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Leon’s South Wall Corner Club
Tech School - GK Edition
August 4, 2005

Wow. Back so soon? I guess I just can’t stay away.

This is a segment I started a short while back on the message boards. I thought a compilation of sorts would be beneficial to much more people reading it now. My “tech school” is mostly about discussing underrated and sometimes quite unorthodox cards and their uses as tech in certain decks. As the leader of a local team (Team GK) I encourage all of my members to embrace these cards that they personally like and find ways to make them successful. So we come to the unifying theme of this article. Each of these cards I will discuss as tech are ones currently being used by the members of my team. I will discuss their uses, combos, advantages, and shortcomings.

Sit back and get ready for cards that make you say the initials: WTF.

Austin - Summoner of Illusions

Currently his overall goal for this card is to sacrifice something trivial - like a serpent or a sheep token - to special summon a beefcake monster.
Right now that monster is Master of Oz but I daresay after CRV is released he’ll find a much better option: Cyber End Dragon.

The more I think about it the more genius it becomes. The restrictions for the Fusion monster with this effect are actually quite a bit easier to work with then Scientist. You can pull monsters of any level. They can attack directly to their hearts content. Both cards end up losing the monster at the end of the turn, but you can use the same tactics to get around that.
Book it and reset it. Or metamorph it into a more permanent version of himself.

Imagine the possibilities of Cyber End Dragon with Limiter Removal now. Wow I’m going to lose the monster at the end of turn anyways so do I really care about using limiter? Hmmm…sure. 8000 trample for game.

One weakness, though, is if its attacked you can sack another monster to bring out the fatty, but then your opponent can end turn and it’ll be destroyed. The only way this could be nice is if your opponent runs Berserk Gorillas. Laugh maniacally as they have to attack Sergeant Smash-face and lose their monster.

Also, it’s a flip monster and suffers from being just a bit too slow for its effect, but has increased synergy with Night Assailant. Alas, if it were one level lower it could be one of the most broken pulls with Apprentice Mage. I still like it though.

Nick - Autonomous Action Unit

A tech tossed around and whispered about throughout much of the Yu-Gi-Oh!
Community. I personally have even found myself thinking how awesome it would be to top deck this on my opponent. Nick is actually running with it though.
For 1500lp (the same cost as My Body as a Shield) you can commit blatant thievery and take a monster from your opponent’s graveyard.

Dodged a bullet with that Sakuretsu? Good for you. Now why don’t you use this card and turn the gun right back on him.

The use of this card is, however, linked to how much juicy stuff your opponent has in his graveyard and whether its worth taking. For most CC decks expect to look for Airknight, Jinzo, or BLS. That’s only three cards that are true powerhouses so most would consider this a tad situational.
But, hey. It would not be real tech if it wasn’t.

Tim W - Magical Merchant

Formerly underrated. This card is now starting to get the play time it deserves. There really is no other way to describe it then dead useful. I remember pulling this guy off once. I overturned eight monsters before I grabbed the Pot of Greed. I think back on it and laugh. That would have been eight turns worth of horrible top decks. I would have gotten creamed.

Why is it so useful? Lets observe the ban list. We no longer have Painful Choice or Mirage of Nightmare. Deck thinning tactics have been severely restricted. This in turned crippled Chaos, which has a certain dependence on a full graveyard. In the new advanced format this card is one of the most effective forms of deck thinning around.

People tend to shy away from it because they don’t like the fact that they do not have control over what is lost and what you draw. Find me a reliable deck thinner left that does do that and I’ll be sold. Teching it will not leave you disappointed. Trust me.

Tim P - Legendary Jujitsu Master

This little baby started picking up steam, I’d say, a month or so before this new ban list. AST had some truly awesome overlooked commons and I count him among them. In terms of advantage bouncing a creature to the top of the deck is devastating.

They lose their field presence, their summon, and their next draw. If the monster in question was not able to get over 1800 defense to destroy it then they lose even more advantage as they could not even rid your field of the monster. If the bounced monster is a tribute monster they lose even more advantage do to the resources lost to summon it and, eventually, re-summon it.

Solid control decks will love this card. I simply love this card too. People will tend to not use it because its Type and Attribute do not support common themes. Its not Warrior or Spellcaster. Its Rock. Its not light or dark. Its Earth. A truly excellent monster and infuriating to run up against it.

