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Found 22 results

  1. The Noble Knights are a TCG World Premier archetype based around the legend of King Arthur and the Knights of the Round Table that debuted in Galactic Overlord. They are all Level 4 LIGHT Warriors, and a few (the bad Knights) can be turned into Level 5 DARK Warriors. Since they are knights, their weapons and armor, in the form of Noble Arms Equip Spells, are central to the archetype.   MONSTERS:     [spoiler] LIGHT, Warrior, Level 4, ATK: 1700, DEF: 1000 This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with these effects. ● This card becomes DARK and its Level is increased by 1. Once per turn, if you control no other monsters: You can Special Summon 1 "Noble Knight" monster from your Deck in face-up Defense Position, except "Noble Knight Medraut", and if you do, destroy 1 Equip Spell Card you control.   LIGHT, Warrior, Level 4, ATK: 1700, DEF: 900 This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with this effect. ● This card becomes DARK and its Level is increased by 1. During your Main Phase: You can reveal 3 "Noble Arms" cards from your Deck, have your opponent randomly add 1 of them to your hand, and send the rest to the Graveyard. You can only use this effect of "Noble Knight Borz" once per turn.[/spoiler]   These monsters comprise the core of the deck's monster engine. Medraut allows you to recruit any other Noble Knight from the deck and make Rank 4 plays. Borz plays a bit like Noble Knight Stratos, tutoring Noble Arms from the deck, and sending 2 more to the graveyard to be equipped to the Noble Knight Xyz monsters. More importantly, they let you summon a first turn, very hard to defeat boss monster. [spoiler] - Summon Medraut, equip him with a Non-Excaliburn Noble Arms. - Use Medraut's effect to Special Summon Borz. Re-equip the Noble Arm to Borz. - Use Borz's effect to add a non-Excaliburn Noble Arms to your hand. - Equip the New Arms to Medraut. - Overlay for Sacred Artorigus. - Re-equip the Noble Arm equipped to Medraut to Sacred Artorigus. - Use Artorigus's effect to equip the other 3 Noble Arms.[/spoiler]   Borz beatdown is also a completely acceptable option if you opened poorly or your plays were stymied. You keep generating Noble Arms each turn, and then use those Arms to further protect Borz and inflict damage.      [spoiler] LIGHT, Warrior, Level 4, ATK: 1800, DEF: 800 While you control another Noble Knight monster, your opponent cannot target your monsters with less than 1800 ATK, except this card, for attacks or with card effects. When a Noble Arms Equip Spell Card is equipped to this card: Target 1 face-up card on the field; destroy that target. You can only use this effect of Noble Knight Drystan once per turn.   LIGHT, Warrior, Level 4, ATK: 1500, DEF: 1800 This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with this effect. ● You can target 1 "Noble Knight" monster in your Graveyard; add it to your hand, and if you do, destroy 1 "Noble Arms" Equip Spell Card you control. You can only use this effect of "Noble Knight Gwalchavad" once per turn [/spoiler]   Both cards can serve myriad purposes in the deck. Drystan can be used to stabilize a board or clear it for OTKs. Chavad provides you with some graveyard management (and possible looping) as well as generating OTKs.   Drystan Soft Lock [spoiler] Summon Noble Knight Medraut and equip it with Noble Arms of Destiny. Special Summon Noble Knight Drystan with Medrauts effect. Medraut destroys Destiny, and Drystan picks it up to destroy an opposing face-up card.At this point your opponent has to make a decision: they can use removal effects to try to get through Drystan, which can range from costly to impossible, or they can commit two attackers to the field.  If they go with the second option, the first monster attacks to break Noble Arms of Destinys effect, and the second one takes Drystan out.  (Since Medraut has less than 1800 ATK, your opponent cant attack it.)  When Destiny hits the yard, Medraut snatches it up. Repeat sequence.[/spoiler]   Chavad OTK [spoiler] Summon Noble Knight Medraut and use the effect Special Summon Noble Knight Gwalchavad from your Deck and re-equip the Noble Arms to it. Special Summon Noble Knight Gawayn from your hand and use it and Noble Knight Medraut as Xyz Material for Blade Armor Ninja. Activate the effect of Blade Armor Ninja by detaching Noble Knight Gawayn. Next use the effect of Noble Knight Gwalchavad to return Noble Knight Gawayn to your hand. Special Summon Noble Knight Gawayn from your hand and overlay both remaining Noble Knights for another Blade Armor Ninja. Activate the effect of Blade Armor Ninja and attack your opponent for 8800 damage. [/spoiler]   While these are the most "combo-tastic" uses of the cards, bear in mind they can be used (and often are) more simply. For example, equipping Chavad with a Noble Arms and being able to protect him for 1 turn can give you "free" The Warrior Returning Alive plays. If you are without access to Excaliburn, Drystan can prevent smaller Noble Knights from being targeted by things like Veiler or Dimensional Prison.      [spoiler] LIGHT, Warrior, Level 4, ATK: 1900, DEF: 500 If you control a LIGHT Normal Monster, you can Special Summon this card (from your hand) in face-up Defense Position.[/spoiler]   This is the most simple monster in the deck. Since every Noble Knight except Drystan can be a LIGHT Normal Monster, Special Summon Gawayn is easy. Going Gawayn into King Artorigus and then using Excaliburn to "rank up" King into Sacred Artorigus is this deck's most standard follow up play to a broken board. But on his own, Gawayn is no slouch. 1900 backed by a few equips can start to rack up damage if you opened poorly.      [spoiler] During your opponent's Main Phase: You can send this card from your hand to the Graveyard to target 1 face-up Effect monster your opponent controls; negate that target's effects until the End Phase.[/spoiler]   Normally, a card like Veiler wouldn't deserve any sort of write up, but it plays a role in this deck that is worth a brief discussion. One of the new Noble Knight boss monsters is a Level 5 Synchro, so obviously having at least some level 1 tuners in the deck is helpful.   But more importantly, Veiler protects Sacred and King Artorigus from the stuff that would otherwise demolish your set up. If they MST Excaliburn, Artorigus is now vulnerable to monsters like Big Eye, because Excaliburn doesn't re-equip. If they Black Rose your field, Artorigus will survive because of Destiny, but he's now a vulnerable 2200 weenie monster. And in Spellbooks, which is the bane of this deck's existence (thanks Merlin and Morgana), Veiler is an effective way slowing Blue Boy loops.      Boss Monsters:     [spoiler] LIGHT, Warrior, Rank 5, ATK: 2200, DEF: 2200 2 Noble Knight Level 5 monsters When this card is Xyz Summoned: You can target up to 3 Noble Arms Equip Spell Cards with different names in your Graveyard; equip those targets to this card. Once per turn: You can detach 1 Xyz Material from this card, then target 1 other monster on the field; destroy that target. If this card on the field is sent to the Graveyard: You can target 1 Level 4 or higher Noble Knight monster in your Graveyard; Special Summon that target.   LIGHT, Warrior, Rank 4, ATK: 2000, DEF: 2000 2 Level 4 "Noble Knight" monsters When this card is Xyz Summoned: You can target up to 3 "Noble Arms" Equip Spell Cards with different names in your Graveyard; equip those targets to this card. Once per turn: You can detach 1 Xyz Material from this card; destroy any number of Spell/Trap Cards on the field, up to the number of "Noble Arms" Equip Spell Cards you control.[/spoiler]   These two were already discussed above, and besides putting them on the field with tons of Noble Arms support, little else needs to be said, as their effects are relatively simple. If your opponent can't remove him from the field, Sacred Artorigus puts your opponent in the position of losing a monster each turn, or not summoning. Likewise, King Artorigus makes them re-think setting spells or traps. As fewer and fewer traps are chainable, King actually destroys a lot more than you'd think.   Remember, the Noble Arms equipped to Sacred Artorigus won't re-equip to the Noble Knight he Special Summons because of the way the chain resolves. So, if you want to keep his equips alive, have another warrior on the field when Arty is destroyed.      [spoiler] 1 Tuner + 1 or more non-Tuner "Noble Knight" monsters When this card is Synchro Summoned: You can equip 1 "Noble Arms" Equip Spell Card from your Deck to this card. At the end of the Battle Phase, if this card destroyed a monster by battle and sent it to the Graveyard: You can add 1 "Noble Knight" or "Noble Arms" card from your Deck to your hand. You can only control 1 "Ignoble Knight of High Laundsallyn".[/spoiler]   High Laundsallyn is actually a really great monster that can electrify a deck that occasionally starts slowly. The problem, however, is that he simply isn't easy to summon. As discussed below, Lady of the Lake carries with her a number of difficulties, which means you will normally be summoning High Laundsallyn by summoning a Knight and then a Tuner the following turn.    Again, this deck can be prone to slow beginnings. So if you have to resort to "borz beatdown" summoning High Laundsallyn on your second turn is a legitimate option.    Other Options: - Lady of the Lake & Artorigus - Maxx "C" - Rescue Rabbit & Artorigus - Ignoble Knight of Black Laundsallyn - Unknown Synchron  - Cyber Dragon and/or Photon Thrasher  - Summoner Monk - Honest Other Extra Deck Options: - Blade Armor Ninja - Heroic Champion - Excalliber - Volcasaurus and Gaia Dragon - Starliege Paladynamo - Constellar Omega   Quick notes. RE: Lady of the Lake: At this time, she doesn't appear to be very useful. While she's not a bad card, she is situational and requires you to run, at the very least, 1 Vanilla monster and probably some way of putting her in the graveyard. Perhaps, something new will be released to make this a more appealing, but for the time being, I think she is better left out of most decklists.    RE: Black Laundsallyn seems completely unnecessary since Borz has been released. Borz fits the Level 5 requirement, can be Normal Summoned, and searches Noble Arms more effectively.    RE: Summoner Monk seems awesome, right? Unfortunately, Medraut's restriction [Once per turn, if you control no other monsters: You can Special Summon 1 "Noble Knight" monster] makes Monk pretty useless. You can go into Borz and then Special Summon a Rank 4, but that's a pretty weak play. I'll note that you can use Monk in a combo with Lavaval Chain to set up your deck and graveyard for Lady of the Lake plays, but that's also a weak play since it is fragile to the entire game of YGO.    Spells:     [spoiler] You can only control 1 face-up "Noble Arms of Destiny". Equip only to a Warrior-Type monster. Once per turn, the equipped monster cannot be destroyed by battle or by card effects. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms of Destiny" once per turn.[/spoiler]   Destiny is likely the best of the Noble Arms. It combines excellent protection with the re-equip effect of the Noble Arms. Of the Noble Arms, this is the one you want access to first.      [spoiler] Equip only to a "Noble Knight" monster. It cannot be targeted by an opponent's card effects. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Noble Knight" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Noble Knight" Xyz Monster with a different name, by using that target as the Xyz Material. (This Special Summon is treated as an Xyz Summon.) Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) You can only use this effect of "Noble Arms - Excaliburn" once per turn.[/spoiler]   Excaliburn also provides an amazing protection effect. Sadly, however, it does not carry the re-equip effect of the other Noble Arms.   What isn't sad it is that Excaliburn is the primary vehicle for summoning your second (and third?) Sacred Artorigus by Special Summoning King Artorigus and using Excaliburn to "rank up." Thanks to Borz being amazing, it is very simple to get Excaliburn to the graveyard for these follow-up summons.    Remember, you can also "rank down" Sacred for King if, for example, Sacred is Veilered and you need the equips to continue controlling the board.    I will mention this again later, but also remember that Excaliburn is unique in that it doesn't have to be equipped to a WARRIOR. So, you can still use it while under the effects of Zombie World and DNA Surgery.      [spoiler] You can only control 1 face-up "Noble Arms - Caliburn". Equip only to a Warrior-Type monster. It gains 500 ATK. Once per turn: You can gain 500 Life Points. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Caliburn" once per turn.   You can only control 1 face-up "Noble Arms - Gallatin". Equip only to a Warrior-Type monster. It gains 1000 ATK. During each of your Standby Phases, it loses 200 ATK. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 face-up Warrior-Type "Noble Knight" monster you control; equip this card to that target. This effect of "Noble Arms - Gallatin" can only be used once per turn.[/spoiler]   These Noble Arms are simple: make things bigger. This is good because your boss monsters fail to meet any number of important ATK thresholds. There is little else to say except the following.   Caliburn, while providing only a small boost, is fairly necessary to get around the "You can only control 1 face-up" restriction of the Noble Arms Spells. Also, Gallatin can occasionally start to be detrimental to your monster in drawn out games. In this case, remember that Chavad can pop the equip of ANY Noble Knight on the field.     [spoiler] You can only control 1 face-up "Noble Arms - Arfeudutyr". Equip only to a Warrior-Type monster. Once per turn: You can target 1 Set card your opponent controls; the equipped monster permanently loses 500 ATK, and if it does, destroy that target. (The ATK loss remains even if this card leaves the field or the monster becomes unaffected by card effects.) If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 face-up Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Arfeudutyr" once per turn.[/spoiler]   This is the only proactive Noble Arms, which makes it unique. It can be used in conjunction with Medraut to destroy two set cards. Or, more importantly, if you equip it to a first turn Sacred Artorigus, it immediately applies strong pressure by forcing your opponent to set multiple cards, knowing that at least one will be lost to Arf.     Just run these. In this deck, Lance is largely a superior option to MST because it protects your Knights from specific threats, instead of hoping to blindly MST whichever threat you hope is there. Also, Spellbook of Fate is this deck's worst enemy. But be warned, a Knight will not gain the attack boosts of Gallatin or Caliburn, cannot be saved from Destiny, and cannot pop cards with Arfeudutyr after he has been lanced.   Other Options: - Swords at Dawn - Pot of Duality and/or Upstart Goblin  - Mystical Space Typhoon  - Forbidden Dress and Forbidden Chalice    Traps:   I'll be honest, I really don't know what to say here. Over time and with more testing, this will be an easier section to write. In general, there is little room for traps, since your main combos put 3 or 4 equips on the field. It is nice if the traps you do run are chainable (i.e. Roar and CED), since your opponent will ALWAYS MST the set card since the Noble Arms will only re-equip themselves. It also might be advisable to run maindeck Dragon-hate for the time being, since, ya know, Dragons. There's a lot here that is undetermined.    Side Deck:   A few words on side decking.    DNA Surgery, Zombie World, and Skill Drain are very real options to side against this deck. DNA and Zombie World keep you from using all Noble Arms except Excaliburn. Even worse, if DNA Surgery or Zombie World resolve while you have a face-up equipped monster, the Noble Arms that were equipped to your Knight will be destroyed because of the type change. It should go without saying, but if you aren't maining MST, side it.    Book of Eclipse and Swords of Concealing Light are also awesome outs to a first turn Sacred Artorigus play because they don't target and will remove all the equip spells.   Also, Fate gets around everything in this deck and is the biggest asshole card ever. It doesn't target or destroy, so Excaliburn and Destiny are rendered useless. You should probably take this into consideration when building a side deck.    Standard stuff like Dimensional Fissure, Imperial Iron Wall, Soul Drain, and Mistake are also worthy of consideration. 
  2.   The Brotherhood of the Fire Fist consists of several FIRE-element Beast-Warrior type monster making their debut in Cosmo Blazer. Their playstyle revolves around utilizing Fire Formation Spell and Trap cards to trigger their effects.   Until recently, this deck was played in the TCG as a 4-Axis (level 4 monsters) grind deck, using a high trap count to maintain Bear on the board and generate advantage with attacks. With the release of JOTL, the deck could also take on a more explosive 3-Axis (level 3 mosnters) approach. However, the TCG list effectively destroyed this option when Spirit was limited. As of now, decks appear to be taking on a Dual-Axis form, mixing the reliability of the level 4 monsters with the explosive plays of the level 3 monsters (as I'm sure Konami always intended).      Monsters:     Bear and Wolfbark constitute the core of the Fire Fist deck. Tenki>Bear>Tenki>Bear/Wolfbark is a very common and devastating play. Wolfbark is a 1 card Rank 4 Xyz that receives the benefits of the Fire Formations and can make King Tiger. Nothing about that is a bad thing.       Dragon and Gorilla round out the Level 4 Bro-Fists. Gorilla is almost exclusively played as a one-of. Dragon, which used to not see any play, has resurfaced as an option because: (1) Tenki was semi-limited, increasing the need for Fire Formations; (2) Bro-Fist Cardinal is awesome; and (3) Rescue Rabbit and Gene-Warped are no longer legitimate options. In particular, the Rescue Rabbit limitation opened up 5 monster-slots that need to be replaced with something.  If you are fortunate enough to open with Dragon and Tensu/Tenki, you can set all 3 Fire Formation traps (tensen) in the span of 2 turns, giving your Bro-Fists fodder for their effects and bumping their ATK by quite a bit.    Leopard is important for 3 reasons: (1) It tutors the now Semi-Limited Tenki; (2) It is a level 3 monster for Spirit; and (3) it has 200 DEF for Rekindling/Spirit.   Tutoring whichever Tenki or Tensu you need at the moment opens up a lot of non-linear plays in a deck that generally has a linear playstyle. For example, if you have Spirit in hand you can go Leopard>Tensu>Spirit>Emperor>Return Spirit.   Speaking of Spirit, these two cards make up the 3-Axis portion of the Bro-Fist line-up. Spirit can SS both Leopard and Rooster for an instant Emperor or Horse Prince. Spirit will also trigger Rooster's effect. Rooster has been hampered by the fact that Spirit is limited to 1 copy. However, he is still pretty busted. He generates a simple +1 when summoned by Spirit or Horse Prince, and his effect to swap a Formation can be useful when generating more unique plays. For example: Rooster+Fireformation Spell = Horse Prince or Emperor and a 2nd Rooster search or Spirit in hand, respectively.        Boar is a level 4 tuner which opens up a number of interesting options with Wolfbark for 1 card synchro summons of Crimson Blader. This is mostly relevant because of how good Blader is right now. Otherwise, I doubt this card would see much play. His first effect isn't terrible either as a way ram into a bigger monster to recruit Bear or Dragon from your deck for MP2 plays.      Other Options: - Blaster, Dragon Ruler of Infernos (a good stand-alone monster that puts cards in the GY for Wolfbark/Spirit) - Reborn Tengu - Hand traps   Spells:       These are undoubtedly the best Fire Formation spells. Tenki needs no explanation, and Tensu opens up a number of plays that this deck's "one summon per turn" style of play. The only debate would seem to center on how many Tensu to play. 1 copy was the old standard, but now with 1 less Tenki and increased options in Spirit and Wolfbark, 2 or 3 are reasonable. Other options: - Pot of Duality (this deck doesn't SS each turn and needs the speed. Play all of them.) - Forbidden Lance / MST (stick your Bear summons) - Gyokkou (fundamentally worse than MST, but still useful) - Yoko (umm I guess it has "Fire Formation" in it's name. I'd rather play pretty much anything else) - Onslaught of the Fire Kings (an interesting option for increasing Xyz/Synchro plays and early Tutoring) - Rekindling (need to be running a higher number of Leopards)     Traps:       These are the only two legitimate Fire Formation traps, and even that's debatable. I'd heavily consider forgoing both if you aren't playing Dragon (although I'm not sure why you would be doing that right now). Tensen's 1000 ATK boost brings Dragon to the important 2800 ATK threshold, and puts him over it if there is another Formation on the field.  Honestly, Tenken looks a lot more useful than it is in practice. The MP1 restriction is really easy to play around. Other options: - Defensive traps (you're still playing the grind game afterall.)   Extra deck:   These two cards are awesome. Tiger King let's you tutor Tenki to start or continue your momentum. His negation effect can also come in handy in a number of instances, such as attacking over Zenmaines, Gachi, or Spirit Reaper. His final effect is pretty sweet too, but you'll very rarely be in a position to activate it. Cardinal is an amazing source of removal. It gets around destruction-immunity effects, returns to the deck, and recycles your graveyard. He is a bit tougher to play because Wolfbark can't make him, but Dragon helps substantially in these matters.   These are the monsters you'll almost always be making with Spirit. Likewise, Spirit will almost always be your Emperor target (Detach Spirit>Add Spirit). When combined with Tensu, Emperor can offer some pretty extreme momentum changes. For the record, notice Emperor's DEF. He can work with Rekindling as well, if that is the route you have chosen.  Horse Prince is no slouch either. Rooster is almost always his Target, netting you a nice little +2. This combo used to be a lot more deadly with Spirit unlimited, as Rooster would add another Spirit. But now that Spirit will always be used to summon Horse Prince, you won't be adding it with Rooster. Keep in mind you CAN Xyz summon with Horse Prince on the field but you CANNOT continue to synchro summon.     Other options: - Generic Rank 4 Xyzs - Bro-Fist Kirin if you are running Boar (synchro King Tiger) - Crimson Blader (if you are running Boar) - Black Rose Dragon (again, Boar) - Other applicable Synchro monsters     Sample decklists:   [spoiler] Top 16 Harison P. (Fire Fist)   Monsters (14) 3 Brotherhood of the Fire Fist - Dragon 3 Brotherhood of the Fire Fist - Bear 2 Brotherhood of the Fire Fist - Leopard 1 Brotherhood of the Fire Fist - Gorilla 1 Brotherhood of the Fire Fist - Rooster 1 Brotherhood of the Fire Fist - Spirit 1 Brotherhood of the Fire Fist - Boar 2 Coach Soldier Wolfbark   Spell (13) 3 Pot of Duality 2 Fire Formation - Tensu 2 Fire Formation - Tenki 2 Forbidden Lance 2 Mystical Space Typhoon 1 Book of Moon 1 Dark Hole   Trap (13) 3 Fire Formation - Tensen 3 Fiendish Chain 2 Dimensional Prison 1 Compulsory evacuation Device 1 Bottomless Trap Hole 1 Torrential Tribute 1 Solemn Warning 1 Mirror Force   Side Deck (15) 3 Imperial Iron Wall 2 Trap Stun 1 Soul Drain 1 Mystical Space Typhoon 1 Dimensional Fissure 2 Babisher of the Radiance 2 Maxx "C" 1 Cyber Dragon 1 Thunder King Rai-Oh 1 Effect Veiler   Extra Deck (15) 2 Brotherhood of the Fire Fist - Cardinal 2 Brotherhood of the Fire Fist - Tiger King 1 Brotherhood of the Fire Fist - Lion Emperor 1 Brotherhood of the Fire Fist - Horse Prince 1 Brotherhood of the Fire Fist - Kirin 1 Crimson Blader 1 Gagaga Cowboy  1 Abyss Dweller 1 Wind Up Zenmaines  1 Leviair the Sea Dragon 1 Maestroke the Symphony Djinn 1 Diamond Dire Wolf 1 Chimeratech Fortress Dragon   Top 32 YCS Toronto Igor Bijelic (Fire Fist)   Monsters (17) 2 Blaster, Dragon Ruler of Infernos 2 Brotherhood of the Fire Fist - Gorilla 3 Brotherhood of the Fire Fist - Dragon 3 Brotherhood of the Fire Fist - Bear 3 Coach Soldier Wolfbark 2 Effect Veiler 2 Maxx "C"   Spells (16) 3 Pot of Duality 3 Fire Formation - Tensu 2 Fire Formation - Tenki 1 Fire Formation - Gyokkou 1 Fire Formation - Yoko 2 Forbidden Lance 2 Mystical Space Typhoon 2 Onslaught of the Fire Kings   Traps (7) 2 Fire Formation - Tenken 2 Fire Formation - Tensen 1 Compulsory evacuation Device 1 Bottomless Trap Hole 1 Solemn Warning   Side Deck (15) 2 Babisher of the Radiance 2 D.D. Crow 1 Maxx "C" 1 Book of Moon 1 Mystical Space Typhoon 2 Debunk 2 Imperial Iron Wall 2 Vanity's Emptiness 2 DNA Surgery   Extra Deck (15) 1 Brotherhood of the Fire Fist - Cardinal 2 Brotherhood of the Fire Fist - Tiger King 1 Armades, Keeper of Boundaries 1 Daigusto Emeral 1 Evolzar Laggia 2 Gagaga Cowboy  2 Abyss Dweller 1 Number 50: Black Ship of Corn 1 Photon Papilloperative 1 Gem-Knight Pearl 1 Maestroke the Symphony Djinn 1 Diamond Dire Wolf[/spoiler]
