Thursday, June 11, 2015

"Bad" Decks... Melodious (pre CORE)

Don't expect anything special. It's Melodious...

Main reason I think it's "decent"

dats a big bish

 It "D.D. Crows" 3 cards and gets bigger and can be even bigger thanks to Sonata

Most decks use the Graveyard, so....

3 Soprano the Melodious Diva
3 Sonata the Melodious Diva
3 Canon the Melodious Diva
3 Aria the Melodious Diva

2 Honest

14

-3 Aria mainly because Opera/Tam-tam aren't out yet.

-Until Crystal Rose, I'm not playing ANY high level Melodious, period.

-Why no Elegy? because it's LV5.

3 Upstart Goblin
3 First Movement Solo
2 Mystical Space Typhoon
1 Book of Moon
1 Raigeki
1 Soul Charge

11 Spells

- Upstart
   -The life gain doesn't matter.
   -This is a "combo" deck
   -I've tried "actual" cards in it's place, they were bad (yep, I said it)

-MST because random sh!t ruins your life

3 Powerful Rebirth
2 Breakthrough Skill
2 Mirror Force
2 Traptrix Trap Hole Nightmare
1 Time-Space Trap Hole
1 Compulsory Evacuation Device
1 Solemn Warning
1 Bottomless Trap Hole
1 Torrential Tribute
1 Venitys' Emptiness

15

SURPRISE! The traps are the most important #kappa

On their own, Melodious are weak as f*ck, so the traps do the fighting.

-Trap Hole Nightmare is decent because MOST monsters that matter against this deck (Nekroz of Trishula, Exciton Knight) activate their effect the same turn and gets it the f*ck outta here

-Time-Space Trap Hole doesn't destroy (and I got it for 3 bucks)

-Breakthrough Skill over Fiendish Chain? Read Aria

-No emptiness? for you to do anything remotely cute, you NEED to special summon

-Powerful Rebirth brings back Aria (and Soprano) in defense mode and is NOT bound by it.

EXTRA

3 Schuberta the Melodious Maestra
1 Bloom Diva the Melodious Choir

1 Fairy Cheer Girl
1 Starliege Paladynamo
1 Bujintei Tuskuyomi
1 Constellar Omega

1 Gagaga Cowboy
1 Castel the Skyblaster Musketeer
1 Abyss Dweller
1 Number 80: Rhapsody in Berserk
1 Dark Rebellion Xyz Dragon
1 Numnber 101: Silent Honor ARK

Because you're playing LIGHT monster(s), you have the distinct privilege of using Fairy Cheer Girl (card draw, they're also fairies; boosted by Sonata), Starliege (which "combos" with Ragnazero; also boosted by Sonata), Tuskuyomi (draw for a deck that doesn't gain advantage easily) and Omega (I always play it in decks I can play it in)

- Exciton is a contradiction and STILL fairly expensive.

- Castel is usually better than 101, but I like having both (you never know)

- No Lavalval Chain?
  - It's a nombo with Solo.
  - Soul Charge is limited (but if it wasn't... n*gga..)

Sidedecking ideas? (for those that give a f*ck)

Effect Veiler: when Breakthrough Skill is bad, or not enough.

Mind Crush: not stopped by MST

Artifact Lancea/Imperial Iron Wall: I'll just leave this here..

De-Fusion, Shaddolls duh (mainly Winda, and maybe Shekhinaga)

Thunder King: This deck doesn't search AT ALL



Next "bad" deck. Ghostrick



Thursday, January 1, 2015

Burnt Chick'n (Blackwing POST Premium Pack 17)

3 Blackwing - Gale the Whirlwind
3 Blackwing - Shura the Blue Flame
3 Blackwing - Kalut the Moon Shadow
3 Blackwing - Bora the Spear
3 Blackwing - Kris the Crack of Dawn
3 Blackwing - Pinaka the Waxing Moon
2 Blackwing - Blizzard the Far North
1 Blackwing - Zephryos the Elite

3 Black Whirlwind
3 Pot of Duality
3 Mystical Space Typhoon
1 Allure of Darkness
1 Snatch Steal
1 Raigeki

3 Icarus Attack
2 Fiendish Chain
2 Black Sonic
1 Delta Crow - Anti Reverse
1 Bottomless Trap Hole
1 Solemn Warning

EXTRA

Raid Raptors - Force Strix
Number 66: Master Key Beetle
Castel the Skyblaster Musketeer
Icy Beast Zerofyne
Armades Keeper of Boundaries
Blackwing Armed Wing
Blacking - Nothung the Starlight
Vulcan the Divine
Blackwing Armor Master
Moonlight Rose Dragon
Black Rose Dragon
Blackwing Tamer - Hawk Joe the Jet Black
Stardust Spark Dragon
Stardust Dragon
Leo, Keeper of the Sacred Tree




