In double duels this negates effects until the next turn of the current character; so the current player's turn, the first opponent's turn, ally's turn and then the second opponent's turn before ending on the first player's turn.
Hey, admin. This page needs an update. There are several misinformation here. Hip Hoshiningen makes all LIGHT monster including ancient gear? Aren't they EARTH? Fiendish Deal gives you battle protection? Isn't effect protection?
In order to summon Stardust Warrior, you really need Shooting Star Road skill. You don't need Formula Synchrony because that skill will summon it from out of your deck for you
lol trying so hard to figure out a way to make a consistent deck with this guy. My one idea is to have 2-3 earthbound linewalkers? that negate the immortals @@@ effect
3 fiend griefing traps
3 call of the archfiends traps
2-3 of those traps that let you summon from hand or graveyard
3 orcthos
1-2 necrofear
and finish it up with something else.
if you get the linewalkers out then the big guy out, the opponent can take out the linewalker and he remains on field. This seems too clunky and no way is fast enough but imma try it.
because of a ridiculous FTK that was incredibly consistent. Basically you would force your opponent to deck out while constantly recycling one of these in the GY and a few other cards. Some of the Gishki cards you'd recycle would search this and the ritual spell back and act as the material for the ritual summon. You would also use Magical Library to aid in drawing.
You could combo this with Lava Golem/Volcanic Queen/a Kaiju monster to ensure Plasma gains a lot of attack by stealing them, though the first two take more setup because you can't Normal Summon on the same turn.
That said, you could just duel some Level 10 Legendary who doesn't have Block Attack, and just let Plasma win on auto.
Too bad, this card will receive an errata/PSCT when once got released. It can be easily negated by Dark Cavalry because the latest text effects says "target".
You forget about the Monarch’s? Continuous trap level 6 I believe, you pick the type/counts as 2 tributes, as long as you summon Hamon last you can go either way ;)
The wording on it is unclear, you don't have to get 500,000 ap in one duel, rather just 500,000 total in arc-v. Keep dueling, I think it took me around 160 duels to get it.
Now we have extra monster zone and this card is nice tech for Red-Eyes due to that restriction of Red-Eyes fusion at least until we got the actual archetype.
Traps you mention basically the same with CompEvac and Expend. Dai. I think you should put at least 2 osto to prevent otk'ed. 1 Forb. Lance to protect link material especially suprex if opp. somehow activate warning point or bottomless th. Play with 20-22 instead of 24 kinda brick and slow.
If Treacherous still at 2, I definitely put it. Too bad, RoTA is more important than that.
I play infernoids and I'm pretty sure all Galaxy decks I've faced have surrendered. I just banish their Galaxy-Eyes and it's gg. So I'd say anything that messes with the graveyard, especially losing access to the Galaxy-Eyes.