Showing posts with label Yugioh. Show all posts
Showing posts with label Yugioh. Show all posts

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.

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).

20/12/2012

Back In Action///YGOPro

Let's say something about my absence in these days. If you were thinking it was because I was preparing for Maya's prediction, well, you were wrong.
My PC crashed for the last time, my internet connection disappeared for two weeks or so.
I had to change my pc (Christmas present, thank you guys!) and I've now got a notebook with Win7, and then I waited for the connection to be back.
Since I've got this new computer with Win7 (to those who don't know, I used Ubuntu, a Linux distro, on my late PC, because it was kinda old and slow), I figured I could install, along with the standard applications, even YGOPro. This post is basically a review for YGOPro, and a message to you all saying that I'm still alive.

Compatibility
Since this is the main thing that didn't let me install it on my previous pc, I figured I could have started the review with this. It is Mac and Windows compatible, with Wine a decent PC could use it even on Linux. DN is better on this front, though.

Deck Building and Cards Updates
The deck building has pretty much the needed options, but it lacks some. I still prefer DN to search cards that serves me some particular purposes. The Deck Edit option has one little more issue that could annoy anyone, even though it is really little: you can't search a card immediately after having put one in your deck or having touched anywhere else. On DN you could search, let's say, Thunder King, add him, then type Doomcaliber and add him. On YGOPro you have to type Thunder King, add him, then go with the cursor on there and erase "Thunder King", then write Doomcaliber and add him. That can be pretty annoying when trying to build the fastest possible.
About cards updates, DN does it faster and updates everything as soon as someone who has to power to edit has the time to do it, while on YGOPro (dunno if it is because of the translator, Percival, but he's doing a great work himself, so it's ok) right now the cards from ABYR are still considered OCG. There are lots of Anime cards, though, for those who don't mind playing cards that won't ever exist.

Gameplay
I'm still learning to use it, but I still can't activate Threatening roar the moment we enter the BP, I have to activate it when leaving the MP1 (not knowing if we're going into BP or EP). After some problems like those, the gameplay is awesome. It is automated, and you won't have n00b issues like on DN for rulings and such. No rate means that less people will shark you or cheat (even because it is automated and thus cheating is far harder and sharking is impossible), and you can enjoy the game more, when trying to relax like I do when playing.
It even has a Tag Duel option, I tried it, it is pretty good, but it doesn't let you private chat with the team mate or see the cards in his hand (if I don't remember wrong it is possible in official 2 on 2 duels).
The possibility to filter the opponent's deck for TCG only, OCG only, Anime and Turbo duels (yup, there are even turbo, I should try them out sometime) is simply great, if it wasn't for some slow updates, but, well, it's ok.

Users
The users aren't bad. There are less n00bs than on DN, or, since it all is automated, it could be that I didn't notice them, even because it is only one day I'm using it.
There's less communication than on DN, because there are no registered nicks and no chats. This could be a good thing when you want to test something without having to be blocked from some friend of yours.
ìì, but generally it isn't that good.

Duel Puzzles
Good, some are harder than others, but not that hard.
The good thing about this is that you can create your owns. Basically you can just set them with avenger, archfiend and necromancer in grave, mirage in hand, some cards in deck, some in your extra and try your comboes. Same with Wind-Ups or any other combo deck.

Customisability
Like for the duel puzzles, other things in the game are customizable as well, like sleeves and background. That's pretty awesome, I'd say.


If you want to download YGOPro in english go on Percival's blog, it is a great blog, not only for YGOPro, follow him, too.

Should be all for my first-day review.
Stay Tuned, tomorrow (or even today itself) there'll be another post.

30/11/2012

Level 6 Synchro

I think that anyone noticed that, LV6 Synchros actually left aren't that good. The moment Brionac was banned, synchros lost the little playability they still had, why's that? Brionac is one of the best synchros level 6 is easily accessible and the effect was really versatile and not limited to once per turn. Little cost that could be abused to clean for OTKs or looping (just think of all the Infernity Loops or Fableds, or random FTKs, and so on). However, Brionac was the first and usually sole synchro option when going for LV6, because other weren't even a quarter of Brio's power. Still, Brio was banned, and we lost our LV6 synchro option, effectively killing lots of comboes or power-plays, may it be synchro climb or just a random synchro to draw with Librarian's effect. People almost instantly decided either to totally drop the synchro part in their deck to focus on XYZ sheningans (or main deck ones, like BLS and such) or to find a substitute for brionac. The main choices were Iron Chain Dragon and Gaia Knight, the Force of the Earth. Let's analyze them:

1 Tuner + 1 or more non-Tuner monsters You can remove from play all "Iron Chain" monsters from your Graveyard to have this card gain 200 ATK for each card removed, until the End Phase. When this card inflicts Battle Damage to your opponent, send the top 3 cards of your opponent's Deck to the Graveyard.
Well, why do some people choose this over gaia? Because of the milling effect. Still, I totally find this unuseful, if not dangerous for yourself: setting-up your opponent's grave isn't a good thing for the 80% of the deck in this meta. 2500 ATK is good, but gaia's 2600 are better, since he doesn't need to sucide against stardust, shi en and others.
To be blunt, then, I totally don't like this card, and I (I, ME, that's personal, you could particularly like this card for some unknown reasons, and, if you do, it is unuseful to talk, since you're probably so convinced that nothing would change your mind) won't recommend anyone to play this card over Gaia.

