Rulings on the local level are usually a lot of fun. Everyone is on the same "level" of authority, regardless of your tournament prowess or judging experience. The key here at locals is that most players will only listen to the tournament organizer, or the general consensus. As a tournament organizer, players can feel confident when they come to you for a ruling; especially true if you have a laptop and WiFi! As "just another guy with a 3G phone", your word is only as good as the number of people around you who will agree with what you say. In a game that can be as complex as Yugioh, even the words printed on the cards can't be trusted by some players. The only way to reach these type of players is with cited proof of game mechanics.
Inzektor with multiple equipped cards
Until we receive any notice about the issue; when equip cards leave an Inzektor such as Centipede and Dragonfly at different times, yet on the same chain, that Inzektor will be able to activate it's effect for each instance of a detached equip spell card. However, it is very important to remember that Heavy Storm on those monsters, with multiple cards equipped to them, will only cause 1 search/special summon.
Example: Inzektor Dragonfly is equipped with Inzektor Hornet and Gigamantis. Hornet can be sent to the graveyard to activate the effect, destroying the equipped Gigamantis. Afterwards, a new chain starts between Gigamantis and 2 activations of Inzektor Dragonfly.
Source
Snowman Eater doesn't start a chain!?
This was a heated debated on the internet thanks to the YCS rumor mill. Similar to Hornet and Shi En, this was debunked thanks to Facebook. Snowman Eater's effect starts a chain and applicable monsters can negate the activation of that effect during the Damage Step.
Source
Monsters can not activate effects in the damage step unless they specifically say so...right?
For this, I really tried to turn to the rule book for some clarification. Unfortunately, the rule book didn't actually specify the use of Monster's Quick Effects during the damage step! Even worse, is that I am having trouble finding and ruling questions on the Official TCG Judge Forum about Quick Effects and the Damage Step. I can only trust that most players know by now that Monsters with Quick effects (spell speed 2) that negate effects can activate during the damage step. The (Unofficial) Yugioh Wikia has a nice breakdown of the Damage Step.
The only solace I can give you are some questions to think about:
Can Stardust Dragon negate the activation of Ally of Justice - Catastor?
Can Tytannial, Princess of Camelias negate the activation of Ryko, Lightsworn Hunter?
Can Herald of Perfection negate the activation of Battle Fader from the opponent's hand?
Tuesday, February 28, 2012
Tuesday, February 21, 2012
March 2012 Forbidden and Limited List
February is coming to a close and you know what that means. The sun is shining here in New England. Woodland creatures are awakening from their hibernation. Shamrocks are hanging from businesses even though St. Patrick's day is a ways away. Car Dealerships are practically giving away vehicles for President's Day. And Konami giveth and taketh away our beloved cards. If you have been on any website involving Yugioh, you may have heard some angst amongst your fellow players. You may even have friends who are claiming to take a Yugioh vacation until September! They say this every year; don't worry, you'll see them in May. As a relatively new player, this is my first list that actually spun my head around. Question is, is it a good head-spin or bad head-spin?
http://www.yugioh-card.com/en/limited/
Newly Limited:
Glow-Up Bulb
Spore
Trishula, Dragon of the Ice Barrier - was limited
Trap Dustshoot - was limited
Limited:
The Agent of Mystery - Earth
T.G. Striker
Semi-Limited:
Lumina, Lightsworn Summoner - was limited
Marshmallon - was limited
Reborn Tengu
Emergency Teleport - was limited
Level Limit Area B - was limited
Shien's Smoke Signal - was limited
Torrential Tribute - was limited
Ultimate Offering
Newly Unlimited:
Call of the Haunted
So at first glance, you, I and the rest of the internet think of some very specific things:
1) Why weren't Wind-Ups hit?
2) Why weren't Inzecktor hit?
3) Why is the only world premiere card on the list Reborn Tengu?
4) Why kill the plant archetype completely?
5) Why the hit to Tech Genus?
6) Why limit so many cards last year, then semi-limit them this year?
Some people believe that the this list was designed to cripple generic synchro decks (Plants and T.G.) while making Xyz monsters and theme-specific Synchros the focus of the metagame. Some people believe that the current game state, with secret rare prices at an all-time high and the anticipation of reprints drives the F&L list. Many people actually say that Konami knows more counters to our meta than we do; and with this list, older decks with some unknown technology can actually beat ZeXal decks. We have a ton of new product being released this year, as well as new technology being uncovered every day. Perhaps the real answer to this list is that, by June, we will have so many potential tier 1 decks and cards to counter Hunter, Tour guide, and Hornet.
