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Found 9 results

  1.  Dragon rulers Since the release of Lord of the Tachyon Galaxy in the TCG Dragon Rulers have made a huge impact on competitive play from the initial "baby build" that dominated 2013 NAWCQ to the September builds ranging from early Plant to the format defining Dragunity and Pure variants. January banlist saw them severely hit, but the player base still refused to lay down the all powerful dragons. While far from dominating, Hieratic Rulers made several tops, while the end of the format saw a new Dragon Ruler deck using Mythic Dragons combined with a lot of draw power, instead of the Hieratic engine. April banlist is here and with Hieratics getting what most see as a minor consistency hit, and Mythic version being intact, Dragon Rulers still remain at worst a possible meta call due to the ability to run Skill Drain in the main without considerate drawbacks.     CORE CARDS   [spoiler] These are the core cards played in Dragon Ruler decks. Banishing dragons to constantly spam rulers is the idea behind using them. Using dragon tuners lets you bring out powerful synchros, while themselves Rulers give access to rank 7 plays. While some spells and traps have good synergy, since the hits the deck got a support engine was needed to either tutor or dig for the rulers, and add additional plays to your arsenal. Dragon Rulers [spoiler]   Blaster, Dragon Ruler of Infernos Tempest, Dragon Ruler of Storms Tidal, Dragon Ruler of Waterfalls  Redox, Dragon Ruler of Boulders  The 4 Dragon Rulers remain the core of the deck and running all 4 is the current standard.  [/spoiler] Tuners [spoiler] Flamvell Guard   Dragunity Corsesca Debris Dragon Influence Dragon While the tuner line-up will depend on the strategy  each player chooses these are the most played. Hieratics will play Flamvell guard and maybe a Debris, while Mythics will add a second Guard and Influence Dragon. Dragunity Corsesca has seen play as an addition to both. Notable interactions: All can be used as Cards of Consonance targets Guard and Debris have a relevant DEF of 2000 Influence and Guard are valid Debris targets Guard is searchable with Blaster, while the other 3 are searchable with Tempest Guard is a vanilla to send with Dragon Shrine [/spoiler]   Spells [spoiler] Upstart Goblin Dragon Shrine Dragon Shrine is pretty self explanatory and is seen as a must at 3 since the limiting of Dragons. Upstart Goblin is nowadays considered standard and has been talked about and written more than enough. [/spoiler]   Traps [spoiler] Skill Drain Skill Drain is arguably the best card in the deck, and its relevance regarding the meta will determine how good Dragon Rulers are. Decks badly hit by it include: Geargia, Madolche, Spellbooks, Constellar, Evilswarm, Fire Fist,... Reckless Greed Reckless Greed gained a lot of popularity during the evolution of Dragon Rulers. Works well in combo decks, and decks that produce hard to break fields, so it can be considered for both variants. [/spoiler] Extra deck [spoiler] Mecha Phanton Beast Dracossack Number 11: Big Eye The rank 7 monsters go together with Dragon Rulers, 2 Dracosac and BigEye are considered staple extra deck cards. Scrap Dragon Stardust Dragon Crimson Blader Colossal Fighter Both deck make level 8 synchros with ease and these are the 4 most played. Leo, The Keeper of the Sacred Tree Trident Dragion Star Eater Black Rose Dragon Your tuner and strategy choice will determine what your extra deck will look like. These are some non-level 8 synchros you can potentially run. Notable interactions: Stardust Dragon and Colossal Fighter work good with Skill Drain up since both effect are not negated by it. Dracossack effect can be used to tribute itself under Skill Drain to still pop a card. Since the addition as Crazy Box as a staple in most rank 4 oriented decks, the importance of  having Leo and/or Star Eater has increased [/spoiler]   Other cards to consider Cardcar D Pot of Duality Hand traps ATK stoppers Mystical Space Typhoon Forbidden Lance Dark Hole Book of Moon Trap Stun Discard traps All "real" traps Stardust Spak Dragon Thought Ruler Archfiend Red Dragon Archfiend Angel of Zera Master of Blades [/spoiler]   HIERATIC BUILD   [spoiler] The first cards used as support were the Hieratic monsters. While not being a serious contender on their own, paired with Dragon Rulers, Hieratics saw a resurrection beginning of January format. While the later shift was geared to Mermail and Fire Fist, Hieratics remained a valid choice. The idea of using Atum to bring out other dragons while feeding the grave and deck thinning with Ashes is still a good one, despite consistency issues and weaknesses it has.   Hieratics [spoiler] Hieratic Dragon of Su Hieratic Dragon of Eset Hieratic Dragon of Tefnuit These are the 3 Hieratic monsters ran as support to the rulers. Eset and Tefnuit are combo starters, one a normal summon the other a lvl 6 Cyber Dragon with the Hieratic twist, while Su is the second combo piece able so special summon itself by tributing one of the other 2, and pop a backrow without losing advantage. [/spoiler] Vanillas [spoiler] Labradorite Dragon Luster Dragon #2 Wattaildragon One of the main drawbacks of running Hieratics is the necessity of running Vanilla Dragons to fuel the plays. While some advocate running 2 for extending the combos, considering the decks consistency issues, adding more normal monsters will not help.   Notable interactions: Labradorite has no ATK but is a Debris target and tuner Luster #2 can be tribute summoned over a Hieratic to make a potential Black Rose Dragon. It also can serve as Tempest discard fodder While Wattail can't interact with Tempest the 100 ATK is enough for it to at least be taken into consideration when choosing the normal dragon [/spoiler]   Spells [spoiler] Hieratic Seal of Convocation The Hieratics ROTA got Semi-limited so it will be run at 2 in all Hieratic decks including Dragon Rulers Wingbeat of Giant Dragon Can be a win condition on its own, but is ofter played around, each player has to decide if its worth a slot in the main or side. [/spoiler] Traps [spoiler] Hieratic Seal From the Ashes Fuels your grave with dragons and is along with Atum the tie between the 2 archetypes. Can on its own  fuel 1 Dragon Ruler summon per turn, and its destruction trigger effect makes for some interesting combos, but the fact its an awful card to draw to established fields along with it being slow makes most players regard it as a necessary evil. Call of the Haunted Helps with one of the main problems the deck has, which is the weakness to recover from any disruption. [/spoiler]   Extra deck [spoiler] Hieratic Dragon King of Atum Gaia Dragon, the Thunder Charger Atum tutors your Dragon rulers out of the deck, and is responsible for one of the strongest opening fields the current meta can provide. While his Invoker-like effect has proven to be crucial for the success of Hieratic Rulers it also illustrates the biggest weakness coming with Hieratics, the vulnerability to hand traps. Gaia is played to complement with Atum, usually at 1. Photon Strike Bounzer Gauntlet Launcher Constellar Ptolomy M7 Other good Rank 6 monsters are viable choices, M7 being to most popular. Notable interactions: Gauntlet Launcher has a high DEF of 2800 which is enough to stop most threats Going into M7 after being hit by Maxx "C" helps not give away advantage as his effect can add a Hieratic to your hand for future use [/spoiler]   Other cards to consider Monster Gate One Day of Peace Enemy Controller Magic Planter Dragard Galaxy Serpent Chaos Sorcerer [/spoiler]   MYTHIC BUILD   [spoiler]   End of the format saw the birth of a new way to use Dragon Rulers, the Mythic deck. Feeding the grave with dragons by paying costs of discard traps proved to have its merits, with probably the only 2 players piloting the deck at ARG Las Vegas having reached the top cut. Having the ability to bring out problem cards like Felgrand and Leo from turn 1, this deck proved to be a force to be reckoned with, and seems to be one of the best decks at the moment.  Mythic Rulers [spoiler] Mythic Tree Dragon Mythic Water Dragon The 2 Mythic Dragons have been debated since their releases and saw play from time to time. Searchable with Redox and Tidal, Water serves as Trade-in fodder while Tree can be used to make Rank 7 plays with Tidal or Rank 4 with Debris Dragon. Together they give access to powerful Rank 8 plays which makes them worth consideration. [/spoiler] Spells [spoiler] Cards of Consonance The draw card to complement your tuner line-up. With your additional consistency cards of choice you will be digging into your cards like no other deck can. Gold Sarcophagus When used with Dragon Rulers Gold Sarc is eventually a +1 cause of the search effects. It searches any of your tuners or Mythics, while in time gives access to a color. Burial from a Different Dimension This is the card people will complain about in this deck, like they did about Return a while ago. Use your big dragon to search, and then just reuse them to put more pressure and win. [/spoiler]  Blue-Eyes engine [spoiler] Blue-Eyes White Dragon White Stone of Legend Trade-In Serves as an additional draw engine and makes sure you always have dragons in grave for your plays. White Stone replacing itself with a Trade-in target and dragon in hand is a handy interaction which can give you considerate advantage. [/spoiler] Disaster Dragon route [spoiler] Masked Dragon Blizzard Dragon Exploder Dragon Other cards used in Disaster Dragon While Blue-Eyes engine was played in both premiere event topping list this deck had January format, the cult following Disaster Dragon has, contributed to builds without BEWD topping smaller events. If less Bear and Marksman are seen, while at the same time more Armor, this might be the way to go. Notable interactions: Masked Dragon searches all your non Dragon Ruler cards, including the Mythics Blizzard Dragon has obvious uses in the Geargia match-up Koa'ki Meiru Drago is another monster typical to Disaster builds which might make Dragons a good pick against Artifacts While Fire Ferret is a better choice in most cases, the fact he can be searched and doesn't target can make Exploder a good choice. [/spoiler]   Extra deck [spoiler] Divine Dragon Knight Felgrand Hieratic Sun Dragon Overlord of Heliopolis The rank 8 monsters are arguably your most powerful bosses, and can change and win games on their own. The reason to run Mythics is rank 8 access and you should abuse them as much as you can. Exciton Knight Silent Honor ARK Lavalval Chain Queen Dragun Djinn Running Debris Dragon gives you access to rank 4 plays with Mythic Tree Dragon in grave. Exciton and Silent Ark are the currently most powerful splashable rank 4s while the interactions Lavalval Chain and Queen Dragun Djinn can have make them worth consideration. [/spoiler] Other cards to consider Card Trooper Beast King Barbaros Fog King Dragoncarnation Castle of Dragon Souls   [/spoiler]       The Side Deck [spoiler] [/spoiler]   Combos [spoiler] Due to Upstart being played, 1-turn OTKs will be less common. However, they do exist, and there are specific combos which, while not putting your opponent at 0 LP, will put you in a position such that you'd most likely win.   Cards Needed: 2 Hieratics, 1 Ruler/Shrine Summon Hieratic Tribute SS Hieratic SS Vanilla SS Atum SS Dragon Ruler SS Dragon Ruler in your hand/Dragon Ruler you dump with Shrine *Overlay for Rank 7; detach the Dragon Ruler summoned by Atum  *SS back the Dragon Ruler summoned by Atum Note: The steps in asterisks can be deviated from should it be necessary.  Note: Generally you'd want to summon BLASTER off Atum if possible because you want the Ruler you revive later on to have the highest ATK Note: You can substitute 1 Dragon Ruler with Flamvell Guard if you want to make a Level 8 Synchro (Blader anyone?) instead of the Rank 7   Cards Needed: 3 Hieratics, 1 Ruler/Shrine Summon Hieratic Tribute SS Hieratic SS Vanilla SS Atum (by detaching vanilla, absolutely necessary if you play only 1 level 6 vanilla) SS a Hieratic from your deck SS/summon/tribute the Hieratic to SS back a vanilla SS Atum and SS Dragon Ruler SS Dragon Ruler in hand/Shrine dump Dragon Ruler and then SS *Overlay for Rank 7; detach the Dragon Ruler summoned by Atum  *SS back the Dragon Ruler summoned by Atum Again, Guard can substitute a Ruler if necessary   congrats, you have made 2 atum and a Rank 7 as well as summoning back a potential Dragon Ruler and in the meantime probably popping 1/2 backrow   Su Loop (ONLY possible if you play 2 Vanillas, which is why I am a huge proponent of doing so) Cards Needed: Su, Tefnuit/Eset, another Hieratic Summon Hieratic Tribute SS Su Summon Vanilla Tribute Hieratic in hand to pop a backrow SS the second Vanilla from your deck  Overlay 2 Vanillas for Atum SS Su off Atum Tribute the (first) Su to pop a backrow SS Vanilla from Grave Overlay for Atum Do your stuff   With 3 Hieratics, you summon 2 Atum and pop 2 backrow - not bad (again only possible if you play 2 vanillas)     [/spoiler]   Sample decklists [spoiler] Chris LeBlanc ARG Nashvill Hieratic Dragon Ruler [spoiler] Main Deck: 2 Cardcar D 3 Hieratic Dragon of Su 3 Hieratic Dragon of Tefnuit 3 Hieratic Dragon of Eset 1 Labradorite Dragon 1 Flamvell Guard 1 Blaster, Dragon Ruler of Infernos 1 Tidal, Dragon Ruler of Waterfalls 1 Tempest, Dragon Ruler of Storms 1 Redox, Dragon Ruler of Boulders 3 Hieratic Seal of Convocation 3 Dragon Shrine 3 Upstart Goblin 1 Book of Moon 3 Hieratic Seal from the Ashes 3 Reckless Greed 3 Skill Drain 1 Solemn Warning 1 Torrential Tribute 2 Trap Stun Side Deck: 2 Maxx “C” 2 Effect Veiler 3 Mystical Space Typhoon 2 A Wingbeat of Giant Dragon 2 Divine Wrath 1 Dark Hole 1 Swift Scarecrow 2 Fossil Dyna Pachycephalo Extra Deck: 2 Mecha Phantom Beast Dracossack 1 Number 11: Big Eye 1 Constellar Ptolemy M7 2 Hieratic Dragon King of Atum 1 Star Eater 1 Scrap Dragon 1 Colossal Fighter 1 Stardust Dragon 1 Crimson Blader 1 Black Rose Dragon 2 Gaia Dragon the Thunder Charger 1 Stardust Spark Dragon [/spoiler]   Tahmid Zaman YCS Atlanta Hieratic Dragon Ruler [spoiler] MainDeck: 3 Hieratic Dragon of Su 3 Hieratic Dragon of Eset 3 Hieratic Dragon of Tefnuit 3 Cardcar D 1 Flamvell Guard 1 Luster Dragon #2 1 Blaster, Dragon Ruler of Infernos 1 Tidal, Dragon Ruler of Waterfalls 1 Tempest, Dragon Ruler of Storms 1 Redox, Dragon Ruler of Boulders   3 Hieratic Seal of Convocation 3 Upstart Goblin 3 Dragon Shrine 1 Book of Moon   3 Hieratic Seal from the Ashes 2 Skill Drain 2 Trap Stun 1 Solemn Warning 1 Torrential Tribute 1 Call of the Haunted 1 Bottomless Trap Hole   SideDeck: 3 Maxx "C" 2 Effect Veiler 2 Electric Virus 1 Swift Scarecrow 1 Dark Hole 2 Mystical Space Typhoon 2 Overworked 2 Mistake   ExtraDeck: 2 Mecha Phantom Beast Dracossack 2 Gaia Dragon the Thunder Charger 2 Hieratic Dragon King of Atum 1 Black Rose Dragon 1 Gauntlet Launcher 1 Colossal Fighter 1 Scrap Dragon 1 Crimson Blader 1 Stardust Dragon 1 Star Eater 1 Constellar Ptolemy M7 1 Photon Strike Bouncer 1 Number 11: Big Eye 1 Superdreadnought Rail Cannon Gustav Max [/spoiler]   Admassu Williams ARG Las Vegas Mythic Dragon Ruler   [spoiler] MainDeck: 1 Blaster, Dragon Ruler of Infernos 1 Redox, Dragon ruler of Boulders 1 Tempest, Dragon Ruler of Storms 1 Tidal, Dragon Ruler of Waterfalls 2 Blue-Eyes White Dragon 2 The White Stone of Legend 2 Cardcar D 2 Flamvell Guard 2 Card Trooper 2 Mythic Water Dragon 2 Mythic Tree Dragon 1 Influence Dragon 1 Debris Dragon   3 Dragon Shrine 3 Upstart Goblin 3 Cards of Consonance 1 Trade-In 1 Godl Sarcophagus 1 Burial From A Different Dimension   3 Skill Drain 1 Solemn Warning 1 Bottomless Trap Hole 1 Torrential Tribute 2 Mirror Force    SideDeck:  1 Thunder King Rai-Oh 3 Maxx "C" 2 D.D. Crow 2 Full House 2 Mystical Space Typhoon 2 Light- Imprisoning Mirror 2 Malevolent Catastrophe   ExtraDeck: 1 Black Rose Dragon 1 Stardust Dragon 1 Scrap Dragon 1 Colossal Fighter 1 Crimson Blader 1 Leo, The Keeper of the Sacred Tree 1 Star Eater 1 Lavalval Chain 1 Evilswarm Excition Knight 1 Number 11 Big Eye 2 Mecha Phantom Beast Dracossack 1 Divine Knight Felgrand 1 Hieratic The Sun Dragon Overload of Heliopolis [/spoiler]   Based Loli ARG Las Vegas Mythic Dragon Ruler: [spoiler] Main Deck:   1 Blaster, Dragon Ruler of Infernos 1 Tidal, Dragon Ruler of Waterfalls 1 Redox, Dragon Ruler of Boulders 1 Tempest, Dragon Ruler of Storms 2 Flamvell Guard 2 Blue-Eyes White Dragon 2 Mythic Tree Dragon 2 Mythic Water Dragon 2 White Stone of Legend 1 Dragunity Darkspear 1 Debris Dragon 2 Card Trooper 3 Dragon Shrine 3 Upstart Goblin 1 Foolish Burial 1 Burial From A Different Dimension 2 Cards of Consonance 2 Trade-In 1 Gold Sarcophagus 1 Bottomless Trap Hole 1 Solemn Warning 1 Torrential Tribute 3 Skill Drain 2 Mirror Force 1 Raigeki Break    Side Deck: 3 Maxx "C'' 2 D.D. Crow 3 Mystical Space Typhoon 3 Messenger of Peace 2 Vanity's Emptiness 2 Black Horn of Heaven [/ccDeck]   Extra Deck:   2 Mecha Phantom Beast Dracossack 1 Evilswarm Exition Knight 1 Divine Dragon Knight Felgrand 1 Lavalval Chain 1 Hieratic Sun Dragon Overlord of Heliopolis 1 Number 11 Big Eye 1 Colossal Fighter 1 Crimson Blader 1 Stardust Dragon 1 Scrap Dragon 1 Star Eater 1 Black Rose Dragon 1 Trident Dragion 1 Leo, The Keeper of the Sacred Tree [/spoiler]  [/spoiler]
  2. "Prophecy”, Yu-Gi-Oh's second Tarot-based archetype, codified in Return of the Duelist, is a slow-rolling counterpoint at odds with the methods of many other archtypes. Though the upcoming Forbidden & Limited List will Forbid Spellbook of Judgment, some enemies of the deck will also be dealt with (Number 16: Shock Master will be Forbidden: Eradicator Epidemic Virus and Thunder King Rai-Oh will be Limited). Further, a new monster released in Judgment of the Light can open up new, powerful plays. Your goal in the most common builds of this deck is to force the game into a long-term grind and identify and eliminate key opposing threats: your cards and combos almost always intend to recruit cards from your Deck, replenish your hand, costlessly eliminate cards your opponent controls, simplify the gamestate by making desirable even card-for-card trades with your opponent, or all of the above. While you can only use each “Spellbook” effect once per turn in most cases, your Deck will eventually let you play more and more cards each turn, solidifying your control over what will and will not happen in your game – you'll get to know the future, before it happens. We'll start our review with monsters. Core Monsters: 1. Batel, The Magician Arguably the most important monster in the entire Deck, Batel recruits “Spellbook” Spell Cards from the Deck, while also serving as a way to keep your Spellbooks of Power, Master, Tower, and Fate live. Never doubt the Magician. 2. Sisty, The Justice Play one Spellbook Spell, and you're set to recruit another Spell and a monster later. Activating Sisty's effect is optional, and the upside to this requires some esoteric rule knowledge: let's just say that if your opponent targets Sisty with Effect Veiler, you can always activate Sisty during that turn's End Phase, after Veiler's effect expires. Banishing Sisty is the cost of activating Sisty's effect, meaning that while she can't afterward serve as a chumpblocker or guarantee your Tower, Fate, or Life will be live, she also laughs at Fiendish Chain. Note also that her ATK becomes halfway respectable when supported by Power. 3. Temper, The Temperance Where Justice is all about turning a later profit after you play a Spell, Temper is all about using a Spell to call out someone to bring forth the heat right NOW – a Priestess or World can be an extremely forceful on-demand threat, and other variants like Miss Temper even more. Where Justice doesn't guarantee live Life, Fate, or Tower, Temper tries and often succeeds through resolving its effect. Where Justice has respectable ATK when backed by Power, Temper can be a bit lacking. Where Justice laughs at Veiler, Temper cries, but they both laugh at Fiendish Chain. Build your Deck with a proper mix between these two monsters. 4. Junon, The High Priestess Junon is throwing a Fahrenheit 451 party, and you're invited. While her inclusion in the Deck was often hotly debated in post-LTGY metagaming, the impending Forbiddings of Spellbook of Judgment and several other cards stand to change metagaming enough to make Junon a certain choice. As a Hyperion-esque Boss Monster, she specializes in tearing through opposing setups, especially when paired with Spellbook of Wisdom. Unlike World, she is relatively easily summoned both on her own and with help from Temperance, so she works extremely well with Justice. 5. La Monde, The World Newly released in Judgment of the Light, this what the Fool became after he became the Reaper - a true powerhouse. Is your hand low? Not anymore. Also, your opponent has a nice field: It'd be a shame if anything happened to it. Now, this doesn't come without drawbacks; At present, you never prefer to actually draw La Monde, you prefer to summon him with Temperance's effect. In the cases where we do draw him, we have cards like Phoenix Wing Wind Blast to set him up for Life, or Herald of Pure Light to recur a Graved monster and shuffle World away. Other Monsters: Kycoo the Ghost Destroyer This Spellcaster of old was essential to post-LTGY metagaming, with an excellent niche to fill against both “Dragon Rulers” and “Prophecy” at the time. With the Rulers and Prophecy both waning in strength enough for other decks to re-enter metagaming for Toronto and the upcoming new format, ,his main deck spot is no longer the definite meta-call it once was, but Kycoo is still certainly an option worth considering. 1800 ATK is respectable, and his effect still reliably hinders many things similar to the decks he just spent months fighting. After all, many of those decks folks are trying out again are decks that rely on either maintaining cards in-Grave, or banishing from the Grave, like how Dragons and Fate relied on both those factors – Hyperion, Malicious, Plaguespreader, Mezuki, so on: the list of things that Kycoo hurts is still a long list. Breaker the Magical Warrior Breaker is another Spellcaster of old who, unlike Kycoo, saw little play last format: however, a new niche for it may exist with the new Forbidden & Limited List changing the nature of eliminating Spells and Traps – no longer can anyone count on Heavy Storm. There are many other Spellcasters to consider: For example, Injection Fairy Lily is excellent at applying pressure at a risk, and Stoic of Prophecy can easily help you find Temperance, Justice, or the Fool. Jowgen the Spiritualist, the monster that singlehandedly gave this deck a shot at the World Championship, is still something to consider even in a world without Judgment - some decks STILL can't handle Jowgen as a metacall! Now, on to Spells. (oh wow didn’t think there’d be any of those) Core Spells: 1. Spellbook of Secrets - Having access to Spellbook of Secrets every turn is immensely important, so that you can properly react to changes in the gamestate. Pay attention, kids: Secrets doesn't just find any “Spellbook” Spell Card, it finds any “Spellbook” card except another copy of itself. This means that it can recruit the Magician, just like how the Magician can recruit it. And you will definitely LIKE recruiting the Magician. Ensuring Secrets will be in your hand next turn is surprisingly important in the upcoming format: drawing two Secrets or drawing Magician and Secrets is by no means a deathknell to you. 2. Spellbook of the Master Remember how you're only able to use most Spellbook effects only once per turn? Let's bend those rules a bit, and open up a way to let you use effects of your in-grave Secrets, Power, Eternity, or (even) Crescent (for the builds electing to run it). 2X Secrets thins your deck like a madman and fills your Grave for Fate: 2X Power takes something as small as Magician or Temperance and makes it win nearly every fight in the game: 2X Eternity essentially gets you one to two thirds of the way along to priming another Fate. 3. Spellbook of Fate This is the only time bookburning is ever good. Meet the heart of how you control your opponent's actions with this Deck; you're about to get very acquainted with Fate. Is there something you dislike about the stuff on the field? Now it's dealt with, and the price for fixing it just depends on what it is. Do any of these effects target? NO. So, the only thing anyone's going to know about this card on its activation is “what effect is going to be used” - if they use or kick away the card you initially planned on hitting with Fate, then you won't care much, you'll just use it some other way. One clutch use is banishing 1 Spell during the opponent's End Phase to return to the hand one of their Spells or Traps set this turn: another is banishing 2 Spells to evade Veiler or Set a Mage targeted for an attack: another is banishing 3 Spells to laugh at anything. Knowing when and how to use Fate is HUGELY important. 4. Spellbook of Power Fuel the Grave for Fate, apply damage, deny your opponent their monsters, and replenish your hand a little. There's nothing bad about Power, used right – 1000 ATK is a large boost to be throwing around, and is downright fearsome on monsters with already-respectable ATK. Power and/or Master-copying-Power means your opponent's big monsters aren't always safe from your little monsters. 5. Spellbook of Wisdom Now we get to laugh at your opponent's following cards: Mirror Force, Dimensional Prison, Compulsory Evacuation Device, Bottomless Trap Hole, Torrential Tribute, Dark Hole, Book of Moon, Power, Fate... the list goes on. That thing we said about even yet preferable card-for-card tradeoffs earlier on is DEFINED by Wisdom. 