Sunday, 10 July 2011

Tournament Report: Ritual Agents

Sup Readers,

It's been awhile since I've done a tournament report. Today I played a variant of the Agent Fairy deck with Herald of Perfection. Recently, a ritual agent deck made it to the top 8 of YCS Providence. My build is based on that deck with some alterations, mainly to the spell and trap line-up. The deck went 3-1 today. I'm pretty happy with the performance this deck gave.

Here's the decklist:


3 Herald of Perfection
2 Archlord Kristya
3 Agent Earth
3 Agent Jupiter
1 Agent Saturn
3 Master Hyperion
3 Manju
2 Senju
1 Honest
3 Herald of Orange Light
2 Soul of Purity and Light
1 Sonic Bird

3 Dawn of the Herald
3 Prep Rites
3 Upstart Goblin
1 Monster Reborn
1 Giant Trunade

2 Royal Decree

Extra Deck:
1 Catastor
1 Android
1 Brionac
1 Gaia Knight
1 Black Rose
1 Scrap Archfiend
1 Stardust
1 Thought Ruler
1 Colossal Fighter
1 Scrap Dragon
1 Red Dragon Archfiend
1 Red Nova Dragon
2 Chimeratech Fortress Dragon
1 Number 39: Utopia

Side Deck:
2 Kinetic Soldier
1 Dark Hole
1 Smashing Ground
2 MST
2 Twister
1 Royal Decree
2 Gozen Match
2 Mask of Restrict
2 Com Evac

The new XYZ starter deck arrived in our hobby store this week and so, our tournament organiser allowed us to play the new cards. I borrowed Utopia from a friend and it rocks alongside Herald of Perfection.

I added Agent Saturn to the deck as an additional level 6 fairy (one tribute for Herald) Agent (to search and remove with Earth, Jupiter and Hyperion). It worked pretty well, and it made siding out easier giving me an obvious target to swap out.

Tournament Report:


Round One: Six Samurai

Game 1, Sam player opens with gateway and I have nothing to stop his big samurai derp play... we go to game 2...

Game 2, I open with Kinetic Soldier, and beat him down with Kinetic and Hyperion.

Game 3, somehow I win... can't really remeber how, I think I got herald out though, he killed it because I ran out of discard fodder. but I still beat him down with Hyperion.

Round 1: Win

Round Two: Machina Gadgets

Game 1, I get Herald out and start to control the game... I come out on top

Game 2, he wins, I get overwhelmed by his Fortresses paired with solidarity

Game 3, he wins again... Fortress and Solidarity... yeah...

Round 2: Lose

Round Three: Noob Exceed

He's playing the XYZ starter deck, so not really worth mentioning ( I win game 1 and 2), but I do want to take a minute to mention a bit about really annoying yugioh players.

I'm always quite cold towards this guy, but to be honest no-one really likes the guy. It's a bit of a shame because along the line it'll probably put him off the game and then we've lost another player.

In my opinion, it's the responsibility of both sides: experienced players have to try to not be total dicks to the newer players, and the newer players should try to not be total weirdos around a new crowd. It's just like meeting new people, so why would you try to do anything to try and piss them off.

In any case, one thing that seriously gets on my nerves is listening to music on your PSP while I'm trying to play you. This guy was insistant on doing this until I told him to take his headphone out. Even then he left one headphone in...

Round 3: Win

Round 4: Infernity

Game 1, I open with herald and decree... smooth sailing after that

Game 2, He opens with thunder king, and I have a hand of searchers, orange herald and jupiter. Nothing I can do, and I get beaten down.

Game 3, open with herald and draw into decree on turn 2 or 3... he can't get past my decree and all my negation (after trying to play launcher and mirage)

Round 4: Win

Conclusion

Really glad about the performance of the deck, but I feel like I can do more to make it my own... This definitely isn't the last of Ritual Agents from me!

