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Found 91 results

  1. Greetings my fellow Grounderz! Me again with a tournament recap from the last 2 weeks, one from a case tourney that kinda leads up to the ARG Anaheim tournament, the other being ARG Anaheim obviously. The last non regional event I attended and played in was YCS Columbus, made plans on going to YCS Dallas and San Jose, but the military had different plans for me. I truly miss competing on a high level, most of all all of the friends from the other side of the country who I do not get to see anymore, not to mention the new forbidden list is the best thing to happen to this game in a year now, I'm gonna miss playing Shaddolls but I was personally sick of seeing the same 5 decks in rotation for the last 15 damn months! So adi-fucking-os old shit, bring in the new, looking at the list for the first time one was to assume that Kozmos or Majespectre was the way to go. There is just no way in hell I could be convinced to play Kozmos, I don't eat glue. So my go to deck was Majespectre because this deck had a hard time beating Nekroz but now that that's no longer a factor it could only get better right? Well I tested the deck a bunch and found the deck to be no different than Satellar knights, so I discarded it, then I started looking into hybrids of the Clown cards and Majespectre variants, those seemed to be a lot more explosive, but I thought to myself it's missing something, a catalyst,  in Shaddolls, the Clowns had Shaddoll Fusion to get grease on the wheels, in Nekroz, the Clowns could be fed to Ritual monsters or Valkyrus, so just hoping to normal summon/Pendulum summon your Clowns to get value out of them in Majespectre was not the best route for them. Then I remember scrolling FB the morning before San Jose, I saw Mike make a post about Brilliant Fusion in Nekroz and it hit me like a ton of bricks, Brilliant Fusion is what this deck has been missing all along! I get to work in the lab again with a Gem Majespectre Clown hybrid and then I once again run into a snag, the Majespectres fucking suck, while abusing the 2 normal summons with Seraph is nice, drawing the traps suck, and sometimes you give up a lot of valuable monsters that could possibly be in play by forcing yourself to keep a Majespectre in play to pay the cost of a trap, so the Majespectres were out, the problem was, what do they get replaced by? I originally had Masked Chameleon in as a one of with a single Jigabyte but I decided to cut Jigabyte altogether as Masked was just absolutely the superior card, then I started looking at the secondary market and noticed price spikes in Vector Pendulum and Painful Decision and drew the connection there. So far I am content with the build I had going leading up to DOCS case tourney at MTG Deals, when I leave that weekend for Casa de Loli I watch Bodan grind DN and noticed he was using Storm, that card seemed absolutely ridiculous in theory, even better than Archfiend Eccentrick, because without anyway to Pendulum summon it back the card is extremely underwhelming, so I decide to play Storms for the tourney the next day. I finish the tourney out placing in top 8, I lost round one and won 6 straight, playing 1 Kozmo, 1 BW, 1 Madolche, 1 Satellar Artifact, 3 Majespectre/hybrids and lost to Majespectre. I was overall satisfied with the deck's performance but there were things I wanted to do differently, playing at the tournament I saw other people using Stardust Dragon which is an insanely good idea, Doomstar Magician and Magical Abductor, I took a liking to the latter instantly, one more way to get to Luster is pretty awesome, for the most part, my main deck was settled for the upcoming ARG, just had to settle on the extra now. I think in a weeks time I toggle through Stardust, Colossal, Scarlight, 2nd Emeral, 2nd Dire Wolf, Giant Hand and Alchemic Magician. This is the build I settle on, with some brief explanations on what and why. 2 Gem - Knight Garnet 3 Performage Damage Juggler 2 Masked Chameleon Performage Trick Clown Performage Hat Tricker 3 Vector Pendulum, the Dracoverlord 3 Luster Pendulum, the Dracoslayer 3 Performage Plushfire 2 Magical Abductor 2 Performage Mirror Conductor 3 Wavering Eyes 3 Upstart Goblin 3 Brilliant Fusion 3 Storm 2 Instant Fusion 2 Painful Decision Foolish Burial Vanity's Emptiness 2 Elder Entity Norden Gem - Knight Seraphinite Colossal Fighter PSY-Framelord Omega 2 Ignister Prominence, the Blasting Dracoslayer Scarlight Red Dragon Archfiend Alchemic Magician Abyss Dweller Daigusto Emeral Majester Paladin, the Ascending Dracoslayer Diamond Dire Wolf Castel, the Skyblaster Musketeer King of the Feral Imps Performage Trapeze Magician 2 Cyber Dragon Drei 2 Maxx "C" 3 Mystical Space Typhoon 3 Imperial Iron Wall 2 Breakthrough Skill 2 Typhoon Chimeratech Fortress Dragon I opted for 2 Garnet instead of one because resolving Brilliant Fusion is worth the risk of drawing one or even 2 Garnet. 2 Masked Chameleon to accompany the Vectors, to enable stronger early game plays without relying on Pendulum summons, I opted to play no Jigabyte or nefariousness thingy because Hat Tricker is just better than both of those cards, and is easier to access having more tuners is a plus too, because level 8 synchros are obviously your endgame now. I play only 2 copies  of Mirror Conductor because of it being searchable and I don't want to really draw it unless my opponent controls Emptiness. Vector Pendulum is great for combos with Chameleon and the turning off opposing scales is super relevant. Abductor is a card I honestly should have played 3 of, you want to see it early and often, I think my deck has a high number of cantrips to feed it counters even if I have to put a scale with the same number as it in play to get a search I have 3 Wavering Eyes 3 Storm and Chameleon into Ignister to free the scale zone up. I ran 3 and 3 of Brilliant and Storm because if I see them both at the same time, I absolutely win the game, Storm has applications across every matchup, against the mirror you can take down their Scales or Emptiness, it's even huge in baiting opposing Wavering Eyes so you can nail them with yours. Painful Decision has been explained and I feel Emptiness, Upstart Foolish and Instant Fusion need no explanation. I think the only thing out of ordinary in the extra is probably Colossal Fighter, I had it in to solve the being Maxx Cd issue, if you're in a situation where you got pressed by them and they control Ignister, Dark Destroyer or Scarlight and somehow survived and you get Cd on the push back you can go into C Fighter and Trapeze Magician and slam into their larger monster until they deck out, but I learned that Scarlight can just level the board all the same burn and attack for the remainder of their life in mostly the same scenarios so I'd replace Colossal with Stardust Dragon, who's huge for negating Wavering Eyes, and Damage Juggler on your own Wavering Eyes, or even simple shit like MSTs on your scales, Dracoslayer or even Ignister. The only thing I'd change in the side is the Chimeratech and Dreis, Kozmos just can't really hang with this deck at all if you're just allowed to play, but I'm not quite sure what I'd play over them, trap decks lose game 1 to Storm anyway. Majority of the side is for the mirror with Cs and the MSTs and Typhoons, couldn't imagine siding more without conflicting with the deck's game plan. Breakthrough is there for Fiends, I think they suck right now, because they are only decent v this deck, but that won't stop people from playing them, and BTS is silly with Omega. A quick summary of my tourney run though, Bodan got the gang all first 2 round byes then I played 2 BA, 1 Kozmo, 1 Mirror without dropping a game. Then my last 2 matches I ID'd, nice tournament. I felt incredibly confident going into the tournament and after round 6 I knew it was my time I was going for nothing more than a W this weekend and I was only 4 rounds away from doing it. Then top 16 was announced, I would be playing Bodan, no disrespect to anyone else in top cut, it was brimming with talent, players much better than myself, but I knew if I could make it past Bodan, then I was gonna win. So I start to prepare myself mentally the next day. Sunday, Bodan and I didn't get the feature our match can be summarized into simply Game One, I drew Wavering Eyes, he didn't. Game Two, he drew Wavering Eyes, and I didn't. Game Three, I drew 1 Wavering Eyes, he drew 2. I was pretty upset with myself after the loss, I was a turn away from going into the next round, it's a shitty feeling and I felt like I shouldn't have played at all to fall short again. But I pick myself up and realize the better player just won, and that hopefully I see a fellow DGZer get to the top of the mountain, and he didn't disappoint, congrats to you Bodan! Gives me more to work for for Las Vegas in 2 weeks. I hope to see some of you there, and I hope you all enjoyed the read.
  2. Still questing for glory.

