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Found 11 results

  1. 2014 Ban List - This format will only include the format up until the end of North American Nationals Format In this format, we are left with the remnants of mermail-firefist format but toward the end of the format, the diversity of decks will include H.A.T, Mermail, Bujin, Sylvan, Dragon Rulers, Geargia, Infernity, Lightsworn, and Zombie FTK, . Although the format was very diluted at first with such limits and Mermail Abyssgunde and Coach Soldier Wolfbark, the format was given advancments in both creativity of diversity when the set Dragons of Legend was set to be released with defining cards such as Kuribandit, Fire and Ice Hand, Mathematician, Wiretap and the most iconic and one thetranscendant cards in the history of YGO, Soul Charge. Post Dragons of Legend, The first event was ARG Richmond (decklists here), where top the top 16 included Fire Fist, Bujin, Mermail, Geargia, Ghostrick and at last, Patrick Hoban's Dragon Rulers had won over A Loli's Dragon Rulers. Match's G1 and G2-G5. However, the meta had continued to evolve past these decks as we get a new set, Primal Origin, with such key cards being released for future meta defining decks that include Traptrix, Madolche, Sylvan and Artifact cards. However, the following event, YCS Philadelphia (Decklist's Here), the expected decks of Madolche, Dragon Ruler and Infernity would top, however would have unexpected decks making it into top 32 such as Inzektors, the newly discovered H.A.T, and even Evilswarm. A giant clusterfuck of decks and such a diverse wide array of strategies (with the top 3 decks not even playing Soul Charge). The format had only began to evolve. By the end of the format, the diversity decks at this point had began to define the format, with every deck having good and bad match-ups, and with nationals 2014 rolling around, no deck had really stuck out as the best deck. Decks like Mermail with Sehabi Kerradine and Bujins with Jeff Jones had some success in ARG's, Lightsworns being a popular deck in europe (Best Video on Youtube), but no clear deck had defined the format. So it was all up the in air as to what deck was really the best deck. Nationals 2014 was one of the diverse tournaments in the history of YGO. In stark contrast to the year before where Dragon Rulers, Spellbooks and ONE Madolche deck covered the entire 2013 Top 64, up to TEN DECKS had topped 64th the event (decklist here), however not all decklists here but I did what I could find). Decks most well known during this tournament consisted of Infernity, Sylvan, Dragon Ruler (Top 16 Duel), Lightsworn Ruler, Spellbook, Geargia (If you guys have Brandon's decklist, that would be great too), Bujin, The G.O.A.T Deck (AKA Reckless Frog OTK (video profile), Jeff Jones Koa'ki Meiru (Round 10 Duel), Fire Fist Artifact Traptrix (Semi-Final Duel), and eventual winner H.A.T (Deon and McDuffie Decklist) (Final Duel Here). In all, the format had a little of everything for every duelist and play style, from control, aggro, and stun. In my opinion, decks were still in their infancy as far as solving the format, with the format being a smaller, decks still had room to evolve and strategies to combat cards were still being discovered. Shoutout to Konami Yu-Gi-Oh! Trading Card Game http://www.yugioh-card.com/ TCGplayer.com Youtube.com TheCardGuyz Alter Reality Games Yu-Gi-Oh! Wikia TeamShockWaves MegaCapitalG TheDuelRock Vexacus4666 Timothy Bailey TheAronsChannel lfcpotter
  2. Destiny Dark World Creator Turbo

      Monsters - 20   3x Broww 3x Snoww 3x Grapha 3x Kuribandit 3x Destiny HERO - Dreadmaster 2x Elemental HERO - Shadow Mist 3x Dark Creator   Spells - 18   1x Allure of Darkness 3x Dark World Dealings 3x The Gates of Dark World 2x Destiny Draw 1x Mask Change Second 3x Trade-In 3x Upstart Goblin 2x Soul Charge   Traps - 2 2x Phoenix Wing Wind Blast   Extra - 15 1x  Masked HERO - Dark Law 2x Divine Dragon Knight Felgrand 3x Hieratic Sun Dragon Overlord of Heliopolis (3 are necessary for clearing your own field to summon another creator or pop itself; I've had duels where I have had to use all 3) 1x Alsei, the Sylvan High Protector 1x Evilswarm Exciton Knight 1x Diamond Dire Wolf (can pop itself when alone to make way for a creator) 1x Number 15: Gimmick Puppet Giant Grinder 1x Number 22: Zombiestein 1x Lavalval Chain (may swap out for leviair) 1x Number 62: Galaxy-Eyes Prime Photon Dragon 1x Number 107: Galaxy-Eyes Tachyon Dragon 1x Galaxy-Eyes Full Armor Photon Dragon   Please disregard the current side deck, but I would greatly appreciate input as to what I can use to compose the side deck.   