Difference between revisions of "Stall"

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==Overview==
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<!--When adding to this page, try not to make lists based on a kind of Deck--but instead general methods of stall. More specific combos or Decks should have their own page, linked from here-->
'''Stall''' cards are cards that are used to prevent your opponent from attacking you.
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{{Redirect|Stall Deck|the Tip Card|Stall Decks (Tip Card)}}
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'''Stall''' cards are ones that prevent your opponent from damaging you OR ones which focus on [[Negate|Negating]] your opponent's cards.
  
Common Stall cards include:
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Decks usually include stall cards as part of a larger strategy, such as a [[Burn Deck|Burn]] or a "[[Forbidden One]]" Deck. They are also used to buy time for a player if their opponent gains an advantage over them. '''This is different than a player stalling for time by taking too long to lay down cards or declare actions.'''
  
*Monsters - "[[Spirit Reaper]]", "[[Big Shield Gardna]]", "[[Destiny Hero - Defender]]", "[[Marshmallon]]" "[[Shiba-Warrior Taro]]", and the "[[Solar Flare Dragon]]" / "[[Solar Flare Dragon]] combo
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==Playing style==
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A '''Stall Deck''' is designed to slow your opponent down and make it difficult to inflict damage or even to attack. Stalling is not a way to win by itself; it is usually used as a means to an end. Although it is most commonly used in the "[[Forbidden One]]" Deck, it is also considered the only way to successfully play a [[Burn Deck]]. However, there are plenty of decks that can benefit from this strategy.
  
*Spells - "[[Level Limit - Area B]]", "[[Scapegoat]]", "[[Swords of Revealing Light]]" and "[[Nightmare's Steelcage]]".
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Usually, someone doesn't walk into building a deck and say "I want to build a stall Deck." They start with the question "I want to play X deck, how can I support it?" But that is not always the case. Considering that most decks will use Level 4 or higher monsters, one could start the deck with [[Gravity Bind]] and [[Level Limit - Area B]], then throw in [[Swords of Revealing Light|Swords]] and [[Wall of Revealing Light]], and then use only Level 3 or lower monsters to attack, e.g. [[Drill Barnacle]], [[Gyaku-Gire Panda]], [[Mataza the Zapper]] etc. and combine them with powerful Equip Cards, e.g. [[United We Stand]], [[Mage Power]], [[Metalmorph]], [[Kunai with Chain]] etc. What style/method of stall you wish you use will depend on what kind of Deck you wish to play:
  
*Traps - "[[Gravity Bind]]", "[[Scrap-Iron Scarecrow]]". "[[Wall of Revealing Light]]", the "[[DNA Surgery]]" / "[[Insect Barrier]]" combo, and the "[[Macro Cosmos]]" / "[[Gravekeeper's Servant]]" combo.  
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==The traditional stall==
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When someone asks if you are playing a '''Stall''' Deck, then chances are you are using this method. A stall deck is used to either have the opponent lose via card effects such as [[Final Countdown]] and [[Exxod, Master of The Guard]], or simply run out of cards. Over time, Konami has released dozens of great cards to protect yourself from both attacks and damage. These cards range from stopping attacks for a single turn, to locking your opponent down as long as they are on the field. The only downside to this method is that—as a player—you must commit a lot to the field in order to stay safe.
  
Decks usually include stall cards as part of a larger strategy, such as a [[Burn]] deck or an [[Exodia]] deck. They are also used to buy time for a player if their opponent gains an advantage over them.
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With this, comes a whole new problem: keeping it there. Unlike simply running an engine in your Deck (which is just a handful of cards) when you run a '''Stall''' deck, half to two thirds of your deck is devoted to your protection. This means that you have to play cards to protect yourself, and then cards to protect your protection. This tends to cause the consistency of your Deck to decrease.  
  
==Playing Style==
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Because there are so many generic stall cards to choose from, listed below are what most players consider the core "Staples" in any stall deck. There are numerous stall cards that have closely related effects (such as "[[Marshmallon]]" and "[[Spirit Reaper]]"), so just because one of them isn't listed here, doesn't mean it's not an effective stall card—it simply means it's not considered a staple. Sometimes more obscure stall cards such as "[[Gellenduo]]" work better because of the kind of deck you have decided to play.  
A '''Stall Deck''' is designed to slow your opponent down and make it difficult to either inflict damage, or even to attack. Stalling is not a way to win by itself; it is usually used as a means to an ends. Although it is most commonly used in the [[Exodia Deck]], it is also used in the [[Destiny Board|Destiny Board Deck]] and the [[Burn Deck]]. In rare cases it may succeed in running opponents (especially those with decks of 50 cards or less) out of cards to draw from their deck, or to win with cards such as [[Final Countdown]] and [[Wave-Motion Cannon]].
 