Wednesday, 6 July 2011

Uria, Lord of Searing Pwnage

It's been a while since my last post, so apologies to my 1 follower. The reason for this is that I've been trying to get my agent build right. Until then, I'll treat you to the deck I've been testing on D-Net lately. Those who diligently follow YCS coverage may remember a similar deck by Dan Quach. In fact, my deck is based a lot on Quach's original build: if it ain't broke why fix it, right?

So here it is:



2 Uria Lord of Searing Flames
1 Morphing Jar
3 Battle Fader
3 Lava Golem

3 Magic Planter
2 Mystical Space Typhoon
1 Dark Hole

3 Imperial Custom
3 Safe Zone
2 Scrubbed Raid
1 Gravity Bind
3 Fiendish Chain
3 Nightmare Wheel
1 Zoma the Spirit
3 Metal Reflect Slime
1 Fake Trap
1 Solemn Judgment
3 Dark Bribe
1 Torrential Tribute

The point of the deck is to stall and control your opponent until you draw into one of your win conditions:

  1. A Massive Uria
  2. A Lava Golem that can't touch you
  3. Your opponent decking out (this one's unreliable)
Lava Golem's really good right now... and I mean REALLY good. It provides an out to so many common plays.
Samurai deck's herp-derped into shi en and grandmaster? BOOM! Lava Golem.
Plant deck's swarmed the field with tytannial and some fluff tokens? BOOM! Lava Golem.
Scrap deck's made their big tengu-scrap dragon combo? BOOM! Lava Golem.

Safe Zone is a new addition to the deck. With such a low monster count, you're opponent is capable of making a lot of direct attacks. Safe Zone locks down your opponent's attacks in this case.

This deck has a lot of intricate plays, that are more easily worked out when you try it yourself.
Generally it's testing quite well, but it's really inefficient. That's it from me, over and out guys

Saturday, 18 June 2011

Super Athena: Part 2

Last time, I introduced you to Super Athena, an OTK deck based around athena and darklord superbia. I've been playing around with super athena and the deck has changed quite a bit. I've mainly been aiming to up the consistency and speed of the deck and feel I've more or less done it.
So without further ado, Super-Athena Mk II:


2 Archlord Kristya
3 Athena
3 Darklord Superbia
3 Darklord Asmodeus
3 Hecatrice
1 Honest
2 Herald of Orange Light
2 Fairy Archer
2 Gellenduo
1 Sangan
1 Morphing Jar

3 Valhalla
3 Trade-In
3 Upstart Goblin
1 Reborn
1 Dark Hole
1 Giant Trunade
3 Gold Sarc
1 Foolish Burial

1 Call of the Haunted

I've done away with aurora paragon... It was just too dead in hand. The deck relies alot on asmodeus so getting kristya to grave isn't a big issue.

Fairy Archer may seem like a strange choice, but it's actually been working really well in an alternative otk.
The otk requires: Athena and another fairy (except athena) on field, 2 athena, 1 fairy archer (unless on field fairy is archer) and 1 superbia in grave

  1. Activate athena, tribute fairy, summon superbia (600 dmg)
  2. Activate superbia, summon another copy of athena (600 dmg)
  3. Activate new athena, tribute superbia, summon superbia again (1200 dmg)
  4. Superbia effect, summon last athena (1200 dmg)
  5. Activate final athena, trib and summon superbia (1800 dmg)
  6. Superbia effect, summon fairy archer (1800 dmg)
  7. Fairy Archer effect (1600 dmg)
600 + 600 + 1200 + 1200 + 1800 + 1800 + 1600 = 8800 dmg

and that's just burn damage, you still have 10700 points of attack power left. Getting all those targets in grave can be a bit of a chore and to set this up you'll spend between 1-4 turns doing it with asmodeus, foolish burial and trade-in.

I added call of the haunted as an alternative to setting up our win condition. Reborn and call of the haunted are my solution to getting around my previous problems with asmodeus. Just summon superbia and athena piggybacks off the superbia's effect. In the end you have an extra 3000 attack to play around with.

