OK this is the deck Im currently in the process of building as the format begins taking shape from ORCs. Its really based on creating a lock with Anti-Spell and Simorgh, and Im slowly evolving it. It still needs a lot of work but thought Id toss it out there and let ppl take a look and comment back at me for any suggestions.
1x Black Luster Soldier Envoy of the Beginning
1x Blackwing- Gale the whirlwind
3x Dark Smorgh
2x Effect Veiler
1x Karakuri Ninja mdl 339 Sazank
2x Masked Ninja Ebisu
1x Maxx "C"
3x Ninja grandmaster Hanzo
2x Upstart Ninja
1x Dark Hole
1x Heavy Storm
1x Mind Control
1x Monster Reborn
2x MST
3x Pot of Duality
1x Reinforcement of the Army
3x Anti-Spell Fragrance
3x Fiendish Chain
3x Ninjitsu Art of Transformation
2x Safe Zone
1x Solemn Judgement
1x Starlight Road
1x Trap Dust Shoot
As you can tell its still early on in the building, Im still testing a lot out the main play is to summon Hanzo, search for Ninjitsu Art of Transformation, set Anti-Spell and Transformation. Then on the draw of the opponents next turn to chain Anti-Spell and Transformation to special a Dark Smorgh from the deck so the back rows of your opponent are locked. The only real out to this is to attack over the Simorgh or use a monster effect to nuke something... thus the starlight, fiendish, veilers and to some extent the safe zones. Mean while the light and dark count lets me run BLS. Transformation can also let me special gale too incase I need to synch quick into something.
My other thoughts were to run a super transformation and a White Dragon who could also combo with the safety zones.
Friday, February 3, 2012
Friday, January 27, 2012
New Blog- Don't Rage Quit
Im messing with a new blog in addition to this one. Most of my interest in blogging isn't really about meta related stuff or tier 1 decks. I like posting about fun stuff and non traditional builds that I kick around in my spare time. A lot of these builds are geared towards the opponent and having fun at their expense. Thus my 2 favorite builds, "Wetlands Control" (R.I.P substitoad) and my "Watt the Lock is This!"
I like nothing more than ppl to call my deck gay as I beat them so I dedicated the new blog to exploiting all these things to share more of what Im testing and working on. The new blog is called "Don't Rage Quit" and there is a link here as well as I will post on in the menu. Please let me know any decks you want me to build or themes you think would find a place in such a blog. I already have one request for a Dark Simorg Lockdown deck that so far has out performed beyond my expectations (causing me to dash out and buy $80 worth of cards because I want to run it in real life) I will be posting that soon,
So subscribe to both as I will be using this blog for more of my competitive related stuff that Ive left out in the past
-LD
I like nothing more than ppl to call my deck gay as I beat them so I dedicated the new blog to exploiting all these things to share more of what Im testing and working on. The new blog is called "Don't Rage Quit" and there is a link here as well as I will post on in the menu. Please let me know any decks you want me to build or themes you think would find a place in such a blog. I already have one request for a Dark Simorg Lockdown deck that so far has out performed beyond my expectations (causing me to dash out and buy $80 worth of cards because I want to run it in real life) I will be posting that soon,
So subscribe to both as I will be using this blog for more of my competitive related stuff that Ive left out in the past
-LD
Tuesday, January 24, 2012
Deck Profile: Piper's Countdown
OK! Back on track with another fun, inexpensive yet competitive deck profile.
This may actually be the most inexpensive deck I have featured so far with the only money cards really being the Mystic Piper, Metaion and Pot of Duality. So at most your paying $9-10 for a card. Plus theres no synchs to worry about buying
The concept:
Play Final Countdown ASAP then stall (preferably chain able stall) for 20 turns (10 of yours 10 of theirs) easy right??? Ummm yes and no. To really play this deck in a competitive environment you need to be able to read your opponent extremely well. This deck wins if you can walk that line between over extending and under extending. An over extender will find themselves quickly handless and no answers to any cards losing before the 20 turns are up. An under extender will quickly have all their life points knocked away way before they see the 20 turns. So honestly you need to have a good understanding of other decks, game mechanics as well as some math so you can make the long haul to 20 turns.
Its one of those decks that you will find yourself playing your opponent but also playing against your own self. Which for me makes if fun
This build:
For me Im all about optimizing consistency and after much trial and error I honed in on using Mystical Piper as the focus for my build. Most of my stall cards are level 1 so for that he is good at plusing. The new cars for me that make this build live is "one day of peace" and Metalion the Timelord. ODOP is draw power and stall all in one its the perfect card and one of the only answers you will have in the main deck to cards that burn for damage which is one of the decks tougher opponents (chain burn, Nurse Burn etc) and MTT- is an answer to decks that can OTK when they find a chink in your armor, not to mention that his effect sends him back to the deck for reuse and to give you more draw cards when your deck is thinning down because you waited 5 turns to play Final countdown. Ill chat about building your side deck at the bottom but first Ill get into the build as well as some of the challenges it faces. Read the cons in the card description as well to id some of the challenges.
Monsters:
3x Battle Fader ($0.99 x 3= $2.97)
Pros: level 1 to work with piper, has the ability to stick around longer due to Zero Gardna, Threatening Roar, Waboku, and Thunder of Ruler. He is searchable via Sangan.
Cons: Effect can be negated via anything that negates summons. He is susceptible to Debunk and anything that hates on dark monster effects.
the bls really had me I couldn't set that little winged bastard or the 3 eyed fur ball. plus the back rows really had me worried for my battle fader. Once you start running the deck you will get a good idea of the priority you give to playing which card. With no back rows you should use your traps. This way you don't worry about MST or other back row destruction that can flip on the turn you set them. Next I go for. Early on against a weak field Ill set my kuribohs, this way if they destroy him and his effect can't go of, i won't be hit with the field u you see above. Next priority wise for me is fader with fader your main concern is anything that will negate the summon so read the field and play him before you would your scarecrows.
