04/03/2014

Cancello Feniceo: Gate Material HEROes


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

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

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

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

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

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

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

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


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

That's All, Folks!


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

26/02/2014

Chain Beat Rulings (and Black Garden)

So, yeah, I'm playing Chain Beat recently and I'm pretty tired of explaining in almost each and every game rulings for the deck. A couple of time it happened that if I linked them to Pojo's Guide they'd just say "I don't trust a random forum's post" and if I link Wikia "Wikia's editable by anyone, ya know...". Also, I don't expect them to really believe a blog's post either, so let's just start by saying:
Everything I'm writing here is OFFICIAL.
It will always be taken by somewhere, sometimes I may not write the source, but everything is for sure.

So, let's start:


Wind-up Rabbit is one of the backbones of the deck, but has one hell of a tricky effect. Let's see what bothers up:
1.Wind-Up Rabbit's effect which banishes a monster isn't a cost and cannot then banish under Skill Drain;
2.When Wind-Up Rabbit returns on the field, it isn't considered a Special Summon, it is considered "returning on the field" and does not start a chain;
3.Wind-Up Rabbit's effect cannot be used in Damage Step.
First part is based on Problem Solving Card Text. Reading Rabbit's effect clearly explains that it is an effect, nothing to say here.
Second part will need one of PSCT's main rules: nothing's left unsaid in cards written with PSCT and nothing says one thing while it means something else. This means that if the card doesn't say that it is a Special Summon it means that it isn't, and if no method of summoning is explained it means there is none. The card simply is banished until then, this means that it'll "return" your next Stand-by Phase.
Third part should be obvious given that the only cards that can activate in Damage Step are counter traps, cards which directly modify ATK/DEF of a monster and cards which need to be chained directly to a card.




Evilswarm Thunderbird is our second and last floater, and, while it's mostly like Rabbit, it is worth writing about it:
1.Evilswarm Thunderbird's cannot be activated if Skill Drain is active;
2.When Evilswarm Thunderbird returns on the field, it's not considered a summon and it doesn't start a chain.
Basically, the same rulings from Rabbit, with the only difference that part 3 doesn't exist because it's explicitly written in the card text that it cannot be activated during damage step.



Black Garden is a difficult card. With PSCT. Without it it'd have been pure hell. Thank you, guy-who-proposed-PSCT-at-Konami-TCG:
1.If you summon a monster while Black Garden is active, but one of the two effects of Black Garden cannot be used (halving the ATK and Special Summoning a Token), the other works as it should;
2.Black Garden's effect upon summon starts a chain;
3.Once a monster's ATK is halved via Black Garden, its ATK is set on that value and won't change if a card which gave the monster that ATK doesn't apply its effect anymore;
4.If a monster is removed from the field and later returns, it won't have its ATK halved.

I decided to write only the most important ones, so to lighten the charge of the post, not making it too heavy of a read for it to be linked fast.
The first part is given by this article about PSCT, as you can see, Black Garden uses "also", meaning that neither is needed for the other.
The second part is purely obvious given the card, it being a trigger effect it must start a chain.
Third Part is, instead, the trickiest part. Based on the rulings of other cards which halve monster's ATK we can say that if there's Tenki on the field and then Rabbit is summoned while Black Garden is on the field, Rabbit's ATK will go to (1400+100)/2=750 ATK. If Tenki is then removed, Rabbit's ATK will stay at 750. This is pretty important if a monster gets an ATK boost in chain with Black Garden. Let's assume the following situation: there's Black Garden on the field, your opponent uses Call of the Haunter and summons Traptrix Myrmeleo. The chain will go as following:
Chain Link 1: Black Garden
Chain Link 2: Myrmeleo
If you did nothing now, Myrm would just go ahead and destroy your garden, leaving you open against a 1600 ATK Myrmeleo. Ahh, it would be nice if you could stop her effect so that you can just crash onto it with a Token gotten from her summon or something like that. Oh, but you can! You have that Forbidden Chalice, so you decide to chain it.
Chain Link 3: Forbidden Chalice.
The chain is then resolved:
Chalice boosts Myrm's ATK making her 2000 ATK and negates her effect; Myrm does nothing because her effect is negated; Black Garden goes ahead and halves Myrm's ATK making her ATK 1000 and summoning a token on your side of the field. All's well, your opponent will just destroy your token and deal you damage, BUT even after the End Phase, Chalice's boost won't go away, keeping her at 1000 ATK, which kind of hurts, but still doable by Rabbits and Thunderbirds.
Back at the rulings, part four is, instead, more obvious than everything else, but I got this as a question, too, so I figured I should have written that. If the monster isn't on the field anymore, its ATK goes back at the original value and when it returns the field it won't be halved (unless it is Summoned).


