Difference between revisions of "Card Tips:Superancient Deepsea King Coelacanth"

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(Too long and too much unnecessary information. Also, Fishborg Blaster is Forbidden. - Undo revision 1875977 by 204.197.184.45 (talk))
(Traditional Format)
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* You can use "Coelacanth" to summon a "Shooting Quasar Dragon" and a possible OTK (this method can also be used to Summon "[[Tech Genus Halberd Cannon]]"). Use his effect to summon "Fishborg Blaster", "Oyster Meister", and 2 lvl 4 non tuners. Tune "Fishborg" with a lvl 4 for "T.G. Hyper Librarian", discard a card to get "Fishborg" back, and tune for another "T.G. Hyper Librarian" and draw a card (this gives you fodder for fishborg). Revive "Fishborg"back again and tune with "Oyster Meister" for "Armory Arm", draw a card, summon a token, and equip "Armory Arm" to "Coelacanth". Summon back "Fishborg" and tune for "Formula Synchron" and draw 3 more cards. Now you can tune your 2 "T.G. Hyper Librarians" with "Formula Synchron" for a "[[Shooting Quasar Dragon]]". If your opponent does manage to destroy "Shooting Quasar Dragon", you'll get a free "[[Shooting Star Dragon]]" when it is removed from the field.
 
* You can use "Coelacanth" to summon a "Shooting Quasar Dragon" and a possible OTK (this method can also be used to Summon "[[Tech Genus Halberd Cannon]]"). Use his effect to summon "Fishborg Blaster", "Oyster Meister", and 2 lvl 4 non tuners. Tune "Fishborg" with a lvl 4 for "T.G. Hyper Librarian", discard a card to get "Fishborg" back, and tune for another "T.G. Hyper Librarian" and draw a card (this gives you fodder for fishborg). Revive "Fishborg"back again and tune with "Oyster Meister" for "Armory Arm", draw a card, summon a token, and equip "Armory Arm" to "Coelacanth". Summon back "Fishborg" and tune for "Formula Synchron" and draw 3 more cards. Now you can tune your 2 "T.G. Hyper Librarians" with "Formula Synchron" for a "[[Shooting Quasar Dragon]]". If your opponent does manage to destroy "Shooting Quasar Dragon", you'll get a free "[[Shooting Star Dragon]]" when it is removed from the field.
 +
 +
*Here is a really good Lock Down I discovered but no one seems to have noted already.  It has to be in traditional format where all cards can include 3 copies.  It's very consistent and gives you a huge hand advantage at the same time, but it is advised that you have many copies of Monster Reborn and Premature Burial.  Just Superancient Deepsea King Coelacanth(SA) (and Card of safe return(CSR) for more hand bonus, but it's not required) on you field and here it goes.
 +
**1. Discard 1 card to summon Oyster Meister(OM), Fishborg Blaster(FB), and any two level 4 fish non-tuners.
 +
***Hand advantage: -1 from monster, 0 from CSR
 +
***Cumulative Hand Advantage: -1 from monster, 0 from CSR, 0 total drawn, 1 total discarded/used
 +
**2. Synchro summon T.G. Hyper Librarian(HL)
 +
***Hand advantage: 0 from monster, 0 from CSR
 +
***Cumulative Hand Advantage: -1 from monster, 0 from CSR, 0 total drawn, 1 total discarded/used
 +
**3. Discard 1 card to revive FB
 +
***Hand advantage: -1 from monster, +1 from CSR
 +
***Cumulative Hand Advantage: -2 from monster, +1 from CSR, 1 total drawn, 2 total discarded/used
 +
**4. Synchro summon another HL, draw 1 card by HL
 +
***Hand advantage: +1 from monster, 0 from CSR
 +
***Cumulative Hand Advantage: -1 from monster, +1 from CSR, 2 total drawn, 2 total discarded/used
 +
**5. Discard 1 card to revive FB
 +
***Hand advantage: -1 from monster, +1 from CSR
 +
***Cumulative Hand Advantage: -2 from monster, +2 from CSR, 3 total drawn, 3 total discarded/used
 +
**6. Synchro Summon any lv8 synchro monster with FB and SA
 +
***Hand advantage: +2 from monster, 0 from CSR
 +
***Cumulative Hand Advantage: 0 from monster, +2 from CSR, 5 total drawn, 3 total discarded/used
 +
**7. Discard 1 card to revive FB
 +
***Hand advantage: -1 from monster, +1 from CSR
 +
