Tuesday, May 9, 2023

The power of Master Duel

 Hello there. Its been a bit hasnt it?


As far as Yugioh goes, I still never play in paper anymore (I have a few decks collecting dust in my room somewhere). I have quit Duel Links, half because its a money pit with a constantly changing meta designed to make you spend money, and half because the definitive version (in my opinion) of Yugioh has released:


Master Duel!


In theory, Master Duel is everything i could ever want from a Yugioh game. A decent UI and a solo mode play around in, good matchmaking and a few fun modes to try out that rotate. 

It contains a great selection of cards which is also a huge plus. And it has a crafting system that is f2p friendly (and makes duel links look like a joke).

I've been playing Master Duel since release, and I'd be lying if I said it wasnt rough. Starting from not understanding link monsters and having no exposure to pretty much any yugioh card released in the last 7 years, the learning curve was almost a vertical wall. 

I lost. A lot. I misplayed. A lot. Like a huge amount of misplays. My knowledge from duel links afforded me almost no advantage in the era of modern Yugioh. Yet I stuck with the game, playing it on and off to the present day, and have assembled a stable of fun decks. 

Ive seen many metas come and go in Master Duel, some fun and some frustrating. And I'll be on this ride for the forseeable future. Now we come to the heart of why I felt the need to make this article. I think that this is the new best way to play Yugioh, and thats a good thing. Everyone can absorb Yugioh and learn at their own pace, as time allows. 

The financial commitment can be zero if you choose for it to be, the rewards from playing are generous and everything feeds into a sense of overall progression as you craft and pull staple cards that will be shared between all decks you make. You can play at your own pace, without the awkward need for interaction with Yugioh's sometimes shady community. Master Duel is finally a Yugioh sim that is good enough to support my intrest in the game without the feeling that Konami is just selling me one iteration of a game and another one will replace it next year.

This is THE definitive online Yugioh experience and I'm happy to see it. While the game follows closely in the footsteps of the TCG, its interesting to see where the paths diverge. The game has enough quirks and charm that I see myself playing it for years to come. Its finally good to have a nice outlet for my cumulative intrest in Yugioh. 


So I guess to make a long story short, I like Master Duel.


Sunday, May 24, 2020

Yugioh is a thing that still exists

So hi. Since a few months after my last post till about a couple of months ago, I essentially full stop quit Yugioh. There were several reasons for this.

My locals shut down and the owner moved to another state and I had no desire to drive to another one farther away. Later on, the game moved in a direction I really did not like (ie: Link monsters). My friends (the rest of the members of the YCG podcast) moved on to other things as well. Rather than spend money to keep up with a game I had little interest in, I retired and relegated Yugioh to the occasional joke made among my friends about past times.

A few months ago my interest in Yugioh came off life support in the form of Duel Links. While its been out for a very long time, I decided to try it on a whim and was not completely disappointed. I played enough to make a few decks I like and now it serves the purpose of a side game as I keep my eye on Yugioh going into the new decade. Who knows what will be in store for the future...

Tuesday, February 25, 2014

Blog not being updated because...

...i'm really, REALLY lazy.

And whatever motivation i do have is sucked out with a straw by the YCGPodcast, which i participate in every week. Talking about everything im doing twice would be kind of tiring for my hamster attention span. Might try though, since i bothered to post this!

Ycgpodcast.com

is the source i speak of.

Thursday, August 29, 2013

Poking my head out, Groundhog Day style.

So back after a few months of hiatus, lets look at all the stuff that has happened while this blog has slept:

- A few YCS have come and gone. Countless people have jumped or dismounted bandwagons based on what pro players happened to be running those days.

- The Tachyeon Galaxy is live, and people were feeling the pain of $8-10 dragon rulers. While at the sneak peek i thought their prices would drop when they officially came out but that was before I saw someone open a box and only get 1 ._.

- I have tried some new stuff, which I will talk about in a later post.

- A bunch of new cards and sets have been announced. For more information on that, listen to the news section of our podcasts at ycgpodcast.com. I dont want to be redundant and talk about past news, but ill say this now: Number Hunters was a awesome pack

- 2 New banlists has come and gone, with all the drama that entails. I personally think the 1st banlist was fine after playing in it, but it didnt take Konami very long to introduce broken stuff like Prophecy and Dragon Rulers into meta that is completely unaffected by it. The second banlist is bananas and I love it.

- For the last couple of months I distanced myself from Yugioh, but this new meta is drawing me back in.

More posts to come (I mean it this time D:)

Tuesday, February 12, 2013

Quick Regionals Report + Banlist Stuff and General Updates

QUICK-STYLE REGGIE REPORT

NAME: JUSTEN BELL
DATE: 2/2/2013
PLACE: SEATTLE REGIONALS

DECK USED: Spanish Wind-Ups

DECKLIST:

TOTAL: 41

MONSTERS: 18

3 Shark
3 Magician
3 Rabbit
3 Rat 
1 Spirit Reaper
1 Sangan
2 Tour Guide
2 Thunder King (TKRO)

SPELLS: 11

1 Dark Hole
1 Heavy Storm
1 Monster Reborn
1 Book of Moon
3 MST
3 Wind-Up Factory
1 Pot of Avarice

TRAPS: 12

2 Solemn Warning
1 Solemn Judgement
2 Fiendish Chain
2 Bottomless
2 Mirror Force
2 Torrential Tribute
1 Compulsory

EXTRA DECK: 15

1 Leviair
1 Maestroke
1 Zenmaity
1 Zenmaines
1 Zenmaioh
1 Giga-Brilliant
1 Flaccid Golem of Destruction
1 Shock Master
1 Temtempo
1 Adreus
1 Tiras
1 Abyss Dweller
1 Cowboy
1 Papilloperative
1 Black Corn

SIDE DECK: 15

2 Maxx C
3 D-Fissure
1 Dust Tornado
1 Shadow Imprisoning Mirror
2 Snowman Eater
1 Spirit Reaper
1 Compulsory
2 Lances
2 Soul Taker

MATCHUPS: 
Following will be just a short quip for each match since I didnt take notes. :[


Round 1: Wind Ups (Win)

I am not awake yet and make a bunch of misplays, and it comes down to game 3 where i just draw what I need.

Round 2: Prophecy (Win)

Thunder King is such a bitch for this deck to deal with. That and Shock Lock. 

Round 3: Wind Ups (Win)

He gets a game loss for miswriting his decklist. Shame, cause this duel was epic. He almost came back after my strong start, but I seal the deal due to him misplaying. He forgot to use Breakthrough Skill during his turn to nullify Zenmaines effect so he could attack over it for game.

Round 4: Heros (Win)

We take turns smacking the taste out of each others mouths. I win game 3 by grinding him down to nothing, then exploding with Magician + Shark + Pot of Avarice, and locking him down in time.

Round 5: Macro Rabbit (Lose)

I draw bad in the beginning and get discouraged, and lose game 1 to my own misplays. Game 2 I control him with backrow. Game 3 he has Rabbit + Tour Guide and I have a monster hand.

Round 6: Pure Dragons (Win)

I faced this guy in YCS Seattle. Hes running pure Dragon Syncro-crontrol with cards like Delta Fly and Koaki-Meiru Drago as well as REDMD, Wyvern and crew. Very close duels, but I barely edge him out in time due to a last minute push.

Round 7: Agents (Win)

Game 1 he draws god awful. Game 2 I wasnt really being serious cause we were joking around during our duel and make a misplay by forgetting a factory search that costs me the game. In Game 3 I buckle down on him and give him a slow rolled Shock Lock.

Round 8: Agents (Lose)

Also faced this guy in YCS Seattle. He played circles around me, he knew his deck inside and out, and he made no mistakes. Game 2 I draw 3 copies of D-Fissure (The only cards I sided in), which killed any momentum I had. 

