Yugioh
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Friday, July 30, 2010

DREV? Why?

Today we're going to look at some of the new themes coming out of duelist revolution. The top 3 are Scraps, Watts, and Amazoness monsters. There is, of course, more being released. There's Naturia support, new Synchro Fusion monsters, all new beast support, and a slew of new generic magic and trap cards. But we're just looking at the 3 aforementioned themes.

Scraps - Probably the most anticipated theme. It's a synchro-swarm and control theme that still wins with large monsters. The big monster in the set is Scrap Chimera, and is your gateway to do half of what you want to do, the other half comes from playing Scrap Golem. Both can get other scrap monsters out of the graveyard and onto the field, allowing for easy 1-2 turn synchros. Many scrap monsters have effects that happen when they are destroyed by other scraps(or themselves) and the tuners are no exception. You can use Scrap Hunter(not the best scrap available) to destroy a scrap you control and then mill a scrap tuner. If you're trying to set up a Scrap Dragon Play, you can use one of your 3 scrap chimera to get one of your 2-3 beasts from the graveyard for an instant Scrap Dragon. I would say the best way to destroy your own scraps besides with scrap dragon is with Scrap Storm, which plays out like this:
1) Select 1 Scrap Goblin on your side of the field.
2) Send 1 Scrap Chimera or Scrap Beast to the graveyard then draw 1 card.
3) Destroy Scrap Goblin.
4) Add Scrap Chimera to your hand.
5) Normal Summon Chimera, Special Summon Beast, Synchro for Dragon. You lost 2 cards and gained 1 in hand and 1 in field presence.
I think the deck would benefit from waboku (scrap counter isnt very good imo), shrinks, and other cards to keep your scraps from being destroyed by battle(some can't on their own lol). Then you're free to do your synchro plays next turn.

Watts - Watts are evil little things. They are all light thunder monsters. Many of them can attack your opponents life points directly and many of them have effects for when they do deal damage. Wattchimera, which we'll assume is the boss of the theme, can attack directly with its 1400 life points, but it also sends a random card to the top of the opponen't life points, which is particularly scary. Wattcube from TSHD makes the monsters ridiculous with its 1 turn 1000 atk boost. If you want to keep it, the monster instead gains 100 per thunder in your grave, so you're looking at some decent direct attacks. This deck is definently more for stall+burn. All your monsters have less than 1500 lp naturally, so they will need protection.

Amazoness - Perhaps the only theme I'm personally looking forward to. Amazoness are OLD cards. Low attack earth warriors with battle and searching effects. With DREV they gain a few cards that not only raise their attack, but also keep them alive, add more amazons to your reserves, and even punish your opponent for getting rid of them. Add in generic support such as rivalry of warlords, burden of the mighty, solidarity and others and I think it could make a very painful deck. Amazoness Trainer starts off with 1500atk, 2300 with solidarity. Anything it destroys gets sent to the bottom of the deck which is awesome in the current meta. Then it gains 200 attack just for killing it! Queen will protect your amazons from battle destruction, which is -okay- lol but you'd really want to be on the offensive asap. Amazoness village is one of the best cards in the set. When an Amazon is destroyed by anything you can special summon another the same level or less FOR FREE. And its from your deck which is even more obnoxious. The go to gals for your search would be Blowpiper if they wont attack again, Chain Master if they WILL attack again, Paladin to start your offensive play, Swordswoman to win that turn, Tiger to end the battle phase, or Scouts to win on your turn. The toolboxing in this deck is amazing with Village. Not only that but expect more TCG exclusives like Scouts to come out for Amazons too. If i get lucky with DREV, I might actually try this deck out.

Sunday, July 25, 2010

My favorite decks I don't run! (Non-meta)

The best part about Yugioh is that there are sooooooooooooooooooo many decks, there's almost no telling what your opponent is going to use against you. Of course, the "meta-game" is the theory that the best players will put together the best deck they think is possible at the current time and run that, making deck variety a little more shallow. This is evident in the last nationals tournament where the top 32 decks were over 30% the same.