15 Harpie,dek

3 Harpie Queen
3 Harpie Channeler
3 Harpie Dancer
3 Harpie Lady #1
3 Harpie Harpist

3 Pot of Duality
3 Hysteric Sign
3 Harpies Hunting Ground
2 Mystical Space Typhoon
1 Book of Moon
1 Elegant Egotist
1 Raigeki
1 Soul Charge
1 Snatch Steal

2 Icarus Attack
2 Breakthrough Skill
2 Hysteric Party
1 Solemn Warning
1 Bottomless Trap Hole
1 Compulsory Evacuation Device

EXTRA

1 Satellarknight Delteros
1 Harpies Pet Phantasmal Dragon
2 Castel the Skyblaster Musketeer
1 Number 103: Ragnazero
1 Dark Rebellion Xyz Dragon
1 Ice Beast Zerofyne
2 Lightning Chidori
1 Daigusto Emeral
1 Number 82 Heartlandraco
1 Number 80: Rhapsody in Beserk
1 Abyss Dweller
1 Lavalval Chain

UPDATE 1/8/15

Primary reason for changes: Denko Sekka. This card exists and is played... enough. I don't want to auto-lose to it.

Also, Harpies have S/T removal covered so, Dark Hole along with Raigeki SHOULD cover the monsters. Burning Abyss/Shaddoll effects aside, even if you still played effect negation, it only stops ONE effect, which is a waste of space.

The few traps I do run are good enough, and Hysteric Party is a win-con on it's own.

3 Harpie Queen
3 Harpie Channeler
3 Harpie Dancer
3 Harpie Lady #1
3 Harpie Harpist
15

3 Pot of Duality
3 Hysteric Sign
3 Harpies Hunting Ground
3 Mystical Space Typhoon
1 Book of Moon
1 Elegant Egotist
1 Raigeki
2 Dark Hole
1 Soul Charge
1 Snatch Steal
19

3 Hysteric Party
1 Solemn Warning
1 Bottomless Trap Hole
1 Compulsory Evacuation Device
6

EXTRA

1 Harpies Pet Phantasmal Dragon
1 Castel the Skyblaster Musketeer
1 Evilswarm Exciton Knight
1 Number 103: Ragnazero
1 Dark Rebellion Xyz Dragon
1 Ice Beast Zerofyne
2 Lightning Chidori
1 Daigusto Emeral
1 Number 82 Heartlandraco
1 Number 80: Rhapsody in Beserk
1 Abyss Dweller
1 Number 80: Crazy Box
1 Gagaga Cowboy
1 Lavalval Chain

Primary reason for change: MORE Rank 4's. Delteros requires THREE materials. Not good as a defensive card. Phantasmal does a better job AND it's 6000 over 3 turns.

I only use and want to have 1 Castel (personal preference). Depending on format, you could replace Crazy Box with a second.


Thursday, November 6, 2014

U.A.: But I'm not athletic...


3 U.A Midfielder
3 U.A. Perfect Ace
3 U.A. Mighty Slugger
3 U.A. Goalkeeper
12

3 Upstart Goblin
3 Terraforming
3 U.A. Stadium
3 Reinforcement of the Army
3 Mystical Space Typhoon
3 Night Beam
3 U.A. Powered Jersey
3 The Monarchs Stormforth
2 The Warrior Returning Alive
1 Raigeki
1 Dark Hole
28

Important cards

Midfielder
Stadium

The cards to search them

Terraforming
Reinforcement of the Army

F*** Backrow

Mystical Space Typhoon
Night Beam

37 card deck theory

Upstart Goblin

Kill quicker

Powered Jersey

(Can also be discarded for Perfect Ace if you get lucky enough to draw multiples. )

Monster removal suite

Stormforth
Raigeki
Dark Hole

The goal (obvious pun is obvious) is to KILL your opponent as soon as possible.

Mighty Slugger should be 2800 (due to be summoned by returning midfielder with Stadium active).

Ideally, you want Midfielder AND Stadium in your opener (if going first). Stadium will give you Perfect Ace (if you don't have it already and at least one card in hand).

No cards in hand, search Goalkeeper.

