Danwolf

Duelist
  • Content count

    25
  • Joined

  • Last visited

Community Reputation

10 You're a random

1 Follower

About Danwolf

  • Rank
    Plain Old Duelist

Recent Profile Visitors

425 profile views
  1. Just saw the below list top one of the bigger OCG Tournies (116 people) and had some interesting traps / extra deck choices. I've included the cards that I found interesting in the line up: Shapesister Trap Cont Special Summon this card as a Normal Monster (Fiend-Type/Tuner/EARTH/Level 2/ATK 0/DEF 0). (This card is also still a Trap Card.) You can only activate 1 "Shapesister" per turn. Use this to make Herald of the Arc Light and essentially have multiple negations with Toad. Bewildering Wind (Comes out in RATE) Trap Normal Target 1 face-up Special Summoned monster on the field; it has its effects negated, also halve its original ATK. If your opponent Special Summons a monster from the Extra Deck while this card is in your Graveyard (except during the Damage Step): You can Set this card, but banish it when it leaves the field. Seems like a generally good card for the deck in my opinion. Aegis of the Ocean Dragon Lord Trap Normal Until the End Phase, face-up Level 3 or lower WATER monsters you control cannot be destroyed by battle or by card effects. I'm tempted to try this out over Waboku. The protection from multiple forms of destruction seems pretty good, but it doesn't protect your XYZs so also seems lack luster. Ideally thinking though the XYZs shouldn't need protection from battle thanks to Cat Shark / your other traps.
  2. Image of desklist: So I saw R2 at Bochum and this guy was against Metalfoes with Destiny Heroes and Silent Swordsman. He actually won 2-0 that match. I done some digging and this is the guy and his post from reddit. I'm quite a big fan of Destiny Heroes so have tried to optimize it and make the Dark Law / Silent as quickly as possible. I'm still not sold on the idea of running 1 Decision / Drill / Celestial but they have their uses and are fodder for the Swordsman. Drill helps empty the hand for Bubble, while giving you another monster on the field to send with Silent. Celstial also has the quirk of popping a face-up spell when declaring. What's nifty with this you can proc his effect then Mask Change to Dark Law to banish it. Then if you have another D-Hero in grave next turn / no hand. You can draw 2. Decision can stall vs BE decks and when summoned, will get you a Hero back in the End-Phase from your graveyard. Overall with the inclusion of the new D-Heroes it gives you the synergy and has some nice draw power. As for cards that didn't make it was the biggest not to get on the list, with no way to regain the resource and multiple A Hero Lives I can't fit it in here sadly :(. I also tried adding the Resonator engine but that just became too much for the deck to handle and bricked a lot. Ties is another suggestion but just leaving 3 Monsters on the field with nothing else to play in game isn't ideal and then it's another 2000lp. I wouldn't feel comfortable going into T2 with 3 Warriors that can't negate and a facedown Mask Change at the moment. Too easy to make S39 Lightning and attack for game. I've been testing this out on Percy just to see what hands are like / how it plays out. It actually seemed quite consistent and what I liked about, it wasn't just going for the same combo. With the different D-Heroes it gives you different ways to approach the state of the game. While popping scales with Celestial. Opponents will also become worried about killing the Silent and you going into LV7 as they lose all their spells while you can potentially have Silent Sword for protection. My favourite board so far is having Tzolkin / Void / Bahumant / Toad, just negating one of the opponents spells/traps with Toad and then using that for Tzolkin in their turn is pretty funny in my books. This decks initial weakness g1 will be Paleozoic though. Silent Swordsman is a bit redundant there but with Dark Law / Jinzo / Decree. They are going to have one hell of a hard time games 2 and 3. With