    [spoiler] [/spoiler]   18-16-06-15-15   3//. Merlin 3//. Noble Knight Medraut 3//. Noble Knight Borz 3//. Noble Knight Brothers 1//. Gwenhwyfar, Queen of Noble Arms 1//. Noble Knight Bedwyr 1//. Noble Knight Gawayn 1//. Noble Knight Drystan 1//. Noble Knight Gwalchavad 1//. Noble Knight Eachtar   3//. Mystical Space Typhoon 3//. Reinforcement of the Army 2//. Last Chapter of the Noble Knights 2//. Noble Arms of Destiny 2//. Noble Arms - Arfeudutyr 2//. Noble Arms - Excaliburn 1//. Noble Arms - Caliburn 1//. Noble Arms - Gallatin   3//. Solemn Advice 3//. Trap Stun   2//. Sacred Noble Knight of King Artorigus 2//. Artorigus, King of the Noble Knights 1//. Abyss Dweller 1//. Blade Armor Ninja 1//. Bujintei Tsukuyomi 1//. Evilswarm Exciton Knight 1//. Gaia Dragon, the Thunder Charger 1//. Heroic Champion - Excalibur 1//. Number 61: Volcasaurus 1//. Castel, the Skyblaster Musketeer 1//. Number 101: Silent Honor ARK 1//. Number 103: Ragnazero 1//. Starliege Paladynamo   3//. Cursed Seal of the Forbidden Spell 3//. Twister 2//. Nobleman of Crossout 1//. Book of Moon 1//. Dark Hole 1//. Neo-Spacian Grand Mole 1//. Noble Knight Drystan 1//. Raigeki 1//. Soul Drain 1//. Torrential Tribute   ----------------------------   With the new box comes a new kind of Noble Knights. I believe Noble Knights need to evolve as the format evolve, and I no longer try to play this deck as a "protect-the-castle" deck, simply because that setup can be picked apart more easily than a field full of knights with carefully distributed arms. This way it's also easier to deal more damage in a turn, and use Merlin effect to go into a King for another 3k damage to finish it. Time to explain my card choices and logic (as for as that goes lol):   3 Brothers 3 Merlin 3 Medraut 3 RotA: Medraut and Brother are the MVP of the deck. It always was and it still is and with the box and the generosity of the ban list we now have 6 potential RotA's. Can't get any better right? Medraut opens up a way to a King by a quick special summon of any knight, preferably Borz to load the grave with equips for King to fetch back, which makes the Medraut > Borz > King play a much used play of the deck. However Brothers opens up the swarm ability by going into more than 2 knights, meaning more damage a turn, which can end the game pretty fast if done correctly. Brothers combined with a certain combination of knights makes for epic plays altogether with a different outcome every time, making Brothers a very versatile card as well, which is something Noble Knights lacked imo.    3 MST 3 Stun 3 Advice: the normal summon is probably the most important thing of the deck, as it gets the deck rolling. Missing out on a normal summon during a turn basically ruins the whole turn, which is why I opt to make sure this normal summon goes flawlessly with the help of the above cards. MST is also handy to requip an equip spell to reuse its effect, and Stun is handy when you intend to blow up the entire back row with the rank 4 King. Advice is great to fuck up any out they have to an established board, so they all have individual uses aside from providing a safe normal summon.   The 9 equips: to make sure you always start out with at least 1 equip spell for Medraut to abuse, I opted to run 10 of them. This is also my personal preference to the ratio of the equips, as I run the perfect number of all equips imho. Gwen is also amazing as it resolves before Construct, so any knight with Gwen will always win in a battle with a Construct.   2 Last Chapter: getting back knights to create card advantage and summon kings. Truly a self-explanatory card.    0 Lady: I'm a very big fan of Lady of the Lake, but the reason I'm not running her for the moment is because of the space I have in the deck and because Kings are more easily made when we have Merlin and 3 RotA (as the Lady engine has always served as a back-up plan for me when a king play wasn't possible). I hope there will be another knight that counts as a vanilla in the grave and has an effect when on the field (so it doesn't suck as much as Artorigus), as that would probably make me reconsider the Ladies. For the moment, she stays in my deck box with the other NK cards that I'm not using.   -------------------     That's it for the main deck. The Extra is self-explanatory, really. These are the things for the side deck:   Cursed Seal to block out any spell that hurts me or brings the game state in a negative aspect for me, like Shaddoll Fusion (I really, really hate Shaddolls). Twister for any continuous card that breaks my deck, e.g. Vanity's Emptiness, Light and Shadow Mirror, Colosseum etc. Crossout for Shaddolls and Geargia. Raigeki, Dark Hole and Torrential Tribute to side in when I'm not playing against Shaddolls or Burning Abyss. Soul Drain for Mermails (I guess?) and Shaddolls (did I also mention I hate Shaddolls?). Grand Mole for any match-up where it proves to be handy, as Mole is a removal card that bounces himself back to the hand, doesn't target, and doesn't destroy, which proves to be very handy against a lot of decks, and because it bounces itself back to the hand it also preserves my monster count on the field when I have Colosseum up. I pondered a lot to add Mole to the main, but because of space I've always sided it. Drystan for when I need more Drystans, which is handy against certain rogue decks in which card advantage is important.    -------------------   tl;dr: I think this is the best way to run the deck for the moment, letting go of the old "protect-the-castle" strategy because it keeps getting easier and easier to pick apart. Running the deck as an army of individual knights rather than that lone wolf king has proven to be better and harder to get rid of, while amassing more damage per turn. The thing I had to give up on though (even though partially) are the floodgates.    I think that's probably it for the deck. My apologies for the giant wall of text, and that my pictures don't work anymore… but honestly I edited the deck so much, the pictures would be irrelevant anyway. I'll upload the pics as soon as I have all the cards for it.    As always; please let me know what you think of the deck and if you would do something different, I'd like to hear it as I always appreciate suggestions and opinions of you guys. 
  3. Line in the Sand

    [img]https://www.youtube.com/watch?v=WV1lX6JBnvI[/img]         3 Artifact Moralltach 3 Traptrix Myrmeleo 3 Fire Hand 3 Ice Hand 2 Traptrix Dionaea   3 Pot of Duality 3 Mystical Space Typhoon 3 Upstart Goblin 2 Soul Charge Mind Control   3 Artifact Sanctum 3 Wiretap 2 Breakthrough Skill 2 Traptrix Trap Hole Nightmare Compulsory Evacuation Device Solemn Warning Bottomless Trap Hole Torrential Tribute     Number 80: Rhapsody in Berserk Gagaga Cowboy Abyss Dweller Daigusto Emeral Evilswarm Exciton Knight Diamond Dire Wolf Number 106: Giant Hand Number 101: Silent Honor Ark Number 102: Ragna Zero Cairngorgon the Antilumniscent Knight Crimson Knight Vampire Bram Constellar Pleiades Number 61: Volcasaurus Tiras, Keeper of Genesis Gaia Dragon,  the Thunder Charger     3 Maxx "C" 2 Majesty's Fiend 3 Zombie World Dark Hole 2 Deep Dark Trap Hole 2 Debunk 2 Full House   After ARGCS DC, I just became overall dissatisfied with YGO and decided to take a break, I'd much rather not play than be one of those faggots who play and complain, ya know? After seeing so many people I know do so well at Nats, it just kinda re ignited the spark and decided I'd give another try for the format and rule change, I pick up HAT, and began to practice my ass off with the deck, and I have to say, this mirror match is goat control level, I enjoy it so much, win or lose, because I feel even if I lose a mirror , I learn. So I pretty much fine tune the above deck and I pilot it to a lolcal win with rather ease on my first outing, then another the following day, and the day after that, I originally had Chains in over my Breakthroughs, but I feel Breakthrough is so much better for the mirror, it makes Dionaea so safe, it also has the added benefit of hitting Lonefire and Bandit, triple wiretap I think is also huge for the mirror. I think the extra is fairly standard, except the fact I have a peasant super rare Giant Hand (THANKS STEPHEN!) and I know Vampire Bram sticks out like a sore thumb, but I will get into that later, if I didn't play either of those I'd run a 2nd 101, I forego Lavalval Chain simply because I feel if I can make Chain and the stack actually happens, I can probably just summon whatever the hell I want anyway right? The side breakdown is as follows, Majesty's backed by a Wiretap is a demon to a LOT of shit right now.  Zombie World has a ton of applications, Dragons, Sylvans, Bujin, Spellbooks, I even blew out a randy Cyber Dragon deck with it, and that is where Vampire Bram comes in, 2 Moralltachs will make it under Zombie World, it's also an infinite wall if it is destroyed, the card is absolutely ridiculous and it doesn't cost you anything by having it in your extra.  Full House is my absolute favorite card in the mirror, it curbs drawing Moralltachs just like MST does and causes blow outs. I was able to take this deck to an undefeated finish at VA TCG Player state championships today, and most of all playing with this makes it enjoyable to actually play again.  I wish I could have taken this to the ARG 20k, but I had a friend's going away party tonight and my father's birthday is tomorrow, and most of all I'm not even qualified for the damn thing anyway because I dropped after my second loss in both the ARGCS' I played in, but I hope you enjoyed the read and can't wait to see you guys at upcoming events this season!
  4. YCS Philadelphia Top 32

