Showing posts with label Wind-ups. Show all posts
Showing posts with label Wind-ups. Show all posts

20/02/2013

Quick Updates

You may have noticed I'm a little less active lately, reason being bad connection and lack of time, so here's a little update on the current situation:

Banned, I'm definitely going to play WUs post-banned, I'm liking the deck alot. I'm going for a Control build with 11 traps or so, 1 bear, 1 gorilla, 3 tenkis, 3 rabbits and aiming to control the field with Dire Wolf+Rabbit or even Shock Master sometimes. Wind-Up Warrior is working awesomely to me, I'm thinking of bringing him to 2, while 1 soldier could take care of TK other than being great material for R5 Xyzs. If Warrior used on himself had more than 1900 ATK, he would've been a mainstay for me in threes.
I heard someone is trying to play the deck in a turbo build with Summoner Monks, but I think that's the worst way to do it.

Tournaments, I'm going to a Fly to YCS tournament next Sunday, gonna be quite funny, and will be my first tournament in RL. Finally.

Blogging, I'm working on something, you'll be able to see it in at the worst in a week, but I think 3 days will be more than enough, if I have a decent connection. Hope you'll like it.

Hope I can be back in the less time possible. See Ya.

15/02/2013

1st March 2013: Banlist Revealed

Forbidden:
Sangan
Wind-Up Zenmaity

Limited:
Wind-Up Magician
One Day of Peace
Solemn Warning

Semi-limited:
Tsukuyomi
Thunder King Rai-Oh
Advanced Ritual Art

Freed:
Spore
Blackwing - Kalut the Moon Shadow
Lumina, Lightsworn Summoner
Shien's Smoke Signal
Mind Crush

Let's start first saying that, as most of you know, March's Banlist is the economic-based one. Konami always tries to get as much money as they can from it.
If you didn't know, it could be guessed by seeing this. Let's see the balist closely, now:

Sangan Forbidden. Got a tour? I won't mind Torrential Tributing you on the second monster's summon instead of the first or none at all.
Zenmaity Banned. Got a Wind-Up? Well, you'd better change how it's built.
Magician Limited. Read up here, has pretty much the same meaning.
One Day of Peace Limited. Sad. I loved that FTK.
Warning Limited. Not that I care, in RL I didn't even have one even though I play 4 Antimeta decks, lol.
Tsukuyomi Semi-limited. It's been limited for 6 months, I tried hard to use it succesfully somewhere, but found nothing, only Prophecies are good enough.
Rai-Oh Semi-limited. That's great for lots of meta decks, expecially the ones that are coming.
ARA Semi-limited. Like this. I always wanted to play Herald with 2 ARAs, and I always loved Demise OTK.
Spore Freed. Nah, I don't give a fuck, only places where I'd play it are Gigavise decks, and I'd always play 1 Spore and 1 Copy Plant, aside from Glow-Up back at 1 at least.
Kalut Freed. Hate Konami. I hate facing BWs, and with three Kaluts it will be just worse.
Lumina Freed. Like this. I used to play Lightsworn XYZ since when they semi-limited Lumina, and It'll just get better.
Shien's Smoke Signal. Oh. Like Samurais, but I don't want to play them.
Mind Crush. Meh.

As you could have guessed, most of the cards were for economical reasons. Sangan Forbidden because they stopped selling Tour and the new decks won't really use the Tour Engine.
Same thing for Zenmaity and Magician, they stopped selling WUs, and they want to clear the way for new decks.
ODOP enabled a really good FTK that wasn't expensive and with cards they already stopped selling. At 1 it'll be way harder to loop, even though it is possible. Luckily, it reduces the power of Exodia Decks and Final Countdown.
Rai-Oh cleared the way for other decks, Prophecies mainly since they're getting Judgment of the spellbooks.
Lumina is a LIGHT support for a LIGHT deck, and we're getting Judgment of the Light briefly (relatively), random supports for light monsters.

Now, New meta's thoughts:
Prophecies and Mermails for sure, I think there'll be some WUs rebuilt for the meta, some samurais for the first month, and if it is successful it will see some more play. Herald will be played, and will be a lot more stable than in the past. Some more BWs.

