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Everything posted by mark

  1. Skill: Dino Kingdom Monsters: Two-Headed king Rex Crawling Dragon These 2 monsters are the reason this deck exists, at all. Combined with the field spell they reach 1900 ATK 1500 DEF, which is nothing to laugh at. When put to defense, their DEF is still big enough to stall against Senju/Sonic Bird/Harpie Lady's, and when your opponent attacks you can still use Metalmorph in the damage step to make their DEF reach 1800, then attack next turn. They are both Order to Charge targets, which is huge, because when the Field Spell is gone, you can still get some use out of them. Element Saurus Element Saurus reaches 1800 ATK when the field spell is up, and it isn't an Order to Charge target. It's effect also requires an Earth monster to be on the field, and the attack has to go through: but when it does, it essentially nails cards such as 4-Starred Ladybug, Gravekeeper's Recruiter, Warm Worm, Cobra Jar, Pumprincess, and Yomi Ship. Since Crawling Dragon, Two-Headed Kingrex and Embodiment of Apophis are all earth, the card has a lot of synergy with the deck. Tech Choices: Grasshopper 4-Starred Ladybug Using at least 1 copy of an Insect monster in your deck is helpful against the Parasite Burn match-up. Whenever your opponent plays Whistle, instead of adding a Parasite, you can add your own Insect to your hand, so it won't clogg your field and you won't take 1000 damage. In addition, if you choose to play Grasshopper, the match-up becomes auto-win because you can tribute summon it to get rid of Parasite, Mask of the Accursed, it's 2350 ATK is big enough to get over Cocoon and Panda, and it's gemini effect is good as well: it can attack all monsters once. It is slightly worse against other decks, although it's ATK is still good enough that you want to see this card against Dino and Gravekeeper's, since it get over all monster. Only 1 copy of Grasshopper is needed at most, and Scorpion is a possible replacement, although it's definitely worse since it doesn't get over Cocoon, Gravekeeper's Oracle and Flash Assailant, which is huge. 4-Starred Ladybug is a more consistent card in general, it doesn't auto-win the Parasite match-up as much as Grasshopper does, but it can be broken in the mirror if you can play around Element Saurus/Jerry Beans, and in general it's versatile against a wide range of decks. Keep in mind that if you opponent attacks your 4-Starred with Element Saurus, you can protect it with Mirror Wall for example: this way, 4-Starred won't be destroyed by battle, which means Elemen Saurus' effect will not be activated: therefore all their LV4 monsters will still be destroyed. Uraby, Jerry Beans Man and Dunames If you want more Order to Charge targets, Uraby has 1800 attack with the field spell up, and Jerry Beans Man has 1750 attack, with or without it. Jerry Beans Man is LV3 which inherently plays around 4-Starred Ladybug which is huge, and it's good to have so you still have powerful monsters in your deck when your field is gone: but it has a lot of weaknesses as well. Possesed Dark Soul, other Jerry Beans Mans, and Dunames. I personally think it's a meta-call whether or not you should play him, but he's probably best in a meta that plays more 4-Starred than Possesed Dark Souls, and plays De-Spell/Twister as well because this card shines when the field is gone. I'll notice it's terrible in the mirror as well, since both players' Dino's will reach 2200 ATK, so you need to get rid of both field spells before this card becomes good again. Dunames is better than Uraby in everyway possible except for the slight disadvantage of being weak to Yami, which causes it to lose 200 ATK. It probably makes Uraby unplayable if you have it though. All three have weak DEF, although Jerry Beans is especially weak, since you can't protect it with Mirror Wall at all. Flash Assailant Flash Assailant is a very good card in this deck, but you don't want to play more than 1 or 2 copies, since drawing 2 sucks. It does conflict a little with Grasshopper though, if you play that. The idea behind Flash Assailant is that it's the strongest monster in the deck, doesn't care when your field spell is gone, and it also doesn't care when your opponent puts it into DEF, since it's DEF is still 2000. In the mirror, if you manage to get rid of 1 of the field spells, Flash Assailant will become the strongest monster on the field, and unless if they outdraw you with huge amounts of Mirror Wall/Metalmorphs, the match becomes very one-sided. It gains 200 ATK/DEF boost from Yami as well, when playing against GK, and in general is beats 1900 DEF Priestess which is good, since Dino's cannot do that. The card has big downsides as well though: you can't play it when you monsterclogg, your