Yugioh
Hi everyone and welcome to my personal blog! Despite the huge Yugioh banner above this text, I post about other things too, specifically video games. Leave comments wherever you like and check me out on Facebook and Twitter @Veedotme.

Friday, October 29, 2010

Can i have exclusives? + Northy!

Another popular thing to talk about for exclusives is for the Koa'ki Meiru theme. What's interesting is that Koakis have some of the MOST cards in its theme compared to any other in Yugioh. There are also some exclusives already, such as:
Beetle
War Arms
Ghoulungulate
Gravirose
MAXIMUS
Core Transport Unit
Koa'ki Meiru Prototype
Core Overclock
Now, let it be said that Koakis were thought to be finished after YGO "series 6", But with Starstrike Blast having a single Koaki card in it(Koaki Ring), there is hope that we may still get 1 more exclusive. But out of what Konami has made, only a few of them are useful in a pure Koaki deck. So everyone(me) wants them to make just ONE more card that can tie the theme together. Here are a few things that can work:
-A card that relieves koakis of EP costs altogether.
-A card that special summons itself with a useful "pure core" effect.
-A card that relieves the cost of using the core (or replaces the core).
-A card that allows you to search the deck for koakis more quickly than Lab and boulder. (A ROTA style effect)
-A card that can negate spells.
Out of these, I believe that special summoning, searching, and an effect that can tie the cards all together. Relieving us of end phase costs or reveal costs would be nice an all, but It would also be nice to have a card with it's own ability, rather than a card that only enables use of OTHER cards.

For example, a new continuous spell card "Iron Core MK. II" with the effect: While this card is in your hand, its name is treated as "Iron Core of Koa'ki Meiru". While this card is face up on the field, card effects that require an "Iron Core of Koa'ki Meiru" for activation no longer require it(all other costs must be met). In theory, this is an awesome card. With it, you can spam Luster, Negaton, or Core Blast. But the problem is, cards that dont do anything else can become just as dead as the core itself. Sure it ENABLES use of cards, but until that happens, it will be dead.

So I would much rather have a new monster(I feel the koa'ki monster lineup is lacking) that has its own empowering effect. Crusader and Urnight are great because they are instant field presence, so long as you can get over the opponent's monsters. Sandman and Guardian do similar, but not as well. So a monster that searches the turn it is played, or a monster than creates such a presence rivaling crusader and urnight. This is one of the funny effects i came up with:
Koa'ki Meiru Engineer, psychic, earth, level 1, 1000/1000. You can Reveal an iron core to SS it from your hand, or maybe if you control a Koaki you can SS it from the hand. While you control a Koaki it can not be selected as an attack target. Then it gains effects based on the type of monster on the field. Beastwarrior= When you Destroy a monster by battle you can SS a Koaki from the grave? Rock= You can remove 1 Koaki from the grave to negate a spell card activation and destroy it? Warrior= When a Koaki attacks a level 4 or higher monster, place it at the bottom of the deck without applying damage calc(or maybe just make them Ehrens)? Any other= Light and Dark monsters can not be summoned(idk, maybe just stop at the warrior effect).
Divine-Grace Northwemko
In other news, mah girl is back in bl....ue! And this time she's paired up with Demise! I'm trying to stray away from the generic Northy lock build, that involves 5 cards to win the game (Decree, 1 Spellcaster on the field, Village, Northy and Ritual of Grace). Now, I'm trying the old school JP version of the deck, where Northy and Demise both share the stage. And though Northy really has no targets besides Demise himself, the deck has many many cards to generate field presence far greater than your opponent's, and force them to topdeck very early. The deck I used to use with Demise was all about the OTK. You win with cards like Geartown, Megamorph, and Limiter Removal. With this new build, you play a war of attrition(similar to playing Yubel). Destroying your opponent's resources with back to back Black Roses and Demise. All until you win because you have bosses and they dont. I is still a little incosistent because of the triple preps used to recycle ARA, but the addition of pot of avarice in the deck is simply amazing.

TCG Exclusives prease!

