Showing posts with label Meta. Show all posts
Showing posts with label Meta. Show all posts

04/03/2014

Cancello Feniceo: Gate Material HEROes


Monsters: [12]
1x Elemental HERO Avian
1x Elemental HERO Burstinatrix
1x Elemental HERO Clayman
2x Cardcar D
2x Elemental HERO Bubbleman
1x Elemental HERO Heat
1x Elemental HERO Alius
1x Elemental HERO Ocean
2x Elemental HERO Voltic

Spells: [17]
1x Dark Hole
3x E - Emergency Call
3x Fusion Gate
2x Mystical Space Typhoon
3x Pot of Duality
1x Reinforcement of the Army
2x Super Polymerization
2x Terraforming

Traps: [11]
1x Bottomless Trap Hole
3x Chain Material
2x Dimensional Prison
2x Fiendish Chain
2x Mirror Force
1x Solemn Warning

Extra Deck: [15]
1x Blaze Fenix, the Burning Bombardment Bird
2x Elemental HERO Electrum
1x Elemental HERO Nova Master
2x Elemental HERO Shining
Other cards up to you (my extra decks suck, you know that)

What's this? I named a lot of times in my two years of blogging (actually, 2 years, a month and some days), but never really posted a build. I don't know why I didn't post it, so I thought I should have fixed that posting one, although after Stratos' ban. As I said in "Gate Material's Versatility", at this point of the game, HEROes get more consistent by adding an engine known for being the base for tons of OTKs but not really consistent.
So, what is this really? It's Gate HEROes Fenix, a Gate HEROes deck that uses Chain Material as another win condition. The synergy is born by the fact that both Gate HEROes and Gate Material decks play HEROes (although not the same ones) and Fusion Gate. This means that by adding the Gate Material engine into a Gate HEROes we'd have more discard fodder for Super Polymerization, more material for fusions (even with Gate, if you manage to take back the materials you banished via Shining) and draw power due to Cardcar D, other than the obvious OTK from Gate Material.
Shall we see the cards one by one?
-Avian, Burstinatrix, Clayman, Bubbleman and Chain Material are packed together. Although Veiler kills this loop if shot on Electrum because of only one copy of Avian, Burstinatrix and Clayman, if you know how to play the deck, you should be able to make the opponent waste their veilers on a Blackship of Corn or something like that. Playing doubles isn't worth it. Bubbleman, on the other hand, is quite a good card and works nicely in 2 copies because he is an AZ material to freely use and easy XYZ material unless you have 2 Fusion Gates in your hand.
-Cardcar D and Elemental HERO Heat are needed for the loop too. You could attempt one without playing them, but it'd require an even worse extra, so I decided to go for the Blaze Fenix one. What's more, I generally play either Heat or Lady Heat, so it's not like that is a burden on me, and Cardcar D is a great card first turn for consistency.
-Alius, Ocean and Voltic are my go-to HEROes, generally. Although I used to play one Ocean and one Ice Edge, I may be more into only 1 Ice Edge as of now. Ocean has a nice body, though, and is LV4. Your pick. Alius is a nice beater and LIGHT for Shining spam, while Voltic has always been one of my favourite cards in Gate HEROes. I even played builds focused on him with Thunder Sea Horse, but when they banned Stratos it wasn't worth it anymore. 2 is nice, though, because it even lets you recycle Electrum's materials or Heat if they got banished, other than going for burst damage at one point, expecially if you have Voltic banished.
-Emergency Call and RotA are for consistency once again. Also, being able to choose which HERO you want, most of the times it'll let you go into the AZ-Shining combo. Also, it thins the deck a lot, giving you earlier access to Chain Material.
-Fusion Gate (supported by Terraforming) is the backbone of the deck.
-2 MSTs are for dealing with nasty backrow when you get into the loop. I used not to play them, but they came to my liking once I tried them. Also, if you're not aiming to the loop, they can be used to protect your field by chaining it to the activation of a Field. Also, smart MSTs can take care of pretty much anything, Fiendish Chain on Electrum is one of the easiest examples, but you may see while playing that it kind of hurts when you hit their field which was resolving or other cards which need to stay face-up. Hitting stuff is good.
-Pot of Duality is awesome in here. Although it most of the times lets your opponent guess what you're playing, some of the times you'll be so fast thanks to this that even if he wanted to counter you he cannot because he doesn't have the cards he needs to do so. I'd generally use it after thinning the deck with Emergency Call and RotA, but some of the times it's better to keep them in your hand until it's time to look for the monster you need.
-Super Polymerization is what solves your first turn. With this deck, most of the times you feel no nee to summon on first turn, because it may lead to losing resources without Stratos. With this card, instead, summoning an HERO means having a raigeki break on your opponent's monsters always ready which gives you a nice monsters in exchange (just today I won two games out of 4 thanks to this). I wouldn't max it out, though, because it leads to dead draws and lose too much advantage due to the discard.
-Aside Chain Material, the traps are all for control, to slow down the game a bit. Also, most of the times you'd want to kill shi en or other monsters with nasty effects if you're going for the loop.

