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Found 14 results

  1.   -[ Introduction ]-   Geargias were released in Return of the Duelist (August 2012) giving further support to it's lone card, Geargiano (released in GenForce) and received later support in Lord of the Tachyon Galaxy. They are a machine-swarming based archetype, all level 3 and 4, and are mainly used to support the already existing machine decks such as Machina and Karakuri. Having a very aggressive playstyle, they excel in OTKing in the Karakuri variant and having an excellent grind and control game in the Machina variant.     After their debut in YCS Toronto 2012 with an exceptional showing, they did not manage to get their win despite being very hyped and represented. They eventually got their win during YCS Providence (karakuri variant) and eventually fell of the radar once Mermails came around as marksman would make resolving armor almost impossible. With the addition of Geargiagear and all it's previous competitors getting weakened, Geargias are looking like a promising choice leading up to LVAL where they will receive another piece of support in the form of Geargiauger. Geargiauger is thought to break Geargias with it's amazing applications with Machine Duplication and accelerator.    -[ The Monsters ]-   The Geargias     Geargiarmor Earth/4/Machine 1100 ATK 1900 DEF    Once per turn: You can change this card to face-down Defense Position. When this card is flipped face-up: You can add 1 "Geargia" monster from your Deck to your hand, except "Geargiarmor"  - Arguably the heart and soul of the deck. Armor is what gets the deck rolling, and if it manages to stay on the field for a few turns, it'll be a very one sided duel. The ability to reset himself is huge and what makes armor so unique, along with his massive 1900 ass.        Geargiarsenal Earth/4/Machine 1500 ATK 500 DEF    This card gains 200 ATK for each face-up "Geargia" monster you control. You can Tribute this card; Special Summon 1 "Geargia" monster from your Deck, except "Geargiarsenal", in face-up Defense Position.  - The main job of this guy is to get to Geargiarmor while also having a decent body. He gains 200 for each Geargia monster you control (including himself) and can get really big if you need to ram him into Thunder King or any problem card. He also does really cute plays to getting tuners, which will be discussed later.        Geargiaccelerator Earth/4/Machine 1400 ATK 800 DEF   If you control a "Geargia" monster, you can Special Summon this card (from your hand) in face-up Defense Position. When this card is sent from the field to the Graveyard: You can target 1 "Geargia" monster in your Graveyard, except "Geargiaccelerator"; add that target to your hand. - The themed Kizan of the deck. His ability to special summon himself instantly is what allows for the insane XYZ and Synchro plays. His second effect is also nothing to look past, the ability to bluff Armor mid/late game to bait dark holes and grab a Geargia back is amazing.         Geargiano Earth/3/Machine 500 ATK 1000 DEF   You can Tribute this card, then target 1 Level 4 Machine-Type monster in your Graveyard; Special Summon it, but its effects are negated. - Originally the underdog of the archetype, his effect to bring out a level 4 machine-type monster wasn't very good but with the release of Geargiagear, this card must be run. He also helps with great comeback plays, and is vital for the combos.       Geargiano MK-II Earth/3/Machine 1000 ATK 500 DEF   When this card is Normal or Flip Summoned: You can Special Summon 1 "Geargia" monster from your hand or Graveyard in face-up Defense Position. - The "Tour Guide" of the deck, he's used to further extend the karakuri combos, and is used for Geargiagear. His ability to revive arsenal/himself/Geargiano for rank 3 plays is great, and his ability to revive Armor is clutch. Using this card mid game with a Geargiano and Watchdog in grave can lead to 1 card level 7 synchro plays, including the game changing Black Rose Dragon.       The Tuners        Genex Ally Birdman Dark/3/Machine 1400 ATK 400 DEF   You can return 1 face-up monster you control to the hand to Special Summon this card from your hand, and this card gains 500 ATK if it was a WIND monster you returned. If this card is Special Summoned this way, remove it from play when it is removed from the field. - Almost as if it was made for Geargias, Birdman works amazingly well with Accellerator, being able to go off faster and without the use of your normal summon is fantastic. He is dark, so be weary if you aim to side Gozen Match.         Karakuri Strategist mdl 248 "Nishipachi" Earth/3/Machine 500 ATK 1600 DEF   This card must attack if able. When this face-up Attack Position card is selected as an attack target, change it to Defense Position. When this card is Normal or Special Summoned, select 1 monster on the field and change its battle position. - The level 3 Karakuri Tuner, used primarily for comboing and his interaction with flipping Geargiamor face up for free searches.          Karakuri Watchdog mdl 313 "Saizan" Earth/4/Machine 600 ATK 1800 DEF    This card must attack if able. When this face-up card on the field is selected as an attack target, change its Battle Position. When you take Battle Damage from a battle involving this card, all face-up "Karakuri" monsters you control gain 800 ATK and DEF until the End Phase. While this card is in face-up Attack Position, it cannot be destroyed by battle. - The level 4 Karakuri Tuner, drawing multiples is the worst feeling ever but bluffing it as armor is very crucial at times. Can obviously be used to XYZ rather than Synchro if needed, and has a cute interaction with Geargiano.         The Machinas       Machina Gearframe Earth/4/Machine 1800 ATK 0 DEF   When this card is Normal Summoned, you can add 1 "Machina" monster, except "Machina Gearframe", from your Deck to your hand. Once per turn, during your Main Phase, you can equip this card to a Machine-Type monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.) - Stratos of the Machina build, used in order to search for your boss monster Fortress, and searchable off Gear Gigant X.       Machina Fortress Earth/7/Machine 2500 ATK 1600 DEF   You can discard Machine-Type monster(s) whose total Levels equal 8 or more, then Special Summon this card (from your hand or Graveyard). When this card is destroyed by battle and sent to the Graveyard: Target 1 card your opponent controls; destroy that target. Before resolving an opponent's monster effect that targets this face-up card, look at your opponent's hand and discard 1 card from their hand. - Probably one of the most annoying cards to get rid of, putting him on board almost gaurentees that your opponent will minus trying to get over him. With a solid 2500 attack and being level 7, Fortress is an amazing card.       Miscellaneous       Redox, Dragon Ruler of Boulders Earth/7/Dragon 1600 ATK 3000 DEF   If this card is in your hand or Graveyard: You can banish a total of 2 EARTH and/or Dragon-Type monsters from your hand and/or Graveyard, except this card; Special Summon this card. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 EARTH monster to the Graveyard, then target 1 monster in your Graveyard; Special Summon that target. If this card is banished: You can add 1 EARTH Dragon-Type monster from your Deck to your hand. You can only use 1 "Redox, Dragon Ruler of Boulders" effect per turn, and only once that turn. - This is to Geargias as Tidal is to Mermails. Having this card at the right time can just take you so far ahead of your opponent in the grind game with the ability to use the 1 card MK-II plays with him to make quick rank 7s. His 3000 ass is incredibly difficult to get over, and can stall mid to late game to draw some outs.           -[ The Spells ]-   As of now there is no direct Geargia spell support. None the less we have plenty of options that we can utilise where other decks cannot.       Limiter Removal Quick Play   Double the ATK of all Machine-Type monsters you controlled at both the activation and resolution of this card, until the End Phase. During the End Phase, destroy those monsters - The most obvious choice in machine decks, this card sees more play in the Machina build considering it's very easy to steal a game with Gearframe and Fortress backed with this card. It's considered winmore in the Karakuri version since all your monsters are already huge and once you combo off, it's usually game anyways.         Iron Call Normal    If you control a Machine-Type monster: Target 1 Level 4 or lower Machine-Type monster in your Graveyard; Special Summon that target. Its effects are negated. Destroy it during the End Phase. - Good tech that is used to reborn a combo piece to keep comboing off, or just to get a monster for an XYZ.   Other Spell cards to think about   Consistency Pot of Duality Upstart Goblin   Disruption Book of Moon Mind Control   Destruction Mystical Space Typhoon Dark Hole   Protection Forbidden Lance   - [ The Traps ]-       GeargiaGear Normal   Special Summon 2 "Geargiano" monsters from your Deck and increase their Levels by 1. You can only activate 1 "Geargiagear" per turn. - This card is what takes Geargia over the top; an instant XYZ card, you're gaurenteed to gain some sort of advantage off of it, either from your GGX or through GGX's second effect when it leaves the field. Can be dead sometimes, but can be easily made live with the use of Daigusto Emeral.        Call of the Haunted Continuous    Activate this card by targeting 1 monster in your Graveyard; Special Summon that target in face-up Attack Position. When this card leaves the field, destroy that target. When that target is destroyed, destroy this card. - Being able to revive a lost Armor during the end phase and then continuing off with your plays is huge. Can also be used defensively, and if chained to MST targetting Accelerator can net you a free plus.      Other Trap cards to think about   Against Summons Bottomless Trap Hole Torrential Tribute Solemn Warning Black Horn of Heaven   Against Attacks Mirror Force Dimensional Prison   Against Spell/Traps Trap Stun Seven Tools of the Bandit Dust Tornado   Other Compulsory Evacuation Device Fiendish Chain     -[ The Extra Deck ]-   Rank 4s     Gear Gigant X Earth/4/Machine 2300 ATK 1500 DEF   2 Level 4 Machine Type Monsters Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower "Geargia" monster in your Graveyard; Special Summon that target. - The themed XYZ for this archetype, searches ANY machine (level 4 and lower) from your deck or graveyard. This is critical in the Machina variant and is used in the Karakuri variant to search for a tuner to go off or to recycle Accelerators and MK-IIs. When he leaves the field, he floats for a level 3 geargia monster which is usually Geargiano for his ability to recruit into a level 4 geargia/tuner.        Daigusto Emeral Wind/4/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. - Amazing mid to late game since Geargias can load up the graveyard with ease. Being able to put Geargianos into the deck to make Geargiagears live is incredible.   Other Rank 4s to think about                       Rank 3s       Wind-Up Zenmaines Fire/3/Machine 1500 ATK 2100 DEF   2 Level 3 monsters If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it. - Staple rank 3 to sit behind if you need to stall. Goes nice with scrap dragon.       Soul of Silver Mountain Earth/3/Rock 1800 ATK 2200 DEF   2 Level 3 EARTH monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 Set card in your opponent's Spell & Trap Card Zone; it cannot be activated while this card is face-up on the field. If this card destroys an opponent's monster by battle while it has Xyz Material: You can target 1 EARTH monster in your Graveyard; Special Summon that target in face-up Defense Position. - Its first effect is useful in locking down backrow allowing you to push a play through. Its second effect is helpful to bring back fallen armors and allows to gain momentum in a simplified game state.    Other Rank 3s to think about Mecha Quipped Angineer Giga Brilliant Temtempo Leviair the Sea Dragon Rank 7s   Being able to make multiple level 7 synchros a turn paired with redox and call of the haunted leads to the ability to make rank 7s consistently. Geargia can churn out a rank 7 pretty much every game if you need to.       Mecha Phantom Beast Dracossack Wind/7/Machine 2600 ATK 2200 DEF   2 Level 7 monsters Once per turn: You can detach 1 Xyz Material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster, then target 1 card on the field; destroy that target. This card cannot attack during the turn you activate this effect. - We all know how good this is. When you combo off with birdman you can end with this and scrap dragon for free scrap dragon food and 2 pops a turn.       Number 11: Big Eye Dark/7/Spellcaster 2600 ATK 2000 DEF   2 Level 7 monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 monster your opponent controls; take control of that monster. This card cannot attack the turn you activate this effect. - Used to steal threats or to limit your opponents plays. If you synchro'd burei and went into this card you could potentially synchro with the tuner you brought out and the monster you steal.       The Synchros       Karakuri Shogun mdl 00 "Burei" Earth/7/Machine 2600 ATK 1900 DEF   1 Tuner + 1 or more non-Tuner Machine-Type monsters When this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Once per turn: You can target 1 monster on the field; change its battle position. - The most used Extra deck monster, he is what enables the combos and his ability to change battle positions can steal games. Being level 7 leads to Rank 7 plays with either another copy of itself or Redox.        Karakuri Steel Shogun mdl 00X "Bureido" Earth/8/Machine 2800 ATK 1700 DEF   1 Tuner + 1 or more non-Tuner Machine-Type monsters When this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Once per turn, when the battle position of a face-up "Karakuri" monster you control is changed (and remains face-up): Draw 1 card. - A huge body with a great effect that can lead you to draw many cards in a stalled gamestate.    Other Synchros to think about            -[ The Side Deck ]-   One of the best thing about Geargia is the fact that it has the versatility to side into many hate cards without hurting it's engine, and even main the hate cards if needed to win a YCS! It isn't very graveyard oriented, and they are all the same type/attribute which is perfect for side decking.     Dimensional Fissure Macro Cosmos Imperial Iron Wall Gozen Match Rivalry of the Warlords DNA Surgery Light-Imprisoning Mirror Shadow-Imprisoning Mirror Overworked     -[ Combos and OTKs ]-     Now the best part about Geargias is it's ability to OTK with almost any hand including Geargiarmor/Geargiarsenal. Here are some of the most basic combos, which develop into more combos that aren't as obvious with the use of Geargiagear/COTH.   NOTE: These are all 2 turn OTKS, meaning it's assuming Geargiarmor survived a turn.   1)Geargiarmor + Watchdog   Flip armor to search and special summon accelerator Normal summon the watchdog Flip armor facedown Synchro accel+watchdog into Bureido Bureido's effect to special summon the strategist Strategist flips armor up to search and special accel#2 Synchro accel#2 and the strategist into Burei Burei's effect to get watchdog#2  Synchro the watchdog + armor into either:   Bureido#2 to draw 2 Scrap Dragon to pop a card Stardust Dragon if you're worried about backrow   (2800 + 2600 + 2600 = 8000)     2)Geargiarmor + Strategist   Flip armor to search and special summon accelerator Flip armor facedown Normal summon the strategist to flip armor up to search and special summon accel#2 Synchro strategist+ accel into Burei and keep using your tuners to end up like the previous combo     3)Geargiarmor + Accelerator OR MK-II (Karakuri)   Flip armor to search for either accel/MK-II (the one you DON'T have in hand) Special summon the accel  XYZ into GGX, detach ACCELERATOR to search birdman Normal summon MK-II to special summon accel Return accel to hand to special birdman Special summon accel again Synchro birdman + accelerator into Burei Burei's effect to special summon watchdog Synchro Watchdog and MK-II into Burei#2 Burei's effect to special summon either watchdog or strategist and attack for game   (2300 + 2600 + 2600 + 500 = 8000)     4)Geargiarmor + Genex Ally Birdman   Flip armor to search accel and special summon it Return accel to hand to special birdman Special accel again and flip armor facedown Synchro birdman and accel into Burei Burei's effect to special summon the strategist Strategist flip armor face up and search accel Special accel, synchro strategist and accel into Burei#2 Burei #2's effect to special summon watchdog Synchro watchdog and armor into Scrap/Buriedo/Stardust for game      *you do not use your normal summon for this combo, so you can continute the play with a 4th synchro if needed. 5)Geargiagear + Accelerator Flip Geargiagear to summon 2 targets Special accel and XYZ Gear Gigant X (MAKE SURE YOU LEAVE AN MK-II OUT) Detach accelerator to search for Birdman Return MK-II to hand to special Birdman Normal summon MK-II to special accel from grave Synchro Birdman + accel into Burei, special level 4 tuner Synchro level 4 tuner + MK-II for Burei#2 getting the level 4 tuner#2 (2600 + 2600 + 2300 + 800 = 8300)      6)Geargiarmor + Accelerator + any machine monster (Machina)   Flip armor to search accelerator, special summon both accelerators XYZ both accels into GGX, search Machina Gearframe Normal summon Gearframe to search for Fortress Discard a machine type mosnter to special summon Fortress Attack with all monster, MP2 Cowboy for game   (2300 + 1800 + 1100 + 2500 + 800 = 8500)   -[ Deck Examples + Tips ]-     Karakuri Geargia http://i.imgur.com/UBNAll8.png   Machina Geargia http://i.imgur.com/f8ZatZZ.png   Machina/Karakuri Hybrid http://i.imgur.com/U2b40nt.png       - If you have both armor and arsenal in hand, use armor rather than arsenal to hide what you're playing + arsenal can be versatile mid-late game - When GGX dies, you can get geargiano to get accelerator to float into a possible MK-II/Armor/Arsenal to continue your plays - Mk-II can become an instant level 7 synchro if you have watchdog in grave + arsenal/geargiano - Flipping Geargiagear during your opponent's end phase is better to play around possible Maxx C's / fresh traps - Typically you want to bring out 1 Mk-II and 1 Geargiano through Geargigear in order to avoid drawing Geargiano + Geargiano is best in the graveyard - Playing 3 accelerators can clog, however it leads to a better late/mid game and can open up plays you normally wouldn't be able to do   Credit to Saiko for the formatting, and Candela for combo#5
  2.   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, she’s 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.  It’s 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 doesn’t get to search cards.   Madolche Hootcake: Hootcake is the card that truly made Madolche a viable archetype. Hootcake is actually not 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. He’s also useful for easy rank 3 plays such as Invoker and Leviair.     Madolche Cruffsant:     Cruffsant is less straight-forward than the other Madolche monsters, but his applications are definitely valid. If his effect is used a couple times he becomes a sizable beater, something that the other Madolche monsters cannot do without the aid of Spells or Xyz summons. He also triggers Madolche Ticket, which can help to search out missing combo pieces and set the deck in motion. The fact that Cruffsant doesn’t function as a standalone card limits his playability, but he can certainly be a valid option.   Madolche Puddingcess:   Thanks to Mewfeuille and Hootcake, it’s 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 possibly the best removal card in the game not named Spellbook of Fate, 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 opponent’s 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 it’s 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 that’s 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 OTK’s 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]     Trap 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 Hootcake’s 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.   Psychic Engine: Teleport offers several things to the Madolche deck. Serene Psychic Witch is a decent floater, maintaining level 3’s on the board for Xyz Summons, and access to Naturia Synchros via one of the Psychic EARTH tuners is appreciated. Teleport instantly putting level 3’s on the board makes summoning Invoker considerably easier, letting the deck go into Tiaramisu with a much higher level of efficiency.   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 doesn’t 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.   Redox, Dragon Ruler of Boulders: Redox is often discussed as a possibility in Madolche because of his ability to turn dead Madolches in hand into useful bodies on-board, and because of his interactions with Hootcake banishing him from the grave. In a deck that’s specifically designed to keep Monsters out of the graveyard, though, it’s sometimes hard to make efficient use of either of his effects.   Spell Striker: Spell Striker can be utilized in turbo builds to put even more level 3’s on board, which leads to more Invoker plays and therefore more Tiaramisu plays. He’s 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 3’s, 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, it’s 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] Wind-Up Zenmaines   Zenmaines is a staple rank 3 in most extra decks that can make it. It has a decent defense that can buy you some time and its destruction effect is still quite powerful. Outside of cards like Number 50: Blackship of Corn and the limited Compulsory Evacuation Device, once Zenmaines hits the board, he will likely stick until your opponent can find an easy way over him.   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.   Abyss Dweller Since its release in Abyss Rising, Dweller has become a near staple in almost any deck that could make it. With Mermail and Bujins being popular choices for the current 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 can’t deal enough, and for when that happens there’s 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 Mechaquipped Angineer 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 won’t be triggering Ticket as often, it does mean you will be able to make Hootcake live much easier, so it’s not a terrible trade-off, especially since it can still shut down other decks completely.   Other side deck options: -Morphing Jar #2 -Dust Tornado -The Transmigration Prophecy -Thunder King Rai-Oh -Kycoo the Ghost Destroyer [/spoiler]     Combos [spoiler] Most of the combos in Madolche are quite situational and pretty straightforward. However a basic "Queen Combo" could look something like: In Hand: Madolche Mewfuielle + Madolche Hootcake In Grave: Any monster In deck: 2 copies of Madolche Messengelato   First you summon Mew, using it's effect to summon Hootcake from your hand. 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 Use Invoker to summon another Madolche Messengelato from the deck. Overlay the 2 Messengelato for Madolche Queen Tiaramisu. Use Queens effect to target 2 Madolche cards in your grave (usually the materials of both Invoker 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.   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, his effect will 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 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]     Sample Deck Lists: [spoiler] Top 8 Frankfurt Germany Regional (Jaunary 2014): Monsters(17) 2 Cardcar D 3 Madolche Hootcake 3 Madolche Magileine 2 Madolche Messengelato 3 Madolche Mewfeuille 1 Spell Striker 2 T.G. Warwolf Spells(11) 1 Book of moon 2 Madolche Chateau 2 Madolche Ticket 3 Mystical Space Typhoon 2 Pot of Duality 1 Reinforcement of the Army Traps(12) 1 Bottomless Trap Hole 1 Compulsory Evacuation Device 3 Fiendish Chain 2 Madolche Palooza 2 Mirror Force 1 Solemn Warning 1 Trap Stun 1 Torrential Tribute Side-Deck(15) 2 D.D. Crow 2 Effect Veiler 2 Maxx “C” 2 System Down 2 Debunk 3 Dust Tornado 2 Light-Imprisoning Mirror   Extra Deck(15) 1 Abyss Dweller 1 Diamond Dire Wolf 1 Blade Armor Ninja 1 Gagaga Cowboy 1 Ghostrick Alucard 1 Leviair the Sea Dragon 2 M-X Saber Invoker 2 Madolche Queen Tiaramisu 1 Maestroke the Symphony Djinn 1 Mechaquipped Angineer 1 Number 50: Blackship of Corn 1 Steelswarm Roach 1 Wind-Up Zenmaines       Top 32 YCS Toronto 2013 David Wu (Madolche Psychic)   Monsters (20) 3 Madolche Magileine 2 Madolche Messengelato 2 Madolche Hootcake 1 Madolche Baaple 1 Madolche Mewfeuille 2 Tour Guide from the Underworld 2 Giant Rat 2 Serene Psychic With 1 Psychic Jumper 2 Maxx "C" 2 Tragoedia   Spells (10) 2 Madolche Chateau 1 Madolche Ticket 2 Emergency Teleport 2 Forbidden Lance 2 Mystical Space Typhoon 1 Book of Moon   Traps (10) 1 Solemn Warning 1 Compulsory Evacuation Device 1 Bottomless Trap Hole 1 Torrential Tribute 1 Dimensional Prison 2 Mirror Force 2 Fiendish Chain 1 Madolchepalooza   Side Deck (15) 1 Neo-Spacian Grand Mole 2 D.D. Crow 2 Effect Veiler 2 Fossil Dyna Pachycephalo 2 fencing Fire Ferret 1 Mystical Space Typhoon 1 Mind Control 1 Dimensional Prison 2 Light-Imprisoning Mirror 1 Needle Ceiling   Extra Deck (15) 1 Naturia Beast 1 Narutia Barkion 1 Mechquipped Angineer 2 Madolche Queen Tiaramisu 1 Abyss Dweller 1 Number 17: Leviathan Dragon 1 Number 30: Acid Golem 1 Number 39: Utopia 1 Maestroke, the Symphony Djinn 1 Diamond Dire Wolf 1 Wind-Up Zenmaines 1 M-X-Saber Invoker 1 Leviair, the Sea Dragon 1 Gagaga Cowboy   [/spoiler]
