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  1. 14 points
    What Brandish Format Could Be: In Defense of Current Format “. . . It is the process of its own becoming, the circle that presupposes its end as its goal, having its end also as its beginning; and only by being worked out to its end, is it actual.” - G.W.F Hegel, Phenomenology of Spirit Sec. 18 Introductory Remarks We shall here operate under three basic assumptions. First, that the next ban list will arrive relatively soon. Second, that this ban list will move Pendulum and Draco from their dominant position to a non-dominant position in the metagame. Third, and finally, we assume that no unforeseen releases between now and nationals format will severely impact the expected trajectory of the coming format. Considering the notice on Konami’s site concerning when we may start expecting the next ban list to arrive, considering the last ban list already attempting to substantially address Pendulum and Draco, and considering our current knowledge of releases to be expected in the next few sets, I believe that all three of these assumptions are justified for those duelists looking to get an early start on testing for nationals format. Historical Context There are three historical trajectories which we must be mindful of in conceptualizing what the coming Brandish format could mean. First, and most immediate, that of DuelistGroundz.com. Second, and no less important, Brandish’s place in the competitive history of this game. Third, and less obvious, the ever-evolving rules of the game itself. DuelistGroundz.com & Goat Format To begin with, let us consider the current situation of DuelistGroundz.com. The dominance of Goat Format is obligatory and has reached a level not previously seen since perhaps the original 2005 format itself. What does Goat Format structurally symbolize? It started being played again in the early 2010s at a particularly vulnerable time for Current Format, and served as a sort of escape from what was deemed “not real Yu-Gi-Oh!” As such, a certain snobbishness has persisted in the overall attitude of Goat Format contra Current Format, where the Goat Format players believe they are engaging in a more “skillful” game, one that could be properly called “real Yu-Gi-Oh!” If Goat Format were to remain as it was originally intended, a pet project to play at locals for fun in between matches, then there would be no hostile conflict between Current Format and Goat Format. While that situation remains the case in most real-life play, its current manifestation on DuelistGroundz.com is a completely different story. It is precisely when Goat Format seeps into competitive play, when the allure ceases to be merely an “escape” from current format, but fully an alternative thereof, where Goat Format becomes a legitimate structural threat to Current Format. It is in this sense that I consider Goat Format as a whole to be “self-alienated” Current Format. Signs of this eventuality were there in the beginning of its comeback in the early 2010s, especially in the obnoxious attitudes towards an admittedly defective Current Format, but it took years of effort for its purpose to materialize. Of course, the original presupposition the entire movement and snobbishness was based on, the attitude that Goat Format is this holy game that no format can surpass, blinds one to some of the greatest formats this game has ever seen. 2013 Dragons, 2014 H.A.T/Geargia, 2015 Nekroz, 2017 Zoo, etc., have been some of the most intricate formats ever in terms of technical play and deck building. To believe that Yu-Gi-Oh! ended in 2005 is ludicrous. To believe that no format could surpass one that was around when the game itself wasn’t even 5 years old is equally absurd. My hope is that within these words at least a handful of the Goat Format players can find the inspiration to at least glance in the direction of Current Format once more. The central thesis and case I’ll be making throughout this article-post is, therefore, that Brandish format is a better Goat Format in just about every way possible. Furthermore, I’ll be stepping up to the plate personally, not just in efforts to revive deck discussion as I’m doing here, or in effort-posting generally, but also in terms of getting my old Current Format friends (of whom there are many) to start taking this website seriously again. It’s no coincidence that the time of Goat Format being the most serious thing on this site is the same exact time as most of the great players currently either looking back at this site only nostalgically, or for the newer crop of Current Format players, not even knowing what DuelistGroundz.com is/was to begin with. (The general indifference towards these issues of certain figures in the contemporary administration on the site isn’t helping.) So, to summarize, what Brandish format could mean for the history of DuelistGroundz.com, via a better Goat Format, more effort from people like yours truly, and so on, is a return to the respectability and identity that we once had as a site. In the words of my dear friend Madeline, “let’s make this [the] format where we remind everyone to suck our dicks again.” Competitive Yu-Gi-Oh! & Brandish Format We have seen Goat Format, on this website, rise to prominence at a time of particular vulnerability for Current Format. The first of the vulnerabilities that Goat Format took proper advantage of was after a peak in Current Format, at the famous 6,000-person YCS where they had to knock down a wall just to fit all the players. While we had many great formats and tournaments since then, the predominant view, especially by the year 2016, was that competitive Yu-Gi-Oh! had declined from its peak some years prior. It is no coincidence that, bar the Monarch mirror, that year is viewed as one of pretty lackluster formats. The deck that won nationals in 2016 was one that, with a few excess purchases, someone could have made by getting three structure decks at Walmart the Thursday before, learning how to play the game with the beginner’s guide included, Last Chance Qualifying for nationals the following day, and then winning the tournament on the next two (not in the least to discredit the actual winner, obviously.) Pairing this was a decline in attendance of events. Traditionally 11-round YCS tournaments now became 10 rounds. Such YCS’s would occasionally have less participants than California regionals, or even Philadelphia regionals in rarer cases. But this is changing. Nowadays, in 2018, while we may have had a bad YCS or two, if one digs deeper towards a more local level, regional attendance is rising across the board. Even in 2017, the NAWCQ that year was a 3,000-person tournament. This paired what is viewed as a relatively good format. In the words of my dear friend Azad, “Yu-Gi-Oh! is peaking again.” We’re digging ourselves out of the rut we were in during 2016. As a result, in the broader history of the competitive game, Brandish format is the next peak. This makes the coming format a prime time to take Current Format seriously again, if not for the comparisons to be made between Brandish format and a better Goat Format, then for the heightened level of competition that recent trends are pointing towards. There is also an important technological context in which Brandish format is arising. The advent of replays on Dueling Book, as well as the advent of YGOscope.com, have the potential to form the foundations of a new era of testing and theory. It can drastically change also how we conduct competitive deck discussion threads. For example, we can construct replays to display complex situations instead of having to describe them. In doing so it can illuminate all the variables in technical play that the poster might not have thought relevant themselves. The possibilities are endless, and it is important to establish standards for a proper appreciation of these new technologies, which is one of many conversations we should be having at the moment. [Questions such as whether or not we should have dedicated thread(s) for accumulating replays for different decks come to mind.] With the modern competitive epoch of the game fully in mind, all that is left for us to discuss insofar as the historical context that Brandish format occupies is concerned, is the Konami-side of things; Rules and releases. Link Monsters & Rule Changes The past fourish years of the game have seen more turbulent rule changes than perhaps at any other point in this games history, and I include the switch from Upper Deck Entertainment within this. Among these rule changes, the ones that stand out the most are the decision to change drawing 6 going first into drawing only 5, the decision not only to release pendulum but then to move the pendulum zones to the Spell/Trap zones proper, and of course, Master Rule 4 and Link Monsters. While Link Monsters and the new rules that came about with them may be ostensibly overcomplicated and hard to understand for non-initiates, a deeper consideration of their implications in the competitive sphere of the game would reveal an absolutely genius mechanic. Particularly, the idea of limiting Extra Deck maneuvers to only the Extra Monster Zone and the zones that Link Monsters point to, should have ideally made for a slower game overall. The concept of using the previously almost meme-worthy mechanic of card zones to severely impact the plays that all the best decks are able to perform was a great move. However, there were of course some defects here. First, the defect of them simply releasing Link Monsters that were absurdly abusable (such as Firewall Dragon.) This made for some formats that the overall logic of Link Monsters and Master Rule 4 should have altogether avoided, such as the pre-emergency ban list Spyral format, as well as the current issues we’re having with Electrumite. However, in the broader history of the game, these formats are merely momentary defects and a slower format, one that Brandish format aspires to be, would become structurally inevitable given this ruleset. Another defect that Link Monsters have which is worth pointing out is that the “Extra Link” mechanic is nothing except for a floodgate built into the very rules of the game. Luckily, Extra Link situations are quite hard to pull off in competitive decks, so it shouldn’t be much of an issue for the time being. Nonetheless, one of the major impacts that Link Monsters have had on the game which is laudable is that they gave us a real science of which card zones to play our cards in. Our theory on this website and on discussion boards in general have yet to catch up to this reality, but it will in time. With these three historical trajectories in mind, those of DuelistGroundz.com, the competitive scene, and the rule changes and releases of the game itself, we are thereby able to place a Brandish format within its proper context. From here, we’re able to move on to the central question of this article-post, that of what a Brandish format could be, with the ultimate answer being, in appeal to the modern players on this site, “a better Goat Format.” Brandish Format Mechanics Those comparisons between Brandish format and Goat Format structurally can seemingly only be expressed in a list. A defect of this list is that it isn’t exhaustive. Rather, it deals with only those most immediate points understood from even a superficial familiarity with the format’s dynamics. These are, still, more than enough to compose a compelling case. The first thing to be discussed is the unclearness of when to use cards. Then, we will articulate the so-called “community of cards” between both players that the format creates and compare it to Goat Format. Following this, we will get down to brass tacks and talk about Boss Monsters. After that, we shall talk about going first or second. Penultimately, we’ll broach deck-building. Finally, externalities such as possible FTKs/OTKs and other, non-Brandish strategies will be brought up. The running theme here will be the thesis that while these things compare favorably with Goat Format, they have for the most part reached a “higher level” of more complexity and refinement in the modern day that a format lived out in 2005 continues to not be able to deliver. When to Use Cards The first thing that strikes one in Brandish format is that it is not very clear when to use a lot of the cards. Even cards that were traditionally obligatory, such as hand traps (Ash Blossom, Cherries, Transience,) become complicated. Do I Ash Blossom your Reinforcement of the Army hoping to cut you off of a play but then lose to a follow up? Do I Cherries on your turn or let you use a Blue to wait until my turn because I think you’re going to hold Called by the Grave since you’re expecting to use it on an End Phase Ash Blossom for your Blue? Do I Transience this turn one Red or do I hold it to set in a good spot (with respect to my opponent’s card zones) and then use it on a later Red at a more crucial juncture? Further, the opportune time to use extraneous Spell/Trap destruction such as Cosmic Cyclone and Twin Twisters isn’t clear either. Do I set them to out their Spellbook of Judgment? Do I hold them to not get Jamming Wave’d, or even worse, Afterburner’d? Do I set them to stop Void Imagination against the Infernoid Build? Do I keep them to avoid getting Patrulea’d/Decatron’d because I have an Ash Blossom to deal with their Imagination or an Ogre to deal with their Vanishment? What if they have Called by the Grave? It isn’t merely the non-Brandish cards that are unclear when to use, it is also the Brandish cards themselves. If I’ve opened just rei and Hornet Bit, do I float with rei or do I Hornet Bit, summon Red, and get it back? I end with more cards in the latter case, but I float in the former case. Or perhaps I Hornet Bit just for Blue to not use a Red on merely a Hornet Bit? Do I hold this Start-Up Engage to do it for 3 on another turn or do I foresee by Red/Blue chain resolving, allowing me to possibly use more of them on my next turn? Can I play through Cherries? Should I rei instead of Hornet Bit here to play around Cherries more effectively? It is not the case that the actual decision trees themselves are vast, as in a traditional combo deck. Rather, the options you’re given every turn are all defendable. This is akin to Goat Format, where different lines of play are all highly considerable. This being the case, though, we must acknowledge that rather than the decisions to play around 1-ofs in Goat Format, our opponent can potentially have at least 3 of all the cards we’re trying to play around in the Brandish mirror. As a result, there is no “unfortunate” case of them having the 1-of that you decided it was best not to play around, you must play around everything. This is one way in which Brandish format is brought to a higher level than Goat Format. The Community of Cards Another way in which Brandish format may be compared to Goat Format is that, rather than my cards being my cards and your cards being your cards, a sort of community of cards is established between my opponent and I where my Claws and Reborns are searchable methods of making my opponent’s cards my own. This “community of cards,” akin to how the aforementioned decision-making is brought to a higher level in Brandish format, is also itself brought to a higher level, since rather than Snatch Steal or Creature Swap being cards to keep in the back of your mind, Claw and Reborn are obligatory and ever-present in the mirror. Boss Monsters A third similarity between the two formats is that of Boss Monsters. This especially applies to how Diabolos in Brandish format compares with Black Luster Soldier – Envoy of the Beginning in Goat Format. Diabolos is a card that, unlike BLS, is good at all points in the game. BLS and Chaos Sorcerer, if drawn early, may be an issue, but since the only requirement to use Diabolos is to see rei (of which at least 7 are played,) it’s not nearly as much of a problem as getting a light and dark in the graveyard is. So, the boss monsters that we’re dealing with in Brandish format are in this way “better Yu-Gi-Oh!” than the ones dealt with in Goat Format. The Trap Dustshoots of Goat Format side decks (and sometimes main decks,) further, are actually built-in to Diabolos, making it less relevant who went first or second. Resolving a turn one Diabolos isn’t the end of the world because the opponent gets to pick the card that they return, and you don’t see their hand. First & Second Speaking of the decision to go first or second, this is another thing that Brandish format arguably does better than Goat Format. In Goat Format, while it isn’t by any measure the end of the world if you’re on second, it’s still quite obligatory to go first. In the era of only drawing 5 cards going first, on the other hand, and with the possibility of altering your Brandish list with more copies of Jamming Wave and Afterburners to have an advantage going second, it’s not only less clear whether you want to go first or second, but also less clear whether or not you want to build to go first or second (in the same way that it was less clear when to use the cards themselves.) Deck Building Regarding how to build your deck generally, you’re given quite a lot of freedom. It had become a cliché of Current Format in recent years to expect deck lists that top to consist of mostly 3-ofs and searchable 1-ofs. But considering the paradigms that cards like Pot of Desires open up for the game, as well as the grindy nature of Brandish mirrors which can require multiple copies of utility cards to “come up,” and finally, because you can splash Brandish in many different decks (simply opening Hornet Bit is a plus two,) the options for deck building are opened up in Brandish format which is also reminiscent of the ability to play more or less Dust Tornadoes, Sakuretsu Armors, Scapegoats, and Metamorphoses in our Goat Format decks. Brandish format, while I’d like to stress that the card pool which the metagame restricts us to is by no way too daunting for a non-initiate to familiarize themselves with, still has a richer card pool and selection than Goat Format. This is something that both formats do well, but that Brandish format does theoretically better. Other Strategies and Externalities Just like in Goat Format, the predominant deck (in their case Goat Control and in our case pure Brandish) is not the only strategy one can use. To begin with FTKs, OTKs, and traditional “combo decks” prior to examining other more “real” [sic] decks, we must first notice two things. For one, we have an impending ban list that could all but make the Instant Fusion FTK in Pendulum unusable. For two, more hand traps are being released, especially in the form of Infinite Transience, which, between them, Cherries, Ash Blossom, and Ogre, can make such decks hard to win with. There is the possibility of using Curious and Troymare Griffin to combo into a set Imperial Order with a strong field, but for the time being, that appears to be our only worry on this front. This contrasts how frustrating decks like Empty Jar can be to deal with in Goat Format. Just like splashing Scapegoat and Metamorphosis into non-traditional Goat Control decks, the Brandish engine creates possibilities to be splashed in many decks, most prominently Infernoid and Invoked. Then there are still non-Brandish anti-meta strategies, such as the different builds of Altergeist. While I don’t have an argument for why the deck selection now in particular is “better” or has “reached a higher level” than that of Goat Format, I do think they are at least directly comparable. Conclusion What we therefore are dealing with is a slower deck/format which doesn’t OTK much, a deck where the decisions you are able to make on every turn are all defensible, a deck where these decisions often revolve around which cards you’re playing around, a deck where a community of cards is formed between you and your opponent such that you needn’t rely on only your own cards to win, a deck with “fairer” and less troublesome boss monsters, a deck whose building is akin to but in fact richer than Goat Format, a deck that deals with FTKs and OTKs very well, and finally, a deck where going first or second is not merely something that less hinges on, but also not obligatory at all. These things are all brought to either a higher or equal level to that of Goat Format, creating less arbitrary losses overall. We’ve summarized Brandish format’s ideal place within the history of the game, its ideal place metanarrativistically in the history of DuelistGroundz.com, and we’ve given some basic introductory analyses of the mechanics of Brandish format and how they compare to Goat Format. The conclusion has been reached that, for all intents and purposes, Brandish format represents a “better Goat Format.” The implicit myth that all the fedoras at your locals the past 6 years keep in the back of their mind, that while you’re there grinding out games in the absolute savage barbarity of Current Format, they’re sitting in the back playing a more “cultured” game of “real Yu-Gi-Oh!,” let this myth be completely laid to rest. I highly recommend that the modern Goat Format players on this site get into Current Format. Thank you.