Card choices: 0 Beiige: simply unneeded due to massive draw power in conjunction with Soul Charge and Dark Creator spam    Shadow Mist: Shadow Mist can be triggered by Kuribandit, Dealings, Heliopolis, and PWWB; it is fairly easy to resolve. Additionally searches Mask Change Second if Soul Charge'd or Creator'd, which can be a useful utility card. Helps build toward summoning Dark Creator.   Dreadmaster: Multi-target for Destiny Draw and Trade-In and can be Soul Charge'd or Creator'd, unlike Plasma. Helps build toward summoning Dark Creator. Is level 8 and loves xyz-ing with Grapha   2 Soul Charge: deck is consistent enough to dig through the deck by sheer draw power or kurbibandit to add this to the hand. Is extremely cancerous when reviving a fallen dark creator. This card is the back-up Dark Creator if the player does not have any.   3 Dark Creator: Is a trade-in target and can be summoned fairly easily. Standard Dark Creator play: SS creator in DEF, use creator to SS Snoww, bounce to hand for Grapha, normal summon Snoww, bounce to hand for Grapha, attack with both Graphas, overlay for Felgrand. Spam Felgrand protection on Dark Creator's 3000 DEF wall and keep pumping out more rank 8s. Alternatively, if the opponent has a clear field and you control gates, you can summon creator in ATK position and swing in with 2 Graphas for 8300 damage.   2 Destiny Draw: I tried 3, was not as consistent as I would like; it was dead fairly often.   Mask Change Second + Dark Law: searchable Macro Cosmos from Shadow Mist; can wreck Shaddolls and Lightsworns heavily when backed by Creator/Felgrand/other Rank 8 threats. Dark Law can combo nicely with Dark World Dealings.   3 Kuribandit: digs through the deck for Soul Charge and helps clear dead hands by digging for draw/search cards while filling the grave for Dark Creator and Soul Charge plays; if it mills Shadow Mist, you've net a +1 by adding Dreadmaster to hand. Is a FIEND for Gates to banish!   2 PWWB: 3 was a little cloggy; it slowed the deck slightly. At 2, it was definitely accessible due to the draw power of this deck, but did not clog the hand.    Galaxy-Eyes Xyzs - can get out of some tough situations (Beelze) or get over large monsters. Full Armor after resolving Tachyon or reviving Prime can make for some cool plays, but I would not consider them to be integral to the extra deck.   3 Heliopolis: Sometimes, 2 isn't enough, since you'll be using it to clear the field using itself in order to summon more creators or soul charge a creator that was used as a material back. Is extremely deadly after returning monsters to hand for Grapha after Creator/Soul Charge; can trigger Shadow Mist and fill the grave with DARKs   2 Felgrand: I used to run 3, but the situations where the 3rd would be needed were somewhat rare, though sometimes they were necessary (walling with Creator against JD or other threats below 3000 ATK   Alsei: kicks Beelze and other destruction-immune monsters out of the field and can stack your opponent with dead draws in the case of closing for game.     The deck is highly capable of drawing 10+ cards in 1 turn and OTKing; it is very consistent, especially for a Dark World deck.   Cancerous Screenshots (feel free to contribute): [spoiler] Older version that ran DaD:   [/spoiler]   Any advice, especially that of composing a side deck, would be greatly appreciated as I am not as experienced in this game as most of this forum's regulars. Thank you!   P.S.: Please note, that this deck is, not by any means, a fully competitive deck. It is just a very fun, consistent, and sacky deck that I would like to improve.
  3. Darkfall

      With Soul Charge potentially becoming nigh-staple, I think this is a card worth considering, especially in the side.    Pros: sends instead of destroys Leaves your own monsters untouched Works against Geargiagear, and shuts off all other geargiagears Allows you to look at your opponent's hand.    Cons: Not searchable Doesn't destroy monsters already on the field.  Potentially fuels more Soul Charges   Another similar option to consider is Giant Trap Hole     It's along a similar vein, but doesn't have the added benefit of the Deck Destruction effect. However, it is searchable by Traptrix Myrmeleo and does destroy monsters who are already on the field. 