  3. Dark Worlds were first seen in Elemental Energy way back in 2005. In more recent times of late 2011, the archtype saw some support in the structure deck Gates of the Underworld, gaining many powerful cards. This included their ruler, the Dragon Lord himself, Grapha.   Monsters   The Dark World Monsters [spoiler] Grapha, Dragon Lord of Dark World [spoiler] You can Special Summon this card (from your Graveyard) by returning 1 face-up "Dark World" monster you control to the hand, except "Grapha, Dragon Lord of Dark World"  If this card is discarded to the Graveyard by a card effect: Target 1 card your opponent controls; destroy that target,[/spoiler] Grapha is the boss monster of the deck. A 2700 monster that becomes 3000 under gates is hard to deal with. Even if destroyed, he comes back with great ease from the graveyard. This also makes him one of the best tributes for the viruses. His destruction effect allows you to forego running other removal cards game 1.   Snoww, Unlight of Dark World [spoiler]add 1 "Dark World" card from your Deck to your hand,[/spoiler] Snoww is the recruiter, adding much needed consistency to the deck. She searches anything you need when discarded, monster or spell. Under the attack boost of the field spell, she also becomes a target for Deck Devastation Virus.   Broww, Hunstman of Dark World [spoiler]If this card is discarded to the Graveyard by a card effect: Draw 1 card [/spoiler] Broww's effect gets you deeper into your deck, thins the deck, and gets you closer to combo pieces. As a level three monster he also serves as a target for Tour Guide into a quick rank three monster.   Beiige, Vanguard of Dark World You run not-so-special beiige because of the fact that he can be summoned in a pinch if you do not have access to a discard outlet.Other than that, he can enable rank 8 plays when there are multiple graphas in the grave. Discard Beiige, return to hand to special summon a grapha from grave. Then follow up by normal summoning him and subsequently add him to hand again to special another copy of grapha. Follow up with a rank 8 exceed, such as Dragon Knight Felgrand.   Sillva, Warlord of Dark World Goldd, Wu-Lord of Dark World Sillva and goldd are your level fives, special summoned when discarded. If ran in multiples they give access to Rank 5 exceeds.  Automatically DDV targets, their attack of 2600 under gates makes them EEV targets. [/spoiler]     Non-DW Monsters [spoiler] Tour Guide of the Underworld Newly unlimited under the January 2014 banlist, Tour Guide is a versatile monster in dark world decks. She has targets in Broww, another copy of herself, and a new girlfriend by the name of Archfiend Heiress. Her giving you access to Leviair allows you to recycle the monsters you banish to activate the field spell.   Archfiend Heiress Heiress has the dual purposes of serving as a Tour Guide target as well as a searcher for Trance Archfiend when she hits the grave. A neat fact about Heiress is that her effect to search trance will activate if she is detatched by Zenmaines' protection effect.   Trance Archfiend Trance helps out a bad hand by being a discard outlet. He also recycles a banished monster when destroyed, replenishing the hand. Essentially trance gets a hand rolling.   Malefic Stardust Dragon Malefic is good in dark worlds by protecting the field spell, letting you plus off gates multiple times while putting up a 2500 wall for your opponent to deal with.   Other monsters that can be considered are Fabled Raven, giving you access to synchros, and Morphing Jar, a flip effect card destruction. [/spoiler] Spells [spoiler] Dark World Dealings A great and simple way to activate dw monster effects and dig into the deck to reach needed cards. It can be a double edged sword in the mirror match.     The Gates of Dark World Providing even more drawing power, gates'  release in the structure deck gave dark worlds much needed consistency. Gates is also the reason that the deck can support reckless greed. You don't have to worry about skipping your draw phase when you have a pseudo draw phase effect in your field spell.     Dragged Down Into the Grave Dragged down is a unique card, one that fits in quite well with dark world decks. Dragged down gives you access to your opponent's hand, not only gaining you knowledge but also a chance to rid them of their most important cards, all the while letting you plus off of your monster effects.     Foolish Burial   Foolish instantly gets a fiend to grave, making gates live on the first turn. It can also get a grapha to grave for an early summon.       Upstart Goblin Drawing power is the name of the game for dark worlds. The more cards drawn means more combo pieces which allows you to beat the opponent down before they have a chance to mount a response.   Other Spells: Allure of Darkness Terraforming Trade-In One Day of Peace Gateway to Dark World Into the Void [/spoiler]   Traps [spoiler] Reckless Greed Reckless is great to dig deeper in the deck. With all the drawing power in other cards, obtaining multiple copies of greed to activate can be game changing, as you get your combo pieces in your attempt to establish a board that the opponent can't counter, overwhelming them through sheer card advantage.   Skill Drain All dark world monster effects activate in grave, dodging the effect skill drain. Trance archfiend's effect to recycle a banished monster also gets around skill drain. Drain does conflict with tour guide, but most decks this format can be stopped by a crucial flip of drain.   Mind Crush Mind crush works great in tandem with the hand knowledge you gain with dragged down and the viruses. This format also does a lot of searching (spellbook magician of prophecy, fire formation tenki, geargia armor, gear gigant x, hieratic seal of convocation, etc.), that mind crush has a lot of potential.   The Viruses: Deck Devestation and Eradicator Epidemic Dark Worlds have an amazing tribute monster for the viruses in grapha because he can be summoned and resummoned with ease. Which virus to be used is largely a meta call, as not all decks are affected by the same virus.   Dark Smog Dark smog is versatile discard outlet for dark worlds as it can be utilized on the opponent's turn, or when you have need to interact with the opponent's grave to disrupt plays (inzektor hornet, spellbook of life, call of the haunted, etc.) Smog is also considered one of the safest discard outlets in the mirror.   [/spoiler]   Extra Deck [spoiler]       Dark Worlds can support rank 8 monsters quite easily, seeing as Grapha can be summoned with ease. Felgrand is a 2800 body veiler. Zombiestein can be a veiler of sorts as well, but also serves as a 4500 wall your opponent has to get over.      Adrius is both fiend and dark, getting a boost and is a target for the viruses, giving him some versatility.     Master Key can be a great way to keep your gates of dark world live, serving the same purpose of malefic stardust without the attack restrictions. Dark and 2500, also a virus target.             Leviair is great for recycling the monsters you banish to activate gates. Mechquipped is a great way to back up a felgrand,  Additional Cards to consider are of course the good rank four and rank three exceeds, and don't forget other rank eight exceeds, such as Giant Grinder, Heliopolis, Galaxy-eyes tachyon dragon, etc. [/spoiler]   Side Deck [spoiler] Outside of S/T removal for problem cards like Macro Cosmos, Soul Drain, Shadow-imprisoning mirror. etc., Dark World decks can support floodgate cards such as Gozen Match and Rivalry of Warlords. SIM can a real problem for this deck. It may not see much play, but it stands out from dimensional fissure, macro, and soul drain because SIM is not limited. Ryko can be a side choice for its removal powers, getting rid of troubling floodgate cards or problem monsters. [/spoiler]   Decklists [spoiler] Recently, Jeffrey La Beach topped YCS Atlanta. Monsters (15) 3 Grapha, Dragon Lord of Dark World 3 Snoww, Unlight of Dark World 3 Broww, Huntsman of Dark World 2 Silva, Warlord of Dark World 1 Gold, Wu-Lord of Dark World 3 Trance Archfiend Spells (16) 3 The Gates of Dark World 3 Dark World Dealings 3 Dragged Down into the World 3 Upstart Goblin 2 Mystical Space Typhoon 1 Allure of Darknes 1 Foolish Burial Traps (9) 3 Mind Crush 3 Skill Drain 2 Dark Smog 1 Eradicator Epidemic Virus Side Deck (15) 2 Maxx "C" 2 Lava Golem 2 Gozen Match 2 Rivalry of Warlords 2 Deck Devastation Virus 1 Mystical Space Typhoon 2 System Down 2 Twister Extra Deck (15) 1 Abyss Dweller 1 Maestroke the Symphony Djinn 1 Number 85: Crazy Box 1 Gagaga Cowboy 1 Number 61: Volcasaurus 1 Adreus, Keeper of Armageddon 1 Number 15: Gimmick Puppet Giant Grinder 1 Number 107: Galaxy-Eyes Tachyon Dragon 1 Neo Galaxy-Eyes Photon dragon 2 Divine Dragon Felgrand 2 Hieratic Sun Dragon Overlord of Heliopolis 2 Number 22: Zombiestein [/spoiler]   Thanks to Canasian for having a great post for me to use as a template.
  4. Bujin - Discussion

    Introduction   Bujins are an archtype of LIGHT monsters introduced in Judgment of the Light, with support following in Shadow Spectres, Legacy of the Valiant and, currently revealed in, Primal Origin. Their design is that of energy spirits incased in armor while the cards themselves are based upon Japanese mythology.   The core deck is based around Beast-Warrior type Bujin monsters, modeled upon the main characters of Yu-Gi-Oh! GX and color-coded accordingly. Each Beast-Warrior Bujin monster has several Bujingi "relics" which are thematically associated with it, along with a Beast-Warrior-type Bujintei XYZ monster based upon one of the gods of Shinto mythology.   Your main strategy is to use your Bujin Beast-Warrior monsters  to search out their Bujingi relics; these relics mostly take the form of Beast-type grave spells and Winged-Beast-type hand traps. These are in turn are used to support and power up your Bujin monsters with such effects as monster removal and negation by either banishing from the Graveyard or discarding them from hand.   This is a relatively slow and grindy deck which heavily relies upon its Normal Summon to gain advantage, which usually occurs during the End Phase. Your options for developing as the game go on largely consist of putting 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.     Bujin Beast-Warriors   Bujin Yamato LIGHT Beast-Warrior 1800/200 Once per turn, during your End Phase: You can add 1 "Bujin" monster from your Deck to your hand, then send 1 card from your hand to the Graveyard. You can only control 1 face-up "Bujin - Yamato".   Yamato is the core of the Bujin deck and your principle goal almost every game is to see him as soon as possible as the only Bujin Beast-Warrior that works on his own. You'll immediately notice that for such a crucial card, his ATK and DEF values aren't anything special, increasing his reliance upon your Bujingi support cards.   His effect is optional and occurs during your End Phase, allowing you to play around cards such as Effect Veiler and to dodge the destruction effects of cards like Divine Wrath. While your go-to play will be for Yamato to search and immediately pitch (and thus make live) a protective monster like Bujingi Hare or Turtle or to search Crane and discard a Beast-type relic, note that he can search any Bujin monster, including additional copies of himself, and that in a pinch any card can be sent to the Graveyard.   This card is based upon the legendary prince Yamato Takeru.     Bujin Mikazuchi LIGHT Beast-Warrior 1900/1500 When a Beast-Warrior-Type "Bujin" monster you control is destroyed by battle or by card effect and sent to the Graveyard: You can Special Summon this card from your hand. Once per turn, during the End Phase, if a "Bujin" monster(s) was sent from your hand to your Graveyard this turn while you controlled this face-up card: You can add 1 "Bujin" Spell/Trap Card from your Deck to your hand. You can only control 1 "Bujin Mikazuchi".   Mikazuchi fills an important role in a deck which requires a monster in play at all times to make any real use any of its effects by dropping in whenever your current monster is destroyed. You'll usually be using Mikazuchi to replace Yamato, but he doesn't care which Beast-Warrior is destroyed, and can replace himself in this fashion too.   Where Yamato searches Bujin monsters, Mikazuchi searches Bujin spells and traps. Similarly, his effect is optional, however it can also be activated during your opponent's End Phase, should you manage to discard a Bujin monster. The most common triggers for his effect are sitting alongside Yamato or Arasuda, activating Bujingi Crane or Peacock, or discarding a Bujingi monster with a trap such as Raigeki Break or Divine Wrath.   Your go-to search targets are going to be Bujincarnation or Bujin Regalia - the Sword.   This card is based upon the Shinto god of thunder, Take-Mikazuchi.     Bujin Arasuda LIGHT Beast-Warrior 1600/1900 If a "Bujin" monster you control or in your Graveyard is banished: You can Special Summon this card from your hand in face-up Defense Position. Once per turn, during the End Phase, if a "Bujin" card from your Deck was added to your hand this turn while you controlled this face-up card, except by drawing: You can draw 1 card, then discard 1 card. You can only control 1 "Bujin Arasuda".   Where Mikazuchi special summons when a Bujin is destroyed, Arasuda summons when one is banished, filling a gap to ensure your field is always occupied. It is possible to trigger Arasuda's summon effect and allow for faster XYZ plays, although this strategy will not come into its own until the release of Hirume in Primal Origin.   At this time Arasuda is considered subpar due to the fact he Special Summons in Defence position (thus preventing use of Crane) and as his End Phase effect is considerably weaker than both that of Yamato and Mikazuchi.   You can trigger the Dark World Dealings-esque effect of Arasuda with either Yamato, Mikazuchi or Susanowo's effects, with that of Peacock and also by using more generic search effects such as Fire Formation - Tenki or Pot of Duality.   Arasuda is named after Utaarasuda, the location of the primary shrine of the Shinto god Tsukuyomi.     Bujingi Relics - Winged-Beast Hand Traps   Bujingi Crane LIGHT Winged-Beast 1600/300 During damage calculation, when a "Bujin" Beast-Warrior-Type monster you control battles an opponent's monster: You can send this card from your hand to the Graveyard; the ATK of your battling monster becomes double its original ATK during damage calculation only.   Crane is a searchable Honest, a hand trap variation of Limiter Removal. You want this card available in your hand at all times if possible. Crane stacks with Honest, providing that Honest is a lower Chain link than Crane.   Crane makes your ATK equal to whatever double your original ATK is, canceling out the negative effects of cards such as Forbidden Lance, but also the beneficial effects of Fire Formation - Tenki. When the ATK value returns to normal afterwards, it becomes the original ATK regardless of any other modifiers that were previously being applied.   This card is based upon the Ame-no-Habakiri, one name of the legendary sword of Susanoo.     Bujingi Peacock LIGHT Winged-Beast 1800/700 During your Main Phase 2: You can send this card from your hand to the Graveyard; add 1 "Bujin" monster from your Deck to your hand. You cannot activate other cards and effects during the turn you activate this effect, except "Bujin" cards and effects. You can only use the effect of "Bujingi Peacock" once per turn.   Peacock is a search card used to grab any missing combo piece. Keep in mind it cannot be used on the first turn of the duel as there is no Battle Phase, and that its usage conflcits with more immediate search effects such as Fire Formation - Tenki and Pot of Duality.   This card is based upon the Yasakani-no-Magatama, jewel of the three Imperial Regalia of Japan.     Bujingi Crow LIGHT Winged-Beast 1700/800 When a Beast-Warrior-Type "Bujin" monster you control is targeted for an attack by an opponent's monster: You can send this card from your hand to the Graveyard; negate the attack, and if you do, inflict damage to your opponent equal to half the attacker's ATK. You can only use the effect of "Bujingi Crow" once per turn.   Crow is widely looked upon as an inferior version of Bujingi Crane as it's Magic Cylinder-style effect only negates an attack rather than destroying a monster. it also cannot be used offensively. This makes it a somewhat useful pick against self-recurring threats like Colossal Fighter, but most players do not run it currently.   This card is based upon the infamous Yatagarasu and the Yata no Kagami, mirror of the three Imperial Regalia of Japan.     Bujingi Ibis LIGHT Winged-Beast 1600/300 During your Main Phase 1: You can send this card from your hand to the Graveyard, then target 1 "Bujin" monster you control; this turn, if it attacks a Defense Position monster, inflict piercing battle damage to your opponent.   Ibis hasn't seen play at present, however a single copy is searchable by Susanowo and allows him to inflict considerable damage against a field of defence position monsters or tokens.   This card is based upon the Ame-no-Ohabari, one name of the legendary sword of Susanoo.     Bujingi Pavo LIGHT Winged-Beast 1700/800 When a Beast Warrior-Type "Bujin" monster you control is destroyed by battle and sent to the Graveyard: You can send this card from your hand to the Graveyard; Special Summon 1 "Bujin" monster from your Deck. You can only use the effect of "Bujingi Pavo" once per turn.   The third TCG exclusive after Warg and Raven, Pavo is a fairly mediocre card that lets you trade your on-field Beast-Warrior for any other monster in your deck when it's destroyed by battle. Despite how powerful this effect is, and worth keeping in mind because of it, the inability to get Pavo for free, and difficulty actually resolving the effect in a beneficial manner, pushes it just out of consideration.   This card is based upon the pavo, a genus of peacock, and is an alternate version of the Bujingi of the same name.     Bujingi Relics - Beast Grave Spells/Traps   Bujingi Hare LIGHT Beast 1700/500 During either player’s turn: You can banish this card from your Graveyard, then target 1 Beast-Warrior-Type "Bujin" monster you control; once during this turn, that monster cannot be destroyed by battle or card effects. You can only use the effect of "Bujingi Hare" once per turn.   Hare is the most flexible of the Beast-type Bujingi and therefore tends to be your first choice to pitch to the Graveyard. In particular, it is the only one which protects your monsters from battle and is a chainable quick effect with no specific activation condition other than to have a Beast-Warrior to protect. Keep in mind that this can be a drawback as it cannot be activated in response to effects in the Damage Step which might destroy your monster.   This card is based upon the Kusagusa-no-Mono-no-Hire, one of the ten treasures of Japan, a scarf.     Bujingi Turtle LIGHT Beast 1700/1200 During either player's turn, when a card or effect is activated that targets a "Bujin" monster you control: You can banish this card from your Graveyard; negate that effect.   Until the release of Hare, Turtle is used in pretty much the same fashion. While Hare protects you from a wide range of threats, Turtle covers everything else - Compulsory Evacuation Device, Mind Control, Forbidden Lance. It can also be used in the Damage Step to negate the effects of cards such as Ryko, Lightsworn Hunter. Turtle is unique in that it protects any Bujin monster, not just Beast-Warriors. The negation is also permanent, stopping cards like Fiendish Chain which remain on the field cold.   Lastly, a cute play is available when overlaying Turtle for Susanowo or Tsukuyomi - if Turtle is detatched as the cost for Susanowo's effect and a card is chained, such as Effect Veiler, you may activate the effect of the just-detatched-as-a-cost Turtle to negate that Veiler. In this case, it is correct to play the negation upon summon rather than waiting for the effect activation.   With the debut of Hare, Turtle is being considered as a one-of, with the premise that its very presence in the Graveyard will disuade an opponent from playing the effects it negates. Indeed, most decks do not run many of these effects anyway.   This card is based upon the Hetsu Kagami, one of the ten treasures of Japan, a mirror.     Bujingi Quilin LIGHT Beast 1600/900 If you control a "Bujin" Beast-Warrior-Type monster: You can banish this card from your Graveyard, then target 1 face-up card your opponent controls; destroy that target. You can only use the effect of "Bujingi Quilin" once per turn.   Quilin is used as generic removal for opposing threats. You'll usually put Quilin in the grave to deal with a specific card or once you have protection in the form of Hare or Turtle. In games 2 and 3 it offers flexibility as a means to answer the majority of continuous stun cards if it is already in the Graveyard, although Imperial Iron Wall and DNA Surgery outplay it.   This card is based upon the Kusanagi-no-Tsurugi, sword of the three Imperial Regalia of Japan.     Bujingi Centipede LIGHT Beast 1700/500 If you control a Beast-Warrior-Type "Bujin" monster: You can banish this card from your Graveyard, then target 1 Spell/Trap Card your opponent controls; destroy that target. You can only use the effect of "Bujingi Centipede" once per turn.   Centipede is the archetype's spell/trap removal card. As we go into the new format chainable removal such as Space Typhoon is looking highly important, reducing the need for the Spell Speed 1 effect of Centipede. In games 2 and 3, Quilin doubles up as answers to face-up backrow cards. Nonetheless it is an option worth considering for the deck.   This card is based upon the Hachi-no-Hire, one of the ten treasures of Japan, a scarf.     Bujingi Fox LIGHT Beast 200/2100 During either player's turn: You can banish this card from your Graveyard and send 1 "Bujin" monster from your hand to the Graveyard; you take no damage this turn.   Fox is a themed OTK-stopper that can be searched and pitched to the Graveyard to dissuade opponents from trying to take the game in a single turn. Unlike most Beast-type relics it does not require you to control a Bujin monster of any kind to activate, but you must give up a Bujin from hand.   The banishment of Fox, plus the discard, perfectly fulfil the requirements of Bujincarnation to fight back on the following turn.   However, as 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 will simply never try to OTK you, or to try to bait Fox out. In this way, Fox can force their hand or change their playstyle, which has unquantifiable benefits, thus it is rather difficult to compare the opportunity cost of setting up Fox over Hare or Turtle in the early game.   This card is based upon the Okitsu-Kagami, one of the ten treasures of Japan, a mirror.     Other Monsters   Brotherhood of the Fire Fist - Bear With Tenki's recent unlimiting Bear looks an attractive option as on-demand monster removal. The core Bujin archetype lacks the ability to pop set monsters such as Geargiarmor and Brotherhood of the Fire Fist - Boar. Bear's ability to search Yamato and be used to make Kagutsuchi gives it some flexibility despite it not being of the Bujin archetype.   Honest This is a deck of all LIGHT monsters that uses support cards to win in battle, Honest fits in nicely. It's worth a mention specifically due to its 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 Spells and Traps   Bujincarnation Normal Spell If your opponent controls a monster and you control no monsters: Target 1 "Bujin" monster in your Graveyard and 1 of your banished "Bujin" monsters; Special Summon both targets. They cannot be used as Xyz Materials for an Xyz Summon, except for the Xyz Summon of a Beast, Beast-Warrior, or Winged Beast-Type monster.   