30/05/2012

Tips for Pro Playing #2

Read this post (TfPP #1) if you didn't before continue reading.

Rule n.5, "Opponent's not a noob"
That's important, you must think that your opponent's not a noob to foresee throught everything (more or less). 
Example: opponent's first turn, he set's 5 cards and no monster, so you can't guess what kind of deck he is playing. Think, if he's a good player, would he set mindlessly 5 cards that are ALL effect/summon negation? No, so he must have something to negate it, more likely starlight road, so you would lose a card and he could summon a big monster that has a negating-destruction effect.

Rule n.6, "What's he doing?"
As said before, the opponent isn't always a newbie, so if he makes something that looks foolish, well, be prepared to something. For example, I knew that my opponent had mirror force, because he chose that with Pot of Duality, but I attacked no matter what with 3 big monsters that wouldn't have killed him with just one attack each. He of course mirror force'd me, I used Starlight and won. In this case you should have used both rule n.2 and rule n.5, "take your time" and "opponent's not a noob", he has a face-down card and he's attacking me with big monsters he has just summoned, why is he doing that? Then rule n.0, "know your deck perfectly", if you didn't stopped the OTK, could you win the game with cards you have in hand and on field and 1 card you could have draw into? If yes, wait, don't mirror force 'em, if no, hope he's using rule n.4, "like poker", to bluff.

Rule n.7, "Know the rulings"
Yeah, maybe I should have mentioned this before, but they aren't in order of importance (except for rule n.0, of course) and I forgot this. Rulings are a powerful weapon, you can use strange and forgotten ones to stop the opponent, you don't need to ask the judge because that would alarm your opponent and you won't misplay realizing a wrong ruling at the end of the combo making you waste useful resources for nothing.

Rule n.8, "What will happen if..."
I always used this rule, only while playing Fabled I totally forgot that, because the kind of Fabled I was playing wasn't something that used 2/3 cards to combo for half an hour, that one could combo for an hour entire, making it impossible to think about it. Said that, what does this rule means? You need to think about everything that happens after one of your moves. 
If I use my Dark Hole now, I won't draw into another, so I must think "Is it really needed to use it now? Is it worth the situation? Can I block opponent's comboes by destroying cards he has on the field right now or can I stop the comboes that will follow with the cards I'll set (maybe against hieratics, if he drew into a REDMD the next turn he could have easily killed me, but by destroying this field now he won't be summoning him)?". Those aren't easy-to-answer questions, but you can apply rule n.2, "take your time", and think easily about that.

This is still not all, I'll add something an other day.

29/05/2012

Cyberdarks


Cyberdarks are an archetype used by Zane Trusdale in the anime, they are DARK and Machine (you could have guessed that by the name, LOL), but they have no direct synergy, except that for the fusion monster, because they work mainly with the dragon monster.

There are 4 Cyberdark monsters, Cyberdark Horn, Cyberdark Edge and Cyberdark Keel, plus a fusion monster, Cyberdark Dragon. All of them have an effect in common: When this card is Normal Summoned, select 1 level 3 or lower Dragon-type monster from your grave and equip it to this card. This card gains ATK equal to the equipped card's ATK. [...] If this card would be destroyed by battle, the equipped monster is destroyed instead.
The only one that has some differences is Cyberdark Dragon, given that you can equip a dragon-type monster no matter of his level. On their own they are pretty weak, simply a veiler or a fiendish chain can kill 'em, and if you can successfully use their effect, you won't gain big advantages, except a monster with 2300 ATK more or less. So what is the best way to use them? With monster that have their effect while equipped. Don't even ask, the first one you think of are Dragunities.

