Celestial Dragon Academy
This will be fun. By joining this academy you have already made a great decision and everything that comes afterwards will be even better. the first few things you want to do is make an introdution and get tested to be put in a dorm after that its up to you.



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Celestial Dragon Academy
This will be fun. By joining this academy you have already made a great decision and everything that comes afterwards will be even better. the first few things you want to do is make an introdution and get tested to be put in a dorm after that its up to you.

Celestial Dragon Academy
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Post by niquon715 Mon May 18, 2015 12:34 am

Nekroz. Shaddolls. Burning Abyss. Satellarknights. What do all of these Decks have in common? They all heavily rely on Special Summons. Today’s preview card is a new way for you to capitalize on that trend! It’s been eleven years, but Back to Square One is finally seeing more pieces of the game board. This time, it’s Lose 1 Turn!
Well, At Least We Aren’t Back at Square One, Right? And1FirstRoundDraftPick
Activate this card only if you currently control no Special Summoned monsters. During the turn a monster is Special Summoned, negate its effects. If an Effect Monster(s) is Special Summoned in Attack Position: Change it to Defense Position.
As long as you don’t already control any Special Summoned monsters, you can flip Lose 1 Turn. While it’s active, every Special Summoned monster will “lose a turn,” because its effects will be negated and it’ll be stuck in Defense Position for the turn it’s Special Summoned!
To really take advantage of Lose 1 Turn, you’ll want to play it in a Deck that doesn’t need to focus on Special Summons. Yosenju, Bujin, and Fire Fist are just a few examples – there’s a big variety of Decks to use Lose 1 Turn in. While it won’t necessarily cost you the game, the more Special Summons you rely on, the more turns you’ll lose to your own copy of Lose 1 Turn, so you’ll want to keep it to a minimum. You could also use Lose 1 Turn in your Side Deck, and remove some of your Special Summon monsters between games when you need it.
Since Lose 1 Turn negates monsters’ effects for the turn they’re Special Summoned, it’s a great way to slow down Nekroz Decks from their biggest monsters, Nekroz of Valkyrus and Nekroz of Trishula. They’ll have to rely on keeping them in their hand for their other effects, or risk playing them to the field in their more vulnerable Defense Position. ‘tellarknights lose all of their Xyz Monsters for a turn, but more importantly, they can’t do big series of Satellarknight effects off Call of the Haunted and Satellarknight Altair. The big thing to look for in your opponents is whether their monsters need to use their effects the turn they’re played – if they do, like those unfortunate ‘tellarknights, Lose 1 Turn will have the maximum impact.
Switching all of those Special Summoned cards to Defense Position is very noteworthy as well. The average monster is more powerful on the ATK side than DEF. Take Nekroz of Unicore’s 1000 DEF,Nekroz of Valkyrus’s 1700 DEF, Satellarknight Altair’s 1300 DEF, or Virgil, Rock Star of the Burning Abyss’s 1000 DEF for just a few examples. Those monsters will be easy pickings for your own. And at the very worst, even if you can’t take advantage and destroy the opposing monsters in battle, you’ve still held off their attacks for a turn at no cost, while also negating their effects.
Cards like MistakeRivalry of WarlordsGozen Match, and Skill Drain have all been extremely popular over the years for their ability to lock down opposing strategies that rely on one major aspect, so long as you put them in your own Deck that won’t be hurt by them. Lose 1 Turn will fit perfectly alongside cards like these, taking out any strategy overly reliant on Special Summons. It’ll be a powerful tool as Duelists find the best ways to use it alongside the rest of the Crossed Soulscards.
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