From lack of viewership I can see you all dislike Cardfight Vanguard Posts. I did give you proper warning though a month ago. I will still do Yu-Gi-Oh posts I just don't have anything Yu-Gi-Oh related to post on except that:
This Format is dumb and brings in a ton of variety in decklists but leaves the overall power level too high.
(Top 16 of Philadelphia):
Dino Rabbit
Dark World
Chaos Dragons
Inzektor
Wind-Ups
Final Countdown
Of those decks though the ones that have the most behind them are Chaos Dragons and Dino Rabbit considering the ENTIRE TOP 8 of Philadelphia was Dino Rabbit and Chaos Dragons.
Top 16 though had even more Dino Rabbit and Chaos Dragon but included 1 Dark World, 1 Wind-up, 1 Inzektor, and 1 Final Countdown deck...
Imagine this scenario though what if more players shifted over to Chaos Dragon instead of Dino Rabbit due to the results of this tourney. Less Dino Rabbit means less free wins for Chaos Dragon and more wins for Inzektor. Wind-up are still Borderline Tier even with less Dino Rabbit. Dark World also stay Borderline. Final Countdown though would still rarely show up due to how that deck works.
These aren't of course the Tier 1 decks but I can list them for ya.
Due to sheer popularity and top 16's (Using Pokemon Terminology) From March 1st Onwards
OU:
Dino Rabbit
Chaos Dragon
Inzektor
BL:
Wind-up
Dark World
HERO
UU:
Final Countdown
Chain Burn
Six Samurai
Chaos Piper
Twilight/Lightsworn
NU:
Everything else
This list is built not by Tiers but by usage statistics.
OU = Overused
BL = Borderline
UU = Underused
NU = Neverused
More in depth analysis of the match-ups will come at a later time.
Showing posts with label Strategy. Show all posts
Showing posts with label Strategy. Show all posts
Friday, June 1, 2012
Vanguard Posts... and Yu-Gi-Oh Format Analysis
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
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 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.
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.
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.
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.
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.
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
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
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...
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...
Wednesday, April 25, 2012
EMERGENCY POST: Ignition Effect Priority TCG ONLY
First off let me direct you here: http://www.yugioh-card.com/en/gameplay/fasteffects_timing.html
Now for the post... This change to the game is massive and makes the life of a judge so much easier with the nice little perfect flowchart. First off Ignition Effects such as Chaos Sorcerer now must wait until the window is "Open" to activate their effects. Meaning if you summon a monster or make an action the window is no longer "Open".
This means that because the window is not "Open" your opponent can actually activate and resolve an effect to destroy or otherwise affect your monster before you get the chance to activate the effect (Only for Ignition Effects).
Trigger Effects are unaffected by this change due simply to how chains work.
This change in laymans terms:
Summon Zenmaity... Bottomless... GG...
Summon Rabbit... Chain Disappearance GG...
Summon Stratos... Bottomless... Gets effect anyway.
Summon Dragonfly... Trap Hole... doesn't get to equip Hornet loses Dragonfly...
Summons Atums on Saturday/Sunday... Hieratic Seal of Banishment before he can use the effect...
REDMD gets Bottomlessed before it can activate...
BLS - EOTB gets Raigeki Breaked before it can activate...
In long term this change means... Summon Alius... set 1 go... Summon Rabbit... Gemini Spark... GG (Now your only defense being Super Poly has changed...
This game will change majorly from this and Rabbit takes a rather big hit without killing them... meaning they won't be as broken as before. Still broken when they aren't stopped but not omnipotent. No longer needs many banlist hits to it either. Inzektors can possibly be a problem though later on.
To think we've been in this ruling quagmire since Exiled Force became a major card... (It was one of the earliest cards that could tribute itself as a cost after all).
If any of my information isn't consistent with the link above sorry. Anyway please get all your friends and everyone you know to read that link fully.
Now for the post... This change to the game is massive and makes the life of a judge so much easier with the nice little perfect flowchart. First off Ignition Effects such as Chaos Sorcerer now must wait until the window is "Open" to activate their effects. Meaning if you summon a monster or make an action the window is no longer "Open".