I've been toying around with the idea of adding 'D.D. Sprite' to add the possibility of extending the combo and adding synchro capabilities.


You can Special Summon this card from your hand by removing from play 1 face-up monster you control. If you do, return the removed from play monster to the field during the next Standby Phase.

To illustrate D.D. Sprite's uses, consider the above combo, with a D.D. Sprite in hand.

Steps 1-4: same as above (current field is 1 superbia, 2 spent athena's, 1 fresh athena; Your opponent has taken 3600 damage)
5. RFG 1 spent athena, special summon D.D. Sprite (1200 dmg)
6. Sync Sprite with other spent athena (if you summon avenging knight parshath, 600 dmg... probs not  though....)
7. Activate last athena, trib superbia, get superbia (600 dmg)
8. Superbia effect get synchro-material athena (600 dmg)
9. Activate new athena, trib superbia, get superbia (1200 dmg)
10. Superbia effect get kristya, archer or D.D. sprite (1200 dmg)

3600 + 1200 + 600 + 600 + 1200 + 1200 = 8400 (or 9000 if you summon parshath)
The field set-up is now 2 athena's, Superbia, a level 8 synchro and your last summon target with superbia.
With Kristya you can safely attack for game; archer can deal and extra 1200-1600 dmg; and D.D. Sprite allows you to make another level 8. This combo adds extra flexibility to the deck, and I invite anyone to give the combo a crack. Personally, I'm not a fan of extra frills.

Tuesday, 14 June 2011

Super-Athena: A look into the future

We finally got to see the last 6 Gold cards for gold series 4. Out of the 6, the one that struck me as the most understated was 'Darklord Zerato'. Darklord Zerato's appearance won't mean much to most players, but to me it suggests one thing: The Darklord's mainstream release. I'm thinking that the 3 prize cards will turn-up as commons in gold series 4 or they'll be included in the collector's tins in august-september time.

I started looking into the darklords and have been experimenting with the cards on duel net today. I was very impressed by 'Darklord Superbia'.


When this card is special summoned from the graveyard, you can special summon 1 Fairy-type monster from your Graveyard, except 'Darklord Superbia.'

Using this card means finding appropriate revival cards to utilise it's effect. I've seen builds that use dark creator. From the title of this article, you may have caught on that my build plays 'Athena.' The reason? Athena in combination with this card opens up a powerful OTK.

Super-Athena OTK


2 Archlord Kristya
3 Athena
3 Darklord Superbia
3 Darklord Asmodeus
3 Hecatrice
1 Honest
1 Marshmallon
2 Aurora Paragon
3 Armageddon Knight
1 Sangan
1 Skelengel
3 Herald of Orange Light

3 Valhalla, Hall of the Fallen
3 Trade-In
1 Monster Reborn
1 Dark Hole
1 Giant Trunade
2 Mystical Space Typhoon
1 Foolish Burial
3 Gold Sarcophagus

For me the build is very reminiscent of fish OTK. The big difference is the smaller focus on synchro summons.

The main OTK is:

  1. Clear opposing front and back rows (using dark hole and giant trunade)
  2. Activate Valhalla, Hall of the Fallen, Special summon Athena
  3. Normal Summon any smaller fairy, opponent takes 600 damage
  4. Tribute fairy, special summon superbia in grave (opponent takes 600 damage)
  5. Activate superbia's effect, summon any fairy with more than 700 attack (inflict 600 more damage)
  6. Attack for game (600 + 600 + 600 + 2600 + 2900 + 700 = 8000)
Ideally on superbia's effect, you want to summon archlord kristya (or mini kristya: aurora paragon) to stop your opponent from summoning gorz/tragodia/fader.

