http://shriek.twoday.net/stories/38757907/
This tournament had 180 people attending, and the results about the new format are now somewhat clear.
By the way, don't read the comments because they are stupid.
My predictions about the format were mostly correct. Starlight Road saw little play due to Agent Angels being the abundant top deck, totaling in 2 main-decked copies of two different decks, and side decked at 1 copy in three different decks.
29 copies of Bottomless Trap Hole saw play over the top 16 decks, meaning all decks but 1 ran them, and one deck ran 1 copy (lol).
15 copies of Kycoo saw play, a lot of them main decked.
All decks main-decked Heavy Storm, including T.G.
46 copies of Mystical Space Typhoon were played. I believe the most successful way to play them is with 2 mained and 1 sided. A lot of people did exactly this.
This card was in the 1st place side deck:
http://yugioh.wikia.com/wiki/Gemini_Fiend
Obviously meant as a counter to Dark World Dealings and Card Destruction
12 copies of Chain Disappearance were played, meaning I were correct in pinpointing it as a good card, even if I mainly meant TCG.
6 copies of Puppet Plant, 3 copies of Kinetic Soldier. Six Samurai still seems to be feared...
7 Agent Angel
3 T.G Agent Angel
1 T.G Plant
1 T.G Anti-Meta
1 Dark World
1 Lightsworn
1 Dragunity
1 Vayu-based Blackwing
Not very diverse considering 10 out of 16 played Angels. I do however believe Angels are a very manageable tier 1 deck. I like this format.
25 Thunder King Rai-Oh
22 D.D. Crow
13 Kycoo the Ghost Destroyer
9 Snowman Eater
6 Cyber Dragon
6 Puppet Plant
4 Ally of Justice Core Destroyer
4 Effect Veiler
4 Gemini Imps
3 Breaker the Magical Warrior
3 Gorz the Emissary of Darkness
3 Kinetic Soldier
2 Ally Bomb
2 Card Trooper
2 Greenkappa
2 Lyla, Lightsworn Sorceress
2 Neo-Spacian Grand Mole
2 Spirit Reaper
1 Banisher of the Radiance
1 Black Luster Soldier - Envoy of the Beginning
1 Herald of Orange Light
1 King Tiger Wanghu
1 Ryko, Lightsworn Hunter
11 Mystical Space Typhoon
5 Forbidden Lance
4 Mind Control
3 Nobleman of Crossout
2 Autonomous Action Unit
1 Dark World Lightning
1 Emergency Provisions
1 Lightning Vortex
1 Soul Release
22 Dimensional Prison
11 Chain Disappearance
7 Chaos Trap Hole
7 Royal Decree
7 The Transmigration Prophecy
4 Mind Crush
4 Trap Stun
3 Black Horn of Heaven
3 Starlight Road
2 Bottomless Trap Hole
2 Dust Tornado
2 Icarus Attack
2 Imperial Iron Wall
2 Pulling the Rug
2 Shadow-Imprisoning Mirror
1 Crevice into the Different Dimension
1 Debunk
1 Gozen Match
1 Malevolent Catastrophe
1 Mirror Force
1 Rivalry of Warlords
1 Torrential Tribute
1 Seven Tools of the Bandit
Thunder King Rai-Oh, D.D. Crow, Mystical Space Typhoon, Dimensional Prison and Chain Disappearance are the cards mostly sided so be prepared.
In my opinion, you should always play a total of 3 MST in side and main deck, and your side deck should contain The Transmigration Prophecy along with 2 Kycoo the Ghost Destoyer. I think D.D. Crow is too easy to counter, even if Debunk didn't see major play. The Transmigration Prophecy essentially does the same thing as D.D. Crow but not from the hand.
Mind Crush along with Trap Dustshoot are key players this format. Get them while you can.
And as a side note, no, I have absolutely no idea about the 1 Emergency Provisions which was sided...
Sunday, August 28, 2011
Side Decking
This is one commonly discussed topic, and also a vast and for some people curious science.
I have always believed side decking to be simple, but on forums and real life I often see side decks being argued over, and many players miss the basic points about side deck.
Many player are also too insecure about their own side deck and end up doing the great mistake of net decking a side deck, which often is a one way trip to a loss.
Side decking is complex, but can easily be broken down. It requires the same kind of knowledge as used when building a main deck, but the skill also lies in exchanging the right cards for the right cards.
1. What do you expect to face?
This one is actually self explanatory but sometimes overlooked. Even if you have a wickedly bad matchup against Gravity Bind based decks, you shouldn't fear them as the aren't numerous enough to have an impact.
2. What do you struggle against?
For example, let's say I'm playing my Dark World Tour deck. That means I really heavily on Special Summons, need to keep my Field Card alive, thrive on face-down cards, and can handle Skill Drain but not Macro Cosmos.
Try to think along these lines.
3. What do those decks struggle against?
Macro has nothing but a bunch of bad monsters when facing S/T removal, King Tiger Wanghu mutilates an entire Plant deck except for Tengu, Thunder King Rai-Oh makes T.G. and Gadgets next to useless, etc.
Then comes the conclusion;
I should include cards into my side deck, which doesn't hinder me, but hinders my opponent, whom I else would have a hard time beating.
Newer players often makes the mistake of including cards they couldn't fit into their main deck into their side deck, which is very wrong most times. Sure, some cards fit well into both main and side deck, like Effect Veiler, but this rare.
For example, take this 1st place Tengu Plant side deck from YCS Indianapolis;
2 Thunder King Rai-Oh
2 Banisher of the Radiance
2 Fossil Dyna Pachycephalo
2 Forbidden Lance
2 Dimensional Prison
1 Mirror Force
1 Royal Oppression
1 Chain Disappearance
1 Chain Whirlwind
1 Malevolent Catastrophe
At first glance, this side deck seems flawed. The deck itself relies heavily on the Graveyard, searching, and Special Summoning meaning Banisher, Rai-Oh and Fossil Dyna respectively stops you.
In addition, these monsters are almost always used in Anti-Meta, and only rarely used against or in Synchro-based decks.
However, given the fact that these are your cards, and in your hand, means you chose when to use them and when to not. An unprepared opponent will have side decked in copies of Chain Disappearance, D.D. Crow, Effect Veiler and other similar cards to stop you. These cards not only become dead due to the lack of plays to stop, but additionally their deck now lies in pieces due to your beatdown Anti-Meta style plays.
Then we have the more common cards in form of Spell and Trap Destruction. This deck main decks Effect Veiler, meaning it isn't side decked.
The above is an example of more extreme side decking, because this side deck is meant to modify your main deck into another deck, designed to both ruin your opponent's main AND side deck, at the cost of switching strategy.
This strategy is effective due to the fact that Tengu Plant has a very strong game 1, meaning you will mostly win against other decks game 1, then switching to a different approach which not only ruins their side decking, but gives you an edge. The choice of Anti-Meta based monsters were clearly based upon the mirror match, which also was abundant; of the top 16 decks 8 were Tengu Plants.
As a second example, the Tengu Plant 2nd place finishing player;
1 Ryko, Lightsworn Hunter
2 Thunder King Rai-Oh
2 Kinetic Soldier
2 D.D. Crow
1 Fossil Dyna Pachycephalo
1 Smashing Ground
2 Dust Tornado
1 Mirror Force
1 Chain Disappearance
2 Malevolent Catastrophe
No Banisher or Royal Oppression, but instead more assurance against a normal player.
