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Old 09-29-2011, 10:42 AM   #1
yoshi777
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Default Official Crystal Beast Guide and Discussion Thread, We're Awesome and You Know It!

[/color]Thread #6, I'll fix OP later.

I. Table of Contents

Quote:
I. Table of Contents
II. Introduction
III. Monsters
IV. Spells
V. Traps
VI. Bosses
VII. Techs
VIII. Conclusion
II. Introduction


The Crystal Beast theme is a group of eight supporting monsters, with several different forms of Spell and Trap support, that focus on converting destroyed Crystal Beasts to Crystals, then using those Crystals as a source to power their Magic. The monsters are split up into seven different colors, along with one "Boss Monster", the colors being Sapphire Pegasus (Blue), Ruby Carbuncle (Red), Amber Mammoth (Orange), Amethyst Cat (Purple), Cobalt Eagle (Indigo), Topaz Tiger (Yellow), and Emerald Turtle (Green). When all these cards are either on the field or in the graveyard, the boss of the theme can be summoned, Rainbow Dragon.

Crystal Beasts enjoyed their debut in the GX anime, used by a transfer student named "Jesse Anderson" (Or Johan Anderson if you're cool), who quickly became the driving force of a good portion of the third season. He was a gifted duelist, able to see card spirits, and was credited among Pegasus J. Crawford's top Five duelists, at number five. Among his achievements include at least one European tournament win, and (almost) defeating the main character twice. He was a happy, energetic character, very reminiscent of Jaden himself.

The cards themselves were based off of Julius Caesar's assembling of seven gemstones from around the world to build a tablet as a sign of Rome's prosperity; However, the crystals were lost at sea before the Tablet could be completed. The Crystals then became the basis of the Crystal Beast monster cards, while the Tablet became the Rainbow Dragon card.

Basically, each Crystal Beast monster has two effects: One is unique to each monster, and the second says that when it is destroyed, it is placed in the backrow as a continuous spell. The deck works by amassing as many Crystals/Gems in the backrow. When you have more backrow, your Crystal spells are more effective, and the deck runs much better. Thus, using cards like Torrential Tribute aid the deck's playstyle.

The deck works best by creating card advantage. Since the Crystal Beast monsters simply go to the backrow when destroyed, it takes more of your opponent's resources to get things off of your field.


III. Monsters


Quote:
Crystal Beast - Sapphire Pegasus
WIND/Beast/4/1800/1200
When this card is successfully Summoned, Flip Summoned, or Special Summoned, you can place 1 ‘Crystal Beast’ monster from your hand, deck, or Graveyard in your Spell/Trap card zone as a continuous spell card.. When this card is destroyed while in a monster card zone, you can put this card face-up as a Continuous Spell card into your Spell/Trap card zone instead of sending it to the Graveyard
.
This card is amazing. Having this in an opening hand can determine how you do in a duel. It helps keep the continuous flow of backrow coming from your deck. It has decent stats, thins out the deck, and is a Beast type.

Run 3. ALWAYS.


Quote:
Crystal Beast - Ruby Carbuncle
Light/Fairy/3/300/300
When this card is special summoned, you can special summon as many ‘Crystal Beast’ monsters as you can from your Spell/Trap card zone. When this card is destroyed while in a monster card zone, you can put this card face-up as a Continuous Spell card into your Spell/Trap card zone instead of sending it to the Graveyard.
This card is also really helpful. Effect-wise, it's the second best Crystal Beast monster. It works with almost every single Crystal spell. It's really good for getting out those backrow Pegasus, which in turn refill those spaces. Immediate card advantage.

Run two. You don't want to draw it, but you don't want to get it removed.


Quote:
Crystal Beast - Topaz Tiger
Earth/Beast/4/1600/1000
If this card attacks an opponent's monster, it gains 400 attack during damage step only. When this card is destroyed while in a monster card zone, you can put this card face-up as a Continuous Spell card into your Spell/Trap card zone instead of sending it to the Graveyard.
Okay, this card is great. I mean, its effect isn't anything like Pegasus or Carbuncle, but having a 2000 beater that you can summon by many different methods is pretty nice. Once again, this is a Beast type. It's a pretty valuable card to run.

Run 3. Two can work, but it's better than the other Crystals, so you might as well run it in three.



