Just to remind people that this blog is still alive, but not awake.
I've been busy like hell for the last week, and next week will not be getting any better.
On a side note, Six Samurai won YCS Indianapolis. I'm not too surprised that the event was won by a rogue deck. The most noticeable thing to me is the comeback of Chaos Dragon (piloted by Stefan Bizzell and legendary Alex Reed). They're still playable with more Lightsworns oriented.
Won't be posting any analysis for the event. It's way too late now. But I'll be spending sometime writing about deck trend as soon as possible.
Signing out~
Friday, September 28, 2012
Saturday, September 22, 2012
Completed X-Saber deck
Monster [21]
3 Super-Nimble Mega Hamster
3 XX-Saber Boggart Knight
3 XX-Saber Darksoul
3 XX-Saber Emmersblade
3 XX-Saber Faultroll
2 X-Saber Airbellum
2 XX-Saber Fulhelmknight
1 X-Saber Pashuul
1 Ryko, Lightsworn Hunter
Spell [12]
1 Book of Moon
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
2 Pot of Duality
2 Enemy Controller
2 Saber Slash
2 Mystical Space Typhoon
Trap [8]
3 Gottom's Emergency Call
2 Solemn Warning
1 Solemn Judgment
2 Torrential Tribute
[Extra deck and side deck of your own choices]
After testing with my X-Saber draft which can be found here, I finished my X-Saber deck yesterday and started testing since then. Doing quite well against the whole meta aside from Wind-Up (you see, I play no hand traps now, explanation below...)
I reduced Ryko to 1 because killing 1 Laggia/Thunder King is often enough for me to go off. I play 3 Hamsters (explanation in the previous post about X-Saber), so I virtually play 4 Rykos, enough?
Enemy Controllers deal with Thunder King Rai-Oh and other low-defense monster. And sometime I take my opponent's big monster and attack for game. Not so often, but there're times.
Saber Slash serves the same purpose: getting rid of annoying monster, and also Skill Drain, Macro Cosmos, Necrovalley,... Simplify your mind: If you can use 1 card to destroy your opponent's 2-3 cards, WITHOUT FEAR OF STARLIGHT ROAD, just go for it.
Trap line-up is still the same, I'm pretty pleased with it, at least for now and with the current meta,
To summarize, I basically swap the Wind-Up and Dino Rabbit hates for more common anti-Saber hate. It's your choice, and of course the cards I swapped out (1 Ryko, 3 Maxx "C") now stay in my side deck.
That's it. Really hope an X-Saber deck will top YCS Indianapolis, like the deck that topped San Antonio Regional recently.
Comments are appreciated, as always xD
3 Super-Nimble Mega Hamster
3 XX-Saber Boggart Knight
3 XX-Saber Darksoul
3 XX-Saber Emmersblade
3 XX-Saber Faultroll
2 X-Saber Airbellum
2 XX-Saber Fulhelmknight
1 X-Saber Pashuul
1 Ryko, Lightsworn Hunter
Spell [12]
1 Book of Moon
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
2 Pot of Duality
2 Enemy Controller
2 Saber Slash
2 Mystical Space Typhoon
Trap [8]
3 Gottom's Emergency Call
2 Solemn Warning
1 Solemn Judgment
2 Torrential Tribute
[Extra deck and side deck of your own choices]
After testing with my X-Saber draft which can be found here, I finished my X-Saber deck yesterday and started testing since then. Doing quite well against the whole meta aside from Wind-Up (you see, I play no hand traps now, explanation below...)
I reduced Ryko to 1 because killing 1 Laggia/Thunder King is often enough for me to go off. I play 3 Hamsters (explanation in the previous post about X-Saber), so I virtually play 4 Rykos, enough?
Enemy Controllers deal with Thunder King Rai-Oh and other low-defense monster. And sometime I take my opponent's big monster and attack for game. Not so often, but there're times.
Saber Slash serves the same purpose: getting rid of annoying monster, and also Skill Drain, Macro Cosmos, Necrovalley,... Simplify your mind: If you can use 1 card to destroy your opponent's 2-3 cards, WITHOUT FEAR OF STARLIGHT ROAD, just go for it.
Trap line-up is still the same, I'm pretty pleased with it, at least for now and with the current meta,
To summarize, I basically swap the Wind-Up and Dino Rabbit hates for more common anti-Saber hate. It's your choice, and of course the cards I swapped out (1 Ryko, 3 Maxx "C") now stay in my side deck.
That's it. Really hope an X-Saber deck will top YCS Indianapolis, like the deck that topped San Antonio Regional recently.
Comments are appreciated, as always xD
Friday, September 21, 2012
Random tech cards/side deck cards
So today I log on my Dueling Network account since I unbelievably have a little free time.
I used X-Saber most of my games, and (of course) I won most of my games. It's Dueling Network haha, what to expect from random players around the world?
Going into the main point of the post. I've faced a lot of weird cards that I've never ever seen before today. For now I cannot tell whether those cards are good or bad, but they really give the opponent(s) a little bit of surprise. And I'll write about some of the overlooked cards which just appear in my mind to, just to call it a real post LOL.
