Showing posts with label tengu. Show all posts
Showing posts with label tengu. Show all posts

Monday, October 10, 2011

tcg tgs;an amalgamation of broken cards

This deck, I like to call TCG TG is as you can tell at a glance, a combination of powerful engines and cards like tengu, tour guide, sangan, gorz, BLS and the Tech Genus engine. Tour guide is easily the best card in the deck - making almost any hand really powerful,either by xyz or simply fetching sangan, as long as it doesn't get veilered,particularly it allows you to run bls consistently despite only running 2 lights in the maindeck, and utopia and wonder magician in the extra deck.




Next, let's take a look at the other whored out TCG exclusive that's been in every deck, Reborn tengu. this card has lots of uses, maintaining field presence and blocking attacks early game synchroing without losing any card advantage - sometimes Gaining it even. Both of these TCG exclusives are powerful and serve many purposes in the deck.

Then, we have the TG engine. Striker and warwolf both have effects that lead to free synchros, With striker's pseudo cyber dragon effect,and warwolf's effect that synergizes with special summons in general, you can make a level 5 - such as TG wonder magician which is an amazing level 5 and a Light. The other effects that they all have is tutoring each other, meaning all kinds of creature swap shenanigans and making it hard for your opponent to steal your card advantage in general

another very handy thing this deck has plenty of is the "hand traps" - monsters that have effects that activate from the hand in your opponents turn - veiler is the most common one and for obvious reasons - negating an effect in this meta is very powerful, doubly so when it's not vulnerable to heavy or veiler,aside from that it's a tuner and if you are put into a situation you can summon it for synchro shenanigans. Maxx "C" is a great advantage card, you generally go + off of its draw effect or force your opponent to make an unsatisfactory play. Gorz and Tragoedia are boss monsters that can be summoned when you take damage, tragoedia generally has above average attack in this deck and can lead to synchro and Overlay options with its other effects, gorz is a level 7 on top of generally summoning 2 Beatsticks with its token effects, so that's more synchro options if you need.

The spell and trap lineups mostly explain themselves, avarice lets you + more while recycling your bullshit cards, allure is great drawpower, mind control is practically staple in any deck post-xyz, creature swap is the one card that's more of a tech choice - you could easily replace it with smashing ground as an out to troublesome cards like thunderking rai-oh, the biggest weakness to the deck.

The sidedeck is pretty basic as I've only participated in one relatively small tournament, but until I have more time to work on it, it gets the job done

Overall I'd say this build is very powerful and versatile in play, but not without its weakness - thunder king rai-oh,mind crush, and dimensional fissure are all problems for the deck. But it's still very fun and worth giving a shot in my opinion



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Chappy: Main Character and Professional Topdecker

I can't into introductions properly.
My handle is Chappy usually, and i prefer to be called Felix by my friends. (But I still don't like being called Felix. I know I'm insane)
I am 17 years old hitting 18 soon. I've started to play Yugioh at locals with Blackwings and it is a neat environment there. On DuelingNetwork I enjoy using underpowered archetypes and improving them.
It goes without saying I know what I'm doing even if I don't hop on the mainstream stuff like Tengu and Tour Guide. Anyhow, I lack the ability to write coherently so let's just pretend I said everything I wanted to and uh look forward to my posts along with the rest of the team. It'll be worth your while.
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Deck Profile: Tengu Plants




There are a lot of decks that I enjoy. Plant decks are one of them. The fact that they are explosive, powerful, and pack a lot of good cards into the deck, making it really hard for you to ever draw a card you can't use. All of that really turns me on to the deck.


In a Plant Synchro deck, as the name implies, you do a lot of synchro summoning. With the introduction of XYZ monsters, the deck has been given more options to play around with.

Loaded with three Tour Guide of the Underworld, which has been said to be the "One Card Toolbox," the deck makes Rank 3 XYZ monsters very easily, and you can use them to gain the upper hand against your opponent. Your Extra Deck is your toolbox, and the field is your work space.





The Graveyard is also another toolbox in a Plant Deck, you need it to get the effects of cards like Spore, Glow-Up Bulb, and Dandylion. Some Plant Decks mill to get their good cards that should be in the Graveyard into the Graveyard. This variant does not mill, save for Glow-Up Bulb's effect. The deck draws into it's cards, and then dumps them into the graveyard with cards like Foolish Burial, and One For One. A very wonderful combo is playing Foolish Burial, and dumping a Dandylion into your graveyard to receive the Fluff Tokens from it's effect, then Normal Summoning a Debris Dragon, and using his effect to Special Summon the Dandylion back, and then synchroing with everything to create an easy Trishula, Dragon of the Ice Barrier, and still have two fluff tokens on the field. This can also make a quick and dirty Scrap Dragon, with fluff tokens as fodder for this destruction effect.


Monsters such as Reborn Tengu can make Synchro and XYZ summoning a breeze. Sangan helps search out your Lonefire Blossom or Tuners. Thunder King Rai-Oh adds a touch of Anti-Meta to the deck, preventing your opponent from getting the effects of cards like Sangan, or Snow, Unlight of Dark World, or even E - Emergency Call, as well as preventing your opponent from synchro summoning or XYZ summoning, or even special summoning a Cyber Dragon. Effect Veilers can keep your opponent from making their large plays. If that cannot stop them, a Maxx "C" will hopefully make you draw enough cards to have a decent answer to their play on your turn, and give you a nice advantage.
The deck has access to Black Luster Soldier - Envoy of the Beginning, and Gorz the Emissary of Darkness. Both are very aggressive cards and can save you from certain defeat, and help make a big push. Cards like Enemy Controller and Mind Control can also make some aggressive plays as well, by stealing opponent's monsters and synchroing or XYZing with them.
Cards like Trap Dustshoot and Scapegoat make your opponent feel stupid for wasting a Mystical Space Typhoon on the card, and the deck makes good use of Solemn Judgment, and Solemn Warnings. Scapegoat is especially fun, because you can synchro with the tokens, use them for Enemy Controller, and simply use them as a wall for a turn or two. The deck makes it's big Synchro and XYZ plays, and then recycles everything back into the deck by playing Pot of Avarice.

Cards such as Enemy Controller and Mind Control are truly beautiful cards when used in this deck. Mind Control turns your opponent's annoying Thunder King Rai-Oh into a T.G. Hyper Librarian, if you have a tuner in hand. Enemy Controller can be used on an opponent's boss monster, or during their turn, you can chain Enemy Controller, tribute a Sangan/Reborn Tengu/Dandylion/Scapegoat Token/whatever the fuck, grab their tuner, and disrupt their plays. One of my favorite plays so far has been grabbing an opponent's Formula Synchron with Enemy Controller and syncing it to my Tengu and a Fluff Token, making a Black Rose Dragon, and clearing the field, all during his turn.

New additions to the Extra Deck are Orient Dragon, which is a card you can make with Debris Dragon and a Maxx "C", or some Fluff Tokens, or any combination of cards, and can eliminate your opponent's annoying Stardust Dragon or other problem Synchro monster. Another new card is an upcoming Rank 4 XYZ monster: Lavalval Chain.


Rank 4 FIRE Sea Serpent 1800 ATK/1000 DEF
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card toactivate 1 of the following effects:
Send 1 card from your Deck to the Graveyard.
● Choose 1 Monster Card from your Deck and put it on top of your Deck.

This card is amazing, easy to make, and can dump a plant into the graveyard for you so that you can do some Synchro summoning, or add a card to the top of your deck so that you can draw it next turn, or maybe even draw it on the same turn, if you have a T.G. Hyper Librarian on the field, and make a Synchro monster whilst he's out. It can make you draw into your Black Luster Soldier quickly, your Lonefire Blossom, your Debris Dragon, nearly any monster you need to topdeck.

Another addition to the Extra Deck will soon be Wind-Up Zenmaines, a Rank 3 XYZ monster.


Rank 3 FIRE Machine 1500 ATK/2100 DEF

2 Level 3 monsters
If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it.

This card is much like Gachi Gachi Gantetsu, only with a destruction effect at the End Phase, making your opponent think twice about trying to play any monsters, or Spells and Traps. The downside to this card is, if it is the only card on the field, and it's effect activated, you will then have to destroy it, so you have to be very careful when you play the card. Tour Guide of the Underworld makes summoning this card easy as hell.

All in all, Tengu Plants is still an amazing deck, and while some matches such as Gravekeepers and Macro can be somewhat tough, they are not impossible. Tengu Plants benefits greatly from side-decking, and can overcome nearly any obstacle, it seems, given the right tools. Definitely a deck I plan to play locally. That's all for now.

-Brian



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