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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. 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.
  3. 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!
  4. 9 points
  5. 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)
  6. 8 points
    makes sense that you wouldn't be into consensual love given that you still have a kevin spacey avatar
  7. 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
  8. 8 points
    they are actually in soul prison
  9. 7 points
    *leans from behind a wall* Is it safe for me to even appear here anymore? *walks out from behind the wall* Whatever, not like I really care about this place that much, might want to see if I can get out of the negatives, if possible. So, with that little thing out of the way, I'm lavaman555, as far as some, or most, know I am kinda famous for being bad. Wondering why I'm here now, I'm here to post my current list for Orcust, and get some help with it. Currently I am using it in real life, even ran an older version of this list at the Indy Regional on November 3rd. I went 4-5, if you want to know what I played and how each round went, I'll post it after this. So, here's the list, I even given a link to the list if people want to see the cards. Main Deck: (40) Monsters:(20) 3 Armageddon Knight 3 Ash Blossom & Joyous Spring 2 Cyber Dragon 1 Dark Grepher 1 Orcust Brass Bombard 3 Orcust Cymbal Skeleton 3 Orcust Harp Horror 2 World Legacy - "World Crown" 2 World Legacy - "World Wand" Spells:(19) 3 Allure of Darkness 2 Called by the Grave 1 Foolish Burial 1 Monster Reborn 2 Orcustrated Babel 2 Orcustrated Einatz 2 Orcustrated Return 2 Terraforming 2 World Legacy Succession 2 World Legacy Survivor Trap:(1) 1 Orcustrated Core Extra Deck:(15) 1 Chimeratech Fortress Dragon 1 Chimeratech Megafleet Dragon 1 Borrelguard Dragon 3 Galatea, the Orcust Automaton 1 Knightmare Unicorn 1 Linkuriboh 2 Longirsu, the Orcust Orchestrator 2 Orcustion 1 Summon Sorceress 1 Topologic Bomber Dragon 1 Wee Witch's Apprentice Side:(15) 3 Droll & Lock Bird 2 Effect Veiler 2 Gameciel, the Sea Turtle Kaiju 2 Ghost Orge & Snow Rabbit 2 Twin Twisters 2 Evenly Matched 2 Red Reboot Well, that took a while for me, but other than that, yeah. Hope you guys have fun messing this one up. *goes behind the wall again*
  10. 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
  11. 7 points
  12. 7 points
    Everyone is equal Love everyone Thanks
  13. 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
  14. 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.
  15. 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!
  16. 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
  17. 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.
  18. 7 points
  19. 6 points
    Shout outs to not bombing Underwood Night ends at 6 pm eastern tomorrow so I don't need to start day on mobile
  20. 6 points
  21. 6 points
    this is unrelated but i also found this from an old thread i was reading earlier and thought it was a nice thing for us all to keep in mind while playing
  22. 6 points
  23. 6 points
  24. 6 points
    im glad this hasnt started yet since i totally forgot about it Jazz can you ping me in our quicktopic when the thread goes up?
  25. 6 points
    rei has nudes of me so in If someone could please hit me up when days start that would be cool because I dont come here anymore and fully expect to forget I'm in a game
  26. 6 points
  27. 6 points
    DGz Mafia players, I knew you'd come. Welcome idiots everyone to the wor- I mean GREATEST GAME OF MAFIA EVER PLAYED. In this game, there will be absolutely NO CLAIMING. No. Claiming. None. I will smite you if you choose to claim. This is a game of grit, pure brute intellect. Only the smart will survive (looking at you daddy Malcolm) and the weak will flail. Prove you have what it takes. This is a closed setup, meaning no roles will be revealed upon death/intro to the game. Day will last 48 hours (starting at 11 PM Central) and nights will be 24 hours. There is a 4 post quota that you must reach or you will be substituted out. @Faintwill kill you as he will have to indulge on this glorious cancer. Majority is off, as I'd like to keep the days and nights starting/ending at the same time. No lynch is a valid thing. I will let you know when you are in MYLO. Introducing the victims contestants: Malcolm Brandis Jazz Sage Walia Tyranno ZeroPassion Hazmah JerichoTheUnwise All site rules and mafia rules apply. Please read your role PM, and please do not communicate outside of this thread, unless otherwise specified. Please keep all arms, legs and penises inside the car at all times. Everyone so delete on 3 1 2 3 You're in MYLO
  28. 6 points
    This past weekend I visited NJ to attend the YCS. I've been planning to go to this event for a while with Pure Brandish and been testing the deck for a really long time. After a whole month or so of testing and finalizing the deck, I was so confident that I would top this event. Fast forward to the night before the event, I room with my family (PPG) hoping I'd learn some stuff off their decks, playtest and get an idea of what the tournament may look like. It ended up being the complete opposite, I learned nothing, barely play tested and didn't really get an idea of what the tournament might end up looking like because nobody was 100% prepared. This event was gonna take place with the new End-Of-Match-Procedure rules and I had no idea how it was gonna work out but I believed that I could just end up winging it and I'll learn along the way since I was still a little confused about it. It was 6am and I haven't slept for about 20 hours and I attempted to sleep but I just couldn't. When I got to the event the first person I saw there was Based Loli and he didn't know what I looked like since we only interact through facebook and discord. He was extremely shocked that I was not black for some reason and offered me cookies made by his girlfriend. But event started like an hour later so I'll go through my rounds and matchups/interesting moments. Round 1 (0-0): Gouki G1: He wins the dice-roll and chooses to go first. I open no hand traps and he normal summons Gouki Suprex and I knew I was fucked. He does the full Gouki U-board combo. I draw for turn, realize I can't win, I move on to game 2 deciding not to reveal what I was playing. When he was doing the combo something felt off because I've seen this combo go off a million times I think he messed up somewhere but had the extender to fix it up so I immediately assumed that he just wasn't that good. G2: I open pretty well, he had no hand traps and I ended on multi-roll, anchor, strike, Shizuku (with rei in grave), and ash in hand. During the end phase I searched engage with shizuku and I pass. He opens marauding captain I chain anchor to negate it, he passes turn. During my turn I was able to plus off my engage and deal some damage over marauding captain. I set more backrow and ended on shizuku again and searched cannon and pass. He realizes he cannot win this game so he scoops and we move on to game 3. G3: He opens junk forward, activates suprex and summons a gouki and on summon I activate cherries to get rid of his Isolode. He had another extender in hand still managed to end on a pretty good board of knightmare link monsters but nothing too hard to get rid of. I open pretty well, I activated rota to search for rei, activated upstart goblin followed by foolish goods dumping my engage so I can grab it back with kagari. His monsters weren't able to be target or destroyed by card effects or destroyed by battle so this was a little bothersome. I active hornet, link into kagari, grab engage, search shark cannon and draw a card. I activated cannon grabbing one of his link-2 monsters in grave then summoning rei into borreload dragon. I took his knightmare goblin with my borreload so his monsters wouldn't be co-linked anymore so they lose their secondary protection effects and attack over another one of his monsters by reducing it by 500 atk points with borreload effect. I link into Knightmare unicorn shuffling away his phoenix. I don't remember much of what happened in the turns after but went a little back and forth. We were both still pretty high on life and there was more than enough time on the clock. I started gaining control of the game. He draws for turn, he has 3 cards in hand. He twin twisters me and I was just completely shook because I didn't think he'd keep that in going first. However I didn't mind because he only had 1 card in hand and I still had more resources then he did. He activates the soul charge that he top-decked and makes a crazy board and I just didn't have enough to come back from it and he kills me the turn after. I was hella tilted. Round 2 (0-1): Paleozoic G1: Round 2 starts my opponent wins the die-roll and chooses to go first. He summons swap frog and I already knew I was gonna win this round because I played this matchup a lot against my friends so I knew exactly how to play it. He ends up setting 3 to his backrow and passes turn. He activates Anti-Spell Fragrance on my draw phase I chain twin twisters popping 2 of his sets then I jamming wave the 3rd set and play free. I negate the swap frog that he summons on his turn so he couldn't get access to toad. He sets 2 to his backrow and passes turn. I link into kagari and bait a strike. I normal summon rei do some damage and use its eff go into shizuku and do more damage. He summons swap frog again I chain impermanence and he scoops. G2: He opens desires, I had no hand traps or twin twisters so I knew this was gonna be a little tough he summons swap sends roning sets 5 and passes turn. He flips Anti-Spell again and I knew I would have to grind this one out. After a bunch of turns I managed to get rid of his Anti-Spell but now he was sitting on a toad and dupe