Mali / A Hero Lives - you should be fine tribute summoning the Jinzo to. 40 18 - 21 - 1 |3| Destiny Hero - Malicious |3| Silent Swordsman |2| Elemental Hero Bubbleman |2| Elemental Hero Shadow Mist |2| Summoner Monk |1| Blackluster Soldier - Envoy of the Beginning |1| Destiny Hero - Celestial |1| Destiny Hero - Decision |1| Destiny Hero - Drilldark |1| Plaguespreader Zombie |1| Silent Swordsman LV7 |3| A Hero Lives |3| Allure of Darkness |3| Destiny Draw |3| Silent Sword |2| Instant Fusion |2| Mask Change |2| Twin Twisters |1| Foolish Burial |1| Reinforcement of the Army |1| Upstart Goblin |1| Vanity's Emptiness Extra |2| Masked HERO Dark Law |1| Elder Entity Norden |1| Coral Dragon |1| Stardust Charge Warrior |1| Ultimaya Tzolkin |1| Crystal Wing Synchro Dragon |1| Void Ogre Dragon |1| PSY-Framelord Omega |1| Bahumat Shark |1| Toadally Awesome |1| Abyss Dweller |1| Castel, the Skyblaster Musketeer |1| Number 39: Utopia |1| Number S39: Utopia the Lightning Side |2| Jinzo |2| Maxx "C" |3| System Down |2| Dark Hole |1| Raigeki |1| Twin Twisters |2| Anti-Spell Fragrance |2| Royal Decree And lastly, thank you for reading. Here's the vid of the player from YCS Bochum vs Metalfoe
  3. Cheers James, this helps largely with what I'm writing. Thank you! On that subject what's your plans for Salv? Will you have a ranking system / teams / pay wall?
  4. I'm currently writing up an article about the current sims, and with a new one just released to the public thought I'd post here with a quick summary. Current Available Sims: YGO Pro 2 The newest and most graphical in-game. Uses Unity 2 as the engine. It's also compatible with Pro Percy. YGOPro Percy Pretty standard, and basic. Uses the same YGO Core as Dev/Salv/TDOANE. Updates new cards almost immediately as soon as they are announced by YGO Org, and pretty reliable. Also uses Checkmate / TrueSkill rating for the ladder. DevPro Dev was the largest out of them until their issues with the server a month/2 ago. They have checkmate and have a standard ranking system, update often and was/might still be the best place to find competitive people. Salvation Salvation stemmed from DevPro and is growing. They're also the first to release a manual mode, host regular tournaments and update cards frequently. TDOANE TDOANE hides a lot of stuff behind pay walls, but has some decentish features. Only place that I know of that has semi-active teams for war. This may change if Pro 2 / DuelistUnite forums start doing teams to. I did say quick summary. In the article I talk about the history/current owner. E.g. James leaving Dev to create Salv... if allowed I'll post my actual article or a link later that goes into a lot more detail regarding each one. I've not managed to really use Pro 2 yet so hence the hold up. I can also add download links to each one of them - but not sure if that breaks the rules, you can pretty much find them just by googling name + YGO.
  5. 127mph (my car's top speed) on the m3 - Vauxhall Insignia I've also driven at higher speeds when I've done stunt days but at least then it's on private land and allowed. That was also a range of different cars.
  6. I couldn't see this posted anywhere else on DGz and thought this was relevant. The set this is due in is OTS Tournament Pack 3 (Released Nov 18th) and will be in Ultimate Rare to. This now brings it in line with the OCG Rulings:
  7. There you go, I made it bland You have no level?
  8. Ratios: |[40]|[15]|[22]|[3]| |3| Destiny Hero - Malicious |2| Armageddon Knight |2| Elemental Hero Shadow Mist |2| Red Resonator |2| Summoner Monk |1| Dark Grepher |1| Destiny Hero - Diamond Dude |1| Fairy Tail - Snow |1| Plaguespreader Zombie |3| A Hero Lives |3| Allure of Darkness |3| Destiny Draw |2| Instant Fusion |2| Mask Change |2| Resonator Call |2| Twin Twister |1| Foolish Burial |1| Raigeki |1| Reinforcement of the Army |1| Soul Charge |1| Upstart Goblin |2| Anti-Spell Fragrance |1| Vanity's Emptiness |2| Masked Hero Dark Law |1| Elder Entity Norden |2| Coral Dragon |1| Stardust Charge Warrior |1| Ultimaya Tzolkin |1| Crystal Wing