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...

Thursday, February 28, 2013

The Next Regionals - Results of Playtesting

This is a follow-up post to my previous post, regarding the decks I was considering for Regionals. After some playtesting, these are my current thoughts:

1. Mermails - I've tested both variants floating around: The Genex Mermail version and the Mono-Mermail version. Mono-Mermails was definitely more consistent than Genex Mermails, but in regards to the Genex version, resolving Undine is monumental. Controller can be used for synchro summons. Also, Abysspike can add Undine to your hand... Being unable to pick a variant, I decided to merge the two variants together for playtesting and experimentation is showing that this version is really nice. Only more playtesting will truly reveal if this deck is the one. It doesn't help that everyone thinks I should play Mermails... This is the current decklist for Mermails:

Monsters:

2 Abyssmegalo
2 Abyssteus
2 Abysslinde
2 Abysspike
2 Abyssgunde
3 Undine
2 Controller
3 Dragoons
2 Heavy Infantry
2 Marksman
2 Diva
1 Tragoedia

Spells:

3 MST
1 Storm
1 Reborn
1 Dark Hole
1 Mind Control
1 Avarice
1 Salvage

Traps:

2 Torrential
2 Abyss-Squall
2 Abyss-Sphere

2. Dino-Rabbit - This deck has always impressed me, and I'm still impressed with it. Maining Macro is always good, and having access to Laggia and Dollka is amazing. I won't lie though: The deck was a little hurt with the banning of Sangan. However, I've bandaged it and moved on. I'm interested in this deck because it seems like a good meta call. This is the current list:

Monsters:

2 Rabbit
3 Kabazauls
3 Sabersaurus
3 Guaiba
2 Tour Guide
1 Night Assailant
1 Dark Mimic Lv 3
1 Spirit Reaper

Spells:

3 MST
1 Storm
1 Reborn
1 Dark Hole
1 Book of Moon
1 Soul Taker
1 Forbidden Chalice
3 Forbidden Lance

Traps:

2 Macro
2 Torrential
2 Bottomless
2 D Prison
1 Compulsory Evacuation Device
1 Warning
1 Judgment
1 Starlight Road

3. Six Samurai - Originally, I was considering Agents. However, I decided to drop Agents for Six Samurai. I feel Agents are a good deck, but not the best pick. Inspired by my teammate, Raymond, I am maining 2 Macro with 2 Vanity's Emptyness. Those two cards with Shi En is devastating and usually leads to defeat. Also, the deck's consistency slightly increased with Smoke Signal going to 3. Any deck that can consistently make a turn 1 Naturia Beast or Shi En is a good deck. This is my current decklist:

Monsters:

3 Kagamusha
3 Kizan
2 Kageki
2 Elder
1 Enishi
1 Zanji
1 Grandmaster

Spells:

1 Gateway
3 United
3 Asceticism
3 Smoke Signal
1 ROTA
2 MST
1 Reborn
1 Dark Hole
1 Book of Moon

Traps:

2 Macro
2 Emptiness
2 Bottomless
2 D Prison
1 Warning
1 Judgment
1 Starlight Road

4. Dark Worlds - This deck is truly disgusting. I've done everything from shredding my opponent's hand, to performing FTKs, with the right hands. Unfortunately, I've tapped every combo in the deck, and as I expected, this deck requires little thought. Honestly, a trained monkey can master this deck, an EVIL trained monkey... However, due this deck's incredible power, though it is completely luck-based, I still have to consider it. I will not be posting a deck list at this time, since my build is completely original and unique.

5. Fire Fists - This deck is really nifty. After testing multiple variants, I already know what cards I would play. This deck does require more skill than Dark World, but it is still quite simple to master. A trained monkey could probably play this deck too. I will not be posting my deck list for Fire Fists. Due to unfortunate, and quite ridiculous circumstances, this deck is, probably, no longer an option. I won't post the story hear to protect names, however, if you are curious of this story, feel free to ask. It is one of the most ludicrous experiences of my life...

Those are my thoughts, right now. Please respond with feedback, thoughts, or whatever is beneficial.

Friday, February 22, 2013

The Next Regionals - Deck Possibilities


The next Regional tournament I will be attending is on March 9th. This post will detail the decks I’m considering for the event. It really is a difficult choice; heading into a somewhat un-defined format. Nonetheless, this is what I’m considering:

1.       Mermails – This deck wasn’t touched by the ban list, so it will continue to be Tier 1. I’m currently contemplating between the Genex Mermail variant and the pure Mermail variant. I’m use to the Genex variant, and it is a more control variant. However, I can’t deny the pure version is more explosive. I need to obtain 2 more Abyssteus and an Abysslead, possibly a Megalo, to finish this build. Otherwise, the Genex variant will have to do.