Bujincarnation is in a vacuum perhaps the most powerful effect in the deck. But a sentence like that could only be followed up with "however": the activation conditions are tricky and in practice push Bujincarnation into slightly situational territory as it may sit dead in hand for many turns if included in (and making worse) a poor opening. In addition your general aim of keeping a monster in play runs counter to the "Cyber Dragon" nature of the card. Normally you will run at least 1 single copy to search if you resolve Mikazuchi's effect that can bring you back in the game if things go badly.   Although the intent of the card is to allow for an instant XYZ summon, and you will generally use it for that to make Susanowo and demolish an opponent's field, you don't have to. Besides the XYZ restrictions there are no additional limitations on what you can do with the summoned monsters, so take full advantage of this. You can even bring out XYZ monsters.   Besides Susanowo, Kagutsuchi and Tsukuyomi, this card will allow you to make Constellar Omega (and by extension, Ptolmey M7 and Gaia Dragon the Thunder Charger), Diamond Dire Wolf, Brotherhood of the Fire Fist - Tiger King and Ice Beast Zerofyne.   This card depicts the ascension of Yamato into Bujintei Susanowo.     Bujin Regalia - The Mirror Normal Spell At the start of your Main Phase 1, if your opponent controls more monsters than you do and you control a Beast-Warrior-Type "Bujin" monster: Until the end of your opponent's next turn, Spell/Trap Cards, and their effects, cannot be activated.   Bujin Cold Wave is unfortunately rather tricky to play. The hidden catch is that your opponent has to control two or more monsters, and you have to still control a Bujin monster. In the majority of scenarios where this is the case it means you played Mikazuchi or Hare to protect your field. Otherwise your monster was destroyed and this can isn't live, or you killed them and it isn't live. Further, shutting down Spells and Traps doesn't actually deal with the two monsters they control and another removal trap might have been more effective at protecting your field.   This card depicts Bujingi Crow switching between its relic and weapon forms.     Bujin Regalia - The Sword Normal Trap Activate 1 of these effects. ● Target 1 "Bujin" monster in your Graveyard; add that target to your hand. ● Target 1 of your banished "Bujin" monsters; send that target to the Graveyard.   Often just known as "Regalia", The Sword offers considerable flexibility in re-using your expended monsters. It either recycles a removal or negation effect or can be activated during the Battle Step to return Crane to hand. It also can bring back Peacock to search any other monster in your deck, or simply as a Monster Reincarnation for Yamato or Mikazuchi.   Currently The Sword is being played as a Mikazuchi search and to recycle resources. This may or may not be needed with the release of Hare and Peacock.   This card depicts Bujingi Quilin switching between its relic and weapon forms.     Other Spells and Traps   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 Pretty much required as a means to get to Yamato. If you don't need him, you get Mikazuchi. The ATK boost really helps to make up for Yamato's mediocre stats.   Pot of Duality As a Normal Summon reliant deck that needs to hit certain key cards, Duality is a no-brainer.   Upstart Goblin "Not even a card". Upstart puts you 1 closer to seeing Yamato on your first turn or to a crucial relic. However, it does conflict with Peacock, and with the number of cards mandatory in the deck it can be difficult to find things to cut in order to improve your consistency.   Foolish Burial Dumps any relic from the deck, toolboxing answers on demand and speeding up your soft lock.   Forbidden Lance Lance acts as insurance on crucial Yamato summons. You can wipe away the ATK reduction with Crane. Also consider Trap Stun and Seven Tools of the Bandit as slower options which fill a similar role.   Kaiser Colosseum Colosseum is used at its most efficient when you're sitting on a single monster such as Yamato, something this deck loves to be doing. It's very difficult for many decks to answer a fully-equipped Yamato with just a single monster, allowing you to win the game as and when you're ready to do so.   Raigeki Break/Phoenix Wing Wind Blast/Divine Wrath Bujingi monsters are basically dead in hand and the deck runs enough of them to fuel one or two copies of a discard-costed trap such as these. In addition, the discard of a Bujin monster will trigger Mikazuchi's search effect.   Vanity's Emptiness As the deck doesn't rely upon Special Summoning, Emptiness allows it to lock down those that do. The End Phase effects of Yamato, Mikazuchi and Arasuda carefully circumvent the self-destruction effect, as does the fact you also banish relics from the Graveyard to gain effects rather than using them from the field.   Royal Decree In addition to serving as a way to shut down backrow and get Yamato to stick, Decree shuts down the sided floodgates that inevitably come in against Bujin. A "floodgate for opposing floodgates", Decree is a very powerful option to consider, to the extent that it was able to make the T16 at YCS Atlanta.       Bujintei XYZ Monsters   Bujintei Susanowo LIGHT Beast-Warrior 2400/1600 2 Level 4 "Bujin" monsters This card can attack all monsters your opponent controls once each. Once per turn: You can detach 1 Xyz Material from this card; take 1 "Bujin" monster from your Deck, and either add it to your hand or send it to the Graveyard. You can only control 1 "Bujintei Susanowo".   Susanowo is your go-to XYZ monster, offering both a highly flexible search effect and deceptively powerful continuous effect. You will generally be using Susanowo to search out relics you're missing and to directly answer on-field threats. Because of the way the effect is worded, you can activate it under the stun effects of Mistake and Macro Cosmos, although are limited in where you can place the monster searched in these cases.   The continuous effect to attack each monster your opponent controls wreaks havoc upon a developed field. By combining it with the toolbox search effect it is not uncommon for Susanowo to become Raigeki incarnate - highly fitting for the Shinto god of storms.   Susanowo's effect allows him to attack each monster your opponent controls, even if they were not on the field when he declared his first attack. In this way, battle searchers of all kinds, and hand-traps like Tragoedia are effectively redundant, in addition to the recursion effects of monsters like Sacred Noble Knight of King Artorigus and Gear Gigant X.   This monster is based upon Susanoo, the Shinto god of storms and the sea. He is Bujin Yamato shown as in Bujincarnation equipped with Bujingi Quilin, Bujingi Wolf, Bujingi Turtle, Bujingi Crane and Bujingi Ophidian.     Bujintei Kagtusuchi LIGHT Beast-Warrior 2500/2000 2 Level 4 Beast-Warrior-Type monsters When this card is Xyz Summoned: Send the top 5 cards of your Deck to the Graveyard, also this card gains 100 ATK for each "Bujin" card sent to the Graveyard by this effect. If a Beast-Warrior-Type "Bujin" monster(s) you control would be destroyed by battle or by a card effect, you can detach 1 Xyz Material from this card instead of destroying 1 of those monsters. You can only control 1 "Bujintei Kagutsuchi".   Kagutsuchi is a rare option to play for the deck at present as you will generally want to keep your Bujin Beast-Warriors in play, although Brotherhood of the Fire Fist - Bear can be used for material. You will usually only play Kagutsuchi to wall up or to seal victory, but when he does come out with a suitable quantity of relics to back him up, he can be an unstoppable force that burns opposing resources as they try to deal with him.   While the milling effect is a nice bonus and may push his ATK up to significant values, it should not be relied upon for this purpose or to mill answers to specific threats. Note that Crane resets this attack boost the same way it does Tenki.   This card is based upon Kagutsuchi, the Shinto god of fire. He is Bujin Mikazuchi equipped with Bujingi ibis, Bujingi Crow, Bujingi Boar and Bujingi Centipede.     Bujintei Tsukuyomi LIGHT Beast-Warrior 1800/2300 2 Level 4 LIGHT monsters Once per turn: You can detach 1 Xyz Material from this card; send all the cards in your hand to the Graveyard (min.1) and draw 2 cards. When this card with Xyz Material leaves the field because of an opponent’s card effect: You can target Level 4 Beast-Warrior-Type "Bujin" monsters in your Graveyard, up to the number of Xyz Materials attached to this card when it left the field; Special Summon those targets. You can only control 1 "Bujintei Tsukuyomi".   Despite having the simplest requirements of the three Bujintei XYZ monsters, Tsukuyomi is a niche option that will generally only be summoned when you are desperate to see cards, have many Bujingi monsters to discard or have no other use for a generic LIGHT support card like Honest.   Be aware that his recursion effect does not function if he is destroyed by battle, although it can potentially summon back 2 monsters if you do not use the Card Destruction-esque effect.   This card is based upon Tsukuyomi, the Shinto god of the moon. He is Bujin Arasuda equipped with Bujingi Swallow, Bujingi Fox, Bujingi Hare and Bujingi Peacock.     Other Extra Deck Monsters   As this deck runs all level 4 monsters it has access to the wide rank 4 toolbox. Some more specific options are:     And you might be more familiar with:   Diamond Dire Wolf Abyss Dweller Gagaga Cowboy Maestroke the Symphony Djinn Number 50: Blackship of Corn Photon Papilloperative Evilswarm Exciton Knight (released in Legacy of the Valiant) Number 101: Silent Honors Ark Knight (released in Legacy of the Valiant)       Side Deck Cards   Bujin are capable of running several cards that shut out other strategies such as DNA Surgery, Gozen Match or Royal Prison, or continuous cards you might include in the main deck such as Vanity's Emptiness or Kaiser Colosseum. They can support generic enough cards like Mind Crush, Debunk, The Transmigration Prophecy or D.D. Crow, like the majority of other decks, but are hindered by too many of the other continuous floodgate cards to play them effectively.   DNA Surgery DNA Surgery deserves particular mention for the way it interacts with your relics. In addition to shutting down Prophecy and causing problems for Geargia and any other deck dependant upon type-specific XYZ or Synchros, by changing everything to Beast-Warriors you can use your relics with any Bujin monster. In addition, it unlocks much easier access to the powerful Bujintei Kagutsuchi. Be aware that the very same decks you side DNA Surgery against may in fact be siding it against you too and that the most recently resolved DNA Surgery effect is that one that is applied.   Counter-Siding As many continuous side deck cards hurt Bujin in one way or another it is surely crucial to bring in spell and trap removal to deal with them. Indeed, it is a weakness of the deck that even if an opponent does not have a siding strategy specifically for Bujin, they will almost certainly have cards that hurt you.   These continuous cards fall into two general categories: those which stop you searching relics, and those which stops the relics themselves. In the former category is Mistake and Skill Drain  while the latter includes cards like Dimensional Fissure, Macro Cosmos, Imperial Iron Wall, Soul Drain and Mind Drain. Light-Imprisoning Mirror covers both to an extent and is arguably one of the more difficult sided cards to get around without an immediate removal card.   Remember you can put Quilin and Centipede into the Graveyard from hand by overlaying if you need to use them to pop Fissure.   Dust Tornado, Twister, Trap Stun, Fairy Wind and Seven Tools of the Bandit all can aid in dealing with these cards.   You should also watch out for Divine Wrath, Debunk and Mind Crush as card-for-card answers to your plays. In the case of the first two, only another Counter Trap can deal with them.   Royal Decree, as discussed above, is a powerful counter to almost every sided hate card you might see.       Sample Decklists   Pre-LVAL Decklists   T32 YCS Turin - Dustin Sembach [spoiler] [/spoiler]   T16 Tulsa Regional, Oklahoma - Bryan ? [spoiler] [/spoiler]   T8 El Salvador Regional - Self Knenguez [spoiler] [/spoiler]   1st Place Rochester Regional - Matt Pelletier [spoiler] [/spoiler]   Post-LVAL (current) 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]
  5. -[ Introduction ]-   Mermails are an archetype of solely WATER-type monsters debuted in Abyss Rising (ABYR). They received another wave of support in Cosmo Blazer (CBLZ) and were further supported in Lord of the Tachyon Galaxy (LTGY). Coupled with the Atlantean monsters, they play with an extremely aggressive style, and can put over 8000 points of damage on board with several different combos, but also have an engine of floaters to produce and maintain their advantage each turn. There are several variants of the deck, including a more combo-based Mono variant, one containing Aqua Spirit that performs smaller Xyz plays while keeping advantage, and finally a version making use of Genex Undine to load the graveyard and activate the Atlantean effects.   After being released in late 2012, they immediately became highly represented in events.  Swimming under the March 2013 F/L List, they won every premier event from when they were released to when the Dragon Ruler archetype was released. At this time, the deck fell under the radar. In September 2013, they received their first hits to the deck's consistency- Deep Sea Diva and Atlantean Dragoons to 1, and in January 2014, their Dragon Ruler, Tidal, was limited to 1 as well.   One thing that sets this deck apart is the amount of Hand and Graveyard effects it offers. The Level 7 monsters can Special Summon themselves from the hand by discarding varying amounts of WATER monsters, which if happen to Atlantean monsters or Mermail Abyssgunde, will help to generate advantage as well. The Special Summon effects of Abysslinde and Abyssgunde activate in the Graveyard. This allows the deck to slip around cards like Effect Veiler, Fiendish Chain, and Skill Drain while still being able to swarm the field. These cards will still hinder the deck's on-field searching, but Skill Drain is still a viable side card.    The deck does have its weaknesses, however fortunately most of the best ones are Limited on the F/L list as of September 2013. Cards like Macro Cosmos and Dimensional Fissure cause this deck to not work, due to its heavy reliance on the Graveyard. Cards like Debunk and Mind Drain can also be used to counter this deck's strategy. Soul Drain and Abyss Dweller also prevents your discards from activating which can hinder the deck. Luckily, Macro Cosmos, Dimensional Fissure, AND Soul Drain, the three most powerful floodgate answers to the Mermail deck are all Limited to one.    Despite these weaknesses, as well as the aforementioned hits to the deck's fluidity, Mermails are still a solid (liquid) archetype with plenty of potential to drown the competition at events.     -[ The Main Deck ]- [spoiler]   Level 3 - The Mermaids Mermail Abysslinde Water/3/Aqua 1500 ATK 1200 DEF   If this card on the field is destroyed and sent to the Graveyard: You can Special Summon 1 "Mermail" monster from your Deck, except "Mermail Abysslinde". You can only use the effect of "Mermail Abysslinde" once per turn.   Linde is considered by many to be the backbone of the Mermail deck, granting the player any Mermail monster of their choice straight from the deck. Alongside Sphere, Linde is the Mermail deck’s primary defense, which is important because the deck needs to run a lot of WATER monsters to support Abyssmegalo and Tidal, so traditional Trap cards are often excluded from main decks.   Important Notes: If Mermail Abysslinde’s effect is triggered at the same timing as another effect, and Linde’s effect is not the last thing to resolve, a Mermail Abyssdine, Mermail Abysspike, or Mermail Abyssturge will miss their chance to activate their effects. Common situations that will cause this are when Linde is run over by Crimson Blader, Blackwing - Shura the Blue Flame, Brotherhood of the Fire Fist - Gorilla, or Flamvell Firedog. On the other hand, Brotherhood of the Fire Fist - Bear and Atlantean Marksman will not make Pike and Turge miss timing, because they have different activation timings.   Mermail Abyssgunde Water/3/Aqua 1400 ATK 800 DEF   If this card is discarded to the Graveyard: You can target 1 "Mermail" monster in your Graveyard, except "Mermail Abyssgunde"; Special Summon that target. You can only use the effect of "Mermail Abyssgunde" once per turn.   Gunde is the “combo-breaker” in many situations. Thanks to Mermail Abysspike and Mermail Abyssteus, she’s incredibly searchable, and can be used for a variety of plays. A common play is to discard Gunde and Abyssleed to summon Mermail Abyssmegalo, putting the otherwise difficult-to-use Leed in hand directly onto the field for a 2700 body. She’s a great enabler for for OTK’s, Xyz plays, Abyssleed discards, or in a pinch she can simply loop Linde while you work on setting up your combo pieces.   Important Notes: If Mermail Abyssgunde is discarded by the effect of Mermail Abyssturge, and then Turge adds her directly back to the hand, Gunde will not activate. Unlike the Atlantean monsters, Gunde does not need to be discarded by a WATER monster to activate. This means that you can discard her for the cost of cards like Phoenix Wing Wind Blast and she will revive a Mermail. Mermail Abyssdine Water/3/Aqua 1000 ATK 1000 DEF   When this card is added from your Deck or Graveyard to your hand by a card effect: You can Special Summon this card from your hand. You must control a "Mermail" monster to activate and to resolve this effect. When this card is Special Summoned by the effect of a "Mermail" monster: You can target 1 Level 3 or lower "Mermail" monster in your Graveyard; Special Summon that target. You can only use 1 "Mermail Abyssdine" effect per turn, and only once that turn.   Abyssdine had all the potential in the world, and Konami ruined it with their wording and timing rules. So, Dine is left with two cute things that she does: she allows a Linde to eat up three attacks in the mirror, where the opponent may have established a field that allows them to win through two monsters but not three, and she lets Linde go into a Temptempo to beat Ophion. Definitely an option as a 1-of, but also not a necessary card like Linde or even Gunde.   Important Notes: Mermail Abyssdine has two effects: the one that Special Summons itself when added to the hand, and the one that summons a level 3 Mermail from the grave. She then goes on to say that you can only activate one of those effects per turn, meaning that if you add her to your hand and Special Summon her, she just sits there and does not revive anything. Both of Mermail Abyssdine’s effects are worded as “When [x], you can [y]” effects, meaning that if her Special Summon is not the last thing to happen, she misses timing. Other than the situations described earlier with Linde, this also means that she will not activate if revived by a Gunde that was Chain Link 2 or higher, and she will also not activate when summoned by Mermail Abyssocea (since Ocea summons the monsters, then sends its target to the grave). Mermail Abyssocea Water/3/Aqua 1100 ATK 1900 DEF   You can target 1 "Mermail" monster you control; Special Summon any number of Level 4 or lower "Mermail" monsters from your Deck whose combined Levels are less than or equal to the Level of that monster, then send that monster to the Graveyard. You can only use the effect of "Mermail Abyssocea" once per turn.   One of the new toys Mermails have gained since the “Mono Mermail” build became standardized at the beginning of March 2013, Abyssocea is often overlooked. The card is actually extremely strong, though, and enables a lot of OTK’s or game-breaking fields by turning one of your sharks into a pair of mer-people. Even in the worst case scenario, Ocea can target herself and transform into a Linde, which helps set up future plays. Add the fact that Mermail Abyssteus can add it to the hand without using a Normal Summon, and you have all the makings for a welcome addition to Mermail decks.   Important Notes: Mermail Abyssocea summons the monsters from your deck before sending her target to the grave. This means that if you have four monsters on board, even if Ocea targets a level 7, you can only summon one Mermail from your deck. As previously mentioned, all of the “when [x], you can [y]” Mermails will miss timing when Ocea summons them because sending the targeted Mermail to the grave is the last thing to happen.     Level 4 - The Mermen Mermail Abysspike Water/4/Fish 1600 ATK 800 DEF   When this card is Normal or Special Summoned: You can discard 1 WATER monster to the Graveyard; add 1 Level 3 WATER monster from your Deck to your hand. You can only use the effect of "Mermail Abysspike" once per turn.   Abysspike is one of the cards that makes setting up combos so easy in Mermail. A lot of your important cards are level 3 - Linde, Gunde, Marksman, Ocea, and Undine if you play it. His level is also fairly important, because Bahamut Shark is a strong alternate win condition for the deck - especially against Evilswarm. Pike is a very straightforward card, but simplicity is welcomed in a deck that’s sometimes overcomplicated. Mermail Abyssturge Water/4/Fish 1700 ATK 1100 DEF   When this card is Normal or Special Summoned: You can discard 1 WATER monster to the Graveyard, then target 1 Level 3 or lower WATER monster in your Graveyard; add that target to your hand. You can only use the effect of "Mermail Abyssturge" once per turn.   Abyssturge was at one time a very underrated card in Mermails, but has lost a lot of its power for two reasons: Diva’s limit means he lost his best target, and Tidal’s presence means the grave is often left starving for WATER monsters. Turge is definitely still a strong choice worth considering, though, because Marksman, Gunde and Heavy Infantry are all cards that Mermails can’t get enough of. Tidal's limitation also gives the card a few more targets throughout games. Mermail Abyssmander Water/4/Fish 100 ATK 2000 DEF   You can banish this card from your Graveyard to activate 1 of these effects; • Increase the Level of all "Mermail" monsters you currently control by 1. • Increase the Level of all "Mermail" monsters you currently control by 2. Mermail Abyssmander was actually our first TCG-exclusive Mermail monster, and it sat in obscurity for quite awhile. With the release of Mermail Abyssocea, Mander became a lot more viable, since Ocea could quickly flood the field with smaller Mermails that were ripe for level modulation. Mander originally gained notoriety for being involved in a two-card Shock Master combo, but with Shock’s banning his most notable use is in an OTK with Shark Fortress.     Level 7 - The Sharks Mermail Abyssmegalo Water/7/Sea Serpent 2400 ATK 1900 DEF   You can discard 2 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can add 1 "Abyss-" Spell/Trap Card from your Deck to your hand. You can Tribute 1 other face-up Attack Position WATER monster; this card can make a second attack during each Battle Phase this turn.   Megalo is, of course, the original boss of the Mermail deck. With a reasonable but easy-to-fulfill Special Summon requirement, the ability to search some really strong support cards, and an effect that amasses gigantic, game-ending damage, Abyssmegalo is certainly the quintessential boss monster.    Important Notes: If Abyssmegalo triggers multiple effects in the process of being summoned (such as when he discards an Atlantean Monster or Mermail Abyssgunde), all those effects, plus his own, activate simultaneously and the turn player determines their order; however, mandatory effects must precede optional effects, so an Atlantean monster must come in the chain before Megalo or Gunde. This chain that forms is also where cards such as Bottomless Trap Hole or Torrential Tribute may be activated, so the opponent may then add their own response after all the simultaneous effects have formed their portion of the chain. Using this to your advantage, you can take out monster with an optional trigger effect that saves themselves such as Evolzar Dolkka, Bujin Yamato (protected by Bujingi Turtle obviously), and Number 74: Master of Blades by arranging the Atlantean Heavy Infantry first in the chain. Mermail Abyssteus Water/7/Aqua 1700 ATK 2400 DEF   You can discard 1 other WATER monster to the Graveyard; Special Summon this card from your hand. When you do: Add 1 Level 4 or lower "Mermail" monster from your Deck to your hand. You can only use this effect of "Mermail Abyssteus" once per turn.   