Gabe3Vino

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About Gabe3Vino

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  1. Ryan Pasnik in top 8
  2. I would also make the distinction that there are definitely decks with strong early games but if they fail to reach their win condition quickly, they fizzle out in terms of effectiveness. Last format Domain Monarchs for example; the mirror (at least in my experience) was almost always decided by who could maintain their resources the longest; the player who used up everything soonest lost, despite in general having equal early games. Nekroz mirrors were like this to a large extent as well in regards to Valkyrus and ritual spells. I don't know if these edge-case type situations would fall into a 'very late game' category though.
  3. Combination is definitely the better trap card now that we have a quickplay fusion spell, but Counter is still very strong. Previously this deck was hugely reliant on control and beatdown; those avenues to win are still open and in some ways supplemented by the newer cards, but I foresee the strongest build of this deck being able to use these new cards to consistently combo out into game damage, with the flexibility to create recursive boards. Mithrilum and Combination have very powerful recycling effects, that combined with Fullmetalfoes Fusion lack of a OTP-clause, seems really degenerate. In my mind, though terribly reductive and simple, this deck is now the Shaddoll deck to ABC's Satellars.
  4. That's a very good point. This has reminded me of later Nekroz format builds, when Village + Scolding wasn't yet popular but was the winning strategy for those in the know. That build in particular obviously tried to simply make all your opponents plays irrelevant, much like what I aim for with this deck, but it did also have a lot of known 'counters' to it. Yet the strength of the build wasn't in its lack of counters, it was how breaking the board often required so many of these counters that it put the opponent at a disadvantageous position to do so; getting through Village + Gungnir + Scolding, if you even could, often left very little to actually do anything. My approach to this deck, at least compared to the rest of the field, is that removing a card in hand is essentially the same as negating that card, or rendering it useless, much like what Metalfoes try to accomplish with boards like Kirin + Jowgen + Infinity. But clearly while the 3 Omegas + field of synchros is typically enough to game the following turn the majority of the time, getting to that point is exhaustive resource wise. Certainly the lack of plays once my big beaters were dealt with led to my loss. I don't know if there's a clear solution here, or if it's even worth it to try and solve the post-hand loop gamestate, given how little it may come up, but it is interesting. Definitely an aspect of gameplay I was foolishly ignoring. I had considered Arc Light previously; as you say he is much more diverse in dealing with the 1 card that's left. I really like that he's very easy to make with Plague + 2 LE's in grave. I had issues tho in cutting Crystal Wing for him, as I found that Crystal Wing came up more often, and more usefully in non-loop gamestates. I don't know if that was just me searching for him as an out to scenarios I found myself in, rather than him actually being my only out. I was also trying to figure out if there was an optimal time and way to make Arc Light at an early enough point in the game where hand traps were hurtful, without ruining the ability to actually play; sided games were I could make DarkLaw early and still combo out just felt that much safer.
  5. Well Demise on its own is a very special case of providing cards directly to my opponent. I had always considered any 1 card 'answers' to the loop to be defensive in nature, trying to take my cards away from me; cards like the various Mirror Forces, which can prevent me from winning but can typically just be played around smartly, or don't do enough to prevent game damage with 3 Omegas coming back. I didn't mention this in my brief post, but it was literally the ideal loop; I got all 5 cards from hand, and ended my board with Crystal Wing + Trish, so my opponent had to draw a Spell/Trap answer. Demise is an interesting card because it's a straight 1 card for 3. I don't know of many other cards that can do that completely on their own. In fact it's so narrow of an edge case I don't think it's worth trying to solve it, unless I'm missing out on some card that is more useful than Crystal Wing Synchro Dragon as a final hedge. To clarify, its not about topdecking the right cards, its about topdecking a single card with nothing else available. Other than Card of Demise, I'm not sure what has a 'good matchup' against this strategy of leaving your opponent with 1 single card available to them and having a monster effect negation. Although if enough of them exist that this scenario is relevant, I would be interested in discussing how to deal with them.
  6. Not super helpful but I think it's an interesting story: Yesterday I took this deck to locals again. In general I definitely felt my play was better, and I actually looped at a much higher rate than I expected, even in situations where I didn't think I could. Anyway in 1 of my rounds I faced against Qli Demise. I hand looped them for all 5 one game, and on my opponents turn he drew Upstart into Demise. He was able to end with a Qli w/ Saqlifice at 2700 ATK, so I couldn't crash my Omegas into it to try to return something to my extra (probably Coral) to clear it. I ended up losing that game as my resources were pretty spent. Just thought this would be a funny but potentially relevant situation to keep in mind. I certainly never considered the possibility of looping and still losing.