You can NS Horn, equip Phalanx, SS Phalanx and go into brionac, gaia or some other level 6 synchros, or go into aklys, gain a respectable 1000 boost, reaching 1800, and when the cyberdark monster should be destroyed, you can destroy aklys and an opponent's card.
But this isn't that good, you could have used dragunities monster using their own "riders" and you could have synchro climbed, too, so what is the point in using them? Well, for fun is an obvious response, but there are other reasons. Dark Simorgh. Yeah, lockdown opponent's traps isn't that bad and he is really easily summonable in here. You can use a Cyberdark monster and phalanx to go into brionac, bounce nasty things or use him as a bait for bottomless and solemn, then summon dark simorgh using the two materials.
They are level 4, DARK and machine, you can easily think of black salvo to go into easy level 7 synchros. You can send them to the grave with the combo future-zephy-plague-brionac, but you should build a pretty random deck with some dragunities, cyberdars, blakwings, zombie and heroes, pretty strange, isn't it?

You can easily use Deck Devastation Virus to control the opponent, too.

Overall: deck isn't good, but for sure it is fun. If it would be playable in some meta, well, it isn't in this for sure. Aside that, it is really funny.

28/05/2012

Card of the Week #2: Geargiganto X

2 Level 4 Machine-Type monsters
Once per turn: You can detach 1 Xyz Material from this card;
 add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. 
When this card leaves the field: 
You can Special Summon 1 Level 3 or lower "Geargia" monster from your Graveyard.



Random Rulings:

Detaching 1 Xyz Material is a cost to activate the effect that adds 1 Machine-Type monster to the hand. Also, it doesn't target.

The effect that Special Summons a level 3 or lower "Geargia" monster from the Graveyard targets.

If this card Leaves the field during a chain 2 or higher or during the resolution of an effect, its effect cannot be activated.

Explanation for these rulings are really simple, the first one is, of course cost, it is easy with the "new" card text to notice. Second part of the first effect is obvious, too, cards in deck can't be targetted, no matter what.
Second one needs no explanation, it targets, nothing else.
Third one instead, says that if he is chain link 2 or more, he will miss the timing. This is for sure the most important effect. Basically if you're playing AGAINST this, you just need to activate a random card and then Compulosry Evacuation Device, raigeki break, PWWB and so on. If you're playing WITH this, you need to keep this in mind as a normal ruling. Why does this happens? Simple, it has an When...You can effect, means that it is an optional effect that can lose the timing.

Ok, now, where and how to use this card.
Where: obviously in the original deck, a geargia deck, but it works expecially well in gadget, even with geargia support, in karakuris, geargiakuris if you want, or, more generally, in machine deck that play some level 4 machine-type.
How: it searches pretty much everything in a deck that can easily summon this. you can search geargia in a geargia deck, expecially accel. It can search gadgets to continue the loop and solidify it (if you played that, and you should have, you noticed that sometimes you summon a gadget and you have no more the next gadget. Well, with this you can combo no matter what, summon two and search the one after the one you should have searched for). It searches machina gearframe in a machina deck to search machina fortress. It searches random birdman in random decks and in karakuris it can search pretty much everything.

This card is pretty much broken, with tinplate goldfish it can combo greatly in gadgets:

NS Tinplate Goldfish and SS Gadget
Search for a gadget, then XYZ into Geargiganto X
Eff Geargiganto X, search for goldfish
Next turn, repeat totally the loop.
You can even go into Emeral to reshuffle materials and draw

This is a 2-card combo, easy and great, a geargiganto per turn isn't something you don't want. If one of them survives for more than a turn (it will likely happen), you can search with him too, making crazy comboes with geargiaccel and can help summoning Emeral to loop again.

Now let's see the card as it is:

He's a Geargia Monster, combes well with Geargiaccel, search for him and fastly SS to xyz again with another monster.
EARTH, not that lot of supports.
Machine-Type, there are some good supports for them, just to say one limiter removal allows for crazy OTKs.
XYZ monster, re-summonable via XYZ reborn.
Detach just 1 XYZ material, means that XYZ reborn comboes well with this.
Not that specific materials needed, just 2 level 4 machine monsters, they aren't even harder to summon.
Not that specific search, can search for every level 4 or lower machine-type monster, means that you can search even material to summon a second one of himself.
Can retrieve even from the grave, not only from the deck.
Can SS only Geargia monster from the grave, not that bad though, you can go into geargiano to summon a random one from the grave, but without effect.
2300 ATK, a lot of popular monsters run easily over him, tour guide makes leviathan easy and splashable, but you can easily go into other monsters like utopia and then do this.
1500 DEF, if book'd he isn't a big wall, but can defend from something.

