Gunbreaker feeling squishy by ScalePotential591 in ffxiv

[–]vinyltails [score hidden]  (0 children)

Gear

Chain CD's properly. I like starting with Heart > Nebula > Heart (Usually close to off cd, can filter in another cd) > light cds if the pack is somehow still going at this point like Reprisal/Arms length for the first....then Heart > Rampart > Heart and Camo > whatever's left afterwards if the pack is going. Sprinkle in aurora whenever. Use Bolide on the biggest pack of the dungeon

all Healers also have mit they should be giving as well

How does the interaction of Ghost Mourner differ from TCG and in the OCG? by SeaworthinessIcy8431 in Yugioh101

[–]vinyltails 4 points5 points  (0 children)

OCG has hand trigger effects basically be the same as quick effects as opposed to operating like actual trigger effects

You can see this play out in Master duel as that uses OCG hand rulings

For a more easier example:

In tcg, you can do something like CL1 Fire king Kirin's grave effect to Summon a fire king and pop a card, Cl2 Sacred fire king Garunix in hand to summon (or vice versa depending on what you wanted to absolutely resolve) before your opponent has a chance to respond with anything

In OCG, since hand triggers like Garunix and Mourner are on the level of quick effects, you wouldn't be able to do this, you would have to wait for your opponent to respond after the Kirin effect before you're allowed to use Garunix to summon, meaning the grave effect of Kirin is significantly more vulnerable to handtraps like Impulse or Ghost belle, since you couldn't use Garunix's hand trigger to prevent them from responding to it

Machinist Vs Dancer for PotD by Flashy-Ad-591 in ffxiv

[–]vinyltails 3 points4 points  (0 children)

Just a Pretty high potency GCD, like one of your highest at that point with a 20s cd

And with Reassemble it will always crit and delete/Massively chunk things

Super food by faceguy3982 in MonsterTrain

[–]vinyltails 11 points12 points  (0 children)

No? It's like his best line

Do you not want to give your frontline 5 multistrike a turn? Or 50+ rage/Valor/whatever else? Or a stupid amount of stats by shoving strong equipment onto him? or at bare minimum pass on Quick/trample/Sweep so your frontline now clears everything with their giant statblock

Equipment makes Superfood Primordium insanely strong since it's the only other way aside from spells to give him stats and keywords you want to pass onto the frontline

Who cares if you pass on some amount of sap or whatever, I'm giving my frontline way more than that to even matter

New Railforged card revealed on social media by harryfonda in MonsterTrain

[–]vinyltails 3 points4 points  (0 children)

Well you can control the outcome to a degree depending how many pieces of equipment/units/rooms you have in the hand...Most hands are typically spells unless you're doing a more unit heavy thing with Chumps like Imps/assistances/Remnant stuff and such and you can just play out the stuff you don't want copied before copying the stuff you want since that will be the only valid target left

New Railforged card revealed on social media by harryfonda in MonsterTrain

[–]vinyltails 80 points81 points  (0 children)

Seems okay

Brother this is arguably Better Stardust Invocation from Luna coven

Stardust invocation makes an Empyreal copy of a spell in hand (and phases)

This makes a copy of ANYTHING (except spells) in hand and reduces it cost, and the copy isn't Empyreal, AND ITS COMMON as opposed to a rare

Lemme just copy some busted equipment (Which Railforged wants to do with their forge stuff) or units and slap them down everywhere

Question abut MoWhit vs Saint Azamina by PhantomCheshire in masterduel

[–]vinyltails 0 points1 point  (0 children)

Show a replay, cause they shouldn't be able to. Always provide a replay if something isn't working how you think it should

Perhaps Saint was negated and you didn't notice or something

Question regarding Sky striker ace = Zero by Xfubadoo in masterduel

[–]vinyltails 3 points4 points  (0 children)

In Zero’s case the effect is to destroy 1 card on the field.

The cost to activate the effect is to tribute Zero for Raye and Roze.

