How To Summon Blue Eyes Ultimate Dragon Master Duel?
- Pieter Maas
This card can be special summoned by ‘Cyber-Stein’, ‘Summoner of Illusions’, ‘Fists of the Unrivaled Tenyi’, ‘Temple of the Kings’ and ‘Waking the Dragon’.
How do you summon the Blue-Eyes Ultimate Dragon?
Yu-Gi-Oh! TCG Strategy Articles » Neo Blue Eyes Ultimate Dragon Your Blue-Eyes Deck got even better with the cards from Shining Victories but it’s about to go over the top with the newest Blue-Eyes Fusion Monster: Neo Blue-Eyes Ultimate Dragon ! This behemoth has the same stats as the original Blue-Eyes Ultimate Dragon, 4500 ATK, 3800 DEF, making it bigger than most other monsters in the game including most of the supersized ones like Kozmo Dark Planet, but this 3-headed monstrosity has a very fitting effect to back it up; if it’s the only face-up card you control and it was Fusion Summoned, after it attacks, you can send a Blue-Eyes Fusion Monster from your Extra Deck to the Graveyard to have it attack again.
You can do this twice per turn, giving your three-headed dragon three attacks in total! And at 4500 ATK, Neo Blue-Eyes Ultimate Dragon can end the Duel in a single Battle Phase! Unlike most similar effects, the additional attacks don’t have to be on other monsters so Neo Blue-Eyes Ultimate Dragon can potentially make three direct attacks! While you won’t be able to use the multi-attacking effect if you control other face-up cards like Mausoleum of White, 4500 ATK is still nothing to scoff at.
But as good as attacking three times is, Neo Blue-Eyes White Dragon also has a Graveyard effect. If a card or effect is activated that targets Blue-Eyes monster(s) you control, you can banish Neo Blue-Eyes Ultimate Dragon from your Graveyard to negate and destroy the card.
This protects your Blue-Eyes from threats like Kozmo Dark Destroyer, The Phantom Knights of Break Sword, Farfa, Malebranche of the Burning Abyss and Castel, the Skyblaster Musketeer, How can you get Neo Blue-Eyes Ultimate into the Graveyard? How about another copy of Neo Blue-Eyes Ultimate Dragon ? If you have three in your Extra Deck, you can Fusion Summon one of them, then use its effect to attack two additional times, sending the other two Neo Blue-Eyes Ultimates to the Graveyard, giving you two chances at protecting your 4500 ATK monster.
You’ll need three Blue-Eyes White Dragon s in order to Fusion Summon Neo Blue-Eyes Ultimate Dragon and while it’s easier to use a card like Dragon’s Mirror to banish Blue-Eyes from your Graveyard, it’s a steep price to pay for the Summon since a banished Blue-Eyes White Dragon is hardest to Summon back to the field.
If you’re focused on Summoning Neo Blue-Eyes Ultimate Dragon, you may want to go with a more conventional Fusion Spell Card like Polymerization which will put Blue-Eyes White Dragon into your Graveyard where you can use cards like Return of the Dragon Lords, Silver’s Cry, Maiden with Eyes of Blue and Beacon of White to Special Summon them back to the field with relative ease.
Getting the requisite Blue-Eyes to your hand and field should be a breeze if you’re using The Melody of Awakening Dragon, Blue-Eyes Alternative White Dragon, Maiden with Eyes of Blue, The White Stone of Legend and The White Stone of Ancients. And if you’re running Polymerization, you can use King of the Swamp to get Polymerization from your Deck to your hand, or use King of the Swamp as a substitute for one of your Blue-Eyes for the Fusion Summon of Neo Blue-Eyes Ultimate Dragon ! You can pick up your copies of Neo Blue-Eyes Ultimate Dragon in Yu-Gi-Oh! The Dark Side of Dimensions Movie Pack, available on July 22nd! : Yu-Gi-Oh! TCG Strategy Articles » Neo Blue Eyes Ultimate Dragon
How do you summon the 5 God Dragon?
