other and slowly leave your opponent with nothing to work with.

Fog Machine: Cloudian Water Engine
This variant takes advantage of the combo of Mother Grizzly, Skreech, and Salvage to quickly thin the deck and increase the speed and toolbox nature of the Cloudians. This deck can take full advantage of standard WATER support and strategies with the added durability and versatility of the Cloudians.

What's Yours is Mine: Cloudian Swap Toolbox
This variant emphasizes the use of creature swap, mystic box, and creature seizure in combination with the Cloudian's strong token mechanic (and Sheep cloud) for advanced monster control tactics. Swap Sheep Cloud, Smoke Ball, and standard scapegoats for your opponent's best and turn the tables.
Credit to mysterymr.

Clouds of Royalty: Cloudian - Monarch Hybrid
Yes, Monarchs go great with Cloudians too. Cloudian invincibility and Turbulence offer numerous monsters to tribute, most of which often pay for themselves when summoned as well. Combo Mobius, Thestalos, and Spiritual art - Aoi for good counter burn and sick hand control. And of course, Raiza.

Blood Rain: Cloudian - Plasma Variant
This deck combines Cloudian tokens with Plasma to create a powerful lockdown of Plasma, Decree, and Cloudian stall/control.
Credit to Mastercannibal

The Forbidden Cloud: Cloudian - Exodia Variant
More a theme deck of Amon Garam, this deck uses the combo of Turbulence, Fog Control, Lucky Cloud, and Card of Safe Return to draw a lot of cards in order to assemble Exodia. Very clunky to use but is undeniably functional.

That's One Big Cloud...: Nimbusman OTK
Basically the goal is to power up a Nimbusman(or two) to insane ATK strength with the various Fog Counter production methods, clear the field, and then go in for the kill. Tricky to use, but a good smack in the face of those that say being hit by a Cloudian doesn't hurt.
Credit to Zaraze

"As uplifting as a Cloud in the sky...": An Incomplete Guide to non-Cloudian support cards.
Due to popular demand, I have decided to add this section that highlights outside cards that benefit the Cloudian theme.

WATER Support:
As the Cloudian deck is chock full of WATER attribute monsters, not using the plethora of WATER support cards is like... dumb. So here are a few notable cards that benefit the Army of Cloudness:

Salvage
Normal Spell
Add 2 WATER monsters with an ATK of 1500 or less each in your Graveyard to your hand.


Already aforementioned, Salvage acts as an advanced version of The Warrior Returning Alive for Cloudians. The fact that 9 out of the 10 Cloudians have under 1500 ATK gives Salvage a broad range of monsters to recycle. It effectivly turns your graveyard into a second deck from which you can pull out whatever Cloudian you need at the moment. And of course, Salvage is an automatic +1 when activated, so the Cloudians have even more ways to stay ahead of the opponent(as if they needed it). Excellent when combined with Ghost Fog and Sheep Cloud for massive Fog Counters and a wall of tokens.

Mother Grizzly
WATER/Beast-Warrior/Effect/4/1400/1000
When this card is sent to the Graveyard by battle, you can Special Summon 1 WATER monster with 1500 or less ATK from your Deck in face-up Attack Position.


The third best element searcher (trailing Tomato and Rat), Mama Bear here readily gives assistence to the Cloudian Army. Her uses are more specialized for the deck though as most Cloudians benefit from their effects only is they are normal summoned. Too bad also that Ghost Fog cannot be searched by Mother Grizzly. She still is able to call out Sheep cloud and Poison Cloud for defense and set up a Nimbusman on the field so not all is lost. Be sure to include her if you are using the following card.

Skreech
WATER/Reptile/Effect/4/1500/400
When this card is destroyed by battle, select two Water monsters from your Deck and send them to your Graveyard.


One of the cards from the Create-a-Card contest, Skreech here will appear alongside the Cloudians as a Secret Rare. His effect obviously is meant to work in tandem with Mother Grizzly and Salvage. In fact, this three card combo does a the Cloudians a number of goods:

1) Mother Grizzly defends and searches out Skreech(thins deck).
2) Skreech defends and sends two Cloudians to the GY(thins deck).
3) Salvage fetches the two Cloudians to the hand(turns GY into toolbox).

With these three, your deck will not only be slimmer, you run a lower chance of drawing a dead card, and you increase the response speed and versatility of the Cloudians. Good indeed.