Abyssteus was another TCG exclusive for a while, though his use was noticed far more quickly than Abyssmander’s. Abyssteus essentially by himself started the transition away from Genex Undine builds by giving players the consistency and search power they needed without having to run Genex Controller. When Abyssteus was limited on the OCG list, the reaction from many players was “better him than Dragoons,” but it’s quickly become clear that Teus is really the best searcher in the Mermail deck. Mermail Abyssleed Water/7/Sea Serpent 2700 ATK 1000 DEF   You can discard 3 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can target 1 "Abyss-" Spell/Trap Card in your Graveyard; add that target to your hand. You can Tribute 1 other face-up Attack Position "Mermail" monster; send 1 random card from your opponent's hand to the Graveyard. You can only use this effect of "Mermail Abyssleed" once per turn.   Abyssleed follows a similar pattern to Megalo - discard-costed summon, support effect, and then an effect on the field that tributes your other monsters. With the significantly bigger cost and weaker supporting effect (grabbing an Abyss- card from the grave rather than the deck), Leed is mostly summoned via Linde and Gunde. That’s not to say that it isn’t an incredibly important card, though; 2700 attack is definitely appreciated in a deck that otherwise struggles to get above the 2400 bench. It also has a very nasty effect to get rid of cards in the opponent’s hand that easily has the potential to swing games.     The Atlantean Soldiers Atlantean Marksman Water/3/Sea Serpent 1400 ATK 0 DEF   When this card inflicts battle damage to your opponent: You can Special Summon 1 Level 4 or lower "Atlantean" Sea Serpent-Type monster from your Deck, except "Atlantean Marksman". When this card is sent to the Graveyard to activate a WATER monster's effect: Target 1 Set card your opponent controls; destroy that target.   Marksman’s effects are actually both completely essential to the deck. Mermail is, for the most part, an OTK deck, and Marksmen assist in that goal by clearing backrows that could become disruptive, and by doubling up on his own damage when he brings out another Atlantean monster. Marksman will often be your search of choice with Abysspike, because summoning looping between Pikes and Marksman is a great way to wear down the opponent’s resources while you’re assembling the pieces for a combo play. Atlantean Heavy Infantry Water/2/Sea Serpent 0 ATK 1600 DEF   During your Main Phase, you can Normal Summon 1 Level 4 or lower Sea Serpent-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When this card is sent to the Graveyard to activate a WATER monster's effect: Target 1 face-up card your opponent controls; destroy that target.   Infantry’s double summon effect can be useful to make Black Rose Dragon or Gungnir, but won't come up often. On the other hand, his effect to destroy any face-up card is essential for answering Ophion, Vanity’s Emptiness, and other troublesome cards. Atlantean Dragoons [1] Water/4/Sea Serpent 1800 ATK 0 DEF   All Level 3 or lower Sea Serpent-Type monsters you control can attack your opponent directly. When this card is sent to the Graveyard to activate a WATER monster's effect: Add 1 Sea Serpent-Type monster from your Deck to your hand, except "Atlantean Dragoons".   Although he sits at 1 on the F/L list, Dragoons is still a very important card to Mermails. Drawing him is great and often extends combos to add extra level 7’s for more Xyz or greater damage, but not drawing him also opens up the opportunity to summon him with Marksman for game-winning damage. The direct attack effect doesn’t come up often outside of Messenger of Peace, but his searching effect is so ludicrously powerful that who cares what else he does?       Other Monsters Tidal, Dragon Ruler of Waterfalls [1] Water/7/Dragon 2600 ATK 2000 DEF   If this card is in your hand or Graveyard: You can banish a total of 2 WATER and/or Dragon-Type monsters from your hand and/or Graveyard, except this card; Special Summon this card. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 WATER monster to the Graveyard; send 1 monster from your Deck to the Graveyard. If this card is banished: You can add 1 WATER Dragon-Type monster from your Deck to your hand. You can only use 1 "Tidal, Dragon Ruler of Waterfalls" effect per turn, and only once that turn.   As of the January 2014 F/L List, this card is now Limited. This is a significant hit to the Mermail deck's ability to crank out Rank 7's, but to remedy this, Tidal can be sent to the Graveyard using cards like Lavalval Chain or Foolish Burial.  2600 isn’t the highest attack the Dragon Rulers hit, but it’s still big for this deck, particularly against Machina Fortress which has always been famously difficult for a Mermail player to handle. The effect to send cards to the grave is situationally useful, but for the most part that effect is best used to trigger Atlantean monsters or Abyssgunde.  Deep Sea Diva [1] Water/2/Sea Serpent 200 ATK 400 DEF   When this card is Normal Summoned: You can Special Summon 1 Level 3 or lower Sea Serpent-Type monster from your Deck.   Diva is rather enigmatic for Mermail players currently. On the one hand, it’s still Diva and Diva was for nine months considered the best card in the deck. But on the other, running her means that you are essentially required to include a suite of various-level Synchros, which is a lot of valuable space taken up for a single tuner. One deciding factor may be that the most common play with Diva was the Megalo-Diva OTK, which usually involved using Dragoons to search at least one of the two combo pieces, and now you can’t search and OTK in the same play. Aqua Spirit Water/4/Aqua 1600 ATK 1200 DEF   This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 WATER monster in your Graveyard from play. During each of your opponent's Standby Phases, you can change the battle position of 1 of your opponent's face-up Monster Cards. Once changed, the monster must remain in this position for the rest of the turn.   Aqua Spirit is an interesting card in Mermail, being a level 4 WATER monster with an extremely easy Special Summon requirement. Dweller and Bahamut Shark are so essential in certain matchups, and Aqua Spirit makes them significantly easier to summon with far less setup. It also helps answer Ophion via Maestroke/Diamond Dire Wolf, and can seal up almost-OTK’s with Gagaga Cowboy.  Fishborg Archer Water/3/Fish 300 ATK 300 DEF   If this card is in your Graveyard and you control no monsters during either of your Main Phases: You can discard 1 WATER monster; Special Summon this card from your Graveyard, but destroy all monsters you control at the beginning of this turn's Battle Phase, except for WATER monsters. You can only use the effect of "Fishborg Archer" once per turn.   Archer makes Tidal’s deck-to-grave effect significantly more useful, triggers Atlantean effects, and can make a wide variety of Synchros and Xyz. Like Deep Sea Diva, he requires more than a bit of Extra Deck dedication, but definitely a viable addition to the Mermail deck.      Genex Undine                                                                        Genex Controller          Water/3/Aqua                                                                       Dark/3/Machine        1200 ATK 600 DEF                                                               1400 ATK 1200 DEF   When this card is Normal Summoned: You can send 1 WATER monster from your Deck to the Graveyard; add 1 "Genex Controller" from your Deck to your hand.   Undine is a valid support option if you really want more access to your single Dragoons and Diva, or for use as a simple toolbox card to send an Atlantean, but the build has to have a significant amount of dedication to play with Controller and that means sacrificing a lot of the plays the deck could have made without Dragoons and Diva. One major perk to using this card is that it is the most reliable way send the now-Limited Tidal to the Graveyard.     The Traps Abyss-Sphere Trap/Continuous   Special Summon 1 "Mermail" monster from your Deck. Its effects are negated. You cannot activate any Spell Cards. When this card leaves the field, destroy that monster. Destroy this card during your opponent's next End Phase after activation.   Abyss-Sphere is your go-to search with Abyssmegalo, and its interactions with Linde form the deck’s primary line of defense. In addition to doing tricky things with MST and MP2->End Phase plays, Sphere can quite simply summon a big guy during your Battle Phase to push the last bit of needed damage or put a level 4/7 on the board to complete an Xyz. Just be careful of the fact that if you do that, your Spells are locked out until your opponent’s End Phase, since the Sphere then stays on the field regardless of what happens to the monster (not that this deck plays a huge number of Spells in the first place).   Abyss-Squall Trap/Normal   Target 3 "Mermail" monsters in your Graveyard; Special Summon those targets in face-up Defense Position. Their effects are negated and they cannot declare an attack. Destroy them during the End Phase.   Abyss-Squall summons 3 Mermails from your grave, and in initial Mono builds it was practically a backup win condition, netting free Xyz and extra Lindes. Tidal however made this card less reliable, because sometimes you must banish your Level 7's to satisfy Tidal's summoning cost. On top of that, this card is very dead early game and can hinder you then. However, that does not make this card any less powerful, and is still very much an option in Mermail decks.     The... Spell? Salvage Spell/Normal   Target 2 WATER monsters with 1500 or less ATK in your Graveyard; add those targets to your hand.   Salvage was considered a staple in the Undine builds, and was largely dropped after Mono became standardized, but it’s still a great card. It gives slightly more merit to Diva who can be given a second use by a Salvage, and turns what could’ve been a dead late-game Megalo in hand into a completely game-breaking one that will discard exactly the two monsters that you want to discard. It’s also a dead card early game and competes with Abyssturge and Tidal for usage of the in-grave WATER monsters, so there are definitely pros and cons that need to be considered when looking at Salvage.   [/spoiler]   -[ The Extra Deck ]- [spoiler] Armory Arm - If you’re running Diva, Armory is going to be a major play that comes up with Diva and Marksman or Megalo. He makes OTK’ing through opposing monsters significantly more possible in a build running Deep Sea Diva. Ally of Justice Catastor - Catastor is one of the most common Synchros the deck will make with Diva; on the one hand it’s a great answer to a lot of monsters and in the mirror it forces your opponent to make an investment in outing it, but on the other it’s sort of like admitting that you don’t have anything better to do with your 1 Diva. Armades, Keeper of Boundaries - Armades is actually really neat against a lot of decks, being able to push straight through Mirror Forces, Lances and D-Prisons and cutting off recruiters like Linde or Geargiarmor. Dewloren, Tiger King of the Ice Barrier - Dewloren is a pretty neat card, although for the life of me I can’t tell you why he went from 2 to 1. He can’t effectively recycle Diva anymore, but plays involving bouncing Mermails, Atlanteans and Spheres are always very strong. Gungnir, Dragon of the Ice Barrier - Gungnir is actually going to be made most easily not through Diva, but with Fishborg Archer. The Atlanteans help to double up on Gungnir’s destructive power, and he’s also that ever-so-useful level 7. Gachi Gachi Gantetsu - Like Catastor, Gachi is sort of a cop-out when you have the Diva to use and all you’re doing with it is making a wall. The 400 boost is neat with Marksman though. Herald of Pure Light - Herald’s primary use is going to be in Undine builds, being able to fetch back useful cards from the grave while returning Controllers to the deck to make future Undines live. Being one of the few cards that actually allows a second use of Dragoons makes Herald of Pure Light really interesting for Mermail players. Leviair the Sea Dragon - Leviair was never the first card one thought of when building a Mermail Extra Deck, but between Diva’s limitation allowing more room for Xyz and Tidal establishing a healthy banish pile, Leviair has found his home among his sea-bound serpent friends. Abyssocea is the most commonly-used card to set up Leviair, though Abyssdine does it too if she’s used. Leviathan Dragon - For the most part, Leviathan does the same thing here that he does in any other deck, but he’s notable simply for the fact that if Marksman is used as an Xyz Material, he can be detached from Leviathan to destroy a set card. Abyss Dweller - Dweller, while a useful card in any deck capable of summoning Rank 4’s, is particularly useful in Mermail. Though using Dragoons as Xyz Material is far less common now than a few months ago, when it does happen Dweller lets him get a search off while shutting down all of the opponent’s graveyard effects. Perhaps even more relevant, though, is that Dweller will pretty much always grant your field of WATER monsters a +500 attack boost as long as he has Xyz material. 500 extra attack adds up quickly, and can help push OTK’s through an opponent’s established field. Bahamut Shark - Bahamut’s an important win condition to the Mermail deck. 2600 attack is just enough to get over Evilswarm Ophion without calling on the help of one of the level 7’s, which makes him good enough to play right there. His effect, though, is even more important. By detaching an Xyz Material, Bahamut is able to summon: Mermail Abysstrite -  A huge wall clocking in at 2800 defense. Beyond that, once the opponent does manage to get rid of her she revives a Mermail from the grave, which can be anything from a Linde to block even more attacks to a Leed or Megalo to start an aggressive push.  Mechquipped Angineer - A card released in Number Hunters that rose to popularity after Sorosh Saberian and Bobby Barone used it in a powerful combo at YCS Toronto 2013, Angineer is very strong when used with cards that lock the opponent, like Mermail Abyssgaios, as well as cards that have effects that you want to use multiple turns consecutively, like Bahamut Shark. This card has practically become staple in any Mermal deck containing Abyssocea, due to its ease of access and powerful role in setting up huge fields. Armored Kappa - A new toy the Mermail deck received in Shadow Specters (SHSP), Armored Kappa has several uses in the deck. First of all, you can easily make him with the one Deep Sea Diva, summoning out Atlantean Heavy Infantry and overlaying, or by Normal Summoning two Infantries using its effect. Why do this? Kappa's detach effect to boost his ATK or DEF triggers Infantry's destruction effect, allowing for an instant plus one. Also, whether you Xyz Summoned this card or Specialed it with the effect of Bahamut Shark (you can do that) its second ability can save you from Crimson Blader, Fire Fist monsters attacks, and more. Additionally, the discard for Kappa's second ability triggers Atlanteans and Gunde. Synergy! Number 47: Nightmare Shark - A new released in the Zexal Manga Volume 4, Nightmare Shark has plenty of utility in being able to enable more OTKs in the deck, AND trigger Marksman upon detaching. It can also be summoned off Bahamut Shark, and assuming you searched a Marksman off the Abysspike you used to summon Bahamut, you can attach it to Number 44 straight away and use his effect. Shark Fortress - Unique to builds running Mermail Abyssmander, Shark Fortress is an OTK tool that contributes 4800 damage by himself or more by targetting a Tidal/Leed/Gaios. It’s uses are rather limited, but if you’re running Mander then it does do its one thing especially well. Mermail Abyssgaios - Abyssgaios was designed as the ultimate boss for the Mermail archetype, but unfortunately a lot of decks get around him rather easily. He’s still important, though, as 2800 is a big attack value and his effect can get around frustrating walls like Wind-Up Zenmaines, Fortune Tune, and Catastor. Negating on the opponent’s turn can also help against some combo decks like Infernity, or one-summon-per-turn decks like Fire Fist. Mecha Phantom Beast Dracossack - Dracossack is just as powerful here as he is in any deck, and now Mermails can arguably make him more consistently than Dragon Rulers. He’s extra useful with Diva because she can synch with the Tokens to make Crimson Blader, but even without Diva he’s going to be the go-to Rank 7 in many situations. Number 11: Big Eye - Well he wasn’t limited for the TCG, so Big Eye trading wars are something to be wary of again. That doesn’t mean you can never summon Big Eye, though, because in many situations he will be the best option your deck has to answer whatever your opponent has. Not to mention, Viruses are still going to be relevant cards and Big Eye functions with both of them. [/spoiler]     -[ Relevant OTKs ]- [spoiler]   Classic Megalo+Diva OTK: Cards needed: Deep Sea Diva, any access to Mermail Abyssmegalo (this can mean he’s in hand with 2 WATERs, or on field from a previous turn/Linde/Sphere) -Summon Mermail Abyssmegalo, if he’s not already on the board -Summon Deep Sea Diva, using her effect to summon Atlantean Marksman -Tribute Deep Sea Diva to let Megalo attack twice -When Marksman attacks, summon Atlantean Dragoons 2400+2400+1400+1800=8000 damage     Abyssmegalo+Shark Fortress Cards needed: Mermail Abyssteus, Mermail Abyssmander, any access to Mermail Abyssmegalo  -Summon Mermail Abyssmegalo, if he’s not already on the board -Discard Mermail Abyssmander to summon Mermail Abyssteus -Activate Abyssteus effect to search for Mermail Abyssocea -Normal Summon Mermail Abyssocea, and use her effect to turn Abyssteus into a level 3 Mermail and another Mermail (does not matter if it’s level 3 or 4) -Activate Abyssmander’s effect to increase all Mermail monsters’ levels by 2 -Xyz Summon Shark Fortress with Abyssocea and your level 3 Mermail, detach to activate effect -Tribute the extra Mermail monster to have Abyssmegalo attack twice 2400+2400+2400+2400=9600 damage     Leviair+Marksman+Tidal+Pike Cards needed: Mermail Abyssteus, Atlantean Marksman, access to Tidal, Dragon Ruler of Waterfalls (in hand or grave) -Discard Marksman to summon Abyssteus -Activate Abyssteus effect, search Mermail Abyssocea -Normal Summon Abyssocea, use effect to transform Mermail Abyssteus into Mermail Abysspike and any level 3 Mermail -Banish Marksman and Abyssteus from the grave to Special Summon Tidal -Xyz Summon Leviair the Sea Dragon with Ocea and the level 3 Mermail -Activate Leviair effect to retrieve Atlantean Marksman -When Marksman attacks, summon Dragoons from the deck 2600+1800+1600+1400+1800=9200 damage (bonus: if opponent had a monster on board between 1300 and 2000 attack on board, you can still complete the OTK by making Gagaga Cowboy in defense using Dragoons and Abysspike)     Leviair+Marksman+Abyss Dweller Cards needed: Mermail Abyssteus, Atlantean Marksman, Aqua Spirit -Discard Marksman to summon Abyssteus -Activate Abyssteus effect, search Mermail Abyssocea -Normal Summon Abyssocea, use effect to transform Mermail Abyssteus into any level 4 Mermail and any level 3 Mermail -Banish Marksman from the grave to Special Summon Aqua Spirit -Xyz Summon Abyss Dweller with the level 4 Mermail and Aqua Spirit -Xyz Summon Leviair the Sea Dragon with Ocea and the level 3 Mermail -Activate Leviair effect to retrieve Atlantean Marksman -When Marksman attacks, summon Dragoons from the deck 1800+1900+2200+2300=8200 damage (note: this combo does equal damage if Aqua Spirit and Mermail Abysspike are left on the field without making Abyss Dweller, and if the combo fails to OTK then you are left with options to make various Rank 4’s like Bahamut Shark to gain some stability with Abysstrite, Gagaga Cowboy to finish up with an extra 800, or Dire Wolf to beat a Gorz or Tragoedia)   [/spoiler]
  6. The Noble Knights are a TCG World Premier archetype based around the legend of King Arthur and the Knights of the Round Table that debuted in Galactic Overlord. They are all Level 4 LIGHT Warriors, and a few (the bad Knights) can be turned into Level 5 DARK Warriors. Since they are knights, their weapons and armor, in the form of Noble Arms Equip Spells, are central to the archetype.   Monsters:     [spoiler] LIGHT, Warrior, Level 4, ATK: 1700, DEF: 1000 This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with these effects. ● This card becomes DARK and its Level is increased by 1. Once per turn, if you control no other monsters: You can Special Summon 1 "Noble Knight" monster from your Deck in face-up Defense Position, except "Noble Knight Medraut", and if you do, destroy 1 Equip Spell Card you control.   LIGHT, Warrior, Level 4, ATK: 1700, DEF: 900 This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with this effect. ● This card becomes DARK and its Level is increased by 1. During your Main Phase: You can reveal 3 "Noble Arms" cards from your Deck, have your opponent randomly add 1 of them to your hand, and send the rest to the Graveyard. You can only use this effect of "Noble Knight Borz" once per turn.[/spoiler]   These monsters comprise the core of the deck's monster engine. Medraut allows you to recruit any other Noble Knight from the deck and make Rank 4 plays. Borz plays a bit like Noble Knight Stratos, tutoring Noble Arms from the deck, and sending 2 more to the graveyard to be equipped to the Noble Knight Xyz monsters. More importantly, they let you summon a first turn, very hard to defeat boss monster. [spoiler] - Summon Medraut, equip him with a Non-Excaliburn Noble Arms. - Use Medraut's effect to Special Summon Borz. Re-equip the Noble Arm to Borz. - Use Borz's effect to add a non-Excaliburn Noble Arms to your hand. - Equip the New Arms to Medraut. - Overlay for Sacred Artorigus. - Re-equip the Noble Arm equipped to Medraut to Sacred Artorigus. - Use Artorigus's effect to equip the other 3 Noble Arms.[/spoiler]   Borz beatdown is also a completely acceptable option if you opened poorly or your plays were stymied. You keep generating Noble Arms each turn, and then use those Arms to further protect Borz and inflict damage.      [spoiler]You can target 1 "Noble Knight" monster you control; equip this card from your hand or Graveyard to that target. You can only use this effect of "Gwenhwyfar, Queen of Noble Arms" once per turn. The equipped monster gains 300 ATK. Apply the appropriate effect, depending on the Attribute of the equipped monster.   ● LIGHT: If the equipped monster would be destroyed by a card effect, you can destroy this card instead.   ● DARK: If the equipped monster battles an opponent's monster, at the start of the Damage Step: You can destroy that monster, then destroy this card.[/spoiler] This card in itself solves one of the major issues the deck had: The need for an equip in hand to do any kind of play. Did you read the name of the card correctly? Yes, queen is a noble arm and that means that it can easily be dumped by Borz or Foolish Burial (that is one of the most versatile cards in the deck now), effectively transforming all of your 2 card combos into powerful 1 card plays: Drsytan? +1 Gwalchavad? +1 Borz? +1 Medraut? +1   Not ony that, but it comes with 2 powerful effects (along with a 300 ATK boost that puts most of your normal summons at 2000 or above):   ● LIGHT: If the equipped monster would be destroyed by a card effect, you can destroy this card instead.   This is the weakest effect that the queen grants, but making ANY light knight (Drystan, Artorigus, Gawayn and Galchavad) resilient to removal for absolutely no reason is pretty good as it makes it pretty hard for the opponent to keep this deck on check in the late game. 1800 vanilla? meh. 2100 vanilla that can't be destroyed by card effects? still meh, but much more passable as that vanilla alone forces your opponent  to deal with him  by battle using something at 2200 or above if they do not want to lose any kind of resource. Consider this further when you equip that vanilla with the Shield, and you've got some staying power.   I am not saying that vanilla/lone gawayn is great or anything (because it is not) but making him above 2000 with a protection effect makes him a little bit more bearable to draw and play as the dude can actually apply some pressure to some decks in that way now.   Also note that Drystan becomes a monster with Queen by his side: Queen protects Drystan and Drystan protects the rest of the knights while gaining a free pop.   ● DARK: If the equipped monster battles an opponent's monster, at the start of the Damage Step: You can destroy that monster, then destroy this card.   