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UDuelists
2 December 2011UDuelists published a card review

Coming to confront the ultimate , , steps in to the fray in the war between the T.G. and Meklord factions! It comes with base stats of 4000 attack and 4000 defense, standing toe to toe with that of in terms of raw power. His summoning conditions are much easier than that of , as he only requires sending 3 Meklord from your hand to the graveyard in order to be special summoned. By using cards such as or , you can easily get enough Meklord in your hand: just as T.G. are capable of swarming the , Meklord can swarm your hand.

In terms of his weakness, it shares the main weaknesses that its enemy counterpart also faces: cards that can prevent attacks, create consequences for attacking, or providing consequences for being the strongest on the are major problems. Though both are incredibly powerful with the potential to perform OTKs through the use of , in the end, it becomes a battle of wits. Prepare yourself with cards that can shut down your opponent’s moves: if is out on the before you plan on summoning , using to ensure that your summons won’t be negated is a must. Always plan out cards such as and to fend off your opponent’s and . Though brute strength is good, there is no victory without the wits.

To bypass the majority of the problems you may face, you may also want to take precautions. Combining the Meklords with some strong can help you gain a significant advantage when you also use cards such as to give your opponent your before equipping it to any of your Meklord Emperors/Meklord Astro . Also, if you can keep cycling from your , to your opponents side of the , and then equipped to your , you can keep shaving points off of your opponent’s life points by using those as a living weapon.

Overall, gets a 9/10 rating for its incredible stats and equally incredible . It will, above all, stand equally against that of . It has virtually the same advantages and disadvantages, but Mekanikle is much easier to summon if you are capable of keeping your alive until a window of opportunity opens up for you to your opponent: just like with , the key is to win in as few turns as possible.
Meklord Astro Mekanikle
Type: Monster
Type I: Effect
Type II: Machine
Attribute: Light
Level: 12
Attack: 4000
Defence: 4000
Text:
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UDuelists
2 December 2011UDuelists published a card review

In terms of his usual summoning, it seems like the easiest way to summon him is a star 5-5-2 combination consisting of , (or ), and , a combination that is relatively easy considering T.G. are built for faster summons, not to mention ‘s ability to any T.G. by using any T.G. from your hand. Alternatively, if you already have a that was made up of and another 5 star , all you would need is to split up and then for . Also, by using a and combo, you can easily summon a level 2 , perhaps , and then tune it with other totaling 10 stars (a recommendation would be 2 level 5 ). There are other ways of course, but the path to summoning is tough either way.

As for his base stats, he carries a whopping 4000 attack, 4000 defense, as well as a destructive that can negate any one summon once per turn! Through this , you can negate the summon of a key card your opponent needs to either swarm the , or use for a higher level ; heck, you can just negate the higher level altogether! Of course, even if your opponent does succeed at summoning a very high level , they’ll have a hard time fending off this ’s 4000 attack, but if they do, keep a or even ready!

His strong points, obviously, are his base stats and summon negation , but why not make him even stronger? Adding to him will ensure that he would not be beaten by battle by a or a boosted up by the maximum 4000 attack points from , and backing up your with cards like and doesn’t hurt either. If you need further support, adding in to play will prevent your opponent from removing any cards from play, or, if you’re opponent has a clean , using to make his attack in to 8000 will more than likely finish your opponent off!

In terms of weaknesses, I’d say that the usual fare for brute attackers are cards like and . Also, if your opponent tricks you in to negating one of their summons and pulls out a Meklord Emperor, you may want to hold on to cards such as or even (if you have stall cards to survive the turn), to ensure your opponent does not have the advantage by equipping your . Also, a lot of problems can go wrong while attempting to put out your on the to summon him, so try summoning as quickly as possible, while also making sure you have the cards to back up your through any situations, be it battle or .

Overall, gets a 9.5/10 rating because of his high stats and killer . He may be hard to summon, but with practice and a little level manipulation, he can be one of the most important to bring you out of a dire situation! Luckily, the T.G. archetype, though small, is a tightly knit set of cards that can quickly bring out as many as possible, and the key to unlocking the most powerful entity among them is speed.
T.G. Halberd Cannon
Type: Monster
Type I: Effect
Monster Type: Synchro
Type II: Machine
Attribute: Earth
Level: 12
Attack: 4000
Defence: 4000
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UDuelists
2 December 2011UDuelists published a card review

is one of those titans that focuses on brute strength rather than special , and the that it does have is just his summoning condition. he is one of the few that are made by combining three other : for him, he is made by tributing , , and .

Ironically, the three making up are quite strong; if you pitted against the three that make him, let’s just say that there are strength in numbers. Sanga, , and all have the same of instantly lowering an opponent’s attacking either of them to 0 attack during your opponent’s damage calculation. For someone such as where brute force is essentially everything, their can quickly kill him without a sweat.

