Tuesday 23 August 2011

Deck Profile # 6: Clear Golem Burn

Generally I am not fan of the Burn/Stall Decks yet there is a card in that category that I find exteremly good. If you see Lava Golem from the perspective of maths it is really a 2 for 2 trade but the great thing about it is that it's effect not only takes off 2 monsters of the opponent (that can be really anything making the trade better than 2 for 2) but also noone will negate it's summon. I mean that if you tribute Lava Golem the opponent can use Solemn Warning and friends to negate the summon yet if he does it he is an idiot since with that move not only gets a minus two but also loses 2000 life points twice as the golem would Burn (in case of Warning). After the Golem is summoned it is an 3000 beater that you do not want to destroy that burns the 1000 points of the opponent per turn.

Hence the Burn/Stall decks that abuse Lava Golem use their Burn part to increase the damage done by Golem when the Stall part focuses on the survival of the player in order not to be beaten by his own monster. But even though in theory this category of decks seem good, in real gameplay they lack consistency by having no draw or search power. I have to say that this is due to the players that they randomly throw into the decks any card that can do a lot of damage and do not pay attention in the build as a whole but in the individual cards. So I have decided to create this deck that not only uses a draw engine compatible with the purposes of the Burn/Stall Decks but also a way to double the damage Lava Golem deals per turn.

I will begin with the latter part: Clear World, a really strange Field Spell with kind of decent effects that can prove useful but none of them is game-winning by itself. But the Fire one if it is paired with Lava Golem (of which the Attribute guarantees that you will get the proper effect) it can burn the opponent's life points in four turns.

Now let me introduce to one of the few proper Burn/Stall Decks that you will see in the web (and yes I know I am arrogant).

Monsters x 9
Lava Golem x 3
Blast Sphere x 3
Des Koala x 2
Marshmallon x 1

A really short Monster Line-Up this is indeed. Most Burn Deck users use huge Monster Line-Ups throwing random slow cards like Stealth Bird that not only are situational but also hold the Deck down disabling it by function as a whole. Lava Golem is the main burning device of the deck and obvioucly is runned at maximum copies in order to ensure maximum consistency. I have chose not to run Volcanic Queen for several reasons. First of all unlike Golem it is a 2 for 1 making it a bad card from the card economy perspective,then she is a level six hence can easily be used as a Synchro Material easily by most decks and finally her effect give choices to the opponent like avoiding the damage for a turn or even damaging you (which can be pretty serious considering the cost for Clear World and the tendance of all modern decks to huge swings of Damage).

The next burn card I have chose to add is Blast Sphere, a really great card that can easily burn a lot the opponent and also destroy a monster of his. The majority of the Burn cards in this deck are like this one, that abuse the opponent's attack power in order to deal huge swings of Damage instead of petty ones like Stealth Bird. This may seem like this deck depends in what the opponent has out but due to usage of Lava Golem you actually have control over your opponent's front row making these cards especially good when combined with Golems huge ATK. Des Koala was added when I was reconstructing the deck for the new format and it proved to be really good since the current deck are all about pluses and due to Heavy Storm's return they do not commit everything on the field at once making this a good first turn set (plus it is a Dark-Attribute that will stay in defence hence no affection from Clear World. Finally there is Marshmallon, which is a perfect asset to any Burn/Stall as it have both Burn and Stall effects plus a really great artwork. But there is a little catch: if Clear World is in the field same time as Marshmallon your opponent will get to see your hand so the addition of Marshmallon was kind of optional. Overall I decided after playtesting and judging pros and cons that Marshmallon offers more than it harms hence it's addition was justified.

Spells x 13
Clear World x 3
Terraforming x 2
Level Limit - Area B x 1
Scapegoat x 1
Pot of Duality x 3
Magic Planter x 3


First of all Clear World is added at three backed up by two Terraformings, I believe that this is more than enough since Clear World is not extremely important, the deck can easily win even without it but it has some other usages too apart from the Golem Combo. Level Limit - Area B is a must have in every Stall deck hence no justification needed. Scapegoat is a multipurposal card that now is used only in a few deck but in this deck it is used also for Stall and since it is Quick-Play it is great in the upcoming format where Heavy Storm and three Mystical Space Typhoon rule. Next there is Pot of Duality and since this deck does not uses a lot of Special Summons (at least in your turn) it is a must have since it adds consistency Burn/Stall Decks lack.

