Keaghey

Duelist
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About Keaghey

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  1. really hope the tuner doesn't get some stipulation like "can only summon burning abyss etc" synchro plays, whichever we would be able to make if the card is real enough, would just be really great to handle situations that rank 3s are too ass to handle
  2. x9 Burning Abyss monsters x3 TGU x2 Mathem   x3 MST x3 Lance x3 RUM x1 Foolish x1 Dark Hole x1 Soul Charge x1 Book of Moon   x3 PWWB x2 Vanity's x2 Dimensional Prison (regret) x2 Breakthrough Skill x4 good one-ofs   Side: x2 Back to Square One x2 Divine Wrath (probably the best card I sided) x2 Level Limit Area B (another pretty good card) x2 Light-Imprisoning Mirror x2 Maxx C x2 DD Crow x1 Soul Release x1 Transmigration Prophecy x1 Mal Cat   ^I took that to my regional this past weekend.  I went x-2 in 8 rds, losing to water in time mid rounds, and shadolls rd1 because I didn't know what their cards even did.  I tested lists very similar to the ones that topped ARG, but concluded that: 1. Supply Squad wasn't worth a slot in the deck at all. 2. Running Veilers to aide a chaos boss monster wasn't helping. 3. I needed to run MSTs because I was scooping games to emptiness. 4. Monarchs in the main are overrated.   The side deck was pretty bonk, but I haven't played ygo competitively in 4 months, so I didn't have a lot of cards, and was scrambling to figure out what to side.  I figured d prison would be good because of shadolls, but I only played against two, and waiting for them to attack to trigger it wasn't a solid enough gameplan.  I went into time a lot, nearly every round. Late games I found myself chumb blocking with dante/cir a lot, and just recycling RUMs to make one-material pleiadaes.    I do want to talk about the MSTs tho.  I don't understand how people are getting away without MSTs in their testing.  This isn't me saying my way is correct.  I'm legitimately curious.  I understand that raigeki break and, to a lesser extent, PWWB deal with emptiness, but did you really just wait the extra turn after drawing those traps to out emptiness?  I wanted to be able to out emptiness, and SIM instantly.    Also I played three lance because going second and attempting to resolve a TGU is one of the scariest things on earth. I'm assuming the sentiment is shared because people are playing 2-3 lance in the main as well.    I feel like I'm forgetting to say something I wanted to, but yeah
  3. why do you insist on playing 4 battle traps
  4.   Wolfbark->Tiger king (temtempo is a wall they can't get over)i don't know how strong an interaction that is because most of the time when they make that tiger king they are searching a bear. So with a bear in the aresenal, temtempo doesn't seem like a real "out" to tiger king. Also tiger king will be 2300 at least when it is summoned, and when it's your turn and you make the tempo, tempo will only get up to 2200. Then the following turn strip him of another material to make Tempo 2700, and just have any trap card at all to deal with the Bear.   the tiger king wouldn't have another material, he'd use its effect to negate temtempo for the next turn, leaving him with nothing left. Not in the situation which I assumed we were working with where they go Make tiger king, search spell, etc We go make tempo detach, etc, pass They go, we standby phase tempo them
  5.   Wolfbark->Tiger king (temtempo is a wall they can't get over)i don't know how strong an interaction that is because most of the time when they make that tiger king they are searching a bear. So with a bear in the aresenal, temtempo doesn't seem like a real "out" to tiger king. Also tiger king will be 2300 at least when it is summoned, and when it's your turn and you make the tempo, tempo will only get up to 2200. Then the following turn strip him of another material to make Tempo 2700, and just have any trap card at all to deal with the Bear.yeah I get that, but that requires a lot of things going your way. I just don't think temtempo is the xyz to make vs fire, that's all I was saying
  6.   Wolfbark->Tiger king (temtempo is a wall they can't get over)i don't know how strong an interaction that is because most of the time when they make that tiger king they are searching a bear. So with a bear in the aresenal, temtempo doesn't seem like a real "out" to tiger king. Also tiger king will be 2300 at least when it is summoned, and when it's your turn and you make the tempo, tempo will only get up to 2200.
