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  1. 3 points
    Congratulations on the season win!
  2. 2 points
    I think there were DGz Live tournaments based on your Elemental Hero deck at one point lol
  3. 2 points
    It's been more than two years since my last serious tournament report. Let's get it. I did notoriously terribly in season 1/Summer 2017 and never really found a deck I was comfortable playing. For most of the season, I believed Thunder Dragon Chaos/Chaos Control was the best deck in the format, but I never felt like my list was good enough to show it. My performances with it were mediocre the few times I did use it in wars/ranked, punting a completely winnable g3 to Francis in the ALN war and never actually scoring any good wins. For the most part, I kept Thunder Dragon Chaos on a shelf in the back of my mind while deferring to crappy aggressive pure recruiter lists that I was good at getting lucky with. Fast forward to September. I started off the season pretty badly. In the first week, I went 3-7, ranked in Silver and #34 out of 34. Tristan, ACP, Me., and Shining Blue-eyes were all literally destroying me, not even close. At some point I said fuck it, I'm going solo Thunder Dragon. I began with a lot of digging through the old Goat Format thread and other stuff. I asked Jazz and Ynusgridorh about lists and ended up with something extremely close to what both of them showed me: I believe this is 1-2 cards off of an optimal Thunder Dragon list. Some of my guiding principles were as follows: 1) Multiple Dekoichi is no longer viable when everyone is on Shining Angels. You have to hit them below the belt with a bunch of different 1-ofs that you can set in various situations. DDWL, SDM, Dekoichi, Dark Mimic, Spirit Reaper, Sangan, Magician of Faith, and even TIV or Asura Priest can make for solid sets with the right backrow. Many of these cards can also be summoned to put some kind of immediate pressure on the opponent, even Dekoichi. At one point, N3sh had me experimenting with Fusilier Dragon in the slot where SDM is in the above list, but ultimately I think SDM is the more consistent card. Ynus hates that I play Dekoichi over the third Scapegoat, but I like giving myself a wide range of monsters that I can set, and I hate the early-game "speedbumps" that you can incur from drawing multiple Goats too early. 2) Goat and Meta are absolutely necessary. When you don't play these, you usually end up with stuff like Solemn Judgment and Return from the Different Dimension. These encourage you to try to end games quickly, which takes away from the magic of Thunder Dragon. The best use of Thunder Dragon is not opening Thunder Dragon+Graceful Charity. It's opening with Thunder Dragon, grinding out the game for long enough that your opponent draws their crappy "dead" Duo, and then sealing a late game with TD+Charity. You want to be able to make games last as long as possible, and nothing does that better than Goats and Meta. 3) Raigeki Break/Phoenix Wing Wind Blast/Card Destruction are only worth playing with Night Assailant. I had some success siding Night Assailant, most notably against decks with Gravekeeper's Spy, but the card never really made me want to maindeck it. Discarding Thunder Dragon for Break/Blast is not as good as it looks on paper because simplification is the worst thing to be doing with your Thunder Dragons. Upon switching to this list, my winrates against Tristan and SBE immediately improved, and they only got better as I got more comfortable with the deck. Eventually, I took a single match over Me. before his retirement at the hands of Silver, and I came the closest to taking a match off of ACP than I have ever been in the past. At one point, we had three ESPN members all in platinum+top 10 with the same list, and eventually members of other teams took note and tried to replicate our success. Some of the things I learned throughout the course of over 100 ranked games with TD Chaos Control were as follows: 1) Goats and Meta completely change the way you play the early and mid-games. When you're playing Chaos Turbo, it's often correct to continue Setting monsters after resolving your first Dekoichi, assuming you don't have a Tsukuyomi. This is not so with Chaos Control. Even if you don't have a Scapegoat, it's often better to leave your opponent guessing as to whether or not one of your backrows could be Scapegoat, since this fear is often what protects you from having the game snowball in your opponent's favor following a mid-game Heavy Storm. 2) Sequences of set monsters make or break games. I see people do things like turn 1 Pot of Greed, set a monster, pass, then their opponent summons something like Sangan then NoCs their set Faith, and then in the next game, they'll do the exact same thing. I refuse to believe that every time I see this happen the player actually has nothing else to set other than Faith every single time. The best "mode" of Skilled Dark Magician is the set/defense position Skilled Dark Magician. On the contrary, I think people set Tsukuyomi far too often, especially in the early game. Tsukuyomi is one of the few removal cards in the format that can Smashing Ground a TER, and then do it again to a second TER later down the road. If your opponent goes Serp+Meta and absorbs your set Tsukuyomi with TER, you're left in a really bad position, often a worse one than if you had just set whatever flip effect monster you had in the first place. 