Spiritual Water Art - Aoi
Normal Trap
Tribute 1 WATER monster on your side of the field. Look at your opponent's hand, select 1 card from it, and send that card to the Graveyard.


This card can act as a substitute for Fog Control in Cloudian decks and adds increased hand control to the deck. The cost really is really neglible for Cloudian decks as most of the time, your monsters are free or have already paid for themselves. This works great with Sheep Cloud tokens and gives Turbulence some functionality. Knocking off your opponent's greatest shock card is perfect for keeping your Cloudian strategies alive.

Fairy Support:
Also to recognize is that the 7 of the 10 Cloudians are Fairies, so Cloudians gain another realm of support from this branch:

The Sanctuary in the Sky
Field Spell
Battle Damage to the controller of a Fairy-Type monster from a battle involving that Fairy-Type monster becomes 0.


The other unoffical Cloudian field spell, TSS seems tailor made for the Cloudians, even if it came out before them. I mean look at all the Cloudians in the picture. It's staggering! TSS cancels out the weakness of the Cloudian's low ATK score by negating all battle damage to you. Combined with Cloudian invincibility and you get an impassable wall of fluffy fairies. TSS outclasses the similar Spirit Barrier as it is faster to activate and is more searcheable(via Zeradias). Be sure to pack some in your deck, especially agianst rush decks. This card also becomes the gateway to added Fairy support cards for Cloudian decks...

The Counter Fairies:
Another deck theme that has failed to attain noteriety, Counter Fairies often lacked consistency and had a critical weakness of dealing with on-field threats. Perhaps if they combined with all the clouds shown in TSS, they could fly high again. The two decks complement each other very well actually. Both of them rely and benefit from TSS. Cloudians have excellant field presence and control but are often lacking in ways to stop your opponent's big threats. Couter Fairies excell at pre negation but lack ways to deal with immediate threats. So they cover each others weakenesses to create a powerful control wall that plays much like MTG WHITE/BLUE control decks(annoying as heck!), negating anything and everything and stopping you opponent's monsters in their tracks. Plus, both themes can draw cards like crazy.

Random Support Cards:
These cards aren't related to other themes but greatly aid in Cloudian decks nontheless.

Double Summon
Normal Spell
You can Normal Summon 1 additional time this turn. You can only gain this effect once per turn.


A great tech card from Xemnas, Double Summon acts like a better Summon cloud. It is unrestricted, goes great with Salvage, and can super charge Fog Counter production and Cloudian effects. Definatly something to try out.

Creature Swap
Normal Spell
Both players select 1 monster from their respective sides of the field and switch control of those monsters with each other. The selected monsters cannot change their battle positions this turn.


The friend of all weak monsters, Creature Swap is as versatile as ever in Cloudian decks. Switch off your Smoke Balls, Sheep Clouds, Skreech, or Mother Grizzly for your opponent's best monsters.

"I'm just a passing Cloud..." Summary"
I hope that this guide will change the viewpoint many have on the Cloudian monsters. They really are a well designed theme, combining versatile effects with deadly weaknesses and requiring a truly skilled duelist to run effectively. Even with this long, drawn out guide, I don’t feel that I have fully covered the potential the Cloudians possess. But if this guide can stop a few “Cloudians suck” posts and create a few “R/F my Cloudian Deck” threads, then I feel that I have done the theme and the game as a whole some good.

And in closing, I would like to ask all readers one simple question:

“Have you hugged your Smoke Ball today?”

Peace Out Pojoers.

Last edited by Doctor K : 11-06-2007 at 07:21 PM.
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Old 10-23-2007, 06:46 PM   #2
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Wouldn't Spiritual Water Art - Aoi be good in this deck?
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Old 10-23-2007, 06:50 PM   #3
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Probably would. But the purpose of this thread is to discuss ideas on the Cloudians, not fix up my abyssmal sample deck.
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Old 10-23-2007, 07:00 PM   #4
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Well, it was an idea.

I was thinking of working on a Cloudian deck myself.
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Old 10-23-2007, 07:04 PM   #5
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Post your probably better than my deck on this thread then we can probably work with that better.
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Old 10-23-2007, 07:26 PM   #6
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Originally Posted by Doctor K View Post
Post your probably better than my deck on this thread then we can probably work with that better.

