Tuesday, November 27, 2012

Picking a Deck

The challenge of having multiple decks is picking the one to use for a tournament. Right now, I’ve done extensive play-testing, and it hasn’t helped my decision enough. I was originally choosing between these decks:


Dino-Rabbit

Wind-Ups

Agents

Chaos Anti-meta

Chaos Dragons

Exodia

I have tested all of these decks, and this is what I’ve determined:

- Chaos Dragons are slightly underpowered compared to Agents

- Agents has a wide-range of good or solid matchups, but falls horribly to its bad matchups

- Chaos Anti-Meta is honestly, pretty solid. However, it doesn’t have the explosive power that other decks do. It also has a somewhat bad matchup against Mermails

- Wind-Ups are the same always: They do everything, and occasionally make Shock Master first turn

- Dino-Rabbit with Macro is a really good meta call. However, I need to draw the Macro, and be able to make Laggia and Dollka quickly.

- Exodia will usually win game one this format, but will likely lose the following games. Oh, and Moulinglacia might murder the deck.

Taking this information into consideration, I’ve knocked down this list to four decks:

Dino-Rabbit

Wind-Ups

Agents

Chaos Anti-Meta

I believe that Agents do what Chaos Dragons do, and are a little more powerful and less reliant on luck. I don’t want to risk playing Exodia because the deck is simple to counter, and Moulinglacia exists.

I was impressed with Agents this weekend. This feeling lasted until today when I got savagely destroyed by Dark Worlds. Agents have a bad matchup against Dark Worlds, and it didn’t help that I didn’t draw a single MST or usable Herald of Orange Light. Honestly, if I’m playing Agents at Regionals, I might side Herald of Green Light. I can’t deny that Agents are impressive though, and have enough control over the board to capitalize all the time, usually. I also have to consider that Dark World decks will be minimal at the event.

I’ve tested Wind-Ups quite a bit to know that Agents have the overall better matchup, and they are on par with other strong decks. The deck destroyed Dark Worlds today, and I didn’t summon Shock Master once, so that’s a good sign. This deck wins because it has an out to almost everything, and can generate a lot of advantage. The major conflict I have arises with the increase of hand-traps, due to the rise of Mermails. Veiler and Maxx “C” should be staples, and those cards thwart Wind-Ups, usually.

Macro Dino-Rabbit just hurts a lot of decks, including Mermails, which will take up a good population at Regionals. It also has decent match-ups against every deck, due to Laggia and Dollka. The only negative is that sometimes, this deck has difficult hands. Also, drawing dead Rabbits late-game can be a serious factor.
The final option is Chaos Anti-Meta. This deck uses one-for-ones to take control of the game. I also use Light and Dark monsters that cause people issues, like Spirit Reaper and Thunder King. This deck doesn’t explode like other decks, and it rarely achieves a +1. Also, sometimes I will draw the wrong cards at the worst times. This is the same with most decks, though.

So those are the main points of my testing. I’m honestly stuck between these four decks, because they are all solid contenders for the Regionals.

Monday, November 26, 2012

Agent Evaluation

This title is funny because I work full-time as a technical support “agent”… get it… funny right…


Anyway, before I start discussing Agents, I had a couple of questions concerning Dave’s tournament report from the tournament on the weekend, with Chaos Dragons. This is a basic summary, and as much as I know:

Round 1 vs Ganon (six sams): 2-0

Round 2 vs ???: He won

Round 3 vs myself (agents): 0-2

Round 4 vs Rori (Dark Worlds): He won, but I’m not sure if it was 2-0 or 2-1

Round 5 vs Richard (Mermails): 2-0 I’m pretty sure

Top 4 vs Raymond (Dino-Rabbit) 1-2 (However, I watched their game 3 since my Top 4 match went by quickly. Dave misplayed and likely would’ve won the match if he didn’t.)