  2. 14 points
    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.
  3. 11 points
    Hey guys, In honor of my first win in a "major" Goat Format tournament, I decided to do a post-game commentary series of all my matches, and write up this mini report. I'll explain my deck real quick, then leave the commentary below as the main source of analysis on my matches. Even though it was only an 8-person tournament, I knew it would be fun and extremely competitive. I expected every player to take it seriously and bring what he thought was his best deck to the tournament. So, even though I had recent success with PACMAN in a DGz Live, I really wanted to test my abilities with Goat Control in this new Chaos-heavy DGz meta. I was expecting to see about 2:1 Chaos Control decks to Goat Control decks, and maybe some anti-meta decks sprinkled in. I think this prediction was about correct. Here's my deck list: There's some explanation of my list in the videos if you'd like to skip reading this, but I think some people would appreciate the extra details. I'm playing the typical Goat Control list that was developed with Team Detox, but it really dates back to the days when KP won the 2014 Goat Format War League with a very similar list, which then became the "Standard" goat list that everybody net decked. The only difference in the main deck is that we've replaced 2 copies of Exarion Universe with 1 D.D. Warrior Lady and 1 Asura Priest, a couple solid level 4 beaters that help to fill the roles that Exarion Universe played in the original deck. The side deck was meant to cover Burn, OTK, and other Alt-Win stuff. I specifically tweaked it for the metagame I was expecting to face, however. That's why I sided 2 copies of Dark Mimic LV1 and a third Book of Moon. When I played against Angel Chaos Control, I would take out D.D. Warrior Lady, a card I consider a liability in that matchup, as well as 2 Dust Tornado, which are not as useful as they are in the Goat Control mirror, where I can save them to stop Call of the Haunted and Premature Burial (Chaos Control does not play either of those cards). Dark Mimic is strong against the Chaos Control deck, as it never loses value to Chaos Sorcerer, and it can soak up attacks from Shining Angels and D.D. Warrior Lady. Importantly, now that I've gotten rid of D.D. Warrior Lady and added a couple more flip effects, none of my monsters will be left in face-up position without having already given me value (except Sangan which I will be setting more frequently instead). I ended up setting monsters a lot and playing more passively to avoid Chaos Sorcerer, which worked out quite well. This change also bumps my deck up to 17 monsters, which I feel gives me a slightly stronger early game that helps me respond to early Shining Angels from my opponent. Finally, I am bringing in the 3rd Book of Moon which does a few things: (1) provides extra synergy with a weak flip effect monster like Dark Mimic LV1, (2) functionally helps to replicate the ability of the Dust Tornadoes I sided out to block Snatch Steal, and (3) blocks the Angel Chaos Control player's Thousand-Eyes Restrict more effectively than they can block mine, since a Book on their Thousand-Eyes will never result in them tributing it for Airknight (since they choose not to play Airknight, while I still do). In hindsight, my side deck was not very good against Aggro decks like Chaos Recruiter, which I struggled against in the Finals. I would have liked to have found space for a third Sakuretsu Armor and 2 Legendary Jujitsu Master for that matchup. I took these cards out at the last minute for 2 Mobius the Frost Monarch and the third Book of Moon. I think it was worth it for the Book of Moon, but I'm skeptical about the Mobius. I'm also skeptical about my decision to include Seven Tools of the Bandit. I was happy at the end of the day to include Trap Dustshoot however. It remains one of my favorite side deck cards. Finally, thanks to MMF for hosting the tournament. Thanks to The Seraphim (the team I'm on currently) for the support and advice on my deck and how to play. Thanks to the commentators in Voice Chat who joined MMF's streams, the coverage you guys did was fantastic. And finally, thanks to my opponents for being positive human beings and good sports. You guys made the tournament a great experience. 10/10 would play again. Round 1 vs Markus (Chaos Angel Control) - Win Round 2 vs Tango (Chaos Angel(?) Control) - Win Round 3 vs Lucas (Chaos Angel Control) - Win Round 4 vs Loli (Chaos Recruiter) - Loss Round 5 vs Loli (Chaos Recruiter) - Win
  4. 10 points
    Brandish Yu-Gi-Oh! Wiki pages sure don’t have what they used to (unless they plan to update the page later.) Here is the entirety of what they have to say about the Brandish archetype: “’Sky Striker’, known as ‘Brandish’ (閃せん刀とう, Sentō) in the OCG, is an archetype set to debut in Deck Build Pack: Dark Savers. It includes the sub-archetype ‘Sky Striker Ace’. The ‘Sky Striker’ cards are made to look like suits of powered armor (in the case of the ‘Sky Striker Ace’ Link Monsters), or various gadgets equipped to said armor, as with the Normal and Quick-Play Spells within the archetype. The pronunciation ‘Sentō’, which means ‘Flash Blade’ using the archetype's Kanji, can also mean ‘Battle’ (戦闘).” …and that’s it, most of it useless information for non-weebs. So, for a non-placeholder OP, an actually constructive one, we’ll have to start from scratch. Brandish Monsters Excluding the Wind Link, which it is not likely we’ll have for nationals format, there are three Brandish monsters: Brandish Maiden rei, Brandish Maiden Kagari, and Brandish Maiden Shizuku. Let’s go in that order. Brandish Maiden rei “(Quick Effect): You can Tribute this card; Special Summon 1 ‘Brandish Maiden’ monster from your Extra Deck to the Extra Monster Zone. If a face-up ‘Brandish Maiden’ Link Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect, while this card is in your GY: You can Special Summon this card. You can only use each effect of ‘Brandish Maiden rei’ once per turn.” Brandish Maiden rei, usually just shortened to “rei,” is the only non-Extra Deck Brandish Monster (not counting the token from Hornet Bit.) Clearly, though, it’s a card that revolves around the Extra Deck. While you’re able to summon the Brandish Link Monsters without using rei’s effect, by just normally sacrificing her for a Link Summon, her tribute effect is relevant in two key situations: When you have Diabolos (the boss monster,) and when it’s on the field during your opponent’s turn. The latter situation, that of it being on the field during the opponent’s turn, becomes the case due to its floating effect. Your opponent may force one of your Brandish Link Monsters to leave the field, especially on their turn, and this will allow rei to activate, bringing herself back and then allowing herself to summon another Brandish Link Monster to use even on your opponent’s turn. As far as the actual structure of the deck goes, Brandish Maiden rei is one of three basic starter cards: Her, Start-Up Engage, and Hornet Bit (and Reinforcements of the Army to get her.) This gives you a total of 10 starter cards, assuming the next ban list doesn’t mess with RotA. This, combined with the ability to see more cards with your other Spells (Desires, Upstart, Metalfoes Fusion, the Field Spell,) makes for a pretty consistent deck. Since Brandish mirrors are a bit slower paced, it’s not the end of the world if you brick on the first turn either. Brandish Maiden Kagari “1 non-FIRE ‘Brandish Maiden’ monster You can only Special Summon ‘Brandish Maiden Kagari(s)’ once per turn. If this card is Special Summoned: You can target 1 ‘Brandish’ Spell in your GY; add it to your hand. Gains 100 ATK for each Spell in your GY.” Brandish Maiden Kagari, usually just shortened to “Red,” is the first of two Brandish Link Monsters we’ll be looking at. Notice that it takes a non-Fire “Brandish Maiden” monster to summon, and that its own attribute is Fire. All the Brandish Link Monsters have this clause for their own respective attributes, and all of the Brandish Link Monsters are different attributes. What this means effectively is that you cannot use Red for Red, or Blue for Blue as fodder. The recursion of Brandish Spells in graveyard is relevant for several reasons. First, it can combo with Engage to use multiple of them in a turn. One common turn one play that is very strong is to Engage for Spellbook of Judgment, and then get back Engage with Red to get another Spell back for Spellbook of Judgment by activating it again. This then allows you to set back the Engage with Spellbook of Judgment in the End Phase, and then use Blue to search for another copy of Engage. Second, this card’s effect activating on summon is important in contradistinction to Blue, which activates in End Phase. This is because if you’re floating with your rei on your opponents turn, they can’t completely cut you off from adding cards to your hand by just running over the Blue that rei would float into, because you can summon Red instead to get the add back. Third, and finally, the add back effect allows you to reuse important utility cards. This lets you get away with playing less copies of them overall. Be careful though, you might not want to play too little copies of certain utility Spells, since you might banish them with Pot of Desires. The attack gain on this card becomes relevant in the later game when you have a lot of Spells in the graveyard. It can help you get over bigger monsters, sometimes even mustering up enough attack to trade with a Diabolos (or Infernoid Onuncu.) Lastly, notice the clause on this card that you may only summon it once per turn. All the Brandish Link Monsters have this clause, otherwise they’d be able to be summoned indefinitely and you would be able to indefinitely add back cards with Red. So, it’s good they put that clause there. Brandish Maiden Shizuku “1 non-WATER ‘Brandish Maiden’ monster You can only Special Summon ‘Brandish Maiden Shizuku(s)’ once per turn. Monsters your opponent controls lose 100 ATK/DEF for each Spell in your GY. Once per turn, during the End Phase, if this card was Special Summoned this turn: You can add 1 ‘Brandish’ Spell from your Deck to your hand with a different name from every card in your GY.” This is Brandish Maiden Shizuku, usually shortened to “Blue.” This card allows you to get the ball rolling if you didn’t open Engage, as it can search Engage in the End Phase. It also pairs well with the Spellbook of Judgment as mentioned, since the Spellbook of Judgment can set spells from the graveyard in the End Phase, allowing you to then search one of the same name with Blue. Notice that the Attack and Defense loss is for all of your opponent’s monsters, which is important to help get over boards sometimes. Other than that, there isn’t a whole lot to talk about with this card. It’s just an obligatory part of the run-of-the-mill plays in this deck, where you summon Red and then tribute Red off for this card to search in the end phase, setting you up for the following turn. One thing to note though, about the two Link Monsters, is where their arrows point. This means that if you summon them to your Extra Monster Zone, they point away from the field. This allows for a more slower game with less OTKs and the like, with an average turn dealing normally only some lower increment of 1500 damage. Brandish Spell Cards With rei, Red, and Blue all figured out, we can move on to the main magic of this deck, the Spell cards. This deck has some of the strongest archetypal Spell cards ever printed, and it is amplified by the fact that very few of them have anything even close to resembling a “once per turn” clause. The Spell cards we’ll be looking at are Brandish Start-Up Engage, Brandish Mechanism Multi-Roll, Brandish Mecha Hornet Bit, Brandish Airspace Area Zero, Brandish Mecha Widow Anchor, Brandish Skill Afterburner, Brandish Skill Jamming Wave, Brandish Mecha Shark Cannon, Brandish Mechanoid Hercules Base, and Brandish Mecha Eagle Booster. Brandish Start-Up Engage “If you control no monsters in your Main Monster Zones: Add 1 ‘Brandish’ card from your Deck to your hand, except ‘Brandish Start-Up Engage’, then if you have 3 or more Spells in your GY, you can draw 1 card.” Brandish Start-Up Engage, usually just called “Engage.” Yes, you read this card’s text correctly. And no, you did not read a once per turn clause. Because there isn’t one. Including adding it back with Red, you can potentially activate this card up to four times in a turn, getting the extra draw as many times as you do it with at least 3 Spell cards in graveyard. As mentioned, and as indicated by this cards name, this is one of your starter cards. It’s not that bad if you don’t draw this because you can search it in the mirror, but if one player draws it going first and the other player doesn’t have it going second, they can start to fall a little bit behind because the player on first is able to resolve this card multiple times before the player on second was able to resolve it once. Fortunately, with the Field Spell and draw Spells, you have a pretty good chance to see this card on turn one. What you ideally want to do in the first turns of the mirror is end with multiple copies of this card either in hand or field or between both, since it will make your follow-up quite strong. Don’t overly worry about getting three Spells in graveyard for the draw, that will naturally come in time and unless the Spells you put in graveyard are free (such as Foolish Burial Goods and Metalfoes Fusion,) it’s not worth building your deck around trying to get to three Spells in graveyard. The draw effect on this card also obviously helps you to begin to come back while playing from behind. Be careful when deciding whether or not to Ash Blossom this card, since they can add it back with Red (as opposed to using it on something like, say, Pot of Desires.) Just something to be aware of. Notice, finally, the clause on this card about only being able to activate it while you control no monsters in your Main Monster Zone. A lot of the Brandish Spells have this clause. Just like the arrows on the Brandish Link Monsters themselves, this helps slow down the pace of the game, since you don’t want to shut yourself out from your Spells just to do a little more damage usually. Brandish Mechanism Multi Roll “Once per turn: You can target 1 other card you control; send it to the GY, also your opponent cannot activate cards or effects in response to your Spell Card activations this turn. Once per turn, during the End Phase: You can Set ‘Brandish’ Spells with different names from your GY to your field, up to the number of ‘Brandish’ Spell Cards you activated this turn while this card was face-up on the field, but banish them when they leave the field.” This is Brandish Mechanism Multi-Roll, which we call “Spellbook of Judgment” for obvious reasons. Yes, you read this card’s second effect correctly. A good mirror will often have this card face-up on both players field, resolving it as much as possible. And by as much as possible, I mean that using the Quick-Play Spells, you can use this card on your opponent’s turn too. Just the existence of this card justifies using cards like Ghost Ogre, Twin Twister, Evenly Matched, Typhoon, and so on to hopefully not get blown out by a turn one Spellbook of Judgment. Or, if you don’t see these cards, you’re hopefully able to come back with your own Spellbook of Judgment such that you’re able to match the power that your opponent was able to generate. The fact that it banishes the Spells that you bring back is important in late game grinds, so be careful. Worth noting as well is that it can set the Field Spell too. Finally, the first effect is worth keeping in mind, since it can help you get rid of a Metalfoes Fusion that you’ve hard drawn. Overall, this Spell is probably the strongest card in the deck. Brandish Mecha Hornet Bit “If you control no monsters in your Main Monster Zones: Special Summon 1 ‘Brandish Maiden Token’ (Warrior/DARK/Level 1/ATK 0/DEF 0) in Defense Position, but it cannot be Tributed. If you have 3 or more Spells in your GY, its ATK/DEF become 1500.” Brandish Mecha Hornet Bit, usually just called “Hornet Bit.” This is another starter card, since you can immediately tribute the token summoned for a Red or Blue. It isn’t always clear whether or not you want to go with this card when you have the option between it and rei. This card is more vulnerable to Cherries, but you end with more cards if you add it back with Red and then use Blue. Arguably you don’t even want to waste a Red on adding this card back sometimes. This card has different functions at different points in the game. Early game, it’s a starter card. Later game, it can help you go into toolbox Link Monsters, such as Troymare Phoenix. Further, in the worst-case scenario, you can set it to chump-block so you don’t die. It’s good to keep a copy of this card floating between your hand and field in most matches so that you have a follow-up if something goes wrong. Overall, a pretty solid component of the deck. Brandish Airspace Area Zero “You can target 1 other card you control; excavate the top 3 cards of your Deck, you can add 1 excavated ‘Brandish’ card to your hand, also shuffle the rest back into the Deck, then if a ‘Brandish’ card(s) was excavated, send the targeted card to the GY. If this card is sent from the Field Zone to the GY by a card effect: You can Special Summon 1 ‘Brandish Maiden’ monster from your Deck. You can only use each effect of ‘Brandish Airspace Area Zero’ once per turn.” This is Brandish Airspace Area Zero, normally just called “Field Spell.” Quite simply, this card turns your 5-card hands into 8-card hands, and your 6-card hands into 9-card hands. It also can clear monsters from your Main Monster Zone to allow you to activate your Brandish Spells. The best card to send with it is usually a hard drawn Metalfoes Fusion. Carefully read it. Even if you don’t add a Brandish card, as long as you reveal one, you send the targeted card to the graveyard, so you just about