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Member Title : D.D. Dragon Kaiser Posts : 454 Join date : 2013-07-23 Location : St. Louis, MO
Subject: D.D. Dragons vs Qliphorts Mon Nov 17, 2014 3:30 am
They tried to OTK me!!!!
TGAP-Trixie
Member Title : Trixie does not even... Posts : 273 Join date : 2014-04-17
Subject: Re: D.D. Dragons vs Qliphorts Tue Nov 18, 2014 5:25 am
Dat overzealous otk attempt 2nd game lol.
I STILL dont get how d.d dragons works lol
cane_63106
Member Title : D.D. Dragon Kaiser Posts : 454 Join date : 2013-07-23 Location : St. Louis, MO
Subject: Re: D.D. Dragons vs Qliphorts Tue Nov 18, 2014 9:57 am
lhfh!
deck lists/ how the deck works vids might be something worth making. they'd be kinda long though
Torpzun
Member Title : TURBO MODE! STRAIGHT INTO A WALL! Posts : 44 Join date : 2013-09-23 Age : 30 Location : A place where the denizens wish they had some drugs.
Subject: Re: D.D. Dragons vs Qliphorts Wed Dec 17, 2014 1:17 am
TGAP-Trixie wrote:
I STILL dont get how d.d dragons works lol
Now that I've finally been able to try out the Deck, it's actually a lot simpler than it seems. Or at least, the basics are. You pretty much want to get Void in the Grave ASAP, because it's cray cray as hell. While the OP doesn't like to run real cards in his Deck for whatever reason, you could run Foolish + Mathematician to get a rather advantageous early start (NS Math, dump Void, opponent might try to run Math over by battle, granting you a draw. Or maybe they might try to remove it with an effect, which Void can stop sometimes). Then, you can follow up with Shift Dragon or Passage to use one Void to banish, like, three different monsters (like I said, Void is crazy).
The Deck's actual wincons, though, are Avalon (virtually a REDMD for the Deck), Infinity (Tyranno Infinity), and to an extent, that Chaos Crusher Fusion thingy (A walking one-sided Skill Drain when Skill Drain was already a pain to deal with). Avalon is the easiest to use, but it feels a little wasteful if you don't Tribute Void (so, Shift Drag/Passage becomes even better). Once it's out, just SS any of the three Level 6 guys (apparently there's more, but the only good ones are the Fusion materials for Chaos Crusher: Raito, Kudo, and Makura). If you can't do that, then just spam Void more.
Next is Infinity. I haven't really tried it yet, mostly because space is a rather obvious issue in Decks that have so many cards they want to run @3. Well, at least the way I made it. The Deck does have its ways of filling up the banish zone with enough monsters to make Infinity win the game by itself/Summon Infinity several times in your Battle Phase to get multiple attacks off, but they all seem a little... er... gimmicky. By that, I mean Resounder loses to your opponent killing it with an effect. Rapture is a lot better, but then again, it's a multi-banish-Foolish Burial. I mean, it has sooooooo many potentially dumb combos to fire off. It on a Level 4 or higher monster (or lower if you already got some banished monsters) with a Passage to follow lets you toss three Avalons onto the board via Shift, then some other monster. If that doesn't kill your opponent, Xyzing into Gustav Max will. Rapture also sets of God Dragon by itself when used on any Level 4+ monster. D.D. Shift is what triggers your multi-attack combo. It feels completely inferior to Passage since Shift Dragon circumvents the Level restriction, but you can use D.D. Shift to banish whatever monster instead of letting your opponent shuffle it into the Deck or something, or in the case of multi-attacking.
Chaos Crusher is a 3mat 31/26 walking one-sided Skill Drain, but the Deck has two cards that let you Fusion Summon it as a +0. One's a Future Fusion, the other one is an immediate Future Fusion that doesn't let it attack that turn. Chaos Crusher itself is only a little unfairly strong, but Dimensional End is what actually breaks it. Still, both of the archetype's "Future Fusions" only banish from the Deck, so they're both dead the moment you draw any of the Fusion Materials. You can always just run more, but they so far have been very dead draws (they are Level 6, and practically Summoned Skull unless they're SSed from the banish zone). You can circumvent this by running The Dragon's Gift (archetype's Trade-In) and Blast Dragon (Walking Dark Core; it didn't show up when I looked up the archetype and so I completely neglected to make space for it. Now I have no idea what to remove for it).
