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Much thanks to harig07 for writing this! Everyone give him tons of pos rep!

Artifacts
 
229px-Artifact.png

Introduction:
 
"Artifact" (because spelling the word correctly is too mainstream for the translation team) is an archetype of Level/Rank 5 LIGHT Fairy-Type Monsters first released in Primal Origins that are based on historical and mythological weapons. Mechanically the Main Deck monsters revolve around the theme of being able to be set in the Spell/Trap zone and can be Special Summoned if they are destroyed there during the opponent's turn. They all also have effects that activate if they are Special Summoned during the opponent's turn (not necessarily via their own effects). So far there is one Xyz, Durendal, which enables you to negate effects at the expense of your backrow or act as a Reload for both players.

Artifacts very quickly made an impact in the OCG meta in a format where Dragons were reigning supreme, as they would considering how relatively untouched they were by our banlist standards. Many different variants of the deck saw play, as is expected in Japan, the weirdest of which was probably Six Samurai Artifacts, however despite the characteristic whackiness of the Japanese meta it became apparent that the Artifact engine was both flexible and deadly. The most notable partnership came to be with Chronomaly, who have their own Stratos on crack in the Japanese meta, with another notable partnership being Traptrix. Granted, Artifacts weren't necessarily the best deck, but being able to stifle the monopolistic Dragon format became a foreshadowing testament to the potential that the deck held.

As of the time of writing there has been one major event with Primal Origins as a legal set, that being YCS Philadelphia. Artifacts had 6 out of the 32 top spots via the newly emerged hybrid with the Traptrix engine, who received a new boon in Dionaea, and the Hand engine, consisting of Dragons of Legends' Fire Hand and Ice Hand. Only Geargia ousted them in numbers of tops and tied with essentially the same deck in Handtrix for numbers of tops (Handtrix just doesn't have Artifacts in it, obviously). It has become immediately clear, therefore, that this deck is a very real threat in the TCG meta.

This deck is composed of many parts, so it is difficult to discuss a "core" as such. I shall therefore have the centre point of the discussion be Artifacts and the Artifact core, expanding on everything else and how they relate to Artifacts. A boon of the Artifact engine is that it is incredibly flexible and could be put into pretty much any deck, however if I were to discuss, say, Constellar Artifacts it would be clear that Artifacts aren't the focus, so it wouldn't qualify for this discussion. In my opinion, Traptrix, Hands and even Chronomaly are embellishments on the Artifacts rather than vice versa, so they qualify as "cores" that warrant being discussed in this thread
 
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Artifacts:

[spoiler]

Artifact Sanctum (the card you want to draw)
 
ArtifactSanctum-PRIO-EN-OP.png

Normal Trap Card
"Special Summon 1 "Artifact" monster from your Deck. You can only activate 1 "Artifact Sanctum" per turn. You cannot conduct your Battle Phase the turn you activate this card. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 card on the field; destroy that target"
 
Would you look at that, a card that can Special Summon Artifacts from the deck thereby triggering their Special Summon effects without having to draw them and destroy them. How convenient!
 
Sanctum is incredibly important for obvious reasons. The archetype is based around an inherently reactive mechanic (having to be destroyed in the S/T zone). This card is incredibly proactive, vastly increasing the extent that you are able to do things on your own. Moral may be the key monster but Sanctum is easily the most important card in the deck.
 
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Artifact Moralltach (the good one)
 
300px-ArtifactMoralltach-PRIO-EN-SR-1E.p

LIGHT Fairy-Type 5* 2100 ATK/1400 DEF
"You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell & Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: You can destroy 1 face-up card your opponent controls"
 
2100 beatstick that destroys a face-up card upon being Special Summoned (that also doesn't target for some reason). In a deck with their own Reinforce Truth. This is pretty much it, the whole deck revolves around using Sanctum to pump out this guy. Maybe not the most glamorous strategy but having an incredibly strong disruption card in the form of a 2100 beater is effective at what it does. The simple plus is what propels this archetype forward.
 
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Artifact Durendal (the Xyz)

300px-ArtifactDurendal-PRIO-EN-UR-1E.png

Rank 5 LIGHT Fairy 2400 ATK/2100 DEF
2 Level 5 monsters
"Once per turn, during either player's turn, you can activate 1 of these effects.
● When a monster effect is activated on the field, OR when a Normal Spell/Trap Card is activated: You can detach 1 Xyz Material from this card; the activated effect becomes "Destroy 1 Spell/Trap Card your opponent controls"
● You can detach 1 Xyz Material from this card; each player with a hand shuffles their entire hand into the Deck, then each player draws the same number of cards they shuffled into the Deck."

So far the only Xyz, this card can certainly do a lot in the right situation. Its first effect counters a number of notable effects, examples including most of the relevant Xyz's, Moral, Myrmeleo/Dion, Hootcake, Armor, Geargiagear, Sanctum, Bottomless, Dark Hole, Soul Charge, Dragon Shrine, etc. Like there are way too many to list. Its second effect is also pretty cool, serving as a nice disruption effect should they activate an effect from the hand that you don't like (a Dragon Ruler, Priestess, etc).
 
And that's the deck!

Jk jk, there are a couple more things to keep an eye out for.
 
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Artifact Beagalltach (the controversial one)

ArtifactBeagalltach-PRIO-EN-OP.png

LIGHT Fairy-Type 5* 1400 ATK/2100 DEF
You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell & Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Destroy up to 2 set cards you control (min. 1). You can only use the effect of "Artifact Beagalltach"; once per turn.

Beagalltach is clearly designed to complement Moralltach. Drawing Moral sucks but is great when Special Summoned, so let's make a card that mitigates how horrible it is to draw Moral and lets you do more cool shit when Special Summoned! Yay!

In theory, that's all good. However in practice the extent that Beagall is worth running is highly debatable. It may make drawing Moral less bad but it creates a dead draw in itself. Therefore there is no clear answer and whether or not Beagall is worth running, let alone at what number, is a hot topic for discussion given its prevalence in the lists from YCS Philly.
 
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Artifact Ignition (the MST)
 
300px-ArtifactIgnition-PRIO-EN-UR-1E.png
 
Quick-Play Spell Card
"Target 1 Spell/Trap Card on the field: destroy that target, and if you do, Set 1 "Artifact"; monster directly from your Deck to your Spell & Trap Card Zone as a Spell Card. If this card in its owner's possession is destroyed by an opponent's card: Your opponent skips their next Battle Phase. (You must have an "Artifact"; monster in your Main Deck to activate this card)."

They get their own MST too?! Damn. You know what sets Beagalltach up nicely (pun hehe)? Being able to set Moral directly from the deck. If Moral and Sanctum are seen as their own engine I'd argue that Beagall and Ignition are similar in that they are best in tandem with one another, except obviously Beagal and Ignition are embellishments of the Moral + Sanctum engine rather than good cards independently.

However, it isn't black and white in this case either. Setting Moral from the deck is essentially a faux +1, as it only becomes real if it is materialised via its destruction. Less Morals in deck means less Sanctum resolutions. With that in mind, while Beagall may potentially work without Ignition it is unlikely that the reverse is true, as without Beagall setting Artifacts becomes incredibly undesirable.
 