  3. "Prophecy”, Yu-Gi-Oh's second Tarot-based archetype, codified in Return of the Duelist, is a slow-rolling counterpoint at odds with the methods of many other archtypes. Though the upcoming Forbidden & Limited List will Forbid Spellbook of Judgment, some enemies of the deck will also be dealt with (Number 16: Shock Master will be Forbidden: Eradicator Epidemic Virus and Thunder King Rai-Oh will be Limited). Further, a new monster released in Judgment of the Light can open up new, powerful plays. Your goal in the most common builds of this deck is to force the game into a long-term grind and identify and eliminate key opposing threats: your cards and combos almost always intend to recruit cards from your Deck, replenish your hand, costlessly eliminate cards your opponent controls, simplify the gamestate by making desirable even card-for-card trades with your opponent, or all of the above. While you can only use each “Spellbook” effect once per turn in most cases, your Deck will eventually let you play more and more cards each turn, solidifying your control over what will and will not happen in your game – you'll get to know the future, before it happens. We'll start our review with monsters. Core Monsters: 1. Batel, The Magician Arguably the most important monster in the entire Deck, Batel recruits “Spellbook” Spell Cards from the Deck, while also serving as a way to keep your Spellbooks of Power, Master, Tower, and Fate live. Never doubt the Magician. 2. Sisty, The Justice Play one Spellbook Spell, and you're set to recruit another Spell and a monster later. Activating Sisty's effect is optional, and the upside to this requires some esoteric rule knowledge: let's just say that if your opponent targets Sisty with Effect Veiler, you can always activate Sisty during that turn's End Phase, after Veiler's effect expires. Banishing Sisty is the cost of activating Sisty's effect, meaning that while she can't afterward serve as a chumpblocker or guarantee your Tower, Fate, or Life will be live, she also laughs at Fiendish Chain. Note also that her ATK becomes halfway respectable when supported by Power. 3. Temper, The Temperance Where Justice is all about turning a later profit after you play a Spell, Temper is all about using a Spell to call out someone to bring forth the heat right NOW – a Priestess or World can be an extremely forceful on-demand threat, and other variants like Miss Temper even more. Where Justice doesn't guarantee live Life, Fate, or Tower, Temper tries and often succeeds through resolving its effect. Where Justice has respectable ATK when backed by Power, Temper can be a bit lacking. Where Justice laughs at Veiler, Temper cries, but they both laugh at Fiendish Chain. Build your Deck with a proper mix between these two monsters. 4. Junon, The High Priestess Junon is throwing a Fahrenheit 451 party, and you're invited. While her inclusion in the Deck was often hotly debated in post-LTGY metagaming, the impending Forbiddings of Spellbook of Judgment and several other cards stand to change metagaming enough to make Junon a certain choice. As a Hyperion-esque Boss Monster, she specializes in tearing through opposing setups, especially when paired with Spellbook of Wisdom. Unlike World, she is relatively easily summoned both on her own and with help from Temperance, so she works extremely well with Justice. 5. La Monde, The World Newly released in Judgment of the Light, this what the Fool became after he became the Reaper - a true powerhouse. Is your hand low? Not anymore. Also, your opponent has a nice field: It'd be a shame if anything happened to it. Now, this doesn't come without drawbacks; At present, you never prefer to actually draw La Monde, you prefer to summon him with Temperance's effect. In the cases where we do draw him, we have cards like Phoenix Wing Wind Blast to set him up for Life, or Herald of Pure Light to recur a Graved monster and shuffle World away. Other Monsters: Kycoo the Ghost Destroyer This Spellcaster of old was essential to post-LTGY metagaming, with an excellent niche to fill against both “Dragon Rulers” and “Prophecy” at the time. With the Rulers and Prophecy both waning in strength enough for other decks to re-enter metagaming for Toronto and the upcoming new format, ,his main deck spot is no longer the definite meta-call it once was, but Kycoo is still certainly an option worth considering. 1800 ATK is respectable, and his effect still reliably hinders many things similar to the decks he just spent months fighting. After all, many of those decks folks are trying out again are decks that rely on either maintaining cards in-Grave, or banishing from the Grave, like how Dragons and Fate relied on both those factors – Hyperion, Malicious, Plaguespreader, Mezuki, so on: the list of things that Kycoo hurts is still a long list. Breaker the Magical Warrior     Breaker is another Spellcaster of old who, unlike Kycoo, saw little play last format: however, a new niche for it may exist with the new Forbidden & Limited List changing the nature of eliminating Spells and Traps – no longer can anyone count on Heavy Storm. There are many other Spellcasters to consider: For example, Injection Fairy Lily is excellent at applying pressure at a risk, and Stoic of Prophecy can easily help you find Temperance, Justice, or the Fool. Jowgen the Spiritualist, the monster that singlehandedly gave this deck a shot at the World Championship, is still something to consider even in a world without Judgment - some decks STILL can't handle Jowgen as a metacall! Now, on to Spells. (oh wow didn’t think there’d be any of those) Core Spells: 1. Spellbook of Secrets - Having access to Spellbook of Secrets every turn is immensely important, so that you can properly react to changes in the gamestate. Pay attention, kids: Secrets doesn't just find any “Spellbook” Spell Card, it finds any “Spellbook” card except another copy of itself. This means that it can recruit the Magician, just like how the Magician can recruit it. And you will definitely LIKE recruiting the Magician. Ensuring Secrets will be in your hand next turn is surprisingly important in the upcoming format: drawing two Secrets or drawing Magician and Secrets is by no means a deathknell to you. 2. Spellbook of the Master Remember how you're only able to use most Spellbook effects only once per turn? Let's bend those rules a bit, and open up a way to let you use effects of your in-grave Secrets, Power, Eternity, or (even) Crescent (for the builds electing to run it). 2X Secrets thins your deck like a madman and fills your Grave for Fate: 2X Power takes something as small as Magician or Temperance and makes it win nearly every fight in the game: 2X Eternity essentially gets you one to two thirds of the way along to priming another Fate. 3. Spellbook of Fate This is the only time bookburning is ever good. Meet the heart of how you control your opponent's actions with this Deck; you're about to get very acquainted with Fate. Is there something you dislike about the stuff on the field? Now it's dealt with, and the price for fixing it just depends on what it is. Do any of these effects target? NO. So, the only thing anyone's going to know about this card on its activation is “what effect is going to be used” - if they use or kick away the card you initially planned on hitting with Fate, then you won't care much, you'll just use it some other way. One clutch use is banishing 1 Spell during the opponent's End Phase to return to the hand one of their Spells or Traps set this turn: another is banishing 2 Spells to evade Veiler or Set a Mage targeted for an attack: another is banishing 3 Spells to laugh at anything. Knowing when and how to use Fate is HUGELY important. 4. Spellbook of Power Fuel the Grave for Fate, apply damage, deny your opponent their monsters, and replenish your hand a little. There's nothing bad about Power, used right – 1000 ATK is a large boost to be throwing around, and is downright fearsome on monsters with already-respectable ATK. Power and/or Master-copying-Power means your opponent's big monsters aren't always safe from your little monsters. 5. Spellbook of Wisdom   Now we get to laugh at your opponent's following cards: Mirror Force, Dimensional Prison, Compulsory Evacuation Device, Bottomless Trap Hole, Torrential Tribute, Dark Hole, Book of Moon, Power, Fate... the list goes on. That thing we said about even yet preferable card-for-card tradeoffs earlier on is DEFINED by Wisdom. 6. Spellbook of Eternity You're using Fate in some capacity, and you're almost certainly using Priestess too: now you can get back the books that they burn. And since you know you can get them back, you're going to plan ahead and think “I should banish THIS book, not THAT one, so I can get it back later...” planning ahead is instrumental. Opening the first turn of a Duel with a setup that has Fate, Tower, and Eternity all certain to be live is fantastic. 7. The Grand Spellbook Tower Hey, my hand size is low! Not anymore. Hey, I have Secrets but the thing I want it to fetch is in my Graveyard! Not anymore. Welcome to the Deck's key grind game: The Grand Spellbook Tower is “La Maison”, a magical institute of higher learning. Think X-Men, but with magic instead of mutants. Every one of those books you like so much are books borrowed from this school's halls. And eventually, you have to return what you borrow, so that you can borrow something new. Not only does this card ensure you can keep making plays: if an opponent crashes class and uses an effect to destroy the Tower, you'll get to summon another monster and punch them in the face. (But only if they don't know how to properly destroy the Tower – let's hope they don't know what “missing the timing” is.) 8. Spellbook Library of the Crescent By taking the risk of facing some late-game dead draws, you can use this card early-game to have a luckbased shot at getting the right books to your hand, before you spend your all-important Secrets. Fate, Tower, and Priestess can all help make this card usable mid-game and late-game, and something like Wing Blast can pitch dead copies. 9. Spellbook of Life Monster Reborn is due for Forbidding. We don't care as much as some other people. We'll use this to bring back Priestess or World, or Temperance to summon either of those two. Or we might bring back a Veiler w/ an increased Level, leading to Tempest Magician, Arcanite Magician, and other Synchros. Or maybe we might make an Xyz play. Other Spells: Pot of Duality Duality's impending Unlimitation is a happy moment for this deck, which depends on Special Summoning only some of the time, yet on finding the right cards all the time. Early-game, you are unlikely to be Special Summoning left, right, and centre. Grabbing three extra chances to get that crucial Magician/Secrets/Crescent/whatever to start the deck’s engine is valuable enough to merit consideration, even though it and Crescent can't be activated in the same turn. Upstart Goblin As Prophecy isn't about trying to threaten “magic numbers” of damage, Upstart's LP gift to the opponent is still something to consider, but it's less overtly harmful to your game plan than it would be in some other decks. While it (like Duality) conflicts with Crescent, Upstart also stands to help you find the cards you need – however, prior-format combos and concerns involving Upstart were often a mix of “yay Judgment” and “yay for digging for immensely important, gamechanging Limited cards”. Both of those factors are much smaller in the upcoming format: digging for the right card is important for keeping the engine rolling, but there are fewer cards that give you absolutely ridiculous reward for that digging now, so the digging serves a different purpose now. Book of Moon Old as the hills, still running strong. Is Veiler a problem for the Magician? Not as often. Are you playing in a mirror match? The opponent won't be using Fate/Master/Power unless they stop this sucker or Chain the Fate to it. Do you wanna randomly trade BoM for a Spellbook? Just have it Set a Magician. Outside the mirror, BoM isn't as indomitable – some decks being tested right now don't give much of a damn about it. Still, ways to mess with opposing monsters on-summon is worth its weight in gold right now, with Warning/Bottomless/Torrential/Compulsory all headed for Limitation. Mystical Space Typhoon     Needs no introduction. Truly essential, as Imperial Iron Wall, DNA Surgery, and a host of other fantastic cards serve as ideal targets.  Dark Hole, Messenger of Peace, Night Beam, and Dimensional Fissure are significant fringe choices to consider, especially in the Side. Traps: Your chosen variant's needed Monsters and Spells will determine how much room is left for Traps. There are no “Spellbook” Trap Cards worth using, so the best place to start is with generic ones. Warning, Bottomless, Torrential, Fiendish Chain, Compulsory, Wing Blast, Mirror Force, and Prison all merit consideration, among others. Dust Tornado also merits consideration as additional sided pseudo-MSTs, if necessary. Don't forget synergy! Traps like Wing Blast and Raigeki Break get stronger with the inclusion of other cards in your Main, like Crescent and World. Sample lists [Spoiler] 12 3 Temperance of Prophecy 3 Spellbook Magician of Prophecy 2 High Priestess of Prophecy  2 Effect Veiler World of Prophecy Justice of Prophecy   20   3 Pot of Duality 3 Spellbook of Secrets 3 Spellbook Library of the Crescent 2 Spellbook of Fate 2 Grand Spellbook Tower 2 Spellbook of the Master 2 Spellbook of Wisdom Spellbook of Power Spellbook of Eternity Spellbook of Life   8   3 Phoenix Wing Wind Blast 2 Fiendish Chain Torrential Tribute Solemn Warning Bottomless Trap Hole   15   Gachi Gachi Gantetsu Herald of Pure Light Daigusto Phoenix Shining Elf Abyss Dweller Maestroke the Symphony Djinn Gem Knight Pearl Number 11: Big Eye Heirophant of Prophecy Mist Valley Clausolaus T.G. Hyper Librarian Ally of Justice Catastor Arcanite Magician Scrap Dragon Crimson Blader   15   3 Breaker the Magical Warrior 2 Kycoo the Ghost Destroyer 3 Mystical Space Typhoon Spellbook of Power Dimensional Fissure 2 Needle Ceiling 2 Rivalry of Warlords Soul Drain   [/spoiler] This is mostly Sqirmy's writing. Urthor just fixed it up so we can actually have a discussion posted, and Atem's added a second edit.     -------------------   UPDATE 09.03.2013   YCS Toronto Decklists   [spoiler]   Top 16 Frazier Smith (Spellbook)   Monsters (10) 3 Spellbook Magician of Prophecy 3 Temperance of Prophecy 2 High Priestess of Prophecy 1 World of Prophecy 1 Justice of Prophecy   Spells (22) 3 Pot of Duality 3 Spellbook Library of the Crescent 3 Spellbook of Secrets 2 Spellbook of Fate 2 Spellbook of Wisdom 2 Spellbook of Eternity 2 Grand Spellbook Tower 2 Spellbook of the Master 1 Spellbook of Power 1 Spellbook of Life 1 Book of Moon   Traps (8) 3 Fiendish Chain 1 Compulsory Evacuation Device 1 Phoenix Wing Wind Blast 1 Bottomless Trap Hole 1 Torrential Tribute 1 Solemn Warning   Side Deck (15) 3 Effect Veiler 3 Rivalry of Warlords 3 Mystical Space Typhoon 2 Kycoo the Ghost Destroyer 2 Mind Crush 1 Dimensional Fissure 1 Soul Drain   Extra Deck (15) 1 Gachi Gachi Gantetsu 1 Daigusto Phoenix 1 Shining Elf 1 Herald of Pure Light 1 Hierophant of Prophecy 1 Mecha Phantom Beast Dracossack 1 Number 11: Big Eye 1 Arcanite Magician 1 Mist Bird Clausolas 1 Thought Ruler Archfiend 1 Red Dragon Archfiend 1 Crimson Blader 1 Colossal Fighter 1 Scrap Draon 1 Ancient Sacred Wyvern   Top 16 Loukas James Peterson (Spellbook) Monsters (11) 3 Spellbook Magician of Prophecy 3 Temperance of Prophecy 2 Effect Veiler 2 High Priestess of Prophecy 1 World of Prophecy   Spells (25) 3 Spellbook Library of the Crescent 3 Spellbook of Secrets 3 Spellbook of Fate 2 Spellbook of the Master 2 Spellbook of Wisdom 2 Spellbook of Eternity 2 Grand Spellbook Tower 2 Spellbook of Power 1 Spellbook of Life 1 Spellbook Star Hall 2 Mystical Space Typhoon 1 Book of Moon 1 Dark Hole   Traps (4) 2 Phoenix Wing Wind Blast 2 Mirror Force   Side Deck (15) 2 Maxx "C" 2 Consecrated Light 2 Kycoo the Ghost Destroyer 1 Dimensional Fissure 2 Rivalry of Warlords 1 Royal Decree 1 Soul Drain 2 Mind Crush 2 Retort   Extra Deck (15) 1 Gachi Gachi Gantetsu 1 Daigusto Phoenix 1 Shining Elf 1 Herald of Pure Light 1 Wind-Up Zenmaines 1 Hierophant of Prophecy 1 Mecha Phantom Beast Dracossack 1 Mist Bird Clausolas 1 Armades, Keeper of Boundaries 1 Tempest Magician 1 Arcanite Magician 1 Black Rose Dragon 1 Angel of Zera 1 Scrap Dragon 1 Crimson Blader   Top 32 Kareem Quincy O'Brien (Spellbook)   Monsters (11) 3 Spellbook Magician of Prophecy 3 Temperance of Prophecy 2 High Priestess of Prophecy 2 Justice of Prophecy 1 World of Prophecy   Spells (23) 2 Spellbook Library of the Crescent 3 Spellbook of Secrets 2 Spellbook of Fate 2 Spellbook of the Master 2 Spellbook of Wisdom 1 Spellbook of Eternity 1 Spellbook of Life 2 Grand Spellbook Tower 2 Spellbook of Power 2 Pot of Duality 3 Upstart Goblin 1 Book of Moon   Traps (6) 2 Vanity's Emptiness 1 Torrential Tribute 1 Fiendish Chain 1 Phoenix Wing Wind Blast 1 Mirror Force   Side Deck (15) 2 Mind Crush 2 Mystical Space Typhoon 1 Breaker the Magical Warrior 1 Debunk 1 Dark Hole 3 Maxx "C" 2 Royal Decree 3 Imperial Iron Wall   Extra Deck (7) 2 Gachi Gachi Gantetsu 1 Herald of Pure Light 1 Wind-Up Zenmaines 1 Number 30: Acid Golem 1 Number 17: Leviathan Dragon 1 Temtempo the Percussion Djinn   Top 32 Peter Paul Martino (Spellbook)   Monsters (11) 3 Spellbook Magician of Prophecy 3 Temperance of Prophecy 2 High Priestess of Prophecy 2 Justice of Prophecy 1 World of Prophecy   Spells (23) 3 Spellbook Library of the Crescent 3 Spellbook of Secrets 3 Spellbook of the Master 2 Spellbook of Fate 2 Spellbook of Wisdom 2 Spellbook of Eternity 2 Grand Spellbook Tower 1 Spellbook of Life 1 Spellbook of Power 3 Pot of Duality 1 Book of Moon   Traps (6) 2 Fiendish Chain 2 Mirror Force 1 Bottomless Trap Hole 1 Solemn Warning   Side Deck (15) 2 Kycoo the Ghost Destroyer 3 Maxx "C" 1 Dimensional Fissure 1 Nobleman of Crossout 3 Mystical Space Typhoon 2 Rivalry of Warlords 2 Royal Decree 1 Soul Drain   Extra Deck (7) 1 Gachi Gachi Gantetsu 1 Herald of Pure Light 1 Daigusto Phoenix 1 Shining Elf 1 Wind-Up Zenmaines 1 Number 20: Giga-Brilliant 1 Number 30: Acid Golem 1 Number 17: Leviathan Dragon 1 Chronomaly Crystal Chrononaut 1 Muzurythm the String Djinn 1 Temtempo the Percussion Djinn 1 Melomelody the Brass Djinn 1 Maestroke the Symphony Djinn 1 Master of Blades 1 Hierophant of Prophecy[/spoiler]
  4. ] * Constellar Table of Contents [01.0] Introduction   [02.0] Main Deck Monsters   [02.1] Constellar Kaus [02.2] Constellar Pollux [02.3] Constellar Algiedi [02.4] Constellar Sombre [02.5] Constellar Sheratan [02.6] Other Main Deck Monsters   [03.0] Extra Deck Monsters   [03.1] Constellar Pleiades [03.2] Constellar Omega [03.3] Constellar Ptolemy M7 [03.4] Constellar Praespe [03.5] Other Extra Deck Monsters   [04.0] Main Deck Spell Cards   [05.0] Main Deck Trap Cards   [06.0] Combos/Things to Know   [07.0] Decklists   ----   [01.0] Introduction   Constellar is an archetype of LIGHT-attribute monsters first introduced in Duel Terminal sets and later released to the TCG audience in Hidden Arsenal 7. The set contained nearly the entire archetype seen today, with the exception of Constellar Sombre, later released in Lord of the Tachyon Galaxy. The deck operates as an Xyz toolbox much like Evilswarms. You summon Pollux or Algiedi, both of which help you get another Constellar onto the field. What makes the deck unique is that you don't only toolbox for rank 4's, but rank 3's and 5's as well. This is thanks to Constellar Kaus who can modify the levels of Constellar monsters you control up to twice per turn. The deck had easy access to one of the best and most versatile Xyz monsters in the game: Constellar Pleiades.   Up until Lord of the Tachyon Galaxy, Constellars didn't really have much ways to drop their boss monsters such as Constellar Pleiades advantageously and consistently. With the release of Constellar Sombre, however, the deck was given a strong grind-game while also being able to kill an opposing player surprisingly fast. Consistency, speed, grind game, advantage engine, the ability to control yet pump out alarming damage very quickly and OTK... The deck had it all.   Unfortunately, this was all during a format where Dragon Rulers were rampant. A tough matchup for any deck to beat, Constellars were known as one of the decks that were able to handle the dragons sometimes effectively. Their true problem however lied in the hands of Prophecy; Constellars simply could not contest the pure advantage and control the deck had over them. Their only hope of winning was usually with an resolved Shock Master effect (which doesn't even seal the game by itself at times) or a resolved EEV, and that's assuming you were able to go first, make your Crazy Box (or Adreus in the earlier stages after Tachyon) AND draw the EEV to set. Constellars never saw the light as a competitive deck.   September 2013 drew near, however, and the banlist for the TCG was released. Constellars were given a ray of hope by the changes on the banlist: The deck was minimally hit whereas their worst enemies were butchered. In addition, the banning of Heavy Storm made playing heavy backrow more reliable. With a new spotlight to steal, it may be time for Constellars to be the "star" of the show.     Duel Terminal Lore (Thanks -ben-)   [spoiler]Long ago in a duel terminal far far away...the Steelswarm demons clashed with the Constellar (or the Constellar by way of the Vylon, it isn't exactly clear). The Constellar won because they are the good guys, and they sealed the Steelswarm beneath the earth. They Vylon are set in the sky to guard against the Steelswarm's return.   Years later, the Gishki are at war with the Gusto because the Gishki want to use the Gustos power for their summoning rituals. This war awakens the Steelswarm, who then begin to invade the surface. When the Steelswarm start to kick everyone's ass, the Vylon descend.  They Vylon get the warring elemental tribes to sing kumbaya, and the Vylon's use their space magic to blend the tribes into cool new things. Together, everyone is happy, and the Steelswarm are defeated...or so we thought. The lswarm virus infected the Vylon during the end of the war, and shit is about to get real. The contaminated Vylon decide that the only way to truly keep peace in the duel terminal world is to eradicate the warring tribes. The tribes unite once more to push back and defeat the Vylon. During the battles, however, the lswarm virus began to spread. Seeing that the lswarm virus is sweeping the land, the Constellars, who like all good gods remained absent during the tribes most severe struggles, finally decide to take action. The Gishki either are corrupted and begin to fight with the lswarm only to create more infected monsters. The Gem-Knights fight back and eventually turn into one giant fusion as a last ditch effort. The Constellars, inspired by the Gem-Knights, combine into M7.   With everything out of hand, Sophia, Goddess of Rebirth, says "fuck this" and destroys/resets everything.[/spoiler]   [02.0] Main Deck Monsters   [02.1] Constellar Kaus   This card is the card that allows the Constellar deck to expand their options, allowing them to toolbox not only rank 4's but rank 3's and 5's (in rare occassions even bring out an M7 summoned by normal means by protecting a Kaus for a turn followed up with any other level 4 Constellar monster). Kaus is important because it gives the deck access to Constellar Pleiades, one of the most powerful and versatile Xyz monsters in the game. Another important thing about Kaus is that it's a Beast-Warrior, making it a target for Tenki, a card that synergizes extremely well with Kaus and Pleiades. When going into a Kaus play, the optimal order of modifiying your levels while considering veiler/fiendish chain is largely dependant on your hand. If you have Pollux and Algiedi in your hand, the idea is to level mod your Kaus first so that when your Kaus is removed from the field you can summon the Pollux/Algiedi in your hand and still have an Xyz play. If you have a Sheratan or Kaus in your hand, the idea is opposite.   After Kaus' effect has been resolved, the affected monster(s) will still be the same level that Kaus set them to even when veiler'd afterwards. [02.2] Constellar Pollux   This card alongside Algiedi is what gives the Constellar deck speed. A vital component for one-turn Pleiades drops or any Xyz play, it's also a card that allows you to play around a plethora of things because the extra normal summon is a lingering effect in a manner like Evilswarm Castor that cannot be negated by cards like Veiler and Fiendish Chain. As soon as Pollux hits the field, regardless of whether it leaves the field or not, you're allowed an extra Constellar normal summon for the turn. Pollux is searchable by Reinforcement of the Army as it is a Warrior-Type, effectively giving the deck access to up to 4 copies. [02.3] Constellar Algiedi   An inferior version of Pollux in almost every way. Although it is suspectible to Effect Veiler, Maxx "C", Vanity's Emptiness and Fiendish Chain, the ability to go into an Xyz play is so heavily needed that Algiedi is often maxed alongside Pollux anyway, mainly because of the fact that it's another LIGHT level 4 with the Constellar name. [02.4] Constellar Sombre   The Constellar deck's Kerykeion. Sombre is the card that gives the deck its ability to drop Xyz monsters advantageously one after another. He turns every Xyz monster drop into a breakeven so long as your graveyard has two Constellar monsters in it, giving you a consistent flow of resources. The amount of power and options that Sombre gives the deck is just tremendous; allowing you to drop upwards of 4 Constellar monsters in a turn. In addition to being searchable by Sheratan, Sombre is also able to add himself, making the Constellar deck's grind game that much stronger if your graveyard has a lot of Constellars in it, making the card extremely accesible. Banishing for the effect is a cost to use the adding effect. So long as the adding effect is not negated by Effect Veiler, regardless of whether or not the targeted monster is interrupted by something like D.D. Crow, the effect of "Constellar Sombre" that Normal Summons a "Constellar" monster can still be used that turn. Keep in mind that Sombre has to remain face-up for you to use the extra normal summon effect. The extra normal summon is an ignition effect that starts a chain. [02.5] Constellar Sheratan   The deck's Stratos, although not as good because it's a level 3 and has to be normal summoned. It's still necessary beceause it bears the Constellar name and can search out Sombre, acting like a delayed free Xyz monster drop or any other combo pieces you need, for example to make a Pleiades drop next turn. The 1900 def also walls the majority of Normal Summoned monsters, giving it some stalling utility as well as pressure your opponent into overextending. Despite the card being level 3, it can still be turned into an Xyz monster because Kaus exists so don't imagine it as a card that sits there forever once he's done his job. [02.6] Other Main Deck Monsters Honest   Most if not all the monsters in your main deck that you would be putting on the field are LIGHT monsters, so Honest is pretty self-explanatory. If you manage to protect an M7 for a turn or summon it through normal means you can even recycle Honest.       -- Brotherhood of the Fire Fist - Bear   When you put Fire Formation - Tenki in your deck, Bear often comes to mind as an instant searchable out to many problem cards. However, because Tenki is at 2, Bear is not as attractive an option as before. He's not a horrible choice though as a 1-of, as he can help you get to your Kaus faster.   --   Photon Thrasher     A LIGHT-attribute RoTA target that helps you make Omega/Paladynamo/Any other Rank 4, functioning much like a Pollux or Algiedi. It puts pressure on opposing Rai-Ohs as well. However, it doesn't have "Constellar" in its name, lacking the synergy with Sombre or Kaus. Despite this, Photon Thrasher is still a very viable candidate for any Constellar deck; giving it a small layer of consistency as well as speed.   --   Thunder King Rai-oh     An extremely strong card on its own that can restrict and slow the opponent down, scary when backed up by backrow. It's also a LIGHT so you can go into Omega in a pinch, as well as synergize with Honest.   --   Effect Veiler, Maxx "C", D.D. Crow, Trifortresstops           None of the hand traps actually have to be mained, but at least some should be sided for matchups like Infernities. M7 in the deck also helps you recycle hand traps if you get to make it. Trifortresstops allows you to make an M7 out of a Kaus without summoning sickness.   --   [03.0] Extra Deck Monsters [03.1] Constellar Pleiades   This is what the Constellar main deck is usually aiming to accomplish. Pleiades is a 2.5k beater with a quick effect that allows him to bounce ANY card on the field to its owners' hand. The versatility of the card is amazing, allowing you to bounce an opponent's big monster, set a player back a turn by obstructing their normal summon, break a beetle lock, bounce a backrow during the end phase to clear way for a swift kill... The possibilities are endless. A Pleiades drop backed up by backrow is frighetening and very tough to break. [03.2] Constellar Omega   A useful card that you may be finding yourself reaching into the Extra Deck often for when facing a lot of backrow. Essentially an Infestation Pandemic on legs for your Constellar monsters, allowing your additional Xyz plays to go through. [03.3] Constellar Ptolemy M7   The premise of M7 is pretty simple. Just stack it over any Constellar Xyz (usually a Pleiades with no materials) for a 2700 beater and if you protect it for a turn, you can bounce any card on the field or graveyard to the hand. Good for if you want to recycle your Sombres/Honests/Veilers/etc. The card is limited to 1 as of September 2013 so use your single copy wisely. You can also potentially summon it without summoning sickness by using 2 Kaus in rare cases.   [03.4] Constellar Praespe   More situational than Omega, but still necessary as an out to big monsters that cannot be solved with Paladynamo such as Master of Blades or if you want to beat over a Blackwing Shura safely (or any monster for that fact). [03.5] Other Extra Deck Monsters   Gaia Dragon, the Thunder Charger   You will absolutely need this 2600 with trample at your fingertips. If the situation really warranted it, you can make it from a rank 4 Xyz by stacking for a Constellar Xyz and ranking it up to M7, then stacking this bad boy over it. You should have this in for the utility, and for the card below if you run it:   --   Number 61: Volcasaurus   An obvious choice for a deck that can bring out rank 5 Xyz monsters easily. Pleiades is usually a better and safer option but if you are the type that likes to go for game-shots by all means.   --   Starliege Paladynamo   A floating rank 4 that is usually an answer to anything except Master of Blades. Usually make this if you have a problem you want to answer but can't go into a Pleiades.   --   Shark Fortress   The deck's Blade Armor Ninja. This card opens up a lot of gameshots as you could imagine. If you also needed to pierce more than once you can target your Gaia Charger to attack twice. Also, note that after the effect has been resolved, the effect remains regardless of whether it is removed from the field or veilered.   --   Wind-Up Arsenal Zenmaioh   Another rank 5 option that you can consider if you have the space for it. Resolving the effect is absolutely devastating. Don't go into it blindly though, make sure you have some sort of protection. Nuts with Royal Decree.   --   Wind-Up Zenmaines   Go into this with two Sheratans; or even Kaus + Sheratan or any standard play if you really needed the Zenmaines.   --   Abyss Dweller Maestroke the Symphony Djinn Gagaga Cowboy Number 50: Blackship of Corn Tiras, Keeper of Genesis Adreus, Keeper of Armageddon Number 91: Thunder Spark Dragon   --   [04.0] Spell Cards   Reinforcement of the Army     Pollux is a Warrior-Type. 4 Pollux I don't see why not   -- Fire Formation - Tenki     Kaus is a Beast-Warrior, making it a Tenki target. 5 Kaus I don't see why not. Also allows you to play Bear in the deck. Tenki is also key to dropping a Pleiades without Sombre while retaining advantage.   --   Forbidden Lance     A card that Constellars absolutely love to have. It helps a lot of your plays go through, helps your monsters dodge Bottomless/Compulse/Dimensional Prison as well as allow you to beat over problem cards such as Rai-Oh. You won't always be getting that hand that can drop Pleiades or an Xyz right away, and that's where Lance shines.   --   Forbidden Dress     --   Kaiser Colosseum     --   Other Main Deck Spells   Mystical Space Typhoon Dark Hole Book of Moon Pot of Duality Mind Control   Deck Lockdown Fire Formation - Tensu Kaiser Colliseum   [05.0] Trap Cards   Safe Zone     Safe Zone is one of the best trap cards you can run in a Constellar deck. It helps your monsters stay on the field when you have to play slower or stall, protects your Xyz monsters from traps like Bottomless or Mirror Force, targeted monster effects and even turns your Pleiades bounce into destruction (ALWAYS attempt to let Safe Zone resolve when activating it so that you can respond to an MST with Pleiades accordingly). The versatility is way too good to pass up on.   Also something to take note of is that if you Xyz with a monster with Safe Zone on it, the Safe Zone stays on the field.   --   Fiendish Chain     Fiendish Chain is another good trap option in the Constellar deck. Another trap card that synergizes well with Pleiades, allowing you to reuse your Fiendish Chain by bouncing it and re-setting it. Also protects your monsters from battle for when you have to play slower.   --   Royal Decree     Royal Decree seems like an odd choice in a deck where you run a lot of traps. However, Pleiades allows you to control the card. You can use Royal Decree to keep your play up to the Pleiades safe, then bounce the decree back to your own hand so that your own traps are live. In a pinch, you can even save your Pleiades with a Safe Zone on it from being destroyed by an MST.   --   Vanity's Emptiness     This card was one that saw a lot of play last format, however its impact in the format now is still to be seen and demonstrated. The particular reason as to why the card is good in Constellars is because flipping it up when you have a Pleiades on the field is a devastating play that is relatively safe from MST, one of Vanity's Emptiness's worst enemies. This is because if your opponent targets a backrow other than Vanity's while you have a Pleiades, you can use Pleiades' effect to bounce the backrow and protect both your backrow and Vanity's Emptiness. Thus they have to redirect the MST straight at Vanity's Emptiness, in which you have the choice of bouncing the Vanity's Emptiness and reusing it again next turn or just letting it go so that you can use Pleiades' effect to combat whatever else they attempt to do that turn.   --   Xyz Reborn     A power card that is seen occasionally in Constellar decks. The ideal thing to happen is reviving a Pleiades or an M7 and milk the effect once, usually tipping the game in your favor. It can seal the game in its own right at the sacrifice of some consistency for running it (being a dead card before your first Xyz monster drop).    --   Other Main Deck Traps   Solemn Warning Bottomless Trap Hole Compulsory Evacuation Device Torrential Tribute Mirror Force Dimensional Prison Breakthrough Skill   Call of the Haunted   [06.0] Combos/Things to Know   Constellar is actually pretty straightforward in terms of execution, lacking the fancy combos that decks such as Infernities or Dragunities have. Nonetheless, there are a few important setups to know and cool stuff you can do with the deck.   1 Turn Breakeven Pleiades Drop w/ Tenki Fire Formation "Tenki" + Constellar Pollux/Algiedi 1. Activate Tenki, search Kaus 2. Normal Summon Pollux/Algiedi 3. Summon Kaus 4. Level mod to 5 5. Xyz Summon Pleiades 6. Return Tenki to your hand via Pleiades' effect   OTKs   There are many ways you can OTK your opponent given the explosiveness of the deck when you have a good hand. Here are just a few: After achieving 4 level 4 Constellar Monsters on the Field (one of which is at least a Kaus) with opponent having empty field:   1. Level mod any 2 Constellars to level 5 2. Overlay for Shark Fortress and use his effect on himself 2400+2400= 4800, have 3200 more damage to win with the extra 2 Constellar monsters   You should usually have within upwards of 7200+ damage with the Shark Fortress and other Constellars. Make cowboy for game if needed. If you don't have cowboy, make sure that your remaining 2 constellars attacking are not Algieidi and Sombre. Ideally you would make this play safe to fall back on by not overlaying your Sombre.  Alternatively: 1. Stack the remaining 2 level 4 Constellars for any Constellar Xyz, then stack M7 over it. 2. Instead of using the effect of Shark Fortress on himself however, use the effect on M7. 3. Stack Gaia Dragon over your Shark Fortress.   2700+2700+2600 = 8000 exactly. The above play is also available if you went first turn Pleiades and have a Sombre the turn after. Basically, whenever you have a Constellar Xyz, a normal Constellar level 4 and a Kaus on the field, you can use the version above instead.   [07.0] Decklists   None available, waiting for September 2013 Constellar decks with credentials.
  5. After having been a constant threat in the meta since their release last November, Mermail decks finally received a few hits on the September banlist with limitations to Atlantean Dragoons and Deep Sea Diva. The limits don’t necessarily cripple the deck, though; rather, they push Mermails in a different direction. Abyssmegalo+Deep Sea Diva isn’t a particularly viable OTK anymore, but thanks to Tidal, Dragon Ruler of Waterfalls, along with Mermail Abyssocea and Mermail Abyssmander, it’s been replaced by plenty of new combos that are just as potent at reducing the opponent’s life points to zero.   Even with Dragoons at 1, Mermails still boast arguably more search power than any other deck in the game of Yugioh, and Marksman’s ability to destroy set cards is a boon in a meta where heavy backrows could become common without Heavy Storm.     -Table of Contents- [1.1] Level 3 Mermail Monsters [1.2] Level 4 Mermail Monsters [1.3] Level 7 Mermail Monsters [1.4] Atlantean Monsters [1.5] Other Monsters   [2.1] Spells and Traps   [3.1] Synchros [3.2.1] Xyz - Diva-specific [3.2.2] Other Xyz   [4.1] Relevant OTK’s     Mermail Monsters:   [1.1] Level 3 - the Mermaids   Mermail Abysslinde   Linde is considered by many to be the backbone of the Mermail deck, granting the player any Mermail monster of their choice straight from the deck. Alongside Sphere, Linde is the Mermail deck’s primary defense, which is important because the deck needs to run a lot of WATER monsters to support Abyssmegalo and Tidal, so traditional Trap cards are often excluded from main decks.   Important Notes: -If Mermail Abysslinde’s effect is triggered at the same timing as another effect, and Linde’s effect is not the last thing to resolve, a Mermail Abyssdine, Mermail Abysspike, or Mermail Abyssturge will miss their chance to activate their effects. Common situations that will cause this are when Linde is run over by Blackwing - Shura the Blue Flame, Brotherhood of the Fire Fist - Gorilla, or Flamvell Firedog. --On the other hand, Brotherhood of the Fire Fist - Bear and Atlantean Marksman will not make Pike and Turge miss timing, because they have different activation timings.   Mermail Abyssgunde   Gunde is the “combo-breaker” in many situations. Thanks to Mermail Abysspike and Mermail Abyssteus, she’s incredibly searchable, and can be used for a variety of plays. A common play is to discard Gunde and Abyssleed to summon Mermail Abyssmegalo, putting the otherwise difficult-to-use Leed in hand directly onto the field for a 2700 body. She’s a great enabler for for OTK’s, Xyz plays, Abyssleed discards, or in a pinch she can simply loop Linde while you work on setting up your combo pieces.   Important Notes: -If Mermail Abyssgunde is discarded by the effect of Mermail Abyssturge, and then Turge adds her directly back to the hand, Gunde will not activate. -Unlike the Atlantean monsters, Gunde does not need to be discarded by a WATER monster to activate. This means that you can discard her for the cost of cards like Phoenix Wing Wind Blast and she will revive a Mermail.     Mermail Abyssdine   Abyssdine had all the potential in the world, and Konami ruined it with their wording and timing rules. So, Dine is left with two cute things that she does: she allows a Linde to eat up three attacks in the mirror, where the opponent may have established a field that allows them to win through two monsters but not three, and she lets Linde go into a Temptempo to beat Ophion. Definitely an option as a 1-of, but also not a necessary card like Linde or even Gunde.   Important Notes: -Mermail Abyssdine has two effects: the one that Special Summons itself when added to the hand, and the one that summons a level 3 Mermail from the grave. She then goes on to say that you can only activate one of those effects per turn, meaning that if you add her to your hand and Special Summon her, she just sits there and does not revive anything. -Both of Mermail Abyssdine’s effects are worded as “When [x], you can [y]” effects, meaning that if her Special Summon is not the last thing to happen, she misses timing. Other than the situations described earlier with Linde, this also means that she will not activate if revived by a Gunde that was Chain Link 2 or higher, and she will also not activate when summoned by Mermail Abyssocea (since Ocea summons the monsters, then sends its target to the grave).     Mermail Abyssocea   One of the new toys Mermails have gained since the “Mono Mermail” build became standardized at the beginning of last format, Abyssocea is often overlooked. The card is actually extremely strong, though, and enables a lot of OTK’s or game-breaking fields by turning one of your sharks into a pair of mer-people. Even in the worst case scenario, Ocea can target herself and transform into a Linde, which helps set up future plays. Add the fact that Mermail Abyssteus can add it to the hand without using a Normal Summon, and you have all the makings for a welcome addition to Mermail decks.   Important Notes: -Mermail Abyssocea summons the monsters from your deck before sending her target to the grave. This means that if you have four monsters on board, even if Ocea targets a level 7, you can only summon one Mermail from your deck. -As previously mentioned, all of the “when [x], you can [y]” Mermails will miss timing when Ocea summons them because sending the targeted Mermail to the grave is the last thing to happen.     [1.2] Level 4 - the Mermen   Mermail Abysspike   Abysspike is one of the cards that makes setting up combos so easy in Mermail. A lot of your important cards are level 3 - Linde, Gunde, Marksman, Ocea, and Undine if you play it. His level is also fairly important, because Bahamut Shark is a strong alternate win condition for the deck - especially against Evilswarm. Pike is a very straightforward card, but simplicity is welcomed in a deck that’s sometimes overcomplicated.     Mermail Abyssturge   Abyssturge was at one time a very underrated card in Mermails, but has lost a lot of its power for two reasons: Diva’s limit means he lost his best target, and Tidal’s presence means the grave is often left starving for WATER monsters. Turge is definitely still a strong choice worth considering, though, because Marksman, Gunde and Heavy Infantry are all cards that Mermails can’t get enough of.     Mermail Abyssmander   Mermail Abyssmander was actually our first TCG-exclusive Mermail monster, and it sat in obscurity for quite awhile. With the release of Mermail Abyssocea, Mander became a lot more viable, since Ocea could quickly flood the field with smaller Mermails that were ripe for level modulation. Mander originally gained notoriety for being involved in a two-card Shock Master combo, but with Shock’s banning his most notable use is in an OTK with Shark Fortress.     [1.3] Level 7 - the Sharks   Mermail Abyssmegalo   Megalo is, of course, the original boss of the Mermail deck. With a reasonable but easy-to-fulfill Special Summon requirement, the ability to search some really strong support cards, and an effect that amasses gigantic, game-ending damage, Abyssmegalo is certainly the quintessential boss monster.    Important Notes: -If Abyssmegalo triggers multiple effects in the process of being summoned (such as when he discards an Atlantean Monster or Mermail Abyssgunde), all those effects, plus his own, activate simultaneously and the turn player determines their order; however, mandatory effects must precede optional effects, so an Atlantean monster must come in the chain before Megalo or Gunde. This chain that forms is also where cards such as Bottomless Trap Hole or Torrential Tribute may be activated, so the opponent may then add their own response after all the simultaneous effects have formed their portion of the chain.     Mermail Abyssteus   Abyssteus is another TCG exclusive, though his use was noticed far more quickly than Abyssmander’s. Teus essentially by himself started the transition away from Genex Undine builds by giving players the consistency and search power they needed without having to run Genex Controller. When Abyssteus was limited on the OCG list, the reaction from many players was “better him than Dragoons,” but it’s quickly become clear that Teus is really the best searcher in the Mermail deck.     Mermail Abyssleed   Abyssleed follows a similar pattern to Megalo - discard-costed summon, support effect, and then an effect on the field that tributes your other monsters. With the significantly bigger cost and weaker supporting effect (grabbing an Abyss- card from the grave rather than the deck), Leed is mostly summoned via Linde and Gunde. That’s not to say that it isn’t an incredibly important card, though; 2700 attack is definitely appreciated in a deck that otherwise struggles to get above the 2400 bench, and its effect to get rid of cards in the opponent’s hand has the potential to swing games.      [1.4] The Atlantean Soldiers:   Atlantean Heavy Infantry   Infantry’s double summon effect will almost never come up with Diva limited, but his effect to destroy any face-up card is essential for answering Ophion, Vanity’s Emptiness, and other troublesome cards.     Atlantean Marksman   Marksman’s effects are actually both completely essential to the deck. Mermail is, for the most part, an OTK deck, and Marksmen assist in that goal by clearing backrows that could become disruptive, and by doubling up on his own damage when he brings out another Atlantean monster. Marksman will often be your search of choice with Abysspike, because summoning looping between Pikes and Marksman is a great way to wear down the opponent’s resources while you’re assembling the pieces for a combo play.     Atlantean Dragoons   Although he now sits at 1 on the September Limited list, Dragoons is still a very important card to Mermails. Drawing him is great and often extends combos to add extra level 7’s for more Xyz or greater damage, but not drawing him also opens up the opportunity to summon him with Marksman for game-winning damage. The direct attack effect doesn’t come up often outside of Messenger of Peace, but his searching effect is so powerful that who cares what else he does?     [1.5] Other Monsters:     Tidal, Dragon Ruler of Waterfalls   Many players believe that without Tidal the Mermail deck wouldn’t be an option at all, now that Dragoons and Diva are limited. We never actually have to know the validity of that statement since, well, Tidal does exist, but it’s undeniable that he’s an important lynchpin for the deck in its current incarnation. 2600 isn’t the highest attack the Dragon Rulers hit, but it’s still big for this deck, particularly against Machina Fortress which has always been famously difficult for a Mermail player to handle. The effect to send cards to the grave is situationally useful, but for the most part that effect is best used to trigger Atlantean monsters or Abyssgunde. But regardless of anything else, a level 7 WATER monster that’s near-infinitely reusable is exactly what the deck needs to promote its win condition.     Deep Sea Diva   Diva is rather enigmatic for Mermail players currently. On the one hand, it’s still Diva and Diva was for nine months considered the best card in the deck. But on the other, running her means that you are essentially required to include a suite of various-level Synchros, which is a lot of valuable space taken up for a single tuner. One deciding factor may be that the most common play with Diva was the Megalo-Diva OTK, which usually involved using Dragoons to search at least one of the two combo pieces, and now you can’t search and OTK in the same play.     Aqua Spirit   Aqua Spirit is an interesting card in Mermail, being a level 4 WATER monster with an extremely easy Special Summon requirement. Dweller and Bahamut Shark are so essential in certain matchups, and Aqua Spirit makes them significantly easier to summon with far less setup. It also helps answer Ophion via Maestroke/Diamond Dire Wolf, and can seal up almost-OTK’s with Gagaga Cowboy. Many players like to discuss the interaction that Aqua Spirit’s banishing cost has with Tidal, but in practice it’s not a particularly common play.     Fishborg Archer:   Archer makes Tidal’s deck-to-grave effect significantly more useful, triggers Atlantean effects, and can make a wide variety of Synchros and Xyz. Like Deep Sea Diva, he requires more than a bit of Extra Deck dedication, but definitely a viable addition to the Mermail deck.     Genex Undine/Genex Controller   Undine is a valid support option if you really want more access to your single Dragoons and Diva, but the build has to have a significant amount of dedication to play with Controller and that means sacrificing a lot of the plays the deck could’ve made without Dragoons and Diva.     [2.1] Spells and Traps:   Abyss-Sphere   Abyss-Sphere is your go-to search with Abyssmegalo, and its interactions with Linde form the deck’s primary line of defense. In addition to doing tricky things with MST and MP2->End Phase plays, Sphere can quite simply summon a big guy during your Battle Phase to push the last bit of needed damage or put a level 4/7 on the board to complete an Xyz. Just be careful of the fact that if you do that, your Spells are locked out until your opponent’s End Phase, since the Sphere then stays on the field regardless of what happens to the monster (not that this deck plays a huge number of Spells in the first place).     Abyss-Squall   Abyss-Squall summons 3 Mermails from your grave, and in initial Mono Mermail builds it was practically a backup win condition, netting free Xyz and extra Lindes. The addition of Tidal to the deck to an extent makes the card obsolete, since you now have both significantly more level 7’s and in many scenarios, a significantly smaller graveyard; however, it’s definitely still an option. With Heavy Storm gone it’s notable that this card has interesting interactions with Dust Tornado, with Dust Tornado being able to set the card in your opponent’s End Phase and flip it on your own turn, while they have little opportunity to clear it away.     