So, what should you do to ensure keeps up his juggernaut status? Incorporate or to keep it busting through your opponent’s defenses, or incorporate to prevent it from being destroyed through . If its brute strength isn’t enough however, you can always explore other options such as tributing him for a 4950 attack , or fuse him with through for a 9900 attack , an OTK if you can pull it off perfectly, perhaps in conjunction with and to keep your opponent’s wide open!

Now, since all of the needed to summon must be on the and require 2 tributes each, a swarming or stall deck is greatly recommended to get your out as fast as possible. Incorporating cards like to use one of your opponent’s , or a / combination to dump either in to the graveyard before special summoning them on the can help you summon as fast as possible.

Overall, gets a 9/10 just for its brute strength, but just like all head on attackers, if you do use , you must beware of cards like , , , or that could prevent from attacking, having the consequence of being destroyed as a result of attacking, or having a consequence of having the strongest attack and/or defense on the . Nevertheless, there are only a few that are capable of standing toe to toe against ’s raw power, let alone his near-impenetrable defense. With base stats of 3750 attack and 3400 defense, your opponent will probably most likely have to rely on and to bypass this massive titan!
Gate Guardian
Type: Monster
Type I: Effect
Type II: Warrior
Attribute: Dark
Level: 11
Attack: 3750
Defence: 3400
Text:
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UDuelists
2 December 2011UDuelists published a card review

Among the 4 in the game that prevent special summoning, is the best of them all; with base stats of 2800 attack and 2300 defense, it will take a lot from your opponent to stop her. Unlike , she has the capability to be special summoned, and compared to the likes of Jowgan the Spiritualist or , she has more than enough attack and defense points to stand up against the majority of the your opponents can inevitably muster up! However, the only thing that her other counterparts have against her is ‘s ability to destroy all special summoned on the after being flipped face up; a minor that can technically do without either way.

In terms of bringing out the best of her power, summoning her early in the game can give anyone who uses swarming decks a hard time to win. By dumping the 4 type needed to special summon her as early as possible gives you the chance to simply power past your opponent’s without worrying about the higher that may come in to play later in the game. If you are worried about her being destroyed mid-game though, incorporate cards like , , or to keep her on the long enough to restrict your opponent’s moves.

Of course, is not without her weaknesses. She is, above all, a type , therefore the Ally of Justice archetype can quickly do away with her with cards like to prevent her from being special summoned, or to instantly destroy her without damage calculation! You can prevent these situations from occurring by incorporating and changing up ’s attribute, or simply use a to prevent the Ally of Justice cards and other from activating their . Of course, this is just for precautions for a single type of , so for a much more universal solution, either use stall cards like to keep your alive from battles against more powerful .

Overall, gets a 9.5/10 for her great and even better base stats. She does well enough alone, and if summoned early in the game, she can become a major hindrance against your opponents. Of course, she is still vulnerable to and , so building up your defenses with the usual or is a must, but even if she does get destroyed, never fear, because she will return back to your deck, ready for another round! She is, above all, an angelic soldier that will test the limits of your opponent’s strengths and wits.
Archlord Kristya
Type: Monster
Type I: Effect
Type II: Fairy
Attribute: Light
Level: 8
Attack: 2800
Defence: 2300
Text:
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UDuelists
2 December 2011UDuelists published a card review

Continuing the trends of the other two Ice Barrier , he is named after a weapon wielded by a deity: this time, he is named after the trident wielded by the Hindu god Shiva. Also, following Gungnir’s lead, his base offensive stats are 200 attack points higher than that of his predecessor, Gungnir.

Trishula’s has also been amplified and restricted compared to that of Gungnir; now, you are allowed to remove from play one card from your opponent’s hand, , AND graveyard! His only restriction is that his can only be used when he is summoned, so sadly, if you want to keep using his with a speed closer to Gungnir‘s once per turn, you would have to summon Trishula over and over again.

In order to first summon Trishula, you need one and at least 2 non- , something that would normally be hard, but is slightly easier considering that Trishula is a level 9 . Using cards like can help you keep summoning Trishula for another round, and is capable of disturbing your opponent’s battle strategies as you summon Trishula during either player’s battle phase.

In terms of sheer power, Trishula sits at a good 2700 attack, 2000 defense, which slightly makes up for his one-time . He’s also capable of working with virtually any deck, so he can be very beneficial to utilize in most situations.

As for weaknesses, Trishula may have to rely on support cards in order to fight higher powered , even though his base stats are relatively high enough to take on the majority of . Also, the card (which, incidentally, Trishula is featured on the card work) is a possible threat as it will hurt you even more if you choose to activate Trishula’s ; once you remove any card from play on your opponent’s hand, , and graveyard, your opponent can by removing 2 cards from the respective . Beware of cards like which prevents anyone from removing any cards from play, or any general deck like the D.D archetype which relies on the removed from play pile.

