Monday, November 12, 2012

Darwinism in a Deck: Laggia Made Right


If “Laggia Made Right” made you think of Dino-Rabbit decks, than this article is much more necessary than I thought. As you may or may not have guessed, we’re going to be learning about something you won’t find in your private school’s textbooks, Evolution, more specifically, the Evol Archetype/Series/Whatever you want to classify them as. They've been in the Meta ever since Order of Chaos gave us new tools to play with, and with Rescue Rabbit receiving his semi-limitation, players hooked in by the concept of the Evolzars now have more reasoning to play the deck than ever.
But before I continue praising one of my favorite decks in the game, let’s start from the ground up, what exactly are Evols? The archetype is divided into three parts, Evoltiles, your cute little Reptile friends, Evolsaurs, Gladiator Beasts turned into Dinosaurs and made competitive, and the one that anyone who has played competitively will know, the Evolzars. The gist of the deck is that your Evolsaurs get effects when special summoned (typically from the deck) by your Evoltile monsters. These effects range from searching the deck to popping backrow, and with the Evolzars having Dinosaurs as their Xyz Material requirements, you can easily bring them out. And seeing as how your Evolzars are: A Solemn Judgment with an attack stat; and a Divine Wrath without cost, you can shut down many of your opponent’s strategies and force them into wasting resources to stop your monsters.
Now that we’re up to speed, here’s a skeleton of what most consider to be the standard Evol build:

