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Found 27 results

  1. Agent - Discussion

    Agent Fairy is one of the anticipated top decks for the Sept. 2011 Advanced Format. With 6 possible "boss monster cards", a theme specialized Effect Veiler, and an Agent that allows for many XYZ and Synchro opportunities by field swarming Shine Balls, Fairies are a force to be reckoned with. //Monster Core: The Agent of Mystery - Earth is a generic search upon summon monster for the theme, searching out the Agents for Hyperion and Kristya fueling. Most Fairy variants, if not all, will run three to support Venus searching and Hyperion summoning. The Agent of Creation - Venus and Mystical Shine Ball go hand in hand, with Venus summoning multiple copies of Shine Ball to the field to either synchro with Earth/Genex Ally Birdman, or XYZ to become a Gachi Gachi Gantetsu. Three of Venus and three of Mystical Shine Ball is usually run to maximize effectiveness. The Agent of Miracles - Jupiter is another search target for Earth which beats for 1800 (or a potential 2600), while also offering graveyard control for Krystia. However, it is far from a staple, and most variants will run no copies. Genex Ally Birdman allows for Synchro plays with Venus' activation. One or two is usually run. The aforementioned theme-specific Effect Veiler, Herald of Orange Light allows for the destruction of the monster as well as negation. Added benefits of Herald of Orange Light include being able to negate in-hand effects on your turn, helping to negate Gorz, Tragoedia, and Effect Veilers. Two or three copies are usually used. Honest in a light heavy deck. Need I say more? Three Master Hyperions, two Archlord Kristyas are the core of the September 2011 Fairy Deck. Envoy of the Beginning is also splashable in this, however, some variants will choose to ignore the powerful Soldier for consistency. Other Common Monsters: Effect Veiler Gorz the Emissary of Darkness Tragoedia Maxx "C" Tour Guide from the Underworld Sangan //With T.G. Engine T.G. Striker T.G. Warwolf //Spell & Trap Core: Although it may no longer be the nuts, Gold Sarcophagus is very powerful in a deck with many gamebreaking cards. This is no exception in Fairies, because of the six boss monsters. At the cost of two turns, Fairies can gain one of their boss cards or set up. Sarcophagus still combos well with Tour Guide from the Underworld, due to the ability of Gold Sarcophagus to remove a Level 4 or lower monster (usually Venus) and Tour Guide from the Underworld's ability to make Leviair the Sea Dragon, which can special summon the aforementioned monster. This card is no longer seen as a staple, however, and many decks replace it with Pot of Duality or other cards. A Fairy specific Draw card, Cards from the Sky is a nice addition to the card pool of fairies. However, it comes with a significant drawback, no Battle Phase. So some variants choose to cut it altogether. Other Spells/Traps: Pot of Avarice Pot of Duality Upstart Goblin The Sanctuary of the Sky Beckoning Light Return from the Different Dimension Trap Dustshoot Mind Crush Call of the Haunted Divine Punishment //Extra Deck Core Easily summonable via Venus and Shine Balls, this XYZ monster increases the attack of your monster and acts as a wall until you can break open the game with your boss cards. One copy is usually used. Leviair the Sea Dragon, summonable with Tour Guide, enables special summons of banished monsters after a successful Master Hyperion drop. One noted combo with this card is the Gold Sarcophagus combo. One uses Gold Sarcophagus to banish a level 4 or lower monster that you would want access to (usually Venus), and within the next two turns, summon Leviair to bring it back. Usually one in the extra deckdeck. Another option for Tour Guide, a 2500 beater is no joke! Other Synchros worth consideration: Armory Arm Ally of Justice Catastor Ally of Justice Decisive Armor Ancient Sacred Wyvern Brionac, Dragon of the Ice Barrier Black Rose Dragon Gaia Knight - The Force of Earth Light End Dragon Orient Dragon Scrap Dragon Stardust Dragon T.G. Hyper Librarian Trishula, Dragon of the Ice Barrier Wielded properly, Agent Fairy can be an extremely formidable deck. Being able to drop six "boss monsters" makes the deck extremely explosive. With Mercury, Gold Sarcophagus, and Tour Guide, the deck can search many of its pieces. Herald allows for plays without fear of Effect Veiler and Gorz. All in all, the deck has many advantages in the expected format, and is sure to emerge as a top contender. Achievements: 12 Top 32s @ YCS Toronto 3rd Place - Alexander St. Louis Monsters: 27 3 Master Hyperion 3 Mystical Shine Ball 3 The Agent of Creation - Venus 3 The Agent of Mystery - Earth 3 Tour Guide From the Underworld 2 Archlord Kristya 2 Herald of Orange Light 2 Tragoedia 1 Black Luster Soldier - Envoy of the Beginning 1 Effect Veiler 1 Genex Ally Birdman 1 Gorz the Emissary of Darkness 1 Honest 1 Sangan Spells: 8 2 Gold Sarcophagus 2 Mystical Space Typhoon 1 Dark Hole 1 Heavy Storm 1 Mind Control 1 Monster Reborn Traps: 6 2 Bottomless Trap Hole 2 Solemn Warning 1 Torrential Tribute 1 Trap Dustshoot Extra Deck: 1 Ally of Justice Catastor 1 Ally of Justice Decisive Armor 1 Ancient Sacred Wyvern 1 Armory Arm 1 Black Rose Dragon 1 Brionac, Dragon of the Ice Barrier 1 Gachi Gachi Gantetsu 1 Gaia Knight, The Force of Earth 1 Leviair the Sea Dragon 1 Magical Android 1 Number 17: Leviathan Dragon 1 Scrap Dragon 1 Stardust Dragon 1 Thought Ruler Archfiend 1 Trishula, Dragon of the Ice Barrier Side Deck: 3 D.D. Crow 3 Thunder King Rai-Oh 2 Dust Tornado 2 Forbidden Lance 2 Puppet Plant 2 Smashing Ground 1 Mystical Space Typhoon
  2. The Nordic archetype is originally found on the 5D’s anime, used by Team Ragnarok. This archetype is divided into three smaller archetypes, Nordic Beasts, Nordic Alfar, and Nordic Ascendant, primarily used to bring out the Aesir, Thor, Loki and Odin respectively. The archetype is better focused on the subtypes rather than the Aesir, as they in honesty are quite mediocre. The archtypes have a lot to offer outside the Aesir, as they have one of the best chainable traps in the game, a one card LV7 synchro, and some of the best toolboxing in the form of monsters that a lot of decks can’t match as efficiently. I believe that the deck has a chance this format, but we must focus more on the Chaos Build using advantage of Vanadis’ dump ability and level changing, to allow for easy LV3 and 4 XYZs. It also fuels Chaos Sorcerer and BLS, and can take advantage of some nutty combos with Leviair. One of the best things that even make the theme viable' date=' searches out a lot in the deck depending on situation. Ryko, Tanngnjostr for a play next turn, Tanngrisnir to take some hits, he’s also a wall against most commonly played monsters, and next turn, he can be used as XYZ material with something like Tengu for Utopia or Roach, not to mention the Tanngnjostr play that could be available from setting up last turn. One of the best tricks of the Nordic arsenal. It sets up huge plays and is easily summoned. Switch it to attack mode, you can have a Rank 3 XYZ, a Ancient Sacred Wyvern, Black Rose Dragon, Scrap Archfiend, etc. It’s also searchable by Hamster, Gleipnir etc. LV4 generic good tuner' date=' that is easily summoned either with Tanngnjostr (optimally) or from hand for a quick XYZ or Synchro. The special summon effect from hand is really underrated. A searchable target for Gleipnir, and also a LV4 wall that can be brought out by Tanngnjostr, which free monsters only get better with XYZs. The bounce effect early game can really slow down most decks, outside of something like Tour Guide. :/ Allows access for Naturia Beast, and allows more plays if Tanngnjostr etc get negated so you wont be totally open. I believe Naturia Beast will be huge this format protected. Decent card' date=' the token effect is alright, and he’s good to have one of possibly for utility with Tanngnjostr if they Veiler him, you can simply summon him from hand for a Rank 3 XYZ like Leviair which sets up some nutty combos, especially with the Chaos cards. This card becomes viable again, due to the rise of Chaos Builds, and how easily Vanadis can provide set ups for XYZ or Synchro plays, as she can hit a wide variety of Synchros and the level changing ability of course is good for XYZs. Playing one or two also gives you the ability to go into an Aesir, like Odin or Thor is ever necessary which can be game if protected, especially late game. Not really any explination needed on this one really' date=' he’s a floater that also works with Guldfaxe or Vanadis while setting up Chaos plays and allowing abuse. He’s a good card, even more so that he’s a light and he’s searchable with Hamster, and can slowly break down setups. Arguably a staple now, it's good for the same reasons it always has been, especially since Storm and MST at three 3 will cripple almost any defense you try and set yourself. We all know how good this card is, and Vanadis only helps it become faster and set up better plays. Brokey, broke, broke. This card is good simply because the reason it's good in everything else. :/ This card and Tour Guide are best friends. This card is actually not looking bad right now, but it's definitely an option once more lights are added, as it can make Wyvern, Guldfaxe, Odin, BLS even game right there at the right time. Since almost no one will be setting backrows anymore, Tragoedia gets better and better for you, first he'll ususally be huge, and provided the resources, you can steal their monster attack with both and XYZ for just about anything with Trag's level manip, providing of course. He's also a dark, which is always good. Definitely a tech copy or two I could see working, as it's chainable too, and is very versatile in the way it can be used like Forbidden Lance. This card is good early game for searching Hamster, Gleipnir, etc, and is just a solid card for consistency and a kind of draw power. Around 2 copies is good. Returns all the monsters you used to set up your plays and returns them to the deck to do it again? What's not to like. A card I've been considering since Chaos Sorcerer Vanadis, Tour Guide, etc make this card that much more ridiculous. Probably the best trick this deck has to offer right now' date=' it’s a chainable Rota that baits out MSTS and Storms among anything else, while losing no advantage off of it. Search the Tanngnjostr after your opponents last attack to set up a Black Rose play, get Guldfaxe for a LV4 tuner, or Vanadis for it’s level changing/dump ability, etc. Something I've been thinking about, some way to make it viable, since Vanadis, Guldfaxe and Tanngnjostr fit the bill, likely a theory card that's still bad, I'll put some more testing into it later. Good as always, another chainable trap. A card I am debating running two of, which basically makes all our traps floaters in a way, especially in a triple mst format, which is good. A viable card since we do have a number of beast targets, I've tested this card before and didn't care for it, as it's main target was usually Tengu, but new format might call for a change. Access to Synchros/XYZs such as: Good body, decent effect. Easiest Aesir to bring out, but he's the weakest of the three by far, he's not a joke by all comparison though protected properly especially late game. Such a beast card, so many people don't even know what this card does, and Guldfaxe + lv3 equals it easily. Good solid card, arguably staple for decks that can't use XYZs well. Solid card. Good card, possibly a lot better this format. Obligatory: Allows some cool plays with Tanngnjostr and the whole near passive play of the deck early game.
  3. Blackwing - Discussion Blackwings as a deck got their start with the release of Crimson Crisis and Raging Battle, where they were an archetype used by Crow in the anime, that seemed to focus on Special Summoning large amounts of monsters and making their themed synchros. However, they quickly rose to the top as an archetype that focused on the summoning of Dark Strike Fighter. In the next list, they were hit, with Gale going to 1 and Dark Strike Fighter banned. However, they managed to remain a top tier deck. Blackwings have managed to stay top tier through almost all the large amounts of hits they have received, only dropping after the March 2011 list. However, the September list gives them a card back, and with other changes, Blackwings might end up being a strong contender in the new format. Gale is a pure monster in many decks, but especially so in Blackwings. Being able to special summon himself in times of need, and kill threats with up to 2550 attack, he is one of the best cards in the archetype. Play the 1 legal copy. Kalut allows your Blackwings to overcome threats bigger than themselves during the damage step, thus adding another element of fear to playing against Blackwings. His very existence can also serve as a threat in and of itself, as you can attack into bigger monsters with your Blackwings even when you don't have Kalut to bait out Dimensional Prison and Mirror Force. Play the 1 you can. Shura is one of the main incentives to run this deck. He'll normally be summoning Vayu or Gale and creating a synchro or other threat for your opponent. He also works well with Black Whirlwind and Kalut for additional plusses. Play 3. With the release of Xyz monsters, Kochi becomes better off of a Shura for the fact that you can make Utopia or Steelswarm Roach. He also gives the deck a level 4 tuner for more level 8 synchro options. However, with a small body and a damaging effect, he isn't often highly useful. Run 0-1. Bora adds aggression to the deck, and allows the deck to easily beat decks that rely on cards such as Tokens or Spirit Reaper for defense. He is also a level 4 for Xyz and synchro summons that can special summon himself. Run 2-3. Now we come to what in my opinion is the main reason for playing the deck. Blizzard is amazing. He allows you to come back from bad situations, often with a single topdeck, and make level 6/5 synchro plays with your monsters. He also helps with graveyard control for cards such as Vayu and DAD. At times, however, he can be a bad topdeck if your grave is not yet loaded. Run 2-3, but almost always 3. Zephyros is one of the deck's newest tricks, and allows for cool plays with Bora and Gale for virtually free synchros and Xyz monsters. The plus he provides can often be crucial in forcing a game into your favor. Run 1-2, but more than 1 usually isn't necessary as he can be redundant. Vayu is a strong card when used in tandem with Shura, which allows it to be used for a synchro on the field, opening up easy level 5 and 9 synchro plays for the deck. It can also be used from the graveyard with a dead Sirroco, Armed Wing, or Armor Master to create a surprise synchro to swing the game. However, more than 1 copy will often clog your hand. Run 1-2 in standard Blackwings. Vayu Turbo is a decktype centering around using Vayu's effect to bring out many large beaters and overwhelm your opponent. This deck plays less Blackwings than typical decks, usually playing only 3 Vayu, 3 Sirocco, 1 Zephyros, Gale, and a Shura or 2. This deck also plays cards such as Dark Grepher and Armageddon Knight to support Vayu's effect. Play 3 Vayu in this deck. Sirocco is the biggest maindecked Blackwing the deck normally plays, and has an effect that allows Blackwings to beat over larger monsters. However, the fact that he's often a hard to normal summon vanilla hurts alot, and he's often lackluster if not used with Black Whirlwind or Gale. He's often used simply as Vayu food in the deck. Play 0-1, unless you're playing Vayu turbo. Play 2-3 in Vayu Turbo. Dark Armed Dragon adds another boss to the deck, and with the amount of graveyard control Blizzard and Vayu provide, is often very easy to summon. Run 1. Other Monster card choices: Effect Veiler - adds a form of non-trap based defense to the deck, important in the upcoming format. Tour Guide + Sangan - Usable in most every deck anymore, but have a much smaller range of targets in a Blackwing deck. Blackwing - Breeze the Zephyr - Not highly playable, but has interesting combos if you're using Sangan Blackwing - Calima the Haze - It can act as a pseudo-Necro Gardna with the name "Blackwing", but is hit hard by Kristya and often the deck won't need it. An interesting option though. Maxx "C" - works much the same as Veiler Thunder King Rai-Oh - A strong form of stun/power for this deck, but with the popularity of Tour Guide will often be a minus for you. Black Luster Soldier - Envoy of the Beginning - Considerable as another boss if you're playing Veiler or Thunder King. Worth noting that Utopia is also a light. Card Trooper, Armageddon Knight, and Dark Grepher - All ways of putting large amounts of monsters in your gravey, fueling Vayu's effect. All of them are viable options in Vayu Turbo, but probably not in Standard wings. A strong searcher for the deck that will provide a train of plus 1s when you normal summon repeatedly. Will rarely be dead when you have hands consisting of Vayu or Blizzard. Also can be used in tandem with Blizzard to play around Warning if your opponent is an idiot and didn't Warning his summon. Duality adds consistency to the deck, as the deck will not always need a special summon through it's strength in normal summonable monsters. However, some people find that it will often be dead for them. Run however many you feel necessary, but at least one is suggested. Allure of Darkness provides more consistency for the deck, and no monsters are so overly important to the deck in that they can't be removed. Play 1. Other Spell card choices: Cards for Black Feathers - A mix of Allure and Pot of Duality that is usually to restrictive and unnecessary. Burial from a Different Dimension - Lets you reuse Vayu's effect in Vayu Turbo. Can often be a dead draw however. Chainable removal for the deck that allows you to clear out boss monsters or spell and trap threats or can simply be chained to your opponent's removal for a plus. The amount of power it loses from Heavy Storm coming back is rather negligible. Play 3. With the unbanning of Heavy Storm, people won't be setting as many backrow as to make this a plus anymore. It becomes rather useless and often dead or even a plus for your opponent. Play 0, or at most 1. Other Trap choices: Return from the Different Dimension - Can be used in Vayu Turbo for large pushes after using Vayu's effect, or for game after DAD or Allure. Worth playing in Vayu Turbo, and consideration in standard 'Wings. Extra Deck Choices: The 3 signature Blackwing Synchros. None of them have the greatest effects, but they all benefit from being named "Blackwing", because of Vayu, Gale, etc. Play 1 of each, although silverwind isn't necessary. A Blackwing wannabe. Blackwings can make him fairly easily, but he'll often be killed by removal rather than battle, making Librarian or Catastor a better choice. Play 1 if you want to. Wow? A good Blizzard synchro that isn't named Brionac? Blizzard lets you create this card with ease, and this card lets you break your opponents setups. This card gives the deck what it needs by making Blizzard even more amazing than before. Blackwings play a large number of easy to summon level 4s, so both of these cards are great for the deck. You can make either of them virtually for one card with Shura into Kochi or Bora + Zephyros. You'll be going for Utopia unless you have protection for Roach usually, but both of them add a whole new toolbox to the deck. Other Synchro card choices: Dark End Dragon Arcanite Magician (depending on your side deck) Number 17: Leviathan Dragon Leviar the Sea Dragon
  4. Plants - Discussion Plants are a type with a myraid of monsters. With the introduction of Lonefire Blossom in Phantom Darkness, it was an inevitability that Plants would be a force to be reckoned with. Throughout the history of the game we've seen Gigavise, Black Garden, Quickdraw, Debris, Chaos, Junk Doppel and Tengu builds rise and fall. With the most recent banlist, Plants lost power with the limits of Debris, Librarian, Formula, Avarice, and Lonefire. But, the deck is still competitive, and this is why: Tour Guide first appeared on the scene when Jeff Jones showed us the power of searching out Sangan. Being able to grab Sangan enables you to search out nearly every monster in your deck, and those monsters will be explained below: The four Plant monsters you will see in every deck are: Arguably the best legal search card in the game' date=' Lonefire Blossom is the heart & soul of the deck. Lonefire can tribute itself off to search out Dandylion to set up other plays, or Glow-Up Bulb & Spore to setup Synchro Plays alongside any other Plant monsters you choose to run. There are also a variety of different plays that can be made if you control Dandylion/Fluff Tokens or have Foolish Burial and Summon Lonefire Blossom. Some of these require Monster Reborn, but it can be substituted by having Call of the Haunted or Limit Reverse set at the beginning of your turn. Amazing with Lonefire Blossom, best Debris Dragon target, and great Synchro/Tribute fodder in general. Without Dandylion, there is no Plant deck. Run it. An excellent Tuner' date=' makes Formula Synchron with Fluff Tokens and various other Synchro Plays. See Glow-Up Bulb, except it's uses are somewhat different. Not much to say on these that wasn't said under Lonefire Blossom, run both these tuners. From here, other cards worth running are: Even though Debris is at one, it is still a power card. It's a one card synchro you can use to turn the tide of the game, either by dropping a Black Rose Dragon to wipe the field, a Scrap Dragon to pop a monster, a Trishula to remove any problem cards your opponent may be attempting to use, etc. One of the most important cards in the deck, as this will assist you in freezing your opponent's monsters from using their effects. Being able to stop a turn 1 Tour Guide play will be huge in this format. Another card worth running in either the main or side, as this card will (or should) prevent your opponent from Special Summoning, lest they give you cards in your hand to counterattack with. Recycles your used cards, allows you more Tengus to go through, and you get to draw 2? What's not to like? Another power card that this deck has. With how easy it is to get Dandylion to your hand now, pitching Dandy to get two tokens and a tuner, you should feel confident about winning the game. Now that this card is at two, we're able to further abuse Sangan, Lonefire, Dandy, etc. These are just a few cards that you will see common amongst every variant in some way. From here, card choices will vary. Lyla, Lightsworn Sorceress Tragoedia Ryko, Lightsworn Hunter Junk Synchron Doppelwarrior Quickdraw Synchron Blackwing - Zephyros the Elite Caius the Shadow Monarch Phoenix Wing Wind Blast Scapegoat Enemy Controller Tuning etc, are all cards that can be thrown in. And now with Black Luster Soldier off the list, expect to see BLS snatching games from out of nowhere. Will Plants still be a contender next format? I believe so, but only time will tell.