  
Decks consisting of Low level monsters are often Stall Decks, as your own monsters can often get around cards that stall your opponent; examples include [[Skull Servant Deck]] or Low Level Normal Monster Deck.
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===Monsters===
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*[[Exxod, Master of The Guard]]
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*[[Guardian Sphinx]]
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*[[Hieracosphinx]]
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*[[Criosphinx]]
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*[[Swarm of Locusts]]
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*[[Raging Flame Sprite]]
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*[[Marshmallon]]
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*[[Spirit Reaper]]
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*[[Castle Gate]]
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*[[Medusa Worm]]
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*[[Parasite Paracide]]
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*[[Battle Fader]]
  
[[Thousand-Eyes Restrict]], [[Spirit Barrier]], [[D.D. Borderline]], [[Nightmare's Steelcage]], [[Gravity Bind]], [[Level Limit - Area B]], [[Swords of Revealing Light]], and [[Wall of Revealing Light]], all stall your opponent.
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===Spells===
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*[[Final Countdown]] (with stall cards)
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*[[Level Limit - Area B]]
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*[[Messenger of Peace]]
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*[[Swords of Revealing Light]]
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*[[Wave-Motion Cannon]] (with stall cards)
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*[[The Dark Door]]
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*[[Continuous Destruction Punch]]
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*[[Vengeful Bog Spirit]]
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*[[Ground Collapse]]
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*[[Mask of Dispel]]
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*[[Red Medicine]]
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*[[One Day of Peace]]
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*[[Marshmallon Glasses]]
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*[[Burden of the Mighty]]
  
Another Final Stall method would be the "Ultimate Field" Strategy. The Strategy is a combination which can alternate between cards that negate your opponents opportunity to summon monsters, play spell cards, or play trap cards. Although it may not defeat your opponent, it does guarantee that you will control the duel. The Ultimate Field consists of: [[Horus the Black Flame Dragon LV8]], [[Jinzo]], the powerful [[Armed Dragon LV10]] and the meek yet strong [[Mystic Swordsman LV6]] or [[Ground Collapse]] Times Three.
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===Traps===
The [[Horus the Black Flame Dragon LV8]] can be replaced with [[Spell Canceller]], [[Silent Swordsman LV7]]. The [[Jinzo]] can be replaced with a [[Royal Decree]], and the three [[Ground Collapse]]s can be replaced with any combination of [[Ojama King]], [[Ojama Knight]], [[Ojama Trio]], and [[Ground Collapse]].
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*[[Gravity Bind]]
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*[[Negate Attack]]
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*[[Waboku]]
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*[[Mirror Force]] ([[Mirror Trap (series)|and its variants]])
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*[[Begone, Knave!]]
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*[[Bottomless Shifting Sand]]
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*[[Metal Reflect Slime]]
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*[[Wall of Revealing Light]]
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*[[Dark Bribe]]
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*[[Divine Wrath]]
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*[[Seven Tools of the Bandit]]
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*[[United Front]]
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*[[Magic Cylinder]]
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*[[Draining Shield]]
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*[[Scrap-Iron Scarecrow]]
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*[[Grave of the Super Ancient Organism]]
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*[[Fiendish Chain]]
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*[[Judgment of Anubis]]
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*[[Anti-Spell Fragrance]]
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*[[Vanity's Emptiness]]
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*[[Trap Hole]] ([[Trap Hole (archetype)|and its variants]])
  
Another version of the ultimate field strategy is using [[Ojama Trio]], destroying one and using another. Then using [[Spatial Collapse]].
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==Anti-effect final stall==
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This kind of Deck is based on locking down your opponent while finishing the Duel via "[[Final Countdown]]". The main strategy of this Deck is keeping your foe from attacking, as well as using negation effects against the opponent. Many of those cards involve: [[Marshmallon]], [[Spirit Reaper]], [[Gellenduo]], [[Decoyroid]] plus [[Heart of Clear Water]], as well as [[Ground Collapse]] times three. A [[Skill Drain]] might also help by negating Effect Monsters (beware '''not''' to use Monster Effects along with that).
  
* [[Horus the Black Flame Dragon LV8]] assures that your opponent can't play/activate spells.
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The combo [[King Dragun]] and [[Metalsilver Armor]] blocks targeting effects your opponent uses, hence you'll be safe against most effects.  
  