But Pot of Duality is not enough to make the deck consistent. Every serious deck must have some sort of Draw Power and the generic one aside from Pot of Duality does not fits the purposes of the deck. Hence I had to add an Draw Engine in the deck that does not harms the purposes of this Deck and I found that in the Magic Planter. It allows to send a face-up Continuous Trap to the Grave in order to Draw two cards. Continuous Trap cards have some of the best ways to Stall and even some to cards that Burn hence by increasing a bit the amount of the said cards I can add three Magic Planters in order to have a decent Draw Engine. Another thing that Continuous Traps have in plethora is Anti-Meta Cards : Macro Cosmos, Discord, Mask of Restrict, Gozen Match, Rivarly of the Warlords, Shadow and Light Imprisoning Mirrors, Grave of the Super-Ancient Organism and Skill Drain are just some examples. Even though some of them mess up with the Strategy of this Deck, I have sided a lot of them (maining one) and they are extremely helpful in a variety of Matchups.

Traps x 18
Gravity Bind x 3
Zoma the Spirit x 3
Fiendish Chain x 3
Macro Cosmos x 3
Judgment of Anubis x 2
Magic Cylinder x 2
Ceasefire x 1
Solemn Judgment  x 1

Now for the Trap Line-Up where the true tricks of the deck reside. First for the in-deck Continuous Traps. Gravity Bind is the main Stall card of the deck and a also a target for the Magic Planter so it needs no more justification (just watch out for Xyz since they are not affected). Next we have Zoma the Spirit my favorite Burn card after Golem and Marhmallon. I usually Special Summon it in the opponent's End Phase and then suicide it in to Golem for a massive Burn Damage of 3000 life points usually resulting game win (just make sure that Gravity Bind or Area B is not active). Fiendish Chain, our next card, is a seriously underestimated one. I have added it since it is the best way for this deck to stop powerful Card Destruction effects of monsters like Judgment Dragon, Scrap Dragon, Black Luster Soldier etc. Even though Nightmare Wheel fits best in the Burn category of the deck it is unable to negate the effects and hence it was rejected.

One of the problem this  deck will face out there is the newly released (I have said thousands of times these days) 3 MST and Heavy which you will are bound to face since anyone will side in every Spell/Trap Destruction he has. My first solution is pressure: by activating an Anti-Meta Card (of those I mentioned before)  that kills his deck your opponent have to destroy it with MST in order to make his moves hence leaving your of the Spell/Traps intact hence allowing you to continue your burn damage dealings hence having a great chance to win the game. Macro Cosmos is the card I added in the deck since it adds pressure to a lot of the upcoming top decks (Twilight, Zombies, Agents, Dark World, Junk Doppel etc.). Feel free though to change it if you see that your meta is more valnurable to another card.

But since not all deck are killed by Macro Cosmos and also Heavy Storm does not fall in the trick above I had to add another strategy to deal with this. My first thought was Starlight Road but I rejected it for Judgment of Anubis a really great card this format, especially in this deck. The reasons I have done this is several : first is that Anubis can negate MST and Heavy Storm in comparison of Starlight that can negate also Dark Hole, Mirror Force, Judgment Dragon etc. but since this deck neither do attack a lot nor it is overextended in terms of front row field presence and it has it's way to deal with all those pesky monsters, Anubis wins this. Also Anubis fits better the Burn character of this deck and it often is the final push the deck needs in order to win by destroying Lava Golem or something like that, in comparison with Starlight where you get a Stardust Dragon with no synergy on the field who will most likely will be destroyed by Lava Golem next turn. Also much like Heavy Storm, Starlight rules by it's reputation, if your opponent do not know the deck and sees that you set a lot of back row he will assume that you set Starlight and he will be hesitant to activate his Heavy Storm. This is a game of Mind Tricks.

Continuing we have Magic Cylinder and Ceasefire. These two cards are more than staples in Burn Decks, they are necessities. Absolutely no justification needed. Closing there is Solemn Judgment, in my opinion the most staple staple in every deck that runs traps.

