The Sneak Peak for Photon Shockwave is about a week away and I'm sure everyone is excited. A lot of themes in Generation Force get the cards they need to be consistent, and a few new themes are to be introduced. Perhaps the most exciting thing about a new set, is the creation of brand new decks. Not necessarily based on themes provided by Konami, these decks snag some of the coolest new cards and put them into their own deck. One that is getting a lot of buzz around the internet is Dino Rabbits/D. Fissure Dino Bunnies/Whatever you want to call it.
The skeleton of the deck is pretty staight forward:
Rescue Rabbits
Dinosaurs
Tour Guide of the Underworld
Dimensional Fissure to disrupt the opponent.
That is just about the entire deck. Rescue Rabbit(as we all know) gets level 4 Normal Dinosaurs(Sabersaurus) from the deck for the purpose of Xyz summoning. Tour Guide can fetch out Sangan to search for Rescue Rabbit to add to your hand OR you can Overlay into Leviair to pluck Rabbits from the Banished zone. In fact, you can purposely banish Rabbits with Gold Sarc just to summon them more easily. Sounds pretty straight-forward right? It isn't the most powerful strategy in all of Yugioh, but it is a very, very solid turn.
The people who are playing this deck chose Sabersaurus(and often Alexandrite Dragon/Kabazauls for an additional target) because of the new Dinosaur Xyz monsters to be introduced in PHSW. They are both summoned by Overlaying 2 level 4 Dinosaurs and give the deck an amazing amount of control on turn 1.
Evolzar Laggia: When a monster(s) would be Normal or Special Summoned, OR a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate that Summon or activation and destroy that card.
Evolzar Dolkka: When an Effect Monster's effect activates: You can detach 1 Xyz Material from this card; negate the activation and destroy it.
One Laggia gives you 1 free negation of an opponent's summon or a spell/trap card. I say free because you invested 1 Normal Summon (Rescue Rabbit) to summon Laggia, which then stops 1 card on its own. At 2400, it isn't the scariest monster in the game, but instead solidifies your field presence. At 2300, Dolkka is an amazing choice when you know what sort of deck you are playing against. For the cost of 1 Normal Summon, you get to stop 2 monster effects. This could mean disrupting a T.G. float, or even saving yourself from Gorz or honest. Once again, not the scariest card in the game, but summoning these Xyz are just great plays with little investment.
So what else is there to use in the deck? Obviously these cards don't make up a 40 card deck. Jurrac Guaiba has made the cut in a lot of these decks. At 1700, Guaiba can get over many of the most popular first turn Summons/Sets. When Guaiba destroys a monster by battle, it can summon any Jurrac with 1700 or less from the deck, including itself. Because Guaiba activates After Damage Calculation instead of when the Monster is sent to the Graveyard, it gets the effect even if it is destroyed. That means, in a worst case scenario, Guaiba can crash into Snoww or get destroyed by Ryko, then summon another from the deck. It also doesn't care where the destroyed monster is sent, which makes Dimensional Fissure a no-brainer. Dino Bunnies don't require much use of the graveyard, and most cards can dance around the Dimensional Fissure. While it is face-up on the field, you opponent also cannot use Maxx "C", a popular tech no thanks to YCS Toronto AND Columbus. The rest of the deck can be made up of simple anti-meta cards like Compulsory, Raioh, and honestly anything else you want to use that keeps the basic skeleton intact.
However, this deck does have its weaknesses. It does rely on normal summons to make Xyz plays, so it probably cannot OTK you without a perfect hand or Ultimate Offering(and you leaving your field and hand empty). The lack of Tuners and Synchro options make the deck fairly predictable too. Outside of tech choices(Aeolo? Plants? PGZ?) you will probably expect to see the same high level(aka no level) monsters each game: Laggia, Dolkka, Zenmaines, Leviair, Utopia. An early turn, high attack monster could easily shut these down if they don't draw into Compulsory, Dark Hole or D. Prison. The final thorn in the deck is that, as with any deck in the game, there IS a chance to draw absolute garbage. Be it 3 Sabersaurus in the opening hand, Jurracs against a 1st turn Venus and Gachi, or having no removal against a first turn Krystia; sometimes you may just get unlucky.
More often than not, the Xyz toolbox(Especially with Zenmaines) can get you out of any situation. Either way, try to snag all the rabbits you can (if they are secret rare.). If someone doesn't break them now, it will be broken before February.
Friday, October 28, 2011
Tuesday, October 25, 2011
Dragon's Nest - Cerberus Coming Soon
The Saint's Haven patch for NA Dragon Nest has been out for a little while now. There were many quests to complete and a few items to find on the road to level 32. Once you reach the new maximum level and finish all the quests that are available, there isn't TOO much to do afterward.
Grind dungeons for crafting materials?
Seek out Dimensional Fragment parties for Epic Crests?
Complete all your accomplishments and titles?
As fun as all of that sounds, we did get a taste of fun content with the Minotaur Nest event. Over the course of a week, players had to finish 7 Minotaur Nest runs with at least one level 25-27 member in the party. The reward was more inventory space, which is always nice. That event is over, so now we have to wait on the next big thing.
Cerberus nest has a rumored release date for as early as tomorrow (Oct. 26). It has been out in Asian servers for a while and is still an important stop for all players. In fact, a lot of drops should last up to level 40, which is when we SHOULD get another Nest to attempt.
What's cool about Cerberus nest is that, at level 32, it is a little more difficult than fighting waves of bulls. A lot of the special enemies in Cerberus have unique skills, buffs, and attack at certain angles to kill players with poor attentiveness. At level 24, General Ummanba can punish players too for not rolling away from his axes or standing in single file lines. Cerberus Nest looks like it will be slightly more difficult, which is what I am excited about.
I'm used to MMO's where boss monsters are so difficult that you cannot do them in "pick-up parties." Either the strategy to avoid dying was so complex or you simply can't afford to have idiots that want to solo the boss until they melt. In Dragon Nest, the better your equipment is, the harder time the boss will have in dealing significant damage to you. This makes "pick-up" parties possible and will give a lot of mediocre players Cerberus Nest wins. Of course, grieving over other player's equipment is not a good way to enjoy the game you are playing. Perhaps there will be more difficult dungeons coming out with Cerberus.
Author: Jasper212
NA Dragon Nest is finally getting Hell Mode difficulty for a dungeon. The best part: Hell Mode is (possibly the ONLY place) where you can obtain epic level 32 accessories. Hell Mode has more monsters with higher HP and more reasons to kill you. It is great for those who think NA Dragon Nest is too easy and doesn't reward hard work. There are still plenty of videos on youtube for people soloing Hell Mode at level 34~ but that isn't something any random in Caederock Pass can do.
For those who aren't very exited about getting epic accessories exclusively in Hell Mode, then you have 3 options:
A)Find a strategy that you can clearly explain to randoms joining your party. If you can get other players to follow your directions, then you should be able to clear the Nest. If you judge players on their gear, you may have a slightly easier time.
B)Join a group that you can get to know. Be it a guild or players on your friend list; You will have an easier time clearing Hell mode with people you know.
C)Solo Hell mode. Some classes will be a clear disadvantage to soloing based on their mana pool. You may not even be able to do it without already having some epic Cerberus items already.
I'll be sure to have some NA Cerberus Nest videos up as soon as possible. I'm so excited about Hell Mode difficulty that I may reset my Paladin!
Grind dungeons for crafting materials?
Seek out Dimensional Fragment parties for Epic Crests?
Complete all your accomplishments and titles?
As fun as all of that sounds, we did get a taste of fun content with the Minotaur Nest event. Over the course of a week, players had to finish 7 Minotaur Nest runs with at least one level 25-27 member in the party. The reward was more inventory space, which is always nice. That event is over, so now we have to wait on the next big thing.
Cerberus nest has a rumored release date for as early as tomorrow (Oct. 26). It has been out in Asian servers for a while and is still an important stop for all players. In fact, a lot of drops should last up to level 40, which is when we SHOULD get another Nest to attempt.
What's cool about Cerberus nest is that, at level 32, it is a little more difficult than fighting waves of bulls. A lot of the special enemies in Cerberus have unique skills, buffs, and attack at certain angles to kill players with poor attentiveness. At level 24, General Ummanba can punish players too for not rolling away from his axes or standing in single file lines. Cerberus Nest looks like it will be slightly more difficult, which is what I am excited about.
I'm used to MMO's where boss monsters are so difficult that you cannot do them in "pick-up parties." Either the strategy to avoid dying was so complex or you simply can't afford to have idiots that want to solo the boss until they melt. In Dragon Nest, the better your equipment is, the harder time the boss will have in dealing significant damage to you. This makes "pick-up" parties possible and will give a lot of mediocre players Cerberus Nest wins. Of course, grieving over other player's equipment is not a good way to enjoy the game you are playing. Perhaps there will be more difficult dungeons coming out with Cerberus.
Author: Jasper212
NA Dragon Nest is finally getting Hell Mode difficulty for a dungeon. The best part: Hell Mode is (possibly the ONLY place) where you can obtain epic level 32 accessories. Hell Mode has more monsters with higher HP and more reasons to kill you. It is great for those who think NA Dragon Nest is too easy and doesn't reward hard work. There are still plenty of videos on youtube for people soloing Hell Mode at level 34~ but that isn't something any random in Caederock Pass can do.
For those who aren't very exited about getting epic accessories exclusively in Hell Mode, then you have 3 options:
A)Find a strategy that you can clearly explain to randoms joining your party. If you can get other players to follow your directions, then you should be able to clear the Nest. If you judge players on their gear, you may have a slightly easier time.