You may have noticed that this deck lacks Miracle Fusion. To be honest, I don't feel it's needed since they banned Stratos. Maybe you could play it in Bubble Beat, but that's only because it tends to send to the graveyard a lot and you generally don't recycle them. Here we wouldn't want to banish HEROes, even the one not needed for the loop, because we'd rather keep them if we went into a Shining and we need another one for the loop. With extra HEROes, used fusion monsters are recyclable, but if you banish them just for one extra Fusion which doesn't give you any real advantage, you'll be digging your own grave.

As for the deck, there aren't many tips I'd give you, mainly because the deck got a lot simpler since Stratos' ban. The only things I can write your are:
-The Loop. I used to think everyone knew it but, apparently, given my games in rated and the fact that almost everyone asked me time to read Chain Material, not everyone does. In a tournament, though, I believe everyone will know that. The loop goes as follow: you need two Electrums in the Extra (or one banished and one in the extra), 1 Blaze Fenix, 2 Shinings (or banished) and 1 Nova Master (or banished). If you don't have them like this (maybe you used Shining), banish them from where they are and put them back into the extra via Electrum. Then start the loop. Summon Blaze Fenix, then Electrum, use Fenix's effect and deal damage. Electrum+Fenix into Nova Master, then Electrum again, Electrum+Nova=Shining, then ||Fenix, then Electrum, Fenix's effect, Electrum+Fenix into Nova, Nova+Shining into Shining, then Electrum, Electrum+Shining into Shining||
Loop the part between the "||" until your opponent dies. A problem you may have is Veiler on Electrum, avoidable chaining Super Polymerization on Electrum, but you'll need to banish it later.

-When not looping, the combo you'll be using a lot is AZ-Shining. Basically, you can wipe your opponent's monsters by using Gate+3 HEROes of which two need to be WATER and LIGHT. Basically, fuse the WATER HERO and another HERO into AZ, then AZ+LIGHT HERO into Shining, wipe the field, and beat with a Shining with at least 3800 ATK. This works best if you have, other than those monsters, 1 Voltic. If you have two, one Voltic could be used as the LIGHT HERO. If you do this, after wiping the field, you should beat with Shining, then Voltic which SSs Voltic, which SSs another HERO, dealing at least 5800 damages withouot considering last monster's beat. I OTK'd a lot by using Heat as the other monster, because it means 8000 damages.


Also, there are some cards you may want to consider adding:
-Ice Edge, the main reason I don't play it is that my teammate hates him, but I'd generally use it, although he cannot be used for XYZs. I don't really XYZ summon, so it's ok.
-Macro Cosmos and/or Dimensional Fissure. Although they damage Shining's retrieving effect, they usually make him a better beatstick, other than acting as Antimeta cards by themselves. What's more, it helps against Veiler.

That's All, Folks!


Usual Trivia: "Cancello Feniceo" means Phoenixian Gate. Other than being a nice name, it is also, visually speaking, what the deck does with Fenix. Fusion Gate is the only thing which connects the Extra Deck to the Field, letting Fenix go in and out freely, by looping.

06/10/2013

...

I believe that, if not all, most of you have heard of Sixth Sense being printed in TCG in Joey's World and being emergency limited, right?
I don't have anything against the emergency banlist for it, aside from it being at 1 instead of being banned. Ya know, a totally lucksack card that could be a +4 or +5, or that at the cost of a -1 mills from 1 to 4 cards.
Decks that can use this: ALL
Decks that can abuse this: everything that likes to mill, ED, LS, Zombie, DAD decks, Roids, Meda-Bat...
Basically, everything.

Yeah, I know, maybe this is too much hate for a card that will be gone on december, but still...
Oh well, good side is that, unless your opponent plays cards to retrieve exodia pieces from grave, this card isn't THAT good in Exodia (it needs you to take a not so indifferent risk). However, a variant that uses Swift Scarecrows and a Piper engine may easily use some cards to recycle monsters, too. Alongside Where arf thou? and stuff, this may be the strongest non-FTK Exodia deck available.

Oh, well, I'll be playing this card somewhere, somehow, just to be able to finally use it after 10 years of wait, and then will be more than happy to ditch it for the banlist.


GG

30/08/2013

Traptrix and (Anti)Meta



You know them, don't you?
Traptrix
a.k.a.
dem lolis
(IT'S A TRAP!)

