30/11/2012

Level 6 Synchro

I think that anyone noticed that, LV6 Synchros actually left aren't that good. The moment Brionac was banned, synchros lost the little playability they still had, why's that? Brionac is one of the best synchros level 6 is easily accessible and the effect was really versatile and not limited to once per turn. Little cost that could be abused to clean for OTKs or looping (just think of all the Infernity Loops or Fableds, or random FTKs, and so on). However, Brionac was the first and usually sole synchro option when going for LV6, because other weren't even a quarter of Brio's power. Still, Brio was banned, and we lost our LV6 synchro option, effectively killing lots of comboes or power-plays, may it be synchro climb or just a random synchro to draw with Librarian's effect. People almost instantly decided either to totally drop the synchro part in their deck to focus on XYZ sheningans (or main deck ones, like BLS and such) or to find a substitute for brionac. The main choices were Iron Chain Dragon and Gaia Knight, the Force of the Earth. Let's analyze them:

1 Tuner + 1 or more non-Tuner monsters You can remove from play all "Iron Chain" monsters from your Graveyard to have this card gain 200 ATK for each card removed, until the End Phase. When this card inflicts Battle Damage to your opponent, send the top 3 cards of your opponent's Deck to the Graveyard.
Well, why do some people choose this over gaia? Because of the milling effect. Still, I totally find this unuseful, if not dangerous for yourself: setting-up your opponent's grave isn't a good thing for the 80% of the deck in this meta. 2500 ATK is good, but gaia's 2600 are better, since he doesn't need to sucide against stardust, shi en and others.
To be blunt, then, I totally don't like this card, and I (I, ME, that's personal, you could particularly like this card for some unknown reasons, and, if you do, it is unuseful to talk, since you're probably so convinced that nothing would change your mind) won't recommend anyone to play this card over Gaia.

Let's see him, now.

1 Tuner + 1 or more non-Tuner monsters
Well, no effect. Actually, this card is better than Iron Chain, in my opinion. 2600 ATK, better than Iron Chain's 2500. No milling effect, thus no risks in attacking your opponent to deal some damages, but, what's more, there's no effect at all. The awesome thing about this part is that Fiendish Chain doesn't do a thing against this, and, even though this one is really improbable to happen, your opponent can't randomly veiler this card just to have a random LIGHT monster in the grave for BLS. Good card, if I were to choose between one of those, I would, without any further thinking, choose this one. HOWEVER, there's one more thing I want you to see. There's a synchro option that only few players consider, and just a little part of those plays:

1 Tuner + 1 or more non-Tuner monsters During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. This card gains 300 ATK each time it inflicts Battle Damage to your opponent.
So, what about this card? He's the thing I wrote this post for. I like this card over both Gaia and Iron Chain because of the piercing effect. Everyone in here hates, at least a bit, Reaper, right? Well, Reaper hates this card. Why having a card that deals constantly damage to the opponent while building-up its strenght shouldn't be considered for competitive plays? This runs over spy, while dealing damages, or even over recruiter. This runs over Mother Grizzly (yeah, lol), while dealing damages. However, the main reason is that this card by itself totally defeats the purpose of setting a monster to avoid battle damages, and that's great. After little time, if protected and well-played, this card can even be better than gorz when he's summoned after the opponent's deck's boss' attack.

Overall, Gaia should be used, Uruquizas too. If you have one slot, play the one that would be better in your meta (gaia is good against decks like rabbit, six and others that have some monsters under 2500 ATK, uruquizas is good against, strangely, Inzektor, some wind-up situations, reaper, and cards like Maestroke, eventually GK, sometimes GB), I usually like uruquizas better (on DN), but depends on my deck and if it plays easily summonable beatsticks over 2500 ATK. If you have two slots, don't hesitate to play both.

That's All Folks.