Maybe something along the lines of:

Cloudian - Ghost Fog
Cloudian - Ghost Fog
Cloudian - Cirrostas
Cloudian - Cirrostas
Cloudian - Nimbusman
Cloudian - Nimbusman
Cloudian - Sheep Cloud
Cloudian - Sheep Cloud
Cloudian - Acid Cloud
Cloudian - Acid Cloud
Mother Grizzly
Mother Grizzly
Mother Grizzly
Hydrogeddon
Hydrogeddon
Hydrogeddon
Fenrir
Fenrir
Zeraidas
Zeraidas

Cloudian's Squall
Cloudian's Squall
Diamond Dust Cyclone
Diamond Dust Cyclone
Salvage
Salvage
Sanctuary in the Sky
Sanctuary in the Sky
Sanctuary in the Sky
Double Summon/Shrink
Double Summon/Shrink
Heavy Storm
Mystical Space Typhoon

Torrential Tribute
Mirror Force
Spiritual Water Art - Aoi
Spiritual Water Art - Aoi
Spiritual Water Art - Aoi
Mind Crush
Ascending Air Current
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Old 10-23-2007, 07:31 PM   #7
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I have to disagree with you about the aliens.
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Old 10-23-2007, 07:47 PM   #8
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Doctor K, excellent guide.

The kind of thing I was hoping for soon.

Now to add something, Diamond-Dust Cyclone is a QUICK-PLAY.

I will post MY version of the Cloudian deck soon.

Keep your eyes peeled, since its pretty annoying .
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Old 10-23-2007, 09:13 PM   #9
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Thank you Siulzen. Looking forward to seeing your Cloudian deck. And thanks for the clarification.

Xemnas: Posted your deck in the guide. Great idea of using Double Summon! It allows even faster moving Cloudians for fog counter buildup.

Saucycarpdog: I am not bashing the Aliens as a decktype. I just notice that A-counters are solely dependent on existing on your opponent's face-up monsters. If they start playing facedowns and quick tributes, the Aliens can become without their greatest advantage. I also notice and acknowlege that Aliens have far better monster control than the Cloudians and can use this to their advantage more often.
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Old 10-23-2007, 09:23 PM   #10
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It seems I always go for the more unusual strategies when I come back to Yugioh. This, to me, is one of the strangest I have ever heard, but it really has my mind going of what these cards could do.

But now I'm afraid I have what I'm sure are two very stupid questions for most people here. Please humor me cause I just don't get some of it.

1. Fog counters are monster counters. That much I understand. But aren't you limited to five monsters, including counters, on the field at a time? I'm not even sure how to ask what I'm thinking. How do you get to the point that you can start moving the fog counters onto specific cloudians freeing up more space for other monsters? I'm just very confused.

2. I understand that most of the cloudians can't get destroyed in battle. How does that effect hit damage from an opponents attacks against a cloudian?

I have played before, but not regularly for years and only on and off recently.
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Old 10-23-2007, 09:27 PM   #11
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this is a cross between crystal beasts and venoms...
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Old 10-23-2007, 09:29 PM   #12
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Trentsketch:

1. I think you are confusing monster counters and monster tokens. Tokens act as monsters on the field and thus take up monster spaces. Popular examples of this are scapegoat tokens and Ojama Tokens. Monster counters are placed on any face-up monster with no limit to how many their can be on any individual monster. They are destroyed if the monster is flipped facedown. Unfortunatly, cloudians aren't freely able to move fog counters around w/o the help of other cards.

2. The Cloudians that can't be destroyed still take battle damage as normal, they just aren't sent to the graveyard.

Glad to hear of your interest. I know you will enjoy the deck theme.
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Old 10-23-2007, 09:44 PM   #13
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For the deck, why is there no Fog Control? It seems that that would be the best way to get Diamond Dust Cyclone off.
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Old 10-23-2007, 09:51 PM   #14
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Actually Ghost Fog can chuck on more counters than fog control. But one can have the option of either spiritual water art or fog control in the deck.
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Old 10-24-2007, 07:35 AM   #15
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Quote:
Originally Posted by Doctor K View Post
Trentsketch:

1. I think you are confusing monster counters and monster tokens. Tokens act as monsters on the field and thus take up monster spaces. Popular examples of this are scapegoat tokens and Ojama Tokens. Monster counters are placed on any face-up monster with no limit to how many their can be on any individual monster. They are destroyed if the monster is flipped facedown. Unfortunatly, cloudians aren't freely able to move fog counters around w/o the help of other cards.
Well, thank you for that. Back when I was last playing regularly, I don't think monster counters actually existed. That makes a whole lot more sense now.