6. Spellbook of Eternity You're using Fate in some capacity, and you're almost certainly using Priestess too: now you can get back the books that they burn. And since you know you can get them back, you're going to plan ahead and think “I should banish THIS book, not THAT one, so I can get it back later...” planning ahead is instrumental. Opening the first turn of a Duel with a setup that has Fate, Tower, and Eternity all certain to be live is fantastic. 7. The Grand Spellbook Tower Hey, my hand size is low! Not anymore. Hey, I have Secrets but the thing I want it to fetch is in my Graveyard! Not anymore. Welcome to the Deck's key grind game: The Grand Spellbook Tower is “La Maison”, a magical institute of higher learning. Think X-Men, but with magic instead of mutants. Every one of those books you like so much are books borrowed from this school's halls. And eventually, you have to return what you borrow, so that you can borrow something new. Not only does this card ensure you can keep making plays: if an opponent crashes class and uses an effect to destroy the Tower, you'll get to summon another monster and punch them in the face. (But only if they don't know how to properly destroy the Tower – let's hope they don't know what “missing the timing” is.) 8. Spellbook Library of the Crescent By taking the risk of facing some late-game dead draws, you can use this card early-game to have a luckbased shot at getting the right books to your hand, before you spend your all-important Secrets. Fate, Tower, and Priestess can all help make this card usable mid-game and late-game, and something like Wing Blast can pitch dead copies. 9. Spellbook of Life Monster Reborn is due for Forbidding. We don't care as much as some other people. We'll use this to bring back Priestess or World, or Temperance to summon either of those two. Or we might bring back a Veiler w/ an increased Level, leading to Tempest Magician, Arcanite Magician, and other Synchros. Or maybe we might make an Xyz play. Other Spells: Pot of Duality Duality's impending Unlimitation is a happy moment for this deck, which depends on Special Summoning only some of the time, yet on finding the right cards all the time. Early-game, you are unlikely to be Special Summoning left, right, and centre. Grabbing three extra chances to get that crucial Magician/Secrets/Crescent/whatever to start the deck’s engine is valuable enough to merit consideration, even though it and Crescent can't be activated in the same turn. As Prophecy isn't about trying to threaten “magic numbers” of damage, Upstart's LP gift to the opponent is still something to consider, but it's less overtly harmful to your game plan than it would be in some other decks. While it (like Duality) conflicts with Crescent, Upstart also stands to help you find the cards you need – however, prior-format combos and concerns involving Upstart were often a mix of “yay Judgment” and “yay for digging for immensely important, gamechanging Limited cards”. Both of those factors are much smaller in the upcoming format: digging for the right card is important for keeping the engine rolling, but there are fewer cards that give you absolutely ridiculous reward for that digging now, so the digging serves a different purpose now. Book of Moon Old as the hills, still running strong. Is Veiler a problem for the Magician? Not as often. Are you playing in a mirror match? The opponent won't be using Fate/Master/Power unless they stop this sucker or Chain the Fate to it. Do you wanna randomly trade BoM for a Spellbook? Just have it Set a Magician. Outside the mirror, BoM isn't as indomitable – some decks being tested right now don't give much of a damn about it. Still, ways to mess with opposing monsters on-summon is worth its weight in gold right now, with Warning/Bottomless/Torrential/Compulsory all headed for Limitation. Mystical Space Typhoon Needs no introduction. Truly essential, as Imperial Iron Wall, DNA Surgery, and a host of other fantastic cards serve as ideal targets. Dark Hole, Messenger of Peace, Night Beam, and Dimensional Fissure are significant fringe choices to consider, especially in the Side. Traps: Your chosen variant's needed Monsters and Spells will determine how much room is left for Traps. There are no “Spellbook” Trap Cards worth using, so the best place to start is with generic ones. Warning, Bottomless, Torrential, Fiendish Chain, Compulsory, Wing Blast, Mirror Force, and Prison all merit consideration, among others. Dust Tornado also merits consideration as additional sided pseudo-MSTs, if necessary. Don't forget synergy! Traps like Wing Blast and Raigeki Break get stronger with the inclusion of other cards in your Main, like Crescent and World. Sample lists   Carl Manigat ARGCS Nashville [spoiler] 3 Spellbook Magician of Prophecy 3 Temperance of Prophecy 2 High Priestess of Prophecy 1 World of Prophecy 1 Justice of Prophecy   3 Upstart Goblin 3 Mystical Space Typhoon 3 Spellbook library of the Crescent 3 Spellbook of Secrets 2 Spellbook of the Master 2 The Grand Spellbook Tower 1 Spellbook of wisdom 1 Spellbook of Power 1 Spellbook of Life 1 Spellbook of Fate 1 Spellbook of Eternity 1 Book of Moon   2 Raigeki Break 2 Fiendish Chain 1 Bottomless Trap Hole 1 Torrential Tribute 1 Solemn Warning 1 Compulsary Evacuation Device   Side Deck: 3 Effect Veiler 2 Maxx " C" 3 Overworked 2 Black Horn of Heaven 2 Mirror Force 1 Soul Drain 1 Dark Hole 1 Dimensional Fissure   Extra Deck: 1 Colossal fighter 1 Scrap Dragon 1 Crimson Blader 1 Angel of Zera 1 Stardust Dragon 1 Daigusto Phoenix 1 Herald of Pure Light 1 Hierophant of Prophecy 1 Wind-Up Zenmaines 1 Number 17: Leviathan 1 Gachi Gachi Gantetsu 1 Shining Elf 1 Number 11: Big Eye [/spoiler]   Adrian Silmi  YCS Sidney   [spoiler]Monsters (11) 3 Spellbook Magician of Prophecy 3 High Priestess of Prophecy 3 Justice of Prophecy 2 Maxx "C" Spells (23) 3 Pot of Duality 3 Mystical Space Typhoon 3 Spellbook Library of the Crescent 3 Spellbook of Secrets 2 Spellbook of the Master 2 The Grand Spellbook Tower 2 Spellbook of Eternity 1 Spellbook of Wisdom 1 Spellbook of Power 1 Spellbook of Life 1 Spellbook of Fate 1 Book of Moon Traps (6) 3 Fiendish Chain 1 Bottomless Trap Hole 1 Torrential Tribute 1 Solemn Warning Side Deck (15) 2 Cyber Dragon 2 Effect Veiler 1 Maxx "C" 2 Overworked 3 Dust Tornado 2 Rivalry of the Warlords 2 Retort 1 Soul Drain Extra Deck (15) 2 Chimeratech Fortress Dragon 1 Tempest Magician 1 Armory Arm 1 Scrap Dragon 1 Crimson Blader 1 Armored Kappa 1 Daigusto Phoenix 1 Herald of Pure Light 1 Hierophant of Prophecy 1 Wind-Up Zenmaines 1 Mecha Phantom Beast Dracossack 1 Gachi Gachi Gantetsu 1 Shining Elf 1 Number 11: Big Eye[/spoiler]
  3. Fire Fist - Discussion

      Table of Contents I. Introduction II. History III. The Brotherhood      a. 4-Axis      b. 3-Axis IV. The Formations      a. Spells      b. Traps V. The Extras VI. The Side VII. Honorable Mentions VIII. Counters      a. 4-Axis      b. 3-Axis IX. Decklists      a. YCS Sydney - January 2014 X. Combos I. Introduction [spoiler] The Brotherhood of the Fire Fist archetype focuses on FIRE-attribute Beast-Warrior monsters that use Fire Formations (continuous spells and traps) to boost their stats, provide consistency and support, and fuel their effects. The strategy itself is heavy on linear board control, providing quick, consistent aggression, pressuring the opponent to try to rush you down, only to be stopped by defensive plays and followed up with monster effects that clear problems off the board on a whim.   There are currently 3 variants of the Fire Fist deck, focusing on different plays and strategies: 3-Axis - which focuses on level 3 monsters, synchro plays, and pure, constant aggression. 4-Axis, which focuses on level 4 monsters, is more of a control build that sticks to the traditional value of Fire Fists - consistently keeping threats off the board and pushing for damage and searches with Bear and Gorilla. Then there's Dual-Axis that creates a hybrid of the two. [/spoiler] II. History [spoiler] Fire Fists were first introduced to the TCG in January 2013, with the release of Cosmo Blazer. The core of the entire archetype was released in this set, but not to a point of being complete. Bear, Gorilla, Dragon, Spirit, Horse Prince, Lion Emperor and Tiger King all made their debuts alongside Tenki, Tensu, Tensen and Tenken here. The TCG hadn't seen this type of control deck before, and in a field dominated by Mermails and Wind-Ups, they were piloted to moderate success using Rescue Rabbit and Gene-Warped Warwolf alongside the basic level 4 Fire Fist core. The Dino Fist deck also saw moderate success, playing Sabersaurus as well to offer access to Evolzar Laggia and Evolzar Dolkka for added control. Dragon Turbo was one other version that popped in for an event or two - with a monster line-up of 3 Dragon, 3 Bear, 3 Gorilla and loading itself with spells and traps to keep Dragon on the board to overwhelm with.   Lord of the Tachyon Galazy brought with it Leopard and Fire Formation Gyokkou, opening the gates for 3-Axis to be born. Unfortunately, Dragon Rulers and Spellbooks overshadowed everything in this format, and Fire Fists fell out of contention. Some players still held onto the deck, though, and started optimizing the 3-Axis build in preparation of what was to come in future sets. 3 Tenki with 3 Spirit and 3 Leopard still allowed this deck to offer some very fast aggressive plays while also abusing Blaster and Burner to keep the graveyard loaded for Rekindling. The deck performed well at smaller tournaments, but wasn't strong enough to contend with the top tier at premier events.   Judgment of the Light brought the saving grace of all that is Fire Fist: Rooster. It also brought along Coach Soldier Wolfbark - the power card of 4-Axis. Some minor support included Boar and Fire Formation - Yoko as well. Unfortunately, the North American WCQ had already taken place, and Worlds was the only remaining premier event of the format. 3-Axis got its chance to shine for only a couple of weeks with access to 3 Tenki, 3 Tensu, 3 Rooster, 3 Spirit, and 3 Leopard. The deck's consistency and power shot through the roof, and it could finally be a contender with the top decks of the format. They just never had a chance to show it, as the September 1st banlist knocked Tenki to 2 and Spirit to 1, crushing the dreams of all 3-Axis hopefuls everywhere.   The September 2013 format saw the rise of Dragons again, even after their banlist hit, and Fire Fists came in as an occasional anti-meta choice. 4-Axis builds cropped up with moderate success using Boar and Wolfbark alongside Onslaught of the Fire Kings to grant easy and swift access to Crimson Blader, allowing them to overcome Dragons in stylish fashion. Once Sixth Sense was released, however, the deck could no longer keep up, as Dragunities out-sped most everything and standard Dragon Rulers adapted to play around Crimson Blader. Shadow Specters brought in Mythic dragons and powerful Rank 8s such as Felgrand the Divine Dragon Knight, which hurt Fire Fists even more.   In rolls January 2014 and the return of Tenki at 3 with Dragons taking such a massive hit that they're virtually unplayable. This makes Fire Fists a contender for the top deck of the format and all 3 variants have seen varying success thus far. With a lack of sanctioned premier events until YCS Sydney, we still don't yet know exactly how great of a contender they are, but they have been showing a great deal of success a smaller events and Regionals. [/spoiler] III. The Brotherhood [spoiler]   The monster line-ups for Fire Fists do vary based on which version you're playing, but they do all share these two cards in common. They both offer spot removal and consistency, with Bear being the more useful of the two. Being able to use Tenki to search Bear, pop a monster, attack directly, set Tenki for next turn is a great play all on its own. But when you look at what that Tenki can do on the following turn (grabbing Wolfbark being one of the more devastating plays), you quickly see why all variants max out on Brother Bear. Gorilla is excellent for the Spell/Trap removal, but it doesn't add as much value to the deck as Bear in that it has to destroy the monster and send it to the graveyard in order to get the search - a much more difficult task with relatively low ATK points. It still becomes a quick and easy 1-of in all variants of the deck, however. a. 4-Axis [spoiler]       Wolfbark was recently limited to 1, which severely weakens the power and flexibility of 4-Axis or +1 Fire Fist builds. Regardless, Wolfbark gains all of the benefits from all of the relevant Fire Formations while also being a 1-card rank 4 play (excluding Cardinal). Summoning this guy as a follow-up to a Bear or Gorilla pop off of Tensu can often end games outright. In the mid- to late-game, Wolfbark can get you back in a game you've lost control of by getting you straight to a Tiger King to dig to a Fire Formation or by walling up behind Bujintei Kagutsuchi.   Dragon comes into the fold with the return of Tenki at 3, allowing full advantage of this guy's effects with the increase in Fire Formations. If you are fortunate enough to open Dragon with a Tenki or Tensu, you can dig through to 3 Fire Formation traps in the span of two turns, as his effect will trigger during the opponent's turn when you activate your newly-set Tensen. The second effect grants easier Cardinal plays and functions as a pseudo-Wolfbark. Though not used as often, that play can and will end games very quickly.       To round out the level 4 monsters, Boar comes in as one of the less-useful monsters that doesn't see much play anymore. Being a level 4 tuner, however, is still relevant should Crimson Blader become as popular as it was in the September 2013 format. Its drawback makes it really only useful for Blader or Kirin, the latter of which is very lackluster in most scenarios. Boar's first effect is very slow and often not used, but does occasionally come into play if you open poorly or are pushing through a tough grind match. Its second effect is almost never relevant, but does occasionally crop up and offer some extra plays should you happen to play this guy with Tensu and Wolfbark. Some players were also squeezing in Onslaught of the Fire Kings so as not to waste a normal summon on a barely-useful tuner and allowing a swift Crimson Blader in the early game. This is not a monster you'd ever want to play more than one of, if at all. [/spoiler] b. 3-Axis [spoiler]   These two bad boys make up 2/3 of the 3-Axis engine, both creating the power plays and consistency that the deck needs to survive.   Spirit is the sole reason that this deck exists. It is the one-card Level 6 synchro or Rank 3 play that allows the deck to spew out monsters like nothing, offering heavy increases in card advantage and board presence. The hardest thing to keep in mind, however, is all of the drawbacks that come with it. It has 3 separate drawbacks, so make sure you remember all of them at all times, so as not to make your large plays out of order (this is very important!).   Rooster is what took a good, aggressive deck and made it straight ridiculous. A one-card Level 6 synchro or rank 3 with drawbacks is fine on its own, but once you use that synchro to special summon Rooster, you get an immediate 3-card increase: The Rooster on the board, the monster added to your hand, and the fresh Fire Formation that you swap out for. Adding any Fire Fist monster to your hand is good enough on its own, but being able to swap out a used Tenki for a Tensu to continue your plays is what makes this card go from "damn, that's good," to "Holy nutsacks, Batman!"   The standard play for this deck is as such: Normal Summon Spirit to special summon Leopard. Synchro Summon Horse Prince to special summon Rooster from the deck. Add Bear to your hand off of Rooster. Swap Tenki out for Tensu using Rooster. Normal summon Bear (or save it, whatever the situation calls for). Optionally use its effect. Attack!       Leopard is the consistency of the 3-Axis build. Without it, there are very few ways to hit the Spirit combo, and Rekindling becomes useless in the deck. Leopard is also marginally useful in the 4-Axis build, but it's rarely seen anymore now that Tenki is back at 3. Keep in mind that Leopard can tribute any Fire Fist monster to set a Fire Formation, including used-up Cardinals, Roosters, etc. This monster is much more susceptible to Effect Veiler as well, as its effect can only be activated the turn it is Normal or Special Summoned. Luckily, it gets around Skill Drain and Fiendish Chain if it tributes itself, which is a nice niche.       Crane Crane may not be a part of the Brotherhood, but with Spirit still limited, Crane Crane makes a very quick and easy replacement. It's not searchable, nor is it a Beast-Warrior or FIRE-attribute. But what it does to benefit the deck most is bring up Spirit from the Graveyard. This allows you to continue making Horse Prince/Vulcan/rank 3 plays continually throughout the course of the duel without being forced to go into Lion Emperor to recycle Spirit (which isn't a bad play either!). [/spoiler] [/spoiler] IV. The Formations [spoiler] a. Spells [spoiler]     These two spells are the fuel of the entire Fire Fist archetype. Tenki is the consistency card and the go-to fodder to activate the Fire Fist effects (like Bear, Gorilla, and Rooster). Tensu creates the deck's power plays as well as a majority of its Xyz summons and aggression. The 100 ATK boosts also become very relevant as you start to stack Fire Formations in the Spell/Trap zones. One thing to note is that you can use the extra normal summon off of Tensu before using your regular Normal Summon for the turn, but playing multiple Tensus in a turn will not grant you additional normal summons. Also of note is that Tenki can still be activated when cards like Thunder King Rai-Oh and Mistake are in play, as it offers the ATK boost as a separate effect.     In past formats, Gyokkou has been out-shined by cards such as Forbidden Lance and Dust Tornado, but it has been increasing in popularity during the January 2014 format. This card is a combination of Xing Zhen Hu Replica and Night Beam while also providing the 100 ATK boost to Beast-Warriors and being a Fire Formation searchable by Bear, Gorilla, and Rooster. Locking down a Spellbook of Fate for an entire duel is a very real possibility that can steal games from the spell-slingers, and other niche uses such as locking down the final backrow of an opponent after baiting the rest of their traps out or freezing a Mirror Force just before a game push are all very real scenarios for this card. Its uses are debatable, however, as other cards such as Mystical Space Typhoon, Dust Tornado, Forbidden Lance, and even Night Beam also serve similar purposes while being more versatile on their own. [/spoiler] b. Traps [spoiler]   The Fire Formation traps mostly only see use in the 4-Axis builds that play Dragon, as Dragon can cycle through these so quickly as long as you get one search off. The 300 ATK boosts that both traps offer can become very relevant very quickly when you have more than one Beast-Warrior on the board, and the Damage Step tricks that Tensen offers make it very desirable in Dragon builds. Tenken is often overlooked, but can also grant some much-needed protection from cards such as Torrential Tribute, Dark Hole, and Bottomless Trap Hole. Its drawback of only being able to be activated in Main Phase 1 makes it nearly unplayable, however. Some 4-Axis builds opt to play one copy, though. [/spoiler] [/spoiler] V. The Extras [spoiler]   Tiger King and Cardinal make up your two big Rank 4 plays. Tiger King is a powerhouse all on his own, but giving consistency, effect negation, and power plays all in one card. Tiger King's first effect gives a Fire Formation as soon as it's Xyz Summoned. Digging to a Tenki or a Tensu is fantastic and all, but usually if you're summoning this guy, you already have access to it (but if you don't those are what you should be searching). In the 4-axis build, setting a Tensen or Tenken off of Tiger King is a devastating defensive play that doubles as offensive on your turn if your opponent doesn't make an effort to push around it. On top of that, Tiger King's ignition effect allows it to easily clear problem cards like Zenmaines, Maestroke, or Fortune Tune. It's the easiest way to break through opposing defenses, clearing the way for Bear to clear the way (heh). The third effect is almost exclusively useful only in 4-Axis, as 3-Axis and Dual-Axis swap out Fire Formations with Rooster too often to accumulate 3 regularly. But in 4-Axis, Tiger King can easily replace itself with 2 Bears, Gorillas, or Wolfbarks (or any mix of the 3) upon its destruction, which can be devastating to an ill-prepared opponent.   Cardinal is a bit easier to understand and remember, but it's harder to summon (and for good reason). You basically have to use Tensu to summon a Cardinal properly, but recycling used up Tenkis and monsters while also getting rid of 2 problem cards on your opponent's board or in their graveyard (sending them back to the deck, even - not even destroying!) is basically insane. This card is an easy +2, but can become a +4 quickly if you have ways of getting to the recycled cards quickly. One thing to note is that most people compare Cardinal to Madolche Tiaramisu. The most crucial thing to remember is that Cardinal targets, Tiaramisu does not.     Lion Emperor and Horse Prince create the majority of your Extra deck line-up for 3-Axis. Lion Emperor is actually being summoned less and less now with Spirit being Limited to 1 and more level 6 Synchro options being released, but it is still a great card that does see frequent use in the deck. Requiring 2 Level 3 monsters means that Lion Emperor isn't the easiest to summon. You can't go into it during your ideal Rank 3 time - using Crane Crane. You have to use Rooster + Leopard, Rooster + Rooster, Rooster + Leopard, or use up a Spirit play. Most often, this will occur off of Spirit if you've already summoned a Horse Prince that turn (due to Horse Prince's drawback) or off of Rekindling. Other times, you'll be using Tensu with dead Leopards to go into it to fetch back Spirit from the grave. Two important things to note! First, Lion Emperor can be summoned off of Rekindling, allowing for that extra push of damage for a game shot. Second, Lion Emperor can get back ANY FIRE-attribute monster. This means recurring monsters like Blaster, Lonefire Blossom, or even some of the new Sylvan monsters.   Horse Prince is the bread and butter of all that is 3-Axis and Dual-Axis. As long as you use a Fire Tuner, it's a fairly generic summon. If using Spirit, you can easily go into it via Crane Crane or any other Level 3 monster. Most of the time, you'll be doing it with Leopard or Rooster, and the Crane Crane play is very crucial in the current format (bringing up Spirit from the grave for a Horse Prince play is pretty sick). There are other options, though, such as Flamvells, Lavals, and the new level 2 Synchro Tuner Puralis, the Purple Pyrolite, though most of those are irrelevant currently, but it may at least give you some creative ideas to mess around with. Beyond that, Horse Prince will special summon ANY level 3 FIRE-attribute from your deck upon its successful Synchro Summon. This is where the power of the deck comes in, as a single Spirit summon turns into a Horse Prince + Rooster with an added monster in your hand and a new Fire Formation ready to go. The goal of the 3-Axis deck is to consistently get this off as early as humanly possible in the game. Horse Prince comes with a drawback though, so don't forget that. Not being able to Special Summon Level 5 or Highers for the rest of the turn can be game-breaking if you're not paying attention. Sometimes, you would be able to push for game with a Blaster in some cases had you remembered to summon it first. Or if you want to make 2 Level 6 Synchros in the same turn, be sure to go into the other one first. This is intended to prevent Horse Prince abuse (and thank jeebus they did that, else this would just be retarded good).   Now to re-emphasize, Horse Prince can special summon ANY Level 3 FIRE monster, including the likes of Lonefire Blossom, etc. This can make for some weird interactions occasionally (or some strange builds). Most people stray away from those thoughts, but in case you're feeling crazy, have at it. There is a massive list of monsters that this guy can summon, but here is a more refined list, focusing on the potentially-relevant ones:         These two Level 6 Synchros have added a lot to the 3-Axis arsenal, ranging from pure, raw power to excellent utility. Vulcan's recent release has given the deck a lot more flexibility and helped make 3-Axis much less linear by offering methods of summoning more than one level 6 synchro per turn with Spirit (assuming you summon Vulcan first). It also helps recycle used up Tenkis while also bouncing problem cards like Dracossack back to the deck. He's also a FIRE Beast-Warrior, which makes him see all of the benefits that the rest of the Fire Fist line-up normally receives. Not to mention, he's a fucking tiger swinging a hammer the size of its torso.   Sirius has a lot less utility, but offers a larger attack stat that also increases with Fire Formation boosts strictly by being a Beast-Warrior. It helps with occasional pushes/OTKs. But most of the time, you're using it for the fact that it's a DARK-attribute. This guy opens up Virus access to the side deck, being compatible with Deck Devastation Virus all on its own and also hitting the mark for Eradicator Epidemic Virus with a single Fire Formation out.     