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Artifact Scythe (the hipster one)
 
ArtifactScythe-PRIO-EN-OP.png
 
LIGHT Fairy-Type 5* 2200 ATK/900 DEF
"You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell & Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot Special Summon monsters from the Extra Deck for the rest of this turn."
 
So many speculations as to what the TCG exclusive Artifact would be. Moralltach for sets? A new Xyz? One that lets you draw? As it turns out we got this, which is neither here nor there. To be honest it was what the exclusive should have been.

Its effect has a lot of utility against Xyz/Synchro heavy decks (obviously). Whether or not you feel it is worth running rests on a meta call. Scythe gets worse if you are to play mirror matches but better if you are to play things like Madolche and Infernity. It is worth keeping in mind, in any case.

Other stuff:
Artifact Caduceus
Artifact Failnaught
Artifact Achilleshield
Artifact Aegis
Artifact Labrys
Artifacts Unleashed
[/spoiler]
 
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Loli Sluts Traptrix:
 
[spoiler]
 

Whore Traptrix Myrmeleo (le Stratos)
 
300px-TraptrixMyrmeleo-JOTL-EN-R-1E.png
 
EARTH Insect-Type 4* 1600 ATK/1200 DEF
"This card is unaffected by the effects of "Hole" Normal Trap Cards. When this card is Normal Summoned: You can add 1 "Hole" Normal Trap Card from your Deck to your hand. When this card is Special Summoned: Target 1 Spell/Trap Card your opponent controls; destroy that target."
 
You know what archetype needed more support? Trap Hole, clearly. So of course, as with all the bread and butter archetypes that exist nowadays, there has to a be Stratos-esque searcher.

There are a plethora of Trap Hole cards that are now at your fingertips because of this little minx. Myrmeleo essentially is the Traptrix engine on its own, and is clearly the most important component of it. It balances the reactive nature of having to draw into Sanctum and bricking when you draw Artifacts really well. You just summon it and search.
 
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Slut Traptrix Dionaea (le Wolfbark)
 
TraptrixDionaea-PRIO-EN-R-1E.png
 
EARTH Insect-Type 4* 1600 ATK/1200 DEF
"This card is unaffected by the effects of "Hole" Normal Trap Cards. When this card is Normal Summoned: You can target 1 "Traptrix" monster in your Graveyard: Special Summon that target in face-up Defence Position. When this card is Special Summoned: You can target 1 "Hole"; Normal Trap Card in your Graveyard: Set that target, but banish it during the End Phase of your next turn if it is still on the field. You can only use this effect of "Traptrix Dionaea"; once per turn."
 
So we've got the searcher, now what do we need Konami r&d? How about a clone of a card that propelled Fire Fists to being actually good by turning a cute advantage engine into something that can produce actual meaningful cards to back the advantage? Great idea!

<Diana, as I affectionately call her, is a Wolfbark. You bring back a Myrmeleo in grave (triggering its MST effect) and overlay into a Rank 4. However, there is a pertinent difference between this card and Wolfbark, namely that Wolfbark was searchable. With Fire Fist you had Tenki to glue the consistency gap created by having to draw both Bear and Wolfbark at particular times. Not being able to search Diana highlights how much of a vanilla it is in the early game when you don't have an appropriate target in grave. Despite this, it is a small gripe, and Diana is a huge boon for the Traptrix engine.
 
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Bottomless Trap Hole (le retro one)
 
BottomlessTrapHole-PGLD-EN-GUR-1E.png
 
Normal Trap Card
"When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it instead of sending it to the Graveyard."
 
Good card. Cool. Glad that's over.
 
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Warm Embracing Hole Traptrix Trap Hole Nightmare (le pricey one)
 
TraptrixTrapHoleNightmare-JOTL-EN-SR-1E.
 
Normal Trap Card
"When a monster your opponent controls that was Special Summoned this turn activates its effect: Negate that effect, and if you do, destroy that card"
 
If you had the wit to buy these before the price inflation then you are a happy camper. If not, unlucky.
 
Clearly a very good card. Stops a number of notable threats, the most notable examples being Exciton (who dodges its counterpart Void Trap Hole) and Moralltach. This card is a key component of the Traptrix engine, establishing itself on a level with Bottomless in terms of what you'll be wanting to search. Good card. Cool.
 
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Void Trap Hole (le neglected one)
 
VoidTrapHole-REDU-EN-SR-1E.png
 
Normal Trap Hole
When your opponent Special Summons a monster(s) with 2000 or more ATK: Negate the effects of one of those monsters with 2000 or more ATK, and if you do, destroy it.
 
Void Trap Hole was the first Trap Hole to see its price shoot up, yet ultimately became overshadowed by Nightmare. Void has some exclusive boons that Nightmare doesn't, namely that the opponent's card does not have to activate its effect for it to be killed. It also clears 2000+ ATK monsters with the &quot;cannot be destroyed by card effects&quot; clause, as their effects become negated. As the format evolves no doubt people will start playing around Nightmare, so this may be worth running in such an environment (or indeed worth running anyway, as it is a nice piece of removal).
 
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Acid Trap Hole (le indie one)
 
AcidTrapHole-LCYW-EN-R-1E.png
 
Normal Trap Card
"Target 1 face-down Defence position monster on the field; flip it face-up, then destroy it if its DEF is 2000 or less, or return it face-down if its DEF is more than 2000."
 
It kills Geargiarmor (and makes Armor miss timing because the last thing to happen is the destruction, not the Flip). That's about it.
 
You can do cool stuff with it in the mirror as setting Hands is popular. As it is chainable if you put it at Chain Link 2 or higher if the target is a Hand it shall miss timing. This also applies in the Geargia match-up if they set Accelerator at some point.
 
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Deep Dark Trap Hole (le cheeky one)
 
DeepDarkTrapHole-PHSW-EN-R-1E.jpg
 
Normal Trap Card
When a Level 5 or higher Effect Monster(s) is Special Summoned: Banish that Level 5 or higher Effect Monster(s).
 
But Bottomless exists! Why is this relevant at all? Well, having more Bottomless is nice, and they fulfil different roles. Deep Dark notably does not destroy, so it fucks things like Stardust in the chin. It is pretty much for decks that pump out Level 5+ out as a key component of that strategy (derp), so Dragons. More Dragon hate yay.
 
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Trap Hole (le first one)
 
TrapHole-YSYR-EN-C-1E.png
 
Normal Trap Card
"When your opponent Normal or Flip Summons 1 monster with 1000 or more ATK: Target that monster; destroy that target."
 
The OG. The main man. Yes, the card that you frantically threw into your deck at the age of 8 thinking that it was the total titties may actually be the total titties. For all the new mangled shit that keeps coming out there is always a point for that one card released 10000 years ago that is, somehow, still relevant.
 
Trap Hole is cool against decks that Normal Summon things with 1k+ attack, unsurprisingly. So things like Fire Fist. Remember that opposing Traptrix are unaffected by Trap Hole cards though.
 
Other stuff:
Traptrix Atrax
Traptrix Nepenthes
Dark Trap Hole (Darkfall)
Adhesion Trap Hole
D.D. Trap Hole
Treacherous Trap Hole
Giant Trap Hole
 
[/spoiler]
 
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Hands:
 
[spoiler] Fire Hand & Ice Hand
 
300px-FireHand-DRLG-EN-ScR-1E.png
 
FIRE Pyro-Type 4* 1600 ATK/1000 DEF
"When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 monster they control; destroy that target, then you can Special Summon 1 "Ice Hand"; from your Deck."

300px-IceHand-DRLG-EN-ScR-1E.png

WATER Aqua-Type 4* 1400 ATK/1600 DEF
"When this card in your possession is destroyed by your opponent's card (either by battle, or by card effect) and sent to your Graveyard: You can target 1 Spell/Trap Card they control; destroy that target, then you can Special Summon 1 "Fire Hand" from your Deck."

There really isn't any point discussing the two in isolation of each other as they clearly only work in tandem with one another. They act as Tengus that also act as removal. They will gain their effects upon being Warning'd but can miss timing. The rest is pretty clear.
 
I don't know about you but as soon as these cards were released I immediately thought of Artifacts. Gives the deck more dependable Normal Summons and are not only floaters but serve as removal as well. The impact that the Hands are coming to have on the meta is clear, in part due to the overwhelming synergy with the Artifact engine.
 
Other cards:
Prominence Hand
 
[/spoiler]
 
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Other Good Stuff:
 
[spoiler]
 
This deck is capable of running basically any good standalone card, as it is essentially goodstuff.dek. Some stuff is obvious. However, some things are worth pointing out
 
Pot of Avarice Dichotomy
 
Pot_of_Dichotomy.jpg
 
Normal Spell Card
"At the start of your Main Phase 1: Target 3 monsters with different Types in your Graveyard; Shuffle all 3 into the Deck, then draw 2 cards. You cannot conduct your Battle Phase the turn you activate this card."
 
Most of us have been sitting in wait hoping that this shitty Avarice clone would somehow make its way into the game as a viable option in a competitive deck. For years people tried to make it not shit and failed miserably. Not any more.
 
All Artifacts are Fairy. Myrmeleo is Insect. Diana is a Plant. Fire Hand is Pyro. Ice Hand is Aqua. That's five different types between the deck's key components, meaning that Dichotomy's requirements can be met quite easily. That's not even getting into other potential choices that would further increase your type count like Cardcar. Being able to recycle your Hands and Moralltachs into the deck before drawing two really allows you to replenish your stock once you approach mid-late game. Just like old times then huh?
 
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Cardcar D
 
CardcarD-SP14-EN-C-1E.png
 
EARTH Machine-Type 2* 800 ATK/400 DEF
"Cannot be Special Summoned. During your Main Phase 1, if this card was Normal Summoned this turn: You can Tribute this card; draw 2 cards, then it becomes the End Phase of this turn. You cannot Special Summon during the turn you activate this effect."
 
The little car that could has tremendous synergy with the Artifact engine. You don't use your Normal Summon due to Sanctum and you'll only Special Summon on their turn. Why not go for a Pot of Greed then?
 
Indeed, why not. Cardcar is a very good card. However, its biggest weakness is that it is prime Moralltach fodder in the mirror, which is something that you really do not want to make yourself prone to considering how prevalent a threat this deck should be in the meta. Cardcar, despite its awesomeness, may therefore not be the best choice. As crazy as it sounds you could side Cardcar, but that's getting a little too kinky.
 
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Kuribandit
 
Kuribandit-DRLG-EN-ScR-1E.png
 
DARK Fiend-Type 3* 1000 ATK/700 DEF
"During the End Phase, if this card was Normal Summoned this turn: You can Tribute this card; excavate the top 5 cards of your Deck, you can add 1 excavated Spell/Trap to your hand, also send the remaining cards to the Graveyard."
 
Kuribandit is worth mentioning because it creates its own build. You use Kuribandit to mill Moral and Beagall thereby reducing potential dead draws later on whilst fuelling the grave for Call and Dichotomy. If that's your thing then go for it, it is certainly worth testing in any case.
 
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Double Cyclone
 
DoubleCyclone-DP10-EN-C-1E.png
 
Quick-Play Spell Card
"Select 1 Spell/Trap Card you control and 1 Spell/Trap Card your opponent controls. Destroy the selected card(s)."
 
Double Cyclone allows you to pop your set Artifacts without having to firm a minus by MSTing yourself, as you take an opponent's backrow with you in this case. Double Cyclone can essentially function as an MST due to the nature of chains and arguably fulfils Beagall's role more effectively than both it and Ignition. Again, something worth testing.
 
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Majesty's Fiend
 
300px-MajestysFiend-PRIO-EN-ScR-1E.png" /></p>
 
LIGHT Fiend-Type 6* 2400 ATK/1000 DEF
"Cannot be Special Summoned. Monster effects cannot be activated."
 
Okay this one is personal. Like, have you read this card? Do you read its effect? Do you know how good it is? Would you like fries with that? Majesty's Fiend with protection shuts down everything in the meta. Sanctum, Myrmeleo and the Hands all serve as feasible Tribute fodder. Just drop this bitch down and win. Simple
 
Well, not so simple. Multiples create cloggy hands and the singleton may not have enough of an impact to warrant its space. But hey, have you read what this fucking card does? Yeah, me too.
 
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Other Cool Stuff:
Maxx "C"
Effect Veiler
Tour Guide From the Underworld (if playing Kuribandit)
Forbidden Lance
Mystical Space Typhoon
Soul Charge
Soul Taker
Nobleman of Crossout
Mind Control
Dark Hole
Dimensional Prison
Memory of an Adversary
Breakthrough Skill
Phoenix Wing Wind Blast (hehe)
Mistake
And the Band Played On
The Seal of Orichalcos (no I am not shitting you)
[/spoiler]
 
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Extra Deku:
 
[spoiler]
 
Unsurprisingly, the Extra consists mostly of Rank 4's and 5's depending on your build (well you could be running Tour Guide and therefore be running 3's but that's long). I won't go through every Rank 4 or 5 because I assume you know your way around them by now. I'll put a couple of nice little boons that fall on our laps though.
 
Constellar Pleiades
 
ConstellarPleiades-HA07-EN-ScR-1E.png
 
Rank 5 LIGHT Warrior 2500 ATK/1500 DEF
2 Level 5 LIGHT monsters
"Once per turn, during either player's turn: You can detach 1 Xyz Material from this card to target 1 card on the field; return that target to the hand."
 
Yup, we get Pleiades. Compulse on legs has a lot of uses and is a nice exclusive option that this deck has, I mean as if Rank 5's needed any more exclusivity in general that is. Pleiades also gives access to M7 which is cool.
 
Swear to God though if you pronounce this card as "peh-lay-dees (Peh-Ladies)" I will fist you.
 
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Daigusto Avarice Emeral
 
DaigustoEmeral-HA07-EN-ScR-1E.png
 
Rank 4 WIND Rock 1800 ATK/800 DEF
2 Level 4 monsters
"Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects.
● Target 3 monsters in your Graveyard; shuffle all 3 into the Deck, then draw 1 card.
● Target 1 non-Effect Monster in your Graveyard; Special Summon that target."
 
This deck benefits from having a walking Avarice more than most. I mean, that's all your going to be using it for really, unless you are super good and manage to revive a Pearl or something. Arguably reduces the need for Dichotomy in a more Rank 4 heavy build.
 
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Other Good Stuff:
Number 61: Volcasaurus
Tiras, Keeper of Genesis
Gaia Dragon the Thunder Charger
Constellar Ptolemy M7
Adreus, Keeper of Boundaries
Wind-Up Zenmaioh
ZW - Leo Arms
Abyss Dweller
Cairngorgon the Antiluminescent Knight
Diamond Dire Wolf
Evilswarm Exciton Knight
Fairy King Albverdich
Gagaga Cowboy
Gem-Knight Pearl
Maestroke the Symphony Djinn
Number 101: Silent Honor Ark
Number 103: Ragnazero
Number 50: Blackship of Corn

[/spoiler]
 
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Sample Lists:
 
[spoiler]
 
Brian Clark's YCS Philly Top 8:
 
[spoiler]
 
2jzQIRH.png
 

3 Artifact Moralltach
3 Fire Hand
3 Ice Hand
3 Maxx "C"
3 Traptrix Myrmeleo
2 Cardcar D
1 Traptrix Dionaea
18

3 Upstart Goblin
3 Pot of Duality
2 Pot of Dichotomy
8

3 Artifact Sanctum
2 Wiretap
2 Dimensional Prison
2 Call of the Haunted
1 Traptrix Trap Hole Nightmare
1 Bottomless Trap Hole
1 Solemn Warning
1 Torrential Tribute
1 Compulsory Evacuation Device
14

2 Abyss Dweller
1 Daigusto Emeral
1 Diamond Dire Wolf
1 Evilswarm Exciton Knight
1 Gagaga Cowboy
1 Number 50: Blackship of Corn
1 Number 82: Heartlandraco
1 Number 101: Silent Honor Ark
1 Number 103: Ragnazero
1 Artifact Durendal
1 Constellar Pleiades
1 Tiras, Keeper of Genesis
1 Wind-Up Zenmaioh
1 Constellar Ptolemy M7
15

2 D.D. Crow
3 Mystical Space Typhoon
2 Nobleman of Crossout
3 Debunk
1 Deep Dark Trap Hole
2 Malevolent Catastrophe
2 Needle Ceiling
15
[/spoiler]
 
Mike Albanese's (Soxhater819) YCS Philly Top 16:
 
[spoiler]
 
xi97U44.png
 
3 Artifact Durendal
3 Fire Hand
3 Ice Hand
3 Maxx "C"
2 Artifact Beagalltach
2 Traptrix Myrmeleo
2 Traptrix Dionaea
18

3 Upstart Goblin
3 Pot of Duality
3 Artifact Movement
1 Pot of Dichotomy
10

3 Artifact Sanctum
2 Wiretap
1 Traptrix Trap Hole Nightmare
1 Bottomless Trap Hole
1 Breakthrough Skill
1 Call of the Haunted
1 Solemn Warning
1 Compulsory Evacuation Device
1 Torrential Tribute
12

1 Abyss Dweller
1 Daigusto Emeral
1 Evilswarm Exciton Knight
1 Gagaga Cowboy
1 Number 50: Blackship of Corn
1 Number 82: Heartlandraco
1 Number 101: Silent Honor Ark
1 Number 103: Ragnazero
1 Artifact Durendal
1 Constellar Pleiades
1 Number 61: Volcasaurus
1 Tiras, Keeper of Genesis
1 Wind-Up Zenmaioh
1 Constellar Ptolemy M7
1 Gaia Dragon the Thunder Charger
15

1 Dark Hole
2 Mystical Space Typhoon
2 Nobleman of Crossout
2 Black Horn of Heaven
3 Debunk
1 Deep Dark Trap Hole
2 Dimensional Prison
2 Needle Ceiling
15

[/spoiler]

Denny Yu's 2nd Place Regional List:
 
[spoiler]
 
NMM9qKC.png
 
3 Artifact Moralltach
3 Fire Hand
3 Ice Hand
3 Traptrix Myrmeleo
1 Traptrix Dionaea
1 Artifact Beagalltach
1 Artifact Scythe
15

3 Artifact Ignition
3 Upstart Goblin
3 Pot of Duality
2 Pot of Dichotomy
1 Double Cyclone
12
 
3 Artifact Sanctum
2 Breakthrough Skill
2 Traptrix Trap Hole Nightmare
2 Call of the Haunted
1 Torrential Tribute
1 Bottomless Trap Hole
1 Solemn Warning
1 Compulsory Evacuation Device
13

3 Maxx "C"
2 Mystical Space Typhoon
2 Black Horn of Heaven
2 Debunk
1 Deep Dark Trap Hole
2 Dimensional Prison
1 Full House
2 Needle Ceiling
15

[/spoiler]

Bazaar's Kuribandit Variant:
 
[spoiler]
Monsters:
3 Artifact Begalltach
3 Artifact Moralltach
3 Traptrix Myrmeleo
3 Kuribandit
2 Star Drawing
2 Traptrix Dionaea

Spells:
3 Soul Charge
3 Artifact Ignition
2 Mystical Space Typhoon
1 Book of Moon
1 Double Cyclone
1 Pot of Duality

Traps:
3 Artifact Sanctum
3 Call of the Haunted
2 Traptrix Trap Hole Nightmare
1 Void Trap Hole
1 Trap Hole
1 Bottomless Trap Hole
1 Solemn Warning
1 Torrential Tribute

Side:
2 Breakthrough Skill
2 Deep Dark Trap Hole
2 Ice Hand
3 Fire Hand
1 Acid Trap Hole
1 Trap Hole
2 Maxx "C"
2 Effect Veiler

Extra:
2 Number 61: Volcasaurus
2 Constellar Pleaides
2 Tiras, Keeper of Genesis
1 Constellar Ptolemy M7
1 Gaia Dragon, the Thunder Charger
1 Artifact Durendal
1 Wind-up Zenmaioh
1 Shark Fortress
1 Abyss Dweller
1 Number 101: Silent Honor ARK
1 Number 50: Blackship of Corn
1 Number 103: Ragnazero
[/spoiler]

My build
 
[spoiler] 
 
ak8lv1G.png
 
3 Artifact Moralltach
3 Fire Hand
3 Ice Hand
3 Traptrix Myrmeleo
1 Majesty's Fiend
13

3 Pot of Duality
3 Forbidden Lance
2 Soul Charge
1 Book of Moon
1 Dark Hole
1 Mind Control
11

3 Call of the Haunted
3 Artifact Sanctum
3 Wiretap
2 Dimensional Prison
1 Traptrix Trap Hole Nightmare
1 Void Trap Hole
1 Bottomless Trap Hole
1 Torrential Tribute
1 Compulsory Evacuation Device
1 Solemn Warning
17

1 Artifact Durendal
1 Constellar Pleiades
1 Number 61: Volcasaurus
1 Tiras, Keeper of Genesis
1 Gaia Dragon the Thunder Charger
1 Abyss Dweller
1 Daigusto Emeral
1 Evilswarm Exciton Knight
1 Gagaga Cowboy
1 Gem-Knight Pearl
1 Maestroke the Symphony Djinn
1 Number 50: Blackship of Corn
1 Number 82: Heartlandraco
1 Number 101: Silent Honor Ark
1 Number 103: Ragnazero
15

2 Cardcar D
3 Maxx "C"
3 Mystical Space Typhoon
2 Zombie World
1 Acid Trap Hole
2 And the Band Played On
1 Deep Dark Trap Hole
1 Trap Hole
15
 
[/spoiler]
 
[/spoiler]
 
-----
 
OCG Stuff:
 
[spoiler]
 
Really, by now you should be looking at what's going on in Japan as that is a huge indicator for what will occur in the West. There are a few things to look forward to in the next few months that are worth focusing on.
 
Artifact Longinus (the interesting one)
 
300px-ArtifactLonginus-DUEA-JP-R.png
 
LIGHT Fairy-Type 5* 2100 ATK/1400 DEF
"You can Set this card from your hand to your Spell &amp; Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell &amp; Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. During your opponent's turn: You can Tribute this card from your hand or field; this turn, cards cannot be banished (this is a Quick effect)."
 
Longingus is the first Artifact that is actually good on its own, which is pretty mad when you think about what they may decide to release in the future. Longingus has the usual Artifact destruction set clause and whatnot, however it does not have an effect when it is Special Summoned, rather it just has a regular old effect. You can Tribute it from the hand or field to stop cards getting banished, acting as a hand Trap (/field Trap?) version of Imperial Iron Wall, similar to how Different Dimension Grounds acts as a mini-Macro except a lot better. While this card can have an impact in side decks across many decks, not just Artifacts, it is clear that if Longinus is good it'll be the Artifact player who will most easily incorporate it.
 
-----
 
Spacetime Trap Hole (le one that IS NOTHING LIKE WARNING. Seriously. Come on.)
 
300px-SpaceTimeTrapHole-DUEA-JP-SR.png

Normal Trap Card
When your opponent Special Summons a monster(s) from their hand or Extra Deck: Shuffle that monster(s) into the Deck, then you lose 1000 Life Points for each monster shuffled by this effect.

Now that the Warning comparison has been duly subdued we can actually look at this card. Duelist Advent gives the Traptrix engine a searchable way of removing monsters that come from either the Extra Deck or the hand (the latter becomes particularly relevant when Pendulum Summons come to the TCG). It is an interesting card, potentially a good one.

Potentially? Well, it doesn't do anything in the mirror, really. It is good against decks that Xyz/Synchro but being a Normal Trap makes it vulnerable to a lot more responsive cards than, say, Black Horn, which is superior as the Xyz killer. The LP payment is also undesirable. The biggest boon for Spacetime is that it is searchable, and that searchability will no doubt make it at the very least something worth considering in the minds of players after Duelist Advent is released.
 
-----

Chronomaly Nebra Disk (le bastard)
 
300px-ChronomalyNebraDisk-LVAL-JP-C.png

LIGHT Machine-Type 4* 1800 ATK/1500 DEF
"When this card is Normal Summoned: You can add 1 "Chronomaly" card from your Deck to your hand, except "Chronomaly Nebra Disk". If this card is in your Graveyard, and all monsters you control are "Chronomaly" monsters (min. 1): You can Special Summon this card from your Graveyard in face-up Defence position. You cannot activate cards or effects the turn you activate this effect, except "Chronomaly" cards. You can only use 1 "Chronomaly Nebra Disk" effect per turn, and only once that turn."
 
So TCG said we want Stratos gone. OCG said nah we love Stratos. TCG banned Stratos. OCG printed this. This bastard hate-child of the OCG has propelled an otherwise completely anonymous archetype in Chronomaly to be a really solid deck. Nebra and Skull work as a nice little advantage engine, while Golden gives access to Rank 5s, and Crystal Bones opens up some juicy Rank 3 plays, notably Gorgonic Guardian (that common you threw away). The advantage you can accrue with Nebra is amazing, so pick some up as soon as they hit the TCG.
 
-----

Example List:

3 Artifact Moralltach
3 Chronomaly Nebra Disk
2 Chronomaly Golden Jet
2 Fire Hand
2 Ice Hand
1 Traptrix Myrmeleo
1 Chronomaly Crystal Skull
14

3 Pot of Duality
3 Forbidden Lance
1 Book of Moon
1 Soul Charge
1 Dark Hole
1 Mind Control
10

3 Call of the Haunted
3 Artifact Sanctum
3 Wiretap
2 Dimensional Prison
1 Traptrix Trap Hole Nightmare
1 Bottomless Trap Hole
1 Torrential Tribute
1 Compulsory Evacuation Device
1 Solemn Warning
16

1 Artifact Durendal
1 Constellar Pleiades
1 Number 61: Volcasaurus
1 Tiras, Keeper of Genesis
1 Gaia Dragon the Thunder Charger
1 Abyss Dweller
1 Daigusto Emeral
1 Evilswarm Exciton Knight
1 Gagaga Cowboy
1 Maestroke the Symphony Djinn
1 Number 26: Chronomaly Fork Hyuk
1 Number 50: Blackship of Corn
1 Number 82: Heartlandraco
1 Number 101: Silent Honor Ark
1 Number 103: Ragnazero
15
[/spoiler]

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brawlballs    1586

What is the general consensus on Scythe right now ? I saw it in mained in Denny Yu's regional build. It was a card I considered siding before but most of the time I feel like Moralltach disrupts my opponent's extra-deck play just as much as that of Scythe.

 

[quote]You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. During your opponent's turn, when this Set card in the Spell & Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot Special Summon monsters from the Extra Deck for the rest of this turn.[/quote]

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+Urthor    10229

Scythe fucking sucks

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+Urthor    10229

Liek fuck you don't want to run ANYTHING MORE THAN THE BARE MINIMUM OF ARTIFACTS.  Idc how good scythe or Caduceus' effects are(n't), fuck drawing into those cards.  Fuck that noise.  You're running an extra card that gives you another option or two when you flip sanctum, fine, but they're AIDS to draw into.  

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harig07    2058

Also the scenarios where you would opt for Scythe over Moral are fairly rare. It's only good against specific match-ups. I'd rather dedicate most if not all of the main deck space for the mirror, as I believe this is the best deck and should be accommodated as such.

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harig07    2058

If you have 40 minutes to spare I did a deck profile where I discussed every decision, things of note being my decision to run no Diana, 1 Majesty's Fiend, 3 Lance, no Dichotomy, Soul Charge and Dimensional Prison along with sided Cardcar D:

 

https://www.youtube.com/watch?v=62isweWwIp4

 

Furthermore I spent half an hour summarising why Beagalltach and Ignition are, in my opinion, not worth running:

 

https://www.youtube.com/watch?v=aG9yxVV5k5w

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+Urthor    10229

Can't you just type up a list like normal people

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harig07    2058

Mine is in the OP but I'll post it again because copying and pasting makes me horny

 

3 Artifact Moralltach
3 Fire Hand
3 Ice Hand
3 Traptrix Myrmeleo
1 Majesty's Fiend
13

3 Pot of Duality
3 Forbidden Lance
2 Soul Charge
1 Book of Moon
1 Dark Hole
1 Mind Control
11

3 Call of the Haunted
3 Artifact Sanctum
3 Wiretap
2 Dimensional Prison
1 Traptrix Trap Hole Nightmare
1 Void Trap Hole
1 Bottomless Trap Hole
1 Torrential Tribute
1 Compulsory Evacuation Device
1 Solemn Warning
17

1 Artifact Durendal
1 Constellar Pleiades
1 Number 61: Volcasaurus
1 Tiras, Keeper of Genesis
1 Gaia Dragon the Thunder Charger
1 Abyss Dweller
1 Daigusto Emeral
1 Evilswarm Exciton Knight
1 Gagaga Cowboy
1 Gem-Knight Pearl
1 Maestroke the Symphony Djinn
1 Number 50: Blackship of Corn
1 Number 82: Heartlandraco
1 Number 101: Silent Honor Ark
1 Number 103: Ragnazero
15

2 Cardcar D
3 Maxx "C"
3 Mystical Space Typhoon
2 Zombie World
1 Acid Trap Hole
2 And the Band Played On
1 Deep Dark Trap Hole
1 Trap Hole
15

 

Kinky things I'm thinking of trying include Chalice and Divine Wrath. I ran a Taker for a while but I prefer the 2nd Soul Charge.

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+Urthor    10229

You can delete it now my eyes hurt.  

 

 

If you're going to play Beagel and Mymelo why do you feel you have to run all the awful cards alongside -_- just adapt the lean and mean version and jam in beagel and 2 ignitions job done almost.  

 

Forbidden lance's interactions seem pretty awful.  Completely useless vs Geargia seems liek a big enough strike on its own in my mind, maindecking it seems wildly ambitious and sorta centred on teh whole "race to the lowest attack on the hands contest.  Idk maybe that sorta works

 

Void trap doesn't suit the metagame enough to be in the main.  SO many matchups ignore that card. 

 

You're siding Cardcar D

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zubby    234

Didnt watch all the video, but is it just 39min of you winking at us :P

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Soul    7945

Also the scenarios where you would opt for Scythe over Moral are fairly rare. It's only good against specific match-ups. I'd rather dedicate most if not all of the main deck space for the mirror, as I believe this is the best deck and should be accommodated as such.

 

i'd have to respectfully disagree. this deck is ridiculously linear, most if not all your threats can be played around with relative ease, and the geargia matchup is absolutely near unwinnable. i also have to disagree with your outlook on begall+ignition. i too thought those cards were bad at first glance and just led to bad hands, but resolving ignition + begall or ignition + sanctum puts you very far ahead while setting up for a rank 5 on the following turn (obv). the only real downfall is deck space and the fact it makes you more susceptible to debunk/crow.

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What do you think is the better variant, Hand Artifact Traptrix, Traptrix Artifact or Hand Traptrix

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Kygin    137
I don't think anyone plays traptrix artifacts without hands
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Blacklisted    1330

Like Agents and other decks similar, I'm always doomed to open cards like Moraltach.

 

On another note, the other night I opened double moraltach, drew into third and then into sanctum.

 

I had 2 moral 1 sanct set and my opponent made a turn 15 Hyunlei and I won the game.

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If i wasn't on the phone I would pos you soul, I don't think the deck is "the best", good, but not "the best".

It's just glorified anti-meta.

Much in the same way Hieratic Rulers wrecked the beginning of Jan format and then just stopped winning soon after once people learnt how to play against them. I feel like this deck works on the same concept.

They both punish bad players and players not ready for them. If your opponent has no experience with dealing with it, they'll lose to HAT.

But once the deck picks up in popularity, and players (even the mediocre ones) learn how to play against it, and start siding against it, the deck becomes significantly weaker and easy to play around. Geargia just need to throw in a few trap stuns and breakthroughs and dprisons and thats the game sorted for you.

It's a good deck, but incredily linear and predictable. I don't think a reactive/linear deck will ever do particularly well in Yugioh; fire fist were the exception last format but they were eventually outclassed by mermail.

As an example, if I opened cardcar d set two going second against current Geargia, or Mermail/Infernity or Madolche; I cant garuntee I won't lose next turn, or get hit significantly; if i open the same way against Artifact deck, I know I'm safe. It puts in no pressure, it's not proactive enough. It's game plan is "wait for your opponent to do something and capitalise off it".

Point is, this game plan works at first, in the early days of a new format, but then people learn how to beat it very easily. Summon your big monsters in defence, don't use any special summoned monsters until the next turn, set your big walls. What can HAT do? They rely on you playing into their traps, and you don't need to be a particularly smart player to just not do what they want. Stall them out, as you draw combo peices they draw more cards they need to set or normal summon. Then you flip trap stun and win.

Because seriously, a deck that can't get past 1900 defence without making awkward plays doesnt seem like best deck material to me. Heck all you need is 1 breakthrough skill in order to shut off 2 moralltechs. All you need is one trap stun and otk them or make an amazng board and you know they can't do anything about them. It's no coincidence people are heavily including Trap stun and Wiretap in their maindecks now.

Also what Hari said is correct; i haven't watched the video but I think Ignition is pretty meh too. It looks like a plus 1 on activation and thats great and all, but is it really a +1? Its more of a virtual minus; not only do you lose an artifact in your deck to summon off of Sanctum, you also lose a S/T card zone to a dead card your opponent knows about. In order to utilise this new dead card, you need *another ignition* or you need to play meh cards like Beagalltech and Double Cylcone. Hari is going in the right direction though, double cyclone seems like the better option to pair with ignition, because if you don't have a sanctum to summon a beagalltech, what do you do! You can't rely on having the exact card you need all the time. And that's assuming you haven't drawn beagalltech either.

So where does that put us? It leaves us with just Sanctum and Morall; an engine where drawing 1 card is great, but drawing the other results in a -1 unplayable card, UNTIL you draw another engine(combo) piece. How can you argue that kind of engine is reasonabl ? In any other deck it would just be regarded as unplayable. Sure you can set the dead moralltech, but no decent player is ever gonna random pop turn 1 backrow in this metagame. I think we need to try and not fall into the trap where we expect everyone we play against to be bad at Yugioh and play against your deck exactly how you want them to.

Now I'm not flaming the deck or saying it's horrible. It's still a good deck, I just think it lost all of its significance as soon as people learnt how to play against it. I'm only playing devils advocate here.

I think that in the future, the artifact decks that do well will look significantly different to the ones we see now ; they'll tackle its short comings and take people by surprise again, right now it's just too linear and predictable.
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harig07    2058

Enter blocks of text.

 

Didnt watch all the video, but is it just 39min of you winking at us :P

 

That is my channel in a nutshell ;)

 

[Soul]:

 

[spoiler]

 


Also the scenarios where you would opt for Scythe over Moral are fairly rare. It's only good against specific match-ups. I'd rather dedicate most if not all of the main deck space for the mirror, as I believe this is the best deck and should be accommodated as such.

 

i'd have to respectfully disagree. this deck is ridiculously linear, most if not all your threats can be played around with relative ease, and the geargia matchup is absolutely near unwinnable. i also have to disagree with your outlook on begall+ignition. i too thought those cards were bad at first glance and just led to bad hands, but resolving ignition + begall or ignition + sanctum puts you very far ahead while setting up for a rank 5 on the following turn (obv). the only real downfall is deck space and the fact it makes you more susceptible to debunk/crow.

