So, another dragon article- i hope you guys aren't bored with the content :3
First of all everybody knows that trooper is pretty relevant in TCG Druler but some choose not to play it because of the fact that you will mill your spell/trap cards if you have bad luck with it.
Well, this article hopefully changes your mindset on Card trooper's flexibility.
A while ago, i had been testing different ratios of card troopers from 0 to 2 in standard dragon and found that 1 is a pretty good number so that you don't draw too many vs your mirror match which is where its 50-50 most of the time. Generally 2 would be the right number but i found 6th sense to have the same useability of Card Trooper (another reason why i think 6th sense is absolutely staple!)
So, if you look at it from a different POV, you will almost always be summoning card trooper only when you are without colours. If you have a dragon hand, and a trooper. then yes trooper is an added liability but only if your opponent has a nutty hand with fuel + traps ! But not everyday is a sunday so thats the only situation where its bad.
If you have a spell/.trap hand and you summon trooper and mill spell/traps, at first it may seem bad, but you are generally discarding the possible dead draws you have for next few turns and turning it into live dragons from your deck (hopefully!), plus if your hand is full of traps, and you milled more, then its fine because you still have your hand to abuse. You can then proceed to waste their resources so that you can put pressure on them so that they cannot make a comeback.
In the above situation, if your opponent is in a good position, you'll almost be losing anyway. Having trooper at least lets you sift through your decks for plays next turn with the possibility of milling dragons. So, its a card which lets you do something and improve your chances over the upcoming turn.
Worse comes to worse, late game, trooper acts as redox monster reborn fuel when you have no dragons left in your deck (you dont wanna mill your traps and power cards!)
Thus, i think in almost every situation , trooper is never bad in the mirror except when you open colour hand and they open perfect, which was pointed out that your already losing anyways, so why not play a card which increases consistency overall? Its similar to the mindset of playing ryko in junk doppel , whereby even if you mill power cards, and not combo cards (which was an added benefit), you'll still be closer to your combo pieces in your following draws.
Patrick Hoban talks about Upstart Goblin, card trooper is an upstart goblin on roids which generate more and more advantage as long as it stays on the field.
In fact, i have had so many situations where i summoned it and blaster just to put pressure against an opponent's s/t board in the mirror. A card which puts added pressure is almost always good.
Added benefits include using it vs retarded rogue decks or playing the resource game vs your opponent if you know he still sides debunks (sucks in TCG) or if he runs fossil dyno.
Alot of people are terribly bored with the format as of now, so i would advise them to learn OCG mermail mirror because the deck is incredibly fun ! Its a whole different format with whole different card interactions, and for some reason i feel that the OCG and TCG might just merge back together next format. (call it 6th sense)
That's all for today.
Tuesday, November 19, 2013
Monday, November 18, 2013
Carl Manigat's Mythic Ruler
Yesterday ARG Worcsdfzdnfsjdfq just finished and i managed to take a look at some of the decklists. Granted most of them were horrible and established my stance on why American YGO shouldn't be taken too seriously at times, 1 particular deck stood out very much to me which was Carl manigat's mythic ruler.
3xBlaster Dragon Ruler of Infernos
3xRedox, Dragon Ruler of Boulders
3xTidal, Dragon Ruler of Waterfalls
3xMaxx “C”
2xMythic Tree Dragon
2xMythic Water Dragon
1xMontage Dragon
1xBattle Fader
1xFlamvell Guard
0xSpells : 15
3xForbidden Lance
3xSacred Sword of Seven Stars
3xUpstart Goblin
2xDragon ravine
2xTrade-In
1xBook of Moon
1xGold Sarcophagus
0xTraps: 6
1xReturn from a Different Dimension
3xReckless Greed
1xCompulsory Evactuation Device
1xBottomless Trap Hole
This was his main deck list.
First of all you will notice is that it has absolutely no tempest and meaning you only run 3 dragon rulers.
Secondly is the upstart and reckless engine which bears so much resemblance to Patrick hobans's dragunities.
The idea of this deck is to use those 2 colours to summon a rank 8 usually felgrand, or draggluong or even galaxy eyes comparable to a level 8 that hoban's deck focuses on summoning.
It also runs montage dragon as a searchable level 8 to abuse together with mythic water. Montage dragon is a beast being able to considerably put game on board makes it an incredibly interesting monster. However i think its used just for synergy with trade in and mythic water. Lance + montage is crazy because putting 4k damage is insane since it bypasses scarecrow and fader.
The 2 trade ins represent the consonance engine in regular dragunities.
The merits of the deck is that it doesnt rely heavily on ravine which can be considered an asset since field spell wars wont be a problem for this deck.
I think it is very very interesting and is definitely worth testing out.
Is it good? Probably, he had to be doing something right to make it to the finals or a glorified regionals. However, it may not be good because of consistency issues etc but its definitely worth a try.
The event also showcased fossil dyna pachyphealo's entrance to the druler sidedeck similar to what japan has been doing.
Fossil dyna is very neat with stardust radiance. Backed up with a debunk and a trap stun, its incredibly powerful. However it wont be as effective in TCG compared to OCG where traps arent very prevalent.
Its ability to kill orphion and many other decks is neat too , an has alot of weightage to how versatile it might be.
3xBlaster Dragon Ruler of Infernos
3xRedox, Dragon Ruler of Boulders
3xTidal, Dragon Ruler of Waterfalls
3xMaxx “C”
2xMythic Tree Dragon
2xMythic Water Dragon
1xMontage Dragon
1xBattle Fader
1xFlamvell Guard
0xSpells : 15
3xForbidden Lance
3xSacred Sword of Seven Stars
3xUpstart Goblin
2xDragon ravine
2xTrade-In
1xBook of Moon
1xGold Sarcophagus
0xTraps: 6
1xReturn from a Different Dimension
3xReckless Greed
1xCompulsory Evactuation Device
1xBottomless Trap Hole
This was his main deck list.
First of all you will notice is that it has absolutely no tempest and meaning you only run 3 dragon rulers.
Secondly is the upstart and reckless engine which bears so much resemblance to Patrick hobans's dragunities.
The idea of this deck is to use those 2 colours to summon a rank 8 usually felgrand, or draggluong or even galaxy eyes comparable to a level 8 that hoban's deck focuses on summoning.
It also runs montage dragon as a searchable level 8 to abuse together with mythic water. Montage dragon is a beast being able to considerably put game on board makes it an incredibly interesting monster. However i think its used just for synergy with trade in and mythic water. Lance + montage is crazy because putting 4k damage is insane since it bypasses scarecrow and fader.
The 2 trade ins represent the consonance engine in regular dragunities.
The merits of the deck is that it doesnt rely heavily on ravine which can be considered an asset since field spell wars wont be a problem for this deck.
I think it is very very interesting and is definitely worth testing out.
Is it good? Probably, he had to be doing something right to make it to the finals or a glorified regionals. However, it may not be good because of consistency issues etc but its definitely worth a try.
The event also showcased fossil dyna pachyphealo's entrance to the druler sidedeck similar to what japan has been doing.
Fossil dyna is very neat with stardust radiance. Backed up with a debunk and a trap stun, its incredibly powerful. However it wont be as effective in TCG compared to OCG where traps arent very prevalent.
Its ability to kill orphion and many other decks is neat too , an has alot of weightage to how versatile it might be.
Friday, November 15, 2013
The Upstart Goblin Conundrum
Its late now so i'll keep this short.
A few days ago, dgz dragon ruler thread had a very heated discussion about Upstart Goblin in standard dragon rulers TCG.
The idea was that you would run 37 cards thus making it easier for you to get to your key cards.
You would mostly use upstart after you thinned your deck though dragon searches/ravine mills or only when you need to, or when you could deal your opponent some damage to mitigate upstarts costs.
The pros of upstarts are:
1) 37 cards - cool stuff.
2) Easier to get to your key cards
3) Most standard rulers will cut consonance for this (which is probably better)
4) Implied consistency
The cons are:
1) 40 is tight space. Playing upstart cuts you from 3 other cards which could be useful combo cards or relevant traps for mirror.