But just because this "meta" exists, doesn't mean that there aren't other playable decks, or that those meta decks can not be beaten. Some people call them "rogue" decks. Personally, I do not like to categorize either, but I will call some things meta for the sake of understanding the "popularity of the deck."

I have no issues with meta decks though, I just happen to like these "rogue" decks instead(for now), and in this thread I will list many I am a fan of and why.

Darklords- These can be involved in many decks, but my favorite is the Asmo Return deck. It involves getting Asmodeus in the RFG zone as soon as possible and summoning him with the plethora of RFG recursion offered to dark fairies. The other build involves using cards like Athena to special summon Superbia from the graveyard, which in turn special summons ANOTHER fairy. It's very painful but too inconsistent to me.

Reptiliannes- There are many BAD versions of this deck running around but the best I saw focused on vaskii. One of the issues with reptiliannes is that people think you have to run all the cards in their theme, but that actually hurts more than helps. The ideal deck keeps your monsters on the field with cards like Waboku and Limit Reverse. It may even use Dandylions, Grinder Golems, and other cards to generate 0 ATK monsters, rather than waiting for your opponent to attack.

Yubel- I actually have this deck, but I need the final form before I'm willing to play it. Yubel is another deck often played incorrectly, where people get to the final form as soon as possible and use The Calculator as the win condition. The version that I believe to be the best focuses on The Terror Incarnate to stop your opponent from playing monsters, then it steadily hits the opponent until the game is won. I believe people call it an "Attrition build".

Fish!- Fish are amazing! Especially those using Superancient Deepsea King Coelecanth! The entire purpose of the deck is to use Coelecanth's effect for an explosive victory, and it is very explosive.

Earthbound Immortals- This is another deck people seem to have trouble building. Right now Light and Darkness Dragon is used in TONS of froggy and dandylion decks. The only difference between LADD and an earthbound is 1 card. Earthbounds cant be attacked and often do stuff when your opponent tries to get rid of them. My favorite is Aslla Piscu, for the fact that it is easier to fire off its effect, and can work with harpie's proving ground, which is one of the most searchable field cards in the game.

Spellcasters- There's way too many spellcaster decks to talk about. In all honestly, there isnt 1 build I particularly like over the others, or perhaps it is better to say that I can't understand a proper build of it. I just love the cards they have. Magical Dimension, Secret Village of Spellcasters, Breaker, Crusader of Endymion, Ice Queen, and Arcanite Magician are all powerhouse cards.

So yeah, lots and lots and lots of good cards in this game. I might have to do a part 2 of this, just because theres so many themes out there that I like.

Locals 7/24 Copypasta

Once again this is a copy from the pojo yugioh forums. I was 3-2 yesterday and lost the first match of the top 8, meaning that I was between Sixth and Eighth place.

Match 1 vs Flip Burn(friend of mine.) 2-1
He was using the flip monsters like Des Lacooda and the insects, all stuff that he can constantly reflip and control the game while Gravity Bind and level limit shuts down your opponent. First match he drew into nothing but Gravity Bind in which trunade->Urknight->Etc won me the duel. Round 2 he won with a very heavy set back row and 2 wave motion cannons, though I had to spend both my dust tornados on those 2 cards, I couldnt draw anything to get rid of Gravity Bind. Round 3 was starting off the same, but then I drew into Maximus on turn 2-3 and the play went as thus: Urknight->Sandman-> Maximus -> Blow up Messenger of peace-> Attack facedown stealth bird->deal 4900 damage. Next turn he forfeited.

Match 2 vs WCQ Xsabers 1-2
Xsabers, just like everyone else I played, I stomped first round. And he was constantly asking what cards did what, Xsabers is still the deck's best matchup. Its like blackwings without Kalut. Anyway, round 2 he has his sidedeck lined up: 2-3 Mask of Restricts, and Mind Crush....ouch. One turn he Mind crushed my reveal target, ruling says its revealed at activation, not resolution, so i got to keep my guardian. I actually had him down to 200 life points to my 8000, but then he busted out The Calculator to do some math, which means I was going to get FTK'd. Trunade made me pick up compulsory and Oppression-> boggart->some crap with double faultroll, i dont even know. Round 3 was pretty neck in neck, i think it was my 3600 to his 3000, but he had Mask of Restrict very early in the game and I dont side in dusts for xsabers. I almost think the deck needs to run Jinzo in the side >_> his backrow was sooooooooo heavy its not even funny. Only prob with Jinzo is he makes compulsory useless, so i'd have to drop them for enemy controllers.