    <iframe width="560" height="315" src="//www.youtube.com/embed/ebXbLfLACGM" frameborder="0" allowfullscreen></iframe>   So this was my 1st YCS top and with of course what I think is hands down the best deck of the format, Artifacts. So we leave early as hell Friday from Jersey to get to Philly around 1:30 pm only to find out that they're not letting anyone into the venu until 3pm. Everyone was tight as hell. Anyways, I'm fuckin beastin for these Artifact cards and I eventually get everything I needed for the deck. So we pre=reg and then go get food and head back to the hotel.   While in the hotel, I'm flippin between Dragons or Artifacts. I play against the Artifact mirror and realized how atrociously grindy it really is. That was all the real life testing I did with the deck. After that we stay up till like 2:30 discussin card choices and Chumlee eventually gets back to Albanese with his list. With that in mind, I still don't write out a deck list and go to bed just utterly confused about my list.   We wake up around 8 am Saturday, get ready, and head out to the convention. We get there and I say fuck it and finish my list and submit it. Afterwards, I go around sayin hi to everyone, talk to Alyx (Loli) about his Artifact list, and then eventually pairings go up.   Let it be known that I only won like 3 dice rolls all weekend long and that I don't remember most of my matches since they we're mostly 2-0s and only 1 match went to game 3.   Round 1: Gks I lose the dice roll. G1: He opens Necrovalley shenanigans. I open double Ignition and utterly decimate him. G2: All i remember was that I got rid of all 3 Necrovalleys and I just grinded the game out where I had more advatange than him, rip NoC, NoC his face-down assailant and win from there. Record: X-0   Round 2: Artifacts This was a friend from my locals. He told me before the match started that I could have the win since his deck wasn't complete and that he'd rather have someone with a complete list compete for the top cut. I said thank you and we played a fun match.   Round 3: Mythic Rulers (Adam Hutchins) I lose the dice roll. G1: He Foolishes Redox, Soul Charges Redox, specials mythic water, sets 1 card to his back row, and passes turn....that was turn 1....i was all like wtf just happened? was that a real play? lmfao I opened wiretap and other significant artifact cards to establish a board on his turn and also manage to wiretap his PWWB. G2: I'm pretty sure he sided into Hands. All i remember was that I had 101 and Corn on board and won. Apparently, I was his only loss during swiss. Record: X-0   Round 4: Spellbooks (kid I played at BK regionals last fall) I lose the dice roll G1: I don't remember much but he had a lot of advantage over me, but one ice hand later and a tower down I was able to regain advantage and savage him. G2: He opens double Star Hall with Tower. I open MalCat, Breakthrough, Sanctum, etc. I set those three in which he attacks into. I chain Sanctum and then chain MalCat to make all his shit miss timing. From there I pretty much won. Record: X-0   Round 5: Mythic Rulers I win the dice roll G1: This game was fucking awesome. it was just back and forth the entire time. We both had answers for everything but eventually I was able to Moralltach his Leo and win from there. G2: I don't remember much, other than him being really low in life when time was called. I didn't win because of time but because I was able to push for game the following turn. Record: x-0   Round 6: Traptrix Hands (dem Asian twins again) I lose the dice roll. G1: He opens Myrmeleo, searches TTHN, and utterly savages me the next turn when he summons Dyna. I do manage to get rid of it but then he summons T-King and trys to call Call his dyna back and makes me waste an Ignition on it. I wasn't able to draw a single hand and I lose. G2: The same thing pretty much happens again where I couldn't draw any monsters to normal and his Dyna pushes my shit in :( Record: X-1   Round 7: CCD Thunderbird Fagifacts (Ross Nappi) I lose the dice roll. This kid a complete and utter tool bag. He's the one that Dalton got into an argument with round 10 and will most likely get banned because of. Fuck this kid. G1: He starts off with 3 or 4 set summons CCD and resolves it. At this point I was like fuck, CCD artifacts are gunna push my shit in and I'll be X-2. CCD is too good in the mirror; resolving even just one puts you so far ahead of your opponent. Eventually, he was able to build up more card advantage than me and win. G2: it was pretty much the same thing, except he was a total dick about it. Also WHO THE FUCK KEEPS ARTIFACT SCYTHE IN AGAINST THE MIRROR??? Fuck this unconventional prick. Record: X-2   Round 8: Madolche (Andrew) I win the dice roll G1: He wasn't able to get any of his Madolche combos off due to the disruptive nature of Artifacts. G2: He resolves trap stun on me but little did he know my hand was aids and the only real trap i had down was Wiretap. I Maxx Ced but he pushed through it. G3: This went into time where I was 5500 LP above him and he just could not generate enough monster presence to do that much damage. Not to mention I had double Black Horn face down for anything he wanted to make. Anjelly's lingering effect is such a fuckin bitch to deal with. Record: X-2   Round 9: Bujins I won the dice roll G1: I open pretty fucking nutty and disrupt all his plays including Moralltaching his Yamato. He loses so much advantage and scoops. G2: He sets a monster and 3 backrow and passes. I set a hand and 4 backrow and pass. He sack HONEST for The End of Anubis to which i said "wow, madd props for siding that but shit I have the Warning for it". Thank fucking god I had the warning for it. From there I was able to make Zenmaioh and rape his board and proceed to win. Record: X-2   So that was the end of Day 1. I finished as a high X-2 in 40th place. We go out to Applebees to eat and then head back to the hotel at like 2:30 am and I knock the fuck out.   Day 2, we get up at 7 am, get ready and leave by 7:40, and get there around 8am. They let us in like a half hour later and then start Round 10 at 9 am.   Round 10: Spellbooks I lose the dice roll. G1: He opens magi, tower, 2 set and passes. I look at my hand and tell myself I can grind the fuck outta this game and take down his tower and his advantage. Eventually i do just that because of the Hands and because he decides to Preistess pop my backrow which was a Beagalltach and to which I was able to pop my Moralltach and pop his Priestess. After that I pretty much won :) G2: Almost the same thing happened, except this time he popped a face-down Ice hand to which i destroyed his Tower and made it miss timing after bringin out Fire Hand. I was able to grind out the game a little further and make him put himself under Reckless because he needed to regain some sort of card advantage. Even after resolving double Reckless, he wasn't able to do shit. I won this match shortly after that. Record: X-2   Round 11: Bujins I lose the dice roll G1: He sets Sinyou and 3 backrow. I was able to summon a Hand, beat over the Sinyou, and rape his board. Won this game. G2: All i remember is that I had a Called Moral and I summoned Myrmeleo, searched bottomless, set a few and passed. Apparently he opened triple Hirume and drew into Yamato the turn after i set Bottomless. So he specials Hirume, and I bottomless thinking he doesn't really have another play. Little did I know that he had another Hirume and then he normal summoned Yamato. He attacked over Myrmeleo, set another to his back row, dumped Hare, and passed. His board at this point was Tenki, 2 backrow, Yamato, and Hirume. I draw for turn which turned out to be the best draw ever. I have a Moral from Call and an Ignition set. I drew Diarrhea (Dionaea) which is normally aids, but at this point I had a Myrmeleo in grave and it was the best thing to ever happen. So I ignition his backrow and it was bottomless. Then I summoned Diarrhea get back myrmeleo, pop his other backrow which was a compulse that he chained to Moral. At that point I was like FUCK YESS!!!! I win!!!! He was at 1100 LP. I overlayed both traptrix monsters and made Heartlandraco for game. Record: X-2   So I finish 11 rounds of swiss with a 9-2 record and await the final standings. So they announce the standings and I was beyond ecstatic when I heard my name called at 25th place. This was my first YCS top and a great start to the road to Nats.   Top 32: Geargia (my boy Andrew Paller) Why the fuck did I have to play my worst matchup in Top 32???? I lose the dice roll nonetheless G1: He just had way too much advantage and my mindset completely changed and i became like hella depressed when I wasn't able to pop shit. Not to mention i made a misplay and I can't forgive myself for it. He was able to generate more field presence than I was and I outright lost. G2: He pretty much did the same thing again but this time he had the Wiretap for my bottomless and he had the Black Horn for my Zenmaioh. He disrupted my plays and was able to move on to Top 16.   So I end the tournament with my first YCS top and a cool Giant Hand mat. I definitely outplayed most of my opponents all weekend long and I only went to 1 game 3. I was happy with the outcome and hope to do better at Nats. For now I'll just continue practicing and see what the Meta turns into. I enjoyed going to this tournament with all my boys, hanging out with my boys from Montreal, as well as topping with Mike Albanese, Nizar Sarhan, Ned Salkovitch, MIke Kinsley, etc who are all from our local area. it was nice to see a good amount of us from the same locals in the Top cut. Albanese came up with the greatest name for this deck: Traptrix giving Artifacts a Hand   Pros: 1st YCS Top Topping with my boys X-0 for the first 5 rounds not playing as many mirrors not playing against geargia in swiss Giant Hand mat Only going to 1 game 3 the entire tournament spending time with my yugibros smokin dat good kush afterwards a great start to the next 2 weeks lookin forward to EDC NY this weekend   Cons: Riddge losing on the bubble having only 25 bucks going home not getting enough sleep misplaying in top 32 not being able to handle the pressure of people watching me play leaving my deckbox at the table at round 6 (thank god nicole was playin next to me) not eating till 7 pm both days jewish poma topping   <a href="http://imgur.com/3ss7Ssx"><img src="http://i.imgur.com/3ss7Ssxl.jpg" title="Hosted by imgur.com"/></a> <a href="http://imgur.com/D0KEE0I"><img src="http://i.imgur.com/D0KEE0Il.jpg" title="Hosted by imgur.com"/></a> <a href="http://imgur.com/Htr9TPq"><img src="http://i.imgur.com/Htr9TPql.jpg" title="Hosted by imgur.com"/></a> <a href="http://imgur.com/FuRoRLw"><img src="http://i.imgur.com/FuRoRLwl.jpg" title="Hosted by imgur.com"/></a> <a href="http://imgur.com/yQAQpTZ"><img src="http://i.imgur.com/yQAQpTZl.jpg" title="Hosted by imgur.com"/></a>   Monsters: 17 3 Artifact Moralltach 2 Artifact Beagalltach 3 Fire Hand 3 Ice Hand 3 Maxx "C" 2 Traptrix Myrmeleo 1 Traptrix Dionaea   Spells: 10 3 Artifact Ignition 3 Upstart Goblin 3 Pot of Duality 1 Pot of Dichotomy   Traps: 13 3 Artifact Sanctum 2 Call of the Haunted 2 Breakthrough Skill 1 Traptrix Trap Hole Nightmare 1 Bottomless Trap Hole 1 Torrential Tribute 1 Solemn Warning 2 Wiretap   Side: 15 1 Artifact Scythe 1 Dark Hole 2 Nobleman of Crossout 2 Mystical Space Typhoon 2 Malevolent Catastrophe 2 Dimensional Prison 2 Black Horn of Heaven 3 Debunk   Extra: 15 1 Gagaga Cowboy 1 Abyss Dweller 1 Daigusto Emeral 1 Evilswarm Exciton Knight 1 Number 82: Heartlandraco 1 Number 101: Silent Honor Ark 1 Number 50: Blackship of Corn 1 Number 103: Ragnazero 1 Artifact Durendal 1 Number 61: Volcasaurus 1 Constellar Pleiades 1 Tiras, Keeper of Genesis 1 Wind-Up Arsenal Zenmaioh 1 Constellar Ptolemy M7 1 Gaia Dragon, the Thunder Charger   I believe a few shoutouts are in order. First off, shoutout to Soxhater819 aka Mike Albanese, Riddge Mussington, Rizwan Khan, and Lxrd Megalo aka Josh Furlong for helping me put together my list. Shoutout to Chumlee Doublestack for helping Albanese with his list who in turn helped me with my list. Shoutout to all my yugibros who were rootin for me and supporting me all the way to the end, you know who you are. And last but not least, shoutout to my team, Faith+1, for having my back no matter what and lending me cards whenever I needed it.   <iframe width="560" height="315" src="//www.youtube.com/embed/UxlJaVzEHp0" frameborder="0" allowfullscreen></iframe>
  5. Do I Wanna Know