You can use ‘DNA Surgery’ along with ‘Super Polymerization’ to Summon ‘Five-Headed Dragon’. Use ‘DNA Surgery’ to declare all monsters on the field to Dragon-Type, then use ‘Super Polymerization’ to either on your opponent’s or your own monsters to bring out ‘Five-Headed Dragon’.
What set is Blue-Eyes ultimate in?
The Blue-Eyes Ultimate Dragon pack is a Booster Pack in Yu-Gi-Oh! Worldwide Edition: Stairway to the Destined Duel. The player can unlock this set by winning the Duel Tournament, which is held on Saturdays. It is based on the Premium Pack 3 set from Yu-Gi-Oh!
How do you summon blue-eyes chaos dragon?
VIZ Blog / Blue-Eyes Chaos Dragon & Chaos Form Blue-Eyes White Dragon takes on a new form in Legendary Duelists: White Dragon Abyss! By John Bae September 20, 2018 Blue-Eyes Chaos Dragon can be Ritual Summoned using the Chaos Form Ritual Spell Card. Chaos Form Ritual Summons any “Chaos” or “Black Luster” Ritual Monster, including the new Blue-Eyes Chaos Dragon in Legendary Duelists: White Dragon Abyss, Chaos Form lets you Tribute monsters from your hand or field and/or banish Blue-Eyes White Dragon or Dark Magician from your Graveyard, in order to Ritual Summon a monster whose Level is exactly equal to the Level of the monster you Summon with Chaos Form, Blue-Eyes Chaos Dragon is a Level 8 Ritual Monster. Since it’s the same Level as the Blue-Eyes White Dragon, you can simply Tribute a Blue-Eyes White Dragon from your hand or field—or banish a Blue-Eyes White Dragon from your Graveyard—to Summon a Blue-Eyes Chaos Dragon from your hand with Chaos Form,
Blue-Eyes Chaos Dragon has 3000 ATK just like the original “engine of destruction,” but is also protected by an effect that makes it hard to take down. Your opponent can’t target your Blue-Eyes Chaos Dragon with card effects, and your Blue-Eyes Chaos Dragon can’t be destroyed by your opponent’s card effects.
Blue-Eyes Chaos Dragon ‘s high ATK make it tough to defeat in battle, while its ability protects it from just about any other effect your opponent may want to use to get your Blue-Eyes Chaos Dragon off of the field. If Blue-Eyes Chaos Dragon is Ritual Summoned using Blue-Eyes White Dragon, it also gains another effect: When your Blue-Eyes Chaos Dragon attacks, it changes the battle positions of as many monsters on your opponent’s field as possible and it sets their ATK and DEF to 0! Plus, your Blue-Eyes Chaos Dragon will gain the power to inflict piercing damage when it attacks a Defense Position monster, allowing it to inflict an easy 3000 points of battle damage! This bonus effect makes it so that your Blue-Eyes Chaos Dragon is not only tough to defeat, but also capable of annihilating just about any non-Link monster your opponent throws on the field.
Who is the sixth Dragon God?
Overview – The Five Dragon Gods have existed since the year X633 at the latest, the same year that the first Mage Guild, Magia Dragon, was created. They gained the description of “gods” due to the fear they struck in the humans who overheard their evil deeds over time, as well as each individual Dragon’s insurmountable strength, said to rival (and later surpass) that of Acnologia, one of the most powerful and feared beings in Earth Land,
- The sixth Dragon God, Dogramag, was considered the weakest of the group but still an overly strong Dragon compared to his peers in the magic world.
- In the past, the Five Dragon Gods fled to Guiltina in order to escape Acnologia, only to later figure out that their powers continuously grew even beyond the Dragon King himself.
The dragon gods remain stationary unless something “big” occurs, upon which they could potentially create a calamity. Consequently, due to the possibility of them clashing and mutually killing one another, they all kept each other in check through these means given another party could gain something from their demise.
- Because of their hidden existence and lack of involvement in the Dragon King Festival, very few people have known of their existence; among those who are aware are a select few in the Magic Council,
- The five Gods have not all met together at once, leading them to not know everything about one another or even their whereabouts, given that Mercphobia himself did not know much of anything of Viernes,
The five of them are all implied by Ignia to possess a form of Transformation Magic, allowing them to assume a human form with a likeness to their Dragon counterpart, albeit weaker but still at a high-tier of power. It has been noted that while Dragons have the ability to transform to an extent, it is not as common given powerful Dragons such as Igneel never used Transformation Magic.
