Sunday, October 23, 2011

Just trying to make sense of all this

Yes this is going to be a rant, a hopefully very interesting rant but a rant nontheless.

So YCS Columbus happened this weekend...... oh I was just waiting for all of the people reading this post to go check out the coverage of the event which you can find here. After you have done so can somebody please explain to me this page. WTF not a single dark world, in round 9 there were 10 or 11 dark world decks at the top tables(I say 10 or 11 because I still can't understand what konami meant by that one post they did at round 9) fast forward to top 32 and there is not even 1! I don't play dark world as my main deck so its not like I am butt hurt or anything but I guess what i am more upset about is that 20 spots of the top 32 were tengu/tour guide synchro! 20 SPOTS! Call me ignoarnt but i can still not understand how that deck is tier 1 material and judging by the results of this event possible even tier .5. Agents only had 6 slots and the rest were randoms. So agents are slowly being pushed off the scene and tengu tour guide deck continues to dominate. Sure the decks nimber were bolstered after winning the last YCS and judging by the results of this YCS netdeckers are having fun to say the least. My mind is spinning was dark world over hyped? Is it truly a bad deck? Is the september 2011 format any different then march 2011? I am so disappointed by the results of this YCS. Don't get me wrong I am not butt hurt over dark wolrds losing, I truly angry at the fact that tengu/tour guide synchro continues to dominate, worst part about it is that I don't see it changing, agents are obsivouly losing strength, dark worlds are apparently not a strong contender for tier 1 status. The game is slowly but surely approaching  the tele dad format again. I am so angry this game is heading down a horrible path one that I am not sure I can continue to follow for much longer, something needs to be done fast, i don't now what but at least last  format we had some diversity this format we are losing that precious item of the game. I have to gather my thoughts, I don't think this post properly conveys what I am feeling right now, I in fact don't know what i am feeling right now.
-Cameron

Tuesday, October 18, 2011

The Dark Worlds debunked!

Hey guys! So today I am going to talk about Dark Worlds. This is basically a post on what I have learned thus far with my testing. Enjoy!

SIDE NOTE: These are my play experiences with dark worlds, your time with them might be slightly different!

So if you played during the infernity era you would know that infernity players liked to have no hand because then most of their cards's combos would go off. Dark Worlds are ver similar except for one key difference. Dark Worlds like their hand they just don't like yours. When dark worlds know you don't have a hand then they can do most of their plays. Dragged down into the grave symbolizes this. Through all of my testing against and with dark worlds I have noticed these things:

1. Maxx C is dead if you main deck it you can wait for the tour guide play in which you would get a plus one, problem is tour guide is played in a very problematic way in this deck. It is mostly used mid to late game. Get broww bounce ss grapha get sangan search the game winning raven. It takes a bit of set up to get grapha into grave(if you don't have a immediate discard outlet(or foolish) which most games you don't, card destruction is too risky to play currently, same with morphing jar, dwd could be teched at one copy but that is still not enough discard outlets.) and once that setup has been achieved then your plus 1 with maxx c when they play tour guide is laughable. Effect veiler is a little more useful as it actually stops that play and doesn't give the game to the dark world player. I am not teling you to run out and cut all maxx c copies from your deck but just know it will be dead in dark world and the days of people maining 3 are over.

2. Meta resistance I touched on this last paragraph but all hand traps don't really have a use in the dark world matchup. Another large factor is that warning is so sub par in this matchup but still stellar in other matchups, bottomless is vice versa, you could play both but then space becomes a issue. This leads to the bigger picture which is:

3. Game 1 matchup: Since dark worlds are not the only tier 1 deck and because the hand traps are so critical in all of your other matchups most people are still going to run the hand traps(rightfully so I might add) but this puts you in a worse position sure effect veiler can stop that tour guide that would in turn lead to the game winning play but dark worlds can very easily recover and just resort to grapha spam which is powerful in in its own right. Tour guide is very good for the deck but my point is if you are playing a tour guide dark world deck, tour guide helps the deck along but dark worlds function fine without it. My point is the deck is: dark worlds with tour guide and not tour guide with dark world. If you don't have the money to buy tour guides(like me) don't take this the wrong way you need tour guide in order for dark worlds to be tier 1. Sad fact of yugioh but just bite the bullet and move on.

