Yai, I'm back, even if only a little bit. I finally have finished school, freeing tons of time, but I'm busy with other stuff. Still, I've got a little spare time recently, and I read some stuff about a Chaos Plant engine with Evil Thorns in order to go into Slacker Magician (Shyneet). Reading it, I wanted to get back a moment on plants and remembered my favourite plant deck ever: Gigavise.
Write Gigavise on the search bar, I talked a lot about it in various posts even though I never got serious about it looking for a realy competitive build. Recently, even though my internet still sucks, I got to test something, and realized a pretty good OTK combo for Gigavise. If it's not OTK, hell, it's awesome however.
Considering Celestial Dragon (Starform), I thought that it could fit in there, and thus put it in the extra, even not knowing how to summon it. While playing against a DW (first and only game of that day, though), he had a Grapha on the field and a couple set cards. I had Lonefire (and Super Solar Nutrient, thus a random LV2 or less plant would have been good, too), Supervise and Heavy Storm.
Here's what I did:
Heavy Storm, he activated a reckless greed, the other one was a Skill Drain that was destroyed. Given that he had Skill Drain set, it was pretty safe to assume he didn't have Gorz in his 4-card hand. I tried to deal the most possible damage, maybe OTK, luckwisely. From there, summoned Lonefire, activated its effect, summoned Gigaplant, activated Supervise on it, used Gigaplant's effect to summon Lonefire that summoned a Spore from the deck, went into Power Tool with Gigaplant and used Supervise's effect to bring back Gigaplant, Power Tool's effect, chose Supervise, Supervise, Mark of the Rose. There I thought "I hope it is Supervise", I didn't calculate anything, so I don't know at which point it would have been an OTK, so the longer I could get the combo going, the better. He chose Mark. Here, he got that one card between three that he shouldn't have taken. Thinking about it, I noticed.
I used Spore's effect from the grave banishing Lonefire, went into Celestial with Power Tool and then used Mark of the Rose on Grapha. Safe play, 2700+3200+2400=8300.
There I noticed, "what a good combo, if the opponent has only a 2400+ ATK monster on the field, that's OTK, no matter what he picks with Power Tool, nice".
What I love about Gigavise is the versatility, and this added to my possible plays from the on. If he didn't have a monster, I would have kept Mark and Spore in the grave, attacked with Power Tool and then with Gigaplant. If he didn't do anything, good, I have possible comboes ready for the next turn if he doesn't have DH or stuff. If he did something, like, say, Gorz, I'd have dealt him 4700 dmg to start with, and then, in MP2, I would have stolen his gorz to go into Dracossack with Power Tool, leaving him with just a token that could only beat one of my tokens or into a Big Eye to steal even his token.
I don't currently have the time to playtest this, and thus can't come up with a good build, but the skeleton should be about:
2/3 Gigaplant
1 Spore
1 Copy Plant
1 Lonefire
3 Super Solar Nutrient
0-2 Miracle Fertilizer
1 Foolish Burial
1 One for One
0-2 Hidden Armory (I don't really like it, TBH)
+Staples
With this skeleton, you can build a turbo build based on Gigavise, but you can insert other supports like BLS, Evil Thorn, a LS Engine and stuff for a Chaos Plant Gigavise, or 2/3 Inmato+3 Cherry Inmato for an Inmato, maybe with some monarchs, everything's possible.
Keep in mind that you can drop the fertilizers and the armories in order to slow down the combo but make it more consistent and have slots for other supports you want to play.
I, for myself, would like more an Inmato engine, whom I talked about but have actual troubles finding it, because it gives easier access to DAD, monarchs (and gigaplant), Stardust and Catastor/Librarian, other than deck thinning.
Well, if my internet gets a little more stable and I free more of my time, I'll be back at playing and writing.
See Ya.
Showing posts with label Synchro. Show all posts
Showing posts with label Synchro. Show all posts
09/06/2013
07/03/2013
Naturia Beast, Relevance in the Meta
Iron Chains, to Madolches, from Beast Synchro, to Karakuris and other lots of thingies. I noticed the strength of Karakuris, mainly, in this meta, with that Naturia Beast, but someone (Desmond Johnson) managed to show it to the world. I must admit that his build works a lot better than the one I was trying for this meta. It had pretty much the same basics, only that I played 3 decrees for the sake of drawing them as early as possible and go into a lock with Naturia Beast. However, they were quite the DDs, but sometimes they were way too useful, I'm still confused about them. Another thing Desmond noticed and I didn't was that Solar Wind Jammer could SS itself without monsters on the opponent's side.
Back on today's topic, Naturia Beast. Well, you should know by now what the next meta is going to look like, right? Mermails and Fire Fists till the release of Spellbook Judgment Day, where they'll become part of the meta, then, once HA7 is released, Evilswarms will be the main antimeta choice.
Beast is unstable in this meta, Spellbooks dies to it (aside Junon+3 Spellbooks, for that exact reason you should aim to the win as fast as possible), Fire Fists will be slowed down till they have a beater (tenken+something, reason why I used to play 3 decrees in my build), Evilswarms don't have access to Pandemic, but they can run over Beast with just Ophion (Decree is helpful here, too) while Mermails aren't really that affected, aside salvage and such, but they can kill beast with ease. For those reason, Naturia Beast is quite controversial.
However, when judging a certain card, you must always consider what type that card is: Infernity Launcher is way more broken than Mirage, even having the same effect, pretty much.
This card is the same thing: it is a synchro, thus it resides in the extra. Considering your extra a toolbox, as I always do, this card can be brought to the table when needed, and not waiting to draw it and being a DD from time to time.
If you are against Mermails, you'd rather go into Stardust than Beast, but against Spellbooks and Fire Fists the latter is awesome and against Evilswarm you'd go into a beater for their Ophion or, if you've got Decree, into Beast to attempt a lock, if they aren't too close to summon Ophion.
The decks that can afford easy summoning of Beast (and possibly barkion) have some potential not only for Beast itself, but even for the synchro ability: if you can summon Beast, you surely can summon Catastor, that's a great card itself, probably Stardust and Scrap and maybe Black Rose. Having that kind of toolbox (considering all of the XYZs, too) is a great arsenal for a player's deck.
I hope some other original deck makes it to the top of some important event, originality is always a good thing. Maybe some will be able to do so via Naturia Beast, who knows.
See Ya
Back on today's topic, Naturia Beast. Well, you should know by now what the next meta is going to look like, right? Mermails and Fire Fists till the release of Spellbook Judgment Day, where they'll become part of the meta, then, once HA7 is released, Evilswarms will be the main antimeta choice.