3) Chaos mirrors are roughly as skillful as pure Goat mirrors, just in a different way. People talk about Chaos Sorcerer decks like they're the cancer killing Goat Format or whatever, but really, they're often just refusing to accept that stuff like summoning Parshath into an empty board and 5 opposing cards in hand could possibly be a bad thing to do in some matchups. Yes, Chaos Sorcerer is a very good card. No, it won't get you anywhere if you don't actually play it correctly. 4) Level 1s are not the only targets for Metamorphosis. Most Goat decks opt not to play the singleton Jinzo nowadays, which means Thunder Dragon-based Chaos decks (either Control or Turbo) are the only real decks in the format that have access to both the Level 5 and Level 6 Fusion toolboxes. All of these monsters are extremely powerful once you learn to use them correctly. I summoned Fiend Skull Dragon, Dark Balter the Terrible, Reaper on a Nightmare, Ryu Senshi, Dark Blade the Dragon Knight, Ojama King, and Gatling Dragon for significant advantage all multiple times throughout the season. There was even one time where Dark Flare Knight was relevant, but I didn't think to bring him out until after the game was over, lol. As my worst matchup in the top 10 (ACP) became increasingly inactive and supplanted by players whom I had notably better matchups against, I was able to lock in Master rank hours after SBE and Soul got it. I had a couple scares in the weeks leading up to playoffs with some bad losses, but nothing I was unable to recover from. Here's what the rankings looked like at the end of the season: And here are my end-of-season head-to-heads with some of the most notable players of the season: Up until a few days after the end of the season (but before anyone had started playing for playoffs), I was 90% sure I would be playing the same list. I had also been experimenting with a more traditional 0-goat 0-meta "Chaos Turbo" list, but I was never getting the same winrates as I did with the Chaos Control list. Either way, as long as ACP was in the playoffs, I knew I wanted to play him and beat him with Thunder Dragon. For those that don't know, he actually hasn't dropped a legitimate match to TD since he first started playing his Angel list in season 1/summer 2017. I was prepared to break that curse, until, you know, he up and left the site. After that, I didn't really have any reason left to stick to Thunder Dragon, since HyperBeam would already be playing it and there was no history to make by beating Allen. Moreover, it just didn't feel right to have a playoffs with Thunder Dragon and no Shining Angel. So, I went with this list: The maindeck is 100% credited to Ynus and the Seraphim. I hate playing Premature Burial and Call of the Haunted in decks without Airknight, and I especially hate playing zero Asura Priest and zero Tribe-Infecting Virus. Without Prema+Call, I think Merchant loses a lot of its luster. Also, Book of Moon is incredible and near-staple at 3 here. I sided the standard Mind Control+Dustshoot for Hyper's Thunder Dragon deck and two WMC in case he played with his Flip Flop variant. I figured Soul would be on some kind of Spy Goat, so I left myself with the option of siding into Mind Con+Spy+Guard vs him, although it didn't come up in our games. With no ACP, I was able to side 0 Neko Mane King, since obviously neither Hyper nor Soul were going to play Empty Jar. WSF vs Soul (Goat Control) I pretty much just showed him the nuts for two games straight. Oh, yeah, and on top of that I got a free Morphing Jar read by hitting his Pot of Greed with my Duo in game 1. WF vs HyperBeam (Chaos Turbo) I spent most of the later season studying HyperBeam's play and felt extremely comfortable reading his sets, and I think it paid off in this match. I pulled game 1 out of my ass and stole game 3 on the first turn with a Mind Control that was meant for his Faith but ended up hitting his Morphing Jar instead. By the way, I'm an idiot for scooping game 2, which I probably would have won if I had realized he didn't have enough LP to crash DDWL into my BLS. GF vs HyperBeam (Chaos Turbo) He shits on me in game 1 and I never really get anything going. He got me a lot in this game with the good old "multi-tournament conditioning" strat, where I kept playing my NoCs and TERs assuming he was playing his sets the way he was playing them in the first match and getting punished for it. Oh, yeah, and apparently I banished a DDWL and an Angel for a Sorc in this game without either of us noticing it, lol. Oops. Sorry about that Hyper Game 2 looked like more of the same for a while, but I think I started adapting about halfway through the game, and was ultimately able to get in with Snatch on his Sorcerer, banish his Thunder Dragon, Mind Control his Morphing Jar, Meta into Dark Blade and attack to banish his only darks and lights. He flips the Morphing Jar back down and up again during his turn, putting me to 5 in deck, but my Heavy Storm the following