S/T space may sometimess clogg, and you're forced to throw your entire hand onto the field which forces you to be aggressive, when sometimes the game-state asks for you to be conversative. Especially against Burn you may find this card to be suboptimal because of the S/T clogging, but when it's good, it's really good. Possesed Darksoul Providing your deck with an additional (the other is Order to Charge) hard out to Relinquished can be helpful. Twister/Enemy Controller are semi-outs, but sometimes they just won't cut it, for example when your opponent will protect his 0 ATK Relinquished for 1 more turn with his own Enemy Controllers/Windstorm/Sphere Kuriboh, they continue to soak up your monsters until he draws his 2nd Relinquished. Possesed Dark Soul immediately shuts Relinquished down, their only out to it is Interdimensional Transporter, which some decks play, admittedly. Other than that, it can get rid of Jerry Beans Man, Venus + Mystic Balls, Cocoon, Gravekeeper's, and other low LV monsters which is kind of cool, but it's a very high risk high reward kind of card. It can be completely dead. Most topdecks play it though, since Relinquished is so prevalent this format. Thunder Dragon, Polymerization and Twin Headed Thunder Dragon You play Thunder Dragon and Polymerzation to fusion for Twin Headed Thunder Dragon with a big 2800 ATK, while in some cases you could also fuse for Bracchio-Raidus. I'm not going to spend much time on this: it is garbage. You're playing an inconsistent engine that -1's, and that isn't even that good when you resolve it. You can play Flash Assailant, for example, which does almost the same except he's way better, but feel free to prove me wrong, as I've changed my mind on a lot of cards before Spells Order to Charge It's a -1. It makes you lose field presence. It can be dead, not even all your monsters are normals, and worst of all: if you have 2 monsters and your opponent has 1, and you play Order to Charge, they can chain their own Order to Charge or Enemy Controller and target your other monster, the result will be that all 3 monsters die, which sucks. But it's still needed: it's your out to Relinquished, to Gravekeeper's Oracle, it can sometimes be an out to 4-Starred Ladybug, and tribute your own monster after it's made useful by Mask of the Accursed, to kill their Cocoon, Big Shield or Panda. It's the kind of card that you always want to have, 'just in case', because realistically it can stop all powerplays currently in the game, therefore it's worth all the negatives. Play Embodiment of Apophis to make up for the field presence lost by this card. Staple cards such as Twister, Enemy Controller, Mirror Wall etc. that can be played in every deck, are obviously viable in this deck as well. I'll go over a few cards I found to be especially useful: Embodiment of Apophis Has synergy with Flash Assailant, Element Saurus and Order to Charge, provides the deck with extra Aggression, or a defensive layer. The latter is huge when you have no monsters because you walked into a Mirror Wall or Relinquished, for example. 1800 DEF is huge, and can stall you a few turns, while 1600 ATK isn't too bad either, so it can be used both offensively and defensively. Biggest downside is it cloggs S/T space, so I recommend not to go something insane like: 3 Trap Jammer 3 Apophis 3 Metalmorph 3 Mirror Wall 2 Flash Assailant etc, since it will guarantee to make you want to kill yourself when you cannot activate Twister or Order to Charge anymore, but the card is definitely viable enough to be played in multiples. Trap Jammer Huge in the mirror, and against Beatdown decks in general. The card has lost some value since Relinquished barely plays any backrow, but in general being able to make a push through Mirror Wall, Windstorm, or to protect your own defensive trap against their Trap Jammer, is crucial and in a trap heavy format I'd definitely want to play at least 2. So this depends on whether you expect people to play a lot of traps or not, for example it's also bad against Venus which relies more on Quickplay spells (Order to Charge, Enemy Controller). Metalmorph This deck is aggressive, and most of the time your monsters have higher ATK than your opponent's monsters, which means they won't attack and your Mirror Walls are dead. Having Metalmorph which can be used both offensively and defensively can be huge, and the fact it turns into an Equip and does a lot of damage when attacking, fits pefectly with the gameplan of aggression and finishing your opponent ASAP. Has synergy with Apophis since it turns it into a 1800/2100 Monster that reaches even more ATK when attacking. It can potentially auto-win the mirror when resolved, is very useful against GK and Burn, but it sucks against Relinquished and Venus.