Beast is unstable in this meta, Spellbooks dies to it (aside Junon+3 Spellbooks, for that exact reason you should aim to the win as fast as possible), Fire Fists will be slowed down till they have a beater (tenken+something, reason why I used to play 3 decrees in my build), Evilswarms don't have access to Pandemic, but they can run over Beast with just Ophion (Decree is helpful here, too) while Mermails aren't really that affected, aside salvage and such, but they can kill beast with ease. For those reason, Naturia Beast is quite controversial.
However, when judging a certain card, you must always consider what type that card is: Infernity Launcher is way more broken than Mirage, even having the same effect, pretty much.
This card is the same thing: it is a synchro, thus it resides in the extra. Considering your extra a toolbox, as I always do, this card can be brought to the table when needed, and not waiting to draw it and being a DD from time to time.
If you are against Mermails, you'd rather go into Stardust than Beast, but against Spellbooks and Fire Fists the latter is awesome and against Evilswarm you'd go into a beater for their Ophion or, if you've got Decree, into Beast to attempt a lock, if they aren't too close to summon Ophion.
The decks that can afford easy summoning of Beast (and possibly barkion) have some potential not only for Beast itself, but even for the synchro ability: if you can summon Beast, you surely can summon Catastor, that's a great card itself, probably Stardust and Scrap and maybe Black Rose. Having that kind of toolbox (considering all of the XYZs, too) is a great arsenal for a player's deck.
I hope some other original deck makes it to the top of some important event, originality is always a good thing. Maybe some will be able to do so via Naturia Beast, who knows.
See Ya
22/01/2013
Madolche Hootcake and Madolche Nights, Thoughts on them and Madolches
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!
15/01/2013
Collasso Dimensionale: CollapseWyburster Monarch (aka. Chaos Pet Monarch)
Monsters: [28]
3 Battle Fader
1 Black Luster Soldier - Envoy of the Beginning
3 Caius the Shadow Monarch
1 Chaos Sorcerer
3 Dark-Winged Dragon Collapserpent
3 Cyber Valley
3 Dimensional Alchemist
2 Effect Veiler
1 Gorz the Emissary of Darkness
1 Jinzo
1 Plaguespreader Zombie
1 Raiza the Storm Monarch
1 Tragoedia
1 Vanity's Fiend
3 Bright-White Dragon Wyburster
Spells: [9]
1 Book of Moon
2 Chaos Zone
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
2 Mystical Space Typhoon
1 Soul Exchange
Traps: [3]
2 Compulsory Evacuation Device
1 Mirror Force
1 Mirror Force
The extra is quite random, I'd want to play some LV8 Synchros, too, because I'd want to side Trap Eater (more on this later), and Chimeratech Fortress Dragon, because I'd want to side or even main Cyber Dragon.
The deck itself is kinda great, I envy OCG players for having those two great monsters and we'll have to wait quite some time. Basically, Collapserpent and Wyburster are younger version of Lightpulsar and Darkflare (not for a matter of effects, but of artwork and being "coupled" like these two) (this is the reason for the alternate, and my favourite, name for the deck, "pet" because they're younger). They can summon themself by banishing one of the opposite attribute (Wyburster banishes a DARK and Collapserpent banished a LIGHT), and IF sent to the grave from the field, you can add the other one from the deck. If...you can means they never miss the timing, and thus making them great Synchro or Tribute fodder. My main idea was making a LV8 Synchro-reliant build, with Summoner Monk and Vylon Prism and such, since LV8 Synchros are great. However, building it, I noticed it was completely inconsistent, because it would have had way too many dead draws. I thought a little more about it and I realized that going into a monarch build would have been awesome, because caius was DARK, Veiler was LIGHT and such. I looked into ALL of my monarch builds, even older ones (I found even perfect circle monarch among them, LOL), to gather some more ideas, and I finally found "Dimensional Monarch". It used Fader as main tribute fodder, while cyber valley was the second favorite tribute fodder and even recycling and stalling source while being even the main source of draw power of the deck (I didn't like allure and I still don't in this deck) while Dimensional Alchemist recycled all of those things, and at the same time was a beatstick and eventually tribute fodder.
Right now, with the build revamped quite a lot, the deck is consistent, way too consistent than lots of other things or so-called tier2 decks. A starting hand consisting of one of Battle Fader, Cyber Valley or Dimensional Alchemist is a good starting hand, expecially if you mill well with Alchemist.
Having one DARK or LIGHT in the grave, allows for a chain of dragons basically endless. Have, for example, veiler in the grave. Summon Collapserpent (that, btw, is my favourite because of the pun I love), tribute him, get Wyburster and summon him banishing Collapse so that when Wyburster is destroyed, you'll have once again a banish fodder in the grave and so on.
Let's see the cards one at time:
Fader, tribute fodder and attack blocker, alchemist recyclable.
BLS, great, 'nuff said.
Caius, best monarch ever.
Chaos Sorcerer, same of BLS.
Collapserpent and Wyburster are the main engine.
Valley is draw power, tribute fodder and stalling card.
Dimensional Alchemist, great, recycles anything, has a good body, triggers chaos zone, and is LIGHT.
Veiler, LV1 for Chaos Zone searching effect, good card itself, and LIGHT.
Gorz, good against OTKs and such, and is DARK.
Jinzo, good "monarch", to allow OTKs and go into control on the opponent. In one game I drew into all 3 of my traps and this one alongside fader. I used everything not worrying about my set traps, and after they destroyed my jinzo, I activated my traps one after another totally scaring the opponent and making him thinking my deck had quite some traps, and thus setting MSTs was pretty good and useful and he didn't see that Gorz coming.
Plague, not sure about this one, however DARK tuner recyclable that lets you go into Volcan, the new LV6 Synchro. Tribute fodder too.
Raiza, good monarch, I was thinking of playing another one in place of Plague or something else.
Tragoedia, you usually have large hands, and that's good. What's more, DARK.
Vanity's Fiend, lets you go into control on the opponent if he has a Special Summoning heavy deck, and if well played, this card can sit onto the field for quite some time.
Book of Moon, good card.
Chaos Zone, good card, sometimes it has lots of counters that it can search you a caius, and you can use it to revive anything. What's more, it's the only card in the main that you have to counter those Macro decks, Heavy and MST apart.
Staples everywhere.
Soul Exchange, teched at 1, I feel that one is good enough, because more would make you skip your BP too many times. Great against Dolkka and for when you fear a set monster.
Staples for the traps.
I used Lightray Sorcerer (1 copy), but later on I took him out because I didn't really feel the need for him, and was quite hard to summon mid game, and late game he wasn't needed.
