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 Ra yellow 3rd lesson

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Promo

Leona

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Join date : 2011-09-14
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PostSubject: Ra yellow 3rd lesson    Ra yellow 3rd lesson  EmptySat Jan 19, 2013 8:22 pm

Okay it has been a long time since we did lessons
So for this class I want you to make a list of the top 5 decks in yugioh
That you think is ruling over other decks and write their abilities
That they can do to an opponent for example

Harpies: swarm the field with xyzs in and leaving you opponent powerless

But that was just an example I expect more detail if you can

This is worth 50 OD so good luck
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Monkey D. Luffy

Leona

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Age : 28
Location : The Grand Line

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PostSubject: Re: Ra yellow 3rd lesson    Ra yellow 3rd lesson  EmptySun Jan 20, 2013 12:00 am

Top 5 decks that rule over other duelist are as follows (in my opinion):

Windup: windups best ability is to continuously gather more and more monsters to the field, example is the card "wind-up factory", if this card is in play you can continuously pull wind-ups out their deck and special summoning them to the field, like "wind-up shark". When this deck is used correctly it can easily OTK its opponent with ease.

Dark World: Dark world's main focus is to discard cards, if It can discard dark world monsters to the field it can be extremely deadly, in getting rid of cards on the field. The main 2 cards which can easily cause their opponent to be shutdown is "The Gates of Dark World" and "Grapha" which are two famously known cards. Gates can continuously discard Fiend-type monsters or Dark World until you can easily destroy your opponents monsters and traps/spells.
If Grapha is discarded it can cause some damage in which you can special summon it from the grave and beat your opponent down.

Six Samurai: Six Samurai is a good deck if you like to OTK your opponent on the first turn. With the correct cards you can continuously summon monsters, pretty similar to Wind-ups. You can continuously draw if you have a card like "Six Samurai United" which can keep you drawing so you can keep special summoning like "Grandmaster of the Six Samurai" or "Legendary Six Samurai - Kizan" which can lead to more summonings and then, BOOM, you have an XYZ on the field. With all these summonings coming along and their opponent unable to stop them or the attack, its an OTK or a huge victory.

Gravekeeper- is a good deck that can rule over people, WHEN USED PROPERLY. The best thing about the Gravekeepers is their effect with "Gravekeeper Descendant". When this card is on the field while controlling another or other gravekeepers, this card can destroy any card you have on the field, regardless of position or spell/trap. There are other cards that are very dangerous as well like "Gravekeeper Spy" which can special summon and get Descendant on the field faster, "Gravekeeper Assailant" which can change a monster from defense to attack and vice verse as long as Necrovalley is on the field. Also Necrovalley is a very good field because it can negate any card effect that moves another card in the graveyard to another place besides itself. This card is very good because of that effect because it renders spell cards like "Monster Reborn" or traps like "Call of the Haunted" useless because it brings a monster from the graveyard onto the field which Necrovalley can negate. Using Descendant's effect you can easily wipe your opponents field and attack, beating your opponent viciously.

Earthbound- Earthbound is a very tricky deck to use, but if you have "Mausoleum of the Emperor" and field barrier on the field, you can basically only pay your way through the game. Although "Mausoleum of the Emperor" has its down falls, it can help you to win the game, instead of tributing monsters which can be destroyed, you can pay the 1000 or 2000 points and normal summon an earthbound to the field. One thing that is very dreadful to the opponent of the earthbound is its effect, it can attack your opponent directly. This effect is commonly known with Earthbound, but also it cannot be selected as an attack target which renders you disabled to get rid of it off the field unless using a spell or trap, in which they can use Earthbound wave to negate the field or spell and continue on with their attack of summoning.
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Promo

Leona

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PostSubject: Re: Ra yellow 3rd lesson    Ra yellow 3rd lesson  EmptySun Jan 20, 2013 9:07 am

I'm impressed xdogyo

Well done, awarded OD
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Monkey D. Luffy

Leona

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PostSubject: Re: Ra yellow 3rd lesson    Ra yellow 3rd lesson  EmptySun Jan 20, 2013 5:28 pm

Thank you sir
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Monkey D. Luffy

Leona

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PostSubject: Re: Ra yellow 3rd lesson    Ra yellow 3rd lesson  EmptyMon Jan 21, 2013 2:50 pm

why does it seem like without Nate River im the only person doing lessons anymore xP
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Kirito

Leona

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PostSubject: Re: Ra yellow 3rd lesson    Ra yellow 3rd lesson  EmptySat Jan 26, 2013 1:47 am

I would say :Dark World,six samurai,different elemental hero builds (Bubblebeat,mask change and so on),quasars(any possible version) and Rabbits

Dark world-Ucan easylly summon level 5 and level 8 xyz monsters plus do massive destruction to your opponent's field.The most usefull card if i have to say would be Snoww cuzz she can give u what ever u need (door,grapha, dealings,or goldd and sillva).main focus is discarding and reborning grapha.