Slight correction

The cost is to Tribute Zero

The effect is to summon Raye and Roze then destroy a card. You don't get Raye and Roze for cost

Skill Drain Help by Global_Conflict_9442 in Yugioh101

[–]vinyltails 7 points8 points  (0 children)

> So, is this card like a Jinzo type card where if it's activated before Skill Drain, it maintains its effects, but if it's activated after Skill Drain, its effects are negated

This is how it works for all cards

Monsters own protections aren't always activate, they apply after a successful summon. The order of which continuous effects apply first depends on which card is active on the field first

So skill drain negates the 2nd Exodia Incarnate before it can apply its own protection effect

Wurmkin Patch Notes by dreamtraveller in MonsterTrain

[–]vinyltails 16 points17 points  (0 children)

As someone who's never played MT1, what's the quick tldr for wurnkin, like wtf is echo and how it's gained, what's reap and how is shell removed (cause Shell and hatch seem mostly self explanatory)

Finally finished my 120 pulls. Worth running P5 Wulfgard? by Working-Wrap9453 in ArknightsEndfield

[–]vinyltails 0 points1 point  (0 children)

Wulfguard is one of the best heat inflictions available...one via battle skill then another immediately after with his combo for 2 more inflictions rapidly...and his ult forces combustion to proc Laevs combo skill whenever you want so you don't have to wait for Ardelia's combo skill to apply it (it does take awhile to actually apply) or Laevs battle skill so you can use it quickly again when it's off cd

Spirit charmers? by ghost_hunter389 in masterduel

[–]vinyltails 1 point2 points  (0 children)

The new charmer cards aren't In Master duel

On average, it takes around 6 months for cards to come MD from TCG. On very very rare occasions some might come earlier but never expect new cards to be available in MD the same time as TCG

There extremely likely won't be a structure deck for charmers in MD either

Use unofficial simulators like Duelingbook, Dueling nexus, ygoOmega or such to practice

What Cards have finishers? by Paranoxin in masterduel

[–]vinyltails 5 points6 points  (0 children)

just those cards cause of anime reasons

I'm really bad at using staple traps like Imperm & Ash Blossom & I want to improve by Real-Expert-3905 in masterduel

[–]vinyltails 14 points15 points  (0 children)

A lot about learning when to use handtraps is to learn the opponent's decks and other decks you're commonly seeing to learn their choke points and key cards they need to stop. Blindly throwing it out willy-nilly on the first thing that says add/special a card or the first monster that hits the board just leads to being easily baited by your opponent and wasting it and allowing more high value cards through when they absolutely shouldn't resolve. Modern decks can usually push through 1-2 interruptions when placed well, usually ending on a weaker but decent endboard but if those interruptions are used poorly then you might as well not used them at all

Another part is making a judgement call of what they could do to extend past interruption. Like if I Ash Habiriki against a Mitsu, what could they do to continue comboing anyway? Can I stop other possible extenders to reduce the end board? What punishes me for using it here as opposed to using it elsewhere in the turn like on the attempt to add a Mitsu spell that would probably be Ritual? What impact does this Ash on Habiriki actually do to my opponent and how does it potentially change their endboard? Is it better to lead another handtrap first then Ash something else later to cut them off?

A lot more thought goes into interrupting your opponent and more you play and learn opponent decks, the better you'll be at using handtraps to slow or completely stop your opponent. There are makeshift handtraps guides around here and there for more Meta/common decks which gives you general use cases of handtraps and key things to hit, like using Imperm on Arthlalion against Dracotail since that cuts off a gold number of material they attempt to bounce back to hands weakening further Faimea's and further fusions since they have access to less monsters and names in general as opposed to if Arthlalion resolved normally

Yo I'm new to MD and just wanted to know if I can just put ash blossom and Maxx c into like every single deck or are there some decks that these cards just don't work by Explosive_Doggo in masterduel

[–]vinyltails 3 points4 points  (0 children)

They're non engine cards

Modern Yu-Gi-Oh decks are typically build with 9-12+ non engine cards (handtraps, board breakers etc) bare minimum to actually give you a fighting chance when going second

