Forum:Compulsory evacuation device vs. wind-ups

From Yugipedia
Revision as of 08:50, 11 March 2012 by 123.211.144.181 (talk)
Jump to: navigation, search


I'm looking for a cheap alternative to maxx "c" and fiendish chain against wind-ups, and was wondering if compulsory evacuation device works well, and if not, then what does work well?

Yeah, Comp Evac does break their tempo. Hit their Rat to deny them an Xyz Summon. If you're playing with Ignition Priority disabled, bounce their Zenmaity to utterly break the Hunter loop. A lot of their main monsters have over 1500 ATK as well, so Bottomless Trap Hole is fine too. --Gadjiltron (talkcontribs) 01:48, March 10, 2012 (UTC)

A major weakness to that would be going second as both of those cards need to be set. I have had this discussion before and the only cards that seem to stop it when they do it first turn is the 3 discarding cards, Effect Veiler, D.D. Crow, and Maxx "C". In my opinion that really bites however...

BTW if you find another card that can do something like that please share

Shinkirou 02:58, March 10, 2012 (UTC)

Cyber Dragon helps, but if they kill your hand it doesn't really matter unless you can topdeck it like a pro.
Other than cards you have to set before their loop/draw into after, D.D. Crow, Maxx "C" and Effect Veiler are your best bet for stopping them.
123.211.144.181 (talk) 12:01, March 10, 2012 (UTC)

*shift Rat into the def then watch it flying back to hand* Well, I playing "Instant Fusion" to summon Fusionist and troll you to death. --FredCat 12:04, March 10, 2012 (UTC)
O.O but that didn't change anything. I never top deck like a pro, I top deck like I just used Beast Mode Activate.

The reason only those three help (well as far as I know of) is because they require no field to be used, and until more cards like that are made (or more logically wind-ups are hit with the [BAN HAMMER!!!]) the loop will break the game. Can you guys tell me which of the top 3 are the strongest (or really just rate them in 3 spaces).

Mine would be
1. Wind-up
2. Inzekts
3. Dino Rabbit

of course I have run into a wind/inzekt hybrid and it ate my face turn 2...

Shinkirou 00:49, March 11, 2012 (UTC)

I would say:
1 = Wind-Ups.
2 = Rabbits.
3 = Inzektors.
Wind-Ups take little to start the loop, just a way to make a single rank 3 and this doesn't always need to destroy the hand, it could just be used to populate the field.

Rabbit can negate anything, and really only needs to draw into 1 3/40 (rabbit), or 1 2-3/40 (gold sarc) + 1 3/40 (TGU) OR sangan to search for TGU or Rabbit. And once they get rabbit the negation train starts.

I think people are overestimating Inzektors, although in mid->late game they can be devastating they usually take a long time getting the combo going (compared to most decks ofcourse). And really the max cards they can destroy in a turn would be 4, that's if they had a Leviair on the field and summoned a banished Dragonfly.
123.211.144.181 (talk) 02:07, March 11, 2012 (UTC)

Would you say Compulsory is better than Solemn Warning, or is SW still better?

Also, I do not understand how Rabbit is immunte to effect negates and stuff.

Dr Kain (talkcontribs) 05:23, March 11, 2012 (UTC)

SW is almost always better. The only time CED would be better is if you run a deck that quickly reduces your LP or run a deck like FrogNarchs (even then none's normally better) where a backrow you can always set off is needed.
And about the Rabbit thing check the thread you mentioned Rabbit in [1], it's been answered.
123.211.144.181 (talk) 08:50, March 11, 2012 (UTC)