2) 1000 life points gain sucks balls.
3) Having it in your hand when you wish it was a trap is worse.
4) Using it and drawing another dragon.
5) Much more
So, i was pretty against the card cos it sounds terrible and 1000 lp means its harder to kill your opponent.
But i was very wrong when i started testing some hands. The card did give the deck consistency and you saw sword, colours, maxx c etc more often than you should.
So, with both sides of the theory being equally convincing, the last thing you had to do is test the theory. So, from my deck i cut 3 cards which i found unneeded which are terraforming (to add consistency for ravine. Being at 37 means you will see ravine more), and 1 trap and 1 mst.
I tested a number of games with a friend. I found out my loss rate increased by 30% (from 30% on average from past scores to a whopping 60%) after testing with upstart.
Here are my conclusions:
upstart goblin is definitely not worth maining as the cons outweigh the pros. The reasons are as follows:
1) Holding upstart after you can thin down the deck sounds like it would work. However it doesnt work that way, You need to activate it immediately alot of times and it will just brick. This is not goat control where you can wait for a card to be good. You need cards you can use immediately effectively.
2) The 1000 lp cost matters alot more.
3) The 1000 lp cost after they resolve the ancient fairy combo turn 1 will make it worse. At that point even if you drew into 6 sense it wont necessarily help you. In that position, in 1 of the games, i found that if i had a trap instead of upstart, i would have grinded the game out and probably won.
4) After i took out upstart, and he continued using them, i went up to 12k lp in 1 game and took no damage lol
5) Increasing your trap count will let you see more traps compared to reducing your trap count and reducing deck count. Eg: running 8 defensive cards in a deck of 40 nets you a 20% chance of drawing the defensive cards after 1 draw- im not counting opening hand cz the math would be different there) If i were to run 37, the chances of drawing a defensive card , provided you cut 2 defensive card (and 1 other card) is 16.2%. Why run upstart if it only decreases your chance of seeing traps. You can argue "oh but theres swords too". Lets add sword to a pool of cards you wanna open with including maxx c. Thats 8 defensive cards 3 swords, 3 maxx c, so 14- 35% without upstart, and 32.4% if you cut 2 defensive cards for the upstarts.
6) drawing upstart after upstart sucks or opening with 2.
Overall i wouldnt run upstart. However, according to your playstyle, if you feel that you need more draw power and feel like consonance is being a drag, id much recommend upstart over consonance from testing (prefer uostart over consonance).
However i just prefer card trooper and traps.
Was my sample space (from testing) large enough to warrant an accurate conclusion? (approximately only 10 games). Maybe not since as sample size increases your results differ and variance decreases. Although i think if i tested more, i would just be more disappointed. Upstart is not a card you can throw in any deck just to reduce your deck size.
Standard dragons are definitely not suitable and even in dragunity im not a fan of it because although you are increasing consistency, you are sacrificing many important comboes and plays and disrupting synergy in the deck. Overall i think the dragunity build in TCG is very weak because they spend too much space on upstarts and stuff and disregard comboes with zephryos, redmd and garuda. Their average strong play is set up 1 rank 8 with backrow which is so easy to do in dragon ruler also. I think if dragunity are to become strong again, they need to take a different approach. Their strongest play needs to have mysteltain to get a combo off and even the end product doesnt seem all that appealing.
Thats all for today.
A few days ago, dgz dragon ruler thread had a very heated discussion about Upstart Goblin in standard dragon rulers TCG.
The idea was that you would run 37 cards thus making it easier for you to get to your key cards.
You would mostly use upstart after you thinned your deck though dragon searches/ravine mills or only when you need to, or when you could deal your opponent some damage to mitigate upstarts costs.
The pros of upstarts are:
1) 37 cards - cool stuff.
2) Easier to get to your key cards
3) Most standard rulers will cut consonance for this (which is probably better)
4) Implied consistency
The cons are:
1) 40 is tight space. Playing upstart cuts you from 3 other cards which could be useful combo cards or relevant traps for mirror.
2) 1000 life points gain sucks balls.
3) Having it in your hand when you wish it was a trap is worse.
4) Using it and drawing another dragon.
5) Much more
So, i was pretty against the card cos it sounds terrible and 1000 lp means its harder to kill your opponent.
But i was very wrong when i started testing some hands. The card did give the deck consistency and you saw sword, colours, maxx c etc more often than you should.
So, with both sides of the theory being equally convincing, the last thing you had to do is test the theory. So, from my deck i cut 3 cards which i found unneeded which are terraforming (to add consistency for ravine. Being at 37 means you will see ravine more), and 1 trap and 1 mst.
I tested a number of games with a friend. I found out my loss rate increased by 30% (from 30% on average from past scores to a whopping 60%) after testing with upstart.
Here are my conclusions:
upstart goblin is definitely not worth maining as the cons outweigh the pros. The reasons are as follows:
1) Holding upstart after you can thin down the deck sounds like it would work. However it doesnt work that way, You need to activate it immediately alot of times and it will just brick. This is not goat control where you can wait for a card to be good. You need cards you can use immediately effectively.
2) The 1000 lp cost matters alot more.
3) The 1000 lp cost after they resolve the ancient fairy combo turn 1 will make it worse. At that point even if you drew into 6 sense it wont necessarily help you. In that position, in 1 of the games, i found that if i had a trap instead of upstart, i would have grinded the game out and probably won.
4) After i took out upstart, and he continued using them, i went up to 12k lp in 1 game and took no damage lol
5) Increasing your trap count will let you see more traps compared to reducing your trap count and reducing deck count. Eg: running 8 defensive cards in a deck of 40 nets you a 20% chance of drawing the defensive cards after 1 draw- im not counting opening hand cz the math would be different there) If i were to run 37, the chances of drawing a defensive card , provided you cut 2 defensive card (and 1 other card) is 16.2%. Why run upstart if it only decreases your chance of seeing traps. You can argue "oh but theres swords too". Lets add sword to a pool of cards you wanna open with including maxx c. Thats 8 defensive cards 3 swords, 3 maxx c, so 14- 35% without upstart, and 32.4% if you cut 2 defensive cards for the upstarts.
6) drawing upstart after upstart sucks or opening with 2.
Overall i wouldnt run upstart. However, according to your playstyle, if you feel that you need more draw power and feel like consonance is being a drag, id much recommend upstart over consonance from testing (prefer uostart over consonance).
However i just prefer card trooper and traps.
Was my sample space (from testing) large enough to warrant an accurate conclusion? (approximately only 10 games). Maybe not since as sample size increases your results differ and variance decreases. Although i think if i tested more, i would just be more disappointed. Upstart is not a card you can throw in any deck just to reduce your deck size.
Standard dragons are definitely not suitable and even in dragunity im not a fan of it because although you are increasing consistency, you are sacrificing many important comboes and plays and disrupting synergy in the deck. Overall i think the dragunity build in TCG is very weak because they spend too much space on upstarts and stuff and disregard comboes with zephryos, redmd and garuda. Their average strong play is set up 1 rank 8 with backrow which is so easy to do in dragon ruler also. I think if dragunity are to become strong again, they need to take a different approach. Their strongest play needs to have mysteltain to get a combo off and even the end product doesnt seem all that appealing.
Thats all for today.
Thursday, October 31, 2013
mythic ruler build + explanations for differing ocg card choices
So, alot of people have been asking and just last night a german friend was asking me why the tcg and ocg builds were so different. They pointed out these differences:
1) lack of debris dragons
2) presence of dragon shrines
3) no trigon/ kodomo dragon combo
well, the 1st thing is that in ocg, mermail is a very fast deck, and can easily outpace dragons. Thus, the focus on terraforming, and ancient fairy is very bad because those cards will just get Infantried and cleared very easily.
Imagine if you play vs mermail and you open a hand of terraforming ravine, big dragon, and you cant make a play and they just outswarm you turn 2, you auto lose. Thus if you are running shrine instead of terra, you get to make a big play. Furthermore, with cards like dragon ice + infantry combo from mermail, you are forced to have a follow up play when your main one gets disrupted.