  5. Dragunity - Discussion Dragunity is a new decktype, formed through cards released in Hidden Arsenal 3 and Structure Deck: Dragunity's Legion. Dragunity is basically a poor man's TeleDAD, using many of the same concepts and plays TeleDAD used with more balanced cards and a far more streamlined and much less versatile monster lineup. The deck aims to drop Stardust Dragon turn 1 and ride it to victory, continously dropping Synchros while camping on the Stardust to force through their plays. Monsters commonly played in Dragunity: Phalanx is the heartbeat of the deck. The common play is to go Summon Dux (see below)' date=' equip Phalanx and Special Summon it to the field, Synchro Summon Dragunity Knight - Vajrayana, equip Phalanx and Special Summon it to the field, Synchro Summon for a Level 8 Synchro of your choice. Using Dragon Ravine and Cards of Consonance you can accomplish this play on your first turn frequently, normally ending your first turn with a Stardust Dragon to protect Dragon Ravine. See Phalanx for common plays. Dux is also useful as a 1900 beater when equipped with Phalanx and being a Winged Beast for Icarus Attack if you choose to go that route. Akyls is an alternate tuner for the deck' date=' and 2 copies have became the standard for most Dragunity builds. The ideal play is to go summon Legionnaire (see below), equip Akyls and activate Legionnaire's effect to destroy a face-up monster. After this chain resolves, Akyls will activate and destroy another card on the field of your choosing! This play is especially useful for clearing fields to setup Dux plays next turn and clearing fields. Ruling Note: Akyls is a mandatory effect, so if your opponent only has 1 face-up monster on the field and you send Akyls with Legionnaire's effect you must destroy 1 of your own cards. See Akyls for common plays. Legionnaire can also be used to get Phalanx and make a LV5 Synchro of your choice. And now we have reached the tough part. The deck essentially has 4 monsters it can run right now without problems, but even if you max all 4 you will only have 12 monsters. The key to the deck's success will be finding ways to win without Dragon Ravine and finding the right mix of monsters outside of the previously listed 4. I would like to believe Zephyros is essentially a staple. You can dump it with Ravine' date=' it is a Level 4 Winged Beast so you can make Vajrayana with it, and it allows you to return Ravine or Monsters that got hit by Effect Veiler to your hand for reusage. Other Monster options: Breaker the Magical Warrior D.D. Crow Dragunity Arma Mystletainn Dragunity Arma Leyvaten Effect Veiler Maxx "C" Morphing Jar Reborn Tengu Red-Eyes Darkness Metal Dragon Red-Eyes Wyvern Sangan Tour Guide From the Underworld Spells & Traps commonly played in Dragunity: You should run 3 copies of this alongside 3 copies of Terraforming. You always want to see Dragon Ravine turn 1 because opening with it drastically increases your chances of winning the game. If you have extra copies of Terraforming or Ravine, you can just pitch them to activate Ravine. Dragon Ravine makes the entire deck flow seamlessly, you absolutely need to see it as soon as you can. However, you should be wary of Mystical Space Typhoon (and Dust Tornado, which is once again increasing in popularity) on your Dragon Ravine and you should always try to avoid playing Ravine until you have cleared their backrows or believe with a strong conviction that they do not have MST set. Essentially a Destiny Draw for the deck' date=' Dragunity should be running anywhere between 5-6 targets for Consonance. You can Ravine targets into your hand or pitch dead copies of Consonance to activate Ravine so at least 2 copies is pretty much mandatory in here. Pot of Duality has always been a point of contention for Dragunity players. Duality helps you get out of poor hands, but when the deck gets rolling you will most likely never want to activate it. You may be able to play Duality on your second turn if you made Stardust Dragon turn 1 to dig for more defensive removal, but you have to be careful here because if your opponent has Mystical Space Typhoon they can chain it to Pot of Duality and you will either have to sacrifice the Stardust to protect it or lose the Ravine. Icarus Attack is also noteworthy. Legionnaire and Dux are both targets for it, but most of the time it is better to Synchro with Dux. Icarus is invalueable for clearing backrows to let you go off, but unlike Blackwing, Dragunity cannot take advantage of Icarus Attack quite as easily and does not have nearly as many targets. Dimensional Prison versus Bottomless Trap Hole is an on-going debate. Some builds even choose to run neither. Bottomless protects Stardust Dragon from Chaos Sorcerer/Black Luster Soldier by allowing you to chain Bottomless Trap Hole to the summon and then chaining Stardust Dragon to negate Bottomless and destroy it and dodge the effect, but Prison is better if you go 2nd and they already have a troublesome monster (such as Thunder King Rai-Oh) on the field. The biggest issue with Dragunity is going 2nd and not being able to clear the field so most players prefer Dimensional Prison for this reason. 1 copy of each is also a viable choice. Extra Deck Staples: 2-3 Dragunity Knight - Vajrayana 1 Ally of Justice Catastor 1 Brionac, Dragon of the Ice Barrier 1 Scrap Dragon 1 Stardust Dragon 1 Thought Ruler Archfiend Common plays are listed under Phalanx, although it is also worth noting that Vajrayana can get back Aklys then send it to the Graveyard to go up to 3800 ATK and destroy a card in the process. Colosssal Fighter and Thought Ruler Archfiend are also both viable options, but due to the release of more Extra Deck options you may find you do not have room for both. I feel this spot will become a meta pick, just choose whichever one you feel helps you deal with other meta cards better at the time. Red Dragon Archfiend is also an option for being able to clear walls, but Scrap Dragon can normally handle this. I see no reason to bother with Dragunity - Gae Bulg and Dragunity - Gae Dearg. Vajrayana does the same thing as Gae Bulg, except Vajrayana is infinitely better. Gae Dearg's only usefulness is if you choose to Main a copy of D.D. Crow, as it lets you search it but this is hardly worth an Extra Deck slot unless the meta develops to the point mained Crow is everywhere. T.G. Hyper Librarian should also be included normally, as it can be very good to go into it with Legionnaire + Phalanx and make them think twice about Synchro plays. A few things about playing Dragunity worth noting: While Dragunity appears to most as a very simple deck to play due to the straightforward nature of the cards and builds, Dragunity is actually quite a difficult deck to play correctly. You will generally have a multitude of options for your Synchro plays and you have to make the proper decisions on which Synchro you will need. It is not always as easy as summoning Stardust Dragon and setting 4 backrow, especially now that Heavy Storm is legal. If you do not know what you are playing against, or are playing against a deck that could be running Dimensional Prison you should avoid attacking with Stardust Dragon into backrows. The average player tends to get greedy here and will end up losing the Stardust Dragon to Dimensional Prison, which ends the lock and lets the opponent back into game. Unless you absolutely need to end the game soon or you will lose you should make safe plays and continue to camp behind the Stardust Dragon and continue pressing with other Synchros. You must also be wary of Gorz the Emissary of Darkness, who can come down after a Stardust attack and ruin everything. Avoid playing Ravine into backrows unless you are in a position where you have no other choice. I have lost count of the amount of times I have seen the following posts: MST > Dragunity This deck fucking sucks, they chain MST on Ravine and you lose While it is true MST chained to your Dragon Ravine blows, if this is happenening to you on a consistant basis you are playing Dragunity poorly. Sometimes you will indeed just have to go for or you will lose, but just because you have a hand that can Ravine combo on your 1st turn does not mean it is always the optimal play to do so. You want to avoid activating Ravine unless you can make a Stardust Dragon to protect it, otherwise your Ravine is a sitting duck. You should be patient and try to force out backrows and gather reads on your opponent's backrows before going off, otherwise you will be in for a world of hurt and quick defeats. If you have a good hand but you went second, don't blow it. Be patient and wait for an opening. Admittedly there are certain decks and times you cannot do this, but for the most part patience is the key to Dragunity. In conclusion, Dragunity is a deck with a simple but effective gameplan. You might see all the plays coming in Dragunity, but that does not necessarily mean you can stop all the plays. This deck had a brief time in the spotlight at the beginning of the previous format before falling off the map, but on the bright side most of the decks bad matchups (Six Samurai, Frog Monarch, Fish OTK) got hit significantly by the banlist. While Agents are indeed a problem Legionnaire + Akyls can clear Kristya fields and the deck no longer has to worry about people consistently setting 3 backrow turn 1.
  6. Karakuri - Discussion

    ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ Karakuri - Discussion ------------------------------------------------------------------------------------------------------------ Introduction ------------------------------------------------------------------------------------------------------------ Karakuris are an extremely explosive decktype based on synchro-summoning and swarming the field using their themed monsters and Synchro monsters. They have a multitude of good, solid effects but all Karakuri non-synchro monsters have two drawbacks, their need to attack every turn, and their need to switch battle positions when being attacked. There are several solid variants of Karakuri, but two main ones will be discussed; Karakuri Machina Plants, and Pure Karakuri. ------------------------------------------------------------------------------------------------------------ Monsters ------------------------------------------------------------------------------------------------------------ Komachi 224 "Ninishi", the centerpiece of basically all Karakuri decks. It is essentially a Karakuri themed "XX-Saber Boggart Knight" tuner, helping you set up an immediate Synchro of Shogun 00 "Burei". 3 is run in almost all variants because she is the bread and butter of the Karakuri swarm engine. Strategist 248 "Nishipachi" was the tuner of choice for Karakuri decks preNinishi, but is now relegated to a one off card for its nifty position changing effect, often activating Steel Shogun 00X "Bureido or getting over pesky low defense monsters. Watchdog 313 "Saizan" is another tuner for the deck, allowing for easy synchros of Steel Shogun 00X "Bureido" with our level 4 non-tuners. Usually an one-off card for have the ability to summon him with Burei/Bureido. Beware his effect though, for his second effect has another unwanted side effect; when it is attacked in defense, it will switch to attack. Ninja 919 "Kuick" is the deck's main non-tuner usually due to her extraordinary effect. She is the "XX-Saber Fulhelmknight" of the deck, "Hydrogeddoning" from the graveyard to make nasty synchros. Will allow you huge comebacks on the virtue of her effect. Kuick, like Saizan, also switches to attack when in defense position. Soldier 236 "Nisamu" is another non-tuner, one that can easily recruit a Karakuri monster from the deck to the field. Can be useful to pull that missing piece from the Karakuri comboes. Muso 818 "Haipa" is a big motherfucker. Basically this, combined with its non-tunerness can warrant using it. Merchant 177 "Inashichi" is an "Elemental HERO Stratos" for the deck, helping search pieces directly to the hand. This, combined with Komachi, easily creates a one card commitment "Naturia Beast". A huge negative of this card is the Karakuri "attack if able" clause, forcing it to ram into bigger monsters with a pitiful 500 attack in certain situations. Genex Neutron is the deck's OTHER "Elemental HERO Stratos", albeit a time-delayed and more specific one. Has a major advantage of being a bigger body than "Inashichi". Will search the most important monster of your deck, Komachi, for you, or a Watchdog so you can make Bureido with this, if it stays until the end phase (and isn't veilered). Ahhh, Cyber Dragon, the classic light beatstick of years past features promptly in this deck! He is a Level 5 body, allowing the deck to access Bureido with one of your level 3 tuners, and can help you get over the bane of this deck... Thunder King Rai-Oh. Another Level 5 body! Ahh, Ninja 7749 "Nanashick" you are great... except for your subpar effect... But oh well, will still be a good summon with Burei/Bureido so you can synchro away for Bureido! Your effect might even get some use in some Dupe variants! Other Options Barrel 96 "Shinkuro" Bushi 6318 "Muzanichiha" Ninja 339 "Sazank" Thunder King Rai-Oh Effect Veiler Maxx "C" ------------------------------------------------------------------------------------------------------------ Spell/Trap Support ------------------------------------------------------------------------------------------------------------ Why the fuck does this deck have like a million possible searchers? Karakuri Cash Cache allows for you to search a level 4 or lower Karakuri monster and might help you avoid the need to attack or add counters to Karakuri Anatomy by switching the battle position of your Karakuri monster. Karakuri Unite- I mean Anatomy, a draw two card for Karakuris. Karakuri is a deck which thrives with cards in hand, and Anatomy allows them to hoard cards. The addition of Heavy Storm to almost all decks in the meta weakens this card, but it can still be a strong choice for slower options running Starlight Road. Karakuri Showdown Castle is the field spell of choice for Karakuri. It replaces itself upon its destruction, and allows your Karakuri to run over stronger enemy monsters with ease. A Machine theme with abundant targets loves Machine Duplication, and Karakuri definitely has abundant targets. From Komachi to Strategist to Inashichi, this deck can spam ridiculously with Machine Duplication and the nature of the Karakuri synchros. Many Machine decks benefit from Limiter Removal's inclusion, and Karakuri is no exception. However, due to the nature of current pure Karakuri decks that involve bringing out Naturia Beast or Landoise to control the game, Limiter Removal has been shunted to the side by many. Instant Fusion is a great spell for Karakuris to help bring out Bureido. Due to the existence of Cyber-Saurus, the role of the non-tuner Machine-type for Bureido is fulfilled, helping Karakuris spam monsters. It also does not cost your normal summon, helping Karakuris achieve amazing fields. Pot of Avarice is a great in a deck that loads the grave so fast, can either help you make enormous comebacks or ridiculous fields. Fiendish Chain is very good in this deck helping protect the easily brought out Naturia Beast. It also helps extremely to protect your Genex Neutron after searching Saizan, helping you achieve a quick and efficient Bureido. Other Options/Cards Machina Armored Unit Overload Fusion Karakuri Trick House Karakuri Cash Shed ------------------------------------------------------------------------------------------------------------ Extra Deck Support ------------------------------------------------------------------------------------------------------------ Shogun 00 "Burei" is the deck's primary Level 7 Synchro monster. He brings out another Karakuri monster to help swarm the field and can switch ANY monster's battle position. This can be handy to manipulate your monsters for Anatomy or Bureido. Steel Shogun 00X "Burrito" is the deck's primary Level 8 Synchro Monster. He can also bring out another Karakuri monster to join the battle, and has an addtional effect to help you draw when your Karakuri do what they do best... switch battle positions. Karakuri has perhaps the easiest time bringing out the fearsome Naturia Beast, with Komachi and Inashichi. A deck packing heavy Spells will fear this card due to its amazing negation effect. Naturia Landoise is not as amazing as Naturia Beast, but warrants consideration, because it's easy to access in this deck, to negate pesky Effect Monsters, such as Gorz. However, you need to discard a Spell Card, which reduces its usefulness. However, Karakuri easily packs an upward of ten spells, aiding Landoise's usage. With the upcoming release of the fearsome Wind-Up Zenmaines, this card is making a comeback. Chimeratech Fortress Dragon, in any deck that runs Cyber Dragon, counts as removal for any annoying Machine-type monster, such as Catastor and Zenmaines. CFD is one of the reasons that Machines have lost much of their power, and will help you against rival machine decks. But beware, for your opponent might run this as well, and destroy your carefully contructed Machine-type fields. Ally of Justice Catastor is obviously a staple card in any deck that can make Level 5s, and Karakuri is no exception. However, it is important for another reason in Karakuris, because of the fact that its a Machine-type non-tuner! This helps you bring out Bureido or Burei, and can really help in a pinch. Armory Arm is also Machine, which helps its cause in decks like Karakuri Machina Plants that can make it. Pure Karakuri will not run it, but in KMP it is invaluable. Other Non-Obvious Options Number 17 - Leviathan Dragon Number 39 - Utopia ------------------------------------------------------------------------------------------------------------ Karakuri Machina Plants Offshoot ------------------------------------------------------------------------------------------------------------ KMP is a decktype that focuses on the extreme of the Karakuri's swarm aspect. It focuses on special summoning Bureido with Machina Fortress + one of the Level 1 Plant Tuners to start the loop and then add to the swarm with Instant Fusions or whatnot, and at the end regain advantage using Bureido's effect. It was a formidable force last format, but now with the increased maindecking of Maxx "C", Effect Veiler, and Archlord Kristya, its extreme reliance on Special Summoning might render it a thing of the past. The core of the Machina part of the KMP, Machina Fortress allows for a level 7 body for Bureido while also being a great beatstick with a great effect. Machina Gearframe searches the above. Machina Force acts as a Monster Reborn for the above. I don't really need to expand on the Plant engine, do I? More plant stuff. One for One particularly gives you some nutty plays with Machina Fortress, helping to create a Bureido without your normal summon, helping you swarm even more. Foolish helps in dumping Fortress or any of the plant Tuners to help make more synchros. ------------------------------------------------------------------------------------------------------------ Achievements This Format ------------------------------------------------------------------------------------------------------------ 2 Top 32s @ YCS Toronto Top 32 - Dale Bellido AND Anthony Alvarado Monsters: 20 3 Genex Neutron 3 Karakuri Komachi mdl 224 "Ninishi" 3 Karakuri Merchant mdl 117 "Inashichi" 3 Karakuri Ninja mdl 919 "Kuick" 2 Cyber Dragon 2 Effect Veiler 2 Thunder King Rai-Oh 1 Karakuri Strategist mdl 248 "Nishipachi" 1 Karakuri Watchdog mdl 313 "Saizan" Spells: 12 3 Mystical Space Typhoon 3 Pot of Duality 1 Book of Moon 1 Dark Hole 1 Heavy Storm 1 Mind Control 1 Monster Reborn 1 Pot of Avarice Traps: 8 3 Fiendish Chain 2 Solemn Warning 1 Mirror Force 1 Solemn Judgment 1 Trap Dustshoot[/CODE] ------------------------------------------------------------------------------------------------------------ [size=4][b][u]Conclusion[/u][/b][/size] ------------------------------------------------------------------------------------------------------------ Karakuri is a fearsome deck, capable or many fearsome setups and plays that help it become Tier 1/2. Its ability to make Naturia Beast so easily suggest that it will still be a contender come Dark World, due to Naturia Beast locking down Dark World, and its explosiveness matches that of the current top decks (Agents and Plants). However, the threat of Maxx "C" and Effect Veiler always looms, for those cards can really damage Karakuri. It also seems that Karakuri has stopped receiving support from Konami, as GENF contained no specific support for Karakuris, so after time, Karakuri might be a dead theme. However, only time will tell and currently, it is still a contender.
  7. Zombie - Discussion Zombies are a deck that revolves around the core of Goblin Zombie, Mezuki, and Plaguespreader Zombie. Zombie Master is also generally used alongside. The idea is to to tune Plaguespreader with Goblin Zombie for easy Synchro plays, normally synching for Brionac while searching out Mezuki with Goblin's effect. Zombies are very good at maintaining presence and advantage with their searchers, recruiters, and recursion plays and are a potential threat in the new format. Monsters commonly used: Goblin Zombie is the heart and soul of the deck' date=' searching out all your key Zombies. Basically a themed Sangan, 3 copies are probably staple but one could maybe only need 2 due to how searchable it is currently. The deck normally does need to see 1 copy to get rolling however so this is up for debate. One of the best tuners in the game, if not the best, Plaguespreader Zombie gives you double Synchros when Normal Summoned and access to 2 very good Synchros, Revived King Ha Des and Doomkaiser Dragon. You should probably only run 1 copy of this card' date=' but the 1 copy is very nice to search off Goblin Zombie/Pyramid Turtle when your Plaguespreader is banished. It also allows for access to Gachi Gachi Gantetsu and Archfiend Zombie-Skull if you choose to go that route, but the main reason to play this card is simply because it is your secondary searchable tuner. The 1 copy is a staple, simply because it is a great search if you can drop Brionac or Zombie Master. It allows you to continue your Synchro plays, and it has very solid stats to boot. I'm not quite sure I can call this a staple but I see no legitimate reason not to run 1 copy' date=' running more seems kind of iffy though. It's a nice card to search when you need it and sometimes you will need it to get your plays started. One of the older Zombies, Reaper can potentially return this format due to the lack of commitment to the field. Always a nice option to search off Goblin/Turtle, it may end up squeezed out of the Main Deck due to room but still a viable option. Some people love Pyramid Turtle' date=' some people don't bother running it all. Only time will tell which way is right, but personally I run 2 copies. It gives you more options on turn 1, and is a nice set if they open Leviathan Dragon search Veiler off of Sangan. Running multiples helps create the guessing games on what your set monster is as well. I personally do not believe this card is worth running, but I felt the need to mention it because it's not terrible and there is a lot of potential with it if someone finds a build to abuse it. Other Monsters worth consideration: Black Luster Soldier - Envoy of the Beginning Caius the Shadow Monarch D.D. Crow Dark Armed Dragon Effect Veiler Gorz the Emissary of Darkness Maxx "C" Mystic Tomato Reborn Tengu The Elite 4 (Dandylion, Glow-Up Bulb, Lonefire Blossom, Spore) Tour Guide From the Underworld + Sangan Tragoedia Spells & Traps Themed Monster Reborn that also helps control their Graveyard as well. Can potentially be dead early but overall a very good card. Ruling Note: If an effect is chained to the activation of "Book of Life" and removes the targeted Zombie-type monster in your Graveyard' date=' the other targeted monster in your opponent's graveyard is still removed from play and you can't choose another target. If an effect is chained to the activation of "Book of Life" and removes your opponent's targeted monster in their Graveyard, you will still Special Summon the targeted Zombie-type monster in your Graveyard, but you cannot remove from play a different monster. Even better with Tour Guide, useful for continuing your plays and can be chained for extra Goblin Zombie/Sangan searches. Other Spells & Traps worth consideration: Allure of Darkness Book of Moon Burial From a Different Dimension Creature Swap Dark Hole Enemy Controller Foolish Burial Gold Sarcophagus Heavy Storm Mind Control Mind Crush Mirror Force Monster Reborn Pot of Avarice Pot of Duality Solemn Judgment Solemn Warning Trap Dustshoot Zombie World Extra Deck Monsters This Synchro is in my opinion' date=' one of the main things that makes this deck worth playing. The effect is very, very good especially in a format where players will generally not be setting multiple backrow. Running over Monstes like Reborn Tengu, Sangan, themed searchers and recruiters, and so forth can just cripple your opponent. This card's main purpose is for Mirror Matches. If your opponent leaves a Level 2 Zombie Tuner in the Graveyard, you can Summon this to grab it and go into a Level 8 Synchro. Brionac is your best Synchro if you play Zombies. Searching Mezuki off of Goblin Zombie Synchro and discarding it for Brionac's effect is incredible. Not much else can be said. The main reason to play Tour Guide in the deck' date=' it allows you to get more usage out of Plaguespreader and Mezuki. They even go back to the Graveyard after being brought back for more combos! If you have any suggestions on things that can be added to the original post feel free to post them.