Just looking at YCS Atlanta, it is clear that the most popular decks are Wind-ups and Dino Rabbit. With the new list, a few more decks get a boost in playability:
Six Samurai
Psychic
Lightsworn
Barring Lightsworn, Six Samurai and Psychic are 2 decks that have the benefit of running great tech without losing important card slots. Lightsworn have luck on their side and enough hand traps to stay in the game. No one wants to lose their whole hand or get Raigeki'd on turn 2, but there are sooooooo many cards now that can increases your chances of surviving:
Shadow-Imprisoning Mirror ***
Maxx "C" ****
Effect Veiler ****
Cyber Dragron **
Chaos Hunter **
Royal Prison ***
Skill Drain ****
Lava Golem **
2 Tragoedia ***
Ninjitsu Art of Super Transformation ***
D.D. Crow ****
Gozen Match ***
Rivalry of Warlords ****
Fiendish Chain ****
Compulsory Evacuation Device ***
Prohibition **
Marshmallon ****
Spirit Reaper ****
And that doesn't even include the biggest threat to Dino Rabbits and Wind-ups: Huge and Indestructible monsters.
As scary as the format looks, I really think the key is in your own tech and side deck. A lot of people forget that, even though Wind-up, Inzektor, and Rabbit all have very consistent, powerful strategies; the sheer number of participates at YCS Atlanta brings the top 32 down to probability. The F&L list doesn't change TOO much about the game except for removing Tengu Plants(and a few Agent decks at your locals) from the equation. I wouldn't get your hopes up about banning Wind-up Hunter and limiting Inzektor Hornet until June, after we get Hidden Arsenal 6, Galactic Overload, Battle-pack epic dawn, a possible TCG Exclusive starter deck, Shooting Quasar Dragon, Slifer(Osiris), and the ton of other products this year.
http://www.yugioh-card.com/en/limited/
Newly Limited:
Glow-Up Bulb
Spore
Trishula, Dragon of the Ice Barrier - was limited
Trap Dustshoot - was limited
Limited:
The Agent of Mystery - Earth
T.G. Striker
Semi-Limited:
Lumina, Lightsworn Summoner - was limited
Marshmallon - was limited
Reborn Tengu
Emergency Teleport - was limited
Level Limit Area B - was limited
Shien's Smoke Signal - was limited
Torrential Tribute - was limited
Ultimate Offering
Newly Unlimited:
Call of the Haunted
So at first glance, you, I and the rest of the internet think of some very specific things:
1) Why weren't Wind-Ups hit?
2) Why weren't Inzecktor hit?
3) Why is the only world premiere card on the list Reborn Tengu?
4) Why kill the plant archetype completely?
5) Why the hit to Tech Genus?
6) Why limit so many cards last year, then semi-limit them this year?
Some people believe that the this list was designed to cripple generic synchro decks (Plants and T.G.) while making Xyz monsters and theme-specific Synchros the focus of the metagame. Some people believe that the current game state, with secret rare prices at an all-time high and the anticipation of reprints drives the F&L list. Many people actually say that Konami knows more counters to our meta than we do; and with this list, older decks with some unknown technology can actually beat ZeXal decks. We have a ton of new product being released this year, as well as new technology being uncovered every day. Perhaps the real answer to this list is that, by June, we will have so many potential tier 1 decks and cards to counter Hunter, Tour guide, and Hornet.
Just looking at YCS Atlanta, it is clear that the most popular decks are Wind-ups and Dino Rabbit. With the new list, a few more decks get a boost in playability:
Six Samurai
Psychic
Lightsworn
Barring Lightsworn, Six Samurai and Psychic are 2 decks that have the benefit of running great tech without losing important card slots. Lightsworn have luck on their side and enough hand traps to stay in the game. No one wants to lose their whole hand or get Raigeki'd on turn 2, but there are sooooooo many cards now that can increases your chances of surviving:
Shadow-Imprisoning Mirror ***
Maxx "C" ****
Effect Veiler ****
Cyber Dragron **
Chaos Hunter **
Royal Prison ***
Skill Drain ****
Lava Golem **
2 Tragoedia ***
Ninjitsu Art of Super Transformation ***
D.D. Crow ****
Gozen Match ***
Rivalry of Warlords ****
Fiendish Chain ****
Compulsory Evacuation Device ***
Prohibition **
Marshmallon ****
Spirit Reaper ****
And that doesn't even include the biggest threat to Dino Rabbits and Wind-ups: Huge and Indestructible monsters.