Due to that, shrine is run in multiples and the trigon combo is just underhwelming. Other decks like firefist and verz are almost similar so i can atribute it to this mainly. In the mirror, you want to be able to access your colours asap too.
So, debris dragon is cut too, since there is no trigon combo to focus on afd. In fact, most japanese builds run few traps (some run lots too as they believe in player preference i assume), so using debris on a guard means you will synchro with guard and debris will become a blader target.
Now to discuss my tcg mythic dragon build.
I had a few testing games with Muci (german player) and discussion with Gruner last night and this build tested to be pretty good.
12 druler
3 maxx c
1 battle fader
1 corsesca
2 debris
1 kodomo dragon
2 flamvell guard
1 mythic wood
1 mythic water
2 shrine
3 ravine
3 sword
1 mst
1 6 sense
1 rftdd
1 compuls
1 warning
2 pwwb
1 torrential
1 trap stun
1 stardust
1 crimson
1 afd
1 brd
1 colossal
1 scrap
1 zera
1 star eater
2 dragosack
1 big eye
1 gk pearl
1 terror fang dire wolf
1 felgrand
1 draggluong
the maindeck is very simple, you dont run any unnecessary cards so that it doesnt affect the consistency. Mythics are generally only used vs rogue matchups and usually sided out in g2/3 in mirror. Mythics are horrible to draw, and serve as a liability when you banish your tidal and redox. However, running the 2 shrines (or more) nullifies the fact. If you run mythics with consonance you just flat out lose because of dead draws.
Shrine gives you leverage in the mirror in case u open with the shitty water mythic so that you dont flatout lose. Combine that with Maxxc or a protection trap and you're good to go. You basically only use it to make draggluong in the mirror which theoretically is nuts as its another big eye which cant be blader-ed and also an effect veiler for their dragons, unless you can otk with felgrand.
Ps: im not running stardust radiance because it isnt legal in my area and i usually test with europeans and Oceanians so we do not have access to it. It can easily just replace stardust dragon for tcg. For tcg USA i would also play emptiness, not sure in the main or side but definitely will run it.
Battle fader because the hype now is felgrand star eater combo. I have never liked battle fader and cant wait to change it back to scarecrow when the mythics hype die down.
No queen dragun djinn cz its underwhelming and you almost never make it. pearl is just better overall for beatsticks against evilswarms.
Everything else is very standard and normal. I feel that in ygo now, alot of the skill comes from deckbuilding and knowing what cards to play to maximise consistency and how to adjust towards the meta (most important aspect basically). There is lesser skill in gameplay compared to older formats like BF, plants,and goat control etc, but there is still an intensive amount of skill when it comes down to controlling resources. Basically, no matter how good a person is, the person's limiting factor is his deck. A good dragon mirror happens when both players have equal amount of resources and grinds it out for the win. No matter how good you are, if your deck sucks and you make wrong choices, you will still lose. Thus, to make sure you dont lose to shitty hands and cards, you need to make sure your main, and side has no unnecessary cards.
There is not much to explain because the game is quite simple at this point and you just have to give small dot points and players will understand why x is good, or why x is bad play etc. It doesnt take a genius to play yugioh, but it takes skill to build a good deck.
I will write an article about sidedecking soon because many people are still wrongly sidedecking and putting in either wrong cards or just oversiding -__-
Thats all for today.
1) lack of debris dragons
2) presence of dragon shrines
3) no trigon/ kodomo dragon combo
well, the 1st thing is that in ocg, mermail is a very fast deck, and can easily outpace dragons. Thus, the focus on terraforming, and ancient fairy is very bad because those cards will just get Infantried and cleared very easily.
Imagine if you play vs mermail and you open a hand of terraforming ravine, big dragon, and you cant make a play and they just outswarm you turn 2, you auto lose. Thus if you are running shrine instead of terra, you get to make a big play. Furthermore, with cards like dragon ice + infantry combo from mermail, you are forced to have a follow up play when your main one gets disrupted.
Due to that, shrine is run in multiples and the trigon combo is just underhwelming. Other decks like firefist and verz are almost similar so i can atribute it to this mainly. In the mirror, you want to be able to access your colours asap too.
So, debris dragon is cut too, since there is no trigon combo to focus on afd. In fact, most japanese builds run few traps (some run lots too as they believe in player preference i assume), so using debris on a guard means you will synchro with guard and debris will become a blader target.
Now to discuss my tcg mythic dragon build.
I had a few testing games with Muci (german player) and discussion with Gruner last night and this build tested to be pretty good.
12 druler
3 maxx c
1 battle fader
1 corsesca
2 debris
1 kodomo dragon
2 flamvell guard
1 mythic wood
1 mythic water
2 shrine
3 ravine
3 sword
1 mst
1 6 sense
1 rftdd
1 compuls
1 warning
2 pwwb
1 torrential
1 trap stun
1 stardust
1 crimson
1 afd
1 brd
1 colossal
1 scrap
1 zera
1 star eater
2 dragosack
1 big eye
1 gk pearl
1 terror fang dire wolf
1 felgrand
1 draggluong
the maindeck is very simple, you dont run any unnecessary cards so that it doesnt affect the consistency. Mythics are generally only used vs rogue matchups and usually sided out in g2/3 in mirror. Mythics are horrible to draw, and serve as a liability when you banish your tidal and redox. However, running the 2 shrines (or more) nullifies the fact. If you run mythics with consonance you just flat out lose because of dead draws.
Shrine gives you leverage in the mirror in case u open with the shitty water mythic so that you dont flatout lose. Combine that with Maxxc or a protection trap and you're good to go. You basically only use it to make draggluong in the mirror which theoretically is nuts as its another big eye which cant be blader-ed and also an effect veiler for their dragons, unless you can otk with felgrand.
Ps: im not running stardust radiance because it isnt legal in my area and i usually test with europeans and Oceanians so we do not have access to it. It can easily just replace stardust dragon for tcg. For tcg USA i would also play emptiness, not sure in the main or side but definitely will run it.
Battle fader because the hype now is felgrand star eater combo. I have never liked battle fader and cant wait to change it back to scarecrow when the mythics hype die down.
No queen dragun djinn cz its underwhelming and you almost never make it. pearl is just better overall for beatsticks against evilswarms.
Everything else is very standard and normal. I feel that in ygo now, alot of the skill comes from deckbuilding and knowing what cards to play to maximise consistency and how to adjust towards the meta (most important aspect basically). There is lesser skill in gameplay compared to older formats like BF, plants,and goat control etc, but there is still an intensive amount of skill when it comes down to controlling resources. Basically, no matter how good a person is, the person's limiting factor is his deck. A good dragon mirror happens when both players have equal amount of resources and grinds it out for the win. No matter how good you are, if your deck sucks and you make wrong choices, you will still lose. Thus, to make sure you dont lose to shitty hands and cards, you need to make sure your main, and side has no unnecessary cards.
There is not much to explain because the game is quite simple at this point and you just have to give small dot points and players will understand why x is good, or why x is bad play etc. It doesnt take a genius to play yugioh, but it takes skill to build a good deck.
I will write an article about sidedecking soon because many people are still wrongly sidedecking and putting in either wrong cards or just oversiding -__-
Thats all for today.
Wednesday, October 30, 2013
Playing the dragon mirror : TCG + current decklist ~
So, while lurking on dgz, i managed to see an article posted by claudio about the dragon mirror in the dgz thread. One of the comments by a fellow dgz-er went something like:
- too vague. only show fundamentals of using redox /blaster for offence/defence etc
- unclear direction and message as to whether mst was good or not and how ravine should be played. also didn't give implications if ravine was mst-ed and opponents ravine continues flowing etc.
He also mentioned that Claudio should have analysed the winner of YCSlondon's lists and gave pointers on which sidedeck method is optimal.
And there was the inspiration for my article !
I have not had time to update the blog lately because of finals but i have some spare time now to talk about yugioh.