always might as well add the Brandish card you reveal anyway. The best thing that this card does is help you brick even less. You already have 10 starter cards, and this card helps you get to 9 of them. In fact, this card has quite a lot of functions. It turns dead draws into real cards and potentially gets another Spell in graveyard in the process. The second effect combos with Spellbook of Judgment’s first effect to unbrick your hand as well. You can even destroy this on your opponent’s turn using Twin Twister or Typhoon in order to float a rei against them. Unfortunately, because of the once per turn clause on this card, seeing multiple Field Spells isn’t that good. Seeing one Field Spell and one Terraforming is fine though because you can just send the Terraforming with its first effect. Obviously you want to be using Terraforming for this card instead of hard drawing it because it gets a Spell in graveyard for free. Brandish Mecha Widow Anchor “If you control no monsters in your Main Monster Zones: Target 1 Effect Monster on the field; it has its effects negated (until the end of this turn), then if you have 3 or more Spells in your GY, you can take control of that monster until the End Phase.” Brandish Mecha Widow Anchor, usually just called “Claw” for short. This card is essentially Snatch Steal, sometimes even a little better because you can give them back their (presumable) Link Monster in a Main Monster Zone to turn off their Brandish Spells on your turn, including their own copies of Claw. Playing around this card is a key skill to have in the mirror. The most unfortunate timeline is banishing all of your copies (people normally play 2) of this card with Pot of Desires. In order to stop them from getting the monster back in the End Phase, you can Link it away. If all else fails, going second, this card is also a starter card if you can get three Spells in the graveyard. This is because you can take their Red or Blue (usually Blue) and make your own Brandish Link Monsters with it. Brandish Skill Afterburner & Brandish Skill Jamming Wave “If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; destroy it, then if you have 3 or more Spells in your GY, you can destroy 1 Spell/Trap on the field.” “If you control no monsters in your Main Monster Zones: Target 1 Set Spell/Trap on the field; destroy it, then if you have 3 or more Spells in your GY, you can destroy 1 monster on the field.” Brandish Skill Afterburner, usually called “Afterburner,” and Brandish Skill Jamming Wave, usually called “Wave.” I’ve put both of these together since they’re more or less the same card, just with reversed effects. These are your ways of clearing your opponent’s board. An extremely relevant thing to point out is that the second effects on both of these cards don’t target. Especially in the case of Afterburner, this forces your opponent to flip up Spells/Traps on its activation if they don’t want to risk them getting destroyed and not being able to use them at all. These cards are especially strong going second, so lists that are built to go second will traditionally play more of these. Other than that, these cards are pretty self-explanatory, they’re great utility cards and add more “counters” to Spellbook of Judgment. Brandish Mecha Shark Cannon “If you control no monsters in your Main Monster Zones: Target 1 monster in your opponent's GY; banish it, but if you have 3 or more Spells in your GY, you can Special Summon that monster to your field instead, but it cannot attack.” Brandish Mecha Shark Cannon, normally called “Reborn” due to its 3-Spell effect, is a great utility card. It can help cut off their floating rei in the mirror. It is strong against the Infernoid build because you can banish one, add it back with Red, banish another, then use Spellbook of Judgment to set it, banishing a third. It may be surprising at first, but the banish effect tends to come up more than the Monster Reborn effect. This is because not only does the card you Reborn take up your Main Monster Zone, but all you can normally do with them is Link them away after. This is with one crucial exception. Late game in the mirror, especially if your Red or Blue were Cherries’d, you can use it on your opponent’s Red/Blue to use their effects instead. A pretty solid card. Brandish Mechanoid Hercules Base “Activate only if you control no monsters in your Main Monster Zone. The equipped monster cannot attack directly, but can make 2 attacks on monsters during each Battle Phase. If the equipped monster destroys a monster by battle and if you have 3 or more Spells in your GY: Draw 1 card. If this card is sent from the field to the GY by a card effect: You can target up to 3 ‘Brandish’ cards in your GY, except ‘Brandish Mechanoid Hercules Base’; shuffle them into the Deck.” Brandish Mechanoid Hercules Base, usually called nothing for short because this card’s quite frankly awful. However, every once in a while, you’ll see this card played for the Daigusto effect, so that late game in the mirror you can replenish your Extra Deck with your Brandish Link Monsters. That’s about all there is to say about this card, I don’t recommend using it. Brandish Mecha Eagle Booster “If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; this turn, that target is unaffected by card effects (except its own), also if you have 3 or more Spells in your GY, it cannot be destroyed by battle this turn.” Brandish Mecha Eagle Booster, called “Booster” for short. I’ve only ever seen this card played in one list. Like Hercules Base, it’s pretty bad. Maybe a situation will come up where it’s good to play this on your opponent’s monster. Isn’t much else to say. Non-Brandish Cards We’ll limit our scope here to pure Brandish lists. The cards that best compliment Brandish cards from an engine perspective will obviously be Spell cards that help you meet the 3 Spell threshold in your graveyard. On top of that, since pure Brandish is a control deck, Hand Traps and “real Traps” also tend to be played in this deck. Here is a non-exhaustive list of Main Deck cards to consider: · Ash Blossom & Joyous Spring · Ghost Reaper & Winter Cherries · Ghost Ogre & Snow Rabbit · Darkest Diabolos, Lord of the Lair · Toon Cyber Dragon · Toon Cannon Soldier · Pot of Desires · Foolish Burial Goods · Metalfoes Fusion · Toon Table of Contents · Upstart Goblin · Terraforming · Reinforcements of the Army · Foolish Burial · Twin Twister · Cosmic Cyclone · Solemn Strike · Solemn Judgment · Evenly Matched · Typhoon · Infinite Transience Brandish Ratios Ratios of Brandish cards vary depending on several factors. The first factor they vary on is whether you want to go first or second. The second factor they vary on is the metagame, are people using Altergeist and the Infernoid Build? Or do you expect to see more of the pure Brandish mirror? A third thing they vary on is depending on how many other Brandish cards you’re playing. If you’re playing a list with less Brandish cards to hit off Field Spell, for example, Field Spell may not be as good. Here is a list of common ranges of quantities per card played: · 3 Brandish Maiden rei · 3 Brandish Start-Up Engage · 1-2 Brandish Mechanism Multi-Roll · 2-3 Brandish Mecha Hornet Bit · 0-2 Brandish Airspace Area Zero · 2-3 Brandish Mecha Widow Anchor · 1-2 Brandish Skill Afterburner · 1-2 Brandish Skill Jamming Wave · 0-1 Brandish Mecha Shark Cannon · 0-1 Brandish Mechanoid Hercules Base · 0-1 Brandish Mecha Eagle Booster · 3 Brandish Maiden Kagari · 3 Brandish Maiden Shizuku Other Card Ratios The ratios of non-Brandish cards to play varies even more widely than the Brandish ratios themselves. I’ll just go over the potential quantities of cards commonly played from the “Non-Brandish Cards” section. · 3 Ash Blossom & Joyous Spring · 0-3 Ghost Reaper & Winter Cherries · 0-3 Ghost Ogre & Snow Rabbit · 0-2 Darkest Diabolos, Lord of the Lair · 0-1 Toon Cyber Dragon · 0-1 Toon Cannon Soldier · 2-3 Pot of Desires · 2-3 Foolish Burial Goods · 1 Metalfoes Fusion · 0-3 Toon Tables of Contents · 1 Upstart Goblin · 0-2 Terraforming · 1 Reinforcements of the Army · 0-1 Foolish Burial · 0-3 Twin Twister · 0-3 Cosmic Cyclone · 0-2 Solemn Strike · 0-1 Solemn Judgment · 0-3 Evenly Matched · 0-3 Typhoon · 2-3 Infinite Transience Concluding Remarks I’ll leave considerations of the Side Deck and Extra Deck, due to their relative subjectivity, for the discussions to be had in this thread. I’ll do the same for technical play because the deck is less streamlined in terms of proper maneuvering at the moment. In any event, we’ve worked out the basics of what the Brandish deck is, what it does, and we have some basic ratios to play in our lists. Here’s to a hopefully great thread and a return to the types of discussion we’ve once had on these boards.
  5. 10 points
    YOU THINK THAT THE DISS AT YOUR KING IS THE WISE THING TO DO WHILE IM FEEDING YOU ILL KEEP CALLING YOU BAD CUZ THATS ALL OF THE SHIT THAT I SEE IN U ALL DGZ BOYS HATING CUZ THE DOGGO WAS THE MAN IN THE WHOLE GROUP KILLING SILVERDUDE AND WINNING NOOBS BECUZ HE IS THE DCS CHAMP DCS CHAMP WHO IS THE DCS CHAMP DCS CHAMP OH SHIT WHO IS THE DCS CHAMP DCS CHAMP GAME OVER YOU AINT READY FOR BUSINESS YOU ON THE RUN FITNESS !!! ARE YOU BAD OR ARE YOU AN ELEPHANT LIKE A MIX OF A DYKE AND A FEMINIST 0 BRAINCELLS IN YOUR BRAIN CAGE AND SWIFT CROSS EYED CALVIN TAHAN WITH THE DECKS AND SHIT EVERYONE IN DGZ IS IRRELEVANT WHAT WINS DID U GET BEFORE HEAVEN SENT MANGO TO YOUR LIFE LETS MEASURE IT THATS NONE AND YOU ALL BEEN HIS BITCH EVEN SINCE HOW YOU SO BAD BUT YOUR KING IS NOT? AND YOU LIKE IN A HOUSE YOUR MOM DONE BOUGHT IMMA WAIT TIL YOUR BRAIN IS FUCKED GOT TA LIVE WITH YOUR AUTISM LIKE THAT KID FROM MARRAKECH WALLS(modifié) ALL THE TITLES IS AIMED FOR ME I KNOW THE DISSTRACK TREND WAS MADE FOR ME MIST FALLED OF THATS A SHAME TO SEE HIS TOPS AINT THE SAME LOOKS LIKE HE CHANGED BELIEVES NOW THEY HATING ON ME I DONT LISTEN IM BUSY GETTING LAID MOROCCAN NECKLACE I DONT WANNA TALK ABOUT THOSE DGZ BITCHES TALK SHIT BUT THEY SOFT LIKE KNIGHTMARE GRYPHON AYYYYY PULLIN' UP TO MY HOUSE THATS A NONO YOU CAN GET ALL THE ACTION LIKE A GO PRO ME., WHY YOU GET DROPPED FROM YOUR OWN LIVE? TRY SO HARD TO RIDE THE WAVE CUZ U GOT NO LIFE SILVER COME OUT THE CLOSET WHY U SCRUBOUT ANYTIMES LIKE A DUMBFUCK ALL THESE NIGGAS THINKING THAT THEY COULD SPEAK STILL IM TOPPING MORE THAN THEM A WEEK THESE PUSSIES ON CONTRACT DONT BOTHER REPLYING OR APPLYING A COMEBACK YOU THINK THAT THE DISS AT YOUR KING IS THE WISE THING TO DO WHILE IM FEEDING YOU ILL KEEP CALLING YOU BAD CUZ THATS ALL THE SHIT THAT I SEE IN YOU ALL DGZ BOYS HATING CUZ THE DOGGO WAS THE MAN IN THE WHOLE GROUP BECUZ HE IS THE DCS CHAMP DCS CHAMP YEAAAAH WHO IS THE DCS CHAMP DCS CHAMP SHIIIIT WHO IS THE DCS CHAMP DCS CHAMP GAME OVER !!!!!!!!!!!!!!!!! YOU AINT READY FOR BUSINESS YOU ON THE RUN FITNESS !!!!!!!!!!!!!!!!!!!! ALBUM COMING UP SOON!
  6. 10 points
    GoatStats I guess I should go ahead and put a thread up for this. I'm working on compiling a database of Goat Format tournament statistics, in the vein of Tafostats. I ended up splitting the project into three separate Google docs, which I'll link separately here: Goat-List: This is a list of the top cut and final results for every major Goat Format tournament since April 2005. GoatTopDecks: This is a database of top decks from Goat Format tournaments, including links to every premier event top cut decklist from April to August of 2005. GoatRank: This is my attempt to port the ChampRank system over to Goat Format. Every player with a top cut finish at a major Goat Format tournament is "ranked" with a point system. I split the data up into three distinct eras: the Historic era, e.g. 2005, the Exarion era, e.g. 2012-2014, and the Modern era, e.g. 2015-present. As is the case with our DGz WarBot Elo ratings, none of this is intended to be a perfect or objective ranking of skill, especially not all-time skill, in Goat Format. The GR rankings are intended more as year-to-year "Power Rankings" that focus on results. Most of the decks in GTD are not what I'd call good, as the vast majority (right now) are included for historical purposes. Nonetheless, I expect this data to be helpful in at least some way to Goat Format duelists at all levels of play. Right now I'm working on the H2H tab of GR. Right now, only the Modern era is completed; I'm working on the Exarion era ones right now, and will do the Historic ones after that. Remember that all 4 Seasonal Playoff events in 2018 will count as Majors and all 4 Goat format DCSes will count as Regionals!
  7. 9 points
  8. 9 points
    Team Captain: TheGoldenTyranno Members: Audioslayne rei MacDude/Koala goats4dayz/Loganj111/thgink egarim BuildtheWalia SparkyFlary/spankthemonkey NB96/Nick Former Members: Silver Gojira Inky Hendo PSK Reggie/Haruki Anathema Morpp Paraliel Regular War Record: 1-4 Lost 0-3 vs The Seraphin Lost 1-2 vs E.V.I.L Lost 1-2 vs Fuze Gang Won 3-0 vs Reveal Exodia, k? Lost 0-2 vs Damage Step
  9. 9 points
    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:
  10. 9 points
    Gather around children. How many of you remember a fellow dgzer named SageRhapsody. SageRhapsody was a weeaboo from Canada, but he was a chill person nonetheless. Suddently SageRhapsody has disappeared without a trace. No one knew why he disappeared. This is the tale of SageRhapsody Once upon a time, on the Duelistgroundz discord. SageRhaposdy was engaging in a Yu-gi-oh! discussion. Sage jokely said, "Hey, I'm gay!". Everyone laughed it and shrugged the joke off. No one took it seriously. But, one person did. That person was Mark. Duelistgroundz has launched a brand new war season with a team draft system. Captains were selected to make their own team. Mark was selected as a captain, he founded a team called "All of The Outs". Mark drafted SageRhaposdy early in the round for unknown reason. There was many clamors on why Mark made that type of pick. But everyone moved on. And so, the war season has began. Serveal weeks into the war season. SageRhaposody was traded to a different team for no reason. It was unexpected. Mark wasn't willing to let SageRhaposody go like that. It was strange, but then everyone assumed that SageRhaposody was too busy with IRL engagment to war. The war season was over. One person on "All of The Outs" that went by the name Morphing Jar made serveal comments about what happened during the war season. What a strange statement made by Morphing Jar. Kira was on All of The Out along with Sage. Sage didn't needed to be traded in order to get rid of Kira. Other arrangment could have been made. But Morphing Jar commented that Sage was the "glue". If that was the case, then Sage shouldn't have been traded away. A new war season was starting. Unlike the previous season, a person could make their own team and recruit other to join their team. Instead of being picked as a captain and pick a person from a draft. Sage wanted to make a team of free agent, which was a good thing. However, Sage never went through with this. And Sage left Duelistgroundz without telling anyone why. Fellow DGzers were concerned about Sage leaving, but they assumed that Sage was too busy with IRL engagments. So eventually, DGz moved on. One day, I got a private message from Ynus. It was a strange question for him. This was out of the blue, Ynus normally wouldn't care about that. However, he followed up with another strange question. He was asking for my opinion about Mark. It was equally out of the blue. But I responded to him. Then suddenly, he responded with "What if I told you that he was sexually harassing someone? I have tons of screens to prove it". It was strange of Ynus to say that but I believed him. So, he shared some screenshots with me. Warning, they may be disturbing to others. I read the screenshots, and they were shocking to say so at least. Mark was sexually harassing a person. Not only that, he was bullying that person as well. That person was revealed to be SageRhaposy. There you have it, that is the reason why Sage has disapperaned. He was being sexually harrassed by Mark. He felt uncomfortable. Sage wanted to leave ATO because of Mark. Satchmo checked in with Sage to confirm it. Sage revealed more informations. [12:49 AM] Satchmo: yea, like getting preyed on by a mod is not ever ok [12:50 AM] Satchmo: I'm very glad you came forward [12:50 AM] your boy eatdatcaitsith445: Thanks for giving me the oppurtunity [12:50 AM] Satchmo: Mrk's conduct was incredibly innappropriate [12:50 AM] Satchmo: just hopefully we can get a true smash'd thread going [12:50 AM] your boy eatdatcaitsith445: it was like, it was hard to say anything because I was on a team with all these amazing players and (loli, me. mjar) and I didn't want to lose that [12:51 AM] your boy eatdatcaitsith445: and we was really good at making me feel bad about ignoring him [12:51 AM] your boy eatdatcaitsith445: but shit was literally constant 24/7. I'm sure you've seen the walls of text. He'd send like 75 messages in 30 mins while he knew I was at work [12:51 AM] Satchmo: fucking christ man [12:52 AM] Satchmo: like I've seen this type of shit before [12:52 AM] Satchmo: and it never gets any easier seeing it again [12:52 AM] Satchmo: why the fuck can't people just be normal humans on the internet [12:52 AM] your boy eatdatcaitsith445: and he'd always pressure me to voice chat [12:52 AM] your boy eatdatcaitsith445: like "5mins a day" [12:53 AM] your boy eatdatcaitsith445: https://puu.sh/yx5hv/e2ddb1be73.png [12:54 AM] your boy eatdatcaitsith445: Yeah I mean thankfully he stopped after ignored him for about a month [12:54 AM] your boy eatdatcaitsith445: even though he pounced right back the moment i showed activity again trying to make the free-agent team On top of harrassing and bullying Sage, Mark was stalking him. Sage couldn't work without Mark calling and spamming him endlessly. The dgz staff would like to applaud Sage for coming forward. Something like this is not tolerated. If anyone would like to step forward and admit that they are being harassed. Please do so, we will help you. We have gotten permission from Sage to post this thread.