About Trap Eater, I'd like to side him for those Macro Decks, mainly, and then going into Stardust, Scrap or such. That's always a great thing, isn't it? Either Eater or Warnings to stop starlights, macro and regular summons.
Well, that was it, try the deck out because it really works wonders.
See Ya
Usual Trivia: "Collasso Dimensionale" means "Dimensional Collapse", referred to Collapserpent and Dimensional Alchemist, other than the banishing ability of the deck.
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)
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)
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.
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.
11/10/2012
Selvaggio: Beastly Synchro
Monsters: [22]
3 Chain Dog
2 Dark Desertapir
1 Egotistical Ape
1 Green Baboon
3 Key Mouse
3 Kinka-Byo
1 Lock Cat
3 Ryko
2 Super-Nimble
3 Uniflora
1 X-Saber Airbellum
Spells: [10]
1 Creature Swap
1 Dark Hole
2 Gold Sarcophagus
1 Heavy Storm
1 Mind Control
1 Monster Reborn
2 Mystical Space Typhoon
1 One for One
Traps: [7]
1 Fiend Comedian
3 Horn of the Phantom Beast
1 Solemn Judgment
2 Starlight Road
The Extra Deck is quite randomish, but it worked well. If you want, I think I should do it too, add one other Emeral by dropping a tricorn or unicorn.
Then, back to the deck itself, how does this work? It works fairly well, I'm yet to find the perfect build, but it works.
Go into fast Naturia Beast, maybe with Horn equipped to make it a giant beatstick not overrunnable via usual methods, then do, as fast as you can, barkion to lock out the opponent's usual choices and eventually lock even all of the methods they have to kill your duo (not everyone plays monsters capable to kill other monsters, and if the draw into veiler too late they should have lost already, even because you play other protections, too.
While doing this, you have lots of beat abilities, ryko's destroying ability, uniflora's SS ability, Kinka's effect to bring back uniflora and another monster with uniflora's effect, that single creature swap control and so on.
Explaining some of the most odd choices:
Desertapir+Gold Sarcophagus, extreme SS ability, with uniflora in the grave you can virtually SS all of the beast monsters.
Egotistical Ape, discard chain dog, bring him back, go into Beast. What's more, random tuner with variable levels.
Single Lock Cat, I didn't feel the need for more than one, since uniflora can't activate its effect, only thing left was summon mouse to use its effect once destroyed, or go into armory arm. If armory was beast, Lock Cat would have been at least at 2, but usually 3.
Green Baboon, decent beater, main reason for it. As an added reason, back-up plan sometimes.
Single Creature Swap, more have been cloggy to me, and 1 just good.
Fiend Comedian, my favourite tech from some time on. Use this, either ruin opponent's plans or give you the mill you need.
I'd like to have another emeral in there because one recycles the other one so that you don't have non-beasts in the grave.
The major problem of the deck was, though, the speed. You could either start with awesome hands or bad hands that needed you to stall some turns. However the deck has one main good point: it has pretty much never a totally bad hand such as "Oh, I have these shits, I should hit the admit defeat button", you could always turn the table.
Other ideas for the deck were playing solidarity as, the most of times, we have only beasts in the grave.
What's more, I initially played Bazoo in the deck to get rid of non-beast monsters, but when I read desertapir's effect closely I noticed that it wouldn't work with bazoo's effect, so I took if out for soul release that worked, but was way too occasional, I gave up on the idea of removing those monsters like that and use emeral instead, however I thought of Transmigration prophecy while writing this post. I think it should be good, recycle your cards, make your opponent's monsters not be a valid target for lot of cards and they're done for. What's more, chainable.
I believe I'll play one dropping an Airbellum, since it felt more than anything else cloggy and useless. And, yes, it happened, I had airbellum on the field against DWs making him totally dead.
Well, that was it. As usual, the translation: "Selvaggio" means "Wild", I felt it was appropriate for the deck since this goes "selvaggiamente" (wildly) into some big synchros and beaters.
See Ya.
04/10/2012
Leyvaten LaDD Loop
The LeyvaLaDD Loop, it always fascinated me. For those who don't know, the Leyva-LaDD Loop is a loop that uses Leyvaten to equip LaDD with its effect, and then, when Leyva or LaDD is destroyed, you use LaDD's effect to SS Leyva and equip it with LaDD once again, forming a loop.
I always liked this one, since it was, theorically, a 2600 ATK Wind-Up Rabbit (always stays on field, this more often than rabbit), only it has few holes:
1."When...You can" effect on this card's equpping effect;
2.Banishing or bouncing cards, that would break the loop;
3.Destroying your whole field.
Quite some holes, aren't they?
However, reading some cards recently and thinking (at school, we were doing math, I just didn't want to do anything and wrote some random things on my diary while thinking on this), I noticed how lots of these holes can be fixed:
1.Can't, but there aren't lots of cards that will make it lose the timing.
2.That was quite the problem back in time, but since no one plays D.D.Crows anymore, it's good, and veilers just stop the loop without breaking your set-up.
3.As we learnt with Yubel, it's not that big of a problem if we do play cards that can be chained and can survive to a mass nuke. Feel free to try Tour Engine+Rabbit.
The loop is kinda flexible, you have multiple ways to trigger it and to set-up it, and if you lack something, you can still play and stall, like leyva, equip redmd, once leyva is destroyed, SS redmd, if he survives, SS Leyva back during your turn and equip something else.
What's more this deck can count on some draw cards, such as:
1.Advance Draw, if you use it on Leyva with LaDD equipped it's basically a PoG;
2.Trade-In, helps set-upping, lets you draw other pieces for the combo other than the one you just discarded;
3.Cards of Consonance, we play aklys, and sometimes even phalanx, being both searchable via ravine, that's not bad.
To set-up the grave we've got, other than trade-in, even ravine, that's searchable via terraforming.
To revive Leyva to start the loop we've got REDMD, virtually 3 call of the haunted, monster reborn and LaDD itself, other than normal summoning, but that's quite hard to achieve.
To summon ladd and control a bit we can even use Photon Sanctuary, if you like, but we play few LIGHT monsters, I believe they aren't enough.
Mystellatein isn't a bad choice, too, but it's for more pure builds, with phalanx it's either double tribute fodder or LV8 Synchro.
Sadly recently I've got some problems on DN, I can't stay logged for more than 20 minutes, usually, after that it automatically closes, still trying to understand it. For this reason, I've got no time to test and fix, so it's subsequently hard to update the blog, but I believe I can do something.
Stay Tuned.
