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Yugioh
Reader Tips, Rants and Raves
changes burner stall tips
- Rich Parmele
This covers the stall
side of a burn deck. It needs to be
bulked out with the burn engine, draw engine, support cards
and so on.
So, the things I think a stall engine *needs* are Continuous
Stall
and a Plan B.
Continuous Stall is the backbone of your Stall. You should
have
6-7 continuous stall cards in your deck. This should give
you one
immediately and have you drawing into more consistently. It
should
also give you more continuous stall cards than there are S/T
removal
cards in the average deck. There are a lot of continuous
cards with
interesting stall effects, but a lot of them are conditional
(e.g.,
Kaiser Colosseum or spirit Barrier) and some can blow up in
your face
(e.g., Begone Knave! allowing Breaker to get his effect
again and
again). So I am going to recommend you consider the big 4
plus 1.
Also, try to remember: ONE CONTINUOUS STALL CARD ON THE
FIELD AT A TIME.
If it gets blown up, then bring in the one you should have
in your hand
the following turn.
5. Wall of Revealing Light: This can totally shut your
opponent down.
However, you'll need to spend a lot of LP and when you
factor in
Solemn Judgement, you suddenly have no room for error.
Personally,
I'm not that good, but this card has potential. Plus, since
it's
strongly associated with Last Turn, your opponent may assume
you're
running Last Turn and play accordingly.
4. Messenger of Peace: This and #3 are a metagame call.
Messenger is
a spell and so immune to Jinzo and Royal Decree. It also
means you
won't be creamed by a pumped-up Matazza. However, it does
let thru
attacks by a bunch of monsters that are currently popular
and are
stopped by #3. Examples include Don Zaloog, Deikoichi,
elemental
searchers, X-force and Tsukuyomi. In order to get to your
6-7 cards,
I'd recommend 1-2 of this.
3. Gravity Bind: this shuts off the monsters I mentioned
under #4.
As a trap, you can time its activation to mess with your
opponent
better than you can with Messenger. But as a continuous
trap, it's
the most vulnerable type of S/T. Still unless you see a lot
of Jinzo
and Decree maindecked, run the 2 copies of this you are
allowed.
2. Level Limit Area B: this is like Gravity Bind, except it
leaves
your opponent's level 4 and up monsters vulnerable to beefy
level
3 attackers, and it's a spell, so avoids the whole Jinzo/Decree
issue.
Run the 2 copies you are allowed.
1. Swords of Revealing Light: a stall effect so good this
card makes it
into most every deck. Combos particularly well with Giant
Trunade and
Magician of Faith. Run the copy you are allowed.
Plan B is what saves you when Mobius or Heavy Storm shows
up. And then
you can re-establish your continuous stall the next turn. I
recommend
around half a dozen of these 1-turn fixes.
5. Hallowed Life Barrier: a counter to the burn people will
side in
against you. And it does totally shut down *all* damage
coming your way
for one turn. Plus it's chainable. Consider it for your
side-deck.
4. Waboku: this is a cost-free way to protect yourself from
battle damage.
Be aware that Monsters that hose you by effect (Mystic
Swordsman L2,
Drillroid, DDWL, etc) can still do so when you play Waboku.
3. Threatening Roar: your opponent cannot declare attacks.
Period. Great
for stopping the monsters I mentioned above and for allowing
you to get
flip effects on your turn. You just need to use it before
your opponent
starts attacking. Remember, your opponent is supposed to be
declaring
the end of their main phase, which you can chain to. Lord
Tranorix's review
of this card covered how to handle this. Personally, I run
three. The only
other card I run three of is Wave Motion Cannon. Yes, I
think it's that
good.
2. Scapegoat: 4 for 1 Quickplay. Use it.
1. Solemn Judgement: each solemn judgement covers one Seven
Tools of the
Bandit, one Magic Jammer and one Horn of Heaven. That's a
lot of deck
space. It's a counter-trap so your opponent cannot chain
Decree to it.
It's LP cost *can* be hefty but since it's half your LP, you
can ALWAYS
pay for it. I recommend 2-3. Practice with this card and
have a list of
priority targets for it and I think you'll be happy with the
results.
Read the FAQ, too, there are things this CAN'T do, such as
stop an in-play
Wave Motion Cannon from being sent to the graveyard for
damage.
Hopefully once you get some practice with the tempo for this
1-2 punch
you can have fun making it so your opponent never lands a
blow. Seriously,
I've had plenty of games where the only damage I take is
from Messenger
or Solemn Judgement. And I'm still learning ....
wishing u every success
Change, aka nur27gling@yahoo.com
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