Saturday, March 30, 2013

Double Regional Challenge: Updates and Realizations

This weekend, I attended Friday and Saturday Locals. Jonathan was competing as well, while Raymond was in Toronto.

On Friday, I used Wind-Ups, and went 3-1, losing to Jonathan round 2. I beat Lightsworn round 1, Poseidra Frog Monarchs round 3, and Dragunties round 4 I entered Top 4 and played against Jim and his Elemental Heroes. I can say I finally lost to Jim... Game 3 I was haulted by Skill Drain for a good portion of the game. When I finally drew a way to destroy it, he had another one. He proceeded to draw 2 Miracle Fusions in a row to finish me...

On Saturday I used Six Samurai, and went 2-2... Round 1 I beat Blackwings 2-0. Game 2 I faced Richard and his Dragunities. Game 3 he goes first, and opens with an amazing hand, and I'm defeated by turn 3. Round 3 I faced Kyle and his Hunders. Game 1 he gains too much advantage, and I can't gain advantage at all. Game 2, the only reason I won was because I had my teched Safe Zone to protect my Kizan, which he never had an answer to. I then equipped Spirit of the Six Samurai to it and started to gain a little advantage. I also had the Mind Crush for when he used Thunder Seahorse to add 2 more, and that was the winning play. Game 3 I was just stomped. I didn't open anything amazing, so I couldn't maintain advantage, and I lost. At that point, I couldn't make Top 4. I proceeded to stomp Hieratics in round 4. Thankfully, Jonathan came in 2nd, obtain some store credit for us.

Now, this is the first time in a long time I didn't make Top 4. I was slightly disappointed, but then I started to think... I gave it my all, with the cards I had available. I'm ok with my Wind-Up's performance, so I'm going to discuss Six Samurai. These are the things I noticed and kept record of during the day:

- I didn't search a single monster with Gateway today. I never opened it, and I only drew it twice; both times it was too late.
- I only drew 2 cards with Six Samurai United once today. I couldn't even pitch it for one card because I didn't draw it that often. The few times I drew it today, it was always hit by MST.
- I play 3 Asceticism of the Six Samurai, and I only drew the card 3 times, out of 10 games. I used it once on either Kagemusha or Elder, to get the other one, and the other 2 times were on a different monster, and I couldn't use it to make Beast, Shi En or Barkion.

For some reason, the key cards of the deck didn't appear too often. I realized how difficult it is for the deck to win without those cards. The Rank 4s are great, and they won me quite a few games today. However, I needed to summon Shi En, Beast and Barkion more. I only summoned Shi En about 4 times, Naturia Beast once (to attack for game, not for its effect), and Barkion once. Would I have had better results if I drew Gateway, United and Asceticism more? Probably. But there was nothing I could do.

For this reason, I am taking Six Samurai off my list of considerations for this Regional. I need to take some time to perfect it, and make it more consistent, and find a build I like.

I am also taking Spellbooks off my list of consideration. I haven't had enough practice with the deck to feel comfortable with it. I was going to play it today, but that changed when some random person pulled a Mermail Abyssmegalo, and offered it for a Spellbook Tower and a Temperance of Prophecy for it... I didn't bring my spare Spellbook Tower so I couldn't play the deck today...

Thursday, March 28, 2013

Simplicity of Fire Fists

Oh goodness! This could be the simplest Tier 1 deck to ever exist in Yu-Gi-Oh! The deck plays itself, if you possess common sense. For the fun of it, I've been testing the deck on DN, and I haven't had to think of any complicated strategies (with the exception of one game, where on the outside it looked like a rather shallow hand, but after some thought I legitimately went +5 in one turn) and I've won all 16 of my games, fighting a variety of decks. I'm going to provide a guide on how simple this deck is, by discussing certain cards:

Brotherhood of the Fire Fist - Bear: If I draw this card in my opening hand, I win. If I have to add it with Fire Formation - Tenki, then it's not as powerful. It doesn't take a rocket scientist to summon Bear, attack (use an attack manipulation card if necessary, and search and activate Tenki during your Main Phase 2. It's gaining advantage for doing nothing.

Rescue Rabbit: Turn one, get your Beast Warriors and make Tiger King (or Abyss Dweller if you know you are playing Mermails, or something of the like), then search and activate Tenki to search another Fire Fist. Even if you draw it later, and need something different, it's easy to determine if you need to summon Gagaga Cowboy to attack over something, or Blackship of Corn to send a monster to the graveyard, or trigger Deck Devastation Virus...

Fire Formation - Tenki: If there is a monster that has to be destroyed, search Bear. If there is a spell/trap that needs to be destroyed, search Gorilla. If you want to explode, and have 2 Fire Formations, search Dragon. Also, sometimes I see people play their Tenki as soon as they draw it, and sometimes it is a misplay... Just saying.

These cards make the deck, and they aren't very hard to use. If I were to show up to a tournament one day, and I drank a lot (emphasis on "a lot") of alcohol, and I was wasted, this deck would be an option since it doesn't require any thought! I'm tempted to try it at some point...

Tuesday, March 26, 2013

Double Regional Challenge

As I've already mentioned on previous posts, I will be attending Regionals on April 6th and April 13th. Since I have my invite, I don't need to stress out or partake in extreme playtesting. Still, I'm interested in getting another invite, since I've never gotten two invites in one year. I intend on playing a serious deck, and these are the options:

Fire Fists - I was probably going to play this deck at the previous Regionals if I wasn't screwed over and backstabbed. I can only utilize this deck if my Bears actually come in; I've been waiting for about 5 weeks now, and it's under really suspicious circumstances... The deck though is really good. It's simple and doesn't require significant thought, though significant thought can make a tremendous difference. I haven't seen enough skilled action with this deck, besides my own playtesting, so I'm not even sure of the abilities that can be unlocked with a little thought.

Dino-Rabbit - This is the other Tier 1 deck of the format, besides Mermails and Fire Fists. Again, this deck doesn't require a significant amount of thought, though you need to be smarter with this deck: This deck punishes you if you misplay, unlike Fire Fists. Macro is pretty good, along with Laggia and Dolkka. I've said this numerous times lately...