The dragon mirror as of late has gone towards the direction of added traps and trap stuns. Trap stun is an insanely good card because you can negate important traps which hinder your set up or blow out cards like return/6sense.
So, there are a couple of directions that you could take with dragon mirror game 2/3s sidedecking plans.
1) Vanity fiend+ electric virus
2) elctric virus + debunk etc
3) debunks + mst /stun
Debunks + mst /stun is probably the best way to go because it is the most consistent method. Vanitys fiend is unreliable and i have never liked cards which take too much to set up and is going to lose to traps lke rageki break or mirror force or torrential etc.
electric virus is slightly more consistent and better but it depends alot on your opponent's methods meaning you need to act in accordance to his actions which in my opinion is very unflexible. Sometimes E virus can become dead in hand. In the dragon deck, you want to use your cards asap and have flexibility, this is not goat control where you can wait for a card to be good.
One thing i noticed from the dragon mirror in the YCS london builds in the mirror matches is that those decks tend to set alot of backrow in the first few turns and rely on grinding out those backrows. It seems entirely true that they have been seeing too many traps and not enough of their combo pieces. The best way to overpower your opponent in the dragon mirror is to have a good ratio of traps/ and fuel for your dragons.
If one draws too many traps and backrow cards and doesnt get the engine going while his opponent puts pressure, then one is going to be far behind.
One thing i have decided to try is Card carD. The idea behind it is to maximise the playability of your opening hands, meaning you either open a swords, cardcarD or a ravine into ancient fairy combo which immediately puts you far ahead of your opponent. In the YCS london feature matches i saw the players pass frequently during early games because they didnt have enough plays. CardcarD is good because it puts you ahead of your opponent. Using it in turn 2/3 if your opponent doesnt get going with a few backrow is so godly. Opening sword + card car = jizz.
Cards of consonance was undoubtedly one of the best cards in the deck, to help dig the combo pieces.I replaced consonance with cardcarD so that i didnt have to run 5 tuners and i could get away with 1 of each level 1 and 2 debris. Cardcar also let u just win turn 1, and in late game it becomes a dragon fodder for redox reborn effect which is very valuable. There is the argument that it could be dead, but so can consonance. I would rather have a dead monster than a dead consonance which does the same thing. Pitching debris for consonance is so dumb you only have 2 to use, asusming 1 for the ancient fairy combo and 1 for star eater / reborn plays.
12 druler
3 maxx c
1 scarecrow
1 corsisca
1 guard
1 kodomo dragon
2 debris dragon
2 card car D
3 ravine
3 sword
1 mst
1 terraforming
2 trap stun
1 6 sense
1 rftdd
1 torrent
1 compuls
1 warning
2 break
1 afd
1 zera
1 brd
1 armory arm
1 orient dragon
1 colossal
1 tra
1 scrap
1 star eater
1 stardust
1 blader
2 dracosack
1 big eye
1 gaia
1 dd crow
2 snipe hunter
1 dark hole
2 mst
2 xyz encore
2 debunk
2 skill drain
1 transmigration
1 eev
1 divine wrath
the deck is very standard.
card choices explanation:
1) no mythics. i did not think mythics fit with this build. mythiccs cannot be used together with consonance and stuff because it can cause cloggy hands. however mythics worked best with dragon shrine. i am currently working on a tcg build with shrine and mythics so stay tuned. i tested 1 earth mythic and it was extremely underwhelming
2) kodomo drragon- better trigon. kodomo looks shitty tho :(
3) no shrine- this build is not meant to work with mythics so i wont run shrine.
4) high trap count- traps win u the mirror. pronto. even warning is pretty good although 2k lp seems like alot, but u immediately win if u resolve it and it prevents u from losing 2k and field presence and control. i didnt run 3 pwwb/break because i still feel having 3 is too much because ravine and swords require cost to fuel too.
5) orient dragon- good card to banish ancient fairy dragon. afd is huge in the mirror. and having zera and orient is suffieicnt to kill it.
The rest is very standard and snipe hunter is very good cz u can use it to pressure your opponent especially in matchiups like spellboooks and anti meta deck. it is also very good vs stardust iron wall lock set up by dragunity when they go 1st. I didnt run metaion or refpanel because they are too expensive and kinda underwhelming especially refpanel. It is very good card but i feel debunk is better vs the mirror, and vs dragunity u should be more worried about their stardust iron wall lock rather than focusing on their draw spells. However, refpanel is very real threat although it is greatly dismissed by dgz players.
What i side vs various decks:
dragon mirror: 2 debunk,1 crow (when going 1st), 1 transmigration (when going 2nd) , 2 mst, 1 hole
spellbooks: 2 snipe hunter 1 dd crow 2 skill drain 2 mst 1 dark hole 1 wrath
dragunity ruler: 2 snipe hunter, 1 wrath, 1 crow 1 transmigration
verz- 2 snipe (going 2nd), 2 skill drain (going 1st side 2, going 2nd side 1), 2 mst, 1 wrath , 2 encore
constella- 2 snipe 2 skilldrain, 1 dark hole, 2 mst, 1 wrath, 1 eev (if i go 1st)
nothing else is very relevant so....
If you are wondering why i side so few cards vs mirror match it is because in the mirror match you must maintain full consistency and just remove unneccessary cards. i wont say what i side out because im too lazy but it is not hard. Just remember what Hoban said: you shouldnt be siding out your combo cards therefore i wont really side stuff lke terraforming or cardcarD so i replace stuff like break compuls which are meant to be replacements for my sided cards.
In the words of my now dead from ygo friend wesley , less is more, more is less.
Thats all for today.
- too vague. only show fundamentals of using redox /blaster for offence/defence etc
- unclear direction and message as to whether mst was good or not and how ravine should be played. also didn't give implications if ravine was mst-ed and opponents ravine continues flowing etc.
He also mentioned that Claudio should have analysed the winner of YCSlondon's lists and gave pointers on which sidedeck method is optimal.
And there was the inspiration for my article !
I have not had time to update the blog lately because of finals but i have some spare time now to talk about yugioh.
The dragon mirror as of late has gone towards the direction of added traps and trap stuns. Trap stun is an insanely good card because you can negate important traps which hinder your set up or blow out cards like return/6sense.
So, there are a couple of directions that you could take with dragon mirror game 2/3s sidedecking plans.
1) Vanity fiend+ electric virus
2) elctric virus + debunk etc
3) debunks + mst /stun
Debunks + mst /stun is probably the best way to go because it is the most consistent method. Vanitys fiend is unreliable and i have never liked cards which take too much to set up and is going to lose to traps lke rageki break or mirror force or torrential etc.
electric virus is slightly more consistent and better but it depends alot on your opponent's methods meaning you need to act in accordance to his actions which in my opinion is very unflexible. Sometimes E virus can become dead in hand. In the dragon deck, you want to use your cards asap and have flexibility, this is not goat control where you can wait for a card to be good.
One thing i noticed from the dragon mirror in the YCS london builds in the mirror matches is that those decks tend to set alot of backrow in the first few turns and rely on grinding out those backrows. It seems entirely true that they have been seeing too many traps and not enough of their combo pieces. The best way to overpower your opponent in the dragon mirror is to have a good ratio of traps/ and fuel for your dragons.
If one draws too many traps and backrow cards and doesnt get the engine going while his opponent puts pressure, then one is going to be far behind.
One thing i have decided to try is Card carD. The idea behind it is to maximise the playability of your opening hands, meaning you either open a swords, cardcarD or a ravine into ancient fairy combo which immediately puts you far ahead of your opponent. In the YCS london feature matches i saw the players pass frequently during early games because they didnt have enough plays. CardcarD is good because it puts you ahead of your opponent. Using it in turn 2/3 if your opponent doesnt get going with a few backrow is so godly. Opening sword + card car = jizz.