Overall, Trishula has a 9.3 rating for it’s one-time crippling and its high base stats. Like Gungnir, he is capable of fending off by his strength alone, but if you would like to further cripple your opponent’s strategies, using cards that can take Trishula back to the extra deck and then quickly summoning him back on the is potentially neccessary: the faster the cycle, the less time your opponent has an opportunity to recover. Combined with the likes of Brionac and Gungnir, however, and your victory is almost inevitable.
Trishula, Dragon of the Ice Barrier
Type: Monster
Type I: Effect
Monster Type: Synchro
Type II: Dragon
Attribute: Water
Level: 9
Attack: 2700
Defence: 2000
Text:
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UDuelists
2 December 2011UDuelists published a card review

Because Brionac is a , Gungnir is the first actual to be released in this series, and just as Brionac was named after the spear wielded by Lugh, Gungnir is named after the spear the Norse god Odin wields. His stats are slightly better than Brionac, as his attack is 2500 and defense is 1700, a good raise with a good derivative of Brionac‘s .

Gungnir is capable of selecting up to 2 cards and destroy them, at the cost of the same number of discards of course. It is a near mirror of Brionac, except the fact that Gungnir’s ability is restrained to two cards once per turn. Just like with Brionac, however, the card works well here, because once combined with Gungnir, both your oopponent’s cards on the would be destroyed with the added bonus of having your opponents discards the same number of cards destroyed.

Unfortunately, Gungnir is highly restrictive compared to Brionac in the fact that he requires a non- type ; this lowers the number of decks that can utilize Gungnir in terms of summoning. Unless you play an Ice Barrier deck or something relatively focused with attributes, you’ll have a hard time summoning Gungnir. Fortunately, however, once Gungnir is on the , he becomes an equally hard obstacle to defeat since his can wipe out your opponent’s , , and/or as well as boasting a very descent base stat to take out most .

In terms of weaknesses, the same weaknesses that plague Brionac also applies to Gungnir; cards that restrict Gungnir’s abilities can greatly hinder him, however it is not as much of a serious problem due to the fact that Gungnir is slightly stronger than Brionac. Ready cards that can negate any such as or to keep Gungnir plowing through your opponent’s defenses, and also ready cards that give you a high hand manipulation to stock up on ammunition for his . Also, be cautious when choosing the number of cards to destroy, as cards like and can be activated depending on the number of cards you choose to destroy.

Overall, Gungnir gets a 9/10 rating because of his destructive and his slightly better base stats compared to Brionac. The same strengths and weaknesses that Brionac has are highly relative to Gungnir, as both conditions are the same, but Gungnir is only usable to his fullest extent through the use of type , as he is nearly impossible to summon without them. In essence, the two are linked by brotherhood, so together they are a force to be reckoned with, and apart, they will inevitably fall.
Gungnir, Dragon of the Ice Barrier
Type: Monster
Type I: Effect
Monster Type: Synchro
Type II: Dragon
Attribute: Water
Level: 7
Attack: 2500
Defence: 1700
Text:
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UDuelists
2 December 2011UDuelists published a card review

Ironically, Brionac is technically not a , but a named after the living spear wielded by the Irish deity Lugh. In terms of base stat, he carries a descent 2300 attack, but a miserable 1400 defense, however, his of bouncing cards back in to your opponent’s hands at the cost of one discard more than makes up for his mediocre stats.

Through Brionac’s abilities, he becomes a very powerful obstacle against players who have a heavy emphasis on summoning high-powered to overtake their opponent. Brionac’s isn’t focused on crippling any single deck, however, as it allows you to discard any number of cards to bounce back the same number of cards from the to the owner’s hand; therefore it carries the potential to cripple any and all deck types!

Sadly, however, Brionac’s abilities rely on a very high hand maniuplation, because if you run out of cards in your hand, Brionac is left standing with relatively easy stats to overcome. Cards that allow you to draw, such as or , can help you greatly, or you can take advantage of Brionac’s discard ability as a helpful tool for decks based on Infernities, Fabled, or any other archetype based on either having no hand or discarding cards from your hand. If you choose to go on the route of having as many cards in your hand, is an obvious must.

As for weaknesses, if your opponent somehow manages to shut down Brionac’s abilities through means such as or , you’re main focus should be to either boost Brionac’s attack and defense, or focus on eliminating the obstacle(s) that restrain Brionac from using his abilities. Cards like can bounce back your opponent’s and , and is capable of destroying any one card at the cost of one discard.