  2. hmm interesting way to put it, esp with it being an order to charge target (but only before you double summon it, which sucks because you "want" to double summon it and you also "want" to be able to save your order to charge for when they have something) but does that make it better than dunames/jerry beans though? in the end of the day, it's a 1700 that can become 2000 if and only if you summon it twice (so defend it from an attack once) AND have the field - which seems really situational. it's goyo guardian effect is cool but not game-breaking (in defense, so they can attack over it unless if you protect it again, which is probably a waste) yeah I think all things considered it's not optimal and doesn't make the deck good again or anything. I do like how it's an earth for element saurus though like I'd rather play either flash assailant or susa soldier (but not both) + dunames + the dino's + element saurus (basically what the deck has going for it atm), with or without order to charge (but something like 3 dunames 1/2 apophis + 2 order to charge seems fine, maybe 2 dunames 1 of this guy works as well). I'd only play the 1700/1800 guys "at all" if you have at least 2 ways to clear fields, because otherwise there's no reason to play them in a 1900-atk monsters format everything considered idk how you'd build the deck because there are too many contradictions (jerry beans loses to possesed, dunames loses to 4-starred, element saurus doesn't work with order to charge, etc.)
  3. This thread will serve all Gravekeeper's deck discussion (for PvP / tournament etc. purposes, not for beating Ai). A guide will be added within a few days, but for now we can use this to discuss anything about the deck.
  4. I think the interesting discussion on gravekeeper's is what skill to use since there are multiple viable ones
  5. This thread will serve all Burn deck discussion (for PvP / tournament etc. purposes, not for beating Ai). A more throrough guide will be added within a few days, but for now we can use this to discuss anything about the deck. There are multiple types of Burn decks, the main ones being used currently are: Stall burn Stall burn combines defensive strategies with continuous effect that will deal burn damage over a long period of time: Mask of Accursed is symbolic for this kind of deck, since it serves both purposes at the same time: it prevents your opponent's monster from attacking, while it also deals 500 damage during each of your turns. Parasite Skill Cocoon of Evolution Big Shield Gardna Mask of the Accursed Burning Land Tea Turbo burn The Tea build uses the skill 'Standbye draw', and combines it with cards such as 'Cup of Ace' and 'Card of Sanctity' to fill your hand with burncards as soon as possible. To make up for your opponent drawing cards as well, they play 'Restruction Revolution', which can deal around 1400 damage quite easily. It can potentially finish your opponent within 1 or 2 turns, depening on your draws, whether you go first or second, and your Cup of Ace flips. When going second, your Restruction Revolution will be a lot weaker, since your opponent has probably set all his Spell and Trap cards so he may only have 1 or 2 cards left in hand. Joey Turbo burn
  6. Just pulled my 2nd E-Con as well, and here's the trick: If you're playing with a female character, it doesn't work. Best character so far has been Pegasus. To increase the amount of SR drops Kaiba gives, you have to play between 4:00 - 4:20 EST, I received around 75% more SR's while farming. Another way to increase the odds of pulling is to play 2 PvP matches - then playing 1 gate duel against the legendary character you used. So for example, if you want E-Con, you have to play 2 PvP matches with Kaiba, win one and lose one (this is crucial or it won't work - RNG doesn't like winstreaks for some reason), then switch to a another non-female character (preferably Pegasus), play 1 duel versus Kaiba (not more because mass-farming doesn't work in this game, you'll pull crap only), you should be getting around 2 SR's now - then you play 2 PvP duels again, and again, you need to win one and lose one (the order doesn't matter) before playing against Kaiba again. The peak happens when you do this exactly 10 times - I managed to pull 3 SR's, including E-Con, after exactly the 10th time I went through this cycle. It only works on Tuesdays though, don't know why, but something is up - I haven't pulled E-Con at all in any of the other days I farmed him. Good luck!
  7. Possed Tyranno's last posts to be the one to make this happen! ( Sorry not in game - I have no information either - nvm this post, but this is a historical moment for dgz! )
  8. Alright, that makes sense. Responding to this though, what's your opinion on the type of deck vs how many outs you need? For example, do you think a quick-paced deck needs outs to BLS and other "late-game" threats at all? If their aim is to finish the game in like 3-4 turns instead of 10-20 turns with goat control (just a random number here). An example would be "Beatdown / zoo", with Trap Dustshoots to cut them short of light/darks etc.
