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Monday, December 6, 2010

[Deck Construction] Metabo Globster.dek

While typing my last article, I noticed a card from PTDN that I made fun of, but never really read until then. I decided to build a deck around this card and take advantage of the tokens it produces.


First, since the only way to get tokens is to tribute this card for a Dark monster, we'll throw in the best ones we have. Caius is an obvious choice, and Jinzo is a good way to get around the opponent's Solemn Warnings and other traps. Then, we need a way to abuse the Metabo Tokens. Plasma negates the effects of your opponent's monsters, and lets you turn one into an equip card.
  • Metabo Globster x2
  • Caius the Shadow Monarch x3
  • Jinzo x1
  • Destiny Hero - Plasma x2
Next, we need a way to get Metabo Globster from the deck. Mystic Tomato can Special Summon it straight to the field, and Sangan can add it to your hand. With Tomato bringing out Dark monsters, we'll throw in a few more good ones. Malicious is excellent for Synchro Summons, and is a Destiny Hero. Plaguespreader Zombie is the best Dark Tuner out there and can be easily used more than once.

  • Mystic Tomato x2
  • Sangan x1
  • Destiny Hero - Malicious x2
  • Plaguespreader Zombie x1
With all the Tokens and level 6 monsters here, we can add some more Tuners. Since we have 4 Destiny Hero monsters, we can use one of the best Fusion Monsters in the game, Absolute Zero, if we add some Water monsters, which makes Deep Sea Diva a great choice as a Tuner. Stratos is another Hero for Absolute Zero, and can search for Plasma or Malicious. Then, to round out the monsters, we'll add Gorz and Dark Armed Dragon.
  • Deep Sea Diva x3
  • Elemental Hero Stratos x1
  • Gorz, Emissary of Darkness x1
  • Dark Armed Dragon x1
Now for the Spells.  Monster Reborn and Dark Hole are obvious choices. Cold Wave will let our combos go off without interruption, and Book of Moon will help take care of enemy monsters.
  • Monster Reborn x1
  • Dark Hole x1
  • Cold Wave x1
  • Book of Moon x2
With all the Dark monsters and Destiny Heroes, we can safely use Allure of Darkness and Destiny Draw to speed up the deck. Miracle Fusion is the best way to summon Absolute Zero, and Future Fusion easily enables Miracle Fusion and sends Malicious to the graveyard.
  • Allure of Darkness x1
  • Destiny Draw x1
  • Future Fusion x1
  • Miracle Fusion x2
We're using a pretty basic trap line-up. The object is to keep your opponent's monsters at bay, and Trap Stun is used for the same reason as Cold Wave.
  • Mirror Force x1
  • Torrential Tribute x1
  • Solemn Judgment x1
  • Call of the Haunted x1
  • Bottomless Trap Hole x2
  • Dimensional Prison x2
  • Trap Stun x2
The Extra Deck is set up for using Diva and Plague in every way imaginable in this deck.
  • Elemental Hero Absolute Zero x2
  • Armory Arm x1
  • Ally of Justice Catastor x1
  • Magical Android x1
  • Goyo Guardian x1
  • Brionac, Dragon of the Ice Barrier x1
  • Black Rose Dragon x1
  • Stardust Dragon x2
  • Dark End Dragon x1
  • Red Dragon Archfiend x1
  • Scrap Dragon x1
  • Colossal Fighter x1
  • Mist Wurm x1
This is the final deck list.

Monsters: 20
1x Gorz, Emissary of Darkness
1x Dark Armed Dragon
2x Destiny Hero - Plasma
3x Caius the Shadow Monarch
1x Jinzo
2x Destiny Hero - Malicious
2x Metabo Globster
2x Mystic Tomato
1x Elemental Hero Stratos
1x Sangan
1x Plaguespreader Zombie
3x Deep Sea Diva

Spells: 10
1x Monster Reborn
1x Dark Hole
1x Cold Wave
1x Destiny Draw
1x Allure of Darkness
2x Miracle Fusion
2x Book of Moon
1x Future Fusion

Traps: 10
1x Mirror Force
1x Torrential Tribute
1x Call of the Haunted
1x Solemn Judgment
2x Bottomless Trap Hole
2x Dimensional Prison
2x Trap Stun

Extra: 15
2x Elemental Hero Absolute Zero
1x Armory Arm
1x Ally of Justice Catastor
1x Magical Android
1x Goyo Guardian
1x Brionac, Dragon of the Ice Barrier
1x Black Rose Dragon
2x Stardust Dragon
1x Dark End Dragon
1x Red Dragon Archfiend
1x Colossal Fighter
1x Scrap Dragon
1x Mist Wurm

Saturday, December 4, 2010

American Ingenuity: A Look Back at TCG Exclusives Part 2

Here we go with part 2 of our look at TCG exclusives. We'll covering from Crimson Crisis all the way through our newest booster, Starstrike Blast.

Crimson Crisis
  • Colossal Fighter/Assault Mode
  • Dark Voltanis
  • Prime Material Falcon
  • Bone Crusher
  • Alien Kid
  • Totem Dragon
  • Royal Swamp Eel
  • Submarine Frog
  • Code A Ancient Ruins
  • Synchro Change
We have a couple of nice support cards in here, but nothing too amazing. This set brought us the Assault Mode arch-type and Colossal Fighter does what they all do. He has 500 extra ATK and a simlar effect to Colossal Fighter. Colossal Fighter is a good monster on its own, and you'd be better off saving the Assault Mode Activate for Stardust Dragon. We get another Dark version of an old monster with Dark Voltanis. This card was way overhyped before its effect was confirmed and it turns out that it is just a lame version of Van'Dalgyon the Dark Dragon Lord. If a monster's effect would destroy your Spell or Trap cards, you can discard Prime Material Falcon to negate the effect and destroy the card. We have a more versatile card called Effect Veiler to do that for us. Bone Crushed acts as a Mystical Space Typhoon if revived with cards like Mezuki or Zombie Master, but there are better cards you'd want to Special Summon. The final bad card here is Synchro Change. A Normal Spell that lets you remove from play a face up Sychro Monster to Special Summon one of the same level from your Extra Deck and its effect is negated. Maybe if it were a Quickplay Spell or didn't have the effect negation, it would be a decent card.