  11. 9 points
  12. 9 points
    wow blowups on da playground hav..................... chenged quite drasticly sinse da last time i was hear
  13. 9 points
    TLDR this probably means that Tits or GTFO is coming back.
  14. 9 points
    a friend showed me the site and i decided to hop in!
  15. 8 points
    Too many scans. Way too many scans. Faint's role was too good sup biases towards my favourite character i guess Mascis getting NKed made me actually angry. Shout outs to Malcolm who made the decision all by himself Shout outs to no claiming being a fucking awful idea i will never do again, and shout outs to town shrugging off three modkills - i actually thought the game was almost balanced like halfway thru so much for that MVP is faint and LFN, and honestly getting 20 of you guys to come out and jam that was fucking amazing and im so glad it happened LVP is overall game design Dead QT: https://www.quicktopic.com/52/H/maSFxS8hLW3 Conspiracy QT: https://www.quicktopic.com/52/H/gZbDAkCVnk8 (Your friendly neighborhood Tyranno says hi)
  16. 8 points
    makes sense that you wouldn't be into consensual love given that you still have a kevin spacey avatar
  17. 8 points
    Hi everybody. I participated in the Las Vegas Regional this weekend going 7-0-1 and coming in 1st place with Gouki including the new nightmare support. I was not going to make a report for this since it was a smaller regional with 152 people in attendance but I never got around to making my YCS Dallas report so I decided to do one for this regional. I do not get to play in many events anymore as I choose to vend over playing when I get the choice. This meant this Vegas regional was my third "Premier" event in the last couple of years. Those previous two were a Vegas Regional in Zoo format where I conceded to a younger teammate giving him his first top 8 and I played go 2nd Spyrals with Tough at Dallas and finished 42nd. So going into this event I have not really done anything in Yu-Gi-Oh for a while. Going into this tournament I was prepared to play Spyral as I felt that I had the best grasp on the deck and it was a deck that gained a lot from the new nightmare support. One of my teammates from my stores sponsored team #Royalty named Tom topped the recent San Jose Regional with Gouki and was talking about how the deck was just a better version of Spyral that does not fold to a Ghost Ogre. He was working on a list since the San Jose Regional and I trusted him taking his list to the regional with minimal changes in the side deck. I did not have my invite for this season and was hoping to get one so I could make fun of my local players who do play and still didn't have one. I arrived in Vegas at 4am and decided to just not sleep and hang out with the other people in my suite. That all changed at 7am when I decided a 30 minute nap would not hurt. 4 snoozes later I woke up at 7:50, showered and headed to the venue which is connected to the Resort we were in. The tournament was ran well with Konami representatives there and it started on time. Round 1: Against Pendulum: He goes first with Dragon Shrine and I ash it. He stalls for a bit before passing his turn and I OTK him. Game 2 I end up having to play a grindy gouki game and play through his backrow that was sided in. I end up getting there after he warnings my link and I have rematch to keep going. Round 2: Against Pendulum: I win the dice roll and go off doing the full combo and setting imperial milled by curious. He just scoops and doesn't want to show me what he is running. I side for going second since after seeing the full combo I doubt he would let me go first again and he chooses to go first and makes an electrumite which I use ghost ogre on. He proceeds to pendulum 2 and make another electrumite, special an astrograph and end the turn with 4 pendulum monsters in hand, a scale and those two monsters. I make an isolde and went for the otk path, he acted like he had something to stop me but I knew his hand. Round 3: Against Lair Infernoids: This was a tale of two types of games. I ended up winning this because in game 1 I went off with the combo to otk him and in game 3 I went off with the combo and set the imperial to stop his hand of spells. Game 2 though I lost because I made a borreload dragon, If I just sat on my gouki monsters I could have won in two turns but I went for borreload to push the clock up a turn and to avoid harmadik. This was the wrong move because it actually gives him more outs as well as possibly makes his two backrows alive. He ends up going void vanishment which i ogre, flips a set imagination which I ash and flips a second imagination to take the game. Round 4: Against my teammate who was also running Gouki: Game 1 he goes first and I stop his play only for him to have soul charge and bring everything back. The thing was this made his board too good which he hadn't actually practiced with and it took his first turn to around 25 minutes. I actually still could have broke his board and tried to win the game but his last draw off gryphon which he used to set a rematch was imperial order. Game 2 I go off with the combo and pass with about 5 minutes left in the round, he tries to break it with kaijus and while it creates a board that he cant beat it creates a board that cant negate what he is doing and his mini combo puts us into time where I kill him and we end up drawing. He wanted his invite and ended up getting it just missing out on top 8 due to misplaying in time in the last round. Round 5: Against Altergeist: I have no idea what the new stuff does and have to ask to read the old stuff again to make sure I don't misplay. He asks to read all of my stuff as well so I play very quickly to NOT end up in a draw again. Game 1 I have a hand where I went invoker over isolde to start the combo because I opened up Iblee and got veilered, I use rota for super agent to keep going and he has droll and lock to effectively end my turn. He couldn't clear the invoker though so I used the effect next turn and he negated it with the altergeist dog. At this point I just went for it knowing that even if he stops the otk, the pluses from all the gouki cards would allow me to try again next turn as well. He flipped anti-spell on me to stop rematch from going off but knightmare phoenix just cleared that and super agent cleared the other one and I continued going off for the win. Game 2 he uses duality for rivalry of the warlords and sets 5. He activates anti-spell which i promptly red reboot. All in the clear I go for the otk combo with a tri-gate and he tells me that i already had enough for game, to which I just replied not if you had a set enemy controller or scapegoats. Round 6: I play against my friend Kenny Nguyen top 32 Worlds Competitor who was running True Draco. This is a pretty easy match-up for the Gouki deck and one of my teammates who also runs Draco tells him that it is insanely hard. I get game 1 pretty quickly going off with the combo and game 2 I evenly him leaving him just a Master Peace which i make pop before I make borreload and proceed to take that match. Round 7: against Infernoid Lair: He is running 50 cards and tells me to go first. I put him on either either an invoked build or a grass build but either way I combo and search the imperial to set and he can't do anything saying that he probably should have went first but he didn't know I could do all that. Game 2 he make a saryuja turn 1 and set a backrow, in my standby he flips void feast sending his last card and I skillfully top decked ash to basically win the game right there. I just make an isolde into a cerebus and he scoops right there. He ends up getting eight place at least. Round 8: against B.A. Infernoid: He is running 60 cards and just beat my teammate on True Draco last round making himself the last 7-0. His build makes his deck very grindy which means it can not do much on the first turn without other cards. We get deck checked and we are off to Game 1 where I win the dice roll go off with the combo and set solemn judgment off curious milling it, he thinks for a bit and scoops up his cards. The crowd of people watching the duel remark that my deck is insane and unfair which is normally code for good. Game 2 he goes first and ends with a underclock taker pointing at a beatrice which sent a fairy-tail snow. I special junk forward, summon gouki suprex and special another gouki to go off. He uses fairy-tail snow on one my suprex to clog the zone and stop me from searching twice but I just go off and end up firewall bouncing the set suprex, kaiju his beatrice followed by killing it with knightmare cerebus and using knightmare unicorn on his fairy-tail snow back to send it back to the deck. I end up with my main combo board and a set imperial but he does survive. He summons fiendish rhino and specials harmadik. He reads my knightmare cards again and thinks about his options since I have a knightmare mermaid lowering his monsters attack,knightmare gryphon which doesn't allow them to activate their effects on field unless they are linked and knightmare goblin stopping them from being targeted. This is backed up with a tri-gate negate and an imperial so it really limits his options. He makes dante and passes. I just tri-gate banish it and attack for the win. It was a good regional overall and not just because I won. I went down with 4 other teammates from #Royalty and we came in 1st, 5th and 17th. One dropped early to go "walk around" which was code for go gamble and the other was forced to drop because he gave a teammate the win which I did not understand why but he also didn't care much so it was okay. I am very proud of this team because when I started working with them they were good local players in my mind but they had no results at tier 2 or premier events. In a little less than a year every member has done something whether it is a ARG Win, YCS/UDS tops to even regional tops for the newer players. I just try and be the best Brady Brink I can be <3. Now I have to debate if I am actually going to go play at Nats. My deck profile is up already on my teams new youtube channel as well as some other places but I will include it down below also. I plan on doing a video on the main combo and otk combo as well that will probably be up tomorrow morning. If you got through all of this thanks, as I know it is a lot. If you have any questions let me know and I will try and answer them. Decklist: 40 cards (I don't remember how to do all the cool formating like back in the day for this) 3x Gouki Headbatt 3x Gouki Suprex 2x Gouki Octostretch 2x Gouki Twistcobra 1x Gouki Bearhug 1x Gouki Riscorpio 3x Junk Forward 3x Blue Mountain Butterspy 1x Spyral Super Agent 1x Knightmare Corruptor Iblee 3x Ash Blossom & Joyous Spring 3x Ghost Ogre & Snow Rabbit 2x Gouki Re-Match 1x Reinforcement of the Army 1x Monster Reborn 1x Moon Mirror Shield 1x Divine Sword - Phoenix Blade 3x Solemn Strike 1x Solemn Judgment 1x Solemn Warning 1x Imperial Order 2x Infinite Impermanence Side: 15 Cards 3x Evenly Matched 3x Red Reboot 3x Twin Twisters 2x Gameciel, the Sea Turtle Kaiju 2x Waking the Dragon 1x Raidraptor - Ultimate Falcon 1x The Last Warrior from Another Planet Extra Deck: 15 Cards 2x Isolde, Two Tales of the Noble Knights 1x M-X Saber Invoker 1x Knightmare Mermaid 1x Knightmare Phoenix 1x Knightmare Unicorn 1x Knightmare Cerebus 1x Knightmare Goblin 1x Knightmare Gryphon 1x Linkuriboh 1x Binary Sorceress 1x Curious, the Lightsworn Dominion 1x Tri-Gate Wizard 1x Firewall Dragon 1x Borreload Dragon
  18. 8 points
    they are actually in soul prison
  19. 8 points
  20. 8 points
    two of the worst posts ive seen on this website back to back
  21. 8 points
    Why the fuck do scumbags drive away the valuable members of the community.
  22. 8 points
  23. 8 points
    Hi welcome. I see that one of your interests is sounding smart. At Duelistgroundz, it's important to keep a student mentality so that we can all learn from each other, and help you improve. I also see your other interests are Minecraft, Star Wars, Marvel and Batman, which is most people would call "normie" but we need more normies here because everyone else is watching avante garde television dramas and avante garde anime.
  24. 8 points
  25. 8 points
    no girls in the store isnt a problem if you start giving and receiving bro jobs. think about it
  26. 8 points
    If you're one of the three people with sigs still on, you know this already, but RiWork Consulting is my own firm, thus I have re-assumed ownership of DuelistGroundz. I am... very happy. But I also am not going to be the owner I was from 2013-2016. I like this place and want it to thrive. I don't agree with every one of allen's decisions but he did a lot of good for the site and its activity - much of the processes he's put in place will stay - changes are coming in some areas though and I can't wait to share them
  27. 7 points
    extremely frustrating game. Extremely frustrating scum team except my bb soph. Aside from the game being impossible to win, I thoroughly enjoyed many people in town losing their minds in anger. Stefanos dying day one was great I appreciate anyone hosting and trying to run things because it’s a lot of work modding a role madness game. Thanks ash for trying your best. Lots of lessons learned no doubt
  28. 7 points
  29. 7 points
    Everyone is equal Love everyone Thanks
  30. 7 points
    also, im sorry for getting quota killed for the second time in a few years. my dog was missing and i obviously never came back to the thread dog was found later that night thank god
  31. 7 points
    When I realized that I wouldn’t be able to afford to go to Euros, I simultaneously realized that I’d have one event left to accomplish what I’d set out to for this season. I just wanted to top once. I needed to put and end to the bubbling problem I’d been having – having bubbled the last 2 nationals and YCS Liverpool, as well as having gone from 5-0 to 6-4 at Euros 2017. I’d basically wasted the 2 YCSs I’d been to. At London I didn’t spend enough time learning SPYRALs and at Bochum (which was nonetheless very fun) I didn’t play the best deck. So I really wanted to make this event work out, since I was sure it’d be the last Yu-Gi-Oh I’d be playing before YCS Utrecht. I’m pretty sure I’m not alone in that I wanted this format to be a Pure Sky Striker centric format. The mirror of that deck is some of the most skill-intensive Yu-Gi-Oh that I’ve seen, I’d happily have played an event of 10 mirror matches. The f/l list, and the resultant format not developing that way is a disappointment: I think it’s fair to say that Trickstars, the most popular deck, don’t have a particularly great mirror match and Gouki are incredibly unfair whenever they can play. The fact that playing Pure Sky Strikers in this format not only meant having to deal with going second against those decks (which can be very difficult in both cases), but also meant having to deal with a mirror match which should be good, but is now quite heavy in variance, since a fair amount of the cards you’re maining for those other decks aren’t good in the mirror. The only upside to playing the pure deck that remained was that it generally had a good matchup against Rogue decks, which wasn’t the case with Trickstar. This is not necessarily a reliable edge in UK Nationals, however. On to Gouki. I didn’t have much time to practice in the lead up to the event, and in general it has felt like Yu-Gi-Oh has been taking up less and less of my time. Because of this, I didn’t feel comfortable playing a combo deck like Gouki, especially given that I’d never really touched the deck. Learning the combos and the correct way to play through everything in the month I before the event seemed a bit much given the lack of practise time I had, so it therefore had to be Trickstars. Trickstar mirrors aren’t good. Generally, they tend to resolve around which player draws individual power cards such as Scapegoat or Droll & Lock Bird, and the Trickstar engine has a bunch of bad draws, meaning that there can be games where one player gets to Candina and the other is stuck on something like multiple Lycoris, putting them far behind. It can sometimes be difficult to play around both being Firewall OTK’d and being straight up killed in the regular fashion at the same time, and the new time rules can mean that games that would otherwise be straight up won positionally are lost because of a small amount of random burn damage. I wasn’t enthusiastic about the idea of playing the standard build of the deck that had been popularized at New Jersey for that reason, and I immediately started looking for an edge. It didn’t take long – I remembered something that Noelle had said on the DGz Sky Striker thread about Mekk-Knights being potentially difficult for Sky Strikers to deal with, and I decided to give it a go. Every Mekk-Knight is bigger than every Trickstar monster, and drawing 1-2 going second often makes up the damage needed to straight up kill the opponent. I also liked how, despite the engines working independent of one another, there was some synergy. You often need to set cards to play in Mekk-Knights, so searching for Reincarnation simply to set it can unbrick Mekk-Knights out of your hands and obviously Sky Striker cards are similar - Hornet Drone on its own gives you two cards in a column should you need it. The Mekk-Knights often also function as cards that you can throw into your opponent’s defensive cards without having to use more valuable Trickstar cards, forcing out additional backrow before you start having to play the cards that matter the most. Once I’d worked out most of the kinks with my deck, I was a little annoyed to see that Mekk-Knights were being played at the Oceanic WCQ, though the builds seemed to be quite different. It did mean that, when it came to the event, some of the advantage that I thought I’d have due to the Mekk-Knights was lost unfortunately. I know of at least nine or ten other players that played Mekk-Knights in their lists that topped this event, though they all seemed to take after the Oceanics lists and blinded first. Deck List: https://imgur.com/Ms8hXu8 Main Deck - 40 Monsters - 19 3 Trickstar Candina 2 Trickstar Lycoris 1 Trickstar Lilybell 3 Droll & Lock Bird 2 Ash Blossom & Joyous Spring 3 Mekk-Knight Purple Nightfall 2 Mekk-Knight Blue Sky 1 Mekk-Knight Indigo Eclipse 1 Mekk-Knight Red Moon 1 Mekk-Knight Yellow Star Spells – 19 3 Sky Striker Mobilize – Engage! 