  8. Frog Monarchs Frogs: – Treeborn – The core The very center of the deck. Get this to the grave, and you are suddenly aware of your standby phase and how awesome it can be. This little dead guy can keep coming back for a new monarch every turn, making it endless turns of big monster drops and backrow baiting. It’s effect keeps activating so long as it’s your standby phase and you have no spells or traps, so any quickplays can be used to abuse this. The biggest advantage of this is Enemy controller. Treeborn makes this slightly above average spell into a fucking costless Brain Control. This card has been around forever and short of a spike in consistent macro decks, banning, or an outright better card, it will stay the main source of monarch fodder for the remainder of this game. – Swap – The Big Dumper Opening with this pretty much sets the gears in motion. A foolish burial with legs (albeit small ones) that can also be used as extra trib fodder when coupled with another water. Thanks to its “POKEMON! RETURN!” effect, you can use its to not only dump out your treeborn, but ronin, too, along with tons of frogs to fuel it. Bouncing it back will more times than not will leave you with an empty field which sounds terrible but easily deter attacks for a turn for the simple fact that Gorz or Tragodeia. It can also be used for Gachi Gachi which can push your Monarchs up over Shi En, Utopia, Barkion, etc. – Ronintoadin – The Back-up A 2000 def monster that can be summoned multiple times a turn so long as it has the fuel... what’s not to love? The damn thing pretty much BANNED Substitoad with it’s ability to be OTK-abused. Now it’s a second form of tribute fodder than can be used (realistically) 7 or 8 times... more than any game should really need. It makes for easy LADD, Krystia, Obelisk, or any other multple tribute monster drops. Even in a worst case scenario, it’s a wall to stall out with or fodder for Aoi. – Dupe – The “Recruiter” Every deck loves recruiters. Not every deck has one with 2000 def. With this, frognarchs have the ability to run up to 4 sangans. It’s a wall that searches, can pull attacks away from things you want to protect, be used to make Gachi, and after it’s been used and abused, it can fuel Ronin. WARNING: THIS EFFECT IS OPTIONAL AND WILL MISS TIMING IF USED FOR TRIBUTE IN ANYWAY, SHAPE, OR FORM, SUCH AS ENEMY CONTROLLER OR TRIBUTE SUMMON. Monarchs: Caius the Shadow Monarch Caius’s ability to remove has be a play disrupter for many formats. Now with Levier, it might not be as effective but rest assure, this guy will still be played in trips just because there are so many cards whose effects activate by being sent to the grave. Not to mention the fact that he can target all rows, front, back, field, you name it. The added burn is always nice cuz… well just count how many times you’ve needed the extra <1000 and dropped this guy just to end it. Happens more than you realize doesn’t it. Caius is possible the best monarch to be released and the only one that even makes this debatable is Raiza… a Monarch that’s been on the banlist (which is saying something). Raiza the Storm Monarch Raiza has been on the goddamn BANLIST because of the effectiveness of spinning cards to the top. A Raiza lock is still the best lock in this game atm and this deck can pull it off with ease. Traps, flip eff monsters, NOMI/semi-NOMI’s, etc... all of the best targets for this are so popular in this upcoming format as well as this game as a whole, that Raiza will be a big help no matter what point of the game you can drop it. Mobius the Frost Monarch Mobius is always a solid choice in a format where people are just setting 4 or 5 a turn. Soul into Mobius is such a devastating play. In a format where heavy storm exists, starlight road will get more play so Mobi might not see as much play, but most game 2s and 3s, it may gain some advantage since SLR has little use in game 1. It being a possible Aoi target is an added bonus as well. Thestalos the Firestorm Monarch Thestalos hasn’t been used popularly in a long time, but maybe it’s about time he gained a bit more usage. 2 Mind, 3 Aoi, 1 Trapdust, and X Thest... the pure hand advantage this can gain per turn is incredible. The advantage from field to hand with Soul Exchange can make it a devastating combo as well. Only thing holding it back is its random choice and so many monsters being played that can function better in the grave. Even then, I can still see Thest getting more play in the near future. Accessory monsters: Gorz, Emissary of Darkness The attack deterers. Gorz is Gorz... I don’t need to say more really. It’s a 2700 stick that special summons another stick that can beat back just as hard as you just got hit. It also has another effect that can burn and in the rare situation that it works (Caius burns and what not), it’s a hilarious play, but the drop after battle is far more devastating. Tragodeia This guy is just plain awesome. In a deck as conservative as Frognarchs, your hand tends to get pretty big. Because anything you pitch to steal a monster of the same level is now in your grave, you can pretty much Xyz with every drop. Stealing a level 2 for Gachi, 3 for Levier, or even just steal the big sticks with great effects i.e. level 6 and 8’s. The ability to PERMENENTLY steal is a big shift in this game and comes at very little cost. Preferably, stealing a monster, dropping LADD on top, and as LADD negates and your hand builds, when he goes, you now have a big Trag ready to steal after they just burnt resources. Too much advantage can be gained with this card and at 2, it’s a force to be reckoned with. Battle Fader Fader came late to the party but was welcomed with open arms since it was unique compared to all the other monsters that drop from the hand via attacks: No battle damage. Nothing feels greater than dropping this after an opponent burns through countless resources, floods a field, and just assumes they win. Then next turn, you have free fodder for whatever you want to drop on top. It adds in the 2nd trib for Krystia, LADD, and possibly a 3rd if you run Obelisk. A full blockade/phase ending effect is easily thrown into a deck that runs 0 defensive backrow and often leaves fields wide open. Effect Veiler A skill drain that can drop from the hand unexpectedly and majorly disrupt plays... No deck atm DOESN’T want to run it.......... and this is before we lose priority. The ability to disrupt and stall out counter strategies is exactly what this deck wants and Effect Veiler can only get better as TCG and OCG start to merge better. Sangan Sangan is TEH SEARCHER. The card will literally search any stall card or any engine card in this deck. It’s uses only get better so long as we have the TCG Xyz rulings since this deck is prone to just steal opponents monsters. If they leave a level 3 on the field, Econ and sangan become Levier/Levia + search, which can easily sway the direction of a game 180º. So long as the card is legal, it’s mandatory effect will continue to be abused and this deck can do it just as well as any other. Tour Guide from the Underworld If we learned anything from GK Recruiter, a searcher for a searcher can completely boost a deck into a different tear and this is the alpha and omega of searcher searching monsters. As previously stated, Sangan can search just about every key card in this deck. Searching it out, and Xyz’ing into a bigger monster is great on it’s own. In a game all about advantage, the faster the search, the faster the tempo is shifted into your favor and you can just slowly push the opponent into a helpless position. If you can afford it, Tour Guide is a must for the sole reason that you just have to keep pace with other decks that run it. Boss Monsters: This deck has a huge array of Boss monsters that can be switched out according to what works best in that current meta. This is a HUGE key to this decks success. It’s ability to morph from big pushes, to tight control, to a mix of both makes not only predicting plays in game one a challenge, but can be a bigger hassle post-side decking. Light and Darkness Dragon – LADD forces a number of things on your opponent: burn through cards just to weaken it low enough to beat over, negate the summon, or activate a 2nd effect in response to LADDs effect. Either way, it’s a 1 card advantage building machine. Archlord Kristya and Vanity's Fiend – Archlord Krystia and Vanity’s Fiend: In a world where speed is king, Special Summoning is a HUGE component. Take it away and the one with the biggest monsters rules all. Vanity’s Fiend is the easy drop while Krystia can be reused and recycled. It’s all about the surrounding meta but either way, the SSstopper twins are a big plus for this deck. Obelisk the Tormentor – Probably the hardest drop for this deck and it can STILL be pulled off without a hitch. Many decks have few outs to this godly beast and if it’s not handled quick enough, 4000 ATK can only smack someone around for so long. Black Luster Soldier - Envoy of the Beginning – No need to explain. This deck can run multiple lights and darks and this thing has been on the banlist for years for a reason. Spells: Staples aside, the spells in this deck are all about using your opponents monsters against themselves. From paying tribute costs to a free brain control in the standby phase, the bigger the monster they have, the better you’ll feel about stealing it and ramming it into their grave when you’re done with it. Enemy Controller LITERALLY a free brain control in the standby phase when combined with Treeborn and one of most game changing cards this deck can run. There is no reason this deck SHOULDN’T run 3. Even in the worst case when you have no monsters to use to steal, it can deter 1 attack. Card is great and this deck can abuse it better than any other. Soul Exchange The 1 card in this deck that doesn’t require a special summon to drop a monarch. It can be an out to a number of threats this deck faces like Krystia, Vanity’s Fiend, Dyna, Banisher, or just any monster that might be big enough to threaten if you read a veiler coming. It’s also a big help for dropping your double (or triple) tribute monsters when the other means aren’t available. It’s 1 more precaution to make sure you can survive in the times where frog just isn’t happening. Traps: TO COME SOON
  9. Scrap - Discussion

    Scrap Deck Discussion Scraps were an archetype released in DREV and has continued to receive support as recently as EXVC. Scraps focus on destroying themselves and triggering their effects to slowly gain advantage through your opponent . Scraps were competitive upon release, but then fell off the map for several months until they re-emerged in the Top 16 at YCS Orlando last format. Scraps look to have a promising future this format with Heavy Storm coming off the Forbidden List. The level 4 Tuner of the deck and the prime target for Scrap Chimera with a recycling effect to boot to add Scrap Chimera back to your hand via his own effect, Scrapstorm, Scrap Dragon etc. Running 3 Beast's is standard to maximize the use of Chimera and Scrapstorm. The level 3 Tuner of the deck. He cannot be destroyed by battle which can be extremely helpful to hold off on your opponent's pushes. Like Scrap Beast if he's selected as an attack target while in face-up defense he can allow you to add Chimera back to your hand. The best monster in the main deck. One card Scrap Dragon or Scrap Archfiend and now with the release of Xyz monsters you also have the option of going into Steelswarm Roach. No reason to run less than 3 in any build of the deck. A very good recursion effect and a prime target to revive when Scrap Dragon has been destroyed as well as a solid card to send with Scrapstorm. Summoning him can give instant access to Scrap Dragon or even Scrap Twin. Essentially a themed Faultroll for Scraps and if he's left up can continuously generate plusses. Another level 4 Tuner in the deck, usually only 1 is used. His effect to destroy a monster can be used on himself or another Scrap Tuner to add Scrap Chimera back to your hand which will allow you to continuously summon Scrap Dragon's and apply pressure to your opponent. One of the best splash able cards in the game. Allows you to easily go into Scrap Dragon with Beast and then get another Tengu on the field for Scrap Dragon fodder. Also works great with Xyz because when removing him as an Xyz material he will replace himself again. Essentially the boss card of the deck. His one for one effect may not seem like much at first, but with combo him with the Scrap monster effects and the plusses with come rolling in. Also with the unbanning of Heavy Storm it makes his effect even more powerful as players will not be able to spam back rows as often allowing Scrap Dragon plays to break your opponent's board. With a revival effect to replace himself when he's destroyed with another Scrap Tuner or ideally Scrap Golem it can start a mini-loop for Scrap Dragon's that can be a nightmare for an opponent to stop. 3 is a must in the extra deck. The level 9 Synchro of the deck. Great for clearing opposing synchro's and Xyz of the board or making game pushes. Also note that he only requires two monsters so Golem into Scrap Beast gives you a 3000 ATK who can clear boards with a revival effect. Usually only one is used the extra deck. The level 7 synchro of the deck with 2700 ATK it can be a force to deal with and a viable option when you need to use Chimera to bring up Goblin when you don't have a Scrap Dragon play. A one card Steelswarm Roach with Scrap Chimera? Sounds good. Arguably one of the best Xyz monsters out making him when you already have a Scrap Dragon out can secure the game. Another very good Xyz that can be made in one card with Scrap Chimera. His 2500 atk makes him able to match or get over many of the monsters in the game and his effect to negate attacks of bigger monsters works very well with Scrap Dragon as you can negate the attack of their bigger monster and pop it with Dragon next turn. Other Monsters worth considering: Summoner Monk Meklord Emperor Granel Meklord Emperor Wisel Gravekeeper's Spy Effect Veiler Scrap Searcher Cyber Dragon The best set-up card in the deck. Opening Scrapstorm and Scrap Beast then subsequently dumping Scrap Chimera with Scrapstorm's effect gives you a Scrap Dragon play next turn. Also great for dumping Golem if the situation calls for it. The fact that it's a quickplay spell makes it chainable to any destruction such as Mystical Space Typhoon or Heavy Storm or any monster destruction on your Scraps such Bottomless, Dimensional Prison, Dark Hole etc. The card is flat out ridiculous at setting up plays and even sometimes net you advantage 3 should almost always be used. Great toolbox card to add Goblin, Orthros, or Beast to hand. The card really speaks for itself. How many run generally varies from build to build some players prefer 3 while others may not even run the card. Just an amazing card in pretty much every deck so why shouldn't Scraps run it? 2-3 per deck is pretty standard. Other Spells worth considering: Mind Control (Basically a staple) Scapegoat Pot of Avarice Foolish Burial Generic staple cards i.e. Heavy Storm, Mystical Space Typhoon, Book of Moon etc. Scraps may have been one of the decks that benefited most by Call going two. Constantly reviving Scrap Dragon's and Golem's is good enough, but the deck finds uses for the card long after its use. While most other decks consider an unattached Call a liability (whether the monster was tributed, synchro'd, Xyz'd etc.) Scraps take advantage by using the dead card as prime Scrap Dragon fodder allowing you to gain even more plusses through the Dragon. I believe 2 will be Staple in Scraps. A very powerful card last format, it's unknown how it will fare this format with Heavy Storm back. Definitely worth a look with Beast, Chimera, and Tengu all excellent targets for it. Act's as an Effect Veiler and an attack stopper and if the monster isn't destroyed it sits around on the field as another ideal Scrap Dragon target. Another card that was immensely popular last format, it's still unknown how Storm being back will affect Chain's playability. Other Traps worth considering: Mind Crush Starlight Road- If the build is dedicated to using cards like Horn and Chain. Dark Coffin Generic staple traps i.e. Solemn Warning, Solemn Judgment, Trap Dustshoot etc. The deck was proven still competitive by Evan Vargas' strong showing at the 2011 North American WCQ which also showed you don't need a fully dedicated build that just the essentials of the engine. The deck may have issues finding an efficient way to deal with turn one Tour Guide's and trouble keeping up with faster decks such as Twilight. Overall I feel the deck has the tools to be competitive on the tournament scene.
  10. Worm - Discussion

    [ WORM - Discussion ] Like the Shoggoths of H.P. Lovecrafts writings, the Worm archetype is a series of formless space creatures of great variety trademarked by their multiple eyes, insectoid bodies, blob-like nature, various tendrils, or their vertical mouths (some of which have been editted out in the TCG versions of the cards.) Worms are a Light reptile-type archetype, similar to the earlier "Alien" monsters that specialize in Flip-effect related mechanics. There are 26 Worms in all, each with a name that begins in an ascending letter of the alphabet. Only an outstanding few of the "Wormphabet" is actually used in the deck, and they are as follows: [ THE WORMS ] Worm Xex & Worm Yagan Xex, along with its sister card Yagan, make up the main combo of the deck. When you summon Xex to an open field, you can drop Yagan into the grave and then Special Summon it. This is an instant +1 that ends you with two monsters for a single summon. Yagan's bounce effect is vital because it can remove huge threats like Synchro and Xyz monsters in a manner that can skirt around the defensive effects of cards like Stardust Dragon. Its also worth noting that Xex cannot be destroyed in battle while Yagan is face-up, which could force your opponent to deal with Yagan first, leaving you a turn to special summon another graved Yagan with Xex's effect. Worm Cartaros A floater that nets you another Worm to your hand. Cartaros is an invaliable way to search Xex from your deck. If your opponent does not attack into Cartaros (since you need an open field to summon Xex), you can also flip it yourself and net a second Cartaros to thin your deck, then set it down next to the original. Worm King An important component to Worm's ace trap card, "W Nebula Meteor". Worm King is a fairly solid card in its own. With a 2700 ATK body and requiring on a single tribute, it can successful beat over a lot of heavy hitters. The fact that you can tribute Worm monsters to destroy cards on your opponent's field cannot be ignored either. With a well placed Worm King drop the game can be easily won. Worm Linx Once the sole reason for the decks existence, Worm Linx has fallen out of style lately, but is still run in a single copy in most Worm builds. With the right setup and protection, Linx allows you to draw a card during each players End Phase, which can quickly build up the resources you need to continue defending Linx. If you can get past the tricky initial setup Linx makes overwhelming your opponent with advantage a simple manner within several turns. Worm Apocalypse Apocalypse has a small body and its ability to destroy an m/t on the field is only so useless. It can be combo'd with "W Nebula Meteor" to use its effect more than once, and is also searchable by Cartaros, making it a removal you can call upon when needed. Apocalypse can be worth maining or siding to get rid of cards like Decree that may be sided in game 2 and shut down your plays. [ WORM ALLIES ] Ananta the Evil Dragon All of the Worm monsters are reptile-type, so that makes Ananta a great ace in the hole for the deck. Late game it can drop with huge attack, but early on you can summon it as a wimp just to make use of its destrruction ability. It can be useful in a bind, and when combo'd with Offerings to the Snake Deity, you can effectively clear an entire field with two cards without difficulty. Genex Ally Birdman Birdman is a great tuner for the Worm deck because he can help you make use of the Worms effects more than once. You can bounce a flipped up Worm monster to your hand and then reset it, or return Xex and summon him again for another Yagan drop. Birdman also allows easy access to a certain Synchro... Genex Ally Triforce Simply by combining Birdman and any level 4 Worm you can summon Triforce. All of its effects should be ignored for this deck, other than its last one. The ability to reset a Light each turn can quickly build back your Worms and allow them a chance to flip back up again. Wind-up Zenmaister Nearly all of the Worm monsters are level 4, which makes summoning Zenmaister as easy as Xex + Yagan. Zenmaister can reset a Worm and then flip it back up, allowing it to reuse its effect immediatly. This cannot be overlooked in certain situations. [ TRAP CARDS ] Offering to the Snake Deity The "Icarus Attack" of this deck. Its a useful backbone and provides invaluable removal. Offerings has been ruled to only be able to hit face-up Worms, so you may find yourself summoning a Worm to destroy with this card rather than setting it for its flip in a bind. The best targets would be Worms that are already face-up like King or Xex. Ananta works equally well here. W Nebula Meteor The Ace card of the deck. Meteor does everything the Worm deck wants to do, all for a single costless card. It flips all of your face-down Worms up (which can dodge your opponent's attempts to destroy them without their effects activated, with cards such as "Nobleman of Crossout".) Then you get to reset them and reuse them, draw cards, and summon Worm King from your deck. Some fun ways to use this card would be to follow it up after Xex is summoned and Yagan is set for an instant monster bounce and a draw 2. When the monsters are flipped up it gives you a chance to play Offerings on a face-up Worm too. Other Note-worthy Cards: Worm Tentacles Worm Solid Worm Jetelikpse Worm Zero Effect Veiler Caius the Shadow Monarch Locomotion R-Genex Future Fusion Pot of Duality Dimensional Prison Starlight Road Fiendish Chain Safe Zone Dark Bribe [ WEAKNESSES ] Since summoning Xex and going into Yagan is the decks bread-and-butter play, cards like Solemn Warning or Bottomless Trap Hole that would hinder Xex being on the field, or D.D. Crow removing Yagan from the grave, are the biggest hurt to this deck. Effect Veiler can also stop Xesx dead in its tracks, with a similar ability to stop King or Ananta. Nobleman of Crossout is the biggest enemy of FLIP monsters, and in this deck getting all of your Cartaros removed could definitely hurt. With the current formats top tiers leaning towards LIGHT angles, Light-Imprisoning Mirror may be sided more and more, which completely shuts down all of this decks plays. Royal Decree shuts down Offerings, Nebula, and most of this decks defensive lineup. The following is a sample deck built with the cards and combos showcased in this thread. [ SAMPLE DECK ] [MONSTERBOARD - 16] [3] Worm Xex [3] Worm Yagan [3] Worm Cartaros [2] Worm King [2] Evil Dragon Ananta [1] Worm Linx [1] Worm Apocalypse [1] Genex Ally Birdman [ MAGICBOARD - 9] [3] Pot of Duality [2] Mystical Space Typhoon [1] Dark Hole [1] Heavy Storm [1] Book of Moon [1] Monster Reborn [TRAPBOARD - 15] [3] W Nebula Meteor [3] Offerings to the Snake Deity [2] Bottomless Trap Hole [2] Solemn Warning [2] Starlight Road [1] Mirror Force [1] Torrential Tribute [1] Solemn Judgment [EXTRABOARD - 15] [1] Chimeratech Fortress Dragon [1] No. 39 Utopia [1] Wind-Up Zenmaister [1] Steelswarm Roach [1] Leviar the Sea Dragon [1] Black Rose Dragon [1] Genex Ally Triforce [1] Brionac, Dragon of the Ice Barrier [1] T.G. Hyper Librarian [1] Ally of Justice Catastor [1] Scrap Dragon [1] Stardust Dragon [1] Ancient Fairy Dragon [1] Gaia Knight, the Force of Earth [1] Trishula, Dragon of the Ice Barrier
  11. Destiny Hero - Discussion Destiny Hero is a deck that revolves around the core of Elemental HERO Stratos, Destiny HERO - Malicious and Destiny Draw. The core engine is used for easy Synchro access with Malicious for easy Level 8 Synchros. Essentially the remnants of TeleDAD, the deck has a chance to rise again with the Semi-Limit of Destiny Draw. Monsters commonly used: The opening of Stratos -> Malicious + Destiny Draw is still very' date=' very good. Stratos sets everything up for you. Can also now be used alongside Miracle Fusion with a LIGHT monster for Elemental Hero The Shining and Elemental Hero Great Tornado in the future. The ideal Destiny Draw target and the most common search off of Stratos. Not much else to say since the card pretty much explains itself. Alternate Stratos target' date=' now better since you can Normal Summon it, use the effect and then use it for a Rank 4 Xyz Summon. Surprisingly useful card, getting rid of Xyz Monsters and their materials while setting up nifty Leviair plays. Other Destiny HERO options: Destiny HERO - Dasher Destiny HERO - Defender Destiny HERO - Fear Monger Destiny HERO - Plasma Dasher could be used if you find you need more than 1 Summon per turn since you can Special what you draw, Defender is good with Skill Drain and Fear Monger can get back Malicious/Diamond Dude for plays on the following turn. Plasma could be used with Scapegoats and Tour Guide makes it easier to Summon. Lets you get Sangan to the field' date=' who can get Malicious for Destiny Draw when it leaves the field or whatever else it needs. Other Monster options: Black Luster Soldier - Envoy of the Beginning Caius the Shadow Monarch D.D. Crow Dark Armed Dragon Dark Grepher Deep Sea Diva Effect Veiler Glow-Up Bulb Gorz the Emissary of Darkness Lost Blue Breaker Maxx "C" Plaguespreader Zombie Reborn Tengu Tragoedia Spells & Traps If you play this deck, you play 2 Destiny Draw. Main usage is to create Elemental HERO Absolute Zero with Malicious/Stratos and Diva' date=' can now be used with Effect Veiler + Stratos for The Shining, Nova Master/Gaia if you run a FIRE/EARTH monster and Great Tornado when Legendary Collection 2 is released. Other Spell and Trap options: Allure of Darkness Book of Moon Call of the Haunted Dark Hole Enemy Controller Fires of Doomsday Generic Trap Removal (Bottomless Trap Hole, Dimensional Prison, etc) Gold Sarcophagus Heavy Storm Mask Change Mind Control Mind Crush Mirror Force Pot of Duality Reinforcement of the Army Scapegoat Solemn Judgment Solemn Warning Spiritual Water Art - Aoi Torrential Tribute Trap Dustshoot Extra Deck Options Zero will be your main Miracle Fusion summon if you choose to go the Diva + Miracle route. The deck may not be as strong as it once was but Zero itself is still very strong. Your main method of Summoning The Shining will be Stratos + Effect Veiler. 1 card 2900 drop that can return Stratos to your hand when it leaves the field. Also a LIGHT for Black Luster Soldier.
