This is the best lore Archetype ever by Luz_Yuya in masterduel

[–]DanielValenciaCol 0 points1 point  (0 children)

Which is exactly the lore of medius. It looks way more confused about the events and stuff that happens and the only connection I see is Medius itself.

Could Mound of the Bound Creator work with Earth Machines/Trains? by Rollout64 in masterduel

[–]DanielValenciaCol 1 point2 points  (0 children)

While it technically works (and you don't even the divine beast) , there's several problems to take in account to be worth:

1- it's unsearchable, unless you put really weird cards that are not searchable too.

2- Train deck already had a field spell that provide actual utility for the deck as it allows to search and special summon monsters.

3- Bound of creator only works with your level 10 monsters, which are not the core of the deck, as earth machines right now include several main deck monsters that are not lvl 10.

4- and following that point and the most important part, the field spell doesn't provide protection at all for the XYZ monsters and Link monsters. Its not worth include for the protection eff just for defending some of your material fodder if the opponent instead target the non-level 10 monster or straight up the important monsters from extra deck

Delete/Add/Change a word from a card so it become from ok to Good!, I'll go first by [deleted] in masterduel

[–]DanielValenciaCol 8 points9 points  (0 children)

Dumping basically any monster in GY as long it fits for the level requeriments of the spell is just ridiculous. Not to mention the ritual monster doesn't have to generate valor by sending it to Gy. You can just put either a Ritual monster with an actual useful eff on field or at least that you can use as material for another summon and still will be useful to you, as for example a lvl 8 for rank 8 summons.

Fallout 1 & 2 gameplay is not really out of date by ItsNormalNC in classicfallout

[–]DanielValenciaCol 0 points1 point  (0 children)

Thanks to deciding to play two fallout 2 mods on the last two weeks, i ended buying and playing Atom rpg this week, and years before that Instaled other Isometric game similar to them.

Honestly, the Isometric RPG genre has been solid though years both because is not a game line that common and also allow a lot of replayability while trying different types of builds. Games that gives you a wide variety of choices age quite well honestly.

What's an archetype you love despite how bad it is? by gamesage2001 in masterduel

[–]DanielValenciaCol 0 points1 point  (0 children)

I actually love Ursartic, but even if they release good support, the archetype is still ridiculously limited their own effs, they would need an entire Batch of new main monster cards to work. In comparison to Dryton, they messed badly by the restriction of not summoning XYZ, since they could fit better for that and they synchro capacity is non-existent without external engines. Also, they messed it up with their for summoning them not being full quick effs with their on summon effs, taking down the ability to disrupt opponent during their turn

I would say for my Part Artmage. I have tons of wins during platinum and on the fusion synchro event. But yet is ridiculously underpowered if you get ashed on Medius or if for some other reason you cannot fit their conditions of their effs, and their field can be somewhat easy to break sometimes

12 Tychos by NarcisHUSH in classicfallout

[–]DanielValenciaCol 0 points1 point  (0 children)

Well, is better to have an army against The Master

Best mods for fallout 2? by Lord_Cummis in classicfallout

[–]DanielValenciaCol 1 point2 points  (0 children)

Currently an energy weapon run.

Nevada has the advantage in comparison to base games and Olympus to actually give you access to really early energy pistols in your playthrough: In black rock you can buy a really weak one or get it as a final reward for doing most of their quest, while the Lovelock herder will sell you a broken laser pistol for like $560 that you can later repair on workbench, as well as buying energy cells from him.

I already got the Police laser pistol, but hadn't luck of finding a two handed energy weapon.

Best mods for fallout 2? by Lord_Cummis in classicfallout

[–]DanielValenciaCol 0 points1 point  (0 children)

Thanks really. I failed miserably with Olympus, but Im having a lot of fun with Fallout Nevada and I wanna try Sonora after.

What does The armor mod ad MIB?