Wind-Ups - This deck is still explosive, and is pretty good at maintaining and increasing advantage. It requires significant more thought and skilled combat, unlike the previous format. I swear, this deck is the ultimate XYZ toolbox just like how Plants/ Junk Doppel is the ultimate Synchro toolbox.

Six Samurai - This deck can consistently summon Shi En, Beast, and/or Barkion turn one. It gains significant advantage with Gateway and United, and it can main Macro. This deck is too controlling and explosive to ignore.

Prophecy - Currently, this deck isn't being heavily sided for, which makes it an interesting option. I'm also getting more comfortable with the deck; learning its plays. This deck does require a greater level of skill to pilot than any of the above decks, until Spellbook Judgment Day is released...

That wraps up this post. I will be attending Locals at least once this week, and next Friday for sure. I've already tested Six Samurai and Dino-Rabbit at Locals recently, so I'll likely select the other options to truly experiment with them.

Sunday, March 24, 2013

YCS Austin 2013 Analysis

In the end, Mono Mermails won the event. Is anyone really surprised by this... Here are the standings:

Top 16:

8 Mono Mermail
1 Karakuri otk
1 Geargia
1 Wind up
1 Dino rabbit
1 Heroes
1 Electrum OTK
1 Frog Monarchs
1 Fire Fist Rabbit


Top 8:

4 Mono Mermail
1 Fire Fist Rabbit
1 Wind up
1 Frog Monarchs
1 Dino Rabbit


Top 4:

2 Mono Mermail
1 Fire Fist Rabbit
1 Frog Monarchs

Top 2

1 Mono Mermail
1 Fire Fist Rabbit

There's no surprise that Mermails are the strongest deck right now. Currently, the Mono version appears to be superior (currently...). Once again, Fire Fists had a lackluster performance, though it did come simple. I'm not susrprised, though: It's a simple deck to play that requires little thought, and people know how to take advantage of that. Dino-Rabbit, the other powerful deck heading into the YCS, also didn't perform as well. People know how to combat it now, and certain decks are now properly prepared.

Frog Monarchs in top 4 was definitely a surprise. Then again, LADD is a pretty good card, though Mermails can play around it pretty easily. I'm sure Jinzo and Dark Dusk Spirit put in good work, and Caius is Caius, and will always be Caius...

Wind-Ups proved that their potential still exists, and people do have to watch out. It would be curious to see if this deck utilized Brotherhood of the Fire Fist - Bear, over Summoner Monk.

Geargia Machina also surprised me, to an extent. There is probably a healthy number of traps to stop almost anything. The deck also has easy access to Shock Master and Number 11: Big Eye, which makes any deck good...

Karakuri OTK is just an explosive, lockdown deck. Enough said.

Standard Hero decks aren't a bad option. The deck has access to Gemini Spark, Miracle Fusion, Super Polymerization, and Shock Master...

Finally, Electrum OTK! In this particular version, the Blaze Fenix engine wasn't utilized. With Chain Material and Fusion Gate, you special summon one Electrum, return the materials to deck, then make another one. Return the materials to the deck, overlay the two Electrum for Gustaph Max and burn the opponent. Use the Gustaph Max and Electrum in the graveyard to Fusion Summon Elemental Hero the Shining, or Gaia. Use the proper materials to Fusion Summon the third Electrum. Then rinse and repeat. Worse case scenario, if the OTK can't be pulled off, it still packs a punch. Nothing wrong with an alternate win condition deck... I just have to determine if I like the Blaze Fenix version (which I currently have in sleeves) or this version.

That wraps up my summary for YCS Austin. Utilizing this information for the future, prepare always for Mermails, and expect to see some Heroes performing justice.

Tournament Report for 03/24/2013

Saturday was a very special day...

JONATHAN LYNCH IS BACK!!!!

SkillOverLuck is now complete, which is pretty awesome. He played Junk Doppel Plants and I played Dino-Rabbit, testing it for the upcoming Regionals. I'll go into a little detail about my scores, and I'll post Jonathan's standings afterward.

Round 1 vs Austin the Stoddart Bro (Genex Mermail) 2-0

Game 1 I opened Rabbit, Tour Guide and double Macro. That was the best opening I had all day... Game 2 was a little bit of a tight game. I had to use Monster Reborn on his Abyssleed, before he brought it back. I won that game with Abyssleed, though I had to fight for that victory.

Round 2 vs Andrew the Stoddart Bro (Noble Knights) 2-1

Game 1 I opened with a bunch of normals. I couldn't get a play going, and my only play was stopped by Honest. Game 2 I opened with Rabbit, and he couldn't deal with the Laggia. Game 3 was really close. With the use of Zenmaines and Spirit Reaper, he brought me to 0 cards on hand or field. I topdecked Tour Guide, made Leviair, summoned Rabbit which was already banished, then summoned 2 Sabersaurus. Those monsters attacked the Spirit Reaper for game.

Round 3 vs Jonathan (Junk Doppel Plants) 2-0

Game 1 I opened with Macro, Kabazauls, and 2 set cards. He special summoned Unknown Synchron, used Mind Control on Kabazauls, then normal summoned Synchron Explorer and destroyed my field with Black Rose Dragon. I summon Tour Guide into Tour Guide. One of them attacks, and he drops Gorz. I make a Zenmaines and set another Macro, which is activated immediately. We stall for quite a few turns, because I keep drawing backrow. Once I start drawing monsters, I draw 3 Guaiba in a row... I eventually made Dolkka, and Starlight Road saved my ass. Game 2 he didn't open too well, and I was able to take control of the game almost immediately.

Round 4 vs Richard (Dragunities) 2-1

Game 1 I opened only normals, and 2 set traps, which he destroyed with 2 MST and proceeded to OTK me. Game 2 I opened only normals, but going first, I was able to defend with backrow. After I stopped his turn one play, I destroyed his backrow with 2 MST. On my turn I summon another Normal dinosaur and make Laggia, and Laggia beat him. Game 3 he opened with 2 set cards. I play Heavy Storm, followed by Kabazauls. On his turn, he somehow permanently steals my Kabazauls and attacks with it. I summon Sabersaurus to kill it, then summon it back with Monster Reborn, and won shortly after.