Traptrix, Lolis or Traps, no matter how you want to call them, this is what they are: Trappers. They do whatever is possible to lure and trap you and your monsters in one of their many traps. They have a pretty nice lore, too, but I won't stop on it and focus on their utility. If you want to read the lore (I suggest you to do so), read it from this beautiful article on tcgplayer.
Staying on our topic, instead, you know I won't start a review without giving some proper explanations on why I'm trying them and on them themselves, and this time my reason for playing them is that I wanted to find some underdog antimeta that could flip tables. Traptrix (you may find discussion of them under the name of Kowakuma or Mesmerizing Maneater, too) are an unique archetype that works with the "Hole" normal traps. Let's see them singularly:
All of them have an effect that lets them dodge Hole cards, making those little things totally unaffected by them. They all are LV4 EARTH.
-Traptrix Nepenthes, the one on top left is the only Plant-type Traptrix. What it does is Special Summoning or Searching a Traptrix monster, excluding other copies of herself, from your deck, making her the recruiter of the archetype. When does this effect trigger? When a Hole normal trap is activated. Of course, it has the usual "you can only use the effect of "Traptrix Nepenthes" once per turn". Well, this was to be expected. With her 800/2000, she has the biggest defensive body among the Sisters (not that they really are sisters, but let's call them like this, as of now).
-Traptrix Atrax, the bottom one, is the Beater of the archetype, with 1800/1000. She is, like Myrmeleo, an Insect, and has two effects: one lets you activate Hole normal traps from your hand, this means that you can, theorically speaking, activate them on your first turn; the other effect gives all of your normal traps immunity from negation and makes their activation not prevent-able, basically, Decree and Trap Stun do nothing.
-Traptrix Myrmeleo, the one on the top right, is our official searcher for traps. It is usually summoned only to activate her effect or rarely to Xyz, because of her body not really special in anything, with 1600/1200. Still, this body means nothing compared to her effects: the first one activates upon Normal Summon, and lets you search a Hole normal trap from your deck; the second one activates upon Special Summon and (mandatory) makes you destroy a Spell or Trap on the field. Myrmeleo, for the first effect, is the most splashed one, creating a little engine that yet has to be well-defined.

Now that we have those, what do we do? Well, you probably noticed how they tend to be against the meta, because of their nice searching of Traps, but how can we use it?
In order to answer this, let's see what we can grab, mainly:
There are some others, but I didn't bother putting them here, because they are not relevant now and they won't, probably, for the near future.
Those are:
-Bottomless Trap Hole, the most known and generic one. Most likely, the best one, too. Triggers on normal and special summon and only needs the monster to be the opponent's one and to be 1500 ATK or more. As of the new banlist, you are only allowed to play one, sadly.
-Trap Hole, the oldest one. Only triggers on normal summons, and kills them if they are 1000 ATK or more, not that bad, at least. Given that we can search it and that it can potentially hit some meta decks coming, it deserves some spots.
-Void Trap Hole still follows the Bottomless and Trap Hole series, needing the monster to be special summoned and have 2000 ATK or more. What's good is that it negates the effect of the monster right before destroying it. Basically, if the opponent special summons Kuraz, even though that's a trigger effect upon special summon, you are able to kill it right away and avoid his effect.
-Deep Dark Hole is a little different. The "deep" part at the start of the name was to differentiate it from "Dark Trap Hole", but in Japan it had a different name, and with the Lolis being able to search them, they decided to change Dark Trap Hole's name to Darkfall to avoid ruling problems and not using the usual "except 'Dark Trap Hole'" part. What's good with Deep Dark Trap Hole is that it can stop all of the big Synchros from ED Plant, but has the ability to stop T.G. Wonder Magician against some T.G. decks and other options. However, what makes it good is that it doesn't neither target, nor destroy, it simply banishes. Stardust cannot negate it and all of the monsters which activate their effects upon destruction won't get anything from it.
-Traptrix Trap Hole Nightmare is the themed Trap Hole for Traptrix. What it does is hitting the monster when he thinks he is safe (basically what Franco Ferrara said). Let's say your opponent goes into Hyper Librarian, he then goes into Stardust with a Dragon and Spore, he attempts to draw with Librarian, but he won't be able to. Nightmare is on constant fight with Void Trap Hole, because the range of things they hit is pretty much the same, with few differences. Void can destroy the monster right upon summon, but it has the requirement of it having 2000 or more ATK, while nightmare doesn't have this last restriction, but needing the monster to effectively activate its effects. I consider Void better just because a skilled player would simply go into beatdown with the monster he summons and then wait the turn after to use the effect, unless it is mandatory. If the opponent knows we have Void he'll as simply avoid going into some bosses until he is sure he can drop two.

Yeah, you probably noticed: we theorically have answers to everything the meta may offer, that may be the main strenght of those Sisters.
This everything has a flaw, though, what is it? Consistency. Yeah, theorically speaking, they have lots of consistency, Nepenthes searches the Sisters and Myrmeleo searches the Traps, so where is the problem? Ya know, I tried them, 3 PoDs (which are, currently, staples for me) and even 3 CCDs, but it's not like I could fix the problem of having enough monsters in hand. Even if I did have those monsters in hand, I probably lacked the Traps to work with, I as simply, can't happen to balance them. The more I try to balance them, it changes build:
Most of the times it becomes a Rogue with Pachys and stuff with an engine made of 3 Myrms, 1 BTH, 2 Void Trap Hole and 2 Trap Holes;
Some other times it becomes a Ninja deck with some of the Sisters' engine which slows the deck down;
Other times it becomes a semi-lockdown which is way too inconsistent and has tons of negative match-ups.

