Forum:A brand new, super easy, lock combo

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  • 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.
    • Please give me some suggestions and advice.

204.197.184.45 (talk) 21:56, April 21, 2012 (UTC)David Zhang

  • Jesus Christ, you've put this on 3 different pages now. Calm down.--YamiWheeler (talkcontribs) 21:58, April 21, 2012 (UTC)

Sorry, I've never used this before so it was not put into the right place the first few times, my appologies. So what do you think of this deck?

The reason no one has noted it is probably because it technically doesn't even follow the Traditional Format, it would follow rules like in Anti-Banned Tournaments. My opinions on the deck are several things:

1. It is way to long to do plus, what if any of the cards there arn't where they need to be? Like banished, in the grave, deck, or any where else where they wouldn't be usable.

2. As you said , to stop this I could use a counter trap to stop this combo, I could also use Fiendish Chain.

3. The first part of this is essentially abusing Fishborg Blaster, which is the reason it is banned.

Nothinglord (talkcontribs) 22:49, April 24, 2012 (UTC)

Thanks for the comments, first of all. I run this deck in Tagforce, it is pretty consistent but I am still looking for ways to make it better, as I do not think a perfect deck ever exist and improvements can always be made. As for your comments about trap cards, I usually don't have a big problem with it because I always make sure my opponent's back row is empty when I initiate this combo. What I am really asking for, or what I think I can improve on is to get this lock completed more consistently, or if I can do it with fewer cards. By the way, as a side note, I really hate the bannlist, it wastes prefectly beautiful cards and can ruin a lot of combos.

The whole point in the banlist is so you can't do this... Even in traditional format. Also, it looks a bit long to be "simple." Djjomon (talkcontribs) 00:18, April 26, 2012 (UTC)

Well simple means that you only need 2 cards to initiat it, the rest just flows along.

A nood question

How can I post the full deck recipe with links and stuff here?

Use Template:Decklist. Also, in Traditional Format all the Forbidden cards become Limited, and everything else stays the same, you can't use x3 of a Forbidden card, even in Traditional format. ---Dark Ace SP (Talk) 19:10, April 28, 2012 (UTC)

Is it called anti-bann or something? Anyways, this game used to be so good when it is just plain and simple, 3 cards max for every card, the whole banned/limit business is just to cover-up for card creator creating unbalanced cards. I personally don't think how this makes Yugioh better though, I mean why is it such a big deal if both player have Pot of Greed facilitating their draw?

Because it makes fast decks like Lightsworn even faster. For an all the reasons, see Forum: Reasons why cards are Forbidden/Limited. The banlist's function is to stop loops and consistent FTKs. ---Dark Ace SP (Talk) 15:47, April 29, 2012 (UTC)

I left a message at the end of Forum: Reasons why cards are Forbidden/Limited on the reason why we ban cards, tell me what you think.

Uhh, I'm really only going to say this once...there are cards like that, but the fact is, you won't always have them. You can talk in theory, but in a real game, there is no chance you will see a card, even if you run 3 of it. 2nd, official tournaments don't have the time to have 7 or 9 match games, most of them are held over 2 days, plus that would have a horrible impact on the players themselves, it would literally be maybe at least 4 games straight with 7 game matches and 5 games straight with 9 game matches, they would be too tired.
Plus, a lot of those cards that are banned are banned, because they cause FIRST TURN KILLS or OTKS. Making those cards at 3 makes game very unfair, not fairer, the point of an FTK is so your opponent just watches you play and kill them. And if you were to unban Pot of Greed, FTK Exodia just got a lot better, there is no excuse for those cards, Konami did the correct thing in banning it and other cards. ---Dark Ace SP (Talk) 01:54, April 30, 2012 (UTC)

No offense, but you just contradicted yourself. You said playing more games per match would make the match too long, but also said OTKs makes duels too short. Remember, both player will be given access to the same cards, and they alternate going first, so please explain to me why you think it's unfair. It forces players to create decks which are more consistent, if one player can pull Exodia 3 out of 7 time but another can perform a Yata-Garasu Lockdown 4 out of 7 times, then he will win. Anyways, back to talking about this deck, it is not a theoretical deck, I actually use it in Yu-Gi-Oh! Tag Force. I am happy to post the entire recipe up here for people to look at and critique, but I am a bit short on time now and have exams comming up, so I will do later.

I contradicted myself, because that's the fact. No player likes super short 1 turn games, that's boring, and it makes players want to quit the game. On the other hand long games are harder on the players themselves, and impacts their abilities. Most players like duels in the middle, not too short and not too long, it maintains the fun of the game itself and still lets players play their best. And you can run the deck in Tag Force, but don't apply the same principles to the real-life game, where you're fighting real people and not a computer. Plus, Konami already tired the game without a no-ban list at all in the past, and it didn't work, the same decks always won, so Konami created the banlist to create a more equalized game space, truly powerful cards get hit, and players don't need to worry about 3x Monster Reborn and 3x Dark Hole. And your theory of equal card-pool doesn't work in real life, where people have a budget and can't spend all their money on this game, and the top decks usually need to pack cards that are quite expensive, and Konami won't always reprint cards on the player's demands. Anyway, I don't need to post on here, just make a FTK deck and be done with it. ---Dark Ace SP (Talk) 01:25, May 1, 2012 (UTC)

Okay, let's talk about banlist at another time and place, an focus on this deck. Again, aside from the banlist, how would this combo work better if it is put in real life? I am really looking for good and constructive suggestions here, maybe a card that I didn't know about, or a combo I don't know about, etc.