This deck also contains hints of counter side decking, as Ryko and Smashing Ground obviously are meant to counter opposing Banishers, Fossil Dynas, and Rai-Ohs.
Other than that, it contains the typical side deck elements, S/T removal, anti-Six Samurai, and D.D. Crow.
As a conclusion, this side deck is made to give you an edge, without losing the original consistency or changing playstyle.
Now, re-read the intro points marked 1-3.
Okay, now I know what side deck is supposed to do, but how do I do it?
This is were I give you a list of side deck-eligible cards, including what to use them in and against. This is merely an approximation to get you started and is based on my own experiences, tournament reports, feature matches and theory. Meant primary for the new ban list.
I have always believed side decking to be simple, but on forums and real life I often see side decks being argued over, and many players miss the basic points about side deck.
Many player are also too insecure about their own side deck and end up doing the great mistake of net decking a side deck, which often is a one way trip to a loss.
Side decking is complex, but can easily be broken down. It requires the same kind of knowledge as used when building a main deck, but the skill also lies in exchanging the right cards for the right cards.
1. What do you expect to face?
This one is actually self explanatory but sometimes overlooked. Even if you have a wickedly bad matchup against Gravity Bind based decks, you shouldn't fear them as the aren't numerous enough to have an impact.
2. What do you struggle against?
For example, let's say I'm playing my Dark World Tour deck. That means I really heavily on Special Summons, need to keep my Field Card alive, thrive on face-down cards, and can handle Skill Drain but not Macro Cosmos.
Try to think along these lines.
3. What do those decks struggle against?
Macro has nothing but a bunch of bad monsters when facing S/T removal, King Tiger Wanghu mutilates an entire Plant deck except for Tengu, Thunder King Rai-Oh makes T.G. and Gadgets next to useless, etc.
Then comes the conclusion;
I should include cards into my side deck, which doesn't hinder me, but hinders my opponent, whom I else would have a hard time beating.
Newer players often makes the mistake of including cards they couldn't fit into their main deck into their side deck, which is very wrong most times. Sure, some cards fit well into both main and side deck, like Effect Veiler, but this rare.
For example, take this 1st place Tengu Plant side deck from YCS Indianapolis;
2 Thunder King Rai-Oh
2 Banisher of the Radiance
2 Fossil Dyna Pachycephalo
2 Forbidden Lance
2 Dimensional Prison
1 Mirror Force
1 Royal Oppression
1 Chain Disappearance
1 Chain Whirlwind
1 Malevolent Catastrophe
At first glance, this side deck seems flawed. The deck itself relies heavily on the Graveyard, searching, and Special Summoning meaning Banisher, Rai-Oh and Fossil Dyna respectively stops you.
In addition, these monsters are almost always used in Anti-Meta, and only rarely used against or in Synchro-based decks.
However, given the fact that these are your cards, and in your hand, means you chose when to use them and when to not. An unprepared opponent will have side decked in copies of Chain Disappearance, D.D. Crow, Effect Veiler and other similar cards to stop you. These cards not only become dead due to the lack of plays to stop, but additionally their deck now lies in pieces due to your beatdown Anti-Meta style plays.
Then we have the more common cards in form of Spell and Trap Destruction. This deck main decks Effect Veiler, meaning it isn't side decked.
The above is an example of more extreme side decking, because this side deck is meant to modify your main deck into another deck, designed to both ruin your opponent's main AND side deck, at the cost of switching strategy.
This strategy is effective due to the fact that Tengu Plant has a very strong game 1, meaning you will mostly win against other decks game 1, then switching to a different approach which not only ruins their side decking, but gives you an edge. The choice of Anti-Meta based monsters were clearly based upon the mirror match, which also was abundant; of the top 16 decks 8 were Tengu Plants.
As a second example, the Tengu Plant 2nd place finishing player;
1 Ryko, Lightsworn Hunter
2 Thunder King Rai-Oh
2 Kinetic Soldier
2 D.D. Crow
1 Fossil Dyna Pachycephalo
1 Smashing Ground
2 Dust Tornado
1 Mirror Force
1 Chain Disappearance
2 Malevolent Catastrophe
No Banisher or Royal Oppression, but instead more assurance against a normal player.
This deck also contains hints of counter side decking, as Ryko and Smashing Ground obviously are meant to counter opposing Banishers, Fossil Dynas, and Rai-Ohs.
Other than that, it contains the typical side deck elements, S/T removal, anti-Six Samurai, and D.D. Crow.
As a conclusion, this side deck is made to give you an edge, without losing the original consistency or changing playstyle.
Now, re-read the intro points marked 1-3.
Okay, now I know what side deck is supposed to do, but how do I do it?
This is were I give you a list of side deck-eligible cards, including what to use them in and against. This is merely an approximation to get you started and is based on my own experiences, tournament reports, feature matches and theory. Meant primary for the new ban list.
Saturday, August 27, 2011
[DECK]TourWorld Update
3 Grapha, Dragon God of Dark World
3 Snow, Mage of Dark World
3 Broww, Huntsman of Dark World
3 Goldd, Wu-Lord of Dark World
3 Tour Guide from the Underworld
1 Sangan
1 Dark Armed Dragon
1 Plaguespreader Zombie
1 Fabled Raven
3 Gate to the Dark World
3 Dark World Lightning
3 Dark World Dealings
2 Mystical Space Typhoon
1 Monster Reborn
1 Mind Control
1 Card Destruction
2 Bottomless Trap Hole
2 Solemn Warning
1 Mirror Force
1 Solemn Judgment
1 Torrential Tribute
1 Ally of Justice Catastor
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Orient Dragon
1 Scrap Dragon
1 Trishula, Dragon of the Ice Barrier
1 Adreus, Keeper of Genesis
2 Leviair the Sea Dragon
2 Number 17: Leviathan Dragon
1 Number 30: Acid Golem of Destruction
1 Number 61: Volcosaurus
1 Steelswarm Roach
1 Tiras, Keeper of Genesis
Just a quick update to let you know. I lost count of my wins somewhere around 165+, at that time having 13 losses.
3 Snow, Mage of Dark World
3 Broww, Huntsman of Dark World
3 Goldd, Wu-Lord of Dark World
3 Tour Guide from the Underworld
1 Sangan
1 Dark Armed Dragon
1 Plaguespreader Zombie
1 Fabled Raven
3 Gate to the Dark World
3 Dark World Lightning
3 Dark World Dealings
2 Mystical Space Typhoon
1 Monster Reborn
1 Mind Control
1 Card Destruction
2 Bottomless Trap Hole
2 Solemn Warning
1 Mirror Force
1 Solemn Judgment
1 Torrential Tribute
1 Ally of Justice Catastor
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Orient Dragon
1 Scrap Dragon
1 Trishula, Dragon of the Ice Barrier
1 Adreus, Keeper of Genesis
2 Leviair the Sea Dragon
2 Number 17: Leviathan Dragon
1 Number 30: Acid Golem of Destruction
1 Number 61: Volcosaurus
1 Steelswarm Roach
1 Tiras, Keeper of Genesis
Just a quick update to let you know. I lost count of my wins somewhere around 165+, at that time having 13 losses.
Friday, August 26, 2011
10 things which Konami should change
10. Utilize Strcuture Decks
This is already partly done, but I'd like to see it continue. Reprinting high-end cards in Structure decks, and also allowing newer players to get a playable deck faster.