Match 3 vs Morphtronics 2-1
Got stomped game 1. Sided in dusts for that stupid C&D equip card (i dont have the standard machine sidedeck). Won with Boulder searching for Urknight then playing Maximus for 5000 damage on both rounds 2 and 3.

Match 4 vs Glads 1-2
First round had a D Fissure on the field and I played Maximus and you cant maintain maximus on the field with D Fissure out, so I lost. I also had Corridor of Agony out which worked "okay" but it also stopped my Urknight play. (luckily he cold waved to stop my oppression and corridor, so i was able to win next round.)Round 2 I lost, I may be confusing that Maximus play with round 2. Round 3 he got out a very early Herk and I drew into nothing so he won.

Top 8 vs same Xsaber guy.
Pretty much same went as above. We were going at it for soooooo long, other pairings were already in Match 2. There were starlight roads firing off on both sides of the field, it was bananas. I believe the things that won him the game was summoning Emmersblade under my bottomless and actually attacking with it. There was a Mind Control at some point to make Andriod JUST TO GET HIS LP BACK LOL. Next turn it forced me to flip my own torrential on myself. After that though I drew into a Maximus with Urknight in my hand and no core. I realized, he attacked my boulder with Andriod, I searched out Sandman to activate my own torrential because I had already lost my only Tornado. If i had gotten an iron core instead, then my top deck Maximus could have won me the game. Unfortunately theres no way to know something like that would happen.

Lessons learned:
Against Glad's T-set: Never lead off with Sandman, expecting D.prison or Bottomless. Always expect Waboku or war chariot and summon Guardian instead. Either way, if they activate their trap, you lose a monster(either this turn or next turn after the tag-out). You have greater chances stopping the play with guardian than gaining field presence with Sandman against Glads.
Against Mask of Restrict: Side in dust tornados and heavy. If he sided in Masks then something got sided out and his trap kind is either break even or higher than it was. If you get starlight roaded then oh well, better hope you get urknight or Tornado because stardust is probably less dangerous than a Mask of Restrict up the entire game.

Thursday, July 22, 2010

Understanding deck hurdles

I have been on that Duel Monsters Genisis(DMG) for a couple of days now. It is slightly better than dueling myself over YVD because a play I would make is not necessarily one an opponent would make. When I test, it is usually against a computer generated synchro or blackwing deck. These decks don't require too much additional thinking, and the moves you make aren't too dependent on your opponent's field. For example, a blackwing player will pretty much always start off with a set vayu or summon a monster after activating black whirlwind. DMG gives me the chance to "randomize" my experience even more. Unfortunately, DMG has some anime cards and starstrike blast cards that have been unregulated, which skews our testing results even farther. But even with that, we can identify problems with our deck and make any necessary changes.

Let's take the Northy build for example. A main problem with the deck is that a great deal of the monsters have 1400 atk. This means that an opening play with manju doesn't provide much "field presence". Therefore, I had to add in Honest. But even that is not enough, especially with all the dark monsters. I added in rush recklessly for even more of a surprise element, But I realized that even that is not enough with my 6 1900 ATK monsters and 6 1400 and less mosnters. This resulted in me having to add in Burden of the Mighty and 2 Lightning Vortex. Burden is a card that decreases the atk of a monster by its level, so a Stardust because 1700, a Scirocco becomes 1500, and many other level 4s drop to 1400. Lightning Vortex has been in and out of my deck a lot. Starlight Road is an obvious threat and hand management is VERY tight in this deck. But I realized, with triple Breakers, MST, Heavy, Decree and Dark Bribe, I really shouldnt be in any danger of getting starlight roaded, and if it does happen, then my opponent already has the advantage that a Lightning Vortex may not overthrow.