Salvage   Salvage was considered a staple in the pre-Teus Undine builds, and was largely dropped after Mono became standardized, but it’s still a great card. It gives slightly more merit to Diva who can be given a second use by a Salvage, and turns what could’ve been a dead late-game Megalo in hand into a completely game-breaking one that will discard exactly the two monsters that you want to discard. It’s also a dead card early game and competes with Abyssturge and Tidal for usage of the in-grave WATER monsters, so there are definitely pros and cons that need to be considered when looking at Salvage.     [3.1] [3.2] [3.3] The Extra Deck: [spoiler] [3.1] Synchros   Armory Arm   If you’re running Diva, Armory is going to be a major play that comes up with Diva and Marksman or Megalo. He makes OTK’ing through opposing monsters significantly more possible in a build running Deep Sea Diva.     Ally of Justice Catastor   Catastor is one of the most common Synchros the deck will make with Diva; on the one hand it’s a great answer to a lot of monsters and in the mirror it forces your opponent to make an investment in outing it, but on the other it’s sort of like admitting that you don’t have anything better to do with your 1 Diva.     Armades, Keeper of Boundaries   Armades is actually really neat against a lot of decks, being able to push straight through Mirror Forces, Lances and Dimensional Prisons and cutting off recruiters like Linde or Geargiarmor.     Dewloren, Tiger King of the Ice Barrier   Dewloren is a pretty neat card, although for the life of me I can’t tell you why he went from 2 to 1. He can’t effectively recycle Diva anymore, but bouncing Marksman and Sphere is always welcome.     Gungnir, Dragon of the Ice Barrier   Gungnir is actually going to be made most easily not through Diva, but with Fishborg Archer. The Atlanteans help to double up on Gungnir’s destructive power, and he’s also that ever-so-useful level 7.     [3.2.2] Diva-specific Xyz   Gachi-Gachi Gantetsu   Like Catastor, Gachi is sort of a cop-out when you have 1 Diva to use and all you’re doing with it is making a wall. The 400 boost is neat with Marksman though.     Daigusto Phoenix   Phoenix is a damage-generating machine, turning Diva into at least 3000 damage on an open field. If you only have room for one Rank 2 in a Diva build, this is probably going to be it.     Herald of Pure Light   Herald’s primary use is going to be in Undine builds, being able to fetch back useful cards from the grave while returning Controllers to the deck to make future Undines live. Being one of the few cards that actually allows a second use of Dragoons makes Herald of Pure Light really interesting for Mermail players.       [3.2.2] Other Xyz   Leviair the Sea Dragon   Leviair was never the first card one thought of when building a Mermail Extra Deck, but between Diva’s limitation allowing more room for Xyz and Tidal establishing a healthy banish pile, Leviair has found his home among his sea-bound serpent friends. Abyssocea is the most commonly-used card to set up Leviair, though Abyssdine does it too if she’s used.     Number 17: Leviathan Dragon   For the most part, Leviathan does the same thing here that he does in any other deck, but he’s notable simply for the fact that if Marksman is used as an Xyz Material, he can be detached from Leviathan to destroy a set card.     Abyss Dweller   Dweller, while a useful card in any deck capable of summoning Rank 4’s, is particularly useful in Mermail. Though using Dragoons as Xyz Material is far less common now than a few months ago, when it does happen Dweller lets him get a search off while shutting down all of the opponent’s graveyard effects. Perhaps even more relevant, though, is that Dweller will pretty much always grant your field of WATER monsters a +500 attack boost as long as he has Xyz material. 500 extra attack adds up quickly, and can help push OTK’s through an opponent’s established field.     Bahamut Shark + Memail Abysstrite   Bahamut’s an important win condition to the Mermail deck. 2600 attack is just enough to get over Evilswarm Ophion without calling on the help of one of the level 7’s, which makes him good enough to play right there. His effect, though, is even more important. By detaching an Xyz Material, Bahamut is able to summon Mermail Abysstrite, who is a huge wall clocking in at 2800 defense. Beyond that, once the opponent does manage to get rid of her she revives a Mermail from the grave, which can be anything from a Linde to block even more attacks to a Leed or Megalo to start an aggressive push.      Shark Fortress   Unique to builds running Mermail Abyssmander, Shark Fortress is an OTK tool that contributes 4800 damage by himself or more by targetting a Tidal/Leed/Gaios. It’s uses are rather limited, but if you’re running Mander then it does do its one thing especially well.     Mermail Abyssgaios   Abyssgaios was designed as the ultimate boss for the Mermail archetype, but unfortunately a lot of decks get around him rather easily. He’s still important, though, as 2800 is a big attack value and his effect can get around frustrating walls like Wind-Up Zenmaines, Fortune Tune, and Catastor. Negating on the opponent’s turn can also help against some combo decks like Infernity, or one-summon-per-turn decks like Fire Fist.     Mecha Phantom Beast Dracossack   Dracossack is just as powerful here as he is in any deck. He’s extra useful with Diva because she can synch with the Tokens to make Crimson Blader, but even without Diva he’s going to be the go-to Rank 7 in many situations.     Number 11: Big Eye   Well he wasn’t limited for the TCG, so Big Eye trading wars are something to be wary of again. That doesn’t mean you can never summon Big Eye, though, because in many situations he will be the best option your deck has to answer whatever your opponent has. Not to mention, Viruses are still going to be relevant cards and Big Eye functions with both of them. [/spoiler]   [4.1] Major combos:   Classic Megalo+Diva OTK: Cards needed: Deep Sea Diva, any access to Mermail Abyssmegalo (this can mean he’s in hand with 2 WATERs, or on field from a previous turn/Linde/Sphere) -Summon Mermail Abyssmegalo, if he’s not already on the board -Summon Deep Sea Diva, using her effect to summon Atlantean Marksman -Tribute Deep Sea Diva to let Megalo attack twice -When Marksman attacks, summon Atlantean Dragoons 2400+2400+1400+1800=8000 damage     Abyssmegalo+Shark Fortress Cards needed: Mermail Abyssteus, Mermail Abyssmander, any access to Mermail Abyssmegalo  -Summon Mermail Abyssmegalo, if he’s not already on the board -Discard Mermail Abyssmander to summon Mermail Abyssteus -Activate Abyssteus effect to search for Mermail Abyssocea -Normal Summon Mermail Abyssocea, and use her effect to turn Abyssteus into a level 3 Mermail and another Mermail (does not matter if it’s level 3 or 4) -Activate Abyssmander’s effect to increase all Mermail monsters’ levels by 2 -Xyz Summon Shark Fortress with Abyssocea and your level 3 Mermail, detach to activate effect -Tribute the extra Mermail monster to have Abyssmegalo attack twice 2400+2400+2400+2400=9600 damage     Leviair+Marksman+Tidal+Pike Cards needed: Mermail Abyssteus, Atlantean Marksman, access to Tidal, Dragon Ruler of Waterfalls (in hand or grave) -Discard Marksman to summon Abyssteus -Activate Abyssteus effect, search Mermail Abyssocea -Normal Summon Abyssocea, use effect to transform Mermail Abyssteus into Mermail Abysspike and any level 3 Mermail -Banish Marksman and Abyssteus from the grave to Special Summon Tidal -Xyz Summon Leviair the Sea Dragon with Ocea and the level 3 Mermail -Activate Leviair effect to retrieve Atlantean Marksman -When Marksman attacks, summon Dragoons from the deck 2600+1800+1600+1400+1800=9200 damage (bonus: if opponent had a monster on board between 1300 and 2000 attack on board, you can still complete the OTK by making Gagaga Cowboy in defense using Dragoons and Abysspike)     Leviair+Marksman+Abyss Dweller Cards needed: Mermail Abyssteus, Atlantean Marksman, Aqua Spirit -Discard Marksman to summon Abyssteus -Activate Abyssteus effect, search Mermail Abyssocea -Normal Summon Abyssocea, use effect to transform Mermail Abyssteus into any level 4 Mermail and any level 3 Mermail -Banish Marksman from the grave to Special Summon Aqua Spirit -Xyz Summon Abyss Dweller with the level 4 Mermail and Aqua Spirit -Xyz Summon Leviair the Sea Dragon with Ocea and the level 3 Mermail -Activate Leviair effect to retrieve Atlantean Marksman -When Marksman attacks, summon Dragoons from the deck 1800+1900+2200+2300=8200 damage (note: this combo does equal damage if Aqua Spirit and Mermail Abysspike are left on the field without making Abyss Dweller, and if the combo fails to OTK then you are left with options to make various Rank 4’s like Bahamut Shark to gain some stability with Abysstrite, Gagaga Cowboy to finish up with an extra 800, or Dire Wolf to beat a Gorz or Tragoedia)     ---------   UPDATE 09.03.2013 YCS Toronto Decklists   [spoiler]   2nd place Sorosh Saberian (Mermail)   Monsters (34) 3 Mermail Abyssteus 3 Mermail Abysspike 3 Mermail Abysslinde 3 Mermail Abyssgunde 2 Mermail Abyssmegalo 1 Mermail Abyssleed 1 Mermail Abyssturge 1 Mermail Abyssocea 3 Atlantean Heavy Infantry 2 Atlantean Marksman 1 Atlantean Dragoons 3 Tidal, Dragon Ruler of Waterfalls 3 Aqua Spirit 3 Maxx C 2 Effect Veiler   Spells (3) 3 Mystical Space Typhoon   Traps (3) 3 Abyss-Sphere   Extra Deck (15) 2 Mecha Phantom Beast Dracossack 1 Mermail Abyssgaios 1 Number 11: Big Eye 1 Number 85: Crazy Box 1 Lavalval Chain 1 Abyss Dweller 1 Gagaga Cowboy 1 Bahamut Shark 2 Mermail Abysstrite 1 Leviair the Sea Dragon 1 Mechquipped Angineer 1 Wind-Up Zenmaines 1 Crimson Blader   Side Deck (15) 2 Vanity's Fiend 1 Morphing Jar 2 1 Snowman Eater 1 Dark Hole 2 Imperial Iron Wall 2 Gozen Match 2 Skill Drain 2 Chain Whirlwind 1 Transmigration Prophecy 1 Eradicator Epidemic Virus   Top 16 James G (Mermail)   Monsters (29) 3 Tidal, Dragon Ruler of Waterfalls 3 Mermail Abyssmegalo 3 Mermail Abysslinde 3 Mermail Abysspike 3 Mermail Abyssteus 2 Mermail Abyssgunde 1 Mermail Abyssocea 1 Mermail Abyssdine 1 Mermail Abyssleed 1 Deep Sea Diva 2 Maxx "C" 3 Atlantean Marksman 2 Atlantean Heavy Infantry 1 Atlantean Dragoons   Spells (6) 2 Salvage 3 Mystical Space Typhoon 1 Dark Hole   Traps (7) 3 Abyss-sphere 2 Mirror Force 1 Bottomless Trap Hole 1 Torrential Tribute   Side Deck (15) 2 Effect Veiler 2 Xyz Encore 1 Abyss Soldier 1 Penguin Soldier 1 Malevolent Catastrophe 2 Imperial Iron Wall 2 Vanity's Emptiness 2 Gozen Match 2 Debunk   Extra Deck (15) 1 Star Eater 1 Crimson Blader 1 Black Rose Dragon 1 Ally of Justice Catastor 1 Armory Arm 1 Dewloren Tiger of the Ice Boundary 1 Gachi Gachi Gantetsu 1 Number 17: Leviathan Dragon 1 Number 11: Big Eye 1 Mecha Phantom Beast Dracossack 1 Mermail Abyssgaios 1 Bahamut Shark 1 Abyss Dweller 1 Leviair the Sea Dragon 1 Mermail Abysstrite     Top 16 Bobby Barone (Mermail)   Monsters (34) 3 Mermail Abyssteus 3 Mermail Abysspike 3 Mermail Abysslinde 3 Mermail Abyssgunde 2 Mermail Abyssmegalo 1 Mermail Abyssleed 1 Mermail Abyssturge 1 Mermail Abyssocea 3 Atlantean Heavy Infantry 2 Atlantean Marksman 1 Atlantean Dragoons 3 Tidal, Dragon Ruler of Waterfalls 3 Aqua Spirit 3 Maxx C 2 Effect Veiler   Spells (3) 3 Mystical Space Typhoon   Traps (3) 3 Abyss-Sphere   Extra Deck (15) 2 Mecha Phantom Beast Dracossack 1 Mermail Abyssgaios 1 Number 11: Big Eye 1 Number 85: Crazy Box 1 Lavalval Chain 1 Abyss Dweller 1 Gagaga Cowboy 1 Bahamut Shark 2 Mermail Abysstrite 1 Leviair the Sea Dragon 1 Mechquipped Angineer 1 Wind-Up Zenmaines 1 Crimson Blader   Side Deck (15) 2 Vanity's Fiend 1 Morphing Jar 2 1 Snowman Eater 1 Dark Hole 2 Imperial Iron Wall 2 Gozen Match 2 Skill Drain 2 Chain Whirlwind 1 Transmigration Prophecy 1 Eradicator Epidemic Virus     Top 32 YourYugiohGuide (Mermail)   Monsters (34) 3 Mermail Abyssteus 3 Mermail Abysspike 3 Mermail Abysslinde 3 Mermail Abyssgunde 3 Mermail Abyssmegalo 1 Mermail Abyssleed 1 Mermail Abyssocea 1 Mermail Abyssturge 3 Atlantean Heavy Infantry 3 Atlantean Marksman 1 Atlantean Dragoons 3 Tidal, Dragon Ruler of Waterfalls 3 Aqua Spirit 3 Maxx "C"   Spells (4) 3 Mystical Space Typhoon 1 Dark Hole   Traps (3) 3 Abyss-Sphere   Side Deck (15) 1 Morphing Jar #2 2 Snowman Eater 2 Messenger of Peace 3 Imperial Iron Wall 2 Debunk 2 Vanity's Emptiness 2 Dust Tornado 1 Eradicator Epidemic Virus   Extra Deck (15) 2 Mecha Phantom Beast Dracossack 1 Mermail Abyssgaios 1 Number 11: Big Eye 1 Number 85: Crazy Box 1 Lavalval Chain 1 Abyss Dweller 1 Gagaga Cowboy 2 Bahamut Shark 2 Mermail Abysstrite 1 Leviair the Sea Dragon 1 Mechquipped Angineer 1 Wind-Up Zenmaines[/spoiler]  
  6. Bujin - Discussion

    Bujins are a New Archtype of LIGHT monsters introduced in Judgment of the Light. They're essentially energy spirits incased in armor, similar to Photon monsters. The idea of this deck is to protect the Bujin monsters by using their supportive relics from then Hand or Graveyard. As long as your Bujins are face-up on the field, they will generate advantage for you. After you've built enough advantage, Xyz into one of the Bujin Emperors and proceed to victory. A big advantage this Deck has is it's lack of special summoning, outside of it's Xyz Monsters, making cards like Vanity's emptiness not only less useful against it, but very good to use in the Deck itself. This archtype was actually designed around Vanity's Emptiness by making every effect send from the Hand to the Graveyard.    The Bujins are separated into four colours:  Yellow, Blue, Red, and Black.   Each colour has it's similar layouts. A Beast-warrior "Bujin" monster, whose appearance is based on a character from Yu-Gi-Oh! GX, it's own set of relics, called "Bujingi" monsters; Which are made up of Beast-Type Grave Spells, or Winged-Beast-Type Hand Traps, and its own emperor; a Beast-warrior "Bujintei" Based on one of the Gods from Japanese Folklore.   The Archtype Debuted in Judgment of the Light, releasing the Red Beast Warrior and Xyz, along with the yellow Relics. It was continued in Shadow Specters with the Blue Beast Warrior and Xyz, along with the blue Relics, and will be continued in Legacy of the Valiant, with the Yellow Beast-Warrior, and presumably the red Relics. The Black Bujins seem to be relesing in the form of World Preimere cards.    Lets Meet The Team:     THE BEAST-WARRIORS   Yamato   LIGHT Beast-Warrior 1800/200 Once per turn, during your End Phase: You can add 1 "Bujin" monster from your Deck to your hand, then send 1 card from your hand to the Graveyard. You can only control 1 face-up "Bujin - Yamato".   This is the Heart and soul of this archtype, and your Deck. The first thing worth noting is that this effect occurs during the end phase, not upon summon, and is optional. This means his summon doesn't trigger things like Dolkka, or Divine Wrath, and that his effect is entirely impervious to forbidden chalice, and Effect veiler. This card searches for a Hand trap to protect himself, and simultaneously discards a Bujin to the Graveyard, which protects him from something else. The name of the game is: Keep Yamato Safe.   This monster appears to be based on the legendary Japanese prince Yamato Takeru.   Susanowo   LIGHT Beast-Warrior 2400/1600 2 Level 4 "Bujin" monsters This card can attack every monster your opponent controls once. Once per turn: You can detach 1 Xyz Material from this card; add 1 "Bujin" monster from your Deck to your hand OR send 1 "Bujin" monster from your Deck to the Graveyard. You can only control 1 face-up "Bujin Emperor - Susanoo".   Asura priest, with built in advantage generation. Similar to Evilswarm Ophion, this monster detatches to search for a card to protect itself with (or ravage the opponent with) but unlike Ophion, when empty, this monsters effect is as potent as ever. Still being a Beast-warrior, you do not inhibit your options by Xyzing yamato into this monster.    This card with Honest, Horn of the Phantom Beast, or any card that can give it pierce (including one of the searchable hand-traps, ohabari, who we will get to later), can generate either insane damage, or insane advantage.   This monster is based on Susanoo, the Shinto god of the sea and storms.   For those keen on artwork, The formation of this monster is shown in "Bujincarnation". "Bujin - Yamato" appears in this card's artwork, armored with "Bujingi Quilin", "Bujingi Wolf", "Bujingi Turtle", "Bujingi Crane" and "Bujingi Ophidian".   FUTURE BEAST WARRIORS Mikazuchi   Kagutsuchi   Arasuda Their pictures and effects can be found on the wiki by clicking on their names. When released, this post will update.     THE RELICS   HAND TRAPS Ophidian   LIGHT Winged-Beast 1700/500 During your Main Phase 1: You can send this card from your hand to the Graveyard, then target 1 "Bujin" monster you control; it can attack your opponent directly this turn.   Crane   LIGHT Winged-beast 1600/300 During damage calculation, when a "Bujin" Beast-Warrior-Type monster you control battles an opponent's monster: You can send this card from your hand to the Graveyard; the ATK of your battling monster becomes double its original ATK during damage calculation only.   Ophidian is used as a damage inflicter, while Crane is used as a Hand-trap form of Limiter removal. Crane works tremendously well with Honest as well. There are trap cards that can add Crane to your hand from the graveyard during the battle step to allow you to use it once again. Searchable limiter removal!   THE GRAVE SPELLS   Wolf   LIGHT Beast 1100/2000 Other face-up Beast, Beast-Warrior, and Winged Beast-Type monsters you control cannot be destroyed by battle.   Quilin   LIGHT Beast 1600/900 If you control a "Bujin" Beast-Warrior-Type monster: You can banish this card from your Graveyard, then target 1 face-up card your opponent controls; destroy that target. You can only use the effect of "Bujingi Quilin" once per turn.   Turtle   LIGHT Beast 1700/1200 During either player's turn, when a "Bujin" monster(s) you control is targeted by a card effect: You can banish this card from your Graveyard; negate that effect.   The Beast-Type monsters typically banish themselves from the Graveyard to protect your Bujin monsters. An exception to this is Wolf, who does not follow the pattern for reasons which are presently unclear. Wolf Does however still protect your Bujin monsters from battle destruction. Quilin Graveyard banishing spot removal, and Turtle is a chainable target negater that can be used on either players turn.   Two Wolves can create a battle-proof field.   That wraps up the Yellow monsters. I will now go into the spells and traps introduced in JOTL and later move them below the monsters when the shadow specters update gets added to the OP.   Bujincarnation   If your opponent controls a monster and you control no monsters: Target 1 "Bujin" monster in your Graveyard and 1 of your banished "Bujin" monsters; Special Summon both those targets. They cannot be used as Xyz Materials for an Xyz Summon, except for the Xyz Summon of a Beast, Beast-Warrior, or Winged Beast-Type monster.   Instant plus machine, that sets you up for an Xyz Summon. You can even use the monsters summoned for a synchro summon. You may also go into diamond dire wolf, sky pegasus, or even constellar omega, who for some unholy reason is a Beast-warrior Type monster.   Bujinfidel   Tribute 1 Beast-Warrior-Type "Bujin" monster, then target 1 "Bujin" monster in your Graveyard with a different name than the Tributed monster; Special Summon that target.   This card gets much better after shadow specters. For now it can mostly be used for silly shenanigans like tributing yamato for himself to allow a second attack, or evade the effect of a targeting card such as Number 11: Big-Eye.    After shadow specters, it can allow you to get two beast-warrior Bujin related searches in one turn. I look forward to this.   Bujin Regalia - The Sword   Activate 1 of these effects. ● Target 1 "Bujin" monster in your Graveyard; add that target to your hand. ● Target 1 of your banished "Bujin" monsters; return that target to the Graveyard.   This was mentioned above, you can get back the limiter removal during the battle step to use in the damage step, or return one of the beast types to the graveyard to use again.      This card sees a lot of play right now as it's an OTK enabler with susanowo and two cranes, one of which can be searched. Using the effect of crane you can bypass the weakening of your own monsters, and by sending this and two tokens you can return a fallen fire fist bear to the field. This is the most popular way to run the deck presently.   Other cards of noteworthy value in this deck: Honest Effect Veiler Vivvit Knight (OCG) Brotherhood of the Fire Fist - Bear   Stoic Challenge Fire Formation - Tenki Fire Formation - Tensu The Big Cattle Drive Kaiser Colloseum   Pinpoint Guard Horn of The Phantom Beast Beckoning Light Vanity's emptiness Safe Zone
  7. Dragon Rulers     Dragon Rulers (Elemental Dragons in the OCG) are dragon-type monsters that are either level 3, 4 (those are the babies) and level 7 (Big Daddies). The deck mainly spammed the Daddies to have big beaters or made Rank 7/Lv8 Synchro plays. With the September 2013 ban list the deck has lost all of the Babies, Monster Reborn, Heavy Storm and Super Rejuvation. Also Gold Sarcophagus was at 3 in this deck but is now 0-1 because we don't have anymore Babies too. I think i'm missing more but i can add on more later if someone else wants to mention it. There are different builds of the deck that uses the Plant Engine, Blue Eyes Engine, Ravines and Dragunitys.     Monsters: [spoiler] Dragon Rulers: Blaster, Dragon Ruler of Infernos The Dragon with the highest attack. You can use his effect to discard itself and another Fire Monster (Another copy of Blaster, Flamvell Guard, Lonefire Blossom,etc) to destroy a card on the field. Which you can destroy cards like Evilswarm Ophion, Vanity's Emptiness, Mermail Abyssgaios, Constellar Pleiades, etc. This is one of the 2 monsters you can banish that'll not only grab itself but can grab Flamvell Guard which is a dragon-type tuner to help make a Synchro summon. Though with it being the highest attack Dragon Ruler be careful with how many you remove. Redox, Dragon Ruler of Boulders The Dragon with the lowest attack but with the highest defense. You can use his effect to discard itself and another Earth monster (Another copy of Redox, Maxx "C", Card Trooper, etc) to special summon a monster from your graveyard to your said of the field. This was the deck's 2nd Monster Reborn but since now the card itself is banned it is your only Monster Reborn. You can special summon another Dragon Ruler to make a Rank/Synchro monster then use that same Dragon Ruler's effect to special summon itself to the field too. You can bring back tuners as well to help make Synchro summon plays. With itself being able to be searched if banished you have to be smart with it so you don't lose much resources mid/late game. Tempest, Dragon Ruler of Storms The Dragon with the in-between stats. You can use his effect to discard itself and another Wind Monster (Another copy of Tempest, Debris Dragon, Dragunity Corsesca, Spore, etc.) to add 1 dragon-type monster from your deck to your hand. It's basically your ROTA for dragons. You can add a Dragon Ruler, Debris Dragon, Flamvell Guard, Dragunity Corsesca, etc. This is one of the 2 monsters you can banish that'll not only grab itself but can grab Debris Dragon or Dragunity Corsesca. Tidal, Dragon Ruler of Waterfalls The Dragon with the 2nd highest attack and 2nd lowest defense. You can use his effect to discard itself and another Water Monster (Another Copy of Tidal) to send a monster from your deck to the graveyard. It's basically a 2nd Foolish Burial to help get your graveyard going with more Dragon Rulers, Plants, etc. You don't use this effect too often since you have Foolish Burial, Card Trooper, Dragon's Ravine but it's an option if you need it. With itself being able to be searched if banished you have to be smart with it so you don't lose much resources mid/late game. Blue-Eyes Build: [spoiler] The White Stone of Legend Stone can be used with CoC, Ravine/D.D.R. discard/sent fodder to get its effect to add a Blue-Eyes White Dragon from your deck to your hand. You can use it to tune with one of the dragons to make a Level 8/9 snychro. You can make Azure-Eyes Silver Dragon with this and Blue-Eyes White Dragon. You can also remove this for Dragon Ruler fodder to special summon themselves. Blue-Eyes White Dragon Can be used with Trade-In/Ravine as fodder. Also can be removed with Dragon Ruler's effects. Being it 3000 attack, having this with Azure-Eyes is a pretty stance in the duel seeing as a lot of decks have a hard time getting over high attacking monsters and that Azure-Eyes can protect that Blue-Eyes. [/spoiler] Dragunity Build: [spoiler] Dragunity Dux Dux puts in work to make Synchros and or Atum to put more monsters on the field. Can be searched via Dragon's Ravine. Dragunity Phalanx The main tuner in the deck to work with Dux and can be searched via Dragon's Ravine. Also can be used with Cards of Consonance. Dragunity Arma Mystletainn This card helps to make Atum if you have Vajrayana on the field. You can also make a level 8 synchro with this card and Phalanx too. Remember that you only get his effect to grab a Dragunity monster in your graveyard if it was Normal/Special summoned from your hand. If this card is in your hand and you have Dux as well with a Phalanx in grave you can summon the Dux then grab Phalanx then synchro into Vajrayana then use its effect to grab Phalanx. Then you can send that Phalanx to the graveyard to special summon this card then grab that same Phalanx. You can do a couple of things like: Overlay both Mystletainn/Vajrayana to XYZ Summon Atum. Use Atum's effect to special summon REDMD. Use REDMD's effect to special summon Mystletainn from the grave then use that with Phalanx to synchro summon a level 8 synchro like Stardust, Blader, Colossal, Scrap Dragon, etc. Red-Eyes Darkness Metal Dragon Really good card to bring out with Atum's effect to spam more monsters and/or to use to bring out Dragon Rulers from the hand or graveyard to help make Rank 7 plays. [/spoiler] Plant Engine: [spoiler] Lonefire Blossom You'd use Lonefire to get out Dandylion from your deck to the field so it can be used to create tokens and later Debris play. You can bring out Spore too if you have tokens out to make Formula Synchro to draw a card and make more synchro monsters like Armory Arm/Catastor/etc. Lonefire can also be used with Blaster's effect of discarding and banish cost. Remember you can tribute a Dandylion Token for Lonefire's effect too but remember than Effect Veiler/Breakthrough Skill are cards. Dandylion One of the more important cards in the plant engine. The ability to make tokens is really good to synchro summon, keeping Dracossack alive, Enemy Controller tributes and making Debris Dragon really good. You can mill this out through Card Trooper, Foolish Burial and Tidal. You can also special summon this from the deck with Lonefire's effect. If needed this card can be used as cost to use Redox's effect. Spore You can bring out Spore from the deck to the field with Lonefire Blossom and One For One. You can also send it to the grave from the deck with Tidal, Card Trooper and Foolish Burial. Being a level 1 tuner is really good and seeing as you use tokens in the deck you have options in synchro monsters. They all play their part for the deck to help you out. Also you can banish Lonefire Blosson/Dandylion to special summon it from the grave to make another synchro monster if needed. You can also use Spore for Tempest's effects. Debris Dragon One of the dragon tuners of the deck but mostly the "go to" one. You can search it off of either Tempest effects. You can retrieve Dandylion/Card Trooper/Maxx "C"/Effect Veiler/etc with his effect. If you grab Dandylion you can special summon tokens after a synchro summon. If you grab trooper you can use trooper's effect to mill the 3 cards in your deck to fill your grave up more if you need to though it won't gain the extra attack boost. If Debris gets veiler'd you can special summon a Dragon Ruler to make Star Eater so it doesn't go to waste. You can make Black Rose Dragon, Scrap Dragon, Stardust Dragon, Star Eater, Orient Dragon, etc with Debris easily if your effect goes through. This card can also be used with Tempest's effect and be banished by a Dragon Ruler's effect. Card Trooper Trooper gets your graveyard flowing by being able to mill Dragon Rulers and your plants (Spore/Dandylion) to the grave. Also the attack boost is good if you can dig in damage early so mid to late game it won't be much of a hassle to win the game. Also if it gets destroyed you can draw another card so it replaces itself in a way. This card can also be used with Redox's effect. [/spoiler] Other Monsters: Trigon You can dump him with Ravine. Blaster fodder for pop effect and it's a Dragon. Also you can use with Debris Dragon, synchro summon Black Rose Dragon to nuke the field or Ancient Fairy Dragon to pop a/your Ravine then gain 1000 lps then add another copy to your hand. You can then play that Ravine you've added (if you know you're not playing the mirror/etc) and dump to add more Dragons to your grave.  