  4. Kurivols

    Current version:         Monsters: 12   3 Evolsaur Cerato 3 Evolsaur Vulcano 3 Evoltile Westlo 3 Evoltile Lagosucho   Spells: 13   3 Evo-Force 3 Evo-Diversity 2 Pot of Duality 2 Soul Charge 2 Forbidden Lance 1 Book of Moon   Traps: 15   3 Evo-Singularity 2 Wiretap 2 Black Horn of Heaven 2 Fiendish Chain 2 Dimensional Prison 1 Solemn Warning 1 Torrential Tribute 1 Compulsory Evacuation Device 1 Bottomless Trap Hole   Extra Deck: 15   3 Evolzar Dolkka 2 Evolzar Laggia 1 Evolzar Solda 1 Evilswarm Exciton Knight 1 Number 101: Silent Honor ARK 1 Abyss Dweller 1 Number 103: Ragnazero 1 Number 82: Heartlandraco 1 Number 80: Rhapsody in Berserk 1 Brotherhood of the Fire Fist-Lion Emperor 1 Ghostrick Alucard   Side Deck: 15   3 Mystical Space Typhoon 2 Gozen Match 1 Soul Drain 2 Light-Imprisoning Mirror 2 D.D. Crow 2 Debunk 1 Needle Ceiling         Kuribandit version:         Monsters: 15   3 Kuribandit 3 Evolzar Cerato 3 Evolzar Vulcano 3 Evoltile Westlo 3 Evoltile Lagosucho   Spells: 15   3 Pot of Duality 3 Evo-Diversity 3 Evo-Force 3 Soul Charge 2 Forbidden Lance 1 Book of Moon   Traps: 10   3 Evo-Singularity 3 Breakthrough Skill 1 Solemn Warning 1 Bottomless Trap Hole 1 Torrential Tribute 1 Compulsory Evacution Device   Side Deck: 15   3 D.D. Crow 3 Mystical Space Typhoon 2 Vanity's Emptiness 2 Gozen Match 2 Imperial Iron Wall 2 Light-Imprisoning Mirror 1 Soul Drain   -------     Been testing this concept for a while, it's pretty cool. The goal of this deck is to flood the field with Evolzar monsters. This is not only done via traditional Evols methods (grinding with Westlo, Evo-Force combos, Vulcano plays) but also via Soul Charge and our new trap card Evo-Singularity.   Kuribandit is the centerpiece of the deck: He set up the graveyard for the previously mentioned cards by sending Evolsaurs and Evoltiles, while also grabbing other power cards like Evo- Force. Bandit thins the deck by 5 cards, meaning this deck can get to it's power plays much faster than the Evol builds from the past.   other Monsters:   Cerato is the only Evolsaur who doesn't suck in hand, that's why I use 3 copies. He mainly serves as beatstick and tanks over monsters like Geargiarmor. His effect comes in handy when brought by an Evoltile, too, since you search Westlo and prepare an Evolzar summon/Vulcano plays or Lagosucho to set up your grave/Evo-Force plays/Rank 3 plays.     Vulcano on the other hand has the weakest stats out of all Evolsaurs and thus is a terrible draw. He has the most powerful effect though, because you can instantly summon an Evolzar. Also, you want as many copies of Vulcano in the deck as possible , so you don't weaken your Evo-Force plays. Thus, a full playset is needed.   Diplo should be excluded from the main deck this format, at least as long as Artifact cards are floating around. Hitting face-down Artifacts and especially Artifact Sanctum will lose you games.     Westlo is the Gravekeeper's Spy of the deck and triggers Vulcano's and Cerato's effects respectively. Once you have Evolsaurs in grave, any set Westlo threatens to be an Evolzar next turn. He might be a bit slow for 2014, but he's the best Evoltile, especially because he's a good standalone monster. Big defense is great against HAT,too.   Lagosucho fuels our new trap card, Vulcano and Soul Charge. You can also make rank 3 plays with Westlo, like the following:   Normal Summon Lagosucho, send an Evolsaur to the graveyard, Flip Summon  Westlo,Special Summon Vulcano,Special Summon sent Evolsaur, overlay into Laggia/Dolkka, overlay Lago and Westlo into Lion Emperor, grab back an Evoltile from grave.(this play was also mentioned in the Single Card Discussion) Also, don't forget Lago's second effect. You can set him in a pinch and special summon Westlo in defense to absorb attacks. Alternatively, you can just protect him for a turn, flip him next turn and go into a Rank 3 of your choice.   Also, don't forget Lago's second effect. You can set him in a pinch and special summon Westlo in defense to absorb attacks. Alternatively, you can just protect him for a turn, flip him next turn and go into a Rank 3 of your choice.   Najasho isn't used, because it's basically only a card with Evo-Force and forces you to throw in mediocre cards like Enemy controller to get off it's effect.It will probably sit in your hand until you draw any of those cards. Evo-Force Najasho is very weak to Maxx "C".It has big defense, yes, but you can also set Lagosucho,special summon Westlo and accomplish the same thing. Lago can be used instantly on it's own and fits the deck better, now that Singularity is out.     Spells:   There's nothing special in the Spell department: Duality and Diversity help with consistency , especially because this deck runs a low monster count. I feel like Evo-Force should be run, even though some people disagree. The deck is too slow without Evo-Force and you will have flipped Westlos floating around and Lagosuchos in your hand doing nothing. Evo-Force + Lagosucho is an Evolzar and that shouldn't be ignored. If you have that against certain decks , it's hard for them to come back. Opening Dolkka against HAT, for istance puts huge pressure on them. Soul Charge puts another threat on board, once your opponent dealt with your Evolzars. Forbidden Lance was included to play around backrow, most importantly Breakthrough Skill, which is really powerful against this deck. It also helps you to get over bigger monsters,which the Evolzars sometimes struggle against. Book of Moon flips down flipped Westlos and plays around Wiretap/Trap Stun, which are popular right now.     Traps:   The traps feature the new trap card, Evo-Singularity, the go to cards Solemn Warning, Bottomless Trap Hole and Torrential Tribute, Compulsory Evacuation Device and 3 Breakthrough Skills. One could fit other traps like Trap Trix Trap Hole Nightmare or Dimensional Prison, but I think Breakthrough Skill just counters the meta right now and fits this deck pretty well, since you'll be excavating cards with Bandit.     Extra Deck:   I opted to run 3 Dolkka and 2 Laggia because in testing, Dolkka was more powerful. I could try to squeeze in a third Laggia again, but I wouldn't know what to cut.   Side Deck:   The side deck is something I'm experimenting with, I basically threw in a bunch of floodgates so I can protect them with Laggia. MST is self-explanatory and D.D. Crow is good against almost any deck right now.     -------     This deck works against slower decks like HAT and Geargia, because they let you set up your plays. The Evolzars give you an advantage in long,grindy games. HAT is probably this deck best matchup right now. It's basically a counter to it. You have Dolkka , who is a (although inferior) version of Majesty's Fiend and Solda, who is similar to Stardust Dragon. Westlo is like Geargiarmor , in the sense that it has high defense, so you can stall with it and wait until you're ready to go off.   However Evols struggle against decks that give them early game pressure, such as Mermail or Madolche.This deck suffers from a slow start and any deck that put out a huge field first turn will cause problems.   Maxx "C" also gives this deck trouble, when used on Vulcano/Evo-Force(or Soul Charge) , although in some instances you can play around it.   Evols do have potential, so try them out and tell me what you think.
