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Found 9 results

  1. Not nearly as catchy as FAT

    [spoiler][/spoiler]     Monsters (13):   3 Papa Bear 1 Wolfbark 6 Hands 3 Myrmeleo   Spells (9):   1 Book o' Moon 1 Dark Hole 1 Mind Control 1 Soul Charge 3 Tenki 2 Pot of Duality   Traps (18):   1 Bottomless 2 Breakthrough 2 Call o' Haunted 1 Compulse 2 D-Prison 3 Fiendish 1 Solemn 1 Torrential 1 TTHN 1 Void Trap Hole 3 Wiretap   Side Deck (15):   2 DD Crow 2 Veiler 2 Maxx C 2 MST 2 Black Horn 2 Deep Dark Trap Hole 2 Shadow Imprisoning 1 Void Trap Hole   Extra Deck (15):   Dweller Tiger King Kagusutchi Cairngorgon/Cargo Pants Castel, the 4th Musketeer Emeral Dire Wolf Exciton GGG Cowboy 2 Numéro 101: Honneur Silencieux Arche Ragnazero Ship o' Cornflakes Rhapsody Media Heartland Draco     Dunno what to say. I mean this deck isn't exactly creative of me or anything I'm just putting good cards from last format together in a way that can hopefully still play. I mean Void Trap Hole has been kind of MVP because Winda is on the list possible targets (what with the negating, and then if you do, destroying) and makes a nice turn 1 myrm search when you KNOW you're dealing Shaddolls. Call of the Haunted lets you end phase when under Winda for whatever (normally Myrm for end phase pop) so that you can have Xyz options during your turn regardless. Despite new decks like Yangs, Burning Abyss, and Shaddolls all being decks of destroyable things Hands are still good. Having consistently floating 4s that equalize advantage, uninstall backrow and ensure followup Xyz plays ain't half bad. Who'da thunk.   Wondering if:   I should do Cardinal, or a 2nd Castel, instead of the 2nd 101. I just happen to have two of them. I have Cardinal but like with only Papa Bear I figured I wouldn't be set up often. The potential keeps coming up since Bear is the searchable one. Castel is a more flexible removal card than 101, but being able to use 101 like a wall, him being a 100 better body, and his "holding onto" their card have all been relevant. I should not main Dark Hole. I'd main a pot of dichotomy instead. Just not sure I end up with the kind of situations that would legitimize Dark Hole often enough. I should fix that wonky-ass side deck. Teach me. Other than that, just belligerently and rudely chastise me about any OBVIOUS missing cards because I just made this and typically I always forget something that is, like, basic yugioh 101 every time I make a new deck. So uh thanks in advance if you do that.
  2. 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]
  3. Nutellaknights.

    My slightly different take on Satellarknights.   Cards: 40     Monsters: 20   3 Fire Hand   3 Ice hand   3 Traptrix Myrmeleo   2 Traptrix Dionaea   3 Satellarknight Deneb   3 Satellarknight Altair   1 Satellarknight Vega   2 Effect Veiler     Spells: 7   3 Pot of Duality   1 Dark Hole   1 Book of Moon   2 Forbidden lance     Traps:   1 Bottomless Trap Hole   1 Compulsory Evacuation Device   1 Solemn Warning   1 Torrential Tribute   1 Traptrix Trap Hole Nightmare   1 Time Space Trap hole   1 Call of the Haunted   2 Dimensional Prison   2 Fiendish Chain   2 Stellarnova Alpha     Extra: 15   1 Daigusto Emeral   1 Stellarknight Delteros   1 Number 39: Utopia   1 Castel, The Skyblaster Muskateer   1 Evilswarm Excition Knight   1 Diamond Dire Wolf   1 Number 50: Blackship of Corn   1 Lavalval Chain   1 Abyss Dweller   1 Gagaga Cowboy   1 Constellar Omega   2 Number 101: Silent Honor ARK   1 Armades Keeper of Boundaries     Side:   3 Maxx C   1 D.D. Crow   3 Mystical Space Typoon   2 Nobleman of Crossout   1 Malevolent Catastrophe   3 Shadow Imprisoning Mirror   2 Deep Dark Trap Hole     This is essentially a rough draft as i get all 3 denebs in and can start testing IRL. I've considered cutting the vega and 1-2 Alphas as i find them dead later on in the game when my engine exhausts itself. Trap Hole nightmare has been lackluster recently so i opted to try out the newly released Time Space Trap Hole recently and have personally taken a liking to it against Shadolls/Lightsworns etc. Let me know what you think.    
