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Sky Striker - Deck Discussion

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»Noelle    5848





               Yu-Gi-Oh! Wiki pages sure don’t have what they used to (unless they plan to update the page later.) Here is the entirety of what they have to say about the Brandish archetype:


               “’Sky Striker’, known as ‘Brandish’ (閃せん刀とう, Sentō) in the OCG, is an archetype set to debut in Deck Build Pack: Dark Savers. It includes the sub-archetype ‘Sky Striker Ace’. The ‘Sky Striker’ cards are made to look like suits of powered armor (in the case of the ‘Sky Striker Ace’ Link Monsters), or various gadgets equipped to said armor, as with the Normal and Quick-Play Spells within the archetype. The pronunciation ‘Sentō’, which means ‘Flash Blade’ using the archetype's Kanji, can also mean ‘Battle’ (戦闘).”


               …and that’s it, most of it useless information for non-weebs. So, for a non-placeholder OP, an actually constructive one, we’ll have to start from scratch.


Brandish Monsters


               Excluding the Wind Link, which it is not likely we’ll have for nationals format, there are three Brandish monsters: Brandish Maiden rei, Brandish Maiden Kagari, and Brandish Maiden Shizuku. Let’s go in that order.

Brandish Maiden rei




“(Quick Effect): You can Tribute this card; Special Summon 1 ‘Brandish Maiden’ monster from your Extra Deck to the Extra Monster Zone. If a face-up ‘Brandish Maiden’ Link Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect, while this card is in your GY: You can Special Summon this card. You can only use each effect of ‘Brandish Maiden rei’ once per turn.”


               Brandish Maiden rei, usually just shortened to “rei,” is the only non-Extra Deck Brandish Monster (not counting the token from Hornet Bit.) Clearly, though, it’s a card that revolves around the Extra Deck. While you’re able to summon the Brandish Link Monsters without using rei’s effect, by just normally sacrificing her for a Link Summon, her tribute effect is relevant in two key situations: When you have Diabolos (the boss monster,) and when it’s on the field during your opponent’s turn.


               The latter situation, that of it being on the field during the opponent’s turn, becomes the case due to its floating effect. Your opponent may force one of your Brandish Link Monsters to leave the field, especially on their turn, and this will allow rei to activate, bringing herself back and then allowing herself to summon another Brandish Link Monster to use even on your opponent’s turn.


               As far as the actual structure of the deck goes, Brandish Maiden rei is one of three basic starter cards: Her, Start-Up Engage, and Hornet Bit (and Reinforcements of the Army to get her.) This gives you a total of 10 starter cards, assuming the next ban list doesn’t mess with RotA. This, combined with the ability to see more cards with your other Spells (Desires, Upstart, Metalfoes Fusion, the Field Spell,) makes for a pretty consistent deck. Since Brandish mirrors are a bit slower paced, it’s not the end of the world if you brick on the first turn either.


Brandish Maiden Kagari




“1 non-FIRE ‘Brandish Maiden’ monster

You can only Special Summon ‘Brandish Maiden Kagari(s)’ once per turn. If this card is Special Summoned: You can target 1 ‘Brandish’ Spell in your GY; add it to your hand. Gains 100 ATK for each Spell in your GY.”


               Brandish Maiden Kagari, usually just shortened to “Red,” is the first of two Brandish Link Monsters we’ll be looking at. Notice that it takes a non-Fire “Brandish Maiden” monster to summon, and that its own attribute is Fire. All the Brandish Link Monsters have this clause for their own respective attributes, and all of the Brandish Link Monsters are different attributes. What this means effectively is that you cannot use Red for Red, or Blue for Blue as fodder.


               The recursion of Brandish Spells in graveyard is relevant for several reasons. First, it can combo with Engage to use multiple of them in a turn. One common turn one play that is very strong is to Engage for Spellbook of Judgment, and then get back Engage with Red to get another Spell back for Spellbook of Judgment by activating it again. This then allows you to set back the Engage with Spellbook of Judgment in the End Phase, and then use Blue to search for another copy of Engage.


               Second, this card’s effect activating on summon is important in contradistinction to Blue, which activates in End Phase. This is because if you’re floating with your rei on your opponents turn, they can’t completely cut you off from adding cards to your hand by just running over the Blue that rei would float into, because you can summon Red instead to get the add back.


               Third, and finally, the add back effect allows you to reuse important utility cards. This lets you get away with playing less copies of them overall. Be careful though, you might not want to play too little copies of certain utility Spells, since you might banish them with Pot of Desires.


               The attack gain on this card becomes relevant in the later game when you have a lot of Spells in the graveyard. It can help you get over bigger monsters, sometimes even mustering up enough attack to trade with a Diabolos (or Infernoid Onuncu.)


               Lastly, notice the clause on this card that you may only summon it once per turn. All the Brandish Link Monsters have this clause, otherwise they’d be able to be summoned indefinitely and you would be able to indefinitely add back cards with Red. So, it’s good they put that clause there.


Brandish Maiden Shizuku




“1 non-WATER ‘Brandish Maiden’ monster

You can only Special Summon ‘Brandish Maiden Shizuku(s)’ once per turn. Monsters your opponent controls lose 100 ATK/DEF for each Spell in your GY. Once per turn, during the End Phase, if this card was Special Summoned this turn: You can add 1 ‘Brandish’ Spell from your Deck to your hand with a different name from every card in your GY.”


               This is Brandish Maiden Shizuku, usually shortened to “Blue.” This card allows you to get the ball rolling if you didn’t open Engage, as it can search Engage in the End Phase. It also pairs well with the Spellbook of Judgment as mentioned, since the Spellbook of Judgment can set spells from the graveyard in the End Phase, allowing you to then search one of the same name with Blue.


               Notice that the Attack and Defense loss is for all of your opponent’s monsters, which is important to help get over boards sometimes. Other than that, there isn’t a whole lot to talk about with this card. It’s just an obligatory part of the run-of-the-mill plays in this deck, where you summon Red and then tribute Red off for this card to search in the end phase, setting you up for the following turn.


               One thing to note though, about the two Link Monsters, is where their arrows point. This means that if you summon them to your Extra Monster Zone, they point away from the field. This allows for a more slower game with less OTKs and the like, with an average turn dealing normally only some lower increment of 1500 damage.


Brandish Spell Cards


               With rei, Red, and Blue all figured out, we can move on to the main magic of this deck, the Spell cards. This deck has some of the strongest archetypal Spell cards ever printed, and it is amplified by the fact that very few of them have anything even close to resembling a “once per turn” clause.