B)Join a group that you can get to know. Be it a guild or players on your friend list; You will have an easier time clearing Hell mode with people you know.
C)Solo Hell mode. Some classes will be a clear disadvantage to soloing based on their mana pool. You may not even be able to do it without already having some epic Cerberus items already.
I'll be sure to have some NA Cerberus Nest videos up as soon as possible. I'm so excited about Hell Mode difficulty that I may reset my Paladin!
Wednesday, October 19, 2011
Do you DW?
This year is a big one for Yugioh. This week is another death trap in the format gauntlet with the release of the Gates of the Underworld Structure deck. Released in Japan in June, we now have a legal Dark World Structure deck to wreak havoc on our fellow players. For those that haven't seen the TCG deck list:
Monsters: 22
1 Battle Fader
1 Beiige, Vanguard of Dark World
1 Belial - Marquis of Darkness
1 Broww, Huntsman of Dark World
1 Brron, Mad King of Dark World
1 Card Guard (Replaces Giant Germ)
1 Ceruli, Guru of Dark World
1 Goblin King (Replaces Giant Germ)
1 Goldd, Wu-Lord of Dark World
1 Grapha, Dragon Lord of Dark World
1 Grave Squirmer
1 Gren, Tactician of Dark World
1 Kahkki, Guerilla of Dark World
1 Newdoria
1 Reign-Beaux, Overlord of Dark World
1 Renge, Gatekeeper of Dark World (Replaces Gaap, the Divine Soldier)
1 Sangan
1 Scarr, Scout of Dark World
1 Sillva, Warlord of Dark World
1 Snoww, Unlight of Dark World
1 Tragoedia
1 Zure, Knight of Dark World (Replaces Darkness Neosphere)
Spells: 9
1 Allure of Darkness
1 Card Destruction
1 Dark Eruption (Replaces Recurring Nightmare)
1 Dark World Dealings
1 Dark World Lightning
2 Gateway to Dark World
1 Terraforming
1 The Gates of Dark World
Traps: 9
1 Dark Bribe
1 Dark Deal (Replaces Demise of the Land)
1 Dark Scheme
1 Deck Devastation Virus
1 Eradicator Epidemic Virus
1 Escape from the Dark Dimension
1 Mind Crush
1 The Forces of Darkness
1 The Transmigration Prophecy
For those who don't know, Dark Worlds are a set of Dark Attribute, mostly fiend monsters. The theme revolves around activating their effects when the monsters are discarded during a card effect. Examples would be Goldd, which summons itself when it is discarded or Broww, which allows you to draw a card when it is discarded. They have a number of themed spells and traps that discard cards in your hand. The Gates of the Underworld structure deck gives DW's the ability to search out key cards in their deck and gives you more options for discarding effects. The Dark World monsters also have secondary effects when your opponent causes the discard; the structure deck comes with a new card that forces this action.
Playability of the structure is a hot debate right now. Grapha is such a despicable boss monster that it alone (well, combined with Snoww) is a win condition. Grapha can be compared to Hyperion, except that Grapha can be searched out of the deck and is summoned from the graveyard for bouncing a monster back to your hand. That additional summoning condition (you can normal or special summon it any way you like) has an extremely low cost. It is almost costless as you keep your monster and maintain the same amount of field presence (if not more since you control a 2700 ATK body). When you put Grapha into the graveyard by the many discard effects, it will destroy ANY card on the opponent's side of the field. It is a deadly boss monster that is hard to keep down with most main deck options. However, it alone isn't the only reason the deck is so powerful. Snoww and the field card Gates of the Underworld are perhaps the deck's greatest cards. Gates of the Underworld is slightly more balanced with the legality of 3 Mystical Space Typhoon. The wording on the card makes it less of a liability than our old friend Dragon Ravine:
All Fiend type monsters gain 300 ATK and DEF. Once per turn: You can banish 1 Fiend-Type monster from your Graveyard; discard 1 Fiend-Type monster, then draw 1 card.
The ATK and DEF buff allow Grapha, Goldd and Silva to attack over most cards your opponent will play. The second effect is obviously the best part, and is similar to Dragon Ravine, a potential -2 to your resources. The Gates also have a cost for using the effect: to remove a Fiend from your Graveyard. That is far less painful when your opponent chains MST to your field spell, as you will not lose any additional cards in your hand. Snoww <3s Gates and gives you an idea of what sort of strategies you will have to outplay:
If this card is discarded to the Graveyard by a card effect: If it was discarded from your hand to your Graveyard by an opponent's card effect, you can target 1 monster in your opponent's Graveyard; add 1 "Dark World" card from your Deck to your hand, then Special Summon that target (if any) in face-up Defense Position.
The new Problem Solving text makes it slightly more confusing to some players, but basically Snoww can add any 1 Dark World card from your deck to your hand. If your opponent was unfortunate enough to hit Snoww with Gottoms's effect, or you forced them to make you discard through Celuri, you can Reborn a monster from their graveyard. The search is fantastic as you can add ANY "Dark World" card to your hand. That means Grapha, Dark World Lightning, or even Gateway to Dark world. That makes Snoww the ultimate searcher and can grab a plethora of effects from your deck.
So why do people say this deck isn't as good as it seems? A lot of players like to compare Dark Worlds to Infernities, a deck that is fairly easy to side against. They are a graveyard based theme, so a few obviously choices are Dimensional Fissure and Macro Cosmos. D.D. Crow, Soul Release and Debunk can throw a wrench into a couple of plays too. Since their monsters are all Dark Attribute, you can use Shadow Imprisoning Mirror to stop effects and Consecrated Light to stop the summons and attacks. Right now, we are siding against Light Monsters and Graveyard effects, so you may have 9 spots to commit to stop Dark Worlds. Let's just hope that it doesn't hurt your match against other decks.
Of course, some of the best Infernity decks used counter-sides in their Side Deck. D. Fissure and Shadow Imprisoning may not be much of an issue as Dark Worlds can run 7 Mystical Space Typhoons. Consecrated Light is a great target for Cyber Dragon or even Smashing Ground. D.D. Crow may stop Grapha for a turn, but at what cost? The fact that Grapha will destroy 1 card when it is discarded keeps both players’ card advantage equal:
Activate Dark World Lightning to destroy your opponent's f/d Solemn Warning, and then discard Grapha.
Grapha activates in the graveyard and destroys your opponent's Consecrated Light.
You can then normal summon a Dark (finally) and use Grapha's effect to try to summon itself.
Your opponent would then chain D.D. Crow.
End Result: Opponent lost 3 cards, you lose 2 cards.
In my opinion, the deck has so many options against typical side deck options, that it cannot be ignored. It even has main-deck cards that will clear sided-in obstacles. Perhaps the only weakness to the deck is player error. Deck construction will also play a large part of the problem (until the deck tops a major event) as Dark Worlds have trouble building momentum from nothing. Dark Worlds even have 2 World Premiere cards to look forward to in Photon Shockwave!
The Dark World deck in the OCG did very well during the Nationals early this year, but is starting to fall off for the ever popular Blackwings, Agents, and new decks. There are a few sides that are growing in popularity, like Gemini Imps and D.D. Crow, but I like to believe the overall answer to beating Dark Worlds is to just out-sustain them. Even looking at side decks, there isn't anything groundbreaking for the OCG. A few sides will definitely help, but the key to beating the Dark World deck mostly relies on how well your own deck plays.
Monsters: 22
1 Battle Fader
1 Beiige, Vanguard of Dark World
1 Belial - Marquis of Darkness
1 Broww, Huntsman of Dark World
1 Brron, Mad King of Dark World
1 Card Guard (Replaces Giant Germ)
1 Ceruli, Guru of Dark World
1 Goblin King (Replaces Giant Germ)
1 Goldd, Wu-Lord of Dark World
1 Grapha, Dragon Lord of Dark World
1 Grave Squirmer
1 Gren, Tactician of Dark World
1 Kahkki, Guerilla of Dark World
1 Newdoria
1 Reign-Beaux, Overlord of Dark World
1 Renge, Gatekeeper of Dark World (Replaces Gaap, the Divine Soldier)
1 Sangan
1 Scarr, Scout of Dark World
1 Sillva, Warlord of Dark World
1 Snoww, Unlight of Dark World
1 Tragoedia
1 Zure, Knight of Dark World (Replaces Darkness Neosphere)
Spells: 9
1 Allure of Darkness
1 Card Destruction
1 Dark Eruption (Replaces Recurring Nightmare)
1 Dark World Dealings
1 Dark World Lightning
2 Gateway to Dark World
1 Terraforming
1 The Gates of Dark World
Traps: 9
1 Dark Bribe
1 Dark Deal (Replaces Demise of the Land)
1 Dark Scheme
1 Deck Devastation Virus
1 Eradicator Epidemic Virus
1 Escape from the Dark Dimension
1 Mind Crush
1 The Forces of Darkness
1 The Transmigration Prophecy
For those who don't know, Dark Worlds are a set of Dark Attribute, mostly fiend monsters. The theme revolves around activating their effects when the monsters are discarded during a card effect. Examples would be Goldd, which summons itself when it is discarded or Broww, which allows you to draw a card when it is discarded. They have a number of themed spells and traps that discard cards in your hand. The Gates of the Underworld structure deck gives DW's the ability to search out key cards in their deck and gives you more options for discarding effects. The Dark World monsters also have secondary effects when your opponent causes the discard; the structure deck comes with a new card that forces this action.