Dimensional Prison, Mirror Force, Dark Bribe and the like, hitting the game again as commons is one of the single greatest moves Konami has ever performed.
Machina, Dark World and Fairy are good decks with a small price tag.
9. Create an Extra Deck Pack
Synchros are not cheap. Neither are Exceeds, and this should maybe not change, but all the older out-of-print Synchros should be reprinted to more easily allow newer players to build complete decks. Brionac, Catastor, Black Rose, Stardust, Colossal, Red Dragon Archfiend, Gaia Knight and the like, cards which everyone needs but not everyone has.
8. Not change the rarity of cards
Battle Fader and Solemn Warning were common in OCG, both Ultra Rare in TCG.
Dark Armed Dragon were Rare in OCG, and Secret Rare in TCG.
This is stupid, and there is no reason that can justify this.
7. Allow "non-local" Promos
Europeans also buy Shonen Jump, and they should also be able to use the promos. Differentiation between America and Europa in terms of TCG are stupid.
6. Not play favorites with Japan
OCG player can use TCG cards if they are released, right?
Wrong, only Japan has this privilege and the other Asian countries may only use them for casual play.
5. Support local card shops
A lot of local card shops aren't supported by Konami because they doesn't care. Get a hold of yourself.
4. Correct the Exceed ruling
This is only partly Konami's fault, and more of problem 1's fault. However they still hold responsibility, and this is stupid. The whole concept behind Exceed is that they are supposed to be non-abusable and flexible. If the monsters get their effect they are basically delayed Synchros, and this is not the point.
Why can't you use tokens for Exceed?
Because they can't leave the Field.
How can Tewart then declare that "xyz materials are on the field. Period. End of story."?
3. Change the priority ruling
This one is obvious. Already enforced in the OCG, it should soon enter the TCG.
2. Allow OCG cards in TCG
This one is big, and logical. WHY NOT?
It doesn't further some evil unjust cause, which Konami seems to think. As long as it is not OCG-exclusive, and has been released in the TCG, it should obviously be allowed.
1. Fire Kevin Tewart
This guy is the reason behind a lot of these stupid happenings, such as the Exceed rulings.
He has fucked the game up more than once.
Calling him a retard is an insult to people who really are.
He is some kind of huge, slimey, abomination, called forth from the Underworld to terrorize people who want a fair game.
This is already partly done, but I'd like to see it continue. Reprinting high-end cards in Structure decks, and also allowing newer players to get a playable deck faster.
Dimensional Prison, Mirror Force, Dark Bribe and the like, hitting the game again as commons is one of the single greatest moves Konami has ever performed.
Machina, Dark World and Fairy are good decks with a small price tag.
9. Create an Extra Deck Pack
Synchros are not cheap. Neither are Exceeds, and this should maybe not change, but all the older out-of-print Synchros should be reprinted to more easily allow newer players to build complete decks. Brionac, Catastor, Black Rose, Stardust, Colossal, Red Dragon Archfiend, Gaia Knight and the like, cards which everyone needs but not everyone has.
8. Not change the rarity of cards
Battle Fader and Solemn Warning were common in OCG, both Ultra Rare in TCG.
Dark Armed Dragon were Rare in OCG, and Secret Rare in TCG.
This is stupid, and there is no reason that can justify this.
7. Allow "non-local" Promos
Europeans also buy Shonen Jump, and they should also be able to use the promos. Differentiation between America and Europa in terms of TCG are stupid.
6. Not play favorites with Japan
OCG player can use TCG cards if they are released, right?
Wrong, only Japan has this privilege and the other Asian countries may only use them for casual play.
5. Support local card shops
A lot of local card shops aren't supported by Konami because they doesn't care. Get a hold of yourself.
4. Correct the Exceed ruling
This is only partly Konami's fault, and more of problem 1's fault. However they still hold responsibility, and this is stupid. The whole concept behind Exceed is that they are supposed to be non-abusable and flexible. If the monsters get their effect they are basically delayed Synchros, and this is not the point.
Why can't you use tokens for Exceed?
Because they can't leave the Field.
How can Tewart then declare that "xyz materials are on the field. Period. End of story."?
3. Change the priority ruling
This one is obvious. Already enforced in the OCG, it should soon enter the TCG.
2. Allow OCG cards in TCG
This one is big, and logical. WHY NOT?
It doesn't further some evil unjust cause, which Konami seems to think. As long as it is not OCG-exclusive, and has been released in the TCG, it should obviously be allowed.
1. Fire Kevin Tewart
This guy is the reason behind a lot of these stupid happenings, such as the Exceed rulings.
He has fucked the game up more than once.
Calling him a retard is an insult to people who really are.
He is some kind of huge, slimey, abomination, called forth from the Underworld to terrorize people who want a fair game.
Tuesday, August 23, 2011
Facing the New Frontier
Don't know which cards suddenly became good during the new format?
Well you won't have to wait much longer...
Cards that gain power:
Tour Guide from the Underworld
Oh here we have her, everyone's favourite random +1 and the worst enemy of your wallet. Being at 200$ each this card is expensive, but it IS good, and you have a much better chance at winning if your deck can implement it (which your deck probably can).
I hate this type of card, not because of the general idea but because of Sangan. More specifically because of the stupid Exceed ruling by that retard Kevin Tewart. If Sangan did not get its effect all you would have gained was a bigger monster and a very very slight deck thin.
But as long as the combo is alive, Tour Guide will remain one of the best cards in the coming format.
Effect Veiler
This magician (not an angel as an angel is the OCG name for Fairy) was good and has now turned into a considerable force. With more spell/trap removal, the "lasting" cards will be more effective.
She can stops Tour Guide, she can stop Chaos Sorcerer/Black Luster Soldier, and if they used their first effect they can't attack. She is also Light to help them, AND is a Tuner.
This means Effect Veiler effectively stops your opponent's best cards, makes your best cards easier to play, can be searched through Tour Guide+Sangan+Exceed, and is a Tuner.
It adds variety, while also making the deck overall better. Her bad point is that she doesn't do anything against an already played card, and has the not so superb stats of 0/0.
I think you should play at least 1 copy in every TCG deck, and even up to 3 main-decked copies because stopping that t1 Tour Guide, rendering her a vanilla 1000 beatstick is simply to powerful.
If you can't manage 3 copies 2 copies will be just fine.
Thunder King Rai-Oh
He is back. And he is going to stay. Seems like every card I post has some relation to Tour Guide...
He can stop Overlays, and he can stop the Sangan searches, all while being big and beefy. He is also the grandmaster of stopping Pot of Duality, Charge of the Light Brigade and Six Samurai decks in general.
Also Light, fitting well with Chaos Sorcerer and friends, being a great t1 drop and almost impossible to play around using traditional means except Book of Moon.
Kycoo the Ghost Destroyer
A dark for Chaos Sorcerer and BLS, while simultaneously stopping them from hitting the opponenet's field, while stopping Gate of the Dark World, Spore, Dark Armed Dragon, Necro Gardna, Destiny Hero - Malicious, and making Judgment Dragon, Pot of Avarice, and Grapha nearly useless.
He is like soooo underrated right now, while he in reality is extremely good.
Gorz the Emissary of Darkness
Fewer backrows = more direct attacks and therefore more Gorz. This in my opinion quite possibly the best card in the game, even more so now.