Bujintei Kagutsuchi is the most recent addition to all Fire Fist extra decks, essentially replacing Maestroke as the most defensive play in the extra deck. But Kagutsuchi adds some much-needed synergy while also being an offensive clutch card in certain scenarios. The first effect has more value in 3-Axis and Dual-Axis than it does in 4-Axis, but can be useful in all of them by loading up the Graveyard for Spirit, Crane Crane, Wolfbark, and Blaster. The second effect is used to protect itself from being destroyed - allowing you to play around cards like Mirror Force, Dark Hole, Torrential Tribute, etc. But where this card really shines is as an out to Ophion. With a single Fire Formation up, this guy can push over Ophion without a problem - effectively replacing Maestroke in every way. There are also going to be a lot of times where summoning this guy and Zenmaines can push you in for game-winning damage against a Mirror Force (if you properly make the read). [/spoiler] VI. The Side [spoiler]   Though not necessarily the most relevant side cards during the beginning of this format, Rivalry and Gozen are two of the most powerful floodgate cards in the game, and Fire Fists can play both of them safely. Your entire monster line-up consists of FIRE Beast-Warriors (mostly), so these shouldn't hinder you much at all. Rivalry stops decks like Constellars and Evilswarms while Gozen slows down most synchro-intensive decks and some rogue currently. These were much bigger in previous formats against decks like Dragon Rulers and Wind-Ups.     With the recent release of Sirius in Shadow Specters, these two cards open up as side deck powerhouses in 3-Axis and Dual-Axis decks. 4-Axis also has access to Number 85: Crazy Box to use these as well. As previously mentioned, Sirius hits the requirements for Deck Devastation on its own, while hitting the requirements for Eradicator with the help of a single Fire Formation.   Deck Devastation Virus obliterates popular decks in this format such as Geargia, Harpies, and 3-Axis Fire Fists, while also doubling up well against rogue decks like Hunders and Madolches. Eradicator hits all of the trap-heavy decks that are floating around while also acting as a power card against the (debatable) best deck of the format: Spellbooks. [/spoiler] VII. Honorable Mentions [spoiler]   Blaster is one of the best standalone cards in the game in a FIRE-attribute-based (lol based) deck, but he shines the greatest in 3-Axis and Dual-Axis, where cards like Rooster, Bear, and Gorilla often sit dead in the Graveyard while Leopard and Spirit are kept around for Rekindling fuel. Blaster doubles up as a method of fueling the graveyard for Spirit and Crane Crane while also clearing a problem card off the board. It also acts as a free 2800 beatstick to either push for damage, keep pressure on the board, or clear out fat problem monsters. It's also worth noting that Blaster is one of your few outs to rank 8 monsters like Felgrand. Blaster is also useful in 4-Axis, but it doesn't add as much value as it only sets up Wolfbark plays, which the deck does well on its own anyway. It is still a nice standalone monster for the other reasons mentioned, you just don't get as much synergy from playing it.     Rekindling gets the most value in 3-Axis, but can also get some in Dual-Axis (it also performs well in Fire Kings, but that's a different discussion). 4-Axis gets almost no use out of this guy. This card is straight up a game-ender. In the early game, it can really only be used to successfully get off a Leopard if you get disrupted when trying to start off (unless you actually start off strong, then it's just a one-card I Win Button). Bringing back Leopards, Spirit, and Lion Emperors is often more than enough to put game-winning damage on the board with a combination of Vulcan, Sirius, or Horse Prince and subsequent summons following that. Combined with Tensu and a monster in your hand from the inevitable Rooster summon, and you just steal that game. A lot of players opt to run any number of these, ranging from 3 for more power plays more often to 1 for more consistent early games. This card is usually a mid- to late-game powerhouse and is best used during a simplified gamestate.     With the advent of 3-Axis returning to the scene, Foolish Burial becomes a strong choice for that deck, giving more options to open up a turn 1 Horse Prince play, or feeding the graveyard for a late-game Rekindling (or even just getting those leftover Leopards out of your deck so you aren't drawing it, or putting Blaster in grave for a game-ending push). Or if you have a hand full of Crane Cranes, dump your Spirit and go HAM! Foolish Burial can become very versatile in a deck like 3-Axis and Dual-Axis. In 4-Axis it helps load the graveyard for Wolfbark, but it isn't entirely necessary as the deck does that pretty well on its own in a more slow-roll control fashion.     Onslaught doesn't see as much play as in the past (or as in the OCG), as the drawbacks often outweigh the positives of running it. In Dragon Ruler formats, it was great for digging to Boar quickly to push out a fast Crimson Blader. But having to wait for your opponent to have a monster on-board AND the monster's effects being negated AND it being destroyed in the end phase does not make it ideal in the current format. OCG players are taking advantage of this card with Fencing Fire Ferret in the side, however, to make strong plays around Ophion, Exciton Knight, and other problem monsters. Onslaught clearly gets the most value in Fire King decks, where the destruction is welcome, but it does occasionally have its niche here with Fire Fists as well.     Many Fire Fist players this format have been looking to anti-backrow cards to ensure that their plays are pushed through unhindered. Many have been looking toward Fire Formation - Gyokkou as that answer due to it being searchable, but just as many have been looking to Forbidden Lance. By reacting to the problem traps (such as Torrential Tribute, Bottomless Trap Hole, etc.) with Forbidden Lance, you not only protect your monster, but also are rid of the problem card permanently. It also can become more versatile with its Damage Step tricks to allow Bear or Gorilla to get additional searches. This card sees the most value in 4-Axis builds, but is also useful in 3-Axis and Dual-Axis. [/spoiler] VIII. Counters [spoiler] a. 4-Axis [spoiler] 4-Axis decks focus so much on control that they're not the easiest to counter. They're designed to counter YOU! Nonetheless, they fall apart to effect negation and board control. Fiendish Chain and Effect Veiler are very strong picks to slow the deck down. Waiting for them to attempt to clear something off the board with Bear or Gorilla, then chaining said negation forces them to lose a Fire Formation and they still have to find a way around the threat. Put more pressure on them by keeping their monsters off the board or putting hard-to-destroy creatures on the board (like Felgrand). Cards like Mystical Space Typhoon, Dust Tornado, and Twister also shine against this deck as you can prevent them from resolving Tenki searches or from playing around your removal with Tensu. Thunder King Rai-Oh and Mistake also make good showings here, as the deck thrives on searching for the monster they need to answer specific threats as they appear. Skill Drain also makes a strong showing here, as the only card that can play out of it is Leopard (which most 4-Axis builds aren't even running anymore). Board wipes are also very strong against this deck as they often commit a lot to the board. Black Rose Dragon, Judgment Dragon, Evilswarm Exciton Knight - all are great options in putting this deck in its place. [/spoiler] b. 3-Axis [spoiler] 3-Axis is actually more fragile than the 4-Axis deck, as it has a hard time dealing with all hand traps. Maxx "C" and Effect Veiler shine the most against this deck, forcing the 3-Axis player to make awkward plays or be stuck with an extremely weak board (a lone Spirit on the field really hurts). Effect negation like Fiendish Chain, Skill Drain, and Breakthrough Skill also stop this deck in its tracks, causing them to leave combo pieces like Spirit or Crane Crane on the board without another monster to make a Synchro/Xyz play with. It also forces them to use their Tensu summons inoptimally to make any sort of play at all. 3-Axis players also struggle with board wipes, but more on their turn than on yours. Once they get the Horse Prince play off, their monsters are floating and they can make another play the very next turn. But cards like Torrential Tribute and Evilswarm Exciton Knight really get high value against this deck by crippling their combos before they can amount the play for the following turn. [/spoiler] [/spoiler] IX. Decklists [spoiler] a. YCS Sydney - January 2014 [spoiler] i. Christopher Welsh - 2nd Place (Dual Axis) [spoiler] Monsters (17) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 1 Thunder King Rai-Oh 2 Coach Soldier Wolfbark 3 Effect Veiler Spells (16) 3 Mystical Space Typhoon 3 Fire Formation - Gyokkou 3 Fire Formation - Tenki 2 Fire Formation - Tensu 2 Forbidden Lance 1 Book of Moon 1 Rekindling 1 Dark Hole Traps (8) 2 Fiendish Chain 1 Fire Formation - Tensen 1 Mirror Force 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Compulsory Evacuation Device Side Deck (15) 1 Fossil Dyna Pachycephalo 1 Dimensional Fissure 1 Chain Whirlwind 3 DNA Surgery 2 Light-Imprisoning Mirror 2 Dust Tornado 2 Mind Crush 2 Mistake 1 Soul Drain Extra Deck (15) 2 Brotherhood of the Fire Fist- Horse Prince 1 Armades, Keeper of Boundaries 2 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Bujintei Kagutsuchi 1 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Number 50: Black Ship of Corn 1 Photon Papilloterative 1 Brotherhood of the Fire Fist - Lion Emperor 1 Diamond Dire Wolf 1 Wind-Up Zenmaines [/spoiler] ii. Jonathan Ritzau - 3rd Place (Dual Axis) [spoiler] Monsters (17) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 2 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 2 Coach Soldier Wolfbark 3 Effect Veiler Spells (14) 3 Mystical Space Typhoon 3 Fire Formation - Tenki 2 Fire Formation - Gyokkou 2 Fire Formation - Tensu 2 Forbidden Lance 1 Book of Moon 1 Dark Hole Traps (9) 3 Fiendish Chain 2 Fire Formation - Tensen 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Compulsory Evacuation Device Side Deck (15) 1 Soul Drain 1 Dimensional Fissure 2 Black Horn of Heaven 2 Light-Imprisoning Mirror 3 Mind Crush 3 Overworked 3 Mistake Extra Deck (15) 1 Brotherhood of the Fire Fist- Horse Prince 2 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Bujintei Kagutsuchi 2 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Number 50: Black Ship of Corn 1 Number 98: Crazy Box 1 Brotherhood of the Fire Fist - Lion Emperor 1 Steelswarm Roach 1 Diamond Dire Wolf 1 Wind-Up Zenmaines [/spoiler] iii. Hamish Poole - Top 8 (Dual Axis) [spoiler] Monsters (17) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 2 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 2 Coach Soldier wolfbark 3 Effect Veiler Spells (13) 3 Mystical Space Typhoon 3 Fire Formation - Gyokkou 3 Fire Formation -Tensu 3 Fire Formation - Tenki 1 Book of Moon Traps (10) 3 Fiendish Chain 1 Fire Formation - Tenken 1 Fire Formation - Tensen 1 Mirror Force 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Compulsory Evacuation Device Side Deck (15) 3 Maxx "C" 1 Deck Devastation Virus 1 Light-Imprisoning Mirror 1 Dust Tornado 3 Mind Crush 3 Mistake 2 Overworked 1 Soul Drain Extra Deck (15) 2 Brotherhood of the Fire Fist- Horse Prince 1 Celestial Wolf Lord, Blue Sirius 2 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Bujintei Kagutsuchi 1 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Ghostrik Alucard 1 Brotherhood of the Fire Fist - Lion Emperor 1 Number 85: Crazy Box 1 Mechquipped Angineer 1 SteelSwarm Roach [/spoiler] iv. Leonard Dunne - Top 16 (4-Axis) [spoiler] Monsters (12) 2 Maxx "C" 2 CardCar D 1 Thunder King Rai-Oh 1 Brotherhood of the Fire Fist - Gorilla 3 Brotherhood of the Fire Fist - Bear 3 Coach Soldier Wolfbark Spells (17) 3 Mystical Space Typhoon 3 Upstart Goblin 3 Pot of Duality 2 Forbidden Lance 3 Fire Formation- Tenki 1 Fire Formation - Tensu 1 Fire formation - Gyokkou 1 Book of Moon Traps (11) 2 Dimensional Prison 2 Mirror force 3 Fiendish Chain 1 Torrential Tribute 1 Solemn Warning 1 Compulsory Evacuation Device 1 Bottomless Trap Hole Side Deck (15) 1 Dimensional Fissure 1 Dark Hole 2 Rivalry of Warlords 2 Shadow-Imprisoning Mirror 3 Light-Imprisoning Mirror 3 DNA surgery 2 Dust Tornado 1 Soul Drain Extra Deck (15) 1 Daigusto Emeral 2 Brotherhood of Fire Fist- Cardinal 2 Brotherhood of Fire Fist- Tiger King 2 Abyss Dweller 1 Maestroke the Symphony Djinn 1 Number 50: Blackship of Corn 1 Evolzar Laggia 1 Evolzar Dolkka 1 Gagaga Cowboy 1 Diamond Dire Wolf 1 Bujintei Kagutsuchi 1 Steelswarm Roach [/spoiler] v. Ryan Nelson - Top 16 (Dual Axis) [spoiler] Monsters (14) 3 Brotherhood of the Fire Fist - Leopard 3 Brotherhood of the Fire Fist - Rooster 2 Brotherhood of the Fire Fist - Bear 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 1 Blaster, Dragon Ruler of Infernos 1 Coach Soldier Wolfbark 1 Effect Veiler Spells (18) 3 Mystical Space Typhoon 3 Fire Formation - Gyokkou 3 Fire Formation -Tensu 3 Fire Formation - Tenki 3 Rekindling 1 Foolish Burial 1 Book of Moon 1 Dark Hole Traps (8) 2 Fiendish Chain 1 Fire Formation - Tenken 1 Fire Formation - Tensen 1 Divine Wrath 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole Side Deck (15) 3 Maxx "C" 2 D.D. Crow 1 Effect Veiler 2 Book of Eclipse 2 Mirror Force 2 Chain Whrirwind 1 Soul Drain 1 Dust Tornado 1 Divine Wrath Extra Deck (15) 2 Brotherhood of the Fire Fist- Horse Prince 1 Celestial Wolf Lord, Blue Sirius 1 Photon Strike Bounzer 1 Gauntlet Launcher 1 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Bujintei Kagutsuchi 1 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Leviair the Sea Dragon 1 Ghostrik Alucard 1 Wind-Up Zenmaines 1 Brotherhood of the Fire Fist - Lion Emperor 1 Mechquipped Angineer [/spoiler] vi. Christopher Short - Top 32 (Dual Axis) [spoiler] Monsters (16) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 2 Coach Soldier wolfbark 3 Effect Veiler Spells (14) 3 Mystical Space Typhoon 3 Fire Formation - Gyokkou 2 Fire Formation - Tensu 3 Fire Formation - Tenki 1 Forbidden Lance 1 Pot of Duality 1 Book of Moon Traps (10) 3 Fiendish Chain 2 Mirror Force 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Fire Formation - Tensen 1 Compulsory Evacuation Device Side Deck (15) 1 D.D. Crow 1 Dimensional Fissure 1 Black Horn of Heaven 3 Mind Crush 2 DNA Surgery 2 Dust Tornado 2 Overworked 1 Light-Imprisoning Mirror 1 Soul Drain 1 Mistake Extra Deck (15) 1 Brotherhood of the Fire Fist- Horse Prince 2 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Diamond Dire Wolf 1 Number 50: Blackship of Corn 1 Bujintei Kagutsuchi 2 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Wind-Up Zenmaines 1 Brotherhood of the Fire Fist - Lion Emperor 1 SteelSwarm Roach 1 Number 85: Crazy Box [/spoiler] vii. Jimmy Lam - Top 32 (Dual Axis) [spoiler] Monsters (16) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 2 Coach Soldier wolfbark 3 Effect Veiler Spells (16) 3 Mystical Space Typhoon 1 Fire Formation - Gyokkou 3 Fire Formation - Tensu 3 Fire Formation - Tenki 2 Forbidden Lance 3 Pot of Duality 1 Book of Moon Traps (8) 2 Fiendish Chain 1 Dimensional Prison 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Fire Formation - Tensen 1 Compulsory Evacuation Device Side Deck (15) 1 D.D. Crow 2 Doomcaliber Knight 2 Maxx "C" 1 Mind Control 2 Dust Tornado 3 Mind Crush 2 Mirror Force 1 Trap Stun 1 Soul Drain Extra Deck (15) 1 Brotherhood of the Fire Fist- Horse Prince 2 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Diamond Dire Wolf 1 Number 50: Blackship of Corn 1 Bujintei Kagutsuchi 1 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Ghostrick Alucard 1 Wind-Up Zenmaines 1 Brotherhood of the Fire Fist - Lion Emperor 1 SteelSwarm Roach 1 Number 85: Crazy Box [/spoiler] viii. Timothy Chiew - Top 32 (Dual Axis) [spoiler] Monsters (17) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 3 Coach Soldier wolfbark 3 Effect Veiler Spells (15) 3 Mystical Space Typhoon 2 Forbidden Lance 2 Fire Formation - Gyokkou 3 Fire Formation - Tensu 3 Fire Formation - Tenki 1 Book of Moon 1 Rekindling Traps (8) 3 Fiendish Chain 1 Fire Formation - Tensen 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Compulsory Evacuation Device Side Deck (15) 2 Fossil Dyna Pachycephalo 2 Light-Imprisoning Mirror 2 Dust Tornado 1 Thunder King Rai-Oh 3 Overworked 3 Mind Crush 1 Mistake 1 Soul Drain Extra Deck (15) 2 Brotherhood of the Fire Fist- Horse Prince 2 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Bujintei Kagutsuchi 1 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Ghostrik Alucard 1 Diamond Dire Wolf 1 Brotherhood of the Fire Fist - Lion Emperor 1 Number 85: Crazy Box 1 Mechquipped Angineer 1 SteelSwarm Roach [/spoiler] ix. Ben Newland - Top 32 (Dual Axis) [spoiler] Monsters (17) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 3 Coach Soldier Wolfbark 3 Effect Veiler Spells (14) 3 Mystical Space Typhoon 3 Fire Formation - Gyokkou 3 Fire Formation - Tenki 2 Fire Formation - Tensu 1 Forbidden Lance 1 Book of Moon 1 Rekindling Traps (10) 3 Fiendish Chain 1 Fire Formation - Tensen 2 Mirror Force 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Compulsory Evacuation Device Side Deck (15) 2 Fossil Dyna Pachycephalo 3 Light-Imprisoning Mirror 2 Dust Tornado 2 Overworked 2 DNA Surgery 2 Rivalry of Warlords 1 Dimensional Fissure 1 Soul Drain Extra Deck (15) 2 Brotherhood of the Fire Fist- Horse Prince 2 Brotherhood of the Fire Fist- Tiger King 1 Brotherhood of the Fire Fist- Cardinal 1 Bujintei Kagutsuchi 1 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Number 50: Black Ship of Corn 1 Number 85: Crazy Box 1 Brotherhood of the Fire Fist - Lion Emperor 1 Diamond Dire Wolf 1 Steelswarm Roach 1 Ghostrick Alucard [/spoiler] x. Dennis Nyugen - Top 32 (Dual Axis) [spoiler] Monsters (16) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 2 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 1 Thunder King Rai-Oh 2 Coach Soldier Wolfbark 2 Effect Veiler Spells (16) 3 Mystical Space Typhoon 3 Fire Formation - Gyokkou 3 Fire Formation -Tensu 3 Fire Formation - Tenki 2 Forbidden Lance 2 Rekindling Traps (8) 2 Horn of the Phantom Beast 2 Fiendish Chain 1 Fire Formation - Tensen 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole Side Deck (13) 2 Maxx "C" 2 D.D. Crow 2 Mind Crush 2 Royal Decree 2 Light-Imprisoning Mirror 1 Dimensional Fissure 1 Macro Cosmos 1 Soul Drain Extra Deck (Unknown) [/spoiler] xi. Chester Swords - Top 32 (Dual Axis) [spoiler] Monsters (17) 3 Brotherhood of the Fire Fist - Bear 3 Brotherhood of the Fire Fist - Leopard 3 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Spirit 2 Coach Soldier wolfbark 3 Effect Veiler Spells (13) 3 Mystical Space Typhoon 3 Fire Formation - Gyokkou 3 Fire Formation -Tensu 3 Fire Formation - Tenki 1 Book of Moon Traps (10) 3 Fiendish Chain 2 Fire Formation - Tensen 1 Mirror Force 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Compulsory Evacuation Device Side Deck (15) 2 Fossil Dyna Pachycephalo 1 Dimensional Fissure 1 Black Horn of Heaven 2 Dust Tornado 3 Mind Crush 3 Mistake 2 Overworked 1 Soul Drain Extra Deck (15) 2 Brotherhood of the Fire Fist- Horse Prince 2 Brotherhood of the Fire Fist- Tiger King 2 Brotherhood of the Fire Fist- Cardinal 1 Diamond Dire Wolf 1 Number 50: Blackship of Corn 1 Bujintei Kagutsuchi 1 Abyss Dweller 1 Maestroke of the Symphony Djinn 1 Gagaga Cowboy 1 Wind-Up Zenmaines 1 Brotherhood of the Fire Fist - Lion Emperor 1 SteelSwarm Roach [/spoiler] [/spoiler] [/spoiler] X. Combos [spoiler] 4-Axis is a very straight-forward, linear playstyle with very few combos, so this section is more dedicated to 3-Axis. A lot of these plays also overlap into Dual-Axis, so take that as you will.     I'll start off with a list of every combination of cards that can lead you to a turn 1 Horse Prince play:   2-Card Combos:     3-Card Combos:     Other methods include digging to these pieces somehow, like getting a Bear attack off, etc.   6400 Damage Under Spirit's "Beast-Warrior-Only" Restriction:     OTK without using Spirit's effect:   [/spoiler]
  4. Evilswarm Discussion                   “lswarm” or perhaps more commonly known by the name “Evilswarm”, brought to light in Hidden Arsenal and the latest Duel Terminal installment, is primarily an anti-meta strategy. Perhaps the best anti-meta deck of all time in regards to pre-packaged archetypes.                 The primary objective in this deck differs match-up to match-up. In most cases however, your goal is to summon various Rank 4 monsters and establish field presence as quick as possible. Unlike previous anti-meta strategies that had to rely on cards such as Forbidden Lance to keep monsters on board and the strategy going, this deck fears no typical spell/trap cards with the exception of a relative few. This allows you to get almost every monster you summon to stay on the board. That being said, with this being an anti-meta deck with all the anti-meta effects built into your 2 boss monsters, this will be all you need to secure victory.     Monsters   [Spoiler]   Evilswarm Castor: One of the 4 most important monsters in the main deck. He serves as a means to summon another Evilswarm monster and utilize the extra deck effectively. It is important to note that this monster is also immune to all typical forms of negation outside of an already face-up Skill Drain, Destiny Hero – Plasma, etc. Also searchable by Reinforcement of the Army as it is a warrior-type monster.     Evilswarm Mandragora: The second of most important monsters in the main. He also serves as a mean to get a body on board. This card single-handedly mitigates some of the disadvantages already found in typical stun decks, which is going second in the duel. He allows you to special summon safely, and is also not susceptible to Maxx “C” as it is an inherent summon. This card allows you to make substantial pushes or momentum swings when your opponent has already made one of their own.     Evilswarm Kerykeion: Evilswarm Kerykeion , like Mandragora gives you a Plan-B unlike other Stun strategies that usually crumble once their initial presence has been disposed of. Kerykeion however, is better in the fact that he can also create unwinnable situations for your opponent when you are already ahead. In essence, he is also a free rank 4 monster. Neat tricks with this card involve adding 2 summons onto the field when combined with Evilswarm Castor either in hand or in the graveyard.       Evilswarm Thunderbird: Evilswarm Thunderbird is only as good as the format allows him to be. This card shines in a backrow heavy format. Sadly enough, Evilswarm Thunderbird has yet to see those days. As of right now he remains a necessary evil however, adding to your total monster count and coming with his niche ability to dance around Dimensional Prison, Mirror Force, Bottomless Trap Hole, and the like. He is also useful in applying added pressure when you already have an established board.     Rescue Rabbit: The only remnant namesake of the loved and equally hated Dino Rabbit deck left standing. This card pulls 2 Evilswarm vanilla monsters out of your deck for a free (and in most cases, an advantage of +1) rank 4 monster. This rounds out the most important monsters in your deck.     Evilswarm Heliotrope: Evilswarm Heliotrope, much like Evilswarm Thunderbird, is a necessary evil as well. As much as it is terrible to draw a vanilla monster in today’s YGO, Heliotrope comes with a 1950 body that is only rivaled by Gene-Warped Warwolf. The latter no longer played means this is the biggest level 4 monster currently in the meta. He primarily in the deck to serve as a Rescue Rabbit target, however he can also be utilized with Evilswarm Castor and Kerykeion.     Other Possible Main deck Options:   Evilswarm O’ Lantern: Basically a DARK version of Exiled Force. This card being a lvl 4 DARK Evilswarm adds to your monster count and is also searchable.   Evilswarm Azzathoth: Beefy defense, sends any special summoned monster back to where it came from, the deck. Lvl 4 and DARK, also adds to your monster count. Has useful applications with King Feral Imp and in matchups such as the mirror.   Kagetokage: Serves as DARK XYZ-fodder for the all-important Master Key Beetle who will be discussed later. Can aid to creating near unbreakable locks and also decently searchable with the use of King Feral Imp.   Dark Armed Dragon: With the high DARK count in the deck, it is entirely dependent on the player whether they want to main this card or not. Like Mandragora and Kerykeion, he can aid in huge momentum swings.   Hand Traps (Maxx “C”, Effect Veiler, D.D. Crow): How good these cards are depend entirely on the meta. If your meta is very Dragon heavy, D.D. Crow and Maxx “C” could be very effective. If you see everything but Dragon Ruler, and more rouge strategies such as Constellar, Fire Fist, etc, Effect Veiler may be a good choice for you main as well.   [/spoiler]   Spells   [Spoiler] Infestation Pandemic: Infestation Pandemic is the card that allows you to swarm the field recklessly. This card creates a blanket from all backrows for the turn for every Evilswarm on the field at it’s time of activation     Reinforcement of the Army: ROTA allows you to search Castor, thus increasing your chances of making a rank 4 XYZ Monster     Other Possible Options: Allure of Darkness: In a deck with plenty of darks, a draw card couldn’t possibly hurt. Upstart Goblin: Helps you draw your power cards sooner. Forbidden Dress: This card is highly reliant on your meta, but can be a very good choice.   [/spoiler]   Traps   [Spoiler] Infestation Infection: Infestation Infection allows you to trade any non-xyz lswarm to the deck in exchange for another. This card can help compensate for slow openers and allow you to trade your useless Heliotropes and Kerykeions for Castors and Mandragoras. On the flip-side, this card can drastically help you even further establish your board by searching for Kerykeion when you have loaded your grave with spent Evilswarm monsters. This card helps aid to any hopes you have of swinging momentum in your favor. It is also chainable to any removal and will resolve with effect. On top of all this, it also helps mitigate the effectiveness of XYZ Encore, which is a commonly sided card against this deck.     