Let's see him, now.

1 Tuner + 1 or more non-Tuner monsters
Well, no effect. Actually, this card is better than Iron Chain, in my opinion. 2600 ATK, better than Iron Chain's 2500. No milling effect, thus no risks in attacking your opponent to deal some damages, but, what's more, there's no effect at all. The awesome thing about this part is that Fiendish Chain doesn't do a thing against this, and, even though this one is really improbable to happen, your opponent can't randomly veiler this card just to have a random LIGHT monster in the grave for BLS. Good card, if I were to choose between one of those, I would, without any further thinking, choose this one. HOWEVER, there's one more thing I want you to see. There's a synchro option that only few players consider, and just a little part of those plays:

1 Tuner + 1 or more non-Tuner monsters During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. This card gains 300 ATK each time it inflicts Battle Damage to your opponent.
So, what about this card? He's the thing I wrote this post for. I like this card over both Gaia and Iron Chain because of the piercing effect. Everyone in here hates, at least a bit, Reaper, right? Well, Reaper hates this card. Why having a card that deals constantly damage to the opponent while building-up its strenght shouldn't be considered for competitive plays? This runs over spy, while dealing damages, or even over recruiter. This runs over Mother Grizzly (yeah, lol), while dealing damages. However, the main reason is that this card by itself totally defeats the purpose of setting a monster to avoid battle damages, and that's great. After little time, if protected and well-played, this card can even be better than gorz when he's summoned after the opponent's deck's boss' attack.

Overall, Gaia should be used, Uruquizas too. If you have one slot, play the one that would be better in your meta (gaia is good against decks like rabbit, six and others that have some monsters under 2500 ATK, uruquizas is good against, strangely, Inzektor, some wind-up situations, reaper, and cards like Maestroke, eventually GK, sometimes GB), I usually like uruquizas better (on DN), but depends on my deck and if it plays easily summonable beatsticks over 2500 ATK. If you have two slots, don't hesitate to play both.

That's All Folks.

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.

24/09/2012

Card of the Week #16: Arcana Force XXI - The World

When this card is Summoned, toss a coin: ● Heads: During your End Phase, you can send 2 monsters you control to the Graveyard to skip your opponent's next turn. ● Tails: During your opponent's Draw Phase, add the top card of their Graveyard to their hand.
Awww~ this card brings back memories. Well, let's see some rulings:
You can't tribute tokens or any monster if macro cosmo or dimensional fissure is on the field for this card's heads effect.
This card can be sent, alongside another card, to pay this card's cost (for heads effect).

Rapid explanation to the first one:
That's because this card specifically says that you need to send them to the grave, and not randomly tribute or destroy.
Let's give it a close look, then:
Arcana Force, got some supports, we'll see some later, but mainly light barrier;
LIGHT, tons and tons of supports, if needed, even chaos material;
LV8, Trade-In-able, then you can draw and SS it back from the grave to use its effect;
Fairy-type, quite some supports, one could say they're few, and it wouldn't be wrong, but there are some quite useful for us, we'll see some later;
Stats, 3100 for both, awesome stats, almost nothing can run over this thing.

Awesome card. I believe anyone tried at least one time the World Lock, right? For new players, a World Lock consists of using this card's effect to repeatedly make your opponent skip his turn, and subsequently winning.
I decided to review this card mainly to talk widely about the world lock, because it has pretty much no uses outside this deck, not even in arcana force deck.

