Like swapping Infinite Impermanence for Effect Paler can reduce the price by hundreds. Crusade’s use their link climbing capabilities to easily summon Equifax (pictured), there you can use World Crown to negate an extra deck monster’s effect, or tribute it's using Equifax’s effect.
The release of Savage Strike introduced Sub terror Guru, which is now carrying the entire archetype on its back. Fans love Burning Abyss for how long its stuck around, no matter how much the meta changes.
Milling is a huge focus of this deck, with all Burning Abyss monsters having strong destruction, recycle, disruptive or search effects. Sea’s Light adds exceptional draw power, but it prevents you from activating any other spells/traps for the rest of the duel.
This is fine though, fitting perfectly with Burning Abyss monsters that can special summon themselves if you control no spells/traps. Orbital Hydra lander is another perfect addition, milling more cards and destroying another to boot.
Despite having their main boy Autograph Sorcerer being hit by the ban-hammer, Pendulum Magicians are still going strong. They’re arguably one of, if not the hardest deck on this list to use. Tons of versatility are highlighted with Pendulum Magicians, there’s so many strategies you can take with your starting hand.
Due to this, they’re an exceptionally fun archetype to play and will be meta relevant for many more years! Overall, this particular Trust variant utilizes those 2 archetypes to swarm the field with Link monsters, as well as keep your hand topped up with beat-down cards and hand-traps.
Such a mixture of swarming and beat-down is great, although a high degree of skill is required to destroy/negate the right cards. Very similar to pure Sky Strikers, this version relies on a more conventional “beat-down” play-style.
Adding more hand-traps will prevent your opponent from being able to play Yugo, especially when you combine them with the likes of Evenly Matched. Dino wrestler Pankratops can be summoned easily, then either tribute itself or remain on the field for some nice direct damage, although that’s rare.
Siding in Super Polymerization is an excellent tactic in between rounds, granting you the possibility of summoning one of the 2 Fusion boss monsters included in the deck -list! When the Salamangreat archetype was first released back in the Soul Fusion set, they had no impact on the game whatsoever.
The release of the Soul burner structure deck changed everything, introducing a variety of new cards. Combined with the already released Cybersex support, Salamangreats are now the best competitive archetype in the game.
01-27-2015, 06:59 PM # 3 Location: NATO amino shoddy. U. A is a decent rogue, has a good match up against anything meta that isn't uniforms and can give even them a run for their money with semi decent draws.
01-28-2015, 07:58 PM # 11 Location: Brooklyn, New York While there aren't many tops, mermaid and Adolph can still hang in their given appropriate meta calls.
This format is far friendlier to rogues compared to the last two. No one cares enough to read their effects... and end up screwing themselves over...
I've gotten mediocre success with Galaxy for what that's worth...but it has a ton of tech and not so many theme cards lol (Heinz, Mask Change 2(when playing online, otherwise MC2 wasn't in the deck), BLS, redid, Eclipse Wyvern, wyverburstar/collapserpent) Originally Posted by azalea No one cares enough to read their effects... and end up screwing themselves over...
I loved dropping Galaxy-Eyes Prime Photon after a Soul Charge and attacking the lowest ATK monster, then using its detach effect, but because my opponent didn't read it, it was too late I went 5th out of 25ish people (although I technically tied for 4th) at a local tournament this past weekend for GO Day.
Monarch stun.deck is pretty good right now, especially with Void Expansion arriving. Noble Knights can be used to some success, but the top with them was probably just attributed to the one guy and his particular skill with the deck.
Oh, yeah and Supply Squad one of the most underrated cards in Yugo 2x Supply Squad = control in a format with no heavy I like those styles of decks due to the fact that hardly anyone plays them.
01-29-2015, 01:13 PM # 25 Location: NATO amino shoddy. This guide is to help out those who are thinking of diving into the rogue class.
Rogues, in mine and most peoples opinion are the highest DPS class in the game if you just put a little time and effort into them. They have a XP modifier that helps you level up a TID bit quicker.
