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Found 68 results

  1. So me and my friend Mohammed were playing Yu-gi-oh. We decided to do a deck swap (I was playing Bujins and he was playing what I could only describe as Removal Swap) (I'll make a post on Swap sometime later, it's actually kinda interesting). We took our starting hands and I drew (A bunch of spells that required me to control monsters (including Creature Swap) a birck so I decided to go second. Mohammed opened and set two cards. Then he ended his turn. I drew a copy of Ghost Ogre. I passed. Mohammed took his turn and drew card. He set another card face-down. I took my turn. I set the Ghost Orge face-down. HARD. I took my 4th or so turn and I finally drew a monster. Mystic Tomato. Yes my freind runs Mystic Tomato. It is actually kind of good for combo's in Swap (ie, Swap Tomato with bigger monster, destroy Tomato, Float onto your field (presumably a Gandora X but other option are there) and attack with Floated monster) though it isn't that great it is certainly a +3 with Gandora X. I direct attacked with Tomato. Mohammed didn't respond. This continued until Mohmaed finally summoned a monster. A boar in defense mode. I couldn't run over it Tomatoo so I did a pretty neat play if I do say so myself. I flipped open my Ghost Ogre and used swap to get out his Boar. Then I switched Boar to attack and swung for game.
  2. Monster Lunalight Black Sheep x2 E-HERO Neos Alius x2 Sangan Neo Spacian Air Humming Bird Neo Spacian Grand Mole Destiny HERO Diamond Dude Destiny HERO Decider The Dark Hex Sealed Fusion Elemental Hero Neos Summoner Monk E- HERO Shadow Mist x2 Elemental Hero Stratos Elemental Hero Solid Solider Keeper of Dragon Magic Destiny Hero Dynatag Spell Mash Changex3 Skydive Scorcher Monster Reborn Destiny Draw Fusion Tag Polymerization x2 ROTA E Emergency Call Miracle Contact Miracle Fusion x2 A Hero Lives Mask Charge Trap Solemn Warning Crush Card Virus Hero Signal Destiny Signal Extra Deck E-Hero Gaia E Hero Great Tornado Masked Hero Dark Law Elemental Hero Nebula Neos Contrast Hero Choas Decode Talker Elemental Hero Air Neos Masked Hero Koga x2 Mudragon of the Swamp Masked Hero Divine Wind x2 Firewall Dragon Arcana Extra Link Joker Link Spider Number 39: Utopia I know this variant seems somehwat weird but here me out. I'll explain my more bizzare chocies Lunalight Black Sheep x2: An extra Poly. Pretty Important for making Great Tornado and Gaia Neos Engine The Dark Hex Sealed Fusion Elemental Hero Neos E-HERO Neos Alius x2 Neo Spacian Air Humming Bird Neo Spacian Grand Mole Keeper of Dragon Magic I know it seems pretty bad. I mean I don't even run Panther but they synergize pretty well with my other HERO's. Neos And Alias are searchable by Stratos/Decider, Grand Mole is decent removal and Humming Bird summons the fusion. Plus Dark sealed can work for any fusion and Dragon Magic can discard Miracle Fusioon. You see. Synergy. Destiny Hero Dynatag: Honestly I'm thinking of chainging this one. Who should I replace him with. Skydive Scorcher: They work well with Gaia, Great Tronado, and the Neos Fusions. Mudragon of the Swam: Don't really summon him, should I replace him. Fusion Tag: Can summon Contrast Hero Choas pretty easy. Crush Card Virus/ Sangan: Crush card can work with both Shadow Mist and Summoner Monk and Sangan is a good combo with it. Hero Signal/ Destiny Signal: Summon Mist/Decider/Stratos. E-Hero Gaia/ E Hero Great Tornado: Fusion. Use Miracle or Regular Poly. Synergizes with Neos Masked Hero Dark Law: You only really need one of them. Deck that it kills don't have any real outs and if it isn't a deck it kills it can be easily revived. Elemental Hero Nebula Neos/ Elemental Hero Air Neos: Air can OTK and Nebula can be useful for a comback Contrast Hero Choas: Again Quick play Negation plus give Fusion Tag a use. Decode Talker: Link Shokun Masked Hero Koga x2: Running Koga at two is pretty odd but it's nessicary for the Koga FTK. Masked Hero Divine Wind x2: YOu only really need one for drawpower but I run two just in case Firewall Dragon: LINK SHOKUN Arcana Extra Link Joker: Warrior Link, summons Alias, SYNERGY Link Spider: SYNERGY Number 39: Utopia: My Excitons are in my Bujin Deck.
  3. Does Yugi beat Rapheal

    Does He?
  4. Trickstars - Deck Discussion

    I. Monsters Trickstar Candina Light Fairy / Effect Lv4 1800/400 (1) When this card is Normal Summoned: You can add 1 “Trickstar” card from your Deck to your hand. (2) Each time your opponent activates a Spell/Trap Card, inflict 200 damage to your opponent immediately after it resolves. This is your Stratos. An obvious and simple combo is to either add Lilybell or Lycoris and use their respective special summoning effects Trickstar Lilybell Light Fairy / Effect LV2 800/2000 You can only use this card name’s (1) effect once per turn. (1) If this card is added to your hand, except by drawing it: You can Special Summon this card from your hand. (2) This card can attack directly. (3) When this card inflicts battle damage to your opponent: You can target 1 “Trickstar” monster in your Graveyard; add it to your hand. This card combos with both your Candina and Lightstage either of which will trigger the special summoning effect. Part of the reason some lists run 2 of this card is that the 3rd effect of Monster Reborning a Trickstar can come in handy to reextend your combos after you've burned a lot of resources. Ironically since there is no restriction on Lilybell triggering it's own effect if you had a normal summoned Lilybell on field or had it from a previous turn and both a Lilybell and Lycoris in grave you could attack add and trigger Lilybell attack with 2nd Lilybell add Lycoris send back one of the Lilybells ending the combo as the 1st effect is once per turn. Trickstar Lycoris Light Fairy / Effect LV3 1600/1200 (1) During either player’s turn: You can reveal this card in your hand to your opponent, then target 1 face-up “Trickstar” monster you control, except “Trickstar Lycoris”; Special Summon this card, and if you do, Return that target to the hand. (2) Each time your opponent adds a card(s) from their Deck to their hand, inflict 200 damage to them for each card. Trickstar Narkissus Level 4 LIGHT Fairy-Type Effect Monster ATK 1000 DEF 1800 You can only use this card name’s (1) effect once per turn. (1) If your opponent takes effect damage: You can Special Summon this card from your hand. (2) Each time your opponent activates a monster effect from the hand or in the GY, inflict 200 damage to your opponent. II. Link Monsters Trickstar Holly Angel Light Fairy / Link / Effect Link 2 2000 / BL BR 2 “Trickstar” monsters (1) Each time a “Trickstar” monster(s) is Normal or Special Summoned to this card’s linked Zone(s), inflict 200 damage to your opponent. (2) A “Trickstar” monster linked by this card cannot be destroyed by battle or card effect. (3) When your opponent takes damage from a “Trickstar” monster’s effect: This card gains ATK equal to that amount of damage, until the end of this turn. Trickstar Crimson Heart Light Fairy / Link / Effect Link 2 2000 / R BL 2 “Trickstar” monsters You can only use this card name’s (2) effect once per turn. (1) Each time a “Trickstar” monster(s) is Normal or Special Summoned to a zone this card points to, you gain 200 LP. (2) You can discard 1 “Trickstar” card; each player draws 1 card. If your LP is 2000 or more higher than your opponent’s LP, you draw 2 cards instead. Trickstar Bella Madonna Link 4 LIGHT Fairy Link Effect Monster ATK 2800 Links: Top, Right, Bottom Left, Bottom Materials: 2+ “Trickstar” monsters You can only use this card name’s (2) effect once per turn. (1) While this Link Summoned card does not point to any monsters, it is unaffected by activated effects from other cards. (2) If this card does not point to any monsters: You can inflict 200 damage to your opponent for each “Trickstar” monster in your GY with a different name. III. Spells Trickstar Lightstage Field Spell (1) When this card is activated: You can add 1 “Trickstar” monster from your Deck to your hand. (2) Once per turn: You can target 1 Set card in your opponent’s Spell & Trap Zones; while this card is in the Field Zone, that card cannot be activated until the End Phase, and during the End Phase, your opponent chooses to either activate it, or send it to the Graveyard. (3) Each time a “Trickstar” monster you control inflicts battle or effect damage to your opponent, inflict 200 damage to your opponent. Trickstar Light Arena Field Spell You can only use this card name’s (1) effect once per turn. (1) If you Link Summon a “Trickstar” monster: You can target 1 “Trickstar” monster in your GY that was used as a material for that Summon; Special Summon it in Defense Position, but its effects are negated. (2) Once per turn: You can target 1 Set card in your opponent’s Spell & Trap Zone; while this card is in the Field Zone, that Set card cannot be activated until the End Phase, and your opponent must activate it during the End Phase or else Return it to their hand. IV. Traps Infinite Impermanence Trap Normal Target 1 face-up monster your opponent controls, it has its effects negated (until the end of this turn), then if this card is activated while it was Set, negate the effects of other Spells/Traps in this card's column this turn. If you control no cards, you can activate this card from your hand. Ring of Destruction Trap Normal During your opponent’s turn: Target 1 face-up monster your opponent controls whose ATK is less than or equal to their LP, destroy that face-up monster, and if you do, take damage equal to its original ATK, then inflict damage to your opponent, equal to the damage you took. You can only activate 1 “Ring of Destruction” per turn. Torrential Tribute Trap Normal You can activate this card when a monster is Summoned (including Flip Summon and Special Summon). Destroy all monsters on the field. Trickstar Reincarnation Trap Normal (1) Banish as many cards from your opponent’s hand as possible, and if they do, they draw the same amount of cards from their Deck. (2) You can banish this card from your Graveyard, then target 1 “Trickstar” monster in your Graveyard; Special Summon it. This card + Droll & Lock is literally a win condition on its own leaving your opponent with no hand if you time it correctly. You search this off of Candina which is searchable off the Lightstage which is itself searchable off of Terraforming. Meaning odds are if you draw Droll & Lock you can search Reincarnation if it's not already in hand. V. Techs and Staples A. Monsters Ash Blossom & Joyous Spring Effect Monster(Handtrap) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 5 or more cards from your hand, field and/or Extra Deck, face-down, and cannot be Special Summoned by other ways. This card gains 100 ATK and DEF for each face-down banished card. This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish that opponent's monster, face-down. Droll & Lock Bird Effect Monster(Handtrap) If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, you can send this card from your hand to the Graveyard. For the rest of this turn, neither player can add card(s) from their Deck to their hand. (Drawing cards is also considered as "adding a card to the hand".) Eater of Millions Effect Monster Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 5 or more cards from your hand, field and/or Extra Deck, face-down, and cannot be Special Summoned by other ways. This card gains 100 ATK and DEF for each face-down banished card. This face-up card on the field cannot be Tributed, nor used as Material for a Fusion, Synchro, or Xyz Summon. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish that opponent's monster, face-down. Effect Veiler Effect Monster(Handtrap) During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls, that face-up monster your opponent controls has its effects negated until the end of this turn. Ghost Ogre & Snow Rabbit Effect Monster(Handtrap) During either player's turn, when a monster on the field activates its effect, or when a Spell/Trap Card that is already face-up on the field activates its effect: You can send this card from your hand or your side of the field to the Graveyard, destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn. Ghost Reaper & Winter Cherries Effect Monster(Hand Trap) During either player's turn, if your opponent controls more monsters than you do: You can discard this card, reveal 1 card in your Extra Deck, then look at your opponent's Extra Deck, also banish all cards in their Extra Deck with the same name as that revealed card. You can only use this effect of "Ghost Reaper & Winter Cherries" once per turn. Honest Effect Monster(Handtrap) During your Main Phase, you can return this card from the field to it's owner's hand. During either player's Damage Step, when a face-up LIGHT monster you control battles, you can send this card from your hand to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase. Sample Deck Lists: Old Examples Removed. New Samples TBA
  5. dark hole

    hey guys markus here, just wanted to tell u guys about this card dark hole. there's a lot of cool things about this card, maybe u have heard of it if you have kept up with the game recently. let me tell u, it is pretty strong. it's so strong that u can play dark hole and then summon ur monster on the field and u can attack them and they have no monsters if u play ur cards right but u got to be careful because u dont want them to chain mst or maybe activate dark bribe because that would raelly suck. then u lose this card and its green and green is a pretty cool color so you don't want that to go to waste, but maybe its alright if u are color blind of something. so yeah that's all i have to say about dark hole, it's pretty cool and you can activate it RIGHT in your hand??? isn't that cool? thanks for reading my thread. cya duelists.
  6. YU-GI-OH Regional on Sunday, October 2, 2016 in Brooklyn, New York. This event will be held at: Aviator Sports and Events Center 3159 Flatbush Avenue Brooklyn, New York 11234 Registration at the regional will begin at 8:00am and will close around 9:45am. When registering, have a photo ID present, cossy ID present, completed registration form present, and a completed deck list present. Pre-registration for the regional will be available at Bulletproof Comics and Games (Nostrand location) up to the day before the regional. To pre-register, have a completed deck list, valid ID, Cossy ID, and registration form. The deck list must be turned in when pre-registering and cannot be changed afterward. There will be a separate line at the regional for players who pre-registered. Show a valid ID before 9:30am. Entry fee: $20.00. In addition to five (5) booster packs each Duelist receives upon entering the tournament, prize distribution will be as follows: Top 8 Duelists each receive a WCQ Regional Game Mat. Top 4 Duelists also receive a Yu-Gi-Oh! TCG Deck Box. Invites to the 2017 World Championship Qualifier, will be given out to the top players after the last round of swiss depending on the total number players for the event: 150-199 Players: Top 24 Invites to the 2017 National Championships 200-299 Players: Top 32 Invites to the 2017 National Championships 300+ Players: Top 48 Invites to the 2017 National Championships Side Events: Dragon Duel Tournament Fee - FREE Format - Advanced Format Constructed. Requirements - Only players ages 12 and under may enter this event. You must be born in 2003 or later. Prizes - Invitation to Dragon Duel Championships 2017 Win - A - Mat Tournaments Fee - $12 USD Format - Advanced Format Constructed - Single Elimination Prizes - All players that enter will receive 3 booster packs for participating Winner receives a playmat (to be announced at the start of registration for the side event). * Side events will begin once the required number of players has been met. * Cell phones CANNOT be used for translations of cards. If you are using a TCG card in your deck in a language other than English, please have one of the following: · An English version of the card OUTSIDE of the deck box of your main deck. · A written translation of the card. Please write the name of the card, attribute (if applicable), level (if applicable), type of spell/trap card (if applicable), monster type (if applicable), card description, and atk/def (if applicable). We are also always looking for interested judges willing to volunteer for our events. If you or anyone you know is interested in volunteering to judge for this event please feel free to contact me at CiroJosephborriello@yahoo.com with your Full name, Cossy ID and a brief history of your judging experience. We look forward to seeing you at the event!! Helpful links: BulletProof Comics & Games - http://www.bulletproofcomix.com/home.html Limited & Forbidden list - http://www.yugioh-card.com/en/limited/ Yu-Gi-Oh Regional FAQ - http://www.yugioh-card.com/en/events...ionalsfaq.html Yu-Gi-Oh Rulebook - http://www.yugioh-card.com/en/rulebook/index.html
  7. This all happened yesterday at a regional. My score was 5-2, with one more match left still with a chance to top 16 if I won. First game I won, now I am quite happy as I only need to win one more and I will top. Both of us has sided cards in and about to begin the next game, then a judge stopped us and takes our deck for a deck check. I think everyone get nervous when getting deck check and I'm no exception. Before this event I have resleeved my deck, so my sleeves should be good, only thing i worry about if any card was bent. After they carry out the deck check, I can see one judge returning only with my opponent deck box, this is not a good sign for me. The judge ask me to go judges desk. As I got there, three different judges were waiting for me. As I sit down, one judge ask me to shuffle my deck and draw a hand. I did what I been told, then the judge say to play out the hand. I followed as instructed, I was playing monarch and I tribute summon kuraz with return on board, I search either from return and destroy return & edios with kuraz effect then draw two. After that the judges reshuffled cards in the deck, hand the deck to me and ask if I can found something wrong. First thing I do is check sleeves is any was marked, I could not see any problems. Then I look at the top of the deck checking if any card was bent, I picked out two card that look slightly bent. The judges ask why I pick these out and I said that they look bent. One of judge put them back in the deck, then picked out 7 card out my deck from looking at top of the deck. They were three pantheism, ether, kuraz, tanicity and another monarch spell which I can't exactly remember. The judge say these cards was sticking out of their sleeves, at this point I did not know what to say as the three judges stare at me. At this moment I thought back during the day, I did notice a lot card was sticking out and start pushing them back in individually, but someone told me to tap the deck on the table to push them in as this would be quicker, I did as what he told me and they look like they are back in. Now I know I not in a good position as three of cards are the same, three of judges left discuss about this between themselves and Im just sitting there scared thinking that they think I'm cheating and wondering why does it have to be three pantheism that was in the seven card that are sticking out. As the three judges return they told me that I'm disqualified from this tournament and I would have to write a statement on what happened to konami and judges also have to write a statement, which decide if I will get suspended or not. I'm here completely shock on what happened, so I wrote the statement as did the other three judges. After what happened I was really frustrated and thinking I could handle the situation better but I was way too nervous. I'm not sure what do now, as I did not cheat or intentionally stick any cards out their sleeve. I feeling really depress on the whole incident.
  8. Nig Spoof here from TheCardChaps

    Hey guys it's Nig Spoof here with TheCardChaps and I just wanted everyone to know I'm starting my own YouTube channel where we will be providing only the best of the best yugioh player top cut deck profiles, matches, and player interviews. Please like and subscribe for more fresh content. You already know who it is! Nig Spoof with TheCardChaps  
  9. Registration will start at 8 am or earlier (basically as soon as the venue is all set up). Registration will close at 9:45 am or earlier, based on attendance. The tournament will begin between at 10:00 am. Please arrive early to guarantee a spot and not receive a lateness penalty. Expect the tournament to end at around 9 pm.   Entry Fee: $20 (Players will receive 5 packs of the latest standard TCG booster set).   Prizes: Top 8 players will receive a 2016 Regional playmat, and top 4 players will receive a deck box. A number of players (based on attendance) will also receive invites to the 2016 World Championship Qualifier.   Date: Saturday, March 5th,2016   Location: Aviator Sports & Events Center 3159 Flatbush Ave, Brooklyn, NY, 11234 This venue has free parking.   Venue capacity: 450 people (please come early to guarantee a seat)   Decklists will be collected at registration for this event.   Please bring your Cossy ID cards/numbers. If you don't have one already, we can give you one there. You, or your parent/guardian, must have photo ID to enter the event and claim prizes. Driver's license, school ID, or credit card with your photo on it are all acceptable. Facebook or birth certificates are not.   Call Bulletproof comics & games @ 718-434-1800 for more info. or Visit Bulletproof comics @ 2178 Nostrand ave. Brooklyn, N.Y. 11210 or 8109 Flatlands ave, Brooklyn, N.Y. 11219   If you are interested in judging at this event, please email CiroJosephborriello@yahoo.com with your full name, cossy ID, and experience.
  10. Hello If I tribute "Caius the mega monarch" for "the tyrant neptune" and activate neptune's effect to target caius, do I get the following effect from caius: " If this card is Tribute Summoned: Target 1 card on the field; banish it, and if you do, inflict 1000 damage to your opponent, then, if it is a DARK Monster Card, banish all cards with that name from the hand, Main Deck, Extra Deck, and Graveyard of the player who controlled it."     I'm assuming I can't, but I'd like to make sure. Thanks.
  11. YCS Rimini

    http://www.yugioh-card.com/uk/news/ycs2015.html   29th-30th august, who will I be seeing!? I booked yesterday London to Rome, and then a direct train to Rimini :)
  12. Tellars for Regionals aswell NAWCQ

    SATELLARKNIGHTS JUNE 2015 The reason i'm currently running this deck is due to it's what i wound up with a few months ago. With the top decks being Nekroz, Quils, Dolls, BA, Tellars. I realized Naturally due to Constellarking Diamond i should have a favored match up vs Dolls and BA. Nekroz and Quils are just Beatdown on crack basically. So after using a few or countless builds. I came up with this List. Yes it's mimicing some builds based from Europe. But i feel these techs are amazing right now. Total 40 3 Satellarknight Altair 3 Satellarknight Deneb 2 Satellarknight Unk 2 Satellarknight Vega 1 Thunder King Rai Oh [11] 3 Upstart Goblin 3 R o T A 2 M S T 1 Book of Moon 1 Raigeki 1 Soul Charge [11] 1 Solemn Warning 2 Chaos Trap Hole 3 Satellarnova Alpha 3 Mind Crush 3 Call of The Haunted 3 Fiendish Chain 1 Ring of Destruction 1 Torrential Tribute 1 Vanity's Emptiness [18] 1 Diamond 2 Triverr 1 Deltores 1 Ptolmeaus 1 Omega 1 Tsukyanomi 1 Number 86 1 101 or Dire Wolf [Inputs] 1 Castel 1 Exciton Knight 1 D Emeral 1 Abyss Dweller 1 Cowboy 1 Rhapsody [15] Extra i'm currently wanting to fit 101 back in. Due to sometimes i could do the 101/Emptiness stall move. Is an extra Rank 5 needed for the new XYZ? 2 Maxx C 2 Eff Veiler 2 Dark Hole 1 MST 1 Twister 2 Breakthrough 2 Iron Wall 2 Shadow Mirror 1 Soul Drain [15] [6/1/15 EDITED: Swapped 2x Mirror Force for 2x Dark Hole in the side] Side is currently under construction. Let me explain a few main deck cards outside the basics. 2 Vega. I feel i run out of it alot. Aswell as gives me extra targets for deneb searches. I understand 1. But i prefer 2. It just sucks to open 2x Vega or just Vega. Thunder King - Kinda good to go T King plus Backrow. It sortta sucks because its another normal summon and all. Much rather summon Tellars. But it has its uses with Call to troll vs search effects. Aswell as being a 1900 beater. It can bait some things. Like the Raigeki/Dark Hole/Battle Traps. Soul Charge. I rather play Oasis due to no LP. But the fact this gets multiples + dosnt turn them into wryms is nice. Just have to be careful with LP. 2 MST - In a nekroz format OMG. Yes i main 2 get over it. Almost want to main 3 so i see it more vs everything except Dolls and Nekroz. Quils is floodgate central. Tellars is nice to pick off the mirrors Calls g1. Kinda nice vs Mistake Dolls aswell g1. So in reality Fuck Nekroz. A few builds are playing a few traps. Either a 1 of Trap or Decree/Scolding/Mind Crush. 2 Chaos Trap Hole - Acts as a 2ed-3rd Solemn Warning for Dark/Light Monsters. Exciton Knight, Denkko, Manju/Senju, Tellars, BA, Dolls. Basically every meta deck except Quils. The lp is worth it aswell. I feel these are the iffy cards people will comment about. So there are a few of my reasons for playing them. The pure version feels more Consistent and less Derpy compared to Serpha Knights. The deck dosnt really Triverr Loop anymore i feel like it use to. But it still can and will. Any and all advice is welcomed.
  13. Organised play for yugioh was recently taken over by Quickplay Events, before that Carl was the head of Hazam games.      http://www.thamesvalley.police.uk/newsevents/newsevents-pressreleases/newsevents-pressreleases-item.htm?id=297480                                                                     Following an investigation by Thames Valley Police, a man has been sentenced to a total of seven years’ imprisonment for various sexual offences Carl Crook, aged 45, of Pale Gate Close, Honiton, Devon, was sentenced to seven years’ imprisonment at Oxford Crown Court on Friday (12/12) for a number of sexual offences. Following a five day trial, a jury found Cook found guilty of three sexual assaults of a child under 13, five counts of sexual activity with a child, assault of a child under 13 by penetration, causing or inciting a child to engage in sexual activity, engaging in sexual activity in the presence of a child and two charges of making indecent photographs of children. Crook had previously pleaded guilty to four counts of taking indecent photographs of a child. All the charges relate to one victim and occurred in either Thame or High Wycombe between 2004 and 2008. Investigating officer, Det Con Maria Morrisey of the Thames Valley Police Paedophile Online Investigation Team said: “I am delighted with the sentence given to Crook, who has proved to be an extremely dangerous and predatory paedophile. “The jury saw through Crook’s lies and concluded he groomed his victim before taking advantage of her for his own sexual gratification. “I praise the victim for showing the courage to give her testament first to police and then to the court. I also praise the jury who did their duty with diligence and had to listen in detail about Crook’s depraved crimes. Finally, I praise all Thames Valley Police and Devon and Cornwall Police officers and staff who helped in this investigation, without them Crook’s conviction would not have been possible.” Join us on www.thamesvalleyalert.co.uk to receive local crime and safety messages. JW Media Team (01865) 846699       I think it's important that this is out everywhere so that players that may have been affected can come forward, he was very active in the community.
  14. So about 2 months ago I win the Regionals (a glorified locals) in my state and got my invite, and made enough money off being a sick cunt to fly to Sydney. (I live in Launceston and it is a shit hole with good bud and worse people) It was about a dozen of us but only 4 of us were playing actual decks if you count bls turbo shaddolls as a deck I guess I was playing Shaddolls. Josh playing Squiddolls (and hoping not to scrub out to melodious Shaddolls again), Liam playing Disk.dek. I decided on Shaddolls as I am a smoker and I do not have much time for permissive play, grind games, complicated gamestates, etc I just like to win on my first turn, and I didn't like the idea of Qli being able to do that as that does allow some player interaction in the form of msting scout I haven't got enough time for that shit, I just want to reveal denko fusion e con bls allday and go char down a few champion rubys eyyy. In hindsight I probably didn't practise enough. maybe 25 hours of dn and a fuckload of theory-oh. I managed to pick up Denkos the day of our NECH pre-release knowing that card is insane but I didn't think to main it until it became a thing. I only ever sided it against floodgate.dek or tour guide, not thinking that every time I drew it against those decks that I almost always won. idk I'm bad I guess I was unsure about maining Mind Control about a month prior to the event. I reallllly liked it, how it was never bad vs any deck, even if you just overlayed their dude vs qli or pushed for game against BA Plus it won mirrors and I expected a lot of those now the deck is arguably the most jew one of the format. I ended ran the jeff jones build (what a fucking babe) with e cons, that card is so dumb lol I also mained 2 Maxx "C". Realistically, you don't need to drop the card immediately despite going second - I generally want my opponent to overlay so I can abuse fusion (wow what a revelation I must be a yugioh god) but the idea was unless you opened the god hand, you're not going to otk your opponent every single time, right? if you put up a massive board and threatened an otk next turn, while saving the C you just pressure BA to clear it with a virgil + traps which is generally not very resource efficient (considering denko is a card) and they can't afford to do it while giving you infinite cards while going for game, plus the pressure that little bug cunt puts on that deck is unreal man standard cockroach logic really but I just felt like clarifying, I felt like Maxx was popular mained in Qli as they have floodgates / defensive cards they can use to stop otks but it put in some fucking work for me mate Dirtboy stayed at my house and wouldn't shut the fuck up about rings of saturn and i couldnt sleep until 4am. had an early flight hungover so we had some beer i double checked if i left my chopping scissors in my bag again like last time lol once we're in sydney we have to wait fucking ages to actually get to pre reg because our group were apparently gronks that had never left the state?? and we had to wait 2 HOURS for a shuttle bus . lol wtf glad i wasnt born here Okay pre reg all done seedy hostel checked in, made some pretty mad trades sold and bought some shit, went out got drunk etc usual yugibro shit right? I took my boy Liam to a pretty dodgy Ramen place and fed him the filthiest shit beef teriyaki they had on the menu, while I had the same one but xxxx spicy. it was fluorescent, I stared into the abyss of my noodle soup and it stared back we both feel absolutely fucked after we eat it but dont think much of it we go to sleep way too late. We rocked up at the event a little bit seedy. Liam decided that he was going to out-scum everyone and chuck a mad vomit all over himself from food poisoning before round 1 began. If you saw a guy in a Justin Timberlake shirt (that he didn't even wear ironically), with a lil beard scouting for qlis, who smelt like bile and 14 year old pussy at the event then that was him. rounds are up, I'm going against some kid wearing one of those hats that have ears and I think I caught something Round 1 Me VS Sylvan. Ok. Cool. Late to the party but w/e. Game 1 He milled like 2 lonefire off kuribandit? I mentioned to him this thing we discovered a few months ago that if you open lonefire + soul charge you can do some pretty cool combos and its a really great opening but you have to think really hard if you open it and told him about some lonefire soul charge combos. He said he didn't play soul charge so I asked him to sign the match slip so I could go have a smoke. nice guy There was also a chain burn player next to me who was staring down an endphase decree really hard I may have scared the shit out of the guy playing it by laughing that hard in his ear 2-0 Game 2 was Yang Zing. ok I remember flip summoning a masked chameleon he creature swapped to me (says it all right? and some other bullshit happened allowing me a quick smoke break. Easy. I wish I played more mirrors which I had prepared for early on because my tiebreakers were garbage. battlerecruiter.dek didn't do me any favours 2-0 Once again, another Chain Burn player was next to me. Before the round started, I didn't realise he was playing it and struck up a lovely conversation with the guy playing against him as I remembered seeing him at pre reg, talking about this fucked kid asking for volcanic queens (to out denko... lol) Then, firey and passionate as I am, I started loudly mouthing anyone who played the deck. "If you are playing burn RIGHT NOW you are more of an adorable motherfucker then normal, it isn't even a good meta pick." "How the fuck does that deck out denko? Do they kill themselves? How do they beat fire lake on their endphase without self harm?" Then 10 minutes into the round as I was packing up my shit to go char one, I saw he was playing chain burn and staring down a denko. I should have offered him a cig he needed one Round 3 was mirror. Arfifacts tho. ) He went into a Winda with dragon + beast and didn't set a beast over it with 1 set. He was new to the deck and I didn't get to punish him for that, so I had to go shard wizard liz falco pass and he had a sanctum, El Shaddoll in hand and bls to kill me. I felt annoyed because I had practised this matchup for a long time. w/e its one of those formats Game 2 he used DDG and it blew me out for a minute having only used this card in testing and knowing that it was particulary scary in artifact variants, spot removal + ddg is dumb in the mirror I baited out sanctum, then Raigeki'd him for a huge tempo change and eventually we went into time and I drew bls and he didn't. fuck I hate that card but its good to be controlling the lusting soldier Round 4 Me vs Lightsworn Shaddoll He went raiden mill wyvern banish dad pass and I'm like fuck off mate don't have time for this shit. He had a couple of sets. I needed to not let him blow me out next turn, so I went normal dragon swing, he El Shaddoll'd on atk, I'm thinking that if he had a chaos monster I lose anyway, so I shot gunned a e con on Raiden and he had to fuse with dragon beast. I then milled a lizard + regular fusion with his raiden in m2,  lol I am such a fucking sack. I would be able to core > tutor a Fusion to punish him next turn while he had no way to get rid of his winda. Eventually after he set 3 I Denko Fusion'd him and his sets were all reckless greeds. wow I am such a cunt Game 2 I opened mathman, 2 veiler, plant and games, drew super Poly for turn. next turn I drew Lyla. He opened 2 bts, 2 white dragon 1 Black and I beat him the fuck down. (I sided out a Denko for Lyla in the mirror as long as it wasn't Artifacts, imo freezing Shadow Games with Denko is alright but thats not really optimal as if they have mathman + sets they can out it next turn and you're too far behind as the mirror's early game is about flipping dat beast and resolving games til you make a big push) i'm really good at lyla milling too so it usually gave me a +2 and baited out an el shaddoll) Sorry man I wanted a smoke break more then you did apparently. 2-0 Round 5 Me vs BA FUCKING FINALLY Game 1 I opened Denko Fusion. Should've just revealed it and hope he scooped. As I checked my deck to fuse I saw a Lyla still in it and was like fuck Then I drew it off Beast, then dirtboy came and sat next to me. being the fuckboy that he is after asking if this was game 1/2 I imagined him blurting out WAIT YOU DON'T MAIN THAT SHIT and then the kids friend was watching me I fucking hate the pressure of being watched sometimes, and despite the fact that if I wanted to late game i could've castel'd his bls for game. I just scooped so I had a fresh mindset oh well Chucking a mad Cheng eyyy Game 2 I didn't have my head in it from the last game and by the time dirtboy walked away to go bum a smoke off someone, it was out of my control. I castel'd his bls, cut the deck, he ep searched for scarm, then drew bls for turn fuck off I felt bad about losing as this kid was actually bad (maybe I am too, I should kill myself), like he forgot searches and didn't capitalise on all monster hands I then beat him in side events, but still I was pissed off 0-2 Round 6 Me vs Burning Fedora I was on fucking tilt m8 He milled a cir off dante and made double dante set 1 pass. if he didn't mill that i would've had game with an e con, but I still put him on 1k life. I went I made a board that ripped through his floating dante and e con'd his other Dante, made a downerd so I had piercing for any floaters he may have had while depriving him of his monster, and a winda up. I was in a commanding position. he went foolish alich winda, calcab'd his set through a tour guide, dropped a bls and spun my shit. I burnt through all my resources, the only outs to that field were like raigeki + a goodtrap, bls and foolish Game 2 he made double dante set emptiness, then he shotgunned it on standby. i chained el shaddoll and he looked shattered, and despite having the fusion in my hand to go off I needed to get rid of my own winda. I drew an e con a little too late off Beast and misplayed, should've tributed my winda so I could've made downerd and put him on a 1 turn clock with a winda + construct up. he had the foolish for alich again anyway. oh well thats yugioh right 0-2 The guy with artifact dolls dropped and my tiebreakers were horrendous. I hoped I went against someone good... Gravekeepers. Fuck off, is this like 400BC? ughhh Easy 2-0, he was being cute but I'm playing the better deck. He sided cross out and I lol'd so hard, I think Liam took a photo of the guy while he asked a judge for a crossout ruling (fuck off mate) and chained shadow games all day until he killed himself I was 14 spots from day 2 and felt shit. I'm so bad at this game. Luckily there was a bro who managed to hook us up with some bud and we hit up the buges pretty hard, dirtboy ended up smoking my half of the deal and he still owes me a tenner to this day. Liam and Josh made day 2 then scrubbed out to Disk (Josh was being a fuckboy and only caring about foiling his glad beasts, what an autist) As we were leaving the event we met Bodan in the elevator, dirtboy (who was playing mermails) forgot to ask him to sign his Tidal :( sucks, RIP the dream of max rarity mermails Shout outs to Scott Jones for being on our train, looking full tilted and fuckeyed, we took some sick pictures with him, which was pretty ironic Liam and I were looking at his sisters nudes early at that morning Props - Smoking some prime as bud Stomping Mad trades Scott Jones' Sister free drink vouchers making money Slops - Not making day 2 Scott Jones' Sister running out of bud Here is the list I used; 3 Denko 3 Math 3 Beast 2 Lizard 2 Dragon 2 Falco 1 Hedgehog 3 White Dragonb 1 Black Dragon 1 Envoy of the Win Condition 2 Cockroach 3 Fusion 3 El 3 E Con 1 Raigeki 1 Mind Control (steal ur beast, steal ur mirror, steal ur girl) 1 Super Poly 1 Allure 3 Shadow Games 1 Core I kinda regret the 1 Hedgehog but I hated bricking with it, especially because going second, setting hedgehog pass is like playing Geargia and its nearly 2015, geargia will not do, thanks I did miss it a lot though. The second falco was for e con plays and I didn't regret it. Extra 3 Construct 2 Winda 1 Shek 1 Armades (Shit cunt Idk why I ran it I haven't made this since August) 1 Goyo (lol I know HTS is waay better but 28 is a big motherfucker) 1 Arcanite 1 Scrap Dragon (it came up a fair bit especially vs qli with mind control and e cons) 1 Leo 1 Exciton 1 Castel 1 Downerd (THIS CARD IS WAY TOO GOOD) 1 Chain I won a game by stacking BLS Armades sucks, never missed a 2nd shek Side 2 Gorz This card tested really well vs BA, the theory behind it is they have to deal with your board by using Virgil + traps if you don't have Denko up and if you gorz it basically skips their battle phase, they can't emptiness it, and they can't do much except standby fire lake otherwise they risk denko On top of that, NO ONE expects it (because this is not 2011, Gorz is not a card) but I felt like if I didn't have something to draw into off Maxx I would wind up getting double dante acid golem'd lol 2 Lyla I like this more then denko sometimes and it helps against rogue shit (aussies LOVE rogue shit) 2 Puppet Plant This card isn't that good with all of the other monster stealing shit available, as I generally switch out e cons for it post siding in the mirror. Sometimes having too many blowout cards sucks in that matchup as you have nothing proactive, only reactive cards. which in turn would make you want to go 2nd more.. 3 MST 1 Twister (sick cunt) 1 Dust (meant to be another Twister but I couldn't find another Ulti one, I am a vain cunt) 2 Fairy Wind (I don't like this card that much but its like, that good you kind of have to play it)  
  15. FULL EVENT REPORT!! Yugioh Open Cash Championship/YOCC, Season 2, Preliminary 1   WEBSITE UPDATED www.yocc.xyz   SEASON 2, PRELIM 2 INFO http://www.yocc.xyz/index.html   TOP 8 DECKLISTS http://www.yocc.xyz/decklist/season2_prelim1_2014.html   VIDEO COVERAGE http://www.yocc.xyz/videolist.html   INVITATIONAL STANDINGS http://www.yocc.xyz/standing.html
  16. What's up guys? Won't give you a long introduction, other than just to say that I didn't even know I was going to the event until about 6pm the night before. But yeah, after I decided to go I sat down with my friend Chris PM to work on the deck for the event which eventually led to us both running the deck with maindeck Raigeki (I will go into detail on this later)   Anyways so it's like 370ish people 9 rounds. Leggo   Round 1 Shaddoll Artifacts G1 - I open Raigeki and Tour Guide with traps so that's nice, I end up Raigeki'ing a Construct and Falco and going for game relatively early G2 - This one is a bit grindier. I just remember going for game with Puppet Plant   1-0 neat   Round 2 Chris PM - Burning Abyss So this sucks because we are playing the exact same main/extra and our side decks are only like 4 cards different. G1 - He opens mathman with 2 sets searching guide. I go mathman, and I'm met with bts. I crash to draw and feel pretty good setting 5 with a scarm in hand. He proceeds to flip his trap stun, make double dante, milling a veiler on the second one to give him a light for bls and giving him exactly 8k on board.  So that bums me out and he keeps apologizing over the entirety of side decking G2 - I don't remember much outside of using trap stun to turn off my emptiness 3 different times and winning the game via grinding with raiza and nightmare shark on board (I was afraid of puppet plant) G3 - I remember even less of, just know I locked him under his own emptiness at one point and he never recovered.   2-0. Sucks I had to play Chris this early but winning is never a bad thing, especially how the match started.   Round 3 Satellars G1 - Went for game relatively early, locking him out of his deneb via karma cut. Not much else to say. G2 - I opened mathman double trap stun and some other traps going second. I get greedy by slamming my mathman/scarm combo right into a shadow mirror. Next turn he forces out my trap stun and a discard trap separately, but has wiretap. I try to recover but I'm too far behind in advantage. G3 - I open relatively well and remember clearing his 4 backrow via trap stun double mst and tgu into alucard, then flipping emptiness. I do every bit of damage with the same alucard.   3-0 yay   Round 4 Dragons ft Ko'aki Meiru Drago G1 - He goes Diamond core to search drago and goes shrine soul charge to end with spark. I have to set scarm and a few traps, praying he doesn't have trap stun. He swings his drago into scarm, then when he attacks with spark I attempt to pwwb and he lances, so my scarm lives. I summon raiza next turn spinning spark and try to swing over drago but he has lance. He summons blaster and another drago (crap) and swings. I raigeki and tgu into dante and take the game with a few key traps. G2 - There was some grinding involved but the game ended with me having Vanity's Fiend and Majesty's Fiend on board. Oh.   4-0 Vanity's and Majesty's are gewd.   Rd 5 Thomas Feaster - Burning Abyss G1 - It's over pretty quickly. I use pwwb and raiza to keep spinning his only monster (cir) to the top of the deck. He can't keep up. G2 - He draws better than g1, so it gets grindy. I had maxx c turn one for his normal scarm and ss graff/cir, so I have tons of good stuff which eventually overwhelms him.   5-0 I hate mirrors smh   Rd 6 Chaz Shoop - Shaddoll Artifacts G1 - There was a clutch Raigeki early and I had some good traps. G2 - I seriously can't remember much about this, I believe Vanity's/Majesty's was involved in the win.   6-0 getting tired, 3 more pls   Rd 7 Burning Abyss G1 - I had better traps early, and opened Raigeki. I get to a point where I have a Dante with a graff, and a scarm on board. I don't make Downerd because I can detach my graff to mill 3, and go for game with Raigeki if he doesn't put up a big enough board. Sure enough he doesn't and I get it.  G2 - I misplayed this game. He dropped a Majesty's Fiend and swung over one of my xyz. I had a fortune tune with 2 materials, so if I just put a downerd on it, it can run it over. For the life of me I can't figure out WHY I didn't do it. I suppose I was thinking Vanity's fiend? Idk sucks to suck G3 - So we end up going into time after I do a good amount of damage. I believe I win by 600 lps, it was close.   7-0. One more till guaranteed top.   Rd 8 - Satellars G1 - Once I see deneb I instantly lose all the fear of losing. I win by trap stunning 4. G2 - He makes a Ragnazero mid game which puts him close on advantage, I clear it then he ends up making ANOTHER one, but in the end the traps are too much for him to handle.   8-0. Yicheng is also 8-0 so I tell him we are going to duel to be king of our lolcals.   Rd 9 Yicheng Li - Shaddoll Artifacts We get deck checked and errything is okay G1 - He opens VERY well to my 4 monsters + allure and trap stun. Allure gets me upstarts which gets me more monsters. I try to hang but it's over quickly. Savage G2 - I opt to go first and set a scarm and 2 backrow. He sets a monster, and on my turn I tribute for Majesty's Fiend and he insta-scoops. Iight. G3 - So there was a point where I had a dante compulse and karma cut. He fusions and dragon pops my karma cut. He has a board of double moral and construct. I karma cut one of the moral (plieades here would've just been deadly) and pitch cir to ss graff. He summons falco and I'm like "okay if he makes michael I'll just compulse. I have a raiza in hand and if he swings over graff I'll be iight." Well he makes leo which is MUCH scarier. He doesn't attack for a few turns to try and just get enough damage for game. He gets to a field of Leo, Moral, Mathman, with a set Falco. I draw Raigeki and he scoops em up.   9-0 sweet   So yeah overall the day was a success. First place is neat.    Decklist:   3 Tour Guide 3 Cir 3 Graff 3 Scarm 2 Mathman 2 Raiza 2 Veiler 1 BLS   3 Upstart 1 Foolish 1 Allure 1 Raigeki   3 PWWB 3 Karma Cut 3 Trap Stun 3 Emptiness 2 BTS 1 Compulse   Extra: 3 Dante 3 Downerd 2 Alucard 1 Muzurythm 1 Giga Brilliant 1 Nightmare Shark 1 Acid Golem 1 Fortune Tune 1 Temtempo 1 Tri-Edge Levia   Side: 2 Maxx "C" 2 Majesty's Fiend 2 Vanity's Fiend 2 Puppet Plant 2 Mobius 3 MST 2 Monarchs Stormforth   Deck Profile  https://www.youtube.com/watch?v=gNp5jey4l-Q   But yeah Raigeki. So the point of it is to use it as a tempo card. Breaking a big board is one of the main issues with this deck. They may be able to recover their resources but the point is to clear a board and sorta reset the game. It also acts as a pseudo out to emptiness which can be a problem. Feel free to ask any questions regarding it. It was really good all day.   Props: Topping regional number 5 (omg I'm a legend) Jake and Yicheng also topping Keller spilling water and wearing that ridiculous hat Jeff's legoman arms Boybands not sleepjudging Yicheng telling his opponent he flew to the regional from raleigh Chris for collabing on the deck Koter for convincing me to go Seeing everybody Idk probably forgetting a ton   Slops  Bryson not coming Playing Chris rd 2 Lack of sleep   Thanks for reading
  17. So this weekend I heard Kirwan's Game Store (aka the best local in the northeast) was having a regional, so I decided to go. My buddy Chris and I drove 3 hours with mi Madre to get there, and we pulled up at 8, and registered. The tournament began at 1230 (of course) so I decided to get ripped off on a fortune tune, pick up a spellground to look like even more of a douche than I already did, and met up with the meme master aka Mike Albanese and Steed aka Chris LeBlanc. For the event I decided to play BA because it was the best deck of the format and I like really wanted a top (shoutout to Zach McLaughlin for letting me use the deck, you da real MVP). I toyed with it for a day or two and came up with this trash Monstahs 9 BA 3 TGU 3 methmatician 3 raiza BLS -no veiler: I just hate that thing so much. Like its just such an awful card. Dante sheds enough light for bls to be live Spells 3 upstart goblin foolish allure -allure isn't even that good really, I like always sided it out -foolish helps turn 1 plays a ton but I sided it out from time to time -no supply squaaa: so my idea with this card is that like its a good card, but it doesn't contribute to anything the deck lacks. It has draw power, and a lot of people purposely play into their own squads to draw, and go minus anyways. Looking back, I might have played it, but i was never in a situation when I needed it. Trap Houses 3 wind blast 3 karma cut 3 emptiness 3 trap stun (this card is absolutely stupid and a win condition) 2 BTS 1 compuls 1 warning (always sided it out) Typical BA extra, with 2 dante 3 downerd, no astral force because the card is essential a minus and never accomplishes anything the deck can't already do by itself. Side: 2 vanitys fiend (the sole reason why I didnt bubble) 1 mobius (sole reason why I won round 1) 2 back to square one 3 MST (mediocre, only sided a copy in like twice) 1 raigeki- sided in twice, never pulled it off :( 2 chain disappearance 2 mind crush 2 dust tornado ( honestly should've replaced them with end pieces of bread because they were about that useful) Now lets get the tourney: R1 against satellar, based tucker lau g1 he starts off with ukulele and no call or soul charge so I win G2 he savages me late game with soul charge for 4 and I topdeck a raiza G3 we go into time, he has a backrow and no field with a searched altair. I make alucard to pop the alpha, he topdecks vega and I mind crush calling altair for the win R2-green shirt guy with BA G1 I go first and make double dante set 3 search cir at ep, so that pretty much means win G2 he starts off slow with like 3 sets, I draw double chain disappearance scarm karma wind blast trap stun. He doesn't play trap stun so I win R3-black shirt guy with BA G1 has the dragons for my emptiness wind blasts for my dantes etc etc and I make a last ditch temtempo play and get karma'd G2 double dante followed by triple downerd next turn backed by trap stuns is cool I guess. He makes a acid golem I think and I flash BLS for game G3 made tweetie bird aka the birdhouse in time and sat on an emptiness and rode into the sunset on it R4-glasses with yang zing Loved the kid, hated the match G1 he goes math into some archfiend thing and sets creation emptiness and has a soul charge. I dont have trap stun :( G2 I try to deck him out after he makes a godzilla thought ruler that has like 628287 different properties but I realize I have like 13 less cards in deck than he does and go cry 3-1 at this point R5-beard guy with shaddoll G1 I keep spinning his raidens with raiza and he mills 3 fusions. yeet G2 I don't draw into back to square one or vanitys fiend and he just goes nuts and sends his whole deck to grave G3 he has a hand of like 6 cards he always keeps in his hand and I have no reads on them. He rips a charge and drops his whole hand of white+black dragons and chaos monsters and makes leo thought ruler baby dragon for game gotta go fast and win 4 matches to top Chris dropped at this point RIP R6- cool guy with batterymen, not azad surprisingly G1 emptiness> batterymen G2 ^ R7-kid my age with batterymen G1 dante set 4 search tour guide, emptiness his reborn and his tribute summon guy G2 he locks me out with a macro and my own emptiness, no trap stuns in sight G3 he draws 3 fuel cells and I have the trap stun for call on his 9V and I ride fullmetal alchemist aka downerd magician to victory 5-2 at this point, nervous as hell because im a sheer noob and this was kind of a big deal to me R8-cool guy who sounded like Jordan Peele with disaster hieratic dragon ruler REDMD soul charge deck ft. Koaki meiru drago G1 drago makes it so I cant play G2 I karma cut his dragos and emptiness becomes my best friend after I wind blast his hieratics G3 I strap on my saddle, put my feet in the stirrups, kick my vanitys fiend in the ass, and ride that bastard like the lone ranger into round 9. Messed up way for him to go tbh R9-red sweatshirt guy with shaddoll G1 I keep spinning his cards to topdeck and never lose advantage even after he super polys m G2 tour guide resolves 3 times, he keeps setting a hedgehog and I keep wind blasting/raizaing it until he offers the handshake and I stop hyperventilating Finished 7-2, 12th place. First invite because im noob and I got 4 cheeseburgers at mcdonalds on the way back so I mean it couldn't get much better Shoutouts to mike albancheese getting eighth, tim leduc getting seventh, joe bogli coming back hot and getting first. Also shoutout to alex medina just because Pros -vanitys fiend -mcdonalds -selfies with azad -tour guide -zach McLaughlin Cons -yang zings -the smell of yugioh players -chris dropping round six Thanks for reading guys, hopefully i can actually top something real next time :)
  18. Batteryman Artifact

                                                                                                                                        Monsters: 16                                                                                           1 Artifact Beagalltach                                                                                           3 Artifact Moralltach                                                                                            3 Batteryman 9Volt                                                                                          3 Batteryman Microcell                                                                                           3 Batteryman Charger                                                                                          2 Batteryman Fuel Cell                                                                                  1 Batteryman Industrial Strength                                                                                                                                                                                                           Spells: 13                                                                                           3 Upstart Goblin                                                                                           3 Supply Squad                                                                                   3 The Monarch Stormforth                                                                                          2 Artifact Ignition                                                                                          1 Pot of Duality                                                                                          1 Soul Charge                                                                                                                     Traps: 11                                                                                         3 Artifact Sanctum                                                                                        3 Dimensional Prison                                                                                               3 Wiretap                                                                                        1 Solemn Warning                                                                             1 Compulsory Evacuation Device                                                                                                                            Extra Deck: 15                                                                                          1 Abyss Dweller                                                                                    1 Castel the Musketeer                                                                                      1 Constellar Omega                                                                                      1 Constellar Pleiadis                                                                                    1 Constellar Ptolemy M7                                                                                  1 Evilswarm Exciton Knight                                                                        1 Gaia Dragon the Thunder Charger                                                                                       1 Gauntlet Launcher                                                                           1 Number 101: Silent Honor ARK                                                                                           1 Volcasaurus                                                                                     1 Rhapsody in Berserk                                                                                    1 Photon Strike Bounzer                                                                                     1 Starleige Paladynamo                                                                                    1 Tiras, Keeper of Genesis                                                                                        1 Wind-Up Zenmaioh                                                                                                                                   Side Deck: 15                                                                                  1 Caius, the Shadow Monarch                                                                                                 3 Maxx "C"                                                                                               1 Dark Hole                                                                                    3 Mystical Space Typhoon                                                                                         3 Pulling the Rug                                                                                  3 Shadow-Imprisoning Mirror                                                                                             1 Soul Drain                                     One of the lesser known/talked about releases from Duelist Alliance is Batteryman 9Volt, which makes the deck a legitimate strategy (along with the other more known release of The Monarch Stormforth.) I've played this deck a lot in several different variations and a common theme repeated itself: This deck beats Shaddolls, loses to Burning Abyss, and has a 50-50/so-so/okay/moderate/whatever adjective of the same meaning match up against Satellaknight. Going onto some rhyme and reason for these results as provided from my testing in the Dueling Network rated pool(s,) I can point to a few things.   MATCH-UP BY MATCH-UP   VS Shaddoll: Not using the extra deck and still being able to produce large amounts of damage/otk is the really favorable thing about this match up. You won't be putting yourself at any sort of disadvantage by not letting them fuse from the deck with Shaddoll Fusion, like some other strategies do. On top of this, using The Monarch Stormforth on a set Shaddoll, specifically Falco can be a blowout if tribute summoning for Charger. The Shaddolls do not get their effects, and you're ahead in cards if tributing for Charger or Caius post-side. Winda isn't the most difficult card to deal with in this deck because of Fuel Cells effect being able to bounce it right back to the extra deck while they get no Shaddoll Fusion, and this can be accomplished under Winda just by tribute summoning a Charger and getting Fuel Cell right from the deck, from there tributing the Charger for Cell's effect. There aren't many outs in Shaddoll to an early set Microcell, and Supply Unit can easily snowball if they can't quickly Dragon it. The only thing that Shaddoll really has on this deck is Super Polymerization, but that is what it is.   VS Burning Abyss: This match up is atrocious. Between them being able to float into Alucard making Micro Cell terrible, them floating the materials of XYZs to stop your OTKs even around Fuel Cell, and it having one of the strongest trap line-ups in the game, this is not an easy match up for this deck by any stretch of the imagination. This is one of the reasons why I posted this, to ask for help with what I can do to beat Burning Abyss with this deck, if anything. At this point I'm conceding game one and hoping to draw floodgates game 2/3 which I don't have an abundance of (you may notice the lack of Vanity's Emptiness, I'll talk about that more later.) I do not believe there is a way to consistently win this match up while simultaneously letting them play Yu-Gi-Oh.   VS Satellaknight: The idea of "life points hitting zero before their number of traps hits zero" used to describe some combo vs non-combo match ups in the past applies here. If their number of traps hits zero before you die they kill them, and the situation you die is when your life points hits 0 before their number of traps do. There isn't much else to say, but I will note I did include some Dimensional Prisons in the main to help mitigate this a little giving me some extra turns to deal with their backrows. Also I'm aware siding Pulling the Rug actually doesn't make sense if my strategy is to go through their traps and not die then win because it doesn't align to that line of play, I would also like some help here asking the Groundz what I might want to use instead of them in the side to align with the aforementioned line of play.   MAIN DECK RATIO THEORY & OTHER NOTES   First, let's talk about the artifacts.     As far as why this ratio specifically of 1 Beagalltach, 3 Moralltach, 2 Ignition and 3 Sanctums, I'd like to refer to some notes taken way back in ARG DC format about my thoughts on all the artifact ratios not including just Sanctums and 2-3 Moralltach:       I believe the same applies, another thing to note in favor of using Beagalls and Ignitions is this being an OTK deck making Beagall better than usual and Ignition's importance to this format with Supply Squad, Vanity's Emptiness, and Call of the Haunted being popular. The Artifacts also have amazing synergy with the deck by being level 5s to make rank 5s, Light-Attributed specifically for making Pleiadis, Sanctum setting up a tribute summon for Charger, and just Sanctum still being one of the strongest traps in the game, despite how popular Breakthrough Skill and Floaters are right now. Speaking of Breakthrough Skill, that card specifically is the reason I opt to maxx out on Breakthrough Skill. It's a very real problem for this deck.    Speaking comparatively between Wiretap and Trap Stun in this deck, I opt for Wiretap in for the following reasons:   Where Trap Stun is better: Multiple real traps that stop you from otking your opponent. Between Sinister Shadow Games, Shaddoll Core, Call of the Haunted, Alpha (when they do not control a Satellaknight,)  Dimensional Prisons, MSTs, etc it actually isn't that uncommon for your opponent not to have more than one real trap among multiple backrow (Dimensional Prison is arguably a real trap.) Where Wiretap is better: Breakthrough Skill Solemn Warning if you didn't want to play stun preemptively because it wasn't a guaranteed OTK if it resolves. Also other counter-traps like Satellaknight Alpha. Breakthrough Skill When you want to stop a trap in your opponent's turn without turning off the rest of your traps. Breakthrough Skill   Moving onward to the Batteryman line-up itself:     Maxing out on Chargers, 9-Volts, and Microcells should be obvious. As far as the other ones go, if you're not bricking which are the times Industrial Strength is live you can just search it because he's kind of tidius to summon if you aren't already in a winning position. He is really important though if you used one of your Fuel Cells to make OTKs or to just out Midrash with just the summon of a 9-Volt and two Batterymen in grave. I use just enough Fuel Cells to make Bounzer and Ptolemy, and just enough Fuel Cells to OTK with Charger drop + Fuel Cell. it's a brick outside of Charger drop, so I don't see a reason to play a third.   Squaaaaaaaaaaaaaaaaa     9-Volts last effect is that it destroys itself in the end phase, and it triggers Supply Squad making it instantly replace itself if you have 9-Volt aka didn't brick and makes every card you get after that point from it absolutely free. There was a decently sized period of time I actually didn't know I was supposed to use this, my friend TJ set me straight. Card just snowballs in non-autowin games and turns them into wins.   1 Duality, 1 Soul Charge     This isn't a Soul Charge deck. The Soul Charge plays in this deck are mostly unimpressive and usually the best thing you can do is trigger 9-Volt from it, so I do not max or even play 2. It is a decent comeback card late game to swing the game in your favor though, but I also never wanna draw it vs Shaddoll, so I opt for one. Back when I used one Duality in Infernity the theory was "if you combo you win and the Duality you drew didn't matter if you don't combo Duality is a better upstart." The same theory applies here that if you combo you win via otk and if you don't Duality is a better upstart. Only one because I never wanna see multiples and the theory's exception is when you have to get over a field when comboing because you might not be in a winning position afterwards.   The Monarch Stormforth     It doesn't take much imagination to understand why this is such an important part of the deck. Tributing your opponents monster for a Charger that will get you a 9-Volt that will get you a Fuel Cell that combos with the Fuel Cell/Industrial Strength in your hand to kill them is amazing, and it will very rarely not be live as, counting for Fuel Cells, Microcells, and 9-Volts, you have 11 cards to use it with.   The last two cards not talked about are Warning and Compulsory Evacuation Device, which are pretty self-explanatory.   THE EXTRA   Gauntlet sets up OTKs you wouldn't otherwise have, Bounzer is something that you can combo into defense if you don't kill them, M7 does stuff, all the rank 5s do stuff, Gaia can pierce for game, rank 4s pretty obvious. You don't actually summon much from the extra, mostly rank 5s and 6s.   THE SIDE   I might end up with more Caiuses (or perhaps Raiza) sided but it's powerful vs Shaddoll and BA. Maxx C isn't the best vs any of the popular decks right now but you can still run into some combo decks especially in the specific area of rated I was playing. They're negligible I suppose. 3 MSTs obv outing floods like Vanity, Light Mirror, etc. Soul and Shadow Mirrors and Floods like that are what you need to beat Shaddoll. I might side Vanity (I'll get back to that) to have more floods for BA because it is the very poor match up of this deck. As mentioned before Pulling the rugs are likely the incorrect way to approach siding for the Satellaknight match-up, and that's about all I have right now. My side deck is less than powerful at the moment and most certainly needs some revising.   CARDS I AM NOT PLAYING ATM/WHY   Portable Battery Pack: I would play Call before this because of the Artifacts Call of the Haunted: Pretty strong and can give you a tribute for Charger, but at the same time makes their Breakthrough a bit stronger than it already is. This can definitely end up back in my deck. Battery Charger: Getting back 9-Volt isn't the greatest because you would have used it's effect that turn where you wouldn't have with Call, and you can't do it on Artifacts. Yet again, I'd play Call before this card. Vanity's Emptiness   I talked to a friend a bit about this earlier, basically the point against this card mained boils down to you'll win the turn you go off so it doesn't matter if this + board is game in most circumstances and if you have to play it before the turn you Charger drop you have to actually get rid of the Emptiness so you can win quickly because this isn't really a grind type of deck. The hole in this is against BA Charger drops is almost never game because of their excessive floaters so there is a real argument for siding this for BA so you can have board + Vanity for their next turn and then kill them on your following turn.   That is all I have for right now.
  19. Introduction Ice Barriers are a fun/casual deck, and yet a very versatile one thanks to its access to a wide range of Synchros and XYZs. That versatility allows for many different builds to be created (see the pictures at the end), but on this guide, we will be discussing what arguably are the best 2 strategies of the deck: 1.       General’s Rush 2.       Dewloren’s Control For each one of these strategies we will be talking about how it works, its win condition, and how to achieve it. Finally we will see why using them in a single deck makes them better than on their own.     General’s Rush This is perhaps the most widely known and used Ice Barrier Strategy. Its goal is to generate and keep field advantage under the direction of the Ice Barrier Generals (mainly General Gantala of the Ice Barrier).   To quote from yugioh.wikia: ”The "Ice Barrier" engine works in a circle. The idea is to start with "Strategist of the Ice Barrier", whose main objective is to discard "General Gantala" to the Graveyard all while netting you a draw every time you discard. "Gantala" then sits in the Graveyard until revived by "Prior of the Ice Barrier". Once you have "Gantala" on the field, you can begin reviving your other "Ice Barriers" that have fallen in battle or have been discarded by "Strategist", most notably "Defender of the Ice Barrier" to Synchro and block almost all attackers... The main win condition of this Deck is to summon "Gantala" to generate field advantage, then use powerhouses like itself and "Gungnir, Dragon of the Ice Barrier" to destroy your opponent's field.” Its win condition is achieved by completing the following 3-step process: Send General Gantala of the Ice Barrier to the graveyard. Special Summon General Gantala of the Ice Barrier. Protect General Gantala of the Ice Barrier. Let’s talk about how to complete each of those steps in detail: A successful Ice Barrier deck should be able to send General Gantala to the graveyard in turn 1 or 2. These are some of the cards (or combination of cards) that will make this possible: a.       Foolish Burial: Perhaps the fastest and simplest way to send Gantala to the graveyard. b.      Tidal, Dragon Ruler of Waterfalls: Tidal is a remarkable support for this deck. With any other WATER monster in hand, he can send Gantala to the graveyard directly from your deck. c.       Strategist of the Ice Barrier: This decks built-in way to send Ice Barriers to the graveyard. d.      Lavalval Chain: Thanks to Prior of the Ice Barrier and cards like Silent Angler summoning this card is quite easy and his effect is perfect for a set-up play e.      Other Notable mentions include: Swap Frog, Skreech, and Genex Undine. Sending General Gantala to the graveyard is worthless if you can’t special summon him back to the field relatively fast. Thankfully, there is 1 card that will make it that much easier: Prior of the Ice Barrier. And a few cards that will support it: a.       Medallion of the Ice Barrier: The personal ROTA of the deck. Add Prior to the hand to later tribute himself to summon Gantala. b.      Surface: With Prior in the graveyard, this card becomes a Monster Reborn for Gantala. c.       Salvage: Much like Surface, Salvage also needs Prior in the graveyard to work. Although a bit slower, it gives a +1 when it resolves. d.      Call of the Haunted: A very simple way to summon Gantala, but it becomes even better if you summon Prior with it to later use his effect to special summon Gantala. This way, your Gantala will not be attached to Call of the Haunted’s destruction. e.      Other Notable mentions include: Powerful Rebirth, Soul Charge, Pinpoint Guard (with Prior), and Limit Reverse (with Prior). The advantage generated by Gantala is better capitalized over time; so keeping him on the field is essential for this strategy to work. For this to happen he needs to be protected against 2 very different things: Battle Destruction, and Effect Removal. When it comes to battle protection the “Defender Lock” (+ any other Ice Barrier), and to a lesser extent the “Cryomancer Lock” (+ any other Ice Barrier), is more than enough. But when deciding how to counter Effect Removal, options grow much wider. It depends a lot on the meta and on deck you are facing. And even though this is largely a matter of personal preference, the following are some notable mentions: ·         Fiendish Chain ·         Breakthrough Skill ·         Solemn Warning ·         Compulsory Evacuation Device ·         Bottomless Trap Hole ·         Back Horn of Heaven ·         Soul Drain ·         Torrential Tribute ·         Forbidden Lance ·         Mystical Space Typhoon ·         Book of Moon ·         Safe Zone   Dewloren’s Control The concept of this strategy is quite simple: Use and abuse continues spells and traps that will benefit from being re-activated every turn. It is clearly a control based strategy, and as such, it grows stronger the longer the duel goes. Much like the General’s Rush strategy, Dewloren’s Control also has a 3-step process to follow in order to achieve its win condition: Draw abuse able continuous spells and/or traps Special Summon Dewloren, Tiger King of the Ice Barrier Protect your field. Once again, let’s talk about how to complete each of those steps in detail:        A. Drawing the cards you can abuse with Dewloren is the single most complicated step of the process. In part because you really can’t search any of them, so you are depending on your draw engine to do so. This creates a delicate balance between the amounts of abuse able spell and traps you play, and the dedication to a draw engine. Something to keep in mind while creating that balance is what cards can really benefit from Dewloren’s effect and which ones are just “ok” to use it with. Here are some of the best spells or traps to use in Dewloren’s Control: Fiendish Chain: By far the number 1 to abuse. It grants effect negation every turn. Call of the Haunted: Use the monster for a Tribute, Synchro or XYZ summons and bounce Call of the Haunted to the hand to be used again next turn. Or bounce the monster back to give you a +1000 attack and re summon that monster (especially if it’s effect triggers when normal summoned). In an Ice Barrier deck, you can bring back Defender of the Ice Barrier or Cryomancer of the Ice Barrier to create an attack lock on your opponents turn and later use them to Synchro in your turn; or Prior of the Ice Barrier to later tribute for General Gantala of the Ice Barrier (or any other Ice Barrier) leaving your Call of the Haunted unattached to that monster. Powerful Rebirth: It works much like Call of the Haunted but with the added benefit that the monster is never linked to Powerful Rebirthpermanence on the field. Safe Zone: Use it on a monster you want to protect, then XYZ with it later to bounce Safe Zone and re use it later. Or, use it on an opponent’s monster then bounce it back to destroy that monster. Other Notable mentions include: Royal Decree, Vanity’s Emptiness, Limit Reverse, Abyss-Sphere, Swords of Revealing Light, Tenki, Neptune’s Amulet, Prohibition, Xing Zhen Hu.      B. Dewloren is useless without some cards to abuse, but once you have drawn them, you need to be able to summon Dewloren quickly. Being a semi-generic Syncho monter (1 tuner + 1 or more non-tuner WATER monsters) the only restriction we have is that the none tuner monster’s attribute needs to be WATER. Here are some of the ways he can be summoned: Strategist of the Ice Barrier + Cryomancer of the Ice Barrier: Probably one of the most common ways to summon him since they are both searchable by Medallion of the Ice Barrier, both can be brought back from the graveyard with Prior of the Ice Barrier or Surface and Salvage with Prior in the graveyard (in the case of Cryomancer directly). They also create a soft attack lock together. Silent Angler + Cryomancer of the Ice Barrier: Normal summon Cryomancer, special summon Silent Angler, and you got yourself a simple and quick Dewloren. Both of them can also be brought back from the graveyard with Salvage. Genex Undine + Defender of the Ice Barrier/Genex Controller: Genex Undine searches Genex Controller, and Defender can be searched byMedallion of the Ice Barrier, also both are Salvage targets. Other notable mentions include: Defender of the Ice Barrier + Mermail Abysslinde/Abyssgunde/Snowman Eater; Cryomancer of the Ice Barrier +Mermail Abysspike/Abyssturge/Elemental Hero Bubbleman.      C. This strategy protects itself pretty well. It can stop attacks with a Defender of the Ice Barrier that was just summoned with Call of the Haunted, or protect against destructive monster effects again and again with Fiendish Chain. The main problem though, is protecting your traps from destruction. Here are some cards that will help with that: Stardust Dragon: He is one of the most practical ways to protect your cards from destruction. And Stardust protected against monster effects with a re-usable Fiendish Chain, and protected against attacks with the Defender’s Lock in place becomes a great asset to have. Dark Bride: Although this card is a -1 on itself, it’s worth the minus if used to protect on of your key and re-usable cards. Other notable mentions include: Imperial Custom, Cairngorgon Antiluminecent Knight, and Herald of Rainbow Light.   Synergy Aside from the fact that both of these strategies come from an Ice Barrier Deck, they share a common setup and complement each other in many ways. The following is a list of reasons of why General’s Rush and Dewloren’s Control should be played together: Ø  They Share a Core: Prior, Medallion, Strategist, Defender, Cryomancer, Silent Anger, Surface, Salvage, Call of the Haunted, Fiendish Chain, they are all useful in both strategies.   Ø  Dewloren is limited: If he gets Solemned or Banished then the strategy is dead! If combined with General’s Rush, all the other cards use for Dewloren’s Control still have a use.   Ø  Gantala needs time… Dewloren provides it: As discussed before, the General’s Rush strategy needs time to really capitalize its generation of advantage. And a control based strategy like Dewloren’s Control will easily provide that time.   Ø  Dewloren needs protection… Gantala provides it: The Defender’s Lock that will protect Dewloren from attacks is easily created with Gantala, without the need to have (or use) Call of the Haunted.   Ø  Gantala can summon Dewloren: Not only can he special summon Dewloren from the graveyard if it has fallen, but it can also summon the missing piece to summon Dewloren next turn.   Ø  Dewloren Stops it, Gantala takes care of it: Although Dewloren’s Control can stop your opponent’s plays with cards like Fiendish Chain or Call of the Haunted (Defender’s Lock), it still has to deal with the monster later. The versatility of the General Rush strategy to summon Synchros or XYZs will make that really easy to accomplish.   Ø  Both strategies fit on a 30-card core: Using one without hurting the other is a great attribute to have. And the fact that they share so many of their core cards makes it really easy to put them together without sacrificing a card that could be good for one and not the other.     Deck list: Make it your own From what we have previously discussed, the deck only needs a core of 30 cards to function; the other 10 are up to your personal preference and play style.   This is the core of the deck: http://i.imgur.com/WhUBpKu.png   So, what to do of with the 10 open slots we have? In my opinion, you have 4 options: Add Consistency Boosters: Upstart Goblin, Reckless Greed, Pot of Duality, Genex Engine, Toon Engine, etc. Add Disruptive Cards: Mystical Space Typhoon, Solemn Warning, Compulsory Evacuation Device, Bottomless Trap Hole, Black Horn of Heaven, Torrential Tribute, Breakthrough Skill, Soul Drain, etc. Add more cards that have good Synergy: Mind Control, Safe Zone, Powerful Rebirth, Inferno Reckless Summon (to use with Prior OR Silent Angler), Limit Reverse, Swap Frog, etc. Add a Combination of the above: Ten cards are quite a lot (25% of your deck) so feel free to create any combination you want to.   Other Fun Builds This are just a few “creative” builds I have made over the years, feel free to used them and have fun destroying the meta with the most underrated deck in this game’s history!   Arctic Relics: http://i.imgur.com/SOE1cXj.png Frozen Destiny: http://i.imgur.com/UTzTdCO.png SynchonIce: http://i.imgur.com/8VpnhwX.png Arcanian Barrier: http://i.imgur.com/y0zyYSj.png Outter Frost: http://i.imgur.com/mQLaU8e.png Ragna’s Ronnin: http://i.imgur.com/q44kyDh.png  
  20. Hey guys

    Hey guys, i've joined forum mainly because i want to get further into the yu-gi-oh community, also i thought when making decks it'd be best to get other peoples opinions on my decks to make them better, that aside, hello :D
  21. Hello everyone. My name is Mike Albanese and I got 2nd place at ARGCS Providence this past weekend.  Watch out guys, this is going to be pretty long.   After topping YCS Philly in May, I have attended ARG DC, ARG Philly, Nationals, the ARG 20K In Cleveland, and have done absolutely awful at all 4 of them. They all were huge disappointments, but I believe that the 20K brought the worst disappointment of all. I played Infernity, a deck I believe I am very skilled with, and had what was quite possibly the worst luck possible. Round 1 I played an Infernity mirror match against a very good friend of mine named Joey Chou, who I worked with the deck on. Round 2 I played another Infernity mirror match against a guy named Pierce, who I just met the day previous; I bricked both games and he opened combo both games. Round 3 I played yet another Infernity mirror match against my friend Zach, and the sob story continued when I play my friend Naveen Shankar round 4, and later my friend Brandon Ball round 8. Round 9 I played a guy that told me to kill myself after I beat him, I realize my 6-3 tiebreakers don’t hold up and don’t make day 2 (Not that I ever expect to top X-3, but it was just annoying some people did). A bunch of my friends ended up topping this event, but the whole weekend I was just thinking how I didn’t, and naturally got really down on myself and questioned whether I even wanted to continue playing. Over the next 2 weeks I really questioned if I wanted to even go to ARG Providence, but I figure it will be fun just to see the people I rarely get to see. Chumlee Doublestack fixes me up the new Infernity list a few days before, and this is the main deck we ended up with.   It was very different than our Cleveland build because we chose to add more combo cards like the 2nd Armageddon Knight, and 3rd Stygian, and remove traps like Torrential, Bottomless, and Compulsory. We did this because we didn’t want to play fair Yugioh; we wanted to open combo, and never give our opponents a chance to play Yugioh. That is why the only non- Infernity traps we chose to play were Warning – because that card is insane, and Trap Stun – because that card is extremely ignorant.   I drove up to Providence with a few of my friends, one of which was Rizwan Khan who also topped this event with the exact same list as I did. On the ride up he had a crazy idea, instead of spiritualism, we would side Fire and Ice hand in the mirror match. At first it made no sense, but after thinking more about it I realized, when going 2nd in the mirror and against Artifact Variants, we would rarely ever combo out, and the hands can slowly gain us advantage which would allow us to combo. And just like that, I was on board. We would side Fire and Ice hand in our Infernity deck. We told Chumlee the idea, and he reminded me, Jose Jones had this idea a few weeks ago and we laughed at him, but now we were giving it some thought and realized, it was definitely correct.   We arrived in Providence Friday afternoon, and spent the whole day just chilling at the hotel and playtesting, and figuring out our side deck. We decided to cut the spiritualisms entirely, and just play Debunk over Prison because they both stop hands, but debunk has more merit against Mermail.   This is the list we registered.   Monsters (16): 3 Infernity Archfiend 3 Infernity Necromancer 2 Armageddon Knight 2 Dark Grepher 2 Summoner Monk 3 Stygian Street Patrol 1 Archfiend Heiress   Spells(16): 1 Foolish Burial 3 Skill Charge 1 Infernity Launcher 1 Book of Moon 1 Dark Hole 2 Reinforcement of the Army 3 Upstart Goblin 1 Archfiend Palabyrinth 3 Instant Fusion     Traps (8): 3 Trap Stun 3 Infernity Break 1 Infernity Barrier 1 Solemn Warning   Side Deck: 2 Fire Hand 2 Ice Hand 3 Mystical Space Typhoon 2 Debunk 3 Vanity's Emptiness 3 Needle Ceiling   Extra Deck: 1 Fusionist 1 Kamionwizard 1 Barox 2 Lavalval Chain 2 Diamond Dire Wolf 2 Leviair the Sea Dragon 1 Evilswarm Exciton Knight 1 Number 66: Master Key Beetle 1 Abyss Dweller 1 Number 101: Silent Honor Ark 1 Number 80: Rhapsody in Berserk 1 Gagaga Cowboy   Day 1:   We get to the convention center mad early and after a long time I am finally able to get Rizzi a Barox to use for the tournament (Thanks a lot again, Mike). We talk to a few of our friends, and realize this tournament is literally a Toywiz local. After a few hours, the pairings go up.   Before I go into the tournament I would like to say as many misplays as the commentators think I made, I had a reason to make every single move I made. I made a few hindsight misplays that were definitely correct at the time. I made a few minor errors such as game 1 of the finals searching barrier over necro or launcher (Even though neither were optimal) when James had lakeside lady in the graveyard, and trying to instant game 5 of the finals when I should have just attacked. Fortunately, none of those affected the outcome of the games. If you have any questions about ANY play I made over the course of the tournament, feel free to ask.   Round 1 vs Mermail   Game 1:   My opponent wins the roll and opts for me to go first, but the first game of the tournament my hand is insane, including launcher, book of moon, field spell, trap stun, but of course my 5th card is Heiress and I can’t combo. I set heiress and pass with a few backs, and he summons Undine, sends dragoons to search controller and megalo, and refuses to attack my set monster. On my turn I draw Instant fusion, but with my defensive board I decide to merely set all my backrows and monsters and pass, making my possible auto win top decks archfiend, necro, Arma Grepher, Rota, and foolish. On his turn he summons pike and discards marksman to pop my set stygian and passes without attacking. Me like the sack I am draw archfiend, and am able to kill him that turn thanks to trap stun on his only backrow. I ended up banishing heiress for the field spell, which ended up winning me the game.   Game 2:     He opts to go first and summons undine sending dragoons, and searching marksman and controller, and sets 2 backrow. I brick again, setting necro and all my backrow. On his turn he summons teus, and destroys my set field spell with marksman to search Pike, and summons controller to make Leo. On my turn I draw Armageddon knight to send Archfiend, and I am able to combo off thanks to an opening hand instant fusion. I beat over Leo with Key Beetle+Rhapsody, after banishing 2 cards in the graveyard, and I end with barrier and 2 break. He discards 2 marksman for megalo, and I barrier the megalo, and break 2 other cards with the breaks that he targeted. At this point he is left with no cards and just scoops it up.   Round 2 vs Dick Face (Artifact, Hand, and maybe some other awful card deck)   Game 1:     He wins the roll and opts to go first with 3 set backrow. I draw a pretty solid opening hand with 2 grepher, stygian, soul charge, trap stun. I summon Grepher and he immediately sanctums, and on his turn he attacks for 21 with Moralltach and sets another backrow. I flip trap stun and he has wiretap, and I summon my newly draw grepher straight into another Artifact Sanctum. I try to soul charge but his last backrow is obviously solemn warning.   Game 2:   The asshole that was hiding on the other side of the table really comes out during this game. I open what is a pretty mediocre combo because I have heiress but I have trap stun and the ability to kill him on my following turn. I end up not being able to kill him because he has a set fire hand and a Sanctum, but I still manage to full combo with field spell and infernity archfiend. But this is where things turn sour. When I use Launcher he says that he doesn’t believe me that it does what I claim and says that he requires a translation. I happily (Read, sarcasm) pull it out and show it to him. During the combo the same thing happens when I summon another monster and he also requires a translation. At this point I realize this guy is just a plain piece of shit that should kill himself but I gladly hand it to him. At the end of my combo I activate my field spell, and banish necro to special archfiend from my deck but apparently this is far too complicated of a play because my opponent does not believe that Infernity Archfiend is both an Infernity monster, as well as an Archfiend Monster, and calls me a liar. I for some reason cannot find my Archfiend translation and he immediately calls a judge. I sarcastically ask if this is both an Infernity and an Archfiend Monster and the judge verifies that it is. My opponent asks to see the complete translation and I get a warning for not having one. The nice guy next to me hands my opponent one and he reads it, and scoops.   Game 3:   I open fire hand this game and he opens passively just setting a hand and a few backrow. I choose to set a fire hand of my own and a backrow or 2. On his turn he simply adds an additional backrow. On my turn I summon dark grepher and he chooses to artifact sanctum for Beagulltach into Moralltach to destroy my dark grepher. He puts Moralltach in attack mode and I flip fire hand, and he tries to switch Moralltach to defense mode…nice try. Fire and Ice hand absolutely devastate his field and make his set hand miss timing and I end with a hand in defense mode. While this is happening Tahmid walks up behind me and says “There is no way that is a fire hand on his field etc). On his turn he attacks over my monster and passes. I draw trap stun holding soul charge and use it on all 4 hands, leaving one of each in defense mode and the other making a lavalval chain which he traptrix nightmares. He has 0 cards to his name at this point and he draws and passes. I have a set barrier, one of each hand, and I draw Necromancer. I make Lavalval chain with the hands, and send Archfiend to the graveyard. I normal summon necromancer, tell him I am using the effect to switch to defense mode, and he D.D. Crows my Archfiend, which I promptly barrier. He immediately calls a judge because he thinks Necromancer is in defense but I explain to the judge that he DD crows on summon (Which he did for some reason) and I am allowed to barrier. I brick back archfiend to search break, swing in for 3600, and end my turn with Necro Arch Chain Break and trap stun set. He tops tenki, and I break it and immediately hand him the match slip.   I run into this duelist day 2, and this is the exact conversation that went on.   Asshole: Hey man sorry about the whole thing yesterday Me: No problem man, it’s whatever Asshole: I knew exactly what your cards did I just hate losing to Infernity Me: Oh in that case, go fuck yourself He has since sent me a friend request on facebook.   Round 3 vs Mermail (Nice guy)   Game 1:   He wins the dice roll and I basically mind game him into letting me go first, so he graciously lets me go first, and I finally open combo with the all-powerful solemn warning. I believe my 5 cards were Monk, Arch, irrelevant spell, Warning, Infernity Break. My ending field is 2 Chains, 2 Arch, field Spell, with 5 Backrow. He summons Undine which I promptly Warning, and he sets 2 backrow which I break. I draw and am like, uh, attack for game? And he is like is it game and I’m just like…..and he inputs it into his calculator and agrees that it is game. He later comments how he should have gone first.   Game 2:   He summons Undine and sends dragoons to search Marksman and Controller and sets 2 backrow. I open extremely optimal for going 2nd vs mermail and summon grepher and discard stygian to send archfiend I believe. I banish stygian for stygian, and make Exciton which he breakthrough skills. At this point I tell my opponent that I will not be attacking until I destroy his backrow because I know that it is a Mal Cat. I soul charge for everything and am able to combo out because I can banish Exciton for the field spell. I end up searching 4 traps and end with a full field. I barrier his Megalo reveal and chain the targeted break on his backrow, and it was Mal Cat. I am a god. He scoops it up after I use my last 2 breaks on his backrows on end phase. This guy was incredibly nice, and explained how infernity was his worst matchup and he always feared it after testing. Apparently he sided triple flying C, but I am really glad that I didn’t see it.   Round 4 vs Infernity (Nice guy from round 2 that let me use a translation)   Game 1:   He asked if I wanted to purposely draw, but I declined, because I would rather just win.  He wins the roll and looks like he bricked because he has to monk into grepher to discard Armageddon knight and has to stygian to special another stygian, but his last card is obviously soul charge, his combo wasn’t optimal, but he still ends with like 3 searched traps, and my hand was awful so he wins this one.   Game 2:   I jokingly ask if he wants to draw still, he says sure, and I laugh and say absolutely not. I open Grepher Arch Necro Soul Charge Instant Fusion and end my board with 2 Chains, 2 Archfiends, and Leviair, with 2 Breaks and Barrier set, and instant fusion and soul charge unused. He plays correctly and uses MST on both of my breaks, and sets a monster and 1 backrow which I know is needle ceiling. It is needle ceiling, and he flips it in my standby phase and I am astounded that he is playing correctly. My draw for turn is irrelevant as I soul charge my opponent into the next dimension and end with Archfiend, Key Beetle, Dweller, and Rhapsody which I banish his stygian with after I dire wolf his set monster and search my last trap. I break on his end phase and he scoops.   Game 3:   I look at my opening hand and feel victory coming to me, and even more so when my opponent simply sets a monster and passes. My 6 card has is Dark Hole, Soul Charge, Summoner Monk, Instant Fusion, Needle Ceiling, and Mystical Space Typhoon. I slam the dark hole and immediately combo into Monk + 2 spell and explain to my opponent that I will not be fucking up this combo. I go through all the motions, searching my traps and end the game shortly with 2 Laval Chain and 2 Archfiends with the help of my field spell. Very well played match dude, I wish you got to play game 3. You were very skilled with the deck and a really cool guy.   Round 5 vs Jeremy Macwan - Mermail (Not Live streamed feature match)   We are at table 5 or something and we are escorted to the feature match area   Game 1:     I finally win the die roll and open 100% brick with 2 Necro, Instant, Book, and trap stun. I set Necro and set book trap stun and pass, and on his turn he summons Pike and discards linde to search marksman, attacks my set necro, and sets 1 backrow which I assume is sphere because he searched marksman. On my turn I draw Infernity break and decide that I have to make a push even if it’s a small one; I instant fusion for a level 3, and make Leviair with fusionist and a flipped up necromancer just to attack over Pike. I set Necromancer and in MP2 my opponent activates abyss-sphere, which I promptly trap stun to prevent him from using spells for the rest of the game. I set my field spell and break and end my turn. On his turn he draws Abyssteus and discards marksman to pop my set necromancer and search pike. He attacks with Abyssteus and I break it, banishing the Necromancer that he just destroyed. He sets another backrow and passes. On my turn I draw Armageddon knight, use it to send archfiend, and then use leviair to bring back Necromancer, which in turn brings back archfiend and starts the combo. I search another necro after using laval chain to send stygian, enter battle phase a few minutes later, and he scoops it up.   Game 2:   He opens another slow hand with Pike discarding Linde to add undine and passes turn. I Maxx C check with instant fusion and he chains the Maxx C, I summons stygian and make dweller, attacking over Pike and setting a few backrow. On his turn he summons Teus by discarding Infantry, and I chain dweller, and he searches gunde, then summons Undine to send Tidal to add controller, and uses Teus to trade with Dweller. On my turn I do another small combo but it doesn’t really yield another trap so I just set necro and the rest of my cards and pass, and he tries to sphere but once again I have the trap stun to prevent him from using spells for the rest of the game. On his next turn he just passes and on my turn I just summon archfiend and attack. On his next turn he summons tidal and attacks then MP2 summons controller to make leo. I draw necromancer, activate my set dark hole to clear leo and summon necro to bring back arch and search a trap and attack for 1800. He scoops later revealing his cards, 2 freshly drawn mystical space typhoons and a dead gunde.   Round 6 vs ??   The pairing go up and I am paired against Carl Manigat, who is playing dragons whose whole side deck is literally for infernity (Flying C, Maxx C, Hands, etc). He wins the roll and the judges tell us that there will be a repair.   Round 6 vs Frank McNamara – HAT   Game 1:   I win the die roll and my 5 card hand is 3 Necromancer and 2 Trap Stun. I just keep setting everything and he just keeps setting hands until like turn 6 when I finally have 2 level 4s and soul charge. I trap stun which is met with wiretap but the 2nd trap stun resolves. I exciton and soul charge and end with Leviair, Dweller, Archfiend, and the 4 infernity traps. He summons Dionaea and I have to barrier, and he soul charges for everything and the myrmeleo targets my break, I have no choice but to just chain all three breaks so I can’t get excitoned, but I accidently chain the incorrect break and resolve it which means I lose the break he targeted because I am a retard. I could have definitely put the graveyard infernity card back in the grave and redone the chain and the judges would have told us to replay the scenario, (Ned made me realize this later) but I am not a savage and realize that I messed up and allow it to resolve. I top soul charge later to make a board but he has dark hole and monsters to kill me.   Game 2:   I open Armageddon Knight, ROTA, and soul charge and end with a board with 3 traps and an abyss dweller with 4 searched infernity traps (I opened Barrier). He sets a monster and 2 backrow, and I just break everything and kill him next turn.   Game 3:   His opening hand is Maxx C, Sanctum, Myrmeleo, DD Crow, and another card. I grind through all the backrow but because I opened Heiress I can’t use foolish burial to tutor an archfiend to my hand. When I finally draw one he uses his DD Crow on my Stygian and I lose.   I honestly have never been more mad about a lose than this one, HAT sucks and I should have just won the match outright but because I suck I have to win 2 more rounds.   Round 7 vs Synchro Infernity   Game 1:   My opponent is talking to his friend and basically tells him that he is playing infernity so thanks for the free information. He wins the roll with 2 backrow and a set monster and I open Trap Stun, 3 instant fusion, and Dark Grepher I immediately just shotgun Exciton for a free plus. He complains that I suck and waste Exciton and I just smile at him happily knowing he is pretty awful and questioning how he is 5-1. I finally draw a monster and am able to do a mini combo and just keep attacking and his hand is just terrible, but for some reason he reveals what he is playing. Thanks!   Game 2:   My opponent goes first with a small combo and passes with a few backrow and I set fire hand and set needle ceiling and a few backrow and pass back. This is where the power of the hands come in; in my opponent’s standby phase, I flip needle ceiling which my opponent promptly trap stuns. He attacks my set monster and it is fire hand, it targets his lavalval chain, and this is where it gets hilarious, he attempts to use Solemn Warning. At first he actually says that he can’t believe that I play hands in Infernity, then complains how he has to waste solemn warning on a hand, and finally he starts whining and says how I am a shark and will not let him take back his Solemn Warning.  I absolutely blow him out, and next turn I summon archfiend, make Exciton, and follow it up with a devastating soul charge. My opponent is furious. He keeps going on about how I am playing the bad version and how I suck.   As much as I hate ignorant retards, I sure love collecting free wins.   Round 8 vs Herald of Perfection? Feature Match on Live Stream   My friend Rizwan Khan tells me how he just lost to Herald of Perfection, and his name, and this turns out to be my next round opponent.  We sit down and are told we have the Live Stream feature match, which is pretty exciting but also makes me worry about losing to Herald on Live Stream   Game 1:   I open Armageddon Knight, 2 Copies of Soul Charge, Infernity Break, and Trap Stun. I decide that instead of going full combo by sending Summoner Monk and getting blown out by Maxx C, I would hold onto the 2nd soul charge and just do a small combo that guarantees game on the following turn and saves the 2nd soul charge. I end the field with Necro, Arch, Chain and 4 backrow. My opponent draws and summons Manju and I promptly Barrier it, and then my opponent tries to tell me that he wasn’t using the effect. I automatically assume he is a complete savage cheater at this point and make it by job to embarrass him on live stream. He then attacks my lavalval chain with Manju and uses honest. I determine he doesn’t have a way to summon Herald so I simply barrier the honest, and at this point I consider the fact that he isn’t a cheater, and he could just be terrible. So he ends his turn and I go through the motions and he doesn’t scoop until I start declaring an attack for like 10,000 damage.   Game 2:   I open Double Necro, ROTA, fire hand, and soul charge, and he just sets 2 (Which are both Royal Decrees) and passes. On my turn I draw MST, and I ROTA for Grepher to discard Necro to send Archfiend and attack for 1700. His 6th card is Manju which searches ARA and allows him to summon Herald. I draw, discard another necro to send Stygian, which I believe was incorrect because it gave me less herald negation, but he allows it. I instant fusion to make Exciton which he negates with herald, then I set fire hand and soul charge but his last card is another fairy to negate with herald. Next turn he tops soul charge for krystia and passes. I flip fire hand and use it to pop Krystia and get ice hand, trade ice hand with manj to pop the set backrow, and bring out fire hand in defense and set my new backrow he draws and attacks fire hand and I use MST to kill decree, and it resolve then fire hand kills herald. Herald and I get ice hand, and he summons krystia MP2 and gets back manju. Next turn I draw brick and he draws soul charge, and I just can’t handle his power and scoop it up. At one point in this game I recall that I had Monk and a spell, and he negates the monk’s effect to turn to defense mode, and then negates the foolish burial, essentially going -1 for no apparent reason.   Game 3:   I pray for super combo and my hand is Grepher, Stygian, Upstart, Instant Fusion, and Launcher. I pray for a combo piece and upstart gets me Necromancer. Swag. I Grepher Necro Stygian to end my field with 4 searched traps (I was able to search 4 because I opened Launcher) 2 Chain, 2 Arch, Leviair, and a set Instant Fusion. I decide I will not negate anything but Krystia on End phase, then I would just kill him next turn, and that’s exactly what I do. He activates 2 preparation of rites, and manju (He even used the effect this time!) but he ends with Manju, Herald, and a set. I break the backrow, break the herald then barrier it, then break the manju, and he offers the handshake.   I realize that unless I get paired up against an X-1-1, I can just draw into top, and all goes well and I get paired up against my friend who is also X-1.   Round 9 vs Jarred Randolph (Spellbook)   I jokingly tell him let’s play it out but we sign the slip as a draw and congratulate each other on another top.    They announce the standings after swiss and my friend Rizwan sneaks in at 16th place, in addition, the majority of the top is friends from my area, and I determine I have to play one of them in top 16 the following day.   Me, John Pecoraro, and Rizwan Khan go to Fire and Ice and see everyone there, enjoy a nice meal, and get back to the room early to get a great night sleep.   Day 2:   We wake up and pack our stuff and bring it to the car, and head to the convention center. I knew I was playing Jordano, and after seeing his decklist I would have honestly been shocked if I lost to him. Less than 3 Maxx C, 0 needle ceilings, 0 soul charges, 0 Dionaea, when I see it I just comment how incredibly fair his deck seems, and how the hands will absolutely destroy him post board. He is also main decking 2 Prisons, an essentially dead card game 1. The general rule of thumb against artifacts, is that if he isn’t playing hands than you literally can’t lose.   Top 16 vs Jordano Ibrahim (FAT) – Live Stream   Game 1:   I win the die roll and open Necro, Soul Charge, Launcher, Instant Fusion, and Upstart. I think of all the auto wins I have off the upstart, and I get one of them, Dark Grepher. I use Grepher to discard Necro and send archfiend and ask Jordano if I should use soul charge or Launcher first, and he scoops.   Game 2:   He opens Tenki into Bear, set 1 backrow, activate Necrovalley, and summon Cardcar D. He draws with Cardcar D and passes turn. I summon Armageddon Knight to send archfiend, the rest of my hand being ROTA, trap stun, Necromancer, MST, and solemn warning. I set 3 and pass after attacking for 1400. Jordano summons bear and I warning, only to bait the wiretap, and he has it. He pops Knight, and swings for 1600, retrieving another bear, then activates double cyclone targeting tenki and my MST, and I chain it to destroy Necrovalley. On my turn I draw Infernity Break and use ROTA to get Grepher (I could have combo’d out with Armageddon, but I sided out my second copy when I sided in the hands). I use Grepher just to attack over Bear, and trap stun his bottomless because his only card in and is another bear. On his turn he sets a 3rd backrow, and on my turn I draw Ice hand and swing in with it and Grepher for 3100. On his turn he summons bear, swings into Ice hand, Ice hand pops a set traptrix trap hole nightmare, and he realizes he sided out a 3rd copy of tenki. On my turn I draw typhoon, swing in with grepher and Ice hand and MST the fiendish just to apply pressure. On his turn he draws and scoops up his cards.   I watch the rest of top 16 (Which was for a long time because there was still 45 minutes left in the round). I see my good friends Giovanni and Rizwan advance to top 8, and I start studying my top 8 opponent’s deck, Frazier Smith, in the meantime. Side decked Necrovalley, hands, and needle ceilings seemed like they would cause problems, but with no hands in the main deck I basically need to win game 1 and take one of the latter 2.   Top 8 vs some random playing KAT (Frazier Smith) – Live Stream   Game 1:   I open Armageddon Knight to send archfiend, and set a few backrow. He summons myrmeleo to add bottomless, then dualities into wiretap after attacking over my Kight. On my turn I summon my other Armageddon Knight to send Stygian, set the rest of my hand, then use Stygian to summon Necro from my hand and here is where the controversy started. I use the Necromancer to brick back Archfiend, using its effect and Frazier chains bottomless trap hole, which I promptly barrier which he retaliates with wiretap. In the chain link, I forgot to search for Infernity Archfiend. I will explain why this is an issue after the match, but in this given situation it was both incorrect to search break or barrier, as they would both be dead and just extra cards that would be destroyed by Myrmeleo or Exciton, the possible correct play was to search launcher but I won’t get into it. On Frazier’s next turn he summons Dionaea and attacks over both of my monsters, and pass. Next turn I set a monster and a backrow and he makes dire wolf which I break, and then warning his soul charge, but he has another soul charge to make Laval chain to stack another Dionaea, and after I draw trap stun for turn the game is essentially over.     Game 2:   I go first and look at my hand, and realize that the dream might not be real today. Necromancer, trap stun, Instant Fusion, Infernity Break, and debunk. On his turn he sets 1 monster and 2 backrow, and on my turn I top another dead card and pass. He passes right back, and I top the Archfiend of a lifetime. In response to Archfiend, I chain my own trap stun, he chains his Sanctum, I don’t respond, and he chains his own Maxx C and I end the chain with Debunk. He takes a while to decide if he wants to pop with moralltach, and he decides to, and I search another archfiend, I normal summon it, flip necro, and combo off to the ending field of Leviair, Dweller, Archfiend, Lavalval Chain, searching Barrier and Break (My other 2 sets being 2 Breaks I drew).  Sometime during this combo I didn’t set the break I searched before using Necro to bring back Archfiend, and I swore he started to say that I couldn’t search which is simply ridiculous because you wouldn’t even be able to use it in the first place, but it wasn’t an issue.  On his next turn he summons Myrmeleo to search bottomless, and sets the 4 cards in his hand. I activate dweller to avoid being destroyed by Sanctum, and I channel my inner Dirk Wagner to pick out what I believe is the bottomless that he has set, and I break the other three cards, which end up being Needle Ceiling, Fiendish Chain, and Mystical Space typhoon (I believe), and he scoops. In Frazier’s article, he claims he set 2 Needle Ceilings, but I don’t think that was true, I am pretty sure they were the 3 cards that I mentioned previously, and the bottomless. Also it completely boggles me as to why he didn’t set the additional backrow that he had, but I guess he was afraid of trap stun + Exciton. I would have definitely set at least one of the needle ceilings, that is another main reason I believe that there was only 1 needle ceiling set, but to each his own.   Game 3:   Frazier goes first with a set monster and 2 backrow, and my hand is very powerful, with Armageddon Knight, Archfiend, Soul Charge, Trap Stun, Debunk, and ROTA. I summon Armageddon Knight to send Stygian, then set my whole hand and use stygian to summon archfiend, then use archfiend to search barrier. On his turn he summons ice hand, and flips fire hand. He uses ice hand to attack Armageddon Knight and targets barrier, and I barrier the ice hand. He chooses not to attack with fire hand, and instead mind controls my archfiend in main phase 2, which is a very risky play because if I have a break to chain to destroy fire hand, it is a hard neg. Unfortunately, I do not have the break to punish him and he makes Lavalval chain with fire hand and Archfiend to send Myrmeleo to the grave. At this point it becomes obvious that his hand isn’t just bad, its god awful, but also that he has either soul charge or Dionaea. He ends his turn with what I believe is 1 or 2 cards in hand, 1 backrow that didn’t stop me last turn, and a Lavalval chain with my archfiend under it. I draw Necromancer for turn, and flip my set ROTA and use it to search Dark Grepher, which discards Necromancer to send Archfiend to the graveyard. I then use my set Soul Charge to bring back Armageddon Knight, Archfiend, and Necromancer. I combo off, making 101 to take his 101 and freeing my Archfiend, make Rhapsody to banish his Fire hand and Myrmeleo, and I end my turn with Key Beetle on my set Debunk (Just to play around dark hole), a 101 with his laval chain under it, 2 Necromancers in defense mode, and 2 breaks searched. He sets a monster and an additional backrow, which I break (Soul Charge) and his old backrow (Beagulltach, which I assumed). On my turn I set my draw (Upstart I believe) and use 1 necro to get back Archfiend which gets another archfiend. I then use both Necromancers to make Leviair, to bring back Stygian. Archfiend And Stygian make Dweller, I use dweller to detach Stygian, banish it for Archfiend and he offers the handshake.   We roll to see which top 4 match is going first, and me and Frank Elect to go 2nd so I can study his decklist. This is where the issue arose with Frazier. I have written and rewritten this section multiple times, and I am choosing to include it because I honestly feel that I need to say what happened. I will say the facts as they happened, I will give no insight, and I will make no accusations. When I played Frazier game 1, I activated the effect of Infernity Archfiend. I forgot about the search and Frazier remembered, but chose not to tell me, and this can be verified because he posted a Facebook status about it. After the match, my good friend asked the judge what he thought of the situation, and he said that it was blatant cheating and said he should probably talk to Jim about it. I told him not to, as I like Frazier and in no way thought that his intention was to cheat me. Also after the match, Frazier walked up to several people explaining how he “Lost to a random infernity retard in top 8 that forgot to search for Archfiend.”  On my way to the bathroom, I was talking with another judge and explained what happened and how I told the judge not to tell Jim about what happened. He explained to me that even if the judge told Jim, that nothing would happen to remedy the situation. Now, I really don’t care about what happened, I realize that I messed up and forgot about something, but at the same time, I wasn’t winning that game anyway. Also the fact that I won the match anyway makes me feel a lot better about the situation. So it’s up to everyone’s perception; was it Frazier’s intention to purposely deceive me? I hope not, but this is exactly what happened.   Top 4 vs Frank McNamara – HAT – Live Stream   I finally get my rematch from Swiss   Game 1:   This match is a 34 minute Youtube video, but the not a lot really happened in the match.  He wins the die roll and begins with a set monster and 2 set backrow. My hand is god awful, including 2 Summoner Monk, 2 Infernity Breaks, Stygian, and Necromancer. I wall with both monks because his deck just can’t beat over it without Sanctum, and eventually he uses 2 Ice hands to XYZ into Laval chain to put myrmeleo on top, which pleases me because that means his hand is awful as well. After the makes Chain and attacks over one of my monks, I flip the other one and use it to get Grepher, and I discard Stygian to send Archfiend. I am about to ASAP Exciton but he says he has a response to the resolution of the effect of Grepher, which is compulsory on my Monk. He telegraphs he has no out to Exciton so I instant fusion into Kamion and make 101 to take Laval chain and swing in for 2100. He draws the myrmeleo, and searches bottomless (Another card that doesn’t stop Exciton). On my following turn I summon the Monk back, and discard my freshly drawn book of moon to special Armageddon knight from my deck to send another archfiend to the graveyard, and he then sanctums to out my Monk. I then set my 2 breaks and use stygian to summon Necro, and in turn use it to bring back Archfiend which I try to get him not to bottomless by sending the earlier archfiend with Knight (I will reiterate, the only reason I even sent Archfiend to the grave was so he didn’t use bottomless on Archfiend), and it worked, he doesn’t bottomless and I search barrier. I attack over his monsters and end my field with 101 with 0 materials, Necro, Arch, Arma, with 2 Breaks and a Barrier set. He uses typhoon on my end phase, draws duality and uses it to get Sanctum over Needle Ceiling, and just casually uses dark hole to clear my field. He ends his turn with 1 unknown backrow, bottomless, and sanctum to my 2 Breaks. He sets Sanctum, and I decide to simplify the gamestate by EP breaking Sanctum, then using the other break to pop the bottomless, which he allows. His one backrow to my zero cards, and you know I TOP THE SHIT OUT OF MY LAST ARCHFIEND (The only reason it was in the deck was because he didn’t bottomless the 2nd one). I combo out and never play into needle ceiling, and am attacking for game shortly with Archfiend, Archfiend, and Laval Chain.   Game 2:   I smokescreen side into the hands to try and keep him on his toes but he pretty much assumes I side them in and he is correct. He opens with 2 backrow and a set monster, and I answer back with a T set of trap stun and fire hand. He sets another backrow and passes back and I just set Archfiend and pass. On his turn he sets 1 additional backrow and 1 more monster and passes back to me. I draw, flip trap stun (Which resolves), and Exciton him into Oblivion. I set all my cards which include 2 soul charge, MST, and Break and summon necro, soul charge and end with a powerful board with 5 backrow and full monsters. On his turn he sets a 2nd monster, and on his end phase I use MST to target my break as CL1, that break as CL2 targetting ice hand, and another Break as CL3 on his set monster, and he extends the handshake.   Finals vs James Chow (Soul Charge + Sanctum deck)   As the finals go, I think I have the least to say about those games. I looked over James’s decklist, and I pretty much knew what all the cards did, so I feel pretty good to go. He rolls a 12, and I roll an 11. He asked me what the effect of Barox was, and I explained that it was a level 5 vanilla monster that had no effect, and he was extremely confused. I explained to him that my friends bet me that I wouldn’t put it in my extra deck and he believed me.   Game 1:   I open pretty well but he goes first with the best hand in the history of Yugioh: Soul Charge, Kuribandit, Sanctum, Breakthrough, and Conduction Field. He dumps his whole grave to deck turn 1, bandits into Dustflame Blast (Basically Rageki + Duster in trap form). I summon grepher and he promptly Sanctums. On his turn he soul charges into Pleadies + Stardust, which luckily I clear with Book + Dark Hole. I follow up with a grepher that gets breakthrough’d, and I have to make dire wolf to pop the set Dustflame Blast, I cannot make a big push, and he kils me utterly on his next turn.   Game 2:   I open 3 of the worst combination of monsters and end with Chain, Arch and 3 backrow. He sets 4 backrow and double Ignitions me in my standby phase, makes Tiras on his turn, then destroys my life with it, and kills me shortly after. After being down 2-0 I announce that if I get 3-0’d in the finals by lavals I would kill myself, which apparently nobody realized was a joke but it was lol.   Game 3:     I go first and brick again (Noticing a pattern?) and I see my tournament coming to a close. I summon Armageddon Knight and send archfiend, and pass after setting emptiness, for my turn I draw another monster and summon grepher to send stygian to the grave, and attack for 3100. On my main phase 2 I make key beetle on the emptiness, and his turn he just sets a backrow and passes. I swing in for 2500 with key beetle, and he scoops next turn after seeing 3 bricks off duality. Not getting 3-0’d today.   Game 4:     He starts with 3 backrow and passes, I open decent and summon archfiend and attack into sanctum for Moralltach. He draws and just attacks for 2100 and passes. On my turn I use monk to discard instant and he chains Emptiness. On his turn he attacks over Monk and passes. On my turn I set trap stun and pass, and James attacks for another 2100 putting me at 3800. On my turn I summon Archfiend, trap stun, and soul charge for 2 and James chains Maxx C, I figure If I get barrier and 101 his Moralltach he really can’t beat his own emptiness so I give him an extra card to make 101 but he uses ignition on moral to steal a material from 101 and I main phase 2 dark hole and pass, feeling completely defeated. I top archfiend with emptiness face up, reveal it but realize I can’t use its effect, so I just normal summon it and attack (I think if I should have used MST on his end phase, but he seem locked under emptiness and I wanted to keep it that way), which turns my barrier back online. He uses duality to take soul charge over 2 Maxx C’s, and passes. During my standby phase he uses Dustflame blast to destroy my archfiend, 101, barrier, and his set needle ceiling just to wall with Beagulltach.  I choose to use my MST on his last backrow which is Emptiness, and then use soul charge for archfiend to put myself at 800 life points. I use archfiend to search launcher, and just wall up, making a board of 2 Laval Chain is defense, Leviair in defense, and Key Beetle on a bluffed backrow to play around dark hole after searching 2 infernity breaks. He soul charges for 2 level 5s while already controlling a moralltach, and I break 2 of them and he scoops.   Game 5:   Heiress came to play this game unfortunately, as he goes first and sets 2 backrow. I figure the only way to win this game is to go in for damage and I do so with archfiend but it is met with Sanctum for Moralltach. Several people said that I should have attacked with Heiress and just searched the field spell to combo next turn, but he had both Vanity’s and Maxx C to make that play sub optimal. On his turn he just attacks for 2100 and sets a 2nd backrow, and I summon archfiend and instant fusion and have to give him an extra card under Maxx C to make 101 for his moralltach. I could have sworn I saw a Mal Cat in his hand while shuffling, and decide it is the best play to typhoon both of his backrow before attacking (It’s funny, Joe Bogli mentioned this on live stream right as it crossed my mind) and I hit torrential but unfortunately also his ignition which he snipes my warning with. I skip that battle phase and next turn he just sets a monster and passes, and I draw Grepher and attack for 2100 directly. He soul charges back Maxx C and lakeside lady, tributes Maxx C for Beagultach, and I have to break the lady. On my turn I can draw any monster in my deck for lethal, and unfortunately do not and just swing in to put him at 1500. He draws conduction field, sends the maidens and lady, pops my backrow, summons cannon to make 101 to take mine, and I realize it’s over and he sets the rest of his hand. I draw an irrelevant foolish burial, set it, and when he uses ignition on beagulltach on my end phase, it is I who extend my hand.   I have watched these games at least 20 times each, evaluating every nuance of every play that I made. The way I see it, I honestly should not have won a SINGLE game out of 5. My hands were not combo at all, and his hands seemed powerful every game. The fact that I pulled out games 3 and 4 were astounding, game 4 especially when I made that play that put me down to 800. So it all comes down to game 5; the game I have dissected the most. Was I incorrect to play around a mal cat that would have ended the game when I honestly thought that I saw it in my hand? I highly doubt it. Was I incorrect in giving him an extra card off Maxx C when he was clearly drawing dead every time? Possibly. Unfortunately every way I look at it, there was simply no way that I was winning any three of these games, but I digress.  I think I’ll get a win someday, but this time, it just wasn’t in the cards.   Props   -       Going deep into top cut for the first time -       The top cut being essentially a toywiz local -       Gio getting 3rd -       Rizzi making top 8 with the same 70 card deck -       4th top -       Alter Reality Games being the almost sole reason I have no quit this game yet   Slops   -       Bricking in finals -       Yugioh players just being fake scumbags in general -       Laval Artifacts -       Having to play a bunch of friends in top cut -       Not going undefeated in swiss -       Another event, another failure   I want to give a big shoutout to Chumlee Doublestack for making another perfect decklist for me to play and top another event with. I really couldn’t have done it without you bro.
  22. July 2014 Six Samurai

    Hey guys, so I was thinking of rebuilding my Six Spamurai after the last banlist which I think gave them a nice little boost. This build has been doing decently online and I feel like it can be improved some more.   My main goal is consistency, so thats why I have a lot of draw power and searchers. I guess I'm looking for a nice balance of control and aggression.   Monsters: 16   1x Grandmaster of the Six Samurai   1x The Six Samurai - Zanji   3x Legendary Six Samurai - Kizan   1x Legendary Six Samurai - Enishi   1x Hand of the Six Samurai   1x Spirit of the Six Samurai (makes Shi En a god plus lets me pretty much draw every turn)   2x Elder of the Six Samurai   2x Legendary Six Samurai - Kageki (any more than 2 Elder and/or Kageki feels too cloggy)   3x Kagemusha of the Six Samurai   1x Shien's Squire (FOr those times when I open a L4 + Shien's Dojo. Also used as protection)   Spells: 13   2x Reinforcement of  the Army   3x Shien's Smoke Signal   3x Upstart Goblin   2x Asceticism of the Six Samurai (3 is cloggy)   2x Shien's Dojo (can be almost as good as Gateway at times)   3x Six Samurai United   Traps: 9   2x Double-Edged Sword Technique   1x Bottomless Trap Hole   2x Dimensional Prison   1x Compulsory Evacuation Device   2x Musakani Magatama   1x Solemn Warning   Extra Deck: 15   Stardust Spark Dragon   Stardust Dragon   Black Rose Dragon   Goyo Guardian   Naturia Barkion   Armades, keeper of Boundaries   Naturia Beast   Ally Of Justice Catastor   Shadow of the Six Samurai - Shien (Lets Kageki beat over pretty much everything)   Blade Armor Ninja   Number 101: Silent Honor ARK   Heroic Champion - Excalibur   Evilswarm Exciton Knight   NUmber 17: Leviathan Dragon
  23. posting for mason:   link to original post: https://www.facebook.com/DuelistGroundzLive/posts/479839158818914?fref=nf   Alright guys! We're going to be hosting a DG Live Invitational! Now you may be wondering, "How do I qualify?" It's simple. There will be 8 Qualifier tournaments. The top 2 of each of these tournaments will be invited to our special invitational! The invitational will also have prizes! Right now the plan is Steam Gift Cards of varying amounts but we'll see on that. The first qualifier will be hosted tonight as soon as Leily gets home from work. It will operate by the new banlist and new rules and the new structure deck is allowed. Happy Dueling!
  24. Astral Pack 5

    http://deviramericas.com/wp-content/uploads/2014/05/SP-Astral-Pack-5-89981.pdf   Some Astral Pack 5 information has been released, a notice sent out to OTS stores. *^*   Thoughts?
  25. Monsters (12): 3x  Geargiaccelerator 3x  Geargiano Mk-II 3x  Geargiarmor 3x  Geargiarsenal   Spells (10): 3x  Upstart Goblin 2x  Mystical Space Typhoon 2x  Soul Charge 1x  Book of Moon 1x  Dark Hole 1x  mind control   Traps (18): 3x  Wire tap 1x  Bottomless Trap Hole 3x  Dimensional prison 1x  Compulsory Evacuation Device 3x  Fiendish Chain 1x  Geargiagear 2x  Black horn of heaven 2x  traptix trap hole nightmare 1x  Solemn Warning 1x  Torrential Tribute   Side (15): 2x  debunk 1x  mystical space typhoon 1x  Dimensional Fissure 3x  DNA Surgery 2x  Dust Tornado 3x  Maxx "C" 2x  Skill Prisoner 1x  Soul Drain   Extra Deck (15): 1x  Abyss Dweller 1x  Daigusto Emeral 1x  Diamond Dire Wolf 1x  Evilswarm Exciton Knight 1x  Gagaga Cowboy 3x  Gear Gigant X 1x  Ghostrick Alucard 1x  Number 80: Rhapsody in Berserk 1x  Temptempo the Percussion Djinn 1x  Number 101: Silent Honor ARK 1x  Number 85: Crazy Box 1x  Soul of Silvermountain 1x  Wind-Up Zenmaines     I tried to create a fairly standard Geargia deck, however with the new banlist I am unsure if this is still competitive at all. I want a competitive tournament deck, but since I just started I really lack the expertise to make any kind of informed decision.   Does it come down to preference at this point or is there something that I am missing? Thanks in advance!
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