4. Your hand is either a shadow of what it used to be or not a secret at all: Dragged down into the grave is the culprit of this. Thanks to dragged down that good hand is now crappy. Dark worlds love to rip into your hand and get rid of any possible threats or hope of a comeback. Playing against 4 dustshoots in one game is now reality. Also against a good player this allows them to play around what you have in your hand and see any possible threats to their combos. Another reason why hand traps are so meh in this matchup.

5. If hand traps are bad then just use regular traps right? Wrong: Cards are like bottomless are good but when dark world imprsioning s have mst, heavy and their own boss monster with a built in mst/ smashing ground that makes non chainable traps no good. Dark worlds have a lot of destruction built into them which is another reason why they are so good as even if they hate a card on the field 9 times out of ten they can get rid of it.

With all of this I make it sound as if dark worlds are unbeatable that is far from the truth.

1. Game 2 and 3: Dark worlds have worse game 2 and 3 matchup then game 1(not to say they are bad in game 2 and 3, its just that they aren't as good.) Gemini imps allows you to stop the hand ripping and get plus ones, shadow mirror, contrary to popular belief is amazing in this matchup if they do not have a out for it right away they by all means should lose that game. D.D crow is one of the few very effective hand traps for dark world it allows you to get rid of that grapha and generally just keeps the grave clean. Throughout my testing I also found out that cards that remove cards from the grave are good, but stopping the hand ripping is the main priority, if space is tight in the side(when isn't it!) focus on stopping the dragged down, also never underestimate the power of shadow imprisioning mirror I cannot stress that enough, when that card is on the field dark worlds can do next to nothing save a possible raven play. Dark worlds will likely side dealings and destruction if they know that they are not in the mirror again this falls under the category of stopping the hand, don't let it happen(Gemini imps ftw)

The early game: Dark worlds do take a little set up and if you can somehow disrupt that setup you are in good shape. Whether that be using veiler on tour guide to stop that critical sangan search. They don't main alot of discard outlets in fear of the mirror, use that to your advantage and capitilize on making strong early game plays that will allow you to be ready fro the late game, whther that means setting up( X-Sabers) or making early game attacks( blackwings) or just having a strong play waiting(like a venus play) just be ready and out speed them in the mid to late game.

Debunk: Yes this card gets its own section. I have actually always loved this card but it is finally getting its time in the limelight. Single handily this card can ruin dark worlds and put you in a very powerful position. Jeff Jones said that this card is like the new effect veiler and he couldn't be more right. Try it and you will be satisfied, you either side this = Gemini imps or shadow imprsioning mirror+ Gemini imps, your choice but just make sure to try out both, debunk is more of a disruptive card and helps take back the mid to late game that you thought you had lost.

So there are many other things that I could talk about like boss monsters and techs but this is less of a deck building session and more of a: here is dark world and this is what I used to beat them mind of post. I hope that this post has been very informative and helpful and hopefully you are ready for Dark Worlds! Also thank you for the 4500+ page views keep on reading and I will keep on writing! Thanks for reading!
-Cameron

Saturday, October 15, 2011

Dark Worlds, bad card design, dragons oh my!

I just had to do another title like that again. Hey guys! So I realize that I was out of blogging for a while but I am back to give a roundup of the things that I missed. Also I will do a segment all about dark worlds soon(hopefully tommorrow) so look out for that. On with the post!

Dark Worlds:
As all of you know the metagame is going to be changing drastically come tuesday. People have been talking about dark worlds for a while now but now is the time to get some very solid testing done on them via DN. In short(like I said tomorrow a more in depth review) if you can keep dark worlds from ripping into your hand, then you should be fine. Stopping that hand ownage is the problem. Dragged down to the grave is very powerful, having 4 dustshoots in one deck is too good. Minimizing the impact of those cards is your main priority.  I'll leave it at that until my next post.

