Showing posts with label Comboes. Show all posts
Showing posts with label Comboes. Show all posts

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.

09/06/2013

Quick Post///New Gigavise

Yai, I'm back, even if only a little bit. I finally have finished school, freeing tons of time, but I'm busy with other stuff. Still, I've got a little spare time recently, and I read some stuff about a Chaos Plant engine with Evil Thorns in order to go into Slacker Magician (Shyneet). Reading it, I wanted to get back a moment on plants and remembered my favourite plant deck ever: Gigavise.
Write Gigavise on the search bar, I talked a lot about it in various posts even though I never got serious about it looking for a realy competitive build. Recently, even though my internet still sucks, I got to test something, and realized a pretty good OTK combo for Gigavise. If it's not OTK, hell, it's awesome however.
Considering Celestial Dragon (Starform), I thought that it could fit in there, and thus put it in the extra, even not knowing how to summon it. While playing against a DW (first and only game of that day, though), he had a Grapha on the field and a couple set cards. I had Lonefire (and Super Solar Nutrient, thus a random LV2 or less plant would have been good, too), Supervise and Heavy Storm.
Here's what I did:
Heavy Storm, he activated a reckless greed, the other one was a Skill Drain that was destroyed. Given that he had Skill Drain set, it was pretty safe to assume he didn't have Gorz in his 4-card hand. I tried to deal the most possible damage, maybe OTK, luckwisely. From there, summoned Lonefire, activated its effect, summoned Gigaplant, activated Supervise on it, used Gigaplant's effect to summon Lonefire that summoned a Spore from the deck, went into Power Tool with Gigaplant and used Supervise's effect to bring back Gigaplant, Power Tool's effect, chose Supervise, Supervise, Mark of the Rose. There I thought "I hope it is Supervise", I didn't calculate anything, so I don't know at which point it would have been an OTK, so the longer I could get the combo going, the better. He chose Mark. Here, he got that one card between three that he shouldn't have taken. Thinking about it, I noticed.
I used Spore's effect from the grave banishing Lonefire, went into Celestial with Power Tool and then used Mark of the Rose on Grapha. Safe play, 2700+3200+2400=8300.
There I noticed, "what a good combo, if the opponent has only a 2400+ ATK monster on the field, that's OTK, no matter what he picks with Power Tool, nice".
What I love about Gigavise is the versatility, and this added to my possible plays from the on. If he didn't have a monster, I would have kept Mark and Spore in the grave, attacked with Power Tool and then with Gigaplant. If he didn't do anything, good, I have possible comboes ready for the next turn if he doesn't have DH or stuff. If he did something, like, say, Gorz, I'd have dealt him 4700 dmg to start with, and then, in MP2, I would have stolen his gorz to go into Dracossack with Power Tool, leaving him with just a token that could only beat one of my tokens or into a Big Eye to steal even his token.

I don't currently have the time to playtest this, and thus can't come up with a good build, but the skeleton should be about:
2/3 Gigaplant
1 Spore
1 Copy Plant
1 Lonefire

3 Super Solar Nutrient
0-2 Miracle Fertilizer
1 Foolish Burial
1 One for One
0-2 Hidden Armory (I don't really like it, TBH)

+Staples
With this skeleton, you can build a turbo build based on Gigavise, but you can insert other supports like BLS, Evil Thorn, a LS Engine and stuff for a Chaos Plant Gigavise, or 2/3 Inmato+3 Cherry Inmato for an Inmato, maybe with some monarchs, everything's possible.
Keep in mind that you can drop the fertilizers and the armories in order to slow down the combo but make it more consistent and have slots for other supports you want to play.
I, for myself, would like more an Inmato engine, whom I talked about but have actual troubles finding it, because it gives easier access to DAD, monarchs (and gigaplant), Stardust and Catastor/Librarian, other than deck thinning.

Well, if my internet gets a little more stable and I free more of my time, I'll be back at playing and writing.
See Ya.

18/01/2013

Deck Concept: Noble Knight Virus Control

Virus, love 'em. Crush Card Virus was banned because of his greatness at low cost, but Deck Devastation Virus and Eradicator Epidemic Virus are still playable because of their quite high costs.
However, what if I said you that Viruses could plus you (without considering opponent's minuses via DDV) in Noble Knights?
The concept is, basically, use Equips to power-up Laundsallyn or even Medraut to make them viable target for both DDV and EEV and control the opponent like that.
The main combo of the deck should be something like, Medraut+random equip, I myself would like Arfeudutyr to destroy opponent's face-downs (if you didn't notice, it can kill even face-down monsters), with an activable DDV on the field.
Equip Arfeudutyr on Medraut, use Arf's effect to destroy one card
Eff Medraut, SS Laundsallyn, destroy Arf and re-equip it on Medaut
Use Arf's effect again, then activate DDV tributing Laundsallyn
Use Medraut's effect again, SS Gawayn/Artorigus and destroy Arf
Now you have two main possibilities not considering other cards you could have:
1.XYZ into Kink Artorigus and get back Arf and other cards from the grave or go into another big XYZ like Excalibur or such
2.SS Laundsallyn tributing Medraut, tribute the other Noble Knight, get a good equip and equip it on Laundsallyn

In the end it was -2 on the opponent's field (not considering King's destruction effect and Arf's destruction effect once equipped to the king)+other minuses via DDV, and you got, from just 3 cards a king with some equips equipped, even though that's a minus, you could even not XYZ.
However, that's one easy and not that good combo, based on what you have you can plus alot even in terms of LPs. A standard play that isn't a combo is doing what you can during your turn leaving Laundsallyn and another Noble Knight with an equip on Laundsallyn with an activable DDV. Even though you used that card's re-equipping effect already in that turn, you can just wait your opponent's turn to use it and suddenly boost Medraut's ATK (yeah, it probably will be Medraut) via 1000 with Gallatin or 500 with Caliburn. That could wreck your opponent's plans that was expecting just to face an 800 DEF monster and a 1700 normal LIGHT monster, will be facing a 2200 or 2700 ATK DARK effect monster, and believe me, that really wrecks your opponent's plans, expecially if his boss monster has less than 2700 or if he's playing HEROes (assuming he didn't draw into Super Poly, but, let's be honest, that kills everything) and has, let's say, stratos and just added a bubbleman, wouldn't that kill him, basically?
Via Gallatin and Caliburn you have access to EEV, and EEV on spells against DW and similar is pretty much an auto-win.
Viruses are great because they give you long-terms control abilities, like I really lol'd when I used both EEV and DDV against Chain Beat. He had 4 face-downs and rabbit on the field. I had Medraut with Gallatin and Laundsallyn with DDV and EEV face-down. Activated EEV tributing Medraut declaring Traps, and he chained Compulsory Escape, Legacy, Rabbit, Accumulated, I chained DDV tributing Laundsallyn. That was GG without a second though.
Next turn I went into Artorigus+Gawayn to go into King Artorigus that was quite the beatstick (Gallatin and Caliburn). Next turn I drew into Medraut, summoned him, tributed him for Laundsallyn's Summon from the grave and won.
The deck has quite some potential, I easily see this as one of the builds that should be played in the near future for the competitive or semi-competitive scene, however I've got quite a bad connection in those days so I could test it just a little bit without being able to heavy test it to do some fixes.

