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Nygas

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Nygas last won the day on June 27 2014

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About Nygas

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    this is a fucking joke

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  1. Majespecter Discussion

    play the deck with the performapal engine, so monkeyboard joker, 3 sorcs and some guiturtle + lizardraws, fix a big portion of the decks need for additional pendulum monsters as well easy scale set up. also put in pendulum reborn for mad +s with sorcerer and other majespecters. also new performapals with scale 7 means you can search scales for kirin.    tbh majespecters were probably better than the draco engine anyway.
  2. Kozmo - Discussion

    thats a fairly good point, although twin twister is probably going to replace mst in most builds, and mst did essentially the same thing to floodgates, yet they remained fairly relevant. I will admit though the big difference is that with mst, if it was used at end phase against your backrow you only needed to set 2 and you would still probably have another trap to out your opponent next turn, but with twin twister you need to set about 3 cards in order to do that, which isn't very likely.   that is probably the biggest counter play to rivalry though, otherwise I think its still a good card because it can be chained to deconstruct floodgate monster boards.
  3. Magician Pendulum - Discussion

    I see no reason not to run armageddon knight. The primary interest in that card should be dumping zephyros, with tuning magician being a bonus incentive that makes armageddon a reasonable choice to run at 3. Reinforcement isn't necessary to play armageddon, its better to look at it as running 4 zephyros that doesn't dead draw by the second copy, the plays you make with it aren't absolutely necessary for your win condition but it certainly helps quite a bit.   Also for side deck purposes, while I'm not a huge fan of kaijus because in most cases it serves a single function for outing floodgate monsters, I like the idea more in this deck since it has access to vortex dragon and moon-light to bounce them. I'm curious if this could justify main decked kaiju.
  4. HERO Deck VS. Pepe (REVISED)

    I did a while ago actually, ask anyone, its called "cards for food". 
  5. HERO Deck VS. Pepe (REVISED)

    so why do you run shadow mist instead of stratos? I think stratos has a way better effect for searching elemental heroes and also pops pendulums, can you please elaborate.
  6. HERO Deck VS. Pepe (REVISED)