However, those problems can all be solved with the right build, the real problem is defining the build itself. This is because the next meta yet has to form, and being this an Antimeta, you have to know what to counter while building. If you don't know that, you're building against something that won't see play.
This was a fast review of the principal cards, but I'll be explaining more when the meta settles down, with a couple of techs I already know.

See Ya

P.s. as you've seen, this is the first time I'm using those icons for the cards. I worked on them a little bit, and they'll be standards from now on. What I noticed before was that the posts were too plain. I don't like them to be too full of stuff which is not something of matters, but I guess this won't hurt. What's more, I developed them in a way that they are easy to work on and create, and I'll be slowly building a library with those cards so that I won't have to create an icon again of a card I already used.

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.

22/01/2013

Madolche Hootcake and Madolche Nights, Thoughts on them and Madolches

When this card in your possession is destroyed by your opponent's card (either by battle or by effect) and sent to your Graveyard: Shuffle this card into the Deck. You can target 1 monster in your Graveyard; banish that target, then Special Summon 1 "Madolche" monster from your Deck, except "Madolche Hootcake". You can only use this effect of "Madolche Hootcake" once per turn.
When a monster effect is activated, if you have no monsters in your Graveyard: Negate the activation, then, if you control a face-up "Madolche Puddingcess", shuffle 1 random card in your opponent's hand into the Deck.

I tried not to make a big fuss for this, however I noticed it wasn't like me not to talk at all about those supports (from LTGY) for madolches, being a madolches-addicted, that made me write this post. Lots of people, too, asked me for advices and opinions on those two cards, so this is a review addressed to all of those who asked me.
Let's start it:
First of all, Madolche Nights, cute card. Adds control factor to our build, being searchable and valid target for Tiaramisu. However, I don't like it. It doesn't destroy the monster, but, mainly, it requires a monsterless grave. For this exact reason, I'd recommend none, Puddingcess Builds aside.
Hootcake, however, is another thing. Leaving the artwork aside, that I as for one don't like, it has got a great effect. Banish a monster (not only madolche, any monster is ok), SS a Madolche from the deck (no matter the level, so, yeah, it's great even for Puddingcess builds, since it empties the grave for both Pudding and Nights). If it is Gelato, congratulations, you just got a search. Searching Chateau like this will mean that you'll have two beatsticks, 2000 and 2100 respectively. However, what's the great fact of this card? It is the first, in the main deck, that can bring a monster on the table directly, so this generates +1s and comboes at the same time. Think of the old Mew+Gelato+Warwolf combo, now switch Gelato with Hoot. Do you see what's happening there?
Mew, SS Hoot, SS Warwolf. Warwolf+Mew=Invoker, eff Invoker, detach Mew, bring one Gelato, get to search Chateau, banish Mew for Hoot's effect and Summon Gelato, getting another search. If you've got a target in the grave for Tiara's effect, search Ticket, if you haven't, search another Chateau and activate it in top of the previous one to gain a target.
This combo is really flexible and has lots of different endings, similarly to Wind-Ups. You can even do something with just mew and hoot or hoot and warwolf if you've got a monster in your grave, and this is what I aim for. Basically, the 3-cards setup we needed before just turned into a 2-cards setup+1 in the grave to work. I think that this one is lot more solid, and gives us the chance to enter the meta. Why's that? Not only it's easier to combo and we have more ways to do that, but mainly because this gives us the ability to play Soul Drain and more Hand Traps in the main deck.
Soul Drain is the first thing I thought while reading Hoot, it stops lots of the cards in the actual meta and lets some of our monsters stay in the grave, so that we can use them for Tiara or Hootcake. Other than that, mained, you can use it to stop searchers or other grave reliant monsters (sangan). In the worst case scenario (you face someone who doesn't matter soul drain being on the field) you can side 'em out.
For the Hand Traps, you could have slots issues and cut them out, but with Hootcake, that's just awesome. Veiler and Maxx are awesome Hootcake's effect fodder, and they can stop what soul drain doesn't. Basically, if you face something that fears Soul Drain, play more of them siding out Veilers and Maxx. If you face something that fears Veilers and Maxx, side more of them and side out Soul Drains. However, the most of the times, no matter what of the two sidings you did, you'll have monsters in the grave, and that's just awesome.
Remember that, even though it probably will be the best action in lots of possibilities, SSing Gelato via Hoot isn't the only thing to do. Bringing another beast could make you able to go into Leviair to SS what you just banished, could it be another Madolche, or whatever really. It gives us our first way to recycle some used non-madolche monsters, so I can finally play the T.G. Engine (even though Soul Drain locks their effects in the grave, but that doesn't matter) and be able to use Striker more than just once.
I won't build anything 'till they'll be out on Dueling Network, but I'll test quite some lots of things with those.
That's All Folks!

26/12/2012

Prohibition, What About Maindecking?