Top 4 included myself, Jonathan, Richard and Chris.

Round 5 vs Chris (Karakuri OTK) 2-1

Game 1 he couldn't explode right off the bat. We grinded resources until I depleted his life points. He used Solemn Judgment on a Temtempo, paying 4000 life points. That helped... Game 2 he went crazy like a bag of cats on fire... Game 3 I prevented him from exploding, and then I won.

I split with Richard with Top 2, since people wanted to leave. Besides, going undefeated with Dino Rabbit is pretty good.

This is how Jonathan did:

Round 1 vs Austin (inzektors) 2-0
Round 2 vs Chris (Karakuri OTK) 2-1
Round 3 vs Mario (Dino-Rabbit) 0-2
Round 4 vs Jim (Heroes) 2-0 or 2-1, not sure.

Top 4 vs Richard (Dragunities) 1-2

Welcome back Jonathan!

Sunday, March 17, 2013

Evilswarms of the Cosmos

I've been experimenting with Evilswarms on Dueling Network for a while now. After testing multiple variants, I've determined this to be superior to other Evilswarm variants. This version is currently undefeated on Dueling Network (though that doesn't say much). This is my current build:

3 Evilswarm Heliotrope
3 Evilswarm Castor
3 Evilswarm Mandragora
3 Evilswarm Thunderbird
2 Evilswarm Azzathoth
2 Evilswarm Hraesvelg
2 Rescue Rabbit

3 Infestation Pandemic
3 Mystical Space Typhoon
1 Heavy Storm
1 Monster Reborn
1 Dark Hole
2 Forbidden Lance

2 Macro Cosmos
1 Solemn Warning
1 Solemn Judgment
1 Starlight Road
1 Safe Zone
1 Compulsory Evacuation Device
2 Bottomless Trap Hole
2 Fiendish Chain

3 Evilswarm Ophion
1 Evilswarm Bahamut
1 Evilswarm Ouroboros
1 Evilswarm Thanatos
1 Lavalval Chain
1 Diamond Dire Wolf
1 Maestroke the Symphony Djinn
1 Gagaga Cowboy
1 Photon Papilloperative
1 Number 39: Utopia
1 Number 16: Shock Master
1 Number 50: Blackship of Corn
1 Stardust Dragon

Now, I'm going to assume that you know what most of these cards do, and if you don't, you can search them. Aside from the usual standard line of triple Castor, Heliotrope and Thunderbird, I have played around with other Evilswarm monsters. I like Mandragora because it is a free special summon, and playing 3 of them ensures I will see it enough for it to be active. For defense, I'm playing 2 Azzathoth and 2 Hraesvelg because they bounce monsters, and have pretty good defensive stats.

I think the spells are pretty standard. I play 3 Infestation Pandemic because it is broken, and 2 Lance for the things Pandemic can't do.

In regards to the traps, I believe Macro Cosmos is mandatory. It hurts so many decks, particularly Mermails. The Mermail player won't be able to summon Undine, dump Heavy Infantry and destroy Ophion. Equivalent logic applies to Brotherhood of the Fire Fist - Bear. My personal tech choice, besides Macro, is Safe Zone. People will use Dark Hole to destroy an Ophion, and if you don't have the Pandemic, Safe Zone is a nice equivalent.

Right now I'm content with the extra deck. I elected to play 1 Thanatos because of its immunity to other monster effects, which is pretty handy against Heavy Infantry and Fire Fist - Bear. I'm also playing 3 Ophion because it's good to have as many as possible, in case something goes wrong. The rest of the extra deck is self-explanatory.

In conclusion, I believe this should be the optimal build as soon as Hidden Arsenal 7 is released. I have no doubts that this will be the next, unquestionable Tier 1 deck. I believe that this deck will have to adapt to combat Tachyon Galaxy when it appears, however this is more than excellent for now.

Saturday, March 16, 2013

Tournament Reports for 03/15/2013 and 03/16/2013

Since I never got around to writing my report for yesterday's Locals, I decided to combine them together today. I'll also just list the highlights of the matches. Yesterday, I decided to play Mermails, since it was the only deck I had ready to go. Today, I played Exodia.

Friday (6 people, 3 rounds, no Top 4):

Round 1 vs Randy (Lightsworns) 2-0

Game 1 I opened pretty awesome, and he just immediately scooped. Game 2 he attacked for 7900, and had me locked with Decree. With the help of Dark Hole, and other Mermail plays. I cleared all his monsters, except for Zenmaines. Since I attacked Zenmaines, I made Number 11: Big Eye to steal it and destroy his Decree. He scooped as soon as he drew.

Round 2 vs Rori (Fire Fists) 2-1

Game 1 he beat me pretty quickly. Game 2 I beat him pretty quickly. Game 3 we ended up in a topdecking war. I ended up winning because I topdecked monsters and he didn't. Also, I had 50 life points remaining that game. Talk about all the low-life comebacks today.

Round 3 vs Kyle (Hunders) 2-1

Game 1 I OTKed him quickly. Game 2 he used Mind Crush on my only answer, and I drew nothing for my remaining turns. Game 3 I made Abyssgaios on my first turn, and he couldn't deal with it.

I came first place with Mermails. I didn't expect any less, honestly. I don't have too much to say, since I've already exhausted content on this deck.

Saturday (15 people I believe, 4 rounds with Top 4):

Round 1 vs Andrew the Stoddart Bro (Noble Knights) 2-1

His deck doesn't counter Exodia in any way, except with Spirit Reaper, which I made sure didn't discard any Exodia pieces. Game 2 he did win by using Mind Crush on a random Exodia piece I had.

Round 2 vs Austin the Stoddart Bro (Genex Mermails) 2-1

Game 1 he didn't draw anything to threaten me greatly. Game 2 he beat me because I ran out of defensive cards. Game 3 I won because I had the Solemn Judgment for the Moulinglacia.

Round 3 vs Ryan R. (Geargia) 2-0

Game 1 I opened pretty good, and won in a few turns. Game 2 he didn't open with anything amazing, and I eventually drew what I needed.

