So you're thinking about your local tournament, you say that this will be a really easy tournament because of the people in there. You're equipped with one of the most competitive decks in the game, and your match up against everyone is really solid. You're probably going to go undefeated in the tournament right? Let me tell you that you're going to be very wrong! You are going to know why you're probably going to get eliminated early in the tournament compared to where you thought you were going to place.
The Casual Player: Most of the people that go to your locals are casual players. They don't go to Regionals or any other premiere event to play YGO. This is either because they don't have the time or funds to go to them, or they just simply don't want to. These players aren't afraid to experiment with really off-the-wall decks, and chances are they know about as much about the game as you do. If they don't play a tier 2 deck that nobody plays, then they're teching some really wacky cards in their tier 1 deck, giving them a significant advantage because you weren't expecting it, and you ultimately end up losing to it.
For example, we have a casual player at our locals that plays X-Sabers. He played Garsem and Ragigura. These 2 tech cards are NOT normally played in the deck, but the way I saw him play it, it won him every single match, and he ended up going 8-0 in the tournament (including playoffs!) This is an example of the combination of playing a tier 2 deck, and the fact that he's teching cards that nobody typically plays in that tier 2 deck! If they're not teching anything special, then they're probably playing more than one of a card that only one copy of that card is typically played. A fine example of this is a player playing 2 Gladiator Beast Murmillo in a deck to wipe out a complete round of Gorz the Emissary of Darkness after attacking with Gyzarus!
Casual players aren't scared to do anything in this game, and as a result it pays off for them! There will be times where these players do very bad in tournaments because not everything works out the way they want it to, but when they top, they're the absolute best players in the game! If you really want to top big events, you have to do what the casual players do. You have to play cards that aren't typically played in a standard version of that deck! Remember! If you play cards that nobody would think of in a deck and you top the premiere event, you just might have created the next "standard" for that deck!
They're Very Lucky: As much as I hate to say it, the bad player will get better luck than the good player. The good player, feeling really confident about his win and already thinking he's about to be 2-0 in a tournament because of his terrible playing, can turn into a huge disaster! You could have a Stardust Dragon on the field and you're about to win next turn. Your opponent has no field and no cards in his hand, and it looks like you're about to get it. Your opponent happens to topdeck into Elemental HERO Bubbleman, draws 2, gets RotA and Miracle Fusion out of it, and all of a sudden, because he's so bad and lucky, he now has a Heroic Champion - Excalibur, and a Shining on the field, waiting to beat you for the match!
Of course, with their luck, they're also pretty bad! Too many times when I set 5 back row, they don't have Heavy Storm, and they just randomly MST one of them, hitting the one card I didn't want them to hit. Of course, on Dueling Network, you can't set all of your back row at the same time, making it easy most of the time to randomly MST the good card. However, in the real world, you can set them all at once, and your opponent won't know a thing! Even though that happens, the bad player will still MST and win big from it. I've even seen people MST a Starlight Road, THEN proceed to play Heavy Storm. That's just so dumb of a play! You waste 2 cards to attempt to destroy all back row, when you can just save the MST for the road so that he can't bring out Stardust! You do this by MSTing your own Heavy Storm, thus Road not destroying Storm but MST doing that.
The absolute worst about bad players is that they'll try to play something to gain an advantage via cheating, and you tell them they can't until next turn. You draw the card that you know they're going to stop or you lose the game, and if you'd have just let them get away with it, you'd win. I've had this happen to me once, and I REFUSED to shake my opponent's hand and tell him good game, because it just simply wasn't a good game. He tried to cheat, didn't cheat, then played it correctly at the absolute perfect time! To avoid this, if their way to cheat favors you, you should just let them do it, then tell him what happened later, telling him you had JUST realized it, and it'll be okay from there, giving you a win.
Conclusion: If you're going to think that the tournament will be easy, slap yourself in the face and actually bring out the "A" game in you! Every bad player is going to have their moment, and because of your cocky attitude, they're going to have that moment! The way karma works, the more expectant your are to winning a tournament, the less of a chance you have of doing so! Not only does this happen in YGO, but in every competitive game/sport there is! If you're the best player at your locals by a long shot, you should be prepared to lose a key game because you have a huge target on your back, and it's really easy to hit!
No matter how bad the players are at your locals, they're going to beat you at some point whether it's luck, or they're just simply bad, but happen to make the right play at the right time. The fact of matter is that it's locals. You go there every week, and as bad players try again and again, they're going to eventually top at least once in their careers there! Sometimes a player will go undefeated one week, then 0-3 drop the next week! All you have to do is give your tournaments EVERYTHING you got, and you should be able to wipe out bad players 9 out of 10 times!