What is a dragon with 5 heads called?
|Dungeons & Dragons character|
|Tiamat on the cover of the rereleased 5th Edition module Tyranny of Dragons (2023).|
|First appearance||Greyhawk (1975)|
|Created by||Gary Gygax and Rob Kuntz|
|Alias||Takhisis ( Dragonlance, debated)|
|Portfolio||Evil dragons, evil reptiles, conquest, greed|
|Domains||Destruction, Dragon, Evil, Greed, Hatred, Law, Scalykind, Trickery, Tyranny|
Tiamat is a supremely strong and powerful 5-headed draconic goddess in the Dungeons & Dragons role-playing game, The name is taken from Tiamat, a goddess in ancient Mesopotamian mythology, She is the queen and mother of evil dragons and a member of the default pantheon of Dungeons & Dragons gods, Her symbol is a five-headed dragon.
Can you summon Tiamat?
Search all Forums Search this Forum Search this Thread
Jump to Forum
li” data-page-inline=”False” data-scroll-inline=”False”> #1 Jul 7, 2021 Hey All, First off. SPOILERS! There’s something I just need to wrap my head around. We’re a group of 4 running the encounter in the Well of Dragons, trying to stop the summoning. We got in quick and in the first 3 rounds took out 4 Red Wizards plus Rath Modar), but then the rest all used Greater Invisibility, We’ve only got one Cleric as full-progression caster, and the rest of the group is a Paladin, Monk, and Rogue. Our Artificer betrayed us and joined the bad guys, and is actively working against us in this encounter. Don’t get me started on that. Now my issue (and frustration) is that these Wizards are all using fly, and invisibility, and holding actions to avoid AoEs, moving about the place, and participating in a summoning at the same time? Isn’t that a bit too many concentration requirements? Even if every single Red Wizard had a potion of flying, I still question the ability for them to maintain Invisibility while performing the summoning ritual. And when we get relatively close to one and use perception to try and isolate the chanting, they go quiet, and the ritual seems to keep progressing. Concentration is required when casting any spell, including a ritual version, for longer than 1 action (see Players Handbook, 202). I’m fairly sure a 10+ person summoning ritual to bring forth a God into the Prime Material should have some concentration requirement involved. No? I’m not trying to get ammo to retro the game, or confront the DM. Tiamat’s there now, and we’re about to scrap. I’m just honestly perplexed, and I don’t want to be the guy who downloads the adventure just to double-check if what’s happening is legit. We’re about to enter round 11 of the encounter, and Tiamat’s got 2 heads in and it’s turned real ugly. I’ve already told the party they need to get to me cause I’m going to Word of Recall us out of there to regroup and prep for a later confrontation. Anyhow, I just want to know I’m not crazy. If there’s a legit reason we’re utterly impotent here, like the ritual doesn’t require concentration, and all the flying is potion based, and people are holding actions without it impacting the ritual, and an arcane caster with see invisibility was an absolute requirement – I get it. It just seems like we walked into a no-win situation and anything we’ve done was just fruitless. In any event, once we get out of there, I’m just planning on going into hiding for 30 days while I summon an Angelic Host & Planar Bind them.30 Avenger Celestial Spirits takes Tiamat out in short order. Heck, I had 5 of them planar bound going into this final encounter, but then we started running into Red Wizards with Divine Word to get rid of them. Don’t get me started on that. #2 Jul 7, 2021 How much do you want to know? I don’t know how to, like, warn you what each spoiler tag is covering without partially defeating the purpose of the tag. I’ll just. assign an arbitrary order, I guess. The ritual to summon Tiamat is not a spell and does not require concentration. The ritual to summon Tiamat requires 5 actions per round to maintain – fewer than that for 1 round causes the ritual to stall, and for 2 rounds in a row causes it to start over. This means cultists contributing their action to the ritual can’t take the Ready action as well. None of those actions require chanting unless the DM says they do. The ritual to summon Tiamat takes 10 rounds, not including stalls, which is 1 minute, which means a cultist could have fly pre-cast before the ritual starts, or could cast it round 1 and then begin the ritual. That’s not enough time for Greater Invisibility, which itself is 1 minute – if a cultist casts greater invisibility and then begins the ritual, they’ll be visible during the final round, and likewise if they start the ritual and then greater invis during it, causing a stall, they’ll be visible at the start of the ritual. There’s no way they could be invisible for the entire