More like blog lol. It started at not even 5 in the morning because people couldn't sleep and I apparently snore, we eat an early ass breakfast and leave at 6 in the morning. After almost 2 hours in the car, we arrive at the Wilson mall where we were the first people to register for the event. My pack pulls: Garbage holo's. We got so bored after a couple of hours, and finally, our rounds start!
Round 1: vs Rock Stun
This guy was kinda quiet, but he was pretty cool.
Game 1: I attack into Dyna like a scrub. Other than that I'm staring at moving rocks.
Game 2: Drew better this time. Don't remember much here, but I know I won.
Game 3: He was forced to Xyz for Gem-Knight Pearl. After that I rid the thing and win a turn later.
1-0
Round 2: vs Geargia-Karakuri
Another cool dude. This might be fun.
Game 1: He never exploded, but I never took advantage of it. It was a grind while we were at 1000 each. He had the monster for game.
Game 2: Another grinder. Too bad I topdeck Warning with 1800 left. =[
1-1
Round 3: vs Madolche
Wow really? Lets hope my day isn't that bad.
Game 1: He Valhalla's into Puddingcess and normal's a 2k field spell searcher. Heavy Storm wrecks him and he had no answer to anything.
Game 2: Even less close than the first game. He got wrecked.
2-1
Round 4: vs Dark World
Game 1: We play a little then he realizes he forgot to side out from last match. Game loss for him.
Game 2: I don't remember much, but I know I lost.
Game 3: I made 2 critical misplays here. Forgot to bring out Fortress for defense, and then I forget to negate a Grapha with Thunder King. I'm feeling so ashamed of myself. =/ Oh well. Life goes on.
2-2
Round 5: vs Machina Gadgets
Game 1: I draw crap and he Veiler's my Tour Guide. I lose.
Game 2: He draws crap and I eventually win.
Game 3: Game goes into OT. I take LP lead on turn 3 to win.
3-2
Round 6: vs ???
Game 1: Opponent gets game loss for not showing up.
Game 2: I think he was eating at McDonalds or taking a shit for all I know. He never showed up.
4-2
Round 7: vs Dragunity
Game 1: He goes first and does the Dragunity thing. I do some stuff, then he Trident Dragiun's me to death.
Game 2: I D.D. Crow the first Dux, then Veiler the next one. I win soon after.
Game 3: I think he drew bad. I just use my Gadjiltron Dragon alone to win. I had hand traps ready anyways.
5-2
Here goes. If I win my last round I get my invite.
Round 8: vs Six Sams
I've played this guy before at another locals. He's cool. I beat him in our previous match there.
Game 1: I slid past a Catastor and Naturia Beast to get the win.
Game 2: Drew trash. He rapes me.
Game 3: Didn't look good. However, my topdecks were Godlike. I Solemn Judgment a Moster Reborn after he summons a Kagemusha, then draw MST next turn to Run his LP over for game. INVITE GET! =D
6-2
I finished 6-2 and got 29th place and ALL x-2's got invites (all x-2's went to top 32). What's amazing is I played NO Wind-Up's, NO Hero's, NO Agents, NO Chaos Dragons, and NO Inzektors! Those are decks that I was actually expecting to play a lot of all day, but that never happened. It might make my invite accomplishment be more like a fluke, but damnit, I'm going to 2013 WCQ now, and I'm not doing the LCQ next year!
There were over 250 players there, and it will be the last EVER Regional held inside the Wilson Mall. It did look like a nice dome to play YGO under, but bad malls just have to go. I'm gonna miss playing there. Unfortunately, my shit binder got jacked. Oh well. It was full of shit anyways. I didn't lose anything, and that's what matters. For those who are curious, here's the decklist.
Monsters: 22
2x Ancient Gear Gadjiltron Dragon
1x Machina Peacekeeper
3x Machina Gearframe
2x Machina Fortress
1x Machina Cannon
2x Tour Guide from the Underworld
1x Sangan
1x Night Assailiant
3x Breaker the Magical Warrior
2x Effect Veiler
1x Maxx "C"
2x Tragoedia
1x Gorz the Emissary of Darkness
Spells: 14
3x Terraforming
3x Geartown
1x Necrovalley
3x Mystical Space Typhoon
1x Heavy Storm
1x Pot of Avarice
1x Dark Hole
1x Monster Reborn
Traps: 5
2x Solemn Warning
1x Solemn Judgment
2x Torrential Tribute
Extra Deck: 15
1x Ally of Justice Catastor
1x Stardust Dragon
1x Scrap Dragon
1x Red Dragon Archfiend
1x Wind-Up Zenmaines
1x Leviair the Sea Dragon
1x Temtempo the Percussion Djinn
1x Number 17: Leviathan Dragon
1x Number 20: Giga Brilliant
1x Number 39: Utopia
1x Maestroke the Symphony Djinn
1x Photon Papilloperative
1x Gem-Knight Pearl
1x Number 11: Big Eye
1x Hieratic Sun Dragon Overlord of Hetropolis
Side Deck: 15
2x Thunder King Rai-Oh
2x D.D. Crow
1x Maxx "C"
2x System Down
1x Nobleman of Crossout
3x Compulsory Evacuation Device
2x Dimensional Prison
2x Shadow-Imprisoning Mirror
Props:
-My friend Aljhun for driving me and friends to Regionals
-Got my invite
-Personal best Regional record of 6-2
-The Hobby Shop for hosting the thing
-Least the mall looked nice for a Regional
-McDonalds suicide drink for tasting so damn good!
Slops:
-Didn't get great trades
-Binder got jacked
-Other friend lost his wallet
-Thieves, hustlers, and cheaters
Sunday, November 4, 2012
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.
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.
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.
Tuesday, September 18, 2012
Charlotte Regional Report: 9-15-2012
Here I am expecting at least 250 people for the event, and boy did we get that. Approximately 481 people (according to final standings) were registered in the event! This meant that 48 invites were given, so invites were easier to get right? WRONG! They were really difficult to get! You needed an x-2-1 record AT LEAST to get your invite! Anyways! I decided to break out my rogue Machina Geartown deck and see how that would work out. After hours of waiting, and even a re-pair, the first round finally starts!
Round 1: Vs HERO Drain
This one's gonna be a bitch...
Game 1: Ok Regigigas, wake up! Deck gets slow start here as I drew bad.
Game 2: Nearly got 2-0'd here, but I ended up coming back with a Maestroke, Breaker, and TKRO for the win!
Game 3: One card in hand is apparently dangerous. It's always the one card you don't wanna see. Miracle Fusion'd for the loss, oh then he tops Barbaros with Skill Drain to insult me. :(
0-1
Round 2: Vs Classic HERO
Another one? Come on!
Game 1: Ok never mind this one was easy with the exception of running into D-HERO Defenders the whole game. Gotta love drawing extra cards!
Game 2: See game 1 lol.
1-1
Round 3: Vs Six Sams
Draw good...Please?
Game 1: Opened up bad. Got Veiler'd everytime I did draw something. Yay for Sams Curse!
Game 2: NOW we draw decent! Ended up winning this off a Fortress.
Game 3: Deck goes to explosion mode on this one! Gotta love Fortress to Shi En! :)
2-1
Round 4: Vs Wind-Up's
And here come the losses?
Game 1: Stumped my opponent here by NOT protecting my Union'd Fortress so Zenmaines could destroy the Necrovalley I wanted him to rid of. Then he runs RIGHT into Gorz for the win!
Game 2: Time is called towards the end of this game, meaning I won't lose! He swarms, attacks into Fossil Dyna, but it wasn't enough to win in time. It's a draw.
2-1-1
Round 5: Vs Grandsoil Psychics
This will be fun.
Game 1: He Black Rose'd the field with Geartown on the field? That's a no no! I get this one.
Game 2: He got Grandsoil out and whipped my ass with my own Gadjiltron Dragon. GG.
Game 3: Whoever'd have thought dropping Fossil Dyna would win you a game? He had like Cyber Dragon and Grandsoil ready and he couldn't do shit. YAY!
3-1-1
After this round, my voice starts to go out. This looks bad.
Round 6: Vs Wind-Up's
Game 1: He opened up good. I lose.
Game 2: See game 1. :(
3-2-1
Round 7: Vs Six Sams
Really? Only played for 4 weeks?
Game 1: We both have Zenmaines on board, I MST my own Geartown, then he waits until my dragon comes out to Solemn Judgment it. Umm no. He calls TWO judges since he doesn't understand the ruling on it. After 15 minutes, he finally understands that he can't do that. Then later, he does the worst of the worst, Heavy Storm on JUST GEARTOWN! LOLOLOLOL! It was face-up too! XD Right when I was about to rape face for game, time is called, and I win in just one game!
4-2-1
Round 8: Vs Wind-Up's
Voice is 99% gone here. Lets see what happens.
Game 1: Slow start as nobody drew anything good....Then he exploded with everything.
Game 2: All I remember is I got swarmed again for the loss. I lose.
4-3-1
I didn't show up for the last round as I didn't wanna go to my opponent, unable to talk. Hell I had to text everything I wanted to say because I couldn't talk! It was a long night getting back home as can't do anything except put up with my sick friend coughing his ass off all night. Well If you want my deck profile on this, comment on this or something as I'm not typing that stuff up right now.
Round 1: Vs HERO Drain
This one's gonna be a bitch...
Game 1: Ok Regigigas, wake up! Deck gets slow start here as I drew bad.
Game 2: Nearly got 2-0'd here, but I ended up coming back with a Maestroke, Breaker, and TKRO for the win!
Game 3: One card in hand is apparently dangerous. It's always the one card you don't wanna see. Miracle Fusion'd for the loss, oh then he tops Barbaros with Skill Drain to insult me. :(
0-1
Round 2: Vs Classic HERO
Another one? Come on!
Game 1: Ok never mind this one was easy with the exception of running into D-HERO Defenders the whole game. Gotta love drawing extra cards!
Game 2: See game 1 lol.
1-1
Round 3: Vs Six Sams
Draw good...Please?
Game 1: Opened up bad. Got Veiler'd everytime I did draw something. Yay for Sams Curse!
Game 2: NOW we draw decent! Ended up winning this off a Fortress.
Game 3: Deck goes to explosion mode on this one! Gotta love Fortress to Shi En! :)
2-1
Round 4: Vs Wind-Up's
And here come the losses?
Game 1: Stumped my opponent here by NOT protecting my Union'd Fortress so Zenmaines could destroy the Necrovalley I wanted him to rid of. Then he runs RIGHT into Gorz for the win!
Game 2: Time is called towards the end of this game, meaning I won't lose! He swarms, attacks into Fossil Dyna, but it wasn't enough to win in time. It's a draw.
2-1-1
Round 5: Vs Grandsoil Psychics
This will be fun.
Game 1: He Black Rose'd the field with Geartown on the field? That's a no no! I get this one.
Game 2: He got Grandsoil out and whipped my ass with my own Gadjiltron Dragon. GG.
Game 3: Whoever'd have thought dropping Fossil Dyna would win you a game? He had like Cyber Dragon and Grandsoil ready and he couldn't do shit. YAY!
3-1-1
After this round, my voice starts to go out. This looks bad.
Round 6: Vs Wind-Up's
Game 1: He opened up good. I lose.
Game 2: See game 1. :(
3-2-1
Round 7: Vs Six Sams
Really? Only played for 4 weeks?
Game 1: We both have Zenmaines on board, I MST my own Geartown, then he waits until my dragon comes out to Solemn Judgment it. Umm no. He calls TWO judges since he doesn't understand the ruling on it. After 15 minutes, he finally understands that he can't do that. Then later, he does the worst of the worst, Heavy Storm on JUST GEARTOWN! LOLOLOLOL! It was face-up too! XD Right when I was about to rape face for game, time is called, and I win in just one game!
4-2-1
Round 8: Vs Wind-Up's
Voice is 99% gone here. Lets see what happens.
Game 1: Slow start as nobody drew anything good....Then he exploded with everything.
Game 2: All I remember is I got swarmed again for the loss. I lose.
4-3-1
I didn't show up for the last round as I didn't wanna go to my opponent, unable to talk. Hell I had to text everything I wanted to say because I couldn't talk! It was a long night getting back home as can't do anything except put up with my sick friend coughing his ass off all night. Well If you want my deck profile on this, comment on this or something as I'm not typing that stuff up right now.
Tuesday, September 11, 2012
Geargia's 101: The How-To Blog
It's hard to believe that Geargia's have been a brutal force in the game of YGO. Since the release of Return of the Duelist, players have been seeking the aid on how to run this deck. Well, here's my gift to you. In this blog, I'm gonna explain the cards needed for it, and how to make the big play. After you're finished reading, you'll probably wanna try to play it on Dueling Network or something.
If you're familiar with Machina Gadgets, then the way this deck sides out will remind you much of that deck. In fact, the build I have has a pretty good concept from the Machina Gadget deck. It's just that I've replaced Gadgets and 3 other cards with 9 Geargia cards. Consider the fact that this deck is very simple to build if you wish to build the original version. Lets go over some cards now!
Geargiarmor: Damn. This card has a big ass! 1900 DEF in this format is a lot. Not to mention if someone attacks into it face down, you get a search! This searches for any other Geargia monster to your hand! Of course, your first choice is Geargiaccelerator. This is the starter of the OTK.
Geargiaccelerator: If you know Bora or Kizan very well, then you know what this does. It's Special Summoned in Defense if you have a face-up Geargia Monster on your field. Also if it gets sent from the field to the grave, you get to add 1 Geargia monster from your grave to your hand! Keep in mind that you miss timing if Tributed or Synchro'd for, so it has to be destroyed in some other way that doesn't miss timing.
Geargiarsenal: Not much to say about it other than it's a Lonefire Blossom for Geargia's. You can't get itself though. It's a very solid 1700 beater on the field, granted that you don't have another Geargia monster on your field. I say it's not as important as the other 2 though.
Gear Gigant X: The most important card in the deck. Yes. It really is. It's literally a Blue Gadget! You detach a material to add ANY Level 4 or lower Machine monster from your deck or grave to your hand. This card is expensive, and you need at least 2 copies of this card to run this deck properly. Good luck!
After those cards, you run the Machina engine! this means that if you're very experienced with them, then you should be able to do very well with this deck! However, unlike Gadgets, this deck swarms the field, so you need to be careful on when to go off. If you time it wrong, you'll lose everything to something very obvious! Now without further reading, lets go over the OTK's steps! Lets assume that you either have 1 accelerator in hand and you just got attacked into, or you had one accelerator as it is.
1. Flip Geargiarmor face-down, then flip it back up, adding your second Geargiaccelerator to your hand.
2. Special Summon both Geargiaccelerators from your hand.
3. Xyz any 2 Geargia's into Gear Gigant X.
4. Detach either material to get your 3rd Geargiaccelerater, Special Summon it.
6. Xyz the other 2 Geargia's for another Gear Gigant X.
7. Detach to search for Machina Gearframe, Normal Summon it, and add Machina Fortress to your hand.
8. Granted that you have another Machine in your hand, Special Summon Machina Fortress.
This combo should put 8900 points of damage on the board. IT'S UNDER 9000!!!!!
Now that you know the OTK, and how it only requires you to open with 1 card, and a turn of waiting, you should try the loop on Dueling Network and practice it for a while! That's about all I have to write today. Stay classy!
If you're familiar with Machina Gadgets, then the way this deck sides out will remind you much of that deck. In fact, the build I have has a pretty good concept from the Machina Gadget deck. It's just that I've replaced Gadgets and 3 other cards with 9 Geargia cards. Consider the fact that this deck is very simple to build if you wish to build the original version. Lets go over some cards now!
Geargiarmor: Damn. This card has a big ass! 1900 DEF in this format is a lot. Not to mention if someone attacks into it face down, you get a search! This searches for any other Geargia monster to your hand! Of course, your first choice is Geargiaccelerator. This is the starter of the OTK.
Geargiaccelerator: If you know Bora or Kizan very well, then you know what this does. It's Special Summoned in Defense if you have a face-up Geargia Monster on your field. Also if it gets sent from the field to the grave, you get to add 1 Geargia monster from your grave to your hand! Keep in mind that you miss timing if Tributed or Synchro'd for, so it has to be destroyed in some other way that doesn't miss timing.
Geargiarsenal: Not much to say about it other than it's a Lonefire Blossom for Geargia's. You can't get itself though. It's a very solid 1700 beater on the field, granted that you don't have another Geargia monster on your field. I say it's not as important as the other 2 though.
Gear Gigant X: The most important card in the deck. Yes. It really is. It's literally a Blue Gadget! You detach a material to add ANY Level 4 or lower Machine monster from your deck or grave to your hand. This card is expensive, and you need at least 2 copies of this card to run this deck properly. Good luck!
After those cards, you run the Machina engine! this means that if you're very experienced with them, then you should be able to do very well with this deck! However, unlike Gadgets, this deck swarms the field, so you need to be careful on when to go off. If you time it wrong, you'll lose everything to something very obvious! Now without further reading, lets go over the OTK's steps! Lets assume that you either have 1 accelerator in hand and you just got attacked into, or you had one accelerator as it is.
1. Flip Geargiarmor face-down, then flip it back up, adding your second Geargiaccelerator to your hand.
2. Special Summon both Geargiaccelerators from your hand.
3. Xyz any 2 Geargia's into Gear Gigant X.
4. Detach either material to get your 3rd Geargiaccelerater, Special Summon it.
6. Xyz the other 2 Geargia's for another Gear Gigant X.
7. Detach to search for Machina Gearframe, Normal Summon it, and add Machina Fortress to your hand.
8. Granted that you have another Machine in your hand, Special Summon Machina Fortress.
This combo should put 8900 points of damage on the board. IT'S UNDER 9000!!!!!
Now that you know the OTK, and how it only requires you to open with 1 card, and a turn of waiting, you should try the loop on Dueling Network and practice it for a while! That's about all I have to write today. Stay classy!
