I haven't posted anything new in a while and I can't wait till I can actually play this deck in a tournament. Check it out!
Monsters:18
3x GB Laquari
3x Test Tiger
2x GB Equeste
2x Cyber Dragon
1x GB Murmillo
1x GB Bestiari
1x GB Retiari
1x GB Hoplomus
1x GB Darius
1x GB Secutor
1x X-Saber Airbellum
1x Blackwing-Gale the Whirlwind
Spells:09
3x Gladiator Proving Ground
2x Book of Moon
1x Heavy Storm
1x Cold Wave
1x Mystical Space Typhoon
1x Smashing Ground
Traps:13
3x GB War Chariot
3x Dimensional Prison
2x Bottomless Traphole
2x Waboku
1x Solemn Judgment
1x Torrential Tribute
1x Trap Dustshoot
Yes. That's a lot of traps. With Dimensional Eatos as my worst match up, the deck needed a large amount of monster removal. All the spell and trap removal is in the side. 2 Cyber Dragons bait out the bottomless and are quite useful for synchro summoning into level 8 monsters. Let me know what you think. All comments and questions are appreciated and I will get back to you soon.
Friday, February 26, 2010
Just Bought a box! Throw some D's on that B%&$@!
My pulls:
Super:05
1x Fiendish Chain
1x Tuner's Scheme
1x Saber Hole
1x Dragonic Guard
1x Super-Nimble Mega Hamster
Ultra:02
1x Sun Dragon Inti
1x Drill Warrior
Ultimate:01
1x Drill Warrior
Secret:01
Core Transport Unit
Well...the box was all right I guess. Well for me it was. I needed the Saber Hole, Sun Dragon Inti, and Core Transport Unit. The rest is trade bait.
Super:05
1x Fiendish Chain
1x Tuner's Scheme
1x Saber Hole
1x Dragonic Guard
1x Super-Nimble Mega Hamster
Ultra:02
1x Sun Dragon Inti
1x Drill Warrior
Ultimate:01
1x Drill Warrior
Secret:01
Core Transport Unit
Well...the box was all right I guess. Well for me it was. I needed the Saber Hole, Sun Dragon Inti, and Core Transport Unit. The rest is trade bait.
Wednesday, February 24, 2010
I'm Back!
Its been a while since I've updated my blog because I switched internet services and was without the web for about a week. Now I'm back! I recently bought 3 Machina Force Structure decks on Monday as well as 2 boxes off Absolute Powerforce. I pulled decent from both boxes but didn't pull the secret I wanted. I got Shield Wing and Djinn. Like I was saying. The Machina deck is really good. They have their own Stratos that searches for any machina monster. They have a boss card that can easily be summoned and they deck packs awesome cards like Cyber Valley and D-Prison as commons. I've built my own Machina deck but haven't tested it against an actual person yet becuase I've been at home all week. Apparently Machina is good with the Ancient Gear Dragon. The deck runs Trade In's as draw power and the Stratos machine thins the deck whiile Scrap Recycler allows you to set up Fortress when its summoned and allows you to draw 1 by recycling 2 level 4 fallen machines. The deck looks really impressive and makes Chimera Fortress Dragon more dangerous since it can be used against you. I'll post my own deck list soon after testing it. On another note I am judging this Saturday at the Long Beach Regionals.
Wednesday, February 17, 2010
Monarch post March Ban List
I was bored all day because I had to stay home and take care of my sick nephew. I decided to relieve myself of my boredom and decided to make a new Monarch deck that fits with the new ban list. Here's the result of my boredom.
Monsters:23
3x Caius the Shadow Monarch
1x Card Trooper
2x Cyber Dragon
3x Cyber Valley
2x Dandylion
1x Gorz the Emissary of Darkness
2x Krebons
2x Mystic Tomato
1x Plaguespreader Zombie
1x Psychic Commander
2x Raiza the Storm Monarch
1x Sangan
1x Tragoedia
1x Treeborn Frog
Spells:09
1x Allure of Darkness
1x Brain Control
1x Emergency Teleport
1x Enemy Controller
1x Foolish Burial
1x Heavy Storm
1x Mind Control
1x Mystical Space Typhoon
1x One for One
Traps:08
2x Bottomless Traphole
1x Mirror Force
2x Phoenix Wing Wind Blast
3x Reckless Greed
Its pretty fun. That's all for today!
Monsters:23
3x Caius the Shadow Monarch
1x Card Trooper
2x Cyber Dragon
3x Cyber Valley
2x Dandylion
1x Gorz the Emissary of Darkness
2x Krebons
2x Mystic Tomato
1x Plaguespreader Zombie
1x Psychic Commander
2x Raiza the Storm Monarch
1x Sangan
1x Tragoedia
1x Treeborn Frog
Spells:09
1x Allure of Darkness
1x Brain Control
1x Emergency Teleport
1x Enemy Controller
1x Foolish Burial
1x Heavy Storm
1x Mind Control
1x Mystical Space Typhoon
1x One for One
Traps:08
2x Bottomless Traphole
1x Mirror Force
2x Phoenix Wing Wind Blast
3x Reckless Greed
Its pretty fun. That's all for today!
Status Report
With the new ban list crippling LS, Zombies, and D-Heroes as well as a few other cards I am currently updating my decks to fit the new ban list.
Gladiator Beasts(Added Widespread Dud)
Relinquished Djinn Control(Removed one allure and 2 Necro Gardnas. Deck is on standby)
X-Sabers (Currently in its testing stages. Needs improvement)
Gravekeepers (Removed one allure and am currently running a full play set of Caius)
Koa'ki Meiru (Currently on standby. Haven't finished the deck yet)
Quickdraw Synchro (On standby. I am still missing a large portion of the extra deck and a few main deck cards.
Feel free to ask me any questions and/or request anything you would like to see me cover. Till next time. Peace!
Gladiator Beasts(Added Widespread Dud)
Relinquished Djinn Control(Removed one allure and 2 Necro Gardnas. Deck is on standby)
X-Sabers (Currently in its testing stages. Needs improvement)
Gravekeepers (Removed one allure and am currently running a full play set of Caius)
Koa'ki Meiru (Currently on standby. Haven't finished the deck yet)
Quickdraw Synchro (On standby. I am still missing a large portion of the extra deck and a few main deck cards.
Feel free to ask me any questions and/or request anything you would like to see me cover. Till next time. Peace!