Cards of consonance was undoubtedly one of the best cards in the deck, to help dig the combo pieces.I replaced consonance with cardcarD so that i didnt have to run 5 tuners and i could get away with 1 of each level 1 and 2 debris. Cardcar also let u just win turn 1, and in late game it becomes a dragon fodder for redox reborn effect which is very valuable. There is the argument that it could be dead, but so can consonance. I would rather have a dead monster than a dead consonance which does the same thing. Pitching debris for consonance is so dumb you only have 2 to use, asusming 1 for the ancient fairy combo and 1 for star eater / reborn plays.
12 druler
3 maxx c
1 scarecrow
1 corsisca
1 guard
1 kodomo dragon
2 debris dragon
2 card car D
3 ravine
3 sword
1 mst
1 terraforming
2 trap stun
1 6 sense
1 rftdd
1 torrent
1 compuls
1 warning
2 break
1 afd
1 zera
1 brd
1 armory arm
1 orient dragon
1 colossal
1 tra
1 scrap
1 star eater
1 stardust
1 blader
2 dracosack
1 big eye
1 gaia
1 dd crow
2 snipe hunter
1 dark hole
2 mst
2 xyz encore
2 debunk
2 skill drain
1 transmigration
1 eev
1 divine wrath
the deck is very standard.
card choices explanation:
1) no mythics. i did not think mythics fit with this build. mythiccs cannot be used together with consonance and stuff because it can cause cloggy hands. however mythics worked best with dragon shrine. i am currently working on a tcg build with shrine and mythics so stay tuned. i tested 1 earth mythic and it was extremely underwhelming
2) kodomo drragon- better trigon. kodomo looks shitty tho :(
3) no shrine- this build is not meant to work with mythics so i wont run shrine.
4) high trap count- traps win u the mirror. pronto. even warning is pretty good although 2k lp seems like alot, but u immediately win if u resolve it and it prevents u from losing 2k and field presence and control. i didnt run 3 pwwb/break because i still feel having 3 is too much because ravine and swords require cost to fuel too.
5) orient dragon- good card to banish ancient fairy dragon. afd is huge in the mirror. and having zera and orient is suffieicnt to kill it.
The rest is very standard and snipe hunter is very good cz u can use it to pressure your opponent especially in matchiups like spellboooks and anti meta deck. it is also very good vs stardust iron wall lock set up by dragunity when they go 1st. I didnt run metaion or refpanel because they are too expensive and kinda underwhelming especially refpanel. It is very good card but i feel debunk is better vs the mirror, and vs dragunity u should be more worried about their stardust iron wall lock rather than focusing on their draw spells. However, refpanel is very real threat although it is greatly dismissed by dgz players.
What i side vs various decks:
dragon mirror: 2 debunk,1 crow (when going 1st), 1 transmigration (when going 2nd) , 2 mst, 1 hole
spellbooks: 2 snipe hunter 1 dd crow 2 skill drain 2 mst 1 dark hole 1 wrath
dragunity ruler: 2 snipe hunter, 1 wrath, 1 crow 1 transmigration
verz- 2 snipe (going 2nd), 2 skill drain (going 1st side 2, going 2nd side 1), 2 mst, 1 wrath , 2 encore
constella- 2 snipe 2 skilldrain, 1 dark hole, 2 mst, 1 wrath, 1 eev (if i go 1st)
nothing else is very relevant so....
If you are wondering why i side so few cards vs mirror match it is because in the mirror match you must maintain full consistency and just remove unneccessary cards. i wont say what i side out because im too lazy but it is not hard. Just remember what Hoban said: you shouldnt be siding out your combo cards therefore i wont really side stuff lke terraforming or cardcarD so i replace stuff like break compuls which are meant to be replacements for my sided cards.
In the words of my now dead from ygo friend wesley , less is more, more is less.
Thats all for today.
Monday, October 28, 2013
Lady of the Lake + Imperial Iron Wall
Lady of the Lake is a plaquespreader version for Noble Knights.
Like Plaquespreader, you can abuse Imperial iron wall with it so it remains in the grave forever.
With no other cards which conflict with iron wall in noble knights, this could be a very big combo.
Iron wall shuts off dragons which is the most relevant part.
I have not read or investigated anything about noble knights so i have nothing to comment about the deck.
Like Plaquespreader, you can abuse Imperial iron wall with it so it remains in the grave forever.
With no other cards which conflict with iron wall in noble knights, this could be a very big combo.
Iron wall shuts off dragons which is the most relevant part.
I have not read or investigated anything about noble knights so i have nothing to comment about the deck.
Tuesday, October 15, 2013
D Ruler decklist ~
So, at this point of the format i will share my druler decklist and explain card choices and why some cards are there and why some aren't.
There should be no problem with this because drulers are an everchanging deck and there is no fixed list since they adapt as the format goes on.
12x druler
3x maxx c
2x corsisca
1x flamvel guard
1x swift scarecrow
1x trigon
1x fogking
2x debris dragon
3x sacred sword
2x card of consoncance
3x dragon ravine
1x terraforming
1x dark hole
1x mst
1x mirror force
1x return from different dimension
1x torrential tribute
2x pwwb
1x sixth sense
1x angel of zera
1x scrap dragon
1x armory arm
1x star eater
1x crimson blader
2x colossal fighter
1x black rose dragon
2x ancient fairy dragon
1x stardust dragon
1x big eye
2x mpb dragosack
1x gaia
2x electric virus
2x ferret
2x mst
2x xyz encore
2x trap stun
2x divine wrath
2x debunk
1x castle of dragon soul
so first of all the decklist:
Monsters:
1) Fog king- not very popular yet in TCG although the latest ycs winner mains 1. I tested it and loved it because it was:
a) tidal foolish burial food is very important t1.
b) debris food is strong follow up play
c) summoning him is equivalent to summoning a tuner and lets u make big eye and steal their stuff while you protect your cards with backrow
d) combo:
debris - fogking- summon dragon- make dragosack- make 2 token- sync ancient fairy dragon.
That alone is a very strong first turn play and if you have a maxx c backed up you are in a very strong position. Also can be used with sacred sword and stuff.
e) Fogking + electriv virus = bye ophion!
f) Fogking tribute 2 dragons clear opponents monster for game by avoiding scarecrow
2) dark hole- this card felt like reborn and hole last format. it may seem redundant sometimes if you;re in a commanding game state but it is too powerful not to run. Breaking up big fields in mirror is too strong as well as against random firefist anti meta decks or constellars. Nobody really makes stardust dragon in mirror so much and even taking out 2 tokens from sack can do alot.
3) 2x consonance / 1x terraforming ratio- i opted not to cut consonance because this card singlehandedly made dragons tier 1 again this format. When i was testing earlier in the format i would constantly beat dragon with mermails, however once they started running consonance and the deck sped up so fast and other decks just couldnt keep up. i feel 2 is the right number which is not too many and also lets u dig into your deck for your traps. terraformin at 1 because it is just right, if you run 2, you may experience dead draws or ravine hands with no real traps and no real protection.
4) pwwb over break- currently testing pwwb over break because pwwb is way more versatile. Aside from being a pseudo debunk (this comes up alot more than you think), it gets rid of big monsters and by not destroying them, your reducing your opponents fuel in the mirror. By pwwb-ing ophion, they cant make a kerykion play next turn. also testng pwwb after you started playing perfect circle era again just makes you feel why people would set stuff or play into situations where they get killed by wing blast. However my decision isnt fixed i could well go back to break if i dont like it vs rogue decks.
5) 6 sense. Obvious reasons but i cut book of moon for it. Book is a very good card but 6 sense is just much better. I had torrential and mirror in because those 2 are very strong blowout cards which nobody expects or sometimes they cant help but play into it. It is very hard to put pressure on your opponent if your constantly playing around mirror force, so people tend to disregard it even though they know its a real threat. Thus if you have force, you can cause a uphold swing of momentum. The reason why i run cards like force, tt, and break is because like rftdd and sixth sense, all 3 cards cause a swing in momentum which is important in the game. If people start playing around force too much i will cut it back for book.
6) no vanity emptiness- i have never mained emptiness or sided it at all this format because i never liked a card which can potentially neg you and is only good if your in a commanding position. Its not that important in the mirror cos most of the time opponent ditch out 1/2 monsrers and other traps do the same thing. it will be going into the side once stardust radiance becomes legal in australia.
extra deck:
1) Angel of zera- most people hate this card in america/australia but i agree with the europeans that zera is needed. zera can act as a big beatstick in the mirror which is alot more valuable than we think alot of times. People are forced to go into sack (which requires alot of resources), or scrap which are only 2 answers. The extra summon if banished is a plus if your playing against rogue deckss and can be very useful.
2) 2x colossal. just something im tryng out. 2nd colossal because colossal applies pressure in the mirror and being able to surprise opponents is good. 2nd colossal to revive blader is good too as you still have 1 more. colossal is usually the synchro i go into the most which fits my playstyle.
Apart from that the rest is really standard. Not maining gaios although i run fog king because i dont believe in commiting to an xyz which loses to raigeki break/wingblast. You could argue making any synchro is similar, but gaios has been underwhelming since most of the time with fog king theres a better play and it just doesnt seem necessary.
side deck:
1) lack of vanity fiend- similar reason to gaius. There are people who still run breaks and fiend seems just too gimmicky.
2) fire fencing ferret- surprisingly good card to pressure with in spellbook matchup. In books you need to put as much pressure as possible and sometimes summoning this and a dragon is all you need. Kycoo is getting popular so ferret makes the matchup more favorable. Good vs constellar etc too since the deck is bound to see an increase in play. I have always thought constellars were the best deck to go against dragons (better than verz) because the extra tenki firefist plays help alot in the grindfest.
3) trap stun- good card. i chose to run this over decree so i could resolve my traps. This card is surprisingly good in the mirror too i side 1 in because it can kill so many things like return, vanity and chainable traps not to mention refpanel. Would not bring 2 in because it sucks to draw multiples.
4) castle of dragon souls- i was maining this but it came up too often where i would just draw it with a bad hand and wish it was another real trap. Ideally its only good in the mirror, and not very good against anything else, so i decided to bring it in for the mirror. This is only under trial, if a better card comes along i will cut it first.
5) no skill drain- dont believe in paying extra 1k. eg- summon kycoo + 1k = 2.8 k damage which is painful and if they follow up with mst or something you lose. May give it a shot again as the meta shapes. Drawing drain when you have no real plays is bad. That is the main reason why i dont run it. Imagine a hand of 2x tuner 1x dragon 1x drain 1x mst 1x trap. Drain doesnt do much in this situation so to minimize inconsistency i cut it.
6) no 2nd scarecrow- i dont like siding too many cards for the mirror. I usually side 1x virus, 1x mst, 1x stun, 2x debunk if i go first, and if i go 2nd, 1-2x virus, 1x mst, 2x debunk. Going over 6 is hard and i still havent found a perfect side for dragons that im very comfortable with.
Thats all for today that has been a long wall of text, if you have any questions or comments, just shoot.
There should be no problem with this because drulers are an everchanging deck and there is no fixed list since they adapt as the format goes on.
12x druler
3x maxx c
2x corsisca
1x flamvel guard
1x swift scarecrow
1x trigon
1x fogking
2x debris dragon
3x sacred sword
2x card of consoncance
3x dragon ravine
1x terraforming
1x dark hole
1x mst
1x mirror force
1x return from different dimension
1x torrential tribute
2x pwwb
1x sixth sense
1x angel of zera
1x scrap dragon
1x armory arm
1x star eater
1x crimson blader
2x colossal fighter
1x black rose dragon
2x ancient fairy dragon
1x stardust dragon
1x big eye
2x mpb dragosack
1x gaia
2x electric virus
2x ferret
2x mst
2x xyz encore
2x trap stun
2x divine wrath
2x debunk
1x castle of dragon soul
so first of all the decklist:
Monsters:
1) Fog king- not very popular yet in TCG although the latest ycs winner mains 1. I tested it and loved it because it was:
a) tidal foolish burial food is very important t1.
b) debris food is strong follow up play
c) summoning him is equivalent to summoning a tuner and lets u make big eye and steal their stuff while you protect your cards with backrow
d) combo:
debris - fogking- summon dragon- make dragosack- make 2 token- sync ancient fairy dragon.
That alone is a very strong first turn play and if you have a maxx c backed up you are in a very strong position. Also can be used with sacred sword and stuff.
e) Fogking + electriv virus = bye ophion!
f) Fogking tribute 2 dragons clear opponents monster for game by avoiding scarecrow
2) dark hole- this card felt like reborn and hole last format. it may seem redundant sometimes if you;re in a commanding game state but it is too powerful not to run. Breaking up big fields in mirror is too strong as well as against random firefist anti meta decks or constellars. Nobody really makes stardust dragon in mirror so much and even taking out 2 tokens from sack can do alot.
3) 2x consonance / 1x terraforming ratio- i opted not to cut consonance because this card singlehandedly made dragons tier 1 again this format. When i was testing earlier in the format i would constantly beat dragon with mermails, however once they started running consonance and the deck sped up so fast and other decks just couldnt keep up. i feel 2 is the right number which is not too many and also lets u dig into your deck for your traps. terraformin at 1 because it is just right, if you run 2, you may experience dead draws or ravine hands with no real traps and no real protection.
4) pwwb over break- currently testing pwwb over break because pwwb is way more versatile. Aside from being a pseudo debunk (this comes up alot more than you think), it gets rid of big monsters and by not destroying them, your reducing your opponents fuel in the mirror. By pwwb-ing ophion, they cant make a kerykion play next turn. also testng pwwb after you started playing perfect circle era again just makes you feel why people would set stuff or play into situations where they get killed by wing blast. However my decision isnt fixed i could well go back to break if i dont like it vs rogue decks.
5) 6 sense. Obvious reasons but i cut book of moon for it. Book is a very good card but 6 sense is just much better. I had torrential and mirror in because those 2 are very strong blowout cards which nobody expects or sometimes they cant help but play into it. It is very hard to put pressure on your opponent if your constantly playing around mirror force, so people tend to disregard it even though they know its a real threat. Thus if you have force, you can cause a uphold swing of momentum. The reason why i run cards like force, tt, and break is because like rftdd and sixth sense, all 3 cards cause a swing in momentum which is important in the game. If people start playing around force too much i will cut it back for book.
6) no vanity emptiness- i have never mained emptiness or sided it at all this format because i never liked a card which can potentially neg you and is only good if your in a commanding position. Its not that important in the mirror cos most of the time opponent ditch out 1/2 monsrers and other traps do the same thing. it will be going into the side once stardust radiance becomes legal in australia.
extra deck:
1) Angel of zera- most people hate this card in america/australia but i agree with the europeans that zera is needed. zera can act as a big beatstick in the mirror which is alot more valuable than we think alot of times. People are forced to go into sack (which requires alot of resources), or scrap which are only 2 answers. The extra summon if banished is a plus if your playing against rogue deckss and can be very useful.
2) 2x colossal. just something im tryng out. 2nd colossal because colossal applies pressure in the mirror and being able to surprise opponents is good. 2nd colossal to revive blader is good too as you still have 1 more. colossal is usually the synchro i go into the most which fits my playstyle.
Apart from that the rest is really standard. Not maining gaios although i run fog king because i dont believe in commiting to an xyz which loses to raigeki break/wingblast. You could argue making any synchro is similar, but gaios has been underwhelming since most of the time with fog king theres a better play and it just doesnt seem necessary.
side deck:
1) lack of vanity fiend- similar reason to gaius. There are people who still run breaks and fiend seems just too gimmicky.
2) fire fencing ferret- surprisingly good card to pressure with in spellbook matchup. In books you need to put as much pressure as possible and sometimes summoning this and a dragon is all you need. Kycoo is getting popular so ferret makes the matchup more favorable. Good vs constellar etc too since the deck is bound to see an increase in play. I have always thought constellars were the best deck to go against dragons (better than verz) because the extra tenki firefist plays help alot in the grindfest.
