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IronPirate last won the day on May 12 2014

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About IronPirate

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    based owsley
  • Birthday 11/28/95

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  1. Bujin Hiruko

    This card works best in Zoodiac variants, as they can search it in the middle of their typical combo with their Gigant Xyz. It's the amount of different types of Zoodiac variants that this card snugly fits into that make it remarkable. A Zoodiac Lawnmower Infernoid list placed third at the Hatti CS x Ooarashi Cup in Kagawa, Japan playing this card. Their extra deck contained Bujintei Kagutsuchi, as well as Bujintei Amaterasu. You can overlay two Zoodiac Molmorat for Bujintei Kagutsuchi, mill five (potentially Infernoid monsters), then use Bujin Hiruko to rank the Kagutsuchi up into Amaterasu, who can immediately special summon something like Dekatron, or some other monster banished by Fairy Tail - Snow. This is a very recent innovation, and we wot know whether Hiruko in Infernoids will be a format standard until we get more tournament results. While I haven't seen any Zoodiac ABC lists achieve tournament success, this card has a place in that deck, as well, but in addition to ranking up from Kagutsuchi to Amaterasu, we can also summon Bujintei Tsukuyomi. Milling A, B, and C pieces puts you that much closer to summoning ABC dragon, as well, although milling isn't as strong in ABC as it is in Infernoid. Then there's the obvious application in Zoodiac Metalfoes; it's a low scale. Hiruko has made appearances in Metalfoe lists, but they probably benefit the absolute least from milling and summoning Amaterasu, so in my opinion it would be wiser to play a low-scale like Dragoons of Draconia; it has better stats, a lower scale so you can summon level threes and twos, and a more useful Pendulum zone effect. Perhaps what's most ironic is pure or Kaiju Zoodiac variants, the most popular variants in tournaments by far, don't really benefit from this card at all. They would be better off searching another Zoodiac monster. To recap: Infernoid can benefit from Kagutsuchi and Amaterasu ABC can benefit from the same cards, although not as much, and can benefit heavily from Bujintei Tsukuyomi Metalfoes have better options than this No practical applications in pure/Kaiju Zoodiac lists
  2. I mean it'll happen one out of 1,000 games, but you can tribute summon it to attack directly for 2,800 when you have the field spell up.
  3. This card clears both fields, and since it destroys the True King on the board, triggers its effect as well, if the attributed monster you destroyed wasn't a second copy of the card you summoned. Of course, you can also just destroy it with the field spell. You can also actually summon and attack directly with it, if you ever needed to, which is why it takes precedence over The Wicked Eraser, which boasts the same field wipe effect.
  4. Magician Pendulum - Discussion

    I kind of agree that Dark Fang is superior to Dragonpit when the two are compared. They share the same scale, and play similar roles. Black Fang, rather than destroying defensive cards straight-up, aims to extend your plays further and bait out their defenses instead. It's level four, and doesn't require you to discard a card. It only falters in that Dragonpit can destroy opposing scales and continuous cards, while Black Fang can not. Dragonpit proved invaluable against more trap-heavy decks, but it may be better suited for the side than the main. Allure of Darkness has always been a uniquely useful draw spell. While cards like Sacred Sword of the Seven Stars in Dragon Rulers and Trade-In in Blue-Eyes served to dig deeper into the deck while advancing your game state, Allure doesn't really advance your game state much at all, as decks that play it rarely benefit from vanishing a dark monster. Even so, historically, many decks that have a high count of dark monsters play all allowed copies of Allure (see launch-Blackwings, Infernity, Tele-Dad). It'a true that all of your dark monsters are important, but it is also true that some are more important than others. I'll gladly banish drawn Odd-Eyes and 'gazer monsters if it means I see more copies of my more important elements of the deck. Allure is so special because it allows you to see your draws before you decide what to ditch, and I think all decks that can support it should be playing some number of the card. Since nearly half of the cards in the deck are dark monsters, I feel that the deck can support all three copies. I am spooked about drawing Pendulum Call with my Iris/Wisdom/Joker. And the likelihood of this is very low. But I am also spooked about drawing Pendulum Call after turn one, or two, in which the deck aims to destroy cards in the scale to continue its plays. When you have a hand that can resolve multiple Iris Magicians/Wisdoms, do you play Pendulum Call anyway, and go with a weaker play? Or accept the brick? None of the cards in the deck become weaker if you remove Pendulum Call; it's unsearchable. But it ensures that you have a scale, much in the same way that Sky Iris does, and dumps a magician in grave for Eidolons/Oaf (but not Dark Fang, since it can't be destroyed). I can't think of many scenarios in which destroying a monster on the field to resolve it's effect would be correct, since we want to be using these monsters as special summon materials. There are many pros and cons to this card, and I'm in no position to fully accept or condemn it. As it stands, how I see the deck now, I can't find any cards that are explicitly less useful than Pendulum Call.
  5. Magician Pendulum - Discussion