Quote:
Crystal Beast - Amber Mammoth
Earth/Beast/4/1700/1600
When a face-up ‘Crystal Beast’ monster you control is selected as an attack target, you can change the target to this card instead. When this card is destroyed while in a monster card zone, you can put this card face-up as a Continuous Spell card into your Spell/Trap card zone instead of sending it to the Graveyard.
This card is not very impressive. Mediocre stats, and pretty luckluster effect. The only reason for running it is because of its 1700 attack and because it's a Beast type.

Run 1-3 Depending on however many Crystal Beast monsters you want to run.



Quote:
Crystal Beast - Emerald Turtle
Water/Aqua/3/600/2000
Once per turn you can change one of your monsters that attacked this turn to defence position. When this card is destroyed while in a monster card zone, you can put this card face-up as a Continuous Spell card into your Spell/Trap card zone instead of sending it to the Graveyard.
This card looks pretty bad. But in actuality, it can effectively give you another turn to setup a combo, or, depending on the deck, wall for a few turns. Unfortunately, people (Including myself) have stopped running this card to run another Mammoth because of cards like Horn of the Phantom Beast.

I prefer it at 1 if you're going to run it. Run 2 in Rainbow Dragon builds.



Quote:
Crystal Beast - Amethyst Cat
Earth/Beast/3/1200/400
This card can attack your opponent directly. When it does so using this effect, the battle damage it inflicts to your opponent is halved. When this card is destroyed while in a monster card zone, you can put this card face-up as a Continuous Spell card into your Spell/Trap card zone instead of sending it to the Graveyard.
This card is not very useful. It saw a lot more play when Rescue Cat was unbanned. It can still be searched with Hamster and it can be used for Super Rush Recklessly.

Run 0-1. Run 1-2 in Rainbow Dragon builds.



Quote:
Crystal Beast - Cobalt Eagle
Wind/Winged-Beast/4/1400/800
Once per turn you can return 1 face-up ‘Crystal Beast’ card you control to the top of it’s owner’s deck. When this card is destroyed while in a monster card zone, you can put this card face-up as a Continuous Spell card into your Spell/Trap card zone instead of sending it to the Graveyard.
This, in my opinion is the worst Crystal Beast. Terrible effect. Why would you want to Raiza yourself? Bad stats, too. Some may like to recycle Pegasus' effects, but later I will discuss much better ways to do so.

Run 0. 1-2 in Rainbow Dragon builds.



Conclusion: running ten Crystals is standard. The deck is VERY spell based, so you want to run as little monsters as possible. But, since crystals can be in both front and backrow, I think that ten is the minimum you should run, to maximize the field advantage possibilties.


IV. Spells


Quote:
Ancient City - Rainbow Ruins - Field Spell
This card gains the following effect(s) according to number of ‘Crystal Beast’ monsters in your Spell/Trap card zone.
- 1 or more: This card cannot be destroyed by a card effect.
- 2 or more: Once per turn you can halve the battle damage you take.
- 3 or more: You can send 1 ‘Crystal Beast’ monster from your field to Graveyard, to negate the activation of a Spell or Trap card and destroy it.
- 4 or more: Once per turn during your Main Phase you can draw 1 card.
- 5: Once per turn during your Main Phase you can special summon 1 ‘Crystal Beast’ card from your Spell/Trap card zone.
Well, there you go. This is probably the best field spell in the game. Can't be destroyed, half battle damage all the time, negate spells and traps, draw every turn, and special summon every turn. So good. Special that carbuncle and set up a wall every turn. You can activate a rainbow ruins over the one you already control to draw again. This card even has control aspects. It is like a dictator of the whole field. This is probably the best Crystal Spell.

Run 3. I suggest a Terraforming or two also.


Quote:
Crystal Promise - Normal Spell
Special Summon 1 ‘Crystal Beast’ monster from your Spell/Trap card zone.
Nice to hit a carbuncle or pegasus to generate some more field prescence. It isn't as amazing as the other spells, but don't underestimate this card.

Run 0 or 2 in most builds. Run 0-3 in special variants.