Now if you're planning to just PL the crap out of a rogue, throw everything you can into stamina for more hp, and put the rest into agility (for more AC). Now this guide isn't going to have the whole farming bone chips and selling them to merchants to buy some rusty armor and fine steel.
This guide is assuming that you have an alt with a few pp on him already to help the leveling move along quickly. Now the single most important thing for a rogue especially at lower levels is weapons.
Rogues rely on piercing throughout the game being as you need it to use backstab once you hit 30. Pick up a pair since you get the ability to duel wield at level 10.
Pretty much the big stats you want to worry about are strength, stamina, agility, and dexterity. Of course, they aren't really that important at lower levels being as you can just get a couple buffs and most of your stats will be 255, if not very close.
You really want your level 1 rogue to be at around 1k hp to make things smooth. Find Dim wicket Middifoodle in the Southern Desert of RO at location +2483, -2661.
Now I know the game no longer really has lower level grouping which really sucks IMO, but you will just have to do without. Now your weapon skills are going to suck being as you really didn't kill anything from 1-20, but you're going to have a few training points to put into some stuff which will help out a little.
And they also have a little of hp but hit for around 60s, so you can get your weapon/offense/defense skills up without worrying about dying. By the time you hit 30 in this zone, all of your skills should be close to/if not maxed.
If your lucky enough to have a druid here, DS works well with these mobs since they have pretty low hp. What I would do here is just head to the dread lands and slaughter the sandy area around the entrance to Warner's Castle.
The mobs are still plentiful and with a healer, there is almost now downtime and just constant XP. Levels 50-60 At this point, it would be your best bet to head to the bazaar and buy some new weapons.
Now if your not exactly Richie Rich, there are some decent weapons out there that won't kill your bank account. And also, there is usually a guy bored down there Pliny his alt and he wouldn't mind you tagging along (rare, but happens).
Now that your 70, you can now buy some very nice attainable stuff in the bazaar for extremely cheap. These items have been so plentiful that they have hit rock bottom in prices.
Pretty much just go through each slot in the bazaar and pick and choose what ya want. What I would go with is either a Fear point or a Bejeweled Parry point (Sorry I couldn't find any pictures for these) for your primary.
You can choose what kind of offhand you want, there are some floating around pretty cheap. Soon as you ding I would say go grab all of your new disciplines since your going to need them to be proficient at what you do...and that's killing.
These places are just recommendations, you can choose to switch it up me. E hit up Fire at 65 or so and what not. You can start building these up at level 51, but I wouldn't really bother until you hit at least 70, because just getting up to 80 is the hard part.
AA's start to flow pretty nicely once you a bit higher. Lot's would say wtfz0rz you a rogue get all of your DMG AA's done first...eff defensive.
Since rogues have a tendency to just kill the crap out of anything that moves...we can generate a lot of unwanted aggro. So we need our avoidance/mitigation AA's to make sure we don't get dead if the mob decides to try to hurt us.
Triple backstab, Precise Strikes, Precision, Ambidexterity, Sinister Strikes, Burst of Power, Chaotic Stab, Ferocity, Weapon Affinity, Slippery Attacks. These are a good portion of the AA's that make a rogue a DPs machine.
This gives us our best combo ever... Rogues fury and Frenzied stabbing discipline. At this point, you should know how to play your rogue, and you should know what AA's will be beneficial to you and you can really just go from there.
Rogues need a good group make up in a raid in order to maximize DPS. Shaman: Used for champion (ATK buff $$) and for their epic 1.5/2.0 click which greatly increases damage.
And don't forget to shoot a tell to your friendly beast lord for that super-duper ferocity. And with this group make up you just can't go wrong, and you'll be a fine-tuned machine and a force to be reckoned with.
Once you get into some higher end raiding, there are a few types 2 mods that you need. They come on some higher end items and also some attainable stuff you can buy in the bazaar.
Some attainable stuff in the bazaar may have a +3 or +4 mod on it, but you really need to get in on some raids to get the +15/ +20. Some including Necklace of Stability from sure, Anguish Gauntlets, Shadow mane Cloak from Deplane.