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Found 17 results

  1. EVILSWARM   what is evilswarm?   Storywise, Evilswarm or Verz/Vers/Veruz is a mental virus thing that was carried by the Steelswarm and then released upon the DT World after their destruction, reviving monsters from previous archetypes as twisted evil versions with lots of black beetley shells. Spoiler: they all get absorbed into Constellar Rasalhague, who becomes Evilswarm Kerykeion and kills Sophia with the help of Sombres.   Gameplaywise, Evilswarm is a stun deck that's become popular in the OCG due to its incredible lockdown ability and its relative cheapness in Japan. They are basically Dino Rabbit if Dino Rabbit was an actual archetype, with 1950 monsters everywhere, themed protection, and a variety of Xyz with stunning effects, with the biggest boss being able to say fuck you to the majority of other boss monsters. They are fairly slow but they'll tank through many threats.   IMPORTANT MONSTERS [spoiler]   Evilswarm Kerykeion DARK Level 4 Spellcaster/Effect You can banish 1 "lswarm" monster from your Graveyard to target 1 "lswarm" monster in your Graveyard; add that target to your hand. You can only use this effect of "Evilswarm Kerykeion" once per turn. Once per turn, if that effect was activated this turn: You can Normal Summon 1 "lswarm" monster, as an additional Normal Summon. If this card is in your Graveyard because it was sent there this turn, you can Normal Summon 1 "lswarm" monster with 1 less Tribute than required. (You can only gain this effect once per turn.) ATK/1600 DEF/1550   So this guy is pretty much the main reason Evilswarm became its own deck rather than a variant of Dino Rabbit. K-ON here should be pretty self-explanatory: it gives you a huge consistency boost and a quick way to make a 1-turn Ophion or whatever else you need after your original setup. The third effect is lackluster, but it can be used in Steelswarms. If you actually run Steelswarms or something. 3 is best for now given how it ties the deck together so well.   Evilswarm Thunderbird DARK Level 4 Thunder/Effect During either player's turn, when a card or effect is activated (except during the Damage Step): You can banish this card you control. During the next Standby Phase, return this card banished by this effect to the field, and if you do, it gains 300 ATK. You can only use the effect of "Evilswarm Thunderbird" once per turn. ATK/1650 DEF/1050   Note: the current HA07 print says “YOUR next Standby Phase” while the current OCG text specifies “THE next Standby Phase”.   It's Evilswarm's Wind-Up Rabbit! While we don't have a Wind-Up Factory to take advantage of, this guy does come back to the field with 1950 ATK, getting over common threats like Raioh. Being able to dodge everything on a larger body is incredibly handy for trading advantage as well as keeping a Level 4 on the field to go into an Evilswarm Xyz more easily. Run 2-3, this guy's really good at what he does.   Evilswarm Castor DARK Level 4 Warrior/Effect During the turn this card was Normal Summoned, you can Normal Summon 1 "lswarm" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) ATK/1750 DEF/550 A staple in Evilswarm decks for his ability to churn out Rank 4s quickly and take advantage of otherwise clogged hands. He's also a Warrior which is nice thanks to RotA compatibility. Run 3.   Important note: Castor works like Dodger Dragon. Once he's Normal Summoned and in the clear, his effect can't be stopped. This means that Skill Drain activated after his summon won't hurt him, and neither will Veiler. In other words, smart opponents won't Veiler this guy, and the rest may or may not RQ. Be informed and all that :V   Evilswarm Heliotrope DARK Level 4 Rock .ytilaer a maerd rieht ekam thgim yeht taht os ydob a rof gninraey ,sluos mrawsleetS gniregnil fo sthguoht eht era esehT "!etanimretxE !etacidarE !etanimilE" ATK/1950 DEF/650   3 things: He's a Normal Monster. You want Ophion out fast. You run 3 of these as Rabbit targets. He's 1950. He gets over things Sabersaurus and pals could only suicide with. He's an Evilswarm. In addition to getting you Xyz, you can Pandemic him if he needs to be protected.   Simple, but good. 3 is standard for maximum Rabbit efficiency.   Evilswarm Mandragora DARK Level 4 Plant/Effect If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). ATK/1550 DEF/1450   Evilswarm's slowpoke method of catching up to your opponent monsterwise or setting up an Xyz on turn 2. It still gets the job done, though, so 2-3 is best.   In addition to these monsters, most Evilswarm decks will run Rescue Rabbit, Effect Veiler, and Dark Armed Dragon.[/spoiler]   LESS IMPORTANT MONSTERS [spoiler]   Evilswarm Salamandra DARK Level 4 Dinosaur/Effect Up to twice per turn: You can banish 1 monster from your Graveyard; This card gains 300 ATK until your opponent's next End Phase. ATK/1850 DEF/950   Was a more popular card when Evol-Swarm was the more popular deck, due to its Dinosaur typing and Evilswarm status. While it doesn't see as much play today, it's still a good grave manipulator and is tutorable by Fossil Dig.   Evilswarm O'Lantern/Evilswarm Ketos One tributes itself to kill a face-up monster, one tributes itself to kill a spell/trap. They're not awful, but Normal Summons are still fairly tight in this deck, and using these is a 1-for-1 you won't always want to make. If any, run 1 of each at most for spot removal.[/spoiler]   IMPORTANT XYZ MONSTERS [spoiler]   Evilswarm Ophion DARK Rank 4 Dragon/Xyz/Effect 2 Level 4 “lswarm” monsters While this card has Xyz Material, Level 5 or higher monsters cannot be Special Summoned. Once per turn: You can detach 1 Xyz Material from this card; add 1 "Infestation" Spell/Trap Card from your Deck to your hand. ATK/2550 DEF/1650   This guy is probably the biggest reason Evilswarm is as dominant a force in the OCG as it is. Shutting down Level 5 or higher Special Summons shoots down a fuckton of bosses as well as locking out almost all Synchro Summoning. It even means Gorz won't be able to drop down and ruin your day.   Searching for Infestation S/Ts is also quite good, even though you'll usually be searching for one of two cards. However, one is a large consistency booster/Thunderbird trigger and the other is blanket protection so you can keep on plowing through your opponent's small stuff and keep their Megalos and Priestesses crying in their hand.   Also, being 2550 is good for getting over a number of threats, and your opponent may have trouble getting monsters above that extra 50 points. Use this wisely.   Most decks these days are running 3, so the Ophion party never stops.   Evilswarm Bahamut DARK Rank 4 Dragon/Xyz/Effect 2 Level 4 “lswarm” monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up monster your opponent controls; discard 1 "lswarm" monster, and if you do, take control of that opponent's monster. ATK/2350 DEF/1350   A cool Evilswarm Big Eye of sorts. While he's more limited in his range of targets and it's more costly to do so, you do keep the target permanently and Bahamut can still attack. However, he's not always super useful, so he's better as a one-off in your Extra.   Evilswarm Nightmare DARK Rank 4 Fiend/Xyz/Effect 2 Level 4 DARK monsters When your opponent Special Summons a monster(s): You can detach 1 Xyz Material from this card; change that Special Summoned monster(s) to face-down Defense Position. ATK/950 DEF/1950   A handy dude for slowing down your opponent's Special Summoning if Ophion's not doing the trick. 1950 defense means he's probably going to survive for a turn at least. Of course if you get Ophion AND this guy out, your opponent is gonna be pretty hard pressed to Special Summon anything if they want it to stay alive. Another useful one-off.   Evilswarm Thanatos DARK Rank 4 Fiend/Xyz/Effect 2 Level 4 DARK monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; this face-up card is unaffected by other monster effects this turn. ATK/2350 DEF/1350   Kinda the evil counterpart to Constellar Omega, instead of being a walking Lance, he's a walking, uh, monster Lance. The fact that you also run Pandemic means this guy is pretty sturdy if you need sturdiness, but he doesn't directly affect the opponent as Ophion does. Again, a cool one-off.   Evilswarm Ouroboros DARK Rank 4 Dragon/Xyz/Effect 3 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card to activate 1 of these effects. Each effect can only be used once while this card is face-up on the field. ● Target 1 card your opponent controls; return that target to the hand. ● Send 1 random card from your opponent's hand to the Graveyard. ● Target 1 card in your opponent's Graveyard; banish that target. ATK/2750 DEF/1950   This guy is one of those cards that's put in pretty much every Extra Deck as a neutered Trishula that's handy for getting rid of things. Obviously he's quite good, but the only extra benefits he has here are from Pandemic, Terminus if you run it, and the fact that he's a Virus target.[/spoiler]   SPELLS UND TRAPS [spoiler]   Infestation Pandemic Quick-Play Spell This turn, all face-up "lswarm" monsters you currently control are unaffected by other Spell and Trap Cards.   Fukken Lance-itis. This thing is pretty super cool for obvious reasons. While it doesn't have as myriad applications as Lance itself, it blankets ALL your monsters in cozy AIDS or something which gives it an awesome special niche against field-wipers like Dark Hole, Torrential, and Mirror Force.   It's also searchable by Ophion! Lance on demand! That's really good! I guess Ophion doesn't have too many years left to live ;_; Run 2-3, 2 seems to work best.   Infestation Infection Continuous Trap Once per turn: You can shuffle 1 "lswarm" monster from your hand or face-up on your field into the Deck; add 1 "lswarm" monster from your Deck to your hand.   Not only is this a cool card to throw normal monsters back to deck and grab Kerykeion faster, it's also a free effect activation in case your opponent doesn't play anything to let your Thunderbirds jump out of the way. Usually seen at 1.   Infestation Terminus Trap Target 1 "lswarm" monster you control and 2 cards your opponent controls; banish the first target, and if you do, return the second targets to the hand.   Occasionally seen as a cool tech in some Evilswarm decks, it's nice for clearing a field when you've already got things set up or when your opponent has crucial Extra Deck monsters out.   Other common S/Ts include the usual staples, Forbidden Lance, and post-LTGY, Eradicator Epidemic Virus for dealing with Prophecy (and other ST-reliant decks to an extent).