Quote:
Crystal Release - Equip Spell
Equip only to a "Crystal Beast" monster. It gains 800 ATK. When this card is sent from the field to the Graveyard, you can place 1 "Crystal Beast" monster from your Deck in Spell & Trap Card Zone, face-up, as a Continuous Spell Card.
This card can be pretty sweet. It boosts the weak crystals to 2500+. Equip to tiger to swing over gorz. Equip to mammoth to ensure your other monsters won't be attacked over. Then get a backrow. This makes the deck more consistent by providing a surefire way to gain backrow. If you don't have a monster, set it and let your opponent MST it. Then grab your Pegasus. Unfortunately, the deck doesn't usually have enough space for it. But if you do have some extra space, I say go for it.

Run 2-3 in most builds, if you have space.


Quote:
Rare Value - Normal Spell
Activate only when there are 2 or more ‘Crystal Beast’ cards in your Spell/Trap card zone. Your opponent selects 1 ‘Crystal Beast’ card in your Spell/Trap card zone and sends it to the graveyard. Then you draw 2 cards.
I love this card. It can get you the cards you need quickly, and requires minimal setup. Just make sure you don't mess up your beacon plays. If you have beacon and Rare Value in hand, beacon the Pegasus, search a backrow, THEN Rare Value. Also, run blessing in three with this card, please.

2-3 in most builds.


Quote:
Crystal Blessing - Normal Spell
Choose up to 2 ‘Crystal Beast’ monsters from your Graveyard, and put them face-up into your Spell/Trap card zone as a Continuous Spell card(s).
Honestly, this card looks pretty terrible on paper, but actually, it's one of the most valuable spells that Crystal Beasts possess. If you only run two, you'll be wishing you could draw it, +1, then beacon for more plusses. It can help you recover if you get hit by Hyunlei, and it also recovers from Rare Value. It's surprisingly good, and won't be a dead draw often, despite how it looks.

Run 2-3 in all builds. Try to run three.


Quote:
Crystal Tree - Continuous Spell
Each time a "Crystal Beast" monster(s) is placed in either player's Spell & Trap Card Zone, place 1 Crystal Counter on this card. You can send this card to the Graveyard to take a number of "Crystal Beast" monsters from your Deck equal to the number of Crystal Counters on this card, then place those monsters in your Spell & Trap Card Zone, face-up, as Continuous Spell Cards.
This card is good. Doubles the speed of your backrow. The only problem is, this card is only useful turn 1-2. Otherwise it's dead. I think release is better for that reason. And you also have to be careful that you don't aquire too many counters, because then you can't get its effect, and it just sits on the field. Overall good, but it's inconsistent.

Run 0 or 2. Three is overkill, one you won't draw it.


Quote:
Crystal Abundance - Normal Spell
Send 4 ‘Crystal Beast’ cards from your Spell/Trap card zone to your Graveyard. Send all cards on the field to Graveyard. Then special summon as many ‘Crystal Beast’ monsters from your Graveyard as you can up to number of cards on your opponent's side of the field sent to the Graveyard by this card’s effect.
Probably the second best spell in the archetype. This wins games all the time. If you hit four cards, you probably won, depending on if you have a Promise, Beacon, Rare Value, or normal summon left. But don't just throw the card on the field when you draw it. Test the waters a little and make sure they don't have Warning or Solemn, because abundance being negated is game-breaking. -4. Not good.

Run 2-3. I usually run 2, but that's just me.


Quote:
Crystal Beacon
Spell - Normal
When there are 2 or more ‘Crystal Beast’ cards in your Spell/Trap card zone, special summon a ‘Crystal Beast’ monster from your deck.
I love this card. Grab a pegasus to get another backrow, or grab a carbuncle to swarm your field. Fun times come from this card. The only problem: It has to come from the deck. Trust me, if you run three, it WILL draw dead late game. You can't run three.

Run 2. Always.


V. Traps


Quote:
Last Resort - Normal Trap
Can be activated when opponent's monster declare attack. Choose a [Rainbow Ruin] in your deck and activate. If so, if opponent had activated a Field Spell, opponent can draw a card.
This card is pretty bad. Why let your opponent draw a card? One word: Terraforming.

Always use 0.


Quote:
Crystal Counter - Normal Trap
Trap Card
Send all cards in your Spell & Trap Card Zone to the Graveyard. Place as many "Crystal Beast" monsters as possible from your Graveyard in your Spell & Trap Card Zone, face-up, as Continuous Spell Cards. During the End Phase, destroy all face-up "Crystal Beast" cards you control
Really good thought, but this is a really late-game card only. It's not helpful unless you muff an abundance. And you have to be careful setting it, because it could clog up the backrow. Blessing is a lot better.

