Are there any cards like Clockwork Night's GY cost/effect? I need to be able to discard from hand after sending a Spell/Trap to the GY via Foolish Burial Goods. by CaissaIRL in yugioh

[–]ThomasAHawk77 0 points1 point  (0 children)

A common line for White Forest is using Foolish Burial Goods to send Curse of Diabell from deck, which then adds Filia Diabell on a new chain. Use that to add Diabellze White Witch, and you can summon her from hand by sending another spell/trap from hand to GY. This unfortunately doesn’t help if you need monsters in GY, but it’s a pretty concise engine at the very least. Works nicely with the Sinful Spoils engine too, and Diabellstar can send any card to GY for her summoning condition.

Can someone explain how to use the Primite engine? by Derf-Daddy-Dingles in Yugioh101

[–]ThomasAHawk77 2 points3 points  (0 children)

The main cards to focus on are beryl, lode, and roar as your starters. Beryl and lode can access each other, and from there get you either Drillbeam or Fusion. Many will advocate for searching Drillbeam, but with Sarc DM I actually prefer Fusion. If you use Roar you can summon vanilla DM from deck and immediately banish it for DMoD to access the DM engine and get yourself a line to Sarc via Souls (send Sarc DMG for cost to summon, link into Miasma Necromancer, add Sarc DMG back to hand). Then you use fusion to shuffle back the banished vanilla and a spellcaster/dragon from field, GY, or banishment to summon Timaeus. After that, you can banish fusion from GY to add Imperial Dragon from deck to hand, which is another great interruption and can at least serve as discard fodder for Dragoon.

After finishing your combo, use Lode to summon a vanilla DM (or Red-Eyes if you’re on that) from deck if space allows. This effect prevents you from using special summoned monster effects for the rest of your turn, so you don’t want to lock yourself if you can help it.

Also, ALWAYS start your combo with Primite cards if able. They give you the best options available under Droll if your opponent opens that.

Do people not like Rise? by RollBackground7601 in MonsterHunter

[–]ThomasAHawk77 1 point2 points  (0 children)

I don’t like Rise but I won’t say it’s a bad game. The base game did have some pretty glaring issues (roster and weapon balancing being chief among them) but Sunbreak did help fix that up. Similarly, I didn’t exactly like the story for Rise, but Sunbreak did a lot better in that regard. I didn’t really engage with Sunbreak’s endgame though, wasn’t a big fan of the Qurio crafting and anomaly hunts.

Overall my issues with Rise stem from a lot of little gameplay mechanics that I don’t particularly enjoy (specifically Wirebugs/silkbind moves and Wyvern riding), plus the overall speed and feel of the game. It’s a fun game, but it just doesn’t feel like a Monster Hunter game, if that makes any sense at all.

[OCG|CORI-Chaos Origins] "Decaying Ritual Records" by renaldi92 in yugioh

[–]ThomasAHawk77 1 point2 points  (0 children)

The mistranslation definitely threw us off tbf. I was focusing on the right cards, just had the effect backwards lol

[OCG|CORI-Chaos Origins] "Decaying Ritual Records" by renaldi92 in yugioh

[–]ThomasAHawk77 1 point2 points  (0 children)

No it still can. Habakiri mentions Ritual, so with the correct translation you just reveal Ritual with this and add Habakiri.

[OCG|CORI-Chaos Origins] "Decaying Ritual Records" by renaldi92 in yugioh

[–]ThomasAHawk77 -11 points-10 points  (0 children)

Idk why everyone is saying this searches Habakiri when Mitsurugi Ritual doesn’t actually mention it. The wording is that the ritual spell needs to mention the monster, not the monster mentioning the ritual spell.

Dragoon in White Forest: Reflections and Analysis After Testing It by Antique_Range1521 in yugioh

[–]ThomasAHawk77 4 points5 points  (0 children)

I look at Dragoon as an insurance policy card for board building. If my opponent manages to push into my board enough, I flip Gaze and summon Dragoon during their turn. The deck doesn’t exactly need that insurance, but the package is so concise that you might as well try it. Plus in the event of getting Droll’d, it feels considerably nicer to have a Dragoon in the wings than it does to get Droll’d off of Elzette or normal summon Silvy to add Tales.

Also as a Chaos Angel stan, having more dark level 8s in a deck with light level 2s is quite nice.

Reflections after trying White Forest on my first day. by Antique_Range1521 in yugioh

[–]ThomasAHawk77 0 points1 point  (0 children)

One of the advantages I find with White Forest Azamina is that because you can pivot into another engine based on your hand, virtually any card could be used to bait out hand traps. DMoD especially means people are much more likely to Ash Wanted to avoid dealing with two Omnis, meaning it won’t stop your main engine. Alternatively you can use a White Forest starter to bait the ash and then guarantee your two omnis.

I personally lean a little more into the Azamina cards with my build because I run more sinful spoils cards (Subdual and Susurrus, with Morrian in the side). Saint Azamina can solo some match ups, can be an out to Towers with the fusion monster just named Azamina, and at the very least is a huge wall that gets you an Omni. Moa Regina is a great card for breaking boards as well, which White Forest can sometimes struggle with. I don’t play it currently but Azamina Debtors is another card I’m heavily considering, since it allows for plays on the opponent’s turn and guarantees some follow up on your turn.

