I'm currently at work, while I'm writing this (It really is quite simple). Anyway, I will no longer be able to attend Friday Locals because of my shift change. However, I will still compose a post for this evening's tournament.
I will post the records of three fellow card players:
Mason from SkillOverLuck (LightraySworns)
Richard the Gladiator (Gladiator Beasts)
Rori the Sack (Heroes)
Just a brief background on these players. Mason is actually a good player, and has been a team-mate for a good period of time. In terms of skill, he is approximately in the same range that I reside. Richard just re-entered the game, with a passion for Gladiator Beasts. He is an ok player. Rori is a sack (very lucky player). Lately, he top decks Miracle Fusion, Super Polymerization, or the exact card he requires. Then he wins. He always competes with Tier 1 or 1.5 decks, and normally it is the same deck for a lengthened period of time.
Now that their basic backgrounds have been revealed, this is the report:
Round 1:
Mason played someone using Exodia, and won that match 2-0 I believe.
Richard and Rori faced off and Rori won 2-0 I believe. Apparently Rori top-decked limited cards to win, unfortunately unsurprising...
Round 2:
Richard beat the Exodia player, from the previous round, 2-0. Apparently, Heraklinos is super effective against that deck...
Mason lost to Final Countdown 2-0, because LightraySworns would have difficulty in this matchup.
Rori beat a random Dark World player 2-0.
Round 3:
Richard and Mason played and Mason won the match 2-0.Rori beat the Final Countdown player 2-1.
The tournament was only 3 rounds, which means that Rori went undefeated. This Locals, wasn't anything special or meaningful, though. 6 people, and only 3 rounds: that's practice for YCS Toronto. I believe all the above players are contending tomorrow, along with myself.
Unfortunately, I still have no idea what deck I will participate with tomorrow. I'm stuck between Heroes, Chaos, Dino-Rabbit, Agents, Dark World and Lightraysworn (yeah, that's right). Heroes have a good match-up all around, because they play Skill Drain and Super Poly, along with random good cards like Gemini Spark, Hero Blast and Miracle Fusion... My Chaos Anti-Meta deck also has good match-ups all around. Dino Rabbit is just a good deck, although lately it's been a little unsatisfactory for my liking. It's definitely still a contender, though. Agents have the power to summon Hyperion, Kristya and BLS fairly easily. However, some hands can be a slightly crippling. Dark World is a funny deck. The more I test it, the more I like it. However, it does require you to have the correct cards, otherwise you almost automatically lose. Finally, an explanation on LightraySworn. I built the deck, earlier today, with Mason and Richard. Both Mason and I tested it extensively and we both seem to be quite fond of it. If Mason ends up using it, then I obviously won't. However, if he doesn't, it is definitely an option. The deck seems slightly better than standard Lightsworns, since it has the ability to drop multiple more boss monsters.
A side-deck for the event is still unknown. I want to side cards such as Macro Cosmos, Twister and Maxx "C". However, certain decks are unable to function with these cards (especially Macro). Oh well.
This is a blog where knowledge of Yu-Gi-Oh and opinions can be shared. Mario and Jon from SkillOverLuck on Youtube run this blog.
Friday, August 31, 2012
Tuesday, August 28, 2012
Thoughts Heading into the New September Format
I've done a lot of research and testing for the new format. These are just my initial conclusions:
Heroes are broken, tier 1, broken. Miracle Fusion is amazing, along with Super Poly. Other good cards include Bubbleman, Gemini Spark and Hero Blast.
Dark Worlds weren't touched by the list, so I believe it will be seen in greater proportions this format. I built the deck to playtest against, and when it draws amazing hands, you practically auto-lose. If I didn't despise this deck as much as I do, or it wasn't so combo and luck-based, I would play it in Toronto.
Dino-Rabbits aren't extinct in the slightest. People will compete with this deck in Toronto. I'm toying with a build maining Macro Cosmos now, since it disrupts Heroes slightly and Dark Worlds significantly.
Agents are back. Multiple boss monsters, and Honest. I haven't found a build I'm 100% confident in, but it is ridiculous.
Six Samurai will be played because it wasn't hit by the list, much like Dark World. This deck is quite luck-based, but I believe that is obvious.
Wind-Ups is an XYZ toolbox deck now, instead of a hand-looping deck. It is still a formidable force, in my opinion.
Geargia will see play in Toronto, because they are a new and promising Archtype. They also take on multiple forms (Geargia Karakuris, Machina, Gadgets, Scraps...). Expect this deck to make a showing in the Top 32 of Toronto.
Plant Synchro will also see play, because people will be dying to compete with this deck again. I know I want to, but I'm saving it for after Toronto, when there is no pressure.
Inzektors will probably still see some play, simply because we have 3 centipede. It is fairly simple to still complete the Dragonfly + Sword + Hornet OTK. I built the deck for this format...
Chaos Dragons/ Tefnuit DAD will likely see some play, simply because the deck is still fully functional.
I believe I will conclude this post now. My next posts will retain to particular match-ups, and the best cards for each match-up. If there is a specific deck you want me to cover, I will take it into consideration, most likely, if I didn't already plan on writing a post regarding that deck
Heroes are broken, tier 1, broken. Miracle Fusion is amazing, along with Super Poly. Other good cards include Bubbleman, Gemini Spark and Hero Blast.
Dark Worlds weren't touched by the list, so I believe it will be seen in greater proportions this format. I built the deck to playtest against, and when it draws amazing hands, you practically auto-lose. If I didn't despise this deck as much as I do, or it wasn't so combo and luck-based, I would play it in Toronto.
Dino-Rabbits aren't extinct in the slightest. People will compete with this deck in Toronto. I'm toying with a build maining Macro Cosmos now, since it disrupts Heroes slightly and Dark Worlds significantly.
