Thursday, September 29, 2016

Burning Abyss D/D/D - An Amazing Combo Deck?!

Hello everyone. Today I'm presenting a decklist I've been playing around with for a while. I've suddenly taken an interest in D/D/Ds, as they are an explosive combo deck, and will only be getting a lot better. I've gotten most of the basic combos memorized in standalone D/D/Ds, and they are pretty cool. The problem is (right now) the deck can struggle to get 8000 damage on board, sometimes. The player needs as certain amount of resources to do over 8000 damage, and getting them isn't the easiest task right now.

And now enter the Burning Abyss Engine. A good mill or two with Dante can get you the resources to OTK, not to mention already having a monster on board. Doing test-hands with the deck has revealed that most openings can do 8000 damage or more, without too much effort.

Now I will provide my decklist:

1 Tour Guide
3 Speedroid Terrortop
1 Speedroid Taketomborg
1 Cir
1 Graff
1 Alich
1 Calcab
1 Barbar
2 Scarm
3 Farfa
2 D/D Savant Thomas
3 D/D/D Oblivion King Abyss Ragnarok
2 D/D Swirl Slime
3 D/D Necro Slime
3 D/D Savant Kepler

1 Dark Contract with the Swamp King
1 Foolish Burial
2 Pot of Desires
2 Twin Twisters
3 Allure of Darkness
3 Dark Contract with the Gate

3 D/D/D Flame King Genghis
1 D/D/D Oracle King D'Arc
1 D/D/D Wave Oblivion King Caesar Ragnarok
3 Dante
1 Beatrice
1 Super Quantal Mech Beast Grampulse
1 Leviair
1 Phantom Knights of Break Sword
1 Alsei, the Sylvan High Protector
1 Number 38: Hope Harbringer Dragon Titanic Galaxy

Here's how the deck works, at an elementary level: Summon your BA monsters first, make Dante and mill some cards, then made D/D plays. Those plays will depend on what you mill and what's in your hand.

This deck is meant to go second, hence the mained Twin Twisters. In my testing, I lost to floodgate monsters, like Blue-Eyes Spirit Dragon and Amorphage Goliath. Sometimes, I had the outs to them, but cost too many cards to deal 8000 damage and I couldn't win. Sometimes, I didn't have any outs at all. Finally, I had games where I could clear them and still had enough resources to win. To make it more smooth, I'd want to throw in some kind of monster removal, rather than relying solely on Farfa and Alich.

Currently, I'm also working on a variant of this deck that can go first, but it seems this deck does so much better going second. However, i'll conclude this post for now. I think D/D/Ds are a good deck, right now, but the BA engine might be perfect for the deck, at least until the new support. Let me know what you think, and thanks for reading!

Monday, September 26, 2016

Every Little Detail

Decisions... Life is full of them. What do I want to eat today? Should I go to work today? What do I want to do today? What do I want to say to this person?

Most card games are founded by the decisions of players. In a lot of cases, the plays aren't black and white. What appear to be the smallest decisions can be the most game-changing, and you may not even realize it.

One of my Facebook friends posted an example on Zodiac Duelist. After seeing this, I immediately started thinking about writing this post. Here's the example:

"Suppose you just searched for a Fog Blade via Silent Boots yet you're already holding another Fog Blade in hand.

You don't know what you're going against and you went first. Do you set 1 or 2 Fog Blade?"

I am avoiding the Facebook comments until I finish writing this post. This will act as a good brain exercise; determining all the possible outcomes and suggesting the best play. Here is everything I've come up with:

How explosive are the current decks of the format? Currently, most decks can get through a single Fog Blade, and some can get through two Fog Blades. Keeping that in mind, let's go through the rest of the points:

What else is in your hand? Did you mill a Scarm and add Tour guide to your hand? Do you have a Kaiju in hand, which will replace the opponent's strongest threat next turn? Do you have Maxx "C", to draw cards if the opponent explodes? Consider this: If you have a Dante and a Fog Blade, and the opponent starts going off and you play Maxx "C", one of two things will happen. If the opponent has enough power to blow through a Fog Blade and Dante, to win that turn, Maxx "C" won't be as intimidating. Otherwise, the opponent will stop at the best position possible. If you set two Fog Blades, and activate Maxx "C", the opponent will be more likely to stop.

How did you summon the Dante? You probably used two Phantom Knights, one of them being Silent Boots, because you did search the trap. However, you could've made it with two Burning Abyss monsters, and just milled the Silent Boots. Do you have a Farfa as one of the materials? That could be used as an additional form of defense, and you might be more inclined to only set one Fog Blade.

