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Found 28 results

  1. Barrier Statue Monsters:7 3x Barrier Statue of The Drought 1x Barrier Statue of The Inferno 3x Fossil Dyna Pachycephalo Spells:12 3x Card of Demise 1x Dark Hole 1x Mage Power (A OCG tech I am testing) 3x Moon Mirror Shield 3x Pot of Duality 1x Raigeki Mage Power: It's manly there in case I don't draw Moon Mirror Shield and in some cases finish off the op for game Traps:21 2x Blazing Mirror Force 1x Bottomless Trap Hole 1x Compulsory Evacuation Device 3x Dark Bribe 2x Mistake 3x Phantom Knight's Sword 3x Phantom Knight's Wings 2x Quaking Mirror Force 2x Solemn Strike 1x Solemn Warning 1x The Huge Revolution Is Over Blazing Mirror Force: I only run two because I think 3 would be a bit too much with Strike and Warning. It's a alternative way of removing monsters, good against most rogue decks, and against ABC if activate this card with a Dyna/Barrier Statue it's usually gg. Compulsory Evacuation Device: It's good against summons that could break my field. Dark Bribe: It's a staple in this deck since it protects the backrow against Twin Twister and the Barrier Statues from any Spell or Trap. Mistake: A Thunder King Rai-Oh in trap form and it's manly used as a anti-ABC, anti-,anti-Blue Eyes, and anti-Herald card. Against Kozmos and certain decks it can prevent them from thinning/searching into answer cards against deck. Though at times it can be dead or Twin Twister. It's usually against most searching decks if I have it on the field with a Dyna/Barrier Statue. Quaking Mirror Force:It's the only good mirror force card that does not target besides Drowning Mirror Force. Solemn Strike: Good manly against Kozmos, against any summon effect that could disrupt my field, and if there is not a Dyna/Statue in hand. The Huge Revolution Is Over: Another good counter against Twin Twister, Dark Hole, and Raigeki etc. Extra:15 2x Chimeratech Fortress Dragon 1x Number F0 1x Abyss Dweller 1x Diamond Dire Wolf 1x Fairy King Albverdich 1x Gagaga Cowboy 1x Gagaga Samurai 1x Gem-Knight Pearl 1x Infernal Flame Vixen 1x Number 52: Diamond Crab King 1x Number 82: Heartlandraco 1x Number 85: Crazy Box 1x Number 98: Antitopian Rarely used. Side:15 3x Barrier Statue of The Torrent 1x Book of Eclipse 1x Dark Hole 3x System Down 2x Twin Twister 3x Imperial Iron Wall 2x Mask of Restrict Mainly use when going 2nd, if the op is maining Skill Drain/Royal Decree (which really hurt this deck), or if playing against an Earth/Fire deck. The rest is manly anti-Pendulum,anti-tribute decks, Anti-ABC, Anti-Paleozoic, and etc. Strategy: It's your standard protect the castle deck in which you summon a Dyna or Barrier Statue (which prevents the op from special summoning) and protect it with back row. Note I don't run winter Cherries or Desires because they are expensive and I don't like spending $40 or more on a single unless I know I can flip it. I play this deck competitively because it's one the cheapest decks you can build and I always been a big fan of anything that is Anti-Meta/,Control decks. The decks main weaknesses is going second against a strong board and it can usually be gg if I summon a Barrier Statue of the same attribute of the op's deck. It's strength is going first against a deck that relies or needs to special summon to do anything. It's worst match-ups overall is Dark Worlds,Ghostricks, Gladiator Beast, Graydle, Harpie Ladys, Qli-Demise, Yosenju, Going second against most decks (Herald, D/D/Ds etc), and can lose to almost any deck that does not rely on a special summons. At the moment my locals is manly ABC's, Blue-Eyes, a few Metalfoes and Kozmos. I predict once INOV comes out officially there will be more Toadally Awesome decks and maybe a few more Metalfoes. If Metalfoes become more popular than Toad decks than I will main Torrent and side Inferno.
  2. (Not sure whether this should be in philo or here. Also, I did this with prior organization, and I'm going to be too lazy to make it pretty, so live with this massive block of words) First, I would like to introduce Psy-Frames, as well as the varients I may wish to play, and what I wish to accomplish with this form of practice (One may skip this as they please. This is just to get my own thoughts out of the way before giving the deck lists) . As many will know, Psy-Frames are a semi-well (Hated) known archetype that relies on the opponent activating effect/attacking/normal and special summoning, to which the Psy-Frame player will respond by using one of his gears. Before High-Speed Riders was released, there was quite a bit of excited from the archetype, until it was tested for the first time. Whether is was tested by the wrong individuals, or it simply wasn't played correctly, it was received that if the opponent did nothing, the Psy-Frame player would lose. This resulted in cards that were not meant for this super speedy format, such as Final Countdown, and Wave-Motion Cannon, being played. While not exactly being a veteran player (I started a little over 7 months ago), I feel as though I have gotten a fairly good grasp of how this deck should be played against tier 1 decks, as well as the intricacies involving the rather complex chains that involve Psy-Frames. However, I am still very much a relatively new player. I wish to receive the advice from more experienced players with more knowledge regarding theories in YGO when viewing this deck list and it's reasoning. Psy-Frame Control/Anti-Meta Monsters (19): 3 Cardcar D 1 Malefic Cyber End Dragon 1 Necroface 3 Psy-Frame Driver 2 Psy-Frame Delta 3 Psy-Frame Gamma 3 Psy-Frame Beta 3 Psy-Frame Alpha Spells (15): 3 Psy-Frame Circuit 3 Pot of Duality 2 Soul Absorption 2 Dark Hole 1 Psychic Path 1 Psychic Feel Zone 1 Shard of Greed (*) 1 Gold Sarcophagus 1 Terraforming 1 Emergency Teleport (*) (See the reason for (*) under the respective card's explanation.) Traps (5): 3 Psy-Frame Overload 1 Macro Cosmos 1 Skill Drain Extra Deck: (Syncho) 1 Psy-Framelord Omega 3 Psy-Framelord Zeta 1 Ancient Pixie Dragon 1 Ancient Fairy Dragon 1 Black Rose Dragon 1 Stardust Dragon 1 Crystal Wing Synchro Dragon 1 Hot Red Dragon Archfiend Abyss OR 1 Overmind Archfiend 1 Leo, Keeper of the Sacred Tree (Fusion) 1 Cyber End Dragon 1 Chimeratech Fortress Dragon (For Ghost Reaper and Winter Cherries) 1 Blue-eyes Spirit Dragon 1 Dante, Traveler of the Burning Abyss. Side Deck: 2 Cyber Dragon 2 Artifact Lancea 3 Ghost Reaper and Winter Cherries 2 Mask of Restrict 2 Imperial Iron Wall 1 Anti-Spell Fragrance 1 Soul Drain 2 Stygian Dirge I found this version to produce the highest win/loss ratio against 1700-1800 rated players on YGOpro. I will just go ahead and say that I do not count those who do not know how to play against Psy-Frames towards the ratios. Nor do I count lesser players or non-meta decks (Just as a note, it is less, "I think non-meta decks aren't viable", and more that they do not compete well against Psy-Frames). I supposed I'll explain the gimmicks behind the cards such as Soul Absorption and Necroface/Gold Sarcophagus. While relatively self explanatory, the reasoning behind my thinking them as competitive in this deck, as opposed to cards such as Maxx "C" and Drowning Mirror Force, should be explained in detail. Later, I shall expand upon 2 other variants, Pure and Synchro Speed, and explain why I need help regarding their theories, compared to this main profile. Soul Absorption, Macro Cosmos, Gold Sarcophagus, Necroface (Future: Pot of Cupidity) These cards are the ones that raise the most eye-brows. While Macro Cosmos is fairly understandable considering this meta, the others are somewhat odd. With Kozmos being as powerful as they currently are, the shock potential from these cards is slightly lost due to Lancea/Imperial Iron Wall being sided (Even in my own side), but I'll discuss these later. The goal of these cards is to place me in a position to not lose, in any scenario, unless I deck out, in which case time would have probably already expired. As strange as it sounds, in a Psy-Frame deck, Soul Absorption is never dead. With the about of banishment this deck does, consistently and constantly, the average LP I obtain in games where I have Soul active is, no exaggeration, between 18-24k LP. I feel that many people here will see the value of Gold Sarc/Necro/Macro/Soul Abs, when combo'ed together, but I shall still explain. Necroface is my out to not playing 3 Psychic Feel Zones, as well as having another monster to summon if my opponent keeps my Framelords off the field. Additionally, it recycles banished Drivers, and when combined with Gold Sarc + a couple other banished cards, is capable of getting over many problem monsters. The main reason, however, is for combo's with Soul Absorption and Gold Sarcophagus. 