Sunday, September 2, 2012
Deck Analysis: Geargia Karakuri
I apologize for the lack of blogs as of lately. I haven't had a chance to get on the PC and write something up due to other things going on involving the PC (not a virus I promise!) More like eBay related. ANYWAYS! Today we're gonna go over the Geargia engine, and why this deck is pretty good.
First off, you use Geargia's. You run 3 of each of the following: Geargiarsenal, Geargiaccelerator, and Geargiarmor. These 3 cards can work very well to Xyz summon for a Rank 4 monster rather quickly! Not to mention that they take advantage of pluses that you'll need to have in order to be successful with this deck. Since Karakuri's are also involved with this deck, you should be able to get AT LEAST 2 Synchro's out in one turn. Now lets go over the Geargia cards in case you don't know what the hell they do!
*Please have good knowledge of Karakuri monsters at least as I won't be typing up but only one word in the name.
Geargiaccelerator: This is the Kizan/Bora of the deck! If you control another Geargia monster, you can simply drop it in defense position! This will lead you to the ability to Xyz for a Rank 4 monster, including Gear Gigant X! Also if it gets sent from the field to the grave, you can add a Geargia monster from your grave to your hand. By those 2 bold words as in you miss timing if you tribute or synchro with it! Either way, it's a staple in this deck, so use 3 of these!
Geargiarsenal: Not only will this be a 1700 beater on summon (or more if you control other Geargia's) but it's literally a Lonefire Blossom for this deck! Too bad you can't Special Summon another Geargiarsenal though. It's great to attack something with it, then tribute it on Main Phase 2. Another 3 of!
Geargiarmor: This is one of those Pacman monsters that flips itself face down once per turn. When flipped face up, you get to add a Geargia from your deck to your hand! This card itself is very broken, and is the starter of the Karakuri swarm! Not to mention that it's your typical target for your Geargiarsenal, then you can simply put it face down after! Do keep in mind that the rulings on any Pacman card is that if you flip it back up the same turn you use it's effect, then you CANNOT put it face down again. Believe me. If we could do that, then it's an OTK.
Since we're running Karakuri's as well, we need to run a few of the Tuner monsters in order to be successful playing this deck. Going with typical standards, we'll play with 2 Strategist, 1 Watchdog, and 1 Kuick. Strategist changes your Geargiarmor's battle position to face up Attack Position, and triggers it's searching effect! This will probably drop another Geargiaccelerator, then do it again! Unless you have a Book of Moon in your possession, you won't be able to loop again. Either way, use that second Burei to get Kuick, and then get your Watchdog (if not then Strategist) then go for Stardust (or Naturia Landoise.)
Now for the last important part of the engine! Genex Ally Birdman! If you see this card along with accelerator and Geargiarsenal/Geargiarmor, you just got the loop! Granted that your opponent doesn't respond to anything, you should have 2 Burei's and a another Karakuri monster along with Geargiarmor. By the time this loop is over, you should have a level 8 Synchro and 2 Burei's IF you go Watchdog with the second Burei's effect. You can also go for Bureido and get Kuick, then attempt to get Watchdog again, then go for Stardust!
As an added bonus, the reason why I wanna make this deck is because it also uses a Machina engine! Machina Fortress is one of the most dangerous cards in the game, and can raise hell if they're not careful. You know how that works though since I wrote it in many blogs before.
As far as the Spell/Traps are concerned, nothing very important other than staples. Just run 3 MST and whatever else you like to play with. My current DN build is different from the other deck profiles I've seen so far. It puts more emphasis on stopping the mirror match more than anything. Am I going to give the decklist out, nope! Not yet! I wanna keep it a secret!
Well guys, that's all I got today! Have fun, and stay classy!
First off, you use Geargia's. You run 3 of each of the following: Geargiarsenal, Geargiaccelerator, and Geargiarmor. These 3 cards can work very well to Xyz summon for a Rank 4 monster rather quickly! Not to mention that they take advantage of pluses that you'll need to have in order to be successful with this deck. Since Karakuri's are also involved with this deck, you should be able to get AT LEAST 2 Synchro's out in one turn. Now lets go over the Geargia cards in case you don't know what the hell they do!
*Please have good knowledge of Karakuri monsters at least as I won't be typing up but only one word in the name.
Geargiaccelerator: This is the Kizan/Bora of the deck! If you control another Geargia monster, you can simply drop it in defense position! This will lead you to the ability to Xyz for a Rank 4 monster, including Gear Gigant X! Also if it gets sent from the field to the grave, you can add a Geargia monster from your grave to your hand. By those 2 bold words as in you miss timing if you tribute or synchro with it! Either way, it's a staple in this deck, so use 3 of these!
Geargiarsenal: Not only will this be a 1700 beater on summon (or more if you control other Geargia's) but it's literally a Lonefire Blossom for this deck! Too bad you can't Special Summon another Geargiarsenal though. It's great to attack something with it, then tribute it on Main Phase 2. Another 3 of!
Geargiarmor: This is one of those Pacman monsters that flips itself face down once per turn. When flipped face up, you get to add a Geargia from your deck to your hand! This card itself is very broken, and is the starter of the Karakuri swarm! Not to mention that it's your typical target for your Geargiarsenal, then you can simply put it face down after! Do keep in mind that the rulings on any Pacman card is that if you flip it back up the same turn you use it's effect, then you CANNOT put it face down again. Believe me. If we could do that, then it's an OTK.
Since we're running Karakuri's as well, we need to run a few of the Tuner monsters in order to be successful playing this deck. Going with typical standards, we'll play with 2 Strategist, 1 Watchdog, and 1 Kuick. Strategist changes your Geargiarmor's battle position to face up Attack Position, and triggers it's searching effect! This will probably drop another Geargiaccelerator, then do it again! Unless you have a Book of Moon in your possession, you won't be able to loop again. Either way, use that second Burei to get Kuick, and then get your Watchdog (if not then Strategist) then go for Stardust (or Naturia Landoise.)
Now for the last important part of the engine! Genex Ally Birdman! If you see this card along with accelerator and Geargiarsenal/Geargiarmor, you just got the loop! Granted that your opponent doesn't respond to anything, you should have 2 Burei's and a another Karakuri monster along with Geargiarmor. By the time this loop is over, you should have a level 8 Synchro and 2 Burei's IF you go Watchdog with the second Burei's effect. You can also go for Bureido and get Kuick, then attempt to get Watchdog again, then go for Stardust!
As an added bonus, the reason why I wanna make this deck is because it also uses a Machina engine! Machina Fortress is one of the most dangerous cards in the game, and can raise hell if they're not careful. You know how that works though since I wrote it in many blogs before.
As far as the Spell/Traps are concerned, nothing very important other than staples. Just run 3 MST and whatever else you like to play with. My current DN build is different from the other deck profiles I've seen so far. It puts more emphasis on stopping the mirror match more than anything. Am I going to give the decklist out, nope! Not yet! I wanna keep it a secret!
Well guys, that's all I got today! Have fun, and stay classy!
Saturday, August 18, 2012
The REDU Sneak Peek Experience
Well it was a rather below average sneak peek for me. It doesn't change
the fact that it wasn't bad for me at all. We had a not so solid 13
players, and someone got a bye TWICE! It sure as hell wasn't me though.
I've observed that my pulls turned out to be, and hoped for a good
result for the piece of shit stack of cards I called a deck! I must say
that it was a tough deck for me to build this time around. I couldn't
even find 20 playable cards in the deck! I had to put cards that I
thought would be even near playable in order for me to be successful in
the sealed event.
I felt that with knowledge around me, I felt like I pulled the best cards among everyone else there. In fact, I was one of two people to pull a secret rare! First thing I pulled was Number 33: Chronomaly Mechu Mech. At least I knew from there that I was going to have an Extra Deck to use! I never realized that it was going to be the MVP of my day when I read up on a few cards. I then pulled that stupid Noble Knight thingy as my super. It was so dumb that I got trolled by the damn card. Could be worse though. It could have been something like Colossal Fighter/Assualt Mode. After that, I pulled Miracle Contact. Useless to me, so I just simply gave it to my friend.
During my rounds, I felt that I had the best deck that I could ever come up with. However, I felt that I had almost no outs to anything! The real MVP of the day was Compulsory Escape Device. I would watch their one monster get shuffled back while I had a couple of wide open monsters to hit for game. I was close to making top 4, but TERRIBAD hands arrived as I kept drawing all of my useless traps and the Tribute monsters afterwards. Not much you can do about that. =[
So you thought that was it? I have to rant about this set. Yes. There are cards in this set that will help me out a lot with the decks that I currently run. However, I think Konami took it too far with rarities this time around. EVERY single card that you would even be remotely interested in is either ultra or secret rare! I felt trolled when Gear Gigant X was a secret rare currently worth about $80-100 right now on eBay! Worst part is that NOBODY pulled the damn gadget! As for everything else, the best cards in each archetype are all secret rares. UGH!
Chronomaly's had a great showing at the sneak peek, but as it looks, it's not competitive at all. They're just another kind of monster that makes Xyz monsters, but at least they got their own Xyz's that are fairly decent. Of course, you'd all be better off playing the Rank 3 one. Mechu Mech is alright, but even when the amount of ATK points off it's original ATK, it's no more than 500 points, and that's if you're very lucky! I don't know too much else about this archetype, but I'm bound to learn more later about it.
Madolche's didn't show very well at the sneak at all. Every time I saw one on the field, it was gone and shuffled back into the deck. There was that one that searched for another Madolche and put it into your hand, but that's more of a gadget engine on it's own. Some of them are very nicely used with the use of banishing cards like Macro Cosmos and Banisher of the Radiance. However, none of them are as good as simply shitting a 2500 Guardian Eatos out of your ass! Give me more time and I'll learn on how this deck works.
NOW we get to the good archetypes! Heroic's! These things are really good, and we only have 5 of them so far! (including the Xyz) One of them is an "on the field" Honest, another one takes steroids after destroying a monster, and the others, well you'll figure that out. I think this could have potential as more of these come out. For now though, put some of these in another Warrior based deck. You might see some good results coming September.
Now for my favorite of all archetypes, and that's Spellbook/Prophecy! We didn't even get the field spell yet, and we still have ourselves a deck! This deck has the ability to bring out ANY Light/Dark Spellcaster on turn 1! You have so many search cards, and for a chance, your spell cards are more important than your monsters! When we get the field spell, this deck will show some competitiveness due to the field's ability to draw an extra card each turn once conditions are right! For now, just figure out the strategy, and you'll be in love with magicians again!
In all, this set was below average. I was hoping this was going to be another DREV as far as cards were concerned. For those who didn't pay $20 to get in, you made the smart move. As for the story of my life, another hyped up thing ends up becoming a major disappointment. In short; Skip this set, and move on to Abyss Rising in a few months. Lets just hope the Special Edition saves this set's hope of sales.
I felt that with knowledge around me, I felt like I pulled the best cards among everyone else there. In fact, I was one of two people to pull a secret rare! First thing I pulled was Number 33: Chronomaly Mechu Mech. At least I knew from there that I was going to have an Extra Deck to use! I never realized that it was going to be the MVP of my day when I read up on a few cards. I then pulled that stupid Noble Knight thingy as my super. It was so dumb that I got trolled by the damn card. Could be worse though. It could have been something like Colossal Fighter/Assualt Mode. After that, I pulled Miracle Contact. Useless to me, so I just simply gave it to my friend.
During my rounds, I felt that I had the best deck that I could ever come up with. However, I felt that I had almost no outs to anything! The real MVP of the day was Compulsory Escape Device. I would watch their one monster get shuffled back while I had a couple of wide open monsters to hit for game. I was close to making top 4, but TERRIBAD hands arrived as I kept drawing all of my useless traps and the Tribute monsters afterwards. Not much you can do about that. =[
So you thought that was it? I have to rant about this set. Yes. There are cards in this set that will help me out a lot with the decks that I currently run. However, I think Konami took it too far with rarities this time around. EVERY single card that you would even be remotely interested in is either ultra or secret rare! I felt trolled when Gear Gigant X was a secret rare currently worth about $80-100 right now on eBay! Worst part is that NOBODY pulled the damn gadget! As for everything else, the best cards in each archetype are all secret rares. UGH!
Chronomaly's had a great showing at the sneak peek, but as it looks, it's not competitive at all. They're just another kind of monster that makes Xyz monsters, but at least they got their own Xyz's that are fairly decent. Of course, you'd all be better off playing the Rank 3 one. Mechu Mech is alright, but even when the amount of ATK points off it's original ATK, it's no more than 500 points, and that's if you're very lucky! I don't know too much else about this archetype, but I'm bound to learn more later about it.
Madolche's didn't show very well at the sneak at all. Every time I saw one on the field, it was gone and shuffled back into the deck. There was that one that searched for another Madolche and put it into your hand, but that's more of a gadget engine on it's own. Some of them are very nicely used with the use of banishing cards like Macro Cosmos and Banisher of the Radiance. However, none of them are as good as simply shitting a 2500 Guardian Eatos out of your ass! Give me more time and I'll learn on how this deck works.
NOW we get to the good archetypes! Heroic's! These things are really good, and we only have 5 of them so far! (including the Xyz) One of them is an "on the field" Honest, another one takes steroids after destroying a monster, and the others, well you'll figure that out. I think this could have potential as more of these come out. For now though, put some of these in another Warrior based deck. You might see some good results coming September.
Now for my favorite of all archetypes, and that's Spellbook/Prophecy! We didn't even get the field spell yet, and we still have ourselves a deck! This deck has the ability to bring out ANY Light/Dark Spellcaster on turn 1! You have so many search cards, and for a chance, your spell cards are more important than your monsters! When we get the field spell, this deck will show some competitiveness due to the field's ability to draw an extra card each turn once conditions are right! For now, just figure out the strategy, and you'll be in love with magicians again!
In all, this set was below average. I was hoping this was going to be another DREV as far as cards were concerned. For those who didn't pay $20 to get in, you made the smart move. As for the story of my life, another hyped up thing ends up becoming a major disappointment. In short; Skip this set, and move on to Abyss Rising in a few months. Lets just hope the Special Edition saves this set's hope of sales.
Tuesday, August 14, 2012
September 1st, 2012 Banist: The Review
Well guys, it's official. The list is up! It's on yuginewz.com if anyone wants to see it. In this blog, I'm gonna take my predicted list and compare it with the actual list. This one's gonna be a long blog (I think) so get your snacks and "DINNER!" ready for the list that just may have temporarily saved this game!
First off, lets list out what I predicted to be the list.
Banned:
Future Fusion
Wind-Up Zenmaines (BOY WAS I ANYTHING BUT RIGHT HERE!)
Limited:
Inzektor Hornet
Rescue Rabbit
Red Eyes Darkness Metal Dragon
Royal Oppression
One Day of Peace
Super Polymerization
Semi-Limited
Tour Guide
Miracle Fusion
Lonefire Blossom
Mirror Force
Brionac
BW-Kalut
Not Limited:
Marshmallon
Level-Limit Area B
NOW FOR THE REAL LIST! LOOK AT THIS ONE!
Banned:
Future Fusion
Brionac
Limited:
Inzektor Hornet
Inzektor Dragonfly
Red Eyes Darkness Metal Dragon
Ultimate Offering
Tsukuyomi
Chaos Sorcerer
Gishki Krakken (OCG)
Spore
Wind-Up Carrier Zenmaity
Semi-Limited:
Tour Guide
Mirror Force
Reasoning
A Hero Lives
Hieratic Seal of Convacation
Rescue Rabbit
BW-Kalut
Pot of Duality
E - Emergency Call
Debris Dragon
The Agent of Mystery - Earth
Not Limited:
Marshmallon
Level-Limit Area B
Swords of Revealing Light
Emergency Teleport
Necro Gardna
Magic Cylinder
Destiny Draw
Now can I say..Woah. This is what I call Konami stepping in and hitting on everything that's even half dominating the format right now. I've personally never seen a list this long for changes to the list. My biggest surprise is me calling Mirror Force right at 2! I just threw that out there as a Konami wild card and there it is! Enough about my bragging though. We need to talk about how each deck got hit, what decks got help, and what decks will dominate the first half of the upcoming format!
Inzektors: Gotta start off with this deck. We lost 4 cards in this deck. The bad news is it will be much harder to see your Hornet, and to pop 2 cards on the first turn. This is rather unfortunately now because the deck is now about dead. I could see Inzektors become a potential engine in another deck though. However, the good news is that we still have the Zektkaliber combo in the deck for us to use! Hitting Dragonfly instead of Centipede might have just saved this deck by a thread! All we can do is hope someone has an imagination to save it.
Chaos Dragons: BAHAHAHA! This deck got hit hard! No more Future Fusion! That card created instant setup for a first turn win if the hand is right. Not to mention that REDMD will be at 1, so now the deck's Lightpulsar loop will be more unstable to keep up! If you can banish the lone REDMD, the loop will be over! I'm sure Darkflare Dragon won't be too harmful though should that come back instead. Another bad thing is that we lost TWO Chaos Sorcerers! I guess that's what happens when we have 3 Lightpulsar Dragons, 3 Darkflare Dragons, and BLS along with Sorcerer.
Wind-Up's: No more hand looping like 4 cards on turn 1! Tell you the truth though, this deck has more of an outside box that Inzektors do. There are many Wind-Up monsters that we don't use now that we'll "Wind-Up" turning to now! The biggest threat this deck serves now is Wind-Up Shark for a Rank 5. I'll leave it to everyone out there to think outside the box on how to break this deck once again.
Classic Chaos: 2 Sorcerers gone = R.I.P. Start making Chaos Dragons and get in with the trend. Not much else to say here.
Rabbit: This deck got a little scratch if anything. It's been proven that 2 Rabbit can still win tournaments. -1 Tour Guide = +1 Tour Bus. That is all. Rabbit Players; Have fun dominating the first half of the format.