Submarine Frog is a card that only goes in decks based around Wetlands. With Wetlands on the field, this little guy becomes a 2400 ATK beater with piercing. Alien Kid and Code A Ancient Ruins are nice additions to Alien decks based on A Coutners. The good exclusives in this set are Totem Dragon and Royal Swamp Eel. You can Special Summon Totem Dragon during your Standby Phase for no cost and it counts as a double tribute for Dragon monsters. This means you basically get a free Light and Darkness Dragon or Red-Eyes Darkness Metal Dragon. Royal Swamp Eel is one of the main cards of the Fish OTK.

Raging Battle
  • Battlestorm
  • Koa'ki Meiru War Arms
  • Immortal Ruler
  • Hardened Armed Dragon
  • Moja
  • Beast Striker
  • King of the Beasts
  • Swallow's Nest
  • Overwhelm
  • Berserking
This is possibly has the worst set of exclusives we've had. The only thing worth mentioning is the 3 card Moja set. When Moja is destroyed by battle, you can add 1 level 4 or lower Beast monster (Beast Striker)  from your graveyard to your hand. With Beast Striker, you can discard a card to Special Summon Moja from your deck. Finally, you can tribute Moja to Special Summon King of the Beasts from  your hand or graveyard. A nice little combo, but not good enough for competitive play.






Ancient Prophecy
  • XX-Saber Gardestrike
  • XX-Saber Fulhelmknight
  • Koa'ki Meiru Ghoulungulate
  • Koa'ki Meiru Gravirose
  • Psychic Emperor
  • Card Guard
  • Flamvell Commando
  • Pseudo Space
  • Greed Grado
  • Revival of the Immortals
ANPR started the X-Saber craze with their boss monster, Faultroll, and the exclusives just made them even better. Back then Gardestrike was a big card. If you have 2 Sabers in your graveyard and no monsters on the field, you could Special Summon this guy, Normal Summon an X-Saber, and bring out Faultroll. Fulhelmknight is still a big player in Saber decks. It's a Warrior/Tuner than can Special Summon more Sabers from your graveyard. Gravirose is a Koa'ki Meiru with 1900 ATK that lets you send a level 3 or lower monster from your deck to the graveyard. This works great with cards like Dandylion and Tuners that can be Special Summoned from the grave.

The other Koa'ki Meiru monster, Ghoulungulate can keep your other Koa'ki Meiru alive. Psychic Emperor adds to your life points so you can pay for other Psychic monster effects. Card Guard does what the name implies. When he is summoned you can place a Guard Counter on a monster and remove the counter when the monster would be destroyed to keep it alive. Flamvell Commando can deal some burn damage, but doesn't add much else to the Flamvell decktype. Pseudo Space takes the effect of other Field Spells for a turn. I guess that's useful for monsters like Earthbound Immortals and Malefics. Greed Grado lets you draw 2 cards if you destroyed your opponent's Synchro Monster. Three words: Pot of Duality. Revival of the Immortals Special Summons an Earthbound Immortal from your graveyard, but it can't attack that turn, and when it does, your opponent takes no battle damage from it.

Stardust Overdrive
  • Koa'ki Meiru Beetle
  • Koa'ki Meiru Maximus
  • Shire, Lightsworn Spirit
  • Rinyan, Lightsworn Rogue
  • Yellow Baboon, Archer of the Forest
  • Gemini Scorpion
  • Metabo-Shark
  • Earthbound Revival
  • Reptilianne Poison
  • Gateway of the Six
Really, the only notable card here is Gateway of the Six. Just like the other exclusive Samurai cards, this gave the deck an immense boost. First off, whenever a Six Samurai is summoned, this card gets 2 counters on it. These counters can be used in a number of ways. Remove 2 counters to boost the ATK of one Six Samurai or Shien monster by 500. This helps weaker Samurai get over bigger threats. 4 counters lets you add a Six Samurai from your deck or graveyard to your hand. If you have a Grandmaster but no Samurai, this is a great way to get him out, or vice-versa. 6 Counters, and you can Special Summon 1 Shien effect monster from your graveyard. This isn't usually what the card is used for, but that could change when we get the new samurai support in Storm of Ragnarok.

Absolute Powerforce
  • Greavekeeper's Priestess
  • XX-Saber Emmersblade
  • Alchemist of Black Spells
  • Super-Nimble Mega Hamster 
  • Cactus Bouncer
  • Dragonic Guard
  • The Dragon Dwelling in the Deep
  • Djinn Disserere of Rituals
  • Earthbound Linewalker
  • Core Transport Unit
Emmersblade! This card gave X-Sabers an ever bigger boost. Now they have a recruiter that is also a level 3 Earth monster. This is still used in 3's in competitive decks. The TCG wouldn't get another huge X-Saber card like this until...the next set :) Super-Nimble Mega Hamster is the other great exclusive card we get here. It has a large 1800 DEF and when flipped, Special Summons a level 3 or lower Beast (Ryko) from your deck. This card is still used in Plant Synchro and some X-Saber decks.