5000 LP will often determine games, especially when they become as grind-y as they do when playing against frames. With a single Soul Abs. on the field, and an Omega/Overload loop going, it's an easy 1500 LP per turn, while searching for frames. When in stale mates, simply banished zeta over and over again with Soul Absorption on the field will cause games to go into time and me to win because my opponent cannot get more LP than I. Furthermore, if I happen to banish a couple frames with Necro's effect, then I can use Psychic Feel Zone/ Path to add then back to hand or SS a Framelord. This makes this 2 card combo either +2 or an Omega/Zeta. This part of the deck is what take Psy-Frames, I believe, into a competitive format. Its is also the part that is easily replaceable for other engines such as my Sycnhro Speed Frames and Pure Frames. This is also what causes people on YGOpro to quit after my first turn is: Psy-Frame Circuit, Soul Absorption, Gold Sarcophagus, Pot of Cupidity, and Cardcar D. 18000 LP with 4 cards in hand, a guaranteed 3200 Att Necroface, and potentially a hand full of frames. Psychic Feel Zone, Psychic Path I have found these cards to be amazing... as well as inconsistent. The main use of these cards is to keep from all your Drivers from being banished. Along with Necroface, this give me 3 cards that allow me to once again use banished Drivers. Not much else to say. Path can be used to recycle fodder from using Overload, or, if Macro Cosmos is up, to reuse Gears again. Feel Zone is just simple. Good players don't let both frames get banished, so Feel Zone isn't as good in competitive play. Skill Drain, Malefic Cyber End Dragon, Emergency Teleport (*), Shard of Greed (*) The (*) next to Emergency Teleport and Shard of Greed is due to their currently being in flux. Shard of Greed is a free +1, as well as being Twister bait, which I will explain after the cards section. So it's not bad, and it's hardly ever dead, but at the same time, I have a list of other cards I could use to the same effect, plus some, with a bit of added inconsistency though. Emergency Teleport is a very interesting card, and is the core of my Synchro Speed variant, as well as having a lot of combo potential in all the other variants. One such combo is a Kozmo like effect of tagging out in order to attack twice. This is done with, usually, a Psy-Framelord, after they attack, by activating E-Tele while Psy-Frame Circuit is on the field to activate it's effect, which will Synchro Summon another monster from you're extra deck. It adds a lot of OTK potential with Malefic Cyber End Dragon, which usually results in about 9000 damage. The other big combo is to get out Red Dragon Archfiend Abyss when Pixie Dragon or Scarlight is on the field. Other minor combos are to use it for tribute fodder and Overload fodder. Now, we get to one of the MVCs of this variant. Malefic Cyber End Dragon. Yes, he does have his weaknesses, but they are nearly irrelevant, especially considering the nature of Psy-Frames. He gets over every Mega Monarch, with March and Domain active. He gets over every Kozmo Card. He gets over every BA/PK card. He baits Solemn cards (Who are the bane of Psy-Frames). He wins games in 2 turns if the opponent doesn't have an immediate answer. He also happens to combo with Skill Drain rather nicely. Speaking of Skill Drain, I do not believe I really need to explain the logic behind this card. All of my gears are hand traps, so they are not effected, it negates MCED effect, allowing me to SS without a field spell, and it hurts nearly every current tier 1 deck. Not much to say really. It's won me many games simply because I can batter people harder than they can batter me. Plus having a lot of LP from soul Absorption allows me to not care about the cost at all, stall for days, and all around ruin many peoples lives. Strengths and Weaknesses I decided not to discuss the core, as it would take up time and effort that would really not be useful, so I skipped right to the pluses and minuses of the deck. So, as many know, one of most glaring issues of the Psy-Frame archetype is the weakness from Twin Twisters being a main deck card. Especially since, in this variant, I run so much back row and so many continuous spell cards. This weakness is slightly covered by Delta, but I cannot always have it in hand, and losing my Field spell in the middle of a Gear effect is painful. (However, with the leak of the new Psy-Frame Multi-Threader, this issue will not be as difficult to cover against. Also, please note that I had been working on this post since before the card was leaked, and I can safely say I have been playing Frame for a long time, so this deck profile is not a hyped up one because of the new Support) The second largest issue is that of counter traps. While they hurt every archetype, it hurts Psy-Frames so much, I actually prefer to have my stuff Twin Twistered than to have my Beta get negated by Solemn Strike for game. Especcially since Psy-Frames rely so heavily on your opponent doing stuff, they can simply set Solemn and end turn. It is very nearly the biggest issue I have with frames, but since I can SS Malefic Cyber End Dragon and attack for game after a Warning and Strike, I consider it not as damn painful compared to not having my field spell. The last real issue is Imperial Iron Wall. While it actually has potential to be in my main deck just because of it's synergy with Frames (Kinda), I do not run outs to it. This is the meta of Twisters and Strikes, so there isn't much back row to begin with, and against most decks, Overload is all I need in terms of backrow removal. It can be annoying though, considering this entire deck revolves around the banished zone. Now for the pluses: I am fairly certain that deck deck cannot lose against any deck if I open with the correct counter starting hand. In a grind game, Soul Absorption Wrecks lives, and it is exactly what I want to do as Psy-Frame player. I can play cards that absolutely RUINS most current T1 decks, with ways of stopping them stopping me stopping them with things like Macro Cosmos and Skill Drain. (Ex: First turn Macro Cosmos against BA, he gets out Grampulse to pop it or has Twin Twisters in hand, I then Delta or Gamma respectively, get Omega, and proceed to win because he now cannot do anything until he top decks another Twister, Fire Lake, or gets another Grampulse. By then, I very well would have probably bashed him in with Omega.) It is a deck with a very, very high skill requirement to play, and to play against. Which means that your average YGO players will not be able to out smart you due to the nature of chains and Psy-Frames chess-like play style. This is part of the reason why average players despise Psy-Frames. It is one of the few decks I feel entirely safe to brick with. I've played with a lot of decks, and opening with a just a circuit is amazingly calming. It forces your opponent to play safe and not over extend, which prolongs games, which lets me get to the cards that will allow me to win. No other deck can you not play a card (Assuming your opponent knows what you're playing), and then watch your opponent struggle with deciding what to do. I have literally stalled for wins simply by ACTING like I have a Beta in hand while Circuit is active. Because they know that if they attack with their boss monster, and I kill it fire, SS into a Zeta or something, all of their resources would be gone, and they would not be able to out grind me. No other deck can boast this. Other Cards and Variants I May Want to Play (WIP) I want to see other peoples responses very badly, so I will be working on this while replying to comments. This is gonna get to be the largest section probably... Other Information Thanks for reading this nearly 2000 word post. If there was something unclear, please tell me and I will correct it or clarify it. I wish to know the opinions of other as to what they think of this. As stated, the other variants and cards are currently being typed, but I hope to get some criticism regarding their theoretical viability compared to this one. Thanks again for taking the time to read this, and I hope to debate regarding this deck's viabilty and my choices for it soon. (In addition to the still-being-typed section, if there was something that was not self explanatory, please tell me and I will add it in.)
  3. Yosenju Stun post-CROS