Evolzar Dolkka: When a effect monster effect is activated you can detach one Xyz material to negate the activation and destroy it.
Lfn made a very good post on this that you can find here. he really said everything that needed to be said. The fact that his effect can be activated twice and not once is just broken. Lagia was at least balanced in regards to only being able to solemn judgment once, but Dolkka can negate a monster effect twice! Konami Logic: Since negating monster effects is less powerful than using a solemn judment we can make it so that it can be used twice and every deck needs a herald of orange light just with 2300 attack! Wait another revelation since Dolkka can only be made with dinosaurs that should balance it out, oh wait no it doesn't we have rescue rabbit to tie the deck together and make it tier 1! What are we waiting for go to the printers and make it secret rare so we make a crapload of cash!   My logic: Since this format is so monster heavy and this format especially we rely on monster effects to win being able to negate monster effects is too powerful. Also don't we have effect veiler for this reason. After this demonstration can we even call konmai logic, logic at all? So to review yes the rabbit is officially broken, but not because of the players but because of konami's card design team.


Light Pulsar Dragon: You can banish 1 LIGHT and 1 DARK monster from your Graveyard;Special Summon this card from your hand. You can send 1 LIGHT and 1 DARK monster from your hand to your Graveyard; Special Summon this card from your Graveyard. If this card is sent from the field to the Graveyard: You can target 1 Level 5 or higher DARK Dragon-Type monster from your Graveyard; Special Summon that target.


So this card is pretty good, it is not the main card out of the upcoming structure deck ( I scares me to think what the main monsters effect will be.) It is an easy way to get redmd onto the field and since it is light it allows dragon decks to run BLS. Also there is a OTK with this card and cannon soldier. You need to have this card and cannon soldier on the field, and redmd in the grave. You then tribute Light pulsar, ss redmd use his effect bring back pulsar tribute redmd then tribute pulsar and repeat. Now I don't really know how good this OtK will be but the last thing we need is a OTK in this game no matter how inconsistent. 


That is all for this post, again this was just a recap more in depth review later. Thanks for reading!
-Cameron

Wednesday, October 5, 2011

YCS Toronto Deck Analysis Part 2

Hey guys! So before I get started on this post, I just wanted to say to Michael Bonacini: good luck in your future endeavors and also thanks for all of the wonderful articles that you have written, and I hope you see great success in Magic. With that out of the way lets get into the post!
SIDE NOTE: Due to me seeing alot more decks that I would like to review I must push this deck analysis into a three parter, sorry!


Anthony Alvarado (Top 16 – Karakuri)Monsters: 20
2 Cyber Dragon
2 Thunder King Rai-Oh
3 Genex Neutron
3 Karakuri Ninja mdl 919 “Kuick”
1 Karakuri Watchdog mdl 313 “Saizan”
1 Karakuri Strategist mdl 248 “Nishipachi”
3 Karakuri Merchant mdl 177 “Inashichi”
3 Karakuri Komachi mdl 224 “Ninishi”
2 Effect Veiler
Spells: 12
1 Pot of Avarice
3 Pot of Duality
1 Dark Hole
1 Mind Control
1 Heavy Storm
3 Mystical Space Typhoon
1 Monster Reborn
1 Book of Moon
Traps: 8
1 Mirror Force
3 Fiendish Chain
1 Trap Dustshoot
2 Solemn Warning
1 Solemn Judgment
Extra Deck: 15
1 Trishula, Dragon of the Ice Barrier
3 Karakuri Steel Shogun mdl 00X “Bureido”
1 Scrap Dragon
1 Stardust Dragon
1 Black Rose Dragon
2 Karakuri Shogun mdl 00 “Burei”
1 Naturia Landoise
1 Brionac, Dragon of the Ice Barrier
1 Naturia Barkion
1 Ally of Justice Catastor
1 Naturia Beast
1 Steelswarm Roach
Side Deck: 15
2 Maxx “C”
2 Closed Forest
2 Dimensional Prison
2 Dust Tornado
2 Royal Decree
1 Torrential Tribute
2 Leeching the Light
2 Debunk
The reason that I choose to review this deck is because karakuri's are finally getting their time in the spotlight and even if it took Dale Bellido to say that he was playing karakuri's then so be it. One of my team members has been using this deck for a while now I have personally found out it is capable of doing some pretty amazing things. Anthony though sacrificed some explosivness for some control and consistency, with all of the hand traps we saw at this event that was a smart call. The contuning trend of rai-oh being a mini ant-meta engine also continues here. The genex neutron are also very good allowing  you to search out your game winning tuners alot faster. If karakuri decks are to survive then they need to become much less of a otk deck and more of a consistent less explosive kind of deck, which was anthony did and he did a good job at that, I expect karakuri's to top at Ohio as well.