Run 0.


Quote:
[YGOCARD]Crystal Raigeki[/ygocard] - Normal Trap
Trap - Normal
Send 1 ‘Crystal Beast’ card from your Spell/Trap card zone to the Graveyard. Destroy 1 card on your opponent controls.
It's good. But you can't sacrifice a backrow for it. It's not worth it. If you need, run MST and Smashing Ground.

Run 0.


Quote:
Rainbow Path - Normal Trap
Trap Card
Activate only by sending 1 “Crystal Beast” card from your Spell and Trap Card Zone to the Graveyard when an opponent’s monster declares an attack. Negate the attack, then you can add 1 “Rainbow Dragon” or “Rainbow Dark Dragon” from your deck to your hand.
Not worth it. The next card is better for Rainbow Dragon builds.

Run 0.


Quote:
Rainbow Gravity - Normal Trap
Activate only if you have 7 "Crystal Beast" cards with different names on the field or in your Graveyard. Special Summon 1 "Rainbow Dragon" or "Rainbow Dark Dragon" from your Deck or Graveyard, ignoring the Summoning conditions.
Good for Rainbow Dragon builds. Activate in your opponent's end phase so you can get his effect first turn.

1-2 in Rainbow builds.


Quote:
Crystal Pair - Normal Trap
Activate only when a "Crystal Beast" monster you control is destroyed by battle and sent to the Graveyard. Place 1 "Crystal Beast" monster from your Deck in your Spell & Trap Card Zone, face-up, as a Continuous Spell Card. You take no battle damage this turn.
Sorry, you can't let Crystals go to the grave. End of story.

Run 0.

Overall: Crystal Traps are the worst. Konami kind of failed when they designed them. In normal builds, don't run any of them.


VI. Bosses and Techs


First, the overall boss monster for the Archetype:


Quote:
Rainbow Dragon!
Light/Dragon/10/4000/0
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except from your hand while you have 7 "Crystal Beast" cards with different names on the field or in your Graveyard. This card cannot activate its effects the turn it is Special Summoned. ● Send all "Crystal Beast" monsters you control to the Graveyard; this card gains 1000 ATK for each card sent. You can activate this effect during either player's turn. ● You can remove from play all "Crystal Beast" Monster Cards in your Graveyard to return all cards on the field to their owners' Decks.
Well, here it is. The "Trump" card. Unfortunately, the effect isn't as great as the cool card art. First of all, it doesn't even guaruntee a win once you summon it. Secondly, it's very inconvenient to summon. In my opinion, it takes too long to set up, it isn't even that effective, and it makes you run the Crystal Beast monsters that aren't good. A better build for Crystal Beasts is a build around pulling off the Abundance otk. Still worth mentioning, and for those who just want to have some good old fun, this is pretty sweet when you can summon it.

Run 1-2 in Rainbow builds only. 0 otherwise.


Quote:
Hamon, Lord of Striking Thunder
Light/Thunder/10/4000/4000
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by sending 3 face-up Continuous Spell Cards you control to the Graveyard. When this card destroys your opponent's monster by battle and sends it to the Graveyard, inflict 1000 points of damage to your opponent. While you control this face-up Defense Position card, your opponent cannot select another monster as an attack target.
A lot of people would consider this the better boss monster of the archetype. It's a moderately easy monster to summon, and it has good attack. Not to mention it can be changed to defense for its second effect with tortoise. But think about it: in today's meta, it isn't hard to destroy anything. This is not an exception. In fact, chances are that Hamon will be destroyed upon summon. Or even more funny: compulsed. Thus, you successfully -3-ed yourself. Sweet. That's almost as bad for your setup as having your abundance negated. It just isn't worth it. Running it is not worth it. None of your spells can work properly except blessing if you use it. I personally hate this card. Sorry to be so negative.

Run 0. Always, unless, like Rainbow Dragon, you just want to play around and have some fun and lose at the same time.