frog and I was lower on life points but I knew I can probably grind this one out. I look at the clock and I see that we have less than 5 minutes so I just decide to scoop and move on to game 3 to prevent any draws. G3: I open double twin twister so this game was just wraps. On his end phase I activate both and he gets angry as shit. On my turn I used my field spell effect excavating the top 3 cards of my deck and he notices that my rota was hobby league or something and I had no idea what that meant or if I did anything wrong and he was saying how I'll get dq'd for playing with a hobby-league card so I might as well just give him the win instead of getting dq'd. I replied with the famous quote "You must be retarded" (s/o Kamal). He calls judge and the judge says that it's okay but I should switch it anyways to prevent any further problems. One of the players sitting next to me gave me his and said I can keep it. I have no idea who he was but thanks a lot. Fast forward, I win the match because I was way higher in life points and I most certainly would've won regardless. Round 3 (1-1): Altergeist G1: Round 3 starts, I lose the die-roll again and he chooses to go first. He summons meluseek links into linkuriboh searches multi-faker sets 4 and passes turn. On my draw phase he flips anti-spell fragrance cuz clearly I just can't get a break from this card. I set 5 spells to my backrow and pass turn. On my end phase he activates protocol, summons faker to summon silq and uses its eff to bounce one of my spells to my hand then he activates spoofing grabbing meluseek and I scooped because I knew I was just not going to win this game and rather not have any problems with the time later. G2: I open my side cards, twin twister, mind crush and typhoon and I knew this game was gonna be wraps. I used my rota to get rei summon rei to link into shizuku set 3 to my backrow, search engage and pass turn. He sets 4 and ends turn. During his end phase I twister 2 of his sets. On my turn I activate engage he chains imperial order and I hit it with typhoon. He activates his faker in hand I chain mind crush and he just scoops the game. G3: I saw twister in my hand so I felt safe. He summons marionetter, sets protocol, sets 4 and passes turn. During my draw phase he activtes Anti-spell fragrance because CLEARLY I CANT GET A BREAK FROM THIS CARD. I chain twin twister discarding upstart gobbling targeting asf and his set protocol and he responds with imperial order. I start crying a little on the inside and I thought I lost this game for sure and I was already planning on eating pizza by round 4. I normal summon rei and go into shizuku searching engage and pass turn. I had 2 spells in my grave yard so his marionetter wasn't able to beat over my shizuku and even if he did I had the rei in my graveyard to float. I knew that my only win condition at this point was to have him pay all his life points away with imperial order and keep playing until the clock ends. After a few turns he summoned meluseek to attack me directly and then send my link monster to the grave, I activated rei's eff to summon and he chained protocol tributing meluseek to get rid of it and then he searched faker. He used faker's eff in hand and I chained my solemn strike. A lot of turns went by and I ended up rei looping again. In between the turns there was one turn where he activates heavy storm duster to pop 2 of my dead set spells instead of his own imperial order since that was the thing killing him. Fast forward time runs out, he loses because he's at 300 LP and I'm at 1300. Round 4: (2-1) Trickstar G1: Round starts and I win the die-roll finally so I choose to go first. I honestly don't remember much of our match but he locked my sets with double field spell and just ended up killing/burning me in 2 turns. G2: I chose first I remember opening mind a lot of backrow with mind crush as one of them and I mind crushed his evenly during the battle phase and he couldn't break anything so it was an easy win. G3: This was a grindy game and we were both very low at LP he top decks candina to get lilly bell but I had an anchor to stop from dying to lilly and he scooped Round 5: (3-1) SPYRAL G1: Round starts and he chooses to go first he opens drone agent and goes into helix. He activates helix eff I chain ash. He activates one for one discarding master plan summoning quik fix getting big red summoning master plan. This guy goes off makes a broken board of trigate and something and ends with sleeper as well with some knightmare protection effects. I was really close to breaking his board. I knew all I had to do was destroy his sleeper and he gets boardwiped. I used up all my resources to bait his cards as much as I can to a point where all I had was rei + Jamming wave in hand and I had nothing to use jamming wave on so I couldn't destroy his sleeper so I lose. I wasn't worried though because SPYRAL SUCKSSSSSSSSSSSSSSSSSSSSSSSSSSSSS. G2: My deck is great so I open backrow and ghost belle and he's playing SPYRAL so he either bricks or I negate helix and win. He bricked, normal tough I anchor he pass. This game goes completely my way so I end up winning. G3: I open ghost belle, and cherries when he's going first. He blind calls agent and gets it right then summons tough. I activate cherries, he chains called to the grave. He summons helix, uses effect and I chain ghost belle and he passes turn. I was able to go for goods and multi roll. Engage into hornet bit to get kagari and use engage again but this time to draw. I afterburner away his helix and attack directly. I set a lot to my backrow and pass turn. It all went downhill for him from there. Round 6: (4-1) Ritual Beasts G1: He wins the die-roll so he chooses to go first. This guy summons ritual beast tamer elder and I almost fell off my chair. This guy started playing really fast and im just reading every card and apparently they have a link monster. He kept doing some crazy ass stuff. I see monsters flying all over the place, from grave to banish to field back to banish from fusion summoning into link summoning it was like watching a fireworks show I was shook. So he ends on dolphin sets 2 and passes. I was not impressed. On my draw phase he activates anti spell fragrance and I chain twin twister discarding upstart gobbling destroying asf and his set macro cosmos. So since the fusions and whatever are all quick effs I knew all I had to do was resolve multi roll to literally just auto win the matchup. I activae multi roll and I target my set hornet bit, he had no response. That's where he fucked up because now I just auto win. I activate engage to search another hornet bit and draw a card. On resolution he activates droll & lock bird but I told him that since I am turn player I have priority on the resolution of card effects so I activate hornet bit on resolution and since he cannot respond I chain widow anchor to take his dolphin then I link into kagari get the engage back. I attack for some damage link into phoenix to get rid of his dolphin and I activate engage again to search another anchor. He scoops. G2: He put on another firework show for me and I drew multi roll again so this game was wraps I hope he learned his lesson the first time. He set his steeds and ended on some fusion guy again. I jamming wave the steeds. I activate multi roll send one of my spells to grave, he doesn't respond. I upstart goblin into a card and he doesn't do anything on resolution. This game was over because I engage to a quick play card again and literally do the same thing so gg. Round 7: (5-1) 60-Card Gouki [Cameron Neal] G1: He wins the die-roll so he chooses to go first. I was so excited when I saw I had to play against this guy because I love trolling the fuck out of him this is Mr. Hot Dog Water himself. He summons Armageddon knight I chain ash and he passes his turn nice deck bro. I activate goods send my engage then I normal summon kagari, activate field spell target my rei chain into kagari I hit a multi-roll so I grab that kagari got me my engage. I activate engage set up my multi roll anchors and impermanence I attack over the knight, summon shizuku, set all my stuff search engage and pass turn. G2: I have a sphere mode in hand but I have no hand traps and he opens the U-board with necro gardna in grave. Now I haven't slept for almost 36 hours so I was gonna misplay at one point and BOY DID I FUCK UP. I OPENED THE ABSOLUTE NUTS AND I MESSED UP! So I had an iblee in field and he had the full board obviously. Instead of tributing goblin, Cerberus and linkuriboh, I tribute over goblin, linkuriboh and PHOENIX. I have no idea why I tribute over the phoenix and after I did that I felt Kamal's spirit touch me and the spirit told me "You must be retarded". So he also had 1 set card with the board and any logical person would obviously assume its called to the grave because I didn't even handtrap him so what else can it be? So since I didn't tribute over his Cerberus none of his monsters were going to be destroyed by card effects so I activate the multi roll then I activated field spell sent the iblee got an engage then I used multi roll on the iblee and SOMEHOW AFTER ALL THOSE PLUSES ALL I ENDED ON WAS multi roll + borreload dragon and he still had a link monster left on board. I played this turn really bad but I knew that I still won because I would set all my cards back and he wouldn't be able to out my borreload since I have anchor in the grave to take away his out. I activate roll to set 4 cards but he says "end of main phase 2" he twisters my roll. WHO KEEPS IN TWISTER GOING FIRST? CAMERON HOT DOG NEALLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL!!! Now he does a few combos and gets some monsters on board but nothing enough to get over borreload he makes gryphon and sets his rematch from grave and passes. I draw ghost ogre for turn but that didn't help much. Next turn