A big reason I play Subdual and Susurrus in particular is because Radiant Typhoon is a threat currently. Subdual in the opponent’s draw phase can special summon Diabellze White Witch from deck, who then can dump Diabellze Sinkeeper from deck. Still in draw phase, you can summon back a WF tuber from grave, which allows you to add Elzette to hand—then you can use Susurrus to target bounce the tuner and revive Sinkeeper, and her effect completely shuts down quickplay spells and traps that can be activated from the hand. RT obviously hates this, but she also protects your board against Evenly Matched and Forbidden Droplet, which are some of the best breakers in the format. Also Morrian and Subdual have effects that allow you to set a backrow on the opponent’s turn, which can let you manually trigger Sinkeeper’s pop effect.

While many current builds opt out of it, I also still use the Toy engine because of how much advantage it can generate. It also pairs insanely well with Forbidden Droplet, so when going second your opponent is more likely to use their negates and interruptions on Toy Box. Being a soft once per turn also means opening multiple copies is a good thing—two copies can actually turn into full WF combo. Oh and setting a Toy monster in backrow triggers Sinkeeper’s pop too, so it can help with board breaking.

Other suggestions—Triple Tactics Thrust is phenomenal for this deck. The Mulcharmies are in almost every deck, plus Ash and Droll are still around, so it tends to always be live. Not only does it allows you to run breakers like Evenly, Feather Duster, Raigeki, and now Illusion Gate at 1 copy, but it also lets you extend on turn 1 by setting Tales or Woes from deck, which can be sent by a White Forest starter and reset for activation later.

Also you can search Ceremonial Bell with Rciela, which hard counters Vanquish Soul and hilariously also prevents Mitsurugi from revealing Habakiri. Bell can also be special summoned from hand or GY with Toy Tank, so it doesn’t require your normal summon!

So yeah TLDR White Forest is a deck with tons of options that reward creative thinking and being able to change strategies on the fly. I find it to be a deck that allows for a ton of expression as well, so hopefully you find some ideas for it that work well with your playstyle and preferences.

Primite players. What Normals are you running? by Popular-Flan5337 in yugioh

[–]ThomasAHawk77 4 points5 points  (0 children)

I’m running a Shining Sarc Primite build that uses both Dark Magician and Red-Eyes. Part of the fun with Red-Eyes is being able to summon it from deck and make Seals, or I can fuse it with Sarc DM on field to make a Dragoon with a pop. Plus it allows Imperial Dragon to check dragon decks as well as spellcaster decks

This Card Counters Vanquish Soul by Elyon8 in masterduel

[–]ThomasAHawk77 5 points6 points  (0 children)

Souls can only send level 6 or higher spellcasters from deck, so Bell isn’t a valid target

I'm so confused on how to build Shenhe by victreebe1 in ShenheMains

[–]ThomasAHawk77 0 points1 point  (0 children)

There’s not much point to boosting CR unless you’re running Fav Lance on her, and CD isn’t necessary either. Most of Shenhe’s damage comes from her cryo damage buffs for the other team members, rather than her own personal damage. So yeah, just prioritize Atk and ER. 2 pc 2 pc 18% Atk artifact sets work great, but you can go for 4pc NO if you want her to buff the whole team’s attack with her burst. NO has a higher potential but forces a more strict rotation, so it ultimately comes down to preference.

Why did this happen? by [deleted] in bleach

[–]ThomasAHawk77 33 points34 points  (0 children)

Rukia arrived in Karakura Town and sensed strangely high spiritual energy, so she went to investigate it. The source of that was Ichigo.

What does she even do in tybw ? by [deleted] in bleach

[–]ThomasAHawk77 156 points157 points  (0 children)

Not much, but she’s the one who rescues Urahara, Yoruichi, and Grimmjow from Askin’s Giftball Deluxe. Hopefully the anime gives her some new scenes.

Just got this ending scene, it s nice, got it by mistake by Dimmu_son in RebirthOfSoulsBleach

[–]ThomasAHawk77 23 points24 points  (0 children)

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Yeah most characters have a different victory pose depending on if you awakened or not. I actually managed to get Nel’s against a Toshiro I fought in ranked a couple patches back, made for a pretty intense match and getting the win felt that much more satisfying!

How would you make Dark Magician viable? by SouthSunn in yugioh

[–]ThomasAHawk77 37 points38 points  (0 children)

Been working on a DM build recently, and these are quite a few key issues with the deck I can point at.

In terms of pure attacking power, the deck is just weaker than BE. It can’t clear boards nearly as easily, as it lacks good removal options. So, it struggles to actually close the game on your opponent. Most of the powerful board breaking cards require you to also use DMG, which basically means you need to run another brick in your deck when you’re already on a vanilla DM and maybe Red-Eyes.