At this point, I am the only undefeated contender.

Round 4 vs Rori (T.G. Stun) 2-1

Game 1 I beat him by drawing Exodia fast enough. Game 2 I ran out of defensive cards. Game 3 was hilarious. I add one of the Exodia arms to my hand with Pot of Duality. A few turns later he activates Mind Crush, and declared the other Exodia arm, which I didn't have. Yeah, I won because of that...

Top 4 was myself, Andrew, Austin and Ryan K..

Round 5 vs Ryan K. (Karakuri OTK) 0-2

Game 1 he ends up with Naturia Beast, Landoise and Royal Decree. Game 2 I draw a lot of cards with Maxx "C", then activates Mind Crush on a random Exodia piece that I have.

Round 6 vs Andrew the Stoddart Bro 2-0

Game 1 I stalled him until I drew Exodia, which was on the bottom. Game 2 was similar.

I ended up coming 3rd, Ryan ended up coming 1st. In conclusion, Exodia is still pretty good, though it still has its weaknesses...

One final announcement: I should be attending Regionals on 04/06/2013 in Montreal, and 04/13/2013 in Oshawa. I'm happy that there is no pressure, but I will make a serious attempt to top these Regionals. Content on these tournaments will start eventually; I have a couple of things I want to blog about beforehand.

Monday, March 11, 2013

Looking Ahead with Mermails

Right now, the community is split between Genex Mermails and Mono-Mermails. However, which version is better, and how good will Mermails be the rest of the format? These are all questions I will try to answer in this post.

Current Format:

It would appear that Mono-Mermails, in my opinion, are superior to Genex Mermails. The explosive power this deck has is amazing against any deck that doesn't pose a serious threat, like Macro Rabbit. The sheer ability to spam level and rank 7s, and the advantage and OTK potential with Abyss-squall makes this deck an overwhelming force.

Genex Mermails are somewhat more controlling, because Undine is amazing at manipulating the situation. Though the deck isn't as explosive, or plays as many level 7s like Mono-Mermails, it can still OTK consistently.

Over the weekend, I couldn't help but overlook Genex-Mermail vs Mono-Mermail matches. From what I witnessed, and what topped, Mono-Mermails were performing stronger than the Genex Version. It would appear that for right now, Mono-Mermails are better.

Hidden Arsenal 7 Onward:

This set will be releasing everyone's favorite standalone XYZ monsters: Daigusto Emeral and Lavalval Chain. The set also enables Lavals, Constellars, and the terrifying Evilswarms, playable. Though Lavals and Constellar will be a powerful force, I will discuss Evilswarms because I believe that they will be the more powerful deck.

Evilswarm Ophion prevents anyone from summoning Abyssmegalo, Abyssteus, Abyssleed, and any Synchro monsters. This poses a serious threat to Mermails, and that Ophion needs to be defeated as quickly as possible. Besides the normal ways to deal with Ophion, Mermails have Atlantean Heavy Infantry at their disposal. While the Mono-Mermails have a couple methods of unleashing Infantry's destructive power, the Genex variant can simply summon Undine and send Infantry to the Graveyard like that, and boom goes the Ophion! Once Hidden Arsenal 7 is released, I believe Genex-Mermails will statistically be the better Mermail variant.

Tachyon Galaxy Onward:

Arguable the most broken set ever to be released in this game, Tachyon Galaxy creates a few Tier 1 decks because of certain cards in the set. The new, unquestionable Tier 1 decks upon release will be Spellbooks and Elemental Dragons, and they will rampage the format by storm. Other decks like Machina Gadgets, Dragunities and Madolches will receive a significant boost.

With the complete Tier 1 list of decks appearing to be Spellbooks, Elemental Dragons, Mermails, Fire Fists, Dino-Rabbit and Evilswarms, I personally believe Though Mono-Mermails have the explosive power to compete with Elemental Dragons and Spellbooks, I believe the deck will need more control to better compete against the other decks, especially Evilswarms.

Also, I would like to point out a couple things regarding Mermails in the OCG. First of all, they are playing 1-3 Tidal, Elemental Dragon of Cascades. Second of all, some players are utilizing a limited Spell count and Anti-Spell Fragrance to combat Spellbooks. Finally, the Genex and Mono-Mermail variants have an equal showing currently amongst each other. I wonder if one 1 variant will surpass the other in the end.

Final Thoughts:

Mermails will definitely be Tier 1 all the way until the end of the format, and the deck is definitely an option for me to take to Nationals (YAY I can say that!!). I personally believe that the Genex variant will be better in the long run, though anything is possible. I will definitely be giving Mermails attention for the next few months.

On a final note, at one point in my Regionals playtesting, I toyed with merging the two variants together, and it showed some pretty interesting results. Who knows, maybe I will work on this a little more and perhaps I can make it broken...

Sunday, March 10, 2013

Mono-Mermail Regionals Deck Profile

This post will be discussing the decklist I utilized at Regionals this weekend, that awarded me with 12th place. Anyway, this is the decklist:

Monsters (25):

3 Mermail Abyssmegalo
3 Mermail Abyssteus
1 Mermail Abyssleed
3 Mermail Abysslinde
3 Mermail Abysspike
2 Mermail Abyssgunde
2 Deep Sea Diva
3 Atlantean Dragoons
3 Atlantean Marksman
2 Atlantean Heavy Infantry

Spells (9):

3 Mystical Space Typhoon
1 Heavy Storm
1 Dark Hole
1 Monster Reborn
1 Salvage
1 Pot of Avarice
1 Forbidden Lance

Traps (6):

2 Abyss-sphere
2 Abyss-squall
1 Compulsory Evacuation Device
1 Solemn Judgment

Extra deck:

1 Armory Arm
1 Ally of Justice Catastor
1 Dewloren, Tiger King of the Ice Barrier
1 Gungnir, Dragon of the Ice Barrier
1 Stardust Dragon
1 Scrap Dragon
1 Gachi-Gachi Gantetsu
1 Wind-Up Zenmaines
1 Temtempo the Percussion Djinn
1 Mermail Abysstrite
1 Bahamut Shark
1 Abyss Dweller
1 Number 11: Big Eye
2 Mermail Abyssgaios

Side deck:

2 Maxx "C"
2 Gemini Imps
2 Soul Taker
2 Twister
2 Royal Decree
2 Gozen Match
3 Mind Crush

Starting with the monster line-up, I only played 3 Abyssmegalo on Saturday because I borrowed one. When I found out I could borrow one, I had to take a card out of my deck. I was debating between 1 Abyss-sphere or Compulsory Evacuation Device. I honestly thought I was going to remove CED, but I decided at the last minute to take out Abyss-sphere instead. Since I can search it with Megalo if I need it, I thought the CED would be better, especially since there isn't much defense to begin with.