Overall, awesome card with awesome art, if you can play it, do it. Though he isn't really splashable.

This was the second card for this label, hope you liked that. Stay Tuned, I'm going to post something tomorrow or today itself.

26/05/2012

Tips for Pro Playing #1

I saw the blog was a little dead, but these days I have pretty much nothing to talk about, because I sealed all of my "Single Card discussion" into the "Card of the Week" label, so I wanted to write something. Well, here's I kind of post I think I never did before: Tips for pro playing.
Let's start.

Rule n.0, "Know your deck perfectly"
I'm not a good example for this, I change deck everyday, so I can never remember EVERYTHING about my deck, but I'm fine with that as long as I have fun. BUT, if you want to play competitively, this rule is the basis for everything. As long as you know perfectly your deck, you can increase your probability of winning by the 200% of actual probabilities, except that for mono-combo and auto-pilot decks.

Rule n.1, "Know the meta"
I was going to write three different rules for this, but I decided to put 'em together. This helps preventing opponent's unexpected moves because you know his deck and how it is built, it helps facing some situation where you don't know what that set card is, because if you know how his deck looks like, less or more, you can foresee that.
To achieve this I'd recommend trying all the decks in today's meta and read the more you can about them on the net, selecting a version and reading a lot of other lists on the net to see techs. Repeat this for every deck and for every variant to be preparated to EVERYTHING.

Rule n.2, "Take your time"
Yeah, take your time, this was going to be rule n-0, but I changed my mind about that. You have time to thing about every move, read always all of the opponent's cards, you have the right to do that, look at the opponent's grave/field to foresee what he's going to do (in a deck full of dark monsters, if he has 3 DARK monsters in the grave, summon that TK to negate DAD's summon). This rule is highly related to others, that's why I wanted to put that first.

Rule n.3, "Don't stop, never give up"
Never give up, never, if your opponent is in a big advantage there could be one card that can save you, and, if your opponent is playing an highly combo related deck, or a deck taht has a long and difficult combo, look good at his moves, something could go wrong and you could always win. Of course do this only in tournaments if you're really interested in it, because that's lame if you're doing that in 4fun games.

Rule n.4, "Like Poker"
BLUFF, you can do that. This is related to the previous rule if your opponent is in a big advantage, and there's a card that can save you, even if you don't play that card, bluff as you have it, that really helps. Face expressions, some movements, laughs or simply smiles could help you making your opponent think you drew into that.

Ok, that's NOT all, I'll continue this, so stay tuned, only two days and I'll post the next card of the week.

21/05/2012

Card of the Week #1: Future Fusion

First of all, introduction to this kind of post. I'll post one of these once a week, on monday, if I can't on monday, i'll do that on sunday, rarely on tuesday. This is created to help posting some contents on the blog even when I've no ideas about decks. I won't anymore talk about random cards during the week, I'll do that only in the "Card of the Week" label, this will let me not to run off of ideas.
I'll talk about some underrated cards, known and played cards to help newbies understand better how to use them and other comboes less-known with those cards, known cards but not used, side deck cards and so on.
Let's start this.
Reveal 1 Fusion Monster in your Extra Deck and send, from your Main
Deck to the Graveyard, the Fusion Material Monsters that are listed on
that Fusion Monster Card. During your 2nd Standby Phase after this 
card's activation, Special Summon 1 of that Fusion Monster from your 
Extra Deck and target it with this card.  (This Special Summon is treated
a Fusion Summon.) When this card leaves the field, destroy that target.
When that target is destroyed, destroy this card.

Random rulings:


Dimension Fortress Weapon: “Future Fusion” cannot be activated while “Dimension Fortress Weapon” is on the field. If “Future Fusion” is activated, and “Dimension Fortress Weapon” is Summoned in a chain, the effect of “Future Fusion” is not applied, no monsters are sent to the Graveyard, no Fusion Monster is Special Summoned, and “Future Fusion” remains on the field meaninglessly.