Performing the Loop
There are multiple ways to perform the loop. Before anything else, you must have the World with its Heads effect enabled, usually light barrier is used, but even Reversal of Fate is a popular card. Then, once this is settled, what about the tribute fodder? Here are quite some engines:
Frog/Samsara Engine, double tribute fodder, good, probably the one best known, but it needs you to have no spell/traps. This one is bad. If you want to use reversal, you can't summon treeborn, if you want to use light barrier, you can't summon lotus. Meh engine, there's something way better.
Double Samsara Engine, slower than the one over here, but at least you can use reversal of fate. Sadly, reversal isn't searchable, so this makes this engine quite bad.
Drill Warrior Engine, probably one of the best. This engine is quite good because it has speed mainly, but even because if you can't summon the world, you've got one more win condition. Basically, go into Drill Warrior, SS 2 Eaters, banish drill and tribute the 2 eaters for World's effect, SS back drill on your turn, SS 2 eaters, rinse and repeat. This does work because the World says "send to the graveyard", and not "tribute". What's more, you can use eaters themselves as tribute fodder for world. Let's say you summon drill warrior, SS double eater, tribute them for world, eat two levels from world, banish drill, tribute the two eaters for world's effect, rinse and repeat.
TragoEater Engine, it's like the drill warrior engine, only that this one is less specific. Summon Trago, SS the two eaters, tribute them for world, eat from tragoedia and tribute eaters for World. When you've only few levels on tragoedia, just copy an high level monster's level and continue.
Ninja/Bazoo Scout Plane Engine, use scout planes as tribute fodder for world's effect, then banish them with Dark Ninja or Bazoo the Soul Eater, and retrieve them. Ninja is more searchable, but Bazoo has an hidden gem: since the opponent's end phase will never come, its atk will never decrease, so you can infinitely increase its attack.

The ones I like the most are the Drill Warrior Engine, the TragoEater and the Scout Plane one, even if I see this one less stable compared to the other two, but consider that trago isn't searchable, so either you send it to the grave and then reborn or something like that, or you hope into drawing that.

Good Cards
Good cards to abuse the situation we're in:
Psi-Blocker, banish one card's use, next turn banish another one while still having the first banished. That's because your opponent's end phase will never come, like Bazoo. Good card, you can use this to prevent cards on World's summon, and then continue forbidding other cards.
Number 16: Shock Master, another good card, sad this does block your own cards too, and is quite difficult to bring, expecially if compared to psi-blocker. The one above is preferable.

I like Psi-Blocker alot, I'm using it in lots of decks actually, good card is good.

Advantages and Disadvantages
The deck has its PROs, but even has its CONs, as everything in this world (yeah, random wannabe-cool statement):
PROs
If the opponent has nothing on the activation of main things (world's summon, world's eff, crows on eaters and such), he's in a worst situation than if he was facing a yata lock, since even an eventual necro gardna wouldn't save him.
Is truly funny and can play even if you can't do the loop, but changes from situation to situation.

CONs
Takes quite some time to set-up, but luck has a great part in here.
It's not meant to be competitive, but if you were looking for a funny deck, you've got it.

Overall:
Awesome Card for a Good Deck. Card is funny, that's all. (Awesome stats, and love the Artwork for some reason)

That's All Folks.

17/09/2012

Card of the Week #15: Starlight Road

When a card or effect is activated that destroys 2 or more cards you control: Negate the activation, and if you do, destroy that card, then you can Special Summon 1 "Stardust Dragon" from your Extra Deck.
Yeah, stardust's card. Some rulings on wikia's page, didn't want to write them here because they are way too much and pretty much any of them was important, so read them before continue, unless you already know them.
So so, what's about this card? Great card, I'd say, negate a mass-destruction effect and SS another destruction negator with a good body, 2500 ATK.
This card is so useful and versatile that you'll have tons of ways to use that. While this card acts mainly as protection from S/Ts where it is played, it provides a good body that can be used for last pushes or as further protection more generic than this card itself. For example, lots of players use to use heavy storm and then negate this card all by theirself because they needed protection from BTH for the boss summon, or a Typhoon on their favourite Continuous Spell/Trap or Field Spell, or because they want to use some mass-destruction effect and fear an opponent's starlight. There are tons of plays with this card, that's why I decided to talk about this.
This card can not only protect from heavy storm, but even from DH, Judgment Dragon, and other mass-destruction.
Only for this reason, I'd play 1 in any deck, but I'm here mainly to talk about another thing:
What about double Starlight?
I'm actually trying to play double starlight pretty much anywhere. Let me explain it better:
Torrential is an overplayed card, without considering staples like dark hole or heavy storm, but there is even mirror force, and other generic cards. Other than those, there are even themed cards like Judgment dragon, and they're not the only ones. So, I thought, why not to play double starlight? Assuming that you know the Psychological and Mind Crush concepts (if you don't, read here, it's a madolche post, but it explains fairly well what's Mind Crush and how to use this for Psychological uses), if you play a deck that usually doesn't play starlight, your opponent will be a little mind crushed, but nothing special, while, if he thinks you do play only one after seeing the first one, and then gets starlight'd again, there's the true mind crush, other than making it easier to draw the first one and do the first mind crush. The first starlight's mind crush usually makes your opponent not fear anymore it, so he'll play cards not only thinking you finished your starlights, but, if he's easy-minded, he'll forget that you could have other negation cards, such as judgment, bribe, warning, and so on.
Playing 2 starlights is good even because of ordinary protection against destruction cards, it isn't only a Psychological matter.
However, no matter how good this card is, there are tons of players saying "The Huge Revolution Is Over is way better than starlight, it's a counter trap". That's not totally wrong, the main difference is being a counter trap, thus not negable via trap stun or royal decree, but both cards aren't that played, and not negable via warning. Starlight, on the other side, is vulnerable to these 3 cards BUT it SS a Stardust, one more negation card, and two of those cards aren't really played. So, I usually choose Starlight over huge because of the high amount of protection it gives and because of the opponent's lack of warnings (if you use warning on starlight, you'll have one less warning against my tiara). That's the usual reasoning.
Huge, on its side, have the possibility to protect even if the opponent's destroying 2 cards he owns. Let's say he uses scrap dragon's effect, it's possible to use huge and kill scrap.
I myself use huge only in jam machine deck, because of the unability to SS.
Well, That's All Folks thanks for reading.

