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Everything posted by Noelle

  1. Brandish Yu-Gi-Oh! Wiki pages sure don’t have what they used to (unless they plan to update the page later.) Here is the entirety of what they have to say about the Brandish archetype: “’Sky Striker’, known as ‘Brandish’ (閃せん刀とう, Sentō) in the OCG, is an archetype set to debut in Deck Build Pack: Dark Savers. It includes the sub-archetype ‘Sky Striker Ace’. The ‘Sky Striker’ cards are made to look like suits of powered armor (in the case of the ‘Sky Striker Ace’ Link Monsters), or various gadgets equipped to said armor, as with the Normal and Quick-Play Spells within the archetype. The pronunciation ‘Sentō’, which means ‘Flash Blade’ using the archetype's Kanji, can also mean ‘Battle’ (戦闘).” …and that’s it, most of it useless information for non-weebs. So, for a non-placeholder OP, an actually constructive one, we’ll have to start from scratch. Brandish Monsters Excluding the Wind Link, which it is not likely we’ll have for nationals format, there are three Brandish monsters: Brandish Maiden rei, Brandish Maiden Kagari, and Brandish Maiden Shizuku. Let’s go in that order. Brandish Maiden rei “(Quick Effect): You can Tribute this card; Special Summon 1 ‘Brandish Maiden’ monster from your Extra Deck to the Extra Monster Zone. If a face-up ‘Brandish Maiden’ Link Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect, while this card is in your GY: You can Special Summon this card. You can only use each effect of ‘Brandish Maiden rei’ once per turn.” Brandish Maiden rei, usually just shortened to “rei,” is the only non-Extra Deck Brandish Monster (not counting the token from Hornet Bit.) Clearly, though, it’s a card that revolves around the Extra Deck. While you’re able to summon the Brandish Link Monsters without using rei’s effect, by just normally sacrificing her for a Link Summon, her tribute effect is relevant in two key situations: When you have Diabolos (the boss monster,) and when it’s on the field during your opponent’s turn. The latter situation, that of it being on the field during the opponent’s turn, becomes the case due to its floating effect. Your opponent may force one of your Brandish Link Monsters to leave the field, especially on their turn, and this will allow rei to activate, bringing herself back and then allowing herself to summon another Brandish Link Monster to use even on your opponent’s turn. As far as the actual structure of the deck goes, Brandish Maiden rei is one of three basic starter cards: Her, Start-Up Engage, and Hornet Bit (and Reinforcements of the Army to get her.) This gives you a total of 10 starter cards, assuming the next ban list doesn’t mess with RotA. This, combined with the ability to see more cards with your other Spells (Desires, Upstart, Metalfoes Fusion, the Field Spell,) makes for a pretty consistent deck. Since Brandish mirrors are a bit slower paced, it’s not the end of the world if you brick on the first turn either. Brandish Maiden Kagari “1 non-FIRE ‘Brandish Maiden’ monster You can only Special Summon ‘Brandish Maiden Kagari(s)’ once per turn. If this card is Special Summoned: You can target 1 ‘Brandish’ Spell in your GY; add it to your hand. Gains 100 ATK for each Spell in your GY.” Brandish Maiden Kagari, usually just shortened to “Red,” is the first of two Brandish Link Monsters we’ll be looking at. Notice that it takes a non-Fire “Brandish Maiden” monster to summon, and that its own attribute is Fire. All the Brandish Link Monsters have this clause for their own respective attributes, and all of the Brandish Link Monsters are different attributes. What this means effectively is that you cannot use Red for Red, or Blue for Blue as fodder. The recursion of Brandish Spells in graveyard is relevant for several reasons. First, it can combo with Engage to use multiple of them in a turn. One common turn one play that is very strong is to Engage for Spellbook of Judgment, and then get back Engage with Red to get another Spell back for Spellbook of Judgment by activating it again. This then allows you to set back the Engage with Spellbook of Judgment in the End Phase, and then use Blue to search for another copy of Engage. Second, this card’s effect activating on summon is important in contradistinction to Blue, which activates in End Phase. This is because if you’re floating with your rei on your opponents turn, they can’t completely cut you off from adding cards to your hand by just running over the Blue that rei would float into, because you can summon Red instead to get the add back. Third, and finally, the add back effect allows you to reuse important utility cards. This lets you get away with playing less copies of them overall. Be careful though, you might not want to play too little copies of certain utility Spells, since you might banish them with Pot of Desires. The attack gain on this card becomes relevant in the later game when you have a lot of Spells in the graveyard. It can help you get over bigger monsters, sometimes even mustering up enough attack to trade with a Diabolos (or Infernoid Onuncu.) Lastly, notice the clause on this card that you may only summon it once per turn. All the Brandish Link Monsters have this clause, otherwise they’d be able to be summoned indefinitely and you would be able to indefinitely add back cards with Red. So, it’s good they put that clause there. Brandish Maiden Shizuku “1 non-WATER ‘Brandish Maiden’ monster You can only Special Summon ‘Brandish Maiden Shizuku(s)’ once per turn. Monsters your opponent controls lose 100 ATK/DEF for each Spell in your GY. Once per turn, during the End Phase, if this card was Special Summoned this turn: You can add 1 ‘Brandish’ Spell from your Deck to your hand with a different name from every card in your GY.” This is Brandish Maiden Shizuku, usually shortened to “Blue.” This card allows you to get the ball rolling if you didn’t open Engage, as it can search Engage in the End Phase. It also pairs well with the Spellbook of Judgment as mentioned, since the Spellbook of Judgment can set spells from the graveyard in the End Phase, allowing you to then search one of the same name with Blue. Notice that the Attack and Defense loss is for all of your opponent’s monsters, which is important to help get over boards sometimes. Other than that, there isn’t a whole lot to talk about with this card. It’s just an obligatory part of the run-of-the-mill plays in this deck, where you summon Red and then tribute Red off for this card to search in the end phase, setting you up for the following turn. One thing to note though, about the two Link Monsters, is where their arrows point. This means that if you summon them to your Extra Monster Zone, they point away from the field. This allows for a more slower game with less OTKs and the like, with an average turn dealing normally only some lower increment of 1500 damage. Brandish Spell Cards With rei, Red, and Blue all figured out, we can move on to the main magic of this deck, the Spell cards. This deck has some of the strongest archetypal Spell cards ever printed, and it is amplified by the fact that very few of them have anything even close to resembling a “once per turn” clause. The Spell cards we’ll be looking at are Brandish Start-Up Engage, Brandish Mechanism Multi-Roll, Brandish Mecha Hornet Bit, Brandish Airspace Area Zero, Brandish Mecha Widow Anchor, Brandish Skill Afterburner, Brandish Skill Jamming Wave, Brandish Mecha Shark Cannon, Brandish Mechanoid Hercules Base, and Brandish Mecha Eagle Booster. Brandish Start-Up Engage “If you control no monsters in your Main Monster Zones: Add 1 ‘Brandish’ card from your Deck to your hand, except ‘Brandish Start-Up Engage’, then if you have 3 or more Spells in your GY, you can draw 1 card.” Brandish Start-Up Engage, usually just called “Engage.” Yes, you read this card’s text correctly. And no, you did not read a once per turn clause. Because there isn’t one. Including adding it back with Red, you can potentially activate this card up to four times in a turn, getting the extra draw as many times as you do it with at least 3 Spell cards in graveyard. As mentioned, and as indicated by this cards name, this is one of your starter cards. It’s not that bad if you don’t draw this because you can search it in the mirror, but if one player draws it going first and the other player doesn’t have it going second, they can start to fall a little bit behind because the player on first is able to resolve this card multiple times before the player on second was able to resolve it once. Fortunately, with the Field Spell and draw Spells, you have a pretty good chance to see this card on turn one. What you ideally want to do in the first turns of the mirror is end with multiple copies of this card either in hand or field or between both, since it will make your follow-up quite strong. Don’t overly worry about getting three Spells in graveyard for the draw, that will naturally come in time and unless the Spells you put in graveyard are free (such as Foolish Burial Goods and Metalfoes Fusion,) it’s not worth building your deck around trying to get to three Spells in graveyard. The draw effect on this card also obviously helps you to begin to come back while playing from behind. Be careful when deciding whether or not to Ash Blossom this card, since they can add it back with Red (as opposed to using it on something like, say, Pot of Desires.) Just something to be aware of. Notice, finally, the clause on this card about only being able to activate it while you control no monsters in your Main Monster Zone. A lot of the Brandish Spells have this clause. Just like the arrows on the Brandish Link Monsters themselves, this helps slow down the pace of the game, since you don’t want to shut yourself out from your Spells just to do a little more damage usually. Brandish Mechanism Multi Roll “Once per turn: You can target 1 other card you control; send it to the GY, also your opponent cannot activate cards or effects in response to your Spell Card activations this turn. Once per turn, during the End Phase: You can Set ‘Brandish’ Spells with different names from your GY to your field, up to the number of ‘Brandish’ Spell Cards you activated this turn while this card was face-up on the field, but banish them when they leave the field.” This is Brandish Mechanism Multi-Roll, which we call “Spellbook of Judgment” for obvious reasons. Yes, you read this card’s second effect correctly. A good mirror will often have this card face-up on both players field, resolving it as much as possible. And by as much as possible, I mean that using the Quick-Play Spells, you can use this card on your opponent’s turn too. Just the existence of this card justifies using cards like Ghost Ogre, Twin Twister, Evenly Matched, Typhoon, and so on to hopefully not get blown out by a turn one Spellbook of Judgment. Or, if you don’t see these cards, you’re hopefully able to come back with your own Spellbook of Judgment such that you’re able to match the power that your opponent was able to generate. The fact that it banishes the Spells that you bring back is important in late game grinds, so be careful. Worth noting as well is that it can set the Field Spell too. Finally, the first effect is worth keeping in mind, since it can help you get rid of a Metalfoes Fusion that you’ve hard drawn. Overall, this Spell is probably the strongest card in the deck. Brandish Mecha Hornet Bit “If you control no monsters in your Main Monster Zones: Special Summon 1 ‘Brandish Maiden Token’ (Warrior/DARK/Level 1/ATK 0/DEF 0) in Defense Position, but it cannot be Tributed. If you have 3 or more Spells in your GY, its ATK/DEF become 1500.” Brandish Mecha Hornet Bit, usually just called “Hornet Bit.” This is another starter card, since you can immediately tribute the token summoned for a Red or Blue. It isn’t always clear whether or not you want to go with this card when you have the option between it and rei. This card is more vulnerable to Cherries, but you end with more cards if you add it back with Red and then use Blue. Arguably you don’t even want to waste a Red on adding this card back sometimes. This card has different functions at different points in the game. Early game, it’s a starter card. Later game, it can help you go into toolbox Link Monsters, such as Troymare Phoenix. Further, in the worst-case scenario, you can set it to chump-block so you don’t die. It’s good to keep a copy of this card floating between your hand and field in most matches so that you have a follow-up if something goes wrong. Overall, a pretty solid component of the deck. Brandish Airspace Area Zero “You can target 1 other card you control; excavate the top 3 cards of your Deck, you can add 1 excavated ‘Brandish’ card to your hand, also shuffle the rest back into the Deck, then if a ‘Brandish’ card(s) was excavated, send the targeted card to the GY. If this card is sent from the Field Zone to the GY by a card effect: You can Special Summon 1 ‘Brandish Maiden’ monster from your Deck. You can only use each effect of ‘Brandish Airspace Area Zero’ once per turn.” This is Brandish Airspace Area Zero, normally just called “Field Spell.” Quite simply, this card turns your 5-card hands into 8-card hands, and your 6-card hands into 9-card hands. It also can clear monsters from your Main Monster Zone to allow you to activate your Brandish Spells. The best card to send with it is usually a hard drawn Metalfoes Fusion. Carefully read it. Even if you don’t add a Brandish card, as long as you reveal one, you send the targeted card to the graveyard, so you just about always might as well add the Brandish card you reveal anyway. The best thing that this card does is help you brick even less. You already have 10 starter cards, and this card helps you get to 9 of them. In fact, this card has quite a lot of functions. It turns dead draws into real cards and potentially gets another Spell in graveyard in the process. The second effect combos with Spellbook of Judgment’s first effect to unbrick your hand as well. You can even destroy this on your opponent’s turn using Twin Twister or Typhoon in order to float a rei against them. Unfortunately, because of the once per turn clause on this card, seeing multiple Field Spells isn’t that good. Seeing one Field Spell and one Terraforming is fine though because you can just send the Terraforming with its first effect. Obviously you want to be using Terraforming for this card instead of hard drawing it because it gets a Spell in graveyard for free. Brandish Mecha Widow Anchor “If you control no monsters in your Main Monster Zones: Target 1 Effect Monster on the field; it has its effects negated (until the end of this turn), then if you have 3 or more Spells in your GY, you can take control of that monster until the End Phase.” Brandish Mecha Widow Anchor, usually just called “Claw” for short. This card is essentially Snatch Steal, sometimes even a little better because you can give them back their (presumable) Link Monster in a Main Monster Zone to turn off their Brandish Spells on your turn, including their own copies of Claw. Playing around this card is a key skill to have in the mirror. The most unfortunate timeline is banishing all of your copies (people normally