  7. OTS Rochester, NY - 61 entrants Decklist: Decklist Comments: Report: BTW here's some needed context for the day. I actually hadn't played a single game against anyone with the deck, and I didn't enter a tournament for ~3 months before this OTS. As such, all of my preparation was goldfishing turn 1 going first hands, and some scouting when I judged locals a few days before. This deck really relies on very good to perfect technical play, especially so in situations where you can't combo out. Going into the first match, and throughout the day, I thought I played pretty well despite being very nervous and rusty (an awful excuse btw), but of my few technical mistakes (of which I recall 3-4), 2 of them severely cost me. Match 1 vs. BA PK: Match 2 vs. Mermail: Match 3 vs Blue-Eyes Match 4 vs Infernoid Match 5 vs Pendulum Only 1 x-2 ended up getting into the Top 8; I placed somewhere in the teens as both of my losses ended x-2 or worse. Overall I was pleased with both 1. how often I was able to loop, and 2. how well I was able to play into peoples boards, barring multiple turn-stopper cards ala Veiler + Strike. I definitely wish I had been able to complete the deck earlier, so as to have test run it at a locals beforehand; I attribute both of my losses to poor play/decisions by me, especially in regards to siding. I still think this deck has the highest potential for straight out wins, but there are definitely more forgiving decks in the current meta.
  8. OTS Rochester, NY - 61 entrants Decklist: Decklist Comments: Report: BTW here's some needed context for the day. I actually hadn't played a single game against anyone with the deck, and I didn't enter a tournament for ~3 months before this OTS. As such, all of my preparation was goldfishing turn 1 going first hands, and some scouting when I judged locals a few days before. This deck really relies on very good to perfect technical play, especially so in situations where you can't combo out. Going into the first match, and throughout the day, I thought I played pretty well despite being very nervous and rusty (an awful excuse btw), but of my few technical mistakes (of which I recall 3-4), 2 of them severely cost me. Match 1 vs. BA PK: Match 2 vs. Mermail: Match 3 vs Blue-Eyes Match 4 vs Infernoid Match 5 vs Pendulum Only 1 x-2 ended up getting into the Top 8; I placed somewhere in the teens as both of my losses ended x-2 or worse. Overall I was pleased with both 1. how often I was able to loop, and 2. how well I was able to play into peoples boards, barring multiple turn-stopper cards ala Veiler + Strike. I definitely wish I had been able to complete the deck earlier, so as to have test run it at a locals beforehand; I attribute both of my losses to poor play/decisions by me, especially in regards to siding. I still think this deck has the highest potential for straight out wins, but there are definitely more forgiving decks in the current meta.
  9. Glad to see people still thinking about this deck. I had my OTS last Saturday and I'll do a mini-report later on when I have time; hopefully my experience might be useful to others, and I have some more solid conclusions having actually been able to play games. I still believe this deck has the highest ceiling with perfect technical play, but is also definitely one of the more unforgiving decks in the current meta. I was actually pretty pleasantly surprised how well this deck was able to play going second/through backrow. Game 1's against the Solemn cards were typically very difficult but otherwise, Coral Dragon alongside smart play were usually enough to move forward. Game2's and 3's were usually fine with Shadoll Dragon and Twin Twister. I think more pressing of an issue that I haven't been able to deal with is an Effect Veiler/multiple hand traps. Maxx "c" is somewhat of a lesser threat if you have the combo, although it can also be a pain when you don't have the loop and are just trying to dig. A lot of people had Ghost Ogre, which was very ineffective, even if it did deny the further Hyper Librarian draws. But a Veiler was almost always a turn stopper if they saw it on my NS. I had been contemplating if there was a way to get Herald of the Arc Light out easily and early, but this deck discards from hand/sends to grave from deck so often that I disregarded it as infeasible.