  5. Dark Synchro

    3 Destiny Hero - Malicious 2 Armageddon Knight 2 Summoner Monk 2 Plaguespreader Zombie 2 Krebons 1 Dark Armed Dragon   3 Emergency Teleport 3 Upstart Goblin 3 Soul Charge 2 Mystical Space Typhoon 1 Foolish Burial 1 Book of Moon 1 Allure of Darkness 1 Reinforcement of the Army 1 Rank-Up-Magic - The Seventh One   2 Phoenix Wing Wind Blast 2 Vanity's Emptiness 2 Skill Drain 2 Trap Stun 1 Torrential Tribute 1 Solemn Warning 1 Bottomless Trap Hole 1 Compulsory Excavation Device   1 Stardust Dragon 1 Stardust Spark Dragon 1 Dark End Dragon 1 Scrap Dragon 1 Void Ogre Dragon 1 Crimson Blader 1 Abyss Dweller 1 Lavalval Chain 1 Diamond Dire Wolf 1 Evilswarm Exiton Knight 1 Number 66: Master Key Beetle 1 Number 82: Heartlandraco 1 Number 101: Silent Honor ARK 1 Number 103: Ragnazero 1 Number C101: Silent Honor DARK     I've always been a really big fan of Dark Synchro and when Soul Charge came out I knew it could really benefit decks that could set-up Graveyard material as soon as possible. Army Knight + Teleport combo is a great Turn 1 combo that can quickly bring out a Level 8 monster and also set up the GY for another Level 8 through Soul Charge. Even with new boss monsters, Level 8 Synchros are still some of the strongest monsters in the game. In particular, Void Ogre, Stardust, and Stardust Spark are great cards that can generate easy locks. When combined with the high number of Level 4 DARK monsters this deck can put out, Rank 4 Xyz control cards like Abyss Dweller and Master Key Beetle are also great options.   Now I wanted to run through my card choices and talk about what I would consider changing.   Monsters:   In the monster line-up, I see 3 Malicious, 3 Maxx "C", 2 Summoner Monk, 1 Dark Armed Dragon as obvious choices that don't need explanation.   I played only 2 Armageddon Knight because between two Knights, 1 RotA, and 2 Summoner Monk I should almost always have a Knight available. I would consider increasing the Knight to 3 though because I love opening it, especially in conjunction with Teleport. One negative is that opening hands like two Knight is really uncomfortable because it means going into Void Ogre isn't too viable unless I can somehow send Plague to the GY to stack Army Knight.   2 Krebons may seem strange with only 3 Teleport, but drawing Krebons is actually really uncomfortable. Opening Knight + Teleport, especially if I have Soul Charge, is one of the best openings this deck can have, so I decided to max Teleport while keeping Krebons at just two.   1 Plaguespreader is another option I'm pretty iffy on. There are a lot of times when I can Soul Charge back Army Knight but there isn't anything good to mill. Another Plaguespreader would be excellent and also give me more back-up options in case they break down my initial field. Unfortunately, Plague is another one of those cards that is really uncomfortable to draw. I have it at one for now but I've been going back and forth on this for a long time.   Spells:   3 Teleport and 3 Soul Charge is a must. They are clearly my power cards and I need them as much as possible. Likewise, 3 Upstart Goblin ensures that I will draw these power cards as soon as possible.   Foolish, Allure, BoM, and RotA are really obvious choices for this deck.   Cards I wanted to consider in the spell line-up:   Mystical Space Typhoon is a great card but I am playin Trap Stun and PWWB over it.   That being said, one reason I do like MST though is because if you are going turn 2 and you open up a hand like Monk + Soul Charge or Monk/Knight + Teleport + Soul Charge you really wnat to remove their backrows from the field and explode right away. For this reason MST will always be a strongly considered card and I wanted to get other opinions on this.   Rank-Up Magic the Seventh One is a major power card. I would actually strongly consider re-vamping my extra so I can bring out Masquerade off of this, but C101 is also incredibly strong. Even though I am playing Upstart/Allure, this deck often gets into top-decking scenarios because they have to expend a lot of resources to clear my field. Should I play this in spite of conflicts or should I even remove Upstart so that I can play this?   I'm not playing Dark Hole because it's not too effective against the top meta decks right now.   Burial from the D.D. bears consideration, since it lets me get out multiple Malicious from Soul Charge and helps me re-use Plaguespreader.   Traps:   3 Vanity's Emptiness is crucial. Drawing it and protecting it with Void Ogre/Beetle/Stardust Spark is pretty much a game-win. Black Horn of Heaven is one of the strongest cards at the moment. I'm also playing the 4 limited trap cards, but I'm not sure how I feel about Bottomless or CED. I could see myself removing them. PWWB is great since it gives me outlets for in-hand Malicious/Plague.   I really wanted to consider playing Skill Drain in here since it works very well with Stardust and I can bring out the 3k beaters under Drain. Drain also shuts down a lot of cards but it has the side-effect of being really weak in games where I don't open up strong combos since it shuts down most of my set-up methods.   Breakthrough Skill/Fiendish Chain were strongly considered for similar reasons to Skill Drain and I could see myself cutting CED/Bottomless for two of one of them.   