Now we can mention the decks that got some help from this list!
Tele-DAD: Wow. 3 Destiny Draws, 3 Emergency Teleports, and what not. Will this deck come alive again and win big events like it was 2008? Maybe not like then, but it will be a deck option to use for the format. Now lets just pray that E-Teleport gets reprinted in a Special Edition or a Tin.
Plants: They're BAAAAAACK! Just without Bulb though. Perhaps Spore can make way into a Tele-DAD deck too I suppose. Oh and with Debris Dragon at 2 now, I'm making this deck the deck of choice! I challenge someone to make D-Hero Plants! Did I mention that I'm in before another Plant YCS win?
Lightsworn: 3rd Necro Gardna = DE-FENCE! :P I guess if we're gonna have aggro decks, why not, right?
Blackwings: 2nd Kalut might have boosted this deck up more than you think! I want Goyo back now!
Empty Jar: Tsukuyomi = another Book of Moon. Win!
Agents: One more Earth could really make a huge difference in this deck. I wonder who would like to try a tech Rabbit in this deck with Shining Friendships?
There are other decks that got small help from this list, but I'll let you think about that. Now to conclude to what Konami did with this list, and what I think the story is all about when making it.
They're reminding everyone that Synchro's are in the game still. We might have lost Brionac due to the future of the game being really dumb, but we have Laval's, Gusto's, and Plants and Tele-DAD have made returns thanks to this list. Last format was the format of the Xyz's. Konami wanted everyone to use the new black cards so they could make more money. Now that we have them into our game's system, we can now use Synchro's competitively again!
And there you have it guys! The review of this list! I know I didn't do the best job writing this, but I'm sure you guys can think harder than I can on this list at this point. All I can say is good luck, and have fun losing to Rabbit and Plants for the next couple of months!
First off, lets list out what I predicted to be the list.
Banned:
Future Fusion
Wind-Up Zenmaines (BOY WAS I ANYTHING BUT RIGHT HERE!)
Limited:
Inzektor Hornet
Rescue Rabbit
Red Eyes Darkness Metal Dragon
Royal Oppression
One Day of Peace
Super Polymerization
Semi-Limited
Tour Guide
Miracle Fusion
Lonefire Blossom
Mirror Force
Brionac
BW-Kalut
Not Limited:
Marshmallon
Level-Limit Area B
NOW FOR THE REAL LIST! LOOK AT THIS ONE!
Banned:
Future Fusion
Brionac
Limited:
Inzektor Hornet
Inzektor Dragonfly
Red Eyes Darkness Metal Dragon
Ultimate Offering
Tsukuyomi
Chaos Sorcerer
Gishki Krakken (OCG)
Spore
Wind-Up Carrier Zenmaity
Semi-Limited:
Tour Guide
Mirror Force
Reasoning
A Hero Lives
Hieratic Seal of Convacation
Rescue Rabbit
BW-Kalut
Pot of Duality
E - Emergency Call
Debris Dragon
The Agent of Mystery - Earth
Not Limited:
Marshmallon
Level-Limit Area B
Swords of Revealing Light
Emergency Teleport
Necro Gardna
Magic Cylinder
Destiny Draw
Now can I say..Woah. This is what I call Konami stepping in and hitting on everything that's even half dominating the format right now. I've personally never seen a list this long for changes to the list. My biggest surprise is me calling Mirror Force right at 2! I just threw that out there as a Konami wild card and there it is! Enough about my bragging though. We need to talk about how each deck got hit, what decks got help, and what decks will dominate the first half of the upcoming format!
Inzektors: Gotta start off with this deck. We lost 4 cards in this deck. The bad news is it will be much harder to see your Hornet, and to pop 2 cards on the first turn. This is rather unfortunately now because the deck is now about dead. I could see Inzektors become a potential engine in another deck though. However, the good news is that we still have the Zektkaliber combo in the deck for us to use! Hitting Dragonfly instead of Centipede might have just saved this deck by a thread! All we can do is hope someone has an imagination to save it.
Chaos Dragons: BAHAHAHA! This deck got hit hard! No more Future Fusion! That card created instant setup for a first turn win if the hand is right. Not to mention that REDMD will be at 1, so now the deck's Lightpulsar loop will be more unstable to keep up! If you can banish the lone REDMD, the loop will be over! I'm sure Darkflare Dragon won't be too harmful though should that come back instead. Another bad thing is that we lost TWO Chaos Sorcerers! I guess that's what happens when we have 3 Lightpulsar Dragons, 3 Darkflare Dragons, and BLS along with Sorcerer.
Wind-Up's: No more hand looping like 4 cards on turn 1! Tell you the truth though, this deck has more of an outside box that Inzektors do. There are many Wind-Up monsters that we don't use now that we'll "Wind-Up" turning to now! The biggest threat this deck serves now is Wind-Up Shark for a Rank 5. I'll leave it to everyone out there to think outside the box on how to break this deck once again.
Classic Chaos: 2 Sorcerers gone = R.I.P. Start making Chaos Dragons and get in with the trend. Not much else to say here.
Rabbit: This deck got a little scratch if anything. It's been proven that 2 Rabbit can still win tournaments. -1 Tour Guide = +1 Tour Bus. That is all. Rabbit Players; Have fun dominating the first half of the format.
Now we can mention the decks that got some help from this list!
Tele-DAD: Wow. 3 Destiny Draws, 3 Emergency Teleports, and what not. Will this deck come alive again and win big events like it was 2008? Maybe not like then, but it will be a deck option to use for the format. Now lets just pray that E-Teleport gets reprinted in a Special Edition or a Tin.
Plants: They're BAAAAAACK! Just without Bulb though. Perhaps Spore can make way into a Tele-DAD deck too I suppose. Oh and with Debris Dragon at 2 now, I'm making this deck the deck of choice! I challenge someone to make D-Hero Plants! Did I mention that I'm in before another Plant YCS win?
Lightsworn: 3rd Necro Gardna = DE-FENCE! :P I guess if we're gonna have aggro decks, why not, right?
Blackwings: 2nd Kalut might have boosted this deck up more than you think! I want Goyo back now!
Empty Jar: Tsukuyomi = another Book of Moon. Win!
Agents: One more Earth could really make a huge difference in this deck. I wonder who would like to try a tech Rabbit in this deck with Shining Friendships?
There are other decks that got small help from this list, but I'll let you think about that. Now to conclude to what Konami did with this list, and what I think the story is all about when making it.
They're reminding everyone that Synchro's are in the game still. We might have lost Brionac due to the future of the game being really dumb, but we have Laval's, Gusto's, and Plants and Tele-DAD have made returns thanks to this list. Last format was the format of the Xyz's. Konami wanted everyone to use the new black cards so they could make more money. Now that we have them into our game's system, we can now use Synchro's competitively again!
And there you have it guys! The review of this list! I know I didn't do the best job writing this, but I'm sure you guys can think harder than I can on this list at this point. All I can say is good luck, and have fun losing to Rabbit and Plants for the next couple of months!
Tuesday, July 24, 2012
A Local Tournament's Experience
I've been wanting to spend some time talking about the local level of YGO events lately. Mainly because of the fact that no regionals or YCS's are going on at the moment for me to write about anything. It is very important that you think about what happens at your local tournaments instead of what happens above that. If you don't, you will spend a misrable time getting beat by decks that you never expected to see. Every local tournament is different. You might have more meta decks get played at your locals than others. Some will have nothing but rogue decks and you're having to come up with a wacky side deck yourself!
However, just because you're the local champion every week does NOT by any means make you a good player! It just means that you're probably better than the players that you're around and you obviously stood out. If you win your locals, think about what you've actually accomplished. Did you beat any tier 1 decks? Did you beat anybody that had true skill with their deck? Or did you beat all scrubs en route to victory? Yes, your confidence going into a regionals or YCS will boost up because of a local win, but you may receive a reality check then if you're beating nothing but bad players with bad decks all day.
I've been going to local tournaments for 10 years now. I've seen it all! I've seen tier 3 decks win local events due to lack of knowledge from other players. I've even been beat by the stupidest bullshit in the history of dueling! Was I mad? Who wouldn't be mad? In the end, it's a local tournament! The bad players are going to have their days, and their moments against good players. If you want to get that high of beating others with complete utter bullshit, then you should try some very random techs in your decks. New ones every week for that matter. I'm sure they won't see that Liberty at Last coming.
The better part about local tournaments though is that you have nothing to lose when you're trying new deck ideas in a tournament. The past 2 weeks, I've been throwing together random tier 2 decks to try out and see how they do competitively. In fact, I manage to get the attention of the people around me and yell out "Chad! I didn't know you had that deck!" Well guys, I have that shock factor placed into everyone's heads when I try out a new deck. If you fail to make the cut, then it's alright. You now know that your deck isn't too good. If you go far, then it's something that you could play with in the future for bigger events! Who knows? You could make the next local dynasty with the next deck you try out!
I do have to mention trading! Although some people at every local event will be the shark for your good cards, most people are more than willing to help out someone that needs to get a card for a deck. I'm not always successful at doing so, but if you came here to get knowledge about how decks run, you'd probably need to get that certain card anyways. If you can put together a trade binder with all the cards that you're willing to trade off, you just might walk out with some really nice cards that you've always wanted to own! You'd also be surprised at the others that would overtrade to you for just the most simple cards in your common box!
My favorite part of a local tournament is that I make friends while I'm there! I've exchanged phone numbers and texted a lot of the better players that go to my locals. I even hang out with some of them every so often during the week and playtest decks with them. Tell you the truth, it's the best way to get better! I remember when one of our godlike players texted me wanting to playtest for a night, he showed me some tips on what I should do, and I've gotten so much better just by playtesting that one night! If you don't already, open yourself to the community and take interest in playtesting with the better players outside the card shop! You'll see your results improving as you keep playing!
In conclusion, local tournaments are really fun to go to if you wish to obtain more knowledge in the game. It's not TOO competitive, you get to know how other decks run with your own 2 eyes (and in 3D!) and you can make friends in the process! Local tournaments are the most important events in YGO because of the fun nature of the event. They'll help you gear up for the bigger events in the future, and who knows? You could just be going to Nationals in the future! All it takes is a good attitude, and a will to get better! You just have to get the time to show up every week!
That's all I'll talk about today. Who knows what my next topic will be? Find out....EVENTUALLY!!!
However, just because you're the local champion every week does NOT by any means make you a good player! It just means that you're probably better than the players that you're around and you obviously stood out. If you win your locals, think about what you've actually accomplished. Did you beat any tier 1 decks? Did you beat anybody that had true skill with their deck? Or did you beat all scrubs en route to victory? Yes, your confidence going into a regionals or YCS will boost up because of a local win, but you may receive a reality check then if you're beating nothing but bad players with bad decks all day.
I've been going to local tournaments for 10 years now. I've seen it all! I've seen tier 3 decks win local events due to lack of knowledge from other players. I've even been beat by the stupidest bullshit in the history of dueling! Was I mad? Who wouldn't be mad? In the end, it's a local tournament! The bad players are going to have their days, and their moments against good players. If you want to get that high of beating others with complete utter bullshit, then you should try some very random techs in your decks. New ones every week for that matter. I'm sure they won't see that Liberty at Last coming.
The better part about local tournaments though is that you have nothing to lose when you're trying new deck ideas in a tournament. The past 2 weeks, I've been throwing together random tier 2 decks to try out and see how they do competitively. In fact, I manage to get the attention of the people around me and yell out "Chad! I didn't know you had that deck!" Well guys, I have that shock factor placed into everyone's heads when I try out a new deck. If you fail to make the cut, then it's alright. You now know that your deck isn't too good. If you go far, then it's something that you could play with in the future for bigger events! Who knows? You could make the next local dynasty with the next deck you try out!
I do have to mention trading! Although some people at every local event will be the shark for your good cards, most people are more than willing to help out someone that needs to get a card for a deck. I'm not always successful at doing so, but if you came here to get knowledge about how decks run, you'd probably need to get that certain card anyways. If you can put together a trade binder with all the cards that you're willing to trade off, you just might walk out with some really nice cards that you've always wanted to own! You'd also be surprised at the others that would overtrade to you for just the most simple cards in your common box!
My favorite part of a local tournament is that I make friends while I'm there! I've exchanged phone numbers and texted a lot of the better players that go to my locals. I even hang out with some of them every so often during the week and playtest decks with them. Tell you the truth, it's the best way to get better! I remember when one of our godlike players texted me wanting to playtest for a night, he showed me some tips on what I should do, and I've gotten so much better just by playtesting that one night! If you don't already, open yourself to the community and take interest in playtesting with the better players outside the card shop! You'll see your results improving as you keep playing!
In conclusion, local tournaments are really fun to go to if you wish to obtain more knowledge in the game. It's not TOO competitive, you get to know how other decks run with your own 2 eyes (and in 3D!) and you can make friends in the process! Local tournaments are the most important events in YGO because of the fun nature of the event. They'll help you gear up for the bigger events in the future, and who knows? You could just be going to Nationals in the future! All it takes is a good attitude, and a will to get better! You just have to get the time to show up every week!
That's all I'll talk about today. Who knows what my next topic will be? Find out....EVENTUALLY!!!
Sunday, July 22, 2012
What NOT to do at a local tournament.
Sorry for the long drought of blogs for YGO stuff. I figured I'd try and make you laugh a bit on what you shouldn't do at a local tournament. I'll just come up with 10 things. Have fun reading!
1. Don't bring a binder full of commons! It pisses me off when I'm about to get all excited about looking through a huge binder of cards only to find out that it's full of really shitty commons! Seriously? Do you have to put every card you own in your binder? I'd rather just look at commons in a stack or in a box! What I hate even more is that they're not even organized! Please just put them in a stack! It'd make a lot more sense!
2. Don't bring your girlfriend to your locals! I mean it's alright if she plays too, then it'd make sense, but if all she's gonna do is either watch you or be really bored while you're probably getting your ass kicked, you just might not have a girlfriend at the end of the day! You should realize that she's gonna be around a bunch of single guys that act really dumb and flirty, and because they're jealous, they'll call her ugly on you! Seriously! If you have a girlfriend that wants to do stuff with you on a Saturday, then you shouldn't be at the tournament in the first place!
3. Don't ruleshark your opponent! It's a fucking locals! Your fellow scrubs are gonna fuck up somehow, and it always happens! All you can ask them to do is just put that extra card at the bottom of the deck, or just let it go. If you go to MY locals, and you ruleshark over a win, you're really sharking over TWO fucking packs! It's not worth it, my friend. Just play and have fun. And we all know who I'm talking about! That's pretty much why I wrote this one!
4. Don't play in the tournament if you KNOW you're not going to top. You essentially pay an extra dollar for a pack for playing in the tournament. If you know that's all you're gonna get because you keep losing, then just don't enter anymore! There are a few people that go to my locals that NEVER win, and they pay $5 every week just to play in the tournament. Folks, it's just not worth it! If you wanna get better, then just ask the best players for advice and to playtest against them. You'll only get better that way.
5. Don't leave your stuff laying around! The past couple of weeks, other people's stuff came up missing due to their lack of responsibility. I swear! The next mat that I see laying around, I just might take it! I wish people were allowed to suffer consequences like that for leaving stuff around, but unfortunately, I can't take anyone's stuff. However, someone might take it, then leave. If you bring a lot of stuff, you're better off leaving most of it at home.
6. Don't bring a large pizza to the card shop! If you're a fat pig and you expect all that food to serve as your meal, then you better be ready to share! It's fine if you bring it, wanting to eat 3 slices, then selling the rest for $1 a slice, but if you don't wanna fucking share your huge ass pie, then don't bring it! Eat it in the car for all I care! It's not like your trades are gonna go away because you decided to eat a large pizza in the car.
7. Don't put shit that you're not gonna trade in your trading binder! Oh my god the worst offenders are so common! The more that I look through a binder and I see the one card that he's not trading because he's keeping it for a deck, the more I just wanna just jack it and go right on home! It just goes to show you! If you're not willing to lose something that you're not using, then don't bring it! I wish more people could follow that logic! I feel like I'm the only one that says everything in my binder is for trade.
8. Don't tell everyone you're the best player in the store! God I hate cocky players that think they can every single game. You know what? The more you trash talk for yourself, the more fuel you give everyone else to play better and eventually 2-0 your ass! Not only will you lose to someone, but you will lose the respect of everyone else at that locals. In the end, God has the last word and will make sure that only the victims win.
9. Don't make love to your girlfriend at the shop! Didn't I already tell everyone to leave their girlfriends at home? I seriously don't wanna see you 2 kiss and make out before a round! I mean there are kids there too! You'll get them to make out with their mothers for God's sake! Please do us all a favor, and save the kissing and making out for some other time!
10. Don't act like the characters on the show while playing! God it annoys me to hear someone say this! "BLUE EYES! ATTACK RESCUE RABBIT WITH WHITE LIGHTNING! NOW!" Did you know the rest of us players take this game way more seriously than that? Just remember this! This is NOT the TV show! Your opponent probably won't have that kind of sense of humor, and will probably slap you on the back of the head for being a dumb idiot that watches WAY too much TV!
Well that's it! Follow these things, and you will have more respect at your locals! Well I hope you do at least.
1. Don't bring a binder full of commons! It pisses me off when I'm about to get all excited about looking through a huge binder of cards only to find out that it's full of really shitty commons! Seriously? Do you have to put every card you own in your binder? I'd rather just look at commons in a stack or in a box! What I hate even more is that they're not even organized! Please just put them in a stack! It'd make a lot more sense!
2. Don't bring your girlfriend to your locals! I mean it's alright if she plays too, then it'd make sense, but if all she's gonna do is either watch you or be really bored while you're probably getting your ass kicked, you just might not have a girlfriend at the end of the day! You should realize that she's gonna be around a bunch of single guys that act really dumb and flirty, and because they're jealous, they'll call her ugly on you! Seriously! If you have a girlfriend that wants to do stuff with you on a Saturday, then you shouldn't be at the tournament in the first place!
