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Found 11 results

  1. Wind-Up - Discussion

    [center]The "Wind-Up" or "Zenmai" in the OCG made there debut in set Generation Force and further supported in Photon Shockwave. All the monsters in this archetype are based of the appearance of classic wind-up toys hence the name of the archetype. They specialize in altering the levels of themselves and special summoning each other from the graveyard and or deck in order to swarm and create easy access to Xyz Summons to generate advantages. However, with these effects comes the price that their effects can only be used once while face-up on the field. By playing to their strengths this deck easily creates Rank 5 and more recently Rank 3 Xyz monsters to quickly overpower your opponent.[/center] [left][size=7][color=#FFFF00]Monsters:[/color][/size][/left] [img]http://images3.wikia.nocookie.net/__cb20120203234306/yugioh/images/thumb/7/7b/WindUpRat-ORCS-EN-SR-1E.jpg/300px-WindUpRat-ORCS-EN-SR-1E.jpg[/img] [size=4][i]During your Main Phase: You can target 1 "Wind-Up" monster in your Graveyard; change this card to face-up defense position and Special Summon that target in face-up defense position. This effect can only be used once while this card is face-up on the field.[/i][/size] Wind-Up Rat is the glue that holds this deck together. It is an essential part of the deck and what makes us able to keep up with the likes of agents,T.G., and plants. Rat is also the main component in the hand loop which I will discuss more later as it has it's own section. Instant rank 3 Xyz, special summon a magician from grave to set up a big play, or special summoning a used kitten from the grave to remove a problem monster. I try not to tell you what to run in your deck but run 3. No less. [img]http://images2.wikia.nocookie.net/__cb20111105175908/yugioh/images/thumb/6/68/WindUpHunter-PHSW-EN-SR-1E.jpg/300px-WindUpHunter-PHSW-EN-SR-1E.jpg[/img] A decent card in it's own right with 1600 attack it can run over most of the common set up monsters such as earth, warwolf, etc. With Wind-Up rat this card becomes one of our main win condition. Wind-Up rat and hunter work together to make a terrifying loop that makes your opponent discard nearly their entire hand. Run 1-2. [img]http://oi44.tinypic.com/qx0xog.jpg[/img] [i]When a "Wind Up" monster is Normal or Special Summoned to your side of the field: You can special summon this card from your hand. Once per turn You can activate one of these effects.[/i] [i]-Increase this card's level by 1 until the End Phase[/i] [i]-Decrease this card's level by 1 until the End Phase[/i] This card is just nuts. Our ultimate Xyz utlity comes in the form of a shark. Shark makes any Wind-Up you draw with it that's not named kitten instantly live. Drawing hunter and shark opens access to the discard loop. Drawing soldier and shark opens access to rank 4 and 5 Xyzs such as roach or tiras. Magician and shark opens any combo you like. Whether that be decreasing sharks level by 1 then summoning hunter off magician or increasing sharks level by 1 and summoning soldier(or even rat if you have soldier or another shark in grave) off magician to Xyz combo out the ass. Wind-Up Shark is also extremely flexible and bait Maxx C with ease with them getting a +1 at the very least. Shark offers too much utility to not be played at 3 in my opinion however I have seen people use 2. [img]http://images3.wikia.nocookie.net/__cb20110910005706/yugioh/images/1/11/WindUpMagicianGENF-EN-R-1E.jpg[/img] With Wind-Up Rat being released soon Wind-Up Magician has been knocked down a few pegs but that in know way, shape, or form means his effect isn't still amazing. He has the nifty effect to summon another Wind-Up from the deck when a Wind-Up effect is activated allowing for instant Xyz into Utopia, Roach, or whatever Rank 4 the situation calls for. With a solid 1800 defense stat it ensures it can take a hit or two from most common meta cards. Something that should be taking into consideration is the fact that Wind-Up Magician activates in the damage step as well. Magician also ahs synergy with rat being able to go into Daigusto Emeral with ease and putting back your used rats and Zenmaighty to restart your loop again. [img]http://images3.wikia.nocookie.net/__cb20111130064313/yugioh/images/thumb/3/3f/WindUpRabbit-PHSW-EN-ScR-1E.jpg/300px-WindUpRabbit-PHSW-EN-ScR-1E.jpg[/img] [i]During either player's turn: You can target 1 "Wind-Up" monster you control; banish it until your next Standby Phase. This effect can be used only once while this card is face-up on the field.[/i] (background on Rabbit goes here) [img]http://images4.wikia.nocookie.net/__cb20110712185648/yugioh/images/thumb/6/6c/TourGuideFromtheUnderworldEXVC-EN-ScR-1E.png/300px-TourGuideFromtheUnderworldEXVC-EN-ScR-1E.png[/img] Not much to say here. Our boss monster is a generic rank 3 Xyz. No one else does generic rank 3 Xyzs better. And with the addition of tour bus from the underworld, opening TGU is just as good as opening hunter and instant fusion. Run 3 if you can.[left][img]http://images2.wikia.nocookie.net/__cb20120117034148/yugioh/images/thumb/7/7c/WindUpCarrierZenmaity-ORCS-EN-UR-1E.jpg/300px-WindUpCarrierZenmaity-ORCS-EN-UR-1E.jpg[/img][/left][left][i]2 Level 3 Monsters[/i][/left][left][i]Once per turn: you can detach 1 Xyz Material from this card; Special summon 1 "Wind-Up" monster(from your hand or deck). When a "face-up" monster you control is destroyed and sent to the graveyard: You can detach 1 Xyz Material from this card to target that monster; add it to your hand.[/i][/left][left] Our boss monster and a fairly good one at that(which we deserved after that piece of crap zenmaister claimed to be our ace >_>). And one of the main components to the loop. Special summon any Wind-Up from deck whether that be another rat, kitten to get over a problem card, magician to set up some plays, or hunter to tribute the used up zenmaighty and make them discard. Run 3 in extra deck.[/left] [color=#FF8C00]Other Options:[/color] [color=#FF8C00]Tour bus from the underworld Wind-Up Juggler Wind-Up Warrior Reborn Tengu Genex Ally birdman Summoner Monk[/color] [color=#00FF00][size=7]Spells:[/size][/color] [img]http://images1.wikia.nocookie.net/__cb20110806233860/yugioh/images/0/0c/WindUpFactoryGENF-EN-SR-1E.jpg[/img] This card basically looks at blackwings and says "Ujelly?" Yes, we get our own version of black whirlwind. Every time a wind-up effect activates we get to search a wind-up and add it to our hand which is always nice. Just as like black whirlwind, Konami has given this card the same ruling which is, if multiple copies are on the field when a Wind-Up monster effect is activated. You can activate the effect of all Wind-Up factories on the field. [img]http://images2.wikia.nocookie.net/__cb20111006171722/yugioh/images/thumb/7/75/InstantFusionLCGX-EN-UR-1E.jpg/300px-InstantFusionLCGX-EN-UR-1E.jpg[/img] This card should be a no brainer. Instant Xyz card with Wind-Up Soldier or Wind-Up Hunter. One of the biggest cards you will use this for is Tiras, which is just an exceptional card. [img]http://images1.wikia.nocookie.net/__cb20110924231261/yugioh/images/thumb/3/38/FoolishBurialSDDL-EN-C-1E.jpg/300px-FoolishBurialSDDL-EN-C-1E.jpg[/img] Now that we have added Wind-Up Rat to our toy box, getting a monster to the graveyard becomes that much more important. Foolish burial lets you send any monster you choose to the graveyard for Rat's effect. [color=#00FF00]Other options: Obvious staples Reinforcement of the army Creature swap Enemy Controller[/color] [color=#EE82EE][size=7]Traps[/size][/color] [img]http://images3.wikia.nocookie.net/__cb20110127194412/yugioh/images/thumb/8/8a/StarlightRoadDP10-EN-R-1E.png/300px-StarlightRoadDP10-EN-R-1E.png[/img] An obvious choice no doubt when it comes to protecting your backrow, namely wind-up factory and any other face downs you might have. [img]http://images4.wikia.nocookie.net/__cb20120203234314/yugioh/images/thumb/d/d8/XyzReborn-ORCS-EN-ScR-1E.jpg/300px-XyzReborn-ORCS-EN-ScR-1E.jpg[/img] [i]Target 1 Xyz monster in your graveyard; Special summon it and attach this card as Xyz Material[/i] An excellent card that Zenmaighty gets more out of than other monsters. Summoning Zenmaighty back and giving it a free Xyz material to summon another rat/magician/hunter from deck. [color=#EE82EE]Other options: Obvious staple traps [size=4]Fiendish [/size]Chains [color=#EE82EE]Horns of the Phantom Beast[/color] Spring Rewinding Compulsory evacuation device Ultimate Offering[/color] [size=7]The Loop[/size] The greatest gift we received in order of chaos was the addition of wind-up rat and Zenmaighty. Those cards, along with wind-up hunter, opened up a nifty loop that makes your opponent send most(all if you open the nuts.) of their hand to the graveyard using Wind-Up Hunter's effect. Keep in mind that Wind-Up Hunter does not discard but send to grave, therefore Dark World and Fabled will NOT have their effects activated when sent to grave by hunter making it even more effective against DW decks which are crowding the meta. With the addition of tour bus the loop has become even more consistent. [size=7]Playstyle History[/size] Since this deck actually takes some degree of skill and is not one you can just pick up and auto pilot. I will go over some of the general moves and combos you will see in a basic Wind-Up deck. Post Generation Force [spoiler]Originally debuting, Wind-Ups, unlike most decks when they debut, actually had a legitimate core for that format. Magician was the backbone of the deck along with factory to generate advantage. Opening and setting magician first turn usually meant it would survive with its more than respectable 1800 defense. From there you would summon a wind-up from hand and trigger its effect, triggering magician special summoning any wind-up from your deck. More often than not most people choose to summon Wind-Up Soldier which allowed for instant access to Roach which was and still is extremely vital in duels against Agents and other top meta decks. However, if you chose to summon soldier, Xyzing with magician was not your only option. If the monster you summoned to trigger magician was Wind-Up Dog or another Soldier. Xyzing into a Rank 5 like Tiras was a VERY viable decision. With the amount of destruction cards increasing in the meta game. Tiras has a neat effect that prevented it from being destroyed. And decided to do away with the entire Wind-Up engine being factory and magician and decided to use only Soldier and Dog to constantly gain advantages through Rank 5 Summons. Another way to abuse Wind-Ups was the obvious Ultimate Offering deck which involved using face Ultimate Offering to repeatedly Normal Summon the Wind-Ups you gain through Wind-Up Factory and OTK. However, with the September 2011 Format coming in full force. Both of these decks couldn't hang with the meta and flopped.[/spoiler] Post Photon Shockwave [spoiler]Photon Shockwave was a very interesting pack for Wind-Ups. During this pack we got the Gladiator beast treatment. Tons of useless cards that have no use then there was those 2-3 that actually help and that one that help everyone but us. The cards that matter that we were introduced to, Wind-Up Rabbit, Wind-Up Hunter, Wind-Up Kitten, And Wind-Up Knight. Wind-Up Knight was an interesting card. If allowed you to negate an attack to a wind-up monster. This actually made people think twice before attacking. They attack, you can negate and trigger factory and possibly even magician letting you explode. But the main ones that affected play style were Hunter, Kitten and Rabbit. More builds running Dog,hunter, and hamster with horn of the phantom beast started popping up. And its obvious why. Equip one of said monsters with horns allowing you to generate advantages through draws while you set up your Xyzs. One of the issues with this deck is, other decks do it better. Tech Genus and Flamvell both exceedingly out class this deck when it comes to horn use. A very interesting and the more commonly played deck is the Stun Variant. The stun variant relied on Jugglar to handle threats, knight to prevent attacks, and magician to recruit from deck and Soldier as a beater instead of Xyz material along with regular stun cards such as TKRO and D-Fissure. This deck did welll and even topped a National somewhere I can't remember lol. [/spoiler] Pre Order of Chaos [spoiler]I am calling it now, March 2012 Format will be the Wind-Up format because Order of Chaos is giving them everything they needed to cut it as a top tier deck. We were introduced to a new friend named Wind-Up Zenmaighty. A Rank 3 XYZ which summons any Wind-Up from your deck or hand. Easily made with Tour guide or another new toy, Wind-Up Rat which is basically a highly upgraded version of Wind-Up Bat, instead of adding from graveyard to hand. Rat special summons from graveyard to field. And it is another beast to use with Super Nimble mega hamster. But then again who needs hamster now, because in ORSC we also obtained our own recruiter, Wind-Up Honey. As with just about every recruiter, when destroyed by battle it lets us summon any wind-up to the field. With all the new searching power, it is unneeded to protect and set up with magician since you can search it out and activate it with ease. With the addition of wind-up rat, it became apparent that wind-up could now use the Tech Genus engine which included T.G. Striker and T.G. Werewolf(see T.G. - Discussion for more info on them) along with Wind-Up Hunter to drain your opponents hand and remove just about any out they might have to answering your Tin Toys. The Stun variant of Wind-Ups also became more consistent being able to control the graveyard, hand and field better now. Zenmaighty is a boss monster wind-ups can be proud of(unlike that other sorry excuse for a monster named Zenmaister)[/spoiler] [size=5]Decklist:[/size] [size=4][size=4]Billy Brake, San Antonio Regionals[/size][/size] [spoiler]Monsters:20 3 Wind-Up Solider 3 Wind-Up Dog 3 Tour Guide From the Underworld 3 Reborn Tengu 3 Cyber Dragon 2 Maxx “C” 1 Sangan 1 Effect Veiler 1 Gorz, Emissary of Darkness Spells:10 2 Mystical Space Typhoon 2 Instant Fusion 1 Giant Trunade 1 Dark Hole 1 Monster Reborn 1 Mind Control 1 Pot of Avarice 1 Book of Moon Traps:10 2 Solemn Warning 2 Fiendish Chain 2 Safe Zone 2 Dust Tornado 1 Torrential Tribute 1 Call of The Haunted Extra Deck:15 2 Tiras, Keeper of Genesis 2 Adreus, Kepper of Armageddon 2 No.17 Leviathan Dragon 2 Number 39: Utpopia 1 Steel swarm Roach 1 Leviair, The Sea Dragon 1 Chimeratech Fortress Dragon 1 Karbonala Warrior 1 Charubin The Fire Knight 1 Reaper on The Nightmare 1 Cyber Saurus Side Deck:15 3 Puppet Plant 2 D.D. Crow 1 Thunder King Rai-Oh 1 Kinetic Solider 2 Dimensional Prison 2 Malevolent Catastrophe 2 Chain Disappearance 1 Bottomless Traphole 1 Debunk[/spoiler] Dimensional Wind-Ups credit to Claudio [spoiler][img]http://i.imgur.com/Gk6vV.jpg[/img][/spoiler]