Inside the TCG: YGO Blog
Going inside some detail of the game and some other random stuff.
Sunday, May 5, 2013
Saturday, January 5, 2013
Mermails: How to beat them
Mermails. The newest tier 1 deck that made it's debut in the current set, Abyss Rising. When we first saw how the deck ran, we were amazing on how many ridiculous moves you could make to win the game. I even played the deck myself on Dueling Network, and should I say that I was pretty comfortable running the deck from the start. Now that I have enough knowledge to explain how the deck works, allow me to do so.
It all starts with Genex Undine or Mermail Abysspike. Undine Genex Controller the hand while paying the cost from the deck. Abysspike pays the cost from the hand, but adds any Mermail monster to your hand. These 2 cards jump start your hand to make bigger plays later down the road.
The Atlantean monsters are the cost abusers. These graveyard effects activated when used for a cost of a water monster's effect. Dragoons add ANY Sea-Serpent from the deck to the hand. This means you'll have 7 cards in hand after applying this effect first turn! Heavy Infantry destroys face-up cards, while Marksman destroys face-down cards. Also, Marksman has a neat effect that if he does any form of battle damage, you get to special summon a level 4 or lower Sea-Serpent monster from your deck! Your main target though is Dragoons to push for another 1800 points of damage.
Now that we got the small fish out of the way, lets get to the big monsters! First and most importantly, we have Mermail Abyssmegalo! This 2400 fishy can be Special Summoned from your hand by discarding any 2 water monsters! Since this is ruled an effect, you can use your in-hand Atlantean monsters to bring it out, and then use their effects to do what needs to be done! In addition, you an Abyss Spell or Trap card from your deck to your hand! In competitive builds, you would get Abyss-Sphere, which we'll get to later. Abyssmegalo also has the effect to tribute 1 face-up attack position water monster to allow him to attack twice this turn! It's another way to abuse the Atlantean cost effects! This makes the deck play really aggressive if played right!
The other big boss monster that we typically use is Moulinglacia the Elemental Lord. With exactly 5 water monsters in grave, you can simply drop it from your hand and discard 2 cards from your opponent's hand! Not to mention that he's a massive 2800 beater! However, if he ever leaves the field, you have to skip your next battle phase, so be very careful with this card!
The last side card that's used is Deep Sea Diva. It's essentially your Tour Guide of the deck, but you get to Synchro for usually a level 5 monster. The way these cards come out, you're able to expand from level's 4 through 9 when you try to Synchro Summon! Since this deck expands so much on Xyz ranks and Synchro levels, it can be difficult to make your extra deck exactly the way you like it. This will depend on your playstyle.
There isn't but 2 cards that you should use to support this deck. No more than 1 copy of Salvage, and 2-3 Abyss-Spheres. Sphere is a continuous trap that allows the player to Special Summon ANY Mermail monster from your deck! However, you cannot play any spell cards the turn you use it. On your next end phase, this card gets destroyed, and when it does, it destroys your monster. However, we did forget about one more Mermail that makes this card really good! Mermail Abysslinde! When it's destroyed and sent to your grave, you get to Special Summon any Mermail from your deck! Typically if your Sphere get hit by MST, you could chain it to get Abysslinde, then it gets destroyed, then out comes Abyssmegalo! Do realize that you can use Abysslinde's effect once per turn. The rest of the deck should be staples until you hit around 40 cards.
Now that I've covered the deck, lets find out how to beat it! The first thing we know is that the deck sends to the graveyard for everything! This means that cards like Macro Cosmos will fit perfectly against this deck. The next thing we know is that there are the Atlantean monsters' effects activate in the graveyard. If you think about it, Soul Drain will stop them all from doing anything! It will only prevent that one element though as the player can still beat you down with effects in the hand and on the field. My favorite, if banishing them will conflict with your deck is Mind Crush! Despite the deck carrying a big enough hand all the time, it's only good if they can discard it all for Abyssmegalo. Without it, the hand will probably be garbage. However, you might want to play the card proactively since the Abyssmegalo can come out at anytime! This includes at the very beginning of his first turn, so time it right!
Another thing this deck seems to lack is the ability to get over anything over 2400. Yeah they got Moulinglacia, Synchro's, and Xyz monsters to use, but if you can counter everything, you should come out on top with just something like a Master Hyperion or Lightpulsar Dragon. Not saying they won't have other answers against that, but that's something you should keep in mind.