turn goes through, giving me an easy game shot. I honestly deserved to lose game 3 the way I played out the first 3-4 turns. Setting Serpent was far too safe imo, and it forced me to play into his Heavy Storm later down the road to keep important options safe from Duo. I tightened up after that and closed it out, but I kind of had to get lucky to do so. I have no idea what I'll be playing yet in the Winter 2018 season, but I have certainly learned to love the Chaos Sorcerer. As many of you already know, I've been experimenting a lot with Empty Jar too, which I think is a stupidly underrated deck for so many reasons. Seriously, you guys better start siding Nekos if you aren't already. I have a few more ideas that I haven't fleshed out enough to feel comfortable with sharing, but suffice it to say, I'm looking at a lot of different options. In my opinion, the top 3 decks in the format, based on the current totality of theory and practice, are pure Goat Control, either Angel-based or Thunder Dragon-based Chaos Control, and Empty Jar, and my number 1 goal going forward is to become the best player I can with all three. Props: ESPN The Seraphim ACP Leffen Crush Druggedfox Wobbling All my haters Mullet Club Goat Team Feat. Silver My best friend Thunder Dragon RIP Doe B Slops: Silver playing upstart in 41 Bullet Club Current Team Feat. Metro Mafia section
  4. 2 points
    DuelistGroundz username: BuildTheWalia Discord Account Name: BuildTheWalia#3572 Format: Goats Expected level of activity: The highest of levels Credentials: -I got Top 12 at a locals once. -The single greatest Last Turn player of all time turned meta sheep after a crushing defeat to a third-rate duelist with a fourth-rate deck. -Reviewed by the late great Allen C. Pennington -The absolute value of my rank puts me in the top percentage of goat players. -http://challonge.com/57amg9p2 -I hold the current recorded record for longest goat duel at 2 hours 39 minutes. -Top 5 in DGZ SSBM PR rankings since the beginning (Top 3 SoonTM!) -Most likely one of the best DGZ SSB4 players -Hands down the best DGZ Civ V player. -Best FA thread post of all time award
  5. 1 point
    Preface This document should be seen as the end product of ACP’s journey throughout Goat Format, so to speak, as well as his final gift to DuelistGroundz. While I have taken it upon myself to add this preface and have been requested to finish the parts that he did not, the vast majority of this work should be attributed solely to ACP. With this section, my intent is to outline the historical context for the often unique theories and philosophies that came to define ACP’s approach to Goat Format. The earliest incarnation of the ACP everyone knows and loves (to hate) is “ACP the Gadget Guy.” After scoring his first regional top 8 with Gadgets following the release of Shrink, ACP continued to play Gadgets at a high level long after they were considered a top-tier deck in the TCG. One of the best “ACP stories” from this era in my opinion is a brief, seven-line conversation at a 2008 Florida regional with ACP and local legend David Pratt, recounted by ACP as follows: The first thing to realize about this exchange is how hilarious/satisfying it feels to say the sentence “Allen C. Pennington, you’re the best duelist!” out loud, but it is important for much more than just this undeniably top-tier meme. I believe “being the best duelist” became an overarching goal, a quest if you will, for ACP the Gadget Guy. Sure, Gadgets weren’t great in the September 2009 format, they were probably worse than decks like Lightsworn, Zombies, or even Blackwings, but this didn’t matter to ACP the Gadget Guy, who would consistently rely on solid theory and fundamentals to carry him through fields of more powerful and more popular decks. As undoubtedly one of the best players in Florida for most of this period, ACP the Gadget Guy had little trouble finishing in the top 8 of most regionals, yet when faced with large fields of national-level talent, top 16/32 finishes at SJCs and YCSes consistently eluded him. Beginning sometime in 2010, ACP began to branch out from his beloved Gadgets into other archetypes, most notoriously with his list of Frog FTK which, to no one’s surprise, he dubbed “Next Level Frogs.” This name is particularly relevant for this history for the reference it makes to Chapin’s Next Level Magic, the book that ACP would probably tell you himself helped him achieve much of his success in this phase of his career. Having reached a point where he was largely comfortable with his fundamentals, the post-Gadget ACP became much more concerned with finding what could be considered objective solutions to formats. In other words, his focus shifted from “being the best duelist” to “being the duelist with the best deck.” This was no doubt motivated in part by his studies in mathematics which accelerated during this era of his career, his love for these studies being a part of his personality that no one on DuelistGroundz is unaware of at this point. In 2012, ACP finally broke his premier event curse at YCS Chicago with Chaos Dragons (ironically the same event at which I suffered my first premier bubble loss), and went on to a number of top cut finishes at