I barely had issues with my monster line. The only thing that I kept wishing for was a 3rd Abyssgunde. I wasn't drawing it enough. Though I'm aware you can add it with Abysspike, I have to discard a monster for abysspike, which usually wasn't Abyssgunde. Usually it was a monster where if I drew Abyssgunde instead of Abysspike, I probably would've done better.

I enjoyed my spell and trap line. I decided to play Forbidden Lance for extra defense and offense, since some players like Forbidden Lance in the deck. The 1 Forbidden Lance was perfect, and I would probably play another one, but deck-space is ridiculous. Salvage is a card that's starting to drop from decklists, but I still find it complete useful. I won a few games because of Salvage, and the extra advantage. The traps were fine, though I kind of want to throw in a 3rd Abyss-sphere for extra summoning power. Solemn judgment was a boss-card all day, it was awesome.

From my extra deck, I never summoned the following monsters: Stardust Dragon, Scrap Dragon, Armory Arm, Temtempo the Percussion Djinn and Abyss Dweller. I only summoned Dewloren, Gungnir, and Mermail Abysstrite once. All the other cards were summoned often, and put in a lot of work. The only extra deck cards I wish I had, at one point or another, were Black Rose Dragon and Mist Wurm. In the future, I might replace Stardust with Mist Wurm and maybe Abyss Dweller for Black Rose Dragon.

The side deck was fine. I had Gemini Imps in case I fought against Dark Worlds, and thankfully I didn't fight them. Everything else in my side deck was used at least once.

At that is the end of my deck discussion. Overall, I was quite impressed with this deck's performance, and I truly believe Mono-Mermails are the better option, at least right now. But that's a different discussion for a different day.

Saturday, March 9, 2013

Toronto Regionals Report 03/09/2013


This is it: The much anticipated tournament report! All my hard work and playtesting would now be put to the test, with a final objective of receiving my invite. Due to completely ridiculous circumstances, as anticipated, I was unable to play Fire Fists. Because of that, I decided to play Mono-Mermails. I will try and remember as much detail as required for this tournament report.

The tournament consisted of 475 participants, and 9 of them were from Belleville I believe. 9 rounds of swiss, and Top 48 would receive an invite. Finally, without further ado:

Round 1 vs Dino-Rabbit

1 - I OTKed him on my second turn with the standard Abyssmegalo + Diva play, after I spent my first turn baiting out his traps. He won the die roll, and didn't open Macro.
2 - He opens with 2 Dimensional Fissure, and 3 set spells/traps. I summon Diva and he uses his Fiendish Chain on her. I set 2 backrow and pass. He summons Rescue Rabbit, and summons 2 Sabersaurus, attacking with both, then making Laggia. On my turn, I flip over an Abyss-sphere, which Laggia negates, and I flip another one to special summon Abyssleed. Abyssleed attacks over Laggia and I set another backrow before passing. He plays Dark Hole, then Thunder King and attacks. I have to use Soul Taker on it, and when I summon Marksman, he activates Torrential to destroy it. He topdecks another Rabbit and I lose.
3 - I set 2 and end my turn. He sets a monster and 2 backrow. On my draw phase, he flips Macro, and I chain my set MST. My other backrow was Solemn Judgment, which countered his other trap, and I OTKed him.

1-0

Round 2 vs Lightraysworns

1 - As soon as I make my first Abyssgaios, that was his falling point, because he didn't draw Judgment Dragon. I eventually won.
2 - He summons Jain and mills 2. I opened with all 3 Megalo, Reborn, Abyss-sphere and Abyss-squall. I discard 2 Megalo for the 3rd and add an Abyss-sphere to my hand. I play Reborn to summon another Megalo. I attack over Jain and attack directly. I then made Abyssgaios and set my 3 traps. I completely OTKed him on my next turn.

2-0

Round 3 vs Genex Mermails (Matthew Bishop)

I knew ahead of time he was playing Mermails, since he beat Rori and his Fire Fists last round. That presented some pretty interesting conversation before our match started.

1 - I set Abysslinde and end my turn. He summons Undine, dumping Dragoons, searching Megalo and Controller. He passes with 1 set. I flip over Abysslinde and attack over Undine. I set 1 and he chains Abyss-sphere, to which I respond with MST. He made a pretty explosive play on his turn, but I used Complusory Evacuation Device on his Number 11: Big Eye, which completely hindered his play. I proceed to explode on my next turn, since I saved my resources until then. He scooped when he drew for his next turn.
2 - He sets a monster with 2 backrow. I play Heavy Storm; he chains Abyss-sphere and I chain Maxx "C". He summoned Abysslinde and I drew a card. Storm destroyed his sphere and Deck Devastation Virus, then he used Abysslinde to summon Megalo and I drew another card. I ditched Abyssgunde and Abyssteus to summon my own Megalo. I searched Abyss-squall and summoned Abyssteus with Abyssgunde. I had Abyssteus attack his face-down Abysslinde, and my Megalo killed his, with the help of Forbidden Lance. I end by making Abyssgaios and setting 2 backrow. He used MST on my Abyss-squall, and I had CED for his big push. After a few turns of attempting to fight back, he eventually conceded.