  10. That trap seems super degenerate given that DEF has always trailed as a stat.
  11. I guess my viewpoint re: Where Arf Thou? was that if you already controlled a level 1 monster, the only level 1 you could search that would be useful would be Synkron Resonator, which is already searchable via Resonator Calling. That's under my assumption though that by controlling a level 1 already, most likely Level Eater, that I had already used my Normal Summon to get in in the grave in the first place. Searching additional Level Eaters, or say GUB, at that point wouldn't be as useful other than as discard fodder, although I admit I may be looking at it too narrowly. I think I need to spend some time considering what conditions that search my be helpful. Or if even that many more cards to search out Synkron Resonator improves the early/midgame, since he is quite the combo enabler with a Level Eater in grave. I know some OCG list were playing Synkron at 2 for this reason. D.D. Sprite is definitely an interesting tuner to look at; I remember when it was released being disappointed by its summoning effect, but in this type of deck with a turn 1 wincon, it's definitely a piece to be considered. Especially as you note with it's interactions with D.D.R. In general I find that the deck really just wants more great level 1 tuners, but again Synkron Resonator might just be better in multiples then this additional standalone. Really the one downfall I would consider truly limiting to this deck is how little 1 card plays there are - in the form of Arma being able to dump something to lead you somewhere. Even Arma -> Plague is very lackluster without supportive pieces, since Stardust Charge only gets you back the card you had to put on deck for plague. Re: Pot of Desires, I guess I'm very risk averse to losing any number of Mali's/Plague's, or power spells. I agree that in general the ratios are favorable in terms of what is likely to get banished, and I also understand the mindset of you hold off on Desires until you have at least a bit of set-up anyway. Mostly I guess it's been a combination of my own laziness in performing calculations, and cheapness at not picking them up, stemming from the list I found that topped not utilizing it. But certainly more cards that help escape the early game would be helpful; for this reason I've been looking at other FTK decks like ACP's gishkill; and thus contemplating things like Hand Destruction, which is overall a neg but at least can somewhat mold the graveyard, and Dark World Dealings, which likewise is a neg that can fill the grave and has the added bonus of providing more utility to the Trishula effect. Maybe something like Into the Void would be useful as well?
  12. I think more importantly, in terms of lessons the TCG can learn from this, is that if they thought this deck was degenerate enough to ban a key engine piece, and we can replicate it to like 95%, then why isn't as successful in the TCG? Or does it have the ability but not the player pool behind it?
  13. Semi in line with your idea, it's a totally valid (and sometines it's the only) line of play to banish Grepher/Arma with Allure, to D.D.R. it back. Playing 2 means you can afford to use one as an engine piece while still having the other for the 4th Omega eff.
  14. This is the list that got 1st at the CO regionals a few weeks ago: Video Screenshot of Decklist 24 Monsters: 3 x D-Hero Malicious 3 x Blackwing - Gofu the Vague Shadow 3 x Dark Grepher 3 x Armageddon Knight 3 x Level Eater 2 x Summoner Monk 2 x Plague Spreader 1 x Jet Synchron 1 x Glow-Up Bulb 1 x Red Resonator 1 x Synkron Resonator 1 x Doppel Warrior 16 Spells: 3 x Instant Fusion 3 x Allure of Darkness 2 x Resonator Call 2 x D.D. Reincarnation. 1 x Foolish Burial 1 x One for One 1 x Soul Charge 1 x Reinforcement of the Army 1 x Reasoning 1 x Black Garden 1 Trap: 1 x Heavy Slump Extra 3 x Omega 2 x Formula Synchron 1 x Hyper librarian 1 x Accel Synchron 1 x Tatsunoko 1 x Coral Dragon 1 x Stardust Charge Warrior 1 x Ancient Fairy Dragon 1 x Trishula 1 x Crystal Wing 1 x Noden 1 x Beatrice Side 3 x Twin Twister 2 x Mask Change II 2 x Maxx "c" 2 x Gamaciel 1 x Shaddoll Dragon 1 x Farfa of the B.A. 1 x Mind Control 1 x A.o.J. Cycle Reader 1 x Masked Hero Dark Law 1 x Colossal Fighter I haven't seen much on this site about this deck, but it had been an extremely popular rougish deck in the OCG, leading to Level Eater's ban on the upcoming OCG list. Though the OCG has a bit more available in terms of broken spells to draw into - notably Monster Reborn and Card Destruction, the release of Gofu, Coral Dragon, and Allure of Darkness going to 3 has made this viable in the TCG as well. Much like Synchro Fusionist variants of the Omega Hand Loop of the past, the point of this deck is to use Omega, Trishula, and D.D.R. to remove all 5 cards from your opponents hand during your first turn, leaving them with virtually no plays. Should they Maxx "c" you, decking out the opponent is also a legitimate