    Yosenju Stun Post-CROS   Yosenjus are one of my favorite archetypes, due to the fact that they are very budget, fun, and interesting. The deck, due to it's fairly unique style of play of not special summoning much, or using the graveyard, allows the use of many floodgates, as well as cards like pot of duality, therefore making the deck very consistent. It was indirectly hit in the April 1st banlist, with Vanity's emptiness going to 1, yet cards like Mistake and Loose a turn, (coming out in CROS), can replace it, although neither are as powerful.   Typed Decklist:   Monsters = 13   Thunder King Rai-Oh x1 Cardcar D x1 Yosenju Kama 1 x3 Yosenju Kama 2 x3 Yosenju kama 3 x3 Yosenju Tsujik x2   Spells = 11   Pot of Duality x3 Fire-Formation Tenki x3 Mystical Space Typhoon x3 Raigeki x1 Dark Hole x1   Traps = 16   Mirror Force x3 Bottomless Trap Hole x1 Torrential Tribute x1 Solemn Warning x1 Mind Crush x2 Macro Cosmos x1 Mistake x2 Loose a Turn x2 Vanity's Emptiness x1             Explanations:     Cardcar D= The reasoning behind Cardcar D is the fact that Yosenjus have very few first turn summoning plays, with the exception being Thunder King Rai-Oh, and usually activate duality and/or Tenki, set several traps and pass. By adding Cardcar D, you can go +1 without limiting your first turn plays. There are several problems with it however, including how it's mediocre mid-late game at best, unless in a simplified gamestate. Altogether, it's an interesting tech, and I like it, but understand how it may not be too good, especially if starting second.   Thunder King Rai-oh= Thunder King is a great card to start off with, alongside setting some backrow. It immediately stops Manju/Senju plays, and forces the opponent to either bait out his negate-special-summoning effect, or waste removal on him. (Like Raigeki). He can, for the most part, lead to winning the game by immediately forcing your opponent to make undesirable plays.   Mistake= Mistake is good against pretty much all meta decks, and although it also hurts some of the yosenju engine, chaining it to a manju/senju summon is very irritating for the opponent, and it's far harder to remove than vanity's. I like the card a lot too, as it stops a whole section of the game from being played. (Searching/digging into the deck).  It's the same as how Macro removes the grave, which is essential for a lot of decks, and Vanity's removes special summoning, (essential for nearly all decks).   Loose a Turn ​= Loose a Turn is effectively a replacement for Vanity's Emptiness; it's undoubtedly worse, yet it does the job and is still a strong stun card. It hurts Satellars, Shaddolls, Nekroz, and BA, although in reality, it's nothing more than an "itch" to them rather than properly shutting them down, like what Vanity's did. (Don't get me wrong, I love the fact that it's limited; it was a degenerate card, but it was really fantastic in this deck).   Mirror Force = I like mirror force due to the fact that it wipes the opponents field rather than just negating an attack, and allows for the yosenjus to punch harder, search more easily, and in some cases, OTK. It also stops you from being OTk'd and, in my opinion, is just a good card this format. (Please say I'm wrong though; I want to learn more about the game and meta, so please correct and critique everything I say).   I'm not sure whether I should go into anymore more card choices; I chose the, (what I think will be), most controversial cards, but if you have any questions about other choices, please do ask!   For the record, I have not discussed the extra or side deck. The reasoning behind this is the fact that I feel the extra deck is fairly self explanatory for Yosenjus, and it's very much the same for lots of different builds. (2 Cowboy, 2 Chidori, and generic rank 4s).   I would rather not discuss the side deck now, as I'm not 100% sure what the top deck after CROS will be. (It will almost definitely be Nekroz, but I would rather this discussion be focused on what to main deck to face the meta, rather than side. I will discuss the side if you want me to do so, but to be honest, I think it will most likely be ASF, Hands, and Light/Shadow Imprisoning Mirrors.  
  4. Volcanic stun

    Hello everyone I don't often post on this site but I constantly read different discussions and posts by others.   Anyways, below is my current Volcanic list.   Monsters: 3 Volcanic Rocket 3 Volcanic Scattershot 3 Volcanic Shell 3 Royal Firestorm Guards 2 Traptrix Mymerello   Spells:   3 Pot of Duality 3 Magic Planter 1 Snatch Steal   Traps:   3 Fiendish Chain 3 Vanities Emptiness 3 Mind Crush 3 Reckless Greed 3 Blaze Accelerator Reload 2 Traptrix Trap Hole Nightmare 1 Mirror Force 1 Bottomless Trap Hole   Extra: 2 Abyss Dweller 1 Castel, the Skyblaster Musketeer 1 Lavalval Chain 1 Daigusto Emeral 1 Dark Rebellion Xyz Dragon 1 Diamond Dire Wolf 1 Evilswarm Exciton Knight 1 Gagaga Cowboy 1 Number 85: Crazy Box 1 Number 80: Rhapsody in Berserk 1 Number 101: Silent Honor ARK 1 Number 103: Ragnazero 1 Number 82: Heartlandraco 1 Number 52: Diamond Crab King   Side Deck: 3 Ice Hand 3 Fire Hand 3 Imperial Iron Wall 2 Shadow-Imprisoning Mirror 2 Light-Imprisoning Mirror 1 Fairy Wind   Most volcanic decks usually run 2 summoner monk but I opted not to. This deck almost never has to special summon and monk would contradict with emptiness and make my opponent's emptiness live. The Mymerellos are in there for when my opponent makes me go first as outside of rocket, the deck does not have a very good normal summon turn 1. Mymerello helps with that and can search the nightmare to stop trish or bth for qlis. The fiendish are in over breakthroughs as they are targets for planter. The deck can pretty consistently beat any deck outside of qlis mainly because their normal summon's get around scattershot. I originally was maining msts to help in that matchup but it still made a minimal difference and I never wanted mst vs any other deck as volcanics lose to only a few floodgates. The sided hands help with the qli matchup but if I fail to draw them turn 1, the game is pretty much over. If anyone has any suggestions for something to help mitigate qlis that would help. I at one point was using x3 mst in main and siding 3 fairy wind along with the hands but it still was not working because a normal summoned qli with saq is just so hard to get around. The Iron walls are there for mainly Nekroz but also incase I play ritual beats or infernoids. I love 3 planter in the deck because it is almost never dead and it can completely change the game when played. It also has great synergy with reckless which helps mitigate the lose of a dp. Anyone have any thoughts or questions on any card choices and what can be improved? Thanks in advance.  
  5. Frog Monarchs Oct 2014