There are other weaknesses of the deck, but those are the ones that you can take advantage of the next time you play against Mermails. Well guys, stay classy and make sure your brain's working at the card shop! =D
It all starts with Genex Undine or Mermail Abysspike. Undine Genex Controller the hand while paying the cost from the deck. Abysspike pays the cost from the hand, but adds any Mermail monster to your hand. These 2 cards jump start your hand to make bigger plays later down the road.
The Atlantean monsters are the cost abusers. These graveyard effects activated when used for a cost of a water monster's effect. Dragoons add ANY Sea-Serpent from the deck to the hand. This means you'll have 7 cards in hand after applying this effect first turn! Heavy Infantry destroys face-up cards, while Marksman destroys face-down cards. Also, Marksman has a neat effect that if he does any form of battle damage, you get to special summon a level 4 or lower Sea-Serpent monster from your deck! Your main target though is Dragoons to push for another 1800 points of damage.
Now that we got the small fish out of the way, lets get to the big monsters! First and most importantly, we have Mermail Abyssmegalo! This 2400 fishy can be Special Summoned from your hand by discarding any 2 water monsters! Since this is ruled an effect, you can use your in-hand Atlantean monsters to bring it out, and then use their effects to do what needs to be done! In addition, you an Abyss Spell or Trap card from your deck to your hand! In competitive builds, you would get Abyss-Sphere, which we'll get to later. Abyssmegalo also has the effect to tribute 1 face-up attack position water monster to allow him to attack twice this turn! It's another way to abuse the Atlantean cost effects! This makes the deck play really aggressive if played right!
The other big boss monster that we typically use is Moulinglacia the Elemental Lord. With exactly 5 water monsters in grave, you can simply drop it from your hand and discard 2 cards from your opponent's hand! Not to mention that he's a massive 2800 beater! However, if he ever leaves the field, you have to skip your next battle phase, so be very careful with this card!
The last side card that's used is Deep Sea Diva. It's essentially your Tour Guide of the deck, but you get to Synchro for usually a level 5 monster. The way these cards come out, you're able to expand from level's 4 through 9 when you try to Synchro Summon! Since this deck expands so much on Xyz ranks and Synchro levels, it can be difficult to make your extra deck exactly the way you like it. This will depend on your playstyle.
There isn't but 2 cards that you should use to support this deck. No more than 1 copy of Salvage, and 2-3 Abyss-Spheres. Sphere is a continuous trap that allows the player to Special Summon ANY Mermail monster from your deck! However, you cannot play any spell cards the turn you use it. On your next end phase, this card gets destroyed, and when it does, it destroys your monster. However, we did forget about one more Mermail that makes this card really good! Mermail Abysslinde! When it's destroyed and sent to your grave, you get to Special Summon any Mermail from your deck! Typically if your Sphere get hit by MST, you could chain it to get Abysslinde, then it gets destroyed, then out comes Abyssmegalo! Do realize that you can use Abysslinde's effect once per turn. The rest of the deck should be staples until you hit around 40 cards.
Now that I've covered the deck, lets find out how to beat it! The first thing we know is that the deck sends to the graveyard for everything! This means that cards like Macro Cosmos will fit perfectly against this deck. The next thing we know is that there are the Atlantean monsters' effects activate in the graveyard. If you think about it, Soul Drain will stop them all from doing anything! It will only prevent that one element though as the player can still beat you down with effects in the hand and on the field. My favorite, if banishing them will conflict with your deck is Mind Crush! Despite the deck carrying a big enough hand all the time, it's only good if they can discard it all for Abyssmegalo. Without it, the hand will probably be garbage. However, you might want to play the card proactively since the Abyssmegalo can come out at anytime! This includes at the very beginning of his first turn, so time it right!
Another thing this deck seems to lack is the ability to get over anything over 2400. Yeah they got Moulinglacia, Synchro's, and Xyz monsters to use, but if you can counter everything, you should come out on top with just something like a Master Hyperion or Lightpulsar Dragon. Not saying they won't have other answers against that, but that's something you should keep in mind.
There are other weaknesses of the deck, but those are the ones that you can take advantage of the next time you play against Mermails. Well guys, stay classy and make sure your brain's working at the card shop! =D
Sunday, November 4, 2012
Machina Geartown Top 32 Wilson NC Regional Report
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
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, 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!
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