[/spoiler]   SAMPLE DECKLISTS [spoiler] Post-LTGY (OCG), slightly updated for March 2013 [spoiler]Monster 22 3 Evilswarm Heliotrope 3 Evilswarm Castor 3 Evilswarm Kerykeion 3 Evilswarm Mandragora 3 Effect Veiler 2 Evilswarm Thunderbird 2 Rescue Rabbit 2 D.D. Crow 1 Dark Armed Dragon   Spell 11 3 Mystical Space Typhoon 2 Infestation Pandemic 2 Pot of Duality 1 Monster Reborn 1 Dark Hole 1 Heavy Storm 1 Reinforcement of the Army   Trap 8 3 Eradicator Epidemic Virus 2 Mind Crush 1 Infestation Infection 1 Solemn Warning 1 Solemn Judgment   Extra 15 3 Evilswarm Ophion 1 Ally of Justice Catastor 1 Gem-Knight Pearl 1 Evigishki Merrowgeist 1 Evilswarm Ouroboros 1 Evilswarm Nightmare 1 Evilswarm Bahamut 1 Gagaga Cowboy 1 Diamond Dire Wolf 1 Maestroke the Symphony Djinn 1 Number 106: Giant Hand 1 Number 16: Shock Ruler 1 Number 50: Blackship of Corn   Side 15 3 Overworked 3 Anti-Spell Fragrance 3 Black Horn of Heaven 2 Mirror Force 2 Droll & Lock Bird 1 D.D. Crow 1 Chaos Hunter[/spoiler]   Pre-LTGY (OCG), slightly updated for March 2013 [spoiler]Monster 21 3 Evilswarm Heliotrope 3 Evilswarm Castor 3 Evilswarm Kerykeion 3 Evilswarm Thunderbird 3 Evilswarm Mandragora 3 Effect Veiler 2 Rescue Rabbit 1 Dark Armed Dragon   Spell 10 3 Mystical Space Typhoon 2 Infestation Pandemic 1 Monster Reborn 1 Dark Hole 1 Heavy Storm 1 Book of Moon 1 Reinforcement of the Army   Trap 9 2 Compulsory Evacuation Device 2 Torrential Tribute 2 Bottomless Trap Hole 1 Infestation Infection 1 Solemn Warning 1 Solemn Judgment   Extra 15 3 Evilswarm Ophion 1 Ally of Justice Catastor 1 Gem-Knight Pearl 1 Evigishki Merrowgeist 1 Evilswarm Ouroboros 1 Evilswarm Bahamut 1 Gagaga Cowboy 1 Diamond Dire Wolf 1 Maestroke the Symphony Djinn 1 Heroic Champion - Excalibur 1 Number 106: Giant Hand 1 Number 16: Shock Ruler 1 Number 50: Blackship of Corn   Side 15 3 Forbidden Lance 2 Soul Drain 2 Overworked 2 Skull Meister 2 Dimensional Prison 1 Forbidden Chalice 1 Fissure 1 Fiendish Chain 1 Wild Tornado[/spoiler]   Ye Olde Evol-Swarm (my own old deck list, you've been warned) [spoiler]Monster 17 3 Sabersaurus 3 Evilswarm Heliotrope 3 Evilswarm Thunderbird 3 Evilswarm Castor 2 Rescue Rabbit 2 Thunder King Rai-Oh 1 Evilswarm Salamandra   Spell 11 3 Mystical Space Typhoon 2 Pandemic Contagion Infestation 2 Pot of Duality 1 Monster Reborn 1 Dark Hole 1 Heavy Storm 1 Reinforcement of the Army   Trap 12 2 Bottomless Trap Hole 2 Torrential Tribute 2 Compulsory Evacuation Device 2 Dimensional Prison 1 Solemn Warning 1 Solemn Judgment 1 Mirror Force 1 Starlight Road   Extra 15 1 Chimeratech Fortress Dragon 1 Stardust Dragon 2 Evilswarm Ophion 1 Evilswarm Bahamut 1 Evilswarm Ouroboros 1 Evolzar Laggia 1 Evolzar Dolkka 1 Steelswarm Roach 1 Gem-Knight Pearl 1 Gagaga Gunman 1 Symphony Djinn Maestroke 1 Number 16: Shock Master 1 Number 39: Utopia 1 Number 50: Blackship of Corn[/spoiler]   [/spoiler]   MATCHUPS (currently courtesy of Kahu, will be cleaned up) [spoiler] FF: Level 4 variation's a bad matchup due to attack flips. This is the biggest thing that FFs have going for them against this deck, as it completely cuts down Ophion's tanking capabilities and Castor and Kerykeion's swarming capabilities, and prevents you from going Bahamut on their asses as they'll still have the ATK needed to kill you. This in turn ironically means that the more raw removal said FF build runs, the more easily you can just rip straight through them with Lance/Infestation spam. A Level 3 variation(assuming Chicken's legal in your area) is a fairly decent matchup, as you shut down their Horse plays and can make quick work of their Spells/Traps with an EEV. Just watch out for the Xyz and the Bears. Mermail: Teus/Tidal/Megalo are shut down fairly easily, as are Gungnir and Dewloren. The question, is obviously whether or not you can hold your own against their Atlanteans. This is why you use Dress, Safe Zone, Soul Drain, DDV and the likes to take them out as soon as you get the chance. Just keep pushing with Ophions. Prophecy: Get Ophion or EEV/Safe Zone/Veiler early, and the game's yours. Fail to do so, and you have to do some dancing. Generally favorable due to the ability to rush with Kery/Castor shenanigns on turn two, make sure you have a way to keep Lily out of the picture. Constellar: Bear and Pleiades rape you to hell and back. Beehive rapes you to hell and back. You obviously want to keep Breakthrough Skill or Fiendish Chain to stop their advances. Preferably the former for flexibility. DW: Ophion, EEV, protection. E-Dragons: Good matchup with protection. Same basic principle as DWs. Protect, then rip, if your opponent does something fishy EEV the fuck out of him and try to stay alive for a counterattack next turn. Wind-Ups: Average match-up. You don't have anything particularly good against them, but you don't have anything particularly bad due to your generally higher ATK. If you can rush them, do so. If you can DDV, even better. Veiler/Fiendish/Breakthrough them at the right time and you should be able to push quickly enough to dominate.   I'll give you Dragunity and Laval shit later. Oh, and the BK matchup is fucking horrible. Potentially worse than the FF matchup, even.   Shit you should be running in the side: Gozen Match(Shuts down Wind-Ups, locks out most Xyz that can kill Ophion, utterly ruins E-Dragons), Soul Drain/D-Fissure/Macro(E-Dragons, DW, Lavals, Dragunity, Mermails, etc. I suggest Soul Drain, personally, as it gives Kery more freedom).   Shit you should probably be running in main/side: Some sort of combination of Dress, Lance, Safe-Zone, Xyz Reborn, EEV, DDV, Breakthrough Skill, Veiler, Fiendish Chain, Compulsory, Mind Crush. Lance makes the FF matchup bearable, strengthens your advances. Dress makes destruction rampant matchups bearable, strengthens your advances. Safe Zone lets you cockblock shit to hell and back. Xyz Reborn functions similarly to Safe Zone in terms of tanking bonuses, but with more flexibility late game. Revive a dead Ophion/Bahamut, keep advancing. Fiendish Chain/Veiler/Skill takes out anything effect-oriented that could give you hell. Breakthrough Skill will prove especially useful in applying constant pressure on a variety of monsters on YOUR turn. Compulsory takes out Xyz bosses, nuff said. Mind Crush is ridic with all the searching, and pairs very well with the viruses. Virus + Crush will take out a large chunk of their hand and render them immobile. [/spoiler]
  2. (EDIT: Original thread can be found here.)   The Dark World archetype began in its most basic form in 2005, in the Elemental Energy set. At the time, the deck had few consistent discard outlets of its own and the monsters' less-than-impressive stats kept them from dominating the format, although they did show up occasionally (such as in Justin Womack's "Aggro Bomb") and they were popular side deck cards to counter cards like Spirit Reaper. In 2011, several new members of the Dark World Army emerged from their hiding place in the Underworld, including their ruthless leader. Although the deck is still inherently combo-based, the new tools the deck gained in the past year are too powerful to be ignored. The Dark World Army Grapha, Dragon Lord of Dark World: Grapha is the commander of the Dark World army. When he’s discarded, he destroys any card your opponent controls, a useful ability that lets Dark World decks forego basic destruction cards like Mystical Space Typhoon and in some cases, even Dark Hole, game 1. And once Grapha is in the graveyard, he can be revived by returning another Dark World on the field to the hand. Snoww, Unlight of Dark World: Snoww is the searcher of the deck, being able to grab any Dark World card - not just Monsters, but also Spells like Gates and Dealings. Grapha as a boss monster is extremely powerful, but Snoww is what makes his army consistent. 1700 Attack is also a decent stat, being able to run over Thunder King Rai-Oh when boosted by Gates. Broww, Huntsman of Dark World: Broww is one of the original Dark World monsters released way back in Elemental Energy in 2005. His drawing effect is simple, but useful for sifting through your deck to assemble combo pieces. Also important to note is that Broww is Level 3, meaning Tour Guide searches him from the deck, either to use for Grapha’s summoning condition or to make a Rank 3 Xyz. Beiige, Vanguard of Dark World: There’s not much too special about Beiige. He’s often played for his ability to be summoned multiple times in a turn, which can lead to OTK’s if there are multiple Graphas in the grave. The fact that he’s level 4 and therefore can be Normal Summoned when you don’t have a discard outlet is an asset he has that Sillva and Goldd do not. Goldd, Wu-Lord of Dark World and Sillva, Warlord of Dark World: Goldd and Sillva make up Level 5 Dark World duo. Like Beiige, they Special Summon themselves when discarded. Some players prefer them to Beiige for the fact that they have 2300 attack (or 2600 with Gates), making them sizable beaters even when Grapha isn’t in the graveyard yet, and tributes for Deck Devastation or Eradicator Epidemic Virus. Other benefits are that multiple copies can grant access to Rank 5 Xyz, and in the mirror match their secondary effects (triggered by the opponent’s discard effects) can be game-breaking. Non-Dark World monsters Tour Guide from the Underworld: Aside from the standard uses of Tour Guide that make it one of the most versatile monsters in the game, Tour Guide also tutors Broww in this deck to bounce for Grapha, and Leviair also has a special place in this deck being able to loop back Dark World monsters that were used and then banished for Gates. Trance Archfiend: Trance Archfiend is another option this deck has at its disposal; it’s a discard outlet, can be a beatstick (reaching 2300 between its effect and an on-field Gates), and when destroyed it recycles a banished DARK monster. It can help get a slow hand moving, but not all builds use it because it’s yet another combo-oriented card. Spells Dark World Dealings: A simple and effective way to activate the effects of the Dark World monsters while sifting further into your deck to draw combos. The main concern with this card is the fact that it can be absolutely devastating in the mirror match if you activate it on your first turn. The Gates of Dark World: Gates was another card released in the Gates of the Underworld structure deck that brought more consistency to the Dark World archetype. It provides even more draw power, and is a discard outlet that can be used multiple times as long as it stays on the field. Dragged Down into the Grave: Dragged Down is a sort-of unique tool that Dark World decks get to run. While the majority of competitive decks focus on manipulating the opponent's field, Dark World manipulates the hand. The ability to preemptively get rid of power cards that the opponent was saving for a big push can be a surprise factor that will win games all on its own. And while Dragged limits the opponent's options, it only increases the Dark World players', since Dragged will trigger the effects of your Dark World monsters.  Also notable about Dragged Down into the Grave is that it's likely going to be your most important discard outlet in the mirror, since it's one of the few besides Gates that won't let your opponent discard their own monsters and gain their crippling secondary effects. Use it to your advantage, and also be prepared to set as  many of your own non-Dark World cards as possible to avoid your opponent's Dragged Downs. Card Destruction: Like Morphing Jar, Card Destruction discards your entire hand of Dark World monsters to create huge advantage plays, but it has far fewer downsides and is far harder to stop. Again, it’s dangerous in the mirror match, but it will win you the game in every other scenario.   One Day of Peace:   A trend that began towards the end of last format and continuing into this format is running (the now-Limited) One Day of Peace in Dark World. In many cases it'll simply act as a fourth Upstart Goblin, while also buying yourself an extra turn to draw more cards (since Dark World decks often run little in the way of protection). The extra card the opponent gains is usually mitigated by Dragged Down, Virus cards, and the simple fact that Dark Worlds can gain enough +1's of their own to negate the +1 the opponent receives.     Traps Reckless Greed: The name of the game for Dark Worlds is draw power. Game 1, the deck usually aims to draw into all of its combo pieces, and ideally Card Destruction, as fast as possible so it can win quickly before the opponent ever has a chance to counter it. Reckless Greed helps to dig through the deck, and at the same time all the digging increases the chances of getting off multiple copies at once. Some players opt not to use Reckless Greed because if you use it prematurely and cannot establish a strong setup immediately, you likely put yourself in an unwinnable situation.   Mind Crush:   Newly Unlimited this format, Mind Crush is significantly stronger in this deck than it is in any other, thanks to Dragged Down into the Grave and consistent Virus targets. With Dragged and Mind Crush both at 3, drawing them together becomes even more likely (besides the fact that most decks will add cards to their hand quite often) and allows this deck to main Mind Crush if the player chooses. Deck Devastation Virus and Eradicator Epidemic Virus: Since Grapha is so easily summoned and re-summoned, he makes the perfect tribute for Virus cards. In a pinch, Sillva and Goldd also qualify for both under Gates. Viruses are risky cards because not all decks are affected by the same virus. Deck Devastation Virus wins games when resolved against Mermail/Atlantean decks, while Eradicator Epidemic Virus is stronger against Fire Fists and the mirror. Looking further into the format, Eradicator's power is boosted by the emergence of Prophecy/Spellbook decks, but Elemental Dragons are relatively unaffected by both Viruses. Which Viruses, if any, get main-decked comes largely down to a meta-call.     Skill Drain: All the Dark World monsters’ effects activate and resolve in the graveyard, so they’re unaffected by Skill Drain. Trance Archfiend’s effect to recycle banished DARKs also gets around Skill Drain, so the deck is generally unaffected by the card.  