This is the most powerful effect that the queen grants and works on dark knights (Borz, Medraut, and High Laundsallyn). This is the most powerful of the queen effects for a variety of reasons:   - Non-targeting removal that does not use the damage calculation: allowing you to play around things like Obelisk, Bujin Turtle, Tensen, Honest, Bujin Crane, Forbidden Lance, etc.    - Borz becomes a real threat and a completely legit Turn 1 play if you open with him and Excalibur/Destiny (grabbing 2 copies of the one that is not currently on Borz and a lone Queen), this effectively gives you another decent opener that is not named medraut and that set-up is hard to deal with for some decks (can't be trageted, has 2000 and can't be destroyed by battle 3 times or by effects twice) and that gives you a good chance to resolve Borz again next turn for another +1.   - I do not think that this is mentioned enough, but this effect actually blows down face down stuff without flipping it up. Goodbye geargiarmor and GK spy that are the only relevant things that get set nowadays (other than Abysslinde that does not care about this effect).    The last thing that must be said about this card is that it gives you outs to stuff like Dna Surgery, Zombie World or Necrovalley as long as you have Drystan, Medraut, RotA or can assemble a lv4 King.       [spoiler] Cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Warrior-Type monster. If this card is used for a Synchro Summon, banish it. When this card is Normal Summoned: You can target 1 "Noble Knight" Normal Monster in your Graveyard; Special Summon that target. If this card is in your Graveyard: You can target 1 Level 5 "Noble Knight" monster you control; reduce its Level by 1, and if you do, Special Summon this card from the Graveyard.[/spoiler]   Ewww. A normal monster! I'll merely quote Jeff Jones as to why you incorporate this secondary engine into Noble Knights.   "[Lady of the Lake] made all the really inconsistent things about Noble Knights better. Having to have a Noble Arms + a Noble Knight wasn't always THAT hard but when it didnt happen, things werent that great. She made it so now, you can now have her and a Noble Knight or an Artorigus in grave to make things happen and get the ball rolling.   High Laundsallyn with a bunch of equips after all, is just as good as an Artorigus Xyz with a bunch of equips. You still have a pseudo-diety, but now you just get extra searches for cards to play in the future rather than destroying monsters or destroying spells and traps.   Lady of the Lake just opens so many other possibilities and combos when you dont have Medraut + Noble Arms. Even if it means running an 1800 Normal Monster, she is well worth it. Also, I actually kind of love running Artorigus (the Normal Monster). I always wanted to run more monsters that were Normal, that were not Gwalchavad. I've always wished that Drystan counted as a Normal when he wasnt equipped with a Noble Arms, as I would certainly play 2, maybe even 3. But Artorigus is the next best thing. 1800 Attack AND Defense are actually fairly relevant, more than I actually believed anyway. It's something you'll come to realize as you play the deck more and more."     [spoiler] LIGHT, Warrior, Level 4, ATK: 1800, DEF: 800 While you control another Noble Knight monster, your opponent cannot target your monsters with less than 1800 ATK, except this card, for attacks or with card effects. When a Noble Arms Equip Spell Card is equipped to this card: Target 1 face-up card on the field; destroy that target. You can only use this effect of Noble Knight Drystan once per turn.   LIGHT, Warrior, Level 4, ATK: 1500, DEF: 1800 This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with this effect. ● You can target 1 "Noble Knight" monster in your Graveyard; add it to your hand, and if you do, destroy 1 "Noble Arms" Equip Spell Card you control. You can only use this effect of "Noble Knight Gwalchavad" once per turn [/spoiler]   Both cards can serve myriad purposes in the deck. Drystan can be used to stabilize a board or clear it for OTKs. Chavad provides you with some graveyard management (and possible looping) as well as generating OTKs.   Drystan Soft Lock [spoiler] Summon Noble Knight Medraut and equip it with Noble Arms of Destiny. Special Summon Noble Knight Drystan with Medrauts effect. Medraut destroys Destiny, and Drystan picks it up to destroy an opposing face-up card.At this point your opponent has to make a decision: they can use removal effects to try to get through Drystan, which can range from costly to impossible, or they can commit two attackers to the field.  If they go with the second option, the first monster attacks to break Noble Arms of Destinys effect, and the second one takes Drystan out.  (Since Medraut has less than 1800 ATK, your opponent cant attack it.)  When Destiny hits the yard, Medraut snatches it up. Repeat sequence.[/spoiler]   Chavad OTK [spoiler] Summon Noble Knight Medraut and use the effect Special Summon Noble Knight Gwalchavad from your Deck and re-equip the Noble Arms to it. Special Summon Noble Knight Gawayn from your hand and use it and Noble Knight Medraut as Xyz Material for Blade Armor Ninja. Activate the effect of Blade Armor Ninja by detaching Noble Knight Gawayn. Next use the effect of Noble Knight Gwalchavad to return Noble Knight Gawayn to your hand. Special Summon Noble Knight Gawayn from your hand and overlay both remaining Noble Knights for another Blade Armor Ninja. Activate the effect of Blade Armor Ninja and attack your opponent for 8800 damage. [/spoiler]   While these are the most "combo-tastic" uses of the cards, bear in mind they can be used (and often are) more simply. For example, equipping Chavad with a Noble Arms and being able to protect him for 1 turn can give you "free" The Warrior Returning Alive plays. If you are without access to Excaliburn, Drystan can prevent smaller Noble Knights from being targeted by things like Veiler or Dimensional Prison.      [spoiler] LIGHT, Warrior, Level 4, ATK: 1900, DEF: 500 If you control a LIGHT Normal Monster, you can Special Summon this card (from your hand) in face-up Defense Position.[/spoiler]   This is the most simple monster in the deck. Since every Noble Knight except Drystan can be a LIGHT Normal Monster, Special Summon Gawayn is easy. Going Gawayn into King Artorigus and then using Excaliburn to "rank up" King into Sacred Artorigus is this deck's most standard follow up play to a broken board. But on his own, Gawayn is no slouch. 1900 backed by a few equips can start to rack up damage if you opened poorly.        Normally, a card like Veiler or Maxx "C" wouldn't deserve any sort of write up, but they play a role in this deck that is worth a brief discussion. One of the Noble Knight boss monsters is a Level 5 Synchro, so Veiler can act as another Level 1 Tuner in the deck.   But more importantly, you aren't running Traps in this deck because your backrow will often be filled with Noble Arms spells. Which hand trap you play will likely depend on how this new metagame shapes up, but both are worth consideration.      Boss Monsters:     [spoiler] LIGHT, Warrior, Rank 5, ATK: 2200, DEF: 2200 2 Noble Knight Level 5 monsters When this card is Xyz Summoned: You can target up to 3 Noble Arms Equip Spell Cards with different names in your Graveyard; equip those targets to this card. Once per turn: You can detach 1 Xyz Material from this card, then target 1 other monster on the field; destroy that target. If this card on the field is sent to the Graveyard: You can target 1 Level 4 or higher Noble Knight monster in your Graveyard; Special Summon that target.   LIGHT, Warrior, Rank 4, ATK: 2000, DEF: 2000 2 Level 4 "Noble Knight" monsters When this card is Xyz Summoned: You can target up to 3 "Noble Arms" Equip Spell Cards with different names in your Graveyard; equip those targets to this card. Once per turn: You can detach 1 Xyz Material from this card; destroy any number of Spell/Trap Cards on the field, up to the number of "Noble Arms" Equip Spell Cards you control.[/spoiler]   These two were already discussed above, and besides putting them on the field with tons of Noble Arms support, little else needs to be said, as their effects are relatively simple. If your opponent can't remove him from the field, Sacred Artorigus puts your opponent in the position of losing a monster each turn, or not summoning. Likewise, King Artorigus makes them re-think setting spells or traps. As fewer and fewer traps are chainable, King actually destroys a lot more than you'd think.   Remember, the Noble Arms equipped to Sacred Artorigus won't re-equip to the Noble Knight he Special Summons because of the way the chain resolves. So, if you want to keep his equips alive, have another warrior on the field when Arty is destroyed.      [spoiler] 1 Tuner + 1 or more non-Tuner "Noble Knight" monsters When this card is Synchro Summoned: You can equip 1 "Noble Arms" Equip Spell Card from your Deck to this card. At the end of the Battle Phase, if this card destroyed a monster by battle and sent it to the Graveyard: You can add 1 "Noble Knight" or "Noble Arms" card from your Deck to your hand. You can only control 1 "Ignoble Knight of High Laundsallyn".[/spoiler]   High Laundsallyn is a really great monster that can electrify a deck that occasionally starts slowly. The problem, however, is that he simply isn't easy to summon. While Lady of the Lake makes him an easier summon, as of now, she requires set-up as well.     Again, this deck can be prone to slow beginnings. So if you have to resort to taking a turn to set upo a High Laundsallyn summon, it is a legitimate option.    Other Options: - Rescue Rabbit & Artorigus - Ignoble Knight of Black Laundsallyn - Unknown Synchron  - Cyber Dragon and/or Photon Thrasher  - Summoner Monk - Honest Other Extra Deck Options: - Blade Armor Ninja - Heroic Champion - Excalliber - Volcasaurus and Gaia Dragon - Starliege Paladynamo - Constellar Omega - Gagaga Cowboy - Lavalval Chain - Other obviously good Rank 4's   Quick notes.   RE: Black Laundsallyn is completely unnecessary since Borz has been released. Borz fits the Level 5 requirement, can be Normal Summoned, and searches Noble Arms more effectively.    RE: Summoner Monk seems awesome, right? Unfortunately, Medraut's restriction [Once per turn, if you control no other monsters: You can Special Summon 1 "Noble Knight" monster] makes Monk pretty useless. You can go into Borz and then Special Summon a Rank 4, but that's a pretty weak play. I'll note that you can use Monk in a combo with Lavaval Chain to set up your deck and graveyard for Lady of the Lake plays, but that's also a weak play since it is fragile to the entire game of YGO.    RE: Peredur. He doesn't really do anything for the deck right now. The Kings recycle your equips well enough. While he's decent with Queen, it's mostly a dead draw.    Spells:     [spoiler] You can only control 1 face-up "Noble Arms of Destiny". Equip only to a Warrior-Type monster. Once per turn, the equipped monster cannot be destroyed by battle or by card effects. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms of Destiny" once per turn.[/spoiler]   Destiny is likely the best of the Noble Arms. It combines excellent protection with the re-equip effect of the Noble Arms. Of the Noble Arms, this is the one you want access to first.      [spoiler] Equip only to a "Noble Knight" monster. It cannot be targeted by an opponent's card effects. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Noble Knight" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Noble Knight" Xyz Monster with a different name, by using that target as the Xyz Material. (This Special Summon is treated as an Xyz Summon.) Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) You can only use this effect of "Noble Arms - Excaliburn" once per turn.[/spoiler]   Excaliburn also provides an amazing protection effect. Sadly, however, it does not carry the re-equip effect of the other Noble Arms.   What isn't sad it is that Excaliburn is the primary vehicle for summoning your second (and third?) Sacred Artorigus by Special Summoning King Artorigus and using Excaliburn to "rank up." Thanks to Borz being amazing, it is very simple to get Excaliburn to the graveyard for these follow-up summons.    Remember, you can also "rank down" Sacred for King if, for example, Sacred is Veilered and you need the equips to continue controlling the board.    I will mention this again later, but also remember that Excaliburn is unique in that it doesn't have to be equipped to a WARRIOR. So, you can still use it while under the effects of Zombie World and DNA Surgery.      [spoiler] You can only control 1 face-up "Noble Arms - Caliburn". Equip only to a Warrior-Type monster. It gains 500 ATK. Once per turn: You can gain 500 Life Points. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Caliburn" once per turn.   You can only control 1 face-up "Noble Arms - Gallatin". Equip only to a Warrior-Type monster. It gains 1000 ATK. During each of your Standby Phases, it loses 200 ATK. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 face-up Warrior-Type "Noble Knight" monster you control; equip this card to that target. This effect of "Noble Arms - Gallatin" can only be used once per turn.[/spoiler]   These Noble Arms are simple: make things bigger. This is good because your boss monsters fail to meet any number of important ATK thresholds. There is little else to say except the following.   Caliburn, while providing only a small boost, is fairly necessary to get around the "You can only control 1 face-up" restriction of the Noble Arms Spells. Also, Gallatin can occasionally start to be detrimental to your monster in drawn out games. In this case, remember that Chavad can pop the equip of ANY Noble Knight on the field.     [spoiler] You can only control 1 face-up "Noble Arms - Arfeudutyr". Equip only to a Warrior-Type monster. Once per turn: You can target 1 Set card your opponent controls; the equipped monster permanently loses 500 ATK, and if it does, destroy that target. (The ATK loss remains even if this card leaves the field or the monster becomes unaffected by card effects.) If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 face-up Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Arfeudutyr" once per turn.[/spoiler]   This is the only proactive Noble Arms, which makes it unique. It can be used in conjunction with Medraut to destroy two set cards. Or, more importantly, if you equip it to a first turn Sacred Artorigus, it immediately applies strong pressure by forcing your opponent to set multiple cards, knowing that at least one will be lost to Arf.     [spoiler] If there is 1 or more monster(s) on the field of the controller of this card, his/her opponent cannot place a monster on the field if his/her number of monsters would exceed the number of monsters that are on the field of this card's controller. The cards that are already on the field before this card's activation are unaffected by this effect.[/spoiler]   What's better than summoning a nigh-indestructible monster? Preventing your opponent from summoning monsters to get around it.   Again, quoting Jeff Jones: "Hands down my favorite card right now is Kaiser Colosseum. After throwing down an untargetable monster that cant be destroyed once per turn, it's near impossible to win without multiple Space Typhoons. You can only ever play 1 Monster, and 1 Monster is never enough to deal with a 3000+ monster who just cannot die. Even without summoning a big bad monster, just keeping your opponent at bay with like, lets say a Borz and Destiny, them not being able to play more than one monster a turn and attack over your Borz twice is quite annoying, and will allow you to live long enough to see the cards you need.   My favorite part about Colosseum is that its a Spell. Trap Stun is one of the most important/played Trap cards right now (as you can see I'm playing 3 myself), so things like Vanity Emptiness, Gozen Match, and other problem Trap cards can be dealt with so Dragons can do their stuff. Colosseum obviously cannot be stopped by Trap Stun, meaning that in order to deal with Artorigus + Equips + Colosseum, you will need a 2 forms of Spell/Trap removal; 1 to deal with the Colosseum, and 1 to deal with Excaliburn. Then you need to follow up with something like Big Eye or some other play that doesnt involve destroying. It's all very, very difficult."   Other Options:   - Reinforcement of the Army - Pot of Duality and/or Upstart Goblin  - Mystical Space Typhoon  - Forbidden Lance - Foolish Burial   Quick Note.   9 Equip spells seems to be the accepted number.    Traps:     [spoiler] Negate all other Trap Card effects on the field this turn.[/spoiler]   You don't have a lot of room for traps with the Equip Spells and Kaiser Colosseum clogging your back row. But you do want to make sure your plays go through. Here's Jeff again.    "And finally of course, I use 3 Trap Stun myself as my only Traps. It allows you to freeze backrows so your Medraut plays or Laundsallyn plays go through, as well as halting things like Sixth Sense, Return from the Different Dimension, and Phoenix Wing Wind Blast  on your important equip cards after Sacred Artorigus hits the field."   Can it really be that simple? Yes.   Side Deck:   A few words on side decking.    DNA Surgery, Zombie World, and Skill Drain are very real options to side against this deck. DNA and Zombie World keep you from using all Noble Arms except Excaliburn. Even worse, if DNA Surgery or Zombie World resolve while you have a face-up equipped monster, the Noble Arms that were equipped to your Knight will be destroyed because of the type change. It should go without saying, but if you aren't maining MST, side it.    Book of Eclipse and Swords of Concealing Light are also awesome outs to a first turn Sacred Artorigus play because they don't target and will remove all the equip spells.   Also, Fate gets around everything in this deck and is the biggest asshole card ever. It doesn't target or destroy, so Excaliburn and Destiny are rendered useless. You should probably take this into consideration when building a side deck.    Standard stuff like Dimensional Fissure, Imperial Iron Wall, Soul Drain, and Mistake are also worthy of consideration.    Decklists:   Jeff Jones: ACS Saint Louis   [spoiler] 2xNoble Knight Artorigus 3xLady of the Lake 3xMaxx C 3xNoble Knight Borz 1xNoble Knight Drystan 3xNoble Knight Gawayn 1xNoble Knight Gwalchavad 3xNoble Knight Medraut   1xFoolish Burial 3xKaiser Colosseum 3xMystical Space Typhoon 1xNoble Arms - Arfeudutyr 1xNoble Arms - Caliburn 3xNoble Arms - Excaliburn 2xNoble Arms - Gallatin 3xNoble Arms of Destiny 1xReinforcement of the Army   3xTrap Stun   2xIgnoble Knight of High Laundsallyn 1xAbyss Dweller 2xArtorigus, King of the Noble Knights 1xBlade Armor Ninja 1xGagaga Cowboy 1xGaia Dragon, the Thunder Charger 1xHeroic Champion Excalibur 1xLavalval Chain 1xMaestroke the Symphony Djinn 1xNumber 61: Volcasaurus 2xSacred Noble Knight of King Artorigus 1xStarliege Paladynamo [/spoiler][/spoiler]
  7. INZEKTORS   Inzektors are starting early in the January 2014 format to have a lot of strong showings in many events for the first week of the format. They have a 1k event where they started undefeated and lost in the top 8. Another went undefeated in the Michigan Regional while another topped. All 3 were different versions of the deck which shows the versatility and different approaches you can take with Inzektors. The 3 different versions will be posted below:     Monsters:   Core monsters:     Dragonfly:   [spoiler]Dragonfly is most important card in the deck. It enables the Inzektor player to toolbox their entire maindeck, and when combined with Inzektor Hornet, it allows the Inzektor player to suddenly create a plethora of advantage from two cards alone. This is performed by equipping Inzektor Hornet to this card and then using Hornet to destroy a card. This then triggers Dragonfly's second effect, summoning Inzektor Centipede. This is just a basic play.   This card also enables the infamous OTKs by abusing Inzektor Hornet, Inzektor Giga-Mantis, and Inzektor Sword - Zektkaliber. The 1800 DEF can prove useful against monsters with low ATK, and setting Dragonfly is never a play to count out, especially as Waboku is more widely maindecked.   You can also use Dragonfly with Inzektor Ladybug for easy rank 4 or rank 5 summon. [/spoiler] Centipede:   [spoiler]All decks have some sort of consistency card. This is Inzektor's. Inzektor Centipede allows the Inzektor player to search out the combo pieces he is missing, often by triggering this card's effect with Inzektor Hornet. This card is often used to grab Inzektor Dragonfly to finish off the deadly +4 combo, but can be used to add Inzektor Giga-Mantis or Inzektor Sword - Zektkaliber to perform one of the deck's OTKs.   With 1600 ATK, he has a decent body to begin with and equipping this card with Hornet puts it up to a formidable 2100 ATK points. This presence can also prevent your opponent from committing cards to the board without feeling the consequences because if they can't remove the Hornet, you're going to get to use it next turn.   Once equipped with Sword he is a 2400 beatstick that will Return to your hand upon destruction. A force to be reckoned with.[/spoiler]     Hornet:   [spoiler] This is another mandatory part of the Inzektor deck. He is a simple +1 when equipped from the graveyard to Dragonfly or Centipede, allowing the player to generate a mass of advantage through destroying the opponent's cards and bolstering the user's own card advantage. This is also the enabler of the OTKs this deck can pull off.   It was mentioned above, but don't forget that Hornet gives the monster it's equipped to +500 ATK. It is easy to overlook, but needs to be remembered for the situations where it may prove useful.[/spoiler] Ladybug:   [spoiler] This card brought something Inzektors needed: An effective, powerful play that they can use while the opponent isn't committing to the field or on the first turn when you can't attack. She also gives you the 500 ATK boost...so don't forget!   Consider the fact it's effect triggers Dragonfly and Centipede easily and simply, as with Inzektor Hopper and Inzektor Hornet. Combined with Dragonfly, this gives you access to a powerful toolbox of Xyz monsters including Volcasaurus, Tiras and Shark Fortress, Inzektor Exa-Stag, Crimson Shadow Armor Ninja, and Adreus. [/spoiler]     Hopper:   [spoiler]Hopper was a TCG exclusive in ORCS.  It has been largely outclassed by Ladybug, but it's usefulness has increased now that Dragonfly and Hornet are at 1. Also, keep in mind he helps generate more options with Transmodify and Insect Imitation.   With Zektkaliber, this card is turned into a 2500 beater, add a Hornet and you've got a pretty massive bug on your hands. Remember though, unlike Ladybug, you cannot activate Hopper's effect on the first turn.[/spoiler]   Giga-Mantis:   [spoiler] Inzektor Giga-Mantis is the most powerful base ATK monster in the entire Inzektor archetype. Consider him like an equip card; simply boosting any Inzektor monster to 2400 ATK. The simple pressure a 2400 beat stick can allow you to quickly reduce your opponent's life points. For example, if you have an Inzektor Centipede equipped with this card, and an Inzektor Hornet in the Graveyard, you are likely to get direct hits in very easily; ending the duel in as little as four turns.   Since Giga-Mantis activates in the hand, a few interesting ruling issues come up that can help an Inzektor player throughout the course of a tournament. For example, he is able to equip himself under Shadow-Imprisoning Mirror. Also, could find yourself in a situation where you summon an Inzektor monster, and activate its effect to equip this card. Your opponent, expecting Hornet, is likely to drop Effect Veiler, and then you can just follow it up with this card, meaning your opponent is down one Effect Veiler and you have lost nothing.   Giga-Mantis's second effect is usually the most important, as it is  a powerful OTK tool when combined with Dragonfly or Centipede. Just pop him with hornet.[/spoiler] Giga-Weevil:   [spoiler]Inzektor Giga-Weevil is the shield to the Mantis's sword. It is only ever used for its second effect allowing you to skirt Giga-Mantis's once per turn restriction.   Playing Giga-Weevil is something over which  Inzektor players have been known to disagree. Many prefer Sword for it’s reusable ability in the case of not exploding and for searchable grind-game tools. Weevil is a more explosive weapon that can provide more dynamic OTKs and Rank 6 summons.   OCG Inzektor decks often run 1 of this card, but largely because the interactions between Inzektor monster's and double equips differ. [/spoiler]   Other Monsters:     Beetron:   [spoiler]Not the most popular option, but certainly something worth considering if you are going to take the Insect Imitation route.    