Begone, Knave!
Actually the card was released in Invasion of Chaos (the set released in 2004 which contains Black Luster Soldier EotB, Chaos Emperor Dragon, Dark Magician of Chaos and more overpowered cards LOL), but I never see it in play until about a year ago, when Reborn Tengu was widely used.
So, the card returns the monster which inflicted battle damage to its owner hand. Though it's a trap, I find this card more offensive than defensive. Summon Emmersblade, crash into one of your opponent's monster to get another Emmersblade. As the opponent's monster inflicts battle damage, it's returned to your opponent's hand. Do it again with the second and third Emmersblade, get out Darksoul and crash again, you've cleared 4 monsters out of your way, and you get an End Phase search. Of course if your opponent has 3 or fewer monsters you can just bring out Airbellum for a random plus.
Begone, Knave! works with other kind of recruiters too (Mystic Tomato, Mother Grizzly, Howling Insect, UFO Turtle, Reborn Tengu, Wattdragonfly,... and especially Giant Rat into Emmersblade LOL)
Liberty at Last!
When one of your monster is destroyed in battle, return 2 face-up monsters on the field into the deck. It's a normal trap card, but I don't care much because if you resolve the effect only once, you have given enough pain to your opponent IMO. I really think that this card looks good from the first glance. If you don't care about your monster being destroyed (the Tech Genus, Sangan, Goblin Zombie, the recruiters mentioned above and of course Emmersblade and Darksoul LOL), this card is really fun to play because it gets rid of every card that belongs to extra deck, which is pretty funny.
Heavy Slump
When your opponent have 8 or more cards in hand, he/she adds his/her hand to the deck, then draws 2 cards.
You could probably be LOL-ing right now looking at the activating condition. When your opponent have 8 cards in hand? It's almost impossible when Heavy Slump was first released (in 2004 too, brother of Begone, Knave!). It's like an impossible +5 LOL, so everyone quickly forgot about it...
Until Maxx "C" is released! I'm pretty sure Wind-Ups or Geargia (Karakuri build) special summon a lot during their combo. Your opponent counter with Maxx "C"? Just go for it, then throw Heavy Slump to his/her face, win!
Of course the card is pretty situational, but it's weird and unexpected so take note haha.
Needle Ceiling
People have started to put this card in their side deck so I don't think I need to talk too much. Unlike Heavy Slump, this card is used against Wind-Ups, Geargia and other spamming deck (like Fabled LOL).
The most beautiful use of Needle Ceiling is when you have a set monster (Geargiarmor?) and your opponent starts swarming. Needle Ceiling is an instant +2 when your opponent place the third monster to their side of the field. Plus plus plus, they're cool~
Soul Drain
The newest card mentioned in this post: it was just released in Return of the Duelist. It's the other side of Skill Drain (LOL Konami). Skill Drains negate the effects on the field, Soul Drain prevents effects outside the field from being activated. There're a lot of effects that this card can stop: Eclipse Wyvern, Tour Bus, Geargiaccelerator and Gear Gigant X (the second effect), Necro Gardna, the mentioned recruiters and of course Darksoul and Emmersblade... It's the reason for the only game I lost today, and I suppose you guys should take a look at it!
That's for today, thanks for reading!
P.S.: YCS Indianapolis is on the way. If you see any of those cards in action, remind me here and I'll be more than happy about that!
I used X-Saber most of my games, and (of course) I won most of my games. It's Dueling Network haha, what to expect from random players around the world?
Going into the main point of the post. I've faced a lot of weird cards that I've never ever seen before today. For now I cannot tell whether those cards are good or bad, but they really give the opponent(s) a little bit of surprise. And I'll write about some of the overlooked cards which just appear in my mind to, just to call it a real post LOL.
Begone, Knave!
Actually the card was released in Invasion of Chaos (the set released in 2004 which contains Black Luster Soldier EotB, Chaos Emperor Dragon, Dark Magician of Chaos and more overpowered cards LOL), but I never see it in play until about a year ago, when Reborn Tengu was widely used.
So, the card returns the monster which inflicted battle damage to its owner hand. Though it's a trap, I find this card more offensive than defensive. Summon Emmersblade, crash into one of your opponent's monster to get another Emmersblade. As the opponent's monster inflicts battle damage, it's returned to your opponent's hand. Do it again with the second and third Emmersblade, get out Darksoul and crash again, you've cleared 4 monsters out of your way, and you get an End Phase search. Of course if your opponent has 3 or fewer monsters you can just bring out Airbellum for a random plus.
Begone, Knave! works with other kind of recruiters too (Mystic Tomato, Mother Grizzly, Howling Insect, UFO Turtle, Reborn Tengu, Wattdragonfly,... and especially Giant Rat into Emmersblade LOL)
Liberty at Last!
When one of your monster is destroyed in battle, return 2 face-up monsters on the field into the deck. It's a normal trap card, but I don't care much because if you resolve the effect only once, you have given enough pain to your opponent IMO. I really think that this card looks good from the first glance. If you don't care about your monster being destroyed (the Tech Genus, Sangan, Goblin Zombie, the recruiters mentioned above and of course Emmersblade and Darksoul LOL), this card is really fun to play because it gets rid of every card that belongs to extra deck, which is pretty funny.