This may actually be the most inexpensive deck I have featured so far with the only money cards really being the Mystic Piper, Metaion and Pot of Duality. So at most your paying $9-10 for a card. Plus theres no synchs to worry about buying
The concept:
Play Final Countdown ASAP then stall (preferably chain able stall) for 20 turns (10 of yours 10 of theirs) easy right??? Ummm yes and no. To really play this deck in a competitive environment you need to be able to read your opponent extremely well. This deck wins if you can walk that line between over extending and under extending. An over extender will find themselves quickly handless and no answers to any cards losing before the 20 turns are up. An under extender will quickly have all their life points knocked away way before they see the 20 turns. So honestly you need to have a good understanding of other decks, game mechanics as well as some math so you can make the long haul to 20 turns.
Its one of those decks that you will find yourself playing your opponent but also playing against your own self. Which for me makes if fun
This build:
For me Im all about optimizing consistency and after much trial and error I honed in on using Mystical Piper as the focus for my build. Most of my stall cards are level 1 so for that he is good at plusing. The new cars for me that make this build live is "one day of peace" and Metalion the Timelord. ODOP is draw power and stall all in one its the perfect card and one of the only answers you will have in the main deck to cards that burn for damage which is one of the decks tougher opponents (chain burn, Nurse Burn etc) and MTT- is an answer to decks that can OTK when they find a chink in your armor, not to mention that his effect sends him back to the deck for reuse and to give you more draw cards when your deck is thinning down because you waited 5 turns to play Final countdown. Ill chat about building your side deck at the bottom but first Ill get into the build as well as some of the challenges it faces. Read the cons in the card description as well to id some of the challenges.
Monsters:
3x Battle Fader ($0.99 x 3= $2.97)
Pros: level 1 to work with piper, has the ability to stick around longer due to Zero Gardna, Threatening Roar, Waboku, and Thunder of Ruler. He is searchable via Sangan.
Cons: Effect can be negated via anything that negates summons. He is susceptible to Debunk and anything that hates on dark monster effects.
1x Metaion, The Timelord ($9.00) *one seems just right due to his recycling effect
Pros: He is searchable via Sangan. Will feed your deck for further abuse after his effect goes off. Can clear the field from those poised to oak you when the opening presents itself. Gets rid of monsters whose effects can hurt the deck (Thunder King, Krystia, Jinzo etc etc) He is normal summonable through his effect so he works with pot of duality and around cards that impede special summoning. And he is not a dark or a light which a lot of cards are being run against
Cons: Not a level 1
3x Mystic Piper ($9.00 x 3= $27.00)
Pros: He is searchable via Sangan. Is chain able with his effect to draw. You have 11 targets for his effect, so 1/4 of the deck lets you plus with this card
Cons: Hes a light monster which has a lot of hate against it right now.
*There is a rather cool loop you can do with Kinka-byo and this card in the grave that yields tons of draw power however I ruled it out because in 20 turns I want to be very careful on losing cuz I deck out, although you can judiciously use this loop when you need to so test it out and see if it works for you.
1x Sangan ($0.50)
Pros: The decks searcher can grab all your monsters. He's standard in most variant of this deck
3x Swift Scarecrow ($0.99 x 3= $2.97)
Pros: level 1 to work with piper. He is searchable via Sangan. Because he is not summoned he can't be stopped by cards that negate summoning. He is a Earth which has less hate than light and dark monsters
Cons: By going to the grave he doesn't hang around for attack fodder, Is hurt by cards that don't allow access to the grave.
2x Winged Kuriboh ($0.50 x 2= $1.00)
Pros: level 1 to work with piper, has some stun capabilities. He is searchable via Sangan.
Cons: Im not a huge fan of this card because the effect isn't chain able. I only keep it around because of the level 1 thing but he would be the first card I dump in a rebuild. There are Kuriboh builds out there but IMO he is lack luster in this one. Speaking of luster BLS will have you hating this card so if you are against a chaos deck side him out asap as for any deck that uses piercers.
3x Zero Gardna ($0.25 x 3= $0.75)
Pros: His stall effect is chain able. Is a earth and a level 4 giving you access to more synchs if you side into effect veiler and need to go that route. He's searchable via sangan
Cons: I wish this guy was a level 1 but thats about it
Spells:
3x Final Countdown ($2.00 x 3= $6.00)
I run 3 and after I play it I either grab the others with gold sarc so I don't draw into it and set it for MST bait. The 2000 cost + upstarts lets some variants run frozen soul but I found soul fairly worthless with Metaions burn effect happening but oh well thought Id mention it
3x Gold Sarcophagus ($5.00 x 3= $15.00)
Gets that Final Countdown to your hand that much quicker. I normally grab for a Metaion or a final countdown after I played final countdown so I can clear my draws for more piper plays or cards that I need to draw into for my stall
3x One Day of Peace ($0.75 x 3= $2.25)
Card is bad@ss give you a draw and stall in one shot. Plus saves you from pesky burn effects
Traps:
3x Threatening Roar ($0.50 x 3= $1.50)
Don't wait to trigger it when they declare an attack since it will let that attack go through (unless this is your plan)
3x Thunder of Ruler ($0.50 x 3= $1.50)
Its like T-Roars weaker brother, it can be a tough call to flip if they have no monsters out since it has to flip in the main phase. BUT they could also swarm and OTK you so reading your opponent and understanding their deck is crucial.
3x Waboku ($0.50 x 3= $1.50)
Doesn't stop the battle so glads and others that need to attack for the effect to go off can still get around this card b ut it can be chains to an attack and stop that damage unlike T-Roar and T-Ruler.
So there it is a $75 deck... Although a lot of these cards are not in use in most other decks and can be traded for quite easily. And the staple ones you probably already have
WHAT HURTS THIS DECK:
You really want to watch out for things that stop your spell and/or traps. Royal decree hurts 25% of your deck and you have no MST or heavy storm in the main. A Dark Bribe or Solemn Judgement on your final countdown can really smart as well.
Other than that burn decks can really get at you fast before you can make the 20 turns, Herald of Perfection builds get mighty tricky, Glads can have the potential to work around some of your cards but Its hilarious to side into GB Hunter who also has the effect of making Metaion stay on the field which will quickly have them pulling their hair out.