Pot of Duality: You can activate Pot of Duality and Future Fusion during the same turn.


On wikia this wasn't written in the TCG section, but all of the player know this, "send material to the graveyard isn't cost, it is effect". Yeah, MST.

Now, why am I talking about this card? Because I love this. It is one of the most broken and still alive cards that exists, and I'm going to introduce this to new players and add something to veteran's mind.
Right now future fusion is mostly used in Chaos Dragons, send monsters to the grave and feed all of your Chaos monsters. To do this you'll need a Five Headed Dragon in the extra deck and 5 monsters to send for this card's effect. But, ya know, I hate to talk about obvious things, I prefer less-known uses for really known cards. Another use of this card is seen in HEROes, this card, in facts, was born for that deck, but we use that in another way: this fills the grave with random HEROes by using Zephyrus.

Basically:
Activate Future, reveal Escuridao (too bad he isn't TCG legal), 
send random Elemental HERO+Zephyrus;
Use Zephyrus effect, bounce Future, take 400 damages and summon zephy;
Activate again and send two monsters you like to the grave.

Sometimes you can send with the second Future Fusion a Plaguespreader and a random HERO, 
SS back Plague, Synchro into Brionac and do what the fuck do you want.

This combo led to the 1-Card-Pennington's-FTK


Too bad this is no more playable, even if I think that some other way to play will appear, expecially with Malicious+Brionac or another random Level 6 monster into Ptolemys. This was the first version of the deck and the combo, he worked alot on that deck and he saw that killed by the banned list, too bad, I feel bad for him, I know how does one feel when things like this happens.

This card can be used in a lot of deck, however, from decks who need Chaos Materials in the grave, to the ones that need to thin the deck, and the ones that use this card as Win Condition. I think that everyone tried thing like this at least one time, no matter if he/she reached the goal or not, but for sure he/she tried building a deck with monsters like Worm Zero or Chimeratech to summon giant beatstick, expecially with chimeratech and Overload Fusion.

If you watched the video above directly in youtube page, there was a troll video from Pennington himself who said that there was an FTK combo with Future Fusion and Tour Bus in a 7 minutes video, but after 1 minute the screen became blank with a black background and some text started to appear, where he says that he's developing that idea, but he succeded into nothing till now.
I think I'll try doing something too, because I think that bus is a viable card to help this FTK in some way. Don't know how to use it, but there should be a way.

Other than crazy comboes and FTKs, this card is useful even when using its real effect, target something, wait and summon a beatstick. Not bad.

Think this was all, didn't want to write a lot because long text are boring to read, and then I tried to summarize all in a relatively short text. ( I hope this is a good use of the word summarize, it sounds bad to me, but from what Google Translate says, this is okay)

Well, this was all, Stay Tuned, I could come up with something new in these days, but that could be hard, given that I have a lot of homeworks and boring things to study.

--------------------------------------------------------------------
I'm writing this the day after I posted this all


Just now I noticed that I wrote Zephyrus a lot of times instead of saying Zephyros, strange

12/05/2012

Necro Dark World

(Didn't stopped developing Hand Antimeta, of course, but wanted to write this, too)
All "Gravekeeper's" monsters gain 500 ATK and DEF.
Cards in either player's Graveyard cannot be removed from play.
Cards in either player's Graveyard cannot be affected by card effects,
except for their own effects.

What does this card do in a Dark World Deck? Itself it does nothing, other than stopping a lot of cards in actual meta, but how does this card help the deck? It helps letting you play a card that a lot of players who played against Gravekeepers fear:

Activate only while you control "Necrovalley".
Both players discard all Monster Cards in their hands.
You realized, didn't you? Necrovalley doesn't affect our game because of no of the DW's effect target cards in graveyard on interfere with it, except for Gates of the Dark World, but it is impossible for both to be on the field at the same moment. So this doesn't disturb our game, but it helps adding some target for terraforming, but, mostly, it lets you play this awesome card. Destroy opponent's hand while triggering your DW's effect? Yes, please. It's like a micro WU loop that kills only monsters, no matter how many they have in their hand, and let's you play your cards at the best.