Activate by declaring 1 card name. Cards with that name, and their effects, cannot be used. Cards already on the field are not affected (including face-down cards).
Great side deck card it is, isn't it? Generic enough to be a generic side deck card against every deck. For this exact reason this card is primarly used for random decks you could encounter in a tournament but that you weren't ready for so that you didn't side anything. But, let's be a little more specific: every deck has a key card or some cards that they'd suffer alot to lose, or even cards that you don't want yourself to face. This card will always be there for you (looks romantic as a statement, doesn't it?).
So, what am I reviewing this card for? Maindeck it.
When there's a card enough specific to always be used it is considered a staple, let's say Reborn, Heavy and Dark Hole. Dark Hole and Heavy Storm are in the 90% of cases great minuses for the opponent and they could win your game, while reborn is played even in macro decks because SSing something without any cost is just great. No limit for the summon, even the opponent's grave is ok, and you can bring your opponent's BLS.
Prohibition does just the same, but even better: DH isn't good against some decks, Heavy isn't against other, Reborn suffers Macro decks, but this card can slow down ALL of them, or even kill some of them (prohibition on sea lancer is pretty much an auto-win, if you can protect prohibition).
Here's another factor, protection. Sometimes you can use Prohibition to protect yourself from DH when you overextended and opponent used fader or swift scarecrow, or even gorz. Sometimes you can use Prohibition on MST (maybe along Starlight face-down) to protect your field spell, your continuous cards, your face-downs, and your prohibition itself. Sometimes you can use prohibition when you see your opponent has 3 DARK monsters in grave on DAD.
This all makes maindecked prohibition great for lots of decks, from OTKs to control, to Antimeta, to Macro, to Skill, to Grave-reliant, to SS-reliant and so on.
Focusing a bit more on OTKs, you can use Prohibition on Gorz, Fader or Scarecrow (based on what you think opponent has in hand), or, if he has a set card, on Mirror Force, Prison or Compulsory. If you're comboeing and your opponent has a face-down, declare that Solemn Warning or Torrential Tribute right away.
Focusing on Control/Antimeta decks, stopping MST and Heavy Storms isn't everything you can do. If you play, let's say, a Control deck that focuses on bringing a boss monster to win, you can declare Solemn Warning and summon without worrying.

This is in game 1, in early game, where you don't even know what the opponent's playing, in mid and late game you can easily kill decks once you know what they're playing. Go for Prohibition on Hornet and plan to win, or use it on REDMD to stop the infamous Lightpulsar-REDMD loop, or use it on WU-Rabbit to stop some more abuses or Magician if he has yet to combo, while Mermails could lose some power once you stop their infantry, because they'd lose their raigeki break for face-ups that's searchable and abusable and that could destroy that prohibition itself. Everything suffers at least a bit Prohibition, even in game 1.

In game 2 and 3, if you didn't side out those prohibition (I'd always recommend to keep them, though, except for some rogue and such), this card gives you the upper hand since you won't have to side out anything to fit them, they're already in! Side what you want, and if it is a continuous spell/trap, declare MST.
Use this on Magician and protect it well, you should have already won like this. I won't explain all the decks cause you should know their main cards, just know that everything suffers, rogues and similar apart.

In game 2 and 3, too, you can use this card to counter-side. Basically awesome. You playing Wind-Ups? Go for Needle Ceiling. Playing Chaos Dragons? Fissure. Fear opponent's Prohibition? Prohibit it. (If you're asking if it is possible, yes it is).

Well, I described Prohibition as a meta call, sometime I should show you something else about Prohibition-
Stay Tuned, I prohibit you to stop following me (? LOL, just wanted to use prohibit someway, I like this verb a lot).

24/12/2012

Black Garden, Giant Little Beatsticks, How to Build

When a monster(s) is Normal or Special Summoned, except by the effect of "Black Garden": Halve its ATK, also you Special Summon 1 "Rose Token" (Plant-Type/DARK/Level 2/ATK 800/DEF 800) to its controller's opponent's side of the field, in Attack Position. You can target 1 monster in your Graveyard with ATK equal to the total ATK of all face-up Plant-Type monsters on the field; destroy this card and all face-up Plant-Type monsters, then Special Summon that target.

Yeah, yeah, great card, anyone knows this card's great, right? Let's start saying that recently I'm taking a liking to this card (I always liked this, but recently it got better), and I'm thinking of lots of uses for this card's effects. Let's start reading them one by one:

When a monster(s) is Normal or Special Summoned, except by the effect of "Black Garden": Halve its ATK, also you Special Summon 1 "Rose Token" (Plant-Type/DARK/Level 2/ATK 800/DEF 800) to its controller's opponent's side of the field, in Attack Position.