he rematches his gouki guys back and made one of them big enough to get over borreload. G3: Neither of us put any damage, nobody was slow-playing but time ran out and I got a draw. If only I didn't mess up during game 2 I had this match in the bag so I was back on tilt. Round 8: (5-1-1) Altergeist G1: I won the die-roll so I chose to go first. I don't remember much about this match but I end up winning game 1 by grinding him out and ghost ogre is really good card and it caught him off at the right moment. G2: I opened twister and typhoon and I sided in mind crushes even though I was going second and I was able to hit his marionetter that he searched off the spoofing leaving him without much plays and I beat him because of that. Round 9: (6-1-1) Trickstar Strikers [Bohdan Temnyk] We got re-pairings this round. My first opp was free af. I asked if I can see what he drew since they declared re-pairing and he had cyber dragon toon table of content dark hole trickstar reincarnation and some other card. I have no idea how he made it this far lmao. G1: I play against Bohdan and apparently he knew me or something he was really nice and he's a funny guy. I win the die-roll and go first. I didn't open that well But I managed to end on multi-roll double anchor. He uses hornet into kagari grabs back the hornet then phoenix's one of my anchors and discards reincarnation. I chain my anchor to negate it. He uses the field spell and searches candina locks my other anchor. He gets lilly belle with candina and summons the lilly. He uses lilly, pheonix and candina tp make firewall. He uses reincarnation to revive the lilly and he attacked me directly for 1000 damage. He uses his lycoris In hand to send back the lilly summoning lycoris under his firewall then he crashes his lycoris which triggered firewall effect and he attacks me with lilly again for another 1000 he grabbed back lycoris then use lycoris agains to bounce lilly and summon lycoris under firewall. This was a otk firewall loop and he basically just killed me that turn. I was completely shook because I have never seen this play but apparently its a thing, I thought it was really cool. G2: I don't remember much of this game I remember I had ogre In hand with anchor, mind crush and cannon set down. He tries to field spell lock one of my sets and I chain ogre then he summons candina I let that go through. He gets lilly belle and I mind crush for it and he didn't really have much to do after that. I kept +ing next turn and eventually he just scooped after a few turns later of some grind. G3: We have less than 4-5 minutes of the clock and we are siding. I was pretty sure I was gonna win since it's better to go second in time in my opinion because it's easier to do damage with anchors. Now this is where it gets crazy. We started game 3 with very little time. Bohdan ended on lycoris, 2 sets. His hand was Candina + unknown. I had less than a minute to close off the game. I set widow anchor. I activate multi roll (I was playing around droll and reincarnation this way so I can steal his monster and attack for game) I activate twin twister pitching a random spell he chains reincarnation I chain 2 hornets and he chains shared ride. Everything resolves and he draws a card after the I drew from reincarnation because of the shared ride. I drew into rei but on resolution he drolls me which is exacty what I was expecting. I link summon into kagari targeting my widow anchor he chains ghost ogre destroying the kagari. I get the widow anchor to my hand and he takes SO LONG to write -400s on his notepad. This dude was capping his pen and everything. At this point he has nothing to stop me, no disruptions or anything so I basically win the game. I link summon my other token into shizuku, attempt to widow anchor his lycoris. This guy was acting like he was completely drunk or something. "I don't know whats going on right now" and I kept saying "Anchor anchor anchor" and this guy is slow af so I take his lycoris myself and declare battle phase and the split second after I declare battle phase they called time of the round. Then he says he never agreed to the battle phase but he never had anything to stop me anyways since I knew his hand, field and graveyard. This guy starts getting really angry saying I played out my turn slow and but at the same time he claimed he didn't know what was going on because I played too fast but I only had less than a minute to finish my turn so he made completely no sense. A judge was watching and he asked if Bohdan agreed to battle phase and he did not. I told him that he didn't really have to agree because he had nothing to stop me anyways so if he's gonna be thinking for no reason that's basically stalling out the time and his claim was he didn't know what was going on but all I did was link summon and activate anchor for his lycoris. So I said "Ok bro what card did you have to respond with? If you have something to stop me anywhere you can have the win" and he responded "I don't wanna argue anymore you completely slow played". Lol???????????????????????????? A judge comes over and just asks if Bohdan agreed to bp which he did not. So the judge tells me to sign the slip and that he wins. After I sign the slip, the judge tells me "If you don't agree with our resolution you can just appeal" so I said "Ok I'll appeal then" and the judge responds "Nope too late you already signed the slip" even though he told me to sign the slip. So I basically just got completely YEET'd on. Bohdan tells people that I cheated him lol. The players who were watching told me I definitely deserved that win and he was being a complete asshole. After this Day 1, they posted the standings and I had made it to day 2 with my record of 6-2-1 which still had the chance to top. Day 2 Round 10: (6-2-1) Gouki [Xu, Shunping] G1: I don't remember much of what happened here but I won this game. He tries to shark me because I had an extra deck card in a sleeve that was bigger than the others and I told him that its basically just a divider for me to separate my side deck and he calls a judge about it too lol nice shark bro. G2: He opens the U-board I had opened none of my 12 hand traps or sphere modes so gg. G3: I OPEN THE ABSOLUTE NUTSSSSSS!! I ended on Multi-roll Shizuku field spell 4 set cards (Mind crush, impermanence, anchor, strike). I had 4 in hand, 1 ghost belle and 1 cherry. This was actually wraps, no way he can win. On his turn he attempts to go to the battle phase which was fine. He attempts to go the end of bp I said "At the start of bp, Ill mind crush for evenly matched". Now there was a judge watching us play, the same judge that watched me and Bohdan played and handled that situation. He tells me that I cannot use mind crush because my opponent has priority throughout the whole battle phase and I have to wait for him to end the battle phase or wait for him to activate something. I said that doesn't make any sense. The judge response "I'll get another judge" and I thought I heard him say "I'll get the head judge" so I was under the impression that the head judge will resolve this. The other judge comes up and agrees that I can't use mind crush for the same exact reason and I thought this was the head judge. He stood kinda behind my shoulder and I didn't look back to see if it was the head judge or not. I ask a 3rd judge randomly if this is true and he also says it is so I MUST be wrong and fucked up. He says best time to mind crush for evenly was to do it at the end of main phase 1 lol thx. So he chains evenly to the mind crush and evenlys my whole board but I still had 2 hand traps in hand. So he gets to discard a card from my hand now that I basically called mind crush wrong. He hits the ghost belle out of my hand. He summons 2 monsters and I activate cherries and he activates called to the grave. I sign the slip and walk away. I go to the actual head judge and tell him about the ruling and apparently all 3 of those judges were wrong and what I did was completely legal. Turns out my opp is actually a judge as well and he judged events before which explains why he looked a little confused about the ruling as well but he didn't say anything about it since it favored him. Also, those judges that handled my situation with the mind crush were the same exact judges that handled my situation with Bohdan so bravo to them. At this point I was 6-3-1 so I had no chance of topping and my opponent didn't show up for the next round anyways but that was expected so I ended the event with a record of 7-3-1. First loss to a top deck soul charge Second loss to shark/cheat and the judges Third loss to the judges I believe my deck performed extremely well and I'm sure I am missing more detail in my rounds but this is all I can remember since I went almost 40 hours of no sleep for day 1 and mind was dead. I had a great time at the event with friends and I would like to shoutout everyone who play-tested with me, theorized, and helped me build my deck. Sad that I couldn't make it to top cut because of such dumb reasons. Big shoutout to Gabriel Molina for getting me a whole deck to play for no cost. Shoutouts to my team Tea & Biscuits cuz we da best and shoutout to my boys at PPG said I didn't get to join cuz I didn't top but im with them in spirit. Individual shoutouts for helping me play test and deck build: Noelle Me. Hash Nicey Milk Samoopusteno and all my other irl friends Couldn't have done it without you guys. During the event, Loli was telling everyone that I was a psycho-path because I catfish people online telling them that I'm black and I look like Lil Yachty and everyone seemed to buy his story. Even though I took a major L this event, the biggest win was that I got Kamal's number which is valued more than a YCS Top so I left NJ with a W. Decklist: https://imgur.com/1ewiGrM
  29. 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.