  2. [center][size=5][b]SIX SAMURAI DISCUSSION[/b][/size][/center] The Six Samurai is an old archetype that has gone through a few phases. Their strength lies in their reliance upon each other. This quality is reflected in their effects which generally require another Six Samurai, usually of a different name, on the field. When they first debuted in Strike of Neos, they immediately hit the ground running as a swarm/control archetype. Their goal was to swarm the field quickly with Sams and control field advantage with their effects. As time passed, this strategy became less reliable as more consistent decks made appearances. The field commitment this deck required was also their downfall as single cards could destroy their presence, making it impossible to comeback. ...then the Legendary Six Samurai came along. Debuting in Storm of Ragnarok, they brought with them the protection the Six needed to ensure their field presence was not so easily removed. A tuner; a spell and trap negating synchro; a solemn-like counter trap; and more Six samurai that could special summon made this deck one of the fastest and sackiest decks of its time. However, this phase did not last long. As of the 2011 Sept 1st format, the Six Samurai have been hit by the banlist in ways that many believe have removed them from the competitive scene. This is not true, however. The deck has so many options for various techs within and without the archetype that a deck can be tailored for any task. The chore comes with selecting the correct techs for the expected meta. The Six won't give up without a fight![left]*****************************[/left] [left][color=#ff8c00][size=5][b]Core Monsters:[/b][/size][/color][/left] [quote] [img]http://images3.wikia.nocookie.net/__cb20110210020202/yugioh/images/thumb/0/0b/KagemushaoftheSixSamuraiSTOR-EN-C-1E.jpg/300px-KagemushaoftheSixSamuraiSTOR-EN-C-1E.jpg[/img][left]This guy is the tuner that gets you to the synchros you need to protect your field and more. Staple at 3.[/left] [img]http://images2.wikia.nocookie.net/__cb20110206171531/yugioh/images/thumb/6/6f/LegendarySixSamuraiKizanSTOR-EN-SR-1E.jpg/300px-LegendarySixSamuraiKizanSTOR-EN-SR-1E.jpg[/img][left]An easy-to-summon 2100 atk beater that helps enable the other samurai's effects. Not limited to one copy on the field like Grandmaster. Also works with Kagemusha to get you Naturia Barkion. Staple at 3.[/left] [left][img]http://images3.wikia.nocookie.net/__cb20110209153054/yugioh/images/a/a3/LegendarySixSamuraiKagekiSTOR-EN-R-1E.jpg[/img][/left] [left]Kageki + Kagemusha in hand results in a quick Shi En. 'nuff said. Used to be staple at 3, but Asceticism builds tend to run less. Run 1-3 depending on the build.[/left] [left][img]http://images3.wikia.nocookie.net/__cb20111006014004/yugioh/images/thumb/2/28/GrandmasteroftheSixSamuraiLCGX-EN-C-1E.jpg/300px-GrandmasteroftheSixSamuraiLCGX-EN-C-1E.jpg[/img][/left] [left]His ability to special summon as well as plus off opponent's destruction is a great asset. He used to be optional because summoning multiple Shi En was the main goal. However, I think it's to safe to say now that he is staple at 1-2.[/left] [left][img]http://images3.wikia.nocookie.net/__cb20110510085241/yugioh/images/thumb/7/7b/ElderoftheSixSamuraiEXVC-EN-C-1E.jpg/300px-ElderoftheSixSamuraiEXVC-EN-C-1E.jpg[/img][/left] [left]This guy used to be overlooked when Smoke Signal was at 3. However, he is now a popular choice in the Asceticism build. Run 1-2 in that build.[/left] [left][img]http://images1.wikia.nocookie.net/__cb20110325193948/yugioh/images/thumb/3/3d/HandoftheSixSamuraiSTOR-EN-SR-LE.png/300px-HandoftheSixSamuraiSTOR-EN-SR-LE.png[/img][/left] [left]At first glance, Hand might seem like she's on the same level as the other "optional" Six Samurai. However, her ability to tribute herself for cost as well as use her ability multiple times in one turn makes her the most useful of the bunch. Typically in decks at 1-2.[/left] [left][img]http://images2.wikia.nocookie.net/__cb20110206005653/yugioh/images/thumb/a/aa/LegendarySixSamuraiShiEnSTOR-EN-UR-1E.jpg/300px-LegendarySixSamuraiShiEnSTOR-EN-UR-1E.jpg[/img][/left] [left]This is the Six Samurai boss monster, and the reason why they were able to return to the meta scene. He allows the Six to setup a field and protect it. The deck has many ways to get him on the field early. However, with the current banlist limitation of Shi En, duelists must now be extra careful to make his summon worth while. Protect him at all costs![/left] [left]The following Six Samurai monsters can be included in the deck based on preference:[/left][list] [*]Enishi, Shien's Chancellor [*]Great Shogun Shien [*]The Legendary Six Samurai - Enishi [*]The Legendary Six Samurai - Mizuho [*]The Legendary Six Samurai - Shinai [*]Shien's Squire [*]Spirit of the Six Samurai [*]The Six Samurai - Yaichi [*]The Six Samurai - Kamon [*]The Six Samurai - Irou [*]The Six Samurai - Zanji [/list] [/quote][left][color=#00ff00][size=5][b]Core Spells:[/b][/size][/color][/left] [quote][left][img]http://images3.wikia.nocookie.net/__cb20110217224003/yugioh/images/thumb/b/ba/ShiensSmokeSignalSTOR-EN-R-1E.jpg/300px-ShiensSmokeSignalSTOR-EN-R-1E.jpg[/img][/left] [left]A Reinforcement of the Army for any archetype is always a pivotal card. Allows you to toolbox most of the Sams you'll need. Staple at its 1 allowed copy.[/left] [left][img]http://images2.wikia.nocookie.net/__cb20111006014003/yugioh/images/thumb/7/74/GatewayoftheSixLCGX-EN-C-1E.jpg/300px-GatewayoftheSixLCGX-EN-C-1E.jpg[/img][/left] [left]There's a good reason why this card was limited. When played, this card keeps a steady stream of Samurais flowing to your hand and onto the field. It's first effect should also not be overlooked as it allows the Sams to get over some of the larger boss monsters that have popped up in recent archetypes. Staple at its single allowed copy.[/left] [left][img]http://images1.wikia.nocookie.net/__cb20110612012003/yugioh/images/thumb/5/5c/SixSamuraiUnitedTU05-EN-SR-UE.jpg/300px-SixSamuraiUnitedTU05-EN-SR-UE.jpg[/img][/left] [left]Archetype specific draw card with practically no negative drawbacks? Yes please. Staple at 3.[/left] [left][img]http://images3.wikia.nocookie.net/__cb20110211134719/yugioh/images/thumb/8/81/AsceticismoftheSixSamuraiSTOR-EN-R-1E.jpg/300px-AsceticismoftheSixSamuraiSTOR-EN-R-1E.jpg[/img][/left] [left]Since Smoke Signal was hit by the banlist, many duelists have turned to this card for a speedy Shi En opening. When used in conjunction with Elder and/or Kagemusha, explosive first turn plays with Shi En and Naturia Beast are possible...both of which are vital in this format where Heavy storm has made a return. Asceticism also opens up the option to toolbox specific Sams into the deck that were previously inaccessible by Smoke Signal. Note that this also gets around Effect Veiler unlike Kageki. Run 2-3 in an asceticism build.[/left] [left][img]http://images3.wikia.nocookie.net/__cb20110510182558/yugioh/images/thumb/1/1b/ShiensDojoEXVC-EN-SR-1E.jpg/300px-ShiensDojoEXVC-EN-SR-1E.jpg[/img][/left] [left]Another card used to help out with speedy synchro summons. It can be played as an engine by itself, or in conjunction wit Asceticism. Some duelists like to run a single copy of Shien's Squire along with this as it's easily accessible with a single level 4 summon + Dojo. An important quality to note is that Shien's Dojo generates Bushido counters which can be used by Gateway of the Six. Having both on the field will spell disaster for your opponent. Run 2-3 if it is run at all.[/left] [left]Some spells not usually used, but could be effective in the right builds:[/left][list] [*]Cunning of the Six Samurai [*]Six Strike - Triple Impact [*]Temple of the Six [/list] [/quote][left][color=#dda0dd][size=5][b]Core Traps:[/b][/size][/color][/left] [quote][left][img]http://images2.wikia.nocookie.net/__cb20110210152024/yugioh/images/thumb/7/7c/MusakaniMagatamaSTOR-EN-R-1E.jpg/300px-MusakaniMagatamaSTOR-EN-R-1E.jpg[/img][/left] [left]This card plays a huge role in protecting your field if you have a Six Samurai present. It's ability to negate cards such as Solemn Judgement and Solemn warning make is a great asset. This card's effectiveness has increased this format with many destruction based boss monsters on the rise. Run 2-3.[/left] [left][img]http://images3.wikia.nocookie.net/__cb20111007022632/yugioh/images/thumb/1/12/DoubleEdgedSwordTechniqueLCGX-EN-C-1E.jpg/300px-DoubleEdgedSwordTechniqueLCGX-EN-C-1E.jpg[/img][/left] [left]This card lost some edge (pun completely intended) when Shi En was limited. However, there are still a myriad of plays this card can bring out. A first turn Elder + Kagemusha turns into a 2nd turn Naturia Beast with this card. A common play this format involves summoning Shi En and Spirit with DEST, then equipping Spirit to Shi En to keep him on the field. DEST also creates plays with cards such as Hand, Mizuho, and Spirit of the Six. Run 2-3.[/left] [left]Other viable trap(s) that can be used:[/left][list] [*]Reinforce Truth [/list] [/quote][left][color=#ffd700][size=5][b]Honorable Mentions:[/b][/size][/color][/left] [quote][left][b]Naturia Beast[/b] - With Shi En down to 1 legal copy, Naturia beast plays a much larger role in this deck. Asceticism builds will be able to get him out just as easily as Shi En.[/left] [left][b]Naturia Barkion[/b] - Like Beast, Barkion is another go-to card in the absence of multiple Shi En's.[/left] [left][b]Naturia Landoise[/b] - Kagemusha and Grandmaster make summoning Landoise a piece of cake. When used in Conjuction with high spell count builds (i.e. Asceticism/Dojo), he can be a great asset.[/left] [left][b]X-Saber Pashuul [/b]- Sometimes used as another target for Reinforce Truth if it is run.[/left] [left][b]Steelswarm Roach, Utopia, and Leviathan[/b]: XYZ's bring another element to Six Samurai. They are easy to get out due to their special summoning power and with the help of cards like Double-Edged Sword Technique.[/left] [left][b]Dimensional Fissure[/b]: With graveyard dependent decks on the rise, this will be a good candidate for the main and/or side decks.[/left] [/quote][left][color=#00ffff][size=5][b]Lore:[/b][/size][/color][/left] [quote]For those that are interested, there is actually quite a bit of backstory on the Six Samurai. Some of the following lore will cause you to notice some interesting details in the card images as well as give you a deeper admiration for this noble archetype. The Legendary Six Samurai are younger/past versions of the original Six Samurai as shown in their images and effects. Legendary Six Samurai - Shi En is the younger version of Great Shogun Shien back when he was the leader of the group. Legendary Six Samurai Mizuho is Legendary Six Samurai Shinai's wife. Shinai was killed at some point (the cause is not clear). His ghost resides in The Spirit of the Six Samurai. Notice the Armor similarities. After Shinai died, Mizuho retired from the ways of the Samurai and joined the priesthood as the Hand of the Six. Notice Mizuho's armor in the background of Hand's image. Asceticism of the Six Samurai illustrates Mizuho making the transition from a Warrior to a Priestess. "Asceticism" means to deprive oneself of pleasures, usually for religious reasons. Also notice Mizuho's armor in the foreground. Kagemusha of the Six Samurai became The Six Samurai Yariza (armors similar) as well as Kagemusha of the Blue Flame (similar posture). As the translation of his latter name implies, he became a body double for Shien after he rose to the shogunate. Legendary Six Samurai Enishi became Enishi, Shien's Chancellor. Notice LSS Enishi's armor in the background of the Chancellor's image. Legendary Six Samurai Kizan became the leader of the group as the Grandmaster of the Six Samurai. Gozen Match shows Kizan and Enishi battling for the position of Grandmaster. Legendary Six Samurai Kageki became Chamberlain of the Six Samurai. Notice multiple swords in the background of Chamberlain's image. The Elder of the Six Samurai is a retired Shien's Advisor. [i]Credits:[/i] *Yugioh Wikia *My friend Kyra who is obsessed with this archetype. [/quote]
  3. Dark World Monsters The Dark World core consists of a few old favorites combined with cards from the new Dark World Structure Deck. The noteworthy ones are as follows: Grapha is the boss of the deck. 2700 Special from the GY, destroys opponents cards when pitched for any of the DW cards. This card is incredible and should be maxed. It searches every 'Dark World' card, including Gate, Dealings, and Lightning. Not much else to say other than this card increases the consistency of Dark World by leaps and bounds. Run 3. Great discard to help draw into more pieces' date=' also searchable with Tour Guide. Once brought to the field with Tour Guide, you can return it to Special Grapha then pitch it for a Dark World Effect, or use it for a Rank 3 XYZ Summon. 3 copies should be the standard. There is still plenty of debate over the effectiveness of Ceruli, but it can be a powerful game changer if its effect goes off successfully. Other Monsters worth using in Dark World: Tour Guide From the Underworld: Searches Sangan who can get Raven or Jar, or can bring Broww to the field to set up plays. Also gives Rank 3 access, notably to Leviair the Sea Dragon who can return Dark World Monsters that have been banished by Gate. Sangan: See Tour Guide. Fabled Raven: Probably not good enough to run multiple copies, but 1 can be incredible for getting Dark Worlds out of your hand. It is also a great Tuner for the deck, giving you access to the Standard Generic Synchros + unique ones such as Fabled Ragin, Dark Highlander, & Chaos King Archfiend. Effect Veiler + Maxx "C": Depends on the metagame, but Veiler can be used as another Tuner and Maxx "C" can let you draw into combos. Gorz the Emissary of Darkness: Probably not worth playing due to Gate, but it can be removed for Gate's effect and help you survive when your hands are not ready to go off. Dark Armed Dragon: The entire deck is Dark outside of Raven and tech monsters, Gate can manage the graveyard, have you read Dark Armed Dragon?, etc Morphing Jar: Amazing card in here, although it will probably be read instantly as Dark World sets basically no other Monsters. The Fabled Cerburrel: Triggers from the discards and gives you another Tuner. Doomcaliber Knight: 2200 under Gates of Dark World, Dark Fiend. Maybe only worthy of Side Deck consideration if at all but still useful. Other Dark World Monsters of note: Beige, Vanguard of Dark World: 1600 Beatstick when Special Summoned, can replace Goldd/Sillva since it can be Normal Summoned for Grapha. Bronn, Mad King of Dark World: 1800 Normal Summon that can get your hand going - cards discarded by its effect are discarded during the Damage Step, before the point in time where FLIP Effects activate. Gren, Tactician of Dark World & Kahki, Guerilla of Dark World: Destroy S/T and Monsters respectively, but very small Monsters. Probably better in Game 2 & 3 when Side Deck hate comes in but generally squeezed out due to room in most Main Decks. Reign-Beaux, Overlord of Dark World: A destructive force when combined with Cerulee, but essentially a Goldd/Sillva that is more difficult to Summon. Scarr, Scout of Dark World: Better with Skill Drain, but some players are currently testing 2-3 copies for added consistency. Sillva and Goldd: 2300 versions of Beige with extra effects that either remove 2 cards from your opponent's hand or field when discarded by an opponent's card effect. Extremely useful in builds that utilize Fabled Raven for Synchro Summoning or Ceruli. Latinum, Exarch of Dark World: 1500/2400. A TCG exclusive in PHSW that acts just like Goldd, Sillva and Beige, but when discarded by an opponent's card effect allows you to target a Fiend-Type Monster on the field and have it gain 500 ATK. Spells & Traps The Spells and Traps receive an amazing addition to the new Structure Deck, combined with a few old Dark World Spells. An excellent card in the deck' date=' but after some speculation, many players have dropped multiple copies of it from their builds. Play at least 1. While this is an excellent card, there is a tremendous concern in playing it due to mirror matches. If you activate it in the mirror, they discard a Dark World monster and then get the second effect of it, which means you are probably screwed. Only time will tell if this concern is legitimate enough to run the card, but it is still an excellent draw card. As an alternative option, check out Dragged Down into the Grave. Other Spell & Traps worth consideration: Dragged Down into the Grave Allure of Darkness Card Destruction Foolish Burial Pot of Duality Terraforming Upstart Goblin Eradicator and Deck Devastation Virus + Generic "Staples" such as Storm, Reborn, Dark Hole, Book of Moon, Solemns, etc Other Dark World Spell & Traps: Dark Deal: The discard being Random may turn people off from using it, but the card can still be nifty for shutting down game breaking Spell Cards. Dark World Grimoire: The only reason I included this card is so you would know it exists. It is pretty much garbage unless I am missing something. (Atem Notes: No, Pengwan, you're not missing anything.) Gateway to the Dark World: Quick-Play Call of the Haunted, although you cannot Summon other monsters the turn it is used. Could be nice for using it in the End Phase, then setting up Grapha or XYZ plays. (Atem Notes: It can even be used to make Cerulee discard a card from your opponent's hand, for whatever that's worth, as setup for a Grapha rez.) Dark Scheme: A card similar to Infernity Inferno, except you have to discard 2 to draw 2. Unfortunately they can just pitch to negate this card, and if it happens to be a Mirror Match you are in even more trouble. (Atem Notes: Keep this card in mind for formats where opposing decks are less eager to pitch cards as part of a setup, DW or otherwise.) The Forces of Darkness: Can be decent to replenish your hand with Dark Worlds, allowing you to discard Snoww/Broww multiple times. Dark Smog: Another TCG exclusive coming out in PHSW. It is a continuous trap card that allows you to discard a Fiend-Type card from your hand to banish a card in your opponent's graveyard. Atem Notes: Consider Skill Drain! Don't forget - because the effects of Goldd, Sillva, and Reign-Beaux first Special Summon the monster and then do something else when triggered by an opponent's card effect, they are not negatable with Skill Drain. (At the point in time where the effect starts resolving, the monster is not on the field, ergo Skill Drain will not negate the effect.) The only monsters listed in this post that're incompatible with Skill Drain would be Morphing Jar, Ceruli, Tour Guide, and various Extra Deck monsters. Consider your options! Extra Deck Options The obvious cards such as Catastor/Librarian, Brionac, Black Rose, Scrap/Stardust, and Trishula should certainly be included. Outside of those, there are a few unique options this deck has like Fabled Ragin, Dark Highlander and Chaos King Archfiend. Along with the Synchros many staple extra deck Xyzs will include No. 17 Leviathan Dragon and Leviair the Sea Dragon. Running Fabled Raven gives you option to all three of these Synchros. Highlander and Chaos King Archfiend are both excellent Level 7 Synchros, while Ragin is obviously very nice for replenishing a hand and furthering your combos. Fabled Valkyrus is also an additional option (although please note Valkyrus' discard is an activation cost for its effect, rather than an effect itself.) Conclusion Dark World is definitely a deck to consider formidable this format. Along with other exclusives it has coming soon, the deck can only get better.