But with the new structure deck Dragons Collide coming out you gotta be prepared to see LADD, you will waste tons of resources on getting rid go ladd which in a deck that is always down to the wire this can be a game breaker. Ladd and Herald are why Lava Golem in the side can be so much fun
Speaking of Dragons heres a screenshot, and I kid you not this was his field for like 15 turns Im sure he was just itching to take a swing
But with the new structure deck Dragons Collide coming out you gotta be prepared to see LADD, you will waste tons of resources on getting rid go ladd which in a deck that is always down to the wire this can be a game breaker. Ladd and Herald are why Lava Golem in the side can be so much fun
Speaking of Dragons heres a screenshot, and I kid you not this was his field for like 15 turns Im sure he was just itching to take a swing
the bls really had me I couldn't set that little winged bastard or the 3 eyed fur ball. plus the back rows really had me worried for my battle fader. Once you start running the deck you will get a good idea of the priority you give to playing which card. With no back rows you should use your traps. This way you don't worry about MST or other back row destruction that can flip on the turn you set them. Next I go for. Early on against a weak field Ill set my kuribohs, this way if they destroy him and his effect can't go of, i won't be hit with the field u you see above. Next priority wise for me is fader with fader your main concern is anything that will negate the summon so read the field and play him before you would your scarecrows.
Monday, January 16, 2012
Deck Profile: Bubble Beat
OK I admit it Im a Legendary Collection 2 Junky. Ive been making deck after deck trying to exploit the collection as much as I can. From Air Neos OTKs to Destiny Dragoon builds. OK some are not fully competitive but hey you can tell from most of my posts Im more into the fun game play than playing only whats gonna win me a jump. At least in my spare time.
Where this line between fun and competitive blurs though is with my bubble beat build. It takes all the fun of heroes with the fusion monsters mixes in some explosive game play and has answers to most of the top decks being played right now.
I especially like how for the first time I can run a hero build and have cards other than fusion monsters in my extra deck. True you may have run some synchs in there before in the past but this deck really touches on a more balanced extra deck utilizing XYZ monsters just as it does fusions if not more.
First Ill post a deck list then get into some explanations of the mechanics of the deck. Im not gonna waste time on too much individual card discussion the combos will give u a gist
3x Elemental HERO Bubbleman
3x Elemental HERO Neos Alius
1x Elemental HERO Stratos
WTF only 7 monsters!!! calm down it will be very clear why this is when I get into the dynamics of how bubble man gets utilized
3x E - Emergency Call
3x Pot of Duality
1x Monster Reborn
1x The Warrior Returning Alive
1x Reinforcement of the Army
1x Dark Hole
3x Miracle Fusion
3x Mystical Space Typhoon
2x Super Polymerization
1x Book of Moon
3x Gemini Spark
1x Torrential Tribute
1x Mirror Force
1x Trap Dustshoot
2x Bottomless Trap Hole
2x Hero Blast
1x Solemn Judgement
2x Solemn Warning
OK to get into the deck some. We are all familiar with HERO beat. Its a great stunnish deck that maximizes on Neos Alius (1900 beatstick) and Gemini Spark (a quick play that lets you tribute a face up Neos Alius to target a card on the field; destroy that card and draw one card)
Alius gives u access to Hero Blast (a trap that lets you target neo alius in the grave; add it to your hand, then destroy 1 face-up monster your opponent controls with less than or equal to 1900 attack. He's extremely searchable with ECall, ROTA, Stratos and Not to mention the access to the assortment of Hero Fusion monsters with Super Poly and Miracle Fusion.
But if you want a deck review on hero beat or elemental heroes in general go google it.
What I am much more concerned with here are how we can integrate all this great tech with even more great tech that the XYZs bring to the picture with Order of Chaos and some of the future sets
Where this line between fun and competitive blurs though is with my bubble beat build. It takes all the fun of heroes with the fusion monsters mixes in some explosive game play and has answers to most of the top decks being played right now.
I especially like how for the first time I can run a hero build and have cards other than fusion monsters in my extra deck. True you may have run some synchs in there before in the past but this deck really touches on a more balanced extra deck utilizing XYZ monsters just as it does fusions if not more.
First Ill post a deck list then get into some explanations of the mechanics of the deck. Im not gonna waste time on too much individual card discussion the combos will give u a gist
3x Elemental HERO Bubbleman
3x Elemental HERO Neos Alius
1x Elemental HERO Stratos
WTF only 7 monsters!!! calm down it will be very clear why this is when I get into the dynamics of how bubble man gets utilized
3x E - Emergency Call
3x Pot of Duality
1x Monster Reborn
1x The Warrior Returning Alive
1x Reinforcement of the Army
1x Dark Hole
3x Miracle Fusion
3x Mystical Space Typhoon
2x Super Polymerization
1x Book of Moon
3x Gemini Spark
1x Torrential Tribute
1x Mirror Force
1x Trap Dustshoot
2x Bottomless Trap Hole
2x Hero Blast
1x Solemn Judgement
2x Solemn Warning
OK to get into the deck some. We are all familiar with HERO beat. Its a great stunnish deck that maximizes on Neos Alius (1900 beatstick) and Gemini Spark (a quick play that lets you tribute a face up Neos Alius to target a card on the field; destroy that card and draw one card)
Alius gives u access to Hero Blast (a trap that lets you target neo alius in the grave; add it to your hand, then destroy 1 face-up monster your opponent controls with less than or equal to 1900 attack. He's extremely searchable with ECall, ROTA, Stratos and Not to mention the access to the assortment of Hero Fusion monsters with Super Poly and Miracle Fusion.
But if you want a deck review on hero beat or elemental heroes in general go google it.
What I am much more concerned with here are how we can integrate all this great tech with even more great tech that the XYZs bring to the picture with Order of Chaos and some of the future sets
2 level 4 warrior-type monsters
once per turn: You can detach 1 xyz material from this card to target 1 face-up "Ninja" monster you control; this turn, that monster can attack twice during each Battle Phase.
2 level 4 monsters
When a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon and destroy it.