Playability of the structure is a hot debate right now. Grapha is such a despicable boss monster that it alone (well, combined with Snoww) is a win condition. Grapha can be compared to Hyperion, except that Grapha can be searched out of the deck and is summoned from the graveyard for bouncing a monster back to your hand. That additional summoning condition (you can normal or special summon it any way you like) has an extremely low cost. It is almost costless as you keep your monster and maintain the same amount of field presence (if not more since you control a 2700 ATK body). When you put Grapha into the graveyard by the many discard effects, it will destroy ANY card on the opponent's side of the field. It is a deadly boss monster that is hard to keep down with most main deck options. However, it alone isn't the only reason the deck is so powerful. Snoww and the field card Gates of the Underworld are perhaps the deck's greatest cards. Gates of the Underworld is slightly more balanced with the legality of 3 Mystical Space Typhoon. The wording on the card makes it less of a liability than our old friend Dragon Ravine:
All Fiend type monsters gain 300 ATK and DEF. Once per turn: You can banish 1 Fiend-Type monster from your Graveyard; discard 1 Fiend-Type monster, then draw 1 card.
The ATK and DEF buff allow Grapha, Goldd and Silva to attack over most cards your opponent will play. The second effect is obviously the best part, and is similar to Dragon Ravine, a potential -2 to your resources. The Gates also have a cost for using the effect: to remove a Fiend from your Graveyard. That is far less painful when your opponent chains MST to your field spell, as you will not lose any additional cards in your hand. Snoww <3s Gates and gives you an idea of what sort of strategies you will have to outplay:
If this card is discarded to the Graveyard by a card effect: If it was discarded from your hand to your Graveyard by an opponent's card effect, you can target 1 monster in your opponent's Graveyard; add 1 "Dark World" card from your Deck to your hand, then Special Summon that target (if any) in face-up Defense Position.
The new Problem Solving text makes it slightly more confusing to some players, but basically Snoww can add any 1 Dark World card from your deck to your hand. If your opponent was unfortunate enough to hit Snoww with Gottoms's effect, or you forced them to make you discard through Celuri, you can Reborn a monster from their graveyard. The search is fantastic as you can add ANY "Dark World" card to your hand. That means Grapha, Dark World Lightning, or even Gateway to Dark world. That makes Snoww the ultimate searcher and can grab a plethora of effects from your deck.
So why do people say this deck isn't as good as it seems? A lot of players like to compare Dark Worlds to Infernities, a deck that is fairly easy to side against. They are a graveyard based theme, so a few obviously choices are Dimensional Fissure and Macro Cosmos. D.D. Crow, Soul Release and Debunk can throw a wrench into a couple of plays too. Since their monsters are all Dark Attribute, you can use Shadow Imprisoning Mirror to stop effects and Consecrated Light to stop the summons and attacks. Right now, we are siding against Light Monsters and Graveyard effects, so you may have 9 spots to commit to stop Dark Worlds. Let's just hope that it doesn't hurt your match against other decks.
Of course, some of the best Infernity decks used counter-sides in their Side Deck. D. Fissure and Shadow Imprisoning may not be much of an issue as Dark Worlds can run 7 Mystical Space Typhoons. Consecrated Light is a great target for Cyber Dragon or even Smashing Ground. D.D. Crow may stop Grapha for a turn, but at what cost? The fact that Grapha will destroy 1 card when it is discarded keeps both players’ card advantage equal:
Activate Dark World Lightning to destroy your opponent's f/d Solemn Warning, and then discard Grapha.
Grapha activates in the graveyard and destroys your opponent's Consecrated Light.
You can then normal summon a Dark (finally) and use Grapha's effect to try to summon itself.
Your opponent would then chain D.D. Crow.
End Result: Opponent lost 3 cards, you lose 2 cards.
In my opinion, the deck has so many options against typical side deck options, that it cannot be ignored. It even has main-deck cards that will clear sided-in obstacles. Perhaps the only weakness to the deck is player error. Deck construction will also play a large part of the problem (until the deck tops a major event) as Dark Worlds have trouble building momentum from nothing. Dark Worlds even have 2 World Premiere cards to look forward to in Photon Shockwave!
The Dark World deck in the OCG did very well during the Nationals early this year, but is starting to fall off for the ever popular Blackwings, Agents, and new decks. There are a few sides that are growing in popularity, like Gemini Imps and D.D. Crow, but I like to believe the overall answer to beating Dark Worlds is to just out-sustain them. Even looking at side decks, there isn't anything groundbreaking for the OCG. A few sides will definitely help, but the key to beating the Dark World deck mostly relies on how well your own deck plays.
Friday, October 14, 2011
Light Fiend Summon Part 4
The Fabled deck has been one of my favorites since I first tried it in Yugioh 2009 Stardust Accelerator. The monsters are cute, the win condition is very painful, and the amount of skill required to play can be very high. As much as making Ragin and drawing 2 cards sound easy, the real skill involves playing around your opponent. Losing your entire hand to Torrential Tribute, mistiming Ragin because of Effect Veiler and Dark Hole are the worst nightmares of this deck.
One thing the deck does well is that it moves through a large number of cards. Even after losing 1 Avarice, we have a few options to replace it with. In a format where noone sets a large amount of cards in the first turn, it is much safer to overextend in turn 1 than ever before. Right now, I am running 3 MST and 1 Heavy storm, which is a very excessive amount of backrow removal. The Fabled deck is severely crippled by traps so it is important to have an answer to them. There are a few other choices in this format so I want to talk about all the cool options available.
Eh_Chavo over at Outstanding Innovations has been testing Mega Hamster in the deck. The best card in the deck, Fabled Chawa, is a beast and so is his big brother Cerburrel. If you run multiple Hamsters, you can play Ryko, which gives the deck defensive options it never had before. Ryko has slim chances of milling anything good, but if it does, then you have even more plays. We already added in 1 Monster Reincarnation to replace 1 Pot of Avarice, using Ryko may call for a 2nd Reincarnation in the deck. Imagine it: Your opponent attacks Hamster with Thunderking, you special Ryko. On your turn, you can flip Ryko to destroy Tking. A Cerberrul in your hand or in the graveyard can make Ragin as easily as Normal Summoning it, Monster Reincarnation, Reborn, Call of the Haunted(if you run this), or a Krus+Chawa combo. If your opponent attacks you with something under 1900, you can search Chawa out of the deck and make a Ragin with no cards wasted. You also have options for Leviathan:
Now the problem I have with running multiple Hamsters is adding them into the deck. In a basic skeleton of:
3 Chawa
3 Cerberrul
3 Grimro
3 Tengu
2 Krus
2 Ganashia
1 Kushano,
you have room for anywhere up to 6 cards. Most of us use 3 Snipe Hunter, and I am afraid to run the deck without Snipe Hunter. If you use 3 Snipe and 2 Hamster, the deck will be up to 22 monsters which isn't half bad. Once you start adding Ryko and Sangan, the numbers get higher. If you want to run Tragoedia, things get even worse. The only real answer is to test, test, test, but there is a lot of anecdotal evidence on the internet:
"Running too many non-fabled cards ruins Ragin plays."
"Relying on Ragin makes the deck to easy to counter. You need more options."
"Each non-fabled synchro play increases your chances to win. You don't have to discard as many cards and you still have awesome cards left in the deck."
"Non-synchro fabled mosnters don't have enough field presence. Your field presence should be non-fabled monsters like Tengu and Hamster."
All of those are believable and is hard to decide who is right. In my opinion, I am starting to believe that the non-fabled monsters are the most important part of the deck on the competitive level. Choosing which ones to play is solely dependent on your matchup.
For now, I am playing 3 Snipe Hunter and 1 Hamster.
Snipe Hunter pros:
-60% chance of clearing all the resources your opponent has including the Gorz you may predict.
-Great Effect Veiler bait for bad players. (some Veiler responses actually help you win! You can still discard your entire hand and you know they won't stop you from drawing 2 or banishing 3)
-Great bait for Bottomless Trap Hole(for whoever still uses it).
-Dark Attribute for Chaos Decks.
Snipe Hunter cons:
-Susceptible to Effect Veiler.
-Uses a Normal Summon.
-Usually isn't worth summoning if you choose to go first.
Mega Hamster pros:
-Better topdeck and great 1st turn set.
-1800 Def baits out attacks from Earth and Sangan.
-Replaces itself if destroyed by battle.
-Slight more guaranteed synchro. Hamster also makes 1-card synchro summons.
-Searches Ryko.
Mega Hamster cons:
-Earth attribute.
-Doesn't contribute to emptying your hand.
-First turn Mind Control may stop you cold.
I may rebuild Fabled for locals on Monday. There was actually 1 Fabled player that topped last week, a newcomer to the store. Of course he had the ever-so-awesome Tour Guides to pull Kushano right out of the deck. I did see some choices I didn't agree with like The Tricky, but there is nothing wrong with personalization. Maybe I can get lucky with some Tiras plays!
Sometimes you just can't get out Stardust. May as well drop Tiras and hope they don't have BLS(just like every duel).
One thing the deck does well is that it moves through a large number of cards. Even after losing 1 Avarice, we have a few options to replace it with. In a format where noone sets a large amount of cards in the first turn, it is much safer to overextend in turn 1 than ever before. Right now, I am running 3 MST and 1 Heavy storm, which is a very excessive amount of backrow removal. The Fabled deck is severely crippled by traps so it is important to have an answer to them. There are a few other choices in this format so I want to talk about all the cool options available.