               The Spell cards we’ll be looking at are Brandish Start-Up Engage, Brandish Mechanism Multi-Roll, Brandish Mecha Hornet Bit, Brandish Airspace Area Zero, Brandish Mecha Widow Anchor, Brandish Skill Afterburner, Brandish Skill Jamming Wave, Brandish Mecha Shark Cannon, Brandish Mechanoid Hercules Base, and Brandish Mecha Eagle Booster.


Brandish Start-Up Engage




“If you control no monsters in your Main Monster Zones: Add 1 ‘Brandish’ card from your Deck to your hand, except ‘Brandish Start-Up Engage’, then if you have 3 or more Spells in your GY, you can draw 1 card.”


               Brandish Start-Up Engage, usually just called “Engage.” Yes, you read this card’s text correctly. And no, you did not read a once per turn clause. Because there isn’t one. Including adding it back with Red, you can potentially activate this card up to four times in a turn, getting the extra draw as many times as you do it with at least 3 Spell cards in graveyard.


               As mentioned, and as indicated by this cards name, this is one of your starter cards. It’s not that bad if you don’t draw this because you can search it in the mirror, but if one player draws it going first and the other player doesn’t have it going second, they can start to fall a little bit behind because the player on first is able to resolve this card multiple times before the player on second was able to resolve it once.


               Fortunately, with the Field Spell and draw Spells, you have a pretty good chance to see this card on turn one. What you ideally want to do in the first turns of the mirror is end with multiple copies of this card either in hand or field or between both, since it will make your follow-up quite strong. Don’t overly worry about getting three Spells in graveyard for the draw, that will naturally come in time and unless the Spells you put in graveyard are free (such as Foolish Burial Goods and Metalfoes Fusion,) it’s not worth building your deck around trying to get to three Spells in graveyard.


               The draw effect on this card also obviously helps you to begin to come back while playing from behind. Be careful when deciding whether or not to Ash Blossom this card, since they can add it back with Red (as opposed to using it on something like, say, Pot of Desires.) Just something to be aware of.


               Notice, finally, the clause on this card about only being able to activate it while you control no monsters in your Main Monster Zone. A lot of the Brandish Spells have this clause. Just like the arrows on the Brandish Link Monsters themselves, this helps slow down the pace of the game, since you don’t want to shut yourself out from your Spells just to do a little more damage usually.


Brandish Mechanism Multi Roll




“Once per turn: You can target 1 other card you control; send it to the GY, also your opponent cannot activate cards or effects in response to your Spell Card activations this turn. Once per turn, during the End Phase: You can Set ‘Brandish’ Spells with different names from your GY to your field, up to the number of ‘Brandish’ Spell Cards you activated this turn while this card was face-up on the field, but banish them when they leave the field.”


               This is Brandish Mechanism Multi-Roll, which we call “Spellbook of Judgment” for obvious reasons. Yes, you read this card’s second effect correctly. A good mirror will often have this card face-up on both players field, resolving it as much as possible. And by as much as possible, I mean that using the Quick-Play Spells, you can use this card on your opponent’s turn too.


               Just the existence of this card justifies using cards like Ghost Ogre, Twin Twister, Evenly Matched, Typhoon, and so on to hopefully not get blown out by a turn one Spellbook of Judgment. Or, if you don’t see these cards, you’re hopefully able to come back with your own Spellbook of Judgment such that you’re able to match the power that your opponent was able to generate.


               The fact that it banishes the Spells that you bring back is important in late game grinds, so be careful. Worth noting as well is that it can set the Field Spell too. Finally, the first effect is worth keeping in mind, since it can help you get rid of a Metalfoes Fusion that you’ve hard drawn. Overall, this Spell is probably the strongest card in the deck.


Brandish Mecha Hornet Bit




“If you control no monsters in your Main Monster Zones: Special Summon 1 ‘Brandish Maiden Token’ (Warrior/DARK/Level 1/ATK 0/DEF 0) in Defense Position, but it cannot be Tributed. If you have 3 or more Spells in your GY, its ATK/DEF become 1500.”


               Brandish Mecha Hornet Bit, usually just called “Hornet Bit.” This is another starter card, since you can immediately tribute the token summoned for a Red or Blue. It isn’t always clear whether or not you want to go with this card when you have the option between it and rei. This card is more vulnerable to Cherries, but you end with more cards if you add it back with Red and then use Blue. Arguably you don’t even want to waste a Red on adding this card back sometimes.


               This card has different functions at different points in the game. Early game, it’s a starter card. Later game, it can help you go into toolbox Link Monsters, such as Troymare Phoenix. Further, in the worst-case scenario, you can set it to chump-block so you don’t die. It’s good to keep a copy of this card floating between your hand and field in most matches so that you have a follow-up if something goes wrong.


               Overall, a pretty solid component of the deck.

Brandish Airspace Area Zero




“You can target 1 other card you control; excavate the top 3 cards of your Deck, you can add 1 excavated ‘Brandish’ card to your hand, also shuffle the rest back into the Deck, then if a ‘Brandish’ card(s) was excavated, send the targeted card to the GY. If this card is sent from the Field Zone to the GY by a card effect: You can Special Summon 1 ‘Brandish Maiden’ monster from your Deck. You can only use each effect of ‘Brandish Airspace Area Zero’ once per turn.”


               This is Brandish Airspace Area Zero, normally just called “Field Spell.” Quite simply, this card turns your 5-card hands into 8-card hands, and your 6-card hands into 9-card hands. It also can clear monsters from your Main Monster Zone to allow you to activate your Brandish Spells. The best card to send with it is usually a hard drawn Metalfoes Fusion.


               Carefully read it. Even if you don’t add a Brandish card, as long as you reveal one, you send the targeted card to the graveyard, so you just about always might as well add the Brandish card you reveal anyway. The best thing that this card does is help you brick even less. You already have 10 starter cards, and this card helps you get to 9 of them.


               In fact, this card has quite a lot of functions. It turns dead draws into real cards and potentially gets another Spell in graveyard in the process. The second effect combos with Spellbook of Judgment’s first effect to unbrick your hand as well. You can even destroy this on your opponent’s turn using Twin Twister or Typhoon in order to float a rei against them.


               Unfortunately, because of the once per turn clause on this card, seeing multiple Field Spells isn’t that good. Seeing one Field Spell and one Terraforming is fine though because you can just send the Terraforming with its first effect. Obviously you want to be using Terraforming for this card instead of hard drawing it because it gets a Spell in graveyard for free.


