Thursday, May 31, 2012

More Vanguard Pulls

Bought two more Set 6 boxes and pulled:
SP
Circular Saw, Kiriel

RRR
Incandescent Lion Blonde Ezel
 2x Desert Gunner, Shiden
Battle Cupid, Nociel
Cosmo Healer, Ergodiel
Probably 1 or 2 more that I don't remember

RR
Pure Keeper Requiel
Wyvern Guard Guld
Halo Shield Mark
Everything Else was sorta meh

SO once again I got a return but not as much as last time. Enough tradebait to build anything though. As it stands Quest Comics doesn't have a big Vanguard Scene yet and I can't attend their first tournament due to no longer being in town for it until I come to West Georgia for College.

As it stands I have built Gold Paladins, Narukami, Angel Feather, Nova Grappler, Kagero, and Royal Paladin

Gold Paladins as I've played against in the TCG are a force to be reckoned with. Blonde Ezel's ability is amazing the calling part isn't the scary portion what is scary is the sheer numbers it hits. If you do not have a Null Guard you will be taking a hit unless you minus massively pre-trigger. Putting a Little Fighter, Tron behind Blonde Ezel allows for easy 20k swings before Ezels effects. If you have 4 open damage which is very possible thanks to Disaster Mage, Tripp, you can Counterblast Twice if you happen to grab anything with more than 5000 you can force a 10k shield from a Dragonic Overlord... if you grab anything with 8000 or more you can force a 10k shield from Dragonic Overlord The End which doesn't exist in the TCG yet. If you grab a Beaumain or Grade 3 you will have a 20k Vanguard preboost and the rest of his effects. If you grab two... you'll have 30k Vanguard... 5 Rear Guards brings it to 35k... Boost up to 45k... Against Dragonic Overlord your opponent must guard with 35k minimum pre triggers meaning at minimum 4 card investment unless they have a Null Guard.

Disaster Mage, Tripp is an amazing card especially when boosted by Player of the Holy Axe, Nimue. Nimue's Counterblast 1 activates when the card it is boosting hits the Vanguard you can Superior Call the top card of your deck (Superior Call means you can call Any grade you happen to have on the top as long as it is a Gold Paladin.) You can even attack with the card you call out. But the kicker is if the opponent lets this attack hit not only can you unflip a Damage you also can Flip that same Damage again for Nimue's effect. (According to how most card games work if you have an unflipped damage and swing in with a Tripp boosted by Nimue. Due to simultaneous actions being technically impossible in card games as you must do one thing before the other. Nimue and Tripp both activate. Nimue can resolve first if you choose and then Tripp can resolve to unflip the damage. If that isn't the case then wow this is not like many other games at all.) So it'd make it free.

Playing against an incomplete Gold Paladin deck with an incomplete Narukami deck the game itself becomes more of a 50/50 scramble. If they pull off the Superior Ride to Blonde Ezel you will often be too far behind to actually win due to how Control works (unless you get your Full Guards on time.) Narukami though if able to pull off Saishin's ability to kill the Lion Cub you will win if you can get to Vermillion and use it's effect at the correct time.

Dragonic Kaiser, Vermillion should not be used once available but saved for when it truly will hurt your opponent (When their hands are too low to adequately replace the Rearguards). To hold off on not using Vermillion you can use Desert Gunner, Shiden and Raien to seal their Intercepts and pick them off with Shiden while hitting the Vanguard unhindered with Vermillion to make them use hand. (If they have to use 2 cards to guard and 1 card to replace the Rearguard they do not plus what soever the next turn. Once your chance comes though after they have replaced the Rearguards you say to your opponent "I will take on all of you at once, Vermillion Thunderbolt!!!" If they survive the turn follow up with riding to Thunder Break Dragon to retire their final Intercepts and then end him with a 25k swing at the Vanguard. If you used Vermillion at a time when they have to block for the Vanguard and have low hand you will no matter what have game so you can freely declare Final Turn of course then you say "Break the Dark Clouds, Barbaric Thunder Break!!"

Of course that won't happen too often so w/e. Angel Feather are a different beast altogether Double Heal actually happens there lol.

So this was my first informative post on Vanguard. Royal Paladin and Kagero players watchout for Extra Booster 3 this July

Monday, May 28, 2012

I'll be back in about a week

I have family and friends to visit and college things to get done so i can be enrolled. It should mostly be done this week. I'll be back with information on everything I want to post.

I graduated

Meaning I had no post yesterday due to a party... I have no post today due to well damn.

Friday, May 25, 2012

Vanguard Booster Set 6 Pulls

Has nothing to do with Yu-gi-oh but not everything I post has to be Yu-Gi-Oh does it?