This means that because the window is not "Open" your opponent can actually activate and resolve an effect to destroy or otherwise affect your monster before you get the chance to activate the effect (Only for Ignition Effects).
Trigger Effects are unaffected by this change due simply to how chains work.
This change in laymans terms:
Summon Zenmaity... Bottomless... GG...
Summon Rabbit... Chain Disappearance GG...
Summon Stratos... Bottomless... Gets effect anyway.
Summon Dragonfly... Trap Hole... doesn't get to equip Hornet loses Dragonfly...
Summons Atums on Saturday/Sunday... Hieratic Seal of Banishment before he can use the effect...
REDMD gets Bottomlessed before it can activate...
BLS - EOTB gets Raigeki Breaked before it can activate...
In long term this change means... Summon Alius... set 1 go... Summon Rabbit... Gemini Spark... GG (Now your only defense being Super Poly has changed...
This game will change majorly from this and Rabbit takes a rather big hit without killing them... meaning they won't be as broken as before. Still broken when they aren't stopped but not omnipotent. No longer needs many banlist hits to it either. Inzektors can possibly be a problem though later on.
To think we've been in this ruling quagmire since Exiled Force became a major card... (It was one of the earliest cards that could tribute itself as a cost after all).
If any of my information isn't consistent with the link above sorry. Anyway please get all your friends and everyone you know to read that link fully.
Friday, March 30, 2012
The Masked Bubble
Bubblebeat has been doing very very well recently which is to be expected as it's a new take on Hero's which is always a treat. The main premise of the deck is on Bubbleman adding major Xyz Options and with Blade Armor Ninja allowing OTK's with Stratos and Monster Reborn or surprise 4400 hits and with a new Xyz from the new Starter deck they also get a reliable stall option mixed with a Tsukuyomi for another avenue to run over big beaters. Essentially they now have good Offense, Defense, and can take an opponent's strength and destroy him with it through use of Super Polymerization. The deck also can successfully utilize Mask Change and Miracle Fusion for consistant Absolute Zero/Acid wipes. The deck has access to a ton of powerful plays and many control options while minimizing it's weakness to Royal Decree with a trap line-up of less than 10. With it's low monster count but high searchability there's just no point in not running enough spells to overwhelm with a ton of power cards.
The deck's power stems from constant pressure from HERO's that are essentially floaters especially Alius as a Spark makes a searched Alius into a plus 1. Hero Blast even gives you back that Alius for another 1 for 1. The deck just grinds out advantage and waits for the first few negates of the game. In order to push in for major damage with limited ways for the opponent to get out. The deck along with the pressure aims to punish misreads and misplays by the opponent. You set your hand and summon Stratos... if it goes unnegated they cannot stop your Bubbleman without taking a hit. The Xyz is just going to happen. And if they stop the Xyz they risk taking a Miracle Fusion to the face.
Stopping the deck is difficult you just simply must outplay and outread the deck. Making mistakes isn't safe against Bubblebeat so you must be on top of your game at all times and negate the major threats. You see a Stratos try to warning it. Do whatever you can to keep it off the field as they won't set their hand until they have a bubbleman in hand. If they misplay and set their hand first kill the Stratos ASAP any way you can and just deal with the bubbleman. If they leave a lone bubbleman on the field with backrow expect a Acid to hit you so try to avoid setting cards while that bubbleman is on field. End Phase Harpies Feather Duster or on chain Feather Duster hurts... If you can force a Vapor you'll be in good position as 2400 isn't hard to run over as they lose major Super Poly access and Mask Change. But they also gain access to Miracle Fusion which will be a problem so you'd have to be prepared to deal with that.
Essentially to defeat the deck you must take a stance of aggression if you can put them into a bad position they can often not turn it around very easily. They gain from putting the aggression against you. In a speed race though they have to take a defensive stance meaning you can get them to waste big cards early and lower their chances of using that card late game when it counts. You also once again have to outplay them and be a couple steps ahead in the game and remember every card they have activated throughout the duel so to know what they should have left in their deck to combat you with. In otherwords treat them like you would treat any control deck even though they are an aggressive deck as they still don't fight back well against large monsters and in TCG a Large DARK monster can often seal their fate as we don't yet have Escuridao. in OCG you want to be prepared for a Super Polymerization but also press as if the card didn't exist as it's an inevitability.