Tragoedia
The same as Gorz. Keep in mind though to never set 3+ cards (even if Heavy Storm is gone) as you might draw one of the top of the deck and have it dead. Exceed greatly makes this card stronger.
Ally of Justice Decisive Armor
Here comes the game finisher! This card is often overlooked, but is is simply broken. There is no other word for this card. Sporting 3 powerful effects, including a simple +1, a Harpie's Feather Duster and a game finisher. All of this, placed in the Extra Deck and attached to a 3300 ATK body.
This is the reason Lightsworn struggled to win in Japan during the 3 Charge era. Their main nemesis, Zombies, can easily pull this out using Zombie Master+Goblin Zombie+Plaguespreader, and the effect might end the game right there. Not to mention it is a generic Level 10 Synchro, and with the rule of side-decking Extra decked cards, he doesn't even have to reside in your actual Extra deck.
As an added bonus, he is also good against Gemini beat by killing of their backrows, and against Fabled and Angel (his effect 'sends' the Fabled cards so their effects doesn't activate), but be on the lookout for Effect Veiler and Herald of Orange Light. If possible, declare them for Mind Crush before the effect as you will still lose your hand.
As far as my am concerned, he will be a star in the next format.
A huge, metallic, wicked star, but a star nonetheless.
Spell Calling
Yeah this one is a little trollface, but I think it could actually work. There are quite obviously better options like Dark Coffin, but this effect is probably the best one if you actually get it.
Mind Control
This is one overpowered card. What started out as a really bad card, became a staple in Synchro Cat-like decks, and was then consequently limited.
Now the card has reached epic proportions and can be played in any deck.
Have a Tuner in hand? Synchro time.
Have a monster of the same level? Exceed time.
Gladiator Beast mirror? Fusion time.
Don't have either but almost have game? Control for 1 turn allows for some direct attacks.
Even if you have none of the above, it is still possible to use the effect, for example nuking with Dark Armed, steal a face-down Spy or Ryko, or even a face-up Lyla. It is also a counter to the Chaos Cadre, letting them remove themselves.
The game's mechanics has changed, and this once bad card is now a great contender for being banned, in my opinion.
Enemy Controller
Allows for better Tour Guide shenanigans and has a similar effect to Mind Control, but is chainable. Also goes well with tokens, and is great for suprise Accel Synchro plays.
With so many cards like Ryko essentially being "dead" after using their effects, there is nothing better than stealing something for virtually no cost.
Smashing Ground
Here comes the great return!
It is an instant out to any annoying monster, and kills Exceeds along with the annoying aforementioned Kycoo and Rai-Oh.
Great against decks with either few monsters or decks with small capabilities of creating Stardust Dragon. Early on I can see it coming as a bit of a surprise as well, furthering the impact of its effect.
Starlight Road
This card was released and saw enormous play, then died with the banning of Heavy Storm.
Now is the time for a comeback, killing of Black Rose Dragon, Celestia, Judgment Dragon, Icarus Attack, Heavy Storm, Torrential Tribute, Mirror Force, Gladiator Beast Gyzarus and so on.
While using Rescue Rabbit/Rekindling it can also negate Bottomless Trap Hole. Extra deck space is more limited than ever, but making room for at least 1 Stardust Dragon shouldn't be impossible.
Bottomless Trap Hole
Contrary to popular belief that this card should be bad in a removal-heavy format, this card shines now. Most decks either don't readily have access to their removal or their removal are monster based, like Lyla. Strictly speaking, this card is in reality only really good in the OCG due to the lack of priority and the abundance of Vayu-based decks.
Mind Crush
Up on 2, fresh to kill of your opponent's Beckoning Light or Sangan search (which will be seeing a lot of play now) and it is really good against Agents. They often play multiple Pot of Duality, and their boss monsters are easy to read. In Dark World you can also purposely guess wrong, just to see your opponent's hand and discard a random card from your hand.
Chain Disappearance
This card kills Tour Guide, but there are some problems. First off, if you chose to remove Tour Guide and the other copies of her, your opponent will keep Sangan. If you chose Sangan, your opponent will still have 2 Tour Guides left in order to make Leviair and retrieve him.
Generally, removing Tour Guide is the way to go, but if facing a deck sporting double but not triple Tour Guides, or if holding another removal card to prevent Leviair, you should remove Sangan.
Well you won't have to wait much longer...
Cards that gain power:
Tour Guide from the Underworld
Oh here we have her, everyone's favourite random +1 and the worst enemy of your wallet. Being at 200$ each this card is expensive, but it IS good, and you have a much better chance at winning if your deck can implement it (which your deck probably can).
I hate this type of card, not because of the general idea but because of Sangan. More specifically because of the stupid Exceed ruling by that retard Kevin Tewart. If Sangan did not get its effect all you would have gained was a bigger monster and a very very slight deck thin.
But as long as the combo is alive, Tour Guide will remain one of the best cards in the coming format.
Effect Veiler
This magician (not an angel as an angel is the OCG name for Fairy) was good and has now turned into a considerable force. With more spell/trap removal, the "lasting" cards will be more effective.
She can stops Tour Guide, she can stop Chaos Sorcerer/Black Luster Soldier, and if they used their first effect they can't attack. She is also Light to help them, AND is a Tuner.
This means Effect Veiler effectively stops your opponent's best cards, makes your best cards easier to play, can be searched through Tour Guide+Sangan+Exceed, and is a Tuner.
It adds variety, while also making the deck overall better. Her bad point is that she doesn't do anything against an already played card, and has the not so superb stats of 0/0.
I think you should play at least 1 copy in every TCG deck, and even up to 3 main-decked copies because stopping that t1 Tour Guide, rendering her a vanilla 1000 beatstick is simply to powerful.
If you can't manage 3 copies 2 copies will be just fine.
Thunder King Rai-Oh
He is back. And he is going to stay. Seems like every card I post has some relation to Tour Guide...
He can stop Overlays, and he can stop the Sangan searches, all while being big and beefy. He is also the grandmaster of stopping Pot of Duality, Charge of the Light Brigade and Six Samurai decks in general.
Also Light, fitting well with Chaos Sorcerer and friends, being a great t1 drop and almost impossible to play around using traditional means except Book of Moon.
Kycoo the Ghost Destroyer
A dark for Chaos Sorcerer and BLS, while simultaneously stopping them from hitting the opponenet's field, while stopping Gate of the Dark World, Spore, Dark Armed Dragon, Necro Gardna, Destiny Hero - Malicious, and making Judgment Dragon, Pot of Avarice, and Grapha nearly useless.
He is like soooo underrated right now, while he in reality is extremely good.
Gorz the Emissary of Darkness
Fewer backrows = more direct attacks and therefore more Gorz. This in my opinion quite possibly the best card in the game, even more so now.
Tragoedia
The same as Gorz. Keep in mind though to never set 3+ cards (even if Heavy Storm is gone) as you might draw one of the top of the deck and have it dead. Exceed greatly makes this card stronger.
Ally of Justice Decisive Armor
Here comes the game finisher! This card is often overlooked, but is is simply broken. There is no other word for this card. Sporting 3 powerful effects, including a simple +1, a Harpie's Feather Duster and a game finisher. All of this, placed in the Extra Deck and attached to a 3300 ATK body.