Other Possible Options:   Eradicator Epidemic Virus: In a deck that is constantly summoning DARK monsters that are just at or above the 2500 ATK benchmark, this card can hand you the game in an instant against the right deck.   Safe Zone: Can help protect Ophion from destruction and form a near unbreakable lock when protected by Master Key Beetle.   XYZ Reborn: Fringe pick. This card can help you re-establish board presence without the need of Kerykeion or Infestation Infection.   Dark illusion: Being able to protect your Dark monsters from being targeted by cards including but not limited to Effect Veiler, Firefist Bear and Blaster can be game changing   [/spoiler]   Extra Deck   [Spoiler] Evilswarm Ohion: Evilswarm Ophion is perhaps the most important monster in the extra deck. His effect allows you to bring to your hand either Infestation Pandemic or Infestation Infection. With 2550 attack, he runs over most relevant monsters in backrow-heavy decks. He also stops entire decks in their tracks such as Dragon Rulers, Dragunity, Karakuri, Samurai, Synchro Infernity, while also stopping all relevant boss monsters in not so good matchups such as Prophecy.     Number 66: Master Key Beetle: About the only monster that can truly challenge Ophion as boss monster in this deck, Number 66: Master Key Beetle. In game 1, this monster is used to protect any card you choose in your setup. Generally speaking, the one you can’t afford to lose the most. He also creates a near unbreakable lock with Safe Zone that is only out’d by decks utilizing Phoenix Wing Wind Blast, Royal Decree, Spellbook of Fate, Ice Beast Zerofyne and Constellar Pleaides. After siding is where this card really shines however. It can be used to protect your flood-gate cards such as Dimensional Fissure, Imperial Iron Wall, DNA Surgery, Macro Cosmos, Soul Drain, etc.     Evilswarm Ouroboros: Outside of the two aforementioned XYZ monsters you will rarely find yourself pressed to summon any others. This card however can get you out of a pinch, coming with a variety of effects at your disposal. He is particularly useful in the mirror match, where nothing can run him over short of Gagaga Cowboy. He can be used to dismantle most backrow dependant decks such as Fire Fist, Gadgets, etc. The Evilswarm in his name also aids to his usefulness as you can protect him with Infestation Pandemic and assure you get value out of him.     Evilswarm Bahamut: Evilswarm Bahamut is one card that is particularly useful in ending games when your opponent least expects it. He requires just as many resources as Ouroboros, except he can end the game when the situation arises. One neat thing about this monster is the fact that if his effect is negated, you do not discard, as he discards when his effect resolves. Also, if the monster is flipped face-down, you still gain control it.     Evilswarm Thanatos: This monster really only fills a certain niche in certain matchups. Basically any deck that relies on monster removal to get going, such as Gadgets, Constellar and Fire Fist can find itself falling prey to Thanatos.     Evilswarm Nightmare: Evilswarm Nightmare, much like Thanatos is very shallow in it’s uses. It can be used in matchups where your opponent special summons frequently, or has to special summon to run over things. However the monsters they are special summoning have to be XYZ or lower level threats or else you should be using Ophion. These matchups include the mirror match, gadgets, constellar, wind-up, etc.     Evilswarm Exciton Knight: The NEWEST Addition to the "Evilswarm" Lineup, being released in "Legacy of the Valient".  This card is bound to see play in not only Evilswarm, but other decks that can produce lv 4 XYZ monsters as well.     Other Cards to Consider: Number 101: SIlent Honor ARK Knight Abyss Dweller King Feral Imp Number 50: Blackship of Corn Gem-Knight Pearl Gagaga Cowboy Diagusto Emeral Lavaval Chain Maestroke the Symphony Djinn Photon Papilloperative Diamond Dire Wolf   [/spoiler]   Sample Decklists [Spoiler]   Top 16 YCS San Mateo Gabriel Gonzalez    Monsters (16) 3 Evilswarm Kerykeion 3 Evilswarm Castor 3 Evilswarm Thunderbird 3 Evilswarm Mandragora 3 Evilswarm Heliotrope 1 Rescue Rabbit   Spells (11) 3 Mystical Space Typhoon 2 Infestation Pandemic 2 Forbidden Dress 1 Reinforcement of the Army 1 Allure of Darkness 1 Book of Moon 1 Dark Hole   Traps (13) 1 Solemn Warning 1 Bottomless Trap Hole 1 Compulsory Evacuation Device 1 Eradicator Epidemic Virus 1 Infestation Infection 1 Torrential Tribute 2 Mirror Force 2 Fiendish Chain 3 Vanity's Emptiness   Side (15) 2 Maxx "C" 2 Effect Veiler 1 Dimensional Fissure 2 Smashing Ground 1 Soul Drain 1 Macro Cosmos 1 Dust Tornado 2 Dimensional Prison 3 DNA Surgery   Extra Deck (15) 1 Wind-Up Zenmaines 1 Maestroke the Symphony Djinn 1 Abyss Dweller 1 Number 66: Master Key Beetle 1 Daigusto Emeral 1 Diamond Dire Wolf 1 Gagaga Cowboy 1 Gem-Knight Pearl 3 Evilswarm Ophion 1 Evilswarm Nightmare 1 Evilswarm Bahamut 1 Evilswarm Ouroboros 1 Number 50: Blackship of Corn   Top 32 YCS San Mateo Desmond Boyd    Monsters (18) 3 Evilswarm Kerykeion 3 Evilswarm Castor 3 Evilswarm Thunderbird 3 Evilswarm Mandragora 3 Evilswarm Heliotrope 1 Evilswarm Obliviwisp 1 Evilswarm Ketos 1 Rescue Rabbit   Spells (13) 3 Infestation Pandemic 3 Forbidden Dress 3 Upstart Goblin 1 Mystical Space Typhoon 1 Reinforcement of the Army 1 Allure of Darkness 1 Book of Moon   Traps (9) 2 Dark Illusion 1 Solemn Warning 1 Bottomless Trap Hole 1 Compulsory Evacuation Device 1 Phoenix Wing Wind Blast 1 Infestation Infection 1 Torrential Tribute 1 Mirror Force   Side (15) 3 Effect Veiler 3 Forbidden Chalice 2 Chaos Trap Hole 2 Debunk 2 Mystical Space Typhoon 1 Dust Tornado 1 Mirror Force 1 Eradicator Epidemic Virus   Extra Deck (15) 1 Photon Papilloperative 1 Maestroke the Symphony Djinn 1 Abyss Dweller 1 Diamond Dire Wolf 1 Gagaga Cowboy 1 Gem-Knight Pearl 3 Evilswarm Ophion 1 Evilswarm Bahamut 1 Evilswarm Ouroboros 1 Number 85: Crazy Box 1 Number 17: Leviathan Dragon 1 Number 50: Blackship of Corn 1 Madolche Queen Tiaramisu     Abdel Zizouza’s 1st Place Evilswarms 140-Man Tournament ~ Germany, January 21st    Monsters: 19 3 Evilswarm Kerykeion 3 Evilswarm Thunderbird 3 Evilswarm Mandragora 3 Evilswarm Castor 3 Evilswarm Heliotrope 1 Evilswarm Olantern 1 Evilswarm Ketos 1 Dark Armed Dragon 1 Rescue Rabbit   Spells: 10  1 Reinforcement of the Army 1 Allure of Darkness 1 Book of Moon 1 Dark Hole 2 Forbidden Dress 2 Infestation Pandemic 2 Mystical Space Typhoon   Traps: 13 1 Torrential Tribute 1 Eradicator Epidemic Virus 1 Infestation Infection 1 Soul Drain 1 Solemn Warning 1 Xyz Reborn 1 Bottomless Trap Hole 2 Memory of an Adversary 2 Safe Zone 2 Dimensional Prison   Extra Deck: 15 1 Gaia Dragon, The Thunder Charger 1 Number 66: Master Key Beetle 1 Abyss Dweller 1 Gagaga Cowboy 1 Heroic Champion Excalibur 2 Evilswarm Ophion 2 Evilswarm Bahamut 1 Evilswarm Ouroboros 1 Diamond Dire Wolf 1 Daigusto Emeral 2 Maestroke the Symphony Djinn 1 Photon Papiloperative   Side Deck: 15 3 Overworked 1 Dust Tornado 1 Macro Cosmos 1 Dimensional Fissure 1 Puppet Plant 1 Electric Virus 2 Blackwing Sirocco the Dawn 2 Swords of Concealing Light 1 Mystical Space Typhoon   ACS Las Vegas 2014 - Top 16 Anthony Eckroth   Monster(s):18 3 Evilswarm Castor 3 Evilswarm Kerykeion 3 Evilswarm Heliotrope 3 Evilswarm Thunderbird 3 Evilswarm Mandragorn 1 Rescue Rabbit 2 Effect Veiler   Spell(s):11 3 Upstart Goblin 3 Mystical Space Typhoon 3 Infestation Pandemic 1 Book of Moon 1 Reinforcement of the Army   Trap(s):11 3 Fiendish chain 2 Dimensional Prison 1 Infestation Infection 1 Solemn Warning 1 Bottomless Trap Hole 1 Torrential Tribute 1 Macro Cosmos 1 Seven Tools of the Bandit    Side Deck:15  2 Maxx "C" 2 Zombie World 1 Twister 1 Dark Hole 1 Dimensional Fissure 3 Mistake 2 Overworked 1 Black Horn of Heaven 1 Soul Drain 1 Eradicator Epidemic Virus    Extra Deck:15 3 Evilswarm Ophion 2 Evilswarm Excition Knight 1 Evilswarm Bahamut 1 Number 66 Master Key Bettle 2 Gagaga Cowboy 1 Number 101 Silent Honor Ark 1 Number 50 Blackship of Corn 1 Diamond Dire Wolf 1 Abyss Dweller 1 Number 85 Crazy Box 1 Maestroke The Symphony Djinn   [/spoiler]   -Props to Soul for Last Formats Evilswarm Discussion Thread
  5. Bujin - Discussion

            Introduction   Bujins are an archetype of LIGHT monsters introduced in Judgment of the Light, with support following in Shadow Specters, Legacy of the Valiant, and Primal Origins. Their design of the archetype is that the monsters are described are described as energy spirits, encased in an armor of some kind. The cards themselves are based upon the Shinto mythology of Japan.   At first glance, one will quickly come to the realization that the heart of the deck lies within the Beast-Warriors of the archetype, who are amusingly modeled after the several main characters of the Yu-Gi-Oh! GX Series. The common concept that the archetype follows, is that each Beast-Warrior Bujin has their own specific color scheme. And each of them also have several accessories, known henceforth as the "Bujingi Relics", that also adhere to their respective color scheme. Every Beast-Warrior in the Main Deck is considered to be in a base or standard form. But once they claim their true forms, they are granted the title of "Bujintei" ("Bujinki" for Amaterasu), which are noted to always be a Beast-Warrior Xyz monster. What these Xyz monsters also share in common, is that they are all based upon well-known gods of Shinto mythology.   The main strategy is simple in nature: You use your relics to shield the Bujins from harm, having the mindset of striving to make them a near indomitable force, that is unfazed by most obstacles. Whether it be offensive or defensive capabilities, the relics are capable of performing it all for you.    Bujins have always been in essence, a relatively slow and grindy deck. After all, they are heavily reliant upon its Normal Summon to gain advantage, which usually occurs during the End Phase. Your options for developing as the game go on primarily consist of either multiple Bujin monsters alongside each other to accumulate further advantage, or to overlay for one of the Bujintei XYZ monsters. Either way, by gathering enough relics to equip your monsters with the deck opens up a wide range of toolbox options for answering threats while forming a soft lock to hinder counter-attacks.   Now, with the set Primal Origins getting closer to a TCG release, we look forward to seeing what the deck is capable of after receiving its new support.   The Beast-Warriors     While the Beast-Warriors are indeed the heart of the deck, that applies even more so for Bujin Yamato, as he is unquestionably the best card in the entire deck. He essentially is able to do anything, due to his effect being able to tutor out any Bujin Monster you require, although it is only accessible during the End Phase. While the End Phase effect is somewhat sluggish to bear with, it does have its advantages, the prominent one being that it can avoid interacting with Effect Veiler. What's truly lovely about his effect, is that due to this card, nothing is ever truly dead within your hand, as his effect ensures that you gain the ability to merely switch it out for a Bujin monster, including additional copies of itself.    In the lore, we see that he is on a quest to obtain his power that was stolen and sealed away from him by Hirume, who seems to have been possessed by something quite sinister. His re-acquirement of his awe-inspiring powers is vividly displayed in the artwork of Bujincarnation.   This card is based upon the legendary prince, Yamato Takeru.     While Yamato serves as the tutor for the monsters, Mikazuchi on the other hand, searches out the Bujin S/T. What's unique about his search effect though, is that he has the ability to use it on the opponent's turn, whether it be due to Crane, or a discard trap such as Raigeki Break or Divine Wrath. Aside from that, his role is still a fairly large one, as he serves to ensure that field presence is maintained, in the event that one of your Beast-Warriors has fallen. This is a highly respected role, considering that one of the main points of the deck is to win the war of attrition, as it slowly wears down the opponent's resources. And on another note, it's interesting to note that due to his impressive 1900 attack, he can easily use a face-up Tenki to topple over a Geargiarmor, without having to waste one of your Cranes, or having to risk going into Susanowo.   In the lore, we see that Mikazuchi, unlike his brethren Yamato, wasn't sealed in the same matter. In actuality, he actually chose to seal his own powers and title, in an attempt to venture out into our world, in search of Yamato.   This card is based upon the Shinto god of thunder, Take-Mikazuchi.     While Mikazuchi is triggered when a Bujin is destroyed and sent to the graveyard, Arasuda triggers in a similar manner, except only when a "Bujin" monster is banished. It isn't so much as a counter to banishing cards such as Memory of an Adversary, Bottomless Trap, Hole, and so on, but rather it is a way to get out 2 Bujin monsters out in one turn, without the use of Bujincarnation.   Problem with this effect is, that as it is now, it is admittedly quite mediocre, due to the fact that Centipede and Quilin are currently the only reliable relics that can summon it with relative ease. And as a standalone monster, it's even worse off, as its effects pale in comparison to both Yamato and Mikazuchi, therefore meaning that it's primary utility is to utilize its special summon effect. With Primal Origins on the way, however, this will all change, and the card's usefulness will be much more prominent. This is due to the advent of Bujin Hirume, as the two cards share a very noticeable synergy.   In the lore, we see that Arasuda sensed that something was amiss concerning Hirume. So he chose to follow the lead of Mikazuchi, and also decided to cast off his power and titles, in order to set forth and search for his brethren.   Arasuda is named after Utaarasuda, the location of the primary shrine of the Shinto god Tsukuyomi.      Incoming in PRIO   Bujin Hirume LIGHT Beast-Warrior/Effect Lv4 2000/1000   Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 "Bujin" monster from your Graveyard, except "Bujin Hirume". After this card has been Special Summoned this way, if this card you control is destroyed by your opponent's card (either by battle or by card effects) and sent to the Graveyard: You can discard 1 card, then your opponent discards 1 card. You can only control 1 "Bujin Hirume".   The latest addition to our Bujin arsenal. Her inclusion brings something that players have been desiring since the deck's introduction, and that's speed. It may look like a mere "Bujin Aqua Spirit", but she allows the deck to have plays that were simply never possible without her. Even when utilizing her as a standalone monster, she boasts an impressive 2000 attack. And if your opponent kills her off, you're free to force your opponent to strip a card right out of their hand, while you on the other hand can simply dispatch a relic or something. Her existence allows the deck to lower its reliance on the Normal Summon, as now we're much more capable of going into Susanowo, or any other of our Xyzs. Or you can merely use it as a beatstick, forcing your opponent to waste their resources on it.   In the lore, we see that Hirume is revered as a goddess who is "as warm as the very sun". She rules over the world of Kami known as Takamagahara, and is a symbol of the world itself. When equipped with the three treasures, the mirror (Yata), the sword (Murakumo), and the jewel (Yasakani), she transforms into Amaterasu, the most powerful Kami of them all. All was well, until she was consumed by a "certain being"...   This is shown in the artwork of the card Bujinvisibility.     When Yamato regained his power and status, this was the end result: Bujintei Susanowo.   While Yamato is the main monster you'll have access to, Susanowo is the actual true powerhouse of the entire archetype. It's effect is highly versatile, allowing you access to whatever Bujin monster you need, wherever you need it. But unlike Yamato, it holds the benefit of being allowed to use its effect immediately, instead of being forced to wait until the End Phase. And of course, it boasts a higher attack. Aside from it's toolbox effect, it's effect that allows it to onslaught every monster on your opponent's field, is certainly nothing to scoff at either. Due to this effect, Susanowo has a relatively very easy time in terms of dealing with established boards, ripping apart through everything until there's absolutely nothing left. Even decks that relish in having monsters with floating capabilities, tremble in the presence of this card.    In the mirror match, which is expected to increase in popularity, this is the main monster that you should be aiming to stick onto the field, if you wish to greatly increase your chances of winning the mirror.   In the lore, he is presented as a technician that has mastered the art of dual-wielding, with his divine swords Murakumo and Habakiri. Due to his immense skill and prowess, he is capable of wielding the most Bujingi, in comparison to his other Bujintei brethren.   This card is based upon Susanoo, the Shinto god of storms and the sea.   The relics he is linked to, are:  Bujingi Crane, Bujingi Ophidian, Bujingi Quilin, Bujingi Turtle, and Bujingi Wolf.     If Susanowo is the sword, then Kagutsuchi would have to be the shield.   Kagutsuchi is a true behemoth, as he is the most resilient monster in the entire archetype. Despite his defenses, in actuality he is seldom made due to the somewhat annoying milling effect. But when you do make him, it's with the intention that you're attempting to seal the game. Your opponent will either be unable to overcome it, or they will be forced to waste a decent amount of resources in order to do so. Ideally, a player would only want to go into him when he at least has Turtle in the grave, as that conveniently protects him from several threats, including one of the prominent Xyzs in the game: Number 101: Silent Honors Ark.   In the lore, he is portrayed as the "strongest shield", fully capable of reflecting any and all attacks with his shield, which goes by the name of Yata.    This card is based upon Kagutsuchi, the Shinto god of fire.    The relics that he is linked to, are: Bujingi Ibis, Bujingi Crow, Bujingi Boar, and Bujingi Centipede.     Tsukuyomi is by no means essential to a Bujin Player's Extra Deck. Despite it's effect being seemingly very useful, one has to envision what it means for a Bujin player, in terms of relying upon it.   It's draw effect is useful, but is ultimately a niche option, due to the fact that in most instances, the player would be better going into Susanowo, and grabbing what they specifically. This doesn't even take into account the fact that Tsukuyomi's effect is quite unfavorable if one has Hand Traps or Beast-Warriors in their hand. Neither does it guarantee that those 2 cards being drawn will actually do anything to change the outcome of the duel either, so it isn't a very reliable option when one finds themselves in a losing position. However, it's floating ability is indeed deserving of some recognition, as it allows the player the option to play through an opponent's backrow, akin to summoning Constellar Omega. Except instead, you get a Beast-Warrior back.    In the lore, we see that he is not as battle-savvy as his compatriots. Rather, his strengths lie within supporting them and utilizing various spells, instead of dealing in direct combat.   This card is based upon Tsukuyomi, the Shinto god of the moon.   The relics he is linked to, are: Bujingi Peacock, Bujingi Hare, Bujingi Swallow, and Bujingi Fox.     Incoming in PRIO   Bujinki Amaterasu 武神姫-アマテラス LIGHT Beast-Warrior/Xyz/Effect Rank 4 2600/2500 3 Level 4 monsters You can only control 1 "Bujinki Amaterasu". Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; apply 1 of these effects, depending on whose turn it is. ● Your turn: Target 1 of your banished Level 4 or lower monster; Special Summon that target. ● Your opponent's turn: Target 1 of your banished Level 4 or lower monster; add that target to your hand.     If you haven't noticed by now, it seems that there is an ongoing trend with the Bujin Xyz: Starting with Kagatsuchi, each Xyz is more generic and easier to access than the previous one.   Amaterasu is as generic as it gets, seeing as how any R4 deck in the game is capable of making him. However, it's usage in Bujins is somewhat questionable though. At first glance, one would notice that its effect is pretty damn amazing, even made more brilliant by the fact that its effect is Speed Spell 2, capable of being used on either player's turn. But as with all 3-material Rank 4 monsters, aside from Shock Master, one has to wonder if going into Amaterasu is truly worth it. One could easily make an argument that if you're capable of putting out 3 Bujin monsters onto the field in the first place, then you were likely to win regardless. So in that sense, it does appear to be a bit win-moar in that sense.    On the other hand, while it does take 3 materials to make, it's relatively safe to go into due to the fact that it gains protection from the relics. And with it having a Quick-Play effect, it's easy enough to recover back the loss of using up 3 monsters needed to go into it in the first place. It certainly doesn't seem to be a necessity at all, but time will tell as to how others feel about this card.    At least the artwork is incredible...   In the lore, we see quite the surprising twist. While Amaterasu is Hirume's true form, it appears that has managed to get herself possessed by some kind of sinister being, given form by combining the miasma of darkness into one. As a result, the dark, shadowy Amaterasu we see before us, is the corrupted Hirume herself, bent on covering the world in darkness. Now it is up to the Bujintei to venture out and thwart her plans, as shown in the artwork of Bujintervention.   This card is based upon the Shinto god Amaterasu, who is the goddess of the sun.   The relics that she is linked to, are: Bujingi Peacock, Bujingi Crow, and Bujingi Quilin. Due to Amaterasu's corruption, they have a much darker color scheme.     As you all know, the relics support the Bujin monsters. But they are categorized into two types: Relics that work from the hand, and relics that work from the graveyard. Relics that work from the hand are always given the type of "Winged-Beast". And relics that work from the graveyard, are always given the type of "Beast".   Bujingi Relics - The Winged-Beasts     The deck has a themed, searchable Honest. Awesome.   What's unique about Crane, in comparison to other similar cards such as Honest or Kalut, is that it completely overrides other attack modifications. Examples of this include: Forbidden Lance, Fire Formation - Tenki, Black Garden, and so on. This is due to the fact that Crane holds a unique word in its text, "becomes", while other similar cards would say "gains".    However, it is possible to stack the card alongside Honest: Just merely use them both in Damage Calculation, and have Honest be CL1.   This card is without the doubt one of the most aggravation things about the Bujin archetype, as it enables the Bujins to go into battle undeterred and unscathed.    This card is based upon the Ame-no-Habakiri, which is the name of the legendary sword that Susanowo possesses.      At first glance, Peacock sure looks like a beauty, as its effect allows us to tutor out any Bujin monster we want, akin to Bujin Yamato.   But sadly, the card is laced with several restrictions, all of which can't just necessarily be ignored, nor easily played around when you're in a serious game. The most noteworthy one is the card's utter uselessness on Turn 1, due to Main Phase 2 not existing on the first turn of the duel.   In essence, despite its heavenly search effect, its restrictions placed upon it make an extremely strong argument against the card, due to the fact that you can't even so much as pair it up alongside Tenki or Pot of Duality, or anything else for that matter, leaving you to only have your Bujin effects to rely upon. This card at the very least, is a great example of how consistency isn't always worth the risks and restrictions it brings. Like for example, attempting to run Pot of Duality in a deck that is heavily reliant on Special Summoning.   This card is based upon the Yasakani-no-Magatama, the jewel of the three Imperial Regalia of Japan.   Bujingi Relics - The Beasts     People are skeptical as to whether or not the archetype would actually get to have a relic like this, to be honest. But to our surprise, we did get Hare, and due to it being able to shield against both destruction by battle and card effects, it certainly exceeded everybody's expectations.  It is by far the most reliable relic at our disposal, due to it being chainable, meaning it's incredibly easier to make Bujincarnation live nowadays.   But due to it being unable to negate card effects like Turtle can, it is unable to used during the Damage Step, so keep in mind to be cautious of that.   This card is based upon the Kusagusa-no-Mono-no-Hire, which is a scarf, one of the ten treasures of Japan.     Not much to say here. Initially when this card came out, people were under the impression that it would be replaced by Hare. But soon, people came to realize that one was not necessarily better than the other. Rather, they should be used in unison, in order to give your monsters a general sense of protection from most threats that they would be expected to encounter.   