Brandish Mecha Widow Anchor




“If you control no monsters in your Main Monster Zones: Target 1 Effect Monster on the field; it has its effects negated (until the end of this turn), then if you have 3 or more Spells in your GY, you can take control of that monster until the End Phase.”


               Brandish Mecha Widow Anchor, usually just called “Claw” for short. This card is essentially Snatch Steal, sometimes even a little better because you can give them back their (presumable) Link Monster in a Main Monster Zone to turn off their Brandish Spells on your turn, including their own copies of Claw.


               Playing around this card is a key skill to have in the mirror. The most unfortunate timeline is banishing all of your copies (people normally play 2) of this card with Pot of Desires. In order to stop them from getting the monster back in the End Phase, you can Link it away.


               If all else fails, going second, this card is also a starter card if you can get three Spells in the graveyard. This is because you can take their Red or Blue (usually Blue) and make your own Brandish Link Monsters with it.


Brandish Skill Afterburner & Brandish Skill Jamming Wave


                                            47540854f762be371f5082f49a720e3b.png                                                                        2a0ff85fcac22e2b96402f3b122be08e.png

“If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; destroy it, then if you have 3 or more Spells in your GY, you can destroy 1 Spell/Trap on the field.”


“If you control no monsters in your Main Monster Zones: Target 1 Set Spell/Trap on the field; destroy it, then if you have 3 or more Spells in your GY, you can destroy 1 monster on the field.”


               Brandish Skill Afterburner, usually called “Afterburner,” and Brandish Skill Jamming Wave, usually called “Wave.” I’ve put both of these together since they’re more or less the same card, just with reversed effects.


               These are your ways of clearing your opponent’s board. An extremely relevant thing to point out is that the second effects on both of these cards don’t target. Especially in the case of Afterburner, this forces your opponent to flip up Spells/Traps on its activation if they don’t want to risk them getting destroyed and not being able to use them at all.


               These cards are especially strong going second, so lists that are built to go second will traditionally play more of these. Other than that, these cards are pretty self-explanatory, they’re great utility cards and add more “counters” to Spellbook of Judgment.


Brandish Mecha Shark Cannon




“If you control no monsters in your Main Monster Zones: Target 1 monster in your opponent's GY; banish it, but if you have 3 or more Spells in your GY, you can Special Summon that monster to your field instead, but it cannot attack.”


               Brandish Mecha Shark Cannon, normally called “Reborn” due to its 3-Spell effect, is a great utility card. It can help cut off their floating rei in the mirror. It is strong against the Infernoid build because you can banish one, add it back with Red, banish another, then use Spellbook of Judgment to set it, banishing a third.


               It may be surprising at first, but the banish effect tends to come up more than the Monster Reborn effect. This is because not only does the card you Reborn take up your Main Monster Zone, but all you can normally do with them is Link them away after. This is with one crucial exception. Late game in the mirror, especially if your Red or Blue were Cherries’d, you can use it on your opponent’s Red/Blue to use their effects instead.


               A pretty solid card.


Brandish Mechanoid Hercules Base




“Activate only if you control no monsters in your Main Monster Zone. The equipped monster cannot attack directly, but can make 2 attacks on monsters during each Battle Phase. If the equipped monster destroys a monster by battle and if you have 3 or more Spells in your GY: Draw 1 card. If this card is sent from the field to the GY by a card effect: You can target up to 3 ‘Brandish’ cards in your GY, except ‘Brandish Mechanoid Hercules Base’; shuffle them into the Deck.”


               Brandish Mechanoid Hercules Base, usually called nothing for short because this card’s quite frankly awful. However, every once in a while, you’ll see this card played for the Daigusto effect, so that late game in the mirror you can replenish your Extra Deck with your Brandish Link Monsters. That’s about all there is to say about this card, I don’t recommend using it.


Brandish Mecha Eagle Booster




“If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; this turn, that target is unaffected by card effects (except its own), also if you have 3 or more Spells in your GY, it cannot be destroyed by battle this turn.”


               Brandish Mecha Eagle Booster, called “Booster” for short. I’ve only ever seen this card played in one list. Like Hercules Base, it’s pretty bad. Maybe a situation will come up where it’s good to play this on your opponent’s monster. Isn’t much else to say.


Non-Brandish Cards


               We’ll limit our scope here to pure Brandish lists. The cards that best compliment Brandish cards from an engine perspective will obviously be Spell cards that help you meet the 3 Spell threshold in your graveyard. On top of that, since pure Brandish is a control deck, Hand Traps and “real Traps” also tend to be played in this deck. Here is a non-exhaustive list of Main Deck cards to consider:


·        Ash Blossom & Joyous Spring

·        Ghost Reaper & Winter Cherries

·        Ghost Ogre & Snow Rabbit

·        Darkest Diabolos, Lord of the Lair

·        Toon Cyber Dragon

·        Toon Cannon Soldier

·        Pot of Desires

·        Foolish Burial Goods

·        Metalfoes Fusion

·        Toon Table of Contents

·        Upstart Goblin

·        Terraforming

·        Reinforcements of the Army

·        Foolish Burial

·        Twin Twister

·        Cosmic Cyclone

·        Solemn Strike

·        Solemn Judgment

·        Evenly Matched

·        Typhoon

·        Infinite Transience


Brandish Ratios


               Ratios of Brandish cards vary depending on several factors. The first factor they vary on is whether you want to go first or second. The second factor they vary on is the metagame, are people using Altergeist and the Infernoid Build? Or do you expect to see more of the pure Brandish mirror? A third thing they vary on is depending on how many other Brandish cards you’re playing. If you’re playing a list with less Brandish cards to hit off Field Spell, for example, Field Spell may not be as good. Here is a list of common ranges of quantities per card played:


·        3 Brandish Maiden rei

·        3 Brandish Start-Up Engage

·        1-2 Brandish Mechanism Multi-Roll

·        2-3 Brandish Mecha Hornet Bit

·        0-2 Brandish Airspace Area Zero

·        2-3 Brandish Mecha Widow Anchor

·        1-2 Brandish Skill Afterburner

·        1-2 Brandish Skill Jamming Wave

·        0-1 Brandish Mecha Shark Cannon

·        0-1 Brandish Mechanoid Hercules Base

·        0-1 Brandish Mecha Eagle Booster

·        3 Brandish Maiden Kagari

·        3 Brandish Maiden Shizuku


Other Card Ratios


               The ratios of non-Brandish cards to play varies even more widely than the Brandish ratios themselves. I’ll just go over the potential quantities of cards commonly played from the “Non-Brandish Cards” section.