However, Tour Guide from the Underworld tends to be considered one of the most important tools in the deck, and some decks are less affected by Skill Drain than they would be by other Trap cards, so most players opt to run Skill Drain in their side  deck for matchups where the card is most effective. Dark Smog: Smog is another unique tool the Dark World deck has, usually utilized in the side deck. Going into game 2 against decks like Inzektor or the mirror match, where you generally want to take out cards like Dark World Dealings to avoid giving your opponent extra fuel for their grave, Smog helps you keep a healthy number of discard outlets while also getting rid of their threatening Graphas or Hornet. Bonus: Smog will often distract backrow removal away from the Gates, which is your most important card. Play style: Dark Worlds are primarily a combo-based deck, especially in the early game before a Grapha has been established in the graveyard. The good news is that the combos aren’t so narrow and limited as they are in other “combo” decks, as the combination here is just Dark World monster+discard outlet. Even the most simplistic pair of Broww+Dealings will dig 2 cards further into your deck while placing a Fiend in the grave to use Gates. One of the greatest concerns going into the beginning of the format with Dark World is how to handle the mirror match. It’s often best to explode as early as possible with Dark Worlds because it’s easy to put yourself far ahead of your opponent to the point where they can’t catch up on the first turn, where they can’t counter your plays. The problem is that with the threat of the mirror match, you have the chance to lose yourself the duel by activating Dark World Dealings, which is one of the deck’s most effective setup cards. Generally, if you have the choice of using Dealings or Dragged in your opening hand, it’s best to use the Dragged first to find out what your opponent is running and determine if the Dealings is a safe play. A quick note on simultaneous effects: Simultaneous effects are a common scenario in Dark World because of cards like Card Destruction, and have the potential to become even more common with the mirror match and the new playability of Night Assailant. When multiple Trigger effects are triggered at the same time, SEGOC (Simultaneous Effects Go On Chain) applies. The turn player gets to choose what order effects specifically go in, but this pattern must always be followed: Turn Player’s mandatory effects Opponent’s mandatory effects Turn Player’s optional effects Opponent’s optional effects Also important is that once the order of the simultaneous effects has been chosen, only the last chain link can be responded to, and only the first chain link can be responded to on resolution. For example, if Card Destruction discards the turn player’s Snoww, Broww, and Beiige, and they choose the following order: Chain Link 1: Snoww Chain Link 2: Beiige Chain Link 3: Broww Broww’s effect is the only one the opponent has an opportunity to respond to (with, for example, a negation effect like Evolzar Dolkka), and they could only activate cards on a new chain after the current one fully resolves. This means that Beiige cannot be hit with cards like Bottomless Trap Hole or Torrential Tribute, because the last effect to resolve is Snoww’s search.       Side Decking: Since the Dark World deck is inherently fragile and weak to many commonly-sided cards (such as Dimensional Fissure, Macro Cosmos, Soul Drain, Messenger of Peace, or Level Limit - Area B, in addition to the less-commonly-seen but devastating Gemini Imps), a large portion of the deck's side is dedicated to "anti-side-deck" cards, such as MST, Dust Tornado, and Ryko. Aside from those cards, Dark World have a fairly wide variety of tools that they can include in their sides to counter the opponent's deck, many of which are discussed above. In addition to Dark Smog, Viruses, Mind Crush, and Skill Drain, the deck can bring in Rivalry of Warlords or Gozen Match, if they affect relevant decks, without skipping a beat.       Sample Decklist: (WARNING: September 2012 Format) [spoiler]3x Grapha, Dragon Lord of Dark World 3x Snoww, Unlight of Dark World 3x Broww, Huntsman of Dark World 2x Sillva, Warlord of Dark World 2x Tour Guide From The Underworld 3x The Gates of Dark World 3x Dark World Dealings 3x Dragged Down Into The Grave 3x Upstart Goblin 1x Pot of Duality 1x Trade-In 1x Foolish Burial 1x Heavy Storm 1x Dark Hole 1x Allure of Darkness 1x Card Destruction 1x Monster Reborn 1x Terraforming 2x Compulsory Evacuation Device 2x Mind Crush 1x Deck Devastation Virus 1x Eradicator Epidemic Virus Extra: Standard 2 Leviair, 2 Zen, 1 Heliopolus Sidedeck: 3x Ryko, Lightsworn Hunter 3x Mystical Space Typhoon 2x Soul Taker 3x Gozen Match 2x Dark Smog 1x Deck Devstation Virus 1x Eradicator Epidemic Virus[/spoiler]
  3. Mermail - Discussion   Mermails, and the Atlantean support cards the deck uses, are a deck of almost entirely Water monsters that are one of the top contenders of the new format. The Mermail monsters work perfectly with the Atlantean support monsters, using them to make a consistent and lethal deck.   This card is the heart and soul of a Mermail deck, being one of your ideal targets for Linde and allowing you to discard other Water monsters, ideally Atlanteans, to trigger their effects and and search out an Abyss-sphere or Abyss-squal.   It also worth noting there is a quick and easy OTK with Megalo: - Special Summon Megalo - Normal Summon Deep Sea Diva, which Special Summons Atlantean Marksman - Tribute Deep Sea Diva to allow Megalo to attack twice - Marksman attack directly for 1400, bringing out Dragoons with Marksman effect - Dragoons attack directly for 1800, then Megalo twice for 4800 - 1400 + 1800 + 4800 = 8000   Another card that was originally overlooked, this guy is very useful for getting your plays rolling. He is a very good opener with an Atlantean to trigger, and searches out Abysslinde, Abysspike, or Abyssgunde to get your plays rolling.   Somewhat comparable to Tyannial in Plants, but far easier to get out of your hand in a deck like this. Also doubles as another excellent target for Linde or Sphere, and a great target for Gunde. The effect can be very useful to trade an Abysspike for a card before going into your Rank 7. Be wary of his defense before searching him everytime over Megalo simply because he has more attack, as he can be outed by things Megalo cannot (Maestroke, Book of Moon + Monster, or even a Tsukuyomi).   Abysspike is a good target for Linde & Sphere, and allows you to get your deck rolling by searching out Linde, Marksman, Gunde, Undine or whatever you need. A very simple but effective card.   Abysslinde is one of the main cards that gives the deck stability, letting you searching out your Level 7s or Pike to get your hand rolling.    Abyssgunde was an overlooked card, but with the advent of Abyssteus this card becomes far more consistent. Neat tricks include discarding Gunde + a Level 7 Mermail for Megalo, searching for Megalo and triggering Gunde to get back the Level 7 you just discarded.   Tour Guide for Sea Serpents, gets great targets with Marksman/Infantry, and also happens to be searchable with Dragoons. The card is rather self explanatory but nevertheless very good in Mermails.   The heart and soul for the deck, opening with Dragoons + discard outlet drastically increases your chances of winning the game. Searches out Megalo, Heavy Infantry, Marskman, Diva, and Leed. There is absolutely no reason not to run 3 of this card ever.   A great Diva target, good with Teus/Megalo/Pike to clear out backrows and can also be summoned just to push with for damage with Marksman + Dragoons.   This card is very good obviously, but the problem is that it isn't always something you want to draw. Unlike Marksman who you can summon for to push, you really can't do a lot with this card by itself. Most builds only play 1 copy to search it when wanted, although if the format develops to a point where almost everything is played face-up more Infantry could be ran.   This card has fallen out of favor due to the advent of Mono Mermail, but Undine itself is still amazing due to the fact you will see Dragoons more frequently. The problem is having to play Genex Controller, drawing Genex Controller, having to summon Genex Controller, and the fact that Genex Controller exists. In spite of that, Undine itself is still an incredible card in this deck.   [quote=][/quote] Obviously a very powerful card, but due to the Mono version of the deck not seeing Dragoons as often this card can be inconsistent in that version, which has caused it to be cut in most builds. It is still a ridiculous card and obviously an excellent choice if you play Undine.   =====   Spells & Traps   A very nifty card that is searchable via Megalo. Allows to you push for game, setup Xyz/Synchro plays, or even just get an Abysslinde when your opponent attempts to enter their End Phase so you can destroy Abysslinde in the End Phase for a free Mermail monster of your choice.   This card only really shines in the Mono Version, but in Mono it is basically a searchable game ender. Things such as getting back 2 Level 7s and Abysslinde, making a Rank 7 then letting Abysslinde get destroyed in the End Phase will flat out win you games. You would probably never want more than 2 of this card due to the fact it can be dead early game and requires grave setup, plus you can search it with Megalo when you really want it.   The rest of your Spell/Trap line will be filled with basic "staple" cards such as Storm/Reborn, and a maybe a few tech cards depending on which you decide to play.   =====   Notable Extra Deck Cards:   One of the main perks to running Mono over Undine is that you get to make this guy a lot more. This card is good for obvious reasons, and especially effective in the mirror since none of their Level 7 guys or Diva Synchros can attack it while it still has material.   This card may not seem like much on paper, but it is a very neat and effective card in game. You can do dirty things with like Dewloren + Abyss-sphere, or going Diva into Marksman attack directly get Dragoons, making Dewloren Main Phase 2 to return Marksman to your hand to threaten a set the next turn with Megalo/Teus. Another neat play is to have Dewloren with Abyss-squall, flip Squall for 3 Mermails then return them all to hand for 3500 Dewloren and proceed to combo off on your opponent with a loaded hand. These are just examples of things you can do with Dewloren, there are potentially many more that can come up in games.   Easy to make with Diva, and you can discard Atlanteans and Gunde to destroy cards and trigger their effects. Simple but effective.   In spite of being one of the main anti-Mermail cards, it also happens to be very good in Mermail because you can detach an Atlantean Dragoons and search for Dragoons. Seems awkward to make but between Pike, Dragoons, and Armory Arm it is not overly difficult and obviously is very effective in the mirror ontop of triggering Dragoons.   If you've ever been hit by Armory Arm + BLS, you know how deadly it can be. Since Megalo's secondary effect lets him attack twice, Armory Arm + Megalo is also very dangerous and can quickly end games. This card's level is also very relevant in making Abyss Dweller with Dragoons.   Other usable Extra Deck cards: Ally of Justice Catastor Armory Arm Bahamut Shark Black Rose Dragon Daigusto Phoenix Gachi Gachi Gantetsu Maestroke the Symphony Djinn Mermail Abysstrite Mist Wurm Number 11: Big Eye Number 17: Leviathan Dragon Scrap Dragon Stardust Dragon T.G. Hyper Librarian Wind-Up Zenmaines   =====   Siding   Siding with Mermail can be tricky, since oversiding can result in you weakening the power of the deck too much, which you obviously do not want to do. Your Side is normally going to consist of cards that get rid of your opponent's sided cards (such as Dimensional Fissure, Banisher of the Radiance, etc), cards that help you grind out the game so you can live long enough to see those cards, and cards to stop you from dying in the mirror.    Common Side Deck cards: Deck Devastation Virus Dust Tornado Maxx "C" Mind Crush Messenger of Peace Snowman Eater Soul Taker Tragoedia     Additional notes: http://articles.alterealitygames.com/?p=20230 - A very informative article to learn Mermail rulings before playing the deck.