***Cumulative Hand Advantage: -1 from monster, +3 from CSR, 6 total drawn, 4 total discarded/used
 +
**8. Synchro Summon Armory Arm with FB and OM and equip it onto any card, you will not need it later, this just clears a monster space as OM fills the last monster space with a oyster token
 +
***Hand advantage: +2 from monster, 0 from CSR
 +
***Cumulative Hand Advantage: +1 from monster, +3 from CSR, 8 total drawn, 4 total discarded/used
 +
**9. Discard 1 card to revive FB
 +
***Hand advantage: -1 from monster, +1 from CSR
 +
***Cumulative Hand Advantage: 0 from monster, +4 from CSR, 9 total drawn, 5 total discarded/used
 +
**10. Synchro summon Formula Synchron(FS) with FB and Oyster Token, draw cards from HL and FS
 +
***Hand advantage: +3 from monster, 0 from CSR
 +
***Cumulative Hand Advantage: +3 from monster, +4 from CSR, 12 total drawn, 5 total discarded/used
 +
**11. Synchro summon Shooting Quaser Dragon(SQD) with FS and 2HLs.  At this point you are already in a very good position with one of the strongest monster in the game, another decent synchro, and a +3 (or +7 with CSR) hand advantage.  But this is just the first wave, you can keep going if you have any card that can revive a monster in the grave yard, hopefully you had before or have drawn in the previous wave.
 +
**12. Revive SA, if used a card from you hand, then......
 +
***Hand advantage: -1 from monster, +1 from CSR
 +
***Cumulative Hand Advantage: +2 from monster, +5 from CSR, 13 total drawn, 6 total discarded/used
 +
**13. Discard 1 card and use SA to summon a FB and a level 1 fish
 +
***Hand advantage: -1 from monster, 0 from CSR
 +
***Cumulative Hand Advantage: +1 from monster, +5 from CSR, 13 total drawn, 7 total discarded/used
 +
**14. Synchro summon Stardust Dragon with FB and SA
 +
***Hand advantage: 0 from monster, 0 from CSR
 +
***Cumulative Hand Advantage: +1 from monster, +5 from CSR, 13 total drawn, 7 total discarded/used
 +
**15. Discard 1 card to revive FB
 +
***Hand advantage: -1 from monster, +1 from CSR
 +
***Cumulative Hand Advantage: 0 from monster, +6 from CSR, 14 total drawn, 8 total discarded/used
 +
**16. Synchro Summon another FS and draw 1 card
 +
***Hand advantage: +1 from monster, 0 from CSR
 +
***Cumulative Hand Advantage: +1 from monster, +6 from CSR, 15 total drawn, 8 total discarded/used
 +
**17. Synchro Summon Shooting Star Dragon(SSD).  You are now in an even better position but you are not finished.  Note that you have not used your normal summon yet.  Anyways, manage to get a level 1 water non-tuner on your field and have another graveyard revival card to continue with this lockdown.  Assume in this case you just summoned it.
 +
***Hand advantage: -1 from monster, 0 from CSR
 +
***Cumulative Hand Advantage: 0 from monster, +6 from CSR, 15 total drawn, 9 total discarded/used
 +
**18. Discard 1 card to revive FB
 +
***Hand advantage: -1 from monster, +1 from CSR
 +
***Cumulative Hand Advantage: -1 from monster, +7 from CSR, 16 total drawn, 10 total discarded/used
 +
**19. Use FB and that level 1 water non-tuner to Synchro Summon T.G. Recipro Dragonfly(RD)
 +
***Hand advantage: 0 from monster, 0 from CSR
 +
***Cumulative Hand Advantage: -1 from monster, +7 from CSR, 16 total drawn, 10 total discarded/used
 +
**20. Revive FS if used a card from the hand, then......
 +
***Hand advantage: -1 from monster, +1 from CSR
 +
***Cumulative Hand Advantage: -2 from monster, +8 from CSR, 17 total drawn, 11 total discarded/used
 +
**21. Tune FS with RD and the lv8 synchro monster you summoned in "step 6" to summon T.G. Halberd Cannon(HC).  Now, this lock can negate you opponent's first summon, first destruction effect, first attack, and first any effect, while dealing 15300 points of damage in 4 attacks per turn.  Though this sounds very hard to beat, the lock is still permeable, there are many ways to beat it, like setting cards and counter traps, just use your imagination.  To complete this lock, you still have to perfect it.