3. Don't ruleshark your opponent! It's a fucking locals! Your fellow scrubs are gonna fuck up somehow, and it always happens! All you can ask them to do is just put that extra card at the bottom of the deck, or just let it go. If you go to MY locals, and you ruleshark over a win, you're really sharking over TWO fucking packs! It's not worth it, my friend. Just play and have fun. And we all know who I'm talking about! That's pretty much why I wrote this one!
4. Don't play in the tournament if you KNOW you're not going to top. You essentially pay an extra dollar for a pack for playing in the tournament. If you know that's all you're gonna get because you keep losing, then just don't enter anymore! There are a few people that go to my locals that NEVER win, and they pay $5 every week just to play in the tournament. Folks, it's just not worth it! If you wanna get better, then just ask the best players for advice and to playtest against them. You'll only get better that way.
5. Don't leave your stuff laying around! The past couple of weeks, other people's stuff came up missing due to their lack of responsibility. I swear! The next mat that I see laying around, I just might take it! I wish people were allowed to suffer consequences like that for leaving stuff around, but unfortunately, I can't take anyone's stuff. However, someone might take it, then leave. If you bring a lot of stuff, you're better off leaving most of it at home.
6. Don't bring a large pizza to the card shop! If you're a fat pig and you expect all that food to serve as your meal, then you better be ready to share! It's fine if you bring it, wanting to eat 3 slices, then selling the rest for $1 a slice, but if you don't wanna fucking share your huge ass pie, then don't bring it! Eat it in the car for all I care! It's not like your trades are gonna go away because you decided to eat a large pizza in the car.
7. Don't put shit that you're not gonna trade in your trading binder! Oh my god the worst offenders are so common! The more that I look through a binder and I see the one card that he's not trading because he's keeping it for a deck, the more I just wanna just jack it and go right on home! It just goes to show you! If you're not willing to lose something that you're not using, then don't bring it! I wish more people could follow that logic! I feel like I'm the only one that says everything in my binder is for trade.
8. Don't tell everyone you're the best player in the store! God I hate cocky players that think they can every single game. You know what? The more you trash talk for yourself, the more fuel you give everyone else to play better and eventually 2-0 your ass! Not only will you lose to someone, but you will lose the respect of everyone else at that locals. In the end, God has the last word and will make sure that only the victims win.
9. Don't make love to your girlfriend at the shop! Didn't I already tell everyone to leave their girlfriends at home? I seriously don't wanna see you 2 kiss and make out before a round! I mean there are kids there too! You'll get them to make out with their mothers for God's sake! Please do us all a favor, and save the kissing and making out for some other time!
10. Don't act like the characters on the show while playing! God it annoys me to hear someone say this! "BLUE EYES! ATTACK RESCUE RABBIT WITH WHITE LIGHTNING! NOW!" Did you know the rest of us players take this game way more seriously than that? Just remember this! This is NOT the TV show! Your opponent probably won't have that kind of sense of humor, and will probably slap you on the back of the head for being a dumb idiot that watches WAY too much TV!
Well that's it! Follow these things, and you will have more respect at your locals! Well I hope you do at least.
Deck Profile: Machina Geartown
A couple weeks ago, I tried something new that I thought was gonna succeed in at least the local level. My friend told me to look at Kevin Silva's Machina Geartown deck and build that. Of course, I made my own adjustments based on my playstyle, and I saw myself getting more and more comfortable with the deck! As a result, I ended up with a 4-1 record! However, a Chaos Dragon deck with a God hand on game 3 ended my day early. In the end, I thought the deck was a huge first time success!
Now we're gonna go over some key cards that I loved playing in this deck!
Ancient Gear Gadjiltron Dragon: An amazing 3000 ATK beatstick that comes out when Geartown gets destroyed on the field and sent to the grave. In addition, when it attacks, no Spell or Traps can be activated until the end of the damage step! This will get around any possible D-Prisons, Mirror Force, etc. Having a 3000 ATK beater can get over almost everything in this format! Last but not least, it's a Level 8! This means you can use this one card in your hand to Special Summon a Machina Fortress from your hand or Graveyard! It just shows that this card isn't a dead draw, but can also be the game winning topdeck!
Machina Peacekeeper: Instead of Gadgets, I run 3 of these things! They stress adding your Gearframes straight to your hand, which leads to getting Fortress to your hand! It will be quite easy to get the necessary cards to your hand thanks to this card. It's Union effect is quite useful too! Equip this to a bigger monster, then watch your opponent destroy it! Then you get Gearframe and you protect your monster! It annoyed quite a few opponents during the tournament!
Breaker the Magical Warrior: Wanna put 4600 on board? Summon Breaker, pop Geartown, then Special Summon the giant ass Dragon! Also, it can exterminate backrow so that you can make your big plays without much to fear! You shouldn't have much trouble dealing with heavy backrow as long as you draw your hate, and this helps a lot!
Necrovalley: Although I don't run any Gravekeepers, this card can annoy so many decks! Not to mention that it will not hurt your monsters' abilities to do whatever they need to do! It only hurts 2 of your cards: Pot of Avarice, and Monster Reborn. Other than that, this card can be a huge game-winner against the majority of the meta!
With that said and done, lets just put the decklist up!
Monsters: 20
3x Machina Peacekeeper
3x Machina Gearframe
2x Machina Fortress
1x Machina Cannon
2x Ancient Gear Gadjiltron Dragon
3x Breaker the Magical Warrior
3x Effect Veiler
2x Tragoedia
1x Gorz the Emissary of Darkness
Spells: 17
3x Terraforming
3x Geartown
1x Necrovalley
2x Forbidden Lance
3x Mystical Space Typhoon
1x Heavy Storm
1x Pot of Avarice
1x Book of Moon
1x Dark Hole
1x Monster Reborn
Traps: 3
2x Torrential Tribute
1x Solemn Judgment
Extra Deck: 15
1x Ally of Justice Catastor
1x Magical Android
1x Stardust Dragon
1x Scrap Dragon
1x Red Dragon Archfiend
2x Number 39: Utopia
1x Steelswarm Roach
1x Maestroke the Symphony Djinn
1x Photon Papilloperative
1x Gem-Knight Pearl
1x Kochi Kochi Dragon
1x Number C39: Utopia Ray
1x Number 11: Big Eye
1x Chimeratech Fortress Dragon
As for another note, it's really easy to side stuff out with this deck. If you use the right side deck, you can always side out Terraformings, Breakers, Veilers (vs Banishing deck) or Trags and Gorz (vs Inzektors).
And that's all for now! Next up will be a funny blog on what you shouldn't do at a local tournament! =D
Now we're gonna go over some key cards that I loved playing in this deck!
Ancient Gear Gadjiltron Dragon: An amazing 3000 ATK beatstick that comes out when Geartown gets destroyed on the field and sent to the grave. In addition, when it attacks, no Spell or Traps can be activated until the end of the damage step! This will get around any possible D-Prisons, Mirror Force, etc. Having a 3000 ATK beater can get over almost everything in this format! Last but not least, it's a Level 8! This means you can use this one card in your hand to Special Summon a Machina Fortress from your hand or Graveyard! It just shows that this card isn't a dead draw, but can also be the game winning topdeck!
Machina Peacekeeper: Instead of Gadgets, I run 3 of these things! They stress adding your Gearframes straight to your hand, which leads to getting Fortress to your hand! It will be quite easy to get the necessary cards to your hand thanks to this card. It's Union effect is quite useful too! Equip this to a bigger monster, then watch your opponent destroy it! Then you get Gearframe and you protect your monster! It annoyed quite a few opponents during the tournament!
Breaker the Magical Warrior: Wanna put 4600 on board? Summon Breaker, pop Geartown, then Special Summon the giant ass Dragon! Also, it can exterminate backrow so that you can make your big plays without much to fear! You shouldn't have much trouble dealing with heavy backrow as long as you draw your hate, and this helps a lot!
Necrovalley: Although I don't run any Gravekeepers, this card can annoy so many decks! Not to mention that it will not hurt your monsters' abilities to do whatever they need to do! It only hurts 2 of your cards: Pot of Avarice, and Monster Reborn. Other than that, this card can be a huge game-winner against the majority of the meta!
With that said and done, lets just put the decklist up!
Monsters: 20
3x Machina Peacekeeper
3x Machina Gearframe
2x Machina Fortress
1x Machina Cannon
2x Ancient Gear Gadjiltron Dragon
3x Breaker the Magical Warrior
3x Effect Veiler
2x Tragoedia
1x Gorz the Emissary of Darkness
Spells: 17
3x Terraforming
3x Geartown
1x Necrovalley
2x Forbidden Lance
3x Mystical Space Typhoon
1x Heavy Storm
1x Pot of Avarice
1x Book of Moon
1x Dark Hole
1x Monster Reborn
Traps: 3
2x Torrential Tribute
1x Solemn Judgment
Extra Deck: 15
1x Ally of Justice Catastor
1x Magical Android
1x Stardust Dragon
1x Scrap Dragon
1x Red Dragon Archfiend
2x Number 39: Utopia
1x Steelswarm Roach
1x Maestroke the Symphony Djinn
1x Photon Papilloperative
1x Gem-Knight Pearl
1x Kochi Kochi Dragon
1x Number C39: Utopia Ray
1x Number 11: Big Eye
1x Chimeratech Fortress Dragon
As for another note, it's really easy to side stuff out with this deck. If you use the right side deck, you can always side out Terraformings, Breakers, Veilers (vs Banishing deck) or Trags and Gorz (vs Inzektors).
And that's all for now! Next up will be a funny blog on what you shouldn't do at a local tournament! =D
Wednesday, July 4, 2012
The North American WCQ: A Bi-Polar Experience
Well, it was shockingly enough for me to say that I went to Columbus, OH for the 2012 YGO North American World Championship Qualifier. In the front surface of everything, it was a great time! Behind it all was a mixture of pro's and con's that made the trip the way it was. Time to explain most details of the entire trip.
I was chilling with friends when I got the call from my friend that changed my entire weekend. I was asked to take his spot for the trip due to personal reasons. I had to see if I could come up with the money to go cause if I couldn't, then I wouldn't know what to do for everyone. Luckily, we got paid and I got about $300 to go on this trip! I started getting ready by writing the decklist, making copies, and what not. We left at around midnight Thursday. After a few breaks and breakfast, we made it to the Convention Center at around 12:30 PM.
Next, it was me trying to earn my 2012 WCQ invite by winning a 16 player flight in the Last Chance Qualifier (LCQ) I was quite confident that my Machina Gadget could beat the primary meta decks and reign supreme. Each time I entered, I got a Duelist Pack and 2 Starstrike Blast packs!
LCQ #1
Pack Pulls: Glow-Up Bulb (Holy shit! Why is it banned?)
Round 1: vs Rabbit
Game 1: He never set backrow and I Veiler'd the first Rabbit that came out. Over much?
Game 2: I misplay by not bringing out Fortress in Main Phase 2. He ends up Tour Guide'ing me to death the next turn.
Game 3: I love forcing negations with Soul Taker. So awesome! In the end, I came out on top.
Won 2-1
Round 2: vs Chaos Dragons
Game 1: I love Veiler'ing Tour Guide. It makes everything great! Aggro Fortress ftw!
Game 2: I got YGO'd. Chaos Dragons can do too much.
Game 3: I got YGO'd again. =[
Lost 2-1
Off for another try! I had time for it. Too bad it was my last chance to get an invite.
LCQ #2
Pack Pulls: Glow-Up Bulb (AGAIN!) Naturia Cherries, and Eccentric Boy
Round 1: vs Rabbit
Game 1: Nothing was done for like 5 turns at some point. I eventually draw a Gadget and then outplayed him the rest of the way. Macro Cosmos sucked.
Game 2: I responded to everything! He got nothing and Gadgets were beating him to death!
Won 2-0
Round 2: vs Inzektors
Game 1: Chain Disappearance on Dragonfly? Nice! After I Solemn Judgment his Leviair, I won the game.
Game 2: Royal Decree screwed him bad since I actually sided out traps. It made me not scared at all to aggro for game.
Won 2-0
Semifinal: vs Chaos Dragon
Game 1: Steelswarm Roach was quite effective! It forced him to destroy it after I attacked Ryko with it! Went for game and I Warning'd his Battle Fader for the win!
Game 2: Future Fusion huh? Fossil Dyna prevents everything! No Five-Headed Dragon for you! Good game.
Won 2-0
Final: vs Rabbit
Game 1: Feeling really nervous, I just did everything I did before against Rescue Rabbit. VEILER THE DAMN BITCH! Two of them in a row! Nice win in the end!
Game 2: Feeling even more nervous about this! I didn't even side out Veiler since I felt good about it. In the end, I just had every out to his stuff and Maestroke gave me the sweetest win all weekend!
Won 2-0
With that, I GOT MY INVITE! I also took home a Hieratic Dragon Regional mat and since I registered for the WCQ, I also got an Inzektor mat and a pack of 80 WCQ sleeves! It was the most amazing and most relieved feeling ever to know that I came to get my invite, and completed the mission! Now I have to get ready for the next day to try and kick some more ass!
Everything going good until...The power went out in 90% of Ohio. We couldn't check into our hotel room since the power was out and we had no way in. Some places in Ohio got power back, but our hotel never got power. In the end, I had to sleep in the car with 4 other guys, and I was in the middle of 2 of them in the back seat. Not to mention it was hot and very uncomfortable! In the end, I got ZERO sleep and I was up for like over 24 hours straight after a while. No matter, I was to get ready to play in the main event!
After walking around the really nice looking room that the main event was in, I decided to FINALLY charge my phone and playtest for a little bit before it all started. I went to buy stuff from people and got more cool stuff.
NOW we go for the REAL event! How far will I go? We'll find out!
WCQ Report
Round 1: vs Chaos Dragons
It was the dude that got 3rd place at YCS Dallas with HERO beat. It didn't stop me!
Game 1: NO gadgets or Gearframes drawn. I still survive the game with just a Tragoedia!
Game 2: Better, but he opened with 2 Effect Veilers and stopped stuff. I lose eventually.
Game 3: Drew really bad! Why isn't my deck showing up? Spirit Reaper in the end raped me. =[
0-1
Round 2: vs T.G.
Game 1: Very close game here going back and forth, but he had a Horn of the Phantom Beast on his Tengu to plus like crazy and win.
Game 2: Had more control despite Skill Drain. I love the ability to Xyz! After winning this game, time ran out and it was ruled a draw.
0-1-1
Round 3: vs Dark World
Game 1: Thought I'd win this one with beatdown, but he drew into one card and got everything to go his way. Oh well.
Game 2: Responses to everything lead to me winning this one. God I hate Grapha sometimes!
Game 3: Prohibition on Grapha! YAY! I take this one home after a Shadow-Imprisoning Mirror came out!
1-1-1
Round 4: vs Wind-Ups
I start to get really really tired this round. I determined whether I'd drop by winning or losing.
Game 1: He had complete control after I misplayed and Veiler'd too early. Factory and Rabbit is such a bitch.
Game 2: I figure out how to beat the deck and win with Gadgets!
Game 3: I start to fall asleep here. I dropped my hand trying to stay awake and he just had everything to win at that point. I drop here.
1-2-1 Drop
After that, I start going to the vendors and buy whatever I thought was a good buy and sold whatever good things I had in my binder. At the end of the day, I bought way too much! Oh well! We go to our hotel and THE POWER IS ON! We go swimming and relax our stress away in the spa! =] After that we pretty much chilled at our hotel room and playtested so that the others can try and get their 2013 invite. That and I ate a shit ton of chips and White Castle chicken rings! =D After that I fell asleep on the floor and we woke up at like 11 AM.
Sunday I just bought from vendors and sold them a bunch of stuff. Now my binder is pretty much raped and nothing to trade. After watching the press conference for the voice actors, I decided to eat, then walk around to see more eye candy that was walking around the convention center all weekend! Gigity gigity goo!
After a relaxing day at the convention center, we go to our hotel only to find out we lost power AGAIN! So we decided to say fuck it and drive back home.After 12 hours in the car together including breaks and what not, I finally made it home right when I was supposed to wake up for school that morning. Did I go? HELL NO! I skipped like a bastard!
And there you go folks. My experience at Nationals 2012 in Ohio. Hopefully I'll get another chance next year to go if I'm even still playing YGO by then!
I was chilling with friends when I got the call from my friend that changed my entire weekend. I was asked to take his spot for the trip due to personal reasons. I had to see if I could come up with the money to go cause if I couldn't, then I wouldn't know what to do for everyone. Luckily, we got paid and I got about $300 to go on this trip! I started getting ready by writing the decklist, making copies, and what not. We left at around midnight Thursday. After a few breaks and breakfast, we made it to the Convention Center at around 12:30 PM.
Next, it was me trying to earn my 2012 WCQ invite by winning a 16 player flight in the Last Chance Qualifier (LCQ) I was quite confident that my Machina Gadget could beat the primary meta decks and reign supreme. Each time I entered, I got a Duelist Pack and 2 Starstrike Blast packs!
LCQ #1
Pack Pulls: Glow-Up Bulb (Holy shit! Why is it banned?)
Round 1: vs Rabbit
Game 1: He never set backrow and I Veiler'd the first Rabbit that came out. Over much?
Game 2: I misplay by not bringing out Fortress in Main Phase 2. He ends up Tour Guide'ing me to death the next turn.
Game 3: I love forcing negations with Soul Taker. So awesome! In the end, I came out on top.
Won 2-1
Round 2: vs Chaos Dragons
Game 1: I love Veiler'ing Tour Guide. It makes everything great! Aggro Fortress ftw!
Game 2: I got YGO'd. Chaos Dragons can do too much.