Agents are back. Multiple boss monsters, and Honest. I haven't found a build I'm 100% confident in, but it is ridiculous.
Six Samurai will be played because it wasn't hit by the list, much like Dark World. This deck is quite luck-based, but I believe that is obvious.
Wind-Ups is an XYZ toolbox deck now, instead of a hand-looping deck. It is still a formidable force, in my opinion.
Geargia will see play in Toronto, because they are a new and promising Archtype. They also take on multiple forms (Geargia Karakuris, Machina, Gadgets, Scraps...). Expect this deck to make a showing in the Top 32 of Toronto.
Plant Synchro will also see play, because people will be dying to compete with this deck again. I know I want to, but I'm saving it for after Toronto, when there is no pressure.
Inzektors will probably still see some play, simply because we have 3 centipede. It is fairly simple to still complete the Dragonfly + Sword + Hornet OTK. I built the deck for this format...
Chaos Dragons/ Tefnuit DAD will likely see some play, simply because the deck is still fully functional.
I believe I will conclude this post now. My next posts will retain to particular match-ups, and the best cards for each match-up. If there is a specific deck you want me to cover, I will take it into consideration, most likely, if I didn't already plan on writing a post regarding that deck
Sunday, August 26, 2012
Tournament Reports for 8/24 and8/25/2012
This week, I attended both my Friday and Saturday local
tournaments. Normally I would write two separate articles, but since I didn’t
have time Friday night to write one, I’ll present both reports now.
So Friday I go to the shop, expecting to play September 2012
format, since a number of card players agreed to this. However, the owner told
us we can’t play that format, and would be disqualified if we did. Frustrated,
I quickly edited one my September decks, to amplify how broken this format is.
That deck was… Inzektors.
Round 1: vs Vayu Turbo (2-0)
Nothing complicated here. This deck doesn’t usual play that
many defensive cards, so both games I destroyed him with Dragonfly + Sword +
Hornet on my second turn, due to lots of searching.
Round 2 vs Gladiator Beasts (2-0)
I don't quite remember what happened, but I think I won quickly.
I don't quite remember what happened, but I think I won quickly.
Round 3 vs Heroes (1-2)
Yeah. Now that the Dark Hero has been released, Inzektors
get a little more screwed, ad that’s how I lost game 1. Game 2 I managed to OTK
him. Game 3 I couldn’t deal with multiple Skill Drains so I lost.
Round 4 vs Inzektors (2-1)
Game 1 I was able to OTK by turn 3. Game 2 my opponent did
the same. Game 3 I as able to OTK him first. That’s the Inzektor mirror match…
So I made the Top 4 cut with a 3-1 record, along with the
Hero player from round 3, Blackwings and a different Inzektor player.
Round 5 vs Backwings (2-0)
I was able to OTK him with Dragonfly + Hornet + Sword within
the first few turns game 1. Game 2 we both opened with horrible hands.
Fortunately, I had Centipede. Therefore, I was able to do some searching and
small damage until I had the resources to OTK.
Round 6 vs Heroes (2-1)
Game 1 I was able to OTK him quickly. Game 2 was close, but
unfortunately he drew the Miracle Fusion in out top-decking war. Game 3 he
dealt some damage initially, and I wasn’t drawing any Inzektor monsters other
than Hoppers, and I drew no searching cards. Fortunately, I sided into Super
Polymerization, and drawing 2 allowed me to defeat him.
So that was the Friday tournament. Afterward, 2 of my friend
and I decided to hang out and playtest for YCS Toronto. Without realizing it,
this lasted until 7 AM Saturday morning… (Yu-Gi-Oh!!!!!!!!!!) A couple of hours
later, I hung out with another card player, and proceeded to playtest some
more, and then head to the shop.
During this tournament, I decided to play a deck that I’ve
been extremely interested in entering at YCS Toronto; Chaos Anti-Meta. My
version contains cards I believe would handle the largest diversity of decks
possible. I use Cyber Dragons because they effectively combat machines. I main
Thunder Kings because they stop searching and a special summon, regardless of
an active Skill Drain. Those are just some examples. Anyway, time for the report:
Round 1 vs Heroes (2-0)
Thunder King stops E-Call, Duality and ROTA.
It put in quite the effort game 1. In game 2, I just had answers for his
monsters.
Round 2 vs Inzektors (2-0)
I beat him rather quickly game 1 because all he had to work
with was a Hopper and a Ladybug. Game 2 we went back and forth for a while. I
was able to stop most of his explosions and attack over his creatures for
enough damage. Thunder King also stopped his PODs.
Round 3 vs Heroes (2-1)
I beat him game 1 because I stopped everything he did, and
because he didn’t have Super Poly. Game 2 he managed to OTK me once I ran out
of traps. Game 3 we go back and forth for a bit. I had the D.D. Crow for his
Hero Blast, so it didn’t resolve. Then I just beat him down.
Round 4 vs Dark Worlds (2-0)
I got paired down since I was the only undefeated player
left. Game 1, BLS + Honest, and my Cyber Dragon ends the game rather quickly.
This was turn 2 by the way. He discarded my hand with Card Destruction, which
contained a Light and Dark monster, and I drew BLS. Game 2 I had a Crow for his
Grapha, which he used Foolish Burial on, and he didn’t have much follow up.
I entered Top 4 undefeated. The other contenders were my
round 2 and 3 opponents, and someone playing Geargia Machina (yeah, he was
allowed to play this deck for some reason).
Round 5 vs Geargia Machina (2-1)
I had control of the entire first game with my Thunder King,
traps to protect it, and a couple of other monsters including Cyber Dragon.