2 level 4 monsters
When any player's monster declares an attack: You can detach 1 Xyz Material from this card; negate the attack. When this card is targeted for an attack, while it has no Xyz Materials: Destroy this card.
OK in looking at the material for all the above xyz's do you notice a pattern. Yup Level 4s and warriors for the ninja. So in steps bubble man
If this is the only card in your hand, you can Special Summon it (from your hand). When this card is Summoned: You can draw 2 cards. You must control no other cards and have no cards in your hand to activate and to resolve this effect.
Forget the draw effect if you can pull it of and use it to save ur but thats great but what we are really after is a special summonable, level 4 warrior, that is hella searchable, a water target for absolute zero, and with out any once per turn restrictions.
(In hand a level 4 and bubbleman)
The basic play is to summon a level 4 monster, then with only bubbleman in hand special summon Bubbleman to then XYZ for a rank 4 or fuse into a Elemental HERO fusion monster.
(Stratos in hand)
The second and most basic combo is to summon Stratos, grab Bubbleman from the deck, set your hand so you can special summon Bubbleman to then XYZ for a rank 4 or fuse into a Elemental HERO fusion monster.
In the absence of Stratos you can also summon a level 4, use E-Call or Rota to grab Bubbleman, set your hand and special summon Bubbleman to then XYZ for a rank 4 or fuse into a Elemental HERO fusion monster.
These 3 core combos can interact together as well to perform more complex plays. Since a lot of your spells are normal spells they can be set to let Bubbleman special himself and still be used the same turn. allowing you to swarm the field with XYZ and Fusion monsters.
To reach 8000 attack points all you need is 2 Blade Armor Ninjas that have used their effects to attack 2x. And the fact that you are using XYZ monsters solves the Dimensional Fissure issue with Miracle Fusion since detaching the materials still sends them to the grave.
Looking forward to future sets the deck only gets better:
Elemental HERO Escuridao will finally let you super poly almost everything and let you miracle with BAN or Roach.
Vylon Disigma that can be easily summoned with 3 level 4s and can easily clear a path for your Ninjas to OTK
Evigishki Merrowgeist who can give you some grave removal to your stun type arsenal
AND MY FAVORITE!!!
Daigusto Emeral that will open up tons of new plays buy shuffleing 3 monsters back to the deck and letting you draw or by special summoning your Neos Alius for 1900 more attack, additional XYZ or fusion summoning or for quick Gemini Spark plays
The basic play is to summon a level 4 monster, then with only bubbleman in hand special summon Bubbleman to then XYZ for a rank 4 or fuse into a Elemental HERO fusion monster.
(Stratos in hand)
The second and most basic combo is to summon Stratos, grab Bubbleman from the deck, set your hand so you can special summon Bubbleman to then XYZ for a rank 4 or fuse into a Elemental HERO fusion monster.
In the absence of Stratos you can also summon a level 4, use E-Call or Rota to grab Bubbleman, set your hand and special summon Bubbleman to then XYZ for a rank 4 or fuse into a Elemental HERO fusion monster.
These 3 core combos can interact together as well to perform more complex plays. Since a lot of your spells are normal spells they can be set to let Bubbleman special himself and still be used the same turn. allowing you to swarm the field with XYZ and Fusion monsters.
To reach 8000 attack points all you need is 2 Blade Armor Ninjas that have used their effects to attack 2x. And the fact that you are using XYZ monsters solves the Dimensional Fissure issue with Miracle Fusion since detaching the materials still sends them to the grave.
Looking forward to future sets the deck only gets better:
Elemental HERO Escuridao will finally let you super poly almost everything and let you miracle with BAN or Roach.
Vylon Disigma that can be easily summoned with 3 level 4s and can easily clear a path for your Ninjas to OTK
Evigishki Merrowgeist who can give you some grave removal to your stun type arsenal
AND MY FAVORITE!!!
Daigusto Emeral that will open up tons of new plays buy shuffleing 3 monsters back to the deck and letting you draw or by special summoning your Neos Alius for 1900 more attack, additional XYZ or fusion summoning or for quick Gemini Spark plays
Sunday, December 18, 2011
Deck Profile: Watt Tha Lock Is This
Ok kicking of the first deck profile is what has become my favorite deck to play in quite awhile. Watts have always been a deck Ive casually played with, but never ran competitively till Photon Shockwave.
PHSW gives the deck the consistency that it needs with 2 cards: Wattcobra and Photon Lead
THE WATT PLAYSTYLE
All watts are inherently weak in terms of the attack on the card the trade off for this weakness is either that the watt can attack directly, or can attack 2x with support cards that bolster the attack or allow to attack directly.
The more aggro IMO is not very competitive, It uses support cards like wattcube, solidarity etc etc to power up the multiple attackers (Wattsquirrel, Wattmole, Wattwoodpecker) or wattkey to let em unleash directly. Direct attacks from Wattberyx and Wattbetta has some hand control effects on your opponent like the synchro counterpart Wattchimera who can inherently attack direct.
The control playstyle is what we are going to talk about in this post. It takes advantage of the direct attackers (Wattgiraffe, Wattcobra and Wattpheasant) and protects them through one of the best control locks in the game the hopperlock thanks to Watthopper. Everything in this deck is to either establish/re-establish the hopperlock, protect the hopperlock, and attack your opponent directly.
First Ill go into the monster line up and talk about why I have each card in there and how they work with the deck.