Hope it was a nice read, if I get other problems like those, I'll try and write them here. If you have something you'd want me to write, go ahead and say so.

See Ya.

25/02/2014

Gate Material's Versatility

Inspired by AEtherchild's Guide on Gate Material, I decided I'd get back at building something by starting with this kind of easy decks. The first thing I built, although not for real use, was the Sparks FTK

As you can see, it's a nice deck, not really the best Chain Material deck because of the lot of space needed for the combo and searching, thus not a lot of Draw Power was affordable.
If you want to try this, let's start by saying that if you only want to damage with Sparks you'll need about 2 hours, if you do this without using Upstarts. Of course, given the extra deck space I went ahead and played a couple of Gustav Max so that, after you've shown how cool your combo is, you can end the game much faster.
The combo is to draw looping Worm Zero until you draw into Sparks, use it, then banish Gustaph and bring it back by making Leviair with two Fusionists, banish Spark with it so that Electrum can put it back into the deck later.
As long as you remember to correctly reset the field (read AEtherchild's Guide, it's a good read), this should keep going. When you get bored, go with Gustav Max and all's well.

I got quite the fun building this (but I played it only once, and only to try out the combo), so I decided I'd try other stuff.
I then built Hit Da Jackpot! (aka. JAKKUPOTTO SEBUN!)

Once again, the Worm Zero loop gets you all of the cards you need for the combo. Once you have 3 Jackpot 7, Morphing Jar, Book of Eclipse and Shien's Spy (and Double Summon, if you already summoned once this turn) you can go for the win.
Basically, you just summon Morphing Jar with 3 Jackpots in hand, use Shien's Spy on it and then Book of Eclipse. During the End Phase, Morphing Jar will flip and will just discards your Jackpots, giving you the win.
I don't know whether Jackpot 7 gives you the win before or after (I'll guess after) Morphing Jar resolves, so you'll need 5 cards in the deck in order not to lose. It's not hard at all, though, as long as you remember to play a last Electrum to bring back Worm Zero's materials accounting for 6 cards, more than enough.
This one was just for the sake of it and with a much more simple combo, I just wanted a more or less reliable way to use a new win condition, and so it was.

I then gave a look to some new cards, and a card which reminded me of one of my all-time favourite decks, Coelacanth FTK Infinite Trishulas, showed: Mirage Fortress Entereprisenir.
Needless to say, I built it: Deck Out Enterprise

This is, most likely, the most consistent amongst the three decks I posted because it has much draw power. I went for Double Lazuli+Zirconia just because. If you wanted the combo easier while still featuring Gem-Knights, 3 random Gem-Knights work, and you can do that by removing one Emergency Call which is, by the way, not that useful. Other options include Big Koala+Des Kangaroo or Summoned Skull+Red Eyes B. Dragon. I just went for them for a reminder (I will talk about that next).
The combo here is just going into double Master Diamond and then Enterprisenir, use its effect and repeat.
It'll leave the opponent with no cards in the deck left to draw for when you pass the turn, meaning they'll lose by deckout.

Although I said this deck is the most consistent of the three, it doesn't mean it's a competitive deck or the best Gate Material out there. Instead, those are most likely the worse ones, considering that they all pack a way to win, already (Gustav Max), so the cards are only extra cards for the show.
One of the best way to build a Gate Material deck is not building a Gate Material. This means that the best way is to de-centralize the deck from the combo and include other win conditions.
For example, consider the following engine:

As you can see, it only includes 10 cards (and only because 2 were maxed out for consistency, would become 14 cards if you used 2 copies of each EH to counter a single veiler) and 7 cards in the extra deck. An easier combo can be done while playing one less card in the extra deck and two more on the main deck by using Blaze Fenix. I will use this engine for my deck because I will be playing a machine monster for sure and Heat.
With this kind of engine, it shouldn't be hard to build a wannabe competitive deck. For example, I recently wanted to get back my HERO deck, but Stratos went ahead and got banned, killing my deck altogether. Considering how luck-based Gate Material decks generally are, the following phrase should sound strange to your ears: I played a Gate Material engine to make it more consistent.
But that's what I thought. Luckily, my HERO deck was a Gate HEROes, this means that Heat is already in my decklist, I'm interested in searching Fusion gate and my opponent will rather use his MSTs on Gate than on random face-downs hoping they are Chain Materials, because he has no real reason to fear a Chain Material.
This is what I came up with:

As you can see, this is a rough build, that's because I haven't gotten back into the game, yet, much less knowing the current meta, so I wouldn't really know how to properly counter it. This is, however, a generic build based off an old one. Probably the number of HEROes must be fixed, but this is the general idea. Also consider that if you happen to draw into Avian, Burstinatrix and Bubbleman, you can go into Electrum to recycle banished monsters or to retrieve, maybe, the two Cardcar D which got banished somehow or stuff like that.