 +
**22. If you have Dark Simorgh(DS) in your hand, you can immediately summon it by removing RD and HL in your graveyard
 +
***Hand advantage: -1 from monster, 0 from CSR
 +
***Cumulative Hand Advantage: -3 from monster, +8 from CSR, 17 total drawn, 12 total discarded/used
 +
**23. This step is to summon Naturia Exterio(NE) via Metamorphisis.  You can be creative about this one.  How I like to do this is summon Sephylon, the Ultimate Time Lord for free since it is very likely that I will have more than 10 monsters in my graveyard, or revive a Metaion, the Timelord that I may have discarded in the countless opportunities before.  These two cards are very useful and topdeckable card that is splashiable into almost any deck and can create a quick advantage.  Then use Metamorphisis.  Alternatively, you can use Metamorphisis on Shooting Star Dragon and then revive it after.  Say you used the first way and summoned Sephylon, the Ultimate Time Lord ......
 +
***Hand advantage: -2 from monster (Sephylon and Metamorphisis), 0 from CSR
 +
***Cumulative Hand Advantage: -5 from monster, +8 from CSR, 17 total drawn, 14 total discarded/used
 +
**Yey, you are finally done.  Here is how this combo works at the end.  NE and DS takes away your opponent's entire spell and trap collection.  HC and DS takes away you opponent's normal summon or one special summon per turn.  SSD and SQD can be used solely on monster effects (if they ever get pass HC and gets summoned) since spell and trap are taken care of.  And, if all hell breaks loose, SSD can negate one attack per turn.
 +
**This is a very complete lockdown and draw engine combined.  It is also very flexible and reqiures only two card to begin with, SA and CSR (very hard to do it with SA alone, and if you have multiple copies of CSR, you can often draw almost your enitre deck in one turn).  Further, it deals 6 attacks per turn totalling 20800 points of damage, and the weakest monster on the field is the 2700 ATK DS.  To summerize, in the entire process, you will be drawing 17 cards, and discarding any 8 cards to activate effects.  Of the 9 other cards you draw and cards you originally hold in your hand, you will need:
 +
***- Any 2 spells that revives a monster from the graveyard
 +
***- Any level 1 non-tuner water type monster, or a monster reviving spell card
 +
***- A summonable lv10 monster or a monster reviving spell card
 +
***- Metamorphisis
 +
***- DS
 +
**The flexibiliy is really shown here as only 2 cards on the field, and 2 out of the 17 cards you draw or had before is "set in stone".  Nevertheless, you gain a +3 hand advantage and 5 high octane monster field advantage, for almost nothing, and all in one turn (preferably the first turn)
 +
**Weeknesses this combo has is if your opponent manage to tribute your monsters to summon, has an unclean field and stops you mid-way in your tracks, or has a defense position monster that cannot be destroyed.  So be sure to note these situations.

Revision as of 21:48, 21 April 2012

  • Use "Book of Eclipse" on "Coelacanth" and your Fish-type monsters so they'll all be able to attack and re-gain their effects.
    • If you do this with a "Cranium Fish", you could possibly leave your opponent open to five direct attacks.
  • Combine with "Ceasefire" to inflict at least 2500 damage to your opponent.
  • This card works well with "United We Stand" making it a 6800 ATK monster.
    • You can also use "Catapult Turtle" with that card for a possible OTK. Just remember to lower both of their levels to be easier to summon via "A Legendary Ocean", which will also give your water monsters an extra 200 attack to do more damage with "Catapult Turtle's" effect. Even without having "United We Stand", you can use "Catapult Turtle" to tribute all your monsters to do around 5000 damage to your opponent. You can even add "Soul Exchange" to use your opponent's monsters, as well, for more damage if you do not need to attack to win.