Game 3: I got YGO'd again. =[
Lost 2-1
Off for another try! I had time for it. Too bad it was my last chance to get an invite.
LCQ #2
Pack Pulls: Glow-Up Bulb (AGAIN!) Naturia Cherries, and Eccentric Boy
Round 1: vs Rabbit
Game 1: Nothing was done for like 5 turns at some point. I eventually draw a Gadget and then outplayed him the rest of the way. Macro Cosmos sucked.
Game 2: I responded to everything! He got nothing and Gadgets were beating him to death!
Won 2-0
Round 2: vs Inzektors
Game 1: Chain Disappearance on Dragonfly? Nice! After I Solemn Judgment his Leviair, I won the game.
Game 2: Royal Decree screwed him bad since I actually sided out traps. It made me not scared at all to aggro for game.
Won 2-0
Semifinal: vs Chaos Dragon
Game 1: Steelswarm Roach was quite effective! It forced him to destroy it after I attacked Ryko with it! Went for game and I Warning'd his Battle Fader for the win!
Game 2: Future Fusion huh? Fossil Dyna prevents everything! No Five-Headed Dragon for you! Good game.
Won 2-0
Final: vs Rabbit
Game 1: Feeling really nervous, I just did everything I did before against Rescue Rabbit. VEILER THE DAMN BITCH! Two of them in a row! Nice win in the end!
Game 2: Feeling even more nervous about this! I didn't even side out Veiler since I felt good about it. In the end, I just had every out to his stuff and Maestroke gave me the sweetest win all weekend!
Won 2-0
With that, I GOT MY INVITE! I also took home a Hieratic Dragon Regional mat and since I registered for the WCQ, I also got an Inzektor mat and a pack of 80 WCQ sleeves! It was the most amazing and most relieved feeling ever to know that I came to get my invite, and completed the mission! Now I have to get ready for the next day to try and kick some more ass!
Everything going good until...The power went out in 90% of Ohio. We couldn't check into our hotel room since the power was out and we had no way in. Some places in Ohio got power back, but our hotel never got power. In the end, I had to sleep in the car with 4 other guys, and I was in the middle of 2 of them in the back seat. Not to mention it was hot and very uncomfortable! In the end, I got ZERO sleep and I was up for like over 24 hours straight after a while. No matter, I was to get ready to play in the main event!
After walking around the really nice looking room that the main event was in, I decided to FINALLY charge my phone and playtest for a little bit before it all started. I went to buy stuff from people and got more cool stuff.
NOW we go for the REAL event! How far will I go? We'll find out!
WCQ Report
Round 1: vs Chaos Dragons
It was the dude that got 3rd place at YCS Dallas with HERO beat. It didn't stop me!
Game 1: NO gadgets or Gearframes drawn. I still survive the game with just a Tragoedia!
Game 2: Better, but he opened with 2 Effect Veilers and stopped stuff. I lose eventually.
Game 3: Drew really bad! Why isn't my deck showing up? Spirit Reaper in the end raped me. =[
0-1
Round 2: vs T.G.
Game 1: Very close game here going back and forth, but he had a Horn of the Phantom Beast on his Tengu to plus like crazy and win.
Game 2: Had more control despite Skill Drain. I love the ability to Xyz! After winning this game, time ran out and it was ruled a draw.
0-1-1
Round 3: vs Dark World
Game 1: Thought I'd win this one with beatdown, but he drew into one card and got everything to go his way. Oh well.
Game 2: Responses to everything lead to me winning this one. God I hate Grapha sometimes!
Game 3: Prohibition on Grapha! YAY! I take this one home after a Shadow-Imprisoning Mirror came out!
1-1-1
Round 4: vs Wind-Ups
I start to get really really tired this round. I determined whether I'd drop by winning or losing.
Game 1: He had complete control after I misplayed and Veiler'd too early. Factory and Rabbit is such a bitch.
Game 2: I figure out how to beat the deck and win with Gadgets!
Game 3: I start to fall asleep here. I dropped my hand trying to stay awake and he just had everything to win at that point. I drop here.
1-2-1 Drop
After that, I start going to the vendors and buy whatever I thought was a good buy and sold whatever good things I had in my binder. At the end of the day, I bought way too much! Oh well! We go to our hotel and THE POWER IS ON! We go swimming and relax our stress away in the spa! =] After that we pretty much chilled at our hotel room and playtested so that the others can try and get their 2013 invite. That and I ate a shit ton of chips and White Castle chicken rings! =D After that I fell asleep on the floor and we woke up at like 11 AM.
Sunday I just bought from vendors and sold them a bunch of stuff. Now my binder is pretty much raped and nothing to trade. After watching the press conference for the voice actors, I decided to eat, then walk around to see more eye candy that was walking around the convention center all weekend! Gigity gigity goo!
After a relaxing day at the convention center, we go to our hotel only to find out we lost power AGAIN! So we decided to say fuck it and drive back home.After 12 hours in the car together including breaks and what not, I finally made it home right when I was supposed to wake up for school that morning. Did I go? HELL NO! I skipped like a bastard!
And there you go folks. My experience at Nationals 2012 in Ohio. Hopefully I'll get another chance next year to go if I'm even still playing YGO by then!
Monday, June 25, 2012
So what will win the North American WCQ?
It's impossible to predict the PERSON that will win the WCQ, but it IS possible to predict what deck that will win it all. Will a dominant deck take the crown, or will a Tier 2 deck reign supreme?
Speaking of Tier 2 decks, quite a few of them have splashed into top 8 in many different WCQ's all around the world! From Sea Lancer, to Machina Gadgets, to even Six Samurai! I've even seen a BS deck top! As much as I have to tell everyone. A Tier 2 deck is not as good as a Tier 1 deck, but if the player masters the deck frontwards and back, then the player will have the result of a Tier 1 deck. Many people play the deck in the tournament of their lives that represent what they're the best at. Others, just play a deck that wins all the time and know how to use it very well.
If you go on YouTube, you should be able to find most of the decklists that people topped with in different countries. It doesn't mean that they will do anything here in North America though. Usually what topped in recent YCS's are what's gonna top here. The only decks that I believe will have a chance to top here are Dino Rabbit, Inzektors, and Chaos Dragons. I really cannot see any other deck doing well as the rest of them are bad. It doesn't mean you can't come up with a nice story about how you won with Ojama's or something like that. It just means that too many of the big 3 decks will be played. Therefore, nothing else will have much of a chance.
As a Machina Gadget player though, I've figured out easily on how to beat each of the big 3 decks. Chaos Dragons are a pain in the ass because every game 3, they got Future Fusion and won the very next turn. I'm really good at locking down Inzektors. I'm x-1 with the deck against Inzektors. As for Dino Rabbit, I have almost no experience against it because my locals don't play it. Since I can get around a Laggia very easily with my build, I don't think it's too much of a problem since my deck doesn't care at all about Macro Cosmos.
All I will tell you is that this year, it should have been in Las Vegas. The entire game as of right now is about how lucky you are. Obviously it's been like that since the game came out. However, luck is even more important than ever. You might have a nice hand to work with, but does your opponent have one card that can win them that turn? Worst of all, did you open with Effect Veiler? The game is way too luck based today. I mean 2 of the 3 big decks do not require any thought whatsoever. You just drop cards, and they tell you how to play the rest of the deck.
To conclude to all of this, I must tell you what will win the WCQ this year. I hate to break it to everyone, but Dino Rabbit will win. They just have everything needed to win. The object to Dino Rabbit is to make your Main Deck as expensive as possible and you win the entire tournament. Are those RYMP Macro Cosmos? I GOT SUPER ONES! I WIN! I do also think that the winning Dino Rabbit deck will play a Banishing theme to it in the main deck. It kinda ruins everything if I'm not mistaken.
Well everyone, have fun this coming weekend. Don't punch holes in the wall if you get Future Fusion'd on turn 1.
Speaking of Tier 2 decks, quite a few of them have splashed into top 8 in many different WCQ's all around the world! From Sea Lancer, to Machina Gadgets, to even Six Samurai! I've even seen a BS deck top! As much as I have to tell everyone. A Tier 2 deck is not as good as a Tier 1 deck, but if the player masters the deck frontwards and back, then the player will have the result of a Tier 1 deck. Many people play the deck in the tournament of their lives that represent what they're the best at. Others, just play a deck that wins all the time and know how to use it very well.
If you go on YouTube, you should be able to find most of the decklists that people topped with in different countries. It doesn't mean that they will do anything here in North America though. Usually what topped in recent YCS's are what's gonna top here. The only decks that I believe will have a chance to top here are Dino Rabbit, Inzektors, and Chaos Dragons. I really cannot see any other deck doing well as the rest of them are bad. It doesn't mean you can't come up with a nice story about how you won with Ojama's or something like that. It just means that too many of the big 3 decks will be played. Therefore, nothing else will have much of a chance.
As a Machina Gadget player though, I've figured out easily on how to beat each of the big 3 decks. Chaos Dragons are a pain in the ass because every game 3, they got Future Fusion and won the very next turn. I'm really good at locking down Inzektors. I'm x-1 with the deck against Inzektors. As for Dino Rabbit, I have almost no experience against it because my locals don't play it. Since I can get around a Laggia very easily with my build, I don't think it's too much of a problem since my deck doesn't care at all about Macro Cosmos.
All I will tell you is that this year, it should have been in Las Vegas. The entire game as of right now is about how lucky you are. Obviously it's been like that since the game came out. However, luck is even more important than ever. You might have a nice hand to work with, but does your opponent have one card that can win them that turn? Worst of all, did you open with Effect Veiler? The game is way too luck based today. I mean 2 of the 3 big decks do not require any thought whatsoever. You just drop cards, and they tell you how to play the rest of the deck.
To conclude to all of this, I must tell you what will win the WCQ this year. I hate to break it to everyone, but Dino Rabbit will win. They just have everything needed to win. The object to Dino Rabbit is to make your Main Deck as expensive as possible and you win the entire tournament. Are those RYMP Macro Cosmos? I GOT SUPER ONES! I WIN! I do also think that the winning Dino Rabbit deck will play a Banishing theme to it in the main deck. It kinda ruins everything if I'm not mistaken.
Well everyone, have fun this coming weekend. Don't punch holes in the wall if you get Future Fusion'd on turn 1.
Wednesday, June 20, 2012
The Psychology of a Premiere Event
With the North American WCQ coming up, if you're going, what are your expectations? Do you expect to go far? Do you expect to scrub out? In this blog, we're going to go over the healthy approaches to having a successful premiere event, and for some people, vacation.
First off, what deck will you be running? Some people have many decisions to make on that. I remember my trip to YCS Charlotte. My friend was deciding on Dragunity, Blackwings, Anti-Meta, or Plants. I'm usually the grand decision maker for what he runs. I told him to play the deck that you are going to have the most fun with. If you play a deck by force, you're going to lose because chances are, you're going to not know how to play it properly. Either that or you're not going to have any fun at all if you sit there and lose round after round.
Another thing that people fail to do is to be themselves. I don't mean that as in you being you. I meant that your card choices have to be you. Even if you play the cards only at your local tournament, there's still a really good chance that you will encounter a deck like the ones you play at your locals. This is what we call player preference. This means the cards that YOU play that bring you the results that you desire. Lets say 2 people play Machina Gadgets. I personally like to play 3 Gearframes, 2 Fortress, and 1 Cannon. My friend tries that out and doesn't like it. He gets better results with 3 Fortress instead of 2. The truth is, you will not be successful if you netdeck someone card for card. There will be cards that you wish you had in there that your normally like.
The hardest thing to do in any Premiere Event is to take a loss that you know you could have easily avoided. Misplays happen all the time, and that included very stupid ones. I remember at a Virginia Regional that I lost because I forgot to use Solemn Warning on a Chaos Sorcerer, and next turn I had game. Instead, I lost, and it made me wanna quit. The best players have the ability to recover from it and just move on. If you can have a short-term memory (not like 5 seconds short) for just one day, you'll be completely fine. If you even THINK about your last round misplay during the next round, you will misplay again, and you will eventually drop from the tournament because your head is just not into the game.
So how should I approach a Premiere Event? First off, you need to assume that you're going to have like an x-4 day because so many people will be playing. I tried this psychological method, and I ended up x-1 after 6 rounds in New Jersey a couple of years ago. After my mind woke up and realized what I had just done, I thought so much about it during the last 2 rounds of day 1. All I needed to do was win just ONE more round to make it to day 2 in my very first Premiere Event! Instead, misplays stormed against me and I lost both rounds. I took it quite hard when I left the building, and that night when I was lying on the hotel floor. To sum up the rest, don't even think about your record. Just take it one round at a time, and pretend it's round 1 each and every round.
I even understand the nervousness of the last round. Some people are on the bubble, and they need to win, or they're out. For those rounds, just play it slowly and take your time. Don't even put a card on the table unless you're absolutely sure that's the right play to make. If you're that nervous about the last round, then that's EXACTLY what it feels like to be in the same spotlight as of someone in the NFL or any professional sport. All you have to do is be very cool under pressure, and make sure that you don't think about anything else except what you're doing right now.
In conclusion, just don't think about winning every round. Don't even think about having a success story for fellow players to to look up to. You should assume that you're not going to hold a trophy or a Blood Mefist by the end of the weekend. As long as you do that, well...anything can happen!
First off, what deck will you be running? Some people have many decisions to make on that. I remember my trip to YCS Charlotte. My friend was deciding on Dragunity, Blackwings, Anti-Meta, or Plants. I'm usually the grand decision maker for what he runs. I told him to play the deck that you are going to have the most fun with. If you play a deck by force, you're going to lose because chances are, you're going to not know how to play it properly. Either that or you're not going to have any fun at all if you sit there and lose round after round.
Another thing that people fail to do is to be themselves. I don't mean that as in you being you. I meant that your card choices have to be you. Even if you play the cards only at your local tournament, there's still a really good chance that you will encounter a deck like the ones you play at your locals. This is what we call player preference. This means the cards that YOU play that bring you the results that you desire. Lets say 2 people play Machina Gadgets. I personally like to play 3 Gearframes, 2 Fortress, and 1 Cannon. My friend tries that out and doesn't like it. He gets better results with 3 Fortress instead of 2. The truth is, you will not be successful if you netdeck someone card for card. There will be cards that you wish you had in there that your normally like.
The hardest thing to do in any Premiere Event is to take a loss that you know you could have easily avoided. Misplays happen all the time, and that included very stupid ones. I remember at a Virginia Regional that I lost because I forgot to use Solemn Warning on a Chaos Sorcerer, and next turn I had game. Instead, I lost, and it made me wanna quit. The best players have the ability to recover from it and just move on. If you can have a short-term memory (not like 5 seconds short) for just one day, you'll be completely fine. If you even THINK about your last round misplay during the next round, you will misplay again, and you will eventually drop from the tournament because your head is just not into the game.
So how should I approach a Premiere Event? First off, you need to assume that you're going to have like an x-4 day because so many people will be playing. I tried this psychological method, and I ended up x-1 after 6 rounds in New Jersey a couple of years ago. After my mind woke up and realized what I had just done, I thought so much about it during the last 2 rounds of day 1. All I needed to do was win just ONE more round to make it to day 2 in my very first Premiere Event! Instead, misplays stormed against me and I lost both rounds. I took it quite hard when I left the building, and that night when I was lying on the hotel floor. To sum up the rest, don't even think about your record. Just take it one round at a time, and pretend it's round 1 each and every round.
I even understand the nervousness of the last round. Some people are on the bubble, and they need to win, or they're out. For those rounds, just play it slowly and take your time. Don't even put a card on the table unless you're absolutely sure that's the right play to make. If you're that nervous about the last round, then that's EXACTLY what it feels like to be in the same spotlight as of someone in the NFL or any professional sport. All you have to do is be very cool under pressure, and make sure that you don't think about anything else except what you're doing right now.
In conclusion, just don't think about winning every round. Don't even think about having a success story for fellow players to to look up to. You should assume that you're not going to hold a trophy or a Blood Mefist by the end of the weekend. As long as you do that, well...anything can happen!
Monday, June 18, 2012
Six Samurai: The New Local Bandwagon?
Earlier, like a couple of months ago, there were so many Six Samurai decks that I had to sit there and come up with a side deck specifically for stopping the overrated deck. As a HERO player back in that time, I couldn't get the record against the deck that I wish I could have gotten. The one thing that I absolutely hated about HERO's was that the deck gave me the middle finger now and again, and I opened up with mainly useless cards at that point and time.
Konami reprinted Legendary Six Samurai - Shi En, in the Ra Yellow Mega Pack - Special Edition, which is available at Target, and Brionac, Dragon of the Ice Barrier, Naturia Beast, and Naturia Barkion were reprinted in Gold Series Haunted Mine. The hardest card to get now for the deck is Ally of Justice Catastor. Now we're getting an entire Structure Deck full of Six Samurai reprints, and with the results of Six Samurai around here, I believe that the people that can't top with anything are going to turn to the deck for results.
So lets price the deck up, assuming that we bought a Special Edition, 3 Structure Decks, and then we bought the remaining 4 cards from Troll and Toad.
Decks: $32 (after tax)
Special Edition: $14 (after tax)
Brionac: $12
Beast: $10
Barkion: $10
Catastor: $18
Shipping: $4
Grand Total: $100
Wow. For a very competitive deck in the format that we're in, that's a really cheap deck! I'm going to assume that you have the rest of the staples, Xyz's and cheap Synchro's necessary to build the deck. Of course, if you buy the cards from people, you'll be paying less than that for the deck. So if you're looking for a competitive budget deck, this is the deck for you.
By looking at the spoiler here, you'll know that EVERYTHING you need to make a Six Samurai deck is right in the box! The only cards that you'll need to have that are not in the deck are Shi En, Kagemusha of the Six Samurai, and Asceticism of the Six Samurai. Other than that, you should be good! Also if you have Effect Veiler's, you should use those too. If you don't have them, then you can use Forbidden Chalice, which is available in the Battle Pack.
