#i can't do anything unless it's on a whim ;v;
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happy holidays ^v^
#art#my art#artists on tumblr#digital art#oc#blue space#merry christmas#a quick shye for the new year#[throws them into the void that is the future]#good luck you weird little space guy#//man! i'm planning on doing doing some redraws before the year ends#i can only hope i can get them done tho lol#i can't do anything unless it's on a whim ;v;#live spontaneously!! girl i don't have a choice#lol but aside from that yeah it should be nice :D#//i will see you probably soon!!#also drink water!! why am i saying ?? because my lips were getting chapped and i didn't notice for like two days#Drink A Liquid !!!#toodlies :D#<3
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Disclaimer: Duelists within the anime severely lack in Spell-based Monster Removal, Spell/Trap Destruction, Effect Negation and Continuous Spell/Trap cards that prevent the opponent from performing certain actions since cards are notably more difficult to obtain and faith/morale play a bigger role than luck/deck-building with an abnormal Battle Phase fetish.
Therefore, this list ranking the strongest antagonists in Yu-Gi-Oh! Anime so far will sparsely discuss the flaws of each character's Deck. If you have any questions about my list or want my personal thoughts on anything Yu-Gi-Oh!, feel free to ask. I have nothing but time!
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Z-ONE
Has Level 10 Fairy-Type monsters he can normal summon regularly that are impervious to destruction by battle and card effects by normal means with minimal chances of being damaged.
The effects his Timelords possess range from shuffling your opponent's entire GY back to the Deck, dealing 2000+ effect damage instant Life Point recovery should he take damage. The only issue with Deck is the reliance on attacking and average use of one Timelord at a time. While his Continuous Traps over time will eventually disable the opponent from targeting his Timelords and allow him to exceed 20,000 ATK in a flash, his best play is his biggest weakness.
I could go all day explaining the other effects he has after a successful battle, but just know it's essentially a lot of shuffling cards back, returning cards back and burn. He only has one monster that can deal battle damage and that's about it.
And since he still needs to attack, akin to everybody else lower on the list, this is nothing each protagonist and most rivals can't get over, especially in their respective series, despite popular belief saying otherwise -- when Judai can equip Neos with Rainbow Veil or Light Laser to wall you, you know you messed up somewhere.
Zarc / Z-ARC
Fusion, Synchro, Xyz- and to a lesser extent Pendulum barely mean nothing to this guy and his stupendously powerful dragons. Having access to arguably the best Monster Type in the game both in anime and real life, with the added benefit of being Pendulum-based, many fans have very good reasons to hype him up as unbeatable prior to Yu-Gi-Oh! ARC-V's end.
His ultimate monster Z-ARC boasts and grants immunity to the monster effects of the aforementioned Extra Deck Monsters, in addition to the inability to leave the field by normal means similarly to Z-ONE with a whopping 4000 ATK minus the Battle damage immunity.
It may seem underwhelming at first, but this is only the tip of the iceberg. While Zarc cannot mend the course of a Duel through the Battle Phase, he does possess various ways of demoralizing his foes:
His opponents cannot add cards to their hand outside of the Draw Phase or else their effects will be negated and destroyed.
He can negate the effects of Fusion, Synchro and Xyz Monsters and drain them of their attack by performing the same summon on their Turn, with some of them capable of inflicting effect damage, and each dragon that resides in his Extra Deck has other effects ranging between dramatically exceeding their original ATK or mass removal.
His Supreme King Gates translate battle damage and effect damage into Life Points, while the servants in his Main Deck can protect Z-ARC from attacks and act as an unnecessary extra piece of armor amongst other cards.
And did I forget to mention through Astrograph Sorcerer Z-ARC's summon cannot be negated, which almost guarantees the defeat of his opponents with massage effect damage?
I know it all sounds amazing, but truth be told other than the initial summon of Z-ARC, his Deck is very very fragile in the grand scheme due to how susceptible his Deck is to common Monsters, Spells and Traps' targeting and non-targeting effects that have debut throughout the series.