I also will just have to say that this is probably one of the best techs against Zombies out there. Wow. Your Vampire Lord cannot be killed by effects, huh? He can be bounced. Top of the deck.

Cody - Wave Motion Cannon

This tech has sky rocketed in popularity since the latest bans. One-shot burn cards are usually frowned upon, but this guy is different. He’s a one-shot massive burn. We’re talking 4 to 5k chipped off through just this one little card.

It ends games. Bottom line. But as a continuous spell it is vulnerable to S/T removal. That’s a weakness…or is it? When Wave Motion hit’s the field it does something psychologically to your opponent. His whole priority shifts.

You see, most games played are done slowly. Control players take their time to gradually build their resources and cut down their opponents. They usually are not in a rush. That definitely is no longer the case when Wave Motion enters the picture. Now your opponent has one thought: Kill him, or that Cannon, before it kills me.

As someone stated to me once before this mentality makes Wave Motion Cannon a Lightning Rod for S/T removal. Meanwhile your other threats (Ring, Mirror Force, etc.) will go unexpected. So, being susceptible to destruction is not necessarily a bad thing, as the opponent will only have 1 for 1ed you and your real threats are kept safe.

Vishaal - Time Wizard

A very unorthodox tech indeed, but not one without its uses. Most gamble effects are frowned upon, for obvious reasons, but this card has the potential to make the rewards well worth the risk. For instance, if you’re staring down three opponents monster on an empty field. Better to take the risk. Often times destroying that opponent’s Magician before it flips is also worth the risk.

Its not just tech removal. Its tech mass-removal.

The biggest reason, I think, why it can be a successful tech is that its Type and Attribute are highly synergetic with a control build. Light attribute means Chaos food and the fact that it’s a level 2 Spellcaster means it can be one of the more devastating pulls for Apprentice Mage.

>From what I’ve seen usually a successful Time Wizard effect is game
breaking. You just have to see if Lady Luck is on your side.

Well, that’ll about do it for the GK Edition of Tech School. As always you
can e-mail me your thoughts, concerns, or deck fixes to Leon-D@hotmail.com

Until next time. Peace.Tech School - GK Edition
By Leon

Wow. Back so soon? I guess I just can’t stay away.

This is a segment I started a short while back on the message boards. I
thought a compilation of sorts would be beneficial to much more people
reading it now. My “tech school” is mostly about discussing underrated and
sometimes quite unorthodox cards and their uses as tech in certain decks. As
the leader of a local team (Team GK) I encourage all of my members to
embrace these cards that they personally like and find ways to make them
successful. So we come to the unifying theme of this article. Each of these
cards I will discuss as tech are ones currently being used by the members of
my team. I will discuss their uses, combos, advantages, and shortcomings.
Sit back and get ready for cards that make you say the initials: WTF.

Austin - Summoner of Illusions

Currently his overall goal for this card is to sacrifice something trivial -
like a serpent or a sheep token - to special summon a beefcake monster.
Right now that monster is Master of Oz but I daresay after CRV is released
he’ll find a much better option: Cyber End Dragon.

The more I think about it the more genius it becomes. The restrictions for
the Fusion monster with this effect are actually quite a bit easier to work
with then Scientist. You can pull monsters of any level. They can attack
directly to their hearts content. Both cards end up losing the monster at
the end of the turn, but you can use the same tactics to get around that.
Book it and reset it. Or metamorph it into a more permanent version of
himself.

Imagine the possibilities of Cyber End Dragon with Limiter Removal now. Wow
I’m going to lose the monster at the end of turn anyways so do I really care
about using limiter? Hmmm…sure. 8000 trample for game.

One weakness, though, is if its attacked you can sack another monster to
bring out the fatty, but then your opponent can end turn and it’ll be
destroyed. The only way this could be nice is if your opponent runs Berserk
Gorillas. Laugh maniacally as they have to attack Sergeant Smash-face and
lose their monster.

Also, it’s a flip monster and suffers from being just a bit too slow for its
effect, but has increased synergy with Night Assailant. Alas, if it were
one level lower it could be one of the most broken pulls with Apprentice
Mage. I still like it though.

Nick - Autonomous Action Unit

A tech tossed around and whispered about throughout much of the Yu-Gi-Oh!
Community. I personally have even found myself thinking how awesome it would
be to top deck this on my opponent. Nick is actually running with it though.
For 1500lp (the same cost as My Body as a Shield) you can commit blatant
thievery and take a monster from your opponent’s graveyard.