Round 9: Mermail (Lose)

Mermails for last round again. I lose game 1. Game 2 I draw 3 D-Fissures AGAIN (After I pile shuffled too!). He drew bad as well though so I didnt drop a game because of it. 
We grind it out and it comes down to game 3. I have the upper hand, but he says if he rips Avarice he will be destined to win. He rips Avarice. He wins =/. I just run out of steam before he does and it enters time so I know theres no comeback possible.

FINAL STANDING: 6-3 (37th Place) 

Invite is given to top 48, so I get one! Yaaaay!

I liked: 

Fiendish Chain (Was amazing against the mirror match)
Mirror Force (Was never a liability and it surprised a lot of people)
My decision to not maindeck Maxx C or Veiler (Bah humbug)

I didnt like:

Maxx "C" (Was barely useful all day)
My lack of Utopia and Leviathan Dragon (It hurt not having those, and I felt it all day)
Flaccid Golem (Card almost lost me 2 duels ~_~)

END REGIONAL REPORT

BANLIST STUFF!

For a good summary of my (and my crew/friends) thoughts on the banlist, listen to this! YCGPodcast <3!

My current decks:

Wind-Ups
Prophecy (Turbo edition)
Plants

Plants isnt really fleshed out, but I really like where my Prophecy deck is going. Its finally starting to flow well, and although I can still feel the sting of not having traps (I tested a trap using version before, to mixed results), I feel that the deck can finally bring High Priestess to bear and make up for its lack of defense with overwhelming offense. 

Deck runs 3 Upstart, 3 Wonder Wand, and 3 Reckless Greed for maximum DRAW POWAR! Draws into High Priestess very easily, and usually has the means to summon it. That doesnt mean Im going to be content with this version however. I will be testing more techs and builds all the way up to the release of Lord of the Tacheyon Galaxy and Divine Judgment to find the perfect build ;]

Till next time!

(PS: I will add a decklist for Prophecy if anyone wants it~)


Sunday, December 9, 2012

Thoughts about my Wind-Up Deck + My new pet projects.

Wind Ups:

Overall my impressions from YCS Seattle/Tacoma was the deck was pretty solid, only thing that was wierd about it was that I never drew Tragoedia or Spirit Reaper. I would probably side 3 Soul Drains as well and cut the Macro. I feel the deck is at the most solid it will ever be, hence why ive temporarily shelved it in favor of my new projects:

- Prophecy

- Air Neos OTK

- Rabbit X-Sabers (Idea hijacked by my friend)

With prophecy taking up most of my playtesting and deck building time. Ive almost settled on a final build. Controversial card choices include 2 Wonder Wand, 2 Star Hall, no Temperance of Prophecy, and 3 Madolche Magileine (thanks to Bahamut84 for that idea). My deck is alot like his deck would probably be if it were in the TCG, and its running as smooth as butter (most of the time). More info at a later date


Thursday, November 29, 2012

My YCS SeaTac Decklist: Passive-Aggressive Wind-Ups

Quick decklist before I go to bed, thoughts about in a later post

Monsters: 20

3 Wind-Up Shark
3 Wind-Up Rat
3 Wind-Up Rabbit
3 Wind-Up Magician
2 Maxx "C
2 Tragoedia
2 Tour Guide From The Underworld
1 Sangan
1 Spirit Reaper

Spells: 9

3 Wind-Up Factory
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
1 Pot of Avarice
2 MST

Traps: 11

2 D-Prison
1 Trap Stun
1 Compulsory
2 Torrential Tribute
2 Bottomless Trap Hole
2 Solemn Warning
1 Solemn J

Extra:

Standard Stuff + Cowboy and Abyss Dweller (No Tiras)

Side:

2 Macro
1 Soul Drain
1 MST
2 TKRO
2 Cyber Dragon
1 Chimeratech
2 Soul Take
2 Fiendish Chain
1 Trap Stun
1 Compulsory






Tuesday, November 20, 2012

YCS Seattle Report + Important Stuff!

After not publishing an article for over 4 months, I'm back with my comeback: a (kinda lackluster) YCS report!


Preface to this report: After becoming disillusioned with Yugioh and burnt out, I've slowly been working my way back to regular Yugioh activity levels. This culminated at my first major event I attended since my last blog post: YCS Seattle (/Tacoma)!


PRE YCS GARBAGE:

Got off work Friday night at 9 pm. After getting a ride to Tacoma, I stayed at Motel 6 with YCGPodcast crew (Matt Carter + Joe Mecham) and other people from our locals (Phoenix Games). After getting 2 hours of sleep and playtesting all night, I make my big YCS debut! 


YCS SEATTLE: DAY 1

Get in line, get registered, eat no food :(. Also I'm running a Nick Ma inspired Wind-Up deck. Around 750ish people show up, which is less than normal for a YCS, so top cut is 32.

ROUND 1: Vs. WIND UP MIRROR MATCH [WIN]

G1: I misplay horribly, but so does he and I win
G2: No backrow and my Wind-Up combos get veiler'd ;[
G3: Gagaga Cowboy burn and stall in time. Woooo!

ROUND 2: Vs. DINO RABBIT [WIN]

G1: He Macros me 2 turns in but I just use my Monster Reborn his Sabersaurus and give him a bad beatdown.
G2: He gives me the Dolkka treatment and I draw no outs for the longest time.
G3: Wind-Up player using Tragoedia and Thunder King control? His answer is Grand Mole :S. He gets stomped due to his magic monster hand.

ROUND 3: Vs. DINO RABBIT [LOSE]

G1: -
G2: -
G3: I dont remember much about the first 2 duels but the third one I lose decisively to Dolkka + Laggia.

ROUND 4: Vs. WIND UP MIRROR MATCH [WIN]

G1: He doesnt really bad Wind-Up combos and uses waaay too much resources so I win.
G2: Like, to give you an idea of how bad it was. He was using Soldier/Shark to make Rank 5's when I had 1 backrow and a set Magician, then makes Tiras instead of Zenmaioh and rams Tiras into my D-Prison :x.

ROUND 5: Vs. KARAKURI GEARS [LOSE]

G1: I draw all monsters except for 1 Factory. He opens 4 backrow + Geargiarmor. I eat dirt.
G2: I sit on my Cyber Dragon because I want to Fiendish Chain his set Geargiarmor. He Trap Stuns me, slaps me silly with Burei and Shock Master, then locks spells when I have Heavy + 2 MST and sets 4. Derp

ROUND 6: Vs. AGENTS [WIN]

G1: Shock Lock for the win.
G2: Hes low on life, I have a field full of winning, I use Adreus effect on the Gorz he dropped last turn, then try to run over the 1500 Atk Gorz token. He drops Honest and I lose cause I'm at 1200 LP. That was meansies ;(
G3: I open Magician/Shark and he uses Herald of Orange Light discarding Krystia on my Magician. 2 Turns later I Reborn his Krystia and commence a 7 turn beatdown with his own Krystia where he is forced to set every monster he draws. At the end, he reveals his hand of 2 Maxx "C", Gorz, and Tragoedia and offers me the handshake.

ROUND 7 Vs. CHAOS DRAGONS [WIN]

G1: Slow roll into a Shock Lock after being denied the first time by Effect Veiler.
G2: Sad game where my only monsters for 5 or so turns were Rat and Magician. At the end I'm so desperate that I Rat my Magician, Monster Reborn his Card Trooper, and make Zenmaity to combo off. However he drops Maxx "C" on my Rat, so I'm like fck it, and I end up trying to deck him out and getting him down to 7 or so cards left. He drops a Tragoedia on my attack. His turn, he specials Lightpulsar, Tributes both monsters for another Tragoedia , Drops 2 more Lightpulsars, and Specials Dark Armed. Scoop Phase :3
G3: Mid game Shock Lock and I got amazing backrow that he cant power through. He milled Heavy so I called monster effects. After that he's pretty much done.

