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.
Sunday, October 28, 2012
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!
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