Game 2 I eventually ran out of traps, and he swarmed me when I did, because that’s
what deck does. I also didn’t draw Cyber Dragons of Thunder Kings. Game 3 I
opened with BLS, and 5 spells and traps. I set them all. Apparently he opened
with a lack-luster hand as well. I had the warning for an important play he
made, and then started beating me down 1100 life points at a time. I eventually
drew a Crow, which helped a lot because the next card he drew, and activated,
was Pot of Avarice. Eventually I drew Honest, and I set it. He never did
anything to it. I drew Thunder King and summoned it. Unfortunately it was hit
by a Fiendish Chain, so I just returned Honest to my hand. He never got rid of
my Thunder King. I ended up setting the Honest again a few turns later. Once my
Thunder King was no longer present, I summoned Breaker, and I think I destroyed
sometime with it. He had another Fiendish Chain for my Honest. I ended up
Making Utopia, and then summoned BLS. Finally I activated Heavy Storm to
trigger my Starlight Road.
I attacked with everything for game.
Round 6 vs Heroes (2-0)
Game 1 I think he was low on monsters. He fusion summoned
Absolute Zero early on, and I killed it with my Blackwing – Gale the Whirlwind,
after halving it. Next turn, I summoned Tour Guide and made a Leviathan Dragon
to attack him. He got rid of it somehow. Eventually I summoned BLS and that
ended up removing the rest of his life points. Game 2 I beat him down with
Breaker, since he was low on monsters that game as well. I know I did have an
answer for the one monster he did summon. I can’t remember, but Breaker might
have cleared all his life points…
And I came first again. Coming first both of these
tournaments, I have now come first place the last 21 Locals I have attended,
which is pretty sweet. I’m quite confident in this Chaos deck, after watching
it perform. It needs minor adjustments, but nothing complicated.
Friday, August 24, 2012
The Sack Factor
I will be starting this little segment called “The Sack Factor”. Basically, this is what it’s all about:
I intend on analyzing decks that have an extreme luck-based nature, and determine what it is that makes it luck-based. I will also analyze how often the sackiness (I think I just invented this term…) occurs. This will eventually become an in-depth analysis of how luck-based this game really is. It will also determines if the game, really is, more luck-based or skill-based.
Also, for my own humour, I will record all of the sacky moments, that take place at my locals. I will post their name, and what exactly happened. Eventually, I will create the “Sack Pack”, which is basically the players in my community that have the most of these moments.
I will occasionally write up a “Sack Factor” post, probably 1 a week, which will include a deck analysis and the random sack moments. It will be entertaining, and education. Sounds good to me!
I intend on analyzing decks that have an extreme luck-based nature, and determine what it is that makes it luck-based. I will also analyze how often the sackiness (I think I just invented this term…) occurs. This will eventually become an in-depth analysis of how luck-based this game really is. It will also determines if the game, really is, more luck-based or skill-based.
Also, for my own humour, I will record all of the sacky moments, that take place at my locals. I will post their name, and what exactly happened. Eventually, I will create the “Sack Pack”, which is basically the players in my community that have the most of these moments.
I will occasionally write up a “Sack Factor” post, probably 1 a week, which will include a deck analysis and the random sack moments. It will be entertaining, and education. Sounds good to me!
Siding for the Next Format: Part 2
As I mentioned in yesterday’s post, this is part 2. Today I’ll be suggesting side-deck choices for the more random decks that can make a difference…
Exodia – Typical side-deck choices for this deck are Royal Decree, LADD and Jinzo. However, you can be intelligent like myself, and side Card Destruction and Morphing Jar. Most Exodia players, unfortunately, don’t possess a method of retrieving pieces from the graveyard… You could also play Secret Barrels to burn them for more damage when they possess an enormous hand and field.
Chain Burn – The best cards here are Royal Decree, Trap Stun, Prime Material Dragon, Rainbow Life and Hanewata.
Final Countdown – Royal Decree, Spell Canceller and LADD are really powerful against this deck. Otherwise you can main random burn cards like Secret Barrel to burn them, since their life points will likely be low.
Frog Variants – Effect Veiler, Forbidden Chalice, Skill Drain and Soul Drain (depending on what Frog variant you are facing) can stop them from their random tribute summon shenanigans. You can also play some sort of banishing cards to banish the frogs (unless you’re playing against Sea Lancer…).
Chaos Variants – Light and Shadow-Improsining Mirrors will probably assist you. Again, depending on the variant though, some cards are better than others. Sometimes, Skill Drain shuts down the opponent, while sometimes Macro shuts down the opponent. Leeching the Light can help against decks that contain a greater focus on Light monsters. You could always side Chaos Trap Holes…
Hieratics – Mask of Restrict is mean… Other than that, Veiler, Skill and Soul Drain does evil things to this deck. You can also consider Bottomless Trap Hole and Chaos Trap Hole…
X-Sabers – I’m pretty sure there will be a random bunch of people playing this in Toronto. I currently have the deck built. Macro Cosmos, Thunder King, Skill Drain and Soul Drain do enough damage to this deck. Snowman Eater is also a funny selection.
Plant Synchro – Maxx “C”, Thunder King and Macro Cosmos will damage this deck. These cards always have….
Blackwings – Royal Decree and Shadow-Imprisoning Mirror are solid options against this deck. Or you could play Macro Cosmos…
Lightsworns – There will likely be a random group of people playing this deck as well. Leeching the Light, Dimensional Fissure and Macro Cosmos are excellent options to control this luck-based deck.
And at this, I will conclude Siding for September 2012. Over the last 2 posts, I’ve covered the best cards to tackle 20 different decks. We will see if the events of Toronto will bring to attention any other decks…
Exodia – Typical side-deck choices for this deck are Royal Decree, LADD and Jinzo. However, you can be intelligent like myself, and side Card Destruction and Morphing Jar. Most Exodia players, unfortunately, don’t possess a method of retrieving pieces from the graveyard… You could also play Secret Barrels to burn them for more damage when they possess an enormous hand and field.