Quote:
Light and Darkness Dragon
Light/Dragon/8/2800/2400
This card cannot be Special Summoned. While this card is face-up on the field, its Attribute is also treated as DARK. When a Spell or Trap Card is activated, or the effect of an Effect Monster is activated, that activation is negated and this card loses 500 ATK and DEF. When this card is destroyed and sent to the Graveyard, select 1 monster in your Graveyard. Then destroy all cards you control, and Special Summon that monster.
This card is better than the other boss monsters, but it doesn't make the cut, in my opinion. Crystal Beast effects are continuous, so they aren't negated. When it gets killed, Rainbow Ruins stays on the field. Also, ou can usually end up with a nice backrow of Crystal Beasts. Thus, you can special summon Cabuncle and do it again. Its cool and flashy, but impractical... Wastes two Cystal Beasts, and they don't like to go to the grave. Not to mention, it can draw dead a lot. I don't suggest it.

Run 0. If you REALLY want to try it, run 2 if you run 2 Promise.


Quote:
Malefic Cyber End Dragon
Dark/Machine/10*/4000/2800
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 1 "Cyber End Dragon" from your Extra Deck. There can only be 1 face-up "Malefic" monster on the field. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card.
Here is one of the most preferred boss monsters out there. It's pretty decent. It's practically a free summon, as long as you have Rainbow Ruins, and your extra deck shouldn't be too cramped to thrown in some Cyber Ends. There are two problems with this card: It can be limiting, and you can't swing except with him, so your opponent can simply set a monster every turn till they obtain a card to get over him. He also won't stay very long. He can get hit by any type of protection, so a lot of times he's just used as bait, which in my opinion isn't enough reason to run him. You can run him if he fits your playstyle. For me, he doesn't cut it. If you do, however, want to run him, run plenty of Rainbow Ruins and Terraforming.

Run 0 or 2-3. 1 would be inconsistent.


Quote:
Dragon Queen of Tragic Endings
Dark/Dragon/6/1900/2600
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by controlling 3 or more face-up Continuous Spell Cards. When this attacking card inflicts Battle Damage to your opponent, your opponent selects and sends 1 card from their hand to the Graveyard, and you draw 1 card. During your Standby Phase, if this card is in your Graveyard and was sent there from the field, you can send 1 face-up Continuous Spell Card you control to the Graveyard to Special Summon this card from the Graveyard.
This is pretty good. This is one of the best boss cards to run. It nets plusses, and it comes back. Walling up Shi En and Stardust is a nice factor. I like it a lot. The only drawback is that it takes some setup.

I suggest if you run it to run 1-2 maximum. You don't want to draw it dead. Not to mention it revives itself.


Quote:
Dark Dust Spirit
Earth/Zombie/2200/1800
This card cannot be Special Summoned. During the End Phase of the turn that this card is Normal Summoned or flipped face-up, return it to its owner's hand. When this card is Normal Summoned or flipped face-up, destroy all other face-up monsters.
This card is good. I nets plusses every turn. It really isn't much of a cost to summon, either. I like it a lot. It combos really well with Dragon Queen, because you send your Crystals to the backrow, then drop queen to gain hand advantage. It's a good time. You don't have to run it by any means, but it is definitely a good card to consider. Main Play: Have Rainbow Ruins, and some front and backrow Crystals. Tribute Dust, get five backrow, draw for Rainbow Ruins, then special Carbuncle, and get some more. Swing for game, or nearly game. Then do it again next turn. That's the only problem, it works best late game.

Run 0-1. Personal preference, I suppose.


VII. Techs


Quote:
Super Rush Recklessly - Normal Trap
Select 1 face-up Beast-Type monster you control and 1 monster your opponent controls. Destroy your monster, and return the opponent's monster to the Deck.
This card really helps generate advantage. It can really own cards like dadnylion who want to hit the grave. Not to mention almost all of the monsters are beasts. When building your deck, don't forget about this card. It's not bad. But at the moment I find myself going to more staple traps.


Quote:
Summoner Monk
Dark/Spellcaster/4*/800/1600
This card cannot be Tributed. When this card is Normal or Flip Summoned, it is changed to Defense Position. Once per turn, you can discard 1 Spell Card to Special Summon 1 Level 4 monster from your Deck. It cannot attack this turn.
This card is amazing, too. Essentially it is running a fourth and fifth Pegasus. You can pitch those spells that are dead first turn. It also provides an instant eight star sycnhro with a four star tuner. Run it in every Crystal Beast deck in the world. No joke.