Chris Bowling (Top 32 – Chaos)Monsters: 27
3 Tour Guide from the Underworld
2 Effect Veiler
1 Black Luster Soldier – Envoy of the Beginning
1 Dandylion
1 Spore
1 Glow-Up Bulb
1 Lonefire Blossom
2 Ryko, Lightsworn Hunter
1 Lyla, Lightsworn Sorceress
1 Gorz the Emissary of Darkness
2 Tragoedia
1 Battle Fader
3 Chaos Sorcerer
2 Card Trooper
1 Sangan
1 Debris Dragon
1 Dark Armed Dragon
2 Maxx “C”
Spells: 13
3 Gold Sarcophagus
2 Solar Recharge
1 Mystical Space Typhoon
1 Pot of Avarice
1 Charge of the Light Brigade
1 Foolish Burial
1 Monster Reborn
1 Dark Hole
1 Mind Control
1 Heavy Storm
Extra Deck: 15
1 Formula Synchron
1 Armory Arm
1 Ally of Justice CatastorT
1 T.G. Hyper Librarian
1 Brionac, Dragon of the Ice Barrier
1 Orient Dragon
1 Black Rose Dragon
1 Arcanite Magician
1 Stardust Dragon
1 Scrap Dragon
1 Colossal Fighter
1 Dark End Dragon
1 Trishula, Dragon of the Ice Barrier
1 Leviair the Sea Dragon
1 Number 17: Leviathan Dragon
Side Deck: 15
1 Maxx “C”
1 Effect Veiler
2 D.D. Crow
2 Thunder King Rai-Oh
2 Mystical Space Typhoon
1 Smashing Ground
1 Trap Dustshoot
2 Light-Imprisoning Mirror
3 Royal Decree
These next two decklists were both imo the best 2 choas decks that topped. Choas decks are really just the  plant engine with a bit more milling brought into them so they can throw some big boss monster's into them. Chris excluded tengu probably because of th all of the milling his deck could do. Also Chris chose to run into any traps which meant he took his deck into a very aggressive minded approach. If you want to run a otk based choas deck this list is close to perfect.

Paul Blair (Top 32 – Chaos)Monsters: 20
3 Reborn Tengu
3 Tour Guide from the Underworld
1 Debris Dragon
1 Sangan
1 Black Luster Soldier – Envoy of the Beginning
2 Thunder King Rai-Oh
1 Spore
1 Dandylion
1 Maxx “C”
2 Effect Veiler
1 Glow-Up Bulb
1 Chaos Sorcerer
1 Lonefire Blossom
1 Gorz the Emissary of Darkness
Spells: 12
2 Mystical Space Typhoon
1 Book of Moon
1 Mosnter Reborn
1 Heavy Storm
1 Foolish Burial
2 Enemy Controller
1 Dark Hole
1 Pot of Avarice
1 One for One
1 Mind Control
Traps: 8
1 Mirror Force
2 Solemn Warning
1 Solemn Judgment
2 Call of the Haunted
1 Trap Dustshoot
1 Torrential Tribute
Extra Deck: 15
1 T.G. Hyper Librarian
1 Brionac, Dragon of the Ice Barrier
1 Stardust Dragon
1 Formula Synchron
1 Orient Dragon
1 Number 17: Leviathan Dragon
1 Armory Arm
1 Ally of Justice Catastor
1 Leviair the Sea Dragon
1 Trishula, Dragon of the Ice Barrier
1 Scrap Dragon
1 Black Rose Dragon
1 Ancient Fairy Dragon
1 Arcanite Magician
1 Steelswarm Roach
Side Deck: 15
2 Bottomless Trap Hole
2 Debunk
2 Light-Imprisoning Mirror
2 Nobleman of Crossout
2 Leeching the Light
2 D.D. Crow
2 Cyber Dragon
1 Chimeratech Fortress Dragon
This chaos deck shows the opposite side of the pendulum. Paul included tengu which allowed him to make minorly aggressive pushes, this reminds of last format when you would play junk doppel or tengu plants, junk doppel was more explosive but less consistent, and tengu plants was less explosive but more consistent. Also rai-oh agains makes a appearance, the constant theme here is rai-oh is a very good card, in case you didn't know. Again if you want to make a slower more consistent chaos deck then this list is near perfect, but I honestly believe that chaos decks are just regurgitated chaos plant decks.    