If you set both Fog Blades, the opponent will automatically assume one of them is Fog Blade, but won't know what the other one is. The opponent will have to play around one Fog Blade, and is going to want to bait out the other set card. You could use this to your advantage.

On the other side, you can choose to only set one of them. Many players would assume it's a Fog Blade, and decide to play around it. However, some players can use this to trick an opponent. That "Fog Blade" could really be a Solemn Warning, getting ready to punish a big play (I think I did this twice at YCS Toronto and it was powerful swing in my favour). Again, this depends on what you have in your hand.

How is spell/trap destruction looking in the format? Right now, it seems to be split between Twin Twisters, and MST/Cosmic Cyclone. On the other hand, some players don't play any of these cards in the main-deck. Unfortunately, this doesn't make the decision any easier. Last format, almost everyone played Twin Twisters if they played a form of main-decked spell/trap generic destruction. This re-enforced the notion of "set 1 card, or 3 cards, so Twin Twisters doesn't completely blow you out". Mathematically, these cards take up very little deck space, so the odds of encountering them isn't the highest. Honestly, if you set both, and the opponent had the Twin Twisters, you'll probably lose. If you set one, and they have a Cosmic Cycle, you'll probably lose.

Don't forget that Fog Blade can summon a Phantom Knight from the graveyard, once per turn. If that Dante milled some Phantom Knights, you could merit from setting two, if both are eliminated: You could activate one in the end phase to summon one, then use the second Fog Blade during your turn to summon a second Phantom Knight. The odds of this situation happening is uncommon, but still a possibility. Alternatively, you could set both, and have them both eliminated, but with only one Phantom Knight in the graveyard. At the end phase, summon that Phantom Knight with Fog Blade. On your turn, you can easily get another Phantom Knight in the graveyard and use that Fog Blade to immediately summon it. This way, you still get full value from both of them being destroyed, or baited out, and you'll have multiple rank 3s on the field.

Now, let's consider some alternate situations:

If you had a Fog Blade in hand, and the only Phantom Knight in the graveyard was Silent Boots, would you want to banish it to search another copy? Doing this might be a horrible decision, as you're one Fog Blade will have nothing to summon, which might end the game.

If you were able to summon Beatrice, would you need to set two Fog Blades, since Beatrice acts as a trap?

With both of these situations, the thought process will be similar in the decision-making process. Unfortunately, there is no clear-cut correct answer that encompasses all possible scenarios. It's one of the reasons why this game can be a lot of fun.

Let's say I opened with a mediocre hand, and had the Dante on board and a Fog Blade in hand, with a Silent Boots in graveyard. What would I do...

If I had multiple traps in my opening hand, I'd personally grab the Fog Blade, set everything, and get my helmet on. Next turn, my Dante will probably survive, and I can continue on. If I only had the Fog Blade, and nothing else in my graveyard, except Silent Boots, it would depend if I had another monster in hand. If so, I wouldn't banish Silent Boots and I'd set the one Fog Blade, so I can make a rank 3 next turn.

There are a lot more possibilities, but i'll leave it at this. Hopefully everyone reading this can truly comprehend the complexity of this game, and how every little play could make or break the game. Let me know what you think, and thanks for reading.

Sunday, September 25, 2016

The Value of Playtesting and Thoerizing

How can I be the best? What's holding me back? Why can't I get that Regional invite/top/win? Why can't I top a YCS? What am I doing wrong?

Recently, I've been watching and reading interviews with "pro" players, and how they got to achieve the success they obtained. Between most of them is a common theme: They all playtest a lot, and they all theorize a lot. Let's analyze the common trends and discuss them:

1. Many of them play in a couple Local level tournaments every week, as well as playtesting with friends for numerous hours, every week. We're looking at people that consistently test 20-30, maybe 40 hours a week!

2. Many of them are part of a team, or sponsorship. It is easier for them to obtain the cards they need for playtesting, and tournaments. Having a team of trusted people also helps with the playtesting and theorizing.

3. Many of them travel to many different tournaments. Having a team, and going with multiple people, is really helpful from a financial standpoint. It's a lot cheaper to split a hotel room with 6 people than 3 people.

Expanding on the first point:

Most communities have two-three Local tournaments every week. For the competitive players, this gives people with more opportunity to test their ideas against a wider variety of decks. It also gives more opportunity to win prize support, which helps with getting the cards and other accessories to play the game. Local tournaments are a casual, yet serious environment, as people are playing for a prize and looking to experiment with deck ideas.