Recall, since most of his cards only work so long as he controls Z-ARC, while someone like Z-ONE may get trolled by Harpie's Pet Phantasmal Dragon or The Regulation of Tribe once in a blue moon, just call-in Dark Necrofear or Destiny HERO Plasma and it all goes downhill from here.
Dartz
As the practical incarnate of the Orichalcos, Dartz features a Deck revolving around its use. Monsters, Spells, Traps: The whole damn Deck.
While most people would like to focus on the Great Leviathan's lack of built in resistances, despite being an INFINITE ATK point monster that essentially prevents you from losing to any form of damage, this slithery-fuck that required countless souls for its revival planned to be summoned with all three layers/forms of the Orichalcos to be in effect. How else did you expect to acquire 10,000+ Life Points to get the dark thing out? Soul Absorption?
To put sum things up, layer one cannot be destroyed (possibly can't be negated, activation-wise), grants all monsters you control 500 extra ATK, practically enables you to treat your Spell/Trap Zones as extra Main Monster Zones and any monsters summoned there cannot be attacked so long as you have a Monster Zone filled, and if-need-be you can move monsters from the Main Monster Zone to the back, although those last two effects go underused.
Layer two takes all the effects of layer one and stacks it with a 500 Life Points gain for every monster you control once per turn and the ability to Tribute a monster you control to destroy an opposing monster.
Still not convinced these layers do much, well how about layer three? Once again it all stacks with the bonus on straight up telling your opponent "No" when they try to affect any of your monsters with a Spell/Trap Effect instantly negating and destroying them on a whim.
Now, we know the glaring hole in all this is the fact Monster Effects can still put in work, but if it's destruction based, you'll be putting all your time into the monsters leading up to the Great Leviathan.
A little sucker (Kyutora) that absorbs that would be inflicted at any time to fuel a stronger golem-like figure (not Gigas but Shunoros) in the Deck should it ever die with a base ATK of whatever was absorbed and two arms that will always be 300+ in ATK or DEF against an opponent's monster (Aristeros & Dexia), a jerk flame gargoyle that will force one of your opponent's monster back in Attack Position and motherfucking Timeater.
Generally speaking, he comes off very mediocre until you realize all he really needs is Mirror Knight Calling to dominate. With those Mirror Knights in conjunction with the Orichalcos he instantly assembles an army of tokens that can battle any monster and come out victorious, since their strength will always match the opposition and survive destruction by removing a single mirror counter that is generated by Mirror Knight Calling at the end of every Turn.
Simply put, he's someone that only gets better with time, unless he has Geh (The Great Leviathan) out. Then he has a solid chance to lose instantly, then again, if he didn't win on the Turn he summoned it, he deserves to lose seeing how he is milling 10 cards per attack from his Infinite ATK monster.
In many ways Zarc is just a better Dartz. For a guy like this, one Gemini Summoned Magical Reflect Slime + protection is all you need.
Don Thousand
Similarly to Z-ONE he comes off very unfair, except he's an offensive behemoth with control over the Overlay Network, opposed to defensive paragon with relative one-shot capabilities like the others. His Deck can be summed up without much need to go into effects, especially with how little we actually see.
Bluntly put, he will start his Turn spitting out 1 through 4 Number Monsters with the same gimmick of doubling their ATK after each attack, easily allowing him to exceed 8000 points of potential battle damage with a built-in Rank-Up play that deals even more lethal damage, essentially making him the true FTK antagonist looming in the back.
Should both attempts fail, he will fall on Number C1000, but that monster really means nothing to any character that possesses no "C" monsters. Rather Number iC1000 is what you really wanted to see. A walking win condition that basically tells your opponent, if you don't attack me, a 100,000 ATK monster you instantly lose the Duel. The only problem here is it can't negate two attacks, and the effect only applies so long as it stands.
