49-Cards Yang Zings ||| Every Now and Then a Post Doesn't Hurt, Does It?

Won't bother writing the list, but, well, if you don't know a card, chances are that is a Yang Zing card.
This time, I'm in for a bit of math: why 49 cards? Because I dropped Soul Charge. [/sarcasm]
Yang Zings are essentially recruiters and as such, it's bad to have too many of them in your starting hand, but it is bad to play too few having only a couple of them to loop with. I then decided to raise the deck count (if you're familiar with old Gadget decks, you might know the concept).
So, first of all, how many Yang Zings (I'm not counting Chameleon, having it in the first 6 cards or not changes a bit of the play style, but neither annoys us, nor gets us a crazy ass advantage) do we have in our first hand, in average?
0.166248182899432 of the cases, we'll have 0
0.374058411523721 of the cases, we'll have 1
0.311715342936434 of the cases, we'll have 2
0.122241310955464 of the cases, we'll have 3
0.0235751099699824 of the cases, we'll have 4
0.00209556533066511 of the cases, we'll have 5
Having 6 is so unlikely that it is irrelevant.
This means that, averagely, we'll have 1.46899129677 Yang Zings, which is just about right, given that you'd want 1, generally, or 2 at most.
However, the problem lies in the about 17% of the cases in which we don't have any, but do we really?
Let's see in how many of these cases we can get a Yang Zing with Pot of Duality. I'll spare you the math, but when you don't have any Yang Zing there's a 33% probability that you'll get at least 1 with a Pot of Duality.
Also, another valid start is Chameleon+Incarnation. Although it isn't accurate, it is about the 12% or something like that (didn't want to run this much math for no reason).
This all, put together measn that only the 8% of the total hands has no way to start right away the game, but it also means that they'll be packed with Traps which can slow down the opponent's game so much that it'll give you just enough time to start your own game.(for example, having at least 4 traps has a 80% of happening, while having is 99.something%, which is almost 100%).
In closure, the deck is simply crazy consistent in singles, and can afford Skill Drain, but incredibly suffers Macro Cosmos, and siding with this might not be easy, due to high deck count which makes searching a card much harder.


Fun Idea: Box of Friends LV1 Chaos

Just in case I want to build this or go further with the explanation, I'll leave here this post.

Box of Friend LV1 targets are White Duston and Thousand-Eyes Idol, which happen to be LIGHT and DARK. I'll write more later.


Dragonstars/Cosmic Dragons

Cosmic Dragons are an archetype with, currently, 5 monsters (+a synchro) of different attribute and they all share a new type: Genryu.
They all are recruiters which work under Skill Drain and work even when destroyed by card effects (even yours), but don't if they are Swapped.

Nice cards:
Supply Unit: +1s everywhere.
Soul Charge: happy synchro.

Skill Drain Cosmic Dragons
Skill Drain destroys a lot of decks, gives some headache to other. The downside is not being able to use a Synchro Monster's effect, however you can play around this by (1) going into Stardust or similar monsters who work in the grave or (2) by using Bixi as a material (it makes the synchro unaffected by traps, and Skill Drain is a trap). Most likely, will be the build I'll play around with.
It may play Ice+Fire Hand.

Cosmic T.G.
Cosmic Dragons are basically faster TGs, but they really do work nicely together. Most notably, Striker+Bian=Naturia Beast which cannot be destroyed in battle. Looks nice, but I cannot say I really like it.

Cosmic *something* (Naturia Beast)
Naturia Beast with Bian is really awesome, so one may like playing it. Nice EARTH Tuners LV2 are:
-Esper Girl/Psychic Jumper: maybe a Psychic Build? (most likely only a couple of Psychics thrown in, Serene, Esper and Commander may be some nice picks.)
-Naturia Cosmobeet/Nettles: plants are a nice trend recently, expecially with Soul Charge's Hype (which this deck already uses more than decently). They may look nice, although I don't think I'll be playing this.
-Kagemusha: it's an option for a Six Sam build, but I don't think this'll be decent enough.
-Striker/Pashuul: Reinforce Truth was an awesome card some time ago, I wonder if it can be good again, dunno.