  30. 6 points
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  32. 6 points
    What up fools, I decided to do a deck profile / tournament report since I made a few waves this past weekend at the FLC2. I'll drop my deck list, discuss my tourney experience and go over the tech cards everybody is talking about, specifically... Sasuke Samurai #4 and Fairy Box. My experience in the new Format Library Championship Series has been... interesting... to say the least. I attended both tournaments, made it to the top 4 in both tournaments, and was subsequently DQ'd... in both tournaments. Ha! Although I can say with 100% honesty that I feel I would have won both tournaments had I not been DQ'd, I'm not going to dwell on it. One thing I can take out of all this though is that I am proving my consistency in this format and although I may not be the most liked player in the community, you gotta respect me as a contender in this format. Okay so coming into this tournament I kinda felt like I had something to prove, the FLC1 left me with a bad taste in my mouth and I was determined to redeem myself this time around. I've had a lot of success recently with my version of Skilled White Chaos Control and I thought it was still a good choice to win the tournament, but I wanted to do something different this time, Damage Step has equal claims over the SWM list I brought to the FLC1 and I wanted to win the tournament with a deck that couldn't have been tied to anyone else except for WorldGoneMaad. Here's the list I ran. Swiss Standings. https://formatlibrary.challonge.com/flc2 Cards of chance are often ignored by players, most players feel that any type of RNG outside of the cards you draw from your deck should be avoided all together. In my opinion, cards of chance are definitely valuable when the rewards are large and the risks are small. Sasuke Samurai #4 fits this mold perfectly. Sasuke Samurai Is the MVP of the deck, and the only monster I chose to run a full playset of for this tournament. I would love to say I was the first person to seriously put this guy in my deck, but The 4th Sasuke was actually a trademark of the Atlanta based Team Villains during the Chaos Return Era. I was friends with most guys on the team and I learned a lot from them back in the day so this is an Ode to them. I like to pay homage to the true old heads of the game so that was my inspiration for this deck. Samurai is rarely a dead card and is a good opening summon no matter if you are going first or 2nd. The Samurai spears into face downs and def position monsters with no fear. The best case scenario is his eff goes off and you kill a monster for free. (Sasuke Samurai 4’s effect triggers before damage calculation so facedown monsters are not flipped faceup). Worst case Scenario is that the samurai attacks as normal. Since the Samurai gets his effect on defense as well, your opponent's attacks become much more difficult and setting monsters becomes a risk as well on their turn. This alone means that the Samurai doesn't actually need to do anything to exert considerable control over the game. The simple fact that it's on the field means your opponent is hard-pressed to make any attacks and going on the defensive risks losing their monster to the Samurai’s spear attack. Either way, your opp is gonna need a lil extra time to think about their plays when facing down Sasuke Samurai 4. Another thing #4 does best is force out Traps and Chaos Monsters early in the game, which allows good players to take full advantage of. Fairy Box is the other card everyone is curious about. It’s another card of chance with a minimal downside. Paying 500 lp per turn for the chance to prevent the damage from all attacking monsters again and again seems like a pretty cool effect to me. The Box doesn’t just prevent damage tho, It can become pure monster removal anytime you have a faceup attack position monster on the field, dealing some LP damage in the process as well. Fairy Box also doubles up nicely with Sasuke Samurai #4 when on the defensive. So addition to the coin flip effect of #4, I get the coin flip effect of Fairy Box, each creating essentially the same effect. So odds are good that I will make at least one of the calls right. One thing I wanna say about these 2 cards though is, their power is not in whether or not you win the coin flips, their power is the constant threat and pressure on your opponent that they oppose while on the field. The rest of the deck is a pretty standard Chaos Control shell. I chose to run Merchants over Dark Mimics cuz I wanted to speed the deck up a bit. Dumping my Chaos fuel, unneeded Samurais and the lucky Serp mills to go straight for my spell and trap cards felt better in this particular deck than the single draw that Mimic provides. Milling Chaos monsters is not as bad in this deck as it would be in other Chaos Control decks because of what Sasuke Samurai 4 does for me. I tend to be able to hold my Chaos Monsters a lot longer than my opponents were able to hold theirs when playing this deck. Double Skilled White Magician should be standard in Chaos Control decks about now, the versatility of being able to be played both offensively and defensively (much like Sasuke #4) opens up plays for the Chaos Control player that Shining Angel or Thunder Dragon can never do. My side deck was built to counter Zoo, Skilled Chaos Control builds, Chaos Turbo, and Alt win decks. I always look at the participant list before making my side decks cuz it tells me a lot about the meta I should expect, one look at the list for FLC2 told me that It was prolly safe to skip out on Threatening Roars / Neko Mane Kings cuz I didn't see anyone that I felt could pilot an OTK / FTK effectively enough to warrant siding for it, so I focused my side deck on more trap based alt win decks like PACMAN, Burn, and Last Turn while being able to commit more side deck slots to countering Zoo and Chaos Turbo, and Skilled Chaos Control which I predicted would be the 3 main decks I would face in the tourney. So that's it, didn't really mean to write this much but this Indo had my mind working. Shout out to Team Villains, Shout out to the best team on DGz...Tha 4HUNNIDS, Shout out to Jazz and MMF for hosting the FLC Series, Ill be attending, topping, and most likely DQ'd from the 3rd one as well so keep em coming lol thanks for keeping the goat community alive cuz otherwise niggas wouldn't have nobody to play this shit with and it wouldn't mean anything. Shout out to Lucas for getting a free pass to the finals and choking. Shout out to Carl Waite, I gave him a hard time for not giving up his spot to me in the top 4, Love you dawg. Shout out to anyone who fucks with me, and middle fingers to anyone who don't. All in all, I think the 3 Samurai + Fairy Box tech is real and should be respected, its a splashable engine that can fit in almost any deck with the right adjustments, so feel free to discuss the cards / ask me any questions I didn't answer here. -WGM out.
  33. 5 points
    Hello all, I'm back with one final announcement for any and all Goat-heads remaining around these parts. We're in the endgame of the first phase of a long series of grassroots community developments, and it's finally culminating in the launch of GoatFormat.com, the latest and greatest community hub built by Goat players for Goat players. GoatFormat.com was built to give the community a central comprehensive resource for both inexperienced and veteran players. Our goal is to expand existing goat format communities as well as preserving the format we love to play. Tomorrow on Saturday, November 17 at 5:00PM EST, we will begin an inaugural stream on our Twitch channel with a number of announcements of what we have coming in through the pipeline. We are already running a ranked ladder for Goat Format play in our Discord channel, and we have many announcements to come regarding future events. Thank you again and always for the hospitality, and I hope to see all of you in the near future!
