Showing posts with label Infernity. Show all posts
Showing posts with label Infernity. Show all posts

25/08/2013

My New Meta

Let's start saying that I only tested decks I intend to play either IRL or on DN, but mostly IRL. Here are the results:
Faced tons of Infernities, some Chain Beats, no Karakuris (yet), a little bit of GBs, some rogues, less Hieratics than I expected and then the usual random decks that you could encounter in the other meta, too.
I tested: Chain Beat, Legacy and Garden, with and without the Traptrix engine; Infernity, only Monk build; Gladiator Beast, not too much, though; my teammate is testing T.G. Antimeta, but I didn't hear the results yet; I'm going to test GKs and Malefic whenever I have time.
-As of now, I'm really loving Chain Beat, with the Garden build. With the right hand it can deal with all of them, only suffering Wingbeat of a Giant Dragon, but we can deal with it, pollinosis and the cards that deal with their monster that they'll target for Wingbeat itself, waiting for the moment when you draw into pollinosis to directly deal with that Wingbeat. Garden makes it possible to easily kill big creatures, and you can escape Master Key Beetle+Safe Zone with Compulsory Escape Device, assuming you played it correctly. If you're playing the traptrix build, you have access to more destruction power and control. Macro and fissure are pretty awesome, expecially against Infernity, and they're even easier to access in the Legacy build than in the Garden build because of the drawing power.
-Infernity, on the other side, has the potential to kill EVERY deck, assuming you started right and first. With the monk build, I may even say that 4 times on 5 you start decently, with 1 of them being awesome, 2 of them being pretty good, and one being decent. However, you may have your games killed by your opponent if he goes first, it's pretty easy for him to block you, assuming he got a decent hand. With Hieratic not having much (or any) backrow, it is a pretty easy match-up, and GB isn't too big a problem, because most of the control cards they have are battle related (at least, they aren't heavy on traps on the summon), but still, can have a couple of counters. Macro can kill Infernities BUT we now have a good counter. Aside the 3 regular MSTs, we can pretty easily summon Diamond Dire Wolf.
-From the few tests I did with Gladiator Beast, I realized it has a couple of possibilities, but it's not THAT strong as many are saying recently (I'm not confusing it with the OCG). However, it has a recyclable MST (bestiari), a focused DH (Murmillo), continuous monster's effect negation (Equeste+Chariot), easy to summon beatsticks (Essedarii and XYZs), a more feasible Icarus' Attack (Gyzaurus) and Icarus itself. It is an awesome deck for what it does (toolboxing). The bad side is: it hasn't got the speed Infernity has, and cannot instantly go into +1s and extreme control like Chain Beat.

The results are: I'm probably going with Chain Beat Garden IRL and Infernities on DN (maybe I'll even build them, sooner or later, but that's pretty costy), while I'm testing other stuff.
Sorry for the short post, but it was just a little overview.

See Ya.

25/02/2013

March 1st: Next Meta, Renewal

With the coming of the new banlist, I've got lots of things to do. The two things aren't related, I'm busy because of other thingies, and thus I didn't have time to work on my decks for the new meta more than a little bit. For this exact reason I decided to write this post about changes in Yugioh and changes that will affect my decks and how.
First of all, general meta:
Meta should be easily Mermails and Spellbooks, highly supported by Konami, and Fire Fists.
Fire Fist is a great deck that I don't like to play (sadly, others say it is plenty of fun) and has a lot of potential. I don't know this one very well, but it is easy to guess that after some time after the banlist (about 3 weeks at most) most will drop Vorse Raiders. The reason Vorse Raiders were played was pretty much DDV. Currently, though, the main thing that DDV hit was Wind-Up, and the latter won't see much play, even though I'm really liking this one now. Bear aside, the deck doesn't even cost too much (correct me if I'm wrong, I'm not really expert with prices).
Mermail and Spellbooks won't change much, Mermail is play-ready from the first days of the new meta without any problem, while spellbook is still waiting Judgment Day in the TCG.
Hand Traps are about to become useless, since neither Veiler nor Maxx are that good against those decks. However, if you're forced to play one (like me with Hootcake in Madolches), play 2 Veilers and you're okay.

This is our meta. End.

My decks:
Let's first say that the next meta I'm probably working on my decks more than usual, if I get some time, because I wouldn't want to play one of those three for tournaments (even on DN, I just don't want to). I'm probably working on them to make them meta-ready, and thus have big advantages against those decks. As of now, I'm playing Gate HEROes, AZ kills Mermail and I can do something against Spellbooks. However, even though I didn't test yet against Fire Fists, they should have the upper hand, because my AZ's blow-ups can't do a thing against a previously on the field bear or an addition tensu's summon.

For the other decks, let's see Chain Beat. Here is my previous list, I believed I changed it alot, even though not remember how, even before the new banlist. As you can guess, Tour is bad now in this deck, since I can't bring Zenmaity anymore. This isn't that hard to update, I just have to change my main search engine for Rabbit with another one. Tenki's the way. Dropping the entire Tour engine we get 4 slots, dropping a Warning will result in 5. We have multiple ways to use those. 3 Tenkis and 2 Bears. Provides search power and additional searchable monster hate. With 2 TKs this is a viable option, however I'm trying to get this in RL, and thus I can't make it cost that much. For a budget build it will simply be 3 Tenki and 2 Winged Rhynos or 2 Tenkis, 2 rhynos and 1 Horn (great card), or 3 tenki, 1 rhynos, 1 horn. I believe the latter is quite unstable, since I've got 4 targets for 3 cards. It's true that tenki has a power-upping effect, but 3 for that isn't that good, and opening multiples maybe isn't awesome. What's more, 3 could clog your S/Ts, so I'm using the second. In the other changes I already did there is an Orichalcos mained. It's great because Rabbits becomes, usually, 1400+500+100=2000, more than TK, and Rhynos can take care of Megalo, Junon and Soko.
I'm waiting for Thunderbirds and HA7 to play them, and the build should change alot.