Hand Traps: Maxx "C" Good hand trap to use against your opponent to either stop them from advancing from their play or force them to continue their play while you draw cards for each special summon that occurs. You'll either even out or draw a lot of cards that turn. This card can also be used for Redox's effect. Effect Veiler Another good hand trap in the deck that can help negate an opponent's monster effect or be used as a tuner for a snychro summon. Other Monsters you'll/can use in the deck: Dragunity Corsesca Flamvell Guard Fog King Gorz The Emissary of Darkness Fusilier Dragon, The Dual-Mode Beast Mecha Phantom Beast Tetherwolf [/spoiler] Spells: [spoiler] Sacred Sword of Seven Stars The draw card for the deck. You have 12 level 7 monsters in the deck to use as a cost for this card. Also when banishing a Dragon Ruler monster it can basically replace itself. You can also use level 7 monsters on the field if needed. Trade-In Use this with your Blue-Eyes White Dragon to draw more into your deck. Dragon Ravine Not really seen in the Plant builds but in the other builds that main Skill Drain and stuff. This card can act as a Foolish Burial and you can also search out Dragunity Corsesca if needed. D.D.R. - Different Dimension Reincarnation Since you banish monsters easily wouldn't it be cool if you can bring them back in a way? This card does that. You can discard a card and special summon a banished monster to the field. Basically the Premature Burial of the deck. It's a cool tech and can be very useful. Bringing back Dragon Rulers to make Rank/Snychro plays and also you can bring back tuners if needed. Spells for Dragunity Build: [spoiler] Cards of Consonance/Upstart Goblin The draw cards for the Dragunity build. Upstart to get your combo cards ready to go and Cards of Consonance to dump those Phalanx/Corcescas for 2 other cards. Terraforming Basically to search for your Ravine. [/spoiler] Other Spells you'll/can use in the deck: Gold Sarcophagus Dark Hole Book of Moon Mystical Space Typhoon Enemy Controller [/spoiler] Traps: [spoiler] Return From The Different Dimension One of the better traps in the deck. Pay half of your life points to bring back banished monsters to your side of the field. Basically you can go for game/heavy damage with all of your Dragons or help set up Rank/Synchro plays to be in control. - Raigeki Break/Phoenix Wing Wind Blast Really good snipers of the deck to help clear monsters and back row cards. You can run 2-3 copies of either one though people like different outcomes. Taking apart their back rows to leave their monsters vulnerable and or get rid of problem cards like Dracossack, etc. You can discard your Dragon Rulers and dead cards in the hand.   Sixth Sense You call 5, 6. That's it. Draw 5 or 6 or mill 1-4 cards.  Reckless Greed Good in the Dragunity build to help draw into your combo pieces. Mixed people play it but play them as you liked.   Trap Stun Really good card right now against Constellars, Evilswarms, Fire Fists or any other deck that relies a lot on back row cards. It allows you to get around Anti-Dragon cards like Iron Imperial Wall, Vanity's Emptiness, Gozen Match, Soul Drain, Dimensional Fissure, etc and also cards that disrupt your summons like Bottomless Trap Hole, Torrential Tribute, etc.  Vanity’s Emptiness Good card against not only the mirror match but against other decks that rely on special summoning. Other Traps you'll/can use in the deck: Torrential Tribute Castle of Dragon Souls Call of the Haunted Skill Drain [/spoiler] Side: [spoiler] Mystical Refpanel You can use this in the mirror to draw for Swords/CoC/Trade-In/etc instead of your opponent. XYZ Encore Good card to use against Evilswarms, Fire Fists, etc. They can't chain Pandemic/Lance to protect it. Also good against the Master Key Beetle XYZ monster as well.  Debunk Good card to negate an Effect Veiler, Maxx "C", Honest, Kalut, Dragon Ruler/Mermail/High Priestest summon effects too.  Other cards you'll/can use in the side deck: Swift Scarecrow Mystical Space Typhoon Vanity's Emptiness Dust Tornado DNA Surgery Electric Virus Deck Devastation Virus Malevolent Catastrophe Skill Drain A Wingbeat of Giant Dragon Dark Hole Eradicator Epidemic Virus D.D. Crow Horus the Black Flame Dragon LV6 Horus the Black Flame Dragon LV8 Ryko, Lightsworn Hunter Needle Ceiling Royal Decree Mind Crush Divine Wrath [/spoiler] Extra: [spoiler] XYZs: Mecha Phantom Beast Dracossack This card is still damn important in the deck to make and with all the tokens flying around you can easily protect it if they get destroyed or gets veiler'd on effect activation. Draco's effect to pop a card on the field can be really useful to get rid of back row, monsters on the field or to make room on your side of the field. Can be banished for Tempest's effect. -> Hieratic Dragon King of Atum/Gaia Dragon, the Thunder Charger Atum can be brought out with Vajrayana + Mystletainn. You can make more plays with the card by making another snychro monster bringing out REDMD then special summoning a dragon to tune with a Phalanx or whatever. You can leave Atum on the field for the next turn to bring out another monster or you can overlay Gaia Dragon to deal some damage/go for game.    Constellar Ptolemy M7 Cool card to help out clear a problem card or to return a card from the graveyard to the hand. You can return a Dux (Summon it again to make synchros/atum), Mystletainn (have a phalanx on the field and you can bring it on the field again. Bring back Phalanx then make Stardust/Colossal/etc), Blaster (Use 2 blasters to destroy something), REDMD (basnish a dragon to SS it then SS another to make a big push), Redox (Use 2 Redox to use its Monster Reborn effect), etc to make some plays. Hieratic Sun Dragon Overload of Heliopolis You'd only make this to get rid of extra monsters on the field or to basically make room on your field to do more damage/better field set-up. You can use your Blue-Eyes White Dragons and/or Level 8 snychro monsters. Synchros: Armory Arm One of the best synchro monsters in the game. You can make this and attach it to one of your monsters to run over other monsters and inflict damage to your opponent. You also still have the Armory Arm OTK if the timing is right. Basically what you would do is make this with tokens and attach it to a monster that has over 1900+ attack points. You'd then spam your field with Dragon Ruler monsters/XYZ/synchro monsters. Then you'd crash them all into that monster equip'd with Armory Arm. You would only take like 100-500 life points at most with each monster but with Armory Arm's effect you would inflict those monsters attack points to their life points. Example: [spoiler] Opp: Random monster with 1900 attack eq'd with Armory Arm making it 2900 attack You: Tidal Blaster Gaia Charger If your opponent has 8000 life points and you have over 1100 life points left: Tidal crashes into 2900 attack monster You: 8000-300=7700 Opp: 8000-2600=5400 Gaia Charger crashes into 2900 attack monster You: 7700-300=7400 Opp: 5400-2600=2800 Blaster crashes into 2900 attack monster You: 7400-100=7300 Opp: 2800-2800=0 That would be game. Though remember they can Effect Veiler your Armory Arm when trying to use it's attach effect. Also only do this if there isn't a threat of back row or your opponent has too much life points. [/spoiler] Black Rose Dragon You go to synchro to fuck shit up on the field. This card has 2 good effects. The 1st obviously being that you can destroy the whole field. The 2nd also comes in handy when wanting to inflict more damage to your opponent by switching like a token from defense mode to attack mode or any other monster that's in defense. You have at least 3 plants in grave for cost. It's also level 7 so you can use Black Rose for Rank 7 plays with your Dragon Rulers or use it for another synchro summon. This card can be banished by a Dragon Ruler's effect.   Ancient Fairy Dragon Another level 7 Dragon synchro which can help you get your graveyard going by popping Ravines/other Field Spells and letting you add one from your deck to your hand. Also having a beefy 3000 defense can come in handy if your opponent Maxx "C"s your Debris Dragon summon.  Dragunity Knight – Vajrayana This is mostly you go to level 6 synchro to either go into a Rank 6 with Mystletainn or level 8 synchro with Phalanx. He also has a 2nd effect where you can send that Phalanx to the grave while it was equipped to it to double the card's attack making it 3800 if you need to go for game or get over a monster until the End Phase.  Stardust Dragon Stardust is being used more in the Dragunity builds to help push through Mirror Force and protect from Dark Hole/Black Rose Dragon and other cards. Dragunity Knight – Gae Dearg If you're under Maxx "C" and don't want your opponent to draw more cards you can make this and search another Dux then dump a Dragon Ruler to the grave so you have another play for the next turn. You won't see this guy a lot in your duels but the thought of having him in that situation can help. Crimson Blader Even though this deck got hit by the ban list this card is still very useful against the mirror, Mermails, Chaos Dragons, etc. This card can be banished for Blaster's effect. Azure-Eyes Silver Dragon This big dragon can keep reviving your Blue-Eyes White Dragons on your standby phases. When it is special summoned the monsters that were on the field when this resolves are protected by it from being targeted/destroyed by card effects until the end of the next turn which can come in handy if you wanted to evade Mirror Force/Dark Hole/etc. Star Eater The very biggest monster in this deck. 3200 attack is pretty huge and its effect to be unaffected by cards like Mirror Force, Dimensional Prison, Ryko, etc is very useful. Did i mention that it's summon can't be negated or be chained to by other card effects? This card can be banished by a Dragon Ruler's effect. You can bring this out by: Debris + Dragon Ruler/Level 7 monster Debris + Trooper/Lonefire/Dandylion/Clausolas + 1 MPB Token + 1 Level 1 Token Debris + Orient Dragon + 1 Level 1 Token Debris + Catastor + 2 Level 1 Tokens Debris + Clausolas + 1 MPB Token + 1 Level Token Corsesca/Guard/Veiler/Spore + Dragon Ruler/Level 7 Monster + 3 Level 1 Tokens Corsesca/Guard/Veiler/Spore + Dragon Ruler/Level 7 Monster + 1 MPB Token Corsesca/Guard/Veiler/Spore + Orient Dragon + 1 MPB Token + 1 Level 1 Token Corsesca/Guard/Veiler/Spore + Orient Dragon + Armory Arm Corsesca/Guard/Veiler/Spore + Catastor + 1 MPB/Card Trooper/Lonefire Blossom/Dandylion/Clausolas + 2 Level 1 Tokens Corsesca/Guard/Veiler/Spore + Catastor + Armory Arm + 1 Level 1 Token Corsesca/Guard/Veiler/Spore + Level 8 Synchro + 2 Level 1 Tokens Other Monsters you'll/can use in the Extra Deck: Red Dragon Archfiend Scrap Dragon Colossal Fighter Thought Ruler Archfiend Ally of Justice Catastor Number 74: Master of Blades Mist Bird Clausolas Orient Dragon Number 11: Big Eye Formula Synchron HTS Psyhemuth [/spoiler] -------------- Deck Examples: UPDATE 10.11.2013 [spoiler]   YCS San Mateo   1st Place  Merlin Schumacher (Dragon Ruler)   Monsters (25) 3 Blaster, Dragon Ruler of Infernos 3 Tidal,  Dragon Ruler of Waterfalls 3 Tempest, Dragon Ruler of Storms 3 Redox, Dragon Ruler of Boulders 3 Maxx "C" 2 Dragunity Corsesca 2 Swift Scarecrow 1 Flamvell Guard 2 Debris Dragon 2 Card Trooper 1 Fog King   Spells (9) 3 Sacred Sword of Seven Stars 3 Cards of Consonance 3 Dragon Ravine   Traps (7) 2 Phoenix Wing Wind Blast 2 Castle of Dragon Souls 1 Return from the Different Dimension 1 Torrential Tribute 1 Mirror Force   Side Deck (15) 1 Snipe Hunter 1 Electric Virus 2 Xyz Encore 2 Mystical Space Typhoon 2 Trap Stun 2 Debunk 2 Mystical Refpanel 3 Skill Drain   Extra Deck (15) 2 Mecha Phantom Beast Dracossack 1 Number 11: Big Eye 1 Mermail Abyssgaios 1 Thought Ruler Archfiend 1 Angel of Zera 1 Ancient Fairy Dragon 1 Black Rose Dragon 1 Stardust Dragon 1 Colossal Fighter 1 Crimson Blader 1 Orient Dragon 1 Scrap Dragon 1 Armory Arm 1 Star Eater   3rd place Billy Brake (Dragon Ruler)   Monsters (22) 3 Blaster, Dragon Ruler of Infernos 3 Tempest, Dragon Ruler of Lightning 3 Tidal, Dragon Ruler of Waterfalls 3 Redox, Dragon Ruler of Boulders 3 Maxx “C” 2 Dragunity Corseca 2 Debris Dragon 1 Swift Scarecrow 1 Flamvell Guard 1 Trigon   Spells (12) 1 Cards of Consonance 2 Terrafrorming 3 Dragon Ravine 3 Mystical Space Typhoon 3 Sacred Sword of Seven Stars   Traps (6) 3 Phoenix Wing Wind Blast 2 Vanity’s Emptiness 1 Return From The Different Dimension   Side Deck (15) 2 Debunk 3 DNA Surgery 2 D.D Crow 2 Mind Crush 1 Bottomless Trap Hole 1 Deck Devastation Virus 1 Dust Tornado 3 XYZ Encore   Extra Deck (15) 2 Number 11 Big Eye 3 Mecha Phantom Beast Dracossack 1 Armory Arm 1 Black Rose Dragon 2 Ancient Fairy Dragon 1 Stardust Dragon 1 Thought Archifiend 1 Scrap Dragon 1 Colossal Fighter 1 Crimson Blader 1 Star Eater   Top 8 Chris Welch (Dragunity Ruler)   Monsters (17) 3 Dragunity Dux 2 Dragunity Phalanx 1 Dragunity Arma Mystletainn 1 Garuda the Wind Spirit 1 Blackwing - Zephyros the Elite 1 Red-Eyes Darkness Metal Dragon 3 Tempest, Dragon Ruler of Storms 3 Blaster, Dragon Ruler of Infernos 2 Redox, Dragon Ruler of Boulders   Spells (16) 2 Upstart Goblin 2 Cards of Consonance 1 Mystical Space Typhoon 3 Sacred Sword of Seven Stars 3 Dragon Ravine 3 Terraforming 1 Book of Moon 1 Gold Sarcophagus   Traps (7) 2 Mirror Force 2 Vanity’s Emptiness 1 Return From the Different Dimension 1 Phoenix Wing Wind Blast 1 Compulsory Evacuation Device   Side Deck (15) 3 Imperial Iron Wall 2 Deck Devastation Virus 2 Mystical Refpanel 1 Infestation Terminus 1 D.D. Crow 2 Mystical Space Typhoon 2 Xyz Encore 2 Electric Virus   Extra Deck (15) 1 HTS Psyhemuth 1 Queen Dragon Djinn 1 Mecha Phantom Beast Dracossack 1 Photon Strike Bounzer 1 Number 11: Big Eye 1 Hieratic Dragon King of Atum 1 Constellar Ptolemy M7 1 Scrap Dragon 1 Stardust Dragon 1 Colossal Fighter 1 Crimson Blader 1 Dragunity Knight – Gae Dearg 3 Dragunity Knight – Vajrayana   Top 16 Ed Acepcion (Assault Mode Dragon Ruler)   Monsters (22) 3 Blaster, Dragon Ruler of Infernos 3 Tidal,  Dragon Ruler of Waterfalls 3 Tempest, Dragon Ruler of Storms 3 Redox, Dragon Ruler of Boulders 3 Stardust Dragon/Assault Mode 3 Assault Beast 3 Dragunity Corsesca 1 Flamvell Guard   Spells (11) 3 Sacred Sword of Seven Stars 3 Dragon Ravine 2 Fire Formation - Tenki 2 Mystical Space Typhoon 1 Terraforming   Traps (7) 3 Assault Mode Activate 3 Raigeki Break 1 Return from the Different Dimension   Side Deck (15) 2 Fencing Fire Ferret 2 Malevolent Catastrophe 2 DNA Surgery 2 Divine Wrath 2 Skill Drain 2 Xyz Encore 1 Mystical Space Typhoon 1 Ancient Lamp 1 Debunk   Extra Deck (15) 2 Mecha Phantom Beast Dracossack 1 Number 11: Big Eye 1 Gaia dragon, the thunder Charger 3 Stardust Dragon 1 Black Rose Dragon 1 Red Dragon Archfiend 1 Thought Ruler Archfiend 1 Colossal Fighter 2 Crimson Blader 2 Scrap Dragon [/spoiler]
  8. Mecha Phantom Beast - Discussion

          [Introduction]   Mecha Phantom Beast is an archetype that was introduced in Lord of the Tachyon Galaxy.  They are a sub-archetype of Phantom Beast (a ragtag group of 4 that do absolutely nothing + GAZELLE THE KING OF MYTHICAL BEASTS!).  They started out as a theme that can spam Xyz monsters of varying levels until Judgment of the Light introduced a new alternative; Synchro summoning.  MPB are comprise of WIND/Machine monsters that possess a special gimmick; Token Manipulation.  There’s a special token they produce called a Mecha Phantom Beast Token.  These tokens aren’t ordinary tokens.  They are (WIND/Machine/3/0/0) and are used to fuel MPBs and their effects.   Not all of them are the same, but most MPBs share these qualities: They have the ability to create a MPB Token (all but 3 carry this effect) They have the ability to use tokens to activate effects (all but 3 carry this effect) They cannot be destroyed by battle or card effects as long as you control a token: (this is a continuous effect that is shared between all but 1 monster) Their levels are increased by the level of the token: (this effect is unique to MPB Tokens giving most MPBs a “Tannhauser Gate”-esque ability; other tokens don’t bestow this effect.  Only 3 monsters don’t gain this effect for obvious reasons mentioned later) As mentioned previously, the MPB Tokens are designed not only to fuel their effects, but to facilitate in xyz summoning as well as synchro summoning.  Among all deck types, they have the most variety in summoning xyz monsters with the ability to easily drop a rank 3/4/6/7/9/10 monster.  Synchro summoning gives them the range of levels 4, 5, 7, 8, 10, 11 and this can easily be changed if you choose to add more support cards and other token generating cards to the mix.   Also, their indestructibility is one of their shining points.  Controlling a token puts pressure on your opponent because they’re unaffected by things that destroy.  Dark Hole/Torrential only serves to stymie them as the tokens die in their place.  This usually hinders your opponent’s plans since they have to commit to removing the tokens before dealing with your monster.   In addition to all this, most MPBs have effects that either generate a MPB Token, use a token to activate an effect, or both (there is literally one monster that can't do either of them, WHY KONMAI WHY!???).  Some monsters go beyond that and ask for MPB Monsters which opens up your options.  The effects are rather impressive and bolster their speed as well as answering on field problems.   Let’s look at our monsters:     [The Mecha Phantom Beasts] [spoiler] Mecha Phantom Beast Megaraptor WIND/Machine/4/1900/1000   When a Token is Special Summoned to your side of the field: Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). You can only use this effect of "Mecha Phantom Beast Megaraptor" once per turn. This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 Token; add 1 "Mecha Phantom Beast" monster from your Deck to your hand.           Mecha Phantom Beast Tetherwolf WIND/Machine/4/1700/1200   When this card is Normal Summoned: Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. During the Damage Step of either player's turn, if this card battles an opponent's monster: You can Tribute 1 Token once per battle; this card gains 800 ATK, until the End Phase.           Mecha Phantom Beast Blackfalcon WIND/Machine/4/1200/1700   When this card declares an attack: Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn, during either player's turn: You can Tribute 1 Token, then target 1 monster your opponent controls; change that target to face-up Defense Position.           Mecha Phantom Beast Stealthray WIND/Machine/3/100/2100   When this card inflicts battle damage to your opponent: Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 Token, then target 1 Spell/Trap Card on the field; destroy that target.           Mecha Phantom Beast Hamstrat WIND/Machine/3/1100/1600   When this card is flipped face-up: Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. You can Tribute 1 Token, then target 1 "Mecha Phantom Beast" monster in your Graveyard; Special Summon that target. You can only use this effect of "Mecha Phantom Beast Hamstrat" once per turn.         Mecha Phantom Beast Turtletracer WIND/Machine/3/500/2000   This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Each turn, the first "Mecha Phantom Beast Token" you control that would be destroyed by battle, is not destroyed.         Mecha Phantom Beast Warbluran WIND/Machine/Tuner/1/300/300   If this card is sent to the Graveyard for the Synchro Summon of a Machine-Type monster: Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0), also, for the rest of this turn, you cannot Special Summon any other monsters, except WIND monsters. While you control a Token, this card cannot be destroyed by battle or card effects. You can Tribute 1 other "Mecha Phantom Beast" monster; increase this card's Level by 1. You can only use 1 "Mecha Phantom Beast Warbluran" effect per turn, and only once that turn.           Mecha Phantom Beast Blue Impala WIND/Machine/Tuner/3/1400/1100   Cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Machine-Type monster. The other Synchro Material Monster(s) are "Mecha Phantom Beast" monsters in your hand or on your side of the field. While you control a Token, this card cannot be destroyed by battle or card effects. If your opponent controls a monster and you control no monsters: You can banish this card from your Graveyard; Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0).         Mecha Phantom Beast Coltwing WIND/Machine/4/1600/1500   When this card is Special Summoned: Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). You must control another "Mecha Phantom Beast" monster to activate and resolve this effect. This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 2 Tokens, then target 1 card your opponent controls; destroy that target, and if you do, banish it.           Mecha Phantom Beast Harrliard WIND/Machine/4/1800/800   Once per turn, when a monster(s) you control is Tributed to activate a card or effect other than this card's: Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 Token; Special Summon 1 "Mecha Phantom Beast" monster from your hand.           Mecha Phantom Beast Aerosguin WIND/Machine/3/1600/400   Once per turn: You can banish 1 "Mecha Phantom Beast" monster from your Graveyard, except "Mecha Phantom Beast Aerosguin"; Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control. While you control a Token, this card cannot be destroyed by battle or card effects.         Mecha Phantom Beast Sabalhawk WIND/Machine/4/2100/100   This card cannot attack directly.  This card cannot attack while there is a monster in your Graveyard that is not a "Mecha Phantom Beast" monster.  This card's Level is increased by the total Levels of all "Mecha Phantom Beast Tokens" you control.  While you control a Token, this card cannot be destroyed by battle or card effects.  Once per turn: You can Tribute 1 Token, then target 1 card in either Graveyard; banish that target.           Mecha Phantom Beast Gryphin WIND/Machine/7/1000/2500   You can Tribute 2 "Mecha Phantom Beast" monsters; Special Summon this card from your hand. You can only use this effect of "Mecha Phantom Beast Gryphin" once per turn.  While you control a Token, this card cannot be destroyed by battle or card effects.  Once per turn: You can discard 1 "Mecha Phantom Beast" monster; Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0).           