12/05/2012

Necro Dark World

(Didn't stopped developing Hand Antimeta, of course, but wanted to write this, too)
All "Gravekeeper's" monsters gain 500 ATK and DEF.
Cards in either player's Graveyard cannot be removed from play.
Cards in either player's Graveyard cannot be affected by card effects,
except for their own effects.

What does this card do in a Dark World Deck? Itself it does nothing, other than stopping a lot of cards in actual meta, but how does this card help the deck? It helps letting you play a card that a lot of players who played against Gravekeepers fear:

Activate only while you control "Necrovalley".
Both players discard all Monster Cards in their hands.
You realized, didn't you? Necrovalley doesn't affect our game because of no of the DW's effect target cards in graveyard on interfere with it, except for Gates of the Dark World, but it is impossible for both to be on the field at the same moment. So this doesn't disturb our game, but it helps adding some target for terraforming, but, mostly, it lets you play this awesome card. Destroy opponent's hand while triggering your DW's effect? Yes, please. It's like a micro WU loop that kills only monsters, no matter how many they have in their hand, and let's you play your cards at the best.

This is just an idea, but I think it will work good.
The deck should look like something like this (just a skeleton)

3x Grapha
3x Snoww
3x Broww
3x Beiige
1-2x Trance Archfiend
1-3x Tour Guide

2-3x Necrovalley
3x Gates of the Dark World
1-3x Terraforming
2x Royal Tribute

You'll need to add other draw cards, as you can see this is just a simple skeleton with a lot of free slots, basing on this you can build your own Necro Dark World (looking for a best name, maybe all attached is better, "NecroDarkWorld", but still don't like it).

Well, I'm going to study, wrote this fast article between 30 pages of History and 50 pages of English (I live in italy, english is the second lang in school, third is French/Spanish), Stay Tuned, I could write something else today (don't think so, however, more probably tomorrow)

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.

06/05/2012

Hero Kid


When this card is Special Summoned: 
You can Special Summon any number of
 "Hero Kid"(s) from your Deck.

What to say about this card? nothing special, except free rank 2 with 3 monster (dark mist) with just one card, perfect 3-tributes-monster tribute fodder, easy to search, easy to SS from grave, hand or even deck, and so on.

It looks like this card is made to be used along with reinforce truth, SS one and then SS the other two and then XYZ. This can be searched via freed, Reinforcement of the Army, Giant Rat, Warrior Lady of Wastelands and Road Warrior, other than reinforce truth. You can SS this back from the grave with call of the haunted, limit reverse, Junk Warrior (to synch without effect) and monster reborn. From hand you can SS this with Marauding Captain or with X-Saber Wayne.

Let's put all the ideas together

Hero Kid
-Dark Mist (relatively easy to XYZ into)
-Gachi Gachi (easy to XYZ into and gives a boost to all of our monster)
-Daigusto Phoenix (helps in final pushes)

Reinforce Truth (helps hero kid)
-Pashuul (just added because of reinforce truth, can help both with synchros and XYZs)

Junk Warrior (summons hero kid, easy synchro summon)
-Synchron Explorer (again, easy synchro summon and another target for junk warrior, this works good with road synchron and quickdraw, too)
-X-Saber Wayne (Easy synchroable with junk, and then you can SS Hero Kid from hand)
-Tuning (searchs a lot of monster in here, too)
- -Unknown Synchron (searchable via tuning, and summonable via road warrior)

Marauding Captain (summons pretty easy hero kid and other 2 of them, or pashuul for synchro into 5, or junk warrior to synchro into 6 or XYZ into R3, or another Marauding Captain for an attack lock)

Road Warrior (can summon Hero Kid from deck, but even pashuul if needed)
-Road Synchron (if you aren't going to play quickdraw in here, he's needed. Best way to summon Warrior is Road Synchron+Giant Rat/bushi)
-Quickdraw Synchron (he may be good in here, discard unneeded cards or hero kids, synchro it with marauding captain and go into Road Warrior)
- -Dandylion (works well with all synchro engine, quickdraw make it work good too, so why not? you can even foolish it and then synchro)
- - -Debris Dragon (works well with dandylion and can summon hero kid for orient dragon or iron chain, don't know if he's worth the deck space, thought)

Giant Rat and Warrior Lady of Wastelands (search Hero Kid or Marauding Captain, or pashuul, basing on what you're planning to put in, I'd recommend 2/3 Rats, and, if the number of monsters summonable is high, 3 rats and 1/2 warrior lady)

Pot of Avarice (really needed to recycle your hero kids and play them again)

Reinforcement of the Army (searches a lot of monsters in our deck, included hero kids)

Call of the Haunted and Limit Reverse (SS back from grave great monsters with call, or hero kid(s) and pashuul with limit reverse)