If you can't clear your opponents front row you can extend the above combo, with copies of Athena in grave. All you have to do is summon the extra athena with superbia's effect, and you can start the combo all over again, doing even more damage with accumulating Athena effects. Hopefully you'll be able to attack over any opposing monsters.

Because Superbia's optional trigger effect is a 'When [something happens]...' it can't miss the timing. So there's your obligatory technical Yu-Gi-Oh jargon.


This card cannot be Special Summoned from the Deck or Graveyard. Once per turn, you can send 1 Fairy-Type monster from your Deck to the Graveyard. When this card you control is destroyed and sent to the Graveyard, Special Summon 1 "Asmo Token" (Fairy-Type/DARK/Level 5/ATK 1800/DEF 1300) and 1 "Deus Token" (Fairy-Type/DARK/Level 3/ATK 1200/DEF 1200). An  "Asmo Token" cannot be destroyed by card effects. A  "Deus Token" cannot be destroyed by battle.


The main purpose of asmodeus is to quick dump combo pieces into the graveyard. He's also a 3000 attack wall, forcing your opponent to waste resources to try and get rid of it. Unfortunately, if you have to play dark hole to clear your opponents front-row, he actually slows down the OTK (you have to waste a normal summon tributing tokens to summon athena). I'm failing to find a way around this, so I will perhaps have to find a replacement for asmodeus altogether. To keep asmodeus in, I need an inexpensive way to get asmodeus off the field without destroying him (maybe birdman? needs testing...)



Other than this one flaw, I'm really looking forward to playing this deck. It's actually very consistent in assembling combo pieces in the graveyard.

Wednesday, 8 June 2011

Agent Angel: I like fairies

Today, I pre-ordered 3 copies of the new structure deck, 'Lost Sanctuary' (I got a pretty good deal too, it comes with a free A6 'monster' binder... hurrah for ebay!).

To those of you who have been living in a bunker, religiously playing yugioh to avoid the rapture, without contact with the outside world, 'Lost Sanctuary' is a new fairy theme deck that expands on the 'Agent' archtype introduced in 'Ancient Sanctuary' years ago. The OCG has had the deck for a while, the new cards introduced resulted in fairy decks being top tier in OCG territories.

In anticipation of the new fairies, I've recently been testing the deck on Duel Net. My honest opinion of the deck is that it's not quite as explosive as some of the other decks in the TCG tiers. It either loses cards very fast as you try to stop your opponent with herald of the orange light, or really REALLY works.

There are various builds of the deck, but the one I was testing was a build based around 'Agent of Creation - Venus' and 'Agent of Mystery - Earth'.

Agent of Mystery - Earth is one of the new fairies, and probably one of the most significant release. It's a level 2 tuner, that allows an agent player to add a different agent to hand. Combined with Venus' Shine Ball spamming abilities enables fairies players easy access to trishula, mist wurm and black rose.

Agent Angel

2     Archlord Kristya
3     Master Hyperion
3     Agent - Earth
3    Agent - Venus
1    Agent - Jupiter
3    Shine Ball
3    Herald of the Orange Light
1    Honest
1    Marshmallon

3    Cards from the Sky
1    Monster Reborn
1    Dark Hole
1    Giant Trunade
2    MST
2    Forbidden Lance
1    Mind Control
1    Book of Moon

1    Solemn Judgement
2    Solemn Warning
1    Seven Tools
1    Mirror Force
3    Dimensional Prison


The decks really easy to understand. The general idea is make pluses, win.

Jupiter is a searchable beatstick that can boost himself over a pesky opposing synchro monster. Jupiter also also some handy grave control to help bust out that kristya.

Hyperion is a new boss monster, that has been compared to DAD, with a once per turn clause.

This concludes the short preview of a deck we'll be seeing alot of in the near future. The deck also brings new variants of fairy decks thanks to 'cards from the sky'. I will be investigating these in future articles.

Sunday, 29 May 2011

Worm Meteor Control: Tournament Report

Just back from the tournament at my local hobby store today. Pretty disappointing performance with 2-3 using my new Worm deck.