See Ya

13/01/2013

Ultimate Leodip's Infernity Guide

As requested by Thomas, the winner of the 30.000 Visits Contest, here it is a full Infernity Guide.
As an Infernity lover (and pretty much half-veteran, since I played it in lots of builds with lots of techs at least once per format) I'm more than happy to write this one. What's more, this'll be a guide that I'll update, that's why it is the "ultimate" guide, it'll always be updated as long as I discover something new about Infernities that I think it's worth writing.
Let's start it: (cutting post because it is way too long)

02/12/2012

Madolche (Tech) Side Choices+Updated List

Let's start saying that I changed my build a bit:



Monsters: [15]
1 Effect Veiler
1 Madolche Butlerusk
1 Madolche Cruffsant
3 Madolche Magileine
3 Madolche Messengelato
3 Madolche Mew-feuille
1 Maxx "C"
3 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
1 Madolchepalooza (Ex-Madolche Festa)
1 Mirror Force
2 Starlight Road
2 Torrential Tribute
1 Ultimate Offering

As you can see, I did -1 palooza and -1 veiler for 1 Maxx "C" and 1 other Snowman Eater. The reason for this is the mindset I explained here and the fact that I think Maxx hits some deck that veiler doesn't, and maxx, along with veiler in the deck, can hit decks that wouldn't be hit by maxx alone. I like this.
If you want any explanation on gamestyle and cards choices, look at the post I linked, then come back here.

As you probably noticed, I added the side deck (and an excalibur in the extra for both the side deck and the usual double gelato, totally missed he wasn't in my extra before). First of all, I should thank a user called ~Straiker~ because he lent me an hand by letting me see his side deck, I'm bad at building side, usually, so I asked for help there. He, strangely, put in some cards in the same number I would, so I could have probably built it myself, but, yeah, he did help me.
2 Veilers and 2 Maxx, great against deck that do explode, rely on monsters effect on the field and Special Summon alot. The opponent doesn't see them coming, and when he'll be aware that you have got a good number of them he'll slow down, and you can re-side them out in game three, if you need slots for other things. Be aware of Fissure and Macro, though.
Third Typhoon and 2 Dust Tornadoes, actually, needed. I could encounter a deck that does main or can side macro cosmo or other continuous cards against madolches. Dust tornado is great, and the setting effect isn't half bad, too.
2 Prohibtion, one of the best side deck cards, IMO, but I don't play lots of S/T protection, so I can't side three. Prohibition is both a card against other deck, and a counter side. You can even prohibit MSTs and Heavy Storms to protect your other cards. Let's say we drew into double prohibition and Starlight, would activate a prohibition on MST, the other one on the card you want to prohibit and set Starlight be a bad thing?
2 Needle Ceiling, against WU and lots of swarms and explosive deck, really. Good card. Start off with set monster and this against an explosive deck and you're safe, you'll probably be even able to combo the next turn.

Let's see then the techy cards:
2 DNA Surgery. Good card, really good. I always found this a great card. Against Dino Rabbit, against HEROes and Six (no Shi En), against tons of things that do rely on the type. However, be aware of this card, it can kill your own games if you don't play this good. I like this card in here because by declaring Beast you'll both stop most of your opponent type-reliant comboes and start off yours. Let's say you have Surgery set on Beast, and Snowman on the field with Mew and Gelato in hand (I'd just kill anyone who tries to say that this is occasional, really, you just have to draw into surgery that's not vital for your comboes and that is against your opponent's deck). Normal Mew, SS Gelato, search Chateau, activate it. Snowmand+Mew into Invoker, eff Invoker, detach Mew, SS Gelato and get another search, Ticket probably. Activate it, go into Tiara with double Gelato, detach a gelato to add Gelato and Mew back to your hand and shuffle back two cards your opponent controls in his deck, then use Ticket's effect to bring another Gelato that gets you another search, probably another copy of chateau to generate targets for tiara's effect or Festa. Just notice that Festa is great with DNA Surgery on the field set on Beast, because you can trigger Gelato with ease.

2 Soul Drain. Same reasoning of Surgery, just two because of lack of S/T Protection. Great card against Mermails, one of the worst match-up we've got, against DWs (that's why I don't side Shadow-Imprisoning Mirrors), against lots of single cards and staples that do activate in the grave and, as most of my tech cards, has a double use. Soul Drain stops your own Madolches in the grave, so it could backfire if not properly used. However, as I said, I have a new Mindset that does rely on their returning effects only as a backup plan and to help setting up your games with both recycling and ticket. By following the same reasoning of TK in decks that do search from the deck, consider that YOU are the owner of Soul Drain, and YOU get to decide when to activate it. Locking your own Madolches in the grave is a good thing when trying to get targets for tiara's effect, and at the same time you're locking your opponent strategy, so that he can't really answer your moves with their Marksman, Graphas, and such, while he can't set-up his own strategy with Dragoons, Snoww and others.


I like how my Madolche deck gets better everytime I post. I recommend anyone to try this deck out, even the Madolche haters. As it is right now, it is fit for a tournament, so if you have regionals, locals and such, and have got the cards, try it out, you could/should win.

See Ya.

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.

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.