Don't forget about the extensive hours of playtesting. Some people might read this and think "That is way too much time spent playing a Children's Card Game" or "I don't have that kind of time". Allowing yourself the time for testing is important. You know the saying, "practice makes perfect"? In any game, this statement bears some truth. While I can promise no one will become perfect and win all their matches. practice provides the opportunity to practice your plays and combos, and test deck ideas. Doing this will allow you to be the most prepared for those tournaments: You'll have an idea of what to play, and you'll know the combos and how to play out of certain situations.

In relation to this, many "pro" players don't test against "helmet" decks. In this current format, the obvious "helmet" decks are Qliphorts, Yosenjus, Psy-frames, Paleozoics, and anything else that plays Card of Demise. I believe the reasoning for this is simple: What's the point testing against floodgates? If I'm playing against any of these decks, and they open Anti-Spell Fragrance and it shuts down my hand, what do you learn? Honestly, nothing. Everyone knows what each floodgate does to certain matchups. I understand playing a "helmet" deck once in a while, just to see how it goes. However, this playtesting is better spent with two combo/thought-involved decks going at it.

Expanding on the second point:

I've always said it: It's better to pool everyone's resources together than going solo. If each person had $300 to spend, a team will be able to obtain more than an individual.

In regards to playesting, most people will provide feedback as testing goes on. This feedback and constructive criticism can help so you don't make the same mistakes multiple times, or make the better plays going forward. Bouncing ideas off of your team will also help all of you. Coming up with better ideas and strategies can provide a whole team the edge in any tournament. As well, if someone comes up with a terrible idea, it's better that your team or friends tells you it's terrible, instead of finding out at a Regionals.

Expanding on the third point:

When I had a car, I drove all over the place for tournaments. I attended a bunch of Regionals, one YCS, and other special tournaments. Playing against the same 16 people every week will stop your growth at a certain point, for the most part. Reaching out and playing different faces, and making new acquaintances can assist your growth in the long run. Odds are you'll come across people as serious as you are. You'll battle other players that are hungry for success, and it will bring out your competitive nature and prompt you to play better and better. Each competitive player might have slightly different goals, but it focuses around the same common ground: Topping and winning bigger tournaments.

Reflection:

I've been a competitive player (on and off) for almost 7 years now. What accomplishments do I have: Multiple regional invites, 3 tops, and that's it. Honestly, it's terrible in my opinion. I know that I have grown a lot in that time, but it seems like I've stopped growing. Everything has become restrictive as well. Currently, I do not have a car, which impacts travel by a lot. The money going into the card game has decreased. My community as a whole has decreased. The amount of time I spend playtesting is pitiful, compared to the past, and I never playtested close to 20 hours at any point in my life. Writing this has actually been depressing...

Personally, I will make some changes to the way I do things, because I've been hungry for success more than ever. After losing on the bubble of YCS Toronto, I realize how much I've grown, but how much growth is still required. In the grand scheme of things, I suck at this game, but I want that to change.

For anyone with the same ambitions that I have, you'll get the most out of this post. Let me know what you think, and thanks for reading.

Saturday, September 24, 2016

Locals Report for 9/24/2016 and Metalfoe Deck Analysis

Hey everyone. Today I want to discuss the Metalfoe deck I played today, at Locals. I’m not going to go too in-depth with my rounds, but I will be providing my decklist and provide feedback on some of the cards. Today’s post will benefit those that are trying to play Metalfoes, as well as those that would like hints on how to beat the deck. Here is the very simplified version of my matches:

Round 1 vs Empowered Warriors (2-0)
Round 2 vs Burning Abyss (2-0)
Round 3 vs Deskbots (2-0)
Round 4 vs Psy-frames (2-1) *Only lost a game due to facing Omega and Vanity’s Emptiness, and not drawing answers.
Round 5 vs Burning Abyss (2-0)

We split after that, so things went well. Here is my deck:

3 Metalfoe Steelen
3 Metalfoe Silverd
3 Metalfoe Goldriver
3 Metalfoe Volflame
2 Guiding Ariadne
3 Blackwing – Gofu the Vague Shadow
3 Majespecter Racoon – Bunbuku
1 Majespecter Unicorn – Kirin
1 Luster Pendulum, the Dracoslayer
1 Metalfoe Fusion
2 Pot of Desires
1 Instant Fusion
2 Painful Decision
1 Upstart Goblin
1 Summoner’s Art
3 Solemn Strike
1 Solemn Warning
2 Mind Over Matter
2 Metalfoe Combination
2 Metalfoe Counter

2 Metalfoe Adamante
2 Metalfoe Orichalc
1 Ultimaya Tzolken
1 Void Ogre Dragon
1 Ignister Prominence, the Blasting Dracoslayer
1 Michael, the Arch-Lightsworn
1 Mecha-Pantom Beast Dracossack
1 Totem Bird
1 The Phantom Knights of Break Sword
1 Number 11: Big Eye
1 Crystal Wing Synchro Dragon
1 Nirvana High Paladin
1 Psy-framelord Omega

Starting with the monsters:

The 12 Metalfoe monsters seemed mandatory. Whenever I had one of them, it always extended my plays. There was never a point where I wish I had removed any of them for anything else. Blackwing – Gofu is obviously the perfect partner for the Metalfoes. I didn’t actually draw it a whole lot, but when I did, I made a strong board. Eventually, I might cut one of them, but that is to be determined, since the card feels like a blowout.