Good luck and tomorrow there will be a State of the Blog Address before the transition on April 1st to Card Reviews!! And on April 12/14 for the Return of the Duelist Reviews.
The deck's power stems from constant pressure from HERO's that are essentially floaters especially Alius as a Spark makes a searched Alius into a plus 1. Hero Blast even gives you back that Alius for another 1 for 1. The deck just grinds out advantage and waits for the first few negates of the game. In order to push in for major damage with limited ways for the opponent to get out. The deck along with the pressure aims to punish misreads and misplays by the opponent. You set your hand and summon Stratos... if it goes unnegated they cannot stop your Bubbleman without taking a hit. The Xyz is just going to happen. And if they stop the Xyz they risk taking a Miracle Fusion to the face.
Stopping the deck is difficult you just simply must outplay and outread the deck. Making mistakes isn't safe against Bubblebeat so you must be on top of your game at all times and negate the major threats. You see a Stratos try to warning it. Do whatever you can to keep it off the field as they won't set their hand until they have a bubbleman in hand. If they misplay and set their hand first kill the Stratos ASAP any way you can and just deal with the bubbleman. If they leave a lone bubbleman on the field with backrow expect a Acid to hit you so try to avoid setting cards while that bubbleman is on field. End Phase Harpies Feather Duster or on chain Feather Duster hurts... If you can force a Vapor you'll be in good position as 2400 isn't hard to run over as they lose major Super Poly access and Mask Change. But they also gain access to Miracle Fusion which will be a problem so you'd have to be prepared to deal with that.
Essentially to defeat the deck you must take a stance of aggression if you can put them into a bad position they can often not turn it around very easily. They gain from putting the aggression against you. In a speed race though they have to take a defensive stance meaning you can get them to waste big cards early and lower their chances of using that card late game when it counts. You also once again have to outplay them and be a couple steps ahead in the game and remember every card they have activated throughout the duel so to know what they should have left in their deck to combat you with. In otherwords treat them like you would treat any control deck even though they are an aggressive deck as they still don't fight back well against large monsters and in TCG a Large DARK monster can often seal their fate as we don't yet have Escuridao. in OCG you want to be prepared for a Super Polymerization but also press as if the card didn't exist as it's an inevitability.
Good luck and tomorrow there will be a State of the Blog Address before the transition on April 1st to Card Reviews!! And on April 12/14 for the Return of the Duelist Reviews.
Tuesday, March 27, 2012
Geargigant X OTK Possibilities
Well I've been thinking of a way to make a deck that spams multiple Rank 4's in one turn and just can't quite figure out how to do it. I've done Sacred, Verz, Water Xyz, Gadget, HERO... and so on but just can't find a deck that can spam them more than once a turn without ultimate offering. Well then damn I guess we'll just have to go back to using ultimate offering... So here's my plan... First off Gadgets are always a good idea. So you now have a 9 Gadget base for Xyz... But you with 9 gadgets can make 3 Geargigant X's... So you can put out 3 Geargigant X use all their effects to pick any 3 Level 4 or lower Machines from your deck to your hand. And have room to summon 2 of them for game... of course isn't Gadget's just spamming a bunch of Xyz better?
Well what about putting out 3 monsters all level 4... Basically 2 Geargiaccel and 1 Tinplate Goldfish should do fine... Goldfish>Accel... Special second Accel... overlay Goldfish and Accel for Geargigant X... Use it's effect to grab another Accel from deck... Special out that Accel... now you can overlay for a second Geargigant X... that's a total of 4600 damage worth right... So we are still off by a good bit... And we've already normal summoned... Well the second Geargigant can add an Accel from grave but Geargigant X isn't a Geargia so you can't summon it out... There must be a better way right? If I told you there might be would be be happy... BTW A single Iron Call lets you make another Geargigant X for 6900 damage... Also advantage wise you didn't lose much... The First Geargia cost you 3 cards from hand The Second Geargia cost you 1 card the Third Geargia cost you 1 card... The First Geargia gave you 1 card... The Second Geargia gave you 1 card the Third Geargia gave you one card... overall you only lose about 1 card worth of advantage but get 3 monsters on the field. so in essence you had used 4 total cards that you actually had to obtain... to make 3 Xyz in one turn... with no real set-up...