Chain Burn – The best cards here are Royal Decree, Trap Stun, Prime Material Dragon, Rainbow Life and Hanewata.
Final Countdown – Royal Decree, Spell Canceller and LADD are really powerful against this deck. Otherwise you can main random burn cards like Secret Barrel to burn them, since their life points will likely be low.
Frog Variants – Effect Veiler, Forbidden Chalice, Skill Drain and Soul Drain (depending on what Frog variant you are facing) can stop them from their random tribute summon shenanigans. You can also play some sort of banishing cards to banish the frogs (unless you’re playing against Sea Lancer…).
Chaos Variants – Light and Shadow-Improsining Mirrors will probably assist you. Again, depending on the variant though, some cards are better than others. Sometimes, Skill Drain shuts down the opponent, while sometimes Macro shuts down the opponent. Leeching the Light can help against decks that contain a greater focus on Light monsters. You could always side Chaos Trap Holes…
Hieratics – Mask of Restrict is mean… Other than that, Veiler, Skill and Soul Drain does evil things to this deck. You can also consider Bottomless Trap Hole and Chaos Trap Hole…
X-Sabers – I’m pretty sure there will be a random bunch of people playing this in Toronto. I currently have the deck built. Macro Cosmos, Thunder King, Skill Drain and Soul Drain do enough damage to this deck. Snowman Eater is also a funny selection.
Plant Synchro – Maxx “C”, Thunder King and Macro Cosmos will damage this deck. These cards always have….
Blackwings – Royal Decree and Shadow-Imprisoning Mirror are solid options against this deck. Or you could play Macro Cosmos…
Lightsworns – There will likely be a random group of people playing this deck as well. Leeching the Light, Dimensional Fissure and Macro Cosmos are excellent options to control this luck-based deck.
And at this, I will conclude Siding for September 2012. Over the last 2 posts, I’ve covered the best cards to tackle 20 different decks. We will see if the events of Toronto will bring to attention any other decks…
Thursday, August 23, 2012
Siding for the Next Format: Part 1
I’ve been requested to create a post regarding to siding
this upcoming format. So sparing a long introduction, I will just get right to
it. I will list decks that will possibly be played this format, and list the
better cards to side against them:
Dino-Rabbit – Effect Veiler is good to side against this
deck (unless you are maining them). Stopping Rabbit and Tour Guide damages the
deck more, now that those cards are at 2. Snowman Eater and Penguin Soldier are
good for dealing with Laggia and other XYZs (except Dollka). Bottomless Trap
Hole is obvious… Forbidden Chalice is also pretty effective, when they go to
activate their Laggia or Dollka. Chain Disappearance is a good card against the
deck too.
Inzektors – The side-deck choices are obvious: Veiler,
Shadow-Imprisoning Miror, D.D. Crow (not as effective in my opinion) and Macro
Cosmos.
Wind-Ups – Against this deck hand-traps (Veiler, Crow and
Maxx “C”) are quite effective against the deck. Other random cards that cause
issues for the deck are Cyber Dragon, Thunder King Rai-oh, Bottomless Trap Hole
and Chain Disappearance (to remove Rats and/or Magician).
Chaos Dragons – Macro Cosmos definitely cripples this deck
if the player has no answer to it. Other cards like Thunder King and Bottomless
Trap Hole damage the deck.
Geargia Variants – Cyber Dragons will hurt only terrible
players, majority of the time. Thunder King is definitely a powerful card
against this deck, along with Bottomless Trap Hole. Veiler can disrupt this
deck badly as well. I’ve tested Geargia on DN lately, so I know the deck inside
and out, almost. (By the way, these cards also affect Gadgets, Machinas,
Karakuris…)
Prophecy – This is the deck based around the Spellbooks from
Return of the Duelist. Macro Cosmos, Thunder King, Light and Darkness Dragon,
Spell Canceller and Naturia Beast deal with this deck well enough.
Heroes – Thunder King stops the searching in this deck, and
random XYZ monsters. Ryko, Lightsworn Hunter deals with the fusions (especially
Shining, making it miss the timing). It’s possible to side Macro Cosmos against
certain builds, since it stops Miracle Fusion and Hero Blast. Kinetic Soldier
and Puppet Plant do funny things… Bottomless Trap Hole also deals with the
fusion monsters. Also, honestly, side Super Polymerization. It is absolutely
hilarious. Steal 2 of your opponent’s monsters (assuming at least 1 is a Hero),
and summon a Hero Fusion, by discarding a card in your hand. I think it’s a
solid strategy…
Dark Worlds – Thunder King stops Snoww, and Dimensional
Fissure/ Macro Cosmos/ Banisher of the Radiance cripple the deck, if left
untouched.
Six Samurai – Veiler is good for chaining it against Shi En,
Naturia Beast and Barkion, or the random Kageki play. Maxx “C” could allow you
to draw numerous cards. Thunder King is good against this deck also.
Agents – Once again, Thunder King is good against this deck.
Macro Cosmos makes it difficult to summon the boss monsters, and stops Herald
of Orange Light, Veiler and Honest. Leeching the Light also destroys this deck.
Bottomless Trap Hole is a good card against this deck.
I think 10 decks for this post is sufficient. I will
definitely do a part 2 and follow-up. Leave any comments, suggestions,
critiques, etc. I enjoy constructive conversation.
Wednesday, August 22, 2012
September 2012 Deck Discussion 3 - The Best Deck...
I am so happy to be writing this post, finally. If you can’t guess, this post will be all about…
Plants!!