Logan Djuricin (Top 32 – Monarchs)Monsters: 26
3 Light and Darkness Dragon
3 Thestalos the Firestorm Monarch
3 Raiza the Storm Monarch
3 Caius the Shadow Monarch
3 Battle Fader
2 Tragodia
1 Gorz the Emissary of Darkness
3 Swap Frog
3 Treeborn Frog
2 Effect Veiler
Spells: 14
3 Pot of Duality
1 Dark Hole
1 Foolish Burial
3 Soul Exchange
3 Enemy Controller
1 Heavy Storm
2 Mystical Space Typhoon
Extra Deck: 15
1 Number 39: Utopia
1 Number 17: Leviathan Dragon
1 Gachi Gachi Gantetsu
1 Gaia Knight, the Force of Earth
1 Formula Synchron
1 Brionac, Dragon of the Ice Barrier
1 Ancient Fairy Dragon
1 Black Rose Dragon
1 Scrap Dragon
1 Stardust Dragon
1 Trishula, Dragon of the Ice Barrier
1 Thought Ruler Archfiend
1 Scrap Archfiend
1 Ally of Justice Catastor
1 Armory Arm
Side Deck: 15
1 Mystical Space Typhoon
1 System Down
2 Crevice into the Different Dimension
1 The Transmigration Prophecy
1 Black Luster Soldier – Envoy of the Beginning
3 Zaborg the Thunder Monarch
3 Vanity’s Fiend
3 Swift Scarecrow
So LFN first brought it to my attention that monarch decks were still quite good. This proves it. Logan included 3 of each of the big monarchs, really this brings me back to the days of when monarchs were tier 1(before we had fishborg and all of that stuff) and the main premise was to steal your opponents monster and tribute it off, or tribute off your own monsters and slowly grind for advantage, that is a good play style and is healthy for the game to see such a balanced play style top at a premier event. Really other than that everything is standard, though lately at my locals people playing monarchs have been using kristyia(since it is easy to get 2 tributes) with it being such a good card and all, Logan did not use kristyia(maybe inconsistent) and I don't play monarchs so if someone with experience in the monarch field could explain that to me I would appreciate it!

So that is all for today, on tomorrow's post I will have 2 more deck lists and then a overall recap of YCS Toronto so thanks for reading and stay tuned!
-Cameron 

Tuesday, October 4, 2011

YCS Toronto Deck Analysis part 1

Hey guys! So I was going to post a post that I have been thinking about doing for a while now, but then konami finally posted the top 32 decks for YCS Toronto so I have to put off that post in order to do this one(don't worry post is worth the wait!)  Also since there were so many decks I wanted to review I had to split this post up into 2 parts! On with the post!


Billy Brake (1st Place – Synchro Summon)Monsters: 22
1 Spirit Reaper
1 Dandylion
1 Black Luster Soldier – Envoy of the Beginning
3 Tour Guide From the Underworld
1 Debris Dragon
2 Maxx “C”
3 Reborn Tengu
1 Glow-Up Bulb
2 Effect Veiler
1 Gorz the Emissary of Darkness
2 Thunder King Rai-Oh
1 Sangan
1 Caius the Shadow Monarch
1 Lonefire Blossom
1 Spore
Spells: 13
1 Scapegoat
1 Monster Reborn
2 Mystical Space Typhoon
1 Book of Moon
2 Enemy Controller
1 Foolish Burial
1 Heavy Storm
1 Dark Hole
1 One for One
1 Mind Control
1 Pot of Avarice
Traps: 6
1 Call of the Haunted
2 Solemn Warning
1 Solemn Judgment
1 Trap Dustshoot
1 Torrential Tribute