premier events in the years that followed. With each of these performances, ACP seemed to get closer and closer to his ideal of “the best deck,” and ACP himself will probably tell you that he truly does believe that the Gishki and Domain Monarch decks he topped with in 2013 and 2016 were, indeed, the best decks of their respective formats. With these key points about ACP’s development as a player in mind, it should come as little surprise that he was one of the first players willing to explore “the lame decks” in Goat Format during the Revival era, to the point that Jazz hilariously tried to ban him from playing shit like Empty Jar during the 2014 War League after a single match. The last thing ACP, and especially hyper-analytic post-Gadget ACP, is ever concerned with is how much fun his opponent is having. After all, losing is generally considered by most people to be not a fun thing to do, and yet, in order to be the best duelist with the best deck, you will probably have to make more than a few opponents suffer such a fate, whether it be in a “fun” matchup like a Plant mirror or with a “lame” deck like Gishki. If ACP is ever going to deviate from such a “lame” strategy, the reason will probably be that he no longer believes that such a strategy is “best” or “optimal,” which, incidentally, ended up being the case in 2017 when he created his Angel Chaos deck, explored later in the article. After “retiring” from modern premier events, ACP had time to reflect on his career and re-evaluate some of the principles that previously guided him. At the same time, a series of events known quite well to most of us here on DuelistGroundz began to chip away at his trust in the YGO community at large. The ultimate product was a period of tempestuous critiques, directed at both the work of his former selves and that of the community around him. The first breakthrough in the era of this new critical ACP came with the Average Prize Model, an attempt to move beyond the traditional conception of best-deck-as-best-average-matchup towards a truly comprehensive attempt to solve any given format given a few key parameters. He also began to rail heavily against the model of “power vs consistency” developed circa 2013-2014 by Max Reynolds, Patrick Hoban, and Noelle Evelyn. In ACP’s opinion, these two terms shared a single referent; he never saw any reason to distinguish between them. One final theory he never got around to publishing had to do with the threat-answer dichotomy. In private messages, ACP once proposed to me that there existed a third type of “hybrid” card between these two well-known categories that he called “assists,” which largely accounted for the massive shift in the YGO metagame circa 2009-2010 towards Royal Oppression and similar effects (Skill Drain, Archlord Kristya, Vanity’s Emptiness, and so on). 2017 has been a bittersweet year for Goat Format. The metagame saw possibly more development in the span of 12 months than in the format’s entire 11-year history prior, with no less than seven major tournaments to boot, and yet, at the end of it all, we are left without the two great Masters that made such development possible. I often describe the entire modern history of Goat Format as a footnote to the work of Kris Perovic, but with this publication, we might be entering a new era. That is to say, it may be the case that Goat Format, from here on out, will be a footnote to the chain of events that left our community with neither ACP nor KP.
  6. 1 point
    Many of you probably remember a few years back where magic player Korey McDuffie came into US Nationals and both qualified and won with a deck he was mostly unfamiliar with. While this isn't quite as dramatic as that (Oliver has been slowly rising in the MTG community) something fairly similar happened a few weeks ago. Dragon Duel World Champion Oliver Tomajko recently became Magic's National Champion and as such had the opportunity to compete alongside America's leading pro Reid Duke, and Nationals runner up/Platinum Pro Gerry Thompson as team USA in the World Magic Cup. They performed relatively well losing a win and in for top 8 on day 2. More importantly however they basically did the entire tournament in a bandit keith cosplay:
  7. 1 point
  8. 1 point
    So today I'm gonna work on devising flavor for a game of this: https://wiki.mafiascum.net/index.php?title=Scales_of_Justice
  9. 1 point
    Aggro The history of aggro in Goat Control format is a bit complicated. A lot of people forget that, in 2005 before the battle position ruling change, Zombies (an aggro deck) was the deck to beat. Even after the battle position change, Jae Kim was able to make 2nd place at SJC Charlotte in June with Zombies, using sidedecked Mind Crushes and Trap Dustshoots that were considered revolutionary in aggressive decks at the time. Good stuff aggro decks with cards like Berserk Gorilla and D.D. Assailant were quite popular as well, considered by many to be the most popular deck going into 2005 U.S. Nationals. The first iterations of Goat Control were thus focused more on stifling aggression from aggro decks than beating other copies of Goat Control and aggro decks were not super teched out to beat the control decks, as