ROUND 8 Vs. WIND UP MIRROR MATCH [WIN]

G1: I outplay the crap out of him. After wading through both his Solemn Warnings and  his Solemn Judgement, I make him waste his backrow on Wind-Up Rabbit since he only has 1000 left. Then I give him the beatdown once he runs out of backrow.
G2: I outplay him severely again. He wastes his resources on the wrong plays, searches the wrong things with Factory, and I leave him with nothing. I get the feeling he was not very familiar with the deck.


So I go x-2 and make it to Day 2. I get more sleep tonight! Yay!

DAY 2:

ROUND 9 Vs ATLANTEAN MERMAILS [LOSE]

This guy is a regular at any Washington Regional. I know as soon as I see that I'm playing him that he's gonna be tough to beat. Add that to the fact that this is my first time ever facing Atlantean Mermails...

G1: He goes and sets a card. I go and Shock Lock.
G2: I open backrow + Wind-Up Rabbit, which is the exact opposite of what I wanted against this deck. After a few turns, he outplays me straight up. He does more damage than I thought he was capable of doing after he gets a surprise marksman effect in somehow during my endphase with Abyss-sphere, killing my last backrow (Torrential D:)
G3: He has MST for my Macro when he uses Abyssmegalo, and he has Gozen Match for when I try to Wind-Up combo. 

ROUND 10 Vs. Alexander Thomas (MADOLCHES?) [WIN]

G1: He ends up being in the middle of a duel/trades, so he doesnt show up and I get the default win.


I end up getting 61st, which I am more than content with after being away from competitive Yugioh for so long. But I wanted a little something to remember this day by, and I told myself  that if I had time on day 2 I would try to enter the structure deck duel and win the  XYZ Symphony mat I had my eye on ever since I saw it at the judges table day 1.


A NEW CHALLENGE APPEARS!

XYZ SYMPHONY STRUCTURE DECK DUEL: 8 PEOPLE ENTER, 1 LEAVES.

ROUND 1: Vs. MYSTERY G (!)

My opponent never showed up, so I got the only bye in the tourney. I use this time to get familiar with the cards in the deck.

ROUND 2: Vs. DRAGON DUELIST PRODIGY KID!

This kid was something else. Apparently he was a famous Dragon Duelist who had a monster binder full of expensive cards like Italian Cardcar Ds and misprinted ultra Book of Moons (They said Creature Swap). He also outplayed the crap out of his opponent round 1 and seemed pretty cocky. Before the round started he offered to scoop to me if I payed him 40 bucks. I was like helllll nawww.

I 2-0'd him. He overextended alot and left himself open to counter attacks from cards like Dark Hole. He also tried to rule shark alot. Oh well, I gave that kid the beatdown.

FINAL ROUND: Vs. Joyang (?)

I think that was his name, I feel bad about forgetting it after asking him for it but my memory sucks :(. Anyways this duel was super epic. He won the first round, I won the last 2. Sorry for not remembering the specifics. This duel went on for so long that we actually got put into time, which went turn 0 - 1 - 2 - 3 instead of the standard 5. I was already edging him out near the end, but since we were both topdecking anything could happen. Me ripping a call of the haunted gave me insurance. I set it and changed my Muzurhythm to defense. His last turn he couldnt push through, so he offered the handshake.


+1 Xyz Symphony Mat.


I then finish trading for everything I need to run my next pet projects (Prophecies and Air Neos OTK). I also played in the Atlantean Structure deck tourny, but I get thrashed! Dumb Atlanteans ;(. I then go over to watch the finals and see the epic conclusion as Michael Stibbins from my locals wins YCS Seattle! Me and the rest of the Phoenix Games crowd are super stoked and we celebrate together. 

After that I go to the hotel across from the event hall be a part of the joint interview of Michael Stibbins by the YCGPodcast and SlimXTeamSymetry. Then I go eat food at Dennys and go home :S. Ill post a follow up article later answering any questions people have, giving a decklist + thoughts, and detailing what Ive been thinking about and doing in my abscence. Till next time!


Monday, July 2, 2012

Wind-Ups win WCQ...My Reaction.



------------------

In other news, computer issues have plagued me for the last week or so, but now that they are completely resolved, I look forward to finishing my Zenmailstrom articles, then moving on to giving more analysis/love to what will probably be the newest/oldest sensation of this summer: Wind-Ups. Not sure why people were so surprised when Wind-Ups topped. They were never bad, and it all makes sense in retrospect if you consider the following formula:


{if:}


Maxx "C" =/= Your side or main deck


{then:}

{executefunction=WINDUP_TAKES_A_DUMP_ON_YOU}

Certainly is enlightening isnt it?



Friday, June 15, 2012

An Introduction to Zenmailstrom

Before I detail the combos involving Zenmailstrom, I thought it would be prudent to first give an proper introduction to the card itself, since there's a good chance most of you out there have no idea what it even does.


As you can see, the basics of the card are:


  • Tribute 1 Wind-Up monster with 1500 or more ATK (as a cost.)
  • Special Summon 1 Wind-Up monster from your hand (Mandatory)
  • Special Summon 1 Wind-Up monster with the same ATK as the monster just special summoned from your deck (Optional)
On the surface, the card is a minus 1 1/2. You play the card (-1), tribute a Wind-Up monster you control (-1), Special Summon a monster from your hand (-1/2?) and special summon one from your deck (+1). 

Likely candidates of monsters you want to tribute for Zenmailstrom are:

Wind-Up Hunter
Wind-Up Soldier
Wind-Up Shark

There are more targets but you probably don't want to run them in a competitive Wind-Up deck (Knight, Juggler, ect.)

Likely candidates of monsters you want to special summon with Zenmailstrom are:

Wind-Up Rat (600 ATK)
Wind-Up Magician (600 ATK)
Wind-Up Shark (1500 ATK)
Wind-Up Soldier (1800 ATK) [Not recommended as this doesn't lead into any meaningful combos by itself but it IS possible]

So you might be thinking whats the point of playing a card like this where you get a couple of negs just from resolving it? Simple my friend, when used correctly it sets up some of the most broken and ridiculous combos the Wind-Up deck has to offer. Now its time to detail how exactly to properly use this card.


The first rule to using Zenmailstrom is realizing that what you tribute to activate it doesn't really matter too much for basic combos, but matters alot when executing advanced ones. There is a hierarchy in tributing preferences in regards to these combos:


1. Shark (Technically better than Soldier to tribute due to a better level range [3,4,5 as opposed to 4,5 for Soldier] however be wary of using all your Sharks too fast. Also is the only one of the 3 tribute choices that can make the Shock Master/Disigma plays happen.)
2. Soldier (These things are expendable and can make most of your big plays happen no problem.)
3. Hunter (Obviously only gives you level 3 to work with from the graveyard. However this is perfectly acceptable to use as tribute for Zenmailstrom because 1) The graveyard is where you want Hunter anyways 2) It leads into the hand loop seamlessly and 3) it wont limit your plays too much as long as you don't try anything ridiculous.)

In 95% of all cases when resolving a Zenmailstrom your going to want to summon Magician or Rat, then summon the counterpart you didnt summon from your deck. This is the beginning of most Zenmailstrom plays barring a few strange ones involving Shark that really arnt worth doing. The reason you do this is because:

  • It lets you use Rat immediately (Bring back the monster you just tributed)
  • Lets you resolve up to 3 Magicians in one combo and end with a meaningful field, a feat that is almost impossible in normal Wind-Up decks due to field space issues.
  • The basis of the forbidden Shock Master/Disigma OTK combos!
  • Truly the best start to making the field of your choosing
Next article will tackle the combos themselves, from the strange to the expected, the outlandish to the boring, and might possibly include a flowchart! Tune in next time!