Where Void and Chaos Crusher deal with any of your opponent's monsters, you also have an arsenal for taking out their backrow. They have a banishing version of MST which is technically worded to be just as generic as the actual MST is, then they have Suppression, which is pretty much Breakthrough Skill's first effect, but can work on Spells and Traps as well as monsters (and is permanent). There's also Forbidden Lance to help nullify removal attempts or simply change the outcome of a battle.
Oh, and there's also God Dragon. But given whoever uploaded it to YGOpro for me has it banned, yeah, you kinda get how crazy strong it is. Immunity to targeting, a kill+burn effect that practically lets it attack twice (and the way its ATK is determined, this will usually have a crazily high ATK), and technically battle immunity (which hardly matters if this has a ton of ATK, but when it can't be targeted battle destruction becomes more popular of an option). Like really, TT is one of the few cards that can even save you from losing the turn it hits the field, and they have Suppression to stop it (Lance too, but God Dragon actually can't be Lanced). And then there's Exodus, which, well, is also banned.
Tl;dr: Use Void to banish right at everything you want. Use Passage, Shift Dragon, and Avalon to get more uses of this. Void and Chaos Crusher puts down monsters, while Typhoon/Suppression/Lance puts down their S/Ts. Beat down your opponent while practically being untouchable. Yeah, a lot of these cards are actually rather OP.
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Now, what exactly is the purpose of Ouroboros? From what I've seen, the only monster that actually wants to be in the Graveyard more than the banish zone is Void. The only thing I can think of is Seraph, but Seraph is just a hand-trap D-Pris. It's completely outclassed by Void's absurdness, and then you have a banish-Mirror Force (granted it can be taken out prior to the battle phase, so even if this exists Seraph isn't completely worse than it). Maybe if Void wasn't... what it is, and there was a bigger need to banish from the Graveyard it'd be more useful, but right now it seems rather eh.
cane_63106
Member Title : D.D. Dragon Kaiser Posts : 454 Join date : 2013-07-23 Location : St. Louis, MO
Subject: Re: D.D. Dragons vs Qliphorts Sat Dec 20, 2014 11:25 am
Exodus is banned?! LMMFAO! I would have never thought to do that. Kinda breaks my heart though lol When I was making the story that the D.D. Dragons are in, the main character had to win God Dragon by beating it and the opening was God Dragon on the field with Ouroboros in the grave. God Dragon's original effect is: if it is destroyed by battle or would be removed from the field by an effect you could banish a D.D. Dragon in the grave, thus giving you that loop and a monster that wouldn't leave the field. Chaos Crusher is what the main character had to beat it though. It's a pretty intense back and forth and located here: https://mackpro.forumotion.com/t119-d-d-dragon-ouroboros.
I seriously thank you for downloading them and putting together your own deck. I don't use in-game cards. Kind of a purest when it comes to my creations. I want them to be able to stand on their own, thus a reason why so many have in-game counterparts, but stick to the banishing theme, except Suppression. In story, it was an F-U to the villain when the main character snapped and was just going all in. I'd like to see a pic of the decklist you've made with them, if you don't mind posting one. Your analysis of the archetype was pretty damn great, and I thank you for taking the time to write it all.
With my play style, letting my opponent come at me while protecting myself with void, resounder and seraph is a way of learning how they play, without investing too much too early. Then, I'm able to position them into an OTK or just crippling them by taking out their biggest threat(s). Qliphorts was about the best deck to play against due to their effects of noting be affected by cards of a lower level which nullifies Seraph and Void's usefulness and forced me to play differently. I've always been a fan of Kaiba and how he'll break your deck apart and then run you over and just generally control the duel, which is what this deck lets me do pretty consistently.