Dodged a bullet with that Sakuretsu? Good for you. Now why don’t you use
this card and turn the gun right back on him.

The use of this card is, however, linked to how much juicy stuff your
opponent has in his graveyard and whether its worth taking. For most CC
decks expect to look for Airknight, Jinzo, or BLS. That’s only three cards
that are true powerhouses so most would consider this a tad situational.
But, hey. It would not be real tech if it wasn’t.

Tim W - Magical Merchant

Formerly underrated. This card is now starting to get the play time it
deserves. There really is no other way to describe it then dead useful. I
remember pulling this guy off once. I overturned eight monsters before I
grabbed the Pot of Greed. I think back on it and laugh. That would have been
eight turns worth of horrible top decks. I would have gotten creamed.

Why is it so useful? Lets observe the ban list. We no longer have Painful
Choice or Mirage of Nightmare. Deck thinning tactics have been severely
restricted. This in turned crippled Chaos, which has a certain dependence on
a full graveyard. In the new advanced format this card is one of the most
effective forms of deck thinning around.

People tend to shy away from it because they don’t like the fact that they
do not have control over what is lost and what you draw. Find me a reliable
deck thinner left that does do that and I’ll be sold. Teching it will not
leave you disappointed. Trust me.

Tim P - Legendary Jujitsu Master

This little baby started picking up steam, I’d say, a month or so before
this new ban list. AST had some truly awesome overlooked commons and I count
him among them. In terms of advantage bouncing a creature to the top of the
deck is devastating.

They lose their field presence, their summon, and their next draw. If the
monster in question was not able to get over 1800 defense to destroy it then
they lose even more advantage as they could not even rid your field of the
monster. If the bounced monster is a tribute monster they lose even more
advantage do to the resources lost to summon it and, eventually, re-summon
it.

Solid control decks will love this card. I simply love this card too. People
will tend to not use it because its Type and Attribute do not support common
themes. Its not Warrior or Spellcaster. Its Rock. Its not light or dark. Its
Earth. A truly excellent monster and infuriating to run up against it.

I also will just have to say that this is probably one of the best techs
against Zombies out there. Wow. Your Vampire Lord cannot be killed by
effects, huh? He can be bounced. Top of the deck.

Cody - Wave Motion Cannon

This tech has sky rocketed in popularity since the latest bans. One-shot
burn cards are usually frowned upon, but this guy is different. He’s a
one-shot massive burn. We’re talking 4 to 5k chipped off through just this
one little card.

It ends games. Bottom line. But as a continuous spell it is vulnerable to
S/T removal. That’s a weakness…or is it? When Wave Motion hit’s the field it
does something psychologically to your opponent. His whole priority shifts.

You see, most games played are done slowly. Control players take their time
to gradually build their resources and cut down their opponents. They
usually are not in a rush. That definitely is no longer the case when Wave
Motion enters the picture. Now your opponent has one thought: Kill him, or
that Cannon, before it kills me.

As someone stated to me once before this mentality makes Wave Motion Cannon
a Lightning Rod for S/T removal. Meanwhile your other threats (Ring, Mirror
Force, etc.) will go unexpected. So, being susceptible to destruction is not
necessarily a bad thing, as the opponent will only have 1 for 1ed you and
your real threats are kept safe.

Vishaal - Time Wizard

A very unorthodox tech indeed, but not one without its uses. Most gamble
effects are frowned upon, for obvious reasons, but this card has the
potential to make the rewards well worth the risk. For instance, if you’re
staring down three opponents monster on an empty field. Better to take the
risk. Often times destroying that opponent’s Magician before it flips is
also worth the risk.

Its not just tech removal. Its tech mass-removal.

The biggest reason, I think, why it can be a successful tech is that its
Type and Attribute are highly synergetic with a control build. Light
attribute means Chaos food and the fact that it’s a level 2 Spellcaster
means it can be one of the more devastating pulls for Apprentice Mage.

>From what I’ve seen usually a successful Time Wizard effect is game
breaking. You just have to see if Lady Luck is on your side.

Well, that’ll about do it for the GK Edition of Tech School. As always you
can e-mail me your thoughts, concerns, or deck fixes to Leon-D@hotmail.com

Until next time. Peace.
 


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