  4. Garden Stun

    Black Garden is a really good card to utilize, and there was a Chain Beat deck resolving around the idea of using Garden and W-U Rabbit / Thunderbird chains to go into a +1 with Accumulated Fortune, exhausting opponent's resources pretty quickly. But Garden's second effect recycles the cards you need from grave, while this is not entirely optimal, it can be used as normal summon into a 2nd token, and into Myrmeleo / Fire Hand / Bear(it can run over the token to search Tenki as well).   Fire Hand / Ice Hand summons while Black Garden is up can result in the best use of the Hands, giving opponent some 800 tokens in return of getting out of an established field, so running 3 of both is not a huge problem. While not facing an established field(deck's biggest trouble if can't reach said hands), Compulsory Escape Devices and a Black Garden after a summon does the job pretty good.   As I said, it was an idea used before, I just want to show another approach to it since the new packs brought up a lot of good stun cards, coinsidentally with 1600 atk. Side Note, Black Garden makes Ragna Zero a huge card.   3 Fire Hand 3 Ice Hand 3 Wind-Up Rabbit 2 Brother of the Fire Fist - Bear 2 Traptrix Myrmeleo   3 Fire Formation - Tenki 3 Black Garden 3 Pot of Duality 2 Forbidden Lance(iffy about it, can switch them to Forbidden Chalice / a disruptive trap / Pot of Dichotomy) 1 Dark Hole 1 Terraforming   3 Compulsory Escape Device 3 Call of the Haunted 2 Mirror Force 2 Wiretap 1 Torrential Tribute 1 Bottomless Trap Hole 1 Traptrix Trap Hole Nightmare 1 Compulsory Evacuation Device   Extra is filled with rank4's + W-U Zenmaines   3 Banisher of the Radiance 2 Brotherhood of the Fire Fist - Gorilla 2 Majesty's Fiend 3 Mystical Space Typhoon 2 Acid Trap Hole 2 Deep Dark Trap Hole 1 Traptrix Trap Hole Nightmare (may want to fill some Maxx "C"s in or Majestic Stardust to vs Artifacts etc)   The ratios can obviously be bettered, and/or this deck is just not good enough to verse any of the meta decks. I'd like your comments on this, since I want to play it as best as it's potential.
  5. If I activate Infestation Infection as CL1, and Mirror Force as CL2, would it make a Fire/Ice Hand miss timing?   Assuming I activate the effect of Infection.
  6. A.D.H.D.

    http://www.youtube.com/watch?v=QjlFqgRbICY       A Dark Hand Dragon   Monsters (20) 3x Blue-Eyes White Dragon 2x Dark Magician 1x Black Luster Soldier - Envoy of the Beginning 1x Dark Magician Girl 3x Elemental HERO Prisma 2x Fire Hand 2x Ice Hand 3x Maiden With Eyes of Blue 3x The White Stone of Legend   Spells (10) 1x Book of Moon 2x Dark Magic Attack 2x Dragon's Mirror 1x E - Emergency Call 2x Miracle Fusion 1x Reinforcement of the Army 1x Super Polymerization   Traps (10) 1x Bottomless Trap Hole 1x Compulsory Evacuation Device 2x Dimensional Prison 3x Phoenix Wing Wind Blast 1x Solemn Warning 1x Torrential Tribute 1x Traptrix Trap Hole Nightmare   Side is still being decided on.   Extra (15) 2x Amulet Dragon 1x Blue-Eyes Ultimate Dragon 1x Dark Magician Girl the Dragon Knight 1x Elemental Hero Absolute Zero 2x Elemental Hero Escuridao 1x Elemental Hero Gaia 1x Elemental Hero Great Tornado 1x Elemental Hero Nova Master 2x Elemental Hero The Shining 2x Azure- Eyes Silver Dragon 1x Divine Dragon Knight Felgrand (possible XYZ Universe in the side)   I hadn't seriously paid attention to the game for a while, and when I came back and saw that they had put everyone's favorite scantily clad mage on a dragon(and that it was once again expensive for no reason), I knew I had to play something with it. I quickly found out that people were using Prisma. Unfortunately, I also quickly found out that The Eye of Timaeus was godawful. Thankfully, Dragon's Mirror is around to pick up the slack. I chose not to play the Dragon Rulers due to possible banlist speculations and also because I don't find them to be particularly good card design.   The deck desperately wants to do something when it's not making power plays with its arsenal of fusions, so a set of Hands and Maidens(and, by extention, Blue-Eyes) were added to hold the fort for a while. Playing the Maiden/Blue-Eyes tandem opened the door to playing White Stone, which has naturally synergy with DMG Knight, Phoenix Wing Wind Blast, and Super Poly. The Hands being Fire/Water also play quite nicely with Miracle Fusion, giving us a quick Nova Master/Abs0.  All this helps load the yard for Miracle/Mirror. It should be noted that Maiden is a spellcaster and can be recurred with Amulet Dragon's death ability.   Some choices explained: 3 Phoenix Wing Wind Blasts are included to make use of any stray BEWD/DM/DMG that wander into the hand, though I can see a case for making a 2/2 split with Super Poly. Blue-Eyes Ultimate in the extra helps dump dragons into the grave via Prisma. Dark Magic Attack is in for the surprise factor in game 1. Much like Sabers' Hyunlei, it preys upon people who still set every spell/trap simply because Heavy isn't currently legal. I would almost always side them out for something else postboard.   Thanks go to Sharpman. I drew upon your list somewhat for inspiration.
