Saturday, October 5, 2013

Watts (October 2013)

3 Thunder Sea Horse
3 Wattcobra
3 Wattgiraffe
3 Effect Veiler
1 Honest
13

3 Pot of Duality
3 Messenger of Peace
3 Shard of Greed
1 Recycling Batteries
1 Dark Hole
11

3 Fiendish Chain
3 Magic Cylinder
2 Dark Bribe
2 Threatening Roar
2 Mirror Force
2 Dimensional Prison
1 Compulsory Evacuation Device
1 Bottomless Trap Hole
16

EXTRA

1 Gagaga Cowboy
1 Abyss Dweller
1 Maestroke the Symphony Djinn
1 Steelswarm Roach
1 Starleige Paladynamo
1 Number 50: Blackship of Corn
1 Photon Papilloperative
1 Diamond Dire Wolf
2 Constellar Omega
1 Number 39: Utopia
1 Gem-Knight Pearl
1 Number 69: Heraldry Crest (or Evilswarm Ouroboros)
1 Number 85: Crazy Box
1 Constellar Ptolemy M7

What is the point of this deck?

You attack your opponent directly while hiding behind your backrow (like a little bitch).

Incremental Damage. 1000-1200 DMG adds up over time.

NO Wattpheasant

Wattpheasant is terrible. You have to banish something, which shouldn't be a "big problem". But if you have another Watt, and you're intending to Xyz summon main Phase 2...

YOU CAN'T! Because Pheasant banishes something, and you can't not just do it, which sucks.

Magic Cylinder

I run 13 monsters... Cylinder wins games, by your opponent attacking you. NO matter on how long this card has been in existence, people STILL run into it.

No Main Deck MST's

Other than a small number of random decks (meaning... non-meta), their backrow doesn't matter.

Threatening Roar

uh... it stops me from dying?

1 Recycling Batteries. 

It feels somewhat important because you will run out of monsters and this gives you 2 back to continue the harassment. It's only 1 because there's only 6 targets.

Shard of Greed

The "meta" doesn't like to run MST. because the "meta"doesn't care about backrow. Most "meta" decks have non MST solutions to backrow, which is substitute for said MST's.

So, because of this fact; you can afford to run Shard of Greed and not worry too much about it getting blown up (at least Game 1 but more often, you're siding them out).

In addition, you have another face-up spell that causes your opponent grief, Messenger of Peace. So, they have to choose which one is more important. If they destroy Shard, yes they prevent me from drawing 2 extra cards, but it's a 1 for 1 (I played one card and they used one card to destroy it). But if they destroy Messenger, they STILL have to deal with my other backrow AND me drawing 2 extra cards.

And also, I RUN 13 MONSTERS!

Dark Bribe

Sometimes, a random bribe wins games. Makes your opponent think twice about recklessly activating stuff. Them drawing a card matters very little since whatever they're drawing doesn't single-handedly lose me the game (usually).

Thursday, September 19, 2013

Quick Guide to Blue-Eyes (based on Structure Deck: Saga of Blue-Eyes White Dragon)


originally by superweedsoldier (on YouTube)


Even though it a REALLY rough Draft, I still liked the idea enough to play it. 



With Galaxy Serpent and Labradorite Dragon, you're able to MAX out on Cards of Consonance.


Since Dragon Shrine exists, Summoning Hieratic Dragon of Sutekh is a achievable task. 



Hieratic Dragon of Nuit lets you summon any of your normals from anywhere (target it with Castle of Dragon Souls). With Labradorite Dragon, it's a "one card" Dracension, the Supreme Sky Dragon or Trident Dragion. You only run 2 of each Hieratic because you search them and because Nuit rarely gets to do anything. In the original version, there was 3 Castle, which in theory would make it easier for Nuit to do its thing but as you see below in the updated version, Castle isn't live enough to warrant 3 of it. 

You use Trident Dragion's effect to destroy Castle. 

Common Charity exchanged your pointless normals for more cards. Which has indirect synergy with Castle and Return. 

NOTE: Labradorite Dragon/Dragon Shrine is the ONLY reason you can run Black Luster Soldier.. 
also by superweedsoldier
More-less the same deck. he just dropped the 1 Labradorite Dragon and 1 Maiden for Gorz and Red-Eyes Darkness Metal.

Works better, but since you have Darkness Metal, you can make Star Eater

BUT for the TCG, they're a few issues.

One: Labradorite Dragon doesn't come out until Shadow Specters so, no BLS.

Two: Dragonascension doesn't have a TCG Release just yet.

So, here's what I've came up with based on such.