play 2) of this card with Pot of Desires. In order to stop them from getting the monster back in the End Phase, you can Link it away. If all else fails, going second, this card is also a starter card if you can get three Spells in the graveyard. This is because you can take their Red or Blue (usually Blue) and make your own Brandish Link Monsters with it. Brandish Skill Afterburner & Brandish Skill Jamming Wave “If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; destroy it, then if you have 3 or more Spells in your GY, you can destroy 1 Spell/Trap on the field.” “If you control no monsters in your Main Monster Zones: Target 1 Set Spell/Trap on the field; destroy it, then if you have 3 or more Spells in your GY, you can destroy 1 monster on the field.” Brandish Skill Afterburner, usually called “Afterburner,” and Brandish Skill Jamming Wave, usually called “Wave.” I’ve put both of these together since they’re more or less the same card, just with reversed effects. These are your ways of clearing your opponent’s board. An extremely relevant thing to point out is that the second effects on both of these cards don’t target. Especially in the case of Afterburner, this forces your opponent to flip up Spells/Traps on its activation if they don’t want to risk them getting destroyed and not being able to use them at all. These cards are especially strong going second, so lists that are built to go second will traditionally play more of these. Other than that, these cards are pretty self-explanatory, they’re great utility cards and add more “counters” to Spellbook of Judgment. Brandish Mecha Shark Cannon “If you control no monsters in your Main Monster Zones: Target 1 monster in your opponent's GY; banish it, but if you have 3 or more Spells in your GY, you can Special Summon that monster to your field instead, but it cannot attack.” Brandish Mecha Shark Cannon, normally called “Reborn” due to its 3-Spell effect, is a great utility card. It can help cut off their floating rei in the mirror. It is strong against the Infernoid build because you can banish one, add it back with Red, banish another, then use Spellbook of Judgment to set it, banishing a third. It may be surprising at first, but the banish effect tends to come up more than the Monster Reborn effect. This is because not only does the card you Reborn take up your Main Monster Zone, but all you can normally do with them is Link them away after. This is with one crucial exception. Late game in the mirror, especially if your Red or Blue were Cherries’d, you can use it on your opponent’s Red/Blue to use their effects instead. A pretty solid card. Brandish Mechanoid Hercules Base “Activate only if you control no monsters in your Main Monster Zone. The equipped monster cannot attack directly, but can make 2 attacks on monsters during each Battle Phase. If the equipped monster destroys a monster by battle and if you have 3 or more Spells in your GY: Draw 1 card. If this card is sent from the field to the GY by a card effect: You can target up to 3 ‘Brandish’ cards in your GY, except ‘Brandish Mechanoid Hercules Base’; shuffle them into the Deck.” Brandish Mechanoid Hercules Base, usually called nothing for short because this card’s quite frankly awful. However, every once in a while, you’ll see this card played for the Daigusto effect, so that late game in the mirror you can replenish your Extra Deck with your Brandish Link Monsters. That’s about all there is to say about this card, I don’t recommend using it. Brandish Mecha Eagle Booster “If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; this turn, that target is unaffected by card effects (except its own), also if you have 3 or more Spells in your GY, it cannot be destroyed by battle this turn.” Brandish Mecha Eagle Booster, called “Booster” for short. I’ve only ever seen this card played in one list. Like Hercules Base, it’s pretty bad. Maybe a situation will come up where it’s good to play this on your opponent’s monster. Isn’t much else to say. Non-Brandish Cards We’ll limit our scope here to pure Brandish lists. The cards that best compliment Brandish cards from an engine perspective will obviously be Spell cards that help you meet the 3 Spell threshold in your graveyard. On top of that, since pure Brandish is a control deck, Hand Traps and “real Traps” also tend to be played in this deck. Here is a non-exhaustive list of Main Deck cards to consider: · Ash Blossom & Joyous Spring · Ghost Reaper & Winter Cherries · Ghost Ogre & Snow Rabbit · Darkest Diabolos, Lord of the Lair · Toon Cyber Dragon · Toon Cannon Soldier · Pot of Desires · Foolish Burial Goods · Metalfoes Fusion · Toon Table of Contents · Upstart Goblin · Terraforming · Reinforcements of the Army · Foolish Burial · Twin Twister · Cosmic Cyclone · Solemn Strike · Solemn Judgment · Evenly Matched · Typhoon · Infinite Transience Brandish Ratios Ratios of Brandish cards vary depending on several factors. The first factor they vary on is whether you want to go first or second. The second factor they vary on is the metagame, are people using Altergeist and the Infernoid Build? Or do you expect to see more of the pure Brandish mirror? A third thing they vary on is depending on how many other Brandish cards you’re playing. If you’re playing a list with less Brandish cards to hit off Field Spell, for example, Field Spell may not be as good. Here is a list of common ranges of quantities per card played: · 3 Brandish Maiden rei · 3 Brandish Start-Up Engage · 1-2 Brandish Mechanism Multi-Roll · 2-3 Brandish Mecha Hornet Bit · 0-2 Brandish Airspace Area Zero · 2-3 Brandish Mecha Widow Anchor · 1-2 Brandish Skill Afterburner · 1-2 Brandish Skill Jamming Wave · 0-1 Brandish Mecha Shark Cannon · 0-1 Brandish Mechanoid Hercules Base · 0-1 Brandish Mecha Eagle Booster · 3 Brandish Maiden Kagari · 3 Brandish Maiden Shizuku Other Card Ratios The ratios of non-Brandish cards to play varies even more widely than the Brandish ratios themselves. I’ll just go over the potential quantities of cards commonly played from the “Non-Brandish Cards” section. · 3 Ash Blossom & Joyous Spring · 0-3 Ghost Reaper & Winter Cherries · 0-3 Ghost Ogre & Snow Rabbit · 0-2 Darkest Diabolos, Lord of the Lair · 0-1 Toon Cyber Dragon · 0-1 Toon Cannon Soldier · 2-3 Pot of Desires · 2-3 Foolish Burial Goods · 1 Metalfoes Fusion · 0-3 Toon Tables of Contents · 1 Upstart Goblin · 0-2 Terraforming · 1 Reinforcements of the Army · 0-1 Foolish Burial · 0-3 Twin Twister · 0-3 Cosmic Cyclone · 0-2 Solemn Strike · 0-1 Solemn Judgment · 0-3 Evenly Matched · 0-3 Typhoon · 2-3 Infinite Transience Concluding Remarks I’ll leave considerations of the Side Deck and Extra Deck, due to their relative subjectivity, for the discussions to be had in this thread. I’ll do the same for technical play because the deck is less streamlined in terms of proper maneuvering at the moment. In any event, we’ve worked out the basics of what the Brandish deck is, what it does, and we have some basic ratios to play in our lists. Here’s to a hopefully great thread and a return to the types of discussion we’ve once had on these boards.
  2. edit: the proper effect/stats:   Rubic, Malebranche of the Burning Abyss Dark/Fiend/Tuner/Effect Level 3  100ATK/2100 Def   If you control a monster that is not a "Burning Abyss" monster, destroy this card. Cannot be used as a Synchro Material except for the Synchro Summon of a "Burning Abyss" Synchro Monster. If you control no Spell/Trap Cards: you can Special Summon this card from your hand. You can only use this effect of "Rubic, Malebranche of the Burning Abyss' once per turn. 
  3. Sky Striker - Deck Discussion