* [[Jinzo]]/[[Royal Decree]] assures that your opponent can't play/activate traps.
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An effective stalling combo would be [[Temple of the Kings]] and [[Scrap-Iron Scarecrow]], that keeps your opponent from attacking. Combined with negation effects such as [[Skill Drain]] or [[Jinzo]] plus [[Amplifier]] in order to negate most effects upon using this Stall.
  
* Three [[Ground Collapse]] assures your opponent can't play or take control of your monsters.
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However, there is a weakness in this strategy. [[Spiritualism]] is able to take down the Stall as it cannot be negated and might return [[Ground Collapse]]/[[Royal Decree]] and thus have a free path for breaking the lock. [[Angel O7]] negates the effect of [[Horus the Black Flame Dragon LV8]], thus leaving their Spells intact. The only way your opponent may get through the Stall to win is by having the 5 parts of [[Exodia]].
  
*[[Thousand-Eyes Restrict]] assures your opponent can't attack.
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Due to the easy handling of combining such effects, you are able to finish the Duel easily via "[[Final Countdown]]" or "[[Wave-Motion Cannon]]".
  
The Ultimate Field Strategy can be stopped by cards such as [[Spiritualism]] as it can not be negated by [[Horus the Black Flame Dragon LV8]], after using [[Spiritualism]] on a [[Ground Collapse]]/[[Royal Decree]] the opponent could summon  a monster and could in turn set a [[Man-Eater Bug]] and destroy either Horus or Jinzo and destroy your combo. To stop these dangerous flip effects you could include [[Mystic Swordsman LV2]] and [[Mystic Swordsman LV4]]. Add in a [[Final Countdown]] card or [[Wave-Motion Cannon]] cards which will be for winning during your stall for time. Spiritualism, however, is very rare and situational. Should you have that combo down (which itself is also hard to compose), defeat for your opponent is imminent anyways.
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===Ways of stalling===
The only way the Ultimate Field can be stopped if [[Ojama King]], [[Ojama Knight]], [[Horus the Black Flame Dragon LV8]] and [[Jinzo]] are used is via the effect of [[Exodia the Forbidden One]] or through sacrificing the opponent's monsters for [[Lava Golem]].
 
  
==Heal Deck==
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*[[Jinzo]]/[[Royal Decree]] negates all Traps
A '''Heal Deck''' focuses on healing, Stall, and some burn. Most of the individual cards that increase Life Points are meager on their own, but work finely in combos. For example, [[Griggle]] combined with [[Creature Swap]] gives you a hefty life point boost while trading your weak monster for your opponent's stronger one. Also, [[The Immortal of Thunder]] or [[Granadora]] combined with [[Dimensional Fissure]] would erase the monster's draw back effect. The currently most exploited combo is [[Necroface]], [[Soul Absorption]], and [[Macro Cosmos]] or [[Dimensional Fissure]].
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*[[Ground Collapse]]/[[Ojama Trio]]/[[Ojama Knight]] prevents use of all the opponent's Monster card Zones
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*[[Vanity's Fiend]]/[[Vanity's Ruler]] negates Special Summons
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*[[Thousand-Eyes Restrict]] prevents attacks
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*[[Yata-Garasu]] blocks the opponent's draw (Traditional only)
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*[[Spell Canceller]] negates all spells
  
A thing to note is that main weakness of the Deck is that [[Bad Reaction to Simochi]] will completely turn the player's strategy against themself. Another point to note is that there is currently no way to win the game by having a high amount of life points. Without some victory condition, the best this deck can hope to do is deck out your opponent to win.
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== Wall Deck ==
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A wall deck focuses almost exclusively on stalling. These decks usually have significantly more than 40 cards and win by forcing  your opponent to deck out simply by drawing cards during their draw phases. Unlike a mill deck, wall decks do not include cards to mill out the opponent's deck.
  
Burn is one of them, through the effects of [[Fire Princess]] or [[The Agent of Judgment - Saturn]]. Beatdown is another, through monsters such as [[The Agent of Force - Mars]] and [[Neo-Parshath, the Sky Paladin]] that gain ATK power depending on the difference in number of life points that you and your opponent share. [[Injection Fairy Lily]]'s powerful effect could also be used non-stop and you could possibly even utilize [[Mirror Wall]].
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=== Hand trap wall ===
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A hand trap wall deck focuses mostly on hard traps, this makes it very difficult for your opponent to negate or counter them, since they don't need to be placed on the field in advance, making them highly resistant to cards like [[Twin Twisters]], which might be able to shut down other stall decks. This type of deck can be surprisingly effective, and can often win even against aggressive swarming  decks such as [[Blue-Eyes]]. However, these type of wall decks are easily countered by most burn decks, as well as mill decks.
  