      90% of what he said is anecdotal shit and it really says nothing about why he played those certain cards     ninjuh is actually correct here, that's an awful example. There's a whole lot a text and a huge lack of actual content, and a few flawed arguments. Most of that post is explaining why he's not running a lot of bad choices, but there's not so much explaining why he choose the bad choices he did, or rather there's text about them but it's far from convincing and he has not presented a clear goal or win condition for the deck or how to achieve it. And things like why he's running exactly 3 traps in a meta full of dragonpit magician isn't mentioned at all.     I believe I explained it fairly well. Your deck contains literal Deskbot cards, and theirs contains some of the best cards in the game. You aren't going to win if you let them play yugioh, meaning your win condition is Naturia Beast. The deck accesses Naturia Beast very easily, but since Hat Tricker is a searchable out to Naturia Beast, you need to play cards to answer it, but you only need to play enough to answer the one Hat Tricker play. Therefore, you play the best traps that answer Hat Tricker but also have a dual purpose. All of this is explained clearly in my post, possibly with the exception of playing exactly three traps and (not more). I indirectly explained that as well by saying the reason I'm not playing Time-Space Trap Hole (the next best trap card) is because I haven't found the room, but you're right I could have been clearer on that. A lack of connection there does not come close to making my thread an awful example however. As for the win condition and goal of the deck, I'm not sure how you think I didn't explain how to win. I highlighted the importance of Naturia Beast multiple times, I explained how you convert your 004 summons into threatening synchros/xyz, and I showed the ways the deck spits out damage. Assuming you actually know the effect of every card in my deck and you read every word of my thread, I'm not sure how you didn't have a good idea of what the deck's win conditions are. From the posts I've seen from you it sounds like you have a good enough understanding of the game to know why posting "the way you win with this deck is to kill a monster with 004 and summon more Deskbot monsters" is completely worthless, so I don't think that's what you intended your critique to be, but that's what it comes off as to me.    If by bad choices you mean the 5 cards that are horrible to draw, the purpose of each of them is laid out quite clearly. If not, could you elaborate on what you mean by bad choices? And what do you mean by a huge lack of actual content? I explained why I was running every single card in my main deck besides the Deskbots, Maxx "C", and Machine Duplication. Considering that I also explained why I only play 1 001 and 2 006, and the rest are self-explanatory, I'm not sure what else you want. What about what I wrote isn't convincing? I don't see how you can deny the need to play more than 6 003/004, the need to stop yourself from getting OTKed, the need to convert your 004 summons into threats, or the need to answer Omega. I've also explained why the cards I'm playing for those purposes are the best at what they do.   Maybe I could have explained 005 more, but again, playing a 3-of monster that is a scale, has a good pendulum effect, has an amazing field effect, and is Dupeable seems intuitive if you've actually read the effects of the other Deskbot cards. The only good part about 005 that isn't immediately obvious is its good level for allowing Ignister access with Teleport, and I could've elaborated on that part more. Still, between my discussion about how good level 3 tuners are in the deck and the inclusion of Ignister in my extra where 005 is the literal only way to summon it, it's not as if that connection is particularly hard to draw. I should've been clearer, but I'm not seeing how any of this constitutes an awful example.   nah nigga ur deck sucks, probably play against opponents that tell you they only play against kozmos and pepe mirrors and then have to read all your cards then they get 0-11d or some shit not realizing they can win by summoning partnaga.   but seriously explaining shit is only for stroking the cocks of people who like to throw around the word 'theory' and write shitty articles under the guise that these are the attributes to a knowledgeable player. More is learned and understood by not giving a fuck and just trying shit. I find that if you try to come up with and understand new shit through what can be articulated, you have to limit yourself to what is already understood, the opposite of what you should be doing.
  7. Kozmo - Discussion

    rivalry of warlords could be an interesting card. Its a floodgate that doubles as a means of deconstruction, while also preventing sideboard kaiju shit from being used against you.
  8. Magician Pendulum - Discussion

    oh I forgot to mention springoose lets you change scales through your own pendulum call
  9. Magician Pendulum - Discussion