Personal Thoughts:
Sad for my Chain Beat, but I'll be able to play some more techs. I wanted to play serpentine princess, and in april we'll get Thunderbird. I'll restart playing Herald and Lightsworn once again. I'll definitely play WUs.

07/02/2013

Post-Banned Wind-Up

Nope, the ban's not out. I think I will use this kind of posts to expose my thoughts about the banlist: single talks.
Supposing that WU is being hit by the banlist, what could it be? What would WU-Players gameplay change into?

Magician limited
If this were to happen, I think WUs would change to a more control build, with Rabbits being searchable via Tenki that would search bear and gorilla too for extra field control. Rabbits would plus with Factory every turn, and possibily go into Diamond Dire Wolf keeping that Rabbit on the field for free destruction every turn. While the banlist will be effective starting March 1st, Hidden Arsenal will be out in April, letting TCG-players using their Emerals to recycle Wolf and such, and probably a new little loop will appear.
The best things to do would be either the Dire+Rabbit or Shock Master, as always.
Magician+Shark will now result into:
NS Magician, SS Shark, SS Rabbit via Magician, Shark+Magician=Dire Wolf
OR
NS Magician, SS Shark, SS LV4 via Magician, go into Shock Master with a -1
OR
NS Magician, SS Shark, SS Rabbit, banish Magician, Shark at 3, Rabbit+Shark into Zenmaity, SS Rat via zenmaity, SS Rabbit via Rat, banish Rat via rabbit, when needed, or do it during your opponent End Phase. Next turn you'll have Rat and magician for sure, maybe even zenmaity and rabbit.
Or something else I can't really think about, because I'm not a WU player, and I don't really care, I would go for Control builds, and thus those three, random summoning to go into a R5 or 3, or at the best a combo that wouldn't minus you that summons Shock Master, are good enough.

Factory Limited/Semi-limited
Not much to say about this, it'll let your search power down, you'll play 3 magician if you weren't already, and go for the usual Magician-Shark combo.
If anything, this could change the number of Rabbits in the deck, or, at least, prevent the addition of other rabbits in form of tenkis.
I wouldn't like this since it would make that deck just more luck-based than it already is.
However, this is probably the more likely to happen since it would be pretty much the same than Black Whirlwind.

Hits on Shark/Rat/Rabbit
I don't think this is likely to happen, but still it reserves a mention. Shark could be limited, but I can't see that being that dangerous to the deck, just decreasing the probabilities of drawing into it first turn.
Rat, not that it makes that much of a difference, the only thing that would hit the loop by hitting this is the ban, but it just doesn't reserve this. I really can't see this being hit, but some do, saying that it would hit the grind plays of the deck, I don't think so.
Rabbit, nah, some think it will be hit, but I don't think so, neither I want it to, since it'll quite hurt my Chain Beat, even if we are getting Thunderbirds in April and thus I'd be able to replace it.

Torrential at 3
I don't know how many would play this in 3 copies, but it's sooo good against WUs that it would give it quite the hit. They stop Spells? Set torrential and lance, summon a TK or something like that. Good.
They go second? Set Torrential+other Backrows and possibly SJ/Starlight.


I expect WUs to be hit, mainly factory or magician, giving more space to new decks from HA7 so that they cna sell it properly.

That's All, Folks!

08/01/2013

Catene Maligne: Accumulated Chain Beat (TCG)


Monsters: [7]
1 Night Assailant
1 Sangan
2 Tour Guide from the Underworld
3 Wind-Up Rabbit

Spells: [4]
1 Dark Hole
1 Forbidden Chalice
2 Pot of Duality

Traps: [29]
3 Accumulated Fortune
2 Bottomless Trap Hole
2 Compulsory Escape Device
3 Compulsory Evacuation Device
3 Dimensional Prison
2 Jar of Greed
3 Legacy of Yata
2 Macro Cosmos
2 Mirror Force
1 Solemn Judgment
2 Solemn Warning
2 Starlight Road
2 Torrential Tribute