The 4 Majespcter monsters were enough, even though I always ended up having multiple Bunbukus. Kirin really is a great card, whenever I had it. Originally, I was playing a lot more Majespecter cards, like Fox, Tornado and Tempest. I hated playing all of these cards, only because there was a lot of clogging, in this deck. Majespecters are fantastic, in their own deck, if you want to rely on playing with their traps.

Guiding Ariadne was pretty good today. There were a few times today I would destroy the same one twice, and search two counter traps. Even on the games where I only did this once, having the counter trap kept me in some kind of control. Originally, I was playing 3 of this, but it really clogged. Right now, I think 2 is the perfect number.

Luster Pendulum was the final monster, and it did a good job. I never used it to Synchro Summon Ignister, but I did use it to get an additional Metalfoe, and then I would destroy it and use it a beater. The only other time it was summoned was when I used Ignister’s effect to summon it. Honestly, I’d leave it in, since it’s not a terrible card.

Metalfoe Fusion, Upstart Goblin and Summoner’s Art are all staples, in my opinion. I don’t have anything to say. There was only one point where I wish I played 2 Fusions… because of the next card choice.

Pot of Desires… Oh man. This card is discussion for a different day. Sometimes, I would resolve the card and the two cards I drew allowed me to win that time. Other times, it made me hate life. Every single time I played the card, I banished Luster Pendulum, Kirin and Metalfoe Fusion if I didn’t have access to them before I resolved the card. Honestly, I really don’t know how I feel about it right now, but I never hated the drawing it provided. I guess Pot of Greed is banned for a reason…

2 Painful Decision was just for consistency. There was only one time where I had both, and it was too late into the game to do anything. Finally, the one Instant Fusion is just an additional extender. I think I drew it once, but it put me into a good position.

In regards to traps, the 4 Solemn traps were fantastic. In addition to the counter traps, I decided to play 2 Mind Over Matter. For those who does not know, you tribute a psychic monster and negate a normal/special summon, or spell and trap activation. These cards were also pretty good, as it allowed me to play a little more aggressively, with no fear of Solemn Strike, Warning, and Majespecter’s Tempest. Of course, I made sure I had a Metalfoe on the field before going crazy. I played this because I wanted answers to Spells and Traps, and that’s what I did. It was a fun experience, but I could see myself cutting the Ariadnes and Mind over Matters, and potentially more Solemns, for the sake of playtesting other things.

I enjoyed playing 2 Counter and 2 Combination. A lot of people dislike Combination, but I kept putting it to work to search my scales, and summon Metalfoes from the graveyard when I fusion summon. Counter is definitely better, right now, in most Metalfoe variants. I’ll probably end up cutting one Combination, but not both.

In the extra deck, I did not summon Big Eye, Crystal Wing, Omega or Nirvana. I went through 2-4 of the Fusions during most of my games, because I wanted to keep recycling Fusion, as much as possible. Tzolken is mandatory, and I enjoyed summoning Ignister, Void Ogre, and Michael, depending on the situation. In testing, I also summon Crystal Wing quite a bit, but it just never came up. I used Dracossack once, and it let me destroy two backrows which needed to go. I made Totem Bird twice so I could secure my win against one backrow. I made Break Sword once, and I wouldn’t have beat Psyframes if I didn’t have access to this card to pick off two traps. Dracossack was the other option, but thanks to Desires, I had no way to summon it.


And there you have it. This deck list will be changing, for the sake of playtesting, to see what I like better. I have 6 different variants ready to test, and this isn’t including the new support in the Invasion of Venom set. Let me know what you all think, and thanks for reading.

A Brilliant Draco Engine

Hey everyone. I wanted to share an awesome Draco Pendulum engine that I’ve found to accomplish great heights, and here it is:

3 Brilliant Fusion
2 Gem-Knight Lazuli
1 Luster Pendulum, the Dracoslayer
3 Master Pendulum, the Dracoslayer
2 Vector Pendulum, the Dracoverlord
1 Lector Pendulum, the Dracoverlord
1 Draco Face-Off

Here’s the basic combo: Activate Brilliant Fusion and send Lazuli and Master Pendulum to summon Gem-Knight Seraphinite. Lazuli will activate in the graveyard to add Master Pendulum to hand.