Yes, Stadium is THAT important to where I would even include more than one of a shitty card (Terraforming), but additional copies can be pitched to Perfect Ace.

Side Note: I don't like Goalkeeper but we don't have much of a choice on U.A. so I play the full set. The main purpose is to SURVIVE, either by just being 2800 DEF or saving itself.

IF it (or Perfect Ace) survives and you have access to Midfielder on your following turn (along with Stadium, you'll see the "snowball" get bigger,

Don't like playing 3 ROTA with only 3 targets, BUT having access to Midfielder on your first turn is REALLY important.

No traps, totally unlike me. But I tried traps. and those traps did what traps do, but I'd rather keep them in hand (which defeats the entire point of using trap cards in the first place, so they got the fuck out)

U.A. have some of the BEST effects in the history of the game but NO one important besides me :), has even mentioned them.

"pros"

1. Because it's CHEAP as f***.

Every card is rare or common. 

2. It theoretically has good matchups against... almost everything. Generally, the one normal summon (which usually has an effect that activates) is stopped by Perfect Ace.

Perfect Ace states "card or effect", no matter what that is, That's right, negates Qliphort Scout in the Pendulum Zone. 

3. Powered Jersey hurts, a lot (for them)

4. You get to maindeck Night Beam, F*** Skill Drain right?

"cons"

1. You can OBIVOUSLY brick. Not draw the right cards or too many of a shitty one.

2. The ONLY non tribute monster is midfielder.

which leads the the next con

3. ONLY 3 monsters for RotA.

4. Gets REKT'd by Naturia Beast, Vanity's Emptiness, Skill Drain, Evilswarm Ophion, Crimson Blader

Fortunately three of those aren't heavily played. 

5. Very little defense.

The only defensive play is goalkeeper, which is usually enough being 2800 DEF.

I may (by that I mean probably) need to add more card draw rather than one card tutors to somewhat alleviate the "bricking" problem.

Things I've considered.

Reckless Greed

I don't like that its a trap but its "better" than Shard of Greed and you get 2 cards for one, even though you're slowed down for two turns. It may not matter because I'm trying to kill my opponent asap.

Hand Destruction

Simple, its a -1 and it helps your opponent.. that's a no no.

Shard of Greed

It has to stay on the field for 2 turns. Since I don't normally set anything, that'll be the primary target (if not Stadium) for their otherwise dead MST

Legacy of Yata/Jar of Greed

Since you have to set it first, its slow. The only reason Reckless is considered over this is that I draw TWO instead of one.

Siding Options

There isn't a lot of room, so make it count. 

1. Cursed Seal of the Forbidden Spell:

28 Spells. You're bound to have at least ONE spell to pitch. 

Against: Qliphort (Scout) primarily. 

2. Non-Fusion Area.

A simple way to prevent the Shaddoll fusions from overpowering your monsters

3. Wiretap OR Trap Stun

if in fact MST and Night Beam maindeck isn't enough. 

Against: -tellarknights (Wiretap). maybe Burning Abyss (Trap Stun). Qliphort (probably Wiretap)

This is not the final build...

Sunday, September 7, 2014

Time will only -tell(arknight), updated


MAIN DECK

3 Satellarknight Deneb

3 by default

3 Satellarknight Altair

See Deneb.

3 Satellarknight Unukalhai

Sets up Call/Soul Charge

Its a beat stick, but I'd probably run 3 if it had less attack.

2 Satellarknight Vega

makes Delteros "more likely".

1 Satellarknight Alsahm

You never want to draw it (dump with unuk). The damage adds up over time if you manage to summon it a couple times. 

12 Monsters

3 Pot of Duality

12 monsters

2 Reinforcement of the Army

Obviously...

3 Mystical Space Typhoon

Because **** maindeck Emptiness

3 Soul Charge

Thank Unukalhai (and Nova)

1 Book of Moon

Its the non-trap, trap.

Can also "reset" -tellarknights (when summoned they say)

12 Spells

3 Stellarnova Alpha

Admittedly, you don't NEED 3, but I want 3.

3 Call of the Haunted

Thank Nova

3 Dimensional Prison

Damn sure not playing Mirror Force

2 Breakthrough Skill

**** Winda

2 Wiretap

"No cost"

1 Solemn Warning

They only get one.

1 Compulsory Evacuation Device

Doesn't destroy

1 Bottomless Trap Hole

*no comment*

15 Traps

EXTRA DECK

2 Stellarknight Delteros

If it sticks, you usually win

(Apparently, your opponent can't respond to its own summon)

It can destroy itself.

