Forum:A brand new, super easy, lock combo

204.197.184.45 (talk) 21:56, April 21, 2012 (UTC)David Zhang
 * Here is a really good Lock Down I discovered but no one seems to have noted already. It has to be in traditional format where all cards can include 3 copies.  It's very consistent and gives you a huge hand advantage at the same time, but it is advised that you have many copies of Monster Reborn and Premature Burial.  Just Superancient Deepsea King Coelacanth(SA) (and Card of safe return(CSR) for more hand bonus, but it's not required) on you field and here it goes.
 * 1. Discard 1 card to summon Oyster Meister(OM), Fishborg Blaster(FB), and any two level 4 fish non-tuners.
 * Hand advantage: -1 from monster, 0 from CSR
 * Cumulative Hand Advantage: -1 from monster, 0 from CSR, 0 total drawn, 1 total discarded/used
 * 2. Synchro summon T.G. Hyper Librarian(HL)
 * Hand advantage: 0 from monster, 0 from CSR
 * Cumulative Hand Advantage: -1 from monster, 0 from CSR, 0 total drawn, 1 total discarded/used
 * 3. Discard 1 card to revive FB
 * Hand advantage: -1 from monster, +1 from CSR
 * Cumulative Hand Advantage: -2 from monster, +1 from CSR, 1 total drawn, 2 total discarded/used
 * 4. Synchro summon another HL, draw 1 card by HL
 * Hand advantage: +1 from monster, 0 from CSR
 * Cumulative Hand Advantage: -1 from monster, +1 from CSR, 2 total drawn, 2 total discarded/used
 * 5. Discard 1 card to revive FB
 * Hand advantage: -1 from monster, +1 from CSR
 * Cumulative Hand Advantage: -2 from monster, +2 from CSR, 3 total drawn, 3 total discarded/used
 * 6. Synchro Summon any lv8 synchro monster with FB and SA
 * Hand advantage: +2 from monster, 0 from CSR
 * Cumulative Hand Advantage: 0 from monster, +2 from CSR, 5 total drawn, 3 total discarded/used
 * 7. Discard 1 card to revive FB
 * Hand advantage: -1 from monster, +1 from CSR
 * Cumulative Hand Advantage: -1 from monster, +3 from CSR, 6 total drawn, 4 total discarded/used
 * 8. Synchro Summon Armory Arm with FB and OM and equip it onto any card, you will not need it later, this just clears a monster space as OM fills the last monster space with a oyster token
 * Hand advantage: +2 from monster, 0 from CSR
 * Cumulative Hand Advantage: +1 from monster, +3 from CSR, 8 total drawn, 4 total discarded/used
 * 9. Discard 1 card to revive FB
 * Hand advantage: -1 from monster, +1 from CSR
 * Cumulative Hand Advantage: 0 from monster, +4 from CSR, 9 total drawn, 5 total discarded/used
 * 10. Synchro summon Formula Synchron(FS) with FB and Oyster Token, draw cards from HL and FS
 * Hand advantage: +3 from monster, 0 from CSR
 * Cumulative Hand Advantage: +3 from monster, +4 from CSR, 12 total drawn, 5 total discarded/used
 * 11. Synchro summon Shooting Quaser Dragon(SQD) with FS and 2HLs. At this point you are already in a very good position with one of the strongest monster in the game, another decent synchro, and a +3 (or +7 with CSR) hand advantage.  But this is just the first wave, you can keep going if you have any card that can revive a monster in the grave yard, hopefully you had before or have drawn in the previous wave.
 * 12. Revive SA, if used a card from you hand, then......
 * Hand advantage: -1 from monster, +1 from CSR
 * Cumulative Hand Advantage: +2 from monster, +5 from CSR, 13 total drawn, 6 total discarded/used
 * 13. Discard 1 card and use SA to summon a FB and a level 1 fish
 * Hand advantage: -1 from monster, 0 from CSR
 * Cumulative Hand Advantage: +1 from monster, +5 from CSR, 13 total drawn, 7 total discarded/used
 * 14. Synchro summon Stardust Dragon with FB and SA
 * Hand advantage: 0 from monster, 0 from CSR
 * Cumulative Hand Advantage: +1 from monster, +5 from CSR, 13 total drawn, 7 total discarded/used
 * 15. Discard 1 card to revive FB
 * Hand advantage: -1 from monster, +1 from CSR
 * Cumulative Hand Advantage: 0 from monster, +6 from CSR, 14 total drawn, 8 total discarded/used
 * 16. Synchro Summon another FS and draw 1 card
 * Hand advantage: +1 from monster, 0 from CSR
 * Cumulative Hand Advantage: +1 from monster, +6 from CSR, 15 total drawn, 8 total discarded/used
 * 17. Synchro Summon Shooting Star Dragon(SSD). You are now in an even better position but you are not finished.  Note that you have not used your normal summon yet.  Anyways, manage to get a level 1 water non-tuner on your field and have another graveyard revival card to continue with this lockdown.  Assume in this case you just summoned it.