  12. Gladiator Beasts Gladiator Beasts first came onto the competitive scene in 2008 when Paul Levitin won an SJC with them before Gyzarus and War Chariot, two of the decks most powerful cards, were released. Since their prime in the format of Summer 2008, Gladiator Beasts have proven to be one of the most resilient archetypes in the game, always being somewhat relevant in the meta and appearing at the top tables. Gladiator Beasts are always a popular deck at the beginning of every format because of their unmatchable tool boxing that makes them well equipped to handle a diverse meta. All of the decks monsters rely on surviving battle to "tag out" for a different Gladiator Beasts to gain its effect. This is the beater of the deck at 1800 atk he's the best turn one summon in the deck and if he's tagged into he becomes a 2100 atk. Also a required fusion material for Heraklinos. Generally 2 of him are run, but more aggressive builds may run 3. Probably the most important Gladiator Beast, not so much for his effect (although it's quite good) but because he is the key component in making Gyzarus, still one of the best and easiest to spam boss monsters in the game. Having him removed from play can really make your deck lose a lot of aggression so don't get too reckless with his effect. Basically a staple at 2 this guy allows you to recycle one of the most feared cards in the deck in Gladiator Beast War Chariot as well as other themed cards like Gladiator Beast Respite or even Gladiator Beast monsters. His effect is most commonly used to get Bestiari from your Graveyard and make Gyzarus as well as bring up a Laquari with him and another monster to go into Heraklinos which can be especially devastating after a Gyzarus play. With the release of Essedarii Darius is probably a staple at 2 in all builds of Gladiator Beasts. He may not seem like much at first but being able to manipulate your opponent's graveyard can definitely win you some match-ups such as Frog Monarchs. Easily a staple at 1 because there will always be decks that rely on the Graveyard and Retiari is perfect for disrupting that strategy. One of the weakest monsters stat wise he won't survive too many battles but is ideal for grabbing with Test Tiger when your opponent has a big monster on the field and has one of the most useful effects in the deck. Run is usually run because drawing him can be pretty bad with Test Tiger. Probably the best effect of any Gladiator Beast especially when brought out with Test Tiger. He's an instant Heraklinos by using his effect to go into Laquari and Equeste to add back Chariot you can almost win right there. Secutor's issue is drawing him is awful especially without Tiger and going TigerSecutor into your opponent's Veiler can lose you the game. Still a card with too much upside and explosive abilities to not run in Test Tiger builds. A defensive tank, you can stall out against some decks for a long time with this guy, an amazing turn one set especially when your opponent doesn't know what you're running. Then when your opponent knows you're using Hoplomus setting other GB's to set up for contact fusion plays is amazing because many players don't want to attack into Hoplomus and give you a free tag out. A 1900 Gladiator Beast may not seem like much but he can be quite useful for running into monsters that can give the deck trouble such as Rai-Oh or Doomcaliber. Andal also got some second looks last format when Horn of the Phantom Beast came onto the scene. The potential of a 2700 beater who draws a card when he destroys a monster was definitely a theory worth testing. Andal will definitely make a come back in Gladiator Beast decks once Rescue Rabbit is released. Test Tiger gives the deck so many options, letting you access any parts of your toolbox for the given situation. Tiger's most common use is Gyzarus spam with Elemental Hero Prisma and is also great to get Secutor or Murmillo if you need to destroy a monster. A great card that gives the deck so many options. Summon Prisma, send Bestiari, Special Summon Test Tiger, Grab Darius, Special summon back Bestiari, make Gyzarus. That play has been the most common power play for years in Gladiator Beasts and is still as devastating as ever. With the release of A Hero Lives Prisma gets even better in the deck and will allow you to consistently go off into Gyzarus plays. Even though we don't get this guy for a few months it's still worth discussing the plays he adds to the deck. Since he can only search normal monsters the deck would need to run 3 Gladiator Beast Andal's which is easily recyclable with Gladiator Beast's Respite. Rescue Rabbit can allow for turn one plays to Essedarii, Utopia and Steelswarm Roach. It's almost in essence a tour guide for Gladiator Beasts. The card is fucking ridiculous, being able to destroy two cards then grab two different monsters (with Laquari in grave he's an instant Heraklinos) He's the reason you run Prisma, well-timed Gyzarus plays will flat out win you the game. Also has an abusable effect with Monster Reborn and Call of the Haunted which recently went to two. A 3000 atk behemoth with the ability to negate Spell and Traps? What isn't too like? Going into Heraklinos backed with Gladiator Beast War Chariot can be a very difficult field to break especially after a Gyzarus play. The three monster investment isn't difficult at all especially with cards like Darius and Secutor. The newest member of the Gladiator Beast family a 2500 vanilla would be considered terrible for many decks, but Essedarii is actually quite useful in Gladiator Beasts primarily because his fusion material consists of ANY 2 Gladiator Beasts. Tagging into Darius with any GB monster in grave gives you an instant 2500 atk that can tie with some of the decks biggest adversaries such as Stardust Dragon. Also very useful for making with cards like Murmillo and Secutor who you don't ever want in your hand and turning them into a 2500 beater. Other monsters worth running: Gladiator Beast Andal Elemental Hero Stratos Effect Veiler Neo - Spacian Grand Mole Blackwing - Gale The Whirlwind Thunder King Rai-Oh Your monster line-up will be largely composed of the Gladiator Beast toolbox so there isn't too much room for anything else as opening monster clumped hands in GB's can cost you games. More tool boxing abilities. Probably best served for searching Hoplomus, Laquari or Bestiari. Opinions are always mixed on this card, it's often great early game but drawing it late game can really screw you. Very easy to abuse with Equeste. Respite will see a lot of play when Rescue Rabbit is released to send Andal back to deck so the deck can max on Rabbit. Also it's worth mentioning that you can add Gladiator Beast cards back such as Chariot and another Respite. Recently released in Generation Force, A Hero Lives gives the deck a ton of explosiveness by being able to quickly grab Prisma to the field and go into Gyzarus. With the cost of half your life point's you should be careful with this card and wait to use it until your opponent is low on resources to ensure your play is successful. Also it's noteworthy to mention that activating it only applies to not controlling any FACE-UP monsters so you can still use it with sets. Being able to go A Hero Lives into Stratos summon Prisma and XYZ for Roach or Utopia is just another option this card adds to the deck. Other spells worth running: Dark Hole Heavy Storm Book of Moon Mystical Space Typhoon Monster Reborn Enemy Controller Future Fusion Smashing Ground Pot of Duality Reinforcement's of the Army Dimensional Fissure Forbidden Lance Probably the one card in the deck above any other that has kept it playable for the last few years. So many if not all decks now rely on effect monsters and War Chariot stops them dead in their tracks. Continuously adding this card back to your hand with Equeste creates a mini-loop that can be incredibly difficult to stop. One of the coolest things about the card is the ability to stop cards like Effect Veiler (an ability so few decks have) from disrupting your potential Gyzarus and Secutor plays. Some players prefer to run 2 instead of 3 because drawing multiples can be subpar since the card is easily grabbed back with Equeste. Of course the advantage to running 3 is seeing it more often. This is a card that can easily be overlooked in Gladiator Beasts. Call going to 2 actually helps the deck a lot because the normal summon and surviving until the end of battle is SO important in this deck there is really no reason not to run two of something that allows you to put another monster on the field. Not to mention the card is just silly with Prisma plus being able to special summon Gyzarus from the grave during your opponent's end phase to dodge Veiler and their just set traps is insane. Other traps worth running: Trap Dustshoot Mind Crush Starlight Road Mirror Force Torrential Tribute Solemn Judgment Solemn Warning Safe Zone Dimensional Prison Bottomless Trap Hole Horn of the Phantom Beast Trap Stun Seven Tools of the Bandit Waboku Compulsory Evacuation Device Gladiator Beasts are a deck that have a lot of potential this format as they always do because of their tool boxing, ability to summon powerful fusions and of course War Chariot. With the addition of XYZ monsters the deck has the ability to go into Utopia, Roach, Leviathan Dragon and Leviair among others. Leviair has loads of potential because it gives the deck the ability to add back Bestiari if he's been removed from play, something the deck has never had the ability to do. Last format the most popular variation of Gladiator Beasts was the control based "Tigerless" version. With Heavy Storm coming back it gives the Test Tiger Prisma variation Gladiator Beasts a boost because of the problems the deck had dealing with a ton of backrows. Last format if your opponent opened with 3+ backrows you were already fighting an uphill battle because the deck needs monsters on the board constantly which can be difficult for a deck when the deck is so dependent on its normal summon. Only having 1-2 backrows to deal with allows your battle phases to resolve in successful tag-outs and most importantly allow Gyzarus plays to go through. With Rescue Rabbit coming in a few months the deck gets a huge boost in making big creatures. Perhaps one of the toughest issues the deck will have this format is finding a way to consistently and efficiently deal with turn one Tour Guide into Leviathan and Veiler as well as the plethora of boss monsters in decks such as agents. Gladiator Beasts have always been a great anti-meta deck especially with the ability to side deck into Dimensional Fissure against Graveyard reliant decks. With the right tech choices Gladiator Beasts could potentially be a force to be reckoned with this format.
  13. X-Sabers Discussion <iframe width="420" height="315" src=" http://www.youtube.com/embed/ENPthEtEUDI" frameborder="0" allowfullscreen></iframe> History X-sabers are an YGO CCG archetype which premiered in the very first Duel Terminal arcade machine which consist of the EARTH attribute X-Saber and XX-Saber monsters which are mainly of the Beast, Beast-Warrior, and Warrior types. The archetype received some additional support from the main set Ancient Prophecy which introduced the sub-archetype XX-Sabers and since then the deck became a one trick pony combo deck which if pulled off will leave your opponent with no cards in hand. With the release of the packs Absolute Powerforce and Shining Darkness the deck received support which propelled into top tier status and since then the deck has taken multiple YCS's and even US 2010 Nationals. Playstyle Overview X-Sabers mainly functions as a combo deck which can generate constant pressure on the opponent; the deck can punish over extension with Hyunlei or it can punish conservative players with Gottoms and Airbellum by discarding cards from their hand. The deck can assemble the pieces of its combo using Emmersblade to search a desired level 4 or lower X-Saber to the field or Darksoul to search any X-Saber monster to add to your hand it even searches Faultroll. These 2 cards add a very important degree of consistency to the deck. Once you gathered 2 X-Sabers on the field you can unleash Faultroll who opens you up to a myriad of plays. Potentially you can make a big push for game or end with a strong setup. Members & Support Darksoul is essentially a themed Goblin Zombie; it replaces itself by searching any X-Saber monster from your deck to your hand. This card promotes a large degree of consistency by allowing you to willfully search out your combo pieces. There's absolutely no reason why there shouldn't be 3 in a dedicated X-Saber deck. Faultroll is one of the main win conditions. It helps the deck swarm by being a 2400 Special that can get back other monsters for Synchro plays or pushes. Some duelist run 3 copies of the card others prefer to run 2 to eliminate dead draws and to open up more room for tech choices. This card is decent at any of the two numbers however. Fullhelmknight being 3 stars makes it the optimal tuner for the deck. It combos well with Book of Moon and Enemy Controller to get back free Darksouls for Synchros or Emmersblade to ram and get another monster. The attack negation ability also cannot be understated as it helps with your setups and can potentially save you from damage. Most players feel comfortable running 3. Emmersblade alongside Darksoul grants X-Sabers a large degree of consistency. It replaces itself with another X-Saber so you can keep another name on the field to drop your Faultroll activate your Emergency Calls. It even makes Emergency Call live if you continuously ram Emmersblade into larger into larger monsters. 3 Emmersblade has been the way to go for most players piloting X-Sabers. Pashuul is another one of the decks tuners. With paired with Boggart Knight it can give you instant Hyunlei and with Faultroll plays you have access to level 8 synchro monsters. The deck can also help you stall out of bad hands or help you get out of your opponents pressure. Many players have met with success main decking 2 copies last format with Reinforce Truth to search it out. Boggart Knight is a 1900 Maruading Captain that makes Faultroll live instantly, can also be used to Special Pashuul for instant XX-saber Hyunlei. Most builds have settled into using 2 copies of Boggart Knight. X-Saber Airbellum has been shrunk to one all last format. It's still a playable card but most players don't find it necessary at higher numbers without Rescue Cat. It's also a great option to have if you're maining Hamster and Creature Swap. Creature swaping Emmersblade and attacking it to search Airbellum for a direct attack is a solid move. Gottom's Emergency Call can come in after Hyunlei to win games, can be made live easily with Emmersblade and creates insane advantage with Darksoul and Faultroll. It is also absolutely ridiculous in the mirror match. Extra Deck Most X-Saber decks will play their signature Synchro monsters, Hyunlei and Gottoms. Hyunlei is essentially Heavy Storm with legs for X-Saber, this card is absolutely lethal and can end games by itself when backed by Trap Stun or Seven Tools of the Bandit common combos we saw all last format. Synchroing for this with Darksoul essentially makes it a free summons, and if the card resolves you will almost always win that game. After making a huge push to clear their board, Gottoms can clear their hand out and all but end the game. Combined with Gottoms' Emergency Call and Darksoul this card becomes even more insane for obvious reasons. 3100 ATK is also very useful in some matchups. Extra Deck Staples: 1 XX-Saber Hyunlei 1 XX-Saber Gottoms 1 Stardust Dragon 1 Ally of Justice Catastor 1 Brionac, Dragon of the Ice Barrier 1 Scrap Dragon 1 Naturia Beast 1 Naturia Barkion 1 Mist Wurm 1 Black Rose Dragon 1 Trishula 1 Leviar 1 Levianth Dragon Current Metagame Analysis Credits to Alex Louis Armstrong The September 2011 format brings a few changes to the game. One is we see the return of a few previously banned cards such as heavy storm and Black Luster Soldier. X-Sabers have the uncanny ability to dodge the banlist despite being tier one all format so this deck remains mostly in tact. With the current the Xyz rulings Tour Guide is shaping up to be an important card this format. It has the ability to become a 2500 attack Stratos which lets them search their most important cards easily. Breaking up this play will be essential this format so a lot of decks will continue to main 1 or 2 Effect Veilers and even Maxx "C" We will also witness the advent of the boss monster with the return of Black Luster Soldier and Judgement Dragon back at 3. Agents which seems like a popular choice right now can play a bunch of boss monsters which include Hyperion, Kristya and even Black Luster Soldier. For X-Sabers to be successful I believe they must find counters to Kristya as that single card shuts down all of your options. Now, we come to "how can X-Sabers compete with this sort of metagame?" And we have to arrive to 3 conclusions. A- The deck has to be able to combat the Turn 1/2 Tour Guide B- The deck has to be able to control the opponent's ability to drop boss after boss C- The deck has to either make significant use of the Boss-Monster game-state orientation Heavy Storm creates, or nullify the importance of Heavy Storm. X-Sabers will likely prefer the former. My solutions to the above problems are the two following builds - TWENTY and ZERO MONSTERS THREE COPIES OF XX-SABER DARKSOUL THREE COPIES OF XX-SABER EMMERSBLADE THREE COPIES OF XX-SABER BOGGART KNIGHT THREE COPIES OF XX-SABER FAULTROLL TWO COPIES OF XX-SABER FULHLEMKNIGHT TWO COPIES OF X-SABER PASHUUL TWO COPIES OF EFFECT VEILER ONE COPIES OF X-SABER AIRBELLUM ONE COPIES OF GORZ, THE EMISSARY OF DARKNESS ZERO and NINE SPELLS TWO COPIES OF POT OF DUALITY TWO COPIES OF MYSTICAL SPACE TYPHOON ONE COPIES OF HEAVY STORM ONE COPIES OF MONSTER REBORN ONE COPIES OF BOOK OF MOON ONE COPIES OF ENEMY CONTROLLER TEN and ONE TRAPS TWO COPIES OF GOTTOMS' EMERGENCY CALL TWO COPIES OF CALL OF THE HAUNTED TWO COPIES OF SOLEMN WARNING TWO COPIES OF MIND CRUSH ONE COPIES OF TRAP DUSTSHOOT ONE COPIES OF TORRENTIAL TRIBUTE ONE COPIES OF SOLEMN JUDGMENT The build obviously isn't finalized, as we haven't even gotten into the format yet and testing needs to be done in abundance before I settle on anything. But, the deck embodies what I think Pure X-Sabers have to do in the coming format to win - control the opponent's boss monsters while capitalizing on the use of your own. The point where the deck struggles is in controlling Tour Guide. Winning on two of three fronts isn't bad, but it made me question the viability of X-Sabers. -more coming soon-
  14. Gadget Discussion Overview Competitive Gadget decks center on the usage of the 3 main Gadget monsters; Red Gadget, Yellow Gadget, and Green Gadget which all searches one another out upon summon. The essence of all Gadget decks is the card advantage you get from them and how you decide to use those resources. Given this I feel this deck can potentially reward skillful and creative deck building due to its openness. Play Styles Given how the gadget monsters themselves function we have seen varying play styles through the years. We’ve seen anti meta builds and more recently Machina builds that uses the constant advantage the Gadgets supply as an assist to their means. Machina Gadget decks features Machina Gearframe and Machina Fotress; Machina Gearframe searches out the powerful Machine Fortress and the Gadgets play their role by supplying fodder to unleash Machina Fortress. Anti Meta Gadgets varies from format to format because it’s built to counter the meta but the overall goal is to control and simplify the game state while gaining advantage from your gadget monsters. Most likely you’ll see cards like Fossil Dyna which eliminate options and one for one removal which simplify the game state and protect your monsters. Offering Gadgets has been around for a while but it is once again gaining popularity thanks to the new game mechanics. At its core you use Ultimate Offering to spam the field with a bunch of Gadgets. Originally we witnessed players try to one turn kill using limiter removal but that wasn’t a very consistent strategy. Now thanks to the new summoning mechanics a ton of combos open up. Machina Gadget Members Machina Gearframe comes complete with a sturdy 1800 attack body and 2 useful effects. The first allows it to search any Machina monster except itself from the deck to your hand including Fortress essentially making a themed Stratos. The second allows it to equip itself to any Machine type monster to shield it from destruction. Fortress becomes a true annoyance especially backed with a Gearframe. Running 3 copies is a must Machina Fortress is the boss monster essentially for this particular deck. Its stats are decent but its effects are what make it truly shine. Your opponent may not want to take this guy down outside of using spell and traps. Combine that with a simple summoning condition, how easy it is to search it and how it easy it to bring it back it can be a thorn in your opponent’s side. Run 2 to 3 Machina Force is useless outside of reviving Machine Fortress and it is also searched by Gearframe. Most players run 1 copy. Machina Peacekeeper is similar to Gearframe but it has smaller stats and only exclusively searches union monsters which include Gearframe however. It’s a decent card but most players forgo using it. Offering Gadget Members Offering Gadgets isn’t an archetype like the above Machina monsters it’s a deck built around combos and synergy between Ultimate Offering and the Gadget monsters. Essentially you play cards to take advantage of the resources the Gadgets make. Reborn Tengu owes a lot to the way Xyz mechanics work in the TCG. A popular strategy the deck is to bring out Xyz monsters and Tengu like the Gadgets replaces himself even when used as Xyz material. That and it's Tengu. Run 3. Glow-up Bulb is a tuner so it grants the deck access to synchro monsters. The card also has a few combos as well with Tengu you can summon make Hyper Liberian Tengu’s effect activates getting another one, then you activate GUB effect to make another synchro. You end up drawing one card and with 3 monsters on the field. Similar plays can be made with the Gadgets and Ultimate Offering and you can drop Trishula as well. I would definitely play a GUB. Tour Guide is quickly becoming a defining card this metagame and that has a lot to do with the way Xyz mechanics current work. Tour Guide basically becomes a 2500 attack Stratos which searches a myriad of cards. The card also give you one card access various Rank 3 Xyz monster including Leviar the Sea Dragon. If you play it you must run three along with its life partner Sangan. Birdman has truly become the generic combo card of this game. It combos with tengu, it combos with gadgets, it combos with tour guide, it combos with breaker it just combos. Run 1 or 2 of it. Other Monster Options: Poke Dra Breaker Gale Beastking Barbaros Cyber Valley Tragoedia Debris Dragon (If poke Dra is mained) Caius the Shadow Monarch Gagaga Magician Summoner Monk Deep-Sea Diva Spell and Trap options for Offering Gadgets Its called Offering Gadgets for a reason. Run 3 Enemy controller is a cute card here considering that most of your monsters can already pay for themselves so the cost is easily met with out worry and the monster you get can easily become an Xyz or Synchro monster. It also may protect your monsters from battles, help you win battles, and break up your opponents plays. Incredibly versatile, run 1 - 2. Creature Swap also benefits from the floaters the deck runs. Summon a relatively weak gadget monster, it replaces itself, then creature swap to take your opponent's stronger monster. In this metagame we are seeing the advent of boss monsters so creature swap can potentially punish opponents who play their boss monsters without a decent setup or if they don't have the game. It also has a decent combo with Tengu. Run 1 - 2 copies. Mind Control in this deck truly benefits from the Xyz monsters and the tuners this deck runs. Run 0 - 1 Extra Deck Options For Offering builds your extra deck is reflective of your main deck but there's still a basic skeleton: 1 - 2 Utopia 1 - 2 Steelswarm Roach 1 Stardust 1 Trishula 1 Leviar the Sea Dragon 1 Levianth Dragon 1 Trishula 1 Black Rose Dragon 1 TG Hyper Liberian 0 - 1 Naturia Beast 1 Catastor Other cards can be ran depending on your main: x1 Terror Byte (if playing Poke Dra) x1 Arcanite Magician (if playing breaker) x1 Exploder Wing Dragon (if Debris Dragon and Poke Dra are played)
  15. Stun - Discussion

