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Post by Admin on Dec 12, 2009 21:11:24 GMT -5
Speed World 2 is activated. I draw six cards. Now I summon to the field a monster in facedown defense and end with a facedown. H: 4 M: 1 FD: 1 SC: 1 LP: 4000 Turn: 1
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Post by Noelecio Rizzo on Dec 12, 2009 21:15:25 GMT -5
Hmm, Speed World 2. You've advanced since our last time.
Okay, I draw! . . . I got nothing... I play two cards face-down and end my turn...
H: 4. M: 0. FD: 2. LP: 4,000. SC: 1. Turn: 1.
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Post by Admin on Dec 12, 2009 21:22:18 GMT -5
I draw and summon to the field Fiend Roar Deity Raven 1300 atk. I'll end my turn there. H: 4 M: 2 FD: 1 SC: 2 Turn: 2
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Post by Noelecio Rizzo on Dec 12, 2009 21:45:41 GMT -5
I reveal my trap card.
Zero Hole!! This card works just like Trap Hole, but works when any monster is summoned and in any way.
Any countering methods?
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Post by Admin on Dec 13, 2009 10:27:49 GMT -5
Nope. I end my turn with another facedown then. H: 3 M: 1 FD: 2 SC: 2 Turn 2
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Post by Noelecio Rizzo on Dec 13, 2009 10:32:56 GMT -5
Okay, I draw!
Please be something useful... . . . Well, not much of what I expected, but okay.
I special summon to the field, Zabimaru in attack mode! Now I end my turn.
H: 4. M: 1. FD: 1. SC: 2.
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Post by Admin on Dec 13, 2009 10:41:01 GMT -5
I draw! Perfect... Now I'll activate one of my facedowns... Fine. This makes me discard two cards and I choose Kahkki, Guerilla of Dark World and Beiige, Vanguard of Dark World. When Kahkki is discarded, I can destroy one monster on your side and I choose Zabimaru. Now Beiige is special summoned to my side with 1600 atk and now I flip up my other monster to reveal Sangan 1000 atk. Then I'll summon to my side, Broww, Huntsman of Dark World 1400 atk. I enter battle phase and attack using all of my monsters with a combined total of 4000. Any counters?
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Post by Noelecio Rizzo on Dec 13, 2009 10:46:29 GMT -5
Yes.
In a chain reaction to your Fine card, I activate Trap Stun. All effects of all Trap Cards during this turn are negated.
So, what now?
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Post by Admin on Dec 13, 2009 10:50:22 GMT -5
I'll end my turn with a facedown. H: 3 M: 1 FD: 2 SC: 3
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Post by Noelecio Rizzo on Dec 13, 2009 10:55:42 GMT -5
Okay, I draw!
. . . Now that I have Zabimaru on the field, I think I can be safe. I place two cards in face-down position and end my turn.
H: 3. M: 1. FD: 2. SC: 3.
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Post by Admin on Dec 13, 2009 11:04:49 GMT -5
I draw and activate speed spell Angel Baton. I draw two cards and discard one. I'll discard Kahkki which means bye bye to your Zabimaru. Now with 4 cards in my hand... I'll activate the speed spell count up. I discard as many cards from my hand as I want and increase my speed counters by the same amount x 2. I'll discard one card and that card is Beiige, Vanguard of Dark World 1600 atk who comes to my field. Now my speed counters are six. I'll end my turn there. H: 2 M: 2 FD: 2 SC: 6 Turn: 4
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Post by Noelecio Rizzo on Dec 13, 2009 11:10:14 GMT -5
I activate my Trap Card, Bomb Guard! With this, your Khakki's effect is negated, and you receive damage equal to Zabimaru's attack points.
Any counters?
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Post by Admin on Dec 13, 2009 11:12:19 GMT -5
Nope. I end my turn the same way I did before.
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Post by Noelecio Rizzo on Dec 13, 2009 11:16:35 GMT -5
Okay, let's hope this time I get it right.
I draw!! . . . Not again... At least it's useful. I activate Speed Spell, Tachikaze Slice!! With this card, I can remove 2 of my own Speed Counters to cut yours by 6. You're now with 0 Speed Counters.
Now I activate my Speed Spell, Shikai! I activate it to my Zabimaru.
Now in battle phase, I commence attack upon your face-down monster.
Any counters?
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Post by Admin on Dec 13, 2009 11:20:30 GMT -5
I activate my trap Change Destiny. You either take damage equal to half of it's atk or I gain LP equal to it's atk. Your choice.
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