Extra Deck: 15
1 Brionac, Dragon of the Ice Barrier
1 Orient Dragon
1 Number 17: Leviathan Dragon
1 Formula Synchron
1 Stardust Dragon
1 Leviair the Sea Dragon
1 Ally of Justice Catastor
1 Scrap Dragon
1 T.G. Hyper Librarian
1 Steelswarm Roach
1 Number 39: Utopia
1 Armory Arm
1 Black Rose Dragon
1 Ancient Fairy Dragon
1 Trishula, Dragon of the Ice Barrier
Side Deck: 15
1 Chain Disappearance
1 Debunk
1 Dust Tornado
2 Bottomless Trap Hole
2 Mind Crush
1 Mystical Space Typhoon
2 Leeching the Light
2 D.D. Crow
2 Cyber Dragon
1 Chimeratech Fortress Dragon
So first up is of course the winners deck list Billy Brake. To call this deck a plant deck would be misleading infact konami's name of synchro summons is much more fitting. But in all honesty it is still a tengu/tour guide deck. The inclusion of rai-oh and caius, shows how versatile this deck can be and probably why this deck survived the banlist. I also like the tech spirit reaper, it provides stall and is very hard to get over now days. The full complement of hand traps are also in full swing here. Basically this deck can go on the defensive very easily all the while setting up, thanks to how versatile tengu and tour guide are. Anyway you look at it tengu is a amazing card, it allows you to go for some minor aggressive pushes and some defensive options all the while having a rai-oh on the field. Judging by the sheer numbers of tour guide in the top 32 decks you would think that the tour guide ruling never happened, at the very least it hasn't hurt the playability of the card at any rate. For the spells nothing really jumps out, except for the scapegoat. Again it is a very versatile card it is mostly used for synchroing and allows for some odd levels to be made, the key in this whole post is versatility. The e cons are a given given the synergy with tengu and being able to tribute sangan to get that game winning lonefire or effect veiler. I don't need to explain any of the traps.

Nicky Lacaille (2nd Place – Master Hyperion)Monsters: 30
3 Tour Guide From the Underworld
3 The Agent of Creation – Venus
3 The Agent of Mystery – Earth
3 Mystical Shine Ball
3 Master Hyperion
3 Effect Veiler
2 Tragoedia
2 Genex Ally Birdman
2 Archlord Kristya
1 Honest
1 The Agent of Miracles – Jupiter
1 Chaos Sorcerer
1 Sangan
1 Gorz the Emissary of Darkness
1 Black Luster Soldier – Envoy of the Beginning
Spells: 9
3 Pot of Duality
3 Mystical Space Typhoon
1 Dark Hole
1 Monster Reborn
1 Heavy Storm
Traps: 1
1 Trap Dustshoot
Extra Deck: 15
1 Gachi Gachi Gantetsu
1 Leviair the Sea Dragon
1 Number 17: Leviathan Dragon
1 Number 39: Utopia
1 Armory Arm
1 Ally of Justice Catastor
1 Magical Android
1 Brionac, Dragon of the Ice Barrier
1 Black Rose Dragon
1 Ancient Sacred Wyvern
1 Stardust Dragon
1 Scrap Dragon
1 Trishula, Dragon of the Ice Barrier
1 Ally of Justice Decisive Armor
1 Gaia Knight, the Force of Earth
Side Deck: 15
2 D.D. Crow
2 Cyber Dragon
3 Thunder King Rai-Oh
1 Mirror Force
1 Torrential Tribute
2 Bottomless Trap Hole
2 Dimensional Prison
2 Dust Tornado
Konami and their "creative" names, master hyperion if they want to name it after a monster they should have called it archlord kristyia,  or agents would have sufficed. Anyway moving on the trend of tour guide being a format defining card continues here and I don't see that stopping anytime soon. With all of the added dark support(like birdman and tour guide, tragodia) Nicky was able to add more of a choas lineup then just BLS, he also added sorc.  Also interesting is that he played 3 veiler and no herald of orange light, I am not a agent player so I am guessing he didn't like having to discard a possibly critical fairy? Also he used 3 venus instead of the normal 2 but I can see why he did this as with two bridman instead of just making a gacchi gacchi and having a dead shineball he was now allowed a extension of that play: bounce shinball then make a levthian dragon or levair. Looking at the spells I can see why he wanted to max out on copies of critical cards: he only ran 3 pot of duality for consistency, the days of running 3 copies(or nay copies for that matter) are gone, it allows the deck more explosiveness all the while sacrificing little to nothing in the process. I can see why cards from the sky was excluded from nearly every agent decklist, it just doesn't do for the deck as it once did, tour guide has taken that role. The  trap is self explanatory.