Overall, Brionac gets an 8.8/10 rating because of his potentially crippling , but due to his lower stats and the potential of running out of cards, he is not entirely useful unless used with decks that focus on have little to no cards in-hand or discarding from the hand. Swarming decks are perhaps the only deck archetypes that can push Brionac at his limits, therefore is perhaps the only card that could save Brionac as it forces your opponent to discard as you discard for Brionac’s .
Brionac, Dragon of the Ice Barrier
Type: Monster
Type I: Effect
Monster Type: Synchro
Type II: Sea-Serpent
Attribute: Water
Level: 6
Attack: 2300
Defence: 1400
Text:
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UDuelists
2 December 2011UDuelists published a card tip

is a personal favorite of mine, not because it’s one of those main storyline cards from the anime, but because it’s a frickin space (among other reasons, of course)! It’s a symbol of hope and undying martyrdom, proving to be one of the most useful cards that can be used in virtually any deck with a , and the right level of . It in itself was designed exclusively by man himself- Kazuki Takahashi! In the entire series thus far, it is probably the most supported in the entire game, boasting 6 evolutionary variations (4 of which are available in the U.S., 5 in Japan, and 1 currently exclusive to the manga), a “kid” version known as , and various support cards scattered throughout the booster set series. Below are a list of the evolutionary variation:

Majestic:
Malefic:
Assault Mode: /Assault Mode
Accel :
Limit Over Accel :  
Delta Accel : Cosmic Blazar (Manga only)

In any case, his overall stats are reminiscent of the other “signature” cards of the other Yugioh protagonists. He has the standard 2500 attack and a very descent 2000 defense, and his abilities are nothing less than heroic: by releasing himself from the , he is capable of negating an that destroys a card or cards on the ! marks the first “signature” card to ever have an , unless you count Jayden’s (or from the GX manga), which we covered last night, who was his signature card until was introduced.

Alone, is incredible with its well rounded stats and capability to negate destruction , however, the true power of is not in itself alone, but in the cards built around him. His first evolution, , is perhaps the strongest variation, so strong that he only remains on the filed for 1 turn! is capable of negating ANY , , or , and then completely obliterate the rest of the cards that are on your opponent’s ! That’s not all though; because once the is negated, if it can be activated, you can use it as ‘s ! Sadly, would not return, but it’s a small price to pay; so be prepared with some or to revive your fallen Stardust.

The next evolutionary variation stems to , one of the very few Accel in the game. is a beefed up Stardust with 3 : it can attack the same number of times as there are in the first 5 cards of your deck, it can negate any that might destroy a card or cards on the , and it can remove itself from play to negate an attack, and then special itself back during the end phase. It may be hard to summon him, seeing that he needs a plus a to summon, but there are alternative ways to summoning him other than the classic / combination. One alternative combo? This may only apply to those who use Dragunities, but prepare a , , , any (though is highly recommended), and a ; a complex combo, but an alternative nonetheless. The chain of events is a bit easier, however, as all you need to do is ensure that you follow these steps:

summon
summon the alternative
Chain to the latter summon
Use ‘s level add ability to make either a level higher
the alternative with with a card such as (you don’t need to worry about if you summon a card such as )

The complex solutions to summon are completely worth it, however, because his alone are a nice boost from Stardust’s own. Sadly, if is destroyed, will not return in his place.

The last of the major evolutionary variations (for the U.S. at least) is is only technically capable of protecting , which does not fit the typical line of the Stardust series). Boasting a 3000 attack and 2500 defense stat, it combines the best of all of Stardust’s evolutionary stages. Having a slight attack and defense boost, it also gains ’s ability to negate any , while also affording to bring back Stardust as an insurance policy if is ever destroyed. Once this titan of a is out, your opponent will have a very hard time to defeat him.

, with its martyr-based ability, may not see a lot of battles, but what can you do to ensure that it can keep coming back? Well, if you use its evolutionary stages, most of them will allow you to resummon once they’re destroyed, unless of course, you used the combination. Be wary of cards like , , and other Removed from Play cards as Stardust cannot negate those , and you may find that your cannot come back because it is not in the graveyard. or on the ? Never fear, because if you release , its still goes off because it activates in the graveyard, and releasing cannot be negated because it’s a cost! And always remember: just because is down for the count, doesn’t mean he is completely unusable. Utilize and use both him and a type in order to summon , a 3200 attack, 2000 defense that can remove from play any type and use its as its own, not to mention a near-perfect shield that can reflect damage back to your opponent!