Basically, I summon a monster, his ATK is halved, and I summon a token on the opponent's field or viceversa. This part of the effect is awesome, it's way this card is played where it is played. Decks that abuse this part of the effects are usually called Garden Control. Basically you set a monster that would benefit alot by having a greater ATK than other monsters, like don zaloog, next turn flip summon it and have a great beatstick that does anything. Here the name Giant Little Beatstick (GLB) comes to mind, it is a little beatstick, but it becomes giant if compared to other monsters. To abuse this card's effect we have:
Don Zaloog, hand control like hell.
Wind-Up Rabbit, becomes basically a 2800, good enough, isn't it? Comboes with Kaiser Colosseum (I'll say more about this later). (Verz Thunderbird does the beating better, but the Kaiser worse)
Horus, once LV6 is summoned, he'll be a hell of a beatstick (not halved via Garden, too), and could upgrade  easily beating a token into LV8 to negate ALL the spells, good enough.
Jurracs, Guaiba could easily become a laggia destroying the token he just generated, and Dino could let you draw two during the end phase (always working with kaiser colosseum).
(Pseudo-/)Flip Effects, Sazank could be a 1200 (2400 against other monsters) that sends a monster to the grave and direct attacks, Fossil Dyna could destroy all of the tokens and keep control on the field with his 2400 ATK, and so on.

What's more, the tokens being plant means you can use pollinosis as additional judgments (or better, main judgments, since I wouldn't play judgment itself for the LP cost that here is really bad), and fragrance storm as a mean to control the field for kaiser (I wouldn't suggest this, anyways, because could really be a dead draw)

Let's see the second and last part of the effect:

You can target 1 monster in your Graveyard with ATK equal to the total ATK of all face-up Plant-Type monsters on the field; destroy this card and all face-up Plant-Type monsters, then Special Summon that target.

Then, what about this? Let's start saying that tokens are 800 ATK and are probably the only plant monsters on the field, that means that the monster that you want to reborn has to be a 800*X ATK monster, where X is a number from 1 to 10 (even if the higher it is, the most difficult to summon it is), I find that 800, 1600 and 2400 are the easier to summon). I wrote something about Garden and possible targets in this post, so I think I should not focus on this part of the effect in the explanation, just use the other post as a reference for anything about this part of the effect.

Now, let's see supports for the supports. You can't just randomly play those supports if they don't accomplish at anything, so let's see some supports for the supports:
-Tour Engine, brings Rabbit faster. Not really needed, but for those who don't care for Kaiser Colosseum's field control and like Tour, this engine could be played. As engine I mean 2 Tours, Sangan and Night Assailant. Sangan searches pretty much anything, while Night Assailant is a mindfuck for the opponent. You'll be setting a lot of monsters, so your opponent wouldn't always expect a flip effect when you set a monster, so cards like assailant, fossil dyna, sazank and others are real bitches for the opponent.
-Kaiser Colosseum, I talked alot about this card in this post, why's that? Rabbit that auto-banishes itself reduces the number of monsters on your side of the field, reducing even the number of monsters the opponent can play. What's more, let's see an hand of garden+guaiba+Kaiser, and the opponent with a clear field (first turn, for example). Activate Garden, summon guaiba, the opponent gets a token, then activate kaiser and stop your opponent's monsters. Next turn (assuming it was the first turn), you beat the token, get another guaiba, opponent gets a token, too, go into laggia, your opponent can't summon the other token, and you'll be left with Laggia, kaiser and garden, while the opponent has a token. Lots of cards, generally, can abuse kaiser in here, I don't see why you shouldn't be playing with it.
-Ninjas, we do play sazank, we could play other ninjas. They can easily bring Horus and keep field control with supertransformation for when you don't have kaiser. You can summon either horus or white dragon, since the latter can prevent your S/Ts' destruction. We do even play some Dinos, so why not?
-Royal Decree, along with horus LV8, needs no explanation. You just have to balance your trap set well.

Now, counteracting to the opponent's counteract in the first game. Let's first see what the opponent is likely to do:
If he NS or SS monsters, it'll halve their monster's ATK, and they'll get me a token as tribute for horus and such, but he could not know I do play horus, based on your gamestyle and what you revealed to the opponent. Since he surely knows that having a monster with halved ATK against my monsters that benefit from killing opponent's monsters isn't good, he'll probably set them, so let's see what we can do against the setting of monsters.
Setting a monster isn't a very good option in YGO, since it'll make you lose the normal summon of the turn and you can't attack with that one, what's more you'll have to flip it next turn exposing it to additional traps the opponent could have drawn in the turn he bought. For this exact reason I'd max out on those BTH and CED. Bottomless is a great card, if the monster has less than 1500, it won't be a threat to us, if it is greater than 1500, you can kill it. Compulsory, on his side, can bounce that monster buying you another turn since he'll have to set the monster again and flip it next turn. I'd play some Torrential, too, but it's based on how your build is.
Acid Trap Hole is another choice, based on how much control you want on the opponent. Let's be realistic, no one plays >2000 DEF monsters, except Glads if they tech Hoplomus (but you'll have to encounter a GB that does play hoplomus, and both of the facts are pretty surrealistic, and they'll even have to draw into it, because searching it with proving would conclude nothing from their side of the game), and in that case you'll know who the set monster is. Only sad fact is that it trigger FLIP effects, but they would have triggered them however, sooner or later, right?