        Main Deck: 40   Monsters: 30   3 Mobius the Mega Monarch 3 Caius the Shadow Monarch 3 Raiza the Storm Monarch 3 Vanity's Fiend 3 Swap Frog 3 Treeborn Frog 1 Ronintoadin 3 Effect Veiler 2 Tragoedia 2 Gorz the Emissary of Darkness 1 Glow-Up Bulb 1 Tidal, Dragon Ruler of Waterfalls 2 Mathematician   Spells: 10   3 The Monarchs Stormforth 3 Enemy Controller 2 Mystical Space Typhoon 1 Foolish Burial 1 One for One   Side Deck: 15   3 Maxx "C" 2 Puppet Plant 2 D.D. Crow 2 Majesty's Fiend 2 Jinzo 1 Mystical Space Typhoon 1 Twister 1 Burial from a Different Dimension   Extra Deck: 15   2 Slacker Magician 1 Daigusto Phoenix 1 Downerd Magician 1 Gachi Gachi Gantetsu 1 Herald of Pure Light 1 Ghostrick Dullahan 1 Ghostrick Scouteboss 1 Gaia Dragon, the Thunder Charger 1 Gauntlet Launcher 1 Constellar Ptolemy M7 1 Photon Strike Bounzer 1 Black Rose Dragon 1 Scrap Dragon 1 Formula Synchron         Monarchs still have potential and as the format progressed, that potential only has risen. With your bad matchup, Satellarknight, having taken a back seat and your good matchup, Shaddoll, being the most popular strategy, this deck can be a strong anti-meta choice in this current format. The archetype also gained support due to the release of Stormforth in Duelist Alliance and the semi-limiting of Gorz on the October 2014 Ban List.     Raiza and Caius are obviously run in triplicates because they are the go to Monarchs to use when you want to get rid of floaters, namely Dante and the Shaddoll fusion monsters, without triggering their effects. Mega Mobius can be really devastating: blowing up 3 back rows, then running over a monster is no joke, especially against decks like Satellarknight. While I don't run any Water Monarchs, you can just use the frogs as tribute fodder to use it's additional effect, so it doesn't really matter. I decided to run Vanity's Fiend over Jinzo, because I expect to run more Shaddolls and Burning Abyss than Satellarknight combined. Jinzo, while solid, still let's the opponent use his engine, they can still fusion or Xyz over it. Vanity's Fiend on the other hand, is Vanity's Emptiness on legs and if they can't find an answer soon enough, they can't play YGO and just outright lose the game. Plus, Mega Mobius takes good care of their back row already. One might disagree with me, but if I desperately had to run Jinzo, I wouldn't run more than 1 copy. While Breakthrough Skill saw decrease in play in some deck lists and Light and Darkness Dragon could be teched, because he's very powerful in simplified gamestates, I think better cards exist.   As for the frog line up, I think running a full playset of Treeborn Frog is mandatory, because Rhapsody is real. The rest is pretty self-explanatory. Additional Ronins could be run, but clog up your hand, so I refrained from using them. I also have taken the advice on playing three Effect Veiler from a previous Monarch thread. (I was using 2 Veiler/2 Maxx "C" before) While it slightly conflicts with Tragoedia sometimes, it only makes sense, because your Shaddoll matchup is good enough already and it helps you to deal with your bad and mediocre matchup in Satellarknight and Burning Abyss respectively. Gorz and Tragoedia, while not as powerful as in the past, are still the best non-frog tribute fodder available. Turning the game around, stealing guys and copying levels for Xyz plays is still good. Battle Fader is just underwhelming compared to that, as it doesn't affect their board position in the slightest and thus hasn't made it into my Monarch list.   Stormforth is crazy good and is basically a better version of Soul Exchange, because you still get to use your battle phase. It also doesn't target, meaning it's an easy out to Leo. Speaking of Soul Exchange, the reason why you don't see it in my deck list is because I think that that card is just too slow for today's game and my testing showed me the same thing. Throwing a battle phase away and giving your opponent an extra turn is bad, the possible gain in card advantage is severely outweighed by the loss in tempo. Enemy Controller , with it's Brain Control-esque effect, is too good to pass up and Foolish Burial puts Treeborn Frog into the graveyard. Vanity's Emptiness, shutting off the frog engine and most of your tribute fodder, is really dangerous and since I had limited answers to it in my main deck, I included 2 copies of Mystical Space Typhoon to deal with it.   I had the deck built until this stage, had spots for 5-6 cards left and was really struggling to find suitable cards. I definitely wanted to see the frog faster and checked out other Monarch lists. Cards like Dupe Frog and Pot of Duality made me cringe, because again, the deck is slow enough already, I don't want to set stuff and throw turns away. Often times one turn is more than enough for Shaddolls and Burning Abyss to end you; I want to see the frog as fast as possible to get started. Upstart Goblin is the only card that was worth using and while it's good because your deck virtually runs less cards, it only let's you see your next card, not Treeborn Frog specifically.   That led me to running Mathematician. He sets up your graveyard by dumping Treeborn and also can be used as tribute fodder himself. He usually has the ability to survive a few turns, him getting run over in battle is undesirable for the opponent. The problem was, that if you had Swap Frog or Treeborn was in grave already, Mathematician was basically a blank card. I needed other cards to make him worth playing, cards that weren't compatible with Swap Frog, so Glow-Up Bulb came to mind. Newly limited to 1 , serving both as tribute fodder and allowing access to Synchros, namely Black Rose Dragon, the card was a decent fit. One for One can also be used to summon Treeborn Frog instead of Bulb, so that seemed perfect. The final card I added was Tidal, because he's a beatstick, can be tributed and be used to get dead frogs out of my hand. The main deck was done.   As for the side deck, I decided to use a plethora of hand traps, because they fit in with this deck's gameplan. Triple Maxx "C" was an auto-inclusion against Burning Abyss and since the most played decks are graveyard oriented, D.D. Crow can stop them in their tracks. I think Puppet Plant is definitely busted, but contrary to popular belief, they don't actually leave out a Warrior or Spellcaster as often as you might think, so I think 2 copies is fine. Depending on whether I face a backrow heavy deck (Satellarknight, rogue decks) or an effect based strategy (Burning Abyss, Shaddoll), I have Jinzo and Majesty's Fiend helping me out. The rest of the side deck space was dedicated to combat the hate they are siding in against me, namely Soul Drain, Dimensional Fissure or Macro Cosmos. Raigeki had the last spot, against aggressive rogue decks like Mermail or Batteryman or even when I go second against an Abyss Dweller. I run so many LV1 monsters, that's why you see 2 Slacker Magicians in the Extra Deck. It is very basic and I don't think it needs any further explanation. Formula Synchron is a card I'm testing and if it doesn't make the cut, I will probably put in a second copy of Downerd Magician or Daigusto Phoenix.     All in all, I think this is a very solid deck to use right now and hopefully you guys can give me suggestions or make counter-arguments against my card choices to make it even better. It's time to wreck Shaddolls.
  6. So, How about them Evilswarms? It seems to top every now and then but with NATS coming around the corner, I'm sure the internet's great minds can figure out a way to make this deck better. This is the best I can do. I need a way to draw monsters more efficiently. I use maxx c for draw and stopping power. Any help appreciated.
  7. Seal of Douche: The Movie