The deck is now viable and playable, with 2 Debris Dragon, Dandylion, Lonefire and Spore. These are just automatic staples, regarding any variation of the deck. I’ll go into details about the array of variations available:
Quickdraw/ Junk variants – Junk Warrior, Drill Warrior, Junk Archer, Nitro Warrior, Junk Destroyer and Chevalier de Fleur are all amazing synchro monsters. If they didn’t require specific tuners, they would be staples. Quickdraw gives us access to those monsters, which is amazing. Quickdraw also has significant synergy with Dandylion, Level Eater, Quillbolt Hedgehog, and others. Then there is Junk Synchron. This cards is always a simple lv 4 or 5 synchro, and/or crazy combos with cards like Doppelwarrior. This variant is amazing.
Chaos Plants – I remember when this variant was extremely competitive. Now, we may only have 1 Chaos Sorcerer, but we do have BLS. There is also room for the Lightsworn draw engine (3 recharge and 1 charge). I can also squeeze in cards like Lumina. I remember when everyone in Belleville who knew thought it wouldn’t be amazing, and then it destroyed people. I’m looking forward to this.
Beast/ Earth Plants – This variant plays more Earth monsters to enable easy access to Naturia Synchro monsters (Nettles + Dandylion = Beast, Nettles + Super Mega Hamster = Barkion). There are many ways to mold this deck.
September 2011 Plants – I did enjoy playing this deck quite a bit. Although we don’t have 3 Tengu or Glow-Up Bulb, the deck is still usable, with minor modifications. This deck utilizes at least 2 Thunder King Rai-Oh. Thunder King is an excellent card.
Defensive Plants – This deck will play quite a few more Plant monsters than usual, and utilizes traps like Pollinosis and Wall of Thorns. I’m also going to squeeze in cards to this like Black Garden, The World Tree and Miracle Fertilizer. Without Brionac though, Miracle Fertilizer loses some utility, but Mist Valley Falcon is usable…
Water/Plant Synchro – Simple enough, this deck uses Treeborn Frog, and the Genex Undine engine to setup. Then monarchs and other threats appear for simple aggression. With the lack of Fishborg and Glow-Up, the deck is definitely weaker, but I believe it is still playable.
Those are the most of the playable variants, at least the ones I will attempt. Now the deck is obviously less powerful then before. We don’t have Brionac, Trishula or Glow-Up. Lonefire at 1 does hurt slightly as well. Also, this deck has difficulties with Maxx “c” and Veiler more often than not. However, when the deck explodes, it creates disaster for the opponent.
Plant decks are my favorites decks, and probably will be for a lengthened period of time. I thoroughly enjoy how there are many different plays, based on what you have. Usually, no two explosions are the same. This deck, in my opinion, is quite skilled-based. This is based on the assumption that there are multiples ways tackle a scenario, with the cards you possess, but picking the best play is difficult sometimes. I’ll share some combos I would typically perform:
- Lonefire + Monster Reborn – These cards can instantly make a Shooting Star Dragon
- Debris + Dandy + Trap Stun – A Black Rose that can only be stopped by Veiler, or Book of Moon. Originally, this was done with Cold Wave
- Quickdraw + Dandy + Debris – These three cards create the combo I like to call “StarDestroyer”. Summon Stardust Dragon, then summon Junk Destroyer, and destroy up to 3 cards.
- One for One + Dandy + Debris – You should win if you open with these 3 cards…
Anyway, this deck can perform many more crazy shenanigans besides the above ones. It’s always fun when the opponent uses a blind MST on your face-down COTH or Limit Reverse, and then you chain it and summon Sangan or Dandy… Or before the opponent enters their battle phase or end phase, activate COTH or Limit Reverse on a Formula Synchron, then synchro for Black Rose and destroy them. I personally find it hilarious.
I think I’ll conclude this post now. I’ve clearly demonstrated that I will be playing Plants this format. Sure, it may not be as powerful as it once was, but it doesn’t matter. It may not be Tier 1 anymore, but who cares. I’m quite grateful to Konami for allowing Plants to be playable.
Plants!!
The deck is now viable and playable, with 2 Debris Dragon, Dandylion, Lonefire and Spore. These are just automatic staples, regarding any variation of the deck. I’ll go into details about the array of variations available:
Quickdraw/ Junk variants – Junk Warrior, Drill Warrior, Junk Archer, Nitro Warrior, Junk Destroyer and Chevalier de Fleur are all amazing synchro monsters. If they didn’t require specific tuners, they would be staples. Quickdraw gives us access to those monsters, which is amazing. Quickdraw also has significant synergy with Dandylion, Level Eater, Quillbolt Hedgehog, and others. Then there is Junk Synchron. This cards is always a simple lv 4 or 5 synchro, and/or crazy combos with cards like Doppelwarrior. This variant is amazing.
Chaos Plants – I remember when this variant was extremely competitive. Now, we may only have 1 Chaos Sorcerer, but we do have BLS. There is also room for the Lightsworn draw engine (3 recharge and 1 charge). I can also squeeze in cards like Lumina. I remember when everyone in Belleville who knew thought it wouldn’t be amazing, and then it destroyed people. I’m looking forward to this.
Beast/ Earth Plants – This variant plays more Earth monsters to enable easy access to Naturia Synchro monsters (Nettles + Dandylion = Beast, Nettles + Super Mega Hamster = Barkion). There are many ways to mold this deck.
September 2011 Plants – I did enjoy playing this deck quite a bit. Although we don’t have 3 Tengu or Glow-Up Bulb, the deck is still usable, with minor modifications. This deck utilizes at least 2 Thunder King Rai-Oh. Thunder King is an excellent card.
Defensive Plants – This deck will play quite a few more Plant monsters than usual, and utilizes traps like Pollinosis and Wall of Thorns. I’m also going to squeeze in cards to this like Black Garden, The World Tree and Miracle Fertilizer. Without Brionac though, Miracle Fertilizer loses some utility, but Mist Valley Falcon is usable…
Water/Plant Synchro – Simple enough, this deck uses Treeborn Frog, and the Genex Undine engine to setup. Then monarchs and other threats appear for simple aggression. With the lack of Fishborg and Glow-Up, the deck is definitely weaker, but I believe it is still playable.