                                                      
If it’s in there, play it, all of the open spots are your tech choices. You might argue about 2 MST, but you can’t count on Diplo all the time. Gorz is in there because what Evols lack the most, is attack power. Laggia and Dolkka might have amazing effects, but if your opponent can get something out with 2600+ attack, you’re going to have to play around them. We’ll come back to this in a bit. You should add Veilers, Bottomless or Torrential, Enemy Controller or Mini-Guts, usually a third Evo-Diversity, and more tech spells such as Mind Control or Book of Moon. The extra deck should contain almost exclusively rank 4s, but one or two Rank 3s such as Acid Golem and Zenmaines for when you find yourself unable to hold all of these Westlo.
I’d like to take the time to explain why there are so many Evol Tile/Saurs, but yet we’re only running a select few. The truth of the matter is that Evols are one of those decks that have plenty of options, but not all of them are good. You’ll find that Evol Spells and Traps that aren’t named “Evo-Force” or “Evo-Diversity” are borderline unplayable, but this is far from the only archetype to have that problem. Cards like Evoltile Odonto used to be good, but compared to the options we have now, it’s just too slow and situational. At the same time, there are cards like Evolsaur Darwino, which seem good on paper, but end up clogging both your main deck and your extra deck, forcing you into losing tech choices on both ends. The whole issue with running Rank 5 or 6 monsters and attempting to go into Xyz monsters like Solda is simply that it doesn’t fit the most consistent Evol play style. Evols like Terias just clog the hand even more so than regular Evolsaurs do, and as I said, you’re losing too much Extra deck space to justify the decision. Three Cerato, Two Diplo, and Two Vulcano gives you enough room to wiggle with, and you’ll be having much better draws by not filling your deck with the “larger” Evolsaurs. I’m not saying that the Evols not run here are bad, but rather that the other cards are simply better.
As far as filling up the rest of that deck goes, make sure you have outs to situations Evols aren’t meant to handle. The deck can’t straight-up pop the opponent’s monsters, so make use of cards like Enemy Controller and Number 50: Blackship of Corn to deal with things like Spirit Reapers and Marshmallons. Duality is an amazing card, use as many as you can (two at the time of this article), and keep in mind that odds are you can just set a Westlo and lose nothing from playing the Duality. Bottomless is usually better than Torrential here simply because Torrential would result in you losing cards such as Westlo before they can be utilized. Enemy Controller is usually preferred over Mini-Guts, but keep in mind that both are intended to be used with Evoltile Najasho when possible. Make sure you have some heavy hitters in the extra deck, even things like Shark Drake can work here, it’s the attack stat that you’re looking for, not the effect. And if there is one spell card that you should always be running, it’s Pot of Avarice. Your build will usually be something of a 17-17-6 with Monsters/Spells/Traps respectively, and you burn through those 17ish monsters faster than you could possibly imagine. Having Avarice on hand, and in the future, even teching a Daigusto Emeral, can keep your momentum going.
Despite how much I praise the archetype, it’s imperative to know your weakness, because believe me, there are plenty of decks that act as hard counters to you without even realizing it. The easiest way to beat over an Evol deck is by simply having a very large attack stat. Cards like Grapha, the Karakuri Shoguns, and most Elemental HERO Fusions can simply beat right over your deck.  Your side deck should have been prepared to face decks like these before you even changed it to suit playing with Evols, but there are several main-deck options that can help you secure that Game 1. I didn’t leave Gorz within the deck skeleton above without good reasoning, his attack stat, and potentially even higher token, can save you more often than you’d think. Most Evol Builds only run a handful of traps, and your quick-play spells are just MSTs or Econs. Getting Gorz out is easy as soon as you draw into him in this deck. Make sure to keep options such as Compulse and Bottomless around between your Main and Side deck so that harder hitting bosses aren’t as potent of a threat.
Another common weakness is actually drawing your Evolsaurs. You’re almost always going to want your Evolsaurs in the deck to be brought out via the Evoltiles, but drawing them isn’t the end of the world. If you’re able to set a Westlo, get an Evolsaur out of his special, and then normal summon the hand-bound Evolsaur the next turn, you’ll have an easy Evolzar right there. A good tactic is being able to bluff your opponent. When you set a monster face-down and your opponent knows what you’re playing, they’ll often be hesitant to attack because they’re expecting a Westlo that they can just Veiler when you flip summon it. Play with your opponent’s head, you have a dead hand and just Duality’d into a card that tells your opponent what deck you’re playing? Set a Vulcano, your opponent could very likely pass, and then flip it and normal summon another Evolsaur, boom, another Evolzar out on the field.
Also keep in mind that your deck is a bit slower than some of the top decks this Format. You don’t exactly have a “Normal Summon Wind-Up Magician, Special Summon Wind-Up Shark, good game?” or “Set 5, Summon Stratos, effect good?” killer play, but the deck is great at preventing your opponent from doing just that. Between Laggia, Dolkka, Veilers, your backrows, and being able to function as a near-pure Rank 4 Toolbox, you’ll have something for every situation. Just be sure to play with a level head, conserving your resources can and will pay off in this deck, as you’ll see below.
Now I’d just like to spend some time going over general tactics as well. Your deck has an amazing, and I mean amazing, two-card combo with Evo-Force and Evoltile Najasho. Evo-Force will be used to special summon an Evolsaur from the deck and have it treated as if it was special summoned by an Evoltile, and Najasho special summons you an Evolsaur from the deck when he is used as a tribute. Keep in mind using Najasho as a tribute is a cost. Your opponent uses Solemn Warning on the Evo-Force? Go into a Vulcano from Najasho’s effect and bring someone out of the graveyard to Xyz with. Your opponent has two lonely backrow? Double up on Diplo. Your opponent has a few smaller monsters blocking the way to their LP? Bring out your Ceratos and keep on searching. Najasho can even be used in conjunction with Enemy Controller as I’ve referenced before, but remember, you can set Najasho before you tribute him for either of these cards instead of trying to summon him and getting hit by a Solemn. And remember to be wise with the order in which you special summon your Evolsaurs. Let’s go back to the Najasho-Force combo, say your opponent has one backrow on the field. Special Summon Diplo first, so that you force your opponent to use that backrow card if possible. Say that it was Torrential; you can now use Vulcano to pick up the same Diplo that you just forced a play with. And defensive plays work just fine as well, Evo-Diversity into a Westlo, use Duality, and then set any backrow cards that you’d like, and you haven’t lost any advantage. The classic “Enemy Controller on your Utopia, Chaos Xyz Change” play is also amazing in this deck, coupled with the fact that you can plus again off of Najasho.
Evols might not be a Tier 1, YCS winning deck, but they’re playable. It’s a deck that you can easily side things in and out of, and the deck itself forces your opponent into making their plays early thanks to your Evolzar squad and Diplo’s mandatory pop. You have your match-ups, the good and the bad, and even with their incidental counters becoming more popular this format, Evols aren’t going to be leaving the Meta anytime soon.