ritual. Red Wizards all know the fly and greater invisibility spells, and the module has no rules for them being potion dependent or even knowing how to make potions, since they’re proficient in neither alchemy nor herbalism kits. I would guess your DM had them cheat if they were flying and invisible at the same time – even if they were willing to slow the ritual down to cast those spells (and casting both would restart the ritual from scratch, requiring a fresh 10 rounds), they’d need to concentrate on both, and they can’t. #3 Jul 7, 2021 I haven’t read the spoiler responses just because I don’t want to give myself potential behind-the-screen info, but given I’m seeing 5 specific spoilers, I’m just going to assume the adventure was written such that this is per the norm and you’re citing references. I’ll come back after the next session and review. I dunno, maybe it’s just the adventure, which has felt like a railroad from start to finish, that has me soured. The arcs where the party met with the Dragon council and journeyed to Thay were wastes of time, and left everyone feeling like those aspects would just have been better to be narrated than to have the party interact for multiple sessions only to later learn no matter what they said or did would achieve nothing because it all came down to pre-set conditions or a die roll. I’m also trying to not be too hard on the GM. It’s his first time (well, second if you count Horde of the Dragon Queen as the first adventure) and he’s done a remarkable job both in keeping up with a pair of power gamers and in allowing the development of two relative newbies, all while keeping everyone not just entertained, but letting characters develop distinction presences and niches. Because of that, I’d more than happy accepting this adventure arc is poorly written, and chalk it up to that. 🙂 #4 Jul 7, 2021 You’ll probably need to read the encounter after you have played it. However, after reading it over, there is nothing obvious that jumps out as completely contradicting the module in the scenario you’ve described. Stuff that isn’t really a spoiler. The ritual being performed is just that – a ritual and not a spell. It doesn’t appear to have any concentration requirements. You also saw a number of wizards flying at the start of the encounter (method of flying is left as an exercise). The DM may have modified some of the details but I won’t second guess someone else running it or the objectives they want to achieve. Your DM is most familiar with your party and their capabilities and is best suited to judge the suitable level of challenge. #5 Jul 7, 2021 This book isn’t well written, I think its a bit better than HoDQ but running it currently myself I plan to heavily change parts of it. Your DM might not be following strict RAW with the spells but the ritual isn’t a spell and doesn’t follow any of those rules even though you might logically expect it to, spoiler my opinion on what the authors expected I don’t think the authors really expect the players to stop the ritual completely, it could be done but I think they were expecting the average party to fail that hurdle. #6 Jul 8, 2021 Are we cool with players coming to the DMs Only section of the board asking for advice on a module they’re playing? It seems to defeat the purpose of this section. This is the second time I’ve seen someone clearly in a player capacity solicit DMs for strategy in a section with the implied honor system of “DM’s Only.” 1.) Since we’re not the player’s DM, who knows how the DM is adapting the written seen, as mentioned Tyranny of Dragons needs some TLC to function well.2.) while not technically a reportable offense, it again goes against the spirt of this section where DMs consult other DMs on how to run the game. Jander Sunstar is the thinking person’s Drizzt, fight me. #7 Jul 8, 2021 I’m just honestly perplexed, and I don’t want to be the guy who downloads the adventure just to double-check if what’s happening is legit. I would have a huge issue with that, as a DM, if I even thought that was something you would do. #8 Jul 8, 2021 One thing to keep in mind, anything that is happening in the module is automatically “legit” since that is the way the DM is running it. NPCs and modules often bend or break rules that apply to players. DMs can do the same though most minimize it to maintain a consistent world but sometimes modifications are needed to either alter the challenge of a particular encounter or to adjust for something that is unclear or not well written. The DM may also be making modifications on the fly to adjust encounter balance since “We got in quick and in the first 3 rounds took out 4 Red Wizards plus Rath Modar)”. #9 Jul 8, 2021 This is relevant to the last thread where a player came in to ask for help on strategy in DitA. The thing