Eh_Chavo over at Outstanding Innovations has been testing Mega Hamster in the deck. The best card in the deck, Fabled Chawa, is a beast and so is his big brother Cerburrel. If you run multiple Hamsters, you can play Ryko, which gives the deck defensive options it never had before. Ryko has slim chances of milling anything good, but if it does, then you have even more plays. We already added in 1 Monster Reincarnation to replace 1 Pot of Avarice, using Ryko may call for a 2nd Reincarnation in the deck. Imagine it: Your opponent attacks Hamster with Thunderking, you special Ryko. On your turn, you can flip Ryko to destroy Tking. A Cerberrul in your hand or in the graveyard can make Ragin as easily as Normal Summoning it, Monster Reincarnation, Reborn, Call of the Haunted(if you run this), or a Krus+Chawa combo. If your opponent attacks you with something under 1900, you can search Chawa out of the deck and make a Ragin with no cards wasted. You also have options for Leviathan:
- If you have a level 4 in hand (Tengu) you can search for Chawa to make Leviathan.
- If you have a level 3 in hand (Ganashia) you can search for Cerberrul to make Leviathan.
- If you have a level 3 tuner in hand (Kushano) you can search for Ganashia to make Leviathan.
Now the problem I have with running multiple Hamsters is adding them into the deck. In a basic skeleton of:
3 Chawa
3 Cerberrul
3 Grimro
3 Tengu
2 Krus
2 Ganashia
1 Kushano,
you have room for anywhere up to 6 cards. Most of us use 3 Snipe Hunter, and I am afraid to run the deck without Snipe Hunter. If you use 3 Snipe and 2 Hamster, the deck will be up to 22 monsters which isn't half bad. Once you start adding Ryko and Sangan, the numbers get higher. If you want to run Tragoedia, things get even worse. The only real answer is to test, test, test, but there is a lot of anecdotal evidence on the internet:
"Running too many non-fabled cards ruins Ragin plays."
"Relying on Ragin makes the deck to easy to counter. You need more options."
"Each non-fabled synchro play increases your chances to win. You don't have to discard as many cards and you still have awesome cards left in the deck."
"Non-synchro fabled mosnters don't have enough field presence. Your field presence should be non-fabled monsters like Tengu and Hamster."
All of those are believable and is hard to decide who is right. In my opinion, I am starting to believe that the non-fabled monsters are the most important part of the deck on the competitive level. Choosing which ones to play is solely dependent on your matchup.
For now, I am playing 3 Snipe Hunter and 1 Hamster.
Snipe Hunter pros:
-60% chance of clearing all the resources your opponent has including the Gorz you may predict.
-Great Effect Veiler bait for bad players. (some Veiler responses actually help you win! You can still discard your entire hand and you know they won't stop you from drawing 2 or banishing 3)
-Great bait for Bottomless Trap Hole(for whoever still uses it).
-Dark Attribute for Chaos Decks.
Snipe Hunter cons:
-Susceptible to Effect Veiler.
-Uses a Normal Summon.
-Usually isn't worth summoning if you choose to go first.
Mega Hamster pros:
-Better topdeck and great 1st turn set.
-1800 Def baits out attacks from Earth and Sangan.
-Replaces itself if destroyed by battle.
-Slight more guaranteed synchro. Hamster also makes 1-card synchro summons.
-Searches Ryko.
Mega Hamster cons:
-Earth attribute.
-Doesn't contribute to emptying your hand.
-First turn Mind Control may stop you cold.
I may rebuild Fabled for locals on Monday. There was actually 1 Fabled player that topped last week, a newcomer to the store. Of course he had the ever-so-awesome Tour Guides to pull Kushano right out of the deck. I did see some choices I didn't agree with like The Tricky, but there is nothing wrong with personalization. Maybe I can get lucky with some Tiras plays!
Sometimes you just can't get out Stardust. May as well drop Tiras and hope they don't have BLS(just like every duel).
Wednesday, October 12, 2011
X-Tapirs
So one of my favorite decks of all time is X-sabers:
In my opinion, Sabers dance the fine line between what is balanced and what isn't. It has an excellent boss that you can't really run 3 copies of and it has excellent monsters that have a very broad range of Attack and Defense. Out of the many cards that you can splash into X-sabers, none of them are excessively powerful in this format. Konami also loves X-sabers, and has pumped out a number of reprints to make the deck more playable than ever. The coveted Emmersblade can be found in Hidden Arsenal Special Edition and we can find Darksoul in the new Number 10: Illumiknight Collectible Tin. Faultroll was reprinted as a rare in Turbo Pack 3 and Fulhelmknight is easy to find too. Basically, the only difficult card to get is XX-Saber Hyunlei.
So why didn't I build X-Sabers? Besides never holding onto their key cards for more than a week, I could not find a build I like. I can't simply build the decklists from YCS champions, my local version would have to be original. This format is also a little more difficult for Sabers as they can't out-sustain all the deck choices on the market. Because of this, a lot of people aren't actually playing X-Sabers, which is the perfect time to play it (who wants to play something that everyone else is?). I decided to go back to my fun, imaginary deck: X-Tapirs.
X-Tapirs uses beast support to confuse and out-sustain the enemy. Darksoul is the key component to this, so looping him is the way to outlive your opponent. Darksoul can't win by himself, so we have another X-Beast to get us cards: Garsem. Garsem hits the field at 1600 and goes up by 200 for every Saber. In this format, he is more likely to die from battle than an effect, but if your opponent wants to play Dark Hole, Torrential, or Mirror Force, they will have to give you an X-Saber from your deck. Along with Garsem, Airbellum eared a spot back into the deck. With these Beast attackers and Boggart Knight as the Beast-Warrior, Horn of the Phantom Beast has obviously made its way into the deck.
The Beast support doesn't end there. Mega Hamster is still one of the best 1st turn sets in Yugioh and gets you Darksoul or Airbellum right out of the deck. What can you do from there? Anything really. Enemy controller, Mind Control, Faultroll, Horn, and many other cards that aren't in my build can capitalize on Hamster. After Hamster, I HAD to include my 2nd favorite beast support in the game: Dark Desertapir. Desertapir and Gold Sarcophagus is a 5 card commitment to the deck. X-sabers already have plenty of room for cards, so running 2 extra Monster Reborns is a lot of fun. In X-sabers, Desertapir can give you plays that otherwise would not have happened:
Punish your opponent's Torrential by "Tapering" Airbellum to the field and attack directly.
Get a 2nd X-Saber for Faultroll.
Bait out Solemn Warning. Taper for any beast.
Tribute Darksoul for Enemy controller to take a tuner. Taper it back to synchro and get 2 monsters in your end phase.
Drop Gottoms and use Dark Desertapir to allow another discard through Gottom's effect.
What strays other players away for running this engine is finding something to do with used Dark Desertapirs. This is where the real hilarity ensues as Gold Sarc isn't the only card that can activate Dark Desertapir's effect. My favorite for this format is main decking Soul Release. The current errata on Soul Release is that you can remove up to 5 cards from all of the graveyards. This means that if your opponent milled well with Card Trooper, you can synchro Airbellum with Desertapir to make Naturia Beast. Then you can use Soul Release to remove Desertapir, remove their Veiler and Gorz in the graveyard, and summon Airbellum back to the field. The goal is to not minus yourself for playing Soul Release in the main deck. Even if you get back Darksoul or Hamster, you will have removed important cards from their grave to summon a Darksoul, Hamster, or Garsem to the field.
There are not many matchups that this deck cannot beat. The worst is probably gravekeepers, which will shut down Soul Release, Desertapir, Gottom's and Faultroll. Luckily, we can attack over their best monsters with Horn of the Phantom Beast on Boggart Knight and Garsem. If all else fails, the side deck will overcome any disadvantage X-Tapirs had. A few choices I had in mind were:
-Creature Swap for decks like Gravekeepers that summon 1-2 monsters at a time. You lose the search from Darksoul if you give it to your opponent, however, Gravekeepers have a hard time destroying an opposing 2500DEF Spy.
-Caius/Mobius. Sounds silly yes, but Caius and Mobius will ALWAYS bait out Solemn Warning and Judgment. In X-tapirs, it is easy to keep a monster on the field during your opponent's end phase, especially if you have the first move against Gravekeepers. You can flip Hamster to search out Darksoul. Afterward tribute Hamster or Darksoul for Caius and eliminate at least 1 card from their field.
There are many options for this deck and all of them are a lot of fun. I may actually give this a try in November and report back to you guys afterward.
- Their monsters have some of the best effects in the game.
- They can run higher numbers of spells and traps.
- They create a certain amount of pressure that is great in this format. You know, staring down a first turn monster that you really wish your opponent didn't have.
In my opinion, Sabers dance the fine line between what is balanced and what isn't. It has an excellent boss that you can't really run 3 copies of and it has excellent monsters that have a very broad range of Attack and Defense. Out of the many cards that you can splash into X-sabers, none of them are excessively powerful in this format. Konami also loves X-sabers, and has pumped out a number of reprints to make the deck more playable than ever. The coveted Emmersblade can be found in Hidden Arsenal Special Edition and we can find Darksoul in the new Number 10: Illumiknight Collectible Tin. Faultroll was reprinted as a rare in Turbo Pack 3 and Fulhelmknight is easy to find too. Basically, the only difficult card to get is XX-Saber Hyunlei.