that wasn’t the entire meta the way it is now in 2017. In 2017 however, many of the aggro decks can afford to play cards that are downright terrible against other aggro decks while excelling in a field full of control decks. While Scapegoat was the ultimate anti-aggro card in 2005, the tables have been turned with aggro decks largely seeking to invalidate the card as a defensive option. Some aggro decks have taken more of an anti-meta “stun” flavor, while others are a bit more focused on more generic power cards. Beastdown/Zoo Popularized by Tyler Nolan + Matt Cairoli (c.2014) Other notable players: Gojira (2015-2017) This deck was originally constructed for the Exarion Universe meta, playing 3 copies of Exarion Universe itself and lots of other monsters that could kill opposing copies in battle. The deck is a classic beatdown deck, in the sense that the main goal is simply to put lots of aggressive pressure on the opponent and take advantage of some of the high-synergy decks with poor early games. If they stumble at any point in assembling the various 2+-card-combos they need in order to play the game, they’re probably just dead. Since the loss of Exarion Universe, the core of the deck has existed in a sort of flux between Berserk Gorilla and King Tiger Wanghu. Lists that do not play King Tiger Wanghu often choose to pack their deck with big damage plays in the form of Injection Fairy Lily, with Giant Rat as a potential way to search it out (and gaining piercing from Enraged Battle Ox). Gigantes is a possibility for fast damage as well, although it is not a beast. More commonly in this day and age, however, the Zoo player will elect to retain King Tiger Wanghu while dropping Berserk Gorilla and Enraged Battle Ox entirely. With these six slots, the Zoo deck can add chaos monsters such as Black Luster Soldier and Chaos Sorcerer alongside extra darks and lights, typically some number of Skilled Magicians and more narrow Warrior-type monsters, to support them. A Reinforcement of the Army package (1-2 copies) with D.D. Assailant and Mystic Swordsman LV2 or Blade Knight is quite common. Abyss Soldiers and Sinister Serpent+Sangan can be played together as an efficient answer to Thousand-Eyes Restrict or simply to bounce back a blocker and attack for damage. Skill Drain is occasionally played as well, with some decks choosing to tech it as a 1-of and others playing 2 or 3 copies. Bazoo the Soul Eater and Return from the Different Dimension can also be played together in this deck, allowing the deck to occasionally win games that would otherwise be unwinnable. The deck does not have a particularly large number of strengths, which explains its declining numbers over the years. However, it does do well against control players without the proper matchup knowledge and sidedeck cards. Lists with King Tiger Wanghu in addition to Enraged Battle Ox turn Scapegoat into a total joke, so your opponent will be forced to rely on other options to stop your assault. Nobleman of Crossout is another card that is virtually dead against Beastdown. Tyler Nolan once famously said that “if we start the game with 0 monsters in our deck to set, and our opponent draws a Nobleman of Crossout, that's very similar to resolving a Delinquent Duo.” Berserk Gorilla is also quite good at answering cards like Airknight Parshath and Skilled Magicians. Of the aggro decks in the format, it is the one that will typically kill the opponents the fastest, and certain builds of the deck are good at achieving both incremental damage and setting up game shots out of nowhere. As a result, this is one of the few decks in the format that can take advantage of 3 maindeck Trap Dustshoot, as disrupting their early game options and gaining information can make it very easy for you to go aggro without being punished. However, the deck is quite soft to Gravekeeper’s Spy and other 2000 defense monsters, moreso than the other aggro decks in the format. Another issue is that Tsukuyomi is substantially more popular today than it was in 2005, which can kill most of the deck’s monsters by setting them. The Beastdown strategy is heavily committed to winning by at least the mid-game. Should another player reach the end game with a reasonable life total, they will probably win. With its distinct lack of power cards, Beastdown is also more prone to losing to a lucky combination of the trinity, Snatch Steal, Black Luster Soldier, etc. In fact, Beastdown can have a pretty hard time dealing with chaos monsters in general. Sidedecked copies of Kycoo the Ghost Destroyer will be required to avoid getting crushed by Chaos Sorcerers. Solemn Judgment can be effective against certain combo decks, particularly in conjunction with maindecked Trap Dustshoots, and the standard use of Reinforcement of the Army opens up access to a few other sidedeck options such as Zombyra the Dark with Deck Devastation Virus. Warriors/Gearfried Popularized by the Based Loli (2017) The Based Loli took Season 1 of DGz’s Goat Format War League by storm, coming in mid-season and making waves with wins over players like Kris Perovic and Soul. Most of his games during this season were played with unconventional Warrior variants. His early lists included Gearfried