KING_ATLAS The King
Immune to warnings? : no Warnings : Losses : 3 Wins : 18 Posts : 786 Reputation : 0 Join date : 2014-02-20 Age : 29 Location : Madrid
| Subject: Sub me in Coach!!Ultra Athletes!! Thu Feb 05, 2015 7:15 am | |
| The Ultimate Athletes have arrived!The U.A.s are TCG exclusives like the Burning Abyss, that just came up in the recent Duelist Alliance. "U.A. is short for "Ultra Athlete". U.A.s currently are an archetype of 9 cards . The U.A. monsters are Earth Warrior-type monsters which have a unique ability. They bounce around their monsters to get their certain effects on the board, and utilize their field spell to gain boosts with their normal/special summons. The deck doesn't have any boss monsters right now, so for now the deck plays beatdown, but it is very good at what it does. ~ Archetype ~U.A. Blockbacker - Spoiler:
Earth / Level 7 / Warrior / Effect / 1700 ATK / 2700 DEF You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Blockbacker". You can only Special Summon "U.A. Blockbacker" once per turn this way. Once per turn, when your opponent Special Summons a monster(s): You can change their battle positions, and if you do, negate their effects.Well,this is like your low tier ace,its has a fairly decent defence and it makes monsters useless upon summon,because the changes last for ever,bad part is that is only once per turn,and that u can only use thie effect on a special summoned monster that is special summoend with him on the field,monsters that were before and monsters that are normal summoned dont give a crap about this guy,so i would say that u shoudntt run more than 1,i would run 0 tbh,but is up to u,as i said its still a decent card.
U.A. Goalkeeper - Spoiler:
Earth / Level 6 / Warrior / Effect / 1000 ATK / 2800 DEF You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Midfielder". You can only Special Summon "U.A. Midfielder" once per turn this way. Once per turn, during your opponent's turn: you can target 1 "U.A." monster you control; Once during this turn, it cannot be destroyed by battle or card effects (this is a Quick Effect). Not too fond of this guy... Level 6 isn't exactly what U.A.s need (maybe Konami is hinting for us to play Star Changer). But nonetheless, its like a free Gagaga Shield. What's also great is that this guy focuses more on the defence of U.A.s, while most others focus on being aggressive.Same case that defender run 0-2 depending on ur playstyle
U.A. Midfielder - Spoiler:
Earth / Level 4 / Warrior / Effect / 1200 ATK / 1000 DEF You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Midfielder". You can only Special Summon "U.A. Midfielder" once per turn this way. During either player's turn: You can target 1 other "U.A." monster you control; return that face-up monster to the hand, then Special Summon 1 "U.A." monster from your hand with a different name from that monster. You can only use this effect of "U.A. Midfielder" once per turn. A level 4 Normal-Summonable U.A. that can easily trigger off Stadium. This is just what they needed. You can Normal Midfielder, add any U.A., then bounce him for that U.A. What's best is that you can recycle that strategy for every turn.Play 3
U.A. Mighty Slugger - Spoiler:
Earth / Level 5 / Warrior / Effect / 2300 ATK / 700 DEF You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Mighty Slugger". You can only Special Summon "U.A. Mighty Slugger" once per turn this way. If this card attacks, your opponent cannot activate cards or effects until the end of the Damage Step. This card is amazing. Its essentially a Normal-Summonable Armades. And the fact that it can be Special Summoned by bouncing another "U.A.". This card in hand with Ace gets off a really powerful loop.Play 3
U.A. Perfect Ace - Spoiler:
Earth / Level 5 / Warrior / Effect / 1500 ATK / 2500 DEF You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Perfect Ace". You can only Special Summon "U.A. Perfect Ace" once per turn this way. Once per turn, during your opponent's turn, when a card or effect is activated: you can discard 1 card; negate that activation, and if you do, destroy it (this is a Quick Effect). Wow, Infernity Barrier on legs... and a hefty 2500 DEF is hard to get around. Special Summoning this in DEF by bouncing a "U.A." is good as it can still be face-up and utilize its massive defense. This is the second card to our "U.A. loop".Play 9 if u can,but seeing the current limitations play 3.