In usage, Turtle and Hare are simply used in the same vein. Whatever threat one relic is unable to counter, the other one normally can. When used together, your Bujins often are close to being nearly invulnerable, and can easily exhaust your opponent's resources when given enough time. Especially in G1, where there aren't typically any floodgates that one has to fear.   This card is based upon the Hetsu Kagami, which is a mirror, and one of the ten treasures of Japan.     Quilin is another common necessity in the deck, as it offers the deck some generic removal for face-up threats. This is a very essential card to have, as it allows Beast-Warriors not named Susanowo the ability to pick off more than one monster at a time, or deals with aggravating face-up S/T, such as field spells for examples. And of course, seeing as it can kill off monsters, it also allows one to better conserve their Cranes.    The standard has normally always been to run 2 copies, for quite some time now. But recently, however, it appears that players are finding that the 1 copy is normally more than enough to carry them throughout a match. It's a sensible thing to consider, seeing as how the relics are awful by themselves, so by lowering the relic count as much as possible, a player is able to use the slot for cards that would be considered to be more deserving of the freed up space.   This card is based upon the Kusangi-no-Tsurugi, the sword of the three Imperial Regalia of Japan.     While Quilin is capable of doing Centipede's job to an extent, it isn't able of touching set S/T, which is what makes Centipede worth some consideration in the first place.   But Centipede has several things going against it despite it being searchable, such as it being completely inferior to MST, or its susceptibility to floodgates in G2 and G3. And we look ahead to the future, we'll see that the advent of Artifacts is soon upon us, making its usefulness... less useful.    As of now, it isn't a very popular pick in most decklists for good reason, and doesn't appear as if it will be anytime soon.    This card is based upon the Hachi-no-Hire, one of the ten treasures of Japan, a scarf.     Fox is a themed OTK-stopper that can be searched and pitched to the Graveyard in an attempt to dissuade opponents from trying to take the game in a single turn. Unlike most Beast-type relics it is unique in that it does not require you to control a Bujin monster at all in order activate to it, but however, you must give up a Bujin from your hand. However, the banishment of Fox, plus the discard, perfectly fulfil the requirements of Bujincarnation to fight back on the following turn.   But considering that you will usually need to put Fox in the Graveyard during your own turn, you lose the surprise factor that Gorz, Swift Scarecrow and Battle Fader have. Accordingly, your opponents might simply never attempt to OTK you, or they'll simply try to bait Fox out. In this way, Fox can force their hand or change their fast-paced playstyle. Due to this, it's usefulness is somewhat hard to accurately describe though. As a result, thus it is rather difficult to compare the opportunity cost of setting up Fox over Hare or Turtle in the early game. On one hand the card does somewhat ensures that an opponent will never go all-out against you. But on the other hand, is this really more valuable than the traditional battle-stoppers, which are all capable of taking your opponent by surprise? Just some food for thought.   This card is based upon the Okitsu-Kagami, a mirror, and is one of the ten treasures of Japan.   Other Monsters   Brotherhood of the Fire Fist- Bear With Tenki's recent unlimiting Bear looks an attractive option as on-demand monster removal. After all, the core Bujin archetype lacks the ability to pop set monsters, such as Geargiarmor. Bear's ability to search Yamato and be used to make Kagutsuchi gives it some flexibility and merits some consideration, despite it not actually being apart of the archetype. However, as the deck becomes more and more pressed for space, it simply becomes more difficult to spare a slot for this card, despite its usefulness.   Honest This is a deck of all LIGHT monsters that uses support cards to win in battle, so Honest fits in quite nicely. It's worth a mention specifically due to its incredibly powerful interaction with Susanowo.   Vivid Knight Vivid Knight's effect seems somewhat useful at a glance, protecting Yamato or other monsters. However, Turtle and Hare cover the effect given by the Knight far more effectively, and its 1700 ATK is weaker than that of any monster it can protect in the deck, meaning a regular battle-response trap would generally do better in that situation. The only advantage it has is the ability to keep your monster protected the entire turn.   Bujin S/T     Bujincarnation is our ace in the hole, our "comeback card" if you will. Originally, a lot of players were at times at odds with the card, due to its activation requirements being not only somewhat difficult to fulfill, but also required us to have a clear field, which goes against the whole strategy of the deck.    But really, it was mainly the fact that it was somewhat difficult to always have a banished Bujin monster when you drew into this, or searched it out with Mikazuchi's effect. But no longer, due to the release of Bujingi Hare, which makes it stupidly easy to meet its requirements. Due to Hare alone, players all over quickly released that not only was the one copy solid, but that it would actually be in their best interest, to go ahead and run 2 copies. Running the 2 copies extends the grind game for us, and gives us more answers against established fields, all while throwing our relics right back in the opponent's face. Beforehand, you could easily find a Bujin player who hated having Bujincarnation in their hand before LVAL broke out. But now? You'd be hard pressed to find somebody who doesn't love seeing it. Aside from the typical Susanowo play, it also does hold the capability of going into other niche Xyzs, such as Constellar Omega, who in turn can transform into Ptolemy M7, and even that can become Gaia Dragon the Thunder Charger.   And it truly seems that players have yet to look back on the decision to run 2 copies. Even better the card will even be easier to utilize once we get Hirume, who special summons herself by banishing a Bujin monster.         Regalia is neat, due to the fact that is a chainable trap that can recycle any of your Bujins. Neat, but not exactly necessary. The problem with this card is that despite its usefulness, it has the fatal shortcoming of not being a "real trap". As in, it isn't a card that can punish your opponent's board or disrupt their plays, outside of recycling a Crane or so. Due to this, the card doesn't exactly have any "staying power". As in, you wouldn't be very keen in keeping this card in G2 and G3, when it is entirely much more important to prioritize siding in cards that would actively try to punish your opponent's strategy.   With the release of LVAL, it appears that the majority of the playerbase have reached the same conclusion, quickly dropping it entirely, in favor of 2 Bujincarnation, among other things. It does have a cute interaction with Hirume, but the same problems it'll always have, still remains.   This card depicts Bujingi Quilin switching between its relic and weapon forms.   Other Spells and Traps   [spoiler] As a slow-paced defensive deck, Bujin tend to run a wide range of "standard" spell and trap cards such as Mystical Space Typhoon and monster removal or negation such as Bottomless Trap Hole, Solemn Warning, Mirror Force and Fiendish Chain in assorted quantities. As always, the shape of a format will determine which of these cards and in what numbers are ideal. In addition, some spells and traps require specific mention.   Fire Formation - Tenki   Consistency is the name of the game, and it goes without saying that you want to access your Beast-Warriors as soon as humanly possible.   Pot of Duality   Not many decks are fully capable of shrugging off Duality's restrictions, but Bujins are definitely one of them. Due to us rarely requiring to special summon, as well as for the fact that we need all the consistency we can muster up, Duality is an easy choice in any Bujin decklist.   Upstart Goblin   Another necessity, due to the fact that the #1 initial goal of the deck is to gain access to Bujin Yamato as soon as possible. A 37 card deck of course, helps you towards accomplishing that goal. Although, some players have found it somewhat difficult to manage to create the space necessary to fit in their decklists. This will be an even harder goal to accomplish Post-PRIO.    Forbidden Lance   As a deck that is heavily reliant on its Normal Summon, Lance was noted to be a crucial card, acting as an effective way to ensure that your summons go through. Between this and the relics, your opponent can easily find it quite difficult to not end up exhausting their backrow. What's unique about Lance's usefulness in Bujins, is that Crane's effect completely eradicates the attack reduction, as if it never existed. Post-PRIO, however, the card may end up becoming rather lackluster, due to the advent of Artifacts. There are also more sluggish options that one could consider as well, such as Trap Stun, or Seven Tools of the Bandit.    Kaiser Colosseum   When people think of Bujins, this card is normally one of the first things that comes to mind. And for good reason, seeing as how this archetype made the card more annoying than anybody had previously thought possible. You merely just sit on a Yamato, and continue to rack up advantage, while your opponent is unable to go into anything that would be an actual threat to your field.    Discard Traps  Bujingi monsters are basically dead in hand and the deck runs enough of them to fuel one or two copies of a discard trap, like Raigeki Break for example. In addition, discard traps help to trigger Mikazuchi's search effect. In a metagame where solid backrow is somewhat scarce and hard to come by, delving in these powerful -1 traps is certainly an option worth considering.   Cards That Break Through Established Fields One of the most grievous issues that Bujins suffer from, is that they have difficulty dealing with established boards. This issue becomes further problematic if the Bujin player is unfortunate enough to have to go 2nd. So with that being said, having cards that help to tear through such fields, can really help out. Some examples include: Dark Hole, Swords of Concealing Lights, or even Lightning Vortex.    Vanity's Emptiness Akin to Kaiser Colosseum, this is the other floodgate that Bujin players often like to utilize. As we're all aware of, Bujins aren't particularly very reliant on the notion of Special Summoning. As such, we're perfectly capable of using Vanity to shut down the decks that do. Due to the relics that trigger from the hand or graveyard, coupled along with the fact of how Yamato's effect operates, one will find it relatively easy to maintain Vanity's Emptiness for a few turns. Regardless, it isn't as sturdy as Kaiser, which is a large reason as to why a lot of players are offput by Vanity's Emptiness. It would be more sensible to sort of view the card as more of a simple Trap Card, rather than a Continuous Trap. Unlike Kaiser Colosseum, Vanity's Emptiness is capable of lulling your opponents into a false sense of security, allowing them to do things they wouldn't normally do, and can actually help strip away card advantage from your opponent due to it being chainable. For those reasons in particular, makes it worth the frailty that comes along with using it.   Royal Decree   "The floodgate that counters floodgates"   And everything else of course. Royal Decree is the latest ongoing trend among those in the Bujin community, and for good reason. Bujin players learned early on that in G2 and G3, there is a wide variety of cards that can be sided against them, and utterly wreck them. As such, we had to grasp the concept of "countersiding" immediately, preparing in advance to battle against said counters. As the deck grew more and more popular, it only continued to be an increasingly difficult issue. While Twisters, Seven Tools, and even Full House were all relatively useful answers, nothing quite compares to the powerhouse card that is Royal Decree. Not only does it shut down all the stuff we're so terribly worried about, but every other backrow in their possession, as well as the ones they'll draw, are all completely dead and useless to them, which is nothing short of amazing. The fact of the matter is that when Decree is flipped, the Bujin player is always the one who is better off, due to them still having offensive and defensive capabilities through their relics, which is more than enough to counter most decks. Another cool thing is that it is able to be paired up alongside other cards, such as Effect Veiler or Kaiser Colosseum, making it even more strenuous for your opponent to overcome your setup.   Artifact Moralltach and Theosophy of the Artifacts In PRIO, one of the most anticipated themes from the set is the Artifact archetype. But what people are truly excited for, is Artifact Moralltach, and Theosophy of the Artifacts. This is due to the fact that it is a highly splashable engine, which offers free spot removal alongside a 2100 beater; which is a total +1 in card advantage, or even greater if your opponent is unfortunate enough to have destroyed it. Bujins are just one of the many decks that can utilize this engine to their advantage. And unlike so many other decks that are enticed by it, this deck has Bujin Yamato at its disposal, whose effect allows it to trade in any dead Moralltachs that end up in the hand. [/spoiler]   Extra Deck   Other than obvious staple choices such as the Bujin Xyz or Silent Honors and Exciton Knight, here are a few specific options that come highly recommended:   - Diamond Dire Wolf - Constellar Omega - Brotherhood of the Fire Fist - Tiger King - Starliege Paladynamo - Constellar Ptolemy M7 - Gaia Dragon, the Thunder Charger - Number 82: Heartlandraco   The Side Deck   One of the best parts about Bujins is that things are really simplified, due to all the floodgates we have access to. Vanity's Emptiness and Kaiser Colosseum easily hinder just about every deck out there, while Royal Decree on the other hand, shuts down all the common counters we're not fond of seeing.    But of course, what to side aside from those generic options, purely depends on the format and what the general metagame is. But so long as said cards don't actually do anything to disrupt your own strategy, like Mistake for example, then it is perfectly acceptable to use it in your decklist.   As was stated before, counter-siding is one of the most important parts for a Bujin player's Side Deck. The main thing to use the Side Deck for is not to shut down your opponent's strategy, but to ensure that yours goes through. This holds true for this archetype in particular, simply due to the fact that there a plethora of cards out there that can easily get the best of us if we aren't prepared.   Twister, Dust Tornado, Fairy Wind, Full House, Seven Tools, and Trap Stun are the most common cards that were being used in order to combat such threats. At least they were, until the majority of the Bujin playerbase started to be enticed by Royal Decree. Regardless, so long as one has cards that help in dealing with the inevitable cards your opponent will side against you, then you're solid.   Speaking of Decree, it does changes things somewhat. As time goes on, more and more players are growing aware of Royal Decree's role in Bujins, to the point that now players are looking for more unorthodox methods of countering Bujins, namely ones that aren't affected by Royal Decree. In any case, it's a good idea to be wary of any and all counters.   Examples of such cards include:    - Zombie World - Swords of Concealing Light - Necrovalley - Ghostrick Jackfrost - Level Limit - Area B   Sample Decklists     Post-LVAL Decklists   T16 YCS Atlanta - Steven Mercier   [spoiler]Monsters (19) 3 Bujin Yamato 2 Bujin Mikazuchi 1 Bujin Arasuda 3 Bujin Crane 2 Bujin Turtle 2 Bujin Hare 1 Bujin Centipede 1 Bujin Quilin 1 Honest 3 Effect Veiler Spells (18) 3 Fire Formation - Tenki 3 Mystical Space Typhoon 3 Kaiser Colosseum 3 Pot of Duality 2 Bujincarnation 2 Forbidden Lance 1 Foolish Burial 1 Book of Moon Traps (3) 3 Royal Decree Side Deck (15) 2 Maxx "C" 2 D.D. Crow 3 Prohibition 2 Swords of Concealing Light 3 Vanity's Emptiness 1 Twister 1 The Transmigration Prophecy 1 Cursed Seal of the Forbidden Spell Extra Deck (15) 3 Bujintei Susanowo 1 Bujintei Tsukuyomi 1 Bujintei Kagutsuchi 1 Evilswarm Exciton Knight 1 Gagaga Cowboy 1 Number 101: Silent Honor ARK 1 Constellar Omega 1 Starilege Paladynamo 1 Abyss Dweller 1 Diamond Dire Wolf 1 Brotherhood of Fire Fist- Tiger King 1 Number 50: Blackship of Corn 1 Number 85: Crazy Box [/spoiler]     T4 Bexhill Regional - Rowan Allen [spoiler] [/spoiler]   1st Place ARGCS Vegas - Joseph Chou   [spoiler]  [/spoiler]     2nd Place YCS Brazil - Galo Orbea   [spoiler] [/spoiler]   Top 16 YCS Chicago - Tom Mak (1st Place in Draft)   [spoiler] [/spoiler]     3rd Place YCS Mexico - Julian Beltran   [spoiler] [/spoiler]   4th Place YCS Mexico - Gerald Chaves   [spoiler] [/spoiler]   * Credits go out to Catasterism, who allowed me to use the previous OP as a base.
  6. Part 1: Introduction  Infernities are an archetype of DARK monsters, originally released as promos for Yu-Gi-Oh 5D's Stardust Accelerator, whilst getting further support in Stardust Overdrive and The Shining Darkness in 2010. This deck was considered to be one of the greats back then, and a deck that was feared for good reasons. Back when Launcher was unlimited, Infernity used a loop to produce many Synchros in one turn, whilst sitting on a bunch of Infernity Barriers to back up your board if your OTK fails. After Infernity Launcher was limited later on in the year, Infernity were still able to produce their combos, although they were less consistent, so Infernities ended up falling out of the meta game. However, with the release of some amazing cards, Infernity can shine again like it once has. Infernity has different builds now, due to the release of XYZ monsters.   Part 2: Monsters   Infernity Archfiend When you draw this card (except during the Damage Step), if you have no other cards in your hand: You can reveal this card; Special Summon this card from your hand. When this card is Special Summoned: You can add 1 "Infernity" card from your Deck to your hand. You must have no cards in your hand to activate and to resolve this effect.   Infernity Necromancer When this card is Normal Summoned, it is changed to Defense Position. If you have no cards in your hand, this card gains the following effect: Once per turn, you can select 1 "Infernity" monster in your Graveyard, except "Infernity Necromancer", and Special Summon it. These two cards are the most important monsters in the deck. Without Archfiend to search out your Infernity cards and Necromancer to keep bringing him back for more plusses, this deck wouldn't even exist. These two cards keep your combo's going and eventually get your wanted field of big Synchro/XYZ monsters backed up by Infernity traps. There are a lot of cards that combo in the deck, but it'll always eventually lead to a combination of these two cards that gives you your amazing end phase field. As Archfiend searches out Infernity cards, it means he can also search Launcher and the traps, so he's not limited to only monsters. And most decks lost Monster Reborn, but Infernity's got their own themed Monster Reborn in a monster form; Necromancer. Since Necromancer is also a level 3 Fiend, you can use his effect and then Transmodify him into another Archfiend, search once more, and go into a boss monster very easily. Also since Archfiend is an Archfiend card, you can also run cards like 'Archfiend Palabyrinth' for more combo plusses, or 'Falling Down' to steal opponent's monsters.       Dark Grepher You can discard a level 5 or higher Dark Monster from your hand to Special Summon This card from your hand. Once per turn, you can discard 1 Dark monster to send 1 Dark monster from your deck to the graveyard.   Armageddon Knight When this card is Summoned, send 1 card from the deck to the graveyard. These two monsters are also crucial in Infernity. Both cards have similar effects, but with a slight difference. As they're both Level 4 Warriors, they can be searched by both Monk and Reinforcement of the Army. The one you decide to search out depends on the situation or on your hand. Both cards load up the grave with key cards and set up combos.                           Summoner Monk Cannot be Tributed. When this card is Normal or Flip Summoned: Change this card to Defense Position. Once per turn: You can discard 1 Spell Card; Special Summon 1 Level 4 monster from your Deck, but that monster cannot attack this turn.   One of the newer editions to the deck. Ever since the release of Lavalval Chain, Summoner Monk has become an important combo piece in the deck, as it lets you tutor either your Warriors to help set up Archfiends or Patrols in your graveyard, or Archfiend himself to start going off.     Stygian Street Patrol When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the Level of the destroyed monster in the Graveyard x 100. You can banish this card from your Graveyard; Special Summon 1 Fiend-Type monster with 2000 or less ATK from your hand.   Street Patrol is easily one of the most important non-Infernity cards in the deck since it's release in 2010. Stygian is able to Special Summon Archfiends from your hand to trigger his effect, or Special Summon Necromancers in your hand to either start or continue going off. The card is also dumpable through Armageddon Knight, Grepher, Foolish, and Lavalval Chain.    Archfiend Heiress   If this card is sent to the Graveyard because of a card effect or being destroyed by battle: You can add 1 "Archfiend" card from your Deck to your hand, except "Archfiend Heiress". You can only use the effect of "Archfiend Heiress" once per turn.   Another new addition to the deck, being released in 'Judgment of the Light'. This card lets you tutor either your Infernity Archfiend, or your Archfiend Palabyrinth for more searches. There are also some other cards that you can search off of Heiress, like Archfiend's Roar to help bring back your Archfiends, or Falling Down to take control of your opponent's monsters.  Other monsters worth considering are: Infernity Avenger Infernity MirageInfernity Beetle Tour Guide from the Underworld   3. Spells   Infernity Launcher  Once per turn, you can send 1 "Infernity" monster from your hand to the Graveyard. If there are no cards in your hand, you can send this card to the Graveyard to select up to 2 "Infernity" monster(s) in your Graveyard and Special Summon them. This card is limited, and with good reason. It not only empties your hand from an Infernity monster, it lets you bring back 1 or 2 as well. This card keeps your combos going, is searchable buy Archfiend, and is one of the reasons the deck is amazing.        Transmodify Send 1 face-up monster you control to the Graveyard; Special Summon from your deck, 1 monster with the same type and attribute as that monster in the Graveyard, but 1 Level higher. You can only activate 1 Transmodify per turn.   Archfiend Palabyrinth All Fiend-type monsters you control gain 500 ATK. You can target 1 Archfiend monster you control; banish 1 other Fiend-type monster you control, and if you do, Special Summon from your hand, deck of graveyard, 1 Archfiend monster with the same Level as the targeted monster. You can only use this effect of Archfiend Palabyrinth once per turn. Two new cards from the latest set Judgment of the Light, which gave this deck an immense boost. Both cards have similar effects, but are still a little different in use. As both card effect can only be used once per turn, playing both cards in the same turn can result in amazing plays, as you more or less get to activate the same effect twice per turn. Both cards uses a Necromancer and turns it into an Archfiend, so you can search, but both cards have their own weaknesses and advantages though: Transmodify sends the monster to the grave and can activate this effect when the only face-up monster is the monster you want to sack for the effect. Palabyrinth on the other hand, loses the monster by banishing it, and must have another Archfiend on the field in order to search from the deck. But Palabyrinth is searchable by Archfiend Heiress, while Transmodify is not, and gives all Fiends on your field a 500 atk boost.  Other Spell worth considering are: Mystical Space Typhoon Upstart Goblin Allure of Darkness Instant Fusion One Day of Peace One for One Pot of Duality Monster Gate Reinforcement of the Army Foolish Burial Night Beam Dark Hole ZERO-MAX Book of Moon   4. Traps     Infernity Barrier When your opponent activates a Spell/Trap Card, or monster effect, while you control a face-up Attack Position "Infernity" monster and have no cards in your hand: Negate the activation, and if you do, destroy that card.   Infernity Break Activate only if you have no cards in your hand. Select 1 "Infernity" card in your Graveyard and remove it from play. Select 1 card your opponent controls and destroy it.   The Infernity traps. You usually search these out on the end of your combo after you've set up to protect your field and procede to lock opponents. Barrier is the deck's themed Solemn Judgment, the only difference being that Barrier negate monster effects, rather than summons. So if your opponent summons something and tries to run over something on your field, is that bad? Yes. And Barrier cannot do anything to that. That's where Break comes in. Break is a simple 1 for 1 spot-on removal card with a low cost. So whenever they try to run over Infernity monsters on your side of the field to block out your Barriers, Break comes in and pops the threat.   UPDATE   Barrier was recently limited to 1, allowing your opponent to interact after you have combo'd off.  