2.       Dino-Rabbit – The banlist barely hurt this deck. Dark Mimic Lv 3 and any other spell/trap will replace 1 of 2 Warnings and Sangan. Macro is still dominant when fighting most other decks, including Mermails and Firefists. Also, Wind-Ups will decrease in play, which was the deck’s biggest challenge.

3.       Fire Fists – If I capture 2 Tiger Kings, this deck is an option. I enjoy the deck, and its manipulation using the Fire Formation cards. My only issue with the deck is that I’m playing with a lot of my cards revealed, and I’m not sure if that’s something I like.

4.       Agents – This deck served me well last time I attended Regionals. I lost to factors out of my control, but I kept control of most of my games. Also, BLS + Honest is broken.

5.       Dark Worlds – I truly despise this deck, with a complete passion. However, I can’t deny that 3 Mind Crust with DDV, EEV and Dragged Down is broken. Plus, Dark Worlds are stupid anyway, so why not consider it.

If anyone has suggestions or information, please let me know. I am trying harder than ever to top, and I need to pick the correct deck.

Sunday, February 17, 2013

YCS Miami 2013 Deck Discussion

In this post, I will display what decks were the most successful, and then my thoughts on those decks. Without further ado:

Top 2:

2 Wind-Ups

Top 4:

2 Wind-Ups
Mermail
Karakuri

Top 8:

2 Wind-Ups
2 Mermail
1 Karakuri
1 Fire Fist
1 Dark World
1 Macro Rabbit

Top 16:

5 Wind-Up
4 Macro Rabbit
4 Mermails
1  Fire Fist
1 Karakuri
1 Dark World


I'm not going to display Top 32 since I don't have the exact statistics, but from what I understand, the other 16 decks mainly consisted of Mermails and Wind-Ups.

I'm not going to discuss Wind-Ups thoroughly because they will lose a lot of power on March 1st, but they will still be playable. Just lots of broken stuff...

Mermails are clearly a great deck; it's been like this since they were released. Now there are 2 variants of Mermail decks as well. The first variant is the classic Genex Undine version. The other variant removes the Genex Cards and swaps them with Mermail cards from the Cosmo Blazer, and Mermail Abysslunge as well, from Abyss Rising. That's besides the point, though. Mermails have a great match-up against Fire Fists, along with any deck not maining Macro Cosmos.

Speaking of Macro Cosmos, Macro Dino-Rabbit had quite the showing in the top results, even though it didn't reach Top 4. This deck has a good match-up against Mermails and Fire Fists, because of Macro, along with Laggia and .Dollka. The only dominant decks that don't have an issue with Macro are Karakuri... and Wind-Ups.

Fire Fists have finally attended in their first YCS, and they certainly didn't overwhelm the competition. Everyone was prepared for them, and knew how to take them down. Water is Super Effective against Fire. The general consensus seems to believe Water has a good match-up against Fire Fists, which would makes sense. Also, Macro Rabbit does make this deck bleed a little, largely because of Macro.

On to the one Karakuri deck that made Top 4... I'm curious of what variant is was. I want to guess that it was a Macro variant, though I could be mistaking. Regardless, this deck has an OTK nature as well, and the monsters are usually big enough to destroy the Fire Fists, with all of their Fire Formation boosts.

The final deck I will discuss is Dark World. I despise the deck with a passion, however, the player may have known what he was doing. Mind Crush is either a discard outlet, or good against Mermails, Fire Fists and Wind-Ups; and more broken with Dragged Down and all of their virus traps. Deck Devastation Virus hurts Wind-Ups and Mermails, while Eradicator Epidemic Virus hurts everything. Finally, Card Destruction is broken. This deck might be two-dimensional, require little skill to master, and be hated by the majority of the community, but it was a good call for the event.

And that's it. This is the last YCS to take place in North America before this format ends. The event could provide good insight to the start of the next format, though, if you exclude Wind-Ups of course.

Wednesday, February 13, 2013

Reflecting on Broken Stuff

This past weekend, I played Wind-Ups and my Locals and went undefeated, 2-0ing Karakuri Geargia Macro, Dark Worlds, Inzektors, Hunders, and I won 2-1 against Raymond and his Fire Kings (Curse you double Rekindling...). The reason I performed well because I kept opening with good hands, where most hands led to Shock Master turn 1 or 2, and then an explosion next turn to win.