Reforming the Blog

Most YGO Blogs are dead. For one reason or another, most are.
I understand that I can't continue writing "I'll try to write more", it just gets in the way, rises the hopes of the readers (if there are any, anymore) and then let them down.
This means I'm changing the meaning of the blog or, more precisely, return it to what it was meant for at the start: I'll be writing for myself.
Writing here means I can practice my English, for what's needed, and practice writing in general, but, most of all, I can gather ideas. Being a creative mind, I generally have times when I cannot think of anything, and days when ideas are blasted one after another, not even giving me time to make them real. This blog will, more or less, work as a notebook.
I may not explain the idea as thoroughly as I tried to, but it'll be, at least, useful for me.

And while the blog will be written for myself, this doesn't mean you cannot read it. Instead, reading it will be like taking a look at my mind, with the rough ideas. This also means, you shouldn't expect regular updates. I won't talk about the banlist unless it means some serious change in my decks or something I will build; I won't talk about releases unless there's some card I look forward to; I won't talk about tournaments (I never did to start with) unless there's a deck I found interesting of which I want to take an idea from.

Hope it'll work. If it won't, at least I tried.


Lo Shogun non Guerriero: Wildheart Garden

Monster: [9]
3x Carcar D
3x Elemental HERO Wildheart
3x Tenkabito Shien (not a warrior!)

Spells: [17]
3x Black Garden
2x E - Emergency Call
3x Mage Power
3x Pot of Duality
1x Reinforcement of the Army
2x Terraforming
3x Upstart (Hoban) Goblin

Traps: [14]
1x Bottomless Trap Hole
3x Compulsory Escape Device
1x Compulsory Evacuation Device
2x Dimensional Prison
2x Mirror Force
2x Needle Ceiling
2x Pollinosis
1x Torrential Tribute

Yeah, Tenkabito is not a Warrior. I would really want to know WHAT made Konami think in a person being clearly a soldier (edo era, maybe?), with a katana (I guess) on an horse that it wasn't a Warrior. Oh well, I just lost the second Target for RotA.

Let's get to deck, shall we?
The deck is, let me say it, a watered-down version of Chain Beat. I don't generally like decks which do exactly the same thing another one does, but worse, so I struggled to find something which made it somewhat better at least in some field, and I managed: the deck can actually use Torrential Tribute and Needle Ceiling, alongside Compulsory Escape Device better than Chain Beat, due to being totally unaffected by traps. Also, no chain, unless it has a spell in it, can kill us, which is one of the things I feared the most with Chain Beat (Compulsory Escape Device, chain my stuff, opponent then uses troll card). Although pretty forced, the deck can manage a better use of pollinosis, too, and can afford using Mage Power for incredble ATK boosts (Field Spell+5 S/Ts=3000 ATK boost on a 1500 body).
The deck isn't hard to play, instead, it's pretty easy, but differently from PACMAN or other decks like those, it doesn't plus (aside from opponent's -1s), so management resource is actually a problem. Shouldn't be if you manage it good.
Let's get to a couple of the main rules: (this being a control deck means it won't REALLY have power plays, they're more like something you should keep in mind and cards you could activate at given points)
-Manage your cards, don't, don't, don't waste them. I did a couple of time when I was in a pinch, but I lost the game. If you're not losing, don't waste resources. While you can take a risk if you're losing and that's the only way out, try to play your cards at the best.
-Search, then Draw, then PoD. Although not always like this, generally you should first activate Emergency, RotA and/or Terraforming, then go with Upstarts, if you have them, lastly PoDs. That's to increase the probaiblity of adding what you need with PoD. Cases in which you could disregard this are when (1) you necessarily need a bluff, which is actually believable in game two or (2) when you need boosts for Mage Power, in which case you would rather not search.
-Your monsters are important! That's one of the main flaws of the deck. For this one, protecting the monsters is way harder than with Chain Beat. Although I said way harder, it's still pretty easy, and we do play a lot of them (before adding Tenkabito, I used to play only Wildheart and CCD, this meant that when the third Wildheart was killed, I could have admitted defeat at any time, I think you can manage the game if one or two of your monsters are destroyed). Try not to reduce damage by setting a monster unless you really need the reduction.
-Smokescreen. IF you're playing a match, hiding your deck is a nice option from time to time. If you see your opponent is a dead bad Match-up (you'll learn them playing), you may want to try a smokescreen, unless your hand is really good. Fake a Masked HERO deck by searching Wildheart and setting only a couple of backrow (not, not, not Needle Ceiling, Pollinosis, or Escape Device). Don't use PoD, too.
-Two Monsters and Garden are all you need for a Needle Ceiling trigger. You'll be using this a lot. Although your opponent won't summon face-up most of the times while you have Garden, if he is going for a power play he'll HAVE to do that. That's the right time. If you can use Needle Ceiling without accounting for the Token, go ahead and activate it in chain to Black Garden's effect, so that you can kill monsters and keep a Token.
-Use CCD. Late game it usually is Torrential Fodder. After the first turn you won't really use CCD (I'll talk about this later), and it'll sit in your hand most of the times. Remember that it is valid Torrential Tribute fodder (but also remember to use it on the Token's summon, we wouldn't want to give the opponent a free token, would we?). Also, early game it draws Solemn Warning way and your opponent LPs while doing so. Being a magnet for Veiler is also nice (and, you won't believe me, many players never think about veilering your wildheart and using a trap on him during my turn). Believe me or not, it is also additional damage here and now, and fuels Needle Ceiling, expecially with Garden, when your field isn't awesome.
-Sometimes you may prefer not using Mage Powers on first turn. If you have a Wildheart and some traps to protect him and you went first, no point in activating Mage Power. Dark Hole which kills Wildheart AND resourcers is no good.