    <iframe width="560" height="315" src="//www.youtube.com/embed/CjwwmFrsX_E" frameborder="0" allowfullscreen></iframe>     4 Dragon Rulers 3 Maxx "C" 2 Card Trooper 1 Kuribandit 2 Flamvell Guard 1 White Stone of Legend 1 Blue-Eyes White Dragon 1 Influence Dragon 1 Debris Dragon 2 Mythic Water Dragon 1 Mythic Tree Dragon   3 Dragon Shrine 3 Soul Charge 3 Upstart Goblin 2 Trade-In 2 Cards of Consonance 1 Foolish Burial 1 Gold Sarcophagus 1 Burial From a Different Dimension   2 Phoenix Wing Wind Blast 1 Vanity's Emptiness 1 Torrential Tribute 1 Compulsory Evacuation Device     So I am pretty sure Hoban just had the right idea with 1-1 blue eyes engine. It's really just the right way to go about it I do just think Trooper is better than Kuribandit(although I still like the 1 kuribandit acting kind of like a 3rd trooper). Being an element and giving you easier black rose access seems extremely important and being able to out problem cards and getting the mill mp1 is good. Plus if it ever survives a turn you're probably just going to win. It is also super good to grab off soul charge if you plan on making a scrap draogn. Fuel you're grave a little bit and get a draw Influence Dragon giving access to Leo so you can get over Azure without having to burn debris or after debris has hit the yard is very nice. Plus Leo is just insane vs SO many decks. And making CoC more live is neato   I have been back and forth between 2-2 hands and 1 meition and bottomless or 3-3 hands. It's a bit of an easier decision irl considering I don't own meitions(heh) but it's still something I am messing with   yugioh etc etc etc
  6. Flower Dance

    https://www.youtube.com/watch?v=p7PMJfAT6fk   [spoiler] [/spoiler] [spoiler] [/spoiler] [spoiler] [/spoiler] 40 Cards   10 Monsters   2 High Priestess of Prophecy 2 Cardcar D 3 Spellbook Magician of Prophecy 3 Justice of Prophecy   19 Spells   2 Upstart Goblin 1 Pot of Duality 3 Spellbook of Crescent 3 Spellbook of Secrets 2 Spellbook of the Master 2 Spellbook of Eternity 2 Spellbook Tower 1 Spellbook of Power 1 Spellbook of Wisdom 1 Spellbook of Life 1 Spellbook of Fate   11 Traps   3 Reckless Greed 3 Fiendish Chain 2 Mirror Force 1 Torrential Tribute 1 Solemn Warning 1 Bottomless Trap Hole   So I've been interested in playing prophecy since... January but soon after playtesting I realized that the deck just kept losing to its own brick hands and I gave up on it. I decided to play the +1 Firefist and I had a lot of fun with that deck until I noticed the Justice Build of Prophecy was experiencing mild success. Being the rarity whore that I am, I jumped on the opportunity to play books again with super wisdom and eternity now. I played the deck with 3 reckless and Justice and I enjoyed it a lot, however I noticed some of the same errors that the original 2 world experienced too.   The first problem was not having a Spellbook of Secrets or Blueboy to begin with. This wasn't a major issue as it didn't happen very often HOWEVER: The second problem was very similar to when I played the temperance build: if you only had access to your blueboys and secrets you would get nowhere.   Sure you can keep plussing off tower and fate, but if you only get to summon 500 attack monsters the good decks will surely keep bouncing back and destroy you. Sometimes I would had almost 6 cards in my hand every turn with a live fate but wouldn't threaten my opponent at all like a Bear or Tenki would. They would keep taking the attacks until they pushed back. I knew I was never going to win if I never got to my justice/temperance/priestess fast enough. I remember one duel I was down to my last 14 cards and couldn't do anything because in there was 3 justice and 2 priestess.   So I decided that 8 monsters wasn't enough. I wanted to fit in some more monsters for sure, but what? Apparently Kycoo wasn't that great right now even though it gets over Bear becauseother than that it was almost irrelevant in that matchup. Breaker was a possibility, but it still doesn't help you early game. So thats when I decided to try Cardcar D. (best decision I've made actually)   It's one of the BEST openings you can do in this deck. Using this and setting some traps will put you in a very good position. It also digs through your deck for the cards you DO want to see. It plays around Skill Drain.   Its a level 2. It fills your graveyard to make Herald easier to drop. It helps when your opponent has a Rai-Oh/or Mistake.   This helps covers a lot of the decks weaknesses. If they veiler it first turn, you'd 100% rather have them do that then a Blueboy. Then, if you can keep it on the field you can summon blueboy get a search and then overlay!!   Secondly, I find myself being passive a lot. Even during mid game I find many opportunities to summon him rather than attack with a blueboy. If you have priestess you can still pop a card, and then summon him for a +1.   Another neat thing was that I found Herald quite hard to drop before playing cardcar. This card going to the grave first turn makes your herald live, where as if you didn't play cardcar you'd need to be on your third magician to even consider making herald, and that makes it very rare as there aren't THAT many good opportunities to make herald.   Best of all, game 2 and 3 it will help you against mistakes that were sided in.   Due to all of that, I decided that cardcar prophecy was the way to go with the deck.   Also want to note that I'm considering taking out the reckless greeds. Rarely does it ever help me unless I draw multiples. I haven't had a situation where I was losing and reckless helped me actually. I also play 2 mirror force because I find that opening cardcar and justice can be very dangerous and opens yourself up to an easy OTK by mermails. I wanted to up the defense in the deck, and I might take reckless out for some more defensive traps though I'm still unsure as there aren't any more cards I'd like to play.        
  7. I'm the Man