3) trap stun- good card. i chose to run this over decree so i could resolve my traps. This card is surprisingly good in the mirror too i side 1 in because it can kill so many things like return, vanity and chainable traps not to mention refpanel. Would not bring 2 in because it sucks to draw multiples.
4) castle of dragon souls- i was maining this but it came up too often where i would just draw it with a bad hand and wish it was another real trap. Ideally its only good in the mirror, and not very good against anything else, so i decided to bring it in for the mirror. This is only under trial, if a better card comes along i will cut it first.
5) no skill drain- dont believe in paying extra 1k. eg- summon kycoo + 1k = 2.8 k damage which is painful and if they follow up with mst or something you lose. May give it a shot again as the meta shapes. Drawing drain when you have no real plays is bad. That is the main reason why i dont run it. Imagine a hand of 2x tuner 1x dragon 1x drain 1x mst 1x trap. Drain doesnt do much in this situation so to minimize inconsistency i cut it.
6) no 2nd scarecrow- i dont like siding too many cards for the mirror. I usually side 1x virus, 1x mst, 1x stun, 2x debunk if i go first, and if i go 2nd, 1-2x virus, 1x mst, 2x debunk. Going over 6 is hard and i still havent found a perfect side for dragons that im very comfortable with.
Thats all for today that has been a long wall of text, if you have any questions or comments, just shoot.
Monday, October 14, 2013
RETURN FROM THE DIFFERENT DIMENSION
I think it is time to come back to blogging, I have missed I quite abit, and this format In tcg calls for a lot of discussion constantly as more and more tech cards pop up in dragon decks, as the format changes, more and more tech cards and variant improvise the mirror. This is a mirror of the last format honestly except we don't have rejuvenation to make things worse.
There have also been many interesting tournaments happening in the TCG with stuff like ARG circuit, Europe's (Germany's particularly) tournaments and other stuff.
Many stuff like Verz and constellar finals in ARG circuit is also worth discussing :O
I will be posting more content soon so look forward to it !!
A while after I stopped blogging, I had a chat with 1 of my Singapore friends and he said that my previous blogging style could get sort of messy. I reread some of my old posts and found it quite true. So in the future expect more concise, planned out posts.
There have also been many interesting tournaments happening in the TCG with stuff like ARG circuit, Europe's (Germany's particularly) tournaments and other stuff.
Many stuff like Verz and constellar finals in ARG circuit is also worth discussing :O
I will be posting more content soon so look forward to it !!
A while after I stopped blogging, I had a chat with 1 of my Singapore friends and he said that my previous blogging style could get sort of messy. I reread some of my old posts and found it quite true. So in the future expect more concise, planned out posts.
Friday, August 30, 2013
Temporal isolation
As the post suggests I will be taking a break from yugioh.
This is mainly due to uni, life etc. every time I play on dn I spend at least 2-3 hours when I coulda been using my time doing smtg else more productive.
This means no blog posts, and no playing etc, and at most I will be on dn watching ppl, or testing with friends for their tourneys etc.
Last minute advice for ppl in tcg - 3 veiler is pretty real, like 3 is needed to stop temperance of prophecy, and you should be saving your veiler only for that, and never for an early game batel. The world is strong win condition.
The current tcg format is very theme based, and with all the generic strong cards gone from the game, the best deck will be the most broken and consistent theme. Atm its spellbook , mermail or dragons. Don't expect so much "variance" as you thought when the list was first released because no matter how many bf whirlwind you have, the deck will never have as much options and synergy compared to new themes.
The end.
Will see u guys again during regionals and national season next year !
This is mainly due to uni, life etc. every time I play on dn I spend at least 2-3 hours when I coulda been using my time doing smtg else more productive.
This means no blog posts, and no playing etc, and at most I will be on dn watching ppl, or testing with friends for their tourneys etc.
Last minute advice for ppl in tcg - 3 veiler is pretty real, like 3 is needed to stop temperance of prophecy, and you should be saving your veiler only for that, and never for an early game batel. The world is strong win condition.
The current tcg format is very theme based, and with all the generic strong cards gone from the game, the best deck will be the most broken and consistent theme. Atm its spellbook , mermail or dragons. Don't expect so much "variance" as you thought when the list was first released because no matter how many bf whirlwind you have, the deck will never have as much options and synergy compared to new themes.
The end.
Will see u guys again during regionals and national season next year !
Friday, August 23, 2013
TCG meta updates from testing
So after a few days of testing and observing, i will give my 2 cents about the meta post banlist.
If you arent in the TCG you prolly wanna skip this post because theres a huge wall of text.
Firstly, I am gonna say 1 thing: If you all thought decks from the past will be revived and the meta will be SUPER DIVERSE, you're all wrong. It will be much more diverse than the previous shiddy format, but definitely not to the point of any deck has a standing chance to win.
It came to me slightly that the best decks will still be the theme decks with the best support and has the highest level of power creep. When LFN msg-ed me yesterday and told me that he too noticed the same thing, it confirmed my suspicion. Despite how good decks like BF or zombie suddenly become with the support of whirlwind to 3, and mezuki/plaque to 2, it still cant keep up with new decks like mermail and fire fist 4 axis.
So, i will list out my observations and testing:
take note the dragon deck im talking abt is 4 dragons and is NOT dragon plant, however with tetherwolf and DDR engine.
Day 1:
Personal Playtesting:
tested mermails vs hieratics: mermail dominant (w LGQ)
tested dragons vs hieratics: lost first round abt 1-4, won 2nd round abt 2-1 after modding the deck. Even to say the least. Came down alot to who had the hand trap. (w LGQ)
I did get some testing with yanni but i cant remember what happened or what decks were involved, i think there was mermail or dragons.
Observation: (watching australian team w Bodan, C.Hanson, Jono etc)
spellbooks vs bf: spellbooks dominant
spellbooks vs mermail- evenly matched for the games i watched.
Input from Jono:
Dragon Plant vs WU- WU wins
Dragon plant overall weak compared to many decks.
Day 2:
Personal Playtesting:
Mermail vs dragons w Phantom beast plane engine - mermail won marginally (2-1) (w/ Nelsown)
mermail vs dragons - 1-1 (unfinished game with Joshua Schmidt.)
mermail vs BF: mermail won by a longshot
mermail vs BF OCG : mermail won (with jason)
Observation:
mermail vs dragunity 4 dragons : dragunity won g1 (watched only 1 game between joshua schmidt vs michel gruner)
mermail vs FF 4 axis : even for games i watched (abt 2) (between C.Hanson and A$AP YGO i think?)
Input from LFN:
Zombies > laval
Prophecy > zombies
So, these are the products of my testing and observations ^
Credits to :
Input sharing:
LFN
Jono Ritzau
C. Hanson
Bohdan
Christopher Welch
Yvon Boulet (spiceyyanni)
Playtesting:
LGQ
Yvon Boulet
Ryan Nelson
Joshua Schmidt
Jason Yong
List sharing:
LGQ- hieratics
C. Hanson- mermail techs/list/ratio for discussion
Joshua Schmidt- mermail techs/list/ratio for discussion
Shahmir- for coming up with the dragon ruler skeleton
If there is anybody i've forgotten sorry lol
I am biased towards Mermail, and because it is the deck i will most likely be playing, i will talk about matchups from its POV:
I have not tested vs Infernity, or Verz and Constella which IMO are all good decent decks too. IMO Mermail will still be superior to Verz as before overall because it has alot of options (I.e: 1 card temtempo, Infantry, traps, verz opening bad etc etc)
The same should be said with constella, because Mermail has Infantry to answer Pleaides.
I should test VS infertnity soon because it seems like a very powerful deck.
The build of mermail im playing will be undisclosed but then i am maining 2 veilers, but 0 Max C, and running at least 2 MST (adding the 3rd soon).
I have not come to the conclusion if C is worth maining atm but im definitely sure veiler is pretty good (so far)
At the same time, 3 MST is definitely a staple so far this format because you wanna hit:
1) abysphere
2) traps and scapegoat freshly set)
3) coth and DDR
4) black whirlwind, tenki, WU factory
5) Grand spellbook tower Le Maison
6) Opposing MSTs
I have heard Madolches are decent but i've yet to play any so i will not comment on it.
