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!
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