1 Number 80: Rhapsody in Beserk

D.D. Crow (in the extra deck)

1 Gagaga Cowboy

The same reason it has been in extra deck since it's release.

1 Daigusto Emeral

12 monsters. Sometimes you run out.

1 Bujintei Tuskuyomi

It's light (honest). A Beast-Warrior (Dire Wolf). It lets you dig and has high defense.

1 Steelswarm Roach

Yang Zing... (have you played against Baxia?)

1 Diamond Dire Wolf

Usually summoned before activating Soul Charge.

Castel/Tuskuyomi/Omega are also targets.

1 Number 82: Heartlandraco

2000 direct ain't nothin' to *** with.

1 Castel the Skyblaster Musketeer

Sends things "home" AND can "reset" -tellarknights

1 Number 101 Silent Honor ARK

It's not played around much (due to Castel) so it's a nice "surprise", but it's still good.

1 Number 50: Blackship of Corn

Damage without attacking...

1 Constellar Omega

One card, "The Monarchs Stormforth"

1 Number 103: Ragnazero

I like drawing cards.. (most of us do)

1 Cairngorgon Antiluminscent Knight

Most don't understand how this card works. With this out, feel free to "try" and MST one of my S/T, you'll be disappointed.

Q & A

Q. Why U NO Myrmeleo?

A. 1. I rather draw the Trap Hole over Myrmeleo.

2. is not a -tellarknight

3. it's not a LIGHT monster

4. I play only ONE Trap Hole.

Q. Why THREE MST?

A. Because **** Vanity's Emptiness main deck. You should be aware of the "hate" they have against you in the side (sometimes main). I want to be prepared (and not have to side in MST)

Q. Didn't you say you hated "not attacking". If so, why 3 Soul Charge? 

A. Because Soul Charge sets up a win without attacking. That's the reason for Blackship/Cowboy and Alsahm mained. Altair limits my attacking too, but you still see three in the deck right?

Q. 3 Nova?

It's my favorite card in the archetype (besides the female -tellarknights), it's MY preference.

Q. No Kagetokage?

A. I think that is a terrible idea even though I understand how (seemingly) important it is to make Delteros to some people.

Q. No Battleguard Howling?

Watch this video (if you haven't already): Battleguard Howling in -tellarknights?

Q. Y U NO Emptiness?

A. (main reason),

1. I don't own them.

(secondary reasons)

2. I don't really like the card.

(watch this video if you haven't: Vanity's Emptiness $40)

3. It's so obvious. If you're on the Emptiness plan (like many others are) it makes it quite predictable to play against you.

4. The traps I run are sufficient.

Q. Do you not draw enough monsters in a deck with ONLY 12 monsters?

A. Yep, but when I tested with 15, you didn't have a need for so many monsters. Until NECH is released (we get Prycon: pitch a -tellarknight, draw one), I rather draw traps over monsters. Deneb gets negated, you have enough access to it. You only need ONE monster (Deneb or Unuk) to get the ball rolling.

Q. Main deck Alsahm?

A. I rather it over a 3rd Vega. As previously mentioned, it does damage without attacking (something that is a luxury with Altair/Soul Charge in the deck)





Saturday, July 26, 2014

That Deck with Horn of Heaven in it (Mecha Phantom Beast)

3 Mecha Phantom Beast Megaraptor
3 Mecha Phantom Beast Olion
3 Mecha Phantom Beast Tetherwolf
2 Mecha Phantom Beast Harrliard
2 Mecha Phantom Beast Coltwing
2 Mecha Phantom Beast Blue Impala
2 Mecha Phantom Beast Hamstrat
1 Mecha Phantom Beast Blackfalcon
18

3 Mystical Space Typhoon
2 Soul Charge
2 Pot of Duality
1 Book of Moon
1 Forbidden Lance
1 Foolish Burial
10

3 Aerial Recharge
2 Dimensional Prison
2 Horn of Heaven
2 Breakthrough Skill
1 Compulsory Evacuation Device
1 Solemn Warning
1 Bottomless Trap Hole
12

EXTRA

Lightning Chidori
Number 101: Silent Honors ARK
Gear Gigant X
2 Mecha Phantom Beast Dracossack
Number 42: Galaxy Tomahawk
Number 11: Big Eye
Phantom Fortress Enterblathnir
Superdreadnought Rail Cannon Gustav Max
Ally of Justice Catastor
Powered Inzektron
Ally of Justice Decisive Armor
Mecha Phantom Beast Concoruda
Mecha Phantom Beast Jaculuslan

(Only 14 in Extra, had difficulty filling it out)

Monster Choices. 