22/10/2012

Card of the Week #20: Metaion, the Timelord

Cannot be Special Summoned from the Deck. If you control no monsters, you can Normal Summon this card without Tributing. This card cannot be destroyed by battle or by card effects. You take no Battle Damage from battles involving this face-up Attack Position card. At the end of the Battle Phase, if this card attacked or was attacked: Return all other monsters on the field to the hand, and inflict 300 damage to your opponent for each card returned. During your Standby Phase: Shuffle this card into the Deck (even if face-down).

Lovely card, rulings, there we go:
If the a card returned to the hand via this card's effect isn't really in the hand (Plaguespreader summoned via its own effect, for example), that card won't be counted toward the number of cards for the damages.
Bouncing a Synchro monster, Fusion monster, or XYZ monster, is counted as bouncing them to the hand, so they will be counted.

No explanations.

Let's take a close look, then:
FIRE, nothing special since it can't be summoned from the deck;
LV10, some XYZs, go into Gustav with this and another monster;
Fairy, the great one, it's just perfect for this card;
Stats, 0 ATK and 0 DEF, not that they matter given the effect.

Well, I like this card. I used to play, and recently brought back to life, a fairy deck using Freya with Court of Justice and Valhalla to bring giant fairies. Needn't to say that this card was probably one of the best star of the deck, and funnier ones to play. In three copies I drew it frequently, and frequentily I did summon it. That was to clean the field from nasty XYZs, such as Zenmaines, Maestroke, or even giant synchros and hard-to-play-around monsters. Dealing some damages was even actually funny, and game winning if used right.
In this deck I used to play Freya as LV1 to trigger Court of Justice, and ATK booster for our fairies, while Athena and this dealt damages, while krystia was frequently blocking opponent's summons. Athena+this worked wonders, since you could attack with this, get rid of monsters on the field, summon athena somehow, tribute this and SS another monster so that we didn't get the -1 that this card usually has. Athena comboed quite a bit with Superbia and another athena, summoning this as finisher some times, while dealing other damages and having a field full of powerful beaters.
Valhalla was there to summon giant beatsticks from the void, and the rest was protection and staples. Good deck it was.

Talking of this card generally, I should underline how this card can be freely summoned from the hand, grave or banished zone. The only limit it puts, is that you can't from the deck. Actually, I think that if built well, Call of the Haunted should be its best friend. SS it via coth, wipe out the field, recycle CotH somehow (still thinking of a solid way to do so), use it again next turn, profit.
While this idea is still developing, one of the most possible ones is in Burn decks or monster-less (or deck with a low monster count) as a way to stall the opponent, do some damages, and have an empty field for your moves during your turn. As a level 10, it's great for random gustavs with metal reflect slime or other cards.

Having 0 ATK makes it a workable target for Limit Reverse, but even for reptilianne vaskii, if you were to play metaion in a reptilianne deck (needed to name this one since I'm thinking of how to efficiently play and build a reptilianne deck).


Actually, this post was just a fast one to put together various uses of this card. Today I had no time to write anything, since tomorrow there's English Oral Test (side note for who doesn't remember/know: Italian is my language, English is only the language I learnt at school) and need to study something, even if not truly needed. Oh, well.

See Ya.

11/10/2012

Selvaggio: Beastly Synchro


Monsters: [22]
3 Chain Dog
2 Dark Desertapir
1 Egotistical Ape
1 Green Baboon
3 Key Mouse
3 Kinka-Byo
1 Lock Cat
3 Ryko
2 Super-Nimble
3 Uniflora
1 X-Saber Airbellum

Spells: [10]
1 Creature Swap
1 Dark Hole
2 Gold Sarcophagus
1 Heavy Storm
1 Mind Control
1 Monster Reborn
2 Mystical Space Typhoon
1 One for One

Traps: [7]
1 Fiend Comedian
3 Horn of the Phantom Beast
1 Solemn Judgment
2 Starlight Road

The Extra Deck is quite randomish, but it worked well. If you want, I think I should do it too, add one other Emeral by dropping a tricorn or unicorn.
Then, back to the deck itself, how does this work? It works fairly well, I'm yet to find the perfect build, but it works.
Go into fast Naturia Beast, maybe with Horn equipped to make it a giant beatstick not overrunnable via usual methods, then do, as fast as you can, barkion to lock out the opponent's usual choices and eventually lock even all of the methods they have to kill your duo (not everyone plays monsters capable to kill other monsters, and if the draw into veiler too late they should have lost already, even because you play other protections, too.
While doing this, you have lots of beat abilities, ryko's destroying ability, uniflora's SS ability, Kinka's effect to bring back uniflora and another monster with uniflora's effect, that single creature swap control and so on.
Explaining some of the most odd choices:
Desertapir+Gold Sarcophagus, extreme SS ability, with uniflora in the grave you can virtually SS all of the beast monsters.
Egotistical Ape, discard chain dog, bring him back, go into Beast. What's more, random tuner with variable levels.
Single Lock Cat, I didn't feel the need for more than one, since uniflora can't activate its effect, only thing left was summon mouse to use its effect once destroyed, or go into armory arm. If armory was beast, Lock Cat would have been at least at 2, but usually 3.
Green Baboon, decent beater, main reason for it. As an added reason, back-up plan sometimes.
Single Creature Swap, more have been cloggy to me, and 1 just good.
Fiend Comedian, my favourite tech from some time on. Use this, either ruin opponent's plans or give you the mill you need.

I'd like to have another emeral in there because one recycles the other one so that you don't have non-beasts in the grave.
The major problem of the deck was, though, the speed. You could either start with awesome hands or bad hands that needed you to stall some turns. However the deck has one main good point: it has pretty much never a totally bad hand such as "Oh, I have these shits, I should hit the admit defeat button", you could always turn the table.

Other ideas for the deck were playing solidarity as, the most of times, we have only beasts in the grave.
What's more, I initially played Bazoo in the deck to get rid of non-beast monsters, but when I read desertapir's effect closely I noticed that it wouldn't work with bazoo's effect, so I took if out for soul release that worked, but was way too occasional, I gave up on the idea of removing those monsters like that and use emeral instead, however I thought of Transmigration prophecy while writing this post. I think it should be good, recycle your cards, make your opponent's monsters not be a valid target for lot of cards and they're done for. What's more, chainable.
I believe I'll play one dropping an Airbellum, since it felt more than anything else cloggy and useless. And, yes, it happened, I had airbellum on the field against DWs making him totally dead.