Friday, June 8, 2012

Deluxe Article: 4-in-1!

Having made 3 half finished post drafts for this blog in the last few weeks and not finished them, I will instead include them all (and more) in this one post.

Kevin Tewart Presents: I got info, do you?


Dont get me wrong. I appriciate that Kevin Tewart took time to give us some "insight" into this very secretive process, but I was expecting something a little more businesslike from some bigwig at Konami. He talked very causally; if I didn't know better, I could have mistaken his article for the reasonings of some random on Pojo's Forbidden/Limited discussion board. I feel he vastly understated the influence his counterparts in Japan hold over the banlist. His methods for justifying Konami's sometimes dubious decision making was also pretty funny: Secret info that only you know, really? If Konami had access to that kind of information you'd think their NA YCS coverage would be better. And why not make that information publicly available? Any move towards transparency would be good in my opinion.

And of course there was the contradictions (Like saying you support syncro summoning still, but ban Trishula, arguably the best syncro monster and one of the main syncros keeping them relevant in the meta.) and the expected but still annoying non-admission that Konami is a business that makes most of its decisions to make more money. If you look at most of the unexplained changes on the banlist, they are mostly money driven: Phase out old archetypes that arn't making any money, and make new archetypes more attractive to move more product. Like I said, expected but still a minor annoyance. All in all its a mixed bag for me. Useful info, but best taken with a grain (or more) of salt.


The New Hotness: Thoughts on a new Evol + Dino Rabbit Tech


Around the time of Seattle regionals, I lent out my Forbidden Lances to my friend attending the event, and havnt seen him in a while. Afterwards, I was bidden by 2 other friends to run Evols using the cards they had gathered. The deck was pretty much complete but neither of them felt like running it, so I volunteered. I did not have the Lances back yet, so the search for replacement tech led me to a card that I think might have some potential in Evols or Dino Rabbit:

Burden of the Mighty

Me and my friends have a long running joke that if Dino Rabbit ever started teching Molten Destruction (The Field Spell card that adds 500 atk to all fire monsters) they would be almost unstoppable due to eliminating one of the main weaknesses of the deck (the relatively low atk power of Laggia and Dolkka). It tested fairly well, with especially good synergy with Casinario. I like 1 card Laggia as much as the next guy! =]. Just something to think about, I certainly didnt expect for it to work as well as it ended up working.


My Boring Life (2 articles combined together)


These 2 posts was originally designed to detail what I was doing while I was on break from my blog, but after several deletions and rewrites I came to realize it wasn't very important in the grand scheme of things to detail every little thing, so a quick review will be done instead.

Basically I took a break from Gladiator Beasts, feeling I had achieved as much explosiveness as I could at the time. I would revisit them when a new idea stuck me to improve them, but for the time being I decided to move on to testing miscellaneous things. I started with a Spellcaster deck that included some of the new cards from GAOV like Bound Wand plus Gagaga stuff. It didn't do very well, so I added the Destiny Hero engine to it along with good cards like T-King and D-Prisons. It did markedly better, but since I was still missing pieces of it (Strike Bounzer and other good rank 6 XYZ) I decided to ultimately shelve it.

An antimeta deck that I created on a whim was my next project, and that lasted all of 2 days before being dissected. Antimeta is good, but it has no identity, no soul. The strategy is always the same: plug up holes in a dam till either you win or you fail, let your opponent go off, then lose. After being torn apart, I combined the remains of the antimeta deck with the remains of the Spellcaster deck for a hilarious hybrid deck that strangely won all 3 duels I used it in. Alas, it was abomination, so I killed it.

Next I was pretty much given everything for Evols, so I decided what the heck, might as well try them out. They had a good run as well, there were very few games I didn't feel like I had momentum going for me. Only problem is not drawing defense for when you draw the Evolsaurs and need to camp on them to make the Xyz. Then again, pretty much everyone agrees that's the decks major weakness, so I shouldn't have been surprised by it. Again, Burden of the Mighty helped out tremendously in keeping a Cerato or other dinosaur that I drew alive so I could make Laggia/Dolkka next turn.

Parallel to the Evol project I started experimenting with Gladiator Beasts again, this time compacting the engine to Laquari, Darius, Bestiari, and Equeste, adding good beast/beast-warriors and Horn of the Phantom Beast, Reckless Greed, and control cards (D-Prison, Bottomless, ect) for a fast paced control deck (!). The results were... interesting. I certainly won the majority of the duels I used it in, but I still don't know what to make of the results of my testing. Further testing is definitely warranted and will be done at a future date.

After finishing with those 2 decks, I took them partially apart to create what I am currently using, testing, and improving: Zenmailstrom Wind-Ups. The idea is simple: go off as much as possible with 3 MST, 2 Night Beam, and all the explosive plays Wind-Ups are known for. 3 Soldier adds a bit of stability to the volatile monster line up, provides food for Zenmailstrom, and insures dominance over T-King, a major pain for the deck. 2 Factory and 1 Rabbit lessen the slow paced control elements of the deck, while 2 Call of the Haunted and 3 Ryko help establish it as a deck that can go off early and often thanks to the graveyard setup Ryko provides. Rats are very rarely dead in my hand, and 2 Instant Fusion along with the Calls help me push through Effect Veiler and D.D. Crow. Maxed Magician is needed as I run Zenmailstrom in 3's and need either Rat or Magician in hand for it to work.

More details on the deck, including a decklist, combos exclusive to Zenmailstrom Wind-Ups, and other information is pending my continued testing of the deck, as admittedly the deck is still in the very early stages of development. Where it could go from here is anyone's guess, and I want some concrete ground to stand on before I start posting about it here. I will try to get the combos done very soon however.

Till next time and thanks again for your patience!


Monday, June 4, 2012

A few things....

Over the last few weeks I have started and not finished several articles, which I apologize for. I will be trying to improve on that aspect of blogging in the future. I am currently in the process of combining all 4 of them into one large article, so for everyone who reads this blog and has been patient waiting for new posts, I ask that you wait just a bit longer. Thanks! In the meantime, I present this...


Tuesday, May 22, 2012

Quicksand Theory

Like quicksand, the meta is ever shifting...


The results from YCS Philly are in, and they are simultaneously surprising and unsurprising. On the one hand, the top 16 cut was made up mostly expected and established meta decks, Dino Rabbit and Chaos Dragons. But the surprising thing was the notable absence of one accredited tier 1 deck: Inzektors. No Inzektor deck made it into the top 16. Hieratics didnt manage to live up to the hype and HEROs also were MIA in the top 32. Wind-ups and Dark Worlds, while being on the decline in comparison to Dino Rabbit and Chaos Dragons, still managed to sneak into the top 16. So what does this mean for the meta going forward?

In theory, Inzektors should be one of the strongest decks in the format, especially now that they have even more support available (Ladybug). They also have neutral or favorable match-ups against almost every other relevant deck in the meta. But we all know that Yugioh theory doesnt always equal Yugioh fact. So why did Inzektors lay an egg at Philly, taking only a measly 4 spots out of the top 32 for such a allegedly dominant and powerful deck? Was it under representation, a lack of Inzektor usage? Its impossible to know at this point due to a lack of solid numbers, but if Inzektors fall out of favor  due for some unknown reason, it will certainly leave a power vacuum at the top, with only two tier 1 decks left to duke it out. It might weaken Dino-Rabbit, who have a very unfavorable matchup against Dragons, and push them out of tier 1 in the most extreme case.
Will a new deck rise to check the power of widespread Chaos Dragon usage? Or will Inzektors steamroll on, proving in time that this YCS was just a fluke, with OCG records and results to back up their claim to tier 1 status? One thing is certain, the Yugioh meta is like quicksand, and it only takes one shift to completely restructure the power base.