 

I don't think this deck's linearity is necessarily a weakness. I believe, as a principle of this game, that cards are more productive if they are good on their own as opposed to cards that need other cards/gamestates to be productive. +1 Fire Fist last format was incredibly linear yet it was that simplicity in its path to victory that allowed it to be seen as one of the most consistent decks that format. I think that Artifacts are just a better Fire Fist. You flip Sanctum and get Moral for the +1, after which you're winning the attrition war. The boon that this deck has is that Moralltach can stifle the opponent due to its Trap-like function more than Fists could, but of course there are pitfalls too. I don't see any point in going for a deck that can do more at the expense of more rather than a deck that has a bunch of good stand-alones where plays come at minimal cost and notable output.

 

Such a philosophy explains in large part why I dislike Beagal and Ignition. Yes, you can do more if Beagal resolves correctly, but at what cost are you able to do "more". I'd compare this to Fire Fist again for historical context. At first all the hype for that deck focused around 3.5 axis yet it became overshadowed by the +1 variant. To me this is no different. Beagnition let you do more but are ultimately unnecessary components of the deck because the deck isn't designed to be an aggressive Rank 5 deck, rather it is dispositionally, in my mind, a control deck. To me there's less control in committing two cards to end with a +1 than there is to committing one card to end with a +1. "More" would therefore come at the price of going against what your deck is designed to do, which is to suffocate them numerically until they have no more responses to your floaters.

 

I also think that the pitfalls and merits of Beagnition extend a little further. In regards to Beagal it is worse to draw than Moral is, is only applicable in a certain gamestate which is not a gamestate that you would want to create and makes you more vulnerable not only to niche side cards like Debunk and Crow but things like Maxx "C" that are mained. If MST is bad, which is a general consensus at the moment, then so is Ignition as Ignition is MST. The difference would be the positive externality of the set effect which is only relevant if you choose to run Beagall. Then there is space. Those are the negatives.

 

The positives are that it makes Moralltach less bad to draw and enables Rank 5's. I'd question the extent that Rank 5's are that good at all. Granted, they are good but it isn't like they are on the level of Draco or Felgrand. They're all decent. I'd question the extent that you'll successfully summon them in a format like this too, but that's a reductive point. I'd question the extent that Moralltach is that bad to draw also, yet even if Moral were bad to draw all that would do is highlight how bad Beagal is to draw also, so it would create problems on either side of the argument. This is, again, how I see it.

 

Overall I feel, therefore, that the benefits do not outweigh the cost in regards to Beagnition. Aggregately I feel like the costs are too great for a relatively smaller payoff, moreover I feel like it doesn't fit philosophically with what I am trying to do with the deck.

 

I mean this is easily countered too. Buzzwords like "philosophically" are abstract. It isn't intended to confuse it is just how I think. I hope you understand where I'm coming from though. Discussing Beagnition any further will kill me.

 

I shan't go too deeply into a discussion on whether this is better than Geargia or Madolche etc, I accept that there isn't a blanket "best deck" and that judgement of mine is ultimately relative to my own experiences with everything I've tested. It is just an assumption I've made.

 

[/spoiler]

 

[Urthor]:

 

[spoiler]

 

This applies to all my decisions, so I'll put it here before discussing individual choices more specifically. For argument's sake I assume a few things that my make my mindset a little clearer when it comes to the decisions I make:

 

-The best decks are Artifacts (or whatever term you want to use for Hands+Traptrix+Artifacts); Geargia; and Madolche

  -Therefore those three decks will be the most played

    -Therefore those three decks will be the decks I most see in regards to what I play against

 

The more you deviate into sub-assumptions the more fallible they become, but they are logical and I'm not going to assume people will play the worst deck for some reason. In actuality it is rooted in popularity, but that's a separate discussion. Basically what I'm trying to establish is an environment where I'm most likely to play those three decks because, in my mind, that is most likely to be the case.

 

With that in mind, you look for commonality trends between the three:

 

-Geargia and Artifacts are both very backrow heavy decks, with the latter reducing the extent that MST is good. Madolche aren't as backrow heavy but play a high enough number that they will generally have some sort of defence via Traps. That creates another assumption that it is a "backrow format".

   -Which creates other assumptions in terms of states you shall encounter, such as wars of attrition and so on.

-Geargia and Madolche are Xyz focused decks. Artifacts can produce Xyz but don't have it as a focus as much as the other decks do.

 

Subsequently, I tried to build the deck firstly to cover those three bases as much as I could while focusing on Artifacts as what I prioritise. The biggest assumption was that it is a "backrow" format, so I wanted to win the war of attrition as much as I could both against the mirror and Geargia.

 

If you're going to play Beagel and Mymelo why do you feel you have to run all the awful cards alongside -_- just adapt the lean and mean version and jam in beagel and 2 ignitions job done almost. 

 

Ironically, you lament my opting for awful cards yet suggest awful cards in their stead. I've discussed Beagnition enough. For my individual choices I believe all of them are the best allocation of space.

 

Majesty's Fiend - As a one-off it is incredible. Its effect wrecks the entire format as everything is ultimately centred around monster effects. It is a win condition on its own. The opponent needs an out in the form of backrow or a way to go into an Xyz that can run over it. The former includes Bottomless, Torrential, Warning, Breakthrough and Prison. With 3 Lance and 3 Wiretap it is fairly safe to assume that the Majesty's will live through at least one out they may have. As a one-off it gets seen generally mid-late game, where many threats are removed. The most annoying card out of those is Breakthrough, but even if they do Breakthrough they went -1 and still need to get over it in order to have made it productive. For the latter, Rank 4's that run it over include Cairngorgon and Pearl (in respects to things that I'll most likely see). The probability of me not having an out (Book, Prison, Bottomless, Warning, Compulse) and them having two cards to make the card to run it over is very low. So yeah, when I summon it it stays and if it stays I win most of the time.

 

I'll discuss Lance further down. The one-offs all appear optimal. Soul Charge is a swap for Dichotomy, so it doesn't pertain to this particular choice to allocate space that would have been for Beagnition to something else.

 

Dimensional Prison is good against the mirror and is okay against Madolche, granted it sucks against Geargia but that's an allocation choice I choose to make. Even if I were to swap them for Breakthrough it wouldn't justify running Beagall in its stead.

 

So yeah, elaborate on "awful cards" because in my mind everything makes sense given the assumptions I've made.

 

Forbidden lance's interactions seem pretty awful.  Completely useless vs Geargia seems liek a big enough strike on its own in my mind, maindecking it seems wildly ambitious and sorta centred on teh whole "race to the lowest attack on the hands contest.  Idk maybe that sorta works

 

Lance isn't useless against Geargia at all considering how potent their backrow is. Like are you solely looking at the damage interactions or do you not know that it protects you from any backrow bar Warning and Black Horn both of which suck against you? I didn't run it for the Hand interaction, it was just a nice trick I found. It is ran because it protects your Morals and Hands from any response they have, effectively meaning they have no response, which means you gain ground in the attrition war. I don't see how Lance doesn't make any sense. MST is bad. Wiretap is already at 3. Backrow is everywhere. Warning doesn't do anything to you. You win when they can't deal with your stuff. All of these factors strongly increase the extent that Lance is a very good choice at the moment.