So why didn't I build X-Sabers? Besides never holding onto their key cards for more than a week, I could not find a build I like. I can't simply build the decklists from YCS champions, my local version would have to be original. This format is also a little more difficult for Sabers as they can't out-sustain all the deck choices on the market. Because of this, a lot of people aren't actually playing X-Sabers, which is the perfect time to play it (who wants to play something that everyone else is?). I decided to go back to my fun, imaginary deck: X-Tapirs.
X-Tapirs uses beast support to confuse and out-sustain the enemy. Darksoul is the key component to this, so looping him is the way to outlive your opponent. Darksoul can't win by himself, so we have another X-Beast to get us cards: Garsem. Garsem hits the field at 1600 and goes up by 200 for every Saber. In this format, he is more likely to die from battle than an effect, but if your opponent wants to play Dark Hole, Torrential, or Mirror Force, they will have to give you an X-Saber from your deck. Along with Garsem, Airbellum eared a spot back into the deck. With these Beast attackers and Boggart Knight as the Beast-Warrior, Horn of the Phantom Beast has obviously made its way into the deck.
The Beast support doesn't end there. Mega Hamster is still one of the best 1st turn sets in Yugioh and gets you Darksoul or Airbellum right out of the deck. What can you do from there? Anything really. Enemy controller, Mind Control, Faultroll, Horn, and many other cards that aren't in my build can capitalize on Hamster. After Hamster, I HAD to include my 2nd favorite beast support in the game: Dark Desertapir. Desertapir and Gold Sarcophagus is a 5 card commitment to the deck. X-sabers already have plenty of room for cards, so running 2 extra Monster Reborns is a lot of fun. In X-sabers, Desertapir can give you plays that otherwise would not have happened:
Punish your opponent's Torrential by "Tapering" Airbellum to the field and attack directly.
Get a 2nd X-Saber for Faultroll.
Bait out Solemn Warning. Taper for any beast.
Tribute Darksoul for Enemy controller to take a tuner. Taper it back to synchro and get 2 monsters in your end phase.
Drop Gottoms and use Dark Desertapir to allow another discard through Gottom's effect.
What strays other players away for running this engine is finding something to do with used Dark Desertapirs. This is where the real hilarity ensues as Gold Sarc isn't the only card that can activate Dark Desertapir's effect. My favorite for this format is main decking Soul Release. The current errata on Soul Release is that you can remove up to 5 cards from all of the graveyards. This means that if your opponent milled well with Card Trooper, you can synchro Airbellum with Desertapir to make Naturia Beast. Then you can use Soul Release to remove Desertapir, remove their Veiler and Gorz in the graveyard, and summon Airbellum back to the field. The goal is to not minus yourself for playing Soul Release in the main deck. Even if you get back Darksoul or Hamster, you will have removed important cards from their grave to summon a Darksoul, Hamster, or Garsem to the field.
There are not many matchups that this deck cannot beat. The worst is probably gravekeepers, which will shut down Soul Release, Desertapir, Gottom's and Faultroll. Luckily, we can attack over their best monsters with Horn of the Phantom Beast on Boggart Knight and Garsem. If all else fails, the side deck will overcome any disadvantage X-Tapirs had. A few choices I had in mind were:
-Creature Swap for decks like Gravekeepers that summon 1-2 monsters at a time. You lose the search from Darksoul if you give it to your opponent, however, Gravekeepers have a hard time destroying an opposing 2500DEF Spy.
-Caius/Mobius. Sounds silly yes, but Caius and Mobius will ALWAYS bait out Solemn Warning and Judgment. In X-tapirs, it is easy to keep a monster on the field during your opponent's end phase, especially if you have the first move against Gravekeepers. You can flip Hamster to search out Darksoul. Afterward tribute Hamster or Darksoul for Caius and eliminate at least 1 card from their field.
There are many options for this deck and all of them are a lot of fun. I may actually give this a try in November and report back to you guys afterward.
Tuesday, October 11, 2011
Demo Showcase Euploria
It has been a while since I tested a demo randomly from the Playstation Network. With so many games that are waiting to be played, the last thing I need is to find ANOTHER game to add to the backlog. Playing demos is a good way to test the waters to see what is fun among the 5 A+ titles we get a year. I'm sure everyone has the friend that is still playing 2 year old games and doesn't even know of the existence of others. As fun as it is to only play the same game all the time or to only buy heavily advertised titles, it is important to take advantage of demos.
Last week, the demo for the PSN version of Euploria was released. Euphloria is a PC game that was released in 2009 and is now available for the PS3, App stores, and a few other places. Like many "indie" games of late, Eufloria has a relaxing tone with smooth visuals and lax music. If you stay awake for long enough after experiencing the atmosphere, you are presented with an RTS game. Like other RTS, the goal of Eufloria is a expand your territory throughout the surrounding area. This is done with Seedlings that grow from flowers planted on your asteroid(your home base). When you get a certain amount of seedlings, you can float to other asteroids(neighboring bases) and attempt to plant more Flowers onto them. If you are successful in implanting your seedlings into the asteroid, it will become part of your territory and produce more seedlings. This continues until you clear the objective; usually to take complete control of a certain area.
Our favorite real-time strategy games have obstacles to overcome. Euphloria is no different. You will encounter enemy seeds that must be eradicated. If you allow them to flourish, they may invade your territory and eliminate your forces. The only way to prevent this is by invading them too! When 2 forces are growing at the same rate, there is no real way for either side to create an advantage. In this sense, you cannot simply grow a force of 10 seedlings and fight the opposing 10(plus whichever ones are born during the skirmish). To get ahead in Euphloria, the player has to take over unoccupied asteroids quickly to generate more seedlings. Each asteroid has a stat value for speed and strength, so there is some strategy in deciding the path your army should extend. Like other RTS games, the best players are those who can micro-manage their forces into smaller groups. It is easy to grow 10 seedlings on 2 asteroids and send them all away to fight an enemy. But what if they flank your team during the attack? This is where RTS games, and Eufloria actually becomes fun.
Perhaps the best part about Eufloria is the Fast-forward feature. Without this, Eufloria would be far too boring to actually call relaxing. There are times you will turn it off, such as to counter an invasion. For many players, FF will be the default playing speed and turning it off could be called a "slow-down" option. Other features of Eufloria include the ability to zoom in and see intricate details in the level. Is this necessary for combat or strategy? No; actually it is more difficult to navigate between asteroids when the camera is zoomed in. You do get some visuals on how seedlings actually kill a flower, but nothing much besides that. In later levels, your seedling arsenal will actually change. Based on the flowers you plant, you can develop seedlings with additional speed, power, health and other goodies. The flowers you plant may also have their own abilities, like defensive plants the will fight back against the seedlings. Unfortunately, the Demo will only give you a small taste of how intricate the game will be in the later levels.
Patience is the key to liking Eufloria. It will be slow to start, and the visuals probably won't help those with short attention spans. It does have very entertaining moments though, so let's not dismiss it entirely. On our home consoles, we do not get many games like Eufloria to play. For those who like to dip their gamer thumbs into different experiences, Eufloria may actually be a lot of fun for you. Above all else, it costs you nothing but time(and some harddrive space to try the demo for yourself.
Last week, the demo for the PSN version of Euploria was released. Euphloria is a PC game that was released in 2009 and is now available for the PS3, App stores, and a few other places. Like many "indie" games of late, Eufloria has a relaxing tone with smooth visuals and lax music. If you stay awake for long enough after experiencing the atmosphere, you are presented with an RTS game. Like other RTS, the goal of Eufloria is a expand your territory throughout the surrounding area. This is done with Seedlings that grow from flowers planted on your asteroid(your home base). When you get a certain amount of seedlings, you can float to other asteroids(neighboring bases) and attempt to plant more Flowers onto them. If you are successful in implanting your seedlings into the asteroid, it will become part of your territory and produce more seedlings. This continues until you clear the objective; usually to take complete control of a certain area.
Our favorite real-time strategy games have obstacles to overcome. Euphloria is no different. You will encounter enemy seeds that must be eradicated. If you allow them to flourish, they may invade your territory and eliminate your forces. The only way to prevent this is by invading them too! When 2 forces are growing at the same rate, there is no real way for either side to create an advantage. In this sense, you cannot simply grow a force of 10 seedlings and fight the opposing 10(plus whichever ones are born during the skirmish). To get ahead in Euphloria, the player has to take over unoccupied asteroids quickly to generate more seedlings. Each asteroid has a stat value for speed and strength, so there is some strategy in deciding the path your army should extend. Like other RTS games, the best players are those who can micro-manage their forces into smaller groups. It is easy to grow 10 seedlings on 2 asteroids and send them all away to fight an enemy. But what if they flank your team during the attack? This is where RTS games, and Eufloria actually becomes fun.
Perhaps the best part about Eufloria is the Fast-forward feature. Without this, Eufloria would be far too boring to actually call relaxing. There are times you will turn it off, such as to counter an invasion. For many players, FF will be the default playing speed and turning it off could be called a "slow-down" option. Other features of Eufloria include the ability to zoom in and see intricate details in the level. Is this necessary for combat or strategy? No; actually it is more difficult to navigate between asteroids when the camera is zoomed in. You do get some visuals on how seedlings actually kill a flower, but nothing much besides that. In later levels, your seedling arsenal will actually change. Based on the flowers you plant, you can develop seedlings with additional speed, power, health and other goodies. The flowers you plant may also have their own abilities, like defensive plants the will fight back against the seedlings. Unfortunately, the Demo will only give you a small taste of how intricate the game will be in the later levels.