You might wonder why I'm posting this deck and tournament report at all with such an underwhelming performance. Despite the failings of this deck, I feel that the deck has great potential and requires just a little tweaking. Also, I take the weakness of my side deck into account. I haven't been to locals for a little while, so it was difficult to gauge the current trends. This difficulty proved critical in the worm's performance.

Decklist:

Worm Control

3 Worm Cartaros
3 Worm King
3 Worm Linx
3 Worm Xex
3 Worm Yagan
2 Effect Veiler
1 Honest

1 Monster Reborn
1 Dark Hole
1 Giant Trunade
2 Mystical Space Typhoon

3 W Nebula Meteor
3 Offering to the Snake Deity
1 Solemn Judgment
2 Solemn Warning
1 Mirror Force
1 Torrential Tribute
2 Dark Bribe
1 Royal Oppression
3 Dimensional Prison

Extra Deck

1 Ally of Justice Catastor
1 Magical Android
1 Brionac
1 Gaia Knight
1 Black Rose Dragon
1 Scrap Archfiend
2 Stardust Dragon
1 Thought Ruler Archfiend
1 Colossal Fighter
1 Red Dragon Archfiend
1 Mist Wurm
1 Ally of Justice Decisive Armor
2 Chimeratech Fortress Dragon

Next up is my side deck. With each card the justification for each choice:

Side Deck

2 Kinetic Soldier                
- A lot of Six Samurai decks at my locals. Also there's a few E-Hero Variants
1 Evil Dragon Ananta         
- Wasn't maining it, might be good against decks running Royal Decree
1 Neo-Spacian Grand Mole
- Samurai, Dragunity...
2 Cyber Dragon                    
- Machina Gadgets (that one guy), Karakuri, Gladiators
2 Nobleman of Crossout     
- Standard
1 Dark Bribe                       
- Extra negation particularly against spell/trap heavy decks
2 Compulsory Evacuation   
- Scraps, Dragunity
2 Starlight Road                   
- Lightsworn,Black Rose Dragon, Gladiators
2 Shadow-Imprisoning Mirror   
- Gravekeepers


Game 1 - Noob-Synchro

Not much to say here, it did give me a chance to get my bearings with the worm deck

Result: Win

Game 2 - Scraps

Won a long-drawn-out game one. Even managed some synchroing, because the scrap player tried to use golem to give my a goblin, attempting to go for game

Lose the next two games due to bad hands and the scrap guy not letting my effects through, using fiendish chain and effect veiler

Result: Loss


Game 3 - Frog-Monarchs

Pretty sure I won one game. I lost the last game due to a misplay on my part.  I have a face-down yagan and a 2 set copies of Offerings to the Snake Deity, a set Dark Bribe and a D Prison.

I decide to flip summon yagan, to keep Offerings live and attack into a tragoedia.

During next turn, he tributes treeborn frog for Jinzo. After that I couldn't come back with a back row of dead cards.

Result: Loss

Game 4 - Gemini Fusion

Was quite scared of this match up, because I noticed in the guy's games before he was playing skill drain. I managed to win game 1 and 2 without much trouble though. Game 2, he chained his skill drain to my nebula meteor, i try and MST the skill drain, but it gets negated by Solemn Judgment. Even with negated effects, I still had the 2 draws and a effectless king on the field.

Result: Win

Game 5 - Karakuri

Game one, I get OTKed.

Game two, he manages to resolve a Nobleman of Crossout on my Cartaros. It all goes wrong from there...




Post-Tournament Impressions

I really wasn't expecting the pool of decks that were there. The decline in GKs, gladiators and sams was pretty unexpected. I never thought that Frogmonarchs would be making such a sudden comeback (bad match-up for worms). And there's been and odd rise in dragunity decks (good match-up for worms).