    BOSH related stuff: tuning magician alone doesn't make sense, playing armageddon is probably the best way for it to be included. if you run armageddon you get to run zephyros, which is broken for shit like bouncing sky iris or making room for another wisdom-eye play.    monkeyboard + joker is scale 1-8, so if running monkeyboard seemed unappealing because typically the scales are 1-6 with guiturtle/lizardraw, since most pendulum summons are gonna be odd-eyes and magicians anyway joker becomes a practical scale.   since wisdom-eye can still search if you have a performapal, you can pop it for nobledragon and nobledragon pops putting it into the extra deck, effectively making wisdom eye a means to search nobledragon.   the above play is fairly relevant because it makes meteorburst dragon (or clear wing) so much more consistent to drop.   Aside from plays that are already known with meteorburst, if you play pendulum sorcerer, you can either pop a scale to search tump girl to be summoned off meteorburst, making a very effective and consistent vortex play, or summon lizardraw with a lizardraw you already summoned for meliae into bulb for nat beast.   pendulum sorc is probably good in this deck anyway just for making room for wisdom eye plays while searching joker, however I would like to add that you can also search secondonkey, which in turn drops springoose to your grave, which is really good since it can bounce your magicians for re use (using dragonpit twice in a turn), bounce your joker to use again, or just replace your guiturtle+monkeyboard scales with magicians, if you're worried that monkeyboard would conflict with cards that require magicians as scales (more specifically, if you need a way to get rid of guiturtle + monkeyboard before you pendulum summon). Springoose is also 5 so that with nobledragon = stardust. 
  10. 3 Performapal Monkeyboard 3 Performapal Skullcrobat Joker 3 Performapal Secondonkey 1 Performapal Friendonkey 2 Performapal Springoose 3 Performapal Guiturtle 3 Performapal Lizardraw 1 Performapal Trump Girl 1 Glow-up Bulb 3 Wisdom-Eye Magician 1 Nobledragon Magician 2 Dragonpulse Magician 2 Dragonpit Magician 1 Oafdragon Magician 1 Tuning Magician 3 Armageddon Knight 1 Blackwing - Zephyros the Elite   1 Foolish Burial 2 Twin Twister 3 Wavering Eyes   1 Naturia Beast 1 Red Wyvern 1 Black Rose Dragon 1 Odd-Eyes Meteorburst Dragon 1 Ignister Prominence, the Blasting Dracoslayer 1 Stardust Dragon 1 Trishula, Dragon of the Ice Barrier 1 Meliae of the Trees 1 Evilswarm Nightmare 1 Diamond Dire Wolf 1 Castel, the Skyblaster Musketeer 1 Abyss Dweller 1 Odd-Eyes Absolute Dragon 1 Odd-Eyes Rebellion Dragon 1 Odd-Eyes Vortex Dragon   Foreword for those who are outraged at the lack of performages: The first thing that should come to mind looking at this is that this deck is not PePe, despite how similar it looks (there are no dracoslayers or performages). It is certainly the case that this deck plays almost identically to that deck in terms of what it actually does and even similar cards (the performapal engine). I can say now that by this logic, this deck is strictly inferior to the standard way you would play pendulums. Keeping this in mind, this deck fulfills two purposes: The first would be how to effectively play pendulums assuming that performages are going to be the primary focus in the ban list, and the second is how to play an effective budget pendulum deck.   One assumption made by the first goal is that finding a way to continue playing pendulums would yield a deck that is still powerful enough to hold a top spot in the meta. The core of the deck has proved to be effective at producing results similar to what would be expected from full powered pendulums, if only slightly lagging. I feel that it is safe to say this deck is good enough to fulfill this goal and its assumption, as well as performing at a standard for budget players to compete in the meta.   As for this last point, what makes this deck "budget" relative to other pendulum decks is the lack of dracoslayers, as well as the reduced reliance on pendulum sorcerer. because of the stronger performapal presence and the inclusion of pendulum magicians, pendulum sorcerer can be quite effectively replaced by secondonkey + springoose. the most that should be invested into this deck is the vortex dragon and the trishula, which I find essential to this deck (and part of the reasoning behind the deck title).     