While in many instances, Break still gets the job done of protecting your field, it is is not a counter trap, which means it is susceptible to Forbidden Lance, Trap Stun, etc. Moreover, you now no longer have the option of using Barrier to enable you to combo through your opponents backrow.  Other traps worth considering are: Mirror Force Vanity's Emptiness Mind Drain Compulsory Evacuation Device Solemn Warning Trap Stun Torrential Tribute Dimensional Prison Bottomless Trap Hole Archfiend's Roar   5. Extra Deck: Xyz monsters        Lavalval Chain 2 Level 4 monsters Once per turn: You can detach 1 Xyz mateiral from this card to activate 1 of these effects: Send 1 card from your deck to the graveyard.[/*] Choose 1 monster from your Deck and place it on top of your Deck.[/*]   Leviair the Sea Dragon 2 Level 3 monsters Once per turn: You can detach 1 Xyz material from this card ti target 1 banished Level 4 or lower monster; Special Summon that target to your side of the field.Chain and Leviair are very important cards in this deck. Chain dumps Infernity monsters and Street Patrols to the grave to continue your plays, or stacks an Archfiend on your deck, so you draw it next turn and trigger it. Leviair brings back banished monsters to use again and make more plays, e.g. bring back Stygian and load it back in the grave for another usage.     Diamond Dire Wolf 2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them.   Dire Wolf is also another very important card in the extra deck. Dire Wolf allows you to get rid of 2 materials that you will want in the graveyard to continue your combos, and it can also clear monster zones that you will need to use continue your combos.      Number 66: Master Key Beetle 2 Level 4 DARK monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 card you control, that card(s) cannot be destroyed by card effects. If this face-up card on the field would be destroyed, you can send on of its targets to the Graveyard instead.  Beetle is also a very nice new card from Judgment of the Light. Beetle protects your cards from being destroyed by effects, and is mainly used on big Synchroes or continuous traps. A nice thing to know is that Beetle protects Vanitys Emptiness from destroying itself when a card is sent to your own grave. Beetle can thus create amazing locks, even more considering Barriers and Breaks got its back.   Other Xyz monsters worth considering are: Abyss Dweller Maestroke the Symphony Djinn Gem-Knight Pearl Gagaga Cowboy Number 17: Leviathan Dragon Number 20: Giga-Briljant Number 30: Acid Golem of Destruction Evilswarm Ouroboros Evliswarm ThanatosEvilswarm Nightmare Number 39: Utopia Number 50: Blackship of CornNumber 85: Crazy BoxPhoton Papilloperative Wind-Up Zenmaines   6. Extra Deck: Fusion monsters   Darkfire Dragon and Fusionist serve as Instant Fusion targets, but theyre not chosen only because of their Levels; they have more purposes than that. Darkfire Dragon is a Dark, which means he can be used as material for Key Beetle, and Fusionist is a Beast, which means he can be used as target for Dire Wolfs effect. Other Fusion monsters worth considering are: Barox Karbonala Warrior Flame Ghost 7. Extra Deck: Synchro monsters     Armory Arm 1 Tuner + 1 or more non-Tuner monsters Once per turn, you can either: Target 1 monster on the field; equip this card tot hat target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped by this effect, that target gains 1000 ATK. When that target destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the destroyed monster in the Graveyard.   Stygian Sergeants 1 Fiend-type Tuner + 1 or more non-Tuner monsters When this card destroys an opponents monster by battle and sends it to the Graveyard, it can gain 800 ATK (until the end of the Battle Phase) and attack once again in a row.These 2 Synchroes are a very important thing to keep in mind, as they are an OTK by themselves, having the potential to deal 7200 damage on their own, 8200 if Palabyrinth is on the field.     Void Ogre Dragon 1 DARK Tuner + 1 or more non-Tuner monsters Once per turn, during either players turn, when your opponent activates a Spell/Trap card while you have no cards in your hand: You can negate the activation and destroy it.   Hundred-Eyes Dragon 1 DARK Tuner + 1 or more non-Tuner Fiend-Type monsters Once per turn, you can activate this card's effect by removing from play 1 Level 6 or lower DARK Effect Monster from your Graveyard. Until the End Phase, treat this card's name as that monster's name and this card gains the same effects as that monster while face-up on the field. When this card is destroyed and sent to the Graveyard, add 1 "Earthbound Immortal" monster from your Deck to your hand. Another duo of amazing Synchro monsters only Infernity can run effectively. Void Ogre is Infernitys themed Shi En, boasting a 3k/3k body. 100-Eyes on the other hand is able to copy Mirage and Necromancer for more Infernity plays and Archfiend searches.   Other Synchro monsters worth considering are: Stardust Dragon Crimson Blader Stardust Spark Dragon Infernity Doom Dragon   8. Some Basic Combos Hand: Monk, 2 Spells [spoiler]1. Summon Monk1 to Discard Spell to Summon Monk2 2. Monk 2 to Discard Spell to Summon Archfiend1 to search for Necro1 3. Overlay Archfiend1+Monk1 to Chain1, Chain1 detach Archfiend1 dump Stygian1  4. Banish Stygian1 to SS Necro1, Necro1 SS Archfiend1 to search Necro2 5. Overlay Archfiend1+Monk2 to Chain2, Chain2 detach Archfiend1 dump Stygian2 6. Banish Stygian2 to SS Necro2, Necro 2 SS Archfiend1 to search Launcher 7. Overlay Necro1+Necro2 to Leviair1, Detach Necro1 to SS Stygian1 8. Overlay Stygian1+Archfiend1 to DDW1 to destroy Chain1, Activate Launcher to SS Necro1 and Archfiend1 9. Search for Archfiend2, Banish Stygian1 to SS Archfiend2, Search for Trap 10. Overlay Archfiend1+Archfiend2 to MKB to protect Trap1, Necro1 SS Archfiend1 to search for Trap2 End: Chain2, MKB, Necro1, Archfiend1, Trap1, Trap2[/spoiler] Hand: Grepher/ROTA, Necro1, Archfiend1/Stygian1 [spoiler]1. Grepher dump Archfiend1/Stygian1, Banish Stygian2 to SS Necro1, Necro SS Archfiend1 to Search Necro2 2. Overlay Grepher+Archfiend1 to Chain1 to detach Archfiend1 and dump Stygian2 to SS Necro2. Necro2 SS Archfiend1 to search Launcher 3. Overlay Necro1+Necro2 to Leviair to detach Necro1 to SS Stygian1 4. Overlay Stygian1+Archfiend1 to DDW1 to kill Leviair 5. Activate Launcher to bring Necro1+Necro2, to SS Archfiend1 to search Archfiend2 6. Banish Stygian1 to SS Archfiend2 to search Trap1, Overlay Archfiend1+Archfiend2 to SS Chain2 to detach Archfiend1 to dump Heiress to search Palabyrinth 7. Set Palabyrinth, Necro2 SS Archfiend1 to search for Trap2. Overlay Necro1+Necro2 for Leviair2 to SS Stygian1 8. Activate Palabyrinth by banishing Stygian1 to SS Archfiend3 to search for Trap3 End: Palabyrinth, Chain1, Chain2, Archfiend1, Archfiend3, Leviair2[/spoiler] Hand: Armageddon Knight, Foolish [spoiler]1a. Armageddon to Dump Heiress to search Archfiend1, Foolish Stygian1, Banish Stygian1 to SS Archfiend1 search Necro1 2a. Overlay Armageddon+Archfiend1 for Chain1 to deatch Archfiend1 to dump Stygian2 to SS Necro1 to SS Archfiend1 to search Trap1 1b. Armageddon to Dump Heiress to search Archfiend1, Foolish Stygian1, Banish Stygian1 to SS Archfiend1 search Launcher End: Chain1, Archfiend1, Necro1[/spoiler] Hand: Monk, Archfiend, Spell [spoiler]1. Monk1 Discard Spell to SS Armageddon to send Stygian1, Banish Stygian to SS Archfiend1 to search Launcher 2. Overlay Monk+Archfiend1 to Chain1 to detach Archfiend1 and dump Necro1 3. Activate Launcher to bring Necro1+Archfiend1 to search for Trap1 4. Overlay Archfiend1+Armageddon to Chain2 to detach Archfiend1 and dump Heiress for Palabyrinth 5. Set Palabyrinth, use Necro1 to SS Archfiend1 to search for Trap2, then activate Palabyrinth to banish Necro1 to SS Archfiend2 to search for Trap3 End: Chain1, Chain2, Archfiend1, Archfiend2, Palabyrinth, Trap1, Trap2, Trap3[/spoiler] Hand: Monk, Armageddon, Spell [spoiler]1. Monk1 discard Spell to to SS Grepher, Grepher Discard Armageddon to dump Heiress to get Archfiend1 to hand 2. Overlay Monk1 and Grepher to dump Stygian to SS Archfien1 to search for Trap1 End: Chain1, Archfiend1, Trap1[/spoiler] Hand: Grepher, Stygian [spoiler]1. Grepher dump Stygian1 to dump Heiress to search Archfiend1. Banish Stygian1 to SS Archfiend1 to search Necro1 2. Overlay Grepher+Archfiend1 to SS Chain1 to dump Stygian2. Banish Stygian2 to SS Necro1 to SS Archfiend1 tosearch Trap1 End: Archfiend1, Chain1, Necro1, Trap[/spoiler]   9. Sample decklists [spoiler]  Robert Woolridge (First Place, Chicago Regionals) 3 Infernity Archfiend 3 Infernity Necromancer 2 Stygian Street Patrol 1 Archfiend Heiress 2 Dark Grepher 2 Summoner Monk 1 Armageddon Knight   2 Instant Fusion 2 Transmodify 3 Upstart Goblin 3 MST 1 Field Spell 1 Hole 1 Launcher 1 Foolish 1 ROTA 1 ZERO-MAX   3 Infernity Break 2 infernity Barrier 2 Mirror Force 1 Warning 1 Evac Device 1 Archfiend's Roar   2 Lavalval Chain 2 Diamond Dire Wolf 2 Leviair 1 Abyss Dweller 1 Master Key Beetle 1 Cowboy 1 Blackship 1 Photon Pap 1 Maestroke 1 Ouroboros 1 Darkfire Dragon 1 Barox   2 Gozen Match 2 Debunk 2 Fairy Wind 2 Overworked 2 DNA Surgery 2 Trap Stun 1 Soul Drain 2 Prohibition   Roger Simpson (Top 16, YCS Toronto)  3 infernity Archfiend 3 Infernity Necromancer 2 Summoner Monk 2 Stygian Street Patrol 2 Dark Grepher 1 Armageddon Knight   1 Infernity Launcher 1 ZERO-MAX 1 Reinforcement of the Army 1 Book of Moon 2 Instant Fusion 3 Mystical Space Typhoon 3 Transmodify 1 Archfiend Palabyrinth 1 Foolish Burial 1 Dark Hole   2 Infernity Barrier 3 Infernity Break 1 Bottomless Trap Hole 1 Archfiend's Roar 1 Mirror Force 1 Trap Stun 1 Solemn Warning 1 Compulsory Evacuation Device     2 Malevolent Catastrophe 3 Mind Drain 1 Eradicator Epidemic Virus 2 Royal Decree 2 Overworked 2 Gozen Match 3 Needle Ceiling   2 Leviair the Sea Dragon 2 Diamond Dire Wolf 2 Lavalval Chain 1 Gagaga Cowboy 1 Number 50: Blackship of Corn 1 Number 66: Master Key Beetle 1 Abyss Dweller 1 Evilswarm Ouroboros 1 Maestroke the Symphony Djinn 1 Wind-Up Zenmaines 1 Darkfire Dragon 1 Barox[/spoiler]
  7.     Originally released in Return of The Duelist, Madolche are an archetype of all Earth attribute monsters, including Spellcasters, Beasts and Fairies and Warriors all named after various desserts and treats. Madolche are a unique take on card games, as each monster has an effect to return itself to the deck when destroyed by your opponent. After its debut in Return of The Duelist, Madolche were rather unimpressive, however with support from Abyss Rising and Lord of the Tachyon Galaxy Madolche has slowly come into their own as a viable archetype.     Monsters [spoiler] Madolche Magileine   Madolche Magileine is one of the strongest support monsters for the Madolche archetype, and arguably one of the best floaters ever printed. Due to her ability to search another copy of herself and her self-recycling effect, she saw play in decks such as Prophecy and Chain Beat for some time. For Madolche however, shes a themed Elemental HERO Stratos, instantly bringing combo pieces to hand and offering a constant stream of monster presence.   Madolche Messengelato:   Released in Abyss Rising, Madolche Messengelato is one of the most welcome additions to the Madolche deck.  A level 4 for the themed Boss monster, a Warrior type monster for Blade Armor Ninja and Heroic Champion-Excalibur, and a target for M-X Saber Invoker Messengelato offers a lot of versatility to the deck.  He also has the ability to search for the archetypes spell and trap support when Special Summoned while a Beast-type Madolche is on board.  Its important to note that Messengelato requires a Beast-type Madolche to activate and resolve his effect, so if a card is chained to remove your Beast from the field Messengelato doesnt get to search cards. Madolche Hootcake:   Hootcake is one of the cards that truly makese Madolche a viable archetype. Before Primal Origins, Hootcake isn't  extremely easy for Madolche to set up on their own because of their tendency to cycle back into the deck, but luckily there are plenty of engines that have perfect synergy with Madolche and fuel the grave to let Hootcake flood the field.   Madolche Mewfeuille: Mewfeuille is our themed Marauding Captain, and an easy enabler for Messengelato and, more importantly, Angelly. Its also useful for easy rank 3 plays such as Invoker and Leviair.   Madolche Anjelly:   Releasing in Primal Origins, Anjelly is best compared to a themed Lonefire Blosssom. Having her plus a mew in hand is an instant Tiaramisu play since she fetches Hootcake from the deck while putting a monster in grave for his effect.  This is a very welcome consistency card, and an absolute must play.    Madolche Puddingcess:   Thanks to Mewfeuille and Hootcake, its actually not too hard to get Puddingcess onto the board; however, the deck is also perfectly capable of clearing away problem cards without her so that Mewfeuille and Hootcake plays can be conserved for stronger combos.   Madolche Queen Tiramisu The boss monster of the Madolche archetype, Tiramisu is arguably one of the best removal cards in the, removing opposing threats without targeting them and, while staying true to the theme, recycling all of your resources. With the field spell in play she reaches a respectable 2700 attack, allowing her to push for decent damage after clearing away the opponents cards (especially when taking into account how often Tiaramisu is summoned alongside some other monsters, or with a Ticket in play).[/spoiler]     Spells [spoiler]   Madolche Chateau: Chateau is a unique field spell for the Madolche archetype. The 500 attack and defense boost is definitely appreciated in a deck of otherwise small monsters, but the really incredible part of Chateau is the effect that returns Madolches to the hand instead of the deck. This means that if a Madolche is run over, it returns to your hand instead. If its hit by Solemn Warning, it returns to the hand. If Madolche Queen Tiaramisu would return a monster to the deck, they go to your hand instead. If Chateau stays on the field, you essentially never lose your resources.   Madolche Ticket: Ticket is sort of a themed Black Whirlwind, except searchable. Something thats especially noteworthy is the option to Special Summon instead of searching if you control a Fairy-type Madolche monster. Madolche Queen Tiaramisu and Puddingcess currently are the only two Fairy-type Madolches in the TCG, however Queens effect will to trigger Ticket. A lot of simple boards are turned into OTKs because of Ticket putting a Hootcake directly on the field. Two things to note are that Tickets search effect is Mandatory, and that you can only use the effect once each turn, meaning it will not stack similar to Whirlwind. [/spoiler] Traps   It's worth noting that Madolche actually have a few themed Traps to support them. Most of them however are impractical and unplayable, but there is one worth your attention. [spoiler] Madolchepalooza: Madolchepalooza is a highly debated choice in Madolche decks. It is slow and situational, needing to wait an entire turn and requiring a significant number of Madolche monsters in hand to make it worthwhile. If the card fully resolves, it often results in a blowout, and its search-ability via Messengelato gives it definite merit as a one-of.[/spoiler]     Supporting Engines   Because of Hootcakes need for monsters in the graveyard, most Madolche decks will employ some sort of secondary engine to make sure Hootcake is live.   [spoiler]  Hand Traps: Aside from being useful cards in general, Maxx C and Effect Veiler are easy to put in the graveyard as Hootcake fodder. Some combination of hand traps will be played between the main and side of most Madolche decks.    Ghostricks:     Released in Shadow Spectres, the Ghostrick engine has slowly proven itself to be a reliable one. Cards like Jiangshi give the deck a reliable normal summon(or set), as well as the ability to search cards that allow you to not die while you wait to combo. Mary tutors Jianshi from the deck, while Jack Frost, Spectre, and Lantern all punish your opponents for putting cards on board that you want to put back in the deck.   Tech Genus: T.G. Striker and T.G. Warwolf are nice floaters to help get monsters in grave while maintaining resources, and both of them also offer interesting tricks to the deck. Striker opens the deck to Synchro plays, once again allowing access to the coveted Naturia Beast and Barkion, both of whom are potentially quite power in the current format. Warwolf summons himself when Mewfeuille or Hootcake resolve their effects, allowing for those Invoker plays that make summoning Tiaramisu so elementary.   CardCar D/Pot of Duality:   Cardcar is fairly straightforward: accumulate resources while putting a dead body in the grave to make Hootcake live. Duality naturally goes hand-in-hand with Cardcar, letting the deck dig even deeper to ensure that combos happen as quickly as possible. A deck utilizing Cardcars requires extra protection since it doesnt provide the field presence that Serene Psychic Witch or T.G. Warwolf do, but it really allows the Madolche cards to shine in their own right.   Instant Fusion:   Instant Fusion very simply puts a body on board to go straight into Xyz plays. One has to be careful with Instant Fusion, though, because Madolche is already rather weak to Maxx C and a Maxx being chained to Instant Fusion can put you in a horrendous position. The most common targets for Instant Fusion are the Level 3 Fusionist and the Level 4 Karbonala Warrior.   Spell Striker:   Spell Striker can be utilized in turbo builds to put even more level 3s on board, which leads to more Invoker plays and therefore more Tiaramisu plays. Hes most effective with cards like Upstart Goblin and Reinforcement of the Army (which coincidentally can search Messengelato, if you're ever so inclined to have him in your hand).   Tour Guide From the Underworld:   Sometimes you really just can't get enough level 3s, and Tour Guide is useful if you find yourself wishing you could summon Rank 3 monsters even more often than you already do. In a combo-based deck like Madolche, its sometimes nice to have a decent standalone card that will do something while you wait to draw combo pieces, and Tour Guide does that while putting bodies in the grave for Hootcake.  [/spoiler]   Extra Deck [spoiler] Mechaquipped Angineer:     Seving as a replacement for the ever-popular Zenmaines, Angineer is a powerful utility card, not only allowing you to stay alive for an extra turn or two, but also ensuring that cards like Tiarmisu stick around an extra turn to help seal wins.   Ghostrick Alucard:     Alucard is a reliable rank 3 monster who can force out backrow or deal with pesky set monsters like Geargiarmor. His stats aren't terrible either, and his ability to recycle cards like Specter and Mary when he dies give him a lot of utility.   M.X-Saber Invoker:   His stats might not be great, but Invoker is a necessary combo-piece in the Madolche extra deck. Typically made with a used Hootcake and another level 3, Invoker pulls Messengelato from the deck to help facilitate rank 4 plays.   Leviair the Sea Dragon:   Leviair is a great utility card, allowing you to recycle banished Madolches and helping to further facilitate combo plays. Post Prio, it serves as a way to recycle Angelly in the Queen combo, giving you a bigger body on board that, if protected, allows for more plays the following turn.   Abyss Dweller   Since its release in Abyss Rising, Dweller has become a near staple in almost any deck that could make it. With Artifacts, Mermail, and Bujins being popular choices for the format, Dweller should continue to find itself in the Extra Deck.   Gagaga Cowboy:   Once the Madolche deck establishes its board, it is capable of doing a tremendous amount of damage in one turn, including the occasional OTK. There are times however when you just cant deal enough, and for when that happens theres this guy. The 800 burn damage can easily steal games for you, and his first effect means he can crash with or run over almost any big monster your opponent puts on the board. Other Options: Diamond Dire Wolf Blackship of Corn Evilswarm Exciton Knight Number 101 Silent Honors Knight Number 49: Fortune Tune Temptempo the Percussion Djinn Maestroke the Symphony Djinn Soul of Silvermountain Naturia Beast, Naturia Barkion, Black Rose Dragon, Arcanite Magician (depending on which Tuners, if any, are run) [/spoiler]     Side Deck Options [spoiler]   Gozen Match: With the entire deck being EARTH-attribute monsters, Gozen Match gives the deck an edge post-side against multi-attribute decks.   Trap Stun/Royal Decree: Against Trap-heavy decks, both of these options can lock down their backrows while you make a big play to put yourself in a winning position.   DNA Surgery: With many decks in the format revolving around keeping 1 specific type of monster on the field, Surgery is a one card way to disrupt many strategies. Depending on your hand and the game state when you flip it, your best bets to call are Beast or Fairy with this card.   Soul Drain: Soul Drain is an interesting choice for Madolche, as it stops all of the archetypes monsters from recycling themselves. While this does mean you wont be triggering Ticket as often, it does mean you will be able to make Hootcake live much easier, so its not a terrible trade-off, especially since it can still shut down other decks completely.   Other side deck options: -Dust Tornado -The Transmigration Prophecy -Thunder King Rai-Oh -Mind Crush -Fossil Dyna Pachycephalo/Vanity's Emptiness [/spoiler]     Combos [spoiler] Most of the combos in Madolche are pretty straightforward. However a basic "Queen Combo" could look something like: In Hand: Madolche Mewfuielle + Madolche Angelly In Deck: At least one copy of Madolche Hootcake and Messengelato   First you summon Mew, using it's effect to summon Angelly your hand. Activate Angellys effect, tributing herself to summon Madolche Hootcake from the deck. Activate Hootcakes effect, targeting your in-grave monster. Once he resolves, summon Madolche Messengelato from your deck. Use Messengelatos effect to search Madolche Ticket from the deck. Activate Madolche Ticket Overlay Mew+Hootcake for M-X Saber Invoker OR Leviair the Sea Dragon Either use Invoker to summon a messengelato from deck, or Leviair to revive Angelly. Overlay the 2 Madolche for Madolche Queen Tiaramisu. Use Queens effect to target 2 Madolche cards in your grave (usually the materials of both Invoker/Leviair and Queen) to return to your deck. Return targets to your deck or hand(If you have Chateau on board). Spin two cards your opponent controls. On resolution of Queens effect, Madolche Ticket will activate, allowing you to search any Madolche monster from your deck. Because you control a fairy, you have the option of summoning whatever monster you search.[/spoiler]     Rulings [spoiler] Targeting your in-grave monster with Hootcake is a cost to activate his effect, banishing it is a part of his effects resolution.   Madolche Queens effect does not target your opponents cards on the field, only up to two in your grave. You select which of your opponents cards are returned at resolution of her effect.   For players using the Ghostrick Engine: you may summon a Specter searched by a Jiangshi that was attacked and destroyed by an opponents monster.   Ghostrick Jackfrost does not target when activated in the hand, meaning cards like Bujingi Turtle can not be chain to his effect. In order for Messengelato to both activate and resolve his effect, there must be a beast-type Madolche on your field. If you SS him and your opponent uses a card like Compulsory Evacuation Device on your only beast-type monster, he will resolve without effect("fizzle").   If you summon Messengelato off of Hootcake or Mewfueille and have a copy of T.G. Warwolf in hand, you may summon the Warwolf and still search with Messengelato.  See SEGOC.   Similarly, if Messengelato is summoned during the damage step, he can still activate his effect.   Madolche Queen Tiaramisu can return cards that were attached to her as XYZ materials to the deck IF there is already a legal target in your grave when you activate her effect(similar to Zombie Master and Lumina, Lightsworn Summoner).     If Necrovalley is on the field and your opponent destroys one of your Madolche monsters, they will return themselves to the deck.   If a Madolche should be destroyed by Solemn Warning/Judgment, its effect to return to the deck will trigger.   If your opponent has control of your monster and you destroy it by battle or card effect, that monster will not return to the deck. [/spoiler]   Thoughts on How to Pilot the Deck [spoiler] After some extensive playing and eventually putting the deck down, I was helping a friend learn how to play this deck, and I came up with this as a teaching tool. Not sure if it'll help anyone here, but may as well post it:     Think of Madolches not as a combo-heavy glass cannon deck, but more as a grindy pressure deck that has Xyz options (more similar to Fire Fists than Wind-Ups, honestly). The mindset of "Don't Xyz summon anything unless you absolutely have to" helps make this deck less fragile and more of a threat. Too many people play this deck as a crazy combo deck that hits really, really hard and not as the sturdy grind deck that it's meant to be. Sure, the deck has a ton of Xyz options - its combos open up rank 3 and rank 4 plays very easily. But that in-and-of-itself is a double-edged sword; especially in this meta. Good opponents try to save their disruption for your Xyz plays, where they'll get the most value for their cards. Right now, those cards are Fiendish Chain, Breakthrough Skill, Traptrix Trap Hole Nightmare, Black Horn of Heaven, Bottomless Trap Hole, Solemn Warning, and Compulsory Evacuation Device. This is the great majority of all backrow in the current meta, and it's not advantageous for them to use it on your regular Madolche monsters, since they'll just go back to your hand anyway while you have Chateau up on the board. Take advantage of that. Use that as your method of applying pressure. Force them to waste backrows on monsters that you just recycle over and over and over, then finish them off with your Xyz summons when you know for sure that it's safe to.   