Six Samurai-main fokus is to lock your opponents back row and summon great monsters with over 2000 atk + they can destroy monsters with hand and mizuho.Main card would be kagemusha (the only six samurai tuner and only he can summon shien as well as the naturias)
and gateway of the six cuzz it has AMAZING EFFECTS.u can search your deck and u can have an army of over 2500 atk monsters on your field.

E - Hero-Main focus is to summon fusion monsters with polymerization or super poly and then summon more with miracle fusion.Or to xyz great warrior monsters like blade armor ninja or excalibur then again fuse from grave.Main cards would be E - hero stratos e-emergancy and fusion cards.also it is good that neos alius is a gemini and u can use gemini spark to distroy your opp plus get another card and u can get him back with hero visit cuzz he is normal in grave.

Shooting quasar dragon decks-Main focus to summon formula and in the most cases 2 lvl 5 synchros.it can be done with million diff decks(Laval,fabled,synchroon,...)he is like shi en only he can atk twice and HAS 4000 ATK.and even if your opponent finds some crazy way to beat him u get to summon a brand new danger SHOOTNG STAR DRAGON.and he ain't so bad eather.a neet combo can be done with De-synchro u can have quasar and star in the same turn

Rescue rabbit (Normal monster decks):most popular would be dino and evil rabbits.in the dino rabbits main focus is to negate the most of big play your opp has.usefull cadr would also be rai-oh cuzz your opp cant search.Evill rabbs would be Perfect vs synchro decks.ophion can negate every summon of a lvl 5 or higher monser and bahamut can take control of the ones already summoned.greatest weapon vs evilswards would be Monster effect decks cuzz only thing they can depend on then are veilers.

Thats about it these are the top 5 in my book i would put inzektors instead of heroes but i found out that heroes are better to me.
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Promo

Leona

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PostSubject: Re: Ra yellow 3rd lesson    Ra yellow 3rd lesson  EmptySat Jan 26, 2013 8:09 am

Well done kirito OD awarded
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Heather Nova

Leona

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PostSubject: Re: Ra yellow 3rd lesson    Ra yellow 3rd lesson  EmptyFri Feb 01, 2013 8:36 am

Hi there, not sure how these works but I'm here to post what I believe!!

Fire Fist - Fire fist are an archetype that's main focus is atk and xyz. They can easily search each other can can even 1 turn shock with little effort. They topped before so no surprise they're becoming more and more famous! They don't have a major weakness, I suppose Anti-Fragance jar and Twister/MST would stop them. But still.

Mermail Atlantean - This deck has mad combos! Mermails main purpose is discard, searh/grab, xyz....game. I made a deck like that. But then atlanteans came into the picture. With marksman they can kill face down defense/other, and with infranty they can take out face-ups! Then comes dragoon...which can search the deck like hell! Grabbing any card they need atm. Kinda sad Sad

Prophecy - Not sure how many of u peeps have been watching these dudes, but I have! And with cards like fate and wisdom, they can protect and banish! Prophecies aren't REALLY meant for xyz, but they can xyz into 6+. They also got cards like Priestess which can/will pop pratically any card. And she has 2500 atk, and with power she can become 3500 and then search the deck!!
This archetype (if used right) is broke as hell!

Dino Rabbit - This deck has been at the top for a while now...its kinda annoying but still! This deck has over 100 ways to get Lagg and Dolk, I even used a Silent Doom version which got Dolk and Lagg in one turn .-. No joke =w= Not to mention this can be used with Evols and Jurracs! This deck also runs heavy traps so control is at the top...really this deck is hard to get over. And the fact that they can Macro is even worse...

Machina - This deck comes in all sorts of forms (all of which I've mastered =w=) Geargia, Gadget, Pure, Karakuri, KMP, and so many more.... Fortress the main card can't really be targetted by monsters either with his discard eff, and then there is his eff that when he is destroyed he pops one other card. With his lv7 and easy to summon getting Big Eye or Dragon-Sac is easy as hell...

I's hope dis counts Razz
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Promo

Leona

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PostSubject: Re: Ra yellow 3rd lesson    Ra yellow 3rd lesson  EmptyFri Feb 01, 2013 8:52 am

Sure OD awarded
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Heather Nova

Leona

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PostSubject: Re: Ra yellow 3rd lesson    Ra yellow 3rd lesson  EmptyFri Feb 01, 2013 9:20 am

Arigato
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