Now that you have your ideas reorganized, you can easily think what to put in next, based on your preference, if you want to control the opponent with heavy backrow, or if you want to add a lot of speed with card destruction to discard hero kid and then SS her and SS the other 2, too. Being a lot of the monster in the main deck warriors, you can even go into a warrior decklist with Bushi, only you'll need to don't use hand traps, and that's bad.
Talking about little comboes, in here I like:

Junk Warrior+Hero Kid in hand+Hero Kid (or lv2 monster) in grave
NS Junk Warrior, SS Hero Kid, Synchro into Wayne
Eff Wayne, SS Hero Kid from hand and another one (or 2 if you didn't use hero kid with junk warrior) from deck
XYZ into Gachi Gachi or Daigusto Phoenix (dark mist if you have the third one, or you can keep him to synchro with a quickdraw in hand)

Quickdraw+Synchron Explorer+Dandylion
SS Quick discarding dandylion, SS 2 tokens
Synchro Quick+1 Token into lv6 synchro like turbo warrior or Junk Gardna
NS Explorer, eff SS Quickdraw
Synchro Quick+Explorer+token into chavalier de fleur or Junk Destroyer to stop the combo 
OR into Road Warrior
If Synchroed into road, use his eff: 
-SS Pashuul to Synchro with the lv6 into a lv8
-SS Hero Kid, SS the other 2 and xyz
-SS Unknown Synchron and go into LV7 synchroing wiht the LV6 synchro

Ther are alot of other comboes however, but they aren't hard to discover while playing.

Well, that's all, folks! Stay Tuned
P.s. this post added 2 labels, "Synchro" and "XYZ", I will slowly apply them to the old post, too, so don't worry if you're reading all post with one of those 2 labels and you find only this post.

05/05/2012

Sorry for recent little unactivity

Sorry for recent little unactivity. I've promised myself that I would post at least once every 2 days, but these days I really don't feel like writing, can't for some reason. I have 2 things to talk about, but for some reason I can't write a lot, again, sorry. Luckily I have no fellow reader, so until this blog will become, not famous, but at least known from few persons, it won't be that dangerous for blog's popularity. However, sorry, see ya.

02/05/2012

Nostalgia and Thinking about old YGO Times

Yeah, today I hadn't nothing to write, but I wanted to, so while thinking of some decks to review, I noticed (or better, remembered, I knew those things even before this) of how much YGO has changed. In the past, decks were coolest than now, because now they all look similar. It's annoying how who goes first wins in alot of situations, even when running 4fun (just see revolutionary mill, for example, or better there's every deck that has an antimeti-ish or control-ish part). By setting everything you avoid Wind-Up loop, but you can fear Inzektors, this means that no matter what there are some staple card that are more staple than others, like 3 effect veiler, 2 warning, 1 judgment, compulsory, and so on. This means that pretty much all of the deck in today's meta have the same base. Knowing this, alot of decks are unplayable, you won't even try to run a deck that fears veiler, solemn trio and compulsory if it isn't an FTK. So if you want to play seriously you need either to play with your friends, or use meta decks, antimeta decks, or FTK decks. First options won't let you play in tournaments, second option is a little more complicated. If you use a meta deck, you're considered a Mainstream Follower (or something like this), if you're playing antimeta you're considered annoying, if you're playing FTK you're considered anti-sportive and if you (try to) play some semi-competitive 4funs you're considered a noob. Well, I'd say, "Screw what other persons thing, I'm having fun". But that's not applicable to alot of persons who want to play in a tournament and win it.
Sorry for the reilef (hope this is good, first time I use this word), just wanted to write it down.

01/05/2012

Chaos AAA

I said it in the previous post, AAA has alot of potentials, I fastly (really fastly) did a chaos deck, this is the result


What are the bad points of the deck? Well, I said them all in the other post, discovered nothing else, just slow if you can't draw into nothing good (but are there decks that doesn't have this bad point? LOL), getting AAA isn't that easy, and M7 limit is really bad, can't use that effect in the same turn you Chaos Summoned it, because you can't use Omega's protecting effect on opponent's turn and you need to wait a turn witout being protected. If M7's effect could be used even in opponent's turn, well, that wouldn't be bad.
New good points, I discovered other good points, so I won't talk about all the good points I said in the other post: this combo is really easy to continue, so you can do 3/4 xyz in 2 turns with Kagetokage (translated is "Darkanddark", then "Dark and dark"). M7 can be "rescued" with omega's effect, this does help in continuing the loop, too. 3 Veilers are staples with the new rules on priority, but in here they help alot being light. Evilswarm Mandrago helps alot in XYZing, go into lavalval, send batteryman to the grave. LS Engine helps adding drawing engine, destroying engine and milling engine. I teched in a Reptilianne Vaskii, tribute 2 AAAs and get to destroy a card per turn, not bad. Monk does help alot, love how he can XYZ with just him and a random card.

Don't look too much at the extra deck, I suck at making that, and other than this, I did it fastly.

This was all, I hope I'll do a better list. If so, I'll post it.

Stay tuned.