26/02/2014

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.

25/02/2014

Gate Material's Versatility

Inspired by AEtherchild's Guide on Gate Material, I decided I'd get back at building something by starting with this kind of easy decks. The first thing I built, although not for real use, was the Sparks FTK

As you can see, it's a nice deck, not really the best Chain Material deck because of the lot of space needed for the combo and searching, thus not a lot of Draw Power was affordable.
If you want to try this, let's start by saying that if you only want to damage with Sparks you'll need about 2 hours, if you do this without using Upstarts. Of course, given the extra deck space I went ahead and played a couple of Gustav Max so that, after you've shown how cool your combo is, you can end the game much faster.
The combo is to draw looping Worm Zero until you draw into Sparks, use it, then banish Gustaph and bring it back by making Leviair with two Fusionists, banish Spark with it so that Electrum can put it back into the deck later.
As long as you remember to correctly reset the field (read AEtherchild's Guide, it's a good read), this should keep going. When you get bored, go with Gustav Max and all's well.

I got quite the fun building this (but I played it only once, and only to try out the combo), so I decided I'd try other stuff.
I then built Hit Da Jackpot! (aka. JAKKUPOTTO SEBUN!)

Once again, the Worm Zero loop gets you all of the cards you need for the combo. Once you have 3 Jackpot 7, Morphing Jar, Book of Eclipse and Shien's Spy (and Double Summon, if you already summoned once this turn) you can go for the win.
Basically, you just summon Morphing Jar with 3 Jackpots in hand, use Shien's Spy on it and then Book of Eclipse. During the End Phase, Morphing Jar will flip and will just discards your Jackpots, giving you the win.
I don't know whether Jackpot 7 gives you the win before or after (I'll guess after) Morphing Jar resolves, so you'll need 5 cards in the deck in order not to lose. It's not hard at all, though, as long as you remember to play a last Electrum to bring back Worm Zero's materials accounting for 6 cards, more than enough.
This one was just for the sake of it and with a much more simple combo, I just wanted a more or less reliable way to use a new win condition, and so it was.

I then gave a look to some new cards, and a card which reminded me of one of my all-time favourite decks, Coelacanth FTK Infinite Trishulas, showed: Mirage Fortress Entereprisenir.
Needless to say, I built it: Deck Out Enterprise

This is, most likely, the most consistent amongst the three decks I posted because it has much draw power. I went for Double Lazuli+Zirconia just because. If you wanted the combo easier while still featuring Gem-Knights, 3 random Gem-Knights work, and you can do that by removing one Emergency Call which is, by the way, not that useful. Other options include Big Koala+Des Kangaroo or Summoned Skull+Red Eyes B. Dragon. I just went for them for a reminder (I will talk about that next).
The combo here is just going into double Master Diamond and then Enterprisenir, use its effect and repeat.
It'll leave the opponent with no cards in the deck left to draw for when you pass the turn, meaning they'll lose by deckout.

Although I said this deck is the most consistent of the three, it doesn't mean it's a competitive deck or the best Gate Material out there. Instead, those are most likely the worse ones, considering that they all pack a way to win, already (Gustav Max), so the cards are only extra cards for the show.
One of the best way to build a Gate Material deck is not building a Gate Material. This means that the best way is to de-centralize the deck from the combo and include other win conditions.
For example, consider the following engine:

As you can see, it only includes 10 cards (and only because 2 were maxed out for consistency, would become 14 cards if you used 2 copies of each EH to counter a single veiler) and 7 cards in the extra deck. An easier combo can be done while playing one less card in the extra deck and two more on the main deck by using Blaze Fenix. I will use this engine for my deck because I will be playing a machine monster for sure and Heat.
With this kind of engine, it shouldn't be hard to build a wannabe competitive deck. For example, I recently wanted to get back my HERO deck, but Stratos went ahead and got banned, killing my deck altogether. Considering how luck-based Gate Material decks generally are, the following phrase should sound strange to your ears: I played a Gate Material engine to make it more consistent.
But that's what I thought. Luckily, my HERO deck was a Gate HEROes, this means that Heat is already in my decklist, I'm interested in searching Fusion gate and my opponent will rather use his MSTs on Gate than on random face-downs hoping they are Chain Materials, because he has no real reason to fear a Chain Material.
This is what I came up with:

As you can see, this is a rough build, that's because I haven't gotten back into the game, yet, much less knowing the current meta, so I wouldn't really know how to properly counter it. This is, however, a generic build based off an old one. Probably the number of HEROes must be fixed, but this is the general idea. Also consider that if you happen to draw into Avian, Burstinatrix and Bubbleman, you can go into Electrum to recycle banished monsters or to retrieve, maybe, the two Cardcar D which got banished somehow or stuff like that.

I think I'll try to improve the deck, I'll post it back when it'll be finished. See Ya.