  • You can also equip this card with "Raregold Armor", making it your opponent's only attack target and keeping the monsters that it Summons safe from attacks.
    • You can also equip this card with "Metalsilver Armor" to protect your other monsters from harmful effects.
  • You can use the effect of "Treeborn Frog" from your graveyard, then activate "Tribute Doll" to special summon this card and still have a normal summon to use.
  • Don't fret if you have "A Legendary Ocean" out when you summon this card, as you can still create a devastating combo. Use this card's effect and summon to your field (assuming this is the only monster on your field) two "Royal Swamp Eel", one level four Fish-type WATER monster, and one "Deepsea Macrotrema". Then, tune one eel with your level four Fish to Synchro Summon "Brionac, Dragon of the Ice Barrier" (you'll be tuning a lever three with a level three due to your field spell), then synchro summon "Armory Arm" using your other eel and your "Deepsea Macrotrema" (since a monster cannot drop below level one, this is possible). Because of "Deepsea Macrotrema's" effect, both your "Coelacanth" and your "Brionac" will gain 500 ATK until the End Phase. Then, equip your "Armory Arm" to whichever card you want (If your opponent has no monster out over 4000 attack, then "Brionac" would be the better choice since it is a little weaker than "Coelacanth") and use "Brionac's" effect to return your opponent's set cards, if you can. Altogether, your "Brionac" should have a total of 4000 attack points if equipped with "Armory Arm" and your "Superancient King" should have 3500. This may not be enough for an OTK, but assuming your opponent has only ATK-position monsters and you attack the strongest one with the monster equipped with Armory Arm, you should be able to score enough points of damage to win in a balanced duel.
    • Further combine with with "Junk Barrage" to possibly form an OTK, depending on your opponent's field.

Traditional Format

  • Summon "Coelacanth", and discard one card to Special Summon a "Fishborg Blaster", a Level 4 Fish, and two "Oyster Meisters". Synchro Summon "Tech Genus Hyper Librarian" with "Fishborg Blaster" and a Level 4 Fish, then revive "Fishborg Blaster" and tune it with the two "Oyster Meisters" to summon 2 "Armory Arms" while drawing 2 cards with "Tech Genius Hyper Librarian's" effect. Next, equip the "Armory Arms" to "Librarian". The "Oyster Meisters" will give you two Level 1 tokens, which you should tune with "Fishborg Blaster" to make two "Formula Synchrons", while drawing 4 cards. Revive "Fishborg" again and tune it with "Coelacanth" to get a "Red Dragon Archfiend", and draw one card. Then tune "Red Dragon Archifiend" and the two "Formula Synchrons" for "Red Nova Dragon", while drawing another card.
  • You can use "Coelacanth" to summon a "Shooting Quasar Dragon" and a possible OTK (this method can also be used to Summon "Tech Genus Halberd Cannon"). Use his effect to summon "Fishborg Blaster", "Oyster Meister", and 2 lvl 4 non tuners. Tune "Fishborg" with a lvl 4 for "T.G. Hyper Librarian", discard a card to get "Fishborg" back, and tune for another "T.G. Hyper Librarian" and draw a card (this gives you fodder for fishborg). Revive "Fishborg"back again and tune with "Oyster Meister" for "Armory Arm", draw a card, summon a token, and equip "Armory Arm" to "Coelacanth". Summon back "Fishborg" and tune for "Formula Synchron" and draw 3 more cards. Now you can tune your 2 "T.G. Hyper Librarians" with "Formula Synchron" for a "Shooting Quasar Dragon". If your opponent does manage to destroy "Shooting Quasar Dragon", you'll get a free "Shooting Star Dragon" when it is removed from the field.
  • Here is a really good Lock Down I discovered but no one seems to have noted already. It has to be in traditional format where all cards can include 3 copies. It's very consistent and gives you a huge hand advantage at the same time, but it is advised that you have many copies of Monster Reborn and Premature Burial. Just Superancient Deepsea King Coelacanth(SA) (and Card of safe return(CSR) for more hand bonus, but it's not required) on you field and here it goes.
    • 1. Discard 1 card to summon Oyster Meister(OM), Fishborg Blaster(FB), and any two level 4 fish non-tuners.