I think I'll try to improve the deck, I'll post it back when it'll be finished. See Ya.

20/10/2013

60k... Just got there


Well, it's kind of sad, and at the same time, kind of funny.
Reaching 60000 visits (+3, at the moment of the screenshot) in a period in which I'm neither writing nor playing much for a couple of reasons means that the visits are on old posts, which also means that my old work is appreciated (and newer ones, like Traptrix and CEM).
ATM, you may have noticed, I'm from Ubuntu. That's because I had a couple of troubles with my pc (long story short, my 7 years old cousin managed to format my pc right when I was about to create a dual boot for ubuntu and win7 in the 30 seconds I was in the bathroom), and lost most of my works (not YGO related). This means I'm currently trying to rewrite all I had written (was working on a visual novel), retrieve my music (hell, only from Lucky Star I had 4 GB of stuff), GIMP Brushes, textures, .XCFs, C4Ds and so on.
Luckily, I watch anime in streaming, if I had it on my PC, and lost all of that, it'd be an incredibly stunning shock.
(On a side note, this season's anime is pretty nice, I'm loving what I'm seeing.)
What's more, I wasn't liking the meta that much. It's surely better than the one before, but I was probably expecting too much from it, and it disappointed me right away.
I'm kinda sucked in by school, too, I'm on the third year of High School, meaning I've got 5 teachers out of 7 changed, and this is pretty tiring.
What's more, I wanted to start studying Kanjis, too, but I couldn't work that in my week's schedule.
My parents aren't home this week, and I've got to care for my brother (and help him with homeworks, other tiring stuff), I'm at my grandma's home, which doesn't allow me to do all of my things as I'd always do.
Looking forward I see a stressful week, hope that doesn't turn out to be as stressful as I thought...

Seeing as you shouldn't expect posts for the 60k visits, the special this time is the full screenshot, uncut, uncensored. Usually I'd turn off the bookmarks, or altogether cut the upper bar of the browser.
Not that awesome of a special, but deal with it, better off than nothing, uh?

Have a Nice Day ^^

06/10/2013

...

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

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

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


GG

23/09/2013

Fiddling Around with: Chaos-End Master


I was playing around with the new Dododos, thinking of how nice they were, and I was brainstorming for more options on how to search Gasser to the hand and summon Witch to get him face-down, instead of relying on a searcher+Tsukuyomi (which was, for those who want to try it, probably the most efficient way to play it). One of those searchers was Chaos-End Master (CEM for short). CEM special summons a LV5+ monster with 1600- ATK when he destroys a monster by battle.You may think that this card is a +1 (assuming you used a card to boost his 1500 ATK) but pretty hard to pull off and without any real result, but that's not it. Start by considering that it is a LV3 LIGHT Warrior Tuner, pretty nice set. Let's first see a couple of possible synchros to go into:

09/09/2013

Ipocrisia: Traptrix Antimeta


Monsters: [14]
2 Maxx "C"
1 Neo-Spacian Grand Mole
2 Summoner Monk
3 Traptrix Atrax
3 Traptrix Myrmeleo
3 Traptrix Nepenthes

Spells: [11]
2 Forbidden Dress
3 Forbidden Lance
3 Pot of Duality
2 Terraforming
1 Seal of Orichalcos

Traps: [15]
1 Bottomless Trap HOLE
1 Compulsory Escape Device
2 Dimensional Prison
1 Macro Cosmos
2 Mirror Force
1 Solemn Warning
2 Trap HOLE
2 Traptrix Trap HOLE Nightmare
3 Void Trap HOLE

I promised, didn't I? That I would post this after the meta defined down a bit. Well, this is it, full of meta calls.
First of all, let's start saying that the Extra matters little to nothing, but on a second though, I'd add 1 catastor in place, maybe, of Utopia Ray or something else. The side is there, not really studied and tested, but that's the concept and should, approximatively, work.
As of the main, if I weren't to play that kind of side, I would have rather played 1 Terraforming and 2 Orichalcos, but I'd have to side two terras each game in which I used those fields.

Well, let's start:
As I already said in the previous post, the Sisters' strenght relies on +1s whenever you use a card, mainly because when you use that card, your opponent already wasted a couple of resources in order to summon the monster you've destroyed. To this, you can add Nepenthes' and Myrmeleo's searches, resulting in some effective +1.
It has some great control, that's for sure, and the monsters are relatively big under Orichalcos. Sure, they don't compete with >2300 ATK monsters, but still, Dress and Lance help there respectively against 2900 or less and 3100 or less, when paired with orichalcos and Atrax.
The deck can effectively main Macro Cosmos, and, if willing, even Dimensional Fissure (probably in place of a Void Trap Hole).