01/10/2012
Card of the Week #17: Gravekeeper's Spy
FLIP: Special Summon 1 "Gravekeeper's" monster with 1500 or less ATK from your deck. |
GKs, yup. No rulings for this one, easy and short effect.
Let's take a close look:
-Gravekeeper monster, supports, supports everywhere, necrovalley mainly.
-DARK, should I say something? This attribute has probably the higher number of supports, probabl even more of the LIGHT one.
-Spellcaster, spellcaster support, wonder wand, and Secret Village of the Spellcasters (yeah, lol).
-Stats, nice body, 1200 ATK and 2000 DEF, respectively 1700 and 2500 under Necrovalley, great, isn't it?
Set this, opponent attacks, get another monster, possibly XYZ or Synchro. I really like this card, it was a quite popular engine alongside guard or descendant, before the tour engine appeared.
I want to talk about this card because of some things I'm thinking of. I really hate laggia, so I like Snowman Eater a lot, I was going to review that, but then I noticed that it was in the main page of wikia, so I decided not to. Thinking of some cards with a similar effect, I thought of guard. 1900 DEF, bounce effect, not bad, really. However the review is on Spy, and not Guard, and there's a reason. In quite some time I learnt some tricks with Spy. Other than being a R4, he is compatible with Necrovalley to be a 2500 body, to give quite some problems to the already named Laggia, but even without it you can take care of cards like Thunder King. However, leaving apart this ordinary stuff, I learnt how this card's type is awesome. Spy, Summon another GK, bounce the other GK (if you summoned one that's not LV4) for Birdman, then go into Arcanite with Spy. If you summon a LV4 gravekeeper you can then just bounce Spy to reuse it and go into arcanite however. But, that's not all, if you bring Recruiter you can bounce Spy to reuse it and go into a random LV6 Synchro, while searching with Recruiter's effect. However, the main thing is Secret Village of Spellcasters. I truly love that card. Summon Spy, he gets attacked but not destroyed, get a monster, activate Village and have two bodies (one of them is 2000 DEF, the other could be pretty much anything) that lock your opponent's spells. A thing like this would be game against Dark World, but even heroes can't do too much, based on the build, though. Just solemn once their Stratos and you've won.
Just think of a deck that plays Gravekeeper's Spy, Gravekeeper's Guard, Gravekeeper's Descendant, Gravekeeper's Recruiter, Birdman, Village, Necrovalley (well, good card, if you play against a spellcaster deck you don't want to lose right away during game 1, do you?), tons of protection...
I like it.
Good Match-Up against Dark World, Rabbit Laggia, little advantage against Wind-Up, sad match-up against Inzektors, Chaos Dragon and Magical post-ABYR. Inzektor can be killed just using some protections before he can pull off some loops and comboes, Chaos Dragon puts quite some giant monsters on the field, so it's difficult to win against them, but if you manage to go into colossal fighter you should have win, while Magical is quite different. If you have Village, they'll bypass the spell-locking effect, but if you have Necrovalley they'll kill it right after activating their field spell, that they can search way faster than us. I'm siding Cursed Seal of the Forbidden Spell for that exact reason. If you can forbid the opponent's field spell, you shouldn't have problems anymore against spellcaster decks, go into necrovalley and you're just fine. With the side deck we can shift into a village-only build, against decks that do automatically lose against this card, or into a regular (or little teched) gravekeeper, so that you can use the advantages you still have.
I was even thinking of a little madolche engine. 3 Majoleine, 1 Butlerusk, get to search what you need, but that's just a concept.
Just for the sake of knowing, I wrote this without any pre-thinking, since the planned CotW would have been Snowman Eater, so I improvised everything.
That's All, Stay Tuned.
30/09/2012
Beast: Potential and Uses
I'm actually working on Beast decks, with uniflora and such, abusing of Naturia Beast (and Barkion, too, sad it is Dragon). I must say this, it is quite awesome. It still is a beta version, but it works just good. I'm going to review this the next week, I believe I will have improved it until then.
So, so, Beasts, why are they awesome? They've got a personal reborner, and a reborner for the reborner itself, usable once per turn each turn. What's more, we've got search power with Key Mouse, field presence with Chain Dog, that offers material for synch and XYZ, and an instant lv4 Synchro with Lock Cat. We've got some mill power with ryko, and super-nimble mega hamster that searches ryko, so technically more mill power, or other cards. If the opponent summons a first turn zenmaines and attacks your face-down hamster, you'll get to summon your key mouse, and, during your turn, synch them both into naturia beast. Kinka can SS Key Mouse, too, and go into formula to draw one card, or you can summon uniflora with kinka and then SS naturia beast with uniflora's effect, effectively summoning naturia beast with kinka-byo.
This deck has a main advantage, though, it's card advantage.
Summon Kinka, SS Uniflora, eff Uniflora, SS Naturia Beast, bounce back kinka during the end phase. Clear +1. Or even double chain dog into lavalval chain, that should result into 1 lavalval chain, and 1 XYZ LV4. +2.
The main disadvantage this deck has is the limitation on the monsters usable. Only beasts.
As said, I'll do a review on the deck, but here are some cards I do play, I'll explain them on the review, though:
Dark Desertapir
Green Baboon
X-Saber Airbellum
Well, well, I won't spoiler anything else, just wait for the review on the deck.
Stay Tuned.
20/09/2012
Nimble Genex
Monsters: [23]
2 Genex Controller
1 Atlantean Seahorsemen
2 Effect Veiler
3 Genex Undine
1 Mermail - Megaloabyss
1 Metabo-Shark
2 Moulin Glace the Elemental Lord
3 Nimble Angler
3 Nimble Manta
3 Nimble Sunfish
2 Tragoedia
Spells: [14]
1 Book of Moon
2 Creature Swap
1 Dark Hole
1 Heavy Storm
1 Magical Mallet
1 Mind Control
1 Monster Reborn
1 Moray of Greed
2 Mystical Space Typhoon
1 Pot of Avarice
2 Salvage
Traps: [3]
3 Fish Depth Charge
Yup, this is it. Well, well, well, what about it? I like it, this time I provided few other options in the side, since I'm still undecided on those. Let's talk about the list itself, before anything else.
Controllers, it's the first time I do play only 2, since I found them be few for undine, but still, I do play 1 random mallet, and needed some slots here and there.
Seahorsemen, good card, only at 1, but if you want to, you can easily highen the number, it's a good card. Send, add Megalo/Moulin, there we go.
Veilers, well, effect negation, kinda needed.