Tuesday, February 16, 2010
The New Banlist
Restricted:
Chaos Sorceror
Tragoedia
Necro Gardna
Necroface
Mezuki
Lumina, Lightsworn Summoner
Burial From Another Dimension
Foolish Burial
Destiny Draw
Charge of the Light Brigade
Allure of Darkness
Mind Crush
Magical Explosion
Semi Restrict:
Honest
Cyber Dragon
Demise the King of Armageddon
Dandylion
Treeborn Frog
Black Whirlwind
United We Stand
Royal Decree
Royal Oppression
Skill Drain
To 3:
Mask of Darkness
Smashing Ground
First off WTF! They didn't weaken Lightsworn. They murdered it. With Lumina, Charge, and Gardna limited the LS crew is out of power. To make things worse Honest was semi-ed as well making LS nothing but a joke. Zombies were hit as expected with Mezuki back in the limited list and both Burials joining it on the list. Chaos Sorcerer, Tragoedia, and Allure at 1 weakened every dark deck out there and ruined LS chance at a revival in the form of Twilight. Chaos is dead. D-Draw and Allure at 1 makes the D-Hero engine obsolete. Necroface and Magical Explosion at 1 ends the possibility of the OCG otk's from setting foot in TCG territory. Mind Crush at 1 doesn't make sense to me but whatever I don't mind. Cyber Dragon at 2 revives the dead machine archetype and gives Monarch decks hope along with the extra Treeborn frog and Dandylion now accessible to them. Black Whirlwind at 2 was the only hit Blackwing took aside from Allure but I'm pretty sure they'll suffice with Reckless Greed. Royal Oppression and Skill Drain at hit all the anti meta decks and makes GB's scream with joy. Royal Decree at 2 really doesn't do much but I don't care about this one either. Mask of Darkness at 3 makes Trap Heavy decks better in reusing their traps while an unlimited Smashing Ground will deal with all the annoying big defenders and will most likely replace Fissure.
Its finally confirmed by Shriek so everyone who held on their D-Draws and Lightsworn cards tough luck.
Chaos Sorceror
Tragoedia
Necro Gardna
Necroface
Mezuki
Lumina, Lightsworn Summoner
Burial From Another Dimension
Foolish Burial
Destiny Draw
Charge of the Light Brigade
Allure of Darkness
Mind Crush
Magical Explosion
Semi Restrict:
Honest
Cyber Dragon
Demise the King of Armageddon
Dandylion
Treeborn Frog
Black Whirlwind
United We Stand
Royal Decree
Royal Oppression
Skill Drain
To 3:
Mask of Darkness
Smashing Ground
First off WTF! They didn't weaken Lightsworn. They murdered it. With Lumina, Charge, and Gardna limited the LS crew is out of power. To make things worse Honest was semi-ed as well making LS nothing but a joke. Zombies were hit as expected with Mezuki back in the limited list and both Burials joining it on the list. Chaos Sorcerer, Tragoedia, and Allure at 1 weakened every dark deck out there and ruined LS chance at a revival in the form of Twilight. Chaos is dead. D-Draw and Allure at 1 makes the D-Hero engine obsolete. Necroface and Magical Explosion at 1 ends the possibility of the OCG otk's from setting foot in TCG territory. Mind Crush at 1 doesn't make sense to me but whatever I don't mind. Cyber Dragon at 2 revives the dead machine archetype and gives Monarch decks hope along with the extra Treeborn frog and Dandylion now accessible to them. Black Whirlwind at 2 was the only hit Blackwing took aside from Allure but I'm pretty sure they'll suffice with Reckless Greed. Royal Oppression and Skill Drain at hit all the anti meta decks and makes GB's scream with joy. Royal Decree at 2 really doesn't do much but I don't care about this one either. Mask of Darkness at 3 makes Trap Heavy decks better in reusing their traps while an unlimited Smashing Ground will deal with all the annoying big defenders and will most likely replace Fissure.
Its finally confirmed by Shriek so everyone who held on their D-Draws and Lightsworn cards tough luck.
Monday, February 15, 2010
The Perfect Side pt.2
Welcome back. Today I'll continue going over side decks for certain decks. Lets look at Zombies and Blackwings.
Zombie decks are a conservative deck that goes nuts once it has all the pieces in store for the OTK. Heavily focusing on searching cards from the deck and recovering cards from the grave makes Zombie decks easy to side against. Kycoos, Banishers, D-Fissures, and Thunderkings tear this deck apart. Here's what a standard Zombie decks side should look like.
3x Kycoo the Ghost Destroyer
2x Dust Tornado
2x Legendary Jujitsu Master
2x Royal Oppression (If not main decked)
2x Traphole
2x D.D. Crow
1x Malevolent Catastrophe
1x Lightning Vortex
The Kycoos protect the ever important Zombie graveyard and decimates Lightsworn and other Zombie decks graveyards. The Dust Tornado's deal with the annoying War Chariots and anything else your opponent is attempting to hit you with. JuJu counters anti meta decks and forces Gladiators to wait until they have an answer to it. Royal Oppression stomps Lightsworn and Glads while controlling the mirror match. The Trapholes are brought in against Blackwings and GB's who are very reliant on their normal summoning. D.D. Crows deal with Necro Gardnas, Plaguespreaders, and anything else in the grave. Malevolent Catastrophe is brought in against anti meta decks, Blackwings, and GB match ups because both decks rely on heavy back row support. The Vortex controls the size of the opponents field and helps deal with problems your monsters cant handle.
Blackwings are straight beasts. Winged Beasts to be more specific. It can deal damage real fast and is very flexible when it comes to synchro summoning. It can focus on swarming the field with the help of Whirlwind or it can be controlling with Icarus Attack. Blackwings are the most flexible side deck users since most of the cards sided don't hurt the Blackwings at all. Blackwings only weakness is decks that are faster and hit harder than they do. Here's what I think the perfect side for Blackwings is.
3x Light Imprisoning Mirror
2x Kycoo the Ghost Destroyer
2x Skill Drain
2x Royal Oppression
2x Delta Crow-Anti Reverse
2x Trap Hole
2x Tragoedia
Blackwings were able to handle Lightsworns before Gale was limited. Now Lightsworns are able to out speed Blackwings. Light Imprisoning Mirror, Oppressions and Kycoos are sided in against them to help slow them down while dealing with their graveyard (Skill Drains work too as they stop the continuous effects of Aurkus and Jain, 2 cards Light Imprisoning mirror cant stop). Kycoos, Oppressions and Trap Holes help deal with the Zombie threats while Skill Drain, Royal Oppression, and Trap Hole deal with the Glad deck. Delta Crows help deal with anti meta decks and decks that set too much back row. The Tragoedia's are brought in during the Mirror Match. Stealing monsters that work with your deck is always nice and not to mention Whirlwind adds card to the hand increasing Tragoedia's attack.
Well that's all for right now.
Zombie decks are a conservative deck that goes nuts once it has all the pieces in store for the OTK. Heavily focusing on searching cards from the deck and recovering cards from the grave makes Zombie decks easy to side against. Kycoos, Banishers, D-Fissures, and Thunderkings tear this deck apart. Here's what a standard Zombie decks side should look like.