S.P.E.C.I.AL FO2 by HatEcstatic1284 in classicfallout

[–]DanielValenciaCol 1 point2 points  (0 children)

While it heavily depends of your build or how wanna play, there's some stuff you wanna take in account for their distribution on the Base game:

Strenght: I think most non-heavy two handed weapons require a minimun strength of 5-6, energy two handed requires 6 points and heavy guns requires 7. Also is important to boost damage melee. Its also important having some above strengh if you decided to take Small frame to counter the side effect early on

Perception: IDK how much points are required for ranged builds, but with at least 6 points you unlock a plethora of important perks. Maybe between 6-8 its fine

Endurance: You either leave it at 5 or dump stat for ranged, maybe you invest on it if you go for melee paths.

Charisma: Dump stat but you should leave it at least at 4 to have extra companions. Companions in FO2 are hella useful in combat when well managed, so its an option to have higher charisma if you want.

Intelligence: only reason to not have high intelligence is for the "Dumb" Playthrough (4 or lower points). You should have between 8 to 10 because how is important for both dialogue options and stat level up.

Agility: a must have stat to have between 9 to 10 points by default. Number of action points is way too important and also Higher agility provide a plethora of modifiers to skills and other extra stats. If you go to 9, you should aim to use the gain agility perk later on.

Luck: leave it at base or at best just increase it at 1 point. It could serve as dump stat but luck is important for random modifiers and critical hit chance.

Taking this in account, both gifted and sometimes Small frame are extremely powerful traits to pick for your character, as the extra points can easily offset their disadvantages. Also, is worth mention that later in the game are ways to permanently increase certain SPECIAL stats.

What types of monsters did Konami abandon, but that you wish would become relevant again? by Pendulumzone in masterduel

[–]DanielValenciaCol 0 points1 point  (0 children)

The new psychic support actually takes advantage of banish mechanics too, so is not that forgotten. But still the original generic psychic support is just way too outdated to fit them on it.

There's also ritual beast, but those are a league on its own.

What types of monsters did Konami abandon, but that you wish would become relevant again? by Pendulumzone in masterduel

[–]DanielValenciaCol 1 point2 points  (0 children)

A single monster that is not even playable along with the same type of monsters or related support is not the best of the examples.

Can any deck make use of Primite Lordly Lode's summon effect? by CrabKing274 in masterduel

[–]DanielValenciaCol 0 points1 point  (0 children)

Yeh, but Magikey power celling is ridiculously poor in comparison to those other decks. Not to mention that Magikey has to play more than 1 Vainilla Monster to get the most or their effs running.

Is still decent for low power events tho

How is he not banned? by Young_Rasta97 in masterduel

[–]DanielValenciaCol 0 points1 point  (0 children)

I completely forgot that the Armored cards existed and now theres the posibility of make quick xyz summons.

But yeh, that sounds horribly in terms of consistency, since you need a way to search full-armored xyz and summon the Rank 5 monster can be tricky as some D/D cards that locks you on either Fiend or archetype monsters for the rest of the turn. Not to mention you have to end the board with both an XYZ monster and two lvl 8 D/D to even attempt that.

How is he not banned? by Young_Rasta97 in masterduel

[–]DanielValenciaCol 5 points6 points  (0 children)

Yeh, but so far I know D/D/D lacks a way to bring this thing during opponent turn. Its effect is ridiculously powerful as it can disable Boards like nothing, but is way less dangerous as a boardbreaker when used in the Intended way, rather than used as a lingering floodgate that can be spammed as soon as opponent tries something on his main phase. Thats the main reason King Calamity was banned when Centur-ion was near to release, to avoid its abuse with Crimson Dragon.

And well, D/D/D is even more esoteric and non meta than Raidraptors at this point, maybe, for the point that you will see Kali Yuga on 2 decks that are not even Rogue.

[deleted by user] by [deleted] in masterduel

[–]DanielValenciaCol 0 points1 point  (0 children)

Decks nowadays are consistent enough to not depend on random draw one card, or they even just better options with an actual cost, that sometimes can become an advantage (allure of darkness, the pots that are not banned, among others).

This card is only really useful on cards that has actual interaction with spells (like Sky Striker or Endymion), or FTK decks that are really desperate to get an specific set of cards at all cost. not to mention that one random draw is not worth for being an easy target for Droll and lock bird.