This is just an idea, but I think it will work good.
The deck should look like something like this (just a skeleton)

3x Grapha
3x Snoww
3x Broww
3x Beiige
1-2x Trance Archfiend
1-3x Tour Guide

2-3x Necrovalley
3x Gates of the Dark World
1-3x Terraforming
2x Royal Tribute

You'll need to add other draw cards, as you can see this is just a simple skeleton with a lot of free slots, basing on this you can build your own Necro Dark World (looking for a best name, maybe all attached is better, "NecroDarkWorld", but still don't like it).

Well, I'm going to study, wrote this fast article between 30 pages of History and 50 pages of English (I live in italy, english is the second lang in school, third is French/Spanish), Stay Tuned, I could write something else today (don't think so, however, more probably tomorrow)

10/05/2012

Hand Antimeta

Well, started building that, but it isn't simple. I putted in 3 Veilers, 3 Maxx and 2 Crows, 1 BLS and 1 Sorcerer, 3 Scarecrows, 3 Faders, Fiendish Chain and Solemn Trio. Of course I putted in One Day of Peace, deck's engine, and I'm thinking of putting in hand destruction. The deck should work stalling, drawing into something that kills opponent's field (I'm thinking some ways to use Black Rose Dragon, maybe Black Salvo+Wisel Army?), then summon something and totally control opponent's field with fiendish, Solemn Trio, Crow (to don't let opponent start inzektor combo), veiler, maxx in case of Chaos Dragon. Without even testing it, I can easily say that Chaos Dragons are the WORST match-up ever, there isn't a lot to stop them, you can solemn, fiendish, veiler them how much you want, but they can easily rise again. Veiler/Fiendish their monster? They simply XYZ. Crow monster's in grave? They don't give a fuck, they have a lot of light-dark monsters. Solemn them? SS back from grave. Can't handle them, only thing is Fossil Dyna, but we need to equip him with safe zone, too.
I play in here Wangu too, can help handling Inzektors and even rabbit, other than wind-up, so he's pretty good. With him I decided to put in 3 Horn of the Phantom Beast and, as an additional target, 3 Photon Sabre Tiger. I'm playing TK Rai-Oh, putted in without even thinking about it because he's prety much a staple in Antimetas, but, right now, it doesn't stop a lot nowadays, so I'm thinking of taking it out.
Even without Rai-Oh, lights fodder for chaos monster are enough, but the only dark are 2 Crows (not even considering Fader because he is banished after using his effect). Reason why I'm pretty sure I'll implement that Black Rose engine, Black Salvo and Wisel. To easily send what I need to the grave, I'm pretty sure I'll put in even 2 hand destruction.
That isn't all, of course, but the deck is starting taking a form in your mind, doesn't it? Well, those days I'm pretty busy with school and with a music band, but I'll try to build up something good.
Stay Tuned

07/05/2012

Speedy Article: New Antimeta

I played a bit on Dueling Network today, I faced ONLY (unlucky) meta decks. Ya know, I hate meta decks, I prefer 4funs over them, but that's not it. Actual meta decks are A-N-N-O-Y-I-N-G, Wind-Up wipes out your hand, Inzektor wipes out your field and Rabbit has a lot of backrows. If we consider other decks that are going to enter the meta soon, like Hieratics (tomorrow they will be released in TCG), we can say that who starts with the better hand wins, because of hieratics' OTKs. So I'm planning on doing a strange kind of antimeta deck. The idea isn't totally formed in my mind, yet, so I wanted to write it down, 'cause I'm going to sleep now, and didn't want to forget the deck. Basically this deck plays in the main deck cards to stop specifically Inzektors, Wind-Ups, Rabbit and Hieratics, so I think that 3 of every Hand Trap is needed (even crow). Don't know what will be win condition though. Maybe stall with scarecrow/fader, heavy storm and dark hole, summon fossil dyna and set a heavy backrow, but still don't know.
Well, this may be enough for today, I'll continue tomorrow if I get some ideas. Stay Tuned.