Overall, I give a 9.8/10 for his well rounded abilities and capability of crippling most deck archetypes with the help of his evolutionary variations. Even without his evolutionary variations, can hold its own against your opponent, saving your side of the from the likes of and such.
Stardust Dragon
Type: Monster
Type I: Effect
Monster Type: Synchro
Type II: Dragon
Attribute: Wind
Level: 8
Attack: 2500
Defence: 2000
Text:
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photo
UDuelists   2 December 2011  
Haha... yeah, sorry about that. I made this a while ago and haven't got around to posting it. Thanks though!
photo
Mr. Awesome   29 November 2011  
Actually, is currently available in the US with a subsription to Shonen Jump.
photo
Mr. Awesome   29 November 2011  
Actually, is currently available in the US with a subsription to Shonen Jump.
UDuelists
18 November 2011UDuelists published a card review

First off, is the only Signer to have a pre-evolutionary variation (sort of like the Baby pokemon in the Pokemon series), the everyone knows as . He is also the first and only Signer to be a , as well being the strongest in the game thus far, with following at a close second. Unfortunately, is not technically considered as a material for Accel Summoning due to the fact that it does not allow the user to summon on the opponent’s turn.

In either case, boasts a whopping 2900 attack, 2400 defense, putting it as the second strongest Signer in terms of attack AND defense, after and respectively; his are also nothing short of extraordinary as well. Once he is summoned, the player can decide whether or not to make his/her life points equal to 4000, a good if you’re tight on life points, but also ignorable if you’re packing life points. On top of that, obliterates damage altogether by making all damage 0, and if he would be destroyed by battle or card , you can remove from play any from the graveyard to protect him!

With this being said, an ideal deck for is one that would utilize as often as possible. Seeing as is required to summon him, make use of ‘s abilities to quickly dump in to your graveyard before summoning (either by equipping the to before summoning him, or using cards like to dump those straight in to the graveyard). but if you can’t, cards like and are a great way to help keep alive through battles. Incidentally, is also an ideal card, as it destroys one of your to wipe out all of your opponent’s and , thus leaving you one more to use in the graveyard while also eliminating any potential threats.

Some more strategies include using to make him in to a level 1 (which you can also use or ‘s ability to make him a level 2 for an easy when combined with ), using the of to regain lost life points, or using potentially self-destructing cards like without the risk of getting hit by damage. Just like , this card is perfect for a based deck.

As for weaknesses, beware of cards like , which will lock off your graveyard for ’s destruction prevention . is also another card which can potentially ruin , as it makes it restricts both players to remove any cards from play. Also, seeing as is a level 8 , and is a level 7 , your options are also very slim when it comes to , so pack a to get your almost instantly. Also, if you find yourself in need of more in your graveyard, try , which allows you to bring back and use his , and then Summoning again for both his 4000 life point and a few more to dispose of!

Overall, I give a 9.8/10 for it’s very powerful, very balanced stats and . It has the potential to save the player from being destroyed by damage as well as being capable of staying alive as long as the player has in his/her graveyard, but he also has the equal potential of not doing anything game changing other than being a very powerful juggernaut that will take a lot to take down.
Life Stream Dragon
Type: Monster
Type I: Effect
Monster Type: Synchro
Type II: Dragon
Attribute: Earth
Level: 8
Attack: 2900
Defence: 2400
Text:
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UDuelists
18 November 2011UDuelists published a card review

She is the first Signer to have an that allows the user to gain life points, and perhaps the only Signer whose abilities were capable of wiping out the Earthbound Immortals and Malefic archetypes without a sweat, as both archetypes rely heavily on to remain alive. She’s also the only Signer that can special summon another , but at the cost of skipping your battle phase (which is, of course, a small price to pay if you play your cards right). Using her summoning can potentially allow for easy summoning of virtually any card, including the and .

At her best, is best as a support or a defensive force. Combining her with cards like the series or series, where both carry extensive amounts of evolutionary variations, can prove useful, especially if you plan on summoning cards like , , , or . By using her ability, summoning some of the hardest in the game just became slightly easier.

She is also the best in decks that heavily rely on ; decks that focus on cards like , , or even (whose new structure deck based on the Agents is coming soon!), can either be helped or destroyed by . True, she does destroy and gains 1000 life points as a result, but she allows the user to search for a from their deck to their hand. Also, if you find your own being wiped out, use cards like , another featured in the 5Ds arc along with , who retrieves any in your graveyard and returns it to your deck; and the best part is, the can be activated once per turn! Cycling , , and allows you to keep summoning 1 tribute without any drawbacks over and over again. Of course, if you do try this, make sure you have plenty of to keep the cycle flowing smoothly.

In terms of weakness, beware of cards that can switch your attack/defense positions like , reciprocate attack/defense stats such as Shield and Sword, or the , which can almost guarantee an early end to . Even can potentially eliminate through her ability, but only if you use it on their ; if you use her ability on yourself, you would still be relatively safe. To avoid any of these problems, ready yourself with cards like to keep your in defense mode, or to reverse any stat changes, but beware of both cards since they have very tight restrictions. Nevertheless, classic, efficient stall cards such as and work great in this situation, as it will help protect in most situations.