Now, quite a few people have requested an analysis of my Agent deck, along with my thoughts and research. This post should hopefully contain enough detail to satisfy the readers that are specifically interested, while increasing everyone else’s knowledge as well. I will start by posting the build I used on Saturday:

Main deck (40):

1 BLS

2 Hyperion

1 Kristya

2 Earth

3 Venus

3 Balls

2 Thunder King

1 Sangan

2 Tour Guide

1 Spirit Reaper

1 Card Trooper

1 Honest

2 Herald of Orange Light

1 Effect Veiler

2 Maxx “C”

2 Tragoedia

1 Gorz

3 MST

1 Heavy Storm

1 Monster Reborn

1 Dark Hole

1 Book of Moon

1 Mind Control

1 Creature Swap

1 Enemy Controller

1 Forbidden Lance

1 Treacherous Trap Hole

Extra Deck (15)

1 Armory Arm

1 Catastor

1 Gaia Knight

1 Black Rose

1 Stardust

2 Gachi-Gachi

1 Daigusto Phoenix

1 Zenmaines

1 Leviathan Dragon

1 Leviair

1 Photon Papilloperative

1 Maestroke

1 Utopia

1 Utopia Ray

*Side Deck (15):

2 Gemini Imps

2 Banisher of the Radiance

1 Maxx “C”

1 Kristya

1 Spirit Reaper

1 Forbidden Lance

1 Forbidden Chalice

1 System Down

2 Twister

3 Royal Decree

*This may be slightly different from Saturday, but I’m 90% sure this was it.

This deck list is similar to Simon He’s deck list that earned him a spot in the Top 8 of YCS Seattle. This has always been my approach to Agents from the beginning (many monsters, not many spells and traps), since I build Frog Fairies over a year ago and destroyed people with it. I took his deck list into consideration and altered some card choices that I found more beneficial. I’ll analyze all of the “odd” card choices:

2 Hyperion – 99% of these decks play 3 Hyperion. My reasoning behind 2 was quite simple: I have 5 targets to special summon Hyperion with its ability. I also don’t play Call of the Haunted. I’m unsure of whether I want to play 2 or 3, but 2 served me well on the weekend, and in testing so far.

1 Kristya – Again, most players play 2 of these. I main 1 only because I don’t have great graveyard manipulation with the lack of Call of the Haunted. I do side the extra one for the decks that like to special summon a lot.

1 Spirit Reaper – We are in an explosive format, so being able to stall is good, and Reaper is great for the job. The fact that it can discard a card is crazy.

1 Card Trooper – I really don’t like this card. Maybe it’s my bad luck, but I would always mill good cards. Also, I don’t play Call of the Haunted, so it isn’t necessary at 2. 1 is fine, and I might even cut that.

I think the rest of the main deck is self-explanatory. Now I will discuss the extra deck:

2 Gachi – A lot of people are playing 1 and I can understand it. I like 2 because it is extra stalling power.

1 Daigusto Phoenix – I feel like I should discuss this card. I borrowed my friend’s Phoenix for the tournament because I don’t own one. I only summoned it once the entire day, and I didn’t need to. I can’t tell whether or not I want to play it. I guess we will see what happens.

1 Utopia Ray – The main reason I played this is because I play a few cards that can take a Utopia from the opponent. It’s a dirty play.

Everything else should be self-explanatory. I’ll now go into detail about some of the strange side deck choices:

2 Banisher – I like this card in Agents a lot. I can side it against the mirror match to surprise them. I can side it against any deck that Macro hurts. The fact that it’s a fairy makes it ridiculous.

1 Forbidden Chalice – I sided this in as extra effect negation. It’s also a card no one would expect seeing. Surprise factor is useful.

2 Twister – Extra removal of face-up spells and traps. It destroys cards like Macro, Necrovalley, Call of the Haunted, Wind-Up Factory… Need I keep going?

3 Royal Decree – I usually always side 3 of them. I need them for trap-heavy decks and most alternate win condition decks.

Now that I’ve finished talking about the cards I did use, I will mention a few cards that I would like to use and try:

Gellenduo – It’s a wall that’s better than Reaper in terms of keeping alive, and it’s a fairy…

Night Assailant – It’s an extra Tour Guide target that can destroy a monster. People wouldn’t suspect it, so it’s a good choice.

Dark Mist – That extra deck monster that requires 3 level 2 monsters, and can increase its attack during damage step to kill a monster by battle. During testing, there has only been one situation where I wanted to use, but I needed it to get ahead. I’m not sure if I will use it or not.

Gaia Dragoon – I would play this because I can steal a rank 5 and 6. I actually took this card out on Saturday for the Phoenix

The final section of this post will describe my match-ups and how I feel about fighting against certain decks:

Chaos Dragons – In my testing, Agents completely stomp this deck. Kristya is too good, and Herald of Orange Light stops Ryko. Plus, it is a little more consistent than Chaos Dragons, since the Dragon deck heavily relies on what you mill.

Wind-Ups – In testing, I won 66% of my games with Agents. This deck has outs to Shock Master, and can rip apart their field, sometimes. Wind-Ups can be extremely powerful, but if not, the game normally belongs to Agents.