Anyway from my Breaker of Limits box I was able to grab

Dragonic Kaiser Vermillion
Incandescent Lion Blonde Ezel
Beast Deity Azure Dragon
Dragonic Deathscythe
Sleygal Dagger
Death Seaker Thanatos
Pure Keeper Requiel
Love Machine Gun Nociel

3 Triple Rare
5 Double Rare

Pretty much everybox of Vanguard I've seen opened got you your money back every single time if you were to immediately sell every card inside. No SP cards but that's not a problem if I did get one though I'd immediately Ebay that mess and buy another box lol.

From my experience a 5 card pack of vanguard is often far better of a purchase than a 9 card pack of Yu-Gi-Oh and around the same as a 13 card pack of Magic the Gathering. Considering it's 30 packs a box for Vanguard at 5 cards a pack that's 150 cards... out of 150 cards around 7+ of them are going to be above standard Rare status. Which is amazing. I've bought single packs and pulled amazing quite often it's just really well done ratios.

Compared to buying a pack of Yu-Gi-Oh where you throw away nearly everything most times Vanguard normally due to how it does Archetypes (Clans) nearly every card you pull is worthwhile to someone. You happen to pull the trigger they needed in your pack... They trade you the trigger you needed and everyone comes out on top without wasting 20 cents online and paying shipping upwards of 2 dollars.

Or hey you pull a Null Guard well you can actually trade that for any other clans Null Guard most times because they are all worth around the same. So if you have a community of players there is absolutely no such thing as a bad box and every box bought helps out the entire community.

In Yu-Gi-Oh though you buy a box and most of what you bought is thrown away. You keep anything of value hoping to find that 1 or 2 cards to make your money back. In Vanguard if you sell everything you pull you will nearly make your money back every time without scaling and selling packs. But of course in Vanguard instead of selling everything just trade off what you can for what you need as anything for one clan is normally worth nearly the same as something in another clan of the same rarity.

So I'm looking forward to purchasing a second box of Set 6. This is the first of many posts that will be related to Vanguard at some point. Tomorrow will probably wind up a being a decklist or just more Vanguard posting which is so much fun for me to do. In the Fall we will be trying to bring up a new vanguard community in Carrollton GA at Quest Comics. If any of you magically go to school at West GA or live in Carrolton GA please stop by Quest Comics and try out Cardfight! Vanguard.
BTW I graduated from High School today if anyone cares. Also I've been testing that Thunder Plus deck and it works amazingly for a fun deck. It's somewhat slow to start up but once it starts it can put out Xyz Summons every turn. And Ally Genex Triforce is too good... Bring back any LIGHT so that you can make Xyz easier the next turn.

Stand up Vanguard!!
Signing out, Breaker of Limits, Yuginshin

Thursday, May 24, 2012

Thunder Plus

This would be a Thunder Seahorse Mother and Father build. I'm sure many of you have seen somewhere on your DN travels a deck that use Oka Thunder and Oto Thunder for mass xyz summons.

Well this deck takes that concept to it's maximum. We all know how Recycling Batteries is broken right... Do we all know Batteryman AAA's effect? Do we all understand why Genex Ally Birdman is so good? If you answered yes to all those questions then you understand the premise of the deck...

Without Further Ado well aside from the common Read More sign here is the deck...

Wednesday, May 23, 2012

Sorry for the wait

I've been doing real life stuff such as prepping for graduation and all that jazz. So I haven't been around to make blog posts. I do have a new Atlantean Megalo build to share with you all. It's pretty good considering but as it stands little more than a skeleton at this point as the build has far too many failings to be considered ready. I bet some of you have a way to make it beastly... Though if necessary I'll just run it with frogs and be awesome... Imagining it now... Megalo drops Marksman and Ronintoadin... Normal Swap Frog drop Treeborn Frog... Tribute Swap Frog for attacking twice and equip Depthscale - Kraken to Megalo... swing in for 2800 twice... sounds nice right?!?

Here's the deck pre-frog idea I just had a second ago.
Monsters: 19
3x Mermail - Megalo Abyss
3x Atlantean Marksman
3x Atlantean Draco-Cavalryman
3x Atlantean Armsman
3x Deep Sea Diva
2x Atlantean Pointman
2x Abyss Soldier

Spells: 16
2x Moray of Greed
2x Terraforming
2x Depthscale - Kraken
3x Forgotten Metropolis of Lemuria
1x Monster Reborn
2x Mystical Space Typhoon
2x Salvage
1x Heavy Storm

Traps: 5
1x Depthstrom
1x Solemn Judgment
2x Torrential Tribute
1x Mirror Force

Extra: 15
15x Xyz/Synchro of any level you think you'll be summoning.