Heavy Slump
When your opponent have 8 or more cards in hand, he/she adds his/her hand to the deck, then draws 2 cards.
You could probably be LOL-ing right now looking at the activating condition. When your opponent have 8 cards in hand? It's almost impossible when Heavy Slump was first released (in 2004 too, brother of Begone, Knave!). It's like an impossible +5 LOL, so everyone quickly forgot about it...
Until Maxx "C" is released! I'm pretty sure Wind-Ups or Geargia (Karakuri build) special summon a lot during their combo. Your opponent counter with Maxx "C"? Just go for it, then throw Heavy Slump to his/her face, win!
Of course the card is pretty situational, but it's weird and unexpected so take note haha.
Needle Ceiling
People have started to put this card in their side deck so I don't think I need to talk too much. Unlike Heavy Slump, this card is used against Wind-Ups, Geargia and other spamming deck (like Fabled LOL).
The most beautiful use of Needle Ceiling is when you have a set monster (Geargiarmor?) and your opponent starts swarming. Needle Ceiling is an instant +2 when your opponent place the third monster to their side of the field. Plus plus plus, they're cool~
Soul Drain
The newest card mentioned in this post: it was just released in Return of the Duelist. It's the other side of Skill Drain (LOL Konami). Skill Drains negate the effects on the field, Soul Drain prevents effects outside the field from being activated. There're a lot of effects that this card can stop: Eclipse Wyvern, Tour Bus, Geargiaccelerator and Gear Gigant X (the second effect), Necro Gardna, the mentioned recruiters and of course Darksoul and Emmersblade... It's the reason for the only game I lost today, and I suppose you guys should take a look at it!
That's for today, thanks for reading!
P.S.: YCS Indianapolis is on the way. If you see any of those cards in action, remind me here and I'll be more than happy about that!
Friday, September 14, 2012
X-Saber?
Once I thought it used to be a good deck.
After days of testing I feel like it was a good deck, then bad deck for the last 2 formats, then solid deck again now...
The Plant format and Inzektor format were both too fast for control decks like Sabers to handle. Emmersblade, the deck's core searcher alongside Darksoul was completely useless against "Dragonfly Hornet boom boom". Even if you got the search with Darksoul, there's not much to do in the following turn. Boggart Knight get Veilered, you done with your turn? Whatever X-Saber was not play-able last format.
What now? Inzektor gone. Rabbit slowed down. Wind-Up is still the pain in the ass but no hand loop anymore, Chaos Dragon almost dead, Mermails (lol) not released yet in the TCG.
X-Saber is slow, but it has 6 floaters in total: 3 Darksoul 3 Emmersblade. 3 more Mega Hamsters in my build, along with Ryko to get rid of backrows and Laggia if someone was suddenly able to make it. 3 Maxx "C" to stop Wind-Ups too. Thus, I have to reduce the amount of traps, cut the trap line-up down to 8 cards (Solemn Trio, Torrential, triple Gottom's Emergency Call, the latter is just personal preference).
It has been doing good right now. Darksoul is godly good, as long as you can play the Boggart Fulhelmknight Faultroll whatever next turn without being disrupted. The biggest threat are of course Effect Veilers and Maxx "C"s. I play Rykos to feed graveyard, so if my Boggart Knight gets Veilered, most of the time I just simply flip Gottom's Emergency Call with my trollface on. Maxx "C" does not stop Boggart Knight, so I often just summon Emmersblade/Darksoul and start to attack right there. It's an 1 for 1 trade anyway, and I have a floater on the field. Not so good, but acceptable IMO
Decklist I've been playing currently. I hate the decksize of 42 (or more), and hate to play with more than 23 monsters too but I can't find any space left. I want to add Reinforce Truth, Saber Slash, Enemy Controller, 1 more Pashuul, Grandsoil to the deck but... Yeah you see. Comments on the deck are highly appreciated.
Little explanation:
Triple Hamster: I just love them, they searches everything I need: tuner/attacker (Airbellum), searcher (Darksoul), spell/trap clearer (Ryko)
2 Fulhelmknight and 2 Airbellum: Not many monsters have low defense like the fluff tokens one year ago. Fulhelmknight is often used as an attack blocker, rarely have I used the summoning effect. Airbellum, on the other hand, is quite good since he can be searched with Hamster for instant synchro, or just trolling when your opponent cannot keep his/her field presence.
Almost every Saber at 3: Rykos mill half of them.
Saturday, September 8, 2012
Grapha's Dirty Army - Dark World Turbo
Monster [13]
1 Beiige, Vanguard of Dark World
3 Broww, Huntsman of Dark World
3 Snoww, Unlight of Dark World
3 Grapha, Dragon Lord of Dark World
3 Malefic Stardust Dragon
Spell [16]
1 Card Destruction
1 Dark World Dealings
1 Dark World Lightnings
1 Monster Reborn
3 Dragged Down into the Grave
3 Upstart Goblin
3 Trade-In
3 The Gate of Dark World
Trap [12]
3 Reckless Greed
3 Hope for Escape
2 Skill Drain
2 Deck Devastation Virus
1 Solemn Judgment
1 Starlight Road
I have nothing better to do today, therefore I grab the Dark World pieces together then call it a deck.
