Thursday, November 29, 2012

The Results of Testing! Help?

I’ve now invested approximately 10 days of playtesting for the upcoming Regionals. Yesterday I was playtesting with multiple people and decks, including Mermails, and this testing helped. In this post, I will likely go into details pertaining to my thoughts and decisions thus far.


I’ve decided to drop Chaos Anti-Meta as a selection for this event. I played a few games against Mermails and it lost more games than I can handle. I originally thought Mermails had a good match-up against this deck, and I don’t want to enter the Regionals, play this deck, and risk getting washed away. That being said, I am still considering Agents, Dino-Rabbit and Wind-Ups, and now it’s become much more difficult.

I will now expand on my thoughts pertaining to these three remaining decks.

Regarding Agents, I’ve already dedicated a detailed post with my thoughts. There are a few things I feel the need to discuss, though. For example, I completely forgot about Gozen Match in the side, and I will have to find room for 2 copies. Additionally, I’ve been thinking about siding Herald of Green Light. Many decks currently used rely on certain spells to survive, or over-extend. Despite it negating spells, it is also a tuner, which is quite useful. I’m really going to have to re-evaluate my side.

In the main, I’m considering utilizing 3 Hyperion in my final build. I justified in my previous post why I played 2 on Saturday, but after playtesting a little more, I’m thinking the deck doesn’t have enough power. Don’t get me wrong, the deck is still ridiculous in terms of winning for no reason, sometimes. However, 3 Hyperion is inconsistent, and I want to reduce the number of dead draws to the absolute minimum. I have to seriously determine if I want to sacrifice consistency for increased power, or not.

I finally want to discuss the extra deck. I’m honestly stuck when having to pick 15 cards. These are the cards I have to choose from, and why:

1. Armory Arm – Easy to make, and wins games

2. Catastor - Easy to make, and wins games

3. Gaia Knight – Sometimes, I have to make this card with the cards I’m handed.

4. Black Rose – Having the ability to wipe the field is important, though I’ve only summoned it once in my entire testing period, if that.

5. Ancient Sacred Wyvern – Every time I bring out this card, it makes me happy. Note, I’ve only brought it out a few times. It did won me one game because of its effect.

6. Stardust – I rarely summon it, but I feel a little more safe when I do.

7. Mist Wurm – This card is still possible to summon, and can win games by clearing important cards. I’ve only summoned it once or twice, though, and it’s not Trishula.

8. 2 Gachi-Gachi – Being more of a control player, I like 2 in the extra deck. Against all the explosive decks, stalling does come in handy.

9. Daigusto Phoenix – Having the extra attack is nice, though I’m still not a huge approver of this card.

10. Dark Mist – Only reason I’m considering this card right now is because it is a Dark monster, and I play BLS. I apparently don’t have enough Dark monsters sometimes…

11. Zenmaines – It’s a good card

12. Leviair – It’s a good card

13. Leviathan Dragon – It’s a good card

14. Photon Papilloperative – It’s a good card

15. Maestroke – It’s a good card

16. Utopia – It’s a good card

17. Utopia Ray – I play mind control, and I don’t really want to be stalled by a Utopia

18. Gaia Dragoon – This card saved me against Wind-Ups, because I play Mind Control. After they explode, I would take their Rank 5 (bonus if it’s a Zenmaioh or Adreus) and make the Dragoon. I really want this card in my extra deck in the end.

This, along with the side, is the toughest part of this process right now. Perhaps if I had my ideas straight, I would feel a little more inclined to take this deck to Regionals. I’ll leave it at that for now.

Regarding Dino-Rabbit, I will be playing the Macro version. If I draw Macro turn one, I have a significant advantage (most of time). My biggest issue is that I won’t have an answer to turn one Wind-Up plays.

I’ve done extensive testing with Rabbit over the last few months, specifically last format. I know this deck quite well, and I would be comfortable with it. My main deck is practically complete to my standards. My extra deck won’t be too hard to put together. My side deck will be the same as it always has been.

I will finally discuss Wind-Ups. I have tried multiple deck lists over the last few weeks. If I take this deck to Regionals, this is what I will be playing. All of these areas still need slight work, as you will see:

Main (40):

3 Wind-Up Rabbit

3 Wind-Up Rat

3 Wind-Up Magician

3 Wind-Up Shark

1 Wind-Up Warrior

1 Wind-Up Soldier

2 Tour Guide

1 Sangan

1 Maxx “C”

2 MST

1 Storm

1 Reborn

1 Dark Hole

3 Wind-Up Factory

2 Forbidden Lance

1 Pot of Avarice

1 Solemn Judgment

2 Solemn Warning

2 Bottomless Trap Hole

2 Torrential Tribute

3 Call of the Haunted

*1 Starlight Road or Effect Veiler

Extra Deck (15-16):

Zenmaity

Zenmaines

Leviathan Dragon

Acid Golem

Leviair

Temtempo

Maestroke

Zenmaister

Papilloperative

Utopia

Shock Master

Gagaga Cowboy

Zenmaioh

Adreus

Tirus

*Stardust Dragon

Side (19-20):

1 Thunder King

1 Fossil Dyna

* 1-2 Veiler

1 Maxx “C”

2 Snowman Eater

2 Tragoedia

1 Gorz

1 MST

2 Twister

2 Dimensional Fissure

2 Dimensional Prison

3 Trap Stun

In the main, I play 1 Warrior and 1 Soldier, along with 3 Factory, to increase the odds of increasing card advantage, which leads to longer and more explosions. I’m also playing 3 COTH because it will allow me to explode in ways this deck usually can’t. Having the extra Rat, or re-summoning Magician after it gets hit by Warning is incredible. 3 COTH allows me to maximum use of my extra deck, and being able to summon anything from that pile of 15 cards, usually.

Regarding my extra deck, I have to decide if I’m going to play Stardust Dragon, by choosing an XYZ monster to remove. This isn’t easy to decide. This will also determine whether not I play Starlight Road or Veiler in the main deck.

My side deck is definitely the hardest part to finalize. Everything I’ve chosen is quite useful. I specifically like Trap Stun. For a while, this card was in my main deck, and I won games because it was Trap Stun. Dimensional Fissure is good against Mermails, and against hand-traps. The Twisters are for annoying cards like Gozen Match that will break this deck, if I don’t have an answer. Tragoedia is really good because my hand-size is usually quite high. If not, I can use it to manipulate present extra deck options. Every thing else is pretty standard.

Tomorrow at Locals I will participate with Wind-Ups or Dino-Rabbit, since I played Agents at the last Locals I attended and won. I shall continue to playtest rigorously, since I only have about 36 hours left to decide. If you readers can help me or provide advice with any of the questionable factors I discussed, please comment. The more help I receive, the easier this decision will be.

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