Well, that was it. As usual, the translation: "Selvaggio" means "Wild", I felt it was appropriate for the deck since this goes "selvaggiamente" (wildly) into some big synchros and beaters.
See Ya.

26/09/2012

La Paura: Yubel


Monsters: [20]
3 Armageddon Knight
3 Dark Grepher
2 Doom Shaman
1 Sacred Phoenix of Nephthys
1 Sangan
2 Tour Guide
3 Wind-Up Rabbit
2 Yubel
2 Yubel - Terror Incarnate
1 Yubel - the Ultimate Nightmare

Spells: [11]
1 Allure of Darkness
1 Dark Hole
1 Foolish Burial
1 Heavy Storm
1 Monster Reborn
3 Mystical Space Typhoon
1 Reinforcement of the Army
2 Swing of Memories

Traps: [9]
3 Call of the Haunted
3 Limit Reverse
1 Solemn Judgment
2 Starlight Road

The extra is kinda randomish, but it's ok, I'd say I'll add an Excalibur since I forgot him, maybe -1 giga-brilliant, since it was there just to fill some slots.
Before continuing with the deck, though, I wanted to talk about the title. Reading some of my posts, I noticed how the titles were plain and reduced to the essential. I just wanted to enphatize them a little more, so I decided to use some Italian words in the title, to give something more. I'll translate what it does mean at the end of every post with that kind of title, just wait till the end of the post.
Continuing to the deck, I like it very much, it's still under quite some testing, but it does work wonderfully. I'm thinking of a second nephthys, or an hand of nephthys, probably the second one, but don't know what to take out, maybe an allure since I never want to banish anything.
What about the deck itself? It is quite good, because I play 3 grephers, 3 armageddons, 1 reinforcement of the army, 1 foolish burial, for a total of 8 cards to pitch yubel/shaman. What's more we have 3 call of the haunted, 3 limit reverse, 2 swing of memories and 1 monster reborn, for a total of 9 reborners, excluding shaman himself, of course.
This deck does work because of opponent's MSTs and random backrow hate. Given this, you can even SS your yubel with call to prevent OTKs and if the opponent uses MST or something to kill yubel during the battle phase, you'll get another one. Since this other one is immune to MST there aren't many choices, if you want to do something, just go in MP2, but this has blocked your opponent's OTK, and we're fine with that.
Aside this -1 generator for the opponent, we have a terminator on the field when the first yubel is killed, Terror Incarnate. During your end phase, this 0/0 not destructible via battle and when removed from the field it summons another yubel, destroys all the monsters except itself on the field. Removing opponent's monsters is a piece of cake, then. Since this does prevent OTKs and even stops people that try to accumulate monsters to win after they have quite some resources, this card is so awesomely good. However this itself isn't game winning, and there our 3 main condition arrive:
1.Wind-Up Rabbit, the easier to achieve, a 1400 beater that survives pretty much to everything, even your incarnate. Since this is searchable from both sangan and zenmaity, other than being played in three copies, at mid game you usually have 2 or 3 of them, and once your opponent has no monsters you can directly attack with them. Good Card is Good.
2.Sacred Phoenix of Nephthys, awesome one. Consider that being at 1 and not searchable, except via foolish+reborner, it is harder to achieve, but it works awesomely. Kills all of the S/Ts while your incarnate kills all of the monsters. 2400 ATK, good one, that's why I'd like to put Hand in, to use this more frequently.
3.Yubel - the Ultimate Nightmare, well, more of a win condition this is something that lets you win the game. Kills your opponent monsters without any problem, deals some damages, and then direct attack with your other cards. Sad it gets killed via incarnate's effect, but consider that reborning a yubel while incarnate is on the field will mean you'll have a nightmare and an incarnate, not bad.

What's more, we do have another card that helps us winning: Wind-Up Zenmaines. This card isn't destroyed via incarnate's effect, but it kills an opponent's S/T, clearing the field to atk with Rabbits and such. Another good card.

However, what lets this deck win is its ability to start comboeing, there are tons of ways to summon incarnate, let's see the main ones:
Blind MST, the main one, your opponent MSTs your face-down Call or Limit, you just do chain it on yubel and you'll have your opponent crying because he minused just to give you your key monster.
End Phase Limit Reverse, during the opponent end phase, activate limit reverse and SS yubel, during your turn, turn yubel in DEF and have your incarnate.
Doom Shaman, have shaman on the field with his effect enabled, SS Yubel, during the end phase tribute Shaman for Yubel's effect, then destroy Yubel for shaman's effect and have your incarnate.

I believe that's all. Hope you liked it, try it if you want, just be sure you have some time before starting, because it will take at least 10 minutes, exceptions aside.
And, as post closer, "La Paura" means "The Fright/Terror". The first translation is more appropriate, but the second one is perfect for the post.

13/09/2012

Karakuris, a Story of Beast+Safe Zone and some +1s

Actually working on some karakuris, other than the roid deck.
Of course the roid one is meant to be only fun, while this can easily be tier 1.
You know I don't like mainstream things, but karakuris are, along with infernities, the only decks I used at least once in each banned from when they were released.
Still, against the mainstream itself, I'm playing a build focused on +1s, baiting and mind gaming.
The deck is kinda good, since it does play 3 ninishi, obviously, to go into insta synchro, 3 inashichi, to +1 at every time, 3 anatomies, +1s on the road, and baits out your opponent MSTs, 3 Cash Cache, search what you need, still a 0, but really good, since it fuels anatomy, too, and searches lots and lots of pieces for the combo, 3 safe zones, protection, on beast mainly, but even other things, and is a really useful card.
Let's just say on of my ordinary hand:
1 Anatomy, 1 Cash Cache, 1 Inashichi and 3 other random cards.
You know how many pluses this one is? NS Inashichi and search (+1) cash cache, activate anatomy, activate cash cache (+1-1=0), search random cards for your comboes next turn, usually either inashichi or ninishi (0+1=+1), activate another one and search for inashichi or ninishi, based on what you already have in your hand (+1-1+1=+1), send anatomy to the grave (+1-1=0) and draw 2 (0+2=+2).
This is a standard one. Consider that everything in this combo is searchable and played in 3 awesome copies. If you have a ninishi in your hand, too, this play goes into beast, with a set-up next turn for barkion (searchin sazank in place of inashichi) and could have made you draw a safe zone, making you sure to win that game in most cases (in this meta, the only thing I can think of that can counter this combo is lyla or ryko, or other monsters/traps that do destroy spell/traps. Still, making barkion should be a good enough protection, and having some starlight road against BRD is always useful.
And, what if we add another card to that combo?
2 Anatomy and 1 Cash Cache/1 Anatomy and 2 Cash Cache, and 1 inashichi. I think I don't even need to explain this, it's just that you draw 2 more cards losing one, so another +1, ending it up with a +3.