3 Blue-Eyes White Dragon
3 Galaxy Serpent (send with Shrine, pitch for Cards of Consonance, banish for Common Charity)
3 Flamvell Guard (see Galaxy Serpent)
1 Red-Eyes Darkness Metal Dragon (Castle, Return and D.D.R)
Hieratic Dragon of Sutekh
3 The White Stone of Legend
3 Maiden with Eyes of Blue (the best first turn play in a deck with no defense)
1 Gorz, The Emissary of Darkness

3 Trade-In
3 Cards of Consonance
2 Dragon's Shrine
1 Hieratic Seal of Convocation
1 Silvers Cry
1 A Wingbeat of Giant Dragon
2 D.D.R.
1 Dark Hole
1 One for One

1 Return from a Different Dimension
3 Common Charity
2 Castle of Dragon Souls

Extra Deck

2 Star Eater (REDMD + LV1 tuner)
2 Trident Dragion (blows up Castle) Blue Eyes + Galaxy Serpent
3 Azure Eyes Silver Dragon
1 Scrap Dragon
1 Crimson Blader
1 Slacker Magician (more LV1 monsters)
1 Galaxy Eyes Tachyon Dragon
1 Hieratic Sun Dragon Overlord of Heliopolis
1 Thunder End Dragon 2 Blue Eyes
1 Number 40 Gimmick Puppet Heaven's Strings
1 Coach King Giantrainer

No Nuit?

NOTE: Hieratic Dragon of Nuit didn't make my version because when testing, I never got the effect off., and I'd be in conflict on what to normal summon first.

Now, we ALL know that Maiden is a better first turn summon regardless of being unable to search for it.

NOT using Wonder Wand

I know enough people believe that using Wonder Wand to trigger Maiden's effect is good but it's not.

WHY?

Because you're getting rid of your Tuner.

You target Maiden (thus Blue-Eyes comes out). You COULD make Azure-Eyes but NOOOO. you'd rather draw 2 cards?

Let me elaborate.

Your single-most goal is to kill your opponent as soon as possible, while making it very difficult (impossible is a stretch) for them to stop you. There is NO defense (unless you count Gorz) in this deck and you can't afford to fuck around and give your opponent time to do shit.

Despite drawing 2 cards, Wonder Wand actually slows the deck down. If you run more than 1 (which in itself makes no sense to run only 1 of) Wonder Wand. You manage to get Maiden AND Wonder Wand, draw and among those 2, you draw your SECOND one?

What the FUCK are you gonna do now?

It only works on 1 monster that you don't give a damn about searching (you CAN use One for One if you care that much).

Speaking of which..

If you decide to build this and take to any sort of tournament

Just some ideas. Don't expect a highly detailed Primer

Find some place for 3 Mystical Space Typhoon since you don't main it.

Imperial Iron Wall KILLS you. You don't rely on it, but they're enough cards in the deck that banish (Common Charity being one of them). MST should handle that but Malevolent Catastrophe should suffice (I suggest this because of it's synergy with Castle of Dragon Souls)

Maxx "C"/Effect Veiler should be somewhere in your sidedeck.

Why?

Maxx C gives you more cards (which in turn lightens the load of your main deck draw engine)

Veiler gives you the ability to slow your opponent down if they go first. Since it's a tuner, you can exchange a maiden of 2 for it. If you're going second, having Maiden is less important.

Overworked against Fire Fist (DUH).

The only card in their deck you worry about it Tiger King and he gets a formation, which makes it's vulnerable to Overworked. Most decks don't have specific answers to this so for instance, if you have a maiden on the field, their first reaction is usually to play Tiger King, just because they can.

Torrential/Bottomless/Compulsory because they're good generic traps, that happen to be limited. You don't have to run each one, but I think Torrential is better due to it's synergy with Azure Eyes.

Have some countermeasure against Anti-Special summoning (Evilswarm/Vanity's Emptiness)

Tuskuyomi
Dust Tornado (lets you set Castle)
Neo-Spacial Grand Mole

Mermail/Dark World

Dimensional Fissure
Soul Drain
Macro Cosmos

NOTE: you can STILL function. The only 'dead" card would be Dragon Shrine, but that's easily circumvented.

Against Icarus Attack 

That's the ONLY card in Blackwings (besides maybe Key Beetle/Emptiness) you have to worry about.

Icarus STOPS your synchro play COLD if you didn't manage to summon Azure Eyes.

But if you did, the match-up is easy because there is nothing (without help) in their deck that can get over 3000 DEF.

But back to if you hadn't. I suggest either Seven Tools or Dark Bribe. Bribe because you don't pay any life and Seven Tools because you don't give them a card.

This is only if you managed to set it and it not get blown up BEFORE you decide to make your push. (and if you hadn't destroyed with the MST's you sided)

Tuesday, June 25, 2013

Quick Guide to (T)hunder Family (Redux)

A somewhat updated Quick Guide, because I deleted the older one. 


This is the ONLY reason "(T)hunder Family are a deck. 

