Showing posts with label OTK. Show all posts
Showing posts with label OTK. Show all posts

Wednesday, November 14, 2012

Nimbles: The Forgotten City Combo

Ok Im probably still one of the few ppl that still morn the passing of our dearly departed substitoad. Every set I look for some kind of card that will let me whip out the froggies and let them Des Croak one more time. (no I dont count frog monarch as a frog deck :P )

With this new set there is huge support for water hijinx that is not mermaid/atlantian related and one of these cards is Nimble Angler

The card is the 3rd of water type nimble cards (Sunfish and Manta being the other 2) so the potential to be able to use his effect more than just once in a water based deck makes it a usable card. And what better guy to get him discarded than work horse of all frogs Swap Frog.

The combo though wont be live till we get the Ouroboros Duel Terminal cards in what ever hidden arsonal that is. In that set we get Constellar Ptolemys Messier 7


Level 6 monsters
You can also Xyz Summon this card by using 1 face-up "ConstellarXyz Monster you control as the Xyz Material, except "Constellar Ptolemys Messier 7". (Xyz Materials attached to that monster also become Xyz Materials of this card.) You cannot activate this card's effect the turn youSpecial Summon this card this way. Once per turn: You can detach 1 Xyz Material from this card to target 1 monster on the field or in either player's Graveyardreturn it to the hand.


So right about now you may be asking how the fuck do you make a grade 6 xyz from all those little level 2 frogs and Nimbles (with out fishborg that is) So insteps another new card from ABYR


So basically if you have a level 2 monster out than you need 4 more levels to make it a 6. 2+4=6 so we need 4 level 2 monsters and we can make 2 grade 6 xyzs. Fun right? Wait go re-read Messier see that part about returning a monster? and if we have 2 messiers we get 2 monsters... so we all know what swap can do with him and another monster in hand... OTKs :))))



combo needs city in play and a swap and angler in hand

discard angler to SS swap, send a ronin, bring out 2 nimbels

Return swap to hand congrats you can extra normal summon a frog monster this turn

normal swap send a swap to the grave (could be a dupe or freeborn too)

remove a frog to SS Ronin. Yeayyyyy 4 level 2s with city in play makes em all
level 6 monsters

4 level 6s can make 2 messiers 

send the swap as material to return an angler


Send a ronin to return a swap

Do it again. SS Swap with angler, send a swap to grave and SS 2 more nimbles


swap sent ronin with the 2nd frog summon

SS Ronin by removing swap

make a second Phoenix and detatch for their effects

Im actually an ass, I mistyped and added an extra 1900 but Im too lazy
to go into photoshop and fix it now, you get the idea
The other thing is that you could go into 2 Gaia Dragons
if your opponent has some defense position monsters


Sunday, April 8, 2012

OTKing in Vanguard - Cardfight Vanguard - Spike Brothers



From what I can gather I think I have found my first OTK in Vanguard and one thats not dependent on checking a trigger. Chances are you will never pull it off but in looking at how it works you really get a good idea of the Spike Brothers dynamic and you can apply small parts of it to how you run the deck.


The Nuts

Quote:
The Field:
[Driver] - [Seifried] - [Juggs]
[W Boy] - [Dudley] - [W Boy]
Hand: Juggs#2, Diver #2
Soul: 1 Card
Your Damage: 2 Counters
Opponants Damage: 0
Quote:
Hit 1: Attk w/ Juggs#1 (soul blast to add 5K)
Juggs#1 goes to the deck.
(Im not boosting yet because a lot of decks will take the first damage to utilize for effects and the 15k should be enough for them not to want to wast 2 guards on)
Quote:
Hit 2: Attk w/ Rider
(with 1 damage chances are your opponent will not guard. You have more chance of them not guarding if he attacked first but to get 2 hits in with out boosting you can't swing with rider first they will see the effect superior call and instantly go into defense mode. Chances are against an experienced player they will guard so you would most probably boost here, but I have a reason why Im doing it this way so just work with me here this also gets at the thought process behind navigating Spike Bros.
Send Rider to your soul and Superior Call your Sky Rider #2
Quote:
Hit 3: Attk w/ Rider#2 and boost with W Boy
Send Rider#2 to your soul and Superior Call your Juggernaut#2
(Yeah it situational that you loop 2 Riders but it can happen so I felt it important to show that it can be done) Im boosting now because at this time your opponent is saying Oh $#!t and will try to guard and block because they have caught on
Quote:
Hit 4: Attk w/ Juggs#2 (soul blast to add 5K) and boost with W Boy
Juggs#2 goes to the deck
Quote:
Hit 5: Attack w/ Seifried, Boost with Dudley
Counter Blast 2 and Superior your last Rider from the Deck if you run 3, or grab a Juggs.Remember this happens when he boosts before the drive checks thats why you wanted to empty 2 spot from your front rear guard before attacking with Siefried, one for Dan and one in case of a drive checked grade 3.
Quote:
Hit 6: Attack with the unit Dan called from the deck.
Rider for me is the preference only because Seifried checked a grade 3s and called it to the empty spot, leaving another unit from the second check in your hand if its another grade three thats great if its a Braki thats great too this leaves you an out if they turned a heal trigger in all your attacks. Having another rider at this moment means that if the hit lands you can call that checked unit to riders spot for Hit 7 and if a grade 3 was checked from Seifreid then that means you can theoretically hit 8x in one turn so even if they check 2 heal trigger you still OTK.