    http://www.youtube.com/watch?v=fm660vIn8Tg           So this is a deck I've been using and fine tuning since YCS Atlanta, I really like using Spellbooks and my lolcal results and testing among friends have been not too shabby. Now as to why I use Justice and Priestess and no World at all, I understand that World is hands down the most broken card in the theme (that's legal) but, the cost of that card comes at a price, obviously drawing it is an issue, but the cards that accompany it limit what your deck is able to do, for example, Temperance. &amp;nbsp;This card is good, really fucking good, but the card pretty much forces you to rely on your normal summon, meaning if it fails or the monster that hits the board after Temperance resolves is somehow removed from the board during your own turn, you're sitting on nothing now, whereas a build with trip Priestess can attempt to summon multiple Priestess through their own effect or can even Life one back to the field, giving the deck tons of resiliency, also the proliferation of Effect Veiler and Vanity's Emptiness is something to be considered when playing either deck, getting Emptiness flipped on your Temperance, especially v Water almost sets you up for death the following turn, and Temperance being Veilered isn't as bad, because you can always Life it back for Priestess, or you can get World and not trigger the effect just to have it out of your deck, on the other hand you have Justice who is impervious to Effect Veiler, also, getting World Effect Veiler is crucial where as Priestess not so much because more than likely, all she is doing is banishing your Fate so you can retrieve it with Eternity, and also getting World Veilered prevents you from making any kind of summon outside of Blue Boy for the remainder of the turn, I also started to just despise the discard traps, and to efficiently play the deck, I found myself needing to use 3-5 of them, and having multiple of them is nothing you want to see at one time, so these are the reasons I chose to go World-less, and I've been really liking the results so far 3 High Priestess of Prophecy 3 Justice of Prophecy 3 Spellbook Magician of Prophecy 3 Spellbook of Secrets 3 Spellbook Library of the Crescent 3 Upstart Goblin 3 Pot of Duality 2 Spellbook of the Master 2 Grand Spellbook Tower 2 Spellbook of Eternity Spellbook of Wisdom Spellbook of Fate Spellbook of Power Spellbook of Life 3 Reckless Greed 3 Fiendish Chain Torrential Tribute Bottomless Trap Hole Solemn Warning I think the deck itself is really just simple and clean as it gets, if it's not a catalyst or a part of the main engine, it's a card that's going to attempt to keep you alive, there is a huge lack of defense because I want the deck to be as offensive as possible, I've found the easiest way to combat Fire and Water right now is to bring the fight to them, that's what Reckless Greed/Upstart/Pot does, it gets you cards to make your High Priestess live, or make her stick, if you can do that, you win the game, it's that simple, Reckless Greed in a single copy itself is such a big deal for this deck because you get a potential Priestess summon out of it, then you can make up your lack of draw phases by making Priestess stick and/or with Tower, you also have Upstart and Pots to connect multiple Reckless Greeds, which more often than not win you the game.  Lack of MSTs, the only real reason I would honestly want MST in the main is to either A) combat another field spell, or B) combat something like Mistake or Iron Wall in the maindeck, none of which are a common occurrence, multiple MSTs in a single hand blow, they don't contribute to your deck's actual game plan, I get that yeah it stops Tenki, but if your deck is doing what it's supposed to do, you can easily go toe to toe with your opponent's Tenki searches, and between, Wisdom, Life, and Fate, you really shouldn't give 2 shits about most of your opponent's game 1 traps, the spookiest one is probably Solemn Warning, and that's not that hard to play around.   Armor Kappa Gachi Gachi Gantetsu 2 Herald of Pure Light Daigusto Phoenix Shining Elf Downerd Magician Number 11: Big Eye Gaia Dragon, the Thunder Charger Mecha-Phantom Beast Dracossack Number 74: Master of Blades Heirophant of Prophecy 3 Chimeratech Fortress Dragon Uh I guess no one really cares about this part of the deck, but it has all the level 2s and 7s, and Chimeratechs in there because they are fucking free, just Raigeki your opponent from your extra deck because they chose to play a certain deck, seems good to me, they also get pretty complacent after seeing the first one, so they make riskier plays and get fucked over hard by #2 and 3, and you have the space for them.   2 Apprentice Magiacian Old Vindictive Magician Jowgen the Spiritualist 3 Shared Ride 3 Mystical Space Typhoon Dimensional Fissure 3 Black Horn of Heaven Soul Drain   I have a lot of explaining to do on the side, I'll go in order though, the Apprentice Engine is primarily for Evilswarm and Geargiakuri, if Geargia does their finishing move, and they don't go into Scrap, and instead Stardust, or another Burei for whatever reason, Apprentice will buffer 3 attacks, (4 if you go into OVM) so that you can live for the next turn and fight back, and of course if you have access to a HPoP, you can level a field rather easily. Those decks also have ez access to Exciton Knight, and if they need that Exciton Knight to nuke, and your tower is triggered, it's great to summon off of Tower to get you back on your feet. Jowgen is there for Heiratic and Geargiakuri, I haven't done much testing v Puregia, but just using the deck it doesn't seem like it would be too hot vs it, but what I do like is how it gives you a complete counter to Wingbeat, they Wingbeat your Tower away, you search this, if they don't have BoM, or Blaster+FV Guard in hand, their turn is over, I've also sided it v Cyber Dragon decks I've come across and been able to make him stay around and completely shut them out as well. I don't think I need to explain Mystical Space Typhoon or Dimensional Fissure, and as far as Shared Ride, this is the only concession I want to give to the mirror, I like Retort a lot, a lot a lot, I feel like Dikembe Mutumbo when I use Retort in the mirror, but I chose Shared Ride over it because Shared Ride is good in all stages of the game, if you're having a game in the mirror where you haven't gotten the ball rolling, Retort is not the card you want to see, whereas Shared Ride will at least dig you 1 card deeper into the deck, it's close to SBJ for the mirror match, it's also the best card to have when you're even deadlocked or already winning in the mirror, it guarantees you will not lose footing, or that you're not gonna lose if you are winning. 3 Black Horn and Drain are pretty simple, I did have Dust Tornado in my side, but I found that even though Mistake is Mistake, devoting 6 cards to kill it when I have 3 Upstart and 3 Reckless to hit MST to clear Mistake is really enough, the one thing I do miss about Tornado though is how it shits on Mind Crush, but I think calling a Book with Mind Crush is pretty stupid in most cases, and you should just wait for the High Priestess drop to use it, you may luck up and hit multiples.      So any questions, comments, feedback, feel free to leave it DGz, probably gonna take the safe route and go with Fire at Chicago, but I hope you enjoyed, peace!
  8. Key Plus Words

    http://www.youtube.com/watch?v=Y8IwLZkdFVg   [spoiler] [/spoiler]         So, I went to WCQ Nice in France with this deck and ended in 4-2 in top 8 (for only 38 people, unfortunately...) I beat a DW, a Mermail, a Fire Fist and a Reptile Xyz (that uses a Gentlemander Lock: http://yugioh.wikia.com/wiki/Gentlemander). I lost to a Fire Fist that drew absolutely everything and won 2-0 at round 3 (Full trap for the first game with  0 Typhoon/0 Stun for me and 2 Maxx + 3 Veiler for game 2.) and the second loss is against a Garden Control (with Bear, Wind-Up Rabbit, Evilswarm Thunderbird, Tenkis, Compulsory Escape Device etc.) with full-ST hands to struggle in grind games.   --   I was first reluctant to play Instant Fusion at first because of the cost; however, after some days testing, I think I won't be able to play another card, since this is both a LV3 and a LV4 topdeck. I hadn't enough LP to activate it only once during the tournament round 6 against the Garden Control.   2 Gelatos were enough. I hadn't any problem with this ratio; especially since Palooza and Mewfeuille are at 2 as well. I nearly always managed to get a Palooza/Mew when I drew a Gelato. This made the moves pretty fluent and allowed to avoid most bad hands.   I was first playing 41 with 2 Effect Veiler, but after a few games, 2 Veiler were really cloggy and most of the time, 1 copy was clearly enough since the deck can OTK very quickly. I just moved a Veiler to the side and the tests after that were really pleasant.   For the side deck, I tried Chain Destruction to get rid of some deck's boss monsters, like, Yamato, Medraut, Bear, Wolfbark etc. It does not destroy the summoned one, but this card still appeared to be pretty game breaking; especially since Forbidden Lance does not even work against it. I dropped it against the Fire Fist I beat on his Dragons and the Reptile Xyz (I aimed to use it on Masked Chameleon, but ended to use it on Gentlemander.)   --   In the end, except for the 2 matchs I lost, the whole deck was working without any difficulty. I'm just mad I didn't play any Bujin, Noble Knight or Geargia since I was waiting for them.   I think I'll remove the 2 Mind Crush for Mind Drains, but I'm not sure yet. Also considering to move the Chain Destructions out if I find a more interesting side card.   Thoughts?
  9. Forgemaster MUD

    Creatures/Planeswalkers 1 Blightsteel Colossus 1 Steel Hellkite 3 Wurmcoil Engine 3 Kuldotha Forgemaster (3 seems to work well, but I might just up it to 4 for added consistency) 4 Lodestone Golem 4 Goblin Welder 4 Metalworker 1 Karn Liberated (I don't see this often enough as a one-of, but don't want it enough to run 2) [spoiler][/spoiler]   Other Spells 3 Faithless Looting 1 Sensei's Divining Top 1 Staff of Domination 1 Staff of Nin 3 Trinisphere 2 Lightning Greaves 2 Voltaic Key 2 Mox Opal 4 Grim Monolith [spoiler][/spoiler]   Lands 2 Mountain 2 Cavern of Souls 4 Great Furnace 4 Darksteel Citadel 4 City of Traitors 4 Ancient Tomb [spoiler][/spoiler]   Current Side 2 Spine of Ish Sah  1 Karn Liberated 1 Platinum Emperion 1 All is Dust 2 Witchbane Orb 3 Blood Moon 2 Phyrexian Revoker 3 Chalice of the Void [spoiler][/spoiler]   Sorry about the glare, might put better ones up as I change the deck.
  10. Noble Knights

      3 Noble Knight Medraut 3 Noble Knight Gawayn 3 Noble Knight Borz 2 Noble Knight Drystan 1 Noble Knight Gwalchavad 1 Noble Knight Artorigus 2 Lady of the Lake   3 Noble Arms of Destiny 2 Noble Arms - Gallatin 2 Noble Arms - Excaliburn 1 Noble Arms - Caliburn 1 Noble Arms - Arfeudutyr 3 Mystical Space Typhoon 3 Upstart Goblin 1 Reinforcement of the Army 1 One for One 1 Foolish Burial 1 Book of Moon   2 Cursed Seal of the Forbidden Spell 1 Solemn Warning 1 Bottomless Trap Hole 1 Torrential Tribute 1 Compulsory Evacuation Device   2 Artorigus, King of the Noble Knights 2 Sacred Noble Knight of King Artorigus 1 Ignoble Knight of High Laundsallyn 1 Gaia Dragon, the Thunder Charger 1 Blade Armor Ninja 1 Heroic Champion - Excalibur 1 Gagaga Cowboy 1 Starliege Paladynamo 1 Constellar Omega 1 Abyss Dweller 1 Number 61: Volcasaurus 1 Diamond Dire Wolf 1 Maestroke the Symphony Djinn         My current build. It tests pretty good. Never actually needed Lances, except for maybe the mirror, but then again I'd use Lance only on opposing Knights. Maindecked Cursed Seals work wonders against a lot of match-ups and this decks has spells to spare in the hand, so yeah.   I'm looking for constructive feedback on this, as I truly want to improve this. Lots of people suggest adding Lance to this, but I don't really see why Lance exceeds the uses of MST in this deck, so if you have something on that particular part, please let me know.   The Token in the Extra Deck is supposed to be an Excalibur. I don't have one yet.
  11. Remembering Sunday

    http://www.youtube.com/watch?v=ccKV1X9uyP4   So I took this deck to my 3rd Regional this past Sunday, finished in 9th place. I played against... 2 Evilswarm 2 Dragunity 1 Dragon Ruler 1 Archfiend 1 Fire Fist 1 Mermail   Ended x2 losing to Mermail and Dragunity   [spoiler] [/spoiler] [spoiler] 2x High Priestess of Prophecy 3x Justice of Prophecy 3x Spellbook Magician of Prophecy 2x Kycoo the Ghost Destroyer 2x Maxx C 1x Effect Veiler 3x Spellbook of Secrets 2x Spellbook of the Master 2x Spellbook of Fate 2x The Grand Spellbook Tower 2x Spellbook Library of the Crescent 2x Spellbook of Eternity 2x Spellbook of Wisdom 1x Spellbook of Power 1x Spellbook of Life 2x Mystical Space Typhoon 1x Book of Moon 2x Fiendish Chain 2x Mirror Force 1x Solemn Warning 1x Compulsory Evacuation Device 1x Torrential Tribute 1x Breaker the Magical Warrior 2x Jowgen the Spiritualist 1x DD Crow 1x Mystical Space Typhoon 2x Stumbling 2x Rivalry of Warlords 2x Retort 1x Soul Drain 2x Divine Wrath 1x The Transmigration Prophecy [/spoiler] I know there's a bit of work to be done with the deck, but that's why I posted this, to get feedback and hear some advice.
  12. Witchcraft