Infernities XYZ. A general guide here. Well, I'm not playing this in RL for economical reasons, but with Lavalval it could be great against Mermails: they can't play Macro Cosmos and we have easy access to Dweller. Spellbooks could be a rough match-up, but I think we can handle them and possibly OTK 'em. Fire Fists are still unknown to me, so I don't know.

Collapserpent-Wyburster Monarch. Here the list. As usual, it can get Dweller out, thus it is good thing against Mermails. It plays Vanity's Fiend leaving only Undine and Pike+infantry as an out to it. As for spellbooks, we can't get Shock Master out, but Caius, Vanity's Fiend and Soul Exchange can give them an hard time. No MUs here.

Madolches. As you probably know, there'll be Hootcake in LTGY. That one card will give us Madolche player a giant push in the right direction. We can easily do Tiara on turn 1, if necessary (it sure isn't). Of course we have access to Dweller as nothing, and with some effort to Shock Master, too. Having both is great for the next meta.

There will be the main decks I'll work on, given what I know right now.


Here is all I could write in these days, sorry if I'm really busy and can't write more. 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)

05/01/2013

Void Ogre Dragon, Decks and Applications

1 DARK Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card while you have no cards in your hand: You can negate the activation and destroy it.
Shi En with a bigger body and easier to summon. Basically some non-Tuners+Plaguespreader/Krebons are this.
He's DARK, with tons of supports everywhere, and Dragon, for other giant supports. REDMD anyone?
Being LV8 makes him a little bit hard to summon, but not that much, while 3000/3000 with Shi En's effect pays back your hard work in summoning him.

Well, what about this card? I don't randomly review cards, ya know.
I'm recently realizing how splashable this card is. As long as you have an empty hand and a DARK tuner, it won't be hard to summon him and it will pay back. If you don't have an empty hand, it is a 3000 beater without any negative effect like red dragon archfiend.
I started thinking about it seeing that Tele-Hieratics played 1 copy of him in the extra, and that opened a new world.
If you remember my various post on Avenger Abuse, you may remember that this card was one of the main cards. I pretty much always started with this on first turn that went into crazy control onto the opponent, and beating him down with 3000 beater, good enough to kill him. When I went into Void Ogre, it was mainly via Grepher (discard Plague/Malicious, send Malicious/Plague), then, if Grepher survived, I used him to send Avengers to the grave as back-up plan. Thus, seeing this was happening lots of times, I decided to try "Grepher Control". Basically, it had pretty much the same set-up as avenger abuse, but no avengers and no eaters. I went into Void Ogre using Grepher as fast as possible, then lots of traps kept me living.
The concept was simple, and it had lots of ways to make it happen (OCG-wise, since I'm talking of Lavalval Chain), like Monk+Random spell+Random card for Plague, or Grepher+Malicious/Plaguespreader and likes.
It worked, and I think it would work again if I re-built it for this meta, but it had one great problem: both Malicious and Plaguespreader were usable only once.
For that exact reason I played D.D.R. that discarded nasty things from my hand, too, and I played rfdd for another, fast, void ogre or random LV8 Synchro. However, that wasn't obviously enough. That's where Avenger Abuse succeeds over Grepher Control.
Avenger Abuse can put more pressure on the opponent so that if he were to destroy your void ogre in battle (unlikely to happen, but possible, think of GBs with Shrinks) or if he tries to destroy your lone Grepher, you get 3 LV8 or 4 that could become 3 LV8 Synchros with Eater or Shock Master. That's why your opponent will ALWAYS try to kill your void ogre via effects, because it could turn into stardust, stardust, void, or stardust, void, scrap.
Back to the card itself, Void Ogre is meant to be played in infernities, a deck I really love. Empty-handed (usual thing for Infernities) it is a bigger Shi En, quite awesome, isn't it?
Infernities can bring this card like it's nothing, the only thing it misses that didn't make him absolutely broken
enough to be even banned is that he's not an Infernity. Basically, no Barrier abuses.
After you combo, you'll most likely end with Void Ogre+ABCs (Awesome Backrow Cards) plus other random cards. If you chose Barriers as ABCs, you'll have to summon a random Archfiend in ATK, meaning that you'll have few troubles with big beaters killing your archfiend and nullifying your Barriers.
Even though, Void Ogre is great, because you should assume that you won't always be getting your comboes, you could get this via a random topdecked Archfiend with Avenger in the grave. This all makes Void Ogre great even if he isn't an Infernity monster.
Oh, just a little tip before we end this, since we're talking about Infernities, I'm working on a new loop (with dewloren) that starts off the usual grave set-up+mirage/Launcher in hand. Not anything else. I'm still in the beta phase of the project, however.

See Ya

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.

