Sunday, October 28, 2012

Top 5 decks in the current Meta

There are so many decks that have topped Regionals, YCS's, and a lot more different decks that have gotten players their invites to the 2013 WCQ! It's unbelievable on how diverse the meta is. I hate how so many players are hating how diverse it is, but you know what? In this format, creativity is the winner of almost every single event today! That is why I like this format a lot!

To narrow all the good decks down to the top 5, it's harder than you'll ever think. However, I think I managed to narrow it down to these top 5!

#5: Wind-Up's: That's it? Just number 5? That's right! It's one of the best decks in the meta right now due to it's 2 card combo's that lead to OTK's. If your opponent doesn't have any hand traps or good backrow (or any at all), then it's auto-loss for them! This deck is the easiest of the 5 to beat, though, because one card can wreck them and slow them down hard, or a nicely timed Effect Veiler can win you a game. Nonetheless, this deck is amazing! The ability to topdeck is nuts, and you can swarm no problem.

#4: Machina Gadget: This deck is great. The ability to +1 on almost every single Normal Summon will give you an edge in every part of the game! This deck can stretch out to any form of originality! You can run 9 Gadgets and spam Xyz, or you can slow down and run 6 gadgets, and have field control. Since this deck is very good at managing control the entire game, this deck deserved a nice spot on our top 5!

#3: Agents: I must say, this deck has many nice ways to manage your way into Master Hyperion. Anytime you can run 3 easy-to-summon 2700 beaters that pop a card once per turn, you're looking pretty solid. It's so bad when you get troll'd by Kristya, and you gotta Special Summon to win. The fact that this deck starts off defensively, then when you get rid of everything, you lose because you used your energy on ridding the wall(s), then you're staring a Hyperion and you're dead. You can tech so much in this deck, and when you draw good, you're a winner!

#2: Chaos Dragons: Deemed the best deck last format, this one is STILL among the best. It's real simple. You have LIGHT and DARK monsters to dump in the grave, you have a nice draw engine, you spam 2400+ beaters, and at times, put your Lightpulsar loop on board. Fortunately for us haters, there isn't as much to deal with, but Lyla takes care of everything before the swarming begins. The best part about this deck is that it's very difficult to deal with the heavy beaters in this deck.

#1: Inzektors: That's right! This is the best deck in the game right now! As easy as it is to get Hornet and Dragonfly into your sight, that's all you need to win! I've been Veiler'd 3 times, and they still couldn't beat me! Even if I get D.D. Crow'd, I still win because I got something called Leviair or Rank 5's that they can't get past so easily. Even if you get Shadow-Mirror'd, it doesn't matter. I have so much backrow hate, so it sucks to be you. In conclusion, Inzektors still rule the TCG at least in my opinion.

Monday, October 15, 2012

And so, this game goes underwater.

The Atlantean structure deck comes out soon! This means that something new is going to be a part of the competitive nature of the game. This deck is not only quite cheap, but it's a very effective deck to use! The ability to plus so much on turn 1, and getting around effect negations is why this deck is so good! Fact of the matter is you're going to lose if you're not careful on how to play against it. For now, lets just go over the broken ass cards in the deck!

Atlantean Dragoons: 1800 beater that lets your level 3 or lower Sea-Serpents attack directly? Wow! Could be why A Legendary Ocean could be so damn good in this deck! If this gets sent to the grave for the cost of a WATER monster's effect, you get to search for any Sea-Serpent monster except itself from your deck to your hand!

Atlantean Heavy Infantry: Yeah it's only 0 ATK points, but it allows you to Normal Summon an extra Sea-Serpent monster from your hand. This is key when you use this effect on Deep Sea Diva! This mean you can either get Gungnir instantly, or you can get a Gachi Gachi to go with your monster, or get Daigusto Phoenix for a 3000 push! When sent to the grave for a WATER effect, you destroy a face-up card your opponent controls! For those who use Skill Drain, you fail!

Atlantean Marksman: My favorite of the 3 new Atlanteans! 1400 ATK level 3 monster that calls another Atlantean (except another of itself) from your deck! This is where you push and get Attack Squad and get another 2200 beater on the field! If sent to the grave for a WATER effect, it pops a set card your opponent controls! This is great against Geargiarmors or if you're trying to get rid of that backrow back there!