3x Kycoo the Ghost Destroyer
2x Dust Tornado
2x Legendary Jujitsu Master
2x Royal Oppression (If not main decked)
2x Traphole
2x D.D. Crow
1x Malevolent Catastrophe
1x Lightning Vortex
The Kycoos protect the ever important Zombie graveyard and decimates Lightsworn and other Zombie decks graveyards. The Dust Tornado's deal with the annoying War Chariots and anything else your opponent is attempting to hit you with. JuJu counters anti meta decks and forces Gladiators to wait until they have an answer to it. Royal Oppression stomps Lightsworn and Glads while controlling the mirror match. The Trapholes are brought in against Blackwings and GB's who are very reliant on their normal summoning. D.D. Crows deal with Necro Gardnas, Plaguespreaders, and anything else in the grave. Malevolent Catastrophe is brought in against anti meta decks, Blackwings, and GB match ups because both decks rely on heavy back row support. The Vortex controls the size of the opponents field and helps deal with problems your monsters cant handle.
Blackwings are straight beasts. Winged Beasts to be more specific. It can deal damage real fast and is very flexible when it comes to synchro summoning. It can focus on swarming the field with the help of Whirlwind or it can be controlling with Icarus Attack. Blackwings are the most flexible side deck users since most of the cards sided don't hurt the Blackwings at all. Blackwings only weakness is decks that are faster and hit harder than they do. Here's what I think the perfect side for Blackwings is.
3x Light Imprisoning Mirror
2x Kycoo the Ghost Destroyer
2x Skill Drain
2x Royal Oppression
2x Delta Crow-Anti Reverse
2x Trap Hole
2x Tragoedia
Blackwings were able to handle Lightsworns before Gale was limited. Now Lightsworns are able to out speed Blackwings. Light Imprisoning Mirror, Oppressions and Kycoos are sided in against them to help slow them down while dealing with their graveyard (Skill Drains work too as they stop the continuous effects of Aurkus and Jain, 2 cards Light Imprisoning mirror cant stop). Kycoos, Oppressions and Trap Holes help deal with the Zombie threats while Skill Drain, Royal Oppression, and Trap Hole deal with the Glad deck. Delta Crows help deal with anti meta decks and decks that set too much back row. The Tragoedia's are brought in during the Mirror Match. Stealing monsters that work with your deck is always nice and not to mention Whirlwind adds card to the hand increasing Tragoedia's attack.
Well that's all for right now.
Saturday, February 13, 2010
The Perfect Side
Side decking is a difficult art to master since there are so many decks out there and you're only allowed to 15 cards to help combat them. The side deck should include cards that cover your decks weaknesses and help take down others. With only 15 slots lets look at some decks and see what they're staple side should look like.
Lightsworns/Twilight: They rely heavily on milling their deck and focus on their graveyard while summoning huge monsters. Anti Meta decks like Skill Drain and Fissure their them apart. Here's an average side for them.
3x Royal Decrees
2x Breaker the Magical Warrior
2x Kycoo the Ghost Destroyer
2x Bottomless Traphole
1x Mystical Space Typhoon
1x Giant Trunade
Those 11 cards are pretty much standard for the LS/Twilight builds. The extra four cards can be tech cards of your choice. My body as a Shield and Fairy Wind work well too. The decrees completely shut down Light and Shadow Imprisoning Mirror as well as the feared Skill Drain. Breakers make sure they clear Light Imprisoning Mirrors and Fissures while counting as dark's for DAD and Chaos Sorcerer. Kycoos are usually brought in against Zombies to completely shut them down and can be sided against other decks to prevent Soul Releases and opposing Kycoos from damaging your strategy. The Bottomless Trapholes are sided in against decks that carry large monsters like Dimensional Eatos and makes the LS/Twilight more aggressive and dangerous as the Bottomless are usually not expected. MST and Giant Trunade are sided in against GB's and every anti meta deck that uses Skill Drains and Fissures.
Gladiator Beasts are one of the most feared decks around because they can easily shut down your opponents strategies with their multiple tag ins. The GB's rely heavily on special summoning and effects so when the opponent sides in Oppressions and Skill Drains the GB player is in trouble. Here's their usual side deck strategy.
3x Banisher of the Radiance
3x Trap Stun
3x Dust Tornado
2x Kycoo the Ghost Destroyer
2x Dimensional Fissure
2x My Body as a Shield
Banishers, Kycoo, and Fissures are sided in against Zombies and Lightsworn decks. Even though GB's have an even match up against Zombies it can still be out sped by Lightsworns. It evens the playing field and makes both decks strategies fail. The Trap Stuns and Dust Tornadoes are sided in against anti meta decks and any deck that sided in Mirror of Oaths. My Body as a Shield are sided in against the dreaded Stardust Dragon, Bottomless Traphole, and Mirror of Oaths.
I'll go over more decks side deck tomorrow. Peace.
Lightsworns/Twilight: They rely heavily on milling their deck and focus on their graveyard while summoning huge monsters. Anti Meta decks like Skill Drain and Fissure their them apart. Here's an average side for them.
3x Royal Decrees
2x Breaker the Magical Warrior
2x Kycoo the Ghost Destroyer
2x Bottomless Traphole
1x Mystical Space Typhoon
1x Giant Trunade
Those 11 cards are pretty much standard for the LS/Twilight builds. The extra four cards can be tech cards of your choice. My body as a Shield and Fairy Wind work well too. The decrees completely shut down Light and Shadow Imprisoning Mirror as well as the feared Skill Drain. Breakers make sure they clear Light Imprisoning Mirrors and Fissures while counting as dark's for DAD and Chaos Sorcerer. Kycoos are usually brought in against Zombies to completely shut them down and can be sided against other decks to prevent Soul Releases and opposing Kycoos from damaging your strategy. The Bottomless Trapholes are sided in against decks that carry large monsters like Dimensional Eatos and makes the LS/Twilight more aggressive and dangerous as the Bottomless are usually not expected. MST and Giant Trunade are sided in against GB's and every anti meta deck that uses Skill Drains and Fissures.
Gladiator Beasts are one of the most feared decks around because they can easily shut down your opponents strategies with their multiple tag ins. The GB's rely heavily on special summoning and effects so when the opponent sides in Oppressions and Skill Drains the GB player is in trouble. Here's their usual side deck strategy.
3x Banisher of the Radiance
3x Trap Stun
3x Dust Tornado
2x Kycoo the Ghost Destroyer
2x Dimensional Fissure
2x My Body as a Shield
Banishers, Kycoo, and Fissures are sided in against Zombies and Lightsworn decks. Even though GB's have an even match up against Zombies it can still be out sped by Lightsworns. It evens the playing field and makes both decks strategies fail. The Trap Stuns and Dust Tornadoes are sided in against anti meta decks and any deck that sided in Mirror of Oaths. My Body as a Shield are sided in against the dreaded Stardust Dragon, Bottomless Traphole, and Mirror of Oaths.
I'll go over more decks side deck tomorrow. Peace.
Friday, February 12, 2010
Keepers of the Dead
Gravekeeper's Descendant aka Jack Atlas is a Hand of the Six Samurai for the Gravekeeper archetype except he can destroy any card on your opponents side of the field. He makes Spy more valuable as he can be searched out by it. I would run 2-3 of these.
Gravekeeper's Visionary is a boss in Gravekeeper's as he gets powered up for each Gravekeeper in the grave by 200 and he can prevent his destruction. I would run only 1-2 of this card.