14/10/2012

20.000 Visit Count Hit!///Look at my favourite meta-ish decks

The blog reached 20.000 visits, totally good thing, in less than 2 months from the 10.000 (actually 1 month and 28 days, since the 20.000th visit was yesterday). As a special for this new record, I should do something I don't often do: talk about competitive decks that I like.
If you're fellow readers of this blog, you should know I hate overplayed decks, but I like them when no one knows about or plays them. However it happens that I fall in love with some kind of decks that are quite played, well, shit happens.
I like Control and OTK decks, better if they're together, that's the main reason of most of those decks:
Infernities, probably the one that looks like a meta deck that I like the most. Control your opponent, stop him from attempting suicide, then go into some wild OTK. Love Infernities for their explosion abilities. I'm actually playing them with a standard, beetle-less, build. Go into void ogre and archfiend with a pair or barriers down there and subsequently win. A side note, I do play 3 barriers cause I love them.
Karakuris, you should know this one too, since I posted it some time ago. Generates +1s, goes into Naturia Beast, my favourite synchro, possibly with safe zone attached, then goes into OTKs. Lovely one.
Six Samurais, even though it's been quite some time since I last played or built them, it's been some time that I wanted to restart playing them. I like them since they can explode with a lucky hand and go into easy OTKs OR stall with shi en and one of my favourite synchros ever, Naturia Beast (and eventually Barkion, but I like Beast more). Control 'em all, then kill.
X-Sabers, I like their style too, even though I have never played them, I'd like to start, only that recently I'm having quite some problems with DN (as usual, lol), and some combined lack of time and will. They're good, once again control them, their hand, their field, and then kill. Good, good, good, and EARTH for Beast/Barkion, other than eventual grandsoil.
Wind-Ups, only recently I've started liking them, since the limiting of zenmaity. They can combo to go into something controllish and OTK the opponent, while plusing you from everywhere. And, what's more, I love WU Rabbit, so that's it. After Zenmaity's limitation, it became more and more hard to play, with lots of reasoning needed, that's why I like it. Should start playing this one, too.
Rock Stun, actually playing them. Negate your opponent's thingies, and gradually make them lose their LPs. Like this because you negate even your opponent's breathing, and negating everything is one of my major sources of fun.
Antimeta&Rogue, same for the rock stun, only that this is more lollish. Turn 1, summon pachy, set 5, opponent gets an heart attack and then win.

This was all, pretty much. Consider that for today I didn't planned on write anything, so I just wrote a bunch of random things in this post, but I think I'll take some and write something more appropriate to them in the future.

29/08/2012

Believe it or not, Infernity Yet Again

As said in the previous post, I'm actually developing an infernity loop post-ban. Of course, meant to be for fun and to show konami that we play what we want, or more like a revenge against some friends of mine who said the deck can't loop anymore without brionac.
I'm actually at a good point with it, I've solved lots of the issues I had. I'll probably use cannon soldier to tribute monsters on the field, that's both the win condition and the thing that lets me loop.
Actually I had the idea of cannon soldier noticing that in the anime, kalin uses Hundred Eyes Dragon's effect on Infernity Dwerf, only that dwerf isn't a fiend-type monster, while I was kinda sure HED could target only LV6 or lower DARK Fiend-Type monsters, but, yeah, it lacks the fiend-type restrction.
With Emeral recycling two cards and another copy of itself, that's what we need.
I'm at a good point, I believe in a couple of days I'll be able to post it. The only problem I have is that I can't discard the cards I draw via emeral, but I've thought of something.
Was a fast one, but I'm heavy-working on this, actually, so I've got nothing else to post, couple of days, or even tomorrow if I meet this evening a friend of mine to develop this better.
Stay Tuned.

27/08/2012

Banned Lock: Card of the Week///After-Ban Thoughts

Well, should have done this before, but doesn't really matter. Well, it's just that I wanted to do a deeper review of the banlist, about what this will do the next meta

FORBIDDEN:
Future Fusion
Brionac, Dragon of the Ice Barrier

LIMITED:
Inzektor Hornet
Inzektor Dragonfly
Gishki Gustkraken
Chaos Sorcerer
Ultimate Offering
Spore
Wind-Up Zenmighty
Tsukuyomi
Red-Eyes Darkness Metal Dragon

SEMI-LIMITED:
Mirror Force
Hieratic Seal of Convocation
The Agent of Mystery-Earth
Reasoning
Rescue Rabbit
E-Emergency Call
A Hero Lives
Pot of Duality
Blackwing-Kalut of Moon Shadow
Debris Dragon
Tour Guide From the Underworld

UNLIMITED:
Emergency Teleport
Marshmallon
Necro Gardna
Destiny Draw
Magic Cylinder
Sword of Revealing Light
Level Limit-Area B

General Thoughts, more skilled meta, killed/damaged lots of the auto-piloted deck, double mirror and the double torrential, along with bth, warn, judg, etc... will make every player think carefully about what to do before every move.

Single Ones:
Inzektors, heavy hit, now that this happened, I'd like to start playing them. Ya know, I don't play something that is mainstream, now they'd be perfect. I was thinking of looping with giga-weevil and giga-mantis (with a centipede in the grave):
NS Dragonfly, equip hornet and mantis, eff hornet, destroy random card, eff dragonfly, SS Centipede, equip hornet, eff hornet, destroy mantis, SS Centipede and search weevil, used centipede+dragonfly=leviathan, eff leviathan, detach dragonfly, eff centipede, equip hornet, equip weevil, eff hornet, destroy weevil, SS Dragonfly and search ladybug/weevil/mantis (based on what you want to do, with ladybug you'd go now in a R5 while leaving a centipede on the field and a weevil/mantis in hand to loop the next turn with centipede), equip hornet to dragonfly, eff hornet, destroy opponent's card and SS Centipede, equip hornet, destroy opponent's card and search mantis.
One of the loops, however, this deck is played with a different mindset than before. Before you went into the -2 loop in the exact moment you drew it, now you'll have to wait, skillfully play and gather your pieces to explode into something giant when you can.
So, for Inzekors, I'd build a Swap Build with howling insect and mystic tomato (thanks to a friend of mine, tengu, for the idea) or a control build, controls the opponent, goes into centipede+hornet when possible to destroy one at turn and search to gather your pieces, and then, when you can go into dragonfly-hornet, I'd leave the monsters on the field (if you have enough protection, of course) to combo lot more the next turn, more likely blowing-up the entire opponent's field and having some great xyzs or power-upped inzektors.

Gishki, oh, well, except for the ptolemys loop build, I never liked too much that one, even if it is a great card. I'll play teched gishkis, I believe.

Infernities, they lost their loop card, but, doesn't matter, they've kept the same level of strength, kinda. I'm working on some loops, however, with double emeral to recycle the cards, but as now the only thing I could come up with was using a card that tributes (actually toon cannon soldier) to get rid of cards on the field, however the draw is a problem, sometimes. I'm working on that, though.