Atlantean Attack Squad: Gains 800 ATK if you control another Fish, Sea-Serpent, or Aqua type monster! Isn't that almost every monster in the deck? I believe so!

Deep Sea Diva: Simply broken. In this deck, it's actually great to open with multiple Diva's! It makes a 2200 beater, a 1400 recruiter, or a rank 2 Xyz! It can also make a level 5 Synchro that can be useful to get past something. You'll always be able to find something to do in this deck when you summon this other whore! Sorry Tour Guide. I'm afraid that we're cheating on you now.

Abyss Soldier: Nice 1800 beater that bounces stuff on your opponent's field to your hand! Not to mention that it also triggers the Atlantean's Graveyard effects, so you can get a 2 for 1 if it's the right moment!

Genex Undine: Stupid broken in this deck! Lets see! I thin the deck out, dump an Atlantean, pop something, and get a free monster to your hand. Either that or you get a +1 hand count just for summoning this thing. NO reason why you shouldn't be playing the Genex engine in this deck.

Call of the Atlanteans: What a broken quick-play spell card. So it's triple Monster Reborn for level 3 Sea-Serpents? Why yes it is! However, you cannot Special Summon again the same turn you play this card. But you know, play it during your opponent's end phase and you get around that! This means that you got 3 free monsters for no reason! How you use them, I'll leave it up to you! Oh wait. Konami tells you 20 ways to use them. Go bother them.

As far as the deck's consistency is concerned, I feel that you're required to run the Genex engine. Without it, you'll end up opening up really bad most of the time due to the fact that you'd be relying on opening with Deep Sea Diva. At least with Undine, you're setting yourself up for either Call of the Atlanteans or you can dump Dragoons, then set yourself up with Diva from there. The fact that you +2 every time you drop Undine (granted that you have Controller still in deck) is really important when you consider your card choices. However, with the Genex Engine, I'd play roughly 42 cards due to the fact that you don't wanna draw into you Controllers as they need to stay in the deck to keep Undine broken.

When I built the current build that I have on Dueling Network, I considered building it based on the opening hand's sake. If you open up with the wrong cards, you just may end up losing to a slow hand. I also cut down on some cards that you'd typically run 3 of. Diva you would probably run 3 of, but Undine gets it for you after dumping Dragoons, and I also run Salvage to recycle monsters to the hand. I'd usually grab Diva and use it again. Salvage also lets you recycle your Marksman, Dragoons, or Heavy Infantry to use Abyss Soldier's effect to bounce AND get a graveyard effect.

The only Atlantean that I run 3 of is Attack Squad because of the fact that every card that Special Summons from the deck lets me get him, and it's the best choice most of the time. Not to mention that it's a great card to bring back via Call of the Atlanteans. I run 2 of everything else because they're not searched out nearly as much as Attack Squad. Anytime you can poop out a 2200 beater from your deck, you'd probably do it! Can't you believe that Diva can NOW grab something that can get over Thunder King?

Now that I've mentioned enough about this deck, lets go through the strengths and weakness!

Strengths:
-Swarms the field very quickly
-Synchro's and Xyz Summons
-Lots of searching through the deck for stuff
-BROKEN Quick-Play Spell
-Graveyard effects activate the same time as cost effects, can get around negations
-Works well with Gozen Match

Weaknesses:
-Macro Cosmos says goodbye
-Bad hand if you see neither Undine or Diva
-Forced to Xyz for stuff if you got Level 3's on the field

Wait what about that last one? I say that because you should also look out for players who will use Possessed Dark Soul as a Tour Guide target. You don't wanna lose the game because you left 2 monsters on the field and then you lose them and here comes an Xyz off YOUR monsters!

Well, that's all I have to say about the deck. I won't put a deck list up because I want you guys to get creative. Try this deck with Ninja's or something. I'm sure you all can come up with ideas with the boss monster that I think is toilet paper. Maybe you'll come up with other ways to use it other than wiping your ass with it.