  4. Okay, so, Patrick Hoban actually took first, but in a lot of ways, this tournament was a first for me. It was my first WCQ ever, it was the first event where I truly felt like I was really that far ahead of the competition, and it was an event in which I took first place in swiss after going [spoiler]undefeated.[/spoiler]   If nothing else, the people I was talking to in testing for this event inspired me with confidence to the point where I felt like I could not do badly this weekend. So I went into the event brimming with boldness and high hopes for doing well. Everyone around me was really curious as to how I was so confident, but I just was, I can't explain it.   So, on that note, before I begin my report, in no particular order, I would like to extend my thanks to the following people:   Alex Juneja, (A Loli) for basically buying my hotel/flight accommodations and piloting my build with me, and being an excellent friend, roomm8, and testing partner. And cat shirts. Fucking cat shirts. Tony Russell, for inspiring me to be the Best In The World. Jeremy Thibeau, for being one of the best teammates a guy could ask for, and one of the many who gave me the confidence to keep going each and every round without fail. Gilles Gibeualt, for lending me his spellgrounds mat, and later giving it to me as a gift for my performance. All the cards he has lent and is lending me, and again, for being such a friendly and excellent teammate, pushing me to be my best. Brady Brink, for being #1 team mom. Brady, I truly love you c: I'd like to think when you hugged me you had chosen me as your new favorite of the bunch heheheh. But if it weren't for you, I would've never joined Starless which drastically shot up my level of play and was necessary to get to where I am. I enjoyed meeting everyone from the Brady Bunch and I love all of you. Scott Pulera, Chris Hentz, Jon Weigle, John Hubbard, Mike Steinman, Chancy Wigglestove, Brandon Ball, Luke Feeney, Marcus Wheeler, even Jamie, and Tedmund (yes, even Envious) Richard Clarke, for being infinitely supportive of the coming of the Rapture, to the point where he used a favor with a judge to get me a feature in my very last match of the tournament, even though that shit got frayed by my opponent not being able to wait to play up at the feature table due to the possibility of him missing his flight (fuck) and for his gift of Scapegoat poker chips. Patrick Hoban, for being the deserving player of his Nationals win, and for being super friendly with me, and for taking the win not for DGz, but for himself, which he absolutely truly deserved. Wouldn't have minded the championship myself, but I do congratulate you, Patrick. Best of luck at worlds. Jono Ritzau, for being Jono. 'go jono' Shane, for being a bro and betting on me for cash matches hehe BJ Wilson, for showing me this deck initially, and just being a really cool friend. ygo dueling boden because 'ok' Josh Graham, for being really fucking annoying wanting to test all the time and forcing me to practice like crazy for this event as well as just being a good mentor. Christian Centeno, for being the first person I truly thought of as a reason to aspire to get better at the game back when I was just starting out. Absolutely everyone I met from DGz, as well as those I didn't meet, for being super cool, giving me tylenol, and for lending me your energy to power up the ultimate Spirit Bomb to destroy ygo. All of my opponents. Fortunately, every single one of my opponents that I played throughout all 11 rounds of swiss were super nice, never sharked me on a thing, knew all their rulings, and were extremely courteous. I think across all my matches all weekend, I called a judge for a ruling one time, and that was because I was unaware Spellbook of the Crescent didn't reveal the card it added randomly. Truly, I couldn't have asked for a better weekend in terms of sportsmanship.   On to the report, however. A short list of what happened in the interim of the rounds I play in: -Unfortunately, just about everyone from the Brady Bunch gets cheesed out of the rounds early on, and End of the Line is pushed to the line by like round 4/5 at x-2, so they had to play with the pressure of the bubble. A number of them played in side events and saw success in those. Jeremy took a Blue-Eyes Toon Dragon defeating Jeff Jones and Billy Brake in Attack of the Giant Card, and Garon Williams won a Win-A-Mat with a 60-card deck that his friend paid for his nats vacation to pilot (LOL) -Alex buys an authentic spellgrounds only to find out that it has a noticeable brown stain on it, which Gilles refers to as the 'poop mat'. Alex experiences immense buyer's remorse. -Gilles asks Julien Lafon if he had any foreign Maestrokes tehe -Brady shows me this sexy fucking penguin mood ring that told us he was 'happy' at a yugioh convention. 'oh' -Alex manages to sell the cursed poop mat for $250 to someone who believed it was Billy Brake's mat previously ROFL -Our limo driver informs us that Essex means 'making sex to the ass' -painkillers -bathroom trips -painkillers -snacking -painkillers -Shane gets cheated by some faggot in a match where he goes for game with Blaster + Draco + Tidal, and the guy lies and convinced the Judge + Head Judge that the Blaster was summoned visa vi Burner and not by its own effect :|... -holy shit I was sore, more painkillers? -Tony holds up his CM Punk "Best in the World" shirt behind me when I play in my top cut. -Alex plays heroes with no miracle fusion at a side event and beats someone with it. -Alex and Tony get a picture of a dude with fake tits 'okay'   AND NOW   THE EXCITING YUGIOH DUEL MATCH GAMES   R1: Aaron Riker vs Evilswarm Dice Roll: Win G1: I open rather nicely but he has Maxx, so I give him a +1 to Rejuvenate for 4, and pass. He sets three and passes. I Storm, force Judgment, and then Blaster a Compulsory. I play into a Maxx again, and make a Draco only to get it TT'd, but since he's at 4k, I summon Redox and Tidal for game. He scoops. G2: I figured it was either Swarm or just Books with mained Maxxes. The latter seemed less likely, so I sided just blockers and Typhoons. He summons a Rabbit and makes an Ophion, setting 3. I Sarc a Redox, Card Destruction + Rejuv, and draw into my outs next turn. La Tormenta Fuerte gets it in next turn after I take menial damage, and Blaster does its thing.   1-0   R2: Aaron Riker vs Herald of Perfection Agent Dice Roll: Win G1: I go for a Lightning > Tempest play and he maxxes. I have a veiler and just decide to freeze. He summons Venus (hah) and makes a Gachi and passes back, giving my tempest back. I think he Maxxes again, but can't get past Tempest's meager 2200 defense (lol) and I just pass back until I can make a Big Eye that gets heralded, and another that doesn't. He summons a Hyperion and I Veiler and he scoops it up. G2: He opens Rescue Rabbit into Lavalval Chain, dumping Advanced Ritual Art and then plays Preparation of Rites, giving him a t1 Herald which I can't pass. The only time this entire weekend I missed Red Dragon Archfiend ( : ( ) I basically play baby beat as long as I can without making any real plays until he otks me with Reborn + a vanilla + Herald + electric virus for like 7000. Grody. G3: I open double dracossack backed by a veiler, and Electric Virus just doesn't really get him there. He just plays defensively, and Draco punishes him pretty quickly.   2-0   R3: Aaron Riker vs Chain Burn Dice Roll: Loss I haven't played really anything truly real yet, Evilswarm being the closest thing to it, but it's whatever. Even at nats, I guess the variation with rogue is pretty huge. G1: He sets 2 and passes, and I Storm, intending to otk, but he flips Jar of Greed and Threatening Roar, so I'm like 'oh'. I make Scrap and Draco and continue popping things for the entire game for free essentially, but he keeps chaining most of it, getting me down to 700 LP with him still at 8000. I know he has a Scarecrow and he gets under Reckless multiple times throughout the duel, so he's forced to topdeck the burn card for game. Trying to play around Just Desserts, I make a Dracossack in defense, tributing both my Scrap and my previous Draco to summon Redox and summoning Blaster, intending to never make tokens with it. He sets one, passes, I shoot Sack off immediately, with 2 Secret Barrel gone, and basically that and and Chain Strike being the only things that can just outright kill me, and it's Desserts. I Card Destruction his single Scarecrow away and he draws a trap so he scoops. G2: Eradicated. Devastated. Crushed.   3-0   R4: Aaron Riker vs Tinplate Gadget Dice Roll: Loss Still nothing 'real' yet, lol. Have to give this guy credit, he was brimming with courtesy. Absolutely one of the nicest opponents I met all weekend. Even when he lost, he had a smile on his face and congratulated me, and that's just a little thing that I appreciate a whole lot. G1: I don't remember all -too- much about this game, but all I see is an Offering when I Draco it, so I flop between it being Madolche and Gadget. I boarded out my Maxxes when I won and just boarded in Typhoons. G2: He goes Red Gadget, I Veiler, he Kagetokages on summon, and makes King Feral, searching another one. I open kind of poor, and he searches a second on his turn. He Shock Master's me, hits me for 4600, I hole, and he re-establishes with a Kycoo almost immediately. I can't do all too much, so I scoop it up. G3: I Deck Devastate pretty early, hitting a lone gadget, but I get a ton of information (Emptiness, Gearframe, Fortress, Compulse, and Torrential) I veiler Gearframe, he hits for 1800. I play into Vanity's and Blaster something else, leaving him with just the compulsory, and set Book and Pass, feeling pretty safe. He tops Reborn to get back his Gadget, normals the 2nd one, and searches the third. He makes Shock Master, and I book on summon. He drops his hand to make Fortress, and hits me for 2500. I 141 Storm Compulse, empty my hand to Big Eye his Fortress, and synch it with a Veiler for Scrap Dragon. He draws Kagetokage, loses it to DDV, and concedes.   4-0   R5: Aaron Riker vs Spellbooks Dice Roll: Win G1: I think I recall Rejuvenating for a bunch here and getting pretty far ahead. His Spellbook nuts are pretty strong, but Card Destruction ravages him a few turns later, trading his nuts hand for a hand of a bunch of dead cards and 2 Upstarts, which net him 2 Crescents. lol G2: He Solemns my Eradicator, but I just continue banishing all my Dragons away just to hit for damage and he's at like <2000 when I drop Blaster + Psi Blocker on him through his Kycoo for game. This guy was Nicky Reardon's older brother, so in a way, I got my revenge for losing to a 13-year-old at YCS Miami by beating his kin. Felt so liberating.   