    There are very few scenarios in which you're banishing magicians from the field, or sending them from the hand, and not banishing them from the grave. You don't really need to recur every single magician, but if you must, Omega can return them to the grave. Putting Magicians in the grave is more of a pro than a con, since it actually turns on Oaf. There are no combos that need all three Iris, or all three Tune Magician, but adding them to hand in a situation in which you would normally recur nothing is nice. I very rarely have tutored Black in testing. It feels like a Cyber Dragon, when I just want a Gofu. There's lots of reasons why it could be useful, and I challenge you and anyone else to prove me wrong, but my stance has been stated. There is actually only one way to destroy Iris in the monster zone, and that's with Sky Iris, which should probably be destroying Scales before your pendulum summon instead. You can't use Wisdom-Eye or Iris before or after you activate Pendulum Call, which is actually a huge deal since you want to be activating those cards as much as possible. PS: thank you for merging my thread, I hadn't noticed a deck discussion for Magician.
  6. Magician Pendulum - Discussion

    I've been playing with cards from the upcoming structure deck for a couple of weeks now, and honestly the deck is just bonkers. I can't think of an appropriate adjective to describe how powerful this deck can be. All of a sudden, we have a pendulum archetype that has the tools to beat Twin Twisters and counter traps within its own engine. Through Chronograph Sorcerer, Astrograph Sorcerer, Odd-Eyes Fusion, and Aleister, we have a good amount of non-pendulum plays we can be making to bait out defensive cards so we don't run into those beefy Solemn Strikes as much. The deck is consistent, capable of ending turn one with multiple defensive outlets, and more than able to OTK the opponent (with removal via Pendulumgraph of Spacetime and Dragonpit) on the following turn. You're all going to lose to this deck sooner or later. Go read the cards, I won't spoon-feed you. On to the deck list. Main Deck: 42 Monsters (26) 3x Astrograph Sorcerer 3x Chronograph Sorcerer 3x Iris Magician 3x Tune Magician 2x Oafdragon Magician 1x Wisdom-Eye Magician 1x Dragonpit Magician 1x White Wing Magician 1x Stargazer Magician 1x Timegazer Magician 1x Performapal Skullcrobat Joker 1x Odd-Eyes Persona Dragon 1x Odd-Eyes Mirage Dragon 2x Aleister the Eidolon Summoner 1x Majespecter Unicorn - Kirin 2x Maxx "C" Spells (13) 2x Pendulumgraph of Ages 2x Sky Iris 1x Reckless Magic Circle 3x Terraforming 1x Odd-Eyes Fusion 1x Eidolon Summoning Magic 3x Allure of Darkness Traps (2) 2x Pendulumgraph of Spacetime Extra Deck: 15 1x Merkabah the Eidolon Beast 1x Raideen the Eidolon Beast 1x Caligula the Eidolon Beast 1x Odd-Eyes Vortex Dragon 1x Ignister Prominence, the Blasting Dracoslayer 2x PSY-Framelord Omega 1x Odd-Eyes Rebellion Dragon 1x Odd-Eyes Absolute Dragon 1x Number 24: Dragulas the Vampiric Dragon 1x Number S39: Utopia the Lightning 1x Number 39: Utopia 1x Startime Magician 1x Castel, the Skyblaster Musketeer 1x Abyss Dweller Some explanations Q: Why no Violet Poison and Black Fang magicians? A: They aren't nearly as powerful as the rest of the cards they gave us. Violet Poison has a few niche uses, such as outing Vanity's Fiend-esque cards, and destroying an additional card when launched through Pendulumgraph of Spacetime, but the former is a rare occurence and the latter is achievable through Startime Magician. As for Black Fang, it requires an opponent to control a monster to destroy itself, and there are rarely any targets in the grave. We want our pendulums in the extra deck, and if they hit the grave, we want to banish them for Eidolon Summoning Magic. We still don't know what Supreme King Dragon Zarc does, but with such a hefty summoning requirement and requiring such sub-par cards in the main, I don't see it being worth it. Q: Why Odd-Eyes and Eidolons? A: Odd-Eyes entered the build to help fix my scales, a problem every pendulum deck faces (not to mention Persona Dragon is pretty good). The Eidolons work very well in the deck because they give your Terraformings much more utility, and put a DARK Spellcaster on the board for Iris Magician's effect, which wasn't a huge problem before, but it was kind of annoying having to normal summon cards that weren't Joker to do this, or summon monsters to the field with Chronograph/Astrograph. And hey, these Eidolon cards are good! Q: Pendulum