      • Hand advantage: -1 from monster, 0 from CSR
      • Cumulative Hand Advantage: -1 from monster, 0 from CSR, 0 total drawn, 1 total discarded/used
    • 2. Synchro summon T.G. Hyper Librarian(HL)
      • Hand advantage: 0 from monster, 0 from CSR
      • Cumulative Hand Advantage: -1 from monster, 0 from CSR, 0 total drawn, 1 total discarded/used
    • 3. Discard 1 card to revive FB
      • Hand advantage: -1 from monster, +1 from CSR
      • Cumulative Hand Advantage: -2 from monster, +1 from CSR, 1 total drawn, 2 total discarded/used
    • 4. Synchro summon another HL, draw 1 card by HL
      • Hand advantage: +1 from monster, 0 from CSR
      • Cumulative Hand Advantage: -1 from monster, +1 from CSR, 2 total drawn, 2 total discarded/used
    • 5. Discard 1 card to revive FB
      • Hand advantage: -1 from monster, +1 from CSR
      • Cumulative Hand Advantage: -2 from monster, +2 from CSR, 3 total drawn, 3 total discarded/used
    • 6. Synchro Summon any lv8 synchro monster with FB and SA
      • Hand advantage: +2 from monster, 0 from CSR
      • Cumulative Hand Advantage: 0 from monster, +2 from CSR, 5 total drawn, 3 total discarded/used
    • 7. Discard 1 card to revive FB
      • Hand advantage: -1 from monster, +1 from CSR
      • Cumulative Hand Advantage: -1 from monster, +3 from CSR, 6 total drawn, 4 total discarded/used
    • 8. Synchro Summon Armory Arm with FB and OM and equip it onto any card, you will not need it later, this just clears a monster space as OM fills the last monster space with a oyster token
      • Hand advantage: +2 from monster, 0 from CSR
      • Cumulative Hand Advantage: +1 from monster, +3 from CSR, 8 total drawn, 4 total discarded/used
    • 9. Discard 1 card to revive FB
      • Hand advantage: -1 from monster, +1 from CSR
      • Cumulative Hand Advantage: 0 from monster, +4 from CSR, 9 total drawn, 5 total discarded/used
    • 10. Synchro summon Formula Synchron(FS) with FB and Oyster Token, draw cards from HL and FS
      • Hand advantage: +3 from monster, 0 from CSR
      • Cumulative Hand Advantage: +3 from monster, +4 from CSR, 12 total drawn, 5 total discarded/used
    • 11. Synchro summon Shooting Quaser Dragon(SQD) with FS and 2HLs. At this point you are already in a very good position with one of the strongest monster in the game, another decent synchro, and a +3 (or +7 with CSR) hand advantage. But this is just the first wave, you can keep going if you have any card that can revive a monster in the grave yard, hopefully you had before or have drawn in the previous wave.
    • 12. Revive SA, if used a card from you hand, then......
      • Hand advantage: -1 from monster, +1 from CSR
      • Cumulative Hand Advantage: +2 from monster, +5 from CSR, 13 total drawn, 6 total discarded/used
    • 13. Discard 1 card and use SA to summon a FB and a level 1 fish
      • Hand advantage: -1 from monster, 0 from CSR
      • Cumulative Hand Advantage: +1 from monster, +5 from CSR, 13 total drawn, 7 total discarded/used
    • 14. Synchro summon Stardust Dragon with FB and SA
      • Hand advantage: 0 from monster, 0 from CSR
      • Cumulative Hand Advantage: +1 from monster, +5 from CSR, 13 total drawn, 7 total discarded/used
    • 15. Discard 1 card to revive FB
      • Hand advantage: -1 from monster, +1 from CSR
      • Cumulative Hand Advantage: 0 from monster, +6 from CSR, 14 total drawn, 8 total discarded/used
    • 16. Synchro Summon another FS and draw 1 card
      • Hand advantage: +1 from monster, 0 from CSR
      • Cumulative Hand Advantage: +1 from monster, +6 from CSR, 15 total drawn, 8 total discarded/used
    • 17. Synchro Summon Shooting Star Dragon(SSD). You are now in an even better position but you are not finished. Note that you have not used your normal summon yet. Anyways, manage to get a level 1 water non-tuner on your field and have another graveyard revival card to continue with this lockdown. Assume in this case you just summoned it.