Tuesday, May 15, 2012

Product Analysis: Galactic Overlord

Replacing YIP will be an analysis of every new Yugioh product that will come out in the future. The move towards generalization was a conscious one, as I feel its a better approach to give people my opinion and information and let them draw their own conclusions when it comes to investment and such. That doesn't mean I wont drop the occasional hint or two about potentially lucrative investment opportunities ;O.

So without futher ado...

Galactic Overlord:


What a... interesting pack this turned out to be. In the grand scheme of Yugioh products, its far from the worst (that title belongs to Cybernetic Revolution...*shudder*) but it really didnt knock my socks off with its awesomeness either (like ORCS, yeah!). And from reading around the sneak peak for it tended to have left a bad taste in many peoples mouths. But enough chitchat, here's the analysis:

The people to see:


Galactic Overlord introduces the Hieratic and Lightray archetype, as well as major support for Inzektors and Evols. The verdict still isn't in about how good TCG Hieratics will be, and Lightrays haven't made much of a splash in the OCG. The Inzektor and Evol support (and by support i mean Inzektor Ladybug and Evo-Diversity) is really good, but then again its common/rare, so you shouldn't really be hurting to get it. Overall I think this is so-so pack as far as archetype support goes.

The places to go:


Rarity-wise, I feel like the spread is subpar, almost as bad as Extreme Victory. There's tons of secrets and ultras that you don't want to pull, like Zekt Conversion (Ultra), Neo-Galaxy Eyes (Ultra), Xyz Unit (Ultra), Tardy Orc (Secret) and Lucky Stripe (Secret). I'm expecting this pack to turn out similarly to Extreme Victory, that is, a mediocre pack with a few good chase cards, like...

The things to do:


Cardcar D: The chase card of this pack, its currently sitting in the 100-120$ range. Whether its worth its high price point is a fact that will become apparent after the first few YCS where its legal.

Photon Strike Bounzer: A good card with a good effect, I just wish it wasn't secret. Its big in Hieratics and thats about it, so its price will rise and fall with them.

Night Beam: Amazing card, and its price isnt too high either for a ultra (~15$).

Overall...


This really isnt a pack you want to buy. Take the information I've provided and decide for yourself if its worth it, but in my opinion, unless you need multiple (10+) super/ultra/secret cards from the pack, your money would be better spent buying them as singles, as there isnt a whole lot of tradebait you could pull to leverage out a pack where you dont get what you want. Return of the Duelist is shaping up to be a pretty amazing pack, so look forward to that and avert your eyes from this lukewarm pack >_>.

Till next time!



Thursday, May 10, 2012

Extended break over, new articles on the way

After an almost 3 week break from Yugioh blogging (I guess to "reinvigorate" myself), I'm back! I haven't been taking a break from Yugioh card game itself however, and several new articles in the next few days will be detailing my thoughts and exploits while on blogging hiatus. Look forward to them!

Wednesday, April 18, 2012

Portland, Oregon Regional Report 4-14-12

So to start things off...

The only really noteworthy thing that happened on Thursday is I found out that the event would cap off at around 140 people due to the size of the shop in question after reading a post by Mike from Team Overload's blog. Thanks to him I dodged a bullet and was able to do more research and tell everyone coming with me to the event to preregister to guarantee ourselves a spot. I owe you one dude! It turns out the event was populated by lots of familiar faces from Washington.

Friday night at 6pm, the 8 people going to this regional (Me [Justen], Matt, Kyle, Nate, Tyler, Seth, Joe, Kegan) gathered at our locals (Phoenix Games) to carpool in Matt's SUV to Seth's house in Tacoma to stay the night and prep for the event which would be starting at 10 am the next day. Bouncing ideas off my team members (We might as well be a team, most of us go to every event, playtest, and hang out together) it was regrettable that I found out my idea for Glad Beast HEROs was unfeasible, at least in its current form, and neither my team nor me brought the cards needed for me to try my new idea to make it work. So I dropped the HERO element almost completely and focused on making my deck into a sleek Gyzarus spamming machine. I also perfected my side on the ride and by the time we arrived at Seth's house and play tested a bit, I finalized the following decklist:

AHL Glads v2 [41 Cards]

14 Monsters

3 Prisma
3 Test Tiger
2 Darius
1 Laqurai
1 Bestiari
1 Hoplomus
1 Equeste
1 Retiari
1 Thunder King Rai-Oh

14 Spells

1 Pot of Duality
1 Book of Moon
1 Dark Hole
2 Forbidden Lance
2 MST
1 Heavy Storm
3 A Hero Lives
1 Monster Reborn
1 RotA
1 Smashing Ground

13 Traps

3 War Chariot
2 D-Prison
1 Solemn Judgement
1 Starlight Road
1 Compulsory Evacuation Device
2 Trap Stun
2 Call of the Haunted
1 Mirror Force

Extra Deck

2 Gyzarus
2 Heraklinos
2 Essedarii
1 Stardust
1 Utopia
1 C39 Utopia Ray
1 Blade Armor Ninja
1 Chimeratech Fortress Dragon
1 Zenmaines
1 Leviair
1 Leviathan Dragon
1 Acid Golem

Side Deck

2 Smashing Ground
2 Cyber Dragon
2 Bottomless
1 King Tiger Wanghu
2 D.D. Crow
1 Retiari
1 Snowman Eater
1 MST
2 D.D. Warrior Lady
1 Thunder King Rai-Oh

A few words on my card choices:

Hoplomus was pretty much for the HERO matchup, I was very wary of them because lots of disruption + lots of 1900 beaters = sad day for Glads. The matchup isnt terrible but its definitely a uphill struggle. I wanted something that could wall a Alius then tag into Laquari or just sit there and make them do something about it.

I decided to max out Gladiator Beast War Chariot rather than try something crazy to counter the hand traps I feared. In theory and in practice its very strong right now and and extremely effective against pretty much all the top decks except for HERO's, which ended up being my most played matchup. Still I would definitely maindeck 3 of them if I could do it all over again because even against HEROs there's some good stuff to negate (Veiler, "C", Stratos, Honest).

I wanted to try to balance offense and defense in this deck because I felt it would be more effective than the all out offensive builds I ran in the past. Hence the inclusion of Dimensional Prison and Compulsory Evacuation Device. I ended up also including Starlight Road on a whim, which proved to be a very good decision as that card won me at least 3 games that day and was only dead once in a duel I was going to lose  already.

Anyways...

After getting to Seth's around 10:30, I spend 10:30 - 12:30 playtesting and playing Brawl with everyone else, then I attempt to go to sleep to little avail so I play some more Brawl and fall asleep at what I suspect was 3am but I'll never know for sure since I didnt look at a clock since 1am.

We wake up the next morning at 6:15, do standard morning stuff. I eat some food, then we cram into the car and drive the rest of the way to Portland. We find the venue with very little trouble (yay for 3 people having GPS phones!) and arrive at around 9:30, where we are greeted with a crush of people milling around the front door to the venue (Guardian Games). Since we preregistered, we get ushered past all of them by an employee into the store proper, where we get in a much smaller line to check off our names on the preregistration list. My stomach does the usual shenanigans it always does before regionals, but I contain it as we move slowly forward in line. Its while we are waiting in line that we find out that everyone who also came from our locals to Oregon for the regionals didn't make it in. I will always preregister if possible from now on =[.