U.A. Playmaker - Spoiler:
Earth / Level 8 / Warrior / Effect / 2600 ATK / 2000 DEF You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "U.A. Playmaker". You can only Special Summon "U.A. Playmaker" once per turn this way. When another "U.A." monster you control declares an attack: You can have this card lose exactly 800 ATK, and if you do, your attacking monster gains 800 ATK.The only use this card has is to make slugger bigger early,but its 2 slow and its not worth the effort,play 0-1
U.A. Powered Jersey - Spoiler:
Equip Spell Equip only to a "U.A." monster. It gains 1000 ATK and DEF, also if it battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. If the equipped monster destroys a monster by its attack: It can make a second attack during this Battle Phase. During your Standby Phase: Banish the equipped monster. If this card is sent to the Graveyard because the equipped monster returned to the hand: You can return this card to the hand. This card is crazy. 1000 buff makes almost any U.A. crazy enough to run over a lot of monsters. The monster also is able to attack twice only if it destroys a monster by battle in the first attack, and to add the icing, it deals double damage when it inflicts it when battling with an opponent's monster. The downside is that the monster equipped is banished during your next Standby Phase, but that's easy to play-around as you can return the U.A.s to hand, and the equip spell will ALSO RETURN TO YOUR HAND,play 2-3
U.A. Stadium - Spoiler:
Field Spell If a "U.A." monster is Normal Summoned to your side of the field; You can add 1 "U.A." monster from your Deck to your hand. Once per turn, if a "U.A." monster(s) is Special Summoned to your side of the field: All monsters you currently control gain 500 ATK. This card is essential to "U.A."s. Essentially when you Special summon a U.A., ALL monsters on your side of the field get a 500 ATK buff. As U.A.s can bounce for days, this buff is easy to get. The harder part is normal summoning a U.A., as then you can get a search. But if you do manage to normal summon a U.A., you can search out the other U.A., and start looping them.play 3
U.A. Turnover Tactics - Spoiler:
Quick-Play Spell If you control 2 or more "U.A." monsters with different names: Shuffle as many monsters on the field as possible into the Deck, then Special Summon "U.A." monsters from your Deck that have different names from each other, up to the number of cards shuffled into your Main Deck, but those monsters cannot attack this turn. Then your opponent can Special Summon monsters from their Deck, up to the number of cards shuffled into their Main Deck. You can only activate 1 "U.A. Turnover Tactics" per turn.Risky Card,it gives your opponent a biiiig boost,i would only play it if im going to go for a final xyz play to win the game,otherwise is 2 risky to play,i would play none.
~ Support ~Feast of the Wild LV5 - Spoiler:
Normal Spell Special Summon up to 2 Level 5 Warrior-Type monsters from your hand and/or Graveyard, but their effects are negated, also they cannot attack. This is Advanced Heraldry Arts for U.A.s, also part of the reason they can become awesome. If you create enough tribute fodder out of the U.A.s, you can not only search for more U.A.s, but also fill the graveyard for Feast of the Wild to take action mid-late game. Instant Rank 5, or you can bounce a U.A. you Special Summoned so that you can use it later, and can have the purpose to attack and use its effect.
The Monarchs Stormforth - Spoiler:
Quick-Play Spell Once during this turn, if you would tribute a monster(s) you control for a Tribute Summon, you can Tribute 1 monster your opponent controls as if you controlled it. You can only activate 1 "The Monarchs Stormforth" per turn. During the turn you activate this card, you cannot Special Summon monsters from the Extra Deck. Its like Batteryman, this deck needs to find tribute fodder so that they can get Stadium going. This not only gets Stadium going and your U.A.s cycling, but it can also take out a certain monster you are having trouble with in the process. Its a win-win situation!
Battleguard Howling - Spoiler:
Normal Trap When a Warrior-Type monster you control is targeted for an attack, or by an opponent's monster effect: Target 1 face-up monster your opponent controls; inflict damage to your opponent equal to the original ATK of the face-up monster you targeted with this card, and if you do, return it to the hand. This card has been seeing some good play in Satellas, to combat Winda and friends. Its works similar to U.A.s. Your opponent is gonna try to burn Ace's negation effect, then try to run over it, or just run over it in the first place. Not only does this protect Ace, but it means that you can bounce your Ace next turn for Slugger and continue your loop. Often times, you can find Ace dead, nothing to bounce back for Slugger, and the game just goes downhill from there. In short, it helps keep your U.A.s on the field.