Call? A: Pendulum Call is an amazing tutor, but it doesn't let us resolve Iris Magician for the entire turn! Considering that the strongest plays in the deck involve Iris, this is a little strange. Pendulum call is very good for searching Tune Magician before you pendulum summon, provided that your hand already sucked and you didn't open Iris Magician. Q: Luster?? A: Metalfoes have the luxury of being able to destroy Luster whenever they need to. We summon fours, sixes, and sevens, so a five scale doesn't really cut it, and with Sky Iris at five copies in a 42 card deck, I don't like my odds of drawing them both together. Luster on Iris Magician is kinda broken, but if you noticed, Astrograph Sorcerer serves that exact same purpose. Q: Odd-Eyes Pendulum Dragon??? A: Odd-Eyes Pendulum Dragon is a vanilla on the board, a tutor that takes a whole turn, and the worst possible scale. Sometimes, we can't free up space to activate it in the first place. Q: Bunbuku?!?!? A: Not a DARK Spellcaster. In order to resolve Iris Magician before the first pendulum summon (always correct), we must either normal summon a DARK Spellcater, or special summon one via the Sorcerers. Just wait until you drop Aleister, feel the power. Q: But how do you win? A: Just keep summoning monsters and destroying their defenses! There are many non-pendulum plays to be made in a single turn, as well as many ways to pick apart backrow. There is no one play that the deck has, it's very freestyle. All of the "scripted combos" involve Wisdom-Eye and Oafdragon. They're super easy to figure out, so I won't bother explaining it here. Play a couple of games, you'll get the hang of it. Miscellaneous Tune Magician is reaaaaaaaaally useful for summoning double Omega (see: White Wing Magician) 19 DARKs for Allure Oafdragon skirts around Tune Magician's restriction You can turn off Caligula by overlaying with the Aleister you added to your hand after fusion summoning Oafdragon + Tuner makes Leo or Nirvana High Paladin Summoning Evilswarm Nightmare has never been so easy (if you play it) If pendulum summoning for game wasn't enough, almost any two monsters in the deck can summon Performage Trapeze Magician This deck is crazy fun, has a steep learning curve, and some of the most powerful and versatile extra deck monsters in the game. It'll make waves. By the time the cards actually exist, the builds may look way different than mine; I chose to build with so many engines to test and showcase all that the deck is capable of. Try it out if you have the time, let me know what you think!
  7. YCS Anahiem Nov 26

    What kind of decks are in top 32?
  8. ARGCS Hartford: By the Numbers

    I'm a dumbass, if someone could move this to YGO General Groundz that would be appreciated.
  9. If you aren't familiar with this project, click here.   Another tournament passed last weekend, ARGCS Hartford, and as is to be expected, I made another spreadsheet. Again, only Qliphort and Nekroz are featured, as those are the only two decks that made the top cut, besides the lone Burning Abyss.   Something I added was the Staple Decklist. This is an infographic generated by adding the bare minimum of a card that EVERY duelist included in their deck. For instance, three Unicore would make it into this list, as everyone played three Unicore and no less, but zero copies of Djinn Releaser of Rituals, since at least one person played zero copies. This outlines the bare basics of a deck that absolutely everyone in the top sixteen agreed upon.   The information provided by the three Qliphort decks should be consumed with a grain of salt, as I only had three decks to draw conclusions from. With more decks representing a certain strategy comes more variance, and from more variance stems more conclusive data. The data for Nekroz should be very good, as I had twelve of those to work with.   Nekroz decks seem to be adapting to a Nekroz-centralized meta, as evident by the recent popularity of cards like Shared Ride, specifically geared towards the mirror match. Qliphorts remain more or less the same. Surprisingly enough, even though there were only three Qliphort decks, they all closely resembled each other, especially in the trap section.   Majority-Based Nekroz: http://i.imgur.com/ZmcQI1s.png Staple Nekroz: http://i.imgur.com/Z8TVTS7.png Majority-Based Qliphort: http://i.imgur.com/AgcsIdQ.png Staple Qliphort: http://i.imgur.com/CEgTgkJ.png Download spreadsheet: http://s000.tinyupload.com/index.php?file_id=80405311187510468958
  10. YGO! By the Numbers