Understanding what this deck does: as mentioned, this deck is very similar to PePe, so understanding it can be done best by comparisons. the performapal engine between joker lizard turtle and monkey are the same in both decks. Wizard is replaced with more donkeys, however if budget was of no concern, I would say that wizard, donkey, and springoose are all optimal in this deck (later I will explain some key combos that can be done with wizard that donkey cannot pull off). The pendulum magicians replace the performage engine, with the replacing effect of wisdom-eye having similar strength to plushfires. the major difference is that while the entire performage engine encourages the same sort of power generating, magicians emphasize more utility in the form of other levels and the dragonpit/pulse effects. If we were to assume pendulum sorcerer was in this deck, then the power of the dracoslayer engine is replaced with additional strength from higher number of performapals (it is true that their value diminishes in higher numbers, at least for cards like guiturtle, however more numbers of them encourage higher consistency of their power plays).   Armageddon Knight could honestly be played in PePe as a means to dump zephyros, that card is absurdly strong in both pendulum variants, as is the power you get from pendulum summoning armageddon to dump zephyros. I assume most PePe players wouldn't bother playing it because instant fusion fulfills a similar role, and that zephyros being the only dump target isn't very appealing. Compared to instant fusion in the Blizzard Lizard Wizard deck, armageddon knight doesn't take up space in the extra deck, doesn't require a monster present in the graveyard, opens up access to Evilswarm Nightmare (supported further by the fact that joker is a dark), and a second dark target is present in the form of tuning magician, which is an incredibly powerful card for bringing out trishula/ignister/stardust/omega (if budget is no concern). Also, Instant Fusion is most powerful when it brings back a trick clown, however this interaction is non-existence in this variant.   As for what is essential to Blizzard Lizard Wizard; 3 Joker 3 Monkeyboard 1-3 guiturtle 2-3 lizardraw (you need more than 1 because of the options given by the magicians) 1-3 sorcerer (however this can be played at 0 if you are playing budget, where more secondonkeys can be a substitute) 1-3 secondonkey 1-2 springoose 1 trump girl (more relevant when you have sorcerer) 3 wisdom-eye 1-2 nobledragon 1-3 dragonpulse 1-3 dragonpit (increased numbers + the inclusion of odd-eyes can be good for a rnk7 focus, which is made possible by joker's 8 scale) 1-2 oafdragon 1 glow-up bulb 1-? Odd-Eyes Meteorburst Dragon 1 Trishula (for the blizzard) 1 Vortex Dragon what is key in tying these together is that secondonkey's ability to dump springoose allows you to bounce both performage and magician pendulum cards in your pendulum zone, allowing plays such as opening up a spot for wisdom eye in an oafdragon+wisdom play, recycling jokers/monkeyboards/guiturtles on board, changing what is in your pendulum zone (from gaining cards through the performages to the utility and access to tuning magician gained from magicians). Wisdom-Eyes is also capable of popping itself when a performapal is in the other pendulum zone, which lets you search a nobledragon that pops itself and is placed in the extra deck. this is very important because wisdom eye basically equates to being a 1 card meteorburst dragon, which accounts for the inclusion of trump girl and the necessity to multiple lizards.   Most of the meteorburst dragon plays involve sorcerer, so they are harder to do with the budget version, however it may not be necessary depending on how you draw and if the situation can be replaced by a springoose bounce. Basically, they start with pendulum summoning sorcerer + nobledragon sorcerer then pops the scales and searches a card that will be summoned from meteorburst's effect. The 2 biggest plays are the first turn nat beast and the first turn vortex play.   #1 First Turn Naturia Beast: pendulum summon sorcerer + lizardraw + a level 4 (this can be a normal summoned joker) + nobledragon pop your scales, search something to continue plays next turn and a lizard draw. place lizardraw on your scale. Synchro summon meteorburst dragon with the card that isn't sorcerer, and summon lizardraw. overlay your two lizardraws for Meliae, then send and summon bulb. bulb + sorc = nat beast. this play is basically the fulfillment of the fantasy of using 2 lizardraws for meliae, however most who probably tinkered with the idea were unable to think of a good way of summoning 2 lizardraws, as most plays might have let you pendulum summon the first, however the second lizardraw would have been searched after your pendulum summon making it dead in your hand.   #2 Vortex Dragon pendulum summon sorcerer + nobledragon pop your scales same as #1 but search trump girl instead of lizardraw. place trump girl on your pendulum zone. synchro for meteorburst, summon your trump girl, and use her effect to fusion for vortex with meteorburst. this also resolves the search for a way to summon vortex dragon on the first turn without playing bad cards like odd-eyes fusion (that is unless i've been living under a rock).   I'm sure there are other things I forgot to mention, like 2 lizardraws + nobledragon = trish, or having an omega lets you recycle tuning magician/springoose for additional plays.   Feed me your hate.
  11. Fluffal/Frightfur post DOCS