You can use this card to swarm the field by summoning it alongside a Dragonfly that's equipped with something. You can use this card's effect to send the equip to the graveyard and summon the equip or another level 4 or lower Inzektor from your graveyard. Dragonfly's effect will also activate allowing you to summon an Inzektor from the Deck.   Alternatively, tribute a Dragonfly for Imitation after it used its effect to quickly summon this card and use this card's effect to revive Dragonfly to reuse its effect for more swarming.   This card also combos nicely with the full suite of Call of the Haunted that you'll be playing. [/spoiler]     Tomato, Armageddon Knight, Monk, & Trooper:   [spoiler]These all serve largely the same purpose: get to your Hornet and Dragonfly ASAP. Tomato serves a dual role of being able to nab both Hornet and Dragonfly. Trooper is a solid stand-alone monster that can mill your Hornet, if you're lucky.   Armageddon Knight combos with Monk in some turbo builds to special summon Knight and send Hornet to the graveyard, Xyz summon Lavalval Chain, and then use Chain's effect to set Dragonfly to the top of your deck. As with anytime you play Monk, you need to be aware how easily disrupted the combo is.    It is likely that you'll play some combination of the above monsters in order to: (1) get to Hornet and (2) have monsters in your deck...the Inzektor core is pretty small.[/spoiler]     Other Options: - Howling Insect (discussed below) - Cardcar D - Dark Armed Dragon - Hand traps   Spells:   Sword:   [Spoiler]Zektkaliber allows for you to equip and give your monster an 800 ATK boost. In a grind game, this becomes important as you can maintain pressure by adding back to your hand a monster that was just destroyed.   Primarily, this card is equipped to Dragonfly/Centipede and, thanks to TCG rulings, you pop it with Hornet you get 2 Special Summons/Searches. This card will also be discussed down further to talk about the OTK's it helps create.[/spoiler]       Foolish Burial & Insect Imitation:   [spoiler] Both are used to tutor combo pieces from your deck. The obvious target for Foolish is Hornet. Imitation combos well with Ladybug, tributing Ladybug then summoning a Centipede or Dragonfly to use the Ladybug you just sent to the graveyard.    You can also use Imitation on a Dragonfly or Centipede to summon Beetron (if you're playing it) and continue to combo off.[/spoiler]      Verdant Sanctuary & Howling Insect:   [spoiler]These two cards work incredibly well with one another. If you control a Sanctuary, you can ram a Howling Insect into a larger monster, use Insect's effect to summon Dragonfly (because she's an Insect-type monster under 1500 ATK), and then use Sanctuary's effect to add Hornet to your hand (because Howling Insect is a Level 3 monster). Then, proceed to combo with Dragonfly. While all of that sounds awesome (and admittedly it is), it is a 2-card combo, and neither piece of the combo is searchable. It also has limited utility otherwise. Sometimes the more standard, stand-alone options (like Tomato and Trooper) are more generally useful.   That said, Verdant Sanctuary builds are more resilient to Fire Fist as well as common side deck options like Shadow-Imprisoning Mirror   [/spoiler]   Other options: - Pot of Duality - Upstart Goblin - Forbidden Lance - Allure of Darkness     Traps:     Threatening Roar &  Waboku:   [Spoiler]Roar and Waboku function in the same way. They keep an Inzektor alive for a second turn continue pressuring the opponent with Hornet destruction and Centipede searches.   There was formerly no debate about Roar being a superior option over Waboku due the effects of cards that activate after battle (Tiras, Gladiator Beasts etc.) However, Waboku provides protection for monsters in battle, allowing a set Inzektor to survive to activate its effect the following turn. This is incredibly relevant when you want to dodge the effects of traps like Bottomless Trap Hole and Torrential Tribute.[/spoiler]     Other Options: - Reckless Greed - Pinpoint Guard - Fiendish Chain - Generic good traps     Side Deck:   You will mostly see things like Shadow-Imprisioning Mirror sided in against you, and it will ruin your day. Obviously, Dust Tornado and the like are good outs to the situation. Ditto to Macro Cosmos in decks that can support it.   Hand traps like D.D. Crow and Effect Veiler is also an incredible options that will be sided in against Inzektor. D.D. Crow's existence makes Leviair incredibly important. If your opponent uses Veiler on a Dragonfly or Centipede equipped with Hornet or Ladybug, that Hornet will "fall off" because it is Dragonfly/Centi's effect that is allowing Hornet to be equipped. Honestly, there's little you can do against Veiler but set a Threatening Roar and hope to combo next turn.    Note: If, for some reason, your opponent allows you to equip hornet, allows hornet to activate it's effect, and then veilers, the Dragonfly/Centi effect will be negated, but not Hornet's.   While this deck plays around Dimensional Fissure (because the Hornet's and Ladybugs you are sending to the graveyard are treated as spells), Fissure screws up Tomato, Trooper, Howling Insect, etc. Worth noting, however, is that Inzektor usually sides into Dimensional Fissure to protect itself from Veiler.    The OTKS   Combo 1: [spoiler] You need in hand: Inzektor Dragonfly Inzektor Hornet Inzektor Sword - Zektkaliber OR Inzektor Giga-Mantis   You need in deck: 3 Inzektor Centipede Inzektor Ladybug Inzektor Sword Zektkaliber OR Inzektor Giga-Mantis How it works: 1. Summon Dragonfly 2. Use effect, equip Hornet 3. If opponent has a card on field, go to A; if not then B A. 3. Destroy the opponent's card using Hornet. 4. Summon Centipede 5. Equip Hornet to Centipede. Equip Zektkaliber or Giga-Mantis to Dragonfly 6. Use Hornet to destroy Giga-Mantis / Zektkaliber 7. Dragonfly's effect to summon Centipede. Centipede effect to add Zektkaliber / Giga-Mantis 8. Repeat steps 5-8 9. Finally, summon Ladybug and use its effect to equip Giga-Mantis 10. Ending Field: 3 Centipede + Dragonfly + Ladybug with Giga-Mantis = 3*1600 + 1000 + 2400 = 8200 B. 3. Equip both Hornet and Zektkaliber / Giga-Mantis to Dragonfly. 4. Destroy Zektkaliber / Giga-Mantis with Hornet. Special summon 2 Centipede with Dragonfly. 5. This is the trickiest part. If you have Ladybug in hand, that would be great. Use it on Centipede and make it lvl 5. Then search for the Zektkaliber and repeat te previous steps in section A. 6. If you don't have Ladybug, then destroy one of your own cards with Hornet.[/spoiler]   Combo 2 [spoiler] You need in hand: Inzektor Dragonfly, Inzektor Sword - Zektkaliber, Inzektor Hornet. You need in Deck: Inzektor Giga-Mantis, Inzektor Sword - Zektkaliber, 3 Inzektor Centipede, Inzektor Ladybug, Inzektor Hopper How it works: 1) Summon Dragonfly and equip with Sword and Hornet. 2) Use Hornet to destroy Sword. 3) Special Summon 2 Centipede and Return Hornet to the hand. 4) Equip Hornet to Centipede1. 5) Use Hornet to destroy Dragonfly. 6) Search Giga-Mantis. 7) Equip Giga-Mantis and Hornet to Centipede2. 8) Use Hornet to sestroy Giga-Mantis. 9) Giga-Mantis Special Summon Dragonfly and Centipede2 search Sword and Ladybug. 10) Equip Sword and Hornet to Dragonfly. 11) Use Hornet to destroy Sword. 12) Special Summon Centipede and Hopper and Return Mantis to hand. 13) Equip Mantis to Dragonfly. You now have some options. a) Use Ladybug to make Hopper and Centipede3 level 5. Search a Ladybug. Overlay into Volcasaurus. Blow up their biggest monster. Overlay for Thunder Charger. 1600 + 1600 + 2400 + 2600 = 8200 (+ burn damage). b)Use Hornet with Hopper and Centipede3 to destroy 2 cards your opponent controls. Search Ladybug. 1700 + 1600 + 1600 + 1600 + 2400 = 8900. c) Equip Hopper and Centipede with Ladybug and Hornet respectively. 2200 + 1600 + 1600 2400 + 2100 = 9900. If you run Cowboy you can make it here for 10700 (Use Ladybug to make Centipede1 or Centipede2 level 4).[/spoiler]   Decklists:    Monk (Michigan Regional top 8, 8th Place) [spoiler] Monsters 1 Inzektor Hornet 1 Inzektor Dragonfly 1 Inzektor Giga-Mantis 2 Inzektor Hopper 3 Inzektor Ladybug 3 Inzektor Centipede 2 Summoner Monk 2 Maxx "C" 1 Armageddon Knight 1 Dark Armed Dragon 1 Mystic Tomato   Spells 1 Dark Hole 1 Foolish Burial 2 Forbidden Lance 2 Zektkaliber 3 Pot of Duality 3 Mystical Space Typhoon 3 Insect Imitation   Traps 2 Fiendish Chain 2 Call of the Haunted 3 Threatening Roar 1 Solemn Warning   Extra Deck 1 Fortune Tune 1 Mechquipped 1 Leviair 1 Leviathan 1 Gagaga Cowboy 1 Abyss Dweller 1 Lavaval Chain 1 Maestroke 1 Master Key Beetle 1 Exa-Stag 1 Shark Fortress 1 Volcasaurus 1 Tiras 1 Crimson Shadow Armor Ninja 1 Gaia Dragon   Side Deck 2 Kycoo 1 Dimensional Fissure 2 Light Imprisoning Mirror 2 Dust Tornado 2 DNA Surgery  1 Soul Drain 1 Transmigration of Prophecy 2 Rivalry of Warlord [/spoiler]   Deep Draw (Chicago 1k Undefeated during swiss, lost in the Top 8) [spoiler] Monsters 1 Inzektor Giga-Mantis 1 Inzektor Hopper 1 Inzektor Dragonfly 1 Inzektor Hornet 3 Inzketor Centipede 3 CardCar D 3 Inzektor Ladybug   Spells 1 Inzektor Sword Zektkaliber 1 Foolish Burial 2 Forbidden Lance 3 Upstart Goblin 3 Pot of Duality 3 Mystical Space Typhoon   Traps 1 Solemn Warning 1 Compulsory Evacuation Device 3 Reckless Greed 3 Waboku 3 Fiendish Chain 3 Call of the Haunted   Extra Deck 1 Gachi Gachi 1 Fortune Tune 1 Zenmeines 1 Mechquipped Angineer 1 Leviair 1 Giga-Brilliant 1 Leviathan 1 Acid Golem 1 Gagaga Cowboy 1 Crimson Shadow Armor Ninja 1 Exa-Stag 1 Adreus 1 Tira 1 Volcasaurus 1 Shark Fortress   Side Deck 2 Gozen Match 2 Twister 1 Soul Drain 1 Dimensional Fissure 2 DNA Surgery 3 Maxx "C" 2 Light-Imprisoning Mirror 2 Rivalry of Warlords [/spoiler]   Sanctuary ((Rats & Roaches) Undefeated Michigan Regional 1st place) [spoiler]   Monsters 3 Inzektor Centipede 3 Howling Insect 3 Maxx "C" 2 Cardcar D 2 Inzektor Ladybug 1 Inzektor Giga-Mantis 1 Inzektor Hopper 1 Giant Rat 1 Inzektor Dragonfly 1 Gokupon 1 Redox 1 Grandsoil 1 Inzektor Hornet 1 Swift Scarecrow 1 Tragoedia   Spells 3 Verdant Sanctuary 2 Mystical Space Typhoon 2 Creature Swap 1 Foolish Burial 1 Dark Hole   Traps 3 Trap Stun 3 Threatening Roar 1 Torrential Tribute 1 Call of the Haunted   Side Deck 1 Flying "C" 1 Messenger of Peace 1 Mystical Space Typhoon 1 DNA Surger 3 Dust Tornado 1 Imperial Iron Wall 1 Light of Intervention 2 Light - Imprisoning Mirror 2 Mind Crush 2 Overworked   Extra Deck 1 Abyss Dweller 1 Adreus 1 Gagaga Cowboy 1 Gaia Dragon 1 Exa-Stag 1 Leviair 1 Mechquipped Angineer 1 Leviathan 1 Giga-Brilliant 1 Acid Golem 1 Fortune Tune 1 Volcasaurus 1 Shark Fortress 1 Tiras 1 Zenmeines [/spoiler]
  8.       The Gravekeeper archetype is one of the oldest in all of Yu-Gi-Oh, first introduced in the Pharonic Guardian booster set in 2003. These tombkeepers have indeed withstood the test of time. This is a stun archetype that occasionally becomes anti-meta, depending on the current tier-one decks. As the name suggests, we utilize the famous Necrovalley to prevent any card from leaving the graveyard (except by said card's own effect). Our field spell also prohibits players from banishing cards in the graveyard (even by said card's own effect) and grants a convenient power-up to all of our Gravekeepers. The archetype has a very conservative play style. With Necrovalley putting pressure on the opponent, we use a heavy backrow to keep the opponent down, and then use our Gravekeepers to pick off the remaining threats and go on the offensive. We don't usually make big pushes, but instead create strategic openings and exploit them.       Ah yes one of our main monsters and a good one he is. Basically, this is our themed spot removal and there's a cool "loop" with him and Recruiter. Basically, you keep using Recruiter for his effect and search Recruiters for +1 spot removal. He's a nice option in any case. blockquote>     Special summons a majority of the core Gravekeeper's, one of the archetype's only +1 effects, and nicely sets up Descendent combos and Xyz summons. An amazing card all around, and it occasionally sees play outside of the archetype.     Gravekeeper's Recruiter is one of the cards that pushed Gravekeepers from a solid Anti-Meta deck to a consistent Tier 1 deck in the past. Essentially a themed Witch of the Black Forest, this card used in combination with Spy and Descendant can create significant card advantage while destroying the opponent's cards. The main goal is to have a Descendant on the field, then summon Recruiter, activate Descendant's effect to tribute Recruiter and destroy a card, search another Recruiter and repeat next turn, searching the final Recruiter. You can use this to clear all your opponent's backrows before safely attacking with Descendant. You can pretty repeat once you run out via Stele.     Makes our precious Necrovalley searchable by Recruiter, and can serve as a 2100 ATK beater if need be. It's the only Gravekeeper that is EARTH-attribute rather than DARK.     Searchable via Spy or Recruiter, Assailant allows you to clear big monsters with ease under Necrovalley and punish decks that leave out a lot of little monsters. A 2000 ATK Assailant under Necrovalley can use it's effect to run over almost every relevant monster in the game.     Absolutely devastating effect versus a good number of strategies, not to mention being the perfect protection for Necrovalley. This is the type of support that Gravekeepers have always needed. blockquote>     I think it's pretty obvious what this does; tutors out Spy in face-down defense position, the best position for our little Spy. blockquote>   -Spells-       The field Spell Gravekeepers revolve around, making every Gravekeeper monster significantly stronger all the while shutting off Graveyards and allowing the deck to play Royal Tribute, Shaman, and Imperial Tombs.     A themed Salvage. It allows you to get back Recruiter and Descendant and continue the loop, or get Spy and set it to stabilize again, get Commandant to search another Necrovalley if yours has been destroyed.     Easily the most feared card in the deck, Royal Tribute is absolutely devastating in Gravekeepers. This deck normally runs somewhere between 13-16 monsters, and with 3 Commandant you essentially run less. Opening with Spy or Recruiter alongside Commandant and Tribute is incredibly difficult to recover from. It may be at 1, but that still doesn't change the power this card has.     So like, Gravekeeper decks are filled with staple stuff and there's not much room for innovation. Well, this is yet another staple. Every deck needs consistency. Every. Single. Deck. And guess what? This is how we obtain out consistency. Pot of Duality thins the deck, it grabs the necessary pieces for your deck to get the ball rolling. This card has been, and will always be amazing.     K, so like, this is probably one of the best "backrows" you can ever use in Gravekeepers because of course it's an amazing card overall being versatile but it also has that cool synergy with Spy that pretty much makes it too good not to run.     Then of course there's the ever prominent MST. It's needed more than ever due to Fire Fists being such a brutal match-up and well, MST is amazing in that match-up and helps so much as well as Tower in Prophecy and just regular backrow hate.   -Traps-     Yay, new support that doesn't suck like Heretic. This card should be obvious to anyone with a brain, OMGTHEMEDBARRIER. I mean, it is essentially just that. Negate any monster effect, spell. or trap. And don't get started on it's restrictions because in reality those aren't restrictions at all because it just adds to what the deck i based on protection the castle (Necrovalley) and marching in with the troops (Gravekeepers). Except this time you have Shaman and Tomb to wreck face.     One of the best traps of the format. It's a pretty simple card, and yet so versatile. On one side, you have effect negation which is amazing at the moment, but then you have the second part where pretty much, it can stop an incoming attack making this card extremely versatile and clutch n most situations.     Solemn Warning, Bottomless Trap Hole, Compulsory Evacuation Device, Torrential Tribute; the "big four" so to speak. CED, BTH, and TT were limited when Konami decided to ban Heavy Storm and well, this is stun/control deck. It operates effectively because of it's backrow. These are some of the best traps in the game, obviously. Even though CED has lost some of it's spark this format, it's still too good in a deck that needs the versatility it offers because of the lack of better traps.     This is actually a really great card in this deck now. You may ask why? Answer is simple: it has a lot of uses. You can chain it to protect stuff like Descendant and Shaman while having access to the Beetle Lock, which can only really be broken by a few cards. It punishes blind MSTing, especially lategame when a player sees the lone backrow and is trying to make a push for game. All in all, it's a great choice.   blockquote> -Extra Deck-       Possibly one of the best options in the Gravekeeper extra deck. While the Keeper deck itself isn't exacly xyzcentric as a whole, it can very easily manage xyz summons and well, this + Safe Zone is pretty much a godsent for the deck. But, this card truly shines post siding when you side in stuff like Rivalry, Soul Drain, etc.     Welp, the 2 new rank 4s from Legacy are upon us and they're pretty amazing. One is a rank 4 version of relinquished and the other is a BRD. They both have their obvious uses and both are deserving of their spots in a Keeper extra deck, especially when the extra has so much excess space.     Another card from Legacy and while she's not as much of an impactful card as the previous cards mentioned, she still shine as a pseudo-Gaia Charger and if anything she's yet another Virus target fro this deck.   ---   Other cards to includ are the staple choices such as Maestroke, Blackship of Corn, Abyss Dweller, Gagaga Cowboy, Steelswarm Roach, and others such as Evilswarm Thanatos and Crazy Box.   -Side Deck-     Possibly some of the strongest sides a DARK deck has ever had access to. Deck Devastation is easily accessed to because of the fact that your Gravekeeper's are usually 2k beaters under Necrovalley. EEV comes in due to side deck cards such as Beetle, Crazy Box, and Downerd.     great side cards for this deck that deals with numerous match-ups, including stuff like Rulers, Mermail, Fire Kings, etc.     Both of these cards are great additions to your side deck, being great anti-meta-esque cards.     Ah yes, the legendary Thunder King Rai-Oh. This has always been an amazing card in this deck due to, well, being an amazing anti-meta card, arguably one of the best. He only truly hurts your Recruiter olays but when you're stopping all your opponent's searching as well? Doesn't really matter.   ---   You'll see stuff like backrow hate, Closed Forest, Shadow-Imprisoning Mirror, etc sided in against you. Be wary of this and make sure to counterside for this by utilizing cards such as Dust Tornado, which are already necessary for the Fist and Prophecy match-ups. Twister can also be good if you fear Decree but with Descendant, that may not be necessary.    
  9. You are my hope

    http://www.youtube.com/watch?v=Nt0bgblBinQ&list=PLoAc5hlnzY88S2bD7CHTZIDqlQ_wI2oIN     3 Wind-up Rabbit 3 Wind-up Rat 3 Wind-up Shark 2 Cardcar D 1 Brotherhood of the Fire Fist - Bear 1 Thunder King Rai-oh 1 Wind-up Magician 1 Wind-up Warrior   3 Mystical Space Typhoon 3 Upstart Goblin 3 Wind-up Factory 2 Fire Formation - Tenki 2 Forbidden Lance 2 Pot of Duality   3 Fiendish Chain 2 Mirror Force 2 Trap Stun 1 Bottomless Trap Hole 1 Compulsory Evacuation Device 1 Solemn Warning 1 Torrential Tribute     Extra Deck:       1 Abyss Dweller 1 Downerd Magician 1 Evilswarm Excition Knight 1 Gaia Dragon, the Thunder Charger 1 Ghostrick Alucard 1 Leviair the Sea Dragon 1 M-X-Saber Invoker 1 Number 20: Giga Brilliant 1 Number 61: Volcasaurus 1 Shark Fortress 1 Number 101: Silent Honor ARK 1 Photon Papilloperative 1 Soul of Silvermountain 1 Tiras, Keeper of Genesis 1 Wind-up Zenmaines        Decided to throw together Wind-ups just for the sake of being able to play the deck again. With the game being slowed down a decent amount I feel like the is at least playable again, in terms of shits and giggles.   In term of main deck card choices I feel like I took a pretty standard approach, the monster line up uses what you need to combo along with Cardcars to help thin out your deck, Rai-oh as it's still a good stand-alone card, and Bear since it's another Tenki target with the benefits of a pop effect and fetching another Tenki. I also feel like with 3 Factory, 3 Upstart, 2 Tenki, 2 Duality I can thin though my deck without any problem, in efforts to get a good combo play together as fast as possible. I'm still testing the deck but I feel like I might need more real traps, I also want to test a few other cards like Pot of Dichotomy (not a big fan of missing a BP, but it helps recycle for the grind.)    All in all, I'm enjoying playing the deck and I might make more updates as I continue to test, but I figured I'd post what I have for now. The side is also something just hastily put together, nothing set in stone/major.
  10. Bujin - Discussion