Cards I'd like to main/ wouldn't mind maining:

Bottomless Trap Hole:
I really missed this, there were times were I really wanted to use this just to stop respond to an opponent's summon. Com Evac would be ok too, but I don't like the -1 in card advantage and in the case of frog monarchs, I'd rather not put the same threats back in my opponent's hand

Smashing Ground:
I'll probably end up siding this instead. Just helpful against Jinzo, who now haunts my dreams.

Stumbling:
I probably would have played this in the first place, but I don't have them and kool kingdom's terrible customer service means they're sending them to the wrong place opposed to the address I asked them to change it to... thanks kool kingdom... once again, you are the subject of my disappoint.

3rd Dark Bribe:
Because I hate it when my opponent f**ks with me.

Mind Crush:
With all the bouncing this deck does and the amount of searching that happens this format, This would have really helped

Book of Moon:
I really don't like book of moon this format, but it would be nice to shut down continuous effects and reset worm effects.

Pheonix Wing Wind Blast:
Disrupt Tengu. The -1 isn't a big deal if you can get a big meteor play.

Cards for the Side Deck:

Royal Oppression:
I didn't enjoy it mained. It was occasionally useful but dead quite often, and it didn't help with protecting linx which is quite often a really big concern.


D.D. Crow

Snowman Eater: Deals with big threats like Jinzo, Shi En, or Caius. In Caius' case, I can set off eater prematurely with the help of a meteor and get a king, even if Caius targets the set eater.

Monday, 23 May 2011

Miracle Hero: A look into the future

I'm a big fan of absolute zero decks, they're a lot of fun to play. I just love dropping an Elemental Hero Absolute Zero against my opponent's full field, and just watching their face as they have no idea to get around it. The version of Ab-Zero that i found most effect was a build based around an 'Apprentice Magician' engine with Crystal Seer and Featherizer as targets. Pairing this with Gemini Spark and my playsets of Gemini Lancer and Neos Alius created MASSIVE draw power allowing me to consistently draw into my Absolute Zero combo pieces. The deck was filled with low defense guys that just cry when facing Blackwings. With the threat of Blackwings receding somewhat, I feel it's appropriate to rebuild. Looking into the future, we can see a new card release that only bolsters the draw power of this deck, in the next expansion Generation Force (which we should be seeing in August): Wonder Wand.

Wonder Wand is a new equip spell card with the following effect:

Equip only to a Spellcaster-Type monster. It gains 500 ATK. You can send this face-up card and the equipped monster you control to the Graveyard to draw 2 cards.

This has obvious combos with Crystal Seer that has survived for the turn after being set by apprentice. Essentially:

  •  Flip Summon Crystal Seer to get one card (a choice between the top 2 cards of the deck)
  • Equip Crystal Seer with Wonder Wand, send to the graveyard to draw 2 cards

 So without further delay, here's a prototype of the deck:

1 Elemental Hero Stratos
3 Elemental Hero Neos Alius
3 Apprentice Magician
3 Crystal Seer
1 Featherizer
3 Gemini Lancer
3 Junk Synchron
1 Gorz

1 Reinforcement of the Army
2 Miracle Fusion
3 Gemini Spark
1 Monster Reborn
1 Dark Hole
1 Giant Trunade
2 Mystical Space Typhoon
2 Wonder Wand
1 Allure of Darkness
1 Pot of Avarice
1 Mind Control

1 Solemn Judgment
2 Solemn Warning
1 Seven Tools of the Bandit
1 Mirror Force
1 Torrential Tribute


So here we are folks. As mentioned, this deck is just a prototype, so I will be looking forward to testing it and making tweaks. If you have any suggestions I'd look forward to hearing them. I feel like I might need to add more light monsters, once E-Hero The Shining becomes legal in Europe, so I'd probably be thinking Thunder King or Cyber Dragon.