Overall, I give a rating of 9.3/10 for her incredible defense, but low attack strength. Her best terms of usefulness is limited to those who use Earthbound Immortals and/or Malefics extensively, but other than that, she remains as a better support card to help the likes of or achieve a higher evolutionary variation.
Ancient Fairy Dragon
Type: Monster
Type I: Effect
Monster Type: Synchro
Type II: Dragon
Attribute: Light
Level: 7
Attack: 2100
Defence: 3000
Text:
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UDuelists
18 November 2011UDuelists published a card review

What sets apart from the other Signer , aside (technically) from , is that he carries his own archetype: the Blackwings. Unfortunately, he himself is not considered a Blackwing, but by using the Blackwing army, they can protect your as he plows through your opponent’s offensives.

The strategies for using are obvious: use the Blackwing support and to boost your own offensive and defensive lines while avoiding any damages. For example, once is on the , you can use cards like to get your strongest , while also avoiding the card’s damage. And aside from being a great card for Blackwings, it’s also highly effective in a Deck, where it can absorb the damage of cards like and !

This card is incidentally very reminiscent of the , a card that reflects damage back to your opponent, so by having both cards on the , you can potentially gain one Black Feather while also reflecting the same damage back at your opponent: a double-sting sort of strategy!

For to be the most effective, the key is to quickly accumulate damage, either from your own (which is more advantageous as it mostly comes with some benefit), or your opponent, and then taking those Black Feather and weakening your opponent’s strongest , paving the way for a powerful clean finish as well as dealing damage to your opponent equal to the attack points lost by their ! But, if you can not accomplish this, use cards such as to protect him against 2 attacks and 1 destructive .

The weaknesses here are obvious; do not try and store up Black Feather for long periods of time because each on weakens him. If you must, big stat boost cards like and so he has plenty of attack points to survive, or use stall cards such as , , or to prevent your opponent from attempting to destroy him.

Overall, I give him a 9.5/10 for a great base stat, and an that can potentially cripple your opponent’s offenses. Using this card in a Blackwing deck is highly recommended due to a high level of support, but it will also work equally as well in a deck where life point manipulation is key.
Black-Winged Dragon
Type: Monster
Type I: Effect
Monster Type: Synchro
Type II: Dragon
Attribute: Dark
Level: 8
Attack: 2800
Defence: 1600
Text:
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UDuelists
18 November 2011UDuelists published a card tip

She is perhaps the embodiment of Akiza herself: beautiful, yet carrying the vast potential to be very destructive. Unlike and , does not have any evolutionary variations, nor does she have any real support cards built exclusively for her, but that’s alright, because is a card built for carrying out fast, clean assassinations, and she was never meant to be out on the battlefield for long. Most may underestimate this , seeing as she does have the second lowest attack strength and the second weakest defensive power among all of the Signer , but her is nonetheless destructive: once she’s been summon, you can wipe the clean; yeah, that’s right, wipe all of the , , and off of the ; of the Signer , only is capable of stopping her destructive tendencies. Sadly, though, she takes her own self with her , but for those that choose not to use her destructive abilities, there’s another option: switch a defense position in to attack mode and make its attack stat 0. It’s the perfect femme fatale: kill without hesitation, or kill through seduction.

Fortunately, even if you do use ’s first , there are ways of bringing her back from the grave. She has a kid counterpart similar to ’s , a called . a which can potentially be the core of any deck, as she allows you to special summon either or any type from your graveyard once is destroyed! Even works well here, as it can potentially set up the for a very easy 7 star summon; which also incidentally marks as one of the only two Signer to have a level not equal 8.

seems to be best, obviously, in a based deck. Support cards that can be used with all of the Signer is , which will revive your fallen to take out your opponents defenses. Make sure you utilize cards like or to return your removed from play back in to your graveyard so you can cycle her second ability, and also utilize cards that can change your opponent’s battle positions, such as , , and to ensure a perfect target. Incorporating is also another way to keep your alive after using her destructive , as it will instead remove her from play and then return her back on the afterwards.

If there was anything you should beware of when using , it would be cards that would stop her abilities. Beware of , because unlike , you do not tribute to activate her , therefore you would not be able to wipe the clean or use her secondary . Even is a potential threat, as it will stop any that would destroy 2 or more cards on their side of the . Prepare back up cards like and other negation that would pave the way to fully use ’s ability. If you would like to use ’s first over and over, use cards like and in combination with type swarming tactics to while avoiding the risk of decking out in the process.