    [spoiler] 3 Cardcar D 3 Cyber Dragon 3 D.D. Warrior Lady 3 Evilswarm Thunderbird 3 Fencing Fire Ferret 3 Fossil Dyna Pachycephalo 1 Thunder King Rai-Oh   3 Mystical Space Typhoon 3 Shard of Greed 2 The Seal of Orichalcos   1 Bottomless Trap Hole 2 Call of the Haunted 1 Compulsory Evacuation Device 2 Dimensional Prison 2 Mirror Force 2 Mistake 2 Prideful Roar 1 Solemn Warning   2 Barrier Statue of the Abyss 2 Barrier Statue of the Heavens 1 Dark Hole 1 Dimensional Fissure 3 Poisonous Winds (Want a different card against harpies) 3 DNA Surgery 1 Macro Cosmos 1 Mistake 1 Soul Drain   3 Chimeratech Fortress Dragon 1 Abyss Dweller 1 Adreus, Keeper of Armageddon  1 Daigusto Emeral 1 Diamond Dire Wolf 1 Evilswarm Exciton Knight 1 Evilswarm Ouroboros 1 Evolzar Laggia 1 Gem-Knight Pearl 1 Maestroke the Symphony Djinn 1 Silent Honors ARK  1 Blackship of Corn 1 Photon Papilloperative  [/spoiler] Based off of the Barrier Statue/Orichalcos Anti-Meta deck that topped a regs last format.   I don't love the Doomcals, to be honest. I'll be ditching them once I find a suitable replacements (2 Lance + a third Roar or Fiendish Chains are my current plans), but it's still a nice card in the deck. Sticks on the field for awhile, so I just use it to regain hand advantage and stall out until I don't need it anymore. Fun card.   Carcar/Shard is fucked up powerful, the deck has mid-late game hand advantage like mad.   Prideful keeps Pachy, or a sided-in Barrier Statue on the field for prolonged periods of time. Even if a Pachy dies, I can just flip Vanity's and be pretty happy.   Extra Deck is silly, I literally never use it.    Decks that bother me:   Harpies. They clear my backrow and can place Hunting Ground over my Orichalcos. Game 1 they will usually win, unless they draw badly. Game 2/3 I swap out the Chalcos stuff for three poisonous winds. Matchup still isn't favorable, but Winds gives me the same attack benefit as Orichalcos vs Harpies at least.   And that's it. I can deal with everything else, don't even need my side for half of it.   This deck is fun as shit to play and it wins in places where it shouldn't. Hilarious.
  8. Hey guys whats up! Names Devon but go by the username D3von or D3vonator21! Not new to dueling been on and off with it lately but ever since these Xyz's came out.. i feel like it changed the game for the better! Like using Dragon Decks, Meta and Anti-meta and making my own tech choices to making new and original decks, ones that people would want to netdeck LOL! If anyone was ever on the dueling site called YVD (Yugioh Virtual Dueling) i was in clan (eL) made alot of friends who taught me how to duel the right way and learn the mechanics and rulings of alot of cards so if theres anyone who remembers me please hit me up haha!! **Shout out to (eL)Dominator my coach and homie!!!       
  9. Blackwings post JOTL

    3 Blackwing - Shura the Blue Flame 3 Blackwing - Bora the Spear 3 Blackwing - Kalut the Moon Shadow 3 Blackwing - Blizzard the Far North 1 Blackwing - Zephyros the Elite 1 Blackwing - Gale the Whirlwind 1 Blackwing - Kochi the Daybreak 1 Dark Armed Dragon 2 Thunder King Rai-Oh -18-   2 Pot of Duality 1 Allure of Darkness 1 Black Whirlwind 2 Deck Lockdown 1 Monster Reborn 1 Book of Moon -8-   3 Icarus Attack 1 Solemn Warning 1 Solemn Judgment 2 Fiendish Chain 2 Vanity's Emptiness 2 Compulsory Evacuation Device 2 Bottomless Trap Hole 2 Imperial Iron Wall 1 Solemn Judgment -15-   1 Ally of Justice Catastor 1 Armades, Keeper of Boundaries 1 Blackwing Armed Wing 1 Vulcan the Divine 1 Gaia Knight, the Force of Earth 1 Black Rose Dragon 1 Blackwing Armor Master 1 Gagaga Cowboy 1 Abyss Dweller 1 Lavalval Chain 1 Maestroke the Symphony Djinn 1 Diamond Dire Wolf 1 Ice Beast Zerofyne 1 Number 16: Shock Master 1 Number 66: Master Key Beetle   2 Genex Ally Duradark 2 Droll & Lock Bird 2 Maxx "C" 2 Mystical Space Typhoon 1 Heavy Storm 2 Eradicator Epidemic Virus 2 DNA Surgery 2 Soul Drain   Though probably still can't compete in the current meta, Blackwings have some new cool tricks. Most importantly Master Key Beetle, which you can easily make in this deck. (just Shura into Kochi or any level 4 BW + Bora) This card helped me steal a lot of games against the top decks, you just protect one of your continous traps like IIW/Vanity against Rulers or Deck Lockdown/Surgery against Prophecy. Another cool thing you can make is bouncing your Fiendish Chains or Deck Lockdowns with Vulcan the Divine (new Blizzard target! :)  ) or Zephyros. Armades is a nice addition to level 5 Blizzard targets as well. Oh and Ice Beast Zerofyne is pretty cute too, you beat Dracossacks and other annoying things with it. I really hope they slow down the format and give us a second Black Whirlwind or Gale so this deck can somewhat compete again.    On the main deck, I want to go to 40 but not sure what to drop, 3rd Icarus maybe. I originally played Shard of Greeds and Cardcar D's too, though they were ok I eventually had to cut them for room.  :( Other than that I'll explain any of my choices, just ask.  :)  Any thoughts?   
  10. Bullet Proof...I Wish I Was