Wind-Ups, oh, well, good ones. Don't hate them anymore, but I'm sure there'll be other loops with hunter, maybe abusing of magician, too. I won't play them, however, since I don't like 'em. I'd rather play an Inzektor-Wind-Up build, more than a pure one.

Gadgets, Madolches, offering hit both, however I'm not that disappointed. It's true that I love offering loops, I was thinking of it with centipede, but at 1 it's just too inconsistent and occasional, but limiting offering was more than fair from my point of view. That'll even punish bad players that don't think of anything while using that card. I'll continue playing madolches, more control-oriented, I believe, and play something like MachinaGadgetGeargia, should be kinda funny, lol

Hieratics, I believe they're still playable, if I see that only few players play that deck, I'll build something. I'd go for the wizard-Galaxy Queen's Light, I believe (I talked about that, search it). They're still a funny support (even competitive, with funny I meant they're funny to play) and good standalone deck.

Chaos Dragons, never liked 'em, they are too...dunno...let's say that I hate how they rely on just summon and beat. They lost some power, nothing great, though.

Blackwings, don't like them, I'll just hate playing against them, nothing else. They lost pretty much nothing, just gained a kalut.

Rabbit Laggia, oh well, I wouldn't have played this, however. it didn't lost too much power, only a bit of speed, but nothing great. If I were to play them, I'd stick around with guaibas.

Agents, I'll start playing these. For sure. 'nuff said.

Naturia Synchros Control, oh well, that's what I thought while reading triple teleport. I'll play some control builds like this, but even tons and tons of Psychic decks. It's time to bring back my T.G.PsychicSwap. Geargias/karakuris will play those, too.

Geargias, I'll definitely build something with them, mainly as supports, I like a lot geargia karakuris, but I didn't have a chance to test them, yet. I was thinking of some other geargiaccelerator's abuses, too.

Karakuris, I use to play these at least a couple of times for banned, then I tend to forgot those. Still, I like 'em, I'd go for some tele build, too.

Gigavise, yeah, I'll play this. Nothing else. You'll see my build this week, I believe.

Heroes, I used to play those when they weren't popular, but lots of players started to, and I stopped using them. Of course I won't use them not even this format.

Gol'gar Control, I'l definitely use this, it's a strong choice for 4funs this format, I believe. I'll have some fun, just I'll need to build a good build.

PACMAN, oh well, I'm actually trying this, for those who don't know, Pure Advantage Camels Munch  All Noobs. I'm not convinced from my actual build, but I have some fixes I'll do, I believe.


That was all, if you see something missing is probably because I didn't want it being here, unusuefulness for this post could be the main reason.

Well, See Ya.

21/08/2012

Avenger Abuse


Monsters: [18]
1 Armageddon Knight
1 Beast of the Pharaoh
2 Dark Grepher
2 Destiny Hero - Malicious
1 Goblin Zombie
1 Infernity Archfiend
3 Infernity Avenger
1 Level Eater
2 Mystic Tomato
1 Plaguespreader Zombie
1 Sangan
2 Summoner Monk

Spells: [16]
1 Book of Moon
2 D.D.R.
1 Dark Hole
1 Foolish Burial
2 Gold Sarcophagus
1 Heavy Storm
1 Monster Reborn
1 Mystical Space Typhoon
1 One for One
1 Pot of Avarice
3 Pot of Duality
1 Reinforcement of the Army

Traps: [6]
3 Call of the Haunted
1 Divine Wrath
2 Infernity Inferno


Well, actually the Extra is the best I can get, I would have liked to add 1 emeral and 1 gagaga gunman, but really tight on slots. Maybe I'll drop an ancient fairy, but I can't help but think of DWs, GKs, Madolches and similars, other than being a 3000 wall that SSummons from the hand when needed.

I recently reviewed the game style of this deck again (I did it in the past, too), but I won't link any of the twos since this one adopts another different mind set. If you want, read them after this post, since they could give you more ideas if you want to build a different version yourself.

This is one of the most skilled deck of the format, along with other fun decks that look like this, in terms of game play. You always need to consider your hand, field, grave, deck, banished zone and your opponent's counterparts of the previously named ones. You need to have great knowings of the actual meta and fun decks, and you need to be the less prevedible possible with this deck.
Given the fact that an opponent could think of this being infernity or hyper-teched tele-dad. That'll make the opponent play totally different from what he should do. I actually won lots of game ones not revealing the avenger part of the deck, so that the opponent was still surprised in game two, letting me win.
Actually, on first turn, you would like to go into void ogre or stardust or even bounzer, based on the opponent's deck. That's really easy to do, just one grepher with one malicious/plaguespreader in hand is enough to go in one of those. The probabily of doing this are increased by monk that searches grepher, and if you drew neither malicious nor plague, you can go into arma, send one of the two, then go into lavalval and send the other one. Foolish Burial speeds up the deck, too, so that even with only armageddon and foolish and a card to put back with plaguespreader, you can go into those big monsters.
The deck is all mind game, since you need to play thinking with your opponent's thoughts, too. Essentially, on first turn, you can gamble a bit going into void ogre, but leaving yourself empty handed, and a big opponent's beater could kill him, or even an easy monster's effect, just see inzektors or zenmaines, for example. You can go into stardust, that's virtually the best, but he can easily be destroyed by battle, 2500 aren't that big of an ATK, right now, 2600 would have made it broken.
You can, finally, go into bounzer. That's the bigger gamble, but the one that will make you win against some decks. If an opponent has a little spell/trap that does generic or monster removal, you'll have lots of problems, but if your opponent is playing a monster-reliant deck, he'll be in some troubles. Strangely enough, even if this card is pretty risky to summon, it doesn't kill totally a deck, so this card is meant for game 2/3.
As I'm talking now it does definitely look like the avenger part is totally irrelevant, here. Well, it's not totally wrong.
Being this deck a reverse toolbox, you can chose what kind of play adopt, so it's like having two different decks, let's say wind-up and inzektors, and decide, now and then, which one to play, and exchange them during the game itself, but keeping the hand, field and grave of the previous one.
Summoning void ogre/stardust and having some kind of protections or random back-up plans could mean game, since you can negate the most important cards and not letting your opponent combo.
Either in game 1 or 2, you can adopt different game styles to confuse your opponent. Let's say that in game 1 we'll go for the avenger part of deck, since we don't know opponent's deck and we started first, that would be the best way to start. Armageddon, send eater, set inferno and a couple of cards and leave two discardable cards in hand. Opponent attacks, chain inferno, send two avengers, and SS them. Turn after, go into what you can and continue resummoning avengers while consuming opponent's resources, and stopping more and more their moves with stardust and void ogre, mainly.
Game 2, we'll go for the grepher control (how I called it), we'll go for void ogre (just assuming, it could even be stardust, it's based on opponent's deck), control a bit, send some avengers to the grave when we can as back-up plan, and continue attacking when possible, trying not to get your void ogre killed by effects. If you know your opponent is reliant on effect that destroy cards, you can go into stardust to negate cards removal and when it is destroyed by battle (since it is the only way left, except ced or d-prison), you'll get 2/3 giant avengers with an eater to go into other enormous Synchros. That's not bad, is it?
Coming back to the deck itself the cards I like the less are.
2 D.D.R., I believe I'll go at 1, it should be better.
2 Gold Sarcophagus, I don't often use 'em, only as discard fodder. I need to find some good spells to be played in here.
Divine Wrath, discard as cost was initially the main reason, but being this un-chainable to s/t removal, you can't use this effect when you want. I could put pwwb (phoenix wing wind blast), instead.