Extra is one of the worst I've ever built, considering I forgot Chimeratech Fortress Dragon, too, lol. Only things you REALLY need for the extra are Zenmaity and 2 Stardusts, the rest is extra things, if you've got some zenmaines, Giga-Brilliant and other R3s, play them.
For the main itself, consider first that I promised lots of people to post this deck, and this day was the deadline, so I forced my way in against some important tasks I had to do (luckily, this morning I didn't go to school, and that helped me alot) to have some free time to write this. Said this, let's explain the deck as it is, first:
Chain Beat, uses immortal Wind-Up Rabbits (when OCG-built, at least 2 thunderbirds are needed since you can even go into Ophion, and they avoid everything just like Rabbit but with a bigger body, the only thing they fear that rabbits don't are beaters summoned without using any effects, but if you've got a random chainable card, you're fine) to beat the opponent, while back-upping and handling your opponent's resources with the tons of traps you've got. You totally don't fear traps, Judgment and Warning aside.
In this build I implemented Accumulated Fortunes and Legacy of Yata with Jar of Greed to increase the draw power, since this is budget build with no Cardcar Ds.

This was basically the deck itself, let's see them cards, now:
Tour Engine, believe it or not, this engine here really has its meaning. Zenmaity is R3, and the earlier you have rabbit on the field, the better it is. Both Sangan and Night Assailant are great here, not only as tour targets, but even on their own. Search power for Rabbit is needed, and Assailant can work as additional destructive power. Most of the times I start with Tour, I summon Assailant, because having the possibility to summon another R3 is awesome in here, having finally a big beater.
Rabbits, no need to explain, right?
Dark Hole, additional destruction that doesn't affect your rabbits.
Forbidden Chalice, testing them, not pretty sure, though. Basically, they help you dealing with nasty effects like Shock Ruler's or others. I was thinking of Gorz in place of this, more explanations later.
Pot of Duality, I SS little to nothing, so it's totally ok.
Accumulated Fortunes, if you didn't notice one little thing, you should now think I'm crazy, even with all of those chainable traps. Rabbit's effect is chainable and creates great chains. Think that 3 Rabbits alone trigger Accumulated, great, isn't it? Chainable +1 that could become +2 on your opponent's MST.
BTH, monster removal, enough said. Improves our bad match-up against Dark Worlds.
Compulsory Escape Device, use this, target one rabbit, then chain rabbit's effect. You minused, your opponent did, too, but he lost important resources. What's more, that's 2 chain links, even a random MST could trigger your Accumulated.
Compulsory Evacuation Device, easier, but it's a -1 on you, if it isn't on a Fusion/Synchro/XYZ. More on the two CEDs later.
Prison, improves once again our DW match-up, kind of helps against mermails if your opponent is foolish enough, and is monster removal.
Jar of Greed, +1 on opponent's MSTs, generates long chains, and replaces itself while putting pressure on the opponent because you've got lots of face-downs.
Legacy of Yata Garasu, same as before. The only better thing it has when compared to Jar of Greed is that it is a +1 if your opponent has tsukuyomi or kinka-byo. If you want to build this IRL but you haven't got the third Legacy, replace it with Jar, it's ok.
Macro Cosmos, improves our bad match-up against DWs and Mermails.
Mirror Force, mass monster removal, nuff said.
Solemn Trio, massive negation effects, even though the cost is pretty high for this deck.
Starlight Road, this deck sets really alot, and not always all of the cards are chainable, so this is great, providing you a beatstick, too. Be aware of MSTs, if you encounter an experienced player, he could keep them (because if he is a good player he won't blind MST your face-downs, because most are chainable) and use them on his own Heavy Storm to stop Stardust's Summon via Starlight.
Torrential Tribute, mass monster removal, great one.