    Bullet Proof...I Wish I Was   http://www.youtube.com/watch?v=qrDRzO-w-dY   Monsters: 14 3 Gravekeeper's Commandant 3 Gravekeeper's Recruiter 3 Gravekeeper's Spy 1 Gravekeeper's Assailant 1 Gravekeeper's Descendant 2 Thunder King Rai-Oh 1 Kycoo the Ghost Destroyer   Spells: 10 1 Book of Moon 2 Gravekeeper’s Stele 2 Pot of Duality 2 Royal Tribute 3 Necrovalley   Traps: 16 2 Bottomless Trap Hole 3 Compulsory Evacuation Device 1 Dark Bribe 2 Fiendish Chain 2 Torrential Tribute 3 Mind Crush 1 Gagagashield 1 Solemn Warning 1 Solemn Judgment   Extra Deck: 15 1 Lavalval Chain 1 Steelswarm Roach 1 Diamond Dire Wolf 1 Evilswarm Thanatos 1 Number 39: Utopia 1 Abyss Dweller 1 Number 50: Blackship of Corn 1 Gagaga Cowboy 1 Maestroke the Symphony Djinn 1 Photon Papilloperative 1 Evilswarm Nightmare 1 Wind-Up Zenmaister 1 Gem-Knight Pearl 1 Number 16: Shock Master 1 Evilswarm Ouroboros   Side Deck: 15 2 Imperial Iron Wall 2 Prohibition 1 Kycoo the Ghost Destroyer 2 Forbidden Lance 2 Rivalry of the Warlords 3 Mystical Space Typhoon 2 Debunk 1 Dark Hole
  11. Anti-Meta Constellars

    So this is the Constellar deck I've been testing out and I'vereally liked the results:   Monsters:   Constellar Pollux x3 Constellar Algiedi x3 Constellar Kaus x3 Thunder King Rai-Oh x2 Kycoo the Ghost Destroyer x2   Spells:   Dark Hole Monster Reborn Fire Formation - Tenki Forbidden Chalice ROTA Book of Moon Heavy Storm   Traps: Macro Cosmos x3 Dark Bribe x3 Vanity's Emptiness x2 Bottomless Trap Hole x2 Mirror Force x2 Fiendish Chain x2 Compulsory Evacuation Device x2 Torrential Tribute x2 Solemn Warning Solemn Judgement   Side: Fusilier x2 Mystical Space Typhoon x3 Deck Lockdown x2  Last Day of Witch Eradicator Epidemic Virus x3 Mind Drain x2 Prideful Roar x2   Extra: Standard   The deck hs been working nicely overall. Against Dragons I can usually pull through with all the different situations this deck can present. Against prophecy if I'm going first or if they couldn't go off turn 1 I almost always win as this deck can setup really beneficial first-turn boards against prophecy. Going second after they go off is a lot tougher for the deck but it can pull through a decent amount of the times. This deck is extrmely budget compared to te other decks of the format or the normal costellar builds for that matter. If you want to be able to play in this meta without breaking the bank this deck could be a good path to go on.   The main cards I'm iffy about is the Monster Reborn and Chalice in the main and the Last Day of Witch in the side. If anyone has any suggestions for good cards going second vs. prophecy it would be greatly appreciated.   Edit - Changes:   -1 Reborn -1 Chalice   +1 Helios +1 Lance     On Friday when the new XYZ comes out I'm taking out the Fusiliers and the Last Day of Witch from the side to try 3 Puppet Plants.
  12. http://www.youtube.com/watch?v=kH-qXZD3yx0       3 Evilswarm Castor 3 Evilswarm Heliotrope 3 Evilswarm Mandragora 3 Effect Veiler 2 Evilswarm Kerykeion 2 Evilswarm Thunderbird 2 Maxx C 1 Rescue Rabbit   3 Deck Lockdown 3 Infestation Pandemic 2 Forbidden Dress 1 Reinforcement of the Army 1 Monster Reborn  3 Imperial Iron Wall 3 Eradicator Epidemic Virus 2 Compulsory Evacuation Device 1 Solemn Judgment 1 Solemn Warning 1 Infestation infection 3 Droll and Lock bird 3 Kycoo the Ghost Destroyer 3 Electric Virus 2 Mind Drain 2 Soul Drain 2 Mst 3 Ophion 2 Bahamut 1 Gem knight pearl 1 Orobourous 1 Diamond DIre Wolf 1 shock master 1 Abyss Dweller  1 utopia 1 photon  1 thanatos 1 nightmare 1 Cowboy           Monsters: 1529A5CF-0210-4CFF-B004-C55E2FC2643A-5169-000004EEB00A4650_zpse57887da.jpg Spells: CC14747F-C5F8-47B7-8AFD-6C7EA5AF7AB8-5169-000004EEBAF8DBB1_zps79109de4.jpg   Traps: 267416D4-CED2-4C9F-B1F7-BE1F6AF684E8-5169-000004EEC7C13D78_zps11fec27c.jpg   Side Deck (for now, need help with it) 6B9ED056-1A55-49A1-A1A6-0EAADE47BB88-5169-000004EED78FDB1A_zps6d39d81e.jpg   Extra (Shock Master, Diamond Dire Wolf, Abyss Dweller, Cowboy will be in there shortly once I get them in the mail) 5F461375-20ED-47BE-9AEA-D173830064CF-5169-000004EEDEDBFB5F_zps8eba5bc3.jpg     Hey guys, So let me explain a few things first   - 1 Rabbit due to deck lockdowns and Imperial Iron Wall and to prevent a dead card late game - 2 Kerykeion because of Imperial Iron Wall - 3 Mandragora over 3 T-bird or Kerykeion because I feel it is mandatory to run 3, helps get out ophion easier - 3 Veiler, 2 Maxx C seems to be the right fit for me   - 3 Deck Lockdown because it stops so many decks, it allows me to set up then lockdown my opponent, yes it conflicts with rabbit, ophion, rota, but it hurts prophecy, dragons, mermails, alot - 3 pandemic after listening to everyone's advice, you were all right. 3 >2 - 2 Dress because I do not have a third and even if I did I dont know what I would put in for it, thoughts? - No dark Hole/ Heavy because of my s/t lineup and I just dont find dark hole to be needed   - 3 EEV- for prophecy/dragons (even though it doesnt really hurt them at all) - 3 IIW- for dragons/prophecy/mirror match hate -2 Compulse ( thinking about running 3), thoughts?   Side Deck- I need alot of help on it, im not sure if i should stick to this and side into a more control based deck for game 2, or if I should side droll n locks/electric viruses etc...If someone could help me out and give me a side deck list for this deck it'd be much appreciated   Extra Deck- pretty self explanatory, as i stated  the four cards i need are coming in the mail.   To explain the deck: Traditional evilswarm lineup with a few modifications so I could squeeze in alot of anti meta to increase my chances against dragons/prophecy. I always set up ophion then support him with my back row. Its a bit of an unconventional deck but the anti meta aspect really tackles this format head on, and especially for nats or a regional where alot of people run dragons/prophecy it is helpful to have these cards mained.  Thank you for looking, any and all help is appreciated  
  13. GK

      M: 18 3 Gravekeeper's Spy 3 Gravekeeper's Recruiter 3 Gravekeeper's Descendant 3 Gravekeeper's Commandant 3 Card Guard 3 Kagetokage   S: 14 3 Necrovalley 3 Gravekeeper's Stele 3 Instant Fusion 2 Royal Tribute 2 Pot of Duality 1 Allure of Darkness   T: 8 3 Safe Zone 3 Compulsory Evacuation Device 1 Solemn Judgment 1 Solemn Warning   ED: 2 Number 66: Master Key Beetle 2 Abyss Dweller 1 King of the Feral Imps 1 Number 50: Blackship of Corn 1 Photon Papilloperative 1 Diamond Dire Wolf 1 Maestroke the Symphony Djinn 1 Gagaga Cowboy 1 Number 16: Shock Master 1 Evilswarm Ouroboros 2 Darkfire Dragon 1 Rare Fish
  14. Clown Control