As scary as the format looks, I really think the key is in your own tech and side deck. A lot of people forget that, even though Wind-up, Inzektor, and Rabbit all have very consistent, powerful strategies; the sheer number of participates at YCS Atlanta brings the top 32 down to probability. The F&L list doesn't change TOO much about the game except for removing Tengu Plants(and a few Agent decks at your locals) from the equation. I wouldn't get your hopes up about banning Wind-up Hunter and limiting Inzektor Hornet until June, after we get Hidden Arsenal 6, Galactic Overload, Battle-pack epic dawn, a possible TCG Exclusive starter deck, Shooting Quasar Dragon, Slifer(Osiris), and the ton of other products this year.
Tuesday, February 14, 2012
LoL just got...hard?
So remember when I said that League of Legends was easy? That people who end a match with x/x+10/x records and even those with x/x/x-5(that's equal kills and deaths) are playing the game wrong? That laning is simple and you only really die if you allow yourself to die? Well, I have finally found something that makes the game a fair bit more difficult.
DISCLAIMER: I (still) do not play Ranked Matches and have less than 700 games under my belt.
Sejuani is my first jungle champ. I already have a laning tank that I like and we usually get enough free tanky DPS champs to play with from Riot. Additionally, I have a solo top bruiser in Nidalee. This leaves Sejuani as my dedicated jungler; filling the tank, jungle, CC, and even AP roles if necessary. She is not the most powerful jungler in LoL, but she has some excellent tools that works in many situations.
Q) Her Assault can jump over walls, which makes it a great escape and surprise skill. You can "draw a line" across the enemy's escape path, or just use it to close the gap after they Flash.
W) Northern Winds piles on the damage over time while the enemy tries to escape. Also great for killing monsters, probably the only reason why she can jungle.
E) Permafrost alone can turn a failed gank into a successful gank. The best use is right after the enemy flashes or escapes from the laner's CC. Not only do they waste whatever resources to escape your gank, you get to save your flash because Permafrost allows you to catch up. It is also takes a nice chunk of hp from the enemy, every little bit helps. You can also Permafrost after Glacial Prison, for 1-2seconds of stun and 2-3 seconds of slow.
R) Glacial Prison is USUALLY a successful gank. Combined with Permafrost, you have almost 5 seconds of free hits, barring a Flash. As a new player, I have trouble giving the blue buff away early in the game, as each recast of Glacial Prison is often a fresh kill.
Even with awesome skills, jungling is not as easy as you'd think. Not every champ is easily gankable, many have built-in escapes, some can lay traps, and just about everyone uses Flash. Sejuani also doesn't have a lot of "burst damage", and most of her damage is done over time. Teammates who aren't in a good position to secure the kill often make ganks unsuccessful. Perhaps the scariest I have had to deal with, as a new jungler, is counter jungling. Between level 1-3, Sejuani can actually kill a LOT of champions, minus Udyr, Lee Sin, and Xin Zhao in a 1v1. Anyone without self sustaining skills or powerful melee hits are killable if you aren't caught with low hp. If you are, there are enough walls in the jungle to jump over and ask for reinforcements.
Only possible with Kennen's help
The concept of counter jungling sounds simple, but it can be difficult and risky. A (common) good example is if the enemy jungler is ganking bottom lane without his blue buff up. Around 6:30-7:30, both blue golems will be respawning. Sejuani can kill a blue golem relatively quickly, so if you know where the jungler is, then you are free to take any monsters you can. Of course, they will be doing the same, so I have found it to be very important to tell your teammates to check on a buff while you steal an opponent's. Some of the best counter junglers actually buy wards and place them in the enemy jungle. That way, you can keep track of his movements and possibly even attack them. Professional players keep track of the gold count that the enemy jungler has amassed from killing monsters and ganking players. It is a good way to visualize the progress you are making on your jungle champ, hopefully it exceeds the enemy jungler's performance.
Jungling is still pretty dependent on your teammates' skills. If an enemy lane is becoming too strong, your chances of killing them in a gank decreases. If your team keeps the enemy under their turret, you won't be able to attack them without diving the tower. If your teammate's hp is too low, forcing a gank may get them killed. From what I understand, any time you can not get kills, you should be fighting jungle monsters. Otherwise, every second you waste waiting for the chance to jump out of the bush could have been free, uncontested gold and exp in your jungle.
Annie close to her turret? Check.
Stun on her next spell? Check.
Me at 50% hp? Check.
Brand too far to do skills? Check.
Gank successful? No.
My jungle Sej game is still in the works and my win rate is probably around 50%(just like my overall win rate). I know I'm not terrible at the game, but I do wish I could carry any team. Powerful junglers often win the game alone just like any Ezreal, Miss Fortune, Irelia or Annie. Here's hoping that I can learn to play Sej well enough to carry any baddie.