Patience is the key to liking Eufloria. It will be slow to start, and the visuals probably won't help those with short attention spans. It does have very entertaining moments though, so let's not dismiss it entirely. On our home consoles, we do not get many games like Eufloria to play. For those who like to dip their gamer thumbs into different experiences, Eufloria may actually be a lot of fun for you. Above all else, it costs you nothing but time(and some harddrive space to try the demo for yourself.
Sunday, October 9, 2011
Yu-Gi-Oh 2011 Part 4 - The Reprinting
Back in July I started these YGO 2011 posts to bring up all the cool things happening this year.
We got a new form of monster, the awesome toolbox known as Xyz.
We got new World Premiere cards from packs that are some of the most powerful and splashable cards in recent years.
We got a banlist that hit overly consistent strategies.
We got a format filled with powerful boss monsters that turn the tide of any duel.
Then of course, we got the best reprints any of us could have asked for. And those reprints aren't stopping either. Legendary Collection 2 was released this week and we have a new set of Holiday tins coming in November. If you thought you were done spending money, I think you will like what these have to offer.
The Legendary Collection is a huge opportunity for casual players and those competitive players who need to bling out their decks. The set is pretty large, so the rarity ratios are actually good in terms of card value. Not only that, but the high retail price of the binder should make some choice cards in the set very valuable to collectors. Before we get into those, there are lots of guaranteed cards in every binder that some of use have been itching to play.
Darklords - I've talked about these guys long ago and now people can actually try them in a deck. I am not a big fan of Edeh Arae, and Superbia has a very specific play style that I do not like. However, Asmodeus is one of my favorite monsters in the game. The classic Phantom Darkness style of Dark Attribute deck is very similar to how you can play Darklord Asmodeus. Since Asmo cannot be summoned from the graveyard, you have to play him from your hand or from the Banish zone. Luckily, Dark monsters have tons of Banish support, removing themselves from the game and summoning themselves at no cost. You can even go so far as to run 3 Gold Sarcophagus to remove Asmo from the game and summon him in the same turn with Miraculous Descent.
Sacred Beasts -
Uria, Lord of Searing Flames
Hamon, Lord of Striking Thunder
Raviel, Lord of Phantasms
Casual Yugioh players have been aching to play these for a long time. You could get them from Collector's Tins, but these binders are a much better value. Competitive players can have fun making them work in the real world, such as with the new and improved Crystal Beacon deck or even splashing a Raviel into Crashbugs. The costs of Raviel seem a little unreasonable, but there are plenty of cards to spend on its special summon. Any combination of Crashbugs, Fires of Doomsday and Tour Guide with Sangan will let you summon the giant 4000 ATK beatstick. In this format, most monsters will actually stay on the field for at least one turn. All you really have to do is summon it without investing too many cards and it will usually pay for itself. You could even play the D-Boyz and have more tribute options.
Elemental HERO Great Tornado and Parallel World Fusion - These 2 have been out in Japan for a long time. Great Tornado fills the void of not running monsters like Catastor and Scrap Dragon. It is designed for getting over monsters with more than 3200 ATK. Though most decks won't summon anything that strong (except for Nordics) you still need to run 1 Tornado. We've all been in this situation: You are staring down a Stardust Dragon. You didn't draw very well; you have a Stratos in the Graveyard because of Solemn Warning and an Ice Edge in your hand alongside Miracle Fusion. You can't make Absolute Zero because Stardust will negate the destruction effect. Your only other option is Great Tornado with Miracle Synchro. You could even Super Poly your opponent's Stardust into a Great Tornado if you don't want to make Draco-Equeste. Once you use Miracle Synchro, Parallel World gives you ANOTHER play. Alongside Gemini Spark, Hero Blast and Super Poly, Parallel gives HEROs more options than ever before. Some even say that the Fusion Gate version of the deck is Superior to the TCG's "Light Hero Beat."
Dragonic Tactics With Alexandrite Dragon and Rescue Rabbit, Dragonic Tactics may actually become playable. What can you summon with Dragonic Tactics?
Clear Vice Dragon in Clear World Control
Dragunity Arma Lavaetinn for instant LADD shenanigans.
Galaxy Eyes Photon Dragon
Tyrant Dragon to clear the field of low level monsters.
Besides the guaranteed cards, there are lots of fun reprints to dig out of your packs:
Secret Rare:
Ultra Rare:
Super Rare:
Rare:
Common:
Now I know what you're thinking. Where's the Fossil Dyna? Those Fossil Dyna Pachycephalo was in Light of Destruction it did not make the cut for this reprint set. However it made it into something very, very good.
The Wave 2 Holiday Tins are just as awesome as the wave 1 tins Leviathan Dragon and Wind-up Zenmaister.
Galaxy Eyes Photon Dragon
Tin Contents:
2 packs of Storm of Ragnarok
2 packs of Extreme Victory
1 pack of Generation Force
1 Secret Rare card: Galaxy-Eyes Photon Dragon
1 Super Rare card: Fossil Dyna Pachycephalo
1 Super Rare card: Guardian Eatos
1 Super Rare card: Malefic Stardust Dragon
1 Super Rare card: Solemn Warning
Number 10: Illumiknight Collectible
Tin Contents:
2 packs of Storm of Ragnarok
2 packs of Extreme Victory
1 pack of Generation Force
1 Secret Rare card: Number 10: Illumiknight
1 Super Rare card: Ehren, Lightsworn Monk
1 Super Rare card: XX-Saber Darksoul
1 Super Rare card: The Tyrant Neptune
1 Super Rare card: Solemn Warning
As you see, each tin comes with 1 Super Rare Solemn Warning, matching the Super Rare Pot of Duality from the wave 1 tins. Lots of players still don't have Solemn Warning and this tones down the power creep you may be experiencing in your locals. After that, each one has powerhouse reprints to be excited for.
Galaxy-Eyes comes with that much needed Fossil Dyna, allowing use to side against some of the most popular decks. I have been waiting for Fossil Dyna to side into Koakis for a long, long time. Guardian Eatos is used in one of the most fun decks ever invented: Dimensional Eatos. It is a mixture of anti-meta and explosive power in the form of Dimensional Fissure and a Cherokee Princess(with wings). Finally, Malefic Stardust rounds out the tin for people who weren't willing to buy the movie packs. Malefic Stardust, for most competitive players, is a side deck option against Gravekeepers and Dragunities. You lose out of a possible 4000 ATK monster in Malefic Cyber End Dragon, but you gain 1-2 side deck spots(as you won't have to commit the original Cyber End Dragon into your build.
The Illumiknight Tin has to be my favorite with the Darksoul reprint. I have always wanted to play my own build for X Sabers, and now I finally can with this reprint. Any player can build Xsabers now while only requiring Hyunlei as an expensive card. For those who don't know, "X-tapirs" uses X-Saber Garsem and additional beast-themed effects to add variety to the deck. Alone, Garsem is a high ATK level 4 monster that most current decks can't Normal Summon and kill. Ehren makes up the other good slot in the tin. Originally a World Premiere card(TCG exclusive), Ehren is ually the best choice after Lyla and Ryko for milling.
After all of these awesome cards, we have Photon Shockwave on the horizon. I haven't done a booster pack review in a while, and that is because I didn't really connect with those new cards. Photon Shockwave has an awesome lineup prepared for us and deserves a look from everyone.
We got a new form of monster, the awesome toolbox known as Xyz.
We got new World Premiere cards from packs that are some of the most powerful and splashable cards in recent years.
We got a banlist that hit overly consistent strategies.
We got a format filled with powerful boss monsters that turn the tide of any duel.
Then of course, we got the best reprints any of us could have asked for. And those reprints aren't stopping either. Legendary Collection 2 was released this week and we have a new set of Holiday tins coming in November. If you thought you were done spending money, I think you will like what these have to offer.
The Legendary Collection is a huge opportunity for casual players and those competitive players who need to bling out their decks. The set is pretty large, so the rarity ratios are actually good in terms of card value. Not only that, but the high retail price of the binder should make some choice cards in the set very valuable to collectors. Before we get into those, there are lots of guaranteed cards in every binder that some of use have been itching to play.
Darklords - I've talked about these guys long ago and now people can actually try them in a deck. I am not a big fan of Edeh Arae, and Superbia has a very specific play style that I do not like. However, Asmodeus is one of my favorite monsters in the game. The classic Phantom Darkness style of Dark Attribute deck is very similar to how you can play Darklord Asmodeus. Since Asmo cannot be summoned from the graveyard, you have to play him from your hand or from the Banish zone. Luckily, Dark monsters have tons of Banish support, removing themselves from the game and summoning themselves at no cost. You can even go so far as to run 3 Gold Sarcophagus to remove Asmo from the game and summon him in the same turn with Miraculous Descent.
Sacred Beasts -
Uria, Lord of Searing Flames
Hamon, Lord of Striking Thunder
Raviel, Lord of Phantasms
Casual Yugioh players have been aching to play these for a long time. You could get them from Collector's Tins, but these binders are a much better value. Competitive players can have fun making them work in the real world, such as with the new and improved Crystal Beacon deck or even splashing a Raviel into Crashbugs. The costs of Raviel seem a little unreasonable, but there are plenty of cards to spend on its special summon. Any combination of Crashbugs, Fires of Doomsday and Tour Guide with Sangan will let you summon the giant 4000 ATK beatstick. In this format, most monsters will actually stay on the field for at least one turn. All you really have to do is summon it without investing too many cards and it will usually pay for itself. You could even play the D-Boyz and have more tribute options.
Elemental HERO Great Tornado and Parallel World Fusion - These 2 have been out in Japan for a long time. Great Tornado fills the void of not running monsters like Catastor and Scrap Dragon. It is designed for getting over monsters with more than 3200 ATK. Though most decks won't summon anything that strong (except for Nordics) you still need to run 1 Tornado. We've all been in this situation: You are staring down a Stardust Dragon. You didn't draw very well; you have a Stratos in the Graveyard because of Solemn Warning and an Ice Edge in your hand alongside Miracle Fusion. You can't make Absolute Zero because Stardust will negate the destruction effect. Your only other option is Great Tornado with Miracle Synchro. You could even Super Poly your opponent's Stardust into a Great Tornado if you don't want to make Draco-Equeste. Once you use Miracle Synchro, Parallel World gives you ANOTHER play. Alongside Gemini Spark, Hero Blast and Super Poly, Parallel gives HEROs more options than ever before. Some even say that the Fusion Gate version of the deck is Superior to the TCG's "Light Hero Beat."
Dragonic Tactics With Alexandrite Dragon and Rescue Rabbit, Dragonic Tactics may actually become playable. What can you summon with Dragonic Tactics?
Clear Vice Dragon in Clear World Control
Dragunity Arma Lavaetinn for instant LADD shenanigans.
Galaxy Eyes Photon Dragon
Tyrant Dragon to clear the field of low level monsters.
Besides the guaranteed cards, there are lots of fun reprints to dig out of your packs:
Secret Rare:
Banisher of the Radiance Chimeratech Overdragon Cyber Dragon (alt. art) Cyber End Dragon Cyber End Dragon (alt.art) Cyber Twin Dragon Dandylion Dark End Dragon Darkness Destroyer Destiny Hero - Disk Commander Elemental Hero Avian (alt. art) Elemental Hero Neos Alius Elemental Hero Burstinatrix (alt. art) Elemental Hero Dark Neos Elemental Hero Flame Wingman Elemental Hero Shining Flare Wingman Elemental Hero Shining Phoenix Enforcer Elemental Hero Sparkman (alt. art) Evil Hero Malicious Edge Gallis the Star Beast Gladiator Beast Bestiari Gladiator Beast Darius Gladiator Beast Equeste Gladiator Beast Hoplomus Gladiator Beast Laquari Gladiator Beast Murmillo Gladiator Beast Secutor Great Shogun Shien Necro Gardna Neos Wiseman Phantom of Chaos Phantom Skyblaster Test Tiger Winged Kuriboh LV9 Yubel Yubel - Terror Incarnate Yubel - The Ultimate Nightmare Destiny Draw Dimensional Fissure Fifth Hope Power Bond Skyscraper 2 - Hero City Super Polymerization Gladiator Beast War Chariot |
Armityle the Chaos Phantom Aurkus, Lightsworn Druid Card Blocker Cyber Dragon Cyber Phoenix Cyber Valley Elemental Hero Chaos Neos Elemental Hero Divine Neos Elemental Hero Electrum Evil Hero Infernal Sniper Garoth, Lightsworn Warrior Gladiator Beast Lanista Gladiator Beast Octavius Hydrogeddon Ice Queen Jain, Lightsworn Paladin Kasha Light End Dragon Lumina, Lightsworn Summoner Proto-Cyber Dragon Rainbow Dragon Rainbow Dark Dragon Shutendoji Vennominaga the Deity of Poisonous Snakes White Night Dragon Wulf, Lightsworn Beast Crystal Release Crystal Tree Dark Fusion Future Fusion Instant Fusion Magical Mallet Miracle Fusion The Flute of Summoning Kuriboh Defensive Tactics Dimensional Prison Kid Guard Macro Cosmos Mirror Gate |
Card Ejector Clear Vice Dragon Crystal Beast Sapphire Pegasus D.D. Crow Darklord Desire Destiny End Dragoon Destiny Hero - Diamond Dude Destiny Hero - Dogma Destiny Hero - Dreadmaster Destiny Hero - Plasma Elemental Hero Aqua Neos Elemental Hero Darkbright Elemental Hero Grand Neos Elemental Hero Inferno Elemental Hero Magma Neos Elemental Hero Mudballman Elemental Hero Phoenix Enforcer Elemental Hero Rampart Blaster Elemental Hero Tempest Elemental Hero Terra Firma Elemental Hero Woodsman Enishi, Shien's Chancellor Evil Hero Dark Gaia Evil Hero Inferno Wing Evil Hero Lightning Golem Evil Hero Malicious Fiend Evil Hero Wild Cyclone Gladiator Beast Heraklinos Rainbow Neos Vennominon the King of Poisonous Snakes Clear World Rare Value Hero Ring |
Destiny Hero - Defender Elemental Hero Glow Neos Elemental Hero Knospe Elemental Hero Necroshade Elemental Hero Ocean Elemental Hero Poison Rose Elemental Hero Steam Healer Evil Hero Infernal Prodigy Bubble Shuffle Burst Return Crystal Abundance Crystal Beacon Crystal Blessing Crystal Promise Dark Calling Fake Hero Feather Shot Gladiator Beast's Respite Gladiator Proving Ground Gladiator's Return Grand Convergence HERO Flash!! Neo Space Over Destiny Overload Fusion Rose Bud D - Time Destiny Mirage Swiftstrike Armor Terra Firma Gravity |
Card Trooper Chamberlain of the Six Samurai Cold Enchanter Crystal Beast Amber Mammoth Crystal Beast Amethyst Cat Crystal Beast Cobalt Eagle Crystal Beast Emerald Tortoise Crystal Beast Ruby Carbuncle Crystal Beast Topaz Tiger D.D. Survivor Destiny Hero - Blade Master Destiny Hero - Captain Tenacious Destiny Hero - Dasher Destiny Hero - Departed Destiny Hero - Doom Lord Destiny Hero - Dread Servant Destiny Hero - Double Dude Destiny Hero - Dunker Destiny Hero - Fear Monger Destiny Hero - Malicious Elemental Hero Avian Elemental Hero Bladedge Elemental Hero Burstinatrix Elemental Hero Bubbleman Elemental Hero Captain Gold Elemental Hero Clayman Elemental Hero Flare Neos Elemental Hero Lady Heat Elemental Hero Marine Neos Elemental Hero Mariner Elemental Hero Necroid Shaman Elemental Hero Neos Elemental Hero Plasma Vice Elemental Hero Prisma Elemental Hero Sparkman Elemental Hero Storm Neos Elemental Hero Stratos Elemental Hero Heat Elemental Hero Thunder Giant Elemental Hero Voltic Elemental Hero Wildedge Elemental Hero Wildheart Elemental Hero Wild Wingman Evil Hero Infernal Gainer Gladiator Beast Andal Grandmaster of the Six Samurai Grave Squirmer Grinder Golem Hero Kid Ice Master Judgment Dragon Mezuki Neo-Spacian Air Hummingbird Neo-Spacian Aqua Dolphin Neo-Spacian Dark Panther Neo-Spacian Flare Scarab Neo-Spacian Glow Moss Neo-Spacian Grand Mole The Six Samurai - Irou The Six Samurai - Kamon The Six Samurai - Nisashi The Six Samurai - Yaichi The Six Samurai - Yariza The Six Samurai - Zanji Thunder King Rai-Oh Winged Kuriboh Winged Kuriboh LV10 Wroughtweiler Ancient City - Rainbow Ruins Clock Tower Prison Cunning of the Six Samurai Cyclone Blade Cyclone Boomerang D - Formation D - Spirit Dark City E - Emergency Call Fusion Recovery Gateway of the Six H - Heated Heart Hero's Bond Hero Heart Instant Neo Space Light of Redemption Hero Mask Neos Force O - Oversoul R - Righteous Justice Skyscraper Space Gift Spark Blaster System Down Transcendent Wings Venom Swamp Change of Hero - Reflector Ray Clay Charge Crystal Pair Crystal Raigeki D - Chain D - Counter D - Fortune D - Shield Destiny Signal Double-Edged Sword Technique Edge Hammer Elemental Recharge Feather Wind Hero Barrier Hero Blast Hero Counterattack Hero Signal Hero Spirit Miracle Kids Non-Fusion Area Offering to the Snake Deity Rainbow Gravity Rainbow Path Return of the Six Samurai Rise of the Snake Deity Success Probability 0% |
Now I know what you're thinking. Where's the Fossil Dyna? Those Fossil Dyna Pachycephalo was in Light of Destruction it did not make the cut for this reprint set. However it made it into something very, very good.
The Wave 2 Holiday Tins are just as awesome as the wave 1 tins Leviathan Dragon and Wind-up Zenmaister.
Galaxy Eyes Photon Dragon
Tin Contents:
2 packs of Storm of Ragnarok
2 packs of Extreme Victory
1 pack of Generation Force
1 Secret Rare card: Galaxy-Eyes Photon Dragon
1 Super Rare card: Fossil Dyna Pachycephalo
1 Super Rare card: Guardian Eatos
1 Super Rare card: Malefic Stardust Dragon
1 Super Rare card: Solemn Warning
Number 10: Illumiknight Collectible
Tin Contents:
2 packs of Storm of Ragnarok
2 packs of Extreme Victory
1 pack of Generation Force
1 Secret Rare card: Number 10: Illumiknight
1 Super Rare card: Ehren, Lightsworn Monk
1 Super Rare card: XX-Saber Darksoul
1 Super Rare card: The Tyrant Neptune
1 Super Rare card: Solemn Warning
As you see, each tin comes with 1 Super Rare Solemn Warning, matching the Super Rare Pot of Duality from the wave 1 tins. Lots of players still don't have Solemn Warning and this tones down the power creep you may be experiencing in your locals. After that, each one has powerhouse reprints to be excited for.