The main reason that players mess up when it comes in constructing a proper Burn Deck is that they dismiss their knowledge about Deck Building considering Burn Decks as something different than the Control or Aggro oriented ones. They think that while other decks fight over advantage over the field or hand Burn Decks are fighting to get advantage over the life points and nothing else and they forgot the basic rules of Deck Building. Hence if they have to get a minus two in order to Burn a thousand or two of their opponent's life points they will do it. But this is totally wrong. In this game the first 7999 life points matter so little. Hence this deck is constructed in order to lose as less advantage as possible yet continuing the Burning in a more slow yet consistent rate.

When I tried to reconstruct the deck in order to fits the new format I have to say I was quite pessimistic about it's hopes during this season but I think now it is even better. It is a very tough deck to deal with and it messes up with a lot of commonly seen or to be seen strategies. If you like Burn/Stall Decks give it a chance, you will not be dissapointed.

Thanks for reading and till next time
-Eatos

Bibliography 


Nothing this time, as I said during my research I have found no interesting burn decks to be influenced by.

Thursday 18 August 2011

September 2011 Ban List Discussion

In every blog I look this time of the year there are articles commenting on how will the Ban List will affect the next six months to come and even though I wasn’t planning to do it I will write a similar article to express my opinion.

New Banned Cards
Mind Master (from Limited)
Giant Trunade (from Limited)
Royal Oppresion  (from Limited)
Fishborg Blaster (from Unlimited)

Mind Master: This is an obvious choice for the Ban Hammer since he has no “once per turn” in his effect hence pairing him with Brain Research Lab and you have Substitoad for Psychics.He is gone for good.
Giant Trunade: hmm this was in my opinion 50-50 chance of getting banned since it secures the OTKs and stuff. I don’t know really maybe it will be back one or two formats later.
Royal Oppresion:  At least! Enough with the madness, throwing this in every deck there is. Bye Bye, I hope forever.
Fishborg Blaster:  When I saw this I thought : “What the hell?”.  But I found several  reasons for the Ban Hammer to hit this and also believe he will return next format or at least in a year. First of all I believe it is a move from Konami in order to propel the Fish fans to the new Fish support of Generation Force since the Fish Synchro OTK is unplayble now with the ban of Trunade and Blaster. As a Fish player myself I am not going to do such a thing, I will just keep my deck intact and wait for the return of Blaster. But the primary reason I found was an OCG card Rescue Rabbit (OCG here stands for Oh Cruel God  why again?). If you have Treeborn Frog in the field and Fishborg in the Graveyard ,you summon Rescue Rabbit bringing two level 4 Normal Water Monsters, ditch for Blaster twice making 2 Hyper Librarians (or two any level 5 Synchro), ditch again for Blaster, Synchro Formula Synchron with Treeborn and then Synchro all for Shooting Quasar Dragon. But the Rescue Rabbit is moribund (or moribanned to be exact) hence it will open the ground for Fishborg Blaster again.

New Limited Cards:
Black Luster Soldier - Envoy of the Beginning (from Banned)
Legendary Six Samurai - Shi En (from Unlimited)
Shien's Smoke Signal (from Unlimited)
T.G. Hyper Librarian (from Unlimited)
Debris Dragon (from Semi-Limited)
Lonefire Blossom (from Semi-Limited)
Pot of Avarice (from Unlimited)
Formula Synchron (from Unlimited)
Primal Seed (from Unlimited)
Heavy Storm (from Banned)

Black Luster Soldier - Envoy of the Beginning:  The longest name in the game, two of the greatest effects there are and a ridiculously easy summoning condition and (Voila!) the return of a card that is expected to single-handedly shape the next format. I am not that optimistic that it will be able to do such a thing but it still is a great card hence his return, along with some other changes in the Ban List, make Twilight/Chaos a solid deck option for the upcoming format.
Legendary Six Samurai - Shi En: Samurais where expected targets for the Ban Hammer and Shi En is one of the two cards that Samurai can use at one and the one with the less impact to the deck.
Shien’s Smoke Signal: This is the second card Samurais lost and the one that is going to hurt more.
T.G. Hyper Librarian: Expected and justified and to be continued in the next ban list.
Debris Dragon: The first hit to Plants and well justified since this is one of the most broken Tuners out there.
Lonefire Blossom: The second hit to Plants and also a painful one.
Pot of Avarice: The third hit to Plants and the Tengu Engine even though it affects other deck too. With this the Plant Engine is officially dead.
Formula Synchron: This is I believe done in order to stop some of the madness made with T.G. Hyper Librarian and with him being hit with the Ban Hammer next list Formula will return I want to believe.
Primal Seed: What? I had forgot this card existed. I know there are some loops and stuff but yet hardly viable.
Heavy Storm: Heavy Storm AND Dark Hole AND Mirror Force AND Torrential Tribute = Where is my Starlight Road? This card will have the greatest impact to the format and the way the decks are built mainly due to it’s reputation. There is a 15% of the opponent to open with this, you are not going to risk and set three cards aren’t you? Surprisingly this card is bad in OTK’s since it can be stopped from Stardust Dragon and Starlight Road. But wait there is more: As you will see below there is also Unlimited Mystical Space Typhoon. Heavy Storm and three MST, seriously? Bad format for traps, really bad (don’t forget the approaching Dark World Lightning).