___________________
THE MONSTERS (16)
2x Effect Veiler ($18 x 2 = $36)
2x Shining Angel ($0.25)
2x Wattcobra ($0.25 x 2= $0.50)
3x Wattdragonfly ($0.25 x 3= $0.75)
1x Wattfox ($0.25)
3x Wattgiraffe ($6 x 2 = $12)
3x Watthopper ($0.25 x 3= $0.75)
______________
Total: $50 (thanks to one of the most expensive rares... Effect Veiler. But dont worry Veiler is one you will be able to splash in a lot of decks or run in the side)
Effect Veiler : Once you establish the lock you will want to have this guy in your hand. The only things that can disrupt your lock are cards that do not target of which some of the most accessable (Trishula, Black Rose Dragonetc.) are effect monsters. Not to mention that EV can be a great card to stop opponant's plays, though I tend to hold onto him unless I really have to use him untill I get a lock
Shining Angel: 3 seems a bit much, 2 not enough sometimes but either way Angel is a key player in helping set up for a hopperlock. Being a fairy he hurts those that like solidarity, and he does Special the light monster into attack mode which Im not crazy about but at a whopping 1400 hes the beatstick of the line up. Honestly most of the time I suicide him to SS a Watthopper or set him in preparation of the lock. He is a level 4 making him a possible material for Number 39: Utopia ; he can grab every monster in the deck ; a light that works with honest ; and a possible target for Photon Lead
Wattcobra: The snake is bad @$$, he's a lightning spewing cobra how could he not be! This card alone is what is the saving grace of the deck. He can attack direct, and when he deals damage by direct attack you can add a Watt to your hand. Searchable by Wattdragonfly and Shining Angel he is a great way to populate your hand with the watt you need, which will be Watthopper in most cases or Wattgiraffe to get some additional protection going. Level 4 also means Number 39: Utopia (or in the extreem cases a trishula with another 4 and veiler); a target to synch into Wattchimera with Wattfox ; and for those that run Wattcancel (which I do not) its a great way to populate your hand for the cost
Wattdragonfly: dragonfly may be my most favorite Watt. He is a great card to set and know that you will have a watt on the field your next turn. Unlike Angel he SSs the monster into any position you want and he gets his effect from battle or card effect. Many times you may have a hopper in hand and a set dragonfly. They will attack/destroy the fly for you only to SS another, they attack/destroy that one for you only to grab another. Reading your opponant is huge here if you SS into your hopper too soon you will lose him often times you may go into another fly to be safe and suicide him the next turn. You can also suicide him to grab a direct attacker if need be.
Wattfox : Is your only means to synch into Wattchimera or most of your other viable synchros. The deck could use more level 2 synchros but since he doesnt attach direct he sits kinda low on the priority list.
Wattgiraffe : Im kinda sad that I bumped Giraffe down to 2 the guy is amazing and your strongest direct attacker but with the ease in which he can be searched he had to make way for the extra space. The brilliance that is Wattgiraffe is that opponants cannot activate the effects of ANY!!! spell, trap or effect monsters untill the end phase. Why is this is so huge? Lets say you get the lock in quick with a giraffe. You can now attack with him directly in your battle phase and then summon with abandon in your main phase 2 and they cant torrential or Solem. You can set backrows and not worry about being MSTed that turn. Heck you can attack direct over a Hareld of Perfection and then not worry about the negates.
Watthopper : Drum roll please. This is the MVP of the deck. If you get 2 of these out and face up then your opponant cannot select another face up Watt as an attack target or target them with card effects. This means they cant Veiler your Wattcobra ; Brio a hopper ; anything that targets makes a sad face ; anything that does not attack direct takes a time out. There are very few things that can rain of this parade but chances are you will see them so make sure you read the section below that talks about the cards that are a danger to your hopperlock.
Wattpheasant : Yup I still run a pheasant. Hes a direct attacker but he also has an interesting effect especially with the new XYZs. When he deals damage by a direct attack you can remove a face up monster from play untill the end phase. So this means you can remove a XYZ and they lose their material when they come back. Remove a Krystia so you can special summon, or just clear a path if you have a Angel out that cant attack direct and you need the extra 1400.
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THE SPELLS (13)
1x Dark Hole ($3)
1x Heavy Storm ($2)
1x Monster Reborn ($2.50)
1x Mystical Space Typhoon ($1.50)
2x My Body as a Shield ($0.75 x 2 - $1.50)
1x One For One ($1.50)
2x Photon Lead ($0.25 x 2 - $0.50)
2x Pot of Duality ($13 x 2 = $26)
2x Recycling Batteries ($0.25 x 2= $0.50)
______________
Total: $39.00
I'll only mention the ones that have unique application to this build
One For One : Is here to SS Watthopper
Photon Lead : Can target every monster in the build and like One For One its main function is establishing the hopper lock
Recycling Batteries : Is the primary means of recovering Watthoppers from the grave when they break the lock
(I do only run one MST and at one point I didnt run any but having it is the prudent choice, 3 Photon Leads is too much as is POD and Recycling Batteries. Many ppl will run POD at 3 but I found it dead at times with the SS that I focus on.
_______________
THE TRAPS (11)
1x Call of the Haunted ($1.25)
2x Dark Bribe ($2.50 x 2 = $5.00)
2x Grave of the Super Ancient Organism ($4.50)
1x Mirror Force ($1.00)
1x Solemn Judgement ($2.00)
1x Solemn Warning ($7.00)
2x Starlight Road ($2.50 x 2 - $5.00)
______________
Total: $25.75
Again I'll only mention the ones that have unique application to this build
Grave of the Super Ancient Organism : Is maybe the most player preference card in the build. Here is why it works for me. My most feared card that is mained in most decks is Trishula, Dragon of the Ice Barrier it gets around the lock and Starlight Road. My best defense is Effect Veiler (which I only run 2) and/or the Solems which can cost a good chunk of LP. GOTSAO is continuous and also solves a couple other problem cards like Krystia, BRD, Herald of Perfection, Gladiator Beast Heraklinos, JD etc.)
Solemn Judgement / Solemn Warning : Im not explaining why Im running them only that I prefer them over Wattcancel, which is a great card I just think the the Solemns do it better and are enough. In fact if I make any future switchs will be to pull the Warning to add maybe a 3rd Dark Bribes or My Body as a Shield.
Starlight Road : It Protects the lock from the usual suspects ( Mirror Force , Torrential Tribute and many many more) plus gets you a Stardust Dragon who can then help you out once he is on the field. Now you can also note that in
_______________
THE EXTRAS (11)
2x Wattchimera ($2.50)
2x Number 39: Utopia ($5 x 2 = $10.00)
2x Stardust Dragon ($10.00 x 2 = $20.00)
______________
Total: $32.50
I just put the bare nessecities in here, no Brionac or Trishula, You could toss in a Formula Synchron and a shooting star but honestly with Grave of the... I dont synch much. If I do its to....