    Storm is probably a better version of mst in this deck, the deck still makes sense though. Fusion Sage and Fusion Recovery are probably good cards in almost every hand you draw, and in some cases make plays possible for factory, so I think a copy of each would be a good idea.   Given that you have about 9 searchers in this deck, I think running the utility fluffals like owl/cat/rabbit/sheep/wings at 1 (though 2 owls or 2 wings can make sense) to make room for 3 fluffal mouse will make a lot of OTKs more reasonable.
  12. Yang Zing

    Soul Charge would make sense, but only in cases where you open it before you start ramming, aside from that you spend time ramming trying to put your self in the sweet spot for hope for escape and ferret flames that make soul charge not worth it. Soul Charge is still a really strong card, but since its at 1 its better to focus on cards you're more likely to draw into. Stardust Re-Spark actually sounds really cool for a similar engine but since yang zings stay on board its not as convenient. I'll consider it tho since you can go into a pendulum and it will search rather than float.
  13. Yang Zing

    Monsters 2 Bi'an, Earth of the Yang Zing 2 Bixi, Water of the Yang Zing 2 Chiwen, Light of the Yang Zing 3 Jiaotu, Darkness of the Yang Zing 2 Maxx "C" 2 Suanni, Fire of the Yang Zing 1 Taotie, Shadow of the Yang Zing 3 Zefranu, Secret of the Yang Zing 1 Zefraxi, Treasure of the Yang Zing   Spells 2 Dark Hole 1 Oracle of Zefra 3 Upstart Goblin 3 Yang Zing Path   Traps 3 Ferret Flames 3 Hope for Escape 1 Needle Ceiling 1 Skill Drain 1 Torrential Tribute 3 Yang Zing Creation 1 Zefra Divine Strike   Extra 1 Armades, Keeper of Boundaries 2 LORD BAXIA <--- praise unto him 1 Black Rose Dragon 1 Chaofeng, Phantom of the Yang Zing 1 Clear Wing Synchro Dragon 1 Goyo Guardian 1 Herald of the Arc Light 1 Metaphys Horus 1 Scrap Dragon 1 Trishula, Dragon of the Ice Barrier 1 Vulcan the Divine 2 Yazi, Evil of the Yang Zing 1 Number 62: Galaxy-Eyes Prime Photon Dragon   Just to direct discussion, this is more about sharing a concept rather than success, although I found the results as promising as the concept.   basically, its upstart + hope for escape + ferret flames + ramming. I appreciated the extra draw power as it makes the pendulum scales much more viable.  
  14. Aromage

    1 Aromage Canigga 3 Aromage Jasmine 3 Aromage Rosemary 3 Juragedo 2 Maxx "C" 2 Performage Damage Juggler 2 Performage Trick Clown 1 Performage Hat Tricker   3 Aroma Garden 1 Book of Moon 3 Mystical Space Typhoon 1 Raigeki 3 Upstart Goblin   1 Bottomless Trap Hole 2 Dried Winds 3 Ferret Flames 2 Hope for Escape 3 Humid Winds 1 Vanity's Emptiness   2 Abyss Dweller 1 Castel, the Skyblaster Musketeer 2 Daigusto Emeral 1 Diamond Dire Wolf 1 Evilswarm Exciton Knight 1 Gagaga Cowboy 1 Gem-Knight Pearl 2 Number 103: Ragnazero 1 Number 104: Masquerade 1 Number 52: Diamond Crab King 1 Number 80: Rhapsody in Berserk 1 Sky Cavalry Centaurea   Basic idea is that ferret flames is ridiculous OP but suffers from set up issues and sustain afterwards. LP gain from aromages make sure that when you dip low, you can go back to a reasonable number, while LP loss from Humid Winds and Trick Clown set up ferret flames.   Another way to set up ferret flames is to leave your board open so they try to OTK, which damage juggler and juragedo keep you safe from.   Juragedo works very nicely with both aromages and the performage engine, and the aromage cards work well with performages in so far as humid winds always provides a level 4 for you to xyz with.   Humid Winds + Dried Winds is also stupid good.   Upstart sets you up nicely for Hope for Escape.
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