Call of the Haunted is really strong since I will often have Level 8 Synchros in the Graveyard I can bring back with it. I could also see myself cutting CED/Bottomless or even Black Horn. My trap lineup is probably what I am least sure about and I have swapped out everything but for 3 Emptiness and Torrential Tribute at various points.   Extra: Stardust, Stardust Spark, Void Ogre, Scrap Dragon, Key Beetle, Dweller, Chain, Exciton, and 101 are pretty much all definites.   That leaves these cards:   Vulcun I think is the best Level 6. You can select itself and bounce it back to get rid of any card, and I think that makes it superior to Psyhemuth.   Inzektron is great since it protects itself which makes it a great Level 6 "conduit" to a card like Stardust or Void Ogre which can protect itself afterwards.   Beelze is a 3k/3k power card available only to DARK decks. I actually don't find myself using it much (since you can just pop any card w. Scrap and the lock cards are generally preferred. On the bright side its effect means it beats anything by battle in two turns even if they get past 3k so I would probably keep it as a utility card.   I think Diamond Dire Wolf is still a really impactful card. Popping random face-up backrows/Fields that are hurting me or monsters is pretty invaluable especially since after popping cards I have good ways of preventing future set-ups.   M7 is there because I wanted a Rank 6 in case I needed it. It was between this card or Bounzer but to be honest there is almost never a situation where I would have to bring this card out.   Divine Dragon Knight is a really strong power card at Rank 8 that I can easily go into. I haven't brought it out before and I think in general two Level 8 Synchros are superior.   I'm pretty much open to all suggestions, please help me out!
  6. Why don't I have friends

    5 exodia pieces 1 Swift Scarecrow 3 Battle Fader 3 Mystic Piper   1 One day of peace 3 Pot of Duality 3 Upstart Goblin 2 Soul Charge 3 Where arf thou?   3 Hope for Escape 2 Gift Card 2 Legacy of Yata 3 Threatening Roar 3 Waboku 3 Reckless Greed   Reasoning on some card choices.   *Im using more faders than scarecrows to be able to establish field presence to be able to use where arf thou to search a piece.    *Piper instead of cardcar: This is because of the synergy with itself for drawing extra and also with soul charge to be able to take 1000 and draw.    *Soul Charge: This helps in a few areas. Helps to combat the upstart which hurts this deck. also helps to draw for an exact amount from deck with hope for escape, when your deck is around 5-8 cards.  One of my favorite plays with this card is using it to summon piper, use where arf thou to add piece then draw off piper, with a set hope for escape you can draw two cards if you haven't already used upstart or gift card.   *Where arf thou: Easily the mvp of this deck. allows you to add an exodia piece to your hand and you take 2000 lp at the endphase to power up your hope for escape. also can search out any of your handtraps. Other things to note. The burn damage stacks with multiple copies used in a single turn and also when it is used with one day of peace you can bypass the damage.
  7. Hieretic Rulers

    Just got back into the game since YCS Tacoma last year so trying to figure out everything all over again. Got wrecked by hieretic dragons last week at locals and I have been fascinated by the deck ever since. I will post explanations behind certain cards, but ultimately I'm hoping to get some advice in the right direction towards better and more consistent build options. 4 Rulers 3 Su 3 Tef 3 Eset 2 Kuribandit 2 Maxx "C" 1 Labradorite Dragon 1 Debris Dragon 1 Flamevell Guard 1 Swift Scarecrow 3 Dragon Shrine 3 Upstart 3 Soul Charge 2 Convocation 1 Wingbeat of Giant Dragon 3 Reckless Greed 3 Black Horn of Heaven 1 Compulsory Evacuation Device EXTRA: 1 Black Rose 1 Stardust Spark 1 Colossal Fighter 1 Crimson Blade 1 Leo 1 Scrap Dragon 1 Constellar Ptomely m7 1 Big Eye 2 Gaia 2 Atum 2 Dracossack SIDE (don't laugh): 3 MST 3 Debunk 3 Skill Drain 2 Vanity Emptiness 2 Electric Virus 2 Wiretap So thus far, the combination of reckless, bandit, and upstart has been a ridiculous draw engine. Kuribandit pulling the third reckless after mass special summoning is gross, especially after a soul charge turn. This draw engine combined with soul charge has also mitigated the need for more than 1 each of the normals. I have liked Maxx c thus far in the main as it hits the extremely relevant mirror match, Mermails, and Geargia. It is subpar vs non-hieretic builds and rogue decks, but the benefits outweigh the cons and at worst, it fuels Redox. Black Horn of Heaven has been so sick for me in testing. I dislike using warning in this deck as I consistently soul charge for 3000-4000. Black Horn absolutely shits on the big XYZ play decks including all ruler variants. I felt like vanitys emptiness was better as a supplemental defence. I don't really like my side at all. MST is obligatory. Virus can steal wins in the mirror and also provide outs to their soul charged field. Skill Drain seems mad relevant against Geargia, Bujins, and Fire People. I'm on the fence about debunk. With the resurgence of hand traps like Maxx and Crow, it could be alright, but in testing it's been not so great. Any advice is appreciated guys thanks.