 * Hand advantage: -1 from monster, 0 from CSR
 * Cumulative Hand Advantage: 0 from monster, +6 from CSR, 15 total drawn, 9 total discarded/used
 * 18. Discard 1 card to revive FB
 * Hand advantage: -1 from monster, +1 from CSR
 * Cumulative Hand Advantage: -1 from monster, +7 from CSR, 16 total drawn, 10 total discarded/used
 * 19. Use FB and that level 1 water non-tuner to Synchro Summon T.G. Recipro Dragonfly(RD)
 * Hand advantage: 0 from monster, 0 from CSR
 * Cumulative Hand Advantage: -1 from monster, +7 from CSR, 16 total drawn, 10 total discarded/used
 * 20. Revive FS if used a card from the hand, then......
 * Hand advantage: -1 from monster, +1 from CSR
 * Cumulative Hand Advantage: -2 from monster, +8 from CSR, 17 total drawn, 11 total discarded/used
 * 21. Tune FS with RD and the lv8 synchro monster you summoned in "step 6" to summon T.G. Halberd Cannon(HC). Now, this lock can negate you opponent's first summon, first destruction effect, first attack, and first any effect, while dealing 15300 points of damage in 4 attacks per turn.  Though this sounds very hard to beat, the lock is still permeable, there are many ways to beat it, like setting cards and counter traps, just use your imagination.  To complete this lock, you still have to perfect it.
 * 22. If you have Dark Simorgh(DS) in your hand, you can immediately summon it by removing RD and HL in your graveyard
 * Hand advantage: -1 from monster, 0 from CSR
 * Cumulative Hand Advantage: -3 from monster, +8 from CSR, 17 total drawn, 12 total discarded/used
 * 23. This step is to summon Naturia Exterio(NE) via Metamorphisis. You can be creative about this one.  How I like to do this is summon Sephylon, the Ultimate Time Lord for free since it is very likely that I will have more than 10 monsters in my graveyard, or revive a Metaion, the Timelord that I may have discarded in the countless opportunities before.  These two cards are very useful and topdeckable card that is splashiable into almost any deck and can create a quick advantage.  Then use Metamorphisis.  Alternatively, you can use Metamorphisis on Shooting Star Dragon and then revive it after.  Say you used the first way and summoned Sephylon, the Ultimate Time Lord ......
 * Hand advantage: -2 from monster (Sephylon and Metamorphisis), 0 from CSR
 * Cumulative Hand Advantage: -5 from monster, +8 from CSR, 17 total drawn, 14 total discarded/used
 * Yey, you are finally done. Here is how this combo works at the end.  NE and DS takes away your opponent's entire spell and trap collection.  HC and DS takes away you opponent's normal summon or one special summon per turn.  SSD and SQD can be used solely on monster effects (if they ever get pass HC and gets summoned) since spell and trap are taken care of.  And, if all hell breaks loose, SSD can negate one attack per turn.
 * This is a very complete lockdown and draw engine combined. It is also very flexible and reqiures only two card to begin with, SA and CSR (very hard to do it with SA alone, and if you have multiple copies of CSR, you can often draw almost your enitre deck in one turn).  Further, it deals 6 attacks per turn totalling 20800 points of damage, and the weakest monster on the field is the 2700 ATK DS.  To summerize, in the entire process, you will be drawing 17 cards, and discarding any 8 cards to activate effects.  Of the 9 other cards you draw and cards you originally hold in your hand, you will need:
 * - Any 2 spells that revives a monster from the graveyard
 * - Any level 1 non-tuner water type monster, or a monster reviving spell card
 * - A summonable lv10 monster or a monster reviving spell card
 * - Metamorphisis
 * - DS
 * The flexibiliy is really shown here as only 2 cards on the field, and 2 out of the 17 cards you draw or had before is "set in stone". Nevertheless, you gain a +3 hand advantage and 5 high octane monster field advantage, for almost nothing, and all in one turn (preferably the first turn)
 * Weeknesses this combo has is if your opponent manage to tribute your monsters to summon, has an unclean field and stops you mid-way in your tracks, or has a defense position monster that cannot be destroyed. So be sure to note these situations.
 * Please give me some suggestions and advice.