  7. Alright, thanks for letting me know, and congrats on the top. Moving on to next format discussion, for bujins I was thinking I would be siding swords of concealing and twister. Twister seems like a strong card versus them because it will hit the decree, unlike dust tornado, and will still succeed in keeping kaiser off the board/hitting tenkis on activation. Does anyone have any testing done with this idea? this is just a pure guess for me, but I feel like it will be necessary to side this in for the Bujin matchup, while you cut down on the unnecessary traps as to not lose to decree as hard. I was also considering iron wall, light mirror, or DNA surgery because those both hit multiple match ups, but I'm apprehensive about them because I don't want to lose to decree basically. Now if the format trends to where bujins don't main the decree this will be a moot discussion point, but I was curious if anyone had anything else to say about this.
  8. its better than swords unless they have kaiser. In which case I'd rather have the sword so I can just summon monster punch, etc. I'm really curious as to how no call of the haunted worked out. I'd imagine you dropped them because you wanted something more proactive in the early game, and call can make bad hands worse, etc etc But what are your thoughts on dropping it? Did you ever want/need it? Would you consider playing it at all? It lend to worse hands. Its only good when you have armor (which you normally do), but when you have armor, youre not in a bad position anyway. I just found it win more I figured that would be it. Did you never want it versus fire? Like bear pop, end phase call, etc Or did break through and dust tornado just prevent that from ever happening
  9. its better than swords unless they have kaiser. In which case I'd rather have the sword so I can just summon monster punch, etc. I'm really curious as to how no call of the haunted worked out. I'd imagine you dropped them because you wanted something more proactive in the early game, and call can make bad hands worse, etc etc But what are your thoughts on dropping it? Did you ever want/need it? Would you consider playing it at all? Do I understand kaiser wrong? Doesn't face down monsters also count for kaiser? =O They do count. But they can not flip up Yamato to gain advantage. They are forced to summon a new monster giving you the chance to Xyz or pass with a facedown Yamato. Concealing Light just seems better for Bujin. Also what I meant was that: With level limit vs kaiser, to out the Yamato you have to have one of the geargianos or the ability to out kaiser and make an xyz With sword vs kaiser, you activate sword and flip armor/summon whatever and just punch the yamato
  10. its better than swords unless they have kaiser. In which case I'd rather have the sword so I can just summon monster punch, etc. I'm really curious as to how no call of the haunted worked out. I'd imagine you dropped them because you wanted something more proactive in the early game, and call can make bad hands worse, etc etc But what are your thoughts on dropping it? Did you ever want/need it? Would you consider playing it at all?
  11.   You're right, I usually side out Seven tools when going second (except gravekeepers) and I switch them for dust tornados (I've got three dust tornado in the side deck) against Fire fist and Spellbook. In the mirror match I keep seven tools if I'm going first. If I'm going second, I take them out. So yesterday I searched some cards to discuss them here. These are two of them: Michizure  http://www.cambiacartas.com/img/cards/YuGiOh/1275/DT02-JP046.jpg ''Activate only when a monster is sent from the field to your Graveyard. Select and destroy 1 monster on the field. (You can activate this card during the Damage Step.)'' - This is a one for one I believe. When they destroy armor by battle, we get the search and with this we destroy 1 opponent's monster. Works vs. Marksman and Bear too. Remote revenge: http://www.jjdjljahome.com/TDGS_EN066_UNL_ED_REMOTE_REVENGE_COMMON.jpg ''Activate only when a monster you control is targeted by a Spell, Trap, or Effect Monster's effect that destroys 1 monster on the field. Switch the target to an appropriate monster your opponent controls.''  This card is really good when Bear tries to pop Armor. We switch bear for armor, so we control a Bear, and he gets a Armor who gets popped by his own bear eff. This card is a bit more situational, but stop their plays. I don't know if this card works vs Marksman and the destroy eff, though. I think skill prisoner is just a better version of both of these cards.   Mizichure doesn't really --do-- anything.  It doesnt get an armor back, it just simplifies the gamestate.  doesn't really advance you in anyway.   and remote revenge is like the same thing. narrow. also i'm pretty sure, based off the wording, it doesnt stop marksman, since marksman just says a set card, not a monster.