Dino-Rabbit (Macro) – I want to say this deck wins a little more against Rabbit, but its close enough to 50/50. The big monsters can get over Dollka, and it’s easy enough to bait out Laggia. Macro is the main issue, and games can be lost simply because of Laggia and Macro, unfortunately.

Mermails – I haven’t had enough testing against this deck, but I built it to have a good match-up against it. I’m honestly not that worried.

Geargia – This is another 50/50 match-up. If I can stop the Geargiarmor with a Herald, I’ll probably win, though.

Inzektors – I have a slightly favourable match-up against these insects. If I can protect the Kristya, or blow through their field with Hyperion, I have a strong chance of winning the game,

This is my analysis of Agents. If anyone has questions, feel free to ask. I feel fairly confident in Agents, and I’m now considering this deck a little more, for Regionals, than I was before.

Tournament Report 11/24/2012

Regarding Saturday’s tournament, I decided to play Agents. This is one of the decks I am considering for Regionals on December 1st, so practice was necessary. Also, I gave Dave (a random troll that’s better than average, Belleville people know who I’m referencing) my Chaos Dragons to use, since he randomly showed up and I wanted to test that for Regionals as well. There were 21 players, so 5 rounds of Swiss and a Top 4.


Round 1 vs Sal (Alchemist Chaos)

1 – I went first, with a typical Venus play, and I think he had the Veiler. Anyway, I set one backrow and passed. He special summons Cyber Dragon on his turn and tributes it for Vanity’s Fiend. I have the Book of Moon to flip it down. He sets one backrow and ends. I summon Earth and search Venus, then my Venus on the field summons some balls, and attacked the face-down Fiend, and when Earth went to attack, he chained Call of the Haunted to summon Cyber Dragon. During the battle phase, I tributed one of my balls to take the Dragon and dish some early damage. I made a Gachi, then I gave him back his Cyber. He tributed it for Caius and I had Herald of Orange Light. I won a couple of turns later.

2 – I barely remember this game. All I know was that there was a fair bit of stalling behind Cyber Valleys and such, but I had enough power to overwhelm him. It’s unfortunate I don’t remember this match quite well because it was entertaining.

2-0

Round 2 vs Bobby… (Chaos Dragons)

1 – I had hand-traps to stop his plays, and I beat him with a Venus, Thunder King, Hyperion and Daigusto Phoenix (though at that point I didn’t need it).

2 – This game was hilarious, so I will jump to the juicy part. On the last turn of the game (which didn’t last long), he has a set Snowman Eater on his field with 6000 life points, while I have a Photon Papilloperative, Leviathan Dragon with one detachment, and a Gachi-Gachi. I use Photon to flip the Snowman Eater up and he destroys Photon with the Snowman’s effect. I special summon Hyperion, and have Leviathan Dragon attack the Snowman. He sends it to the Graveyard and summons Gorz with his Token. I asked him what he was doing, and he said he was using Gorz’s effect. I told him he can’t and he asked why. Raymond, who was on my left, and I explained that the monster being destroyed is the last thing that happens before the end of the Damage Step, and damage calculation occurs first. He doesn’t agree, and Sal, who was on my right, lists the purpose of each sub-step and he doesn’t understand, along with his friend, Jordan, beside him. Bobby proceeded to tell us if he knew that he would’ve used the Monster Reborn in his hand to summon the Spirit Reaper in his Graveyard. It’s funny, because that didn’t matter, since I could’ve used Hyperion’s effect to destroy it. He then told us we were Yu-Gi-Oh Junkies! Apparently, Raymond and I eat, breathe and sleep Yu-Gi-Oh and that we are nerds. He walked away… So I think I won that game.

Round 3 vs Dave (Chaos Dragons)

Unfortunately for him, I knew the Dragon deck inside in and out. To be fair, I told him I was playing Agents.

1 – I went first and summoned Thunder King. He sets 2 backrow and ends. I summon another Thunder King and attack for 3800. He goes and passed. I summon Card Trooper and win. He couldn’t use the Charge of the Light Brigade in his hand because I had Thunder King. He lost because of that.

2 – He managed to explode fairly early on. Fortunately, I had Hyperion and Gachi, so I was able to destroy his field one monster at a time. Then, I followed with Kristya to lock him down.