DISCLAIMER: I (still) do not play Ranked Matches and have less than 700 games under my belt.
Sejuani is my first jungle champ. I already have a laning tank that I like and we usually get enough free tanky DPS champs to play with from Riot. Additionally, I have a solo top bruiser in Nidalee. This leaves Sejuani as my dedicated jungler; filling the tank, jungle, CC, and even AP roles if necessary. She is not the most powerful jungler in LoL, but she has some excellent tools that works in many situations.
Q) Her Assault can jump over walls, which makes it a great escape and surprise skill. You can "draw a line" across the enemy's escape path, or just use it to close the gap after they Flash.
W) Northern Winds piles on the damage over time while the enemy tries to escape. Also great for killing monsters, probably the only reason why she can jungle.
E) Permafrost alone can turn a failed gank into a successful gank. The best use is right after the enemy flashes or escapes from the laner's CC. Not only do they waste whatever resources to escape your gank, you get to save your flash because Permafrost allows you to catch up. It is also takes a nice chunk of hp from the enemy, every little bit helps. You can also Permafrost after Glacial Prison, for 1-2seconds of stun and 2-3 seconds of slow.
R) Glacial Prison is USUALLY a successful gank. Combined with Permafrost, you have almost 5 seconds of free hits, barring a Flash. As a new player, I have trouble giving the blue buff away early in the game, as each recast of Glacial Prison is often a fresh kill.
Permafrost AFTER they flash = dead character
Even with awesome skills, jungling is not as easy as you'd think. Not every champ is easily gankable, many have built-in escapes, some can lay traps, and just about everyone uses Flash. Sejuani also doesn't have a lot of "burst damage", and most of her damage is done over time. Teammates who aren't in a good position to secure the kill often make ganks unsuccessful. Perhaps the scariest I have had to deal with, as a new jungler, is counter jungling. Between level 1-3, Sejuani can actually kill a LOT of champions, minus Udyr, Lee Sin, and Xin Zhao in a 1v1. Anyone without self sustaining skills or powerful melee hits are killable if you aren't caught with low hp. If you are, there are enough walls in the jungle to jump over and ask for reinforcements.
Only possible with Kennen's help
The concept of counter jungling sounds simple, but it can be difficult and risky. A (common) good example is if the enemy jungler is ganking bottom lane without his blue buff up. Around 6:30-7:30, both blue golems will be respawning. Sejuani can kill a blue golem relatively quickly, so if you know where the jungler is, then you are free to take any monsters you can. Of course, they will be doing the same, so I have found it to be very important to tell your teammates to check on a buff while you steal an opponent's. Some of the best counter junglers actually buy wards and place them in the enemy jungle. That way, you can keep track of his movements and possibly even attack them. Professional players keep track of the gold count that the enemy jungler has amassed from killing monsters and ganking players. It is a good way to visualize the progress you are making on your jungle champ, hopefully it exceeds the enemy jungler's performance.
Jungling is still pretty dependent on your teammates' skills. If an enemy lane is becoming too strong, your chances of killing them in a gank decreases. If your team keeps the enemy under their turret, you won't be able to attack them without diving the tower. If your teammate's hp is too low, forcing a gank may get them killed. From what I understand, any time you can not get kills, you should be fighting jungle monsters. Otherwise, every second you waste waiting for the chance to jump out of the bush could have been free, uncontested gold and exp in your jungle.
Annie close to her turret? Check.
Stun on her next spell? Check.
Me at 50% hp? Check.
Brand too far to do skills? Check.
Gank successful? No.
My jungle Sej game is still in the works and my win rate is probably around 50%(just like my overall win rate). I know I'm not terrible at the game, but I do wish I could carry any team. Powerful junglers often win the game alone just like any Ezreal, Miss Fortune, Irelia or Annie. Here's hoping that I can learn to play Sej well enough to carry any baddie.
Thursday, February 9, 2012
Combining blogs
In an attempt to make my life a little easier in 2012, I have decided to experiment a little with my blogs. This year, until I find the need to go back, I will be posting "Dot me In" Video game content here on my "Dot me Out" Yugioh blog. Don't fret though, as I will continue to post about Yugioh whenever I can. Consolidating the two will give my readers a chance to experience something they may never have had interest in(Yugioh) or topics that have wider interest(video games). For now, all Yugioh and gaming posts will have the appropriate tag to make finding articles a little easier. Once again, a special thanks to all of my readers!
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