Gravekeeper's Priestess is the promo from the set and she makes cards like Royal Tribute more viable. She also grants some of the Gravekeepers effects. Good effect and I suggest 1-2.
Gravekeeper's Stele is a good card to run because it recycles extra Gravekeeper cards and makes Visionary from running out of protection. It makes using Royal Tribute less risky since you can recover your fallen Gravekeepers.
Gravekeeper's Visionary is a boss in Gravekeeper's as he gets powered up for each Gravekeeper in the grave by 200 and he can prevent his destruction. I would run only 1-2 of this card.
Gravekeeper's Priestess is the promo from the set and she makes cards like Royal Tribute more viable. She also grants some of the Gravekeepers effects. Good effect and I suggest 1-2.
Gravekeeper's Stele is a good card to run because it recycles extra Gravekeeper cards and makes Visionary from running out of protection. It makes using Royal Tribute less risky since you can recover your fallen Gravekeepers.
Thursday, February 11, 2010
My sword Versus your Saber
X-Sabers have been out for a while and haven't topped in a major event because they were too inconsistent and were crushed by faster decks like Lightsworn and Blackwings. With the release of Absolute Powerforce the X-Saber archetype gets the much needed support they needed to be able to handle other decks.
Saber Hole is a counter trap card that negates the summon of a monster as long as you control an X-Saber. Saber Hole makes X-Sabers a lot better because now X-Sabers have a counter to monsters they didn't have answers too before like JD and DAD. It becomes a staple in the deck and should be run in threes.
XX-Saber Garsem is a Goblin Zombie for X-Sabers but only if he is destroyed by a card effect and sent to the graveyard. He also gains an extra 200 attack for each face up X-Saber monster on your side of the field. Since X-Sabers swarm the field with Faultrolls and E-Calls, Garsem should have no problem getting pumped up. His other effect is useful if you can bait a Torrential Tribute or Mirror Force. I would only suggest 1-2 Garsems.
XX-Saber Emmersblade is a searcher for the X-Saber monsters. Giant Rat was good but he couldn't search out Airbellum and Giant Rats in the grave didn't benefit Gottoms E-Call and Gardestrike. Emmersblade pulls the deck together and makes it more consistent. As good as they are only 2 Emmersblade is recommended. Three is overkill.
XX-Saber Hyunlei is a level 6 synchro monster that requires a non tuner X-Saber monster as its requirement. Its effect allows it to destroy up to three spell or traps on your opponents side of the field when its synchro summoned. Do I need to go on. X-Sabers had problems getting rid of spells and traps outside of Heavy Storm. Saber Slash was nice but it didn't hit face downs. Hyunlei is a welcome to any X-Saber deck. 1-2 in the extra deck would be nice.
Tomorrow I'll review the new cards for Gravekeepers and how they'll improve Gravekeepers.
Saber Hole is a counter trap card that negates the summon of a monster as long as you control an X-Saber. Saber Hole makes X-Sabers a lot better because now X-Sabers have a counter to monsters they didn't have answers too before like JD and DAD. It becomes a staple in the deck and should be run in threes.
XX-Saber Garsem is a Goblin Zombie for X-Sabers but only if he is destroyed by a card effect and sent to the graveyard. He also gains an extra 200 attack for each face up X-Saber monster on your side of the field. Since X-Sabers swarm the field with Faultrolls and E-Calls, Garsem should have no problem getting pumped up. His other effect is useful if you can bait a Torrential Tribute or Mirror Force. I would only suggest 1-2 Garsems.
XX-Saber Emmersblade is a searcher for the X-Saber monsters. Giant Rat was good but he couldn't search out Airbellum and Giant Rats in the grave didn't benefit Gottoms E-Call and Gardestrike. Emmersblade pulls the deck together and makes it more consistent. As good as they are only 2 Emmersblade is recommended. Three is overkill.
XX-Saber Hyunlei is a level 6 synchro monster that requires a non tuner X-Saber monster as its requirement. Its effect allows it to destroy up to three spell or traps on your opponents side of the field when its synchro summoned. Do I need to go on. X-Sabers had problems getting rid of spells and traps outside of Heavy Storm. Saber Slash was nice but it didn't hit face downs. Hyunlei is a welcome to any X-Saber deck. 1-2 in the extra deck would be nice.
Tomorrow I'll review the new cards for Gravekeepers and how they'll improve Gravekeepers.
Wednesday, February 10, 2010
I Fight for the Core
The Koa'ki Meiru are an interesting archetype. They mostly all have good effects and some can be splashed in other decks. However running a successful pure Koa'ki Meiru deck has been difficult in the past because you would run out of cards too quickly. Absolute Powerforce fixed that problem by releasing Iron Core Specimen Lab, Core Transport Unit, and Koa'ki Meiru Urnight.
Instead of going over the whole deck like I have with the other 2 lets just look at these new cards and how they make Koa'ki Meiru more reliable.
Iron Core Specimen Lab allows a Koa'ki Meiru player to let their monsters die and thin the deck by searching extra Koa'ki Meiru monsters. A good combo when you have 2-3 monsters on the field with all different costs is to let one die and search out the remaining ones cost cards.
Core Transport Unit is what makes Koa'ki Meiru decks more reliable since most of the cards in the deck rely on Iron Core of the Koa'ki Meiru. This allows you to search the core faster and lets you toss extra copies in the grave loading up effects for some of the traps.
Koa'ki Meiru Urnight makes Koa'ki Meiru decks faster and more brutal. It used to be rare for Koa'ki Meiru decks to be able to swarm the field. Urnight makes it simple and his high attack of 2000 makes him nearly invincible against other level 4 monsters.
All right that's it for today. Tomorrow I'll be going over the new X-Saber cards and how they'll affect how X-Sabers play from now on.
Instead of going over the whole deck like I have with the other 2 lets just look at these new cards and how they make Koa'ki Meiru more reliable.
Iron Core Specimen Lab allows a Koa'ki Meiru player to let their monsters die and thin the deck by searching extra Koa'ki Meiru monsters. A good combo when you have 2-3 monsters on the field with all different costs is to let one die and search out the remaining ones cost cards.
Core Transport Unit is what makes Koa'ki Meiru decks more reliable since most of the cards in the deck rely on Iron Core of the Koa'ki Meiru. This allows you to search the core faster and lets you toss extra copies in the grave loading up effects for some of the traps.
Koa'ki Meiru Urnight makes Koa'ki Meiru decks faster and more brutal. It used to be rare for Koa'ki Meiru decks to be able to swarm the field. Urnight makes it simple and his high attack of 2000 makes him nearly invincible against other level 4 monsters.
All right that's it for today. Tomorrow I'll be going over the new X-Saber cards and how they'll affect how X-Sabers play from now on.