1 Geargiaccel and 1 Geargiarsenal and 1 Tinplate Goldfish also works... Same exact combo but use Arsenal to put out the second Accel... Problem is we are missing damage still 1100 that has to happen somehow (This is considering an empty field mind you).
So we have a conundrum... we can take a 4 card combo and put out 6900 damage... thats just not good enough. (If we had a Ultimate Offering or Limiter Removal it'd be too dependent). I want this to be as independent on extra cards as possible. With Limiter Removal though we can do either combo doesn't really matter but instead of using Iron Call for the third one we can just Limiter Removal for 9200 damage total... Or we could use Ultimate Offering and make enough monsters for over 8000 damage... Offering would turn the whole hand into anything we needed.
There are a ton of different ideas I have with Geargia's and I'm hoping to hear from you all about how you can make an OTK using Geargigant X without using a single Gadget monster.
Well what about putting out 3 monsters all level 4... Basically 2 Geargiaccel and 1 Tinplate Goldfish should do fine... Goldfish>Accel... Special second Accel... overlay Goldfish and Accel for Geargigant X... Use it's effect to grab another Accel from deck... Special out that Accel... now you can overlay for a second Geargigant X... that's a total of 4600 damage worth right... So we are still off by a good bit... And we've already normal summoned... Well the second Geargigant can add an Accel from grave but Geargigant X isn't a Geargia so you can't summon it out... There must be a better way right? If I told you there might be would be be happy... BTW A single Iron Call lets you make another Geargigant X for 6900 damage... Also advantage wise you didn't lose much... The First Geargia cost you 3 cards from hand The Second Geargia cost you 1 card the Third Geargia cost you 1 card... The First Geargia gave you 1 card... The Second Geargia gave you 1 card the Third Geargia gave you one card... overall you only lose about 1 card worth of advantage but get 3 monsters on the field. so in essence you had used 4 total cards that you actually had to obtain... to make 3 Xyz in one turn... with no real set-up...
1 Geargiaccel and 1 Geargiarsenal and 1 Tinplate Goldfish also works... Same exact combo but use Arsenal to put out the second Accel... Problem is we are missing damage still 1100 that has to happen somehow (This is considering an empty field mind you).
So we have a conundrum... we can take a 4 card combo and put out 6900 damage... thats just not good enough. (If we had a Ultimate Offering or Limiter Removal it'd be too dependent). I want this to be as independent on extra cards as possible. With Limiter Removal though we can do either combo doesn't really matter but instead of using Iron Call for the third one we can just Limiter Removal for 9200 damage total... Or we could use Ultimate Offering and make enough monsters for over 8000 damage... Offering would turn the whole hand into anything we needed.
There are a ton of different ideas I have with Geargia's and I'm hoping to hear from you all about how you can make an OTK using Geargigant X without using a single Gadget monster.
Monday, March 26, 2012
Tempel Ideas
So Magical Summoner, Tempel can let me summon any level 5 or higher Dark or Light Spellcaster from my Deck... At the cost of using a Spell Card and tributing it... DONE!! As in Read More because I really typed more than I thought I would and it would crowd the front page. And nope this is a Strategy post not a Deck
Wednesday, March 7, 2012
Dino Rabbit
This time around I won't supply you with a decklist or anything of that sort this is a strategy meeting to explain why Dino Rabbit is just so good right now in TCG land.