Have been doing quite okay, it's just a scary feeling to start battling back when you're lower than 1000 Life Point against your opponent's 10,000 LOL
Hope for Escape in Dark World is just even more delicious than it is in Final Countdown or Exodia. Because Dark World is a control deck that need ALL the combo pieces together so it lacks the consistency quite seriously. There are times when you draw perfect combinations of cards like Dealings Gate Snoww Grapha Dragged whatever, but there are times when you draw a bunch of discard outlet with out any Dark World monsters (or a Beiige LOL) or vice versa. Hope for Escape serves well here. I play 3 Upstart in a 41-card deck just for 3 Hope for Escapes because I need them too much when I have un-playable hands.
Trade-In serves the same purpose: Getting combo pieces together. 3 Trade-In with 6 level 8 monsters is not that bad because Snoww can search for Grapha, and usually you only need to resolve 1 or 2 copy of it to get things start going. Discarding Grapha for Trade-In is not too bad when you have full-monster hand without any Dragged/Dealings. Also, during your first turn, your opponent does not have anything for Grapha to destroy.
Triple Malefic Stardust Dragons are for Trade-In, protecting Gate, doing some push when nothing's going right, and also tribute fodder for DDV. Moreover, you can make Neo Galaxy-Eyes Photon Dragon (just to troll of course) with this card and 2 Graphas.
I only play 1 Dealings because I have too many draw cards, and Dealings often speed my opponent up faster than me, which is pretty bad. 1 Lightnings here is an alternative discard outlet, and a search-able trap hate through Snoww. That card should never be played in more than 1, but I think I need it.
About the trap line-ups, I just add as many paying LP as possible (no Warnings here as I don't really need it and 2000 is too much...). DDV helps Grapha dodge Bottomless, Dimensional Prison, taking care of little monster for more advantages. A single Starlight is just a tech card, I put it in because people are running 2 Torrentials 2 Mirror Forces 1 Dark Hole 1 Heavy Storm and many other forms of mass destruction.
I want to play Tour Guide, Dark Hole and Gateway to Dark World but spaces are tight, sigh.
So yeah, you can try the deck for yourself. I'm pretty sure you'll get some joy playing Solitaire against Dueling Network users haha.
On a side note, Dark World is one of the deck that I hate the most. I just make it because I think people hate it too LOL
1 Beiige, Vanguard of Dark World
3 Broww, Huntsman of Dark World
3 Snoww, Unlight of Dark World
3 Grapha, Dragon Lord of Dark World
3 Malefic Stardust Dragon
Spell [16]
1 Card Destruction
1 Dark World Dealings
1 Dark World Lightnings
1 Monster Reborn
3 Dragged Down into the Grave
3 Upstart Goblin
3 Trade-In
3 The Gate of Dark World
Trap [12]
3 Reckless Greed
3 Hope for Escape
2 Skill Drain
2 Deck Devastation Virus
1 Solemn Judgment
1 Starlight Road
Trading Lord Grapha for 2 cards? He doesn't like it, but I do!
I have nothing better to do today, therefore I grab the Dark World pieces together then call it a deck.
Have been doing quite okay, it's just a scary feeling to start battling back when you're lower than 1000 Life Point against your opponent's 10,000 LOL
Hope for Escape in Dark World is just even more delicious than it is in Final Countdown or Exodia. Because Dark World is a control deck that need ALL the combo pieces together so it lacks the consistency quite seriously. There are times when you draw perfect combinations of cards like Dealings Gate Snoww Grapha Dragged whatever, but there are times when you draw a bunch of discard outlet with out any Dark World monsters (or a Beiige LOL) or vice versa. Hope for Escape serves well here. I play 3 Upstart in a 41-card deck just for 3 Hope for Escapes because I need them too much when I have un-playable hands.
Trade-In serves the same purpose: Getting combo pieces together. 3 Trade-In with 6 level 8 monsters is not that bad because Snoww can search for Grapha, and usually you only need to resolve 1 or 2 copy of it to get things start going. Discarding Grapha for Trade-In is not too bad when you have full-monster hand without any Dragged/Dealings. Also, during your first turn, your opponent does not have anything for Grapha to destroy.
Triple Malefic Stardust Dragons are for Trade-In, protecting Gate, doing some push when nothing's going right, and also tribute fodder for DDV. Moreover, you can make Neo Galaxy-Eyes Photon Dragon (just to troll of course) with this card and 2 Graphas.
I only play 1 Dealings because I have too many draw cards, and Dealings often speed my opponent up faster than me, which is pretty bad. 1 Lightnings here is an alternative discard outlet, and a search-able trap hate through Snoww. That card should never be played in more than 1, but I think I need it.