    Stun (also commonly referred to as anti-meta) is an archtype based off the principal of a full on control approach to the game, using a variety of cards whose effects lock down various aspects of the game or create situations that are unfavorable to commonly played decks and cards within any given metagame. Many different approaches can be taken with a Stun deck, and the ability to adapt their tech to any given format is quite possibly the greatest strength of the Stun archtype. With many decks looking to abuse Special Summon mechanics or utilize effects based on the graveyard, Stun has the potential to be a contender in the upcoming months, even in light of the recent ban on the decks usual centerpiece card, Royal Oppression. Before the discussion gets going, let's take a look at some of the commonly played cards in Stun decks... Thunder King Rai-Oh Thunder King is arguably the lynchpin monster of the Stun archtype. 1900ATK is nothing to sneeze at, and he has a couple of strong abilities to boot. Chopping cards that search the deck and add to the hand has always been powerful, and is probably going to be a big deal in the new format. Cards like Pot of Duality, Reinforcement of the Army, Goblin Zombie, Sangan, Charge of the Light Brigade and Gladiators Proving Ground (just to name a few) get hit by this. This can hinder not only the consistency of a deck, but the explosive capabilities of it as well. The ability to tribute itself as spot removal for powerful SS monsters is key as well. Dark Armed Dragon, Judgment Dragon, Kristya, Chaos Sorcerer and the dreaded Black Luster Soldier all fall victim to this effect. His presence on the field alone can slow your opponents play to a halt or force them to make sub-optimal plays burning several resources to answer this single card. Doomcaliber Knight Another powerful control monster. Once again, 1900ATK is a solid body to place on the field, and the ability to slow your opponent down by negating a crucial effect can make all the difference. DoomCal is an interesting card however, and many duelists feel that its effectiveness varies heavily from one format to the next. This can be a skill demanding card to play with, as it does not discriminate in which effect it negates. Your opponent can also make plays to force the activation of DoomCal, so that is why it is regarded differently in its power level from format to format. The meta is still shaping up obviously and this card is certainly worth consideration once again. Banisher of the Radiance Another powerful effect, Banisher is Macro Cosmos with legs. Many decks that are either dependent on the graveyard or just heavily utilizes the graveyard are already seeing play in this format. Agents, Lightsworn and Zombies are receiving a lot of hype right now, just to name a few. Controlling the game in a similar fashion to the Gravekeeper archtypes Necrovalley, Banisher offers additional benefits as well. Outright removing the cards from the game makes it harder to make a big play after Banisher leaves the table, and searcher monsters such as Sangan and Goblin Zombie get cut by Banisher as well. In addition to the previously mentioned decks, Dragunities, Infernities and Frog decks to a degree get hit hard by this guy. Given the correct matchup, Banisher can be a total superstar for this deck. King Tiger Wanghu King Tiger has been in the game for a long time but only in recent formats has he begun to receive the attention he deserves. Sticking a King Tiger early in the game can mean disaster for some decks. 1700ATK is a sizable body, and the effect to keep many of the small combo based monsters in the game from having their way to the fullest degree can put the opponent into a situation where they simply do not have a good move. Many times players must "minus" themselves just to answer the King Tiger and attempt to develop their board. Once again however, the effectiveness of this card depends greatly on the decks that are seeing the most play. Building Stun to its maximum potential for the format is all about assessing the meta as a whole. Fossil Dyna Pachycephalo I thought Royal Oppression got banned. This little guy puts in so much work. Fossil Dyna is the kind of card that can win a game on his own. EVERYTHING in the game special summons in some way now, and Fossil Dyna sticking to the field can "dead hand" an opponent all on his own. Combining it with protection can end games, and there is nothing more disheartening for an opponent than to have nothing on the field, get ready to make a Gorz play, and you summon a Fossil Dyna. Cutting SS searchers, battle tricks like Gorz and Tragoedia, powerful S/T cards like Reborn and Call and the ability to shut out huge boss monsters like Judgment Dragon and B.L.S. makes this card one of the most powerful and devastating in the entire Stun arsenal. His second effect to destroy SS'd monsters when he flips up is really nice too, and timing it right can get you out of a lot of trouble. Kycoo the Ghost Destroyer Another solid trick that only gets better the more a format depends on the use of the graveyard. Removing key monsters from play can prevent many strong plays from taking place, like dropping Judgment Dragon, Dark Armed, B.L.S./Sorcerer (when Kycoo leaves) and even prevent cards like Pot of Avarice by limiting the amount of monsters a player can keep in their graveyard as long as Kycoo is getting through for damage. Preventing cards from getting removed is really nice too, as it stops effects like Necro Gardna, Phantom of Chaos and even the summons of Chaos monsters like Sorcerer and BLS. Expect to see a lot of Kycoo sided in the upcoming months, and consider him highly when experimenting with a Stun deck. Other monsters that commonly see play mained or sided in Stun... Cyber Dragon Blackwing-Gale the Whirlwind Neo-Spacian Grand Mole Breaker the Magical Warrior D.D. Warrior Lady Spirit Reaper Kinetic Soldier Chaos Sorcerer (Chaos Variant) Black Luster Soldier (Chaos Variant) Remember, Stun is an ever changing archtype, limited only by your own creativity and what is effective against the dominant portion of the field. Just because something is not listed here does not mean it can't possibly see play in this deck. Onto the commonly played spell cards now... Pot of Duality Obviously this card is an auto-include in this deck. Consistency is the key, and this card certainly provides that with virtually no drawback since outside of a possible Cyber Dragon or Monster Reborn play it is highly unlikely that you will have any need to Special Summon. Getting smooth, balanced hands is the key to seeing success with this deck, and Pot of Duality certainly helps with that. Smashing Ground Another solid card. Removal is good, and this one ranks pretty highly in this deck. The nature of the deck can make it quite difficult for an opponent to ever break through, and when they finally do it is actually quite often with only one monster that you need to answer to be able to return to putting steady pressure on them. No need o go into great detail about this one, just make sure to consider it when using Stun. Forbidden Lance An addition barely a format old, but a welcome addition none the less. Lance provides Stun with another card that can be used to protect a monster as a combat trick similar to Shrink in the days of old, but with a serious advantage. Lance can also be used in a much more offensive manner as well as the defensive. Being able to place another monster on the field to continue to apply pressure and push damage is essential for this deck, and Lance can give you a way to do that without having to fear removal such as Mirror Force, Torrential Tribute or Dimensional Prison for example quite as much as you usually would. This does not mean you can play recklessly just because you have it, but it does afford unique opportunities that you may not have in other situations. A strong choice for this deck as well. Obvious spell includes... Dark Hole Monster Reborn Mystical Space Typhoon Book of Moon Other commonly played spell cards in the main or side deck... Enemy Controller Heavy Storm Dimensional Fissure Nobleman of Crossout Once again, experimentation and adaptation is the key. Now, onto the traps... Bottomless Trap Hole This card fell out of fashion in recent formats, but even still the nature of this deck makes this a powerful trap card. Many times a monsters effect can't be utilized in the way it was meant to be, or at all, and sometimes big monsters with strong effects to destroy cards on the field can't come out, or even through something like Fossil Dyna or King Tiger small monsters leading to swarms of bigger monsters can't make the appearance they need to get things going for the opposition. The point is that Bottomless is a strong choice in a deck like this because of the nature of the deck. Cutting effects and summons can simplify the game state in such a way that Bottomless Trap Hole can be at its full effectiveness. A strong choice for one-for-one removal in a Stun deck. Dimensional Prison Another powerful option. The ability to spot remove virtually any threat is certainly nice, and when you factor in that it can handle one of this decks biggest threats (a resolved Stardust Dragon) the card just gets even better. The weakness of this card is its lack of chainability, and in a faster format that can prove to be an issue. It is still a good choice overall though and certainly something to consider. Compulsory Evacuation Device Another solid removal trap. The disadvantage of CED is the fact that it is ultimately a minus unless the target of it is a syncro/fusion/xyz monster, then it is a one for one. The advantage though is the speed at which it can be used; the chainability factor of it is great. In a format that is more dominated by spamming syncro monsters, CED is stronger than in a format dominated by a deck that can SS monsters from the hand with relative ease. Given the hype surrounding Lightsworn, Agent and Chaos decks this may be the latter of the two, but even in that case this card is still worth receiving a second look in this deck and would still be a possible candidate for the side deck. Starlight Road This card may be the strongest it has ever been in this deck right now under this current list. Heavy Storm coming back into the game makes this live more often, but there is also Dark Hole which can also trigger it often. There are many monsters that are expected to see a fair amount of play that can set this off as well. Judgment Dragon, Celestia, and Gyzarus come to mind right away. There are two very nice things about Starlight Road in this deck. First of all, heavy backfield sets are quite common. Having a way to protect them other than Solemn Judgment or Dark Bribe is certainly nice. The second advantage Starlight Road has in this deck is the ability to use it no matter what. In the past, this was a much more risky card to play since Royal Oppression could stop it regardless of whether or not you wanted to bring out a Stardust Dragon, simply because of the wording on it. Fossil Dyna is not worded quite the same way. Starlight Road can still be used to stop an effect like Heavy Storm with Dyna out, you just obviously don't get the summon. This is extremely important because it allows you to set heavily to protect any monster you need to keep, including something like Fossil Dyna. These differences plus the changes in the banned/restricted list make this card a much safer bet to play than before, and quite possible an auto include in the main and/or side deck in the upcoming format. Obvious trap includes... Mirror Force Torrential Tribute Solemn Judgment Solemn Warning Other commonly played traps in the main or side deck... Dark Bribe Trap Hole Dust Tornado (in past formats) Threatening Roar (maybe given the anticipated speed of the upcoming meta) Seven Tools of the Bandit Starlight Road (additional copies if you want) Hopefully this is a solid overview of the Stun archtype as a whole. Thanks for reading and getting involved in the potential furthering of this archtype. Now, LET THE DISCUSSION BEGIN!!!!
  16. Malefic - Discussion

    Malefic is a fairly new deck type, which revolves around removing monsters from either the deck or extra deck in order to special summon their Malefic counterparts. The deck first broke onto the competitive scene at YCS Orlando, where Tommy Murillo took a Malefic version of Gravekeeper's to a top 32 finish. The Malefic deck progressed even further at the 2011 North American WCQs, where Justin Womack piloted them to a top 8 finish. Most recently, two Malefic decks placed in the top 8 of YCS Indianapolis, proving they have what it takes to keep up in the competitive scene.Some have shied away from the deck since Mystical Space Typhoon was unlimited and Heavy Storm was unbanned. However, with bans on Giant Trunade and Royal Oppression, as well as the aid of cards like Dark Bribe and Starlight Road, Malefics still have a chance to compete in the current format. Also, the fact that many players are opting for low trap counts, banking on cards like Effect Veiler instead, boosts the viability of Malefics a great deal. Monsters commonly used: Malefic decks focus on dropping huge monsters to overwhelm the opponent and beat their life points down to zero. However, the Malefic monsters are held back by three restrictions: 1. Only one Malefic may be face-up on the field at a time. 2. If there is no face-up field spell card they are destroyed. 3. Other monsters you control cannot declare an attack. Malefic Cyber End Dragon is the largest Malefic monster outside of Malefic Truth Dragon, boasting an impressive 4000 attack points and essentially no cost to summon it. Although it has no positive effect, the fact that it's able to run over virtually every monster that sees play today is enough to make it playable. Run 3 copies. The other most commonly played Malefic monster is Malefic Stardust Dragon. Although it's attack points are not quite as high as Malefic Cyber End Dragon's, 2500 is still enough to run over many commonly played monsters it comes across. Malefic Stardust Dragon also comes with one positive effect: the ability to prevent field spell cards from being destroyed by card effects. This in turn helps it protect itself from being destroyed by the 2nd Malefic restriction. Another benefit of this card is that it is level 8, allowing it to be used as fodder for Trade-In. Run 3 copies. Since only one Malefic can be on the field at a time, the deck relies on summoning other non-Malefic monsters to back them up. AGGD fits perfectly into this (assuming Skill Drain is face-up). With a whopping 3000 attack points, it's easily summonable through Geartown (which supports the field spell restriction), as well as alevel 8 for Trade-In. It's ability to prevent the opponent from responding to it's attack with cards like Dimensional Prison and Mirror Force is an added bonus. Since it can be revived from the graveyard with Geartown, 2 copies are really all that is needed. Beast King Barbaros has a solid 1900 when it's summoned without tribute, and rises to a powerful 3000 under Skill Drain. Barbaros makes up for the decks tendency to rely on special summoning, and provides a way to maintain field presence the turn you activate Pot of Duality or when you're facing down a monster like Kristya. Additionally, it is a level 8 for Trade-In, rounding out the deck's targets for the draw card. Run 3 copies. The final monster commonly found in Malefic decks is Gravekeeper's Commandant. Commandant acts as Terraforming on legs and is another monster you can normal summon alongside the Malefics. It's unaffected by Skill Drain and rises to a respectable 2100 attack with Necrovalley on the field. Run 2-3 copies. Other Viable Monsters: Cyber Dragon Fusilier Dragon, the Dual-Mode Beast Thunder King Rai-Oh Other Malefic Monsters: Malefic Blue-Eyes White Dragon Malefic Paradox Dragon Malefic Parallel Gear Malefic Rainbow Dragon Malefic Red-Eyes B. Dragon Malefic Truth Dragon Spells commonly used: The spell line-up of Malefic decks mostly consists of field spells and draw cards. They provide a way to keep your Malefics on the field and draw into support cards to keep the field locked down. Geartown is the primary field spell used in Malefic decks. It's essentially invulnerable to opposing MST's and Heavy Storms meaning your Malefics won't be getting destroyed by their own effects very often. Geartown also comes with the ability to special summon AGGD when it's destroyed, which is as easy as placing a new field spell on top of it. Run 3 copies. The field spell most often used alongside Geartown is Necrovalley. In addition to triggering your Geartown's effect and keeping your Malefics on the field, it allows you to shut down all cards that affect the graveyard – Monster Reborn, Master Hyperion, Pot of Avarice, Call of the Haunted, etc. Since Malefic decks have no reliance on their Graveyard, Necrovalley really shines in the deck. Run 2-3 copies. Searches out both your field spells to get your Malefics live and trigger your Geartowns. Run 3 copies. Since the deck runs about 8 level 8 monsters, Trade-In works well at ditching excess ones to draw into more useful ones. Run 3 copies. Other viable spells: Advance Draw Allure of Darkness Forbidden Lance Future Visions Malefic World Pot of Duality Royal Tribute Upstart Goblin Traps commonly used: The trap line-ups of Malefic decks focuses on negating andprotecting your field from your opponent's card effects, making sure they staylocked down. The ability to negate all effects for the cost of 1000 lifepoints is too good to pass up in Malefic decks. None of the monsters rely on their effects to be useful, and most of them get even better with them negated. One thing to note is that even when Skill Drain is face-up, you can still only control one face-up Malefic monster at a time. This is because that effect applies in the hand, where Skill Drain cannot negate it. Run 3 copies. With MST unlimited and Heavy Storm unbanned, this card becomes more important than ever. The fact that it can negate any spell or trap card without any further investment makes it the perfect support for this deck. Even though your opponent gets to draw a card, it often won't help them when they're still facing down a huge monster backed with Necrovalley and Skill Drain. Run 2-3copies. Safe Zone is another solid pick in Malefic decks. It makes your huge monsters even more dangerous to your opponent since they become invulnerable to cards like Mirror Force, Torrential, Dimensional Prison, Book of Moon, etc. One thing you have to watch out for when Safe Zone is equipped to your monster is MST, since it will destroy both the Safe Zone and your monster. One way to get around this if Safe Zone is not already face-up, is to chain it and target one of your opponent's monsters, making them lose two cards for your 1 Safe Zone. Run 0-2 copies. Other viable traps: Compulsory Evacuation Device Deck Devastation Virus Eradicator Epidemic Virus Malefic Claw Stream Solemn Judgment Starlight Road Sample deck lists: Tommy Murillo – Top 32 YCS Orlando Justin Womack – Top 8 North American WCQ Conrad Selig – Top 8 YCS Indianapolis Luis Zambrana – Top 8 YCS Indianapolis
  17. Lightsworn has traditionally been one of the most explosive and sacky decks on the YCS circuit. After their format of dominance in the form of Zombiesworn and pure Lightsworn, from September 2009 to March 2010, they were slaughtered by the banlist, and had key pieces of their deck, Lumina, Lightsworn Summoner, Charge of the Light Brigade, Necro Gardna, Honest, limited or semi-limited. They were reduced to a shell of their former self. Two years from that format, on September 2011, some pieces of the infamous Lightsworn engine were released from their shackles. That leads to many questions about the format. Will Judgment Dragon once again dominate our fields (and our hearts)? Will Necro Gardna and Tragoedia block game-winning attacks once more? And will Black Luster Soldier - Envoy of the Beginning show up in our beloved Lightsworn decks? //Monster Core: Ahh, our beloved mistress Lumina. Able to special summon any Level 4 or lower Lightsworn monster from the graveyard, she can swarm the field and often starts the milling the deck is renowned for. She can dump the dead cards in your hand (Necro Gardna, Wulf, Lightsworn Beast) and also sets up many synchro plays with the deck's graveyard tuners (Glow-Up Bulb, Plaguespreader Zombie). Run the one you have. Lyla, Lighsworn Breaker provides the Spell/Trap destruction this deck needs to be able to drop the multiple Judgment Dragons this deck now has. Another good card to start the milling. The deck usually runs two. Garoth, Lightsworn Warrior is usually a one off that can combo well with Lumina, milling five, and at times netting you draws. His 1850 attack also comes in handy for running over those pesky 1800 attackers. Why does the Lightsworn engine have so many girls? Garoth is a sick pimp. Jain is an extremely useful beater, as she can run over the big pesky monsters that Garoth can't, including Thunder King Rai-Oh and Doomcaliber Knight. One or two is usually run. Ehren is an option for another name, and helps Lightsworn handle pesky defense position monsters, like Spirit Reaper, or Legendary Jujitsu Master. Also good in variants that run Reinforcement of the Army, for more searchability of Lightsworn names Ryko, the deck's cute little puppy. He eats opposing spell/traps like nobody's business. In addition to baiting Solemn Warning, he can also get you out of sticky situations, such as a imposing Archlord Kristya, or a menacing Koa'ki Meiru Drago. Wow, damn furries. Wulf is another Lightsworn name for the vaunted dragon. Hitting him is a nice benefit when you mill, and can help you swing for damage or run over monsters. Can remain dead in hand, so usually only one copy is run. Is searchable with Foolish Burial if Foolish Burial is mained. Celestia, Lightsworn Angel gives Judgment Dragon another name, and can be a powerful force. With a monarch-like ability, and a guaranteed mill, you can swiftly take control of the duel with this if the effect is not negated. Since the deck runs little to no protection in the form of spell and traps due to the nature of Judgment Dragon and the nature of the mill, Honest, Necro Gardna, Tragoedia, and Gorz remain tremendously helpful. These cards all require your opponent to tread carefully around your life points, lest he overextend and get smashed by these defensive monster cards. The deck's graveyard tuners, Glow-Up Bulb and Plaguespreader Zombie allow for synchro plays for the normally synchro-incaple Lightsworn deck. (DAMN YOU KONAMI!) Whether they be milled or summoned, they help the deck access the enormous Synchro monster pool. There is a neat play to selectively mill a card if you stack a Lightsworn monster (usually Wulf) for Plaguespreader, then mill it with Glow-Up or a Lightsworn effect. Can allow you to summon Judgment Dragon or special summon wulf to make synchro plays. Run one of each. Recently unbanned, many are testing builds with Black Luster Soldier - Envoy of the Beginning in the main deck, because of its tremendous effect. This deck seamlessly incorporates it with a few Dark additions, due to its prevalence of lights. Read the fucking card. Run the maximum amount. Other Monsters: Shire, Lightsworn Spirit Aurkus, Lightsworn Monk Chaos Sorceror Card Trooper Tour Guide from the Underworld Sangan //Spell & Trap Core: Lightsworn generic draw card. Solar Recharge allows for milling and for drawing at the cost of one (possibly dead) Lightsworn monster in your hand. Three is always run unless it is a variant with less Lightsworn cards. Arguably THE card that defined Lightsworn during its dominant format, Charge of the Light Brigade mills three cards AND searches any Level 4 or lower Lightsworn monster. Allowed Lightsworns to quickly accumulate Lightsworn names in the graveyard while also accessing Lumina. Run it. Gold Sarcophagus helps Lightsworn by allowing them to access their Judgment Dragon after two turns. In a deck centered around getting that amazing monster, it's not a bad choice at all. Can also be used to search Charge of the Light Brigade, Black Luster Soldier - Envoy of the Beginning, and other power spell cards. Usually run at two or three. Beckoning Light is a very powerful card with a loaded grave at Lightsworn's disposal. Allows Lightsworn to recycle monsters dumped from their mills, such as Judgment Dragon, Honest, Black Luster Soldier, and Lumina, Lightsworn Summoner. One or two is usually run. Other Spells/Traps: Pot of Avarice Pot of Duality Foolish Burial Call of the Haunted Glorious Illusion //Extra Deck Core The deck runs an extremely standard extra deck, with staples from every level and rank because of its inability to synchro or xyz swarm. Lightsworn, with its Judgment Dragons and Honests and ridiculous mills, are as sacky as ever. Some may question its ability to maintain a consistent record over a 10+ round YCS, but none can question its ability to explode. Only time will tell if its doubters are correct or not, but a new format brings new opportunities for this dreaded deck. Sample Decklist: //28 Monsters 3|Lodt|Judgment Dragon 3|Exvc|Tour Guide From the Underworld 2|Drev|Effect Veiler 2|Taev|Necro Gardna 2|Jump|Tragoedia 2|Lodt|Ryko, Lightsworn Hunter 2|Lodt|Lyla, Lightsworn Sorceress 1|Lodt|Aurkus, Lightsworn Druid 1|Lodt|Ehren, Lightsworn Monk 1|Lodt|Garoth, Lightsworn Warrior 1|Lodt|Jain, Lightsworn Paladin 1|Lodt|Lumina, Lightsworn Summoner 1|Lodt|Wulf, Lightsworn Beast 1|Lodt|Honest 1|Ioc|Black Luster Soldier - Envoy of the Beginning 1|Dlg1|Gorz the Emissary of Darkness 1|Mrd|Sangan 1|Csoc|Plaguespreader Zombie 1|Stbl|Glow-Up Bulb //12 Spells 3|Lodt|Solar Recharge 3|Sjc|Gold Sarcophagus 2|Mrl|Mystical Space Typhoon 1|Tdgs|Charge of the Light Brigade 1|Lob|Dark Hole 1|Mrd|Heavy Storm 1|Lob|Monster Reborn //2 Traps 2|Ast|Beckoning Light //Extra Deck 1|Ha01|Ally of Justice Catastor 1|Dp08|Armory Arm 1|Csoc|Black Rose Dragon 1|Ha01|Brionac, Dragon of the Ice Barrier 1|5ds1|Colossal Fighter 1|5ds1|Gaia Knight, the Force of Earth 1|Genf|Orient Dragon 1|Drev|Scrap Dragon 1|Tdgs|Stardust Dragon 1|Jump|T.G. Hyper Librarian 1|Ha04|Trishula, Dragon of the Ice Barrier 1|Genf|Leviair the Sea Dragon 1|Genf|Number 17 Leviathan Dragon 1|Ys11|Number 39 Utopia 1|Genf|Steelswarm Roach
  18. Infernity - Discussion Infernity is a deck that emerged in May of 2010 with the release of The Shining Darkness. Ever since then, the arch-type has been a dreaded match-up to face when wielded by a skillful player. At its prime, the deck lost to almost nothing if played flawlessly. Monsters commonly used in the deck: Without this card, this deck would be non-existent. The heart of the deck, this card is what starts your loop and keeps it going. Being able to search any Infernity card instead of having a monster, spell, or trap restriction is a huge bonus to this deck. Once you special summon this card, you use it to search Infernity Launcher or Infernity Mirage, then synchro with it. Then you play your Launcher or Mirage and special summon it again, continuing the combo until you're out of said cards. Then you start searching Infernity Barriers and turn your favorable board position into an unbreakable field. A huge recursion card in the deck, this card lets you synchro with Archfiend and Avenger into Hundred-Eyes and start the Barrier loop. It allows you to play out of hard situations and lets you play a grind game. It also gives you access to powerful synchro monsters like Ally of Justice Catastor and Black Rose Dragon with Beetle. Once considered a staple, this card fell out of popularity once Infernity Launcher got limited and the deck was move focused on using Infernity Avenger to synchro summon instead. This card alone helps you win the grind games, and can make Level 6/8 Synchros with Archfiend and Level 5/7 Synchros with Necromancer. This card is now considered the staple tuner in the deck. This card alone gives the deck access to the powerful synchro monsters Stygian Sergeants, Hundred-Eyes Dragon and Armory Arm. The Hundred-Eyes/Barrier loop is considered the most powerful and game-breaking loop the deck has, and people have even bumped up to 2 copies of this card to more consistently pull it off. This card resembles the powerful spell card Infernity Launcher, and is definetly a huge card in the deck. This card can start loops and just win you games. This was a card introduced to the archtype after Infernity Launcher got restricted. It kind of fills the void of the missing Launchers, letting you special summon extra Mirages and you otherwise couldn't have got onto the board. It can even special summon Archfiend from your hand and start a loop that way. Infernity can arguably abuse Leviair better than another deck with Hundred-Eyes and Infernity Mirage, and with Sangan and copies of Infernity Necromancer you have many targets for your Tour Guide. It also gives the deck a nice Veiler magnet. With Gold Sarcophagus, Hundred-Eyes Dragon, and Infernity Break this deck can set up Leviair plays very easy. If you choose to go the Tour Guide route this is an incredible bonus for Infernity. This card is definitely one of the best level 5 synchros this game has to offer. Being able to attack over a monster and then directly for a whopping 3000 damage is something that definitely should not be ignored. The ability for this card to attack over a bigger monster like Stardust Dragon or Dark Armed Dragon is also possible by swinging on a smaller monster first, then running over the bigger threat with the attack boost. Resembling cards like Chaos Sorcerer and Dark End Dragon, this card is an absolute powerhouse. With its huge attack power, it's definitely a difficult task to get rid of one of these backed by Barriers. A staple in Infernity decks, for sure. This card creates the most powerful loop the deck has. By tributing Mirage and bringing back Archfiend/Necromancer/Avenger, you can then synchro into this. From there you can use it to copy the in-grave Mirage to tribute itself and summon Archfiend and Necromancer. You search Launcher and use Necromancer to summon Avenger. you make another Hundred-Eyes and just keep on going. By the end of the loop you should control Stardust Dragon, Infernity Doom Dragon, Hundred-Eyes Dragon, a level 5 Synchro of your choice, and 3 Barriers. This card starts your combo without using up your normal summon. That lets you search Mirage and use it to act like a 2nd Launcher to keep the loop going. This TCG Exclusive has made Infernities what they are today. Summoning a bunch of synchros and searching anywhere from 1-3 copies of this card is devastating and game-breaking. Fields like that are usually impossible to break so once you've accomplished your combo you've pretty much won the game. This card also makes it possible for this deck to play a slow and controlled game. This card, usually played in 1s is some nice removal that the deck needs. Again, it helps and deck play a control game and is an alternative and sometimes better search than Barrier if you have a read on what they have or you've ran out of Barriers to search for. Probably the best card in the deck. This card is the fastest and most effective way to load up your graveyard and dump your hand. Getting one of these off and freezing your opponent's backrows means you've won the game via Mirage or Launcher. Any super aggressive deck is a hard matchup for this deck, but you should be prepared for that with your sidedeck. Any slow deck or deck that plays no backrows should be a very easy win for this deck.