New Semi-Limited Cards:
Summoner Monk (from Limited)
Tragoedia (from Limited)
Necro Gardna (from Limited)
Dewlauren, Tiger King of the Ice Barrier (from Unlimited)
Destiny Draw (from Limited)
Swords of Revealing Light (from Limited)
Mind Crush (from Limited)
Call Of The Haunted (from Limited)

Summoner Monk: Nice! I am a fan of this card and now with all the plethora of Xyz and level 8 Synchro’s he is more awesome than ever.
Tragoedia: Another Twilight boost and a safe move, a balanced card at two I believe.
Necro Gardna: As above it is a zone of defense for the Twilight Duelist. I guess I should buy a couple of Debunks after all.
Dewloren, Tiger King of the Ice Barrier: Cool name and cool art but other than this is just a boring First Turn Kill loop with Symbol of Heritage and some other  cards that I don’t remember in order to draw your whole deck.
Destiny Draw: At last! That is all I have to say.
Swords of Revealing Light: Konami is mocking us. With three MST (even though not everyone will run three I believe at leat main deck) and Heavy Storm this is not gonna see much play.
Mind Crush: Cool! Well just make sure that when you play this card you NEVER call out something like : “Grapha, Dragon God of the Dark World” or “Goldd, Wu-Lord of the Dark World”.
Call of the Haunted: This could be good if there was not three MST and a Heavy lurking around the corner.

New Unlimited Cards:
Judgment Dragon (from Semi-Limited)
Spirit Reaper (from Semi-Limited)
Overload Fusion (from Semi-Limited)
Mystical Space Typhoon (from Semi-Limited)
Megamorph (from Semi-Limited)
Gravity Bind (from Limited)
Icarus Attack (from Semi-Limited)

Judgment Dragon: I am not sure if Twilight Duelist will run two or three of those so I do not know if this will have a big impact in the flow of the game.
Spirit Reaper: Not a fan of this card. Limited, Semi or Unlimited does not matter to me, I am not going to run it anyways.
Overload Fusion: With no Trunade the OTKs fall short hence this card will be no problem.
Mystical Space Typhoon: This should be either Limited or Semi, I don’t get why Konami have recently got so much Spell/Trap hate.
Megamorph: Same thing as Overload Fusion plus the usual three MST thing.
Gravity Bind: Same as Swords of Revealing Light. Continuous Cards and especially Traps are not gonna see much play.
Icarus Attack: With no Oppresion, one Kalut, one Gale and one Whirlwind Blackwings are not coming back.

So that’s it.  No Equip Spells and very limited amount of Field Spells and Continuous Cards will mark the next Format. I believe that hand and grave abuse will continue especially as a protection resort. Effect Veiler, D.D. Crow, Gorz, Necro Gardna, Tragoedia and more I expect to see a lot the next six months. Cards that I expect to rise in popularity are obviously Starlight Road and Debunk and possibly Treacherous Trap Hole. Dimensional Prison and Bottomless are expected to lose their popularity or at least will stop being throw ins in every deck.

Decks I believe that will dominate this format  are Twilight, T.G. Tengu or some other TenguTourGuideBirdmanDivaZombie variant, Agents, Dark Worlds, Rabbit-something when it is released, and maybe Hero variants especially if Esquiridao is released.

