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Leon’s
South Wall Corner Club
Tech School - GK Edition
August 4, 2005
Wow. Back so soon? I
guess I just can’t stay away.
This is a segment I started a short while back on the
message boards. I thought a compilation of sorts would be
beneficial to much more people reading it now. My “tech
school” is mostly about discussing underrated and sometimes
quite unorthodox cards and their uses as tech in certain
decks. As the leader of a local team (Team GK) I encourage
all of my members to embrace these cards that they
personally like and find ways to make them successful. So we
come to the unifying theme of this article. Each of these
cards I will discuss as tech are ones currently being used
by the members of my team. I will discuss their uses,
combos, advantages, and shortcomings.
Sit back and get ready for cards that make you say the
initials: WTF.
Austin - Summoner of Illusions
Currently his overall goal for this card is to sacrifice
something trivial - like a serpent or a sheep token - to
special summon a beefcake monster.
Right now that monster is Master of Oz but I daresay after
CRV is released he’ll find a much better option: Cyber End
Dragon.
The more I think about it the more genius it becomes. The
restrictions for the Fusion monster with this effect are
actually quite a bit easier to work with then Scientist. You
can pull monsters of any level. They can attack directly to
their hearts content. Both cards end up losing the monster
at the end of the turn, but you can use the same tactics to
get around that.
Book it and reset it. Or metamorph it into a more permanent
version of himself.
Imagine the possibilities of Cyber End Dragon with Limiter
Removal now. Wow I’m going to lose the monster at the end of
turn anyways so do I really care about using limiter?
Hmmm…sure. 8000 trample for game.
One weakness, though, is if its attacked you can sack
another monster to bring out the fatty, but then your
opponent can end turn and it’ll be destroyed. The only way
this could be nice is if your opponent runs Berserk
Gorillas. Laugh maniacally as they have to attack Sergeant
Smash-face and lose their monster.
Also, it’s a flip monster and suffers from being just a bit
too slow for its effect, but has increased synergy with
Night Assailant. Alas, if it were one level lower it could
be one of the most broken pulls with Apprentice Mage. I
still like it though.
Nick - Autonomous Action Unit
A tech tossed around and whispered about throughout much of
the Yu-Gi-Oh!
Community. I personally have even found myself thinking how
awesome it would be to top deck this on my opponent. Nick is
actually running with it though.
For 1500lp (the same cost as My Body as a Shield) you can
commit blatant thievery and take a monster from your
opponent’s graveyard.
Dodged a bullet with that Sakuretsu? Good for you. Now why
don’t you use this card and turn the gun right back on him.
The use of this card is, however, linked to how much juicy
stuff your opponent has in his graveyard and whether its
worth taking. For most CC decks expect to look for Airknight,
Jinzo, or BLS. That’s only three cards that are true
powerhouses so most would consider this a tad situational.
But, hey. It would not be real tech if it wasn’t.
Tim W - Magical Merchant
Formerly underrated. This card is now starting to get the
play time it deserves. There really is no other way to
describe it then dead useful. I remember pulling this guy
off once. I overturned eight monsters before I grabbed the
Pot of Greed. I think back on it and laugh. That would have
been eight turns worth of horrible top decks. I would have
gotten creamed.
Why is it so useful? Lets observe the ban list. We no longer
have Painful Choice or Mirage of Nightmare. Deck thinning
tactics have been severely restricted. This in turned
crippled Chaos, which has a certain dependence on a full
graveyard. In the new advanced format this card is one of
the most effective forms of deck thinning around.
People tend to shy away from it because they don’t like the
fact that they do not have control over what is lost and
what you draw. Find me a reliable deck thinner left that
does do that and I’ll be sold. Teching it will not leave you
disappointed. Trust me.
Tim P - Legendary Jujitsu Master
This little baby started picking up steam, I’d say, a month
or so before this new ban list. AST had some truly awesome
overlooked commons and I count him among them. In terms of
advantage bouncing a creature to the top of the deck is
devastating.
They lose their field presence, their summon, and their next
draw. If the monster in question was not able to get over
1800 defense to destroy it then they lose even more
advantage as they could not even rid your field of the
monster. If the bounced monster is a tribute monster they
lose even more advantage do to the resources lost to summon
it and, eventually, re-summon it.
Solid control decks will love this card. I simply love this
card too. People will tend to not use it because its Type
and Attribute do not support common themes. Its not Warrior
or Spellcaster. Its Rock. Its not light or dark. Its Earth.
A truly excellent monster and infuriating to run up against
it.