Undine, awesome card, it triggers angler and seahorsemen while thinning the deck by two cards, not considering eventual effects, and is theorically a +1 (plus another +1 in the grave). Good Card is Good.
Megaloabyss, triggers angler and seahorsemen and can get rid of totally unuseful cards in hand, while being a good body.
Metabo-Shark, tech choice, you can easily replace this with whatever you like, I play this since it can recycle easier nimbles when one avarice just isn't enough.
Moulin Glace, beater, hand control, when you summon this, it more likely is gg.
Nimble Engine, main engine of the deck, needs no explanation
Tragoedia, easily summonable, and this deck usually has quite some card advantage in hand.
Book, DH, Heavy, Mind, Typhoon, Reborn, quite the staples.
Creature Swap, maybe you're wondering, why just two? Well, that's because I usually have a kinda abnormous amount of misfortune with that card (even in other decks). You can as well drop something else for another copy, I'll explain everyhting.
Mallet, another tech, recycles controllers and dead nimbles in hand and lets you draw looking for the missing card.
Moray, pretty much the same, only focalized on waters, and is a 0, and not a -1.
Avarice, recycling while drawing. Who in the hell invented this card? This broken one?
Salvages, well, good card that recycles beautiful cards for awesome comboes, while being a fucking perfect +1.
Fish Depth Charge, lets us do quite some little control on the opponent, while drawing, good card. Note that this on manta is a clear +1, not considering the card we're destroying.
My thoughts on the deck are just that this one is awesome. Like the one before it is, in fact, awesome, but this one is little more stable, while that other one is speedier. I actually prefer that other one because it's funnier, but if I had to guess which one has more potential, I'd say this one, with fewer techs.
Well, I believe ya all noticed that there was something in the side while seeing it. Well, it's actually some personal choices.
Some would prefer to add those cards to the main (except the synchro, that is an hydro genex). If you like treacherous more than charge, you can just drop them all, and add 1 gorz, 1 treacherous and 1 other veiler. If you want to drop that metabo-shark, I'd add 1 gorz.
So, if you want to add 1 card, the best choice is probably dropping metabo-shark, if you want to add 2, I'd say -3 charge, +1 treacherous, but there are tons of combinations, just choose what you want to drop, this build has tons of possible slots in the main, it's all up to you.
15/09/2012
Splashable Nordic Engine
Just to be precise, the engine I'm talking about should be something like:
2/3 Tanngnjostr
2/3 Guldfaxe
0/1 Tanngrisnir (2 or even 3 only if you want to abuse of R3 with tanngnjostr, but in that case I'd say one or no guldfaxes, depends from the deck)
2/3 Gleipnir
(0-3 Garmr, chaos fodder, otherwise pretty unuseful, even if the bouncing effect is kinda good, and 1900 isn't a bad wall, looks like Snowman Eater)
0-3 Super-Nimble Mega Hamster
0-2 Ryko (only if you play hamster)
That's a quite wide engine, it can go from 6 cards to 15.
Why should you play this engine?
-Lets easy LV7, one could be Ancient Sacred Wyvern, a true powerhouse OTK enabler, or even Ancient Fairy Dragon, to keep under control DWs, and other things, we'll see them later.
-Lets easy R3, going into generic XYZs like Zenmaines, Leviathan, Leviair, and so on.
-Speeds-up your deck, and thins a bit with Gleipnir.
-Saves from nasty situations.
Would you like to see some ideas of how and where to use this engine? Here it is:
-Synchros LV7, one could be Power Tool, so this engine can be used to speed up a deck that uses equips. If you've got some good combo that does give you some tons of lps, or you're playing psychic, you can go into Ancient Sacred Wyvern and potentially OTK, or this is just an easy nuke, without using the normal summon.
-R3, well, random combo starter for Wind-Ups, maybe? Tanngnjostr into tanngrisnir into zenmaity, eff zenmaity, bring a monster and do what you need. And adds some synchro support to Wind-Ups. This engine can do the exact same thing in Rabbit Laggia, go into leviair, SS Rabbit and use effect. Being R3 the most generic, this engine is kinda generic, too.
-Attributes, tanngnjostr (EARTH) can summon Guldfaxe (LIGHT) or Tanngrisnir (EARTH) or Garmr (DARK). This gives you access to Silver Summit, to some specific synchros (tanngnjostr+an earth tuner can do a naturia synchro), or even specific XYZs (Guldfaxe+LIGHT LV4 into Photoknight, or constellar omega, for example).
-Types, all beasts, if you're already playing horn of the phantom beast, fear not, you'll have more targets, still a random one, but nothing to hate. And there are multiple supports for Beasts.
I'm definitely going to try a reduced version in madolches, even if I'm actually trying lots of versions with different techs (WU Rabbit, Psychic Teleport-less engine, snowman eater, and so on).
Stay Tuned, this week I've got way too much topics to talk about, but I'm trying not to exagerate.
14/09/2012
Karakuri +1
Monsters: [19]
2 Cyber Dragons
3 Ninishi
3 Inashichi
1 Haipa
1 Sazank
1 Nanashick
3 Kuick
2 Nisamu
1 Nishipachi
2 Saizan
Spells: [14]
1 Dark Hole
2 Forbidden Lance
1 Heavy Storm
1 Instant Fusion
3 Karakuri Anatomy
3 Karakuri Cash Cache
1 Monster Reborn
2 Mystical Space Typhoon
Traps: [7]
3 Call of the Haunted
3 Safe Zone
1 Starlight Road
The Extra is pretty randomish, same of the main, though.
Well, let's start saying that I NEVER built Karakuris in the past aiming to the meta, I was always doing strange builds that tried to loop strangely, but this time, suddenly, I thought "well, let's try doing a competitive one, more or less", and so it was.
Given this, I have no clue of how a competitive Karakuri should be built, I didn't looked for other builds so that they wouldn't have affected mine, so this is my very first attempo to a competitive build without following Karakuri Players and their standard.
Let's see some cards:
2 Cyber Dragon, good cards to synchro, initially they were 2 other instant, but, ya know, going into three instant would have meant 3 slots for fusions in the extra, I just couldn't afford that, I would have lose cards that really interested me there. So I chose those. What's more, they can go into fortress with opponent's monsters, but something that someone does forgot, usually, is that you can use it with your own monsters to bring a badass. Well, not that usefully, but still, remember it.
3 Ninishi, core of my deck, basically. 2 Normal Summons per turn are just too good, expecially if one is a tuner.
3 Inashichi, searcher, good, awesome, tera-mega-giantly-cool searcher. And goes into Naturia Beast. Core of the deck, along with ninishi.