5-0   R6: Aaron Riker vs Constellar BACK TO NOT DRAGONS/BOOKS WE GO G1: He makes a Pleades and I Storm + Book? I don't recall too much, but I savaged pretty hard. G2: He makes a Pleades again and shotguns Vanity's in the Draw Phase, which is weird, but w/e. I lightning vortex his guy, he bounces Emptiness, hit him for a few with my guys. I think he clears my shit with hole, and then sets 2. Again, shotguns Vanity's in the DP, but this time with Iron Wall as well. I look at my set MST and I'm like 'well'. I think I gamed him with a Blaster, a 1200 Paladynamo, and a Reactan. Really odd, honestly.   6-0   R7: Aaron Riker vs Constellar Dice Roll: Loss 2 Constellar? Even weirder. This guy was AJDaBoneless on DMG/DN, who I'd constantly berated online, but once he introduced himself, not knowing who I was, for lack of reading the back of my shirt (this is all after the match, btw) he got pretty mad at me for being such a dick to him so I told him I'd hug it out and promise not to be such a faggot online to him and he forgave me since we actually had a pretty cool match and enjoyed each other's company in person. G1: Storm? that's about all I recall. He beat with Kaus some and that was more or less it. I hate writing about Storm but with the build I ran, I really focused on digging for my best cards as quick as possible, and saw it in about half my matches, honestly. G2: I'm in a weird position where I kill a Mind Drain and he has Sombre floating (and ready to become a Pleades), an actual Pleades, and a TKRO. When I kill Mind Drain and start doing things, I get Maxxed and am at 1050, so ew. Nonetheless, I gun it, and clear his Rai-oh, Big Eye his Pleades after forcing it, and leave him with the Sombre. He makes a Paladynamo, which gets Pleades'd instantly. He sets a new monster, sets 3, and activates Zombie World. I used Storm to kill Mind Drain because I had to, but Rejuvs had given me three MSTs, so that was kind of nice leol.   7-0   R8: Aaron Riker vs Spellbooks Dice Roll: Loss G1: He plays around Droll well and has a pretty good hand. I have hole but no real push, so I decide to hold it, which backfires on me when he just gets Wisdom the next turn. I don't really do all too much and he wins out. G2: Eradicator steals the game in about 5 minutes. G3: I clear everything he has with Secrets Eternity and Tower in his hand, and I set DNA Surgery, which I shotgun in the Draw Phase, and he rips MST for. However, he didn't have enough shit to do with those 3 cards and lost out in the advantage race and conceded.   8-0   So the round ended for the day, and I was undefeated, Jeremy, Gilles, BJ, and most of their hotel group had dropped, and Alex was at X-2-1, having lost to scrub winston who went Monk > Monk > Kycoo into Shock against him. Alex day 2s but loses out R9/10 I believe to a retard running 3 Priestess, Gold Sarc, and Herald of Green/Purple Light in his sideboard (well ok)   R9: Aaron Riker vs Spellbooks Dice Roll: Loss How have I not played a mirror yet? Is this Miami again? G1: I actually don't remember a ton about this game, but I recall not being able to deal the last bit of damage I needed to do to cinch it, and he wins. G2: He has Tower and I have Eradicator, and he acknowledges it, but admits he can't play around Eradicator, so he attempts to activate Tower, and hopes it's a bluff. It's not, and he scoops. G3: Storm + Vortex + Reactan clears everything he has, leaving him with a meager amount of cards left to play with, and I just play baby beat and take it. He was siding Imperial Iron Wall, which is a thing in the OCG iirc but it never really presented me with much of an issue.   9-0   R10: Aaron Riker vs Dragon Ruler Dice Roll: Win MIRROR MIRROR ON THE WALL G1: I think I just Rejuvenate for some here and get ahead and he doesn't really catch up. G2: I Deck Devastate him and Crimson Blader free of fear, and lock it up next turn, despite him clearing Blader with Blaster+Blaster. He sarcs a Scarecrow so he can get protection once DDV is in order, but he never gets to see it hehehe   10-0   R11: Aaron Riker vs Dragon Ruler Dice Roll: Loss G1: He opens kind of funky, and goes for Burner into Blaster, Rejuv for 2, pass. I open a hand where it's like I can't really do anything other than punch for game, so he maxxes, and I make Colossal, Blaster, and Tidal. I don't get fucked by a Scarecrow and we move to G2. G2: I think I get DDV'd and lose out. G3: He locks me with Vanity's rather early, as well as TRA, and beats me down, and I feed him LP by setting babies, which is gay. Eventually I draw the Blaster that I need, and I make Big Eye after bringing him to 7200. My life is only 5300, with my 2 sets, Book and DDV. I hold them for as long as I can; at some point he thinks they're both bluffs as he makes Crimson and swings, which I respond to with DDV + Book on his Crimson, leaving me with 2600 and him with nothing really relevant. He rejuvs for some, but doesn't draw into anything that can save him due to Virus. I Blader him myself next turn, clearing his whole board, then just game him next turn.     11-0   They announce the Swiss standings with me in 1st place, so I get to shout 'THE RAPTURE IS COMING' when they yell my name and the crowd applauds me. I'm on the top of my fucking game right now, and I have 0 intention of stopping here. We finally go to the top cut, and I'm looking forward to going as hard as I can.   T64: Aaron Riker vs Spellbooks (Jard; tsgreen) He introduces myself and all my teammates are heckling him saying like "REVENGE FOR TOC" and shit but I try not to give him any shit as he seems pressured, lol. He has no confidence in playing me and I tell him he absolutely should, as he's made it this far; even 64th is still something. Dice Roll: Loss G1: He gets the Spellbook stuff goin' and I get the Dragon stuff going. Card Destruction gets me limited cards and that's pretty sick. G2: He gets the book stuff going pretty well, locking me with Mind + Difi, but Card Destruction is once again a true nigga, and gives me some sick pulls, I double rejuvenate for 2 apiece, and lock him with Surgery (plus he has 2 difi drain and star hall, so he's clogging his backfield a bit) He Jdays for 1 and loses all his blue boys to difi and I just beat with reactan and stream for a while for 7000. Sorry Card Destruction was a card, Jard, but you did play well, and I appreciated meeting you.   12-0   T32: Aaron Riker vs Dragon Rulers I may be getting these two games mixed up, all I perfectly recall is that it was 2-0. Dice Roll: Win G1: I start pretty far ahead with a Rejuvenation, and have hand traps aplenty. Doesn't last too long. G2: He has Gaios and hits me for a lot, bringing me to 1800, and attempts to game me through Maxx, but some crucial veilers keep me in there. He has a Scrap that becomes immensely useful. I pop my Scrap and his Gaios, which he Veilers, but I have the book. I then steal his Scrap with Big Eye, use it to pop Eye + his last guy, and I put over 10k on the board.   13-0   T16: Aaron Riker vs Dragon Rulers Dice Roll: Loss G1: I go for a game shot and get scarecrow'd, which is saddening, but I grind it out for a while, rejuvenating several times, but I pop a bluff Card Des early so I don't really fear decking out. Eventually, he has just a sack on the board after I hole, then I get everything out of my hand, Card Des his 6 card hand away with 9 in his deck, and he loses 2 veiler with 1 in grave. I make a Blader with a Redox'd Veiler and a Tempest and win out after I resolve it. G2: Colossal + Vanity just goes really hard for a looooong while, to the point where he's at 800. He eventually Blasters my Colossal, but goes for Blader with my stream on board, and I veiler, and game him next turn.   14-0   ONE   MORE   FUCKING   WIN   T8: Aaron Riker vs Spellbooks Dice Roll: Loss G1: I tell him 'I'm thinking' about after every search. He reads that I really don't have Droll, but does decide to go for a Jday for 3 that plays around Droll with Hall/Tower/Fate. I Card Destruction 5 dragons away, and double rejuv off my draws, and end up having storm and other shit to really establish my shit. I storm, he starlight roads. :|   :|   :|   :|   I was on tilt, but I knew it wasn't that far out there, but I get blown out even though he can't get the SDD out due to Jowgen. G2: I Tempest ditch Blocker and search Blaster, Redox my Blocker back, call Magician, and set typhoon. He has Kycoo (:/) and kills my blocker. I big eye his kycoo next turn but I don't have the eradicator to really get in there, and end up getting my field blown to shit by Priestess and a 2nd Kycoo (ugh) I Blaster away Jowgen, clear Kycoo with a Tidal, Dracossack his Priestess while he has Secrets, Hall, Hall, Life in hand, Tower on field, no backs, and no monsters. I have Surgery active, and he draws Storm off Tower. I was super super upset, but it's whatever. He had life for priestess anyway, and I probably was losing honestly with no shit in hand, but storm allows him to kill that turn as I'm at about 4600 life.   14-1   So I'm informed I still have a shot at worlds, I just have to win out in my loser's bracket, which has 4 Dragons in it, with the top 4 being 2 Books and 2 Dragons. Rich Clarke (Draigun) talks to me and asks a judge a favor and gets me a feature basically pushing the appeal of a "player who went undefeated in swiss, and just suffered his first loss in top 8, and is now on the bubble for the world's qualifier". The judge totally goes for it, and Rich tells me that I got the feature and I'm fucking ecstatic because I've been wanting one for the whole fucking nats, and the feature writer has covered the goddamn Madolche player FIVE FUCKING TIMES and me a grand total of zero, because apparently going undefeated in swiss isn't "unique" or "special" if I'm not running a suboptimal tier 2 pile. Unfortunately, this feature gets fucked because my opponent just so happens to have a flight to catch pretty soon, and we had to wait for the Dragon Duelist ceremony to finish before we could start our feature, so our feature gets canned so we can play during the ceremony. I was super bummed about that, and also on tilt because of road and storm in the respective games of my top 8 match, so I wasn't extremely happy at that moment, losing a lot of the steam that I had built up over the weekend.   