2-0

Round 4 vs Kyle (Macro Worms)

1 – This game was fairly close. He has Macro Cosmos early on, meaning I couldn’t use my Herald of Orange Light or Honest when I needed to. I lost, that simple.

2 – I just rushed him, and by the time he had Macro it was too late.

3 – This game was close as well. Fortunately, I drew my Royal Decree that I sided in. He had 4 unusable cards face-down, including Macro. I won.

2-1

I was the only undefeated player at this point, so I was getting paired down.

Round 5 vs Ganon (Newbie Six Samurai)

1 – He summoned Shi En first turn, but since he didn’t have any threatening backrow, I ran over it with Hyperion, and then made a Venus play. I beat him a couple of turns later.

2 – He summoned Naturia Beast while he had a face-up Macro Cosmos. I killed the Beast with Thunder King and Forbidden Chalice, and beat him down from that point. Nothing exciting.

2-0

I obviously made the Top 4 cut. Raymond made it with a 4-1 record playing Dino-Rabbit. Dave made it with a 4-1 record. Finally, Kyle made it with a 3-2 record.

Round 6 vs Kyle

1 – I set up a lot faster this game, and I was able to play around a bunch of his plays. Herald of Orange Light really messed up his need W Nebula Meteorite play, and I capitalized from there.

2 – He starts by summoning Worm Zex, and I stop its effect with Veiler. This definitely caught him off guard. I can’t remember what happened on my first turn. On his next turn, he tributes Zex for Worm King and deals damage. I summon Tour Guide and special summon Sangan. I tribute the Sangan with Enemy Controller to take King, and search a creature. I attack with both monsters and tribute the King to destroy his one trap. Then I had a Lance for his next play, and Royal Decree to stop his traps. I won with some very decisive moves. I must say that was my favorite game of the day, simple because of how well I played. It was beautiful.

Raymond beats Dave 2-1, however, if Dave didn’t misplay he would’ve won the match. We couldn’t finish the tournament because the employee there wanted to leave. Since, I went undefeated, I was given 1st place, while Raymond was awarded with 2nd place. Raymond and I spent our credit on a box and it was pretty decent.

In conclusion, I was impressed with my performance with Agents. I only lost one game, due to an unexpected Macro Cosmos, so I didn’t do horrible. I’m also impressed with Chaos Dragons. The next post will be an in-depth analysis of Agents so stay tuned.

Tuesday, November 20, 2012

The Next Regionals

The next Regionals I will attend is on December 1st. This post will outline the decks I am considering, and my reasoning behind my choices.


1. Chaos Anti-Meta – I am quite satisfied with how this deck has performed, as a whole. This is an option because the deck is very flexible. I can adjust it to have batter match-ups against Wind-Ups, Mermails and other popular decks. When Wind-Ups and Geargias were extremely popular, I used 3 Cyber Dragon and 3 Thunder King, specifically to counter those decks. I will have to create the perfect build, though. Also, I enjoy how a fair amount of players don’t have a clue what to side against me, because they can’t figured out what I’m playing.

2. Wind-Ups – This deck is extremely capable of winning the entire event, for obvious reasons. However, I believe more people will run hand-traps, after what happened in Seattle. Hand-traps can cause this deck some difficulty, as well as other common traps. This is my only problem with the deck.

3. Agents – I want to play this deck because Hyperion and Kristya are too good. I haven’t quite found a build yet that I like, so this presents a complication. This deck also has access to Herald of Orange Light, which is a lot more powerful than Veiler.

4. Chaos Dragons – I am quite fond of this deck, in a way. When I attended Nationals, I picked to use Dino-Rabbit, however this deck was the runner-up. The deck does powerful things, though the most recent ban list limited explosive functionality. I also dislike how the game can be dictated by what you mill. This deck is an option because REDMD and Light Pulsar are broken. Also, this deck is just too powerful, and hits for too much.

5. Macro Dino-Rabbit – I would like to play Dino-Rabbit in a tournament again. If I do, I believe using Macro Cosmos is a great idea. Many current and popular decks have issues with Macro. Some of the hands can be annoying, though. Also, playing the Macro version implies I won’t have an answer to a first-turn Shock Master against Wind-Ups.

6. Exodia – This deck has a good match-up, game one, against everything except Dark Worlds, turn one Shock Master and Naturia synchro monsters. Game two gets a lot more complicated when people side in their Royal Decrees and such. This deck is a still a contender, though.

These are my options that I’m contemplating right now. Currently, I’m leaning closer towards Chaos Anti-Meta, and then Dino-Rabbit and Wind-Ups, and the other decks are last. I will likely choose the deck with the best match-ups to the above decks, and a few select others. Any suggestions?