About the trap line-ups, I just add as many paying LP as possible (no Warnings here as I don't really need it and 2000 is too much...). DDV helps Grapha dodge Bottomless, Dimensional Prison, taking care of little monster for more advantages. A single Starlight is just a tech card, I put it in because people are running 2 Torrentials 2 Mirror Forces 1 Dark Hole 1 Heavy Storm and many other forms of mass destruction.
I want to play Tour Guide, Dark Hole and Gateway to Dark World but spaces are tight, sigh.
So yeah, you can try the deck for yourself. I'm pretty sure you'll get some joy playing Solitaire against Dueling Network users haha.
On a side note, Dark World is one of the deck that I hate the most. I just make it because I think people hate it too LOL
Friday, September 7, 2012
Number 16: Shock Master
So let's get started with a little basic information about the card. Shock Master is a rank 4 Xyz monster requiring 3 level 4 monsters. He's a LIGHT Fairy, with 2300 ATK and 1600 DEF.
What does he do? Read his effect, I'm not typing the card text here.
Is he good? Of course.
Why? Continue reading the post please.
When he was first released, the only deck that can afford 3 level 4 monsters on the field quickly and consistently was Offering Gadget (with 3 Ultimate Offerings of course). With 1 Offering and 1 Gadget, you can summon up to 3 Shock Masters in a single turn, with the cost of 4000 Life Points. Quite a lot, but it's really worth it. 3 Shock Masters mean you can lock down your opponent from card effects completely in 3 turns, which are enough to finish your opponent in almost any situation, just make sure you call monster effect lastly LOL
As the format continued, another deck had found use of it: Alive HERO OTK. Since 3 MST along with 3 Night Beam (not mentioning Heavy Storm and Call of the Haunted on Stratos) took good card of your opponents' backrow, the only thing to fear of while doing OTK was Gorz, as always. Because Elemental HERO Bubbleman could be easily searched, summoned and reused (The Warrior Returning Alive), HERO players could make Shock Master, calling monster effect before entering Battle Phase. In this case (assume that all traps card had been cleared), nothing could stop you from finishing your opponent. Also, you could make Shock Master in your first turn of the duel to keep your opponents from their key plays (e.g. call spell against Dark World, HERO...)
Back to present, when Offering Gadget is not a deck right now (of course if you have Tinplate Goldfish, a Gadget and Double summon, just go for Shock Master), HERO has lost some consistency, Wind-Up has just become the deck to play Shock Master in.
Does this look scary?
Why do people make Shock Master? Because it's like a multi-purpose toolbox. Shock Master gives you the ability to counter your opponent's deck NO MATTER WHAT THEY PLAY. Because every deck has its weaknesses, the way Shock Master stops a type of card is quite deadly.
Giving your options to counter your opponent depending on what they play? Shock Master is like a side deck itself. And if you think that side-decking is unimportant and does not make any impact on the game, then yeah...
Shock Master, in general, is a huge control card, for both defensive or offensive purpose(s). If you can summon it, just put it in your extra deck without any hesitation. It's worth a slot in your extra deck, I guarantee.
That's for today, thanks for reading xD
Monday, September 3, 2012
YCS Toronto: Results and thoughts on the results
Wind-Up, piloted by Joshua Graham took the first YCS title of the format after defeating Jeff Jones's Psychic Grandsoil deck.
Apparently there were 5 Wind-Ups, 4 HERO, 2 Rabbit, 2 Geargia, 1 Dark World, 1 Psychic, 1 Burn deck that made it to the top 16.
As can be easily seen, Wind-Up has become the dominant deck right after the Forbidden/Limited list takes effect. Because it's still powerful or because it's the deck which got weakened the least? I don't know LOL.
From the featured matches which can be found on Konami Blog, Geargia is quite an explosive deck in any of its variants, from Geargia Karakuri to Geargia Machina. However, no HERO deck got a featured match, therefore we cannot see what kind of HEROes topped (original HERO Beat, Bubble Beat, or A Hero Lives OTK). Also, Dino Rabbit is still a competitive deck, and at least for now, there're spaces for rogue pick such as Psychic, Dark World and Burn (if I'm not wrong it's not a Chain Burn deck, it's a deck that is based on Magic Cylinder, Dimension Wall LOL)
Jeff Jones, despite losing his final match, will be remembered for taking Psychic, which never found any spots in the top cut, to the final. Psychic may or may not be the Chaos Dragon of September format (which became a tier 1 deck after Peter Gross's and Alex Reed's achievement), but it has many similarities to Chaos Dragon: Jeff did not run any real traps (Psychic Overload is the archtype's own Pot of Avarice), and his deck has the ability to explode and even OTK (look at the duel log of the final, Jeff's field had Naturia Beast, Naturia Barkion, 2 Grandsoils and a Card Trooper). But if you did not notice, he tuned Tragoedia and Psychic Commander for Naturia Beast.
What can get over that field? Shark Magician LOLOL.
