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How to use: Unusable Cards in Dueling Network

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Abdo_Tarek
Key
KaousFaustXIII
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How to use: Unusable Cards in Dueling Network Empty How to use: Unusable Cards in Dueling Network

Post  KaousFaustXIII 2011-07-08, 19:09

Dueling Network Official Tutorial:
How to use: Unusable Cards in Dueling Network


DuelingNetwork is designed putting in mind the most efficient ways on how to handle every card like how you would handle it in real life. However there are certain cards with "unorthodox" effects that are not normally done by other cards, thus preventing you from using them in DN effectively.

This post will show you how to use these specific cards by using DN's currently existing functions, and try to replicate the effect of the card as close as possible. You may use these work-arounds at the moment until DN can handle these scenarios in the future. Be sure to ask your opponent first if they agree to use the work-around, if they don't agree... :/


Convulsion of Nature
Problem:
Cannot turn the Deck upside down
Work-Around:
1. Upon activation shuffle both players decks. If there are cards that are determined to be at the bottom/top of the deck, (ex. due to the effect of Destiny Hero Diamond Dude/Phoenix Wing Wind Blast) banish these cards first before shuffling and then place them on top/bottom of the deck in the correct order.
2. Uncheck the autodraw function.
3. Banish the top card of your decks face-up. Whenever you will draw a card from your deck, add the banished card to your hand instead, and then banish the top card of your deck afterwards. Repeat this as long as Convulsion of Nature is active.
4. Remember to return the banished card whenever the deck needs shuffling, then banish the top card afterwards

Exchange
Problem:
Cannot add an Opponents card to your hand
Work-Around:
(use only when there are available cards in the graveyard to serve as proxies, if your deck contains cards such as this, initially add proxy cards to your deck and banish them before the start of a duel for your convience (inform your opponent you are using proxies))
1. Both players banish the cards they have chosen.
2. Both players select one card from their respective graveyards to act as proxies for their chosen cards; make sure to choose the appropriate card type. Type the names of the cards on the duel chat for reference.

Magical Hats
Problem:
Cannot place Spells/Traps on the Monster Zone without compromising their identity;
Cannot place field spell cards on other zones.
Work-Around:
1. Select the 2 non-monster cards from your deck and banish them.
2. If you opponent declares an attack to the selected monster, roll a die, if it lands on 1 or 2, the monster is considered to be attacked, if not put one of the non-monster cards to the Graveyard
3. If deciding which card to send is important flip a coin, if it lands on heads take the first card, if tails take the second card).
4. If the opponent chooses to attack the selected monster again, flip a coin and call it, if you call it wrong then the monster is considered to be attacked. Otherwise send the remaining non-monster card to the Graveyard.

Parasite Paracide
Problem:
Cannot an add Opponent's card to the Deck
Work-Around:
(use only when there are available cards in the graveyard to serve as proxies)
1. When Parasite Paracide is activated, banish it from the game.
2. Choose one card from the opponent's graveyard that would serve as a proxy for "Parasite Paracide"; choose either a limited card (preferable a spell or trap) or a card that your opponent only has one copy of (ask him/her which one)
3. Shuffle the selected card to the deck. When the card is drawn, send it to the graveyard and place the banished "Parasite Paracide" on their side of the field.

Power Tool Dragon
Problem:
There is no space to put face-down cards temporarily.
Work-Around
1. Declare to activate the effect of Power Tool Dragon
2. Type the names of the Equip Spell Cards on the duel chat
3. Select the Equip Spell Cards from your deck and banish them face-down. If you have enough spaces on your spell/trap card zone, place it there instead.
4. Roll a die. Depending on the result, take the appropriate card, put it on top of your deck and then draw it; 1 or 2 top card, 3 or 4 middle card, 5 or 6 bottom card.
5. Return the other cards to the top of your deck then shuffle it.