Your monsters provide pressure when combined with Chateau, as their attack points go from "nothing spectacular" to "relevant to the current meta."   Relevant attack modifiers: Hootcake: 2000 ATK - large enough to push over Geargiarmor in defense, but not big enough to push over a Komushroomo. Messengelato: 2100 ATK - large enough to push over any non-tribute or special summoned monster. Can suicide with a Silent Honor ARK with no materials and go back to hand, allowing the extra search when combined with Mewfuille. Magiliene: 1900 ATK - can't push over Geargiarmor or Komushroomo, but can attack over most all other relevant normal summons. Can push over all normal summoned Lightsworn monsters, or suicide with a boosted Raiden to go back to hand and grant another search. Mewfuille: 1000 ATK - suicides with Lumina and returns to hand if the attack goes through.     Anjelly and Magiliene are your single best standalone cards in the deck. If you open Mewfuille + Anjelly going first, the full combo is NOT your best play. You're setting yourself up to get board-wiped and lose out on a lot of tempo. Hold the Mewfuille in your hand and just summon Anjelly. Hootcake -> Messengelato -> Chateau applies so much pressure on its own and doesn't leave you weak to counter plays on your opponent's turn. Not to mention, a Hootcake that can't be destroyed by battle is a very powerful tool that can sometimes even grant an additional summon on your following turn. If your opponent answers your board without destroying Chateau, you have a Mewfuille -> Messengelato play setup for the next turn to give you a Ticket and continue applying pressure. If they didn't answer the Hootcake but did answer the Messengelato, you get the same play the next turn, but it allows you to make a rank 3 with Hootcake so it doesn't return to deck (Mechquipped Angineer comes to mind). This doesn't even include the other 4 cards you opened with or the card you drew for the next turn. Magiliene applies pressure by granting you access to every single card in your entire engine, including more copies of herself. She ensures that you never run out of monsters (read: threats), and gives you the pieces to make that last-second aggressive push when you know you can win.   When searching with Magiliene, a flow chart of search priorities has been helpful for me (pardon the sloppiness - I'm not that good at making these): [spoiler] [/spoiler]     Messengelato is a very key part to the deck, but he is absolutely horrible to draw. If one is in your hand, searching a Mewfuille earlier in the flow chart can sometimes be more beneficial. Change based on the scenario. The flowchart is just a general rule of thumb.   Since Messengelato is such a key piece of the deck, it's important to never shut yourself off from it. Chateau provides a great deal of utility and pressure, and opponents will often make it the target of their backrow hate. As such, it's always important to keep that card available to you. Always try to keep the second one either in your deck for you to search with Messengelato or in your hand for you to play when the first one gets destroyed. This is much easier to manage when the new rules take effect. Also remember to return Chateau from the grave to your deck with Tiaramisu so you never run out of them. This point is equally true of Messengelato. You should always have one in your deck so that you have the monster to summon with Hootcake/Invoker (depending on the scenario). You never want to shut that option off. Sometimes this means returning monsters to your deck instead of your hand with Chateau - in the long run, it's much more valuable to do so if you don't have a Messengelato in the deck anymore.   Playing additional engines alongside Madolches is a very popular method of making them competitive. 13 monsters does not a good deck make when your most relevant and powerful plays are dependent on drawing them either in specific orders or alongside other monsters. Trying to grant more standalone plays to allow you to make a decent turn 1 play is a great way to help correct this. Most people are opting to play Fire Hand and Ice Hand to make up for this, but the meta has shifted toward less backrow and more power plays (Lightsworn, Mythic Rulers, Sylvans, Mermails), making Ice Hand dead frequently. This makes that engine fall apart and can turn it into a big clogging clusterfuck in your hand. Exploring new avenues regarding this (such as the approach of Traptrix monsters, the Artifact engine, or perhaps even just hand traps) can help improve your results.   On Instant Fusion and Double Summon: Think of your Extra Deck as your Toolbox - each monster in it is a different tool that you can use for different situations. Instant Fusion is useful in allowing you to access this toolbox more regularly, but the trade-off is that you have to run 2 fusion monsters as targets for it (which are otherwise useless). In respect to the toolbox analogy, you're giving up 2 types of wrenches in order to have a toolbox that's easier to open. Is that trade-off really worth it? On the one hand, Instant Fusion allows you to make more explosive plays, and it also allows you to recover a combo that is disrupted. It also allows you to turn a single Hootcake into a Tiaramisu (Hootcake -> Messengelato -> Instant Fusion -> Invoker -> Messengelato -> Tiaramisu). But it adds to the fact that the deck's combos are fragile. With the method of play that the deck is meant to have (as described in the sections above), you should never be combo'ing off when you can be disrupted anyway. Instant Fusion is a waste in the sense that you shouldn't have any problems combo'ing off or winning the game if you play the deck properly. Instant Fusion also makes your bad hands worse and your good hands better - our general definition or a "win-more" card, otherwise known as a "poor choice." Double Summon is a similar two-headed beast. While not taking away from your toolbox of having to play fusion monsters in your extra deck, Double Summon still has similar weaknesses. Double Summon is only useful when you have a monster-heavy hand. Granted, this does happen with this deck while you have Chateau up, but if you have Chateau up and are playing your monsters correctly, you won't need Double Summon. You just summon those monsters all over again and keep applying pressure with them. You don't need to spam the board and make a ton of Xyz plays to win the game. Stick to the basics of "summon big monster and attack." Why waste your space/resources to make bigger plays when they're completely un-needed. This is also another card that makes your good hands better and your bad hands worse. Again, a "win-more" card, otherwise known as a "poor choice." Madolchepalooza can be looked at similarly as well.     On Trap Stun and Wiretap: A lot of your more aggressive plays will either put you so far ahead in the game (the potential +4 from Tiaramisu) that the opponent can't recover, or will downright win you the game right there. Timing them properly is the important point. Against a lot of backrow-heavy decks, it becomes difficult to be able to make that push to actually jump ahead. Most of the time you're either walled by something that's bigger than your 2100 Messengelato, or they'll just grind right alongside you until they're at a good point to push ahead. Trap Stun and Wiretap are your main methods of clearing the way to jump ahead. The meta has shifted a bit, however, which makes this a more difficult choice. Before Lightsworn broke out of their shell and suddenly leaving imprints of the fear of boardwipes everywhere, almost every deck in the format was heavy with backrow. Playing 3 Wiretap and 3 Trap Stun was more than acceptable. Now, it's more likely for half of that to be the more optimal ratio. Make sure you're strongly considering the pros and cons of both of these cards before you make your decision, but the key lesson behind this is to make sure you're timing it properly based on what the opponent has. If you can make solid reads on their backrow, you'll be able to tell when a good time to push comes up.           That's basically all the advice I can give on how to play the deck. Actual deckbuilding choices should come down to what the meta looks like at the time, but I did at least point out the ones that come up frequently because they're terrible. I'm also assuming that anyone reading that already knows the combos of the deck and has a rough idea of how to play it. Hopefully this is useful to someone.[/spoiler]
  8.   [Introduction]   "In Greek mythology, a harpy (Greek: ἅρπυια, harpyia, pronounced [hárpuja]; Latin: harpeia) was one of the winged spirits best known for constantly stealing all food from Phineus. The literal meaning of the word seems to be "that which snatches" as it comes from the Greek word harpazein (ἁρπάζειν), which means "to snatch"."   -Wikipedia on "Harpy"   Now the archetype “Harpie” was introduced in Metal Raiders in early 2002 with Harpie Lady, Harpie Lady Sisters, Harpie’s Feather Duster and Elegant Egotist. Then later in 2002 Harpie’s Pet Dragon was introduced as a promo in the Play Station game Forbidden Memories. The deck did get more support with the 3 Harpie Sisters (Harpie Lady 1, 2, and 3), Triangle Ecstasy Spark and their field spell Harpie’s Hunter Ground in Rise of Destiny in 2004, Hysteric Party in the Lord of the Storms structure deck in 2008, and Harpie Queen in Force of the Breaker in 2007. For the longest time no more support was shown for the actual Harpie archetype. Then in 2013, Lord of the Tachyon Galaxy brought us Harpie Channeler, Hysteric Sign, and Harpie’s Phantasmal Dragon and later on in 2013 with Joey’s World bringing Harpie’s Dancer and Phoenix Formation.   [Monsters]     Harpie Lady 1 Wind | **** | Winged Beast/Effect (This card's name is always treated as "Harpie Lady".) All WIND monsters gain 300 ATK. 1300/1400   This is your only Elegant Egotist target (unless you run Sisters), so pro tip, go for Queen and Dancer before her with Channeler. The 300 attack boost can steal games when your resolve a Party.     Harpie Channeler Wind | **** | Winged Beast/Effect You can discard 1 "Harpie" card; Special Summon 1 "Harpie" monster from your Deck in face-up Defense Position, except "Harpie Channeler". You can only use this effect of "Harpie Channeler" once per turn. While you control a Dragon-Type monster, this card's Level becomes 7. This card's name becomes "Harpie Lady" while it is on the field or in the Graveyard. 1400/1300   She makes the rank 4 and 7 plays and also fills the grave to make Hysteric Party live as soon as possible.     Harpie Queen Wind | **** | Winged Beast/Effect You can discard this card to the Graveyard; add 1 "Harpies' Hunting Ground" from your Deck to your hand. This card's name becomes "Harpie Lady" while it is on the field or in the Graveyard. 1900/1200   With 1900 this is the strongest "Harpie Lady", and when on the field she becomes a 1900 vanilla and even 2100 with Hunting Ground. She is capable of pitching herself for a Hunting Ground and making Party live.     Harpie Dancer Wind | **** | Winged Beast/Effect You can target 1 WIND monster you control; return it to the hand, then you can Normal Summon 1 WIND monster. You can only use this effect of "Harpie Dancer" once per turn. This card's name becomes "Harpie Lady" while it is on the field or in the Graveyard. 1200/1000   She gets in under bottomless with Hunting Ground and lets you destroy a back row. Then you can bounce her for a Channeler and then pitch her to make an Xyz play. You can even search for her with Channeler and then bounce Channeler and normal summon another Harpie to save Channeler for the next turn.     Harpie's Pet Dragon Wind | ******* | Dragon/Effect This card gains 300 ATK and DEF for each "Harpie Lady" on the field. 2000/2500   With Channeler this card opens rank 7 plays. If you draw it you can pitch it a number of ways, Channeler/PWWB/Raigeki Break/Party, and then revive it with Queen Dragun Djinn.   Other Monster Card Options: Tempest, Dragon Ruler of Storms Summoner Monk Blackwing - Zephyros the Elite Maxx "C" Effect Veiler   [Spells]     Hysteric Sign When this card is activated: Add 1 "Elegant Egotist" from your Deck or Graveyard to your hand. During the End Phase of the turn this card was sent from the field or hand to the Graveyard: Add up to 3 "Harpie" cards with different names from your Deck to your hand. You can only activate 1 "Hysteric Sign" effect per turn, and only once that turn.   Pitching it with Monk makes for a +3 at the end phase. It makes for a great bluff. You can discard it with any of the discard outlets at the opponent's end phase to add them before starting your next turn.      Harpie's Hunting Ground All Winged Beast-Type monsters gain 200 ATK and DEF. When any "Harpie Lady" or "Harpie Lady Sisters" are Normal or Special Summoned: The player who conducted the Summon targets 1Spell/Trap Card on the field; destroy that target.   This field spell takes care of back row and adds extra attack to you Harpie Ladies. It is searchable by Queen and Sign. HHG becomes very risky with the release of PRIO and Artifacts. Destroying your opponent's backrow can often result in blowout losses, activating your opponent's Artifact's effect and giving them a free monster.      Elegant Egotist If "Harpie Lady" is on the field: Special Summon 1 "Harpie Lady" or "Harpie Lady Sisters" from your hand or Deck.   Any of the Harpie monsters (except Dragon) are named “Harpie Lady” on the field and Egotist can fetch a Harpie Lady 1. It adds a monster to the board for more damage and for an Xyz play. Sign searches it from the graveyard and deck.   Other Spell Card Options: Divine Wind of Mist Valley Mystical Space Typhoon Upstart Goblin Pot of Duality Book of Moon Dark Hole   [Traps]     Hysteric Party Activate this card by discarding 1 card; Special Summon as many copies of "Harpie Lady" as possible from your Graveyard. When this face-up card leaves the field, destroy those monsters.   If you have at least one Harpie in the grave, you can special the Harpie you pitched for cost. The power house of a card is a win condition after you resolve it successfully.    Other Trap Card Options: Icarus Attack Bottomless Trap Hole Torrential Tribute Solemn Warning Compulsory Evacuation Device Mirror Force Dimensional Prison Divine Wrath Phoenix Wing Wind Blast Raigeki Break   [Extra Deck]   Being Wind, and wing beasts you can play these 2 monsters in your extra deck.     Ice Beast Zerofyne Water | **** | Winged Beast/Xyz/Effect 2 Level 4 Winged Beast-Type monsters Once per turn: You can detach 1 Xyz Material from this card; negate the effects of all face-up cards your opponent currently controls, and if you do, this card gains 300 ATK for each face-up card currently on the field, except this card (these effects are applied until your next Standby Phase). 2000/2200   You can shut off annoying cards like Tower and against Fire Fist you can shut off all the Formations. This power house is a Skill Drain and a beat stick.     Lightning Chidori Wind | **** | Thunder/Xyz/Effect 2 Level 4 WIND monsters When this card is Xyz Summoned: Target 1 Set card your opponent controls; return that target to the bottom of the Deck. Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card your opponent controls; return that target to the top of the Deck. 1900/1600   Clear away threats and fields and set your opponent back a turn. This card is the MVP and can be played under a side decked Gozen Match for certain match-ups.   Extra Deck Card Options: Mecha Phantom Beast Dracossack Number: 11 Big Eye Number: 74 Master of Blades Lavalval Chain Diagusto Emeral Master Key Beetle Gagaga Cowboy Diamond Dire Wolf Abyss Dweller Maestroke the Symphony Djinn Queen Dragun Djinn   [Side Deck]   The side deck below is an example of how this deck can side, not how you should always side. Your area could have different match-ups and you should side accordingly to the local or even you are playing at. This is my side and it covers the Bujin, Dragon, Mermail, Zombie, Madolche, Prophecy, Fire Fist, and Dark World players in my area.   2 Maxx “C” 2 Mystical Space Typhoon 2 Debunk 2 Light Imprisoning Mirror 2 Anti Spell Fragrance 2 Imperial Iron Wall 1 Deck Devastation Virus 1 Eradicator Epidemic Virus 1 Mind Drain   The deck has a great way of siding multiple cards that do not hinder the deck and the straight forward plays it can make with Dracossack and Chidori. For example, Anti Spell Fragrance, as it forces you and your opponent to set cards and against Prophecy and Dark World that means that they have to set their Spellbooks, and discard outlets. While you mainly play monsters and traps. Your spells are usually used as fodder for Monk, PWWB, Raigeki Break, Party, ect. Then with Hunting Ground you can clear away these cards. Gozen match still lets you play your MVP, Chidori, as well as Dracossack as they, like all the Harpie cards, are wind attributed monsters. With Monk + Zephyros in the main, you can opt to play Master Key Beetle in the extra to lock down cards such as Light Imprisoning (against Bujin and Lightsworn), Imperial Iron Wall (against Zombies), and Anti Spell (Dark World and Prophecy). Playing the floodgate cards makes all the difference in the deck as already it has a great game 1 against most decks. A good side deck choice for this upcoming format is Debunk, as it hits the Abyss-boss monsters and Bujin Crane, cards that the continuous traps don’t already hit. This deck already mass s/t removal from the Hunting Ground and even using Dancer to get around Bottomless to bounce back to destroy another spell or trap herself or set up a Channeler play. Although this is true, side decking Mystical Space Typhoons are a good choice because of Tenki, Tensu, and Abyss-Sphere as it does shut down their effects. You may even side Transmigration Prophecy as it is a better card than D.D. Crow because you can target their card and one of your own to shuffle the targets into the deck. Mind Drain can provide that extra card to be sided against Zombies for Mali, Plauge, and Mezuki; as well as against Bujin for Centipede, Quillin, and Turtle. With all Geargia monsters being 1500 attack and below DDV become a powerful card to side against them. As well as EEV for Prophecy and Dark World. For DDV targets you can use Blackship, Queen Dragun Djinn, Big Eye and Key Beetle. Not only can the deck side effectively, it can also thin the deck to hit the side decked cards. In typical builds, 2-3 Duality or 3 Upstart are ran. This thins the deck by 2-3 cards, depending on what is ran. Then you have Monk and Channeler who can fetch a monster from the deck and the spells, Egotist and Sign that thin the deck from 1 to 3 cards. This makes it easier and a higher chance to draw you side decked cards. Not to mention sooner if the match-up requires you to side in Maxx “C”.    [Example Deck Lists]   Toronto 2013 Random Guy 39th Place   3 Harpie Lady 1 3 Harpie Channeler 3 Harpie Queen 1 Harpie’s Pet Dragon 2 Tempest, Dragon Ruler of Storms 3 Maxx “C” 2 Battle Fader 2 Summoner Monk 1 Blacking – Zephyros the Elite   3 Hysteric Sign 3 Harpie’s Hunting Ground 1 Book of Moon 1 Elegant Egotist 1 Forbidden Dress 1 Dark Hole   1 Bottomless Trap Hole 1 Compulsory Evacuation Device 2 Fiendish Chain 2 Icarus Attack 2 Mirror Force 2 Hysteric Party   1 Steelswarm Roach 1 Queen Dragun Djinn 1 Abyss Dweller 1 Maestroke the Symphony Djinn 1 Gem Knight Pearl 1 Gagaga Cowboy 2 Ice Beast Zerofyne 2 Lightning Chidori 2 Harpie’s Pet Phantasmal Dragon 1 Number 11: Big Eye 1 Number 74: Master of Blades 1 Gaia Charger   Jeff Jone's Harpie Build   2 Effect Veiler 2 Flying Kamakari #1 3 Harpie Channeler 3 Harpie Lady #1 3 Harpie Queen 2 Harpie's Pet Dragon 2 Maxx C 2 Summoner Monk   1 Book of Moon 1 Dark Hole 2 Elegant Egotist 3 Harpie's Hunting Ground 3 Hysteric Sign 2 Pot of Duality   1 Bottomless Trap Hole 2 Fiendish Chain 3 Hysteric Party 1 Torrential Tribute 1 Solemn Warning 1 Compulsory Evacuation Device   1 Scrap Dragon 1 Crimson Blader 1 Abyss Dweller 1 Diamond Dire Wolf 1 Gagaga Cowboy 1 Harpie's Pet Phantasmal Dragon 1 Ice Beast Zerofyne 3 Lightning Chidori 1 Maestroke the Symphony Djinn 1 Mecha Phantom Beast Dracossack 1 Number 11 Big Eye 1 Master of Blades 1 Queen Dragun Djinn
  9. Much thanks to harig07 for writing this! Everyone give him tons of pos rep! Artifacts   Introduction:   "Artifact" (because spelling the word correctly is too mainstream for the translation team) is an archetype of Level/Rank 5 LIGHT Fairy-Type Monsters first released in Primal Origins that are based on historical and mythological weapons. Mechanically the Main Deck monsters revolve around the theme of being able to be set in the Spell/Trap zone and can be Special Summoned if they are destroyed there during the opponent's turn. They all also have effects that activate if they are Special Summoned during the opponent's turn (not necessarily via their own effects). So far there is one Xyz, Durendal, which enables you to negate effects at the expense of your backrow or act as a Reload for both players. Artifacts very quickly made an impact in the OCG meta in a format where Dragons were reigning supreme, as they would considering how relatively untouched they were by our banlist standards. Many different variants of the deck saw play, as is expected in Japan, the weirdest of which was probably Six Samurai Artifacts, however despite the characteristic whackiness of the Japanese meta it became apparent that the Artifact engine was both flexible and deadly. The most notable partnership came to be with Chronomaly, who have their own Stratos on crack in the Japanese meta, with another notable partnership being Traptrix. Granted, Artifacts weren't necessarily the best deck, but being able to stifle the monopolistic Dragon format became a foreshadowing testament to the potential that the deck held. As of the time of writing there has been one major event with Primal Origins as a legal set, that being YCS Philadelphia. Artifacts had 6 out of the 32 top spots via the newly emerged hybrid with the Traptrix engine, who received a new boon in Dionaea, and the Hand engine, consisting of Dragons of Legends' Fire Hand and Ice Hand. Only Geargia ousted them in numbers of tops and tied with essentially the same deck in Handtrix for numbers of tops (Handtrix just doesn't have Artifacts in it, obviously). It has become immediately clear, therefore, that this deck is a very real threat in the TCG meta. This deck is composed of many parts, so it is difficult to discuss a &quot;core&quot; as such. I shall therefore have the centre point of the discussion be Artifacts and the Artifact core, expanding on everything else and how they relate to Artifacts. A boon of the Artifact engine is that it is incredibly flexible and could be put into pretty much any deck, however if I were to discuss, say, Constellar Artifacts it would be clear that Artifacts aren't the focus, so it wouldn't qualify for this discussion. In my opinion, Traptrix, Hands and even Chronomaly are embellishments on the Artifacts rather than vice versa, so they qualify as &quot;cores&quot; that warrant being discussed in this thread   ----- Artifacts: [spoiler] Artifact Sanctum (the card you want to draw)   Normal Trap Card "Special Summon 1 &quot;Artifact&quot; monster from your Deck. You can only activate 1 &quot;Artifact Sanctum&quot; per turn. You cannot conduct your Battle Phase the turn you activate this card. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 card on the field; destroy that target"   Would you look at that, a card that can Special Summon Artifacts from the deck thereby triggering their Special Summon effects without having to draw them and destroy them. How convenient!   Sanctum is incredibly important for obvious reasons. The archetype is based around an inherently reactive mechanic (having to be destroyed in the S/T zone). This card is incredibly&nbsp;proactive, vastly increasing the extent that you are able to do things on your own. Moral may be the key monster but Sanctum is easily the most important card in the deck.   ----- Artifact Moralltach (the good one)   LIGHT Fairy-Type 5* 2100 ATK/1400 DEF "You can Set this card from your hand to your Spell &amp; Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell &amp; Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: You can destroy 1 face-up card your opponent controls"   2100 beatstick that destroys a face-up card upon being Special Summoned (that also doesn't target for some reason). In a deck with their own Reinforce Truth. This is pretty much it, the whole deck revolves around using Sanctum to pump out this guy. Maybe not the most glamorous strategy but having an incredibly strong disruption card in the form of a 2100 beater is effective at what it does. The simple plus is what propels this archetype forward.   ----- Artifact Durendal (the Xyz) Rank 5 LIGHT Fairy 2400 ATK/2100 DEF 2 Level 5 monsters "Once per turn, during either player's turn, you can activate 1 of these effects. ● When a monster effect is activated on the field, OR when a Normal Spell/Trap Card is activated: You can detach 1 Xyz Material from this card; the activated effect becomes "Destroy 1 Spell/Trap Card your opponent controls" ● You can detach 1 Xyz Material from this card; each player with a hand shuffles their entire hand into the Deck, then each player draws the same number of cards they shuffled into the Deck." So far the only Xyz, this card can certainly do a lot in the right situation. Its first effect counters a number of notable effects, examples including most of the relevant Xyz's, Moral, Myrmeleo/Dion, Hootcake, Armor, Geargiagear, Sanctum, Bottomless, Dark Hole, Soul Charge, Dragon Shrine, etc. Like there are way too many to list. Its second effect is also pretty cool, serving as a nice disruption effect should they activate an effect from the hand that you don't like (a Dragon Ruler, Priestess, etc).   