was, the particular event the player wanted to help with dealt with a location that wasn’t really built in the module for combat encounter/assault (no map to the structure). So basically we’re again at a position where DMs on the internet can’t really contest another DM’s perogative at the OP’s table, and I still say it’s tantamount to cheating to do so. Jander Sunstar is the thinking person’s Drizzt, fight me. #10 Jul 8, 2021 Are we cool with players coming to the DMs Only section of the board asking for advice on a module they’re playing? It seems to defeat the purpose of this section. This is the second time I’ve seen someone clearly in a player capacity solicit DMs for strategy in a section with the implied honor system of “DM’s Only.” 1.) Since we’re not the player’s DM, who knows how the DM is adapting the written seen, as mentioned Tyranny of Dragons needs some TLC to function well.2.) while not technically a reportable offense, it again goes against the spirt of this section where DMs consult other DMs on how to run the game. Just pointing out I wasn’t asking for advice. I’m of the opinion that what’s happening at our table is happening, and I’m not trying to meta-game it. Hence, why I’m not reading anything labeled as “spoiler” until after we complete the adventure. What I came here to ask, from DMs who’d likely run the adventure, is whether or not the in-game progression we’re experiencing is something written into the module, or if it’s something just being played out as it unfolds by a first-time DM. Either is fine. Not looking for ways around it. In fact, I’ve got my answer earlier from David42 in that the ritual “doesn’t appear to have any concentration requirements.” That’s what I couldn’t understand. I mean, casting an identify as a ritual breaks concentration from other spells. I find it rather confounding that any ritual summons, even a specialized one in which one must spend round over round actions in dedication would not break concentration of existing spells – but so be it. In any event, I’ve already made up my mind we can’t win in our current scenario and we’ve got to get out. We knew going in that if we didn’t stop the ritual we were going to be in a bad spot. We’ve got no arcane casting, so no counter-spells, and with Tiamat appearing we’re now getting hit with Cone of Cold, Ice Storm, and Fireball from all sides, meanwhile every time the Cleric casts, he gets counter-spelled. Tiamat already went after the Paladin and dropped him to single-digit HP in one round. The thing is, we went from having a wonderful play experience to 4 players being utterly frustrated for 4 hours. And not the good frustrated where you’ve got a way out or can MacGyver yourself a solution. Being told repeatedly by your DM that, “there’s nothing you can do” is deflating. If that’s the fault of the module, so be it. If that’s the DM over-correcting for what he thought might be too easy of an adventure’s ultimate arc, I want to be able to tell him afterward, privately, that if he’s going to upscale an encounter’s difficulty to affect greater challenge, he’s got to be sure to not make it an impossible scenario given the party’s composition. If adventure-as-written we were doing everything right to prevent the summoning because we went in prepared to do so, and the only reason we failed is because of upscaling beyond intent, I’d like to be able to give him some advice down the road, as I’ve been a DM for half a dozen different groups over the past 35 years. #11 Jul 8, 2021 This is relevant to the last thread where a player came in to ask for help on strategy in DitA. The thing was, the particular event the player wanted to help with dealt with a location that wasn’t really built in the module for combat encounter/assault (no map to the structure). So basically we’re again at a position where DMs on the internet can’t really contest another DM’s perogative at the OP’s table, and I still say it’s tantamount to cheating to do so. Quoting myself: I’m not trying to get ammo to retro the game, or confront the DM. You’re assuming a lot of my intent in asking. My ask had no intent to challenge or cheat, as you’ve bluntly assumed. I’m trying to wrap my head around how this is all mechanically possible; or whether it’s the errs of a first-time DM (which we have all had, and likely still have on occasion), or if the adventure is allowing that much to happen as intended. It’s a DM’s ask. I don’t know about your table, but at ours we appreciate feedback, given respectfully, after adventure arcs concludes. I’m just trying to figure out if this is feedback that should be directed as mentioned in my last post, of if it’s feedback with direction more towards being able to on-the-fly see when you’re losing a table because the adventure has put people in a no-win. The whole point of