Chimeraloop- With a hopperlock implace you can attack directly with Chimera and choose a random card from thier hand to put back on the top of the deck. So if they have no answer to the lock chances are they wont get to draw a new card unless they can play or set all thier cards.
______________
Grand Total: $50 + $39 + $25.75 + $32.50 = $147.25
So for under $150 you can get a whole deck with synchros that is competitive in this meta
__________________
WHAT THE HOPPER LOCK HATES:
Plant Synchro: Trishula and BRD spam is a tough nut to crack
Dark World: Deck Devistation Virus makes my little Hoppers sad faced
Agents: Krystia likes to laugh at Angel, Dragonfly, one for one and Photon Lead.
DinoRabbit: Evolzar Laggia thinks my Grave of the Super Ancient Organism is laughable (or maybe is reading Organism wrong)
Side Cards to watch out for: Chain Disappearance, Skill Drain
PHSW gives the deck the consistency that it needs with 2 cards: Wattcobra and Photon Lead
THE WATT PLAYSTYLE
All watts are inherently weak in terms of the attack on the card the trade off for this weakness is either that the watt can attack directly, or can attack 2x with support cards that bolster the attack or allow to attack directly.
The more aggro IMO is not very competitive, It uses support cards like wattcube, solidarity etc etc to power up the multiple attackers (Wattsquirrel, Wattmole, Wattwoodpecker) or wattkey to let em unleash directly. Direct attacks from Wattberyx and Wattbetta has some hand control effects on your opponent like the synchro counterpart Wattchimera who can inherently attack direct.
The control playstyle is what we are going to talk about in this post. It takes advantage of the direct attackers (Wattgiraffe, Wattcobra and Wattpheasant) and protects them through one of the best control locks in the game the hopperlock thanks to Watthopper. Everything in this deck is to either establish/re-establish the hopperlock, protect the hopperlock, and attack your opponent directly.
First Ill go into the monster line up and talk about why I have each card in there and how they work with the deck.
___________________
THE MONSTERS (16)
2x Effect Veiler ($18 x 2 = $36)
2x Shining Angel ($0.25)
2x Wattcobra ($0.25 x 2= $0.50)
3x Wattdragonfly ($0.25 x 3= $0.75)
1x Wattfox ($0.25)
3x Wattgiraffe ($6 x 2 = $12)
3x Watthopper ($0.25 x 3= $0.75)
______________
Total: $50 (thanks to one of the most expensive rares... Effect Veiler. But dont worry Veiler is one you will be able to splash in a lot of decks or run in the side)
Effect Veiler : Once you establish the lock you will want to have this guy in your hand. The only things that can disrupt your lock are cards that do not target of which some of the most accessable (Trishula, Black Rose Dragonetc.) are effect monsters. Not to mention that EV can be a great card to stop opponant's plays, though I tend to hold onto him unless I really have to use him untill I get a lock
Shining Angel: 3 seems a bit much, 2 not enough sometimes but either way Angel is a key player in helping set up for a hopperlock. Being a fairy he hurts those that like solidarity, and he does Special the light monster into attack mode which Im not crazy about but at a whopping 1400 hes the beatstick of the line up. Honestly most of the time I suicide him to SS a Watthopper or set him in preparation of the lock. He is a level 4 making him a possible material for Number 39: Utopia ; he can grab every monster in the deck ; a light that works with honest ; and a possible target for Photon Lead
Wattcobra: The snake is bad @$$, he's a lightning spewing cobra how could he not be! This card alone is what is the saving grace of the deck. He can attack direct, and when he deals damage by direct attack you can add a Watt to your hand. Searchable by Wattdragonfly and Shining Angel he is a great way to populate your hand with the watt you need, which will be Watthopper in most cases or Wattgiraffe to get some additional protection going. Level 4 also means Number 39: Utopia (or in the extreem cases a trishula with another 4 and veiler); a target to synch into Wattchimera with Wattfox ; and for those that run Wattcancel (which I do not) its a great way to populate your hand for the cost
Wattdragonfly: dragonfly may be my most favorite Watt. He is a great card to set and know that you will have a watt on the field your next turn. Unlike Angel he SSs the monster into any position you want and he gets his effect from battle or card effect. Many times you may have a hopper in hand and a set dragonfly. They will attack/destroy the fly for you only to SS another, they attack/destroy that one for you only to grab another. Reading your opponant is huge here if you SS into your hopper too soon you will lose him often times you may go into another fly to be safe and suicide him the next turn. You can also suicide him to grab a direct attacker if need be.
Wattfox : Is your only means to synch into Wattchimera or most of your other viable synchros. The deck could use more level 2 synchros but since he doesnt attach direct he sits kinda low on the priority list.
Wattgiraffe : Im kinda sad that I bumped Giraffe down to 2 the guy is amazing and your strongest direct attacker but with the ease in which he can be searched he had to make way for the extra space. The brilliance that is Wattgiraffe is that opponants cannot activate the effects of ANY!!! spell, trap or effect monsters untill the end phase. Why is this is so huge? Lets say you get the lock in quick with a giraffe. You can now attack with him directly in your battle phase and then summon with abandon in your main phase 2 and they cant torrential or Solem. You can set backrows and not worry about being MSTed that turn. Heck you can attack direct over a Hareld of Perfection and then not worry about the negates.
Watthopper : Drum roll please. This is the MVP of the deck. If you get 2 of these out and face up then your opponant cannot select another face up Watt as an attack target or target them with card effects. This means they cant Veiler your Wattcobra ; Brio a hopper ; anything that targets makes a sad face ; anything that does not attack direct takes a time out. There are very few things that can rain of this parade but chances are you will see them so make sure you read the section below that talks about the cards that are a danger to your hopperlock.
Wattpheasant : Yup I still run a pheasant. Hes a direct attacker but he also has an interesting effect especially with the new XYZs. When he deals damage by a direct attack you can remove a face up monster from play untill the end phase. So this means you can remove a XYZ and they lose their material when they come back. Remove a Krystia so you can special summon, or just clear a path if you have a Angel out that cant attack direct and you need the extra 1400.