P.s. here, we took a tin the day before yesterday, here's the video of the unboxing. It's in Italian, though.


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:

When this card on the field is destroyed and sent to the Graveyard, you can remove from play 1 Psychic-Type monster with 2000 or less ATK from your Deck. During the next Standby Phase, Special Summon the monster removed from play by this effect.
What about this? Is a tardy recruiter, it doesn't SS immediately, but waits for the stand-by before summoning the monster, so, why using it? Think of this as an assured LV2/3 tuner or xyz material for the next turn. Basically, summoning during the stand-by, she makes the monster immune to opponent's swarms and attack, since it'll be special summoned during my turn if the opponent destroyed this card by battle. Think of mew+messengelato, actually good, search a card, but it's bad that you can't do anything after that, and if the opponent has a solid and good hand, he will overcome this set-up really easily. This card is used to stabilize starting hands. Draw bad hand? Set this and have probably a synchro or an xyz for the next turn. If you have your usual mew+gelato, with this card that summons another copy of herself, you can already do invoker+tiara+chateau, not bad, is it?
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.

05/09/2012

After-Birthday Post///Some Random Thoughts

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

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

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

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

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

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


Stay Tuned.

29/08/2012

Believe it or not, Infernity Yet Again

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

27/08/2012

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

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

FORBIDDEN:
Future Fusion
Brionac, Dragon of the Ice Barrier

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

Well, See Ya.

25/08/2012

Bluffing, DN and IRL

Taking DN as the representative of virtual games, tag force, world championship (DS), YVD, YGO Pro, they're all pretty much the same, as long as your opponent is a real player and not a CPU.

The image says all about this technique

Bluffing, one of my favourite techniques in this game, how to use it (for newbies) and how to act against it (for pros and wannabe pros).
Bluffing is a techinque took from poker, that has been used in pretty much all the game cards, doubt could be a good example (for those who don't know, or call it with another name, the player discard a cards facedown, and says it is a 6, for example, another discards a card that should be a 7, but you can doubt of it, if the card isn't a 7, the one who discarded it will take all the cards discarded, if it is, the player who doubt-ed will take all the cards, instead).
In YGO, we'd use this technique to stop some opponent's moves, if he isn't a careless player, or we make him believe we have a poker hand (aka. awesome hand), limiting his moves. Let's say you have a mirror force set on the field, while the opponent has two stardusts and you have 2 cards in hand (random card and MST) and 4700 LPs.
Seeing it from the opponent's point of view, attacking shouldn't be a bad idea, in the worst of cases he'll drop a D-Prison or a Fader, but he can't go into gorz, since he still have a card on the field. If you were the player b that has double stardust, what would you do? You'd attack with the first, player A chains mirror force, and you negate with one of the stardusts, then you attack with the second for damages. At this point you won't think of nothing in his hand, it's a mind game, you won't think that he has gorz after he used mirror force, since gorz is limited at 1 it is less-probable for player A to draw into it. BUT, what if player A, during his turn, uses typhoon on his own mirror force? Wouldn't player B think that player A has a gorz in hand? Because if it isn't that move would be pointless, and since gorz here could have been game, too, you don't want that to happen, and you wait for something to respond to gorz.
That's one of extreme bluff, risking everything, since you would have gained only a turn activating that mirror force, surely that wouldn't have been enough (not surely, probably, depends from the other card you have in hand), while making your opponent think you have gorz, will have you gain tons and tons of turns, except if the opponent is lucky, lol.