the matter is that people stopped having fun because they could no longer engage. What started as everyone having facility in “the big encounter” of the game quickly turned into narration as our hopes of stopping it ended. It’s difficult for new(er) DMs to spot that happening because as a DM you’re always fully engaged. #12 Jul 8, 2021 I’m just honestly perplexed, and I don’t want to be the guy who downloads the adventure just to double-check if what’s happening is legit. I would have a huge issue with that, as a DM, if I even thought that was something you would do. This is in the running to be one of the adventures I’d DM for another group I game with in a few months, and if it’s this poorly written, I need to do more than the normal prep for it or disregard it. While I really enjoyed the arcs to hunt down Wyrmspeakers, and Maze at Xonathal’s Tower, and the Assassination attempts, I haven’t been a fan of a few of the arcs in here from a player perspective. The Dragon Council and Wizards of Thay bits were just awful railroad nightmares. In the former, nothing we could bring forth via role-play or our character abilities had any possible effect. It was just how much we could buy off the dragons with pre-set expectations. The latter may as well have just been a giant “you fail” arc. Being told to make a Persuasion checks at -10, -12, and -16 modifiers was the first step of insanity. It was brutal. There was very little RP / Interaction – it was just go to bed and do a whole lotta rolls and get teleported back before getting a word off. Meh. And thus far, this final chapter has left a bitter taste. But that many also be due to my play & DM style. I personally loathe adventure that seek to narrate instead of immerse. Once you have a campaign that removes the player’s facility, and they’re unable to affect events around them, then the adventure’s turned into a novel, and it’s not interactive anymore. HotDQ did that a lot, and while RoT is better, it still suffers from that more than I’d like. I think one thing I may do for this campaign, if I run it, is allow PCs to make 2 character each to have diversity and allow them to create “teams” based on task. Like, don’t send a Dragonborn Paladin of Justice who views Dragons as ancestral oppressors into an Elder Dragon Council. Maybe, don’t send that same Paladin & an Aasimar Cleric into Thay. #13 Jul 9, 2021 My problem with this whole thread is that it doesn’t need to be here, at least not in the format you have entered. You could have asked if the module was this brutal as written, but you made it sound like you were looking for excuses to challenge the DM’s handling of it. #14 Jul 10, 2021 Just my guess on what the DM may have been doing – you can read it afterwards. The following is my guess about what might be going on in this situation. I think it may have to do with an inexperienced DM or it might be that the DM wants the campaign to continue after Tiamat manifests and have the party level up and eventually defeat her. It is hard to tell. Anyway, the setup for the ritual has 4 red wizards at ground level and 4 flying – two in each chapel. The two additional named ones are on the ground and the other is levitating at the highest part of the temple. In the first three combat rounds the party in this case killed the four red wizards and the named NPC at ground level. This may be a big problem for the DM depending on their objectives. The ritual requires 5 wizards using their action every round to perform the ritual. If there aren’t 5 in one round the ritual pauses. If it is missed for two rounds the ritual has to restart. The ritual requires 10 total rounds to open the portal and let Tiamat through. Tiamat then takes something like 7 rounds to fully pass through the portal. Depending on what the party has achieved in the lead up to the well – Tiamat can be significantly weakened. (There are at least 5 things the party can do to reduce the number of hit points and abilities that Tiamat will have when she manifests). In this case, we don’t know how many of these the party may have accomplished. Anyway, assuming the DM wants to railroad the party into either defeating Tiamat to climax the adventure or force them to flee and come back later – then the early success of the party is a problem. The DM then had the wizards all cast greater invisibility in order to save them since if another red wizard is killed the ritual will automatically fail. Apparently the DM insisted that the ritual would succeed. The wizards can’t hold their actions to do something else since if they don’t all use their actions on the ritual it will fail. Being invisible and flying, it would not be unreasonable for a DM to rule the wizards as automatically hidden. This would mean that the party would have guess where the opponents were unless they