After banned I'd do:
-1 PoD
-1 D.D.R.
-2 Gold Sarcophagus
-1 Divine Wrath
+2/3 Trap Stun
+1 Phoenix Wing Wind Blast
+1/2 MSTs (s/t hate, this deck hates traps)

-1 Brionac
-1 Ancient Fairy Dragon (dunno if to keep this or not, maybe I'll drop it and then put it back when abyr comes out)
+1 Emeral
+1 Ptolemys/Gagaga Gunman

Well, should be enough, hope you liked the post and the deck, if you have some questions or have something to say about the post (today I just didn't feel like writing it correctly, I fixed lots of parts, so I'm sure I did something wrong), say it under here, in the comments.
Stay Tuned, tomorrow or the day after tomorrow, I should post a new deck.

10/08/2012

Deck Concept: New Avenger Abuse

If you're asking what an avenger abuse is, you need to check Infernity Avenger out. You're saying "I know this card", "he's well known, I won't even open that wikia page", probably. I wouldn't have said you to check that out, but I realized that lots of people don't know his effect.
Basically: While you have no card in hand, and a monster you control is sent to your graveyard, you'll get to SS avenger with the level of the destroyed monster.
Note how awesome this effect is, since it's a free revival, and you can summon multiple avengers at the same time. You're probably thinking of XYZs, but they aren't the only (and not even main) use of this combo.
Just consider one of your armageddon knight being destroyed in battle, SS 3 of these, go into disigma/shock master. If, in place of armagedden, there was a tomato/pyramid turtle, you would have summoned goblin zombie, synchro goblin and avenger#1 into void ogre/DED, search and then normal summon beast of the pharaoh to go into a random lv7, or, with eater in the grave you can do another lv8 synchro, use beast's effect and summon goblin/another zombie lv4/beast itself ane then summon level eater to go into another lv8 synchro, with no cards in hand, meaning you can use virtually 3 void ogre dragon, or 2 and a stardust dragon, or what you like the most.
This is the base combo, but lots are possible, expecially using XYZs as second resources if you have no non-tuners.

Those avengers are, then, recyclable, but, I wonder, what would you do with 3 avengers and a level eater in the grave and a lv8 synchro on the field that's going to be destroyed by battle?
No need to explain, but let's just say that it would result in 3 more lv8 synchros, and both DED and Void Ogre are possible, so you could end, virtually, with a field with 3 void ogres and 2 stardusts, while having an engine in the grave for other 3 lv8 synchros.

Said like this the deck is awesome? Well, in the past it was, the meta was a lot slower and reborn tengu was our savior. Now the hard part of the deck is set-upping the grave and a lv4 monster. I tried lot of builds, just one or two tests each, since they're all concept build, and winning was kinda hard, though I'm actually into a little set monsters that's kinda unusual:
3 Infernity Avenger
3 Armageddon Knight+Dark Grepher (the sum of those two is 3, then you can try the possibilities you like, I'm into 2 arma and 1 grepher)
2 Level Eater
(1 Reinforcement of the Army)

That's it. A more usual set contains tomatoes/pyramids and beast of the pharaoh+goblin zombie, usually, but that's why mine is unusual. The problem was that I always had too much cards in hand, so I decided to try this. No matter what, I'll always have a monster to discard for grepher, if he's at 1 copy, so I won't recommend you to play more than 1.
I play like 2 Call of the Haunted and 1 Reborn, so that I can do something like:
Arma gets destroyed by battle, summon only 1 avenger, coth on arma, send the second/third avenger (based on how much you have, however, if you don't have level eater, that's highly recommendable), go into DED, use its effect, then suicide, summon 1/2/3 avengers lv8 and combo with eater, if only one avenger, stardust should be the best option, since it can't be destroyed by effects but only by battle, thus triggering avengers.

Some builds do play even summoner monk, given the high number of spells playable, summon arma/grepher, send avenger/eater, go into lavalval, send another one OR leave them on the field as attack target to trigger avengers.