I actually like a lot karakuris, in the same build they can go into OTK or into control, not considering how easy is to combo doing both a giant monster that +1s you off every turn (bureido) and beast.
What's more, they're really versatile. Sazank can kill Laggia easily, improving your match-ups against Rabbit, but it's not the only thing, it can kill lots of things only to minus the opponent and making them lose their cards. And, yeah, it does send, so you can use it easily on zenmaines and maestroke, even tiras if you happen to encounter it, and even stardust that is seeing some more play with 3 teleports.

Yup, good deck, I'll use it for long time, I believe. Tomorrow I'll post the actual list.

03/09/2012

Card of the Week #13: Queen Dragun Djinn

2 Level 4 monsters Dragon-Type monsters you control cannot be destroyed by battle, except "Queen Dragun Djinn". Once per turn: You can detach 1 Xyz Material from this card to target 1 Level 5 or higher Dragon-Type monster in your Graveyard; Special Summon that target. It cannot attack this turn, and its effects are negated.

Back with the regular card of the week, well, let's see some rulings and then we'll continue:
1.This card's effect to special summon a monster from the grave targets.
2.Costs and effects that work in the grave will work however even if the monster was summoned via Queen Dragun.

There isn't much to explain, however:
1.It clearly says that in the text of the card, remember you can then use D.D.Crow on the monster that would be special summoned.
2.The costs can be payed since djinn negates the effects of the monsters she summons, but costs are still available. Second one is just like veiler, if you veiler a sangan, that sangan's effect will work.

So, taking a closer look:
"Djinn" monster, works with the other djinn, maestroke mainly since they're both R4 and then have the same materials;
DARK, awesome, really awesome supports, and another thing we'll see later;
Rank 4, easily summonable, and it's generic with only 2 materials;
Dragon, some good supports over here and there;
Effect, reborner that protects other dragon from being destroyed by battle, just think of block golem for some fun, lol;
Stats, nice, not even good, but still not bad, 2200 ATK and 1200 DEF. Being both DARK and 2000+ ATK, we can go into some virus. Yeah, you heard right, this card is basically generic virus fodder.

So, so, what's about this card? This card is awesome, Deck Devastation Virus generic fodder and reborner for dragons. Dunno why, I really like this card. Just consider you can reborn a darkflare dragon with this card's effect, then discard a dragon and send another one from the deck, or summon lightpulsar and SS red-eyes darkness metal dragon when it's destroyed, special summon a tefnuit, tribute it for su, get a normal monster, go into atum, SS redmd, special summon tefnuit from the grave and overlay gaia over atum and so on.
Good card is good.
However, listing various uses this card has will make this a way too big post, so I'll just jump to deck ideas and things like that.
Consider how debris that SS block golem can go into this easily, just for something pure-ish. But I believe I'll like a lot using Monk to go into armageddon that sends something (I'd say Darkflare Dragon), go into Dragun, SS Darkflare, use its effect to send something from the hand and something from the deck (I'd say Lightpulsar, if possible send even REDMD), next turn just SS Lightpulsar too and we're already going good.
Another funny use could be using the old and never-considered hieratic trap cards. I always loved them, tribute a monster, do something. Well, let's say we summon Tefnuit with Queen, attack with queen and opponent tries to activate mirror force, activate Hieratic Seal of Reflection, tribute tefnuit and negate, SS a LV6 (if you want to try a hieratic dragun) or a blue-eyes/Hieratic Seal of the Sun Dragon Overlord (the last one will just be called seal dragon from now on) (if you want to try a control build) and use champion's vigilance when needed. Just funny ones, of course, if you want something serious just play something that can easily do a R4 in hieratics and you're ready.
And what about summoning a Darkflare with this card's effect and then tribute it for deck devastation virus? Wouldn't that kill actually every deck? I really like DDV, it's the stronger one, I believe that CCV isn't anymore any good if compared to DDV, except for the tribute that's actually easier to get, but, hell yeah, we've got a generic tribute fodder, I'm ok with this.
I think I'll try a control build, I don't like the hieratic dragun since it's really similar to regular hieratics, and I don't like them.

Sorry for the fast post, it actually was just a bunch of ideas put together, since I'm doing some works, and tomorrow's my birthday, I actually had only a bit of time, just enough to write this.
Don't forget to vote in the poll (right side of the layout, know, the text is grey and it hides itself, but I wrote the code wrong, lol). See Ya.

22/08/2012

After-ban Look at Gigavise

What's Gigavise? I talked about it quite a few times, it's one of my all-time favourite decks, there are only something like 7/8 decks that I like more than it.
As said in the Banlist discussion, spore at 1 will make gigavise at least playable again.
I'd play the deck, however, a little different from before. I'd play Blazewing Butterflies in it, because they can revive gigaplant when you draw into supervise and have no gigaplants on the field, while SSummoning butterfly back and having gigaplant with its effect, ready to summon lonefire to start comboeing, and at the end you can go into lv6 with butterfly.
Given Copy Plant's effect that usually will give it lv6, and Spore's effect that sometimes is used on gigaplant to revive it with D.D.R., I think that playing Level Eater, even if only as a tech, wouldn't be a bad idea.
With the combo named up here with spore, you can do either a lv7, a lv8, or a R6, so it's not that bad, is it?
With spore without d.d.r. you'll have a lv7, that could even be power tool to search the d.d.r. you need if you have supervise in your hand.
Same goes for copy plant, only that this last one is more related to gigaplant.
However, being eater summonable eating gigaplant's level, you can go into easy Formula to draw an extra card and then go into power tool, or leave them there to go into black rose during the opponent's turn, killing the whole field mercilessly.