Am I looking forward to seeing so many Six Samurai players when the deck comes out? To be honest, I'm really not. Well, my Machina Gadgets are an excellent matchup against the deck, so I should have no problem wrecking a local tournament full of them. However, it'll suck having to play the same deck over and over again. I remember when I spent 3 out of 4 rounds playing Samurai, and it got boring. Least I beat 2 of them, where the other one I just wasn't thinking for whatever reason. Oh well.
Anyways, enjoy the budget builder tips. I just hope that not too many people do this. I don't wanna spend the day playing Samurai!
Konami reprinted Legendary Six Samurai - Shi En, in the Ra Yellow Mega Pack - Special Edition, which is available at Target, and Brionac, Dragon of the Ice Barrier, Naturia Beast, and Naturia Barkion were reprinted in Gold Series Haunted Mine. The hardest card to get now for the deck is Ally of Justice Catastor. Now we're getting an entire Structure Deck full of Six Samurai reprints, and with the results of Six Samurai around here, I believe that the people that can't top with anything are going to turn to the deck for results.
So lets price the deck up, assuming that we bought a Special Edition, 3 Structure Decks, and then we bought the remaining 4 cards from Troll and Toad.
Decks: $32 (after tax)
Special Edition: $14 (after tax)
Brionac: $12
Beast: $10
Barkion: $10
Catastor: $18
Shipping: $4
Grand Total: $100
Wow. For a very competitive deck in the format that we're in, that's a really cheap deck! I'm going to assume that you have the rest of the staples, Xyz's and cheap Synchro's necessary to build the deck. Of course, if you buy the cards from people, you'll be paying less than that for the deck. So if you're looking for a competitive budget deck, this is the deck for you.
By looking at the spoiler here, you'll know that EVERYTHING you need to make a Six Samurai deck is right in the box! The only cards that you'll need to have that are not in the deck are Shi En, Kagemusha of the Six Samurai, and Asceticism of the Six Samurai. Other than that, you should be good! Also if you have Effect Veiler's, you should use those too. If you don't have them, then you can use Forbidden Chalice, which is available in the Battle Pack.
Am I looking forward to seeing so many Six Samurai players when the deck comes out? To be honest, I'm really not. Well, my Machina Gadgets are an excellent matchup against the deck, so I should have no problem wrecking a local tournament full of them. However, it'll suck having to play the same deck over and over again. I remember when I spent 3 out of 4 rounds playing Samurai, and it got boring. Least I beat 2 of them, where the other one I just wasn't thinking for whatever reason. Oh well.
Anyways, enjoy the budget builder tips. I just hope that not too many people do this. I don't wanna spend the day playing Samurai!
Thursday, June 14, 2012
Deck Profile: Lightraysworn
For weeks, I have been slowly collecting everything necessary to complete my own version of the deck. I've seen so many builds, and eventually, I know the one which I will be building my deck around. However, we'll just go over the build that I currently have. Of course, the deck needs some work, but you all can try it out on DN and see if it can do anything for you.
This build doesn't have any Judgment Dragons, and it doesn't have as many Lightsworn monsters in it, but it's more original than most of the builds that I've seen so far. The only thing that I am currently working on right now for this build is the ability to speed the deck up. Sometimes, you will draw very slow hands, and you'll get absolutely nowhere.
With that said and done, lets go over some key cards.
Freed the Brave Wonderer: Some of you may be asking this. WHY?! This is part of my originality. In case you don't know what it does, it's a 1700 beatstick, and you can banish 2 LIGHT monsters from your Graveyard to destroy a face-up monster with higher ATK than this card. What are the chances of a monster higher than 1700 ATK being on your opponent's field? Pretty damn good actually! Just by getting this effect to activate once is a giant step in bringing out Lightray Sorcerer. Chances are, another one of your monsters will somehow be banished, and thus, Sorcerer is live!
Lightray Daedelus: This is the easiest of the 4 Lightray monsters in the deck. All you need is ANY 4 LIGHT monsters in your Graveyard. It doesn't even matter if it's 3 of one card. It's effect isn't very significant because of the requirement of a Field Spell card being needed on the field to use the effect, but the fact that you're dropping a 2600 ATK beater for NO REASON is a very nice thing! Think about it. You can get over Lightpulsar Dragon, Any Evolzar Xyz, Monarch, and Shi En!
Lightray Diablos: One of the 2 harder Lightrays to bring out. It's a solid 2800 ATK beater that needs 5 or more different LIGHT monsters in your Graveyard. This isn't hard to do with all the milling power you have. It's effect, however, is very nice! You banish a LIGHT monster from your grave to target an opposing set card. Reveal it, then determine whether it goes to the top or bottom of the deck. It's so nice that you can take your opponent's card and choose what to do with it! Think about this. If that's the only card your opponent possesses, just keep putting it on top and you win!
Lightray Gearfried: Same requirements as Diablos, but this one is only a semi-nomi monster! Meaning that if you summon it properly, you can bring it back! It's effect is that you can banish a LIGHT Warrior monster from your grave to negate a Spell/Trap and destroy it! However, you must ONLY control Warriors to use the effect. It's still a nice 2800 ATK beater that you can drop for no reason, but if you can ever use it's effect, you'll be in great shape!
Lightray Sorcerer: Probably the harder Lightray to pull out. All you need is any 3 banished LIGHT monsters to Special Summon this card. Due to the use of Freed the Brave Wonderer, this card can easily become live! However, this may be kicked for probably another Diablos and Gearfried, depending on testing results. Anyways! You can shuffle a banished LIGHT monster back into the deck to banish 1 face-up monster your opponent controls! However, you cannot attack the same turn you use it's effect. It's great for recycling cards like Honest, Effect Veiler, and other LIGHT monsters that you wouldn't want in your grave.
The rest, should be quite obvious to the eye. This may not be the exact deck that I have right now, but these are my intentions whenever I get all the cards! After that, I go for the next level of making this deck, and that's making it tournament-level! Without further reading, here's the decklist!
Monsters: 30
3x Lightray Daedelus
2x Lightray Diablos
2x Lightray Gearfried
2x Lightray Sorcerer
3x Ryko, Lightsworn Hunter
3x Lyla, Lightsworn Sorceress
1x Jain, Lightsworn Paladin
1x Ehren, Lightsworn Monk
2x Freed the Brave Wonderer
2x Effect Veiler
1x Honest
2x Card Trooper
2x Necro Gardna
1x Gorz the Emissary of Darkness
1x Tragoedia
1x Black Luster Soldier - Envoy of the Beginning
Spells: 12
1x Charge of the Light Brigade
1x Reinforcement of the Army
3x Solar Recharge
2x Monster Reincarnation
2x The Warrior Returning Alive
1x Heavy Storm
1x Dark Hole
1x Monster Reborn
Fill in your Extra Deck here since I'm too lazy to type it in.
This build doesn't have any Judgment Dragons, and it doesn't have as many Lightsworn monsters in it, but it's more original than most of the builds that I've seen so far. The only thing that I am currently working on right now for this build is the ability to speed the deck up. Sometimes, you will draw very slow hands, and you'll get absolutely nowhere.
With that said and done, lets go over some key cards.
Freed the Brave Wonderer: Some of you may be asking this. WHY?! This is part of my originality. In case you don't know what it does, it's a 1700 beatstick, and you can banish 2 LIGHT monsters from your Graveyard to destroy a face-up monster with higher ATK than this card. What are the chances of a monster higher than 1700 ATK being on your opponent's field? Pretty damn good actually! Just by getting this effect to activate once is a giant step in bringing out Lightray Sorcerer. Chances are, another one of your monsters will somehow be banished, and thus, Sorcerer is live!
Lightray Daedelus: This is the easiest of the 4 Lightray monsters in the deck. All you need is ANY 4 LIGHT monsters in your Graveyard. It doesn't even matter if it's 3 of one card. It's effect isn't very significant because of the requirement of a Field Spell card being needed on the field to use the effect, but the fact that you're dropping a 2600 ATK beater for NO REASON is a very nice thing! Think about it. You can get over Lightpulsar Dragon, Any Evolzar Xyz, Monarch, and Shi En!
Lightray Diablos: One of the 2 harder Lightrays to bring out. It's a solid 2800 ATK beater that needs 5 or more different LIGHT monsters in your Graveyard. This isn't hard to do with all the milling power you have. It's effect, however, is very nice! You banish a LIGHT monster from your grave to target an opposing set card. Reveal it, then determine whether it goes to the top or bottom of the deck. It's so nice that you can take your opponent's card and choose what to do with it! Think about this. If that's the only card your opponent possesses, just keep putting it on top and you win!
Lightray Gearfried: Same requirements as Diablos, but this one is only a semi-nomi monster! Meaning that if you summon it properly, you can bring it back! It's effect is that you can banish a LIGHT Warrior monster from your grave to negate a Spell/Trap and destroy it! However, you must ONLY control Warriors to use the effect. It's still a nice 2800 ATK beater that you can drop for no reason, but if you can ever use it's effect, you'll be in great shape!
Lightray Sorcerer: Probably the harder Lightray to pull out. All you need is any 3 banished LIGHT monsters to Special Summon this card. Due to the use of Freed the Brave Wonderer, this card can easily become live! However, this may be kicked for probably another Diablos and Gearfried, depending on testing results. Anyways! You can shuffle a banished LIGHT monster back into the deck to banish 1 face-up monster your opponent controls! However, you cannot attack the same turn you use it's effect. It's great for recycling cards like Honest, Effect Veiler, and other LIGHT monsters that you wouldn't want in your grave.
The rest, should be quite obvious to the eye. This may not be the exact deck that I have right now, but these are my intentions whenever I get all the cards! After that, I go for the next level of making this deck, and that's making it tournament-level! Without further reading, here's the decklist!
Monsters: 30
3x Lightray Daedelus
2x Lightray Diablos
2x Lightray Gearfried
2x Lightray Sorcerer
3x Ryko, Lightsworn Hunter
3x Lyla, Lightsworn Sorceress
1x Jain, Lightsworn Paladin
1x Ehren, Lightsworn Monk
2x Freed the Brave Wonderer
2x Effect Veiler
1x Honest
2x Card Trooper
2x Necro Gardna
1x Gorz the Emissary of Darkness
1x Tragoedia
1x Black Luster Soldier - Envoy of the Beginning
Spells: 12
1x Charge of the Light Brigade
1x Reinforcement of the Army
3x Solar Recharge
2x Monster Reincarnation
2x The Warrior Returning Alive
1x Heavy Storm
1x Dark Hole
1x Monster Reborn
Fill in your Extra Deck here since I'm too lazy to type it in.
Monday, June 4, 2012
Card of the Week: 6/4/12
I'd have brought this segment to my YouTube channel, but I decided that I'm much better off writing it out rather than explain everything via video, considering that I'm very bad at talking and explaining things when it really counts.
Every Monday night (when possible) I'll post a card that I'll review that can be very effective against the meta. I try not to review cards that are typically used in the meta, but if it's something very significant, I'll go ahead and review it. I don't rate cards or anything. I just tell you how recommended it is for certain decks and why.
Anyways! On to the first card of the week!
Mirror of Oaths
Normal Trap
Activate only when your opponent Special Summons a monster(s) from their Deck. Destroy that monster(s) and draw 1 card.
We keep it nice and simple tonight with a trap that can be sided against the majority of the decks in this format. I'd say main deck this, but it's just not consistent enough for it to be mained. However, with the mass reprint of Tour Guide, I could consider otherwise. It would stop your opponent from Xyz Summoning, and it lets you draw one card, which could be a key factor in the game! Now I'm sure that you actually have to destroy the monster in order to draw the card, so if that monster is hit by Forbidden Lance, you're screwed. If it's Sangan that you're going to destroy, then you got a choice to make! Let them Xyz and not get a search, or let them search and draw a card. That choice is quite tough.
It's not just Tour Guide that you can stop. You can stop other cards that you may see on your way through the tournament! Here are a few of them!
Gladiator Beasts: When they tag in, you can use it on the monster(s) that they tagged in! It can likely mess what they were trying to do up, and we all know how important draw power is in this game. It's very unlikely, however, that you would even get to use this when they tag out Gyzarus.
Inzektor Dragonfly: Say you set a couple of backrow, and they miss Mirror of Oaths. You can use it to destroy Centipede and draw a card! However, if they do the Zektkaliber combo, you will only get to destroy one of the Inzektors that they Special Summon.
Gravekeeper's Spy: Whichever GK they summon will get destroyed. This can be used to stop Descendent from doing anything to your field. I'm pretty sure that your opponent won't scrub MST on it with lots of backrow. However, this does not work during the Damage Step.
Rescue Rabbit: Even if you only hit one, you disturb the strategy, and you draw a card! Nothing better than not letting your opponent get an Evolzar Xyz out on the field!
Overall, it's not a bad card to use. Personally, I think it's a great local card to use in your side deck. However, not as good at a Regional or YCS. If anything, you should try it! Study the decks that are played at your local and give it a try! I guess if you have that kind of luck playing local decks at Regionals, then you should play it as well.
Every Monday night (when possible) I'll post a card that I'll review that can be very effective against the meta. I try not to review cards that are typically used in the meta, but if it's something very significant, I'll go ahead and review it. I don't rate cards or anything. I just tell you how recommended it is for certain decks and why.
Anyways! On to the first card of the week!
Mirror of Oaths
Normal Trap
Activate only when your opponent Special Summons a monster(s) from their Deck. Destroy that monster(s) and draw 1 card.
We keep it nice and simple tonight with a trap that can be sided against the majority of the decks in this format. I'd say main deck this, but it's just not consistent enough for it to be mained. However, with the mass reprint of Tour Guide, I could consider otherwise. It would stop your opponent from Xyz Summoning, and it lets you draw one card, which could be a key factor in the game! Now I'm sure that you actually have to destroy the monster in order to draw the card, so if that monster is hit by Forbidden Lance, you're screwed. If it's Sangan that you're going to destroy, then you got a choice to make! Let them Xyz and not get a search, or let them search and draw a card. That choice is quite tough.
It's not just Tour Guide that you can stop. You can stop other cards that you may see on your way through the tournament! Here are a few of them!
Gladiator Beasts: When they tag in, you can use it on the monster(s) that they tagged in! It can likely mess what they were trying to do up, and we all know how important draw power is in this game. It's very unlikely, however, that you would even get to use this when they tag out Gyzarus.
Inzektor Dragonfly: Say you set a couple of backrow, and they miss Mirror of Oaths. You can use it to destroy Centipede and draw a card! However, if they do the Zektkaliber combo, you will only get to destroy one of the Inzektors that they Special Summon.
Gravekeeper's Spy: Whichever GK they summon will get destroyed. This can be used to stop Descendent from doing anything to your field. I'm pretty sure that your opponent won't scrub MST on it with lots of backrow. However, this does not work during the Damage Step.
Rescue Rabbit: Even if you only hit one, you disturb the strategy, and you draw a card! Nothing better than not letting your opponent get an Evolzar Xyz out on the field!
Overall, it's not a bad card to use. Personally, I think it's a great local card to use in your side deck. However, not as good at a Regional or YCS. If anything, you should try it! Study the decks that are played at your local and give it a try! I guess if you have that kind of luck playing local decks at Regionals, then you should play it as well.
Thursday, May 31, 2012
March 2012 Format: What should be hit?
I can't believe we're only now half-way through the format, and for the second half, it's more of the same. All we're getting is a Six Samurai Xyz and Gem-Knight Pearl between now, and September. I personally don't count sets that come out right before the next list. With that said, I can safely predict the September 2012 banlist!
So what should be hit? I really think that the format is really bad. We have a deck that has EVERYTHING to support it, and it destroys your opponent's stuff one card at a time just to get into your life points. Once one card goes off, the whole thing goes off, and it's very annoying! Next, we have a swarming high ATK beater powerhouse! The player that uses Future Fusion in that deck and has it resolve has a 90% chance of winning the duel. And finally, we have a deck that somehow finds a way to win with it's Evolzar Xyz's. As for the under looked deck, we have a deck that's theoretically unbeatable!
I will now go over what cards should be banned, limited, etc. and why. Please note that this is just my opinion (with a few facts) and I'm sure that I will be wrong on most of this stuff.
Banned
Future Fusion: Did I just mention that whoever plays it essentially wins? If you did and you lost, you must be a total scrub. Not to mention that this card is very universal, meaning that the card can be used in multiple decks and can still be very effective. Go ahead! Kill my Jinzo/Machina combo! I just want the Chaos Dragon crap to end!
Wind-Up Zenmaines: This card is the ONLY reason why Tour guide is so broken and expensive these days. I'm very aware of the fact that it has some holes that make this card not as broken, but it doesn't matter. The fact that you get a turn 1 card that has 3 lives and it destroys a card each time it loses a life(s). Japan, you've had this card long enough to know how broken it is! It's time for this Zenmotherfucker to get it's ass banned!
Limited
Inzektor Hornet: This card right here is the only reason that it's too broken for words. I can't say ban it because it's used in pretty much one deck. If they limit this card, then they probably won't hit the rest of the deck. I'd be very surprised if this card and Dragonfly got hit in a way. Either way. How many games have you won/lost because of this card? Exactly! Hornet shouldn't be at 3.
Rescue Rabbit: I will say this. I want luck to be a major factor in making this card really broken. I want people to abuse Gold Sarcophagus to have this card in possession. If this card doesn't get hit along with the rest of the decks, then this deck will dominate once again. Not much else to say about hitting this card. If at anytime one card leads to a free Solemn Judgment effect, it needs to get touched.
