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Monday, January 24, 2011

Round 2 - Releasers vs UniStorm MKII

Tanngrisnir is out for vengeance! After so much trial and error, The UniStorm deck(Unicorn Synchro MKIV) has been revamped into a more powerful, streamlined build. It still has a lot of the "fun" aspects that makes Unicorn Synchro what it is, but now with much more offense. But will it be enough to take down last week's winner - Djinn Releaser and her Relinquished deck? Let's find out!
Djinn Releaser(Relinquished) 8000 - Tanngrisnir of the Nordic Beasts(Unistorm MKII) 8000

Since this is still qualified as round 2 of their match-up, Tanngrisnir will have the option of going first or not. Naturally, with such a set-heavy deck, Tanngri will want to go first.

Turn 1- Tanngri Most decks will start of setting cards on the opening turn, and Unistorm is no different. The opening play is the common 1 set monster and 2 set spells/traps. with that, Tanngri ends the turn/

Turn 2- Releaser Releaser draws her card. Her opening play will be Armageddon Knight, which sends a Plaguespreader Zombie from the deck to the grave. Armageddon Knight attacks into Tanngri's facedown card- a Super Nimble Mega Hamster! After dealing the 400dmg in attack difference to Releaser's life points, tanngri summons a Tanngjostr out of the deck with hamster's effect, face-down and in defense position. Releaser sets 1 s/t and ends the turn.
Releaser 7600 - Tanngri 8000
Turn 3- Tanngri Tanngri is ready for the offensive push already! One monster on the opposing field and 1 spell/trap? What could go wrong? After the draw, Tanngri switches the f/d Tanngjostr to attack mode, activating its effect to summon Guldfaxe in defense position right out of the deck. With no response from Releaser, Tanngri can synchro for 4+4, which is Stardust Dragon. Still nothing from Releaser? Well let's overextend and activate Gold Sarcophagus, allowing Tanngri to remove Dark Desertapir straight out of the deck. Classic Unicorn Synchro in action: Desertapir summons Guldfaxe right back to the field, without ever normal summoning. Battle Phase - Guldfaxe tramples Armageddon Knight for 200 damage. Then Tanngjostr attacks, Releaser activates Call of the Haunted that was face-down to summon Armageddon Knight back. Unfortunately, Tanngrisnir main decks Crevice Into the Different Dimension, which allows it to remove 2 darks from the graveyard - Plaguespreader Zombie and that Armageddon Knight. Tanngjostr's attack goes through for 1200, then Stardust chimes in 2500. Tanngri isn't done with its turn in Main Phase 2 though, there are too many plays to be had. Level 3 Tanngjostr and level 4 Guldfaxe sync up to become Voltic Bicorn. And with that, Tanngri ends the turn with 2 Synchro monsters, 1 s/t and leaving Releaser with nothing but a floating Call of the Haunted.
Releaser 3700 - Tanngri 8000
Turn 4- Releaser Releaser probably can't do too much on this turn. No plaguespreader to make Brionac with and a floating CotH that may interrupt Gorz. She decides to set a monster in f/d defense position and end the turn.

Turn 5- Tanngri Draw for turn. Tanngri summons a lone Chain Dog in attack mode, then immediately enters the Battle Phase. The first attack is Voltic Bicorn attacking the f/d, a Mystic Tomato. Tomato uses its battle destruction effect to replace itself with another Tomato from the deck. Chain Dog attacks over that for 200 points for damage. That Tomato also activates and puts an Armageddon Knight on the field, which in turn puts a Necro Gardna in the graveyard. Stardust attacks Armageddon Knight for 1100 damage. With that, the turn moves back to Releaser.
Releaser 2400 - Tanngri 8000
Turn 6- Releaser It seems that Releaser drew into Allure of Darkness. Allure loves being a topdeck in your time of need. Activating Allure Draws 2 and removes an in-hand Relinquished from the game. Releaser counts her grave, which is usually not a good sign. She then summons a Card Trooper in attack mode and mills 3 cards from the deck to use its effect. Dark Armed, Prep, and Ryko all go to the grave to give Trooper a boost to 1900 attack. Why? For Pot of Avarice of course. Releaser's entire grave, minus that Necro Gardna, returns to the deck, and then she gets to draw 2 MORE cards. "Oh hoho" Black Illusion Ritual. Tribute Card Trooper to summon Relinquished from the hand. Relinq's effect activates and equips itself with Stardust Dragon. Now a 2500 attack, Relinq swings over Chain Dog for 900 damage. Releaser sets 1 s/t and ends the turn.
Releaser 2400 - Tanngri 7100
Turn 7- Tanngri Tanngri isn't a dumb goat. With Necro Gardna in Releaser's grave, attacking over Relinquished will not kill it this turn. Tanngri has to prepare to lose its Bicorn. It sets a monster in f/d defense position, then a s/t on its backrow and ends the turn.

Turn 8- Releaser At this point in the game, Releaser has slowed Tanngri down to her speed. Now is the time to get control of the game back. Releaser immediately enters the Battle Phase after drawing and attacks the equally powered Bicorn. Tanngri activates Mirror Force, an obvious play, destroying Relinquished and Stardust with it. In Main Phase 2, Releaser summons Relinq back with Monster Reborn and equips it with Voltic Bicorn. Finally, she summons Manju in attack mode and adds the final Relinq to her hand. The turn ends with Manju and Relinq with a set s/t, versus 1 f/d monster and 1 f/d s/t.

Turn 9- Tanngri Losing all of those synchros is not good. Tanngri starts by flip summoning that set monster, a Ryko, to destroy Relinquished. Since Voltic Bicorn was destroyed and sent to the grave, both players discard 7 from the top of the deck (Tanngri loses a total of 10 because of Ryko). Tanngri then summons Guldfaxe in attack mode. No response from Releaser allows Tanngri to special summon Chain Dog from the grave (2 beasts are face-up on the field.) Four + Four = Lightning Tricorn. Tricorn at 2800 attacks Manju, in which Releaser removes that Necro Gardna in the grave to save it. The turn ends there, nothing else Tanngri can do.

Turn 10- Releaser Releaser asks to know how many cards are left in Tanngri's deck. Tanngri has 17, Releaser has 16, so another Bicorn may be hazardous. But for now, the options are getting slim. She does Dark Hole to clear all the monsters on the field, and Tricorn replaces itself with Bicorn. She then sets a monster and ends the turn.

Turn 11- Tanngri This game could stall out for quite a while if Releaser keeps this pace up. What I can say about Tanngri's Hand is that this would be a great time to own a Mist Worm. Tanngri summons Elephun in attack mode. Now that it has 2 beasts on the field, it can summon the next Chain Dog from the graveyard. Tanngri tries to enter the Battle Phase, but Releaser finally uses that facedown card, Threatening Roar. Tanngri sets a s/t and ends the turn.

Turn 12- Releaser Do or Die time now. Releaser draws and passes the turn.

Turn 13- Tanngri No opposing spells or traps. No Necro Gardna in the grave. No chance for Gorz because Call of the Haunted is still Face-up. Time to end the duel. Tanngri summons a Mega Hamster in attack mode. Level 4 Mega Hamster and Level 2 Elephun become a Level 6 Brionac, Ice Barrier Dragon. Brionac sends the f/d monster Releaser had back to the hand to end the game.
Releaser 0000 - Tanngri 7100


Result Djinn Releaser 1 - Tanngrisnir 0

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