Worlds Playoff, Aaron Riker vs Dragon Ruler Dice Roll: Loss G1: He makes a Redox and rejuvs for 2. I open a mediocre hand where I can basically go for it or turtle and lose. I go for it, he has maxx, and I'm able to make Ancient Sacred Wyvern, Tempest, and Tidal, but he has the Veiler and lives with 900. He goes, does a lot of shit to my field, but I Veiler his Big Eye. I top a savage hole and summon Tempest + Reactan to play around Book only to lose to Scarecrow :/   Okay, this is where my confidence just took a deep drop in the shitter. I was one gameloss away from leaving with some mediocre prizes and being a world's alternate, because someone would obviously just pass up the chance to go, right? But I thought to myself and wondered if I had really come that far to just lose right at the very worst possible point. I couldn't. I fucking refused. Fucking no.   G2: My spirits are lifted a little when I get some cheers from my friends across the border, and I open rather nicely. I ditch reactan and stream for Redox, summon Veiler, make Colossal, set DDV, and Rejuvenate for 2. He reads a vanity's, so he tries to play around it. He Reactans, which I allow, and he still thinks it's a Vanity's, so he ditches double Tempest for Burner, at which point I DDV. He loses the Burner and is left with solely a Blaster, which is the only color remaining besides Redox, which he didn't want to summon due to his low dragon count. He summons Blaster and hits me for 2800, and passes. I steal both of them with Big Eyes, cutting his access to colors besides Tempest while he has 0 cards in hand, planning to kill him next turn. He draws a Corsesca and loses it and scoops to g3.   Alright.   Alright.   I can fucking do this.   G3: I can't fucking do this. My hand is Maxx, Rejuv, Rejuv, Vanity's, and Book. What the actual fucking shit. I'm going to lose my shot at worlds because I opened one of the worst hands my deck could give me? That's fucking fair. Nonetheless, NONETHELESS, I decide to see if I can so much as play it out. He goes for Burner > Blaster t1 and Rejuvs for 2 twice, ditching Blaster/Redox in EP. I draw another Vanity. Oh. That's cool. Helpful. I know there's literally only one hope. I have to get him to commit a +1 to Maxx and dig out some live cards before I just die. I set Book + Vanity and pass. Blaster Bounces, and he goes for Reactan, which I can't Maxx or he'll just freeze. I allow it, he makes Scrap, which I'm forced to Book. He thinks for a bit and decides my backrow isn't relevant. He summons Blaster, which I maxx. He Redoxes back another Blaster, and I draw. He has Tidal and Tempest remaining, so he banishes for Tempest to do exactly 8k. I look at my new Blaster + Veiler, and realize if I can top a baby, I can make something out of this. I Vanity the Tempest and eat 5600. I draw.   Burner.   Holy shit. I don't even care that it's not even another color. It's fucking time. I activate Rejuvenation right away to clear Emptiness, Burner into Blaster, make Colossal with Veiler, and kill both Blasters and Scrap. I set Vanity and activate the second Rejuvenation, drawing DDV and Heavy Storm. I am PUMPED as fuck right now. He lightnings, so I chain the new Emptiness. There's 1 Blaster banished and 2 graved. Outside of storm, he's got jack shit. He sets one and passes. I draw, poke for 2800, and set DDV. He draws again, and passes. I storm, chaining DDV to hit his Veiler/Electric Virus, and I put 5200 on board. He offers the handshake. I let out a huge sigh.   I made it.   I fucking made it.   God damn.   I walk across the stage holding a CM Punk shirt in my hands that says "Best in the World" on it, courtesy of the Thunderclap, Papa Tony, and collect all my winnings (free iPad, neat) I sign a lot of things like DDVs and Colossals (lol) and I watch Hoban 2-1 the Spellbook player in the finals. Congrats to Hoban, excellent work, sir.   I sell Shane my autographed t64 playmat with Paladynamo (#theraptureishere #autism(everyone)) for $140 (<3 Shane) Gilles gives me the Spellgrounds mat that I borrowed as a gift for my performance over the weekend and allows me to keep the cards I borrowed for the time being, so I can test for worlds and stuff. I think some guys asked me for a deck profile, but I never found them after they asked me right before my t8 so that isn't happening, though I think Alex may do one with me sometime later. Jeremy and Gilles and BJ and Alex and Tony and EVERYONE wishes me the best and worlds and we all go our separate ways. Love you guys. Seriously.   Last, but certainly not least, a decklist.   http://www.youtube.com/watch?v=WlgtoX-3XB8   3 Blaster, Dragon Ruler of Infernos 3 Tidal, Dragon Ruler of Waterfalls 3 Redox, Dragon Ruler of Boulders 3 Tempest, Dragon Ruler of Cyclones 3 Maxx "C" 3 Effect Veiler 2 Reactan, Dragon Ruler of Pebbles 2 Stream, Dragon Ruler of Droplets 2 Burner, Dragon Ruler of Sparks 2 Lightning, Dragon Ruler of Drafts 1 Dragunity - Corsesca   3 Super Rejuvenation 3 Gold Sarcophagus 3 Sacred Sword of Seven Stars 1 Card Destruction 1 Dark Hole 1 Book of Moon 1 Heavy Storm   3 Mecha Phantom Beast Dracossack 2 Number 11: Big Eye 1 Gaia Dragon the Thunder Charger 1 Mermail Abyssgaios 1 Crimson Blader 1 Colossal Fighter 1 Scrap Dragon 1 Thought Ruler Archfiend 1 Black Rose Dragon 1 Ancient Sacred Wyvern 1 Karakuri Shogun mdl "00" Burei 1 Armory Arm   3 Eradicator Epidemic Virus 3 Mystical Space Typhoon 2 DNA Surgery 2 Psi-Blocker 2 Vanity's Emptiness 1 Swift Scarecrow 1 Deck Devastation Virus 1 Lightning Vortex   Explanations, I guess. I wanted a build that emphasized consistency more than anything. Tech choices like Chalice, Breakthrough, Enemy Controller, Vanity's Emptiness, and Scarecrow mained were omitted because I simply wanted the best game 1 build I could possibly have, and this truly truly got there. Game 2 I saw side cards as much as I wanted. Chalice sucked because everyone was aware and put their sacks in defense as to not get decked out, and breakthrough sucked because holy shit people are far behind. I would play econ or vanity's in a heartbeat, but their relevance in the Prophecy matchup is just non-existent. Scarecrow was something I'd like to have mained 1 of, but there was simply no room, and 41 is bad for quite a myriad of reasons.   3 Sarco 3 Sword 1 Card Destruction was absurd for thinning power. I hit storm so many times it was unreal, and I absolutely loved that ratio. Will probably not go back on it for world's, but I've yet to see what testing yields.   Nothing in the main was really unique. Probably the best card in the deck was Card Destruction. All but one time I resolved it vs Books it flat out decimated them, and the one time I had it g1 vs the mirror was absolutely crucial. Other than that, because the choices were so standard, there's nothing really to say other than consistency is the key.   Eradicator was nuts in the side. I feel like I could've sided 2 and been fine, but it's such a blowout if you're not a retard. Not much needs to be said. Typhoon should absolutely be at 3 in the side, because cheese traps like vanity/iron wall/gozen and difi are real and you need to be able to fuck that shit up. I would absolutely not side 2. Surgery was meh. I was super hyped for it, then ARG went and posted two fucking articles about the card causing it to sell for $10-15 at the venue and the vendors were all sold out of them. Book players were all aware and had Typhoons boarded in every time and it sucked unless it could go uninterrupted. That, and Priestess being a card left me generally unsatisfied. Vanity's was Oppression. Literally fucking insane. Blocker was also insane. I would not cut that card at all. Lightning Vortex was so-so. I had to concede that Wisdom was really huge, but when it got there, it got there. It was also pretty decent vs rogue. Definitely better than Last Day by miles. DDV was the stone cold Steve Austin's. Swift Scarecrow was a card I wish I sided 2 of so I could've seen it more consistently, because gameshots are scary as fuck and Scarecrow is such an excellent punisher.   And with that, I think that's my full report.   Thanks for fostering the player that I am, DGz, and all you've taught me. Wish me the best at world's. : *
  5. Constellar

      Constellar! The Sacred Star Knights!      Story The story behind these cards is sort of cool, so if you'll permit me... [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]   Gameplay Constellar is a relatively simple, LIGHT-based, Rank 4 Xyz spam deck. Like Evilswarm, most monster effects either allow a monster to be special summoned or give the player an extra normal summon in order to put two monsters on the board for a Xyz summon.   Kaus allows the deck to be a Rank 4 and Rank 5 toolbox, since he can modulate monster levels. The Xyz's themselves primarily offer some manner of board control, usually by means of bouncing. That's it. You have the deck. Pretty simple, right? But it can be effective. Unfortunately, it can't really be very competitive right now. It cannot spam multiple Xyz's in a single turn. Nothing in the deck screams "advantage." There is no LIGHT-based Dragon Ruler. And the "Boss Monsters," while good, are simply not good enough in light of what is currently seeing play.   In order to mitigate this weakness, I've found it best to treat this as a Volc-Charger Win.dek, mixing the controlling aspect of the deck's bouncing boss monsters with the win button of the infamous Volc-Charger combination.   