wincon, as well as digging for Heavy Slump in this particular list. This particular decklist is the most successful one in the TCG that I've been able to find, so I wanted to start the discussion here. The go-to 2-card combo is Gofu + a level 4 that gets Level Eater in grave. We'll use Arma for a simplistic example: SS Gofu, NS Arma. Arma effect to send Level Eater. SS Level Eater by reducing Gofu to lvl 4. Synchro Gofu + Level Eater into Accel Synchron Accel Synchron Effect to send Jet Synchron and raise Accel Synchron to level 6. Discard a card in hand to ss Jet Synchron Synchro Arma + Jet into Hyper Librarian. SS Level Eater by reducing Accel to lvl 5. Synchro Accel + Level Eater into Coral Dragon; Hyper eff +1 SS Level Eater by reducing Coral to lvl 5. Synchro Coral Dragon + Level Eater into Stardust Charge Warrior; Hyper eff +1, Stardust Charge eff +1, Coral Dragon eff +1 Assuming a standard 5-card start, you should now have 6 cards in hand w/ Hyper Librarian and Stardust Charge Warrior on the field, and Level Eater in grave. From here the hope is you've drawn into ways to get level 1 tuners on the board (One for One, Resonator Call + Synkron Resonator, Foolish + GUB) or Plague and Malis in grave (Discard outlets, Grepher being most notable). Beatrice exist in the extra as a last resort method to get this necessary fodder in grave when you have access to Stardust Charge + Mali. In using this decklist as a starting point, I have drawn a few general talking points that I would love for people to discuss with me: Maxing out on Grepher, Arma, and Monk (+ Rota) serves to maximize the chance to both see these monsters alongside Gofu, and generally provide Level Eater, Mali, and Plague drops to get out of the early game. However, I feel Monk tends to be least desired option, unless you've opened say multiple Instant Fusion, since most of your Spells are innately valuable on their own. Also, the Monk tends to sit on the board for a while assuming you've gone into the standard start I described above. I don't really have any good improvements for this in mind though, since I feel that level 4 access is so crucial to escaping the early game. Further, this deck is really hampered by the lack of level 1 dark tuners that can recur themselves to the field. I have been contemplating something like Unknown Synchron, which turns Instant Fusion + Arma/Grepher into a much weaker opening than as Gofu + said level 4, but given the rest of your hand (or what Grepher discarded) may allow you to play out of starting hands you were unable to otherwise. Unknown Synchron also has some synergy with Jet/Accel, specifically when you were unable to make Accel before seeing Jet. Black Garden is fine and easily manipulated to grab either Mali or Coral Dragon as needed. While its revival effect is appreciated, I often feel that once I'm at the point in the game where this is useful, I can finish comboing out without it. This slot may be better served by say Upstart Goblin, which actually helps me escape the early game. Heavy Slump is a killer but I don't always feel comfortable maining it. I think this may have more to do with my unfamiliarity with the meta and hand trap choices, though with a few events finishing up this weekend, maybe hand trap choices will stabilize one way or the other. I feel this deck is a really strong choice given how consistent it has been in testing to achieve its primary wincon, and the few lists that topped at the start of September. However I'm also uneasy about the fact that I haven't heard much about this deck the past 2 weekends; I can't tell if it just sucks over a longer event, if there isn't enough exposure to this particular variant, or if the people piloting the deck simply lack the skill/experience to play it to a successful finish. In some ways it reminds me of Gishkill by ACP, in that I feel that this is one of the stronger decks to play but there is virtually no buzz about it. Unnecessary context for those interested: Thanks for reading, please let me know if I can elaborate or edit down anywhere for clarity.
  15. Yeah you can get that far if the ship you start out with is Delta, but not any other ship; he originally mentioned this combo as a 3 card generic combo of Gofu, Island, and a lvl6 or higher ship. And I agree that he definitely meant ss Yaksha with AFD, so that it would be destroyed and thus be able to pop the next ship you bring out. But that introduces the inconsistency of him saying you bring out another(?) Delta with the other lvl6 or higher ship, in that 1. Where does that first Delta even come from, and 2. The way the effects would have to be activated don't allow you another send if you summon Delta but also want to pop it with Yaksha. On a positive note, I thought his mention of using Herald of Arc Light to get DD, and not just Planet was kind of refreshing. I had played FK Kozmo previously and had been stuck in the mind set of Herald is only to grab Planet to banish for Planet, so that was nice if not simple.