    Please help me make this deck more competitive! It's SO much fun, but it's SO bad!   3 Dream Clown 1 Maxx ”C” 3 Fossil Dyna Pachycephalo 2 Card Trooper 1 Sangan 1 Giant Rat 2 Thunder King Rai-Oh 1 Neo-Spacian Grand Mole 1 Spirit Reaper 1 D.D. Warrior Lady 1 Tsukuyomi   1 Monster Reborn 1 Dark Hole 2 Mystical Space Typhoon 3 Stumbling 1 Hammer Shot 1 Book of Moon 2 Messenger of Peace 1 Reinforcement of the Army 1 Smashing Ground   1 Solemn Judgment 1 Starlight Road 2 Solemn Warning 2 Call of the Haunted 1 Dark Bribe 2 Bottomless Trap Hole 1 Compulsory Evacuation Device  
  15. Cosmic Bunny

    [img]http://i.imgur.com/d32tX.png[/img] [font=times new roman,times,serif][size=4]--[/size][/font] [font=times new roman,times,serif][size=4][b]Monsters: 17[/b][/size][/font] [font=times new roman,times,serif][size=4]--[/size][/font] [font=times new roman,times,serif][size=4]3 Sabersaurs[/size][/font] [font=times new roman,times,serif][size=4]3 Kabazauls[/size][/font] [font=times new roman,times,serif][size=4]3 Jurrac Guaiba[/size][/font] [font=times new roman,times,serif][size=4]2 Tour Guide from the Underworld[/size][/font] [font=times new roman,times,serif][size=4]2 Spirit Reaper[/size][/font] [font=times new roman,times,serif][size=4]2 Rescue Rabbit[/size][/font] [font=times new roman,times,serif][size=4]1 Sangan[/size][/font] [font=times new roman,times,serif][size=4]1 Night Assailant[/size][/font] [font=times new roman,times,serif][size=4]--[/size][/font] [font=times new roman,times,serif][size=4][b]Spells: 10[/b][/size][/font] [font=times new roman,times,serif][size=4]--[/size][/font] [font=times new roman,times,serif][size=4]3 Forbidden Lance[/size][/font] [font=times new roman,times,serif][size=4]3 Mystical Space Typhoon[/size][/font] [font=times new roman,times,serif][size=4]1 Book of Moon[/size][/font] [font=times new roman,times,serif][size=4]1 Dark Hole[/size][/font] [font=times new roman,times,serif][size=4]1 Heavy Storm[/size][/font] [font=times new roman,times,serif][size=4]1 Monster Reborn[/size][/font] [font=times new roman,times,serif][size=4]--[/size][/font] [font=times new roman,times,serif][size=4][b]Traps: 14[/b][/size][/font] [font=times new roman,times,serif][size=4]--[/size][/font] [font=times new roman,times,serif][size=4]2 Bottomless Trap Hole[/size][/font] [font=times new roman,times,serif][size=4]2 Dimensional Prason[/size][/font] [font=times new roman,times,serif][size=4]2 Fiendish Chain[/size][/font] [font=times new roman,times,serif][size=4]2 Macro Cosmos[/size][/font] [font=times new roman,times,serif][size=4]2 Solemn Warning[/size][/font] [font=times new roman,times,serif][size=4]2 Torrential Tribute[/size][/font] [font=times new roman,times,serif][size=4]1 Solemn Judgement[/size][/font] [font=times new roman,times,serif][size=4]1 Starlight Road[/size][/font] [font=times new roman,times,serif][size=4]--[/size][/font]
  16. Monsters: 20 2 Cyber Dragon 2 Kycoo the Ghost Destroyer 2 Effect Veiler 2 Fossil Dyna Pachycephalo 2 Spirit Reaper 2 Thunder King Rai-Oh 2 Tour Guide from the Underworld 2 Wind-Up Rabbit 1 Black Luster Soldier - Envoy of the Beginning 1 Gorz, Emissary of Darkness 1 Neo-Spacian Grand Mole 1 Sangan Spells: 8 2 Pot of Duality 2 Mystical Space Typhoon 2 Soul Taker 1 Book of Moon 1 Dark Hole 1 Heavy Storm 1 Monster Reborn Traps: 12 1 Bottomless Trap Hole 2 Compulsory Evacuation Device 2 Solemn Warning 2 Dimensional Prison 2 Safe Zone 2 Torrential Tribute 1 Solemn Judgment Side: 15 2 Gemini Imps 2 Maxx "C" 2 Snowman Eater 2 Nobleman of Crossout 2 Dimensional Fissure 1 Mystical Space Typhoon 2 Dust Tornado 2 Needle Ceiling Extra: 15 1 Ally of Justice Catastor 1 Black Rose Dragon 1 Scrap Dragon 1 Stardust Dragon 1 Leviair the Sea Dragon 1 Maestroke the Symphony Djinn 2 Chimeratech Fortress Dragon 1 Number 17: Leviathan Dragon 1 Number 20: Giga-Brilliant 1 Number 30: Acid Golem 1 Photon Papilloperative 1 Temtempo the Percussion Djinn 1 Wind-Up Carrier Zenmaity 1 Wind-Up Zenmaines
  17. My locals is having a themed tourney tomorrow and its [b]No Extra Deck[/b]. So basically you cant play any XYZ, synchro, or fusions. I figured most people will play Chaos Dragons or Darkworld. There will probably also be GKs, chain-burn, inzektors, fairys. I figured I would just play some form of stun, with a focus on beating Chaos Dragons and Darkworld> [img]http://i.imgur.com/HZ17s.png[/img] 2 Banisher 2 Cardcar d 1 Crusader 1 DDWL 3 Alius 1 Stratos 2 Kycoo 2 Spirit Reaper 2 Thunder King ? Honest 1 Dark Hole 3 Gemini Spark 1 Heavy Storm 1 Monster Reborn 2 MST 1 Rota 1 Soul Taker 1 Terraforming 1 Seal of Orichalcos 2 Bottomless 2 D Prison 2 Mirror Force 1 Solemn Judgment 2 Solemn Warning 1 Huge Rev 2 Torrential Tribute I am pretty undecided on honest as you can't use it while banisher of the radiance is on the field. Also i dont think huge rev is necessary. Banisher, kycoo, and to a lesser extent spirit reaper i figured would be good against CDs and DW. Side deck probably needs work. Any tips or suggestions would be awesome!
  18. Rabbit Fossils