    Introduction   Bujins are an archtype of LIGHT monsters introduced in Judgment of the Light, with support following in Shadow Spectres, Legacy of the Valiant and, currently revealed in, Primal Origin. Their design is that of energy spirits incased in armor while the cards themselves are based upon Japanese mythology.   The core deck is based around Beast-Warrior type Bujin monsters, modeled upon the main characters of Yu-Gi-Oh! GX and color-coded accordingly. Each Beast-Warrior Bujin monster has several Bujingi "relics" which are thematically associated with it, along with a Beast-Warrior-type XYZ monster based upon one of the gods of Shinto mythology.   Your main strategy is to use your Bujin Beast-Warrior monsters  to search out their Bujingi relics; these relics mostly take the form of Beast-type grave spells and Winged-Beast-type hand traps. These are in turn are used to support and power up your Bujin monsters with such effects as monster removal and negation by either banishing from the Graveyard or discarding them from hand.   This is a relatively slow and grindy deck which heavily relies upon its Normal Summon to gain advantage, which usually occurs during the End Phase. Your options for developing as the game go on largely consist of putting multiple Bujin monsters alongside each other to accumulate further advantage, or to overlay for one of the Bujintei XYZ monsters based upon the gods of Shinto mythology.   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.     Bujin Beast-Warriors   Bujin Yamato   LIGHT Beast-Warrior 1800/200 Once per turn, during your End Phase: You can add 1 "Bujin" monster from your Deck to your hand, then send 1 card from your hand to the Graveyard. You can only control 1 face-up "Bujin - Yamato".   Yamato is the core of the Bujin deck and your principle goal almost every game is to see him as soon as possible as the only Bujin Beast-Warrior that works on his own. You'll immediately notice that for such a crucial card, his ATK and DEF values aren't anything special, increasing his reliance upon your Bujingi support cards.   His effect is optional and occurs during your End Phase, allowing you to play around cards such as Effect Veiler and to dodge the destruction effects of cards like Divine Wrath. While your go-to play will be for Yamato to search and immediately pitch (and thus make live) a protective monster like Bujingi Hare or Turtle or to search Crane and discard a Beast-type relic, note that he can search any Bujin monster, including additional copies of himself, and that in a pinch any card can be sent to the Graveyard.   This card is based upon the legendary prince Yamato Takeru.     Bujin Mikazuchi   LIGHT Beast-Warrior 1900/1500 When a Beast-Warrior-Type "Bujin" monster you control is destroyed by battle or by card effect and sent to the Graveyard: You can Special Summon this card from your hand. Once per turn, during the End Phase, if a "Bujin" monster(s) was sent from your hand to your Graveyard this turn while you controlled this face-up card: You can add 1 "Bujin" Spell/Trap Card from your Deck to your hand. You can only control 1 "Bujin Mikazuchi".   Mikazuchi fills an important role in a deck which requires a monster in play at all times to make any real use any of its effects by dropping in whenever your current monster is destroyed. You'll usually be using Mikazuchi to replace Yamato, but he doesn't care which Beast-Warrior is destroyed, and can replace himself in this fashion too.   Where Yamato searches Bujin monsters, Mikazuchi searches Bujin spells and traps. Similarly, his effect is optional, however it can also be activated during your opponent's End Phase, should you manage to discard a Bujin monster. The most common triggers for his effect are sitting alongside Yamato or Arasuda, activating Bujingi Crane or Peacock, or discarding a Bujingi monster with a trap such as Raigeki Break or Divine Wrath.   Your go-to search targets are going to be Bujincarnation or Bujin Regalia - the Sword.   This card is based upon the Shinto god of thunder, Take-Mikazuchi.     Bujin Arasuda   LIGHT Beast-Warrior 1600/1900 If a "Bujin" monster you control or in your Graveyard is banished: You can Special Summon this card from your hand in face-up Defense Position. Once per turn, during the End Phase, if a "Bujin" card from your Deck was added to your hand this turn while you controlled this face-up card, except by drawing: You can draw 1 card, then discard 1 card. You can only control 1 "Bujin Arasuda".   Where Mikazuchi special summons when a Bujin is destroyed, Arasuda summons when one is banished, filling a gap to ensure your field is always occupied. It is possible to trigger Arasuda's summon effect and allow for faster XYZ plays, although this strategy will not come into its own until the release of Hirume in Primal Origin.   At this time Arasuda is considered subpar due to the fact he Special Summons in Defence position (thus preventing use of Crane) and as his End Phase effect is considerably weaker than both that of Yamato and Mikazuchi.   You can trigger the Dark World Dealings-esque effect of Arasuda with either Yamato, Mikazuchi or Susanowo's effects, with that of Peacock and also by using more generic search effects such as Fire Formation - Tenki or Pot of Duality.   Arasuda is named after Utaarasuda, the location of the primary shrine of the Shinto god Tsukuyomi.   This card is released in Legacy of the Valiant.       Bujingi Relics - Winged-Beast Hand Traps   Bujingi Crane LIGHT Winged-Beast 1600/300 During damage calculation, when a "Bujin" Beast-Warrior-Type monster you control battles an opponent's monster: You can send this card from your hand to the Graveyard; the ATK of your battling monster becomes double its original ATK during damage calculation only.   Crane is a searchable Honest, a hand trap variation of Limiter Removal. You want this card available in your hand at all times if possible. Crane stacks with Honest, providing that Honest is a lower Chain link than Crane.   Crane makes your ATK equal to whatever double your original ATK is, canceling out the negative effects of cards such as Forbidden Lance, but also the beneficial effects of Fire Formation - Tenki. When the ATK value returns to normal afterwards, it becomes the original ATK regardless of any other modifiers that were previously being applied.   This card is based upon the Ame-no-Habakiri, one name of the legendary sword of Susanoo.     Bujingi Peacock LIGHT Winged-Beast 1800/700 During your Main Phase 2: You can send this card from your hand to the Graveyard; add 1 "Bujin" monster from your Deck to your hand. You cannot activate other cards and effects during the turn you activate this effect, except "Bujin" cards and effects. You can only use the effect of "Bujingi Peacock" once per turn.   Peacock is a search card used to grab any missing combo piece. Keep in mind it cannot be used on the first turn of the duel as there is no Battle Phase, and that its usage conflcits with more immediate search effects such as Fire Formation - Tenki and Pot of Duality.   This card is based upon the Yasakani-no-Magatama, jewel of the three Imperial Regalia of Japan.   This card is released in Legacy of the Valiant.     Bujingi Crow LIGHT Winged-Beast 1700/800 When a Beast-Warrior-Type "Bujin" monster you control is targeted for an attack by an opponent's monster: You can send this card from your hand to the Graveyard; negate the attack, and if you do, inflict damage to your opponent equal to half the attacker's ATK. You can only use the effect of "Bujingi Crow" once per turn.   Crow is widely looked upon as an inferior version of Bujingi Crane as it's Magic Cylinder-style effect only negates an attack rather than destroying a monster. it also cannot be used offensively. This makes it a somewhat useful pick against self-recurring threats like Colossal Fighter, but most players do not run it currently.   This card is based upon the infamous Yatagarasu and the Yata no Kagami, mirror of the three Imperial Regalia of Japan.     Bujingi Ibis LIGHT Winged-Beast 1600/300 During your Main Phase 1: You can send this card from your hand to the Graveyard, then target 1 "Bujin" monster you control; this turn, if it attacks a Defense Position monster, inflict piercing battle damage to your opponent.   Ibis hasn't seen play at present, however a single copy is searchable by Susanowo and allows him to inflict considerable damage against a field of defence position monsters or tokens.   This card is based upon the Ame-no-Ohabari, one name of the legendary sword of Susanoo.     Bujingi Relics - Beast Grave Spells/Traps   Bujingi Hare LIGHT Beast 1700/500 During either player’s turn: You can banish this card from your Graveyard, then target 1 Beast-Warrior-Type "Bujin" monster you control; once during this turn, that monster cannot be destroyed by battle or card effects. You can only use the effect of "Bujingi Hare" once per turn.   Hare is the most flexible of the Beast-type Bujingi and therefore tends to be your first choice to pitch to the Graveyard. In particular, it is the only one which protects your monsters from battle and is a chainable quick effect with no specific activation condition other than to have a Beast-Warrior to protect. Keep in mind that this can be a drawback as it cannot be activated in response to effects in the Damage Step which might destroy your monster.   This card is based upon the Kusagusa-no-Mono-no-Hire, one of the ten treasures of Japan, a scarf.   This card is released in Legacy of the Valiant.     Bujingi Turtle LIGHT Beast 1700/1200 During either player's turn, when a card or effect is activated that targets a "Bujin" monster you control: You can banish this card from your Graveyard; negate that effect.   Until the release of Hare, Turtle is used in pretty much the same fashion. While Hare protects you from a wide range of threats, Turtle covers everything else - Compulsory Evacuation Device, Mind Control, Forbidden Lance. It can also be used in the Damage Step to negate the effects of cards such as Ryko, Lightsworn Hunter. Turtle is unique in that it protects any Bujin monster, not just Beast-Warriors. The negation is also permanent, stopping cards like Fiendish Chain which remain on the field cold.   Lastly, a cute play is available when overlaying Turtle for Susanowo or Tsukuyomi - if Turtle is detatched as the cost for Susanowo's effect and a card is chained, such as Effect Veiler, you may activate the effect of the just-detatched-as-a-cost Turtle to negate that Veiler. In this case, it is correct to play the negation upon summon rather than waiting for the effect activation.   With the debut of Hare, Turtle is being considered as a one-of, with the premise that its very presence in the Graveyard will disuade an opponent from playing the effects it negates. Indeed, most decks do not run many of these effects anyway.   This card is based upon the Hetsu Kagami, one of the ten treasures of Japan, a mirror.     Bujingi Quilin LIGHT Beast 1600/900 If you control a "Bujin" Beast-Warrior-Type monster: You can banish this card from your Graveyard, then target 1 face-up card your opponent controls; destroy that target. You can only use the effect of "Bujingi Quilin" once per turn.   Quilin is used as generic removal for opposing threats. You'll usually put Quilin in the grave to deal with a specific card or once you have protection in the form of Hare or Turtle. In games 2 and 3 it offers flexibility as a means to answer the majority of continuous stun cards if it is already in the Graveyard, although Imperial Iron Wall and DNA Surgery outplay it.   This card is based upon the Kusanagi-no-Tsurugi, sword of the three Imperial Regalia of Japan.     Bujingi Centipede LIGHT Beast 1700/500 If you control a Beast-Warrior-Type "Bujin" monster: You can banish this card from your Graveyard, then target 1 Spell/Trap Card your opponent controls; destroy that target. You can only use the effect of "Bujingi Centipede" once per turn.   Centipede is the archetype's spell/trap removal card. As we go into the new format chainable removal such as Space Typhoon is looking highly important, reducing the need for the Spell Speed 1 effect of Centipede. In games 2 and 3, Quilin doubles up as answers to face-up backrow cards. Nonetheless it is an option worth considering for the deck.   This card is based upon the Hachi-no-Hire, one of the ten treasures of Japan, a scarf.     Other Monsters   Brotherhood of the Fire Fist - Bear With Tenki's recent unlimiting Bear looks an attractive option as on-demand monster removal. The core Bujin archetype lacks the ability to pop set monsters such as Geargiarmor and Brotherhood of the Fire Fist - Boar. Bear's ability to search Yamato and be used to make Kagutsuchi gives it some flexibility despite it not being of the Bujin archetype.   Honest This is a deck of all LIGHT monsters that uses support cards to win in battle, Honest fits in nicely. It's worth a mention specifically due to its 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 Spells and Traps   Bujincarnation Normal Spell If your opponent controls a monster and you control no monsters: Target 1 "Bujin" monster in your Graveyard and 1 of your banished "Bujin" monsters; Special Summon both targets. They cannot be used as Xyz Materials for an Xyz Summon, except for the Xyz Summon of a Beast, Beast-Warrior, or Winged Beast-Type monster.   Bujincarnation is in a vacuum perhaps the most powerful effect in the deck. But a sentence like that could only be followed up with "however": the activation conditions are tricky and in practice push Bujincarnation into slightly situational territory as it may sit dead in hand for many turns if included in (and making worse) a poor opening. In addition your general aim of keeping a monster in play runs counter to the "Cyber Dragon" nature of the card. Normally you will run at least 1 single copy to search if you resolve Mikazuchi's effect that can bring you back in the game if things go badly.   Although the intent of the card is to allow for an instant XYZ summon, and you will generally use it for that to make Susanowo and demolish an opponent's field, you don't have to. Besides the XYZ restrictions there are no additional limitations on what you can do with the summoned monsters, so take full advantage of this. You can even bring out XYZ monsters.   Besides Susanowo, Kagutsuchi and Tsukuyomi, this card will allow you to make Constellar Omega (and by extension, Ptolmey M7 and Gaia Dragon the Thunder Charger), Diamond Dire Wolf, Brotherhood of the Fire Fist - Tiger King and Ice Beast Zerofyne.   This card depicts the ascension of Yamato into Bujintei Susanowo.     Bujin Regalia - The Mirror Normal Spell At the start of your Main Phase 1, if your opponent controls more monsters than you do and you control a Beast-Warrior-Type "Bujin" monster: Until the end of your opponent's next turn, Spell/Trap Cards, and their effects, cannot be activated.   Bujin Cold Wave is unfortunately rather tricky to play. The hidden catch is that your opponent has to control two or more monsters, and you have to still control a Bujin monster. In the majority of scenarios where this is the case it means you played Mikazuchi or Hare to protect your field. Otherwise your monster was destroyed and this can isn't live, or you killed them and it isn't live. Further, shutting down Spells and Traps doesn't actually deal with the two monsters they control and another removal trap might have been more effective at protecting your field.   This card depicts Bujingi Crow switching between its relic and weapon forms.     Bujin Regalia - The Sword Normal Trap Activate 1 of these effects. ● Target 1 "Bujin" monster in your Graveyard; add that target to your hand. ● Target 1 of your banished "Bujin" monsters; send that target to the Graveyard.   Often just known as "Regalia", The Sword offers considerable flexibility in re-using your expended monsters. It either recycles a removal or negation effect or can be activated during the Battle Step to return Crane to hand. It also can bring back Peacock to search any other monster in your deck, or simply as a Monster Reincarnation for Yamato or Mikazuchi.   Currently The Sword is being played as a Mikazuchi search and to recycle resources. This may or may not be needed with the release of Hare and Peacock.   This card depicts Bujingi Quilin switching between its relic and weapon forms.     Other Spells and Traps   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 Pretty much required as a means to get to Yamato. If you don't need him, you get Mikazuchi. The ATK boost really helps to make up for Yamato's mediocre stats.   Pot of Duality As a Normal Summon reliant deck that needs to hit certain key cards, Duality is a no-brainer.   Upstart Goblin "Not even a card". Upstart puts you 1 closer to seeing Yamato on your first turn or to a crucial relic. However, it does conflict with Peacock, and with the number of cards mandatory in the deck it can be difficult to find things to cut in order to improve your consistency.   Foolish Burial Dumps any relic from the deck, toolboxing answers on demand and speeding up your soft lock.   Forbidden Lance Lance acts as insurance on crucial Yamato summons. You can wipe away the ATK reduction with Crane. Also consider Trap Stun and Seven Tools of the Bandit as slower options which fill a similar role.   Kaiser Colosseum Colosseum is used at its most efficient when you're sitting on a single monster such as Yamato, something this deck loves to be doing. It's very difficult for many decks to answer a fully-equipped Yamato with just a single monster, allowing you to win the game as and when you're ready to do so.   Raigeki Break/Phoenix Wing Wind Blast/Divine Wrath Bujingi monsters are basically dead in hand and the deck runs enough of them to fuel one or two copies of a discard-costed trap such as these. In addition, the discard of a Bujin monster will trigger Mikazuchi's search effect.   Vanity's Emptiness As the deck doesn't rely upon Special Summoning, Emptiness allows it to lock down those that do. The effects of Yamato, Mikazuchi and Arasuda carefully circumvent the self-destruction effect, as does the fact you also banish relics from the Graveyard to gain effects.       Bujintei XYZ Monsters   Bujintei Susanowo LIGHT Beast-Warrior 2400/1600 2 Level 4 "Bujin" monsters This card can attack all monsters your opponent controls once each. Once per turn: You can detach 1 Xyz Material from this card; take 1 "Bujin" monster from your Deck, and either add it to your hand or send it to the Graveyard. You can only control 1 "Bujintei Susanowo".   Susanowo is your go-to XYZ monster, offering both a highly flexible search effect and deceptively powerful continuous effect. You will generally be using Susanowo to search out relics you're missing and to directly answer on-field threats. Because of the way the effect is worded, you can activate it under the stun effects of Mistake and Macro Cosmos, although are limited in where you can place the monster searched in these cases.   The continuous effect to attack each monster your opponent controls wreaks havoc upon a developed field. By combining it with the toolbox search effect it is not uncommon for Susanowo to become Raigeki incarnate - highly fitting for the Shinto god of storms.   Susanowo's effect allows him to attack each monster your opponent controls, even if they were not on the field when he declared his first attack. In this way, battle searchers of all kinds, and hand-traps like Tragoedia are effectively redundant, in addition to the recursion effects of monsters like Sacred Noble Knight of King Artorigus.   This monster is based upon Susanoo, the Shinto god of storms and the sea. He is Bujin Yamato shown as in Bujincarnation equipped with Bujingi Quilin, Bujingi Wolf, Bujingi Turtle, Bujingi Crane and Bujingi Ophidian.     Bujintei Kagtusuchi LIGHT Beast-Warrior 2500/2000 2 Level 4 Beast-Warrior-Type monsters When this card is Xyz Summoned: Send the top 5 cards of your Deck to the Graveyard, also this card gains 100 ATK for each "Bujin" card sent to the Graveyard by this effect. If a Beast-Warrior-Type "Bujin" monster(s) you control would be destroyed by battle or by a card effect, you can detach 1 Xyz Material from this card instead of destroying 1 of those monsters. You can only control 1 "Bujintei Kagutsuchi".   Kagutsuchi is a rare option to play for the deck at present as you will generally want to keep your Bujin Beast-Warriors in play, although Brotherhood of the Fire Fist - Bear can be used for material. You will usually only play Kagutsuchi to wall up or to seal victory, but when he does come out with a suitable quantity of relics to back him up, he can be an unstoppable force that burns opposing resources as they try to deal with him.   While the milling effect is a nice bonus and may push his ATK up to significant values, it should not be relied upon for this purpose or to mill answers to specific threats. Note that Crane resets this attack boost the same way it does Tenki.   This card is based upon Kagutsuchi, the Shinto god of fire. He is Bujin Mikazuchi equipped with Bujingi ibis, Bujingi Crow, Bujingi Boar and Bujingi Centipede.     Bujintei Tsukuyomi LIGHT Beast-Warrior 1800/2300 2 Level 4 LIGHT monsters Once per turn: You can detach 1 Xyz Material from this card; send all the cards in your hand to the Graveyard (min.1) and draw 2 cards. When this card with Xyz Material leaves the field because of an opponent’s card effect: You can target Level 4 Beast-Warrior-Type "Bujin" monsters in your Graveyard, up to the number of Xyz Materials attached to this card when it left the field; Special Summon those targets. You can only control 1 "Bujintei Tsukuyomi".   Despite having the simplest requirements of the three Bujintei XYZ monsters, Tsukuyomi is a niche option that will generally only be summoned when you are desperate to see cards, have many Bujingi monsters to discard or have no other use for a generic LIGHT support card like Honest.   Be aware that his recursion effect does not function if he is destroyed by battle, although it can potentially summon back 2 monsters if you do not use the Card Destruction-esque effect.   This card is based upon Tsukuyomi, the Shinto god of the moon. He is Bujin Arasuda equipped with Bujingi Swallow, Bujingi Fox, Bujingi Hare and Bujingi Peacock.   This card is released in Legacy of the Valiant.     Other Extra Deck Monsters   As this deck runs all level 4 monsters it has access to the wide rank 4 toolbox. Some more specific options are:     And you might be more familiar with:   Diamond Dire Wolf Abyss Dweller Gagaga Cowboy Maestroke the Symphony Djinn Number 50: Blackship of Corn Photon Papilloperative Evilswarm Exciton Knight (released in Legacy of the Valiant) Number 101: Silent Honors Ark Knight (released in Legacy of the Valiant)       Side Deck Cards   Bujin are capable of running several cards that shut out other strategies such as DNA Surgery, Gozen Match or Royal Prison, or continuous cards you might include in the main deck such as Vanity's Emptiness or Kaiser Colosseum. They can support generic enough cards like Mind Crush, Debunk, The Transmigration Prophecy or D.D. Crow, like the majority of other decks, but are hindered by too many of the other continuous floodgate cards to play them effectively.   DNA Surgery DNA Surgery deserves particular mention for the way it interacts with your relics. In addition to shutting down Prophecy and causing problems for Geargia and any other deck dependant upon type-specific XYZ or Synchros, by changing everything to Beast-Warriors you can use your relics with any Bujin monster. In addition, it unlocks much easier access to the powerful Bujintei Kagutsuchi. Be aware that the very same decks you side DNA Surgery against may in fact be siding it against you too and that the most recently resolved DNA Surgery effect is that one that is applied.   Counter-Siding As many continuous side deck cards hurt Bujin in one way or another it is surely crucial to bring in spell and trap removal to deal with them. Indeed, it is a weakness of the deck that even if an opponent does not have a siding strategy specifically for Bujin, they will almost certainly have cards that hurt you.   These continuous cards fall into two general categories: those which stop you searching relics, and those which stops the relics themselves. In the former category is Mistake and Skill Drain  while the latter includes cards like Dimensional Fissure, Macro Cosmos, Imperial Iron Wall, Soul Drain and Mind Drain. Light-Imprisoning Mirror covers both to an extent and is arguably one of the more difficult sided cards to get around without an immediate removal card.   Remember you can put Quilin and Centipede into the Graveyard from hand by overlaying if you need to use them to pop Fissure.   Dust Tornado, Twister, Trap Stun, Fairy Wind and Seven Tools of the Bandit all can aid in dealing with these cards.   You should also watch out for Divine Wrath, Debunk and Mind Crush as card-for-card answers to your plays. In the case of the first two, only another Counter Trap can deal with them.       Sample Decklists   These decklists are all from tops achieved towards the end of the previous, Dragon Ruler-dominated, format. Please post any successful Bujin tops of Regional or higher level events you encounter - or manage for yourself! - so this post can be updated to include them.   T32 YCS Turin - Dustin Sembach [spoiler] [/spoiler]   T16 Tulsa Regional, Oklahoma - Bryan ? [spoiler] [/spoiler]   T8 WCQ El Salvador - Self Knenguez [spoiler] [/spoiler]   1st Place Rochester Regional - Matt Pelletier [spoiler] [/spoiler]  
  11. TG Drain

    [oo3] T.G. Rush Rhino [oo3] T.G. Warwolf [oo3] T.G. Striker [oo2] Reborn Tengu [oo2] Cardcar D [oo1] Thunder King Rai-Oh Monsters [o14]   [oo3] Mystical Space Typhoon [oo3] Pot of Duality [oo2] Forbidden Lance [oo1] Book of Moon Spells [oo9] [oo3]  Horn of the Phantom Beast [oo3] Skill Drain [oo2] Black Horn of Heaven [oo2] Mirror Force [oo2] TG1-EM1 [oo1] Compulsory Evacuation Device [oo1] Seven Tools of the Bandit [oo1] Bottomless Trap Hole [oo1] Torrential Tribute [oo1] Solemn Warning Traps [o17]   [oo2] D.D. Crow [oo2] Maxx "C" [oo1] Swift Scarecrow [oo2] Light Imprisoning Mirror [oo2] Imperial Iron Wall [oo2] Dust Tornado [oo2] DNA Surgery [oo2] Overworked Side [o15]   [oo1] Gaia Knight the Force of Earth [oo1] Celestial Wolf Lord, Blue Sirius [oo1] Ally of Justice - Catastor [oo1] T.G. Wonder Magician [oo1] T.G. Power Gladiator [oo1] Vulcan the Divine [oo1] Stardust Dragon [oo1] HTS Psyhemuth [oo1] Crimson Blader [oo1] Number 30: Acid Golem of Destruction [oo1] Maestroke the Symphony Djinn [oo1] Number 85: Crazy Box [oo1] Wind-Up Zenmaines [oo1] Gagaga Cowboy [oo1] Abyss Dweller     I've been testing this off an on ever since I saw Striker @ 3. I've always kind of had a soft spot for this deck since I've always been a turtle. This deck is good at the grind game and once you get a couple attacks in with a monster with HotPB, you just kind of win. Essentially  this is what I've come up with over the last month or so of testing. If I play at all this format i rl, I'll attend 1, maybe 2 regionals and this is what I'll most likely be taking, unless I find something else to borrow. I'm also considering taking this to YCS Atlanta as a backup if the deck I'm planning on borrowing (Fire Fist) falls through.   Testing Results: Monsters: -Beast King seemed like an obvious choice because of Drain in theory, but he proved to be terrible in testing. The card was just too Drain dependent. -Cardcar D is amazing. -I don't like Hazy Flame Cerberus.   Spells: Spells are pretty standard. 3 MST because Sphere/Tenki/etc. 3 Duality because digging for key cards is good. 2 Lance to push my summons through/get past opposing damage step tricks.   Traps: Everything is pretty much staple and the rest are meta calls and are part of the TG skeleton. I decided to cut TG1 back down to 2 in favor of more tech. It's an amazing card, I just got tired of seeing multiple in my opening hand. I'm currently testing Seven Tools as a tech at 1. It pushes my summons through opposing backrow and helps me keep my tempo. If it doesn't test well, I may play Dark Hole over it and am open to suggestions.