  8. Exit Bag

    [Edited only to clarify a point and fix a typo. My stances on the subject remain unchanged regardless of being negged into oblivion/banned/having gunmen show up outside my apartment, etc.] I started playing the YGO TCG on April 15, 2002. During the time I spent with the game, I met some of the coolest people I've ever known, traveled to places I otherwise would not have, and had a lot of fun. All at the cost of a lot of time and a lot of money, but that's to be said for all hobbies, is it not? On a rainy day in September 2012, a good friend of mine put things into perspective for me and, maybe unknowingly, did me one of the single greatest favors ever. He led me to see the way things really were in this game and that I'd been lying to myself. He handed me an exit bag. I think my life has been a bit better off ever since. The closest I've ever gotten to acquiring any kind of wide-scale notoriety (in life, not just cards) had to be in 2006 when I achieved my one and only SJC top 8 finish. It was a great feeling and a monumental occasion. Even better was the fact that the deck I piloted was something that I had been working on for quite sometime and had yet to be done. That deck,  playing off-beat decks, and a reputation for winning made me somewhat famous in the So Cal YGO scene. I was somebody. In the language of player archetypes, I'm a Johnny. That means I like win, but I want to do it with style and on my terms. So naturally what attracted me to the game was the fact that you could play the way you wanted and express yourself through deck making. I also thought it was very cool that I could put in practice and be good at something while having fun. Once upon a time these things were true about the YGO TCG. But times changed. Decks got stronger and stronger. Effects got more unbelievably outrageous. The game just turned into something totally different. This wasn't YGO anymore. But I kept playing. In hindsight, I can see that the signs were there all along. Part of me wanted those days back again, where you could make it if you knew how to attack correctly and didn't walk into your opponent's outs. I really thought that sharpening my skill as a player could negate what I saw happening to the game right in front of my eyes, but refused to admit. Look, I'm getting long-winded here, so I'll make it short and simple. The powers that be don't care about guys like you, like US. We are DGz. We play to win and pride ourselves on playing at a high level. All we want is a solid game where player skill takes a front seat as opposed to what OP, pre-packaged deck Konami hands you. As long as they keep printing shit like Soul Charge or Dragons or the other stuff I tagged, that won't happen. We are all just destined to be warm bodies, moving cards around and following directions with no independent thought as to what you played or why. Yes, you're good at it. You may even have fun now and again. But if you're a competitive player, the time is here, man; has been for a long time. The game now is a bunch of cash grabs to make everyone feel like a winner and help guys that wouldn't have survived Goats or any other period where there was no insta-win yo cold just luck into. The game now pretty much caters to guys that do shit like summon into +3 TT or swing at a +2 Mirror. Just about every deck can either OTK you or put you in an EXTREMELY disadvantageous situation with far fewer resources than it should take to do so. THIS is what wins games nowadays. THIS is what makes you "pro." Embarrassing. If you're a guy that put in all those years of practice to be on the same level as guys that started a few weeks ago, this is for you. If you use cards aren't just thrown at you in order to win, this is for you. If you're tired of seeing people sack games with cards that shouldn't exist, this is for you. If you never saw a problem with 1-2 summons per turn, this is for you. Game Over Has been for quite some time now and will never again return. If you want to stay on, that's your business, but if you're like I was and didn't want to stand for it anymore, then hopefully this post was your exit bag.  
