Raid Raptors Academy

Would you like to react to this message? Create an account in a few clicks or log in to continue.
Raid Raptors Academy

NEW RRA HERE


Log in

I forgot my password

Who is online?

In total there are 4 users online :: 0 Registered, 0 Hidden and 4 Guests

None


[ View the whole list ]


Most users ever online was 290 on Sun Jul 04, 2021 4:27 am

Member Of The Week


    A guide to Ultra Athletes (U.A.)

    DrQuantumScale
    DrQuantumScale


    Badges : N/A.
    Posts : 7
    Raptor Points : 16791
    Join date : 2015-03-19
    Age : 24
    Location : Canadia!

    A guide to Ultra Athletes (U.A.) Empty A guide to Ultra Athletes (U.A.)

    Post by DrQuantumScale Thu Jul 02, 2015 8:43 pm

    Imagine an archetype where you go from a strong offense during your turn to a strong defense during your opponent's turn all while keeping a decent card advantage. That is the Ultra Athletes. Seemingly to go under the radar, this TCG only Archetype is fairly strong, with the ability to "Tag out" with other members of it's archetype and having a 2-card combo which lets you search every turn. I will be showing you(with some references to sports) how this archetype can be mastered.

    Before we show the members, let's explain the effect that all of them have, we'll call this the "Tag Out" effect.

    "You can Special Summon this card (from your hand) by returning 1 "U.A." monster you control to the hand, except "X". You can only Special Summon "X" once per turn this way."

    Members of the Archetype:

    Wow, that was a longer list than I expected, but now it's all over for showing the different cards, now we get to know the strategies of the Ultra Athletes.


    Strategy 1: Hit Hit Block Block



    Even though there is no Ultra Athlete for Boxing I'll use that analogy anyway. The "Hit Hit Block Block" Strategy of Ultra Athletes is for making a swift attack, then going to a strong defense. This strategy strongly uses the "Tag Out" effect for summoning Offensive Ultra Athletes during your Main Phase 1, going to your Battle Phase and attacking with said Ultra Athletes, then Tagging them out for Defensive Ultra Athletes during your Main Phase 2 to survive your opponent's turn.


    Strengths



    The strengths of the Hit Hit Block Block is that your Ultra Athletes will most likely survive your opponent's turn, using Perfect Ace's negation effect, and Blockbacker's special summon nullification will set up your Offensive Ultra Athletes for a great deal of damage.


    Weaknesses



    Since this Strategy uses a lot of special summoning, every time you tag out your monsters are in danger of getting hit by "Torrential Tribute", "Bottomless Trap Hole", "Solemn Warning" and more.


    Strategy 2: Hit Hit HIT HIT




    Yeah this is pretty obvious, but sometimes all you need is brute force. This strategy is based around summoning Ultra Athletes and having them(Preferably mighty sluggers because of the armades effect) gain ATK from U.A. Stadium or equipping them with U.A. Powered Jersey, and if you put in some extra effort, you can make your Defensive made Ultra Athletes gain high ATK so you have high ATK monsters that also protect themselves


    Strengths


    Your opponent will probably never attack over your monsters, they'll just have too much ATK to deal with.


    Weaknesses


    You probably won't have enough defensive measures to protect your Ultra Athletes, so your defense will be about as strong as a twig, all your opponent will need to do is get the right card to snap it.


    Strategy 3: A Strong Defense is a Great Offense



    You probably saw this one coming... This strategy focuses on using your defensive monsters to stall while using U.A. Stadium to slowly increase their ATK slowly until they have enough ATK to attack over your opponent.


    Strengths


    This strategy allows you to establish a decent field with decent ATK and keep stalling until you're perfectly okay with your ATK power and pummel your opponent.


    Weaknesses


    While you're establishing your field, your opponent will be establishing theirs, by the time you're comfy with your monsters' ATK, your opponent might come up with 3 quasars on their field.


    The Strategy I recommend almost all the time is Strategy 1: Hit Hit Block Block because it can easily be manipulated to strategy 2 or 3 if necessary, but in some cases you might actually NEED to start with 2 or 3, but after you do that you can switch back to strategy 1.




    Extra Deck


    Your extra deck is sorta important when playing U.A. but not extremely, you can even skip this part if you'd like and make your extra deck to your liking.