This is the reason Lightsworn struggled to win in Japan during the 3 Charge era. Their main nemesis, Zombies, can easily pull this out using Zombie Master+Goblin Zombie+Plaguespreader, and the effect might end the game right there. Not to mention it is a generic Level 10 Synchro, and with the rule of side-decking Extra decked cards, he doesn't even have to reside in your actual Extra deck.
As an added bonus, he is also good against Gemini beat by killing of their backrows, and against Fabled and Angel (his effect 'sends' the Fabled cards so their effects doesn't activate), but be on the lookout for Effect Veiler and Herald of Orange Light. If possible, declare them for Mind Crush before the effect as you will still lose your hand.
As far as my am concerned, he will be a star in the next format.
A huge, metallic, wicked star, but a star nonetheless.
Spell Calling
Yeah this one is a little trollface, but I think it could actually work. There are quite obviously better options like Dark Coffin, but this effect is probably the best one if you actually get it.
Mind Control
This is one overpowered card. What started out as a really bad card, became a staple in Synchro Cat-like decks, and was then consequently limited.
Now the card has reached epic proportions and can be played in any deck.
Have a Tuner in hand? Synchro time.
Have a monster of the same level? Exceed time.
Gladiator Beast mirror? Fusion time.
Don't have either but almost have game? Control for 1 turn allows for some direct attacks.
Even if you have none of the above, it is still possible to use the effect, for example nuking with Dark Armed, steal a face-down Spy or Ryko, or even a face-up Lyla. It is also a counter to the Chaos Cadre, letting them remove themselves.
The game's mechanics has changed, and this once bad card is now a great contender for being banned, in my opinion.
Enemy Controller
Allows for better Tour Guide shenanigans and has a similar effect to Mind Control, but is chainable. Also goes well with tokens, and is great for suprise Accel Synchro plays.
With so many cards like Ryko essentially being "dead" after using their effects, there is nothing better than stealing something for virtually no cost.
Smashing Ground
Here comes the great return!
It is an instant out to any annoying monster, and kills Exceeds along with the annoying aforementioned Kycoo and Rai-Oh.
Great against decks with either few monsters or decks with small capabilities of creating Stardust Dragon. Early on I can see it coming as a bit of a surprise as well, furthering the impact of its effect.
Starlight Road
This card was released and saw enormous play, then died with the banning of Heavy Storm.
Now is the time for a comeback, killing of Black Rose Dragon, Celestia, Judgment Dragon, Icarus Attack, Heavy Storm, Torrential Tribute, Mirror Force, Gladiator Beast Gyzarus and so on.
While using Rescue Rabbit/Rekindling it can also negate Bottomless Trap Hole. Extra deck space is more limited than ever, but making room for at least 1 Stardust Dragon shouldn't be impossible.
Bottomless Trap Hole
Contrary to popular belief that this card should be bad in a removal-heavy format, this card shines now. Most decks either don't readily have access to their removal or their removal are monster based, like Lyla. Strictly speaking, this card is in reality only really good in the OCG due to the lack of priority and the abundance of Vayu-based decks.
Mind Crush
Up on 2, fresh to kill of your opponent's Beckoning Light or Sangan search (which will be seeing a lot of play now) and it is really good against Agents. They often play multiple Pot of Duality, and their boss monsters are easy to read. In Dark World you can also purposely guess wrong, just to see your opponent's hand and discard a random card from your hand.
Chain Disappearance
This card kills Tour Guide, but there are some problems. First off, if you chose to remove Tour Guide and the other copies of her, your opponent will keep Sangan. If you chose Sangan, your opponent will still have 2 Tour Guides left in order to make Leviair and retrieve him.
Generally, removing Tour Guide is the way to go, but if facing a deck sporting double but not triple Tour Guides, or if holding another removal card to prevent Leviair, you should remove Sangan.
Thursday, August 18, 2011
[DECK]Unexpected Hero
Main props for this deck goes to Dreadscythe Harvester, although I will be showing my evolved version of the deck.
This is another deck with Future Fusion. It's also tested around 30 games, using my DS. The bots are stupid but the people online ain't therefore I'd say the testing is around 50% accurate.
On the side note about testing, the previous Tour World deck is now at 103-9.
3 Alien Ammonite
2 Alien Hypno
1 Elemental HERO Stratos
3 Elemental HERO Neos Alius
1 Elemental HERO Ice Edge
2 Card Trooper
1 Glow-Up Bulb
1 Plaguespreader Zombie
1 Sangan
1 Blackwing - Zephyros the Elite
1 Gorz the Emissary of Darkness
1 Featherizer
1 Future Fusion
3 Mystical Space Typhoon
1 Heavy Storm
1 Mind Control
1 Monster Reborn
1 Pot of Avarice
3 Miracle Fusion
2 Gemini Spark
2 Pot of Duality
2 Swords of Revealing Light
2 Call of the Haunted
2 Solemn Warning
1 Mirror Force
3 Cosmic Fortress Gol'gar
1 T.G. Hyper Librarian
1 Brionac, Dragon of the Ice Barrier
1 Trishula, Dragon of the Ice Barrier
1 Black Rose Dragon
1 Scrap Dragon
1 Elemental HERO Escuridão
2 Elemental HERO Absolute Zero
2 Elemental HERO Great Tornado
1 Elemental HERO Gaia
1 Elemental HERO the Shining
The deck aims to recycle with Gol'gar. Future Fusion, SoRL and Call of the Haunted are great targets.
The deck is a little tight, but you should be able to see the reasoning behind the cards.
Realized I did a lot of decks containing the Future Fusion+Elemental HERO combo. Must try doing something else, but a recycleable Foolish Burial is simply to good, I guess.
Why don't all decks play Future Fusion? All decks CAN splash it, but I guess a lot of decks wouldn't earn anything by dumping, Gravekeeper is an example.
If you have Ammonite and Future Fusion in hand, you can dump Zephyros and a Hero, then play it again for Hypno and a Hero, and finish of by either summoning Trishula or bounce it for the third time with Gol'gar.
Either way, you now have all three Miracle Fusions as live cards, which is good, right?
Try getting more than one Gol'gar out and your opponent will see chaos.
This is another deck with Future Fusion. It's also tested around 30 games, using my DS. The bots are stupid but the people online ain't therefore I'd say the testing is around 50% accurate.
On the side note about testing, the previous Tour World deck is now at 103-9.
3 Alien Ammonite
2 Alien Hypno
1 Elemental HERO Stratos
3 Elemental HERO Neos Alius
1 Elemental HERO Ice Edge
2 Card Trooper
1 Glow-Up Bulb
1 Plaguespreader Zombie
1 Sangan
1 Blackwing - Zephyros the Elite
1 Gorz the Emissary of Darkness
1 Featherizer
1 Future Fusion
3 Mystical Space Typhoon
1 Heavy Storm
1 Mind Control
1 Monster Reborn
1 Pot of Avarice
3 Miracle Fusion
2 Gemini Spark
2 Pot of Duality
2 Swords of Revealing Light
2 Call of the Haunted
2 Solemn Warning
1 Mirror Force
3 Cosmic Fortress Gol'gar
1 T.G. Hyper Librarian
1 Brionac, Dragon of the Ice Barrier
1 Trishula, Dragon of the Ice Barrier
1 Black Rose Dragon
1 Scrap Dragon
1 Elemental HERO Escuridão
2 Elemental HERO Absolute Zero
2 Elemental HERO Great Tornado
1 Elemental HERO Gaia
1 Elemental HERO the Shining
The deck aims to recycle with Gol'gar. Future Fusion, SoRL and Call of the Haunted are great targets.