However, extreme bluff is one of the rarest ones, everyday life consists mainly of ordinary bluff, such as "Player A sets a Dark Hole when the opponent has stardust on the field, making player B thinking he has D-Prison, instead." or "sets gold sarcophagus and D-Prison, if the player B MSTs one of the twos he'll always fall in player A's trap: MST on sarcophagus, he'll think both are bluffs, so he'll attack freely and get hit by prison; MST on prison, he'll think the other one is another protection trap and thus won't attack". Profit.
Bluff on DN usually consists of setting some of the less important cards first, since some tend to hit cards on the center with MST, or setting more and more cards when you have a bad hand to make him think you have a powerful backrow ready to exterminate everything.
The difference from IRL to DN bluffs are, mainly, that IRL you can help yourself with your body, some smiles, for example, can make your opponent think you drew what you needed. Bad situation, opponent has full field, you're at top deck, draw gold sarcophagus, smile as you're limitating yourself from laughing hard, set gs and end turn. What would you think if you were the opponent? Of course, player B (the one with full field) could be careless or having an MST/Heavy Storm, but doesn't matter, you have a chance of winning like this.

When you're in one of this situations, where you see the opponent doing something like what we saw up here (setting GS, but thinking it is mirror force), what could be the best response? Put some monsters in defense is, usually, the best thing to do, and then attack. Even if it'll need two turns to kill the opponent, three if he uses that mirror force (that is a gs, so that won't ever happen, but you don't know that) on the second turn of attacks, but with that few draws he has, they won't be enough, except for DH, lol.
Against the two set cards, I'd play it differently, I'd set my MST and end turn, killing only one of the two cards isn't enough, so I'd prefer waiting for the second MST or heavy, and use this mst as mst bait (maybe one of the two set card is mst itsellf) or using it to negate some power plays with Dragon Ravine/DW Gate/Necrovalley+big beater/call of the haunted, etc...
Against Gorz, no way, continue attacking freely, if he MSTs his mirror force. See it from the opponent's point of view, if he really had gorz, what would be the point into MSTing his own mirror force? He could simply have used mirror force on one attack and drop gorz on the second one, mantaining that MST for future uses.

Sorry for the kinda fast post, hope it was useful, however, but on this argument there weren't lots of things to talk about. I did this because I fell in love with that image mainly, lol.
Well, See Ya.

24/08/2012

Oni-DAD



Monsters: [25]
1 Black Luster Soldier - EotB
1 Blackwing - Zephyros the Elite
3 Blue-Blooded Oni
1 Bone Crusher
1 Chaos Sorcerer
1 Dark Armed Dragon
1 Endless Decay
3 Zombie Goblin
1 Gorz
2 Lyla
1 Mezuki
2 Photon Thrasher
1 Ryko
1 Sangan
2 Shutendoji
1 Tour Guide from the Underworld
2 Zombie Master

Spells: [14]
1 Allure of Darkness
3 Book of Life
1 Charge of the Light Brigade
1 Dark Hole
1 Foolish Burial
1 Heavy Storm
1 Inferno Reckless Summon
1 Mind Control
1 Monster Reborn
2 Mystical Space Typhoon
1 Upstart Goblin

Traps: [1]
1 Return from the Different Dimension

I like this deck, the extra could be improved, but it's good enough to be played.
Well, the deck is based on Blu-Blooded Oni's capabilities of looping and swarming.
Let's just say an Oni in the grave (and another random zombie monster), shutendoji and photon thrasher in hand with no monsters on the field. If you've got upstart goblin or Book of Life/Monster Reborn, this'll make the combo kinda awesome.
SS Thrasher, NS Shutendoji
XYZ into Lavalval Chain, send mezuki to the grave detaching shuten
Eff Mezuki, SS Oni, detach thrasher, SS Shuten
Eff shuten, put mezuki on top deck
XYZ into Lavalval Chain, use its effect detaching oni to send mezuki
eff mezuki, SS oni, eff oni, detach and SS Shuten (you'll need another zombie monster in the grave to do so)
XYZ into the last lavalval chain, repeat the loop to go into another R4 monster
OR
if you've got a reborner, use lavalval chain's effect to put on top deck BLS/DAD (based on what you need and you can summon)
use the reborner to reborn oni, detach shuten and SS it.
Use shuten's effect to banish two zombies and draw bls
SS BLS and then go into another giant R4 monster

In the worst of cases the combo will end into 3 lavalval chains and another R4, (1800x3=5400+another R4, pearl would be perfect since he has exactly 2600, could be game if direct attack).
The combo could look hard to start, a bit situational, but it totally isn't. That's just one of the way to loop, one of the worst, youo can even abuse of zombie master to discard things from hand, do 3-Material XYZs and go into double oni and another monster. 3 Onis can combo like hell. Let's say you have an ouroboros on the field with two materials, detach one for oni, detach the second for oni, too, and you'll have 3 Onis on the field. You can then go into pearl, detach one to summon another oni and another one to summon the other one, and have again 3 onis, and one of those hasn't still used his effect.
I was thinking of dropping one ouroboros from the extra for the second pearl, for this.
Speaking of fixes I'd do, I'd drop tour guide, I don't like it anymore post-banned, since it has just one target in here, and since we're tight on the extra, I'd like to drop that leviair, too.
Bone Crusher is a tech, has tons and tons of potential, but right now I haven't used its effect once, in 30 games, more or less. Not sure what to do about this.
Inferno Reckless Summon, makes really easy OTKs with oni, if your opponent has bad targets, but I don't like opponent-relying cards, it's all based on luck, and I kinda lack it, lol.