Tuesday, February 9, 2010
Battle Bred Beasts
Gladiators have been around for a while. They surprised the world at Shonen Jump Minneapolis 2008 by winning the event with Gladiator Beasts and decimating Dark Armed Return. People quickly net decked what was less expensive yet successful. When Light of Destruction hit stores everyone had access to Gladiator Beast Gyzarus. The Prisma spam was used to dominate tournaments everywhere until finally Bestiari was limited. GB's slowed down as Stardust and TeleDad countered it and Lightsworn finally out sped it. Now with the ban list hitting Lightsworns and Zombies, Gladiators can come back.
Monsters:18
3x Gladiator Beast Laquari
3x Test Tiger
2x Gladiator Beast Samnite
2x Gladiator Beast Equeste
1x Gladiator Beast Bestiari
1x Gladiator Beast Retiari
1x Gladiator Beast Secutor
1x Gladiator Beast Murmillo
1x Gladiator Beast Darius
1x Gladiator Beast Hoplomus
1x Rescue Cat
1x X-Saber Airbellum
Spells:11
3x Gladiator Proving Ground
2x Book of Moon
2x Shrink
1x Heavy Storm
1x Giant Trunade
1x Cold Wave
1x Mystical Space Typhoon
Traps:11
3x Gladiator Beast War Chariot
2x Bottomless Traphole
2x Waboku
1x Solemn Judgment
1x Torrential Tribute
1x Call of the Haunted
1x Trap Dustshoot
Gladiator Beasts are a control deck that focus on slowly grinding your opponents cards while they gain advantage. With cards like Murmillo and Bestiari handling field cards and Retiari dealing with the grave, the opponent loses ground. Airbellum isn't a GB but it works wonders with Rescue Cat and discards a card from your opponents hand and its a tuner. Equeste and Darius are the Garbage Men as they recycle cards out of the grave in two different ways while Secutor and Samnite is the Cheerleader as one brings out 2 GB's from the deck with their effect loaded and the other adds cards with GB in the name to the hand. The spell cards in the deck made the cut because they help you maintain control of the duel. Book of Moon ends Blackwing swarms and ends Lightsworns end phases. Shrink can also help you avoid Bottomless Traphole and shrinking a BW using Black Whirlwind forces them to search for something else. The Spell and Trap removal make sure your GB's can attack safely. War Chariots ensure no effects can mess up your plays and allows you to control what your opponent can and can't do. Bottomless Traphole rids the field of high attackers that can stop GB's like Thunder King and Barbaros. Waboku lets your GB's survive battle and ensures tag outs. Solemn and Dustshoot allow you to control plays on the field and hand. Call ensures you can revive anything you need like solemned Rescue Cat. Torrential clears the field for your attacks to go through. Mirror Force didn't make the cut because Starlight Road is coming real soon and mass destruction effects will be dangerous. Torrential will be removed from the deck once Starlight Road is out. Starlight Road will be interesting in GB decks because it will protect all GB monsters and their Spells and Traps from mass destruction and gives them a one shot Stardust. Who knows what the ban list holds in store. Will Bestiari and Solemn Judgment be semi limited? We'll find out soon.
Tomorrow I'll analyze a Koa'ki Meiru deck.
Monsters:18
3x Gladiator Beast Laquari
3x Test Tiger
2x Gladiator Beast Samnite
2x Gladiator Beast Equeste
1x Gladiator Beast Bestiari
1x Gladiator Beast Retiari
1x Gladiator Beast Secutor
1x Gladiator Beast Murmillo
1x Gladiator Beast Darius
1x Gladiator Beast Hoplomus
1x Rescue Cat
1x X-Saber Airbellum
Spells:11
3x Gladiator Proving Ground
2x Book of Moon
2x Shrink
1x Heavy Storm
1x Giant Trunade
1x Cold Wave
1x Mystical Space Typhoon
Traps:11
3x Gladiator Beast War Chariot
2x Bottomless Traphole
2x Waboku
1x Solemn Judgment
1x Torrential Tribute
1x Call of the Haunted
1x Trap Dustshoot
Gladiator Beasts are a control deck that focus on slowly grinding your opponents cards while they gain advantage. With cards like Murmillo and Bestiari handling field cards and Retiari dealing with the grave, the opponent loses ground. Airbellum isn't a GB but it works wonders with Rescue Cat and discards a card from your opponents hand and its a tuner. Equeste and Darius are the Garbage Men as they recycle cards out of the grave in two different ways while Secutor and Samnite is the Cheerleader as one brings out 2 GB's from the deck with their effect loaded and the other adds cards with GB in the name to the hand. The spell cards in the deck made the cut because they help you maintain control of the duel. Book of Moon ends Blackwing swarms and ends Lightsworns end phases. Shrink can also help you avoid Bottomless Traphole and shrinking a BW using Black Whirlwind forces them to search for something else. The Spell and Trap removal make sure your GB's can attack safely. War Chariots ensure no effects can mess up your plays and allows you to control what your opponent can and can't do. Bottomless Traphole rids the field of high attackers that can stop GB's like Thunder King and Barbaros. Waboku lets your GB's survive battle and ensures tag outs. Solemn and Dustshoot allow you to control plays on the field and hand. Call ensures you can revive anything you need like solemned Rescue Cat. Torrential clears the field for your attacks to go through. Mirror Force didn't make the cut because Starlight Road is coming real soon and mass destruction effects will be dangerous. Torrential will be removed from the deck once Starlight Road is out. Starlight Road will be interesting in GB decks because it will protect all GB monsters and their Spells and Traps from mass destruction and gives them a one shot Stardust. Who knows what the ban list holds in store. Will Bestiari and Solemn Judgment be semi limited? We'll find out soon.
Tomorrow I'll analyze a Koa'ki Meiru deck.
Monday, February 8, 2010
Synchro Kitty
Synchro Cat was definitely the scariest OTK deck I have encountered during my experience playing YGO(I started playing when Gladiator's Assault was released). I only faced it once at my locals but it OTK'd me both games. Ever since I watched multiple players lose to Synchro to one turn kills. The Cat was heavily hit September 2009 as Summoner Monk, Rescue Cat and Dark Strike Fighter took a blow. Summoner Monk and Rescue Cat, the main combo pieces of the deck were limited to slow the deck down. The deck's key spell cards that made otk's possible, Cold Wave and Mind Control, were limited as well. Dark Strike Fighter the win Condition of the deck was banned. Players were unable to otk as frequently and many people left Synchro Cat behind and moved towards other decks that could possibly take over the new format. Synchro Cat is still a force to be reckoned with. With the right hands it can still otk and while not as deadly as they used to be, the Synchro Cat deck can still outplay any current top tier deck if underestimated. Synchro Cat didn't only win by OTK. It had another kind of victory. It focused on decreasing the opponents card presence and keeping their own advantage. Look at the deck list I have created and tested and see if you can spot the advantage each card in the deck provides.