And that's the deck! Jk jk, there are a couple more things to keep an eye out for.   -----   Artifact Beagalltach (the controversial one) LIGHT Fairy-Type 5* 1400 ATK/2100 DEF You can Set this card from your hand to your Spell &amp; Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell &amp; Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Destroy up to 2 set cards you control (min. 1). You can only use the effect of "Artifact Beagalltach"; once per turn. Beagalltach is clearly designed to complement Moralltach. Drawing Moral sucks but is great when Special Summoned, so let's make a card that mitigates how horrible it is to draw Moral and lets you do more cool shit when Special Summoned! Yay! In theory, that's all good. However in practice the extent that Beagall is worth running is highly debatable. It may make drawing Moral less bad but it creates a dead draw in itself. Therefore there is no clear answer and whether or not Beagall is worth running, let alone at what number, is a hot topic for discussion given its prevalence in the lists from YCS Philly.   -----   Artifact Ignition (the MST)     Quick-Play Spell Card "Target 1 Spell/Trap Card on the field: destroy that target, and if you do, Set 1 "Artifact"; monster directly from your Deck to your Spell & Trap Card Zone as a Spell Card. If this card in its owner's possession is destroyed by an opponent's card: Your opponent skips their next Battle Phase. (You must have an "Artifact"; monster in your Main Deck to activate this card)." They get their own MST too?! Damn. You know what sets Beagalltach up nicely (pun hehe)? Being able to set Moral directly from the deck. If Moral and Sanctum are seen as their own engine I'd argue that Beagall and Ignition are similar in that they are best in tandem with one another, except obviously Beagal and Ignition are embellishments of the Moral + Sanctum engine rather than good cards independently. However, it isn't black and white in this case either. Setting Moral from the deck is essentially a faux +1, as it only becomes real if it is materialised via its destruction. Less Morals in deck means less Sanctum resolutions. With that in mind, while Beagall may potentially work without Ignition it is unlikely that the reverse is true, as without Beagall setting Artifacts becomes incredibly undesirable.   -----   Artifact Scythe (the hipster one)     LIGHT Fairy-Type 5* 2200 ATK/900 DEF "You can Set this card from your hand to your Spell &amp; Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell &amp; Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot Special Summon monsters from the Extra Deck for the rest of this turn."   So many speculations as to what the TCG exclusive Artifact would be. Moralltach for sets? A new Xyz? One that lets you draw? As it turns out we got this, which is neither here nor there. To be honest it was what the exclusive should have been. Its effect has a lot of utility against Xyz/Synchro heavy decks (obviously). Whether or not you feel it is worth running rests on a meta call. Scythe gets worse if you are to play mirror matches but better if you are to play things like Madolche and Infernity. It is worth keeping in mind, in any case. Other stuff: Artifact Caduceus Artifact Failnaught Artifact Achilleshield Artifact Aegis Artifact Labrys Artifacts Unleashed [/spoiler]   -----   Loli Sluts Traptrix:   [spoiler]   Whore Traptrix Myrmeleo (le Stratos)     EARTH Insect-Type 4* 1600 ATK/1200 DEF "This card is unaffected by the effects of "Hole" Normal Trap Cards. When this card is Normal Summoned: You can add 1 "Hole" Normal Trap Card from your Deck to your hand. When this card is Special Summoned: Target 1 Spell/Trap Card your opponent controls; destroy that target."   You know what archetype needed more support? Trap Hole, clearly. So of course, as with all the bread and butter archetypes that exist nowadays, there has to a be Stratos-esque searcher. There are a plethora of Trap Hole cards that are now at your fingertips because of this little minx. Myrmeleo essentially is the Traptrix engine on its own, and is clearly the most important component of it. It balances the reactive nature of having to draw into Sanctum and bricking when you draw Artifacts really well. You just summon it and search.   -----   Slut Traptrix Dionaea (le Wolfbark)     EARTH Insect-Type 4* 1600 ATK/1200 DEF "This card is unaffected by the effects of "Hole" Normal Trap Cards. When this card is Normal Summoned: You can target 1 "Traptrix" monster in your Graveyard: Special Summon that target in face-up Defence Position. When this card is Special Summoned: You can target 1 "Hole"; Normal Trap Card in your Graveyard: Set that target, but banish it during the End Phase of your next turn if it is still on the field. You can only use this effect of "Traptrix Dionaea"; once per turn."   So we've got the searcher, now what do we need Konami r&d? How about a clone of a card that propelled Fire Fists to being actually good by turning a cute advantage engine into something that can produce actual meaningful cards to back the advantage? Great idea! <Diana, as I affectionately call her, is a Wolfbark. You bring back a Myrmeleo in grave (triggering its MST effect) and overlay into a Rank 4. However, there is a pertinent difference between this card and Wolfbark, namely that Wolfbark was searchable. With Fire Fist you had Tenki to glue the consistency gap created by having to draw both Bear and Wolfbark at particular times. Not being able to search Diana highlights how much of a vanilla it is in the early game when you don't have an appropriate target in grave. Despite this, it is a small gripe, and Diana is a huge boon for the Traptrix engine.   -----   Bottomless Trap Hole (le retro one)     Normal Trap Card "When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it instead of sending it to the Graveyard."   Good card. Cool. Glad that's over.   -----   Warm Embracing Hole Traptrix Trap Hole Nightmare (le pricey one)     Normal Trap Card "When a monster your opponent controls that was Special Summoned this turn activates its effect: Negate that effect, and if you do, destroy that card"   If you had the wit to buy these before the price inflation then you are a happy camper. If not, unlucky.   Clearly a very good card. Stops a number of notable threats, the most notable examples being Exciton (who dodges its counterpart Void Trap Hole) and Moralltach. This card is a key component of the Traptrix engine, establishing itself on a level with Bottomless in terms of what you'll be wanting to search. Good card. Cool.   -----   Void Trap Hole (le neglected one)     Normal Trap Hole When your opponent Special Summons a monster(s) with 2000 or more ATK: Negate the effects of one of those monsters with 2000 or more ATK, and if you do, destroy it.   Void Trap Hole was the first Trap Hole to see its price shoot up, yet ultimately became overshadowed by Nightmare. Void has some exclusive boons that Nightmare doesn't, namely that the opponent's card does not have to activate its effect for it to be killed. It also clears 2000+ ATK monsters with the &quot;cannot be destroyed by card effects&quot; clause, as their effects become negated. As the format evolves no doubt people will start playing around Nightmare, so this may be worth running in such an environment (or indeed worth running anyway, as it is a nice piece of removal).   -----   Acid Trap Hole (le indie one)     Normal Trap Card "Target 1 face-down Defence position monster on the field; flip it face-up, then destroy it if its DEF is 2000 or less, or return it face-down if its DEF is more than 2000."   It kills Geargiarmor (and makes Armor miss timing because the last thing to happen is the destruction, not the Flip). That's about it.   You can do cool stuff with it in the mirror as setting Hands is popular. As it is chainable if you put it at Chain Link 2 or higher if the target is a Hand it shall miss timing. This also applies in the Geargia match-up if they set Accelerator at some point.   -----   Deep Dark Trap Hole (le cheeky one)     Normal Trap Card When a Level 5 or higher Effect Monster(s) is Special Summoned: Banish that Level 5 or higher Effect Monster(s).   But Bottomless exists! Why is this relevant at all? Well, having more Bottomless is nice, and they fulfil different roles. Deep Dark notably does not destroy, so it fucks things like Stardust in the chin. It is pretty much for decks that pump out Level 5+ out as a key component of that strategy (derp), so Dragons. More Dragon hate yay.   ----- Trap Hole (le first one)     Normal Trap Card "When your opponent Normal or Flip Summons 1 monster with 1000 or more ATK: Target that monster; destroy that target."   The OG. The main man. Yes, the card that you frantically threw into your deck at the age of 8 thinking that it was the total titties may actually be the total titties. For all the new mangled shit that keeps coming out there is always a point for that one card released 10000 years ago that is, somehow, still relevant.   Trap Hole is cool against decks that Normal Summon things with 1k+ attack, unsurprisingly. So things like Fire Fist. Remember that opposing Traptrix are unaffected by Trap Hole cards though.   Other stuff: Traptrix Atrax Traptrix Nepenthes Dark Trap Hole (Darkfall) Adhesion Trap Hole D.D. Trap Hole Treacherous Trap Hole Giant Trap Hole   [/spoiler]   ----- Hands:   [spoiler] Fire Hand & Ice Hand     FIRE Pyro-Type 4* 1600 ATK/1000 DEF "When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 monster they control; destroy that target, then you can Special Summon 1 "Ice Hand"; from your Deck." WATER Aqua-Type 4* 1400 ATK/1600 DEF "When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 Spell/Trap Card they control; destroy that target, then you can Special Summon 1 "Fire Hand" from your Deck." There really isn't any point discussing the two in isolation of each other as they clearly only work in tandem with one another. They act as Tengus that also act as removal. They will gain their effects upon being Warning'd but can miss timing. The rest is pretty clear.   I don't know about you but as soon as these cards were released I immediately thought of Artifacts. Gives the deck more dependable Normal Summons and are not only floaters but serve as removal as well. The impact that the Hands are coming to have on the meta is clear, in part due to the overwhelming synergy with the Artifact engine.   Other cards: Prominence Hand   [/spoiler]   -----   Other Good Stuff:   [spoiler]   This deck is capable of running basically any good standalone card, as it is essentially goodstuff.dek. Some stuff is obvious. However, some things are worth pointing out   Pot of Avarice Dichotomy     Normal Spell Card "At the start of your Main Phase 1: Target 3 monsters with different Types in your Graveyard; Shuffle all 3 into the Deck, then draw 2 cards. You cannot conduct your Battle Phase the turn you activate this card."   Most of us have been sitting in wait hoping that this shitty Avarice clone would somehow make its way into the game as a viable option in a competitive deck. For years people tried to make it not shit and failed miserably. Not any more.   All Artifacts are Fairy. Myrmeleo is Insect. Diana is a Plant. Fire Hand is Pyro. Ice Hand is Aqua. That's five different types between the deck's key components, meaning that Dichotomy's requirements can be met quite easily. That's not even getting into other potential choices that would further increase your type count like Cardcar. Being able to recycle your Hands and Moralltachs into the deck before drawing two really allows you to replenish your stock once you approach mid-late game. Just like old times then huh?   -----   Cardcar D     EARTH Machine-Type 2* 800 ATK/400 DEF "Cannot be Special Summoned. During your Main Phase 1, if this card was Normal Summoned this turn: You can Tribute this card; draw 2 cards, then it becomes the End Phase of this turn. You cannot Special Summon during the turn you activate this effect."   The little car that could has tremendous synergy with the Artifact engine. You don't use your Normal Summon due to Sanctum and you'll only Special Summon on their turn. Why not go for a Pot of Greed then?   Indeed, why not. Cardcar is a very good card. However, its biggest weakness is that it is prime Moralltach fodder in the mirror, which is something that you really do not want to make yourself prone to considering how prevalent a threat this deck should be in the meta. Cardcar, despite its awesomeness, may therefore not be the best choice. As crazy as it sounds you could side Cardcar, but that's getting a little too kinky.   -----   Kuribandit     DARK Fiend-Type 3* 1000 ATK/700 DEF "During the End Phase, if this card was Normal Summoned this turn: You can Tribute this card; excavate the top 5 cards of your Deck, you can add 1 excavated Spell/Trap to your hand, also send the remaining cards to the Graveyard."   Kuribandit is worth mentioning because it creates its own build. You use Kuribandit to mill Moral and Beagall thereby reducing potential dead draws later on whilst fuelling the grave for Call and Dichotomy. If that's your thing then go for it, it is certainly worth testing in any case.   -----   Double Cyclone     Quick-Play Spell Card "Select 1 Spell/Trap Card you control and 1 Spell/Trap Card your opponent controls. Destroy the selected card(s)."   Double Cyclone allows you to pop your set Artifacts without having to firm a minus by MSTing yourself, as you take an opponent's backrow with you in this case. Double Cyclone can essentially function as an MST due to the nature of chains and arguably fulfils Beagall's role more effectively than both it and Ignition. Again, something worth testing.   -----   Majesty's Fiend   " /></p>   LIGHT Fiend-Type 6* 2400 ATK/1000 DEF "Cannot be Special Summoned. Monster effects cannot be activated."   Okay this one is personal. Like, have you read this card? Do you read its effect? Do you know how good it is? Would you like fries with that? Majesty's Fiend with protection shuts down everything in the meta. Sanctum, Myrmeleo and the Hands all serve as feasible Tribute fodder. Just drop this bitch down and win. Simple   Well, not so simple. Multiples create cloggy hands and the singleton may not have enough of an impact to warrant its space. But hey, have you read what this fucking card does? Yeah, me too.   -----   Other Cool Stuff: Maxx "C" Effect Veiler Tour Guide From the Underworld (if playing Kuribandit) Forbidden Lance Mystical Space Typhoon Soul Charge Soul Taker Nobleman of Crossout Mind Control Dark Hole Dimensional Prison Memory of an Adversary Breakthrough Skill Phoenix Wing Wind Blast (hehe) Mistake And the Band Played On The Seal of Orichalcos (no I am not shitting you) [/spoiler]   -----   Extra Deku:   [spoiler]   Unsurprisingly, the Extra consists mostly of Rank 4's and 5's depending on your build (well you could be running Tour Guide and therefore be running 3's but that's long). I won't go through every Rank 4 or 5 because I assume you know your way around them by now. I'll put a couple of nice little boons that fall on our laps though.   Constellar Pleiades     Rank 5 LIGHT Warrior 2500 ATK/1500 DEF 2 Level 5 LIGHT monsters "Once per turn, during either player's turn: You can detach 1 Xyz Material from this card to target 1 card on the field; return that target to the hand."   Yup, we get Pleiades. Compulse on legs has a lot of uses and is a nice exclusive option that this deck has, I mean as if Rank 5's needed any more exclusivity in general that is. Pleiades also gives access to M7 which is cool.   Swear to God though if you pronounce this card as "peh-lay-dees (Peh-Ladies)" I will fist you.   -----   Daigusto Avarice Emeral     Rank 4 WIND Rock 1800 ATK/800 DEF 2 Level 4 monsters "Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects. ● Target 3 monsters in your Graveyard; shuffle all 3 into the Deck, then draw 1 card. ● Target 1 non-Effect Monster in your Graveyard; Special Summon that target."   This deck benefits from having a walking Avarice more than most. I mean, that's all your going to be using it for really, unless you are super good and manage to revive a Pearl or something. Arguably reduces the need for Dichotomy in a more Rank 4 heavy build.   -----   Other Good Stuff: Number 61: Volcasaurus Tiras, Keeper of Genesis Gaia Dragon the Thunder Charger Constellar Ptolemy M7 Adreus, Keeper of Boundaries Wind-Up Zenmaioh ZW - Leo Arms Abyss Dweller Cairngorgon the Antiluminescent Knight Diamond Dire Wolf Evilswarm Exciton Knight Fairy King Albverdich Gagaga Cowboy Gem-Knight Pearl Maestroke the Symphony Djinn Number 101: Silent Honor Ark Number 103: Ragnazero Number 50: Blackship of Corn [/spoiler]   ----   Sample Lists:   [spoiler]   Brian Clark's YCS Philly Top 8:   [spoiler]     3 Artifact Moralltach 3 Fire Hand 3 Ice Hand 3 Maxx "C" 3 Traptrix Myrmeleo 2 Cardcar D 1 Traptrix Dionaea 18 3 Upstart Goblin 3 Pot of Duality 2 Pot of Dichotomy 8 3 Artifact Sanctum 2 Wiretap 2 Dimensional Prison 2 Call of the Haunted 1 Traptrix Trap Hole Nightmare 1 Bottomless Trap Hole 1 Solemn Warning 1 Torrential Tribute 1 Compulsory Evacuation Device 14 2 Abyss Dweller 1 Daigusto Emeral 1 Diamond Dire Wolf 1 Evilswarm Exciton Knight 1 Gagaga Cowboy 1 Number 50: Blackship of Corn 1 Number 82: Heartlandraco 1 Number 101: Silent Honor Ark 1 Number 103: Ragnazero 1 Artifact Durendal 1 Constellar Pleiades 1 Tiras, Keeper of Genesis 1 Wind-Up Zenmaioh 1 Constellar Ptolemy M7 15 2 D.D. Crow 3 Mystical Space Typhoon 2 Nobleman of Crossout 3 Debunk 1 Deep Dark Trap Hole 2 Malevolent Catastrophe 2 Needle Ceiling 15 [/spoiler]   Mike Albanese's (Soxhater819) YCS Philly Top 16:   [spoiler]     3 Artifact Durendal 3 Fire Hand 3 Ice Hand 3 Maxx "C" 2 Artifact Beagalltach 2 Traptrix Myrmeleo 2 Traptrix Dionaea 18 3 Upstart Goblin 3 Pot of Duality 3 Artifact Movement 1 Pot of Dichotomy 10 3 Artifact Sanctum 2 Wiretap 1 Traptrix Trap Hole Nightmare 1 Bottomless Trap Hole 1 Breakthrough Skill 1 Call of the Haunted 1 Solemn Warning 1 Compulsory Evacuation Device 1 Torrential Tribute 12 1 Abyss Dweller 1 Daigusto Emeral 1 Evilswarm Exciton Knight 1 Gagaga Cowboy 1 Number 50: Blackship of Corn 1 Number 82: Heartlandraco 1 Number 101: Silent Honor Ark 1 Number 103: Ragnazero 1 Artifact Durendal 1 Constellar Pleiades 1 Number 61: Volcasaurus 1 Tiras, Keeper of Genesis 1 Wind-Up Zenmaioh 1 Constellar Ptolemy M7 1 Gaia Dragon the Thunder Charger 15 1 Dark Hole 2 Mystical Space Typhoon 2 Nobleman of Crossout 2 Black Horn of Heaven 3 Debunk 1 Deep Dark Trap Hole 2 Dimensional Prison 2 Needle Ceiling 15 [/spoiler] Denny Yu's 2nd Place Regional List:   [spoiler]     3 Artifact Moralltach 3 Fire Hand 3 Ice Hand 3 Traptrix Myrmeleo 1 Traptrix Dionaea 1 Artifact Beagalltach 1 Artifact Scythe 15 3 Artifact Ignition 3 Upstart Goblin 3 Pot of Duality 2 Pot of Dichotomy 1 Double Cyclone 12   3 Artifact Sanctum 2 Breakthrough Skill 2 Traptrix Trap Hole Nightmare 2 Call of the Haunted 1 Torrential Tribute 1 Bottomless Trap Hole 1 Solemn Warning 1 Compulsory Evacuation Device 13 3 Maxx "C" 2 Mystical Space Typhoon 2 Black Horn of Heaven 2 Debunk 1 Deep Dark Trap Hole 2 Dimensional Prison 1 Full House 2 Needle Ceiling 15 [/spoiler] Bazaar's Kuribandit Variant:   [spoiler] Monsters: 3 Artifact Begalltach 3 Artifact Moralltach 3 Traptrix Myrmeleo 3 Kuribandit 2 Star Drawing 2 Traptrix Dionaea Spells: 3 Soul Charge 3 Artifact Ignition 2 Mystical Space Typhoon 1 Book of Moon 1 Double Cyclone 1 Pot of Duality Traps: 3 Artifact Sanctum 3 Call of the Haunted 2 Traptrix Trap Hole Nightmare 1 Void Trap Hole 1 Trap Hole 1 Bottomless Trap Hole 1 Solemn Warning 1 Torrential Tribute Side: 2 Breakthrough Skill 2 Deep Dark Trap Hole 2 Ice Hand 3 Fire Hand 1 Acid Trap Hole 1 Trap Hole 2 Maxx "C" 2 Effect Veiler Extra: 2 Number 61: Volcasaurus 2 Constellar Pleaides 2 Tiras, Keeper of Genesis 1 Constellar Ptolemy M7 1 Gaia Dragon, the Thunder Charger 1 Artifact Durendal 1 Wind-up Zenmaioh 1 Shark Fortress 1 Abyss Dweller 1 Number 101: Silent Honor ARK 1 Number 50: Blackship of Corn 1 Number 103: Ragnazero [/spoiler] My build   [spoiler]      3 Artifact Moralltach 3 Fire Hand 3 Ice Hand 3 Traptrix Myrmeleo 1 Majesty's Fiend 13 3 Pot of Duality 3 Forbidden Lance 2 Soul Charge 1 Book of Moon 1 Dark Hole 1 Mind Control 11 3 Call of the Haunted 3 Artifact Sanctum 3 Wiretap 2 Dimensional Prison 1 Traptrix Trap Hole Nightmare 1 Void Trap Hole 1 Bottomless Trap Hole 1 Torrential Tribute 1 Compulsory Evacuation Device 1 Solemn Warning 17 1 Artifact Durendal 1 Constellar Pleiades 1 Number 61: Volcasaurus 1 Tiras, Keeper of Genesis 1 Gaia Dragon the Thunder Charger 1 Abyss Dweller 1 Daigusto Emeral 1 Evilswarm Exciton Knight 1 Gagaga Cowboy 1 Gem-Knight Pearl 1 Maestroke the Symphony Djinn 1 Number 50: Blackship of Corn 1 Number 82: Heartlandraco 1 Number 101: Silent Honor Ark 1 Number 103: Ragnazero 15 2 Cardcar D 3 Maxx "C" 3 Mystical Space Typhoon 2 Zombie World 1 Acid Trap Hole 2 And the Band Played On 1 Deep Dark Trap Hole 1 Trap Hole 15   [/spoiler]   [/spoiler]   -----   OCG Stuff:   [spoiler]   Really, by now you should be looking at what's going on in Japan as that is a huge indicator for what will occur in the West. There are a few things to look forward to in the next few months that are worth focusing on.   Artifact Longinus (the interesting one)     LIGHT Fairy-Type 5* 2100 ATK/1400 DEF "You can Set this card from your hand to your Spell &amp; Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell &amp; Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. During your opponent's turn: You can Tribute this card from your hand or field; this turn, cards cannot be banished (this is a Quick effect)."   Longingus is the first Artifact that is actually good on its own, which is pretty mad when you think about what they may decide to release in the future. Longingus has the usual Artifact destruction set clause and whatnot, however it does not have an effect when it is Special Summoned, rather it just has a regular old effect. You can Tribute it from the hand or field to stop cards getting banished, acting as a hand Trap (/field Trap?) version of Imperial Iron Wall, similar to how Different Dimension Grounds acts as a mini-Macro except a lot better. While this card can have an impact in side decks across many decks, not just Artifacts, it is clear that if Longinus is good it'll be the Artifact player who will most easily incorporate it.   -----   Spacetime Trap Hole (le one that IS NOTHING LIKE WARNING. Seriously. Come on.)   Normal Trap Card When your opponent Special Summons a monster(s) from their hand or Extra Deck: Shuffle that monster(s) into the Deck, then you lose 1000 Life Points for each monster shuffled by this effect. Now that the Warning comparison has been duly subdued we can actually look at this card. Duelist Advent gives the Traptrix engine a searchable way of removing monsters that come from either the Extra Deck or the hand (the latter becomes particularly relevant when Pendulum Summons come to the TCG). It is an interesting card, potentially a good one. Potentially? Well, it doesn't do anything in the mirror, really. It is good against decks that Xyz/Synchro but being a Normal Trap makes it vulnerable to a lot more responsive cards than, say, Black Horn, which is superior as the Xyz killer. The LP payment is also undesirable. The biggest boon for Spacetime is that it is searchable, and that searchability will no doubt make it at the very least something worth considering in the minds of players after Duelist Advent is released.   ----- Chronomaly Nebra Disk (le bastard)   LIGHT Machine-Type 4* 1800 ATK/1500 DEF "When this card is Normal Summoned: You can add 1 "Chronomaly" card from your Deck to your hand, except "Chronomaly Nebra Disk". If this card is in your Graveyard, and all monsters you control are "Chronomaly" monsters (min. 1): You can Special Summon this card from your Graveyard in face-up Defence position. You cannot activate cards or effects the turn you activate this effect, except "Chronomaly" cards. You can only use 1 "Chronomaly Nebra Disk" effect per turn, and only once that turn."   So TCG said we want Stratos gone. OCG said nah we love Stratos. TCG banned Stratos. OCG printed this. This bastard hate-child of the OCG has propelled an otherwise completely anonymous archetype in Chronomaly to be a really solid deck. Nebra and Skull work as a nice little advantage engine, while Golden gives access to Rank 5s, and Crystal Bones opens up some juicy Rank 3 plays, notably Gorgonic Guardian (that common you threw away). The advantage you can accrue with Nebra is amazing, so pick some up as soon as they hit the TCG.   ----- Example List: 3 Artifact Moralltach 3 Chronomaly Nebra Disk 2 Chronomaly Golden Jet 2 Fire Hand 2 Ice Hand 1 Traptrix Myrmeleo 1 Chronomaly Crystal Skull 14 3 Pot of Duality 3 Forbidden Lance 1 Book of Moon 1 Soul Charge 1 Dark Hole 1 Mind Control 10 3 Call of the Haunted 3 Artifact Sanctum 3 Wiretap 2 Dimensional Prison 1 Traptrix Trap Hole Nightmare 1 Bottomless Trap Hole 1 Torrential Tribute 1 Compulsory Evacuation Device 1 Solemn Warning 16 1 Artifact Durendal 1 Constellar Pleiades 1 Number 61: Volcasaurus 1 Tiras, Keeper of Genesis 1 Gaia Dragon the Thunder Charger 1 Abyss Dweller 1 Daigusto Emeral 1 Evilswarm Exciton Knight 1 Gagaga Cowboy 1 Maestroke the Symphony Djinn 1 Number 26: Chronomaly Fork Hyuk 1 Number 50: Blackship of Corn 1 Number 82: Heartlandraco 1 Number 101: Silent Honor Ark 1 Number 103: Ragnazero 15 [/spoiler]
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