Friday, May 22, 2015

Deskbots

Deskbots are awesome.  Even though they have low levels, they can reach insane attack levels for ridiculous OTKs, and they float pretty well too.  With the release of Deskbot 004, I decided to build a deskbot deck, which turned out to be pretty fun to play.  RIP Redox 2k15

Main Deck:

Monsters:

3x Deskbot 001
Your main beater and tuner, it's ridiculous

3x Deskbot 002
He searches when he's special summoned, it's great with deskbot 4

3x Deskbot 003
He swarms when he's normaled.  Use him with Machine dupe as follows: Normal deskbot 3, use effect so special deskbot 1, dupe deskbot 3, then if you have a deskbot 1 in grave, special him by his own eff.  Proceed to wreck.  Also can be used with deskbot 4 to set up otk.  Also your second main beater.

2x Deskbot 004
He basically sends a deskbot to grave during damage step to up his own attack, and when he bops a monster, he specials 2 different deskbots from grave/hand, so if that includes deskbot 2, you get a search as well.

2x Machina Gearframe
Gets Machine Fortress, and is a decent beater.  Also protects if you need him to

2x Machina Fortress
Beater, easily special summoned, and gets deskbots from hand to grave if needed, particularly deskbot 1 and 2

2x Junk Synchron
Tech card to get out a deskbot 2 for ez level 5 synchro, probably cutting at least 1 because debris dragon is a bit better

1x Debris Dragon
It's like junk synchron, but it gives you more options, as all the deskbots have 500 attack.

Spells:

2x Machine Duplication
Easy swarm on everything except deskbot 1; great combos

2x United We Stand
Frikin powerful

1x Inferno Reckless Summon
Tech for now, I might cut it just because I always get it at the worst times, but it can make good combos

1x Limiter Removal
For when it's all or nothing.  Actually, not really, because you can just sync if you fail to otk.  But let me just give you an idea of how much damage you could theoretically do with a single monster.
The ideal field for a single beater is as follows: 002, 003, 003, 003, 001.  With all their effects, Deskbot 001 will have 11000 ATK.  Now let's give 001 both the United We Stands.  He now has 19000 ATK.  With Limiter Removal, he has 38000 ATK.

1x Machine Assembly Line
Tech, it's like Call of the Haunted, I might cut it

1x Book of Moon
I love this card

1x Raigeki
All Hail Konami

1x Foolish Burial
001

Traps:

2x Mirror Force
I personally like this card.  It can clear the way for your OTK.

2x Fiendish Chain
I generally like this card better than breathrough, but I'm thinking of switching these out for breakthroughs for this deck because trap stun screws you over too.

2x Trap Stun
It's a frikin OTK

2x Call of the Haunted
Works well with this deck.

1x Solemn Warning
Its frikin solemn warning

Extra Deck:
(aka your please let me live 2 more turns toolbox)

1x Black Rose Dragon

1x Clear Wing

1x Stardust Spark

2x Armades

1x Samsara, Dragon of Rebirth

1x Mist Wurm

1x Leo, the Keeper of the Sacred Tree

1x Gear Gigant X

1x Castel

1x Exciton

1x 101

1x Zenmaines

1x Nightmare Shark

1x Sky Cavalry

Friday, May 15, 2015

2015 Mega-Tins???

Whoo we're getting more megatins in September.
Let's see what we're getting: Castel Reprint???
What Else: NODEN????
Well there goes our meta.....and here come the rogue and ridiculous FTK decks.
Better start stocking up on instant fusions before they go up and are banned the next format.

