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.
Thursday, October 21, 2010
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
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!
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.
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
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 |
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