  12. i think it's a card that's bad early game, in a deck that can suffer from a slow open. i think it's strong late game, in a deck that already wins late games. this card has also been discussed to death on previous pages.  he is by no means "must-have" i wish he added a little more, tbh, like have the attack of tidal/blaster. just to grind backrows that way, ya know. i know i've found him to be "win-more" (ugh) through my testing with the card, but test it yourself. find out if he works.  maybe you'll find something no one else did.      i've dropped compulsory, finally, and i switched it around for a torrential.  i haven't tested that card a lot, but it seems with water re-emerging in the format already littered with decks that can spam (geargia, 3 axis fire kind of, and hieratic) i think it warrants a second round of testing.  i'm considering dropping the machinas 1/1 for two traps.  truth be told i don't know what traps tho.  currently i'm using 3 fiendish 2 dimensional prison 1 warning, 1 bottomless 1 torrential 3 geargiagear 2 call of the haunted   toying around the idea of skill prisoner, dust tornado, seven tools, and trap hole.  all of those cards, except seven tools currently reside in my side deck. skill prisoner seems really cute, but i can't speak for its overall effectiveness -yet-.  it is strong vs fire, but it doesnt directly deal with the problem at hand.  it allows me to find cards that do deal with the problem (bear) because itll allow me to get that armor search, or that geargiagear flip. if anyone has any other results with that card i'd really like to hear.      also, have been considering dropping the two veiler.  i don't really have a clue as to why, but i feel like my deck could benefit from different cards
  13.   I've actually been using dimensional prison off and on for the past most or so.  I think, if you're actually interested in playing a  battle trap, dprison is a better decision this format. While it may lack the ability to destroy big fields, and net you sweet pluses that mirror force would give, i think it provides another strong backrow for matchups like fire, water (sort of), eswarms (also kind of), and maybe bujins.  The real draw to it for me was its bonuses in the fire matchups.   Especially against cardcar fists, they play about 4 fire fist monsters.  Banishing a bear they're swinging in with is infinitely better than mirror forcing it, and letting wolfbark bring it back for a r4 play.  i still like fiendish and effect negation in the match-up overall, but you can only play so many of that card.  sticking them with -potentially- dead wolfbarks is a strong quality to prison.    aside: it also deals with ARK, so you don't have to attack it twice, if you don't have the summon stopper/effect negation that is.   in the water matchup, while i find myself debating whether to side it out, there will be many times when the water player will crash linde to bring out leed/megalo/pike to pitch/whatever, and having that dprison to end that play is strong to me as well.  also, mirror force handles this too, but its nice to have a battle trap to destroy a gaios, or draco, if it isnt popped.  g2 is a different story, and marksman is very real in the matchup, but for g1, its solid enough.   i don't think its really the best card, and i definitely haven't done a good job writing it up, but i've seen positive results.  i strongly dislike the card in the mirror match, gigant floats well no matter what, and i find battle traps to just be bad versus geargia regardless.  also against prophecy it's hit of miss.  while it can banish world, to keep it from spellbook of life, and it can put them on no spellcasters for tower, fate,masters, etc, wisdom gets in there, and its tutorable for them, soooo.   also the card is straight ass versus harpies, i hate anything not-chainable in that matchup.    i've had mixed results throughout my testing, i'm not sold on the card either way. i mainly put it in the deck because fire is the biggest deck, and while the deck does do more damage to geargia pre-battle phase, dprison can still help in those grindy matches where the struggle to establish a monster is real. overall, undecided on its effectiveness. hit or miss, etc Well the main reason Mirror Force still deserves consideration is the value of tempo. Being able to wipe a field clean (even though the monsters are floaters) gives you the tempo to reclaim field control/presence. Geargia thrives in the early game-state of normal summons vs normal summons where Armor truly shines, but established boards are always going to be problematic.  