·        3 Ash Blossom & Joyous Spring

·        0-3 Ghost Reaper & Winter Cherries

·        0-3 Ghost Ogre & Snow Rabbit

·        0-2 Darkest Diabolos, Lord of the Lair

·        0-1 Toon Cyber Dragon

·        0-1 Toon Cannon Soldier

·        2-3 Pot of Desires

·        2-3 Foolish Burial Goods

·        1 Metalfoes Fusion

·        0-3 Toon Tables of Contents

·        1 Upstart Goblin

·        0-2 Terraforming

·        1 Reinforcements of the Army

·        0-1 Foolish Burial

·        0-3 Twin Twister

·        0-3 Cosmic Cyclone

·        0-2 Solemn Strike

·        0-1 Solemn Judgment

·        0-3 Evenly Matched

·        0-3 Typhoon

·        2-3 Infinite Transience


Concluding Remarks


               I’ll leave considerations of the Side Deck and Extra Deck, due to their relative subjectivity, for the discussions to be had in this thread. I’ll do the same for technical play because the deck is less streamlined in terms of proper maneuvering at the moment.


               In any event, we’ve worked out the basics of what the Brandish deck is, what it does, and we have some basic ratios to play in our lists. Here’s to a hopefully great thread and a return to the types of discussion we’ve once had on these boards.

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»Noelle    5848

What Brandish Format Could Be: In Defense of Current Format


“. . . It is the process of its own becoming, the circle that presupposes its end as its goal, having its end also as its beginning; and only by being worked out to its end, is it actual.”


- G.W.F Hegel, Phenomenology of Spirit Sec. 18


Introductory Remarks


               We shall here operate under three basic assumptions. First, that the next ban list will arrive relatively soon. Second, that this ban list will move Pendulum and Draco from their dominant position to a non-dominant position in the metagame. Third, and finally, we assume that no unforeseen releases between now and nationals format will severely impact the expected trajectory of the coming format.


               Considering the notice on Konami’s site concerning when we may start expecting the next ban list to arrive, considering the last ban list already attempting to substantially address Pendulum and Draco, and considering our current knowledge of releases to be expected in the next few sets, I believe that all three of these assumptions are justified for those duelists looking to get an early start on testing for nationals format.


Historical Context


               There are three historical trajectories which we must be mindful of in conceptualizing what the coming Brandish format could mean. First, and most immediate, that of DuelistGroundz.com. Second, and no less important, Brandish’s place in the competitive history of this game. Third, and less obvious, the ever-evolving rules of the game itself.


DuelistGroundz.com & Goat Format


               To begin with, let us consider the current situation of DuelistGroundz.com. The dominance of Goat Format is obligatory and has reached a level not previously seen since perhaps the original 2005 format itself. What does Goat Format structurally symbolize? It started being played again in the early 2010s at a particularly vulnerable time for Current Format, and served as a sort of escape from what was deemed “not real Yu-Gi-Oh!”


               As such, a certain snobbishness has persisted in the overall attitude of Goat Format contra Current Format, where the Goat Format players believe they are engaging in a more “skillful” game, one that could be properly called “real Yu-Gi-Oh!” If Goat Format were to remain as it was originally intended, a pet project to play at locals for fun in between matches, then there would be no hostile conflict between Current Format and Goat Format. While that situation remains the case in most real-life play, its current manifestation on DuelistGroundz.com is a completely different story.


                It is precisely when Goat Format seeps into competitive play, when the allure ceases to be merely an “escape” from current format, but fully an alternative thereof, where Goat Format becomes a legitimate structural threat to Current Format. It is in this sense that I consider Goat Format as a whole to be “self-alienated” Current Format. Signs of this eventuality were there in the beginning of its comeback in the early 2010s, especially in the obnoxious attitudes towards an admittedly defective Current Format, but it took years of effort for its purpose to materialize.


               Of course, the original presupposition the entire movement and snobbishness was based on, the attitude that Goat Format is this holy game that no format can surpass, blinds one to some of the greatest formats this game has ever seen. 2013 Dragons, 2014 H.A.T/Geargia, 2015 Nekroz, 2017 Zoo, etc., have been some of the most intricate formats ever in terms of technical play and deck building. To believe that Yu-Gi-Oh! ended in 2005 is ludicrous. To believe that no format could surpass one that was around when the game itself wasn’t even 5 years old is equally absurd.


               My hope is that within these words at least a handful of the Goat Format players can find the inspiration to at least glance in the direction of Current Format once more. The central thesis and case I’ll be making throughout this article-post is, therefore, that Brandish format is a better Goat Format in just about every way possible.


               Furthermore, I’ll be stepping up to the plate personally, not just in efforts to revive deck discussion as I’m doing here, or in effort-posting generally, but also in terms of getting my old Current Format friends (of whom there are many) to start taking this website seriously again. It’s no coincidence that the time of Goat Format being the most serious thing on this site is the same exact time as most of the great players currently either looking back at this site only nostalgically, or for the newer crop of Current Format players, not even knowing what DuelistGroundz.com is/was to begin with. (The general indifference towards these issues of certain figures in the contemporary administration on the site isn’t helping.)


               So, to summarize, what Brandish format could mean for the history of DuelistGroundz.com, via a better Goat Format, more effort from people like yours truly, and so on, is a return to the respectability and identity that we once had as a site. In the words of my dear friend Madeline, “let’s make this [the] format where we remind everyone to suck our dicks again.”


Competitive Yu-Gi-Oh! & Brandish Format


               We have seen Goat Format, on this website, rise to prominence at a time of particular vulnerability for Current Format. The first of the vulnerabilities that Goat Format took proper advantage of was after a peak in Current Format, at the famous 6,000-person YCS where they had to knock down a wall just to fit all the players.


               While we had many great formats and tournaments since then, the predominant view, especially by the year 2016, was that competitive Yu-Gi-Oh! had declined from its peak some years prior. It is no coincidence that, bar the Monarch mirror, that year is viewed as one of pretty lackluster formats. The deck that won nationals in 2016 was one that, with a few excess purchases, someone could have made by getting three structure decks at Walmart the Thursday before, learning how to play the game with the beginner’s guide included, Last Chance Qualifying for nationals the following day, and then winning the tournament on the next two (not in the least to discredit the actual winner, obviously.)


               Pairing this was a decline in attendance of events. Traditionally 11-round YCS tournaments now became 10 rounds. Such YCS’s would occasionally have less participants than California regionals, or even Philadelphia regionals in rarer cases.


               But this is changing. Nowadays, in 2018, while we may have had a bad YCS or two, if one digs deeper towards a more local level, regional attendance is rising across the board. Even in 2017, the NAWCQ that year was a 3,000-person tournament. This paired what is viewed as a relatively good format. In the words of my dear friend Azad, “Yu-Gi-Oh! is peaking again.” We’re digging ourselves out of the rut we were in during 2016.


               As a result, in the broader history of the competitive game, Brandish format is the next peak. This makes the coming format a prime time to take Current Format seriously again, if not for the comparisons to be made between Brandish format and a better Goat Format, then for the heightened level of competition that recent trends are pointing towards.


               There is also an important technological context in which Brandish format is arising. The advent of replays on Dueling Book, as well as the advent of YGOscope.com, have the potential to form the foundations of a new era of testing and theory. It can drastically change also how we conduct competitive deck discussion threads. For example, we can construct replays to display complex situations instead of having to describe them. In doing so it can illuminate all the variables in technical play that the poster might not have thought relevant themselves. The possibilities are endless, and it is important to establish standards for a proper appreciation of these new technologies, which is one of many conversations we should be having at the moment.


               [Questions such as whether or not we should have dedicated thread(s) for accumulating replays for different decks come to mind.]


               With the modern competitive epoch of the game fully in mind, all that is left for us to discuss insofar as the historical context that Brandish format occupies is concerned, is the Konami-side of things; Rules and releases.


Link Monsters & Rule Changes


               The past fourish years of the game have seen more turbulent rule changes than perhaps at any other point in this games history, and I include the switch from Upper Deck Entertainment within this.


               Among these rule changes, the ones that stand out the most are the decision to change drawing 6 going first into drawing only 5, the decision not only to release pendulum but then to move the pendulum zones to the Spell/Trap zones proper, and of course, Master Rule 4 and Link Monsters. While Link Monsters and the new rules that came about with them may be ostensibly overcomplicated and hard to understand for non-initiates, a deeper consideration of their implications in the competitive sphere of the game would reveal an absolutely genius mechanic.


               Particularly, the idea of limiting Extra Deck maneuvers to only the Extra Monster Zone and the zones that Link Monsters point to, should have ideally made for a slower game overall. The concept of using the previously almost meme-worthy mechanic of card zones to severely impact the plays that all the best decks are able to perform was a great move. However, there were of course some defects here.


               First, the defect of them simply releasing Link Monsters that were absurdly abusable (such as Firewall Dragon.) This made for some formats that the overall logic of Link Monsters and Master Rule 4 should have altogether avoided, such as the pre-emergency ban list Spyral format, as well as the current issues we’re having with Electrumite. However, in the broader history of the game, these formats are merely momentary defects and a slower format, one that Brandish format aspires to be, would become structurally inevitable given this ruleset.


               Another defect that Link Monsters have which is worth pointing out is that the “Extra Link” mechanic is nothing except for a floodgate built into the very rules of the game. Luckily, Extra Link situations are quite hard to pull off in competitive decks, so it shouldn’t be much of an issue for the time being.


               Nonetheless, one of the major impacts that Link Monsters have had on the game which is laudable is that they gave us a real science of which card zones to play our cards in. Our theory on this website and on discussion boards in general have yet to catch up to this reality, but it will in time.


               With these three historical trajectories in mind, those of DuelistGroundz.com, the competitive scene, and the rule changes and releases of the game itself, we are thereby able to place a Brandish format within its proper context. From here, we’re able to move on to the central question of this article-post, that of what a Brandish format could be, with the ultimate answer being, in appeal to the modern players on this site, “a better Goat Format.”


Brandish Format Mechanics


               Those comparisons between Brandish format and Goat Format structurally can seemingly only be expressed in a list. A defect of this list is that it isn’t exhaustive. Rather, it deals with only those most immediate points understood from even a superficial familiarity with the format’s dynamics. These are, still, more than enough to compose a compelling case.


               The first thing to be discussed is the unclearness of when to use cards. Then, we will articulate the so-called “community of cards” between both players that the format creates and compare it to Goat Format. Following this, we will get down to brass tacks and talk about Boss Monsters. After that, we shall talk about going first or second. Penultimately, we’ll broach deck-building. Finally, externalities such as possible FTKs/OTKs and other, non-Brandish strategies will be brought up. The running theme here will be the thesis that while these things compare favorably with Goat Format, they have for the most part reached a “higher level” of more complexity and refinement in the modern day that a format lived out in 2005 continues to not be able to deliver.


When to Use Cards


               The first thing that strikes one in Brandish format is that it is not very clear when to use a lot of the cards. Even cards that were traditionally obligatory, such as hand traps (Ash Blossom, Cherries, Transience,) become complicated. Do I Ash Blossom your Reinforcement of the Army hoping to cut you off of a play but then lose to a follow up? Do I Cherries on your turn or let you use a Blue to wait until my turn because I think you’re going to hold Called by the Grave since you’re expecting to use it on an End Phase Ash Blossom for your Blue? Do I Transience this turn one Red or do I hold it to set in a good spot (with respect to my opponent’s card zones) and then use it on a later Red at a more crucial juncture?


               Further, the opportune time to use extraneous Spell/Trap destruction such as Cosmic Cyclone and Twin Twisters isn’t clear either. Do I set them to out their Spellbook of Judgment? Do I hold them to not get Jamming Wave’d, or even worse, Afterburner’d? Do I set them to stop Void Imagination against the Infernoid Build? Do I keep them to avoid getting Patrulea’d/Decatron’d because I have an Ash Blossom to deal with their Imagination or an Ogre to deal with their Vanishment? What if they have Called by the Grave?


               It isn’t merely the non-Brandish cards that are unclear when to use, it is also the Brandish cards themselves. If I’ve opened just rei and Hornet Bit, do I float with rei or do I Hornet Bit, summon Red, and get it back? I end with more cards in the latter case, but I float in the former case. Or perhaps I Hornet Bit just for Blue to not use a Red on merely a Hornet Bit? Do I hold this Start-Up Engage to do it for 3 on another turn or do I foresee by Red/Blue chain resolving, allowing me to possibly use more of them on my next turn? Can I play through Cherries? Should I rei instead of Hornet Bit here to play around Cherries more effectively?


               It is not the case that the actual decision trees themselves are vast, as in a traditional combo deck. Rather, the options you’re given every turn are all defendable. This is akin to Goat Format, where different lines of play are all highly considerable. This being the case, though, we must acknowledge that rather than the decisions to play around 1-ofs in Goat Format, our opponent can potentially have at least 3 of all the cards we’re trying to play around in the Brandish mirror. As a result, there is no “unfortunate” case of them having the 1-of that you decided it was best not to play around, you must play around everything. This is one way in which Brandish format is brought to a higher level than Goat Format.


The Community of Cards


               Another way in which Brandish format may be compared to Goat Format is that, rather than my cards being my cards and your cards being your cards, a sort of community of cards is established between my opponent and I where my Claws and Reborns are searchable methods of making my opponent’s cards my own. This “community of cards,” akin to how the aforementioned decision-making is brought to a higher level in Brandish format, is also itself brought to a higher level, since rather than Snatch Steal or Creature Swap being cards to keep in the back of your mind, Claw and Reborn are obligatory and ever-present in the mirror.


Boss Monsters


               A third similarity between the two formats is that of Boss Monsters. This especially applies to how Diabolos in Brandish format compares with Black Luster Soldier – Envoy of the Beginning in Goat Format. Diabolos is a card that, unlike BLS, is good at all points in the game. BLS and Chaos Sorcerer, if drawn early, may be an issue, but since the only requirement to use Diabolos is to see rei (of which at least 7 are played,) it’s not nearly as much of a problem as getting a light and dark in the graveyard is.


               So, the boss monsters that we’re dealing with in Brandish format are in this way “better Yu-Gi-Oh!” than the ones dealt with in Goat Format. The Trap Dustshoots of Goat Format side decks (and sometimes main decks,) further, are actually built-in to Diabolos, making it less relevant who went first or second. Resolving a turn one Diabolos isn’t the end of the world because the opponent gets to pick the card that they return, and you don’t see their hand.


First & Second


               Speaking of the decision to go first or second, this is another thing that Brandish format arguably does better than Goat Format. In Goat Format, while it isn’t by any measure the end of the world if you’re on second, it’s still quite obligatory to go first. In the era of only drawing 5 cards going first, on the other hand, and with the possibility of altering your Brandish list with more copies of Jamming Wave and Afterburners to have an advantage going second, it’s not only less clear whether you want to go first or second, but also less clear whether or not you want to build to go first or second (in the same way that it was less clear when to use the cards themselves.)


Deck Building


               Regarding how to build your deck generally, you’re given quite a lot of freedom. It had become a cliché of Current Format in recent years to expect deck lists that top to consist of mostly 3-ofs and searchable 1-ofs. But considering the paradigms that cards like Pot of Desires open up for the game, as well as the grindy nature of Brandish mirrors which can require multiple copies of utility cards to “come up,” and finally, because you can splash Brandish in many different decks (simply opening Hornet Bit is a plus two,) the options for deck building are opened up in Brandish format which is also reminiscent of the ability to play more or less Dust Tornadoes, Sakuretsu Armors, Scapegoats, and Metamorphoses in our Goat Format decks.


               Brandish format, while I’d like to stress that the card pool which the metagame restricts us to is by no way too daunting for a non-initiate to familiarize themselves with, still has a richer card pool and selection than Goat Format. This is something that both formats do well, but that Brandish format does theoretically better.


Other Strategies and Externalities


               Just like in Goat Format, the predominant deck (in their case Goat Control and in our case pure Brandish) is not the only strategy one can use. To begin with FTKs, OTKs, and traditional “combo decks” prior to examining other more “real” [sic] decks, we must first notice two things.


               For one, we have an impending ban list that could all but make the Instant Fusion FTK in Pendulum unusable. For two, more hand traps are being released, especially in the form of Infinite Transience, which, between them, Cherries, Ash Blossom, and Ogre, can make such decks hard to win with. There is the possibility of using Curious and Troymare Griffin to combo into a set Imperial Order with a strong field, but for the time being, that appears to be our only worry on this front. This contrasts how frustrating decks like Empty Jar can be to deal with in Goat Format.


               Just like splashing Scapegoat and Metamorphosis into non-traditional Goat Control decks, the Brandish engine creates possibilities to be splashed in many decks, most prominently Infernoid and Invoked. Then there are still non-Brandish anti-meta strategies, such as the different builds of Altergeist. While I don’t have an argument for why the deck selection now in particular is “better” or has “reached a higher level” than that of Goat Format, I do think they are at least directly comparable.




               What we therefore are dealing with is a slower deck/format which doesn’t OTK much, a deck where the decisions you are able to make on every turn are all defensible, a deck where these decisions often revolve around which cards you’re playing around, a deck where a community of cards is formed between you and your opponent such that you needn’t rely on only your own cards to win, a deck with “fairer” and less troublesome boss monsters, a deck whose building is akin to but in fact richer than Goat Format, a deck that deals with FTKs and OTKs very well, and finally, a deck where going first or second is not merely something that less hinges on, but also not obligatory at all. These things are all brought to either a higher or equal level to that of Goat Format, creating less arbitrary losses overall.


               We’ve summarized Brandish format’s ideal place within the history of the game, its ideal place metanarrativistically in the history of DuelistGroundz.com, and we’ve given some basic introductory analyses of the mechanics of Brandish format and how they compare to Goat Format. The conclusion has been reached that, for all intents and purposes, Brandish format represents a “better Goat Format.” The implicit myth that all the fedoras at your locals the past 6 years keep in the back of their mind, that while you’re there grinding out games in the absolute savage barbarity of Current Format, they’re sitting in the back playing a more “cultured” game of “real Yu-Gi-Oh!,” let this myth be completely laid to rest. I highly recommend that the modern Goat Format players on this site get into Current Format. Thank you.

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»Pengwan    7724

This deck actually seems kind of interesting. Do we know when or what this would be coming out in the TCG in? I see the OCG pack it's in but couldn't find a TCG release date on here or Google.

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Chaos_Blaze    77
1 hour ago, Pengwan said:

This deck actually seems kind of interesting. Do we know when or what this would be coming out in the TCG in? I see the OCG pack it's in but couldn't find a TCG release date on here or Google.

It's released in Dark Saviors on May 25th in the TCG.

Edited by Chaos_Blaze
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»Noelle    5848






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»Noelle    5848

smh who keeps changing rei with a capital r to rei in my op

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+Mascis    4558

Teach me brandish, Brandis 

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»Noelle    5848

Some stuff on my mind (bolded the important ones):


1. If you're playing Shark Cannon don't side it out going first in the mirror because if you get Cherries'd then you'll want to use it on their Monster later game. Although the card is generally better going second because you can cut them off rei and then reset it for free with Multi-Roll, this situation going first makes it justifiable to keep in.


2. If you've sided in Artifacts for going first, don't set Sanctum at the same time as Solemns. Set the Sanctum and then Solemns on later turns. This is because Scythe blocks their turn anyway so anything extra is just a higher risk of Evenly winning them the game.


3. If they go for turn 1 rei + Field Spell play, use Cherries immediately on either rei's normal or the Field Spells activation depending on which order they did it. Either way use it before they have a window to activate Field Spell on rei is the point. This forces them to use a real card for Field Spell if they wanna use it.


4. Considering Needlefiber isn't getting released and using the axioms that the above article was based on, passing going first is a legitimate move. This is especially true if you're using a going second list and are seeing your Cherries, Evenly, Transience, Typhoon, etc going first. The other situation where it's legitimate is if you only opened Bit, no Called, and would lose to Cherries. Not many decks can just kill you. Not the mirror, not Mekk Knight (if you pass with no cards for them to summon Mekk Knight with,) not Altergeist, etc. 


5. If you have a live Sanctum, determine the likelihood that they have a rei in hand based on their plays. If you think they have it, shotgun it so they can't chain rei effect while on field. If you think they don't have it, make them search it with Engage first so that they can't use the information of Scythe to get a better-suited card.


6. If you're using a going second list with potentially more cards, the determination of how many Afterburner and Jamming Wave you use is directly correlated to the proportion of Altergeist vs Mirror you expect to face. Simply put, Afterburner is good against Altergeist and Jamming Wave is good in the Mirror. The 2nd copies of these searchable cards "comes up" in their two respective match-ups. If you expect to play almost only Mirrors, do 2 Jamming Wave 1 Afterburner. If your locals or regionals is all garbage then go 1 Jamming Wave 2 Afterburner. If you expect a fair mix of both do 2 and 2.


7. Diabolos is a card I keep going back and forth on between main, side, and not playing it at all, and between 2, 3, and 4 (OG Foolish Burial) copies. It introduces many fascinating deck building possibilities which should be gone over in-depth in a future post. A few weeks ago when everyone thought the Field Spell was bad, it's effect wasn't as good because the worst card in their hand was obvious to them. But now that these worst cards have become live cards due to Field Spell, then you're not getting rid of nothing when you use its effect now, you're hitting a real card. One might be tempted to say, then, that Diabolos becomes better when people are using Field Spell and worse when people are not.


8. Activating multiple Spellbook of Judgment when opportune is one way to get around Typhoon and Ghost Ogre, but loses harder to Evenly Matched. Do this only in appropriate situations.


9. If it wasn't obvious, Metalfoes Fusion is the best card to send with Field Spell. But the implications of this haven't caught up to some people's deck building. The second best card, by the by, is Chimeratech going second after clearing their field with Toon Tables > Cyber Dragon because it deals with their field while turning into a real card and since Field sends Chimeratech to GY you're free to use Brandish Link Monsters.


10. Some people are siding Spell Canceller to go Bit > Token > Red > tribute for Canceller. Obviously this will only work turn 1 since after that I'll be able to have enough Spells in GY to get over it with a rei line. This is another thing making Sanctum and Diabolos better.


11. Altergeist actually cannot win the grind game against this deck. You get them off Anti-Spell or Imperial Order or Village, you win. They don't draw any of them, you win. This is because you're resolving too many Afterburners and Cannon on Manifestation for them to keep up with. Your deck building against this deck should be focused on only beating those three cards. The options that beat all of them are very limited and they're essentially Typhoon and Evenly Matched, which both happen to be good going second in the mirror as well. I think these additions to one's deck just become obligatory at this point.


12. The safest fields (read: Spellbook of Judgment resolutions) in the mirror are when your opponent has Field Spell up because to get rid of that they'd have to replace it with another Evenly Matched blocker in their own Spellbook of Judgment. It might become wise to just float on the "end on double Engage in hand" plays until they have Field Spell up, instead of just going for your own Spellbook of Judgment. This would be a potential evolution in the technical play of the mirror. If such a thing occurred, Evenly Matched might become weaker against better players.


13. Solemns actually just suck I'm not tryna set them turn 1 and just lost to Afterburner/Jamming Wave when I could have blown them out with a set Fusion or Artifact. Any other strategy than just setting one of em with a Link Monster loses harder to Twin Twister and Evenly Matched.


14. Obviously the player with the third Claw in the mirror is going to have an advantage, but it's not that good against other match-ups like Altergeist if they have Protocol, Mekk Knight if they already have access to Invocation (it does stop them from sending Aleister for Spellbook of Knowledge though,) the Spyral Brandish deck which I don't know if it is real yet, and ABC if people play it as a counter to Brandish (Brandish can have a difficult time dealing with their floating which is one of the reasons it's popular in the OCG.) I think the third Claw should be sided instead of mained if it's played at all.


15. But siding into 3rd Claw means in the mirror sided you'll be on 3 Claw and 1 Reborn which is like, a lot. Maybe it could be somewhat mitigated by playing more cards, and this might play into a weird Diabolos potentially go 1st deck that plays lots of Spellbook of Judgment, Field Spell, Metalfoes Fusion, etc. Still in the lab on this one...


16. It seems more and more people are evolving beyond Ash Blossom and Called by the Grave. This is a good thing for players with strong technical play, since your Pot of Desires are resolving more often and when the better player has more cards and more options they're in better control of the game. Almost since the moment I started playing Brandish I thought of Ash Blossom as a crutch card for idiots and I don't think it's necessary at all. Basically if I'm resolving a Hand Trap and it isn't getting Called, I for fucking sure want it to be Cherries. I don't think the dream of "xd cut off their only play with my Ash Blossom" is that real between an increased popularity of the Field Spell, them hard drawing rei or having Hornet Bit, and so on. I think Ashing their Blue that they plan to get Engage with is more or less playing from behind, naturally with the exception of it being their only play as well (which I suppose translates to Hornet Bit, but whatever.)


17. Speaking of such, If you only have one Cherries it's probably a good idea if they're on just a rei > Blue line to wait for your turn to play it because that likely means it's their only play so they're going to hold their Called and not set it in the End Phase to avoid Ash Blossom because that search is crucial, and you can then capitalize on this by using it on your turn while their Called isn't set (if they're still playing Called.)


18. Basically what I'm trying to say is while these 2017 idiots are out here playing with fair cards like Ash Blossom and Called by the Grave I'm in the year 2018 on Cherries and Evenly going second and for the time being you probably should be too.


19. This deck struggles against Invoked Mekk Knight cus they can just aggro you into oblivion. Torrential and Needle Cieling are good cards but its difficult to find room for them in the side because they'd only be good basically in that match-up and if you're on the Toon Tables and Evenly etc you're prob spending a lot of your side deck on switching to a go first thing. On the other hand, Diabolos seems decent against them.


20. Some clowns seem to thing that if Draco doesn't get hit that as hard that it will be a problem for this deck. This is completely untrue. I swear to god I'm more concerned about Altergeist seeing Imperial Order and Anti-Spell Fragrance than I am about that deck seeing them. In any event, they're in a conundrum over your Diabolos. Why? Because they want Master Peace to be unaffected by Spells to not get Afterburnered but this will cause it to not get the gain from Diagram which means Diabolos will be able to attack over it. Also, this is on top of the Evenly and Typhoon and maybe Twin Twister etc whatever shit that I hope you're playing. Brandish is just better at control than that deck is at helmet.

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Hash    3

haha Noelle once again with the essays

wonderful work my friend keep it up

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»Noelle    5848

bonus meme:


21. I think a lot of the random extra deck shit people are playing sucks. The Bomber Dragon card is unreal to summon and resolve. I honestly don't think Troymare Mermaid is that good. My argument would be that the situation it comes up is obviously on top of Phoenix. Phoenix itself is summoned late in the mirror. Mermaid points down and it's purpose is to be able to summon a Brandish Link Monster in that Zone. However, since it's late in the mirror, this is the most crucial time for your Anchor to be live. So if you go down the Mermaid route, which has the purpose of summoning another Link, you're conflicting with your Anchors being live. In this case I'd rather just leave Phoenix up and keep my Anchors most of the time. Oh, and I'm not a huge fan of Trisbena either. I'm sure there will be some horror stories about people losing in time or barely getting burned to death but on the whole because of how the increments work for game shots the math doesn't really add up. I'll admit that my theory on the Extra Deck is more primitive at the moment in general, but I think based on this I could motion towards a few more Cherries targets instead.

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»Noelle    5848

this deck is very easy to accidentally make illegal plays with. most of the spells need no monster in main monster zone to activate but that can be forgotten sometimes. cherries cant be used if they cherriesd your target beforehand but thats also easy to forget. make sure you:


1. keep a constant eye on their gy to make sure they arent adding a card with blue that they have in gy


2. keep a constant eye on their banished to make sure if they can use cherries. if they do use cherries, always make them actually reveal the card in tournament play


3. keep track of called by the gy activations to make sure u arent resolving effects illegally on the following turn


4. always stay on top of the present board state and whether or not their spells are able to be activated


5. keep track of field spell being up to make sure no one is using evenly matched or typhoon from the hand illegally



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»Noelle    5848

One relevant ruling to keep in mind is Evenly Matched vs Brandish Maiden rei floating. Apparently there is some disagreement among judges* on this question but it not floating seems to be the majority opinion:




*paulie made a post in adjcon about it and said everyone had a different answer to the question lol


edit: just got confirmation from earl. rei doesnt float because the cards your opponent picks to banish f/d arent considered banished by the effect of evenly matched, they're just banished

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»Pharaoh Atem    15769

the name "brandish" is a mistake

I miss the days where fan nickname control was centralized

the death of DN just makes my job harder.

org calls it strikeblade for a reason :(

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+Urthor    10227

That means Kevin is going to translate it as touchstick right?

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»Pharaoh Atem    15769

Whether he is or isn't is not going to help me fix this.

Also, we know cards described as Sky Striker cards are in the pack in question - we just don't know how Sky Striker as a term will be applied.

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»Noelle    5848
1 hour ago, Indescribled said:

Is there any way to search for or dump Diabolos to the graveyard outside of foolish burial?


some ppl play dragon ravine. dragon shrine works too

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»Noelle    5848

smh who changed the thread name this deck will always b called brandish72 to me.....................

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»Noelle    5848

from yugioh wiki tip section:


if u in g2/3 and ur opp has an unknown backrow i recommend using multirolls first eff on a dead card before activating engage so u dont get SKRRRRRRRRT on by cursed seal.


if ppl start using cherries main next meta shift might be back to called by the gy cus u dont wanna sit there waiting for sum1 to do something, u wanna play. this will be even more relevant if ppl on diabolos again. i dont wanna overhype changes that are happening to a currently imaginary format nor do i wanna bias myself in my small bubble of ppl and shit familiar with these theory ofc. we also have yet to rly do authentic proper testing imo and its been more casual. but still we gotta keep track of this stuff cus these indications in this miniature version of the format could translate to the actual nats format itself.


oh and it should have been obligatory but another one to keep in mind to check makin sure ppl doing legal plays is 3 spells in gy for second effs L O L

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turceal    29

You can also search diablos with Melody of awakening dragon if you play 2 of them.

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»Noelle    5848

regarding what zones to summon red and blue in when given the choice between extra monster zones, you usually wanna do red left blue right since they'll point to awkward zones on your opponents side of the field as opposed to the middle where they can do a lot more with it if their links point to either side. just a small technical play thing to keep in mind.

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LukeRandi    233
2 hours ago, Noelle said:

regarding what zones to summon red and blue in when given the choice between extra monster zones, you usually wanna do red left blue right since they'll point to awkward zones on your opponents side of the field as opposed to the middle where they can do a lot more with it if their links point to either side. just a small technical play thing to keep in mind.


I don't think that's correct. Link Monsters that point to your own side either point down straight, left or right. So if I have a Zefra Metaltron in the left EMZ, and you summon Red Link into the other EMZ, i have a total of 4 Linked Main Monster Zones where i can Pendulum Summon into.

I'd rather summon the Sky Striker Links so they point to the middle MMZ of my opponent. That way, they don't get an additional zone freed up by Electrumite, Zefra Metaltron etc.

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»Noelle    5848

well we haven't been testing with pendulum generally cus we dont know what the list (if it ever comes) will do to it. against other decks for shit like knightmare goblin that point midleft and midright, that zone is def worse for them than middle where it opens 2 zones instead of 1. also, assume that they do summon in that corner zone, then they have to build up from there cus it will take another link monster for the pointers to even be able to reach their extra mon zone (assuming extra mon zone point down right, and 2 things they summon in the zones they free point left)

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