Hidden armory - Spoiler:
Normal spell Send the top card of your Deck to the Graveyard; add 1 Equip Spell Card from your Deck or Graveyard to your hand. You cannot Normal Summon/Set during the turn you activate this card.This card is great when u have the loop settled,when u get to the point when u dont need to normal summon to advance ur play,this card can search for the power jersey(to make slugger a badass)or the almighty snatch-steal(Giving wins since 1999)Hidden armory fetches from the grave 2 so u can use snatch steal 4 times in the same game.SOmething to considerd ~ Strengths ~The deck may have only 9 cards, but they're strong. From Slugger being Armades, it completely says bye to Shaddoll Flips, Yang Zing destruction, Hand Destruction, etc. It also stops battle traps, which is really nice. It pretty much almost guarantees something is gonna die each turn. 2300 ATK is nothing to laugh at either. Ace is destruction on feet. If 2500 DEF isn't enough, discard 1 to negate 1. If timed really well, you can interupt a big play. and the fact that you can bounce each other, you can summon Slugger, attack, M2, bounce Slugger for Ace in DEF, and pass. This is a very strong loop. Midfielder brings so much more consistency as a guaranteed Normal-Summon, so you can pretty much search for anything. Goalkeeper is sub-par, but still nothing to scoff at with 2800 DEF and its destruction immunity. Their field spell defines crazy and creates so many OTKs. Along with Stadium which gives a 500 ATK boost to everyone, its pretty devastating. Overall, when they can get their plays off, they're very aggressive. ~ Weaknesses ~The deck has to use a lot of resources. From Stormforth to Terraforming and grab 1 U.A., its hard for them to keep up hand advantage. Therefore, you need a lot of drawing cards, such as Cardcar D, Upstart, and Duality (Duality sometimes conflicts with U.A.s bouncing each other, so it may not work as well). There is also Ace's discard cost. While it is an Infernity Barrier, you lose 1 card each turn assuming you negate something, therefore it is equivalent to not-drawing. This means the deck can play less backrow, and has to rely on monsters. Also if you cannot get your U.A. on board with Transmodify or Stormforth, you're kinda playing a stall game, until you grab one of those resources, further backing up why you need draw power. ~ Why Consider ~This section will be purely dedicated to why you should consider U.A.s. There are a few reasons why you would try out U.A.s. First one is fluidity. The archetype has only 9 cards, which can be good or bad. Whats bad is that there is the lack of a "staple build" or "spine" to every U.A. deck. Whats good about it is that it inspires creativity and multiple builds. This means no build is wrong, and anything can work. This means you have so much space to fill up with whatever you think works. The following will be some of the many possibilities of decks to make U.A.s. The bottom line is, withing U.A.s, anything can go. They can have a deck made around them, or be splashed into some decks. Another factor is that it is a really casual choice, and a very odd-ball. Its the kind of deck no one would expect, so it has that surprise factor. Though U.A.s are far from competitive-ready, they are a really good casual choice, just for having fun. What do u think?Are U.A good enough to face meta?What techs would u use?Comment and let me know! | |
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Hero Assistant
Immune to warnings? : No Warnings : Losses : 1 Wins : 3 Posts : 2958 Reputation : 3 Join date : 2014-02-06
| Subject: Re: Sub me in Coach!!Ultra Athletes!! Thu Feb 05, 2015 8:25 am | |
| There go but still CR7 > UA | |
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kirito
Immune to warnings? : No Warnings : Posts : 158 Reputation : 0 Join date : 2014-12-13
| Subject: Re: Sub me in Coach!!Ultra Athletes!! Thu Feb 05, 2015 4:27 pm | |
| wheres leo messi and cr7 they beat ua so badly sub em in boi | |
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ofri773
Immune to warnings? : No Warnings : Posts : 31 Reputation : 0 Join date : 2015-01-30
| Subject: Re: Sub me in Coach!!Ultra Athletes!! Thu Feb 05, 2015 10:18 pm | |
| reinforcement can search for midfielder, and if you didnt get him in starting hand it's can be hard to start the game. (of course there are the special summons card but they can be stuck) | |
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