3 Sky Striker Mecha – Hornet Drones 1 Sky Striker Maneuver – Jamming Waves! 1 Sky Striker Mecha – Widow Anchor 3 Trickstar Light Stage 2 Terraforming 3 Called By The Grave 2 Pot Of Desires 1 Upstart Goblin Traps – 2 2 Trickstar Reincarnation Side Deck – 15 1 Ash Blossom & Joyous Spring 2 Gameciel, The Sea Turtle Kaiju 3 Psy-Framegear Gamma 1 Psy-Frame Driver 2 Scapegoat 3 Shared Ride 3 Twin Twisters Extra Deck – 15 2 Sky Striker Ace – Kagari 1 Sky Striker Ace – Shizuku 1 Knightmare Mermaid 1 Knightmare Phoenix 1 Knightmare Cerberus 1 Knightmare Goblin 1 Knightmare Unicorn 1 Link Spider 1 Space Insulator 1 Ningirsu, The World Chalice Warrior 1 Topologic Trisbaena 1 Topologic Bomber Dragon 1 Saryuja Skull Dread 1 Firewall Dragon Choices/Ratios: 2 Ash was played because of space. I had room for 5 hand traps and decided that the Droll being a floodgate that helps you OTK was better than Ash being a single use card, even though Ash is more generic. 2 Lycoris – Lycoris isn’t a great draw, so I didn’t want to play 3, but you need to play at least 2, for the grind game, and to end the game in a lot of situations. 3 Purple/2 Blue – Would have played 6 if not for space. Purple is the better draw because you can banish it for Blue when they don’t play around Blue anyway. Red/Yellow – Their effects to clear boards are very strong, and simply being Mekk Knights and monsters with 2k+ ATK makes up for them requiring other cards to allow their effects to go through. You can clear quite a few backrow by searching Indigo and Yellow with Blue, then linking it away with something to summon Phoenix, popping a card with Phoenix, then summoning Yellow, banishing the Blue to pop another backrow, then summoning Indigo. Use the Indigo to move Yellow, then link into Unicorn with Indigo and the Phoenix, and spin another card before banishing Indigo with Yellow to pop one final card. Obviously this entire play that dismantles a board requires a lack of disruption, but even forcing a few cards out this way and removing 2-3 cards from the board can go a long way. 2 Terraforming – I knew that I would be cutting one of the 9 Candina from the deck, it being possible because I was blinding second, which therefore meant that I would still have a better chance of drawing Candina with 8 copies than my opponents would with 9. I probably wouldn’t have considered doing it otherwise. Terraforming seemed like the best of the 3 cards to cut down because it lost hardest to Droll and Shared Ride. Called By The Grave – Seemed necessary to not lose to Droll. It’s not particularly incredible otherwise, but it does randomly hit a lot of rogue stuff, which can be helpful. 2 Reincarnation – The second one came up enough to justify it. It mostly sees use here to search, then discard and extend into the opponent’s board with. Shared Ride/Scapegoat – A lot of the time you choose to go first post-side, these being the most powerful and generic cards to play going first, especially in the mirror. Neither card seemed worth maining since I blinded second, and games tend to end extremely quickly. Gameciel/Gamma – For Gouki going second. Anyway, onto the report: I made a huge card market order earlier this month, and end up spending the entire week shitting myself waiting for my cards to arrive. Everything comes on the Thursday, the day before I head down for the event. We head down via bus on the Friday, and I spend the whole day looking for people that I know and trying to find the last couple of cards I need. It’s nothing too difficult and it ends up being a relaxing day before. We find out that the tournament isn’t due to start until 12pm Saturday, which seems concerning in retrospect but whatever. Everyone goes to TGI Fridays after registration, which is part of the insane holiday complex near the hotel where the event is being held. The service there takes hours, but it’s somewhat understandable given that our party is massive. We get back to our hotel early enough and I get some decent sleep. On the Saturday morning, the guy I’m rooming with and I walk to a supermarket, with plans to get a taxi back. The taxi guy takes so long and detours on the way to the venue, so the guy I’m with is nearly late for registration. When we do get there, I find out Nadhir has already been DQ’d and sent home for filming at the venue, which I’m pretty sure is some Zodiac meme by now. The event doesn’t start until about half past one, and I’m a bit concerned to hear that the head judge plans on there being 8 rounds on day 1. Round One: Paleozoic Game 1: I make him go first, he sets 5 and ends up flipping 3 floodgates over the following turns. I stall out for a few turns using Mekk-Knights, but he eventually draws into more proactive cards and takes the game from there. 0-1 Game 2: I start and open Scapegoat and Called by the grave. I stop his Toad play and use Scapegoat to play through his backrow the next turn and eventually take the game from there. 1-1 Game 3: He sets 4, summons a Swap Frog and returns it to hand. I Light Stage one set, end up Twinning two others and eventually put him on just swap in hand while I have Trisbaena with Called By The Grave set. 2-1 1-0 After this round I walk about and ask people how they’re all doing in the tournament. I see Brad Haywood is in the middle of some huge cloud of judges, and later found that he got DQ’d for stalling at the end of the round. This is just the first of several cases like this over the rounds that cause the event to run seriously late. Round Two: Mekk Knight Trickstar Sky Striker Game 1: He wins the die roll, He starts and the game goes long. He has Droll early on though so he stops me from doing too much early on and he ends up being too far ahead. 1-0 Game 2: I side to go first and open Scapegoat and Droll. He can't play through everything. 1-1 Game 3: He does what I did to him Game 1 early on but I put more pressure on him with Mekk Knights. He still gets in the most damage though and even though I would have had 2 monsters coming back from Purple Nightfall's effect, which put me far ahead in the game state I end up losing by about 4000 LP in time called during his turn. 1-2 1-1 Round Three: Sky Striker Game 1: He opens near perfectly with Multi Role and multiple set Widow Anchors. I can't quite play through everything, he starts Snowballing advantage and I can't keep up. 0-1 Game 2: I start and have multiple Twin and Goats. His hand isn't great and he starts his second turn on 0 cards. 1-1 Game 3: He starts and opens poorly. I just aggro him out of the game and by the next turn he's on too few cards to do anything meaningful. 2-1 2-1 Round Four: Trickstar Sky Striker Game 1: He wins the die roll, goes first and opens okay, while I open a single Blue Sky and every hand trap in my deck. I flips Scapegoat next turn and its enough to kill me. 0-1 Game 2: I start with Set Shared Ride, Droll and Ash in hand with a Lycoris and he manages to have enough answers to play through my board and leave me on 1200 while he has two Lycoris on board. Next turn I can beat over his board and put myself in a position that would otherwise be confortably winning other than the fact that if he can somehow get to the last Lycoris he wins the duel. Fortunately the game doesnt last that long. 1-1 Game 3: Same as game 1. I open Psy-Frame Driver, 2 Blue Sky, 2 Droll and an Ash. I stop him from playing but eventually cant do enough even while he doesnt play around Mekk Knights after flipping Scapegoat. After he Reincarnations my hand and banishes Driver my next 3 draw phase draws are all Gamma. 1-2 2-2 I’m pretty sure it’s about 8 o’clock by the time this round ends. Everyone around is visibly exhausted, as well as hungry and thirsty. Round Five: Gouki Game 1: I sort of know the guy by his face because he's been to regionals I've been to and we have mutual friends. I'm pretty sure he's playing Gouki so I choose to go first and double Reincarnation, Droll him. 1-0 Game 2: He goes first and I open Double Gamma, with an otherwise decent hand. When he makes Isolde I Gamma it, but he can extend through Soul Charge. He eventually Cerberus and Unicorns the Gamma and Driver on board, but then I guess he reads in my body language that I have a second one because he immediately reads the Gamma in my grave, before linking away his Iblee and giving it to me immediately. Unfortunately for him (and I don’t know why, since I don’t quite know how to combo off with Gouki correctly) this apparently messes up his combo anyway and he ends on quite a weak board regardless. At this point I just link Iblee away into Mermaid and kill him since my remains cards are Light Stage, Indigo, Purple and Hornet so killing him outright isn’t difficult. 2-0 3-2 Round Six: True Draco At the start of this round the head judge announces that he’s moving round 8 to the next day. My opponent literally begs me (and only semi-sarcastically) to beat him so he can go home and get sleep. Game 1: I see he has no extra deck and choose to go first, but I open poorly and on the next turn he beats over my monsters and sets a moderately large amount of floodgates. 0-1 Game 2: I start again and Double Reincarnation Droll him. 1-1 Game 3: He opens decent but without any floodgates and after I Ash Demise he ends on 2 True Draco monsters and 3 traps. I play through his stuff, then make a Saryuja while I have 3 cards in hand already. The 7 cards I see probably had any number of ways to kill him and I end up dealing about 10k through his board. 2-1 4-2 Round Seven: Gem Knight FTK I know this guy, his name is Reece, and I’ve had him as a facebook friend for a while. Apparently I was his first opponent when he first travelled for a regional. Game 1: He goes first. Sends Block Dragon with Foolish, then finds a way to make the Gem knight link. I ash the link and he just makes some big fusion with 3200 ATK and then summons Block Dragon to protect his board from being destroyed by card effects. I open Candina, Mekk Knight, Hornet, so I can make Unicorn, spin his Block Dragon, then make Bomber Dragon and special a Mekk Knight to blow the fusion up and attack over his board and leave him on pretty much nothing. 1-0 Game 2: He sets one and activates Dragged Down. I have Ash and Gamma and choose to Ash it. Next he uses foolish to send Block Dragon and banishes a bunch of stuff to summon it. When he links it away to search I Gamma it and the game is simple from there. 2-0 5-2 We go back to the hotel, order pizza, and it’s about half 1 by the time I finally get to go to bed. Amongst the guys came down from regional, 4 of us are still in the event, including Danny Jackson and Darren Stephenson, who just needs a win to secure a top and therefore go to worlds. Round Eight: SPYRAL Game 1: He Summons Quik Fix, searches and passes and I just OTK him. 1-0 Game 2: I side to go second and he makes me go first. I can’t really do enough to stop him from OTKing me. 1-1 Game 3: He tries to combo off but I have Ash for Master Plan and he's forced to pass with practically nothing so I kill him. 2-1 6-2 I find Darren, and find out that he got his win, and locked in his Worlds qualification and nats top. Congrats to him. Round Nine: Banisher Stun This was a streamed feature match on twitch. I play horribly and have a terribly awkward interview after. Link: Watch if you're into cringe. Game 1: I see he has no extra deck, so choose to go first and the game goes on really long. I've very conscious of this match being streamed, so make a tonne of mistakes and even accidentally try to Cerberus a set Fossil Dyna. I eventually win by flipping 2 Reincarnation when he has 2 cards in hand and 4 in deck. 1-0 Game 2: He starts, I open 2 Twin Twisters and the game is more or less over right there. 2-0 7-2 Round Ten: Trickstar Sky Striker Game 1: Goes on a while but I eventually overwhelm him with Mekk Knights and win the game. 1-0 Game 2 Also goes on a while back and forth and around when time is called he Firewall kills me. 1-1 7-2-1 I feel relieved to have broken the bubble and run up and down the hall finding people I know to tell them I’ve finally not lost on the bubble at something. I find out Danny, Barry and Jordan Gallacher all topped as well and eventually when I sit down to wait for the standings to be finalized I get to see a stream of England absolutely destroying Panama, which was nice. Top 64: Trickstar Sky Striker Game 1: I open Droll going second and kill him with help from Mekk Knights. 1-0 Game 2 He Shared Rides me and I eventually lose because I have to push into his board through it and I can’t quite do enough. 1-1 Game 3: I go first and open Shared Ride as well as Ash and Droll. He Ashes my Shared Ride and stops one of my hand traps with Called. He beats over my board and ends on double Lycoris. I top into Candina and beat over his board before setting Called By The Grave. When he targets it with Light stage I flip it and target Lycoris in grave and he can’t do anything to me that matters. 2-1 Danny ends up playing against Darren this round and puts him out of the tournament, but I doubt Darren cares that much at this point. Top 32: Trickstar Sky Striker Mekk Knight It’s the same guy who I played round 2. Game 1: He can play with Trickstar stuff, when I try to play back he Drolls me and I don’t have Called By The Grave so I go too far behind. Game 2: The same as game 1 except I went first, so after he Drolls me, he just kills me. It sucks to go out that way, but I was mostly aiming to top the event and considering anything in top cut to be a bonus anyway, so I was alright with it. Everyone I know other than Jordan Gallacher is out by now, so I eventually just end up waiting around with the Scottish lads to see how far he can go before we can go get something to eat. We’re there for a good while yet mind, and I get to see Barry and Ryan Cook play some of the weirdest variations of Goat Control that I’ve ever seen. “2 Card Goat, no draw phase” has forever destroyed my mental image of this game and I might be scarred for life. After Jordan is knocked out in top 4, his prizes are held hostage by Quick Play Games until after the event, because they want him to take part in the prizing ceremony after the final. This would be fine except literally all of us are starving and dehydrated. At least the final, when it eventually takes place, is mercifully short. We (Me, Darren and a bunch of Scots) go for food and relax after the event is over and it’s worth the wait. The next day makes the event feel like a distant, happy memory though. It’s blazing hot all day, and the bus home is delayed for 2 hours so we don’t get back until after 11pm, leaving at 2. One of the delays is down to the bus breaking down in the middle of a road, so we’re forced to sit around cooking until another bus came to pick us up. It took the problems we were already having, from being tired and dehydrated over the weekend and just pushed it to the extreme. We did come up with one hypothetical that was interesting, thanks to the world cup - 'which historical empire would have the best world cup team?' Historians gimme answers down below. The Good: *Newcastle/Scottish tops *Darren going to worlds *Breaking the bubble finally *Easy matchups *Deck didn’t fail me The Bad: *My technical play was shit *Terribly ran event *Terribly ran transport home * Losing the edge in the mirror * Nadhir DQ’d round 0. * Not being able to go to Euros. Thanks for reading.