  4. Rabbit - Discussion This article will cover Rabbit (only the Evol Variant until another surfaces). This deck aims to use Rescue Rabbit to create 1 card Rank 4 Summons, mainly the 2 Evolzar Xyz Monsters. This deck has a lot of potential, especially when factoring in the TCG Exclusive Tour Guide From the Underworld. Monster Core: This card cannot be Special Summoned from the Deck. During your Main Phase: You can banish this face-up card; Special Summon 2 Level 4 or lower Normal Monsters with the same name from your Deck. Those monsters are destroyed during the End Phase. The effect of "Rescue Rabbit" can only be used once per turn. Konami's failed attempt at making a balanced version of Rescue Cat, this card opens up competitive possibilities for Normal Monsters. Alongside Tour Guide this card becomes deadly with Leviair the Sea Dragon. Common Rabbit plays are to go into 2 Kabazauls or 2 Sabersaurus for Laggia/Dolkka. There is no reason not to use Tour Guide in this deck. Leviair is for lack of a better phrase, the stone cold nuts in this deck. Sangan searches Rabbit and Tour Guide gets Leviair who gets back Rabbit. Normal Monsters: Kabazauls Sabersaurus These are the 2 strongest Level 4 Dinosaurs in the game, so you run them for Laggia. Drawing them is not enjoyable but you can survive, especially since they have solid stats and can be Normal Summoned to Xyz Summon for Laggia/Dolkka. Outside of the above Monsters, your Monster line-up should probably consist of various generic Tech Monsters, similar to how Plants operate. Gorz, Thunder King, Maxx "C", Veiler, and etc are all good choices. The Jurrac monsters are also worth consideration. Spells & Traps This deck has trouble with big guys if they are already on the field, and similar to Plants Controller + Tour Guide lets you trigger the Sangan search. Can be used alongside/instead of Controller if you prefer it, lets you push through Summons and backs up Laggia/Dolkka nicely. Rest of your Spells & Traps will probably just be generic cards that work nicely with the deck. Gold Sarcophagus vs. Pot of Duality is the old on-going debate, it is up to you to decide which you prefer. Both could be run if you somehow find room. Please understand that if you play this deck you need to run defensive support for Xyz Monsters. Dolkka/Laggia protect themselves to a degree but they are significantly better when backed up by backrow, so include some. Extra Deck The lynchpin Xyz of the deck, Laggia is basically Solemn Judgment with legs. The beauty of Laggia is that barring things like Ryko/Snowman Eater, your opponent is almost always going to have to give up 2 cards to get rid of a card that you used 1 card to make. It is an accepted fact that consistently trading 1 of your cards for 2 of your opponents is an excellent dueling strategy. Laggia's partner in crime, this card basically covers the things Laggia can't get. Having Laggia on the field and summoning Tour Guide -> Leviair -> Dolkka will be absolutely brutal, and this card may outshine Laggia in certain matchups. Rabbit banishes itself for effect, Tour Guide makes Leviair. Leviair gets back Rabbit. There really is not much else that can be said, you only have to see this happen once to realize how good it is. Other good Rank 3/4 Monsters should be included just so you have alternate options when you need them, and Synchros are dependant on your Monster line-up. Only time will tell if this deck proves itself as a Tier 1 deck, but the potential is here for sure. There are issues the deck will have to overcome, such as struggling with +2400 ATK Monsters once they get on the field and drawing mass Normal Monsters, but this deck is a legitimate contender for best deck post Photon Shockwave.
  5. Elemental Hero - Discussion Elemental Heroes are a deck that originally revolved around Miracle Fusion alongside the vanilla Hero monsters to create powerful Fusion monsters. Today the most popular Variant plays Elemental HERO Stratos alongside 3 Elemental HERO Neos and 3 Gemini Spark, with various other HERO monsters for Miracle Fusion. This deck is also knows as Miracle Hero, Hero Beat, Light Gemini Stun, and etc. The deck fared extremely well last format, even winning a YCS, before completely falling off the map with the release of Extreme Victory. However, the deck gained a few new cards in Generation Force, has more coming this format, and can use Rank 4 Xyz Monsters extremely well. Monsters commonly used: 1800 Normal Summon, highly searchable, searches every HERO Monster in my deck and can double as S/T removal when necessary? Yes please. Play the 1 copy you are allowed. Neos Alius is used as a 1900 LIGHT that fuels Gemini Spark and Elemental HERO The Shining. Most builds use 3 copies, although the deck could go down in the future if it moves away from Gemini Spark variants. Ocean is a card that never gets enough credit. It is a WATER for Absolute Zero that has solid stats, and if you can just manage to protect it for a turn it lets you reuse Stratos, get back Alius for Gemini Spark, etc. Ice Edge is a nifty little card. If your opponent ends without a monster and a few backrow, summoning Ice Edge is good to force out backrows. Also worth mentioning you can now swing direct with Ice Edge, destroy a backrow then activate Mask Change to Special Summon Masked HERO Vapor while still in the Battle Phase. 1800 Normal Summon that gives you access to Elemental HERO Nova Master. Probably only 1 copy is needed just to toolbox it out when its wanted. Another LIGHT for The Shining and the effect is quite nice if you can get a swing in, bringing back Monsters that have been banished. Might not be worth playing but at the very least its worth trying out. Wildheart is nice in Trap heavy formats, but this does not look to be one of those. You can use it fuel Miracle Fusion for Gaia, but you will almost never want to use Miracle Fusion to summon Gaia over one of the other HERO fusions. Probably not worth the spot. Other monsters worth consideration: Banisher of the Radiance Beast King Barbaros Blackwing - Gale the Whirlwind Breaker the Magical Warrior Crusader of Endymion Cyber Dragon D.D. Crow D.D. Warrior Lady Doomcaliber Knight Ehren, Lightsworn Monk Effect Veiler Exiled Force Genex Ally Duradark Gorz the Emissary of Darkness Honest Kycoo the Ghost Destroyer Maxx "C" Morphing Jar Mystic Swordsman Lv2 Neo-Spacian Grand Mole Reborn Tengu Sangan Snowman Eater Thunder King Rai-Oh Tour Guide From the Underworld Spells & Traps A game changing card, Miracle Fusion is generally used to seal the game after your Hero monsters have traded off resources with the opponent. Card explains itself for the most part, most builds now use 2-3 copies. Themed Reinforcement of the Army, very nice card. Most builds last format played 1-2 copies alongside 3 Pot of Duality. Running these allows you to use a lower monster count to get around Royal Tribute and Gemini Spark. Most builds last format used 3 of these alongside 3 Neos Alius. This card is invaluable at breaking up plays and is an excellent card to chain to removal used on Neos Alius. This card is very nice because you can chain it to removal on a HERO to get a Masked HERO of the same attribute. Notable plays: Ice Edge attack directly, activate Mask Change for Masked HERO Vapor. Mask Change on Absolute Zero, Raigeki the opponents field and get Masked HERO Vapor. We are still missing 2 attributes for this card in the TCG, but once we get Elemental HERO Escuridão this deck will be able to Super Poly with any attribute monster your opponent controls. Since we currently are still missing the WIND and DARK Fusions multiple Super Polymerization might not be worth maining, but it will someday be something players have to be highly concerned about. A Field Spell that allows you to pump out HERO fusions. Builds focusing on Hero Gate are generally built differently from the Hero Beat variants but Fusion Gate has a lot of potential. Other Spell and Trap options: Dark Bribe Future Fusion Hero Blast Skill Drain Starlight Road Extra Deck Options This HERO will probably be the monster you drop the most off of Miracle Fusion. He is always at least a 2900 beatstick you can Special and when he leaves the field you can get back 2 Heroes that are banished, including the ones you used to Summon him in the first place. In my opinion Absolute Zero is the best HERO Fusion. Unlike The Shining, Absolute Zero doesn't care how he leaves the field, your opponent's field is getting Raigeki'd regardless. None of the WATER Heroes are great but Absolute Zero more than makes up for it. And Gaia is probably the worst of the HERO Fusions. It's not that the effect is bad, because its not, its that Wildheart is the only Earth worth playing and this card just isn't good enough to focus around unlike The Shining and Absolute Zero. If you use Super Polymerization in the Main or Side you need at least 1 of every HERO Fusion though so Gaia should always be included. Very decent effect and just the right amount of ATK to go along with it. Run 1 for Super Polymerization and maybe main 1 copy of Heat to Miracle Fusion it out. 1 "Elemental HERO" monster + 1 WIND monster This card cannot be Special Summoned except by Fusion Summon. When this card is Fusion Summoned, halve the ATK and DEF of all face-up monsters your opponent controls. The TCG gets this card in Legendary Collection 2 in October. It is a very nice addition because Elemental Hero Stratos fills either requirement. Great Tornado himself has excellent stats and is basically a souped up Gaia. Run 1 copy. 1 "Elemental HERO" monster + 1 DARK monster Effect: Must be Fusion Summoned and cannot be Special Summoned by other ways. This card gains 100 ATK for each "Elemental HERO" monster in your Graveyard. The effect is not that great but that is irrelevant for the most part. The point is with Super Polymerization this deck will be able to Super Polymerization DARK monsters, the final piece to the puzzle of Super Polymerization. There is currently no release date or known release plans for this card in the TCG. The main target for Mask Change, great to bring out off a chained Mask Change and has an excellent effect to go along with it. Gives you another Mask Change option if you use Heat. Not as good as Vapor but still decent. Future Fusion this guy, Miracle Fusion is instantly live. The effect is situational but 1 card 2800 beatsticks are always nice. Can also be summoned with Future Fusion as a 5000 ATK beatstick, but requires 1 more HERO and cannot attack directly. Both Vision HEROes can also be used with Fusion Gate. Other Extra Deck necessities: Chimeratech Fortress Dragon (if you have room and Main or Side Cyber Dragon) Number 39: Utopia Steelswarm Roach other Rank 2/3 Xyz monsters if you use Lv2/Lv3 Monsters. This deck has a chance to come back this format with the addition of the Masked Monsters and Great Tornado, but only time will tell if that is enough.
  6. Dragon – Discussion Since its TCG introduction, the monsters with the highest stats have always been Dragon-type monsters. Throughout time, there have been notable Dragons that have deemed powerful enough for limitation as well as forbidden status. There are also some Dragons that work well or are exclusively made for other decks and archetypes. Despite the minimal backing from the player base, the archetype itself can be quite competitive in tournament play through a combination of controlled aggression, numerous soft locks, protection, and recursion. Monsters frequently seen in Dragon decks Outside of the Exodia draw engine variant and some Dragunity variants, this card is the backbone behind many Dragon deck variants. While most players use its inherent Special Summon to summon it by banishing a face-up Dragon, it can simply be Normal Summoned by tribute or Special Summoned through other card effects. In addition, its effect allows for turn by turn recursion which can enable a strong level of control and at times, OTK possiblities. The majority of decks max this card for optimal use. --------------------------------------- While this works for nearly every “Red-Eyes” monster in the game, this is the sole backing card for Red-Eyes Darkness Metal Dragon allowing for a free floating 2800 ATK monster at the end of a turn. At 1800 ATK, it’s a decent attacker but works better when in Graveyard. Most decks max this card out as well. ----------------------------------------- This is the primary recruiter for Dragon decks. Having solid stats for its level, the versatility of Pyramid Turtle & XX_Saber Emmersblade, and a plethora of targets to choose from, Masked Dragon is another Dragon that is usually maxed in most builds. Whether it's to setup for Synchro Summoning for Xyz overlaying with Delta Flyer & Dread Dragon, monster removal in Exploder Dragon or even future floating purposes in Totem Dragon. This recruiter is usually maxed out and makes for a versatile opening monster after a Duality play or in prep to summon a REDMD. ------------------------------------------ Koa'Ki Meiru Drago is a solid rusher for Dragon variants that really benefits being used in a format where LIGHT & DARK Special Summons are prevalent. Preventing the summoning of certain monsters that are known to save or end games such as Judgment Dragon, Dark Armed Dragon, Gorz the Emissary of Darkness, Archlord Kristya, and even Black Luster Soldier - Envoy of the Beginning is part of the virtual card advantage that this Dragon applies. When paired with any other Dragon in hand, it's a solid lead-off monster to start with even after a Duality play. Decks previously used 2 to 3 copies of this card but now, maxing it puts a lot of pressure on opposing decks that rely on smaller monsters and/or LIGHT & DARK Specual Summoning. ------------------------------------------- One of the newer Dragons from Order of Chaos, this card is a searchable Genesis Dragon with a much easier cost. It turns any card in hand into any Dragon in your Graveyard and as a Lv4 DARK monster, it allows easier access to Dark End Dragon in the Extra Deck. 1-2 copies of this card is a good fit. -------------------------------------- The main recovery Dragon for the Chaos Dragon build, it boasts a respectable 2500 ATK and when it goes to the graveyard, it has the option to pull back a Level 5 or higher DARK Dragon to the field. While rarely making appearances in other Dragon builds, Its effect stretches to even Dragon Synchros and some Dragon Fusions as long as they are DARK so it can bring back Red Eyes Darkness Metal Dragon or its Structure Deck counterpart seen below. ------------------------------------------ This Dragon has a bit more versatility as its effect allows you to setup the graveyard while banishing opposing Graveyard threats. The beauty behind this card is sending the Dragons from hand and Deck is a cost so you can still setup your grave w/ REDMD and Wyvern, even if you don't get to banish a card. 2400 ATK is also good for a Level 5 monster. ----------------------------------------------------- Similar to Dandylion, Eclipse Wyvern's effect will trigger whenever it hits the graveyard : by cost, battle, or even as Xyz material, its effect lets you banish a high level Dragon from your Deck. Then once Eclipse is banished, the Dragon you picked comes to hand. Some Lightsorn variants have taken a liking to this card to help fish out Judgment Dragon while other Chaos Dragon build banish REDMD for D.D.R or Escape plays. -------------------------------------- Other Dragon Type monsters seen in Dragon Decks Delta Flyer Exploder Dragon Totem Dragon Debris Dragon Prime Material Dragon Dark Armed Dragon Yamata Dragon Light and Darkness Dragon --------------------------------------------------- Spells & Traps frequently seen in Dragon decks Thanks to Five-Headed Dragon, this Continuous Spell Card enables the deck to load the graveyard, thin the deck, and enable for free-floating summons and advantage. A successful activation doesn't guarantee victory but it does give REDMD a variety of choices to use for its effect as well as allowing Red Eyes Wyvern or Lightpulsar Dragon to bring back a fallen REDMD when available. This limited card is a must play in here. This card is still a high favorite to search out Future Fusion as well as other power cards and when paired with Pot of Duality, searching for them to further solidify one's position in the game is always a huge benefit. Some decks run a pair of this card however a single copy is your best bet. In addition to Gold Sarcophagus, this Spell card can help add critical cards to the hand under slight restriction of halting Special Summons for a turn. The beauty about using Duality is that it can be played in the same turn Future Fusion is activated and vice-versa while at other times can provide assistance to on field cards when shifting to an anti-meta based strategy for the turn. Further, Duality gives this deck a much needed consistency that was lacking previously. Running 3 copies is optimal. -------------------------------------------- Other Spells & Traps used in Dragon decks (in addition to generic/semi staples) Enemy Controller Mind Control Burial from a Different Dimension Burst Breath Call of the Haunted Starlight Road ------------------------------------------------ The Extra Deck The behemoth of the Extra Deck and the sole reason for Future Fusion's existence in the build. It rarely does make an on-field appearance however when it does, it's not easy to ignore a 5000/5000 monster that canonly lose in battle to only a LIGHT monster with equal or more ATK than itself. Only a single copy of this card is needed. In addition to Five-Headed Dragon, there are many different Synchros & Xyz monsters that can be added to create an additional toolbox, most of which REDMD can revive with its effect: Stardust Dragon Scrap Dragon Black Rose Dragon Ancient Fairy Dragon Exploder Dragonwing Orient Dragon Trident Dragion* Iron Chain Dragon Brionac, Dragon of the Ice Barrier* Number 17: Leviathan Dragon Leviair, the Sea Dragon* (* = these monsters cannot be revived by REDMD) ---------------------------------------------- Format Outlook This archetype has always been a blindsiding wild card in the format due to lack of player support. Thanks to the upcoming support in Galactic Overlord, as well as upcoming favorable matchups, this just might be the breakout period Dragons needed. Previous Format Lists