  34. 5 points
    Raging Earth A phallic, rock hard creature
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    The phantom thieves and their associates (town) are locked in battle with a corrupt Conspiracy (scum) The following rules must be heeded: Each day will be approximately 48 hours, and each night will be 24 - the thread will be set to lock at a certain time - anyone with permission to post afterwards and does so will have their post removed on the first offense and will be violently murdered on the second. There will be no claiming of roles. I expect six posts per day phase, however you will not be modkilled if i did not successfully get in touch with you within three hours of the deadline. During each vote you may vote for BEST GIRL (bold a 'vote [name] best girl' or 'vote best girl [name]' - if that player is playing a female character they will gain a special ability that night. Feel free to ask questions about further rules in the thread if any clarification is needed. There are 12 players left in the game: 1: @Silver 3: @Faint 4: @Wunterslaus 5: @Malcolm's Multi @Malcolm 6: @Sophocles 8: @BuildTheWalia 9: @slickz 11: @LFN 14: @hazmah 16: @The Antagonist 18: @Solstice 20: @Mascis Role PMS are being distributed now. Day will end at 9:30 PM EDT on Tues Jul 31
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    where's the old jazz the disagree=scum jazz the i solved the day on game 1 jazz actually nvm the new one is better
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    Hi, I'm machdragon, a competitive Duel Links player from Canada. I've heard about duelistgroundz for quite a few years now, from YGOrg and friends, but finally joined today to find out more about the Anaheim Duel Links tournament. I'll be participating in the YGO Duel Links World Championships 2018 as 1st seed from North America. Used to play YGO TCG until the link nation attacked, before switching to playing Duel Links. Started off playing Blackwings as my first deck, but was mostly playing casually until around Nekroz format. Favourite deck in TCG would be D/D/Ds and my favourite deck in Duel Links would probably be Spellbooks. Currently, playing on The Renegades in Team Wars. (A strong EU based team with 2 other Worlds competitors, a couple of CCG members, and a lot of accomplished players) Will also be playing for [3 Kings] in the upcoming DLM Clan Wars. Currently, DLM Spellbook Expert and ex DLM TPC member. AMA
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    Sup hi hello check out DGz Discord channel for 99% of the activity including the Duel links chat. Welcome fren.
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    one of the rules im running with is activity prods - if i dont prod you for inactivity you have a bye on the modkill - i want this to be a game for the ages and im gonna do everything i can to make sure it works
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    To be fair I hired the nerd guy and he fucking sucked and lost his job within a month.
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    max suffridge is the greatest yugioh player of all time
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    Uhm... are you guys a ''secret division'' of the FuZe Gang... The discord literally puts you together as the same team.
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    0. The Armada rule: Anything I say is good can be bad if overused or used predictably. Anything I say is bad can be good given the right circumstances. The idea is not to create a final text for some matchup that will define the way it is played for the rest of eternity. The idea is to create an index of frames of reference for a variety of common situations in Chaos Control mirrors as they are played in the modern metagame. 1. Shortlist of 2- to 3-card damage output combinations (Changes from Metamorphosis in parentheses): Asura Priest + Shining Angel = 1400 + 1700 = 3100 Shining Angel + Sorcerer = 1400 + 2300 = 3700 (Dark Blade -100, Ryu Senshi -300) Thunder Dragon + Sorcerer = 1600 + 2300 = 3900 (Dark Balter/Fiend Skull +400, Reaper on a Nightmare -800) Sorcerer + Tribe = 1600 + 2300 = 3900 (Dark Blade -100, Ryu Senshi -300) BLS + Tribe = 1600 + 3000 = 4600 (Gatling Dragon -400) Sorcerer + BLS = 2300 + 3000 = 5300 (Dark Blade -100, Ryu Senshi -300) Tribe + Sorcerer + BLS = 2300 + 1600 + 3000 = 6900 (Dark Blade -100, Ryu Senshi -300, Ojama King -2300, Gatling Dragon -400) 2. Jaedong: “To play ZvZ you need a certain kind of confidence. I think I have that confidence.” To play Chaos Control mirrors, you have to strive for this same kind of confidence. You will not see success in this matchup if you are not consistently more determined and more confident than your opponents. 3. One of the most important reasons to play Goats and Metas in your deck is so that you don’t have to be the one to summon the first Sorcerer. If you can choose between summoning either TER or Sorcerer, summon TER first. 4. Hold Sorcerer and BLS for as long as possible until you draw an MST or a Book. Book is the best one because it beats both Snatch and Sorcerer, whereas MST only beats Snatch. Both of these are generally preferable to the Sorc/BLS + Tsuk setup, which opens you up to lone NoCs, uses a normal summon, and gives them a Torrential activation window. 5. When you open with a beatstick (Asura, Tribe, Skilled Magicians, etc), a flip effect (Mimic, Merchant, Dekoichi, Gravekeepers), and a Book of Moon going first for the first time in the match, set the beatstick with the Book. If the situation comes up again, the play depends on how the game unfolded the first time it happened. 6. Know how to use your core LIGHTs (Thunder Dragon, Shining Angel, Skilled White). With Angel and Magician, you can bait a NoC with certain hands and go aggro with others. With Thunder Dragon, you should be trying to hold out for as long as possible for a Charity or a simple gamestate where Thunder Dragon can be an acceptable beater. 7. If you’re playing Thunder Dragon or Airknight Parshath, know how to use the level 5 fusions. You can make Balter to punish important flip effects like Jar or Faith. If they have multiple set monsters and you have reason to believe they have more than 1 important flip effect, you can make Fiend Skull Dragon, which also punches through Sakuretsu. If your opponent wrongly commits to the deckout strategy vs your four Goat Tokens, one way for the Thunder Dragon player to punish this is by making Reaper on a Nightmare with a Tribute Set Thunder Dragon. 8. Every Chaos deck can get mileage out of Metamorphosis on Chaos Sorcerer, and this is one of the reasons to hold Sorcerers for late-game shots in simple gamestates. When they have Goats but no Sakuretsu, Mirror, or Torrential, you can make Ojama King and kill them with Tribe/Asura + another Chaos monster. When they have Book, Saku, Torrential or Mirror but no Goats, or when they have Snatch left but no way to summon BLS or a Sorcerer, you can summon Ryu Senshi, either alone to put them on a clock or with other monsters for a game shot. When they have nothing real in the backrow at all and 3 or less of either LIGHTs or DARKs in grave, you can summon Dark Blade to win the game even if you don’t reduce their LP to 0. 9. If you have Dekoichi and Tsukuyomi, check for NoC, then set up the loop. If you have Dekoichi and Book, you can summon Dekoichi and attack if you’re going second and they have a set monster. If you have all three and they don’t have enough LIGHTs/DARKs/chaos monsters to just straight up kill you, summon the Dekoichi and set the book if they don’t try to Sakuretsu it. Most of this remains true if you replace Dekoichi with Shining Angel. 10. If your opponent gets to a flip effect + Tsukuyomi loop and you can’t answer it, pay attention to their cards in deck and commit minimally behind single backrows for as long as you can. Use the slow pace of play in these situations to your advantage. A direct Tsukuyomi hit every turn with no other source of damage gives you 8 turns to draw an out. 11. NoC the first set in Main Phase 2 if they use a Sakuretsu or Book to protect it from an attack. If you can’t attack with anything, play around Jar if you can and hold the NoC for the second set. If they Duo’d you on turn 1 and your hand lets you go aggro, summon a dude, NoC the first set, and try to kill them as fast as possible. 12. In mirrors where both players have Scapegoat access, always pay attention to relative deck count and who is currently decking out first. It can be correct to hold cards like Pot of Greed or Graceful Charity solely to prevent decking out, and it can be correct to willingly give them Sangan searches, etc. to reverse a late-game deckout scenario. This is especially important when activating your own Scapegoats. Sometimes, you will have to let MST/Dust/Breaker resolve on your set Goat without chaining it because chaining it will cause you to deck out. 13. If your opponent is playing Thunder Dragons and you go first, you should Duo if you have it every time. If they open Thunder Dragon the first time you go second, consider setting Faith with no other spells in grave backed by a Book of Moon or a Ring of Destruction or holding Duo until you can do this safely. This tends to give you the best chances of resolving a double Duo, since Thunder Dragon lists are often forced to set across sets. 14. While everyone may side differently in the matchup, there are a few core sideboard options that are non-negotiable. If one or both players are playing Thunder Dragons, Mind Control is a postboard staple in multiples. If you play Angel or Skilled White but your opponent plays Thunder Dragons, side in one or two Dustshoots, particularly when you go first. In Angel mirrors, both players usually want to have one or both of Spies + Guard or Roulette Barrel postboard. Thunder Dragon players don’t have a lot of good options against Angel players outside of the second copy of Asura Priest. Lastly, Bottomless Trap Hole is a crippling and underplayed option against Skilled White. The best way for them to dodge it is by summoning Skilled White on turn 1 instead of setting it, and doing this takes away from a lot of what makes Skilled White good in the first place. 