    A guide to Ultra Athletes (U.A.) 300px-CasteltheSkyblasterMusketeer-DUEA-EN-SR-1E
    Castel, the Skyblaster Musketeer
    Rank 4 Wind Winged beast
    ATK: 2000 DEF: 1500
    2 Level 4 monsters

    Effect: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; change it to face-down Defense Position. You can detach 2 Xyz Materials from this card, then target 1 other face-up card on the field; shuffle it into the Deck. You can only use 1 "Castel, the Skyblaster Musketeer" effect per turn, and only once that turn.

    You probably won't be making rank 4's unless you have 2 midfielders and a copy knight, but if you do then this is the one you wanna make. Run 1


    A guide to Ultra Athletes (U.A.) 300px-Number61Volcasaurus-ZTIN-EN-UR-1E
    Number 61: Volcasaurus
    Rank 5 FIRE Dinosaur
    ATK: 2500 DEF: 1000
    2 Level 5 monsters

    Effect: Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up monster your opponent controls; destroy that opponent's monster, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK. This card cannot attack your opponent directly during the turn you activate this effect.

    This card is a rank 5 staple, if you're gonna xyz summon rank 5's you better be using this. Run 2-3


    A guide to Ultra Athletes (U.A.) 300px-SharkFortress-MP14-EN-C-1E
    Shark Fortress
    Rank 5 DARK Fish
    ATK: 2400 DEF: 1800
    2 Level 5 monsters

    Effect: Your opponent cannot target monsters for attacks, except this one. Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster you control; it can make a second attack during each Battle Phase this turn.

    This card both stops your Ultra Athletes from being attacked, and lets them attack twice. Run 1-2


    A guide to Ultra Athletes (U.A.) 300px-TirasKeeperofGenesis-BP01-EN-R-1E
    Tiras, Keeper of Genesis
    Rank 5 LIGHT Fairy
    ATK: 2600 DEF: 1700
    2 level 5 monsters

    Effect: This card's effects can only be applied/resolved while it has Xyz Material. This card cannot be destroyed by card effects. At the end of the Battle Phase, if this card attacked or was attacked: Target 1 card your opponent controls; destroy that target. During each of your End Phases: Detach 1 Xyz Material from this card.

    This is just another staple with a nice destruction effect. Run 1-2

    A guide to Ultra Athletes (U.A.) 300px-Number39UtopiaBeyond-NECH-EN-SR-LE
    Number 39: Utopia Beyond
    Rank 6 LIGHT Warrior
    ATK: 3000 DEF: 2500
    2 level 6 monsters

    Effect: If this card is Xyz Summoned: The ATK of all monsters your opponent currently controls becomes 0. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up Xyz Monster you control and 1 "Utopia" monster in your Graveyard; banish the first target, and if you do, Special Summon the second target from your Graveyard, then gain 1250 LP.

    If anything I use it for it's effect when it's summoned, making the atk of your opponent's monsters 0 really brings them down a level, if you do this and get a playmaker that had an atk boost from stadium that's equipped with Powered Jersey it's a 1 hit otk, and even if you don't there's still plenty of monsters to attack with 0 atk. Run 1-2


    A guide to Ultra Athletes (U.A.) 300px-Number11BigEye-BPW2-EN-UR-1E
    Number 11: Big Eye
    Rank 7 DARK Spellcaster
    ATK: 2600 DEF: 2000
    2 level 7 monsters

    Effect: Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; take control of that monster. This card cannot attack the turn you activate this effect.

    Yeah, it's just big eye, steal your opponent's monster for a tribute summon maybe? Or just attack them with a stolen monster. Run 1-2


    A guide to Ultra Athletes (U.A.) 300px-MechaPhantomBeastDracossack-MP14-EN-ScR-1E
    Mecha Phantom Beast Dracossack
    Rank 7 WIND Machine
    ATK: 2600 DEF: 2200
    2 level 7 monsters

    Effect: Once per turn: You can detach 1 Xyz Material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster, then target 1 card on the field; destroy that target. This card cannot attack during the turn you activate this effect.

    Another staple, summon Mecha Phantom Beast Tokens to protect itself and to destroy cards on the field. Run 1-2

    After reading:


    Last edited by DrQuantumScale on Thu Jul 02, 2015 8:45 pm; edited 1 time in total (Reason for editing : Format was incorrect)

      Current date/time is Fri Apr 26, 2024 4:47 am