the Iron Knight alongside Smoke Grenade of the Thief, a combo which was by no means unknown during 2005, but that saw minimal play at the top tables and certainly not as much development as the Goat Control and Beastdown/Zoo lists of the time. Gearfried the Iron Knight is a deceptively powerful card in the format, boasting stats that cards like Kycoo the Ghost Destroyer and Enraged Battle Ox can only dream of. A set Gearfried will block a Breaker the Magical Warrior after the latter removes its counter to destroy a backrow, and a Normal Summoned Gearfried can safely attack without requiring a followup Sakuretsu Armor or Mirror Force for protection against an opposing Tsukuyomi. Blast with Chain can also be included in Gearfried lists, often as a 1- or 2-of, and opens up a number of Damage Step tricks, particularly with Don Zaloog. Later in the season, however, he dropped this combo in favor of a heavier reliance on King Tiger Wanghu, which retains all of the strengths it brings to the table in the modern Beastdown/Zoo lists. Like Gearfried, Wanghu cannot be profitably targeted by Tsukuyomi, as the Tsukuyomi will still be destroyed by Wanghu’s effect even if it flips the Wanghu face-down, and as is the case in Beastdown/Zoo, Wanghu offers an extra dimension of virtual card advantage against Scapegoat in a deck that would otherwise be soft to it. The core Warrior engine, featuring Mystic Swordsman LV2, Blade Knight, D.D. Assailant and Warrior Lady, and Exiled Force, remains the same with or without the addition of Wanghu. Exiled Force and Mystic Swordsman LV2 incur a slight amount of negative synergy with Wanghu, but nonetheless remain too good not to play. Less conventional options for the Warrior toolbox include Don Zaloog, Mystic Swordsman LV4, and Zombyra the Dark. Lastly, like Beastdown/Zoo, this deck can and usually does play two copies of Abyss Soldier. Much like Gearfried, the card’s stats alone make it a force to be reckoned with; drawing an extra WATER monster to support the effect is usually icing on the cake.
  10. 1 point
    Chaos [Devoting a subsection here to Chaos is a little misleading, as it may be taken to imply that Chaos itself is an “archetype” or relative role akin to the traditional Control/Aggro/Combo triangle, but these decks span so many of these archetypes while still retaining common threads that I have decided to cover them all separately in this section. Chaos itself has become something of an elephant of the room in the contemporary Goat metagame, as most of the decks that will be covered herein existed either barely or not at all during the 2005 metagame. Back then, the term “Chaos” was most often seen alongside “Dimension Fusion” or “Return,” and if this guide had been written during 2005, this section would have most likely been replaced by sections on these two decks at the end with the rest of the Combo strategies. Oh, yeah, and just to be clear, if this was my manifesto, I would be classifying Angel Chaos and Thunder Dragon Chaos together as "Chaos Control," but Allen would probably literally find and castrate me if I did that to his article. Out of respect to him, I've decided to retain his naming system for his own article. -ed.] Thunder Dragon Chaos Popularized by the Brady Bunch + Nostalgic Duelist (c. 2012) Other notable players: Ynusgridorh (2014-2018), MMF (2017), HyperBeam (2017-2018) Spics of Life (no racism intended), the fourth Brady Bunch team, were among the first to recognize that Chaos Sorcerer was a very powerful card in the goat control and to attempt to build a deck around it. The issue was that good quality lights in the format were few and far between, to the point that Goat Control decks had to put considerable thought into making sure that they had enough lights to support just Black Luster Soldier itself. The 2012 solution to this problem was to simply play Thunder Dragon, which guaranteed access to 3 light monsters and was a reasonable card in its own right. You’ll later see that other solutions to the “light problem” were discovered in subsequent years. Key aspects of this deck are its strong defensive pressure, better than any deck in the format with the exception of the Flip Flop decks. This was accomplished through the use of 2-3 Dekoichi, 2-3 Magician of Faith (often 3 of each), and 2 copies of either Night Assailant or sometimes Mask of Darkness. Raigeki Break or Phoenix Wing Wind Blast had synergy with both Night Assailant and the deck’s namesake. These traps had the advantage of being an answer to an early game set monster (in addition to Nobleman of Crossout) while also been a better answer to Thousand-Eyes Restrict than Book of Moon. Solemn Judgment is also frequently played as a 3-of. It’s a very high-risk card, but serves the role of protecting Tsuku locks (1-2 copies) or Chaos monsters (1 Black Luster Soldier, 2-3 Chaos Sorcerer) either of which can single-handedly take over the game. Sakuretsu Armor is also a fairly common choice as another way to buff the “protect the Dekoichi” strategy. Card Destruction was often played due to potentially huge plays with Thunder Dragon and Night Assailant. The deck has gone through numerous evolutions over the years, but the basic formula of