The deck is a little tight, but you should be able to see the reasoning behind the cards.
Realized I did a lot of decks containing the Future Fusion+Elemental HERO combo. Must try doing something else, but a recycleable Foolish Burial is simply to good, I guess.
Why don't all decks play Future Fusion? All decks CAN splash it, but I guess a lot of decks wouldn't earn anything by dumping, Gravekeeper is an example.
If you have Ammonite and Future Fusion in hand, you can dump Zephyros and a Hero, then play it again for Hypno and a Hero, and finish of by either summoning Trishula or bounce it for the third time with Gol'gar.
Either way, you now have all three Miracle Fusions as live cards, which is good, right?
Try getting more than one Gol'gar out and your opponent will see chaos.
Wednesday, August 17, 2011
[DECK]TourWorld
Unlike the other malevolent and random creations I have posted so far, this deck is thoroughly played and understood.
The deck in question is Dark World, using the new Hell's Gate Starter deck and the TCG-exclusive Tour Guide from the Underworld in splendid overpower.
Such a deck is illegal in both OCG and TCG, but by using Dueling Network this creation has come to life. Some claim it should never have seen the light of day.
3 Grapha, Dragon God of Dark World
3 Snow, Mage of Dark World
3 Broww, Huntsman of Dark World
3 Goldd, Wu-Lord of Dark World
3 Tour Guide from the Underworld
1 Dark Armed Dragon
1 Sangan
1 Plaguespreader Zombie
3 Dark World Lightning
3 Gate of the Dark World
3 Pot of Duality
2 Mystical Space Typhoon
1 Allure of Darkness
1 Monster Reborn
1 Mind Control
1 Card Destruction
2 Bottomless Trap Hole
2 Solemn Warning
1 Mirror Force
1 Torrential Tribute
1 Solemn Judgment
1 Ally of Justice Catastor
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Orient Dragon
1 Scrap Dragon
1 Trishula, Dragon of the Ice Barrier
1 Adrius, Keeper of Armageddon
2 Tiras, Keeper of Genesis
2 Number 17: Leviathan Dragon
1 Steelswarm Roach
1 Number 39: Utopia
2 Leviair the Sea Dragon
It doesn't play Future Fusion!
And yet it wins.
The most obvious combo is the Tour Guide from the Underworld searching Sangan and making Leviathan, then detach and search another good card. In most cases this is another Tour Guide.
The best combo is really simple. This deck is quite simple, but I'll go over it more thoroughly anyway, if you don't like reading excessive long essays skip to the combo section.
Wall of useless text start.
The monster are pretty much optimized, although I could see myself dropping the Dark Armed and Plaguespreader. Preferably for Bronn or Beiige, giving this deck more discarding power or an extra target for the Rank 3's.
Playing at least 1 Raven or 1 Bronn should work out, especially Raven given you can search it out with Sangan, basically giving you five copies of it in your deck. Bronn and Raven are both monster cards however, and this is good; giving you more outs to a t1 Shi En which the deck usually struggles against, but honestly which deck doesn't?
The triple Goldd might look like to much; and it is.
However, the deck needs to be able to Exceed into the Rank 5's and therefore they stay, or at worst I might drop 1 for a Sillva but it doesn't actually modify the count of level 5 Dark Worlds. It should be possible to play another level 5, for example Cyber Dragon, but it feels like non-Fiends slow the deck down to much.
In the Spell section you might notice the lack of Dark World Dealings. It's not that I've forgotten it, but rather that I decided not to play it. Why?
It's effect is really good. Yes, I'd love to play it.
But you auto-lose the mirror match if you do, so therefore it is a excluded. I have actually won 2 mirror matches due to their Dark World Dealings.
I simply hate Giant Trunade except in REALLY fast decks and therefore it is also excluded. Book of Moon is absent once again, and as much as I'd like playing it I prefer this deck at 40 cards.
If you really feel like playing Book; drop the Allure, it doesn't do much anyway.
The traps isn't really much to talk about. All the staples except Call, because it basically serves no purpose in this deck. I would like to play 1-2 Virus Cards as well, but after testing it just didn't click for me. But in theory the would provide a huge edge against T.G. and Gravekeeper. T.G. is about hard, but Gravekeeper is smooth sailing all day. They can't use Royal Tribute without losing and you can trump their Necrovalley. You can fight without Gate but they can't fight without Necrovalley.
This deck beats basically EVERYTHING (yes, eveything. But in capital letters) except for Six Samurai dropping t1 Shi En and Macro dropping t1 Dimensional Fissure/Macro Cosmos. I know Macro Cosmos is t2 but yeah anyway.
The problem for the opposing decks is that their protection is too easily ravaged by Dark World Lightning. I honestly believe that this card, even with the mirror match aspect excluded, is superior to Dark World Dealings.
It wrecks Gladiator Beast, along with Plants (but only early game due to Limit Reverse), and the card is MVP vs T.G. and Gravekeeper, destroying loads of cards for simple cost. A 2 for 2 destruction card is simply too good, and it also sets up for greater combos, more on that below.
I read on a blog somewhere that T.G. generally beats Dark World. Do I think this is true?
I honestly believe T.G. has and edge but it is by no means an autoloss. They set some cards and summon Tengu/T.G., normally a very good play and hard-countered play.
But you play down Dark World Lightning, either wiping their precious 1 for 1 removal/unchainable TG1-EMI or forcing them to chain Skill Drain/Horn of the Phantom Beast. If they chain you sadly won't be able to discard, but a flipped Horn is much less terrifying than a facedown one, really.
If you succeed in DWL, you discard a card putting further pressure.
Hopefully you will hold a Grapha for simple use, killing another S/T and crippling them. Because T.G. thrives on having their MONSTER CARDS killed, not their backrows. All the monsters are fairly weak and even with Skill Drain in play Grapha proves an almost unstoppable force without Dimensional Prison/Bottomelss Trap Hole.
Gladiator Beast also seems hard but except for Tour Guide and Sangan it basically doesn't have any good targets for Chariot. Once again, wreck with DWL and Grapha combo.
The annoying thing is that anything smaller than Grapha will be insta-killed (with our without Forbidden Lance), so therefore it is advisable to conserve. The key here is to play well, not draw well really. Even if it of course helps.
Wall of useless text end.
Combo part! Yay! I don't feel like coming up with phony names for the combos, so unless you have good ideas for stupid names, in which case you may feel free to comment, these names will stick.
Tour Guide Gate
1. Summon Tour Guide of the Underworld, grab Sangan and overlay for Leviathan, detach and search (Dueling Network is mostly TCG community). Grab "something good", for example a second Tour Guide if you have a Dark World in hand, or a Broww if not.
2. Discard and profit from the Dark World using Gate.
3. You have earned 2 free cards and set up.
Tour Guide Gate Grapha
1. Same step as above but make Leviair instead.
2. Remove Dark World using Gate to draw and discard Grapha, blowing up a card.
3. Detach and summon a level 4 or lower Dark World, return it for Grapha.
4. You have earned 3 free cards (4 if using Sangan).
All the combos are really simple and earn a lot of advantage. The second combo also inflicts 4800 damage as well as destroying a card.
If you used Allure on a level 4 or lower before combo 1 you can go for Leviair instead of Leviathan and detach Sangan to special summon that monster.