Thinking about the deck's weaknesses is VERY important. Right now I'm testing Core Compression in Koa'kis to offset the speed of the deck, testing Battle Faders in Fiends to offset the low atk monsters, and all that's left to do is wait for results.

Wednesday, July 21, 2010

So....what?

Today I didn't do too much. I decided to try this "Duel Monsters Genesis" online game to watch people play Yugioh. It's entertaining to say the least. Unfortunately, there are a LOT of people playing what they think are top tier decks, but because they don't know how to play or whatever else, they are doing crazy illegal or crazy bad plays.

For example, one player had Herald of Perfection with Royal Oppression. Now, Herald on the field with Oppression set sounds awesome right?

Well what happens if you don't have Herald and you had to use Oppression to stop a game winning maneuver from the opponent? Now your Herald is unplayable until you get heavy storm or Mystical space typhoon.

Card choice is very important in this game. A lot of people think that if they toss in some of the best cards in the current format, then their deck is now super-powered. Right now, a very powerful card is Thunderking Rai-Oh. While he is face-up on the field your opponent cant search their deck from card effects, nor can they special summon without the threat of it being negated. So why not run this in any deck?
Well, it's called synergy and random "tech", as people call it, can have very little synergy with your deck. If you are running Thunderkings, then your deck will have a lot of trouble if searching is very important to you. If special summoning is your win condition(such as in the Herald deck), running Oppressions may not be in your best interest. If you have a lot of valuable spell, trap, and monster cards that you can not retrieve from the graveyard, then Ryko, Lightsworn Hunter may not be the card for you.

"Tech", which is basically tossing in a card that may be outside your theme, or for the purpose of throwing off a specific opponent's play, is great when it's done properly. It's also something that can change your deck from playable to inconsistent.

Tuesday, July 20, 2010

Deck #3 Fiends

Following the completion of the Northwemko build, the next deck to be made is a Fiend deck. Everyone knows that in the current state of the game, many of the most powerful monsters and most used monsters are fiend-type. This includes such powerhouses like Caius, the Shadow Monarch, Doomcaliber Knight, Battle Fader, Gorz, all infernities, sangan and the recently released Fabled monsters. As already posted, I used to run a Necrofear deck when she first came out in labyrinth of nightmare, but now that the monster count is much larger and much more intimidating, I think now is a great time to bring it back. So lets look at some of the key cards in the deck:
Dark Necrofear - Easily playable and provides 2 turns of threat to the opponent.
Giant Germ - fuels a good 30% of the deck. Minor burn damage, fissure bait, and blocks attacks.
Caius, the Shadow Monarch - Best Monarch in the game. Easily playable with tribute fodder. Always hits 1 card on the opponent's field unless negated.
Stygian Security - fuels another 30% of the deck. Blocks attacks and synchros into Stygian Sergeants.
Doomcaliber Knight - fuels probably 15%. Major threat to the opponent and forces plays.

So yeah, in an ideal deck I'll have all of those cards. Unfortunately, being a new player, this probably wont happen so easily. So we'll have to use a few different cards. For example, since Doomcaliber will be a bit of a problem, we may end up using Slate Warriors and Card Guard. Slate Warrior is an amazing 1900 attacker that forces S/T plays unless the opponent wants to lose the monster that killed it. Card Guard is another 1900 that can bait out bottomless, D. Prison, etc, but also has an effect where he can essentially become 1600 to make 1 card immune to 1 instance of destruction. But the part that makes him better is, unlike Breaker, his effect happens even if he's special summoned! So RftDD, DDR, EftDD will all reuse his effect.

Either way, the deck is still in the planning phase. I believe my first playable version will look something like this:
Monsters: 21
x2 Dark Necrofear
x1 Darkness Neosphere
x3 Caius, the Shadow Monarch
x3 Giant Germ
x3 Stygian Security
x2 Slate Warrior (-2 for +2 Doomcaliber)
x2 Card Guard
x1 Dark Grepher
x1 Sangan
x2 Mask of Darkness (-1 for +1 Doomcal? Undecided on this)
Spells: 11
x2 D.D.R. Different Dimension Reincarnation
x1 One for One
x1 Mind Control
x1 Brain control
x1 Mystical Space Typhoon
x1 Heavy Storm
x1 Allure of Darkness
x2 Enemy Controller
Traps: 8
x1 RftDD Return from the Different Dimension
x2 Escape from the Dark Dimension
x1 Torrential Tribute
x2 Trap Stun
x2 Deck Devastation Virus
Extra Deck:
All the basics plus Stygian Sergeants.