25/11/2012

Dolce Delizia: Actual Build of Madolches #1


Monsters: [15]
2 Effect Veiler
1 Madolche Butlerusk
1 Madolche Cruffsant
3 Madolche Magileine
3 Madolche Messengelato
3 Madolche Mew-feuille
2 Snowman Eater

Spells: [13]
1 Dark Hole
2 Forbidden Lance
1 Heavy Storm
3 Madolche Chateau
1 Madolche Ticket
1 Monster Reborn
2 Mystical Space Typhoon
2 Pot of Duality

Traps: [12]
2 Bottomless Trap Hole
1 Dark Bribe
1 Dimensional Prison
2 Madolchepalooza (Ex-Madolche Festa)
1 Mirror Force
2 Starlight Road
2 Torrential Tribute
1 Ultimate Offering

This should be the first time where my extra deck is kinda reliable...I'm astonished.
Let's talk for a moment about the post itself before going on the deck. You probably noticed the "#1" in the title. That's because I think I'll continue updating my actual list and thoughts on the deck on more posts as my main deck. Hope you like the deck, because you'll read alot about this one. If you don't like it, I'll make you like it with those posts, so there's actually no difference.
About the deck itself, I radically changed my mindset on this one. Before it was "plus off magileine, ticket and eventually butlerusk, and as game-setter (something that basically decides the game, even if it wins you the game in that turn or some turns after) mew-gelato", then it changed to "plus off magileine, ticket, mew-gelato, and eventually butlerusk, then with mew-gelato again as a game-setter". This justified the presence of double tragoedia. I, gradually, changed way to think about this deck, thus I dropped one copy of tragoedia because I put on the field the most of the things I had in hand. I found myself not drawing often into trago, winning the game before drawing into it, and when I, rarely, summoned it, I found it being just a random wall from an attack. I decided to drop it completely and added a veiler. Just for not having that random veiler at 1 copy, I dropped one fiendish for another veiler, and, being satisfied with this I continued playing. Without having tragoedia in my deck I never cared about my hand size, so I didn't notice what I did notice later. However, playing and playing, I met a deck that randomly dropped one trago and had quite a good hand size, 4 cards+1 from the draw of the next turn. Seeing that, I randomly wondered how my hand size was if I dropped tragoedia, and noticed I had just one card in hand. I thought "that's just a coincidence". I won that game and played with another opponent. In this game I noticed that, except for the first turns, I never had a good hand size, even though I did play 2 hand traps. This went on and on and I noticed that I radically changed my mindset on the deck. It had now become "Search those Mew-Gelato combo pieces using magi and ticket, all the rest is for filling slots and controlling the opponent". Basically I did play for Mew-Gelato into Invoker-Tiara.
It's not like I don't like the deck anymore as it plays, it is just that I feel bad for the other cards not being used, LOL. Just think that I was actually thinking of building a random one with just 3 mew, 3 gelato, 3 magi, 2 ticket and 3 chateau along with some lots of good LV3s.
Let's explain some choices in this build:
2 Veilers, even though I don't like 'em, I decided to fit them in. Why's that? Because I'm trying to make this the most competitive possible.
1 Cruffsant, good card, but as said, I'm aiming to Mew-Gelato, and Cruff isn't a piece of those comboes. However, if I happen to combo having this one, he's quite generic, so it's good.
2 Snowman Eater, die TK, die. Improving Rabbit Match-up, killing nasty TKs and hitting random cards to -1 your opponent. Of course the main reason is being the LV3 piece of the Mew-Gelato combo.
2 Lance, saving everything, killing opponent's monsters, and Tiara's best friend. 'Nuff Said.
1 Ticket, I already explained in another post about madolches why just one. More than 1 aren't needed, even though it wouldn't be a totally bad thing, maybe in place of an Ultimate Offering (I'll explain this later).
1 Bribe, judgment substitute, great card for your comboes.
2 Festa, oh, well, not sure about this one, I'd drop one of these for the next thing I want to play. Basically, even though it is a great card and target for tiara, in this build that aims to Mew-Gelato with just 1 madolche beast that's not mew.
1 Offering, not sure anymore about this card. Going for the Mew-Gelato thing, this card is occasional, since you'll need this, setted, tons of lps, magi just to loop a little bit, risking that a simple mst kills your combo leaving you with nothing. I'd rather keep it, but for slots I'd take this out before anything else.

Yeah, ya know? The deck's great. I'm actually aiming to make it become a meta deck, I think I'm not that far away from it. Next time that I'm talking about madolches I'll talk about side, counter-siding, countering your opponent side without heavy counter-siding.