  9. The Perfect Soul

    Hey Dgz, if you follow the decks I post it's usually herald of perfection or monarchs. So I wasn't sure if I was even going to nationals or not this year, as I've been trying to save money to buy my first car and have had issues with work as such. However some friends just had a space open up in their car and hotel room, so I will be able to go now relatively cheap (saves me about $100 or so). Anyways, living in Oceania means we have to share our World Champion spots with New Zealand, so we have this other tourney called "Oceanics" which alternates between the 2 countries each year. This is Australia's off year, so to even think about entering the tournament, it's either pay for a holiday in New Zealand, or win a flight over. There are 2 chances up for grabs, one at a pre-national tourney and the other our actual nationals itself. Because of this, this attracts the country's best players, so the pickings is relatively slim I'll say. So for this reason, as well as saving me money trying to buy dragons, mermails etc, I'm just going to run my favorite deck and have all the cards for, and to try and have fun. If I do well even better. This also will probably be my last tournament for a while, as I am thinking of quitting or going on break from this game in order to pursue other things in life.   Onto the deck.   Monsters; 25 3 Herald of Perfection 3 Herald of Orange Light 3 Metaion the Timelord 3 Maxx "C" 3 Archlord Kristya 3 Manju of the Ten Thousand Hands 3 Gellenduo 3 Gyakutenno Megami 1 Honest   Spells; 12 3 Pot of Duality 3 Soul Charge 3 Preparation of Rites 2 Advanced Ritual Art 1 Dawn of the Herald   Traps; 3 2 Trap Stun 1 Vanity Emptiness   Extra; 15 1 Gauntlet Launcher 1 Constellar Ptomely M7 1 Constellar Omega 1 Fairy Cheer Girl 1 Starleige Paladynamo 1 Daigusto Emeral 1 Number 101; Silent Honor Ark 1 Evilswarm Exciton Knight 1 Herald of Pure Light 1 Gachi Gachi Gantetsu 1 Scrap Dragon 1 Angel of Zera 1 Crimson Blader 1 HTS Psyhemoth 1 Powered Inzektron   Side Deck; 15 2 Consecrated Light 1 Psi-Blocker 3 Mystical space Typhoon 2 Royal Decree 2 Rivalry of Warlords 2 Imperial Iron Wall 2 Vanity's Emptiness 1 Soul Drain   Explanations; This version of the deck was inspired by robert's lockdown version of herald which he made last year around the same time to combat the meta; http://blog.coretcg.com/lock-em-out-teched-herald-of-perfection/. Unlike his though, this is a different meta so a such the deck has its alterations. I also like it because it minigates 2 problems herald decks have; 1) Too many normal summons, 2) drawing too many normals. Nothing is worse then having a hand with a agent and manju I find, as well as multiple normals. 6 normal summons (7 if you include honest), and 3 vanilla's has minigated these problems.   [spoiler] Monsters; 3 of everything?;  I like to think my ratio of 3 for nearly every card is some-what correct, for the reasons being that they are all cards I find extremely useful for the deck's function or beating the meta. Herald of Orange light must be maxed to stop veiler, and to dump another fairy to use for kristya or for another card that will be discussed in a second. Maxx c is one of THE cards this format I believe, nearly every single match up I can think of I can use it, and even if it only nets me 1 draw, that makes the deck closer to its goal of getting herald or other combo pieces. 3 Metaion; This guy is actually just so handy, he can help me live while I set up bar effect negation like fiendish chain or felgrand effect etc, and right now is a hot side deck choice. Being fairy as well though is ultimately what got him into the main deck. 3 Gellendou; he is probably one of the more handy fairy monsters in the game, and synergizes well with kristya. Being lv4 as well also works with manju, and 1700 atk is not that bad. He is also a good t1 option if I have nothing else going in the hand at that moment.   Spells;  3 Soul Charge; This card is no doubt incredible, and even so in this deck. It gives the deck a second wind, a chance to come back even if your opponent made you use all your fairies and got rid of herald on the field. You drew kristya too late and have a graveyard full of fairies? Bring them back to modulate the grave, or better yet, use herald to discard kristya and use charge as a 1000 lp reborn. Need a beater on the field to go with herald? Sych for a lv8 with either the herald on field with orange light, or revive orange light with megami, revive 2 megamis for a rank 6, manju, honest or gellenduo for a rank 4. The card is incredible and gives the deck the ability to use discard costs as another hand  similiar to d rulers and to utilize your extra deck.  3 Duality/ no upstart goblins: Quite simply the reason I am not using upstart is room. If maxx c wasn't such a good card at the moment I would have considered them over the C's, but if I'm vsing infernity or mermails I want that C in my hand first turn. The reason I'm using duality over upstarts as well is because duality gives me the choice in what I want to get to my hand, and isn't just the random top card of my deck, which could be a dead card for me since drawing megami still happens sometimes or a maxx c I didn't need to an established field. There are also turns where I'm just sitting on herald and can not do anything else, so using duality to fetch me another fairy or a soul charge to use next turn is also very satisfying.  3 Prep and the 2:1 Ara to dawn ration has always been correct I believe, just to up consistency of seeing first turn herald. Prep has sometimes become dead though which makes me think maybe should go down to 2, but every time I do that I get a game where I think "now if only this card I replaced the 3rd prep with was prep".    Traps; The ratio of 2 trap stun and 1 Vanity emptiness is something I'm trying, as the ratio used to be 2:2 of each, but I wanted to include the 3rd duality to increase my consistency as much as possible. I was also finding while Vanity's emptiness is a good card, it is only great if I have set up first with herald, other then that it would sit there, might stall out bigger monsters while smaller ones attack me, and I couldn't then use herald or kristya etc because my own vanity was blocking me. This meant that I would then have to use either duality to get it to go away, leaving my opponent free to special summon, or prep, but that wasn't always the case. As for the 2 trap stun, I need them as my only real way to deal with first turn vanity against me. This is something I'm having trouble with as I am not sure how to better address this. Skill drain also very real against me, and trap stun will only stop if for one turn, which is not very good for me unless I can get rid of it. I really don't have many other ideas for the main deck to deal with a t1 skill drain/ vanity lock with stardust. The latter can be dealt with alittle more easily with metaion and such, but unless I run royal decree in the main , I can not think of anything else. And for royal decree, there is the problem of them chaining raigeki break or phoenix wing wind blast to that....   Side; 2 Consecrated light; Evilswarm, infernity, dark worlds 1 Psi-Blocker; testing over 3rd consecrated light, another out to vanity and can crash into fossil dyna, prohibition on legs. 3 MST; problem cards 2 royal decree; trap heavy decks like infernity 2 rivalry; mermails, evilswarm, constellars, plants. 2 Imperial iron wall; bujins, prophecy, mythic dragons, breakthrough skill 2 Vanity; mermails, dragons, other go happy special summon decks like chaos dragons 1 soul drain: mermails, darkworld, bujins.     [/spoiler]   Anyways as per usual any advice would be great on the deck, I can answer any questions I left unanswered, and if people want to help me test as well then that would be cool, pm a message but it will have to be on Devpro as I am banned from Dn. Thanks for reading this wall text if you made it this far lol.