    Okay, so I guess some explaining is in order. I'm going through some insane stuff right now so hopefully effortposting about this will get my mind off of it, or at least distract me for a little while. First and foremost, congratulations to Titto Maret aka @Faith+1 for ending in top 8 of YCS New Jersey last weekend. He was the only one in the room playing my exact 70 card list. His profile is here: In DN picture form, here was the list: Typed out: Main Deck: 40 Monsters: 9 3 Sky Striker Ace - Raye 3 Psy Frame Gamma 1 Darkest Diabolos, Lord of the Lair 1 Ghost Winter & Cherries Something 1 Psy Frame Driver Spells: 28 2 Called by the Grave 2 Foolish Burial Goods >>>2<<< Metalfoes Fusion 3 Pot of Desires 1 Reinforcements of the Army 1 Sky Striker Area Zero Space 2 Sky Striker Mecha - Afterburners! 1 Sky Striker Mecha - Jamming Waves! 2 Sky Striker Mecha Hornet Drones 1 Sky Striker Mecha - Shark Cannon 2 Sky Striker Mecha - Widow Anchor 2 Sky Striker Mecha Modules - Multirole 3 Sky Striker Mobilize - Engage! 1 Terraforming 2 Twin Twisters 1 Upstart Goblin Traps: 3 3 Infinite Impermanence Extra Deck: 15 1 Psy-Frame Lord Omega 1 Scrap Dragon 1 Heavymetalfoes Electrumite 1 Isolde of the Noble Knights 1 Knightmare Mermaid 1 Knightmare Unicorn 1 Knightmare Phoenix 1 Linkuriboh 3 Sky Striker Ace- Kagari 3 Sky Striker Ace - Shizuku 1 SPYRAL Double Helix Side Deck: 15 3 Ash Blossom & Something Something 1 Darkest Diabolos, Lord of the Lair 2 Winged Dragon of Ra - Sphere Mode 1 Called by the Grave 2 Mystical Space Typhoon 1 Sky Striker Area Zero Space 1 Twin Twisters 1 Sky Striker Mecha Hornet Drones 3 Typhoon Here were Titto's matchups: Feature Matches: Round 6 vs James Sooklaris: https://yugiohblog.konami.com/2018/06/round-6-feature-match-titto-maret-vs-james-sooklaris/ Top 16 vs Max Reynolds: https://yugiohblog.konami.com/2018/06/top-16-feature-match-maximillian-reynolds-vs-titto-maret/ It's worth mentioning as well that I'm currently 3rd place in DN matches with this list, with a 90% winrate (72-8.) However, some of my losses aren't exactly "real" (losing to giant bees flying into my room making me panic, losing to having a suicidal schizophrenic breakdown against an idiot mid-match, etc) so it's closer to like 76-4: Ok. Now let's talk about the actual list. Why Play Pure Sky Striker? Right. So the first thing I want to make clear is the context this deck was made in. It was around the time Gouki started getting extremely popular, about 2-3 weeks ago now. I had already wanted to play a go 2nd list since going 2nd is preferable in the mirror, and it just so happens that the hand traps that get around Called by the Grave in Gouki are better going second as well, such as Psy-Frame Gamma and Infinite Impermanence. Note that this was right before Trickstar Brandish got extremely popular, which was at the end of last week. However, if you play well, this isn't actually a hard matchup. I'll explain more about that in another post. Anyway, like I said, at the juncture of "good in the mirror" and "best outs to Gouki around Called," we arrived at a go 2nd list maining Gamma and Impermanence. That was the reason to actually play the deck for this event in the first place. Card Choices Some things might confuse people with this list, especially going by the YouTube comments. But there's a reason for every single choice with theory that goes back months now. I'll start with the weird monsters. Diabolos This card is part of a group of cards that go by the logic of "going for damage in the mirror (I'll include Trickstar Sky Striker in this too)." These cards include Twin Twisters, Called by the Grave, Diabolos itself, etc. They can't be considered in separation from eachother. What caused the need for going for damage in the mirror were the Cherries/Evenly builds that became popular online. The way that you beat that deck is just to ignorantly go for damage and not play into Evenly too hard. That's how we originally realized it and started playing these cards, but we stuck with them because going for damage just ended up being better in the mirror anyway regardless of their build, especially with the new End of Match Procedure rules. Naturally, since the cards that adhere to this logic are stronger in the mirror, we want to side more of them in the mirror. That's how we ended up siding a second Diabolos, a third Twin Twister, and a third Called. 1 Cherries The 38th, 39th, and 40th cards in my deck were 2nd Afterburner, Diabolos, and 1 Cherries. I had 3 spots left while building it. I decided that instead of playing three cards that shine in one match up but are bad against others, I'd play cards that are amazing in specific match-ups but that are decent otherwise, diversifying my match-ups. The 2nd Afterburner is good against Altergeist. Diabolos is good in the mirror. Cherries is good against Gouki and Spyral. Just like the Diabolos-Called-Twin Twister idea, these cards cannot be considered apart from eachother, and that's how we ended up with the numbers for them. Now for the weird Spells. 