    [media]http://youtu.be/ogMNV33AhCY[/media]       --------------------   Monsters: o24 -3- Blaster, Dragon Ruler of Infernos -3- Tempest, Dragon Ruler of Storms -3- Redox, Dragon Ruler of Boulders -3- Masked Dragon -2- Koa'Ki Meiru Drago -2- Debris Dragon -2- Exploder Dragon -1- Red-Eyes Darkness Metal Dragon -1- Yamata Dragon -1- Dragunity Corsesca -1- Trigon -1- Totem Dragon -1- Flamvell Guard   Spells: oo9 -1- Dark Hole -1- Book of Moon -1- Gold Sarcophagus -3- Dragon Ravine -3- Sacred Sword of Seven Stars   Traps: oo8 -1- Return from the Different Dimension -2- Vanity's Emptiness -2- Castle of Dragon Souls -3- Raigeki Break   Extra Deck: o15 -1- Orient Dragon -1- Ancient Fairy Dragon -1- Exploder Dragonwing -2- Black Rose Dragon -1- Stardust Dragon -1- Colossal Fighter -1- Scrap Dragon -1- Crimson Blader -1- Red Dragon Archfiend -1- Star Eater -1- Number 17: Leviathan Dragon -1- Gaia Dragon, the Thunder Charger -1- Number 11: Big Eye -1- Mecha Phantom Beast Dracossack
  13. Return the Favour [Xyz Infernities]

    There's a U in the title because I'm Canadian. <iframe width="640" height="480" src="//www.youtube.com/embed/0w9dZEjv8Us" frameborder="0" allowfullscreen></iframe>   Monsters: [spoiler][/spoiler]   Spells: [spoiler][/spoiler]   Traps: [spoiler][/spoiler]   Extra: [spoiler][/spoiler]   Side: [spoiler][/spoiler]   3 Infernity Archfiend 3 Infernity Necromancer 2 Stygian Street Patrol 2 Summoner Monk 1 Armageddon Knight 1 Dark Grepher 1 Archfiend Heiress   1 Reinforcement of the Army 1 Monster Gate 1 Transmodify 1 Infernity Launcher 1 Book of Moon 1 Archfiend Palabyrinth 1 Foolish Burial 2 Instant Fusion 2 Night Beam 3 Mystical Space Typhoon 3 Upstart Goblin   2 Mirror Force 1 Compulsory Evacuation Device 1 Bottomless Trap Hole 1 Solemn Warning 2 Infernity Barrier 3 Infernity Break   1 Darkfire Dragon 1 Flame Ghost 2 Lavalval Chain 1 Diamond Dire Wolf 2 Leviair the Sea Dragon 1 Maestroke the Symphony Djinn 1 Abyss Dweller 1 Gem-Knight Pearl (really a placeholder for Blackship of Corn) 1 Gagaga Cowboy 1 Number 66: Master Key Beetle 1 Evilswarm Nightmare 1 Evilswarm Ouroboros 1 Wind-Up Zenmaines   1 Tour Guide from the Underworld 1 Dark Hole 1 Dimensional Fissure 1 Soul Drain 1 Eradicator Epidemic Virus 2 Deck Devastation Virus (want to swap for DNA Surgeries) 2 Trap Stun 2 Dimensional Prison 2 Mind Drain 2 Vanity's Emptiness     Game 1 all-in into Game 2/3 grind. Opening Archfiend Heiress is AIDS but the flexibility she provides when she stays in the deck and gets sent to the Graveyard through Chain/Grepher/Knight is amazing. 1 Transmodify because I've had bad experiences when opening multiples, Monster Gate is more flexible and can provide the same thing if I stack an Archfiend with Chain. 2 additional Night Beam because I REALLY hate backrow. They tend to get sided out for Trap Stuns in Games 2/3. No Dark Hole in the main because it sucks if I'm going all-in/after setting up.
  14. Airplanes

    http://www.youtube.com/watch?v=kn6-c223DUU   [spoiler] The side deck isn't accurate though. [/spoiler]   16 3 Madolche Magileine 3 Madolche Hootcake 2 Madolche Messengelato 1 Madolche Mewfeuille 3 Maxx "C" 2 Effect Veiler 1 Cardcar D 1 Thunder King Rai-Oh   13 3 Pot of Duality 2 Upstart Goblin 2 Mystical Space Typhoon 2 Madolche Chateau 1 Madolche Ticket 1 Dark Hole 1 Book of Moon 1 Forbidden Lance   11 2 Trap Stun 2 Dimensional Prison 2 Mirror Force 1 Torrential Tribute 1 Bottomless Trap Hole 1 Compulsory Evacuation Device 1 Solemn Warning 1 Madolche Palooza   2 Madolche Queen Tiaramisu 1 Gagaga Cowboy 1 Abyss Dweller 1 Maestroke, the Symphony Djinn 1 Diamond Dire Wolf 1 Heroic Champion Excalibur 1 Fairy King Albverdich 1 Number 85: Crazy Box 1 Wind-Up Zenmaines 1 M-X-Saber Invoker 1 Temtempo, the Percussion Djinn 1 Leviair, the Sea Dragon 1 Soul of Silvermountain 1 Ally of Justice Catastor   The "basic" loop to do is:   Normal Mewfeuille; spe Hootcake. Hootcake eff: special Gelato and fetch Chateau/Ticket.   Overlay Mew and Hoot to special MX-Saber (Leviair if you banished Gelato for Hoot's eff.) and special Gelato from deck (or banished if Leviair.) Overlay Gelatos into Tiara.   I decided to keep the 2 Chateau/1 Ticket ratio to avoid drawing them too much. And since it can easily be fetched/recycled, it isn't a great loss. Plus, playing 2 Chateau allows to swap Field to trigger Tiara's eff.   For the next format, I thought 2 Typhoon, 2 Lance, but also 2 Trap Stun to allow Tiara to be more efficient. It's been testing pretty well for the moment.   I decided to max Veiler and Maxx as running 2/3 or 2/2 always pissed me because I didn't draw any of them enough.   Thoughts?
  15. Champion

    http://www.youtube.com/watch?v=-VMpSODhZXA   - Monsters -   3 - Bujin Yamato 3 - Bujingi Crane 3 - Bujingi Turtle 3 - Bujingi Quilin 2 - Brotherhood Of The Fire Fist - Bear 1 - Honest   | 15 |   - Spells -   3 - Mystical Space Typhoon 3 - Forbidden Lance 2 - Pot Of Duality 2 - Fire Formation - Tenki 1 - Dark Hole 1 - Bujinreincarnation   | 12 |   - Traps -   2 - Dark Bribe 2 - Mirror Force 2 - Dimensional Prison 2 - Vanity's Emptiness 1 - Bottomless Trap Hole 1 - Solemn Warning 1 - Torrential Tribute 1 - Compulsory Evacuation Device 1 - Call Of The Haunted   | 13 |   - Extra -   1 - Number 85: Crazy Box 1 - Gem-Knight Pearl 1 - Number 25: Utopia 2 - Bujintei Susanowo 1 - Constellar Omega 2 - Brotherhood Of The Fire Fist - Tiger King 1 - Number 50: Blackship Of Corn 1 - Diamond Dire Wolf 1 - Starliege Paladynamo 1 - Maestroke The Symphony Djinn 1 - Daigusto Emeral 1 - Abyss Dweller 1 - Gagaga Cowboy   | 15 |   - Side -   3 - Effect Veiler 3 - Maxx "C" 2 - Deck Devastation Virus 2 - Breakthrough Skill 2 - Dust Tornado 3 - Fiendish Chain   The deck is really solid, the major flaw I find is that the deck kinda dies out if you can't keep Yamato on the board, the emptiness' are being tested I wanted to fit more CoTH to bring back Yamato to keep the board presence. I prefer Dark Bribe over Seven Tools simply because Bribe can hit anything whereas Seven Tools just hits traps. Open for suggestions thanks.   [spoiler][/spoiler] [spoiler][/spoiler] [spoiler][/spoiler] [spoiler][/spoiler] [spoiler][/spoiler]
  16. Highway to the Danger Zone!