The Synchro engine is of course very strong with the junk-apprentice engine going on, I can make level 5 with junk and a level 2 magician. Throw a level 4 in and the deck has really easy access to Trishula, or any level 8 synchro if you pair junk with a used crystal seer. Junk becomes even better with Wonder Wand as you can bring back a spellcaster in grave and just send it away for wonder wand for an easy +1.

Sunday, 22 May 2011

Counter Fairy

People who know me through Yu-Gi-Oh! generally know that I LOVE Counter Fairies. They've been one of my favourite decks for a long time, and after Konami heartlessly stabbed them in the back with the limiting of Solemn Judgment, they earned my trust again with the release of Solemn Warning, in Duelist Revolution.

To those not well-versed in the Counter Fairy Deck, it is a deck that is based around Bountiful Artemis and a high counter trap count. Counter Traps are infamous for their high cost, whether the cost is in card advantage or life points. Bountiful Artemis has a continuous effect that allows it's controller to draw one card whenever a counter trap resolves (the draw happens straight after the counter has resolved, in the middle of the chain). As a continuous effect that 'happens' in the middle of a chain grants bountiful artemis one hugely subtle technical advantage: effects can't chain to it! This is for two reasons:
  • Effect happens in the middle of a chain: Konami don't like the idea of branching chains
  • As a continuous effect, Bountiful Artemis doesn't technically 'activate', it just 'happens 

One common misconception about counter fairies is that the NEED to be build with large fairy counts. This is untrue and actually makes the deck alot less efficient. The deck works much better as an anti-meta deck, packed with cards that just shut down your opponent.

The following is a fairly budget build of my counter fairies (I can't afford Duality(s)):

3 Bountiful Artemis
1 Honest
3 Thunder King Rai-Oh
3 Van Dal'gyon, the Dark Dragon Lord
2 D.D Warrior Lady
2 Effect Veiler
2 DoomCaliber Knight

1 Monster Reborn
1 Dark Hole
2 Mystical Space Typhoon
1 Giant Trunade

1 Solemn Judgment
2 Solemn Warning
3 Divine Wrath
3 Dark Bribe
2 Seven Tools of the Bandit
2 Magic Drain
1 Mirror Force
1 Torrential Tribute
2 Dimensional Prison
2 Bottomless Trap Hole

Doomcaliber Knight is awesome in this deck. You can have DCK on the field and draw cards with Bountiful Artemis, because DCK requires a monster effect to activate, while Bountiful Artemis doesn't technically activate. You can also have thunder king rai-oh sitting on the field, alongside DCK, as long as you don't activate his Quick Effect to negate a special summon. His continuous effect will continue to lock down the opponent's search from deck and DCK puts a lot of pressure on the opposing monster effects. At 1900 attack points each, your opponent will have a hard time getting over a set up like that, short of a Cyber Dragon.

Your Side deck should reflect your metagame, however strong choice include banisher of the radiance (another continuous effect to accompany DCK) and cyber dragon. Your side deck should be able to change out your seven tools of the bandit and magic drain, which aren't strong in every game (for instance: 7 tools is weak against decks with low trap counts like Fish OTK and royal decree builds).

That's all folks! Just say no... to your opponents plays!

Introduction

For some bizarre reason, this blog was deleted, so this is the second attempt at starting this blog.

For a while now, I have been meaning to start a blog about my interests in Yu-Gi-Oh. In this blog, I intend to post about my experiences in yugioh and document the every changing competitive environment as experienced by me. I intend to write about various topics, specifically:

  • Decklists
  • Ideas ( half-baked deck ideas, occasional off topic articles)
  • Reports (on my local tournaments, testing, etc)
  • Tech (tech cards)

In my hometown, in Scotland, we experience an excellent competitive yugioh environment, through which I have made many friends and developed my skills. To my friends and everyone at Highlander Games, I dedicate this blog.

I play online at dueling network, where my username is 'icarus_attack_fools,' so fellow players, don't be afraid to play me if you see me online.


Until next time, take care


Regards,
Icarus_Attack_Fools