Wind-Up is still very powerful as with those 2 cards in hand, you can break through almost any rough situations (provide you're not stopped by traps). It has anything you can ask for in a deck: consistency (3 Wind-Up Factories...), flexibility (OTK, control, hand destruction, or just poke with Rat/Rabbit LOL), speed (Shark Magician into whatever, 2 xyz monsters or more than 9000 damage) and will still be the deck to beat in TCG for some time (until more broken TCG exclusives are released)
Top 4 decklist:
1st: Joshua Graham - Wind-Ups
Monster [20]
3 Wind-Up Shark
2 Wind-Up Magician
3 Wind-Up Rat
3 Wind-Up Rabbit
2 Maxx C
2 Thunder King Rai-Oh
2 Snowman Eater
2 Tour Guide from the Underworld
1 Sangan
Spell [11]
1 Dark Hole
1 Monster Reborn
1 Heavy Storm
1 Pot of Avarice
2 Mystical Space Typhoon
2 Pot of Duality
3 Wind-Up Factory
Trap [11]
2 Mirror Force
2 Torrential Tribute
2 Solemn Warning
1 Solemn Judgment
2 Bottomless Trap Hole
2 Dimensional Prison
2nd: Jeff Jones - Psychic Grandsoil
Monster [25]
3 Grandsoil, the Elemental Lord
3 Serene Psychic Witch
2 Tragoedia
2 Giant Rat
2 Psychic Commander
2 Psychic Jumper
2 Card Trooper
2 Maxx C
2 Effect Veiler
1 Gorz the Emissary of Darkness
2 Silent Psychic Wizard
1 Neo Spacian Grand Mole
1 Esper Girl
Spell [15]
3 Emergency Teleport
1 Creature Swap
2 Mystical Space Typhoon
2 Pot of Duality
2 Miracle Synchro Fusion
1 Pot of Avarice
1 Dark Hole
1 Heavy Storm
1 Mind Control
1 Monster Reborn
Trap [1]
1 Psychic Overload
3rd: Jordan Kornntoff - Geargia
Monster [15]
3 Geargiarmor
3 Geargiaccelerator
2 Geargiarsenal
3 Machina Gearframe
2 Machina Fortress
1 Machina Cannon
1 Machina Peacekeeper
Spell [10]
2 Pot of Duality
1 Book of Moon
1 Dark Hole
1 Monster Reborn
1 Heavy Storm
1 Pot of Avarice
1 Soul Taker
1 Forbidden Lance
1 Mystical Space Typhoon
Trap [15]
2 Solemn Warning
1 Solemn Judgment
2 Mirror Force
2 Torrential Tribute
2 Starlight Road
2 Compulsory Evacuation Device
2 Bottomless Trap Hole
1 Fiendish Chain
1 Dimensional Prison
4th: Peter Tran - Wind-Up
Monsters [19]
1 Effect Veiler
2 Maxx C
1 Sangan
2 Tour Guide from the Underworld
1 Gorz
3 Wind-Up Magician
3 Wind-Up Shark
3 Wind-Up Rabbit
3 Wind-Up Rat
Spell [12]
1 Dark Hole
1 Monster Reborn
1 Heavy Storm
1 Mind Control
1 Book of Moon
1 Pot of Avarice
3 Mystical Space Typhoon
3 Wind-Up Factory
Trap [9]
1 Solemn Judgment
2 Solemn Warning
2 Torrential Tribute
2 Bottomless Trap Hole
2 Dimensional Prison
Apparently there were 5 Wind-Ups, 4 HERO, 2 Rabbit, 2 Geargia, 1 Dark World, 1 Psychic, 1 Burn deck that made it to the top 16.
As can be easily seen, Wind-Up has become the dominant deck right after the Forbidden/Limited list takes effect. Because it's still powerful or because it's the deck which got weakened the least? I don't know LOL.
From the featured matches which can be found on Konami Blog, Geargia is quite an explosive deck in any of its variants, from Geargia Karakuri to Geargia Machina. However, no HERO deck got a featured match, therefore we cannot see what kind of HEROes topped (original HERO Beat, Bubble Beat, or A Hero Lives OTK). Also, Dino Rabbit is still a competitive deck, and at least for now, there're spaces for rogue pick such as Psychic, Dark World and Burn (if I'm not wrong it's not a Chain Burn deck, it's a deck that is based on Magic Cylinder, Dimension Wall LOL)
Jeff Jones, despite losing his final match, will be remembered for taking Psychic, which never found any spots in the top cut, to the final. Psychic may or may not be the Chaos Dragon of September format (which became a tier 1 deck after Peter Gross's and Alex Reed's achievement), but it has many similarities to Chaos Dragon: Jeff did not run any real traps (Psychic Overload is the archtype's own Pot of Avarice), and his deck has the ability to explode and even OTK (look at the duel log of the final, Jeff's field had Naturia Beast, Naturia Barkion, 2 Grandsoils and a Card Trooper). But if you did not notice, he tuned Tragoedia and Psychic Commander for Naturia Beast.
What can get over that field? Shark Magician LOLOL.
