| Lesson 16 - Fire and Ice Hands | |
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+5Asuya Youkai Kagatsuchi Ukhan24 Ab9999 The Real Lever10 9 posters |
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The Real Lever10 Admin
Posts : 1206 Join date : 2013-07-18 Age : 26 Location : Ordon Village
| Subject: Lesson 16 - Fire and Ice Hands Mon May 26, 2014 5:40 pm | |
| When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 monster they control; destroy that target, then you can Special Summon 1 "Ice Hand" from your Deck. When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 Spell/Trap Card they control; destroy that target, then you can Special Summon 1 "Fire Hand" from your Deck. One of the most annoying aspects of these cards is the opponent can attack into your own monsters and the effect will go off, allowing them to pop several of your cards for the price of one. They are a huge pain and have found their way into many meta decks, such as madolche, artifacts, traptrix, and traptrix artifacts. Ruling of the Cards: If fire or ice hand were to die, their popping effect MUST have a target if they are to special summon from the deck. If they are normal summoned and you solemn warning it, the effect to pop and special will go off because it was "in their possession." When they are destroyed by battle, their effects go off in the damage step, so you can not chain cards such as mystical space typhoon. Provide card examples or situations of using common cards to avoid getting spammed by these cards. You get 20 CS for each example/card. You can get at most 50 CS (the 3rd gives example/card gives 10 CS). Be sure to explain how/why these cards/strategies work. | |
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Ab9999 Moderator
Recruits : 1 Posts : 847 Join date : 2014-02-17 Age : 24 Location : The house across the street
| Subject: Re: Lesson 16 - Fire and Ice Hands Mon May 26, 2014 6:40 pm | |
| Lol well I'm lazy and I don't want to think so I'll just do 2. One complete BS idea and one good one. Ill do the BS idea first. Just summon a REALLY high attack monster so they won't attack cause of their life points. ;D This way they can't attack cause they would die lol Now for the actual answer. Soul drain would help. It negates effects that start a chain in the grave so yea. Just go "NO KAMIKAZES ARE ALLOWED HERE!!!" lol
Last edited by ab999 on Wed Jun 04, 2014 1:42 am; edited 1 time in total | |
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The Real Lever10 Admin
Posts : 1206 Join date : 2013-07-18 Age : 26 Location : Ordon Village
| Subject: Re: Lesson 16 - Fire and Ice Hands Mon May 26, 2014 7:20 pm | |
| yeeeaaaa 20 CS awarded... keep trying for that other 20 or 30 though | |
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Ukhan24 Member
Posts : 4 Join date : 2014-05-04 Age : 28 Location : MN
| Subject: Re: Lesson 16 - Fire and Ice Hands Mon May 26, 2014 8:32 pm | |
| You could use the Debunk counter trap. It negates effects that activate in the grave (and the hand) and then banishes them. | |
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Kagatsuchi Member
Posts : 262 Join date : 2013-12-20 Age : 27 Location : Minnesota
| Subject: Re: Lesson 16 - Fire and Ice Hands Tue May 27, 2014 12:28 am | |
| The first is Macro Cosmos. This is because when one of the hands is sent to the grave, they're banished instead. Not giving them a place to use their effects.
Next is Abyss Dweller, this card works as a counter because of it's effect. "You can detach 1 Xyz material from this card. Any card effects that that activate in your opponents graveyard cannot be activated this turn."