Other things they could do in game 1 is activating a field spell to ruin your garden setup. In that case you have few responses, but they are good enough considered that you'll have first to encounter a deck that plays a field spell and searches it pretty fastly. In that case we have 2/3 maindecked typhoons, cards to negate the field spell so that it won't destroy garden, and horus LV8. Horus is your main response to ANYTHING, once you have it into play, you can stop the main S/T destruction cards (MST and Heavy), and opponent's field spells.
Other than this, there's something I'm playing in lots of places recently, and it gave me some pretty results: maindecked Prohibition.
Every deck has some main cards for their strategy, and every deck plays typhoon and heavy that you'd want to forbid, so why not?

And there we are, post-side situation: you know the opponent's deck, your opponent knows yours, you've got to side.
You don't fear neither Macro nor Fissure, so if you encounter a Macro Rabbit, he'll surely de-side them in game two, even if it hasn't nothing special against you, so that'll be 3 slots that will probably go to hand traps or prohibition.
For the fact you don't fear Macro and Fissure, you can play them, even in the main if you want.
What someone will probably side against you is Closed Forest, if they do play it. In any case, what they'll side will probably be some continuous S/Ts, so add some Dust Tornadoes.
They could (should) add some more mass destruction effects if they side them, so build your list the way you'll be able to play 1 or 2 starlights in game 2.
Be aware if skill drain, too.
Build your list the way you'll be able to side Royal Decrees, if you're not maining them.
If you're not maining them, side hand traps. It's highly recommended to main them, though, since you fear a first turn explosion that you wouldn't be able to control since they started comboeing before you could put anything on the table.
Side some more mass destruction, if you don't play at least TTs in the main, because you, as just said, fear first turn explosions.
If your list is a little bit homogeneous in either type or attribute, side or main Gozen Match or Rivarly of Warlords. You just have to continuously summon plant/EARTH tokens on the opponent's side of the field so that he won't be able to do anything. That is more hate for the Wind-Up loop and other explosive decks, aside from Chaos Dragons. For Chaos Dragons Macro/Fissure are enough, but you should control them well enough with your mained cards.


Well, this was all for today's post. I could update it someday, but for now it is all. Take this post as a guide to the deck, I think it is pretty exhaustive about everything. If I forgot something, make me notice in the comment, I'll fix it.
See Ya.

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.

14/10/2012

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.

06/09/2012

Madolche "Psychological" Control



Monsters: [17]
1x Madolche Butlerusk
2x Madolche Cruffssant
3x Madolche Magileine
1x Madolche Marmamaid
2x Madolche Messengelato
3x Madolche Mewfeuille
1x T.G. Striker
2x T.G. Warwolf
2x Thunder King Rai-Oh

Spells: [15]
1x Dark Hole
3x Forbidden lance
1x Heavy Storm
3x Madolche Chateau
1x Madolche Ticket
1x Monster Reborn
1x Mystical Space Typhoon
2x Pot of Duality
1x Reinforcement of the Army
1x Shard of Greed

Traps: [8]
2x Bottomless Trap Hole
1x Dark Bribe
2x Madolche Happy Festa
2x Starlight Road
1x Ultimate Offering

So so so, were you thinking of a Tele build? Nope. Actually the psychological part of the name refers to the fact that the deck does a bunch of Mind Game with the opponent, let's see it closely:
T.G. Engine, goes into barkion/beast and makes us abuse tiara. Let's say that mew+gelato+warwolf actually turns into used Invoker+unused tiara (overlayed with 2 gelato, so if needed it could even be an excalibur)+mew in the grave+Chateau on the field (if needed this could be ticket, to summon another monster, but it's better to go into chateau that pluses us constantly). Bunch of comboes from nothing with this engine, good one.
2 TK, uh~~ well, how to say this, it stops lots of things in this meta, and is kinda good against things it doesn't stop fully, it's a beatstick for when we don't have chateau out, and since it's ours we have to decide what to do, if summon this or go into magi, based on moments. First psychological card, once an opponent sees 2 of this, he'll think there's a third one. Let's explain psychological first, it actually consists of making the opponent think we have a card we don't have, or we don't have a card we have.
1 Ticket, just 1, it's really good, I can add him when I want, doesn't clog up my hand with two copies of this, and it's kinda recyclable with both marma and tiara.
1 Typhoon, psychological card, the opponent would expect one more, at least, and would be careful while you activate/set something. At 1 it's just perfect, makes good mind games and is drawn mainly when you need it, a.k.a. late game.
1 Shard of Greed, mind crusher, once you activate this with chateau on the field and starlight road setted, your opponent just won't know what to do. Once you crush your opponent's mind with this, you'll make better mind game against him (this is based on some random things I know about psychology from when I helped my cousin for his studies about this. Basically once a person, the opponent, receives a little shock from something bad that happened, and in this case it'll happen, mst on chateau, I draw 2, mst on shard, continue comboeing with chateau, mst on the facedown, regret about not hitting the other 2 cards that'll make me combo and draw, using heavy, hit by starlight, he'll try to focus more on everything, effectively accelerating his mind. Once a persons focuses too much on this deck, he'll think of possible cards I play, falling in all of my traps. This deck does use a lot of mind crushes like that, and you're free to use words, too).
2 BTH and no warn, no paying cost, and some mind game, from a deck that controls this lot, he'll expect warn rather than BTH, and he'll see his monsters banished.
1 Dark Bribe and no Judgment, same as up here, he'd rather expect judgment than dark bribe.
2 Starlight Road, when one isn't enough, here comes the second one. Mind crushes the opponent and makes perfect mind games. If he sees one of your starlight roads, he won't think you even play another one, and here it comes.