Wind-Up is still very powerful as with those 2 cards in hand, you can break through almost any rough situations (provide you're not stopped by traps). It has anything you can ask for in a deck: consistency (3 Wind-Up Factories...), flexibility (OTK, control, hand destruction, or just poke with Rat/Rabbit LOL), speed (Shark Magician into whatever, 2 xyz monsters or more than 9000 damage) and will still be the deck to beat in TCG for some time (until more broken TCG exclusives are released)
Top 4 decklist:
1st: Joshua Graham - Wind-Ups
Monster [20]
3 Wind-Up Shark
2 Wind-Up Magician
3 Wind-Up Rat
3 Wind-Up Rabbit
2 Maxx C
2 Thunder King Rai-Oh
2 Snowman Eater
2 Tour Guide from the Underworld
1 Sangan
Spell [11]
1 Dark Hole
1 Monster Reborn
1 Heavy Storm
1 Pot of Avarice
2 Mystical Space Typhoon
2 Pot of Duality
3 Wind-Up Factory
Trap [11]
2 Mirror Force
2 Torrential Tribute
2 Solemn Warning
1 Solemn Judgment
2 Bottomless Trap Hole
2 Dimensional Prison
2nd: Jeff Jones - Psychic Grandsoil
Monster [25]
3 Grandsoil, the Elemental Lord
3 Serene Psychic Witch
2 Tragoedia
2 Giant Rat
2 Psychic Commander
2 Psychic Jumper
2 Card Trooper
2 Maxx C
2 Effect Veiler
1 Gorz the Emissary of Darkness
2 Silent Psychic Wizard
1 Neo Spacian Grand Mole
1 Esper Girl
Spell [15]
3 Emergency Teleport
1 Creature Swap
2 Mystical Space Typhoon
2 Pot of Duality
2 Miracle Synchro Fusion
1 Pot of Avarice
1 Dark Hole
1 Heavy Storm
1 Mind Control
1 Monster Reborn
Trap [1]
1 Psychic Overload
3rd: Jordan Kornntoff - Geargia
Monster [15]
3 Geargiarmor
3 Geargiaccelerator
2 Geargiarsenal
3 Machina Gearframe
2 Machina Fortress
1 Machina Cannon
1 Machina Peacekeeper
Spell [10]
2 Pot of Duality
1 Book of Moon
1 Dark Hole
1 Monster Reborn
1 Heavy Storm
1 Pot of Avarice
1 Soul Taker
1 Forbidden Lance
1 Mystical Space Typhoon
Trap [15]
2 Solemn Warning
1 Solemn Judgment
2 Mirror Force
2 Torrential Tribute
2 Starlight Road
2 Compulsory Evacuation Device
2 Bottomless Trap Hole
1 Fiendish Chain
1 Dimensional Prison
4th: Peter Tran - Wind-Up
Monsters [19]
1 Effect Veiler
2 Maxx C
1 Sangan
2 Tour Guide from the Underworld
1 Gorz
3 Wind-Up Magician
3 Wind-Up Shark
3 Wind-Up Rabbit
3 Wind-Up Rat
Spell [12]
1 Dark Hole
1 Monster Reborn
1 Heavy Storm
1 Mind Control
1 Book of Moon
1 Pot of Avarice
3 Mystical Space Typhoon
3 Wind-Up Factory
Trap [9]
1 Solemn Judgment
2 Solemn Warning
2 Torrential Tribute
2 Bottomless Trap Hole
2 Dimensional Prison
Sunday, September 2, 2012
Early Format Trolling Deck
Monster [9]
3 Card Car D
3 Maxx C
1 Gorz
1 Laval Golem
1 Morphing Jar
Spell [4]
2 Pot of Duality
2 Chain Strike
Trap [27]
3 Accumulated Fortune
1 Ceasefire
3 Dimension Wall
3 Jar of Greed
3 Just Desserts
3 Legacy of Yata-Garasu
3 Magic Cylinder
2 Ojama Trio
3 Reckless Greed
3 Secret Barrel
Side [15]
2 The Agent of Mystery - Earth
3 The Agent of Creation - Venus
3 Mystical Shine Ball
3 Master Hyperion
1 Honest
1 Dark Hole
1 Monster Reborn
1 Heavy Storm
Normally Chain Burn decks do not have an extra deck, but this deck is... yeah you see it. Insert Gachi Gachi, Armory Arm, whatever synchro xyz in there that fit an Agent Angel deck.
So, what's the point of the deck? Trolling of course LOLOL
Not many decks have the ability to fight Chain Burn in duel 1. Assume that you get an instant win for the first round, your strategy will depend on match-ups.
How do people side against Chain Burn: Royal Decree, MST, Night Beam, whatever kind of spell/trap negation/prevention/destruction. They also side out the Solemn trio (suicidal solution against Chain Burn), that's when Master Hyperion and his friends come.
How to side:
3 Magic Cylinder
3 Dimension Wall
2 Chain Strike
1 Lava Golem
3 Secret Barrel
1 Legacy
1 Jar of Greed
1 card of personal choice
Generally you should side out all the passive burn card and Secret Barrel (it's quite slow IMO) but keep in the draw engine along with burn cards that give around 2000 damage. Trio is annoying and it helps Just Desserts/Ceasefire.