The build is far from complete as mentioned before but after testing this works best so far.

Monday, May 21, 2012

Atlantean Mermen Part Four

There were supposed to be tests going on here and duel logs and such but it completely skipped my mind. I went on a date with a friend almost crashed the car lucky me no scratches on said car and no one has to know. I learned how to use the headlights..

In light of all this I have no duel logs to speak of aside from random unrated games... against absolute noobs meaning they meant nothing. The deck ran rather smoothly and Lemuria stays active all turn adjusting levels as it doesn't say currently control in the most recent translation.

Most duels end with Gaio-Abyss and Ptolemy 7. Surfacing would be good if i had more targets. as it stands Bubble Bringer is a necessity lol.

Sunday, May 20, 2012

Atlantean Mermen Beats Part Three

I tested this build against Chaos Dragons... and got bodied so badly... It wasn't even the decks fault... I just drew absolutely no monsters. So most of my hand was dead. The deck'd be fine if I had access to more cards. Lo and Behold random DN update so time to rebuild and we shall have to include an extra day of testing so this will be a 6 part process. Now instead of the deck being purely Atlantean it'll be purely Mermail as they seem to have more of an engine built in for advantage gain and not just opponent advantage loss.

So I'll have a build here for this new version called Lumeria XYZ
Monsters: 17
3x Mermail - Abyssgunde
3x Mermail - Abysshilde
3x Mermail - Abyssspike
3x Mermail - Abyssturge
3x Mermail - Megaloabyss
2x Atlantean Marksman

Spells: 15
2x Depthscale - Kraken
3x Forgotten Metropolis of Lemuria
1x Monster Reborn
3x Pot of Duality
1x Dark Hole
1x Heavy Storm
2x Mystical Space Typhoon
2x Salvage

Traps: 8
2x Depthsquall
1x Depthstrom
1x Solemn Judgment
2x Solemn Warning
2x Aquamirror Cycle

EXTRA: 15
15x Xyz monsters from 3 - 10

I'll do a log tomorrow yay.


Atlantean Beats Part Two

This time a sample deck list with no explanation.
Monster: 21
3x Deep Sea Diva
3x Atlantean Armsman
3x Atlantean Marksman
3x Atlantean Pointman
3x Atlantean Dragoon
1x Poseidra, The Atlantean Dragon Lord
2x Abyss Soldier
3x Mermail - Abysspike

Spells: 14
3x Pot of Duality
1x Dark Hole
2x Moray of Greed
2x Salvage
2x Atlantean Roar
1x Monster Reborn
1x Heavy Storm
2x Mystical Space Typhoon

Traps: 5
2x Spiritual Water Art - Aoi
2x Torrential Tribute
1x Mirror Force

no extra yet this is a sample. testing tomorrow hopefully with results here.

Friday, May 18, 2012

Atlantean Beats Part One!!

Well the Atlanteans are quite a nice archetype. Most of them have an effect that activates when sent to the graveyard as the cost to activate a WATER monsters effect.

Cards that work well with that effect are:
Abyss Soldier
Mermail - Abysspike
Mermail - Abyssturgeon
Poseidra, The Atlantean Dragon Lord
Mermail - Megaloabyss
Genex Undine (Yes they work went sent from Deck as a cost too)

There are far more that work with them but these are some of the most advantageous.

I won't be covering most of the Mermail support or Abyss Rising support because those aren't on DN yet so we will still to Abysspike and Genex Undine.

So we have one that can destroy face-downs when used for WATER effects. One for face-up's and one for Searching.

That is a full toolbox of effects and this isn't including the cards that aren't on DN yet from the new set.

Out of those Abysspike and Undine are the only ones that let you search. Undine is the only one that is a pure plus 2. Abysspike is a plus 1 Abyss Soldier is a pseudo plus 1. Poseidra if used at the right time can be up to a plus 6.

So without even going into detail with effects using only the reasoning listed here the deck takes shape.

Then for further support with spamming to sync/xyz or summon poseidra you'd run the now searchable Deep Sea Diva in 3's to use with Marksman or Armsman for Xyz or Synchro Options.

If you can manage to summon a Brionac you can plus infinitely yes infinitely... Dragoon + any continuous lets you pitch Dragoon to get back that continuous to hand hopefully one with an effect when played. but meh not really an infinite but a loop but who cares about logistics.

So tomorrow we will see a starting base decklist for these cards and further thoughts.