The two most suggested support cards to add to a Life Point gaining deck are either [[Macro Cosmos]]/[[Dimensional Fissure]], to erase the draw backs of numerous cards, or [[The Sanctuary in the Sky]], to exploit the effects of the numerous [[Fairy]]-type monsters.
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Some cards that might be used in a hand trap wall include:
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* [[Rainbow Kuriboh]], which can disable opponents monsters and protect you from direct attacks.
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* [[Darkness Neosphere]], which cannot be destroyed by battle, it also can be combined with [[Mound of the Bound Creator]] to create a monster that cannot be destroyed by battle or card effects, and cannot be targeted.
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* [[Tragoedia]], which allows you to take control of opponents monsters, provides a wall, and can also be tributed for [[Darkness Neosphere]].
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* [[Swordsman of Revealing Light]], which can counter direct attacks and even destroy the attacking monster.
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* [[Battle Fader]], which can protect you from direct attacks.
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* [[Sauravis, the Ancient and Ascended]], which can protect your cards.
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* [[Typhoon]], a trap card that can be activated from your hand to surprise your opponent.
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* [[Gorz the Emissary of Darkness]]
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* [[D.D. Crow]]
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* [[Flying "C"]]
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* [[Maxx "C"]]
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* [[Kuribohrn]]
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* [[Honest]]
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* [[Ally of Justice Cycle Reader]]
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* [[Ghost Ogre & Snow Rabbit]]
  
===Recommended Cards===
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==Note==
  
The following are cards that increase a player's own life points. However, some cards (ex. [[Elemental Recharge]]) only work in certain conditions and some cards (ex. [[The Immortal of Thunder]]) may help you gain [[Life Points]], but still make you lose [[Life Points]] in the end. Dark Snake Syndrome dishes out heavy damage to both players but you are virtually unaffected since you have an abundance of life points.
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Since both Stall Decks and [[Lockdown]] Decks rely heavily on blocking effects, and require elaborate tactics, there's a gradation between the two, and it may be difficult to classify a deck as one or the other.
  
====[[Monster Card]]s====
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{{DeckTypes}}
* [[Absorbing Kid from the Sky]]
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[[Category:Deck Type]]
* [[Athena]]
 
* [[Cure Mermaid]]
 
* [[Dancing Fairy]]
 
* [[Elephant Statue of Blessing]]
 
* [[Fire Princess]]
 
* [[Granadora]]
 
* [[Griggle]]
 
* [[Prime Material Dragon]]
 
* [[Nurse Reficule the Fallen One]]
 
* [[Golden Ladybug]]
 
* [[Guardian Angel Joan]]
 
* [[Hysteric Fairy]]
 
* [[Mysterious Puppeteer]]
 
* [[Neo-Spacian Air Hummingbird]]
 
* [[Nimble Momonga]] x3
 
* [[Skull-Mark Ladybug]]
 
* [[The Immortal of Thunder]]
 
* [[White Magician Pikeru]]
 
* [[Zolga]]
 
* [[Neo-Parshath, the Sky Paladin]]
 
 
 
====[[Spell Card]]s====
 
* [[Blessings of the Nile]]
 
* [[Cestus of Dagla]]
 
* [[Dian Keto the Cure Master]]
 
* [[Emergency Provisions]]
 
* [[Mystik Wok]]
 
* [[Poison of the Old Man]]
 
* [[Sebek's Blessing]]
 
* [[Soul Absorption]]
 
* [[Spell Absorption]]
 
* [[Dark Snake Syndrome]]
 
 
 
====[[Trap Card]]s====
 
* [[Aegis of Gaia]]
 
* [[Altar for Tribute]]
 
* [[Draining Shield]]
 
* [[Numinous Healer]] x 3
 
* [[Nutrient Z]]
 
* [[Solemn Wishes]]
 
* [[The Spell Absorbing Life]]
 
* [[Rainbow Life]]
 
* [[Gift of the Mystical Elf]]
 
[[Category:Gaming Terms]]
 

Latest revision as of 13:59, 2 May 2024

Stall cards are ones that prevent your opponent from damaging you OR ones which focus on Negating your opponent's cards.

Decks usually include stall cards as part of a larger strategy, such as a Burn or a "Forbidden One" Deck. They are also used to buy time for a player if their opponent gains an advantage over them. This is different than a player stalling for time by taking too long to lay down cards or declare actions.