Quote:
2. The Cloudians that can't be destroyed still take battle damage as normal, they just aren't sent to the graveyard.
That makes sense as well.

Thank you.
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Old 10-24-2007, 07:58 AM   #16
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That was an interesting read to be honest.

I would like to see these guys merges with counter-fairies, abusing the Sanctuary in the Sky
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Old 10-24-2007, 10:31 AM   #17
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You missed out one small yet important detail to mention about Cloudian Sheep Cloud, although the tokens it produces are limited to Tribute summons, Special Summons on the other hand are fair game.

Toons, D-Hero Dogma and Plasma come to mind, so Sheep Cloud has some extra usage with these. As well as any other monster that tributes for a Special Summon.

The Guide overall was quite good actually. Best read I've seen on Pojo for ages, and gets me wanting to build my own deck of the fluffy clouds. Well done :3
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Old 10-24-2007, 01:05 PM   #18
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Thank you Nickers. I added the part about special summons to sheep cloud.

Have been playtesting them and I realize that once they get going, cloudians play a lot like Monarch decks. The Cloudian invincibility is akin to GK Spy's and treeborn and the effects of Altos, Acid cloud, and Cirrostas resemble Thestalos, Mobius, and Zaborg respectivly. Just hope that opponents aren't packing Malevolent Catastrophe on top of breaker and Heavy Storm.

Additional Comment:

EDIT: Added a new section to the guide dealing with non-Cloudian support cards.

Last edited by Doctor K : 10-24-2007 at 01:05 PM. Reason: Automerged Doublepost
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Old 10-24-2007, 03:47 PM   #19
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My Body as a Shield
Solomon Judgement
Dark Bribe

These three cards are good support for protecting the Cloudian from effect destruction.

Also Cloudian – Eye of the Typhoon is Wind not Water. He also helps Wind decks by giving them a decent beatstick. Hello Wind deck.
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Old 10-24-2007, 03:58 PM   #20
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Since Cloudian's are based on gaining advantage from small monsters (much akin to Gadgets), I doubt that Dark Bribe is a good idea.
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Old 10-24-2007, 04:07 PM   #21
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True. The only type of removal you have to worry about is mass. Otherwise, Salvage works great to bring back Cloudians that have been destroyed. Most Cloudian protection should come from Sanctuary or some other stall card.

Question: I believe that Rain Storm's effect can only be used once and only once. Can anyone clarify this or is it multiple usage?
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Old 10-24-2007, 06:48 PM   #22
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*wolf whistles and applause*

Doctor, the "K" must stand for "Kickass" because that was an amazing guide! You covered everything, gave full on honest reviews and described in full detail every single Cloudian card and extra to prove that this theme is a winner in the right hands! Thank you very much! I thoroughly enjoyed reading it. ^_^
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Old 10-24-2007, 06:56 PM   #23
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Quote:
Originally Posted by Doctor K View Post
Cloudian Sheep Cloud
WATER/Fairy/Effect/1/0/0
If this card is destroyed by battle and sent to the Graveyard, Special Summon 2 "Cloudian Tokens" (Fairy-Type/WATER/Level 1/ATK 0/DEF 0) in Defense Position. These Tokens cannot be used as a Tribute to Tribute Summon monsters other than "Cloudian" monsters.


The Counter Fairy variants can put the tokens to good use to pay for counter trap costs or to fuel Voltanis the Adjudicator`s effect.

Cloudian Ghost Fog
WATER/Fiend/Effect/1/0/0
This card cannot be Special Summoned. When this card battles, the Battle Damage to both players becomes 0. When this card is destroyed by battle, put Fog Counters on a number of face-up opponent's monsters, equal to the Level of the monster that destroyed this card.


Unfortunately, most decks don’t go beyond level 6 but six extra “Fog Counters” is still a huge boost and should be fully exploited. Overall, a monster to play in multitudes for his fast “Fog Counter” production.

