Difference between revisions of "Flint Lock Loop"

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The loop is performed as follows:
 
The loop is performed as follows:
  
(1) Amass 2 or more [[Flint Lock]] on field through various means, primarily stall
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1. Amass 2 or more [[Flint Lock]] on field through various means, primarily stall.
(2) Activate [[Morale Boost]]
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(3) Activate [[Flint]] and equip it to one of your face-up [[Flint Lock]]
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2. Activate [[Morale Boost]].
(4) Proceed to re-equip [[Flint]] to your 2nd [[Flint Lock]] with its effect.  
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(5) Repeat step 4 until your opponent surrenders.  
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3. Activate [[Flint]] and equip it to one of your face-up [[Flint Lock]]s.
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 +
4. Proceed to re-equip [[Flint]] to your 2nd [[Flint Lock]] with its effect.  
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5. Repeat step 4 until your opponent surrenders or you gain the amount of LP you want.  
  
 
Note: "If you control a [[Flint Lock]] equipped with [[Flint]] and a [[Morale Boost]], and you use [[Flint Lock]]'s effect to equip [[Flint]] to another monster, [[Morale Boost]] will cause you to gain 1000 Life Points, but since [[Flint]] never leaves the field, you do not lose 1000 Life Points." (E-mailed ruling by Konami on [[Morale Boost]] and [[Flint Lock]])
 
Note: "If you control a [[Flint Lock]] equipped with [[Flint]] and a [[Morale Boost]], and you use [[Flint Lock]]'s effect to equip [[Flint]] to another monster, [[Morale Boost]] will cause you to gain 1000 Life Points, but since [[Flint]] never leaves the field, you do not lose 1000 Life Points." (E-mailed ruling by Konami on [[Morale Boost]] and [[Flint Lock]])

Revision as of 16:59, 19 February 2011

The Flint Lock Loop is a loop created by 4 cards on field though cannot be technically called an OTK because it is not designed to reduce your opponent's life points to 0. By gathering 2 Flint Lock, Flint and Morale Boost on field, one can create an infinite loop with which they can infinitely increase your life points. The daunting aspect of reducing a near infinite number of life points to 0 will mentally force your opponent to resign from the effort and surrender.

If you use "Fire Princess" you can perform an OTK.

The loop is performed as follows:

1. Amass 2 or more Flint Lock on field through various means, primarily stall.

2. Activate Morale Boost.

3. Activate Flint and equip it to one of your face-up Flint Locks.

4. Proceed to re-equip Flint to your 2nd Flint Lock with its effect.

5. Repeat step 4 until your opponent surrenders or you gain the amount of LP you want.

Note: "If you control a Flint Lock equipped with Flint and a Morale Boost, and you use Flint Lock's effect to equip Flint to another monster, Morale Boost will cause you to gain 1000 Life Points, but since Flint never leaves the field, you do not lose 1000 Life Points." (E-mailed ruling by Konami on Morale Boost and Flint Lock)


Building the Deck

Flint Lock, being accessible via Jade Knight and also Shining Angel, fits quite well with the Konami Arcade Games archetype. The Deck can be built in 1 primary fashion, a defensively oriented style, using stall such as Threatening Roar, Waboku, Dimensional Prison, etc. A more aggressive approach can be taken, utilizing cards such as Future Fusion and Inferno Reckless Summon coupled with the newly limited Monster Reborn as well as Call of the Haunted to quickly summon the desired Flint Locks but it is unreliable.

Recommended Cards

Monsters:

Spells:

Traps: