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Found 16 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. New format HAT

        Monsters (21)   Traptrix Myrmello x3 Traptrix Dionaea x2 Nekroz of Unicore x3 Nekroz of Clausolas x3 Heroic Challenger - Assault Halberd x3 Heroic Challenger - Thousand Blades Juragedo x2 Kagetokage Maxx C x2 Thunder King Rai-Oh   Spells (9)   Preparation of Rites Raigeki Nekroz Mirror  Nekroz Kaleidoscope x3 Reinforcement of the Army x3   Traps (10)   Vanity's Emptiness Solemn Warning Bottomless Trap Hole Traptrix Trap Hole Nightmare x2 Fiendish Chain x3 Mirror Force x2   Extra Deck    Number 80: Rhapsody of Berserk Gagaga Samurai Gagaga Cowboy Number 82: Heartlandraco King of the Feral Imps Castel, the Sky Musketeer x2 Abyss Dweller Evilswarm Exciton Knight Number 101: Silent Honour ARK Number 103: Ragnazero Diamond Dire Wolf Herald of the Arc Light x3           So this deck is a rnk4 deck which focuses on abusing floaters and making advantage         Nekroz Engine         This is in the deck for a couple reasons, Kaleido into Unicore is a strong turn 1 play as well as once you hit that combo then you have a stream of Unicore Floaters which can be used for rnk4s or beat sticks which can be pretty strong, Unicore on its own is pretty tough for some decks to deal with   The only negative with using nekroz monsters is that it can be pretty inconsistent at times when you open up a ritual spell but nothing else so its a 2 card combo     Traptrix Engine        Even now about the Traptrix engine is still pretty strong, and Nightmare hole is very nice against some decks like nekroz and satella       Only downside to the engine is drawing Dionaea before Myrm     Heroic Engine        Assault Halberd is really nice for its recruiting effect and its not that hard to get it off when you draw into it as there arent many trap heavy decks, Thousand Blades is nice to search for through Halberd as it leads to lots of free rnk4s but you normally wouldn't want to search it off rota cus its a dead normal summon normally, although it does work well with Kage, Unicore, Halberd and Mirror.      1 Kage      Often I would find myself left with 2 lvl 4s on the field and nothing to do with them so I added in Feral Imp rnk4 and a Kage which isnt awful, often I'll make plays like ss Halberd and another lvl4 for example Myrm getting the Trap Hole search, attacking with both searching a Thousand Blades then going into Feral Imp and searching Kage which gives me plays for next turn and just gives me advantage although obviously there are many variants of this play     No MST    This deck is rogue, so I don't want to risk opening with a dead card as well as the main deck space is very packed as it is           Overall this deck definitely isnt taking any big tournaments but it could definitely have some potential at regionals. It has a good matchup against Nekroz, rogue and Satella, its alright against Qli and Shaddoll, but terrible against BA which obviously limits its competitive potential but I made this more for fun anyways which it is very fun just racking up the advantage as well as when your opponent is surprised at seeing the nekroz cards alongside the other monsters   I'd love to hear any questions or improvements I could make :)
  3. Why is this an idea I had?

      Monsters (13):   1 Block Golem 1 Gaia Plate 3 Guardian 2 Sandman 2 Wall 1 Dionea 3 Myrmeleo   Spells (11):   1 Book of Moon 1 Dank Hole 3 Diamond Core 2 Lance 3 Duality 1 Soul Charge   Traps (16):   1 Bottomless 1 Time-Space 1 Traptrix Nightmare 2 Call of the Haunted 1 Compulse 1 Dimensional Prison 3 Fiendish Chain 1 Solemn Warning 2 Vanity's Emptiness 3 Wiretap   Side Deck (15):   1 Grand Mole 1 Mind Control 3 Mystical Space Typhoon 1 Acid Trap Hole 2 Deep Dank Trap Hole 2 Gozen Match 2 Shadow-Imprisoning 3 Skill Drain   Extra (15):   2 Dweller 1 Cairngorgon 1 Castel 1 Daigusto Emeral 1 Diamond Dire 1 Exciton 1 Fairy King Alverdich 1 GGG Cowboy 2 SHArk Knight 1 Blackship 1 Rhapsody 1 Heartlandraco 1 Crazy Box     OKAY SO LIKE...   This deck needs a LOOOOOT of explaining so I'm actually going to bother to start from the beginning. So basically what happened recently is that I got BORED. So I went and looked through some of my old binders for something to do, and I came across a skeleton for old-fashioned Rock Stun (3 Block Golem 3 of each Rock Meiru and some random junk like Fossil Dynas and this Gaia Plate). You see back when I was a scrub, and Block Golem was first released I was like "OH COOL THIS DECK HAS THIS NEATO RESUCE RABBIT FOR LIKE +1 ERRDAY GOLLY GEE BATMAN." My undeveloped scrub brain didn't understand that a deck with 50 billion normal summons and no searchers and a ridiculous EARTH restriction had no way of not being shit. So I gathered the cards, built the deck, and played many people. The record of the deck was pretty sporadic.   So fast forward to me in present day and my reminiscing and while I remember how shit the deck was I too also remembered how broken it could open. Getting openings like two Guardian, Warning, Call and some real trap were pretty brutal. When you have a choosable Doomcal on top of real backrow and a call of the haunted to get double shots out of him basically meant some pretty brutal autowins. And you know the whole Rescue Rabbit thing was actually pretty cool when you could resolve it. So I figured I might as well, since I had a bunch of extra staple cards and generic backrow and stuff, take another look at the engine now that they have this Diamond Core thing, which is actually a pretty fucking sweet searcher card no lie.   Block Golem:   First reality to come to turn with was that while Block Golem's effect is pretty much too good to pass up since resolving not only puts 3800 damage on the board, but leaves two stun cards (typically Guardians) on board that your opponent has to play through ON TOP OF your backrow in order to establish anything. However it only works if you haven't accessed, or at least haven't graved any of your extra deck monsters. My compromise was deciding it was an optimal 1-of considering. I either want to see this card early enough to set it up and resolve it for a huge advantage early, or I pretty much don't want to see it at all. It's worth mentioning that it can be set up with a Daigusto Emeral, who himself can be banished by Gaia Plate (more on him later). And once Block Golem does in fact resolve in a game, you're free to call of the haunted or soul charge the thing in order to get off some sick plays, such as Soul Charge for 3 (two 4s and him), 101 or Castel something, and then revive those materials to get another free rank 4, or to choke them under your stun rocks. Like this card is astounding in terms of value when you can resolve it. One is the number.   Fiendish Chain:   It... was the card I had multiples of lying around. That's the reason for a couple of these card choices honestly this is a sort of ghetto build because I assumed the competitive viability of this was so limited I shouldn't invest any money in it. Any money cards you see in the main deck are either pulled from other decks and then returned or borrowed from someone. However it's worth noting this has positive interactions since it let's me maintain a vanity's when I would normally lose it (and my Guardian) negating in the expected way. This interaction has been rather relevant. in addition to that it's something that gives me a solid reactionary way of dealing with boss monster threats like BLS. If I BTS or Veiler these they still just run over whatever Meiru I have standing up and then either I have Call, a live Dionea, or Golem, or I don't and I better have a real trap out. I considered Skill Drain in the main deck because it seems like a no brainer with the Meirus working under it but it would interfere with the suite of cards I want to talk about next...   Traptrix Engine:   This is a deck that just kind of sits on it's normal summons and pokes you to death, and I really only gain any early game tractions via disruptive traps and aggressive use of Guardian to prevent established boards from shitting on my ability to play. Having a normal summon engine that both offers a 1-card Xyz and more monster-removing reals traps consistently in my early game is PRETTY MUCH NECESSARY and helps deal with this decks issues in ways the natural advantages skill drain provides does not. On top of all of that, all the monsters are EARTH. So the main-deck is Gozen-approved as well as Block Golem friendly. Neat.   Gaia Plate:   Remember how I just complained about big beaters being a problem because of the power established boards hold over my meager little stun pebbles? Yeah this card is literally the best kind of answer to this. If you don't know what it does, it halves anything it battles during battle via continuous effect, and it can be special summoned by banishing two rocks from your grave.   It has 2800 attack. To crash with it in battle you need something with 5600. Being able to just drop this at will from mid-game and beyond to randomly steal games and put holes an an established board is amazing. If you draw it too early, it's at least a rock to reveal for the other Meiru! The only reason I only run one copy is because you need to banish a rock from grave every standby as maintenance and this deck can't really ensure that on top of 2 to banish for it's summon for multiple. My one regret. Something else worth noting is he's not a nomi or anything so you can just steal games randomly by call of the haunted during battle phase for a free 2800. Speaking of...   Call of the Haunted:   All of my monsters either have an effect for being special summoned, or have immediate utility when put on the board during the opponents turn. This card, come mid game, is a veritable swiss army knife that gives me all the options in the world and I love it. Summon Guardian when they standby, or when they set up a play. Call a Gaia Plate/Meiru in response to Vanity to make it worthless, or end phase a Myrmeleo as MST. Even just for the standard ability to rank 4 with an extra monster is noteworthy utility. I never thought I could appreciate drawing this card this much.     Okay enough card choices, how has this deck played for me? Well to be honest I've gotten only like half a dozen games tops and only like 3 of them were relevant (Shaddolls). More will come as I play more, but anyway:   Shadolls:   I thought this would be so one-sided I'd give up on this hilarious nonsense BUT OH THE INTERACTIONS. Most builds lack a good spell to bait Koa'ki Meiry wall with, so it being up means they can't fusion without an answer. Soul Charge is the only good bait but an early bottomless set basically nullifies their ability to threaten with the card. Guardian allows me to choose which Shaddolls I allow to resolve and therefore whether my opponent can get ahead by any capacity. Standing on Guardian makes Mathmat, Kuri, and Falco plays dead, and as a call of the haunted, walls Construct from attacking (the mandatory special summon pop is something I could negate with Guardian to +0 the monster out of my sight). With this in mind if I just manage to backrow disrupt them long enough to establish something as simple as having Guardian Wall Call as cards in play, I can win just that easily.   To be fair this is all pretty exaggerated. They have decent normal summons to drop and will completely savage me if they open moderately well or better during the early game, doubly so if they win the die roll. This isn't a competitor in that sense. The only thing worth nothing is that Guardian is actually a really good yugioh card and has insane interactions.   Speaking of...   All Hands are dead:   Guardian can damage step, so you're free to +0 hands at will. In addition, you can banish Diamond Core to out a Fire Hand. Hands are really bad against this deck. It's kinda hilarious. Your main normal summon is a natural counter to those 6 particular cards and while they are phasing out of the meta due to the good decks of the format being made of floaters adds to this problem. Shaddolls, or BAs. ABOUT BAs....   Guardian can break the loop if you kill a BA:   Negate a Burning Abyss monster, and there goes the loop. Cir blown out? No loop. Scarm stopped? SOL. Graff shafted? Too bad. HOW NEAT. You can pause the advantage tidal wave! Not to mention that Kuribandit and Tour Guide are dead if you control a Guardian so... either their PWWB/Karma Cut resolves or they kind of lose because I happened to have Wiretap or Lance or I'm sitting on Sandman. Again, gross exaggeration to merely highlight the fact that this deck has good card interactions with a ton of decks because it's full of swiss army knives.     So yeah TO STOP RAMBLING THE SKINNY IS THIS:   This deck is kind of bad at dealing with established boards. Gaia Plate, Call of the Haunted, live Dionea, and Soul Charge are my limited suite of answers to this issue. Dark Hole (in the future, Raigeki) are somewhat helpful in this arena but it's just kind of a salve. If there are obvious ways I could adjust my real trap line-up or deck in general to put a dent in this problem, I'M ALL EARS, YA SEE.   I kinda feel like playing this deck with winning in mind would basically follow the same idea as the +1 Fire phenomenon that popped up. Take a decent, but competitively non-viable deck and shove main-deck Shadow-Imprisoning Mirror into it to level the playing field and further capitalize a just having a working, decent frame. I mean Shadow-Imp with assorted flavor Doomcals and Myrms is a pretty easy road to victory. So uh free feel to replace the fiendishes and let me know how that goes...   And the big one: Everything except Gaia Plate is a normal summon. Gross. There really isn't a fix for that it's just a fact. This deck is normal heavy, and the impact of that reality can't be overstated. If you get rolled early it's not likely you're going to be able to spring a valid Xyz answer in time to fix that. You either hit a Dark Hole/Raigeki, you have a backrow answer, or you die in a fire. Have fun fixing that! This is honestly just a restatement of the established board issue. Toss me ideas! Or just laugh at me for making this! Yeah! I don't know. I'm rambling. This deck is weird and kind of bad and yet I felt pretty much compelled to post it and spill a ridiculous amount of words about it and uh I'm not sure why. So let's see how that turns out!
  4. Not nearly as catchy as FAT

    [spoiler][/spoiler]     Monsters (13):   3 Papa Bear 1 Wolfbark 6 Hands 3 Myrmeleo   Spells (9):   1 Book o' Moon 1 Dark Hole 1 Mind Control 1 Soul Charge 3 Tenki 2 Pot of Duality   Traps (18):   1 Bottomless 2 Breakthrough 2 Call o' Haunted 1 Compulse 2 D-Prison 3 Fiendish 1 Solemn 1 Torrential 1 TTHN 1 Void Trap Hole 3 Wiretap   Side Deck (15):   2 DD Crow 2 Veiler 2 Maxx C 2 MST 2 Black Horn 2 Deep Dark Trap Hole 2 Shadow Imprisoning 1 Void Trap Hole   Extra Deck (15):   Dweller Tiger King Kagusutchi Cairngorgon/Cargo Pants Castel, the 4th Musketeer Emeral Dire Wolf Exciton GGG Cowboy 2 Numéro 101: Honneur Silencieux Arche Ragnazero Ship o' Cornflakes Rhapsody Media Heartland Draco     Dunno what to say. I mean this deck isn't exactly creative of me or anything I'm just putting good cards from last format together in a way that can hopefully still play. I mean Void Trap Hole has been kind of MVP because Winda is on the list possible targets (what with the negating, and then if you do, destroying) and makes a nice turn 1 myrm search when you KNOW you're dealing Shaddolls. Call of the Haunted lets you end phase when under Winda for whatever (normally Myrm for end phase pop) so that you can have Xyz options during your turn regardless. Despite new decks like Yangs, Burning Abyss, and Shaddolls all being decks of destroyable things Hands are still good. Having consistently floating 4s that equalize advantage, uninstall backrow and ensure followup Xyz plays ain't half bad. Who'da thunk.   Wondering if:   I should do Cardinal, or a 2nd Castel, instead of the 2nd 101. I just happen to have two of them. I have Cardinal but like with only Papa Bear I figured I wouldn't be set up often. The potential keeps coming up since Bear is the searchable one. Castel is a more flexible removal card than 101, but being able to use 101 like a wall, him being a 100 better body, and his "holding onto" their card have all been relevant. I should not main Dark Hole. I'd main a pot of dichotomy instead. Just not sure I end up with the kind of situations that would legitimize Dark Hole often enough. I should fix that wonky-ass side deck. Teach me. Other than that, just belligerently and rudely chastise me about any OBVIOUS missing cards because I just made this and typically I always forget something that is, like, basic yugioh 101 every time I make a new deck. So uh thanks in advance if you do that.
  5. Monsters 16 2 garunix 2 yaksha 2 barong 2 myrmello 2 fire hand 2 ice hand 1 diona 1 bear 1 wolfbark 1 blaster Spells 11 2 Onslaught 2 circle 2 soul charge 3 tenki 1 book of moon 1 mind controll Traps 13 2 skill drain 2 d prison 2 traptrix trap hole 2 breakthought skill 1 bottomless 1 solemn 1 compulse 1 torrential 1 wing blast Extra 1 felgrand 1 giant grinder 2 101 2 tiger king 1 blackship 1 excition 1 diamond dire 1 cowboy 1 berserk 1 ragna 1 heartland 1 cainrgorgon 1 kagusuchi Side 2 maxx c 2 d.d crow 1 fire hand 1 ice hand 3 mst 2 mal cat 2 light mirror 2 dark mirror Weve been testing the deck agianst meta and rouge and it runs sick any thoughts would be great but i feel this is a good meta call
  6. Monsters 16 2 garunix 2 yaksha 2 barong 2 myrmello 2 fire hand 2 ice hand 1 diona 1 bear 1 wolfbark 1 blaster Spells 11 2 Onslaught 2 circle 2 soul charge 3 tenki 1 book of moon 1 mind controll Traps 13 2 skill drain 2 d prison 2 traptrix trap hole 2 breakthought skill 1 bottomless 1 solemn 1 compulse 1 torrential 1 wing blast Extra 1 felgrand 1 giant grinder 2 101 2 tiger king 1 blackship 1 excition 1 diamond dire 1 cowboy 1 berserk 1 ragna 1 heartland 1 cainrgorgon 1 kagusuchi Side 2 maxx c 2 d.d crow 1 fire hand 1 ice hand 3 mst 2 mal cat 2 light mirror 2 dark mirror Weve been testing the deck agianst meta and rouge and it runs sick any thoughts would be great but i feel this is a good meta call
  7. Much thanks to harig07 for writing this! Everyone give him tons of pos rep! Artifacts   Introduction:   "Artifact" (because spelling the word correctly is too mainstream for the translation team) is an archetype of Level/Rank 5 LIGHT Fairy-Type Monsters first released in Primal Origins that are based on historical and mythological weapons. Mechanically the Main Deck monsters revolve around the theme of being able to be set in the Spell/Trap zone and can be Special Summoned if they are destroyed there during the opponent's turn. They all also have effects that activate if they are Special Summoned during the opponent's turn (not necessarily via their own effects). So far there is one Xyz, Durendal, which enables you to negate effects at the expense of your backrow or act as a Reload for both players. Artifacts very quickly made an impact in the OCG meta in a format where Dragons were reigning supreme, as they would considering how relatively untouched they were by our banlist standards. Many different variants of the deck saw play, as is expected in Japan, the weirdest of which was probably Six Samurai Artifacts, however despite the characteristic whackiness of the Japanese meta it became apparent that the Artifact engine was both flexible and deadly. The most notable partnership came to be with Chronomaly, who have their own Stratos on crack in the Japanese meta, with another notable partnership being Traptrix. Granted, Artifacts weren't necessarily the best deck, but being able to stifle the monopolistic Dragon format became a foreshadowing testament to the potential that the deck held. As of the time of writing there has been one major event with Primal Origins as a legal set, that being YCS Philadelphia. Artifacts had 6 out of the 32 top spots via the newly emerged hybrid with the Traptrix engine, who received a new boon in Dionaea, and the Hand engine, consisting of Dragons of Legends' Fire Hand and Ice Hand. Only Geargia ousted them in numbers of tops and tied with essentially the same deck in Handtrix for numbers of tops (Handtrix just doesn't have Artifacts in it, obviously). It has become immediately clear, therefore, that this deck is a very real threat in the TCG meta. This deck is composed of many parts, so it is difficult to discuss a &quot;core&quot; as such. I shall therefore have the centre point of the discussion be Artifacts and the Artifact core, expanding on everything else and how they relate to Artifacts. A boon of the Artifact engine is that it is incredibly flexible and could be put into pretty much any deck, however if I were to discuss, say, Constellar Artifacts it would be clear that Artifacts aren't the focus, so it wouldn't qualify for this discussion. In my opinion, Traptrix, Hands and even Chronomaly are embellishments on the Artifacts rather than vice versa, so they qualify as &quot;cores&quot; that warrant being discussed in this thread   ----- Artifacts: [spoiler] Artifact Sanctum (the card you want to draw)   Normal Trap Card "Special Summon 1 &quot;Artifact&quot; monster from your Deck. You can only activate 1 &quot;Artifact Sanctum&quot; per turn. You cannot conduct your Battle Phase the turn you activate this card. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 card on the field; destroy that target"   Would you look at that, a card that can Special Summon Artifacts from the deck thereby triggering their Special Summon effects without having to draw them and destroy them. How convenient!   Sanctum is incredibly important for obvious reasons. The archetype is based around an inherently reactive mechanic (having to be destroyed in the S/T zone). This card is incredibly&nbsp;proactive, vastly increasing the extent that you are able to do things on your own. Moral may be the key monster but Sanctum is easily the most important card in the deck.   ----- Artifact Moralltach (the good one)   LIGHT Fairy-Type 5* 2100 ATK/1400 DEF "You can Set this card from your hand to your Spell &amp; Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell &amp; Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: You can destroy 1 face-up card your opponent controls"   2100 beatstick that destroys a face-up card upon being Special Summoned (that also doesn't target for some reason). In a deck with their own Reinforce Truth. This is pretty much it, the whole deck revolves around using Sanctum to pump out this guy. Maybe not the most glamorous strategy but having an incredibly strong disruption card in the form of a 2100 beater is effective at what it does. The simple plus is what propels this archetype forward.   ----- Artifact Durendal (the Xyz) Rank 5 LIGHT Fairy 2400 ATK/2100 DEF 2 Level 5 monsters "Once per turn, during either player's turn, you can activate 1 of these effects. ● When a monster effect is activated on the field, OR when a Normal Spell/Trap Card is activated: You can detach 1 Xyz Material from this card; the activated effect becomes "Destroy 1 Spell/Trap Card your opponent controls" ● You can detach 1 Xyz Material from this card; each player with a hand shuffles their entire hand into the Deck, then each player draws the same number of cards they shuffled into the Deck." So far the only Xyz, this card can certainly do a lot in the right situation. Its first effect counters a number of notable effects, examples including most of the relevant Xyz's, Moral, Myrmeleo/Dion, Hootcake, Armor, Geargiagear, Sanctum, Bottomless, Dark Hole, Soul Charge, Dragon Shrine, etc. Like there are way too many to list. Its second effect is also pretty cool, serving as a nice disruption effect should they activate an effect from the hand that you don't like (a Dragon Ruler, Priestess, etc).   And that's the deck! Jk jk, there are a couple more things to keep an eye out for.   -----   Artifact Beagalltach (the controversial one) LIGHT Fairy-Type 5* 1400 ATK/2100 DEF You can Set this card from your hand to your Spell &amp; Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell &amp; Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Destroy up to 2 set cards you control (min. 1). You can only use the effect of "Artifact Beagalltach"; once per turn. Beagalltach is clearly designed to complement Moralltach. Drawing Moral sucks but is great when Special Summoned, so let's make a card that mitigates how horrible it is to draw Moral and lets you do more cool shit when Special Summoned! Yay! In theory, that's all good. However in practice the extent that Beagall is worth running is highly debatable. It may make drawing Moral less bad but it creates a dead draw in itself. Therefore there is no clear answer and whether or not Beagall is worth running, let alone at what number, is a hot topic for discussion given its prevalence in the lists from YCS Philly.   -----   Artifact Ignition (the MST)     Quick-Play Spell Card "Target 1 Spell/Trap Card on the field: destroy that target, and if you do, Set 1 "Artifact"; monster directly from your Deck to your Spell & Trap Card Zone as a Spell Card. If this card in its owner's possession is destroyed by an opponent's card: Your opponent skips their next Battle Phase. (You must have an "Artifact"; monster in your Main Deck to activate this card)." They get their own MST too?! Damn. You know what sets Beagalltach up nicely (pun hehe)? Being able to set Moral directly from the deck. If Moral and Sanctum are seen as their own engine I'd argue that Beagall and Ignition are similar in that they are best in tandem with one another, except obviously Beagal and Ignition are embellishments of the Moral + Sanctum engine rather than good cards independently. However, it isn't black and white in this case either. Setting Moral from the deck is essentially a faux +1, as it only becomes real if it is materialised via its destruction. Less Morals in deck means less Sanctum resolutions. With that in mind, while Beagall may potentially work without Ignition it is unlikely that the reverse is true, as without Beagall setting Artifacts becomes incredibly undesirable.   -----   Artifact Scythe (the hipster one)     LIGHT Fairy-Type 5* 2200 ATK/900 DEF "You can Set this card from your hand to your Spell &amp; Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell &amp; Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot Special Summon monsters from the Extra Deck for the rest of this turn."   So many speculations as to what the TCG exclusive Artifact would be. Moralltach for sets? A new Xyz? One that lets you draw? As it turns out we got this, which is neither here nor there. To be honest it was what the exclusive should have been. Its effect has a lot of utility against Xyz/Synchro heavy decks (obviously). Whether or not you feel it is worth running rests on a meta call. Scythe gets worse if you are to play mirror matches but better if you are to play things like Madolche and Infernity. It is worth keeping in mind, in any case. Other stuff: Artifact Caduceus Artifact Failnaught Artifact Achilleshield Artifact Aegis Artifact Labrys Artifacts Unleashed [/spoiler]   -----   Loli Sluts Traptrix:   [spoiler]   Whore Traptrix Myrmeleo (le Stratos)     EARTH Insect-Type 4* 1600 ATK/1200 DEF "This card is unaffected by the effects of "Hole" Normal Trap Cards. When this card is Normal Summoned: You can add 1 "Hole" Normal Trap Card from your Deck to your hand. When this card is Special Summoned: Target 1 Spell/Trap Card your opponent controls; destroy that target."   You know what archetype needed more support? Trap Hole, clearly. So of course, as with all the bread and butter archetypes that exist nowadays, there has to a be Stratos-esque searcher. There are a plethora of Trap Hole cards that are now at your fingertips because of this little minx. Myrmeleo essentially is the Traptrix engine on its own, and is clearly the most important component of it. It balances the reactive nature of having to draw into Sanctum and bricking when you draw Artifacts really well. You just summon it and search.   -----   Slut Traptrix Dionaea (le Wolfbark)     EARTH Insect-Type 4* 1600 ATK/1200 DEF "This card is unaffected by the effects of "Hole" Normal Trap Cards. When this card is Normal Summoned: You can target 1 "Traptrix" monster in your Graveyard: Special Summon that target in face-up Defence Position. When this card is Special Summoned: You can target 1 "Hole"; Normal Trap Card in your Graveyard: Set that target, but banish it during the End Phase of your next turn if it is still on the field. You can only use this effect of "Traptrix Dionaea"; once per turn."   So we've got the searcher, now what do we need Konami r&d? How about a clone of a card that propelled Fire Fists to being actually good by turning a cute advantage engine into something that can produce actual meaningful cards to back the advantage? Great idea! <Diana, as I affectionately call her, is a Wolfbark. You bring back a Myrmeleo in grave (triggering its MST effect) and overlay into a Rank 4. However, there is a pertinent difference between this card and Wolfbark, namely that Wolfbark was searchable. With Fire Fist you had Tenki to glue the consistency gap created by having to draw both Bear and Wolfbark at particular times. Not being able to search Diana highlights how much of a vanilla it is in the early game when you don't have an appropriate target in grave. Despite this, it is a small gripe, and Diana is a huge boon for the Traptrix engine.   -----   Bottomless Trap Hole (le retro one)     Normal Trap Card "When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it instead of sending it to the Graveyard."   Good card. Cool. Glad that's over.   -----   Warm Embracing Hole Traptrix Trap Hole Nightmare (le pricey one)     Normal Trap Card "When a monster your opponent controls that was Special Summoned this turn activates its effect: Negate that effect, and if you do, destroy that card"   If you had the wit to buy these before the price inflation then you are a happy camper. If not, unlucky.   Clearly a very good card. Stops a number of notable threats, the most notable examples being Exciton (who dodges its counterpart Void Trap Hole) and Moralltach. This card is a key component of the Traptrix engine, establishing itself on a level with Bottomless in terms of what you'll be wanting to search. Good card. Cool.   -----   Void Trap Hole (le neglected one)     Normal Trap Hole When your opponent Special Summons a monster(s) with 2000 or more ATK: Negate the effects of one of those monsters with 2000 or more ATK, and if you do, destroy it.   Void Trap Hole was the first Trap Hole to see its price shoot up, yet ultimately became overshadowed by Nightmare. Void has some exclusive boons that Nightmare doesn't, namely that the opponent's card does not have to activate its effect for it to be killed. It also clears 2000+ ATK monsters with the &quot;cannot be destroyed by card effects&quot; clause, as their effects become negated. As the format evolves no doubt people will start playing around Nightmare, so this may be worth running in such an environment (or indeed worth running anyway, as it is a nice piece of removal).   -----   Acid Trap Hole (le indie one)     Normal Trap Card "Target 1 face-down Defence position monster on the field; flip it face-up, then destroy it if its DEF is 2000 or less, or return it face-down if its DEF is more than 2000."   It kills Geargiarmor (and makes Armor miss timing because the last thing to happen is the destruction, not the Flip). That's about it.   You can do cool stuff with it in the mirror as setting Hands is popular. As it is chainable if you put it at Chain Link 2 or higher if the target is a Hand it shall miss timing. This also applies in the Geargia match-up if they set Accelerator at some point.   -----   Deep Dark Trap Hole (le cheeky one)     Normal Trap Card When a Level 5 or higher Effect Monster(s) is Special Summoned: Banish that Level 5 or higher Effect Monster(s).   But Bottomless exists! Why is this relevant at all? Well, having more Bottomless is nice, and they fulfil different roles. Deep Dark notably does not destroy, so it fucks things like Stardust in the chin. It is pretty much for decks that pump out Level 5+ out as a key component of that strategy (derp), so Dragons. More Dragon hate yay.   ----- Trap Hole (le first one)     Normal Trap Card "When your opponent Normal or Flip Summons 1 monster with 1000 or more ATK: Target that monster; destroy that target."   The OG. The main man. Yes, the card that you frantically threw into your deck at the age of 8 thinking that it was the total titties may actually be the total titties. For all the new mangled shit that keeps coming out there is always a point for that one card released 10000 years ago that is, somehow, still relevant.   Trap Hole is cool against decks that Normal Summon things with 1k+ attack, unsurprisingly. So things like Fire Fist. Remember that opposing Traptrix are unaffected by Trap Hole cards though.   Other stuff: Traptrix Atrax Traptrix Nepenthes Dark Trap Hole (Darkfall) Adhesion Trap Hole D.D. Trap Hole Treacherous Trap Hole Giant Trap Hole   [/spoiler]   ----- Hands:   [spoiler] Fire Hand & Ice Hand     FIRE Pyro-Type 4* 1600 ATK/1000 DEF "When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 monster they control; destroy that target, then you can Special Summon 1 "Ice Hand"; from your Deck." WATER Aqua-Type 4* 1400 ATK/1600 DEF "When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 Spell/Trap Card they control; destroy that target, then you can Special Summon 1 "Fire Hand" from your Deck." There really isn't any point discussing the two in isolation of each other as they clearly only work in tandem with one another. They act as Tengus that also act as removal. They will gain their effects upon being Warning'd but can miss timing. The rest is pretty clear.   I don't know about you but as soon as these cards were released I immediately thought of Artifacts. Gives the deck more dependable Normal Summons and are not only floaters but serve as removal as well. The impact that the Hands are coming to have on the meta is clear, in part due to the overwhelming synergy with the Artifact engine.   Other cards: Prominence Hand   [/spoiler]   -----   Other Good Stuff:   [spoiler]   This deck is capable of running basically any good standalone card, as it is essentially goodstuff.dek. Some stuff is obvious. However, some things are worth pointing out   Pot of Avarice Dichotomy     Normal Spell Card "At the start of your Main Phase 1: Target 3 monsters with different Types in your Graveyard; Shuffle all 3 into the Deck, then draw 2 cards. You cannot conduct your Battle Phase the turn you activate this card."   Most of us have been sitting in wait hoping that this shitty Avarice clone would somehow make its way into the game as a viable option in a competitive deck. For years people tried to make it not shit and failed miserably. Not any more.   All Artifacts are Fairy. Myrmeleo is Insect. Diana is a Plant. Fire Hand is Pyro. Ice Hand is Aqua. That's five different types between the deck's key components, meaning that Dichotomy's requirements can be met quite easily. That's not even getting into other potential choices that would further increase your type count like Cardcar. Being able to recycle your Hands and Moralltachs into the deck before drawing two really allows you to replenish your stock once you approach mid-late game. Just like old times then huh?   -----   Cardcar D     EARTH Machine-Type 2* 800 ATK/400 DEF "Cannot be Special Summoned. During your Main Phase 1, if this card was Normal Summoned this turn: You can Tribute this card; draw 2 cards, then it becomes the End Phase of this turn. You cannot Special Summon during the turn you activate this effect."   The little car that could has tremendous synergy with the Artifact engine. You don't use your Normal Summon due to Sanctum and you'll only Special Summon on their turn. Why not go for a Pot of Greed then?   Indeed, why not. Cardcar is a very good card. However, its biggest weakness is that it is prime Moralltach fodder in the mirror, which is something that you really do not want to make yourself prone to considering how prevalent a threat this deck should be in the meta. Cardcar, despite its awesomeness, may therefore not be the best choice. As crazy as it sounds you could side Cardcar, but that's getting a little too kinky.   -----   Kuribandit     DARK Fiend-Type 3* 1000 ATK/700 DEF "During the End Phase, if this card was Normal Summoned this turn: You can Tribute this card; excavate the top 5 cards of your Deck, you can add 1 excavated Spell/Trap to your hand, also send the remaining cards to the Graveyard."   Kuribandit is worth mentioning because it creates its own build. You use Kuribandit to mill Moral and Beagall thereby reducing potential dead draws later on whilst fuelling the grave for Call and Dichotomy. If that's your thing then go for it, it is certainly worth testing in any case.   -----   Double Cyclone     Quick-Play Spell Card "Select 1 Spell/Trap Card you control and 1 Spell/Trap Card your opponent controls. Destroy the selected card(s)."   Double Cyclone allows you to pop your set Artifacts without having to firm a minus by MSTing yourself, as you take an opponent's backrow with you in this case. Double Cyclone can essentially function as an MST due to the nature of chains and arguably fulfils Beagall's role more effectively than both it and Ignition. Again, something worth testing.   -----   Majesty's Fiend   " /></p>   LIGHT Fiend-Type 6* 2400 ATK/1000 DEF "Cannot be Special Summoned. Monster effects cannot be activated."   Okay this one is personal. Like, have you read this card? Do you read its effect? Do you know how good it is? Would you like fries with that? Majesty's Fiend with protection shuts down everything in the meta. Sanctum, Myrmeleo and the Hands all serve as feasible Tribute fodder. Just drop this bitch down and win. Simple   Well, not so simple. Multiples create cloggy hands and the singleton may not have enough of an impact to warrant its space. But hey, have you read what this fucking card does? Yeah, me too.   -----   Other Cool Stuff: Maxx "C" Effect Veiler Tour Guide From the Underworld (if playing Kuribandit) Forbidden Lance Mystical Space Typhoon Soul Charge Soul Taker Nobleman of Crossout Mind Control Dark Hole Dimensional Prison Memory of an Adversary Breakthrough Skill Phoenix Wing Wind Blast (hehe) Mistake And the Band Played On The Seal of Orichalcos (no I am not shitting you) [/spoiler]   -----   Extra Deku:   [spoiler]   Unsurprisingly, the Extra consists mostly of Rank 4's and 5's depending on your build (well you could be running Tour Guide and therefore be running 3's but that's long). I won't go through every Rank 4 or 5 because I assume you know your way around them by now. I'll put a couple of nice little boons that fall on our laps though.   Constellar Pleiades     Rank 5 LIGHT Warrior 2500 ATK/1500 DEF 2 Level 5 LIGHT monsters "Once per turn, during either player's turn: You can detach 1 Xyz Material from this card to target 1 card on the field; return that target to the hand."   Yup, we get Pleiades. Compulse on legs has a lot of uses and is a nice exclusive option that this deck has, I mean as if Rank 5's needed any more exclusivity in general that is. Pleiades also gives access to M7 which is cool.   Swear to God though if you pronounce this card as "peh-lay-dees (Peh-Ladies)" I will fist you.   -----   Daigusto Avarice Emeral     Rank 4 WIND Rock 1800 ATK/800 DEF 2 Level 4 monsters "Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects. ● Target 3 monsters in your Graveyard; shuffle all 3 into the Deck, then draw 1 card. ● Target 1 non-Effect Monster in your Graveyard; Special Summon that target."   This deck benefits from having a walking Avarice more than most. I mean, that's all your going to be using it for really, unless you are super good and manage to revive a Pearl or something. Arguably reduces the need for Dichotomy in a more Rank 4 heavy build.   -----   Other Good Stuff: Number 61: Volcasaurus Tiras, Keeper of Genesis Gaia Dragon the Thunder Charger Constellar Ptolemy M7 Adreus, Keeper of Boundaries Wind-Up Zenmaioh ZW - Leo Arms Abyss Dweller Cairngorgon the Antiluminescent Knight Diamond Dire Wolf Evilswarm Exciton Knight Fairy King Albverdich Gagaga Cowboy Gem-Knight Pearl Maestroke the Symphony Djinn Number 101: Silent Honor Ark Number 103: Ragnazero Number 50: Blackship of Corn [/spoiler]   ----   Sample Lists:   [spoiler]   Brian Clark's YCS Philly Top 8:   [spoiler]     3 Artifact Moralltach 3 Fire Hand 3 Ice Hand 3 Maxx "C" 3 Traptrix Myrmeleo 2 Cardcar D 1 Traptrix Dionaea 18 3 Upstart Goblin 3 Pot of Duality 2 Pot of Dichotomy 8 3 Artifact Sanctum 2 Wiretap 2 Dimensional Prison 2 Call of the Haunted 1 Traptrix Trap Hole Nightmare 1 Bottomless Trap Hole 1 Solemn Warning 1 Torrential Tribute 1 Compulsory Evacuation Device 14 2 Abyss Dweller 1 Daigusto Emeral 1 Diamond Dire Wolf 1 Evilswarm Exciton Knight 1 Gagaga Cowboy 1 Number 50: Blackship of Corn 1 Number 82: Heartlandraco 1 Number 101: Silent Honor Ark 1 Number 103: Ragnazero 1 Artifact Durendal 1 Constellar Pleiades 1 Tiras, Keeper of Genesis 1 Wind-Up Zenmaioh 1 Constellar Ptolemy M7 15 2 D.D. Crow 3 Mystical Space Typhoon 2 Nobleman of Crossout 3 Debunk 1 Deep Dark Trap Hole 2 Malevolent Catastrophe 2 Needle Ceiling 15 [/spoiler]   Mike Albanese's (Soxhater819) YCS Philly Top 16:   [spoiler]     3 Artifact Durendal 3 Fire Hand 3 Ice Hand 3 Maxx "C" 2 Artifact Beagalltach 2 Traptrix Myrmeleo 2 Traptrix Dionaea 18 3 Upstart Goblin 3 Pot of Duality 3 Artifact Movement 1 Pot of Dichotomy 10 3 Artifact Sanctum 2 Wiretap 1 Traptrix Trap Hole Nightmare 1 Bottomless Trap Hole 1 Breakthrough Skill 1 Call of the Haunted 1 Solemn Warning 1 Compulsory Evacuation Device 1 Torrential Tribute 12 1 Abyss Dweller 1 Daigusto Emeral 1 Evilswarm Exciton Knight 1 Gagaga Cowboy 1 Number 50: Blackship of Corn 1 Number 82: Heartlandraco 1 Number 101: Silent Honor Ark 1 Number 103: Ragnazero 1 Artifact Durendal 1 Constellar Pleiades 1 Number 61: Volcasaurus 1 Tiras, Keeper of Genesis 1 Wind-Up Zenmaioh 1 Constellar Ptolemy M7 1 Gaia Dragon the Thunder Charger 15 1 Dark Hole 2 Mystical Space Typhoon 2 Nobleman of Crossout 2 Black Horn of Heaven 3 Debunk 1 Deep Dark Trap Hole 2 Dimensional Prison 2 Needle Ceiling 15 [/spoiler] Denny Yu's 2nd Place Regional List:   [spoiler]     3 Artifact Moralltach 3 Fire Hand 3 Ice Hand 3 Traptrix Myrmeleo 1 Traptrix Dionaea 1 Artifact Beagalltach 1 Artifact Scythe 15 3 Artifact Ignition 3 Upstart Goblin 3 Pot of Duality 2 Pot of Dichotomy 1 Double Cyclone 12   3 Artifact Sanctum 2 Breakthrough Skill 2 Traptrix Trap Hole Nightmare 2 Call of the Haunted 1 Torrential Tribute 1 Bottomless Trap Hole 1 Solemn Warning 1 Compulsory Evacuation Device 13 3 Maxx "C" 2 Mystical Space Typhoon 2 Black Horn of Heaven 2 Debunk 1 Deep Dark Trap Hole 2 Dimensional Prison 1 Full House 2 Needle Ceiling 15 [/spoiler] Bazaar's Kuribandit Variant:   [spoiler] Monsters: 3 Artifact Begalltach 3 Artifact Moralltach 3 Traptrix Myrmeleo 3 Kuribandit 2 Star Drawing 2 Traptrix Dionaea Spells: 3 Soul Charge 3 Artifact Ignition 2 Mystical Space Typhoon 1 Book of Moon 1 Double Cyclone 1 Pot of Duality Traps: 3 Artifact Sanctum 3 Call of the Haunted 2 Traptrix Trap Hole Nightmare 1 Void Trap Hole 1 Trap Hole 1 Bottomless Trap Hole 1 Solemn Warning 1 Torrential Tribute Side: 2 Breakthrough Skill 2 Deep Dark Trap Hole 2 Ice Hand 3 Fire Hand 1 Acid Trap Hole 1 Trap Hole 2 Maxx "C" 2 Effect Veiler Extra: 2 Number 61: Volcasaurus 2 Constellar Pleaides 2 Tiras, Keeper of Genesis 1 Constellar Ptolemy M7 1 Gaia Dragon, the Thunder Charger 1 Artifact Durendal 1 Wind-up Zenmaioh 1 Shark Fortress 1 Abyss Dweller 1 Number 101: Silent Honor ARK 1 Number 50: Blackship of Corn 1 Number 103: Ragnazero [/spoiler] My build   [spoiler]      3 Artifact Moralltach 3 Fire Hand 3 Ice Hand 3 Traptrix Myrmeleo 1 Majesty's Fiend 13 3 Pot of Duality 3 Forbidden Lance 2 Soul Charge 1 Book of Moon 1 Dark Hole 1 Mind Control 11 3 Call of the Haunted 3 Artifact Sanctum 3 Wiretap 2 Dimensional Prison 1 Traptrix Trap Hole Nightmare 1 Void Trap Hole 1 Bottomless Trap Hole 1 Torrential Tribute 1 Compulsory Evacuation Device 1 Solemn Warning 17 1 Artifact Durendal 1 Constellar Pleiades 1 Number 61: Volcasaurus 1 Tiras, Keeper of Genesis 1 Gaia Dragon the Thunder Charger 1 Abyss Dweller 1 Daigusto Emeral 1 Evilswarm Exciton Knight 1 Gagaga Cowboy 1 Gem-Knight Pearl 1 Maestroke the Symphony Djinn 1 Number 50: Blackship of Corn 1 Number 82: Heartlandraco 1 Number 101: Silent Honor Ark 1 Number 103: Ragnazero 15 2 Cardcar D 3 Maxx "C" 3 Mystical Space Typhoon 2 Zombie World 1 Acid Trap Hole 2 And the Band Played On 1 Deep Dark Trap Hole 1 Trap Hole 15   [/spoiler]   [/spoiler]   -----   OCG Stuff:   [spoiler]   Really, by now you should be looking at what's going on in Japan as that is a huge indicator for what will occur in the West. There are a few things to look forward to in the next few months that are worth focusing on.   Artifact Longinus (the interesting one)     LIGHT Fairy-Type 5* 2100 ATK/1400 DEF "You can Set this card from your hand to your Spell &amp; Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell &amp; Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. During your opponent's turn: You can Tribute this card from your hand or field; this turn, cards cannot be banished (this is a Quick effect)."   Longingus is the first Artifact that is actually good on its own, which is pretty mad when you think about what they may decide to release in the future. Longingus has the usual Artifact destruction set clause and whatnot, however it does not have an effect when it is Special Summoned, rather it just has a regular old effect. You can Tribute it from the hand or field to stop cards getting banished, acting as a hand Trap (/field Trap?) version of Imperial Iron Wall, similar to how Different Dimension Grounds acts as a mini-Macro except a lot better. While this card can have an impact in side decks across many decks, not just Artifacts, it is clear that if Longinus is good it'll be the Artifact player who will most easily incorporate it.   -----   Spacetime Trap Hole (le one that IS NOTHING LIKE WARNING. Seriously. Come on.)   Normal Trap Card When your opponent Special Summons a monster(s) from their hand or Extra Deck: Shuffle that monster(s) into the Deck, then you lose 1000 Life Points for each monster shuffled by this effect. Now that the Warning comparison has been duly subdued we can actually look at this card. Duelist Advent gives the Traptrix engine a searchable way of removing monsters that come from either the Extra Deck or the hand (the latter becomes particularly relevant when Pendulum Summons come to the TCG). It is an interesting card, potentially a good one. Potentially? Well, it doesn't do anything in the mirror, really. It is good against decks that Xyz/Synchro but being a Normal Trap makes it vulnerable to a lot more responsive cards than, say, Black Horn, which is superior as the Xyz killer. The LP payment is also undesirable. The biggest boon for Spacetime is that it is searchable, and that searchability will no doubt make it at the very least something worth considering in the minds of players after Duelist Advent is released.   ----- Chronomaly Nebra Disk (le bastard)   LIGHT Machine-Type 4* 1800 ATK/1500 DEF "When this card is Normal Summoned: You can add 1 "Chronomaly" card from your Deck to your hand, except "Chronomaly Nebra Disk". If this card is in your Graveyard, and all monsters you control are "Chronomaly" monsters (min. 1): You can Special Summon this card from your Graveyard in face-up Defence position. You cannot activate cards or effects the turn you activate this effect, except "Chronomaly" cards. You can only use 1 "Chronomaly Nebra Disk" effect per turn, and only once that turn."   So TCG said we want Stratos gone. OCG said nah we love Stratos. TCG banned Stratos. OCG printed this. This bastard hate-child of the OCG has propelled an otherwise completely anonymous archetype in Chronomaly to be a really solid deck. Nebra and Skull work as a nice little advantage engine, while Golden gives access to Rank 5s, and Crystal Bones opens up some juicy Rank 3 plays, notably Gorgonic Guardian (that common you threw away). The advantage you can accrue with Nebra is amazing, so pick some up as soon as they hit the TCG.   ----- Example List: 3 Artifact Moralltach 3 Chronomaly Nebra Disk 2 Chronomaly Golden Jet 2 Fire Hand 2 Ice Hand 1 Traptrix Myrmeleo 1 Chronomaly Crystal Skull 14 3 Pot of Duality 3 Forbidden Lance 1 Book of Moon 1 Soul Charge 1 Dark Hole 1 Mind Control 10 3 Call of the Haunted 3 Artifact Sanctum 3 Wiretap 2 Dimensional Prison 1 Traptrix Trap Hole Nightmare 1 Bottomless Trap Hole 1 Torrential Tribute 1 Compulsory Evacuation Device 1 Solemn Warning 16 1 Artifact Durendal 1 Constellar Pleiades 1 Number 61: Volcasaurus 1 Tiras, Keeper of Genesis 1 Gaia Dragon the Thunder Charger 1 Abyss Dweller 1 Daigusto Emeral 1 Evilswarm Exciton Knight 1 Gagaga Cowboy 1 Maestroke the Symphony Djinn 1 Number 26: Chronomaly Fork Hyuk 1 Number 50: Blackship of Corn 1 Number 82: Heartlandraco 1 Number 101: Silent Honor Ark 1 Number 103: Ragnazero 15 [/spoiler]
  8. Nutellaknights.

    My slightly different take on Satellarknights.   Cards: 40     Monsters: 20   3 Fire Hand   3 Ice hand   3 Traptrix Myrmeleo   2 Traptrix Dionaea   3 Satellarknight Deneb   3 Satellarknight Altair   1 Satellarknight Vega   2 Effect Veiler     Spells: 7   3 Pot of Duality   1 Dark Hole   1 Book of Moon   2 Forbidden lance     Traps:   1 Bottomless Trap Hole   1 Compulsory Evacuation Device   1 Solemn Warning   1 Torrential Tribute   1 Traptrix Trap Hole Nightmare   1 Time Space Trap hole   1 Call of the Haunted   2 Dimensional Prison   2 Fiendish Chain   2 Stellarnova Alpha     Extra: 15   1 Daigusto Emeral   1 Stellarknight Delteros   1 Number 39: Utopia   1 Castel, The Skyblaster Muskateer   1 Evilswarm Excition Knight   1 Diamond Dire Wolf   1 Number 50: Blackship of Corn   1 Lavalval Chain   1 Abyss Dweller   1 Gagaga Cowboy   1 Constellar Omega   2 Number 101: Silent Honor ARK   1 Armades Keeper of Boundaries     Side:   3 Maxx C   1 D.D. Crow   3 Mystical Space Typoon   2 Nobleman of Crossout   1 Malevolent Catastrophe   3 Shadow Imprisoning Mirror   2 Deep Dark Trap Hole     This is essentially a rough draft as i get all 3 denebs in and can start testing IRL. I've considered cutting the vega and 1-2 Alphas as i find them dead later on in the game when my engine exhausts itself. Trap Hole nightmare has been lackluster recently so i opted to try out the newly released Time Space Trap Hole recently and have personally taken a liking to it against Shadolls/Lightsworns etc. Let me know what you think.    
  9. FTK - my meta call

    Hello guys,   this deck basically abuses Koa'ki Meiru Drago's power to shut down most decks like shadolls, lightsworn etc single-handedly. It is based on a japanese build that topped weeks ago. To give it more consistency and abillity to compete with rogue deck I filled in the Fire Fist Engine and some Myrmeleos. This deck can OTK pretty easily: Urnight 2000 + Drago 1900 + Maximus 3000 into Cowboy means 7700 LP. Or 2 Urnight getting 2 Koakis for 8000+. Enjoy.       Monsters:   3x Koa'ki Meiru Drago 3x Koa'ki Meiru Urnight 2x Koa'ki Meiru Maximus 1x Koa'ki Meiru Crusader 3x Traptrix Myrmeleo 2x Brotherhood of the Fire Fist - Bear 1x Coach Soldier - Wofbark   Spells:   3x Fire Formation - Tenki 3x Diamond Core of Koa'ki Meiru 3x Iron Core of Koa'ki Meiru 3x Forbidden Lance 2x Pot of Duality 1x Book of Moon   Traps:   3x Time-Space Trap Hole 3x Dimensional Prison 1x Bottomless Trap Hole 1x Solemn Warning 1x Compulsory Excavation Device 1x Iron Core Luster   Extra-Deck:   1x Brotherhood of the Fire Fist - Tiger King 1x Number 80: Rhapsody in Berserk 1x Number 82: Heartlandraco 1x Number 101: Silent Honor ARK 1x Number 103: Ragnazero 1x Abyss Dweller 1x Gagaga Cowboy 1x Daigusto Emeral 1x Evilswarm Exciton Knight 1x Maestroke the Symphony Djinn 1x Steelswarm Roach 1x Diamond Dire Wolf 1x Castel, the Skyblaster Musketeer 1x Cairngorgon, Antiluminescent Knight 1x Divine Dragon Knight Felgrand  
  10. Garden Stun

    Black Garden is a really good card to utilize, and there was a Chain Beat deck resolving around the idea of using Garden and W-U Rabbit / Thunderbird chains to go into a +1 with Accumulated Fortune, exhausting opponent's resources pretty quickly. But Garden's second effect recycles the cards you need from grave, while this is not entirely optimal, it can be used as normal summon into a 2nd token, and into Myrmeleo / Fire Hand / Bear(it can run over the token to search Tenki as well).   Fire Hand / Ice Hand summons while Black Garden is up can result in the best use of the Hands, giving opponent some 800 tokens in return of getting out of an established field, so running 3 of both is not a huge problem. While not facing an established field(deck's biggest trouble if can't reach said hands), Compulsory Escape Devices and a Black Garden after a summon does the job pretty good.   As I said, it was an idea used before, I just want to show another approach to it since the new packs brought up a lot of good stun cards, coinsidentally with 1600 atk. Side Note, Black Garden makes Ragna Zero a huge card.   3 Fire Hand 3 Ice Hand 3 Wind-Up Rabbit 2 Brother of the Fire Fist - Bear 2 Traptrix Myrmeleo   3 Fire Formation - Tenki 3 Black Garden 3 Pot of Duality 2 Forbidden Lance(iffy about it, can switch them to Forbidden Chalice / a disruptive trap / Pot of Dichotomy) 1 Dark Hole 1 Terraforming   3 Compulsory Escape Device 3 Call of the Haunted 2 Mirror Force 2 Wiretap 1 Torrential Tribute 1 Bottomless Trap Hole 1 Traptrix Trap Hole Nightmare 1 Compulsory Evacuation Device   Extra is filled with rank4's + W-U Zenmaines   3 Banisher of the Radiance 2 Brotherhood of the Fire Fist - Gorilla 2 Majesty's Fiend 3 Mystical Space Typhoon 2 Acid Trap Hole 2 Deep Dark Trap Hole 1 Traptrix Trap Hole Nightmare (may want to fill some Maxx "C"s in or Majestic Stardust to vs Artifacts etc)   The ratios can obviously be bettered, and/or this deck is just not good enough to verse any of the meta decks. I'd like your comments on this, since I want to play it as best as it's potential.
  11. Traptrix Wind-Ups

    So this is my attempt to make Wind-Ups viable again. It's not anything out of this world or anything:         Monsters: 14    Traptrix Myrmeleo x3  Wind-Up Rabbit x3 Wind-Up Rat x3 Wind-Up Shark x3 Wind-Up Warrior  Wind-Up Magician    Spells: 14 Soul Charge x3 Upstart Goblin x3 Wind-Up Factory x3 Pot of Duality x2  Book of Moon Mind Control   Traps: 12 Reckless Greed x3  Wiretap x3 Traptrix Nightmare Trap Hole x2  Solemn Warning  Torrential Tribute  Trap Stun  Bottomless Trap Hole  Compulsory Evacuation Device    So this deck isn't so different than normal Wind-Up lists. The main difference is obviously the inclusion of Myrmeleo. The card does a lot of great things for the deck mainly giving it a stronger early game which is the main weakness this deck has. It's a stand alone card that gives you a +1 and gives you defense to not get overpowered on your opponent's turn. I'm not exactly going into next level stuff since everyone knows this cause of H.A.T. but the difference is the rest of the deck isn't awful like H.A.T. The other thing Myrm helps do is thin the deck more so that you can get to your combo pieces faster. It also being lvl 4 facilitates XYZ plays with your Wind-Ups unlike a card like Cardcar since it leave you open and doesn't leave you with a body.    But an important addition it brings to the deck is it's interaction with Soul Charge. Now your Soul Charge plays are more devastating because of the fact Myrm can blow up backrow before you decide to XYZ so that your plays go through. And multiple Myrms off a Soul Charge is retarded.    So the deck does as much as possible to get out of the early game which is what the deck was trying to do back in the day. So this deck has the Myrms, Upstarts, Recklesses, and Dualities to get to its combo pieces and get rolling. Plus once the ball gets moving and you start drawing into Charges you usually win.    So feel free to comment into how to improve the deck. I'm more trying to focus on the main and extra as my side is elementary and experimental and I'm more trying to get feedback on the concept of the deck. It's a very streamlined approach that tries to do what it does best and cover up it's weaknesses. 
  12. +1 Annoying

      40   18   3 Fire Hand 3 Ice Hand 3 Traptrix Myrmeleo 2 Traptrix Dionaea 2 Cardcar D 3 Artifact Moralltach 1 Artifact Beagalltach 1 Artifact Scythe   8   3 Artifact Ignition 3 Pot of Duality 2 Pot of Dichotemy   14   3 Theosophy of the Artifacts 3 Breakthrough Skill 3 Call of the Haunted 2 Traptrix Trap Hole Nightmare  1 Bottomless Trap Hole 1 Torrential Tribute 1 Solemn Warning   2 Number 101: Silent Honor ARK 2 Constellar Pleiades  1 Exciton Knight 1 Number 106: Giant Hand 1 Abyss Dweller 1 Diamond Dire Wolf 1 Daigusto Emeral 1 Gagaga Cowboy 1 Number 50: Blackship of Corn 1 Artifact Durendal 1 Number 61: Volcasaurus  1 Constellar Ptolemy M7 1 Gaia Dragon, the Thunder Charger   Gain ALL THE PLUSSES!    There's probably some tweaking with ratios to be done here. And there's an obvious normal summon problem. But I think it's a neat starting point.    EDIT: Apologies to Olympian. Apparently he posted something incredibly similar 2 weeks ago.
  13. Headlights

    https://www.youtube.com/watch?v=7bDLIV96LD4     2 Fire Hand 2 Ice Hand 3 Jurrac Guaiba 2 Traptrix Dionaea 3 Traptrix Myrmeleo 12   1 Book of Moon 1 Dark Hole 2 Forbidden Lance 2 Pot of Dichotomy 3 Pot of Duality 3 Soul Taker 3 Upstart Goblin 15   3 Black Horn of Heaven 1 Bottomless Trap Hole 1 Compulsory Evacuation Device 2 Dimensional Prison 3 Fiendish Chain 1 Solemn Warning 1 Torrential Tribute 1 Traptrix Trap Hole Nightmare 13   I've been testing this for a little while now, and I think I have a good concept going on here. I'm going to explain why I play what I do, because I understand there are a couple of unique cards and ratios. I am trying to work on this to have a lot of cards to counter the rise of Geargia Decks and Traptrix/Hands/Artifact/Jund/whatever idk decks, but that don't suck across the board against the immense number of decks I could play in a tournament. I'd like to hear feedback, especially if I am just going completely in the wrong direction with something that I'm doing here.   I cut Fire Hand and Ice Hand to two each. I understand that most of these kinds of decks play three of each in the main deck, but I was finding as I was playing that the majority of the games that I lost were games where I couldn't use all of my cards because I was drawing too many of these kinds of cards and I had way too many normal summons that I had to support. I haven't really noticed too much of a difference between two and three of each hand, and my actual hands that I have been drawing have been noticeably smoother.   A friend of mine pointed out to me that Jurrac Guaiba causes Fire Hand and Ice Hand to miss timing if it kills one or the other, so I wanted to play something that could use this card. It's been working fairly well and that has came up a couple of times now. I don't want to play any other dinosaurs in my deck because they all suck and the remotely decent ones would add more normal summons and in the long run, I don't think having more dinosaurs would be a good thing.   I don't play any of the Artifact cards because I believe each and every one of them suck, apart from Artifact Sanctum. Artifact Ignition doesn't suck, but that requires me to have multiple Artifact cards in my deck, and I think that brings more of a deckbuilding issue to the table than anything else. I literally never want to draw Artifact Moralltach or Begalltach because they take time to set up, and I don't want to be playing at a minus until these cards are live just because Artifact Sanctum is a good card. When there is an issue on a card like this, I don't believe that playing multiple sub-optimal to downright terrible cards is the correct solution to the issue.   I play three Soul Taker because they make Gear Gigant X and both of the hands miss timing. I like that Soul Taker is a reactive piece of removal that doesn't suck when I'm losing, and lets me address cards that I sometimes can't answer because of traps or whatever is in the way. I think that by having a full set in my deck, I have an advantage in the long run versus decks and scenarios that drag me into late game states where other players and decks simply can't keep up with the amount of removal I have in my deck.   I only play one Traptrix Trap Hole Nightmare because it isn't especially amazing against a lot of the decks right now, especially with the rising popularity of Artifact decks and decks with the Traptrix engine in them. I also found that in a few of my games, I was having an issue in my late games where I would draw multiple Traptrix Trap Hole Nightmares early on and sometimes Bottomless Trap Hole and finding it difficult to gain value out of my Traptrix Myrmeleos when I needed late game removal cards. This is an attempt to minimize that and I do side deck other copies of the trap, as it is exceptionally excellent versus some decks.   I have three Fiendish Chain in the traps as an attempt to improve the Geargia matchup to a degree. The trap isn't entirely horrible across the board, doesn't suck when I'm losing, and sometimes freezes smaller monsters on the field for Guaiba to attack over. It is somewhat synergetic with the deck in that last regard.   I think this deck address some of the problems of the normal variants people have been playing while having a lot of main decked meta call cards that don't particularly suck across the board. Thoughts?
  14. This is a deck that I’ve been working on since Traptrix Myrmeleo’s rise in popularity towards the end of Fire Fist format.  It revolves around the interaction between Ninjitsu Art of Transformation and Myrmeleo (Myrm pops a S/T card when its special summoned). After DIonaea’s release, the deck became a lot more viable:   http://i.imgur.com/d6WJ4ar.png   Monsters- 12 3x Ninja Grandmaster Hanzo 2x Upstart Golden Ninja 3x Traptrix Myrmeleo 2x Traptrix Dionaea   1x Blackwing- Zephyros the Elite 1x Thunder King Rai- Oh   Spells- 12 3x Mystical Space Typhoon 2x Magic Planter 1x Pot of Dichotomy 1x Soul Charge 3x Upstart Goblin 1x Reinforcement of the Army 1x Foolish Burial   Traps- 16 3x Call of the Haunted 2x Ninjitsu Art of Transformation   2x Traptrix Trap Hole Nightmare 1x Bottomless Trap Hole 2x Breakthrough Skill 2x Phoenix Wing Wind Blast 1x Compulsory Evacuation Device 1x Solemn Warning 2x Black Horn of Heaven   Extra- 15 2x Abyss Dweller 1x Bujntei Tsukuyomi 1x Daigusto Emeral 1x Diamond Dire Wolf 1x Evilswarm Exciton Knight 1x Gagaga Cowboy 1x Heroic Champion Excalibur 1x Lavalval Chain 2x Number 101: Silent Honor Ark 1x Number 50: Blackship of Corn 1x Number 66: Master Key Beetle 1x Number 82: Heartlandraco 1x Number 85: Crazy Box   Side- 15 3x Fire Hand 3x Ice Hand 2x Forbidden Lance 3x Maxx “C” 1x Soul Drain 2x Debunk 1x Twister   This deck has two ways to win: 1) it is a flexible rank 4 toolbox that easily simplifies the gamestate, and 2) it grinds. A lot.   The deck does not win with massive combos or unstoppable monsters. It simply amasses advantage through popping set cards, tutoring monsters and traps, and generally making it difficult for your opponent to keep a monster on the field. This is normally done by opening Hanzo/ Myrmeleo/ Rai- Oh set 4, with rank 4s and more card advantage snowballing over each successive turn.   Just to note several card choices: -       Foolish Burial dumps Myrmeleo or Zephyros to the grave to set up plays, or fuels Soul Charge -       Call of the Haunted is absolutely amazing at 3. It’s almost never dead, and it becomes a +1 when bringing back most of the deck’s monsters. It also fuels Magic Planter. -       Phoenix Wing Wind Blast can send extra normal summons to the grave, where they will be more useful. It also can dump dead cards like Dichotomy during the early game. -       Excalibur, Diamond Dire Wolf, and Heartlandraco will most likely be dropped as better XYZ options come out (like Castel and Rhapsody)   The side deck was inspired by the comment made by Bundle of Sticks in the “Antimeta, as a Theory” thread. (http://duelistgroundz.com/index.php?showtopic=159816). Bundle of Sticks pointed out several of the major flaws in most antimeta builds, and I realized that this deck’s main flaw was going second. Except if I open well and my opponent opens pretty bad (or is a bad player), this deck really struggles when walking into an established board.   By siding in the Hand Smokescreen (3 Fire Hand, 3 Ice Hand, 2 Forbidden Lance) for the 7 ninja cards and a magic planter, the deck becomes a variant of Traptrix Hands. This version of Traptrix is a little less consistent overall, but it is several times better to have the Hands when I’m going second.   Some cards I’ve been considering: - Main decked Maxx “C” - Photon Thrasher - Vanity’s Emptiness - Trap Stun/ Wiretap/ Seven Tools - Traptrix Nepenthes - Soul Charge and Pot of Dichotomy ratios (I go back and forth between 1-1, 1-2, 2-1, etc.) - 3rd PWWB   The normal summoning problem is still a pretty big issue, and I find myself wanting a little more consistency in the opening hand.   Any suggestions/ questions/ comments would be really appreciated!
  15. I was wondering what deck to play this format for a while, I don't want to drop a lot on a high tier deck yet b/c it will most likely get hit in 2 months on the banlist -_-  So I decided to build a Traptrix deck!  It is about complete, just need to tweak the main/side deck.  Any tips will be helpful, I will most likely be taking this to my Regional Feb. 15th, and OTS Feb 22nd (Birthday!)    Monsters: 12   3 Traptrix Myrmeleo (Best Top Deck EVER)   3 Traptrix Atrax (Lets me keep my Trap Holes in my hand)   2 Beetron (Dirty Plays with Call of the Haunted/Myrmeleo)   2 Cardcar D    1 D.D. Warrior Lady (Might take out)   1 Neo-Spacian Grand Mole (See D.D. Warrior Lady)   Spells: 14   3 Mystical Space Typhoon   3 Pot of Duality   3 Upstart Goblin (Apparently a staple w/ 2 cardcar)   2 Shard of Greed (MST bait, Beetron target, +1)   1 Dark Hole   1 Book of Moon   1 One Day of Peace (A Staple in my book)   Traps: 14   3 Trap Hole (Might cut down)   2 Call of the Haunted   2 Mirror Force   1 Deep Dark Trap Hole   1 Bottomless Trap Hole   1 Traptrix Trap Hole Nightmare   1 Void Trap Hole   1 Compulsory Evacuation Device   1 Solemn Warning   1 Torrential Tribute     Side Deck:15   3 Maxx "C"   2 Skill drain   2 Dust Tornado   2 Imperial Iron Wall   1 Void Trap Hole   1 Deep Dark Trap Hole   1 D.D. Crow   1 Transmigration Prophecy   1 Soul Drain   1 Spell Shattering Arrow       Extra Deck:15   1 Abyss Dweller   2 Diamond Dire Wolf   1 Evilswarm Thanatos   1 Gachi Gachi Gantetsu   1 Gagaga Cowboy   1 Gem-Knight Pearl   1 Maestroke the Symphony Djinn   1 Number 39: Utopia   1 Number 50: Blackship of Corn   1 Number 85: Crazy Box   1 Photon Papilloperative   1 Steelswarm Roach   1 Number 66: Master Key Beetle   1 Crimson Sunbird     This deck has a good Dragon match up,  Help is needed please :)   Thanks and have a good day   Stay Positive   -Pancake
  16. Trix are for kids

        3 T.g. Rush Rhino 3 T.g. Warwolf 2 T.g. Striker 3 Traptrix Myrmeleo 2 Traptrix Atrax 2 Beast King Barbaros 3 Redox, Dragon Ruler of Boulders  -18   3 Pot of Duality -3   1 Bottomless Trap Hole 2 Deep Dark Trap Hole 2 Void Trap Hole 2 Trap Hole 2 Dimensional Prison 2 TG1-EM1 2 Horn of the Phantom Beast 2 Mirror Force 1 Torrential Tribute 1 Solemn Warning 1 Sixth Sense  1 Compulsory Evacuation Device -19   1 T.g. Wonder Magician 1 Ally of Justice Catastor 1 T.g. Hyper Librarian  1 HTS Psyhemuth 1 Naturia Barkion 1 Scrap Dragon  1 Mist Wurm 1 Gagaga Cowboy 1 Abyss Dweller 1 Daigusto Emeral 1 Maestroke the Symphony Djinn 1 Diamond Dire Wolf 1 Number 50: Blackship of Corn 1 Fairy King Albverdich 1 Number 85: Crazy Box   Redox has neat interactions with: Myrmeleo, letting you pop a backrow, Revives Barbaros at 3k and triggers Warwolf letting you push or synchro.
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