Some more explanation about what exactly is Mind Crushing the opponent and how to:
Mind Crush works whenever you can make your opponent fail his expectations or make him regret something.  Given this, other than plays that can mind crush the opponent, even words would make it, they're your better allies. Once game one is finished, you can spoil something about your decklist and what you're about to side, like "I play just 1 typhoon, I'd add some more and dust tornadoes against your deck", that'd do perfectly the trick. In order, Mind Crush, adding some expectations for the next game, and siding pretty hard, 1 mst and 2/3 dust tornadoes. When the opponent is focusing on you after you mind crushed him, he'd forget to think about what HE is going to do, probably expecting all of this side, he wouldn't side continous card, but more likely some effect/summon negation, that we can easily avoid with our 2 msts and 2/3 dust tornadoes, other than baiting our monsters. Mind Crush works good when baiting, too. Let's say I summon magileine and try to search, just say, "hope you don't negate, since I'm going to search butler". What would he do? I believe you all got the same impression, he'd obviously try to negate it someway, while keeping our tiaramisu far away from some damages.

Ending this post, this deck is a good deck for good and experienced madolche players. If you want one more tip, just remember "Madolches are all about +1s, controlling and risking, 'nuff said".

See Ya.

05/09/2012

After-Birthday Post///Some Random Thoughts

Yesterday was my birthday, 15th one, to be precise. I had an Ikea chair named Fingal (for those who don't know, the Ikea is a big store for furniture, but it sells them to-be-assembled, DIY FTW!) as a present, I really like it, even after losing an entire morning assembling it, had few problems.

Going on today's topic, some random thoughts:
-Why, just why Konami does have to make OCG and TCG more and more different? I already don't like that we have 2 big game zones, and some other, in terms of cards, but they even change the text of some cards to change the rulings, I just can't get it. Madolches lost their ability to avoid warning and be bounced back to hand/deck (and even DDV), now they'll get hit heavily by both. Sad thing is sad.
If I were in charge of Konami, I'd try to unificate totally the game in all the world, I'd create an expansion for TCG and one for OCG that contains the OCG-only or TCG-only cards to unificate them, and then I'd wait for the OCG release of a pack till the TCG one is ready too, so, Vote Leodip, LOL.

-Next Meta? Good one. I know I already said that, but I'll like the next meta. As you all should know, I like doing crappy deck, I'm actually working on a toon one, just guess my limits. A control meta is what persons like me should like a lot, with a slower pace, even crappy decks, if fully charged on backrows can play really good. This'll take me to the next thought.

-Low Monster Count, for the next meta, I'd like to go into this style. I'm already trying it, the Toon thing plays 9 monsters. I'd really like it.

-Random Control Thingies, actually I'm trying everything with a random control style, even OTKs and likes. This is the future. Have an idea and don't know how to develop it? Before everything, try it controllish, then try everything else. The Toon thing actually won me quite a few games.

-Next posts, I'd like to talk about a new madolche build, Psychological, with a full guide to it, and this toon thing. but I'm actually running out of ideas, if you want to read about something in particular, even a little guide to some archetype or deck, I'm open to everything.


Stay Tuned.

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.

22/06/2012

Losing Interest in the Game

Don't know if it is just the actual meta or the game itself, but I'm bored, I have nothing really cool to build (relatively to my standards), and the actual meta is one of the most boring ever. Actually I see it centered on Luck and the Skill (the one to cheat, I don't think any other kind of skill would help), other than Sharking at tournaments. Inzektor draw Damsel while at top deck, can win without any problem, WU needs 2 cards (replaceable by a lot of other cards or a lot of other ways to make the loop start) and leaving you with no cards in hand, Chaos Dragon is totally Skill-less, if you draw good card, like it is probably going to happen, you can summon a big field, while Rabbit needs only a card to go into a giant Solemn Judgment with no cost and with an "oppressive" body (if you have a walking judgment, it won't be easy to summon a big monster to get rid of it fastly, except being lucky and drawing into Dark Hole AND a way to summon a big monster, or other things like that).
Yeah, of course having a Meta where the top decks are pretty balanced related to themselves isn't bad, but that leaves no possibilities to play 4Fun decks, like I'd like to.

Hope I don't lose interest in it completely, because is one of the funniest hobbies I've never had.

This post was mainly to say that the blog will slow down, probably, but if I have some weekly post, I'll be sure to mantain it, no matter what, except if I totally quit the game.

Hope to See You, Bye-Bee (from Lucky Star, Lucky Channel reference)