Ok, now let's check the missing cards:
Typhoons and Heavy, we don't fear set cards, and Heavy would backfire.
Gorz, I'm thinking to implement this. When I'm without cards, I'm losing, except for banished rabbits. If I've got something on the field, it surely has a way to get out of the field, if it hasn't, it is something triggerable via an attack, probably, and you should be okay if you've got that face-down.
Lava Golem, I was playing this, before, but I took it out because I needed to use other monster removal on that, but that isn't totally bad. I'm siding them.
Trap Hands, I don't really need more draw power via Maxx "C", and if I needed Veilers I would rather use more Chalices. I don't fear first turn comboes, so hand traps aren't really needed, and settable cards put lot of pressure on the opponent, and have easier ways to create chains.
CEDs combinations: Actually there are 2 Escape and 3 Evacuation, but I tested lots of ways before. I'd like 3 Escapes, but I think that a total of 6 would be way too much, and the main thing that prevents me from doing so is that it is a potential dead draw. However, it improves DW match-ups, and having Rabbit on the field isn't difficult at all, I could try 3 Escapes and 2 Evacuations.
Some mainable big or decent beater that works well with the entire deck, I was thinking of Winged Rhynos. Basically it is a Rabbit that works only with traps and eats your normal summon pretty much every turn. However, it takes quite some Warnings that would go to Rabbits, has a decent body (1800 ATK) and triggers Torrentials like a boss.
For the beater issue, I'm thinking of playing Orichalcos. TBH, I'm pretty sure I'll put it in, in the end. Makes rabbit a 1900, and with two rabbits your opponent won't be able to attack you at all. The inability to attack, however, could damage you, because you can't use some of your monster removal, but I think that's ok since you can just banish one of the rabbits and let the magic happen.
Shard of Greed, some more draw power. Deck is slow. Sadly, it draws all of the opponent's MSTs, so they will have less Half Dead Draws (when a card isn't totally unuseful, but still is worth be sided out if you don't fear other continuous cards).
Chain Strike, teched. More as a Game Finisher

Well, this was it. The deck's great, I'm planning on building it IRL.
That's All Folks!

Usual Trivia: "Catene Maligne" means "Malefic Chains", referring to the chains the deck will create and how they will influence the game (badly for the opponent).

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).

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.

08/10/2012

Card of the Week #18: Wind-Up Rabbit

During either player's turn: You can target 1 "Wind-Up" monster you control; banish it until your next Standby Phase. This effect can be used only once while this card is face-up on the field.
Yeah, mainstream card, but there's a reason. Some rulings, first:
This card can banish itself.
This card is RETURNED on the field, not special summoned.
This card's effect is SS2, so you can chain it to cards like dark hole or trap hole.

Nothing to explain, just that they all show why this card is awesome.

Let's take a close look:
Wind-Up, great archetype we've got, with tons of supports.
EARTH, yeah, yet other supports.
LV3, more and more uses.
Beast-Warrior, Horn-friendly.
Stats, 1400 ATK, goes under BTH, but that doesn't matter since this card could avoid it anyway, but <1500 ATK is a key for cards like Giant Rat. 600 DEF, low, but you won't use this, anyway.

So, why am I reviewing such a mainstream card? You know I tend to hate mainstream things, but this one is different: I fell in love with it.
Basically, I started using this in madolches because it was a LV3 monster that stayed for looong time on the field that could have go into invoker with mew (that summoned a Gelato from the hand to get a search), SS another gelato from the deck and do Excalibur or, obviously, Tiaramisu.
After that, I started playing it in Yubel, since it was a mainstay on the field that would never get rid, so that I could use it to slowly beat the opponent.
Then, the Rabbit-mania appeared. I'm playing it in tons of places, wherever it has a little of use and I have an engine that can do semi-consistently R3s to go into Zenmaity.