    Thank you!   I included zero copies of Effect Veiler, as the most commonly seen number of Veilers in the main deck was zero. I didn't account for scenarios such as "at least one".
  11. YGO! By the Numbers

    I included a link to a spreadsheet below. This is a new project I've been working on. I compiled the data from the top cut of ARGCS Fort Lauderdale this past weekend, and broke down the top decks, their card choices, and the percentage of people playing any number of any given card. This makes it easier to research trends in the top decks, and, over time, analyze patterns of how these decks evolve, as I intend to make more of these following premier events.   Something I'm really excited about is the Majority-Based Decklist of the top decks. These are incomplete skeletons generated by taking the most commonly seen copies of any given card, and inserting it in the deck list. For example, 55% of Nekroz players in the top cut played three copies of Nekroz of Valkyrus, so I included three copies of Valkyrus in the main deck as opposed to two, which clocked in at 44%. Only one person played a main decked copy of Psi-Blocker, so I included zero copies in the deck list, as the majority of players used zero copies. In the event of a tie, I included the highest number of copies involved in the tie, as to provide more extensive data. In summation, if a card appears on the list, that is to mean most people are playing that amount of copies of a given card. That means the list will contain no "techs", it is a list with no outliers.   This infographic is very useful for getting a good idea of what the average build of a top tier deck currently looks like at a glance. In situations in which there are less cards in the deck than adequate, it is due to variance between deck lists, and differences in opinion of the individual players. For instance, there are very few extra deck monsters in the Majority-Based Decklist for Qliphorts. This is because Qliphorts don't have a strong reliance on the extra deck, therefore there is plenty of variance between extra decks.   Data will only be compiled for decks that take up at least three spots in the top cut of any given premier event, as to prevent the inclusion of arbitrary data. For instance, the one Burning Abyss deck that made top sixteen was not included, as you can't draw any conclusions from one source.   My purpose for doing this is to give myself a better understanding of the game. I do this for me, but I feel that it would be a sin to not relay the information to the public. My hope is for this information to be used to aid intellectual debate about the game, as quite a bit of the discussions I have lurked lately haven't been up to previous standards, from my perspective at least. I would be elated if anyone used this information as a weapon to strike down illogical arguments, or as a tool to strengthen their own.   -------------------------------------------------------------- Majority-Based Nekroz Majority-Based Qliphort Download spreadsheet
  12. Atlanta Regional Top 8

      Qliphorts can't pull off any particularly threatening plays with only two monster card zones. With a single copy of Graff or Cir at your disposal, you can soak up almost all the damage Qliphorts can throw at you, giving you time to set up on them. A nice plus to Ojama Trio is it does prevent Disk from getting it's effect, and stops Tower from ever hitting the field.
  13. Atlanta Regional Top 8