  7. 3 Traptrix Myrmello 3 Bountiful Artemis 2 Artifact Moralltach 2 Traptrix Dionaea 2 Cardcar D 2 Fire Hand 2 Ice Hand 1 Thunder King Rai-Oh   3 Pot of Duality 2 Forbidden Lance 1 Pot of Dichotomy 1 Book of Moon   3 Artifact Sanctum 3 Black Horn of Heaven 3 Wiretap 2 Traptrix Trap Hole Nightmare 2 Dimensional Prison 2 Divine Wrath 1 Solemn Warning 1 Bottomless Trap Hole   2 Maxx "C" 1 D.D. Crow 3 Mystical Space Typhoon 2 Nobleman of Crossout 1 Mind Control 1 Dark Hole 3 Debunk 1 Deep Dark Trap Hole 1 Acid Trap Hole   2 Number 101: Silent Honors ARK 2 Abyss Dweller 1 Cairngorgon 1 Diagusto Emeral 1 Diamond Dire Wolf 1 Evilswarm Exciton Knight 1 Gagaga Cowboy 1 Maestroke the Symphony Djinn 1 Number 103: Ragnazero 1 Number 50: Blackship 1 Number 82: Heartlandraco 1 Number 85: Crazy Box 1 Steelswarm Roach   When I built this deck, I had getting the most out of Black Horn and Wiretap in mind since they're some of the best traps we currently have at our disposal. Stopping a power play in it's tracks then turning around and plussing off of them with Artemis seemed really good.   Monsters: The monster lineup is pretty standard for a Hand Artifact variant except for the lack of a 3rd copy of each hand. It pretty much came down to the lack of room. I could always potentially drop T King and the 3rd Black Horn for 1 of each and then make room in the side for the Black Horn. In speaking of T King, I'm on the fence about him. I kind of like the idea of maybe Grand Mole but eh.   Spells: When I was building the spell lineup I had +1.dek in mind. Triple Duality for consistency, single Dichotomy for consistency and double Lance to make sure my plays stick and get my Hands through Dimensional Prison and Fire Hand through Bottomless. Book is Book.   Traps: The only thing that is kind of debatable are 3rd Black Horn and lack of Torrential Tribute.  The lack of Torrential is because I want to keep Artemis on the field, so 3rd Black Horn is probably the best replacement, or maybe 3rd Traptrix Trap Hole Nightmare. When I was typing the list up, I realized that I forgot to play Calls. After noticing that, I started thinking about the possible interactions it had with the monsters and I'm really unsure if it's necessary or not. Also, Wrath is pretty nutty.   Side: The side is pretty self-explanatory. Triple Debunk because it's the nuts and multiple answers to Geargiarmor and such.   Any questions and comments are welcome. :)
  8. Headlights

    https://www.youtube.com/watch?v=7bDLIV96LD4     2 Fire Hand 2 Ice Hand 3 Jurrac Guaiba 2 Traptrix Dionaea 3 Traptrix Myrmeleo 12   1 Book of Moon 1 Dark Hole 2 Forbidden Lance 2 Pot of Dichotomy 3 Pot of Duality 3 Soul Taker 3 Upstart Goblin 15   3 Black Horn of Heaven 1 Bottomless Trap Hole 1 Compulsory Evacuation Device 2 Dimensional Prison 3 Fiendish Chain 1 Solemn Warning 1 Torrential Tribute 1 Traptrix Trap Hole Nightmare 13   I've been testing this for a little while now, and I think I have a good concept going on here. I'm going to explain why I play what I do, because I understand there are a couple of unique cards and ratios. I am trying to work on this to have a lot of cards to counter the rise of Geargia Decks and Traptrix/Hands/Artifact/Jund/whatever idk decks, but that don't suck across the board against the immense number of decks I could play in a tournament. I'd like to hear feedback, especially if I am just going completely in the wrong direction with something that I'm doing here.   I cut Fire Hand and Ice Hand to two each. I understand that most of these kinds of decks play three of each in the main deck, but I was finding as I was playing that the majority of the games that I lost were games where I couldn't use all of my cards because I was drawing too many of these kinds of cards and I had way too many normal summons that I had to support. I haven't really noticed too much of a difference between two and three of each hand, and my actual hands that I have been drawing have been noticeably smoother.   A friend of mine pointed out to me that Jurrac Guaiba causes Fire Hand and Ice Hand to miss timing if it kills one or the other, so I wanted to play something that could use this card. It's been working fairly well and that has came up a couple of times now. I don't want to play any other dinosaurs in my deck because they all suck and the remotely decent ones would add more normal summons and in the long run, I don't think having more dinosaurs would be a good thing.   