Monsters:21
3x Cyber Valley
3x X-Saber Airbellum
2x Mystic Tomato
2x Ryko, Lightsworn Hunter
2x Gravekeeper's Spy
2x Gravekeeper's Guard
1x Rescue Cat
1x Summoner Monk
1x Dark Armed Dragon
1x Gorz the Emissary of Darkness
1x Sangan
1x Blackwing-Gale the Whirlwind
1x Des Koala
Spells:11
2x Allure of Darkness
2x Pot of Avarice
1x Mind Control
1x Brain Control
1x Machine Duplication
1x Heavy Storm
1x Giant Trunade
1x Mystical Space Typhoon
1x Cold Wave
Traps:08
2x Threatening Roar
2x Bottomless Traphole
1x Mirror Force
1x Call of the Haunted
1x Trap Dustshoot
1x Torrential Tribute
Now for my analysis.
First off are the monsters. Cyber Valleys allow you to draw more cards from your deck and allows you to create a slower environment for you opponent if they don't have an answer to it other than attacking it. In conjunction with Brain Control, Mind Control, and Machine Duplication this deck can seriously start grinding away at your opponents cards and allow you to put you combo faster. Airbellums are the heart of the deck as they are a level 3 beast tuner accessible by Rescue Cat. It creates ideal situations when your opponent has no monsters on their side of the field. A direct attack and your opponent is down 1 card from their hand. Airbellum works really well with Mind Control and Brain Control by allowing a possible discard from your opponents hand and a Synchro summon. The Mystic Tomato's allow you to keep your field presence after a massive Blackwing or Lightsworn swarm and counts towards your dark count for Dark Armed Dragon and allows easy access to Summoner Monk. Ryko is the answer to the feared Colossal Fighter and allows you to clear cards on the field that may become a nuisance later on while loading your graveyard for Dark Armed Dragon and Pot of Avarice. Gravekeeper's Spy's allow you to +1 and enables double Synchro summons and allows the deck to go Arcanite Magician for an easy -2 for your opponent. Gravekeeper's Guards also open up the possibilities to an Arcanite Play but also allow you to rid the field of one monster when flipped face up. Annoying Synchro monsters beware and he works well with Airbellum too. Rescue Cat, the Soul of the deck. It allows for a +1 and enables Synchro Summons by searching out Airbellums and any other beasts if needed. Summoner Monk is the body of the deck and he allows you turn any spell card into a level four monster once per turn. With Rescue Cat as a level four it goes nuts and lets loose 2 Airbellums which leads to an Arcanite Magician and Airbellum. Arcanite destroy 2 cards on the field while the extra Airbellum clears a card from the opponents hand or if you had another no tuner monster on the field it would allow for a double synchro summon. Dark Armed Dragon is an instant +3 if he survives his summoning and with a 2800 attack body he will end games really fast. Gorz saves you from a bad situation or allows you to decimate your opponent by walking into your feigned weakness by hitting the field as a 2700 hitter and creating a +1 by creating a token. Sangan searches for whatever you need at any situation. Gale allows access to the unbeatable Armor Master and is a dark so it can easily fuel DAD and Allure and its shrink ability makes Gale an enemy of high attack monsters. Des Koala is a level 3 dark Beast monster that can be searched by Rescue Cat when your in need of a level 6 synchro monster. Its a dark so it also fuels DAD and Allure and its burn damage and high defense is always nice too.
Allure's allow for quick draws and easy deck thinning. The pots recycle fallen monsters and allows for draws and if synchros were used it allows for multiple +'s. Mind Control and Brain Control allow for an easy -1 from your opponent and allows for easy synchro plays and Cyber Valley draws. Machine Dupe allows for the abuse of Cyber Valleys and their effect. Heavy Storm, Giant Trunade, MST , and Cold Wave do what they do best. They allow you to make your plays without interference from decimating back row cards like Torrential or Mirror Force.
Threatening Roars allow you to survive OTK's and set up your combos safely. Bottomless Traphole is your basic monster removal card and can be a +1 if your opponent summoned more than 1 monster at the same time with 1600 attack points or more. Mirror Force and Torrential Tribute are the field enforcers of the deck while Trap Dustshoot allows you to see your opponents hand and hinder their strategy. Call can lead to a multiple Rescue Cats and well you all already know what this does.
Tomorrow I'll do an analysis on a Gladiator Beast deck I created.
Monsters:21
3x Cyber Valley
3x X-Saber Airbellum
2x Mystic Tomato
2x Ryko, Lightsworn Hunter
2x Gravekeeper's Spy
2x Gravekeeper's Guard
1x Rescue Cat
1x Summoner Monk
1x Dark Armed Dragon
1x Gorz the Emissary of Darkness
1x Sangan
1x Blackwing-Gale the Whirlwind
1x Des Koala
Spells:11
2x Allure of Darkness
2x Pot of Avarice
1x Mind Control
1x Brain Control
1x Machine Duplication
1x Heavy Storm
1x Giant Trunade
1x Mystical Space Typhoon
1x Cold Wave
Traps:08
2x Threatening Roar
2x Bottomless Traphole
1x Mirror Force
1x Call of the Haunted
1x Trap Dustshoot
1x Torrential Tribute
Now for my analysis.
First off are the monsters. Cyber Valleys allow you to draw more cards from your deck and allows you to create a slower environment for you opponent if they don't have an answer to it other than attacking it. In conjunction with Brain Control, Mind Control, and Machine Duplication this deck can seriously start grinding away at your opponents cards and allow you to put you combo faster. Airbellums are the heart of the deck as they are a level 3 beast tuner accessible by Rescue Cat. It creates ideal situations when your opponent has no monsters on their side of the field. A direct attack and your opponent is down 1 card from their hand. Airbellum works really well with Mind Control and Brain Control by allowing a possible discard from your opponents hand and a Synchro summon. The Mystic Tomato's allow you to keep your field presence after a massive Blackwing or Lightsworn swarm and counts towards your dark count for Dark Armed Dragon and allows easy access to Summoner Monk. Ryko is the answer to the feared Colossal Fighter and allows you to clear cards on the field that may become a nuisance later on while loading your graveyard for Dark Armed Dragon and Pot of Avarice. Gravekeeper's Spy's allow you to +1 and enables double Synchro summons and allows the deck to go Arcanite Magician for an easy -2 for your opponent. Gravekeeper's Guards also open up the possibilities to an Arcanite Play but also allow you to rid the field of one monster when flipped face up. Annoying Synchro monsters beware and he works well with Airbellum too. Rescue Cat, the Soul of the deck. It allows for a +1 and enables Synchro Summons by searching out Airbellums and any other beasts if needed. Summoner Monk is the body of the deck and he allows you turn any spell card into a level four monster once per turn. With Rescue Cat as a level four it goes nuts and lets loose 2 Airbellums which leads to an Arcanite Magician and Airbellum. Arcanite destroy 2 cards on the field while the extra Airbellum clears a card from the opponents hand or if you had another no tuner monster on the field it would allow for a double synchro summon. Dark Armed Dragon is an instant +3 if he survives his summoning and with a 2800 attack body he will end games really fast. Gorz saves you from a bad situation or allows you to decimate your opponent by walking into your feigned weakness by hitting the field as a 2700 hitter and creating a +1 by creating a token. Sangan searches for whatever you need at any situation. Gale allows access to the unbeatable Armor Master and is a dark so it can easily fuel DAD and Allure and its shrink ability makes Gale an enemy of high attack monsters. Des Koala is a level 3 dark Beast monster that can be searched by Rescue Cat when your in need of a level 6 synchro monster. Its a dark so it also fuels DAD and Allure and its burn damage and high defense is always nice too.