  19. Gishki are an archetype released in the second Duel Terminal Series, beginning with Duel Terminal 10. The deck is based around performing a constant stream of ritual summons, using several searching and recycling effects to make the summons happen several times per turn. [u][b]STANDARD MONSTERS[/b][/u] [quote]Gishki Abyss: [img]http://images1.wikia.nocookie.net/__cb20111022221930/yugioh/images/thumb/2/20/GishkiAbyssDT05-EN-DNPR-DT.jpg/300px-GishkiAbyssDT05-EN-DNPR-DT.jpg[/img] When this card is Summoned: You can add 1 "Gishki" monster with 1000 or less DEF from your Deck to your hand, except "Gishki Abyss",.[/quote] Gishki Abyss is another Stratos clone, and unique among them that, in exchange for having a much smaller-than-usual body, he mimic’s Stratos’ ability to search whenever he’s summoned, not just on the normal summon. This makes for some neat tricks with Gishki Beast and Surface. His usual targets are going to be Shadow, Vision, and Gustkrake. Run 3 copies of Abyss to ensure you see him consistently. [quote]Shadow Gishki: [img]http://images1.wikia.nocookie.net/__cb20111022221931/yugioh/images/thumb/c/c7/GishkiShadowDT05-EN-DNPR-DT.jpg/300px-GishkiShadowDT05-EN-DNPR-DT.jpg[/img] If you Ritual Summon a WATER Ritual Monster, this 1 card can be used as the entire Tribute. You can discard this card; add 1 "Gishki" Ritual Spell Card from your Deck to your hand. Vision Gishki: [img]http://images3.wikia.nocookie.net/__cb20110427004211/yugioh/images/thumb/c/ca/VisionGishki-DT12-JP-DNPR-DT.jpg/300px-VisionGishki-DT12-JP-DNPR-DT.jpg[/img] If you Ritual Summon a WATER Ritual Monster, this 1 card can be used as the entire Tribute. You can discard this card; add 1 "Gishki" Ritual Monster from your Deck to your hand.[/quote] Shadow and Vision search out the Ritual Spells and Ritual Monsters respectively. Shadow is an absolute staple at 3, since the main spell (Gishki Ceremonial Mirror) recycles itself to the deck and needs to constantly be fetched back, but the Rituals only need to be searched out of the deck once each, so Vision can be run at any number from 1-3 based on preference. [quote]Gishki Erial: [img]http://images1.wikia.nocookie.net/__cb20111022225340/yugioh/images/thumb/0/0a/GishkiArielDT05-EN-DNPR-DT.jpg/300px-GishkiArielDT05-EN-DNPR-DT.jpg[/img] FLIP: You can add 1 "Gishki" monster from your Deck to your hand.[/quote] The other side of the Gishki deck in addition to the Rituals is its Synchro/Xyz toolbox. Erial is the first half of that portion of the deck. Sometimes she’ll search out Shadows or Visions or Abyss’ to get the Ritual combos going, but usually she’ll be grabbing Gishki Beast. She’s a bit of a risk because Dark World exist and FLIP-effect monsters are quality Lightning targets, so the deck can run anything from 1-3. [quote]Gishki Beast: [img]http://images4.wikia.nocookie.net/yugioh/images/thumb/5/51/GishkiBeastPHSW-EN-R-1E.jpg/300px-GishkiBeastPHSW-EN-R-1E.jpg[/img] When this card is Normal Summoned, you can select and Special Summon 1 Level 4 or lower "Gishki" monster from your Graveyard in face-up Defense Position.[/quote] Gishki Beast is the main facilitator of the Xyz/Synchro plays, and it’s also pretty neat that he can revive Abyss from the grave, Abyss will get his effect, and then you have a convenient 6 levels on the field to Ritual Summon Gustkrake. It’s also recyclable via Salvage. 3 copies of Beast is a must in all builds. [u][b]RITUALS[/b][/u]: [quote]Evigishki Gustkrake: [img]http://images2.wikia.nocookie.net/__cb20110427063159/yugioh/images/thumb/9/99/EvigishkiGustkrake-DT12-JP-DSPR-DT.jpg/300px-EvigishkiGustkrake-DT12-JP-DSPR-DT.jpg[/img] Must first be Ritual Summoned with a "Gishki" Ritual Spell Card. When this card is Ritual Summoned: Look at up to 2 random cards in your opponent's hand and shuffle 1 of them into the Deck.[/quote] Gustkrake is the best Ritual monster in the Gishki arenal, with a Trap Dustshoot-like effect that, thanks to the recycling effect of Mirror and the searching power of Shadow, can be used multiple times in a turn. 2-3 copies of Gustkrake are the core of the Ritual lineup for the deck. [quote]Evigishki Mind Augus [img]http://images2.wikia.nocookie.net/__cb20111129203252/yugioh/images/thumb/2/2d/EvigishkiMindAugus-HA05-EN-OP.jpg/300px-EvigishkiMindAugus-HA05-EN-OP.jpg[/img] This card can only be Ritual Summoned with a "Gishki" Ritual Spell Card. When this card is Ritual Summoned: Target up to 5 cards from either player's Graveyards; return them to the Deck(s).[/quote] Mind Augus’ benefits are 2-fold; getting rid of Graphas, Treeborn Frogs, Agent targets for Hyperion, or various Plant monsters can set your opponent back tremendously, and putting back your own Salvages, Heavy Storm/Dark Hole/Monster Reborn, and Mind Crushes will make sure you have answers to tight spots. The 100 extra attack points over Gustkrake will also be helpful once in a blue moon. Since Mind Augus isn’t exactly a card you want to loop like Gustkrake, but it can be easily recycled, 1 is the pefect number. [quote]Evigishki Levianima: [img]http://images3.wikia.nocookie.net/__cb20111005022322/yugioh/images/thumb/0/0e/EvigishkiLevianima-DT13-JP-DSPR-DT.jpg/300px-EvigishkiLevianima-DT13-JP-DSPR-DT.jpg[/img] Must first be Ritual Summoned with a "Gishki" Ritual Spell Card. When this card declares an attack: Draw 1 card and reveal it. If the card is a "Gishki" monster: Look at 1 random card in your opponent's hand.[/quote] Levianima is the most recent addition to the Evigishki family, and he’s quite an addition. Level 8 is a bit of a pain, but Shadow and Vision can both cover the entire cost of a ritual summon regardless of the Ritual Monster’s level, it just takes a bit of extra setup than a Gustkrake or Mind Augus summon. The drawing effect will help replenish the hand after it gets worn out by repeated Gustkrake summons, and 2700 attack can get over a few more things that the level 6 guys can’t get over. Like Mind Augus, Levianima is perfect at 1. [u][b]TECH MONSTERS[/b][/u]: [quote] [img]http://images2.wikia.nocookie.net/__cb20101117054653/yugioh/images/thumb/a/ad/Glow-UpBulbSTBL-EN-UR-1E.jpg/300px-Glow-UpBulbSTBL-EN-UR-1E.jpg[/img] [/quote] One thing that Gishkis have trouble with is that they have few ways of getting rid of a pre-established field if they can’t prevent it from happening with multiple Gustkrake/Mind Augus summons. Since the Ritual Summon doesn’t use a normal summon, a common way to get around this is to drop an Augus/Gustkrake, then normal summon Bulb and synchro into Gungnir or Black Rose Dragon. This also means that Bulb will be in the grave later so that a Beast->level 4 play can become a Trishula or Catastor. With the introduction of Lavalval Chain, Bulb is even more practical since it can be dumped to the grave whenever it’s convenient. [quote] [img]http://images3.wikia.nocookie.net/__cb20110422060947/yugioh/images/thumb/5/51/GenexAllyBirdmanHA04-EN-SR-1E.jpg/300px-GenexAllyBirdmanHA04-EN-SR-1E.jpg[/img] [/quote] Birdman doubles the utility of Beast. Going into Gungnir, Black Rose Dragon, or Arcanite Magician while getting back an Abyss or Shadow to hand, or getting back the Beast for another use next turn is devastating. It’d be great to run multiple copies of Birdman in the deck, but most builds will only have room for 1. [quote] [img]http://images4.wikia.nocookie.net/__cb20110712185648/yugioh/images/thumb/6/6c/TourGuideFromtheUnderworldEXVC-EN-ScR-1E.png/300px-TourGuideFromtheUnderworldEXVC-EN-ScR-1E.png[/img] [/quote] Tour Guide can fetch Sangan or Djinn Releaser of Rituals from the deck, conveniently making 6 levels for a Gustkrake summon. [b][u]SPELLS[/u][/b]: [quote]Gishki Aquamirror [img]http://images2.wikia.nocookie.net/__cb20111022222022/yugioh/images/thumb/f/f5/GishkiAquamirrorDT05-EN-DNPR-DT.jpg/300px-GishkiAquamirrorDT05-EN-DNPR-DT.jpg[/img] This card is used to Ritual Summon a "Gishki" Ritual Monster. You must also Tribute monsters from your field or your hand whose total Levels equal the Level of the Ritual Monster you are attempting to Ritual Summon. If this card is in your Graveyard: You can return this card to the Deck; add 1 "Gishki" Ritual Monster from your Graveyard to your hand.[/quote] Gishki Ceremonial Mirror is the best Ritual Spell since Advanced Ritual Art. Not only does it immediately give you back whatever you tributed for your Ritual Summon (since the most common play will be to tribute a Gustkrake to summon another Gustkrake), it also puts itself right back into the deck where it can be fetched by Shadow, which eliminates the need for potential dead-draws like Preparation of Rites. You can also run 2-3 copies of Ceremonial Mirror and have it be plenty for the 3-5 Ritual monsters to be summoned multiple times each, so no need to waste space on the other (sub-par) Gishki ritual spells. [quote] [img]http://images4.wikia.nocookie.net/__cb20090128173609/yugioh/images/thumb/6/6b/SalvageDR2-EN-C-UE.jpg/300px-SalvageDR2-EN-C-UE.jpg[/img] [/quote] Salvage is one of the main power cards for Gishkis, since it can recycle all the searchers and utility cards. Vision and Shadow discard themselves directly from the hand, so Salvage is usually live as early as turn 1. 3 is a must. [u][b]Sample decklist:[/b][/u] [quote]3 Gishki Abyss 3 Gishki Beast 3 Shadow Gishki 2 Evigishki Gustkrake 2 Gishki Erial 2 Vision Gishki 1 Evigishki Levianima 1 Evigishki Mind Augus 1 Genex Ally Birdman 1 Glow-Up Bulb 1 Sangan 3 Gishki Ceremonial Mirror 3 Pot of Duality 3 Salvage 2 Mystical Space Typhoon 1 Dark Hole 1 Heavy Storm 1 Monster Reborn 2 Mind Crush 2 Spiritual Water Art - Aoi 1 Mirror Force 1 Trap Dustshoot 1 Ally of Justice Catastor 1 Brionac, Dragon of the Ice Barrier 1 Arcanite Magician 1 Black Rose Dragon 1 Gungnir, Dragon of the Ice Barrier 1 Stardust Dragon 1 Scrap Dragon 1 Trishula, Dragon of the Ice Barrier 1 Vylon Disigma 1 Daigusto Emeral 1 Evigishki Merrowgeist 1 Gem-Knight Pearl 1 Lavalval Chain 1 No. 39, Utopia 1 Steelswarm Roach[/quote]
  20. Ninjas - Discussion

    Ninjas as an archetype have been around since Force of the Breaker but only now are a competitively viable archetype with the introduction of Ninja Master Hanzo and various other new support cards in Order of Chaos. Ninjas have multiple variants that are viable, however the general underlying strategy is to utilize the ninjitsu arts to either gain advantage or control. Ninjas function as something of an engine for various decks revolving around either Ninjitsu Art of Super Transformation, or Ninjitsu Art of Transformation, depending on whether or not the deck utilizes Dragons, Dinosaurs, Sea Serpents, Winged Beasts, Beasts, or Insects. The primary cards are: [quote name='Ninja Grandmaster Hanzo'] [img]http://images.wikia.com/yugioh/images/5/5c/NinjaGrandmasterHanzo-ORCS-EN-UR-1E.jpg[/img] When this card is Normal Summoned: You can add 1 "Ninjitsu Art" card from your Deck to your hand. When this card is Flip or Special Summoned: You can add 1 "Ninja" monster, except "Ninja Master Hanzo", from your Deck to your hand. [/quote] A themed Stratos that both searches the Ninjitsu arts when normal summoned and searches other Ninjas when special or flip summoned. This is the card that makes Ninjas competitively viable. High Attack power in addition to searching fairly powerful cards at no cost makes this card a staple at 3 [quote name='Upstart Golden Ninja'] [img]http://images3.wikia.nocookie.net/__cb20120117031345/yugioh/images/c/ca/UpstartGoldenNinja-ORCS-EN-C-1E.jpg[/img] Once per turn: You can send 1 Trap Card from your hand to the Graveyard; Special Summon 1 Level 4 or lower "Ninja" monster from your Deck in either face-up Defense Position or face-down Defense Position. [/quote] A themed Summoner Monk; it allows you to tutor Hanzo and then search another Ninja with Hanzo. You can further then make a Rank 4 Xyz. It’s useful to toss dead Ninjutsu arts as well as other extra traps and can enable quick OTKs with Armored Ninja Bladeheart, as well as automatically setting up a Chaos monster with Lavalval Chain. Run 2-3 in any Chaos build. Run 1-3 in any non-Chaos build. [quote name='Ninja Grandmaster Sasuke'] [img]http://images3.wikia.nocookie.net/__cb20090130225260/yugioh/images/thumb/3/3a/NinjaGrandmasterSasukeSD5-EN-C-1E.jpg/295px-NinjaGrandmasterSasukeSD5-EN-C-1E.jpg[/img] [left]At the start of the Damage Step, if this card attacks a face-up Defense Position monster: Destroy that monster immediately (without damage calculation).[/quote][/left][left]Another light ninja option, Ninja Grandmaster Sasuke has seen something of a rise in play do to his solid stats and ability to easily deal with cards like spirit reaper. 0-2 Copies are recommended.[/left] [quote name='Strike Ninja'] [img]http://images1.wikia.nocookie.net/__cb20060910145157/yugioh/images/2/2f/StrikeNinjaIOC-NA-UR-1E.jpg[/img] You can remove this card from play until the End Phase of this turn by removing 2 DARK monsters in your Graveyard from play. You can use this effect during either player's turn. You can only use this effect once per turn. [/quote] Another Dark Ninja, this card works well with Chaos variants of the deck as well as Dark Simorgh builds. It’s especially good alongside Tour Guides and Return from the Different Dimension as it can easily fuel both Leviair and Return. Strike Ninja is also a solid card in the mid-late game where it can be used to make attacks without worrying about removal. Run 0-2. [quote name='Masked Ninja Ebisu'] [img]http://images3.wikia.nocookie.net/__cb20120117030118/yugioh/images/5/5f/MaskedNinjaEbisu-ORCS-EN-C-1E.jpg[/img] Once per turn: Return Spell/Trap Cards your opponent controls to the hand equal to the number of face-up "Ninja" monsters you control. You must control a face-up "Ninja" monster, except "Masked Ninja Ebisu", to activate and to resolve this effect. During this turn, "Goe Goe the Gallant Ninja" can attack your opponent directly. [/quote] A solid Wind Ninja. Its stats are solid and its effect is decent. It’s not particularly amazing but it can function as a good wind in Simorgh builds. 1-2 is suggested for Simorgh Builds, 0-1 in non-Simorgh builds is probably best. [quote name='Blade Armor Ninja'] [img]http://images3.wikia.nocookie.net/__cb20120210091127/yugioh/images/thumb/d/dd/BladeArmorNinja-ORCS-EN-SR-1E.png/300px-BladeArmorNinja-ORCS-EN-SR-1E.png[/img] 2 Level 4 Warrior-Type monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up "Ninja" monster you control; that target can attack twice this turn.[/quote] A very good and easily accessible Xyz for ninjas, Blade Heart often enables OTKs by putting 4400 points of damage on the board with little to no commitment. Further it can easily swing over most standard monsters and is one of the easier ways to quickly turn Chaos cards live. Run 1-2. Other options include: Armored Ninja Aqua Armored Ninja Earth Armored Ninja Flame Karakuri Ninja Mdl 339 “Sazank” Number 12: Armored Ninja Crimson Shadow Silver Ninja Ninjitsu Arts: [quote name='Ninjitsu Art of Super-Transformation'] [img]http://images.wikia.com/yugioh/images/e/e4/NinjitsuArtofSuperTransformation-ORCS-EN-SR-1E.jpg[/img] Target 1 face-up "Ninja" monster you control and 1 face-up monster your opponent controls; send them to the Graveyard, then Special Summon 1 Dragon, Dinosaur, or Sea Serpent-Type monster with an equal or lower Level than the sent monsters' combined Levels from your Deck to your side of the field. If this card leaves the field, banish that monster.[/quote] This is basically a themed Super Polymerization without the cost. Hanzo can search this allowing you to easily resolve its effect for free and summon a fairly large beater(usually a Dragon, most Sea Serpents and Dinosaurs this can easily summon seem subpar). It’s both great costless disruption and a way to summon a large beatstick easily. Take note that the monster must have less or equal to the combined levels so you can’t use this on Xyz. It’s also a trap which means even if you draw all of its targets it can be used as fodder for Gold Ninja. Run 3 in any Dragon build. [quote name='Ninijitsu Art of Transformation'] [url="http://yugioh.wikia.com/wiki/Ninjitsu_Art_of_Transformation"][img]http://images3.wikia.nocookie.net/__cb20090202012340/yugioh/images/thumb/a/a6/NinjitsuArtofTransformationSD8-EN-C-1E.jpg/300px-NinjitsuArtofTransformationSD8-EN-C-1E.jpg[/img][/url] Activate this card by Tributing 1 face-up "Ninja" monster on your side of the field. Special Summon 1 Beast, Winged Beast, or Insect-Type monster with a Level equal to or less than the Level of the Tributed card + 3 from your hand or Deck to your side of the field. When this card is removed from your side of the field, destroy the monster.[/quote] Another ninjitsu art option. This card is going to be primarily used in the Simorgh build but at least one variant of the Chaos build can make use of it. The tradeoff between using this and Super-transformation is that this card has greater chainability and can instead give you access to cards like Dark Simorgh, however it does not function as disruption as Super-Transformation does. Run 3 in Simorgh builds or Crane Chaos builds. [quote name='Ninjitsu Art of Duplication'] [img]http://images1.wikia.nocookie.net/__cb20120117044637/yugioh/images/thumb/a/a8/NinjitsuArtofDuplication-ORCS-EN-R-1E.jpg/300px-NinjitsuArtofDuplication-ORCS-EN-R-1E.jpg[/img] Tribute 1 "Ninja" monster; Special Summon any number of "Ninja" monsters, from your Deck, in face-up Attack Position or face-down Defense Position with combined Levels less than or equal to the Level of the Tributed monster. When this card leaves the field: Destroy those monsters.