We'll have Debris at 2, too, that means you can go into the usual brd+2 tokens, and with a spore in the grave, we can do, at least, a lv5/6, that could be catastor/librarian or even gaia/iron chain/orient dragon (I believe that there'll be quite some synchro deck in the next meta, so this should be okay being in the extra)
I'd like to find a target for debris that's lv4 and, if possible, plant, too. In this exact moment I can't connect to Dueling Network to search properly, however I remember Twinkle moss, obviously not usable, Prickle Fairy, totally unuseful, and des dendle, like fairy, totally pointless. I'll see if there are more on DN, tomorrow.
In the worst of the scenarios I won't play those targets or I'll play Batteryman AAA, since he can go into omega and do the synchro climb, since we'll play ptolemys no matter if we play aaa or not, given it being possible with spore+d.d.r.+level eater or with copy plant summoend via gigavise.

Well, this was a kinda fast post, tomorrow or the day after tomorrow I'll post something else, one of the most requested deck (tons and tons of requests for this on Dueling Network by some readers).

Stay Tuned, then.

20/08/2012

Banned Lock: Card of the Week///Gustav Max with Limited REDMD

2 Level 10 monsters
Once per turn: You can detach 1 Xyz Material from this card; inflict 2000 damage to your opponent.

Easy yet powerful (?) effect. Since it was part of the hieratic OTK, it was one of the most requested cards from tcg players. Well, we've got it, with unusefully censured art, but the limitation of redmd hit will make TCG Hieratic Players cry.
Well, this was kinda an introduction to today's post: How to use that long-named monster without double REDMD and what deck could play this.
Let's start putting together some ideas. Yesterday, a comment on this post, wrote by K'yde Ren (a great malaysian blogger, check his blog out, even if you should already know it if you know mine, lol. However, it's called digital mortal), said that he would like to tech Galaxy Wizard in his R8 hieratic build. I was thinking about it too, but, while replying to his comment, I noticed that wizard can, obviously, search out galaxy queen's light that can be easily used on a lv8 monster to go into crazy R8 XYZs. But only after sending the comment I noticed how galaxy queen's light on redmd could easily mean double gustav and one monster left, probably. Gustav is 2k damages, then the other one for other 2k damages, and then these two can attack with 3k each. If direct attack it should be 3k+3k+2k+2k=10k, game.
Just let's say an hand of 4 hieratics which at least one is tefnuit and galaxy wizard/accel light:
SS tefnuit, NS wizard, tribute and search galaxy queen's light, tribute tefnuit for su, then su for other tefnuit, xyz the two vanilla monsters into atum, use atum's eff, SS redmd, eff redmd, SS su, SS tefnuit, tributing tefnuit, ss a vanilla too, use galaxy queen's light, then gaia on atum.

It could look like an occasional play, but still, it's another play, along with tons of comboes that hieratics can already do, you'll have this other one that can lead to other OTKs. Lots of player will play mirror force, too, and random negation cards like solemn judgment and warning that will make them pay lps. This is a great way to do at least 2k damages and win without attacking.

And I was thinking how lollish would be doing galaxy queen's light on a lv10 monster and summon both gustav and his long-named companion, giant robo etc...
Destroy all of the protection, deal 2000, then attack with othr 8000 and win.
This is not only for hieratics, though. See trap monsters deck, go into this giant thing with double slime, or even, again, a teched galaxy wizard that searches galaxy queen's light.
I'm actually developing an uria deck, and was thinking of going into giant robo and gustav to do damages and get rid of opponent's nasty S/Ts, I'll play it kinda of chain burn, but with tons of continuous traps that'll let me stall, draw and summon uria that's another giant lv10 monster with backrow-hate effect. Along with the protection given by Imperial Custom, you should have a good deck that can defend itself from the decks of the next meta. Let's say they are:
-Prophecy, they don't have ways to run over 3k DEF or ATK monsters, except junon+power, but defending that card with imperial custom will make them not searching, and then having back their less-than-3000-ATK junon that can be easily runned over by either the XYZs and uria;
-Geargias and deck that use them as engine, as long as we have those big protected walls/beaters, they can do pretty nothing to us. Only exception is from karageargias that go in burei that puts our slime in defense position, making it a "portal" to our life points, but still, with the lots of traps we've got, we can easily defend ourselves from a battle phase;
-Some suriviving inzektors, they'll hornet our slime, but we'll flip our imperial custom, then they'll use the other monster with hornet again to kill our imperial custom;
-Some surviving Wind-Ups, but still few, they are in a great disadvantage, since we'll have big walls that they can't run over, except by suiciding zenmaines;
-Rabbit Laggia, one of our worst enemies, but still, as before, 3k DEF can't be easily runned over, expecially by rabbit laggia. They'll slowly go in big advantages having a great field, so they're the worst enemy for a deck as slow as this.

However this deck can play great side deck cards against those decks:
Rivalry of Warlords, protected by imperial custom, it won't let your opponent go into laggia, leviair, utopia and so on. This crushes Rabbit Laggia, inzektors and wind-ups, while limiting a bit some geargias;
DNA Surgery, I, personally, love this card. Use it against rabbit and they won't go into laggia, use it against geargias and they won't go into burei/bureido/gear giganto/ecc..., use it against prophecy to lock lots of their spells. However, this card will let generic XYZs, so it's not that recommendable, still, it's a good card that doesn't limit yourself;
Vanity's Emptiness, you know I love this card, too. This is not destroyed while imperial custom is on the field, while you can get rid of it with really easily, like going into magic planter or uria. This one kills 'em all, but it's a little more fragile.

Just three random ones, but this deck can play lots and lots of side-deck cards, since lots of them are continuous traps (macro cosmos says hi, too).

Coming back to the card, now that we have double tragoedia, we could use it as generic LV10 monster playable pretty much in everywhere.

What was this post meant to be? Don't hate konami because they gave us gustav only after limiting redmd, but hate 'em because of other tons of bad things, both to TCG and OCG, like summoner of illusion that has tributing as cost in TCG.


Well, this was all. The 10.000 visit count special is finished, but still, I have things to talk about in the next days, and two decks to post. The banned lock, instead, will continue for another week, and then we'll be back with the regular card of the week. Well, Stay Tuned.