-Thecheese103
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Tuesday, October 30, 2012

Starlight Road vs The Huge Revolution is Over

Hey there, DNG. Today I bring to you an article about something that has been debated countless times in the past, causing many an argument and shitpost. What card should you run in your deck: Starlight Road, or The Huge Revolution is Over (hereby referred to as THRiO)?
This question contains many answers, but in all honesty is more dependant on the deck you are running in general over preference. My first point is about the all-encompasing Extra Deck, our best friend and worst enemy. Here we keep all of our Purples, Blacks, and Whites for use throughout the duel. Ever since Goat Control stopped being a thing, a ruling was made that the Extra Deck (or Fusion Deck at the time) was to only include 15 cards in it. This put a serious damper on some people's days. "But how will we choose what to put into our Extra, Konami? That's not enough space!" people cried in the streets. Well, for most decks that exist today, Extra Deck space is as tight as an Asian virgin. This is the main thing to consider when choosing THRiO or Road. I believe, personally, that the main reason people use Starlight Road over THRiO is mainly because of the free Stardust Dragon the card gives you upon resolution. However! Many decks just don't have room to put Stardust in their Extra, or simply can't use him outside of Road. This is where you'd prefer to have THRiO over Road.

My second, and, significantly more minor point about Starlight Road vs. The Huge Revolution is Over, is the existence of Solemn Warning. This card has caused many a negation in its day, making many a player curse under the breath and consider playing "Flipping the Table" on their opponent. Something that is wonderful about Warning as compared to Jadgment, is that it can also negate Effects which would cause a Special Summon to occur, over only being able to negate the summon itself. This means that Warning, compared to Judgment, may negate effects that occur in the Damage Step which would cause a monster to be Special Summoned. This includes Gorz, the Emissary of Darkness, Tragoedia, and Battle Fader. This are all cards that are Special Summoned through their own effect. Solemn Warning negates effects. See where I'm going with this? Solemn Warning can also negate the Trap Cards "Macro Cosmos" and Starlight Road. Yhis is because while these two cards have a primary effect on their own, they also happen to include the effect of special summoning Helios - The Primoridial Sun and Stardust Dragon, respectively. Because of this effect, both cards can be negated with Solemn Warning, in addition to Solemn Judgment. The point here, is that while Starlight gives you a free Stardust Dragon upon resolution, it can also be stopped by Solemn Warning, something THRiO does not suffer from. This places THRiO, in some ways, above Starlight.

My final point, the most minor of all, is the fact that THRiO has the added bonus of banishing the card that would destroy two or more cards you control. This can be a huge advantage against some of the popular nuke cards, most importantly, Black Rose Dragon. While it is not particularly important against the more popular mass removal cards, such as Torrential Tribute, Dark Hole, and Heavy storm, it is still a pretty nifty effect that could possibly come in handy against certain decks.

Well there you have it, DNG. The main three points about THRiO over Starlight Road. Let's recap the pros and cons about both, you dig?

Starlight Road

Pros-
-Negates a card which would destroy two or more cards you control.
-Nets you a free Stardust Dragon, for another free negation.
-Can make your opponent waste a Solemn Warning, so that you have one less to worry about.

Cons
-Can be negated by the use of not only solemn Judgment, but Solemn Warning, as well.
-Hard to use in decks that have VERY tight extra decks.

The Huge Revolution is Over

Pros
-Negates a card which would destroy two or more cards on the Field, not just two you control.
-Can't be negated through Warning.
-Banishes the card which would destroy two or more cards on the field.

Cons
-Nets you no advantage.
-Can't stop another destruction effect.



