Subject: Why hasn't anyone thought of these combos? - Pegasus I just find it odd that nobody's thought of the following combos. Is it because standard magics (MST, magic jammer) can beat them easily or because they're just too odd? Anyway, these combos are (to my eyes) both powerful and original. So enjoy. I. Insect Barrier + Parasite Paracide Some people say that Insect Barrier + DNA Surgery does better than this. But DNA Surgery also changes YOUR monsters to insects. What if your opponent plays Insect Barrier, too? Besides, Parasite Paracide also does lp damage even though the chances of your opponent drawing it are fairly slim except in the late game. Running 3 Parasite Paracides would really help. II. Several strong monsters (BEWD comes to mind) in defense mode + Curse of Fiend Now, I realize this combo has a significant fault (namely, if your opponent wipes out your strong monsters before you can play curse of fiend) but this is very useful against a powerful beatdown deck, especially if you have BEWD or similar out. Your opponent's monsters won't dare stay in attack mode (unless your opponent plays some strong traps) so when they switch to defense mode, activate Curse of Fiend (which should be set). All your and your opponent's monsters are now in attack mode, so attack and do some serious LP damage. This can also work if your opponent has a strong monster with low defense in attack mode. Curse of Fiend will switch it to defense mode, and your monsters can wipe it out. III. Curse of Fiend + Shield and Sword This would work fairly well in a deck with a lot of high-def monsters (giant rock soldier, mystical elf, etc). Play the high-def monsters in defense mode, then activate curse of fiend + shield and sword and wipe out all your opponent's defense monsters. No LP damage, but it could wipe out some of your opponent's strong attack monsters with low defense points (La Jinn, etc.). This has the added effect of switching all your opponent's face-down effect monsters into attack mode (although I'm not sure if that counts as being flipped, so I'm not sure if their effect is activated. Someone email me and tell me because I need clarification on this point). Wipe them out. IV. Ceremonial Bell + Lightforce Sword + Giant Trunade SORL + Trunade was thought of immediately after the Trunade came out, but this combo's not bad. Use Ceremonial Bell to peek at your opponent's hand, use lightforce sword to lock away a card, use giant trunade to increase the locking capability to 7 turns (or 3 turns for 1 card and 4 turns for another). Then destroy Ceremonial Bell (tribute it for a summoned skull or something) so your opponent can't peek into your hand for more than a few turns. V. Stim Pack(preferably 2) + Reverse Trap + Swords of Revealing Light + Giant Trunade This combo I'm not entirely sure will work. If it does, this is what should happen: play stim pack on one of your monsters and play SORL, then activate reverse trap the next turn so you first receive +700 attack and then +200 attack for the next 3 turns. After SORL's (and stim pack's) effect is done, the monster you used it on receives a +1300 attack bonus. This is really nice on a poker like Jinzo #7. HOWEVER... you can then play Giant Trunade and pick up SORL AND Reverse Trap. Then if you have a second Stim Pack, repeat this process for an eventual +2600 (WOW) attack bonus. Obviously, you could also use this combo on one of your OPPONENT's monsters so your opponent receives -1300 attack. Wow. Obviously, this combo could be ruined by MST, but it would still be really fun if you pulled it off correctly. And of course, since it requires 4 different cards it's quite hard to draw all of them (especially because of the 1 SORL per deck thing)... VI. Jinzo #7 + DNA Surgery + Limiter Removal + 7 Completed (preferably 3) Although the probability of drawing all of these on the 1st turn is just REALLY low, this is a really awesome combo. In one turn, you can play Jinzo, play DNA Surgery, power up Jinzo with 7 Completed, and then use Limiter Removal. Theoretically you could use two 7 Completed on its attack on the same turn you play it (powering it up to 1900, woo) and then use a third one before using Limiter Removal (powering it up to an amazing 5200 with a DIRECT ATTACK MONSTER that's a lot of lp damage). Hard to draw combo, just like the last one. That's all I can think of at the moment, but I promise I won't stop sending in completely untested combos until my imagination is completely wasted. (Rant: Why did King of Yamimakai get powered down to 2000/1530? It's 2600/2300 for only 5 stars in Dark Duel Stories. Better than Summoned Skull.) -Pegasus (email: qc@fengyuan.com)