06/05/2012

Hero Kid


When this card is Special Summoned: 
You can Special Summon any number of
 "Hero Kid"(s) from your Deck.

What to say about this card? nothing special, except free rank 2 with 3 monster (dark mist) with just one card, perfect 3-tributes-monster tribute fodder, easy to search, easy to SS from grave, hand or even deck, and so on.

It looks like this card is made to be used along with reinforce truth, SS one and then SS the other two and then XYZ. This can be searched via freed, Reinforcement of the Army, Giant Rat, Warrior Lady of Wastelands and Road Warrior, other than reinforce truth. You can SS this back from the grave with call of the haunted, limit reverse, Junk Warrior (to synch without effect) and monster reborn. From hand you can SS this with Marauding Captain or with X-Saber Wayne.

Let's put all the ideas together

Hero Kid
-Dark Mist (relatively easy to XYZ into)
-Gachi Gachi (easy to XYZ into and gives a boost to all of our monster)
-Daigusto Phoenix (helps in final pushes)

Reinforce Truth (helps hero kid)
-Pashuul (just added because of reinforce truth, can help both with synchros and XYZs)

Junk Warrior (summons hero kid, easy synchro summon)
-Synchron Explorer (again, easy synchro summon and another target for junk warrior, this works good with road synchron and quickdraw, too)
-X-Saber Wayne (Easy synchroable with junk, and then you can SS Hero Kid from hand)
-Tuning (searchs a lot of monster in here, too)
- -Unknown Synchron (searchable via tuning, and summonable via road warrior)

Marauding Captain (summons pretty easy hero kid and other 2 of them, or pashuul for synchro into 5, or junk warrior to synchro into 6 or XYZ into R3, or another Marauding Captain for an attack lock)

Road Warrior (can summon Hero Kid from deck, but even pashuul if needed)
-Road Synchron (if you aren't going to play quickdraw in here, he's needed. Best way to summon Warrior is Road Synchron+Giant Rat/bushi)
-Quickdraw Synchron (he may be good in here, discard unneeded cards or hero kids, synchro it with marauding captain and go into Road Warrior)
- -Dandylion (works well with all synchro engine, quickdraw make it work good too, so why not? you can even foolish it and then synchro)
- - -Debris Dragon (works well with dandylion and can summon hero kid for orient dragon or iron chain, don't know if he's worth the deck space, thought)

Giant Rat and Warrior Lady of Wastelands (search Hero Kid or Marauding Captain, or pashuul, basing on what you're planning to put in, I'd recommend 2/3 Rats, and, if the number of monsters summonable is high, 3 rats and 1/2 warrior lady)

Pot of Avarice (really needed to recycle your hero kids and play them again)

Reinforcement of the Army (searches a lot of monsters in our deck, included hero kids)

Call of the Haunted and Limit Reverse (SS back from grave great monsters with call, or hero kid(s) and pashuul with limit reverse)

Now that you have your ideas reorganized, you can easily think what to put in next, based on your preference, if you want to control the opponent with heavy backrow, or if you want to add a lot of speed with card destruction to discard hero kid and then SS her and SS the other 2, too. Being a lot of the monster in the main deck warriors, you can even go into a warrior decklist with Bushi, only you'll need to don't use hand traps, and that's bad.
Talking about little comboes, in here I like:

Junk Warrior+Hero Kid in hand+Hero Kid (or lv2 monster) in grave
NS Junk Warrior, SS Hero Kid, Synchro into Wayne
Eff Wayne, SS Hero Kid from hand and another one (or 2 if you didn't use hero kid with junk warrior) from deck
XYZ into Gachi Gachi or Daigusto Phoenix (dark mist if you have the third one, or you can keep him to synchro with a quickdraw in hand)

Quickdraw+Synchron Explorer+Dandylion
SS Quick discarding dandylion, SS 2 tokens
Synchro Quick+1 Token into lv6 synchro like turbo warrior or Junk Gardna
NS Explorer, eff SS Quickdraw
Synchro Quick+Explorer+token into chavalier de fleur or Junk Destroyer to stop the combo 
OR into Road Warrior
If Synchroed into road, use his eff: 
-SS Pashuul to Synchro with the lv6 into a lv8
-SS Hero Kid, SS the other 2 and xyz
-SS Unknown Synchron and go into LV7 synchroing wiht the LV6 synchro

Ther are alot of other comboes however, but they aren't hard to discover while playing.