When it comes down to it, if your deck has the ability to fit in Starlight, but you fear of your opponent using Warning to stop your Trap, it is truly a matter of personal preference over utility.

-Retyopko
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Saturday, October 27, 2012

Dustflame Blast in Lavals, is it Worth it?

As you all may or may not know, Lavals are a very good deck that have done quite well in the OCG. Being only 1 card away from being completely TCG legal, I feel it appropriate to discuss some of the lesser-known cards that they can utilize.


Dustflame Blast - An interesting card, given that Lavals benefit from having cards in the grave. Some may say "Laval Lakeside Lady does just as good a job as this card, why is it even a choice?" The simple fact is that Lakeside can only hit Set cards, while Dustflame hits anything on the field. This isn't to say that it has no drawbacks, you MUST banish all Laval monsters in your grave. This DOES include Lavalval monsters, such as Lavalval Chain, Lavalval Dragon, and Lavalval Ignis. Using this card with a full grave is not recommended at all, and when utilized with minimal Lavals in the grave, can really throw the tempo in your favor. Cannons can reuse banished Lavals, but you only have 3 at the maximum, and you should not get into a situation where you will drag out the duel. Ideal targets are bosses like Legendary Six Samurai - Shi En (Handle carefully, the negation will stop Dustflame AND cost you all of your Lavals) and Evilswarm Ophion (His inborn ability to grab Infestation Pandemic Infection is a bother), cards that could make WOMBO COMBOS (Like Wind-up Magician, monsters with the potential to Synchro Summon, or a card like Red-Eyes Darkness Metal Dragon that can summon/cause chaos), and any troublesome set cards that could disrupt plays. (Such as Ryko, Lightsworn Hunter, set Traps, Snowman Eater, etc.) As a side note, Starlight Road and The Huge Revolution is Over can't touch this card, as there's no guarantee you'll destroy more than one card.
Overall, Dustflame is a good card to make that final/initial push, but still has a big cost. Consider your options before you add this card.

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Sunday, October 30, 2011

Chappy's Shenanigans #3

Air Neos OTK baby.


You can view the previous edition of my shenanigans Here

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Friday, October 28, 2011

Deck Profile: Infernities


The Wild West Deck of Yugioh
Infernities are an archetype consisting of All Dark attribute monsters with mostly fiends. It prioritizes on filing its graveyard with Infernity monsters and emptying out the user's hand. This Article will explain the many strategies and techs they may utilize. Warning; Infernities are more complicated than Gravekeepers so this article will be substantially longer than My Last Deck Profile.

The Main Players
Infernities generally stick to Infernity Archfiend, Infernity Necromancer, Infernity Mirage, Infernity Beetle and Infernity Avenger. All of which are effect monsters which require an empty hand to activate. Archfiend and Necromancer hold the most important effects for getting the gears in motion.

I've seen plenty of builds running Infernity Randomizer because of it's draw effect but I personally don't think of it to be as effective as the the other five.

With Infernity Archfiend there are several advantages and disadvantages. Archfiend's effect can target any infernity monster/spell/trap. This makes it part of the consistency engine within Infernities. What it also does is open its user up for misplays if they lack the ability to properly understand the deck. While you may gain a card from special summoning it, it will place a handicap on the rest of your Infernities if you search a card you can't remove from your hand. The common play is search out an infernity monster if you haven't normal summoned yet, or to fetch Infernity Barrier/Infernity Launcher.

Infernity Mirage is the next item of this deck. Its abilities are somewhat a combination of Infernity Beetle and Necromancer. Tributing this card to summon 2 Infernities from the grave is a powerful effect that is essentially a floating Infernity launcher. What balances this card is the fact that it can't be special summoned from the grave, but there are a number of ways around this. Using Monster reincarnation is an amazing tech to emptying the hand along with getting mirage back or Hundred-Eyes Dragon, but I'll elaborate more on Hundred-Eyes Dragon after I've explained the rest of the Infernities.