Usual trivia about the name: "Dolce Delizia" means "Sweet Delight". Why's that? For the obvious reason "Madolches are made off sweets".

Stay Tuned, I'll post something in these days, I should have some spare time.

22/11/2012

Rosso Sangue: Red Dragon Ninja Control


Monsters: [18]
1 Alector, Sovereign of Birds
1 Dark Simorgh
1 Galaxy-Eyes Photon Dragon/White Dragon Ninja
3 Jurrac Guaiba
3 Karakuri NINJA mdl 339 "Sazank"
2 Mist Valley Falcon
3 Ninja Grandmaster Hanzo
3 Red Dragon Ninja
1 Silver Senior Ninja

Spells: [7]
1 Dark Hole
1 Magic Planter
1 Monster Reborn
2 Mystical Space Typhoon
1 Reinforcement of the Army
2 Swallow's Nest

Traps: [13]
1 Dark Bribe
1 Fake Trap
2 Ninjitsu Art of Duplication
1 Ninjitsu Art of Shadow Sealing
1 Ninjitsu Art of Super-Transformation
3 Ninjitsu Art of Transformation
1 Return from the Different Dimension
1 Solemn Judgment
2 Solemn Warning
1 Starlight Road


'Kayyyy, that's it. Actually I don't know which one to choose between GEPD and White Dragon, GEPD takes care of common threats like zenmaines, maestroke, gachi and similar, while bonusing doing so. White Dragon is compatible with the Ninjitsu cards, Red Dragon target and protects all of the backrows you've got, even though it has 300 less ATK than GEPD, and there are some monsters with an higher ATK. What's more, GEPD can take care even of those with an higher ATK, working as a wall. Actually, I'm more into GEPD, but sometimes having White Dragon would have saved me from sure death. I'm sure that I'll side the one that I'm not maining, though.
About Guaiba without Lance, it's ok. At least, it puts pressure on the opponent.
About double Falcon and no Fiendish, I was thinking of adding them, since at least 2 cards to negate monster's effect are required.
About Reinforcement of the Army with only 3 hanzos, it's awesome. It's like playing 4 of them.
About single Magic Planter, it fits my gamestyle perfectly, just 1 is good.
About triple Sazank, good MU against Rabbit, it kills Zenmaines, Gachi and Maestroke with ease, Ninjitsu target and awesome surprise effect. Duplication can eventually bring two of them for great mass destruction.
About Fake Trap, it's great, Starlight is good, but can easily be negated and mst plays around it, while this card blocks more cards. If you don't like this card, play a Huge Revolution is Over, instead.
About single super-transformation with only Guaibas and GEPD/White Dragon as targets, it is good. First turn hanzo that searchs this puts the opponent under great presure, it's awesome.
For more explanation, here is the other post.

I played this deck quite a lot, I must say I'm having some fun with it, trolling your opponent with Sazank and Red Dragon, ultimately stoppiong some continuous cards with Alector, other than, obviously, monsters. I realized that I have quite a great match-up against rabbit, only that this deck suffers quite a lot Fissure/Macro, so siding S/T destruction should be needed. Maybe you can change the deck play-style entirely against some decks that don't set a lot. I think I'll build a side for this, not sure. If I do, I'll post it too.

That's All Folks.

17/11/2012

Rosso Sangue: Deck Prototype: Red Dragon Ninja Control


Monsters: [20]
1 Alector, Sovereign of Birds
1 Black Luster Soldier - Envoy of the Beginning
1 Dark Simorgh
1 Galaxy-Eyes Photon Dragon
3 Jurrac Guaiba
2 Karakuri NINJA mdl 339 "Sazank"
1 Mist Valley Falcon
3 Ninja Grandmaster Hanzo
3 Red Dragon Ninja
1 Silver Senior Ninja
2 Upstart Golden Ninja
1 White Dragon Ninja

Spells: [7]
1 Dark Hole
1 Magic Planter
1 Monster Reborn
2 Mystical Space Typhoon
2 Swallow's Nest

Traps: [13]
1 Dark Bribe
1 Fake Trap
2 Ninjitsu Art of Duplication
1 Ninjitsu Art of Shadow Sealing
1 Ninjitsu Art of Super-Transformation
2 Ninjitsu Art of Transformation
1 Return from the Different Dimension
1 Solemn Judgment
2 Solemn Warning
1 Starlight Road