Those are the most of the playable variants, at least the ones I will attempt. Now the deck is obviously less powerful then before. We don’t have Brionac, Trishula or Glow-Up. Lonefire at 1 does hurt slightly as well. Also, this deck has difficulties with Maxx “c” and Veiler more often than not. However, when the deck explodes, it creates disaster for the opponent.
Plant decks are my favorites decks, and probably will be for a lengthened period of time. I thoroughly enjoy how there are many different plays, based on what you have. Usually, no two explosions are the same. This deck, in my opinion, is quite skilled-based. This is based on the assumption that there are multiples ways tackle a scenario, with the cards you possess, but picking the best play is difficult sometimes. I’ll share some combos I would typically perform:
- Lonefire + Monster Reborn – These cards can instantly make a Shooting Star Dragon
- Debris + Dandy + Trap Stun – A Black Rose that can only be stopped by Veiler, or Book of Moon. Originally, this was done with Cold Wave
- Quickdraw + Dandy + Debris – These three cards create the combo I like to call “StarDestroyer”. Summon Stardust Dragon, then summon Junk Destroyer, and destroy up to 3 cards.
- One for One + Dandy + Debris – You should win if you open with these 3 cards…
Anyway, this deck can perform many more crazy shenanigans besides the above ones. It’s always fun when the opponent uses a blind MST on your face-down COTH or Limit Reverse, and then you chain it and summon Sangan or Dandy… Or before the opponent enters their battle phase or end phase, activate COTH or Limit Reverse on a Formula Synchron, then synchro for Black Rose and destroy them. I personally find it hilarious.
I think I’ll conclude this post now. I’ve clearly demonstrated that I will be playing Plants this format. Sure, it may not be as powerful as it once was, but it doesn’t matter. It may not be Tier 1 anymore, but who cares. I’m quite grateful to Konami for allowing Plants to be playable.
September 2012 Deck Discussions 2
In my previous post, I explored some random decks that could have an impact on the metagame. Once again, I will explore the positives and negatives of four more decks I am contemplating, regarding to competitive use.
Agent Variants – I remember when this deck first made an appearance, and it was extremely problematic. The deck could easily summon 3 Hyperion, 2 Kristya and a BLS. This decks also utilizes both Effect Veiler and Herald or Orange Light, which is one of my favorite aspects. Playing against this decks require significant effort and minimal misplays. If they successfully summon one of their monsters, the game can immediately conclude. My way of countering the deck was by attempting to save all my power spells and traps for their bosses, and not waste them otherwise, unless absolutely necessary. Out of all the decks I’m considering, this one is shining bright.
Six Samurai – Yeah… Unfortunately, Gateway is broken, the deck essentially has triple Pot of Greed, and Dojo is a useful selection. This deck can immediately launch powerful Synchro monsters, without the use of any skill, depending on how many of the above cards you draw. This deck is significantly luck-based, and the player doesn’t need intelligence to explode. This deck also has powerful negation monsters: Shi En, Naturia Beast and Barkion. I won’t play it, but many players will.
Worms – I know I won’t pilot this deck in Toronto, but I probably will at Locals. This deck has access to Honest, 3 W Nebula Meteorite (broken draw card) and 3 Offering to the Snake Deity (better version of Icarus Attack, since you don’t have to tribute the Reptile as a cost). Also, Worm Lynx + Waboku or Safe Zone is hilarious.
Chaos Anti-Meta Variants – Since BLS was not banned, unfortunately, this deck is still powerful. This was one of the first decks I contemplating building for Toronto, because the main deck is extremely flexible. There are a lot of good Light and Dark monsters, as well as Traps. No two decks under this heading are the same, which is quite enjoyable, since I like playing with the surprise factor.
So these decks are interesting selections for the upcoming format. My next post will be an in-depth article regarding a certain deck. Prepare yourselves!!!
Agent Variants – I remember when this deck first made an appearance, and it was extremely problematic. The deck could easily summon 3 Hyperion, 2 Kristya and a BLS. This decks also utilizes both Effect Veiler and Herald or Orange Light, which is one of my favorite aspects. Playing against this decks require significant effort and minimal misplays. If they successfully summon one of their monsters, the game can immediately conclude. My way of countering the deck was by attempting to save all my power spells and traps for their bosses, and not waste them otherwise, unless absolutely necessary. Out of all the decks I’m considering, this one is shining bright.
Six Samurai – Yeah… Unfortunately, Gateway is broken, the deck essentially has triple Pot of Greed, and Dojo is a useful selection. This deck can immediately launch powerful Synchro monsters, without the use of any skill, depending on how many of the above cards you draw. This deck is significantly luck-based, and the player doesn’t need intelligence to explode. This deck also has powerful negation monsters: Shi En, Naturia Beast and Barkion. I won’t play it, but many players will.
Worms – I know I won’t pilot this deck in Toronto, but I probably will at Locals. This deck has access to Honest, 3 W Nebula Meteorite (broken draw card) and 3 Offering to the Snake Deity (better version of Icarus Attack, since you don’t have to tribute the Reptile as a cost). Also, Worm Lynx + Waboku or Safe Zone is hilarious.
Chaos Anti-Meta Variants – Since BLS was not banned, unfortunately, this deck is still powerful. This was one of the first decks I contemplating building for Toronto, because the main deck is extremely flexible. There are a lot of good Light and Dark monsters, as well as Traps. No two decks under this heading are the same, which is quite enjoyable, since I like playing with the surprise factor.