    http://www.youtube.com/watch?v=siwpn14IE7E [spoiler]  [/spoiler] [spoiler]  [/spoiler] [spoiler]  [/spoiler]   Monsters: 17 3 Mecha Phantom Beast Blackfalcon 3 Mecha Phantom Beast Blue Impala 3 Mecha Phantom Beast Hamstrat 3 Mecha Phantom Beast Megaraptor 3 Mecha Phantom Beast Tetherwolf 2 Mecha Phantom Beast Coltwing   Spells: 11 3 Scramble!! Scramble!! 2 Pot of Duality 1 Dark Hole 1 Monster Reborn 1 Heavy Storm 1 Book of Moon 1 Mystical Space Typhoon 1 Sacred Sword of Seven Stars   Traps: 12 3 Aerial Recharge 2 Bottomless Trap Hole 2 Compulsory Evacuation Device 2 Torrential Tribute 1 Call of the Haunted 1 Solemn Warning 1 Solemn Judgment   Extra: 15 2 Mecha Phantom Beast Concoruda 1 Karakuri Burei 1 Wind-Up Zenmaines 1 Maestroke the Symphony Djinn 1 Lightning Chidori 1 Photon Strike Bounzer 1 Gauntlet Launcher 1 Big Eye 3 Mecha Phantom Beast Dracossack 1 Number 9: Dyson Sphere 1 Skypalace Gangaridai 1 Super Long name Anus destroyer     Sideboard: 15 3 Electric Virus 1 Spell Cancellor 2 Dimensional Fissure 2 Mystical Space Typhoon 3 Transmodify 2 Gozen Match 2 Soul Drain   So after all that has been said and done this format, I'm personally going into 'casual mode' where I just pick something up and play it until the ban list comes along to reset the game a little.  I used to play plants, Quickdraw plants to be precise so I have an affinity for token-generating strategies and Mecha Phantom Beasts appealed to me because of this. They're also surprisingly resilient to a lot of back row and have a lot of nifty, fun combos that just sortof come out of nowhere. Plus you get to play Gustav Fucking Max which tbh is just the shit.    So a bit of the deck's background:   Basically every monster has an effect to make, tribute, and change their level based on the combined levels of the tokens you control. They also all have an effect that stops them from being destroyed by battle or card effects while you control a token. This means each monster has four effects which can get really confusing if you don't know what's going on. This is rather reminiscent of Karakuri and their battle position changing abilities when they first hit the scene.    Nothing will help you understand each card better than actually reading it but for simplicity's sake I'll try summarize their effects.   Hamstrat: It's a flip effect monster that nets you two tokens when (if) it is ever flipped face-up. Unfortunately its self-protection effect wont kick in if attacked while face down so it'll die. Once per turn (not per Hamstrat) you can activate his effect to tribute a token and special summon a MPB from the graveyard. This is not restricted by level so you can revive a spent Dracossack or dead Concoruda.  It gains levels for each token, and has its protection effect.   Blue Impala: This guys a tricky wicket. He lets you synchro summon using another MPB from your hand or field, however he can only be used for machine-type synchro monsters which severely limits your options. Your targets are Burei and Concoruda. If you control no monsters and your opponent you can banish him in your grave to net yourself a MPB token to start generating advantage for your turn.  It has a protection effect although he does not gain levels from the tokens on your field.    Megaraptor: Once per turn (applies to all raptors), whenever a token is special summoned to your side of the field (any token) this guy will special summon a MPB token. This is not optional and therefore cannot miss timing, but Maxx "C" will kick you in your nuts.  Once per turn (restricted only to each raptor) you can tribute a token to add a MPB monster (not that there are any spells/traps) from your deck to your hand. This is pretty insane and lets you toolbox your entire deck as long as you have tokens to tribute (note: you can search a raptor off of raptor). It has a protection effect and gains levels.   Tetherwolf: When normal summoned he'll net you a MPB token. Cool. When he's battling you can tribute  a token and he gains 800 atk, making him 2500. Not quite big enough to run over ye ol' Ophion but he can double KO stardust (hardly relevant) and run over thunder king (GO BACK TO 2012!) *ahem*. Regardless, he's a lv4 and generates tokens which is good. It has a protection effect and gains levels.    Blackfalcon: When you atk with this guy, you get a token. So you attack, your opponent responds, you get a token, replay happens, you attack again and (forgive me if I misunderstand this) your opponent cannot respond to this atk until the dmg/battle step? Then to complicate things further, during either players turn (I love that sentence) you can tribute a token and change the battle position of a monster your opponent controls to defence which, I think, causes another replay? Hooray! He creates some soft locks and helps generate tokens. Also deals with problem cards that have low defense (TKRO?.. idk).  It has a protection effect and gains levels.   Coltwing: This guy is pretty neat. If you special summon him (by any means) and you control a MPB (including tokens) you net 2 tokens (mandatory, so.. Maxx "C" hurts..) You can tribute 2 tokens once per turn (only restrictive per coltwing) to destroy, and remove an opponent's card. This includes backrow AND monsters so can clear the way for some really big plays.  It has a protection effect and gains levels.    Scramble!! Scramble!!: So the text is kindof confusing. If you control less monster cards than your opponent (IE not tokens) then you can tribute all tokens you control and special summon an equal number of MPB from your deck. Use them or they go back to the deck in the end phase.  Your usual targets (assuming you tribute 2 tokens) will generally include a coltwing and a megaraptor so you get 3 tokens and 2 monsters which you can then tribute a token to search for a MPB or tribute 2 to blow a card away. This card is actually pretty nuts and is one of the deck's win conditions.   Aerial Recharge: You get a MPB token at spell speed 2. This helps dodge certain back rows and when combined with megaraptor turns into a pretty insane advantage generator. This card also helps set up Scramble!! Scramble!! plays which is fantastic! Unfortunately if you want to keep it you have to tribute a MPB during each players end phase. Though it will always be able to generate a token to pay for itself.    So, now you have a bit of background knowledge as to how each card works. I'll probably update this later with some more combos and/or match-up details. For now I'm just after advice or suggestions for the deck, especially the sideboard.   Thanks for reading!   Current list of things to try out: Proof of Powerlessness Limiter Removal Totem bird/Duck Fighter Enemy controller/Creature Swap  
  17. EC '13

    3 Grandsoil 3 Redox 2 Reactan 2 Card Trooper 3 Serene 2 Silent Psychic Wizard 1 Psi-Blocker 2 Psychic Jumper 2 Psychic Commander 1 Neo-Spacian Grand Mole 3 Swift Scarecrow 3 Effect Veiler 3 Maxx "C"   3 Emergency Teleport 1 Pot of Avarice 1 Gold Sarcophagus 1 Heavy Storm 1 Monster Reborn 1 Creature Swap   2 Breakthrough Skill   ------------------------------------------------------------------------------------------------------------   So yeah, this is what I've decided into. I might run drolls in the side but they just seem to delay the inevitable n going for something like puppet plant for the kycoo/jowgen snatch seemed better for me, also it has some merits vs random six samurai/hero matchups that I may face on throughtout the day.   I don't own any dracossacks, not feeling into really spending sweet money for it but I think I may have to.   This is it, feel free to comment, rip the deck apart, tell me more about some cards so I know better. Thanks.   [spoiler][/spoiler] [spoiler][/spoiler] [spoiler][/spoiler] [spoiler][/spoiler]
  18. Open Window

    http://www.youtube.com/watch?v=g0qX62Patoo               Monsters (20) 3x Crane Crane 2x Card Trooper 3x Cyber Valley 1x Lonefire Blossom 1x Token Generator 1x Spore 2x Debris Dragon 2x Tour Guide from the Underworld 2x Caius the Shadow Monarch 2x Effect Veiler 1x Genex Ally Birdman   Spells (13) 1x Heavy Storm 1x Monster Reborn 1x Foolish Burial 1x One for One 1x Mind Control 1x Scapegoat 1x Pot of Avarice 2x Mystical Space Typhoon 2x Machine Duplication 2x Enemy Controller   Traps (7) 2x Call of the Haunted 2x Breakthrough Skill 2x Compulsory Evacuation Device 1x Return from the Different Dimension   2x Leviair the Sea Dragon 2x Wind Up Zenmaines 1x Soul of Silvermountain 1x Acid Golem 1x Leviathan Dragon 1x Formula Synchron 1x Armory Arm 1x Ally of Justice Catastor 1x Gaia Knight the force of earth 1x Ancient Fairy Dragon 1x Black Rose Dragon 1x Scrap Dragon 1x Crimson Blader     Basically Crane Crane abuse.dek We don't have that amazing new Plant XYZ yet, but the deck is still playable as is. Obviously it doesn't consistently hold up to the incumbent Tier 1 decks, but it's really fun   You can do stuff like Crane Crane revive Token Generator, XYZ for Leviair, detach Token Generator to grab Cyber Valley, then banish to draw 2 ...! Once (or if) the format slows down come September, Crane Crane, being the ridic card that it is, will likely get a chance to shine   I'm kind of iffy on the extra deck. I feel like Gaia Dragon the Thunder Charger warrants a spot. Soul of Silvermountain is neat but this doesn't really seem like the right format for it. Gaia Knight sucks but it's the strongest legal level 6 synchro.   I remember Victor brought up the idea of Drill Synchron so that you could make Drill Warrior, but in theory, Drill Synchron sucks to draw, and Drill Warrior isn't what it used to be It's next on my testing list but I don't think it will be good
  19. Euros