Quote:
Genex Ally Birdman
Dark/Machine/4/1400/400
You can return 1 face-up monster you control to the hand to Special Summon this card from your hand, and this card gains 500 ATK if it was a WIND monster you returned. If this card is Special Summoned with this effect, remove it from play when it is removed from the field.
This card is a good tuner. Return Pegasus for the summon next turn. Even better, get Pegasus with Monk, return Pegasus with Birdman, then synch seven and summon Pegasus next turn. There are many combos associated with it. Run 1-3 if you want. It definitely is a decent tuner to use. At the moment I don't run it.


Quote:
Neo-Spacian Grand Mole
Earth/Rock/3/900/600
If this card battles with your opponent's monster, you can return both monsters to their owner's hands at the start of the Damage Step (without damage calculation).
Fantastic. I love this little guy. He does it all. Kills Synchros, gets over big monsters so you can swing direct, and can make your opponent get rid of Mirror Force, Warning, and even Judgement.

Run it. Right now it's limited, and will probably stay that way, but if it ever goes to two or three, I might just run two.


Quote:
Horn of the Phantom Beast - Normal Trap
Equip this card to a Beast-Type or Beast-Warrior-Type monster you control. It gains 800 ATK. When the equipped monster destroys an opponent's monster by battle and sends it to the Graveyard, draw 1 card.
I just started testing this card, and I personally love it. Best part about it, you can activate in the damage step to avoid a lot of protection from hindering it. Drawing a card is just a perk. And equipping to Pegasus when faced with an attacking Stardust or Shi En is pro. Try it out. It shouldn't ever be a dead draw, so don't worry about that.

I'd try running 2 if you have space. If you don't, I'd suggest making room. This is a pretty cool card.


VIII. Conclusion:


On tuners: I don't like tuners in Crystal Beasts. They don't like going to the grave, so it isn't usually worth the card space in the deck just to make one Synchro. Believe me, I've testing everything out there. I've tried Scrap Crystals, and Flamvell Crystals (which I even took to tournament). It's not needed. The only ones to consider: Effect Veiler, because it's pro, and if severly needed, a Trishula; and Gale, to get over all those 2500 or less synchros and beatsticks.

On Mid-Game: Your whole goal when playing Crystal beasts is to get to this stage. What is this "Mid-Game"? It's having four backrow Crystal Beasts and Rainbow Ruins. Preferably with some guys in the front, too. If you can get to this stage, your chances of winning skyrocket. The reason being that you can draw over and over, and setup walls every turn with Rainbow Ruins' fifth effect. Thus, try to build your deck in a way that will get you to this stage (i.e.- don't run Hamon).

Problems with the deck: Crystal Beasts are fantastic when they get what they need, aren't all decks? Unfortunately, they aren't consistent, due to the fact being that pegasus is imperative to get any kind of setup. It's hard to search it. The only effective way is running Summoner Monk. that's why it's important to run him.If you follow the thread, you'll find many begging for more support. What the deck needs is a searcher. If we get that, the deck will be fantastic. As it is, it has potential, but just needs a little more consistency to do well at an event.

Crystal Beasts are one of the coolest decks out there. And it really throws people off when you play it and win. A lot of people underestimate the power of the deck until they get hit by abundance. It's a good time. If you have any questions, PM me or post on here. Just about anyone would be glad to post a decklist or answer questions about the deck. Thanks for reading!
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Last edited by yoshi777 : 09-29-2011 at 11:31 AM.
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Old 09-29-2011, 10:51 AM   #2
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no no no if this is the new thread change the avatar.
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Old 09-29-2011, 10:53 AM   #3
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The avatar of what?
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Old 09-29-2011, 11:01 AM   #4
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That was fast. Subbing for old school crystal beast fun.
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Old 09-29-2011, 11:03 AM   #5
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I will fix the OP later today.

And has anyone tested Smashing Ground in here? I think it's good, but I can never find room for it main decked.
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Old 09-29-2011, 11:04 AM   #6
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Originally Posted by xcrystalxservexx View Post
no no no if this is the new thread change the avatar.
Thisthisthis. And put it all in green text so it's not different. AND PUT QUOTES IN FOR THE CARDS.