So these decks are interesting selections for the upcoming format. My next post will be an in-depth article regarding a certain deck. Prepare yourselves!!!
Tuesday, August 21, 2012
September 2012 Deck Discussions 1
Basically, I will write up some posts, retaining information
towards plausible decks in the upcoming format. That was my introduction… Here
we go.
Psychics – Someone in my area brought this to my attention.
I initially considered this, since E-Tele is going to 3, but immediately
disregarded it for some random reason. Now that someone else mentioned it, I
guess it’s worth reviewing. This deck does have access to synchro monsters at
most levels, and has Mind Over Matter. It also has random tricks which increase
advantage. Overall, it’s a combo based deck, which is nice. However, I find it
has too many weaknesses. One of my friends has this deck constructed, so I know
how it works. I may gather the cards for it, but as of right now, I’m not
particularly interested.
Gladiator Beasts – This deck has gotten some discussion
(well, not really if you were to see our Facebook Yu-Gi-Oh page), but it is an
interesting choice. Gladiator Beasts will never be a bad deck. The deck has
answers to almost every deck, when the deck starts to progress. War Chariot is
still an amazing card, and the Fusions are powerful. However, if this doesn’t
move quick enough, it dies.
Tefnuit DAD – This deck has experienced enormous amounts of
hype. I’ve built and I don’t like it. Sure, it explodes and OTKs sometimes, but
it’s not something I would play at my Locals in the near future.
Frog Variants – By this, I’m contemplating regular Water
Synchro (that’s right…), Frog Monarchs, Frog Fairies and Sea Lancer variants.
Once Sea Lancer successfully resolves, it becomes difficult to control. Both
these decks have simple access to game-winning cards like LADD, Kristya and
Spiritual Water Art. These decks also utilize hand-traps effectively, which is
always welcome.
That will conclude this post. I don’t want to put everything
in this one post. I’m writing these, especially for my fellow Belleville players, to begin transitioning
and adapting for September. This also helps me as well; expressing my thoughts
in writing. If there is a topic you want me to discuss, I will discuss it. That’s
a guarantee.
Updates... No post in a while
Now that my life is less hectic, for now, I will attempt to blog on a consistent schedule. Today's post is just updates, facts, and other random things.
First of all, I would like to announce the following: The past 19 Belleville tournaments I have attended have all ended in a first-place victory, or rarely a first-second split. Apparently I have set a record, and I will continue this as long as possible!
Second of all, I should be going to YCS Toronto. Right now, my schedule isn't consistent, nor organized, especially with my second year of university slowly approaching. I'll probably write-up detailed posts, regarding my thoughts and experiments for Toronto, like i've done in the past.
Now, we have the new format list, which will take into effect September 1st (YCS Toronto). Everyone knows what it is now, so I won't bother writing it here. Allow me to explain the positives, and many negatives, of this list. I'll start by organizing my thoughts per deck.
Inzektors - Centipede at 3 means that the deck can still OTK, via Dragonfly + Sword + Hornet. Players can just run Mystic Tomato to search for Dragonfly and Hornet. Hornet at 1 does make the deck a little more fragile, but still, there are ways to ensure the Hornet doesn't get banished (Imperial Iron Wall much...)
Chaos Dragons - Future Fusion getting banned, fiannly, means that the Dragon player doesn't automatically win the game. REDMD at 1 isn't a significant blow, since I used to play the deck with only 1 anyway. Oh, and the hitting of Chaos Sorcerer and Tour Guide doesn't do a whole lot either. This deck is definitely still playable.
Dino Rabbit - Rabbit at 2 is fine, because without access to POA, you usually can only resolve 2 Rabbit
susccessfully. Tour Guide at 2 is fine; just play Night Assailant instead. It is a good card.
Wind-Ups - Zenmaity to 1 doesn't do too much to the deck. Tour Guide at 2 means that there is now maindeck room for Tour Bus. You can still loop a couple cards in the hand first-turn. However, if you open with an amazing hand, you can still take out 5. I'm still playing Wind-Ups next format. I've found a super secret tech card, which does
enhance the hand-loop, and enables more explosiveness. I'm not giving it away yet; I'll just reveal the last letter of the card: ******e
Exodia/ Countdown/ Chain Burn - Wasn't hit...
Hieratics - Seal to 2 and REDMD to 1 does make the deck a little more inconsistent. It is also a little more
difficult to bring out Gustaph, but still do-able.
Heroes - E-Call to 2... It's like stubbing your toe... This change doesn't make the deck worse.
Blackwings - Kalut going to 2 means that people will jump on the Blackwing bandwagon. It won't be tier 1, but still... it will be annoying.
Agents: Yeah, that really sacky deck is back. Getting ready for topdecked Hyperion, Kristya and BLS for the win...
Offering Gadgets - The deck will still played one Offering. The OTK just isn't as consistent.
Dark World - Tour Guide at 2... Not much of a loss unfortunately.
Six Samurai - Not touched... Why?
Plants: PLAYABLE AGAIN!!!!!!! This is the only good thing about the list.
Now I will discuss the other random cards that may need some slight explanation:
Pot of Duality - 3 was a little too much, and was a little too consistent. I always knew this card would be semi-limited. I was right.
Reasoning - People may start splashing Reasoning into random decks, like Chaos Dragons, for additional, necessary summons. That's really it.
Brionac, Dragon of the Ice Barrier - This card should've been banned a long time ago. This card won games in more way than one. It also allowed ridiculous comboes to exist, since it was released.
Tsukuyomi - Konami always brings back a previously banned card, and this is it. Who knows, they may release more Spirit or Spellcaster support to drive sales...
Evigishki Gustkraken - This card also had a hand-loop, although not has consistent as the Wind-Up loop. Hitting this card makes the loop significantly less consistent.
