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About Hawkeye

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  • Birthday 10/21/90

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  1. Speedroids 3 Speedroid Terrortop 2 Speedroid Taketomborg   Speedroids give the deck access to r3s like Totem Bird, Leviair, and Break Sword without taking up the normal summon. They give the deck another layer of explosiveness/control and the higher the ceiling the better. Kozmo   Ships 3 Kozmo Dark Destroyer 3 Kozmo Sliprider 2 Kozmo Forerunner   Nothing really out of the ordinary here except for the lack of Eclipser which I feel is both unnecessary and kind of clunky. However, I would like to fit in a DOG Fighter to give me an edge in the grind game of the mirror but could be relegated to the side. Pilots 3 Kozmo Tincan 2 Kozmoll Wickedwitch 2 Kozmo Farmgirl 1 Kozmo Goodwitch 1 Kozmo Strawman   With the release of Tincan, Farmgirl has fallen away from being the lynch pin of the deck. However, if I weren't playing the Speedroid engine, I would still play it at 3. For now, I'm forgoing the option of playing a single copy of Troopers but it could easily be put in over a copy of Wickedwitch. Spells 3 Emergency Teleport 3 Kozmotown 1 Twin Twisters 1 Raigeki   Triples of the engine spells to ensure stability and consistency. Raigeki is a generic field wipe that enables otks. A single copy of Twin Twisters to clear the way to get my plays through. I chose not to play Upstarts due to room issues. Traps 3 Solemn Strike 2 Call of the Haunted 2 Oasis of Dragon Souls 2 Kozmojo 1 Solemn Warning   The trap lineup is something I really wanted to talk about due to this being the most flexible part of the deck. I really like the Solemn package right now. Generic answers are never really a bad thing but traps are only as good as the fields protecting them. 2 Call and 2 Oasis is something I'm testing. As TPoePro pointed out in the Kozmo discussion, Oasis turns your ships into Wyrm types so they dodge contact fusion and System Down which is kind of a really big deal. However, with the small amount of sample matches I've played on DN, the Kozmo mirror is largely uncommon compared to something like the Dracopal or other Pendulum deck matchups. 2 Kozmojo rounds out the trap lineup and is a very, very powerful card. I would really like to play 3 but room issues are preventing me in doing so. I would also like to point out that I would also like to fit in a Skill Drain as it's very powerful in every matchup except the mirror. However, Drain conflicts wth the Speedroid engine slightly. Extra 2 Chimeratech Fortress Dragon 1 Abyss Dweller 1 Castel the Sky Musketeer 1 Constellar Pleiades 1 Cyber Dragon Infinity 1 Cyber Dragon Nova 1 Divine Dragon Knight Felgrand 1 Gaia Dragon the Thunder Charger 1 Ghostrick Alucard 1 Leviair the Sea Dragon 1 Number 23: Lancelot Dark Knight of the Underworld 1 Number 61: Volcasaurus 1 The Phantom Knights of Break Sword 1 Totem Bird   Overall, the extra is rather standard. I can't help but feel like I'm missing some stuff. Volca->Gaia Charger is still an excellent play but normally if I'm going for a r5 play it's Nova->Infinity. I also can't help but feel like a single copy of Downerd Magician is probably a good thing to have.   Side 2 Proto-Cyber Dragon 2 Effect Veiler 2 Maxx "C" 2 System Down 1 Twin Twisters 3 Anti-Spell Fragrance 3 Mask of Restrict   Between 3 Slip, Alucard, Break Sword, and 2 Twin Twisters, I feel like I have enough outs to floodgates and other problematic backrow. Veiler is for Monarchs going 2nd. Maxx "C" is for everything else going 2nd. 2 System Down and 2 Proto for the mirror. Anti-Spell and Mask of Restrict for flooding out Pendulum and Monarchs respectively.   Thanks for reading this and I look forward to any critiques and other constructive criticism.
  2. I wouldn't mind but I'd need to borrow a fuck ton of stuff. Like literally everything. Either that or if someone would be down to teach me Monarchs that would be pretty awesome. I'd still need to borrow stuff though.   [spoiler] 3 Majesty's Fiend 2 Kuraz 1 Mega Thestalos 3 Upstart 1 Treacherous 1 BLS 1 Mega Caius 2 Veiler 2 Maxx 1 Dark Hole 1 Raigeki 2 Twin Twisters 2 Anti-Spell Fragrance 1 Breakthrough Skill 2 Decree [/spoiler]
  3. Can we please get an ASF reprint?
  4. Damn Sky, had I known you were going I would have went. ATL is literally in my backyard.
  5. I think a balance needs to be struck between mass release dates and reprints occurring in a timely matter that the card(s) in question of being reprinted are still relevant. That being said, I think that for highly sought after rares ($10~15), supers ($20+), ultras ($40+), ults ($60+), and secrets ($80+) isn't out of the question on sneak peek days and the time period between then and the date of mass release. Hell, I wouldn't even complain if within this time frame, if (a) certain card(s) become even more desirable that their prices see an increase. However, the one thing I've noticed over the years that even when the market becomes flooded with these cards, their prices rarely plummet. In fact, most either retain their pre-release value or even increase in price. All I'm saying is that if someone hoards newer cards for more than 6 weeks then it's their fault for not getting off of them in a timely manner. I know for certain that I would play more i rl yugimons if Konami were better about reprinting cards.