Thursday, May 17, 2012

Smoke Grenade Gearfried... something like that

Well I won't do any kind of fanfare for this decklist I'll just post it and move on now that I have a purpose in blogging again I won't feel so dumb. Abyss Rising finally has had some spoilers on to its content and it is looking really scary good. The last 2 cards from the Structure Deck have been revealed and I'll do a full review on those soon. One of them changes the way you'll be playing Sea-Serpents and the other well does essentially the same lol. Not to mention there is a better Poseidra in Abyss Rising with a more useful effect yet alone an entire new Umi which fixes all of A Legendary Oceans faults... Not only does it still provide to 200 boost but it also boosts the levels of all your on field WATER monsters by the total number of WATER monsters you control. Meaning if you control 3 Level 3 monsters... they all gain 3 levels making for easy Rank 6 Xyz summons. Isn't there a new sea serpent support card that can do that for free?!?!? YES... Hmm all this new Field Spell needs is a Searcher and it'll be really really good. So far WATER decks are looking quite good as they don't rely on a single archetype to exist but a multitude along with singular support cards that actually work really well in tandem with each other. I can see Water decks making their own Cookie-Cutter. They just generate so much advantage. Well anyway back to the actual post.

Monsters: 7
3x Gearfried the Iron Knight
2x Summoner Monk
2x Cardcar D

Spells: 23
3x Hidden Armory
2x Fairy of the Spring
3x Smoke Grenade of the Thief
3x Fusion Sword Murasame Blade
1x Reinforcement of the Army
2x The Warrior Returning Alive
3x Pot of Duality
2x Release Restraint Wave
2x Mystical Space Typhoon
2x Smashing Ground

Traps: 10
3x Blast with Chain
1x Solemn Judgment
2x Solemn Warning
2x Dimensional Prison
2x Torrential Tribute

Wednesday, May 16, 2012

N-HERO's and Rock Stun OOParts

I'll be needing a bit more room this time so you have to read more. Also the last request I am fulfilling will be Gearfried Smoke Grenade. I'll just leave this Read More sign here.

Tuesday, May 15, 2012

Archfiend

After some testing and soul searching this is my Archfiend build.

Monsters: 18
3x Terrorking Archfiend
3x Desrook Archfiend
2x Mist Archfiend
3x Stygian Street Patrol
3x Tour Guide from the Underworld
1x Sangan
1x Gorz, the Emissary of Darkness
2x Tragoedia

Spells: 11
3x Pot of Duality
1x Heavy Storm
2x Mystical Space Typhoon
1x Dark Hole
1x Monster Reborn
3x Falling Down

Traps: 11
1x Solemn Judgment
1x Mirror Force
1x Torrential Tribute
2x Compulsory Evacuation Device
2x Call of the Haunted
2x Solemn Warning
1x Chain Disappearance

Extra: Up to you!!!!

No further info should be needed but the deck does run quite well as a whole and the Falling Down's actually give it some kind of play against most decks as it has a hard time dealing with most anything in Tier 2 or 1.

I'll have the Neos HERO deck tomorrow and I'll have the Rock OOParts Thursday along with the deck that was requested earlier today.

Monday, May 14, 2012

Heroic OTK and Warrior Weenie

Well the Heroic OTK didn't go over too well. I tried the build I saw earlier and thought it'd be relatively bad... I was correct... Then I built a Bubble Beat esque deck meant to do the same thing but using either Stratos and Double E- Call or Stratos and Double Warrior Returning Alive to set up the two xyz summons.

Heroic OTK
Monsters: 6
1x Stratos
3x Bubbleman
2x Summoner Monk

Spells: 28
1x Monster Reborn
3x E - Emergency Call
1x Reinforcement of the Army
3x Miracle Fusion
3x Mystical Space Typhoon
3x Heroic Chance
3x Night Shot
3x Warrior Returning Alive
1x Dark Hole
1x Heavy Storm
3x Nobleman of Crossout

Traps: 6
3x Copy Knight
1x Solemn Judgment
2x Dark Bribe

Extra: 15
2x Heroic Champion Excalibur
2x Blade Armor Ninja
2x Utopia
1x Utopia Ray
8x Other Xyz or Fusions

Weenie Bushido
Monsters: 18
3x The Immortal Bushi
3x Junk Synchron
3x Little-Trooper
3x Doppel Warrior
3x Hayabusa Knight
3x Mataza the Zapper

Spells: 14
3x Pot of Duality
3x Solidarity
1x Reinforcement of the Army
1x Dark Hole
1x Monster Reborn
2x Mage Power
3x Mystical Space Typhoon

Traps: 8
1x Solemn Judgment
2x Solemn Warning
1x Mirror Force
2x Torrential Tribute
2x Compulsory Evacuation Device

Extra: 15
15x Any Rank 3 or below Warrior Xyz or Any Warrior Synchro monsters.