2 Metalfoes Fusion Elephant in room lol. So, just like the last two choices cant be understood apart from their context, the thing that must be realized about Foolish Burial Goods, Metalfoes Fusion, Twin Twisters, Called by the Grave, Airspace, etc is that they're Burning Abyss monsters. What do I mean by this? Recall the logic of the ratios of Burning Abyss monsters in my old BA decks from 2015. Instead of the "3 of one card before any of another" theory, they operated on "since they're the same card effectively and therefore redundant, spread them out as much as possible in numbers to minimize the chance of drawing two of the same one." The aforementioned cards in this deck operate on exactly the same logic. They're all combo cards that are bad in multiples. All that would be left, then, is to demonstrate that Metalfoes Fusion belongs in this list of cards. It is by far the best card to send with Multirole and Airspace, and along with Diabolos, the best card to discard for Twin Twister. Considering we play 8 of those outlets total (even more post-side,) I think we can justify another Metalfoes Fusion. Worst case, it's not that difficult to get them to destroy it when you set it in a format with Trickstar Lightstage, Knightmare Phoenix, and Jamming Waves. The last thing to mention is worries about "how many bricks we're playing." To begin with, it just so happens that Trickstar Reincarnation being in the format is pretty convenient for letting us play more bricks since they'll be replaced with the new hand. Second, Metalfoes Fusion and Diabolos are moreso combo cards than bricks in the traditional "Garnet" sense. The only real brick in the deck is Driver, and even then we still at least have Twin Twister. 1 Field Spell, 1 Terraforming This is just the right order to play them. Seeing them both is fine because you can use Field Spell on the dead Terraforming, which you can't do if you played 2 Field Spell instead. 2nd Field Spell in side comes before 2nd Terraforming because the 2nd Terraforming makes banishing the Field Spell with Desires way more risky. 3 Pot of Desires People say they don't like this card because the mirror is "resource-intensive" and they don't like "banishing too many resources." The reality is that if you're on the "go for damage" logic with Diabolos, Twin Twister, etc, then the mirror isn't about "resources," it's about just killing them. To add to that, you have to get to certain cards as fast as possible in other match-ups. Since, unlike Called by the Grave and Twin Twisters, this card is neutral to what matchup you're against while also being applicable to the same idea that made them 2 of's, this is the first card in order to go to 3. Only 2 Widow Anchor, Shark Cannon Shark Cannon is good against Trickstar, as well as when you're going for damage in the mirror to have a searchable way out of their Raye in Graveyard. It's also good if your Red or Blue get Cherries'd, to reborn theirs. These situations "come up" which dictate a need for it. Widow Anchor is played at 3 a lot, which I don't think is bad. However, it is weak against boards with Knightmare Goblin. I suppose you could argue that they lose anyway when they have boards like this, but they can end on it potentially through a hand trap (ending on a worse board.) Considering you don't really need to Widow Anchor much in the format in a going second list (whereas in a going first one you might just wanna set a bunch of them,) there becomes less of a need for this card, but this counterbalanced by the fact of Desires banishing it and the 2nd in deck "coming up," brings us to 2 copies. 2 Hornet Drones It just sucks when this card gets Cherries'd in the mirror, and Raye is almost always preferable to start with. With 9 starter cards in the deck, along with combinations like Multirole + Field Spell or Twin Twister + Field Spell, as well as the opponent's Reincarnations, I'm not that worried on the impact cutting one has on the consistency of the deck. However, against decks we side in Sphere Mode against, we want all 3. So we end up with 2 mained and 1 sided. That's it for the Spells, and we've already discussed Gamma and Impermanence, which concludes the main deck. Now for the weird stuff in the extra. 1 Scrap Dragon This, along with Omega, clears itself from the Extra Monster Zone. However, unlike Omega, it deals with Floodgates on board. So if they're playing Altergeist and have Anti-Spell up and use Multifaker in hand, you can Gamma it (which they can't Protocol because Faker activated in hand,) then get over the Marionetta or whatever on board to turn off Protocol, then Scrap Dragon the Anti-Spell and you're golden. Works fine against other helmet decks like True Draco as well. 1 Heavymetalfoes Electrumite Mike was the one that convinced me to put this card in as the 15th card over the Hexstia vs Skull Dread I was slaving over. I guess one pendulum did top so it's sort of relevant, moreso than World Chalice anyway. On to the side deck, stuff that hasn't been explained yet. How I Side I'm gonna start by copy/pasting the text document on how to side with this deck. It doesn't include Trickstar because it was made before that deck became popular but the siding against that deck is -3 Gamma -1 Driver -1 Cherries -3 Impermanence +3 Ash +1 Called +1 Diabolos +1 Twin Twister +1 Airspace +1 Drones: 3 Ash Blossom + Something Something This card's function is due to the popularity of Shared Ride, to make going second in the mirror and elsewhere still better even post-side. You hold it for that. 2 Sphere Mode This card acts as another hand trap that they can't Called by the Grave. 1 Hornet Drones This goes along with Sphere Mode mostly, since you can't normal summon Raye the turn you use it. But it's also good against Reincarnation and Anti-Spell Fragrance decks. 2 Mystical Space Typhoon, 3 Typhoon We just aren't losing to Altergeist. MST vs Cosmic Cyclone is debatable, but you can MST your own Field Spell to unbrick yourself. Also, paying for Cosmic Cyclone is not as good with the new End of Match Procedures. Typhoon, it should be mentioned, is also important in the mirror cus it prevents you from losing to a turn 1 Multirole while not being able to be Called by the Graved (unlike Ogre.) We're playing that over Evenly Matched in that matchup because better Altergeist players have caught on to not setting a trillion cards against us, and if they just set a floodgate and maybe a backrow and just try to go aggro we can be in trouble. And that's the deck. Might be subject to change some now that Trickstar is really popular though, but I don't think its a bad matchup if you play well. Once again, huge shoutout to Titto for top 8ing this event. 2 Fusion 2 Strong!
  4. Sky Striker - Deck Discussion