  7. [size=3]Props to my nigga Allen for introducing me to this decktype, helping me with the first few builds, and showing me just how capable this deck really is.[/size] [size=3][font=arial,helvetica,sans-serif]Inzektors are a theme that debuted in Order of Chaos, and are shaping to be one of the first really competent Insect based archetypes. The deck boasts consistency, simplified destruction access, the ability to drop Rank 3 Xyz monsters at the drop of a hat, and a core that is a self-perpetuating +4. But let's take a look at each of the members first hand:[/font][/size] [url="http://images.wikia.com/yugioh/images/4/48/InzektorHornet-ORCS-EN-SR-1E.jpg"][img]http://images4.wikia.nocookie.net/yugioh/images/thumb/4/48/InzektorHornet-ORCS-EN-SR-1E.jpg/300px-InzektorHornet-ORCS-EN-SR-1E.jpg[/img][/url] Once per [url="http://yugioh.wikia.com/wiki/Turn"]turn[/url]: You can [url="http://yugioh.wikia.com/wiki/Equip"]equip[/url] 1 "[url="http://yugioh.wikia.com/wiki/Inzektor"]Inzektor[/url]" [url="http://yugioh.wikia.com/wiki/Monster_Card"]monster[/url] from your [url="http://yugioh.wikia.com/wiki/Hand"]hand[/url] or [url="http://yugioh.wikia.com/wiki/Graveyard"]Graveyard[/url] to this card. While this card is equipped to a monster, that monster's [url="http://yugioh.wikia.com/wiki/Level"]Level[/url] is increased by 3, also it gains [url="http://yugioh.wikia.com/wiki/ATK"]ATK[/url] and [url="http://yugioh.wikia.com/wiki/DEF"]DEF[/url] equal to this card's ATK and DEF. While this card is equipped to a monster: You can [url="http://yugioh.wikia.com/wiki/Send"]send[/url] this [url="http://yugioh.wikia.com/wiki/Equip_Card"]Equip Card[/url] to the Graveyard to [url="http://yugioh.wikia.com/wiki/Target"]target[/url] 1 card on the [url="http://yugioh.wikia.com/wiki/Playing_Field"]field[/url]; [url="http://yugioh.wikia.com/wiki/Destroy"]destroy[/url] that target. [size=3][b]Inzektor Hornet[/b][font=arial,helvetica,sans-serif] is the deck's heartbeat. He can be equipped to any of the Inzektor monsters and pop a card, and using him allows you to activate the equipped Inzector's effect as well, resulting in more pluses. Hornet serves as the deck's answer to Fossil Dyna, Thunder King, Archlord Kristya, large Synchro monsters, and even defensive pivots like Gachi Gachi and Zenmaines, as well. Hornet's contribution to a standard Inzektor loop allows you to destroy 2 cards on either side of the field per turn, clearing the way for an Xyz summon once your combo is complete. Run 3, or don't run Inzektor.[/font][/size] [url="http://images.wikia.com/yugioh/images/0/08/InzektorDragonfly-ORCS-EN-R-1E.jpg"][img]http://images2.wikia.nocookie.net/__cb20120203223928/yugioh/images/thumb/0/08/InzektorDragonfly-ORCS-EN-R-1E.jpg/300px-InzektorDragonfly-ORCS-EN-R-1E.jpg[/img][/url] Once per [url="http://yugioh.wikia.com/wiki/Turn"]turn[/url]: You can [url="http://yugioh.wikia.com/wiki/Equip"]equip[/url] 1 "[url="http://yugioh.wikia.com/wiki/Inzektor"]Inzektor[/url]" [url="http://yugioh.wikia.com/wiki/Monster_Card"]monster[/url] from your [url="http://yugioh.wikia.com/wiki/Hand"]hand[/url] or [url="http://yugioh.wikia.com/wiki/Graveyard"]Graveyard[/url] to this card. If an [url="http://yugioh.wikia.com/wiki/Equip_Card"]Equip Card[/url](s) is [url="http://yugioh.wikia.com/wiki/Send"]sent[/url] to your Graveyard while equipped to this card (except during the [url="http://yugioh.wikia.com/wiki/Damage_Step"]Damage Step[/url]): You can [url="http://yugioh.wikia.com/wiki/Special_Summon"]Special Summon[/url] 1 "Inzektor" monster from your [url="http://yugioh.wikia.com/wiki/Main_Deck"]Deck[/url], except "Inzektor Dragonfly". While this card is equipped to a monster, that monster's [url="http://yugioh.wikia.com/wiki/Level"]Level[/url] is increased by 3. [size=3][font=arial,helvetica,sans-serif]Where Hornet is the heartbeat of the deck, [b]Inzektor Dragonfly[/b] is its muscle. After Hornet pops a card, being sent from Dragonfly will allow you to special summon another Inzektor from your deck, except Dragonfly herself. This means you can grab Centipede, (which I'll cover in just a second) Hornet, or a 2400 beater/defender in Giga-mantis/Weevil respectively. In most cases, you'll be grabbing Centipede, popping another card, and rounding the play off with your Rank 3 of choice. Run 3.[/font][/size] [url="http://images.wikia.com/yugioh/images/f/f2/InzektorCentipede-ORCS-EN-C-1E.jpg"][img]http://images2.wikia.nocookie.net/__cb20120203223928/yugioh/images/thumb/f/f2/InzektorCentipede-ORCS-EN-C-1E.jpg/300px-InzektorCentipede-ORCS-EN-C-1E.jpg[/img][/url] Once per [url="http://yugioh.wikia.com/wiki/Turn"]turn[/url]: You can [url="http://yugioh.wikia.com/wiki/Equip"]equip[/url] 1 "[url="http://yugioh.wikia.com/wiki/Inzektor"]Inzektor[/url]" [url="http://yugioh.wikia.com/wiki/Monster_Card"]monster[/url] from your [url="http://yugioh.wikia.com/wiki/Hand"]hand[/url] or [url="http://yugioh.wikia.com/wiki/Graveyard"]Graveyard[/url] to this card. If an [url="http://yugioh.wikia.com/wiki/Equip_Card"]Equip Card[/url](s) is [url="http://yugioh.wikia.com/wiki/Send"]sent[/url] to your Graveyard while equipped to this card (except during the [url="http://yugioh.wikia.com/wiki/Damage_Step"]Damage Step[/url]): You can add 1 "Inzektor" card from your [url="http://yugioh.wikia.com/wiki/Main_Deck"]Deck[/url] to your hand. While this card is equipped to a monster, that monster's [url="http://yugioh.wikia.com/wiki/Level"]Level[/url] is increased by 3. [size=3][font=arial,helvetica,sans-serif]And [b]Inzektor Centipede[/b] rounds the loop off perfectly. Your ideal summon off of Dragonfly is this guy, because when Hornet pops a card being sent from Centipede, you get to search any Inzektor monster you want, which means searching Dragonfly will allow you to do more ridiculous plays next turn. Functioning as a 2100 beater with Hornet and his excellent synergy with Duality are also worth mentioning. Run 3.[/font][/size] [size=3][font=arial,helvetica,sans-serif]Now, when I say "the loop", I am referring to the combo Dragonfly, Hornet, and Centipede create that refuels itself every turn. To explain:[/font][/size][list] [*][size=3][font=arial,helvetica,sans-serif]Equip Hornet to Dragonfly, send Hornet, destroy one card.[/font][/size] [*][size=3][font=arial,helvetica,sans-serif]Activate Dragonfly's effect, Special Summon Centipede.[/font][/size] [*][size=3][font=arial,helvetica,sans-serif]Equip Hornet to Centipede, destroy one card.[/font][/size] [*][size=3][font=arial,helvetica,sans-serif]Activate Centipede's effect, searching any Inzektor (preferably Dragonfly).[/font][/size] [*][size=3][font=arial,helvetica,sans-serif]Xyz into a Rank 3 of choice or leave both on the field, both have advantages.[/font][/size] [/list] [size=3][font=arial,helvetica,sans-serif]By searching Dragonfly. you are able to repeat this process every turn, which is the draw that makes this deck so deadly.[/font][/size] [size=3][font=arial,helvetica,sans-serif]Other Members:[/font][/size] [size=3][font=arial,helvetica,sans-serif][url="http://yugioh.wikia.com/wiki/Inzecter_Gigamantis"]http://yugioh.wikia....cter_Gigamantis[/url][/font][/size] [size=3][font=arial,helvetica,sans-serif][b]Inzektor Giga-mantis[/b] is searchable by Centipede and summonable by Damsel, and when sent to the grave while equipped (ie Hornet or MST), it fetches a graveyard Inzektor, which can help provide additional plays if you've got Damsel or Centibeet lying around, and whichever Inzektor it is equipped to will get its effect off twice in that chain. Giga-mantis also isn't a dead draw, as he can equip himself from the hand to pump any Inzektor to 2400 ATK, mitigating a possible Veiler and giving a Dragonfly/Centipede the bulk they might need to survive another turn. Run 1.[/font][/size] [quote name='Omega Red' timestamp='1330713631' post='3119435'] Actually, Dragonfly will trigger twice, and they'll form a chain. Chain Link 1: Dragonfly triggering because Hornet sent itself Chain Link 2: Dragonfly triggering because Giga-Mantis was destroyed OR Giga-Mantis triggering because he was destroyed Chain Link 3: Whichever you didn't put as Chain Link 2 Build the chain so that whatever you don't want to allow your opponent to Solemn Warning is at CL2. [/quote] [size=3][font=arial,helvetica,sans-serif]It's to be noted that Hornet destroying Giga-Mantis is very often an OTK because of the fact that the combo drops three Inzektors by itself.[/font][/size] [url="http://yugioh.wikia.com/wiki/Inzecter_Gigaweevil"]http://yugioh.wikia.com/wiki/Inzektor_Giga-Weevil[/url] [size=3][font=arial,helvetica,sans-serif][b]Inzektor Giga-weevil[/b] is the same as Giga-mantis except for his boost; he boosts to 2600 in Defense. Because most Inzektors will be summoned in Attack, Mantis is typically superior, but in a build focuses around using the graveyard-summoning effects of Mantis, Weevil is necessary, as the effect of either monster can only activate once per turn. Run 0-1.[/font][/size] [url="http://yugioh.wikia.com/wiki/Inzektor_Gruf"]http://yugioh.wikia....i/Inzektor_Gruf[/url] [font=arial,helvetica,sans-serif][size=3]Inzektor Gruf is a recent addition from GAOV, and he's fairly interesting. By sending him as an equip to the grave, he pumps one monster you control's level by one or two; allowing Inzektors to do two things: Play Rank 4s and 5s and have very solid plays when the opponent is failing to commit to the field. Many OCG builds are using Gruf, and for good reason. Gruf is solid at anywhere from 1-3.[/size][/font] [size=3][font=arial,helvetica,sans-serif]Other support:[/font][/size] [size=3][font=arial,helvetica,sans-serif][url="http://yugioh.wikia.com/wiki/Inzecter%27s_Cursed_Sword_Zect-Calibur"]http://yugioh.wikia....rd_Zect-Calibur[/url][/font][/size] [size=3][font=arial,helvetica,sans-serif]Zektcalibur is an interesting card that boosts an Inzektor's power by 800 and turns the Inzektor into a floater. While it may not seem to have a place in the normal build, builds have been constructed to use it to its fullest potential, and it aids the matchup this deck has against Evolzar Rabbit, arguably its worst one.[/font][/size] [size=3][font=arial,helvetica,sans-serif][url="http://yugioh.wikia.com/wiki/Variable_Form"]http://yugioh.wikia....i/Variable_Form[/url][/font][/size] [size=3][font=arial,helvetica,sans-serif]It increases the extent of your loop and allows you to grab equipped monsters, but is largely win more, slow, and unnecessary.[/font][/size] [size=3][font=arial,helvetica,sans-serif][url="http://yugioh.wikia.com/wiki/Armor_Blast"]http://yugioh.wikia....iki/Armor_Blast[/url][/font][/size] [size=3][font=arial,helvetica,sans-serif]A themed Icarus Attack appears to be a godsend, but the deck appreciates Hornet's ability to destroy any type of card (face-up or face-down) and likes to complete its loop.[/font][/size] [size=3][font=arial,helvetica,sans-serif]However Armor Blast has seen sparse play in the sideboard, and serves as a unique out to some irritating face-ups (Fiendish Chain, Skill Drain, Thunder King, etc.) so don't disconsider it entirely.[/font][/size] [size=3][font=arial,helvetica,sans-serif]Additional Monsters:[/font][/size] [size=3][font=arial,helvetica,sans-serif][url="http://images.wikia.com/yugioh/images/4/4d/ArmageddonKnightTU01-EN-R-UE.jpg"][img]http://images3.wikia.nocookie.net/__cb20100725065435/yugioh/images/thumb/4/4d/ArmageddonKnightTU01-EN-R-UE.jpg/300px-ArmageddonKnightTU01-EN-R-UE.jpg[/img][/url][url="http://images.wikia.com/yugioh/images/5/51/GenexAllyBirdmanHA04-EN-SR-1E.jpg"][img]http://images3.wikia.nocookie.net/__cb20110422060947/yugioh/images/thumb/5/51/GenexAllyBirdmanHA04-EN-SR-1E.jpg/300px-GenexAllyBirdmanHA04-EN-SR-1E.jpg[/img][/url][url="http://images.wikia.com/yugioh/images/7/76/DarkArmedDragonTU06-EN-UtR-UE.jpg"][img]http://images2.wikia.nocookie.net/__cb20110904222535/yugioh/images/thumb/7/76/DarkArmedDragonTU06-EN-UtR-UE.jpg/300px-DarkArmedDragonTU06-EN-UtR-UE.jpg[/img][/url][/font][/size][url="http://images.wikia.com/yugioh/images/2/26/SpiritReaperGLD4-EN-GUR-LE.png"][img]http://images1.wikia.nocookie.net/__cb20110702000644/yugioh/images/thumb/2/26/SpiritReaperGLD4-EN-GUR-LE.png/300px-SpiritReaperGLD4-EN-GUR-LE.png[/img][/url] [size=3][font=arial,helvetica,sans-serif][url="http://images.wikia.com/yugioh/images/6/6c/TourGuideFromtheUnderworldEXVC-EN-ScR-1E.png"][img]http://images4.wikia.nocookie.net/__cb20110712185648/yugioh/images/thumb/6/6c/TourGuideFromtheUnderworldEXVC-EN-ScR-1E.png/300px-TourGuideFromtheUnderworldEXVC-EN-ScR-1E.png[/img][/url][url="http://images.wikia.com/yugioh/images/f/f8/DoomDozerGLD1-EN-C-LE.png"][img]http://images4.wikia.nocookie.net/__cb20080607024333/yugioh/images/thumb/f/f8/DoomDozerGLD1-EN-C-LE.png/300px-DoomDozerGLD1-EN-C-LE.png[/img][/url][/font][/size] [size=3][font=arial,helvetica,sans-serif][b]Genex Ally Birdman[/b] is quite good with its ability to bounce either a Centipede or a Dragonfly once the loop is completed, and grants access to niche Synchros like Locomotion R-Genex and Underground Arachnid. Now that Trish has been banned, Genex Ally Birdman sees less viability, but Gruf adds the interesting dimension of making an Inzektor level 5 allowing for access to Stardust, which is worth looking into. Run 0-1.[/font][/size] [size=3][font=arial,helvetica,sans-serif][b]Armageddon Knight [/b]dumps Hornet in the grave upon summon to get the loop going, and is a level 4 allowing for alternate possibilites with synchro/xyz plays. Armageddon Knight is largely considered to be a factor in making the deck more consistent, but is sufferingly mediocre if Hornet is already accessible. Run 0-2.[/font][/size] [size=3][font=arial,helvetica,sans-serif][b]Dark Armed Dragon [/b]is excellent in this deck, because it provides it with a very meaty and very scary beater, and can banish Dragonflys from your grave which can then be reused by Leviair. Run the legal copy that you can.