_______________
THE SPELLS (13)
1x Dark Hole ($3)
1x Heavy Storm ($2)
1x Monster Reborn ($2.50)
1x Mystical Space Typhoon ($1.50)
2x My Body as a Shield ($0.75 x 2 - $1.50)
1x One For One ($1.50)
2x Photon Lead ($0.25 x 2 - $0.50)
2x Pot of Duality ($13 x 2 = $26)
2x Recycling Batteries ($0.25 x 2= $0.50)
______________
Total: $39.00
I'll only mention the ones that have unique application to this build
One For One : Is here to SS Watthopper
Photon Lead : Can target every monster in the build and like One For One its main function is establishing the hopper lock
Recycling Batteries : Is the primary means of recovering Watthoppers from the grave when they break the lock
(I do only run one MST and at one point I didnt run any but having it is the prudent choice, 3 Photon Leads is too much as is POD and Recycling Batteries. Many ppl will run POD at 3 but I found it dead at times with the SS that I focus on.
_______________
THE TRAPS (11)
1x Call of the Haunted ($1.25)
2x Dark Bribe ($2.50 x 2 = $5.00)
2x Grave of the Super Ancient Organism ($4.50)
1x Mirror Force ($1.00)
1x Solemn Judgement ($2.00)
1x Solemn Warning ($7.00)
2x Starlight Road ($2.50 x 2 - $5.00)
______________
Total: $25.75
Again I'll only mention the ones that have unique application to this build
Grave of the Super Ancient Organism : Is maybe the most player preference card in the build. Here is why it works for me. My most feared card that is mained in most decks is Trishula, Dragon of the Ice Barrier it gets around the lock and Starlight Road. My best defense is Effect Veiler (which I only run 2) and/or the Solems which can cost a good chunk of LP. GOTSAO is continuous and also solves a couple other problem cards like Krystia, BRD, Herald of Perfection, Gladiator Beast Heraklinos, JD etc.)
Solemn Judgement / Solemn Warning : Im not explaining why Im running them only that I prefer them over Wattcancel, which is a great card I just think the the Solemns do it better and are enough. In fact if I make any future switchs will be to pull the Warning to add maybe a 3rd Dark Bribes or My Body as a Shield.
Starlight Road : It Protects the lock from the usual suspects ( Mirror Force , Torrential Tribute and many many more) plus gets you a Stardust Dragon who can then help you out once he is on the field. Now you can also note that in
_______________
THE EXTRAS (11)
2x Wattchimera ($2.50)
2x Number 39: Utopia ($5 x 2 = $10.00)
2x Stardust Dragon ($10.00 x 2 = $20.00)
______________
Total: $32.50
I just put the bare nessecities in here, no Brionac or Trishula, You could toss in a Formula Synchron and a shooting star but honestly with Grave of the... I dont synch much. If I do its to....
Chimeraloop- With a hopperlock implace you can attack directly with Chimera and choose a random card from thier hand to put back on the top of the deck. So if they have no answer to the lock chances are they wont get to draw a new card unless they can play or set all thier cards.
______________
Grand Total: $50 + $39 + $25.75 + $32.50 = $147.25
So for under $150 you can get a whole deck with synchros that is competitive in this meta
__________________
WHAT THE HOPPER LOCK HATES:
Plant Synchro: Trishula and BRD spam is a tough nut to crack
Dark World: Deck Devistation Virus makes my little Hoppers sad faced
Agents: Krystia likes to laugh at Angel, Dragonfly, one for one and Photon Lead.
DinoRabbit: Evolzar Laggia thinks my Grave of the Super Ancient Organism is laughable (or maybe is reading Organism wrong)
Side Cards to watch out for: Chain Disappearance, Skill Drain
Changing the direction of this blog: Yugioh can be fun and not break the bank.
I checked and saw that I hadnt posted anything since august. A lot of this has to do with my lack of enthusiasm for yugioh due to the cost of the cards.
The fact is that the trend right now to be tier 1 you need shell out tons of $$$ for your builds. Hey I get a card or 2 being 50-60 but.... total up a rabbit deck with 3 Rescue Rabbits, 3 Tour guides and then slap the XYZ/synchs and other cards in and you paying way too much for card game that has weaker prize support than others and printed by a company that will only reprint them as commons in a couple months.
SO WITH THAT SAID...
Im changing the direction of my blog some. Im going to focus on alternative decks that wont break the bank and are still fun and competitive.
So the next couple posts will be about some of the decks that Ive been running lately that have really been doing well and have left enough money in my pocket to have fun.
I hope you enjoy the next couple posts your comments and suggestions are welcome and appreciated
The fact is that the trend right now to be tier 1 you need shell out tons of $$$ for your builds. Hey I get a card or 2 being 50-60 but.... total up a rabbit deck with 3 Rescue Rabbits, 3 Tour guides and then slap the XYZ/synchs and other cards in and you paying way too much for card game that has weaker prize support than others and printed by a company that will only reprint them as commons in a couple months.
SO WITH THAT SAID...
Im changing the direction of my blog some. Im going to focus on alternative decks that wont break the bank and are still fun and competitive.
So the next couple posts will be about some of the decks that Ive been running lately that have really been doing well and have left enough money in my pocket to have fun.
I hope you enjoy the next couple posts your comments and suggestions are welcome and appreciated
Tuesday, August 2, 2011
Deck Review: HERO Gate
Been in a deck funk lately, not sure if its the current state of the game, or what. But Im looking forward to Generation Force breaking up the monotony some. So besides trying to pull a Steelswarm Roach and an Orient Dragon Im gonna try to pull a Vision HERO Trinity, Elemental HERO Nova Master, Vision HERO Adoration and reopen the HERO Gate.
IMO the new Omni HEROES are gonna be huge, now this deck will get alot better with Escuridao and Tornado, maybe broke when we get Parallel World Fusion, but mehhh e-heros are fun especially for those that cut their teeth reading or watching GX. Its one of those decks that fans of the anime and manga like despite not being a tier 1 deck that still has some holes to fill.