Sunday, July 18, 2010

My favorite decks and why I run them

Ever since I first bought 2 Kaiba starter decks, I've always built decks revolving around my favorite monsters. Back then it was a blue-eyes deck using Ultimate Offering and 2000 def monsters. Then it was Summoned Skull Beatdown, as this was the only competitive deck around lol. Later it became Relinquished and then Dark Necrofear. Now, let's not get confused on how casual players play their favorite card and how I do (even though I can probably still be called casual). When I built my Necrofear deck, I didnt just splash her into any deck that ran a fiend. I actually had fully committed build towards Fiends using her as the boss (and Dark Ruler "Ha Des" as back-up). When I build decks with my favorite cards, it's because I intend to use them against people playing tier 1 decks. At this moment I will disclaim, and that I don't mind "meta-decks" at all if people want to run them. Hell, I would probably run Herald if I could have gotten the Tehtys's before the monster came out. The 2 decks I have, I have because I plan to use them, and I test with them constantly. Koa'ki Meirus have proved themselves to be playable, I just have to find the decklist I would be satisfied with. So let's talk about Deck #2 today, Divine Grace - Northwemko.


Pros and cons of Northy:
Pro - 2700 ATK.
Pro - Can't be destroyed by card effects unless your opponent removes her targets from the field.
Pro - Ritual Magic card makes her immune to card effects for 1 turn.
Pro - level 7 so she can be used with Djinn Releaser to further insure her life.
Con - 1200 def.
Con - Requires at least 1 face up card on the field to increase her survivability.

As you can see, her first Con is the same as most boss monsters in Yugioh, her second Con is not as comparable though, which brings us to her strategy. What cards should I have on the field as her targets? Well, we would want something that is difficult to destroy, and actually helps us too. That gives us the choice of cards like Royal Decree, Burden of the Mighty, Magical Citadel of Endymion and Secret Village of the Spellcasters. Those cards, barring burden are great for insuring their OWN life and Northy's! Citadel can almost never be destroyed by Spell cards and neither can Village. If your opponent does manage to destroy them, then you can take satisfaction in that your opponent used cards to get rid of those. Even with the destruction prevention, Northy is unfortunately susceptible to every other card your opponent may be using (Book of Moon, D. Prison, etc). A lot of people feel Northy is underpowered because of this fact, but let's not forget that most monsters in the game are susceptible to the above cards. Anyway, because of those cards, we have to run a LOT of S/T hate. This comes in the form of triple Breaker, the Magical Warrior, Double Royal Decree, and trap stun. I believe the deck may also benefit from cards like dark bribe; if you successful summon Northy with a field card, decree, and/or Releaser, then your opponent gaining an extra card after spending their book of moon is less of a threat than ever. Of course you can't use Bribe while decree is on the field, so we'd have to come up with a better idea.

In any case, the build is not tournament ready. I have a LOT more testing to do, but the results have been satisfactory so far. If you want to see the build it is in the pages above.

The next deck to be made is fiends, running Dark Necrofear, Neosphere, Caius(until he is limited) and Stygians. I believe that will be just as much of a treat as the others! (DREV will be AWESOME with Stygian Security).

Friday, July 16, 2010

Stillpoint Report

Before bed I might as well make my report on the 1 dollar tournament at Stillpoint. Surprisingly we got 10-11 people to play, despite it being pretty spontaneous. Before the tournament Chelsea and I kind of sat around not doing much. I dueled 1 person with the Northwemko deck which is still under construction, but is so close to completion that I needed to try it. Game 1 I didnt know I could Gorz before it gets discarded from X-saber battle, and that lost me the duel. After that though I didnt draw into anything and lost promptly lol. But anyways, after that we took out the Koa'kis and did the tournament.

Results 2-2, didn't top...Again.
But hey, this tournament was a lot of fun. I feel like the Koa'ki build is a LOT more consistent now than it was when I first entered tournaments in June. The theme as a whole has a lot of potential, and I'd love to see more cards, but we can save that discussion for later. For now let's try to discuss(remember) what happened today.

Round 1 vs Quickdraw 0-2.
Man oh man do I have trouble with quickdraw decks. What's nice about them is that they are very backrow lite, so I can summon guardians and not have to worry about getting sandman. The main issue I seem to have with the deck is that I feel you have to stop the fluff tokens or else they will synch into goyo and pretty much win the game without triggering Guardian. I need to somehow figure out how to stop the cards played AFTER dandylion is destroyed, rather than trying to stop the dandy play in the first place. First duel went really well. I had something along the lines of cold wave, urknight, core, maximus, and a crusader on the field to his set monster. If i summoned maximus and destroyed his set card, I could have had the OTK and won. Unfortunately, this is called "overextending" nowadays. My field ended up being Urknight, Maximus, Crusader, and Guardian and I end up blowing up a dandylion. So now my OTK goes up in smoke and because I overextended, I lost my hand and lost the match shortly after. Next match wasn't too much different. I didnt overextend and made some very good plays. What I lost to was a topdecked Lonefire->Tytannial with no Guardian on the field. I also only had Tornado n the field for the longest time, which happens more often than I would like. Tornado attacked into a hamster which got Ryko. Topdecked the core....Then he sets dandylion, attacked into that, he gains more monsters and I couldnt topdeck the core again. If he drew ANYTHING to tribute with, he could just do it with Mega Hamster. No point in "Tornadoing" tokens if he still has tribute fodder afterward.

Round 2 vs Xsabers 2-0
Same thing as most saber fights I've had. Only the synchros and Faultroll can swing over a koa'ki so a lot of this (and the next xsaber matchup)is won by set boulders. Xsaber players dont usually set monsters, and often attack into stuff to bait out your S/T cards. I didnt get saber holed today, trunade, cold wave and MST did it's job. There are many outs for the KM deck to deal with sabers. If you think about it, they have, maybe, a 5% chance to draw both Rescue Cat and Cold wave. They have an even higher chance to draw cold wave while they have faultroll in their hand(from darksoul). But we have 2 Oppressions, 3 Compulsories, 3 Urknights, 3(I added 1 today) Boulders which increases out chance to get iron core, so the raw % of me drawing cards to stop their game winning play is just higher. Theres really only so much they can do with such low attack monsters. Stop the synchros before they start and try your hardest to stay in control

Round 3 vs Machina 1-2
Another deck I have serious issues with. Joe showed me his side for Machina, which is System down, Fortress Dragon, Proto Cyber Dragons, and Limiter Removal. Me being a new player, shows that I have 0 of these cards. So my side against Machina is just +1 compulsory... First game I control the match. Urknights, Crusaders, the only monster threat in the deck is Jinzo, Cyber Dragon and Fortress. Until, and this is when match 2 started, the Machina player draws Solidarity. This puts gadgets at 2000-2200, which is VERY painful. Luckily I drew up core overclock, but "hey, let's play a 2nd Solidarity." Thanks game. I lost that match, It was just too difficult to deal with a 2800 monster, all the while knowing your opponent is building towards a 4100 atk monster. Essentially I need to rethink my strategy against Machina. Either put in trap holes for gadgets(they gain a monster while you lose a trap card), put in dust tornadoes for solidarity(machina decks use a very small amount of S/T cards from what I've seen. A lot of them are 1-for-1 removal, so is dust tornado worth it for 3-4 targets?), or put in something unexpected like Core Blast and Core Reinforcements. I'll continue trying to figure this out.

Round 4 vs Sabers again 2-1
This was pretty similar to the above match. I don't believe I was able to starlight road Steve, perhaps I did. I know for sure I did against my first Saber round. Today I actually didn't get to Oppression much of anything. So what won me the game? I would have to say 1st turn(and in round 3 1st AND second turn) boulders won the game. Of course getting things like Trunade and Cold Wave help too, but saber players often attack your set monsters. And when they dont, they set darksoul, in which now you have a chance to gain the field. What's awesome about darksoul is you can search out a game winning combo at the end of the turn. But while you're doing that, I'm already controlling the field. In my opinion, Darksoul puts you either 1 turn ahead of your opponent or 1 turn behind. It really depends on what I'm able to keep on the field. They need 2 monsters to essentially do ANYTHING in that deck. Synchro? 2 monsters. Faultroll? 2 Monsters. This is where I use compulsory like a maniac. I HAVE to stop the play before it happens, or else I can't get field presence back.

All in all, I had fun. Monday I'll play more people with Northwemko if I can help it. I'll try to post the deck too.

Tuesday, July 13, 2010

Diehard games report

This is a copy paste from another YGO forum. I'm a little too tired to give a better report. I may elaborate on it in the morning.

Round one vs FroggyMonarchQuickdrawDandyWarriorSillyness 1-2
This dude always comes to our locals with an original deck. I have a lot of respect for him. Round 1 I was fighting he did nothing but quickdrawmonarch generic crap. I won first round with ease, and decided to side in some stuff (compulsories, something else too, basically I took out overclock and lab) Round 2 he opens up with Swap->treeborn->quickdraw->some other frog-> drillwarrior and I was like crap. Drew into nothing both rounds.

Round two vs Anti Meta Gadgets 2-1
This is the kid that beat me last weak. Antimeta is hot and all and does win games, but I think the big problem with it is its SO focused on hand advantage amd your only field advantage is Rai-oh, Cyber Dragon and a bunch of One for One S/T. I was able to win with that, he had to make me get a ruling on crusader vs doomkaiser suicide but I assured him that crusader still fires off, and i added Urknight for the win.

Round three vs Xsabers 2-0
Royal Oppression and Compulsory wins games. I think I say this every time I post in this thread. Compulsory as stopped so many Cat plays and Faultroll plays for me is crazy. He even had fullhelmknight on the field and opened Cold Wave, in which I compulsory fullhelm which completely ruined his play. I had Oppression both games and did the ole trusty Trunade Oppression->Urknight->Guardian->Re-set oppression. I also won the final hit with compulsory on Pashull.

Round four vs Six Sams kid with a "buy" 0-2fejwiojfow
He wins first dice roll. Opens: Gateway->Gateway->United->United->Union Samurai->Draw four->Search Grandmaster->Union equip and I was like wowwww. Granted I lasted for a while with double maximus in my hand, eventually I lost because he got to search basically every turn/ He even drew his 3rd Gateway which was pretty much auto win. Round two wasnt as bad.....But....I drew 5 turns after my first draw(Guardian) of no monsters. 2 Dust Tornados(sided in) 2-3 Compulsories, Torrential, Lab(i think? Some KM magic card) and Bottomless. Really REALLY wish i could have draw at least 1 playable monster but nope, I dont get to play monsters in yugioh lol.

Sunday, July 11, 2010

Turbo Pack 3!

As a new player, this is very important to me. I can get these from locals to get a lot of cards that I don't have, like Ultimate Caiuses! Actually I'd probably be better off buying the caius's outright.

Ultimate Rare (1):
Caius the Shadow Monarch

Ultra Rare (1):
Dark Grepher

Super Rares (4):
Rescue Cat
Morphtronic Celfon
Treacherous Trap Hole
Rekindling

Rares (6):
Dark Eruption
Magical Android
Gladiator Beast Retiari
XX-Saber Faultroll
XX-Saber Ragigura
Saber Slash

Commons (9):
Nobleman of Crossout
Kycoo the Ghost Destroyer
Destiny Hero – Diamond Dude
D.D. Crow
Cloak and Dagger
Superancient Deepsea King Coelacanth
Gladiator Beast War Chariot
Pollinosis
Koa’ki Meiru Drago

Now what do we have here. Lot of good commons for people to try out. Honestly I'm a big fan of the Coelecanth deck(especially with Genex Undine and symbols of duty.) and common dragos are cool too. I also don't have DD Crow and Diamond Dudes so we can try to get a playset of those. Faultroll though..I really don't plan to make an X-saber deck. Yes I know they are top tier but we do still play for fun around here. Maybe I can trade them to people who dont have access to the turbo pack.