Maxx "C" is there for EDs (predominant deck, most likely, of the format) and as draw power. They're, indeed, substituting CCDs. If you don't like it, you can freely go back to Cardcar D.
Grand Mole here tries to solve one of the two main problems this deck has: big monsters. If the opponent manages to summon a big monster like Maestroke (which isn't hard at all to summon and we have pretty much no way to counter with our traps) or Gachi (which is slightly easier because of Atrax+Orichalcos) or other stuff like that and they keep it in defense, we have no way to kill them and, thus, killing the opponent. Grand Mole bounces the monster and, if they attempt to summon it again (assuming it is one of those we can counter) even though they went through our traps the first time, they won't be able to do so a second time. If they succeed to, oh well, we can just bounce it again, hopefully.
Summoner Monk brings more Sisters for some more consistence. Summoning Nepenthes this way is even more awesome than drawing into it, too.
Atrax, Myrm and Nep deserve no explanation, aside from Nep being in three copies. I didn't really like it that way, but it happens often to draw into no monsters (Yeah, DN hates us, I know) and this tries to extablish a better field alongside Monk. Keep in mind that Nep+Trap Hole is generally a good or decent start. Even BTH is okay, but someone may dodge it. You never know. After Nep activates her effect once, she's gone for good most of the times. When she survives, though, she will give you many pluses. However, by no mean protect her unless you need to kill the opponent's monster or you didn't manage to use her effect yet and have no other monsters.

As for the spells, you may see alot of them, compared to how many you'd expect, but that's because most of them act as traps but are, at the same time, monk fodder.
Dress+Lance acts as main protection, alongside Mirror, Prison and so on for our Atrax. I managed to kill a couple of comboes, too, hitting a monster with Lance so that nothing could be equipped to it. I even saw one of the biggest suicides ever of a monster that had 5000 ATK and dropped to 1700, crushing against my 2300 Atrax. Dress is mainly protection against BRD, whom may be lots of troubles if you don't manage to have a void or a nightmare.
3 Dualities are for consistency, and most of the times I wished I could play more.
2 Terra and 1 Orichalcos. I would have liked the opposite, so that the Terra was pretty much always live, and to reduce the DDs. What's more, if you extremely needed to XYZ, you could set one orichalcos over the other, even though you couldn't use it. With my side, though, it's needed to main 2 Terras. If you won't play that kind of side, I'd say 2 Orichalcos and 1 Terra.

The Traps are quite a lot, uh? Still, sometimes you may lack them if you don't play accordingly to your hand. The deck isn't that skilled, but still, it isn't totally skilless. Just think before activating something and it's all good.
CED, Prison and Mirror act as main counter to monsters once they are on the field. If they maanged to summon something big before you could set your traps, without those and mole, you'd have lost. This way, instead, you have some kind of counter.
Warning is the only trap that activates on the summon that isn't a hole trap, and thus not searchable. Though, it is too awesome to not be played.
As for the Holes, I chose this exact set after a little meta breakdown. I think this is one of the best combinations. BTH is must at 1. Void Trap Hole should be the one with more copies of itself and Trap Hole and Nightmare are to be played accordingly to the player in a total of 3/4 copies.


Let's see the PROs and the CONs of the deck, instead:
PRO: has counters that vary from nice to awesome for pretty much every deck;
CON: there are a couple of DDs, expecially some Holes against some decks;
PRO: can summon some nice beater with ease;
CON: being nice beater doesn't mean good/awesome beater, and we can't drop stronger than 2300, usually:
PRO: has lots of monster removal;
CON: not always it is effective and sometimes the opponent may just summon the boss before we can drop our traps on them;
PRO: the monsters are usually well protected;
CON: when they aren't, them being killed is most of the times a great loss because of the lack of recycling and reviving power;
PRO: when you manage to effectively control the opponent, most of the times it results in a lock;
CON: when you don't, you are probably going to have your ass kicked;
PRO: it manages to destroy pretty much everything if you play it right;
CON: control cards from the opponent are game-killer for you.

Resuming the advantages and disadvantages of the deck, it has some great control over the opponent with crazily good match-ups against other decks, but it basically loses to traps and big undestroyable monsters.

I've had some nice results with it, against most meta decks. I won to some Antimeta, but surely I lost more than won against them. Being able to side Decree is awesome (Atrax lets your traps activate even if decree is on the field). The rest of the side is awesome when it comes to certain decks, but it may be totally useless against others. I already said, that's mostly the concept of the side, not the real side itself.

Try it, you won't be disappointed.

See Ya.

P.s. Usual Lore, "Ipocrisia" means "Hypocrisy". That's to point out how traptrix work with their traps, they say they're able to dodge them (they all dodge Hole trap cards) but in the end, they suffer from them, not being able to practice what they preach.