[/font][/size] [size=3][font=arial,helvetica,sans-serif][b]Tour Guide from the Underworld [/b]fetches the obvious Sangan as well as herself, which will let you get that Hornet/Dragonfly you need to get going, or to go into Leviair in case you've got a graved Hornet and a banished Dragonfly. Also provides access to the many Rank 3s this deck runs inherently. She provides a solid normal summon when your opponent isn't doing much of anything and is extremely powerful with Call of the Haunted, which is now unlimited. Tour Guide is not mandatory to run, but she isn't to be disregarded simply because of her price tag. If you're not running Tour Guide, you should be running something that's netting you the same type of advantage she provides.[/font][/size] [size=3][font=arial,helvetica,sans-serif][b]Spirit Reaper [/b]serves 2 roles; it protects your LP while you stall for your Hornet draw, or whatever it is you're waiting on, which is particularly helpful against Rabbit, as Reaper will buy you more time that just about anything else in the deck. Setting Reaper and then Hornet ravaging a field clears a path for a direct attack. Run anywhere from 0-3, it's all about preference.[/font][/size] [size=3][font=arial,helvetica,sans-serif][b]Doom Dozer [/b]is similar to DaD, but he's a bit more simplistic; just a huge beater that removed a few Insects. Still excellent for combos with Leviair and general pressure; and has a wide range of things to make him live, such as Maxx "C", Underground Arachnid, and Number 20: Gig-Anto Brilli-ant, Damsels, and Centibeets. Run 0-2.[/font][/size] [size=3][font=arial,helvetica,sans-serif]Extra Deck:[/font][/size] [size=3][font=arial,helvetica,sans-serif]When this card is [url="http://yugioh.wikia.com/wiki/Xyz_Summon"]Xyz Summoned[/url]: You can [url="http://yugioh.wikia.com/wiki/Equip"]equip[/url] 1 monster from either player's [url="http://yugioh.wikia.com/wiki/Graveyard"]Graveyard[/url] to this card. This card gains [url="http://yugioh.wikia.com/wiki/ATK"]ATK[/url] and [url="http://yugioh.wikia.com/wiki/DEF"]DEF[/url] equal to half of the [url="http://yugioh.wikia.com/wiki/Equip_Card"]Equip Card[/url]'s ATK and DEF, respectively. Once per turn: You can [url="http://yugioh.wikia.com/wiki/Detach"]detach[/url] 1 [url="http://yugioh.wikia.com/wiki/Xyz_Material"]Xyz Material[/url] from this card to [url="http://yugioh.wikia.com/wiki/Target"]target[/url] 1 [url="http://yugioh.wikia.com/wiki/Face-up"]face-up[/url] card you control and 1 face-up card your opponent [url="http://yugioh.wikia.com/wiki/Control"]controls[/url]; [url="http://yugioh.wikia.com/wiki/Send"]send[/url] them to the [url="http://yugioh.wikia.com/wiki/Graveyard"]Graveyard[/url].[/font][/size] [size=3][font=arial,helvetica,sans-serif]Exabeetle is Inzektor's sole Xyz (in the TCG) and it's a bit of an oddity. Inzektors (when equipped with Hornet/Dragonfly/Ant/Centipede) have their levels boosted by three, which means the likes of Dragonfly, Centipede, and Hornet can make this monster, but you're not going to drop it too much. Its effect is something similar to Scrap Dragon, only a bit more specialized (face-ups only), but two advantages it has over Scrap Dragon is that it sends the the cards to the graveyard (which gets around Shi En, Stardust, Gantetsu, Musakani, etc) and that it also equips a monster to itself upon summon, which it can use for the first use of the effect if necessary, so the first time it's essentially a +1. Running it in your extra is by no means necessary because of the lofty summoning condition, but do so if you have the room.[/font][/size] [size=3][font=arial,helvetica,sans-serif][url="http://images.wikia.com/yugioh/images/7/7d/LeviairtheSeaDragonGENF-EN-UR-1E.png"][img]http://images1.wikia.nocookie.net/__cb20110821072341/yugioh/images/thumb/7/7d/LeviairtheSeaDragonGENF-EN-UR-1E.png/300px-LeviairtheSeaDragonGENF-EN-UR-1E.png[/img][/url][/font][/size] [size=3][font=arial,helvetica,sans-serif]This deck makes Rank 3s like it's no trouble at all. Leviair fetches banished Dragonflys from Dark Armed, Doom Dozer, Lair Wire, Allure, Black Luster Soldier, etc. Run 2-3 in the extra. Leviair is the backbone of many of the deck's power plays/comebacks. It's that good.[/font][/size] [size=3][font=arial,helvetica,sans-serif][url="http://images.wikia.com/yugioh/images/8/88/Number20GigaBilliant-PHSW-EN-SR-1E.jpg"][img]http://images1.wikia.nocookie.net/__cb20111110022761/yugioh/images/thumb/8/88/Number20GigaBilliant-PHSW-EN-SR-1E.jpg/300px-Number20GigaBilliant-PHSW-EN-SR-1E.jpg[/img][/url][/font][/size][url="http://images.wikia.com/yugioh/images/3/3f/Number30AcidGolemofDestruction-JUMP-EN-UR-LE.png"][img]http://images2.wikia.nocookie.net/__cb20120204070751/yugioh/images/thumb/3/3f/Number30AcidGolemofDestruction-JUMP-EN-UR-LE.png/300px-Number30AcidGolemofDestruction-JUMP-EN-UR-LE.png[/img][/url] [size=3][font=arial,helvetica,sans-serif][url="http://images.wikia.com/yugioh/images/5/54/WindUpZenmaines-PHSW-EN-ScR-1E.jpg"][img]http://images3.wikia.nocookie.net/__cb20111108031855/yugioh/images/thumb/5/54/WindUpZenmaines-PHSW-EN-ScR-1E.jpg/300px-WindUpZenmaines-PHSW-EN-ScR-1E.jpg[/img][/url][url="http://images.wikia.com/yugioh/images/e/e8/Number17LeviathanDragonCT08-EN-ScR-LE.png"][img]http://images1.wikia.nocookie.net/__cb20110903085751/yugioh/images/thumb/e/e8/Number17LeviathanDragonCT08-EN-ScR-LE.png/300px-Number17LeviathanDragonCT08-EN-ScR-LE.png[/img][/url][/font][/size] [size=3][font=arial,helvetica,sans-serif]Your rank 3s of choice, each serves a different purpose.[/font][/size] [size=3][font=arial,helvetica,sans-serif]Leviathan/Golem serve as beaters, Zenmaines as an irritating defender, and Giga Brilliant pumps your on-field monsters by a small amount, is an Insect, and is a Light if you choose to run Black Luster Soldier.[/font][/size] [size=3][font=arial,helvetica,sans-serif]INTERACTIONS WITH POPULAR CARDS IN THE METAGAME:[/font][/size] [size=3][font=arial,helvetica,sans-serif]Effect Veiler[/font][/size] [size=3][font=arial,helvetica,sans-serif]-Effect Veiler stops the loop before it can begin. Dragonfly getting Veilered hurts, so siding Debunks is very much recommended. Giga-mantis, as mentioned before, mitigates this, but being able to play around this card with Call/Dozer/Giga-mantis is a must.[/font][/size] [size=3][font=arial,helvetica,sans-serif]Maxx "C"[/font][/size] [size=3][font=arial,helvetica,sans-serif]-Maxx doesn't do a lot against this deck, shockingly. Chaining it to Dragonfly nets them the first draw, but if you don't want to grant your opponent a second draw, then simply don't Xyz after the loop is finished. If both your Dragonfly and Centipede are destroyed on your opponent's turn you still have your in-hand Dragonfly to go off with next turn, and not destroying your Dragonfly/Centipede can prove to be very fatal to them.[/font][/size] [size=3][font=arial,helvetica,sans-serif]Gorz the Emissary of Darkness[/font][/size] [size=3][font=arial,helvetica,sans-serif]-Gorz simply becomes the 2 cards necessary for Dragonfly to complete its loop, and if the loop is already finished, and Gorz is summoned before Dragonfly has the luxury of being able to destroy it, all you have to do is Xyz into Zenmaines for a defensive play to protect you from Gorz, or Acid Golem to make sure it cannot be run over.[/font][/size] [size=3][font=arial,helvetica,sans-serif]Thunder King Rai-Oh[/font][/size] [size=3][font=arial,helvetica,sans-serif]-TKR isn't a menace for this deck, as Hornet simply destroys it and moves on with life. Even Centipede doesn't care too much, as it can equip Hornet, destroy TKR and get a search, or simply beat over it. Without Hornet, it becomes much more difficult to deal with, but it shouldn't be a threat most of the time. Gigamantis also turns any Inzektor into a big enough beater to run over Rai-oh if you're desperate.[/font][/size] [font=arial,helvetica,sans-serif][size=3]Evolzar Dolkka/Laggia[/size][/font] [font=arial,helvetica,sans-serif][size=3]-Get rid of these niggas as best you can.[/size][/font] [size=3][font=arial,helvetica,sans-serif]Sample Decklist:[/font][/size] [size=3][font=arial,helvetica,sans-serif]21 Monsters:[/font][/size] [size=3][font=arial,helvetica,sans-serif]3 Inzektor Dragonfly[/font][/size] [size=3][font=arial,helvetica,sans-serif]3 [/font][/size][size=3][font=arial,helvetica,sans-serif]Inzektor[/font][/size][size=3][font=arial,helvetica,sans-serif] Hornet[/font][/size] [size=3][font=arial,helvetica,sans-serif]3 [/font][/size][size=3][font=arial,helvetica,sans-serif]Inzektor[/font][/size][size=3][font=arial,helvetica,sans-serif] Centipede[/font][/size] [size=3][font=arial,helvetica,sans-serif]3 Tour Guide from the Underworld[/font][/size] [size=3][font=arial,helvetica,sans-serif]3 Maxx "C"[/font][/size] [font=arial,helvetica,sans-serif][size=3]1 Inzektor Gruf[/size][/font] [font=arial,helvetica,sans-serif][size=3]1 Spirit Reaper[/size][/font] [size=3][font=arial,helvetica,sans-serif]1 Effect Veiler[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Inzektor Giga-mantis[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Sangan[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Dark Armed Dragon[/font][/size] [size=3][font=arial,helvetica,sans-serif]9 Spells:[/font][/size] [size=3][font=arial,helvetica,sans-serif]3 Mystical Space Typhoon[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Allure of Darkness[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Dark Hole[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Monster Reborn[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Foolish Burial[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Heavy Storm[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Pot of Avarice[/font][/size] [size=3][font=arial,helvetica,sans-serif]10 Traps:[/font][/size] [size=3][font=arial,helvetica,sans-serif]3 Call of the Haunted[/font][/size] [size=3][font=arial,helvetica,sans-serif]2 Solemn Warning[/font][/size] [size=3][font=arial,helvetica,sans-serif]2 Torrential Tribute[/font][/size] [font=arial,helvetica,sans-serif][size=3]2 Fiendish Chain[/size][/font] [size=3][font=arial,helvetica,sans-serif]1 Solemn Judgment[/font][/size] [size=3][font=arial,helvetica,sans-serif]Extra Deck:[/font][/size] [size=3][font=arial,helvetica,sans-serif]2 Leviair the Sea Dragon[/font][/size] [size=3][font=arial,helvetica,sans-serif]2 Wind-Up Zenmaines[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Number 20: Gig-anto Brilli-ant[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Number 30: Acid Golem of Destruction[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Number 17: Leviathan Dragon[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Number 39: Utopia[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Adreus, Keeper of Armageddon[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Tiras, Keeper of Genesis[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Number 61: Volcasaurus[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Gaia Dragoon, the Force of Lightning[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Lavalval Chain[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Number 50: Black Corn[/font][/size] [size=3][font=arial,helvetica,sans-serif]1 Chimeratech Fortress Dragon[/font][/size] [size=3][font=arial,helvetica,sans-serif]This deck can also be ran in conjunction with Wind-Ups, because Zenmaighty is a Rank 3, and the potential of obliterating your opponent's field and hand with Dragonfly/Wind-Up Hunter combos is tantalizing.[/font][/size]
  8. Gravekeeper - Discussion Gravekeepers are one of the older archtypes in Yu-Gi-Oh! that still see competitve play. Originally introduced in Pharoanic Guardian, the deck plays similar to Anti-Meta, using Necrovalley to cut other Tier 1 graveyard based decks off while slowly gaining advantage with a steady stream of monsters. Monsters commonly used in the deck: Widely regarded as one of if not the best Gravekeeper monster' date=' Spy was originally used as a tech monster in earlier Tier 1 decks as tribute fodder and a free +1 that created card advantage while having 2 strong defensive walls on the field. Common plays are to flip summon GK Spy, search out GK Recruiter or Descendant, Descendant tribute Spy and Recruiter to destroy 2 cards and search another Recruiter or Commandant to get Necrovalley. With Necrovalley on the field, GK Spy has 2500 DEF and can wall almost any monster in the game. Gravekeeper's Recruiter is one of the cards that pushed Gravekeepers from a solid Anti-Meta deck to a consistent Tier 1 deck. 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 GK 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. As previously mentioned under Gravekeeper's Recruiter' date=' this card turns every other Gravekeeper card on the field you control into free removal. Combined with Recruiter and Spy this makes for an asbolutely lethal advantage engine while being a 2000 ATK beatstick under Necrovalley. The main use of Commandant is to allow the deck to see Necrovalley with amazing consistency and make Royal Tribute live early game, but Commandant is also a very useful as a 2100 beatstick under Necrovalley. While most Gravekeeper decks only use 1 copy of Assailant' date=' the 1 copy is widely considered staple. 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 such as Fish & Frog Monarch. A 2000 ATK Assailant under Necrovalley can use it's effect to run over almost every relevant monster in the game. While Guard is not commonly seen in Gravekeeper decks it is still a card worth consideration, if nothing more than as a Side Deck card. It can clear big Synchro Monsters such as Stardust Dragon, Thought Ruler Archfiend, and Legendary Six Samurai - Shi En (while getting around Musakani Magatama) in certain matchups, and be a 2400 DEF wall under Necrovalley with the potential to be bait for Nobleman of Crossout. Other Gravekeeper's monsters: Gravekeeper's Cannonholder Gravekeeper's Chief Gravekeeper's Curse Gravekeeper's Priestess Gravekeeper's Servant Gravekeeper's Spear Soldier Gravekeeper's Vassal Gravekeeper's Visionary Gravekeeper's Watcher In all honestly none of these cards are worth any real consideration, although Spy get Recruiter tribute for Chief is a nice play it does not outweigh the potential of dead drawing Tribute monsters. This deck is essentially an Anti Meta deck and you will almost never want to Tribute Summon a monster. Spells & Traps commonly used in the deck: The field Spell Gravekeepers revolve around' date=' making every Gravekeeper monster significantly stronger all the while shutting off Graveyards and allowing the deck to play Royal Tribute. 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. A themed Salvage' date=' this is one of the cards that really sets Gravekeepers apart. 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. Most Gravekeeper decks choose to run only 2 copies of Stele since it can be a dead draw in multiples. Wonder Wand, a recently introduced card in Generation Force, gives Gravekeepers their own draw card to go alongside Duality. Wand is even better when used with Spy or Recruiter, letting you draw 2 cards while gaining advantage. Other cards of note: 3 Pot of Duality are widely considered staple in here, as they add an unparalled level of consistency to Gravekeepers. Seeing the Royal Tribute play turn 1 is what really sets Gravekeepers apart and triple Duality goes along way towards that. Solemn Warning, Bottomless Trap Hole, Dimensional Prison, Seven Tools of the Bandit, Compulsory Evacuation Device are all cards worth consideration in the main, with 2 Warning being an absolute staple. You want to force 1-1 card exchanges with Gravekeepers as you have cards like Recruiter, Spy, and Stele and will just outresource other decks in these types of games. Protecting your Descendant is also pivotal for continuing the loop. Extra Deck: If you side Effect Veiler, you should run Synchro Monsters that you can create with it. Also include Rank 3 and Rank 4 Xyz Monsters, generally more Rank 4 as you will Summon them more. Looking Ahead: Gravekeepers only lost Royal Oppression to the banlist, but the return of Heavy Storm and the addition of another Mystical Space Typhoon puts them in a tough spot. Do you main Starlight Road(s) for Heavy Storm, just man up and set everything anyway, or play around Heavy Storm and lose to Typhoon + followup? Dark times may be ahead for this deck but Royal Tribute is still devastating and Necrovalley is still incredibly good versus most of the predicted meta decks.