Dimensional End is an OTK card. It gets out Exodus which banishes all, then allows me to go into God Dragon, Powerful Infinity, multi effect Omega or switching out with Shift and Shift Dragon's effects for a rush.
I honestly don't trip off getting out Chaos Crusher. It's rare that I would because of how the cards usually stack, leaving me with one of its materials in hand before Dimensional End comes.
I don't use D.D. Fusion because it's a counterpart to Future Fusion which is banned. I usually keep the number used to their counterpart's availability in the game, to be a bit more fair. Multiple D.D. Abyss wouldn't be too nice lol
This is my decklist. I've used this build for soooo long now and I doubt I'd change.
StormWing0
Member Title : Over Creative Card Ideas Posts : 451 Join date : 2013-07-14 Age : 32 Location : Tacoma, WA
Subject: Re: D.D. Dragons vs Qliphorts Sat Dec 20, 2014 4:19 pm
At first glance I though he was one of those ban everything types but now that a read it again. That just ended up reminding me we need a system in place for creating ban list and voting on what one is the main for MackPro.
Torpzun
Member Title : TURBO MODE! STRAIGHT INTO A WALL! Posts : 44 Join date : 2013-09-23 Age : 30 Location : A place where the denizens wish they had some drugs.
Subject: Re: D.D. Dragons vs Qliphorts Sun Dec 21, 2014 10:56 am
Decklist + Cardlist, in spoiler to take less room and stuff:
1x Skypalace Gangaridai 1x #81 Superior Dora 1x Gustav Max 1x Ptolemy 1x Bounzer 1x Gauntlet Launcher 1x Exciton 1x Abyss Dweller 1x Giga-Brilliant 1x Alucard 1x Leviair 1x Angineer 1x Herald of Pure Light 1x Gachi 1x Slacker
Redox: This card is pretty much the only thing that will get your non-Void monsters outside of the Graveyard, and this archetype really hates it when any of their members, bar Void, gets put in there. The Graveyard is the Remove from Play zone for this Deck, basically, while the banish zone is its real Graveyard. Also, if you have Void + Gold Sarc in your hand, you can banish Redox to get an Avalon search. If you have no more Voids for Mathematician to mill, Redox makes sure they aren't dead by turning them into Monster Reborn (sometimes I discard Avalon instead to revive it).
Blast Dragon only being @1: Blast Dragon's role is pretty much taken by Void. Without any real cards, Void is actually kinda like some sort of banish-Newdoria or whatever since the only ways to get it into the Grave is for it to die or get Tributed for Avalon. However, Void is just really, really, really good at grinding every threat to dust. I feel like Blast Dragon is actually more important as a means to get the Level 6 dead cards into the Banish Zone than as monster removal simply because of Void's crazy potency.
Math: As I said, Math is really bonkers once one of his mill targets is a disrupting banish. T1 he becomes a really big headache for the opponent. They have to kill it with a card effect or else you draw, so Math is already pretty problematic for the opponent. If they use a Spell to off him, then they most likely lost a card just to do so (in exchange for... a 1500 monster). Monster-based removal can be very easily dealt with by Void, resulting in a +1 for you (or more if they Synchroed/Xyzed) and Mathman is still alive. So long as you still have a Void in your Deck, Mathman becomes a +1 banish (that can disrupt) just by being Normal Summoned. If you end up not being able to do that, you could spare a Normal Summon on Setting him if you have nothing better to do (you usually win before then). Or discard with Redox for a Monster Reborn. Or banish for Redox to become a humongous wall.
141: Shift Dragon turns this into a D.D.R., except it doesn't lose to MST. Depending on how developed your banish zone is, it's actually more than one D.D.R. as you can just swap Shift for Avalon, then re-Summon Shift for another (or just use Avalon to SS something else).
Gold Sarc: If you have Shift available, this becomes a SS from your Deck (and then some from the banish zone if you're tossing Avalon onto the field). If not, you can banish Redox for an Avalon search (or Kudo, but I'd probably never do this unless I had Gift and a bad hand).