Megaraptor, Olion and Tetherwolf are the "best" (meaning, you rather see them as opposed to the others) of the archetype.

Raptor searches, Olion makes Foolish Burial a staple, and Tetherwolf is the EASIEST Mecha Phantom Beast token generator.

(I think) Harrliard sucks. Trying 2 was a safe number, but you rarely want to see it. Seems better as a one of that's searchable. That "combo" with Coltwing doesn't make it any more desirable.

Coltwing is easier to trigger than Harrliard and has a much practical effect, but it's 1600.

Blue Impala is my favorite tuner (even though it limits you to Machine synchros) because you don't need to use on field monsters.

Hamstrat is SLOW, but it CAN revive something.

Blackfalcon MUST attack, which causes you unnecessary damage, but the effect is sometimes useful.

Questions you MAY ask:

Q. Why all the Machine-type Synchros?

A. Blue Impala

Q. WTF? Horn of Heaven. Are you serious?

A. Somewhat. You SHOULD have enough tokens you don't mind throwing away.

Note: trying two was ambitious, but it was worth a try. 

Changes I'll (more than likely) make: 

-1 Aerial Recharge: does nothing beyond the first. With Olion, you don't have as much as an issue with generating tokens

-1 Mecha Phantom Beast Harrliard: because it SUCKS.

- Forbidden Lance: very underwhelming. If they banish your MPB, f*ck it.

-1 Horn of Heaven: 2 is too cute...

+1 Limiter Removal: because MACHINES

+2 Waboku: "combos" with hamstrat. Keeps tokens alive.

+ 3rd Duality, Dropped a monster. Added more traps. Seems legit.

List with "suggested" changes

3 Mecha Phantom Beast Megaraptor
3 Mecha Phantom Beast Olion
3 Mecha Phantom Beast Tetherwolf
2 Mecha Phantom Beast Coltwing
2 Mecha Phantom Beast Blue Impala
2 Mecha Phantom Beast Hamstrat
1 Mecha Phantom Beast Harrliard
1 Mecha Phantom Beast Blackfalcon
17

3 Mystical Space Typhoon
3 Pot of Duality
2 Soul Charge
1 Book of Moon
1 Limiter Removal
1 Foolish Burial
11

2 Aerial Recharge
2 Dimensional Prison
2 Breakthrough Skill
2 Waboku
1 Horn of Heaven
1 Compulsory Evacuation Device
1 Solemn Warning
1 Bottomless Trap Hole
12

Tuesday, July 15, 2014

Dolkka.dek "update" (July 2014 - September 30, 2014)

3 Evoltile Westlo
3 Evotile Najasho
1 Evoltile Odonto
1 Evotile Lagosucho
3 Evolsaur Diplo
3 Evolsaur Vulcano

1 Blaster, Dragon Ruler of Infernos

3 Evo-Diversity
3 Evo-Force
2 Forbidden Lance

2 Pot of Duality
1 Enemy Controller
1 Book of Moon

1 Dark Hole

2 Evo-Singularity
2 Dimensional Prison
2 Breakthrough Skill
2 Mirror Force

1 Torrential Tribute
1 Compulsory Evacuation Device
1 Solemn Warning
1 Bottomless Trap Hole

Extra Deck

3 Evolzar Laggia
3 Evolzar Dolkka
1 Evolzar Solda
1 Number 80: Rhapsody in Beserk
1 Number 103: Ragnazero

1 Number 50: Blackship of Corn
1 Daigusto Emeral
1 Abyss Dweller
1 Gagaga Cowboy
1 Number 101: Silent Honors ARK
1 Cairngorgon, Antiluminescent Knight


Side Deck

3 Mystical Space Typhoon
2 Wiretap
2 Black Horn of Heaven
2 Debunk
2 Light-Imprisoning Mirror
2 Soul Release
1 Soul Drain
1 Nobleman of Crossout


Tuesday, July 8, 2014

Harpie Decklist

3 Harpie Channeler
3 Harpie Queen
3 Harpie Dancer
2 Harpie Lady #1
1 Cyber Harpie Lady
2 Effect Veiler

3 Harpies' Hunting Ground
3 Hysteric Sign
2 Pot of Duality
1 Soul Charge
1 Mystical Space Typhoon
1 Book of Moon
1 Elegant Egotist
1 Dark Hole