Tyler Nolan (Top 4 – Tech Genus)

Monsters: 14
3 Reborn Tengu
3 T.G. Rush Rhino
3 T.G. Striker
3 T.G. Warwolf
2 Beast King Barbaros
Spells: 6
3 Pot of Duality
1 Book of Moon
1 Dark Hole
1 Monster Reborn
Traps: 20
2 Starlight Road
2 Solemn Warning
2 Bottomless Trap Hole
2 Skill Drain
2 Call of the Haunted
3 Horn of the Phantom Beast
2 TG1-EM1
1 Torrential Tribute
1 Dimensional Prison
1 Solemn Judgment
1 Mirror Force
1 Dark Bribe
Extra Deck: 15
1 Gaia Knight, the Force of Earth
1 Naturia Barkion
1 Trishula, Dragon of the Ice Barrier
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 T.G. Wonder Magician
1 Number 39: Utopia
2 Stardust Dragon
1 Gachi Gachi Gantetsu
1 Number 17: Leviathan Dragon
1 Ally of Justice Catastor
1 Scrap Dragon
1 Scrap Archfiend
1 Orient Dragon
Side Deck: 15
3 Mystical Space Typhoon
1 D.D. Crow
1 Trap Dustshoot
1 The Transmigration Prophecy
2 Mind Crush
2 Liberty at Last!
1 Breaker the Magical Warrior
1 Dimensional Prison
2 Chain Disappearance
1 Closed Forest

Well it seems that all of our predictions about the summon set 4 lifestyle were all wrong. We found out how strong backrow was last format and your opponent doesn't always have heavy. With 2 starlight and 2 bribe Tyler insured that he had a small chance of getting stormed. If you have heavy and he has 4 set you know he has bribe or starlight but don't know which one, if he has bribe you get a card if he has starlight he gets a stardust, if he has nether you win, good mind games are good.
Thanks for reading and stay tuned for part 2 coming very soon(probably tomorrow)
-Cameron 

  



Saturday, October 1, 2011

So about Wind up Zemaines



Goddammit konami. For a company who was trying hard to fix this format from going through from what we had last format this is not a way to kick things off. Anyway Hey Guys! So of course if you could not tell from the pic I am going to talk about the latest in konami logic! Wind up Zemaines and how I think that this card will have major repercussions in the game.

First off with the release of this card tour guide now becomes the most dynamic and best toolbox we have seen in this game. Tour guide can officially adapt to any situation, aggro with levathian, special summon removes monsters with levair, or defend with this guy. While on the topic of tour guide has any one noticed that tour guide is slowly creeping up the power ladder once again. It has not reached the level of pre Xyz ruling change but it is slowly making its way back there, it is a staple in dark worlds and now this guy. Gacchi gacchi imo was already over powered, you would waste a lot of resources and put a lot of resources on the board just to get rid of it ex: a early BlS drop. Now with this guy building up resources is near impossible as at least one card is going to be destroyed. Smashing ground becomes terrible and one for one's become neg 1's. Lets look at at this way you have 3 ressources you could use to get rid of zemaines and you use all three not only are you over extending but one of those resources is now gone.

If you haven't noticed by now ressources are becoming more and more precious which imo is good for the game as only good players know when to use their cards effectively and if those cards are precious then getting the most bang for your buck becomes a staple way to play. Thus rewarding smart and conservative play. But my problem arises from to two places. First did it really take the making of this card just to reward smart play? Second if you play your cards smart and get rid of this card you are still going to lose 1 card in the end phase so no matter what way you play you still lose something. Simply put this card is counter productive it makes smart play take the forefront but it hurts either play style all the same. They should have made Gacchi Gacchi and then stopped with those kinds of effects. In another time this card might not have been so bad but in the end we still have tour guide and making that card more of a tool box more than it already is, is always a bad thing to do. On a final note konami is sending me mixed signals it seems they wan't to reward smart play but don't want the little kids to feel left out either so they still print sacky cards. So my theory is that this was konami's answer to find a happy medium unfortunately it still leans toward the sacky side.  So if at the end of this post I am sending you mixed signals about what I think about this card then let that be no longer: this card is bad for the game and makes tour guide a one card toolbox.
-Cameron