Burial: I'm a little iffy on this because it's only at its best late-game when (if) you get all of your Voids banished and it's only good with Void, but returning 3 banished Voids means, you know.
Escape from the D.D.: I'm also not very confident about this since I'm only running it @1, but it's basically a fourth Passage. At its worst, you can take Shift Dragon, exchange it for Void (killing Escape destroys and banishes the Summoned monster, so this is just for safety). But you can also do any of the other crazy things Shift can do, only a bit slower.
No Abyss: I actually forgot about this until I made the Deck, and then I didn't know what to drop for it. It doesn't even seem that big of a deal since Void can get rid of a lot of problems. It probably does warrant a spot in the Deck since unlike Dark Hole, this bypasses pretty much all of the anti-destruction and floating that Dark Hole causes. The funny thing with the banlist on here is that whoever was in charge only banned things and didn't even do any Limits or Semi-Limits here. While D.D. Storm is banned, this is @3 for some odd reason.
No Fusion stuff: This is because Dimensional End (and by extension, the 99% inferior D.D. Fusion card) only banishes from the Deck. So this means that once Raito, Kudo, or Makura hit the hand, it becomes impossible to Summon. They're all unlimited (which makes sense for Raito and Kudo; the only thing that might push them a little overboard is their immunity), so I could just run more. However, they're all very dead draws. Even with Gift and Blast Dragon, they've caused so many brick hands. It gets so ridiculous that there have been way too many times when I was running them all @2 that I would end up with four of them in my hand. No Exodus because, as I mentioned, they banned it. Plus, it burns you out intentionally just to get God Dragon (also banned) with ginormous ATK, and is not really worth it IMO unless you can pull off a sudden kill with Infinity with Passage or if you're actually using God Dragon.
There's two really potent combos t1, depending on whether you start with Mathman or with one of your Level 4 guys. Both require that monster + Rapture + Passage
Math version: After milling Void with Mathematician, use Rapture on him and banish Shift Dragon, Makura, and Avalon (because wynaut). Revive Shift with Passage, use Shift to grab Avalon, then get Makura with Avalon. Makura hits a random card in the opponent's hand. Opponent only has 5 cards instead of six to deal with two threats, monster-based comebacks will get banished by Void, Math is still a potential draw card for you, and if they fail Makura hits their hand a second time.
Other version: This plays out similarly to the above version, only your end field is different. Banish the same monsters as above, as well as a second Avalon, and use Shift to Summon both of them and the Makura. Hit a card in the opponent's hand, and Xyz Superior Dora in Defense. Superior Dora makes it so that your opponent can't get rid of Makura except by battle (if you have a feeling they can do that, just use Dora on itself). Your Level 4 will hardly pose a threat, but it's very unlikely that they can get rid of both Makura and #81.
No idea what that Synchro is. It looks like its name also starts with D.D., but if that's the case I simply didn't get it.
I've also tried Necroface to deal with burning out if I tried to Rapture Avalon and then Summon Infinity (after using Shift Dragon to Summon more Avalons), but didn't particularly like it. I have a feeling I'm just not finding quite a few of these archetype cards (like with Abyss for some time).
cane_63106
Member Title : D.D. Dragon Kaiser Posts : 454 Join date : 2013-07-23 Location : St. Louis, MO
Subject: Re: D.D. Dragons vs Qliphorts Sun Dec 21, 2014 6:14 pm
(Torpzun: April: Also, why is the Dragon duelist trying to use that Blast Dragon thingy to banish Pikachu (I think) when it should be obvious that it won't work? Saying that you're banishing your resources for the sake of banishing rather than playing Blaster to remove effectively is a horrible argument.
Torpzun: Today: I feel like Blast Dragon is actually more important as a means to get the Level 6 dead cards into the Banish Zone than as monster removal...)
LOL Glad you finally get where I was going with how I was playing back then. No D.D. Shift?
I wish I knew who was doing the banlist though, because I have Avalon and the Lv 6s at 1. It's so different than what I'd have the number at. Pretty much my decklist is what I'd have then limited at, except God. I was always ok with people not wanting that in-game and have always told people about it before hand.