come up with a way to detect them. It isn’t clear what level the party is – so we can’t really make suggestions on what they could have done but assuming that they are at least 10th level then the cleric could try for a Hail Mary divine intervention though the odds are it won’t work – but the return of Tiamat is something that might get a DM to roll behind the screen to see if divine intervention happens. Assuming the party is at least 14th level – which would be required to cast a planar binding that lasts 30 days, then the rogue might be able to use blindsense to fly around looking for an invisible creature. If the players could summon a couatl – it has truesight and could see through the invisibility – at least letting the party know where to find the wizards. However, the wizards managed to stay away from the players for 5 rounds – mostly by DM fiat and the players not coming up with a good idea to catch one leading to Tiamat coming through the gate. Unfortunately, the wizards and Tiamat are likely too much for the players – however, Tiamat isn’t friendly towards anyone here except dragons. One of the first things she does is to slaughter the wizards so it is possible that the DM plans to have Tiamat attacking the wizards some of the time giving the characters a chance to succeed. Without something like that though the players are likely going to have to flee which will either be the players losing the campaign or a continuation of the campaign where the players continue to adventure and later manage to defeat Tiamat – depends what the DM has in mind for the ongoing campaign. Anyway – I hope the DM ran the rest of the session to a fun and interesting conclusion! #15 Jul 11, 2021, you made it sound like you were looking for excuses to challenge the DM’s handling of it. “I’m not trying to get ammo to retro the game, or confront the DM.” – OP #16 Jul 11, 2021, you made it sound like you were looking for excuses to challenge the DM’s handling of it. “I’m not trying to get ammo to retro the game, or confront the DM.” – OP “I’m just honestly perplexed, and I don’t want to be the guy who downloads the adventure just to double-check if what’s happening is legit.” #17 Jul 14, 2021, you made it sound like you were looking for excuses to challenge the DM’s handling of it. “I’m not trying to get ammo to retro the game, or confront the DM.” – OP “I’m just honestly perplexed, and I don’t want to be the guy who downloads the adventure just to double-check if what’s happening is legit.” Your point? Getting an answer to whether or not a mechanic being played is game-rules-legit vs. DM-concocted isn’t “looking for excuses to challenge the DM’s handling of it” – it’s simply trying to learn how something is happening, because in my 35+ years of playing D&D, much of them as a DM, I’m always perplexed when the fundamental rules are being suspended. #18 Jul 15, 2021 From my experience, all official modules are railroads to a greater or lesser degree. I usually just use them as sources for my homebrew adventures, taking what I like, adapting it to my world, and tossing the rest on the trash heap. #19 Jul 15, 2021 From my experience, all official modules are railroads to a greater or lesser degree. I usually just use them as sources for my homebrew adventures, taking what I like, adapting it to my world, and tossing the rest on the trash heap. Me too although I tend to only do minor modifications. I may change some monsters around or even the BBEG, or change locations. #20 Jul 27, 2022 He is your DM. Everything he says or does in HIS campaign is legit. If you don’t like it, stop playing with him. We, the DM’s will change everything we want always for good reasons. We also have the power to fix things if we make a mistake. It’s so easy and simple. It’s very possible he readjusted the difficulty of the encounter and then, it went “out of control” but he is the DM and such thing like “out of control” doesn’t exist for a DM. Reality here is you don’t trust him. You might want to look for a different DM. To post a comment, please login or register a new account.
Posts Quoted: Reply Clear All Quotes
Can you special summon blue-eyes shining dragon?
|” Blue-Eyes Shining Dragon ”|
Gallery Rulings Errata Artworks Tips Trivia Appearances Names
Anime Yu-Gi-Oh! Master Duel Yu-Gi-Oh! GX Tag Force Yu-Gi-Oh! Ultimate Masters: World Championship Tournament 2006 Yu-Gi-Oh! Duel Links
ul>This card can be searched by ” Bingo Machine, Go!!! “, ” Priestess with Eyes of Blue “, ” The Melody of Awakening Dragon “, ” Starliege Seyfert “, ” Bystial Magnamhut “, ” Blue-Eyes Abyss Dragon “, ” Draconnection “, ” Minerva, Lightsworn Maiden “, ” Chaos Zone “, and other generic searchers,
” Chain Material ” can be used to Summon ” Blue-Eyes Ultimate Dragon ” easily then offer it to Special Summon this card.