30/07/2012

Laval, some thoughts

I was on DN something like 15 minutes ago and a friend of mine, an annoying one, you know who you are, asked me for a laval deck. I was a follower of Lavals and I like to think of me as the inventor of the Laval Quasar, even if I'm not (I wrote the combo out of my head, once I posted it, wondering on the net, I read of another one that used pretty much the same combo, and his post was some days older. Sad.
However, I'm talking of old times, swaltering didn't exist, they were out in the OCG for only few days (5/6 I believe), I used them for a month, then I saw that most people I knew were using that deck, and, you know, I hate to use deck that a lot of other persons use too, so stopped following 'em. I've heard of Swaltering, was happy about that card, still, didn't re-started building and playing them. Since today.
I built something really fast, just put together cards that I believe that would have worked in there, and then tried it, just once. It was awesome how easy they could pull out the handmaiden combo, I had in hand 4 ways to do it, monk+spell (in this case GS), going into lavalval chain, then, Gold Sarcophagus+Cannon, I could have done this in two ways, going into chain (with cannoneer) or into lavalval dragun (with forest sprite), cannoneer+laval monster in hand (in this case cannon)+foolish.
This with only an hand of Gold Sarcophagus, Summoner Monk, Cannoneer, Cannon and Foolish, the other card was, just for the pleasure to say so, Boost Warrior. Next turn (I did GS+Cannoneer one going into chain) I drew into rekindling. I had nothing (he killed my chain), went into Quasar, drew 2 cards, one was another rekindling, used foolish sending flamvell magician and went into Stardust+Utopia. I miss old 3 Librarians and 3 Formulas times, I could have draw other 2 cards and having a possible BRD on opponent's turn, if needed, or arcanite.
Of course I don't expect drawing into double rekindling every time I play, but at least the handmaiden combo. The deck can play even without drawing into rekindling, it's way harder to keep the pace of this meta, but it's possible.
I won't post the list, for now, I just wanted to let you know that those cards have potential.
Well, was a fast post, See Ya.

Updates on actual works: I'm working on a new madolche decklist that works really good, till now, and I stopped developing Vylons, since I didn't like the deck after few test (the kay'est loop went usually good, but it was annoying for me playing the deck itself). Wait for a new Useful Rulings and Game Mechanics post, and maybe even a comparating card one.

25/07/2012

Nimble OTK


Monsters: [23]
2 Caius the "Awesome" Monarch
2 Dupe Frog
1 Light and Darkness Dragon
2 Ice Spirit God - Moulin Glace
3 Nimble Goosefish
3 Nimble Manta
3 Nimble Sunfish
1 Obelisk "the Great 3-Tribute"
2 Ronintoadin
3 Swap Frog
1 Treeborn Frog

Spells: [16]
1 Book of Moon
2 Creature Swap
1 Dark Hole
3 Enemy Controller
1 Foolish Burial
1 Heavy Storm
1 Monster Reborn
1 Moray of Greed
2 Mystical Space Typhoon
1 Pot of Avarice
2 Salvage

Traps: [1]
1 Treacherous Trap Hole

I builded this with a friend of mine, he's called Itachi, I'm sayin this to give credits to him, and because I'll need you to start being familiar with this name, I believe I'll build a lot with him.
Said this:
The deck is Broken, while nimble before weren't even called an archetype, now they're a broken one. For those who didn't realize how the deck works, it's basically Nimble Goosefish Abuse, with gachi gachis everywhere helped with swap and ronin. After this, it usually OTK with Daigusto Phoenix (double phoenix with 2 gachi gachis on the field is 9200 damages, without attacking with the gachis that are 1300 Attackers) or using Moulin Glace. It goes into OTKs in the range of 3/4 turn maximum, in the while time it controls a little with Caius and Enemy Controller (ya all should know that I love E-con), while doing some beat with big monsters supported with Gachi Gachi, and sometimes it goes with Mouling to hand control the opponent and have a beatstick. I did something like 20 duels with this deck, and still, I haven't ever draw into: (I'm saying at least a copy, so if I drew only a caius in a duel, it would count as "drew")
Obelisk;
LaDD;
Reborn;
Swap;
Book of Moon;
Treacherous.

I never lost in these 20 duels, so I didn't draw into those because of this deck winning the second or third turn, usually, or fourth in some hard match-ups, fifth with difficult hands.

Let's explain some of the cards:
Caius, controls well the field while having a good beatstick. We mainly put him in, along with LaDD and Obelisk because we put treeborn, and we put treeborn because of swap that was put in because of the good amount of lv2 and the effect that discards that can trigger goosefish.
Swap, ronin, dupe, treeborn, the Frog Engine. Basically, we needed more cards to do rank 2 xyzs, because it would be kinda slow without this. Thanks to this engine, we could implement some tribute monsters.
Obelisk and LaDD, good tribute monsters, I still haven't tried them, since I didn't draw into them yet, but they look okay.
Moray of Greed, draw card, but mainly because it could put back cards like nimble manta and nimble sunfish that could clog the hand while having no targets in the deck for Goosefish. We were thinking of magical mallet, but we prefer this over mallet because this one is a 0, and not a -1, and the fact that mallet can put back other cards doesn't really affect us, putting back those water monsters is more than okay.

No Gorz. Why? Forgot, we're thinking what to drop to put this one in. The prime candidate is Obelisk followed by LaDD, but since I haven't drew into them yet, I can't fully decide on this.

The deck awesomeness is mainly into two things:
Foolish Burial in the starting hand, it is a clear +1 with goosefish;
Nimble Sunfish, no matter the moment, since it triggers goosefish going into a +2 (destroy sunfish, -1, summon sunfish, 0, summon 2 nimble, +2).

There are, however, hands like:
Swap+Goosefish (if you have another frog in the hand it is still better, and consider that with this you haven't NSed yet);
Dupe+Goosfish (requires a turn, but if you have dark hole, it is kinda a pro move, lol).

And there are tons of comboes, they are all awesome like this, some are better, too, but it changes from situation to situation, remember that Salvage is a great card and that Moulin Glace is really easy to summon, the most hard part is drawing into him.


Awesome deck, try it, you won't be disappointed.
Well, Ja Ne (see ya, japanese this time).

24/07/2012

Full ABYR Review OCG

One of the biggest post ever, a comment on single cards.
I cutted this since it will be too long, too much text, click under here.