Mirror Force - This is probably Konami's way of realizing they have too many explosive decks. Putting this card at 2 may significantly hurt the opponent...
A Hero Lives - This card did a lot of work in Japan, which is why it has been brought to 2. It may done well at a European Nationals or something like that. This doesn't really affect the majority of the TCG, though.
Destiny Draw/ Emergency Teleport - Tele-dad is playable again. The Destiny Draw engine has improved, and now people will play it again.
Everything else - Just random stalling choices. Nothing significant.
So these are my thoughts on the new list. YCS Toronto will definitely have extreme diversity. These are the decks that will likely be seen:
Inzektors
Chaos Dragons
Dino Rabbit
Wind Ups
Agents
Blackwings
Six Samurai
Dark World
Gadgets
Geargia Variants
Spellcasters
Heroes
Exodia
Final Countdown
Chain Burn
Random Chaos Variants
Plants (Maybe)
Hieratics
Lightsworn (Probably)
This is what we are looking at. These decks will represent the majority of the event. Right now, I have about 15 decks I want to play at the event... Yeah. I have about 10 days to disect what the best option is. Expect upcoming posts!
First of all, I would like to announce the following: The past 19 Belleville tournaments I have attended have all ended in a first-place victory, or rarely a first-second split. Apparently I have set a record, and I will continue this as long as possible!
Second of all, I should be going to YCS Toronto. Right now, my schedule isn't consistent, nor organized, especially with my second year of university slowly approaching. I'll probably write-up detailed posts, regarding my thoughts and experiments for Toronto, like i've done in the past.
Now, we have the new format list, which will take into effect September 1st (YCS Toronto). Everyone knows what it is now, so I won't bother writing it here. Allow me to explain the positives, and many negatives, of this list. I'll start by organizing my thoughts per deck.
Inzektors - Centipede at 3 means that the deck can still OTK, via Dragonfly + Sword + Hornet. Players can just run Mystic Tomato to search for Dragonfly and Hornet. Hornet at 1 does make the deck a little more fragile, but still, there are ways to ensure the Hornet doesn't get banished (Imperial Iron Wall much...)
Chaos Dragons - Future Fusion getting banned, fiannly, means that the Dragon player doesn't automatically win the game. REDMD at 1 isn't a significant blow, since I used to play the deck with only 1 anyway. Oh, and the hitting of Chaos Sorcerer and Tour Guide doesn't do a whole lot either. This deck is definitely still playable.
Dino Rabbit - Rabbit at 2 is fine, because without access to POA, you usually can only resolve 2 Rabbit
susccessfully. Tour Guide at 2 is fine; just play Night Assailant instead. It is a good card.
Wind-Ups - Zenmaity to 1 doesn't do too much to the deck. Tour Guide at 2 means that there is now maindeck room for Tour Bus. You can still loop a couple cards in the hand first-turn. However, if you open with an amazing hand, you can still take out 5. I'm still playing Wind-Ups next format. I've found a super secret tech card, which does
enhance the hand-loop, and enables more explosiveness. I'm not giving it away yet; I'll just reveal the last letter of the card: ******e
Exodia/ Countdown/ Chain Burn - Wasn't hit...
Hieratics - Seal to 2 and REDMD to 1 does make the deck a little more inconsistent. It is also a little more
difficult to bring out Gustaph, but still do-able.
Heroes - E-Call to 2... It's like stubbing your toe... This change doesn't make the deck worse.
Blackwings - Kalut going to 2 means that people will jump on the Blackwing bandwagon. It won't be tier 1, but still... it will be annoying.
Agents: Yeah, that really sacky deck is back. Getting ready for topdecked Hyperion, Kristya and BLS for the win...
Offering Gadgets - The deck will still played one Offering. The OTK just isn't as consistent.
Dark World - Tour Guide at 2... Not much of a loss unfortunately.
Six Samurai - Not touched... Why?
Plants: PLAYABLE AGAIN!!!!!!! This is the only good thing about the list.
Now I will discuss the other random cards that may need some slight explanation:
Pot of Duality - 3 was a little too much, and was a little too consistent. I always knew this card would be semi-limited. I was right.
Reasoning - People may start splashing Reasoning into random decks, like Chaos Dragons, for additional, necessary summons. That's really it.
Brionac, Dragon of the Ice Barrier - This card should've been banned a long time ago. This card won games in more way than one. It also allowed ridiculous comboes to exist, since it was released.
Tsukuyomi - Konami always brings back a previously banned card, and this is it. Who knows, they may release more Spirit or Spellcaster support to drive sales...
Evigishki Gustkraken - This card also had a hand-loop, although not has consistent as the Wind-Up loop. Hitting this card makes the loop significantly less consistent.
Mirror Force - This is probably Konami's way of realizing they have too many explosive decks. Putting this card at 2 may significantly hurt the opponent...
A Hero Lives - This card did a lot of work in Japan, which is why it has been brought to 2. It may done well at a European Nationals or something like that. This doesn't really affect the majority of the TCG, though.
Destiny Draw/ Emergency Teleport - Tele-dad is playable again. The Destiny Draw engine has improved, and now people will play it again.
Everything else - Just random stalling choices. Nothing significant.
So these are my thoughts on the new list. YCS Toronto will definitely have extreme diversity. These are the decks that will likely be seen:
Inzektors
Chaos Dragons
Dino Rabbit
Wind Ups
Agents
Blackwings
Six Samurai
Dark World
Gadgets
Geargia Variants
Spellcasters
Heroes
Exodia
Final Countdown
Chain Burn
Random Chaos Variants
Plants (Maybe)
Hieratics
Lightsworn (Probably)
This is what we are looking at. These decks will represent the majority of the event. Right now, I have about 15 decks I want to play at the event... Yeah. I have about 10 days to disect what the best option is. Expect upcoming posts!
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