Thanks for reading and till next time
-Eatos

Here is the link to Shriek where I saw the Ban List changes

Monday 8 August 2011

Deck Profile # 5: Tuningware Synchro

When I began Yu-Gi-Oh!, one of the first decks I thought of making was Machinas. So I looked all the cards included in Structure Deck: Machina Mayem and one that draw no attention was Machine Duplication. I just overlooked it for it's restriction to monsters lower than 500 ATK. Now almost two years later I know that ATK restrictions mean nothing when it comes to field presence. Also since I have studied the history of the game I know that Machine Duplication since it's original print have some kind of secret and small impact in the flow of the game but never got a lot of attention in order to win a place in the Ban & Limited List.

Back in time it was paired with Card Trooper in order to summon three 1900-ATK beatstick plus milling nine cards plus get to draw a card for each Trooper if you got a bit lucky. That was the main reason for the limiting of Card Trooper. It is also used in Traditional Format with Cyber Valley in order to form Retrieve and Draw engine in order to make fast decks faster such as the infamous Dimension Fusion - First Turn Kill. Also if you pair the triple Cyber Valley with Spell Economics and Dimension Fusion you have an unlimited Draw Loop. It has found it's way to the Morphtronic decks being able to summon many of these little guys such as Celfon and Remoten in triples and use their effect with impressive results. Another use Machine Duplication finds is in a lately popular deck : Karakuris. Abusing Black Salvo one could unleash multiple copies of  Karakuri Shogun mdl 00 “Burei” or Karakuri Steel Shogun mdl 00X “Bureido” making an One Turn Kill out of thin air. As you can see small Machine-Types can devastate the opponent in many ways despite their original small ATK.

But enough with the history lesson. When I looked for small Machine that are targets for Duplication, two cards draw my attention. Tuningware and Darksea Rescue are both targets for Machine Duplication and both when used for a Synchro Summon you get to draw one card (Tuningware has an additional little effect that allows more flexibility in the level of the Synchro Monster throwing Darksea Rescue out of the competition). But how to aduse them? The best way by far is to use the "Retrieve" Tuners. Junk Synchron and Debris Dragon both can target Tuningware. So you summon Junk Synchron or Debris Dragon while one of the Tuningwares is in the Graveyard and then you activate Machine Duplication to get three of the Tuningware in the field. But what to make? Junk Synchron and Tuningware x3 can make maximum a level 8 since one of the Tuningwares have it's effect negated. The best monster to make is obviously Junk Destroyer giving the opponent a minus three, you get to draw three cards and you have a 2600-ATK beater in the field. Alternatively, with Debris you can use the three Tuningware for a level 9 Synchro. So Trishula plus draw three cards or Junk Destryer plus draw three cards? I don't know about you but to me it sounds like a game winning combo.

I had originally made a deck that was focused entirely in that combo including Inferno Reckless Summon (ensuring that you will use the combo at least once) and De-Synchro (in order to use the combo multiple times in a turn). But even though I found the deck exteremely explosive and terrifying, it was many times inconsistent and suffered from very bad hands, hence I have gone in a less explosive way but more consistent and accurate.

Monsters x 19
Tuningware x 3
Junk Synchron x 3
Debris Dragon x 2
Card Trooper x 2
Ryko, Lightsworn Hunter x 2
Lyla, Lightsworn Sorceress x 1
Glow-Up Bulb x 1
Dandylion x 1
Plaguespreader Zombie x 1
Chaos Sorcerer x 2
Gorz, the Emissary of Darkness x 1

Tuningware is included obviously in three copies as it is necessary for the main combo. I have also decided to include both "Retireve" Tuners ; Junk Synchron and Debris Dragon in maximum copies allowed as they are the main Synchro Engines of the deck with or without the combo with Tuningware since they have seven and ten targets respectively. Card Trooper serves many purposes ; not only it is a secondary target for Machine Duplication (even though rarely used) but also is a milling device, a 1900-ATK beatstick, target for Debris Dragon plus adds a little speed. Cyber Valley could be included but I prefered not to, since you would just waste your Machine Duplications in exchange of Draw Power which is not always good.Next, there is the Lightsworn Engine, consisted by two Ryko and a single Lyla, that along with Card Trooper are the primary way to send Tuningware and other interesting little cards to the Graveyard for more shenaningans. Ryko is also target for both Junk Synchron and Debris Dragon.