I also will just have to say that this is probably one of
the best techs against Zombies out there. Wow. Your Vampire
Lord cannot be killed by effects, huh? He can be bounced.
Top of the deck.
Cody - Wave Motion Cannon
This tech has sky rocketed in popularity since the latest
bans. One-shot burn cards are usually frowned upon, but this
guy is different. He’s a one-shot massive burn. We’re
talking 4 to 5k chipped off through just this one little
card.
It ends games. Bottom line. But as a continuous spell it is
vulnerable to S/T removal. That’s a weakness…or is it? When
Wave Motion hit’s the field it does something
psychologically to your opponent. His whole priority shifts.
You see, most games played are done slowly. Control players
take their time to gradually build their resources and cut
down their opponents. They usually are not in a rush. That
definitely is no longer the case when Wave Motion enters the
picture. Now your opponent has one thought: Kill him, or
that Cannon, before it kills me.
As someone stated to me once before this mentality makes
Wave Motion Cannon a Lightning Rod for S/T removal.
Meanwhile your other threats (Ring, Mirror Force, etc.) will
go unexpected. So, being susceptible to destruction is not
necessarily a bad thing, as the opponent will only have 1
for 1ed you and your real threats are kept safe.
Vishaal - Time Wizard
A very unorthodox tech indeed, but not one without its uses.
Most gamble effects are frowned upon, for obvious reasons,
but this card has the potential to make the rewards well
worth the risk. For instance, if you’re staring down three
opponents monster on an empty field. Better to take the
risk. Often times destroying that opponent’s Magician before
it flips is also worth the risk.
Its not just tech removal. Its tech mass-removal.
The biggest reason, I think, why it can be a successful tech
is that its Type and Attribute are highly synergetic with a
control build. Light attribute means Chaos food and the fact
that it’s a level 2 Spellcaster means it can be one of the
more devastating pulls for Apprentice Mage.
>From what I’ve seen usually a successful Time Wizard effect
is game
breaking. You just have to see if Lady Luck is on your side.
Well, that’ll about do it for the GK Edition of Tech School.
As always you
can e-mail me your thoughts, concerns, or deck fixes to
Leon-D@hotmail.com
Until next time. Peace.Tech School - GK Edition
By Leon
Wow. Back so soon? I guess I just can’t stay away.
This is a segment I started a short while back on the
message boards. I
thought a compilation of sorts would be beneficial to much
more people
reading it now. My “tech school” is mostly about discussing
underrated and
sometimes quite unorthodox cards and their uses as tech in
certain decks. As
the leader of a local team (Team GK) I encourage all of my
members to
embrace these cards that they personally like and find ways
to make them
successful. So we come to the unifying theme of this
article. Each of these
cards I will discuss as tech are ones currently being used
by the members of
my team. I will discuss their uses, combos, advantages, and
shortcomings.
Sit back and get ready for cards that make you say the
initials: WTF.
Austin - Summoner of Illusions
Currently his overall goal for this card is to sacrifice
something trivial -
like a serpent or a sheep token - to special summon a
beefcake monster.
Right now that monster is Master of Oz but I daresay after
CRV is released
he’ll find a much better option: Cyber End Dragon.
The more I think about it the more genius it becomes. The
restrictions for
the Fusion monster with this effect are actually quite a bit
easier to work
with then Scientist. You can pull monsters of any level.
They can attack
directly to their hearts content. Both cards end up losing
the monster at
the end of the turn, but you can use the same tactics to get
around that.
Book it and reset it. Or metamorph it into a more permanent
version of
himself.
Imagine the possibilities of Cyber End Dragon with Limiter
Removal now. Wow
I’m going to lose the monster at the end of turn anyways so
do I really care
about using limiter? Hmmm…sure. 8000 trample for game.
One weakness, though, is if its attacked you can sack
another monster to
bring out the fatty, but then your opponent can end turn and
it’ll be
destroyed. The only way this could be nice is if your
opponent runs Berserk
Gorillas. Laugh maniacally as they have to attack Sergeant
Smash-face and
lose their monster.
Also, it’s a flip monster and suffers from being just a bit
too slow for its
effect, but has increased synergy with Night Assailant.
Alas, if it were
one level lower it could be one of the most broken pulls
with Apprentice
Mage. I still like it though.
Nick - Autonomous Action Unit
A tech tossed around and whispered about throughout much of
the Yu-Gi-Oh!
Community. I personally have even found myself thinking how
awesome it would
be to top deck this on my opponent. Nick is actually running
with it though.