However, there are times when you should keep your main deck unchanged except for Heavy Storm and Dark Hole (against Decree, Raiou, whatever that stop you). Like... Plant Synchro, Machina Gadget.... such classic aggro decks whose match-up against Agent is better than Chain Burn.
Card choices explanation:
Maxx C: Stop opponent from overextending, get free cards and dig your deck for Gorz/Lava Golem.
Gorz: Free beatstick, an out to troublesome monsters and extra damage from battle.
And these 2 cards work with Agent Angel themselves, the main point LOL
Lava Golem: Another out to annoying monsters.
That's it, for the first deck on this blog. Try trolling people for yourself haha.
Peace!
Saturday, September 1, 2012
New format has come!
As the title, new format has come, which is something I'm (and maybe all of you are) really really happy about.
Of course at the start of the format there's not much to talk about the game. New sets will be released, more stupid deck(s), combo(s) will be provided by Troll-nami, and we'll be having another six months of struggling against meta tier 1.
But whatever, significant changes have been made, and we should be happy about them, at least for now.
No more Dragonfly Centipede Hornet blowing you entire field.
No more Shark Magician Avarice destroying your whole hand when your turn has not even started.
No more Future Fusion into a full field of Dragons (probably along with a Sorcerer or a Soldier).
Many things more, sure, but those 3 combos (are they called combos?) were the pain in our ass as they make the game unlike the YGO TCG we've been enjoying before.
What to expect? People open Earth into Venus into Gachi Gachi followed by Master Hyperion/Archlord Kristya after you get over the 2000 beatstick and the 2200 stall guy. We have Temtempo now, so it's not as hard as a year ago when Agent Angel won Worlds. Stupid opening whatsoever.
What more to expect? One for One discarding Dandylion get Spore to the field. Beware!
Worse situation? Lonefire into Dandylion followed by Call of the Haunted/Monster Reborn.
Mmm...
What not to expect?
TeleDAD is dead, and will never be revived even though Destiny Draw and Emergency Teleport are all at 3. Reasons? 1 Allure of Darkness, 2 Malicious, NO Goyo Guardian or whatever level 6 synchro monster. Stardust can be killed quite easily now, additionally.
Blackwing is not revivied. 1 Black Whirwind means no instant Kalut/Gale (semi-limited and limited, respectively), which makes Blacking just like a tier 2 deck. Playable on DuelingNetwork, but totally screwed during big tournaments filled with meta(s).
Hieratic, Chaos Dragon, Wind Up are not dead. They're not as powerful as they used to be, but don't forget them when you're preparing your side deck.
YCS Toronto is on the way. First big event of the format, interesting enough to watch on live coverage I guess.
That's for today. More decklist coming once Dueling Network is active again.
Peace!
Of course at the start of the format there's not much to talk about the game. New sets will be released, more stupid deck(s), combo(s) will be provided by Troll-nami, and we'll be having another six months of struggling against meta tier 1.
But whatever, significant changes have been made, and we should be happy about them, at least for now.
No more Dragonfly Centipede Hornet blowing you entire field.
No more Shark Magician Avarice destroying your whole hand when your turn has not even started.
No more Future Fusion into a full field of Dragons (probably along with a Sorcerer or a Soldier).
Many things more, sure, but those 3 combos (are they called combos?) were the pain in our ass as they make the game unlike the YGO TCG we've been enjoying before.
What to expect? People open Earth into Venus into Gachi Gachi followed by Master Hyperion/Archlord Kristya after you get over the 2000 beatstick and the 2200 stall guy. We have Temtempo now, so it's not as hard as a year ago when Agent Angel won Worlds. Stupid opening whatsoever.
What more to expect? One for One discarding Dandylion get Spore to the field. Beware!
Worse situation? Lonefire into Dandylion followed by Call of the Haunted/Monster Reborn.
Mmm...
What not to expect?
TeleDAD is dead, and will never be revived even though Destiny Draw and Emergency Teleport are all at 3. Reasons? 1 Allure of Darkness, 2 Malicious, NO Goyo Guardian or whatever level 6 synchro monster. Stardust can be killed quite easily now, additionally.
Blackwing is not revivied. 1 Black Whirwind means no instant Kalut/Gale (semi-limited and limited, respectively), which makes Blacking just like a tier 2 deck. Playable on DuelingNetwork, but totally screwed during big tournaments filled with meta(s).
Hieratic, Chaos Dragon, Wind Up are not dead. They're not as powerful as they used to be, but don't forget them when you're preparing your side deck.
YCS Toronto is on the way. First big event of the format, interesting enough to watch on live coverage I guess.
That's for today. More decklist coming once Dueling Network is active again.
Peace!
Welcome to my new blog
Yay! As you can see, I've started this new blog simply because I've totally given up on Wordpress. Sorry haha.
The blog's purpose is still the same: All the random things about Yu-Gi-Oh TCG.
That's it.
The blog's purpose is still the same: All the random things about Yu-Gi-Oh TCG.
That's it.
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