Monday, November 19, 2012

YCS Seattle 2012 Analysis

Well, Inzektors won YCS Seattle, and the winner was a player that no one has every heard of previously. It’s obvious that the deck was a good meta call, and that’s why its success was paramount. I’ll just go right into discussion regarding why Inzektors won.


1. For some reason, a lot of players were not playing Effect Veiler. I don’t understand why though… Veiler at the right time terminates Mermails, Dino-Rabbit, Agents, and many more decks. Expecting that Mermails would take the event by storm, I would be maining at least 2 Veiler, and probably 1 or 2 Maxx “C”. I’m suspecting that Mermail players, specifically, didn’t play Veiler because of deck-space, and because many players thought Maxx “C” was superior. I disagree with this logic, but whatever.

2. Threatning Roar is a good card. Should an explosive deck explode, Inzektors can make a comeback, specifically with Hornet, if the Inzektor player survives. Threatning Roar allows survival. It was definitely a great idea.

3. Many decks didn’t play a lot of traps, primarily Mermails, Agents, Chaos Dragons, etc. Inzektors triumph with less traps around, in a different way than other decks. Don’t forget 3 Call of the Haunted is broken. Also, facing a DAD with no traps is frightening.

Of course, there are other important factors to take out of Seattle. Mermails did exceptionally well, unquestionably earning Tier 1 status. This was expected, and everyone had their side-decks ready for them.

Macro Dino-Rabbit made a splash in the Top 32. Although it typically had a bad match-up to first-turn Wind-Up explosions, it has a general good match-up against almost everything else, specifically Mermails.

Wind-Ups did well at this event, as expected. They were a little overwhelmed by Mermails, but besides that, Wind-Ups are good.

Geargias didn’t make a grand showing in this event. This could possibly be because Mermails have a great match-up against them. Also, I found that many side-decks were well equipped with cards to take them down.

Agents and Chaos Dragons also made a slight appearance. Those decks have the aggressive power to pound the crap out of any deck. Overall, I’m not surprised.

Finally, I want to address Dark Worlds. They didn’t do that well this event. Besides the deck being terrible and luck-based, Dark World players were crushed by the side-deck choices for Mermails (Soul Drain). Of course, they will continue to do random things for the next little while, but they shouldn’t be as challenging now, especially games 2 and 3.

That’s my basic analysis of YCS Seattle 2012. Overall, the results weren’t particularly surprising, with the exception of Inzektors winning the entire thing.

Saturday, November 17, 2012

Tournament Report 11/16/2012 and 11/17/2012

Since I forgot to write my report last night, this report will contain both of my tournament results from yesterday and today.

Yesterday, in the spirit of "Fun day Friday", Raymond and I decided to play Gallis decks. I decided to play Gallis Machina, similar to the one that came in top 32 of the last YCS, but with my spin. 40 monster decks are always fun, right?

Round 1 vs Holden the Newb (Chaos Dragons)

This match isn't special. I won the entire match in two minutes...

2-0

Round 2 vs Richard (Mermail Atlanteans)

1 - By turn 2 or 3 I end up with the Gallis, Genex Ally Birdman, and Koaki Meiru Doom loop.
2 - He rushed on his third turn, and I didn't draw any hand-traps, so I lost. I believe he OTKed me with double Abyssmegalo and a Marksman, which summoned an Attack Squad
3 - This game lasts only a few turns. On his last turn, he was just a few life points shy of defeating me, because I had Tragoedia or Gorz (can't remember). Then I loop him with Gallis, 2 Birdman and Doom. I needed 2 Birdman because he negated the first one with Abyss Scale of the Kraken.

2-1

Round 3 vs Kyle (Inzektors)

1 - After a few turns I ended up looping him to death.
2 - Game 2 was very close. We both ended up exploding on each other, however, his explosion was much more effective because he had Hornet. After he couldn't kill me, I special summon Cyber Eltanin to clear his field, then summon Machina Fortress and attack for game.

2-0

Round 4 vs Raymond (Gallis Piper)

1 - I loop him before he could loop me. This was turn 2 or 3.
2 - Neither of us had the loop. We exchanged power plays, and I won because he ran out of hand-traps before I did.

2-0

I went undefeated into Top 4, with the other competitors being Chris, Raymond and Kyle. Richard went 2-2, losing to Raymond after me, and Rori went 1-3 playing Plant Zombies.