Infernity Necromancer is the card that abuses the grave the most in Infernities. Its purpose is to simply special summon any Infernity that isn't itself while the users hand is empty. This effect can allow you to synchro with Beetle/Avenger, search with Archfiend, or simply create more field presence. Necromancer's stumble ability makes it a lot safer to normal summon it, with an attack of 0 and no more, being automatically swapped to defence mode is an effect that only banes Infernity Barrier but it makes up for it by special summoning a new monster in attack mode if desired. There are obvious disadvantages to this card though, such as not having a grave. This applies to Infernity Mirage as well.

There isn't much to say about Infernity Beetle. A Good card that can duplicate itself to thin out the deck and also fill up the grave. It's a tuner that makes things happen really. Even if there are no materials to synchro with, there is always the choice of overlaying into Gachi Gachi Gantetsu. The only disadvantage to beetle is opening/drawing multiples. Which can be made up for with Infernity Inferno or Infernity Launcher.

Hundred-Eyes Dragon is just a neat card that any Infernity build should run. Like many Infernity effects, it requires a decent grave. Its ability is to banish any Dark Monster under level 6 and imitate its effects. This means Dark Grepher can also be targeted along with any of the five Infernities previously discussed. Hundred-Eyes Dragon is essentially one of the most flexible cards Infernities can use and with 3000 Attack, why not?



The Support
Infernities rely on using Spells and Traps just about as much as Gladiator Beasts do. See the perks of Backrow is that you can set up to five, where as you can only play 1 Infernity Monster from your hand generally. It is the simple solution to a clogged hand.

Allure of Darkness is a fantastic tech in Infernities, not just because they're mostly Dark monsters, but because It will also remove a monster to prevent clogged hands. The disadvantage of this is that you will lose an Infernity, but the advantage generally outweighs the cost and may even gain from the cost.

Call of the Haunted and Monster reborn are obvious additions to this deck as they special summon from the grave or just loiter on the field for reduced hand presence.

Infernity Barrier is literally the best protection Infernities have, making it worthy of its name. What I can not stress more about this card is the fact that you absolutely have to be playing the deck properly in order to use it. It is not as flexible as solemn judgment, but it does cover all activation types.

Infernity Inferno = Hand Eater, Grave Filler. Absolutely necessary in Infernities. Toss out the cards you don't like and thin out your deck while you're at it. Completely Chain-able and a part of the Infernity Consistency Engine. This also explains Foolish burial being used to further thin the deck and create more targets for various Infernity effects or revival cards.

Infernity Break is yet another trap card used by Infernities that once again relies on grave presence and being empty-handed. The good thing about it is that you can select any Infernity card to activate the effect. This means you can use an old Infernity barrier instead of your monsters.

Dark Grepher is a floating Infernity Inferno, making it useful for emptying your hand and adding to the grave but a flaw that mustn't be overlooked is that grepher has little use if you hold no monsters. What makes it a risky card but also apart of the Infernity Consistency Engine is that it helps you start off but can hurt the deck if you draw it alone.

One for One is simply a tech that infernities could use considering they use avenger and mirage. If the targets for one for one were no longer in the deck, it could still be set to avoid hand cluttering.

Maxx "c" and Effect Veiler. These two cards are not exactly popular in Infernities, considering they are hand activated cards but something to consider is that maxx "c" can be sent to graveyard whenever the user wishes, while Effect Veiler only needs an opponents monster on their field during their turn. On paper it sounds situational but what are the odds of your opponent not having an effect monster out on their turn?

Next up is Infernity Launcher. This card is limited to 1 and with good reason really. It's purpose is to empty your Infernity monsters into the grave or bring back monsters you've sent to the grave. This pretty much is where your opponent feels like scooping, especially if you have a healthy Infernity grave with Necromancer and Archfiend. While a limited to 1 card doesn't seem to be all that worth it, it is searchable by Archfiend making it easier to get and easier to win.