Because you all suggested the decks I assume you know how they work. The Weenie Build is a bit more fun based as evidenced by the addition of Mage Power and the Double Attackers. Though Mataza with a Mage Power and Solidarity can end games on its own if it gets to swing in. The deck still has the Junk Warrior comboes just with Solidarity they are better lol. I'm terribly bad with Warrior decks just saying never built one since I first started playing

Remember any and all requests from here on out will be put on queue in order of my actual desire to do finish them. And yes most of the posts will be around this time due to life and such.

Sunday, May 13, 2012

In the Meantime

This is what I want from you guys. I want deck ideas. Ask for a deck and you will receive a deck built to the best of my ability and also tested to run correctly and well enough to be quite playable. Just give me any specifics about the deck and any specific limitations in what I can use to build it please. I'll build anything Advanced Format legal.

EDIT: I'll be doing them in this order.
Heroic and Warrior Weenie Rush
Archfiends
Neos Hero with Cross Porter (I like this actually)
OOParts Rock Stun

If you have anymore deck ideas put them as comments in the next post I make please. So I can keep up. I'll be doing these as long as there is no card to review.

Saturday, May 12, 2012

White Weenie Rush

Well after a day of waiting I can now use Miracle Contact... and as I feared it still doesn't make Neo-Spacian's competitive... I've tested it against noobs even and it just doesn't quite work how I planned. It'll probably require further testing and building to make it run successfully. As it stands Prisma doesn't do much for the deck and Future Fusion drops everything to grave yet without an available Miracle Contact it's mostly pointless. You only have three Miracle Contact so even with triple Upstart only a 50% chance to see it turn 1 in your opening hand.

Anyway the deck I give you today is simply a Junk Warrior One-Turn Kill deck that actually functions as a deck that plays Yu-Gi-Oh quite competently as I didn't expect. I may have actually posted this before but due to my lack of other things to give you thanks to me still working on Miracle Contact and Blue-Eyes Control (A deck that simply summons a Blue-Eyes White Dragon and protects it while swinging with a 3000 beater). I'm sorry about my lack of posts last night I was deleting old or bad or even blank decks on DN while revamping or finishing ones I personally like or deem playable. I honestly want all my builds to be good but it doesn't always work out that way.

Thanks to Ernest's reconnaissance and planting of Cardfight! Vanguard at his local card shop where I'll be attending this Fall. I can say with confidence that I will be able to have Tournament Reports for Cardfight Vanguard in a few months. I hope for the same to happen with Mt:G but that depends on whether I find something I want to build. I'll probably wait until Return to Ravnica Block and M13 before starting back in earnest. (Which coincidentally both come out by the time I am a student of the nearby University along with Cardfight Set's 3,4 and 7 most likely)

Read More for the Decklist with no fancy picture because nature is calling and I don't have time for such frivolities while holding in such a beast.

Thursday, May 10, 2012

Tiger Beats

You all remember the card Flame Tiger correct? The Level 4 FIRE Beast from GAOV... the one that in exchange for your normal draw when you have no monsters. You can Special him from the grave. But when he leaves the field again he is banished...

Well This is a deck that is meant to take advantage of all his stats. Before I post the deck here is the Guide to building and using said deck..http://www.pojo.biz/board/showthread.php?t=1038675&highlight=Tiger+Beat. My Build is meant more for fun than anything hence the Generation Force and Xyz Soul lol.

Anyway onto my build you can figure out how it works and its plays from the thread above.
Monsters: 15
3x Flamvell Firedog
3x Flame Tiger
3x Chain Dog
3x King Tiger Wanghu
3x Ape Fighter

Spells: 11
1x Heavy Storm
2x Mystical Space Typhoon
1x Dark Hole
1x Monster Reborn
3x Pot of Duality
1x Book of Moon
2x Generation Force

Traps:
1x Xyz Reborn
2x Xyz Soul
3x Horn of the Phantom Beast
2x Bottomless Trap Hole
2x Torrential Tribute
1x Mirror Force
1x Solemn Judgment
2x Solemn Warning

The deck revolves around constantly having monsters available for Rank 4 Xyz options. 

In other news I've been on DN recently and had a rather good time. Wan-Chan Exodia won 2 games... Geargia won about 4-5 games... Fusion Masked Bubble Beat won about 3 games. not too bad only lost about 3 times so it evens out.  Pure Geargia lost twice to Sams in a match (I couldn't do anything in that build they had too much both times (My Geargiakuri build would have performed better)). Wan-Chan Exodia lost once to Scraps (He was able to make Shock Ruler so I had no defenses and couldn't draw extra cards.) I seriously need to start building side decks... So many matches would be won if I knew how to build and utilize a side deck... not playing IRL hurts that skill more than it should.