First and foremost: The OCG Priority ruling that made retaining your priority for an Ignition effect no longer possible means that cards like Raigeki Break and Effect Veiler and Fiendish Chain or anything that isn't a counter trap are able to stop the Rabbit from going off and when they get Tour Guide it will stop that from going off too (That'll be after the next banlist though). In TCG we don't have that cushion that makes so many decks better and makes ignition effects less god like. Meaning turn 1 Rabbit cannot be stopped without a Solemn Warning, Divine Wrath, Solemn Judgment, etc. Rabbit in general was already a nuisance in OCG but with the ruling not changing in TCG makes the deck extremely powerful much like Wind-up's. A clear way to stop this deck though would be simply any main decked Effect Negation that negates effects that work in the RFG. Imperial Iron Wall is also a choice by stopping Rabbit from activating but that's a niche card and hard to side with. There are many good cards that stop Rabbit... and once Rabbit is in grave it won't be coming back bar a Monster Reborn or a Call of the Haunted. So all in all stopping the Rabbit itself requires a major investment and Gemini Spark can't stop it (This is one of the reasons Hero Beat works well in OCG.)
Next: The deck runs so much powerful negation... It has a Spell Speed 2 Solemn Judgment, and a Spell Speed 2 double use free Divine Wrath. Turn 1 Laggia backed up with Warning and Fiendish Chain or in hand Effect Veiler is often game-ending. As your turn 2 would be a Leviair and a Dolkka/Laggia depending on situation. Once that turn 2 comes to pass the duel is probably over. All of that power though stems from making Laggia as quickly as possible... if you stop that Laggia play you have a good shot at winning as you've set them back majorly. Hence why people began to run Bottomless Trap Hole against Rabbit... as both Sabersaurus and Kabazauls have over 1500... you'd get to banish two copies and your opponent wouldn't have an Xyz. Sure they can Tour Guide later but they are still stuck. Now with 2 Torrential Tribute you can do the same... it won't be banishing but you'll have broader destruction at your fingertips. (Once again with no Ignition priority upon summoning this can kill Rabbit too lol). Another option is to bait the Laggia and make it waste materials on something like a Smashing Ground and then follow up with a Dark Hole or a Torrential... The problem with that is your opponent forces you to waste power cards to get rid of a 2400 beater... just as strong as your Jinzo...
Third: The deck is extremely fast and this ties into the upper portions too. Turn 1 you can make a 1 card Laggia and protect it... Turn 2 you can make Dolkka/Laggia with a Leviair... Turn 3 you control from there on and win... Meaning to slow it down you have 3 choices... stop the Rabbit immediately and in TCG we can barely do that... make the Laggia waste materials and get murdered... make the Laggia waste materials and bait the opponent into making a second one with their huge Leviair play against a face-down Torrential Tribute (They'd lose 2 more Dinosaurs, 2 Tour Guides, Leviair, and a Laggia...). But out of those the only one that is fool-proof is straight on negating the Rabbit play. In OCG you can just destroy or veiler Rabbit and it'll just die. (in OCG Wind-ups get murdered due to having their Zenmaighty negated and have to rely on the loop... Inzektors do well because of the priority thing, yes it makes them more vulnerable but at the same time they don't have to contend with Dino Rabbit as often and with Agents and Junk Doppel mostly out of the picture they can rape).
Finally: This is the most expensive deck we've had in a very long time... I've heard Dolkka is going for 60 right now... so think about it...
(Going by while at YCS ATL prices (rather inflated due to the event))
3x Tour Guide 240-300
3x Rabbit 120-180
1x Dolkka 60
2x Laggia 30
3x Maxx "c" 360
1x Wind-up Zenmaines 120
so that makes it
300+180+60+30+360+120
1030 dollars or so.... at the low end it's around 910 at the lowest probably 800 or so... Thats not to mention I only covered a few of the cards... meaning if you have all the cards to build such an expensive deck you might as well build it. Anyone remember Tele-DAD... This is close to that price minus the SJC prize card Crush Card Virus.
This means that this is a money deck it makes Inzektors look extremely affordable... (Their most expensive card that they have no choice but to run is Hornet at 30ish)
Sams are now extremely cheap in comparison to their old prices... (Budget levels)
Wind-ups's are even cheaper with their need for triple Zenmaighty and triple Rat they are nearly budget
that staggering price is mostly the fault of Tour Guide and Maxx "C"... if both of those cards were at the price of 5 dollars each the deck would be very affordable in comparison to the 400-600 dollars those cards together add to the cost of the deck...
There is no doubt though in the TCG that this deck is a force to be reckoned with and must be approached with caution...