    So I'm preparing for a couple of Regionals coming up and need your help tweaking the side deck and probably a few cards in the main. Please offer whatever help you can. Thanks. [img]http://i.imgur.com/OJmqM.png[/img] Decklist: Monsters: 3x Wind-Up Rabbit 3x Fossil Dyna 3x Snowman Eater 2x Debris Dragon 2x Spirit Reaper 2x Thunder King 2x Meklord Wisel Spells: 3x Smashing Ground 2x Pot of Duality 2x Mystical Space Typhoon 1x Monster Reborn 1x Dark Hole Traps: 3x Dimensional Prison 3x Dark Bribe 2x Solemn Warning 1x Solemn Judgment 1x Starlight Road 2x Mind Crush 2x Torrential Tribute Side: 1x Thunder King 2x Cyber Dragon 2x Effect Veiler 1x Mystical Space Typhoon 1x Soul Release 2x Bottomless Trap Hole 2x Chain Disappearance 2x Shadow Imprisoning Mirror 2x Fiendish Chain Extra: 1x Catastor 1x Ancient Fairy Dragon 1x Black Rose Dragon 1x Gungnir The Ice Dragon 1x Orient Dragon 1x Stardust Dragon 1x Scrap Dragon 1x Zenmaines 1x Leviar 1x Acid Golemn 1x Utopia 1x Symphony Djinn 1x Gem-Knight Pearl 2x Chimeratech Fortress Dragon
  19. Comfortably Numb

    3 Tour Guide from the Underworld 3 Effect Veiler 2 Fossil Dyna Pachycephalo 2 Thunder King Rai-Oh 2 King Tiger Wanghu 2 Snowman Eater 1 Black Luster Soldier - Envoy of the Beginning 1 Gorz, the Emissary of Darkness 1 Kycoo the Ghost Destroyer 1 Sangan 2 Mystical Space Typhoon 2 Forbidden Lance 2 Pot of Duality 2 Soul Taker 1 Book of Moon 1 Dark Hole 2 Bottomless Trap Hole 2 Dimensional Prison 2 Solemn Warning 2 Macro Cosmos 1 Solemn Judgment 1 Torrential Tribute 1 Starlight Road 1 Mirror Force 1 Dark Bribe [18:10:13] 1 Chimeratech Fortress Dragon 1 Ally of Justice Catastor 1 Armory Arm 1 Stardust Dragon 1 Gem Knight Peal 1 Leviair the Sea Dragon 1 Maestroke the Symphony Djinn 1 Number 17: Leviathan Dragon 1 Number 30: Acid Golem of Destruction 1 Number 39: Utopia 1 Number C39: Utopia Ray 1 Temtempo the Percussion Djinn 1 Steelswarm Roach 1 Wind-Up Zenmaines [center]<iframe width="420" height="315" src="http://www.youtube.com/embed/Bpzxf_flm8M" frameborder="0" allowfullscreen></iframe>[/center] For those of you that don't know, I took Middle City/King Tiger+Burden.dek to my first SJC in Atlanta in 2008, finished with an X-3 record and lost in the first match of the public events playoffs for the DCK.
  20. Malefic

    Fun Deck I'm using on the side, r/f are welcome. Monsters: 13 3 Malefic Cyber End Dragon 3 Malefic Stardust Dragon 3 Beast King Barbaros 2 Ancient Gear Gadjiltron Dragon 2 GK Commandant Spells: 17 3 Forbidden Lance 3 Geartown 3 Terraforming 3 Trade-in 3 Upstart Goblin 2 Necrovalley Traps: 11 3 Dark Bribe 3 Skill Drain 2 Compulsory Evacuation Device 2 Safe Zone 1 Solemn Judgment
  21. Xexy

    Monsters: 15 2 veiler 3 xex 3 yagan 2 cartaros 2 thunder king 1 honest 1 Spirit Reaper 1 Worm King Spells: 9 1 Forbidden Lance 1 book 1 hole 1 reborn 3 duality 1 Smashing Ground 1 Heavy Storm traps: 16 2 bottomless 1 Mirror Force 2 Dimensional Prison 3 meteorite 1 judgment 2 warning 2 torrential 2 Starlight Road 1 Fiendish Chain
  22. [img]http://i43.tinypic.com/16k49wm.jpg[/img] While it does get some bad hands, it can work its way out of them pretty easily. The deck has a "Gadget Stun" feel to it, except for the times when it pulls out gungnir or triarm. Any suggestions are welcome; I'm looking to get this good enough to take to a regional instead of a more standard deck. (I'll edit in a text list later)
  23. Dark Gaia

    Monsters: 19 3 Vanity's Fiend 3 Caius 2 Koa'ki Meiru Guardian 2 Koa'ki Meiru Wall 2 Koa'ki Meiru Sandman 2 Morphing Jar #2 2 Spirit Reaper 1 Gorz 1 Fader 1 Grand Mole Spells: 17 3 Dark Calling 3 Duality 2 Soul Exchange 2 Upstart Goblin (experimental) 2 MST 1 Reborn 1 Dark Hole 1 Heavy 1 Book of Moon 1 Mind Control Traps: 4 1 Solemn Judgment 1 Solemn Warning 1 Torrential (or Compulsory, haven't made up my mind) 1 Dark Bribe Total: 40 Extra: 3 Evil Hero Dark Gaia 12 synchros and xyz of various levels and ranks My side is shitty so I won't post it, but right now it includes Fossil Dyna and End of Anubis (look it up)
  24. Anti-meta Chaos

    So here is the decklist. I've been away at college so I haven't played a lot, however, I have tested the deck in a few tournaments and its performed ok. I just need to get it up to that next level. Help? Anti-meta Chaos Monsters:22 2x Banisher of the Radiance 1x BLS 2x Cyber Dragon 2x Dimensional Alchemist 2x Doomcaliber Knight 3x Effect Veiler 2x Fossil Dyna 1x Gorz 2x Kycoo the Ghost Destroyer 2x Chaos Sorcerer 1x Spirit Reaper 2x Thunder King Rai-Oh Spells: 13 1x Monster Reborn 1x Dark Hole 1x Heavy Storm 1x Book Of Moon 2x Gold Sarc 2x Pot of Duality 3x MST 2x Smashing Ground Traps: 6 2x Solemn Warning 1x Solemn Judgment 1x Mirror Force 1x Torrential Tribute 1x Trap Dustshoot
  25. Just Can't Get Enough

    [media]http://www.youtube.com/watch?v=BuEULDJ0050[/media] Monsters: 11 3 Kagemusha of the Six Samurai 3 Elder of the Six Samurai 3 Thunder King Rai-Oh 2 Fossil Dyna Pachycephalo Spells: 14 3 Asceticism of the Six Samurai 3 Pot of Duality 2 Mystical Space Typhoon 1 Reinforcement of the Army 1 Shien's Smoke Signal 1 Heavy Storm 1 Dark Hole 1 Monster Reborn 1 Book of Moon Traps: 15 3 Double-Edged Sword Technique 3 Fiendish Chain 2 Dimensional Prison 2 Solemn Warning 1 Reinforce Truth 1 Mirror Force 1 Torrential Tribute 1 Trap Dustshoot 1 Solemn Judgment Extra Deck Gachi Gachi Gantetsu Number 17: Leviathan Dragon Wind-up Zenmaines Number 39: Utopia Adreus, Keeper of Armageddon Ally of Justice Catastor LSS Shi En Naturia Beast T.G. Hyper Librarian Brionac Naturia Barkion Black Rose Stardust Dragon Scrap Dragon Trishula
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