  32. 7 points
    Okay, so I guess some explaining is in order. I'm going through some insane stuff right now so hopefully effortposting about this will get my mind off of it, or at least distract me for a little while. First and foremost, congratulations to Titto Maret aka @Faith+1 for ending in top 8 of YCS New Jersey last weekend. He was the only one in the room playing my exact 70 card list. His profile is here: In DN picture form, here was the list: Typed out: Main Deck: 40 Monsters: 9 3 Sky Striker Ace - Raye 3 Psy Frame Gamma 1 Darkest Diabolos, Lord of the Lair 1 Ghost Winter & Cherries Something 1 Psy Frame Driver Spells: 28 2 Called by the Grave 2 Foolish Burial Goods >>>2<<< Metalfoes Fusion 3 Pot of Desires 1 Reinforcements of the Army 1 Sky Striker Area Zero Space 2 Sky Striker Mecha - Afterburners! 1 Sky Striker Mecha - Jamming Waves! 2 Sky Striker Mecha Hornet Drones 1 Sky Striker Mecha - Shark Cannon 2 Sky Striker Mecha - Widow Anchor 2 Sky Striker Mecha Modules - Multirole 3 Sky Striker Mobilize - Engage! 1 Terraforming 2 Twin Twisters 1 Upstart Goblin Traps: 3 3 Infinite Impermanence Extra Deck: 15 1 Psy-Frame Lord Omega 1 Scrap Dragon 1 Heavymetalfoes Electrumite 1 Isolde of the Noble Knights 1 Knightmare Mermaid 1 Knightmare Unicorn 1 Knightmare Phoenix 1 Linkuriboh 3 Sky Striker Ace- Kagari 3 Sky Striker Ace - Shizuku 1 SPYRAL Double Helix Side Deck: 15 3 Ash Blossom & Something Something 1 Darkest Diabolos, Lord of the Lair 2 Winged Dragon of Ra - Sphere Mode 1 Called by the Grave 2 Mystical Space Typhoon 1 Sky Striker Area Zero Space 1 Twin Twisters 1 Sky Striker Mecha Hornet Drones 3 Typhoon Here were Titto's matchups: Feature Matches: Round 6 vs James Sooklaris: https://yugiohblog.konami.com/2018/06/round-6-feature-match-titto-maret-vs-james-sooklaris/ Top 16 vs Max Reynolds: https://yugiohblog.konami.com/2018/06/top-16-feature-match-maximillian-reynolds-vs-titto-maret/ It's worth mentioning as well that I'm currently 3rd place in DN matches with this list, with a 90% winrate (72-8.) However, some of my losses aren't exactly "real" (losing to giant bees flying into my room making me panic, losing to having a suicidal schizophrenic breakdown against an idiot mid-match, etc) so it's closer to like 76-4: Ok. Now let's talk about the actual list. Why Play Pure Sky Striker? Right. So the first thing I want to make clear is the context this deck was made in. It was around the time Gouki started getting extremely popular, about 2-3 weeks ago now. I had already wanted to play a go 2nd list since going 2nd is preferable in the mirror, and it just so happens that the hand traps that get around Called by the Grave in Gouki are better going second as well, such as Psy-Frame Gamma and Infinite Impermanence. Note that this was right before Trickstar Brandish got extremely popular, which was at the end of last week. However, if you play well, this isn't actually a hard matchup. I'll explain more about that in another post. Anyway, like I said, at the juncture of "good in the mirror" and "best outs to Gouki around Called," we arrived at a go 2nd list maining Gamma and Impermanence. That was the reason to actually play the deck for this event in the first place. Card Choices Some things might confuse people with this list, especially going by the YouTube comments. But there's a reason for every single choice with theory that goes back months now. I'll start with the weird monsters. Diabolos This card is part of a group of cards that go by the logic of "going for damage in the mirror (I'll include Trickstar Sky Striker in this too)." These cards include Twin Twisters, Called by the Grave, Diabolos itself, etc. They can't be considered in separation from eachother. What caused the need for going for damage in the mirror were the Cherries/Evenly builds that became popular online. The way that you beat that deck is just to ignorantly go for damage and not play into Evenly too hard. That's how we originally realized it and started playing these cards, but we stuck with them because going for damage just ended up being better in the mirror anyway regardless of their build, especially with the new End of Match Procedure rules. Naturally, since the cards that adhere to this logic are stronger in the mirror, we want to side more of them in the mirror. That's how we ended up siding a second Diabolos, a third Twin Twister, and a third Called. 1 Cherries The 38th, 39th, and 40th cards in my deck were 2nd Afterburner, Diabolos, and 1 Cherries. I had 3 spots left while building it. I decided that instead of playing three cards that shine in one match up but are bad against others, I'd play cards that are amazing in specific match-ups but that are decent otherwise, diversifying my match-ups. The 2nd Afterburner is good against Altergeist. Diabolos is good in the mirror. Cherries is good against Gouki and Spyral. Just like the Diabolos-Called-Twin Twister idea, these cards cannot be considered apart from eachother, and that's how we ended up with the numbers for them. Now for the weird Spells. 2 Metalfoes Fusion Elephant in room lol. So, just like the last two choices cant be understood apart from their context, the thing that must be realized about Foolish Burial Goods, Metalfoes Fusion, Twin Twisters, Called by the Grave, Airspace, etc is that they're Burning Abyss monsters. What do I mean by this? Recall the logic of the ratios of Burning Abyss monsters in my old BA decks from 2015. Instead of the "3 of one card before any of another" theory, they operated on "since they're the same card effectively and therefore redundant, spread them out as much as possible in numbers to minimize the chance of drawing two of the same one." The aforementioned cards in this deck operate on exactly the same logic. They're all combo cards that are bad in multiples. All that would be left, then, is to demonstrate that Metalfoes Fusion belongs in this list of cards. It is by far the best card to send with Multirole and Airspace, and along with Diabolos, the best card to discard for Twin Twister. Considering we play 8 of those outlets total (even more post-side,) I think we can justify another Metalfoes Fusion. Worst case, it's not that difficult to get them to destroy it when you set it in a format with Trickstar Lightstage, Knightmare Phoenix, and Jamming Waves. The last thing to mention is worries about "how many bricks we're playing." To begin with, it just so happens that Trickstar Reincarnation being in the format is pretty convenient for letting us play more bricks since they'll be replaced with the new hand. Second, Metalfoes Fusion and Diabolos are moreso combo cards than bricks in the traditional "Garnet" sense. The only real brick in the deck is Driver, and even then we still at least have Twin Twister. 1 Field Spell, 1 Terraforming This is just the right order to play them. Seeing them both is fine because you can use Field Spell on the dead Terraforming, which you can't do if you played 2 Field Spell instead. 2nd Field Spell in side comes before 2nd Terraforming because the 2nd Terraforming makes banishing the Field Spell with Desires way more risky. 3 Pot of Desires People say they don't like this card because the mirror is "resource-intensive" and they don't like "banishing too many resources." The reality is that if you're on the "go for damage" logic with Diabolos, Twin Twister, etc, then the mirror isn't about "resources," it's about just killing them. To add to that, you have to get to certain cards as fast as possible in other match-ups. Since, unlike Called by the Grave and Twin Twisters, this card is neutral to what matchup you're against while also being applicable to the same idea that made them 2 of's, this is the first card in order to go to 3. Only 2 Widow Anchor, Shark Cannon Shark Cannon is good against Trickstar, as well as when you're going for damage in the mirror to have a searchable way out of their Raye in Graveyard. It's also good if your Red or Blue get Cherries'd, to reborn theirs. These situations "come up" which dictate a need for it. Widow Anchor is played at 3 a lot, which I don't think is bad. However, it is weak against boards with Knightmare Goblin. I suppose you could argue that they lose anyway when they have boards like this, but they can end on it potentially through a hand trap (ending on a worse board.) Considering you don't really need to Widow Anchor much in the format in a going second list (whereas in a going first one you might just wanna set a bunch of them,) there becomes less of a need for this card, but this counterbalanced by the fact of Desires banishing it and the 2nd in deck "coming up," brings us to 2 copies. 2 Hornet Drones It just sucks when this card gets Cherries'd in the mirror, and Raye is almost always preferable to start with. With 9 starter cards in the deck, along with combinations like Multirole + Field Spell or Twin Twister + Field Spell, as well as the opponent's Reincarnations, I'm not that worried on the impact cutting one has on the consistency of the deck. However, against decks we side in Sphere Mode against, we want all 3. So we end up with 2 mained and 1 sided. That's it for the Spells, and we've already discussed Gamma and Impermanence, which concludes the main deck. Now for the weird stuff in the extra. 1 Scrap Dragon This, along with Omega, clears itself from the Extra Monster Zone. However, unlike Omega, it deals with Floodgates on board. So if they're playing Altergeist and have Anti-Spell up and use Multifaker in hand, you can Gamma it (which they can't Protocol because Faker activated in hand,) then get over the Marionetta or whatever on board to turn off Protocol, then Scrap Dragon the Anti-Spell and you're golden. Works fine against other helmet decks like True Draco as well. 1 Heavymetalfoes Electrumite Mike was the one that convinced me to put this card in as the 15th card over the Hexstia vs Skull Dread I was slaving over. I guess one pendulum did top so it's sort of relevant, moreso than World Chalice anyway. On to the side deck, stuff that hasn't been explained yet. How I Side I'm gonna start by copy/pasting the text document on how to side with this deck. It doesn't include Trickstar because it was made before that deck became popular but the siding against that deck is -3 Gamma -1 Driver -1 Cherries -3 Impermanence +3 Ash +1 Called +1 Diabolos +1 Twin Twister +1 Airspace +1 Drones: 3 Ash Blossom + Something Something This card's function is due to the popularity of Shared Ride, to make going second in the mirror and elsewhere still better even post-side. You hold it for that. 2 Sphere Mode This card acts as another hand trap that they can't Called by the Grave. 1 Hornet Drones This goes along with Sphere Mode mostly, since you can't normal summon Raye the turn you use it. But it's also good against Reincarnation and Anti-Spell Fragrance decks. 2 Mystical Space Typhoon, 3 Typhoon We just aren't losing to Altergeist. MST vs Cosmic Cyclone is debatable, but you can MST your own Field Spell to unbrick yourself. Also, paying for Cosmic Cyclone is not as good with the new End of Match Procedures. Typhoon, it should be mentioned, is also important in the mirror cus it prevents you from losing to a turn 1 Multirole while not being able to be Called by the Graved (unlike Ogre.) We're playing that over Evenly Matched in that matchup because better Altergeist players have caught on to not setting a trillion cards against us, and if they just set a floodgate and maybe a backrow and just try to go aggro we can be in trouble. And that's the deck. Might be subject to change some now that Trickstar is really popular though, but I don't think its a bad matchup if you play well. Once again, huge shoutout to Titto for top 8ing this event. 2 Fusion 2 Strong!
  33. 7 points
    DAMAGE STEP ダメージステップ powered by GoatStats Official Roster 零 青 白 朱 亥 空 南 玉 北 三 Hall of Fame Retired/Benched Players War Record 9-3 Endphase | GoatStats | GOYGO
  34. 7 points
    [6:20 PM] Ynusgridorh: Your whole team has less talent than Jazz's pinky. Well, he wasn't entirely wrong. Jazz is, without a doubt, the most fearsome and challenging opponent I have ever faced not just in Goat Format, but in any sport or game I've ever played in my life. This was a long season with a lot of twists. As G-sop mentioned in Discord, most of the regular season felt like Seraphim vs Damage Step, with neither team clearly better than the other, but Damage Step suffered an unfortunate loss in the first week to Neo Sigurimi that was due entirely to my own failure against Shining Blue-eyes. This was a surprise to me because I had had SBE's number with Chaos Control for most of the Autumn split. This was the start of my very gradual and drawn-out drift away from Chaos Control and towards other options. While all of the wars we played were challenging and interesting in their own ways, the war I'm going to cover in detail here is, of course, Damage Step vs Seraphim. HyperBeam, Tristan, and myself faced the terrifying trio of Jazz, Ynus, and Kev. HyperBeam stunned everyone on Seraphim when he took the match over Kev 2-1, from what I've heard. Tristan vs Jazz was a bit of a longer shot, as Jazz had proven particularly troublesome for Tristan back in the Juneau Lives (aka pools). Jazz ended up edging it out 2-1, which left me to face Ynus with all the marbles. I knew a few weeks in that I would be using Empty Jar for this war for a number of reasons. First and foremost, I believe Empty Jar is a top 3 deck and the best combo deck in the format, and I feel capable of beating absolutely anyone with any deck with it if I manage to play perfectly. "If I play perfectly" is a bit of a meme in modern theory, but it's absolutely impossible to deny the power of the core engine of Mjar-Cyjar-Taiyou-Moon. Seraphim are a team that were setting the pace of the metagame while staying months ahead of it, so the first thing I did when I started cycling through decklists is think about what I would play in a tournament 2-3 years from now. Spoilers: Empty Jar is the Goat Format deck of the future, and I was determined to prove it. All that left me to do was figure out 2-3 years worth of Empty Jar combos in a few weeks, lol. Furthermore, I wanted to exploit a particular weakness in the Seraphim's theory regarding sidedecking. I knew Kris's sidedecks had always traditionally contained 3 Neko Mane King, and Ynus had carried on this tradition with his own sidedecks for the most part. Something I noticed in my early ranked matches with Empty Jar was how easy it was to win postboard games when my opponents' Neko Mane Kings clumped and ended up dead in their hands. This is because it is most efficient to side two Neko Mane Kings. Here's the post I made in the team channel prior to the war regarding this: [6:41 AM] MMF: this is eventually going to become an article, i think but i'm posting it here and keeping it private for the rest of the season and i'm not gonna tell people on other teams many people believe right now that 3 neko mane king is a necessary sidedeck choice in a metagame with enough empty jar decks. the general idea seems to be that "if i side 3 neko mane king i can't lose to it." i know for a fact that the members of the Seraphim largely if not unanimously agree on this. this mentality is one of the reasons i have been winning so much with the deck in ranked. people always worry about the probability of having all copies of neko mane king on the bottom of their deck. they think that's the only way they can lose. the problem is that that isn't the only bad outcome that's relevant to neko mane king. the other, much more important one in my opinion, is opening with 2 or more copies of neko mane king. god forbid you open with all 3, in which case you're completely boned by any cyber jar loop. opening with 1 copy is still bad, but usually not that bad (+-1 is the average parity for well-played cards in goat format; think of it as getting duo'd on turn 1 by a deck that duo isn't very good in to begin with). multiple copies are what can really bog a hand down to the point that the empty jar player gets enough time to draw into a combo. [6:41 AM] MMF: The probability of opening with 2 or more Neko Mane King with 2 in deck: 1.92% The probability of opening with 2 or more Neko Mane King with 3 in deck: 5.36% Adding the third Neko Mane King increases this by 3.44% The probability of all copies of Neko Mane King being on the bottom 5 with 2 in deck: 1.28% The probability of all copies of Neko Mane King being on the bottom 5 with 3 in deck: 0.10% Adding the third Neko Mane King decreases this by 1.18% 3 neko mane king is actually mathematically worse than 2 neko mane king for the opponent of the empty jar player. Here's the list I used for the war match: There are a couple things to say about this list. Dragged Down Into the Grave is an absolutely miserable card and Card of Safe Return is clearly the better mainboard option. A lot of people tell me that CoSR is "winmore" because you should always be winning if you resolve Shallow Grave for Jars. I think these people think that Books of Taiyou grow on trees that you can create out of thin air with magic and harvest for all the Books of Taiyou you will ever need. CoSR also helps the alternate win plan of Tomato+Thunder Dragon beatdown when you're trying to go big with Premature+Trunade. Prohibition and Mind Control are the nuts postboard. That's about it. I won game 1 with a totally nutty hand. Game 2 began with me Mind Controlling his Neko Mane King and then using Taiyou+Cyjar, so I'm getting nervous, but I ended up whiffing that turn by stupidly playing into another Neko Mane King and getting beaten down by a Spell Canceller that I couldn't avoid having to discard from his hand to turn on his Call of the Haunted. Much like the Sigurimi war, I completely threw this war for my team in this game. I got a few combos going in game 3 but in the end it didn't get me there. Sorry guys. This is one of the matches that taught me the importance of sidedecked Compulsory Evacuation Devices, because I lost one game to Dark Balter and then another to Spell Canceller. Shouts out to Damage Step member Me. aka Ludrah aka Chevalier de Fromage aka Big C, who took these and other sidedeck concepts with Empty Jar to a 2nd place finish at DCS Dallas, just barely losing game 3 of match 2 of Grand Finals to Silverdude. Oh yeah, and Ynus had also kicked me off of Seraphim earlier, in the days before it was actually a warring team, because I had tried to argue to him that Scapegoat was worth keeping in against Empty Jar because of the interactions with Shallow Grave and Cyber Jar, and he just wasn't having it. Turns out he was only able to win Game 2 because of that Scapegoat interaction, so you're welcome From then on, I was able to focus my preparation entirely on Jazz, since he was qualified for playoffs through the DCS way before this. I knew my window to upset Seraphim members with Empty Jar had evaporated after the war, and I needed to find another angle to attack from. Fortunately, the matches from Juneau and FLC 1 gave me a lot of data to work with. What stuck out to me the most is that Jazz was very close to losing FLC 1 GFs to an aggro player that was entirely unknown to us at the time. Coupled with his unconvincing split sets with Loli's Recruiter deck at Juneau and frequent forays into PACMAN (which I perform terribly against with control) and my own knowledge of the Detox Goat list (2 merchant, 3 meta, 2-3 goat), this made it increasingly obvious to me that aggro was the way to go against Jazz. I decided I would need a deck that would hit him like a 10,000 ton train and keep going. So I started testing out the notorious "aggro deck" in ranked. Surprisingly enough, I was able to get my Master ranking back with it, so I decided to just keep jamming it to get as much practice with it as I could. In the end, I went 158-98 for the entire season+postseason and narrowly eeked out the coveted first seed over Kasper. To no one's surprise, the opponent I chose was Jazz, and the 55 cards I brought were all fine-tuned for him specifically: I ended up shaving all of my mainboard copies of Kycoo for this event only since I didn't expect any