Playing style[edit]

A Stall Deck is designed to slow your opponent down and make it difficult to inflict damage or even to attack. Stalling is not a way to win by itself; it is usually used as a means to an end. Although it is most commonly used in the "Forbidden One" Deck, it is also considered the only way to successfully play a Burn Deck. However, there are plenty of decks that can benefit from this strategy.

Usually, someone doesn't walk into building a deck and say "I want to build a stall Deck." They start with the question "I want to play X deck, how can I support it?" But that is not always the case. Considering that most decks will use Level 4 or higher monsters, one could start the deck with Gravity Bind and Level Limit - Area B, then throw in Swords and Wall of Revealing Light, and then use only Level 3 or lower monsters to attack, e.g. Drill Barnacle, Gyaku-Gire Panda, Mataza the Zapper etc. and combine them with powerful Equip Cards, e.g. United We Stand, Mage Power, Metalmorph, Kunai with Chain etc. What style/method of stall you wish you use will depend on what kind of Deck you wish to play:

The traditional stall[edit]

When someone asks if you are playing a Stall Deck, then chances are you are using this method. A stall deck is used to either have the opponent lose via card effects such as Final Countdown and Exxod, Master of The Guard, or simply run out of cards. Over time, Konami has released dozens of great cards to protect yourself from both attacks and damage. These cards range from stopping attacks for a single turn, to locking your opponent down as long as they are on the field. The only downside to this method is that—as a player—you must commit a lot to the field in order to stay safe.

With this, comes a whole new problem: keeping it there. Unlike simply running an engine in your Deck (which is just a handful of cards) when you run a Stall deck, half to two thirds of your deck is devoted to your protection. This means that you have to play cards to protect yourself, and then cards to protect your protection. This tends to cause the consistency of your Deck to decrease.

Because there are so many generic stall cards to choose from, listed below are what most players consider the core "Staples" in any stall deck. There are numerous stall cards that have closely related effects (such as "Marshmallon" and "Spirit Reaper"), so just because one of them isn't listed here, doesn't mean it's not an effective stall card—it simply means it's not considered a staple. Sometimes more obscure stall cards such as "Gellenduo" work better because of the kind of deck you have decided to play.

Monsters[edit]

Spells[edit]

Traps[edit]

Anti-effect final stall[edit]

This kind of Deck is based on locking down your opponent while finishing the Duel via "Final Countdown". The main strategy of this Deck is keeping your foe from attacking, as well as using negation effects against the opponent. Many of those cards involve: Marshmallon, Spirit Reaper, Gellenduo, Decoyroid plus Heart of Clear Water, as well as Ground Collapse times three. A Skill Drain might also help by negating Effect Monsters (beware not to use Monster Effects along with that).

The combo King Dragun and Metalsilver Armor blocks targeting effects your opponent uses, hence you'll be safe against most effects.

An effective stalling combo would be Temple of the Kings and Scrap-Iron Scarecrow, that keeps your opponent from attacking. Combined with negation effects such as Skill Drain or Jinzo plus Amplifier in order to negate most effects upon using this Stall.

However, there is a weakness in this strategy. Spiritualism is able to take down the Stall as it cannot be negated and might return Ground Collapse/Royal Decree and thus have a free path for breaking the lock. Angel O7 negates the effect of Horus the Black Flame Dragon LV8, thus leaving their Spells intact. The only way your opponent may get through the Stall to win is by having the 5 parts of Exodia.

Due to the easy handling of combining such effects, you are able to finish the Duel easily via "Final Countdown" or "Wave-Motion Cannon".

Ways of stalling[edit]

Wall Deck[edit]

A wall deck focuses almost exclusively on stalling. These decks usually have significantly more than 40 cards and win by forcing your opponent to deck out simply by drawing cards during their draw phases. Unlike a mill deck, wall decks do not include cards to mill out the opponent's deck.

Hand trap wall[edit]

A hand trap wall deck focuses mostly on hard traps, this makes it very difficult for your opponent to negate or counter them, since they don't need to be placed on the field in advance, making them highly resistant to cards like Twin Twisters, which might be able to shut down other stall decks. This type of deck can be surprisingly effective, and can often win even against aggressive swarming decks such as Blue-Eyes. However, these type of wall decks are easily countered by most burn decks, as well as mill decks.

Some cards that might be used in a hand trap wall include:

Note[edit]

Since both Stall Decks and Lockdown Decks rely heavily on blocking effects, and require elaborate tactics, there's a gradation between the two, and it may be difficult to classify a deck as one or the other.