Pretty Much Covered Eveything but some of the Side-deck so I'll just get to that now.
Debunk is sided in because sometimes you may come up against cards that rely too much on the grave to use their effects but while Infernities use the grave as their 'second hand', only Mirage and Beetle's effects resolve in the grave (Avenger's activates in there too i guess). Debunk is the answer to a lot of monsters like Grapha, Discard Search Monsters like Hecatrice, Elemental Hero Captain Gold, and what would bother Infernities the most; Effect Veiler and Maxx "C".

Snipe Hunter is side-decked incase the deck comes across monsters that can't be destroyed by battle and the like. It's an easy to piece together tech as snipe hunter can discard an unlimited number of cards. Snipe Hunter can also be replaced by Fabled Raven if you desire as Raven can also empty a hand of monsters if need be.

Lastly, Mind Crush. I personally don't like main-decking mind crush, but Infernities are one of the few archetypes that can profit substantially off this card. Simply put, Mind crush can empty a hand but it can also be set back by the fact that you can't activate this without a hand.

All of my praise if you're still reading this attentively. Thanks for reading, Until next time.

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Wednesday, October 26, 2011

Promotional Card From Tag Force 6: Crimson Blader


Crimson Blader
FIRE AttributeWarrior/Synchro/Effect Level 8 2800/2600
1 Tuner + 1 or more non-Tuner monsters
If this card destroys an opponent's monster by battle and sends it to the Graveyard: Your opponent cannot Normal or Special Summon Level 5 or higher monsters during their next turn.

A great Level 8 monster with a very interesting effect, useful in any deck that Synchro Summons. With 2800 ATK, same as Scrap Dragon's, not much gets over it in battle, and if it kills a monster, then your opponent will not be able to Special Summon anything big as a response to Crimson Blader.

Large targets include Grapha, Dragon Lord of Dark World, Master Hyperion, Archlord Kristya, Dark Armed Dragon, basically any Synchro monster, and Fusion Monsters. The card provides just a little bit more protection against those cards by preventing them. Sure, your opponent could decide to not summon a monster for you to destroy, so they can try and get their boss monster out the next turn, but is it worth taking 2800+ direct damage, potentially? In Plant Decks, it's very easy to take advantage of an empty field, with cards such as Trishula, Spirit Reaper, and other cards that knock cards out of your opponent's hand, possibly knocking that boss monster out of their hand, foiling their plans.

Weaknesses that this card has is that it obviously does not stop XYZ summons, though not many XYZ monsters currently can get over Crimson Blader, with the exception of Wind-Up Zenmaines, and Number 30: Acid Golem of Destruction (but that card is bad unless you have a Skill Drain active on the field, or something). Sure, there are XYZ monsters that have effects that can destroy it, but often they need Level 5 or higher monsters to Special Summon them.

That's all for now, not much else to discuss, currently.

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Wednesday, October 19, 2011

Debunk

Sorry for the lack of updates, I personally have school. Also I'm very lazy.

Debunk
Counter Trap
Negate the activation of an Effect Monster's effect that activates in the hand or Graveyard, and remove it from play.

I've recently been testing Debunk for my side deck and I've seen excellent results. It hits so many decks in the meta hard enough, I've even considered main decking it. The only thing stopping me is how it can end up as a dead card, slowing down my deck. I would consider it for the main deck of a Counter-Fairies build.
Large Targets
While it hits several main deck staples like Effect Veiler, Gorz, and even Maxx "C", it also can break the backs of entire engines.
The plant engine is broken by this card. While Lonefire Blossom can still work through a Debunk, usually giving them a Formula Synchron; cards like Dandylion, Glow-Up Bulb, and Spore all fall at this card.
T.G. Variants also die to this card. Not only does it stop all T.G. searching business, but it also cuts off Reborn Tengu. Unfortunately, it cannot stop them from special summoning Striker, then Warwolf, then normal summoning Rick Ross and going into Trish.
Fableds and Dark Worlds all get smashed by this card, as all of their effects activate in grave or in hand.
X-Sabers get cut off from Darksoul and Emmersblade, shutting down their set ups for large synchro plays.
Blackwings lose Vayu, which is arguably their best card at this point.
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