3-0

Round 4 vs Six Samurai

1 - He went first, and was able to summon Shi En and Barkion, followed with a few backrow. I set 2 backrow and pass. He attacks me for 5000 total and sets 2 more before passing. I activate Heavy Storm, which he negates with Musakani Magatama, and I negate that with Solemn Judgment. After destroying all his spells and traps, I ditch Abyssteus and Abyssgunde for Abyssmegalo. I searched Abyss-sphere and summoned Abyssteus. I opted to make Abyssgaios in this situation, and I ran over his Shi En. I set a monster and 1 spell/trap. He plays Shien's Smoke Signal to search Hand of the Six Samurai, and normal summons it. He also special summons Kizan. He tributes Hand to destroy Abyssgaios. His Kizan attacks and destroys my face-down Abysslinde, and I special summon Abyssleed. He sets 1 spell/trap and passed. I summon Diva, and special summon Marksman. Abyssleed destroys Barkion. I then activate Abyss-sphere to summon Abyssmegalo, and attack over Kizan. Marksman deals direct damage, summons Dragoons, and attacks for more damaged. He looked at his next card and scooped.
2 - He didn't open nearly as powerful as last time, but I had the MST for his Macro, and I beat him in 3 turns. I don't remember how.

4-0

Round 5 vs Dino-Rabbit

1 - He won the die-roll, opened Rabbit, Tour Guide and Macro...
2 - This was a really close game. He wasn't drawing too many monsters, but did draw Thunder Kings. I also had Macro, which didn't help. I had to use Soul Taker on the first Thunder King. I actually got rid of the second one by summoning Marksman, when I drew a Forbidden Lance. I attacked with Marksman, and he used Dimensional Prison, which I negated with Solemn Judgment. I used Lance at the damage step, and beat his Thunder King. Then I summoned Dragoons and attacked directly. After that, he only drew Kabazauls and Guaibas, which I could deal with individually.
3 - He summons Sabersaurus, and sets 2 backrow. He flips Macro and I chain MST. I summon Diva, which gets hit by the Fiendish Chain. Then I discarded Abyssgunde and Abysslinde for Abyssmegalo. I search Abyss-sphere and summon Abysslinde. I tribute Diva so Abyssmegalo can attack twice. I have Abysslinde attack into Sabersaurus, destroying her and leaving an Abyssteus in her place. Abyssmegalo attacks over Sabersaurus, then again directly, followed by Abyssteus. I end by making Abyssgaios and setting 2 backrow. Thanks to Abyssgaios, not even the Rabbit he drew could save him!

5-0

Round 6 vs Six Samurai (Bo Tang)

I'm at the point where I realize if I win round 6, I will automatically get my invite, even if I lose the last 3 rounds. Last time I fought Bo Tang at Regionals, I earned a 2-1 victory. We talked for a little bit before the match; he remembers our match as much as I do. This was going to be quite the match. Unfortunately, I can't recall a lot of specifics right now. There was a lot of skilled play between the two of us, and the match was over 40 minutes. It was my favorite match of the day.

1 - He performs an initial explosion which drops me down to 300 life points, quite early on. I would've lost if I didn't have that set Abysslinde. After he commits all those monsters to the field, I wreck his field with a lot of Mermail plays, and then I win.
2 - Basically, I didn't have answers for his playsthis time, and he eventually OTKed me, after a few turns.
3 - We both opened with some pretty messy hands. I had to summon Diva turn one, special summon
Heavy Infantry, and make Gachi-Gachi. I set 2 backrow as well. He sets 5 backrow. We spent a few turns drawing and passing. He eventually drew his first monster: Fossil Dyna. He summoned and passed. I also drew and passed. He drew and passed as well. Now that I've been saving my resources for a while, I'm ready to explode. I play Dark Hole; he chains Safe Zone on Dyna, and I chain MST on Safe Zone. His Dyna dies, and Gachi loses a material. My plays baited out most of his traps, and I had Solemn Judgment at the right time, though it cost me 4000 life points. It worked out because that turn I dealt 4800 damage. That turn, I also searched an Abyss-sphere, and I set 2 backrow before the end of my turn. He draws, and his finally able to mount a comeback by top-decking Smoke Signal, which searched Kagemusha. He summoned Kageki and activated its effect, and I responded with Maxx "C". He special summoned Kagemusha, then synchro summoned Shi En, and I was able to draw two cards. He ran over my Megalo, since Gachi had no more materials. After a couple more turns of back-and-forth plays, time was called during my turn, as I lower him to 800 life points, to my 3600. I could've won by stalling, but I top-decked Abyssmegalo with 2 Atlanteans in hand to seal the match.

6-0

Round 7 vs Mono-Mermails

At this point, I have my invite. I wanted to keep going as far as I could though, all the way top Top 8!

1 - I summoned the first Abyssgaios, and after he wasted all of his resources to get rid of it, I summoned another one with Abyss-squall. I won that game.
2 - Game 2 I was OTKed by Abyss-squall, double Abyss-sphere, and Deep Sea Diva.
3 - I made an Abyssgaios first turn, and this game was extremely similar to game 1. I won because of Abyss-squall.

7-0

Round 8 vs Inzektors

1 - He was able to mill his Hornet and Ladybug with Card Trooper, then next turn he won with Dragonfly and Monster Reborn.
2 - This game, he killed me on his first turn with Dragonfly, Hornet and Zektkaliber.

7-1

Round 9 vs Dino-Rabbit

At this point, I'm not completely discouraged. I entered the final round with a clear mind, and was prepared to give it my all.

1 - He wins the die-roll, and opens Rabbit into Laggia, set 3 and ended. He flipped a Macro. I had nothing to fight that with my hand, because I couldn't summon or set a monster the entire game.
2 - I have Heavy Storm to clear his field this time, and I OTK him.
3 - He opened the same as game 1, and as much as I tried to resist, I didn't draw any spell/trap removal, though I was successful in killing a field of Laggia and Dollka (because he opened 2 Rabbits). He beat me down with Thunder King until my life points hit 0.

7-2

As discouraging as it was that I didn't make Top 8, I did come in 12th and I received my invite. Raymond received his invite playing Six Samurai. Only the two of us, members of SkillOverLuck, topped this Regionals to represent Belleville!