1 Haipa, lv4 non-tuner beater, good one.
1 Sazank, love this card, was even thinking to bring him at 2. Helps against rabbit but even against other random decks, minusing your opponent while sending and not destroying is awesome. If you do that in your turn, even direct attacking isn't bad. And LV3 is just awesome at some times to do barkion.
1 Nanashick. As said, don't know how competitive builds are, but I guess they don't play this. Well, just can't get why. I always had the need to bring a level 5 non-tuner while comboeing with ninishi to do bureido, but when I tried it without nanashick, I just felt the need of it.
3 Kuick, yup, awesome card, don't even need to explain.
2 Nisamu, only two because I took out the other one for nanashick, but still, I believe the third one wasn't needed.
1 Nishipachi, sometimes I felt the need for a second one, but I believe it would be way too DD.
2 Saizan, just the perfect number, IMO.
Jumping the staples, I'd say:
2 Lance, protection for beast, in both ways since the best way to get rid of it is by attacking. Good card itself, though.
1 Instant Fusion, I explained why just 1 in the Cyber Dragon part.
3 Anatomy, half-core of the deck, draws, draws, and draws. Speeds everything up and goes into crazy +1s.
3 Cash Cache, the other half of that core, searches like hell, while fueling anatomy. Goes into crazy +1s.
3 Call of the Haunted, lets some more comboes, or even starting them. Good card is good. (Sometimes it happened to bring back a Naturia Beast because the opponent summoned his inashichi, mirror match obviously, and searched a cash cache. Well, lol, CotH on Naturia Beast. What's left is to cry)
3 Safe Zone, protection, mainly on beast, but works on everything, and if it gets heavy storm'd or MST'd while face-down, you can just chain it and equip it to an opponent's monster to kill it.
1 Starlight Road, random protection, but it's really, really good.
So, so, so, so, everyone, even non-karakuri players, noticed that there was no protection at all, right?
Why's that? Slots, mainly, keeping all those cores means a lot of slots. However, I'm trying to fit in at least a Gorz or Tragoedia, maybe dropping 1 haipa.
PROs and CONs of gorz and tragoedia:
Gorz has always a giant ATK and summons another beatstick along with him, but needs an emptyfield, and Call of the Haunted usually don't lets that happen.
Tragoedia has an unknown ATK, but it should, usually, be good, since we draw a lot, could reach 3000 with 5 cards, and has other effects, what's more it doesn't need an empty field.
I think I'll chose the second one, tragoedia, since it's easily summonable and has other effects along with ATK boosting.
Another thing, about the extra, I don't think I can really fit XYZs in there, but I think they'll be needed. The only thing I can think of drop 1 copy is bureido, and even librarian, since here it's hard to do it before continue comboeing. I'd put a Zenmaines and a Gear Gigant, I believe. Sad they're both machine, so they both get hit by opponent's Cyber Dragons, if he sides them. I'd like to fit in a Big Eye too, but really dunno what to remove for that.
Well, that's it, the build works, try it out, and if you're a karakuri player, please, don't tell me to radically change build, but just talk about this one, thanks.
See Ya.
13/09/2012
Karakuris, a Story of Beast+Safe Zone and some +1s
Actually working on some karakuris, other than the roid deck.
Of course the roid one is meant to be only fun, while this can easily be tier 1.
You know I don't like mainstream things, but karakuris are, along with infernities, the only decks I used at least once in each banned from when they were released.
Still, against the mainstream itself, I'm playing a build focused on +1s, baiting and mind gaming.
The deck is kinda good, since it does play 3 ninishi, obviously, to go into insta synchro, 3 inashichi, to +1 at every time, 3 anatomies, +1s on the road, and baits out your opponent MSTs, 3 Cash Cache, search what you need, still a 0, but really good, since it fuels anatomy, too, and searches lots and lots of pieces for the combo, 3 safe zones, protection, on beast mainly, but even other things, and is a really useful card.
Let's just say on of my ordinary hand:
1 Anatomy, 1 Cash Cache, 1 Inashichi and 3 other random cards.
You know how many pluses this one is? NS Inashichi and search (+1) cash cache, activate anatomy, activate cash cache (+1-1=0), search random cards for your comboes next turn, usually either inashichi or ninishi (0+1=+1), activate another one and search for inashichi or ninishi, based on what you already have in your hand (+1-1+1=+1), send anatomy to the grave (+1-1=0) and draw 2 (0+2=+2).
This is a standard one. Consider that everything in this combo is searchable and played in 3 awesome copies. If you have a ninishi in your hand, too, this play goes into beast, with a set-up next turn for barkion (searchin sazank in place of inashichi) and could have made you draw a safe zone, making you sure to win that game in most cases (in this meta, the only thing I can think of that can counter this combo is lyla or ryko, or other monsters/traps that do destroy spell/traps. Still, making barkion should be a good enough protection, and having some starlight road against BRD is always useful.
And, what if we add another card to that combo?
2 Anatomy and 1 Cash Cache/1 Anatomy and 2 Cash Cache, and 1 inashichi. I think I don't even need to explain this, it's just that you draw 2 more cards losing one, so another +1, ending it up with a +3.
I actually like a lot karakuris, in the same build they can go into OTK or into control, not considering how easy is to combo doing both a giant monster that +1s you off every turn (bureido) and beast.
What's more, they're really versatile. Sazank can kill Laggia easily, improving your match-ups against Rabbit, but it's not the only thing, it can kill lots of things only to minus the opponent and making them lose their cards. And, yeah, it does send, so you can use it easily on zenmaines and maestroke, even tiras if you happen to encounter it, and even stardust that is seeing some more play with 3 teleports.
Yup, good deck, I'll use it for long time, I believe. Tomorrow I'll post the actual list.
Of course the roid one is meant to be only fun, while this can easily be tier 1.
You know I don't like mainstream things, but karakuris are, along with infernities, the only decks I used at least once in each banned from when they were released.
Still, against the mainstream itself, I'm playing a build focused on +1s, baiting and mind gaming.
The deck is kinda good, since it does play 3 ninishi, obviously, to go into insta synchro, 3 inashichi, to +1 at every time, 3 anatomies, +1s on the road, and baits out your opponent MSTs, 3 Cash Cache, search what you need, still a 0, but really good, since it fuels anatomy, too, and searches lots and lots of pieces for the combo, 3 safe zones, protection, on beast mainly, but even other things, and is a really useful card.