  6. This is a pre-Bosh list, hence no Strike, Infinity, etc.   I've been toying with the idea of playing a more Vega-centric build since outside of Call in the opponent's end phase Altair kind of really sucks due to the battle phase restrictions. I honestly have no idea if I'd be willing to play this going forward due to PePe/EmEm completely outclassing it in every way, shape, and form and the fact that the deck still has a garbage Kozmo matchup; all of this on top of Denko Sekka and Twin Twister being cards. I may be returning to the drawing board with this concept since I've grown rather bored of playing pendulum and Kozmo just seems so...meh and not fun (fun from a competitive standpoint).
  7. Psy-Blocker, Prohibition and Chaos Trap Hole are your only outs to Denko that are reliable.  MST, Typhoon and Twister out Decree. Huge Revolution is Over, Starlight Road (lol) and Bribe are outs to Twin Twister with Bribe having utility against MST too. Chaos Trap Hole also outs Trapeze on summon.
  8. 3 Star Seraph Scepter 2 Star Seraph Sovereignty 3 Satellarknight Deneb 3 Satellarknight Altair 1 Satellarknight Unuk 1 Satellarknight Vega 2 Gem-Knight Garnet 2 Maxx "C"   The monster lineup is fairly standard in my opinion for the engines used.  I don't know how I feel about double Garnet but I feel like it's a necessary evil since if you draw the 1-of your Brilliant Fusion engine is screwed and there's no real good way to get it out of your hand without burning your normal summon.  Maxx "C" rounds out the monster lineup but I feel like if you're getting any value out of it outside of the BA matchup then you're most likely losing that turn.  Could definitely be cut to reinforce the Tellar and maybe the Seraph lineup (possible +1 Vega +1 Unuk/Sovereignty).   3 Brilliant Fusion 3 Instant Fusion 3 Upstart Goblin 1 Reinforcement of the Army 1 Soul Charge 1 Raigeki   Again, really standard. Triple Fusions, Upstarts and Reinforcements for consistency, Raigeki for field wipe and Soul Charge for restabalization. However, is this necessary anymore?   3 Call of the Haunted 3 Satellarnova Alpha 2 Time-Space Trap Hole 1 Solemn Warning 1 Bottomless Trap Hole 1 Vanity's Emptiness   You're probably tired of reading this phrase, but again, standard.  Trip Call and Alpha come with the territory of the deck. Since I'm opting to play a safer game 1 against the field, I'm choosing to run a broader trap lineup than more narrow cards like ASF which don't hurt anything not Pendulum in the slightest.   2 Norden 2 Seraphinite 1 Abyss Dweller 1 Castel 1 Constellar Omega 1 Constellar Pleiades 1 Daigusto Emeral 1 Evilswarm Ouroboros 1 Heroic Champion Rhongoymiad 1 Constellar Diamond 1 Delteros 1 Triverr 1 Ptolemaues   Nothing really out of place in the extra. Maybe the second Seraphinite is a bit much. I realized after playing a few matches that I neglected to play Bujintei Tsukuyomi which has been staple in Tellars for a very long time but I'm honestly not missing it.  Since this deck purely focuses on rank 4 spam and aggro, I decided against the Triverr loop as I feel there isn't anything good to loop besides Call and the strategy itself is underwhelming against today's metagame.  I would like to fit in a 2nd copy of Delteros so maybe -1 Seraphinite +1 Delteros.   1 Maxx "C" 1 Thunder King Rai-Oh 3 Mystical Space Typhoon 3 Anti-Spell Fragrance 3 Horn of Heaven 2 Imperial Iron Wall 1 Steelswarm Roach 1 Cairngorgon   I came up with this side in like 2 minutes honestly. A small amount of theory-oh and throwing 15 good cards together resulted in this. I'd be happy to explain card choices and siding strategy. Thanks for taking the time to read this and I appreciate any feedback!
  9. Considering the way Post-BOSH format is setting up, setting up a field that tells your opponent that they can't play is a must. Seraphinite doesn't get you there, even if Brilliant Fusion IS essentially 3 more copies of Foolish. If I were to utilize a strategy that took up room in both the main and extra, IF+Norden would be it.  In the mirror, setting up Infinity+Giant Hand/Thanatos and preferably a set counter trap opening turn is the ideal scenario.