Something you may want to change:
I'd recommend you to try this build first, instead of just going into some fixes for your personal one (I wouldn't count that as netdecking, it's more like play-testing), after that, go ahead and think about the following cards:
You may want to remove CCD. No point in dropping it to two or one copies. If you play it, it is in three copies. It's much more useful early game than late, this means you would want as many copies as possible to draw it sooner, but if you come not to like it (I'm pretty undecided), feel free to drop it.
You may want to add Forbidden Dress. Forbidden Dress is actually amazing, but I just personally don't like it. It's more protection against spells and monsters, a 600 ATK drop on your opponent (1200 under Garden). I'm pretty biased because I tried this in the garden-less build, most likely has way more potential in the garden build. I'll try it again.
You may want to add Fiendish Chain. Fiendish Chain was actually in the original decklist, but I dropped them for slots. Wouldn't recommend this if you choose to play Forbidden Dress.
You may want to remove Pollinosis. As good as the card can be, it has one flaw, tributing the monster, and your opponent will try to give you as few tokens as possible. I'd recommend Dark Bribe in its place but, as I said, managing resources is really important here, you wouldn't want a +1 on the opponent. You'd better run some Dresses in their place.

What's more, I don't know if I'm going to build a side deck, but if I am, I'll definitely try making it a change-deck side. I'll first have to see what kind of cards may be sided against it, and I definitely don't have enough knowing about current side decks to judge on that.

Hope you have fun with Chain B- Wildheart Garden.
See Ya

Usual Trivia: I came to be shocked that Tenkabito wasn't a warrior, that's just unbelievable. This also shows in the title which says "The Shougun is not a Warrior". Supposedly, Tenkabito Shien is young Great Shogun Shien (and, of course, the Shi En). How can a Shogun not be a warrior?