For 1500lp (the same cost as My Body as a Shield) you can
commit blatant
thievery and take a monster from your opponent’s graveyard.
Dodged a bullet with that Sakuretsu? Good for you. Now why
don’t you use
this card and turn the gun right back on him.
The use of this card is, however, linked to how much juicy
stuff your
opponent has in his graveyard and whether its worth taking.
For most CC
decks expect to look for Airknight, Jinzo, or BLS. That’s
only three cards
that are true powerhouses so most would consider this a tad
situational.
But, hey. It would not be real tech if it wasn’t.
Tim W - Magical Merchant
Formerly underrated. This card is now starting to get the
play time it
deserves. There really is no other way to describe it then
dead useful. I
remember pulling this guy off once. I overturned eight
monsters before I
grabbed the Pot of Greed. I think back on it and laugh. That
would have been
eight turns worth of horrible top decks. I would have gotten
creamed.
Why is it so useful? Lets observe the ban list. We no longer
have Painful
Choice or Mirage of Nightmare. Deck thinning tactics have
been severely
restricted. This in turned crippled Chaos, which has a
certain dependence on
a full graveyard. In the new advanced format this card is
one of the most
effective forms of deck thinning around.
People tend to shy away from it because they don’t like the
fact that they
do not have control over what is lost and what you draw.
Find me a reliable
deck thinner left that does do that and I’ll be sold.
Teching it will not
leave you disappointed. Trust me.
Tim P - Legendary Jujitsu Master
This little baby started picking up steam, I’d say, a month
or so before
this new ban list. AST had some truly awesome overlooked
commons and I count
him among them. In terms of advantage bouncing a creature to
the top of the
deck is devastating.
They lose their field presence, their summon, and their next
draw. If the
monster in question was not able to get over 1800 defense to
destroy it then
they lose even more advantage as they could not even rid
your field of the
monster. If the bounced monster is a tribute monster they
lose even more
advantage do to the resources lost to summon it and,
eventually, re-summon
it.
Solid control decks will love this card. I simply love this
card too. People
will tend to not use it because its Type and Attribute do
not support common
themes. Its not Warrior or Spellcaster. Its Rock. Its not
light or dark. Its
Earth. A truly excellent monster and infuriating to run up
against it.
I also will just have to say that this is probably one of
the best techs
against Zombies out there. Wow. Your Vampire Lord cannot be
killed by
effects, huh? He can be bounced. Top of the deck.
Cody - Wave Motion Cannon
This tech has sky rocketed in popularity since the latest
bans. One-shot
burn cards are usually frowned upon, but this guy is
different. He’s a
one-shot massive burn. We’re talking 4 to 5k chipped off
through just this
one little card.
It ends games. Bottom line. But as a continuous spell it is
vulnerable to
S/T removal. That’s a weakness…or is it? When Wave Motion
hit’s the field it
does something psychologically to your opponent. His whole
priority shifts.
You see, most games played are done slowly. Control players
take their time
to gradually build their resources and cut down their
opponents. They
usually are not in a rush. That definitely is no longer the
case when Wave
Motion enters the picture. Now your opponent has one
thought: Kill him, or
that Cannon, before it kills me.
As someone stated to me once before this mentality makes
Wave Motion Cannon
a Lightning Rod for S/T removal. Meanwhile your other
threats (Ring, Mirror
Force, etc.) will go unexpected. So, being susceptible to
destruction is not
necessarily a bad thing, as the opponent will only have 1
for 1ed you and
your real threats are kept safe.
Vishaal - Time Wizard
A very unorthodox tech indeed, but not one without its uses.
Most gamble
effects are frowned upon, for obvious reasons, but this card
has the
potential to make the rewards well worth the risk. For
instance, if you’re
staring down three opponents monster on an empty field.
Better to take the
risk. Often times destroying that opponent’s Magician before
it flips is
also worth the risk.
Its not just tech removal. Its tech mass-removal.
The biggest reason, I think, why it can be a successful tech
is that its
Type and Attribute are highly synergetic with a control
build. Light
attribute means Chaos food and the fact that it’s a level 2
Spellcaster
means it can be one of the more devastating pulls for
Apprentice Mage.
>From what I’ve seen usually a successful Time Wizard effect
is game
breaking. You just have to see if Lady Luck is on your side.
Well, that’ll about do it for the GK Edition of Tech School.
As always you
can e-mail me your thoughts, concerns, or deck fixes to
Leon-D@hotmail.com
Until next time. Peace.
|