  12. The Noble Knights are a TCG World Premier archetype based around the legend of King Arthur and the Knights of the Round Table that debuted in Galactic Overlord. They are all Level 4 LIGHT Warriors, and a few (the bad Knights) can be turned into Level 5 DARK Warriors. Since they are knights, their weapons and armor, in the form of Noble Arms Equip Spells, are central to the archetype.   Monsters:     [spoiler] LIGHT, Warrior, Level 4, ATK: 1700, DEF: 1000 This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with these effects. ● This card becomes DARK and its Level is increased by 1. Once per turn, if you control no other monsters: You can Special Summon 1 "Noble Knight" monster from your Deck in face-up Defense Position, except "Noble Knight Medraut", and if you do, destroy 1 Equip Spell Card you control.   LIGHT, Warrior, Level 4, ATK: 1700, DEF: 900 This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with this effect. ● This card becomes DARK and its Level is increased by 1. During your Main Phase: You can reveal 3 "Noble Arms" cards from your Deck, have your opponent randomly add 1 of them to your hand, and send the rest to the Graveyard. You can only use this effect of "Noble Knight Borz" once per turn.[/spoiler]   These monsters comprise the core of the deck's monster engine. Medraut allows you to recruit any other Noble Knight from the deck and make Rank 4 plays. Borz plays a bit like Noble Knight Stratos, tutoring Noble Arms from the deck, and sending 2 more to the graveyard to be equipped to the Noble Knight Xyz monsters. More importantly, they let you summon a first turn, very hard to defeat boss monster. [spoiler] - Summon Medraut, equip him with a Non-Excaliburn Noble Arms. - Use Medraut's effect to Special Summon Borz. Re-equip the Noble Arm to Borz. - Use Borz's effect to add a non-Excaliburn Noble Arms to your hand. - Equip the New Arms to Medraut. - Overlay for Sacred Artorigus. - Re-equip the Noble Arm equipped to Medraut to Sacred Artorigus. - Use Artorigus's effect to equip the other 3 Noble Arms.[/spoiler]   Borz beatdown is also a completely acceptable option if you opened poorly or your plays were stymied. You keep generating Noble Arms each turn, and then use those Arms to further protect Borz and inflict damage.      [spoiler]You can target 1 "Noble Knight" monster you control; equip this card from your hand or Graveyard to that target. You can only use this effect of "Gwenhwyfar, Queen of Noble Arms" once per turn. The equipped monster gains 300 ATK. Apply the appropriate effect, depending on the Attribute of the equipped monster.   ● LIGHT: If the equipped monster would be destroyed by a card effect, you can destroy this card instead.   ● DARK: If the equipped monster battles an opponent's monster, at the start of the Damage Step: You can destroy that monster, then destroy this card.[/spoiler] This card in itself solves one of the major issues the deck had: The need for an equip in hand to do any kind of play. Did you read the name of the card correctly? Yes, queen is a noble arm and that means that it can easily be dumped by Borz or Foolish Burial (that is one of the most versatile cards in the deck now), effectively transforming all of your 2 card combos into powerful 1 card plays: Drsytan? +1 Gwalchavad? +1 Borz? +1 Medraut? +1   Not ony that, but it comes with 2 powerful effects (along with a 300 ATK boost that puts most of your normal summons at 2000 or above):   ● LIGHT: If the equipped monster would be destroyed by a card effect, you can destroy this card instead.   This is the weakest effect that the queen grants, but making ANY light knight (Drystan, Artorigus, Gawayn and Galchavad) resilient to removal for absolutely no reason is pretty good as it makes it pretty hard for the opponent to keep this deck on check in the late game. 1800 vanilla? meh. 2100 vanilla that can't be destroyed by card effects? still meh, but much more passable as that vanilla alone forces your opponent  to deal with him  by battle using something at 2200 or above if they do not want to lose any kind of resource. Consider this further when you equip that vanilla with the Shield, and you've got some staying power.   I am not saying that vanilla/lone gawayn is great or anything (because it is not) but making him above 2000 with a protection effect makes him a little bit more bearable to draw and play as the dude can actually apply some pressure to some decks in that way now.   Also note that Drystan becomes a monster with Queen by his side: Queen protects Drystan and Drystan protects the rest of the knights while gaining a free pop.   ● DARK: If the equipped monster battles an opponent's monster, at the start of the Damage Step: You can destroy that monster, then destroy this card.   This is the most powerful effect that the queen grants and works on dark knights (Borz, Medraut, and High Laundsallyn). This is the most powerful of the queen effects for a variety of reasons:   - Non-targeting removal that does not use the damage calculation: allowing you to play around things like Obelisk, Bujin Turtle, Tensen, Honest, Bujin Crane, Forbidden Lance, etc.    - Borz becomes a real threat and a completely legit Turn 1 play if you open with him and Excalibur/Destiny (grabbing 2 copies of the one that is not currently on Borz and a lone Queen), this effectively gives you another decent opener that is not named medraut and that set-up is hard to deal with for some decks (can't be trageted, has 2000 and can't be destroyed by battle 3 times or by effects twice) and that gives you a good chance to resolve Borz again next turn for another +1.   - I do not think that this is mentioned enough, but this effect actually blows down face down stuff without flipping it up. Goodbye geargiarmor and GK spy that are the only relevant things that get set nowadays (other than Abysslinde that does not care about this effect).    The last thing that must be said about this card is that it gives you outs to stuff like Dna Surgery, Zombie World or Necrovalley as long as you have Drystan, Medraut, RotA or can assemble a lv4 King.       [spoiler] Cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Warrior-Type monster. If this card is used for a Synchro Summon, banish it. When this card is Normal Summoned: You can target 1 "Noble Knight" Normal Monster in your Graveyard; Special Summon that target. If this card is in your Graveyard: You can target 1 Level 5 "Noble Knight" monster you control; reduce its Level by 1, and if you do, Special Summon this card from the Graveyard.[/spoiler]   Ewww. A normal monster! I'll merely quote Jeff Jones as to why you incorporate this secondary engine into Noble Knights.   "[Lady of the Lake] made all the really inconsistent things about Noble Knights better. Having to have a Noble Arms + a Noble Knight wasn't always THAT hard but when it didnt happen, things werent that great. She made it so now, you can now have her and a Noble Knight or an Artorigus in grave to make things happen and get the ball rolling.   High Laundsallyn with a bunch of equips after all, is just as good as an Artorigus Xyz with a bunch of equips. You still have a pseudo-diety, but now you just get extra searches for cards to play in the future rather than destroying monsters or destroying spells and traps.   Lady of the Lake just opens so many other possibilities and combos when you dont have Medraut + Noble Arms. Even if it means running an 1800 Normal Monster, she is well worth it. Also, I actually kind of love running Artorigus (the Normal Monster). I always wanted to run more monsters that were Normal, that were not Gwalchavad. I've always wished that Drystan counted as a Normal when he wasnt equipped with a Noble Arms, as I would certainly play 2, maybe even 3. But Artorigus is the next best thing. 1800 Attack AND Defense are actually fairly relevant, more than I actually believed anyway. It's something you'll come to realize as you play the deck more and more."     [spoiler] LIGHT, Warrior, Level 4, ATK: 1800, DEF: 800 While you control another Noble Knight monster, your opponent cannot target your monsters with less than 1800 ATK, except this card, for attacks or with card effects. When a Noble Arms Equip Spell Card is equipped to this card: Target 1 face-up card on the field; destroy that target. You can only use this effect of Noble Knight Drystan once per turn.   LIGHT, Warrior, Level 4, ATK: 1500, DEF: 1800 This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with this effect. ● You can target 1 "Noble Knight" monster in your Graveyard; add it to your hand, and if you do, destroy 1 "Noble Arms" Equip Spell Card you control. You can only use this effect of "Noble Knight Gwalchavad" once per turn [/spoiler]   Both cards can serve myriad purposes in the deck. Drystan can be used to stabilize a board or clear it for OTKs. Chavad provides you with some graveyard management (and possible looping) as well as generating OTKs.   Drystan Soft Lock [spoiler] Summon Noble Knight Medraut and equip it with Noble Arms of Destiny. Special Summon Noble Knight Drystan with Medrauts effect. Medraut destroys Destiny, and Drystan picks it up to destroy an opposing face-up card.At this point your opponent has to make a decision: they can use removal effects to try to get through Drystan, which can range from costly to impossible, or they can commit two attackers to the field.  If they go with the second option, the first monster attacks to break Noble Arms of Destinys effect, and the second one takes Drystan out.  (Since Medraut has less than 1800 ATK, your opponent cant attack it.)  When Destiny hits the yard, Medraut snatches it up. Repeat sequence.[/spoiler]   Chavad OTK [spoiler] Summon Noble Knight Medraut and use the effect Special Summon Noble Knight Gwalchavad from your Deck and re-equip the Noble Arms to it. Special Summon Noble Knight Gawayn from your hand and use it and Noble Knight Medraut as Xyz Material for Blade Armor Ninja. Activate the effect of Blade Armor Ninja by detaching Noble Knight Gawayn. Next use the effect of Noble Knight Gwalchavad to return Noble Knight Gawayn to your hand. Special Summon Noble Knight Gawayn from your hand and overlay both remaining Noble Knights for another Blade Armor Ninja. Activate the effect of Blade Armor Ninja and attack your opponent for 8800 damage. [/spoiler]   While these are the most "combo-tastic" uses of the cards, bear in mind they can be used (and often are) more simply. For example, equipping Chavad with a Noble Arms and being able to protect him for 1 turn can give you "free" The Warrior Returning Alive plays. If you are without access to Excaliburn, Drystan can prevent smaller Noble Knights from being targeted by things like Veiler or Dimensional Prison.      [spoiler] LIGHT, Warrior, Level 4, ATK: 1900, DEF: 500 If you control a LIGHT Normal Monster, you can Special Summon this card (from your hand) in face-up Defense Position.[/spoiler]   This is the most simple monster in the deck. Since every Noble Knight except Drystan can be a LIGHT Normal Monster, Special Summon Gawayn is easy. Going Gawayn into King Artorigus and then using Excaliburn to "rank up" King into Sacred Artorigus is this deck's most standard follow up play to a broken board. But on his own, Gawayn is no slouch. 1900 backed by a few equips can start to rack up damage if you opened poorly.        Normally, a card like Veiler or Maxx "C" wouldn't deserve any sort of write up, but they play a role in this deck that is worth a brief discussion. One of the Noble Knight boss monsters is a Level 5 Synchro, so Veiler can act as another Level 1 Tuner in the deck.   But more importantly, you aren't running Traps in this deck because your backrow will often be filled with Noble Arms spells. Which hand trap you play will likely depend on how this new metagame shapes up, but both are worth consideration.      Boss Monsters:     [spoiler] LIGHT, Warrior, Rank 5, ATK: 2200, DEF: 2200 2 Noble Knight Level 5 monsters When this card is Xyz Summoned: You can target up to 3 Noble Arms Equip Spell Cards with different names in your Graveyard; equip those targets to this card. Once per turn: You can detach 1 Xyz Material from this card, then target 1 other monster on the field; destroy that target. If this card on the field is sent to the Graveyard: You can target 1 Level 4 or higher Noble Knight monster in your Graveyard; Special Summon that target.   LIGHT, Warrior, Rank 4, ATK: 2000, DEF: 2000 2 Level 4 "Noble Knight" monsters When this card is Xyz Summoned: You can target up to 3 "Noble Arms" Equip Spell Cards with different names in your Graveyard; equip those targets to this card. Once per turn: You can detach 1 Xyz Material from this card; destroy any number of Spell/Trap Cards on the field, up to the number of "Noble Arms" Equip Spell Cards you control.[/spoiler]   These two were already discussed above, and besides putting them on the field with tons of Noble Arms support, little else needs to be said, as their effects are relatively simple. If your opponent can't remove him from the field, Sacred Artorigus puts your opponent in the position of losing a monster each turn, or not summoning. Likewise, King Artorigus makes them re-think setting spells or traps. As fewer and fewer traps are chainable, King actually destroys a lot more than you'd think.   Remember, the Noble Arms equipped to Sacred Artorigus won't re-equip to the Noble Knight he Special Summons because of the way the chain resolves. So, if you want to keep his equips alive, have another warrior on the field when Arty is destroyed.      [spoiler] 1 Tuner + 1 or more non-Tuner "Noble Knight" monsters When this card is Synchro Summoned: You can equip 1 "Noble Arms" Equip Spell Card from your Deck to this card. At the end of the Battle Phase, if this card destroyed a monster by battle and sent it to the Graveyard: You can add 1 "Noble Knight" or "Noble Arms" card from your Deck to your hand. You can only control 1 "Ignoble Knight of High Laundsallyn".[/spoiler]   High Laundsallyn is a really great monster that can electrify a deck that occasionally starts slowly. The problem, however, is that he simply isn't easy to summon. While Lady of the Lake makes him an easier summon, as of now, she requires set-up as well.     Again, this deck can be prone to slow beginnings. So if you have to resort to taking a turn to set upo a High Laundsallyn summon, it is a legitimate option.    Other Options: - Rescue Rabbit & Artorigus - Ignoble Knight of Black Laundsallyn - Unknown Synchron  - Cyber Dragon and/or Photon Thrasher  - Summoner Monk - Honest Other Extra Deck Options: - Blade Armor Ninja - Heroic Champion - Excalliber - Volcasaurus and Gaia Dragon - Starliege Paladynamo - Constellar Omega - Gagaga Cowboy - Lavalval Chain - Other obviously good Rank 4's   Quick notes.   RE: Black Laundsallyn is completely unnecessary since Borz has been released. Borz fits the Level 5 requirement, can be Normal Summoned, and searches Noble Arms more effectively.    RE: Summoner Monk seems awesome, right? Unfortunately, Medraut's restriction [Once per turn, if you control no other monsters: You can Special Summon 1 "Noble Knight" monster] makes Monk pretty useless. You can go into Borz and then Special Summon a Rank 4, but that's a pretty weak play. I'll note that you can use Monk in a combo with Lavaval Chain to set up your deck and graveyard for Lady of the Lake plays, but that's also a weak play since it is fragile to the entire game of YGO.    RE: Peredur. He doesn't really do anything for the deck right now. The Kings recycle your equips well enough. While he's decent with Queen, it's mostly a dead draw.    Spells:     [spoiler] You can only control 1 face-up "Noble Arms of Destiny". Equip only to a Warrior-Type monster. Once per turn, the equipped monster cannot be destroyed by battle or by card effects. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms of Destiny" once per turn.[/spoiler]   Destiny is likely the best of the Noble Arms. It combines excellent protection with the re-equip effect of the Noble Arms. Of the Noble Arms, this is the one you want access to first.      [spoiler] Equip only to a "Noble Knight" monster. It cannot be targeted by an opponent's card effects. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Noble Knight" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Noble Knight" Xyz Monster with a different name, by using that target as the Xyz Material. (This Special Summon is treated as an Xyz Summon.) Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) You can only use this effect of "Noble Arms - Excaliburn" once per turn.[/spoiler]   Excaliburn also provides an amazing protection effect. Sadly, however, it does not carry the re-equip effect of the other Noble Arms.   What isn't sad it is that Excaliburn is the primary vehicle for summoning your second (and third?) Sacred Artorigus by Special Summoning King Artorigus and using Excaliburn to "rank up." Thanks to Borz being amazing, it is very simple to get Excaliburn to the graveyard for these follow-up summons.    Remember, you can also "rank down" Sacred for King if, for example, Sacred is Veilered and you need the equips to continue controlling the board.    I will mention this again later, but also remember that Excaliburn is unique in that it doesn't have to be equipped to a WARRIOR. So, you can still use it while under the effects of Zombie World and DNA Surgery.      [spoiler] You can only control 1 face-up "Noble Arms - Caliburn". Equip only to a Warrior-Type monster. It gains 500 ATK. Once per turn: You can gain 500 Life Points. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Caliburn" once per turn.   You can only control 1 face-up "Noble Arms - Gallatin". Equip only to a Warrior-Type monster. It gains 1000 ATK. During each of your Standby Phases, it loses 200 ATK. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 face-up Warrior-Type "Noble Knight" monster you control; equip this card to that target. This effect of "Noble Arms - Gallatin" can only be used once per turn.[/spoiler]   These Noble Arms are simple: make things bigger. This is good because your boss monsters fail to meet any number of important ATK thresholds. There is little else to say except the following.   Caliburn, while providing only a small boost, is fairly necessary to get around the "You can only control 1 face-up" restriction of the Noble Arms Spells. Also, Gallatin can occasionally start to be detrimental to your monster in drawn out games. In this case, remember that Chavad can pop the equip of ANY Noble Knight on the field.     [spoiler] You can only control 1 face-up "Noble Arms - Arfeudutyr". Equip only to a Warrior-Type monster. Once per turn: You can target 1 Set card your opponent controls; the equipped monster permanently loses 500 ATK, and if it does, destroy that target. (The ATK loss remains even if this card leaves the field or the monster becomes unaffected by card effects.) If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 face-up Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Arfeudutyr" once per turn.[/spoiler]   This is the only proactive Noble Arms, which makes it unique. It can be used in conjunction with Medraut to destroy two set cards. Or, more importantly, if you equip it to a first turn Sacred Artorigus, it immediately applies strong pressure by forcing your opponent to set multiple cards, knowing that at least one will be lost to Arf.     [spoiler] If there is 1 or more monster(s) on the field of the controller of this card, his/her opponent cannot place a monster on the field if his/her number of monsters would exceed the number of monsters that are on the field of this card's controller. The cards that are already on the field before this card's activation are unaffected by this effect.[/spoiler]   What's better than summoning a nigh-indestructible monster? Preventing your opponent from summoning monsters to get around it.   Again, quoting Jeff Jones: "Hands down my favorite card right now is Kaiser Colosseum. After throwing down an untargetable monster that cant be destroyed once per turn, it's near impossible to win without multiple Space Typhoons. You can only ever play 1 Monster, and 1 Monster is never enough to deal with a 3000+ monster who just cannot die. Even without summoning a big bad monster, just keeping your opponent at bay with like, lets say a Borz and Destiny, them not being able to play more than one monster a turn and attack over your Borz twice is quite annoying, and will allow you to live long enough to see the cards you need.   My favorite part about Colosseum is that its a Spell. Trap Stun is one of the most important/played Trap cards right now (as you can see I'm playing 3 myself), so things like Vanity Emptiness, Gozen Match, and other problem Trap cards can be dealt with so Dragons can do their stuff. Colosseum obviously cannot be stopped by Trap Stun, meaning that in order to deal with Artorigus + Equips + Colosseum, you will need a 2 forms of Spell/Trap removal; 1 to deal with the Colosseum, and 1 to deal with Excaliburn. Then you need to follow up with something like Big Eye or some other play that doesnt involve destroying. It's all very, very difficult."   Other Options:   - Reinforcement of the Army - Pot of Duality and/or Upstart Goblin  - Mystical Space Typhoon  - Forbidden Lance - Foolish Burial   Quick Note.   9 Equip spells seems to be the accepted number.    Traps:     [spoiler] Negate all other Trap Card effects on the field this turn.[/spoiler]   You don't have a lot of room for traps with the Equip Spells and Kaiser Colosseum clogging your back row. But you do want to make sure your plays go through. Here's Jeff again.    "And finally of course, I use 3 Trap Stun myself as my only Traps. It allows you to freeze backrows so your Medraut plays or Laundsallyn plays go through, as well as halting things like Sixth Sense, Return from the Different Dimension, and Phoenix Wing Wind Blast  on your important equip cards after Sacred Artorigus hits the field."   Can it really be that simple? Yes.   Side Deck:   A few words on side decking.    DNA Surgery, Zombie World, and Skill Drain are very real options to side against this deck. DNA and Zombie World keep you from using all Noble Arms except Excaliburn. Even worse, if DNA Surgery or Zombie World resolve while you have a face-up equipped monster, the Noble Arms that were equipped to your Knight will be destroyed because of the type change. It should go without saying, but if you aren't maining MST, side it.    Book of Eclipse and Swords of Concealing Light are also awesome outs to a first turn Sacred Artorigus play because they don't target and will remove all the equip spells.   Also, Fate gets around everything in this deck and is the biggest asshole card ever. It doesn't target or destroy, so Excaliburn and Destiny are rendered useless. You should probably take this into consideration when building a side deck.    Standard stuff like Dimensional Fissure, Imperial Iron Wall, Soul Drain, and Mistake are also worthy of consideration.    Decklists:   Jeff Jones: ACS Saint Louis   [spoiler] 2xNoble Knight Artorigus 3xLady of the Lake 3xMaxx C 3xNoble Knight Borz 1xNoble Knight Drystan 3xNoble Knight Gawayn 1xNoble Knight Gwalchavad 3xNoble Knight Medraut   1xFoolish Burial 3xKaiser Colosseum 3xMystical Space Typhoon 1xNoble Arms - Arfeudutyr 1xNoble Arms - Caliburn 3xNoble Arms - Excaliburn 2xNoble Arms - Gallatin 3xNoble Arms of Destiny 1xReinforcement of the Army   3xTrap Stun   2xIgnoble Knight of High Laundsallyn 1xAbyss Dweller 2xArtorigus, King of the Noble Knights 1xBlade Armor Ninja 1xGagaga Cowboy 1xGaia Dragon, the Thunder Charger 1xHeroic Champion Excalibur 1xLavalval Chain 1xMaestroke the Symphony Djinn 1xNumber 61: Volcasaurus 2xSacred Noble Knight of King Artorigus 1xStarliege Paladynamo [/spoiler][/spoiler]
  13. The Tournament The Organization's Online Open @ ygorganization.com - hereafter referred to as the OOO     The Setting We will officiate the OOO on Dueling Network. The OOO will be held on Sunday, December 29. When the clock strikes 12 PM, registration will close, and the OOO Pairing Page will be constructed. Once it is posted, it's time to Duel!     The Event Officers Registrar and Scorekeeper - Eric Northman     The Entrants -Minimum Attendance: 16 -No Attendance Limit     The Advantageous Prize All Collected Admissions will be converted into Store Credit from CoolStuffInc. Fight hard, and you'll be able to score a piece of the Top 4 Prize. The more entrants sign up, the better the prizes get!   If less than 32 entrants register, all of the Store Credit will serve as the Top 4 Prize. If 32 or more entrants register, $20 of the Store Credit will instead serve as a Consolation Prize, split equally between 5th, 6th, 7th, and 8th place.   -5th through 8th, if 32 or more entrants register: $5 CoolStuffInc Store Credit -4th: CoolStuffInc Store Credit equal to 10% of the Top 4 Prize, Decklist Spotlight -3rd: CoolStuffInc Store Credit equal to 15% of the Top 4 Prize, Decklist Spotlight -2nd: CoolStuffInc Store Credit equal to 25% of the Top 4 Prize, Decklist Spotlight -Winner: CoolStuffInc Store Credit equal to 50% of the Top 4 Prize, Decklist Spotlight   The amount of Store Credit you have won will be kept on file.   The Admission Price -$5 entry via Paypal -If you have been awarded a Free Admission Ticket in the past, we have your Ticket(s) on file, and you may use a Ticket by registering for the event and exiting the Paypal page without making a transaction. -If you have been awarded a Store Credit prize in the past, and you have no remaining Free Admission Ticket(s), you may convert $5 of any remaining Store Credit prize(s) on your file into a Ticket and use that Ticket, by registering for the event and exiting the Paypal page without making a transaction.     The General Event Regulations All screenshots must be captured using the DN Screencapture Tool, in the top right corner of your DN Interface. Upon registration, you must provide a screenshot of your Deck in DN's Deck Builder, and this screenshot will serve as your Decklist. You may change your Decklist at any time before the event begins, by submitting a new screenshot to the Lead Event Officer. All decks will obey the January 1, 2014 TCG Advanced Format Forbidden & Limited List.   Your opponent must lose 2 games of a Regular Match to lose that match outside of End-of-Match-Procedure (here-after referred to as "EOMP").   Your opponent must lose 3 games of an Event's Final Match to lose that match.   Swiss-style Rounds will be employed. Each will last 60 minutes. If your match runs out of time without result, you will end the match through applying the KONAMI-style EOMP for Tier 1 Events, November 2013 Edition. Once the swiss rounds are complete, we will hold a Post-Cut Single-Elimination Playoff. Post-Cut Single-Elimination Playoff rounds will not be timed.   In the case of a dispute between players or a problem in need of help, an Event Officer must be contacted immediately to resolve the issue. One Time Extension of 10 minutes will be granted to matches requiring the assistance of an Event Officer, no matter how much or little time the Officer requires to resolve the issue.   All players are responsible for their own internet connections in all cases, no matter how shaky, no exceptions: in-Match disconnections will always be viewed as surrendering the current game of the Match.   Matches in this event may be recorded at any time, for any reason, without notice. Said recordings may be used in any way, for any reason, without notice. Entrants consent to this by registering. Entrants may request not being recorded: Event Officers reserve the right to decline the request.   Registered entrants may request a special exception to one or more of the above rules, either before or during an event. Event Officers reserve the right to decline the request. If the request is ridiculous or stupid, the entrant may incur penalties. If the request is granted, a replacement rule will be created on the spot and the entrant must follow it for the entire duration of the event.     The Special Regulations for this Event Cards not yet legal in the United States may not be in one's Decklist, except: -Booster Pack LVAL-JP, card(s) 001-080, inclusive -Booster Pack YZ04-JP/EN, card 001     The Directions Once you have found your opponent, begin an Unrated Single Game, w/ Siding Enabled. (This is mandatory and extremely important, I'll explain why below.) Once a game ends, photograph the result of the game, then begin another game. Continue with this process until at least one player(s) has two game losses. That player(s) loses the match. Once a match loser is decided, both players must report the result to the event officials, making sure to bring all of the game result photographs.   If your opponent is late enough for his match to receive a Game Loss (10 minutes late), report his absence by sending a screenshot of his Dueling Network Profile to one of the Event's Officers. This screenshot will show his "Last Seen" time, and it will serve as your photograph for Game 1. If your opponent is late enough to receive a Match Loss (20 minutes late), report his absence once more in the same way, by taking another screenshot. This second screenshot will serve as your photograph for the final game of the Match.   To report match results, return to the event's Pairing Page. Players must report all game wins, losses, and draws in the match, with photographic proof, even if one or more games were decided by penalties - yes, this means you need those tardiness game-loss and tardiness match-loss photos.   Once you have reported the result of your match, keep an eye on the Pairing Page for the next round's pairings.   A complete Match Report has the following: - Round Number - Wins, Losses, and Draws, with winners and losers of each game specified - Game Result Photographs accounting for every win, loss, and draw.   Examples: Round 1 - WW - [photo(s) of results] Round 2 - WLW - [photo(s) of results] Round 3 - DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDW - (and so on...)     The Spectacle Spectators are welcome to watch the matches in progress. However, spectating is a privilege, not a right, and we will remove any spectator who violates the proper codes of spectator conduct.     The Organization Ranking System I'm happy to note that the Organization is also constructing a Ranking System: as you play in each OOO, you will earn points. (If you have played in our past events, you've earned points for those too.) As the year 2014 marches on, you will be offered ways to spend these points. If interest in the OOO reaches critical mass and enough players earn enough points, we want to host a special Organization Online Invitational on Dueling Network at the end of 2014, for players who earn a certain amount of points through the year. We will bring you more details about this as they become available.     "Why are we playing Single Games w/ Siding Enabled?" It is important that you play single games instead of using DN's Automatic Match Play system. In DN's Automatic Match Play system, your game screen will immediately move to your Siding Screen when a player wins a game. This is bad, because we require you to photograph every game result to verify Match Results - and if DN takes you directly to your Siding Screen, this means your Game Result Photograph will show the contents of your Decklist for everyone to see. We don't want you to make it easy for your opponents! Further, we need to know the exact number of game wins, losses, and draws, so that we can properly rank you within our Ranking System. When DN ends a match in its Automatic Match Play system, it doesn't say how many wins, losses, or draws were in the match. This gets in the way. So, please remember to play Single Games w/ Siding Enabled, and photograph each game result.     Questions? Comments? Issues? Contact us via the following. Email: atem@ygorganization.com       ----SPECIAL NOTICE----   Remember, we've decided to make this event follow the January 1 List - to build a Deck with that list in mind, you will need to click "Bypass Card Limit" in the DN Deckbuilder!
  14.   Monsters - 24 3x Hieratic Dragon of Tefnuit 3x Hieratic Dragon of Su 2x Labradorite Dragon   1x Evigishki Mind Augus 1x Evigishki Gustkraken 3x Gishki Shadow 3x Gishki Vision 1x Gishki Beast 3x Gishki Abyss   2x Effect Veiler 2x Maxx "C"   Spells - 16 3x Hieratic Seal of Convocation 3x Gishki Aquamirror 3x Mystical Space Typhoon 3x Upstart Goblin 3x Salvage 1x One Day of Peace   Traps - 0   Extra 3x Constellar Ptolemy M7 2x Gaia Dragon, the Thunder Charger 1x Hieratic Dragon King of Atum 1x Photon Strike Bounzer 1x Gauntlet Launcher 1x Queen Dragun Djinn 1x Gagaga Cowboy   1x Void Ogre Dragon 1x Stardust Dragon 1x Scrap Dragon 1x Black Rose Dragon 1x Armades, Keeper of Boundaries   Card Reasons: Only running 1 Gishki Beast; it isn't all that helpful in your first few turns, and if anything is there to help you in the grind game i.e. going into Queen Dragun, reborning a Hieratic and tributing for a ritual/Hieratic and going off from there. Also, can be used to go into Cowboy to get rid of Ophion and do that cheeky 800 that sometimes wins games =3   Maxx "C"; I don't know about Maxx in the upcoming format if I'm honest, I've got a feeling it is gonna be a little lackluster tbh, it's been holding up ok currently but I guess we will have to wait and see. I may just Side Deck those two copies and put in a 3rd Veiler and BoM/Dark Hole.   One Day of Peace; Can help you get any combo pieces you are missing while protecting you on your next turn if you didn't quite get what you needed. I mean, who cares if you didn't attack for one turn? If you end that turn with M7, Bounzer and a Gustkraken after looping their hand -3, there isn't much they will realistically be able to do...   Black Rose Dragon; field nuke, I will take this out when Leoh, Guardbeast of the Great Tree (I think it's something like that) gets released.   I'm also considering putting Tidal in, even at one he could be useful. He alone can be the tribute for either ritual and can add an nice 2600 to an OTK effort. Idk though, for once being level 7 is annoying >_< Level Eater anyone?   I'm open to any changes ^_^
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