Cancello Feniceo: Gate Material HEROes

Monsters: [12]
1x Elemental HERO Avian
1x Elemental HERO Burstinatrix
1x Elemental HERO Clayman
2x Cardcar D
2x Elemental HERO Bubbleman
1x Elemental HERO Heat
1x Elemental HERO Alius
1x Elemental HERO Ocean
2x Elemental HERO Voltic

Spells: [17]
1x Dark Hole
3x E - Emergency Call
3x Fusion Gate
2x Mystical Space Typhoon
3x Pot of Duality
1x Reinforcement of the Army
2x Super Polymerization
2x Terraforming

Traps: [11]
1x Bottomless Trap Hole
3x Chain Material
2x Dimensional Prison
2x Fiendish Chain
2x Mirror Force
1x Solemn Warning

Extra Deck: [15]
1x Blaze Fenix, the Burning Bombardment Bird
2x Elemental HERO Electrum
1x Elemental HERO Nova Master
2x Elemental HERO Shining
Other cards up to you (my extra decks suck, you know that)

What's this? I named a lot of times in my two years of blogging (actually, 2 years, a month and some days), but never really posted a build. I don't know why I didn't post it, so I thought I should have fixed that posting one, although after Stratos' ban. As I said in "Gate Material's Versatility", at this point of the game, HEROes get more consistent by adding an engine known for being the base for tons of OTKs but not really consistent.
So, what is this really? It's Gate HEROes Fenix, a Gate HEROes deck that uses Chain Material as another win condition. The synergy is born by the fact that both Gate HEROes and Gate Material decks play HEROes (although not the same ones) and Fusion Gate. This means that by adding the Gate Material engine into a Gate HEROes we'd have more discard fodder for Super Polymerization, more material for fusions (even with Gate, if you manage to take back the materials you banished via Shining) and draw power due to Cardcar D, other than the obvious OTK from Gate Material.
Shall we see the cards one by one?
-Avian, Burstinatrix, Clayman, Bubbleman and Chain Material are packed together. Although Veiler kills this loop if shot on Electrum because of only one copy of Avian, Burstinatrix and Clayman, if you know how to play the deck, you should be able to make the opponent waste their veilers on a Blackship of Corn or something like that. Playing doubles isn't worth it. Bubbleman, on the other hand, is quite a good card and works nicely in 2 copies because he is an AZ material to freely use and easy XYZ material unless you have 2 Fusion Gates in your hand.
-Cardcar D and Elemental HERO Heat are needed for the loop too. You could attempt one without playing them, but it'd require an even worse extra, so I decided to go for the Blaze Fenix one. What's more, I generally play either Heat or Lady Heat, so it's not like that is a burden on me, and Cardcar D is a great card first turn for consistency.
-Alius, Ocean and Voltic are my go-to HEROes, generally. Although I used to play one Ocean and one Ice Edge, I may be more into only 1 Ice Edge as of now. Ocean has a nice body, though, and is LV4. Your pick. Alius is a nice beater and LIGHT for Shining spam, while Voltic has always been one of my favourite cards in Gate HEROes. I even played builds focused on him with Thunder Sea Horse, but when they banned Stratos it wasn't worth it anymore. 2 is nice, though, because it even lets you recycle Electrum's materials or Heat if they got banished, other than going for burst damage at one point, expecially if you have Voltic banished.
-Emergency Call and RotA are for consistency once again. Also, being able to choose which HERO you want, most of the times it'll let you go into the AZ-Shining combo. Also, it thins the deck a lot, giving you earlier access to Chain Material.
-Fusion Gate (supported by Terraforming) is the backbone of the deck.
-2 MSTs are for dealing with nasty backrow when you get into the loop. I used not to play them, but they came to my liking once I tried them. Also, if you're not aiming to the loop, they can be used to protect your field by chaining it to the activation of a Field. Also, smart MSTs can take care of pretty much anything, Fiendish Chain on Electrum is one of the easiest examples, but you may see while playing that it kind of hurts when you hit their field which was resolving or other cards which need to stay face-up. Hitting stuff is good.
-Pot of Duality is awesome in here. Although it most of the times lets your opponent guess what you're playing, some of the times you'll be so fast thanks to this that even if he wanted to counter you he cannot because he doesn't have the cards he needs to do so. I'd generally use it after thinning the deck with Emergency Call and RotA, but some of the times it's better to keep them in your hand until it's time to look for the monster you need.
-Super Polymerization is what solves your first turn. With this deck, most of the times you feel no nee to summon on first turn, because it may lead to losing resources without Stratos. With this card, instead, summoning an HERO means having a raigeki break on your opponent's monsters always ready which gives you a nice monsters in exchange (just today I won two games out of 4 thanks to this). I wouldn't max it out, though, because it leads to dead draws and lose too much advantage due to the discard.
-Aside Chain Material, the traps are all for control, to slow down the game a bit. Also, most of the times you'd want to kill shi en or other monsters with nasty effects if you're going for the loop.