Use this card in a ” rokket ” Deck, since the Monsters give you certain advantages when targeted by a Link Monster. In addition, if a “rokket” Monster is destroyed, you can Special Summon another one during the End Phase.
” Borreload Dragon ” can be used with the “rokkets” and ” Supply Squad ” to create a powerful Draw Engine. Each time your “rokkets” destroy themselves after you target them with “Borreload Dragon”, you will draw a card and Special Summon another one from your deck. This process will send a Dragon to your Graveyard during both your and your opponent’s turns, rapidly boosting this card’s ATK.
The cost of ” Tyrant’s Temper ” can send another Dragon you control to the Graveyard, and it has the added benefit of rendering your face-up Monsters immune to the effects of other Traps such as ” Skill Drain “, ” Torrential Tribute “, and ” Mirror Force “.
Using “Tyrant’s Temper” with “Skill Drain” will leave your opponent at a major disadvantage. The opponent’s Monsters on the field will lose their effects, while yours will not.
” Queen Dragun Djinn ” can be useful in a ” Blue-Eyes ” Deck geared towards Summoning this card, since it can resurrect “Blue-Eyes Ultimate Dragon” to Tribute it, or ” Blue-Eyes White Dragon “. It can also prevent your other Dragon monsters from being destroyed by battle.
Summon “Blue-Eyes Ultimate Dragon” with ” Summoner of Illusions ” or ” Dragon’s Mirror “, then Tribute it to Special Summon this card. “Blue-Eyes Shining Dragon” can be brought back using ” Monster Reincarnation “. Use ” Burial from a Different Dimension ” to return the Dragons banished by “Dragon’s Mirror” to your Graveyard,
This card can be more useful than “Blue-Eyes Ultimate Dragon” because it can negate card effects that target it: However, if there are no other Dragons in your Graveyard, this card has less ATK, and ” De-Fusion ” can’t be used with this card to Special Summon your three copies of “Blue-Eyes White Dragon” from your Graveyard in a situation that required it.
Use this card in conjunction with ” Vanguard of the Dragon ” and ” Spirit Ryu ” to send cards to the Graveyard to boost the ATKs of “Vanguard”, “Spirit Ryu” and “Blue-Eyes Shining Dragon”.
This card can be equipped with ” Metalsilver Armor ” to make your other monsters slightly invulnerable to your opponent’s card effects.
This card can be equipped with ” Mist Body ” to make a monster that can be invulnerable to card effects that target and battle. Combine “Mist Body” with ” Mound of the Bound Creator ” and there will be an almost invincible monster. Only cards that banish without targeting or destroying, such as ” Destruction Sword Flash “, and cards that send cards to the Graveyard without destroying, such as ” Chaos Emperor Dragon – Envoy of the End ” will work against this card. Use ” Field Barrier “, ” Stardust Dragon ” and/or ” Magic Reflector ” to protect “Mound of the Creator” from effects that could destroy it.
Using ” Dragon Shield ” or ” Safe Zone ” on this card makes it virtually indestructible. Keep in mind, however, that “Dragon Shield” will prevent this card from inflicting battle damage.
“Mound of the Bound Creator” can also be used to protect this card from all card effects that target and destroy monsters since it is a Level 10 monster. ” Imperial Iron Wall ” can prevent this card from being banished.
Use cards that will send Dragons to the Graveyard to power this card up like ” Full Salvo “, ” Magical Merchant “, ” Dragon Shrine ” and ” Armed Dragons “.
This card can be Summoned by using the combined effect of ” Mystical Beast of Serket ” and ” Temple of the Kings ” to Special Summon “Blue-Eyes Ultimate Dragon” from your Extra Deck, then allowing yourself to Special Summon this card from your hand by Tributing “Blue-Eyes Ultimate”.