In the Cloudian burn variant this card can suicide into lava golem giving it a whopping 8 Fog Counters.
On top of that Lava Golem can take out two opposing monsters and give us additional burn, which saves us some much needed deckspace


“Strange weather we’ve been having lately…”: A Guide to Cloudian Spell/Trap Support


Summon Cloud
Continuous Spell
Once per turn, during your Main Phase, if you control no monsters, you can Special Summon 1 Level 4 or lower "Cloudian" monster from your hand or Graveyard. If you Special Summon a monster from the Graveyard this way, destroy this card.


Summon Cloud is really only good in the beginning of a duel or in a pinch situation. Otherwise, your field should have lots of Cloudians abusing their effects repeatedly. It can set up early “Fog Counters” or summon Poison Cloud for a defense strategy. Try to only utilize its GY recursion effect though to gain a +1. Otherwise this card is pretty specialized for a few situations only. It does combo well with Lucky Cloud though.

When combining salvage with this to refill your hand and summon a cloudian of your choice your hand size stays the same.
If you got back a cloudian with a removal effect he can possibly use it right on to destroy an opponent`s card.
It basically turns the +1 from salvage into a -1 to your opponent, which is far more desireable.
Especially in the mother grizzly +skreech engine deck this card can become the focus of the deck and a means to recover the field after mass removal.


Rain Storm
Normal Trap
Activate only by selecting 1 "Cloudian" monster you control. Reduce the ATK of the selected monster, and apply the appropriate effect:
By 1000 points: Destroy 1 Spell or Trap Card your opponent controls.
By 2000 points: Destroy 2 cards your opponent controls.


Since it only reduces ATK and doesn`t rely on counters to do anything equip cards like United we stand or Mage Power can make the cost negligible turning this from a specialized nimbus card into a card we could combine with any cloudian.
Also those cards could give us a way to exploit the openings after eating the field away turn after turn with our cloudians


The Counter Fairies:
Here are some notable Fairies from the theme that can support the Cloudians:

Voltanis, the Adjudicator
Level 8, Fairy/Light
2800 / 1400
When you successfully activate a Counter Trap, this card may be special summon by sacrificing all monsters on your field. When this card is successfully special summon this way, you may destroy number of cards on opponent''s field equal to number of Angel sub-type monsters sacrificed.

This monster can make use of Ghost Cloud tokens to fuel its effect and can be a huge threat with the right setup.
Luckily for us a field full of fairies is just the setup it needs.
Very useful in the Counter Fairy deck for unexpected counters, Counter Cloudians could give it more time to shine


Random Support Cards:

Lava Golem
This card can be put to good use in the burn variant. Run a Cloudian Ghost Fog into it for 8 Fog Counters.
Gives us removal and more burn by itself and allows the use of some other good cards.
Most importantly it gets rid of threats like Des Wombat or Jinzo blocking our win condition Ascending Air Current and doesn`t require any real setup to do so.


Ojama Trio
Slowing the opponent down and serving as Fog Counter Collectors to use with Ascending Air Current or Diamond Dust Cyclone.
Especially since the burn deck is much more capable of protecting multiples of Cloudian Squall to speed up the process.
It also helps getting Lava Golem out.


Wave-Motion Cannon
Kind of a no brainer in the burn variant, this is interesting to consider putting even in a normal cloudian deck, for the same reason other themes like gravekeepers tossed in a copy or two.
This card is a huge lightning rod for any s/t-removal your opponent has.
If they let it be it will speed up our win.
If they destroy it they have one less card to destroy Cloudian Squall
Doktor K, I was looking forward to this guide when you mentioned you were writing it and you really delivered.
It was certainly a good read and I`m happy you included some points I brought up in the other thread.

I`ve got some additional comments and suggestions (bolded in the quoted part) you might like to include, so take a look when you have the time.
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Old 10-24-2007, 07:51 PM   #24
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EDIT: Expanded the deck section to discuss Cloudian variant decks. Open to all deck contributors/strategies. Credit will be acknowleged.

Roland: Updated some parts of the guide thanks to your post. Excellent call on Summon Cloud's uses. Feel free to further expand on the burn variant.
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Old 10-24-2007, 09:33 PM   #25
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For stalling, go with Messenger of Peace is an excellent side card against aggro decks. For starters, most Cloudians are under 1500 ATK so they will be able to attack without worry of being attacked. Also unlike other stalling cards, this card can be deactivated by not paying the maintenance cost.
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