The extra is the worst I've ever built, just try not to even see it. Still, I don't use it a lot, so it's ok, I should add more xyz options, indeed.
About the main, let's start saying I've got the idea from Beau Butler from the TCGPlayer Blog (here's the article). To be honest, I didn't read it all, since I usually get tired from reading articles talking about a single cards in a single deck, but all I read (till the end of AssuREDly Good) gave me so many ideas that I shifted that page to DN to build it fastly, so even if I could read it all, I wanted to build it so badly that I couldn't have continued reading it however.
Back to deck itself, this is just a prototype, what I built in about 4 minutes, extra included. I've got so many doubts about this, that it could radically change.
Basically, the deck is based on Red Dragon Ninja and the -1s it can provide to the opponent. Getting that huge thing on the field isn't hard, and it can kill all of the backrows and even the set monsters like ryko, snowman eater, Gravekeeper's Spy, Geargiarmor, and so on. Being able to either put that card to bottom or top can not only do a -1 to your opponent, but even "stopping" his next draw making him draw the same card you spun. The mind set is: if that card can't kill you or your key cards, spin it. If it is a trap card or a flip monster and you can summon Simorgh, spin it. Otherwise, just put it back to the bottom of the deck and -1 the opponent.
That card really lets abuses everywhere, I happened to face an antimeta that set a pachy and 1 forbidden lance, 1 compulsory and 1 starlight road. I've first used mst, hitting compulsory, then I summoned red dragon to put back to the bottom his pachy, then used duplication to bring another red and spun his starlight road, then used swallow's nest and put to the bottom lance, then summoned simorgh banishing a dead hanzo and falcon. No need to say that the opponent just felt the need to ragequit.

Let's talk about the single cards:
Alector, great card, can be easily bringed to the field from the handto use swallow's nest on him to bring Red Dragon Ninja. Mainly Transformation target.
BLS, not sure about this card, however, in the few test I did, I didn't draw into him once, so I can't tell.
Dark Simorgh, great card, if backupped with some traps can be a great starting.
Galaxy, newly added, not sure, just 1 test with this one. If I drew into Hanzo or Super-Transformation, this card would have won the game for me. I won via Red Dragon in the end, though.
Guaiba, why be original? Let's be mainstream. Every deck with Hanzos and Super-Transformation plays those, so why not? Not sure about this one, I don't play lances, but this card rides over common cards, so it's ok. It won me games, but it's one of the prime candidates to be dropped along with BLS and another one.
Sazank, one of the main reason I built this deck. I thought "it should be trolling enough to exchange a red dragon in the opponent's end phase with two of these with Duplication and minusing the opponent by two, other than having 2 monsters that can attack directly and valid Ninjitsu's tribute fodder.
Falcon, great card, recycles dead ninjitsu's in an awesome way. Good card, I found myself in a situation like red dragon, falcon, double transformation already activated. I think it is needed in more than 1 copy, though, even if you can bring it with transformation.
Hanzo, awesome.
Red Dragon, centerpiece.
Silver, well, trollish card. In the few games I played (about 10), I could pull off his effect only once, and that felt great. Double Sazank and double Red Dragon, u mad? I think that 1 copy is enough.
Upstart, not sure about this card, but it is one of the best ninjas out there to be played here, I would run out of Ninjitsu's tribute fodders, but I'd like to drop this.
White, good card, but I'm thinking of dropping this one, too. Galaxy-Eyes has basically the same use (beater that doesn't fear its ninjitsu being destroyed), while being able to kill nasty XYZs easily.

No Heavy Storm, I've got lots of S/T hate, and this would have backfired on me, probably.
Planter, draw card.
Swallow's nest, comboes with Red Dragon. I did OTK with this and a couple of set cards with hanzo (opponent's field was clear). Attack with Hanzo, then Transformation, bring Red Dragon, attack with him, then transformation, bring another Red Dragon, attack, then Swallow's nest.