      • Hand advantage: -1 from monster, 0 from CSR
      • Cumulative Hand Advantage: 0 from monster, +6 from CSR, 15 total drawn, 9 total discarded/used
    • 18. Discard 1 card to revive FB
      • Hand advantage: -1 from monster, +1 from CSR
      • Cumulative Hand Advantage: -1 from monster, +7 from CSR, 16 total drawn, 10 total discarded/used
    • 19. Use FB and that level 1 water non-tuner to Synchro Summon T.G. Recipro Dragonfly(RD)
      • Hand advantage: 0 from monster, 0 from CSR
      • Cumulative Hand Advantage: -1 from monster, +7 from CSR, 16 total drawn, 10 total discarded/used
    • 20. Revive FS if used a card from the hand, then......
      • Hand advantage: -1 from monster, +1 from CSR
      • Cumulative Hand Advantage: -2 from monster, +8 from CSR, 17 total drawn, 11 total discarded/used
    • 21. Tune FS with RD and the lv8 synchro monster you summoned in "step 6" to summon T.G. Halberd Cannon(HC). Now, this lock can negate you opponent's first summon, first destruction effect, first attack, and first any effect, while dealing 15300 points of damage in 4 attacks per turn. Though this sounds very hard to beat, the lock is still permeable, there are many ways to beat it, like setting cards and counter traps, just use your imagination. To complete this lock, you still have to perfect it.
    • 22. If you have Dark Simorgh(DS) in your hand, you can immediately summon it by removing RD and HL in your graveyard
      • Hand advantage: -1 from monster, 0 from CSR
      • Cumulative Hand Advantage: -3 from monster, +8 from CSR, 17 total drawn, 12 total discarded/used
    • 23. This step is to summon Naturia Exterio(NE) via Metamorphisis. You can be creative about this one. How I like to do this is summon Sephylon, the Ultimate Time Lord for free since it is very likely that I will have more than 10 monsters in my graveyard, or revive a Metaion, the Timelord that I may have discarded in the countless opportunities before. These two cards are very useful and topdeckable card that is splashiable into almost any deck and can create a quick advantage. Then use Metamorphisis. Alternatively, you can use Metamorphisis on Shooting Star Dragon and then revive it after. Say you used the first way and summoned Sephylon, the Ultimate Time Lord ......
      • Hand advantage: -2 from monster (Sephylon and Metamorphisis), 0 from CSR
      • Cumulative Hand Advantage: -5 from monster, +8 from CSR, 17 total drawn, 14 total discarded/used
    • Yey, you are finally done. Here is how this combo works at the end. NE and DS takes away your opponent's entire spell and trap collection. HC and DS takes away you opponent's normal summon or one special summon per turn. SSD and SQD can be used solely on monster effects (if they ever get pass HC and gets summoned) since spell and trap are taken care of. And, if all hell breaks loose, SSD can negate one attack per turn.
    • This is a very complete lockdown and draw engine combined. It is also very flexible and reqiures only two card to begin with, SA and CSR (very hard to do it with SA alone, and if you have multiple copies of CSR, you can often draw almost your enitre deck in one turn). Further, it deals 6 attacks per turn totalling 20800 points of damage, and the weakest monster on the field is the 2700 ATK DS. To summerize, in the entire process, you will be drawing 17 cards, and discarding any 8 cards to activate effects. Of the 9 other cards you draw and cards you originally hold in your hand, you will need:
      • - Any 2 spells that revives a monster from the graveyard
      • - Any level 1 non-tuner water type monster, or a monster reviving spell card
      • - A summonable lv10 monster or a monster reviving spell card
      • - Metamorphisis
      • - DS
    • The flexibiliy is really shown here as only 2 cards on the field, and 2 out of the 17 cards you draw or had before is "set in stone". Nevertheless, you gain a +3 hand advantage and 5 high octane monster field advantage, for almost nothing, and all in one turn (preferably the first turn)
    • Weeknesses this combo has is if your opponent manage to tribute your monsters to summon, has an unclean field and stops you mid-way in your tracks, or has a defense position monster that cannot be destroyed. So be sure to note these situations.