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Doomkaiser Dragon
Card# CSOC-EN043
Doomkaiser Dragon's effect isn't just for Zombie World duelists: remember that its effect can swipe copies of Plaguespreader Zombie, too!
Click here for more
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Solid Ground: Getting Your Friends To Play - April 19, 2007 |
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I’ve found two things to be true when it comes to friends and trading card games—playing a TCG is a great way to meet new friends, and it’s also fun to drag your existing friends in.
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Solid Ground: Side Deck Tech from Strike of Neos - April 12, 2007 |
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I still don’t have nearly as much Strike of Neos as I’d like—I really enjoy this set. Apart from the cards that have made it into main decks of all descriptions, there are some really good side deck options in the set that you should consider.
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Solid Ground: Building a Theme Deck - April 04, 2007 |
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The Yu-Gi-Oh! TCG has always featured themes—they are evident in monster types, element-specific support cards, and recurring characters in the artwork.
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Solid Ground: While You Were Out - March 29, 2007 |
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So much has happened in the Yu-Gi-Oh! TCG during the last few months that it’s no surprise people have missed the occasional announcement.
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Solid Ground: The Power of Playtesting - March 22, 2007 |
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Sometimes the decks that have done well at Shonen Jump Championships were the creation of individual players, sometimes the result of dedicated effort on behalf of a team or a group, but nearly all had at least one thing in common—they were tested and developed through dedicated playtesting sessions.
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Solid Ground: Losing Like A Pro, Part 2 - March 15, 2007 |
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Okay, I’m back again this week to finish talking about losing! It’s a part of the game we all have to live with, so let’s not compound an already sad circumstance by gaining absolutely nothing in return.
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Solid Ground: Losing like a Pro - March 09, 2007 |
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Losing is a part of the game, but unfortunately, it’s not something that a lot of players have learned to do properly.
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Agents of Judgment: Avoid a New Card Ambush - March 02, 2007 |
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Usually, as judges, we only have to deal with a new expansion every three months or so—the cards come out in one lump, we read the spoilers, look through a box or two, and are reasonably familiar with what has been added to the pool. But there are a lot more outlets for new cards these days.
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Solid Ground: Avoiding Bad Trades - March 01, 2007 |
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The “T” in TCG stands for Trading, of course, and it’s a popular pastime among Yu-Gi-Oh! TCG players. It’s also a good way to turn the cards you don’t want into cards that you need, but if you don’t make some preparations beforehand and exercise some caution during your trades, you might not end up on a positive side of the deal.
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Solid Ground: Continuous Traps on the Chain - February 08, 2007 |
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I’m all about bringing the people more of what they like, and by explaining how continuous traps work on the chain, I can keep the players from becoming embarrassed and the judges from becoming frustrated—I’m making all kinds of people happy!
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Solid Ground: New Blood - February 01, 2007 |
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There are a lot of benefits to everyone when Leagues and tournament areas continue to grow.
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Solid Ground: Life Point Follies - January 11, 2007 |
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Today, I’m going to point out the most common bad habits players have where life points are concerned, and explain why you should avoid them.
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Best of 2006: Solid Ground: Appealing A Ruling - January 04, 2007 |
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Eventually you’re going to get a ruling you don’t agree with, and since there’s a process to deal with that, everyone who plays in sanctioned events should know it.
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Restructuring the Structure: Dinosaur’s Rage - October 27, 2006 |
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If you weren’t able to pick up one of the very limited Dinosaur’s Rage Special Sets, you should start finding the Structure Deck on its own in stores across the country!
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Agents of Judgment: Dealing With Rule Sharks - October 20, 2006 |
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Educate your players on both the penalty guidelines and correct gameplay and you’ll find that it will cut down a lot on the number of conflicts you have to deal with.
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Solid Ground: Rule Sharks—Fending Them Off - October 19, 2006 |
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When faced with this kind of situation or opponent, you need to be sure to play as correctly as possible without allowing the pressure to get to you.
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Solid Ground—Welcome to the Player Meeting - September 28, 2006 |
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If you’ve gone to many bigger events like Regionals and Shonen Jump Championships, you’ve probably noticed that the tournament begins not with the first round, but with a player meeting.
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Agents of Judgment: Handling Appeals - July 28, 2006 |
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In this week’s article, I’m going to break down the appeal process, point out all the appropriate steps, and offer some suggestions for making it easier to handle.
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Solid Ground: Appealing A Ruling - July 20, 2006 |
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Today I’m going to explain the process to you, tell you how to go about your appeal, and remind you of what you shouldn’t do when you don’t agree with a judge’s answer.
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Solid Ground: The Essential Fusion Deck - July 13, 2006 |
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This week I’ve decided to list out the top picks for fusions by level. It’ll make building the typical fusion deck easier, and enable you to mix and match according to what’s in your deck level-wise for Metamorphosis, as well as a solid lineup to use along with Cyber-Stein.
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Agents of Judgment: Keeping Players from Crossing the Line - July 07, 2006 |
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If you’ve passed a judge certification level, you’ve spent some time studying up on rulings. If you’ve passed the Player Management test, you’ve spent some time studying up on policy documents. What comes solely with practice, though, is dealing with the players themselves and knowing how to enforce those rules.
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Solid Ground: When do "Mind Games" Cross the Line? Part 2 - July 06, 2006 |
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Last week, I began with a list of “head games” players sometimes play that cross the line of acceptability in sanctioned play. Some of you were probably surprised to learn that you can’t do those things; others were probably relieved that someone finally pointed them out. I, for one, am hoping to see less of these kinds of shenanigans!
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Solid Ground: When Do “Mind Games” Cross The Line? - June 29, 2006 |
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The policy and penalty guidelines exist to promote the respectability of the game, so read them, understand them, and above all, don’t view them as something created to cramp your style.
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Solid Ground: In Between the Chain - June 15, 2006 |
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You’ve probably heard of things happening in between links of the chain, but you might not be clear about what they are, exactly.
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Agents of Judgment: Making The Most Of A Small Staff - May 26, 2006 |
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If you’ve judged at a lot of different events, you’ve probably been part of a number of different judge pools, ranging from “one judge per ten players” to “only two judges, running around like mad.”
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Solid Ground: Targeting and the Chain - May 25, 2006 |
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Targeting is an integral mechanic to chaining, and the complexity (and advantages) that it can create as a chain resolves might be surprising!
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Enemy of Justice Preview: Destiny Hero Diamond Dude - May 11, 2006 |
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I love getting a card to review that makes me want to dig out my old cards and start experimenting, and I don’t think I’m the only person who’ll feel like that when this card gets released.
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Solid Ground: What Not To Chain - May 05, 2006 |
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It might seem like an odd choice, but I’ve dealt with a lot of rulings lately that involved players attempting to chain when they couldn’t.
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Solid Ground: The Basics of Chaining - April 28, 2006 |
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There’s a lot of confusion out there that can be cleared up by a better understanding of chaining, so I’m going to spend the next few weeks on the subject.
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Agents of Judgment: Judge Support - April 14, 2006 |
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When you pass a rulings certification test and publicize yourself as a judge, you become a representative of the Upper Deck Entertainment-certified judge program, and with that comes a sizable chunk of responsibility.
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