That’s really it… The applications this combo provides are extensive, and numerous. You now have two  normal summons. You can do whatever you want with that Master Pendulum. This invites you to play rank 5s, and implement the Draco engine into any pendulum deck.

What if you had a Metalfoe monster in the graveyard, that you want in your hand? You can activate Brilliant Fusion, and use the Lazuli to add the Metalfoe to your hand. This will continue any combo you wish to pursue.


I’ll end the post here, as I don’t think I need to provide all of my ideas. Part of learning is discovering the truth on your own. Happy experimenting!

Saturday, September 17, 2016

Locals Report for 09/17/2016

Today, a very small local tournament was held... 8 players. So we played 3 rounds, and store credit was split among the top 3 players. I decided to play my Blue-Eyes deck, because it's just so much fun. Here's what happened:

Round 1 vs Josh (Qliphort)

Game 1 he didn't open anything amazing, and I proceeded to make a really strong board to win the game with. Game 2 he kept me stalled with Lose 1 Turn. On his next turn, I destroyed it and his Scout with Twin Twisters, after he payed 800, and I destroyed another scale and trap with another Twin Twisters. I managed to make a decent board on my turn, and do some damage. Then he drew Pot of Riches, shuffled the Scout and two others back, and drew Scout and was able to beat my board. I won next turn with Raigeki and a Return of the Dragon Lords.

1-0

Round 2 vs Blake (Majespecters)

Game 1 I went first and made a strong board he wasn't able to surpass. Game 2 he didn't start strong, but my only play was summoning Amorphage Goliath, with a Return of the Dragon Lords for some protection. Eventually, he got rid of it, and I didn't have the cards to continue playing, and he setup an impressive board. Game 3 we eventually went into time. However, he didn't have too many traps, so I was able to deal a lot of damage early on, and eventually he scooped when he drew a Solemn Strike.

2-0

Round 3 vs Randy (Evilswarm)

Thankfully I went first, and made a really strong board, and he scooped. Game 2 he started with Steelswarm Roach, because he didn't have two Evilswarm monsters. However, he had the Pandemic to protect it from Raigeki, since it works on "lswarm" monsters. It took two turns for me to get a dragon to the graveyard, to summon with Return and kill the Roach. By that point, I was too low in life points, and he drew Rescue Rabbit and made Utopia the Lightning for game. Game 3 I bricked... Yeah... I set a Stone of Ancients and passed. He summoned Ophion and attacked it, and he had another Evilswarm monster on the field as well. On my turn I set a White Stone of Legend and passed. He summoned another Ophion and did some attacking. On my next turn, I played Soul Charge to summon my two Stones, then tribute summoned for Goliath. For the entire game, he never drew an answer for it, as I had Twin Twisters to control any traps he drew. Eventually I cleared the Ophions, and I summoned some more dragons, and eventually beat him down to death. This match was honestly too close for comfort.

3-0

So that's it for the tournament report. Besides some trading, nothing else really happened. Hopefully you enjoyed this really short tournament report!

Friday, September 16, 2016

A Short Post About Resource Management

It's been a busy week at work, but it did get me thinking about the topic of today's quick post... Resource Management.

Every time I go to a card tournament, I always see people using cards unnecessarily. Why waste cards when you don't need to? Why waste Dark Hole or Raigeki when you have other ways to clear a board of monsters? Why waste your Veiler on the first thing you see, when that monster isn't the best one to negate? Those are common examples of what I'm talking about, and below is some more food for thought.

Limted cards... Once they're gone, they're gone, unless they are recovered. A lot of these cards are power cards. Once eliminated, it lets the other player make different plays. (If you use Warning or Strike on a Kirin, you become in a really good position against that Pendulum deck.)

Faster decks tend to burn through their cards faster. When playing the Monarch mirror match, if you managed your resources, and made your opponent run out, you probably ended up winning. Back in the day, the Nekroz mirror match was another prime example of keeping as many resources as possible. If you're playing a Helmet mirror match, traps are really important, and wasting your traps on the first thing you see can cause you to lose.

So here's the pro-tip: Think about what you play, before you use it up. Your deck is a utility belt of resources, and you need to make the most effective use of a resource. Before you use something, think about it: Do I need to play this card right now? Is there a better card to play right now? Can I wait to use this card until later?

That's all for today. Just a little post to help your game improve. Let me know what you think, and thanks for reading!