Synchro Dragon |1| Scarlight Red Dragon Archfiend |1| Stardust Spark Dragon |1| Void Ogre Dragon |1| Psy-Framelord Omega |1| Beatrice, Lady of the Eternal |1| Abyss Dweller |1| Castel, the Skyblaster Musketeer |2| Chaos Hunter |2| Maxx "C" |3| System Down |2| Pendulum Storm |1| Twin Twister |2| Royal Decree |2| Solemn Strike |1| Solemn Warning Explanation, Choices, Combos and Match Ups So the deck is geared towards creating a strong board as early as possible in the game by making Dark Law, Crystal Wing, and Void Ogre to stop your opponent from playing, and to collect salty tears for your collection. Vanity's Emptiness and Anti-Spell Fragrance add to this and gives your opponent fewer ways to break your opening. Thanks to these kinda openings I find the deck still viable in the meta but it certainly prefers to go T1 then let your opponent play first. I've randomly drawn a few hands using YGO Pro Percy: [1st Hand: Mist, Mali, Mali, Arma, Foolish Burial] In this scenario it's really not the best of hands, however you have choices. Use Armageddon Knight and Foolish Burial to dump Plaguespreader Zombie and Malicious. Use Plague to put a Mali to the top of the deck. Special Mali and either make a Level 8 Synchro (Omega), make Stardust Charge Warrior then Beatrice or make Coral Dragon and go into Tzolkin to top a spell/trap (numbers are in your favour). In this scenario I would be torn between Omega and Tzolkin, but I would of more than likely gone Omega too be honest and play it safer. [2nd Hand: A Hero Lives, Allure of Darkness, Destiny Draw, Red Resonator, Shadow Mist] Activate A Hero Lives, special Shadow Mist but don't use the effect. Summon Red without effect and Synchro Coral Dragon. Search Mali. Use Destiny Draw, discarding Mali. Draw 2. (In this example I went into another Allure and Mask Change). Use Mali's effect, then activate Mask Change for Dark Law. [Current state - Dark Law / Coral on field, 2x Allures and Shadow Mist in hand / 1 Mali banished / 1 in gy / 1 in deck]. Use Mali again but this time synchro for Tzolkin and draw 1 (RotA). Use RotA, search Dark Grepher and then use Allure (into D-Draw and Upstart). Use Allure into Emptiness and Mask Change. Banish Shadow Mist. Use Upstart into A Hero Lives. Set all 4, and use Tzolkin for Void. Flip Emptiness before opponent's MP1. [My reasoning in the choices is thinning the deck of monsters to either drawer an extender or a floodgate] Most of the deck builds itself essentially with little variations. For my take I main a Diamond Dude, Fairy Tail Snow, Soul Charge and double Anti-Spell Fragrance. So I shall focus on explaining those choices rather than the engine of the deck. Destiny Hero - Diamond Dude - At the moment this provides a few benefits being a target for Mask Change, Destiny Draw, Shadow Mist target, and potential pluses by it's own effect. There's not much more to explain as it fills those roles perfectly for the time being and will potentially be replaced by a Destiny Hero - Celestial later in the month. Fairy Tail - Snow: She has thrown the lifebuoy to save my ass so many times when I've lost control of the board or in a grind game. Her niche to stop Utopia the Lightning when I have Crystal Wing out is never to be underestimated either. Further to this capability if I've dumped my dark targets with Dark Grepher, she is something else I can dump with Beatrice / Foolish Burial. She''s like the secret weapon in the deck and with the drawer power and dumping you do, she's pretty much guaranteed to be live, furthermore to her niche she can ensure there is nothing in hand to make sure Void Ogre can negate to. Soul Charge: Oddly enough I don't often see this being used in Hero Tzolkin builds mainly due to the LP resource being eaten up quickly by A Hero Lives and the Solemn brigade, however since I'm not maining the Solemn brigade, Soul Charge can extend plays T1 and further lockdown the field by pushing to end T1 with Void / Crystal Wing / Beatrice / Tzolk`in / Dark Law on the field with Snow in the GY. Anti-Spell Fragrance: I quickly found out that in