Thursday, May 14, 2015

Better Birds

Blackwings are bad, but that's ok, because there are some better birds in town.  They're called Raidraptors, and they plus for days.
So far, the deck isn't playable in the TCG simply because we don't have the support that the OCG has, but for the purpose of this article, let's assume we'll get the rest of the RR cards sometime in the near future.
All the RR main-deck monsters are level 4 Dark Winged-Beast monsters.  Most of them have effects that activate during the turn they are summoned, so they don't activate on the summon, which means you need to successfully get them onto the field first.  It also means you can't make plays during your opponent's turn; the deck isn't like Tellarknights.  However, their effects don't have a once-per-turn limit, which means you can keep making plays if you have the resources.  This can lead to some ridiculous fields that are insane to get over.  This also means you generally deplete your resources within the first few turns, so running call of the haunted or Daigusto Emeral is not a bad idea.
Ok, Let's start with one of the two essential cards we don't have: Tribute Lanius.  TL's primary effect is that he dumps a RR monster on the turn he's summoned.  You'll generally dump Mimicry Lanius, which you can then banish from your grave to search another RR from your deck.  Its other effect is that during your MP after it battles, you can search a rank-up-magic quick play from your deck.  I'll discuss that part later.
Another important monster is Vanishing Lanius, which lets you special summon a raidraptor from your hand during the turn he's summoned.  You generally use his effect after you do some searching, then make xyz plays, more searching, and more plays.
Sharp Lanius' effect is kinda meh; he changes an attack position monster to defense, but his other effect is his saving grace.  During your MP after he battles, you can special summon an RR from your grave.  Im keeping him at 2, just because call of the haunted is generally better, but he makes plays, and I need the monsters.
We talked about Mimicry Lanius.
Fuzzy Lanius special summons itself when you have another RR out, similar to blackwings, but when he dies, you can search another copy from your deck.  Unfortunately, his effects are both once per turn.
Singing Lanius special summons itself when you have a RR xyz monster out.  Both him and singing lanius are just there for the swarms; neither goes particularly plus.
RR Nest is an awesome card; it's kind of like black whirlwind, but better.  Basically, if you control 2 RR monsters, you can add an RR monster from your dek or grave to your hand once per turn.  It becomes amazing in late game, since it really helps recycle your resources.  It's good to help you make plays during the early game, too.
Now on to the XYZs:
The second essential RR card we don't have is Force Strix.  His effect is simple; detach and search.  he's also a wall, but he has no attack power.  This guy makes 90% of all your plays.
The other RR XYZs are Rise Falcon (Rank 4), Blaze Falcon (Rank 5), and Revolution Falcon (Rank 6).  I'm not going to go over them in too much detail, but to summarize, you rank up into each of them, and they all deal with your opponent's special summoned monsters with damage a-plenty.
Like I mentioned earlier, RR also has its own RUMs: Revolution Force and Raptor's Force.  Both are quick-play, so you can use them during your battle phase, but both also have unique effects.  Both are also searchable with TL.
Raptor's force isn't activated normally.  It's more like a trap: when your RR XYZ is destroyed, you target ANY RR XYZ in your grave, and rank it up.  So if my Force Strix is destroyed, but I have Blaze Falcon in my grave, I can rank up my Blaze Falcon into Revolution Falcon.  Conditional, but useful.
Revolution Force is a lot better.  If you use it during your turn, it works like a normal RUM, except it's quick-play, so you can use it during your battle phase like Mask Change.  However, if you activate it during your opponent's turn, it steals your opponent's XYZ that has no material, and ranks it up into an RR XYZ.  That effect is almost never used, but the need to rank-up keeps this one at a solid 2, since it has no conditions to activate during your turn.
So yeah, cool deck.  It's really fun to play, and pretty consistent.  Hopefully we'll get the support within the next decade.-.

Wednesday, May 13, 2015

Are Blackwings the New Meta???

To answer the question, no.  Blackwings never were and never will be Tier 1.  They do however have some new support to make them an interesting rogue deck.
Since we got Black Sonic and Gale back to 3, people have been testing some variations of the deck in the current meta.  The overall conclusion is that it's really bad, but fortunately we just got some new cards in PG2 that give it a slimmer of hope.
Let's start with the effect monsters: we've got two of them, Kris the Crack of Dawn and Pinaki the Waxing Moon.  Kris is great: like Bora and Gale, he special summons himself if you have another blackwing, but he's got an additional effect; although you can only special summon him once that way each turn, he can't be destroyed by your opponent's card effects once per turn.  Not amazing, but definitely a lot more consistent than most blackwings.  He's also a 1900 atk beater, so if you normal him, you can pretty much search anything short of Sirocco with Black Whirlwind.
Pinaki is interesting; he's pretty much Blackwings' own Harpie Harpist.  During the end phase of the turn he's sent to the grave from the field, you add any Blackwing from your deck to your hand, so you can use him as synchro material, then search with him during the end phase.  Like Kris, on his own he isn't amazing, but he definitely adds consistency and search power to the deck.
I think the best additions to the deck are the two new synchro monsters we got: Nothung the Starlight and Blackwing Tamer - Obsidian Hawk Joe.  Nothung is a level 6 that completely takes advantage of Black Whirlwind.  When he's summoned, he inflicts 800 burn to your opponent, then decreases the attack of one monster your opponent controls by 800.  His big effect however, is that while he's on the field you can normal summon an additional Blackwing each turn, which works very well indeed with Black Whirlwind.  It effectively lets you make multiple plays each turn.
Hawk Joe is absolutely amazing.  He's a level 7 with two great effects.  While he's live, he has a quick effect that lets you redirect your opponent's attacks or card effects that target him to another blackwing once per turn.  In addition, he lets you special summon any level 5 or higher blackwing from your grave once a turn.  So...any blackwing synchro that's dead, or Sirocco.  Oh wait, if you have an Armor Master or another Hawk Joe in your grave, that's an instant Big Eye, or Dracossack.  Yeah, he's pretty much amazing late-game.