of my possible opponents to be on any kind of Chaos deck, with the exception of Kasper's single teched copy in his Goat deck. Instead, I included Tsukuyomi and Sangan and paired them with Snatch Steal and Torrential Tribute, the latter two being uncommon maindeck choices for this kind of deck but made viable by the inclusion of the former two cards. Mystic Swordsman LV2 is tempting to maindeck, but it doesn't make the cut because it doesn't count as an out to a flip effect monster set across a Wanghu, which are among the most important flip effects to answer. For this same reason, Light of Intervention is usually staple here, but I cut it for this event and I'm not sure if I'll play it in the future. I strongly considered Asura Priest, but it also misses the cut here because I can't afford to play more than a single Spirit maindeck. Asura Priest answers a Goat that has already resolved, but Tsukuyomi answers a TER that has already resolved, and the latter is the more important interaction by a long shot. From what Markus has told me, Neo Sigurimi were absolutely convinced that I would be too prideful not to play Chaos. As I told Jazz after the tournament, this was a poor estimation of my personality, because the number one thing I pride myself on in YGO is my adaptability, or as my good old rival Nick Wei used to call it, my "Ninja Copy Eye." I played something similar against WGM in our Winter Classic Top 4 war match and won fairly convincingly, but the rest of his team was able to edge out the win 3-1 in order to face Neo Sigurimi in the finals. This leaves Neo Sigurimi, Seraphim, and 4HUNNIDS as the only three teams to win a war against Damage Step throughout the season. However, the main event for me, of course, was individual playoffs. Things got off to a flying start when Kasper beat Mascis unceremoniously 2-0, which meant he would be waiting in Winners Finals for the winner of the match between me and Jazz. https://www.duelingbook.com/replay?id=164637-3932451 https://www.duelingbook.com/replay?id=164637-3932628 So I narrowly squeaked out a 2-1 win in Winners Semis. Trap Dustshoot and Mind Crush did what they do best in Game 2 going first, then in Game 3 I gained the edge with Wanghu against his hand of two Metas. The Detox list is weak to these cards in particular because all of the non-limited staple Spells and Traps are played at 2-3 (especially the ones that Wanghu turns off) and very few of the maindeck monsters can actually attack anything effectively. Tribe's body is pathetic and Asura Priest's Spirit effects are bugs rather than features in this matchup. https://www.duelingbook.com/replay?id=164637-3984199 It's no secret that Kasper hates playing any matchup other than a control mirror. His weaknesses showed in this set and I took it convincingly 2-0, avenging Mascis and getting me into Grand Finals. Since this match, 4HUNNIDS has stepped their game up against this decktype, and their technology now is way more advanced than it was during this match. I wouldn't play it against another member of their team again. Good shit guys. https://www.duelingbook.com/replay?id=164637-4225265 https://www.duelingbook.com/replay?id=164637-4225699 As fate would have it, it came down to a second match of Grand Finals, and there's a lot to say about both matches. As I expected, Jazz hit the ground running with adaptations from the winners match, and exploited a couple high-risk high-reward plays I made to take the first match 2-0. Even after using Zombyra and Deck Devastation in game 2 to no avail, I wasn't out of sidedeck tricks. I took a convincing game 1 in match 2 and boarded in Noblemen of Extermination and Skill Drain, both of which I had left out in the first match, and started off game 2 by hitting one of Jazz's signature Seven Tools with one of the Exterminations. From there, I was able to pin him down with Skill Drain+Sangan. As Brandis noted in Discord, I chose to attack into Jazz's sets repeatedly with non-Sangan monsters while settling for smaller Sangan LP pokes, but I think this was correct because of the way I ended up winning. At the end, his Dust Tornado on my Skill Drain unfortunately gave me the kill with Premature Burial+Abyss Soldier+Sinister Serpent, where Dusting my set Premature might have given him an extra turn or so and where I wouldn't have had enough life for a second Premature activation if my Sangan had attacked the wrong set monster at any point prior. From here, I'm going to talk about something a little different but still relevant to a "War League Winter 2018 Report." During some points of this this season, my negativity and toxicity reached all-time highs, and I said some particularly nasty things that I regret to a lot of people that I wish no harm on, such as Waka, Frosty, Silver, Morphing Jar AKA Big P AKA Sleeping Giant, Digbick, Brandis, Kewl'kat, various LPG members, and countless other people. I want to extend a formal apology to all of these people that I've said hurtful things to. Going into the Winter season, my goals were to develop my skills as much as possible with Goat Control, Chaos Control, and Empty Jar. Going into the Spring season, my goal will be to be a better and more positive me for the community. As fate would have it, Waka is now, in fact, the best Goat Duelist of all time, with a 100% winrate in DGz ranked games, multiple sponsorship deals, and a 20k diamond chain, so joke's on me anyways. I'd also like to thank each and every player that spent any time on Damage Step at any point during the season. This is, by far, the greatest and most powerful team I have ever been a part of, and I can't stress how lucky I am to have all of the teammates that I have. None of what I did this season would have been remotely possible if it weren't for all of the following people: Soul, Mjar, Mascis, Cameron, Tristan, Ludrah, Bergy, WGM, Hyper, InsiDS. You guys are the shit. RIP Endphase RIP Pimp C one love MMF out
  35. 7 points
    This past weekend, I visited Germany to play in CSL's Grand Open Berlin. For all of you uncultured Americans that has no idea what a CSL Grand Open is, CSL (or Card Sports League) is a third part tournament organizer filling a role similar to what ARG does in USA. Except they do it way better. This is a tournament I've had booked for a while, before I realized how little I enjoy playing the current format of yu-gi-oh right now. But a few weeks before the event, my saving grace gets announced. Instead of hosting their usual day 2 regional-esque tournament in current format, they would have it be goat format. All I had to do was miss out on top cut and I was free to participate, and I declared my goal for the trip to be to scrub out the main event so I could win a goat side event. Although I prepare for the main event, I do not take it very seriously. I end up working on a burning abyss deck together with Arvin that would have good chances of topping, which at this point I don't care much for doing anyway. Ironically, I prepare way less for the goat event. Anyway, about a week before the event I'm looking through old decklists on Duelingbook and find my old darklord deck. The deck was always so close but not quite making the cut every time I try it, but I'm bored so I try it again. And it steamrolls true draco. Because I have way too much time on my hands, I put more effort into the deck and figure out the flaws against pendulum (shoutout to Jeka for kicking my ass a few times with pendulum) so I could patch up the matchup and make it favorable as well. Burning Abyss was still obviously the better deck, but I wasn't going with an honest attempt at topping so I was split on what deck to play. I decide on Burning Abyss. Fastforward to Friday night, I'm rooming with team trent and ask a few question about their predicted meta since the German guys will know Germany meta much better than me. I'm told that the entire Berlin, all five locals, plays almost exclusively lightsworn. Oh shit. That matchup is completely unwinnable for Burning Abyss. So I sleeve up darklord. The actual main event wasn't very interesting, but I suppose it has some comedic value so I'll quickly go through the rounds. Round 1: Pendulum I lose the dice roll, but open reaper so I win game 1. Game 2, he makes me go first and I open sphere mode and 2 kaijus and get OTK'd. Game 3 I draw through half my deck and end on anti-spell (obviously, I draw half my deck...), he just sets a monster and some spells and passes so I corebadge his set monster and kill him. Round 2: I lose the dice roll and my opponent goes first. He summons a gouki suplex and declares effect. Fastforward a few moves and he's on Saryuja, naturia beast, 3 backrow and an ash blossom in hand. Not winning that game. So here I look through my side deck and see that all my tech slots suck in the matchup, I go first with 3 kaijus and 1 evenly matched in the deck. Playing through my draw cards, I get my spellbook guy veiler'd, which is the equivalent of getting your desires ash'd and that kind of sucks, so I only end on being able to raigeki break him 2 times on his turn. Kaiju and evenly in hand, of course. However, his hand has raigeki+forbidden chalice+lethal so what does my field matter. Round 3: Mekk-Knight Invoked Win the dice roll, but doesn't matter because invoked would have made me go first anyway. I don't remember exactly what the situation was with my hand after turn 1, I know I couldn't summon any darklords to the field but I think the only thing missing was that I needed my normal summon next turn and I'm fine. I end on 3 set typhoon, reaper and ash; might get me there. Typhoon his field spell, gets beaten down my mekk-knights. Think my ukoback on my 2nd turn got veiler'd or ash'd which put me back a turn again and he gets to put me so low on life that it doesn't matter that I get to play on my third turn. Then I win game 2 and game 3 because it's mekk-knight invoked, I didn't brick and I could raigeki break whenever he sets a spell. Round 4: Trickstar Not much to say here, it's trickstar. I'm paying 1k for each effect I activate and I draw half my deck, this isn't really winnable. This guy was actually the only trickstar player I saw in the room period, so of course we got paired. Round 5: Metalfoes Draco Win the dice roll, go first. My opening is completely nuts, but then near the end of my turn I desires and banish all 3 ixchel, which puts me back. Regardless, I end on reaper+ash+typhoon+1 darklord, 2 traps in grave and the resources to snowball into infinite raigeki breaks next turn. So I trade down all his resources, he's down to 1 scale, 1 astrograph, 1 card in hand and he has an orichalc on my side of the field that I enchantmented in the battle phase. He shuffles in the metalfoes fusion for a 2nd hand card, activates diagram pops scale adds master peace, plays heritage from hand and snowballs me out of the game from there. Game 2 I go first and don't brick, he actually had cosmic cyclone for my anti-spell but it turns out that 5 spell hands loses to eradicator epidemic virus (his specific hand would still have lost to my 2 set typhoon I never got to use even if I didn't eradicator). Game 3 he goes first and combos off, ending on zefra metaltron, vortex dragon, alkahest, master peace, diagram, return, tornado dragon (can pop return to trigger monster pop), so I do the only reasonable thing and sphere mode him followed by evenly matched. From there, my hand is kind of awkward with triple banishment and he can recur and annoyingly big master peace with return, so I end up just paying myself down to 1k life over the course of 2 turns and winning on underclock+number 35: ravenous tarantula with a 7k life point difference in time. Round 6: Lair Of Darkness Ok so, I did not see a feasible way for this deck to do anything real against any real deck. Except that its boss monster appears to floodgate true draco. Maybe that's how he got this far? Anyway, I win g1 because his deck doesn't do anything. It just recurs a 3k beater and has no disruption. Game 2 I open typhoon, evenly, triple allure. Because of the field spell, I get to evenly him down to nothing and he's forced to keep tokens. But then apparently I opened triple allure and had no darks in my top 12, can't even blame that on darklord being inherently bricky. Which brings me to game 3, darklord is inherently bricky and I opened a weak hand that could easily have turn amazing if my desires didn't get ashed. But it did and I'm bricked. So I just drop at this point. It's late and I could just play the tournament out to have something to do, but I'm tired of these rogue decks. What happened to all the supposed lightsworn? Didn't true draco have the most representation out of any deck at this event? I tested against these decks, I know I can beat them. But in the end, I played a "bad" deck and wasn't expecting to top. Now I get to play goat, finally. Can't get much worse than gouki nat beast and being paired with possibly the only trickstar player in the room, right? Turns out it actually can't and the goat event is a blast. This event was, according to the facebook page, supposed to be exarion goat. I have no idea what was said by anyone at the venue because every announcement is in German, but turns out exarion wasn't legal. I have no idea if they did a good job at correcting their initial misinformation or not. Round 1: We start playing and a few turns in, the judge walks past the table and sees my opponent's exarion on the field. I don't know if me and my opponent were the only ones to not catch the memo, I at least didn't see anyone else get in trouble for using exarion. But my opponent got game lossed and given the option to submit a new decklist. Instead he dropped. Understandable and unfortunate. Just wanted to get that out of the way before I got into this for real. Walking around the venue on the Saturday, literally everyone playing goat for funsies was doing so with exarion tdrag discard trap decks. Which is quite interesting and way different from dgz. Both chaos sorc and the discard traps does more to stop empty jar than the entire goat control deck, which I had to keep in mind. Also realize that I thought this was what people would be playing during the tournament because I had no idea exarion wouldn't be legal. Turns out most of them just replaced exarion with other cards and still played tdrag discard trap decks. Also worth noting that although tdrag decks were by far the most represented ones, this eventually didn't carry over to top cut. The event had 23 participants, 5 rounds swiss and cut to top 4. Now let's get into the real rounds. Round 2: I can't remember much of the actual technical play of this match but his deck was interesting. I saw reasoning, monster gate crane shenanigans but I never saw dmoc or dfusion or chaos monsters. Instead, he was maining both solemns and dustshoots, which obviously turned into a huge problem for me. I still win the match without much problem, but lost game 2 to duo+dustshoot+solemn turn 1. Round 3: I'm the 2-0 guy to get downpaired with a 1-1 guy. He was playing with type of monarch chaos deck with penguin soldier and injection fairy lily. I struggle a bit in game 1 because I opened the nuts sangan+taiyou+trunade going first, summon sangan pass and he has the graceful discard light+dark into sorc and I'm cut off from my combo. But still 2-0 him. Round 4: This guy knew what I was playing before the round started and he was vocally very salty/tilted over having to play against it. He's complaining to everyone around him about it. Of course he's complaining in German, which is a language I don't speak, but the point gets across. He's on the tdrag discard trap deck. For the actual match, not much really happen. You don't actually ftk with empty jar and you could see my opponent getting angrier and angrier the more combo pieces he saw until my deck finally exploded all over him. And repeat for game 2. He's so so angry that someone could "take empty jar to a goat tournament" and "play it with a smile" if I'm paraphrasing him correctly, which I'm probably not because he's complaining to his friends in German but some words are similar enough that I feel kind of confident in these translations. Fun match. Round 5: Complete opposite opponent from last round, he's playing reasongate (standard, not solemn dustshoot thing from earlier) and genuinely looks interested in my deck and takes it with a laugh. He then shows me his own empty jar deck and compare, "do you run this?", etc. He also had never seen a feather of the phoenix before I activated it in the duel, which looked more like it got him hyped than anything else. Win the 2-0 quickly, enjoyable in a completely different way from the previous round. After this, we cut to top 4 and play single elimination. What actually went on during the duels becomes interesting at this point. Top 4: This opponent is playing a giant rant pyramid turtle warrior roolbox deck with mained solemns, skill drains and royal oppressions. I concede to that I might lose this round and would be ok with it because the matchup is just that bad. Game 1, that is exactly what happens. I open monster clogged and can't manually resolve jars against skill drain+oppression. Game 2 looks really grim as well, I don't remember exactly how the early game played out but I think I just pass for draw phases before I reload. I go down to 2500 life in the passing game, then trunade him and go off with a morphing jar. Except I draw 2 or 3 monsters. I think I resolve jar again somehow, maybe reloaded first. Point is I drew 2-3 monsters every jar or reload and cannot go for the full FTK. I have to pass on attack position morphing jar, 4 sets, 1 thunder dragon and 1 mystic tomato in hand. He has ddwl, blade knight, 5 cards in hand and I'm still at 2500. Heavy storm and I lose. Normal summon monster and attack and I lose. He summons pyramid turtle. He activates creature swap. ddwl attacks turtle. Turtle searches the deck. Fails to find. Oh shit. Blade knight attacks, I drop down to 600. Morphing jar attacks, I book it. He sets 3 and ends, I flip decree in the end phase. I trunade up his sets to play around his own book of moon, summon a topdecked cyber jar and beat over the morphing jar. And I go off. And I win game 2. Game 3, my opening 5 are: taiyou, taiyou, heavy storm, thunder dragon, graceful charity. Unreal. But. He activates duo. His the heavy storm, I discard a taiyou. He sets 1 monster and 3 backrow. My tdrag+graceful combo resolves and I'm somehow on taiyou+cyber+trunade, trunade resolves. gg. Finals: Playing against the same reasongate guy from round 5. I win the dice roll and for the only time ever in the tournament, I FTK someone. We go to game 2, he just passes on empty field. I summon tomato, swing, set cursed seal and end. He snatches+monster gates my tomato, I cursed seal his monster gate. He sets 3 and passes. I heavy storm away 2 more monster gates and I think the 3rd was coth. I normal summon a 2nd tomato and premature back my first one. And I swing. And I swing next turn. And I swing for game the turn after that. And the finals has my only FTK and my only win by damage. So in the end, I went 7-0 with empty jar, or 6-0 if you don't count round 1. The general view and response from the German goat community seemed more to be along the lines of "wow, really?" and general interest rather than "you play empty jar? fuck you", with a few exceptions. What I know of, no one sided neko manes. Dekoichi is super popular, thunder dragon even more. Reasongate got 2nd place this tournament and top 4 at CSL's last German goat tournament, despite apparent modest representation. For the future, I wonder if people will start siding neko manes now. If they are, empty jar may not be a good choice anymore. Playing through neko is easy. Playing through traps is easy, playing through both in the same game is hard. Maybe angel chaos will be a better meta call for the future, recruiters in general benefit from the huge popularity of dekoichi. I guess if I had to play through the same meta again, I would be maining some copies of decree. For the main event itself, Lucas Windel, aka McKnaehrich of team trent and of STOR won it. Congratulations.