  9. Lady of Assailant is definitely playable and better than GK curse outside of sanctity shenanigans. That said Burning Land should already covers that. I think you can afford to run 3 copies.
  10. This thread will serve all deck discussion for decks that don't fall into any of the other categories (for PvP / tournament etc. purposes, not for beating Ai). If good posts or guides are being posted for certain decks, I'll add them into the OP, so people can get an idea of what kind of decks there are to play, aside from the most used ones. Venus + Shining Balls w/ Order to Charge, Enemy Controller etc. Harpies (no Relinquished) Flash Assailant - Embodiment of Apophis Warm Worm Mill / Deck-Out Etc.
  11. This deck is pretty fun to play 3 Sphere Kuriboh 1 Beast of Talwar 2 Enrise 2 Airknight 3 Dimensional Alchemist 3 Skelengel 3 Magical Merchant 1 Windstorm 3 E-Con If you don't have certain cards, you can replace them with: Beast of Talwar, Mimic LV1, Dunames, A Feint Plan, or any good light fairy / dark fiend really. The deck does 2 things basically: - Protect your flips with S/T's, then flip them during your turn and tribute them for Beast of Talwar (immune to E-Con/Windstorm, really strong card) or Airknight (pretty good even vs 1900 ATK monsters, because you switch them to defense with 7 of your cards). - Magical Merchant to mill your monsters and play Enrise. You can recycle anything with Enrise - Alchemist as well. Currently playing this for fun (with 2 Alchemist, 1 E-con), only real problem is I don't have Sphere Kuribohs which are pretty necessary because they make Magical Merchant better. You can use any skill but I think Bakura's mill skills are probably the best ones. I think the deck can be improved upon a lot, and there are probably a lot of cards out there I haven't thought of yet.
  12. What does the 0,5 likelihood represent in KPerovic's post? I assume it's the odds of X card being an out (such as, drawing Meta + LV1, Prem + an out in grave, etc.)?
  13. Almost made 10 posts, currently stuck at 7, AMA I figured if we have a thread for something that doesn't exist (DB), we might as well have one for something that does (mods, if Salvation becomes the new DN, feel free to edit OP with something relevant, or just post something and I'll edit it in such as a list of usernames etc.) Just installed it, I'm really liking it so far, you can play vs AI if you want to test hands etc and the automated option works quite smooth if you ask me. The lay-out sucks and the buttons are way too small, but I guess I'll get used to that. DG user | Salvation account Satchmo | satchmo NB96 | dgz_nb96 Me. | Me. mark | mark_dgz Digbick| DGzDigbick Psyframe Lord Kappa |FVFRYTHFNG Jojo | [ Jojooo. ] Exiled | butterballbiscuits The_Be(a)st | The_be(a)st
  14. "De-Spell" Why do I just think of this lol. I mean it still doesn't solve the consistency part of course.
  15. I mean I think he's suggesting only 3 Venus 2 Balls 2 Order to Charge, not the rest, but idk if I agree. Order to Charge is good though, even with Embodiment of Apophis and regular normals like Dunames/Jerry Beans.
  16. Problem is AI sucks, and I don't think it can improve itself either. It doesn't go through each possible combination, is just does what people tell them to I think? So yes, if you were to put all the "perfect technical play" information into 2 AI's - maybe it could be done if you run it a lot of times, but we do not have access to their systems.
  17. I'm talking Cerebus Going to check if I can make Cu work - don't understand how the deck "stalls" yet though, is that what Unhappy Girl is for?