[/quote] Another Ninjitsu Art option, this one interesting in that it doesnt require outside monsters to be usable. It has some utility with Hanzo to trade Hanzo for another Hanzo and search Gold. It's also very chainable so can be used to dodge removal. On the other hand it lacks the punch of Super-Transformation and its targets are more limited and less game dominating on their own. Therefore 0-1 copies are recommended in most Ninja variants, however more dedicated builds could run more. [quote name='Armor Ninjitsu Art of Alchemy'] [img]http://images2.wikia.nocookie.net/__cb20120117035360/yugioh/images/thumb/4/47/ArmorNinjitsuArtofAlchemy-ORCS-EN-SR-1E.jpg/300px-ArmorNinjitsuArtofAlchemy-ORCS-EN-SR-1E.jpg[/img] When you control 1 face-up "Ninjitsu Art" card(s): Destroy all face-up "Ninjitsu Art" card(s) you control, then draw 2 card[/quote] A draw card for the theme, it’s generally too situational for use in builds that don’t use Summoner Monk, however in monk builds it can be fairly effective, doubling as both free fodder for monk and occasionally as an easy +1 by using up ninjitsu arts which remain on the field. Run 0-1. The other ninjitsu arts are generally subpar, at best they can protect your ninjas in battle or weaken your opponents cards. Overall they’re most likely not worth it. Transformation Targets: [quote name='Darkflare Dragon'] [img]http://www.bbtoystore.com/mm5/yugioh/YU_SDDCEN002.jpg[/img] You can banish 1 LIGHT and 1 DARK monster from your Graveyard; Special Summon this card (from your hand). Once per turn: You can send 1 Dragon-Type monster from your hand and Deck to the Graveyard; banish 1 card from either player's Graveyard.[/quote] Basically a level 5 Dark Dragon with Chaos style summoning conditions. It’s both easy to summon off Super-Transformation and easy to summon when drawn. Its stats are good however its effect is slightly lack-luster. However it’s level and Dark Attribute make it useful with the next target for Super-Transformation. Run 1-2. [quote name='Lightpulsar Dragon'] [img]http://www.trollandtoad.com/images/products/pictures/328629.jpg[/img] You can Special Summon this card (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. You can Special Summon this card (from your Graveyard) by sending 1 LIGHT and 1 DARK monster from your hand to your Graveyard. When this card is sent from the field to the Graveyard: You can target 1 Level 5 or higher DARK Dragon-Type monster in your Graveyard; Special Summon that target.[/quote] Another Dragon Chaos monster, its effect allows it to summon back Darkflare Dragon when it dies allowing it to be combo’d with Darkflare to allow it to function as a high powered floater. In addition its Dark Simorgh style second effect can be extremely useful to quickly put damage on the board while also making use of at times extraneous Ninjas that you’ve searched via Hanzo. Run 1-2. [quote name='Dark Simorgh'] [url="http://yugioh.wikia.com/wiki/Dark_Simorgh"][img]http://images3.wikia.nocookie.net/__cb20110903091427/yugioh/images/thumb/0/08/DarkSimorghCT08-EN-SR-LE.png/300px-DarkSimorghCT08-EN-SR-LE.png[/img][/url] While face-up on the field, this card is also WIND-Attribute. You can banish 1 DARK monster and 1 WIND monster from your Graveyard; Special Summon this card from your hand. You can banish 1 DARK monster and 1 WIND monster from your hand; Special Summon this card from your Graveyard. Your opponent cannot Set any cards on the field. [/quote] The usual target for the original art of Transformation, Dark Simorgh enables you to lock down your opponent from setting their traps or any monster they’d like to set, with Anti-Spell Fragrance as well it functions to completely lock down your opponent’s access to spell or traps. Run 1-2 [quote name='White Dragon Ninja'] [img]http://images1.wikia.nocookie.net/__cb20120117044709/yugioh/images/thumb/4/45/WhiteDragonNinja-ORCS-EN-ScR-1E.jpg/300px-WhiteDragonNinja-ORCS-EN-ScR-1E.jpg[/img] [left]Cannot be Special Summoned, except with a "Ninjitsu Art" card's effect. Spell/Trap Cards you control cannot be destroyed by card effects.[/left][left][/quote][/left][left]A new theme specific Super-Transformation target. White Dragon brings solid stats as well as an effect which synergizes nicely with ninjas natural high trap count play style. It allows for pseudo locks with Safe Zone or Vanity's emptiness which can be extremely difficult for your opponent to deal with. However given that there is no way to get it out of the hand effectively it's a pretty bad dead draw. 0-2 Is recommended, with 1 seeming to be ideal for Jurrac Ninja variants.[/left] Other possibilities for the transformation cards are virtually endless including cards like the Sacred Crane, Blackwing Zephyros, Blackwing Gale and various other cards of numerous different types. Example Decks: Dragon Chaos: [spoiler]19 3 Tour Guide from the Underworld 3 Ninja Master Hanzo 3 Gold Ninja 2 Maxx C 2 Effect Veiler 2 Darkflare Dragon 1 Dark Armed Dragon 1 Lightpulsar Dragon 1 Black Luster Soldier- Envoy of the Begginning 1 Sangan 9 2 Pot of Duality 2 Mystical Space Typhoon 1 Heavy Storm 1 Dark Hole 1 Monster Reborn 1 Reinforcement of the Army 1 Allure of Darkness 13 3 Ninjitsu Art of Super-Transformation 3 Fiendish Chain 2 Dimensional Prison 2 Solemn Warning 1 Solemn Judgment 1 Torrential Tribute 1 Trap Dustshoot 15 2 Armored Ninja: Blade Heart 2 Number 39: Utopia 1 Tiras, Keeper of Genesis 1 Steelswarm Roach 1 Number 17: Leviathan 1 Leviair the Sea Dragon 1 Wind Up Zenmaines 1 Trishula, Dragon of the Ice Barrier 1 Scrap Dragon 1 Black Rose Dragon 1 Brionac, Dragon of the Ice Barrier 1 Ally of Justice Catastor 1 Chimeratech Fortress Dragon[/spoiler] Simorgh Turbo: [spoiler]19 3 Tour Guide from the Underworld 3 Ninja Master Hanzo 2 Gold Ninja 2 Masked Ninja Ebisu 2 Maxx C 2 Dark Simorgh 1 Dark Armed Dragon 1 Sangan 1 Summoner Monk 1 Soldier of Mist Valley 1 Effect Veiler 10 2 Pot of Duality 2 Mystical Space Typhoon 1 Heavy Storm 1 Dark Hole 1 Monster Reborn 1 Reinforcement of the Army 1 Allure of Darkness 1 Armored Ninjitsu Art: Gold Conversion 12 3 Ninjitsu Art of Transformation 2 Anti-Spell Fragrance 2 Fiendish Chain 2 Solemn Warning 1 Solemn Judgment 1 Torrential Tribute 1 Trap Dustshoot 15 2 Number 39: Utopia 2 Armored Ninja: Blade Heart 1 Steelswarm Roach 1 Number 17: Leviathan 1 Leviair the Sea Dragon 1 Wind Up Zenmaines 1 Trishula, Dragon of the Ice Barrier 1 Scrap Dragon 1 Dark End Dragon 1 Stardust Dragon 1 Black Rose Dragon 1 Brionac, Dragon of the Ice Barrier 1 Ally of Justice Catastor[/spoiler] Crane Chaos: [spoiler]20 3 Tour Guide from the Underworld 3 Ninja Master Hanzo 2 Gold Ninja 2 Effect Veiler 2 Chaos Sorcerer 1 Black Luster Soldier- Envoy of the Begginning 1 Dark Armed Dragon 1 Sangan 1 Summoner Monk 1 Sacred Crane 1 Blackwing - Zephyros the Elite 1 Blackwing - Gale the Whirlwind 1 Strike Ninja 10 2 Pot of Duality 2 Mystical Space Typhoon 1 Heavy Storm 1 Dark Hole 1 Monster Reborn 1 Reinforcement of the Army 1 Allure of Darkness 1 Armored Ninjitsu Art: Gold Conversion 11 3 Ninjitsu Art of Transformation 2 Call of the Haunted 2 Solemn Warning 1 Solemn Judgment 1 Return from the Different Dimension 1 Torrential Tribute 1 Trap Dustshoot 15 1 Vylon Disigma 1 Number 39: Utopia 1 Armored Ninja: Blade Heart 1 Steelswarm Roach 1 Lavalval Chain 1 Number 17: Leviathan 1 Leviair the Sea Dragon 1 Wind Up Zenmaines 1 Trishula, Dragon of the Ice Barrier 1 Scrap Dragon 1 Blackwing Armor Master 1 Black Rose Dragon 1 Arcanite Magician 1 Brionac, Dragon of the Ice Barrier 1 Ally of Justice Catastor[/spoiler] Jurrac Ninja [spoiler]16 3 Ninja Master Hanzo 3 Gold Ninja 3 Jurrac Guaiba 2 Maxx C 2 Effect Veiler 1 Jurrac Velo 1 Ninja Grandmaster Sasuke 1 White Dragon Ninja 11 3 Pot of Duality 2 Mystical Space Typhoon 1 Forbidden Lance 1 Reinforcement of the Army 1 Heavy Storm 1 Dark Hole 1 Monster Reborn 1 Book of Moon 14 3 Ninjitsu Art of Supertransformation 3 Fiendish Chain 2 Vanity's Emptiness 2 Solemn Warning 1 Solemn Judgment 1 Dimensional Prison 1 Starlight Road 1 Trap Dustshoot 15 2 Number 39: Utopia 2 Evolzar Laggia 2 Blade Armor Ninja 1 Evolzar Dolkka 1 Steelswarm Roach 1 Trishula, Dragon of the Ice Barrier 1 Scrap Dragon 1 Stardust Dragon 1 Black Rose Dragon 1 Brionac, Dragon of the Ice Barrier 1 Ally of Justice Catastor 1 Chimeratech Fortress Dragon [/spoiler]
  21. The Lavals are an archtype introduced in the DT series. They're composed of Fire-attribute monsters, and their strategy revolves around the Graveyard, dumping numerous Lavals to the grave and then exploding using Rekindling. Cards commonly seen in Lavals: [quote][img]http://images.wikia.com/yugioh/images/f/ff/LavalCannoneerDT11-JP-DRPR-DT.jpg[/img] Laval Cannon Warrior-Type When this card is Normal or Flip Summoned: you can target 1 of your banished "Laval" monsters; Special Summon that target.[/quote] Laval Cannon allows you to bring back your banished Lavals, which will typically be removed due to the likes of Tephra Kindling, Searing Fire Wall, and Gold Sarc. A typical play involving Cannon is to use the above cards to banish the Lavals, then bring one back with Cannon, then sync or XYZ. [quote][img]http://images3.wikia.nocookie.net/__cb20100428150838/yugioh/images/b/b0/LavalForestSpriteDT09-JP-DNPR-DT.jpg[/img] Laval Forest Sprite Pyro-Type Tuner When this card is sent from the field to the Graveyard: Until the End Phase, all face-up "Laval" monsters you control gain 200 ATK for each "Laval" monster in your Graveyard.[/quote] A good lv2 tuner for the deck, another Rekindling target and can make your Lavals huge due to the amount of Lavals the deck can dump to the graveyard in a relatively short amount of time. [quote][img]http://images.wikia.com/yugioh/images/7/72/LavalLancelordVE04-JP-UR.jpg[/img] Laval Lancelord Warrior-Type You can Normal Summon this card without Tributing. During End Phases, if you control this card that was Normal Summoned that way: send this card to the Graveyard. When this card on the field is destroyed and sent to the Graveyard: you can add 1 of your banished FIRE monsters to your hand.[/quote] An interesting card this one is. It's a Firedog target, and if you crash Lancelord back you can add a banished Laval back. If you have Cannon and another monster in the Banished zone, you can then summoner Cannon next turn and proceed to sync/XYZ again. [quote][img]http://images.wikia.com/yugioh/images/0/08/TenderoftheLavalVolcanoDT11-JP-DNPR-DT.jpg[/img] Laval Volcano Maid Pyro-Type Tuner When this card is sent to the Graveyard while a "Laval" monster not named "Laval Volcano Maid" is in your Graveyard: you can send 1 "Laval" monster from your Deck to the Graveyard.[/quote] And this is what gets the Lavals going. This is what allows you to dump multiple cards to the grave at the same time. Using Foolish Burial or Molten Convection allows you to dump a Volcano Maid, then her effect triggers allowing you to dump another Maid, and so on. This is a great deck-thinning card, and you can make Formula Synchron with it and Searing Fire Wall. [quote][img]http://images.wikia.com/yugioh/images/a/a3/LavalLadyoftheBurningLakeDT12-JP-DNPR-DT.jpg[/img] Laval Lakeshore Lady Pyro-Type Tuner If there are 3 or more different "Laval" monsters in your Graveyard: you can banish 1 "Laval" monster from your Graveyard and target 1 Set card your opponent controls; Destroy that target.[/quote] Allows you to pick off set monsters and set S/Ts, clearing the way for a game-ending shot. [quote][img]http://images.wikia.com/yugioh/images/3/3b/FlamvellFiredogANPR-EN-R-UE.png[/img][/quote] A lot of the Lavals have 200 defense, which means Firedog can bring them out after running something over. A staple in this deck. [quote][img]http://yugioh.neoseeker.com/w/i/yugioh/d/d5/RebornTengu.jpg[/img][/quote] A great floater in general, and you'll be able to sync multiple times combining this card with Rekindling. [quote][img]http://images.wikia.com/yugioh/images/1/17/SearingFireWallDT05-EN-DNPR-DT.jpg[/img][/quote] Essentially the themed Scapegoat of the deck, this card allows you to banish Lavals of your choice to set up synchro plays with Cannon. [quote][img]http://images.wikia.com/yugioh/images/4/45/RekindlingTU03-EN-SR-UE.png[/img][/quote] The win condition of the deck. Dump whatever you want into the grave, then play this for the gg. [quote][img]http://images4.wikia.nocookie.net/__cb20111004202554/yugioh/images/thumb/c/c4/SwelteringHeatTransmissionFieldDT13-JP-DNPR-DT.jpg/315px-SwelteringHeatTransmissionFieldDT13-JP-DNPR-DT.jpg[/img] Molten Convection (Atem's Editor's Note: "Sweltering Heat Transmission Field"? Someone needs to learn how heat "transmits". Hasn't anyone heard of a damn [i]convection oven[/i]?) Send 2 "Laval" monsters from your Deck to the Graveyard. [/quote] Another great card for the deck. This is the deck's own Foolish Burial. Dump a Laval and a Maid, and then you will be able to dump two more Maids and another monster, thinning your deck out of five monsters for the price of one card. [quote][img]http://images3.wikia.nocookie.net/__cb20110427071456/yugioh/images/thumb/8/86/BlazingDustExplosionDT12-JP-DNRPR-DT.jpg/315px-BlazingDustExplosionDT12-JP-DNRPR-DT.jpg[/img] Tephra Kindling (Atem's Editor's Note: The name of this card is nearly identical to the name of Rekindling. Also, "Blazing Dust" makes no sense; you don't call the non-magmastuff what comes out of a volcano "blazing dust". It's tephra - which consists of volcanic blocks, bombs, lazulii, and ash.) Banish all "Laval" monsters from your Graveyard; Destroy any number of cards on the field, up to the number of monsters banished to activate this card.[/quote] With the amount of Lavals in the grave, this card can potentially wipe out your opponent's board and set up for Return plays. [quote][img]http://images.wikia.com/yugioh/images/3/30/LavalStannonDT11-JP-DSPR-DT.jpg[/img] Laval Stellaid Pyro-Type Synchro 1 Tuner + 1 or more non-Tuner FIRE monsters When this card is Synchro Summoned: send 1 card from your hand to the Graveyard. When this card is targeted by a card's effect: you can banish 1 "Laval" monster from your Graveyard; negate the activation of that card's effect, and destroy that card.[/quote] This guy carries around a big body, sitting at 2700 atk. He's got protection from the likes of Caius, Hyperion, Grapha, D.Prison, etc, and he can use his effect multiple times. He can be quite annoying if left on the field too long. [quote][img]http://i.ebayimg.com/t/Yugioh-Laval-Greater-DT05-EN038-PR-BONUS-/00/$%28KGrHqIOKosE3FKKKyswBN8ggWjckw~~_35.JPG[/img] Laval Greater Warrior-Type Synchro 1 Tuner + 1 or more non-Tuner FIRE Monsters When this card is Synchro Summoned: send 1 card from your hand to the Graveyard. If this card would be destroyed by a card effect, you can banish 1 "Laval" monster from your Graveyard instead. [/quote] Allows you to get rid of Lavals in your hand, and he can save himself from card destruction effects. [quote][img]http://images.wikia.com/yugioh/images/e/ee/LavalTwinSlayerVE02-JP-DUPR-DT.jpg[/img] Laval Twinslayer Warrior-Type Synchro 1 Tuner + 1 or more non-Tuner FIRE monsters This card gains effects based on the number of "Laval" monsters in your Graveyard. ● 2+: Once per turn, if this card destroys a Defense Position monster by battle: it can attack once again in a row. ● 3+: If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. [/quote] This guy can potentially become huge thanks to Forest Sprite, and being able to swing twice can put some serious damage on the board. [quote][img]http://images.wikia.com/yugioh/images/8/8f/LavalvalDragonDT09-JP-DScPR-DT.jpg[/img] Lavalval Dragon Dragon-Type Synchro 1 Tuner + 1 or more non-Tuner FIRE monsters. You can return 2 "Laval" monsters from your Graveyard to your Deck and target 1 card your opponent controls; Return that target to its owner's hand. [/quote] The Brionac of the deck; this keeps your Molten Convections live and clears problem cards for you. [quote][img]http://images1.wikia.nocookie.net/__cb20110427063805/yugioh/images/thumb/2/26/LavalvalDragoonDT12-JP-DSPR-DT.jpg/300px-LavalvalDragoonDT12-JP-DSPR-DT.jpg[/img] Lavalval Dragoon Dragon-Type Synchro 1 Tuner + 1 or more non-Tuner FIRE monsters Once per turn: you can add 1 "Laval" monster from your Deck to your hand, and after that, send 1 "Laval" monster from your hand to the Graveyard.[/quote] Dragoon helps set up your combo pieces. Grab Cannon, dump a Laval, then next turn Cannon into a synchro or XYZ. [quote][img]http://images.wikia.com/yugioh/images/8/8a/LavalvalChainDT13-JP-DScPR-DT.jpg[/img] Lavalval Chain Sea Serpent-Type Xyz 2 Level 4 Monsters Once per turn: you can activate one of these effects. ● Detach 1 Xyz Material from this card; send 1 card from your Deck to the Graveyard. ● Detach 1 Xyz Material from this card; place 1 monster from your Deck on top of your Deck.[/quote] One of the newer revealed cards from DT13, this card is a walking Foolish Burial. Detach a Laval, dump three Maids and a Laval, or stack a monster back on top of your deck. This deck has OTK potential if it's allowed to resolve Rekindling due to the ability this deck has of clearing cards before going for the game-ending push. With its ability to thin the deck of several cards at once and its ability to put out numerous monsters on the board simutaneously, this deck is most definitely something to look out for in the future.