Overall, I give a 9/10 rating simply for her . She may not be the strongest Signer in terms of attack and defense strength, but her true potential lies with her powers. If you use , a based deck is a must to make the most of her abilities, but if you do use her without the recommended deck, incorporate some strong cards such as , or use quick revival cards to get back on the after wiping out the for a near-guarantee of 2400 direct damage; all depending on how you’d like to use her abilities. There may not be a lot to this femme fatale at first, but through her , she can quickly turn the tide on almost any situation!
Black Rose Dragon
Type: Monster
Type I: Effect
Monster Type: Synchro
Type II: Dragon
Attribute: Fire
Level: 7
Attack: 2400
Defence: 1800
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UDuelists
18 November 2011UDuelists published a card tip

is, indeed, a double-edged sword, capable of wiping out your opponent’s defenses (literally), but also destroying your own if you did not declare an attack with them. He is the embodiment of a general who believes in a Darwinistic strongest-survives world, leaving behind the weak and only taking the strong to victory. For players who focus on complete domination, is capable of serving as the leading force in any obliteration deck. And what better for the perfect war general than the perfect ? Adding to your deck not only forces all on the to attack, but it gives you a pretty nice life point boost every time you do, and it’ll wipe out all other attack position if they don’t attack!

Like , however, ’s power is not in its power alone, but in its evolutionary variations. He has a total of 3 evolutions, as listed below:

Majestic:
Assault Mode:
Delta :

As a Majestic , wipes out both player’s defenses once it attacks. In addition to that, it can negate an , and then gain that ’s attack points; a potentially hefty boost to its already base stats of 4000 attack and 3000 defense! Like though, it’s power is only a one-shot wonder, so make the most of its destructive power as it reigns as the king of the battle charge!

Next up is , which ups the of and completely all other once it attacks. With a base stat of 3500 attack and 2500 defense, it may be slightly weaker than , but the difference is almost nothing as it will plow through your opponent as the cavalry on the battlefield. And even if your opponent manages to destroy your , worry not, because will come back to life to take its place!

Lastly, there’s , a card that gains power from fallen comrades, and in this case, . For every that is in your graveyard, and in most chances there may be at least 3 by the time you summon , you’ll receive a 500 attack point boost for each in your graveyard, making your at least 5000 attack points strong- that’s an additional 1500 attack point boost to its 3500 attack/3000 defense point base stats! At 5000, the only ones that could hope to rival it are , and , a tie if there’s no other boosts added to them! But that’s not all there is to ’s abilities! Just like , it can also remove itself from play in order to negate any one attack, and then it gets resummoned at the end phase! And to top it all off? Your opponent is now forced to fight with their own brute strength as cannot be destroyed by any ! How’s that for a one-man army?

Some tips to control this monstrosity of power is to incorporate precautions that would be to always attack full out while also wiping out your opponent’s . If you would like to keep a 4000 attack , use the of to keep in on the , but at the cost of sacrificing its abilities. Or, perhaps, if your opponents are cowering before your might, show no mercy! Use Rage to incorporate piercing damage to take out your opponents through brute and absolute force. will protect one for a turn while you prep a for either Majeestic Red or , so be careful to place some barriers to protect any you may plan on summoning after .

For most of the Red series, the card is a must, as it flips all of your opponents face down and restricts their battle positions, leaving to do his thing. And if somehow dies? Never fear! because the same support card that helps out , or any level 8 or higher for that matter, can also help ! Yes, that’s right: use to revive your and raise hell on your opponents once again!

Overall, I give this card a 9.6 rating for its destructive capabilities, but it’s possibilities of crippling the user are too great if used recklessly. The style recommended when using this card is complete domination, something that calls for guts and undying perseverance when taking down your opponent. Aggro-based decks are highly recommended when using either or the Red series in general; this is not a card for the careful strategist. Like for most strategies, be wary of D.D. and other anti-meta decks, as they bypass destruction for the more optimal banishment (the new, much more epic term for remove from play), so prepare backup cards to aid your one-man armies to surge through enemy lines without faltering and falling, because with great power comes an almost inescapable weakness of irrationality.
Red Dragon Archfiend
Type: Monster
Type I: Effect
Monster Type: Synchro
Type II: Dragon
Attribute: Dark
Level: 8
Attack: 3000
Defence: 2000
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UDuelists
18 November 2011UDuelists published a card tip

E. Hero Flame Wingman’s attack and defense may not be something to really brag about, seeing that his attack is 2100 and defense is 1200, but pair this guy with the , and whenever you attack a higher attack point , he suddenly becomes a 3100 attack executer that’ll knock down even a or anything under 3000 (3099 if you want to be technical) attack. Of course, you could say that the whole Flame Wingman/ is a clique, very predictable combo, but it’s quite effective and will take down most cards your opponents throw at you. Also, his is quite good as well: destroy an opponent’s , and deal damage to your opponent’s life points equal to the destroyed attack! An that more than makes up for his weak basic stats.