15. Mirror Force is not the only reason to keep 1 monster in defense and 1 monster in attack positions. Consider how to minimize the impact of TER on your board with battle positions before attacking into backrows, even when your opponent’s Mirror Force/Sakuretsu Armor are gone. 16. If you have more than 3000 LP or so and your opponent has a BLS, and you have a Tsukuyomi but no way to answer it, but you don’t have a Torrential Tribute in grave, you can summon Tsukuyomi, flip their BLS face-down, set a Spell or Trap card, and try to convince them you have Torrential Tribute. But you’re dead to BLS and another monster, you have to set the Tsukuyomi and hope that they attack wrong. To do this, you have to represent Mirror Force, Sakuretsu Armor, or Scapegoat, depending on which of these are already in your graveyard. 17. When you have a Shining Angel or a similar monster and a set backrow, and you set a monster or you summon something like Tribe-Infecting Virus or Skilled Dark Magician, your opponent can freely MST or summon Breaker, because you can’t chain Scapegoat even if you had it. But when you summon Asura Priest or Tsukuyomi next to these monsters, or when you’re looping a flip effect with Tsukuyomi and no other monsters on field, you can safely poke through TER and Scapegoat while representing a Scapegoat of your own. This is particularly useful for getting mileage out of Sakuretsu Armor and Book of Moon. 18. Don’t do that thing where you set Tsukuyomi because you feel awkward just passing the turn without doing anything. In fact, don’t do anything just because you feel awkward passing the turn without doing anything. Don’t do anything solely for the sake of doing it. Everything is a commitment. There can always be consequences. 19. Snatch Steal their D.D. Warrior Lady, banish another one of their monsters should be the absolute bare minimum for a Snatch Steal in this matchup. If Snatch would get you less value than that, you shouldn’t use Snatch there, and if it would get you more value than that, you should consider using it. The most commonly correct use of Snatch Steal is at the end of a line of Chaos trades that you ended up losing, i.e. they summoned Sorcerer, banished your guy, you summoned Sorcerer, banished their Sorcerer, they summoned Sorcerer, banished your Sorcerer, and you didn’t have another Sorcerer. 20. Every fundamental early-game interaction becomes a game of weighted RPS throughout a set. If you set a chainable backrow on turn 1 of game 1 and your opponent summoned Breaker to destroy it, you can sometimes get away with setting a lone Sakuretsu Armor or Mirror Force on turn 1 of game 2. If you set a Skilled Dark Magician on turn 1 of game 1 and your opponent Crossed it out, you can sometimes get away with setting Magician of Faith right away in game 2 without bluffing first. Pay attention to how often your opponent deviates from established patterns and the conditions they do it in. 21. Know how to play with and against Crossout based on how many of each Flip Effect you play. For example, if you play 3 Faith and draw 1, you should Crossout aggressively, possibly even before summoning/setting, so that if you hit a Faith, you can banish 2 from your deck and set the third from your hand. On the other hand, when you don’t have Crossout or they aren’t setting things, you can hold your Faith and set or summon other things until you draw your second Faith. 22. Give up on excessively ambitious sideboard plans like RotA+MSLV2+Blade Knight+Exiled Force or Soul Exchange+Apprentice Magician+Mobius+Thestalos. Doing this makes you look cool, but it dilutes your gameplan and takes away from what makes Chaos Control such a powerful deck to begin with. 23. Information is gathered during the early game and converted during the midgame. Endgames should be matters of execution, since by this point, you should be able to determine most if not all of your opponent’s unknowns from public knowledge alone. In other words, reads have expiry dates, and they do nothing for you if you wait too long to capitalize on them. 24. In Chaos mirrors, you can’t really use Morphing Jar to reset the game after your opponent gets ahead with an early Duo/Greed/both. You have to force a long and grindy midgame. Being down 2 cards to their 4 is pretty bad, but if you stay alive without trading cards for three turns, that becomes 5 cards to their 8, which is much more manageable. The best form of advantage to accumulate in these situations is draw phases. 25. Understand that using Scapegoat in response to an attack or during an endphase is essentially negative card value. The card is almost always better when chained for a few reasons. First, we want our opponent’s commitment to be substantial so that TER is impactful when it hits the board. Second, we want to be able to account for as many things as possible before committing to a TER ourselves. Think about why forcing a Scapegoat activation with Spirit Reaper is good. 26. In a lot of ways, playing a third Sorcerer is like playing a third Faith. There are a lot of ways to “get your opponent got” with the third Sorcerer when they aren’t expecting it. But you also have to take into account what happens when your opponent is expecting it. Additionally, the third Sorcerer will also clog, and you will have to fight through more early games and midgames with a dead Sorcerer(s) in your hand. The former weakness compounded with the latter can put you in a particularly daunting situation. 27. People often make the mistake of thinking of Kycoo as a silver bullet sideboard card for this matchup. I think everybody selectively remembers the one time their Kycoo banished a Sinister Serpent and the opponent’s only LIGHT monster and none of the times where their Kycoo was a crappy extra normal summon that died to Tsukuyomi and Sakuretsu and couldn’t get over Parshath or Skilled Dark. 28. Setting Storm is already one of the most overrated plays in the entire format, but it is especially bad in Chaos mirrors. It is only acceptable if you can be absolutely certain they will not punish it with MST/Dust/Breaker/Mobius/a bunch of other cards. At best, it gets you 1-2 cards more out of a weaker opponent. 29. In the Angel mirror, try to be the person attacking when two Angels crash. In this case, the attacking player gives up less information overall and the defending player will generally have to summon D.D. Warrior Lady as soon as possible; if they do not, the attacking player will know they have a DDWL in hand. This remains true if you replace one or both of the Angels in the scenario with Tomatoes. 30. What did Big P mean when he said, “mobius is hard to deal with... i win a lot using mobius?” Maining or siding a copy of Mobius can change a lot of the dynamics of this matchup. Even if you don’t play Thunder Dragon, you can still Tribute Summon yourself out of a Scapegoat token lock. Your opponent sees Heavy Storm in the grave and assumes it is safe to set Mirror Force + Sakuretsu Armor, Mirror Force + Torrential Tribute, etc. Mobius is kind of like Parshath, except that the things that beat Parshath lose to Mobius and vice versa. 31. If you’re playing Spies and Guards, know when to get Guard with Spy and when to get Spy with Spy. This depends on whether or not you have a Tsukuyomi readily available and whether or not your opponent is setting monsters of their own. If you resolve a Guard effect on a lone set monster and they don’t Torrential your Tsukuyomi+Guard, you’ve probably won the game. 32. You know who don’t get no respect? D.D. Warrior Lady don’t get no respect, no respect at all. D.D. Warrior Lady does so much for you without you noticing it. It’s hard to be aware of things like “the number of times your opponent had a dead Tsukuyomi while you beat them down with DDWL.” This is only really relevant to Thunder Dragon and Skilled White Magician players, as Shining Angel players don’t really have a choice in the matter. 33. Remember that some Chaos Control lists, particularly ones with Thunder Dragon, play Metamorphosis without any Scapegoats. This can punish players who see Metamorphosis and expect Scapegoat. If you’re thinking about playing Metamorphosis without Scapegoat, review §8 for some brief guidelines on using Chaos Sorcerer with Metamorphosis. 