  22. [center][size=5]Gem-Knight – Discussion[/size][/center] [center][size=5]Overview[/size][/center] Gem-Knights are another archetype introduced in the Duel Terminal set Vylon Descends. The archetype consists of EARTH attribute many of whom are vanilla monsters with high stats and a bunch of Fusion monsters. The Gem-Knight theme is also supported with the sub archetype Gem monsters. The archetype’s play style revolves around gaining card advantage through its floaters and beat sticks and creating low cost fusion monsters and looping the fusion card which results in a stream of special summons[center][size=5]Main Deck[/size][/center] [center][b][color=#8B4513]Monsters[/color][/b][/center][left][quote][/left][center][img]http://images1.wikia.nocookie.net/__cb20110427010653/yugioh/images/thumb/0/08/GemKnightObsidian-DT12-JP-DRPR-DT.jpg/300px-GemKnightObsidian-DT12-JP-DRPR-DT.jpg[/img][/center][left][b]Gem-Knight Obsidian[/b] Rock/Effect [color=#000000]If this card is [/color][color=#000000]sent[/color][color=#000000] from your [/color][color=#000000]hand[/color][color=#000000] to the Graveyard: Target 1 Level 4 or lower Normal Monster in your [/color][color=#000000]Graveyard[/color][color=#000000]; [/color][color=#000000]Special Summon[/color][color=#000000] it.[/color] [/quote] At first glance this card may not seem great but in the grand scheme of things it vital to the deck's core strategy. This card allows you to create one card fusion monsters (If Gem-Knight Fusion is used) and it creates some powerful combos. Needless to say it can be fodder for anything like Raigeki Break and so on. This card is vital at [b]3 copies[/b] [quote][/left][center][img]http://images4.wikia.nocookie.net/__cb20110624172927/yugioh/images/thumb/9/97/GemArmadilloDT05-EN-DRPR-DT.jpg/300px-GemArmadilloDT05-EN-DRPR-DT.jpg[/img][/center] [left][/quote] This card is essentially the decks own Stratos except you're allowed to run [b]3 copies.[/b] [quote][/left][center][img]http://images3.wikia.nocookie.net/__cb20111004204605/yugioh/images/thumb/2/23/GemKnightSanyx-DT13-JP-DNPR-DT.jpg/300px-GemKnightSanyx-DT13-JP-DNPR-DT.jpg[/img][/center][left] [b]Gem-Knight Sanyx[/b] Pyro/Gemini [color=#000000]This card is treated as a [/color][color=#000000]Normal Monster[/color][color=#000000] while [/color][color=#000000]face-up[/color][color=#000000] on the field or in the [/color][color=#000000]Graveyard[/color][color=#000000]. While this card is [/color][color=#000000]face-up[/color][color=#000000] on the [/color][color=#000000]field[/color][color=#000000], you can [/color][color=#000000]Normal Summon[/color][color=#000000] it to have it be treated as an [/color][color=#000000]Effect Monster[/color][color=#000000] with this [/color][color=#000000]effect[/color][color=#000000]: ● When this card [/color][color=#000000]destroys[/color][color=#000000] an opponent's [/color][color=#000000]monster[/color][color=#000000] [/color][color=#000000]by battle[/color][color=#000000] and [/color][color=#000000]sends[/color][color=#000000] it to the [/color][color=#000000]Graveyard[/color][color=#000000]: You can add 1 "[/color][color=#000000]Gem-Knight[/color][color=#000000]" card from your [/color][color=#000000]Deck[/color][color=#000000] to your [/color][color=#000000]hand[/color][color=#000000].[/color] [/quote] A recent card and exactly one of the tools they needed. First off it's a 1800 attack Gemini which makes it the best target for Gemini Spark. It's also a a viable on themed Pyro monster which gives you more Fusion options and its effect once double summoned is very rewarding. [b]3 copies[/b] is a must [quote][/left][center][img]http://images1.wikia.nocookie.net/__cb20110427010951/yugioh/images/thumb/c/c0/GemKnightAmber-DT12-JP-DNPR-DT.jpg/300px-GemKnightAmber-DT12-JP-DNPR-DT.jpg[/img][/center][left][b]Gem-Knight Amber[/b] Thunder/Gemini [color=#000000]This card is treated as a [/color][color=#000000]Normal Monster[/color][color=#000000] while [/color][color=#000000]face-up[/color][color=#000000] on the [/color][color=#000000]field [/color][color=#000000]or in the [/color][color=#000000]Graveyard[/color][color=#000000]. While this card is face-up on the field, you can Normal Summon it to have it be treated as an [/color][color=#000000]Effect Monster[/color][color=#000000] with this [/color][color=#000000]effect[/color][color=#000000]:[/color] ● Once per turn, you can [color=#000000]discard[/color][color=#000000] 1 "[/color][color=#000000]Gem-Knight[/color][color=#000000]" card to add 1 of your removed from play monsters to your [/color][color=#000000]hand[/color][color=#000000].[/color] [/quote] Another decent gemini monster which grants you access to the vital thunder fusion it's effect also helps when you're going for you combos. It's stats aren't very good however compared to Sanyx [b]1 is all you need[/b]. [quote][/left][center][img]http://images4.wikia.nocookie.net/__cb20110427010820/yugioh/images/thumb/8/80/GemKnightIolite-DT12-JP-DNPR-DT.jpg/300px-GemKnightIolite-DT12-JP-DNPR-DT.jpg[/img][/center][left][b]Gem-Knight Iolite[/b] Aqua/Gemini [color=#000000]This card is treated as a [/color][color=#000000]Normal Monster[/color][color=#000000] while [/color][color=#000000]face-up[/color][color=#000000] on the [/color][color=#000000]field [/color][color=#000000]or in the [/color][color=#000000]Graveyard[/color][color=#000000]. While this card is [/color][color=#000000]face-up[/color][color=#000000] on the field, you can [/color][color=#000000]Normal Summon[/color][color=#000000] it to have it be treated as an [/color][color=#000000]Effect Monster[/color][color=#000000] with this [/color][color=#000000]effect[/color][color=#000000]:[/color] ● Once per turn, you can [color=#000000]remove from play[/color][color=#000000] 1 "[/color][color=#000000]Gem[/color][color=#000000]" monster from your [/color][color=#000000]Graveyard[/color][color=#000000] to add 1 "[/color][color=#000000]Gem-Knight[/color][color=#000000]" card from your [/color][color=#000000]Graveyard[/color][color=#000000] to your [/color][color=#000000]hand[/color][color=#000000].[/color] [/quote] This card's purpose is similar to Amber's; it grants you access to a useful Fusion, Gemini spark synergy and its effect allows for combos although it's a lot more stricter since you have to remove a Gem monster. However its stats make up for it providing a defensive wall. Anywhere between [b]1 - 2 copies[/b] will do you just fine. [quote][/left][center][img]http://images3.wikia.nocookie.net/__cb20110603161659/yugioh/images/thumb/0/0b/GemMerchantDT05-EN-DNPR-DT.jpg/300px-GemMerchantDT05-EN-DNPR-DT.jpg[/img][/center] [/quote] This card will definitely get more popular now thanks too Saynx. Its sort of a themed Honest and it gives your guys a 1000 attack (and defense) boost in battle. It works with all the Gemini Gem-Knights but the most viable target is Sanyx. Run any where between 1 - 3 copies. [quote][center][img]http://images3.wikia.nocookie.net/__cb20111104152441/yugioh/images/thumb/e/e8/GemTurtlePHSW-EN-SR-1E.jpg/300px-GemTurtlePHSW-EN-SR-1E.jpg[/img][/center] [b][color=#000000]Gem-Turtle[/color][/b] [color=#000000]Rock/Effect[/color] [color=#000000][u]FL[/u]IP: You can add 1 "Gem-Knight Fusion" from your Deck to your hand[/color][color=#000000].[/color] [/quote] Almost as good as opening with Armadillo instead you net Gem-Knight Fusion. while being a sturdy body to convert into Xyz after it already floated. [quote][center][img]http://images4.wikia.nocookie.net/__cb20111108030134/yugioh/images/thumb/1/18/RescueRabbit-PHSW-EN-ScR-1E.jpg/300px-RescueRabbit-PHSW-EN-ScR-1E.jpg[/img][/center] [/quote] Many of the other Gem-Knight monsters happens to be Normal monster so a build that wants to capitalize on Rescue Rabbit would have to run those monsters. The rewards of Rescue Rabbit are obvious, it tutors 2 Gem-Knight monsters to the field allowing you to then either make one card Xyz monsters or go for fusion combos made a lot easier by the fact that you have 2 Gem-Knights to work with now. [size=5][color=#8b4513]Other Monster Options[/color][/size] [b]Thunder King Rai-Oh[/b] A good meta game call at the moment; high attacking stat and 2 very good effects make it a solid option in anything. The card also assists in creating the Thunder Fusion. [b]Koaki Meru Guardian[/b] Another meta game call; high attacking stats and the ability to negate pesky monster effects Gem-Knights also play a decent amount of Rock monsters to keep him on the field. Also assists in creating the new Rock Fusion Gem-Knight [b]Volcanic Shell[/b] The existence of Sanyx weaken its playability here but its still useful because of its effect. With this and Gem-Knight Fusion you can loop the card to continuously special summon the Pyro Fusion so as long as you have the Gem-Knights and the free fodder Volcanic Shell creates. [b]Thunder Dragon[/b] Serves a similar purpose as Volcanic shell. [b][color=#0000FF]Spells[/color][/b] [quote][center][img]http://images1.wikia.nocookie.net/__cb20110605165328/yugioh/images/thumb/9/95/GemKnightFusionDT05-EN-DNPR-DT.jpg/300px-GemKnightFusionDT05-EN-DNPR-DT.jpg[/img][/center] [/quote] The primary fusion card you will be using. It effect replenishes itself after usage so combined with Gem-Knight Obsidian you can create fusions for free. It's effect also allows you to loop itself for additional special summons. [b]Run 2 - 3 copies.[/b] [quote][center][img]http://images1.wikia.nocookie.net/__cb20110904222535/yugioh/images/thumb/3/3d/GeminiSparkTU06-EN-C-UE.jpg/300px-GeminiSparkTU06-EN-C-UE.jpg[/img][/center] [/quote] Card is real good in here give that the useful Gem-Knight monsters are are Geminis. [b]Run 2 - 3 Copies.[/b] [b][color=#FF0000]Traps[/color][/b] [quote][center][img]http://images4.wikia.nocookie.net/__cb20111005023407/yugioh/images/thumb/4/41/DoubletFusion-DT13-JP-DNPR-DT.jpg/300px-DoubletFusion-DT13-JP-DNPR-DT.jpg[/img][/center] [b]Tablet Fusion[/b] [color=#000000]Banish [/color][color=#000000]Fusion Material Monsters[/color][color=#000000] from your [/color][color=#000000]Graveyard[/color][color=#000000] that are listed on a [/color][color=#000000]Gem-Knight[/color][color=#000000] [/color][color=#000000]Fusion Monster Card[/color][color=#000000], then [/color][color=#000000]Special Summon[/color][color=#000000] that monster from your [/color][color=#000000]Extra Deck[/color][color=#000000]. (This Special Summon is treated as a [/color][color=#000000]Fusion Summon[/color][color=#000000].) During the [/color][color=#000000]End Phase[/color][color=#000000], destroy that monster.[/color] [/quote] Finally this deck gets its very own Miracle Fusion of sorts except this time it's a spell speed 2 which means you can use it in the battle phase and during your opponents turn. However the monster gets destroyed in the end phase but this isn't a big deal if you want to make that push for game, save yourself from losing, eliminate a threat, or use it with a monster that benefits from being destroyed. Run [b]1 - 2 copies.[/b] [size=5][b][color=#ff0000]Other Trap Options[/color][/b][/size] [b]Raigeki Break/Phoenix Wing Wind Blast[/b] There's a few useful discard outlets here in Gem-Knight Fusion and Gem-Knight Obsidian both of which pay for themselves while in the graveyard. [size=5][b][color=#800080]Extra Deck[/color][/b][/size] [quote] [center][img]http://images1.wikia.nocookie.net/__cb20101203101220/yugioh/images/thumb/7/73/GemKnightCitrine-DT11-JP-DSPR-DT.jpg/300px-GemKnightCitrine-DT11-JP-DSPR-DT.jpg[/img][/center] [b]Gem-Knight Citrine[/b] Pyro/Effect [color=#000000]1 "[/color][color=#000000]Gem-Knight[/color][color=#000000]" Monster + 1 [/color][color=#000000]Pyro[/color][color=#000000]-[/color][color=#000000]Type[/color][color=#000000] [/color][color=#000000]Monster[/color] [color=#000000]This monster can only be [/color][color=#000000]Special Summoned[/color][color=#000000] by [/color][color=#000000]Fusion Summon [/color][color=#000000](from the [/color][color=#000000]Extra Deck[/color][color=#000000]). If this card battles, your opponent cannot [/color][color=#000000]activate[/color][color=#000000] any [/color][color=#000000]Spell[/color][color=#000000]/[/color][color=#000000]Trap[/color][color=#000000]/[/color][color=#000000]Effect Monster[/color][color=#000000]'s effects until the end of the [/color][color=#000000]Damage Step[/color][color=#000000].[/color] [/quote] The go to fusion under normal circumstances and a respectable ability which allows it to avoid mirror force, Dimensional Prison and others like it. [quote] [center][img]http://images1.wikia.nocookie.net/__cb20111004203060/yugioh/images/thumb/a/ab/GemKnightZirconia-DT13-JP-DSPR-DT.jpg/300px-GemKnightZirconia-DT13-JP-DSPR-DT.jpg[/img][/center] [b]Gem-Knight Zirconia[/b] Rock 1 Gem-Knight monster + 1 Rock monster [/quote] Another go to guy with gifted stats. The fact that it only takes a rock monster to make it and Gem-Knight decks are loaded with those make it very good. [quote] [center][img]http://images2.wikia.nocookie.net/__cb20101203101515/yugioh/images/thumb/9/90/GemKnightPrismAura-DT11-JP-DSPR-DT.jpg/300px-GemKnightPrismAura-DT11-JP-DSPR-DT.jpg[/img][/center] [b]Gem-Knight Prism Aura[/b] Thunder/Effect [color=#000000]1 "[/color][color=#000000]Gem-Knight[/color][color=#000000]" monster + 1 [/color][color=#000000]Thunder[/color][color=#000000]-[/color][color=#000000]Type[/color][color=#000000] monster[/color] This monster can only be [color=#000000]Special Summoned[/color][color=#000000] by [/color][color=#000000]Fusion Summon [/color][color=#000000](from the [/color][color=#000000]Extra Deck[/color][color=#000000]). Once per turn: You can [/color][color=#000000]send[/color][color=#000000] 1 "[/color][color=#000000]Gem-Knight[/color][color=#000000]" card from your [/color][color=#000000]hand[/color][color=#000000] to the [/color][color=#000000]Graveyard[/color][color=#000000] to [/color][color=#000000]target[/color][color=#000000] 1 [/color][color=#000000]face-up[/color][color=#000000] card on the [/color][color=#000000]field[/color][color=#000000]; [/color][color=#000000]destroy[/color][color=#000000] it.[/color] [/quote] Highly useful effect allowing you to destroy a problem card whether it be a monster of face up Spell or Trap. [quote] [center][img]http://images4.wikia.nocookie.net/__cb20110427063529/yugioh/images/thumb/1/1a/GemKnightAmethys-DT12-JP-DSPR-DT.jpg/300px-GemKnightAmethys-DT12-JP-DSPR-DT.jpg[/img][/center] [b]Gem-Knight Amethys[/b] Aqua/Effect [color=#000000]1 "[/color][color=#000000]Gem-Knight[/color][color=#000000]" [/color][color=#000000]monster[/color][color=#000000] + 1 [/color][color=#000000]Aqua[/color][color=#000000]-[/color][color=#000000]Type[/color][color=#000000] [/color][color=#000000]monster[/color] [color=#000000]This card can only be [/color][color=#000000]Special Summoned[/color][color=#000000] by [/color][color=#000000]Fusion Summon[/color][color=#000000], from the [/color][color=#000000]Extra Deck[/color][color=#000000]. When this card is sent from the [/color][color=#000000]field[/color][color=#000000] to the [/color][color=#000000]Graveyard[/color][color=#000000], [/color][color=#000000]return[/color][color=#000000] all [/color][color=#000000]Set[/color][color=#000000] [/color][color=#000000]Spell[/color][color=#000000]/[/color][color=#000000]Trap Cards[/color][color=#000000] on the [/color][color=#000000]field[/color][color=#000000] to the [/color][color=#000000]hand[/color][color=#000000].[/color] [/quote] A decent card not as immediately rewarding as the other Fusions but it's effect allow it to combo with Tablet Fusion for shenanigans. [quote][center][img]http://images2.wikia.nocookie.net/__cb20111005105502/yugioh/images/thumb/b/bb/DaigustoEmeral-DT13-JP-DScPR-DT.jpg/300px-DaigustoEmeral-DT13-JP-DScPR-DT.jpg[/img][/center][left][b]Daigusto Emeral[/b][/left][left]Rock/Effect[/left][left][color=#000000]2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card to activate 1 of the following effects: ●Target 3 monsters in your Graveyard and shuffle them into your Deck; draw 1 card. ●Target 1 Non-Effect Monster in your Graveyard; Special Summon it.[/color][/quote][/left] This card is a real gem here. Not only is its first effect universally good but its second effect has its place in gem-knights cause it allows you to bring back any of the gemini gem-knights as well as Zicronia and Pearl. It also assisting you in your Gem-Knight Fusion loops. [quote][center][img]http://images4.wikia.nocookie.net/__cb20111005105807/yugioh/images/thumb/f/f8/LavalvalChain-DT13-JP-DScPR-DT.jpg/300px-LavalvalChain-DT13-JP-DScPR-DT.jpg[/img][/center] [b]Lavalval Chain[/b] [color=#000000]Sea Serpent/Effect[/color] [color=#000000]2 Level 4 Monsters Once per turn: you can activate one of these effects. ● Detach 1 Xyz Material from this card; send 1 card from your Deck to the Graveyard. ● Detach 1 Xyz Material from this card; place 1 monster from your Deck on top of your Deck.[/color][/quote] This card essentially allows you to tutor Gem-Knight Fusion by using its effect to dump Gem-Knight Fusion to the grave then using Gem-Knight Fusion own effect to add it from the grave to your hand. [b]Builds[/b] [quote]Monsters 3 Sanyx 1 Amber 2 Iolite 3 Obsidian 3 Gem-Armadillo 3 Gem-Merchant 1 Gorz 2 Koiaki Meru Guardian 2 Maxx "C" 1 Grand Mole Spells 2 Gemini Spark 2 Gem-Knight Fusion 1 Dark Hole 1 Monster Reborn 1 Heavy Storm 2 Pot of Duality 2 MST Traps 1 Mirror Force 1 Torrential Tribute 1 Trap Dushoot 1 Solemn Judgement 2 Tablet Fusion 2 Solemn Warning[/quote] A Gemini build the takes advantage of the Koaki Meru Guardian and contains a couple of metagame choices like the pair of Maxx "C" and the Guardian himself. This build is a basic skeleton of what the deck may look like so take some liberties when constructing your own. For example the Koaki Meru Guardians can be replace with Thunder King Rai-Oh, a Gem-Turtle or 2 can be added etc.
  23. Chaos Chaos is a mixture of mainly two attributes: Light and Dark. Chaos was around in the game's history for quite some time, running rampant with Black Luster Soldier - Envoy of the Begninning, Chaos Emperor Dragon - Envoy of the End, Chaos Sorcerer, and Dark Magician of Chaos. Since then, Chaos has lost a lot of its former power, but with Black Luster Soldier being unbanned, the deck has a chance to shine again. Monsters you may see in Chaos decks: Thunder King's a 1900 body that can prevent searches from the likes of Earth, Sangan, and Goblin Zombie, and it cuts off cards like E-Call and Duality. And now that XYZ material monsters aren't on the field anymore, it's regained its lost power. Another 1900 body with stun-esque qualities. This is a great card to crash into monsters like Emmersblade, Sangan, Hamster, and Spy, to prevent searches at the cost for a one-for-one trade. Be careful with using this though, as its effect is mandatory - an Effect Veiler could snipe this thing off the field if needed. Breaker is a card that forces out backrow. Any pesky Warnings or Bottomless that need to be taken care of? Breaker is your monster to do it. Plus, it also has a 1900 body that can come in handy too. A nifty little monster this one is. It can kill off the likes of Stardust, Shi-En, and a 2500 Leviathan by itself. It also opens up access to Arcanite Magician, provided you run a Spellcaster to go along with it. And here is the connection between the Light and Dark attributes. Chaos Sorcerer is a monster that gives easy pluses by removing problem monsters off the field. Typically Sorcerer removes a monster and then gets synced off into Arcanite Magician or a lv8 Synchro. And the boss is back. Carrying an attack power over 3000 and the ability to attack twice, this card will seal games by itself. Another win condition seen in Chaos decks, Dark Armed Dragon will take care of backrow and monsters in an instant. A staple in nearly every deck today; Effect Veiler protects you from the likes of Tour Guide and other effects while giving you time to make a counterattack. There are many engines Chaos can use: Destiny Heroes: Now that Destiny Draw is at 2, the engine has a chance to shine again. 1 Stratos 1-2 Diamond Dude 0-1 Doom Lord 0-1 Plasma 0 or 2 Malicious 2 D.Draw Tour Guide: Even though XYZ materials are not considered to be on the field, Tour Guide still gets you access to Sangan, which you can use to grab your other monsters to get your deck going. 3 Tour Guide 1 Sangan Gravekeeper's: Spy is a good wall, boasting 2000 defense. Combined with Descendant, you can create easy +s for yourself while clearing out problem cards. 2-3 Spy 1-2 Descendant 0-1 Guard 0-3 Recruiter Lightsworn: Lightsworns cover the Light side of Chaos, utilizing mill power to fill your grave to make Black Luster Soldier and Chaos Sorcerer. 0-2 Ryko 0-1 Jain 1 Charge 0-3 Recharge 0-1 Lyla Crane: A more recent engine that has appeared up is the use of Sacred Crane. Summoner Monk or Leviair can summon it, netting you easy draws and it's possible to get even more draws thanks to Call of the Haunted. 2 Summoner Monk 2-3 Sacred Crane Just from these engines listed, Chaos has many routes it can take. It can also take the Stun route, utlizing beaters like Thunder King Rai-Oh and Doomcaliber Knight to slow your opponent down. With the pool open to Chaos decks, these decks have the highest chance of showing uniqueness and innovation this format.
  24. Fabled - Discussion

    Fables are a top contender in this format only really losing 2 PoA from the banlist but gaining so much more in 3 MSTs and a Storm, Since this deck now has little to fear from big backrow boards it gains a lot of power. This DT archtype specializes in Synchros although it dabbles a tad in Xyzs through Tour Guide and the ability to swarm the board. The Monsters: This deck always plays a very heavy monster line-up and you should be aware of Royal Tribute. The themed Reinforcements of the Army for this deck, it helps set up all of your combos by searching for the cards you need to set up or to start exploding. Play 3. They seem to give a themed Monster Reborn to every archtype and Fableds are no different, this card strings together combos through reviving Grimro and others to make synchros with Chawa or Cerburrel. Play 1-3 This card doesn't really add a lot to the deck, although it is cute with Snipe Hunter. Play 0-1 One of your main tuners, makes Brionac and Ancient Sacred Wyvern a lot also combos with The Fabled Ganesha to make Ragin/Librarian. Main 2-3 Your main Tuner and discard outlet, basically this card starts all of your combos makes your best Synchros (Librarian, Ragin and Unicore) and ties your deck together. Main 3 Incase you haven't noticed this deck is lacking on non tuners (since Grimro and Krus are almost always discarded) this card is your go to guy for non tuners. Play 1-3 Tour Guideable and its really quite good with Foolish Burial. Play 0-1 The synergy with Kushano is incredible at times, also the added bonus of getting Sangan to search out combo pieces makes it hard to pass up maining this card. Play either 3 Tour Guides, and a Sangan or just a Sangan. Basically if you play Tour Guide or Instant Fusion you play this guy, he is a wonderful out to Gorz and one of the best boss monsters around. Play 0-1 (Depending on if you main Tour Guide or 3 Instant Fusion) Another discard outlet and a Non tuner to synchro with, also the fact that it can help you get over Kristya is huge for this deck. Play 0-3 This card is possibly best card in the deck, being able to float through mutliple synchros though the help of Tengu and Librarian is what makes this deck what it is. Chawa + Cerburrel and this makes a Librarian and a Brionac (which fuels your combos through discarding cards letting you to continue to synchro). Play 3 Other useful monsters: Morphing Jar Effect Veiler Gorz, Emissary of Darkness Level Eater Dandylion Glow-Up Bulb Spore Lonefire Blossom The Tricky The Spells: This Deck tends to play a medium spell line-up to make room for monsters. Provides a Monster of Lv 3-4-5 to make synchros also helps to shit out Xyzs (which this deck does fairly well). Also provides Darks for BLS. Play 0-3 (depending on Extra Deck space) The main hiccough this deck took though the list was Pot of Avarice, this is one of the best cards in your deck. Always play 1. Other useful spells: Mystical Space Typhoon (play 3) One for One Foolish Burial (mainly for use with the Plant engine) Mind Control Heavy Storm Book of Moon Monster Reborn Dark Hole The Traps: This deck tends to play a light Trap line-up to make room for more monsters. This card is really good in the up and coming format considering it is chainable. Reckless provides this deck with consistancy and makes it easier to go off. Considering you normally win the game all in one turn the draw back from Reckless is usually null void. Play 0 or 3 This card is absolutly a staple in this deck since it sends back Effect Veiler and Gorz (which can sometime ruin your day). You should definatly play 1. Other useful traps: Solemn Warning Solemn Judgment Torrential Tribute Mirror Force Royal Decree Trap Stun Seven Tools of the Bandit Mind Crush (for similar reasons as Dust Shoot) The Extra Deck: This is probably the only competitive deck to ever use Xyzs, Fusions and Synchros the cause of this is you are really tight on space. If the deck had more extra deck room you could gain usage out of these two cards, unfortunatly it doesn't. Play 0-1 of each Now that Librarian is limited this is probably your main synchro, draw cards have been powerful since the start of Yu-Gi-Oh and this one is no exception, providing advantage and consistancy to your deck. Play 1-2 Unicore is one of the most powerful cards in the game and also one of the most difficult cards toplay. Unicore negates at resolution, not at activation. Therefore if you chain stuff to alter your hand size, you can still negate. Your main way of making this card is through Chawa and Ganesha but I have seen Chawa synchro with Sangan Dandylion and many others. Play 1 This card helps you continue to go off allowing free discards, as you draw more fabled monsters due to Ragin or Librarian. Dropping this guy after a Librarian or before a Ragin generally ensures you the win. Other useful Extra Deck cards: Flame Ghost Darkfire Dragon Reaper on the Nightmare (note all of these fusions are dark to support BLS) T.G. Hyper Librarian Ancient Sacred Wyvern Scrap Dragon Trishula, Dragon of the Ice Barrier Stardust Dragon Blackrose Dragon Ally of Justice Decisive Armor Ally of Justice Catastor Number 17: Leviathan Dragon Leviar the Sea Dragon Number 39: Utopia Tiras, Keeper of Genesis Adreus, Keeper of Armageddon My personal decklist. In the hands of a good player this deck can be a formidable force this format, since Plant lost some of their limelight this deck steps up and takes the new spot of being the best deck to abuse Tourguide and Tengu together.
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