The card itself is a star in Wind-Ups since it can trigger Factory and Magician with ease, comboeing and such.
However, what are the points in this card that makes it so awesome?
Being Wind-Up has some supports, if you want to try something strange splashing them into something else, just be sure to play tour guide since she's indirectly a recruiter for wind-ups with zenmaity.
Being EARTH is also quite awesome, and being LV3 could let you go into Naturia Synchros.
Being SS2, this card survives to pretty much everything.
Since it returnes instead of SS, you can use this card to avoid things like Black Garden, and that's the main reason why I wanted to talk about this in first place.
Using this with black garden could, theorically, be a 2800 Beater that avoids pretty much everything, supportable via horn that is theorically again a 1600 ATK bonus on all the beast monsters. Great deck, I should re-build it for this meta.
Garden slows down opponent's moves, generates tokens to ATK to deal damages to the opponent, and if you summon waghu at full ATK, too, you should have already won the game.
Along with the World Tree you should be able to fully control the field, wanghu controls <1400 ATK monsters, garden reduces their attacks to not let wanghu be destroyed, and world tree destroys anything, maybe even burden of the mighty to control even more opponent's monsters.
Using Horns to gain card advantage and ATK advantage, rabbit that's a 2800 attacker, Evilswarm Thunderbird (OCG) that is a 3900 attacker, that should be good enough with some protection for your field spell, for your wanghu and eventually your world tree.
Good deck is good.

Well, this was quite all, today I'm kinda tired, and I've got to play the piano briefly as an audition for a band, but that's not the problem, lol.
See Ya.

26/09/2012

La Paura: Yubel


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

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

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

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

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

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

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

15/09/2012

Splashable Nordic Engine

When a monster you control is destroyed by battle and sent to the Graveyard, you can Special Summon this card from your hand. Once per turn, when this Defense Position card is changed to face-up Attack Position, you can Special Summon 1 "Nordic Beast" monster from your Deck in face-up Defense Position, except "Tanngnjostr of the Nordic Beasts".
Look at this powerhouse, just look at it. It's something like the main engine for every Nordic deck, since it allows easy lv7 synchros with Guldfaxe and if you've got another lv3, even thor. Easy SSable, and with the XYZs this card is a 1-card R3, that is even searchable.
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.

27/08/2012

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

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

FORBIDDEN:
Future Fusion
Brionac, Dragon of the Ice Barrier

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

Well, See Ya.

20/08/2012

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

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

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

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

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

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

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

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

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


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

02/08/2012

Banned List Wonders, what I'd like and what konami'll do

You know, they will never ever match.


Well, banlist, we meet again, happens like twice a year.
Straight to the point of the post, I'd like to see all the actual meta destroyed. I'm sure it won't happen, though, and I won't even like the crisis of all the players friends of mine asking what should I build without those great deck? The first choice of everyone would be antimeta, I believe, and I wouldn't like that, so, no.
Let's build up the banned list.

What I'd like:
Tear apart those nasty Wind-Ups, unlikely to happen given that konami doesn't give a fuck about. Best way would be Hunter, since I'd like to play wind-ups if they lost the loop. I'd prefer banning Hunter than limiting zenmaity for this exact reason.

Hit those Inzektors, they're broken in OCG, so that wouldn't be that unlikely to happen, but I heard lot of players talking abot banning one at random between dragonfly and hornet. I won't like that, I'm going for the limitation of centipede or damsel. Why? Because banning damsel would be the end of inzektors, banning hornet would mean the end of competitive inzektors, they would just be a mindless 4fun that goes into R5. Limiting centipede would result in a less competitive inzektors, but still there, since you could do dragonfly-hornet-centipede-hornet-add dragonfly and then go into another inzektor next turn with dragonfly. Still, it would be still mindless game. Limiting dragonfly would result into dragonfly-hornet-centipede-hornet-?. Probably, just say one at random, giga-mantis, set some traps, save your monsters for the next turn and combo again. That would be the way I'd play Inzektors with the limit of dragonfly, and I'd like it, kinda controllish, more mindgame oriented, at times.

Some screws on chaos dragons, I'd like BLS banned again, that would hit the general scene, too, and maybe redmd. I'd like to keep future fusion, since I like a lot that card. With one redmd even drawing into future in the first hand wouldn't be that big of an advatage, since it could be stopped with typhoon, at least.

I'd like to keep hieratics as they are, only limit redmd to reduce their power on some easy comboes. I'm not seeing this happening, though, since konami still needs to sell gustaph in Europe TCG and likes.