Mecha Phantom Beast Dracossack WIND/Machine/Xyz/R7/2600/2000 2 Level 7 monsters   Once per turn: You can detach 1 Xyz Material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster, then target 1 card on the field; destroy that target. This card cannot attack during the turn you activate this effect.           Mecha Phantom Beast Concoruda WIND/Machine/Synchro/7/2400/1200 1 Tuner + 1 or more non-Tuner monsters   Tokens you control cannot be destroyed by battle or card effects. If this card you control is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: You can Tribute all Tokens you control, then target 1 Level 4 or lower "Mecha Phantom Beast" monster in your Graveyard; Special Summon that target.           [Other monsters of relevance]   Karakuri Shogun mdl 00 Burei:  Self explanatory really.  It's an Impala target and with their token generating effect, you can summon more monsters. Karakuri Watchdog mdl 313 Saizan:  If you run Impala, you run Burei.  Impala effectively becomes a 1 card Star Eater.  Whether it is worth running is up to you.  Also gives access to more LV7/8 synchros. Spell Canceller:  A solid answer to prophecy and other spell heavy decks.  Transmodify can summon this from the deck and the deck is capable of generating enough tribute should it remain stuck in your hand.  A good side option for the deck Quickdraw Synchron:  Like Spell Canceller, it can be brought out via Transmodify.  Since the MPB Tokens are LV3, it's a quick Junk Destroyer and you can destroy more cards if you use Goat Tokens Effect Veiler:  A Good maindeck option and its a tuner, what's not to like? Gorz, Emissary of Darkness:  A LV7 and summons a Token, it's a perfect fit Duck Fighter:  why this fuck did konami not make this a Mecha Phantom Beast!? [/spoiler]     [The Support Cards] [spoiler] Scramble!! Scramble!! Spell [Quickplay]   If your opponent's monsters on the field outnumber your non-Token monsters on the field: Tribute any number of "Mecha Phantom Beast Tokens"; Special Summon an equal number of "Mecha Phantom Beast" monsters from your Deck. Shuffle them into the Deck during the End Phase. You can only activate 1 "Scramble!! Scramble!!" per turn.           Vertical Landing Spell [Quickplay]   Tribute any number of WIND monsters, except Tokens; Special Summon an equal number of “Mecha Phantom Beast Tokens” (Machine-Type/WIND/Level 3/ATK 0/DEF 0). You can only activate 1 “Vertical Landing” per turn.         [Other spell cards of relevance]   Scapegoat:  Scapegoat has for the first time been unlimited since October 2005 and of course no other deck could be happier than this deck.  However, Scapegoat limits their ability to Xyz summon by clogging their field full of tokens, but its pros do outweigh its cons. Transmodify:  This card checks the monster's level in the grave so their level modulation effect means nothing in the face of this card.  It is in fact better for them that Transmodify is made this way.  There are a shortage of good Wind/Machine monsters that's why there are normally 3 targets this card is best used for.  Coltwing for LV3 monsters (provided another mpb is on the field) and Spell Canceller/Quickdraw Synchron for LV4 monsters.  There are combos involving this and any MPB that can generate a token so take note. Limiter Removal: Not much needs to be said lol, except the fact that they can literally survive the Limiter backlash. Enemy Controller/Spiritual Wind Art - Miyabi/Creature Swap:  deck produces tokens and there are many ways to use them.  Up to you Token Sundae:  Non targeting obliteration Seal of Orichalcos:  By sacrificing your extra deck, your field becomes harder to disrupt as the tokens will be protected by attacks and in turn protect your MPB from destruction.  Plus dat 500 means something       Aerial Recharge Trap [Continuous]   Once per turn: You can Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). During each player's End Phase, Tribute 1 Token or "Mecha Phantom Beast" monster, or send this card to the Graveyard.           Sonic Boom Trap [Normal]   During your turn: Target 1 "Mecha Phantom Beast" monster on the field; this turn, its ATK becomes double its original ATK, it is unaffected by other Spell/Trap effects, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this effect is applied to that monster; destroy all Machine-Type monsters you control during the End Phase of this turn. Other monsters cannot attack during the turn you activate this card.           Do A Barrel Roll Trap [Counter]   When a Spell Card, Trap Card, or monster effect is activated: Tribute all "Mecha Phantom Beast Tokens" you control; negate the activation, and if you do, destroy it.           [Other trap cards of relevance]   Call of the Haunted:  It can trigger Coltwing's effect, can be chained to destruction and survive and other assorted tasks.  That's it I guess. [/spoiler]     [Weakness & Sidedecking]   This deck like Infernity, has the tendency to special summon alot during a single turn making cards like Maxx "C" a pain to play around.  Cyber Dragon can also prove fatal to this theme since they're all Machine monsters and Fortress Dragon is a bitch.  As the new format rolls around, Blackwings are becoming a popular pick and they excel at piercing since this entire theme is all about tokens.  Good side options involve Mind Drain for handtraps and certain monsters, Gozen Match to stop Cyber Dragon and Spell Canceller/Transmodify against Spellbooks.  Should Light decks become a factor, Blue Impala is capable of summoning Ally of Justice Decisive Armor which can fuck with Bujin/Lightsworn.  Other side options should be standard that can cover all ground.     [Sample Decklists]   September '13 OCG   [spoiler] [3] - Blackfalcon [3] - Megaraptor [3] - Tetherwolf [3] - Hamstrat [3] - Blue Impala [2] - Coltwing [2] - Maxx "C" [2] - Effect Veiler [1] - Aerosguin   [3] - Scramble!! Scramble!! [2] - Enemy Controller [1] - Monster Reborn [1] - Dark Hole [1] - Heavy Storm [1] - Transmodify [1] - Limiter Removal   [3] - Aerial Recharge [2] - Call of the Haunted [2] - Bottomless Trap Hole [1] - Solemn Judgment [1] - Solemn Warning   [1] - Superdreadnought Rail Cannon Gustav Max [2] - Mecha Phantom Beast Dracossack [1] - Number 11: Big Eye [1] - Gaia Dragon the Thunder Charger [1] - Photon Strike Bounzer [1] - Constellar Ptolemy M7 [1] - Lightning Chidori [1] - Maestroke the Symphony Djinn [1] - Gear Gigant X [1] - Wind-Up Zenmaines [1] - Leviair The Sea Dragon [1] - Karakuri Shogun mdl 00 Burei [1] - Mecha Phantom Beast Concoruda [1] - Armory Arm[/spoiler]   September '13 TCG   [spoiler] [3] - Megaraptor [3] - Hamstrat [2] - Impala [2] - Tetherwolf [2] - Blackfalcon [2] - Coltwing [2] - Harrliard [1] - Karakuri Watchdog mdl 313 "Saizan" [3] - Effect Veiler   [3] - Scramble!! Scramble!! [3] - Scapegoat [3] - Mystical Space Typhoon [1] - Limiter Removal [1] - Dark Hole [1] - Enemy Controller   [3] - Aerial Recharge [2] - Call of the Haunted [1] - Torrential Tribute [1] - Compulsory Evacuation Device [1] - Bottomless Trap Hole [1] - Solemn Warning   [1] - Superdreadnought Rail Cannon Gustav Max [2] - Mecha Phantom Beast Dracossack [1] - Number 11: Big Eye [1] - Photon Strike Bounzer [1] - Lightning Chidori [1] - Gear Gigant X [1] - Wind-Up Zenmaines [1] - Star Eater [1] - Scrap Dragon [1] - Stardust Dragon [1] - Black Rose Dragon [1] - Karakuri Shogun mdl 00 Burei [1] - Ally of Justice Catastor [1] - Formula Synchron[/spoiler]
  9.   Fire King is an archtype of Beast, Beast-Warrior and Winged Beast FIRE monsters that was introduced to the TCG in the 24th Structure Deck Onslaught of the Fire Kings. The deck’s theme is death by card effect. The effects of all Fire Kings are triggered by being destroyed by an effect, and its boss monster, Garunix, burns away the entire monster field every time it hits the stage. Recycling Garunix to gain this effect over and over again is your main win condition when playing with these guys and every themed card in the deck is geared to make it happen. One of the great strengths of the deck is that, since the effects of all the important monsters are triggered by being destroyed by card effects, a lot of your opponent’s power cards, such as Dark Hole, Mirror Force and Torrential Tribute are effectively dead against it.       Monsters: [spoiler]   Fire King High Avatar Garunix The big bad boss of the deck. He comes back to nuke the field every time he gets destroyed by a card effect.  There's numerous ways to take advantage of him even when he is run over by a bigger monster, so the only way to truly get rid of him is to banish him. The easiest ways to get him into play are to either special summon him from the deck via Onslaught of the Fire Kings, or to destroy him in your hand via Fire King Avatar Yaksha to trigger his own revival effect.         Fire King Avatar Barong This king of spirits is one of the most important cards of the deck, and one you should abuse as much as possible. When he dies to a card effect, he lets you search any Fire King card from your deck, most notably Circle of the Fire Kings and Onslaught of the Fire Kings. Not only does he search for circle, he can also be a viable target for both of its effects, for example when your opponent targets your Garunix with an annoying effect, e.g. banishment with Dimensional Prison or bouncing with Compulsory Evacuation Device. In either case, the opponent’s effect will fizzle out uselessly, Garunix will come back next turn and destroy Barong to give you another search.         Fire King Avatar Yaksha A great new asset the deck got from Judgment of the Light. Its effect allows you to destroy a card either on your side of the field or in your hand. Before this card’s introduction, drawing Garunix or having it bounced to the hand was a severe blow, since there was no reliable way to make use of Garunix in your hand. Yaksha single-handedly eliminates this by popping your Garunix in hand and triggering its revival effect. This is not the only way to make use of Yaksha, however. Of course it can also pop Barong in your hand to get another search, a Fencing Fire Ferret for point removal or tech’ed Earthbound Immortal Ccarayhua for a powerful defensive play and OTK stopper. Unlike Barong, Yaksha gets his effect regardless of whether he dies to a card effect or in battle, which makes him a lot more flexible.         Coach Soldier Wolfbark Both Barong and Yaksha are Beast-Warriors, so there’s plenty of fuel for Wolfbark’s effect. As long as you have at least one target in the grave, he is essentially a 1 card rank 4 XYZ. He’s also useful for recycling Barong and Yaksha themselves, especially when you have a Garunix coming back next turn.         Brotherhood of the Fire Fist – Bear The deck is chock full of monster destruction thanks to Garunix, but Bear can come in handy when you need something a little more precise. Most notably, he gets rid of Evilswarm Ophion and Jowgen the Spiritualist, both of which can stop the deck cold otherwise, and lets you search for Fire Formation Tenki to thin the deck further.         Sacred Phoenix of Nephthys People enjoying their format without Heavy Storm? Nah, we can’t have that. Phoenix is pretty much a weaker Garunix that nukes backrow instead of frontrow. Needless to say the two work beautifully together, especially if you can get them into a rhythm. If you get 2 Garunix and 1 Phoenix in the destructive loop, you will always look at a completely clear field with nothing but your Garunix at the start of your turn. The only downside to Phoenix is that he can only special himself during your standby phase, unlike Garunix, who comes back simply at the next standby phase.         Flamvell Firedog Barong and Yaksha both have 200 DEF, meaning Firedog can fetch both of them at will. His role is somewhat similar to Wolfbark’s, i.e. giving access to Rank 4 XYZ plays. However Wolfbark does this before the battle phase and doesn’t require a kill-able monster on your opponent’s field, so Wolfbark is the superior option in most cases. Firedog still has its uses, though. He can help set you up early in the game, fuel Rekindling plays and can suicide into Thunder King.         Earthbound Immortal Ccarayhua The biggest troll move the deck has access to. What’s important about this card’s effect is just one line: “When this card is destroyed by a card effect, except by its own effect, destroy all cards on the field.” You use Yaksha’s effect to pop Ccarayhua from your hand; Its effect will trigger and wipe the whole field. With Solemn Judgment banned, there’s not much in the main board of most decks that can stop it, either.   On a final note, you can actually search things thing from deck via King of the Feral Imps. So, if you decide to run this, definitely reserve a spot in the extra deck for that one.       Other potential monsters:   Fire King Avatar Kirin Fire King Avatar Garunix Fencing Fire Ferret Maxx “C” Effect Veiler Flamvell Magician Blaster, Dragon Ruler of Infernos Brotherhood if Fire Fist – Gorilla Wind-up Rabbit[/spoiler]     Spells: [spoiler]   Onslaught of the Fire Kings Arguably the best spell in the deck. As long as your opponent has a monster on the field and you don’t, you can special summon any fire beast, beast-warrior or winged beast monster you’re your deck. Nine times out of ten, you’ll be using it to summon Garunix or Sacred Phoenix, however Barong, Yaksha and Fencing Fire Ferret are decent choices as well. None of these cards care that their effects are negated, since they all activate in the graveyard anyways, and the destruction during the end phase actually helps more than it hurts. All in all an amazing card, somewhat similar to a Cyber Dragon, except the Cyber Dragon that actually hits the field is a 2700 beater that nukes the field on a regular basis.         Circle of the Fire Kings The other contender for the title “best spell in the deck.”  It lets you destroy a Fire monster you control and then summon another fire monster from your grave. Since Garunix will just come back next turn if you destroy it with this card, it functions much like a themed Forbidden Lance. It lets your Garunix dodge anything from Bottomless Trap Hole to Number 11: Big Eye, meaning your opponent’s effect goes to waste and your Garunix will just come back next turn like always.   The monster to bring back to life with circle depends on the situation. Often times it’s most advantageous to just revive a Barong, so Garunix can blow him up next turn to give you another search. However, if you have a 2nd Garunix in your hand, then reviving a Yaksha can be very good as well. If your opponent runs it over, then you can pop the 2nd Garunix in your hand, which means you’ll be nuking the field twice next turn, which is something even a Dracossack can’t survive. The same can be done if you revive a Fencing Fire Ferret (Garunix blows up the tokens, FFF kills the Dracossack)   The only thing left to ask is this: Where in the world is that chick Garunix you see in the artwork?!?         Forbidden lance Circle functions like Forbidden Lance, so why not run a maximum of 6 Forbidden Lances instead of 3? Needless to say Circle is better than this, but it still offers a great deal of protection when circle either isn’t present or early in the game when it isn’t live. Garunix also sometimes finds its 2700 ATK to be a little lacking, and Lance can help out with that by letting it beat certain threats, most notably Crimson Blader.         Fire Formation – Tenki It searches Barong, Yaksha, Wolfbark and Bear for no cost. That’s about it. Not much reason to not run it, really         Rekindling Oh goody, that card that mystifyingly still isn’t on the banlist in one way or another. Barong, Yaksha, Kirin and Firedog all have 200 DEF, so there’s plenty of big plays to be made mid to late game.  As usual, it’s bad early game, though. Either fill the field with your 1800 / 1900 monsters and swing for game or go nuts with rank 4 XYZ plays. If you have multiple copies while your graveyard is full, then may the Yu-Gi-Oh! gods have mercy on your opponent’s soul.       Other potential Spells:   Mystical Space Typhoon Book of Moon Pot of Duality Dark Hole Fire Formation – Tensu[/spoiler]     Traps: [spoiler] Truth be told there’s not much in the way of staple trap cards for the deck. The biggest one is perhaps Torrential Tribute, since it lets you both clear your opponents monster field and activate the effects of your fire kings. Beyond that, there are a few very worthwhile tech choices and many many other options.     Call of the Haunted There are numerous ways to abuse this card in this deck. Most notably, chaining it to a blind MST or a similar destruction effect to quickly revive a Barong will net you a free +1 and is a good way to get a Garunix that was run over by a bigger monster back into the game. The same applies to chaining it to Garunix’s destruction effect, Torrential Tribute or Dark Hole as well.           Skill Drain Since most of your effects activate in the graveyard, Skill Drain can be a very useful addition. Barong, Yaksha, Baby Garunix and Fencing Fire Ferret can all take advantage of their full effects while under Skill Drain. Adult Garunix, however, loses his ability to nuke the field. He can still special summon himself after being destroyed by a card effect and float a Fire King from the deck when he dies in battle, though. Wolfbark, Fire Fist – Bear and most of your extra deck are also dead while skill drain is up.   Despite that, the damage Skill Drain does to many other decks more than makes up for this. You also should not shy away from using Mystical Space Typhoon to destroy your own Skill Drain once it has served its purpose. All in all, Skill Drain makes for both a decent Main Deck choice and a decent card for the Side Deck. If you choose the main it, then it may be a good idea to run FFF instead of Bear, though.       Other potential Traps:   Generation Shift Compulsory Evacuation Device Mirror Force Fiendish Chain Breakthrough Skill Safe Zone Solemn Warning And many others[/spoiler]     Extra Deck: [spoiler] As with the traps, there aren’t very many staples. As a whole, the deck doesn’t have to rely on the extra deck much, but it does add to the consistency when you do.     Brotherhood of the Fire Fist – Tiger King This guy lets you search and set Tenki upon being summoned.  What makes him worthy of the spot in the extra deck, though, is his effect to negate the effects of all face-up non-Beast-Warrior monsters.  This gets rid of one of the decks biggest adversaries – Evilswarm Ophion – for your remaining and your opponents next turn, meaning Garunix can come back in the next standby phase and kill the Ophion before his effect returns. You’ll likely never get to use his final effect unless you commit a lot more to the Fire Fist side of things, but his other effects more than make up for that.         Diamond Dire Wolf This guy is pretty much your Scrap Dragon for the deck, presents another out to Evilswarm Ophion and triggers your Fire King effects.  That’s… about all that needs to be said, really.       Other potential Extra Deck cards:   XYZ: Number 39: Utopia Daigusto Emeral Gagaga Cowboy Lavalval Chain Maestroke the Symphony Djinn Number 50: Black Ship of Corn Abyss Dweller Number 85: Crazy Box King of the Feral Imps (only if you decide to run Earthbound Immortal Ccarayhua) Hieratic Sun Dragon Overlord of Heliopolis   Synchro, if you decide to run Flamvell Magician: Crimson Blader Scrap Dragon Thought Ruler Archfiend[/spoiler]     Side Decking: [spoiler]   Generally, it’s always a good idea to try and keep your side deck as generic as possible, i.e. try to not commit too many of your 15 slots to counter any one matchup.  It’s also a good idea to first determine the weaknesses of your deck and side against cards that you suspect your opponent will be siding to exploit those weaknesses     Imperial Iron Wall More than anything else, Fire Kings hate the banish pile. They really don’t want to go there. Imperial Iron Walls helps them stay away from there. The most popular banishment cards, i.e. Macro Cosmos and Dimensional Rift, have just both been slashed down to 1 each, so they seem to be much less threatening now. However, this may also mean that people will start playing weaker, but no less annoying cards instead. Cards like Banisher of Radiance or Banisher of the Light.   Offensively, it also stops Dragon Rulers (or what’s left of them now), Heroes and to some extend Prophecies.         Shadow-Imprisoning Mirror This deck has a specifically iffy matchup against Dark Worlds, since their boss Grapha ties Garunix in strength and has a much easier time recovering from suiciding into it. This card deals with that little problem nicely. Additionally, this card also stops Evilswarms, Blackwings and Infernities         XYZ Encore This deck does not like Evilswarm Ophion and it’s not fond of Number 11: Big Eye, either. XYZ Encore is the perfect out against these 2 and pretty much every other XYZ monster that tries to ruin your day. The monsters XYZ Encore revives for your opponent will most likely be easy pickings as well, since they come back in defense position. Plus you’ll probably be able to arrange a Garunix nuke for next turn (Circle, Generation Shift, Call + MST, etc etc). Be wary of decks that run XYZs of many different levels, though. There’s nothing stopping your opponent from shifting gears and going into another XYZ that’s just one rank lower.       Other potential Side Deck cards:   Maxx “C” Effect Veiler Night Beam Royal Decree Eradicator Pandemic Virus Gozen Match Mind Drain Light-Imprisoning Mirror[/spoiler]     Sample Decklist [spoiler] Monsters (15):   3x Fire King High Avatar Garunix 3x Fire King Avatar Barong 3x Fire King Avatar Yaksha 2x Fire King Avatar Garunix 1x Sacred Phoenix of Nephthys 2x Brotherhood of the Fire Fist – Bear 1x Earthbound Immortal Ccarayhua   Spells (18):   3x Onslaught of the Fire Kings 3x Circle of the Fire Kings 2x Fire Formation – Tenki 1x Fire Formation – Tensu 2x Forbidden lance 3x Pot of Duality 1x Book of Moon 3x Mystical Space Typhoon   Traps (7):   3x Call of the Haunted 3x Generation Shift 1x Torrential Tribute     Extra:   2x Brotherhood of the fire fist - Tiger King 2x Diamond Dire Wolf 1x Gagaga Cowboy 1x Number 39: Utopia 1x King of the feral imps 1x Number 85: Crazy Box 1x Abyss Dweller 1x Number 50: Black Ship of Corn 1x Lavalal Chain 1x Maestroke the symphony Djinn 1x Daigusto Emeral 1x Phantom Papilloperative 1x Hieratic Sun Dragon Overlord of Heliopolis     Side:   2x Maxx “C” 2x Effect Veiler 2x XYZ Encore 2x Night Beam 2x Imperial Iron Wall 2x Shadow-Imprisoning Mirror 2x Light-Imprisoning Mirror 1x Eradicator Epidemic Virus[/spoiler]