    i suppose its relevant to mention im using a going second list even vs combo decks, because gamma and transcience are the only hand traps that get around called by the grave vs the combo decks and obv gamma sucks going first. the only things that might make me wanna go first is if i was switching to artifacts and shared rides i suppose, since i dont wanna rely on not getting my s/t destroyed between twin twister and spyral killing them for free. also good point i totally forgot ygoscope.com i should be checking that. however its only been 2 days since sky striker were legalized and i think they updated weekly but good thing to note. and yeah thats true about iblee and lava golem. ill get back in more detail a bit later tonight
  5. Sky Striker - Deck Discussion

    in fact the skull dread + gamaciel combo is so obnoxious that some have taken to play lava golem as it hits both the gouki field and that combo.
  6. Sky Striker - Deck Discussion

    skull dread is what makes the skull dread + gamaciel combo possible which is the only scary thing that deck does. ive never seen firewall do a lot in my games vs it. ive found the only games im losing to it are when they go for the skull dread + gamaciel play so hitting skull dread would be important in that situation. also there are other rouge "brilliant fusion decks" i guess you could call them where skull dread is the only relevant thing they do (played against one last night that went skull dread into rescue ferret into nat beast lock.) but anyway regarding world chalice being a deck or not, idk if ive just played vs a disproportionate amount of them but they seem to be one of the only decks im actually losing against with my build lol, and id rather just not take that externality if i could avoid it. on hitting firewall vs gouki, its something i considered with that vs isolde before but in thinking worst case scenario, which is a soul charge followup, i think stopping them as early as possible is stronger as they have less of a gy to work with. if they just go junk forward + gouki and cherries resolves on isolde then making their soul charge good is really awkward. im assuming for the most part that you win otherwise hitting either firewall or isolde. also respond to my discord pms
  7. Sky Striker - Deck Discussion

    good posts everyone. id just like to mention the op and early posts are obv a bit outdated at this point. anyway the reason im posting is so i can get my thoughts written down in solving the problem of: if you're maining cherries and have one extra spot in extra, do you play hexstia or skull dread? (or stated differently, if you're maining cherries, is hexstia played before skull dread or is skull dread played before hexstia?) (sorry if this comes out jumbled and randomly i didnt plan this post formally at all) this may seem like a pretty specific question but its relevant to my build right now. if this doesnt apply to your build just skip this post i guess. a few assumptions are woven into this question. first, that you're covering the other bases with red and blue for mirror (and cus they're part of your deck obviously,) double helix for spyral, and isolde for gouki. second, at least in my list, it assumes that you're not planning to cherries any other targets against those decks, such as firewall against gouki (im not playing firewall currently.) third, it obviously assumes your regular non-cherries cards are all accounted for, making this extra spot the "15th card" in extra. what these assumptions do is establish that the only real cards you're left with to choose from are hexstia and skull dread. skull dread obviously to be an autowin against rouge world chalice decks, and hexstia to gain a slight advantage in the more popular altergeist matchup. we're immediately hit with a tough question: do we play the card that autowins an unpopular matchup, or do we play the card that gives a slight advantage in a popular matchup? now, of course, drawing cherries isnt that good against altergeist and it will be sided out. we're dealing with worst case scenario here of you drawing it. while cherries on skull dread giving you a huge advantage in the world chalice matchup is obligatory, what needs to be established is the circumstances in the game that would lead to cherries on hexstia mattering, since they involve a few assumptions as well. first, altergeist cannot really turn 1 hexstia. hexstia is something for later turns, ideally turn 2. the best thing hexstia does is back up a floodgate. so, we have a card meant to back up a floodgate that is summoned after turn one. this means that its only a problem comparatively if they draw the floodgate after turn one as well. why? because if they had it turn 1 (floodgate here meaning anti-spell/imperial order btw) the question of whether or not you had an out to it (twin, typhoon, cyclone, mst,) would have already been resolved and if hexstia arrives on the board next turn backing up that same flood, then you didn't have an out to it anyway. the question then becomes: if they didnt have a floodgate turn 1, how much of a chance do they have of seeing it in the next turn? also, do you usually win anyway since you're given that turn 1 to play, as they didn't have a floodgate? answering the latter question depends how good your hand is. if you can resolve a multiroll against that deck you can outpace them easily taking advantage of that turn, but that means you would have had to either draw engage or multiroll itself to do it that turn. in this case you wouldnt need to cherries hexstia regardless, since you already win from this power play. but if you have a decent or bad had, and you're given the chance to play that turn because they didnt have a flood, we'll assume that you didn't resolve a good multiroll and cherries on the hexstia may become more important if they draw the floodgate after. to answer the question of how much a chance they have of drawing the floodgate on the turn after. it's not that great. most of those decks play duality, some play card of demise, and usually desires too. the good news is that if they duality they cant hexstia that turn anyway, same with card of demise. so that means they either have to hard draw the flood for turn or desires into it to get to it. what all of this does is end up rephrasing the question of whether to play a card for a popular matchup thats decent or one for an unpopular matchup thats sort of an autowin. since we can assume that the only time the cherries for hexstia will be an issue is if they didnt open a flood AND they only either desires or hard draw it for turn next turn, that is relatively unlike and although the matchup is more popular, the unpopularity of that very situation counterbalances it and leads to the question being asked as follows: would you rather play an autowin against an unpopular matchup or play a decent card in an unpopular situation and here the answer becomes obvious, you have two unpopular situations but one card does more in its respective situation (we're assuming of course that cherries on skull dread hurts world chalice more than cherries on hexstia in the aforementioned situation.) while we dont have precise numbers here and are speaking in looser generalities, i think the case full skull dread before hexstia is pretty clear if any criticism of my line of thinking here especially as regards the actual dynamic of the matchup, id appreciate it. ive played a fair amount against both decks (more than probably the average duelist has vs world chalice unfortunately lol,) so i think my grasp on the facts here is pretty good but i may have missed something obvious or perhaps not obvious. thanks everyone. against just ignore this post if the original question doesnt apply to your deck _________________ edit: rereading this i found 2 issues. i fucked up lol. first, another thing in skull dreads favor that is that because you would side out the cherries vs altergeist and not side out the cherries vs world chalice if u played skull dread, you get more utility out of cherries overall in the world chalice matchup cus its in your deck for both or all three games. i dont think this changes that much though. second, and more pressing, maybe concluding that both were "unpopular situations" was kind of a loaded term because the popularity of altergeist as a matchup compared to world chalice would still make that situation come up some more times. so perhaps the more honest way to phrase it would be: an autowin vs unpopular matchup vs a decent card in an overall "decently" likely situation. that would, of course, make the question open again. which just makes my head hurt. ill sleep on it lol. i think im on the right track though
  8. they're just a really strong control deck
  9. starting 5 days from now the most relevant decks will be: 1. sky striker 2. gouki 3. spyral 4. altergeist and then a bunch of stuff like mermail, invoked mekk knight, infernoid, world chalice, etc which wont be as popular as those 4
  10. Sky Striker - Deck Discussion

    btw with new end of match procedures diabolos dmg pushes just became even better
  11. Sky Striker - Deck Discussion