Given the stall ability of those avengers, it's possible to play wave-motion cannon. This card has lots of good sides:
-Pressure on the opponent, other than causing misplays, putting pressure on the opponent usually makes him destroy this card or win the duel as first objective, meaning he can forget about those avengers in the grave while attacking, or if you had another response to his moves, he would be kinda unprepared (mirror force on the attack that would kill one of your avengers and thus not letting you comboein during your turn would leave the opponent unprepared to the giant lv8 synchros he's going to meet).
-Second simultaneous win condition, while beating your opponent and controlling his moves with void ogre, stardust and some ABCs (to those who don't know, it is Awesome Backrow Card), your opponent will have to face even this in 8 turns in the best of the scenarios (for the opponent).

The deck has easy access to Pot of Duality too, it's awesome in here, since you can chose what to pick, and that's awesome if you don't want other monsters in hand or you do want one.

In a classic build you'll have access even to book of life, if you like it, and mezuki, that will increase the possibilities of start some synchro combo.

Some good cards are:
Hate Buster, mainly for stall builds, but even in normal ones this card could be great, have only 1 arma on the field and the opponent has two monsters but you want to keep all of the three of those avengers? Use this. Worth considering it;
Vanity's Emptiness, at first impact (should be fast to not notice it) this card could look bad in this deck given the moltitude of SS we do, but there's a point in it. Pretty much all of the special we do are placed after a discard/destruction (respectively monk and avenger, just to say some), meaning we'll be free to combo when we like while keeping the opponent closed for a while.

The deck has lot of potential, only I don't know how to build it right. I believe that the actual engine I'm using, maybe with the addition of summoner monk should be good enough to be played.

Well, See Ya.
P.s. I talked about this deck in the past, but didn't want to link that other post as introduction because the game style and mindset is totally different from the old version.

17/06/2012

Toolbox: Main, Extra, Reverse and Banished

What's Toolbox? Why does more kind of it exist?
Well, basically Toolbox is the name we give to a deck that can search a specific monster or card when needed. These decks are called "Toolbox" because, like a box full of tools, you can pick what you need.



The ultimate Toolbox is, for sure, Gladiator Beasts, they attack, then tag out and SS the monster the need, Laquari if they need a Beatstick, Retiari if they need to banish an opponent's card in the grave, murmillo if they need to destroy an opponent's monster, Bestiari if they need to destroy an opponent's S/T and so on, based on which card you're playing. You can even summon specific monster material this way, if you have 2 GBs and you want to destroy multiple cards, you can tag out into bestiari, destroy a card, maybe with the other one you SS murmillo, destroy an opponent's monster, then go into Gyzaurus e destroy other cards.
Basically GBs are a perfect example of Main Toolbox, but even Extra Toolbox, since they can Summon what they need both from the Main and the Extra Deck.

Until now we talked about Main and Extra Toolbox, but what are Reverse and Banished Toolbox?

Let's use examples again:


Yeah, Infernity, those are the Ultimate Reverse Toolbox, they send everything to the grave, and then summon what they need to start comboeing. However they can do even pretty good Main Toolbox with Archfiend that searches everything, but even an awesome Extra Toolbox, they can synchro or XYZ in what they need like hell, go into HED if you want to search more ABCs (Awesome Backrow Card, I wrote it in infernities-related posts), go into void if you want more control, go into Doom Dragon if you want to kill opponent's monster, go into Trishula (no more sadly) Wurm to control more the opponent and prepare for an OTK, you can recruit pretty much anything from the extra deck like that.

Now let's arrive to the Banished Toolbox, it isn't used, I don't think a real Banished Toolbox Deck exists, but since it is a game zone, it's needed.
Cards like Dimensional Alchemist, Return from the Different Dimension, Escape from the Dark Dimension, D.D. Survivor, D.D. Scout Plane and other cards like this provide Toolbox from an "untouchable" zone, untouchable cause there aren't card (played right now) that affects opponent's RFG, if not in a good way. These cards combo well with cards that self remove themself, like D.D. Warrior Lady or Battle Fader, Cyber Valley is one of the most useful, too.

However, let's come back to Extra Toolbox. I wrote this post because I wanted to talk about this.
You know why before GBs there was no extra toolbox? Because to Fusion Summon you needed Polymerization, that meant that you were no more relying on your monsters, but even on a one-use spell card, and materials were specific, too. That meant that if your opponent knows your deck, you would be pretty predictable and your opponent could have prepared something to counter you.
GBs were the first to create an Extra Deck Toolbox (even the first Main Toolbox that didn't rely on recruiters like giant rat, shining angel and so on) because they had a wide range of monster they could have summoned by tagging out, destroy opponent's threat and then go in what you need.
Then Synchros came out, they needed only monsters and with the same two monsters (let's say junk synchron and armageddon knight) they could have done a wide range of monsters basing on what they needed. For this exact reason player at the start weren't fully happy about Synchros, because they weren't a lot and thus predictable. Initially you could have done only few level 7 monsters, then other monsters started appearing and then they became a lot, requiring you to build wisely your extra deck, since the 15-cards limit was applied. Then XYZ came out, same thing of Synchros, only that now we have 2 kind of generic monsters we can easily summon, in a strict deck (15, I'm talking of the extra deck, of course), but even if it's hard to put in what we need, we created a full generic Extra Toolbox that could fit in every deck.

2 Level 4 monsters
Once per turn, you can activate 1 of these effects: ● Detach 1 Xyz Material from this card to target 3 monsters in your Graveyard; shuffle those targets into your Deck, then draw 1 card. ● Detach 1 Xyz Material from this card to target 1 non-Effect Monster in your Graveyard; Special Summon that target.