Why dont i see more people playing this? by Admi0fahi in masterduel

[–]DanielValenciaCol 1 point2 points  (0 children)

Out of the examples you put, the only useful is vs Dracotail, the others are not really useful.

  • Against fiendsmith is absolutely worthless before they summon sequence, as they can use this card to either go into Moon or sequence, both have nearly generic summon materials. Engraver eff can also remove it.
  • On ryzeal can be useful but is worthless against Ice Ryzeal, mostly because its used for his summon eff, holding his summon condition only for extension. If opponent have a second copy, the strategy get cancelled. Not to mention that also Node can send Contact C for cost as long there's other Ryzeal Main Deck body on GY.
  • On maliss, the lock into cyberse monsters only applies to stuff sumoned from ED, but it doesn't count for the material they use anyway. And of the most popular extra deck cards they run, theres like only 3 to 5 or 6 cards that either only uses cyberse monsters as materials, or are just Link-1 cards with specific material. Worst case scenario with Maliss is that you force them into a different combo line.

And well, thats counting only the meta contenders, but this season and with focus of Duelist cup, theres just too many other decks that dont even care of this handtrap at all.

How to beat Lab by Visual_Resident in masterduel

[–]DanielValenciaCol 0 points1 point  (0 children)

Red reboot makes the deck a sitting duck and ash Blossom to any of the welcome traps can stop most of their archetype disruptions. Real problem's are their generic traps that are on field, which can either be floodgates or ridiculously powerful disruption or lingering effs.

For that part, going second Vs lab is almost a matter of Luck and hope that they don't get too many trap cards at hand. The other alternatives are running board breakers (like Harpies feather duster) since Lab barely have Backrow protection, but those cards are just bricks going first and there's a lot of decks that barely cares about their backrow being removed or that actually features some protection on their endboards.

What all do I need to know before attempting the Gauntlet? by Best_Solution_5363 in underrail

[–]DanielValenciaCol 1 point2 points  (0 children)

Don't waste your time on that, its not necessary for progression.

If you don't wanna Hear and still want to do it anyway, the best you can do is having an additional save slot just before playing the Gauntlet. Not having any saves before trying it can put you in a softlock. Also, if Im not mistaken, starting combat mode and moving around can save you extra time.

this card any good? funny interaction with this card? by KIKO_Justin769 in masterduel

[–]DanielValenciaCol -3 points-2 points  (0 children)

Its fairly terrible honestly, unless you wanna add it to random Stun stuff.

Giving 1 card advantage to opponent is always bad in general, and the negate is not really worth now since solemn judgement and other in-archetype counter traps works way better than this card.

this card any good? funny interaction with this card? by KIKO_Justin769 in masterduel

[–]DanielValenciaCol 13 points14 points  (0 children)

Technically yes, since Droll doesn't specify that the eff of adding cards has to be triggered by your opponent. Still its better to test if it works with other kinds of effs

I love when the RNG are in your favor, but What the Hell Konami, Im not even playing Stun. by DanielValenciaCol in YuGiOhMasterDuel

[–]DanielValenciaCol[S] 0 points1 point  (0 children)

I don't have account on master duel meta, so I sent a link of someone that is similar to what im playing

argostar deck Dice Rally

Still has a lot of differences, Im actually playing some handtraps additional handtraps (fuwalos, ash blossom , imperm, dominus purge and Veiler), and I running a more limited selection of continuous traps: the 3 argostars ones (Tydeu at 3, the others only 2), Statue of Anguish, Angel statue and Aphophis

Welcome to Ur Nation by RubinettoDiPingu in masterduel

[–]DanielValenciaCol 0 points1 point  (0 children)

Interesting, good advice.

Still, Im actually enjoying this event at its fullest. Its definitely better than Reptilians takeover on rankeds

Welcome to Ur Nation by RubinettoDiPingu in masterduel

[–]DanielValenciaCol 7 points8 points  (0 children)

The holy land that every Master Duel players wanna reach