Rabbit could be damaged by hitting rabbit itself, maybe limit it should be good. Consider that most player will play some possible dead draws like gold sarcophagus in order to use rabbit the fastest way possible.

Nothing on heroes, maybe indirectly doing some with hitting again MST, putting it at 1, should be enough.

Given the absence of heavy storm in Yugi's World, I'll believe they'll ban it again (I'd hope for that, too), and giant trunade will come back, if the ban of heavy happens. I'm Lovin' It.

Here's my list, then:
Banned
Wind-Up Hunter
Heavy Storm
Monster Reborn
Black Luster Soldier - EotB

Limited:
Inzektor Dragonfly
Red-Eyes Darkness Metal Dragon
Mystical Space Typhoon
Giant Trunade
Rescue Rabbit
Dark Magician of Chaos

Semi-Limited
Magician of Faith
Solemn Judgment

Un-Limited
Tsukuyomi

Yeah, I know, you're blaspheming right now, why both Magician of Faith and Tsukuyomi? And, why magician at 2 while tsukuyomi at three? Why DMOC? Why Judgment?
Well, I won't hate if that old and slow loop would come back to be played, it has tons and tons of ways to get rid of it. Indeed, I'd like it.

Magician is at 2 only because of the fact she's splashable in everything. At two it would be a little slower, so that it would be nothing special, except in apprentice build, I believe. However, those recruiters (in this case apprentice) are slow, they can be easily avoided by using other ways to destroy/remove/bounce/spin them, other than attacking, same goes for magician. What's more, I banned Reborn and left there dark hole and 1 typhoon with 1 book of moon (yeah, lol) and 1 giant trunade, playable, not broken. However, being able to re-use those DH, MST and Trunade will make the game a little more mindgame-oriented. Tsukuyomi on the other side is good, but too slow, actually there's maestroke, easily summonable, does the same work, has a good resistance and doesn't get "spirited" at the end of the turn. Let's push those 4fun spirit deck.

DMOC is there mainly because I like it, and then because of the fact that I believe konami would like to sell lots of spellbook, won't they? More, I banned Reborn, we'll recycle the other staples. Like Magician of Faith, recyling those cards will make the game more mindgame-oriented.

Why Judgment? No reason at all, I just liked it being semilimited as its companion warning.

Konami could do:
Banned:
Wind-Up Hunter
Heavy Storm
Inzektor Hornet (if there is neither Dragonfly nor centipede in the limited zone)

Limited:
Giant Trunade
MST
DMOC
Inzektor Dragonfly/Inzektor Centipede

Semi-Limited
Totally don't know

Un-limited
Again, don't know, but something that has been at 2 for long time, maybe BTH or 7 Tools.


Well this was all, but remember, I'm saying this for my and all of the other bloggers' sake, Konami is known as trollnami for some reasons, I believe it's kinda impossible to guess a banned list reasoning and getting them all.

11/07/2012

Banlist Wonders, 2012

Well, I would have started wondering about the banlist around the first days of August, but since pretty much everyone started writing about it, I'd say something here, however my true banlist will be in August, now I'm just wandering in the wonders (yeah, lol).

I'm not fully aware of the OCG meta, but from what I know, Inzektor there won lots of tournaments, they're the closest recent deck to the tier 0 in OCG lands, I'll expect an hit on it. I'd hit Damsel (Dragonfly, I'll continue calling it Damsel, though, since it's the name I'm the most used to) rather than hornet. Why this? Limit Hornet at 1, no matter, usually drawing it is kinda bad, since it's like starting with 5 cards, I'd rather use monk into armageddon to send hornet, then if we have no damsel/centipede in hand, we could go into lavalval chain, and put damsel on top, if we them, I'd go into maestroke/utopia. Hitting Damsel will shorten the combo, other than reducing the possibilities of it to continue looping. I'd put it at 1, this way we'll be able to destroy only 2 cards while searching 1, still not bad, but not like destroing 2, searching damsel for other 2 and another damsel for the other tun to destroy other 2.
This way inzektor player will start changing game style, maybe to something like, combo with damsel first turn, then don't XYZ, set backrows, protect your monsters till next turn, combo more, damsel with hornet to destroy 1 and SS another centipede, hornet with the first centipede, search for a third centipede and destroy a card, summon the centipede you searched for the first turn and destroy another one while searching something. Still don't know, though, I never applied on inzektors, surely the deck will be no more auto-pilot.