However Extra Toolbox is awesome because of the fact that most Synchros/XYZ have main-deck-cards-like effect, let's say Laggia, he is surely easy to summon in a proper deck than drawing, setting and hoping to be not MST'd/Heavy Storm'd, while having a big body too. Same goes for Daigusto Emeral, can be used twice, one in this turn, one in the other, has another effect and putting back 3 is not ever a bad side (it's easiest to have 3 monster instead of 5), and being generic is easiest to be summoned, too. This is another reason why Gagaga Gunman is broken, because having 2 effects, one makes him 3000 ATK while attacking an opponent's monster, the other one is an Ookazi effect that can be used whenever you need it, surely easiest to summon than to draw into Ookazi. More it has a good defense body, meaning that he can protect our life points as well.

That's All Folks, I hope it was clear, this was to explain basically why Extra Deck became broken, but even to explain new players what's toolbox, since it was a kind of deck really used a lot time ago, before they started playing if they are new to the game.

See Ya

16/06/2012

Infernity Gagaga Gunman FTK, Improved Combo

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; activate 1 of these effects based on this card's battle position. ● Attack Position: This turn, during the Damage Step, if this card attacks an opponent's monster, it gains 1000 ATK, and the attack target loses 500 ATK. ● Defense Position: Inflict 800 damage to your opponent.
Well, I talked in the last post of the Gagaga Gunman Loop, read the post if you didn't it'll work as an introduction to this post.

I opened a text file and started writing, I worked on it, and finally I did the combo without the need of another card on the field. This combo is pretty much perfect, not considering opponent's card, because you can do infinite Emeral and you'll never run out of searchable monsters in the deck for Infernity Archfiends, cards that will be used as discard fodder for Brionac.

Let's start.

To manage the combo you'll need to know the 3 basic "Route"s for this, the HED Route, the most known, the Gunman Route and the Emeral Route. I decided to call them route because they are little comboes that let you do something, this is to help you understand the total combo.

Basically:
The HED (Hundred-Eyes Dragon) Route requires at least an HED in the extra, with the usual grave setup, Archfiend, Avenger and Necromancer, and Mirage on the field (or ready to be summoned from the hand, doesn't really matter). This is the most known, just use Mirage's effect, SS Necromancer and Avenger, use Necromancer's effect, SS Archfiend and, if needed, use Archfiend's effect, but it changes from situation to situation, I'll explain it better during the combo. Synchro all into Hundred-Eyes and you'll have the field you need for the other comboes. If this Route is following the Gunman Route, you'll need to search with Archfiend to bounce with Brionac's effect the remaining XYZ monster.

The Gunman Route requires at least a Gunman in the extra deck, Mirage, 2 Necromancers and 2 Archfiends in the grave, and HED and Brionac on the field. This isn't hard ot achieve if you follow the total combo.
Just use HED's effect banishing Mirage, then tribute HED to SS 2 Necromancers, use first necromancer's effect to summon an Archfiend without searching or searching an ABC (Awesome Backrow Card, like Infernity Barrier or Infernity Break), then second Necromancer's effect to SS the second Archfiend and use his effect to search a discardable monster, usually beetle or general. XYZ the two Archfiends into a defense position Gunman, use his effect to deal damages and then XYZ the 2 Necromancers into Leviair, use Leviair's effect to SS Mirage. Use Brionac's effect, discard the card you took with Archfiend to bounce Leviair or Gagaga, doesn't really matter. You'll remain with Brionac, Mirage and Gunman/Leviair and the grave with his best set-up.

The Emeral Route requires at least an Emeral in the Extra Deck, Mirage in the grave along with 2 Necromancers and 2 Archfiends, and HED and Brionac on the field. Like for the Gunman Route, this situation isn't hard to set-up.
Use HED's effect to banish Mirage, tribute itself to SS 2 Necromancers, eff of the first Necromancer, SS Archfiend without searching or search an ABC, eff of the second Necromancer, SS the second Archfiend, search a discard fodder. XYZ the two Archfiends into Emeral, use his effect to shuffle back 2 HEDs and an Infernity Monster usable as a discard fodder, then draw a card (you'll have 2 cards in hand right now, then). XYZ the two Necromancers into Leviair, use its effect to SS Mirage and then use Brionac's effect to discard the two cards in hand to bounce both Leviair and Emeral. The only change that can be done here is what to put back with EMmeral, I'll explain it during the combo.

There's even a Brionac Route, but since it is usable only a time, there's no need to write it here, I'll write it directly in the combo.

Here's the full combo, then (on hand, without having yet used your normal summon, Mirage, in grave Archfiend, Necromancer and Avenger, in the extra deck , 1 Brionac, 1 LV5 generic Synchro 1 Emeral, 1 Leviair, 1 Gunman and 2 HEDs):
NS Mirage
Go into the HED Route searching Launcher with Archfiend's effect.
/Use HED's effect, banish Mirage, tribute itself, SS Necromancer and Avenger, use Necromancer's effect to SS Archfiend searching for a second Necromancer and discard him for Launcher's effect, Synchro into Catastor with Avenger and Archfiend (or into any summonable LV 5 Synchro), use Launcher's effect to SS the second Necromancer and Avenger, use the second Necromancer's effect to SS Archfiend searching for another Archfiend, Synchro Avenger and the LV5 Synchro into Brionac.
XYZ the 2 Necromancers into Leviair, use its effect to bring Mirage back, then use Brionac's effect to discard the Archfiend you have in hand to bounce back Archfiend, then use Brionac's effect again to discard Archfiend and bounce Leviair./ (the part in those 2 "/" is the Brionac Route)
(now as you can see you have the perfect set-up, Brionac and Mirage on the field, 2 Necromancers, 2 Archfiends and an Avenger in the grave and all we need in the Extra Deck)
Now use Mirage's effect to start the HED Route, then go into the Emeral Route, then go into the HED Route, and then into the Gunman Route. The "pattern" is, then HED-Gunman-HED-Emeral-HED-Gunman-HED-Emeral and so on. However, since we search and discard a lot and put back only an infernity monster (with Emeral Route) once every 4 Routes, we could run off of discard fodder, that's why when we are left with few discard fodders in the deck we can change the pattern into HED-Emeral-HED-Emeral and so on, but we'll need to put back 1 HED and 2 discard fodders, since it is infinite, we can do infinite times till when we put back everything (except 2 Archfiends, 2 Necromancers, 1 Avenger and, if you don't have him on the field or banished, 1 Mirage), then restart the normal pattern.