Finally we have Blackship of Corn. This works because when you use it's effect, "Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls with ATK less than or equal to this card's; send it to the Graveyard," It sends the hands to the graveyard, not destroys. | |
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Asuya Youkai Moderator
Posts : 365 Join date : 2013-07-26 Age : 28 Location : The Dark Carnival
| Subject: Re: Lesson 16 - Fire and Ice Hands Tue May 27, 2014 6:04 am | |
| You could use Vanity's Fiend or Vanity's Emptiness and leave your monster in defense so they can't crash themselves. Majesty's Fiend works exceptionally well because it prevents ALL monster effects from activating, including the graveyard. | |
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The Real Lever10 Admin
Posts : 1206 Join date : 2013-07-18 Age : 26 Location : Ordon Village
| Subject: Re: Lesson 16 - Fire and Ice Hands Tue May 27, 2014 5:11 pm | |
| 20 for Ukhan, 50 for Iryche, 40 for Tama | |
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Ab9999 Moderator
Recruits : 1 Posts : 847 Join date : 2014-02-17 Age : 24 Location : The house across the street
| Subject: Re: Lesson 16 - Fire and Ice Hands Mon Jun 02, 2014 5:19 pm | |
| I have decided to start maining debunk as these annoying guys are EVERYWHERE | |
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The Real Lever10 Admin
Posts : 1206 Join date : 2013-07-18 Age : 26 Location : Ordon Village
| Subject: Re: Lesson 16 - Fire and Ice Hands Mon Jun 02, 2014 7:07 pm | |
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Muh1 Member
Posts : 156 Join date : 2014-04-27 Age : 27
| Subject: Re: Lesson 16 - Fire and Ice Hands Mon Jun 02, 2014 8:43 pm | |
| bottemless, compulse and d pris XD. Why has noone said these | |
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Ab9999 Moderator
Recruits : 1 Posts : 847 Join date : 2014-02-17 Age : 24 Location : The house across the street
| Subject: Re: Lesson 16 - Fire and Ice Hands Mon Jun 02, 2014 11:41 pm | |
| bottomless wont work on ice had as it has 1400 attack and for compulse, it will be summoned again so why bother? As for d prison... I don't know why no one said that XD | |
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Muh1 Member
Posts : 156 Join date : 2014-04-27 Age : 27
| Subject: Re: Lesson 16 - Fire and Ice Hands Tue Jun 03, 2014 10:33 am | |
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(Aurora) Swampert Member
Posts : 138 Join date : 2014-05-10 Age : 25
| Subject: Re: Lesson 16 - Fire and Ice Hands Wed Jun 04, 2014 1:38 am | |
| Dimensional fissure, because it banishes them rather than sending them to the graveyard. | |
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The Real Lever10 Admin
Posts : 1206 Join date : 2013-07-18 Age : 26 Location : Ordon Village
| Subject: Re: Lesson 16 - Fire and Ice Hands Wed Jun 04, 2014 1:20 pm | |
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Tvbeast Member
Posts : 194 Join date : 2013-07-18 Age : 24 Location : California
| Subject: Re: Lesson 16 - Fire and Ice Hands Wed Jun 04, 2014 6:17 pm | |
| The entire D. Archtype would work also a prohibition would stop there combo | |
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The Real Lever10 Admin
Posts : 1206 Join date : 2013-07-18 Age : 26 Location : Ordon Village
| Subject: Re: Lesson 16 - Fire and Ice Hands Wed Jun 04, 2014 8:29 pm | |
| You are going to have to be more specific and describe how, like how the ruling works. | |
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Ab9999 Moderator
Recruits : 1 Posts : 847 Join date : 2014-02-17 Age : 24 Location : The house across the street
| Subject: Re: Lesson 16 - Fire and Ice Hands Thu Jun 05, 2014 12:48 pm | |
| Abyss dweller is good. Stops effects activated in the grave. You can also use gravekeeper shaman. This also stops effects activated in the grave. | |
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Tvbeast Member
Posts : 194 Join date : 2013-07-18 Age : 24 Location : California
| Subject: Re: Lesson 16 - Fire and Ice Hands Thu Jun 05, 2014 6:15 pm | |
| Ok th d archtype removes everything from play so the eff diesnt go off and prohibition whould let them get the pop eff but can't continue the chain because the rest woud be in the grave | |
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Tvbeast Member
Posts : 194 Join date : 2013-07-18 Age : 24 Location : California
| Subject: Re: Lesson 16 - Fire and Ice Hands Sat Jun 07, 2014 10:04 pm | |
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The Real Lever10 Admin
Posts : 1206 Join date : 2013-07-18 Age : 26 Location : Ordon Village
| Subject: Re: Lesson 16 - Fire and Ice Hands Sat Jun 07, 2014 11:26 pm | |
| Yea 40 cs because we are running low on everything generic | |
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DaRealPotato Member
Posts : 23 Join date : 2014-05-30 Location : Wall Maria
| Subject: Re: Lesson 16 - Fire and Ice Hands Sun Jun 08, 2014 8:33 pm | |
| divine wrath will negate the activation of the effect, but you need to discard | |
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| Lesson 16 - Fire and Ice Hands | |
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