    This regional was my second event since nationals. I've been out of IRL YGO for a while since I just started my first semester of college, and moved two hours away from my local. Of course since YGO is a viral disease that I can never hope to get rid of even if I wanted to, I still kept up with the scene, watching ARGs and playing on DN when I can, so I still have a firm grasp on the meta and such. Here's what I entered, after some generous donations from a handful of my friends.     I knew I wanted to play Burning Abyss for this event, but I didn't know how I wanted to play it. I used a fairly standard build at ARGCS Atlanta the week before and did relatively awful, attributing most of my losses to opening unplayable hands of Malebranches that weren't Graff or Scarm, all purple etc.. I talked very briefly about the deck with a few local players, and whenever I would ask them their reasoning on the amount of Malebranches they chose to play, I would get some dumbass buster logic that I could absolutely not get behind. I remember one random player I spoke to was preaching about BA's matchups, and would say ridiculous generalizations like "you win the mirror if you opened more monsters", to which I would reply with an extreme hypothetical, "then why not max out the monsters". I watched in horror as a handful of players I had never seen before struggled to put together their half-baked ideas and pseudo-logic into a clean picture of what the BA deck should look like, while never directly answering the question.    This, more than anything, convinced me to play the build I used at the regional. Not because I thought my theory was golden, not because I was using some secret build, but because every single player I spoke to solidified my decision even more with their argumentative fallacies. I completely dropped all traps not named Fire Lake, maxed out on monsters, and played three The Beginning of the End to capitalize on this increased monster count, putting my main deck at 21 dark monsters. In a deck that mills a minimum three cards every time it makes a play, and showcases more than half the deck as dark monsters themselves, I was very comfortable with this choice and stand by it.   I chose to forego the use of excessive defensive cards. In my experience with the Burning Abyss deck, the player who is overly defensive, and has a few backrow to match their opponent's aggressive monster hand is in a weaker position. The more malebranches you have in your hand, the higher your output ceiling is for the turn. Perhaps running a full eighteen malebranche monsters was an incorrect way of approaching this theory, but I don't think my ideas are completely unjustified.   Raigeki, Dark Hole, and Allure of Darkness were originally Night Beams, but I couldn't find any before the event. I used to be very against running Dark Hole and Raigeki, but a friend convinced me they were a viable substitute as the gameplan for my deck is to be as aggressive as possible, hence the three Enemy Controller. I didn't play allure since I wanted to see as many dark monsters as possible, but went back on my own logic for whatever reason. Lastly, I don't play Upstart Goblin because I wanted to knock Qliphorts into the danger zone of "should I pay for Scout or not" as quickly as possible.   It was good seeing all my friends and local players after being gone for so long! It doesn't hurt that this was the best regional venue I have ever been to either. After shoving some Chik-Fil-A down my gullet, the rounds started.   Round One: Mystic Piper I recognized my opponent as an Alabama player. He's from a pretty competetive crew, so I knew not to take him lightly. I was a little scared when I saw his choice of deck to be honest, as I knew he could employ the use of Majesty and Vanity Fiend very well, although I didn't get hit with one the entire match. G1: I went first with a Dante and passed. He simply drew for turn and passed back. After a string of simple BA combos, I tried to swing with double Dante and Acid Golem, but was halted by Battle Fader. He didn't have many strong plays this game, being confined more or less to monarch summons and a floating Glow-Up Bulb, and after I cleared his Yazi with a Raigeki and fought through all the battle stoppers, I managed to take this game with relative ease. G2: He OTK'd me very early in the game with a horde of chaos monsters. Not much to say here. G3: More or less the same as game one. Aggressive beats defensive. 1-0   Round Two: Shaddolls My opponent looked rather inexperienced. After a little bit of conversation, he confirmed my suspicion. Very pleasant opponent. G1: I opened Dante/Cir and passed with no backrow. My opponent sets two, summons Denko Sekka, attacks my malebranche and passes. I read Denko Sekka incorrectly and tell my opponent he can't use his own backrow. Oops. I clear his board with Virgil/Alucard, and swing for huge damage. I chain Fire Lake to his Shaddoll Fusion, clearing my own board, and since he can't fuse he loses. G2: I think I just OTK him. Pretty uneventful, he couldn't summon any purple monsters this match. 