  18. "Do I waste people's time playing versus them if I'm bad?" No, people play to win. They can only win if others are worse, so essentially you're giving them the chance to outplay you - while you give yourself the chance to learn and improve. If you enter a SJC/YCS you also face bad people in the earlier rounds, it's part of the game. Remember that these people also were bad once, and everyone has to start somewhere. Don't put too much pressure on yourself. It's a combination of experience and theory, and trying things out, talking with experienced and better players, reflecting on your own play all help you improve. You should have periods of time were you play, focus on your play, and you should have periods of time where you study, then combine both imo. You can't have one without the other, because to have good theory you need to have played first to see most patterns etc. Unless if you're some kind of super computer who remembers and calculates everything. I think you just test your decks, see at what problems occur and then change accordingly. At some point you'll realize which cards are good in which match-ups, and then you decide what you play by the decks you expect to face and make a main and side-deck strategy accordingly. You play the "best cards" because you want to learn how to use them. I mean you should start out with a simple deck, of course, but long-term you want to get familiar with all these decks. That said, if you were to go to a tournament RIGHT NOW, then play a deck you know how to pilot. Even if it's a bad deck - there's no point in running decks when you will fuck up the plays. If you want to "power rank" the monster I think you have to understand what each card does. BLS is just the most powerful monster out there, but requires set-up. Flip effect monsters generate advantage, and can set up Tsukuyomi locks. Tsukuyomi is good vs some decks and worse vs others, so this one really depends on the match-up but because you can reset your own TER and flip effect monsters it's probably never bad. Tribe is a hard counter against a lot of stuff. I guess you can categorize monsters as "good late game (BLS, Chaos Sorcerer)" "solid stand alone beaters" (Breaker, Blade Knight, Skilled Dark Magician), Flip monsters (Faith, Merchant), etc. One is not "better" than the other. I can think of decks that don't want to use BLS/Chaos Sorcerer, or don't want to use flip monsters, or too many beaters. Yes, some cards are individually better than others (Such as, do you play Skilled Dark Magician or Blade Knight?), but the strategy of your deck is more important and some strategies require you to play more of type X card than other strategies. A lot of cards also specifically "counter" certain cards your opponent can have (such as BLS, Airknight, Scapegoat, TER, Tsukuyomi, Magician of Faith). So you want your deck to be able to have counters against these cards, but you don't want to have 15 counters against Airknight and 0 against Magician of Faith, etc. So look at your deck as a whole rather than individual cards only.
  19. Going to see if I can take anything away from this but the problem is I don't have many good farm cards. Probably just going to try Cerebus with Divine Wrath (hits both Oracle and Assailant).
  20. You can play on either Duelingbook (website) or LackeyDGZ (you have to download this one).
  21. Not technically infinite, I should've been more clear, but like more possible combinations than atoms in the universe iirc
  22. Although I'm not sure if they go through every possible situation, or that they use strategies that people "teach" the computer (this used to be the case). Computers have also defeated humans in Go, which is apparently more complex than chess, but the game mechanics are still simple - there are just infinite possibilities of how a game can go.
  23. Yes, there are chess computers that can beat every human being.
  24. A variant of this that I've thought about, that is done more manually, is the following: Assume we have 2 decks. Categorize situations that often come up, and predict how often player A wins and how often player B wins. With some decks, this is rather easy. For example when testing Turbo Tea Burn vs a Beatdown deck, all you have to do is predict the damage output from the Beatdown deck (say, their monsters have 1800 ATK on average, and he has X% chance of opening 1 in his first 5/6, Y% chance of opening his 2nd in his first 6/7, etc). So for example, you can say: Turn 1 you take -1800 damage Turn 2 you take -3600 damage Turn 3 you take - 5400 damage Because you assume your opponent summons a monster and attacks each turn. Now, sometimes they'll monster brick, but you can calculate how often that happens pretty easily. So now what you do, is you decide how much of this damage you can "block". For example, if you play Cobra Jar, that's guaranteed to block 2 attacks. If you play Big Shield Gardna, that blocks 1 attack, but if it's their only monster you'll likely be able to put it into defense again, and it'll block another attack, unless if they open E-Con/Windstorm, or something like that. So basically you can make the optimal deck based on this information. For example, you'll realize that Cobra Jar is better than GK Curse, because Cobra Jar blocks 2 attacks, while GK Curse barely blocks any attack at all. You'll see that Cocoon is optimal "if" your opponents deck doesn't have much outs against it, and if their outs are stuff like E-Con, you can play Flash Assailant instead. Now, you also calculate your damage output. Big Shield