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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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