    ill have to make a gouki op at some point, hm
  12. May 2018 F/L List

    fuck yeah brandish/gouki format inbound
  13. Sky Striker - Deck Discussion

    well well well
  14. Sky Striker - Deck Discussion

    yo if u get reasoninged blind call 4. infernoid isnt really playing it so there isnt a reason to call 1 and some guys are using it in brandish cus they think ppl will call 1 to just summon rei or diabolos for free.
  15. Sky Striker - Deck Discussion

    yeah if you're against pendulum luke's play is prob better and if you're against firewall decks or generall knightmare-centric decks i think my plays better two things: 1. i think the brandish mirror theory on mermaid from the last page is valid but its also a free out to iblee which i didnt realize at the time so thats a good reason to play it (frees up your brandish spells and is still able to crash if you want to evenly) 2. this might be too enlightened a play but against the iblee decks, particularly spyral, it can sometimes be a good idea not to immediately sanctum them post side and instead wait til they trig iblee in the gy to chain it for scythe. while you're probably going to take some damage that turn, the 1k loss from their mermaid (which they have cus they used it to get to iblee) makes it so they basically cant kill you, and youve made them use a lot of resources at this point. they cant get rid of their own mermaid either cus sleeper can only target their spyral and your cards. this might not work if they immediately link away mermaid though. idk just an idea to keep in mind for the occasional yolo. if you're controlling them its usually prob better to gun it on the second spyral summon tho.
  16. Sky Striker - Deck Discussion

    well we haven't been testing with pendulum generally cus we dont know what the list (if it ever comes) will do to it. against other decks for shit like knightmare goblin that point midleft and midright, that zone is def worse for them than middle where it opens 2 zones instead of 1. also, assume that they do summon in that corner zone, then they have to build up from there cus it will take another link monster for the pointers to even be able to reach their extra mon zone (assuming extra mon zone point down right, and 2 things they summon in the zones they free point left)
  17. Sky Striker - Deck Discussion

    regarding what zones to summon red and blue in when given the choice between extra monster zones, you usually wanna do red left blue right since they'll point to awkward zones on your opponents side of the field as opposed to the middle where they can do a lot more with it their links point to either side. just a small technical play thing to keep in mind.
  18. Sky Striker - Deck Discussion

    from yugioh wiki tip section: if u in g2/3 and ur opp has an unknown backrow i recommend using multirolls first eff on a dead card before activating engage so u dont get SKRRRRRRRRT on by cursed seal. if ppl start using cherries main next meta shift might be back to called by the gy cus u dont wanna sit there waiting for sum1 to do something, u wanna play. this will be even more relevant if ppl on diabolos again. i dont wanna overhype changes that are happening to a currently imaginary format nor do i wanna bias myself in my small bubble of ppl and shit familiar with these theory ofc. we also have yet to rly do authentic proper testing imo and its been more casual. but still we gotta keep track of this stuff cus these indications in this miniature version of the format could translate to the actual nats format itself. oh and it should have been obligatory but another one to keep in mind to check makin sure ppl doing legal plays is 3 spells in gy for second effs L O L
  19. Sky Striker - Deck Discussion

    smh who changed the thread name this deck will always b called brandish72 to me.....................
  20. Sky Striker - Deck Discussion

    some ppl play dragon ravine. dragon shrine works too
  21. Sky Striker - Deck Discussion

    One relevant ruling to keep in mind is Evenly Matched vs Brandish Maiden rei floating. Apparently there is some disagreement among judges* on this question but it not floating seems to be the majority opinion: *paulie made a post in adjcon about it and said everyone had a different answer to the question lol edit: just got confirmation from earl. rei doesnt float because the cards your opponent picks to banish f/d arent considered banished by the effect of evenly matched, they're just banished
  22. Sky Striker - Deck Discussion

    this deck is very easy to accidentally make illegal plays with. most of the spells need no monster in main monster zone to activate but that can be forgotten sometimes. cherries cant be used if they cherriesd your target beforehand but thats also easy to forget. make sure you: 1. keep a constant eye on their gy to make sure they arent adding a card with blue that they have in gy 2. keep a constant eye on their banished to make sure if they can use cherries. if they do use cherries, always make them actually reveal the card in tournament play 3. keep track of called by the gy activations to make sure u arent resolving effects illegally on the following turn 4. always stay on top of the present board state and whether or not their spells are able to be activated 5. keep track of field spell being up to make sure no one is using evenly matched or typhoon from the hand illegally etc,
  23. Sky Striker - Deck Discussion

    bonus meme: 21. I think a lot of the random extra deck shit people are playing sucks. The Bomber Dragon card is unreal to summon and resolve. I honestly don't think Troymare Mermaid is that good. My argument would be that the situation it comes up is obviously on top of Phoenix. Phoenix itself is summoned late in the mirror. Mermaid points down and it's purpose is to be able to summon a Brandish Link Monster in that Zone. However, since it's late in the mirror, this is the most crucial time for your Anchor to be live. So if you go down the Mermaid route, which has the purpose of summoning another Link, you're conflicting with your Anchors being live. In this case I'd rather just leave Phoenix up and keep my Anchors most of the time. Oh, and I'm not a huge fan of Trisbena either. I'm sure there will be some horror stories about people losing in time or barely getting burned to death but on the whole because of how the increments work for game shots the math doesn't really add up. I'll admit that my theory on the Extra Deck is more primitive at the moment in general, but I think based on this I could motion towards a few more Cherries targets instead.
  24. Sky Striker - Deck Discussion