Glow-Up Bulb, Dandylion and Plaguspreader Zombie are those interesting little cards that can easily be used from the Graveyard for Synchro Summon and stuff. The rest of the Plant Engine could be used (Lonefire Blossom x 2, Spore x 1 and possibly a single Tyttanial) but I have decided that they are not necessary for the deck and removed them, instead filling the space with other most necessary cards. I guess most of you disagree with me but it is a decision I stand by. Chaos Sorcerer in two copies is included since there are 7 Dark-Attribute Monsters and 5 Light-Attribute ones plus a lot of milling. Finally Gorz is included as a last resort protection.

Spells x 15
Machine Duplication x 3
Pot of Avarice x 3
Foolish Burial x 1
Charge of Light Brigade x 1
One for One x 1
Tuning x 1
Mystical Space Typhoon x 2
Dark Hole x 1
Giant Trunade x 1
Monster Reborn x 1

Machine Duplication, the most-difficult-to-get piece of the main combo is included in three copies to maximize the chances off pulling this play. Pot of Avarice is an awesome card paired with Milling and Synchro Engines such as the Lightsworn one and the Plant one respectively. Also it helps stabilizing the main disadvantage of the main combo ; Machine Duplication Special Summons only from the deck hence Tuningware in Graveyard or hand stay where they are, so Pot of Avarice helps returning the extra copies back in deck. From there Foolish Burial and Charge of Light Brigade complete the Dumping Engine opening ways for bigger plays. One for One can be used to summon Tuningware from the deck or bring Glow-Up Bulb for some awesome Synchro Shenaningans. Tuning is used as a sixth "Retrieve" Tuner that I believe it is needed and even though it has only one target is pretty good. Obviously Reinforcement of the Army could used as well but I prefered Tuning for the slight Milling. From there, the rest of Spells are staples that are almost in every deck and need no justification.

Traps x 6
Solemn Warning x 2
Solemn Judgment x 1
Call of the Haunted x 1
Mirror Force x 1
Fiend Comedian x 1

The Trap Line-Up as you can see is pretty basic except one card. Fiend Comedian is a pretty awesome card in this Format to any Deck that Mills. You either leave the opponent with no Graveyard, a devastating thing to many decks or you mill and if you take account the speed of the current decks you will most likely mill a lot. It is so good that I have another one in the Side Deck The only thing I would like to add is that I would love to include Torrential Tribute, a second Seven Tools and possibly even a Limit Reverse but there was no space.

Extra Deck x 15
Formula Synchron x 2
Armory Arm x 1
Ally of Justice Catastor x 1
T.G. Hyper Librarian x 1
Brionac, Dragon of the Ice Barrier x 1
Iron Chain Dragon x 1
Black Rose Dragon x 1
Scrap Archfiend x 1
Junk Destroyer x 1
Red Dragon Archfiend x 1
Scrap Dragon x 1
Stardust Dragon x 1
Trishula, Dragon of the Ice Barrier x 1
Shooting Star Dragon x 1


No surprise in the Extra Deck except that it costs over 250$ to make.

Overall this deck is able to unleash easily an extremely powerful combo but it also can play with multiple Synchro Summons and Chaos Sorcerer. It is much more consistent over it's predecessor but even though it suffers from the possible bad hands that every deck using Milling Engines can suffer. But the thing that I like most in the deck is that even though Hyper Libarian is included in the Extra Deck, the main combo itself does a better job in Synchroing and Drawing than Librarian. But since the combo can be destroyed by both Effect Veiler and D.D. Crow (which both can stop the "Retrieve" Tuners) I have sided two copies of Debunk and I suggest it to everyone who wants to use this deck.


Thanks for reading and till next time.
-Eatos


Bibliography

There is not many things to show since this combo has not explored very well but here are some links to the history of Machine Duplication if you are intereseted. Also there is a deck called Tuningware OTK but I found it pretty boring since it is another Magical Explosion FTK deck but you can also take a look.

Jason Grabher-Meyer, 2011, Konami.com, "  Deck Profile: Bobby Brake’s Karakuri Machine"

Jamie Alexander, 2010, The Traditional Format Academy, "Dimensiona Fusion Loop"

aznpersuasion2008, 2009, Youtube. com, "Yugioh Decklist - Tuningware OTK"