So to summarize, blackwings aren't and never will be top tier, but they have new support that gives the deck more combos and makes it really fun to play.  That being said, I certainly don't expect to see a blackwing deck top in anything higher than perhaps regionals.

Tuesday, May 12, 2015

Clear Wing is the most broken monster in the galaxy

So in the new set Crossed Souls, we got a new level 7 synchro monster called Clear Wing Synchro Dragon.
For those who aren't familiar, it has two effects: one that negates any level 5 or higher monster's effect on the field, and one that negates any monster effect targeting a level 5 or higher monster.  Each can be activated once per turn, and both are quick effects.  Furthermore, when either resolves, it destroys the monster whose effect activated and gains attack equal to that monster's original attack until the end phase.
So as you might imagine, it can be a little annoying to kill.
Now how does this incorporate itself into a Galaxy Deck?  "Galaxy decks can't synchro summon," you say.
But that's not entirely true.  Do you remember that crap card that was the bane of scalers of Judgement of the Light?  Yeah, Galaxy Serpent, a level 2 normal tuner.  It's so bad not even bad galaxy players run it.
Fortunately, it's now found its way into a 1-card combo that gets out any level 7 synchro monster ez pz.  It's called Galaxy Soldier, that new secret rare from World Superstars.  Basically, you dump some light monster, preferably Galaxy-Eyes, then you special summon soldier, and search Serpent.  If you have Expedition in your hand, activate it now to search something else; otherwise, sync for Clear Wing!  Or Black Rose if you need to nuke the field.  If you have Felgrand out, that will add to the annoyance caused by Clear Wing, but wait, there's more!
If you think back to Duelist Alliance, you might remember a level 5 synchro monster called Samsara, Dragon of Rebirth.  Yeah, no one runs that card, it's bad, it's slow, etc.
Well, not quite.  Most Galaxy players have been running Debris Dragon since the deck was goo-I mean since they started playing the deck.  The idea was summon Debris, target Galaxy Wizard, overlay for Castel, Exciton, 101, etc.  But now we have another target for Debris, Galaxy-Eyes Cloudragon.  It's good for it's own reasons, but to cut a long story short, it usually ends up in the grave.  Now, what we can do if we need to float is summon Debris, target Cloudragon, sync for Samsara, and proceed to float.  Also, Clear Wing is a great target for Samsara when it dies.

So yeah, the deck is still bad, but I'll be testing the new support with some interesting tech.

Monday, November 24, 2014

Yugioh Post #2: The Metagame Extra Deck, Part 2

Continuing with my post about the most common extra deck monsters found in the current metagame, this post will go over what are generally considered the most useful synchro monsters.

Part 2: Synchro


5. T.G. Hyper Librarian

1 Tuner + 1 or more non-Tuner monsters
If a monster is Synchro Summoned: Draw 1 card. This card must be face-up on the field to activate and to resolve this effect.

Hyper Librarian has recently gained popularity in low-level, synchro swarm decks, as it offers enormous draw power.  At a level 5 with no summoning conditions, it is also relatively easy to summon, with these types of decks.  However, Hyper Librarian is still not as widely seen as some of the other monsters on this list, as its relatively low level can make it a hassle to summon for many of the current metagame decks, which are primarily composed of level 4 monsters.

4. Goyo Guardian

1 Tuner + 1 or more non-Tuner monsters
When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can Special Summon that monster to your side of the field in Defense Position.
Goyo Guardian was banned for the longest time, and for good reason.  Its effect allows you to basically grab any good monster your opponent has, as long as Goyo can kill it by battle.  However, with the advent of pendulum monsters, this effect got nerfed somewhat, as it requires the monster to go to the graveyard to activate, and pendulums go to the extra deck.  So........Goyo is back.  Expect to see it around in the new meta, especially in B.A.

3. Black Rose Dragon

1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can destroy all cards on the field. Once per turn: You can banish1 Plant-Type monster from your Graveyard, then target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and if you do, its ATK becomes 0 until the end of this turn.

Black rose used to be the best option for a field nuke.  However, with the advent of pendulums, dark hole and raigeki came back, so black rose got nerfed somewhat, but black rose is still highly viable due to its capability of destroying spells/traps.  Watch out for artifacts, and black rose dragon can completely turn the tables of a duel.