So, I'd do:
-1 Tour
-1 Inferno Reckless Summon
-1 Bone Crusher

+1 Upstart Goblin (sometimes it's not possible banishing two targets for shutendoji's effect, and this substitutes the reborner to draw into BLS/DAD. Adds some speed to the deck, too)
+2 Call of the Haunted (maybe, dunno. Calls are always good, chainable to MST/Heavy Storm to search with goblin and sangan. Or this, or Silver Sentiner. And I'm serious about the latter, MST/Heavy Storm bait, SS itself and destroys nasty S/Ts that'll block our combo, while putting on the field the first lv4 we'll need for the first XYZ to start looping)

For the Extra I'd do:
-1 Leviair (no more tour, no more R3, and we need slots)
-1 Ghost Ship (it's just that I don't like it)
-1 Ouroboros (3 are just too much, even if it possible to loop with them, too)

+1 Pearl
+1 Chimeratech Fortress (if you want to keep one of those, you can drop this, then)/Gaia (against Thunder Family, monarch with illusion snatch, constellar, Chronomaly, ecc... with mind control)/photon papilloperative (among those, this is the one I like the most, since this can substitute ghost ship's main use, destroy reaper)
+1 Utopia Ray (well, you can detach from utopia to use oni's effect and then go into this, and you can steal opponent's utopias with mind control)

The deck has lot of power, sadly, some Backrows can easily stop this, then, you don't need to loop exactly when you have all of the pieces, be sure to kill their backrows, first. If you go against trap-less deck, be aware of gorz.
Try the deck, I believe you'll like this. If you have some questions, as always, just say it in the comments.

Oh, and, just a little thing, for the first card of the week of the banned (3th september), SHE will be an unexpected card, I'm looking forward to posting it. Try and guess.
Tomorrow I'll go to my first sneak peek, and, thus, the only real tournament. I'm looking for Madolche Majoleine, but I'm fine with no matter the madolche card.

Stay Tuned.

18/08/2012

10.000 Visits Special #3: Confirmed Banlist Talk

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

Well, this is the well-known banlist. What are my thoughts on this? A good banlist that'll form a good meta, but it hit all of my favourite decks/loops/cards.
Future and Brionac are, probably, the cards I like the most, you shoud know that, I said it pretty everywhere. Brionac and Future are both Loop Generator, but I was okay with that. That's because both brio and future were and still are for a couple of weeks, two awesome cards. Leaving Future apart, a card that I've wanted to be banned too, since I hate chaos dragons, brionac was a card for peoples who knew how to use him. Lots just go into him (yeah, male, lol), use his effect, bounce an opponent's card and just attack, but they forget that he can bounce your own card, they remember that only during auto-piloted loops, and that's bad. I myself recently used brionac this way to win. Opponent had dark hole in hand for the next turn (just took with gold sarcophagus) and 7600 LPs, and I had brionac that I used to bounce a face-down fossil dyna that would have killed me if I attacked it (don't ask me what kind of deck he was using, totally don't know, lol), enemy controller and undine in the grave and 700 LPs left. Here I had only a field of brionac and genex undine with seahorsemen and megaloabyss in hand. I was chatting with a friend of mine that moment, I said the field, and he said "oh, well, you couldn't have win against a deck like that", and I noticed how many people play brionac auto-pilot-ishly (lol). There I just had to discard seahorsemen to bounce undine, search moulin glace, summon undine, send horsemen, add second moulin and controller, brio's eff, bounce undine discarding controller, send undine and moulin to the grave and SS megaloabyss. SS Moulin, discard his two cards, eff megalo, tribute brionac, beat for the win (2400+2400+2800=7600).
Brionac is a card easy to use, but needs some thoughts to master it.