Bribe, good negation card.
Fake Trap, here, I like it more than Starlight, and that's a rare thing. Seeing your opponent being killed by his own heavy while we don't take any damages to our S/Ts is just awesome. What's more, can't be negated via Warning.
Duplication, great card, can both do some swarms with Sazanks, and do Red Dragon again, or Senior Silver Ninja.
Sealing, testing this one. Actually, I don't like how it minuses you without any direct pluses, but this card is perfect against nasty combo decks and zenmaines/chronoaut.
Super-transformation. Why one? Because I don't really need this one, but it's awesome to break apart your opponent's comboes and bringing a big beater to the field, or guaiba.
Transformation, great card. I was thinking of playing 3 of those.
Return from the Different Dimension, didn't draw this card, not even once. Still it is theorically awesome, I've seen with my own eyes how much I can banish with red dragon.
Starlight, backrow protection.


So, the cards I think I'll drop are:
Upstart Golden Ninja
BLS
White Dragon Ninja
Guaiba (not sure about this one, I think that in the end I'll keep it because laggia and dolkka are amazing)

The cards I'd like to fit in are:
one more sazank (upstart substitute, since I'd run low on the number of ninjas)
one more Transformation


I'll try to fix this one, if you've got some ideas, just write them under here in the comments. I think that by next Saturday at least you'll be able to see the new decklist.

Usual Trivia: "Rosso Sangue" means "Crimson". That's referring to the card that Red Dragon Ninja is based off, Crimson Ninja.

That's All Folks!

14/11/2012

My take on Meta (or ex-meta) Decks: Infernities


Monsters: [16]
1 Armageddon Knight
1 Dark Grepher
2 Destiny HERO - Malicious
3 Infernity Archfiend
1 Infernity Avenger
2 Infernity Mirage
3 Infernity Necromancer
1 Plaguespreader Zombie
2 Stygian Street Patrol

Spells: [11]
1 Allure of the Darkness
1 Dark Hole
1 Foolish Burial
1 Heavy Storm
1 Infernity Launcher
1 Mind Control
1 Monster Reborn
2 Mystical Space Typhoon
1 One for One
1 Reinforcement of the Army

Traps: [13]
2 Call of the Haunted
2 Compulsory Evacuation Device
3 Infernity Barrier
1 Infernity Break
1 Infernity Inferno
1 Solemn Judgment
2 Solemn Warning
1 Torrential Tribute

As always, the extra is pretty random, I tried to fit in everything I could see an use for.
So, let's explain something:
I don't know how infernities are played in this period, but I think they're pretty different from this. The main idea behind this deck is being able to start off with something. Basically, recently I saw an infernity playing, and it often started with setting necromancer and a card and ending the turn. I just didn't like that, because a good deck with a good hand would have killed them, and if it didn't, it would have setted so many cards that would have stopped the deck's plays totally. So I thinked that being able to start off with something on first turn would be great, and so it was. I added plague to freely control my hand and as a lv2 tuner that can go into catastor with a dead necromancer, but mainly to start with some big monsters on turn one with armageddon and such. However, I think this card is great because it isn't hard to have a malicious in the grave with this card. Starting off with grepher+malicious could let you handle even a 4 monsters hand and not only, even more based on the other sources you've got. However, grepher, discard mali, send plague. Oh, see, a first turn Void Ogre Dragon. So, if you didn't notice, this build is kind of based on void ogre. Being able to summon it in early game can win you games, if well played. Trying the deck, you can see how fast it is.

This was the main strategy of the deck, let's see the single cards:

1 Armageddon+1 Grepher+1 Reinforcement of the Army, since emptying your hand is almost as important as setting-up your graveyard, Reinforcement is an awesome card, since you can set it if you can't normal summon this turn. Grepher is an awesome card, but drew late game he's kinda bad if you don't have dark monsters in hand (likely to happen), that's why an armageddon is there, too. That works however and whenever, great card, sheningans with call of the haunted.
2 Malicious+1 Plaguespreader, fast synchro plays and hand clearing. Awesome.
3 Archfiend, 1 Avenger, 3 Necromancer, 2 Mirage. You know how much I love looping and comboeing, right? So 2 mirage is self explanatory. The 3 Archfiend are for search power, the 3 necromancers for reborning and searching with archfiend, and avenger is for synchro power. Why just one Avenger, you may be asking. Space issues. I decided to drop this to 1 copy instead of other cards because this one isn't realy needed at more than 1. Can't be Bottomless'd, can't be prison'd, it would be stupid to Crow it. If they do really remove him some way, you can still recycle him with leviair. 2 Mirage are for looping.
2 Stygians, great card. Other than enabling comboes with mirage, and searchs with archfiend, it easily empties your hand for great plays. Recycling it with leviair is great, too.