34. Skilled White Magician is the best core LIGHT in a metagame composed entirely of Chaos Control players playing optimally. Skilled Chaos has by far the best side deck options against Thunder Dragon Chaos. When both players are playing at a high enough level, Skilled White Magician begins to outclass Shining Angel in the head-to-head, since Shining Angel essentially becomes a vanilla with bad stats. 35. Stop using Book of Moon and Scapegoats to block trivial amounts of damage in the early game. Both of these cards are at their best when chained to commitments from the opponent. Milk these cards for as much value as possible. If you have Book of Moon but no Chaos Sorcerer yet and their Breaker is gone, it is often correct to just leave your Book in your hand while you set literally anything else. Setting these cards is a commitment that can be exploited under the right conditions. 36. Despite its shortcomings, Morphing Jar is not likely to disappear from Chaos Control matches in any of our lifetimes. If you start with an early lead, you should always be able to hedge against the possibility of Morphing Jar. If a Jar has ever resolved against you for a significant swing in advantage towards your opponent, you probably did something wrong. 37. Know when to leave Goat tokens up and when to chip away at them outside of the classic deckout scenarios. Sometimes you will have to leave them with all four tokens to prevent certain kill combos on their turn, and sometimes you will want to leave them with their tokens to set up for a big Tribe-Infecting Virus, Torrential Tribute, Needle Ceiling, etc. 38. When you have your opponent dead to a Ring of Destruction but you aren’t sure when to fire it off because they still have Book of Moon, wait until they use Snatch Steal, Chaos Sorcerer, etc. and chain Ring of Destruction targeting their target. This puts you in the best position in the case that they do have Book of Moon. 39. Don’t set yourself up for crappy hands like 2 Tsukuyomi 1 Asura Priest. Often, you should be attacking with Asura Priest or Tsukuyomi with the intent of forcing a Sakuretsu Armor or similar answer. The same goes with setting Tsukuyomi (or even Asura) with the intent of trading with a Nobleman of Crossout. 40. Before attacking a Shining Angel, ask yourself one question: do I get absolutely fucked if they search for Magician of Faith here? If the answer is yes, then don’t attack the Angel. Having a Chaos Sorcerer to try to banish the Faith in MP2 usually doesn’t count as an answer because of how badly you get screwed if they have Book of Moon. 41. Snatching their Flip Effect monster and summoning your Tsukuyomi becomes viable when one of two things is true: they have no backrow, or their Torrential Tribute is in their graveyard. If you don’t get a good chance to do this, but your hand isn’t so terrible that you need to go for it, you should probably be holding your Snatch for late-game Chaos monsters. 42. If you’re going first in game 1 and you can’t figure out whether or not to set Dark Mimic or Dekoichi first, look at the rest of your hand. If you have Tsukuyomi but no Crossout or Metamorphosis, you should set Dekoichi first. If you have a way to beat their own set monsters, you should probably be setting Mimic first, especially if you need your Metamorphosis to be online on turn 2. 43. Contrary to §4, it can often be correct to summon Chaos Sorcerer early to deny your opponent a LIGHT monster in their graveyard. The best time to do this is when you have Book of Moon and they have already used Graceful Charity. TER can be used similarly, except you’d rather set a Sakuretsu Armor with it than a Book of Moon. If you catch them with weak or no backrow in the midgame, you can summon Chaos Sorcerer to banish one of their LIGHTs, then Metamorphosis into Dark Blade to banish the remaining LIGHTs in their grave. 44. Alekhine: "During a chess competition a chessmaster should be a combination of a beast of prey and a monk." This matchup forces players to think beyond the traditional relative roles of aggression and conservation. In a sense, stuff like “who’s the beatdown” is always relevant. However, in Chaos mirrors, the line between the two is often blurred and the terms often fail to describe important aspects of game situations. 45. One of the reasons why Morphing Jar should not be played at a high level in this matchup is that good players naturally play around it. This alone may not sound like sufficient reason to cut a card, since we still play cards like Torrential Tribute and Mirror Force even though they scale poorly with the opponent’s skill level. However, in this matchup, Morphing Jar scales poorly with both players’ skill levels. 46. Out of the matchups between top decks, this one emphasizes virtual card advantage the most. Understand what exactly is happening when you keep their Chaos monsters from becoming live by managing their graveyard. 47. A threat is always more important than its execution. Mirror Force doesn’t just destroy all your opponent’s Attack Position monsters; it also tells your opponent that you won’t activate Mirror Force for the rest of the game (barring Mask of Darkness lol). 48. Summoning BLS early is a lot like a nut check in the sense that it keeps your opponent honest. You can get away with this when your opponent staggers on a set monster in the early game and you have a Book of Moon. A lot of the time, their answer will include Nobleman of Crossout, which makes it easier for you to resolve Faiths and Dekoichis afterwards. The same applies to a lesser extent with Chaos Sorcerer. 49. Playing Chaos Control mirrors is like playing Chaos Control against Chaos Turbo, except both players have lategames. Thunder Dragon lists that play three Scapegoat tend to have even more of a lategame. 50. “Float like a butterfly, sting like a bee.” Commit without really committing, and make it look like you’re committing when you’re not. The core flow of the Chaos mirror is a lot like a game of chicken, except with NASCAR cars, both players are hammered drunk, and Michael Bay is directing the crash sequences. You have to learn to be one with the fear, like when Ricky Bobby was driving around with the cougar in his car. 51. Cyber Jar, Serial Spell, and Card Destruction can be used as an alternate win condition in passive control mirrors. A lot of the time, you can leave your opponent with 10-12 cards in hand after a Cyber Jar and then randomly steal the game with Card Destruction + Serial Spell. This is particularly effective when you are playing Thunder Dragon. 52. The “Warrior engine” is an archaic sideboard plan that is often overrated by Chaos players. They look at Blade Knight’s attribute and think, “oh, this is sick, I’m going to RotA for a LIGHT.” The problem is that none of the standard sideboard Warriors are the best card at doing what they do. Mystic Swordsman LV2 and Exiled Force are usually just worse Mind Controls. Blade Knight conflicts with Scapegoat and matches up poorly against Tsukuyomi and other beaters in the format. The most underrated Warrior in this matchup is Zombyra the Dark, but he doesn’t really merit playing RotA on his own. 53. Summoning Sangan is more of a commitment here than in other matchups, particularly when your opponent has a good graveyard. If you aren’t getting 1000 damage or a card out of them for summoning it, you probably want to set Sangan instead. 54. Sklansky’s fundamental poker theorem: “Every time you play a hand differently from the way you would have played it if you could see all your opponents' cards, they gain; and every time you play your hand the same way you would have played it if you could see all their cards, they lose. Conversely, every time opponents play their hands differently from the way they would have if they could see all your cards, you gain; and every time they play their hands the same way they would have played if they could see all your cards, you lose.” In YGO, the advantage gained from information is not always immediate or automatic. You have to work to convert the information, by painting a picture in the opponent’s mind that makes them feel like they need to extend when they actually shouldn’t. 55. The problem with GK Spy-based setups is that you can’t threaten to chain Scapegoat to their Heavy Storm. This means that your Spies are best after your opponent has already committed, either with monsters, backrows, or both. On the other hand, GK Guard alone can be good in either situation. If your opponent has both Spies and Guards in their Chaos Control deck, you can bring in Mind Control with sided Guards to have a solid answer to most of their defensive pressure outlets. 56. If you’re going to play Kycoo, you have to make him count every time. In Chaos mirrors, Kycoo works a lot like a watered-down Parshath. It’s difficult to set up direct Kycoo hits, but it can be very rewarding to do so in spite of this. 57. Spirit Reaper is an interesting card because it reverses the traditional dynamics of turn 1 Breaker. If you’re trying to be slick against Breaker by setting Scapegoat or Book of Moon on your first turn and passing, they can punish you with Reaper, but if you set an out to Reaper, it will usually lose to Breaker. The exception is Ring of Destruction, which is probably one of the safest cards to set on turn 1 in general. 