Shifting Shadows
Problem:
see Powertool Dragon
Work-Around
1. Return your hand to top of deck.
2. Return all your face down monsters to you hand, and set them on the field thus rearranging their positions.
3. Draw the cards you returned to top of the deck.


if you have any other cards in mind that you think needs a work-around please post here, so we can gather inputs from everybody on how to handle it temporarily. thanks in advance for your cooperation.

kudos to Key, Badass_Bunny, Johnny Raptor for some of the work arounds and ideas


Last edited by KaousFaustXIII on 2011-08-22, 09:50; edited 11 times in total
KaousFaustXIII
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Post  Key 2011-07-08, 20:31

For Power Tool Dragon, I have already given a method already.

Key wrote:Here's the best way to do it
1. Declare to activate the effect of Power Tool Dragon
2. Remove from play (face-down) your hand
3. Search out the 3 equip spells
4. Set them and have opponent choose one of them
5. Return the chosen card to your hand
6. Return the other 2 equip spell from field to deck
7. Get back your hand which is in the removed from play zone (face-down)

You don't even have to set them, you can just shuffle your hand and let your opponent pick. The reason for doing this is Power Tool doesn't reveal which card is picked, and you might not use the spell right away

Problem with Convulsion of Nature is that We're suppose to flip the deck upside down without distrupting the deck order or reveal any cards in it Since it's not a public knowledge) other than the bottom card (Will be the top card once you flip around)

Key
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Post  KaousFaustXIII 2011-07-08, 20:39

Accepted Powertools work around.

For convulsion of nature, you will only be placing the determined cards on their specific positions, e.g. if a card that made you put a card on top of your deck, it will be placed on the bottom of the deck after the shuffle, since the other cards are undetermined anyway, it wouldn't hurt if they get shuffled. i shall add that step now.
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Post  Abdo_Tarek 2011-08-01, 18:31

Exchange
Problem:
Cannot add an Opponents card to your hand

Steps:
1 your opponent places the monster on his field then give u control.
2 you play considering the monster is not on field,if you run out of the monster zones. remove the card until u free monster zone
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Post  Chaz5 2011-12-22, 03:43

KaousFaustXIII wrote:Dueling Network Official Tutorial:
How to use: Unusable Cards in Dueling Network


Magical Hats
Problem:
Cannot place Spells/Traps on the Monster Zone without compromising their identity;
Cannot place field spell cards on other zones.
Work-Around:
1. Select the 2 non-monster cards from your deck and banish them.
2. If you opponent declares an attack to the selected monster, roll a die, if it lands on 1 or 2, the monster is considered to be attacked, if not put one of the non-monster cards to the Graveyard
3. If deciding which card to send is important flip a coin, if it lands on heads take the first card, if tails take the second card).
4. If the opponent chooses to attack the selected monster again, flip a coin and call it, if you call it wrong then the monster is considered to be attacked. Otherwise send the remaining non-monster card to the Graveyard.

This seems kind of stupid. While I understand that you would have a 1 in 3 chance of hitting (thus the 1 & 2 solution of the six sided die) but this becomes a problem when there is more than one atatcking monster as the odds and methods would change (either from a '1-2' chance on the die to '1-3' with 2 monsters. This problem could be easily circumvented by neglecting the part of the cardf stating 'non-monsters'. By using this method the player would selected 2 monsters from the deck, reveal them ( the opposing player would know which cards are the 'fake' ones), and then put them into his hand. Then it would be a simple matter of returning the attacked monster to his hand, shuffling the hand and setting the 3 monsters in question. When these cards would be destroyed they will simply be returned to the deck if they were not the originally atatcked monster. this way it would stick to the way the card was originally intended just with monsters in place of 'non-monsters'.

Chaz5


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Post  Seto kaiba says aye 2012-02-07, 14:07

what about pharohs treasure and grave lure?
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Post  dest 2012-02-08, 05:55

pharao's treasure:
Same as Parasite Paracide, only choose from your grave

grave lure:
uhm... same again, they banish the top card of their deck, put the proxy in and proceed
dest
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Post  nakata 2012-02-18, 12:05

MAgical Hats

I do it a diferent way...

1- Banish the selected monster
2- Pick up the 2 non-monster card and magical hats to hand
3- Set magical hat and the 2 non-monster cards
4- Send the 3 set cards to monster zone (there is no problem in they still in "atk position")
5 the opponent select the battle target normally, use magical hats as the monster, if he chose right (the magical hats) send the monster from RFG to grave
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