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2. Jinzo - Not having to fear trap cards getting my opponent back into game is a nice feeling.
3. Master Peace The True Dracoslaying King - A nightmare for every format he was legal. Was the answer for any anti-meta the opponent was running. Can't special summon. I'll tribute instead. Annoying effects? I'm immune.
4. Number 86: Heroic Champion - Rhongomyniad - Biggest payoff for my combo decks to field as a standalone card.
Its actually hard to pick the others. They all have their own purposes and periods. Things I love and some I hate. There is like a dozen cards all sharing a tier below BLS and CED. Everything from the new Chaos Synchro stuff and PEP to OG Horus and Guardian Angel Joan. Just too many to pick.
YGO has a lot of cool stuff. It's just a shame that Konami sucks at designing cards.
For nostalgia: Silent Swordsman. Technically any of the levels since they're kinda-sorta the same monster at different stages. Level 5 was the most usable as I recall, and I tried for a long time to make Level 4 do something at all. Specifically with Felgrand, actually.
For usability: Chaos Angel. Hard to pick just one, but Chaos Angel is easy to summon, is generic, has a beefy statline, and depending on the materials used a solid removal effect and/or strong protection. Just a little bit of everything you could ask for short of an omni-negate, and detailed art besides.
Of my current decks: Blue-Eyes Jet Dragon and Aron, the Ogdoadic King. It's debatable if Jet Dragon can be called a boss monster, but it has been the single card most responsible for the majority of my Blue-Eyes wins because of it's blanket protection, bounce effect, and easy self-revive trigger. As for Aron, he's the stronger half of the pair that enables Ogdoadic to have a grind game and be able to keep pressure on the opponent while they're popping off. Because I don't like dedicated OTK strats with Daybreak, he appeals to me far more. Plus, Royal Rare copy.
You ever get a hang of the lines in Traptrix Ragnaraika?
I'm not even sure. Like, I don't have to read the cards anymore, so it's "natural" now but the stuff generally feels more like negate bait, a desperate way to grab a trap or a win-more strat. Definitely prefer it to the pure version due the wider range of options and I bet it'd get exponentially stronger if I ran handtraps since Butterfly draw effect seems made with that in mind. Also it made me include Aronaseraphy for more ways to get seed, and she has her own cute synergy with the traptrix that do stuff on SS like recovering a trap, so even more options!
Do you summon the stuff first? I still go with Traptrix plays because I'm too scared of Nib and always hope for someone to blow imperm on Sera.
I would say so. 3k atk is decent, it protects the field, bounces a card on attack and summons / revives itself for essentially free which is something it can do over and over again. It's definitely a card your opponent generally has to pay attention to.
Their link 3 for their trap is pretty nice. The trap adding some more disruption and activating Sera is always funny. Then using him and a link 2 to go directly to their link 5 is pretty nice. I rarely use their link 4. She's not bad, but isn't really useful most of the time.
Hand traps are definitely quite useful as Butterfly can draw up to 3 cards. So even if you don't want Maxx C, drawing into another one is pretty nice.
Aronaseraphy Jasmine is usually the way I get to seed. I try to tribute Rikka Strenna if I got her on board. Her effect to cheat out a rank 5 or higher plant Xyz (mostly Hyperyton for the monster negate on your opponent's turn).
Depending on opening hand really. Sera is usually the first thing I try to get on board. Preferably with Holeutea, but Pudica or Myrmeleo will do. Then it's usually what lines do I have. Thankfully, it is pretty flexible.
Slifer/Odin/Shooting star dragon/Shooting Star Quasaar Dragon/Obelisk during the Dark Side of Dimensions Movie.
5D's is in general my favorite show out of all the Yugioh animes..
Offers utility through resetting Schuberta's effect, moving monsters into Bloom Harmonist's zones for a stronger battle phase, or clearing a pre-established field to activate a spare Ostinato or 1st Movement Solo.
Has interruption via multiple non-targeting bounces.
Can protect your board by banishing things that would've been removed, such as in response to a Nibiru, and is especially flexible on this front since you don't have to commit to what you want to banish until the effect resolves.
If she gets removed, you can toolbox into a bunch of different options depending on the situation, including a Tenpai counter via Bloom Diva.