3 Hysteric Party
2 Breakthrough Skill
1 Trap Stun
1 Wiretap
1 Torrential Tribute
1 Black Horn of Heaven
1 Bottomless Trap Hole
1 Mirror Force
1 Magical Hats
1 Solemn Warning

EXTRA

1 Evilswarm Exciton Knight
2 Lightning Chidori
1 Ice Beast Zerofyne
1 Steelswarm Roach
1 Abyss Dweller
1 Number 50: Blackship of Corn
1 Gagaga Cowboy
1 Number 101: Silent Honors ARK
1 Number 103: Ragnazero
1 Number 82: Heartlandraco
1 Number 80: Rhapsody in Beserk
1 Mecha Phantom Beast Dracossack
1 Divine Dragon Knight Felgrand

SIDE

2 Mystical Space Typhoon
2 D.D. Crow
2 Xyz Universe
2 Light-Imprisoning Mirror
2 Shadow-Imprisoning Mirror
1 Soul Drain
1 Black Horn of Heaven
1 Dimensional Prison
1 Wiretap
1 Trap Stun

Thursday, June 19, 2014

Dolkka.dek: Evol (Apr 2014 - July 13 format)

Decklists of Inspiration:

John Leveille - 5th Place IL Regional Deck Profile

Giulio Navarroli - 2nd Place Montreal Regional Deck Profile

3 Evoltile Westlo
3 Evotile Najasho
1 Evoltile Odonto
1 Evotile Lagosucho
3 Evolsaur Diplo
3 Evolsaur Vulcano
1 Evolsaur Cerato
1 Blaster, Dragon Ruler of Infernos

3 Pot of Duality
3 Evo-Diversity
3 Evo-Force
3 Forbidden Lance
2 Enemy Controller
1 Book of Moon

3 Evo-Singularity
2 Dimensional Prison
2 Breakthrough Skill
1 Solemn Warning
1 Bottomless Trap Hole

Extra Deck

2 Evolzar Laggia
3 Evolzar Dolkka
1 Evolzar Solda
1 Number 80: Rhapsody in Beserk
1 Number 103: Ragnazero
1 King of the Feral Imps
1 Daigusto Emeral
1 Abyss Dweller
1 Gagaga Cowboy
1 Number 101: Silent Honors ARK
1 Cairngorgon, Antiluminescent Knight
1 Brotherhood of the Fire Fist - Lion Emperor

Short Explanations:

Odonto: Gives you a use for in hand Evolsaurs (my personal pick, not mandatory)

Westlo: This could be considered for exclusion due to Nobleman of Crossout being sided but you do have other monsters you could set. Westlo is STILL important to the deck and shouldn't be taken out.

Najasho: Primary Evo-force fodder. and pretty good with Enemy Controller

Lagosucho: Usually "foolishes" Cerato (hence the one of). Makes Evo-force into Vulcano possible if/when you don't have access to Najasho. When it dies, turns on Singularity.

Diplo: one of the replacements for MST. Off westlo on their turn, destroys artifact monsters without triggering them. ON your turn (against non artifact decks) cleans up their field while still being Xyz Material.

Vulcano: A Necessary evil to me. You want to have 3 of a card that can make 1 card Xyz's. Odonto makes this less shitty to draw in hand.

Blaster: A threat in the mid-late game, and a catch all in the early game. Fuels itself later on and singularity faster.

Duality: You won't always have (or want to do) the Najasho/Evo-Force play.

Forbidden Lance: Acts as the MST (more so than Diplo). Blanks cards as your opponent plays them opposed to destroying a card you don't know (that's Diplo's job). And... damage step/Ragnazero plays.

Enemy controller: (w/najasho). takes your opponents monster (most are LV4) while triggering Najasho. Good for making final pushes and dodging certain cards.

Book of Moon: It's a spell that functions as a trap most of the time. Can't be Wiretapped. Also; Westlo.

Singularity: What this deck was made to abuse. Lets you "Xyz Summon" anytime you want.

Dimensional Prison: Hands...

Breakthrough Skill: Because Fiendish Chain is pretty bad now. Also; Artifact Moralltach/Begalltach.

Solemn Warning: the "catch-all"

Bottomless Trap Hole: Because there is no better generic removal trap that I'm not already running.

EXTRA

Dolkka: because FUCK the hands, and artifacts... and Madolche... and BUJIN..... and Geargia... (the list goes on)

Laggia: because it's nice to have Solemn Judgment, even if it's not maindeck.