Gardna deals 800 damage because we assume the opponents monsters have 1800 ATK. If they have to attack it twice - and they don't open E-Con/an out - then it deals 1600 damage. Either that, or they'll stall and draw into their outs, but then you draw more burncards and you win anyway. So it would be possible to go through all these scenario's and come up with a "perfect" turbo burn deck, although it takes a lot of work and you'd need to know the entire meta and all techs people play. For example if people play Equip spells, high attack monsters or monster removal, this strategy becomes worse. But this is one of the easiest examples I can think of. I think you can also do this with "regular" decks. There aren't that many options. For example let's take the Dino Kingdom mirrormatch, because that used to be popular. Assume that both players play around 10 monsters, and 10 battle modifiers (E-Con/Mirror Wall/Windstorm). If your opponent opens monster + S/T, and you attack into it with a monster, and they activate Mirror Wall/Reinforcements/Metalmorph, you now lose if they attack with another monster next turn - unless if you have E-Con/Windstorm to protect. This is why I liked Embodiment of Apophis so much: you could attack into face-down S/T's (which is good, because you +1 every time you destroy a monster by battle), without risk of dying if you they had a Mirror Wall etc. Because you'd just flip Apophis in their turn to block damage. (In the Dino mirror, the ATK/DEF stats of Apophis are too low to be relevant, so maybe this isn't the best example, but against other decks this would be a good card to play simply because of the reason you don't automatically lose when you attack and they "have it".) If one of the 2 runs out of monsters, or out of S/T's, while the other does not, the person who has both monsters and S/T's will always win - unless if the other player draws into good cards (or, if he has 1900 ATK monsters while you draw 1800 ATK monsters). So the more complex it gets, the harder it will be, but it's not hard to see that stuff like Flash Assailant outright destroyed the mirror. Why? Because "if you draw Flash Assailant + another monster, you summon the other monster first", and "Flash Assailant doesn't lose to any monster in their deck, and also doesn't lose to E-Con/Windstorm", especially if you combine this with Trap Jammer. Trap Jammer is better than something like Nobleman of Extermination in this match-up, because if they have 3 backrow, you can block their Mirror Wall (since Flash Assailant doesn't care about E-Con/Windstorm), but with Extermination you'd only have a 1 in 3 shot (and even then, they can chain it and you still have to wait till it's gone). Now, I understand that this doesn't answer your question. And I also understand there are infinite more decks, and the new decks are more complex than the others, but I think this is a good starting point of analyzing match-ups. Then, when we have all this data, such as: "Opening 1 monster + attacking into their monster = X% chance of winning Opening 0 monsters = Y% chance of winning" etc. Not only can you calculate the optimal play (attacking into monster+face-down yes or no? and into monster + 2 face-downs? and 3? Does it matter if you have E-Con/Windstorm so you can block an attack next turn? Does it matter if you have another monster in hand so you can afford to trade 1 for Mirror wall?). You can also calculate how good your deck will be vs the other deck, and how changes will affect this (such as, if you go -2 weak monsters +2 Flash Assailant, your monsters are now always stronger which should result into you winning way more often because the stalemates and crashes don't happen anymore). So you just have to make simplifications, go through each scenario, predict the outcome, and then calculate the odds of this happening. Then you have to do it for each deck, preferably you also use the information that Duel Links provides you (such as, most played card during KC Cup was Mirror Wall, most played deck was Relinquished Switcheroo, etc. All that information is useful). You also don't want to find the deck with the theoretical best match-up against all possible decks. You want to find the deck that is best vs what people currently play. For example, maybe a strategy with Harpies Hunting Ground isn't optimal because everyone "should" main 3 Twister, and now your Harpies and Birdface are weak monsters. But, if in reality, people main 1 Twister on average, then I'd be playing Harpies Hunting Ground regardless, even if it's not the "best deck possible". I'll only adapt when others adapt. There's no point in trying to finding the best deck, because a deck is only good relative to the decks it plays against. A "bad" deck can be a good meta-call and still be the best deck "at that moment". A good example is Weevil stallburn with Whistle: Theoretically this can never be the best deck, because if everyone mains 1 copy of Grasshopper, they can easily beat this deck. But in reality, no one plays Grasshopper. So in reality, it could be the best deck to play in a certain format. Hope this helps a bit, even though I don't answer your question at all. It's just something that's been on my mind for a while and that I want to try out, but I can't currently since the meta is way too diverse and I don't have a clear idea of the meta yet. I know what people play, but it seems like literally everyone I play plays an "unique" kind of deck + techs, and everyone is continuously switching things up, so it's hard to implement this "system" right now.