testing ending T1 with Crystal Wing and Anti-Spell Fragrance is stronger than opening a Crystal Wing and Solemn. Utopia the Lightning is still very problematic however with the exception of Photon Thrasher most decks are going to struggle to even make Utopia without their spells. Anti-Spell Fragrance also offers more protection to Crystal Wing forcing any spell card that has monster removal / make face down to be set with again exceptions in quickplay. Solemn Brigade: In an earlier variation of this I was maining 2 Solemn Strikes and 1 Warning that you now see in the side. While these proved effective, they haven't felt as strong for me as 2 Anti-Spell Fragrances. I may switch back later if the meta shifts again but I only prefer them in a few match ups, while I prefer ASF in a lot more of them. A quick note of some of the combos: [Resonator + Armageddon Knight] Summon Red Resonator, Special Armageddon Knight, Send Destiny Hero - Malicious to the graveyard. Synchro summon Coral Dragon using Armageddon Knight and Red Resonator. Activate Destiny Hero - Malicious to special summon 1 from the deck. Synchro Ultimaya Tzolkin using Coral Dragon and Destiny Hero - Malicious and draw 1. - If Destiny Draw is in the hand - use Armageddon Knight's effect to send Shadow Mist to grave and search Destiny Hero - Malicious. Then proceed to discard Destiny Hero - Malicious to draw 2. - With A Hero Lives in hand, you can also end up with a field of Dark Law, Tzolkin, LV8 Synchro Dragon. [Red Resonator + Summoner Monk] (Special Armageddon Knight) - see above ^ However if you open double Destiny Hero - Malicious in hand. Search Dark Grepher, discard Destiny Hero - Malicious and send Plaguespreader Zombie to the graveyard. Use Plaguespreader Zombie to make Coral Dragon or Void Ogre Dragon dependent on if you have Instant Fusion / Soul Charge / Red Resonator. You can also use Plaguespreader Zombie in place of Red Resonator. With extenders like Instant Fusion and Soul Charge you can make a Tzolkin and draw, or if you've not opened optimally make a Crystal Wing without negging yourself. For a quick way to OTK you can make a Beatrice, Scarlight and have a Snow in the graveyard. If the opponent has no monsters either due to Raigeki or Coral Dragon destroying their only monster, Beatrice, Scarlight, and Snow do just over 8000 (7350 in attack, then burn with Scarlight for 1000 / 1500 if you made Tzolkin). In terms of match ups, it is dependent on two things like most decks: 1) Did you win the die roll? Y=Profit | N=Hope they don't make an unbreakable board. 2) Did you brick? Y=Play it out, and make Dark Law | N=Profit. The side is mainly engineered to help with going second with Decree / Solemns being the exception. ABC = System Down / Maxx "C" / Chaos Hunter Majespector = Twin Twister / Pendulum Storm Metalfoes = Maxx "C" / Pendulum Storm PK Fire = Solemns / Maxx "C" Dark Synchro = Maxx "C" / Solemns Lightsworn = Maxx "C" Mermail = Maxx "C" / Solemns Herald = Maxx "C" Other Hero Variations = Maxx "C" Barriers / Anti-Meta / Paleozoic / Trap Heavy = Royal Decree / Twin Twister Thanks for reading and I will probably end up posting a picture of the deck once I have my hands on the 3rd System Down, the Hunters, and Pendulum Storm.
  9. I just wanted to say thank you. Dinomist's are a deck I've never really paid any attention to since coming back and after reading this thread it's peaked my attention for obvious reasons. I was wondering why you wouldn't use Speedroid Terrortop / Speedroid Red-Eyed Dice for more Synchro shenanigans? I've tried making a quick list on the thoughts in my head. I just wanted to get something down as a visual way of starting, edit missed out Trish like a pleb.
  10. I agree with you both, I feel like Ra is more damaging to some decks then Lava Golemn / Kaijus but 3 monsters is a bit restrictive especially against certain decks. For locals / pissing about I side into 2 Ra Spheres / 1 Phoenix / 1 God but I wouldn't do that if going to Regs/LLDS. Oddly enough it has worked out a few times when I've sided into them but hand traps are a lot stronger such as Ghost Ogre / D.D. Crow / the "C" twins. Other done other similar discussions on Pojo as well listing positives/negatives. Do you guys want me to continue that here?
