So I was playing DN and got bodied multiple times by Inzektors whether I was running Wind-up, Inzektors, Anti-Meta or Watts... so I thought about it and was like Inzektors like D.Fissure but hate Macro Cosmos... Wind-up's hate both... Tengu hates both... Agents hate both... So there ya have it... If you aren't using any of the above decks you can try side decking Dimensional Fissure and Macro Cosmos in tandem (Inzektors will be very popular at the YCS ATL and so will Wind-up Loop)
Next, we have Vanity's Emptiness as you have all read about countless times from Ryu Kuze's blog this card is quite good. I played against Sams last format with it and they were stuck for the whole duel unable to get over Kinetic Soldier nor special summon. It can quite possibly stop Wind-up Loop dead... (Note: Tour Guide and Wind-up Shark in hand together is a 2 card loop that I am now including in my TCG Wind-up Build (It now wrecks face)).
Next, we have the dynamic duo Maxx "C" and Effect Veiler (First off you should be maining one of these or both in duplicate) but in the side deck they are also quite effective if you need to side in an extra of each.
Next, we have D.D. Crow, with the advent of Inzektors and Wind-up's a single Crow can end the loop just as fast as Veiler can but with better results. Crow though would have to remain side decked and shouldn't be mained unless you have a homebrew build in which case do what you want.
Next, we have Mind Crush, this card used to be quite a good choice in the beginning of the format with Trap Dustshoot now though it's quite great. Many many decks are now very very predictable like Wind-up and Inzektors... if your opponent dumps a Hornet to grave assume they have a Dragonfly in hand and crush it. If your opponent summons Wind-up Magician and they use Shark chain it... drop Shark to grave... their turn ends... It also stops Battle Fader from the hand. It also is great against Agents as you can stop Venus or Hyperion before they happen. Looking at the opponents hand has never been so useful now too. If you know your opponent has Veiler and you have a good monster in hand... bait the Veiler with something that seems like a threat and then next turn drop the major threat.
Next, we have Dust Tornado, you'd think with 3 MST this'd be useless but against a Trap Heavy deck the extra backrow removal can be indispensable (I'd know I run 17 Traps in my Watts).
Finally, we have a newer card, Royal Decree (did I say new? I meant really really old). If you run a deck like Inzektors or Wind-ups or anything that can be quite randomly explosive a single well timed Decree can shut down the opponents side deck choices for the most part. Decree will stop that ignorant Shadow Imprisoning Mirror so you can Hornet it away. Decree will stop every Trap I have listed if timed right. Also if you are running something slow and your opponent sides Game 2 you can quite easily side in cards that only make your deck faster and then put in Decree and take out da Traps... your opponents sided in S/T hate will go to waste on your S/T less deck and that slight loss in consistency or speed they took coupled with the consistency and speed you gained is quite shocking... so Game 2 if they side deck make sure to side back into the S/T version and troll as hard as you can.
That was da first Strategy post I think lol. Wind-up's are a scary deck and so are Inzektors hence maining 2 Maxx "c" and 2 Veiler... side deck 1 more of each.
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