Let's just say on of my ordinary hand:
1 Anatomy, 1 Cash Cache, 1 Inashichi and 3 other random cards.
You know how many pluses this one is? NS Inashichi and search (+1) cash cache, activate anatomy, activate cash cache (+1-1=0), search random cards for your comboes next turn, usually either inashichi or ninishi (0+1=+1), activate another one and search for inashichi or ninishi, based on what you already have in your hand (+1-1+1=+1), send anatomy to the grave (+1-1=0) and draw 2 (0+2=+2).
This is a standard one. Consider that everything in this combo is searchable and played in 3 awesome copies. If you have a ninishi in your hand, too, this play goes into beast, with a set-up next turn for barkion (searchin sazank in place of inashichi) and could have made you draw a safe zone, making you sure to win that game in most cases (in this meta, the only thing I can think of that can counter this combo is lyla or ryko, or other monsters/traps that do destroy spell/traps. Still, making barkion should be a good enough protection, and having some starlight road against BRD is always useful.
And, what if we add another card to that combo?
2 Anatomy and 1 Cash Cache/1 Anatomy and 2 Cash Cache, and 1 inashichi. I think I don't even need to explain this, it's just that you draw 2 more cards losing one, so another +1, ending it up with a +3.
I actually like a lot karakuris, in the same build they can go into OTK or into control, not considering how easy is to combo doing both a giant monster that +1s you off every turn (bureido) and beast.
What's more, they're really versatile. Sazank can kill Laggia easily, improving your match-ups against Rabbit, but it's not the only thing, it can kill lots of things only to minus the opponent and making them lose their cards. And, yeah, it does send, so you can use it easily on zenmaines and maestroke, even tiras if you happen to encounter it, and even stardust that is seeing some more play with 3 teleports.
Yup, good deck, I'll use it for long time, I believe. Tomorrow I'll post the actual list.
10/09/2012
Card of the Week #14: Expressroid
When you Summon this card, you can add 2 "roid" monsters from your Graveyard to your hand, except "Expressroid". |
1.If there were only 2 roid monsters in the grave at the moment of this card's summon, and the opponent chains D.D. Crow, you'd still be able to add the remaining one to the hand.
Well, that's all, no explanation to this.
Close look, then we'll go for the true review:
"Roid" monster, quite some supports, expecially the ones we'll see during the review;
EARTH, if you insert a tele-engine (just to be original, LOL), you'd be able to go into Naturia synchros;
LV4, good level for XYZs, 3 would have been overall better, but you'd have lost the support that gear gigant x gives you. What's more, monk summonable;
Machine, again, mainly for XYZ reasons;
Stats, 400 ATK (and machine), machine duplicable, 1600 DEF, not that this other stat does really matter, lol.
Yeah, yeah, again, what about this clean +2?
Summon this, add 2 cards, +2. Machine duplicate this? -1 from machine duplication, +2 from the summon of the other two, and their effects for an overall +7. And you'd have a field of 3 machine lv4, could easily mean gear gigant that searches something good.
In terms of cards advantage, this card should never had existed, but it has some real problems.
The card itself is really huge, in the past you'd have used future fusion to fill the grave, maybe searching future with fusionist+junk synchron, but actually we've lost Future Fusion in the September 1st banlist.
If you want to use and abuse this card, the best way to fill the grave is, probably, using some random mill engine, or a merchant engine, then call of the haunted, monster reborn, limit reverse, Grandsoil [citation needed] and likes.
Think of a deck with a good mill engine, this card along with roids, cyber dragon and Power Bond, Chimeratech would easily reach 800x4x2=6400, but I suppose you have other cards, just another one and it would be 8000.
But this card gives its best in some comboes. Just see Ambulanceroid and you should get everything.
Summon this with ambulanceroid on the field, add 2 and SS them. Possibily XYZ them in something, leaving ambulance on the field, and use Express with another monster to go into Gear Gigant, use its effect detaching expressroid, add it back from the grave, SS it via Ambulanceroid, use its effect, add two more and SS 'em. Theorically speaking it's a loop, but, yeah, we've got something like 5 monster zones, they're not enough.
Still, it would make you end the turn with 2 gear gigant x, 1 R4 XYZ, 1 R3 XYZ, if the opponent is still alive, of course.
I know that could look like a little field, but don't forget the main point, "this isn't a combo deck, but a deck that goes into wild +1s, and sometimes comboes to go into field advantage, too".
Going into big card advantage is one of my dreams since I started playing madolches, so this card really does fit me.
Once you have a giant hand, and possibily a giant field, the already named Power Bond should make a giant beast ready to follow you.
Ambulanceroid on the field, in hand Cyber Dragon, power bond and expressroid, in the grave double expressroid and some targets.
Virtually summoning Expressroid should do:
Add double expressroid, SS them via ambulance,
eff expressroids, add 4 targets and SS 1 lv4 (3 monsters in hand added via them),
express+express into gear gigant x, express+lv4 into gear gigant x#2,
eff first gear gigant, detach and add express, SS it via Ambulance, add 2 monsters and SS one LV4 (4 monsters),
Express+LV4 into Gear gigant#3/another R4 monster, I'd suggest another machine monster,
Eff geargiganto#2, detach and retrieve express, SS it via ambulance and add 2 cards (6 monsters).
You now have Ambulance+2 gear gigant+1 machine XYZ+1 Express, power bond and cyber dragon in hand and 6 other machine monsters in hand, using power bond on everything (if you want to, maybe you have some other card to combo and then you'll keep something) would mean having a overdragon with 12x800x2 ATK, 19200 ATK, then. Virtually.
Still, this card is a clear +2, that can be used and abused, just think that with ambulance on the field and monster reincarnation you'd be able to pull off this combo if you have got some grave set-up.
Monk into this is a +2 that can XYZ into a R4.
This then Teleport is a Barkion/Landoise/random synchro.
Good and versatile card, I'm actually building something, if it's successfull I'll post it here.
Stay Tuned, I'll post something tomorrow or the day after tomorrow, probably.
07/09/2012
More About Madolches: Teleport-less Psychic Build
Yet again, don't think of me as a mad scientist that works with cards in place of strange liquids, but hear what I'm about to say before.
What about a build that plays some psychic, but no teleports? Let me explain:
This, played in 3 copies, and Magileine, played in 3 copies, will be good starting hands, because they let you set-up your game and stabilizing it all.
So, the little engine I was talking about is:
3x Serene Psychic Witch
1x Esper Girl
1x Psychic Commander
It gives you access to synchros, naturias too, and to easier R3, stabilizing your game and starting hand, and provides some more Mind Crush to the opponent because he's probably expecting Emergency Teleport, too, making him keep his negation cards for teleport and derivated sheningans. (Read this post for more explanations on Mind Crush and psychological game)
So, so, why am I not playing this already if it is that good? Because I haven't tested it yet, while I tested a lot the other one.