For now, i would pick mermail as a better deck compared to dragons mainly because mermails have more options and dragons are incredibly linear. However the dragon plant version seems really inferior because it is inconsistent.
I honestly am not sure if scapegoat will make a big impact this format but i lost 1 game to dragons because he had 2 consecutive scapegoat which i had to deal with in 2 consecutive turns and he turned the tide by making big eye and something.
So: to sum it up:
1) Decks that are real are:
Mermails, Spellbooks, FF 4 axis, Dragunity 4 dragon engine (gruner's build was dragunity engine mixed with all 4 Dragon rulers which was genius IMO):
I am under the opinion that dragon rulers can only survive with dragunity engine and if your not running that engine, it will be very bad. I love the fact shock master isnt legal because we finally get to play ygo :)
It seems reminiscent towards the post tachyon format except the format is slightly more balanced..
2) 3 MST is needed
3) The best deck will be the deck which has the most options. In this case IMO will be spellbooks, mermails, or the dragunity ruler engine. Dragunity rulers seem incredibly broke bar Maxx C and Veiler (dies to the 2 cards), but is probably more consistent than the others, with 3 ravine, 3 tempest, and several backup plays if you meet a veiler on atumus)
Infernity seems similar to d rulers, if you start first, and your opponent has ntg to stop you, the game is 100% yours in game 1 when you vomit your field. Because the format has not shaped whether hand traps are needed, infernity seems solid because it will almost nett u a game 1. However losing access to shock ruler is very painful to it, although you can still make doom orgy dragon.
4) A good amount of backrow in mermail is good. Apart from Abyssphere, maybe some warning torrent bth mirror force?
So, this is basically what i've come up with. I will test more to include madolches, karakuri, infenrity and verz. If you guys have tested stuff which i've not factored in, please feel free to comment and share your opinions. At the same time, if you guys have any disagreements with what i posted, please feel free to share and discuss too. If you have any questions about my opinions, do ask too and vice versa.
I hope this information will help the TCG players in playtesting, especially for YCS Toronto which will be held next week. All the best to the players attending.
If you arent in the TCG you prolly wanna skip this post because theres a huge wall of text.
Firstly, I am gonna say 1 thing: If you all thought decks from the past will be revived and the meta will be SUPER DIVERSE, you're all wrong. It will be much more diverse than the previous shiddy format, but definitely not to the point of any deck has a standing chance to win.
It came to me slightly that the best decks will still be the theme decks with the best support and has the highest level of power creep. When LFN msg-ed me yesterday and told me that he too noticed the same thing, it confirmed my suspicion. Despite how good decks like BF or zombie suddenly become with the support of whirlwind to 3, and mezuki/plaque to 2, it still cant keep up with new decks like mermail and fire fist 4 axis.
So, i will list out my observations and testing:
take note the dragon deck im talking abt is 4 dragons and is NOT dragon plant, however with tetherwolf and DDR engine.
Day 1:
Personal Playtesting:
tested mermails vs hieratics: mermail dominant (w LGQ)
tested dragons vs hieratics: lost first round abt 1-4, won 2nd round abt 2-1 after modding the deck. Even to say the least. Came down alot to who had the hand trap. (w LGQ)
I did get some testing with yanni but i cant remember what happened or what decks were involved, i think there was mermail or dragons.
Observation: (watching australian team w Bodan, C.Hanson, Jono etc)
spellbooks vs bf: spellbooks dominant
spellbooks vs mermail- evenly matched for the games i watched.
Input from Jono:
Dragon Plant vs WU- WU wins
Dragon plant overall weak compared to many decks.
Day 2:
Personal Playtesting:
Mermail vs dragons w Phantom beast plane engine - mermail won marginally (2-1) (w/ Nelsown)
mermail vs dragons - 1-1 (unfinished game with Joshua Schmidt.)
mermail vs BF: mermail won by a longshot
mermail vs BF OCG : mermail won (with jason)
Observation:
mermail vs dragunity 4 dragons : dragunity won g1 (watched only 1 game between joshua schmidt vs michel gruner)
mermail vs FF 4 axis : even for games i watched (abt 2) (between C.Hanson and A$AP YGO i think?)
Input from LFN:
Zombies > laval
Prophecy > zombies
So, these are the products of my testing and observations ^
Credits to :
Input sharing:
LFN
Jono Ritzau
C. Hanson
Bohdan
Christopher Welch
Yvon Boulet (spiceyyanni)
Playtesting:
LGQ
Yvon Boulet
Ryan Nelson
Joshua Schmidt
Jason Yong
List sharing:
LGQ- hieratics
C. Hanson- mermail techs/list/ratio for discussion
Joshua Schmidt- mermail techs/list/ratio for discussion
Shahmir- for coming up with the dragon ruler skeleton
If there is anybody i've forgotten sorry lol
I am biased towards Mermail, and because it is the deck i will most likely be playing, i will talk about matchups from its POV:
I have not tested vs Infernity, or Verz and Constella which IMO are all good decent decks too. IMO Mermail will still be superior to Verz as before overall because it has alot of options (I.e: 1 card temtempo, Infantry, traps, verz opening bad etc etc)
The same should be said with constella, because Mermail has Infantry to answer Pleaides.
I should test VS infertnity soon because it seems like a very powerful deck.
The build of mermail im playing will be undisclosed but then i am maining 2 veilers, but 0 Max C, and running at least 2 MST (adding the 3rd soon).
I have not come to the conclusion if C is worth maining atm but im definitely sure veiler is pretty good (so far)
At the same time, 3 MST is definitely a staple so far this format because you wanna hit:
1) abysphere
2) traps and scapegoat freshly set)
3) coth and DDR
4) black whirlwind, tenki, WU factory
5) Grand spellbook tower Le Maison
6) Opposing MSTs
I have heard Madolches are decent but i've yet to play any so i will not comment on it.
For now, i would pick mermail as a better deck compared to dragons mainly because mermails have more options and dragons are incredibly linear. However the dragon plant version seems really inferior because it is inconsistent.
I honestly am not sure if scapegoat will make a big impact this format but i lost 1 game to dragons because he had 2 consecutive scapegoat which i had to deal with in 2 consecutive turns and he turned the tide by making big eye and something.
So: to sum it up:
1) Decks that are real are:
Mermails, Spellbooks, FF 4 axis, Dragunity 4 dragon engine (gruner's build was dragunity engine mixed with all 4 Dragon rulers which was genius IMO):
I am under the opinion that dragon rulers can only survive with dragunity engine and if your not running that engine, it will be very bad. I love the fact shock master isnt legal because we finally get to play ygo :)
It seems reminiscent towards the post tachyon format except the format is slightly more balanced..
2) 3 MST is needed
3) The best deck will be the deck which has the most options. In this case IMO will be spellbooks, mermails, or the dragunity ruler engine. Dragunity rulers seem incredibly broke bar Maxx C and Veiler (dies to the 2 cards), but is probably more consistent than the others, with 3 ravine, 3 tempest, and several backup plays if you meet a veiler on atumus)
Infernity seems similar to d rulers, if you start first, and your opponent has ntg to stop you, the game is 100% yours in game 1 when you vomit your field. Because the format has not shaped whether hand traps are needed, infernity seems solid because it will almost nett u a game 1. However losing access to shock ruler is very painful to it, although you can still make doom orgy dragon.
4) A good amount of backrow in mermail is good. Apart from Abyssphere, maybe some warning torrent bth mirror force?
So, this is basically what i've come up with. I will test more to include madolches, karakuri, infenrity and verz. If you guys have tested stuff which i've not factored in, please feel free to comment and share your opinions. At the same time, if you guys have any disagreements with what i posted, please feel free to share and discuss too. If you have any questions about my opinions, do ask too and vice versa.
I hope this information will help the TCG players in playtesting, especially for YCS Toronto which will be held next week. All the best to the players attending.
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