First and foremost: The OCG Priority ruling that made retaining your priority for an Ignition effect no longer possible means that cards like Raigeki Break and Effect Veiler and Fiendish Chain or anything that isn't a counter trap are able to stop the Rabbit from going off and when they get Tour Guide it will stop that from going off too (That'll be after the next banlist though). In TCG we don't have that cushion that makes so many decks better and makes ignition effects less god like. Meaning turn 1 Rabbit cannot be stopped without a Solemn Warning, Divine Wrath, Solemn Judgment, etc. Rabbit in general was already a nuisance in OCG but with the ruling not changing in TCG makes the deck extremely powerful much like Wind-up's. A clear way to stop this deck though would be simply any main decked Effect Negation that negates effects that work in the RFG. Imperial Iron Wall is also a choice by stopping Rabbit from activating but that's a niche card and hard to side with. There are many good cards that stop Rabbit... and once Rabbit is in grave it won't be coming back bar a Monster Reborn or a Call of the Haunted. So all in all stopping the Rabbit itself requires a major investment and Gemini Spark can't stop it (This is one of the reasons Hero Beat works well in OCG.)
Next: The deck runs so much powerful negation... It has a Spell Speed 2 Solemn Judgment, and a Spell Speed 2 double use free Divine Wrath. Turn 1 Laggia backed up with Warning and Fiendish Chain or in hand Effect Veiler is often game-ending. As your turn 2 would be a Leviair and a Dolkka/Laggia depending on situation. Once that turn 2 comes to pass the duel is probably over. All of that power though stems from making Laggia as quickly as possible... if you stop that Laggia play you have a good shot at winning as you've set them back majorly. Hence why people began to run Bottomless Trap Hole against Rabbit... as both Sabersaurus and Kabazauls have over 1500... you'd get to banish two copies and your opponent wouldn't have an Xyz. Sure they can Tour Guide later but they are still stuck. Now with 2 Torrential Tribute you can do the same... it won't be banishing but you'll have broader destruction at your fingertips. (Once again with no Ignition priority upon summoning this can kill Rabbit too lol). Another option is to bait the Laggia and make it waste materials on something like a Smashing Ground and then follow up with a Dark Hole or a Torrential... The problem with that is your opponent forces you to waste power cards to get rid of a 2400 beater... just as strong as your Jinzo...
Third: The deck is extremely fast and this ties into the upper portions too. Turn 1 you can make a 1 card Laggia and protect it... Turn 2 you can make Dolkka/Laggia with a Leviair... Turn 3 you control from there on and win... Meaning to slow it down you have 3 choices... stop the Rabbit immediately and in TCG we can barely do that... make the Laggia waste materials and get murdered... make the Laggia waste materials and bait the opponent into making a second one with their huge Leviair play against a face-down Torrential Tribute (They'd lose 2 more Dinosaurs, 2 Tour Guides, Leviair, and a Laggia...). But out of those the only one that is fool-proof is straight on negating the Rabbit play. In OCG you can just destroy or veiler Rabbit and it'll just die. (in OCG Wind-ups get murdered due to having their Zenmaighty negated and have to rely on the loop... Inzektors do well because of the priority thing, yes it makes them more vulnerable but at the same time they don't have to contend with Dino Rabbit as often and with Agents and Junk Doppel mostly out of the picture they can rape).
Finally: This is the most expensive deck we've had in a very long time... I've heard Dolkka is going for 60 right now... so think about it...
(Going by while at YCS ATL prices (rather inflated due to the event))
3x Tour Guide 240-300
3x Rabbit 120-180
1x Dolkka 60
2x Laggia 30
3x Maxx "c" 360
1x Wind-up Zenmaines 120
so that makes it
300+180+60+30+360+120
1030 dollars or so.... at the low end it's around 910 at the lowest probably 800 or so... Thats not to mention I only covered a few of the cards... meaning if you have all the cards to build such an expensive deck you might as well build it. Anyone remember Tele-DAD... This is close to that price minus the SJC prize card Crush Card Virus.