2. Stardust Dragon

1 Tuner + 1 or more non-Tuner monsters
During either player's turn, when a card or effect is activated that would destroy a card(s) on the field: You canTribute this card; negate the activation, and if you do, destroy it. During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your Graveyard.
Stardust isn't particularly powerful on its own, but it's great for protecting your trump cards.  In addition, the fact that it's level 8 means that it is easily summoned using the most common level 4 metagame decks.  These two factors, combined with the addition of Starlight Road, have led it to become one of the most dominant synchro monsters in the current metagame.

1. Star Eater

1 Tuner + 1 or more non-Tuner monsters
Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card's Synchro Summon cannot be negated. When Synchro Summoned, cards and effects cannot be activated. If this card attacks, it is unaffected by other card effects until the end of the Damage Step.

Star Eater's most notable feature is its unique level.  At level 11, Star Eater allows for a great deal of versatility, using high-level monsters that wouldn't normally be used for a synchro summon.  In addition, its effect guarantees that it will hit the field and be able to attack without fear of cards like mirror force and dimensional prison.  these factors combined are what make Star Eater one of the most dominant synchro monsters in the game.

Friday, November 21, 2014

Yugioh Post #1: The Metagame Extra Deck, Part 1

There are some monsters that are seen in nearly every competitive player's extra deck.  This post goes over some of them and why there are so popular.

Part 1: Xyz


#5: Hieratic Sun Dragon Overlord of Heliopolis

2 Level 8 monsters
Once per turn: You can detach 1 Xyz Material from this card; Tribute any number of monsters from your hand and/or your side of the field (minimum 1), then destroy an equal number of cards on the field.

At least he  has a hell of an effect to compensate for that ridiculously long name.  This card used to be very popular (when hieratics were good), but has slipped somewhat into the lesser-used part of the extra deck.  However, it is still viable, due to its relatively easy summoning conditions and its powerful effect.  Given that you have enough monsters, this card could be a more controlled Black Rose Dragon.  Also, since the card tributes, it can be used to pull off crazy combos in hieratic decks, but it is nevertheless still very powerful in other high-level decks, such as Galaxy.


#4: Number 50: Blackship of Corn

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponentcontrols with ATK less than or equal to this card's; send it to the Graveyard, and if you do, inflict 1000 damageto your opponent. This card cannot attack the turn you activate this effect.

Ok, to be honest, I was originally quite unintimidated by Blackship, partly because it has a ridiculous name, and partly because galaxy was never particularly afraid of it.  Now that I'm playing the current meta, Blackship is something to be aware of. It's not the biggest threat, but its effect doesn't destroy, making it a very viable easily summoned rank 4.  It's only catch is that what you can kill depends on your attack, and at a mediocre. 2100, this severely limits Blackship's ability.


#3: Number 11: Big Eye

2 Level 7 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; take control of that monster. This card cannot attack the turn you activate this effect.

This card is probably one of the best. Great effect, simple summoning conditions, no major drawbacks, except one: most people don't play decks with a lot of level 7s, so this may not be a viable option for some players, but if you do, this card can be very dangerous.


#2: Evilswarm Exciton Knight

2 Level 4 monsters
Once per chain, during your Main Phase or your opponent's Battle Phase, if your opponent has more total cards in their hand and their side of the field than you do: You can detach 1 Xyz Material from this card;destroy all other cards on the field, also your opponent takes no further damage this turn (this is a Quick Effect).

Exciton Knight, the table-turner.  If your opponent activates an effect and has more cards then you, and you don't like that, you chain exciton.  This card takes a bit more care for players to realize when to play.  Although the card is very destructive and can turn duels upside down, summoning this at a wrong time could result in the loss of a trump card and possibly the duel.  Otherwise, this is arguably one of the best cards in the game.


#1: Number 101: Silent Honor Ark

2 Level 4 monsters
You can detach 2 Xyz Materials from this card, then target 1 Special Summoned monster your opponent controls in face-up Attack Position; attach it to this card as a face-up Xyz Material. You can only use this effectof "Number 101: Silent Honor ARK" once per turn. If this face-up card would be destroyed, you can detach 1 Xyz Material from this card instead.

Ark is, without a doubt, one of the most popular and useful xyz monsters in the game.  You conditionlessly take control of one of your opponent's monsters and attach it as xyz material, then detach it to save your monster if you have to.  This effect is very good because it neither destroys nor sends monsters to the graveyard, and very few monsters have effects that trigger when they are attached as xyz material.  This card can easily rid your opponent of that pesky ace monster without triggering its effects, then attack for a decent amount of damage.



k, thats it for xyzs.  Plz check back tomorrow for synchros!