What's different between this engine and the T.G. one? The T.G. one usually explodes at once and does extreme comboes, this one is slower, but stabilizes the game alot, expecially against bad hands.
So, shouldn't teleport be played in here? If you've got slots, why not, I'm talking about builds with few slots free.
I believe this engine is kinda good, plays a little different, it's more for control builds. If you want to try it out, take the other build I linked before and do:
-1 Striker
-2 Warwolf
-1 Reinforcement of the Army
-1 Thunder King Rai-Oh
However the other build isn't exactly the most appropriate for this engine, but it's still good enough to try it out. I'll post something once I have time to build that.
Stay Tuned, I'm trying a couple of things lately.
What about a build that plays some psychic, but no teleports? Let me explain:
This, played in 3 copies, and Magileine, played in 3 copies, will be good starting hands, because they let you set-up your game and stabilizing it all.
So, the little engine I was talking about is:
3x Serene Psychic Witch
1x Esper Girl
1x Psychic Commander
It gives you access to synchros, naturias too, and to easier R3, stabilizing your game and starting hand, and provides some more Mind Crush to the opponent because he's probably expecting Emergency Teleport, too, making him keep his negation cards for teleport and derivated sheningans. (Read this post for more explanations on Mind Crush and psychological game)
So, so, why am I not playing this already if it is that good? Because I haven't tested it yet, while I tested a lot the other one.
What's different between this engine and the T.G. one? The T.G. one usually explodes at once and does extreme comboes, this one is slower, but stabilizes the game alot, expecially against bad hands.
So, shouldn't teleport be played in here? If you've got slots, why not, I'm talking about builds with few slots free.
I believe this engine is kinda good, plays a little different, it's more for control builds. If you want to try it out, take the other build I linked before and do:
-1 Striker
-2 Warwolf
-1 Reinforcement of the Army
-1 Thunder King Rai-Oh
However the other build isn't exactly the most appropriate for this engine, but it's still good enough to try it out. I'll post something once I have time to build that.
Stay Tuned, I'm trying a couple of things lately.
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.
22/08/2012
After-ban Look at Gigavise
What's Gigavise? I talked about it quite a few times, it's one of my all-time favourite decks, there are only something like 7/8 decks that I like more than it.
As said in the Banlist discussion, spore at 1 will make gigavise at least playable again.
I'd play the deck, however, a little different from before. I'd play Blazewing Butterflies in it, because they can revive gigaplant when you draw into supervise and have no gigaplants on the field, while SSummoning butterfly back and having gigaplant with its effect, ready to summon lonefire to start comboeing, and at the end you can go into lv6 with butterfly.
Given Copy Plant's effect that usually will give it lv6, and Spore's effect that sometimes is used on gigaplant to revive it with D.D.R., I think that playing Level Eater, even if only as a tech, wouldn't be a bad idea.
With the combo named up here with spore, you can do either a lv7, a lv8, or a R6, so it's not that bad, is it?
With spore without d.d.r. you'll have a lv7, that could even be power tool to search the d.d.r. you need if you have supervise in your hand.
Same goes for copy plant, only that this last one is more related to gigaplant.
However, being eater summonable eating gigaplant's level, you can go into easy Formula to draw an extra card and then go into power tool, or leave them there to go into black rose during the opponent's turn, killing the whole field mercilessly.
We'll have Debris at 2, too, that means you can go into the usual brd+2 tokens, and with a spore in the grave, we can do, at least, a lv5/6, that could be catastor/librarian or even gaia/iron chain/orient dragon (I believe that there'll be quite some synchro deck in the next meta, so this should be okay being in the extra)
I'd like to find a target for debris that's lv4 and, if possible, plant, too. In this exact moment I can't connect to Dueling Network to search properly, however I remember Twinkle moss, obviously not usable, Prickle Fairy, totally unuseful, and des dendle, like fairy, totally pointless. I'll see if there are more on DN, tomorrow.
In the worst of the scenarios I won't play those targets or I'll play Batteryman AAA, since he can go into omega and do the synchro climb, since we'll play ptolemys no matter if we play aaa or not, given it being possible with spore+d.d.r.+level eater or with copy plant summoend via gigavise.
Well, this was a kinda fast post, tomorrow or the day after tomorrow I'll post something else, one of the most requested deck (tons and tons of requests for this on Dueling Network by some readers).
Stay Tuned, then.
As said in the Banlist discussion, spore at 1 will make gigavise at least playable again.
I'd play the deck, however, a little different from before. I'd play Blazewing Butterflies in it, because they can revive gigaplant when you draw into supervise and have no gigaplants on the field, while SSummoning butterfly back and having gigaplant with its effect, ready to summon lonefire to start comboeing, and at the end you can go into lv6 with butterfly.
Given Copy Plant's effect that usually will give it lv6, and Spore's effect that sometimes is used on gigaplant to revive it with D.D.R., I think that playing Level Eater, even if only as a tech, wouldn't be a bad idea.
With the combo named up here with spore, you can do either a lv7, a lv8, or a R6, so it's not that bad, is it?
With spore without d.d.r. you'll have a lv7, that could even be power tool to search the d.d.r. you need if you have supervise in your hand.
Same goes for copy plant, only that this last one is more related to gigaplant.
However, being eater summonable eating gigaplant's level, you can go into easy Formula to draw an extra card and then go into power tool, or leave them there to go into black rose during the opponent's turn, killing the whole field mercilessly.
We'll have Debris at 2, too, that means you can go into the usual brd+2 tokens, and with a spore in the grave, we can do, at least, a lv5/6, that could be catastor/librarian or even gaia/iron chain/orient dragon (I believe that there'll be quite some synchro deck in the next meta, so this should be okay being in the extra)
I'd like to find a target for debris that's lv4 and, if possible, plant, too. In this exact moment I can't connect to Dueling Network to search properly, however I remember Twinkle moss, obviously not usable, Prickle Fairy, totally unuseful, and des dendle, like fairy, totally pointless. I'll see if there are more on DN, tomorrow.
In the worst of the scenarios I won't play those targets or I'll play Batteryman AAA, since he can go into omega and do the synchro climb, since we'll play ptolemys no matter if we play aaa or not, given it being possible with spore+d.d.r.+level eater or with copy plant summoend via gigavise.
Well, this was a kinda fast post, tomorrow or the day after tomorrow I'll post something else, one of the most requested deck (tons and tons of requests for this on Dueling Network by some readers).
Stay Tuned, then.
Subscribe to:
Posts (Atom)