58. Pay close attention not only to how many copies of Scapegoat your opponent can play, but how many copies of Scapegoat your opponent thinks you play. This information is most relevant during the last turns of the game. If you play three Scapegoat and you use the third in game 1 of your match, you can often side that copy out and coast on the threat of a third Goat for the rest of the match. 59. If you think your opponent has set Morphing Jar, decide whether or not you want to let its effect resolve. If you don’t have any Chaos monsters left, you might be able to play around it by setting your hand and attacking, then draw into a bunch of gas. But if you already have a BLS or Sorcerer and not so many Spells or Traps, you might not want to let the Jar resolve at all. 60. Tarrasch: “Before the endgame, the gods have placed the middlegame.” In a Chaos mirror, once you have begun to make commitments based on prior information and not just statistics, you have usually entered the midgame. This is where graveyard management matters the most for both players, since in more than half of your games, this will be the phase in which the first Chaos monster is summoned. With all other things held constant, it is probably optimal for the player with more information/less misinformation to do this. 61. Night Assailant is an interesting card that changes a lot of the turn 1 dynamics of matchups involving Thunder Dragon. When the Thunder Dragon player is going first, they can use Night Assailant with Tsukuyomi to punish summons and sets. But when the Thunder Dragon player is going second, Night Assailant provides extra insurance against Delinquent Duo, which the opponent has almost no incentive to hold going first. 62. Barring Dustshoot, which should only come up if at least one player is playing Thunder Dragons, intentionally “forgetting” Sinister Serpent comes up when the following is true: it is beneficial to you for your opponent to believe that the odds that your set monster is Sinister Serpent are relatively low. To understand whether or not this is the case in a given situation, you have to look at what monsters you actually have left (most importantly, which one you’re going to set) and what monsters your opponent knows/thinks you have left. 63. Creature Swap is a sideboard option Angel Chaos can use against Thunder Dragon Chaos in place of Mind Control. It is likely inferior to Mind Control, but it creates a number of interesting lines of play that are worth discussing here. If the Angel player has an Asura Priest or Tribe-Infecting Virus and the Thunder Dragon player only has one monster, they can force a Scapegoat activation with Creature Swap, then clear the Goat tokens and potentially a Swapped Angel with Asura/Tribe. However, if the Angel player doesn’t have Asura/Tribe or a Normal Summon, it’s risky for them to use Creature Swap, since Thunder Dragon Chaos can play up to three Scapegoats and a chained Goat is often a blowout here. Note that every single card on the Thunder Dragon player’s field is relevant here. 64. Within 5 years, this matchup could evolve to a point where three Solemn Judgment are considered staple (at least postboard) and deviation from this is seen as “aggressive.” This is the exact opposite of what is the case right now. 65. When Magical Merchant mills one of your Chaos monsters, you are losing position, not just threat density. The threat of one less Chaos monster can enable aggression from your opponent that would not have otherwise been a viable option for them. This effect is most noticeable when the milled monster is BLS. 66. If your opponent has already chained Scapegoat to something like Breaker the Magical Warrior, Mystical Space Typhoon, or Dust Tornado, you can still create a game shot without Asura/Tribe by Snatching a Goat token, turning it to attack position, and using Heavy Storm. This is like using Enemy Controller on a Goat token to attack for game, except you don’t have to be playing a terrible card. 67. Treat D.D. Warrior Lady like a mini-Sorcerer in order to stop her from getting eaten up by real Sorcerers and TERs. Be careful about committing a second monster alongside DDWL and try to use her when you have at least one Book of Moon. 68. Chaos Sorcerer is the best answer to itself. This means that you gain whenever your opponent has to use Chaos Sorcerer as an answer to something that isnt a BLS/Sorcerer. 69. Understand when you want to have backrow and when you don’t want to in a general sense. With cards like MST or Dust Tornado, you might often feel safe setting them on your first turn going first, “because they’re chainable,” but they really don’t count as chainables until your opponent has set something as well, which they aren’t likely to do before destroying your backrow with Breaker/Heavy Storm on their own first turn. On the other hand, if it’s extremely late in the game and the only Trap you haven’t used is Mirror Force, you might have to set something -- literally anything at all -- simply to give your opponent the impression that you could have Mirror Force. 70. Keynes: “In the long run, we are all dead.” Raw statistics are not enough to inform every single decision alone. Every game you play will take place under certain conditions at a certain time in a certain place against a particular opponent and all of these will never be exactly the same for any two games. In some cases, the same game 1 turn 1 play could be correct against one opponent and terrible against another opponent with the same decklist and opening hand as the first. 71. I think as time goes on, people will end up replacing their Skilled Dark Magicians in this matchup with Fusilier Dragons. Fusilier Dragon works a lot like SDM in that it trades well with Crossout and Sakuretsu, but unlike SDM, it works as a pinch combo piece with Tsukuyomi and a powerful niche Metamorphosis target. If your opponent’s Mirror Force and Torrential Tribute are gone and you can block a BLS attack, a King Dragun can often win the game on its own. If you need to push for game through a Scapegoat but you don’t have Asura/Tribe, you can Meta for Last Warrior as well, which kind of works like an Ojama King that can attack. 72. Unlike the other two builds, Thunder Dragon Chaos should side in this matchup primarily against the opponent’s sideboard as opposed to their mainboard. Spell Shield Type-8 is an answer to Mind Control that also enables aggression with Chaos Sorcerer since it negates Snatch Steal as well. Soul Exchange can be used as a pseudo-Crossout that doubles as an answer to Kycoo and similar cards. Royal Decree is especially nasty if your opponent sides in multiple Trap Dustshoot. 73. Asura + Big Bang Shot as an alternate win condition originally fell out of vogue on DGz because people stopped chaining Scapegoat to Heavy/Trunade when they didn’t need to. The emergence of Chaos Control forced everyone to re-learn this skill when Detox started decking out people like Francis who weren’t playing any tribute monsters. If you find yourself losing to either of these, you don’t need any particular sideboard card, you just need to play better. 74. Draw for your turn. Close your eyes. Take a deep breath and clear your mind of everything other than that breath. Then do it again. Open your eyes and look at the board, then your hand. Now figure out the best play. 75. Kris Perovic: “If both players are using the same deck and both players play it perfectly, well, the only way someone can win is because someone has to.” It’s not a “random” matchup just because you feel like you played as well as your opponent but still lost.
  50. 5 points
    i revived your mafia section and now i'm going to let it die. i hope it dies and never comes back. i can't believe all of you have wasted so many countless hours of my life. weeks upon weeks of wasted thinking when i could've been doing literally anything productive. the fateful day the antagonist convinced me to play with you all even though i really didn't want to was one of the biggest time wasters ive ever had in my whole life. everyone here has always treated me like shit. whenever i start to enjoy this game or do any good it just turns out really shitty for me. i'm done. i've accomplished enough in this game. literally nothing good ever comes out of this. everyone bitches about posi vibes or not being good enough or the rules in some fucking way or anything else. i can take that sure, but it is just garbage rolling town 100 times and scum 6 times. seriously this game has gotten so fucking boring and you all have seen me not try in well over half of my games and you know i don't enjoy this very much, but i put up with it anyway. the meta is stagnant. none of the good players play. all of the bad players do the same things. no one reads no one learns. no one new joins. it's just fucking boring. it takes so much for me to want to play this and actually when i do, i do incredible, but for the past couple times i've really tried to have a good time it's just been disappointing and sad. wwe mafia for example. i hate when i try and put a lot of effort into things and i do do good but the world just ends up fucking me anyways. i'm gone now. i can read scum and i can play scum. i don't need anything else from this stupid fucking game. please never mention the word mafia to me ever again or i'll have a literal heart attack. it's for my own safety. it is mental trauma for me. i'm honestly damaged from your stupid fucking game.
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