Red-Eyes Darkness Metal Dragon: It's really annoying that this card can call up a huge Dragon from your hand or Graveyard. Sometimes, if you negate it with Effect Veiler or Fiendish Chain, another one will just get Special Summoned by Banishing the negated one. Not to mention that this card is the reason that Lightpulsar Dragon is so broken right now, because we have access to up to 3 of this card. I'd want this card banned, but as you may know, Konami will promote another FTK before they try to ban it.
Royal Oppression: This card can come out of the closet. I want this at 2, but it won't happen. Although I think this card will come back at 1, it won't solve too much as we're already maining at least 2 MST's, which kills this card upon paying the life points for it's effect's activation. With all of the Special Summoning going on right now, we need something to put that in check, and a couple of Solemn Warnings won't do everything.
One Day of Peace: At most YCS events, at least one deck that stalls opponents and wins by another method rather than taking the opponent's life points down to 0 has been doing well in the event. If you've seen the top 16 Philly deck, you'll know why I put this card on the list. The deck is theoretically unbeatable! It's a cheap ticket to an invite if played right. For this card's concept, both players draw a card, and you take no damage until your next turn. That's what makes these kind of decks stupid!
Super Polymerization: With Elemental HERO Escuridao on it's way here in August, it's time that HERO decks got hit a little. This means that this card can fuse with ANYTHING and an Elemental HERO monster! With that, we need some balance for the future meta. For mirror matches, it will take much more skill to get the most use out of what I think will be a single Super Polymerization. It's not that Escuridao is a good card or anything. It's just that Super Poly will make it and any HERO deck really broken.
Semi-Limited
Tour Guide From the Underworld: This will shut the absolute necessity of this card up! You get the effect once, then it's done! This should make the Turn 1 Tour Guide get Tour Guide play be much smarter due to the lack of Tour Guide #3. This means your Sangan should be able to search peacefully instead of being imprisoned by an Xyz monster. If Zenmaines also gets banned with this card's semi-limit, then I will be happy that this card is not a necessity anymore!
Miracle Fusion: It's a really good card, but the free Fusion monsters should chill out just a little bit. I think HERO players should be happy that I'm even predicting this. This is because you'll get one extra space for your deck, and you'll still have enough Miracle Fusions to live on.
Lonefire Blossom: No Spore or Glow-Up Bulb? Why is this card limited? Lets make some creative Plant decks that don't Synchro a lot! If this card goes up to 2, I'll bring back Gigavise!
Mirror Force: This is my call for Konami's non-sober move to adjust the semi-limited list in some way possible. I'll laugh so hard if I call this right
Brionac, Dragon of the Ice Barrier: Why not? Synchro's aren't as good anymore, and no more priority. I wouldn't be surprised if this hit 3 because of the reprint.
Blackwing - Kalut the Moon Shadow: This one's pretty random, but damnit! Give Blackwings at least one more good card!
No Longer Limited
Marshmallon: Just another card that climbs out of the list. I don't think it's that good anymore.
Level Limit - Area B: No good anymore. Xyz's made this card worse.
And that's that! I hope you enjoyed reading this piece of shit I call my September 1st banlist prediction! Lets hope I get at least a B grade on when the answer key arrives then. For now, enjoy the shitty ass meta, and hope it doesn't get shittier in a few months!
So what should be hit? I really think that the format is really bad. We have a deck that has EVERYTHING to support it, and it destroys your opponent's stuff one card at a time just to get into your life points. Once one card goes off, the whole thing goes off, and it's very annoying! Next, we have a swarming high ATK beater powerhouse! The player that uses Future Fusion in that deck and has it resolve has a 90% chance of winning the duel. And finally, we have a deck that somehow finds a way to win with it's Evolzar Xyz's. As for the under looked deck, we have a deck that's theoretically unbeatable!
I will now go over what cards should be banned, limited, etc. and why. Please note that this is just my opinion (with a few facts) and I'm sure that I will be wrong on most of this stuff.
Banned
Future Fusion: Did I just mention that whoever plays it essentially wins? If you did and you lost, you must be a total scrub. Not to mention that this card is very universal, meaning that the card can be used in multiple decks and can still be very effective. Go ahead! Kill my Jinzo/Machina combo! I just want the Chaos Dragon crap to end!
Wind-Up Zenmaines: This card is the ONLY reason why Tour guide is so broken and expensive these days. I'm very aware of the fact that it has some holes that make this card not as broken, but it doesn't matter. The fact that you get a turn 1 card that has 3 lives and it destroys a card each time it loses a life(s). Japan, you've had this card long enough to know how broken it is! It's time for this Zenmotherfucker to get it's ass banned!
Limited
Inzektor Hornet: This card right here is the only reason that it's too broken for words. I can't say ban it because it's used in pretty much one deck. If they limit this card, then they probably won't hit the rest of the deck. I'd be very surprised if this card and Dragonfly got hit in a way. Either way. How many games have you won/lost because of this card? Exactly! Hornet shouldn't be at 3.
Rescue Rabbit: I will say this. I want luck to be a major factor in making this card really broken. I want people to abuse Gold Sarcophagus to have this card in possession. If this card doesn't get hit along with the rest of the decks, then this deck will dominate once again. Not much else to say about hitting this card. If at anytime one card leads to a free Solemn Judgment effect, it needs to get touched.
Red-Eyes Darkness Metal Dragon: It's really annoying that this card can call up a huge Dragon from your hand or Graveyard. Sometimes, if you negate it with Effect Veiler or Fiendish Chain, another one will just get Special Summoned by Banishing the negated one. Not to mention that this card is the reason that Lightpulsar Dragon is so broken right now, because we have access to up to 3 of this card. I'd want this card banned, but as you may know, Konami will promote another FTK before they try to ban it.
Royal Oppression: This card can come out of the closet. I want this at 2, but it won't happen. Although I think this card will come back at 1, it won't solve too much as we're already maining at least 2 MST's, which kills this card upon paying the life points for it's effect's activation. With all of the Special Summoning going on right now, we need something to put that in check, and a couple of Solemn Warnings won't do everything.
One Day of Peace: At most YCS events, at least one deck that stalls opponents and wins by another method rather than taking the opponent's life points down to 0 has been doing well in the event. If you've seen the top 16 Philly deck, you'll know why I put this card on the list. The deck is theoretically unbeatable! It's a cheap ticket to an invite if played right. For this card's concept, both players draw a card, and you take no damage until your next turn. That's what makes these kind of decks stupid!
Super Polymerization: With Elemental HERO Escuridao on it's way here in August, it's time that HERO decks got hit a little. This means that this card can fuse with ANYTHING and an Elemental HERO monster! With that, we need some balance for the future meta. For mirror matches, it will take much more skill to get the most use out of what I think will be a single Super Polymerization. It's not that Escuridao is a good card or anything. It's just that Super Poly will make it and any HERO deck really broken.
Semi-Limited
Tour Guide From the Underworld: This will shut the absolute necessity of this card up! You get the effect once, then it's done! This should make the Turn 1 Tour Guide get Tour Guide play be much smarter due to the lack of Tour Guide #3. This means your Sangan should be able to search peacefully instead of being imprisoned by an Xyz monster. If Zenmaines also gets banned with this card's semi-limit, then I will be happy that this card is not a necessity anymore!
Miracle Fusion: It's a really good card, but the free Fusion monsters should chill out just a little bit. I think HERO players should be happy that I'm even predicting this. This is because you'll get one extra space for your deck, and you'll still have enough Miracle Fusions to live on.
Lonefire Blossom: No Spore or Glow-Up Bulb? Why is this card limited? Lets make some creative Plant decks that don't Synchro a lot! If this card goes up to 2, I'll bring back Gigavise!
Mirror Force: This is my call for Konami's non-sober move to adjust the semi-limited list in some way possible. I'll laugh so hard if I call this right
Brionac, Dragon of the Ice Barrier: Why not? Synchro's aren't as good anymore, and no more priority. I wouldn't be surprised if this hit 3 because of the reprint.
Blackwing - Kalut the Moon Shadow: This one's pretty random, but damnit! Give Blackwings at least one more good card!
No Longer Limited
Marshmallon: Just another card that climbs out of the list. I don't think it's that good anymore.
Level Limit - Area B: No good anymore. Xyz's made this card worse.
And that's that! I hope you enjoyed reading this piece of shit I call my September 1st banlist prediction! Lets hope I get at least a B grade on when the answer key arrives then. For now, enjoy the shitty ass meta, and hope it doesn't get shittier in a few months!
Tuesday, May 29, 2012
Machina Gadgets: Take 5
Yes, I counted the amount of takes I put on this deck. This will be the 5th different time I use this deck competitively. Machina Gadgets have been what I'm a natural at since the day they came out of a structure deck. I guess I'll go over the history of my other takes.
Take 1: Jinzo OTK: Since I thought about the Jinzo - Returner/Jinzo combo with Future Fusion, I thought I could score gold with a deck build that I came up with myself. This deck came out to be a HUGE success against the Summer 2010 format, and has won EVERY local tournament from July to the end of August. I was so good, that people even thought I was cheating! Some of you might have lived to tell the tale.
Take 2: Post-Summer Gadget Stun: I took another approach and decided to wipe out the all-machine build and go with something more control-based. Although the results weren't nearly as great, it did win a couple of tournaments!
Take 3: Wrath of D.D. Warrior Lady: This was a very budget, yet, very well-built deck. DDWL was so good against the March 2011 format, that I had to try my take at using it! The result, a perfect 16-0 (game) tournament win, followed by a 6-3 record at YCS Charlotte, then another tourney win right after that!
Take 4: Anti-Meta Control: In March 2012, I made the deck very difficult to beat against the meta. It had excellent records against Inzektors and Wind-Up's. I had a solid run at the Richmond VA Regional, but was stopped short by a rule-shark call. You don't know how pissed I was, and I was rushed to drop so we could leave early anyways, so yeah.
And now for take 5! This build is to try to adapt to the current meta. This Summer's meta is full of Chaos Dragons, Inzektors, and HERO decks. I got a really good idea from a deck profile I watched on YouTube. The guy's deck got 1st place at a Regional in Europe, and it really made me think about the choices that he made. Since I don't have CardCar D's, I'm forced to replace them with a couple of cards. I think his deck was 41 anyways, so I guess it worked out! Click here to watch the deck profile!
Tragoedia: I really don't know what to say about this card yet. In all my duels on Dueling Network, I've yet to even draw it! I run 2 of them, so I'm bound to drop it at some point! With my hand advantage due to the Gadgets, I'm able to keep this beast at around 2400 or higher most of the time. I wouldn't count on it's effect to steal a monster from your opponent though. It does make it easier to bring out the one Rank 7 Xyz monster that I play with: Number 11: Big Eye!
Forbidden Lance: I was actually really impressed by this choice! Although I didn't use it the way it was meant to be used, I used it a couple of times to save my ass from losing! Once to keep my life at bay so that I could drop Gorz on the next attack, and the other to get over what was an 1800 ATK beat stick. The purpose is to keep Machina Fortress alive and to be able to use it's effect to destroy any card your opponent controls. Although you will take a few extra life points, it's well worth getting rid of a big or annoying monster.
Chain Disappearance: He actually did it! The thing that I've warned everyone that could do it to do so! Tech the damn thing! With about every deck having SOMETHING to use it on, it's well worth a slot in the deck. Although typically used against Tour Guide, this card can do some damage against Inzektor Dragonfly or Hornet. Believe it or not, if you hit Hornet, you banished the winning condition out of the deck! There are other ways to use this card, but you should be able to figure that out.
Other than that, the choices seemed standard to me. Also, his side deck seemed to be pretty standard stuff. Although, I do need to go over 2 cards that I thought were pretty cool to side.
Fossil Dyna Pachycephalo: Why is this card $3 now? With Chaos Dragons running around taking the gold, this card should be able to do some good damage to your opponent's field. I'd even think about getting it in there for 1200 if necessary. Against Chaos Dragons, you should be able to protect yourself from a Lyla or Eclipse Wyvern about to hit you. I honestly like this card over Vanity's Emptiness because it's not as unstable, and your opponent can just simply chain MST on another card to get a 2 for 1 deal.
Macro Cosmos: I really don't know how to adjust my deck to side these in yet, but I know why it's played. You've got to have some sort of hate against Chaos Dragons, and it's also an asset against Inzektors since it shuts down it's entire strategy. I was thinking kick the Machina engine and some other stuff for the Macro's and Fossil Dyna's, but I'm not 100% sure. If all fails, I may just play Prohibition instead. In all, this card puts in a lot of work while it's on the field.
And another reason why this deck has gotten a lot better is because of the 3 new Rank 4 options that have recently came out! We had nothing but Utopia, and Roach for some people. Now we have 5 different options to choose from, and more to come when Return of the Duelist comes out!
Maestroke the Symphony Djinn: This card is the Rank 4 version of Gachi Gachi Gantetsu, but it also has a Book of Moon effect attached to it! With the cost of detaching an Xyz material, you can keep it alive, or put a monster face-down! Although he's only at 1800 ATK, his 2300 DEF makes him a very solid wall! It's great to force your opponent to use Ryko on...essentially nothing! This card made this year's Starter Deck worth buying!
Photon Papilloperative: When I first read this card, I knew right off the bat that this card was going to be broken. If your opponent is sitting on a Spirit Reaper or some other wall, this bug can force it into Attack Position and weaken it's ATK by 600! It's at a solid 2100 ATK, and it can very well force your opponent to use one of their important defensive cards to stop it from happening! This card is only a Rare in the new Galactic Overlord set!
Gem-Knight Pearl: Fresh out of the new Battle Pack, this card is the only non-effect Xyz monster. This jewel sits at a nice 2600 ATK and 1900 DEF. So what's so good about it? Gadgets can FINALLY be able to get over a Gravekeeper's Spy with Necrovalley on the field, Stardust Dragon, and more! It's a pretty solid card overall, and it should be played in this deck. I play 2 of them just in case!
This deck is only going to get better at the end of the Summer! When Return of the Duelist comes out, we'll be getting a nice Xyz Gadget card, and a few other support cards for this deck! Take 6 might come when the format change arrives on September 1st, 2012, so stay tuned for that!
Take 1: Jinzo OTK: Since I thought about the Jinzo - Returner/Jinzo combo with Future Fusion, I thought I could score gold with a deck build that I came up with myself. This deck came out to be a HUGE success against the Summer 2010 format, and has won EVERY local tournament from July to the end of August. I was so good, that people even thought I was cheating! Some of you might have lived to tell the tale.
Take 2: Post-Summer Gadget Stun: I took another approach and decided to wipe out the all-machine build and go with something more control-based. Although the results weren't nearly as great, it did win a couple of tournaments!
Take 3: Wrath of D.D. Warrior Lady: This was a very budget, yet, very well-built deck. DDWL was so good against the March 2011 format, that I had to try my take at using it! The result, a perfect 16-0 (game) tournament win, followed by a 6-3 record at YCS Charlotte, then another tourney win right after that!
Take 4: Anti-Meta Control: In March 2012, I made the deck very difficult to beat against the meta. It had excellent records against Inzektors and Wind-Up's. I had a solid run at the Richmond VA Regional, but was stopped short by a rule-shark call. You don't know how pissed I was, and I was rushed to drop so we could leave early anyways, so yeah.
And now for take 5! This build is to try to adapt to the current meta. This Summer's meta is full of Chaos Dragons, Inzektors, and HERO decks. I got a really good idea from a deck profile I watched on YouTube. The guy's deck got 1st place at a Regional in Europe, and it really made me think about the choices that he made. Since I don't have CardCar D's, I'm forced to replace them with a couple of cards. I think his deck was 41 anyways, so I guess it worked out! Click here to watch the deck profile!
Tragoedia: I really don't know what to say about this card yet. In all my duels on Dueling Network, I've yet to even draw it! I run 2 of them, so I'm bound to drop it at some point! With my hand advantage due to the Gadgets, I'm able to keep this beast at around 2400 or higher most of the time. I wouldn't count on it's effect to steal a monster from your opponent though. It does make it easier to bring out the one Rank 7 Xyz monster that I play with: Number 11: Big Eye!
Forbidden Lance: I was actually really impressed by this choice! Although I didn't use it the way it was meant to be used, I used it a couple of times to save my ass from losing! Once to keep my life at bay so that I could drop Gorz on the next attack, and the other to get over what was an 1800 ATK beat stick. The purpose is to keep Machina Fortress alive and to be able to use it's effect to destroy any card your opponent controls. Although you will take a few extra life points, it's well worth getting rid of a big or annoying monster.
Chain Disappearance: He actually did it! The thing that I've warned everyone that could do it to do so! Tech the damn thing! With about every deck having SOMETHING to use it on, it's well worth a slot in the deck. Although typically used against Tour Guide, this card can do some damage against Inzektor Dragonfly or Hornet. Believe it or not, if you hit Hornet, you banished the winning condition out of the deck! There are other ways to use this card, but you should be able to figure that out.
Other than that, the choices seemed standard to me. Also, his side deck seemed to be pretty standard stuff. Although, I do need to go over 2 cards that I thought were pretty cool to side.
Fossil Dyna Pachycephalo: Why is this card $3 now? With Chaos Dragons running around taking the gold, this card should be able to do some good damage to your opponent's field. I'd even think about getting it in there for 1200 if necessary. Against Chaos Dragons, you should be able to protect yourself from a Lyla or Eclipse Wyvern about to hit you. I honestly like this card over Vanity's Emptiness because it's not as unstable, and your opponent can just simply chain MST on another card to get a 2 for 1 deal.
Macro Cosmos: I really don't know how to adjust my deck to side these in yet, but I know why it's played. You've got to have some sort of hate against Chaos Dragons, and it's also an asset against Inzektors since it shuts down it's entire strategy. I was thinking kick the Machina engine and some other stuff for the Macro's and Fossil Dyna's, but I'm not 100% sure. If all fails, I may just play Prohibition instead. In all, this card puts in a lot of work while it's on the field.