I don't quite know what to give u guys tomorrow lol I'll think of something while I wait for the new Structure to be fully revealed (5 guaranteed days of posts if that happens lol). Once DN gets Thunder Seahorse and Miracle Contact I'll be able to do those as well. Seahorse lets me build so much more fun stuff.


Wednesday, May 9, 2012

Hmm Been Working on That Beast Deck

It's sorta coming together but it's far from playable. This time I decided to focus on Fabled Beast and Beast Synchro monsters using Unifolia to revive them over and over again. The deck sorta worked but was far too slow and too restrictive of card choice. Unifolia once again shows that it is not the card for this deck... It gives absolutely nothing to Beasts as it only further restricts your plays. Taking away that monster's attack for the turn is just insult to injury.

The deck as it stands is just still unplayable. It struggled against a Photon deck that literally ran every card with Photon in its name or was used by Kaito... Was only able to win because Kuddabbi couldn't die and I had two of them out... so I was able to top deck into a game winning Lock Cat after he made some major misplays..

In other words being able to barely keep up with Photons means that that build is below the lowest form of Photon deck...

I'm still working on it though I just think the best one can do would be Tiger Beats... You all know the deck by now it's quite semi-popular among less than fringe deck players (Rogue status)... Flamvell Firedog, Chain Dog, Flame Tiger, King Tiger Wangu and so on. I would do a list for my own version of Tiger Beats but I personally don't think that quite counts but eh.... The deck plays as you'd expect... Firedog runs over anything for Flame Tiger... who swings in... then you'd overlay for W/E... once Flame Tiger has been detached you play the waiting game (Until they destroy your Xyz)... during your draw phase you can forgo drawing to revive him... Summon Chain Dog... Overlay for W/E... Or instead of Overlaying you could set-up some Horn of the Phantom Beast stuff and just swing in. I can make a build for that tomorrow if you'd all like it seems like it'd be fun I guess.

Cyber Valley works wonders in Wan-Chan Exodia. The deck though struggles massively against Dark World and Wind-ups as you'd expect. I main a few Monster Reincarnation just to either deal with the match-ups or to grab dead Card Cars, Faders, Fools, Valleys and so on.

Anyway I'm sleepy good night

Tuesday, May 8, 2012

Fusion HERO Gate awesomeness

Well I was planning on giving you a Beastdown deck but eh that didn't work out very well... Unifolia is a good card but just relatively useless as it has no good targets as Beasts are heavily undermanned... If Unifolia covered Beast-Warrior and Winged Beast it'd be great. Or at least if alpacaribou protected beast monsters it'd be broken.

Onto to actual topic of Hero Fusion Gate Bubble Beat OTK/Spam Zero...

Monday, May 7, 2012

Whoops

Sorry for the lack of posts... yesterday the internet was down from a severe thunderstorm... and today I had Senior Honor's Night to attend... I got an Accounting Award and a AP Computer Science Award... I also am graduating with Honors. I am on the "A" Honor Roll and am quite prepared to take my AP Computer Science AP Test tomorrow morning. In otherwords I have to study. I'll be back tomorrow with how it went and a blog post showing off some random idea that I fancy... Possibly a Beast-Down deck if that is what you all like.

Saturday, May 5, 2012

Miracle Contact in Context

We've been talking about this card for a long time now and how it will impact Hero Decks somehow... well truth be told it doesn't really add anything to the deck. It just spawns a new kind of Hero build. And both Hero Builds are ran differently.

In testing I've realized that anytime a Miracle Contact would work wonders so would a Miracle Fusion and running both just clogs the deck. So I'm thinking that when building N-Heroes one must remember that you do not have enough space to do everything you want to do. You can make do with a single Neos, and a set of 5-6 Neo-Spacians, Stratos, and some Prisma. That's the easy part... then we get to the Spells and suddenly all hell breaks lose. You have choices to make here. First E - Emergency Call and ROTA you want to run these in multiples but you also want to run Convert Contact and Pot of Avarice and 2-3 Pot of Duality... Then you want to run 2-3 Miracle Contact and still you haven't put in your Super Poly's yet if you run them. Then you have to put in your staples like Dark Hole, Monster Reborn, Book of Moon and so on. Then because of Divine Neos you have to run Future Fusion... and if you want to run Miracle Fusion you end up with something like this...

Friday, May 4, 2012

Theoretical N-Heroes

This is a Theoretical deck as it hasn't been tested as Miracle Contact is not on DN as of yet (Doesn't even come out for a few weeks so not that big of a deal). Well without further ado here is the deck!!!