Round 5 vs Chris (Machina Malefic Geartown)

1 - I didn't have the hand-traps to stop double Fortress and a Gadjiltron Dragon so I lost very quickly.
2 - I looped him immediately.
3 - He had too many Geartowns, and a Fortress. I somehow managed to put up a fight, but after that, he played the Seal of Orichalcos and the extra attack points secured him the victory.

I ended up splitting with Kyle for 3rd and 4th place because he didn't feel like playing another Gallis deck. Raymond ended up coming 1st.

That tournament ended my 1st place streak at 31 tournaments. It was a little sad, but I knew it was going to happen. He finished me with Seal, and I did feel like a lost a slight part of me after that game. Is that ironic?

Anyway, Friday ended and Saturday started. I decided to play the Plant Zombie deck I build for Rori, and that he failed using. I included 2 more Veilers and a Trap Stun. The Veilers were included for more synchro plays, not just for its effect. I included Trap Stun at the last minute for random tech. I ended up removing 2 Caius (there were 3) and a Goblin Zombie (there were 2).

Round 1 vs Blake (Dark Worlds)

1 - I go first and have the cards to Accel Synchro Summon Shooting Star Dragon. On his turn he doesn't do anything significant; just setting some back-row and a monster. On my next turn I summon Debris Dragon, special Lonefire Blossom from the graveyard, and summoned Black Rose Dragon. I negated his Torrential with Shooting Star. I used the second effect of Black Rose; by banishing Lonefire, I switch his Beige to attack mode with 0 attack. I used Shooting Star's ability to reveal 2 tuners out of the top 5 cards of my deck. I attacked for 9000 damage that turn.
2 - This game only lasts a few turns as well. I don't have many plant plays, but I have a plethora of Zombie plays. I swarm him and kill him.

2-0

Round 2 vs Richard (Mermail Atlanteans)

1 - He goes first and summons Diva, which I have the Veiler for. He sets a backrow and passes. I open with Lonefire and Reborn. I Accel Synchro Summoned Shooting Star Dragon, reveal 3 tuners with its effect, and attack for game.
2 - He goes first, and with his cards, summons Gachi. He also sets a backrow. I set a monster and 2 backrow. He draws, and flips his Abyssphere to summon Abyssmegalo, which I banish with Bottomless. He special summons another one, using its effect, and attacks my face-down. From that point, I don't really remember what happened. I know that I had board presence by having Stardust and Scrap Dragon, through some Zombie plays. His only option was to over-extend and destroy Stardust, and I won on my next turn.

2-0

Round 3 vs Rori (Dark World)

1 - I Accel Synchro Summoned Shooting Star Dragon first turn. He opens with a good hand. He discards Grapha to destroy Shooting Star, which I negate. He plays Heavy Storm to wipe out my 3 back-row. I OTK him on my next turn with more Plant plays, and Shooting Star Dragon.
2 - I don't know how I won this game, honestly. He goes first, setting some cards to his backrow and  ended. I didn't open great either, so I set a Dandylion and some traps. He topdecks Card Destruction, sets another card to his backrow, and plays Card Destruction discarding Broww, Beige and Grapha. He destroys my set Dandy. He eventually summons Grapha and kills a token by battle, after setting more backrow. I draw, and summon DAD, thanks to Card Destruction. Unluckily, I destroy 1 set Reckless which he chains, and his Gate of dark World. I summoned Debris Dragon, summoned Dandy and made Scrap Dragon, and I take away quite a bit of life points. On his turn now, he explodes, activating both D.D.V. and E.E.V., declaring spells, which thankfully I had none. He also goes through all 3 Dragged Down to the Grave, a Dark World Dealings and end up with Double Grapha on board. He also used Grapha's effect at some point to destroy Scrap Dragon. He also destroyed my DAD by battle. At his end phase, I activate Call of the Haunted to summon Scrap Dragon. I draw, and activate crap Dragon's effect, destroying his Grapha and my set Trap, which I chained. That trap... was Trap Stun. I used Mezuki to summon Goblin Zombie from my Grave, special summoned Plaguespreader Zombie with its effect, and synchro summoned Gaia Knight. Those zombies entered my graveyard because Rori over-extended with his discard outlets, and because of the D.D.V.. I used Goblin Zombie to search Beast of the Pharaoh, which was enough damage to destroy him.