Another bonus of Force is the ability to wipe away Fiendish'ed monsters which I also find very valuable because it solves the issue of Fiendish'ing big monsters that you don't want to waste an Arc on. Although you can argue that playing Dark Hole and Torrential also accomplishes this. On the flip side Prison still adds some value like you mentioned, banishing Wolfbark targets can really set FF behind because of their low monster count. Also being able to banish Dragon Rulers is also very good. The Fire King matchup is also quite brutal and many times I wish I played Prison over Force. In the end it's really going to depend on what type of meta you will expect in the upcoming local, regionals, ycs, and arg circuit you will be playing in because there is no cookie-cuter trap lineup that will tailor for every event. i agree with you, its really a toss-up on which battle trap (if any) will be best for your deck that particular event. sometimes one will get you there, won't etc.    i just find no one ever discusses the pros and cons of mirror and d prison in various formats, so i saw a chance to jump in and tilt the topic to it.  but most of the time, you can just get away with playing either, because your maindecks core (geargia and it's stronk combos in this case) will just get you there, along with smart play.
  14.   I've actually been using dimensional prison off and on for the past most or so.  I think, if you're actually interested in playing a  battle trap, dprison is a better decision this format. While it may lack the ability to destroy big fields, and net you sweet pluses that mirror force would give, i think it provides another strong backrow for matchups like fire, water (sort of), eswarms (also kind of), and maybe bujins.  The real draw to it for me was its bonuses in the fire matchups.   Especially against cardcar fists, they play about 4 fire fist monsters.  Banishing a bear they're swinging in with is infinitely better than mirror forcing it, and letting wolfbark bring it back for a r4 play.  i still like fiendish and effect negation in the match-up overall, but you can only play so many of that card.  sticking them with -potentially- dead wolfbarks is a strong quality to prison.    aside: it also deals with ARK, so you don't have to attack it twice, if you don't have the summon stopper/effect negation that is.   in the water matchup, while i find myself debating whether to side it out, there will be many times when the water player will crash linde to bring out leed/megalo/pike to pitch/whatever, and having that dprison to end that play is strong to me as well.  also, mirror force handles this too, but its nice to have a battle trap to destroy a gaios, or draco, if it isnt popped.  g2 is a different story, and marksman is very real in the matchup, but for g1, its solid enough.   i don't think its really the best card, and i definitely haven't done a good job writing it up, but i've seen positive results.  i strongly dislike the card in the mirror match, gigant floats well no matter what, and i find battle traps to just be bad versus geargia regardless.  also against prophecy it's hit of miss.  while it can banish world, to keep it from spellbook of life, and it can put them on no spellcasters for tower, fate,masters, etc, wisdom gets in there, and its tutorable for them, soooo.   also the card is straight ass versus harpies, i hate anything not-chainable in that matchup.    i've had mixed results throughout my testing, i'm not sold on the card either way. i mainly put it in the deck because fire is the biggest deck, and while the deck does do more damage to geargia pre-battle phase, dprison can still help in those grindy matches where the struggle to establish a monster is real. overall, undecided on its effectiveness. hit or miss, etc
  15.   MST/Dust  mst/dust are just better, yeah.   i remember a lot of people hyping this back when the deck originally came out, except they were siding it along with skill drains to just beat face with it and tengu.  it never really plays out like you want it to, and most of your other normal summons, which are numerous, are better and advance the game more