You may have noticed that this deck lacks Miracle Fusion. To be honest, I don't feel it's needed since they banned Stratos. Maybe you could play it in Bubble Beat, but that's only because it tends to send to the graveyard a lot and you generally don't recycle them. Here we wouldn't want to banish HEROes, even the one not needed for the loop, because we'd rather keep them if we went into a Shining and we need another one for the loop. With extra HEROes, used fusion monsters are recyclable, but if you banish them just for one extra Fusion which doesn't give you any real advantage, you'll be digging your own grave.

As for the deck, there aren't many tips I'd give you, mainly because the deck got a lot simpler since Stratos' ban. The only things I can write your are:
-The Loop. I used to think everyone knew it but, apparently, given my games in rated and the fact that almost everyone asked me time to read Chain Material, not everyone does. In a tournament, though, I believe everyone will know that. The loop goes as follow: you need two Electrums in the Extra (or one banished and one in the extra), 1 Blaze Fenix, 2 Shinings (or banished) and 1 Nova Master (or banished). If you don't have them like this (maybe you used Shining), banish them from where they are and put them back into the extra via Electrum. Then start the loop. Summon Blaze Fenix, then Electrum, use Fenix's effect and deal damage. Electrum+Fenix into Nova Master, then Electrum again, Electrum+Nova=Shining, then ||Fenix, then Electrum, Fenix's effect, Electrum+Fenix into Nova, Nova+Shining into Shining, then Electrum, Electrum+Shining into Shining||
Loop the part between the "||" until your opponent dies. A problem you may have is Veiler on Electrum, avoidable chaining Super Polymerization on Electrum, but you'll need to banish it later.

-When not looping, the combo you'll be using a lot is AZ-Shining. Basically, you can wipe your opponent's monsters by using Gate+3 HEROes of which two need to be WATER and LIGHT. Basically, fuse the WATER HERO and another HERO into AZ, then AZ+LIGHT HERO into Shining, wipe the field, and beat with a Shining with at least 3800 ATK. This works best if you have, other than those monsters, 1 Voltic. If you have two, one Voltic could be used as the LIGHT HERO. If you do this, after wiping the field, you should beat with Shining, then Voltic which SSs Voltic, which SSs another HERO, dealing at least 5800 damages withouot considering last monster's beat. I OTK'd a lot by using Heat as the other monster, because it means 8000 damages.

Also, there are some cards you may want to consider adding:
-Ice Edge, the main reason I don't play it is that my teammate hates him, but I'd generally use it, although he cannot be used for XYZs. I don't really XYZ summon, so it's ok.
-Macro Cosmos and/or Dimensional Fissure. Although they damage Shining's retrieving effect, they usually make him a better beatstick, other than acting as Antimeta cards by themselves. What's more, it helps against Veiler.

That's All, Folks!

Usual Trivia: "Cancello Feniceo" means Phoenixian Gate. Other than being a nice name, it is also, visually speaking, what the deck does with Fenix. Fusion Gate is the only thing which connects the Extra Deck to the Field, letting Fenix go in and out freely, by looping.


Chain Beat Rulings (and Black Garden)

So, yeah, I'm playing Chain Beat recently and I'm pretty tired of explaining in almost each and every game rulings for the deck. A couple of time it happened that if I linked them to Pojo's Guide they'd just say "I don't trust a random forum's post" and if I link Wikia "Wikia's editable by anyone, ya know...". Also, I don't expect them to really believe a blog's post either, so let's just start by saying:
Everything I'm writing here is OFFICIAL.
It will always be taken by somewhere, sometimes I may not write the source, but everything is for sure.