MONSTERS: (14)
Effect Veiler x2
Light target for shining, easy to get in grave for Miracle, not to mention the effect for this meta can be a game changer.
Elemental HERO Heat x1
You only need one. Cards not the best but you need at least one fire for Nova Master.
Elemental HERO Neos Alius x2
1900 attack, synergy with honest, target for shining. I just run 2 and no spark or blast
Elemental HERO Ocean x2
The effect is alright, sure it can recycle a stratos but honestly the guy is in there because hes a water for Ab Zero (he tested better for me than Ice edge)
Elemental HERO Stratos x1
LOVE me some stratos, 1800 attack, search or destroy, future target for Tornado and recycleable via ocean (see above) and Shining
Elemental HERO Voltic x2
K the guy aint beefy but that actually is a good thing cuz it keeps him balanced. Hes got all the light stuff (honest, shining blah blah blah) but most importantly his effect has huge synergy with how Gate and Miracle Fusion summon (your main fusion cards)
Honest x1
Do I really need to say anything
Neo-Spacian Grand Mole x1
Im not sure if I put him in because I love playing this card so much or because of how he fits in the deck. He is the only Earth target for Elemental HERO Gaia (over Wild Heart and morphing jar) but I love the utility of his effect.
Snowman Eater x2
1900 def with a killer flip effect, target for Ab Zero
SPELLS: (19)
Book of Moon x1
Dark Hole x1
E-Emergency Call x3
Fusion Gate x3
This is the decks bread and butter. Big synergy with Shining and Voltic. Run 3
Giant Trunade x1
Miracle Fusion x3
next to Fusion Gate this is the next go to card for your fusion summons, like Gate it works well with Shining and Voltic. Run 3
Monster Reborn x1
MST x2
Reinforcement of the Army x1
Super Poly x1 (Temporarily at 2)
This ratio will prob change when we get Escuridao and Tornado, for now I keep 2 in the side for certain match ups.
Terraforming x2 (temporarily at 3)
What part of Fusion Gate is your bread and butter didn't you understand :)
TRAPS (6)
Mirror Force x1
Royal Decree x2
Solemn Judgement x1
Solemn Warning x2
EXTRA
Chimeratech Fortress Dragon
Dragon Knight Draco-Equiste
Elemental HERO Absolute Zero x3
Elemental HERO Gaia x1
Elemental HERO Great Tornado (coming in Oct)
Elemental HERO Nova Master
Elemental HERO The Shining x3
No. 39 Utopia
Steelswarm Roach
Vision HERO Adoration
Vision HERO Trinity
**** Update thx to Chow for the Gate correction, :( sadly I didnt know :( but thats awesome I now have a couple deck spots to mess with so Im gonna play around some a 3rd terraforming is cool, a hero lives (maybe Im indecided on this card till I do more testing, but I'll probibly go with some cards that help me stop plays more than create more of my own Ill update soon maybe a skill drain or royal opression***
IMO the new Omni HEROES are gonna be huge, now this deck will get alot better with Escuridao and Tornado, maybe broke when we get Parallel World Fusion, but mehhh e-heros are fun especially for those that cut their teeth reading or watching GX. Its one of those decks that fans of the anime and manga like despite not being a tier 1 deck that still has some holes to fill.
MONSTERS: (14)
Effect Veiler x2
Light target for shining, easy to get in grave for Miracle, not to mention the effect for this meta can be a game changer.
Elemental HERO Heat x1
You only need one. Cards not the best but you need at least one fire for Nova Master.
Elemental HERO Neos Alius x2
1900 attack, synergy with honest, target for shining. I just run 2 and no spark or blast
Elemental HERO Ocean x2
The effect is alright, sure it can recycle a stratos but honestly the guy is in there because hes a water for Ab Zero (he tested better for me than Ice edge)
Elemental HERO Stratos x1
LOVE me some stratos, 1800 attack, search or destroy, future target for Tornado and recycleable via ocean (see above) and Shining
Elemental HERO Voltic x2
K the guy aint beefy but that actually is a good thing cuz it keeps him balanced. Hes got all the light stuff (honest, shining blah blah blah) but most importantly his effect has huge synergy with how Gate and Miracle Fusion summon (your main fusion cards)
Honest x1
Do I really need to say anything
Neo-Spacian Grand Mole x1
Im not sure if I put him in because I love playing this card so much or because of how he fits in the deck. He is the only Earth target for Elemental HERO Gaia (over Wild Heart and morphing jar) but I love the utility of his effect.
Snowman Eater x2
1900 def with a killer flip effect, target for Ab Zero
SPELLS: (19)
Book of Moon x1
Dark Hole x1
E-Emergency Call x3
Fusion Gate x3
This is the decks bread and butter. Big synergy with Shining and Voltic. Run 3
Giant Trunade x1
Miracle Fusion x3
next to Fusion Gate this is the next go to card for your fusion summons, like Gate it works well with Shining and Voltic. Run 3
Monster Reborn x1
MST x2
Reinforcement of the Army x1
Super Poly x1 (Temporarily at 2)
This ratio will prob change when we get Escuridao and Tornado, for now I keep 2 in the side for certain match ups.
Terraforming x2 (temporarily at 3)
What part of Fusion Gate is your bread and butter didn't you understand :)
TRAPS (6)
Mirror Force x1
Royal Decree x2
Solemn Judgement x1
Solemn Warning x2
EXTRA
Chimeratech Fortress Dragon
Dragon Knight Draco-Equiste
Elemental HERO Absolute Zero x3
Elemental HERO Gaia x1
Elemental HERO Great Tornado (coming in Oct)
Elemental HERO Nova Master
Elemental HERO The Shining x3
No. 39 Utopia
Steelswarm Roach
Vision HERO Adoration
Vision HERO Trinity
**** Update thx to Chow for the Gate correction, :( sadly I didnt know :( but thats awesome I now have a couple deck spots to mess with so Im gonna play around some a 3rd terraforming is cool, a hero lives (maybe Im indecided on this card till I do more testing, but I'll probibly go with some cards that help me stop plays more than create more of my own Ill update soon maybe a skill drain or royal opression***
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