And another reason why this deck has gotten a lot better is because of the 3 new Rank 4 options that have recently came out! We had nothing but Utopia, and Roach for some people. Now we have 5 different options to choose from, and more to come when Return of the Duelist comes out!
Maestroke the Symphony Djinn: This card is the Rank 4 version of Gachi Gachi Gantetsu, but it also has a Book of Moon effect attached to it! With the cost of detaching an Xyz material, you can keep it alive, or put a monster face-down! Although he's only at 1800 ATK, his 2300 DEF makes him a very solid wall! It's great to force your opponent to use Ryko on...essentially nothing! This card made this year's Starter Deck worth buying!
Photon Papilloperative: When I first read this card, I knew right off the bat that this card was going to be broken. If your opponent is sitting on a Spirit Reaper or some other wall, this bug can force it into Attack Position and weaken it's ATK by 600! It's at a solid 2100 ATK, and it can very well force your opponent to use one of their important defensive cards to stop it from happening! This card is only a Rare in the new Galactic Overlord set!
Gem-Knight Pearl: Fresh out of the new Battle Pack, this card is the only non-effect Xyz monster. This jewel sits at a nice 2600 ATK and 1900 DEF. So what's so good about it? Gadgets can FINALLY be able to get over a Gravekeeper's Spy with Necrovalley on the field, Stardust Dragon, and more! It's a pretty solid card overall, and it should be played in this deck. I play 2 of them just in case!
This deck is only going to get better at the end of the Summer! When Return of the Duelist comes out, we'll be getting a nice Xyz Gadget card, and a few other support cards for this deck! Take 6 might come when the format change arrives on September 1st, 2012, so stay tuned for that!
Friday, May 18, 2012
Deck Profile: Flame Tiger Stun
For those people around me, I've been wanting to perfect a build that I've been trying to create for a day or two. After falling asleep at like 10 and waking up at 3 this morning, I've decided to finally try and improve the build as much as I can. After 30 minutes of thinking everything out, here's the result!
Now I'm going to explain why I chose the cards I have in the deck.
Flamvell Firedog: I know what you're thinking. It's the only Flamvell in the deck! What could it possibly do!? Well, you'll notice that it says "200 or less DEF" and since Flame Tiger's DEF is less than 200, we can search this card out of the deck, then probably Xyz for one of the Rank 4 monsters.
King Tiger/Burden: If you really think about the loss of priority, this means that Rabbit gets shut down by this combo! Also, you should know that having one of each of them on your field can shut down the entire Inzektor strategy! Also, this shuts down anything left of the Wind-Up deck due to their already low ATK points! Since the loss of priority, this combo has gotten so much more broken!
Caius the Shadow Monarch: Flame Tiger on Draw Phase, then Caius. What more can I say? It works!
Pitch-Black Warwolf: First, it's another target for your 3 Horn of the Phantom Beast, and it stops Mirror Force and D-Prison in their tracks. Also a handy Dark target for BLS!
I was also into serious consideration of playing Winged Rhynos instead. I think it's one of the most broken cards in YGO right now. You can potentially force a Trap, and it goes right back to your hand for more torture next turn. I call it the Yo-Yo of YGO! Maybe if the BLS doesn't work out too well in the deck, I may consider running 3 of them in there over the Warwolfs as well.
I also carefully chose the cards for my Extra Deck. I looked at every possible common solution for the deck, and stuffed it in there. I'll tell everyone what. I'm loving the Photon Butterfly more and more each time I summon it! Same with Maestroke! They're so damn good for cheap cards! As for Zeman the Ape King, Gale kinda caused that to happen. Since Flame Tiger and Gale make it, Why not have a potential Ancient Gear to Synchro for?
Well, you all have fun with this deck. Feel free to net-deck this home brew of mine, and let me know how it works! =D
Now I'm going to explain why I chose the cards I have in the deck.
Flamvell Firedog: I know what you're thinking. It's the only Flamvell in the deck! What could it possibly do!? Well, you'll notice that it says "200 or less DEF" and since Flame Tiger's DEF is less than 200, we can search this card out of the deck, then probably Xyz for one of the Rank 4 monsters.
King Tiger/Burden: If you really think about the loss of priority, this means that Rabbit gets shut down by this combo! Also, you should know that having one of each of them on your field can shut down the entire Inzektor strategy! Also, this shuts down anything left of the Wind-Up deck due to their already low ATK points! Since the loss of priority, this combo has gotten so much more broken!
Caius the Shadow Monarch: Flame Tiger on Draw Phase, then Caius. What more can I say? It works!
Pitch-Black Warwolf: First, it's another target for your 3 Horn of the Phantom Beast, and it stops Mirror Force and D-Prison in their tracks. Also a handy Dark target for BLS!
I was also into serious consideration of playing Winged Rhynos instead. I think it's one of the most broken cards in YGO right now. You can potentially force a Trap, and it goes right back to your hand for more torture next turn. I call it the Yo-Yo of YGO! Maybe if the BLS doesn't work out too well in the deck, I may consider running 3 of them in there over the Warwolfs as well.
I also carefully chose the cards for my Extra Deck. I looked at every possible common solution for the deck, and stuffed it in there. I'll tell everyone what. I'm loving the Photon Butterfly more and more each time I summon it! Same with Maestroke! They're so damn good for cheap cards! As for Zeman the Ape King, Gale kinda caused that to happen. Since Flame Tiger and Gale make it, Why not have a potential Ancient Gear to Synchro for?
Well, you all have fun with this deck. Feel free to net-deck this home brew of mine, and let me know how it works! =D
Monday, May 14, 2012
Hieratics: Are they competitive?
So I've heard everyone hyping up the new Hieratic monsters. It seemed that everything was gonna lose to them and what not. Well, I built a deck on DN based on these new monsters, and I managed to win the majority of my matches. I'll just give you all the deck.
So this is how the deck works. I'll list it step by step so you all can understand how to do it.
1. Normal Summon Eset or Special Summon Tefnuit from your hand, depending on the situation.
2. Tribute the monster to Special Summon Su from your hand. The Hieratic Seals in the deck should help you search for these monsters if the situation doesn't fall in your favor.
3. Use the Tributed monster's effect to Special Summon either Wattaildragon OR Luster Dragon #2 from your hand, Deck, or Graveyard. Not suggesting that you Special Summon Red-Eyes Darkness Metal Dragon unless you need a Dark in your grave, but not the best choice.
4. Xyz summon using the two Level 6 monsters to Xyz Summon Hieratic Dragon King Of Atum from your Extra Deck.
5. Use it's effect to Special Summon a Level 6 Monster from your deck. If you can tribute for Su again, repeat steps 2 and 3. If you have a Dark in your grave, then you can Special Summon Chaos Sorcerer if your opponent has a monster that you can banish.
6. Special Summon Number 25: Force Focus, or Photon Strike Bounzer from your Extra Deck, laying it on your 2 Level 6 monsters.
7. Xyz Summon Gaia Dragon, the Thunder Charger from your Extra Deck, laying it on your Hieratic Dragon. This will get around the inability to attack after using it's effect, and it has piercing.
If you have a REDMD in your hand, you can banish the 0/0 Level 6 monster to Special Summon it, then use it's effect to Special Summon a Level 6 monster. This will put a bonus 2800 ATK points on the field.
Now that I've explained how the deck works, lets get to the weaknesses of the deck!
It's easy to destroy your opponent's field due to the lack of protection against mass destruction. This is why I added 3 My Body as a Shields in the deck over the Solemn brigade.
One problem with the steps above can lead to disaster. Effect Veiler is completely inevitable, unless you run Constellar Belt, which prevents your Light Monsters' effects from being negated. However, as long as you have a My Body as a Shield in hand, you can get around any Torrential Tributes, and Bottomless Trap Holes that try and beat you down.
Chain Disappearance wrecks this deck. Using the effects to Special Summon your Level 6 Dragons from your deck will break your chain, and rid the other card(s). This is why you run both Wattaildragon and Luster Dragon #2.
In all, it's a fun deck, but it's not good enough in tournaments as far as I'm concerned. I'd still make this for when Gustaph Max comes out. It's the Rank 10 Xyz monster that does 2000 damage to your opponent by detaching 1 Xyz Material from it.
Have fun, and don't get too mad when you lose! =D
So this is how the deck works. I'll list it step by step so you all can understand how to do it.
1. Normal Summon Eset or Special Summon Tefnuit from your hand, depending on the situation.
2. Tribute the monster to Special Summon Su from your hand. The Hieratic Seals in the deck should help you search for these monsters if the situation doesn't fall in your favor.
3. Use the Tributed monster's effect to Special Summon either Wattaildragon OR Luster Dragon #2 from your hand, Deck, or Graveyard. Not suggesting that you Special Summon Red-Eyes Darkness Metal Dragon unless you need a Dark in your grave, but not the best choice.
4. Xyz summon using the two Level 6 monsters to Xyz Summon Hieratic Dragon King Of Atum from your Extra Deck.
5. Use it's effect to Special Summon a Level 6 Monster from your deck. If you can tribute for Su again, repeat steps 2 and 3. If you have a Dark in your grave, then you can Special Summon Chaos Sorcerer if your opponent has a monster that you can banish.
6. Special Summon Number 25: Force Focus, or Photon Strike Bounzer from your Extra Deck, laying it on your 2 Level 6 monsters.
7. Xyz Summon Gaia Dragon, the Thunder Charger from your Extra Deck, laying it on your Hieratic Dragon. This will get around the inability to attack after using it's effect, and it has piercing.
If you have a REDMD in your hand, you can banish the 0/0 Level 6 monster to Special Summon it, then use it's effect to Special Summon a Level 6 monster. This will put a bonus 2800 ATK points on the field.
Now that I've explained how the deck works, lets get to the weaknesses of the deck!
It's easy to destroy your opponent's field due to the lack of protection against mass destruction. This is why I added 3 My Body as a Shields in the deck over the Solemn brigade.
One problem with the steps above can lead to disaster. Effect Veiler is completely inevitable, unless you run Constellar Belt, which prevents your Light Monsters' effects from being negated. However, as long as you have a My Body as a Shield in hand, you can get around any Torrential Tributes, and Bottomless Trap Holes that try and beat you down.
Chain Disappearance wrecks this deck. Using the effects to Special Summon your Level 6 Dragons from your deck will break your chain, and rid the other card(s). This is why you run both Wattaildragon and Luster Dragon #2.
In all, it's a fun deck, but it's not good enough in tournaments as far as I'm concerned. I'd still make this for when Gustaph Max comes out. It's the Rank 10 Xyz monster that does 2000 damage to your opponent by detaching 1 Xyz Material from it.
Have fun, and don't get too mad when you lose! =D
Sunday, May 13, 2012
Meta Update: May 2012
Two months into the format, and one new set out, the meta has made a good change. We'll go over what decks are winning, and what cards are doing well right now.
Inzektors: No YCS victories, but a really broken deck. With the recent release of Inzektor Ladybug, the deck obtained more options for Xyz summons. Any deck that uses your opponent's field as a playground is really broken. It's really bad that you can even use two cards to potentially blow up 2 cards, a free Special Summon, and a free search if everything goes right. With Inzektor Hornet going up in price, pulling one would make you feel like a real winner! With that said, other than Hornets, nothing else really expensive about the deck.
HERO Beat: Personally, this deck is even cheaper than Inzektors! This deck has the ability to drop beat sticks, being able to massively plus off a few cards, and randomly bring out 3200+ beat sticks off one spell card! Not to mention that it can adapt to everything in the meta right now. If you're playing the Bubbleman Beat build, you'll know how quickly you can do damage to your opponent. The more Rank 4 Xyz's that come out, the more options you will have. All I will say is, if you have the ability to collect all of the cards for this deck, build HERO's!
Dino Rabbit: Although this deck has lost a lot of popularity due to losing priority, it's still a really good deck to use. When Rescue Rabbit goes off, it can win you games because of the Evolzar Xyz's. Although it can still be really hard to obtain a playset of Rabbits and sluts err I mean Tour Guides, once that's done, the rest of the deck will be cheap (except Zenmaines of course.) Building this deck should still result in an almost guaranteed locals top.
Dark World: Although this deck is probably the most sided against, it's still really annoying! As long as you have a card in your hand (in which most cases, you do) then you're going to probably lose them. As long as you know the contents in your opponent's hand, you'll know exactly what to do next! Not to mention that Grapha is a difficult monster to deal with as long as it sits in the Graveyard. With lots of draw power and destruction involved with this deck, you're sure to see the majority of the cards in your deck.
Hieratics: The new deck in the meta. Although it's result in YCS's are yet to be known, the concept of the deck is really annoying. It pretty much brings out 2 Rank 6 monsters, and Red-Eyes Darkness Metal Dragons to swarm the field. I don't know too much about this deck, considering that I've only seen the deck in action a few times. However, I'm pretty sure it's going to be a powerful force in the current meta!
Chaos Dragons: If not Hieratics, then it's Chaos Dragons. This deck is consisted with very high beaters and the factor of dropping up to 4 different monsters that involve banishing a Light and a Dark monster from your Graveyard. Most of these builds play Ryko and Lyla to fill the Graveyard with monsters so that they can get their stuff to go off. So everyone knows, Future Fusion is the card you don't want to resolve. If it does, nice knowing you. He gets setup, and maybe a Five-Headed Dragon.
There are other decks other than the ones above that are succeeding in today's meta, but those are the notable ones. Now what we're gonna do is go over what cards that I believe that we should tech in almost every deck.
Chain Disappearance: I must admit, this card is broken. I'd suggest main-decking one and siding another. With every deck above (except Chaos Dragons) having at least one notable monster with 1000 or less ATK, it's a safe bet to play one. Remember! Hieratic's bring monsters out at 0 ATK and 0 DEF!
That Whacky Magic!: It's a brand new card that I believe should be played. Against the right decks, it's essentially a Lightning Vortex without discarding! The more spells you use, the more broken it is. Most cards have a rather low DEF anyways, so give it a try!
Penguin Soldier: My God this card is so good! With a lot of decks Xyz summoning up the ass, this card makes those decks look bad. Nothing feels any better than bouncing 2 monsters back to the Extra Deck!
There are more cards that you can try out in your decks. Just remember that you gotta think outside the box! There are so many cards in today's game, and any one of them can win you a game! Well...almost any card. Just remember this! Enjoy the meta! There won't be any more new cards until August!
Inzektors: No YCS victories, but a really broken deck. With the recent release of Inzektor Ladybug, the deck obtained more options for Xyz summons. Any deck that uses your opponent's field as a playground is really broken. It's really bad that you can even use two cards to potentially blow up 2 cards, a free Special Summon, and a free search if everything goes right. With Inzektor Hornet going up in price, pulling one would make you feel like a real winner! With that said, other than Hornets, nothing else really expensive about the deck.
HERO Beat: Personally, this deck is even cheaper than Inzektors! This deck has the ability to drop beat sticks, being able to massively plus off a few cards, and randomly bring out 3200+ beat sticks off one spell card! Not to mention that it can adapt to everything in the meta right now. If you're playing the Bubbleman Beat build, you'll know how quickly you can do damage to your opponent. The more Rank 4 Xyz's that come out, the more options you will have. All I will say is, if you have the ability to collect all of the cards for this deck, build HERO's!
Dino Rabbit: Although this deck has lost a lot of popularity due to losing priority, it's still a really good deck to use. When Rescue Rabbit goes off, it can win you games because of the Evolzar Xyz's. Although it can still be really hard to obtain a playset of Rabbits and sluts err I mean Tour Guides, once that's done, the rest of the deck will be cheap (except Zenmaines of course.) Building this deck should still result in an almost guaranteed locals top.
Dark World: Although this deck is probably the most sided against, it's still really annoying! As long as you have a card in your hand (in which most cases, you do) then you're going to probably lose them. As long as you know the contents in your opponent's hand, you'll know exactly what to do next! Not to mention that Grapha is a difficult monster to deal with as long as it sits in the Graveyard. With lots of draw power and destruction involved with this deck, you're sure to see the majority of the cards in your deck.
Hieratics: The new deck in the meta. Although it's result in YCS's are yet to be known, the concept of the deck is really annoying. It pretty much brings out 2 Rank 6 monsters, and Red-Eyes Darkness Metal Dragons to swarm the field. I don't know too much about this deck, considering that I've only seen the deck in action a few times. However, I'm pretty sure it's going to be a powerful force in the current meta!
Chaos Dragons: If not Hieratics, then it's Chaos Dragons. This deck is consisted with very high beaters and the factor of dropping up to 4 different monsters that involve banishing a Light and a Dark monster from your Graveyard. Most of these builds play Ryko and Lyla to fill the Graveyard with monsters so that they can get their stuff to go off. So everyone knows, Future Fusion is the card you don't want to resolve. If it does, nice knowing you. He gets setup, and maybe a Five-Headed Dragon.
There are other decks other than the ones above that are succeeding in today's meta, but those are the notable ones. Now what we're gonna do is go over what cards that I believe that we should tech in almost every deck.
Chain Disappearance: I must admit, this card is broken. I'd suggest main-decking one and siding another. With every deck above (except Chaos Dragons) having at least one notable monster with 1000 or less ATK, it's a safe bet to play one. Remember! Hieratic's bring monsters out at 0 ATK and 0 DEF!
That Whacky Magic!: It's a brand new card that I believe should be played. Against the right decks, it's essentially a Lightning Vortex without discarding! The more spells you use, the more broken it is. Most cards have a rather low DEF anyways, so give it a try!
Penguin Soldier: My God this card is so good! With a lot of decks Xyz summoning up the ass, this card makes those decks look bad. Nothing feels any better than bouncing 2 monsters back to the Extra Deck!
There are more cards that you can try out in your decks. Just remember that you gotta think outside the box! There are so many cards in today's game, and any one of them can win you a game! Well...almost any card. Just remember this! Enjoy the meta! There won't be any more new cards until August!
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