This searches each one of the members and itself. 

Yeah, you can't special summon when do it, and yeah, that sucks sometimes.

But think about it. 

How much worse would your hands be WITHOUT Sea Horse... 

You CAN run 2 if you want to, but those not-so-rare occasions when this is the ONLY monster you draw, you can't search for only ONE copy. 

Because of that, run 3. 



They're basically the same card. 

They allow you to normal summon a  LV4 LIGHT Thunder-Type monster. They DO NOT grant you a additional normal summon. 

Gaining an additional Normal Summon is generally an effect that can be only gained ONCE PER TURN but since Ma/Pa don't do that, and only let you normal summon a specific type of monster, you can Ma-Pa-Ma-Pa if you want. 


She gives the deck a bit more... "longevity". by getting back your used Ma/Pa, Vylon Prism and even Sea Horse. It sucks to draw her in your opening hand, so most people run 1 (if any). 

I run 2 because I'm a Rebel. 


Obviously not a part of the "family" but you run it because it's a LV4 Tuner. 

A LV 4 Tuner that will boost your Synchro monster. 

It's nice to get out your deck with Sea Horse (obviously, if you have Sea Horse). But it's a "decent" stand-alone monster with synergy. 


I'm not a fan, because it gets raped (no lube) by Effect Veiler. AND its 0 ATK. 

AND you have to run 3 to make it useful. Which also means you have to waste a Sea Horse search on 2 monsters with 0 ATK

It's GOOD that you can activate its effect when it's flipped as well as normal summoned, but it's 0 ATK. All your opponent has to do is negate AAA's effect, and you're fucked. 

You don't have to believe me. Just try it first... 


Can be summoned off Ma/Pa BUT is too strong for Sishunder, Recycling Batteries and most importantly, Thunder Sea Horse. It's a great stand-alone monster (as we all know) 

BUT "it don't do nuffin"


NO, you don't have to run it. But it's accepted if you do. 

Because it's Honest, and it's Limited to 1. It being limited makes it more surprising to actually see (no Nova Summoner/Shining Angel) which also means you probably won't see it in a game. 

But Honest... is Honest. Completely up to you. 


Veiler isn't as important because you have Starliege as your disposal.

But it'll be random little monsters (Tour Guide) that you just happen to have Veiler in hand to negate it. 

Not that you really need to, but you rather use Starliege on important shit. 


Format dependent. But 1-2 extra cards never hurts. Especially against "Rabbit" decks, where they have to give you at least 2 cards. It's not hurting you if you only run 1. 

Remember, the appeal with this deck is Thunder Sea Horse and he does NOTHING if you draw all your targets.  


It's a dead card early game (as with many others). 

You won't get a chance (generally) to even play this card. 

It's not as common as you think to have 2 eligible targets for this card (if you're not running additional cards like AAA). And most times, you want a better card than this (seeing as it's pretty bad early game)

Play it if you want, but you don't need it. 

May change depending on the format. As of 03/2012 it's too slow. 


Thunder Sea Horse + This. There's very little overlap. Sea Horse doesn't let you Special Summon, neither does Duality. So... if you just happen to get BOTH first turn. Good times. 


This is to "protect" your Extra Deck monsters (that isn't named Constellar Omega). Even if you Lance your Starliege, you're STILL dealing them 1200 while still killing their monster. 

Extra Deck S***


Omega CAN be made (since you run LIGHT monsters), so you play it. 

Besides self protection and the decent attack AND being able to upgrade into... 


Unless you happen to be playing against Constellar, the ONLY time you're summoning this is by upgrading Omega. 

You only run 1, because you're not going to need to make M7 in many games. Omega is usually enough, but  you don't really care about it surviving. However, with HONEST (if you choose), it's pretty tough to get rid of. 


Because you can...

Seriously. This deck is (mostly consisting) of LIGHT monsters. So like Omega, since you CAN use it, you should. 

I mean, it NEGATES the monster AND drops it to 0. Why wouldn't you use it?


Rapes the FUCK out of tokens (Draccosack?)

Goes to 3600 PIERCING DAMAGE? (Vylon Prism)

And for some reason, people forgot about this card 

(I mean, the card IS old as FUCK)


This nigga was late. But since it's here, it still does work. 

Traps



Because you can. 


Compulsory Evacuation Device is a wonderful card by the way. AT least 2.


This is the OTHER reason I choose to run 2 Omega. 

Saturday, June 22, 2013

Quick Guide to Vampire (Shadow Specters)

Vampire Sorcerer


If this card is sent to the Graveyard by an opponent's card (either by battle or by card effect): You can add 1 DARK "Vampiremonster or 1 "Vampire" Spell/Trap Card from your Deck to your hand. During your Main Phase: You can banish this card from your Graveyard; you can Normal Summon 1 DARK "Vampire" monster this turn without Tributing.