Monsters: 14
1x Elemental Hero Stratos
2x Elemental Hero Neos
3x Elemental Hero Prisma
2x Neo Space Pathfinder
1x Neo-Spacian Grand Mole
2x Neo-Spacian Air hummingbird
1x Neo-Spacian Aqua Dolphin
2x Neo-Spacian Flare Scarab

Spells: 20
1x Wrath of Neos
2x Neo Space
3x E - Emergency Call
1x Reinforcement of the Army
2x Miracle Fusion
2x Miracle Contact
2x Super Polymerization
2x Night Beam
2x Convert Contact
1x Monster Reborn
1x Dark Hole
1x Future Fusion

Traps: 6
2x Raigeki Break
2x Solemn Warning
1x Solemn Judgment
1x Fiendish Chain

Extra Deck: 15
1x Elemental Hero Aqua Neos
1x Elemental Hero Air Neos
1x Elemental Hero Grand Neos
1x Elemental Hero Flare Neos
1x Elemental Hero Magma Neos
1x Elemental Hero Storm Neos
1x Elemental Hero Absolute Zero
1x Elemental Hero Gaia
1x Elemental Hero Great Tornado
1x Elemental Hero Escuridao
2x Elemental Hero the Shining
1x Elemental Hero Nova Master
1x Vision Hero Trinity
1x Vision Hero Adoration

The deck runs as one would expect... Turn 1 Convert Contact to drop w/e... Summon Stratos grab Prisma... Then next turn you would Prisma to drop Neos or a Spacian depending on what you need... Then you can either Miracle Fusion or Miracle Contact depending on cards... if you Miracle Contact and can follow up with Neo Space you can have an extremely powerful Magma Neos who by itself is 3400... throw in Neo Space and it jumps up another 900 to 4300... If you have backrow or other monsters it steadily increases... Once it dies though everything gets bounced... Thanks to Convert Contact and Prisma Miracle Fusion is quite easily done for any attribute for the most part... Super Poly covers the rest admirably while also letting you drop useless spacians...

The fact that you simply run Grand Mole makes the deck a threat. And I believe this deck can actually impact the game... Another way to run it would be to make it Purely for Storm Neos freeing up room for Bubblebeat or Hero Beat pieces giving either more explosiveness or more control while also letting you have room for Xyz monsters of all kinds.

This is a theoretical deck though so I don't expect this to be the final product once I've been able to test how it runs.


Thursday, May 3, 2012

Wan-Chan Exodia

I guess you've been waiting for me to make something like this eh? Well right now the deck is testing rather well. It's not meant to play against anything that can hit your hand but meh thats how all Exodia decks are. After the break I have the deck list... press the Read More Button...

Wednesday, May 2, 2012

Tinplate Machina Gadgets

This time I won't be giving a decklist of my own but rather a copy pasta from Shriek. With an analysis of how it performed when I tested it on DN.


1st place
Player: Chariot 「チャリオット」
Deck: Machiners Gadget 「マシンガジェ」

22 Monster
3x Yellow Gadget 「イエロー・ガジェット」
3x Green Gadget 「グリーン・ガジェット」
3x Tinplate Goldfish 「ブリキンギョ」
3x Red Gadget 「レッド・ガジェット」
3x Machiners Fortress 「マシンナーズ・フォートレス」
1x Machiners Canon 「マシンナーズ・カノン」
3x Machiners Gearframe 「マシンナーズ・ギアフレーム」
3x Effect Veiler 「エフェクト・ヴェーラー」

9 Magic
1x Heavy Storm 「大嵐」
3x Pot of Greederosity 「強欲で謙虚な壺」
1x Monster Reborn 「死者蘇生」
1x Pot of Avarice 「貪欲な壺」
1x Dark Hole 「ブラック・ホール」
1x Mystical Space Typhoon 「サイクロン」
1x Book of Moon 「月の書」

9 Trap
2x Torrential Tribute 「激流葬」
2x Raigeki Break 「サンダー・ブレイク」
2x Ultimate Offering 「血の代償」
2x Solemn Warning 「神の警告」
1x Solemn Judgment 「神の宣告」

Side
3x Increasing G 「増殖するG」
1x Envoy of Hades Gorz 「冥府の使者ゴーズ」
2x Tragoedia 「トラゴエディア」
2x Mystical Space Typhoon 「サイクロン」
1x Mirror Force 「聖なるバリア-ミラーフォース-」
1x The Transmigration Prophecy 「転生の予言」
2x Mind Crush 「マインドクラッシュ」
3x Shadow-Imprisoning Mirror 「暗闇を吸い込むマジック・ミラー」