  11. You're kinda missing the point, you explain why this deck, why some of the cards you've chosen (Mid-Shield Gardna?), how it does against the meta. How you compete against it, what combos the decks plays. Strengths/weaknesses.
  12. Howdy there, I'm going to give you the advise that I got otherwise you will get negged a fair bit.
  13. Firstly I'm sorry if this has been posted before and I'm pretty sure it has a long time ago but couldn't find it when searching (did go back 3-4 pages). Also I'm probably repeating what people have said before. However looking at the current meta and the meta ahead it's worth saying again. Also I'm quite high on coffee... Anyway... So about 5 minutes ago I was looking at outs to a full field backed up by Vanity's Emptiness/Other Flood Gates that say "No you can't play YGOs anymore" and after researching I saw Sphere Mode sitting there, locked away just staring at me and pop. Lightbulb switched on. It decimates the opponent's field, gets past Emptiness and can neck you a 4k Monster that also has a removal effect. Plus it has swag points. With this if you look at the potential future of DDD / Treatoad Spam / ABC a majority of them will get a strong as fuck field out T1 / T2. Also I do like Kaijus and I'd agree they do it better most of the time, but sometimes just getting rid of one monster isn't enough if you don't have Slumber or they could even have Vanity's. Also Kaijus seem to get mained in more decks now and sided a lot more. So if you still have a Kaiju on your side, it's not surprising to see your opponent special summon one to their side. Anyway - below is Sphere Mode: Sphere Mode 0/0 (Divine / Level 10) A couple of quick notes and I will probably add to this if/as people reply. Good against - 3 Dante Fields / Herald, Saff, Mons / Infinity, ABC, and 1 other / Synchro Spam / Dark Law, Treatoad, Shark / DDD / Mermails if they don't manage to OTK you / Pend Spam / Anything that constantly leaves 3 monsters on the field Useless against - I'll summon one/two monster(s) and beat you down with it, aka stun and some other decks Positives: 0 Attack - Opponent can't hurt you with it Level 10 - Opponent is unlikely to Synchro/XYZ with it (Unlikely to XYZ unless Trains/Dark Lords/Other Rank 10.deks) Bypasses Vanity's Emptiness/Fiend Has good protection for when it comes back to you Card Advantage it's an instant +2 (taking 3 of your opponent's cards while losing 1 of yours and your opponent gains 1) Has okay-ish support in terms of "The True Name" and "Mound of the Bound Creator" - The True Name being preferred if paired with PSZ. Can turn into a 4k beater with a monster destruction effect. Negatives: Protects your opponent Can be used for Rank 10 XYZs Uses your normal summon Requires 3 Monsters on either side field and all 3 have to be on the same side (is a positive if your opponent has 3) Cannot be special summoned or set. Semi-screwed if your opponent has a Winged Dragon of Ra in hand / deck A couple of decks at the moment can make an early game Beatrice so could end up sending a Phoenix Mode to the grave allowing you to have a recycling beater potentially. So this got into my head... if you can dump a Phoenix Mode easily you can have a little engine of the 3. I was thinking 2/3 (probably 2) Spheres, 1 Ra, 1 Phoenix. Your opponent is going to have to waste something to get rid off it. Below are their effects if you had forgotten. One has a destruction of a monster effect, and the other can send one to the GY. The Winged Dragon of Ra ?/? (Divine / Level 10) Phoenix Mode 4000/4000 (Divine / Level 10) And here's Mound / True Name. Too be honest, I wouldn't run either but might be worth mentioning. Mound of the Bound Creator The True Name
  14. So Reggie, you famous now?
  15. Just use YGOPro and go to their Discord to get an up-to-date version :)
    (Was literally updated a day or so ago...)