Tuesday, February 28, 2012

Tech Choices for Next Format

Alright to start with Veiler and Maxx "C" aren't Tech they are damn near staples... Tech would be things like random one-two of creature swap or random one-two of any random card that isn't a staple and isn't included in the standard build for a deck.

Vanity'sFiendCDIP-EN-R-1E.jpg
So first great tech monster this format would be Vanity's Fiend.
At first thought you'd say well why would I run this over Caius in a next format deck at the beginning of the format?

Well the beginning of the format is the best place for cards like this to shine as this card locks out the major untouched decktypes aside from Inzektors while maintaining a 2400 body... which ties with Laggia but if this hits the field first there won't be a Laggia... Meaning this card works best in a deck were you can summon it turn 1. You may be thinking there aren't any major decks that do that well what about throwing this into a Synchro Spam deck which due to the lack of Glow-up and Spore run Unknown Synchron? It'll be an extremely unexpected turn 1 and your opponents will rush to kill it and once it's gone your plays open right back up and your opponent has one-two less playable cards.


So after all that you may be wondering would such a useful card stay useful? I doubt it as the format progresses you'll most likely have a more restricted design space and most tech cards will be left out unless they have proven themselves.

File:Jinzo-CA-JP-ScR.jpgWell next main deck tech card!! Jinzoningen - Psycho Shocker

Alright why did I review two tribute monsters as tech cards? Well with Call of the Haunted hitting the three mark and with Dino Rabbit's major increase in popularity why not drop a card that they have to waste a tour guide or ram a Laggia into? Not to mention reviving this on the chain or to stop a Fiendish Chain thanks to Call of the Haunted. This card being revived from the graveyard is unstoppable aside from negating the Call of the Haunted as not even MST can stop the special summon if Call is being chained to MST (MST chained to call is different). Once this hits the field a minimum 7 cards are locked from your opponent in some decks even more. It also changes your opponents strategy. Now they have to waste things on it yet you have 2 more Call of the Haunted meaning it'll never be dead for long. It also is a great card in Monarch decks because they run no traps anyway. just in general this card is nice tech especially if the backrow enlarges to include more things like double torrential.

NightShot-GAOV-JP-R.jpgWell now we have a new spell card Night Shot...
This card was just reviewed I know but I never told you all how good this card was a piece of tech. First off this card stops your opponent from using the targetted card meaning no surprise Guesscrushes or Call of the Haunteds or even Threatening Roar or Safe Zone or Ninjitsu Arts if they weren't activated yet. It's best applications are in the side deck though as it can be sided in against an opponent with many Chainable Traps to stop those traps dead as MST wouldn't do the job unless you preempted them. TCG won't have this until May or so but for OCG this card is quite useful if you need to vary your spell trap line-up and can catch many opponents off guard when they expected to be able to deal with backrow removal.








DeckDevastationVirusFET-EN-SR-1E.jpgYep this card for sure. In any and I mean any top deck this format there exists a major engine of very very weak monsters. Meaning you can disable all of that with this card. You can even tribute a Vanity's Fiend you no longer needed to wreck your opponent and then start your comboes. Or in Gravekeepers either give a Wonder Wand to Descendant or just have Necrovalley on the field. Or use a Malefic anyway you do it even with Giant Orc this card severely hampers your opponent. Now they no longer can use Sangan, Tour Guide, Rabbit, Dragonfly, Wattanything, and a plethora of other cards.








DivineWrathDT04-EN-DNPR-DT.jpgWell you all knew I'd mention this card. First and foremost most people cannot afford a 40 dollar Fiendish Chain and Rabbit loves Fiendish Chain and Veiler as it skips over both of those in TCG in the OCG it falls prey to them like honey which is how it should be but in the TCG catch 22 cards like Divine Wrath are quite useful and very unexpected. First off unlike Fiendish Chain this card destroys the monster and can affect Graveyard or hand effects. There is no monster effect this card can't stop except for Continuous effects. In OCG there is a huge influx of Raigeki Break once again in TCG that card is relatively useless due to priority being retained to activate Ignition Effects. But this allows one to stop that kind of card dead. Rabbit gets negated and stays in grave. Tour Guide gets negated and opponent no longer has an on field monster. Veiler gets negated before it can harm anything. This card can negate Gorz, the Emissary of Darkness and Tragoedia even though it's in the Damage Step because those are effects. It's the ultimate Catch 22 of effect negation and at the cost of discard 1 card is actually perfect tech for Inzektors who don't really need their hand much and have a rather annoying match-up with Dino Rabbit... well now they can negate Dolkka's effect or even Laggia's effect (Laggia is not Solemn Judgment speed but even if it was some how this can still kill it). This card just wrecks havoc against Dino Rabbit.

CardCarD-GAOV-JP-R.jpgWell you all knew I'd review this car.
You see this card freely and happily says oh you run a deck with no good turn 1 play please run 3 of me and I'll be your good turn 1 play!!

Of course as a player you'd accept. This will be a teched card at first as it's drawback is major but in certain decks as a tech it's great but as a main stay at 3 it can be quite effective... Hieroglyphs love this card as they can't OTK turn 1 anyway so this lets them draw their pieces easier.  Dark World can use this to get a better start at their hand. Laval love this card as they have no turn 1 play aside from gold sarcophagus which can be played and then you Card Car for the extra draws. Game 2 if you won I'd side out the Card Car's and put in standard side deck stuffs lol. Inzektors benefit because they have no real turn 1 play as Hornet loves opponent's field... thanks to Gullho though they don't really no longer have a First turn play as they no longer need to destroy in order to use Centipede or Dragonfly's effects.



CardDestructionEX-JP-ScR.jpgThis'll be the last card I'm doing for tech as the rest you can figure out yourself and i'm plenty tired and this post is already 2 hours late.

Card Destruction with the uprise of Dark World is a dangerous card to use but in the right hands and the lack of Dark World being a major deck this card can wreak havoc on an unprepared opponent. It's best used turn 1 if an opponent seems satisfied with their hand. Suddenly they have been disrupted and you get a new hand. It's just the ultimate disruption card but the best part is how unexpected it is. No one expects to lose their hand... and dropping their major pieces is very useful. Hitting Rabbit and Tour Guide and some Normal Monster is possibly game over. Hitting a backrow set-up can be game ending. Also game 1 this card going first can give you information on your opponent you otherwise wouldn't have. It's just a nice card that as tech can be scary and terrify some opponents.

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