Allure's allow for quick draws and easy deck thinning. The pots recycle fallen monsters and allows for draws and if synchros were used it allows for multiple +'s. Mind Control and Brain Control allow for an easy -1 from your opponent and allows for easy synchro plays and Cyber Valley draws. Machine Dupe allows for the abuse of Cyber Valleys and their effect. Heavy Storm, Giant Trunade, MST , and Cold Wave do what they do best. They allow you to make your plays without interference from decimating back row cards like Torrential or Mirror Force.
Threatening Roars allow you to survive OTK's and set up your combos safely. Bottomless Traphole is your basic monster removal card and can be a +1 if your opponent summoned more than 1 monster at the same time with 1600 attack points or more. Mirror Force and Torrential Tribute are the field enforcers of the deck while Trap Dustshoot allows you to see your opponents hand and hinder their strategy. Call can lead to a multiple Rescue Cats and well you all already know what this does.
Tomorrow I'll do an analysis on a Gladiator Beast deck I created.
Saturday, February 6, 2010
The Aftermath
After the sneak preview was done I ended up with these cards.
1x Consecrated Light (Common)
6x Gravekeeper's Priestess (5 Ultra, 1 Super)
2x Koa'ki Meiru Urnight (1 Ultimate, 1 Ultra)
2x XX-Saber Garsem (Rare)
1x Gravekeeper's Descendant (Rare) I will from now on refer to him as Jack Atlas.
1x Iron Core Specimen Lab
10x Gravekeeper's Stele (Common)
3x Saber Hole (Super)
2x XX-Saber Emmersblade
1x Battle Fader (Ultimate)
1x Dragon Queen of Tragic Endings (Super)
1x Majestic Red Dragon (Ultimate)
I ended up trading my Battle Fader to get my friend a Guardian Eatos and I got me some stuff from the trade as well. Come back later this week as I go over decks that may come back into the tournament scene post ABPF and the March 2010 ban list. It will feature Synchro Cat, Gladiator Beasts, Koa'ki Meiru, X-Sabers, and Gravekeepers.
1x Consecrated Light (Common)
6x Gravekeeper's Priestess (5 Ultra, 1 Super)
2x Koa'ki Meiru Urnight (1 Ultimate, 1 Ultra)
2x XX-Saber Garsem (Rare)
1x Gravekeeper's Descendant (Rare) I will from now on refer to him as Jack Atlas.
1x Iron Core Specimen Lab
10x Gravekeeper's Stele (Common)
3x Saber Hole (Super)
2x XX-Saber Emmersblade
1x Battle Fader (Ultimate)
1x Dragon Queen of Tragic Endings (Super)
1x Majestic Red Dragon (Ultimate)
I ended up trading my Battle Fader to get my friend a Guardian Eatos and I got me some stuff from the trade as well. Come back later this week as I go over decks that may come back into the tournament scene post ABPF and the March 2010 ban list. It will feature Synchro Cat, Gladiator Beasts, Koa'ki Meiru, X-Sabers, and Gravekeepers.
Friday, February 5, 2010
Sneak Preview
Its only a couple of hours away and I just came up with my wants list.
3x Consecrated Light (Common)
2x Gravekeeper's Priestess (Super Rare)
3x Koa'ki Meiru Urnight (Ultra/Ultimate Rare)
2x XX-Saber Garsem (Rare)
2x Gravekeeper's Visionary (Super Rare)
2x Gravekeeper's Descendant (Rare)
1x XX-Saber Hyunlei (Ultra Rare/Ultimate Rare)
3x Iron Core Specimen Lab (Super Rare)
2x Gravekeeper's Stele (Common)
3x Saber Hole (Super Rare)
2x XX-Saber Emmersblade (Secret Rare)
2x Shield Wing (Secret Rare)
3x Core Transport Unit (Secret Rare)
The commons and rare will be simple for me to get. The supers I can manage. Its the Ultras and Secret rares that are going to be a drag. I probably will have to end up trading my Ultra Chaos Sorcerer and Absolute Zero's for a couple of the stuff.
3x Consecrated Light (Common)
2x Gravekeeper's Priestess (Super Rare)
3x Koa'ki Meiru Urnight (Ultra/Ultimate Rare)
2x XX-Saber Garsem (Rare)
2x Gravekeeper's Visionary (Super Rare)
2x Gravekeeper's Descendant (Rare)
1x XX-Saber Hyunlei (Ultra Rare/Ultimate Rare)
3x Iron Core Specimen Lab (Super Rare)
2x Gravekeeper's Stele (Common)
3x Saber Hole (Super Rare)
2x XX-Saber Emmersblade (Secret Rare)
2x Shield Wing (Secret Rare)
3x Core Transport Unit (Secret Rare)
The commons and rare will be simple for me to get. The supers I can manage. Its the Ultras and Secret rares that are going to be a drag. I probably will have to end up trading my Ultra Chaos Sorcerer and Absolute Zero's for a couple of the stuff.
Thursday, February 4, 2010
Cactus Control
With the upcoming release of Absolute Powerforce being this Saturday I have taken time from blogging to look at decks that have been playing at locals and the one that caught my attention was a Plant deck that proxies 3 Cactus Bouncers. I'm not a fan of proxies but the results I saw from the Cactus Control deck made me forget about it. It was beating down Lightsworns, Gladiator Beasts, and Blackwings. Here's a similar deck list I came up with.
Cactus Bouncers are the heart of the deck. Having a similar effect as Archlord Krystia(god I hate that card). Its 1800 attack means it can battle with BW Shura, E-Hero Stratos, LS Jain, and GB Laquari. If However you had summoned Cactus Bouncer and followed up by activation Black Garden you would be in an ideal situation because whatever is summoned by your opponent will have its attack cut in half and Cactus Bouncer's effect will turn online the moment the token hits the field. Mystic Tomato and Lord Poison keep your field full of plants for Cactus Bouncer. Lonefire allows for set up plays with Tytannial or any other card you need. Botanical Lions become the beat sticks for your deck while Violet Witch searches for the Cactus Bouncers. Dandylion is used to keep your field full of plants and allows for the major abuse of Debris Dragon into Blackrose play which leaves the field empty except for 2 fluff tokens. Pot of Avarice recycles your fallen Cactus Bouncers and anything lost that you need back in your deck. 2 copies of the the card MY Body to protect the Cactus Bouncers from destruction effects. Dark Bribes, Solemn Judgment and Black Garden are the control cards of the deck along with the set of Cactus Bouncers. I suggest building a Cactus Control deck if your able to acquire the cards at the Sneak Preview because as annoying as Archlord Krystia(god I hate that card) is, its annoying and brutal to play against and it wins games. Cactus Bouncer has a similar effect and is supported by an amazing cast of plant cards. Plant decks will be a force to be reckoned with come Absolute Powerforce. Whether they will be Tier 1 or anti-meta will be unknown but I do promise you this. Cactus Bouncer will be expensive and beast to play against.