flip effects+Thunder Dragons+Chaos monsters has stayed the same. These decks were among the first to implement the singleton copy of Skilled Dark Magician, now common across many other decktypes, and the advantages of such a card to Thunder Dragon Chaos are obvious, as the card can attack over threats like Kycoo the Ghost Destroyer in the mid and late games while also serving as Nobleman of Crossout bait in the early game. The Ynusgridorh-MMF line of Thunder Dragon players took to splashing copies of Scapegoat and Metamorphosis (often with Dark Mimic LV1 as additional support) to help them out in the card advantage department at the cost of the deck’s early game potential and the greater likelihood of hands filled with dead cards. Others, such as HyperBeam and Kewl`Kat, have gone in the direction of improving the deck’s potential to create game shot opportunities by adding cards like Morphing Jar, Cyber Jar, and rarely even 1-2 copies of Dimension Fusion or Return from the Different Dimension. Some other underexplored tech options include Mystic Tomato, Spirit Reaper, Skilled Magicians, Upstart Goblin, My Body as a Shield, Creature Swap, Trap Dustshoot, and Serial Spell. The deck’s biggest strengths are the deck’s strong game going first and its ability to poke with cards like Dekoichi, forcing the opponent to commit a threat to the board which can then be answered with Chaos Sorcerer. It’s also worth noting that the deck is along one of the easiest decks in the format to play, as it much easier to play a Chaos Sorcerer correctly than it is to play a Metamorphosis or an Airknight, which causes the deck to be somewhat overplayed in lower-level communities (although there are also very good players that will use the deck). In addition, of the control decks, Thunder Dragon is by far the one that is most easily hated by the sidedeck. Trap Dustshoot is very good against the deck, due to the fact that it’s high synergy with a lot of pieces that need to work together. In addition, Trap Dustshoot is unlikely to be dead in the mid game due to the fact that Thunder Dragon ensures that the deck with often have many cards in its hand. Mind Control has also surged in popularity recently as an out to both the deck’s many set flip effect monsters and chaos monsters. Kycoo the Ghost Destroyer, while not usually a huge blowout, is yet another common sidedeck card that poses a potential threat to the deck. The last weakness of the deck is that is more susceptible to losing due to opening hand variance than the other control decks. Multiple Thunder Dragons, multiple chaos monsters, dead copies of Metamorphosis, and so on can cause the deck to sometimes lose games before they really begin. Angel Chaos Popularized by ACP (c. 2017) Other notable players: MMF (2017) Shining Angel was the second proposed solution to the “light problem” by players who were largely unsatisfied by Thunder Dragon’s inability to impact the field in any meaningful way. While Shining Angel, on the surface, seems nearly as useless as Thunder Dragon, there are a number of potential synergies that Shining Angel opens up that other decks do not have access to, hence the deck being named after the card. The core of the deck is 3 Shining Angel, 2 Magician of Faith, 1-2 Magical Merchant, 0-1 Roulette Barrel, 1 D.D. Warrior Lady, 2 Tsukuyomi, 2 Chaos Sorcerer, 3 Metamorphosis, and 1-2 Scapegoat. Potential dark monsters include Dekoichi, Kycoo the Ghost Destroyer, Skilled Dark Magician, Night Assailant, and Spirit Reaper. Shining Angel’s “obvious” searches are additional copies of itself and the staple D.D. Warrior Lady, but the fact that can search the level 1 monsters Magician of Faith and Magical Merchant is extremely important to the deck’s strategy. This gives Angel Chaos greater access to Thousand-Eyes Restrict than any deck in the format. Additionally, Roulette Barrel is played either in the main deck or sidedeck as a searchable way to wall out aggro decks. Shining Angel can search Magician of Faith/Magical Merchant not only as a metamorphosis target but as a way to combo with Tsukuyomi or Book of Moon as a way to access more option. Shining Angel and the decks flip effects serve as a mixup similar to the Apprentice Magician/flip effect mixups that were popular in 2006. Your opponent is put into a dilemma in which it is unclear to them whether it is correct to attack the deck’s set monsters or not. The deck is still fairly new and underexplored so there are not a large amount of tech options that have been tried yet. Some less standard choices include Airknight Parshath, Asura Priest, and Dark Mimic LV1. The deck has the advantage of having the most numerous (although not necessarily the most powerful) early game options. Shining Angel’s ability to be effective on both offense and defense has been compared to Exarion Universe (although it's clearly not as good overall, mostly due to its lack of piercing). In addition, with 3 Metamorphosis and 3 Chaos monsters, the deck arguably has more card advantage sources than any other deck in the format. Of the chaos decks, it is one of the most difficult to sidedeck against, as no common sidedeck cards save for Asura Priest are very good against the deck. However, the