Extra
1x Ally of Justice Catastor 「A・O・J カタストル」
1x Scrap Dragon 「スクラップ・ドラゴン」
1x Eviritua Merrowgeist 「イビリチュア・メロウガイスト」
1x Inverz Roach 「インヴェルズ・ローチ」
1x Verz Ouroboros 「ヴェルズ・ウロボロス」
1x Kachi Kochi Dragon 「カチコチドラゴン」
2x Gear-Gigant Cross 「ギアギガント X」
1x Reverb Djinn Maestroke 「交響魔人マエストローク」
1x Daigusta Emeral 「ダイガスタ・エメラル」
1x No. 16, Ruler of Color - Shock Ruler 「No.16 色の支配者ショック・ルーラー」
1x No. 39, Aspiring King Hope 「No.39 希望皇ホープ」
1x No. 50, The Black Corn 「No.50 ブラック・コーン号」
1x Fairy King Alverd 「妖精王 アルヴェルド」
1x No. 11, Big Eye 「No.11 ビッグ・アイ」

This deck is quite nasty. As you may have guessed the choice play is tinplate + a gadget making you lose 2 cards in hand... but still a minus 0... Then the gadget activates... +1... Overlay for a minus 1... still 0... Geargigant Cross effect grab a Machina Gearframe. +1... Next turn if Cross lives just grab w/e you want... then Gearframe and yadda yadda... if you have extra crap in hand you can drop Fortresses and such. If you have Ultimate Offering its GG.

I tried this deck out myself and my common plays rarely needed to stem from Tinplate as I never drew it lol.The decks strength comes mostly from it being Gadgets so that nothing is a real minus. Veiler doesn't even minus you in card advantage because your gadgets made up for it. Geargigant X is the main reason this deck got the new blast of life. Being able to search Gearframe, Tinplate, Gadgets, or anything else you happen to have thats a Level 4 or lower machine is amazing. You can even run Granel in here as a tech card.  

The deck does not need Cardcar D for advantage or consistency it outputs enough on its own. This is perhaps the most fun I've had with Gadgets in a good while. Still though it isn't as fun as Geargia.

I planned to give you a updated Gem-Knight deck but realized Block Golem and Gransoil don't really add much but gimmicks to the deck. Block Golem does let you use your dead Rocks for Xyz or more Fusions but it still isn't really necessary to the deck and hasn't boosted the win percentage any. Probably just a problem steming from the Tier 1 Dilemma.

I'll see you all tomorrow hopefully BTW thanks a lot guys because I needed to make a blog post I had to put off cleaning my room for the day. So tomorrow the blog post may be extremely late or extremely early depending on how desperate I am.



Tuesday, May 1, 2012

Geargia The Fun Build

Back with a Vengeance dang it Lets GOOOO!!! Well not really but I'll treat you with not forcing you to press Read More one more time.

Monsters: 19
1x Gransoil The Broken Beast (I made that name up)
3x Geargiaccel
3x Geargiano MK-II
3x Geargiarsenal
1x Geargiano
2x Effect Veiler
2x Cardcar D
1x Meklord Emperor Granel

Spells: 12
3x Pot of Duality
2x Iron Call
1x Pot of Avarice
1x Dark Hole
1x Limiter Removal
1x Monster Reborn
1x Heavy Storm
2x Mystical Space Typhoon

Traps: 9
2x Torrential Tribute
1x Solemn Judgment
2x Raigeki Break
1x Mirror Force
2x Bottomless Trap Hole
1x Compulsory Evacuation Device

Extra Deck: 15
2x Geargiganto X
2x Utopia
1x Maestroke
1x Daigusto Emeral
1x Kachi Kochi Dragon
1x Utopia Ray
1x Black Corn
1x Vairon Disigma
1x Leviair
1x Leviathan Dragon
1x Zenmaines
2x Snowpeak Giant


Well the deck works like I've described many times before. Snowpeak Giant gives extra advantage in a winning situation as a win more card. The Golems and Geargiganto X's most duels if I don't win early literally search through all my machines. One time my last machine was a single Cardcar. Gransoil is easy to summon if drawn early enough because it is easy to have the right grave early game so I only run 1. Cardcar D is obvious as is Duality. If I don't start with an Armor I can Duality into an Arsenal and just sit on a 1700 beater. MK-II and Accel provide so much replay for Armor and all my Xyz and Arsenals. one time I revived the same Armor about 5 times in a duel. The deck just garners so many pluses throughout that overextending doesn't hurt much at all. Granel just provides an easy win after the swarm. As it ruins their Dark Hole comeback severely.

The deck just fears Inzektors majorly as their destruction is free or even a plus so you get nothing from them wasting cards to stop a Armor.

A good idea to run in the deck would be a set of Spys and a Guard just to be a douche and confuse the shit out of your opponent.

Well thats all for now thanks for my return lol