During the next list, I'd replace Allure and 1 PoD for MST and Heavy Storm.
The Extra Deck will probably include Ally of Justice Decisive Armor if Lightsworn becomes big.
Oh, and I'm 61-5 on Dueling Network using this deck. Consistent right?
Might add more combos later.
The deck in question is Dark World, using the new Hell's Gate Starter deck and the TCG-exclusive Tour Guide from the Underworld in splendid overpower.
Such a deck is illegal in both OCG and TCG, but by using Dueling Network this creation has come to life. Some claim it should never have seen the light of day.
3 Grapha, Dragon God of Dark World
3 Snow, Mage of Dark World
3 Broww, Huntsman of Dark World
3 Goldd, Wu-Lord of Dark World
3 Tour Guide from the Underworld
1 Dark Armed Dragon
1 Sangan
1 Plaguespreader Zombie
3 Dark World Lightning
3 Gate of the Dark World
3 Pot of Duality
2 Mystical Space Typhoon
1 Allure of Darkness
1 Monster Reborn
1 Mind Control
1 Card Destruction
2 Bottomless Trap Hole
2 Solemn Warning
1 Mirror Force
1 Torrential Tribute
1 Solemn Judgment
1 Ally of Justice Catastor
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Orient Dragon
1 Scrap Dragon
1 Trishula, Dragon of the Ice Barrier
1 Adrius, Keeper of Armageddon
2 Tiras, Keeper of Genesis
2 Number 17: Leviathan Dragon
1 Steelswarm Roach
1 Number 39: Utopia
2 Leviair the Sea Dragon
It doesn't play Future Fusion!
And yet it wins.
The most obvious combo is the Tour Guide from the Underworld searching Sangan and making Leviathan, then detach and search another good card. In most cases this is another Tour Guide.
The best combo is really simple. This deck is quite simple, but I'll go over it more thoroughly anyway, if you don't like reading excessive long essays skip to the combo section.
Wall of useless text start.
The monster are pretty much optimized, although I could see myself dropping the Dark Armed and Plaguespreader. Preferably for Bronn or Beiige, giving this deck more discarding power or an extra target for the Rank 3's.
Playing at least 1 Raven or 1 Bronn should work out, especially Raven given you can search it out with Sangan, basically giving you five copies of it in your deck. Bronn and Raven are both monster cards however, and this is good; giving you more outs to a t1 Shi En which the deck usually struggles against, but honestly which deck doesn't?
The triple Goldd might look like to much; and it is.
However, the deck needs to be able to Exceed into the Rank 5's and therefore they stay, or at worst I might drop 1 for a Sillva but it doesn't actually modify the count of level 5 Dark Worlds. It should be possible to play another level 5, for example Cyber Dragon, but it feels like non-Fiends slow the deck down to much.
In the Spell section you might notice the lack of Dark World Dealings. It's not that I've forgotten it, but rather that I decided not to play it. Why?
It's effect is really good. Yes, I'd love to play it.
But you auto-lose the mirror match if you do, so therefore it is a excluded. I have actually won 2 mirror matches due to their Dark World Dealings.
I simply hate Giant Trunade except in REALLY fast decks and therefore it is also excluded. Book of Moon is absent once again, and as much as I'd like playing it I prefer this deck at 40 cards.
If you really feel like playing Book; drop the Allure, it doesn't do much anyway.
The traps isn't really much to talk about. All the staples except Call, because it basically serves no purpose in this deck. I would like to play 1-2 Virus Cards as well, but after testing it just didn't click for me. But in theory the would provide a huge edge against T.G. and Gravekeeper. T.G. is about hard, but Gravekeeper is smooth sailing all day. They can't use Royal Tribute without losing and you can trump their Necrovalley. You can fight without Gate but they can't fight without Necrovalley.
This deck beats basically EVERYTHING (yes, eveything. But in capital letters) except for Six Samurai dropping t1 Shi En and Macro dropping t1 Dimensional Fissure/Macro Cosmos. I know Macro Cosmos is t2 but yeah anyway.
The problem for the opposing decks is that their protection is too easily ravaged by Dark World Lightning. I honestly believe that this card, even with the mirror match aspect excluded, is superior to Dark World Dealings.
It wrecks Gladiator Beast, along with Plants (but only early game due to Limit Reverse), and the card is MVP vs T.G. and Gravekeeper, destroying loads of cards for simple cost. A 2 for 2 destruction card is simply too good, and it also sets up for greater combos, more on that below.
I read on a blog somewhere that T.G. generally beats Dark World. Do I think this is true?
I honestly believe T.G. has and edge but it is by no means an autoloss. They set some cards and summon Tengu/T.G., normally a very good play and hard-countered play.
But you play down Dark World Lightning, either wiping their precious 1 for 1 removal/unchainable TG1-EMI or forcing them to chain Skill Drain/Horn of the Phantom Beast. If they chain you sadly won't be able to discard, but a flipped Horn is much less terrifying than a facedown one, really.
If you succeed in DWL, you discard a card putting further pressure.
Hopefully you will hold a Grapha for simple use, killing another S/T and crippling them. Because T.G. thrives on having their MONSTER CARDS killed, not their backrows. All the monsters are fairly weak and even with Skill Drain in play Grapha proves an almost unstoppable force without Dimensional Prison/Bottomelss Trap Hole.
Gladiator Beast also seems hard but except for Tour Guide and Sangan it basically doesn't have any good targets for Chariot. Once again, wreck with DWL and Grapha combo.
The annoying thing is that anything smaller than Grapha will be insta-killed (with our without Forbidden Lance), so therefore it is advisable to conserve. The key here is to play well, not draw well really. Even if it of course helps.
Wall of useless text end.
Combo part! Yay! I don't feel like coming up with phony names for the combos, so unless you have good ideas for stupid names, in which case you may feel free to comment, these names will stick.
Tour Guide Gate
1. Summon Tour Guide of the Underworld, grab Sangan and overlay for Leviathan, detach and search (Dueling Network is mostly TCG community). Grab "something good", for example a second Tour Guide if you have a Dark World in hand, or a Broww if not.
2. Discard and profit from the Dark World using Gate.
3. You have earned 2 free cards and set up.
Tour Guide Gate Grapha
1. Same step as above but make Leviair instead.
2. Remove Dark World using Gate to draw and discard Grapha, blowing up a card.
3. Detach and summon a level 4 or lower Dark World, return it for Grapha.
4. You have earned 3 free cards (4 if using Sangan).
All the combos are really simple and earn a lot of advantage. The second combo also inflicts 4800 damage as well as destroying a card.
If you used Allure on a level 4 or lower before combo 1 you can go for Leviair instead of Leviathan and detach Sangan to special summon that monster.
During the next list, I'd replace Allure and 1 PoD for MST and Heavy Storm.
The Extra Deck will probably include Ally of Justice Decisive Armor if Lightsworn becomes big.
Oh, and I'm 61-5 on Dueling Network using this deck. Consistent right?
Might add more combos later.
I'm obsessed with Berserk Dragon!
For those of you who don't know, I'm obsessed with Berserk Dragon. I just boundlessly love the card, and with the new format his time to shine is here. Behold an unholy combination of engines into Berserk-HERO-Synchro!