 

As far as meta calls go this seems like the most obvious one. It is good against everything because it protects your monsters that win you the game by gradually eroding their resources. In a format where there is lots of backrow that aren't relevant Counter Traps. The niche things don't even come into it but are just nice.

 

Void trap doesn't suit the metagame enough to be in the main.  SO many matchups ignore that card. 

 

Yeah a Trap that kills every relevant Xyz bar Exciton and Zenmaines when every deck that can compete with you bar the mirror depends on Xyzing to win is such a bad meta call. What is relevant that dodges it? Bujin? Fire Fist? Come on man. Is Nightmare suddenly bad now? Do I main Trap Hole because of the Buji fear?

 

The reason why I went with Void over the 2nd Nightmare is for diversity's sake. I run 3 Myrmeleo, meaning I effectively have 3 more copies of whatever Trap Hole I feel I need at the time. This firstly means more choice is nice, as now I can choose between three different cards rather than just two. Nightmare also sucks in multiples, as it is relatively niche in terms of when you will use it. I felt that was another tick for diversity. Furthermore, Nightmare being relevant means people will play around it more. You can't really play around Void and people won't expect it, which is nice. What else would I run? Acid? Regular Trap Hole? Void is similar to Nightmare but serves a slightly different role, which I appreciate. It adds diversity but not a vast extent. I therefore feel like it is a good inclusion over the second Nightmare.

 

Yet, honestly, I'm just testing Void. I want to see how it is. This is just theory. But reasonable theory.

 

You're siding Cardcar D

 

It is bad in the mirror as it gets munched by Moral but good against literally everything else. Myrmeleo and the Holes I run are good against some things but not others. People will side heavily for me so I want to see my outs as soon as possible, yet it doesn't interfere with my strategy because it has amazing synergy with the main as it is. Again, I don't see why this is incoherent at all. If I'd objectively rather have Cardcar over Myrmeleo against decks X,Y,Z, yet I'm afraid of A, then I can still bring it in for X,Y and Z where it is better. Doing so makes the deck more diverse as I can make structural readjustments. The side is subtly transitional, and I feel comfortable with it as such.

 

Again, what would you suggest in its place. Crow? Debunk? Those ends are covered and serve different functions. It is unconventional but makes complete sense. [/spoiler]

 

Overall I feel like I think about the deck differently. Simplicity is good. You win by killing their stuff and attacking. It isn't complicated.

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harig07    2058

But Klevis you play Sylvans though :o

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Phappy    28

honestly after playing against competent gear players, I have no idea how this deck has any chance game 1. this deck has to go way out of it's way to deal with a gear player who doesn't play into your traps and just flips armor every turn. This deck is cool but if players learn to just put up walls it just gets a lot worse.

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AL13    13

honestly after playing against competent gear players, I have no idea how this deck has any chance game 1. this deck has to go way out of it's way to deal with a gear player who doesn't play into your traps and just flips armor every turn. This deck is cool but if players learn to just put up walls it just gets a lot worse.


Maining 1/2 acids can help this matchup and even in the mirror acid has some nice interactions 

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Phappy    28

honestly after playing against competent gear players, I have no idea how this deck has any chance game 1. this deck has to go way out of it's way to deal with a gear player who doesn't play into your traps and just flips armor every turn. This deck is cool but if players learn to just put up walls it just gets a lot worse.


Maining 1/2 acids can help this matchup and even in the mirror acid has some nice interactions 

and have 1/2 dead cards vs every deck ever? are you serious? not to mention that card actually flips armor 

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»TS Fearless    7068
You compare the deck to +1 Fire Fist which is correct to say because they seem to be one in the same. You are exactly right. But the thing is that +1 FF wasn't the best deck. I hate to sound like Patrick but Antimeta Stun decks like that are too fair. It was extremly linear and predictable and it didn't do anything unfair so you could play around every play it made. Water was hands down the best deck in that format.

I know I played the first version of these kinds of decks at YCS San Diego but the game is much different now. Water was still the best deck back then too, but it wasn't necessarily the 'best choice' because there was so much hate against it. Banisher, triple D. Fissure and Macro Cosmos, Macro Rabbit being a deck etc etc what would you have been scared of last format? Single copies of floodgates? They got even weaker when Exciton was introduced to the game. There was no "Hmm.. Should I play the best deck and run the gauntlet vs cards that say I can't play Yugioh or should I just run a stun type deck" it was simply play Water or play a deck that had a surprise factor (Geargia) or just play Fire for some reason. Back at San Diego I remember people barely knowing how to side vs the deck even after the event because a strategy like that was still new. I went to a regional a couple weeks after and sided 3 Malevolent 3 Adversary (ironically enough my loss was to the mirror) and won the regional. Last format people saw the deck and knew how to go about countering it. It wasn't a new concept to anyone anymore. So really.. why did anyone play Fire? Water was more powerful, and Geargia was more consistent.

So why would anyone run this deck.. I don't understand.
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AL13    13

 

honestly after playing against competent gear players, I have no idea how this deck has any chance game 1. this deck has to go way out of it's way to deal with a gear player who doesn't play into your traps and just flips armor every turn. This deck is cool but if players learn to just put up walls it just gets a lot worse.


Maining 1/2 acids can help this matchup and even in the mirror acid has some nice interactions 

and have 1/2 dead cards vs every deck ever? are you serious? not to mention that card actually flips armor 

 

Armor misses timing? Have u played decent mirrors? setting monsters is a thing... and you know that gears wins this matchup easily just by fliping armor and not xying with him right? 

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Phappy    28

 

 

honestly after playing against competent gear players, I have no idea how this deck has any chance game 1. this deck has to go way out of it's way to deal with a gear player who doesn't play into your traps and just flips armor every turn. This deck is cool but if players learn to just put up walls it just gets a lot worse.


Maining 1/2 acids can help this matchup and even in the mirror acid has some nice interactions 

and have 1/2 dead cards vs every deck ever? are you serious? not to mention that card actually flips armor 

 

Armor misses timing? Have u played decent mirrors? setting monsters is a thing... and you know that gears wins this matchup easily just by fliping armor and not xying with him right? 

You realize other decks exists besides gears and and mirror right? So maindecking 1-2 cards that only hit facedown D is probably not the best plan and if you think it is, then just stop replying 

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harig07    2058

Yeah there's a lot right in what you're saying. I want to say that Fire were much weaker to Water than Artifacts are to Geargia but I don't know enough to make that evaluation. The differences would be subtle. Artifacts are a much better grind deck than Fists were, one boon being the fact that Sanctum enables you to stifle their plays as they try to come at you. Hands and Sanctum arguably qualify as being closer to "unfair". I think the main proposition would come from the Geargia side, though. Geargia is nowhere near Water in terms of pace and its ability to swarm the field. The problem I think with Fire was that it just got outgunned by what Water could put out. Geargia is a lot slower, which suits Artifacts better. I dunno, it's holistic, but I feel like the disparity between Geargia and Artifacts isn't so great. But this is just my speculation, and I appreciate the point.

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