Galaxy-Eyes comes with that much needed Fossil Dyna, allowing use to side against some of the most popular decks. I have been waiting for Fossil Dyna to side into Koakis for a long, long time. Guardian Eatos is used in one of the most fun decks ever invented: Dimensional Eatos. It is a mixture of anti-meta and explosive power in the form of Dimensional Fissure and a Cherokee Princess(with wings). Finally, Malefic Stardust rounds out the tin for people who weren't willing to buy the movie packs. Malefic Stardust, for most competitive players, is a side deck option against Gravekeepers and Dragunities. You lose out of a possible 4000 ATK monster in Malefic Cyber End Dragon, but you gain 1-2 side deck spots(as you won't have to commit the original Cyber End Dragon into your build.
The Illumiknight Tin has to be my favorite with the Darksoul reprint. I have always wanted to play my own build for X Sabers, and now I finally can with this reprint. Any player can build Xsabers now while only requiring Hyunlei as an expensive card. For those who don't know, "X-tapirs" uses X-Saber Garsem and additional beast-themed effects to add variety to the deck. Alone, Garsem is a high ATK level 4 monster that most current decks can't Normal Summon and kill. Ehren makes up the other good slot in the tin. Originally a World Premiere card(TCG exclusive), Ehren is ually the best choice after Lyla and Ryko for milling.
After all of these awesome cards, we have Photon Shockwave on the horizon. I haven't done a booster pack review in a while, and that is because I didn't really connect with those new cards. Photon Shockwave has an awesome lineup prepared for us and deserves a look from everyone.
Monday, October 3, 2011
Beat 2 Format
There are many mixed feelings about this format. If you look at YCS Toronto and YCS Ecuador, it is clear that we have a format with 2 main decks to beat. Those are Chaos Tengu Synchro and Agents. The majority of the top 32 in both of these events were made up of those decks with some variances between one another. Despite the popularity of those 2 decks, we can look at YCS Ecuador for evidence of what our format is really about. "If you can beat those 2 decks, then your deck is playable."
Of course, if you were in Toronto, you may have had to play against a LOT of Chaos Tengu Synchro. This is a card game and when you play against so much of the same deck, you do have increasing chances to lose against it. However, this may not mean that your deck is bad. CTS(as I will be calling it for now on) has many "god hands" that are very difficult to outplay. Short of drawing into your side, an opening hand of Reborn Tengu, One for One, Gorz, Veiler, BLS, or any combination of those can spell doom for most players. When you get right down to it, if your deck has answers to zany early-game plays like this, you can call it competitive, Tier-1, etc. This is not to say that CTS and Agents are Tier 0 or Tier 0.5. Let's call them an entrance exam to top 32. If you can get through that door, you get to play OTHER decks that aced the entrance exam too; and THAT is when the game really starts getting fun.
So if you aren't playing CTS or Agents, then what else is there? Let's take a look at Ecuador:
Six Sams
Frogs
Gravekeepers
Dragons
Glads
Blackwings
TGs
CTS
Agents
If you thought the format wasn't diverse, then you may be having trouble with CTS and Agents. Believe it or not, it really is possible to beat the decks, even though everyone seems to be playing it and it IS a tough match. Toronto players didn't have it as easy with their top 16:
1 Anti-meta
1 TG
1 Karakuri
Everything else: Agents and CTS
It really is unfortunate that so many people played the deck. If you are playing on the Local level, don't get discouraged as your deck may still be competent with good tech and an appropriate side. There are many decks(not posted above) to choose from and all of can make it past the entrance exam:
Scraps
Monarchs
Rekindling variants(Flamvells, Jurracs)
Heroes
X Sabers
Infernity
Quickdraw
Machina Gadgets
Nordics
Gigavise
Fabled
Zombies
Of course some of these decks have an easier time with the exam than others. With luck, your side deck can overcome that disadvantage.
I like to believe that the format is defined by the number of plays your deck can make, and the number of your plays your deck can stop. CTS is known for having "plays for days." Unlike slower decks, they can place cards on the field without really making a push for game, and still call it making a "play." A good example of this is setting Sangan or summoning Card Trooper to make more cards in their hand live. Other decks can do this too, like Heroes, Sabers, and Machina. Agents don't have as many plays as CTS, but it has excellent cards to stop plays. Unlike antimeta monsters Banisher and Thunderking, Agent cards that stop plays, also generate them. Whether it is your first turn Gachi or dropping Hyperion, followed by Krystia, they will slow the duel down to their pace until you can't compete with their bosses. Other YGO decks have a lot of sustainability too like Zombies and Monarchs.
You can extend this to tier 2 and 3 decks too, increasing the amount of plays available or slowing the competition down to your level. Let's look at something like Crash Fiends that we talked about in this dark post. Crash Fiends can be designed for the "plays for days" philosophy. Pushes that your opponent manages to stop, are fuel for boss monsters. Three plays can be stopped using Gorz and Effect Veiler, backed by BLS.
Don't think that the only decks in the format are Agents and CTS. Don't think that you have to play those 2 decks because nothing else can come close to their power. Take a look at your deck and try to extend the amount of things it can do in random situations. If your deck is lacking sustainability(it runs out of steam too easily.), think about ways to get your best cards back through things like Monster Reincarnation and Fabled Leviathan. If your deck can't stop much, think about fitting in Maxx "C", Gorz, Enemy Controller or Scapegoat. Don't let YCS Toronto discourage you from at least testing some of your favorite ideas. Also look forward to Photon Shockwave. Only a month way, we get Evols, more F!sh support and a brand new Rescue Rabbit to abuse.
Of course, if you were in Toronto, you may have had to play against a LOT of Chaos Tengu Synchro. This is a card game and when you play against so much of the same deck, you do have increasing chances to lose against it. However, this may not mean that your deck is bad. CTS(as I will be calling it for now on) has many "god hands" that are very difficult to outplay. Short of drawing into your side, an opening hand of Reborn Tengu, One for One, Gorz, Veiler, BLS, or any combination of those can spell doom for most players. When you get right down to it, if your deck has answers to zany early-game plays like this, you can call it competitive, Tier-1, etc. This is not to say that CTS and Agents are Tier 0 or Tier 0.5. Let's call them an entrance exam to top 32. If you can get through that door, you get to play OTHER decks that aced the entrance exam too; and THAT is when the game really starts getting fun.
So if you aren't playing CTS or Agents, then what else is there? Let's take a look at Ecuador:
Six Sams
Frogs
Gravekeepers
Dragons
Glads
Blackwings
TGs
CTS
Agents
If you thought the format wasn't diverse, then you may be having trouble with CTS and Agents. Believe it or not, it really is possible to beat the decks, even though everyone seems to be playing it and it IS a tough match. Toronto players didn't have it as easy with their top 16:
1 Anti-meta
1 TG
1 Karakuri
Everything else: Agents and CTS
It really is unfortunate that so many people played the deck. If you are playing on the Local level, don't get discouraged as your deck may still be competent with good tech and an appropriate side. There are many decks(not posted above) to choose from and all of can make it past the entrance exam:
Scraps
Monarchs
Rekindling variants(Flamvells, Jurracs)
Heroes
X Sabers
Infernity
Quickdraw
Machina Gadgets
Nordics
Gigavise
Fabled
Zombies
Of course some of these decks have an easier time with the exam than others. With luck, your side deck can overcome that disadvantage.
I like to believe that the format is defined by the number of plays your deck can make, and the number of your plays your deck can stop. CTS is known for having "plays for days." Unlike slower decks, they can place cards on the field without really making a push for game, and still call it making a "play." A good example of this is setting Sangan or summoning Card Trooper to make more cards in their hand live. Other decks can do this too, like Heroes, Sabers, and Machina. Agents don't have as many plays as CTS, but it has excellent cards to stop plays. Unlike antimeta monsters Banisher and Thunderking, Agent cards that stop plays, also generate them. Whether it is your first turn Gachi or dropping Hyperion, followed by Krystia, they will slow the duel down to their pace until you can't compete with their bosses. Other YGO decks have a lot of sustainability too like Zombies and Monarchs.
You can extend this to tier 2 and 3 decks too, increasing the amount of plays available or slowing the competition down to your level. Let's look at something like Crash Fiends that we talked about in this dark post. Crash Fiends can be designed for the "plays for days" philosophy. Pushes that your opponent manages to stop, are fuel for boss monsters. Three plays can be stopped using Gorz and Effect Veiler, backed by BLS.
Don't think that the only decks in the format are Agents and CTS. Don't think that you have to play those 2 decks because nothing else can come close to their power. Take a look at your deck and try to extend the amount of things it can do in random situations. If your deck is lacking sustainability(it runs out of steam too easily.), think about ways to get your best cards back through things like Monster Reincarnation and Fabled Leviathan. If your deck can't stop much, think about fitting in Maxx "C", Gorz, Enemy Controller or Scapegoat. Don't let YCS Toronto discourage you from at least testing some of your favorite ideas. Also look forward to Photon Shockwave. Only a month way, we get Evols, more F!sh support and a brand new Rescue Rabbit to abuse.
Subscribe to:
Posts (Atom)