And I guess it's too late for you to change that comma in the title to a colon. Dammit, don't start the next thread.
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Old 09-29-2011, 11:12 AM   #7
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Quote:
Originally Posted by Mark Howard View Post
Thisthisthis. And put it all in green text so it's not different. AND PUT QUOTES IN FOR THE CARDS.

And I guess it's too late for you to change that comma in the title to a colon. Dammit, don't start the next thread.
If you really want a colon ask a mod.
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Old 09-29-2011, 11:25 AM   #8
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Ryoko's Crystals
Sapphire x3
Topaz x3
Ruby x2
Amber x1
Emerald x1
Effect Veiler x1
Badass Queen x2
Karakuri Watchdog x1
Summoner Monk x1
Genex Ally Birdman x2

Ancient City - Rainbow Ruins x3
Terraforming x1
Abundance x1
Blessing x3
Promise x2
Beacon x2
PoD x3
MsT x3
Monster Reborn
Dark Hole

Trap Dustshoot
Torrential Tribute
Comps. x2

3 days to tournament and I'm still working at Extra and side decks. Main deck is gonna be like this.
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Old 09-29-2011, 11:27 AM   #9
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Done some stuff to the OP.
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Old 09-29-2011, 02:21 PM   #10
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Subbing..
New thread is ok I guess
And ryo I'll try to help ur deck tomorrow gotta catch some sleep now
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Old 09-29-2011, 02:40 PM   #11
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I appreciate that. Thanks
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Old 09-29-2011, 02:41 PM   #12
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Subbing!!!

Still have my fingers crossed for Crystal Beast support. I mean come on, Gravekeepers, Dark World, Agents, and Samurai get new support, but we don't?
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Old 09-29-2011, 02:41 PM   #13
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Wouldn't Hammer Shot be more effective then Smashing in Crystals?
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Old 09-29-2011, 02:43 PM   #14
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subbing, twice, oh yeah.
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Old 09-29-2011, 03:04 PM   #15
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I dropped Soul Taker and Hammer Shot because Crystal Beasts have Synchros and Exceeds now.
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Old 09-29-2011, 03:09 PM   #16
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Quote:
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I dropped Soul Taker and Hammer Shot because Crystal Beasts have Synchros and Exceeds now.
are you saying the Hammer Shot stuff are old or like theres a new crystal beast card or something.
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Old 09-29-2011, 03:11 PM   #17
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Quote:
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are you saying the Hammer Shot stuff are old or like theres a new crystal beast card or something.
They're not as necessary when we can use Synchros and Exceeds to deal with threats.
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Old 09-29-2011, 03:12 PM   #18
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Hammer Shot, Smashing Ground, and Soul Taker (Why would you run that?) aren't good you have to have spell speed two destruction. That's why I used to run Karma Cut. But Lightning Vortex is a better alternative.

In the last thread I posted a list of destruction, because that's one of the main flaws of the deck.

I might reconsider MCED for this format. It might be really helpful against twilight...
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Old 09-29-2011, 03:20 PM   #19
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Why would I run Soul Taker? Why wouldn't I run Soul Taker? It hits what I want it to hit, 100% of the tie.
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Old 09-29-2011, 03:49 PM   #20
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Subbing!!!

Still have my fingers crossed for Crystal Beast support. I mean come on, Gravekeepers, Dark World, Agents, and Samurai get new support, but we don't?
And Amazoness XD
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Old 09-29-2011, 04:22 PM   #21
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Quote:
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Why would I run Soul Taker? Why wouldn't I run Soul Taker? It hits what I want it to hit, 100% of the tie.
Abundance no longer otks. Not that that is the only way to win, but I just don't like making it one more step.
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Old 09-29-2011, 04:56 PM   #22
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Quote:
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Abundance no longer otks.
do you still think its bad that i use none?
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Old 09-29-2011, 05:24 PM   #23
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Quote:
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do you still think its bad that i use none?
Well, I wouldn't really call your deck a crystal-centered deck. So it would mostly provide dead draws.
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Old 09-30-2011, 02:07 AM   #24
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Quote:
Originally Posted by xcrystalxservexx View Post
do you still think its bad that i use none?
It will be dead a lot in your build, you could still play one though.
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Old 09-30-2011, 04:22 AM   #25
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*creeps* <3
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