Unicorn synchro is still just a few cards from completion and testing has begun in full swing. Talking again about scraps vs "Lockey", I have begun using a combination of the 2 of them. I decided to take out the 2 scrapyards in favor of mind control and a 2nd 7 tools(which may become something else, like Charge). And instead of elephun and 1 of the Chimera, I'm using 2 Mice, THREE cats, and 2 chimera. And surprisingly, I draw cats when I don't want them every now and then lol. Maybe when Starstrike Blast comes out, I'll replace a cat with Chain Dog.

Speaking of cats, there was a fake post on the Yugioh Wiki that had a monster called Super Cat as a TCG exlusive. There are no credible sources, and there was a Koaki card on the list before, which proved to be false. I just wanted to talk today about TCG exclusives that I would love to see. A lot of times, Konami seems to make a couple of random support cards, and a couple to support the new themes in the set. Following this, xsabers, karakuri and koakis all have exclusives already, but I'd love a COUPLE more to make certain decks just that more playable.

Super Cat - Level 3 Beast. 1200/1000. Once per turn, you can special summon 1 level 3 or lower non-tuner Beast type monster from your deck to the field.
In all honesty, card doesn't do all that much. What would I summon from the deck at level 3? Mine Mole? Okay I get some additional fake field presence, which could have been done better with Mega Hamster. I'd rather have Rescue Cat unbanned than a crappy card like this for Beast support. Darksoul ruined kitty, Airbellum did not. Turning 1 card into a level 5 or 6 synchro is pretty broken, but other cards can do this just as easily and aren't limited to 1. Some even say that Debris is more broken than Kitty, simply because it is far more splashable. If I can't have rescue cat back, I'd rather have something else like:
Super Cat- Level 3 Beast. 1200/1000. During your opponent's main phase, you can remove this card from play to select one monster on your opponent's side of the field. It can not declare an attack this turn. Durng your next stand-by phase you can return this card to the field and special summon a level 3 Beast from the deck.
Broken? It's good, yeah. No worse than a Lonefire Blossom. You can slow Kitty down by either a) not letting it get 2 cards, or b) inceasing its cost or time of activation. Any other changes would make it a terrible card, and I only gave it the attack negation to make it do SOMETHING besides leaving you completely open.

All Beasts really need is a card that can tie a majority of the monsters together. Dark Desertapir and green baboon form links with your monsters to interact with the grave, and many many beasts interact with the deck. However, in the current meta, having to be destroyed by battle is far too slow. I feel what Beasts really need are cards that can form links between monsters upon its normal summon. Mega Hamster can almost do it, Cat and Chimera can do it with Mouse and Beast respectively. Kitty could do it, but now its banned lol.

Tomorrow I'll talk about Koakis and how I think it could be fixed too.

Sunday, October 24, 2010

Scrap Beast vs Key Mouse, and Naturia Tapir

I came to realize that there are a couple main problems with the Naturia Tapir deck. The 1st issue is Pineapple, a good card, but because the deck runs plants, the only synchro options are Splendid Rose and Queen of Thorns. Really, synchro is the main problem in the deck. Of course, Naturia Beast is a great monster to sync into, but the way how these recent beast decks work is to synchro into Unicorns very easily, which can't be done in this Naturia deck. I believe a proper "Naturia Tapir" deck would use Beast, Rose, and Queen as convenience synchros, rather than being a synchro-centric deck. That means that the rest of the deck will probably be more aggro. It may even be able to run Moja along with D.D. Crazy Beast, Bazoo, or other similar aggressive beasts that Dark Desertapir can special summon.

Lock CatFocusing back onto Unicorn Synchro, I'm still contemplating Lock Cat and Key Mouse versus Scrap Chimera and Scrap Beast. Both do essentially the same thing, one card is a tuner, the other can SS the tuner from the graveyard. Pretty simple stuff.
Pros:
Scraps: Level 4 for 1-2 card synchros with Mine Mole. Searchable by Scrapyard. Basic attack rating. Synergy with Scrap Dragon, which is rare in this format.
Cat and Mouse: Evades Bottomless Trap Hole! Destruction effect, setting a key mouse on the field actually benefits me. Level 1 Tuner, so it can be used with mind control on enemy synchros to make just about anything, and let's not forget Formula Synchron in Starstrike Blast.
Cons:
Scraps: Bottomless trap hole target. Useless destruction effect that can only be used with Scrap Dragon. Can't be searched by Giant Rat, Hamster, or really anything but scrapyard.
Cat and Mouse: No attack rating. Level 1 tuner so a 1-2 card synchro leaves me with an empty field, whereas a Chimera play to make Bicorn leaves Chimera on the field.

I really need to test a few more builds. One using Cat and Mouse instead of the scrap engine, and one using both "Lockey" and Scraps in the same deck. Since Unicorn synchro uses Elephun as an intermediate tuner, they can be replaced by 2 Mice, then the only other thing is to find a replacement for 2 Cats, which may be the 2 scrapyards.

More Unicorn Synchro and Deck #52, Naturia Tapir?

Unicorn synchro is still doing well with alpha testing. I'm still 2 hamsters and 1 Naturia beast away from Beta testing the build I want. As far as the side deck goes for Macro, there still arent too many things I want to use. A couple possibilities are:
Malevolent Catastrophe
Mystical Space Typhoon #2
Imperial Iron Wall
Trap Stun

It's obvious how Iron Wall would help me out, but it also makes my Tapir engine completely dead. I'd have to side out Tapir and go with Lock Cat and Key mouse in this situation. That is why I think Catastrophe may be superior. Against pure macro(DD Survivors and crap like that) Catastrophe forces them to burn through their hand. Against an anti-meta deck, catastrophe grants me a free turn, then I'd have to deal with more stun afterward. I'm also considering siding RftDD against pure macro decks, as it is a great way to reverse the game. My monsters will have to be sided out though, which is a big problem for me.

In other news, I was thinking of a new Tapir deck that uses a few other very powerful cards. It is a Naturia deck, with Pineapple, Bambooshoot and Cosmobeet as the only normal summons. Those can be grabbed using Lonefire, Lord Poison and Giant Rat. Then Lock Cat and Key mouse make synchroing very easy, along with the typical Tapir Engine. I'll talk about it more if it jumps off.

Thursday, October 21, 2010

Quickee Post, Unicorn Synchro!

It's a shame how badly Intro did at the last locals. Won 0 of the matches that mattered (1/4) and barely won anything in between. My heart is leaning back towards Koakis, Amaryllis, and Unicorn synchro. Intro may get the same treatment as Northy, a deck I would love to use at any time, once I figure out a good build for it.

What I am enjoying though is Unicorn Synchro. Seeing as I pulled my 1st Thunder Unicorn today(and 2nd Ultimate Tricorn) I feel that the deck WANTS to be played. The only cards I am missing are the 2 megahamsters in the build and 1 Naturia Beast. Everything else is fair game.

What I'm wondering though, is what kind of side decks should I prepare?
Sabers seem to be the least issue. The deck can remain the same and I could just side in Gottoms. I could even change it to pure DD Beasts, but I would have to take out the mine moles AND scrap chimera for that. Killing half the deck.
Glads and Macro sound like a problem though. None of my non-synchro monsters can attack over a Glad Beast, and Macro kills the graveyard engine. Combine the 2 together and you get an evil combo that retards my deck. The only out I see to Macro Glads are Karma Cuts or something to put their cards in the RFG zone as well as mine. Then I could side out soul release and put in RftDD and Burial to keep the engine alive. For pure macro/Anti-meta we have an even worse problem. Most of the monsters are 1200-1900, barring those who use Caius, so attacking isn't the issue. The problem is the dang D. Prisons and Smashing Grounds. Who needs high attack when theres no monsters to attack? And if i side in MBAAS and a 3rd 7 Tools, I'm facing massive damage trying to rely on 6 cards to combat 10-12.

I'll continue trying to figure out how to fight these. Otherwise, I am looking forward to playing this deck.

Monday, October 18, 2010

Last time, Kaosu was able to defeat Dark Desertapir in a round of yugimonz. This is round 2 to the fight.

Kaosu(Intro to Chaos) 8000 - Dark Desertapir (Unicorn Synchro) 8000
Turn 1- Desertapir Since Tapir lost, it will go first. The opening move is the classic "T" set, one face-down monster and one face-down s/t card.

Turn 2- Kaosu Looks like Kaosu will open offensively with a Cyber Dragon. He attacks into Tapir's Mine Mole, which isn't destroyed by battle. Afterwards, he sets 2 s/t cards and ends in the turn.

Turn 3- Desertapir Seemingly not afraid of anything, tapir summons an Elephun and synchros for 5+3, Naturia Beast, with Mole's additional Draw. Successfully summoned, Beast attacks for "Cydra". With nothing more to do, Tapir ends.
Kaosu 7900 - Desertapir 8000
Turn 4- Kaosu Kaosu does some fancy manuevers. Effect Veiler negates Naturia Beast's effect. Then he mind controls it. Summoning End Master, it looks like he plans to synchro for 8, but alas, Tapir had Torrential set. Kaosu ends the turn after that.

Turn 5- Desertapir Tapir summons a Scrap Beast, which gets trap holed. Luckily, Tapir avarice's its entire graveyard and ends the turn with another set s/t. No monsters this time. After Tapir ends, Kaosu activates CoTH to get End Master back.

Turn 6- Kaosu Summoning Sangan, its time to get the match rolling with 3+3=6(Goyo Guardian). After the synchro, CoTH is left on the field and Kaosu adds Cyber Valley(Vari) to his hand. He swings for 2800 damage and ends the turn.
Kaosu 7900 - Tapir 5800
Turn 7- Desertapir Quick turn for the Tapir. Draw a card, set a monster, end the turn.

Turn 8- Kaosu Kaosu summons the Vari in attack mode. Goyo attacks the face-down monster, which is a Hamster, that special summons Ryko from the deck, face-down. With Goyo's effect, Kaosu gets control of the Hamster and ends the turn.

Turn 9- Desertapir Somehow, Desertapir is able to turn the entire situation around. Step 1: Flip Ryko to destroy Goyo and mill 3 off the deck. Step 2: Discard Giant Rat from the hand and summon Ape. Step 3: 5+2 = Voltic Bicorn. The Bicorn easily tramples the stolen Mega-Hamster. Tapir sets 1 s/t(finally) on the field and leaves Kaosu with nothing but Vari.

Turn 10- Kaosu Kaosu attempts to Monster Reborn his Goyo back, but walks into BTH. Oh well, at least he has Vari.

Turn 11- Desertapir Pot of Avarice(don't we all just hate this card) Rat, Ryko, Hamster, and 2 Apes. After drawing 2 cards, Desertapir uses scrapstorm and summons out the SBeast it searched for. SBeast attacks Vari, which gets removed from play to draw a card and end the battle phase.

Turn 12- Kaosu Another quick turn for Kaosu. He T-sets(1 monster, 1 s/t) and ends the turn. Looks like its time for defense.

Turn 12- Desertapir Desertapir summons a Dark Desertapir, looking to do a 4+2, but the Tapir gets flipped with Book of Moon. Bicorn attacks the set monster, a shining angel that summons another angel from the deck. Beast kills that one, which summons an End Master from the deck. Desertapir sets a s/t and ends the turn.
Kaosu 7700- Desertapir 5800
Turn 13- Kaosu Kaosu opens up with another Book of Moon, this time on the Bicorn. End Master attacks the f/d Tapir which activates Master's effect to summon Byser Shock from the deck. Byser bounces all face-downs to the hand, including that booked Bicorn! Byser can't attack over SBeast, so Kaosu does a 3+5= Scrap Dragon! Dragon's effect destroys Kaosu's floating CoTH from turn 6 and destroys Tapir's Scrap Beast.

Turn 14- Desertapir Tapir is far from finished though! Using Soul Release, Tapir removes a Dark Desertapir in the grave from play to special summon Mine Mole with its effect. Next, it summons a Scrap Chimera to pull SBeast from the abyss. 3+4= Voltic Bicorn with an additional draw. Now the field is 2500 and 1700 vs 2800, but there's more left to do. Tapir decides to pitch a 2nd Chimera in the hand to SS Ape at level 1! 1+7 = Lightning Tricorn with 2800 attack power. Tricorn suicides with Scrap Dragon, then activates its effect to summon Bicorn from the grave. Then Tapir can attack directly with both Chimera and Bicorn. Finally Tapir sets 2 s/t and ends the turn.
Kaosu 3500 - Desertapir 5800
Turn 15- Kaosu If Kaosu can't turn this around its game over. He uses RotA to get Armageddon Knight from the deck and puts Level Eater in the graveyard. Now with 3 darks available, he can special summon Dark Armed Dragon from his hand and use its priority effect to destroy the Bicorn. Tapir counters with BTH, removing DAD from the game, but both players still mill 7 because of Bicorn. Then, Tapir pays 1000 LP to summon Green Baboob from the graveyard. Looks like this match is pretty much over.
Result Kaosu 1, Desertapir 1

Thursday, October 14, 2010

Showdown! Intro to Chaos vs Unicorn Synchro!

DISCLAIMER: Long post ahead.
This is Round 1 of a 3 round Match between my 2 decks, Intro to Chaos and Unicorn Synchro. Both are very synchro oriented. The first pulls out 1-2 card synchros with cards from the main deck. The second pulls out 1-2 card synchros from the grave, with bonuses! Who will prevail!?

Kaosu 8000 vs Desertapir 8000
*Desertapir wins the coin toss, so it will choose to go first*
Turn 1- Desertapir Desertapir draws into 6 cards. Starts off with 1 set card and passes the turn.

Turn 2- Kaosu Kaosu opens with Sangan and attacks! It bumps into a Mine Mole, which isn't destroyed by combat once per turn. Kaosu sets 2 s/t and ends the turn.

Turn 3- Desertapir Desertapir draws a card. With 2 s/t on the field, it decides to set another monster and a s/t and pass the turn. Kaosu tries to destroy the trap with his set Space Typhoon, but is baited into wasting it on a Scrapyard.

Turn 4- Kaosu Play no other cards, Kaosu attacks Desertapir's f/d a Giant Rat with 450 more points in def over Sangan's attack. The rat stays, Kaosu sets a s/t and ends the turn.
Kaosu 7550 - Desertapir 8000
Turn 5- Desertapir With SOME defense on the field, Desertapir summons Scrap Beast. Kaosu responds with trap hole, stopping the synchro. To go on the offensive, Desertapir attacks Kaosu's Sangan with the rat, inflicting another 400 damage. Kaosu adds Shining Angel to the hand. Desertapir sets a s/t and ends the turn.
Kaosu 7150 - Desertapir 8000
Turn 6- Kaosu Kaosu draws into Dark Hole, and proceeds to go on the offensive. He clears the field, summons Shining Angel and swings for 1400. He decides to set another s/t and ends the turn.
Kaosu 7150 - Desertapir 6600
Turn 7- Desertapir Desertapir sets another card and ends the turn. Guess it's going back to defense.

Turn 8- Kaosu Kaosu draws into Reinforcements of the Army, which puts Chaos-End Master into the hand. He summons his End Master, and it Desertapir activates Bottomless Trap Hole. Kaosu chains with Book of moon, flipping his End Master and saving it. Kaosu then attacks into yet another face-down Mole and ends the turn.

Turn 9- Desertapir Desertapir draws into one of its key cards, Gold Sarcophagus! Gold Sarc removes a copy of Dark Desertapir from the deck and allows Desertapir to special summon scrap beast from the grave. Tuning level 4 Beast and level 3 Mole creates a Voltic Bicorn in attack mode, and nets a draw off Mole's effect. It then summons another Scrap Beast in attack mode. Beast attacks over the set End Master, then Bicorn attacks over Angel, doing 1100 damage. Angel allows Kaous to summon an Honest from the deck to the field. I think we can all see whats coming. Desertapir sets a card and ends the turn. During the end phase, however, Kaous activates his set card from turn 1, Call of the Haunted, and brings End Master back to the field.
Kaosu 6050 - Desertapir 6600
Turn 10- Kaosu Kaosu draws a card and activates the effect of Honest, returning it to the hand. Battle Phase! End Master attacks Scrap Beast, passing priority for card effects, in which there are none. Damage step, Kaosu drops Honest to destroy Beast and inflict 1500 to Desertapir. End Master allows Kaosu to summon Byser Shock from the deck after destroying a monster. Byser's effect sends Desertapir's face-down cards back to the hand, making for a safe synchro. Five + three = Scrap Dragon, which uses its effect to destroy the floating CoTH and Bicorn! Bicorn's effect sends 7 cards from the top of both player's decks. Funny enough, they both lose Monster Reborn. Kaosu sets 1 s/t and ends.
Kaosu 6050 - Desertapir 5100
Turn 11- Desertapir Desertapir opens the turn with scrap Chimera, which SS's Beast from the grave. He could make a Scrap Dragon too and empty the field. Since Kaosu has no scraps to summon with Dragon's destruction effect, Kaosu decides just to clear the field with torrential. Unfortunately, this lets Desertapir pay 1000 to summon Green Bamboon with 2600 attack. With no defenses, Kaosu takes the full hit. Desertapir sets 1 and ends.
Kaosu 4450 - Desertapir 4100
Turn 12- Kaosu Kaosu draws and starts with Allure of Darkness. He draws 2 and has to remove a dark, which will be Sphere of Chaos, from his hand from play. He then attempts to summon Chaos Sorcer, removing a Byser and Effect Veiler. It gets BTH'd, but not before it removes Baboon from play. Kaosu sets a monster and ends. Back to square one lol.

Turn 13- Desertapir Tapir draws. And decides to pass the turn, leaving it wide open.

Turn 14- Kaous Kaosu summons his topdecked Level Eater and flip summons....another Eater. Guess Desertapir got lucky. Swing for 1200 and passes the turn.
Kaosu 4450 - Desertapir 2900
Turn 15- Desertapir Draw! Activates cold wave and ends the turn. This could be the end of the Round.

Turn 16- KaosuDraw! Kaosu has the victory. A topdecked Sorcerer is summoned by removing the old Sorcerer and an honest. 2300+1200= 3500, plenty to win the duel.

Result: Kaosu 1 :: Desertapir 0

In review, Desertapir forgot to add Dark Darsertapir to its hand at turn 11. In the end, Desertapir had 1 Egotistical Ape and another D. Tapir in its hand, which could have become a 2nd Bicorn. Too bad, gotta stop misplaying!

Friday, October 8, 2010

Unicorn Synchro, Deck 47

Okay I think I've finally found the best build possible for "Unicorn Synchro." Unicorn Synchro is a beast deck that tries to recurs monsters in the graveyard and RFG zones for easy 1-2 card synchros. The main targest are Voltic Bicorn and Naturia Beast, which nets a +1 draw when used with Mine Mole, and a +2 Draw when used with Pot of Avarice.

The pre-alpha build of Unicorn Synchro used a few different cards for the Dark Desertapir engine. It used 2-3 copies of Soul Release, 2-3 copies of Unicorn Beacon, 3 copies of Future Visions, and 2 copies of Gold Sarcophagus. We have since changed it to 3 Soul Release, 2 Beacons, and 2 Gold Sarcs. The eason for this is, there just aren't enough Desertapirs in the deck to warrant 9-11 interactions with it. The current build has the (lucky)7 interactions which seems to be an ideal number. This way I can USUALLY use each one the moment I draw it, rather than getting it turn 1, which was the reason for using 11 components in the first place.

Another change we made was taking a bit of valuable knowledge from Beasties and putting it into Unicorn Synchro; and that is the fact that Scrap Beast-type monsters are ridiculous. Scrap Beast is an amazing level 4 tuner monster, with almost 0 draw back except for its searchability. Airbellum was nixed from the deck entirely and Beast was put in with 2 Scrapyard to replace the fact that Mega-Hamster can search out Airbellum. Because Beast was added to the deck, Scrap Chimera was a MUST at 4. What makes it so amazing is that unicorn synchro can easily pull a level 2-3 monster out of nowhere after a Chimera->Beast play. So your opponent may expect the go-to Scrap Dragon, but instead, I synchro into Goyo with ryko as material, or Bicorn with Mine Mole as material. Then when all else fails, we have Scrap Dragon to fall back on for some game winning destruction.