2-0   Round Three: Shaddolls This was one of my favorite matches I have ever played. It was extremely back and forth and I couldn't remember all the details to save my life, but my opponent played very well, and it was an absolute pleasure to play him. G1: My opponent opened Shaddoll Fusion to my Dante. After countering his fusion monster with Virgil, I spent the rest of the game trying to play around his Shaddoll Fusions with Fire Lake and Enemy Controller. After a very long game one, I took it after resolving two The Beginning of the Ends. G2: I opened literally unplayable, with the exception of a Rubic, which I set. My opponent outed it with something or another, and attacked me with Denko Sekka five times for game. G3: Like game one, it was extremely back and forth and The Beginning of the End was a huge factor. My opponent forgot to add Shaddoll Fusion back twice, once with Core and once with Construct, and that ended up costing him the match as I felt totally free to special summon from my extra deck. 3-0   Round Four: Qliphorts (Brandon Henson) God fucking dammit. I had to play against my friend. He had a really good build of Qliphorts that a few local players worked on and were trying to keep secret, and ended up getting second place at this regional. G1: We know eachother's decklists, and he knows I chose to take the loss to Tower. He tunnel visions into it and I scoop immediately. G2: I open triple Dante, set Fire Lake and no bluffs since it's my only trap, and sure enough, get hit with the Night Beam/Trampolynx/Scout into Towers. Good games. 3-1   Round Five: Qliphorts My opponent seemed rather inexperienced, but appeared to still know quite a lot about the game. Not much to say here. G1: He opened Scout, Saqlifice on a dude, one backrow, and passed. I MST'd his Vanity's Emptiness, summoned double Dante and a guy, Enemy Controllered my guy away to take his only monster, and hit him down to 100 before ending my turn. He made some plays, set no backrow and passes right back. Nightmare Shark ended the game. G2: See game one. After the match he showed me that he sided out Towers. Thank the lord. 4-1   Round Six: Qliphorts They just keep coming don't they? G1: I'm pretty sure he just stomped me. I used a Fire Lake to destroy his Scout and backrow, leaving him only with his Qliphort, Saqlifice and card he drew for turn. It was a Qliphort, which he summoned by tributing his on field Qliphort, searched for Scout with Saqlifice, set up his scale, and pendulum summoned for game. G2: He had the opportunity to summon Abyss Dweller, but didn't realize it, and I locked him out of the game with a Fire Lake. G3: Again, he could have made Dweller but didn't. I knocked him down to 1700 with an Enemy Controller play, set up a Fire Lake, set Ojama Trio, and passed. During his standby phase I gave him three Ojama tokens. After he paid down to 900 for Scout, I chained Fire Lake, destroyed the Ojama Tokens, and each one burned him for 300. 5-1   Round Seven: Qliphorts Getting tired of this, but I'm not complaining as long as they don't play Towers. Someone tipped me off my opponent was a local player, and to not underestimate him, even though he presents himself as an inexperienced player. G1: He opens Scout, Saqlifice on a dude, pretends to think about setting his backrow for a while and passes with one facedown. I MST his set Saqlifice, and my opponent is elated, until I drop double Dante/Virgil, spin away his only monster and attack for game. G2: He opens a similar field of Scout, Saqlifice on a dude, and two sets. I have a hand of Tour Guide, a few malebraches and an MST. I attempt to special summon Rubic first, out of fear of Vanity's Emptiness, and sure enough, he chains to the reveal, forcing Rubic back into my hand. On a separate chain, I blast his facedown Shadow Imprisoning Mirror (!), convert my hand into Dante, Virgil and Graff, poke for a lot of damage, and end my turn with a set Fire Lake. I stop his only play with Fire Lake, and he surrenders. It's a shame that we had a five turn match, but I'm glad I wasn't on the receiving end. 6-1   Round Eight: Shaddolls I almost played against my fifth Qliphort in a row, but there was a re-pair.  G1: We both open rather weak, and after stopping eachother's plays, all my opponent has left to do is summon BLS. I summon Dante, tribute it for Enemy Controller to take his BLS, banish itself, drop my own BLS, and get in damage. He is finally able to string together some Shaddoll combos and can't come back with only one malebranche and a Tour Guide versus his Winda. G2: My opponent opens with Mathematician, sending Squamata and Falco, and passing to me with no backrow. I choose to summon Tour Guide rather than two malebranches, and my opponent punishes me with an Effect Veiler. I take Mathematician with Puppet Plant, make Dante, then special summon some malebranches and garner field presence. I set Non-Fusion Area, Fire Lake, and pass. I flip it in the standby phase to play around the possibility of the blowout Denko Sekka, and he picks apart my field with some simple Shaddoll combos. I get hit with an Ojama trio when I try to summon some malebranches, then get stopped by And the Band Played On when I summon Tour Guide. I spend the rest of the match looping Dante and Cir into Downerd Magicians, and my opponent has to surrender as he's locked out of fusion summons to counter them, especially after I drew more floodgates with The Beginning of the End. G3: This was a very complex game. Enemy Controller and Breakthrough Skill put in overtime against Winda, and I had to counter his Effect Veiler the same way I did in game one. I realized at one point that he had no remaining Shaddolls in his deck, and summoned Virgil/Zenmaines to out his double Construct. I wasn't too threatened by the spells and traps he added back with his El-Shaddolls, as I knew he couldn't do anything with them. He activates Shaddoll Fusion, looks through his deck, comes to the same conclusion I did a turn prior, and shakes my hand. 7-1   After final standings I came in at third place. I'm glad I grabbed my invite at the first regional I entered so I don't have to enter any more. I went home and just straight-up died on my couch. YGO events are exhausting. I might not enter another event for a short while, but in the meantime it was great seeing all these people I grew up with. Later bit.  
  14. ARGCS Atlanta - December 6-7

    Y'all niggas better come say hi. I'll be wearing a white Upsilon Delta Sigma fraternity jersey with purple letters.