  9. Hieratic - Discussion

    [img]http://i.imgur.com/6qsEi.png[/img] [size=6][b][u]Introduction:[/u][/b][/size] Hieratic is a Dragon-type archetype that originates from the set Galactic Overlord. The archetype relies on tributing monsters both on field and in hand to power their effects and summons. Upon being tributed, most of the monsters special summon a normal dragon-type monster from the hand, deck or graveyard. These normal dragon-type monsters are most usually used to then Xyz into powerful monsters. This deck is most well known for its OTK. [u][size=6][b]Monster Cards:[/b][/size][/u] [img]http://images3.wikia.nocookie.net/__cb20120315235331/yugioh/images/1/14/HieraticDragonofGebeb-GAOV-EN-OP.png[/img] [b]Hieratic Dragon of Gebeb[/b] [b][font=Arial]Level 4 LIGHT Dragon-Type Effect Monster Card[/font][/b] [b][font=Arial]1800 ATK[/font][/b] [b][font=Arial]400 DEF[/font][/b] [b][font=Arial]When this card destroys a monster your opponent controls by battle and sends it to the Graveyard: Special Summon 1 Dragon-Type Normal Monster from your hand, Deck, or Graveyard, but its ATK and DEF will be 0.[/font][/b] [b][font=Arial]When this card is Tributed: Special Summon 1 “Hieratic” Normal Monster from your hand, Deck, or Graveyard.[/font][/b] Gebeb is amazing but it will not be used in the Rank 6 version for the reason that you do not attack except with Xyz monsters (and the extra dragon from REDMD #2) and hence should not get his effect off. Even if you do get his effect off what are the chances the vanilla will stay on the board until next turn? He also only summons "Hieratic" vanillas if tributed (but not when attacking) and for this reason, as right now you shouldn't be running the gemini for various reasons, he is nearly useless. I'm sure you could find a way to incorporate him in some variation of the Rank 6 build but as of right now that is not an effective nor recommended measure. You obviously run this guy in any build using Hieratic vanilla(s). Run 0 in Rank 6. Run 0-3 in other versions. [img]http://images1.wikia.nocookie.net/__cb20120315235228/yugioh/images/6/6a/HieraticDragonofEset-GAOV-EN-OP.png[/img] [b]Hieratic Dragon of Eset[/b] [b][font=Arial]Level 5 LIGHT Dragon-Type Effect Monster Card[/font][/b] [b][font=Arial]1900 ATK[/font][/b] [b][font=Arial]1200 DEF[/font][/b] [b][font=Arial]You can Normal Summon this card without Tributing.[/font][/b] [b][font=Arial]This card’s original ATK is 1000 if it was Normal Summoned that way.[/font][/b] [b][font=Arial]Once per turn: You can target 1 Dragon-Type Normal Monster on the field; Until the End Phase, have the Levels of all “Hieratic” monsters on the field become its Level.[/font][/b] [b][font=Arial]When this card is Tributed: Special Summon 1 Dragon-Type Normal Monster from your hand, Deck, or Graveyard, but its ATK and DEF will be 0.[/font][/b] Eset is a normal summon that specials any vanilla, unlike Gebeb, when tributed. This expands your options when making plays and gives you a backup if Tefnuit fails. Its actual effect is not to be dismissed at all, either. The effect sets up a lot of Xyz plays and, in my opinion, is underestimated. Using Veiler on it can cripple the player easily. It is also a level 5 monster so you can Xyz with this and Nebthet or Curse of Dragon (if you choose to play it) to make Rank 5 monsters like Tiras (which is unaffected by Dark Hole, a good card if you cannot OTK this turn), Zenmaioh (to clear face-down tricksters and backrow to assure the OTK and make your opponent play cautiously), and Adreus (to clear face-up cards that could stop plays, etc.). Run 3 in Rank 6. Run 0-3 in other versions. [img]http://images2.wikia.nocookie.net/__cb20120315235939/yugioh/images/b/b5/HieraticDragonofTefnuit-GAOV-EN-OP.png[/img] [b]Hieratic Dragon of Tefnuit[/b] [b][font=Arial]Level 6 LIGHT Dragon-Type Effect Monster Card[/font][/b] [b][font=Arial]2100 ATK[/font][/b] [b][font=Arial]1400 DEF[/font][/b] [b][font=Arial]If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand), but this card cannot attack during this turn.[/font][/b] [b][font=Arial]When this card is Tributed: Special Summon 1 Dragon-Type Normal Monster from your hand, Deck, or Graveyard, but its ATK and DEF will be 0.[/font][/b] Tefnuit is the best card to have in your hand while attempting to perform an OTK or just simple plays. It allows 1 thing to happen: save your normal summon. This is clutch and is extremely important as it gives you flexibility you would not normally have when only having Gebeb or Eset. This card is slightly dead at some times though so some people may only run 2. Run 2 or 3 (I strongly advise 3) in Rank 6 and other versions. [img]http://images3.wikia.nocookie.net/__cb20120315235417/yugioh/images/f/fe/HieraticDragonofNuit-GAOV-EN-OP.png[/img] [b]Hieratic Dragon of Nuit[/b] [b][font=Arial]Level 4 LIGHT Dragon-Type Effect Monster Card[/font][/b] [b][font=Arial]1700 ATK[/font][/b] [b][font=Arial]900 DEF[/font][/b] [b][font=Arial]Once per turn, when this card is targeted by a Spell, a Trap, or an Effect Monster's effect: Special Summon 1 Dragon-Type Normal Monster from your hand, Deck, or Graveyard, but its ATK and DEF will be 0.[/font][/b] Nuit is interesting. It has no abusive combo yet that does not require a lot of setup (you can use the effect of Dragrad to tribute a Hieratic and target this, special 2 vanillas.... :/ ) or a waste of rescources (Forbidden Lance, etc.) and the fact it does not special a vanilla when tributed makes it near worthless. Abuse it or don't use it. (some baddies use this over a 3rd Eset which makes no fucking sense to me, plz dont be stupid) Run 0 in anything but a dedicated build. [img]http://images4.wikia.nocookie.net/__cb20120315235620/yugioh/images/a/a0/HieraticDragonofSu-GAOV-EN-OP.png[/img] [b]Hieratic Dragon of Su[/b] [b][font=Arial]Level 6 LIGHT Dragon-Type Effect Monster Card[/font][/b] [b][font=Arial]2200 ATK[/font][/b] [b][font=Arial]1000 DEF[/font][/b] [b][font=Arial]You can Special Summon this card (from your hand) by Tributing 1 “Hieratic” monster you control.[/font][/b] [b][font=Arial]Once per turn: You can Tribute 1 other “Hieratic” monster on your side of the field or in your hand, then target 1 Spell or Trap Card your opponent controls; Destroy that target.[/font][/b] [b][font=Arial]When this card is Tributed: Special Summon 1 Dragon-Type Normal Monster from your hand, Deck, or Graveyard, but its ATK and DEF will be 0.[/font][/b] Su is amazing. It allows easy access to Rank 6 Xyz which enables the consistency and realisticness to the meta of the OTK version. It pops backrow to help ensure success and is overall my favorite card in the deck besides Tefnuit. Some people run this card at 2 or 1 or even 0. These people fucking suck and if you are one of them get better, please. This deck is not hard to understand... Run 3 in any version... maybe 2 in the non-Rank 6 versions but I recommend it at 3. You can easily incorporate the OTK into the other versions of the deck so why not? (it won't hurt lol) [img]http://images3.wikia.nocookie.net/__cb20120315235130/yugioh/images/4/49/HieraticDragonofNebthet-GAOV-EN-OP.png[/img] [b]Hieratic Dragon of Nebthet[/b] [b][font=Arial]Level 5 LIGHT Dragon-Type Effect Monster Card[/font][/b] [b][font=Arial]2000 ATK[/font][/b] [b][font=Arial]1600 DEF[/font][/b] [b][font=Arial]You can Special Summon this card (from your hand) by Tributing 1 “Hieratic” monster you control.[/font][/b] [b][font=Arial]Once per turn: You can Tribute 1 other “Hieratic” monster on your side of the field or in your hand, then target 1 monster your opponent controls; Destroy that target.[/font][/b] [b][font=Arial]When this card is Tributed: Special Summon 1 Dragon-Type Normal Monster from your hand, Deck, or Graveyard, but its ATK and DEF will be 0.[/font][/b] Nebthet is a great card. Most people right now seem to like it over Su but I disagree. It does clear pesky cards Spirit Reaper and friends but I believe it is overrated. This archetype itself does not have a lot of protection for its own monsters (except Reflection) so it relies on the effects of its monsters to ensure its plays will go through. Nebthet just makes sure you will deal damage and get over big monsters... but you have other cards (like Exabeetle and the Rank 5's) that can do this better and are somewhat more accessible and sturdy. This card is excellent for getting out vanillas, getting rid of risks (especially face-down) and creating Rank 5 Xyz. Run 2-3 in Rank 6. Run 1-3 in other versions. [img]http://images3.wikia.nocookie.net/__cb20120316000259/yugioh/images/c/ca/HieraticDragonofAsar-GAOV-EN-OP.png[/img] [b]Hieratic Dragon of Asar[/b] [b][font=Arial]Level 7 LIGHT Dragon-Type Effect Monster Card[/font][/b] [b][font=Arial]2600 ATK[/font][/b] [b][font=Arial]700 DEF[/font][/b] [b][font=Arial]You can Special Summon this card (from your hand) by banishing 1 LIGHT Dragon-Type monster from your Graveyard and 1 Dragon-Type Normal Monster from your Graveyard.[/font][/b] [b][font=Arial]If this card on the field would be destroyed, you can Tribute 1 other face-up “Hieratic” monster you control instead.[/font][/b] Asar is a beater. That is all he will ever be unless something happens, which I don't know what. Don't run him. Run 0 in everything... but maybe some Macro build. Who the fuck knows. [img]http://images3.wikia.nocookie.net/__cb20120315235625/yugioh/images/b/bf/HieraticDragonofSutekh-GAOV-EN-OP.png[/img] [b]Hieratic Dragon of Sutekh[/b] [b][font=Arial]Level 8 LIGHT Dragon-Type Effect Monster Card[/font][/b] [b][font=Arial]2800 ATK[/font][/b] [b][font=Arial]2000 DEF[/font][/b] [b][font=Arial]Cannot be Normal Summoned or Set.[/font][/b] [b][font=Arial]Must first be Special Summoned (from your hand) by banishing 3 Dragon-Type Normal Monsters from your Graveyard.[/font][/b] [b][font=Arial]Once per turn: You can banish 1 Dragon-Type monster from your Graveyard, then target 1 card on the field; destroy that target.[/font][/b] Sutekh on the other hand has potential. It can be used in a vanilla mill deck with dragons and shit, in a build running a lot of vanillas or something, or in some Macro build. There hasn't been very much development in him so not much has come up. With the introduction of From the Ashes he does gain some play ability in normal versions, possibly as a 1 of. It drops to the grave and returns them to the grave so after a play + the trap he will easily be accessible. Needs testing but as of now should not be played in any competitive build. Run 0 except in a dedicated build. [img]http://images2.wikia.nocookie.net/__cb20120315235008/yugioh/images/f/f3/HieraticSealoftheSunDragonOverlord-GAOV-EN-OP.png[/img] [b]Hieratic Seal of the Sun Dragon Overlord[/b] [b][font=Arial]Level 8 LIGHT Dragon-Type Normal Monster Card[/font][/b] [b][font=Arial]0 ATK[/font][/b] [b][font=Arial]0 DEF[/font][/b] [b][font=Arial]A sacred relic engraved with a mysterious seal. Legend holds that it seals away the power of a Dragon who was said to rival the gods themselves. Hanging beneath the golden sun for many aeons, it has come to be known as the "Sun Stone" due to its divine nature.[/font][/b] Overlord Seal should obviously only be run in a build that can abuse it with cards like Advance Dragon, Xyz into Rank 8's, using Gebeb, etc. Run 0-1 in Rank 6 (if you are teching it + cards). Run 0-3 in other versions. [img]http://images2.wikia.nocookie.net/__cb20120315224813/yugioh/images/f/f9/HieraticSealoftheDragonKing-GAOV-EN-OP.png[/img] [b]Hieratic Seal of the Dragon King[/b] [b]Level 6 LIGHT Dragon-Type Effect Monster Card[/b] [b]? ATK[/b] [b]? DEF[/b] [b]Gemini effect.[/b] [b]-?[/b] King Seal has no effect yet so its uses besides a level 6 that works with Gebeb are not known yet. Depending how good its effect we will find out if there should be a new kind of build or not. Run ? in ?. [u]Other monster cards to run:[/u] Luster Dragon #2 / Wattmeter-Dragon: you run 1 of each in the OTK to avoid Chain Dis killing you. Makes Rank 6's. Red-Eyes Darkness Metal Dragon: one of the best cards in the deck. It allows for the OTK to be created and is great in general for his revival effect. A great beater and creates Rank 10's, this card is amazing. Gorz, the Emissary of Darkness: helps stop OTK's and losses. Is overall a good card but is not needed. Tragoedia: can copy levels for non-OTK Xyzing and can also make Gustaph. Helps stop OTK's and losses too. Dragrad: brings back a Overlord Seal and tributes Hieratics. This card can easily make Neo Galaxy-Eyes Photon Dragon. Curse of Dragon: allows for easier Rank 5 Xyzing. Card-Car D: easy draws since in this deck you don't want to put to much field presence out as it is very feeble, unless you are playing Reflection, etc. Lightpulsar Dragon: is a level 6 Dragon that can help Xyz into Atum. It also brings back REDMD if destroyed. It is not the best card for this deck, though, as its usefulness is after an attempt at OTK as you usually won't have REDMD in grave before that. Honest: don't run in the OTK as it would only be useful when trying to run over something with more than 3k atk. Is an okay card in this archetype. I would recommend trying it before not including it (especially if you are using Gebeb). Lightray monsters: since you can easily fill the grave with exactly 5 different LIGHT monsters, they are plausible cards. Black Luster Soldier - Envoy of the Beginning: if you are playing REDMD and Atum, include this. It may be overkill but it does 2 things; removes potential threats (face-down monsters) and is a great next turn play (if you don't OTK). It is not needed in any build but is extremely strong and will be used by most, obviously. Divine Dragon Apocalyph: this card can help fuel Rejuv while adding the pieces of the puzzle to your hand! It can also help to access Dragonladdyxyzcard. [size=6][u][b]Spell Cards:[/b][/u][/size] [img]http://images3.wikia.nocookie.net/__cb20120315234706/yugioh/images/3/3e/HieraticSealofConvocation-GAOV-EN-OP.png[/img] [b]Hieratic Seal of Convocation[/b] [b][font=Arial]Normal Spell Card[/font][/b] [b][font=Arial]Add 1 “Hieratic” monster from your Deck to your hand.[/font][/b] Convocation is absolutely needed in this deck. Why not use it, dumb fuck? [s]...well if everyone starts maining TKRO and MC again (at max each) you could take this out to protect yourself a bit...[/s] Play 3, even when it's raining. [img]http://images2.wikia.nocookie.net/__cb20120217223303/yugioh/images/thumb/5/5b/HieroglyphSealofSuperstrength-GAOV-JP-C.jpg/120px-HieroglyphSealofSuperstrength-GAOV-JP-C.jpg[/img] [b]Hieratic Seal of Supremacy[/b] [b][font=Arial]Normal Spell Card[/font][/b] [b][font=Arial]Special Summon 1 “Hieratic” monster from your hand.[/font][/b] Supremacy is okay. Its your choice to play it but it is a minus 1 in all circumstances. Run 0 in all versions. [u]Other spell cards to run:[/u] Super Rejuvenation: the unofficial draw engine of the deck. It is absolutely amazing but has 2 flaws which is why it is recommended you don't run it in the OTK version; 1) It's effect activate in the End Phase, equals it has not instant benefits. and 2) If the goal of the deck is to OTK, a.k.a. kill you hand in one shot, why would you need this? Enemy Controller: this is mainly run in the control/slower builds. It is a very strong card but is not run in the OTK version because it does not help it at all. (the OTK needs space to Xyz and swarm the field, a level 4 monster is not going to Xyz into anything) Silent Doom / Swing of Memories: brings back a vanilla to Xyz again. Also helps the OTK. Advance Draw / White Elephant's Gift: some use this as a replacement for Rejuv or with it, even. Advance draw tributes so it can actually work with Eset to do shit. Gift is usually run in versions no running Rejuv and does not tribute + only works with vanillas, so it doesn't create any combos and is just a draw card. Trade-In: works with Rejuv and you can even search out the level 8 with Convocation! Yey!1!!!1!!! Future Fusion: thin your deck of those pesky vanilla and create a 5k beater? WHY NOT?!?!? Monster Gate: tributes and ss's. Don't run this unless you aren't running Maxx, Veiler, Card-Card, etc. as those get in the way. Reasoning: meh, your card or not. Don't run for the same reason as Monster Gate. Dragonconnection: tis' a good card. Return vanihillas to da dek and get a dragonnnn. Your card, again. Test it but 3 should not be recommended (as you will never want to open 3 of this card). This card can help propel the OTK A LOT. You choice...... btu Draguin also says it searches Koa'ki Meiru Drago. <- plz note Trial and Tribulation: this card may replace Rejuv. Its effect is instant (as of now) and is extremely powerful no matter what effect you use. Wingbeat of Giant Dragon: storm that returns the returnable Tefnuit to hand. Also can return REDMD to hand to complete an OTK. Inferno Reckless Summon: with all the low ATK monsters being summoned this is an amazing card. It works best with a deck made with it in mind, not just splashing it in. [size=6][u][b]Trap Cards:[/b][/u][/size] [img]http://images4.wikia.nocookie.net/__cb20120315232651/yugioh/images/4/46/HieraticSealofBanishment-GAOV-EN-OP.png[/img] [b]Hieratic Seal of Banishment[/b] [b][font=Arial]Normal Trap Card[/font][/b] [b][font=Arial]Tribute 1 “Hieratic” monster you control, then target 1 card your opponent controls; banish that target.