2-0

Round 4 vs Ryan K. (Inzektors)

1 - We both open with poor hands. Fortunately, my poor hand had a Dandy in it. The advantage was enough for me to eventually push for game, after turns of stalling.
2 - We both opened poorly again. He opened slightly better, since was able to do some Inzektor plays and summon a Tirus. I was able to make a Gaia Knight and crash with it. At that point he ran out of steam, due to his bad hand, and I had a couple of synchro summons which ended the game, but he scooped before I could finish him. We also both forgot to side against each other...

2-0

I head into Top 4 undefeated, along with Raymond, Chris and Blake. Richard went 2-2 after losing to Raymond, again. Rori went 2-2 after losing to Chris round 4.

Round 5 vs Raymond (Wind-Ups)

1 - I go first and set Reaper, with a face-down Torrential. He destroys it with MST and opening Tour Guide and Factory, and ended with Zenmaity and Rabbit, along with setting a trap. He did not attack. I summoned Mezuki, and he activates Torrential, banishing his Rabbit. I banish Mezuki to summon Reaper and attacked, discarding his Shark that he searched. That might have won me the game. From that point, I exhausted his resources with Veiler and Gorz. I also had to fight through 2 Reapers that he was stalling with. Once I did, I attacked for game.
2 - This game only lasted a few turns. He opened Rabbit and Factory, and I open with a set Goblin Zombie. Next turn, he tried to explode, but I had a hand-trap, so he couldn't kill me. Next turn I try and stall with Pyramid turtle, but it didn't matter because he had a lot of damage to kill me with.
3 - I Accel Synchro Summoned Shooting Star Dragon turn one. He sets some cards. I OTK him with Pyramid Turtle and Shooting Star, after revealing 3 tuners off the top of the deck.

2-1

Round 6 vs Chris (Machina Malefic Geartown)

PAYBACK MATCH!!!

1 - I Accel Synchro Summoned Shooting Star turn one. He summons Machina Fortress, which gets killed by my Bottomless. He passed. I draw and summon Pyramid Turtle. I chose not to use Shooting Star's effect to reveal tuners, since a lot of them were in my hand. Anyway, I attacked for 4500 that turn. He goes and summons Gearframe, searches and summons Fortress. He attacks Shooting Star with Fortress, and I banish Shooting Star to negate the attack, in case he had Limiter Removal. He then chooses to equip Gearframe to Fortress and ends. I play Mind Control and swing for game.
2 - He doesn't do too much on his turn. I set Sangan with 2 traps. He goes through a couple of Geartowns, granting him 2 Gear Dragons. He also summons Machina Fortress. Fortress destroys Sangan and I search for Lonefire. I take 6000 damage afterward. On my turn, I summoned Lonefire, and tributed it to summon Dandy. I used a face-down COTH to summon Lonefire, and tribute Dandy to summon Spore. I tune Spore and a Fluff Token to summon Formula and draw. I tune Formula to Lonefire to synchro summon Librarian. I banish Lonefire to summon Spore, and tune Spore to my other Fluff Token to synchro summon Catastor. I draw one with Librarian. I flip over my second COTH to summon back Formula Synchro. I tune Formula Synchron, to my Ally of Justice Catastor, and T.G. Hyper Librarian, to Delta Accel Synchro Summon Shooting Quasar Dragon! I also use Monster Reborn on Catastor, though it didn't matter at that point. Catastor attacked a Gear Dragon. Quasar attacked a Gear Dragon, then Fortress. I negated Fortress' destruction effect with Quasar and ended my turn. He baits out Quasar's effect with Grand Mole, then plays Dark Hole to destroy my field. I then used Quasar's ability to special summon Shooting Star Dragon from my extra deck. He special summons Machina Fortress and passed. I summon Tour Guide, special summon another one, and overlay them for Leviathan Dragon. With Shooting Star Dragon, I revealed 2 tuners off the top of my deck, so it was able to attack twice. With that extra attack, and Shooting Star negating Fortress' destruction effect, I won the tournament.

2-0

And that was that. I must say I enjoyed winning with Plants today. It brought back some good memories from the past. Maybe I'll start to build up another streak, who knows.

Tuesday, November 13, 2012

The Current is Rising

Mermail Atlanteans is the newest Tier 1 deck to; literally, make a splash in the format. This deck contains multiple OTKs that don’t require a significant amount of though. I will divide this post into two separate sections: One section will highlight how to play the deck, and the other section will contain information explaining how to combat it.