This means that this is a money deck it makes Inzektors look extremely affordable... (Their most expensive card that they have no choice but to run is Hornet at 30ish)
Sams are now extremely cheap in comparison to their old prices... (Budget levels)
Wind-ups's are even cheaper with their need for triple Zenmaighty and triple Rat they are nearly budget
that staggering price is mostly the fault of Tour Guide and Maxx "C"... if both of those cards were at the price of 5 dollars each the deck would be very affordable in comparison to the 400-600 dollars those cards together add to the cost of the deck...
There is no doubt though in the TCG that this deck is a force to be reckoned with and must be approached with caution...
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.
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.
Well 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.
Well 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.
Yep 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.
Well 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.
Well 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.
This'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.
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.
Well next main deck tech card!! Jinzoningen - Psycho ShockerAlright 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.
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.
Yep 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.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.
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.
Monday, February 6, 2012
Iron Hammer OTK
Clearly not a deck post but just an explanation on the OTK that this card is capable of thanks to it's monstrous DEF stat... Just think... Limit Reverse/Call of the Haunter>Ironhammer>Inferno Reckless Summon>Shield and Sword esque card.
So when done correctly you can put out 3x 3500 monsters at once with a 3 card combo as long as Ironhammer is in grave first.But if you want to do it during the Battle Phase you can have Giant Rat ram into a stronger monster and put out Ironhammer and Reckless Summon it and then use Inverse Universe. if their monster had 2500 DEF or less you win the duel unless your opponents monster is far bigger than yours. You could also use Unity and get big damage in one attack.
Rat is during Damage Step I thought it happened afterwards so no IRS cannot be activated.
This would work with any monster with 2700 or more DEF though so why is it special for Iron Hammer? Because Ironhammer unlike the others can attack directly on it's own. Meaning that no matter what the field situation is all you have to worry about are the backrows, and Effect Veiler. But the OTK is really really nice with Ojama Country because it doesn't worry about anything but it's hard to fit the pieces in as an Ojama Engine is very large. Well that's all I have to say for today.
So when done correctly you can put out 3x 3500 monsters at once with a 3 card combo as long as Ironhammer is in grave first.
Rat is during Damage Step I thought it happened afterwards so no IRS cannot be activated.
This would work with any monster with 2700 or more DEF though so why is it special for Iron Hammer? Because Ironhammer unlike the others can attack directly on it's own. Meaning that no matter what the field situation is all you have to worry about are the backrows, and Effect Veiler. But the OTK is really really nice with Ojama Country because it doesn't worry about anything but it's hard to fit the pieces in as an Ojama Engine is very large. Well that's all I have to say for today.
Tuesday, January 31, 2012
Genex Cycle OTK
So while browsing for something to post I ran across a friend who shared their Genex OTK with me. There won't be a read more for this as it's gonna be a short post. Essentially you use Genex Power Planner and Genex Ally Birdman to get all your synchro materials on the field. And depending on the situation at hand you can make any kind of 8000+ damage field with minimal hand support and win from there. Only problem that I didn't say was Ultimate Offering which was needed for the deck to seriously work. Without Ultimate Offering the deck sorta sits there idle until it dies. Heres the original build by Larainge http://ultraduelacademy.forumotion.com/t471-genex-cycle-otk
Also listed there is the entire OTK in it's entirety. It's been updated recently to include Xyz summons and no longer desperately needs the Undine's and Controllers to work. As we have more choices for summons now we can put out 8000 damage really easily. So the deck is far more streamlined and actually runs real trap cards to protect itself now. I may actually not run anything I normally run and switch over to Hero Beat for the YCS in the event I still go depending on my financial situation.
I'm not going to tell you all any more on the OTK possibilities because it's not my idea to do that with nor is it something I want yall to senselessly copy and fail with. Best to build your own version that suits you.
Also listed there is the entire OTK in it's entirety. It's been updated recently to include Xyz summons and no longer desperately needs the Undine's and Controllers to work. As we have more choices for summons now we can put out 8000 damage really easily. So the deck is far more streamlined and actually runs real trap cards to protect itself now. I may actually not run anything I normally run and switch over to Hero Beat for the YCS in the event I still go depending on my financial situation.
I'm not going to tell you all any more on the OTK possibilities because it's not my idea to do that with nor is it something I want yall to senselessly copy and fail with. Best to build your own version that suits you.