Priestess is a Gravekeeper that acts as Necrovalley. We have a better card for that, called Necrovalley. She was likely included to compliment the new Gravekeeper cards this set. We get a good Gravekeeper exclusive a few sets after this one. The rest are a few random support cards. Alchemist can bring a Spell Counter to the field once per turn. Cactus Bouncer stops Special Summons if you control another Plant. If Plant decks didn't Special Summon so much, this would be great. If you can keep Dragonic Guard on the field long enough, you can Special Summon a big Dragon from your deck, but there are better ways to get out big monsters in Dragon decks. Dragon Dwelling in the Deep raises the ATK of Sea Serpent and Fish monsters. Djinn supports Ritual monsters, but not well enough. Linewalker keeps Earthbound Immortals on the field, even if there is no Field Spell, and Core Transport Unit lets you grab an Iron Core from your deck each turn.

The Shining Darkness
  • XX-Saber Boggart Knight
  • XX-Saber Darksoul
  • Koa'ki Meiru Prototype
  • Snyffus
  • Nimble Sunfish
  • Akz, the Pumer
  • Saber Vault
  • Core Overclock
  • Wave-Motion Inferno
  • Infernity Barrier
Boy, Konami loves X-Sabers, and Boggart Knight is a great addition to the family. He works like a Marauding Captain for Sabers, and he is an X-Saber, which means you meet the requirements for an instant Faultroll. The next card, however, is what makes Sabers so amazing. During the End Phase of the turn Darksoul is sent to the graveyard, you can add 1 X-Saber (Faultroll) from your deck to your hand. The best part is, you get to do this as many times as he was sent to the graveyard that turn. The other great support card here is Infernity Barrier. While you have no cards in your hand and an Infernity in attack position, you can negate the effect of ANYTHING. Infernities were bad enough with Infernity Launcher, but this made them all the better.

Prototype is a great card for Koa'ki Meiru decks, keeping your Koa'ki Meiru monsters on the field if you can't pay their cost, and summoning tokens. Snyffus can destroy face up cards by tributing Plant monsters. Nimble Sunfish helps Fish decks a bit, sending a Fish from your deck to your graveyard and Special Summoning another Sunfish when destroyed. To summon Akz, you must remove Beast monsters from your graveyard, then to activate one of his mediocre effects, you have to discard a Beast-Warrior. Saber Vault increases the ATK of X-Sabers, which isn't necessary, and Core Overclock does the same for Koa'ki Meiru monsters, and Wave-Motion Inferno for Infernity monsters.

Duelist Revolution
  • Scrap Archfiend
  • Amazoness Scout
  • Naturia Pineapple
  • Dark Desertapir
  • Psychic Nightmare
  • Guts of Steel
  • Amazoness Heirloom
  • Amazoness Shamanism
  • Super Rush Recklessly
Scrap Archfiend is there for the Scrap monsters that can't be used as Synchro Material for anything else. The Amazoness cards aren't enough to make the deck any good. The only notable card here is Naturia Pineapple, which acts like a Treeborn Frog for Naturia decks.

Starstrike Blast
  • Archfiend Empress
  • Skull Meister
  • Droll & Lock Bird
  • Spellstone Sorcerer Karood
  • Scrap Mind Reader
  • Gravekeeper's Recruiter
  • Psi-Blocker
  • Koa'ki Meiru Wall 
  • Karakuri Barrel mdl 96 “Shinkuro”
  • Mischief of the Yokai
This set of exclusives changed the tournament scene completely with just one card. Gravekeeper's Recruiter is responsible for Gravekeepers taking the top 3 spots of the latest YCS tournament. When he's sent from your field to the graveyard in any way, you get to search for any Gravekeeper monster with less than 1500 DEF (Commandant). Koa'ki Meiru Wall is a great addition to Rock Stun decks. He can negate Spell cards by tributing himself. Psi-Blocker works like Prohibition, but you can change the card on each of your turns.

Well, that's it for our look at TCG exclusives. Of course, most of them aren't exclusive anymore, with the OCG getting packs full of these cards. If you have any comments on these cards, feel free to use the comments section.

Thursday, December 2, 2010

American Ingenuity: A Look Back at TCG Exclusives Part 1

It was a pretty big deal back at the release of Strike of Neos when Upper Deck started giving us our own exclusive cards in the TCG. We were so far behind the OCG cardwise, it was nice to get something they didn't have (yet). Since Tactical Evolution, we've been getting about 10 exclusive cards per set, and they are usually full of new cards for undersupported deck types.

Strke of Neos
  • Grandmaster of the Six Samurai
Our first exclusive card. At the time of its release, the super rare version of this card was going for $50, and the secret rare version, much more. Without this card, Six Samurai decks would not have been anything at all. This card, along with two other TCG exclusive Samurai cards, made Six Samurai decks a big contender.

 Force of the Breaker
  • Volcanic Rocket
FOTB had a set of monsters that, when discarded, let you search your deck for a specific Field Spell card. It also introduced the Volcanic arch-type. Volcanics are based on the Continuous Spell Card, Blaze Accelerator. Volcanic Rocket acts as one of the aforementioned "Spell Searcher" monsters, and lets you search for Blaze Accelerator when it's summoned. A 1900 ATK monster that searches for the deck's back bone was a much needed addition to the Volcanic deck type.