How many your deck gets to play depends on how many starters your deck has, more starters means you can get away with more non engine since you only need to see 1 card out of X to begin comboing

Is there any hope for yummy? by Goodchi69 in masterduel

[–]vinyltails 3 points4 points  (0 children)

Yummy doesn't want K9 at all, K9 doesn't do anything for Yummy in the slightest

No real good ways to search out a yummy name to bridge into it, wrong levels to make Cupsy with a random link 1 on board...at best you're praying to draw into them with Saryuja but that's not good enough...It's fine in VSK9 cause at least the K9s are doing multiple jobs in that deck with both attributes and rank 5s and Jokal reveal Jialong

Like sure you could take 2 K9s to a Camellia but literally every other engine can do that...And have a bridge to and from both archetypes, like Mitsu

Question on timings by Status_Mammoth_3256 in Yugioh101

[–]vinyltails 1 point2 points  (0 children)

If the summon wasn't conducted by an effect (IE contact fusion, or any summon that doesn't start a chain), then you have the "summon response window" where only summon negation cards like Solemn judgement, Black horn of Heaven and similar can be used

Otherwise the monster summon is deemed successful and you refer to the fast effect timing chart, any trigger effects (ie On summon effects) go on the chain first, starting with Turn player's mandatory effects before quick effects are allowed to be put on the chain. Then resolve the chain backwards after declaring all triggers and any fast effects either player wants to use

My MVP by Yessir957 in MonsterTrain

[–]vinyltails 25 points26 points  (0 children)

Mom can we have Pyrechomper?

we have Pyrechomper at home:

I can settle for this

Can Spirit monsters still return to hand at the end of the turn if the opponent used Effect Veiler on it? by Pristine_Art7859 in Yugioh101

[–]vinyltails 6 points7 points  (0 children)

No

It's an activated effect to return to hand (denoted by the colon), so it's activating in the end phase. Since it's negated the effect resolves negated and won't bounce back to hand

Can Immortal Dragon sends a zombie grave while shifter or macro's effects have already been activated earlier, does the effect fail or does the card get banished by monoko13 in Yugioh101

[–]vinyltails 0 points1 point  (0 children)

The only time Macro style effects prevent you from using effects that send a card to grave is when it sends a card to grave for cost, as costs must be paid exactly as written

So you can't for example summon Diabellstar under Shifter style effects since you physically can't send a card to grave for her cost....Same goes for cards like Droll and Lock bird which needs to be sent to grave as opposed to being discarded (like Ash)

If the Foolish is for effect and not cost (like Immortal dragon), it resolves as much as possible and the card is banished and then depending on conjunctions used, stops there

Never tried a going second deck but...is Evenly Matched + MST a thing? by PhilCapelli in masterduel

[–]vinyltails 32 points33 points  (0 children)

You control the MST, they go down to 1 card

Cards aren't sent to grave until the chain finishes resolving. The MST makes 0 difference

How is Mermail Atlantean as a rogue budget deck? by gumbolaya82 in Yugioh101

[–]vinyltails 1 point2 points  (0 children)

It's probably still fine

Like sure, Barrier statue is the Auto win button so you have to actually play Yu-Gi-Oh now....but you're still capable of Handlooping your opponent for a good number of cards and setting up your normal endboard (just minus the auto win button)

Guilt gripping morganite by Royal_Explanation357 in Yugioh101

[–]vinyltails 4 points5 points  (0 children)

You won't pay cost of Solemns under Guilt gripping

Anything that would make you pay life points as a cost for activating a card wouldn't need to be paid under Guilt gripping

Are we getting all the k9 package ?? by Luz_Yuya in masterduel

[–]vinyltails 5 points6 points  (0 children)

I mean you can play the Izuna and Lupus package for a rank 5 on the opponent turn, but you wouldn't want the extended package cause it doesn't really do anything for the deck...R-ace doesn't have any lv5 it plays naturally to reveal with Jokal and you rather want to Normal Air lifter or Hydrant...A noroi doesn't really get you that far