Unlike some of the powerhouses higher on the ladder, he at least has Counter Traps, so there's at least some merit why you rarely see YouTubers try to script any Duels with him. Linear af.
I would say the true problem with his Deck/power as a Duelist is the fact he uses a Field Spell to kickstart his FTK's which means any bro like Bastion Misawa could play Curse of the Forbidden Spell and he's a goner. Like, here me out, at least Dartz can still play the game without the Orichalcos.
Bohman
Now, at first I thought Bohman was going to end up stronger than Z-ONE with the blanket Monster Effect negation he had on his Hydradrives when Dueling Blue Maiden, but that turned out to become more nothing more than a dream.
Bohman lacks proper negation for LIGHT & DARK Attributes essentially made Bohman's Deck a very unfocused beatdown strategy like many of the Duelists of the week characters in Link Swarming form, basically trading Majesty's Fiend for Five-Headed Dragon + Wind-Up Rabbit on crack playing dice.
Ignoring his use of Master Storm Access, it's not so much his Hydradrives suck or OTK/FTK potential isn't there- because it is, it's more so everything he does against Playmaker outside of switching dragon heads or rolling some dice (which only sucks irl) can be done better by everyone on the list:
Over 5000 ATK just cause? Check.
Can dominate Battle Phase procedures more than normal? Check.
Inherently prevents adversaries from dealing with monsters via built-in effects? Check.
Can summon more than one powerful monster per turn/Duel if need be? Check.
Safe from most damaging effects? Check.
Counters most of his generation? Check.
Benefits from his opponents' plays somehow? Check.
He's a jack of all trades and master of none but making attributes change with a die. Why he doesn't run DNA Transplant but Half Shut will forever be a mystery in the same world Revolver acquires Imperial Order for the sole purpose of stopping Judgment Arrows.
It sure is a good thing most protagonists/rivals use LIGHT & DARK Attributes over EARTH, WIND, WATER & FIRE or this man would be at the mercy of so many characters. Poor Yusei though.
Nightshroud
Nightshroud's strategies are the utmost straightforward with how it plans to win. Activate Darkness, Set Darkness 1 through 3 + Zero & Infinity, use various Darkness monsters to peep at your Set cards and/or organize them however you like before activating everything between Zero & Infinity.
Darkness 1 destroys up to 3 card your opponent controls based on face-up Darkness traps.
Darkness 2 increase the ATK of one monster you control 1000 to 3000 based on face-up Darkness traps.
Darkness 3 deal 1000 to 3000 per activation based on face-up Darkness traps.
Each of these are Set and randomized in the zones via Darkness (Field Spell) after activation between Zero & Infinity, which means in 2 Turns if the correct Darkness monster is on the field, that's a clean ceiling of 6000 effect damage if Darkness Neosphere is present.
Through these various Darkness Traps controlling the cards present on the field at a time makes it easy to disrupt characters from summoning their strongest monsters via Contact Fusion, Synchro, Xyz and Link Summoning, making the monsters he pumps up through Darkness 2 like Darkness Destroyer game enders via Battle Damage, which would make many come to the conclusion he should rank higher on the list. The main problem with Darkness is he doesn't showcase any further Spells/Traps and anything like Denko Sekka can shut him down in an instant.
Nightshroud's combo is highly susceptible to card destruction, despite boasting some of the finest at his best and other than that poor RNG styled Field Spell.
To cut things short, anything that can't be destroyed by Traps or benefits from destruction will only have to worry about effect damage or higher ATK. And considering how badly Nightshroud needs to go first, he's not only the slowest boss character but has the worst matchup potential, especially against other bosses.
Please don't tell him about Legendary Six Samurai - Shi En or Naturia Rosewhip OR Mister Alister's hmm... I don't know... Oh yeah! ROYAL DECREE!!!
I would say he has it the worse, but it's understandable since he- outside of helping others mend the darkness in their hearts never created/announced anything notably new mid Duel. Very respectable for a skeleton man.
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