Tactical Evolution
  • Gemini Summoner
  • Ocean's Keeper
  • Thousand-Eyes Jellyfish
  • Cranium Fish
  • Abyssal Kingshark
  • Mormolith
  • Fossil Tusker
  • Phantom Dragonray Bronto
  • Il Blud
  • Blazewing Butterfly
Here's where the support for unplayable deck types began, starting with Fish. It didn't make much difference, however, because aside from Abyssal Kingshark, none of the Fish support is playable. Ocean's Keeper deals piercing damage and when destroyed, lets you search for Thousand-Eyes Jellyfish or Cranium Fish. Cranium Fish can be Special Summoned by tributing Ocean's Keeper, and Thousand-Eyes Jellyfish can only be summoned that way. Their effects aren't great either, One lets you see your opponent's hand, and one destroys face down cards by discarding a water monster. Phantom Dragonray Bronto is a Gemini Monster, which means to get its effect, it must be summoned twice. An attack boost is not worth the trouble, especially since it has a "Goblin Attack Force effect" which switches it to defense position until the end of your next turn. As far as Fish go, Abyssal Kingshark is the star here. It's a 1700 ATK beater that can't be destroyed by non-targeting effects once per turn. That means cards like Bottomless Trap Hole, Smashing Ground, Mirror Force, and Dark Hole would be wasted on this card.

Now for the better exclusive cards. Mormolith is a card that can destroy all monsters on the field by tributing an earth monster, as long as the ATK of the tributed monster is higher than the DEF of the other monsters. It didn't see much play, but in the era of Monarchs decks, this card could wipe out all your opponents monarchs by tributing itself. Blazewing Butterfly was a big card for the new Gemini sub-type. If you could Gemini summon this monster, you could tribute it to Special Summon a Gemini monster from your graveyard and have that monster gain its effect. Being an Insect, this card would come in handy a few sets later. The best and most expensive monster to come from this set was Il Blud. Another Gemini monster, this card could Special Summon any Zombie from either player's graveyard. The Gemini factor wasn't a big deal, as Il Blud itself was a Zombie and could be Special Summoned in many ways. With this card and Card of Safe Return, Zombies were propelled to the top of the tournament scene.

Gladiator's Assault
  • Gladiator Beast Octavius
  • Gladiator Beast Torax
  • Test Tiger
  • Defensive Tactics
  • Dragon Ice
  • Tongue Twister
  • Skreech
  • Royal Firestorm Guards
  • Veil of Darkness
  • Security Orb
With a set based around the new Gladiator beast arch-type, of course we'd get some exclusive support. Not all of it was good, however. Octavius is a watered down Bestiari, which you need to discard a card every turn to keep on the field, Torax lets you draw a card when Special Summoned by the effect of a Gladiator Beast (but is useless after that), and Defensive Tactics is basically a Waboku that can only be activated when you control a Gladiator Beast. Although it goes to the bottom of your deck to be used again, there are other cards that do a better job of protecting your monsters. The best Gladiator Beast support here is Test Tiger. You can Special Summon it when you control a Gladiator Beast, and tribute it to shuffle a Gladiator Beast back into your deck and replace it with a new one and get the new monster's effect. This card, along with another Gladiator Beast and an Elemental Hero, would make Gladiator Beasts the top deck for many months.

Dragon Ice, Tongue Twister, and Skreech were the winners of the "Create a Card" contest, but their effects aren't very good at all. Veil of Darkness is like a Heart of the Underdog for Dark monsters, and Security Orb is a worse version of Enemy Controller. Volcanics decks got a boost with Royal Firestorm Guards, a card that, when summoned, acts as a Pot of Avarice for Pyro monsters and has a decent 1700 ATK.

Phantom Darkness
  • Dark Grepher
  • Darklord Zerato
  • Darknight Parshath
  • Deepsea Macrotrema
  • Allure of Darkness
  • Metabo Globster
  • Golden Flying Fish
  • Prime Material Dragon
  • Lonefire Blossom
  • Aztekipede, the Worm Warrior
This set included some of the best exclusive cards we've ever had. Dark Grepher, Darklord Zerato, and Allure of Darkness made a huge impact, and were essential components in the Dark Armed Return deck that ruled at the big tournaments. Lonefire Blossom is another great card that is still used today in one of the top decks. By tibuting a Plant monster (including itself), you can Special Summon ANY Plant monster from your deck. Back then, the main choice was Gigaplant, today it can be any of the great Plant monsters used in Quickdraw and Plant Synchro decks. Prime Material Dragon is a card that stopped Burn decks by turning damage into life points, and it can negate any effect that would destroy a monster. Before Stardust Dragon, this was the best way to go. This card was later used to counter Gladiator Beasts, and was used in certain Monarch decks.

Darknight Parshath expanded on the Parshath family, but didn't do much else. Deepsea Macrotrema and Golden Flying Fish attempted to give more to the Fish type, but only Golden Flying Fish had decent stats. A 1700 ATK monster that could destroy cards by tributing other Fish monsters. Metabo Globster lets you Special Summon 3 tokens when it's tributed for a Dark monster, but the tokens can't be tributed for a tribute summon. They could, however, be tributed for cards like Destiny Hero - Plasma. And finally, Aztekipede is like a smaller version of  Doom Dozer. Too bad Insects didn't have enough support to be competitive.

Light of Destruction
  • Guardian of Order
  • Aurkus, Lightsworn Druid
  • Ehren, Lightsworn Monk
  • Dark General Freed
  • Magical Exemplar
  • Maniacal Servant
  • Nimble Musasabi
  • Flame Spirit Ignis
  • Super-Ancient Dinobeast
  • Vanquishing Light
We'll start off with two great Lightsworn cards, Aurkus and Ehren. Aurkus protects all your Lightsworn monsters from being targeted by anything. He laughs in the face of Monarchs and D.D. Crow. Ehren sends any defense position monster she attacks back to the opponent's deck. This is a great way to get around monsters with DEF too high to destroy, or effects that activate when a monster is destroyed like Sangan or Mystic Tomato. Magical Exemplar is a nice addition to Spellcaster decks. She has a decent 1700 ATK and can Special Summon Spellcasters from you hand or graveyard. If Dinosaur decks were good, Super-Ancient Dinobeast would be a great card. With 2700 ATK and the ability to be tribute summoned by tributing only 1 Dinosaur monster, this card lets you draw everytime a Dinosaur is Special Summoned from your graveyard.

Guardian of Order is basically a big beater that can be Special Summoned if you contol more than one Light monster. Dark General Freed works alot like the Matchless General, but for Dark monsters. Maniacal Servent is an easy way to remove Dark monsters from your Graveyard, but there are much better reasons to do that than just to raise the DEF of a monster. Nimble Musasabi is like a reverse Momonga. It deals 500 damage when destroyed and Special Summons more Musasabi to your opponent's field. Ignis deals burn damage to your opponent, but not enough to matter, and Vanquishing Light works like a Saber Hole, except you have to tribute a Lightsworn monster to activate it.

The Duelist Genesis
  • Avenging Knight Parshath
  • Counselor Lily
  • Herald of Orange Light
  • Izanami
  • Maiden of Macabre
  • Hand of the Six Samurai
  • Cyber Shark
  • Grapple Blocker
  • Telekinetic Charging Cell
  • Charge of the Light Brigade
This set brought us Synchros, Tuners, and Psychics, as did the exclusive cards. Avenging Knight Parshath is a bad Syncrho monster which requires Light monsters to be used. Counselor Lily is a Tuner that gives a Synchro monster a mini Injection Fairy Lily effect. Herald of Orange Light works like the Purple and Green Heralds, but for monster effects, and it's also a Tuner. Izanami adds to the Spirit support included in this set. Maiden of Macabre is a Spellcaster that uses Spell Counters and gets stronger when it destroys a monster. Cyber Shark is a worse version of Cyber Dragon, and Grapple Blocker and Telekinetic Charging Cell add to the new Psychic type. Grapple Blocker isn't impressive, but Charging Cell makes it so you don't have to pay life points for the effects of your Psychic monsters.

The good exclusive cards in this set and support cards for Six Samurai and Lightsworn decks. Hand of the Six Samurai lets you tribute a Six Samurai monster to destroy a monster. With later exclusive Samurai support, this card and Grandmaster come together for a good combo. Charge of the Light Brigade is just what Lightsworn decks needed. By sending the top 3 cards of your deck to the graveyard, you can search your deck for one Level 4 or lower Lightsworn monster. This card was limited because Lightsworn decks were too good with 3 of these.

Crossroads of Chaos
  •  Rose, Warrior of Revenge
  • Seed of Flame
  • Cactus Fighter
  • Overdrive Teleporter
  • Rai-Jin
  • Rai-Mei
  • Gladiator Beast Retiari
  • Night's End Sorcerer
  • Tempest Magician
  • Treacherous Trap Hole
Rose, Warrior of Revenge was our first level 4 Tuner, and being a Warrior, it has a lot of support. Retiari was a welcome addition to the Gladiator Beast family, removing opponent's cards like Destiny Hero - Malicious and Plaguespreader Zombie from play. Night's End Sorcerer and Tempest Magician were a boost for Spellcaster decks and decks based around Spell Counters.

Overdrive Teleporter let you Special Summon 2 Psychic monsters for the cost of 2000 life points. That's pretty steep, but it made for easy Synchro Summons. Seed of Flame and Cactus Fighter added more support to the Plant type, but both monsters give your opponent tokens, and in a game of Synchros, that's not such a good idea. Rai-Jin and Rai-Mei are some very weak support cards for the Light attribute, and Treacherous Trap Hole can destroy 2 monsters, but only if you don't have any Trap cards in your graveyard. There are better ways to destroy multiple monsters, especially with Dark Hole now legal.

That's it for the first half of our look at TCG exclusive cards. Next time well look at the cards from Crimson Crisis to the new set Starstrike Blast.

Monday, October 25, 2010

Locals Report: 10/17/10

I entered a tournament at D20 in Alameda, California, and here's how it went. The store is very nice. There are two areas with 4-5 tables for dueling. It's free to enter and everyone is very friendly. I would recommend these Sunday tournaments for casual and competitive players, as there are both kid and adult tournaments.

I entered with a Plant Synchro deck, much like the one that placed 1st at YCS Philadelphia. The decks I saw around the shop included Infernity, X-Sabers, Blackwings, Frog Monarchs, Dark Synchro, and Zombies.

Round 1 vs. Infernity
Early in game 1, I saw a few Dark World monsters getting their effects off with Infernity Inferno, but they didn't cause too many problems. The trouble began when my opponent played Infernity Launcher and abusing Infernity Mirage, Infernity Beetle, and Hundred-Eyes Dragon. There was very little I could do against Mist Wurm, Stardust Dragon, and other Synchro monsters being summoned in one turn.

I had to turn my game around in the next duel, side decking Effect Veiler, and D.D. Crow. I happened to draw them in my opening hand, which helped immensely, and won the next two matches my countering my opponent's moves with Solemn Judgment, and the recently popular, but classic card, Seven Tools of the Bandit. A well timed self-removing Caius the Shadow Monarch and the aforementioned Seven Tools won me game 3

Round 2 vs. Dark Synchro.
The deck seemed like a solid build, but as I know from experience, Dark Synchro decks don't have the "oomph" that current top tier decks have and I 2-0'd for a x-0 record.

Round 3 vs. Blackwings
I kept his first turn Black Whirlwind from gaining him any advantage by using Bottomless Trap Hole and Book of Moon on 2 Sirroco the Dawn. My mistake was setting a second Bottomless Trap Hole instead of Dimensional Prison, which was useless against his Gale the Whirlwind. A miscalculation on my part, a Black Rose Dragon with no follow up, and the fact that his Bora the Spear turns my Fluff Tokens into 1700 damage lost the next game, and I moved to a 2-1 record.