I used the Pattern way to explain this because while writing I noticed how difficult was both to read and to write, and thought that that was ugly to see, and since I don't like wall of images (the combo explained with the images), I found them hard to follow and to learn from them, I adopted for the first time ever this kind of explanation, since it was only the repetition of some steps.

If you noticed (you should have), this combo doesn't need other cards except for the usual ones in an Infernity Deck, so it should be okay, you'll only need to use some other cards in the Extra Deck, nothing else, but you use most of them, too.

Another thing, even if I called this FTK, it's hard to do that, because the usual grave set-up isn't easy to do on first turn, requires a lot of luck and some tech cards like Hand Destruction (since you don't want to use Dealings and Card Destruction with Darkworld around, do you?). This deck has some possibilities to do that on first turn, but it's more likely to do that pretty always when you can pull of the classic Infernity Combo.

I won't even provide you a decklist since you can use your usual Infernity Deck and tweak a little your extra deck, nothing else, however, if you ask it, I'll post one.

15/06/2012

Speedy Article: Gagaga Gunman Loop

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; activate 1 of these effects based on this card's battle position. ● Attack Position: This turn, during the Damage Step, if this card attacks an opponent's monster, it gains 1000 ATK, and the attack target loses 500 ATK. ● Defense Position: Inflict 800 damage to your opponent.
When I first saw this card, it was first-sight love. I liked how his ATK effect is similar, but a lot more easy to use, to Utopia Ray's effect. His DEF effect dealed damage, Ookazi-like damage to be precise. And then I noticed that it required 2 generic level 4 monsters.

A friend of mine made me notice how this card's DEF effect is useful, mostly game winning, in tournament, at the last part of the game when at the first variation of life points, the player with less Life Points win. Easy to summon, then kill with Tournament's Mechanics.

But there's a thing I noticed. The effect is obviously once per turn, but if he leaves the field, the effect will be re-usable. Then I thinked about a little killing combo. Ya know I love crazy comboes and loop, and I love Infernities, too. Well, if they succeded into making infinite trishulas with a little set-up (no cards in hand but an infernity mirage and the simple 3-cards-grave-setup, avenger, archfiend and necromancer, why wouldn't they be able to summon a rank 4 monster?
I started writing the combo and I realized it was possible, I created for the first time ever a game winning loop. However, how I wrote it wasn't really precise, because usually I need to change something while playing, but I'm trying to write it out in a more precise way. I tried it out on DN (proxying Gunman) and it worked without any problem. You don't need specific card, you only need to have the usual infernity cards and to play in the extra deck 2/3 Hundred-Eyes Dragon (don't know if 2 are fine, I'm going to try it out), 1 random LV 5 Synchro, 1 Brionac (but I think you're playing that, yet, right?), 1 Daigusto Emeral, 1 Leviair and 1 Gagaga Gunman. However I think that all of this cards are played yet in infernities, except for gunman, so that's not hard.

I'm still perfecting the combo, but I realized that it needs your opponent or you to have at least one card on the field, but thinking about this, if your opponent has no cards on the field, you can crazy loop doing a lot of Synchros and XYZ, searching for Awesome Backrow Cards (I call them ABC, you can see it, they are the ABC of an Infernity Deck, though, it was hard to come up with a name like this, lol), and control your opponent till death, so it should be game however, if you have these cards and opponent has nothing to counter you.

Well, I'll try it out with some cards IRL to develop it the best, since there's no Solitaire Mode on DN. Sadly I'm on Linux Ubuntu, meaning I can't use YVD. I could use Wine to use it however, but lately Wine isn't working really good on my computer, for some reason. I could use my brother's computer, but it use it a lot and don't want me to use it. Well, I'll find a way, maybe some friends of mine could host on DN let me enter and then quit (since the combo is reaaaally long).

Another 2 little tips on the deck, if you use this combo successfully, it is really long, and you could run out of time, summon a gagaga and win however. The other tip is that if your opponent tries to stop you with Maxx "C", he'll run out of cards, if he doesn't play veiler. If he does, he'll stop the combo, but you'll have already a full backrow field. If he stops your infernity monster at the right moment you'll stop comboeing, if he stop them the wrong way, you'll continue (it's really hard to guess when's the right moment and when's the wrong moment), if he stops your brionac, you can combo normally with Infernities, pretty lol, uh? More, I play general that I search with archfiend and discard with brionac/launcher.
Hard to play deck but even hard to stop.

Well, once I'll have some more time, I'll try it out the best way possible.

13/03/2012

Random talk about: Infernities and a special combo

I'm a strange kind of fan for infernities, I love their comboes, because I love combo deck, loops (infinite or not), but I tend to forget them for a bit of time, and then bring them back again. I was in the I-don't-care-alot-about-them period, till Duelingdays wrote a post about them and their new combo, similar to the trishula combo, but with its verz counterpart, ouroboros. The video of the combo under here (made by bahamut, of course)

05/02/2012

Avenger Abuse, Chain Link 2

LInk to chain link 1
Let's continue this.

I catched a cold on saturday, random post///Avenger Abuse

I catched a cold on saturday, and out the temperature is about to 0 degrees (I mean celsius of course) then i wanted to write something on the blog. I don't even know what to talk about, i'm checking my decks on Dueling Network and i will write the post without thinking at all.

I founded this, an old deck i'm not using from a lot of time (past banned list, i think): Avenger Abuse.
Something not really complicated to build, but way more complicated to use.
Let's explain how this works and then why it is complicated to use.