Rhapsody in Beserk: d.d. crow in the extra deck.

Ragnazero: it may come up: Madolche with Chateau, Gravekeeper with Necrovalley out. Also: a two-card "kill almost anything" with Lance.

King of the Feral Imps: Searches the most important monsters in your deck, while being able to attack.

Dweller: Non Evolsaurs can't summon Dolkka

Emeral: If the situation calls for a "Pot of Avarice" variant.

Y NO Dichtomy? Not enough different types naturally and I like attacking my opponent

ARK: no reasons (why it's good in most rank decks) needed to explain why I included it.

Cairngorgon, Antiluminescent Knight: somewhat punishes maindeck MST and other common targeting cards.

Lion Emperor: High attack. One of the few decks that can use this.


Friday, February 21, 2014

"Pure" Ghostrick For January to March 2014

I don't feel like I have to say this, but I'll say it anyway. 

This build is based on my perspective and can be changed to fit your particular play-style. 

NOTE: This is "pure" Ghostrick. Which means, I want the monsters in this particular build to be ALL Ghostrick monsters. 

Hopefully this minimizes the (Y U NO Cardcar D, Kinka-Byo, Mystic Piper suggestions). 

3 Ghostrick Jiangshi
3 Ghostrick Stein
3 Ghostrick Mary
2 Ghostrick Specter
2 Ghostrick Witch (used to be doll, explained below)
2 Ghostrick Lantern
15

3 Pot of Duality
3 MST
2 Ghostrick Museum
8

2 Ghostrick Scare
2 Ghostrick Go Round
2 Fiendish Chain
2 Mirror Force
2 Dimensional Prison
2 Seven Tools of the Bandit
2 Black Horn of Heaven
1 Bottomless Trap Hole
1 Compulsory Evacuation Device
1 Solemn Warning
17

Extra Deck

3 Downerd Magician
2 Ghostrick Alucard
1 Temtempo the Percussion Djinn
1 Wind-Up Zenmaines
1 Number 49: Fortune Tune
1 Number 30: Acid Golem of Destruction
1 Chronomaly Crystal Chrononaut
1 Ghostrick Succubus
3 Ghostrick Dullahan
1 Slacker Magician


Ghostrick Doll



Cannot be Normal Summoned, unless you control a "Ghostrickmonster. Once per turn: You can change this card to face-down Defense Position. When this card is flipped face-up: During this turn's End Phase, change all face-up monsters on the field to face-down Defense Position, then you can Special Summon 1 "Ghostrick" monster from your Deck in face-down Defense Position, whose Level is equal to or less than the total number of monsters changed to face-down Defense Position.

Not as good as one thinks. It does still activate if destroyed by battle, but you'd need to flip 3 monsters to summon the important ones (Jiangshi/Stein). To me, it seems better than it really is but it's something you'll come to understand when you test it. 

Assume you have any field card out; hey're not attacking it. If you don't, you're (usually) only summoning a LV 1 (in cases like this, I summon Mary; if you already have one in hand. because... Lantern/Specter are more important in multiples AND I run 3 Mary)


Ghostrick Succubus



Level 2 monsters

If you control another "Ghostrickmonster, your opponent cannot target this card for an attack. Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field with ATK less than or equal to the combined ATK of all "Ghostrick" monsters on the field; destroy it, and if you do, as long as you control a "Ghostrick" monster, the destroyed monster'sMonster Card Zone cannot be used.

By itself, it's probably not killing anything notable, but the more Ghostrick on the field, the more monsters it CAN kill. Not a floater but it locks down zones. Sort of putting your opponent in a choke hold very slowly. 

I've never had the situation arise when I've wanted to summon Succubus and/or had 2 LV 2 on the field to summon it. 

I'm mainly playing it just because of how cute it is. 


Monster Lineup

3 Ghostrick Mary

She searches EVERYTHING . Your first Jiangshi search (if you don't already have her in hand) is Mary. 

3 Ghostrick Stein

He's the one that your opponent hate to have damage dealt to them by him. 

3 Ghostrick Jiangshi

It searches Mary (which summons everything).

2 Ghostrick Specter

Good thing you can summon this when Alucard/Dullahan summons are negated, 3 is too many, with so few monsters. 

2 Ghostrick Lantern

Has the ability to also negate attacks on Ghostrick monsters. 

2 Ghostrick Witch

Witch packs more of a punch than Doll does.