Top
I was given a bye in the next round, and as time was running low, the 4 x-1 players each played one match and the winners split 2nd and 3rd prize. I played against Frog Monarchs. My opponent kept a constant stream of Treeborn Frog and Ronintoadin, but he couldn't keep up with my Caius and Synchro monsters in game 1. Effect Veiler kept his monarchs from doing anything, and Caius made short work of his Light and Darkness Dragon. I got the last pack of The Shining Darkness with my store credit, but didn't pull anything.

This is a very nice store and I'll be playing there every Sunday that I can, either trying different decks or perfecting the Plant Synchro deck to my playstyle.

Saturday, March 6, 2010

Deck Contruction: Burning Skulls

I recently obtained playsets of the three burning skull monsters; Burning Skull Head, Skull Flame, and Supersonic Skull Flame, and I've been thinking so hard about how to build a deck around them. That's where this post comes in. Instead of explaining a deck I already built, I'm going to go through the process of building a deck from scratch.

First, let's look at the cards which the deck will be based around.

Burning Skull Head
FIRE/Zombie/Effect
3/1000/800 
When this card is Special Summoned from your hand, inflict 1000 damage to your opponent. You can remove from play this face-up card you control to return 1 removed from play "Skull Flame" to its owner's Graveyard.

Skull Flame
FIRE/Zombie/Effect
8/2600/2000
Once per turn, you can Special Summon 1 "Burning Skull Head" from your hand. You cannot conduct your Battle Phase the turn you activate this effect. You can add 1 "Burning Skull Head" from your Graveyard to your hand instead of conducting your normal draw during your Draw Phase.

Supersonic Skull Flame
WIND/Zombie/Effect
10/2600/2000
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 "Skull Flame" in your Graveyard from play. Once per turn, you can inflict 400 damage to your opponent for each "Burning Skull Head" in your Graveyard. When this card is sent from the field to the Graveyard, you can Special Summon 1 "Skull Flame" from the Graveyard.

So, what do these guys do? Let's start with Skull Flame. He can special summon Burning Skull Head from your hand, dealing 1000 damage by Burning Skull Head's effect. You can also add 1 Burning Skull Head to your hand from your graveyard instead of drawing a card in your draw phase. While Skull Flame is in the graveyard, you can remove it from play to special summon Supersonic Skull Flame. Supersonic Skull Flame can deal up to 1200 damage per turn, depending on how many Burning Skull Head are in your graveyard. When it's destroyed, you can special summon 1 Skull Flame from your graveyard, which starts the cycle over again. Then, by removing from play a Burning Skull Head from your side of the field. you can place the Skull Flame you removed to special summon Supersonic Skull Flame back in the graveyard.

So basically, you should constantly have a 2600 attack monster on the field while being able to get some burn damage in as well. The great thing about these monsters is that they're Zombies, which have a huge amount of support. All three monsters can be special summoned from the graveyard, though you'd have to special summon Supersonic Skull Flame properly first.

On to the deck! First, the monsters

  • 3x Burning Skull Head
  • 3x Skull Flame
  • 2x Supersonic Skull Flame
Since Supersonic Skull Flame cannot be easily summoned at first, we'll only use 2. I've left out Skull Conductor because there are other ways of using Burning Skull Head's effect, and without 2 Burning Skull Head in your hand, he's a pretty useless monster.
  • 3x Pyramid Turtle
  • 2x Il Blud
  • 1x Zombie Master
  • 1x Mezuki
  • 2x Goblin Zombie
  • 1x Plaguespreader Zombie
These are the Zombie support monsters. Pyramid Turtle can special summon any of these monsters from the deck, except Supersonic Skull Flame. Il Blud can special summon any of these monsters from your graveyard or hand, which means 1000 damage if you choose Burning Skull Head. Zombie Master can discard a high level Zombie monster for revival, and can special summon any level 4 or lower Zombie, which means reusing your Turtles. Mezuki revives Zombies, Goblin Zombie can add Burning Skull Head to your hand, as well as Zombie Master, Il Blud, Mezuki, and Plaguespreader. Now for the non Zombie-monsters.
  • 1x Sangan
  • 1x Blackwing - Gale the Whirlwind
  • 1x Dark Armed Dragon
  • 1x Gorz, Emissary of Darkness
Sangan can grab Pyramid Turtle and Goblin Zombie from the deck, Gale can help take down your opponent's big monsters and synchro into Ancient Fairy Dragon, which is another way to get Burning Skull Head's burn effect. Dark Armed Dragon is here because we have plenty of dark monsters, and Gorz is a great backup defense. That makes 22 monsters. Let's look at the spell cards.

First, we'll look at all the spell cards that support the deck theme, then the staple cards and other support spells.
  • 3x Book of Life
  • 1x Foolish Burial
  • 1x Burial from the Different Dimension
I've maxed out Book of Life to fully utilize Skull Flame and Il Blud. Foolish puts monsters in the grave to be special summoned. Burial from the Different Dimension puts Burning Skull Head, Skull Flame, Mezuki, and Plaguespreader back in the graveyard.
  • 1x Heavy Storm
  • 1x Allure of Darkness
  • 1x Brain Control
  • 1x Lightning Vortex
  • 1x Card Destruction
The first 3 are basic. I'm including Vortex to clear my opponent's monsters for my Zombie swarm to attack, and with so many high level monsters, Card Destruction dumps them for revival, refreshes my hand, and can mess with my opponent's strategy. That's 10 spell cards. Now, on to the traps.
  • 1x Mirror Force
  • 1x Torrential Tribute
  • 1x Call of the Haunted
  • 1x Solemn Judgment
  • 2x Bottomless Trap Hole
  • 3x Thretening Roar
Solemn and Roar protect my field setup, as it may take a turn or two to get the deck moving. The rest are pretty standard.