I'd hit wind-up for TCG but guess that konami doesn't give a fuck about us, am I wrong?

I'll continue this another day, now I g2g, finally, going to the sea, there's a beautiful sun today. And I meant sun, not temperature.

06/07/2012

Random Post: Wind-Ups, Forbidden Brigade, Effect Veiler and One Day of Peace

Really don't know what to talk about, but wanted to write, random post then, random updates, and random thoughts.

Wind-Ups won WCQ, yeah, a lot of blogs talked about this, just check em out from my blog roll.
Reassuming it all, Wind-Ups won because:
-Players don't play Maxx C anymore, too much traps;
-Players are reducing the number of Veilers, since they needed more space in the main, and since they all thought there will be no Wind-Ups because they get killed easily, the first time they thought of reducing were those veilers;
 -Luck, I believe.

I continue considering Wind-Up a bad deck, mainly because I don't like it, but all they do is wipe out opponent's hand before they start playing it, and end the turn with a Zenmaines, nothing special...Well, that's awesome, but not invincible, just think of Inzektors that could top deck a Damsel, Chaos Dragons that could top deck BLS/Sorcerer, rabbit that could go into walking Judgment/Divine Wrath, HEROes into stratos, then bubbleman and blade amor (even if that wouldn't kill totally zenmaines), or however, a reborn for every deck, LOL.

----------------------------------------

Forbidden Brigade, I like to call them like this, Forbidden Lance and Forbidden Chalice, good cards, an ATK reducer OR s/t immunity AND an ATK booster OR a quick-play veiler. I like them, don't forget that forbidden lance could be used on opponent's monster even to make them immune to S/Ts, like if your opponent is going to use an ATK booster ike chalice itself on his monster, you could use lance, lower his ATK by 800, and that monster won't even get the 400 boost. Well, that was a stupid example, but it is still one.

----------------------------------------

Veiler? Don't like it anymore. I find it bad that he can't negate on your own turn, I'd rather play Forbidden Chalice, how many times I'd have liked to activate something but couldn't because of an opponent's laggia that was there before I could draw veiler? Surely a lot of times. If I drew into Forbidden Chalice instead, I could have used it on laggia, and then combo as I liked...and Laggia is only one of the examples, there are a lot. The only advantages that veiler brings are:
-he can be activated from the hand (main one);
-he's a tuner.
However, I continue liking chalice more than veiler, expecially in HEROes that I'm actually testing.

----------------------------------------

One Day of Peace, AWESOME card. draw 1, opponent's draw 1, no damages this and the next turn. Drawing and preventing OTKs is surely better than Cardcar D turn losing, because you couldn't deal damages that turn, but opponent can in his turn, what's more cardcar d eats your normal summon, and cannot be setted, unlike one day of peace, this is a giant advantage when you're playing HEROes with Bubbleman.

----------------------------------------

Should be all, just some random updates without any real reason aside from the "I wanted to write something" one. See Ya, remember to add me on DN (Leodip), and if you have some questions on anything, just ask there or under the comments.

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)