Monsters [spoiler] Easily the most important card in the deck. As you can see, Kaus allows you to turn two level 4 monsters into two level 3 or level 5 monsters. He is usually the backbone to every Xyz play you make and allows you to toolbox for the situation. [/spoiler]   [spoiler] These two go together because they are used the same way. Summon one of them, then summon Kaus. Pollux is the better of the two because his effect creates a condition and does not start a chain. Therefore, it can't be negated by something like LADD or Dolkka. Also, Pollux is a Warrior for Reinforcement of the Army. [/spoiler] [spoiler] If Kaus is the most important card, Sombre is the second most important card in the deck. As you've noticed, most the deck's plays require 2 card Xyz summons. That's a recipe for disaster, especially considering that most of the Xyz's won't "pay for themselves" immediately or at all (bouncing is dumb that way). Sombre gives you a 1 card Xyz summon so long as you have two Constellars in the graveyard. [/spoiler]   [Spoiler] A lot of people look at this card and think "oh Stratos, he's awesome!" The problem is that this card is level 3 and has to be normal summoned. When all the deck's plays involve level 4 and putting two monsters on the field in one turn, Sheratan comes out a bit slow. However, the deck isn't "fast" per se, and since only Tenki and RotA search your combo pieces, Sheratan becomes necessary. [/spoiler]   [spoiler] Siat is only worth a nominal mention because it gives the deck a way to summon M7 without an Xyz overlay. Special Summon Siat. Normal Kaus. Have Kaus change itself to level 6. Have Siat copy Kaus's level. Overlay for M7. [/spoiler]   [spoiler] DUH! I find Volc-Charger wins this deck the majority of it's games because, otherwise, the deck is too slow. So being able to generate around 5000 LP damage in a single play is quite useful.  [/spoiler]   [spoiler] After Volc-Charger, Pleiades is your go to monster. I find his best play usually involves using Tenki to search Kaus, summoning Pleiades, then bouncing Tenki to search Kaus again next turn. This way, the card "pays for itself" right away. His effect is simple enough, and can be very dangerous if you manage to keep him alive for more than a turn. [/spoiler]   [spoiler] M7 is actually really awesome. However, since you won't be overlaying two level 6 monsters, you won't be able to activate his effect right away. If you can keep him alive for a turn, you're in luck! If you pull the Pleiades-Tenki trick, then overlay Pleiades with M7 and, on your next turn, return Pollux from the grave to your hand, you set yourself up for a free Xyz! [/spoiler]   [spoiler] Both of these guys have useful effects, but will only be used as situational toolbox options. I guess it's worth mentioning that Praesepe+Honest can give you game in some situations. Otherwise, not much to say. Obvious cards are obvious. [/spoiler]   Other Monsters - Honest - Brotherhood of the Fire Fist - Bear - Cyber Dragon - Solar Wind Jammer - Ghost Ship - Standard Rank 4 and Rank 5 options     Spells [spoiler] As mentioned above, Kaus is the deck's centerpiece, and Tenki searches him. Tenki has the added bonus of making for "free" Pleiades summons. [/spoiler]   [spoiler] This is the only Constellar specific spell worth mentioning. It's Salvage, which would be amazing in this deck...but you can't conduct battle. Sad face. Best left for times where you can Volc or Cowboy for game. [/spoiler]   Other Spells - Staple Spells - Forbidden Lance - Instant Fusion - Swords of Revealing Light (lol)     Traps [Spoiler] Much like Tenki, you can use Pleiades to start generating advantage by reusing Call of the Haunted. It's a cool trick, if not a little slow. It also helps put that second Constellar monster on the board in a pinch. [/spoiler]   [Spoiler] Like Call and Tenki, bounce these cards and use them multiple times. If you don't want to bounce a monster like Megalo, equip Safe Zone to him and let Pleiades bounce the Safe Zone. [/spoiler]   Other Traps - Royal Decree - Standard Traps - Xyz Reborn     Resources   - Sample Decklists     [spoiler]     YGOverdose Constructed #6   Monster: 1 Bear 2 Algiedi 3 Pollux 3 Kaus 3 Veiler 3 Ghost Ship 3 Solar Wind Jammer 1 Honest   Spell: 3 Tenki 3 Instant Fusion 3 MST 1 Heavy 1 ROTA 1 Reborn 1 Dark Hole   Trap: 3 Safe Zone 3 Decree 1 Warning 1 Judgment   Side: 2 DDWL 3 Consecrated Light 3 D Fissure 3 Banisher 2 Thunder King 2 Cyber Dragon   Extra: 2 Ojama Knight 1 Catastor 1 Dwellar 2 Pleiades 1 Ptolemy M7 1 Praesepe 1 Paladynamo 2 Volcasaurus 1 Cowboy 1 Tiras 1 Gaia Dragon 1 Chimeratech[/spoiler] [spoiler]   5th place Player: Mira   17 Monster 3x Constellar Pollux  3x Constellar Algiedi 3x Constellar Kaus  3x Constellar Sombre 3x Constellar Sheratan  1x Brotherhood of the Fire Fist - Bear 1x Honest    11 Spell    3x Mystical Space Typhoon  1x Heavy Storm 1x Monster Reborn 3x Fire Formation - Tenki 1x Reinforcement of the Army  2x Forbidden Lance    13 Trap 1x Solemn Judgment  2x Solemn Warning  2x Bottomless Trap Hole  2x Torrential Tribute  2x Safe Zone  2x Call of the Haunted  2x Dimensional Prison [/spoiler]   - This article
  6. Elephtheria

    [media]http://youtu.be/bJ7KZVyFY_4[/media]   10 3 Gigaplant 3 Naturia Cherries 1 Spore 1 Copy Plant 1 Dandylion 1 Lonefire Blossom 27 3 Supervise 3 Mark of the Rose 3 D.D.R. - Different Dimension Reincarnation 3 Swing of Memories 2 Silent Doom 3 Super Solar Nutrient 2 Gold Sarcophagus 2 Pot of Duality 1 Foolish Burial 1 Monster Reborn 3 Mystical Space Typhoon 1 Heavy Storm 3 3 Royal Decree 15 3 Power Tool Dragon 1 Naturia Landoise 1 Black Rose Dragon 2 Scrap Dragon 1 Black Brutdrago 1 Stardust Dragon 1 T.G. Hyper Librarian 1 Formula Synchron 1 T.G. Recipro Dragonfly 1 Shooting Star Dragon 1 Shooting Quasar Dragon 1 Number 11: Big Eye 15 3 Effect Veiler 3 Maxx "C" 2 Ryko, Lightsworn Hunter 1 Gorz, Emissary of Darkness 1 Droll & Lock Bird 3 Electric Virus 1 Twister 1 Infestation Terminus       Copy Plant: Can copy the level of a Gigaplant to synch with a token for 7. Can copy a level 7 Spore to Xyz into Big Eye.   D.D.R.: Helps to continue the flow of my plays with only 1 or 2 Supervise (for Power Tool to get) in deck. The card is easy to use with 3 Mark, tutorable Spore, and Gold. Also helps to get around Bottomless.    Gold: Even after playing the deck with 2 Duality and everything else I found that there was still plenty of games that I just did not have that 1 card... which = you lose in this deck. (unless you draw it later) This helps to get that 1 card (in almost all cases, Lonefire) no matter what and also works very well with D.D.R., as stated. Also, can help in certain situations were I need Heavy  etc. but have protection for a bit.       If you have never seen this deck before, the main point of the deck is to abuse Power Tool Dragon and Gigaplant through various means. Usually these happenings accumulate into you OTKing your opponent but you can play slow if you want... but its probably better if they are dead.   Get out Gigaplant through Lonefire with Solar or stuffs and stuff and use Supervise to get out Power and the Gigaplant or Tribute Gigaplant over Cherries (with 2 out), synch into Power to search Supervise, bring Giga back with Swing or Doom and use Supervise on that to make another Power + Giga to = 2 Power + Giga = 7000 damage. Get a Mark with the last power to take their only mon with 1000+ ATK and OTK. <-semi simple way to put it lol
  7. Dino Rabbit Post March 1st, 2013   Monsters:   2x Rescue Rabbit 3x Kabazauls 3x Sabersaurus 3x Jurrac Guaiba 2x Cardcar D 2x Snowman Eater 2x Tour Guide    TOTAL: 17   Spells:   1x Heavy Storm 1x Dark Hole 1x Monster Reborn 1x Book of Moon 2x Mystical Space Typhoon 3x Forbidden Lance   TOTAL: 9   Traps:   1x Solemn Judgment 1x Solemn Warning 1x Starlight Road 1x Compulsary Evacuation Device 2x Bottomless Trap Hole 2x Dimensional Prison 2x Fiendish Chain 2x Macro Cosmos 2x Torrential Tribute   TOTAL: 14 Main Total: 40   Extra Deck:   1x Stardust Dragon 1x Wind-up Zenmaines 1x Number 17: Leviathan Dragon 1x Leviair the Sea Dragon 1x Temtempo, the Percussion Djinn 1x Maestroke, the Symphony Djinn 1x Number 39: Utopia 1x Gagaga Cowboy 1x Photon Papilloperative 1x Number 50: Blackship of Corn 1x Fairy King Albverdich 2x Evolzar Laggia 2x Evolzar Dolkka    TOTAL: 15   Side Deck:   1x Mystical Space Typhoon 1x Fiendish Chain 1x Macro Cosmos 2x Level Limit Area B 2x Maxx "C" 2x Dust Tornado 2x Trap Stun 2x Soul Taker 2x Thunder King Rai-Oh   TOTAL: 15   Please post what you like/dislike and what you would change with the deck. Feel free to ask any questions too! :)        
  8. Prosecution Vs Hitlist

    Prosecution   [+] Urthor [dgzurthor] Urthor  (2)  [+] Shuren [Shuren02] Shuren (2) [+] Pygmalion [Pygmalion] Invision (2)  [+] niko.aguirre [ ... ] niko.aguirre (2)  [+] mathematical [trevormarcos@gmail.com ] trev (2) [+] russty duelist [russie7] dadmasterr (2)            ★ H i t l i s t  ||Canasian pacolonna@optonline.net peter.colonna (2) ||Ben ... xxbenxx (1) ||Ssj5goku fdgzssj5goku ssj5goku (2) ||Dominator eLd0m1nator Dominator (2) ||Geralf pipgozilla godzillafan (0)  ||TonySK s_twift13 SK Tony (0) ||Nafetheninja nathan steadman nafetheninja (1)          History   Urthor>Geralf Urthor>Geralf Urthor>TonySK  Urthor>Ben Ben>russty Russy>TonySK Urthor>nafe Urthor>ssj5goku [spoiler] 1 Urthor 0 Geralf   1 Urthor 0 Geralf   1 Urthor 0 TonySK   1 Urthor 0 Ben   1 Ben 0 Russty Duelist   1 Russty Duelist 0 TonySK   1 Urthor 0 Nafe   1 Urthor 0 SSJ5Goku [/spoiler]   GL2ALL
  9. Where is He

    https://www.youtube.com/watch?v=idu6ajKifK8&list=UU77pyX484fsobNjBwghRe7g&index=1   Monsters: 16 3 Grapha, Dragon Lord of Dark World 3 Snoww, Unlight of Dark World 3 Sillva, Warlord of Dark World 3 Broww, Huntsman of Dark World 1 Beiige, Vanguard of Dark World 2 Tour Guide from the Underworld 1 Trance Archfiend   Spells: 12 3 The Gates of Dark World 3 Dark World Dealings 3 Dragged Down into the Grave 1 Card Destruction 1 Heavy Storm 1 Monster Reborn   Traps: 12 2 Dimensional Prison 2 Bottomless Trap Hole 2 Torrential Tribute 2 Mind Crush 1 Deck Devastation Virus 1 Eradicator Epidemic Virus 1 Solemn Judgment 1 Solemn Warning   Extra Deck: 15 2 Wind-Up Zenmaines 2 Leviair the Sea Dragon 1 Temtempo the Percussion Djinn 1 Number 20: Giga-Brilliant 1 Number 30: Acid Golem 1 Abyss Dweller 1 Gagaga Cowboy 1 Maestroke the Symphony Djinn 1 Photon Papilloperative 1 Number 39: Utopia 1 Tiras, Keeper of Genesis 1 Adreus, Keeper of Armageddon 1 Heiratic Sun Overlord of Heliopolis
  10. What You Know

    http://www.youtube.com/watch?v=YXwYJyrKK5A         Monsters: 12 3 Bear 2 Gorilla 2 Tengu 2 Rescue Rabbit 3 Gene Warped Warwolf   Spells: 17 3 Tenki 2 Tensu 3 MST 2 Forbidden Lance 2 Duality 1 Soul Taker 1 Dark Hole 1 Storm 1 Rebron   Traps: 11 3 Fiendish Chain 2 Mirror Force 2 Prison 2 Bottomless 1 Warning 1 Judgment 1 Road   Side: 15 2 Thunder King 3 Banisher 1 Soul Taker 3 Dimensional Fissure 2 Dust Tornado 2 Mind Crush 2 Rivalry of Warlords   Extra: 15 2 Tiger King 2 Abyss Dweller 1 Cowboy 1 Maestroke 1 Roach 1 Chidori 1 Papilloperative 1 Utopia  1 Utopia Ray 1 Gem Knight Pearl 1 Shock Molester 1 Stardust   You could def play Diamond Dire Wolf I just don't own one. Deck has been working really well, just figured I'd give it a share.