The only issues left in Unicorn Synchro are 3 cards.
1) Giant Rat
2) Unicorn Beacon
3) The "tech" trap
Giant Rat is a very good monster. It has 1400 atk, which can sneak under bottomless trap hole and check out your opponent's cards. It has an annoying recruiting effect, meaning that if your opponent wants to attack over it, they are practically setting up your strategy for you. The problem with Rat is that it only searches out 3 monsters in the deck - Elephun, Mine Mole, and itself(and Desertapir in emergencies). Not that this is totally bad, but the question is, would 1 extra Ryko and 1 extra Mega Hamster make a more powerful deck than running 2 Giant Rats?
Unicorn Beacon is also a key card in the strategy. Opponent bottomless's Naturia Beast? Beacon a Desertapir, Special summon Naturia Beast from the RFG zone, then SS the tuner from the grave, or the material. Soul Release Desertapir and Mine Mole, SS Elephun from the grave, then Beacon any card in your hand to get Mine Mole back, synchro for Thunder Unicorn then draw a card. The issue with Beacon is what to do with it when you DON'T have a monster in the RFG zone? I added in 1 Monoceros to try to fix that problem. Monoceros as the ability to turn a dead magic card in the hand into a Naturia Beast+Elephun on the field, Voltic Bicorn+Scrap Beast on the field, or any number of things with Egotistical Ape. The Utility is there, but so is the possibility of it being dead.
The Tech Trap is the 1 trap added in after I maximized the staples. I would have loved to use Super Rush like Beasties and Tapirs(the XSaber-Beast hybrid), but this deck as a supreme issue with dealing with traps. Right now I am using Seven Tools of the Bandit, as more and more people are using Solemns and Theme-specific counter traps. Trap Stun just can't keep up with those. But at the cost of 1000 LP, 7 tools at least insures my synchro can hit the field.

Anyway, Unicorn Synchro is starting to turn into just an idea(pre-alpha) into something I'm actually willing to build in real life(alpha/pre-beta). I still don't have too many details to report about "Intro to Chaos" since I haven't been able to use it in a real tournament. However, real-life testing(Beta) has been great. The deck only really slows down to decks that use even MORE s/t "monster hate" than Intro does, and it shines against pretty much anything else.

Wednesday, October 6, 2010

Quickee Post, Beasts + Xsabers = ?

I just realized that X-Saber Darksoul was a beast. Like Beasties, which uses Scrap Chimera and Scrap Beast as part of it's lineup, I believe that Unicorn Synchro(and another Beasties style deck) could do interesting things with Airbellum, Darksoul, and maybe even Faultroll. Unfortunately, I have trouble seeing Darksoul existing in the same deck as Mine Mole, which makes synchroing whenever possible an advantage. But perhaps Key Mouse and Lock Cat are the answer to this. With a Darksoul already on the field, Lock Cat and Key mouse can make Voltic Bicorn, same with Mine Mole. Then we'd have the option of gottom's emergency call and Desertapir to pull Darksoul out of the abyss. There's so many options, its not even funny. Whats even better, is that Darksoul grants us access to a level 6 synchro monster that ISN'T Goyo, and thats Hyunlei, and we all know how ridiculous she is. X-Saber Garsem is the 3rd beast in the X-Saber lineup. With Garsem, you could run triple Super Rush Recklessly's and be able to search out another X-saber from the deck. It creates quite a bit of space issues, however, the combos are all there. What's nice about these beast decks is the synergy between all the cards. With all these combos, what could EVER go wrong??

Tapirs



x3 Dark Desertapir
x2 Egotistical Ape
x2 Elephun
x3 Giant Rat
x2 Ryko, Lightsworn Hunter
x2 Super-Nimble Mega Hamster
x2 X-Saber Airbellum
x3 XX-Saber Darksoul
x2 XX-Saber Faulttroll
x2 XX-Saber Garsem
x1 XX-Saber Ragigura
x1 Dark Hole
x2 Gold Sarcophagus
x1 Giant Trunade
x1 Mind Control
x1 Monster Reborn
x1 Mystical Space Typhoon
x2 Pot of Avarice
x2 Soul Release
x2 Bottomless Trap Hole
x1 Call of the Haunted
x2 Gottom's Emergency Call
x1 Torrential Tribute
x2 Super Rush Recklessly

Thanks for reading.