I don't play any of the Artifact cards because I believe each and every one of them suck, apart from Artifact Sanctum. Artifact Ignition doesn't suck, but that requires me to have multiple Artifact cards in my deck, and I think that brings more of a deckbuilding issue to the table than anything else. I literally never want to draw Artifact Moralltach or Begalltach because they take time to set up, and I don't want to be playing at a minus until these cards are live just because Artifact Sanctum is a good card. When there is an issue on a card like this, I don't believe that playing multiple sub-optimal to downright terrible cards is the correct solution to the issue.   I play three Soul Taker because they make Gear Gigant X and both of the hands miss timing. I like that Soul Taker is a reactive piece of removal that doesn't suck when I'm losing, and lets me address cards that I sometimes can't answer because of traps or whatever is in the way. I think that by having a full set in my deck, I have an advantage in the long run versus decks and scenarios that drag me into late game states where other players and decks simply can't keep up with the amount of removal I have in my deck.   I only play one Traptrix Trap Hole Nightmare because it isn't especially amazing against a lot of the decks right now, especially with the rising popularity of Artifact decks and decks with the Traptrix engine in them. I also found that in a few of my games, I was having an issue in my late games where I would draw multiple Traptrix Trap Hole Nightmares early on and sometimes Bottomless Trap Hole and finding it difficult to gain value out of my Traptrix Myrmeleos when I needed late game removal cards. This is an attempt to minimize that and I do side deck other copies of the trap, as it is exceptionally excellent versus some decks.   I have three Fiendish Chain in the traps as an attempt to improve the Geargia matchup to a degree. The trap isn't entirely horrible across the board, doesn't suck when I'm losing, and sometimes freezes smaller monsters on the field for Guaiba to attack over. It is somewhat synergetic with the deck in that last regard.   I think this deck address some of the problems of the normal variants people have been playing while having a lot of main decked meta call cards that don't particularly suck across the board. Thoughts?
  9.     Okay techincally dragons of legends isn't coming out until 2 days AFTER 2 weeks, but hopefully the mods will allow this :3     Main  3x fire hand 3x ice hand 2x fossil dyna pachy 3x promenience hand 1x rai-oh 3x myrmeleo 2x summoner monk 1x book of moon 1x dark hole 3x lance 2x mst 2x pot of dichtomy 3x upstart goblin 1x BTH 2x COTH 2x dimensional prison 2x fiendish 1x solemn 1x torrential 1x traptrix trap hole nightmare 1x void trap hole   Extra 1x abyss dweller 2x emeral 1x diamond dire 1x exciton 1x cowboy 1x pearl 1x infernal flame vixen 1x lavaval chain 1x meastroke 2x 101 1x number 106: MAXIMUM BRO-FIST 1x blackship 1x crazy box   Side 1x black horn 2x dust tornado 2x IIW 2x memory 2x mirror force 2x overworked 2x skill drain 2x trap stun.          So after seeing the cards revealed on the yugioh blog and reading a few pages on single card discussion, I decided to make my own hand control deck.  Then I played a few matches on unrated and apparently I made it a fad now.  So I decided to TCGify it (I want supply unit ;.; ) and post it here.          Idea is pretty simple.  Use the offensive floating powers of the hands to control the field, along with a bunch of other good control monsters.  Emeral, dichtomy, and exodius are there to recycle the hands to contiue the floater loop as long as possible.  Using D. prison over mirror force because cards that can avoid destruction really put a damper to this deck (ie beelze or stardust).  Call of the haunted makes a mst with myrmeleo.  It also helps revive the floater line if your opponent manages to end it prematurely.  Plus if you summon a fire hand with it, your opponent will have to choose whether to continue the atk and lose their monster, or stop and let you have fire hand on the field for your own combos.     Feel free to Comment on this post   Also yes I probably should take out 106 if its a TCG tourney deck.  But it's so fitting with the deck type .-.
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