luckytheunlucky Lucian
Posts : 166 Reputation : 2 Join date : 2012-12-27 Age : 25 Location : In the depths of Chaos
| Subject: Obelisk Blue Leader Exam Lesson: How To Pick Good Tech cards Sun Feb 03, 2013 6:39 am | |
| Sup peoples Lucky here! Today imma tell you guys about good tech cards and what tech cards you might want to use in your deck 1. Tech Cards What a tech card is a card what people put in different decks to add consistency, help fight certain strategies or helping their own, a good card that people like, or a card that fits certain people's playstyles. But, what techs are often referred to are cards that have no purpose in the deck other than it being good against the current meta. For example, if a player goes against a deck that Special Summons a lot, like Cyber Dragon or Gorz, the player might put Black Horn of Heaven or Maxx C in his/her Main Deck or Side Deck. Other cards, such as D.D. Crow or Effect Veiler, stop decks that banish a lot or uses effects like crazy to pull off strategies, like Chaos Dragons. 2. Good Tech CardsSome good monster tech cards against the meta now are Neo-Spacian Grand Mole, Maxx C, Effect Veiler, Thunder King Rai-oh, D.D. Crow, Doomcaliber Knight, or Banisher of the Radiance. Some good trap and spell tech cards are Royal Decree, Dust Tornado, Compulsory Evacuation Device (usually used in the Main but sometimes in the Side), Book of Moon (usually used in the Side when a player cannot find room for it in their Main), Nobleman of Crossout, Shadow-Imprisoning Mirror, Soul Taker, Smashing Ground, System Down, Macro Cosmos, Dimensional Fissure, or Light-Imprisoning Mirror. The commonly used tech cards are Royal Decree, because it negates Trap effects, Doomcaliber, to negate monster effects and destroying them, TK Rai-oh, to stop searches and Special Summons, D.D. Crow, to stop effects that rely on the grave, Effect Veiler, to stop monster effects in their tracks, Dust Tornado, to destroy Spell and Trap cards that interfere with a player's strategy, Nobleman of Crossout, to stop cards that activate their effects when flipped face-up, Smashing Ground, to destroy powerful beaters, Soul Taker, to destroy a monster and making it lose its timing when destroyed, Macro Cosmos, to stop decks that heavily rely on the grave, Dimensional Fissure, to get rid of important monsters your opponent needs, Neo- Spacian, to get rid of big beaters and other vital monster cards over and over again, Compulsory Evacuation Device, to get rid of a vital or big beater monster on your opponent's field or to use against your own monster to reuse, and Shadow-Imprisoning Mirror to stop the effects of Dark monsters used in the current meta and other rouge Dark decks. 3. Uncommon Good Tech CardsSome uncommon tech cards that kind of help against the current meta is Jinzo, to stop any traps, Legendary Jujitsu Master, to remove powerful beaters from the field, Raigeki Break, to destroy certain cards vital to the opponent's strategy, Safe Zone, to protect your important monsters or blow up a monster on your opponent's side of the field, Imperial Iron Wall, to stop all banishing plays, Night Beam, to stop Spells and Traps and not fear of that targetted card being played when you use Beam, Needle Ceiling, to reset the field and help you pull off your plays, Poisonous Winds, to completely stop Wind Decks, like Harpies, Phantom Beastcrafts, Dragunitys, Gustos, and Mist Valleys, or Gaia Dragon the Thunder Charger, to use Rank 5 or 6 monsters you have that easily use their effects and run out of materials. 4. Tech Cards to almost ALWAYS put in your Side or Main and How to Use ThemThe important tech cards to almost always put is are Neo-spacian Grand Mole, Effect Veiler, Maxx C, Doomcaliber, TK Rai-oh, Dust Tornado, Royal Decree, Soul Taker, Smashing Ground, Nobleman of Crossout, Shadow-Imprisoning Mirror, Dimensional Fissure, or Macro Cosmos. What to choose to put in your Main or Side really only depends on your playstyle. If you're more of the defensive player, definitly put Grand Mole or Veiler in your Main to prevent plays or to get rid of big beaters. If you're the offensive player, go for Decree, Doomcal, TK Rai-oh, Dust Tornado, Soul Taker, or Smashing Ground to get rid of pesky backrow or to get that big beater off of the field. If you're the player who likes to limit their opponent's moves, go for Macro Cosmos, D Fissure, or Maxx C. Maxx C, so you can draw off of your opponent and might cause him/her to stop Special Summoning and if not, you get big pluses anyway. Macro Cosmos, so you can stop their strategies that depend on using the grave throughout the game, and Dimensional Fissure, so you can stop strategies that really need their monsters in the grave during the game. So that's my lesson guys! Hope you guys enjoyed it and you might use this advice to become a better duelist! See ya! |
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