So I fill out decklist and parings go up!


ROUND 1: Justen Vs. Bo (Six Samurais)

So I sit down at my table and we get our entry packs, where I pull a Tour Bus. I was already planning on stocking up on that card, so the day is off to a good start. The head judge says his usual spiel and informs us that out of the 154 people competing today 115 people were preregistered, leaving only 39 spots for people who didnt preregister to fill. Crazy. I then find out that my opponent is Bo, a cool guy I am already familiar with. 2 regionals ago he defeated my friend Matt on the bubble in one of the craziest duels I have ever seen. He drops hints that he's running some crazy deck, but it turns out he's running Six Samurais as usual. The entire duel was filled with fun and awesome banter. Definitely one of my favorite duels of the day. BUT ENOUGH TALK...HAVE AT YOU!

Lost the dice roll

Game 1: He makes a first turn Shi-En and sets 1. I play MST, he lets it slide and I hit a D-Prison. I then play Smashing Ground forcing the negate and AHL into the Gyzarus play with my in hand GB. I have no protection however and he clears my field next turn and beats me down with Sams since I only have 4k.

Game 2: I set a D.D. Warrior Lady and some backrow (War Chariot and Solemn Judgement). He goes, plays Gateway, Specials Elder and Grandmaster, searches Kagemusha, and does some searches and ends with a field of Shi-en, Grandmaster, and Kizan. I think to myself if he doesnt attack Warrior Lady with Shi-En I'm going to be in a bad spot. Fortunately for me he makes the misplay of attacking with Shi-En, so I remove it, and I eat some damage. Next turn I set Mirror Force and a Hoplomus, and he rushes headlong into it after summoning Zanji. He sets 1 and ends. I make the Gyzarus play by summoning Prisma, pop and non chainable trap, attack, and tag into Darius and Laquari, then triple tag into Heraklinos. The rest of the duel I just stockpile cards in my hand and attack his set monsters. He runs out of monsters after 2 turns and draws unhelpful stuff consecutively (Heavy, Bottomless, Solemn Warning) so he loses this one.

Game 3: He goes first and passes. I draw a very explosive hand, but don't have quite enough protection to tempt me into going for it since he has nothing on board and ill pay a huge chunk of LP for nothing. I set 2 cards (AHL and War Chariot) to prep for my next turn with another AHL and Prisma in hand. He draws, MST's my bluff AHL, summons Zanji, specials Kizan, uses Asceticism for another Kizan, then Asceticism again for Grandmaster. At this point he has game, but I do something I don't have alot of practice or confidence doing, which was pretend I had a power card (Mirror Force in this case). Its very easy for bluffing to not work, but this was a prime situation for it to work perfectly. He had just lost to Mirror Force last game, so that was still in the back of his mind as he stared down my lone facedown card. I had set a bluff, so he figured the chances of my other card being a power card I wanted to protect were high. I tried my hardest to act indifferent to his field and indifferent in the tone of my voice. So he ended up doing the safe play and xyzing his 2 Kizans into a defense position Utopia, and attacking for 3900. His face was the very picture of confused when his attacks went through unopposed, and I could tell he instantly smelled something was rotten. He set no backrow and ended his turn, and on my turn I drew and proceeded to destrolish his field with a Gyzarus into Heraklinos play, leaving him with nothing on board and a Heraklinos + War Chariot face down. He couldnt recover.

LWW
Record: 1-0


After the event I notice that he sided heavily against me (Veilers, Rivalrys, and Bottomless plus some other nasty pieces of work). I thank my lucky stars I didnt see any of that in the match. Again this was by far my favorite duel of the day, hence the amount of detail I remember.


ROUND 2: Vs. Gladiator Beast Mirror Match

I win the dice roll

Game 1: I didnt expect to face a Glad Beast mirror here, thats for sure. This game basically came down to me establishing my field before him because I went first. Eventually I got a Herk on board and he was reduced to setting Glads till he lost.

Game 2: This duel came down to me drawing Bestiari in my opening hand, which is bad for me since I drew very little protection. I didnt get rid of it immediately by setting it which didnt help.I made the mistake of summoning Prisma to get some damage in after Smashing his Laquari, and he had Mind Control next turn to make a Gyzarus of his own. By the time I was able to get rid of Bestiari from my hand it was a simple matter for him to go into Retiari for the slap to my face and the KO.

Game 3: I set 4 (Mystical Space Typhoon, Starlight Road, Book of Moon and Call), summon Darius and end. He specials Cyber Dragon, summons Equeste, and tries to beat over Darius but I have Book for him. He is visually distraught and he pretty much tells me he has Heavy in hand but fears Starlight Road. He holds off and sets 1, which I MST. Next turn I attack his Cyber Dragon and tag into 2100 Laquari. At this point he has no choice but to Heavy my field, which I Starlight. He has MST to deny me the free Stardust though. We pretty much trade blows at this point with Smashing Grounds and direct attacks. He gives before I do as I have Dark Hole and my second Call set to seal his fate.

WLW 
Record: 2-0




ROUND 3: Vs. Kyle (HERO's)


So I'm 2-0 and feeling pretty good after winning 2 hard fought matches. I sit down at table 2 and who else do I have to face but Kyle, a friend/team member who came with me to the event! While I could handle his deck when I playtested a few days ago, both our decks have changed alot since then.

I lost the dice roll

Game 1: I pretty much get the stuffing beat out of me as I draw into 1 MST but not the Lances / Trap Stuns I need to fight back in this matchup. I'm forced to MST a Skill Drain that would have shut my deck down, but it makes little difference as I lose soundly anyways.

Game 2: I now find out a fact that would plague me for the rest of the day: In my final edits I made to my deck last night, I saw fit to reduce my Laquari count to 1. After drawing my only Laquari in my hand, I was unable to go into Gyzarus with my AHL and Prisma in my hand. After 2 turns of being stunned like this I finally drew enough cards to make a workaround but it was too late. Kyle had already established his field with enough cards to make winning the game impossible without Trap Stun or Forbidden Lance, which I again failed to draw into. By the end of the game his set cards were Spark, Rivalry, Starlight Road, Solemn Warning, and Solemn Judgment, and he successfully beat me down for game.

LL
Record: 2-1



ROUND 4: Vs. BYE?!?



Here's how this worked. After round 3 there was a lunch break that lasted until 2:40. My opponent had crossed a bridge to go with a friend to a food place, and the bridge had been raised by the time he tried to leave, so he had to wait for it to lower. By the time he got back it was 12 minutes into round 4, so he got a match loss.

FAILURE


Record: 3-1




ROUND 5: Vs. Dino Rabbit


I lost the dice roll

Game 1: The game does not get to a very good start as I make my first straight up misplay of the day by summoning the wrong monster. I had a Prisma on the field with a Prisma and Laquari in hand. His field was 2 backrow locked under Trap Stun. I went for the play that would get me the best setup, the double Prisma into Gyzarus into Herk +1 play which would have locked him out of the game. However I forgot that I had only ONE Laquari in my deck, and it was in my hand! The correct play should have been to summon my in-hand Laquari, make the Gyzarus then battle tag into Herk. As it was, I went into double Prisma, sent a Bestiari and was rudely awakened to where my one Laquari was. I was pretty mad after that, and made another misplay in leaving them on the field and not xyzing into Utopia. I didn't immediately lose after that, but I slowly lost advantage and after he finally makes a Laggia I was pretty much done.

Game 2: This game was just a grindfest. I attempt to make Gyzarus 2 times in one turn, but he interrupts me with Veiler and Fiendish Chain. We both use our resources smartly, and after a while we're down to no monsters and topdecking. After getting some good defensive cards set, I just need a Glad Beast monster but instead I just topdeck 3 AHL over the next 5 turns with no monsters in sight while he draws a Sangan and later a Tour Guide after I get rid of the Sangan and beats me down for game.

LL
Record:  3-2




ROUND 6: Vs. Elemental HERO's


I win the dice roll

Game 1: I find out he's running monster heavy when he summons Crusader of Endymion to beat over my Glad on board. Next turn, I activate Trap Stun, then go bonkers on his Crusader + backrow with Gyzarus into Herk because I know his monsters cant do anything to me and I have a War Chariot face down in case of Honest.

Game 2: A long and drawn out game thats characterized by me not being able to get any momentum throughout the game. Near the end I make a push with Essedarii over his Alius which he has Honest for. After that I pretty much lose.

Game 3: He annoys me in the beginning with Grand Mole shenanigans, but I bait out his backrow and make a Herk with Solemn Judgement face down. He really has no answers after that but Grand Mole, which I Judgement. After that its a slow slide downhill for him as he cant get rid of my Herk and I eventually draw War Chariot to complement my Herk. Fortunate for me, because he made one last effort to kill my Herk with a Thunder King + Honest play near the end, which failed due to War Chariot.

WLW
Record: 4-2




Round 7: Vs. Elemental HEROs (Bubble Beat)


I lose the dice roll

The second time I've faced a Japanese person in a duel. While his English was lacking, was a stellar player who knew all about TCG ruling and plays.

Game 1: I lose this one quick after getting my Gyzarus play disrupted and him beating me down with Blade Armor Ninja after clearing my backrow with Heavy Storm.

Game 2: I do a pretty crazy play. He plays Heavy Storm to my 3 set, which I Starlight Road for the Stardust. He sets and ends. His field is 4 backrow including a face up Skill Drain. Mine is a Thunder King, a set Hoplomus and a Stardust. I play Trap Stun so I can go off. I summon Prisma, and he plays Super Poly on my Prisma and Stardust for Great Tornado, halfing my Thunder King's attack. I play through that with Monster Reborn on Prisma, make Gyzarus blowing up Tornado and a backrow, attacking, making another Gyzarus with Darius to pop 2 more, then using Test Tiger to create a Herk to control the rest of his backrow and the game.

Game 3: He just disrupts me all game with Gemini Spark, Veiler, and Solemn Warning, and I cant get anything going.

LWL
Record: 4-3




Round 8: Vs. Elemental HEROs


I lose the dice roll

Game 1: He drew, in his own words, "the poop." I, in turn, pooped on him by setting up and taking advantage of his terrible hand of all monsters.

Game 2: I open pretty good, but he first turn dualities into veiler, which sets my plan back a turn or 2. Not that big of a deal however, as he doesnt draw Miracle Fusion, Mask Change, ect till way later in the game when I have control of the duel. I end up baiting out his Veiler and using the War Chariot. Then when I try to loop War Chariot with Equeste, he D.D. Crows it...I was like wtf. He makes a offhand remark like "it doesnt really matter, you probably have another one." Next turn I draw into another War Chariot lol. Near the end Herk control wins the day again.

WW


*FINAL Record: 5-3, 26th place*


So I end up placing 26th, putting me slightly out of invite range, which is ok. I learned alot about this deck and next time I will have a much more refined and tested build to run. All of us mostly go 5-3 except for Kyle, who places 20th at 6-2 and gets his second invite. Congrats to him =)

IN REVIEW




THE GOOD:

- Doing fairly well with a new build of my deck
- Preregistering and not driving all the way to Oregon for nothing
- Meeting Mike Jeezy and Danny from Team Overload's Blog!
- Pulling Tour Bus and making some good trades
- Olive Garden after Regionals with the best service ever!
- Overall a good trip and experience


THE BAD:


- Bo getting sacked game 3 by a topdecked Bubbleman with no cards in hand or on the field. Guy draws into Miracle Fusion and Mask Change and both are live. Must be nice!
- Random Trenchcoat Samurai Guy beating 2 of my friends, who both underestimated him and payed for it.
- What I've come to call "Regional Sickness", which plagued me Round 1. Although I didn't have it as bad as Kyle...
- Our team playing a total of 5 matches against each other.
- Random Trenchcoat Samurai Guy ripping a Mind Control off the top of his deck, and the floor shaking roar that ensued. I was in the middle of a match and I thought a bomb had gone off for a second.


THE UGLY:


- Random Trenchcoat Samurai Guy in general. After he ripped that Mind Control to win a game he was about to lose, a bunch of people were asking him for advice and talking to him. The answers he gave made me cringe. His voice in general made me cringe. He just seemed like he wasnt used to the attention he was getting and it showed.


WHAT I WOULD CHANGE FOR NEXT TIME?
Add a 3rd Lance because it was winning, add a second Laquari because its too important not to run, and run a 3rd Trap Stun because thats what let me go off all day and was rarely dead. I would probably side the MSTs for Dark World and thats about it.



Thanks for reading! If you want any additional information, just ask! 



Till next time!




Friday, April 13, 2012

Drawing Conclusions: Elemental Glads

A update after testing the deck some more recently:

My suspicions were confirmed after a few duels. The power ratio is definitely lopsided in the deck. Almost all the major plays involve the Glad Beasts and Prisma, and very few involve the HEROs. Whats worse, Prisma plays involving the Glad Beast stuff usually send him back to the deck, where I dont want him if I want Miracle Fusion to be live later in the Duel. I dont really know how to give the HERO plays a greater share of the deck without cutting Glad Beast stuff (AHL, Retiari, Proving Ground, ect) which I'm not sure will be a good or bad thing.

This is probably the biggest problem that I could find with the deck, giving the HEROs a greater share of deckspace. While I might have tested well against my friends decks, this gives me little reassurance because they dont run Maxx "C" and Veiler, at least not in the decks they dueled me with. I know that if I rely too heavily on the GB plays, I'll get smashed to pieces if someone interrupts them with "C" or Veiler as they are very offensive and leave me vulnerable if interrupted.

With only 1 day left till regionals, my goal will be to find the balance between defense (Needed in both GB and HERO decks and something I've been neglecting) and offense on both sides of the deck (GB and HERO). Finding the perfect mix between GB and HEROs will be hard but is doable imho. It just requires testing, testing, and more testing, along with appropriate deck revisions along the way. It might take upping the HERO count (Adding Alius and crew), reintroducing Fusion Gate into the deck, or finding a powerful HERO play that is compatible with GBs. I'm going to play my deck into submission!

Btw if your going to the Oregon regionals on Saturday I hope to see you there! I'll be the mulatto dude with glasses and a YCS Long Beach mat.

Till next time!


Tuesday, April 10, 2012

Testing the waters: Elemental Glads

Before everything else, here's the decklist that I decided on after a night of playtesting:

40 Cards

15 Monsters

3 Elemental HERO Prisma
3 Test Tiger
1 Elemental HERO Stratos
1 Elemental HERO Bubbleman
2 Gladiator Beast Darius
2 Gladiator Beast Laquari
1 Gladiator Beast Equeste
1 Gladiator Beast Retiari
1 Gladiator Beast Bestiari

16 Spells

3 A Hero Lives
1 Gladiator Proving Ground
1 E-Emergency Call
1 Reinforcements of the Army
1 Smashing Ground
1 Book of Moon
2 Forbidden Lance
2 Miracle Fusion
1 Dark Hole
1 Monster Reborn
2 Mystical Space Typhoon

9 Traps

2 Trap Stun
1 Solemn Judgement
2 Gladiator Beast War Chariot
1 Fiendish Chain
2 Call of the Haunted
1 Mirror Force

Extra Deck: 15

1 Gladiator Beast Heraklinos
2 Gladiator Beast Gyzarus
1 Gladiator Beast Essedarii
1 Number 39: Utopia
1 Number C39: Utopia Ray
1 Elemental HERO Nova Master
1 Elemental HERO The Shining
1 Elemental HERO Absolute Zero
1 Elemental HERO Gaia
1 Elemental HERO Great Tornado
1 Wind-Up Zenmaines
1 Number 30: Acid Golem of Destruction
1 Leviair the Sea Dragon
1 Number 17: Leviathan Dragon

Side Deck: 15

???

This by no means the definitive version or the final one, but I felt like I needed to get something up to show what direction this deck goes in. A few details on the card choices and playstyle:

After testing the entire night I ended up taking out Fusion Gate. It was a dead draw if I ever drew into multiples of it and I never really made any game-changing plays with it. And removing Gladiator Beasts from play when I'm running AHL Glads is bad. While I do have fairly easy access to Leviair, I dont want to use it to salvage random Glads from the banish zone (except Bestiari).

The deck plays defense very poorly from what I've seen since every Glad play you do is a miniature nuclear explosion, so I cut D-Prison from the final build in favor of Trap Stuns, which let me go into Gyzarus unopposed.

Hand traps are a major problem for Glads, but a minor annoyance for HERO's. I toyed with the idea of siding into Macro Glads to counter hand traps game 2 and 3 but sadly it was unfeasible. My idea now is to maybe transformation side into HERO Beat game 2 and 3 to counter my opponents side and maindecked Gladiator Beast hate, but it's just a idea at this stage. If I face someone who runs hand traps I'll just focus on the Hero plays over the Gladiator Beast plays. I might at a later date add more HERO-friendly cards to facilitate that strategy and even out the power play ratio between HERO's and GBs because right now i'd say its split 65-35 in favor of GBs.

A few major plays include:

2 Card Gyzarus:

-Prisma/Test Tiger
-AHL/Test Tiger
-AHL/Any Glad Beast
-AHL/Prisma

The dreaded 3 card Double Gyzarus

-AHL/Prisma/Test Tiger

Details on this place because its a little less linear. Play AHL for Prisma dumping Bestiari. Normal Summon 2nd Prisma dumping Laquari. Tag into Gyzarus popping 2. At this point the play branches.

*You can do the legendary 2 card double Gyzarus, but it requires attacking directly with the Gyzarus you summoned. After doing so, tag out for Darius and the Glad beast of your choice. Darius brings back the Bestiari you dumped earlier, leaving you free to tag into Gyzarus again. A great play to perform under Trap Stun. You can also bring out Double Darius to go into Gyzarus with Darius # 1 and Bestiari, then triple tag into Heraklinos with Darius #2, the Laquari brought back by Darius #2, and Gyzarus.

*If you dont think you can battle, you can spend a in-hand Test Tiger to forcibly continue the combo. Special Test Tiger and tribute it to tag out Gyzarus for Darius, bringing back Bestiari and tagging right back into the same Gyzarus for another double pop.



Going to be playtesting this deck some more tonight, and you can bet I'll have more info on deck changes and combo's afterwards! Till then!

Sunday, April 8, 2012

Mischievous Mog's Marvelous Plan with Flan

~~~~ The wheel of fate is turning... ~~~~



As you can probably tell, the title of this post has nothing to do with Yugioh. I grew tired of the cut and dry format of my titles even though they befit a scientist such as myself, so from now on I will occasionally use random titles when my topic isn't laser focused. =)

This will be a turning point for this blog. Up till now I've been pretty narrow in my coverage, providing occasional variety but mostly focusing on Wind-Up combos. Now I will try to branch my posts out to cover whatever comes to mind, or whatever gets requested.

So I'm shelving my work on Wind-Up combos (for now) to cover a deck that started out as a joke between friends but evolved into something much more: A Hero Lives at the Gate (A Hero Lives PrismaGlads + Gate HERO's)

This deck has evolved from a fun side project into my last best hope with regionals coming up in less than a week and my Wind-Up deck in pieces. HERO's have always had a place in Gladiator Beasts but this deck takes the symbiosis to a whole new level. I've seen this deck do some crazy things with my inexperienced hand piloting it, capable of the best plays from both AHL Glads and HERO's, with a few key cards bridging the gap between the two decks. I would love to post a decklist, but I feel like I need to take it to freeplay at locals one more time tomorrow before I can confidently release a decklist and definitively detail what the deck can do. I will release detailed deck testing notes, a decklist, and some of the decks power plays late tomorrow night.

Sunday, April 1, 2012

A cursory look at YCS Long Beach

As you probably already know, YCS Long Beach was the largest Yugioh TCG event in the history of the game. Over 4300 people attended this monumental event, and almost appropriately the event was filled with every deck imaginable. The top 16 embodied this perfectly, being a mishmash of both familiar and unfamiliar decks. I'll just take a brief look at the top 4 decks and give my thoughts about them.

1st Place: Dark worlds, piloted by Michael Balan

We all knew Dark Worlds were a decent deck, but I bet few people thought someone could take them to the very highest peaks of dueling fame. I believe a combination of pure skill and blind luck (in respect to pairings) helped him win it all, along with the amazing side decking skills needed to combat the biggest problem a Dark World deck faces: Game 2 and 3. One look at his side deck and you saw that he was ready to anti-side for all the hate being sided against him. Congrats to him for winning, he certainly deserves it.

2nd Place: Dino Rabbit, piloted by Simon He

Hey, its Dino Rabbit. I thought about only typing just that one sentence for this section. Nothing I say is going to change what you think about Dino Rabbit, or tell you anything you don't already know. Its a good deck, its tier 1, and it was the most played deck at the top tables of the event. No details about his deck have surfaced yet, but I have no reason to believe its anything radically different from the norm.

3rd/4th Place: Chaos Piper, piloted by Gabriel Perez

Now here's a deck I never thought I'd see top 4 a YCS. Most people counted Piper Chaos out when planning for the event, but this YCS was all about both the expected and the unexpected, and this deck certainly was unexpected. While the main deck is pretty standard bar a few odd tech choices like Wisel, Swap, and main decked D.D. Crow, the side deck was absolutely filthy. With only 2 main decked traps most S/T hate would be sided out game 2, and the opponent would quickly fall into the hands of his barrage of side decked traps. Kudos to you for taking a chance with transformation siding that payed off big time.

3rd/4th Place: Drained HERO's, piloted by Joseph Giorlando

HERO's made a big showing at YCS Long Beach, as it's no secret that they're very popular in the area (The last 2 California YCS events were won by a HERO variant). While its obvious that the pilot of this deck had overwhelming skill to take it this far, a few odd decisions in the deck left me puzzled. This deck bears a striking resemblance to Bubble HERO's, but it seems like he just dropped the Bubbleman and was filling the hole left in the deck with cards that normally don't see play in HERO decks, such as Barbaros and Crusader of Endymion. Puzzling but definitely not bad tech choices. The side deck is pretty geared towards Dino Rabbits, already a fairly favorable matchup. No doubt he smashed any Dino Rabbit player he played to pieces. There is an absence of cards that address probably the worst match up HEROs have in the current meta: Dark Worlds. For those who read the final duels you will know that this comes back to haunt Joseph as he must duel the future champion who is running Dark Worlds.

In conclusion...


That's all for the review of the Top 4 of YCS Long Beach. That isnt to say there arn't any other decks that are worthy of attention (Wind-Up Beasts from the Top 16 in particular caught my eye) but this was just meant to be just my 2 cents as admittedly there are other people who actually went that did a much better job of detailing the event than I could ever hope to =). Look forward to the newest edition of Dueling like a Mad Scientist, which should be up in a day or 2 (provided I stop procrastinating and get it finished...)

Till next time!