Well, that's all, folks! Stay Tuned
P.s. this post added 2 labels, "Synchro" and "XYZ", I will slowly apply them to the old post, too, so don't worry if you're reading all post with one of those 2 labels and you find only this post.

05/05/2012

Sorry for recent little unactivity

Sorry for recent little unactivity. I've promised myself that I would post at least once every 2 days, but these days I really don't feel like writing, can't for some reason. I have 2 things to talk about, but for some reason I can't write a lot, again, sorry. Luckily I have no fellow reader, so until this blog will become, not famous, but at least known from few persons, it won't be that dangerous for blog's popularity. However, sorry, see ya.

02/05/2012

Nostalgia and Thinking about old YGO Times

Yeah, today I hadn't nothing to write, but I wanted to, so while thinking of some decks to review, I noticed (or better, remembered, I knew those things even before this) of how much YGO has changed. In the past, decks were coolest than now, because now they all look similar. It's annoying how who goes first wins in alot of situations, even when running 4fun (just see revolutionary mill, for example, or better there's every deck that has an antimeti-ish or control-ish part). By setting everything you avoid Wind-Up loop, but you can fear Inzektors, this means that no matter what there are some staple card that are more staple than others, like 3 effect veiler, 2 warning, 1 judgment, compulsory, and so on. This means that pretty much all of the deck in today's meta have the same base. Knowing this, alot of decks are unplayable, you won't even try to run a deck that fears veiler, solemn trio and compulsory if it isn't an FTK. So if you want to play seriously you need either to play with your friends, or use meta decks, antimeta decks, or FTK decks. First options won't let you play in tournaments, second option is a little more complicated. If you use a meta deck, you're considered a Mainstream Follower (or something like this), if you're playing antimeta you're considered annoying, if you're playing FTK you're considered anti-sportive and if you (try to) play some semi-competitive 4funs you're considered a noob. Well, I'd say, "Screw what other persons thing, I'm having fun". But that's not applicable to alot of persons who want to play in a tournament and win it.
Sorry for the reilef (hope this is good, first time I use this word), just wanted to write it down.

01/05/2012

Chaos AAA

I said it in the previous post, AAA has alot of potentials, I fastly (really fastly) did a chaos deck, this is the result


What are the bad points of the deck? Well, I said them all in the other post, discovered nothing else, just slow if you can't draw into nothing good (but are there decks that doesn't have this bad point? LOL), getting AAA isn't that easy, and M7 limit is really bad, can't use that effect in the same turn you Chaos Summoned it, because you can't use Omega's protecting effect on opponent's turn and you need to wait a turn witout being protected. If M7's effect could be used even in opponent's turn, well, that wouldn't be bad.
New good points, I discovered other good points, so I won't talk about all the good points I said in the other post: this combo is really easy to continue, so you can do 3/4 xyz in 2 turns with Kagetokage (translated is "Darkanddark", then "Dark and dark"). M7 can be "rescued" with omega's effect, this does help in continuing the loop, too. 3 Veilers are staples with the new rules on priority, but in here they help alot being light. Evilswarm Mandrago helps alot in XYZing, go into lavalval, send batteryman to the grave. LS Engine helps adding drawing engine, destroying engine and milling engine. I teched in a Reptilianne Vaskii, tribute 2 AAAs and get to destroy a card per turn, not bad. Monk does help alot, love how he can XYZ with just him and a random card.

Don't look too much at the extra deck, I suck at making that, and other than this, I did it fastly.

This was all, I hope I'll do a better list. If so, I'll post it.

Stay tuned.