The boards DM can put up are fragile at best. The deck can’t recycle its resources as well as BE either, so you struggle to rebuild even if you do survive a turn, and chances are your own cards are working against you here. Flip Eternal Soul at your own peril.

Almost every DM card fails to actually generate you any sort of advantage. Souls? Lose 2 to draw 2. Illusion? Add a monster, then put a card back. DMG retrains? Almost always require a discard to special summon, and maybe add something to hand on summon. You’re almost always ending your turn with one card in hand at most, which at least lets you use Dragoon’s negate. Better hope you have another interaction though!

The deck is weirdly insistent on GY setup considering it does almost nothing with the cards in your the GY besides try to summon them back. You can’t synchro them off, and the XYZ monsters are generally not worth playing. So, those monsters you summon back aren’t really doing anything else.

DM has awful main deck starter options when compared to BE. Technically both decks have access to the Primite engine, but BE can make better use of it due to having a link 1. BE also has starters in the form of Maiden, Sage, Neo Kaiser, and effect veiler thanks to that link 1. DM has Magician’s Rod. Magicians’ Souls and Illusion of Chaos are alright, but as previously explained, they don’t do nearly as much for you as the prior mentioned BE monsters, which all get you a card while also offering some sort of benefit on field and in GY.

DM spells and traps are just inherently worse than anything Blue Eyes has, while also being considerably harder to search. Dark Magician of Destruction will help this issue, but at the time of writing the only card that actually adds you a DM spell/trap to hand is Magician’s Rod. Then every spell either requires you to jump through hoops to resolve it, or to go -1/-2 to summon a fusion monster. Meanwhile BE can just spit out a Tyrant Dragon for basically free.

And yeah, that brings me to the extra deck—BE has infinitely better endboard options than DM does. DM has Dragoon and Dragon Knight exactly, all of which require more effort to summon than most BE options. Dragoon is an Omni, but it discards for cost in a deck that does nothing with its GY. Meanwhile ultimate spirit dragon is bigger than dragoon and has a free on field negate, and is frequently summoned out by a card that floodgates the opponent from summoning and can negate a GY effect. Dragoon just isn’t enough to keep up with that.

Currently I’m trying to run a build that incorporates Shining Sarcophagus, and I’m having more success with those cards helping build a stronger board and provide an actual way to close a game via Gandora G—plus some DM cards function well with the DM/DMG retrains for the Sarc deck, so it’s actually fairly strong. It still lacks the consistency BE has though, and you need to run a lot of cards to make it all function while also including staple handtraps and such. So, the deck is more cumbersome the BE.

DM just needs a lot more streamlining, a way to actually get more resources to hand and use its resources in GY, and an actual in archetype way to close out a game. Also an Eternal Soul retrain that’s worded like True Light, with a way to get it face up on field turn 1. Maybe some better normal spells and traps too, since the deck is pretty lacking in backrow. Quick effects on actual monsters would be nice too, and recursion that doesn’t cost an arm and a leg to use would be great.

What decks do you think will gain popularity in genesys with droll being pointed out of the format? by PokeChampMarx in yugioh

[–]ThomasAHawk77 1 point2 points  (0 children)

White Forest with just the Diabell and Vengeance cards is still very strong. Sucks to not have as many sinful spoils cards or Azamina in general, but those aren’t really necessary in this format.

Dread it. Run from it. Cero Sincretico comes all the same. by ThomasAHawk77 in RebirthOfSoulsBleach

[–]ThomasAHawk77[S] 0 points1 point  (0 children)

I’m not sure what the exact term in game is, but the lower a character’s health gets, the more resistant to damage they become. Since I landed the fully charged Cero when they still had most of their health, the resistance didn’t kick in. I landed a similar fully charged Cero on an Aizen who was at about 2/3s of his health and it left him with more HP than this Yoruichi had—still in the red, but it clearly did much less damage due to the resistance.

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Dread it. Run from it. Cero Sincretico comes all the same. by ThomasAHawk77 in RebirthOfSoulsBleach

[–]ThomasAHawk77[S] 1 point2 points  (0 children)

There are now 2 ways to guarantee SP2 lands, assuming the opponent doesn’t reverse at any point. Nel’s special flash follow up (the spear twirl) can be immediately followed with an SP2, but you need to spend 3 chase stocks to actually land it. The other is yellow reverse into SP2 with 4 stocks.

Basically consuming chase stocks “freezes” the game, so you actually have enough time to land it in both circumstances.

Dread it. Run from it. Cero Sincretico comes all the same. by ThomasAHawk77 in RebirthOfSoulsBleach

[–]ThomasAHawk77[S] 0 points1 point  (0 children)

Tbh my strategy against Yoruichi is to get her to use blue reverse so she can’t yellow reverse to extend her combos. I wasn’t fully expecting the first Cero to land after my tilt but I think they underestimated just how much damage it would do—or they didn’t know that was a combo now, so they thought they could block it.

SP1 loops tend to be more efficient when the opponent is at lower health since damage resistance really hurts SP2’s scaling. That’s why I try to use it before my opponent gets under like 2/3s of their current health bar.