    [youtube]http://www.youtube.com/watch?v=AoARQRCvpQU[/youtube]   XX Dragons III Effect Veiler III Maxx "C" II Droll & Lock Bird I Flamvell Guard   III Super Rejuvenation II Sacred Sword of the Seven Stars II Gold Sarcophagus I Card Destruction I Book of Moon I Forbidden Chalice I Heavy Storm   II Electric Virus II Fusilier the Dual Mode Beast II Tsukuyomi I Horus the Black Flame Dragon Lv6 I Horus the Black Flame Dragon Lv8 II Mystical Space Typhoon III Eradicator Epidemic Virus II Vanity's Emptiness   III Mecha Phantom Beast Dracossack II Number 11: Big Eye I Number 7: Lucky Straight I Gaia Dragon the Thunder Charger I Red Dragon Archfiend I Scrap Dragon I Colossal Fighter I Crimson Blader I Thought Ruler Archfiend I Black Rose Dragon  I Karakuri Shogun mdl 00 'Burei' I Armory Arm
  20. Never More

    http://www.youtube.com/watch?v=3CExO_BCi0U   3 Madolche Magileine 3 Madolche Hootcake is a lie 2 Madolche Messengelato 1 Madolche Mewfeuille 3 Maxx "C" 2 Effect Veiler 1 Cardcar D 1 Psi-Blocker 1 Kycoo, the Ghost Destroyer   2 Madolche Chateau 1 Madolche Ticket 2 Pot of Duality 1 Upstart Goblin 2 Forbidden Lance 1 Book of Moon 1 Heavy Storm 1 Dark Hole   2 Compulsory Evacuation Device 1 Ultimate Offering 2 Breakthrough Skill 1 Fiendish Chain 2 Bottomless Trap Hole 1 Mirror Force 2 Dark Bribe 1 Solemn Judgment   2 Madolche Queen Tiaramisu 1 Gagaga Cowboy 1 Abyss Dweller 1 Maestroke, the Symphony Djinn 1 Diamond Dire Wolf 1 Heroic Champion Excalibur 1 Number 16: Shock Master 1 Wind-Up Zenmaines 1 M-X-Saber Invoker 1 Temtempo, the Percussion Djinn 1 Leviair, the Sea Dragon 1 Soul of Silvermountain 1 Ally of Justice Catastor 1 Crimson Blader   ___________________________   [spoiler][/spoiler] [spoiler][/spoiler] [spoiler][/spoiler] [spoiler][/spoiler] [spoiler][/spoiler] [spoiler][/spoiler]       The "basic" loop to do is:   [spoiler]Normal Mewfeuille; spe Hootcake. Hootcake eff: special Gelato and fetch Chateau/Ticket. Overlay Mew and Hoot to special MX-Saber (Leviair if you banished Gelato for Hoot's eff.) and special Gelato from deck (or banished if Leviair.) Overlay Gelatos into Tiara.[/spoiler]   To explain some of my ratios:   [spoiler]I saw Alexander Thomas' win and decided to try Dark Bribe which appears to be a threat for a lot of things, like Pandemic, Storm, Rejuvenation, Card Destruction, Spellbook of Judgment and to some extent, low tier decks spamming cards like Torrential, Mirror Force and others. I am very sceptical about Eatos, Puddingcess, Madolche Nights and some of his other choices.   3 Maxx because it accelerates the deck enough to launch loops during your turn. Plus, you can drop it during your own turn to still launch a loop.   I only run 2 Gelato because drawing it is not very useful except in some precise situations. 2 copies are enough, but if you draw a Gelato in the meantime, you can still special a Magileine with Hoot; which would let a copy for Invoker. Otherwise, Mewfeuille is here to help. Same for Mewfeuille. Very good effect, but this card is likely to troll your hands when you need something more useful.   This also is the same reason why I'm running 2 Chateau and 1 Ticket. 2 Chateau to change field and activate Tiara's eff in the case I have no Madolche card in my grave and 1 Ticket not to have a bad top deck with it (though I am considering adding a second one.)   2 Lance may seem heavy, but it actually is better than I thought. As Tiaramisu is the main target of Bottomless; but also Compulsory, Lance is better than Dress that I first ran.   The lone Cardcar D has been testing much better than I expected. Same for Kycoo and Blocker that appear to be definitely gamebreaking.[/spoiler]   Thoughts?
  21. Rolling Stone

    http://www.youtube.com/watch?v=TGRD0fJh1_Y   - Monsters -   3 - Infernity Archfiend 3 - Infernity Necromancer 2 - Stygian Street Patrol 2 - Summoner Monk 1 - Dark Grepher 1 - Armageddon Knight   - 12 -   - Spells -   1 - Infernity Launcher 1 - Heavy Storm 1 - Reinforcement Of The Army 1 - Pot Of Duality 1 - Monster Reborn  1 - Foolish Burial 2 - Night Beam 2 - Instant Fusion 3 - Upstart Goblin 3 - Mystical Space Typhoon   - 16 -   - Traps -   1 - Solemn Warning 1 - Solemn Judgment 1 - Call Of The Haunted 2 - Mirror Force 2 - Bottomless Trap Hole 2 - Infernity Barrier 3 - Infernity Break   - 12 -   - Extra -   1 - Number 16: Shock Master 1 - Number 50: Blackship of Corn 1 - Photon Papilloperative 2 - Diamond Dire Wolf 2 - Lavalval Chain 1 - Maestroke The Symphony Djinn 1 - Abyss Dweller 1 - Gagaga Cowboy 2 - Leviair The Sea Dragon 1 - Wind-Up Zenmaines 1 - Darkfire Dragon 1 - Dragoness The Wicked Night   - Side -   1 - Dark Hole 2 - Imperial Iron Wall 2 - Prideful Roar 2 - Dust Tornado 2 - Mind Crush 3 - Compulsory Evacuation Device 3 - Breakthrough Skill   [Spoiler]   Uploaded with ImageShack.us[/spoiler] [Spoiler]   Uploaded with ImageShack.us[/spoiler] [Spoiler]   Uploaded with ImageShack.us[/spoiler] [Spoiler]   Uploaded with ImageShack.us[/spoiler] [Spoiler]   Uploaded with ImageShack.us[/spoiler]
  22. Fashionably Late

    http://www.youtube.com/watch?feature=endscreen&v=KPoaKxm4wDg&NR=1   Monsters: 30 3x Blaster 2x Burner 3x Tidal 2x Stream 3x Tempest 2x Lightning 3x Redox 2x Reactan 3x Effect veiler 3x Maxx "c" 3x Droll and lock bird 1 Delta flyer   Spells: 10 3x Super rejuvination 3x Sacred sword of seven stars 2x Forbidden chalice 1x Heavy storm 1x Book of moon   Extra deck: 15 2x Dracosack 2x Big eye 1x Abyssgaios 1x Gaia dragon the thunder charger 1x Armory arm 1x Ancient sacred wyvern 1x Black rose dragon 1x Karakuri burei 1x Thought ruler achfiend 1x Crimson blader 1x Colossal fighter 1x Scarp dargon 1x Trident dragion   Side deck: 15 2x Electric virus 2x Swift scarecrow 2x Tsukuyomi 1x Psi-blocker 3x Mystical space typhoon 1x Enemy controller 3x Eradicator epidemic virus 1x Infestation terminus   [spoiler][/spoiler]   [spoiler][/spoiler]   [spoiler][/spoiler]   [spoiler]Missing cards are Dracosack and Ancient sacred wyvern[/spoiler]   [spoiler][/spoiler]   Sorry for the awful quality :(   This is probably the deck i'd take to an event if i had one coming up.   Maining 3 droll is extremely necessary imo. After playing with prophecy for a while, i've realized how easy it is to beat dragons g1. Maining nothing for that match up is silly because it will mean you just basically lose g1 to the 2nd most relevant deck. Not sure if the delta flyer/trident dragion combo is better than just playing corseca yet. While it does seem win more, there have been a lot of times where i've randomly otk'd in the mirror with trident where i couldn't have otherwise. I also don't know how good terminus is. I think it's bad against good evilswarm players since they might not detatch, but then i figured anyone who's playing evilswarm is probably bad/mediocre anyways. A second psi-blocker is probably just better though.  
  23. Brothers In Arms

    <iframe width="560" height="315" src="http://www.youtube.com/embed/GIsuywbY130" frameborder="0" allowfullscreen></iframe>         Been playing around with this deck for a while and love it. The side deck was just kind of tossed together last minute so I think that's what needs the most attention. Mained Scarecrows have been awesome, as has the Dragon and Tensen. 
  24. Overdone

    <iframe width="560" height="315" src="http://www.youtube.com/embed/UfmLaSynYS8" frameborder="0" allowfullscreen></iframe> 12 Big 8 Baby 3 Veiler 2 Maxx 1 Psi Blocker 1 Corseaca 3 Rejuv 2 Sarc 2 Ravine 1 Card D 1 Storm 1 Book 3 Breakthrough  
  25. Post LTGY Evols

    <object width="560" height="315"><param name="movie" value="http://www.youtube.com/v/c0GEHJEeTsw?hl=nl_NL&amp;version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/c0GEHJEeTsw?hl=nl_NL&amp;version=3" type="application/x-shockwave-flash" width="560" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>     [spoiler] [/spoiler] 3/. Blaster, Dragon Ruler of Infernosato 3/. Evolsaur Cerato 3/. Evolsaur Vulcano 3/. Evoltile Najasho 3/. Evoltile Westlo 3/. Jurrac Guaiba 2/. Evolsaur Diplo 1/. Burner, Dragon Ruler of Sparks   3/. Evo-Diversity 3/. Evo-Force 3/. Forbidden Lance 1/. Book of Moon 1/. Dark Hole 1/. Heavy Storm 1/. Monster Reborn   2/. Dimensional Prison 2/. Mirror Force 1/. Solemn Judgment 1/. Solemn Warning   3/. Evolzar Laggia 2/. Evolzar Dolkka 1/. Abyss Dweller 1/. Brotherhood of the Fire Fist - Lion Emperor 1/. Gachi Gachi Gantetsu 1/. Gagaga Cowboy 1/. Gem-Knight Pearl 1/. Maestroke the Symphony Djinn 1/. Number 17: Leviathan Dragon 1/. Number 30: Acid Golem of Destruction 1/. Photon Papilloperative 1/. Wind-Up Zenmaines