So there are only 4 Atlanteans that should be played: Dragoon to search for anything, Heavy Infantry for the addition normal summon and destroying a card, Marksman for its special summoning capabilities and destroying a card, and Attack Squad for extra attack power. Typically, players should play 2-3 Dragoon, 2-3 Heavy Infantry, 3 Marksman and 1-2 Attack Squad.

As for Mermails, these are the ones that should always be played: Abyssmegalo to OTK and to search Abyss spells and traps, Abysslinde to special summon other creatures, Abysspike and Abyssturge to manipulate your hand and graveyard, and Abyssgunde as a discard outlet that summons a Mermail from grave. Ideally you incorporate 2-3 Abyssmegalo, 2-3 Abysslinde, 1-2 Abysspike, 1-3 Abyssturge and 1-3 Abyssgunde.

Other monsters that this deck should play are Genex Undine and Controller, Deep Sea Diva, Moulinglacia the Elemental Lord, and other hand-trap monsters. Monsters that can be teched are Genex Ally Birdman, Abyssgunder, Dragon Ice, Koaki Meiru Ice, Abyss Soldier, and… Airorca. Airorca is the boss: Look it up if you don’t know what it does.

The mandatory spells are your obvious spells: MST, Reborn, Storm and Dark Hole. Other cards you should play are Salvage and Moray of Greed. Random tech cards are Call of the Atlanteans, Pot of Avarice, Pot of Duality, Allure of Darkness, and the equip spell thing that can negate a monster’s effect during damage step (I think it’s called Abyss Scale of the Karen or something).

The trap-line is a little iffy. Everyone plays Abyssphere. Some players might tech Torrential Tribute or Compulsory Evacuation Device. However, there are trap-heavy builds that play 8-10 traps.

The extra deck choices are very flexible. They vary on the build you are using, so I won’t go into details.

Now these are some strategies and plays you should be familiar with:

1 – Open Genex Undine: There is an extremely defined correlation between opening this card and winning the game. The more you do that the better. It’s part of the reason I play POD, so I have a slightly better chance of opening with it.

2 – End phase Abyssphere: I’ve found the ruling that states if you activate Abyssphere to summon Abysslinde in the end phase, Abyssphere destroys itself, allowing to utilize Abysslinde’s effect. You should do that.

3 – Birdman and Diva: Summon Diva and special summon Infantry. Bounce Diva for Birdman. Re-summon Diva and summon Marksman. Overlay Diva and Infantry for Daigusto Phoenix and activate its effect to attack twice. Marksman attacks for 1400, and you summon Attack Squad which attacks for 2200. Phoenix attacks for 1500 twice. Birdman attacks for 1400. This is exactly 8000 if they all attack directly.

4 – Abyssmegalo and Diva: Special summon Abyssmegalo. Summon Diva and special summon Marksman. Tribute Diva with Abyssmegalo to attack with it twice. Marksman attacks for 1400, summons Attack Squad which attacks with 2200. Abyssmegalo attacks twice with 2400. This is 8400 damage if they all attack directly.

I will now conclude the first part of this post. It’s obvious this deck is broken, and doesn’t require much skill and though, unfortunately.

Now, I will discuss fighting this deck. It is a little bit difficult, however, it is similar to fighting against Wind-Ups. I think it’s crucial to use Veilers against this match-up, and Maxx “C”s to draw Veilers. These are the best monsters to negate with a Veiler:

1 – Diva

2 – Abyssmegalo, Abysspike, Abyssturge, Abyssgunde

3 – Moulinglacia (because it’s better to lose 1 card than 2)

4 – Extra deck monsters

Besides Veiler and Maxx “C”, any deck that can afford to run Gorz and Tragoedia should run them. This doesn’t make Shock Master as easily as Wind-Ups can. Running traps is also good; Bottomless, Dimensional Prison and Compulsory Evacuation Device are the best choices. Warning will lower your life points, and put the monster in their graveyard for later use, so I don’t recommend it.

The following cards are good side-deck choices against this deck:

1 – Dimensional Fissure

2 – Macro Cosmos

3 – Soul Drain

4 – Fiendish Chain

5 – Dragon Ice (especially during the mirror match)

That’s basically all you can do, regarding fighting this deck. Honestly, if you have nothing to stop them, you will auto-lose. If they resolve a turn-one Genex Undine, you almost auto-lose. This deck is unfair, but there’s nothing anyone can do.

Hopefully, this post enlightened you about this deck, and how it plays. Hopefully, you have a couple more idea on how to fight this deck. If you have any comments, comment away.