So, let's start:

Wind-up Rabbit is one of the backbones of the deck, but has one hell of a tricky effect. Let's see what bothers up:
1.Wind-Up Rabbit's effect which banishes a monster isn't a cost and cannot then banish under Skill Drain;
2.When Wind-Up Rabbit returns on the field, it isn't considered a Special Summon, it is considered "returning on the field" and does not start a chain;
3.Wind-Up Rabbit's effect cannot be used in Damage Step.
First part is based on Problem Solving Card Text. Reading Rabbit's effect clearly explains that it is an effect, nothing to say here.
Second part will need one of PSCT's main rules: nothing's left unsaid in cards written with PSCT and nothing says one thing while it means something else. This means that if the card doesn't say that it is a Special Summon it means that it isn't, and if no method of summoning is explained it means there is none. The card simply is banished until then, this means that it'll "return" your next Stand-by Phase.
Third part should be obvious given that the only cards that can activate in Damage Step are counter traps, cards which directly modify ATK/DEF of a monster and cards which need to be chained directly to a card.

Evilswarm Thunderbird is our second and last floater, and, while it's mostly like Rabbit, it is worth writing about it:
1.Evilswarm Thunderbird's cannot be activated if Skill Drain is active;
2.When Evilswarm Thunderbird returns on the field, it's not considered a summon and it doesn't start a chain.
Basically, the same rulings from Rabbit, with the only difference that part 3 doesn't exist because it's explicitly written in the card text that it cannot be activated during damage step.

Black Garden is a difficult card. With PSCT. Without it it'd have been pure hell. Thank you, guy-who-proposed-PSCT-at-Konami-TCG:
1.If you summon a monster while Black Garden is active, but one of the two effects of Black Garden cannot be used (halving the ATK and Special Summoning a Token), the other works as it should;
2.Black Garden's effect upon summon starts a chain;
3.Once a monster's ATK is halved via Black Garden, its ATK is set on that value and won't change if a card which gave the monster that ATK doesn't apply its effect anymore;
4.If a monster is removed from the field and later returns, it won't have its ATK halved.

I decided to write only the most important ones, so to lighten the charge of the post, not making it too heavy of a read for it to be linked fast.
The first part is given by this article about PSCT, as you can see, Black Garden uses "also", meaning that neither is needed for the other.
The second part is purely obvious given the card, it being a trigger effect it must start a chain.
Third Part is, instead, the trickiest part. Based on the rulings of other cards which halve monster's ATK we can say that if there's Tenki on the field and then Rabbit is summoned while Black Garden is on the field, Rabbit's ATK will go to (1400+100)/2=750 ATK. If Tenki is then removed, Rabbit's ATK will stay at 750. This is pretty important if a monster gets an ATK boost in chain with Black Garden. Let's assume the following situation: there's Black Garden on the field, your opponent uses Call of the Haunter and summons Traptrix Myrmeleo. The chain will go as following:
Chain Link 1: Black Garden
Chain Link 2: Myrmeleo
If you did nothing now, Myrm would just go ahead and destroy your garden, leaving you open against a 1600 ATK Myrmeleo. Ahh, it would be nice if you could stop her effect so that you can just crash onto it with a Token gotten from her summon or something like that. Oh, but you can! You have that Forbidden Chalice, so you decide to chain it.
Chain Link 3: Forbidden Chalice.
The chain is then resolved:
Chalice boosts Myrm's ATK making her 2000 ATK and negates her effect; Myrm does nothing because her effect is negated; Black Garden goes ahead and halves Myrm's ATK making her ATK 1000 and summoning a token on your side of the field. All's well, your opponent will just destroy your token and deal you damage, BUT even after the End Phase, Chalice's boost won't go away, keeping her at 1000 ATK, which kind of hurts, but still doable by Rabbits and Thunderbirds.
Back at the rulings, part four is, instead, more obvious than everything else, but I got this as a question, too, so I figured I should have written that. If the monster isn't on the field anymore, its ATK goes back at the original value and when it returns the field it won't be halved (unless it is Summoned).

Hope it was a nice read, if I get other problems like those, I'll try and write them here. If you have something you'd want me to write, go ahead and say so.

See Ya.