And there we have it. 41 card deck that should constantly have you bringing out big monsters and burning your opponent the whole match. The deck should be 40 cards to keep it consistent, but I'll leave that decision up to you.

Burning Skulls
Monsters: 22
2x Supersonic Skull Flame
3x Skull Flame
1x Dark Armed Dragon
1x Gorz, Emissary of Darkness
3x Burning Skull Head
3x Pyramid Turtle
2x Il Blud
1x Zombie Master
1x Mezuki
2x Goblin Zombie
1x Plaguespreader Zombie 1x Sangan
1x Blackwing - Gale the Whirlwind


Spells: 10
1x Heavy Storm
1x Allure of Darkness
1x Brain Control
1x Lightning Vortex
1x Card Destruction
1x Foolish Burial
1x Burial from the Different Dimension
3x Book of Life

Traps: 9
1x Mirror Force
1x Torrential Tribute
1x Call of the Haunted
1x Solemn Judgment
2x Bottomless Trap Hole
3x Thretening Roar

Monday, March 1, 2010

Deck Profile: This well. It's filled with power. Telekinetic power.

 This is my current deck for the new format. I've only been able to test it against Six Samurai so far, but it won about every game with neither player side decking.


The point of the deck is basically the same as dark synchro, but it's based around getting Krebons in the graveyard and using Telekinetic Power Well to synchro multiple times.

Monsters: 21
3x Mystic Tomato
2x Armageddon Knight
1x Dark Grepher
1x Necro Gardna
1x Plaguespreader Zombie
2x Destiny Hero - Malicious



The Krebons are easily accessed via the monsters above. Tomato brings Krebons/Arma Knight/Necro/PSZ/Malicious to the field. Armageddon Knight dumps the Malicious/PSZ/Krebons to ready them for a synchro. Level 6 and 8 synchros are the easiest to summon this way.

3x Krebons
1x Mind Master


Krebons is the best tuner for this deck because it's very easy to get it into the graveyard, it's a dark, and it can be special summoned with Power Well and Emergency Teleport. The Mind Master can also be special summoned with those cards, and I can use his effect to send a Krebons to the graveyard and grab one from the deck if needed.


2x Cyber Dragon

This guy can turn the game around if used correctly. If I'm in a position where my opponent has monsters and I don't, I can special him, summon a Krebons, and nuke the field with Black Rose, or use Mind Master for a quick Brionac. With Power Well, I can even make a level 8 very easily if it's needed.

1x Dark Armed Dragon
1x Gorz, Emissary of Darkness

2x Caius the Shadow Monarch


1x Sangan


DAD and Gorz are obvious choices. Caius is there for power, removal, and a potential level 8 synchro. Sangan can grab 13 monsters in the deck, so that's an easy choice.



Spells: 11
1x Heavy Storm
1x Giant Trunade



1x Mystical Space Typhoon
 

Being a swarm/power deck, my opponent's backrow needs to be clear.

1x Brain Control
1x Mind Control



These let me use my opponent's monsters for synchro.

1x Allure
1x Foolish Burial
1x Emergency Teleport
3x Telekinetic Power Well







Allure is draw power, Foolish puts Krebons/PSZ/Malicious in the grave, and Teleport and Power Well special summon my tuners. Power Well can special summon any number of my tuners from the graveyard, except Plaguespreader.
 

Traps: 8
1x TT
1x Mirror Force
1x CotH

1x Solemn
2x BTH
2x Threatening Roar


The traps are basic, except for the 2 Threatening Roars. I chose to run this because it protects my field so I can make a huge play on the next turn. Most of the monsters in my deck are relatively weak until I can tune them into a big synchro. It also helps against the mass of Gladiator Beasts decks we'll probably see early in the format. 


If you have any questions, or complaints, don't hesitate to leave me a comment :)

Tuesday, February 16, 2010

It's like Christmas morning! And you got a bunch of underwear....

In case you've been in a coma for the past few days, here's the next 6 months of Yugioh.
  • Restricted
Chaos Sorcerer - Didn't really need to go to 1.
Tragoedia - Good one. Gorz is at 1, and Trag has been seeing a lot more play lately.
Necro Gardna - This could've went to 2. This hurts LS, but not as much as some other things on the list. Many potential decks also get hurt by this, which is unnecessary.
Necroface - I played a Necroface mill a few months ago, and it was a pain. This is good, but not entirely needed.
Mezuki - Zombie killer. This is the card that put Zombies back on top. This is a good idea.
Lightlord Summoner - Lumina - Really hurts LS. I'd rather they restrict/ban Judgment Dragon instead, but this really puts a damper on the LS strategy.
Burial from a Different Dimension - I guess with Mezuki at 1, Zombie players would've used more of these. I don't feel it needed restricted.
Foolish Burial - This is a good spot for this. Although, most decks just use 1 anyway.
Destiny Draw - Completely destroys anything with D Heroes in it. I guess this will make players think outside the "throw in D Hero engine" mindset.
Charge of the Light Brigade - Even more LS hate. If RotA was at 1, this should be also.
Allure of Darkness - Slows down many decks. Blackwings, Zombies, and any dark decks get hurt by this. Personally, I believe this should've stayed at 2.
Mind Crush - With Dustshoot staying at 1, I don't know why this needed limited.
Magical Explosion - You know how Konami hates OTKs. I didn't see this card being played anyway.