    Some stuff on my mind (bolded the important ones): 1. If you're playing Shark Cannon don't side it out going first in the mirror because if you get Cherries'd then you'll want to use it on their Monster later game. Although the card is generally better going second because you can cut them off rei and then reset it for free with Multi-Roll, this situation going first makes it justifiable to keep in. 2. If you've sided in Artifacts for going first, don't set Sanctum at the same time as Solemns. Set the Sanctum and then Solemns on later turns. This is because Scythe blocks their turn anyway so anything extra is just a higher risk of Evenly winning them the game. 3. If they go for turn 1 rei + Field Spell play, use Cherries immediately on either rei's normal or the Field Spells activation depending on which order they did it. Either way use it before they have a window to activate Field Spell on rei is the point. This forces them to use a real card for Field Spell if they wanna use it. 4. Considering Needlefiber isn't getting released and using the axioms that the above article was based on, passing going first is a legitimate move. This is especially true if you're using a going second list and are seeing your Cherries, Evenly, Transience, Typhoon, etc going first. The other situation where it's legitimate is if you only opened Bit, no Called, and would lose to Cherries. Not many decks can just kill you. Not the mirror, not Mekk Knight (if you pass with no cards for them to summon Mekk Knight with,) not Altergeist, etc. 5. If you have a live Sanctum, determine the likelihood that they have a rei in hand based on their plays. If you think they have it, shotgun it so they can't chain rei effect while on field. If you think they don't have it, make them search it with Engage first so that they can't use the information of Scythe to get a better-suited card. 6. If you're using a going second list with potentially more cards, the determination of how many Afterburner and Jamming Wave you use is directly correlated to the proportion of Altergeist vs Mirror you expect to face. Simply put, Afterburner is good against Altergeist and Jamming Wave is good in the Mirror. The 2nd copies of these searchable cards "comes up" in their two respective match-ups. If you expect to play almost only Mirrors, do 2 Jamming Wave 1 Afterburner. If your locals or regionals is all garbage then go 1 Jamming Wave 2 Afterburner. If you expect a fair mix of both do 2 and 2. 7. Diabolos is a card I keep going back and forth on between main, side, and not playing it at all, and between 2, 3, and 4 (OG Foolish Burial) copies. It introduces many fascinating deck building possibilities which should be gone over in-depth in a future post. A few weeks ago when everyone thought the Field Spell was bad, it's effect wasn't as good because the worst card in their hand was obvious to them. But now that these worst cards have become live cards due to Field Spell, then you're not getting rid of nothing when you use its effect now, you're hitting a real card. One might be tempted to say, then, that Diabolos becomes better when people are using Field Spell and worse when people are not. 8. Activating multiple Spellbook of Judgment when opportune is one way to get around Typhoon and Ghost Ogre, but loses harder to Evenly Matched. Do this only in appropriate situations. 9. If it wasn't obvious, Metalfoes Fusion is the best card to send with Field Spell. But the implications of this haven't caught up to some people's deck building. The second best card, by the by, is Chimeratech going second after clearing their field with Toon Tables > Cyber Dragon because it deals with their field while turning into a real card and since Field sends Chimeratech to GY you're free to use Brandish Link Monsters. 10. Some people are siding Spell Canceller to go Bit > Token > Red > tribute for Canceller. Obviously this will only work turn 1 since after that I'll be able to have enough Spells in GY to get over it with a rei line. This is another thing making Sanctum and Diabolos better. 11. Altergeist actually cannot win the grind game against this deck. You get them off Anti-Spell or Imperial Order or Village, you win. They don't draw any of them, you win. This is because you're resolving too many Afterburners and Cannon on Manifestation for them to keep up with. Your deck building against this deck should be focused on only beating those three cards. The options that beat all of them are very limited and they're essentially Typhoon and Evenly Matched, which both happen to be good going second in the mirror as well. I think these additions to one's deck just become obligatory at this point. 12. The safest fields (read: Spellbook of Judgment resolutions) in the mirror are when your opponent has Field Spell up because to get rid of that they'd have to replace it with another Evenly Matched blocker in their own Spellbook of Judgment. It might become wise to just float on the "end on double Engage in hand" plays until they have Field Spell up, instead of just going for your own Spellbook of Judgment. This would be a potential evolution in the technical play of the mirror. If such a thing occurred, Evenly Matched might become weaker against better players. 13. Solemns actually just suck I'm not tryna set them turn 1 and just lost to Afterburner/Jamming Wave when I could have blown them out with a set Fusion or Artifact. Any other strategy than just setting one of em with a Link Monster loses harder to Twin Twister and Evenly Matched. 14. Obviously the player with the third Claw in the mirror is going to have an advantage, but it's not that good against other match-ups like Altergeist if they have Protocol, Mekk Knight if they already have access to Invocation (it does stop them from sending Aleister for Spellbook of Knowledge though,) the Spyral Brandish deck which I don't know if it is real yet, and ABC if people play it as a counter to Brandish (Brandish can have a difficult time dealing with their floating which is one of the reasons it's popular in the OCG.) I think the third Claw should be sided instead of mained if it's played at all. 15. But siding into 3rd Claw means in the mirror sided you'll be on 3 Claw and 1 Reborn which is like, a lot. Maybe it could be somewhat mitigated by playing more cards, and this might play into a weird Diabolos potentially go 1st deck that plays lots of Spellbook of Judgment, Field Spell, Metalfoes Fusion, etc. Still in the lab on this one... 16. It seems more and more people are evolving beyond Ash Blossom and Called by the Grave. This is a good thing for players with strong technical play, since your Pot of Desires are resolving more often and when the better player has more cards and more options they're in better control of the game. Almost since the moment I started playing Brandish I thought of Ash Blossom as a crutch card for idiots and I don't think it's necessary at all. Basically if I'm resolving a Hand Trap and it isn't getting Called, I for fucking sure want it to be Cherries. I don't think the dream of "xd cut off their only play with my Ash Blossom" is that real between an increased popularity of the Field Spell, them hard drawing rei or having Hornet Bit, and so on. I think Ashing their Blue that they plan to get Engage with is more or less playing from behind, naturally with the exception of it being their only play as well (which I suppose translates to Hornet Bit, but whatever.) 17. Speaking of such, If you only have one Cherries it's probably a good idea if they're on just a rei > Blue line to wait for your turn to play it because that likely means it's their only play so they're going to hold their Called and not set it in the End Phase to avoid Ash Blossom because that search is crucial, and you can then capitalize on this by using it on your turn while their Called isn't set (if they're still playing Called.) 18. Basically what I'm trying to say is while these 2017 idiots are out here playing with fair cards like Ash Blossom and Called by the Grave I'm in the year 2018 on Cherries and Evenly going second and for the time being you probably should be too. 19. This deck struggles against Invoked Mekk Knight cus they can just aggro you into oblivion. Torrential and Needle Cieling are good cards but its difficult to find room for them in the side because they'd only be good basically in that match-up and if you're on the Toon Tables and Evenly etc you're prob spending a lot of your side deck on switching to a go first thing. On the other hand, Diabolos seems decent against them. 20. Some clowns seem to thing that if Draco doesn't get hit that as hard that it will be a problem for this deck. This is completely untrue. I swear to god I'm more concerned about Altergeist seeing Imperial Order and Anti-Spell Fragrance than I am about that deck seeing them. In any event, they're in a conundrum over your Diabolos. Why? Because they want Master Peace to be unaffected by Spells to not get Afterburnered but this will cause it to not get the gain from Diagram which means Diabolos will be able to attack over it. Also, this is on top of the Evenly and Typhoon and maybe Twin Twister etc whatever shit that I hope you're playing. Brandish is just better at control than that deck is at helmet.