I still find this whole situation hilarious, though: I get screwed out of playing Fire Fists, due to someone going against an agreement, and I pick a deck that brought me the most success at any Regionals I've ever attended. Irony is a cool thing, I guess.

My next post will go into the details of my deck, and a few other things regarding gameplay with the deck itself.

Thursday, March 7, 2013

The Next Regionals - The Other Side

The main deck is definitely a challenge. However, the side deck is a different challenge. For each deck, I have thought of more than 15 cards I want to side. Prepare for a lot of copy-and-paste... This is what I'm thinking, for each deck:

Mermails:

2 Maxx "C" - Drawing the combo pieces to explode is quite beneficial. It's good against the mirror match, and other random decks like Wind-Ups.
2 Tragoedia - OTK prevention. Also good against the mirror match.
2 Snowman Eater - It's a water monster, so it has some synergy with Salvage. It helps fight Dino-Rabbits, Thunder King, and other random things.
3 Gemini Imps - I want to side this card to obtain an edge against the unfair Dark World deck. That's it.
2 Soul Taker - For random big monsters, Chaos Dragons and Heroes.
2 Twister or 2 Dust Tornado - I would side one or the other. Dust Tornado is slower, but hits more than Twister. It's a decision, indeed.
2 Gozen Match - For the decks that incorporate multiple attributes to succeed. Dino-Rabbits are an example.
2 Royal Decree - For the decks that play more traps than average.
2 Compulsory Evacuation Device - It's a great trap card, especially against extra deck cards. It wins games.
3 Mind Crush - A lot of decks search and reveal cards. It's pretty good.

Total: 22

Fire Fists:

2 Thunder King - A lot of people wouldn't see this card coming in Fire Fists. This deck also has enough protection to keep it alive.
2 Maxx "C" - Good against the decks that special summon a lot. Enough said.
3 Dimensional Fissure - This will wreck Mermails and any other deck reliant on the Graveyard. Fire Fists can still operate under Fissure, unlike Macro.
2 Soul Taker - For random big monsters, Chaos Dragons and Heroes.
2 Twister or 2 Dust Tornado - I would side one or the other. Dust Tornado is slower, but hits more than Twister. It's a decision, indeed.
3 Mind Crush - A lot of decks search and reveal cards. It's pretty good.
2 Fiendish Chain - It has a particular edge over Mermails. It's also good in the mirror match, and other random decks.
2 Deck Devastation Virus - Since I'm playing Vorse Raider, I can afford to side this card in against decks that play multiple weak monsters.
2 Rivarly of Warlords - This deck is primarily filled with beast-warriors, so siding this cards against decks that multiple monster types is an advantage.

Total: 20

Dino-Rabbit:

2 Thunder King - Though it could conflict with Macro, it will still at least stop searching. The deck has enough protection to protect the King, so it's definitely noteworthy.
1 Snowman Eater - This card is amazing against the mirror match, and some other decks. It's a level 3 monster, so it helps manipulate rank 3 monsters, particularly Leviair.
1 Gorz - I would probably side in this card against decks with big monsters, unless I'm playing 3 Macro and Fiendish Chains...
2 Forbidden Chalice - More effect negation under Macro, and can be activated during Damage Step...
2 Soul Taker - For random big monsters, Chaos Dragons and Heroes.
2 Twister or 2 Dust Tornado - I would side one or the other. Dust Tornado is slower, but hits more than Twister. It's a decision, indeed.
2 Royal Decree - For the decks that play more traps than average.
2 Compulsory Evacuation Device - It's a great trap card, especially against extra deck cards. It wins games.
3 Mind Crush - A lot of decks search and reveal cards. It's pretty good.
1 Macro - I'm probably going to use 2 in the main deck, so I have to side the 3rd for decks like Mermails, Fire Fists and Dark Worlds.

Total: 18

Dark Worlds:

2 Maxx "C" - Good against the decks that special summon a lot. Enough said.
2 Gemini Imps - Only 2 is needed against the mirror, and I would probably only side them for the mirror.
2 MST - I would need to side them for bullshit like Soul Drain and Macro.
2 Twister or 2 Dust Tornado - I would side one or the other. Dust Tornado is slower, but hits more than Twister. It's a decision, indeed. Also, defense against Soul Drain and Macro.
2 Dark Smog - Another discard outlet that banishes monster in the grave...
1 Deck Devastation Virus - Because I only main 1...
1 Eradicator Epidemic Virus - Because I only main 1...
2 Gozen Match - For the decks that play different attributes.
2 Skill Drain - For the decks that heavily rely on monster effects activating on the field, like Fire Fists.

Total: 16

3 Old Vindictive Magician - This card is a method to destroy Thunder King, Naturia Beast, and other annoying monsters.
1 Breaker - For decks that play many annoying spells/ traps.
2 Maxx "C" - For the decks that special summon a lot of monsters.
3 Dimensional Fissure - This deck is unaffected by this card for the most part. It hits Mermails and Dark Worlds, and other random decks.
3 Compulsory Evacuation Device - It's a great trap card, especially against extra deck cards and Thunder King. It wins games.
3 Mind Crush - A lot of decks search and reveal cards. It's pretty good.
2 Royal Decree - I need to stop traps that could damage this deck.
3 Trap Stun - Read why I'm playing Royal Decree. Only difference is that MST can't be chained to it.

Total: 18

These are my side cards I'm consider. Please leave advice. I would like to know what should come out, or what other cards should go in...

Wednesday, March 6, 2013

The Next Regionals - Much More Testing

My playtesting is increasing by the day. At work, I have nothing better to do than to play cards with myself. These are the current updates:

Mermails - After much discussion with peers, and testing, it seems I will be playing Mono-Mermails if I decide to take Mermails. I finally did get an Abyssleed, which is quite helpful, although I haven't actively tested it. I'm currently focusing on making the deck more explosive, but at the same time, not losing to Shock Master. Also, I don't have 3 Megalo, and I'm not 100% confident with 2 Megalo in this deck, for a Regionals. The extra deck is quite tight, and that will need some serious work.