3 Stein - Stuff to search with it. 

I took a similar approach as I did with building Madolche. For every Messengelato, 2 cards to search (2 Chateat, 2 Ticket, 2 Palooza) 

Having an odd number of either causes you to draw too many copies of one. 

Why only 2 Museum?

Because it fuckin' sucks when you draw too many field cards; especially when you have Dullahan/Alucard that let syou reuse them. 

Why Museum over Mansion?

Halving damage is cute and all, but that's all it is. When my opponent hits me, their monster flips face down (ASS FIRST) which enables Museums first effect which enables Stein.

Why NO Swords of Concealing Light?

Because S/T removal. I've rarely had a SoCL stay on the field for its duration for any benefit. If pins your opponents monsters as long as it' actve (which is probably more than one monster). Once they get rid of it, they go back to fuckin you up. 

Albeit, it's more difficult to hit with stein, but that's the reason for the heavy trap lineup. 

BREAKING DOWN THE TRAPS

2 Ghostrick Scare 

It's not as important to run 3

2 Black Horn of Heaven

Um, Excition Knight?

2 Go Round 

it's a "recurring" Scare, but not really. It messes with things involving the battle phase and something else Stein searches

2 Mirror Force

People STILL run into it. Removes a lot of monsters for very little investment. 

2 Dimensional Prison

Similar to Mirror Force but this can get around anti-destruction stuff. 

2  (Fiendish) CHAINZ!

Effect negation is somewhat important. I didn't want 3 due to the heavy trap lineup. I didn't want to have loose chainz hanging around. 

2 Seven Tools of the Bandit

(this was stolen from Ghostrick builds that mained it). BUT in this specific build, it helps Stein get past... um, traps... 

1 Bottomless Trap Hole, 1 Solemn Warning, 1 Compulsory Evacuation Device

These clear the way... 

Extra deck

Most of the extra is up for preference but I believe you should be running the following.

2 Alucard
2-3 Dullahan
1-2 Slacker Magician
2-3 Downerd Magician
1 Number 49: Fortune Tune

Have fun with everything else...





Saturday, February 1, 2014

Watts (Jan-March 2014)

Watts again.

Main Deck. 

3 Cardcar D
3 Thunder Sea Horse
3 Wattcobra
3 Wattgiraffe
2 Wattpheasant
1 Honest

3 Pot of Duality
3 MST
3 Messenger of Peace
2 Recycling Batteries
1 Dark Hole

3 Divine Wrath
2 Mirror Force
2 Dimensional Prison
2 Black Horn of Heaven
1 Compulsory Evacuation Device
1 Torrential Tribute
1 Bottomless Trap Hole
1 Solemn Warning

Extra Deck.

1 Number 85: Crazy Box
1 Gem Knight Pearl
2 Constellar Omega
1 Number 101: Silent Honors ARK
1 Diamond Dire Wolf
1 Number 50: Blackship of Corn
1 Photon Papilloperative
1 Starliege Paladynamo
1 Steelswarm Roach
1 Maestroke the Symphony Djinn
1 Bujintei Tuskuyomi
1 Gagaga Cowboy
1 Abyss Dweller

Side Deck

2 Skill Prisoner: Something to try.. It protects your stuff from Bear, Gorilla AND Cardinal. Against Mermail (Marksman/Heavy Infantry). Big Eye/Draccosack even Marshalleaf and Komushroomo. You're primarily protecting Messenger.

2 Trap Eater: Mistake...

3 Shadow-Imprisoning Mirror: black people

2 Shared Ride: because you don't want to side Mistake

2 Seven Tools of the Bandit: Imperial Tomb of Necrovalley

2 Overworked: Even Madolche (with Chateau out)

1 Soul Drain/1 Dimensional Fissure: The few cards you can side in against Mermail without hurting you.

Search order (under the assumption, you didn't draw excessive numbers)

Sea horse searches the other two.

2nd Sea Horse searches Watt Cobra

The first Cobra hit gets the third Cobra.

Subsequent Cobra hits search Giraffe.

NOTE: you don't want to search Pheasant with 3rd Sea horse, that's Cobra's job.

Ideal first turn: 

Sea horse search Sea Horse

Pot of Duality

Cardcar D

Why play this?

1. No bad matchups.

2. It's rogue

3. You're not trying to overcome your opponents monsters.

4. Divine Wrath.

5. Opposing attacks are handled between Mirror Force, Dimensional Prison AND Messenger of Peace.

6. Main deck Black Horn of Heaven

7. Watts can attack over monsters and under Messenger of Peace.









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.