  10.                                                Herald of Perfection                                                    Table of Contents; 1. Introduction 2. Variants to the deck 3. Monster Cards 4. Spell Cards 5. Trap Cards 6. Extra Deck 7. Deck lists 1. Introduction The Herald of Perfection deck (which shall be dubbed HOP from here on in for ease of writing) came about in the 2010 March format when the set ‘The Shining Darkness’ was released along with the card Herald of Perfection. HOP was released as at the time to do two things; the first was to finish up the fairy archetype of herald cards which were released in Enemy of Justice (Herald of Green Light and Herald of Purple Light) and The Duelist Genesis (Herald of Orange Light), while the second thing was to round off the ritual summon mechanic with quite possibly one of, if not the most powerful ritual monster released at the time. Both these things however were redundant when KONAMI decided to release the Gishki archetype and more recently added to the Herald archetype with a XYZ monster from Judgment of the Light.   2. Variants to the Deck. The main aim of a HOP deck is always the same. That is, to summon HOP as fast as possible and to control and stall the opponent plays while setting up your own board to go for the kill. Over the years, many players have created varying builds to the deck, as one of the main appeals to the deck is the versatility of its makeup. The only thing these decks share in common is a large amount of FAIRY type cards in order to support and maintain HOP’s effect. These are the known variants of the deck as of late;   Agent Heralds; Argued possibly the most consistent/powerful version of the deck, as the name suggests this version of the deck combines HOP with Master Hyperion and his Agent cards to create more options for the deck when playing, and to give the deck a more aggressive front attack in the form of Master Hyperion. The agent monsters also open up more opportunities to summon monsters from the extra deck in the form of Synchro and XYZ monsters.   Happy Herald; Cutely dubbed from the inclusion of ‘Happy Lover’, Jeff Jones piloted a version of this to Top 8 in 2010 at a time Archlord Kirstya was legal at 3. The deck mainly aims to use Advanced Ritual Art to summon HOP and to fuel for Archlord Kristya, to create a devastating lock that still shuts down many decks today. The deck was also known for easily fueling the hand with Dark Factory of Mass Production. Nowdays, it can be a speedy variant to summoning HOP, but lacks defensive and Aggressive options to beat the opponent, and can open with unwanted hands of multiple normal fairy monsters that don’t do much else.   Djinn Herald; In Stardust Overdrive, the Djinn ritual support monsters were released, and thus HOP players tested them out to see what new powers they bring to the deck. The one that shined the most was Djinn, Releaser of Rituals, which allowed players to use him to summon Herald and negate all special summons, effectively re-creating the HOP/Kristya Lock which Happy Herald was famous for. The deck also included Tour Guide from the Underworld and monsters to make both use of rank 3 xyz monsters and Chaos monsters such as Chaos Sorcerer and Black Luster Soldier – Envoy of the Beginning.   Other Options; Cloudians, Rescue Rabbit, Valhalla, Hall of the Fallen, Anti-meta route   3. Monster Cards   Boss Monsters [spoiler] Herald of Perfection The centrepiece of the deck, he’s basically a Solemn Judgment on legs. He’s effect is a quick effect meaning you will be able to use his effect anytime a spell or trap card is activated (note, not the effect of spell or trap cards) or effect monster is activated, as many times per chain so long you can discard a fairy as a cost. He is the core of every HOP deck and must be ran in 3. Archlord Kristya Archlord Kristya is the ultimate version of other anti-special summon monsters such as fossil dyna or jowgen the spiritualist, clocking in at 2800 atk with a built in special summon ability when you have 4 fairies and you get one back when summoned this way to boot, she is everything that defines a boss monster and then some. Her effect to return to the top of the deck can be a double-edged sword, at times she’ll just come right back to the field, other times she will lock your draw and be nothing more than discard fodder. In most HOP decks, you can run 1-2 most comfortably. Master Hyperion Played in some variants of the deck, Master Hyperion brings more attack power to the deck as well as more ways to destroy cards such troubling monsters or spell and trap cards. The Agents make him easily summonable, and his effects allow you to manipulate the grave to summon Archlord Kristya. Running him along with the Agent monsters and Kristya give your deck a chance to fight decks should you not draw into a way to summon HOP in the first few turns. Chaos Sorcerer and Black Luster Soldier If one is running the Djinn Variant, you can play these two cards if you wish. Black Luster Soldier is a game changer on his own, while chaos sorcerer can banish annoying monsters and then be used to make rank 6’s with herald or lv8 synchros if used with herald of orange light of the agent of mystery earth. [/spoiler] Searcher Monsters; [spoiler] Manju of the Ten Thousand Hands The best of the 3 ‘ritual searcher’ monsters, he allows you to search for either a ritual spell or monster card to summon HOP. Being lv4, light, and fairy make him amazing in a HOP deck, and not only that, his ok 1400 atk gives you some sort of monster that can poke for damage, as well as get under Bottomless trap hole (although in the new September 2013 format, this will be less of a concern). Being Light he also open up xyz monsters that need light overlay units to create them. Senju of the Thousand Hands Senju is the weaker version of Manju, effect wise. Everything about the two is the same except for the fact Senju can only search for Ritual Monsters while Manju searches for either the spell or the monster. He’s ok, but not really needed at more than 1, due to another card discussed shortly. Sonic Bird Sonic Bird rounds up the 3, being completely opposite to Senju though. Sonic bird allows you to search for a ritual spell as opposed to a monster, and is lv4 with decent status for rank 4’s. However being a winged beast and wind type monster hinders its usefulness to just the suggested options. Depending how consistent and fast you want your deck to be and if you feel you’re not drawing ritual spells enough, you can run 2 or 3 if you want, but 1 or none usually works fine.   [/spoiler] Other Monsters; [spoiler] The Agent of Mystery – Earth If you are running Master Hyperion, then you run Earth. Being a fairy, lv2 tuner that can make synchros and make rank 2’s, that also searches other agents and make Hyperion summonable, the card is undeniably very good. With the new September format list, TCG players can now play her at 3 again. The Agent of Creation – Venus If you have played agents then you know how good this card is. Venus enables easy rank 2 plays and flexible synchro summoning, as well as thins your deck to herald faster. She also makes use of the mystical shine balls in the deck, rather than just them being used for advanced ritual art. Tour Guide from the Underworld/ Djinn Releaser of Rituals If playing the Djinn version of the deck, then you run the 2 tour guide to search out the djinn monster. You can then from here either make a rank 3 xyz monster, or use both monsters as tributes for dawn of the herald. It would be recommended to only run 1 Djinn, releaser of rituals as it stops you from drawing too many non-fairy cards in your deck, though you could run a 2-2 ratio fine. By using Djinn, Releaser of Rituals, you give yourself another way to effectively make the herald kristya lock, except it will only affect your opponent, giving you room to special summon other big monsters.   Honest Most the time the deck will run light fairy type monsters. With honest being a fairy as well, it makes sense to add this card. Herald of Orange Light An effect veiler that also destroys what it negates, Orange Light is one of the few hand traps this deck can use, and can help fuel towards kristya or be used for a rank 2 xyz or summon synchro monsters. Depending on your local meta, deck build and format, if you decided to run him then 2-3 works well. The Agent of Miracles – Jupiter This Agent card seems lacklustre at first, but actually is a very helpful card overall. He’s ability allows other monsters to swing over the enemy, and he can modulate the grave for kristya. He also summons master hyperion if need be, and can be used with transmodify towards Tethys in that build of the deck.   Other Options Gellendou Metaion the Timelord Tethys, Goddess of Light Sky Scourge Invincil Hecatrice Freya, Spirit of Victory Arcana Force 0 - the Fool Marshmallon [/spoiler] [spoiler] [/spoiler] Normal Monsters  It is up to you to decide how many you want to run and what ratio’s, but the variation of the deck will decide mostly for you. For instance, if using agents you will obviously want to use mystical shine balls, and cloudians you will be interested more in smokeballs. The level 3 fairies you will use in the djinn versions of the deck, and for the level 4’s, you might run multiples of them for a version with rescue rabbit, or just use 1 to help summon/ regulate for kristya. On that same note, you might also use level 1 fairies to try and go for a sending of 4 fairies to the summon, or use Gyakutenno Megami as the whole tribute. You can try lv5 normal fairies as well. This really is up to the players discretion to find the best ratios and monsters for the job in their deck. 4. Spell Cards   [spoiler] Advanced Ritual Art Your main ritual most of the time, advanced ritual art was a huge boost to ritual cards when it was released in strike of neos, as it essentially cuts what you need to perform a ritual summon down to 2 cards in the hand. By also milling cards from your deck, it helps quicken you towards your better cards, and get rid of dead normal monsters in your deck. Happy Herald decks run this 2 always, Agent builds can run this or choose not to. Dawn of the Herald The proper card to use to summon Herald of Perfection, it is unique to other ritual cards in two ways. First, other ritual cards have stated you can tribute monsters whose levels equal to or more than the required ritual monster’s level. Dawn of the herald requires you to meet lv6 and no more. Secondly, Dawn of the Herald is one of the rare few ritual spells known to have a second affect attached. When used, you can banish it from the graveyard to return one of the tributed monsters back to your hand. This is especially useful for herald decks in order to keep more fairies in the hand, and essentially cut down one less card you lose for the summon. It can also be beneficial to having one in your deck for the rare cases you draw into too many normal monsters, and can’t summon herald through advanced ritual art. Preparation of Rites Preparation of Rites is a great spell card that allows you to search your deck for a HOP and as well revive a ritual spell from the graveyard. This way you are able to summon a second HOP, should anything happen to your first one, and just use it in general as a way to get herald to your hand and to the field first turn. You should run 2-3. Dark Factory of Mass Production Happy Herald decks will more likely use this card, as will some other builds, to help fuel your normal back from the grave into your hand to use for HOP’s effect. In Happy Herald’s 2-3 is good, where in other builds 0-2 is based on what you feel is needed more for your deck.   Transmodify One of the newer cards to have been released, Transmodify has quickly become a popular card for several decks due to its nice ability to summon monsters from the deck. Because of this card’s existence, Herald players have been trying it out to gain more combos in their decks. Like the Agent deck, transmodify can be used on dead shine balls, earth’s, and venus to summon a monster a level up respectively. It can also be used on lv4 fairies to summon Tethys, goddess of Light to put a solid monster on board and to give the HOP deck a mini-draw engine.   Other Options Upstart Goblin Pot of Duality One Day of Peace White Elephant’s Gift Salvage Mystical Space Typhoon Prohibition Creature Swap Tri-Wight Valhalla, Hall of the Fallen   [/spoiler] 5. Trap Cards [spoiler] Royal Decree Since Herald deck decks don’t use many traps, Royal decree is a popular choice to make sure your opponent doesn’t either. By having decree up, you can make it safe to summon your herald out, as well as lock out your opponent’s backrow so herald doesn’t need to negate it, saving you resources. In some match-ups, the card is a blow-out card, while in others it does nothing, so it’s up to the player if they like it or not. Safe Zone Safe zone is good in that it makes your herald now immune to all destruction towards it. The downside though is that you have to summon herald in attack mode to use it, as well as protect the safe zone from cards that destroy s/t, less herald be destroyed with it. Other uses include protecting lv4 fairies for xyzing next turn, and protecting Tethys so it can survive a turn later to use its effect. Vanity’s Emptiness In 2010, HOP players could summon HOP then use royal oppression to lock out your opponent’s special summons. Fast forward today and royal oppression is banned but we have this card. With Herald on the board and this, you essentially recreate the Herald Kristya lock. Since herald sends cards from the hand to the grave only, it and vanity can stay on the field for a while until you are ready to make play, and turn off the vanity with something like preparation of rites or upstart goblin. Imperial Iron Wall This card is included due to two reasons. The first is that it helps with match-ups such as prophecy or dragon rulers. The second is that it helps counters one of the deck’s main weaknesses, breakthrough skill. While HOP can negate the activation of breakthrough skill, he cannot however negate breakthrough skill when he uses his effect in the grave, due to the ruling that breakthrough skill is activating his effect, not the activation of the card itself. Imperial Iron Wall makes sure the trap stays in the grave and therefore causes no harm. Common Charity Like White Elephant’s gift, Common Charity can be played to increase draw power in the deck, as well as make use of dead normal monsters in the hand. Gozen Match/ Rivalry of the Warlords Herald decks can play these cards rather easily due to most monsters being light and fairy. Not much explanation needed, they can swing games around totally in your favour while HOP can protect it from destruction. [/spoiler] 6. Extra Deck [spoiler] Rank 1's Slacker Magician/ Number 54; Lion Heart/ Number 63; Shamoji Soldier These guys are purely ran in the happy herald/ cloudian route due to the card tri-wight and the fact only these two variants generally run lv1 monsters. Slacker is a good wall card, Lion Heart is good at racking up battle damage, while shamoji is also helpful in that you will get to draw a card and counts as a fairy in grave towards kristya.   Rank 2's Gachi Gachi/ Daigusto Phoenix/ Herald of Pure Light/ Number 96; Dark Mist You’re probably only going to want to run 1 of each of these cards in your extra should you go the Agent or Happy herald route. Gachi is standard and boosts everybody up to nice attack ranges, daigusto is when you need to get 1 monster in the grave for kristya, as well as otks, herald of pure light is neat in that she lets you recycle fairies back into the hand, and can put dead spell or trap cards back into the deck, and dark mist is purely to beat down threats on the board.     Rank 3's Zenmaines, Temtempo, Mechquipped Angineer If you go the Djinn/Tour Guide route, you will want to add these guys. Zenmaines is an awesome wall and destroys cards, temtempo helps deals with nasty xyz monsters, while Mechquipped Angineer can help protect monsters you control to set up xyz monsters or from destruction effects in general. He also is a Fairy for Kristya.     Rank 4's Fairy Cheer Girl, Daigusto Emeral, Maestroke the symphony Djinn, Starliege Paladynamo, Constellar Omega, Diamond Dire Wolf, Laval Chain, Gem-Knight Pearl, Photon Papilloperative/ Number 50; Blackship of Corn. These are some rank 4’s you can use in the deck. Fairy Cheer Girl is noteworthy due to her amazing synergy with the deck, as is Daigusto Emeral to add fairies back to the deck and special summon your normal monsters from the graveyard. Laval chain should also get a mention due to his ability to stack either a herald from your deck to the top, or to make preparations of rites an instant ritual summon by dumping a ritual spell to the graveyard. The rest of the monsters can be added to deal with threats.     Rank 6's Constellar Ptomely M7, Photon Strike Bounzer, Gauntlet Launcher It can be helpful to run a rank 6 Xyz monster in your extra deck, should you need to get rid of something and you know herald can’t do it by itself. M7 can be ran more easily if you use constellar Omega due to M7 and its ability. Besides that, photon bounzer has a nice effect negating ability and 2700 atk, while gauntlet launcher has impressive status and is an instant +2 when you use his effect.   Synchro Monsters Mist Bird Clausolas, Armory Arm, Armades Keeper of Boundaries , Ancient Sacred Wyvern, Avenging Knight Parashath, Angel of Zera, Star Eater   There are way too many Synchro monsters to list, so the above monsters were chosen due to obscure uses or because they’re relatively new tools the deck can use. Clausolas has a nifty ability and decent defense, and can be made in the decks that run lv1 monsters. Armory arm can also be run for its ability to burn for game and boost atk and is a light for gozen match. Armades is the new lv5 synchro and is light for gozen, and will attack uninterrupted. Ancient Sacred Wyvern can otk the opponent if you get ahead in life points, and is a lv7 fairy to use transmodify on to summon Master Hyperion or Archlord Kristya. Avenging Knight Parashath synergies well with the deck and can deal piercing damage, which might be relevant should scapegoat be ran heaps at 3 this format. Angel of Zera is a brand new lv8 Synchro which gains atk for banished monster cards, and is special summonable if banished himself, making him great Hyperion destruction fodder. Finally, the semi-god synchro star eater also makes the list due to its very nice effects and attack, as well as being light type for gozen.   [/spoiler] The Deck’s Weaknesses   1. No special summoning. If your opponent plays a card that prevents you from special summoning (such as fossil dyna, jowgen, etc) you then become very limited to what you do and will have to rely on your normal summon monsters to try and topple them before it’s too late. 2. No adding cards. The decks main bane is the card Thunder King Rai-Oh. While other cards do similar effects (deck lockdown) Thunder King was absurd in that it not only prevented you adding cards, but could stop special summons, and had 1900 atk to boot. This new list was a godsend when the thunder king got limited to 1. 3. Banishing cards, mainly d-fissure and macro comso. Thankfully those are now at 1 each so they won’t be as relevant, but banisher of radiance and banisher of light still exist so the threat is there… 4. Counter traps. The only thing that can stop herald from using his effect is outpacing him. Counter traps are spell speed 3, so herald cannot chain to them, meaning cards such as divine wrath or xyz block will triumph over him. 7. Decklists *Take note, all these lists are previous formats, and have to be changed appropriately.   [spoiler]   Robert Laperre Top 8 2010 YCS Washington Monsters: 33 3x Herald of Perfection 3x Manju of the Ten Thousand Hands 2x Senju of the Thousand Hands 3x Tethys the Goddess of Light 3x Soul of Purity and Light 1x Archlord Kristya 3x Herald of Orange Light 2x Herald of Green Light 2x Herald of Purple Light 2x Nova Summoner 1x Arcana Force 0 – The Fool 2x Dimensional Alchemist 2x Honest 1x Consecrated Light 2x Skelengel 1x Shining Angel   Spells: 6 3x Dawn of the Herald 1x Brain Control 1x Heavy Storm 1x Pot of Avarice   Traps: 3 2x Royal Decree 1x Solemn Judgment     Jeff Jones 2010 Happy Herald YCS Chicago   Monsters: 23 3 Herald of Perfection 1 Ruin, Queen of Oblivion 3 Archlord Kristya 2 Honest 1 Freya, Spirit of Victory 3 Manju of the Ten-Thousand Hands 3 Sonic Bird 1 Gyakutenno Megami 3 Happy Lover 3 Mokey Mokey   Spells; 12 3 Preparation of Rites 3 Dark Factory of Mass Production 2 Pot of Avarice 2 Book of Moon 1 Heavy Storm 1 Advanced Ritual Art   Traps: 6 1 Solemn Judgment 1 Mirror Force 2 Bottomless Trap Hole 2 Royal Decree   Side Deck: 15 1 Hanewata 2 Herald of Orange Light 3 Consecrated Light 1 Giant Trunade 1 Mystical Space Typhoon 2 Smashing Ground 2 System Down 3 Mask of Restrict   Extra Deck: 14 2 Stardust Dragon 1 Mist Wurm 1 Red Dragon Archfiend 1 Colossal Fighter 1 Thought Ruler Archfiend 1 Black Rose Dragon 1 Ancient Fairy Dragon 1 Ancient Sacred Wyvern 1 Goyo Guardian 1 Brionac, Dragon of the Ice Barrier 1 Ally of Justice Catastor 1 Armory Arm 1 Avenging Knight Parshath Luke Mattingly Top 8 Agent Herald YCS Providence Monsters: 26 3 Herald of Perfection 3 Herald of Orange Light 2 Soul of Purity and Light 3 Manju of the Ten Thousand Hands 2 Senju of the Thousand Hands 1 Sonic Bird 3 The Agent of Mystery – Earth 3 The Agent of Miracles – Jupiter 3 Master Hyperion 2 Archlord Kristya 1 Honest   Spells: 10 3 Dawn of the Herald 3 Preparation of Rites 1 Giant Trunade 2 Pot of Duality 1 Monster Reborn   Traps: 4 2 Gozen Match 2 Safe Zone   Extra Deck: 15 1 Trishula, Dragon of the Ice Barrier 1 Scrap Dragon 1 Colossal Fighter 1 Avenging Knight Parshath 1 Light End Dragon 1 Thought Ruler Archfiend 1 Black Rose Dragon 1 Gaia Knight, the Force of Earth 1 Brionac, Dragon of the Ice Barrier 1 Flamvell Uruquizas 1 Ally of Justice Catastor 1 Magical Android 1 Armory Arm 1 Ancient Fairy Dragon 1 Chimeratech Fortress Dragon   Side Deck: 15 2 Maxx “C” 2 Mystical Space Typhoon 2 Twister 3 Kinetic Soldier 2 Ryko, Lightsworn Hunter 1 Dark Hole 3 Royal Decree   Chris Rodriguez (Top 32) – Djinn Herald Monsters: 32 3 Mystical Shine Ball 3 Tour Guide From the Underworld 3 Master Hyperion 3 Herald of Perfection 3 The Agent of Mystery – Earth 3 Maxx “C” 2 Manju of the Ten Thousand Hands 2 The Agent of Creation – Venus 2 Tragoedia 1 Sangan 1 Archlord Kristya 1 Djinn Releaser of Rituals 1 Honest 1 Herald of Orange Light 1 The Agent of Miracles – Jupiter 1 Black Luster Soldier – Envoy of the Beginning 1 Gorz the Emissary of Darkness   Spells: 8 3 Preparation of Rites 3 Dawn of the Herald 1 Heavy Storm 1 Monster Reborn   Extra Deck: 15 1 Number 39: Utopia 1 Stardust Dragon 1 Scrap Dragon 1 Armory Arm 1 T.G. Hyper Librarian 1 Black Rose Dragon 1 Ally of Justice Catastor 1 Trishula, Dragon of the Ice Barrier 1 Brionac, Dragon of the Ice Barrier 1 Wind-Up Zenmaines 1 Number 17: Leviathan Dragon 1 Leviair the Sea Dragon 2 Gachi Gachi Gantetsu 1 Ancient Sacred Wyvern   Side Deck: 15 3 Mystical Space Typhoon 1 Dark Hole 1 The Agent of Creation – Venus 2 Thunder King Rai-Oh 2 Debunk 2 Solemn Warning 2 Bottomless Trap Hole 1 Torrential Tribute 1 Royal Decree Robert Boyajian Tethys Herald Monsters: 28 2 Gyakutenno Megami 3 Mystic Shine Ball 2 Archlord Kristya 2 Gellenduo 2 Hecatrice 1 Honest 3 Manju of Ten Thousand Hands 3 Master Hyperion 2 Tethys, Goddess of Light 3 The Agent of Creation – Venus 2 The Agent of Mystery – Earth 3 Herald of Perfection Spells: 12 2 Advanced Ritual Art 1 Dawn of the Herald 1 Heavy Storm 3 Preparation of Rites 3 Transmodify 2 Valhalla, Hall of the Fallen Extra Deck: 15 1 Ally of Justice Catastor 1 Ancient Sacred Wyvern 1 Angel of Zera 1 Armory Arm 1 Scrap Dragon 1 Daigusto Phoenix 1 Diamond Dire Wolf 1 Fairy Cheer Girl 1 Gachi Gachi Gantetsu 1 Gaia Dragon the Thunder Charger 1 Herald of Pure Light 1 Inzektor Exa-Beetle 1 Maestroke the Symphony Djinn 1 Number 96: Dark Mist 1 Starliege Paladynamo Robert Boyajian Anti-meta Herald Monsters: 23 3 Gyakutenno Megami 2 Archlord Kristya 3 Gellenduo 3 Herald of Orange 1 Honest 3 Manju of the Ten Thousand Hands 3 Metaion, the Timelord 2 Vanity’s Ruler 3 Herald of Perfection Spells: 13 2 Advanced Ritual Art 1 Book of Moon 1 Dawn of the Herald 1 Heavy Storm 2 Pot of Duality 3 Preparation of Rites 3 Upstart Goblin Traps: 4 3 Imperial Iron Wall 1 Solemn Judgment Extra: 15 1 Avenging Knight Parshath 1 Colossal Fighter 1 Crimson Blader 1 Flamvell Uruquiza 1 Gaia Knight the Force of Earth 1 Scrap Dragon 1 Daigusto Emeral 1 Fairy Cheer Girl 1 Gagaga Cowboy 1 Gaia Dragon the Thunder Charger 1 Gem-Knight Pearl 1 Inzektor Exa-Beetle 1 Maestroke the Symphony Djinn 1 Number 39: Utopia 1 Starliege Paladynamo [/spoiler]     -------------------   UPDATE 09.03.2013   YCS Toronto Decklist   [spoiler] Top 32 Evan Daniel Waxman (Perfect Herald)   Monsters (30) 3 Herald of Perfection 3 Manju of the Ten Thousand Hands 2 Herald of the Orange Light 2 Gyakutenno Megami 2 The Agent of Mystery - Earth 3 The Agent of Creation - Venus 1 The Agent of Miracles - Jupiter 3 Mystical Shine Ball 3 Master Hyperion 2 Archlord Krystya 2 Maxx "C" 2 Tethys, Goddess of Light 1 Gellenduo 1 Honest   Spells (10) 2 Advanced Ritual Art 1 Dawn of the Herald 1 Mystical Space Typhoon 3 Preparation of Rites 3 Transmodify   Side Deck (15) 2 Consecrated Light 2 Penguin Soldier 2 Mystical Space Typhoon 2 Malevolent Catastrophe 2 Gozen Match 2 Royal Decree 3 Vanity's Emptiness   Extra Deck (15) 1 Armory Arm 1 Ally of Justice Catastor 1 Armades, Keeper of Boundaries 1 Angel of Zera 1 Black Rose Dragon 1 Crimson Blader 1 Gachi Gachi Gantetsu 1 Daigusto Phoenix 1 Herald of Pure Light 1 Number 96: Dark Mist 1 Wind-Up Zenmaines 1 Leviair the Sea Dragon 1 Number 17: Leviathan Dragon 1 Starilege Paladynamo 1 Fairy Cheer Girl[/spoiler]
  11. Gadgets Deck for September 2013 Ban List   Monsters: 3x Red Gadget 3x Yellow Gadget 3x Green Gadget 3x Tin Goldfish 2x Kagetokage 1x Machina Gearframe 2x Machina Fortress 1x Machina Cannon 3x Redox, Dragon Ruler of Boulders Total: 21   Spells: 3x Mystical Space Typhoon 3x Double Summon 3x Chain Summoning 1x Book of Moon 1x Dark Hole Total: 11   Traps: 2x Mirror Force 2x Dimensional Prison 2x Fiendish Chain 1x Compulsory Evacuation Device 1x Torrential Tribute 1x Bottomless Trap Hole 1x Solemn Warning Total: 10   Total Main Deck: 42     Extra Deck: 2x Gear Gigant X 2x Abyss Dweller 2x Mecha Phantom Beast Dracossack 1x Diamond Dire Wolf 1x King of the Feral Imps 1x Daigusto Emeral 1x Number 50: Blackship of Corn 1x Gagaga Cowboy 1x Number 39: Utopia 1x Maestroke the Symphony Djinn 1x Gem-Knight Pearl 1x Number 11: Big Eye Total: 15   Side Deck: 3x Maxx "C" 2x Kycoo the Ghost Destroyer 2x Mind Crush 2x Trap Stun 2x Shadow-Imprisoning Mirror 2x Imperial Iron Wall 1x Debunk 1x Thunder King Rai-Oh Total: 15   Any Questions or Suggestions, Feel free to leave a Response!        
  12. Animals

    http://www.youtube.com/watch?v=gCYcHz2k5x0   (Insert Pic.dek here tomorrow)   Monsters (15) 3 Brotherhood of the Fire Fist - Bear 2 Brotherhood of the Fire Fist - Boar 2 Brotherhood of the Fire Fist - Dragon 1 Brotherhood of the Fire Fist - Gorilla 3 Coach Soldier Wolfbark 2 Effect Veiler 2 Maxx "C"   Spells (12) 2 Fire Formation - Tenki 2 Fire Formation - Tensu 3 Forbidden Lance 3 Mystical Space Typhoon 1 Book of Moon 1 Dark Hole   Traps (13) 3 Vanity's Emptiness 2 Dimensional Prison 2 Fiendish Chain 2 Mirror Force 1 Compulsory Evacuation Device 1 Bottomless Trap Hole 1 Torrential Tribute 1 Solemn Warning   Extra 1 Armades, Keeper of Boundaries 1 Crimson Blader 1 Stardust Dragon 1 Abyss Dweller 2 Brotherhood of the Fire Fist - Cardinal 2 Brotherhood of the Fire Fist - Tiger King 1 Daigusto Emeral 1 Diamond Dire Wolf 1 Gagaga Cowboy 1 Maestroke, the Symphony Djinn 1 Number 50: Blackship of Corn 1 Number 85: Crazy Box 1 Photon Papilloperative   Side 3 Banisher of the Radiance 1 Maxx "C" 1 Thunder King Rai-Oh 2 Deck Lockdown 2 XYZ Encore 2 Deck Devastation Virus 1 Malevolent Catastrophe 2 Rivalry of Warlords 1 Starlight Road   Now, the side is all over the place.  I'm really at a standstill with what sort of cards I can put in there to encompass a wide variety of decks.  I'm kinda not feeling the Thunder king anymore.  The Deck Lockdowns were in there to help play against Spellbooks and Blackwings, but I need to test a bit more with it.  The 1-of Malevolent Catastrophe is pretty good, but I really do wish I had 2 to combat some matches.  The Starlight is to fight off Blackwings, but I'm not 100% sold on it anymore.     If there's any sort of tips or any cards I might have missed, please let me know.  I'm always looking for a way to make this deck at its most optimal playing level.