Inzektors limited, nah, if even hornet is limited it will be no more fun. Well, I'll build something with those inzektors now that no one uses them anymore.
Gustkraken limited, well, a gishki card in the banlist makes sense. However, this was a kinda broken card.
Chaos Sorcerer, uhm, well, no bad, no good, it doesn't affect me too much, since I play mostly 1 bls and 1 sorcerer when I play chaos decks.
Ultimate offering is probably the card that hit me the most, I'm playing madolches now, you can't just limit one of the best cards in there. Oh well, at least I'll have slots for double summons.
Spore, it doesn't change a lot from being at 1 or at three, since I'd play however at least a copy of copy plant in gigavise, however, for some plant decks, it would need to be at 2/3, at least.
Zenmaighty, I like this, 'nuff said.
Tsukuyomi, aww yeahh. Like this one, definitely. I'll build something around this, but this can be used as support pretty much anywhere. Mask of Darkness-Tsukuyomi control, lol.
Red-Eyes Darkness Metal Dragon, whoa, like this too, no more abuses.

Mirror force at 2, like this too, going for a more skill based meta.
Convocation, I wanted more hit on hieratics, too.
Earth, like this one, too, agents should be played a little more, especially with teleport back.
Reasoning, I've got some things that'll like this one.
Rescue Rabbit, I'd have limited this, but, yeah, lots of the cards of the deck are still money cards, and knoami wants to earn something.
Emergency Call, doesn't hit that much heroes, but still does something. Glad they didn't limited it.
A Hero Lives, again, some random hits on heroes, but they're still good.
Duality, more slots in madolches, lol. Don't have nothing special to say about this, though, only that my avenger abuse lost a little of power (looking forward to write a review of this, I've finally reached a good build).
Kalut, doesn't mean nothing to me, only that I kinda hate BWs, so it affects me when I'll meet all of those BW players on Dueling Network, once they'll start using double kalut.
Debris Dragon, like this one too, some other boost to plants.
Tour Guide, yeah, definitely like this one, too, it'll need some more skill while building.
Emergency teleport, LOVE. THIS. ONE. I'll play just random decks with random earth monsters and the teleport engine to go into beast and barkion.
Marshmallon, really, doesn't mean a lot to me.
Necro Gardna. Other boosts to twilights? It looks like either konami wants to make twilight a meta deck again or they like a lot the movie. Hope it is the first for various reasons.
Destiny Draw, love this, discard, draw, SS synchro/xyz, opponent quits. I'm actually building grepher control, I believe this card will help. I'll explain what a grepher control is in another post.
Magic Cylinder. Dafuq? Does really konami want me to die under all of those noobs that'll play "defensive decks" and BW Players? Why, why do they hate me THAT much?
Sword of Revealing light, same as cylinder, however, I'll play gol'gar control again this meta, I believe.
Area B, yeah, konami really hates me.

Well, this was the banlist. After all it was a good one, but still, there are some things I don't like. Well, nothing's perfect.

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.

31/07/2012

Card of the Week #11: Forbidden Lance

Target 1 face-up monster on the field; until the End Phase, it loses 800 ATK, but is unaffected by the effects of other Spell/Trap Cards.

Random Rulings:
1.This card targets.
2.You can use this card in the Damage Step.
3.You can use this card on a monster with less than 800 ATK and make him 0 ATK with protection from spells and traps.

Explanation:
Fist is clear enough.
Second is because during the damage step you can activate only cards that change ATK values and Counter Traps.
Third doesn't need explanations.

Fast close look, then to the real review:
Quick-Play Spell, quick-play is surely the best kind of spell card, probably even better of trap cards.
Activable in damage step, less counterable and more versatile.

As always, being a spell card, it's hard to write more in the close look, however, let'sgo to the real review.

Forbidden Lance is a card of the forbidden brigade (Forbidden Chalice, Forbidden Lance and Forbidden Garment. UPDATE: Dueling Days did a post about the entire trio, however I was planning on reviewing this card and had the review written from the last week, so I posted it however).
All of the cards from the forbidden brigade have a thing in common, they modify the ATK while doing some modifies to the monster, making possible to use their effect during damage step. For example, forbidden chalice on snowman eater.

Returning on our card, why am I reviewing this? It's a great card, it initially shined in GBs, lowers opponent's monsters ATK to destroy them with GBs or protect them from nasty spells/traps.
However this card gradually took place in lots of decks. Actually I'm playing this in madolches, basically the same thing of GBs, protect them both from attacks and spells/traps, not bad.
Still, this card became played in lots of places for the second effect mainly, protect some monsters from Bottomless in no matter the deck, on dollka to protect his summon, can stop nasty dimensional prisons or fiendish chains.
However, this card wouldn't have been played if it hadn't the other lowering-ATK effect, I believe. Yeah, it would've been way more broken for some decks, but wouldn't have seen play in other decks that needed that loss of ATK. Just consider again GBs and Madolches, it would have been bad for them. But consider Rabbit Laggia, yeah, happiness wouldn't stop so easily.