[/font][/b] Banishment is a great card but is more fit for control/slower builds. Run 0-3 in other variants. [img]http://images2.wikia.nocookie.net/__cb20120315232837/yugioh/images/c/c1/HieraticSealofReflection-GAOV-EN-OP.png[/img] [b]Hieratic Seal of Reflection[/b] [b][font=Arial]Counter Trap Card[/font][/b] [b][font=Arial]When a Spell Card, Trap Card, or Effect Monster’s effect is activated: Tribute 1 “Hieratic” monster you control; negate that activation and destroy that card.[/font][/b] Reflection is in the same boat as Banishment. It is more likely to be seen used in the OTK over any other Hieratic specific trap as it can stop Fader, Gorz, etc. but it has not seen much/any use in such. Run 0-3 any version. [img]http://images2.wikia.nocookie.net/__cb20120316002643/yugioh/images/5/54/HieraticSealfromtheAshes-GAOV-EN-OP.png[/img] [b]Hieratic Seal From the Ashes[/b] [b]Continuous Trap Card[/b] [b]?[/b] Ashes is an interesting card. It helps prevent cards like double Crow and Chain from crushing the deck completely. this card also drops those pesky vanillas in grave. Lastly, when it gets killed it ss's a Hieratic. If the wording is that by any controller, then this card will work with Wingbeat and Sun Dragon for even more shenans. Run ? in ?. [u]Other trap cards to run:[/u] Burst Breath: tributes and kills most monsters. Will definitely be run in an control build. Xyz Reborn: with the constant Xyzing this is almost always live. The question is though, is this card OK or a needed reboost? Horn of Heaven: tributes and NEGATES! Control build plz. Champion's Vigilance: card sounds meh but it could be better in practice. Remember, level not rank. Reckless Greed: get all the shit you need to do shit, whether its the OTK or trying to grab Rejuv. Burst Breath: kills a whole bunch of monsters and is a strong play devastating card. [size=6][u][b]Extra Deck Cards:[/b][/u][/size] [img]http://images3.wikia.nocookie.net/__cb20120315235761/yugioh/images/1/1b/HieraticDragonKingofAtum-GAOV-EN-OP.png[/img] [b]Hieratic Dragon King of Atum[/b] [b][font=Arial]Rank 6 LIGHT Dragon-Type Xyz Monster Card[/font][/b] [b][font=Arial]2400 ATK[/font][/b] [b][font=Arial]2100 DEF[/font][/b] [b][font=Arial]Materials: 2 Level 6 Dragon-Type monsters[/font][/b] [b][font=Arial]Once per turn: You can detach 1 Xyz Material from this card; have the ATK and DEF of 1 Dragon-Type monster in your Deck become 0 and Special Summon it. This card cannot attack during the turn this effect is activated.[/font][/b] Atum is omfg. omfg the OTK omfg. is ok in non otk.dek Run 3 in OTK. Run 1-3 in other variants. [img]http://images4.wikia.nocookie.net/__cb20120315235948/yugioh/images/8/8b/HieraticSunDragonOverlordofHeliopolis-GAOV-EN-OP.png[/img] [b]Hieratic Sun Dragon Overlord of Heliopolis[/b] [b][font=Arial]Rank 8 LIGHT Dragon-Type Xyz Monster Card[/font][/b] [b][font=Arial]3000 ATK[/font][/b] [b][font=Arial]2400 DEF[/font][/b] [b][font=Arial]Materials: 2 Level 8 monsters[/font][/b] [b][font=Arial]Once per turn: you can detach 1 Xyz Material from this card; Tribute any number of monsters from your hand and/or side of the field, and destroy that number of cards on the field.[/font][/b] Dragon is a great card and can easily almost OTK every game! Almost OTK = deals 6k but not 8k because he's a pussie. Use 1-3 in any variation. (you can reborn a [u]Other Extra Deck cards:[/u] Super-Dreadnought Railway Gun: needed for the OTK. Stellar Ptolemys Messier 7: amazing card. Uses don't need to be explained but it is not essential. Stellar Pleiades: amazing card as well. Shouldn't need to explain either. Thunder End Dragon: only for versions including more than 1 level 8 vanilla. The card is amazing but the builds are mediocre so far. Queen Dragun: for if you play a level 4 vanilla. Can be made with 2 Gebeb, Gebeb + vanilla, or Eset + vanilla. Photon Streak Bounzer: negates your opponent's monster effects on the field. This card is perfect against Inzektors and Wind-Ups, and pretty much everything else but Skill Drain.dek and Dark World. Number 25: Fullmetal Photoglide - Focus Force: this card is outclassed by Bounzer, easily. It does, however, have 100 more attack (which can be useful for a very situational need, like finishing off your opponent) and negates continuous effects, like Vanity's Fiend, so it is a viable option. Neo Galaxy-Eyes Photon Dragon: can be brought out with 1 vanilla + Eset and Hieratic. This card creates OTK's easily but requires a level 8 vanilla in the deck, at the very least. Inzektor Exa-Beetle: with the release of Dragoon this card has life after it's effect. Just pop and ride the dragon! Thunderclap Knight - Gaia Dragoon: this card makes the OTK. Before it was a guaranteed OTK you had to scrounge and hope you get all the pieces + more. With this you can turn your dead Atum's into beaters. gg Tiras, Adreus, Zenmaioh: each has their purpose and one of each should be put in any version. 1 for each occasion. [size=6][u][b]Side Deck Cards:[/b][/u][/size] -These are more specific to the deck in a way. I'm not going to but "Bottomless Trap Hole", etc. as those are universal and can be put into any side deck, obviously.- Koa'ki Meiru Drago: this card is amazing versus the mirror. It has a hefty amount of attack and is okay versus some other matchups (like Piper as it stops the Kinka bounce). Drago is also "RotA"able with Atum. Macro Cosmos: this may seem to be a poor choice as it does interfere with the OTK but it is good versus; Inzektors, the mirror, Wind-Ups, HEROes (a little bit), DW, Piper, Evols (a little bit), Dragunity, and so on. It also stops those pesky D.D. Crows your opponent sided in. ----- Here is the explanation of the OTK loop and a video of it. [spoiler] [media]http://www.youtube.com/watch?v=mpzCs2yIwOk[/media] For those who cannot see the video, this is how the combo goes in its most pure and easiest to understand form. [spoiler] Summon Eset or Tefnuit Special Shu from your Hand by tributing Eset or Tefnuit on the Field Special Wattdragon through Eset or Tefnuit from your Hand, Deck, or Graveyard Xyz into Atem Special REDMD from your Deck through Atem Special Su from the Graveyard through REDMD Special Su from your Hand by tributing Su on the Field Special Wattmeter-Dragon/Luster Dragon 2 through Su from your Hand, Deck, or Graveyard Xyz into Atem Special REDMD from your deck through Atem Special Su or Wattmeter-Dragon (or any other Dragon type monster from your Hand or Graveyard, side another REDMD) from the Graveyard through REDMD Xyz into Gustaph Max Burn for 2000 Life Points (2000) Xyz over Atem for Draguin Xyz over Atem for Draguin Attack with Draguin (4600) Attack with Draguin (7200) Attack with Gustaph Max (10200) Good game. [/spoiler] [u]Hands with the loop:[/u] Su, Su, Eset Su, Su, Tefnuit Su, Nebthet, Eset Su, Nebthet, Tefnuit Eset, Su, Tefnuit Eset, Nebthet, Tefnuit Su, Tefnuit, REDMD Su, Eset, REDMD Eset, Tefnuit, REDMD Eset, Tefnuit, Wingbeat Su, Tefnuit, Wingbeat Su, Eset, Wingbeat Su + effect, Tefnuit Su + effect, Eset Nebthet + effect, Eset Su , Eset, Reborn Su, Tefnuit, Reborn Nebthet, Eset, Reborn Nebthet, Tefnuit, Reborn Tefnuit, Eset, Reborn Tefnuit, Tefnuit, Reborn Tefnuit, Luster/Watt, REDMD Tefnuit, Luster/Watt, Wingbeat Tefnuit, Luster/Watt, Shu Tefnuit, Luster/Watt, Reborn Replace any of the above Holy Carved with Gathering. ^ [/spoiler] Here is a fairly standard Rank 6/OTK build on Japan: [spoiler] Monsters: 19 1 Wattmeter-Dragon 1 Luster Dragon #2 3 Hieratic Dragon of Tefnuit 3 Hieratic Dragon of Su 3 Hieratic Dragon of Eset 3 Hieratic Dragon of Nebthet 2 Red-Eyes Darkness Metal Dragon 3 Card-Car D Spells: 13 3 Pot of Duality 3 Mystical Space Typhoon 3 Hieratic Seal of Convocation 1 Monster Reborn 1 Dark Hole 1 Heavy Storm 1 Book of Moon Traps: 8 2 Solemn Warning 2 Torrential Tribute 1 Solemn Judgment 3 Raigeki Break [/spoiler] You can easily replace the MST's with Wingbeat and the Raigeki with 2 REDMD and 2 other cards (like Gorz, Veiler, Maxx, Stun, etc.). Essentially this is the core of the basic deck. You can make your own version of the OTK version from scratch, as can be seen in the OCG Deck forums so here is the basic outline of this deck: 1 Wattmeter-Dragon 1 Luster Dragon #2 3 Hieratic Dragon of Tefnuit 3 Hieratic Dragon of Su 3 Hieratic Dragon of Eset 3 Hieratic Dragon of Nebthet 2 Red-Eyes Darkness Metal Dragon 3 Hieratic Seal of Convocation 1 Monster Reborn 1 Heavy Storm 1 Book of Moon If someone could give me some non-OTK builds I'll post them here, with their credit of course.
  10. Evol - Discussion

    [center][size=4][font=century gothic] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/evolcopy.png[/IMG][/center][/center] Evol is a new archetype introduced in Photon Shockwave (PHSW) and receives further support in Order of Chaos (ORCS) and Galactic Overlord (GAOV). This theme plays on the evolution concept and consists of Reptile, Dinosaur, and Dragon type monsters. All the monsters are Fire type and is normally associated with Jurracs due to the Dinosaur type's importance in the deck. This theme is comparable to Gladiator Beasts in which they gain effects from being special summoned by other Evols albeit slightly harder. Another special trait of Evol monsters are their tails are shaped like DNA strands implying Evolution. Evols are comprised of 3 sub-archetypes:[/font][/size] [size=4][font=century gothic][b][color=yellow]Evoltile[/b][/color]: These are Reptile type monsters whose effects involve special summoning Evolsaurs from the hand, deck or graveyard, thus activating their effects. They are the first series of monsters in the Evol archetype and thus are crucial in deckbuilding.[/font][/size] [size=4][font=century gothic][b][color=orange]Evolsaur[/b][/color]: These are Dinosaur type monsters who are basically effectless monsters unless special summoned by the effect of an Evoltile monster. They are the second series of monsters in the Evol archetype and are of course needed in deckbuilding.[/font][/size] [size=4][font=century gothic][b][color=red]Evolzar[/b][/color]: These are Dragon type monsters and are basically the boss monsters of the Evol archetype. They are Xyz monsters that can only be summoned by overlaying 2 Dinosaur monsters of appropriate level. Their effects are quite overpowered for Xyz monsters and are of course required in your Extra deck.[/font][/size] [size=4][font=century gothic][center][b][u][color=yellow]Evoltiles[/color][/u][/b][/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/westlo.png[/IMG] [b][color=yellow]Evoltile Westlo[/color][/b] FIRE/Reptile/3/700/1900 [i]FLIP: Special summon 1 "Evolsaur" monster from your deck[/i][/center] [center]A Gravekeeper Spy for the Evol archetype. This is the best method of getting Evolsaurs out. Run 3[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/odonto.png[/IMG] [b][color=yellow]Evoltile Odonto[/color][/b] FIRE/Reptile/2/500/1200 [i]When this card is Normal Summoned, You can special summon 1 "Evolsaur" monster from your hand.[/i][/center] [center]This is the Evol counterpart to Marauding Captain/Boggart Knight except with subpar stats. It's chances of surviving a battle are slim at best, but with Fossil Dig you can make some quick toolboxing tactics using this card. Use anywhere from 0-2.[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/gephyros.png[/IMG] [b][color=yellow]Evoltile Gephyro[/color][/b] FIRE/Reptile/1/200/400 [i]When this card is destroyed by battle: You can target 1 "Evolsaur" monster in your graveyard; Special summon that target.[/i][/center] [center]This card feels mediocre at first, but has merits using Creature Swap and a certain Trap card that this archetype possesses. This card is recognized as the only Evoltile monsters whose effect can only be activate at the damage step (not talking about Westlo and the other card here)[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/pleuros.png[/IMG] [color=yellow][b]Evoltile Pleuro[/b][/color] FIRE/Reptile/1/200/200 [i]When this card is destroyed and sent to the graveyard: You can special summon 1 Evolsaur monster from your hand.[/i][/center] [center]This card works like Odonto in which you can special summon an Evolsaur from your hand, but it has to be destroyed first. According to its text, Negating its summon with Warning/Judgment or destroying it in your hand with Deck Devestation Virus will trigger its effect since it doesn't require it to be on the field to get its effect. Like Gephyros, a certain trap card will give this card some merit[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/casineria.png[/IMG] [color=yellow][b]Evoltile Casinerio[/b][/color] FIRE/Reptile/3/1600/400 [i]At the end of the Battle Phase, if this card destroyed an opponent's monster by battle: You can Tribute this card; Special Summon 2 Level 6 or lower FIRE Dinosaur-Type monsters with the same name from your Deck, but their effects are negated. Banish them during the End Phase.[/i][/center] [center]This card is an anamoly for the entire archetype. The main link existing between the Evoltiles and Evolsaurs are the former summoning the latter and activating their effects, however this card brings them out as vanillas, and further more, it's effect is not limited to the Evolsaurs. You can also bring out Jurracs with this card. In regards to that, its limit was necessary because you could create retarded plays with this card that would make Rescue Rabbit look like its bitch should it have been able to activate their effects. With the advent of newer monsters, this card has merit left in it and is worthy of a slot in your deck[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/najasho.png[/IMG] [color=yellow][b]Evoltile Najasho[/b][/color] FIRE/Reptile/2/100/2000 [i]If this card on the field is Tributed: You can Special Summon 1 "Evolsaur" monster from your Deck[/i][/center] [center]Introducing the first TCG Exclusive Evoltile monster and arguably it's best. This card singlehandedly made Enemy Controller relevant and turned Evo-Force into a power card for the theme. As you can tell, the common play involving this card and Evo-Force will create up to 4 monsters under your control and 2 Evolzar drops. The amount of plays you can do with this card is absurd, run 3 along with cards to maximize it's power.[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/lagosuchus.png[/IMG] [color=yellow][b]Evoltile Lagosuchus[/b][/color] FIRE/Reptile/3/1200/500 [i]When this card is Normal Summoned: You can send 1 "Evolsaur" monster from your Deck to the Graveyard.When this card is flipped face-up: You can Special Summon 1 "Evoltile" monster from your Deck.[/i][/center] [center]Looking at it's effect, it's Armageddon Knight meets Gravekeeper's Spy, but what's unique about this is that it doesn't summon Evolsaurs, but Evoltiles hence giving the theme a monster that can bring out Najasho for plays. And it's other effect sets you up for a Westlo flip into Vulcano. A prior weakness of this deck involved setting up the graveyard without taking minuses doing so, but this card alleviates the problem. The main concern however is deck space concering the fact that many Evoltile monsters are very good at what they do, but I see this card with serious potential.[/center][/font][/size] [size=4][font=century gothic][center][b][u][color=orange]Evolsaurs[/color][/b][/u][/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/cerato.png[/IMG] [b][color=orange]Evolsaur Cerato[/b][/color] FIRE/Dinosaur/4/1900/1400 [i]When this card is Special Summoned by the effect of an "Evoltile" monster: It gains 200 ATK. If this card was Special Summoned by the effect of an "Evoltile" monster, each time this card destroys an opponent's monster by battle: You can add 1 "Evoltile" monster from your Deck to your hand.[/i][/center] [center]A 1900 beatstick on its own, a 2100 stick + tutor when evolved. This is arguably the best Evolsaur in terms of effect and even if the effect doesn't fancy you, it's stats will. Include this in your main deck[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/vulcano.png[/IMG] [b][color=orange]Evolsaur Vulcano[/b][/color] FIRE/Dinosaur/4/1200/1000 [i]When this card is Special Summoned by the effect of an "Evoltile" monster: You can target 1 "Evolsaur" monster in your Graveyard; Special Summon that target. It cannot declare an attack.[/i][/center] [center]This dinosaur will let you Xyz into an Evolzar or any Rank 4 Xyz monster when it evolves. No reason to not include it[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/diplo.png[/IMG] [b][color=orange]Evolsaur Diplo[/color][/b] FIRE/Dinosaur/4/1600/800 [i]When this card is Special Summoned by the effect of an "Evoltile" monster: Target 1 Spell/Trap Card your opponent controls; destroy that target.[/i][/center] [center]Diplo is the Evol counterpart of Beastiari without the power of going into a derp fusion of sorts. If you appreciate a monster based MST, Use him[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/pelta.png[/IMG] [b][color=orange]Evolsaur Pelta[/color][/b] FIRE/Dinosaur/4/1100/2000 [i]When this card is Special Summoned by the effect of an "Evoltile" monster: It gains 500 DEF. If this card was Special Summoned by the effect of an "Evoltile" monster, then is destroyed by battle: You can add 1 "Evoltile" monster from your Deck to your hand.