  13. Hieratic - Discussion

    Introd​uction Hieratic is a Light-Dragon archetype released in GAOV. They revolve around tributing monsters to get effects and special summons. They can easily Xyz into Rank 5, 6, and 8. They used to be able to produce an OTK with 3 random Hieratics. We didnt get all the pices of the OCG OTK combo until it was too late and REDMD was already limited. Then a FTK was created, combining Hieratics with Gishki to make Sacred Ptolemys Messier 7 in order to execute a hand destruction loop. Once again, the combo was banhammered before the cards where released in TCG. And if you think things couldnt go worst, you were wrong, because last format was simply terrible for Hieratics. The deck couldnt compete when every other deck could either drop Ophion/Jowgen + Protection turn 1 or was running at last 6 hand traps. However, that was then, this is now. Now Hieratic has 2 awsome things that can return them to their glory days. The first one is the release of several cards that, when combined with 2 Hieratics, can produce an OTK. This means Hieratics can return to their formet 3 cards OTK. The second thing was the banhammer on Heavy Storm. This means that Hieratic is the only 3 card OTK deck that can run up to 3 copys of A Wingbeat of Giant Dragon. So while every other 3 card OTK is strugling to succeed in a format where everybody is opening with 2/3 set backrows, Hieratics are just getting ready to sweep. The Archetype While people will argue the staple-ility of Nebthet, its clear that this is the core of Hieratics. All combos revolve arround having several of them. Convocation is, hands down, Hieratic's best support card. Unlike the other Hieratics, Gebeb contains a disgusting restriction that limits his usefullness to the Lv8 and the Gemini (only if he was previously sent to the graveyard). This means that you can play him in either a Gemini/Ashes version or a Rank 8 version. While Nuit is quite terrible in both, OTK & control variants, he can see play in Maiden hybrids. Basically, Nuit + targeting card = Nuit + Labradorite Dragon, which can be used to synchro summon Drascension the Supreme Sky Dragon or Trident Dragon. Reflection can be seen in control variants. Its useless in OTK variants tho. They are shit. Dont bother. This is the reason why people should be playing this deck in this format. Current decks cant deal with this effect, and you can easily activate them with any of your 9 Convocation/Tefnuit/Eset. The Combos Hieratic aims for a 3 cards OTK: Convocation/Eset/Tefnuit + Any Hieratic + Finisher. They can also destroy 0-2 cards for free in the procces. This is the most basic one: Convocation/Eset/Tefnuit + Hieratic + Hieratic Summon Hieratic Tribute for Hieratic, special Normal Tribute for Hieratic, special Normal Overlay Normal + Hieratic, summon Atum Atum for REDMD REDMD bring back something Overlay for M7 M7 bounce REDMD Overlay Gaia on Atum Summon REDMD on Gaia REDMD on Atum Overlay Gaia on Atum 2800 2700 2600 = 8100 Convocation/Eset/Tefnuit + Hieratic + Birdman Summon Hieratic Tribute for Hieratic, special Wattaildragon Overlay for Atum, detach Wattaildragon, summon REDMD REDMD special Wattaildragon Bounce REDMD, summon Birdman Overlay Gaia on Atum Banish Gaia, summon REDMD REDMD special Atum Overlai Gaia on Atum 2800 + 2500 + 2600 + 1400 = 9300 dmg If you attack into Gorz/Trago/Whatever, you can synchro Birdman + Wattwail into Azure-Eyes, protecting your REDMD and setting up the field for 2 more dragons next turn. If they have backrow you can make Azure-Eyes before attaking (protects from destruction + targeting), but thats means you will only have 7900 dmg on board. The combo works, even if you draw into REDMD. Convocation/Eset/Tefnuit + Hieratic + Exodius or Convocation/Eset + Su + Tragoedia [If you are using Tragoedia, you need him on the board prior the combo] Summon Eset Tribute Eset for Su, special Wattaildragon Overlay for Atum, detach Wattaildragon, summon REDMD REDMD special Wattaildragon [If you are using Exodius, you summon him at this point] Overlay for Gustav Max Overlay Gaia on Atum 3000 + 2500 + 2600 + 2000 = 10100 Convocation/Eset/Tefnuit + Hieratic + Stoic Summon Hieratic Tribute for Hieratic, summon normal Overlay for M7 Overlay for Gaia Equip Stoic 4400 attack, piercing dmg, double dmg. Another option is: Summon Hieratic Tribute for Eset/Nebthet, summon Curse of Dragon Overlay for Volcasaurus and use his effect Overlay Gaia Volcasaurus's effect, 3800 attack, piercing dmg, double dmg. Convocation/Eset/Tefnuit + Hieratic + Wingbeat Summon Hieratic Tribute for Hieratic, summon Wattaildragon Overlay for Atum Detach Wattaildragon, summon REDMD Overlay Gaia for Atum REDMD summons Wattaildragon Use Wingbeat to bounce REDMD (set a s/t if needed) Banish Gaia, summon REDMD REDMD summons Atum Overlay Gaia on Atum 2800 + 2600 + 2500 = 7900 dmg OR Summon Hieratic Tribute for Hieratic, summon Wattaildragon Overlay for Atum Detach Wattaildragon, summon REDMD Overlay Gaia for Atum REDMD summons Wattaildragon Use Wingbeat of Giant Dragon to bounce REDMD (set a s/t if needed) Banish Gaia, summon REDMD REDMD summons Hieratic 2800 2500 1900-2200 = 7200-7500 dmg MP2 you can Overlay into Bounzer, and they wont be able to tank the burn dmg from Bounzer so you most of their orange cards. Example Decklist [spoiler]I will update this section once I get Hieratic decklists that made tops in YSC or Regionals in the current format.[/spoiler]
  14. Blackwings

      --Main-- Dark Armed Dragon x1 Blackwing - Shura the Blue Flame x3 Blackwing - Bora the Spear x3 Blackwing - Zephyros the Elite x1 Blackwing - Kochi the Daybreak x1 Blackwing - Kalut the Moon Shadow x3 Blackwing - Gale the Whirlwind x1 Blackwing - Blizzard the Far North x3 Maxx "C" x2 Allure of Darkness x1 Dark Hole x1 Pot of Duality x3 Mystical Space Typhoon x2 Book of Moon x1 Black Whirlwind x3 Bottomless Trap Hole x1 Icarus Attack x3 Delta Crow - Anti Reverse x1 Compulsory Evacuation Device x1 Vanity's Emptiness x2 Fiendish Chain x2 Solemn Warning x1 --Extra-- Crimson Blader x1 Stardust Dragon x1 Blackwing Armor Master x1 Black Rose Dragon x1 Gaia Knight, the Force of Earth x1 HTS Psyhemuth x1 Blackwing Armed Wing x1 Armades, Keeper of Boundaries x1 Ally of Justice Catastor x1 Number 66: Master Key Beetle x1 Number 50: Blackship of Corn x1 Ice Beast Zerofyne x1 Maestroke the Symphony Djinn x1 Lavalval Chain x1 Gagaga Cowboy x1 --Side-- Blackwing - Sirocco the Dawn x2 Thunder King Rai-Oh x1 D.D. Crow x2 Effect Veiler x2 Mystical Space Typhoon x1 Dimensional Prison x2 Soul Drain x1 Skill Drain x2 Debunk x2
  15. Same Love

    [media]http://www.youtube.com/watch?v=hlVBg7_08n0[/media]         3 T.G. Rush Rhino 3 T.G. Warwolf 2 T.G. Striker 1 T.G. Cyber Magician 3 Cardcar D 3 Pot of Duality 3 Mystical Space Typhoon 3 Reinforce Truth 3 TG1-EM1 3 TGX3-DX2 3 Horn of the Phantom Beast 3 Skill Drain 2 Mirror Force 2 Dimensional Prison 1 Bottomless Trap Hole 1 Torrential Tribute 1 Solemn Warning   3 Tin Goldfish 1 Thunder King Rai-Oh 3 Forbidden Lance 3 Instant Fusion 3 Imperial Iron Wall   2 Abyss Dweller  1 Diamond Dire Wolf  1 Wind-Up Zenmaines  1 Leviair the Sea Dragon 2 T.G. Wonder Magician  1 T.G. Power Gladiator 1 Ally of Justice Catastor 1 Naturia Beast 1 Naturia Barkion 1 Stardust Dragon  2 Karbonala Warrior 1 Fusionist 
  16. E.B.A.H.

    http://www.youtube.com/watch?v=SfbIhUYXzQ8     [spoiler][/spoiler]   [ 18 ] Monsters   3 x Geargiarmor 3 x Geargiaccelerator 3 x Geargiano MK-II 2 x Geargiarsenal 2 x Redox, Dragon Ruler of Boulders 2 x Karakuri Watchdog MDL 313 "Saizan" 1 x Karakuri Strategist MDL 248 "Nishipachi" 1 x Genex Ally Birdman 1 x Geargiano   [ 7 ] Spells   3 x Pot of Duality 3 x Mystical Space Typhoon 1 x Dark Hole   [ 15 ] Traps   3 x Geargiagear 3 x Call of The Haunted 3 x Fiendish Chain 2 x Trap Stun 2 x Mirror Force 1 x Solemn Warning 1 x Bottomless Trap Hole   [ 15 ] Side   3 x Maxx "C" 1 x Dimensional Fissure 1 x Soul Drain 1 x Macro Cosmos 1 x Trap Stun 2 x DNA Surgery 3 x Gozen Match 3 x Overworked   [ 15 ] Extra   2 x Karakuri Shogun MDL 00 "Burei" 1 x Star Eater 1 x Crimson Blader 1 x Scrap Dragon 1 x Karakuri Steel Shogun MDL 00X "Bureido" 1 x Stardust Dragon 1 x Black Rose Dragon 2 x Gear Gigant X 1 x Mecha Phantom Beast Dracossack 1 x Number 11: Big Eye 1 x Daigusto Emeral 1 x Wind-Up Zenmaines       -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --     As soon as the September Banlist was released, I have been testing this deck out. I've been mainly testing against Mermail, Dragons, and Fire Fist, but I believe it has the capability of being very playable in the next format.   The main problem with this deck is the fact that it has both a subpar Mermail and Fire Fist matchup, but with both of these decks taking hits on the banlist, I can see Geargia making a good comeback on the competitive scene. Not to mention that Geargia can easily side well for both matchups to put them in your favour post-sideboard.   The Dragon matchup is actually not bad as you can easily keep up with their current pace. You can also push through their goat tokens for huge damage via Burei and Strategist which gives this deck a good advantage. The only problem is if they are maining Skill Drain, but so far 3 MST and 2 Trap Stun have handled it quite nicely.   The Side deck is still mainly in progress as I'm still not sure on what decks are going to shape up to be the top contenders.   Any advice/questions/help is appreciated
  17. Unorthodox

    <iframe width="560" height="315" src="//www.youtube.com/embed/2d307wz-dHk?rel=0" frameborder="0" allowfullscreen></iframe> Monsters: 20 3 Evilswarm Thunderbird 3 Evilswarm Mandragora 3 Evilswarm Heliotrope 3 Evilswarm Kerykeion 3 Evilswarm Castor 3 Kagetokage 1 Dark Armed Dragon 1 Rescue Rabbit Spells: 8 3 Infestation Pandemic 2 Forbidden Dress 1 Reinforcement of the Army 1 Book of Moon 1 Dark Hole   Traps: 13 2 Vanity's Emptiness 2 Divine Wrath 2 Mirror Force 2 Safe Zone 1 Compulsory Evacuation Device 1 Bottomless Trap Hole 1 Infestation Infection 1 Torrential Tribute 1 Solemn Warning   Extra Deck: 15 3 Evilswarm Ophion 2 Number 66: Master Key Beetle 1 Maestroke the Symphony Djinn 1 Number 50: Blackship of Corn 1 King of the Feral Imps 1 Evilswarm Ouroboros 1 Evilswarm Nightmare 1 Evilswarm Bahamut 1 Gem-Knight Pearl 1 Gagaga Cowboy 1 Daigusto Emeral 1 Abyss Dweller   Side Deck: 15 2 Mystical Space Typhoon 2 Deck Devastation Virus 2 Dimensional Prison 2 Kaiser Colosseum 2 Deck Lockdown 2 Gozen Match 1 Eradicator Epidemic Virus 1 Dimensional Fissure 1 Macro Cosmos  
  18. Started from the Bottom

    <iframe width="560" height="315" src="//www.youtube.com/embed/RubBzkZzpUA" frameborder="0" allowfullscreen></iframe>   3 Lightpulsar Dragon  3 Maxx "C" 3 Lyla Lightsworn Sorceress 2 Ryko Lightsworn Hunter 2 Gorz the Emissary of Darkness  2 Chaos Sorcerer  2 Card Trooper 2 Darkflare Dragon  2 Effect Veiler 2 Tour Guide from the Underworld  2 Tragoedia  1 Red-Eyes Darkness Metal Dragon 1 Black Luster Soldier - Envoy of the Beginning 1 Night Assailant  1 Dark Armed Dragon  1 Eclipse Wyvern   2 Mystical Space Typhoon  2 Forbidden Lance 2 Solar Recharge 1 Charge of the Light Brigade  1 Heavy Storm 1 Dark Hole 1 Monster Reborn 
  19. <iframe width="640" height="360" src="http://www.youtube.com/embed/N1uvmh75xxs?feature=player_detailpage" frameborder="0" allowfullscreen></iframe>   Heavy Storm newly forbidden? T.G. Striker now Semi-Limited? Christmas came early!     Monsters - 15 3x T.G. Rush Rhino 3x T.G. Warwolf 2x T.G. Striker 2x Beast King Barbaros 2x Reborn Tengu 2x Cardcar D 1x Thunder King Rai-Oh   Spells - 7 3x Pot of Duality 2x Mystical Space Typhoon 1x Dark Hole 1x Book of Moon   Traps - 18 2x TG1-EM1 2x Horn of the Phantom Beast 2x Skill Drain 2x Dark Bribe 2x Mirror Force 2x Dimensional Prison 2x Fiendish Chain 1x Bottomless Trap Hole 1x Solemn Warning 1x Torrential Tribute 1x Compulsory Evacuation Device   Extra and Side are still in testing and all over the place.   Reasoning Behind Certain Card Choices. Tengu - Still an awesome floater with a lot of people choosing to main two Mirror Force. Cardcar D - My experiences thus far have shown that this deck falls into somewhat of a Mexican Stand-off; neither player wanting to attack for fear of backrow. This allows me to continue gaining advantage in those game states. Mystical Space Typhoon - I originally was only playing one Forbidden Lance in the deck, which soon became two, and then became two Mystical Space Typhoons that I almost always save for: Black Whirlwind, Infernity Launcher or final game pushes once I've exhausted most of their backrow. Dark Bribe - I originally had left out bribe because of dislike towards in last time this deck was viable. But after getting my backrow dismantled by Icarus Attack, I opted to try it out and it has been working wonders. Especially in the few mirror matches I've played.   Extremely welcome to constructive criticism.
  20. Electricity

    [center]http://www.youtube.com/watch?v=vI89J55wZj8[/center]   [spoiler][/spoiler]   [15] 3 Thunder Sea Horse 3 Wattcobra 3 Wattgiraffe 2 Thunder King Rai-Oh 2 Cardcar D 2 Mahunder   [7] 3 Pot of Duality 2 Mystical Space Typhoon 1 Book of Moon 1 Dark Hole   [18] 3 Macro Cosmos 3 Threatening Roar 3 Mirror Force 2 Bottomless Trap Hole 2 Fiendish Chain 2 Compulsory Evacuation Device 1 Starlight Road 1 Solemn Warning 1 Solemn Judgment   [spoiler]I figured Watts gained a boost with both Duality and Mirror Force being unlimited. I think Macro will be solid for the start of the format at least, as it disrupts Mermails, Blackwings, new wave E-Dragons, Bujins and almost everything that people are testing right now. It also doesn't disrupt this deck at all bar Rai-Oh.   I still decided to play Rai-Oh despite it conflicting with Cobra, Sea Horse and Macro to an extent. It provides a great follow-up play after using Sea Horse or Duality, and at worst can be used to Xyz with Mahunder. The same can be said for Cardcar D, which helps dig for key cards such as Sea Horse, Cobra & Macro.   I decided not to run Wattpheasant, as it is strictly weaker than Cobra and Giraffe, and Watts clogging the hand can be an issue. I think 6 Watts is the ideal amount. Giraffe is excellent; it lets you Xyz without fear in MP2 (Cowboy ends games so often), or you can swing into a face-down monster without fear after it attacks.   Mahunder lets us access the rank 4 toolbox, and importantly Omega and Paladynamo. It's also searchable off Sea Horse, so 2 is the best amount in my opinion.    Triple Roar helps you build your field and continue to gain +1s off Wattcobra. Roar over Waboku for now, as people are testing Gladiator Beasts.   Mirror Force is good bang for your buck removal. It's also similar to Roar in that one card can potentially protect your whole field.   The side and extra deck are a little up in the air. One thing I'm keen on is Grand Mole due to it being an out to Shi En/ Barkion.[/spoiler]
  21. The Reason

    <iframe width="560" height="315" src="//www.youtube.com/embed/PoTp-TaOf_0" frameborder="0" allowfullscreen></iframe>   [spoiler][/spoiler]   Monsters - 27 3x Blaster Dragon Ruler of Infernos 2x Tempest Dragon ruler of Whatever 1x Delta Flyer 2x Chaos Sorcerer 3x Darkflare Dragon 2x Gorz the Emissary of Darkness 1x Black Luster Soldier - Envoy of the Beginning 1x Dark Armed Dragon 1x Red-Eyes Darkness Metal Dragon 3x Lightpulsar Dragon 3x Lyla, Lightsworn Sorceress 1x Eclipse Wyvern 2x Card Trooper 1x Ryko, Lightsworn Hunter 1x Effect Veiler   Spells - 13 3x Reasoning 1x Allure of Darkness 1x Charge of the Light Brigade 1x Dark Hole 1x Heavy Storm 1x Monster Reborn 1x Foolish Burial 2x Mystical Space Typhoon 2x Seven Star Sword   Traps - 0   Extra Deck - 15 1x Hieratic Dragon King of Atum 2x Gaia Dragon the Thunder Charger 1x Number 11: Big Eye 1x Mecha Phantom Beast Dracossack 2x Constellar Ptolemy 1x Number 61: Volcasaurus 1x Tiras, the Keeper of Genesis 1x Gagaga Cowboy 1x Star Eater 1x Trident Dragion 1x Stardust Dragon 1x Scrap Dragon 1x Black Rose Dragon   Side Deck - 15 2x Breaker the Magical Warrior 1x Psi-Blocker 1x Ryko, Lightsworn Hunter 1x Koa'ki Meiru Drago 1x Closed Forest 1x Lightning Vortex 1x Mystical Space Typhoon 3x Royal Decree 1x Deck Devastation Virus 3x Soul Drain     Card explanations (wall of text)     [spoiler]Blaster Dragon Ruler of Infernos - Beatstick, helps me shove it in if I can't get 8000 on board, also helps for 7 star sword and gives me more 7 star targets for reasoning. Destruction effect is rarely used, but is nice if I draw 2 of them.    Tempest Dragon Ruler of Storms - Helps me search delta flyer, another 7 star target for reasoning and seven star sword, and is another recurring beatstick. Search effect is also nice if I need a specific power card like dark armed or redmd, but not extremely relevant   Delta Flyer - It's searchable with tempest, and helps me make cool stuff like star eater and trident. It's also a dragon, and not a very commonly called level. Not a bad hit off of reasoning because it can lead to potential OTKs mid-late game.    Chaos Sorcerer - Removal effect is amazing, level 6 is great, dark is great, also milling it off of reasoning isn't bad either.   Darkflare Dragon - Dark, Dragon, chaos summoning effect, and level 5 gives me a lot of variance with reasoning, and helps make level 8 and rank 5 synchro plays. The removal effect is also great at dealing with tons of niche threats (Bujins, vayu, problem level 3 fire monster, removing your own blaster/tempest for a search, etc. etc.). It's extremely versatile, and works well with the deck.    Gorz the Emissary of Darkness - It's dark, it stops OTKs, it's a level 7, giving me access to big eye, gaia charger and dracossack with the dragon rulers as well as being a target for 7 star sword if I already have board control; it's great   Black Luster Soldier - Envoy of the Beginning - This card  can deal insane amounts of damage, and has a great second effect as well for monster removal. When choosing a deck I really wanted something that could utilize this card, and I feel like it has the most potential in this deck.    Dark Armed Dragon - Setting up your graveyard with 3 darks has never been easier with the dragon rulers. Also a target for eclipse wyvern, and 7 star sword. Being dark and dragon itself is just icing on the cake   Red-Eyes Darkness Metal Dragon - There's too much to say about this card. I'm surprised it wasn't banned on the september list. Hitting it off of reasoning is just nuts as well. It leads to so much of your OTK and push potential, and it is really hard to deal with if you have lightpulsar as well.    Lightpulsar Dragon - Level 6, light, dragon, great summoning effect from hand and grave, if it isn't RFP it's extremely hard to deal with. It helps make trident dragion with delta flyer, and rank 6s with itself or chaos sorcerer   Lyla, Lightsworn Sorceress - Standard s/t removal for almost any chaos deck. Mill effect is great, being light is great, and being level 4 isn't that bad to hit randomly off of reasoning. This card is probably one of the reasons the deck can function as it provides consistent removal and mill all in 1.    Eclipse Wyvern - Not sure how I feel about this tech choice, but being able to remove it isn't so hard with the dragon rulers or any chaos monster for a quick REDMD or dark armed search isn't bad, however it's probably the worst thing to hit off of reasoning next to effect veiler and is pretty terrible if you draw it as well   Card Trooper - Mills, draws, gives me a nice level variance curve at 3 for reasoning and forces a lot of removal. With mass destruction at the highest it's been since...ever (3 mirror force, 2 torrential, dark hole, etc.) this card can really shine by being able to push through those without losing me advantage.    Ryko, Lightsworn Hunter - Ok I lied, this is the worst card to hit off of reasoning. Helps deal with a lot of fucking lame ass cards like ophion and steelswarm roach (if anyone still plays that trash) though. 1 is almost more than enough, it might end up just getting shoved into the side deck in favour of a better option.    Effect Veiler - Tech negation/defense card. It makes black rose with the leve 6s and makes stardust/scrap with the level 7s. The main reason I'm only playing 1 is because drawing more than 1 sucks, and in the next format, I don't see it being as clutch as it was in the dragon/prophecy format   Reasoning - I have liked this card ever since it's release in PGD way back when. It's super fun, kinda novelty, but it really makes the deck have that sort of surprise luck factor. With the numbers in the deck, it curves out a pretty decent randomization, albeit a little level 7 heavy and it's probably one of the hottest turn 1 plays. It can also surprise your opponent based off of what information you've given them (if they've only seen dragon rulers, then you mill a pulsar or if they've only seen chaos stuff and you mill a dragon ruler, etc. etc. etc.) Most of the cards in the deck are decent hits for it as well, making it usually always live.    Allure of Darkness - Standard draw 2 remove 1 dark. Helps boost consistency and dig out of dead hands.    Seven Star Sword - Pretty similar to allure of darkness, but I'm really liking this card in here since gorz and dark armed can sometimes be dead as well. Helps a lot with the consistency of the deck.   Charge of the Light Brigade - Mill + search is almost a 2 for 1 in this deck, although not in direct advantage. Also the artwork is sick.   Foolish Burial - Sending 1 card from your deck to the grave is a lot of the times all you need. The card helps give you an extra edge in graveyard set up at the cost of 1 card in advantage. I personally like it, but I could see it being cut for another monster, perhaps a level 8.    Dark Hole, Heavy Storm, Monster Reborn - Power cards. Don't think anyone can get away without playing them in the upcoming format.   Mystical Space Typhoon - More than ever, this card is going to be necessary in the chaos main deck. Black whirlwind, fire formation spells, more blanket-effect continuous traps than ever, and tons of the older threats like necrovalley as well. Play it well and the card will win you games, simple as that.    Side deck   Breaker the Magical Warrior - More generic s/t removal that's dark. Helps against most decks post-side.    Psi-Blocker - evilswarm is still a deck, and ophion is still retarded good against this deck no lie. Shutting off other cards such as fossil dyna, vanity's, necrovalley, for 1 turn is just clutch as well. Also a wind for tempest.    Second Ryko, Lightsworn Hunter - comes in against stun or backrow heavy decks. Also really helps this decks painful evilswarm matchup.   Koa'ki Meiru Drago - side it in vs. anything dark/light oriented. Also decent vs. evilswarm if they don't draw their stupid 1950 normal monster. Wind makes it searchable by tempest, which is nice as well.    Closed Forest - Comes in against field spell decks, dark world, GK, prophecy, whatever really.    Lightning Vortex - Comes in against bujins, glads, blackwings, anything that can put 2-3 monsters on the field easily or is reliant on an anchor monster or has obnoxious untargetable effects.    Mystical Space typhoon - more removal   Royal Decree - burn, infernity, blackwing, bujin, glads, anything with heavy backrow, just shut it off. Your opponent will very rarely have outs to this card in game 2 since most likely they will have sided out their space typhoons. Overall great card, but can make your gorz dead and makes you extremely susceptible to OTKs. Might get cut down to 2.    Deck Devastation Virus - Fucks mermails. Also all these plant decks that are resurfacing and 3 star fire fists to some degree.   Soul Drain - More mermail hate. [/spoiler]                            
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