Monsters:16
3x Cactus Bouncer
2x Mystic Tomato
2x Lonefire Blossom
2x Botanical Lion
2x Lord Poison
1x Violet Witch
1x Tytannial, Princess of Camellias
1x Dandylion
1x Nettles
1x Debris Dragon
Spells:14
3x Black Garden
2x Terraforming
2x Mark of the Rose
2x My Body as a Shield
1x Heavy Storm
1x Mystical Space Typhoon
1x Lightning Vortex
1x Brain Control
1x Pot of Avarice
Traps:10
3x Dark Bribe
2x Phoenix Wing Wind Blast
2x Bottomless Traphole
1x Mirror Force
1x Call of the Haunted
1x Solemn Judgment
Cactus Bouncers are the heart of the deck. Having a similar effect as Archlord Krystia(god I hate that card). Its 1800 attack means it can battle with BW Shura, E-Hero Stratos, LS Jain, and GB Laquari. If However you had summoned Cactus Bouncer and followed up by activation Black Garden you would be in an ideal situation because whatever is summoned by your opponent will have its attack cut in half and Cactus Bouncer's effect will turn online the moment the token hits the field. Mystic Tomato and Lord Poison keep your field full of plants for Cactus Bouncer. Lonefire allows for set up plays with Tytannial or any other card you need. Botanical Lions become the beat sticks for your deck while Violet Witch searches for the Cactus Bouncers. Dandylion is used to keep your field full of plants and allows for the major abuse of Debris Dragon into Blackrose play which leaves the field empty except for 2 fluff tokens. Pot of Avarice recycles your fallen Cactus Bouncers and anything lost that you need back in your deck. 2 copies of the the card MY Body to protect the Cactus Bouncers from destruction effects. Dark Bribes, Solemn Judgment and Black Garden are the control cards of the deck along with the set of Cactus Bouncers. I suggest building a Cactus Control deck if your able to acquire the cards at the Sneak Preview because as annoying as Archlord Krystia(god I hate that card) is, its annoying and brutal to play against and it wins games. Cactus Bouncer has a similar effect and is supported by an amazing cast of plant cards. Plant decks will be a force to be reckoned with come Absolute Powerforce. Whether they will be Tier 1 or anti-meta will be unknown but I do promise you this. Cactus Bouncer will be expensive and beast to play against.
Monsters:16
3x Cactus Bouncer
2x Mystic Tomato
2x Lonefire Blossom
2x Botanical Lion
2x Lord Poison
1x Violet Witch
1x Tytannial, Princess of Camellias
1x Dandylion
1x Nettles
1x Debris Dragon
Spells:14
3x Black Garden
2x Terraforming
2x Mark of the Rose
2x My Body as a Shield
1x Heavy Storm
1x Mystical Space Typhoon
1x Lightning Vortex
1x Brain Control
1x Pot of Avarice
Traps:10
3x Dark Bribe
2x Phoenix Wing Wind Blast
2x Bottomless Traphole
1x Mirror Force
1x Call of the Haunted
1x Solemn Judgment
Chaos Heroes
What's more fun than playing with E-Heroes? Adding Chaos Sorcerer's to throw you opponent off!!!
Monsters:18
2x Chaos Sorcerer
2x Elemental Hero Bladedge
2x Elemental Hero Necroshade
2x Elemental Hero Prisma
2x Elemental Hero Sparkman
1x Elemental Hero Stratos
2x Elemental Hero Wildheart
1x Gorz the Emissary of Darkness
3x King of the Swamp
1x Sangan
Spells:16
1x Brain Control
3x E-Emergency Call
1x Future Fusion
1x Heavy Storm
3x Miracle Fusion
1x Mystical Space Typhoon
1x Reinforcements of the Army
2x Polymerization
2x R-Righteous Justice
1x Super Polymerization
Traps:07
2x Bottomless Traphole
1x Call of the Haunted
1x Mirror Force
1x Return From the Different Dimension
1x Torrential Tribute
1x Trap Dustshoot
Monsters:18
2x Chaos Sorcerer
2x Elemental Hero Bladedge
2x Elemental Hero Necroshade
2x Elemental Hero Prisma
2x Elemental Hero Sparkman
1x Elemental Hero Stratos
2x Elemental Hero Wildheart
1x Gorz the Emissary of Darkness
3x King of the Swamp
1x Sangan
Spells:16
1x Brain Control
3x E-Emergency Call
1x Future Fusion
1x Heavy Storm
3x Miracle Fusion
1x Mystical Space Typhoon
1x Reinforcements of the Army
2x Polymerization
2x R-Righteous Justice
1x Super Polymerization
Traps:07
2x Bottomless Traphole
1x Call of the Haunted
1x Mirror Force
1x Return From the Different Dimension
1x Torrential Tribute
1x Trap Dustshoot
Tuesday, February 2, 2010
Rise of the Machines
With Absolute Powerforce bringing out Cyber Dragon Zwei as a rare, machine decks may be able to rise to the top spots. The infamous Cyber Twin OTK and Chimeratech OTK are revived with Zwei who becomes a Cyber Dragon on the field by revealing a spell card and while he's in the grave he's instantly turned into a Cyber Dragon. With Cyber Eltanin as one of our win conditions and Return as the second if Eltanin fails this deck has many different otk's lined up.
Monsters:20
3x Cyber Dragon Zwei
3x Cyber Valley
3x Tuningware
3x Reflect Bounder
3x Honest
2x Hyper Synchron
1x Road Synchron
1x Cyber Eltanin
1x Cyber Dragon
Spells:12
2x Evolution Burst
2x Machine Duplication
1x One For One
1x Heavy Storm
1x Mystical Space Typhoon
1x Brain Control
1x Mind Control
1x Future Fusion
1x Overload Fusion
1x Limiter Removal
Traps:08
2x Bottomless Traphole
2x Dark Bribe
1x Mirror Force
1x Call of the Haunted
1x Solemn Judgment
1x Return From the Different Dimension
Monsters:20
3x Cyber Dragon Zwei
3x Cyber Valley
3x Tuningware
3x Reflect Bounder
3x Honest
2x Hyper Synchron
1x Road Synchron
1x Cyber Eltanin
1x Cyber Dragon
Spells:12
2x Evolution Burst
2x Machine Duplication
1x One For One
1x Heavy Storm
1x Mystical Space Typhoon
1x Brain Control
1x Mind Control
1x Future Fusion
1x Overload Fusion
1x Limiter Removal
Traps:08
2x Bottomless Traphole
2x Dark Bribe
1x Mirror Force
1x Call of the Haunted
1x Solemn Judgment
1x Return From the Different Dimension
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