Staples, no need to talk about them, right?
1 Allure, draw power and empties hands like a boss. Banishing archfiend when you are able to go into leviair is great, too.
1 Launcher, obvious card, still most tend to forget about the discarding effect.
1 Mind Control, we do play some good tuners, and level 3 and 4 are everywhere in this meta, so why not?
1 One for One, great card, searches your avenger to start comboeing, your mirage to start your loop while discarding a dead monster in your hand.

2 Call of the Haunted, originally those were 3, cutted to 2 because I needed slots. Triggering armageddon like this is great, but this starts comboes everywhere, no need to ask.
2 Compulsory, great card, and versatile. It happened that I bounced my own leviair for the game.
3 Barrier, yeah, I don't know much about how infernities are played right now, still I think of this as a great card. For me, it is a staple in 3x in every build.
1 Break, you may be wondering, only 1? Well, that's not wrong. The card is good, but slots are really a problem, and I didn't expecially liked this card, so it's fine with me.
1 Inferno, great card, empties hands and set-ups the graveyard like a boss.
Solemn Trio, staple.
1 Torrential Tribute, great card.

As for the extra, I want to make you notice, before we continue, that this is a TCG build. However, since there are some cards that would be great from the OCG, I think I should have put them however, so I put them in the side deck. There should have been an Emeral, too, but I forgot it.
As for the TCG extra:
Catastor is a great card.
Colossal against deck that don't have lots of destruction effects, like Chaos Dragon. What's more, he has a really great ATK.
Dark End Dragon, a little cost of ATK points can actually send a monster to the grave bypassing stardust. That's great.
Uruquizas, and not gaia, why? Reapers, that's it.
2 Hundred-Eyes Dragon, loops, loops everywhere.
Infernity Doom Dragon, if only void had the "infernity" word in his name... Oh well, that's what we've got. For great starting hands that could make void ogre but with a couple of barriers, it is a great card.
Scrap, awesome card, needn't to talk.
Stardust, read scrap.
Stygian security, oh, awesome card. You can virtually wipe out a full field. I happened to face a chaos dragon that had tons of big monsters and 1 lyla on the field without any set cards. That was the death my opponent had to face.
2 Void Ogre Dragon, great card, I would have played more if I had slots, still I won't need all of them.
Abyss Dweller, instant detach, and that's needed when comboeing with infernities. Other than this, it is a great card against DWs and atlanteans/mermails and random cards like sangan.
Leviair, looper. Period.
Maestroke, great card to protect yourself. It even is an instant detacher sometimes, and that's needed.


So, so, what do I think about infernities? It is a great deck, with great cards and great comboes. Still, dies to Dimensional Fissure and Shadow Imprisoning Mirror. Awesome deck for casual games. I like how this deck comboes, but my internet connection, recently, is way too slow to enjoy combo decks since it lags alot, and I'm sticking to antimeta.

Hope you enjoyed the post, I'm planning on doing more of this. See Ya.

13/11/2012

Deadly and Dead

It's sad to make two off-topic posts about no-writing without putting any contents between them, still, I've got to write this.
I've got twice the tasks to do, and half the energy to do them, so writing posts here is kinda difficult for me. I've thought of a little solution, though: stop the card of the week.
That's not meant ot be a definitive stop, it's just for the time being. The reason for this are two:
1.I won't be here next monday, so I can't post it, and mondays are hard days to write or post something;
2.I think the CotW slows me down.

The two things I swore when I decided to start the CotW thing were that I wouldn't have missed one without letting you know and that I wouldn't have reviewed other cards outside the CotW. The latter really slows me down, not being able to review a card when I feel like just slows me a lot, and I noticed that writing it as a Card of the Week is pretty tiring, because I need to stay on that card for the most of the time, without being able to do little reviews about other cards to work in the same scenario and such. Being able to review whatever and whenever I want should work.

Stay Tuned, I believe I'll post something these days.