10/05/2012

Hand Antimeta

Well, started building that, but it isn't simple. I putted in 3 Veilers, 3 Maxx and 2 Crows, 1 BLS and 1 Sorcerer, 3 Scarecrows, 3 Faders, Fiendish Chain and Solemn Trio. Of course I putted in One Day of Peace, deck's engine, and I'm thinking of putting in hand destruction. The deck should work stalling, drawing into something that kills opponent's field (I'm thinking some ways to use Black Rose Dragon, maybe Black Salvo+Wisel Army?), then summon something and totally control opponent's field with fiendish, Solemn Trio, Crow (to don't let opponent start inzektor combo), veiler, maxx in case of Chaos Dragon. Without even testing it, I can easily say that Chaos Dragons are the WORST match-up ever, there isn't a lot to stop them, you can solemn, fiendish, veiler them how much you want, but they can easily rise again. Veiler/Fiendish their monster? They simply XYZ. Crow monster's in grave? They don't give a fuck, they have a lot of light-dark monsters. Solemn them? SS back from grave. Can't handle them, only thing is Fossil Dyna, but we need to equip him with safe zone, too.
I play in here Wangu too, can help handling Inzektors and even rabbit, other than wind-up, so he's pretty good. With him I decided to put in 3 Horn of the Phantom Beast and, as an additional target, 3 Photon Sabre Tiger. I'm playing TK Rai-Oh, putted in without even thinking about it because he's prety much a staple in Antimetas, but, right now, it doesn't stop a lot nowadays, so I'm thinking of taking it out.
Even without Rai-Oh, lights fodder for chaos monster are enough, but the only dark are 2 Crows (not even considering Fader because he is banished after using his effect). Reason why I'm pretty sure I'll implement that Black Rose engine, Black Salvo and Wisel. To easily send what I need to the grave, I'm pretty sure I'll put in even 2 hand destruction.
That isn't all, of course, but the deck is starting taking a form in your mind, doesn't it? Well, those days I'm pretty busy with school and with a music band, but I'll try to build up something good.
Stay Tuned

07/05/2012

Speedy Article: New Antimeta

I played a bit on Dueling Network today, I faced ONLY (unlucky) meta decks. Ya know, I hate meta decks, I prefer 4funs over them, but that's not it. Actual meta decks are A-N-N-O-Y-I-N-G, Wind-Up wipes out your hand, Inzektor wipes out your field and Rabbit has a lot of backrows. If we consider other decks that are going to enter the meta soon, like Hieratics (tomorrow they will be released in TCG), we can say that who starts with the better hand wins, because of hieratics' OTKs. So I'm planning on doing a strange kind of antimeta deck. The idea isn't totally formed in my mind, yet, so I wanted to write it down, 'cause I'm going to sleep now, and didn't want to forget the deck. Basically this deck plays in the main deck cards to stop specifically Inzektors, Wind-Ups, Rabbit and Hieratics, so I think that 3 of every Hand Trap is needed (even crow). Don't know what will be win condition though. Maybe stall with scarecrow/fader, heavy storm and dark hole, summon fossil dyna and set a heavy backrow, but still don't know.
Well, this may be enough for today, I'll continue tomorrow if I get some ideas. Stay Tuned.

16/02/2012

New Banlist means a New Meta

If I did my banlist wrong (I did right only Emergency Teleport and Ultimate offering, but the latter is in the Semilimited when I said it would be in the Limited list) then I must think of the deck in teh new meta with this banned list.
Before we start, I must say that I'm talkin' about the TCG meta. Now, let's go.

Banlist Revealed

I though it was a fake ban, but it looks like it is confirmed.
It's a bad Ban, I think a lot of players in TCG will quit playing at least for the next 6 months (in OCG it is less likely)

08/02/2012

Deck Idea: Wind-up and Koa'ki Meirus

I'm pretty inspired right now, so I won't write alot, just something to let you have an idea of what i'm going to build.
Basically, if someone remembers it, I wrote a post about Koa'ki meirus and how they have swarm potentials. I thinked about wind-ups because they have a lot of power and are a meta deck in this metagame. They can swarm R3 xyz, this mean you can even summon M-X-Saber Invoker (I talked about him in the Koa'ki Meirus post).
Basically then, let your wind up combo work and, when you are going to do the last xyz monster you can do, summon invoker instead of zenmaines. Use invoker's effect to summon urnight from the deck, and use his effect to summon another koa'ki meiru, preferably crusader. Now you can XYZ into emeral and recycle your monsters, or XYZ into utopia to have a beatstick and a 2 times attack negation effect, or into steelswarm roach to mantain your control over your opponent.
I'm going to build this right now, one of these days i'll talk deeply about this, if it works.