[/i][/center] [center]Horrible, what was Konami smoking when they made this? You expect someone to evolve this with an Evoltile and have a 2500 wall die in battle to grab another Evoltile from your deck? We have Cerato already and its not like the Evol archetype takes advantage of battling like Gladiator Beasts do. Do not run this.[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/elias.png[/IMG] [b][color=orange]Evolsaur Elias[/color][/b] FIRE/Dinosaur/6/100/2400 [i]When this card is Special Summoned by the effect of an "Evoltile" monster: You can Special Summon a Level 6 or lower FIRE Dinosaur-Type monster from your hand.[/i][/center] [center]If you're planning to play the Rank 6 Evolzar or any Rank 6 in general in Evols, this card has one of the best methods of summoning such monsters. With 100 ATK, It's purpose is meant as a defender, which he does better than Pelta ever would. Also like Casineria, It's effect also works with Jurracs. Using its effect to SS a Jurrac tuner in your hand can allow you to make quick Synchro drops or SS another LV6 Fire Dino like this, the next card, or Jurrac Herra to summon a Rank 6. Use at your own discretion.[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/terias.png[/IMG] [b][color=orange]Evolsaur Terias[/color][/b] FIRE/Dinosaur/6/2400/600 [i]When this card is Special Summoned by the effect of an "Evoltile" monster: It loses 500 ATK.[/i][/center] [center]I stand corrected, this is worse than Pelta. If you need another Fire LV6 Dino, use Jurrac Herra. Do not run this.[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/darwinos.png[/IMG] [b][color=orange]Evolsaur Darwinos[/color][/b] FIRE/Dinosaur/5/2200/700 [i]When this card is Special Summoned by the effect of an "Evoltile" monster: You can target 1 face-up monster on the field; increase that target's Level by up to 2.[/i][/center] [center]Our first Level 5 Evolsaur monster that takes its name from the founder of the theory of Evolution, this card puts a certain twist on the theme. For instance, Evols are now capable of summoning Rank 5 monsters using itself and Westlo or other Evolsaur monsters not named Elias/Terias. In rare instances, if you're able to bring out 2 of them together, you can basically summon anywhere from Rank 5 to Rank 7 giving it some variety. Another cool trick is to increase the level of your opponent's monsters, then take control of it via Controller or Mind Control effectively using their monster to Xyz summon. The biggest downfall of this card is that YOU DON'T WANT THIS IN YOUR HAND! Odonto has 0 chemistry with this card and its very hard to get rid of this card in your hand. Run 1 if you must, but no more. Also this is likely to change if we get a Rank 5 Evolzar.[/center][/font][/size] [size=4][font=century gothic][center][b][u][color=red]Evolzars[/color][/b][/u][/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/laggia.png[/IMG] [color=red][b]Evolzar Laggia[/b][/color] FIRE/Dragon/R4/2400/2000 [i]2 Level 4 Dinosaur-Type monsters When a monster(s) would be Normal or Special Summoned, OR a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate the Summon or activation, and destroy that card.[/i][/center] [center]As you can tell by its effect, It's Solemn Judgment on Wings. FOrtunately or Unfortunately (however you wish to look at it), you have to detach both your materials to activate this effect, making this effect a 1 time use only. Regardless, you'd be wise to max this card in your Extra Deck.[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/dolkka.png[/IMG] [color=red][b]Evolzar Dolkka[/b][/color] FIRE/Dragon/R4/2300/1700 [i]2 Level 4 Dinosaur-Type monsters When an Effect Monster's effect activates: You can detach 1 Xyz Material from this card; negate the activation and destroy it.[/i][/center] [center]The only thing Laggia could not negate has been given to this fella here. What's worse is that its effect is not only not once per turn, but it requires just 1 Material to activate. Granted, it's not as powerful as what Laggia can negate, but this meta is strongly overwhelmed by monster effects which makes this card a nice drop to handle problems that come your way. I'd advise running at least 2 in your Extra Deck.[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/soldde.png[/IMG] [color=red][b]Evolzar Solda[/b][/color] FIRE/Dragon/R6/2600/1000 [i]2 Level 6 Dinosaur-Type monsters While this card has Xyz Materials, this card cannot be destroyed by card effects. When your opponent Special Summons a monster: You can detach an Xyz Material from this card; destroy that monster.[/i][/center] [center]This is the first Rank 6 Dragon Xyz monster and 2nd Rank 6 Xyz monster overall. It's effect is a combination of Tiras, Keeper of Genesis and Thunder King Rai-oh. Like Dolkka, it requires 1 Material to use its effect, however its usability is up to debate on account of the quality of the monsters used to summon him. If you're capable of running LV6 Dinosaurs in your deck, have him in your Extra Deck.[/center] [u]Other Important Monsters:[/u] Jurrac Guiaba Jurrac Velo Jurrac Aeolo Jurrac Herra Tour Guide From The Underworld/Sangan (like seriously, Tour Guide goes in everything) Junk Synchron Hand Traps Wind-Up Zenmaister standard Xyz/Synchros[/font][/size] [size=4][font=century gothic][center][b][u][color=limegreen]Evol Spells[/color][/b][/u][/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/evokarma.png[/IMG] [color=limegreen][b]Evo-Karma[/b][/color] Continuous Spell [i]When a monster(s) is Special Summoned by the effect of an "Evoltile" monster you control, your opponent cannot activate cards or effects.[/i][/center] [center]Our first Evol spell card is a continuous card that makes sure barring a Counter Trap your Evolsaur monsters effects will activate without repression. It's a good card, it's just space is tight for things. Give it a try and see if it works for you[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/evomiracle.png[/IMG] [color=limegreen][b]Evo-Miracle[/b][/color] Quickplay Spell [i]Target 1 monster that was Special Summoned by the effect of an "Evoltile" monster; this turn, it cannot be destroyed by battle or by card effects.[/i] [center]Our second spell card is a Quickplay card that protects your Evoltile from battle or effects outside of Counter Traps. Like the image portrays, Cerato is the best target, but that doesn't mean you couldn't use it to protect your other Evolsaurs. Like the previous card, it's good if you can find the space[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/primordialsoup.png[/IMG] [color=limegreen][b]Primordial Soup[/b][/color] Continuous Spell [i]Once per turn, during your Main Phase: You can shuffle up to 2 "Evolsaur" monsters from your hand into your Deck, then draw the same amount of cards. You can only control 1 "Primordial Soup".[/i][/center] [center]Unless your maxing Odonto, drawing into Evolsaurs is something you'd hate to see, even more if you running alot of Evolsaurs. This card is their proverbial Card Trader which comes in handy at times to refresh your hand. I wouldn't mind running 1 copy just for kicks (Only one can be on the field anyways)[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/compulsoryevolution.png[/IMG] [color=limegreen][b]Evo-Force[/b][/color] Spell [i]Tribute 1 "Evoltile" monster you control; Special Summon 1 "Evolsaur" monster from your Deck. That monster Special Summoned by this card's effect is treated as if it was Special Summoned by the effect of an "Evoltile" monster.[/i][/center] [center]Used up Evoltiles are no longer dead anymore. As great as this card is, the release of Najasho propelled it to power status. I advise you to max this card[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/evo-variance.png[/IMG] [color=limegreen][b]Evo-Variance[/b][/color] Spell [i]Add 1 "Evoltile" or "Evolsaur" monster from your Deck to your hand. Each player can only activate "Evo-Variance" once per turn.[/i][/center] [center]Fossil Dig is officially obsolete because it does what Dig does and more. Evoltiles are the engine of this deck and we had no way to search for them outside of Pot of Duality. The existence of this card will not only make us less reliant on Duality/Dig, but our monster count would likely change with the advent of this card. You will Run 3.[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/compensation.png[/IMG] [color=limegreen][b]Evo-Price[/b][/color] Continuous Spell [i]Once per turn, if a monster is Special Summoned by the effect of an "Evoltile" monster: You can target 1 card on the field; destroy that target.[/i][/center] [center]Another weakness the deck has is getting over bigger threats without the use of other cards. This card rewards your evolution by destroying a threat your opponent controls and unlike Primordial Soup, you can have more than 1 copy of it on the field. Space is another issue so test it out and see where it takes you.[/center] [u]Other important Spells:[/u] The Staples Forbidden Lance Level Limit Area B Fossil Dig Foolish Burial Enemy Controller[/font][/size] [size=4][font=century gothic][center][b][u][color=violet]Evol Traps[/color][/b][/u][/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/evobridge.png[/IMG] [color=violet][b]Evolutionary Bridge[/b][/color] Trap [i]When a monster you control is targeted for an attack: Target 1 "Evoltile" monster in your Graveyard; Special Summon that target, then switch the attack target to that monster and conduct damage calculation.[/i][/center] [center]Recall when I was talking about Gephyro and Pleuros, this card functions as their mini engine. It's essentially Monster Reborn meets Jam Blocker, good thing is, those Evoltiles get effects when destroyed in battle. If you plan to use those 2, Run this card.[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/junctionofevolution.png[/IMG] [color=violet][b]Evo-Branch[/b][/color] Trap [i]Target 1 Reptile-Type monster you control; destroy it, and Special Summon 1 "Evoltile" monster from your Deck in face-down Defense Position.[/i][/center] [center]A Westlo tutor, who would've thunk? Also puts those dead Evoltiles to use. I wouldn't mind testing a copy out. Also can do tutor Lagosuchus if you want to.[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/complusorydegeneration.png[/IMG] [color=violet][b]Degen-Force[/b][/color] Trap [i]Tribute 1 Level 4 or higher Dinosaur-Type monster you control; Special Summon 2 Level 3 or lower Reptile-Type monsters (from your hand or Graveyard).[/i][/center] [center]This card is quite retarded in many ways. Chainable to removal, potential OTK material, ability to make 2 Evolzar Xyz monsters using Casinerio, and of course lets not forget the ability to actually make a Rank 3 Xyz monster. Sadly aside from Najasho usage, this card's true power lies in the validity of Casinerio in the new format. It's still a great card though.[/center] [center][IMG]http://i9.photobucket.com/albums/a74/E-Force85/evo-instant.png[/IMG] [color=violet][b]Evo-Instant[/b][/color] Trap [i]Tribute 1 Reptile-Type monster; Special Summon 1 "Evolsaur" monster from your Deck.[/i][/center] [center]Basically another card meant to be used with Najasho and also the poor man's Evo-Force (not that it's expensive). Unlike Evo-Force however, this card will not trigger the effect of the Evolsaur monster you attempt to summon and thus, this card is trash and should not be ran.[/center] [u]Other important Trap cards:[/u] The Staples Offerings to the Snake Deity Starlight Road Trap Stun And last I would like to give a shoutout to the man that showed Evols can be a competitive deck. Michael Smith Grant proved with the right build, you can top a YCS. You can see his video here.[/font][/size] http://www.youtube.com/watch?v=K6s4qLYyKPw&feature=player_embedded
  11. Piper - Discussion

    Credit for some of this goes to BentheGreat ________________________________________________________________________________________________________ Monsters Commonly Used: Mystic Piper - Provides the draw engine for the deck, as well as being a LIGHT Attribute monster. Run 2-3 Kinka-Byo - The true backbone of the strategy, it allows you to revive any level one monster from your graveyard. This means you can abuse Piper, as well as other level one monsters, like a spent Glow-Up Bulb. Run 3. Effect Veiler - Yet another LIGHT Attributed monster, and a solid piece of negation. Running a draw engine speficially designed to draw Level 1 monsters makes it easier to draw into our copies of this card. It stops almost every monster-based threat that this deck goes against. Run 3 Battle Fader - A Level One battle phase-ender. Not only does it help draw more cards from Piper's ability, but it enables unique protection against OTKs and other large pushes by the opponent. Sets up for Caius and Creature Swap plays nicely, but with the semi-limiting of Tragoedia, may not see as much play in this deck as it used to. Run 2-3 Tragoedia - Our Semi-limited friend makes a triumphant return as a counterattacking monster. Allows comebacks from small pokes/low battle damage, and thanks to the drawing potential of the deck, the attack value can reach very large numbers. His level copy/monster stealing abilities are also useful for Synchro Summons and Xyz Summons. Run 1-2 Gorz the Emissary of Darkness - The grandfather of OTK disruption, Gorz is extremely playable in here. Since Piper decks rarely have cards on the field early game, Gorz becomes live far more often than not. Both Gorz and the token he has the potential to summon are both Level 7, so with a tuner in the graveyard a Kinka-Byo equals out to either a level 8 or 9 synchro summon. Run 1 Glow-Up Bulb - Target for One for One, best Level 1 tuner for the deck, and it's self-reviving, setting up for easier synchro plays and tribute fodder for Caius the Shadow Monarch. Run 1 Sangan - Since he fetches most everything in the deck, it's a natural fit to our line-up. Useable in several different situations, and usually searches out the Kinka-Byo you're missing to start the combo. Run 1 Caius the Shadow Monarch - One of our win conditions, Caius is simple 1-4-1 removal. Clocking in at 2400 ATK and DARK attribute, he covers both as a beatstick and chaos fodder. Run 2-3 Black Luster Soldier - Envoy of the Beginning - They really brought him back, and this deck welcomes him home with open arms. A pumped up version of Chaos Sorcerer, he's able to swing up to two times or remove almost any monster threat in the game. Truly a powerhouse that deserves a spot in here. Run 1 Chaos Sorcerer - As for Chaos Sorcerer, he's still a win condition and an easy way to summon Arcanite, but it's just not on the same level as BLS-EotB. Still worth running in the correct builds, mind you. Run 0-2 Other Notable Monsters: Treeborn Frog Symphonic Warrior Basses Reborn Tengu Genex Ally Birdman D.D. Crow Tour Guide Cyber Dragon Dark Armed Dragon Commonly Used Spells and Traps: Creature Swap - Another main win condition of the deck. Since this deck runs with a lot of weaker monsters, you can safely play creature swap and start to build field prescence that way. Opponent have a boss monster like JD? Drop battle fader on the attack and swap it over. Can also be used in a combo with Mind Control if the opponent controls 2 or more monsters. Run 3 One for One - It searches out most of your level one monsters (No kinka-byo here, sorry) and allows you to send chaos fodder to the graveyard. A good accelerator. Run 1 Mind Control - Opens up new potential plays with how easy it is to Xyz/Synchro summon in this deck. A must have. Run 1 Heavy Storm - Coming back to limited status is the spell card everyone loves to discuss, Heavy Storm. Sure, Starlight Road is more playable now, but Storm is a staple this format. Since Piper runs few to no backrow to stop attacks, We're free to play Heavy Storm as we wish. Also of note, since we main deck ways to make formula, as well as creature swap and mind control, we can turn potential starlight roads against their controllers, by either going aggro with their own Stardust Dragon, or making our own Shooting Star Dragon with their monster. Run 1 Mystical Space Typhoon - Since this is newly unlimited, I figure we should discuss this as well. The other decks this format are less likely to commit backrow until our Heavy Storm is used or discarded to the graveyard. We can use this to our advantage by using copies of MST to slowly take away their options. It also helps against that pesky Gravekeepers matchup. Piper hates Royal Tribute. Run 2-3 Trap Dustshoot - Speaking of all the spell and trap hate, the fear of Heavy Storm ended up bringing this card back into competitive play. Chainable, and disruptive, it can be a game-breaker if drawn early enough. Run 0-1 Other Spells and Traps to be considered: Allure of Darkness Pot of Duality Pot of Avarice Book of Moon Enemy Controller Solemn Warning/Judgment Mind Crush Phoenix Wing Wind Blast Sample Decklist: Monsters: 26 3 Mystic Piper 3 Kinka-Byo 3 Battle Fader 3 Effect Veiler 3 Reborn Tengu 3 Caius the Shadow Monarch 2 Tragoedia 1 Glow-Up Bulb 1 Genex Ally Birdman 1 Sangan 1 Gorz the Emissary of Darkness 1 Dark Armed Dragon 1 Black Luster Soldier - Envoy of the Beginning Spells: 15 3 Creature Swap 3 Mystical Space Typhoon 2 Pot of Duality 1 Dark Hole 1 Mind Control 1 Heavy Storm 1 Allure of Darkness 1 One for One 1 Pot of Avarice 1 Monster Reborn Traps: 1 1 Trap Dustshoot Link to previous discussion : http://duelistground...howtopic=135036
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