It's a frightening thought when you realize that you will be completely destroy by your opponent's cards sometimes, and you have no significant control of the game at all. I was that destroyer on multiple occasions with Wind-Ups, and sometimes I am the destroyed one. I like to have some form of control in everything I do, and when my control disappears, things only go downhill.

Mermails is another deck that can destroy you with minimal effort. I've gotten first-hand experience of being a destroyer with the deck, since I recently completed the deck. You can still win if you open with double Genex Controller, even though the Controllers are a liability. If you don't open double Controller, though, then Genex Undine becomes broken. Atlantean Dragoons, Moulinglacia and Abyssmegalo are also broken cards in certain circumstances. I have yet to lose a game where I opened with at least 3 of these cards...

Lavals, Fire Fists and Fire Kings are next on the broken deck list; mostly because of Rekindling (Super Monster Reborn you can play 3 of...). Seriously, you can win if you make the most of a single Rekindling, or 2 or 3... Fire Kings will become more broken in the TCG when Fire King Yaksha is released. Fire Fists are capable of gaining a lot of advantage, which is a little overpowered. The deck is kinda balanced, though, because you have to show your opponent a lot of your cards. Lavals will become quite powerful with the imminent release of Hidden Arsenal 7...

That's all my reflecting on today's post. There is a lot more broken stuff in Yu-Gi-Oh, but I just listed the topics that were floating around in my mind.

Friday, February 8, 2013

March 2013 Banlist Discussion

Before I delve into the discussion, I just have a couple of quick announcements:

1. I shall resume blogging for the next little while, since my life has started to slow down a little.
2. I would like to congratulate David Tuan Bui for earning a Top 8 finish in a previous Toronto Regionals, to add to his collection of Top 8 finishes.

Now, there have been two different variations of prediction lists flying around: The "What will probably happen" list, and the "What should happen" list. My list will outline what likely will happen, since there is no point wasting breathe on what should happen...

New Forbidden Cards:

Number 16: Shock Master - If this card didn't exist, the current Wind-Up loop wouldn't be as devastating as it is. The ability to lock down any type of card, at will, is too much of an extreme. If Shock Master calls spells, and you open mostly spells, you probably lose.

New Limited Cards:

Wind-Up Magician - The current Wind-Up loop requires multiple Magicians for maximum output. Limiting Magician will render the deck playable, not overpowered.

Atlantean Dragoons - This card enables a ridiculous amount of searching, and if anything gets hit in the Mermail/Atlantean deck, it should be this card. The deck will still a solid contended with 1 Dragoon.

Machine Gearframe - Since we are getting Tinplate Goldfish in the TCG in a couple months, Konami might put Gearframe to 1, so the deck isn't completely overpowered. It's also searchable by Gear Gigant X, so it doesn't need to be at 3.

Wind-Up Factory - This is an enhanced Black Whirlwind. If Whirlwind is at 1, Factory has no business at 3.

Rekindling - This card was overpowered before the most recent wave of released Fire monsters. Now the card is insane. The deck will definitely be playable, even with this card at 1, so it should be put to 1.

One Day of Peace - This card gives alternate win condition decks too much of a fighting chance.

Call of the Haunted - This card is an additional Monster Reborn. Also, should the monster not be destroyed, the card will remain on the field to enable the use of additional cards (Mist Valley Falcon, Scrap Dragon, Magic Planter). Konami put this card to 3 for their own reasons (likely to make XYZ summons easier, and too further sell their product), but now I think it's time for this card to go back to 1.

New Semi-Limited Cards:

Blackwing - Gale the Whirlwind - This card is a fine out to many stronger monsters. This card is quite weak, and not hard to get rid of. I believe this card will likely go to 2.

Tsukuyomi - At 1, this card did nothing special recently. There is no reason it shouldn't be at 2, or 3 for that matter.

Lonefire Blossom - Even though Spore was playable at 1, Plant Synchro hardly impacted any significant tournament results. I think putting this card to 2 will give the deck a small chance to improve.

Fire Formation - Tenki - Fire Fists have been performing phenomenally in the OCG since they were released, and when YCS Miami concludes, Fire Fists will top. Konami will still want this deck playable, since it is new to the TCG. Putting Tenki to 2 will just be fine.

New Unlimited Cards:

Hieratic Seal of Convocation - Hieratics haven't put in too much work this format, simply because of REDMD being a limited card. This card at 3 won't strengthen the deck too much.

Those are my predictions as of right now. I'm sure Konami's final list will include more cards on their list than I could produce. Any discussion is welcome!

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.