  10. this logic (the last part) is ridiculous   your extra deck is a toolbox last time i checked you didn't have to summon all 15 guys in your extra deck every game Oh I aim for this every game.   I meant from a room perspective. The Extra is ridiculously tight.
  11. What does Brilliant do for us Post-BOSH? I mean it has the potential to unbrick the occasional brick hand but if you don't see Magician/Joker/Monkeyboard to clear Seraphinite so you can continue to go off, then what have we really done? Level 5 really doesn't do much for us and most of the time your Seraphinite will just sit there doing nothing after it dumps Damage Juggler or Trick Clown. Also, to those of you who are advocating Relfasia+Trap Holes over Ariadne+Counter Traps+Infinity, I'd like to ask your thought process on this. I mean, if you open 2+ counter traps going first, then you're still not in a terrible position since Ariadne is still a scale and if you open a couple Trap Holes then you essentially have a blank in your Extra which this deck cannot afford. Getting back on the Seraphinite hate soap box, I do not think the Extra Deck and Main Deck space it takes up just isn't worth it. Thoughts?
  12. I really dislike this approach to deck building when it comes to decks like Sams.  At some point, you're either going to tip the balance between consistency and draw power or drop protection; which this deck undoubtedly needs. The whole point of taking Sams in this direction is to lock your opponent out of the game for a turn and then otking the next, unless I'm missing something.
  13. I potentially want to get back into this.   DN: ! Hawkeye
  14. I'm always looking for an excuse to play Blackwings, so kudos for this.
  15. My thoughts may be a little jumbled since it's nearly 4am, so bear with me. To start off with, I've been playing Shaddoll consistently now for the past several weeks on DN, both in singles and in matches. I've also been talking to a few Shaddoll players with multiple premier events under their belt about theory until I'm blue in the face. To start out with, I began playing a Performage Doll list with Mathematician and GUB for Trish/Nat Beast access. I soon realized that GUB didn't help in the slightest with one of this decks biggest weaknesses, consistency. One thing I wanna point out right here and now is that consistency is the name of the game when it comes to Dolls; the deck already has enough raw power on it's own without adding a brick like GUB into the mix. Yeah, sure, you can waste a fusion spell to get GUB out of your hand but if you aren't making Construct, then it's honestly not really worth it, at least in my humble opinion. So, even without GUB in the mix, Math is still good to get Juggler in the grave and get your Clown engine rolling...but after that, it's just kind of sitting on the field doing practically nothing. A smart player won't attack over it without Dweller or will just straight up destroy it outside of battle, so it rarely gets it's effect. That being said, I started looking to another engine that was popularized at the past ARG; the warrior engine. I find that 3 Warrior/2 Reinforcement is the correct number, but Blazeman is just awful in Konami format. I've found through extensive testing that 2 Armageddon Knight/1 Thrasher was the way to go. Yeah, sure, Army Knight only works with Shaddolls but what's really neat about it is that it's actually useful as a Xyz material, so it's just not sitting here taking up valuable space on my field. I've also had little trouble getting my Clown engine rolling without Math/Foolish. I also play 2 Jigabyte. I find it to be exactly what anyone would want if they chose to play Performage Dolls. Hard summoning Juggler->Jiga->Xyz isn't the worst thing in the world since the normal summon is a little less important than it is in other decks, plus it's a searchable water for Ano. On that note, I too am only playing 9 Shaddolls in the main; 2 Beast, 2 Dragon, 2 Squamata, 2 Hedge, 1 Falco. Now, before you castrate me and hang me on the cross, bear with me for a second. I really like 2 Dragon regardless of Nekroz being a deck. It's got decent stats, a decent flip effect, and is much better to see in my opening 5/6 than Beast or Falco without a Fusion spell. If I were to cut Dragon for another Shaddoll, it'd for sure be a 3rd Squamata. On another possibly questionable choice, the single Falco, I just find Falco to be the last Shaddoll I want to see in my opening hand without a Fusion spell. Like I said earlier, Shaddoll should be built with consistency in mind with the only exception to the rule being Beast for obvious reasons. Going forward, with Norden around the corner, I feel like the card just isn't what should want or need. Yes, the card offers additional explosiveness, but what does it accomplish that your deck already accomplishes? Absolutely nothing. I just feel like it's too weak to Maxx "C" which is starting to gain popularity in the mainboard of a lot of decks and at the very least, something you'll see post-board most definitely. So, now my question is this, what are you going to do with this knowledge? Side out however many copies of Instant Fusion you decided to play and leave a brick in your extra or devote a side space to an Xyz, Fusion, Synchro, etc just to be able to fully side out of it? I think not.