You run 3.. because it's your searcher AND (there is a AND) because it lets you summon Shadow Vampire without tributing. You NEVER want to tribute if you can help it... Unless you're tributing Goblin Zombie. 

Shadow Vampire


When this card is Normal Summoned: You can Special Summon 1 DARK"Vampiremonster from your hand or Deck, except "Shadow Vampire". If you do, monsters you control other than that monster cannot declare anattack this turn. This card cannot be used as an Xyz Material, except for the Xyz Summon of a DARK monster.

Searchable by Goblin Zombie. Basically... And it's the 1 card Xyz (if you banish Sorcerer) for a very FEW Xyz (Shark Fortress, Bram, Adreus). Doesn't have to only summon LV5, just any "Vampire" monster other than itself. 

Vampire Grace


When a Level 5 or higher Zombie-Type monster(s) is Special Summoned to your side of the field by the effect of a Zombie-Type monster, while this card is in your Graveyard: You can pay 2000 Life Points; Special Summon this card from your Graveyard. You can only use this effect of "Vampire Grace" once per turn. Once per turn: You can declare 1 card type (Monster, Spell, or Trap); your opponent sends 1 card of that type from their Deck to the Graveyard.

The had to FUCK this card up by making it LV6. 

You can add another (or Vampire's Curse) to make Rank 6's summon-able, but not advised. 1 copy because it's another target for shadow AND her secondary effect triggers the Field Spell. 

Vampire Bram the Edelritter



You can detach 1 Xyz Material from this card, then target 1 monster in your opponent's GraveyardSpecial Summon that target to your side of the field. You can only use this effect of "Vampire Bram the Edelritter" once per turn. If you do, monsters you control other than that monster cannot attack this turn. If this card on the field is destroyed by an opponent's card (either by battle or card effect) and sent to the GraveyardSpecial Summon this card from your Graveyard in face-up Defense Position during next turn's Standby Phase.

FYI. If you use Shadow Vampire effect THEN Brams effect, you will not be able to attack with ANY of your monsters. 

Shadow Vampire: If you do, monsters you control other than that monster cannot declare an attack this turn

The monster that was summoned would be the only monster able to attack. But this effect lingers throughout the entire turn. 

So, combine Shadow Vampire with Bram

Bram: If you do, monsters you control other than that monster cannot attack this turn

If you didn't use Shadow Vampire's effect, the monster summoned by Bram would only be able to attack, but since you're more than likely using Shadow Vampire to summon it, you're not going to be able to attack. 

I learned this the hard way. 

Vampire Empire


Zombie-Type monsters gain 500 ATK during damage calculation only. Once per turn, when a card(s) is sent from your opponent's Deck to the Graveyard: Send 1 DARK "Vampire" monster from your hand or Deck to the Graveyard, then target 1 card on the fielddestroy it.

This is part destruction, Part ATK Booster, Part Foolish Burial all in one card. The destruction MUST happen (yes, you have to blow up your own shit if your opponent doesn't have anything). 

BUT, it will trigger when your opponent wouldn't suspect. 

A card has to hit the graveyard from the deck, NO matter how it got there. It can be from your own Vampire Lord/Vampire Grace to their OWN Foolish Burial. It's fuckin' retarded. 

Fortunately, you don't need the field card to "win" the game. 

Vampire Shift/Sorcerer searches it, and besides trumping shit in battle, you usually activate it when you're intent on destroying some shit. 

NO, there is no point in playing Terraforming to get the field spell. It's not important. 

Vampire Shift


If your Field Spell Card Zone is unused and the only face-up monsters you control are Zombie-TypeActivate 1 "Vampire Empire" from your Deck, then you can Special Summon 1 DARK "Vampire" monster from your Graveyard in face-up Defense Position. You can only activate 1 "Vampire Shift" per turn.

This is good as a one-of, but it's not dead if you don't have a Vampire in GY. 

it's basically Terraforming in Trap form that you don't care about, If your opponent actually stops this card, they suck. 

It's cute to get back Sorcerer in response to monster removal (Torrential/Dark Hole),  

*Sorcerer is NOT Once per Turn*

Outside Shadow Specters... 


Searches Vampire Grace, Zombie Master, Mezuki, Shadow Vampire. 

Activates Vampire Empire if you deal damage with it. 


You should know why but ... 

Lets you make rank 4 Xyz
Gets rid of useless zombies (they BELONG in the Graveyard)
A bullshit beatsick, desperate times. 


Seriously?


You have to run this because Shadow can't special summon itself. 


I think 1 is fine, Any number more is useless, since they're a lot of card effects and who actually kills shit by battle anymore. 

But for those very few instances, there's Pyramid Turtle. Oh, and it can summon ALL your Zombies.