Thursday, March 8, 2012

Fire Style: Junkyard Inferno

So I'm back in business and these posts will be better than the previous ones this month. Today I decided I'll as a treat to all of you give you a Junk OTK deck. There may be others (Has been thinking about an Alien Junk OTK and has also been thinking about a Lightsworn build so heheheh).

So without further ado I'll say Read More so there is always further ado.

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...

Tuesday, March 6, 2012

Alright back to basics: Watt Beat

Considering DN decided to go down again I'm back to square one when it comes to deck builds being exact but I'll still put something up.

Anyway you've all seen this deck before but it's been edited slightly for the new format and the top decks.

Monsters: 18
3x Wattgiraffe
3x Wattcobra
3x Wattdragonfly
2x Wattpheasant
2x Thunder King Rai-oh
2x Marshmallon
1x Honest
2x Effect Veiler

Spell: 6
1x Dark Hole
2x Smashing Ground
1x Monster Reborn
2x Wave-Motion Cannon

Traps: 17
2x Torrential Tribute
1x Mirror Force
2x Fiendish Chain
1x Chain Disappearance
2x Divine Wrath
1x The Huge Revolution is Over
2x Magic Cylinder
1x Lumenize
2x Dimensional Prison
1x Solemn Judgment
2x Solemn Warning

Total: 41

This is my soon to be real life build and it works great on DN thanks for sticking with me so long guys. Not much to say about the deck except Chain Disappearance in main... A nice move in OCG but in TCG debatable due to priority nonsense. You may also notice the 6 ways of effect negation... and how they all do it in different ways at different timings. Those are there to deal with dangerous monsters and who likes waiting for Dino Rabbit to have a big field... set a mirror force and a divine wrath... Laggia negates Mirror... Divine Wrath for field wipe? The deck tends to mostly draw spells and traps due to Wattcobra's useful searching ability... Wattpheasant is an instant out to Xyz or any monsters that set something about themselves upon summoning like clearing counters. Or erasing attack boosts and equip cards. Mostly for Xyz... Pheasant attacking directly acts like a mini Galaxy-Eyes Photon Dragon. This deck on a good day wins by turn 4 on any other day turn 8 if it can keep a Watt on the field everyturn... Good day looks like... Cobra and Wave-Motion Cannon... Cobra swings... gets Cobra... 7000... next turn protect Cobra... summon another... both hit directly... 5000... overlay for Sacred Omega or Hope or any other Rank 4 depending on situation... next turn... Cannon hits 3 turns... all you need is 2000 damage... if your opponent has a zenmaines or gantetsu on the field the previous turn you would make Black Corn and get rid of it making you only need a single Watt or a direct attack to win... if you protected your monsters with Magic Cylinder then the duel could possibly be over...

The deck uses the Burn cards as a way to put pressure on the opponent to waste major removal or negation on Watts and waste backrow single target removal on Wave-Motion cannon... I've been debating adding in more Burn but eh doesn't think it's necessary.

Monday, March 5, 2012

Jinzo?

DN isn't up at the time of this writing so meh I'll have to free ball the decklist.

Monsters: 24
3x Jinzo
3x Jinzo-Returner
2x Cyber Dragon
2x Card Trooper
3x Quickdraw Synchron
2x Junk Synchron
3x Tuningware
1x Dandylion
2x Doppelwarrior
2x Unknown Synchron

Spells: 11
3x Night Shot 
1x Monster Reborn
1x Dark Hole
1x Heavy Storm
1x One for One
2x Machine Duplication
1x Pot of Avarice
1x Future Fusion

Traps:
3x Call of the Haunted
2x Torrential Tribute

I have absolutely no idea how this deck is supposed to run aside from... Quickdraw to drop Jinzo-Returner to get Jinzo from grave... but the true goal of the deck is to either Jinzo OTK and if that fails make a Rank 6... or to summon both Jinzo and Drill Warrior which in conjunction with Jinzo is nearly unstoppable... Also just putting a Jinzo in the graveyard for Call of the Haunted seems like a good idea.

All in all without DN I have no idea if this will work out or not. 
Thanks for your patience today's post was late due to getting fitted for a Tuxedo and having to stay out even later for my sisters's shopping.

Sunday, March 4, 2012

ESPer Wall

So there won't be a picture again this time doesn't feel like editing it. So I'll just put the list again. Sorry about yesterday I didn't get home until 1 in the morning and didn't wake up until 1 in the afternoon so had nothing to post.

Anyway this is the ESPer Imperial Iron Wall build.

Monsters: 22
3x ESPer Star Sparrow
3x Battle Fader
3x Genex Ally Birdman
1x Plaguespreader Zombie
3x Metaion, the Time Lord
3x Tinplate Goldfish
3x Gishki Beast
3x Gishki Avance

Spells: 6
1x Foolish Burial
3x Pot of Duality
1x Monster Reborn
1x Dark Hole

Traps: 12
1x Solemn Judgment
2x Solemn Warning
3x Imperial Iron Wall
3x Dark Bribe
3x Call of the Haunted

Extra: 15
Whatever you can make a bunch of Rank 4's and a bunch of Level 6 and 7 Synchros...

Friday, March 2, 2012

Hieroglyphic is Amazing Egyptian OTK

Alrighty somewhat late but w/e there won't be a picture for this one because I don't feel like taking the time to edit it.
Monsters: 20
3x Hieroglyphic Dragon - Nephthedragon
3x Hieroglyphic Dragon - Shiyuudragon
3x Hieroglyphic Dragon - Asetdragon
3x Hieroglyphic Dragon - Tfenidragon
3x Red-Eyes Darkness Metal Dragon
2x Wattmeter-Dragon
3x Card Car "D"

Spells: 11
3x Hieroglyphic Seal of Convocation
2x Wingbeat of the Giant Dragon
1x Mystical Space Typhoon
2x Night Shot
1x Heavy Storm
1x Dark Hole
1x Monster Reborn

Traps: 9
2x Hieroglyphic Seal of Reflection
1x Solemn Judgment
2x Solemn Warning
1x Mirror Force
2x Torrential Tribute
1x Reckless Greed (Filler spot as I was rushing to fill it earlier)

Extra: 15
3x Hieroglyphic Dragon Pharaoh - Atumus
2x Photon Streak Bouncer
2x Gaia Dragoon, the Force of Lightning
1x No. 25 Fullmetal Photoglide  Focus Force
2x Gustaph Max, the Super-Dreadnought Railway Gun
5x Other Xyz

The deck works as you'd expect and OTK's rather often and that's normally how I win my games with it. You can also simply just build the deck to only OTK. Card Car "D" is a god send in how it gives me a turn 1 play that isn't summon Aset end with a set Reflection (Loses to any attempt to just summon swing...).

You can also run the non-OTK version of the deck and focus more on control but I'll have a build for that later this month.

Thursday, March 1, 2012

Galactic Evol Xyz

Read more for the text deck list and the rest of the information still trying to keep the front page relatively uncluttered during the beginning of the month...