  11. So this is the decklist Im going to be working with in the upcoming format. I don't understand why more people don't use Agents. The deck is extremely explosive and has a ton of power plays.   Monsters: 26   Master Hyperion x3 Agent Venus x3 Herald of Orange Light x3 Mystical Shine Ball x3 Agent Earth x2 Archlord Kristya x2 Genex Ally Birdman x2 Thunder King Rai-Oh x2 Tour Guide of the Underworld x2 Honest Night Assailant Gorz, the Emissary of Darkness Black Luster Soldier   Spells: 8   Forbidden Lance x2 Mystical Space Typhoon x2 Heavy Storm Dark Hole Monster Reborn Mind Control   Traps: 10 Dimensional Prison x2 Bottomless Trap Hole x2 Call of the Haunted x2 Torrential Tribute x2 Solemn Warning Solemn Judgment   Side: Soul Drain x3 Consecrated Light x2 Kycoo the Ghost Destroyer x2 Soul Taker x2 Mind Crush x2 Dust Tornado x2 Tsukyomi Mystical Space Typhoon   Extra: Catastor Magical Android Gaia Knight Black Rose Ancient Sacred Wyvern Stardust Dragon Scrap Dragon Gachi Gachi Daigusto Phoenix Dark Mist Leviair Leviathan Dragon Temtempo Acid Golem Zenmaines   The first things you might have noticed is that I'm playing 44 cards. This might seem farfetched but it really isn't. First, opening shine balls lowers your chance of winning no matter hwo you look at it. yes you can special it from hand and you can pitch it with herald but its still a vanilla and essentially gives you less playable cards. I feel that if I open a hand without shine balls, I probably winning that game since basically every other card in the deck is a power card. So to minimize me drawing shine balls, you have a 44 card deck. Also with the whole argument of not getting to your power cards fast enough, you can get the shine balls from deck to lower the deck count; while also earth searching and tour guide plays lower the deck count as well.     Another odd thing you might see is that I am running Genex Ally Birdman. I don't understand why Agent players refuse to run this card. I was at first scepticle of the card but after testing, it interacts with the entire deck in a great way. The obvious Venus plays are amazing, you can tour guide into tour guide, then bounce birdman and use the tour guide again with your in deck night assilant(which is the reason i run the one assilant), you can reuse power cards like BLS and Hyperion (and occasionally Gorz), you can reuse Earth if you want the extra search or if it got veilered/chained to reuse it next turn. And I've even brought back Hyperion multiple times to clear the board and drop Kristya while having too many Fairies in grave. Or just using good ol' mind control and synchroing with their monster.   Another thing that might not have been very popular is the Forbidden Lance in the main deck. My reasoning for this card outside of allowing my pushes to go through (which is a good enough reason in itself to warrant running the card) is that this deck's Fire Fist Matchup is virtually unwinnable without lances and prisons(And i'm talking about decent builds, not the ones that don't run backrow outside of the formations lol). That deck can jsut steamroll through all your plays since you have to first summon earth to search venus and even with venus, any of their dmg step shenanigans runs it over and gets their engine rolling. And if you draw a subpar hand to start off, you're basically gonna lose if you let them get the ball moving. It's also helpful in other matchups like Dino Rabbit etc.   A very popular choice in Agents is the use of Trooper. I have run trooper in the deck for soem time and I hate the idea of random milling (Yes, I know, good players mill only when they have to). But even then I still hate the card cause I lose resources out of my deck and when I mill tour guides or useful traps it just gets my mad lol It's nice when you mill the 4th fairy for Kristya or get your Agent in grave for Hyperion but it's just like the idea of Lightsworn: It's great when it works, and sucks when it doesn't. Most of the time I drew it I just set it to draw a card, and thats too passive for such an aggresive deck such as this one.   And since I'm not using trooper in the deck, I dropped the Calls to 2. Call is still a magnificent card since you do run triple herald in the deck and can give you more explosive plays later in the game or just start making momentum in the early game if you drew it in conjunction with Herald and Hyperion/Kristya. It also helps with synchro plays or just bringing back a Venus that was torrentialed or warning'd.   I like Agents with traps as oppossed to the trapless version since I can't run a deck without traps and the ability to disrupt your opponent's plays in conjunction with the power this deck's engine has can be pretty devastating.   So yeah rate and fix the deck and give any suggestions that come to mind and please give some kind of explanation with your criticsm so that we can all learn from the comment. Hope you guys enjoy the deck and my apologies for the wall of text lol
  12.   Monsters: Mystical Shine Ball x 3 Archlord Kristya x 2 Black Luster Soldier - Envoy of the Beginning x 1 Card Trooper x 2 Herald of Orange Light x 2 Honest x 1 Master Hyperion x 3 The Agent of Creation - Venus x 3 The Agent of Wisdom - Earth x 2 Thunder King Rai-Oh x 2 Tour Guide of the Underworld x 2 Tragoedia x 2   Spells: Dark Hole x 1 Heavy Storm  x 1 Monster Reborn x 1 Mystical Space Typhoon x 3   Traps: Bottomless Trap Hole x 2 Call of the Haunted x 3 Solemn Judgment x 1 Solemn Warning x 1 Torrential Tribute x 2   Side Deck: Banisher of the Radiance x 2 Effect Veiler x 2 Herald of Orange Light x 1 Forbidden Lance x 2 Mind Crush x 2 Overworked x 2 Royal Decree x 2 Soul Drain x 2   Extra Deck: Ally of Justice Catastor Ancient Sacred Wyvern Armory Arm Black Rose Dragon Gaia Knight, The Force of Earth Mist Wurm Scrap Dragon Stardust Dragon Daigusto Phoenix Gachi Gachi Gantetsu Leviair the Sea Dragon Number 17: Leviathan Dragon Number 96: Dark Mist Temtempo the Percussion Djinn Wind-Up Zenmaines   This is my take on Agents for the new format. Currently still working with the side and I feel that the Herald of Orange Light is awkward in the side, but I don't know what I'd replace it with.
  13. Cherry Wine

    http://www.youtube.com/watch?v=6903zFUIxoU     3 Cardcar D 3 Madolche Hootcake 3 Madolche Magileine 2 Madolche Cruffsant 2 Thunder King Rai-Oh 2 Tour Guide from the Underworld 1 Madolche Mewfuille   3 Mystical Space Typhoon 2 Pot of Duality 2 Soul Taker 1 Dark Hole 1 Heavy Storm 1 Monster Reborn   2 Bottomless Trap Hole 2 Dimensional Prison 2 Fiendish Chain 2 Torrential Tribute 1 Compulsory Evacuation Device 1 Mirror Force 1 Solemn Judgment 1 Solemn Warning 1 Starlight Road  1 Ultimate Offering   1 Stardust Dragon 1 Leviair the Sea Dragon 1 Number 17: Leviathan Dragon 1 Number 30: Acid Golem of Destruction 1 Soul of Silvermountain 1 Temtempo the Percussion Djinn 1 Wind-Up Zenmaines 1 Abyss Dweller 1 Diamond Dire Wolf 1 Gagaga Cowboy 1 Madolche Queen Tiaramisu 1 Maestroke the Symphony Djinn 1 Number 16: Shock Master 1 Number 39: Utopia 1 Number 50: Blackship of Corn   The beginning of this deck idea was the deck Steinman posted a couple weeks ago: http://duelistgroundz.com/index.php?showtopic=150063 In the thread he discussed the idea of a deck where you force your opponent to waste resources on Cardcars and other threatening Normal Summons, then follow it up with a big power play that puts you in a winning position. His deck's power play was Rabbit, while this deck has Hootcake or Ultimate Offering.   I like Madolche as a theme but I feel like the standard builds that rely on Messengelato and the associated Spells (Chateau and Ticket) are inconsistent and are prone to draw combo pieces without the proper partners. So I took the advantage engine of Cardcars, Thunder Kings, and Tour Guides, and added the best stand-alone Madolche monsters, Magileine and Hootcake. Mewfuille seldom comes up outside of being summoned by Hootcake, but it's there so that a fist full of dead Hootcake targets can become a Rank 3.   Something neat about the Madolche mini-engine is that you can play straight into Maxx "C" and never have to let your opponent plus from it. When Maxx "C" is chained to Hootcake, Cruffsant can simply bounce the owl back to the hand, and your opponent's Maxx is simply a 1-for-1 while Cruff becomes an 1800 beater that simply cycles himself back into the deck for Hootcake to summon again.   The deck is fairly consistent for having been formed out of a notoriously fragile archetype, and is really fun.
  14. Hands on the Wheel

    <iframe width="560" height="315" src="http://www.youtube.com/embed/dGd9DTTrX4U" frameborder="0" allowfullscreen></iframe>   Monsters: 3|||x Grapha: Dragon Lord 3|||x Broww: Huntsmaster 3|||x Snoww: Unlight 2||x Beige: Vanguard 2||x Silva: Warlord 1|x Trance Archfiend Spells: 3|||x Dragged Down 3|||x Dark World Dealings 3|||x Gateway to Dark World 1|x Allure of Darkness 1|x Card Destruction 1|x Monster Reborn 1|x Upstart Goblin 1|x Heavy Storm 1|x Dark Hole Traps: 3|||x Reckless Greed 2||x Compulsory Evac 2||x Torrential Tribute 2||x Mind Crush 1|x Eradicator Epidemic Virus 1|x Deck Devastation Virus Side Board: 3|||x Mystical Space Typhoon 2||x Kinetic Soldier 2||x Ryko the LS Hunter 2||x Crevice into the Different Dimension 2||x Dark Smog 2||x Gozen Match 1|x Return from a Different Dimension 1|x Mind Crush. Extra Board: Standard. Card Choices: Archfiend>TGU: I just felt archfiend was better right now. Player Preference, I don't like Tour Guide w/o Foolish/Mind control. Granted, when the TGU goes off, it has bigger player. Also, another discard outlet. recover banished graphas/snows/ whatever got hit with bottomless/d-prison early on. Compulsory: Offensive+Defensive, allows re-use of Grapha,.Saves from bottomless, rids the board of dolkkas/dwellers/other big threats, considering upping to 3. (Side Board) Kinetic Soldiers: Going second against heroes, and sams. Ryko: Occasional bluff as morphing jar, pops shadow imprisoning, when mst isn't in hand. etc. Crevice: Mermails, although they'll usually side out salvages game 2&3 Thinking Chain Disappearance is better. (also hits sams/wind ups) Chaos Dragon, Mirror Match up, Blackwings.
  15. Enjoy the Silence

    http://www.youtube.com/watch?v=Ycuzi6AYliE     2 Rai-Oh 2 Laquari 2 Darius 2 Equeste 1 Bestiari 1 Murmillo 2 Bear 3 Tenki 1 Tensu 2 Lance 2 Duality 1 Hole 1 Book 1 Reborn 2 MST 2 Chariot 3 Safe Zone 2 BTH 2 TT 1 SLR 1 CED 1 Warning 1 Judgment 2 Prison   Thoughts and suggestions? I'm really working on this and I want this to be good
  16. Sea Lancer

    I've been playing Frogs for over a few years now and they've been my favorite archetype ever since Substitoad. RIP. However, I do try and keep Frogs as competitive as possible and this is the decklist I've come up with for the March 2013 Format.     3 Swap Frog 3 Dupe Frog 3 Poison Draw Frog 3 Ronintoadin 3 Sea Lancer 3 Poseidra, the Atlantean Dragon 3 Slushy 21   3 Mystical Space Typhoon 1 Monster Reborn 1 Heavy Storm 1 Dark Hole 6   2 Bottomless Trap Hole 2 Call of the Haunted 2 Torrential Tribute 2 Fiendish Chain 2 Mirror Force 1 Solemn Judgment 1 Ultimate Offering 1 Solemn Warning 13 40   The deck is really straight forward, you grind with your traps and stuff until you can get a decent set-up then you trunade all the spells/traps away and summon Sea Lancer which of-course resolves barring veiler and you can play around that with swap frog (by putting lancer back in your hand). Daigusto Phoenix gives the deck extremely high amounts of OTK potential. Ultimate Offering is sacky. Poseidra allows you to re-use Fiendish Chain and Call of the Haunted which is nuts. I get to play a card called Slushy.   Thoughts?
  17. Swimming Pools

    https://www.youtube.com/watch?v=8-ejyHzz3XE   2 CardCar D 2 Effect Veiler 2 Bubbleman 3 Alius 1 Stratos 1 Gorz   1 Dark Hole 2 E - Emergency Call 3 Gemini Spark 1 Heavy Storm 3 Miracle Fusion 1 Monster Reborn 2 MST 2 Duality 1 ROTA 2 Super Poly   2 Bottomless 2 Compulsory 2 D. Prison 1 Hero Blast 1 Judgment 1 Warning 2 Torrential   1 Zero 1 Escuridao 1 Gaia 1 Tornado 1 Nova 2 Shining 1 Abyss Dweller 1 Blade Armor 1 Cowboy 1 Pearl 1 Maestroke 1 Shock Master 1 Utopia 1 Blackship   2 Dyna 2 Maxx "C" 2 Snowman 1 Super Poly 1 Hero Blast 3 Macro 2 Malevolent Catastrophe 2 Skill Drain     Basically, I decided to rebuild a deck I had in the past because I've been stumped on ideas for the upcoming format.  I'm toying with the idea of 1 Gorz and 2 CCD and just 3 CCD in the deck, and might change that at any time.  I feel that the trap lineup is slightly lacking, but I don't know in what sense exactly.  The side is something I'm going to fine tune as I keep testing new format decks, but I have a strong feeling I'm going to be running into an abundance of Six Samurai, Blackwings, Darkworld, and other random decks at the beginning of the format.  The Fossil Dynas are always a good surprise card to wipe out a full board of Sams, though I feel like I might change it out after a while.  Malevolent Catastrophe was also testing phenomenally against a few of the Fire Fist decks I was playing against, but I might change it out if I discover something that might be better in the long run.  I'd love to have tips and ideas to look at, as I tend to change up my deck quite often and always test out a bunch of new ideas. 
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