  • Semi Restricted
Honest
Cyber Dragon
- I like this, although with Cyber Dragon Zwei, there will probably be an uprising in Chimeratech decks.
Demise - King of Armageddon - Get ready to see alot of attempts at Demise OTK. Without Metamorphosis and 1 Advanced Ritual Art, it won't be as consistent, but I wouldn't count it out as a threat.
Dandylion - Gives Monarchs a chance. Plant decks can also benefit.
Treeborn Frog - Frog decks and Monarchs get a boost.
Black Whirlwind - Blackwings needed something done, and this is ok. It would be nice if Vayu made the list as well, but we'll have to settle for this.
United We Stand - No problems here
Royal Decree - I don't know the reason for this. Even if Decree makes it into the side deck, nobody uses more than 2 anyway.
Royal Oppression - Hurts anti meta decks a bit, but not a big deal.
Skill Drain - Same as above. Most recent Skill Drain variants have only been using 2 anyway.

  • Unrestricted
Mask of Darkness - More monarch support if you plan on going with the Reckless build.
Smashing Ground - Along with Fissure, maybe Gadgets will shine again, but I don't think many other decks will be using this card.


Overall, this list hurt some of the current top decks, such as Lightsworn and Zombies, while others like Blackwings went basically untouched. The loss of 1 Whirlwind and 1 Allure doesn't seem like a big hit. Absolute Zero and decks that just toss in the D Hero Draw engine took a big loss with the D Draw. In my opinion, instead of limiting Lumina and Charge, they could have just restricted Judgment Dragon. The LS toolbox isn't as hard to deal with as a giant field-clearing monster with a negligible summon requirement and cost. My prediction is that Blackwings will stay on top, along with Gladiator Beasts, while X Sabers reach tier 2-1.5, and Infernities take over when The Shining Darkness is released. We might even see Gravekeepers shoot up in popularity with all their new cards from ABPF.

Deck Profile: The Sky's on Fire!

Here's a fun deck I was working on a while ago. I feel it's pointless to post this so close to the new format, but until the list comes out, I have nothing to blog about.

Monsters: 22
  • 2x Flying Fortress Sky Fire
  • 3x Summon Reactor 
  • 2x Spell Reactor  
  • 2x Trap Reactor

Essential to the deck.


  • 3x Mystic Tomato
  • 1x Sangan
  • 2x Armageddon Knight
  • 1x Black Salvo

Tomatoes can search out the Spell and Trap reactors, as well as PoC, Sangan, and Armageddon Knight to set up the next turn. Armageddon Knight sends the parts to the graveyard to be revived with Dark Creator, Salvo, or PoC. Salvo revives Trap Reactor, and I can syncro in a pinch.


  • 1x Dark Armed Dragon
  • 3x The Dark Creator
  • 2x Phantom of Chaos




DAD is DAD. The Dark Creators can revive anything in the deck, besides Sky Fire, and can be used with Trade In. The PoCs can use TDC's effect, and there should be no problem getting them in the graveyard.
 

Spells: 8
  • 1x Heavy Storm
  • 1x Giant Trunade
  • 1x Brain Control
Staples. 
  • 2x Allure of Darkness
  • 3x Trade In
All but 2 monsters in the deck are dark, and everything besides the reactor monsters can be removed. Trade In lets me dump The Dark Creator for PoC use, and lets me replace a drawn Sky Fire for something more useful.

Traps: 11

  • 1x Torrential Tribute
  • 1x Mirror Force
  • 1x Call of the Haunted
  • 1x Solemn Judgment
  • 2x Bottomless Trap Hole
Basically staples with some protection. The Solemn keeps my monsters alive or does what Solemn does.

  • 2x Anti Spell Fragrance 
  • 3x Fake Explosion
Spell Fragrance makes my opponent  waste a card if they want to activate a spell while Sky Fire is on the field, and Fake Explosion is some protection while easily bringing out the Summon Reactor.


So the purpose of the deck is to get Sky Fire on the field quickly, then shut down your opponent with his effect and Spell Fragrance. There is plenty of draw power and the dump/revive tactic will make sure you get your reactors on the field for Sky Fire.

Sunday, February 14, 2010

The Encounter: 2/13/10: Me vs Phil


Game 1


Game 2

This was the first tournament I've been to since around Christmas. I didn't really have a deck made, so I threw together Rex Mendoza's SJC deck because I don't have any Divas. First round, I played a kid with some kind of JD-less twilight. I opened ridiculous with Trooper, Book of Life, and Mezuki. Trooper milled Zombie Master and Plaguespreader. Needless to say, that round was over quickly. Next, I played Phil with Zombies, then Jason with Destiny Zombies. Both were great matches, but unfortunately, I didn't get either on video. The videos above are from my top 4 match against Phil. I then lost to Jason to make 2nd place.

Feel free to comment on the match, and share your thoughts as to what should or shouldn't have been done.

Saturday, February 13, 2010

INTRODUCTIONS!

There are many Yugioh blogs out there created by players that consider themselves good at this game. This is not one of them.

Hello! Allow me to introduce myself. I am CrashLove37, and I am an average duelist. I've been playing the TCG since it was released in the US, and have been to quite a few regionals, a couple SJC's, and too many locals to count. I'm also a part of the infamous Team Jarvis (currently on hiatus). My highest "achievement" in this game is going 7-3 at an SJC in College Park, Maryland a couple years ago. Probably 95% of my regionals have ended with me going x-3, which, as I've said before, is quite average.

I created this blog to put my thoughts as an average player onto the internet where they will probably go unseen forever. Some of the things I'm going to post will be some random deck ideas, like my Gravekeeper/Blackwing deck I used this format with fair results, thoughts about cards and banlists, and just my thoughts about the game in general. I know I'm not alone in my quest to be a better player, so if you are also an average duelist, feel free to follow this blog and share your thoughts. :)