Back again to the real card, since you can use it against opponent's monster that wouldn't just result in a loss of 800 points of ATK and spell/trap invulnerability. Just consider I faced a vylon deck, he went into a giant monster, photon thrasher while I had Tiara without chateau. Thrasher itself wasn't enough, so he summoned cube, synchroed into sigma, equipped from the hand double mage power, vylon segment (protection from my set down, just in case it was a d-prison/mirror force), vylon material and while he attacked he equipped with sigma's effect another mage power. The ATK was 1800+2500+2500+2500+600=9900, I had 6000 LPs, it would have been enough.
When I activated lance on his sigma I was like "Sorry, I didn't intend to hurt your feelings", LOL.
It was game since he had only 700 LPs left. Well, rage quit before admitting defeat.

This card is basically used because of its versatility as I said, so it's not intended for closed-minded persons. You should always consider all of the situations while playing with or against this. When you're against GBs, consider always the half of your monster's ATK via shrink or 800 ATK less via forbidden lance, but don't forget that your monster could be affected with other S/Ts and that could make your maths go crazy.
Just consider all of the conditions of the field while using this. That's what you need to know while playing. I know this could seem obvious, but lots of peoples I know lost games because of that.
Example: My friend had lance face-down and shura, few in hand that didn't matter and 4000 lps. While opponent had hanzo and super-transformation setted (know because he searched that having no hand and then set) and 2100 lps.
Opponent used super-transformation on his turn, my friend used lance on his shura, opponent tribued then his hanzo and went into Jurrac Guaiba, attacked shura and went into laggia, subsequently won game because he stopped my friend's main move.
Of course my friend said that it was bad luck, I stopped him and said what he did wrongly.
He could have done Lance on hanzo, making him tribute his shura and going into random guaiba that couldn't have done nothing, at least going into Utopia/Maestroke after attacking. Then summon blizzard, revive Shura, go into brio, discard 2, attack and win.
Of course he said "Oh, I didn't think about it", with a Poker Face. He lost an online tournament for that, with real prizes. If he won that game he would have taken a set of tour guides and sangan (not that sangan costs something, but it's to make it effective and play-ready).

Well, this was all for today, hope you enjoyed it, since the card is one I like a lot.
Some anticipations: Madolches (tomorrow or the day after tomorrow I'll post a build of it), working on some random decks, and some ninja things. I've already decided the card for the next cotw, I believe you'll like it.

Stay Tuned.

30/07/2012

Laval, some thoughts

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

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

28/07/2012

Speedy Article: Vylons

Developin' 'em ATM.
Why those? A friend of mine is annoying me asking me "Do you have a Vylon deck? Do you know how to build one? Can you help me?", and, well, I'm actually studying them on DN, just put some together. I already knew the Kay'Est-Element Loop, but I'm trying not to read anything else online and not seeing any other builds to do this, I don't want to be influenced by other builds/other person's builds/ideas.
I'm going for the loop, I believe, or for a control one with the synchros, or OTK one with Sigma (the only vylon build I ever played).
Wait for this, I'm starting to like them. In the while time I could post another deck that's under developing and the Card of the Week.
Thanks for reading and following the blog. If you have some requests on something, some decks, some cards and likes you want me to review/build, well, just ask.

26/07/2012

Tests: Gishki FTK and Nimble OTK

Well, I tested alot those two, and I'm really happy, here are the results of the tests:

Gishki FTK: is really consistent, can resist for a turn or two or even win via beatdown when you don't succeed into doing the full combo on first turn. If you resist for more than 3 turns, you're probably going to win. Just hope your opponent doesn't set too much.

Nimble OTK: this post was mainly for this one, I tested it, something like 30 games, and I haven't lost even once. That's Awesome. I encountered lots of bad Match-Ups (deck that set too much and Inzektors, those two mainly), but ever win, even with bad hands. It comboes too much for the opponent to handle it with those backrows, pretty much the same of fableds. Opponent had a full field, Laggia+Dollka+2 set cards, I had nothing on the field and pretty much a bad hand I don't fully remember. Once I succeded into getting rid of dollka, everything was easy, just stalled and drew into Dark Hole, that stopped laggia, luckily the opponent didn't have starlight, then I made the opponent waste all of the XYZ materials of dollka, then comboed, I made him waste all of the set cards he had, and win. It was kinda a big table-flip. Just consider that the two set cards were solemn warning and solemn judgment. Was kinda hard.
I did pretty much the same against T.G. Antimeta and Machina Antimeta, kinda hard, but won however. Inzektor bugged me more than I expected, but got rid of them however, caius wins games.

Overall:
If you want something to play IRL, play Gishki FTK, if you can, play Nimble OTK (I think that nimbles are released in OCG already, am I wrong?).
Those are two awesome decks, nimble is the best one, though, but gishki is cheap and TCG-ready.

24/07/2012

Full ABYR Review OCG

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