  10. Hieratic Rulers Post-DoL

    Whats up DGz? I'm looking for some help with my Hieratic Ruler deck for next weekend. We have a $500 cash tourney coming the day after DRLG is legal so I'm pretty sure on Hieratic Dragon Rulers. Keen to hear everyones opinions on best deck Post-DoL also, because I may use something else at the tourney.   Monsters: 18 3 Hieratic Dragon of Su 3 Hieratic Dragon of Tefnuit 3 Hieratic Dragon of Eset 2 Maxx "C" 1 Luster Dragon #2 1 Flamvell Guard 1 Swift Scarecrow 1 Blaster, Dragon Ruler of Infernos 1 Redox, Dragon Ruler of Boulders 1 Tempest, Dragon Ruler of Storms 1 Tidal, Dragon Ruler of Waterfalls   Spells: 12 3 Soul Charge 3 Upstart Goblin 3 Dragon Shrine 2 Hieratic Seal of Convocation 1 Dark Hole   Traps: 10 3 Hieratic Seal From the Ashes 2 Skill Drain 2 Vanity's Emptiness 2 Trap Stun  1 Torrential Tribute   Side Deck: 15 1 Maxx "C" 3 Mystical Space Typhoon 1 Twister 1 Nobleman of Crossout 3 Mind Crush 2 Mistake 2 Black Horn of Heaven 1 Full House 1 Needle Ceiling   Extra Deck: 15 2 Mecha Phantom Beast Dracossack 2 Gaia Dragon, the Thunder Charger 2 Hieratic Dragon King of Atum 1 Constellar Ptolemy M7 1 Photon Strike Bounzer 1 Gauntlet Launcher 1 Black Rose Dragon 1 Stardust Dragon 1 Colossal Fighter 1 Scrap Dragon 1 Crimson Blader   STARDUST SPARK DRAGON IS NOT LEGAL IN NEW ZEALAND D:   Post-DoL I've opted not to run Kuribandit. Yes the card is insane, but it gets worse the longer the game goes on. I also needed the space. I will stick to using Ashes unless you give me really solid reasoning not to use it.    I'm interested in any feedback you guys have on the deck, how to make it better etc. If you have any side decking advice please let me know.
  11. Hieratic Rulers Post-DoL

    Whats up DGz? I'm looking for some help with my Hieratic Ruler deck for next weekend. We have a $500 cash tourney coming the day after DRLG is legal so I'm pretty sure on Hieratic Dragon Rulers. Keen to hear everyones opinions on best deck Post-DoL also, because I may use something else at the tourney.   Monsters: 18 3 Hieratic Dragon of Su 3 Hieratic Dragon of Tefnuit 3 Hieratic Dragon of Eset 2 Maxx "C" 1 Luster Dragon #2 1 Flamvell Guard 1 Swift Scarecrow 1 Blaster, Dragon Ruler of Infernos 1 Redox, Dragon Ruler of Boulders 1 Tempest, Dragon Ruler of Storms 1 Tidal, Dragon Ruler of Waterfalls   Spells: 12 3 Soul Charge 3 Upstart Goblin 3 Dragon Shrine 2 Hieratic Seal of Convocation 1 Dark Hole   Traps: 10 3 Hieratic Seal From the Ashes 2 Skill Drain 2 Vanity's Emptiness 2 Trap Stun  1 Torrential Tribute   Side Deck: 15 1 Maxx "C" 3 Mystical Space Typhoon 1 Twister 1 Xyz Encore 3 Mind Crush 2 Mistake 2 Black Horn of Heaven 1 Full House 1 Needle Ceiling   Extra Deck: 15 2 Mecha Phantom Beast Dracossack 2 Gaia Dragon, the Thunder Charger 2 Hieratic Dragon King of Atum 1 Constellar Ptolemy M7 1 Photon Strike Bounzer 1 Gauntlet Launcher 1 Black Rose Dragon 1 Stardust Dragon 1 Colossal Fighter 1 Scrap Dragon 1 Crimson Blader   STARDUST SPARK DRAGON IS NOT LEGAL IN NEW ZEALAND D:   Post-DoL I've opted not to run Kuribandit. Yes the card is insane, but it gets worse the longer the game goes on. I also needed the space. I will stick to using Ashes unless you give me really solid reasoning not to use it.    I'm interested in any feedback you guys have on the deck, how to make it better etc. If you have any side decking advice please let me know.
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