All in all it's a nice list. Lots of popular cards on it for people to try out.

Friday, July 9, 2010

The Wish list


I decided that, before work today I was going to scroll through TrollandToad.com and put together a little wish list. I'll try my best to keep track of the items on it, and even try to cross out some of the cards I've gotten! It's mostly going to be playsets of items, and there's a lot of older stuff on the list like The Masked Beast for my Demise deck and some more Dark Valkyrias for my gemini deck.

What's interesting is that when I first started playing the game, only a few people were buying single cards. And to that fact, those were the people usually topping locals. Now that's not to say that I never topped locals back in the day with Summoned Skull beatdown, I only want to point out that the other people who were winning, were those that took the game even more seriously. I told myself that I would never buy single cards and that held true for a long time. That is until I restarted playing. Initially I used my pulls from packs as trade fodder, and I still do. But, at some point I realized that by the time I pull an infernity launcher valuing at 12-15 dollars, and trade for 3 Masked Beasts valuing at 3 dollars a piece, then I will be losing money. Of course that Launcher only cost me 5 dollars, but then we'd have to get into how many packs of TSHD I bought before getting that(not many. TSHD has been good to me). So, when I first saw the prices on troll and toad I was shocked. Some of my favorite cards and some of the things I REALLY needed in my deck were only 33 cent a piece! I practically made my Koa'ki deck while only buying 15 dollars(plus shipping..3dollars!) worth of single cards. This is amazing value to me. Most people would not have traded 15 dollars worth of cards for a 15 dollar card, not if the quantity is tipped so far in my favor.

This Wishlist is going to be long lol, but great also.

Wednesday, July 7, 2010

I need to play more

As of right now I have two local shops I can play Yugioh at: DieHard Games and Stillpoint. A few people have suggested that I try out a store called Over The Edge in Fairhaven. So let's take a look at that in terms of traveling.



A) DieHard Games
B) Stillpoint
C) Over the Edge

As you can see, Over the Edge is not exactly a hop and a skip away. In fact its just as far from our base of operations as The Wizards Duel, and that's a 40-minute drive plus traffic. I've been told that there are a few more spots in Rhode Island that I may be able to go to. If they don't break the 30-mile, 30-minute mark then I'll try them out. Until then though, I'll have to resort to playing on some Fridays, Saturdays, and Monday only. And Monday is only 3 hours worth, is that even enough!? Hah I say! I must find a 3rd location. My urge to play and meet new people has yet to be quenched.

Tuesday, July 6, 2010

Back from VA!

Last weekend my girlfriend and I visited my family in Virginia for the first time. There was a pretty big family event at the city park that my father wanted us to attend so we(me) did the 10+ hour drive from Massachusetts to their on Saturday morning and came back yesterday afternoon.

After all the exhaustion and vomiting, Operation: Liberate 2002 was only minimally successful.

What happened? Well, for those who don't know, Operation: Liberate 2002 was to go back home to Virginia and take all the Yugioh and Pokemon cards That I had from when I first started playing. These were things like the second half of my Necrofear deck(mother has already mailed me the first and worse half), awesome staples such as Mirror Force and Solemn Judgement(I was running Solemn ever since I first pulled it from MRD), and even more awesome older cards such as Mask of Restrict and Chain Destruction.

But unfortunately, the only good cards I found were none of those, and the rest of my deck was nowhere to be found. Did I sell them? Only card i remember selling was Dark Ruler Ha Des. Did someone take them? Possibly, but I'm more inclined to believe that they were "moved to a more secure location" than taken.

I did manage to get ALL of my original Pokemon cards, though. Surprisingly some of the base set holos still sell for 20+, then theres the Charizard that still sells for a high price, unfortunately I never owned one of those lol.

Oh well. I guess I'll ACTUALLY be a new yugioh player. Practically everything I have and use now is just the culmination of the last 2 months...

Thanks for reading.