An alternative to E. Hero Flame Wingman is his evolutionary counterpart: , a that has stats mirroring other anime-significant cards like and even . His is also boosted up, as it gains 300 attack points for each Elemental Hero card in your graveyard, which if you add up even just Avian, Burstinatrix, Flame Wingman, and the Sparkman for the , that’s an additional 1200 attack, bringing his total to a whopping 3700 attack! The perfect threesome at its best (no, not that kind of threesome, you dirty perv).

His weaknesses are obvious and we’ve been repeating them quite much: his stats leave something to be desired. Decks based around swarming can easily take down this hero as stronger are summoned faster, and even basic like which boasts a 2400 attack stat can easily take him down. How would you go around this particular shortcoming? Add more cards such as or protect the card with cards like to ensure that your advantage does not falter. Stall cards like , , and other cards that prevent your opponent from attacking are also recommended, since ‘s is an that can only be used on your turn. and are also recommended, as they will protect your Flame Wingman from being destroyed by battle.

So, overall recommendations? 7.9/10 for its incredible, life points crippling , but because of his fairly low attack and defense stats, he’s a card that needs a lot of support around him. An effective combo to ensure 3000 points of damage is to give your opponents control over cards like and even , but beware of back-up , so prepare, as always, the good ol’ before you decide to attack.
Elemental Hero Flame Wingman
Type: Monster
Type I: Effect
Monster Type: Fusion
Type II: Warrior
Attribute: Wind
Level: 6
Attack: 2100
Defence: 1200
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UDuelists
18 November 2011UDuelists published a card tip

is the -ified version of the original , the cover card of which released many, many years ago. His summoning conditions are quite hard unless you have a twilight-based deck, but once this bad boy’s out, you’ll have the chance to keep removing your opponent’s from play with the cost of not being able to declare an attack, or have the ability to attack again if destroys one of your opponents ! The best part? It can be activated once per your turn!

So, how does one easily acquire a in even the first turn? The best card would be , a card that allows you to choose 5 cards from your deck, show them to your opponent, and gives you one card of your opponents choice in to your hand and the rest in your graveyard: choosing , 2 attributes, and 2 Attributes guarentees your success, and even if is sent to the graveyard, bring it back with or . That, my friend, would be quite painful… to your opponent!

Though he may have a hefty 3000 ATK and 2500 DEF, his weaknesses are not to be ignored. Beware of anyone using a D.D. deck, because you may find your in the Removed From Play pile in the next turn (ironic, ain’t it?). is also another threat, as it will allow your opponents to remove any 2 cards from the same relative destination from your side of the once you activate his Remove from Play ! As a veteran who has gone up against this of a , my recommendation to all who may one day face this soldier is to prepare a lot of and to take him down. The solution that would bypass this threat? Ready a or -negation and to save your . Also, remember that you are not invincible just because you have an ultra, high-powered card: with great power comes great responsibility… and maybe some irrationality, a side of over-confidence, and a large helping of (very funny) stupidity (anyone seen Spider-man?).

Overall, I give this card a rating of 9.5/10 for his incredible , and easy summoning conditions through twilight-based decks. He may be a banned card within the tournament leagues, but he can be easily countered with cards such as , , or even . Add cards such as , , and other cards capable of either returning things from the Removed from Play pile or sending cards from your deck to the graveyard in order to make nearly impossible to kill.
Black Luster Soldier - Envoy of the Beginning
Type: Monster
Type I: Effect
Type II: Warrior
Attribute: Light
Level: 8
Attack: 3000
Defence: 2500
Text:
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UDuelists
18 November 2011UDuelists published a card review

The card is one of the most vital cards in the new Six Samurai decks, possessing the capability to negate any or once per turn, while also saving itself from battle by sacrificing other face-up Six Samurai . It’s stats are actually quite good too: a 5-star requiring 1 type and 1 or more non- “Six Samurai” . His attack is 2500 and defense is 1400, so attack wise, we stands up on the same level as , but his defense does leave something to be desired.

His weaknesses, although very few, are also somewhat a very steep : beware of and cards that cannot be reacted to (i.e. ). Decks that use a card such as , who requires one plus one type, can easily use Shi En as a material through the use of , so be prepared with back up cards to help protect Shi En.

Overall? I give this card an 9.5/10 rating for its incredible / negate and destroy and descent attack for a 5 star , but his defenses leave a lot to be desired, so watch out for cards such as which can knock out his altogether, or for cards like Superpolymerization or
Legendary Six Samurai - Shi En
Type: Monster
Type I: Effect
Monster Type: Synchro
Type II: Warrior
Attribute: Dark
Level: 5
Attack: 2500
Defence: 1400
Text:
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