Tuesday, January 24, 2012
Really short update post
I've decided on a Synchro variant i think ill like. BTW Macro Cosmos if timed right can save Vanity's Emptiness. BTW Gadgets don't care about banishing... Nor does Anti-Meta... so Anti-Meta Macro Gadget was born. I'll have a post on that at a later date.
Monday, January 23, 2012
Egyptian Xyz Batman!!! (Holy Marks)
UPDATE: I view the new text as a lie due to Geb stating Holy Mark Normal Monster and Normal Dragon separately on it's own card. Also there is only 1 Normal Dragon with 0/0 and that's the Holy Mark Normal Monster there'd be no point in the distinction as any other monster they could summon would also be a Holy Mark with 0/0.
A far better version of my previous build
EDIT: Shortening front page please click Read More to see the rest. In exchange the comboes are moved up here
A far better version of my previous build
This build maximizes the potential for good hands... by statistically speaking... I have 2x Isis, 2x Geb and 3x Tefnut meaning 7 tribute fodder Holy Marks... I have 3 Shu and 1 Nephthys and 3 Gathering meaning 7 tribute Holy Marks... and Gathering could also mean 10 tribute fodder depending on draws...
Sunday, January 22, 2012
YCS Atlanta is coming up
In Light of that I'm trying to get my deck ready... Right now I'm running a budget Synchrocentric Build (no Maxx "C" no Rai-oh no Tour Guide) I could though run Anti-Meta Macro Gadgets or Watts with a small investment in each...
Synchrocentric Budget Beats is the most explosive and dangerous deck I have...
Anti-Meta Macro Gadgets is a ton slower than Synchrocentric but it mains ways to completely block out Wind-up's and Inzektors along with Synchrocentric and Rabbit builds.
Watts though aren't as slow as the Gadgets but are also the most stable deck I have just that they have a very bad match-up with Inzektors. (Wind-ups not so much).
I could also build Gravekeepers or Dark Worlds or Agents. all of which on a budget but mostly finished.
I'd like some input from you all on which I should use. This won't be made into a poll because I want reasons and explanations for which is better to run. (I'd do T.G. but I don't have enough Horns and am 1 Rhino and 3 Striker short).
I do not own any Rai-oh and need 2 minimum to make the Synchrocentric deck better or the Watts playable. or to build Chaos.
Synchrocentric Budget Beats is the most explosive and dangerous deck I have...
Anti-Meta Macro Gadgets is a ton slower than Synchrocentric but it mains ways to completely block out Wind-up's and Inzektors along with Synchrocentric and Rabbit builds.
Watts though aren't as slow as the Gadgets but are also the most stable deck I have just that they have a very bad match-up with Inzektors. (Wind-ups not so much).
I could also build Gravekeepers or Dark Worlds or Agents. all of which on a budget but mostly finished.
I'd like some input from you all on which I should use. This won't be made into a poll because I want reasons and explanations for which is better to run. (I'd do T.G. but I don't have enough Horns and am 1 Rhino and 3 Striker short).
I do not own any Rai-oh and need 2 minimum to make the Synchrocentric deck better or the Watts playable. or to build Chaos.
Saturday, January 21, 2012
Fun Heiroglyph Blue-Eyes/Red-Eyes deck
UPDATE: Shortening Front Page so click read more to see the decklist.
So Heiroglyph's on Egyptian God's... that can summon Blue-Eyes White Dragon for free and then OTK?!?!??
Have you ever summoned 3x Red-Eyes in one turn and made Lucky Stripe? Have you ever thought about triple Blue-eyes for Neo Galaxy Eyes Photon Dragon? Have you ever seen 3x REDMD at the same time... use one to summon out more crap... overlay for Gustaph use the other for more crap... yum?
So Heiroglyph's on Egyptian God's... that can summon Blue-Eyes White Dragon for free and then OTK?!?!??
Have you ever summoned 3x Red-Eyes in one turn and made Lucky Stripe? Have you ever thought about triple Blue-eyes for Neo Galaxy Eyes Photon Dragon? Have you ever seen 3x REDMD at the same time... use one to summon out more crap... overlay for Gustaph use the other for more crap... yum?
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