2 Berserk Dragon
2 Summoner Monk
1 Rose, Warrior of Revenge
1 Elemental HERO Stratos
3 Elemental HERO Neos Alius
2 Elemental HERO Ocean
1 Elemental HERO the Heat
1 Blackwing - Zephyros the Elite
3 Scrap Beast
2 Scrap Chimera
3 A Deal with a Dark Ruler
3 Miracle Fusion
3 A Hero Lives
3 Mystical Space Typhoon
1 Heavy Storm
1 Monster Reborn
2 Stardust Shimmer
1 Future Fusion
1 Mind Control
1 Foolish Burial
3 Royal Decree
3 Scrap Dragon
2 Stardust Dragon
1 Colossal Fighter
1 Dark End Dragon
1 Thought Ruler Archfiend
1 Elemental HERO Escuridão
1 Elemental HERO Absolute Zero
1 Elemental HERO Great Tornado
1 Elemental HERO Gaia
1 Elemental HERO the Shining
1 Elemental HERO Nova Master
1 Inverz Roach
As with all good decks, this runs E-Heroes and Future Fusion (seriously what's up? The last post also heavily included that card).
Try to get ut as many level 8s as possible, then just beat down for victory. Hope this works out haven't tested incredibly much yet.
2 Berserk Dragon
2 Summoner Monk
1 Rose, Warrior of Revenge
1 Elemental HERO Stratos
3 Elemental HERO Neos Alius
2 Elemental HERO Ocean
1 Elemental HERO the Heat
1 Blackwing - Zephyros the Elite
3 Scrap Beast
2 Scrap Chimera
3 A Deal with a Dark Ruler
3 Miracle Fusion
3 A Hero Lives
3 Mystical Space Typhoon
1 Heavy Storm
1 Monster Reborn
2 Stardust Shimmer
1 Future Fusion
1 Mind Control
1 Foolish Burial
3 Royal Decree
3 Scrap Dragon
2 Stardust Dragon
1 Colossal Fighter
1 Dark End Dragon
1 Thought Ruler Archfiend
1 Elemental HERO Escuridão
1 Elemental HERO Absolute Zero
1 Elemental HERO Great Tornado
1 Elemental HERO Gaia
1 Elemental HERO the Shining
1 Elemental HERO Nova Master
1 Inverz Roach
As with all good decks, this runs E-Heroes and Future Fusion (seriously what's up? The last post also heavily included that card).
Try to get ut as many level 8s as possible, then just beat down for victory. Hope this works out haven't tested incredibly much yet.
Tuesday, August 16, 2011
Future Fusion is broken.
With the new ban list soon to be out, we notice several things.
First of, Debris-Dandy-Junk-Doppel (or whatever you want to call it) was supposed to be hit severely, and it was.
Secondly, Future Fusion wasn't banned! Happy days for insane combos!
(I know I left out a lot about the ban list but this post is about Future Fusion not the list, deal with it)
Future Fusion is really broken. But that fact spawns from all these 'generic' Fusions we have received, such as Elemental Hero Absolute Zero and to a lesser degree Chimeratech Fortress Dragon.
So just to prove how broken it is, I'll post 2 decks, all centered around Future Fusion (in the new format of course).
First out is Machine.
Credits to DSummon at Duelingdays for the original idea.
3 Jinzo
3 Jinzo - Returner
3 Karakuri Barrel mdl 96 "Shinkuro"
1 Karakuri Strategist mdl 248 "Nishipachi"
1 Karakuri Ninja mdl 919 "Kuick"
1 Sangan
3 Armageddon Knight
2 Junk Synchron
2 Cyber Dragon
2 Synchro Fusionist
1 Plaguespreader Zombie
1 Future Fusion
1 Reinforcements of the Army
1 Allure of Darkness
1 Heavy Storm
1 Pot of Avarice
2 Pot of Duality
1 Foolish Burial
1 Monster Reborn
1 Limiter Removal
3 Mystical Space Typhoon
2 Magical Mallet
3 Royal Decree
3 Karakuri Steel Shogun mdl 00X "Bureido"
1 Karakuri Shogun mdl 00 "Burei"
1 Stardust Dragon
1 Scrap Dragon
1 Brionac, Dragon of the Ice Barrier
1 T.G. Hyper Librarian
1 Ally of Justice Catastor
1 Black Rose Dragon
1 Chimeratech Fortress Dragon
1 Chimeratech Overdragon
1 Inverz Roach
1 Empty Space Sea Serpent Leviair
1 No. 39 Aspiring Emperor Hope
If the combo is not obvious, pull Future Fusion and dump for 3 Jinzo. Then use either Plaguespreader or Shinkuro to summon Steel Shogun, drop a new Shinkuro and so on, then draw 3 after Nishipachi.
If you turn 1 drop Synchro Fusionist to the grave you can use Junk Synchron to pull Hyper Librarian, the draw an additional 3 cards (3 from Librarian when you Synchro Summon 3 Bureido)
and 3 from Bureido when finishing of with Nishipachi. If you feel insecure tune Librarian and Nishipachi to Stardust.
Happy time pulling an OTK.
First of, Debris-Dandy-Junk-Doppel (or whatever you want to call it) was supposed to be hit severely, and it was.
Secondly, Future Fusion wasn't banned! Happy days for insane combos!
(I know I left out a lot about the ban list but this post is about Future Fusion not the list, deal with it)
Future Fusion is really broken. But that fact spawns from all these 'generic' Fusions we have received, such as Elemental Hero Absolute Zero and to a lesser degree Chimeratech Fortress Dragon.
So just to prove how broken it is, I'll post 2 decks, all centered around Future Fusion (in the new format of course).
First out is Machine.
Credits to DSummon at Duelingdays for the original idea.
3 Jinzo
3 Jinzo - Returner
3 Karakuri Barrel mdl 96 "Shinkuro"
1 Karakuri Strategist mdl 248 "Nishipachi"
1 Karakuri Ninja mdl 919 "Kuick"
1 Sangan
3 Armageddon Knight
2 Junk Synchron
2 Cyber Dragon
2 Synchro Fusionist
1 Plaguespreader Zombie
1 Future Fusion
1 Reinforcements of the Army
1 Allure of Darkness
1 Heavy Storm
1 Pot of Avarice
2 Pot of Duality
1 Foolish Burial
1 Monster Reborn
1 Limiter Removal
3 Mystical Space Typhoon
2 Magical Mallet
3 Royal Decree
3 Karakuri Steel Shogun mdl 00X "Bureido"
1 Karakuri Shogun mdl 00 "Burei"
1 Stardust Dragon
1 Scrap Dragon
1 Brionac, Dragon of the Ice Barrier
1 T.G. Hyper Librarian
1 Ally of Justice Catastor
1 Black Rose Dragon
1 Chimeratech Fortress Dragon
1 Chimeratech Overdragon
1 Inverz Roach
1 Empty Space Sea Serpent Leviair
1 No. 39 Aspiring Emperor Hope
If the combo is not obvious, pull Future Fusion and dump for 3 Jinzo. Then use either Plaguespreader or Shinkuro to summon Steel Shogun, drop a new Shinkuro and so on, then draw 3 after Nishipachi.
If you turn 1 drop Synchro Fusionist to the grave you can use Junk Synchron to pull Hyper Librarian, the draw an additional 3 cards (3 from Librarian when you Synchro Summon 3 Bureido)
and 3 from Bureido when finishing of with Nishipachi. If you feel insecure tune Librarian and Nishipachi to Stardust.
Happy time pulling an OTK.
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