deck’s ability to set up gameshots is rather poor, with no Airknight Parshaths, Asura Priests, and often no Tribe-Infecting Virus. Because of this, Scapegoat is way better against Angel Chaos than it is against most other control decks in the format. Angel Chaos can get into some very awkward late game scenarios, especially if it is not piloted well. In addition, the deck can sometimes have a more difficult time getting chaos-typed monsters in its graveyard, especially if the opponent opts to just never attack them and instead banish them with their own Chaos Sorcerers and Nobleman of Crossouts. Asura Priest is also quite annoying for the deck, and it deals with Shining Angel while not being able to be answered by Chaos monsters or Metamorphosis. Chaos Recruiter Popularized by Kris Perovic + Brian Richardson (c. 2016-2017) Chaos Recruiter is the most aggressive of the Chaos decks while simultaneously the least aggressive of the aggro decks, to the point that I considered creating a separate category of “midrange” decks for the purposes of this guide. However, Chaos Recruiter has a couple of key things in common with the other aggro decks in the format which led me to feel comfortable classifying it on the aggro side of the spectrum: 1. It is always summoning monsters, not setting them. 2. Its win condition is more focused around battle damage than the accumulation of card advantage. For an aggro deck, it has a lot of resilience with a core of 3 Mystic Tomato, 1-2 Newdoria, 0-1 Spirit Reaper, 1 Sangan, 3 Shining Angel, 1 D.D. Warrior Lady, and 2-3 Chaos Sorcerer along with 1 Black Luster Soldier. 2 Asura Priest is also mandatory, as it is a strong light that counters Scapegoat, a card that would otherwise be annoying for this deck. 1-2 Creature Swaps are typically played, as they have great synergy with the recruiter monsters and the Asura Priests. Optional choices are Blade Knight, Don Zaloog, Magician of Faith, Tsukuyomi, Tribe-Infecting Virus, and Sinister Serpent. Little of the spell/trap lineup is set in stone (save for staples), although maindeck Trap Dustshoot is often played for the same reason that it is in Beastdown. Solemn Judgment is also sometimes played, although it is not as good in this deck as it is in others. Compulsory Evacuation Device can be used instead of Book of Moon, as it can protect monsters from removal while not also exposing them to Nobleman of Crossout. Return from the Different Dimension (1-2 copies) has also started to catch on recently as an alternate win condition. It specifically helps in the games that go a bit longer. One of Recruiter’s biggest strengths is how well it deals with Dekoichi, and the deck surfaced at a time when Dekoichi was quite popular, leading to an initial strong performance from the deck. It does quite well at dealing with early game defensive pressure from decks like Thunder Dragon Chaos. Unlike the other aggro decks in the format, it also shrugs off opposing Tsukuyomis quite well. Although battle damage is the deck’s main goal, is it also reasonably prepared to play a long game with cards like Chaos Sorcerer and Creature Swap. The deck has one of the easier learning curves, and it is also less prone to being hated out by sidedeck options than the other aggro decks in the format. Like Beastdown, Recruiter has trouble at dealing with an early game Gravekeeper’s Spy, although mid and late game Gravekeepers can often just be cleaned up by a Chaos Sorcerer. Although attacking with a bunch of recruiter monsters sounds easy enough, the deck’s power cards must be used very carefully. Creature Swap can be countered by a chained Scapegoat, and Chaos Sorcerer can be sucked up by a Thousand-Eyes Restrict. Recruiter Chaos can often have trouble against Angel Chaos in particular, as the decks are largely similar but Angel Chaos more prepared to deal with opposing threats and take over the late game. Return from the Different Dimension and Asura Priest are very valuable in this matchup.
  11. 1 point
    Where are the mafia games at, I get a PC and now no games are queued
  12. 1 point
    Shall I hide the incorrect posts? I think I shall. "Destroy as many as possible" doesn't mean "destroy nothing", it means "destroy at least 1 thing, but if you can get any number more, fucking do it." If nothing's destroyed, you don't proceed. You might ask "but 0 was possible, Earl, and he destroyed 0" thing is, you're messing up something about YGO you can't simultaneously "destroy" and "not destroy", and there's no such thing as performing a verb on zero things in this game if you "destroy 0", you "did not destroy", as far as ygo is concerned     the oldest example of this "you can't do X verb and simultaneously not do X verb" case is "Spirit Reaper has 0 ATK and attacks directly"   people used to argue "it inflicted 0 damage so it activates"     same principle here - you can't inflict 0 damage, and you can't destroy 0 cards, you can fail to inflict damage and fail to destroy cards.
  13. 1 point
    remember when we used to duel nigga
  14. 1 point
    Are you saying we should be excellent to each other?
  15. 0 points
    And it has online crossplay with Xbox and PC.
  16. 0 points
    To the internet as we know it...