Fire Fists - A couple days ago, I was pretty hot with this deck (no pun intended).. I'm pretty sure I've mastered at least 90% of this deck's combos. I've found the variant I would play, and the extra deck isn't questionable. I just need to finalize the deck list, and then I might take this deck to Regionals.

Dino-Rabbit - I slightly changed the variant for this deck. I've been testing Cardcar "D", in order to speed up the deck. After I resolve this card, I either lose on my opponent's next turn, or have a significantly higher chance of winning if I stay alive. Also, against Mermails and Fire Fists, there is a direct correlation between drawing Macro and winning, if Macro stays up the entire game.

Before I dive into the other possible decks, I feel the need to state the following about the above three decks: I've tested all 3 decks against each other, and they all have a 50% win ratio against each other. This isn't making my decision easier, however, I will probably end up taking one of those decks in the end.

Dark Worlds - This deck is still an option, because it is too broken. I can honestly say after watching people at Locals playing Dark World since the structure deck was released, I play the deck a lot different, and I'm better by default. There isn't a lot of room for complicated thinking and skill in this deck, but when it is an option, that's usually when I have game. I've also edited my variant once again, and this variant focuses on withstanding Macro.

Prophecy - A lot of people will probably wonder why I'm deciding to consider this deck. My reasoning is simple: A lot of people will not thoroughly prepare for this deck until Divine Judgment is released... That's really it. When the card is released, there will be an increase of cards to counter it. Right now, not a lot of people care. With Mermails and Fire Fists running rampant, Prophecy has a good shot since those decks bear very few counters to this deck, thus making it a decent choice.

That's it for now. My next post will likely entail side-deck discussion and whatnot. Like usual, please share any advice or feedback.

Monday, March 4, 2013

The Next Regionals - Considerations

My playtesting seems to be revealing more negatives than positives as time progresses. Perhaps it's because I'm more pessimistic by nature, I don't know. However, these considerations obviously need to be strictly address before selecting a deck. I will go into these negative considerations deck by deck

Mermails:

First of all, I haven't chosen a variant yet. This is insanely problematic, because time is running out. I want to swing towards the mono-Mermail version, but it requires 3 Abyssmegalo for consistency, and I only have 2. Also, I don't have an Abyssleed yet, but I think I can get one before the event.

In regards to its match-ups, it's common knowledge this deck loses to Macro. I've also discovered, the hard way, how badly Shock Master damages this deck. Since I play minimal defensive spell and traps, I find myself starring down a Shock Master until all of it's materials are gone. At that point, it's usually too late to make a comeback.

Fire Fists:

The obvious issue is that the deck might not be available to me, due to complete crap. I'm also not sold on a variant for this deck either. I want to play Vorse Raiders, because of DDV, but then I have to adjust my deck slightly to support that.

Otherwise, this deck faces a bad matchup to Macro. It also doesn't have the best matchup against Mermails. Other than that, this deck is strong and potent, doesn't require that much thought, and can sack really hard sometimes...

Dark Worlds:

Speaking of decks that sack really hard, I've chosen my template for this deck, and it's of original design. Now I just have to work out the kinks and weaknesses. I'm still testing secret tech cards, and my opinion on how many spots in the deck they should take up is still unknown.

This deck auto-loses to Macro. In my opinion, it has a worse match-up against Macro then any of the above decks. Also, the deck is really shitty when I don't open with a discard outlet (like half the time...). This deck also has a difficult with Shock Master, but since Grapha's special summon condition gets around Shock Master, it's not the end of world, right way anyway.

Dino Rabbits:

This is now the final deck I'm considering. No matter what, my version will be playing Macro, because it's strong right now. I'm contemplating between tech cards though, and I haven't tested these tech cards enough to be sold on them yet.

My only quarrel with the deck is that I open with Normal monsters frequently, usually multiples. However, the deck does open broken sometimes, which is unavoidable.

In conclusion, I've managed to knock down my decks to choose from to 4. I've discussed my issues I encounter with these decks, and I have just over 120 hours left to make a decision. Please respond with your advice; it is greatly appreciated.

Saturday, March 2, 2013

Tournament Report for 03/01/2013

It's been a long time since a tournament report has been written, by none other than myself. I was fortunate enough to actually be able to play Fire Fists at Locals, so I could test them for Regionals. You never know, maybe I will be able to play them... Anyway, the report:

Round 1 vs Hieratics

1 - I beat him by Turn 4, by spamming Tiger Kings and blowing up his bigger monsters with Bears.
2 - He misplayed during this game, by making an Adreus when he could've made a Tirus. Regardless, I would've won anyway, because he was facing a 3000+ Tiger King. I beat him by clearing his board with Bear and Gorilla, then making a Tiger King for the KO.

2-0

Round 2 vs Gladiator Beasts (Richard)

Richard had to go during this round, so I got the free win...

2-0

Round 3 vs Six Samurai (Raymond)

1 - I went first, and opened well enough to generate a +2 before his turn. I also had answers for every monster he summoned, so I won.
2 - On his first turn, he summoned Beast and Barkion, with the assistance of 3 Six Sam United. I just scooped...
3 - I opened in a similar way to game 1. He had to make Heroic Champion - Excalliber, to attack over my Tiger King, since it was so strong. Then Tiger King summoned a Bear and Gorilla from my deck. I ripped his field apart and make another Tiger King. He eventually ran out of options.

2-1

Round 4 vs Watts (Kyle)

1 - He opened double Messenger of Peace, Macro, and Wattcobra. I couldn't get rid of all those cards, since I only drew 3 monsters the entire game...
2 - I managed to resolve Deck Devastation Virus on a Vorse Raider, which left him monster-less for 3 turns. During those 3 turns, I destroyed all his crucial spells/ traps with Gorilla, and own.
3 - I opened pretty well, with Rabbit and multiple Fire Formations. I beat him in two turns, but he scooped before I could finish him, anyway.

2-1

Since everyone in Top 4 wanted to leave (Raymond, Kyle, myself, and Randy??), we just split and parted ways. I'm quite impressed with how Fire Fists function. The deck is simple to play, really simple. However, it does require a little thought to play properly. I thought a little, and won. Who knows, I might end up taking the deck to Regionals...