20/07/2012

Gishki FTK, list and tips


Monsters: [11]
3 Gishki Shadow
3 Gishki Vision
1 Royal Magical Library
2 Evigishki Mind Augus
2 Evigishki Soul Ogre

Spells: [29]
1 Card Destruction
1 Cup of Ace
2 Gishki Aquamirror
3 Hand Destruction
3 Into the Void
1 Magical Mallet
1 Monster Reborn
3 Moray of Greed
3 One Day of Peace
1 Prohibition
3 Salvage
3 Trade-In
3 Upstart Goblin
1 Wonder Wand

The Extra isn't needed, I put them in just for fun, and, as you can see, totally random. Don't even copy it since it sucks (the extra), lol.

Well, coming to the deck, I explained it fastly in the other post, here I'll dig deeper into it. It's a project I had in my mind for a lot of time, and finally found the way to use it with One Day of Peace (before I had to use Hand Destruction to win, but it's a -1, and that made me lose everytime).
Basically, it was born to be an FTK that could win beating, but after few tests I realized how stable it is and doesn't fully need the Beat part. However, since it can be done with the card that are already in, it's not a bad thing.
How the FTK work:
1.Draw all of your deck, may seem hard, but it's easiest in here to finish the deck than in Exodia FTK to draw all 5 of them. This can be done using Trade-In mainly with Soul Ogre, and other cards that require to discard along with the recycling abilities of mirror to have always a discard fodder.
2.Once you're with no deck, summon augus, recycle the maximum number  of One Day that you have in your grave, and fill the other spots with Upstarts and Into the Void. Use a random draw card, while putting a counter on library, to draw another one, then another one, then another one, then draw with library, till you finish the deck again, use mirror's effect, recycle a Mind Augus and put it back, then use a draw card to draw it and use it tributing mind augus to summon another mind augus. Rinse and Repeat till opponent's deck out.

The deck is surprisingly stable, if you're hand testing it, so without considering opponent's veilers, you should be able to do the loop on first turn something like 90% of the times, if you're playing the deck good. Here some tips about how to play some cards:

Cup of Ace is still under testing, however I feel it being good enough to be played, when you get Head, draw 2 will grant you the win, more likely, if you get Tail, it would be a -1 that added a counter on Library, not good, but still not totally bad. While playing this card, you should be aware of opponent's situation and yours. Don't use this early, because it could help your opponent getting veiler, so use it when strictly necessary, preferably with library on the field.
Gishki Shadow and Vision, those two are to be played wisely because of Moray of Greed. When you draw Vision, always use his effect to get Soul Ogre preferably, if you have run out of 'em, just take augus, but, when you draw Shadow, you'll need to think a lot. He's an important target for Moray, but if you have other 2 or feel like risking, you can search mirror to thin the deck and have less dead draws, but if you don't, keep it, could be important. Salvage recycles them easily, and, in desperate times, you could recycle a salvage with augus if needed at the end of the combo to take your recycled mirror easier.
Magical Mallet and Moray of Greed and Trade-In, I don't like too much the first two, but they're good. The third one is especially good, I'd like to play more than 3 of them, sad. Mallet recycles your hand in cases of bad hands, while Moray is a 0 that put back your rituals to add them back next and to draw other 3 fresh cards. Be aware of all the possible situations while playing those three.
Wonder Wand and Monster Reborn, if you decide not to play one of those two, just drop the other one too. However I fully recommend playing both, they were better than expected, just awesome. Veiler on Library? Wonder Wand, draw 2, then reborn. Wonder Wand generates a free counter for Library, too.
Prohibition, the card I decided to use against Veiler. It's good, doesn't -1 you, but it doesn't create pluses. Of all of the card to stop Veiler, this is the be(a)st one.
Hand Destruction is a always good draw card, especially here since we happen to have dead mirrors in hand we want to the grave to recycle a Soul Ogre for a Trade-In and kinds. It makes your opponent draw too, while discarding his full hand.
Card Destruction act as the same of hand destruction, but it has a good side that could be seen as bad sometimes: it makes you and your opponent discarding everthing. You can set cards to avoid that, your opponent can't, and that would kill him. Sometimes I'd recommend playing it before summoning Library, your opponent could have got some veilers while playing, and that would be bad. It's up to you, though, remember that this deck is one of the hardest I ever played.

Tips for how to play the deck itself:
Be aware of the hardness of this deck. It's really hard to be played, and it's easy to misplay, take your time, you're playing an FTK, you're already considered anti-sportive, so you won't be blamed for thinking a lot for a single card activation. I'm used to this kind of deck, so I play it kinda speedy, but not anyone can.
Be aware of Veiler. Think always of what your opponent could have in hand based on what he's discarding, he won't have, on first match, veiler if he have already discarded multiple macro cosmos and d-fissures, since Veiler can't be played with those on the field. Same thing if he has discarded a macro cosmo and he's playing rabbit, it means he's playing forbidden chalice or fiendish chain in place of veiler.
Be aware of sharking. If you're playing a deck like this on a torunament, your opponent won't let you replay a card you used wrongly, this takes us again to the first rule for thsi deck, don't misplay.
Keep in mind what this deck needs to loop once you've finished drawing your deck. I was talking with a person I know about this deck on Dueling Network, I lent him the list, he tried it while I was building another thing, when he finished he said "this deck sucks, it won't never start the loop at the end, it's bad". Then I stopped building and went to see his duel. He wasted all of the draw cards and forgot a lot of times Library's effect (again, first rule), so once it was at the start of the loop, he had no draw cards and a veilered Library. He even used Wonder wand without any reason even if he had another draw card, and then when he reborned Library, the opponent veilered it and it made my acquaintance lose.

The deck is really hard, more than it could look like.
For the side deck, if you're going to use it in tournaments, I'd side: 
Dark World Dealing, I'd play it in the main since it is good, in 2 copies, maybe, but if we encounter a DW we're dead, so I prefer side it when we face non-DW decks.
Heavy Storm, the point of the deck, mainly is to win game 1 and game 3, but adding heavy storm during game 2 could help you winning it and don't risk anything else. Against everything, except trap-less deck.
Dark Hole, same with Heavy, only that it is against Rabbit. It is way less must than Heavy.
2x Mystical Space Typhoon against Macro and D-Fissure, mainly, but even set card. It's to be played against decks that set too much and play Starlight Road.

Other cards are fully personal. You could even side a Broww against Dark World, but that would be kinda occasional, it's up to you, though. The main card to side out are cup of ace, magical mallet and prohibition (if the opponent doesn't play veiler).

Test it, it won't make you disappointed. Well, this was all, See Ya.