  36. 7 points
  37. 7 points
    Well, y'all were some of the dumbest nigga last year, and that has not changed this year. God DAMN this was embarrassing. /sarcasm It was a decent game to say the least. Town was a bit too wrapped up on Faint, although their play less than decent. Unfrotunately the Cop scanned Faint n1 and didn't attempt to save them in order to move the lynch elsewhere. The reasons scum were caught were correct, though. Scum did not coordinate any attempt to move agenda, whether it was because of not being online, or inability to do so. Scum shot themselves in the foot. The one thing i noticed were the WiFoM assumptions and the "i wouldn't do this as scum" sort of things said that should be avoided as indicative of a certain alignment. i think some players did not think as critical of the phase as they could have, but we'll work on it. Another thing we should all realize that this is a game where ANYTHING is suspicious. Don't get mad that you're being called out. Scum QT: https://www.quicktopic.com/52/H/bUfyEZYps4CVk Host QT: https://www.quicktopic.com/52/H/jxD7NWPmR2A The players who so rightfully went through the trials and tribulations necessary to finish this game. My thoughts as a whole... TheGoldenTyranno: One downfall was too much credit to Solstice for the "i'm TOWN! YAY" post in the beginning. Good catch on Solstice for them discussing a potential jailkeep as the doctor. Nothing else of note other than trying to act like scum was already caught in the beginning which I don't perceive as helpful. Rather cocky. Jazz: I thought you played well. I think you should have reconsidered other poor play over Faint when it occurred. BuildTheWalia: Your cop play was less than to be desired. You kept silent on Faint and could have pushed an endgame where scum would have to NK you and Faint. The lynch very well could have went to Solstice in the case you were more vocal on the lynch rather than passive. Jazz scan I thought was a tad peculiar and would have been better on someone else. Be more aggressive and not a sheep. Sophocles: You were an immense asset to town. Your reads are unrivaled in the community and your positivity is an example to us all. The way you outsmarted the scumteam by getting Night killed N1, right after nailing the crucial evidence on the wall against them, was marvelous to watch. Your posting style is gracious and your mechanical mafia skill impeccable. Most of all, despite all this, you remains a humble part of the community. Better than Tyranno's cocky attitude. Solstice: I think you need to panic less and plan more. Spread an agenda, don't watch town roll you over the game, even though you have rolled scum many times in a row. I also think you need to be less critical on others, as well as less defensive and push instead. The low post thing you defended was not a good look. Faint: When you keep getting lynched, it may not be idiot town all the time. You need to make more clear what you're trying to say as some stuff may be simple to you, but not so much to others. Less partner connections, more people on their own. Certain scenarios that "had to have happened" are not always what have happened, either. Jap Nick: Your notes are cluttered and lists do not project towniness on their own. This section also does not have maturity issues when one person says fuck you to you, although I agree what Solstice said was poor. Don't call the site a bunch of idiots when your play meets those idiot standards. The players have to know you are not afk but busy instead, right? They might as well have read your mind and knew you should have been the lynch of the day anyway. The pace of MafiaUniverse is much faster than here, and believe me, you'd be chewed up and spit right out the way you played here. If you want to encourage activity, then push it regardless of alignment. Push your own agenda, especially as scum. The pace of this game would be comparable to that of DNF back in the day. If you're going to leave, leave quietly. You have nothing to defend if we are all idiots. Wunterslaus: I didn't see much of note from you this game. I think you need to more aggressive and less a sheep. Mascis: I would peg you to be the player who was the most correct, but the least into the game. Less lists, less dumb floaty nigga, more pushy pushy and communicate. Thanks for playing, everyone!
  38. 7 points
    Nate loves music and has tons of girls chasing after him.
  39. 7 points
    You were the one who added the :thinking: emoj to dgz, which is the biggest single staff contribution of 2017
  40. 7 points
    I won't sexually harass people
  41. 7 points
    I have reuw-turned! (returned) ...I tried.
  42. 7 points
    Hello all. I want to start off by saying it's great how ynus picked up on this shit and took it upon himself to get down to the heart of the matter. As well, it's great how the mods gave me this platform to release all the shit that's happened. It's hard to come out about stuff like this when it's about a guy in a position of power unless you've got the ear of others in similar power. While the original post is a nice introduction most of the meat has been left out. First of all I'd like to comment on my view of things. I was in the same shoes as many others are now, thinking "how can you get abused like that? Especially online. Just block him." Again, the factor of Mark beign a mod of DGz made it hard to come forwards, but most of all, was that fact that he was Captain of a team I very much enjoyed being a part of. Loli and Mjar were awesome to chill and talk with (I even drank with Loli irl on one occasion), as well as the fact that the team in general was very strong and I felt I could learn a lot from just being in the team and absorbing all I could. Additionaly this all very gradually built up over the course of months. There were always red flags but I looked past them for reasons listed above until it back way too much. In this way, it becomes very difficult to realize what's happening until it's too late. When I go back and read logs it feels like a surreal out-of-body experience. I pick up on so much shit that makes me feel sick now that never really registered back then. So now that that's been explained, I'm gonna let the full truth come out. Theres a shit ton of more chat logs creepier than what was posted and I'm going to release them here. I'm at my University campus right now, and for the sake of being able to organize and edit it all for myself I'll be making multiple posts because there really is a lot and I want to give context on all of them. More coming up....
  43. 7 points
    We're exactly seven days out from what are shaping up to be four action-packed tournaments on Duelistgroundz.com. In a week, individual (DSP) and team (ToC) playoffs for Season 2 of DGz's War League will begin. Remember the Seven Days articles on Metagame? We're bringing those back, bitches. Big things are going on. Seasonal Playoffs - Goat For the past month or so, four duelists have vied for the title of DGz Master Duelist in Goat Format. At the end of October, Soul (ESPN) and Shining Blue-eyes (KSP) became the first duelists to reach the Master rank, with MMF (ESPN) following closely behind. Shining Blue-eyes found himself on the bad side of numerous devastating upsets, knocking him back into Platinum and out of playoff qualification, and for a while, it looked like HyperBeam (SOS) would take his place, but back-to-back losses to Silverdude and ACP knocked him down as well, leaving Soul and MMF as the only qualifying players. Neither duelist is too far behind to make the comeback in the next seven days, but closer to Master rank than both of them is a new and improved ACP (unaffiliated), who had spent most of October and November hovering in the middle of the top 10 and suffering Elo decay from inactivity. With one Goat Control player and one Chaos Control player now more or less locked into Master rank for the remainder of the season, the playoff metagame will largely depend on which one, if any, of these dark horse candidates finishes their lofty climb to the top in the next seven days. The biggest question on everyone's mind is undoubtedly Thunder Dragon versus Shining Angel, a debate that has raged on for the entire season, primarily between MMF and ACP. Thunder Dragon has one spot in playoffs secured in the hands of MMF and could gain another in HyperBeam, while Shining Angel is currently relying on ACP as its only potential representative. With so many duelists abandoning their Airknight Parshaths in favor of Chaos Sorcerers in this day and age, it will be up to Soul and SBE to prove that pure Goat Control can still compete in the 2017 metagame. Seasonal Playoffs - Current While ESPN now rules over the individual Goat rankings with an iron fist, All the Outs has been dominating the current format rankings by the same margin, with Master Duelists Mistleteinn and Chevalier de Fromage holding the #1 and #2 spots respectively. Potential 3rd seeds include Lighty (SOS), Tr!stan (ESPN), and Noxjja (BC), who held the #3 spot before suffering harsh losses to MMF and Tr!stan of ESPN. If Noxjja makes the climb to Master Duelist, he will be the only qualified Pendulum Magician player in a field of SPYRAL duelists, mirroring the top cut breakdowns of YCS San Diego and ARG St. Louis. Curiously absent from the top of the rankings are Trickstars, a deck that claimed a ring at St. Louis as well as many top 32 spots at San Diego, but that has yet to make any substantial waves on DGz. Tournament of Champions - Goat A new and exciting rivalry will come to a head in the Goat Format Tournament of Champions as All the Outs and ESPN meet once again to control each others' goats and talk mad amounts of trash while they're at it. These teams fought it out to a brutal last-heart standoff in Season 1, with ATO ultimately getting the win, and have gone back-and-forth in Goat-only wars in Season 2, with ATO up 3-2 in the head-to-head for the season. For most of September, ESPN's Soul and ATO's Chevalier de Fromage traded the #1 spot back and forth before CDF ultimately gave up on Goat in favor of the current format, deciding that he could no longer stand to play a format in which he had lost twice to Silverdude. With Morphing Jar's heir nowhere to be found, ATO will be looking at Personofsecrets, MattK, and TheAntiAntimetaAzn to hold it down in ToC, while ESPN will likely field Tr!stan and the Based Loli, former rivals sharing a team banner for the first time, in addition of course to Soul and MMF. Tournament of Champions - Current In the wake of the mid-season disqualification of Lemo Pear Gang, All the Outs took up the reins as the current format team to beat, currently boasting a 4-1 record as well as the only two Master-ranked duelists in the format. Trailing closely behind is Bullet Club, with a projected end-of-season 4-1 record as well. The action continues on December 1st, when these teams are on track to meet for the very first time in the upcoming current format Tournament of Champions, and it's really looking like anyone's game. CDF and Mistleteinn will have a slew of current format powerhouses to contend with, including Noxjja, Milk, Mr. Maestro, and JJ. Alpha Omega Memorial It would be remiss of me not to mention the very special Goat tournament that is currently winding down to its final rounds. We're down to our final 6 in the Alpha Omega Memorial, with Tr!stan (ESPN), Mascis (TGC), rei (SOS), and Death Sentence (SOS) currently duking it out in Losers Quarterfinals. The last remaining one of them will face Soul (ESPN) in Losers Finals, who is extremely hungry for his runback against Gojira (unaffiliated), currently waiting for him on the winner's side of Grand Finals. Perhaps appropriately, the AOM metagame was a bit of a throwback, with Goat Control variants taking up 31% of the field as opposed to Chaos Control's 10%. Of the remaining duelists, four are playing Goat Control while two have decided to go rogue with Beastdown and Last Turn, respectively. The Last Turn deck is, surprisingly enough, currently sitting comfortable in Grand Finals in the hands of Gojira, while Soul awaits in Losers Finals with a more traditional Goat Control build.
  44. 7 points
    Remember this? Well I got really bored and decided to try and make one that condenses all the information in one place as you guys have three relevant sticked threads as far as this stuff goes. So without further ado, here's my attempt at making a guide. What is mafia? Mafia (and its related variants like Werewolf and Witchhunt) is a social deduction game which pits the uninformed majority against the informed minority. Players are divided into groups of either “town” or “mafia/scum” (with occasional third parties being added) and the game is broken down into alternating phases of “day” and “night”. During the day phase, players may vote to “lynch” or kill off another player who they think has the highest chance of being scum based on their posting. Town does not know who the other town are, but mafia are able to talk with each other outside the thread and can communicate to try and get town to “mislych” or kill one of their own members. After the day phase is over the night phase begins, during which mafia get together and decide on a player to kill by themselves. There are many “power roles” with special abilities on both the town and mafia side that can be used during this phase as well. When mafia have decided on a kill and the night ends, the next day phase begins. This cycle repeats until all threats to town are eliminated or when mafia equal or outnumber the town, resulting in their win. How do I play? I recommend reading through previously completed games or reading through an ongoing game as it unfolds in order to get an idea for the feel of the game and what’s expected. There’s also a nice flash tutorial that briefly explains the rules, common roles, FAQs, and plays out a demo game for you to watch. http://cataldo.freeshell.org/mafia/mafiascum04.swf Mafia Tutorial Basically there’s really only three things you need to focus on while playing: 1. Projecting Town Basically look like a townie instead of like scum. This can be done by showing a continued effort to try and solve the game using reasonable logic and conclusions. This prevents you from getting lynched and gives your opinions greater weight as if people think you’re town, they’re less likely to try and kill you and more likely to be swayed to your perspective. 2. Identify threats to your faction. As town this means finding and killing the mafia and any anti-town third parties. As scum, this means finding the townies that are most likely to be able to find and convince people to lynch you or your teammates, and getting rid of them ASAP. Mislynching consistently as town or constantly making incorrect night kills as scum is usually what causes a faction to lose. 3. Convince people to follow your agenda. Even if you manage to find all the scum, that doesn’t do your team any good if you can’t convince the rest of them you’re right. You need to be able to explain why person A is a better or worse lynch than person B. This goes for scum as well since you can’t win off night kills alone; you need to get town to mislynch, which means pushing them in the wrong direction without getting caught. You need to be able to make cases for why a random town member is a better lynch than your scumbuddy. Once you understand the basics, you’re probably good to jump in a game yourself and figure it out as you go. During signups you can also ask for a coach, which is a more experienced player that will mentor you throughout the game and help you with any questions you may have. Just be sure you mind the rules when playing. Rules Roles Remember those power roles I mentioned earlier? You’ll get to take a look at some of them now. While by no means all inclusive, this list features the ten most common roles you’re likely to see in a game, as well as a few freebies thrown in the descriptions. If you see people talking about a role that isn’t listed here, Google is your friend. Mafia terminology I WANT TO HOST A GAME I recommend playing through a couple of games yourself first to get an idea of how everything works, but as long as you’ve got a few games under your belt we’d be happy to have you hosting! Games need to be approved by a Mafioso before they can be hosted, so PM one of them with an outline of the game you want to run and include the following information: (taken from: http://duelistgroundz.com/index.php?/topic/170249-new-mafia-rules-and-punishments/) - full claiming or no claiming at all - anonymous or not X claiming Ties will end in X All questions for the host are to be made via PM Day phase will last X hours or until a voting majority of X is reached Night phase will last X hours or until all night actions are received Lylo/Mylo will/won’t be announced Minimum posting quota is X. Failure to meet this will result in X Scum can/can’t communicate in the QT posthumously There will/won’t be an ability table There will/won’t be modkills for activity for days that end early Self-voting is not allowed You can find a Mafioso and submit your game for approval here: http://duelistgroundz.com/index.php?/topic/154383-mafia-new-games-hosting-queue/ FAQs To be added at a later date; I'm not really sure what you guys would like to see here. I'm thinking it should mostly be a "catch all" for anything that wasn't covered in the above sections. ...And that's pretty much what I got. So how'd I do? Too much information or not enough? Is it easy to understand? Is it different enough from other guides? Any questions, comments, or concerns?
  45. 6 points
    I have a custom game ready
  46. 6 points
    remember that old exarion-era google doc that was kinda helpful but kinda all over the place? the one that DB randoms netdeck weird harpie lady and relinquished decks from to this day? remember looking back on it sometime since the advent of DB and thinking something to the effect of "man, this was probably a lot more helpful back when exarion was played in everything circa 2014, but it's really hard to get anything out of this now in retrospect and it would probably be a bitch and a half to update it all?" well, the owner did all that work required to update it for the modern goat meta and more, and revamped it into an entire website that you can find here: https://goatformat.weebly.com/ be sure to drop by his reddit thread and show him some love. there's a lot of useful shit here and it's all presented in a neat and digestible way. the only flaw is that the deck section has yet to include comprehensive sections on what we've come to know as "Chaos Control" aka "Thunder Dragon Chaos" and "Angel Chaos." but that doesn't take away at all from how helpful everything else is.
  47. 6 points
    First off I'm sorry this game wasn't as fun as I wanted it to be, I know the lack of traditional nightkills made getting reads difficult and timezone issues didn't work out the greatest for everybody. That said I've gotten more subs signed up for this game than I have any other I've run, so I think it was a good set up idea in theory if not in practice, and if nothing else it was something different from the usual matrix 6 which is what always seems to be run here when the player base is pretty dead. Thanks to everyone who approved, played, or agreed to sub; I couldn't have done it without you! night actions: As far as MVP / honorable mentions, Wunter, Faint, and Jazz are all in the running here. Wunter nailed both JC and Malcolm day one and stuck with them throughout the game, but never really explained to town why he scumread them and as such couldn't lead others to follow him. Faint correctly outed JC day 2 for pocketing Jazz, but backtracked on it when none of town believed him at the time. Jazz identified the team day 3 based on JC's behavior towards lynching Maloclm at the end of day 2, but it took him a little longer to get there than it did wunter and faint. I think I'm going to give Jazz MVP for getting town to coordinate a hammer so scum couldn't intervene at the last second, but faint and wunter still both did very well, and you deserve your honorable mentions. As far as LVP...probably between soph/malcolm/psk. Soph never had a vote out at EOD for the two days he was alive, and I can't really blame town for lynching him as he was a pretty big question mark. Malcolm got outed for not contributing, and didn't really fight that hard to stay alive. PSK was super off on the scum team and I don't think he ever voted either one of them. I'm probably going to go PSK here just because I think I had higher expectations compared to the others, and it was kind of a big let down to see him going so far in the wrong direction. I think Soph is/was involved in a hydra game off site, so I can kind of see how his efforts could have been divided between games. If you have any questions, comments, or concerns; this is the place to voice them. I'm sure you're all glad for this game to be over, so get the ranting/venting off your chest. scum chat: https://discord.gg/Erk67Tw
  48. 6 points
    Goodbye Threads Don't Really Count For Anything
  49. 6 points
  50. 6 points
    im afraid your post doesnt stand a ghost of a chance
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